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    •   Scenery Update : LSZA Lugano XP11 by Aerosoft   It was one of those weird moments. I have wanted to checkout LSZA - Lugano scenery by Aerosoft for simply ages and it was just to see how it looked now in X-Plane11. Lugano is special in a way to me, because it was the very first payware scenery I had professionally reviewed. That then is noted on how long ago LSZA Lugano has been actually released (2011) and it was also one of the first (actually the second released) scenery that Aerosoft did release for X-Plane as well. It felt like a very long time ago and in X-Plane years I suppose it is.   So flying into the original Lugano Airport (from Zurich LSZH) I found it was actually showing it's age in X-Plane11, it felt old and and also a little tired, but the great features and the details that I remembered are all still there, it was then as it is now still a great scenery.     LSZA Lugano XP11 by Aerosoft And so just a few weeks after my catchup encounter with LSZA - Lugano, Aerosoft then released the updated version for X-Plane11. Aerosoft has been extremely busy lately with updating a lot of their original sceneries and converting them for X-Plane11.   Although and as we will see with this Lugano scenery, is that most of the basic scenery is still original. These newer converted sceneries are however very much more X-Plane friendly and use all of X-Plane's features to a better degree than any of the earlier releases which are really just straight out converted sceneries from the Flight Simulator versions. To a point that was the issue with most earlier Aerosoft sceneries in that they had no idea on how X-Plane actually works and they all had very limited X-Plane involvement and interaction, it still happens as with their recent release for Bali. But with most of these newer conversions they are now done by a gifted X-Plane developer called Omar Masroor, and that makes a significant difference and why they are now far better to use as X-Plane dedicated scenery and have far better active features.   Lugano Approach Flying into LSZA is challenging. The airport is situated at the head of Lake Lugano and deep into the foothills of the European Alps. So the approach is not anything but straight on directly to the airport, but there is a sort of S curve course into RWY01. RWY19 is even harder as the descent is very steep so most approaches are usually over water into RWY01. There is a ILS approach (111.50 ILU) for RWY01 but this is a difficult steep 6oooft at a 6.65º glideslope and as required the slow approach speed here is critical because of the short 4429ft (1350m) 01/19 runway at the end of the slope, and with a steep approach like that you are really hard pressed to hold on to a 60knt speed.   So you sorta "peek-a-boo" your way in around the headland to the hidden LSZA airport (arrowed).     This is not the official way in but the easiest. Speed and height are critical and 80knts down to you dare 60knts stall zone with 1000ft required right on the money as you line up with 01.     The small outcrop on your left gives you a perfect lineup to the centreline if you hit correctly the boundary on where the land bump hits the lake you will align up nicely to RWY01.     From then on it is all nerves and a steady focused hands on the controls to watch out for sudden wind shifts from around the mountains to keep your path straight.     As with most approaches like these in real life you need a special rated certificate to land at Lugano and I can see why. Throttle control is vital to get the landing point just right over the end of the runway trees, and you have to hit that runway start line on the money or it is a "go-around and try again" situation. I know the approach very well but it still worked me hard to hit that line....  but I did.     Once down on the hard stuff it was then fingers crossed to rub off the speed. You are restricted on what you can land at LSZA, Jets are usually out, but small to medium prop regional's are usually okay. The B1900D is perfect.     There is a turn point at the end of RWY01, but none at the end of RWY19 and even then the turning area is tight.     But that is the attraction of LSZA, it is a great challenge to get it totally right and fly into the airport.   LSZA Lugano Overview   Lugano Airport
      Aeroporto di Lugano IATA: LUG - ICAO: LSZA     01/19 4,658ft (1,420m) Asphalt Elevation AMSL 915 ft / 279 m     There is a major mesh issue at Lugano. This is created at a join of two tiles in the X-Plane mesh that don't quite join up with the same elevation data. So what you get are holes in the mesh. It is to be noted it is not the Aerosoft scenery that is the issue here, the scenery is correct and tested.     There is no doubt on the origin of this LSZA scenery as it is crossed over from Flight Simulator scenery. That is a good thing and an adverse thing for the scenery in X-Plane. As noted LSZA is old by X-Plane standards but older still again by it's FS design. In areas it looks it's age, but in most areas it is still a very high quality scenery...  in fact its design is actually quite endearing but you will need a fairly high setting of your texture quality to bring out detail, anything less will give give you a slight blur on all your buildings and objects.        Lugano Airport was one of my first walk around airports. This is in the fact that the scenery is so detailed you look around the airport from real eye level and explore the airport from that viewpoint.     At the time in 2011 it was and had the total "wow" factor, it still does give you that realistic feeling, but scenery has also come a very long way in the intervening years, as this was then early X-Plane10 and you didn't then have a lot of extremely high quality scenery to compare scenery against scenery with.     It was this older texture aspect that made it feel old when checking out the original scenery out a few weeks ago. There no doubt about the great 3d modeling, but the textures are still old as well even if they are very good. Not much has changed there in the XP11 version as the textures have had no attention, but it is X-Plane11's features have added in another aspect that saves the buildings from that original outdated feel.   The X-Plane11 reflection feature brings the glass areas to life, and helps a lot in the overall feel of the buildings.     The expansive glass hangar doors on the RUAG maintenance hangars benefit the most from the reflections as the areas covered in reflections are large.     Another bonus is that you now also have the 3d grass feature. All the grass areas now have great grass and if you wish you can disable it for framerate savings, but I found out that to switch is very negligible and the effect of the grass on is excellent.     The ATC ground routes and ramp starts have all been completely revised up to current standards for X-Plane's A.I., X-Life and World Traffic3.   Originally Lugano Airport came with a separate static aircraft package, but with the new ATC ground route layouts you don't need it any more, but to remind yourself to pull it out of your custom folder if you are updating from the older version.     But Lugano creates major difficulties for these traffic systems even if the ground networks are perfect of which they are here. Problem number one is that LSZA is situated in a deep valley and all the approaches require very significant descents or climbs from a high position to allow a landing. Secondly is the fact that Lugano as an airport in frequency is not an overwhelmingly a busy place. So put the two together and LSZA is not going to generate a lot of action.   Running World Traffic3 creates a lot of aircraft flying overhead as they couldn't master the complex approach. Occasionally one does actually work it out and lands, but not very often. So you do get this gradual departure loss as aircraft depart and don't return to fill in ramp spaces. Settings for the ramp is to be worked out as well, because above the 50% percentage of the parked aircraft ratio, it fills LSZA out full to the brink of aircraft?  A great bonus of WT3 is that it does select the correct aircraft and operator (Darwin) with Saab 2000's for Lugano and so it does look authentic.   The "Migros" supermarket, petrol station and "UBS World Trade Centre" buildings are still untouched, but the areas around them have been cleaned up and all the cars updated to the current X-Plane default 3d versions and look significantly better.     All buildings are quite basic and are still the older FS designs, but they still do the job of filling in the scenery very well. The small industrial area/farm to the east and the hangar with the still for lease factory at the end of RWY19 are still also all the same original quality.     The ground textures (orthphotos) are noted as being refined, but they look exactly the same as the earlier versions to me.   Lighting The lighting has been upgraded to X-Plane as well, with all the areas now using the X-Plane effects for better light coverage on the ramps and building areas. Approach lighting is really good, but who wants to fly around Lugano in the dark?       