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    • NEWS! - Aircraft Updated : T-7A Red Hawk X-Plane 12 by AOA Simulations     Angle of Attack Simulations (AOA)have done a significant update to their T-7A Hawk as the aircraft is now X-Plane 12 compatible (noted as XP12 v1.0).   The Boeing/Saab T-7 Red Hawk, which was originally known as the Boeing T-X, is an American/Swedish advanced jet trainer and F-7A light fighter that was selected on 27 September 2018 by the United States Air Force (USAF) as the winner of the T-X program to replace the Northrop T-38 Talon, and we all know the T-38 as it has been around for aeons.   The T-7's design allows for future missions to be added, such as the aggressor and light attack/fighter roles. In the training environment, it has been specifically designed for high-G and high angle-of-attack maneuvers and night operations, with an emphasis on being easily maintained. The aircraft is equipped with a single GE F404 turbofan engine, but produces three times the total thrust as the twinjet T-38.   The XP12 v1.0 update has a load of changes in the crossover to the newer X-Plane Simulator version, including a revised flight mode for X-Plane 12, improved autopilot, redesigned instrument displays, new TACAN/VOR radio navigation system and a better engine operation. It comes in three versions, the TX prototype, T-7A production aircraft or US Navy T-7N aircraft carrier capable training aircraft.   XP12 v1.0 New X-Plane 12 dynamic flight mode New X-Plane 12 engine operation model Plugin code updated to SASL 3.16  Redesigned cockpit display screens Improved autopilot operation Preprogrammed GPS navigation system TACAN / VOR radio navigation system Popup “Options” panel to reconfigure the model as either the TX prototype, T-7A production aircraft or US Navy T-7N aircraft carrier capable training aircraft Improved “Taxi Look”, “Roll to see” and “Target Track” plugin code. This allows you to fly the model from either the front cockpit as a student pilot or as an instructor pilot in back seat. Two page, quick read “Get me flying, Now!” doc 54 page User Guide ( free download from T-7A support page) Multiple “Saved” settings throughout the cockpit (see details in User Guide) Detailed Beginner and Advanced training flight docs  Integrated cockpit electronic engine start checklist, printable checklist and Xchecklist plugin audio checklist Included “AI only” version of T-7 model for practice formation flying       Both X-Plane 11 and X-Plane 12 versions of the T-7A Hawk are both included in the package.   Designed by  Fabrice Kauffmann and David Austin of AOA Simulations Support forum for the T-7A   Main features TX prototype, T-7A advanced trainer and T-7N Navy versions Highly detailed, fully animated 3D model and weapons PBR textures Advanced Features SASL 3.16.1 based plug-in system “Roll to See” dynamic pilot POV camera option (non-VR mode) points pilot camera based on pitch, roll and G forces "Target Track" points, locks and follows AI planes with pilot camera Automatic Ground Collision Avoidance System Fly from forward or aft cockpits as student or instructor "Virtual" ground and In-Flight Refueling capability Track-IR and VR compatible AviTab tablet integration (Download AviTab plugin separately)  Cockpit based on preliminary assessment of prototype T-X screen shots Head Up Display Up Front 32 points touch screen control and display panel Large format glass panel with embedded G1000 color moving map Multiple sub panel page options Dedicated engine data display Navigation Fully autopilot control thru Up Front Control panel Single ADF GPS  Nav 1 / 2 TACAN and VOR / ILS capabilities Low altitude, all weather Terrain Following Radar Air to air, with radar lock on AI targets Dedicated threat situational awareness cockpit display Terrain mapping radar Miscellaneous FMOD Sounds, aural warnings Particle systems effects Animated ejection sequence Ground support equipment Removable test probe (T-X prototype) Three liveries Additional liveries available free on X-Plane.org download manager Download Quick Look PDF from our support page for a preview of the aircraft ________________     The  T-7A Red Hawk X-Plane 12 by AOA Simulations is now available from the X-Plane.Org Store: T-7A Red Hawk Priced at US$36.00   Original purchasers of the AOA Red Hawk T-7A can update to the X-Plane 12 version for free by going to their account at the X-Plane.OrgStore   Requirements X-Plane 12 or X-Plane 11  (both versions included) 4 GB VRAM Video Card Minimum - 8 GB+ VRAM Recommended Download Size: 429 MB Current version: XP12 1.0 (September 29th 2023)     ________________   NEWS! by Stephen Dutton 30th September 2023 Copyright©2023: 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) All Right Reserved.    
    • NEWS! - Aircraft Update : Felis Boeing 747-200 Classic v1.2.4     The Felis Boeing 747-200 Classic is always getting numerous updates, usually one a month, sometimes two a month, you do wonder were all the changes and fixes go. But here again is another significant update to the ultimate "Jumbo" aircraft to v1.2.4   The focus this time is mostly on system "Failures", with Instrument, Hydraulic, Autopilot, Flight controls, Fire Systems, Pressurization/Air Conditioning, Radar, Electrical system and loads more. There is a "Failures" page under the "Service" tab on the EFB (Electronic Flight Bag).   You will find the "Random fail period" option looking like it is still switched OFF, but it isn't, as you adjust the random failure option by scrolling your mouse over the OFF to a maximum of 30 Min between failures.     You can fix ALL, or just click on a failure to FIX it...  here is the failure of Fuel Pump #3, there is also a EFB on the Engineer's desk for convenience. It's quite a basic fail system, but enough to give you the horrors on this very complex aircraft.     At 2 Min between failures they soon start to stack up...      Other notes include a better engine start and spool down speeds more realistic, airflow logic for equipment cooling system and the EPRL mode switch now works properly with GA ARM mode in AT (AutoThrottle). The list of bug fixes is long, but effective.   Changelog v1.2.4 +++ added airflow logic for equipment cooling system +++ added manifold and engine bleed pipes leak failures +++ changed HDG bug logic in HSI +++ added bird strike effects and following failures +++ added radar fails +++ hydraulic failures added +++ instruments failures added +++ added override for AP to fix AT problem +++ custom failures for A/P, A/T, FD, YAW damp and ALT alert added +++ custom failures for the flight controls added +++ pressurization and air conditioning fails added +++ added flight controls failures +++ fixed fire system logic and custom failures added +++ new LE flaps logic and animation to make proper groups extend for Flaps 1 setting +++ re coded wing overheat detection system +++ remade logic for MILES indicator on HSI +++ fixed problems with XP FMS +++ fuel load app fixed +++ disabled reverse deploy failures +++ replaced deprecated datarefs for XP12 +++ tuned engine start and spool down speeds +++ changed HYD sources for AP controls +++ fixed logic in HSI to show LTN 3 instead of INS 3, when selected alt source. (LTN option) +++ PACK logic fixed. Actual door position was missed in temperatures calculation +++ 2 axis reworked. axis notches are not supported. +++ generator's PMG does not depend on the FIELD ON now. +++ APU generators don't have CSD and its RPM now always 0 +++ fixed DATA page on the LTN CDU to show correct HDG in range 0-360 +++ engine reverse should stay locked, when engine is off +++ fixed body gear steering related lamps +++ fixing failures also fixes flaps position to prevent desync lock +++ N1 gauges fixed to have their own corrections +++ fixed error in loading of the flight plan in LTN +++ BRAKE REL lamps logic fixed. Now they only show the pressure to release the stab brakes +++ Stall warning PWR OFF lamp fixed +++ HYD low pressure lamps on the front panel fixed +++ HYD temperatures reworked +++ changed logic for ESS AC bus +++ added custom failures for electric system +++ fire handles now don't extinguish fire right away +++ fixed engine oil pressure for XP 12.06b1 +++ extinguisher buttons now act as push buttons +++ used fire bottles now can be replaced on the Failures EFB page +++ master fire warning lamp shuts down when button is pressed +++ external APU fire horn fixed +++ changed dataref for TAS for XP 11.44 compatibility +++ EPRL mode switch now works properly with GA ARM mode in AT   The 747 Classic is a glorious thing to look at...       Update download v1.2.4 is now available via the X-Plane.OrgStore (Account) or use the Skunkcraft Updater. Re-authorisation is required (A full restart is also recommended).     Yes! the Boeing 747-200 Classic v1.2.4 by Felis Planes is now available from the X-Plane.Org Store here :   Boeing 747-200 Classic Price is US$70.00 Requirements X-Plane 12 or X-Plane 11 Windows, Mac or Linux 4 GB VRAM Minimum - 8 GB+ VRAM Recommended Download Size: 1 GB Current version : 1.2.4 (September 28th 2023) ________________   NEWS! by Stephen Dutton 29th September 2023 Copyright©2023: 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) All Right Reserved.  
