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  4. Aircraft Update : Mudry CAP 10C v1.2 VR by Avia71 Laurent from Avia 71 has updated the excellent aerobatic Mudry 10C to version v1.2. It is a small update with the focus totally on VR - Virtual Realty. Obviously virtual reality and aerobatic aircraft go hand in hand, as this is really what VR is all about, in being in a confined space but being aware of the open environment around you, I personally don't have a VR Headset, but has tried a virtual headset experience, and so I understand how well and how good this aircraft would be in that total 3d environment... The Mudry 10C is a pure aerobatic aircraft and that is reflected in it's reference point aerobatic sight on the left wing, and the very distinct set of instruments... ... and there is no Artificial Horizon instrument? which makes flying into cloud a bit of a nervous proposition, even dangerous and god knows what it is like in the VR environment? but it is highly realistic. For a full review of the instruments and features then check out the release review: Aircraft Review : Mudry CAP 10C by Avia71 Avia 71 recommends the FOV (field of view) is set at 83º for VR, I usually use 73º and find 83º a bit of a long arm stretch (below left), but this is to compensate for the VR field of view which is a slightly different perspective. Overall view in the lovely bubble canopy (note the great reflections on the glass) and to the rear is excellent. Although not noted in the update the canopy feels like a far darker tint, I think it is different in checking out the older review, and I like the effect. In the VR environment you can't access 2d panels, so the original side menu won't work? So there is a new menu panel to access VR, via VR dedicated tools. I can't access this menu, but here is the provided one. The VR manipulator will bring up the menu into your left seat pilot viewpoint, and is pretty well the same as the 23d version, but it is in VR laid out more horizontal layout as other than the tag menu on the side of your screen. The tag menu is still there for non-VR users. The checklists are also available through the same VR dedicated tool. Four new liveries have also been added in to the update on top of the original five designs. Summary I noted at the end of the original release review that VR or Virtual Reality for this excellent little Cap 10C would be "mindblowing". Well here is that feature now on the aircraft in v1.2, and my guess it that it would absolutely live up to the experience you would expect from the 3d environment. So this update is totally focused on the VR aspect, including new menus to be accessed within the cockpit via VR tools. Four new liveries add in to the five we already had, and that gives you more choice there as well. Although not noted, I feel there has been a few nice touchups as well, obviously the canopy is far more heavily tinted. The Skunkcraft's internal updater has also been added. This is an aircraft for the here for the professionals as a there has been lot of professional input and testing to know that you are getting the very best in that aerobatic delivery as well in realism, that said the Mudry is an easy aircraft to fly. But experience is certainly a factor here to get the very best out of the Cap 10C's very capable aerobatic abilities. The stick and rudder "seat of your pant's" fliers will absolutely love it, as this is an aircraft that has been developed just for them... and really just for them alone. ______________________________________________________________________ Yes! the Mudry CAP 10C v1.2 by Avia71 is NOW available from the new X-Plane.Org Store here : Mudry CAP 10C Price is US$24.95 A free update via the skunkcraft's updater or direct X-Plane.OrgStore download is available now to all previous purchasers of the Avia 71 Cap 10C Features New: VR Ready Switch between aerobatics and utility mode (no reload needed) Exclusive electronic G meter/recorder/audio warning Choose at any time your favorite instrumentation (no reload needed) Retractable document holder on panel Load your own aerobatics diagram Sounds volume adjustments on panel Switch windshield and instruments reflection on panel Interactive checklist Weight and balance interface with calculator Internal failure system Complete circuit breakers management Flaps & trim locker for aerobatics Mixture fine adjustment Aerobatics manual by Thomas in English and French and a bunch of tips and tricks Other features Hgh-fidelity flight model Accurate 3D modeling Extremely detailed 4K textures Physical Based Rendering Ambient occlusion FMOD sounds recorded on the real model 9 liveries fps friendly History of the CAP 10 included Paintkit included Comes with a GPS and a tiny autopilot (customers request) Requirements X-Plane 11.20+ (not compatible with XP10) Windows, Linux or Mac 2Gb VRAM Video Card Minimum - 4GB+ VRAM Recommended Current version: 1.20 (last updated October 11th 2018) ______________________________________________________________  Update Review by Stephen Dutton 15th October 2018 Copyright©2018: 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) VR image is courtesy of Avia 71.
  5. OK, so finally, Oct 13th, the bird is in the nest
  6. News! - Version Release : WebFMC Pro 1.06 by Green Arc Studios Green Arc Studios have released their latest up date for the pluging WebFMC Pro with version v1.06. The major highlight of the update is the inclusion of Rotate's Mcdonnell Douglas MD-88 (version MD80 v1.42+ is required). X-PlaneReviews did a full update review here that includes the latest update WebFMC plugin: Aircraft Update : Mcdonnell Douglas MD-88 v1.42 by Rotate Highly recommended for inputting FMC data from another computer (via a browser) or tablet... Complete changelog for WebFMC Pro 1.0.6 is as follows: Support for Rotate MD-80 (requires MD80 v1.42+) Improvements to scaling, mostly affecting mobile version of the Safari (WebKit) browsers Minor visual improvements, such as outline around N, E, W, S buttons, to mimic real FMCs Internal optimizations - go into "idle" mode if there are no web clients connected. The complete list of supported aircraft with version 1.0.6 is: Rotate MD-80 NEW! FlightFactor A320 Ultimate Toliss 319 JarDesign 320 IXEG 737-300 EADT x737 (with x737FMC only) Zibo Mod 737-800 737-900 Ultimate Full review of the WebFMC Plugin is here: Plugin Review : WebFMC Pro by Green Arc Studios and the later v1.04 update review is here: Plugin Update : WebFMC Pro v1.04 by Green Arc Studios _____________________________________ Yes! WebFMC Pro v1.06 by Green Arc Studios is NOW available from the X-Plane.Org Store here : WebFMC Pro Price is US$19.99 The v1.06 update is free to previous purchasers of the plugin, go to your X-Plane.OrgStore account for the new version. Quick and easy access to the FMC Get easy access to the FMC: quickly edit the flightplan, monitor flight progress, set up your approach and do all the typical work of the pilot without having to move around in the cockpit, even if the plane doesn’t support FMC as a popup natively - on the same PC, or different monitor, tablet or phone - in fact you can use multiple displays at the same time! Make pilot tasks easy and comfortable Enjoy external views during cruise while monitoring flight progress on separate screen or take a quick look at your phone to verify calculated landing speed with just a glimpse of an eye during busy time on approach. Make flying complex SIDs / STARs easy as you can focus on the important flight parameters while having overview of the constraints all the time. Take your mobile to the kitchen as you cook a dinner during a long haul and never miss T/D again! Convenient to use Use physical keyboards on PC with extra keys such as Prev/Next page mapped to keyboard keys for easy access. WebFMC scales dynamically to fit any display or window size and can look as native app on mobiles by using browser's "Add to home screen" feature. Aircraft support WebFMC Pro supports growing number of 3rd party aircraft starting now with: Rotate MD-80 NEW! FlightFactor A320 Ultimate ToLiss 319 JarDesign 320 IXEG 737-300 EADT x737 (x737FMC required) Zibo Mod 737-800 (free version) 737-900 Ultimate (free version) Requirements: Plugin The WebFMC plugin requires X-Plane 11 running on a 64-bit Windows 7 operating system or newer. The plugin doesn't require any extra CPU/memory on the system. Web Client The CDU can be displayed on any modern and up-to-date web browser with JavaScript support. We recommend the latest versions of Google Chrome on PC or Android and Safari on iOS but it worked fine on Firefox 60.0.2 as well No internet connection required, remote device needs to be on the same local network as X-Plane PC. Current version: 1.6 (October 14th 2018) ______________________________________________________________________ News by Stephen Dutton 14th October 2018 Copyright©2018 : 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)
  7. Scenery Preview - LGRP - Rhodes International Airport by JustSim When JustSim released their excellent LCLK - Laranca only six months ago, it felt like it was the far end of the world, or Europe at least, as it was a lonely outpost on Cypress on the far eastern end of the Mediterranean. But that far away point is now not so isolated in flying terms. A flurry of excellent sceneries have now filled in the void, including LTAI - Antalya International Airport again by JustSim, Chios Island National Airport by Descent2View and of course Corfu with FlyCorfu XP by FlyTampa... you can also add in a few freeware sceneries for more routing out here, but going or crossing these areas of Greece has now become a busy pastime... now JustSim have added in another very desirable destination with LGRP - Rhodes or as it is known locally as Diagoras International Airport. Obviously you had to connect JustSim's LCLK - Laranca to their newer LGRP Rhodes as it is only a 300 nm hop from one airport to the other... ... basically it is only an hour's flying time, but who would not miss that perfect flying day and in that Cobalt blue sky (pun intended), the ToLiSS319 also helped things along enormously. Approach is into RWY25 from the East and there is something about this area in X-Plane11 that brings out the best in the scenery, the light and the soft mist on the mountains. This approach path takes you over the port of Rhodes itself and the harbour. There is a mix here of (German) autogen and custom local buildings, and they all well meld into each other well (more on this later) LGRP - Rhodes (Diagoras) International Airport Rhodes International Airport "Diagoras" Διεθνής Αερολιμένας Ρόδος "Διαγόρας" IATA: RHO - ICAO: LGRP 07/25 - 3,305m (10,844ft) Asphalt Elevation AMSL6 m/19 ft Rhodes (Diagoras) International Airport is situated on the north side of the island of Rhodes in Greece. The facility is located just north of the village Paradeisi (really the airport is in or part of Paradeisi), and about 14 km southwest of the capital city, Rodos. Interestingly is that the airport is open to the sea to the north and hemmed in by a hillside to the south. First impressions are impressive, this is a JustSim scenery after all as you know what to expect in good modelling detail and excellent blending in with the custom to default mesh and textures. The blending in is even better here as the hillside is very lush with vegetation, fauna, custom trees and bushes. As noted there are custom buildings to compliment the autogen as JustSim usually do provide a