The building texture lits are a mixed bag. From the good terminal building photo textures to the really average older FS style flat colour textures on certain buildings.     The scenery gets away with it, but only just, with no X-Plane ramp lighting it would have been now a quite average scenery at night overall.     Again you have to have your fairly high settings of your texture quality set to the maximum to get it anywhere near passable...  and then just.   Summary LSZA - Lugano will always have a place in my heart as scenery. It is where it is positioned with that challenging arrival and also the feeling of being here.   It was a complete revelation on its release, but remember even then it was an adapted Flight Simulator scenery and still in areas like buildings and lighting it still shows.   The biggest change here in the XP11 version is mostly from the the X-Plane Simulator itself and its great active features. Lighting, reflective glass, ground routes, 3d vehicles and parking areas with better vegetation in grass and foliage are all added, but most of the work by a designated official X-Plane developer who has used his skills and has cleaned the whole scenery up of its foibles and odd items that were present in the original release, in other words it has been cleaned up and refined to X-Plane's current standards, and that is not overall a bad thing.   If you already have he original version of Aerosoft's LSZA - Lugano Airport then there is a still lot that is similar including the buzzy textures, but the changes with this update does do the scenery a great service and make it a more modern and current scenery and even far better version than the release version and at a cheaper price as well...  So this XP11 version gives Lugano Airport a new life and a better place in our current simulator for it's uses and now it has more in its better activity and dynamic features and that can't be a bad thing...    ____________________________________________________  
      Yes! the Scenery Update for LSZA Lugano XP11 by Aerosoft Is now Available from the X-Plane.OrgStore! :   Airport Lugano XP11
      Price is  US$19.95   This is a new initial upgrade product for XP11, so there are no deals or upgrade vouchers from the earlier version. It is only a new full purchase.   Features: Highly detailed airport scenery of Lugano High resolution photo textures for the 3-D models Glass reflections of glass surfaces on buildings XPlane 11 ground vehicles with appropriate lanes added X-Life compatibility Revised taxi routes for better compatibility with X-Live and X-Plane's own AI traffic Revised ramp starts for a correct placement of the aircraft. The ramp starts now support the "Show parking aircraft" feature Stratification of roads added for X-Plane road traffic Old cars in the parking lots replaced by the better X-Plane-own vehicles Some parking vehicles and floodlights are added Duplicate X-Plane's own Navaid objects removed Unnecessary files were removed Revised objects for 3D grass Possibility of switching off the 3D grass for optimum performance All airport buildings as they are in real life New vegetation details with approx 20.000 grass polygons Night lighting in real time Sloped runway Manual and charts   Requirements: X-Plane 11  Windows, Mac or Linux 2GB VRAM Minimum - 4GB+ VRAM Recommended Download Size: 45Mb (yes only 45mb!)   WT3 : Traffic layouts are fine and the app will generate the correct WT3 ground routes. The airport however is difficult for its bottom of a valley position and irregular traffic patterns, so you don't get a lot of activity.   ______________________________________________________________________   Upgrade Review by Stephen Dutton 17th October 2017 Copyright©2017: X-Plane Reviews   (Disclaimer. All images and text in this review are the work and property of X-PlaneReviews, no sharing or copy of the content is allowed without consent from the author as per copyright conditions)   Review System Specifications: Computer System: Windows  - Intel Core i7 6700K CPU 4.00GHz / 64bit - 16 Gb single 1067 Mhz DDR4 2133 - GeForce GTX 980/SSE2 - Samsung Evo 512gb SSD  Software:   - Windows 10 - X-Plane 11.05 Addons: Saitek x52 Pro system Joystick and Throttle : Sound - Bose  Soundlink Mini Plugins: Environment Engine by xEnviro v1.7 US$69.90 : JARDesign Ground Handling Deluxe plugin - US$14.95 : WorldTraffic 3.0 Plugin - US$29.95 Scenery or Aircraft - Beechcraft B1900D HD Series XP11 by Carenado (X-Plane.OrgStore) - US$34.95    
    •   Update Review : Evektor EV-55 Outback v1.2 by Auctusdelineations   An ever quick improving developer will always get an audience, but also the respect that purchasers of their products can be reassured that the purchase they invest in will be improved and developed to a finer and better degree. This is certainly a more important factor if it is the developers first or early designs to build up confidence on both sides of the same equation. And so it is with Auctusdelineations first aircraft for X-Plane in the Evektor EV-55 Outback.   After the initial release only a few months ago here is an already significant update in v1.2. You can read X-PlaneReviews original release review here: Aircraft Review : Evektor EV-55 Outback by Auctusdelineations     My early comments were that the EV-55 was a great and nicely developed aircraft, certainly in the modeling quality as the aircraft does look very nice in any light with that PBR reflective metal and transparent glass feature.   But it was a little rough around some edges and hence the lower-introduction price of US$14.95. The EV-55 was also very favourably received and users liked it a lot and there is no reason to see why not, but there was a few areas that could have been improved, and in this v1.2 most of those points have been addressed.   The first point to make is that the Evektor is still a prototype developmental aircraft by Evektor-Aerotechnikand from the Czech Republic, and Auctusdelineations first initial release reflected that design, with an empty rear cabin with just the exposed prototype airframe for comfort. So there is no reference on what the EV-55 would actually look like inside with a developed passenger or cargo version.     This original layout is still included in the package as a separate aircraft noted as the "Prototype". But there is now a new version as well called under the older name of "Outback" and this version in v1.2 comes with both a passenger and cargo layout. All versions also now have opening rear doors as well to enhance the overall dynamics of the cabin area of the aircraft.     And very impressive the passenger cabin it is as well. There is lovely blue molded seating which is modern in design and looks very well laid out in two single files of four seats on the left and a row of five seats on the right for a nine seater aircraft. Set out behind is a baggage area held in by netting and the bags are literally thrown in on top of each other, but it is all very well done.     The Cargo version is just as good.     There is a wrapped pallet of goods centre and a palleted box, drum and smaller boxes set out in the rear by the opening doors, in the real back baggage area there is more stored boxes of various sizes and the three sets of netting separates all the various areas. It is all really well done but the cargo is not weight dependent on you setting the aircraft weights, in other words you get the full cargo load at any aircraft's set weight.   Doors The front pilot(s) doors opened on the original release aircraft but they were only a last minute addition with no time for the rears.      In v1.2 that has been fixed with the rear doors being in two sections and now opened out for one a two up and down passenger entry and a second door to open up the entry space wider to load in the cargo. These doors have been added into the "prototype" version as well, and I really like the modern material used on the internal areas.     There are two new opening nose baggage compartments as well, that adds in even more baggage storage and they are filled out with light bags and a briefcase.   The door(s) animation can be activated three ways. One by touching the door handles inside, but this way is quite tricky in closing them again. Second is slider settings from slider 1# to slider 6#. A third way to access the animation is via a pop-up menu that is disguised as a "Log Book".     It took me a fair while to find the Log Book as it is positioned on the left of your instrument panel and not in the door pockets were I thought it would be sited. Once pressed it hangs in mid-air for access and the door animations are located in the lower framed area. The passenger and cargo configuration change can be done via the right side checkbox and to close the pop-up again you press the "Dismiss" box lower right.   It is actually really well done and looks authentic, but you can't use it as a real log book...   but it does leave it open to any other animated or static ideas later.   Instrument Panel The instrument panel has had attention as well. Those weird yokes are still with us? but the rest of the panel is now looking pretty good.     