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    • The date may be the clue? the DA42 from Alabeo is old in three years old, and it uses their own and now older G1000 system. This system has now been abandoned by Alabeo for this reason and they now use the G1000 Laminar Research version (the same as in the C172), but the aircraft has not yet had that upgrade? It wasn't a particularly good G1000 from the start? You could try setting up the full flightplan including the SID/STAR procedures in SimBrief and then importing in the completed flight plan into the G1000, it may work, it works that way with other limited FMS systems. Stephen
    • How do I get the procedures soft key to operate so I can load approaches in the DA42 g1000 I dont have any problem with x plane c172. So there is something wrong with this program
    • News! - In Development : Mont Blanc Group by Frank Dainese & Fabio Bellini   After their excellent Eiger Park 3D, Frank Dainese & Fabio Bellini's attention has moved now to the far western end of the Alps mountain range and Mont Blanc.     Called "The Mont Blanc Group" this more expansive scenery will cover about 900 square kilometers between Italy and France, included also will be two very famous resorts in Courmayeur (ITA) and Chamonix (FRA).   3D modeling will include Mont Blanc, Eguille Noire, Giant's Tooth, Grandes Jorasses... and more. he main structures (buildings ...) the two locations will be reconstructed in 3D with the placement of over 8000 buildings (from 70 typical types of the area), also to be included is the new "SkyWay Mont Blanc" cable car (considered the eighth wonder of the world).   From a flying point of view there will be several heliports and two grass runways inset into the scenery, with one in Chamonix and one in Courmayeur.   If the new scenery is as good as the past releases (which it will be) again we will have another great dimension to our flying, to get a taste of the work then see X-PlaneReviews review of Eiger Park 3D   Yes I am a big fan of these visually sensational sceneries, release for Mont Blanc Group is noted as "several months" so that should be about October to November this year 2019. Another project in the pipeline is a revisit to their very first release in Dolomites 3D to bring it into line and to the quality of the other Alp sceneries Matterhorn 3D, Eigar 3D and the new Mont Blanc Group 3D to complete the series.   It is a yes from me!   Announcement via Frank Dainese site on Blogger Image courtesy of Frank Dainese ________________________________________   News by Stephen Dutton 21st June 2019 Copyright©2019: X-Plane Reviews    
    • Scenery Review : EKYT - Aalborg XP by Vidan Design   Travel any air routes south to north or east to west over northern Denmark you are usually bound to fly through Nav-Aid VORTAC AAL - Aalborg (116.7), and as I frequently route myself through from western Germany or Belgium to Oslo or Helsinki then AAL is always a major crossing point of the flightplan. From the air AAL is just a major airway intersection, but in reality AAL is also a very nice airport in northern Jutland.   (Navigraph)   Aalborg (AAL) is the third busiest airport in Denmark after Copenhagen and Billund with one and a half million passengers a year, but it is also a major strategic military base for the Royal Danish Air Force (RDAF) 721 Squadron, and Air Transport Wing Aalborg (logistics) called Aalborg Air Base (Flyvestation Aalborg).    EKYT - Aalborg XP by Vidan Design Aalborg XP is the first scenery for X-Plane11 from Vidan Design, another newcomer, but this is already a very impressive debut. Aalborg in both the military and commercial areas covers a lot of the general area of the scenery, basically the two zones are separated by the two parallel runways of 08L/26R and 08R/26L, but they are quite significant in width with 08L/26R at 8694 x 148 feet / 2650 x 45 meters (the main runway) and 08R/26L at 8366 x 74 feet / 2550 x 23 meters. Military is to the north and the commercial is to the south, but there is also another significant military area to the east as well.     Impressive is the intergration of the Hi-Res Orthophoto scenery, into the background default X-Plane textures, yes this is always an extremely big deal to me, I want a pure transition from the default to the custom for a perfect simulation, and if I get it, I will be very well pleased... here at EKYT it is absolutely perfect.     More help is provided by the German autogen, which is perfect here and Aalborg itself is well represented in this autogen form at the full maximum setting.     Outwardly the area looks open and spaced out in both the military and commercial zones, but there is a lot of detail in here, in fact it is excellent.     _______________________________________________   Aalborg Airport Aalborg Lufthavn IATA: AAL - ICAO: EKYT     08L/26R - 2,654 (8,707ft) Concrete / Asphalt / Bitumen 08R/26L - 2,549 (8,363ft) Asphalt Elevation AMSL10 ft / 3 m   The actual commercial terminal area is set well away from the runways to the south (via taxiway C), with just one major terminal built in 2001and enlarged to it's present status during 2007 and 2013. It is impressive, but the terminal is stand only with 1 to 8 in front and 10 a remote stand opposite, the terminal has no airbridges and is walkon/walkoff.         Terminal and modeling is again very impressive, detail is absolutely first rate with real (photographic) images used in the process...     ....  clutter is excellent with fully branded AAL vehicles, there are however no animated vehicles, but to be honest they are not really required here, glass and reflections are also very good and to a high standard. Apron linage is excellent on all stands, but stand 10 is currently sited wrong, it will be fixed.   All carparks and landside are perfect as well. The hardest trick in doing great scenery is finding that balance on providing lot of good detail, without over doing the clutter... get that equation correct and you get perfection...  just like it is here, as AAL is just the perfect balance.     Internal terminal detailing is very good as well... it is not over detailed, detailed if you know what I mean...  but there is enough to fill out the building for authenticity and you can walk around in here exploring.     General Aviation South of the main apron are remnants of the original Aalborg airfield, a large hangar and two heritage buildings that have been repurposed as the airport's technical department and small cargo building, and the airport's ground equipment it has an authentic maintenance building as well.       All buildings are exceptional in creating a very Danish character feel, and have very good detail and high detail components like signage and apron equipment (flags, cones, lines). There is a very nice GA parking area and a great refueling station, so Aalborg is a great destination for that weekend flyaway. Behind the main apron in the GA area is a private parking area with service hangars, it is very authentic to the area.     Airport clutter as noted is very good, and located not just around the aprons. But in every area the quality is very high as well, and there are plenty of nice static aircraft placed as well with some Lear Jets, the quality detail of the aircraft is not as high as the rest of the detail, but they are more than passable.   Landside there is the Aalborg Airport Hotel, and nicely rendered it is, note the lovely detail around the base.. it feels very authentic.     To the west and south there are a lot of nice support buildings.... the far south was also part of the military aerodrome but is now segregated and fenced off...     ...  but a lone Danish Airforce Starfighter still stands guard.   Mid-field AAL is the control tower. There are two, this one is the commercial tower, and the newer of the two. Built of brick it is very authentic and well represented. Tower view is not correct, it is by coordinate position, but not in height so you see the ground and Vidan noted it will be adjusted.     Excellent centre field radar is animated, and I love dynamics like this, it looks great on arrival.   Military Areas There are a few different military areas that are spread well out in the scenery, all are exceptional in the different time periods, but the overall feeling is the cold war era.     There is still a large facility landside in front of the main terminal building, with nice facades supporting the hangars. This area is just mostly hangars and aircraft storage with no buildings.   The main area of Aalborg Air Base is set out to the north of the runways.     The Airbase covers a wide area, but it is all very well detailed, from open stands to mostly hangars that are "ready to fly" once you pull the doors back... detail is again excellent, and you can easily spend time and walk around the Airbase and find a lot of nice touches of realism.     It reminds me a little of post-war Britain... parade grounds, barracks and every area has a different hangar style to reflect it's era, it would have been just to easy to do one style and duplicate it, so the high detail of AAL is really in here if you look for it or look around for it.     Detail goes to not only the current hard surfaces, but the past now unused areas. The focus of this area is the Air Transport Wing Aalborg apron called the "Dolphin Apron" that is along side the long taxiway N...     Two large and one lower wide hangars cover the area with another standalone hangar in front, all are guarded by two static Danish "Herky Birds" C-130s.     Detail is again very good. Just east of the transport wing dolphin apron along Taxiway N is the second control tower, this is the original field tower and has been here since the Germans ran their Luftwaffe raids from the airfield...  again the detail is simply excellent, and it is very WW2 era.     Now far east along taxiway N is the Fire Station and command headquarters. Taxiway N is significant because it is your main taxiway pathway to either end of any departure or arrival runway, so most of these building are very visible when you arrive or depart.     Note the flight ready hardstands, and the general feeling here is that at this facility of AAL can survive anything...  even Armageddon.   Ground textures are very good and widely varied. Stand wear is very good as well with oil stains and general hard use, pretty spring flowers are spotted set out amongst the grass verges but overall there isn't a lot of grass internal field coverage.     Although HDR effects are noted, I couldn't find any wet surfaces...   One thing that came through while reviewing AAL is that it can be a moody place, and that is in a good way. The North Sea creates very mystical weather, with mostly a lot of fog and seasonal showers..   and I got a lot of that here.     Lighting I really like the lighting here, but the aprons are BRIGHT...  you may think the candle power needs to come down a notch or two, but personally I like it as I like that transition on arrival or departure when you come out of the gloom and into the bright lights.... working on the stands, no problem.     No needing the torches down here, the lighting also brings out those great terminal textures....  internal terminal lighting is also very good.     Slightly odd thing on the terminal though is that landside it is only two-thirds lit? some carparks are slightly dark as well, maybe a different style of lighting to compliment the full on areas for the carparks is needed. Aalborg Hotel looks excellent with local advertising. Overall great.     Dolphin Apron is also excellent with lovely down lighting, again a great lit workplace...  most of the military areas are obviously dark.     Only thing I didn't like were the control tower windows, they looked far too bright, but bland as well. The base main tower was pretty good, but the main controllers windows I didn't like at all....  they shouldn't be lit anyway or very dull.     Runway approach lighting is excellent with animated RAIL on 08L/08R... overall the field lighting is very good.     Services Plenty of services, although a lot are seasonal charters and LLCs, Interesting one is the Atlantic Air connection to Vágar and a good routing if you have Faroes Islands XP - Maps2XPlane   Air Europa - Seasonal charter: Palma de Mallorca (begins 29 June 2019) Atlantic Airways - Seasonal: Vágar Bulgaria Air - Seasonal charter: Burgas (begins 1 July 2019) Corendon Airlines - Seasonal: Antalya Danish Air Transport - Seasonal: Bornholm, Antalya Great Dane Airlines - Dublin (begins 21 June 2019), Edinburgh (begins 24 June 2019), Nice (begins 26 June 2019- Seasonal charter: Palma de Mallorca (begins 17 June 2019), Rhodes ,Chania (begins 16 June 2019), Varna (begins 22 June 2019) Jet Time - Seasonal charter: Antalya, Chania, Gran Canaria, Larnaca, Mytilene (begins 26 June 2019), Palma de Mallorca, Rhodes, Naples, Ponta Delgada, KLM - Amsterdam Norwegian Air Shuttle - Copenhagen, Málaga - Seasonal: Gran Canaria, Palma de Mallorca, Alicante Ryanair - London–Stansted Scandinavian Airlines - Copenhagen, Oslo–Gardermoen - Seasonal charter: Chania SunExpress - Seasonal: Antalya Thomas Cook Airlines - Scandinavia - Seasonal charter: Gran Canaria, Palma de Mallorca, Tenerife-South, Phuket Vueling - Barcelona (ends 24 October 2019)   WT3: WorldTraffic routes around AAL are a bit hit and miss. WT will generate the ground routes, but they are not highly refined, the complex runway and taxiway layout doesn't help out either and you will find that most aircraft will land on 08R/26L the smaller (width) of the two and not the main 08L/26R runway, and with this there is also a lot of popping aircraft that land and disappear and pop on to takeoff, if refined AAL would be excellent for WT3. What does work however works quite well and the terminal will fill and empty during the day.   Summary For a first scenery debut for X-Plane11 from Vidan Design this is an extraordinary release. So much here is very well executed and designed, I loved the scenery from the moment I set my eyes on it... first releases are usually patchy, but not here.   Full orthophoto scenery that blends in perfectly well with the default mesh, and great German autogen sets the scene. Terminal and buildings are all excellent with internal terminal areas, the scenery covers a lot of area with the large outlying military Airbase and Cold War response layouts, all are well done and detailed. In the object count it is very high, but not to the point of being too much, the balance on clutter with some nice static aircraft is about perfect, and with a lot of variations as well. Ground textures and lineage are also first rate as is most of the lighting.   There are a few quirks that if attended to would bring the scenery up to exceptional status...  WT3 - ATC refinement would bring out the full activity aspect the scenery requires, it is workable now, but it could be better, I don't like the control towers night lighting windows at all, but my only real gripe and the lighting for parts of the landside of the terminal it looks like it is missing and more fill is needed of the carpark lighting. Stand 10 siteing is wrong and two additions to be considered are HDR wet runways and maybe just a few animations.   