little local flavor to their sceneries and don't restrict the scenery just to the airport, in this case it covers the village of Paradeisi, which basically surrounds the whole airport to the east and west. JustSim have been smart in not making their custom buildings completely Greek, in say white, white. but a sort of mid-way but still custom. This does blend in well with the German autogen although you can still tell the difference in the different areas, but it not as bad a it really could have been. In other words it all works very well as a complete scenario from the air on both approach paths. The german autogen however is more noticeable in the Rodos city itself and the lack of local colour and port facilties. Where as Rhodes should be Greek Classic white, it looks more of an Italian port than Greek. This is where FlyTampa gave the Corfu scenery a boost in covering this city area as well as the airport itself in the same feel and architectural design, it also highlights the limitations of Laminar Research's current situation with regional autogen, as white Greek/Turkish Mediterranean default autogen should be now a no brainer and available for X-Plane these days. Another small oddity is the none development by JustSim of the airport LGRD - Martisa which is positioned (arrowed) only just behind the same hill that covers LGRP... ... It is highly visible, but it only required a few buildings and a few bits and pieces to make it a great GA viable alternative to LGRP? Instead it is a wasted blank area in the middle of the scenery? LRGP - Diagoras The airport layout is one large apron and remote stands, and no airbridges. Stands cover 1 to 7 in front of the terminal with semi-circle parking and stands 8 to 14 are set in a line farther out. Stand 10 covers the entrance to Taxiway B, so don't depart the runway there! and stand 14 is a large stand that is noted to cater for a wide-body ICAO category E and F (65m (213.3') - 80m (262.5'); 14m (45.9') - 16m (52.5') or Boeing 747 size. Terminal The single terminal is impressive, if an odd colour that does not translate well. The terminal construction and materials/textures are excellent with the well done lighting ramp towers. Airside detail is excellent with walk-on ramps from the terminal down to the apron, clutter ramp detailing is also top notch. There is a huge amount of animated vehicles that are mostly baggage carts and maybe to many, and to the point you have to be careful taxiing around the ramp and not squashing one or two of them, but there is a huge amount of activity to be had. Landside is as good and if not better than Airside. Loads of people, taxi's, buses and god knows what else creates a dynamic environment. Only odd thing is the colour of the roads and carparks, which are more green and grass like than the required asphalt grey/dark roadway, it tends not to blend in more than it should? High view down on Diagoras is complimented by the high positioned (PARADISI - 108.6 PAR) DME navigation aid, not to be confused with the close by (RODOS 115.8 RDS) Nav-Aid for LGRD - Martisa. Note the great view over the Aegean Sea and the coastline is Turkey. Control Tower The tower is on the west side of the terminal and connected to the terminal. Detail and the all important tower glass is excellent, it is a nice great reconstruction... The tower view of the approaches by Just Sim is not set (Again!). Ground clutter is excellent and fully detailed, I particularly love the jet blast screens, they look great. The Terminal approach roads have associated businesses... ... garages, car rental... usual stuff but well done. Most areas however are not set to the OSM (Open Street Map) settings, so buildings, trees and signage cover roads and are set out in areas that they really shouldn't be in, it makes the scenery quite messy and not authentic in areas, a bit more time in laying out these items would have made it far better, it feels rushed? Ground textures Runway and taxiway surface textures are excellent, and highly realistic with tar, cracks and general repair work visible, Apron square concrete textures are very authentic... .... grass is 3d and excellent, although in parts the navigation signs are covered with grass, but then this is Greece! Water is also blended in well to the ground textures for that nice shallow water feel. Runway textures are reflective in the right wet conditions, and looks excellent if you land late in the day. Lighting JustSim's LGRP has great lighting... ... approach lighting is very good from both directions, but it is slightly better from the east. All taxiway lighting have no centreline (green) markings as per most airports in Greece, so you will need the aircraft side turn lighting to find your way to or from the terminal area. Apron lighting is very good, but only on the terminal side, as if you get to park on the outer stands then you are sitting in the darkness. Debatable is the reflective blue terminal glass, as many people won't like it, but I really liked it a lot, and for me it works very well with the contrasting control tower base lighting. All landside lighting is very good as well, as all areas are covered including carparks, terminal approach lighting, and general areas. Apron lighting stands 1 to 7 and 14 are great and well lit working areas and any arrival here after dark is very impressive. Exceptional is the custom building lighting, windows at night are not those ugly grey rectangles, but ar eas good as the quality autogen lighting, so they all blend in well together. I have wondered ( and complained) why it is so hard not to do good custom building lighting? If you get it right as it is here it make a huge difference to the approaches and also to the quality of the night environment. Overall the lighting is excellent. Preview Notes: JustSim again really deliver, as LGRP is great scenery at an unbelievable price, and like all JustSim sceneries which are not ultra high detailed scenery, but you do always get the latest in X-Plane dynamic features (like reflective glass), great lighting, lots of animated items like ground traffic and wet surfaces and the modeling is usually of a very high quality... and they just deliver. The experience is full, from the approach (at night it is brilliant) to the quality aprons and with surrounding clutter and detail and the X-Plane11 dynamics, LGRP - Rhodes well worth the investment and a worthwhile companion to LCLK - Laranca and JustSim's other local airport in LTAI - Antalya... highly recommended. Features noted are: Detailed airport objects and vehicles Custom textured taxiways, runways and apron Custom surroundings Custom airport lights Compatible with X-Plane 11 features Animated ground vehicles (X-Plane 11 only) Shading and occlusion (texture baking) effects on terminal and other airport buildings High resolution ground textures / Custom runway textures High resolution building textures Excellent night effects Realistic reflections on glass World Traffic compatible X-Life traffic compatible Optimized for excellent performance WT3: WorldTraffic GroundRoutes are provided ready to be included with the scenery. Overall the airport functions perfectly fine in giving you that full running airport and full traffic activity. And the aircraft will also loop to the correct stand parking position. A few private jets take up stands that they shouldn't do, but otherwise it is full marks. Positives: Mostly everything, lighting is excellent, texture and building design is first rate and all with excellent clutter and traffic animations. Excellent value. Negatives: Rodos City and Port would have been a nice addition, even for a higher purchase price. Tower View is not really usable (again), buildings and trees are not aligned to OSM layouts, so roads are full of trees and part buildings. Landside terminal roads and carparks are the wrong colour (very light green?).... and why wasn't close by LGRD - Martisa airport added into to the scenery? ____________________________________________________________________ Yes!... LGRP - Rhodes International Airport by JustSim is Available from the X-Plane.Org Store here : LGRP - Rhodes International Airport Price is US$17.20 Requirements : X-Plane 11 Windows, Mac or Linux 4Gb VRAM Minimum - 8Gb+ VRAM Recommended Current and Review version: 1.0 (September 26th 2018) Extras and Documents: - Optional ORTHO4XP Custom DEM - RAW files - WorldTraffic3 Ground Routes and /Parking Def's - Install pdf ______________________________________________________________________ Preview by Stephen Dutton 12th October 2018 Copyright©2018 : X-Plane Reviews (Disclaimer. All images and text in this preview 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 512gb SSD Software: - Windows 10 - X-Plane 11.25 Addons: Saitek x56 Rhino Pro system Joystick and Throttle : Sound - Bose Soundlink Mini Plugins: Environment Engine by xEnviro US$69.90 : WorldTraffic 3.0 Plugin - US$29.95 : BetterPushBack - Free Scenery or Aircraft - ToLiSS319 (A319) by ToLiSS (X-Plane.OrgStore) - US$69.00
  8. Earlier
  9. News! - Announcement! : EDDM - Munich coming by ShortFinal Design (aka misterX6) You would think after completing a mega sized airport project like KLAX that you would try something a little less taxing... say a small GA airport or medium sized regional airport? There was a hint from ShortFinal that they wanted to try something away from North America (the sobbing can be heard over here), but the choice is... da, da dah! EDDM - Munich! Not exactly a backwater airport, if not the largest airport in all of Southern Germany, and god really some people are a glutton for punishment, anyway's ShortFinal's pain is our gain. And a brilliant gain it will be if EDDM is up to the usual ShortFinal quality and outstanding features, and there is no reason why it shouldn't be. Images are breathtaking... Features are also pretty good and totally on current spec: 3D interiors for all terminals and large hangars, animated 3D people Custom highly detailed jetways with AutoGate support Custom animated airport vehicles, cars, and trains (using GroundTraffic) High resolution orthoimagery for the entire airport area (30cm/px) High resolution ground textures with PBR materials Complete taxi routes and airport flows, World Traffic 3 compatible Randomly spawned static aircraft with accurate gate assigments Custom Mesh and fully modeled taxiway briges, optional Ortho4XP patch file To put this project in to perspective, then KLAX was finished only in Mid-July this year, the above EDDM has been completed since that date, incredible work done in just three months... just think about that in all this in only 3 Months! The Terminator was less persistent! No release date yet, but certainly before Christmas, no price either, but KLAX was US$26.95, so that would be a good guide... Images are courtesy of ShortFinal Design ________________________________________ News by Stephen Dutton 11th October 2018 Copyright©2018: X-Plane Reviews