    • You don't quite get it do you? There currently no plans to update the Carenado Citation ll S550 to X-Plane 12, Carenado are not updating their product to XP12, check here for updates Carenado and xp12
    • When version for XP12 will be here , i can't wait to get it...
    • Scenery Review: Oslo International Airport, Norway by Taimodels   By DrishalMAC2   Introduction Oslo Gardermoen Airport is an international hub serving the Norwegian capital city of Oslo. It also functions as a key hub for Norwegian Air Shuttle, Scandinavian Airlines, and Widerøe. Originally built as a military base during World War II, it has since evolved into one of Scandinavia's busiest airports. Located nineteen nautical miles northeast of Oslo, the airport features two parallel north–south runways measuring 3,600 meters (11,811 ft) and 2,950 meters (9,678 ft), along with seventy-one aircraft stands, fifty of which are equipped with jet bridges. TaiModels has returned with another highly promising airport rendition, this time extending its reach to both X-Plane 11 and 12. As of now, TaiModels' ENGM stands as the only payware option specifically designed for X-Plane 12, superseding, in terms of features, the version already available for X-Plane 11. The airport leverages PBR textures to deliver realism in lighting and reflections, a quality further enhanced by custom-made 3D models of the terminals and other structures. The ground markings also meet high standards of accuracy and detail. Let’s delve into some more details of this scenery!       Installation The download size of the package is 1.4GB, which is relatively light when you consider the size of some X-Plane sceneries. All that’s required, once unzipped, is to transfer the airport and mesh files to your Custom Scenery folder. You may have to adjust your scenery_packs.ini file, since the mesh file should be positioned below the airport entry. Included in the download is an “Options” folder, where you can choose to use a flattened version of the airport, which removes the underground tunnel, and is recommended if you're not using the custom mesh file. This folder also contains an Ortho4XP patch file. This patch allows Ortho4XP to generate a tile using the custom mesh; without it, custom ortho tiles won't work. To use this patch, create (if you haven’t already) a folder named +60+010 in your Ortho4XP/Patches directory and paste the +60+011 file from the ENGM download inside. The correct file path should read Ortho4XP\Patches\+60+010\+60+011. I've generated an Ortho4XP tile using this patch and can confirm that it seamlessly integrates with the airport, providing full ortho coverage without sacrificing the custom mesh.   Documentation The provided documentation is comprehensive, detailing how to install both the scenery and the required SAM plugin. It also guides the user through installing the additional options, which are straightforward. While the documentation does not cover how to use the Ortho4XP patch file, this information is readily accessible with a quick Google search.     Airport The scenery comes with ortho imagery for only the immediate surrounding area, which is standard for most payware products. Although the existing coverage is of high quality and meshes well with my custom ortho imagery (BI or Arc), it would be great to have the option for a more extensive ortho area.     The ground textures on the taxiways, ramps, and runways are top-notch and faithfully replicate the real airport. PBR textures, utilised throughout, take full advantage of X-Plane 12's excellent new lighting system. For me, the additional details like tyre marks and oil/fuel spills on the ground are particularly striking, contributing to a sense of weathering and usage at the airport. Transitions between different surface types are seamlessly managed with tar lines, adding depth to the ground textures.     The primary terminal building is exquisitely modelled, featuring, as expected, high-quality PBR textures. The terminal roof is especially well detailed.     A partially modelled interior provides just enough visual information when you're parked at the stand, striking a good balance between detail and performance.     Surrounding structures like the Norwegian Armed Forces Aircraft Collection and nearby hotels, such as the Radisson, are also included and help enhance the general ambience of the scenery.      A neat feature enhancing the airport's realism is the 3D grass, which is carefully placed to optimise visual impact and performance, and the balance is executed perfectly.     Airport clutter is exceptionally well done, featuring all the objects you'd expect at a major international airport. The assortment of vehicles and clutter at each gate appears random, avoiding a repetitive, copy-paste look.     The airport exudes a sense of liveliness, bolstered by ground vehicles and even a railway line. This is achieved through a proprietary ground traffic plugin that comes with the scenery package. Lastly, the SAM plugin is employed for jetways, and an effective VDGS system at certain gates ensures accurate and realistic parking.     Night Lighting Night lighting at the airport is impressively accurate, with the terminal and gate lighting, as well as approach and taxiway lights, all contributing to an immersive night-time flying experience. A minor downside is the always-on NAV lights on parked aircraft, but this is a small issue likely to be addressed in future updates.     Performance Given the high level of detail at this airport, the performance is exceptionally good. Personally, I only experienced a slight drop in FPS when flying a heavier aircraft, making this airport well-suited for lower-end PCs without significantly impacting performance. In lighter GA aircraft, such as the default Cessna 172, I encountered no FPS drop whatsoever. Importantly, the airport runs smoothly across various aircraft and scenarios, with no system stuttering to report.     Conclusion In summary, TaiModels' ENGM airport is an absolute must-have for any avid X-Plane user, especially those who enjoy flying in the scenic vistas of Norway. Not only does it offer a visually stunning and realistic experience, but it also boasts seamless performance, even on lower-end PCs. From the intricacies of the terminal buildings to the small details like accurate taxiway lighting and immersive night operations, this airport excels on all fronts.   The ease of installation and customisability via the options folder only add to its appeal. While some might find the lack of extended ortho imagery or the always-on NAV lights on parked aircraft to be minor drawbacks, these are far outweighed by the airport's many strengths. Most importantly, the developer seems committed to ongoing improvements, making it a worthy investment for the future. If the captivating landscapes of Norway call to you, then this is one scenery pack you won't want to pass up.   ________________________     Oslo International Airport by Taimodels is now available from the X-Plane.Org Store here:   Oslo International Airport Priced at US$24.49   Features: Highly detailed models SAM amination jetways High quality PBR texture on object and ground High performance Completed autogen around airport Ground traffic plugins (car and truck) for both X-Plane 12 and X-Plane 11 Requirements X-Plane 12 or X-Plane 11 (2 versions included) Windows, Mac, or Linux 4 GB VRAM Minimum - 8 GB+ VRAM Recommended Download Size: 1.5 GB Current version: 1.1 xp12 (August 15th, 2023)   Review System Specifications Windows 10 Intel i5-12400F 32GB RTX 3070Ti    __________________________________   Scenery Review by DrishalMAC2 28th Sept 2023 Copyright©2023: X-Plane Reviews   (Disclaimer. All images and text in this review are the work and property of X-PlaneReviews, no sharing or copying of the content is allowed without consent from the author as per copyright conditions).    