Outstanding, well yes AAL - Aalborg is great if a totally brilliant scenery straight out of the box, for a new developer coming into X-Plane this work is an outstanding achievement and AAL is simply great value as well... Yes I love it, will use it... a lot, and when I am flying now over Northern Europe and Jutland and pass through the AAL Nav-Aid, I now know there is more here now than just a marker in the sky, as there is a very nice welcome scenery on the ground as well...   Highly Recommended.   ______________________________________________________________________     Yes! EKYT - Aalborg XP by Vidan Design is now Available from the X-Plane.Org Store here :   Aalborg XP - Denmark   Price Is US$19.90   Features: Highly detailed rendition of Aalborg Airport (EKYT, AAL) and Aalborg Air Base (Flyvestation Aalborg) Highly detailed airport terminal Realistic HD textures created from on-site photography Dynamic apron lightning (requires X-Plane Visual Effects set to High (HDR)) Custom modelled ground support vehicles Orthophoto scenery High quality modelled airport buildings Static airplanes featuring types unique to the airport Custom modelled vegetation, grass, trees   Requirements: X-Plane 11 Windows, Mac or Linux 4GB VRAM Minimum - 8GB+ VRAM Recommended Download Size: 275MB Current and Review Version : 1.0 (June 17th 2019)   Installation Download scenery file size is download 287.40mb and with the full single folder installation is installed in your custom scenery folder of 763.20mb    Documents Aalborg XP Manual (English)   ______________________________________________________________________   Review by Stephen Dutton 20th June 2019 Copyright©2019 : 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 - ASUS GeForce GTX 1080 8Gb - Samsung Evo 860 1Tb SSD  Software:   - Windows 10 - X-Plane 11.30 Addons: Saitek x52 Pro system Joystick and Throttle : Sound - Bose  Soundlink Mini  Plugins: Environment Engine by xEnviro v1.10 US$69.90 : JARDesign Ground Handling Deluxe plugin : US$19.95 : WorldTraffic 3.0 Plugin - US$29.95 : BetterPushBack - Free Scenery or Aircraft - Embraer ERJ Family by X-Crafts (X-Plane.OrgStore) - US$89.95    
    • News! - In Development : FPDS for B767/757 by FlightFactor   First it was a request, then a rumor and now a reality. This is for the FPDS option or "Flat Panel Display System" which is based on the IS&S - Innovative Solutions & Support’s display units, this layout is very similar to the ProLine 21 system but with four displays covering both pilots PFD and MAP/NAV.     This modern FPDS layout covers the more recent deliveries of the B767/B757 in usually the freighter variant that is (B767) still in production till 2022...   Release, no date given but FlightFactor do tend to release around August, but the FPDS avionics above looks very completed...  price? no idea of in a new variant or as an addon.   It will however give you a very more modern and avionic detailed B676/B757 twin...   Images are courtesy of FlightFactor   Announcement via FlightFactor's Twitter page ________________________________________   News by Stephen Dutton 18th June 2019 Copyright©2019: X-Plane Reviews  
    • Scenery Upgrade : UBBB Baku and City XP v1.3 by Drzewiecki Design When Drzewiecki Design released their Baku and City scenery for X-Plane11 it caused me very mixed emotions. This was a scenery I really wanted and to use as it filled in that exotic location criteria, plus just in being on the edge of the eastern European boundary it wasn't too far away from any major European airport gateway either. In the first aspect it was a great scenery, but overall it was the conversion aspects (UBBB Baku was originally a FSX scenery) to X-Plane that just left the scenery feeling a bit too empty.... The full reference review is here: Scenery Review : UBBB Baku Heydar Aliyev Airport & City by Drzewiecki Design    So here is Drzewiecki Design's v1.3 of the Baku scenery (v1.2 was a small update) and I was wondering if it would be just more of the same, or will DD now bring to the scenery more to the dynamics of X-Plane than the dullness of FSX.   First views of Baku v1.3 was that it still sorta looked the same, but in reality it certainly is not.     Early emptiness was created by using a lot of photoreal textures, and these were very good... from the air, but they were very tabletop flat when you got closer to the ground. They are still there, but the extra Azerbaijan whole-country photoreal is now not an option anymore, and mostly because it ruined the great original X-Plane default textures (in other words this is X-Plane and not FSX and you don't need them).     Another relevation is that Drzewiecki Design has now inserted the area's autogen and in that development in also hiding the worse of the flat aspects of the photoreal from the ground perspective, and so it now works very well as it spreads right down the coastline and all around UBBB and especially on the approaches and departures from Runways 15 and 16 which are now excellent with the autogen now filling right out to the northern coastline. And another important fix is that the actual X-Plane11 UBBB Airport "Location" layout now actually exists...     ....  the original is on the left, and the fixed working version is on the right, and this is a great start of getting UBBB to a condition we require. With the airport's layout done, there was another area fixed as well...  ATC routes! and if you have ATC routes, can also now have WorldTraffic3 ground routes...   Yeah!  I will admit that the biggest turnoff for me with the Baku scenery was simply no airport activity.     In the original release I could have lived with everything else, but no activity mean't that UBBB was a very empty and sterile place to use and so I didn't add it in to my usual route choices. That is not the case now as you can generate those important WT3 routes, but it still comes a little quirk. If you want your Baku full and active your only choice is to use the "Autogen" flights? Yes the AFRE flights work, but because there is so little flight data on the AFRE you will get only minimal activity, it works if you want that aspect and it helps to have the static aircraft option switched on as well to fill out the aprons, but overall the Autogen option is the one to use.   Tower view is sorta fixed as well... it is now set at the right coordinates, but it is still set too low? The left image is the tower view setting, and the right image is where it should be.... but it is far better than looking at a carpark.      Nice tower as well. Newly added into v1.3 is the nice curvy 747-8 maintenance hangar and some static Embraers in Buta Airways livery...     ... and the detailing up close is very good, and it is a very welcome addition.   The extraordinary Terminal 1 (International) is now even better with now HDR effects in reflections and detailing, almost all the glass and metal framework feels more realistic, it deserved far better in the original release.       Another area covered is the lack of ground clutter and animations...  now there is great clutter with the correct airport branding GYB as well...     ...  animated truck, buses, luggage carts and vans all work across the airport, there isn't a lot, of a lot of animated vehicles but they are still very welcome.   A new addition to the terminals is SAM - Scenery Animation Manager. The plugin now works here with both VDGS and Marshallers...     All gates on both Terminals are active, and Marshallers are on all the remote stands. SAM has been around a few months now and you would expect the areas of gate elevation to be now sorted? Obviously not so and it is annoying...  