  10. Aircraft Review : Republic P-47N Thunderbolt by Flyingiron Simulations It was worth the try... everyone who loves cars has tried it, in shoehorning in an engine that the original vehicle didn't come with? In my case it was an ex Ford Galaxie 390 6.4L V8, and it was inserted or really panel beaten into a Ford Cortina. Now the point is this absurdly done installation didn't take into account that the dynamics of the donor Ford Cortina was certainly not up to the task of the extremely high power output of the 390 V8 2V 265 bhp (197.6 kW). No doubt the Cortina went almost into orbit in a straight line, but the suspension and braking dynamics, sort of let the whole project down, and I certainly used up at least seven of my nine lives driving it, I survived and strangely enough so did the Cortina. So the point of the story, and it is in many ways the same insane thinking behind the Republic P-47 Thunderbolt, in bolting on to the front of an airframe the biggest baddest engine ever produced at that time. This was a Pratt & Whitney R-2800 Double Wasp two-row 18-cylinder radial engine producing 2,000 hp (1,500 kW). It makes the frontal area of the P-47 as ugly as sin, but who really cared as the aircraft could fly at an insane 433 mph at 29,000 ft (697 km/h at 8,839 m). This was the sort of aircraft that Howard Hughes would love to try to kill himself with... it was a monster of a machine. The P-47 Thunderbolt gained a nickname the "Jug" (because it's profile was similar to that of a common milk jug of the time). Two Fighter Groups where already stationed in England and began introducing the Jugs in January 1943: the Spitfire-flying 4th Fighter Group, which was a unit built around a core group of experienced American pilots who had flown in the RAF Eagle Squadrons prior to the US entry in the war. By mid-1943, the Jug was also in service with the 12th Air Force in Italy and against the Japanese in the Pacific, with the 348th Fighter Group flying missions out of Port Moresby, New Guinea. By 1944, the Thunderbolt was in combat with the USAAF in all its operational theaters except for Alaska. But it's main role was with it's stupendous speed and the increases in fuel capacity that the type was refined, and the range of escort missions over Europe steadily increased until the P-47 was able to accompany bombers for fighter escort in raids all the way into Germany. On the way back from the raids, pilots could shoot up ground targets of opportunity, and also used belly shackles to carry bombs on short-range missions, which led to the realization that the P-47 could perform a dual-function on escort missions as a fighter-bomber. Even with its complicated turbosupercharger system, its sturdy airframe and tough radial engine the P-47 could absorb a lot of damage and still return home. Initial response to the P-47 praised its dive speed and high-altitude performance while criticizing its turning performance and rate of climb (particularly at low-to-medium altitudes). The turbosupercharger in the P-47 gave the powerplant its maximum power at 27,000 ft (8,230 m), and in the thin air above 30,000 ft (9,144 m), the Thunderbolt remained comparatively fast, competitive and nimble relative to other aircraft thoughout the Second World War. The version here is the P-47N-1-RE long-range variant which was designed for service in the Pacific Theater with the R-2800-57 engine; larger wings with squared-off tips; increased fuel capacity for a significantly increased flight range; automation of some engine controls and a General Electric Autopilot System. This X-Plane11 version of the Thunderbolt comes from a new developer called "FlyingIron", of which is no doubt focused on flying heavy metal aircraft. As this is a very first project we will always express a few liberties in the review and expect a few minor ailments with the aircraft, but overall this is a very well accomplished first aircraft. Detail wise externally it is excellent, with nice panel work (good 3d modeling) and correctly placed rivets. That humungous mouth of the engine inlet is really well done with a replicated version of the R-2800 Double Wasp which is inset behind... ... the engine is well detailed, but a bit clean rather than the oily, burnt and aged realism you need. Spinner is very nice and well detailed. The quality of the modelling is shown on the lower fuselage with the engine air extractor, overall the exterior is very well done with authentic aerial posts and cables all in place. As this is the "N" version it has the later RAF inspired clean bubble canopy... ... glass is perfect (not easy to do) with excellent reflections. The animated pilot is well done as well, but he can sometimes jerk into his head position when changing viewing angles? Cockpit With past veteran aircraft, then detail and authenticity is the key to a good simulation. In that area then FlyingIron have done an excellent job, no doubt an enthusiast would find pickings, but would still give praise for the detail and research that has been done in here. It can be hard to replicate old technology in X-Plane, so a sort of hybrid is usually a creative way around the differences. Here the original AN/ARA 8 Homing Adapter or audio based homing navigation system which has been converted to ADF, and it works fine. The basic X-Plane fuel system has been used to create the more realistic P-47N fuel systems and it's behaviour. The N/APS-13 Tail Warning Radar is also replicated, and as for armament there is the K-14 Gunsight with functional Guns of 8x .50 Cal Browning Machine Guns. This "N" version also has an Autopilot in the General Electric Type G-1 Installation, but we will look at that in a moment. The P-47 was known for it's almost spacious lounge chair flying position, and well done it is with an authentic bucket seat with perfect cloth textures... ... visibility is excellent, except directly forward, but rearwards is exceptional to keep a lookout for those pesky Focke Wulf 190s. Instrument Panel The replication of the P-47's instrument panel is excellent... very mid 40's war period in design. The instrument layout is quite unique and interesting. Top left is the Airspeed indicator (MPH), then the Directional Gyro (heading) and Artificial Horizon central. Clock left and Carburettor Air Temperature fills out the top of the instrument panel. Six instruments lower center (left to right) cover; Altimeter, Bank and Turn Indicator, Vertical Speed (middle; compass), Manifold Pressure gauge, RPM (x100) and Fuel and Oil Pressure gauges with the Oil Temperature gauge top. Far right are gauges for the Lubrication Oil quantity and Left and Right Internal Fuel tanks. Lower panel instruments (left to right) are; Accelerometer (G-Force), Suction, Water Pressure, Cylinder Head Temperature, Auxiliary and Main Fuel tank gauges. The Hydraulic Pressure gauge hangs low to the right. The complex fuel switching system is on the left lower side... switching can be for the external or internal tankage in sequence - Left: Ext Tanks, Forward: Main Tank, Right: Aux Tank, Down/Aft: Off. When set to Ext Tanks, the secondary selector is then used to cycle between Off/L Wing Tank/R Wing Tank/Belly Tank. Fuel amounts are 270 GAL main, Internal Aux 100 GAL, Wing tanks per tank 90 GAL and external wing 165 GAL and center belly tank 110 GAL for a total of 990 GALs. You can select if you require the external tanks by pressing the "C' button on the right forward console, but you can only have all on or all off, and not a selection of say just the belly tank showing on the aircraft. Another button "D" on the same console will bring up the X-Plane default G430 GPS panel, COMM 1 and VOR 1 settings are done through this panel. The AN/ARA 8 Homing Adapter unit is far right... there is no visual screen as it is all done via aural sounds or morse code, in: D ( - ..) is Turn Left and U (..-) is Turn Right. If you have a Steady Hum then the heading is aligned with destination homing beacon. GE G-1 Autopliot The General Electric Type G-1 autopilot is very antique compared to the usual setup, and is gyro and not GPS based. To use you have to first align the gyros. This is done via the left side panel that you switch to "Bleed". It takes about 60 sec for the gyros to warm-up and stabilise. Then you level the aircraft and make sure the main indicators (There are three, in one above the Directional Gyro and one each above the Artificial Horizon) are all centered. Secondary knob is on the panel below the Artificial Horizon, and this now has to set to the Gyros/AP Mode - SYNC. Then back to the original side panel switch to set the AP Power to ON... then finally the Gyos/AP Mode to AUTO. It is all tricky to do while keeping the aircraft absolutely level, but you finally feel the aircraft is suddenly more solid and rock steady. Adjustments are via the knobs below the indicators. Mostly you only use the right side turn and pitch modes above the Artificial Horizon, and it works very well and with an aircraft with as a long range as this is, then the system is a very welcome addition. A note though in making sure the aircraft's AP is completely turned off before retaking manual control? as there is no over-ride and so the system will fight you for control, and it will win every time. Engine power management is critical with built in limitations... in you can never exceed a Manifold Pressure of 100”!, Don't not exceed 55” without water injection, and avoid going over 72” even with water injection (and regulator off) and keep a close eye on your Carb Temps at higher Manifold Pressures. This management adds in to the failures of the Operational Limits (55” Mil Power - 15 minutes, 72” WEP - 5 minutes), Temperature Limits, Water Injection Failures ( Carburettor flooding) like when activated below 30” MPR, Supercharger (Exceeding Max MPR with regulator off), Prop Overspeed and Starter failures including Dilution Failures (Clogged Nozzle/Hung Starter), Priming and Energizing. The Water injection feature will allow you to reach much higher manifold pressures without causing engine detonation. You will be able to reach a maximum Manifold Pressure of around 72”, as opposed to the standard 55” Max power, and although you have approximately 9 minutes of Water Injection available to use (30 gallon supply), the above engine operating limits will still apply. Lighting The instrument panel lighting is good and adjustable, but doesn't have that aged decades old feel, in it is just bright and clear? There is a map light right side of the pilot that is adjustable, and the lower armament panel is nicely lit. Externally the aircraft does have good lighting, but it is not adjusted, so all the lights just look like blobs and the tail light is part set on the rudder? There are selectable four colour recognition lights on the right wing, but they go through the wing and don't look right? Tail light, lights up the full tail structure, and there is a landing light under the far left wing, and an antenna navigation light is also visible. Sound is dynamic FMOD and overall excellent. Engine startup sequence and shutdown sounds are the highlights. Overall there are 40+ Custom Sounds and full Spatial Audio & Distance Attenuation. Small note is in if you open the canopy in flight in that yes the sound and wind noise does get higher, but not to the noisy buffeting you would expect? Ground Viewpoint The Thunderbolt has that classic fighter wide spaced aggressive stance when sitting on the ground... ... it does however look the part, but the thought is that, is this aircraft an aircraft set in war mode or an airshow mode feel? in the closer view it feels more like the latter. The P-47 had a 12' 2"diameter Curtiss Electric C542S-A6 propeller. The Curtiss has two modes here in Fixed or Constant, you can leave it in CONSTANT mode for Normal Flight and use Fixed for Emergencies. In constant mode the Prop & Engine RPM are adjusted via the Prop Control Lever on the Throttle Quadrant or Fixed Pitch which sets the prop solid at the last active pitch. Fixed pitch is used mostly for