    • Debatable, not from Carenado that's for sure, but someone may do a conversion to XP12 P.S, don't show your email in forums if you don't want a load of trouble, I've deleted it.
    • Scenery Review - Airport Marseille XP by Aerosoft   I've always had a strange relationship with Aerosoft Scenery. For one, on first glance they are in many ways quite basic sceneries, as you don't usually get a lot of frills with them...  the really odd thing is on how much they have been used consistently over the years, even many from over a decade ago are still not to be beaten in quality and as a representation of the area. Notably a few are now showing the strain of only a few updates from Aerosoft, and so are struggling to be current in X-Plane 12. But don't take away the value here of an investment that has delivered for over a long period of time. That aspect is important, as you are getting a lot of value for your money.   So here is one of the very few releases lately from Aerosoft in Marseille XP for X-Plane 12, an airport that is positioned in Southern France. As usual with a lot of Aerosoft releases. It is that in reality Aerosoft is only the host for the developers that create the scenery. In this case it is the Swiss developers of FSS or FlightSim Studios, in collaboration with ShortFinal Design.   Marseille Provence Airport is an international airport located 27 km (17 miles) northwest of Marseille, on the territory of Marignane, both communes of the Bouches-du-Rhône département in the Provence-Alpes-Côte d'Azur region of France. The airport's hinterland goes from Gap to Arles and from Toulon to Avignon.   Scenery Installation Installation is via the "Aerosoft One" application. You get a serial number when you purchase the scenery, and then you register the product in the app, which then adds it to your collection to download and install the scenery directly into X-Plane 11 or X-Plane 12. Note here the position of the Serial/Product Key Number box (lower left), X-Plane version (11/12, top left) and the product to install.     The scenery is installed, not in your usual Custom Scenery Folder, but in a dedicated folder "Aerosoft One Library" on your system, under a file (gameDirectory) via a shortcut, Install size is 2.72Gb.     Marseille Provence Airport Aéroport Marseille-Provence Advanced Landing Ground (ALG) Y-14 IATA: MRS - ICAO: LFML 13L/31R - 3,500m (11,483ft) Asphalt 13R/31L 2,370m (7,776ft) Asphalt Elevation AMSL70 ft / 21 m   The airport's position is not set on a harbour, but on a lake, Étang de Berre. This was because in the early days of the 1920s and 1930s, Marseille-Marignane was one of France's main points of operation for flying boats. It even briefly served as a terminal for Pan American World Airways Clipper flying boats. Other flying boat operators were Aéropostale and Air Union, the latter moving over from Antibes in 1931.     I really love French and Italian airports because they build their terminals like monuments, you know you are either in France or Italy, just by the architecture sitting outside the aircraft's windows, and so it is at Marseille-Provence.     The original administration control tower complex has been added to with a new control taller tower built in front of the old. Sensational is the work here. I love the older elements of a legacy airport, blended in with the new, and you certainly get that here. The Terminal itself is an extension of the administration complex. The hosted added section behind the control tower is a visual focal point, its very well done and very realistic.   The interesting part, and certainly well conceived here by FSS, is the old terminal has had extensions built not only in the front, but also behind the old earlier terminal, and in so sandwiching the original building in the middle.     The main Terminal 1 is split between "Hall 1A" and Hall 1B"...     The design and detail of the main infrastructure is simply excellent, HUGE detail and all very well executed, glass is highly realistic as well.     Great as well are the Turrets design of the gates/airbridge, intricate front terminal modeling is also sensational...  you can spend a lot of time exploring around these airside areas and feel like you are really there.     There has to be a trade-off, and so there is. Clutter airside is excellent, every bay is full of service vehicles, and there is a lot of animated vehicles running around as well.     Landside and carparks are also full of vehicles, but there are areas like in front of the terminals, and with the storied carparks that are empty of vehicles and landside clutter (i.e. bustop objects, signage, even the buses themselves).     SAM3 is used as the interaction between the aircraft and the animated airbridges, and the design of the animated airbridges is again excellent and authentic, with lovely SIXT car rental (french) branding. SAM vehicles/SAM follow is also available in the scenery.     With the expansion of LCC or Low Cost budget carriers, then Marseille-Provence opened in September 2006 a dedicated LCC terminal in MP2, or Terminal 2. Positioned northwest of the Tower/Terminal 1 complex, it is a simple walk-on/walk-off terminal with 8 stands. Nicely done and excellent for regional services.     Landside is dominated with long and short term carparks, which are nicely filled in and come with branded rental car areas, but there are still small open areas of just the underlying ortho-photo images, overall it works fine. A small note are the trees, they are the new X-Plane 12 3d trees, that move around in the wind, and in so adding quality to the scenery.     Cargo here is small with two heavy stands 60N -61N/62N and the rest small regional stands, dominated by DHL, Conair and UPS also have receiving warehouses. Along the lake and FedEx and TNT are also represented by their own facilites.     Airbus Helicopters SAS (formerly Eurocopter Group) is the helicopter manufacturing division of Airbus, and they have to the southeast a massive Manufacturing and training complex at Marseille–Marignane (they still use the old name). It is the largest in the industry in terms of revenues and turbine helicopter deliveries.     The complex is huge in size, even bigger in size than the commercial airport. All the building and plants are very well produced, but there isn't a lot of smaller clutter detail, even a few nice static helicopters of the huge but impressive flightline would be nice.   There has been an airport on this site since 1922 (they celebrated the 100 year anniversary last year). There are the few older elements to be found. But like the huge double hangars in the southwest, most of the older facilities have been upgraded, and are still used for helicopter training or testing.     Other infrastructure is well done to fill-in the far landside areas, but a lot is a slight delusion in using ortho-photo images to create a realistic scene og hotels and airport infrastructure, it works very effectively, but go low and the non-3d buildings show...  overall it is not an issue.     