but I am still a big fan, big surprise is that DD don't use the animate hangar doors option, as the onsite Silk Way maintenance hangar is an obvious choice     Besides the better HDR glass reflections, the runways/taxiways have had the same dynamic wet look treatment...     ... the effects brings out the nice and realistic textures, very moody...     but excellent.   Another big criticism of the release version of Baku was of the airport lighting... the main Terminal one was very good, but everything else around it was to be desired. Biggest missing area of illumination was all the apron lighting (it was quite weak), and that has been handsomely rectified. UBBB at night now looks brilliant.     More so is the fact you can see the airport from a distance.. and it is now not just a black hole between two runways. Terminal 1 looks glorious and simply bathes in light..     ....  with Terminal two it is another transformation in that the apron lighting disguises the inadequate FSX lighting.     The airport's entrance to the terminals infrastructure is now also more realistic (in other word you can now actually see it) and the cargo ramps are perfectly workable and would even now coax you all the way out here for a night time freight run.     Areas are very well lit and the new maintenance hanger drop down lighting is really nice, and it is in nice contrast with Terminal 1 in the background.   It is highly debatable if coming to UBBB Baku Heydar Aliyev is now best at night, certainly at dawn or dusk than in the daytime, this is now an excellent night period experience.     Baku City Part of the package is the city of Baku itself...  Yes we had issues with that as well. This was again the very same photoreal textures that created flat spaces around the custom city objects. I grabbed the default S-76 to have a look. Again the restricted autogen reach means that the Baku city at 25 km from the airport is what works around UBBB does not work in the city...   First views are very good, with the autogen doing a very good job, even if it is SoCal housing, and you have a lot of urban industrial as well...     ...  but once you get to Baku city, it all sort of peters out to just residential housing (again SoCal), and so the custom Baku objects in places are islands again on a photoreal underlay...     ....    so it doesn't look like a capital city, and in fact looks odd with the low flat housing and the stand out custom objects, in areas it is still plain empty.     So it is a real shame really as the autogen does such a great job outwards, but fails inwards of where it is also needed, and obviously the city is not that great for VFR flying, but still consigned to just being an outline on the horizon for approaches and departures. A point is that is this a Laminar Research issue or a developers issue, my guess it is an Laminar issue as I find this aspect a lot in these near city areas.   Azerbaijan Airports The original six airports in regional Azerbaijan of UBBL Lenkoran (In X-Plane as UB10?), UBBG Ganja, UBBN Nakhchivan, UBBQ Qabala, UBBY Zaqatala and UBTT Zabrat. have mostly been pulled. They were very average anyway, but I still thought they could have been enhanced more rather than simply pulling them out...   Two are still usable in UBBG Ganja and UBTT Zabrat which is near UBBB. The UBBG Ganja (left below) is now a global airport and quite good, but you will have to clear the apron of trees before you use it?     UBTT Zabrat  (above right) is basically untouched in the update.   Summary My first reaction to Drzewiecki Design releasing their Baku and City scenery for X-Plane11 was of excitement as it's position globally which is great for interesting routes out of Europe and the eastern Mediterranean ports which is a growing area of X-Plane activity. First views was that this is a great airport with very interesting terminals... but overall UBBB was an empty and stale place with just a straight FSX to X-Plane conversion. Personally I had fears that this v1.3 update would be just more of the same.   My negative list in the review was quite substantial, but this update has crossed almost all of them out, and added in a few nice additions that takes UBBB Baku forward immensely.   The missing airport ground layout..  fixed, missing ground routes...  fixed, lighting...  fixed, empty photoreal textures...  fixed, and on it goes. All the fixes also go forward more than that as the fixed ground routes will now support WorldTraffic3 with some amending in that the AFRE routes out here are pretty thin, so the "Autogen" is required to give you an active airport, static aircraft "on" also helps in filling the place up.   The lighting fixes are the biggest improvement and the airport is now one of the best for lighting and use, and the photoreal textures have been covered over by some great autogen, although it doesn't work quite as well in the central city area of Baku.   Additions to v1.3 are excellent as well. All glass and ground textures are now all HDR with reflections (Glass) and Wet Surfaces. SAM - Scenery Animation Manager is also now active and usable and there is now more branded ground clutter and animated vehicles. A new large modern 747-8 maintenance hangar also adds into the scenery.   The changes here in v1.3 all sum up to a scenery that was interesting, but boring to...  a huge up jump to be the one of the best in this category... in reality this should have been the original release version, but for those that paid out then, then now they get their money's worth, and for the rest of the fence sitters then why wait any longer to get a very active and interesting destination in a new and upcoming area of X-Plane activity...  five stars on getting it right for Drzewiecki Design, they did really good, but more importantly they listened and changed the Baku airport to the needed requirements...  (now) Highly Recommended.   ______________________________________________________________________      The UBBB Baku Heydar Aliyev Airport & City v1.3 by Drzewiecki Design is NOW available! from the X-Plane.Org Store here : UBBB Baku Airport and City XP   Price is US$23.00   Features Extremely detailed model of UBBB Heydar Aliyev International Airport in Baku UBBB with 3D people, high quality static aircraft, up-to-date airport layout Advanced interior modeling (Terminal 1, tower, Silkway hangar) Baku city with hundrieds of custom-made landmarks with night textures HDR lighting, detailed markings, static aircraft Animated jetways, VGDS, marshallers (SAM plugin) Custom-made UBBB airport charts included v1.3 features - upgraded Baku city autogen - much better HDR lighting at UBBB - new animations and other details - new 747-8 hangar and static Embraers in Buta Airways livery - SAM plugin support for jetway animation, VGDS and marshallers - airport aprons with reflections and rain effects   Requirements: X-Plane 11 Mac, Windows or Linux 4Gb+ VRAM Video Card 1GB HD for Installation SAM plugin is required for use of this scenery. Current and review version : 1.3 (June 14th 2019)   Documents: DD Baku XP Documents   Baku XP MacLinuxInstall Baku XP MANUAL UBBB CHARTS (charts are quite basic in two airport layout charts and two ILS runway approach charts) These UBBB charts are better: http://uvairlines.com/admin/resources/charts/UBBB.pdf Navigraph charts are excellent as well, but you have to have an account.   ______________________________________________________________________   Update Review by Stephen Dutton 18th June 2019 Copyright©X-Plane Reviews: X-PlaneReviews 2019   (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)    
    • Just bought it - very nice and feels very 'Thranda-ish'.