emergencies, or when insufficient power is available to operate constant mode properly (such as a generator or electrical failure). The propeller detailing is excellent and right down to the correct markings, great detail. Note the small distance from the tip of the prop to the ground. Undercarriage detail is again excellent, but very airshowy and pristine, there are no chocks or static elements (if so they are are not noted) and the gear animations are also very well done, in that slightly jerky manner that is required with hand pumped gear. Rear tailwheel retracts into the fuselage, and overall the complete detail is very authentic, note the nice reflections off the cockpit glass. One note in that the pilot can be placed externally, but I couldn't find how to do it. The manual is very good, but not in the small details like this, so you are asking questions like, are there menus (I guess not) or static elements? The aircraft is set up for VR in Virtual Reality, but it is noted to be a bit fiddly with the VR Manipulators. Flying the P-47 Thunderbolt Usually I try to give a comprehensive review of the aircraft's flying abilities, but I feel I am a bit compromised here? Taxiing a taildragger is a deathly experience anyway... But here you have only two options with an open flexible tailwheel, or a locked one... there is no option to taxi with the tailwheel locked to the rudder movement. So it can be almost impossible to taxi, and especially if you are a novice. A trick was to use the X-Plane nosewheel steer toggle to lock the tailwheel in the direction that you want to go, then release it to do a slight turn, lock then repeat... it sorta works, but it could be far easier with the right setting done? Obviously this same scheme helps when taking off, point and lock, then you get control once the tail lifts and the air gets to the aerodynamic surfaces, but first you have to counter that immense power of the P-47 as it tries to simply throws you off the runway with all that massive asymmetric thrust and huge yaw... and as noted you also have to watch the prop clearance, one mistake there and you will simply barrel roll forward into the runway? Rotation is around 140 mph depending on the aircraft's configuration and fuel load, and once in the air the Thunderbolt is a very nice pussy cat, but with that huge bite of a Tigerful big pussycat sheer power. Note the "N" version is built more for outright speed than manoeuvrability, and this shows in any tight turns... keep the P-47 level it will drop in height in the turn if you don't add in more thrust to counter it, and you soon learn the right balance of the thrust required to the roll of the turn... But overall it is the speed that is so evident, 350 mph feels like normal and even 400 mph is easy to achieve, and it takes nothing in time and space to get there, and then slowing it all down again can take time as the ground you are covering is going by very fast, so you have to plan ahead... way ahead... ... and low level fast flying becomes a bit of an dangerous addiction! Landing however was not the usual precision I usually expected from myself! as my first try was nasty.... Second go with another livery to show you that I was on a different approach idea, was.... again just as bad. Full flap and note the airspeed, as it is just over 150 mph and yes on approach? Put the speed lower any more than this speed threshold and the aircraft just simply falls out of the air? Stall speed is noted at 48 kn; 89 km/h (55 mph) and that 150 mph cannot be correct as I can not go lower, so you approach the field at 100 mph too fast... ... the results, are not pretty, and I desperately tried again and again with this and different approach plans to try and calm the speed down to around 65 mph and as many as five times? All came with the same result? Drop the speed below 150 mph and there is a slight descending, below 100 mph and you simply stall and go straight down flat and failing into the ground? Well I tried. Liveries There are five liveries, with the metal K 4S yellow as default... Bare Metal version has a red nose and tail band. "Two Big Too Heavy" and "Tarheel Hal" are both airshow circuit favorites and the last livery is the only warpaint in the "Olive" Summary This is the very first aircraft project from FlyingIron Simulations and to give credit where it is due it is a brilliant debut, with just only a few i's not dotted and t's not crossed, but there is nothing here that is substantially a negative or could not be easily wrapped up with an update or two, as there is always that learning curve for the very first timers. We will note the slight negatives first. Many areas are covered in silver like the guns, undercarriage and engine, that is fine if the aircraft is straight out of the factory or on the airshow flightline, if that is what the developers were aiming for then they hit it spot on, but do we want a more gritty fighting aircraft than a showroom condition example, or at least be given the choice? These aircraft are complex machines, and a good manual is required in not only noting the various items and features on the aircraft, but the X-Plane noted features as well, as is there a menu, static elements or how do you use the features and at least a start to prop stop flying tutorial, yes the manual covers a lot, but you need far more and better details with aircraft like this. ditto more options like external fuel tank choice. Lighting is odd externally and not correctly set or adjusted, it spoils the flying at night. No tailwheel control is a pain, it may not be authentic, but sometimes you just need control? Although the aircraft was checked and flown by expert P-47 pilot's and no doubt in the air it is very authentic, I question that 150 mph approach speed and the 55 mph stall speed? Positives, well a lot. The modelling and overwhelming detail is simply excellent. Externally and internally FlyingIron have done an excellent job, and tried to bring in many authentic era avionics with the usual X-Plane limitations, with the General Electric Type G-1 autopilot and aural AN/ARA 8 Homing Adapter as standouts. Aircraft systems and failures are also well featured and realistic engine start can be thrilling or frustrating depending on how you do the start up procedure, ditto the excellent sounds in these phases and also in the flight modes. Feature list for the aircraft is very good, and could be still better, it is VR - Virtual Reality ready, but with a few slight fiddly manipulators. Overall the P-47N is brilliant, as if you like these supreme warbirds, then you will simply love this one, and it is a very nice partner for the P51D Mustang we reviewed only a few weeks ago. So for the purists out there then, they will absolutely love it, but currently it may be a bit of a handful for the novices, but I loved it, it just needs a few nips and tucks to make it absolutely perfect, but I do highly recommend it. _______________________________ The Republic P-47N Thunderbolt by Flyingiron Simulations is NOW available! from the X-Plane.Org Store here : P-47N Thunderbolt Priced at US$34.95 HD, Professional Quality 3D Modelling & Artwork Detailed 4K PBR Textures Faithful 3D Model, Markings & Decals - down to the last rivet! 4 Included Liveries - USAF Olive Standard, The Historical ‘Dottie Mae’, Tarheel Mal & ‘2 Big 2 Heavy’, along with a Professional Quality Paint Kit for custom liveries Accurate & Detailed Animations of all moving parts inside & outside the cockpit Complete Interior, Exterior & Recognition Lighting Professional, Accurate FMOD Sound Design 40+ Custom Sounds to bring the P-47 to Life Full FMOD Integration for a dynamic & reactive Audio Soundscape Realistic 3D Spatial Audio & Distance Attenuation Faithful recreation of the P&W R-2800 Double Wasp Radial Engine Realistic, Complex Engine & FlightModel Simulation Code-based simulation of the Double-Wasp Engine to capture the nuances and behaviour of the real engine Complete Engine Modelling, including realistic Supercharger & Water Injection systems Complete Engine Operational Limits modelling with custom failures & realistic damage behaviour Flight Model Performance tested & tuned using real-life test data for a truly authentic flight Realistic, Code-Driven Engine Start Simulation that is dynamically affected by factors such as Weather & Temperature to capture the quirks & difficulties of starting the massive 2800 HP Radial Engine. Complete Systems Modelling General Electric Type G-1 Installation Automatic Pilot - custom coded to truly capture the unique quirks of the P-47N Autopilot System AN/ARA 8 Homing Adapter (ADF) - Unique audio based homing navigation system, accurately modelled Realistic Fuel systems & Behaviour - including 3 Optional External Tanks and accurate fuel transfer behaviour VHF Radio - Manual Tuning Capability Functional K-14 Gunsight Functional Guns - 8x .50 Cal Browning Machine Guns (Wing-Mounted) AN/APS-13 Tail Warning Radar Additional Features 3D External Pilot Model Optional Pop-out Garmin 430 GPS VR Optimized Manipulators  Requirements: X-Plane 11 Windows, Mac or Linux 4Gb VRAM Minimum - 8Gb+ VRAM Recommended (Current and review version v1.0) Installation and documents: Download for the P-47N Thunderbolt is 1.06gb and the unzipped file deposited in the "Fighters" X-Plane folder at 1.11gb. Documentation: MANUAL is provided (pdf), but a more detailed (and pro version) would be better. ______________________________________________________________________ Aircraft review by Stephen Dutton 9th October 2018 Copyright©2018 : X-Plane Reviews (Disclaimer. All images and text in this preview 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 512gb SSD Software: - Windows 10 - X-Plane 11.25r2 Addons: Saitek x56 Rhino Pro system Joystick and Throttle : Sound - Bose Soundlink Mini Plugins: Environment Engine by xEnviro US$69.90 : WorldTraffic 3.0 Plugin - US$29.95 Scenery or Aircraft - KLAL - Lakeland Linder Regional Airport 1.0 by Nicolas/NAPS (X-Plane.org) - Free
  11. News! - Coming! - Citation S550 from Carenado Carenado have announced their next release in the S550 Citation personal jet. In the personal jet category then X-Plane11 is seriously unfulfilled. Yes there is the lovely Challenger 300, and the now outdated Hawker 4000, but most jets released are in that VLJ (Very Light Jet) category and not in the larger medium sized aircraft. Carenado did release the Phenom 100, but I was very underwhelmed by the aircraft, as it was insipidly slow and had a few really annoying bugs that were never attended to, it looks nice though as all Carenado's do. It was also a big surprise for a leading edge simulator in that X-Plane had no Cessna Citations either as they are bountiful in the real world, but that hole maybe now be filled... Careando quality is to the usual high quality and the avionics package looks very good, with a semi-glass instrument panel, which is about correct for this generation and age of aircraft. Interior luxury is guaranteed to keep the one percenters happy as they are comforted and flashed to their next expensive deal making meeting No specifications or price is available yet from Carenado, but the Phenom 100 was US$37.95, and the price should be around that for the Citation, if slightly higher to the US$40 mark. Release date is also not noted, but expect soon, or in a week or two. Images and text are courtesy of Carenado ________________________________________ News by Stephen Dutton 8th October 2018 Copyright©2018: X-Plane Reviews