Ground Textures First a note.... On my earliest flight into LFML Marseille, I flew the ToLiSS Airbus A319. As you know you can create a route in Simbrief, then load it directly in the Airbus's MCDU. Problem was the loaded route was missing the LFML runway data, and you couldn't insert it either via the MCDU radio? My AIRAC data for both aircraft and airports are both up to the current date. The A319's system worked at other airports (routes) but not to Marseille. So it's an odd business. I was able however to land using the Runway 13L (110.30 ML) ILS by inputting the frequency directly into the main radio's on the console and I landed fine, in other aircraft it also worked fine on the same approaches? X-Plane is just plain weird sometimes.   The ground textures at LFML are bit bland, not bad, but not brilliant either with a slight flat sheen, tarmac (asphalt) edges are however very good, but there is no grass, which is odd for Aerosoft as it is their speciality     So all the areas in ramps and aprons come across as a bit flat and dull, very little, if any grunge or noticeable oil and rubber dirt isn't present either. Signage feels too large in scale, but it is correct to Google Earth, maybe it is because again it is too clean and not at all worn in or degraded.     The rocky seawall around the 13L threshold is very good, if you don't get in to close. Made up of photo images it looks the part, but odd when inspecting very intimately, overall the idea works. The X-Plane 12 water effect and the lake side feel is excellent here.     PBR reflective (wet) active textures and burnt-in ambient occlusion is excellent here, and actually transforms the bland textures in something of depth and realism, it brings out the surfaces far better than the dry feel and look, snow is possible here, but this is the south of France, and the cold and dry strong Mistral winds would usually keep the snow away.     Lighting Aerosoft is not known for its excellent lighting in X-Plane, as mostly it is usually a Flight Simulator look and feel, it is the same here at Marseille. Approach lighting has to conform to ICAO standards, which it does here, as does the taxiway lights.     You have to be at full darkness before the lighting really kicks in, then the ramps are very workable. But Landside is very poor, the 1B Hall carparks are in full darkness with no lighting at all with the lights placed, in leading to the question if the area is not actually finished...     Terminals use an old idea of images behind the windows, it does look dated, but also effective, problem also it's not consistent, so there are many dark areas.     Cross field hangars are very FlightSim, meaning boring, and the Airbus Helicopter complex is building lighting only, and no fills. Other buildings have some lighting including down lights, but overall I would rate the lighting about a poor four, as it is just passable and all quite dull.     Navigation signage is good, bright but with no reflections...  except if it is raining and the reflections then look brilliant.   _______________   Summary Even though most Aerosoft scenery is branded under the house name, in fact the product is usually created by a wide and varied developer studio, sometimes several in cooperation together. This release is Airport Marseille XP, for LFLM Marseille-Provence in the south of France by FSS or FlightSim Studios, is in collaboration with ShortFinal Design.   Generally all Aerosoft product has a familiar look and feel, modeling is usually highly detailed, but the smaller tighter detail is usually ignored, a lot of FlightSim elements in X-Plane are also used.   In short that sums up this Marseille Airport scenery from Aerosoft. The main Tower(s) complex and twin terminals are brilliantly conceived and designed, and it has great airside clutter and animated traffic, also added here is the massive Airbus Helicopters SAS (formerly Eurocopter Group) the helicopter manufacturing division of the Airbus complex. Like said airside has loads, even tons of detail, but landside is not as complex or as finely detailed, granted it is still visually a filling viewpoint, with excellent carkparks, rental areas and buildings, but it also relies heavily on the underlay ortho-photo images to fill out the areas, creating blank areas Landside. SAM3 is well done and airbridges are SIXT branded with SAM vehicles/SAM follow also active. The scenery is well inserted into the X-Plane mesh environment and has a very good realistic element and feel.   Ground textures and lighting however are here all very average, but oddly the ground textures come really alive with the PBR and burnt-in ambient occlusion effects of X-Plane 12, the lighting however is old-fashioned and dull, even with most being classically aged FlightSim windows.   If you have invested a lot in Aerosoft sceneries, then you will know they deliver mostly were it counts. As a great representation of Marseille-Provence Airport is very good here, even excellent, as the scenery feels and looks very authentic, it will be a scenery that will be around and used for a longtime into the future (MRS has already seen and done a lot of services on my own network since it's release, which is a very good omen). So importantly the airport will fill in your collection very nicely if you like and use quality custom scenery, so that evaluates the excellent value here, and the LFML airport comes also with all the X-Plane 12 features and effects...  sounds like a real winner to me. __________________________     Yes! Airport Marseille XP by Aerosoft is now Available from the X-Plane.Org Store here :   Airport Marseille XP Price Is US$24.99   Requirements: X-Plane 12 or X-Plane 11 Windows, Mac or Linux 4GB+ VRAM Recommended Download Size: 2.6 Gb (Using Aerosoft One) Current Version: 12 (June 23rd 2023)   Installation Installation of Menorca/Marseille XP  is done through Aerosoft one installer: Aerosoft One Universal After you have installed Aerosoft One, click on   ENTER PRODUCT KEY (under the Library Tab) enter the Serial Number provided in this order. This will give you the option to download the airport. Note the different X-Plane 11 and X-Plane 12 installations.   The Marseille scenery is downloaded into a dedicated folder "Aerosoft One Library" on your system, under a file (gameDirectory) via a shortcut, Install size is 2.72Gb.   Documents There are no documents   Review System Specifications Windows  - 12th Gen IS1700 Core i7 12700K 12 Core 3.60 GHz CPU - 64bit -32 Gb single 1067 Mhz DDR4 2133 - PNY GeForce RTX 3080 10GB XLR8 - Samsung 970 EVO+ 2TB SSD Software:   - Windows 11 Pro - X-Plane 12.07r1 (This is a Release Candidate review). Plugins: Traffic Global - JustFlight-Traffic (X-Plane.OrgStore) US$52.99 : Global SFD plugin US$30.00 Scenery or Aircraft -No additions_ ____________________________   Scenery Review by Stephen Dutton 28th September 2023 Copyright©2023: 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) All Rights Reserved  