The panel's layout has been changed around a bit to accommodate the larger GNS530 and a right positioned GNS430, where as before there was a stacked two GNS430s together centre panel...     ...    far right now also includes in the co-pilot's instruments a VOR dial, I would always prefer the VOR pointer version, but it looks good.   Two other items to be noted is first the "Altitude" setting knob for the S-Tec Fifty-FiveX autopilot has been added mid-panel...     ...  which many users asked for, and the mid-screen compass has been completely remodeled with a 3d internal dial and it looks far better than the original version.     A few of the instruments were a little blurry and this has also had attention in this v1.2 update. They do all look far better and more sharper and thankfully more readable, but the Artificial Horizon is still a little bit more blurry than the rest up closer, in the normal eye position it is fine, but it does stand out now as the only instrument that does now noticeably stands out than the others.   The Heading Dial/HSI instrument Bendix King Ki825 instrument is still very small but very good and has been made more distinct. You do however have to still work out your heading before you adjust the dial if you are doing 90º turns as the heading pointer goes off the display, a trick is to set your course pointer and use the pointer and dotted cross as a reference at each 90º angle to the runway. The course and heading adjustment knobs are also now the right way around. The built in ILS alignment is very good as well if only a little on the tiny side.   Although there is an external power source (switch), you don't get any GPU (Ground Power Unit) yet.     FMOD Sounds Like most of all recent updates the Evektor also now gets the FMOD 3D sound engine.     Although the application of directional sound is certainly better. The sounds are not great or better. In cruise there is an annoying high hum that hurts your ears and the speakers had to be turned right down so it doesn't hurt your drums with all its thrumming. Change the throttle position and in the lower speeds the sounds change not gradually but in a significant jump, same with throttle application and you go from idle to full sounds in a blink. So instead of a range of sounds they are quite stepped in certain parts of their range, mostly in the lower. I think they could be good overall, but they need more tuning to the FMOD engine.       It is the same with the flight model. It is a great aircraft to fly but it has a few quirks that you need to adjust to.  I did find however the more you fly the EV-55, then the more you tune into it, certainly in its throttle ranges and power positions. You also have to set the VOR2 directly and not in the local map and the autopilot has to be double-checked to make sure it is not on for takeoff and after landing or at any point you need manual control, and that means everything lit on the display has to be off including heading and altitude or any set positions.   Liveries.   The original EV-55 had two liveries and are both faithful to the two original prototypes.     The four choices consisted of both white or chrome spinners (white is better)   Three new liveries have now been added to the package with: Forward (wavy lines), Camouflage (Very nice) and "The Raven" which is quite arty striking.     Summary This is a significant update for the EV-55. It fills in a lot of missing spaces (mostly in the rear) with passenger and cargo versions, and puts in the required animated doors in the rear and bonus front baggage compartments...  all items have been really well executed and certainly rounds out the package to far better degree.   Lots of nice updates that certainly means the developer is listening to their customers in a better GNS530/430 arrangement, altitude setting for the S-Tec Fifty-FiveX autopilot. Instruments have had attention to make them more clearer and less blurry but the Artificial Horizon still is a little on the blurry side closer up.   The new FMOD sounds are however a mixed bag and needs more fine tuning as does the flight model in a few areas (the Flight Model has however come a very long way since its first release, it is just a little bit more of that fine tuning is needed) but to note that definitely the ground handing which has been addressed in this update is now far better. But as users note, the more you fly the EV-55 the more you tune yourself into it.   The Evektor EV-55 started off as a quirky aircraft that didn't really fit into any category. It is aimed at the Caravan, Twin-Otter and Brittan Norman Islander markets and it is a great evolution of that small regional feeder aircraft.   It does seriously grow on you the more you use and fly the EV-55. And in this more active v1.2 role it is now than just being a prototype aircraft and you do find yourself with a very capable aircraft and one you really can get a lot of great flying in and with a lot of fun thrown into with the bargain. Yes there is slight price increase, but you get a far more rounded aircraft for your money and also three versions in Passenger, cargo and prototype as well with three new excellent liveries.   In a short time the EV-55 has come a very long way, it is a great fun aircraft and worth the investment, it is different...  but in a great and nice way.   _____________________________________________________________________________________     The Evektor EV-55 Outback v1.2 by Auctusdelineations is NOW available! from the X-Plane.Org Store here :   Evektor EV-55 Outback   Your Price: $19.95   Features: New 3D Sounds using FMOD Technology (X-Plane 11 only) Accurate flight model Detailed, animated 3D model inside and out High quality textures Animated pilot Fully functioning cockpit Cabin doors open/close Wreckage model PBR reflective metal and transparent glass Start-up sheet and control map included 5 liveries     Requirements X-Plane 11 or X-Plane 10 Windows, Mac or Linux 2GB+ VRAM Video card Current version: 1.2 (last updated October 13th 2017)   Installation and documents: Download for the Evektor EV-55 Outback is 274 mb and the unzipped file is deposited in the "General Aviation" X-Plane folder at 366.90mb in size.   Documents provided are:   EV-55 CONTROL MAP (panel diagram) EV-55 spec sheet EV-55 Startup Procedure (checklist) Startup checklist EV-55 painkit (gimp)   Changelog v1.2   Added customized 3D sound via FMOD Improved the interior of the aircraft, adding lots of details and enhancements Now includes 2 variants, passenger and cargo. Cargo and passenger interiors are both included in the main .ACF file, switchable dynamically Also including an empty interior version true to the initial prototype's avionics. It's a separate .ACF file called "EV 55 Prototype." Animated the rear passenger door, cargo door, and baggage doors in the nose. Doors are mapped to Door #1 - Door#6 All doors have manipulators, and when open allow the cockpit-camera to move outside the aircraft to manipulate doors from the outside if desired Added a "log-book" object that when clicked brings up a menu that can be used to open/shut all the doors and switch between cargo and passenger variants Added three new liveries
      Avionics: Added a Garmin 530. Added a altitude preselect for the autopilot Added a 2nd VOR display, on the copilot side Magnetic compass totally remodeled and animated in 3D
      Fixes: Fixed the DME off switch. Removed glare from some screens Fixed some intruments getting blurry at lower texture settings Improved readablity of the HSI Added green glow to Garmin dials Reversed the HSI controls and displays to better match the real
      instrument Improved the accuacy of the COG, especially along the vertical axis Fixed a typo that made the horizontal stabilizer less effective Improved the accuracy of the hydraulics Adjusted the flightmodel to imroved handling at low speeds and during the landing phase Adjusted fuel consumption to make it more accurate, especially in the X-Plane 10 version _____________________________________________________________________________________   Review by Stephen Dutton 16th October 2017 Copyright©2017: X-PlaneReviews   (Disclaimer. All images and text in this review are the work and property of X-PlaneReviews, no sharing or copy of the content is allowed without consent from the author as per copyright conditions)   Review System Specifications: Computer System: Windows  - Intel Core i7 6700K CPU 4.00GHz / 64bit - 16 Gb single 1067 Mhz DDR4 2133 - GeForce GTX 980/SSE2 - Samsung Evo 512gb SSD  Software:   - Windows 10 - X-Plane 11.05 Addons: Saitek x56 Rhino Pro system Joystick and Throttle : Sound - Bose  Soundlink Mini Plugins: Environment Engine by xEnviro 1.7 US$69.90 : WorldTraffic 3.0 Plugin - US$29.95 : XPRealistic Pro v1.0.9  effects US$19.95 Scenery or Aircraft - KRSW - Southwest Florida International Airport by Aerosoft (X-Plane.OrgStore) US$24.99    
    • lol... out of all the new features, it is the "stop" functionality on the groundhandling window which I am looking forward to most! Sometimes it's the little things......   Thx for the news review.