    • Aircraft Update : Diamond DA62 XP11v1.04 by Aerobask   "Where did that time go?" I thought the release of Aerosbask's excellent Diamond DA62 was still earlier this year, no last year...  "Middle" no it was actually "March" last year, so already the new X-Plane11 version is now 14 months on from it's release... "Where the hell did that time go?" As it only did seem like a few months ago since I was reviewing it here at X-PlaneReviews, here is that review: Aircraft Review : Diamond DA-62 by Aerobask   Not that Aerobask have been sitting on their hands or not updating the DA62, because they have been very busy with quite a few changes this year alone...  so this update review covers v1.0 to v1.04 or four updates. We packaged them all together here because even with the few version numbers there wasn't a lot to note as the first two updates only covered SASL (Plugin) updates from v3.4.3 to v3.5.0.     Stunning the DA62 is, so XP11 in dynamics and feel...  and Aerosbask do this modern age design so well.     Still so different are those twin Austro E4 engines (marketed as the AE 300) which are a liquid-cooled, inline, four-cylinder, four-stroke, diesel piston aircraft engine of which the DA-62 has the 180hp AE330 version.... and both engines come with those fancy bulky cowlings. Note the deluxe paintjob, I don't think I have seen better in X-Plane.     XP11 v1.04 Updates G1000 Screen brightness was a noted issue in the original version, so they have been brightened here, there is also in direct lighting as well under the glareshield...     ...  well certainly the G1000 displays are far better in daylight, but are also still quite high in saturation, so I still don't think they are perfect, but they are however better...   at night they look really, really good. It is really nice in here...       Both displays pop-out (PFD is the centre aircraft, MFD it is an area left of the radio frequencies), but it can be tricky to find the scale area. Updated here is the AP to the newer Laminar GFC700 Autopilot, although it is hard to tell as the facia plate is still the same and the changes are in the details not the display. Another change is that the SYSTEM page on MFD that has been updated and Aerobask have removed unused key inputs. More SASL updates to v3.6.4 covers some mouse and display fixes.   The Oxygen system has been updated to take advantage of the X-Plane 11.30 changes, in that the oxygen is now depleted "on demand" instead of all ways on as in a continuous flow. Therefore duration may depend on the altitude you use, in someways this means your oxygen will last longer, because it is not always being used, but when it is, then it uses more...  but you have a pretty big tank for supply.     The fuel pump switches lighting now goes out when switched off, before they were always on.   Glass reflection has been fine tuned for more realism in the different conditions, the reflections were good before, but are now excellent...     .... and the cabin interior is still one of the very best in X-Plane.     Somewhere between the release version and this update, then Aerobask have done a menu upgrade...  mostly to add in tabs and pages. The original "Options" page is still the same, but added in now are: "G1000", "Sound" and "About"     G1000: gives you options for the G1000 system... you can now disable the G1000 pop-ups (2D) for VR flying, Enable Custom Features (see review), Disable Bezels for pop-outs, Show TAS in Knts under the speed tape, Display custom engine display, G1000 Flightplan mouse features (scroll) and there is an experimental flightplan keyboard you can try out. Lower are two options in: Enable Rain Effects (see below) and keep the Pop-up screens inside the cockpit (for cockpit builders).   Sound: the "Sound" panel is a duplicate of the X-Plane default sound panel and is really just a shortcut. But there is one extra option to enable/disable speech.   About: Credits for creators of the DA62   One note with the "Options" is that the statics elements were not always visible in C&D, and that has been fixed.   Librain The Saso Kiselkov's librain.plugin support has also been added.... very nice. The DA62 already had nice rain support and icing, obviously the librain is a better option, but I checked if the icing effects were still in there? the tests proved inconclusive. One note I will make is that Aerobask says to download the 3rd party librain plugin and insert it into the DA62's plugin folder...  I have my librain plugin in the X-Plane/resources/plugin folder? and it still worked fine and here it is more global in it's effectiveness.     Summary This isn't really an update per se, even with all the point version releases put together it is more of what I call a "nip and tuck". In reality the Aerobask Diamond DA62 was pretty well conceived right out of the original release aircraft. All Aerobask does here is keep the aircraft within the current standards and features (X-Plane v11.35) and that is simply what you get here.   Updates include a lot of SASL plugin updates, display and reflection refinements, new Autopilot to the GFC700, Librain water effects and the menu system has been upgraded with more tabs and pages.   Aerobask's standards are now always some of the best in X-Plane, all their aircraft are so well sorted on release, in quality and with clever innovated features and with that you can never really go wrong with any of their aircraft...   and so it is here with their Diamond DA62...  is it corny to say it is a "gem of an aircraft" maybe...  but it is. Highly Recommended.   ________________________________________       Yes! the Diamond DA-62 by Aerobask is NOW! available from the X-Plane.Org Store here : Diamond DA62   Price is US$34.95   Features: Advanced Flight model Flight model by X-Aerodynamics, very closely matching real performance (based on public data) Aerobask Systems Suite Fully Integrated Laminar Garmin G1000 with custom EIS and annunciations (In 3D only) Customized FADEC/ECU with test procedures allows engines and propellers to deliver their documented performance with unprecedented accuracy, including in fuel usage Auto-feathering is also accurately managed, for a total immersion Simulated oxygen system Simulated ice protection system MD302: custom coded Standby Attitude Module Fully functional breakers (configurable reliability) New Laminar oxygen system   New Laminar GFC700 Autopilot Saso Kiselkov's librain.plugin support Support for Avitab Plugin High Resolution Model High quality 3D model with high resolution PBR textures (4K textures) Fully functional virtual 3D cockpit, with smooth and VR-friendly manipulators Windshield effects: reflections, rain and frost Many parameters saved between flights Configurable pilots, passengers and luggage Optimized to save FPS Custom Sounds FMOD High Quality Enhanced 3D system sounds, including Doppler and Flanger effects Auto-Updater Keep your aircraft up-to-date with a convenient auto-updater Requirements: X-Plane 11 (Fully updated) Windows, Mac or Linux 4Gb VRAM Minimum. 8Gb+ VRAM recommended For Avitab, version 0.3.10 or higher is required Current and review version: 11.1.04  (last updated June 11th 2019)   Installation Download of the Diamond DA-62 is 376mb and it is installed in your General Aviation Folder as a 638mb folder.   Framerates are good as those textures have been highly refined for use and with my specs I got framerates in the mid-30's to the early 40's   Documents Documentation is excellent. Great manual with feature details, checklists/Performance tables and MD302 manual.   Quicklook views.pdf DA62 Flight Manual.pdf DA62 Checklist Normal Operations.pdf Airspeed Normal Operation.pdf DA62 Checklist Emergency Procedures.pdf DA62 Performance Tables.pdf Install_Settings.pdf Quick-Doc MD302.pdf   v11.1.04 Changelog v11.1.04 Changelog.rtf   _____________________________________________________________________________________   Update Review by Stephen Dutton 14th June 2019 Copyright©2019: 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)    
    • I'm still hanging in there with v1.10...  the benefits outweigh the negatives and yes those clouds need a big fix, but having no issues on framerate as it is pretty solid for me, so my guess that is settings area... but I have never been greedy on my settings.