    • Airport Review: KSAT San Antonio International Airport by SXAD   Reviewed by Dennis Powell Introduction Welcome to historic San Antonio, Texas, the home of iconic landmarks like the Alamo and the River Walk. As the state's second-largest city after Houston, San Antonio is a bustling metropolis, complemented by attractions like Sea World and at least five military bases. As such, there's no better gateway to explore Texas Hill Country than KSAT, San Antonio International Airport. In 1941, the city acquired 1,200 acres of land, situated 8 miles north of the downtown area, with the intention of constructing the San Antonio Municipal Airport. The outbreak of WWII in December of that year disrupted these plans. The Army then took control, renaming the facility Alamo Field, and used it as a base for several training squadrons and the 77th Reconnaissance Group until the war's end. Today, KSAT has expanded to more than double its initial size, sprawling over 2,600 acres, and now boasting three runways, each stretching over a mile in length. It features two terminals: Terminal A, with 17 gates, accommodates both international and domestic flights, while Terminal B, hosts 8 gates, and caters to domestic and regional routes.     KSAT San Antonio International is SXAD Studios' latest contribution to the X-Plane universe, offering an incredibly detailed recreation of the airport. The package not only covers the airport but also includes glimpses of the surrounding area, such as light industry, hotels, and segments of the freeway leading to and away from the airport. Interestingly, SXAD initially designed this airport for Prepared 3D and later adapted it to be compatible with both X-Plane 11 and 12, so it will be interesting to see how it holds up.  One of the KSAT’s strengths is its ability to handle a broad range of aircraft. Whether you're piloting an ultra-light general aviation craft or commanding a massive jumbo jet, KSAT can accommodate you. Though I haven't piloted jetliners myself, the airport's real-life capabilities suggest it can handle the heavy stuff, just like it does in the virtual world, so heavy metal pilots are well cared for.    Package Contents So, what do you get for your $19.99 investment? The download, clocking in at 1.2 GB, offers a feature-packed package. According to the official listing, this includes a meticulously detailed replica of San Antonio International Airport. It also boasts the new car park and rental building, 1 ft/pix seasonal photo scenery, a vast area outside the airport, custom night lighting, custom PBR ground textures, baked night lighting, and Ambient Occlusion. Download & Installation The download process was, like most X-Plane payware sceneries, smooth and hassle-free. Dragging and dropping the folder into my Custom Scenery directory was all it took to get started. Just be aware: you’ll need to install the free SAM library for the airport to function properly; this was the only slight hitch I encountered. Other than that, there were no activation codes or licenses to worry about.   The only documentation that comes with the download is an installation PDF, which is brief and straightforward. It provides different configuration options, such as versions with or without grass and static aircraft. My advice? Go for the version without grass, as it doesn't really add much to the experience. Should you require more information, further documentation can be found online. Additionally, the real-world airport diagram for KSAT is compatible with its X-Plane counterpart.   First Impressions Prior to my testing KSAT in X-Plane 12, I had a quick peek at its layout using World Editor to see what was included. As advertised, it provides an in-depth portrayal of KSAT and even extends into a large section of San Antonio's north side, just outside the airport's perimeter. This extra detailing features the light industrial zones encircling the airport, a handful of nearby hotels, and even fragments of Interstate 410, complete with on-ramps and off-ramps. These feed into the airport and connect to Highway 281, which takes you towards downtown San Antonio.     Testing the Ground After satisfying my curiosity, I fired up X-Plane 12 and decided to give the airport a whirl, using my go-to Cowan Sim Bell 206B3 helicopter for testing out new sceneries. While this add-on might not be the most frame rate-friendly, it makes up for it by being incredibly stable and easy to hover; a crucial asset when you're meticulously inspecting scenery.     The initial version I downloaded had a few anomalies; floating streetlights, absent fences, and even a hangar near the fire station that had trailers embedded inside. However, after contacting the developer, I was promptly sent a revised version, so, chances are, by the time you're reading this review, this version will already be available at the store.     The outside of the terminals, hangars, car parks, and adjacent buildings are executed with great finesse, enveloping you in an authentic airport ambiance. If you're wondering about building interiors, I can confirm there aren't any. And how did I ascertain this? Well, let's just say flying a Bell 206 into a building is an unconventional method of investigation, but it got the job done     Being a significant hub primarily for airliners, I thought I'd put the airport to the test using X-Plane's default Boeing 737. My primary objective? To see if the jetways were animated, and the result? Let's just say airliners aren't my forte. It wasn't a flaw on the airport's part; the fault lies entirely with my lack of skills in handling large commercial planes.     One oddity that caught my eye was the lack of AI aircraft, as despite having several selected, the numerous ramp start locations remained deserted. The probable culprit here is the runway texture, which is transparent, with custom polygons from TearWearDesigns. While this workaround was a necessary concession for the X-Plane 11 iteration, X-Plane 12 now supports the use of multiple pavement polygons, offering a more accurate representation of the actual airport runway.     Night Lighting One feature that truly stands out is the night lighting, a real showcase of X-Plane 12’s new lighting engine. Except for a couple of occasions, it's executed with a fine touch, never straying into the realm of excessive brightness, and contributing substantially to the airport's immersion factor. The terminal lighting, in particular, offers a dynamic experience. As the night deepens, so does the intensity of the terminal lights, an elegant touch, and one that was greatly appreciated.    While most of the lighting is well-balanced, there were a couple of outliers near the red hangars. These lights seemed to emit an almost distracting level of brightness, but it's not something that would make or break the overall experience. The only major critique would be the airport beacon; it's surprisingly elusive at night, even when you know precisely where to look for it.     Performance In terms of performance, KSAT was rather forgiving in terms of framerates, as speaking from someone with an older setup, and although I didn't hit my usual 30 FPS, the experience was far from a slideshow, which is something you notice, especially when piloting a helicopter where smooth operation is crucial. For those with even moderately updated systems, performance should be a non-issue.     Conclusion So, is KSAT worth your hard-earned cash? My resounding answer is yes. Priced at $19.99, it offers a wealth of details that set it apart as the most accurate rendition of San Antonio International available for X-Plane. While I did initially encounter some minor issues, these were quickly acknowledged and addressed by the designer. As such, the updated version of the scenery should already be available in the store.       Whether you're navigating intricate landing patterns in a helicopter or soaring high in a Boeing 737, this package is sure to elevate your flying experience to new heights of realism. For this reason, I see no reason why San Antonio International Airport by SXAD shouldn't achieve a full 5-star rating.   Dennis Powell, Sunset Arts LTD.   ________________________     KSAT- San Antonio International Airport by SXAD is now available from the X-Plane.Org Store here:   KSAT- San Antonio International Airport Priced at US$19.99   Features: A detailed recreation of the entire airport and buildings The new car park and rental building 1ft/pix Seasonal photo scenery A significant area outside the airport modelled Custom night lighting Custom PBR ground textures Baked night lighting and Ambient Occlusion Requirements X-Plane 12 or X-Plane 11 Windows, Mac or Linux 4GB VRAM - 8GB+ VRAM Recommended Download Size: 1.2 GB Requires the SAM Library Current version: 1.0 (August 30th, 2023)   Review System Specifications Windows 10 Intel i5-6600K 16GB RAM Radeon RX-570 with 8 GB VRAM   __________________________________   Scenery Review by Dennis Powell 23rd Sept 2023 Copyright©2023: X-Plane Reviews   (Disclaimer. All images and text in this review are the work and property of X-PlaneReviews, no sharing or copying of the content is allowed without consent from the author as per copyright conditions).  