    • X-Plane Version Release! : X-Plane11.10 beta by Laminar Research   Laminar research have released the first step upgrade beta (1 and now 2) for X-Plane11 in v11.10. As a note beta versions are buggy, that is why they are called betas and not a full release. That said my first viewing was extremely positive in that framerate (the devil's work) is certainly improved and by my numbers by around 10% to 15%... for a beta this is one very smooth running simulator.   Impressed, yes very impressed...   v11.10 is a very significant upgrade, the first after the initial release of X-Plane11, so a lot of what should have been part of the formal release that required a bit more work or just didn't make the earlier cut to be in X-Plane11 is going to be in here. So the best way to look at this release is that it is the follow up and refined version of X-Plane11 which will be completed when this beta run has run its course. Any newer beta versions after this one will focus more on new features and mainly on the VR (Virtual Reality) aspect.   Besides the banner features in here, there is I notice a few really nice little touches and positive changes (from my point of view in flying).   Garmin G1000 GPS The biggie of course is Philipp Münzel's (strangely now he is also noted as Phillipp Ringlar?) as Garmin's G1000 dual screen GPS system. One thing you can say about Phillipp is that that he is a brilliant programmer and this G1000 was always going to be very good, and it is. But do note that X-Plane default GPS systems always side on the point of being a little basic, but highly efficient and fast...  and so that is case here.     On the primary or left display it has all the main G1000 layouts correct with the artificial horizon dominating the screen with the heading rose/course with built in DME VOR 1& 2 pointers and the two Speed and Altitude tapes with bank and pitch displays top with the radio settings. there are no deep G1000 features (mostly usually buried in the menus) here as you would expect, but it is very functional and easy to use and nice on the eyes.     The second Map/Nav display is however really good. There is the standard engine performance strip to the left of the right hand screen, but the rest of the display is taken up with the map and navigation layout. It is a copy of the local map inserted into the G1000, but that is more a huge advantage than a drawback. You can DCLTR (De-Clutter) to clear out the layered items and set the map to either Standard or Topo. Map Tracking or North UP is available via the menu and both are good, but the Map Tracking were as the map rotates as you turn the aircraft's heading is simply beautiful and smooth, and a long way from the usual draggy stop - start rotation you usually get, it doesn't go off map either, so you don't get those nasty white out box spaces that marks out the currently loaded scenery tile.   But it is in the map's zoom resolution that it is...  well a revolution!     Under 15nm range you get the runway layout defined (above left), under 3nm you then get the airport's layout defined (above right)...  but it doesn't end there...   ...   under 1.5nm you can easily navigate around the taxiways or find your runway...   and still at 2000ft you can easily navigate around the map!     Spectacular it is and how long before it is duplicated in other aircraft is going to be not very long. The default Cirrus SF-50 also has the G1000 installed.   Aircraft Dynamics
      The C172SP has had  a lot of development for X-Plane11 with FMOD sounds as part of the release version. But there has been a huge amount of dynamic work done to the aircraft's (and all aircraft, but mostly with GA's)  flight model. Austin Meyer has been hitting the numbers in many areas that including a completely asymmetrical new airfoil format for Reynolds numbers to save foil data for the right Reynolds data numbers and then attach them to the “Lo Re” and “Hi Re” slots for prop or wing areas.   There is also better propwash direction, which is important for propeller-powered VTOLs that tilt their thrust vectors around, and helicopters that might cast downwash onto their horizontal stabs. There is more tuning of the propwash (and thus hover power requirement) and vortex rings state and effective translational lift based on momentum conservation and actual helicopter performance data. In other words it makes helicopter downwash more realistic and have easier to control in those very critical areas when you are close to the ground.   Also new is the flap and leading-edge flap and slat extend and retract times, all of which can be different, and also the flap speed ratio when retracted, so the flaps can move slower near the smaller deployment angles, and faster at the larger angles, as real flap systems realistically do. Rudder, elevator, and aileron trim now only moves the control surface when you have some airspeed over the control surface to really move it.   Flight dynamics have also new vector and not trig based geometry for all the lift and drag vectors. To see this in action then pull major G in an wing-flex aircraft at high speeds and now…  the lift vectors will now all bend around with the wing. Also refined is the down-wash model off wings in the ground effect mode.   One area that has drove us simply bonkers is the poor ground traction on either takeoff or landing...  in other words you simply weave badly down the runway in taking off or in the hardest area of landing in a just simple straight line without toppling from one set of wheels to the other. And I can confirm this now works and very well...     ....    you still have to account for natural forces like asymmetrical thrust and wind, but otherwise stability and tracking is thankfully a huge improvement.   The full effects of all this development on the C172SP is that it is now a very different aircraft than it was even a few years ago. Overall it is still a basic design and focused on mostly new pilots to the simulator, but you feel the better dynamics and the huge improvements the aircraft has been through. Certainly all these dynamics are flowing through to mostly all of the aircraft in X-Plane and that will certainly keep the simulator at the edge of what it was designed for in the first place with brilliant dynamics to allow replicated real world flying in a simulator.   New 3.0 SDK (XPLM) v11.10 also comes with a new Version 3.0 of the X-Plane SDK (XPLM). This allows for improving plugin drawing performance, Aircraft-specific menus, Menu items that show keyboard shortcuts, More joystick axes & buttons, to match X-Plane 11.10's support for 20 USB devices, new features for plugin-created UI (User Interface), Support for "popping out" windows and automatic UI scaling of all drawing in your window. In other words it provides a load of new features and is far faster and more efficient than the older API's. Older plugins (SDK's) will continue to function of course but they will quickly be bypassed by this newer and more efficient version now available.   One instance on this new SDK is the now separate aircraft "Manage Keyboard & Joystick Profiles" feature.     You can now set and and change a specific aircraft's settings in keyboard and joystick profiles. This allows you to have a specific setup that will change to the specific aircraft you select. So if say you have a dual throttle set for twin-engine functions, but select the Boeing 747-400 with four throttles, you can now have that specific setting already set ready when you load in the B744 without going to the joystick menu and resetting the throttle settings to cover all four throttles and not just the left side two engines.   There is loads of great new features and changes in here, but sometimes it is the smaller items that cause you the most headaches...   One was the default pushback tool. It is very good in it's basic sort of way...  but it drove me simply sparse sometimes in that you couldn't stop it reversing?     Now you can!  There has been a "Stop" button added to the ground handling window. Thank you!   More... Quick-look views, In there used to be 10 pre-saved viewing locations but now we have 20 settings and enough for plenty of cockpit and exterior presets.   There is Improved AI & ATC with complete logging of the diagnostics with the ATC system and far fewer repeated instructions.