    • Laminar Research : FlightSimExpo 2019   As another year sets on the annual FlightSim community get together it was who had won. Obviously the Expo vs Conference battle was won out by the significant attendees in Florida, but you have to feel for the original conference organisers that in reality have had their show taken away from them... it shows where the money is going, but it hurts for the small people that created something significant and only then to lose it.   Vegas last year in 2018 was a big and successful show (FSExpo is going back to Vegas for 2020). Again Laminar Research had a big presence with three organised events, the first for a WED 2 demonstration of the Friday 7th June, with the big one set for 4.30pm on the Saturday 8th June...  the June 9th event was a competition on landing a B737-800 at PAJN Juneau, AK RWY 08.   Notably the June 7th Seminar was the focus from our point of view, but overall it was quite a light agenda compared to the extensive seminars in the past. Personally I don't think this was a Laminar issue as the allotted time for the seminar was only 45 min, and Laminar noted they had wished they have had more time for more details, above that 15 min was then allotted to X-Plane Mobile, so in retrospect there was only 30 minutes allotted time on the actual simulator, which is about half the usual allotted seminar time and it felt like it.   X-Plane Mobile It is a bit like Apple with IOS and MacOS in that IOS is the portable (iPhone/iPad) operating system and MacOS is the desktop version, and gradually they have been coming together from their different realms, and so it is with X-Plane Mobile and X-Plane Desktop. Early mobile applications had to run in an extremely limited environment, so effectively it was a very basic simulator...  now currently it is as functional and as effective as a desktop...     Only 1º of the original X-Mobile was X-Plane in the original code, to the 73º shared code now. So X-Mobile has gone from a very basic application to a full simulation application. Personally I think X-Plane is too small on a SmartPhone, I think really that X-Plane is mostly in this guise is still aimed at the tablet/iPad market, and it works fine on there.     There was one area though that X-Mobile users all wanted, and that was more than the current five airports, and so we will soon have...   Global Airports.  Chris Serio has been the coder on X-Mobile, and now he announces that Global Airports are coming to X-Mobile soon and it is called Glo-Mo.     Glo-Mo will come with the same 3D rendered airports (WED Based only) as the desktop version, 35,000 airports altogether with 10,000 in 3D, but to note X-Mobile Glo-Mo is a subscriber application, and not a one off download. The bonus is of course constant updates as it is now only downloaded from the cloud, the downside is cost... in other words it a new Laminar cashflow stream. Noted as coming this (Northern) summer in say late August.   X-Plane11.35 In the X-Plane11 roadmap the next update is v11.35...  and due today 11th June 19. But not much was mentioned of any other releases later in the year (Vulkan/Metal withstanding), so it is a sort of enjoy it while you can.   X-Plane11.35 will now come with 10, 275 Global 3D airports with the aim to ceiling around 20,000 airports, and for a 3 Year target that has been remarkable, but a lot of the global scenery varies between excellent to average depending on the developers skills, overall the detail is excellent and highly usable. I personally would like to see these 3D sceneries graded in stars ***** to their usability and quality.   Boats: Like any art coming out of Laminar the quality of the boats are excellent, and no more of those nasty white hull extra white sail artifacts that dot a lot of the sceneries including paywares. All objects are placed in the new WED 2 application, but the detail is more than the actual boats, with marinas and pontoons as part of the new detail in sixteen choices, so from now on realistic marinas will be part of your simulation.     Landmarks: The landmark caravan also continues with two new cities of Washington DC and New York now being added into the simulator... Washington DC includes a large range of objects including the Capital Building, The White House, The Mall, Pentagon, Lincoln Memorial, JFK Theatre and Dulles Airport....       New York adds in the Statue of Liberty (Island), Lower Manhattan, Freedom Tower, Empire State and all the main bridges in the Manhattan, Brooklyn, Verrazano and Williamsburg structures.     I will always debate the time spent on doing these "Landmark" objects, were as the simulator still requires a lot more in the general categories, in other words leave it to the 3rd parties to do these extensive cityscapes...  but New York is interesting in one point of view. The problem with NYC is that if you use a very highly detail airport, say JFK and a 3rd party cityscape it is horrendous on your graphic card, unless you reduce your texture settings right down to low or average. This NYC version of X-Plane may give you a halfway solution in a very nice NYC skyline without that nasty framerate hit, so we shall see.   Sound Laminar Research has now brought on board a specialist for sound. Daniela Rodriguez Careri is from Argentina and she is bringing her skills to soundscapes in using the FMOD system built in to X-Plane11. In v11.35 the KingAir C90 and the Boeing 737-800 have had the full dynamic FMOD aural makeover, but expect all the default aircraft to get the same treatment over time. Sound detailing exceptional and now reaching payware standards (but not the specialised sound packages).     All sounds including (basically noises) in opening shutting of doors, systems and switchgear, all are dynamic and give you a far deeper immersion simulation.   Systems Over the last few years Phillipp Ringler has took over the systems portfolio from Austin Meyer, and that is not a bad thing as Austin has a tendency to wander away from the computer with one project or another (see below). Last update saw Phillipp concentrate on the Autopilot, Oxygen Systems and Anti-ice/de-ice systems and the Propeller governors. In 11.35 the areas again covered are extensive.   Fuel System: The Fuel System has had attention (mostly because addon developers have been complaining loud and clear). In many ways the fuel systems in X-Plane have not had attention for years, even for a decade... so they are extremely basic. Biggest complaint was the restriction of the actual fuel tanks and fuel systems available, like say the tail trim tank. So the system has had a huge welcome update in v11.35 with header/feeder, AUX and trim tanks all now available. Transfer of fuel has also had attention, for auto/manual and cross feed systems. Trim fuel is also a biggie in that the centre of gravity can't be adjusted with the flight, or in flight like with Concorde that requires different fuel weights at different positions on the aircraft for supersonic flight. Fuel tanks can now also be oddly shaped (wing tanks) and the developers will now all rejoice.     