  12. Thanks, Stephen. It's still the 1.41r3 apparently, I'll retry a bit later...
  13. Fighters in X-Plane are a strange group. As there are only a few developers doing them, Collimate for one and X-Trident as another, then the quality is not at this level as it is for the more popular heavy or GA aircraft, so this fine area has not had a lot of updates for X-Plane11 as have all the other aircraft. I can't compare the JustFlight Hawk against the FlightSim versions, but for X-Plane the Hawk is certainly a big step forward from the others as it comes from a FlightSim developer with a professional top-rate X-Plane conversion... In fact your thoughts on the aircraft as you can compare with the DCS versions would actually be more apt... Stephen.
  14. Aircraft Update : Mcdonnell Douglas MD-88 v1.42 by Rotate The Mcdonnell Douglas MD-88 has had another upgrade. It is a slightly different change this time around because both the main new features rely on 3rd party plugins, and so except for a few tweaks and bug fixes from Rotate the MD-88 is now just as good as ever, and even better. The new features are both plugins. One is WebFMC by Green Arc Studios and the second is TerrainRadar by DrGluck. Both are excellent plugins, but as we shall see in that the MD-88 certainly benefits even more so from their inclusion. We will start with the WebFMC plugin first. WebFMC by Green Arc Studios FlightFactor pioneered the tool of allowing a standard web browser to used as a platform to access the FMC (Flight Management Computer) for easier input of flight data. The use in this respect made the FMC or FMS as some call it a module on a tablet (iPad/Samsung Tablet) and the ease of being able to input numbers and text via your fingers instead of a using mouse or keyboard, there is also the functionality of being able to move the tablet away from the flying computer via WiFi that made it even more flexible. Mostly all FlightFactor aircraft come with this feature which was developed by Philipp Ringler. But what if wanted the same functionality in another aircraft other than a FlightFactor then that feature was not available... welcome to WebFMC. X-PlaneReviews did a full review of the plugin here: Plugin Review : WebFMC Pro by Green Arc Studios and an update here; WebFMC Pro v1.04 WebFMC is free for several aircraft including the default Boeing 737-800, but sort of look at this plugin version as a demo. The WebFMC Pro is the pay version and it is this version that is required for use in this Rotate MD-88.. and the cost is US$19.95. In reality it was for aircraft like Rotate's MD-88 that the WebFMC plugin comes into it's own. In most earlier aircraft on the plugin list, they did have mostly all pop-up FMC units, but the Rotate MD-88 does not... so the really awkward full front console position and the wanting to also see the panel map display made it hard to set out a route in the aircraft on the built in FMC unit. The WebFMC is connected to X-Plane via the browser and a WiFi connection... the address used is http://10.0.0.2:9090/. In an instant the WebFMC will appear and with the correct MD facia FMC face plate (Supplied by Rotate) for authenticity. I use it on an iPad below, but also for convenience also on my main Mac screen. Here I am using SimBrief on the left and the WebFMC Pro is shown on the right. I also have it set up on the computer, but WebFMC Pro can as noted be used on any browser with WiFi, although Google Chrome is recommended. The route today is KSLC (Salt Lake City) to KORD (Chicago). The ease of use is not to be underestimated... You are now free to set up the map display in "PLN" (Plan) mode to see your route, but you can also look at the panel display in an front on angle and not the odd angle required before with the fixed FMC. Route data input is simply far easier. If using a tablet then direct finger input, if on a computer screen then either a mouse or direct keyboard input is also available... the time saved just to be able to type in the route is invaluable. Performance data input can be used with the remote pop-up panel browser display... ... because the WebFMC panel is that much larger and as it is easier to work with and it is easier get the data correct, as with sitting the WebFMC on a tablet or another computer also allows you that more freedom to now to set up the takeoff computer settings that much easier as well. Having the WebFMC open on the "Aircraft Management page" means it is always ready for instant use, so it is just a point/touch to hide the APU, and close the doors ready for departure, and so no pulling down menus or moving the view over to the cockpit FMC screen to do the job, this is excellent if you are closing up the aircraft from the external view as everything is just a click away. WebFMC is a tool, but a very good one for ease of use, more importantly it gives you a lot more functionality in setting up and getting the aircraft ready for departure. We will see a few more uses of the WebFMC Pro in flight. You can use "BetterPushBack" with the Rotate MD-88, which another great addon feature... and it has been refined for use by Rotate for the aircraft. TerrainRadar by DrGluck The second plugin feature is DrGluck's excellent TerrainRadar plugin. This plugin is free from the X-Plane.Org: Terrain radar + Vertical Situation Display 1.14 There is nothing I don't like more than a weak or blank display in the cockpit. And so it is with the weather display that relies on weather information of any sort of activity, and even then it is pretty useless. In the MD-88 it felt like it was an item that wasn't working, as there should have been a tape across it with a "Not Operational" sign. But with DrGluck's plugin inserted you get a far more realistic display and now a working weather radar function, it looks excellent. Only comment is that is far more grainy than in other aircraft, and maybe that is the type of display it is using... ... You can test it, or select either the WX/TCAS or MAP function for a representation of the terrain around the aircraft, and vital if departing airports like KSLC - Salt Lake, with the high mountainous elevations around you. More than anything it looks great in operation when flying, no more blank boring panel, but now you have one with a use. Water and high ranges are shown and you can adjust the radar distance for advance areas. Four main menu selections cover; Color Scheme (Solid Colors - Grain Colors (Boeing style) - Regular Tiles (Airbus Style), Lines or Dot), Scanning Speed, Brightness and Options (Show Water - Peaks Mode - EGPWS Alerts - Range Arcs Options), and the radar install looks terrific set between the two outer FMC panels. A full X-PlaneReviews review of DrGluck's plugin is here: Plugin Review : TerrainRadar by DrGluck In flight the WebFMC for the MD-88 is very handy. Certainly for following the flight's "Progress", as it gives you very a quick visual glance... Approach references are easier to see as well when flying the aircraft on the final approach, as there is no need to adjust your zoom or to move your forward view away to look at the remote panel FMC position with the angled data, instead just look over and glance at the other screen, or tablet. As you can gather I am a big fan of WebFMC Pro, not just because it is handy and versatile, but it seriously helps in the speed to input data in getting the aircraft ready for flight. v1.42 Notes Other areas that have had attention is mostly corrections, tuning and a few bug fixes. The FMC now has Improved trajectory calculation with/without PERF data being entered, there was a bug in estimated speed that was seen in some waypoints and a bug in the ARRIVALS page. Systems covered are with the Stabilizer Motion alert times, that was a constant annoyance in the alarm going off has been thankfully now adjusted and feels far more realistic, another annoying bug was in Autothrottle switch logic, that is fixed as well. The LAND annunciator logic and TCAS electrical dependency have also had attention. There has been a few nips and tucks around the aircraft 3d modeling wise, but otherwise it is the nice old MD-88 we all know and love. Arrival at KORD was all very wet and showery, and why is it so wet in Chicago lately? its been like this for ages? The Rotate MD-88 is certainly one of my absolute favorite aircraft, and it is at a very mature situation now, my only note is the in flight wind noise? I pull the sound .wav file out because I find it a bit too annoying, it hurts my ears after a period of time as well. But that is the only comment. Summary You are noticing on how small the update list each time around is getting now, and so unless Laminar Research makes a global X-Plane change, then there is not much wrong with the aircraft. Of course there will always be updates, but you can safely say the MD-88 is at a very mature stage now. This update is focused on two new features, and both are external from Rotate and the developer themselves. The two additional features cover the plugin options of WebFMC Pro and Dr Gluck's TerrainRadar, and both plugin developers note the extensive work that Rotate has done with both of them to make sure both installations are perfect, and it certainly shows when they are both operating. The install of the WebFMC Pro is an even more useful tool as the FMC setup in the MD-88 cockpit does not have any pop-up panels, I would rate this situation and the plugin's use in this capacity as for the worth of just buying the Pro version of the WebFMC plugin alone. And Dr Gluck's Radar fills in a really blank space on the instrument panel, and in so making it more active and realistic. A great and functional update, even better if you have the required plugins already. Note if the updated plugins are not yet available on the release of this this update review, then they will be very soon. _____________________________________________________________________________________ Yes! the v1.42 McDonnell Douglas MD-88 Pro by Rotate is NOW available from the X-Plane.Org Store here : McDonnell Douglas MD-88 Pro Price is US$59.95 If you already have purchased the McDonnell Douglas MD-88 by Rotate, then go to your X-Plane.OrgStore account and download the free v1.42 update. Green Arc Studios WebFMC Pro plugin (US$19.95) is available here : WebFMC Pro v1.04 Dr Gluck's TerrainRadar Plugin (Free) is available here: Terrain radar + Vertical Situation Display 1.14 Developer Rotate - Rotate.Com Developer Support - MD80 - X-Plane.Org _____________________________________________________________________________________ Features: Custom Flight Management System (FMS) and Automatic Flight Route, departures and arrivals procedures (SIDs and STARs). Custom LNAV and VNAV. Climb, cruise and descend management with altitude and speed restrictions. ARINC424 instructions support. Save and load route to/from text file. Performance management, with complete VNAV profile calculation, including T/C, T/D, and