      A new command line option for "accurate_runways" which will, when loading procedures for an airport, perform runway renames and even location fixes in-memory on the X-Plane scenery and then reloads the region. This function is with the changes that X-Plane will now automatically reset runway headings with magnetic variation changes. So if the runway's angle changes due to magnetic changes, then X-Plane will reset the correct angle for you but still note what it has done.   New "Global" scenery is 75 airports and 620 sceneries have been revised. Laminar have also pulled a few of those earlier Aerosoft sceneries if there is a better version available.   There has been more custom landmarks scenery packs with London getting the honours, I checked but there wasn't much to look at, I think that the UK autogen art has also been included.   My X-Plane11.10 beta came in at a huge 1.5gb, but it was compressed to 548mb, it loaded however in 20min which I thought was very efficient, but you will need that space and more to update to X-Plane11.10.   Summary This is just a very quick overview of the highlights of X-Plane beta 11.10. Certainly there is tons more and it is in the small minute details that usually makes or gives us the biggest changes to our simulator.    The highlight here is the new Garmin G1000, it has been promised and has been worked on for a fair while now, but the results are well worth the wait, and no doubt it will be fitted into countless aircraft to become an X-Plane standard like the already great GNS 430/530 combo.   Everyone will note that the VR (Virtual Reality) aspect is not included in v11.10, but Laminar Research did note earlier in the year it was a more ongoing feature and would be inserted in a more custom manner than with this update, but a few things have been placed (manipulators) and set with this download but not actually activated at this point.   First impressions are very impressive, that framerate improvement is excellent for a beta, but a few users have had issues with a few plugins (Gizmo) and a few other with addons, but overall I had no issues.   So here is a great start to X-Plane11.10, hopefully the beta run won't be a long one, but you never know do you...   Full Developer v11.10beta release notes are here: X-Plane 11.10 Release Notes   ____________________________________________________________________________________   News analysis by Stephen Dutton 13th October 2017 Copyright©2017: X-PlaneReviews   (Disclaimer. All images and text in this review are the work and property of X-PlaneReviews, no sharing or copy of the content is allowed without consent from the author as per copyright conditions)      
    •   Aircraft Update : X-Crafts Embraer E175/E195 v2.2   Here is another if small upgrade to X-Crafts Embraer E175/E195 regional airliner to version 2.2, and so this is just a one percentage point change not a complete version change. The last update to X-Crafts Embraer E175/E195 v2.1 was only at the start of June earlier this year and in that version was the X-Plane11 compatibility change over and it was quite a comprehensive update as well.   Embraer E175/E195 v2.2 One area that developers are focusing on lately in upgrades is in sounds from the older X-Plane generic sound base to the newer FMOD sound engine built into X-Plane11, and this update is mostly focused on that aural aspect and hence the .1 to .2 change.   FMOD is a big game changer in X-Plane11 in creating great 360º directional sound and sounds for different areas and points around the aircraft (like different cockpit and cabin sounds). It is absolutely very good and a huge step forward for X-Plane sound, but not to the extent of custom packaged sounds like from Blue Sky Star which are very comprehensive in the amount of different and varied sounds they produce.   But for developers that don't have access to such high and those very varied versions of sound then FMOD is an excellent tool to deliver directional sound and deliver a more authentic experience in this important aspect and without the use of a dedicated plugin.     And very good is this FMOD package, not perfect as you don't get that low GE CF3410E turbofan whine and in a few areas the sounds are slightly misplaced as in if you go close to the instrument panel the sounds change and go higher (I think it goes over to the external sounds) and this can be slightly annoying if you are moving constantly towards and away from the panel as in setting up the FMS. But the directional zones and the differences between areas like the cockpit and cabin is very good, and so overall the FMOD package here is simply a huge difference from the standard ones installed in the earlier versions. To note both the E-175 and the E-195 are totally the same here with no differences with this update and so here we will only show the E-195 version.   Overall the sounds are real as they based on real ERJ sounds recorded from a real Embraer ERJ by a ground support expert in Todd Fleck.     There are no changes to the modeling, which was always very good from X-Crafts, with a very high quality aircraft that looks excellent in any light or season. It is also a very long way now from the original E-195 version released way back in 2014 and although externally the aircraft is very similar, in reality the differences are huge in every aspect from that initial original design to the huge amount of features now included.      FMS Tekton With every release there is always a new feature or change from Steve Wilson for his Tekton FMS, and here in v2.2 he doesn't disappoint. In reality again it is just a few small changes but a welcome ones.   There is a new page accessed through the PERF (Performance) pages as there are now three pages and the new one is for the TRS or Thrust Rating Selection.     Key select five right (RSK5) will now bring up the engine rating page...     ...   depending on circumstances such as load, runway length and weather, an E-Jet pilot will likely select a de-rated thrust value from the TRS page. This will created a de-rated thrust value which is intended to provide fuel economy and reduced wear on the engines. I have selected the TOGA (Go-Around) not to go to its full 100% thrust but to limit it to 97.38% thrust so it doesn't push the full throttle to it's maximum. These thrust rating settings are especially useful when using FLCH to control altitude changes, to get the correct power to do the correct action.   FMS detailing is now very extensive with a lot of information displayed about your current performance and position...     ...  and all the information is updated in flight for your convenience. But in setting up the Tekton FMS you have to though and a bit procedural. The SID-Route-STAR arrangement is still in there and you do get quite proficient in setting it up. But you have to also be very aware to cross your T's and dot your i's because if you miss anything when generating the flightplan (on the Progress page) then you are stuck with it, as too try to fix it will only mess it up or not get another flightplan activation...  in this case I missed the TOC (Top of Climb) and TOD (Top of Descent) altitude settings and I was stuck with it?   SID and STAR set up is great for Departure (SID) but still slightly messy for STAR's (Arrivals). My Manchester EGCC arrival via MIRSI to runway 23L sent me actually to REXAM via WAL (Wallasey) which is great for a southwest approach to either RWY's 05L/05R but I was re-routed 180º back to the MIRSI VOR for a northeast RWY 23L approach, point was I was already at MIRSI? (below left) so I had to do a complete loop around back to my original position before heading correctly around to RWY23L . In the end I just changed my approach to RWY 05L as I was at WAL anyway (below right).     You can edit these STAR's of course but you will need your own notes (which I do have for EGCC 05L/23R) via MIRSI, but don't rely on them until you have checked them and they are correct. I always found it was best to edit before, to make sure I get the approach procedure I wanted.   