Bleed Air: Another system that has had no attention for years. Overall there are multiple ways to start aircraft engines and in fact the bleed air from the engines can be a significant effect on the realism of the simulation with not only the starting procedures, but with also the environment on the aircraft. The sources are multiple as well with not only the on aircraft main engines and built in APU (Auxiliary Power Unit) but also the external GPU (Ground Power Unit). Again the Bleed systems were pretty basic, but here all bleed systems have had a significant upgrade, with Pack, Anti-Ice, Starter Motors and hydraulic pumps all getting attention. And again keeping the developer happy is now they can design up to three packs and with multiple isolation valves, if any bleed air is used it also will have an effect on the engine performance...  electrical systems are also affected if you use the air conditioning, fans or heaters...  again in other words it will bring more realism into the aircraft's systems and also affects the aircraft's performance.   APU (Auxiliary Power Unit): Early X-Plane systems of the APU were quite basic, it turned on and you got electrical power to the aircraft, and that was basically it. Certainly in expensive addons you can get the full APU treatment, but now those features are now built in as default. Now there are electrical and air bleed loads, the APU EGT (Exhaust Gas Temperature) also now responds to APU loads. Start up and cool down times and if you have an APU fire you have the loss of pressure and the instant loss of power.... and yes the APU will go on fire via the particle effects, and all these are customizable for 3rd party developers.     Extra Improvements: Phillipp Ringler also adding a few extra improvements that he felt were required. A few listed are an extension of his last output in v11.30... with DME hold functionality on all NAV radios, and now you get separate audio with NAV and DME radios. Your battery condition is now affected by the use of the starter motor torque and igniters, or in other words, churn the starters too long and you will run the battery down.   New autopilot modes for track, Flightpath, angle and ref speed climbs are also a follow on from v11.30 and you now get HOTEL mode for turboprops or a 'propeller brake' while allowing the turbine to run, and therefore also the generator in providing electrical power and bleed air, but the prop is stationary (see my Carenado SAAB 340 review).   "DC dies while AC Lies" is related to analog gauges that has the characteristic of “lying or dying” when power is removed, that system feature is now active. And finally is the Non-Rigid nose steering that adjusts the camber of the steering as it turns.   Collins 65 Not noted in the Expo seminar is the inclusion of another Autopilot system in the Collins 65 in v11.35. This Autopilot is mostly found on the KingAirs and is a nice new addition to the extensive list of default autopilots now available... my guess it will go into C90B. Images here are of the Carenado KingAir version, but they are identical.     Designing AVA Austin Meyer always has a side project to keep him busy. His latest is designing an electric BETA's Electric Vertical Takeoff and Landing (eVTOL) aircraft or Ava. It looks like a huge GA drone with 8 Vermount maple electric motors wrapped in Carbon Fibre. it was designed in Plane-Maker and flown using the standard X-Plane flight model. The rotors lift the plane up vertically and and then tilts forward for flight, so it a hybrid in the sense of a tilt-rotor.     X-Plane was used to create the flight model and design the aerodynamics for effectiveness... in other words if this experimental aircraft will actually fly, and if it did then how would it react in the air. So all the details were honed in the simulator and test flown... of which there was a flight demonstration.     Obviously it flies, but the last image threw you completely, in yes X-Plane proved the aircraft could fly but Austin Meyer has actually built and is flying this hybrid machine!     So if Mr Meyer is not at the 2020 FlightSimExpo you can safely guess he was killed in an aviation accident, if he appears, then it also proves X-Plane's dynamics are actually correct... what a way to prove something, interesting concept though.   Vulkan/Metal The focus of this seminar was always going to be the new APIs or Application Programming Interface of which is the main interaction of the programming graphical user interface (GUI) components..   X-Plane since it's creation has always depended on the OpenGL API created by SiliconGraphics in 1991, even with updates you can guess that an API created in the early 1990's is going to be totally outdated by today's standards.   Vulkan- Windows/Metal-Apple API is the more modern system for graphic processing in multi-threading high-performance realtime 3D graphics. Vulkan is intended to offer higher performance by having or giving you a more balanced CPU/GPU usage. Currently graphic processing in X-Plane is not very efficient, it relies on single thread chip processing and the graphic card to do all the heavy lifting (the bigger the graphic card the better).   So X-Plane11 is moving over to the Vulkan/Metal API universe, but we are looking at a core section of the simulator in doing so.. so changes here are deep but highly progressive in creating a very modern and efficient simulator.   The progression of replacing OpenGL (OpenGL will still be available for the XP11 run, but not for XP12) with Vulkan is pretty much the full focus of Laminar's resources right now and the reprogramming of the switch over has been going on for over a year or so.   So this seminar was to see the progress and an update of what to expect when the changes happen, which will be X-Plane v11.40... and what you expected was a Vulkan/Matel demonstration of it actually running live... that didn't happen, but what you had was notes and data of the progress.   Current Development This is were we last saw the progression porting of the changeover and about half of the list was then completed, currently the whole list has now been completed.     With that list now all crossed out then X-Plane can now run in Vulkan/Metal...  and here is the image (not a video) of X-Plane now running in the new API.     Performance So what is the biggest power hungry area of X-Plane? It is the textures and mesh that creates the X-Plane environment, and although OpenGL was good, it was also slow. That slowness created screen freezes and glitches, it also created restrictions on tile loading and screen building.     Replacing Vulkan with OpenGL means that that these processes are now becoming more efficient, but X-Plane now also has to work harder... but it also means you as the application creator can also have more access to the process, so you gain a little speed, but also more movement in what you can actually adjust for efficiency.   So some numbers in that Nvida processors do run faster, but not significantly so, Ben Supnik notes at around 15%. The biggest gains are for AMD processors which don't run currently very efficiently in X-Plane, and what Vulkan does is pretty well level both chip designs lineball more equally with a 20% to 30% gain.     