time, fuel and altitude predictions. Takeoff and approach speed management. Custom Navigation Display with curved transitions and MAG/TRU operation. DFGC, Thrust Rating management (EPR modes) and Flight Mode Annunciator. Aerosoft NavDataPro (2016) included (for updated database third party subscription is needed). DIRECT TO page. LEGS page with RTE DATA extension page. CLIMB page with CLB DIR function. DESCENT page with SPEED/PATH, DES NOW and DES DIR modes. Complete HOLD functionality with entry pattern calculation and Present POS. PROGRESS pages with pilot selectable waypoint. More accurate time and fuel predictions. PERF page with BURN SCHED, WIND/TEMP corrections and calculated remaining fuel. FIX page. Detailed simulation of systems WX/TCAS with TA/RA advisories. Power plant: accurate PW-JT8D-219 model, Fuel Distribution, Heat and Quantity Indication, Automatic Reserve Thrust. Electrical: Power Generating and Distribution, APU, Battery Charger, Emergency Power Supply. Hydraulics: Rudder and Elevator HYD/MAN operation, GPS, Reversers and Brakes accumulators. Air: Pneumatics, Air Conditioning and Distribution, Pressurization. Slat/Flap controls with Dial-a-Flap control. Takeoff Condition Computer. Complete Engine Fire Detection and Extinguishing simulation. Simulated Tests: DFGC, Altitude, Engine Fire, APU Fire, GPWS, Windshear, Flight Recorder, Voice Recorder, TCAS, Brake Temp, Stall, Anti-Skid, LED/Annunciators. Pop-up Menu Ground operations page, with GPU/GPS request, doors management, and fuel/cargo/passengers load functions. Fuel & Load page, with load stations according to Weight & Balance manual. Weight & Balance section, with accurate custom CG computing, and Weight/CG predictions for Takeoff and Landing. Hyper-realistic visuals Highly detailed 3D cockpit, passenger cabin and exterior model. Normal and specular maps for enhanced detail. Thorough HD day and night textures. Accurate animations, including wing flex animation. All external and internal lights. Liveries: A set of ten ultra-high resolution liveries, including a paintkit. Custom sounds 3D sound engine with stereo and doppler effects. High quality multi-layered engine sounds. Wind and control surfaces sounds. Cockpit ambient and custom alerts. _____________________________________________________________________________________ Requirements X-Plane 11 Windows Vista/7/8/10, OSX 10.9+ , Linux Ubuntu 14.04 (or compatible) and up - 64 bit operating system Processor: Multi-core Processor 3.3GHz - 8 GB RAM -Hard Disk: 3.3 GB Graphics: 2GB VRAM (4GB+ VRAM or more for best performance) Current version: 1.42r1 (last updated Oct 5th 2018) File Download is a huge 960.40mb _____________________________________________________________________________________ Update Review by Stephen Dutton 12th October 2018 Copyright©2018: 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)
  15. Thanks for a thorough review of what looks like a nice new jet for X-Plane. But I've purchased a few that you mention in the past, (an F16 which was worthless, and an F18 which is much better but still only mediocre), and have been very disappointed with them. For fighters I have an F5, A10 and F18 in DCS which are outstanding models albeit with limited geographic areas. What I'd love is a jet of that quality level in X-Plane. It would be nice to know how this compares with those which I feel set the new standards in sim military aircraft. Thanks.
  16. Yes it grows on you doesn't it... the release of XP11.30 have more branded autopilot's that should give the Aerostar a lift there, if overall the aircraft needed a bit of a beta run before releasing, it is very good, once you get to the deep part of the simulation... a misunderstood aircraft I hope will gain traction.
  17. Aircraft Update : Boeing 757 Professional v2.2.5 by FlightFactor/VMax It is getting to be an almost expected event every year around October in that FlightFactor/VMax brings out a new version or an update to one or both of their Boeing 757/767 twins. And here is October 2018's Boeing 757 update in v2.2.5. The last update in v2.1.13 was a major upgrade, and in fact it was a sensational one in keeping the aircraft right up to date and relevant. So what can we expect this time around to match that release. Well first there was the open ended question of VR (Virtual Reality) that was noted as coming, but not implemented on that major upgrade? but it is now available on this new release version. In reality FlightFactor has become lately more reactionary than progressive, in more the "wait and see" and now "proven" until implementing the features, and so it is here with VR, They have been in waiting for it to mature and settle down in X-Plane than just being first one in and getting all the brick-backs and buggy issues. But now VR is here for the "Rocket" Boeing, so it should be a great dimensional experience. Added is VR (oculus and vive) compatibility with two modes in native and custom. And added also is a VR test page to test VR controller configurations. There are two packages available for the FlightFactor B757 Series. One is the B757-200 single Professional pack. Second is the Extended Professional package with three aircraft included; B757-200 (below left), B757-300 (below right) and the B757-200 F (Freighter, above). And all the aircraft come with two engine choices of the Rolls Royce RB211-535E4 and the Pratt & Whitney PW2037. You can upgrade from the single B757-200 to the full (well worth it) Extended Professional package for US$20. Ground Vehicles and Static elements Notable change is the ground service vehicles. All have undergone a major overhaul and even regional shift. Gone (finally) are the Soviet era tonka style and incoming is a more modern westernised style of vehicle. Included are: APU (Auxiliary Power Unit), High Pressure Unit, Passenger Bus, Stairs, Fuel Truck, De-Ice Truck, Aircraft Cooling Unit (ACU), Two Baggage Loaders (LSU), Waste unit and rear (Cargo) loader. The set is certainly very good now, but not quite as good as using the JARDesign GHD (Ground Handling Delue) plugin. For one there is only one set of stairs, and you even lose that if you set the gate configuration? There is no food service truck, and they are not animated like GHD either... but overall it is a big advance than the outdated vehicles before. Lighting The cockpit and cabin textures had a huge overall upgrade in v2.1.13. The feel in the cockpit was thankfully lighter than the dark drama feel of the early FF Boeing 757's. This time around it is the lighting that gets the attention... ... although it is all still quite dramatic, there is a more mature and realistic feel about the cockpit now. The lighting was always quite good in here, but it now has been completely revised with new lighting technology. The lighting changes at first feel subtle, but they are now really good (note the featured red instrument selection, as you can have white or red or a mix of the two colours). The panel lighting can still look quite too heavy at the full settings... ... but it is very clear and gives great shading. But get creative and find the right adjustment tone and the instrument panel looks amazing. Note the instrument effects called blick strength, and glow. These are custom effects that sort of wash the lighting out a little... certainly a personal choice as the effects can slightly blur out the instruments, but I absolutely love it. It does come with a little setting issue in that the custom settings are quite widely spaced, so half setting is not enough blick, and the next setting is full blick? you feel you are really missing a setting in the middle for perfection. Storm and overhead cockpit lighting is also very good and quite bright. It makes aircraft setup in the cockpit great and easy at night. Settings are OHP "OVRHD" full (Storm), or the same side panel adjustment in "FLOOD", it can be slightly confusing because there is another lighting knob "OVRD", but it adjusts the instrument back lighting? The are two map lights over each pilot, again both are brightness adjustable and excellent. If your follow X-PlaneReviews you will know that I am very particular about cockpit lighting on approach. A nice correctly set lighting setting can be the difference between total realism and or that average feel in the cockpit on the approach phase, in other words if the cockpit is dark and instrument lighting is set accordingly... here it is certainly very good, but it comes with a few quirks. In the freighter version there is no cockpit door, and as the door is set here further back as you enter the freight deck. (nightmares of the FedEx employee with a hammer!). The cabin/rest area lighting is separated and adjustable from the cockpit lighting (very nice!) but it can also reflect light badly back into the cockpit unless it is toned down for landing, which is highly realistic... ... however when toned down and all the overhead lighting turned down as well I still got some rear reflective lighting? Then a few minutes later I didn't? as the reflection lighting disappeared? and then it was perfectly dark in the cockpit. My guess it is the PBR effectes not adjusting to the settings more than the actual lighting set on the aircraft, so it is correct and it does work... and when it is set in this condition the cockpit dark mode feel is certainly excellent and perfect for the approach and landing phase. Undercarriage sequencing A lot of time and work went into getting the undercarriage extraction and retraction speed and more realistic sequencing of the movement of the gear, it is noted now as perfect. Tiller can now be operated manually from the pilot's seat... but it can get confused if you use an addon yaw joystick, but if you want pure and authentic control it does work well. Weather and Terrain Radar (VAR/WX+T) is still the best in the business. Notes include ADI (Attitude Director Indicator) and horizontal situation indicator (HSI) options now available on the flight instruments, the CDU FIX page has been improved, now you can enter both: brg and dist at the same time to draw both things on the ND, with the circle and radial at the same time. The tilt indication on EHSI (Electronic Horizontal Situation Indicator) has also been fixed. The spoiler shacking effect is now dependent on SHAKE ON TURB checkbox, but I found with the "SHAKE ON" set, the turbulence effect was overwhelming with flappy wings, so I turned it off, I will note I fly with xEnviro active, so my guess is the METAR date is out with high winds. There is also a new failure scenario system, the new version allows one to build large scale scenarios with failures events, or multiple failures that relate to each other, very good for realism, but bad for your everyday flying as the maintenance woes stack up. There are now more in-cockpit sounds (more now in 3d) to add in to the already comprehensive sound set, it is very good with the many options for