There is a few adjustments to the 3d model (which as noted was very good anyway) and a bit more work on the flight model tuning is about it for this update 2.2.   A routine flight from ENGM (Oslo) to EGCC (Manchester) confirmed that this E-195 is a nice aircraft, a great starter regional aircraft as it has enough deep immersion for the serious simmer, but it is also still simple enough for the uninitiated flyer out there. It is very light on your computer as well as I got great framerate numbers, but for the full effect I would recommend X-Plane11 for its features and it is also required for the new sound feature as a preference.       The E-195 does certainly sound a lot better with FMOD and is a huge improvement over the older version. In the air I was quite contented and really enjoyed the flight.         Summary Here is a nice little update to an already nice aircraft. Not a big one by any means but great sounds are important to the overall experience and this FMOD feature now provides that aspect. The sounds are real and recorded from the real aircraft by an engineer but they are not the total in depth sounds that come from a specialist developer.   A few new mods also comes to the FMS by the way of the new selectable thrust rating values in the TRS, again a nice addition and finally there has been a few nips and tucks to keep the aircraft very current.   Recommended more for X-Plane11 than X-Plane10 because to a point the aircraft requires this version to run these new additions, but overall the E-Jets in both E-175 and E-195 versions are both great aircraft for X-Plane...  and this update just makes them even more current and more relevant than ever before.   ______________________________________________________________________     Yes! the Embraer E175/E195 v2.2 by X-Crafts is NOW available from the new X-Plane.Org Store here :   Embraer E-175 v2.2 Price is US$39.95   Embraer E-195 v2.2 Price is US$39.95   Twin Embraer E-175 and E-195 v2.2 Set is also available for US$59.95   Embraer E-175 and E-195 Package   If you have either the Embraer E-175 or E-195 in its earlier form before version 2.0, there is is an upgrade deal from X-Craft's for only US$5.00, Please email sales@x-plane.org to get your discount code and include your original order number.   If you own any later 2.0 or 2.1 version, then this upgrade to v2.2 is free and just go to the X-Plane.OrgStore and log  into your account for the free upgrade.   X-Crafts E-175 v2 review is here: Aircraft Review : Embraer E-175 v2.0 by X-Crafts The E-175 v2 review does have a comprehensive look at the TEKTON FMS© and it is not that much different to this aircraft's E-195 version.   FEATURES NEW: Fully integrated 3D sound system! Accurate dimensions based on drawings and documentation provided by Embraer © Windows, Mac and Linux compatible Custom TEKTON FMS© by Steve Wilson An awesome Reflections plugin that makes the airplane look amazing in both X-Plane 10 and X-Plane 11 (disabled by default, please read the instructions for installation) Custom improved pushback plugin with animated tug. A white silhouette will show the final position after the pushback! On-screen checklist plugin  NEW Plugin menu for door control, ground objects or GPU Suitable for beginners - Just load and fly within seconds! Great for advanced users  - Enjoy the complexity of the Custom FMS! Mouse scroll wheel support  This add-on comes with the NavDataPro dataset by Aerosoft   Requirements: X-Plane 11 or X-Plane 10.50 + Package is X-Plane 11 only Windows, MAC or Linux - 64 bit Operating System required 8Gb RAM - 2Gb VRAM Minimum. 3Gb+ VRAM Recommended Current version: 2.2 (last updated October 5th 2017)   X-Crafts Support Forum : Support forum for the E-195   ______________________________________________________________________   Version notes:   Version 2.2 (October 5th 2017) Completely new 3D Sound System introduced using FMOD - based on real ERJ sounds recorded from a real Embraer ERJ, inside and out, on a flight line by our professional ground support expert, Todd Fleck. Added New Tekton FMS functionality: Thrust Rating Selection (TRS). This will give pilots the ability to hold a fixed N1 percentage provided that the thrust levers have been sufficiently advanced. This is especially useful when using FLCH to control altitude changes. De-rating thrust is a normal part of airline operations to provide fuel economy and reduce wear on engines. (More information on the proper use of TRS will be provided in our support forum). Replaces LBS/KG units selection on PERF 1. Moved LBS/KG units selection to PERF 3. Updated SASL to version 2.5.0. This will preclude any further need to install Microsoft Visual C Redistributables in order to use the menu system to control X-Crafts provided ground support equipment, pushback capability and in-flight checklist functions. Adjusted the keyframing of the N1 indicators to correctly display N1 values - matching the dataref value accurately. Several minor fixes to the 3D model   ______________________________________________________________________   Release notes by Stephen Dutton 11th October 2017 Copyright©2017: X-Plane Reviews   (Disclaimer. All images and text in this review are the work and property of X-PlaneReviews, no sharing or copy of the content is allowed without consent from the author as per copyright conditions)    
    • Great plane...beautiful... I am using XP 11 and the plane will not fly a flight plan... Am working with Alabeo on a fix....a popular on-line fix does not seem to work...failure  of plane to fly flight plan is a bummer for me... The DA 40, which I also purchased, will fly a flight plan...  
    •   Plugin Review : TerrainRadar by DrGluck   In the last few months if you are a bit on the eagle-eyed side, you will notice that the Navigation/Map panel in our reviews on the default Boeing 738 is a little bit different? It is running a plugin called "TerrainRadar" by DrGluck and very good it is as well. Most early adopters used it in the Zibo Mod (Modifications) of the default X-Plane Boeing 738, but it is far more powerful plugin than that and so that requires a closer look at the this great new addition to X-Plane by Denis Antontsev (aka DrGluck) and Sergey Popovichev (aka Vanger)   If you have also flown FlightFactor's brilliant Boeing 767, or the later version of their Boeing 757. They both came with a great new feature of the terrain display on their Navigation/Map panels. It was and still is very good and the best terrain feature in X-Plane bar non, but for other aircraft to have this feature as it wasn't an option till this plugin became available and the great thing about it is that it can be adopted to almost any aircraft in X-Plane with either the built in Navigation/Map display or without with a popup window.   Terrain radars give you elevation detail of the surrounding landscape on your aircraft's Navigation/Map display. The display will note the elevations in different colours to note the heights of the surrounding mountainous areas. This allows you to navigate or be aware of dangerous high ground and is especially useful in low visual or fog conditions where you can't see or find the areas surrounding you that are masked by this low visibility.   Terrain of more than 1,000 feet below the aircraft is coded black. Terrain less than 1,000 feet but more than 100 feet below the aircraft is coded yellow. Terrain less than 100 feet below the aircraft is coded red. Man-made obstacles (e.g., radio towers, power lines, buildings) generally do not appear in a topographical database.   Installation TerrainRadar is free, or Freeware and is available from the  X-Plane.Org site : Terrain radar + Vertical Situation Display 1.7   There is a donation button on the download page so please support the developers for their excellent efforts!.   Installing is easy, as you just deposit the plugin into your X-Plane/resources/plugins folder. (download is a frisky quick 241kb)   Currently the plugin supports internally:   Boeing 737-800 by Zibo (XP11) -left ND (will be fixed later!)