    • Aircraft Update : vSkylabs C-47 Skytrain v6.0b2 and DC-3 Airliner v2.0b2   Midway though 2017. Established developer vSkylabs released a classic aircraft for the X-Plane Simulator in the form of the Douglas Commercial 3, or DC-3 as it affectionately became known. The earlier release was of the C-47 variant, or the military "Skytrain" version that won World War ll. Well the aircraft had a big part in winning the logistics side of the war. But in reality the main success of the C-47 was post-war with the huge surplus of these ex-military aircraft becoming an aviation legacy that will never be repeated.   The earlier vskylabs C-47/DC-3 aircraft was an analog design,  but that all changed around Christmas 2022, when the aircraft was then divided into three separate variants...  The original C-47 Skytrain, a new DC-3 Airliner and the forthcoming Tri-Turbo-Three, In context;   VSKYLABS 'Test-Pilot': C-47B Skytrain: Highly defined C-47B simulation of the 30's-50's era; authentic WWII era cockpit, powered by PW1830-90C two speed supercharged engines, Astrodome, cargo loading, operational weights of the C-47's and more. Includes two variants - C-47B and XC-47C (float plane).   VSKYLABS 'Test-Pilot': DC-3 Airliner: (this model) Highly defined DC-3 simulation, a modernized C-47A restoration, with modernized cockpit; 3-display G1000 cockpit, powered by PW1830-92 engines, passengers cabin configuration and loading system.    VSKYLABS 'Test-Pilot': Tri-Turbo-Three: (Available soon) Highly defined DC-3 turbo-conversion based and inspired by the Conroy Tri-Turbo-Three conversion.    The "DC-3 Airliner" split included a move to a glass Laminar Research default G1000 three display panel installation, which in my opinion is going away from the original philosophy of a pre-war designed aircraft. It is very good in this guise, but what if you still wanted the original "DAK". Well that is the original C-47B Skytrain variant, as the C-47B is a simulation of the 30's-50's era with an authentic WWII era cockpit, powered by PW1830-90C two speed supercharged engines, and the aircraft (unlike the DC-3 Airliner) is available for both X-Plane 11 and X-Plane 12.   Both variants have now received updates a week apart, v6.0b2 for the C-47, and v2.0b2 for the DC-3 Airliner. There is a good 95% compatibility of the changes between the two aircraft, the other 5% is noted in separate changes to the Airliner variant in this update review.   The vSkylab philosophy is that you are purchasing an ongoing project, so any aircraft you purchase is not fully completed or is completed to 100%, that is the deal you sign up for to get access to the aircraft, and all the development is free and ongoing throughout the X-Plane 12 version. These projects are under constant development: the development road-map is including flight model refinements, enhanced systems depth, additional liveries and other improvements.   But first let us have a quick look at the two aircraft.   C-47 Skytrain     Over the years, the vSkylabs C-47 has evolved quite considerably since it's debut back in 2017, in fact not much of the internal design has survived. Some aspects I miss, like the very worn window surrounds, but overall the original design and great modeling has survived very much intact, that Dakota aspect is also still very strong. Bonuses currently is the much higher quality of the design with the changes and PBS effects, certainly now with X-Plane 12, were as the aircraft has a far more realistic feel to the eye. There are no menus with vSkylabs aircraft, so everything is accessed via "Hotspots", but they are cleverly done.   The cockpit is the antique look of the post-war era, but if you have checked out the earlier C-47, it is a huge and significant difference in detail and change. The X-Plane 12 infused lighting is also a huge bonus on the overall feel and look of the iconic cockpit.     The Sperry Type A-3A autopilot is thankfully still installed here, but added in is also a few mod-cons, like the S-Tec Fifty Five X autopilot, and the two Garmin GNS530 GPS units (they drop down mid-window)...  another thankful retention from the original aircraft, which is the huge middle windscreen "bouncy wouncy" authentic whisky compass.       Although a significant improvement over the original release, the cabin is still pretty basic in design, it could do (or is due) with another overhaul to make it more authentic like what was done to the "Airliner" variant, or a cargo aspect would be nice.     DC-3 Airliner     Put side by side and there are some quite considerable differences between the two aircraft variants. Externally it is the same "Dak", but in the cockpit it feels and looks very different with the Laminar G1000 Avionics in place, the panels eyebrows are different as well. It's also a greeny-blue in here, more than the older darker green diamond blanket look of the post-war aircraft.     It is a taste thing, some will like the modern approach, a lot would probably like the earlier darker feel...  the Laminar G1000 displays pop-out as well, but only one of each panel, for the PFD (Primary Flight Display) and the centre single MFD (Multi-Functional Display).   In other changes the two GNS 530 GPS units are gone and so is the large whiskey compass, to be replaced by a smaller (non-floating) version on the top of the instrument panel, another item is the massive window de-mist piping, once on the C-47 (as an option) but removed to the DC-3 variant, personally I didn't like it? as it significantly blocked a lot of the view out of the front windows.     Cabin has the different diamond padding and colour, and very realistic 3d passengers, very good they are as well. But the seats are actually the same as in the C-47. There is full review of the DC-3 Airliner release here; Aircraft Release : DC-3 Airliner by vSkyLabs     Updates v6.0b2 C-47, and v2.0b2 DC-3 Airliner Common changes to both aircraft in these companion updates is with the New "Mixture and Carburetor" systems, here now replicating the C-47/DC-3 mixtures operation with better authenticity.   Mixture levers are now set in 'steps' with; (Idle-)Cutoff, Auto-Lean, Auto-Rich and Emergency positions. So the text is still there, but now not just for show...  they actually work with the mixture lever setting.     Auto-lean and auto-rich are fully automatic modes, with separate control for each engine. To take advantage of the mixture lever settings, you have to set them to different axis modes...  the Left-Engine mixture lever is set to the "Wing Sweep" axis, and the Right-Engine axis is set to the "Thrust Vector" axis...  