advanced sound and adjustments. Fixed or items that have had attention to are: fixed nav light (always out on FlightFactor Boeing Twins?), cabin door (now works), nose wheel steering with BetterPushback fixes... text lighting on MCP (Mode Control Panel) and also fixed are more realistic tiller and pedal algorithms. An excuse for some nice images Early evening departure from KORD (Chicago) to KSEA (Seattle) was wet and nasty, and I am full to the brim at a 219,000lbs of aircraft, fuel and cargo weight. Personally I like flying with the heavy weight, as you have to be more flexible on speed and in the vertical pitch to get the right balance of getting the aircraft up to cruise altitude (FL300). Once above the weather you get the dying sun in your eyes as you head west... The reflection of course is on how far this Boeing 757 from FlightFactor has come in the last twelve months. As this Boeing 757 originally comes from another age and long way further back from November 2013. Strange about the age as for one thing this Boeing 757 doesn't feel is old, in fact it is a long, long way past that age, even to those that are highly familiar with the aircraft. Summary The April 2018 update of v2.1.13 for FlightFactor's/VMax Boeing 757 Professional Series was outstanding then, and in reality you didn't expect another update for the rest of this year. But no the updates keep on coming, as here is another major step with v2.2.5. Major reason for the update was VR (Virtual Reality) compatibility, but a few other nice things have had attention as well, with lighting and mostly in the cockpit with new lighting technology. The ground service vehicles have also been (finally) overhauled and and now are made more of western designs than the older Soviet outdated trucks, and there are a few more vehicles as well. The rest of the update is still an extensive list of fixes and bugs that just adds in more functionality and more details to get the B757 as near to perfection as you could get in any study grade simulation. So for the majority this is another nice tick upwards, but for those fliers that haven't yet flown the Boeing 757 Series from FlightFactor, then you are missing out on something special, and if you like medium sized airlines or like to haul freight nationally with the expanded version, then you can't go past this series... highly recommended. ______________________________________________________________________ Yes! the Boeing 757-200ER Professional & Extended versions by VMAX and FlightFactor Aero is NOW! Available from the X-Plane.Org Store here : Boeing 757-200ER v2 Professional Price is US$64.95 Boeing 757-200ER v2 Professional Extended Price is US$84.95 Boeing 757-200ER v2 Professional Extended Upgrade Price is US$64.95 + US$20 You must already have purchased and own the current Boeing 757-200 v2 version for any updates to the aircraft Requirements X-Plane 11+ (XP10 is not supported!) Windows 7+, Mac OS 10.10+ or Linux 14.04+ LTS or compatible. running in 64bit mode 2Gb VRAM Video Card Minimum. 4Gb+ VRAM Recommended. 8Gb+ VRAM Preferred. Current Version : 2.2.5 (Last updated September 29, 2018) Free auto-updates for the entire XP11 life-cycle ________________________________________________________________ Update Review by Stephen Dutton 3rd October 2018 Copyright©2018: X-PlaneReviews (Disclaimer. All images and text in this review are the work and property of X-PlaneReviews, no sharing or copy of the content is allowed without consent from the author as per copyright conditions) Review System Specifications: Computer System: Windows - Intel Core i7 6700K CPU 4.00GHz / 64bit - 16 Gb single 1067 Mhz DDR4 2133 - ASUS GeForce GTX 1080 8Gb - Samsung Evo 512gb SSD Software: - Windows 10 - X-Plane 11.20 Addons: Saitek x56 Rhino Pro system Joystick and Throttle : Sound - Bose Soundlink Mini Plugins: Environment Engine by xEnviro v1.09 US$69.90 : XPRealistic Pro v1.0.9 effects US$19.95 : WorldTraffic 3.0 Plugin - US$29.95 : BetterPushBack - Free : : JARDesign Ground Handling Deluxe plugin Scenery or Aircraft - KORD - Chicago O'Hare International Airport by Nimbus Simulations (X-Plane.OrgStore) - US$27.95 Changelog v2.2.5: - added VR (oculus and vive) compatibility with two mode, native and custom. Please see manual! - added a VR test page to test VR controllers configuration - added new vehicles - added an ability to control nose wheel from the cockpit lever - added plane loading and unloading on command - added support of loading co-routes in ICAO format, see the manual for details - added custom gear sequencing, now fully custom and close to reality - implemented new lighting technology in the cockpit - implemented a new failure scenario system - allows one to build large scale scenarios with failures events - implemented missed ADI&HSI options - made several visual and texture fixes - made it so the spoiler shacking effect is now dependent on SHAKE ON TURB checkbox - made available direct-to via the first line in legs in non original variants - made changes to 3d lighting in the cockpit - made some minor graphical changes to the exterior - made some changes to the in-cockpit sounds (more 3d) - The CDU FIX page has been improved, now you can enter both: brg and dist at the same time to draw both things on the ND, circle and radial at the same time - tunned the autothrottle to bring it closer to reality - improved pos update logic (dead reckoning) - improved vnav profile calculation stability - graphical fixes in the cockpit - fixed elevator animation - fixed nav light - fixed cabin door - fixed nose wheel steering - fixed text lighting on MCP - fixed some issues with pushback - fixed the issues with tiller and pedal algorithms - fixed tilt indication on EHSI - Remote CDU: Fixed double-entering symbols by one touch on Android devices - Remote CDU: Fixed rendering the square symbol as emoji on mobile devices   1 Anthony96 reacted to this
  18. News! - Watch out for the A380 at Cosford Coming this Saturday is the Cosford Flight Sim gathering at RAF Cosford in the UK. Philipp Ringlar is doing an X-Plane11 presentation, and that is guaranteed to include the X-Plane11 v11.30 beta release. Philipp's presentation is the last one at 3.30pm. Another presentation at Cosford is SimFLY at 11.45... this presentation is conducted by Matt Davies & his team from Mettar Simulations. So why is this presentation important to X-Plane users... Well Mr Davis has pre-announced the project for an Airbus A380... It is noted as their much hyped, cross platform, study level A380. Notes include; The A380-841/842 version is with Trent 970-84/970B-84 & Trent 972-84/972B-84 engines respectively - and It will be available for Prepar3D v4+ & X-Plane 11+ It will utilise all of the fancy technology that is available in each platform. We will have native models for each platform and textures/sounds to match. It’s being developed as a standalone product (basically completely external to the platform you decide to use), of which we are then building a “bridge” to connect it to the actual platforms. This means we have full control of every parameter and will not suffer the limitations of platforms. This also means should another platform be released, or we decide to delve into an already existing platform (for example, AeroFly FS2), it’s relatively straightforward to do so. - Everything will be modeled unless it’s of a security concern. It will be exclusive to Simstall - It will integrate seamlessly with the new projectFLY network, especially from a dispatch and ground services point of view. - It will simulate failures/wear and tear, etc. I am going to put some notes on this to highlight the fact that the above announcements are quite extravagant and as what to really expect in reality. The only aircraft to be created for X-Plane in this cross-platform realm has been FlightFactor's A320 Ultimate. No doubt now mostly sorted it is very good if not exceptional. But the development road was extremely long and very if extremely difficult (kudos to FlightFactor for pulling it actually off), but you can see the sort of development hell that Mettar Simulations are faced with and then without actual experienced X-Plane developers helping out in the project, of which FlightFactor are so well endowed. Both currently only FlightFactor and ToLiSS are Airbus graded (to this level) developers in X-Plane. So if this A380 announcement had come from FlightFactor, we would of course be running around the room like ET with our hands in the air, but it is not, but from an unknown developer with no earlier track aircraft development record? Yes they have a large development team, but the A380 is not their only core product under production. Never say never, but the odds are certainly quite high for this A380 to be created and actually be delivered, as most developers without a track record or without association an experienced X-Plane developer in the team, as it can suddenly find themselves in a bit of a mess. As 3d external modelling is one thing, but the internal systems and the extensive plugin development is were most fantasises come clattering down... and they want to make the A380 cross-platform? It will certainly be an interesting presentation, but take away from it the reality more than the hype. The "It will be exclusive to (only to) Simstall " is another boundary to note, it won't be freely available on any eCommerce store, but only on their own platform, and we know how much we like direct control of product within the simulator, and my gut feeling this is an Orbix funded venture. ______________________________________________________________________ News by Stephen Dutton 2nd October 2018 Copyright©2018: 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)
  19. I could see a GNS-750 or an Aspen navigation suite because those were actually installed on some Aerostars, but G-1000?? I'm sorry. I just cannot see that. I also think it may be just a bit silly to pass up a really great flying experience, just because the dev didnt cater to your wishes. Is tyhe plane a study level LES masterpiece, or a 777 Worldliner?? No of course not. And its no Carenado either. What it is however is perhaps the most honest rendition of an aircraft I've ever shaken hands with. This [plane instantly went from "what the hell did I just buy" to "I guess i wont be buying any more Carenado's". It doesnt feel like any other aircraft Ive ever flown. Its a bit clunky, a bit down home-ish, and a total masterpiece of Ted Smiths engineering. It's a vintage MG automobile, with a Merlin engine if you must compare. It's controls are baby simple, its handling is like a scalpel. It goes exactly where you want. Because it specifically was not made to be some incredible super duper god plane from heaven, and is simply Ted Smiths maybe not quite humble contribution to aviation ( like the Aerocommander shrike ) I personally feel that this is one of the very best releases this year..