         - TERR button turns the radar on or off
         - CTR switch in VOR or APP modes: expanded -> center -> expanded -> center with VSD (later Zibo will add MAP CTR mode!) Boeing 737-800 default (XP11) - both ND, TERR buttons supported Boeing 747-400 default (XP11) - both ND, TERR buttons supported Bell 429 by timber61 (X-Plane 10 and X-Plane 11, version 1.0+) - all displays, look at the screenshot to find the TERR button FlightFactor Boeing 777-200LR/200F/200ER/300ER (radar ON/OFF in radar menu or by hot key) JARDesign Airbus A330 (radar ON/OFF in radar menu or by hot key). Note: radar is turned off if the aircraft's standard radar is displayed! Virtavia C-17 Globemaster III (radar ON/OFF in radar menu or by hot key) Gulfstream G-IV SP V11 by ghansen - both ND (radar ON/OFF in radar menu or by hot key) Cirrus SR20 G1000 by vFlyteAir (TerrainRadar Plugin Compatibility Patch is needed!) Bombardier Challenger 300 by ddenn Tu-240/214 by Pilot-Sanya (only for test purposes, because plane is under development)   But I am sure that many other developers will quickly install the feature on their aircraft as it is a great addition and the plugin is very easily adopted to most aircraft.   Menus The TerrainRadar menu is accessed via your plugin menu for "Terrain radar"     And it has four accessible menus in -   Color Scheme Scanning Speed Brightness Options   Show radar window, window size and radar range are currently greyed out for non-use.   If your aircraft does not have the intergrated display, then it will be shown in "Windowed Mode" and then the radar window, window size and radar range options are then active.     You can set the window (popup) on a key set to hide/show the window, change the range (below) and show the EGPWS alerts.     A very nice extra feature is the built in aircraft elevation position indicator at the bottom of the window, but the so called large and small sizes of the window doesn't seem to have any change...   the choice to either have the elevation position indicator on or off would be a better option.   Color Scheme There are three options for the color schemes in - Solid Colors - Grain Colors (Boeing style) - Regular Tiles (Airbus Style)     Clockwise is Solid, Grain and Regular...  and all three can be set without the blue which represents water which is the last image lower left.     The next two menus cover first the "Scanning speed" with both 1x and 2x scans available...     ...  and secondly the display brightness from 30% to 100%. I found 90% was the best level, but the brightness does have a habit of resetting itself back to the default 50% and needs to be checked every time you start or reuse the feature on a new flight.   Options There are four options in the option menu, with - Show Water - Peaks Mode - EGPWS Alerts - Range Arcs Options     Show Water This option is very handy in showing any water under the aircraft, mostly it is very good in defining a coastline and the line between the land and the sea.     The display however is limited to the size of the currently loaded X-Plane tile, push the range out high and you will see the tile's straight line square boundaries.   But I really like this option, mostly for what I just noted in leaving one coastline and then arriving at another coastline after the over water flying, it is so good, you can actually define the area of the coastline you will be flying over as you arrive.   Peaks Mode As you go higher to your cruise altitude you will lose the effects of the terrain below, so the "Peaks Mode" will still show the terrain elevation even when you fly at altitude.   EGPWS Alerts This setting will tell you if you are too low or are in danger of flying into a rising slope or simply a bigger monster of a mountain.   Range Arcs Options This will show/hide the Range Arcs on your Nav/Map display.     Different aircraft displays with TerrainRadar   The default X-Plane Navigation/Map display is actually quite still a basic layout even in X-Plane11, in fact you wouldn't see much change from earlier (or very earlier) X-Plane versions and all the way back to X-Plane9®.   vFlyteAir Cirrus SR20 So it is a great advantage to give the display a real different look and certainly the TerrainRadar plugin does a great job in doing that. We will look at the more standard aircraft in a moment but first to see the bigger advantage you can get with this plugin that is set up correctly is with the updated vFlyteAir SR20 which I reviewed quite recently here: Cirrus SR20 G1000 v2.5 by VFlyteAir   You do have to download a compatibility patch from vFlyteAir and it is a little complicated to install as you have to replace certain files in a few folders (make sure you backup the aircraft first) but when all completed with the install the results are well worth the effort.   The Cirrus has a hybrid version of the G1000 system called the "CirrusPerspective system" and those screens are large.     The TerrainRadar does a really great job with the resolution on such a very large display, but close, close up it is a little out of focus, but that is in the screen display popout mode or if you really want to get picky.   But here at Salzberg, Austria, it is very effective. You have the red terrain mode as well, but it is not as detailed.     Takeoff and fly into the Alps and you can easily pick your way through the peaks to get out of or through the valleys...     ...   it is very impressive, and map rotation is slightly laggard because of the big display, but still far better than most pro screens doing the same complex movement.     Zoom out the range and you can see the full network of the Alps...     ...  so overall it is excellent. The biggest impact is on just how much the TerrainRadar changes the whole perspective of the SR20 panel's display, it makes it far more, in fact much more a complete G1000 system feel and gives you a completely different viewpoint than the original's display set up, so it is a very worthy addition or feature to add into the vFlyteAir Cirrus SR20 at absolutely no extra cost.   Boeing 747-800 X-Plane's Boeing 747-800 is another aircraft like the default Boeing 737-800 that the plugin will work in. The B744 is a bit older and more dated in it's layouts and so the plugin is shown on a far more smaller display than in the B738, it is far darker as well and that required the brightness of the plugin to be quite bright.     I descended the heavy huge Boeing very low and in real life would have lost my licence by flying big Boeing's this low, but if you don't tell the authorities then it was all in a good cause...     Again the this excellent plugin was highly impressive, and still again you are impressed by the way it changes the display's feel and viewpoint from your flying perspective.   Bombardier Challenger 300 Ddenn's Challenger 300 gets the internal upgrade treatment as well.     Again the TerrainRadar is a very nice addition in here as well. But the smaller tighter and very cluttered display does make it complex to see everything (or anything). So unless you really need them, then the fixes (waypoints) triangles (left image) need to be removed from the display to give you a better and far clearer terrain perspective (right image).     The "Grain" setting is always the best with these tight displays as both Solid or Regular don't give you as much or any real definition of the surrounding terrain.     Boeing 737-800 It was the Zibo's Mod of the Boeing 737-800 that highlighted the TerrainRadar's dynamics and potential. The plugin's developers note that it only works on one screen the pilot's in the B738, but I found it works on both the pilot's and co-pilot's displays by pressing the "TERR" button. It is fine on the standard X-Plane version of the B738 as well, so you don't need the Mod in there to use it on that aircraft as well.     As with the original features on FlightFactor's Boeing 757 and 767 twin, it is a significant addition to any cockpit display, but there are more adjustments and features like radar range and angle that on those aircraft and it is far more sophisticated in its design. However the TerrainRadar is created to be a far more generalistic tool across more aircraft than the featured FlightFactor design.     One thing that is very apparent here with this plugin. If that any developer does intergrate the terrain plugin with a custom fitting into their aircraft the benefits to them and the aircraft is very high. So I would be extremely surprised that the plugin will not start to be quickly intergrated into more aircraft in the future and that list of intergrated displays will soon be quite long and commonplace.   Summary Simple and brilliant...  This Freeware tool brings any cockpit map and navigation display alive and dynamic at the same time. Super easy to install and even use and already it is being used in a far range of aircraft in their displays. No intergration in the actual aircraft? No problems as you also have a popup window to still use the plugin with the added on aircraft elevation position indicator. It is also very good, but nothing really beats the plugin set up on the navigation display.   As noted there will be no doubt we will be seeing this TerrainRadar display tool in many aircraft as it will easily (or should) become a default plugin standard...  But remember to support the developers in making a nice donation, as this is a very worthy addition to X-Plane.   Overall a must have and you will smile every time you look at your aircraft displays on how a big difference it makes to the cockpit...  Just brilliant.   ____________________________________________________       Yes! the TerrainRadar Plugin by DrGluck is Available now from the X-Plane.Org here :   Terrain radar + Vertical Situation Display 1.7   Price is : FREE!   There is a donation button on the download page or set below so please support the developers for their efforts   Donation link: https://www.paypal.me/drgluck   Requirements X-Plane 10 64-bit (XP10 32 will be added in the future) X-Plane 11 64-bit OS version: Windows, Linux and MacOS   Installation :   Download file size is a whopping 241kb (yes kilobytes). With installation of the plugin into your X-Plane Resources/plugins folder.   ______________________________________________________________________   Plugin Review by Stephen Dutton 6th October 2017 Copyright©2017: X-Plane Reviews   (Disclaimer. All images and text in this review are the work and property of X-PlaneReviews, no sharing or copy of the content is allowed without consent from the author as per copyright conditions)   Review System Specifications: Computer System: Windows  - Intel Core i7 6700K CPU 4.00GHz / 64bit - 16 Gb single 1067 Mhz DDR4 2133 - GeForce GTX 980/SSE2 - Samsung Evo 512gb SSD  Software:   - Windows 10 - X-Plane 11.05 Addons: Saitek x52 Pro system Joystick and Throttle : Sound - Bose  Soundlink Mini Plugins: WorldTraffic 3 US$29.95 :  XPRealistic Pro v1.0.9  effects US$19.95 Scenery or Aircraft - Boeing 737-800 X-Plane default aircraft with and without ZIBO MOD installed - Boeing 747-400 X-Plane default aircraft - Cirrus SR20 G1000 by vFlyteAir (X-Plane.OrgStore) US$29.95 - Challenger 300 by Dden (X-Plane.OrgStore) US$29.95  
    • All the mentioned packages above are for the Carenado airplanes. There's a typo in the first line when speaking of the Cessna 210.