I set those settings here with the Saitek X-56 Throttle, I don't have extra levers on the add-on throttle, but only knobs, but it worked fine.     You do have another option, that is to lock both mixture levers together. Press the area side-plate, and the right mixture lever knob turns yellow to signify that the levers are now locked, to unlock just press the side-plate again. In this locked guise, the left lever controls both. So the "Thrust Vector" action will now move both levers together.     The lock set up however does also allow you to use both Saitek throttle levers, with the left "Throttle" setting, and the right "Mixture" setting, but you can't adjust both of the Throttles separately (you can't anyway) or the Mixture levers separately...  of course any lever can be set manually, or to be used hands on. Personally I like my Throttles separate... the reason I found was the Dakota has a habit of drifting to the right over a longer distance, so a slight reduction of power on the right engine (or more power to the left engine) would keep you more on the heading.   The new fuel system in these updates now allows you full control of all four tanks, feeding into each engine in separately...     This is done by the cocks/valves each side of the pedestal, with each noting the L Main, R Main, L AUX, R AUX and OFF.     Shown here in the OFF and MAINs running, with L-R cocks opposite, all four tanks all are accessible, here with accessing the only the L-Tank, and R-AUX.     Reading any tank capacity is via a switch lower right Instrument Panel, which is totally authentic. Fixes in the update relate to the Fuel level indicator, which is now equipped with a shifting-plate, showing the designated tank in each mode, and the Fuel level indicator needle 3-d and animation has been changed to provide better a reading, and to be more accurate.     But currently when feeding each engine from the Aux tanks (from the same side or opposite sides), the Aux tank with the higher remaining fuel quantity will feed both engines, until both Aux tanks are equal. Then, both tanks will feed both engines. This is an (X-Plane) limitation and changes are coming (from Laminar Research) to rectify this restriction. Fuel capacity is - Main tank (front) each - 202 U.S. galls. Auxiliary tank (rear) each 200 U.S. galls. Total each side: 402 U.S. galls, with total 804 U.S. galls fuel capacity.   Carburetor air-intake heat controls now also work...  Two levers top right pedestal controls the carburetor heating, for the left and right engines. The third (lock) lever is a dummy. Oddly it works back to front, forward is COLD, rearwards is HOT, or the rear selection brings the heated air from around the cylinder heads into the induction system to clear the ice, or for running in very cold temperatures.     Carb heat is shown far right centre Instrument Panel C-47, and lower dead centre Panel DC-3 Airliner.       What we are talking about here are authentic or realism in these operations. Yes a lot of aircraft have the same options, but these systems are created to be very authentic to the operation of the DC-3.   The huge pitch trim wheel has been totally redone, or re-modeled to be more authentic to the real one. I personally would like more dirt, wear and tear on the wheel, it is supposed to be over 80 years old, but it looks like it came out the spares store yesterday.     The cockpit PBR (Physically based rendering) and tone has been updated in both aircraft, bringing it up to X-Plane 12 specifications. We are now in X-Plane 12.06 and that comes with the better lighting adjustments, it shows in here as the detail now just jumps out at you...  a far cry from the past vSkylabs cockpit environments. (note we are now actually in XP12.07r1, but it was in X-Plane 12.06 that the lighting adjustments were made).     It's a quirky machine to fly is the DC-3/C-47...  It is always a good idea to do a quick look through the (very explainable manual) in what is what, and how all the quirks work. Like the gear...  as it is a two-operation, operation. You have to unlock (or lock) the gear up or down. This is done by the lever on the floor, before you can raise or lower the undercarriage.     You also have to check (via the large Hydraulic Pressure gauges) if the pressure is working for gear operation. If all fails there is a manual gear pump to do the action, it is set behind the cockpit.   There is also the two engine-driven pumps to operate the vacuum system. They provide air suction for the operation of the artificial horizon, directional gyros and turn indicator. Check suction indicator on automatic pilot instrument panel for vacuum indication of 3375" ti 4.25". Again very authentic to the post-war aircraft.     It's a tricky aircraft to fly as well. You use a lot of rudder movement on takeoff to keep control, mostly far worse are the exaggerated movements required once the tail lifts. In the air it is a lot to handle as well, but you will soon get the feel of this very big taildragger design.   Once you settle the "Dak", then it comes into it's own... but flights are usually long, because they are low and slow by modern, even regional propeller aircraft standards.   You get a Maximum speed of 200 kn (230 mph, 370 km/h) at 8,500 ft (2,590 m), a cruise speed around 180 kn (207 mph, 333 km/h). But the range is excellent at 1,370 nmi (1,580 mi, 2,540 km) (maximum fuel, 3500 lb payload), but you get there very slowly, the Service ceiling is 23,200 ft (7,100 m), or regional propeller driven aircraft altitude...  climbing is with a Rate of climb: 1,130 ft/min (5.7 m/s), but usually around 1,000 ft/min.   The odd thing is I have had some really brilliant epic Journeys in this aircraft (maybe because they took so long), but thoroughly enjoyable. Maybe this is why I'm a little bit defensive on in there being too many changes away from the original concept of the DC-3.     The Sperry Type A-3A autopilot is something I love. So adding in the S-Tec is going against my grain. Saying that it works very well, the Sperry is also very tricky to use...  If connected to the S-Tec then the heading is adjusted by the RUD (Rudder) knob and the upper compass drum, but tricky is the alignment of the heading as the lower compass drum is adjustable...     ...   so the lower compass drum needs to be aligned with the main whisky compass. You do this by pressing the centre of the lower adjustment knob, known as "Cageing" or Cage, and that will align the two compasses together. If the lower drum is out of alignment, it gets seriously confusing on where your heading actually is, or set.     