A note is that an old graphic card is still an old graphic card, and it won't suddenly come to life if there is less pressure on it, and that is because it is still under the power line and doesn't use the latest processing technology. The help here with Vulkan is with good modern graphic cards (8K+) in raining in that runway GPU memory and that view is supported here with this graph, if you have that modern Graphic Card and even with a few different choices, they will pretty well all run together as a group...  that older video card is really left now out of the game (the lower red line).     On Metal/OSX then there are more gains for AMD processors, Ben notes even 50% faster (graph below left is "lower is faster"). Those spikes (circled) are stutters, which are plain nasty in a simulator, so the idea is to eliminate them for a smoother simulation...     ...  it is the same in Vulkan with the those sets of dots high up, you could call them "Stutter Dots".     That is effectively where the Vulkan/Metal transition situation is right now... so what is there left to do, and there are two items with "Texture Paging" and "Plugins"   Texture Paging As we noted above with using Vulkan/Metal that a lot of what that OpenGL API used to do, can can now be transferred under Vulkan/Metal to the actual X-Plane simulator code itself.    Better efficiency gains are gained by moving critical areas away from the main system memory (slow) to the VRAM memory (fast).     So first you need to transfer the non-critical areas that don't need fast video processing to be put back to the main system memory and then replace it with the critical areas that do need that on the spot fast processing, and a good example here are the clouds (puffs) to be moved over to the faster VRAM memory from the slow system memory.     As we noted that textures are the number one roadblock to an efficient simulator, in loading, resolution and processing. So to get your graphic card to be very productive then it requires to process the pages more efficiently and for most times in the background... More textures in the VRAM however can cause stuttering unless you to write the code that resizes the textures automatically, and this then ensures that the low-resolution textures are always at a minimum and are always ready. If you can do this then this is were the biggest gains can be found. So the focus now is on the Texture Paging itself, (loading) page in the background, automatically raising or lowering texture resolution (very interesting) and having those "Low Resolution" textures always ready.     Plugins A big issue is that when Vulkan/Metal replaces OpenGL, then a lot of current addons (aircraft) and Plugins will simply stop working because they are created under that OpenGL API's rules. So you can't simply fully eliminate OpenGL just yet, but OpenGL will be gone on X-Plane12.   So for now to allow developers to transition to the new brighter faster world of Vulkan/Metal APIs there has to be a compromise. First OpenGL aircraft and Plugins will be still supported via an exchange through the VRAM to Vulkan/Metal, but it still has to work. My gut feeling is that Ben Supnik still expects a lot of aircraft and plugins to break as he noted that v11.40 will be a long (tedious) beta run, but in a goal Laminar is trying to minimise that painful rollover effect.     In many ways it will be a mirror to the 64bit conversion of a few years ago, with "a bit of pain now" for a better future. And don't let us forget this is deep gutting of the simulator to bring it up to a world class and a future proofing of your simulation flying, and will fill in areas that Laminar couldn't attempt under the older API (water, better textures, larger tile footprints and of course extended night lighting).   There are a few other areas that Laminar want to get also transitioned now, in the UI (User Interface) and 2D panels (menus) that will work still unmodified on the Vulkan/Metal API (in other words in not to redo them all) and with current Addons.   v11.40 Schedule The Vulkan/Metal X-Plane version should get preview or beta this year (note late 2019) with a full transition due in 2020...     Developer Tool updates include WED2.1 and others, Blender Model Exporter and Blender 2.49 updated to 2.7x with a conversion.   A personal note is that Graphic Cards are feeling the strain, even if they are maxed out to 16gb of VRAM, although the current trend is to use two or more Graphic Cards together with the "Crossfire" or (SLI" (Scalable Link Interface) to create a single graphic card interface. But my current needs (I don't use a lot of custom orthos) is 12gb, so 16gb would give me a 4gb headroom.   Summary In reality if you wanted a future roadmap of X-Plane development, then you would have come away from Orlando a bit short changed. X-Mobile is getting Glo-Mo or global airports away from the current five and few more enhancements and that is due end of the northern summer.   X-Plane11.35 is out now, but I recommend waiting for b2 as b1 has an issue. This v11.35 has new objects in Boats and associated items like piers and pontoons, more Landmarks with Washington DC and New York, Updated systems with Fuel, Bleed systems and APU enhancements with also a new Autopilot system with the Collins 65 system. Two aircraft in the C90B and Boeing 737-800 have also had extensive FMOD sound enhancements.   Austin Meyer has been working on a new project called AVA, which in reality is a full GA sized drone, created and tested in X-Plane the real version is an amazing aircraft if it doesn't kill Austin Meyer in the meantime.   Big news was of course the Vulkan/Metal API transition from OpenGL. A lot of the work is now well and truly crossed off, but two in Texture Paging and current Addon/Plugin support is still under development. A preview or beta is noted towards the end of 2019 and a final is not due until 2020, the beta is expected to be long painful and focused on addons (aircraft) and plugins.   For any other items on the longer roadmap the seminar was rather thin, no additions to v11.40 or notes on past the API's to v11.50 (I expect the ATC for 11.50)... or even hints of pretty well anything else... with just Vulkan and Metal shows the list is also now getting rather thin, if you discount major water, texture and weather overhauls of which I now expect to passed into the X-Plane12 release.   Overall Laminar Research had a great weekend, but don't expect much now until the end of the year and the v11.40 beta release, and after the huge feature packed past last few years it feels overall rather empty. _________________________   X-PlaneReviews can't cover absolutely every change or bug fix with the version update, and so the 11.35 Release notes are available here at the Laminar Research Development pages:   X-Plane 11.35 Release Notes   X-Plane 11.35 is available now for download. Run your X-Plane installer application or download from Steam.   ______________________________________________________________________   Analysis review by Stephen Dutton 11th June 2019 Copyright©2019: X-Plane Reviews   Slide images are courtesy of Laminar Research    (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)    
    • I think their innovative approach has potential but at the end of the day the clouds look like bubble-bath suds to me. And like everyone else has seen, it kills the frame rate on my high-end PC. So for now it's still UWXP + ASXP for me.
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