    • Hi Stephen, Excellent review as always. I live approx. 25k west of EIDW and am very familiar with the airport. I bought it at the discount price and enjoy it. Well spotted about the missing fences. John.
    •   Behind the Screen : September 2017   You get great months and then you get those really hard draggy months and guess which category September 17 fell into, yes the second one. Part of the issues is that there is a lot of betas flowing around and September became the update and rerelease month par excellence. The two biggies came out with xEnviro finally coming out with their v1.07 and finally is the word here. And then there was WorldTraffic3 in release as well. Secondary was that a lot of airports scenery (mostly Aerosoft) was also updated to X-Plane11 and so much was updated X-PlaneReviews found it all a bit overwhelming, but as they say when it rains it...   All these plugin releases also created a bit of a issue on the system side that has severely slowed the site down over the last few weeks. Plugin conflict is one of the worst things to fix, and far worse when you can't see the actual cause?   I actually don't have a lot of plugins running, but three I think are essential in using X-Plane11. One is xEnviro, Two is WorldTraffic3 and last but not least is XPRealistic the excellent motion and effect plugin...  I just can't run X-Plane11 with any of those excellent addons running alongside me in there. But here is the sudden issue in that none of the plugins above suddenly like each other, even if they have all been very good friends all year. Every time I run two or more of the plugins together now I lose my mouse pointer and screen input, menu bar works fine, but not in my main screen, and this issue has caused havoc for weeks now?   Your point of view is that why bother and just do the reviews? That is all and good, but that will give you less of the full experience and and very visually with xEnviro and WT3, but underlying is the fact that you need to find the cause and because if it happens to me then it is not going to be before too long before you start being mouseless as well.   You expect plugin issues while there is a beta program running and I was running a few side by side, but not with releases? So it is all very confusing.   WorldTraffic3 I have been a big part of the development of WorldTraffic3 from the start. But don't get me wrong this is all Greg Hofer's work and not mine, I can only help or encourage where possible and add in ideas on how to make it all work as best as possible.   First to note is that the plugin is totally and absolutely horribly complex, that it works at all is simply up to Mr Hofer's genius, but it does work and extremely well, but there are a few comments that have to be laid out to understand that the release of WorldTraffic3 does not mean it is a completed project and that point is actually very far from reality.   Mr Hofer can only do so much in making the plugin as efficient and durable as possible, but overwhelmingly WT3 does totally rely on outside layouts being correct and set to being totally effective. If you have any issues with WT3 then look inward at X-Plane11 far more than the actual plugin itself, yes there will be bug fixes and more refinements to come and quickly, but 90% of WT3's issues are not residing in the actual plugin itself but in the X-Plane11 framework that it now uses.   Even though the tools to create a really good ATC and ground route structure at airports with WED (WorldEDitor) has been available for awhile, and even if the released airports and mostly with the default Global Airports that reside in your custom scenery folder it doesn't mean that these ATC structures are all created equal.   In fact of the many I checked, they were all really quite average with most missing parking position lines and traffic flow lines that are not completed or simply missing. And then WT3 has to interpret this poor layouts and try to make your airports look busy and exciting. When you have a correctly set up ground route structure and I use Aerosoft's ENGM - Oslo scenery as a benchmark, then WT3 is simply astounding in it's operations, but in most cases the layout even if it says on the packaging that the scenery is ATC- Traffic flow is WED compatible is that they usually are not, and this is the biggest hurdle that WT3 and to a point X-Plane itself has to climb over, and not just for WT3 either as these ground routes are becoming more and more important to the effectiveness and general everyday use of the simulator. Then there is the factor of many sceneries and mostly freeware that don't have any ground route layouts at all, and yes I am poking an stick at tdg here as although he makes simply excellent scenery and does astounding work, this one little oversight will cause for most of his work to be totally unusable in the WT3 universe and I am quite angry about that because to insert ground routes for someone as talented as he is at WED is just simply astounding as well.   So the point is for WT3 to be a major and important part of your X-Plane experience is that a very significant focus will have to go on and be made on the WED ground route layouts...   then and only then will WT3 deliver the incredible return on the investment you require, in other words don't blame WT3 but fix the fundamental basic issues of WED first and make the whole system work together.   I have also noticed that some users are generating auto ground routes and posting them up on the X-Plane.Org. This is really a waste of time and actually a big diversion in the fact these ground routes can for one be very easily generated within WT3 quickly and easily anyway, but worse are they actually "Corrected" or refined ground routes with the sorted correct parking assignments completed and in most cases the answer is no. Again you want fully well defined or completed ground routes and not just quick and nasty setups that users will take for the real thing and only they make your airport sceneries totally functional with the WT3 plugin, this is an IMPORTANT point to understand, in that the layouts required by WT3 need to be the best we can distribute and fully setup for instant use and be secure in that they will deliver the required standard that we require to make X-Plane the excellent simulator it is. Over the last few months in checking most sceneries we do fall very short or if anywhere near the mark to make WT3 effective at this point.   But what I love about X-Plane is that as a collective clever set of tinkerers and changers we do have the skills and talent to fix this ATC WED layouts for the better and quickly, and then distribute the changes for everyone else to benefit from, that is the promise of not only X-Plane as a simulator but for WT3 as well.   From this point forward this WT3 icon will tell you in a review of the WT3 layouts and notable points on what does or doesn't work, or if that scenery even does not have the required layouts to generate ground routes. To a point I found most good payware scenery released recently are doing very effective ground routes or at least acknowledge that well set up WED ground routes are now as big a major feature or is a major feature on selling their product.   I would like to thank everyone who participated in our fourth anniversary competition in August, of course X-PlaneReviews would like to pick many winners but we have to settle for just five, it was very hard in the end but the final choices were the worthy winners.   See you all next month   Stephen Dutton 1st October 2017 Copyright©2017: X-Plane Reviews