If you want fly on the Sperry alone you still can. And the heading is adjusted manually by moving the AIL (Aileron) knob to bank the aircraft to the new heading and then adjusting it back again to keep the heading. In both adjustments the heading can still be very vague, but as noted...  adjusting the throttles or power outputs on the engines can keep you on the heading a bit tighter.     Odds in the updates includes a better (or brighter) tail beacon, the landing/taxi lights also now have that X-Plane 12 flare look as well...     ...  DC-3 Airliner only changes include Fuel pumps sounds tuneups, which now have reduced intensity (sounds overall are excellent). Also the DG sync, and a manual sync is now possible with the use of the sync-knob.   Back at Keflavík BIKF, and I'm on approach. I'm not going to say the DC3 is an easy aircraft fly, because it isn't, even demanding. It takes skill to get it all right, and is a big challenge to your perspective. But that is also the attraction, the wanting to fly the aircraft again and again...     ....   my advice is to get in there, stay in there and learn it thoroughly. The systems, the odd handing traits, and yes...  even do a lot of practise. But when the aircraft comes to you, you'll be glad you did all the time and effort...  it is an authentic all round experience.   Summary vSkyLabs have updated their C-47 and DC-3 Airliner to versions v6.0b2 for the C-47, and v2.0b2 for the DC-3 Airliner. This is after the earlier three way split of the original 2017 release of the C47/DC3 into three different variants; C-47 Skytrain, DC-3 Airliner and the coming Tri-Turbo-Three.   The update covers about a good 95% compatibility of the changes between the two aircraft, the other 5% is noted in a separate change to the Airliner variant in this update review, these include different FMOD pump sounds and DG - Sync.   The main changes are with new mixtures, carburetor system algorithm and mixture control is now also fully differential. Fully automatic. Mixture levers have now working detents (steps) for 'cutoff', 'auto-lean', 'auto-rich', emergency, and all auto-modes are fully automatic. New fuel system now allows to feed each engine from any of the four tanks, and the Carburetor heat system and levers are now also operable. Both aircraft have a lot of attention on the PBR (Physically based rendering) and tone of the internal areas to make them ultra realistic.   It's sweet set of updates to an iconic aircraft. There is as noted a very authentic feel to these pre-war designed aircraft, with a few modern twists in the systems. My preference is still the analog C-47, it recreates the era, and has that Type A-3A autopilot as an added attraction. In X-plane 12, with it's more advances lighting, effects and features....   the original release C-47/DC-3 feels very far away now and the aircraft with it's current updates reflect that aspect.   Go low and slow for a long flight, and you will love the "Dak" in all it's post war glory...  it's an excellent simulation of the most iconic aircraft in the world. Currently both the vSkylab's C-47/DC3 Airliners are 50% off in a sale... ___________________________     The C-47 Skytrain v6.0b2/DC-3 Airliner v2.0b2 by VSkyLabs Flying Lab Project is NOW available! from the X-Plane.Org Store here : VSKYLABS C-47 Skytrain Your Price: US$34.95 Currently on sale for $17.45 or 50% OFF. Requirements X-Plane 12 or X-Plane 11 Windows, Mac or Linux 4 GB VRAM Minimum - 8 GB+ VRAM Recommended Current version:  6.02 (September 14th 2023)   VSKYLABS DC-3 Airliner Your Price: US$34.95 Currently on sale for $17.45 or 50% OFF. Requirements X-Plane 12 Only (not compatible with X-Plane 11) Windows, Mac or Linux 4 GB VRAM Minimum - 8 GB+ VRAM Recommended Current version:  2.0b2 (September 19th 2023) ___________________________   Review System Specifications Windows  - 12th Gen IS1700 Core i7 12700K 12 Core 3.60 GHz CPU - 64bit -32 Gb single 1067 Mhz DDR4 2133 - PNY GeForce RTX 3080 10GB XLR8 - Samsung 970 EVO+ 2TB SSD Software:   - Windows 11 Pro - X-Plane 12.07b1 (This is a beta review). Plugins: Traffic Global - JustFlight-Traffic (X-Plane.OrgStore) US$52.99 : Global SFD plugin US$30.00 Scenery or Aircraft - BIKF - Airport Keflavik by Aerosoft- (X-Plane.OrgStore) - US$19.20 _____________   Update Aircraft Review by Stephen Dutton 23rd September 2023 Copyright©2023: 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) All Rights Reserved    
    • News! - Aircraft Released : Cessna A-37 Dragonfly V2 XP12 by JCS     JCS has released an upgrade to X-Plane 12 for their Cessna A-37 Dragonfly in noted v2 form. The Dragonfly's configuration is very similar to the UK's BAC 167 Strikemaster which is also a twin seat British jet-powered training and light attack aircraft.   The Cessna A-37 Dragonfly, or "Super Tweet", is a light attack aircraft designed and produced by the American aircraft manufacturer Cessna. It was developed during the Vietnam War in response to military interest in new counter-insurgency (COIN) aircraft to replace aging types such as the Douglas A-1 Skyraider. A formal United States Air Force (USAF) evaluation of the T-37 Tweet basic trainer for the COIN mission was conducted in late 1962, after which it was concluded that it could be modified to effectively perform the role. The attack-orientated A-37 was directly derived from the T-37, roughly doubling in both all-up weight and engine thrust as to permit considerable quantities of munitions to be carried along with extended flight endurance and additional mission avionics. The prototype YAT-37D performed its maiden flight during October 1964.   A-37 Dragonfly features: Detailed 3D model Detailed virtual cockpit Custom jet engine sounds Multiple paint schemes, including T-37 trainer schemes (on the A-37 airframe) New, realistic flight model developed by X-Aerodynamics specifically for X-Plane 12 and 11 Fly with external fuel tanks and rockets, or in a ‘clean’ configuration with gun only       The X-Plane 11 version is part of this package, however it does not have the X-Plane 12 features or effects.   Images and video are courtesy of JCS __________________________     Yes! Cessna A-37 Dragonfly V2 XP12 by JCS is now Available from the X-Plane.Org Store here :   Cessna A-37 Dragonfly V2 XP12 Price Is US$19.95   Requirements: X-Plane 12 or X-Plane 11 Windows, Mac or Linux 8 GB VRAM Minimum Download Size: 151MB Current version : 2.012 ___________________________   News by Stephen Dutton 23rd September 2023 Copyright©2023: 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) All Rights Reserved  
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