  20. Behind the Screen : September 2018 Most online fliers don't really care about scenery, it is all about in the way the aircraft flies, handles and feels. To a point they are correct, but if the aspects of the way you use and fly an aircraft is not accurately represented in it's correct environment then without that reflection you are seriously missing something else in the dynamics of simulation. Almost all of the early simulators certainly followed this aspect, as scenery or the replication of the real world environment was not back then a high profile item on their feature lists, obviously detailed aircraft were not available either, but if the general view of the land (ground) and sky was represented then the focus was on the flying of the aircraft. Even when I came into X-Plane with v9 nearly nine years ago the scenery mesh was still quite primitive, you accepted it because it was the best it could be at the time, even if the mesh and objects was still basic, airports were a little better but were mostly converted early FlightSim 2004, because they were the only objects that would sorta of convert over to the X-Plane's initial OBJ8 format. If you wanted some sort of a realistic environment what you really needed was a very good if warped sense of imagination, thankfully I was equipped with such a heightened awareness. X-Plane10 came in with a focus more on the environmental aspect than the actual aircraft. the base mesh came now with complex mapping built in, which replicated better water areas and most importantly included the OSM or Open Street Map data that replicated real world traffic and street layouts, it wasn't perfect in that it relied on real data, and so if you flew to say China, it looked like the Chinese were still back in the water paddy era (it still does to be honest). With X-Plane10 also came "Autogen" which was a set of library objects built in to the simulator to replicate housing and urban infrastructure, it worked and it didn't, because at first there was too few art assets of which then basically consisted of SoCal houses (South California) and a few factories... The idea of X-Plane autogen was to not totally replicate absolutely real world objects, but to sort of create a generalisation of what a urban areas looked like, the plus is that the objects were highly refined and extremely efficient, if a little samey compared to the real world, worse was the fact that the SoCal minority objects severely restricted a worldly view and to a point even se in their own American landscape as well. Secondly is that when X-Plane 10 was released all of those 6 years ago, as then computer power or graphic card power was still quite small anyway and if you had 2K of graphic power you were in the top order of trendsetter of gamers, and even with that title then full maximum object settings were just within your reach and not in to the full capacity you really needed to create a realistic urban world around you. The last aspect of X-Plane10 that made a difference was the extension of the area tiles, from a meager 50nm outward to 100nm or . From any altitude the small tile footprint was dismal in the early X-Plane environs, but the 100nm extension did make even a horizon look plausible, but still and even today some mountainous artifacts can still creep into the visual extreme boundary. The odd thing was that X-Plane11's focus was not on the environmental areas, but in some ways X-Plane11 has had an even more larger impact on the realism factor of X-Plane. PBR (Physical Based Rendering) with reflections and it's better shadow and lighting effects now brought the objects to life, and scenery and mostly airports became a much more real place to work of fly into or out from. Then more autogen objects in the form of Germanic style housing really changed the outlook of areas, as the German feel is more representative of areas not only in Europe (including the UK) but even in Asia, Russia and even Japan than the restrictive American architecture. Other areas have changed significantly as well, mostly in graphic power. In 2018 you should have at least a 4K graphic card, a 6K is better, but in reality a 8K card is now required, with a 11K card as a target soon. The line should level off around 15K of which is still a generation of graphic cards away. the Nvidia GeForce GTX 1080 Ti is the current champion of the best of the best with 11K, but even with this monster installed then you will still not get every setting slider set to maximum, as the killer here is the texture quality. So why the X-Plane history lesson? Well it is important to note that In 2018 a line was crossed, an important line on several points. One was that more European urban (meaning industrial) autogen was added now into the mix (which was covered here) and the American set of the same medium industrial autogen is coming in the 11.30 beta. Also scenery developers finally got the message that using the autogen to your advantage can create a better product, in that if the gaps between the autogen and the custom scenery was reduced it made a huge difference to the overall scenery. That aspect is also covered even in a larger picture in that if you create city sceneries with using the autogen as a major fill around your city central items. It is important to note that to get the full effect now, you do need your object slider set at full maximum, in the past this was really never possible, but autogen efficiency is getting better, but obviously there has to be a trade off, even for me. That comes with dropping down your texture quality slider to "high", and yes you lose a little quality, but not as much as you would expect in this age of high quality textures. But find the balance and you can get a high object count and still have a quality custom scenery and still mostly use or get through with the settings on a 4K graphic card. The current effects of all this is that now X-Plane11 scenery is getting mind bogglingly good, the images created for the reviews shows those aspects on how far X-Plane has really now come. There is no way even a year or so ago you could get the scenario of Florence, Italy or the mega Seattle size sceneries to deliver the sort of full visual impact that they are now delivering, in airports with ShortFinal's KLAX and Nimbus's KORD they are not now islands in the landscape, but part of the landscape in a whole. I have always championed the use of the efficient autogen coupled with custom scenery to get the best visual representation and efficiency out of X-Plane and the current development certainly bears that out, yes I accept the Ortho4XP route is very popular, but expensive with hardware and not very efficient. But to date you can see the effects of just have one artist doing the work, as very good and talented as it is, it is just too slow a progress, ditto the excursion for city landmarks as only a few can be produced for each city, leave landmarks to the custom payware addons and add in more regional autogen for more impact, that fact has now been proven. But I am not denying that in areas the autogen model is still wanting and many blank areas do still show uncomfortably in your eyeline. And in another aspect it also now shows the limitations of the X-Plane autogen spread as being now very severely limiting. Certainly the Seattle scenery made that very obvious, with if you sit at Sea-Tec airport and turn your viewpoint to the Seattle city, then the autogen stops about halfway into the scenery, and from above it shows the spread limitations quite badly, and that is not to get started on the limitations of the traffic/road night lighting. But the x square of adjusting the autogen spread like with the earlier load of mesh tiles maybe more of a backward step at this point than a forward one. But that ultimate of nirvana is now getting extremely close as well. Views of horizon to horizon autogen and full city landmarks will soon create a full vista of reality. Helped by (hopefully) the huge efficiency of the Vulkan/Metal api's and the next generation of computer power, then the doubling of current processing power should get the deed finally done, and all should come together around the time of X-Plane12's release. This is also very prominent in that the Laminar Research road map (hint X-Plane12) will mean a major focus on efficiency, so the biggest changes will be internal and not visual, with all the expanded updates and versions over the last decade, and that is not overall a bad thing, as it is a clearing out of the dated aspects of X-Plane that are holding it back and not allowing the simulator to move forward, and obviously we will lose some very cherished areas, which is very Apple, but we know that the benefits will always highly outweigh the losses. The point is that finally X-Plane is starting a new era in realistic visual simulation, yes there is still a way to go, but finally the blocks are now falling into place, and it has been a very long difficult road to get to this point... but we are getting there. Ground Routes Many new airport payware scenery releases are featuring and including WT3 - WorldTraffic3 ground routes and airport operations as part of the package. The included routes are excellent in a drop in and get instant perfect traffic activity at the airport. These provided routes have a load of advantages, mostly in saving you time in either waiting or generating the said routes and then getting on with this flying business. Get it right and it is an instant high satisfaction rating. But many if most scenery releases with this new feature now being released, is this aspect really not what it really seems at all, and in some ways it is a total backstep to the sceneries benefits. In most cases those so called provided "custom created" ground routes are just a generation of WT3 application, packed up and packaged. And in most cases they are not even tested. The issue really goes far deeper than this. Most developers understand the creation of the ATC ground route system in WED (WorldEDitor), but only on a superficial level. So yes they create the ground routes and what is done is done and expect the routes to be perfect, but the problem is that all traffic applications and certainly in the far more clever and more complex WT3 application, in that it requires the far, far more detailed and correct flow information in taxiway and runway routes, correct stand information (open stand or bay stand), and more so in the state of the stand (correct stand information). I admit is it very complex layout to understand and can take a fair bit of time to configure correctly and yes only a few brave souls have gained this specialised skill, and the very best is Brian Navy or K-Man. And to a point that is the problem. Start up a newly installed scenery with these so called provided custom routes inserted and they either work perfectly or worse horribly in they simply don't. The thing is here you are paying for them to be honestly perfect. But too many sceneries lately have been totally horrible, with traffic aircraft running around in circles, running across the grass, departing right through terminals and the list goes on, in fact they are worse than the generated versions in the first place... the worse issue is the landing connection to the gate or stand. This is actually caused by the stand information not being the correct data wise, but the results are when even an aircraft lands correctly it will simply disappear instead of taxiing off the runway to the gate. That is fine but in over half an hour and all the ground aircraft will have then departed and then with no resupply of arriving aircraft, the airport then empties out to a complete blank or a wasted few. Worse this month was LEAL - Alicante Airport by VirtualDesign3d, followed by KORD - Chicago by Nimbus, and the list this year has been extensively long, and do you yet see any reviews on these pages for the said scenery, no, and that is because the traffic systems just don't work, and if you haven't see a review for a released scenery, you can always guarantee it is always this same issue. Thankfully Brian Navy has fixed up KORD, as he fixed up KSEA and KLAX as well and a mountain of others, so we should send him some nice fat food parcels or slabs of beer. But that does not fix the problem? The thing that really annoys me! is that to get the ground routes checked out for these mistakes is not THAT hard to do. I certainly don't want K-Man overloaded with fixup issues to save us all, but obviously he and a few others could advise on what is wrong the ground routes and where to fix them. Developers think that the scenery highlights are the 3d buildings, great animations and specialised glass and as much clutter as you can fill in there... but if the traffic activity does not work, then for everything else it is a dead airport, or a flat simulation, or worse a lot of wasted purchaser's time in getting it all fixed up to the point that it should have been done in the first place... ground routes and airport activity is the No1 feature of every scenery, not the bottom of the list feature, if the traffic does not work correctly you won't use the scenery, buy another one from the developer or worse just bin it... and worse still I won't review it, because the punters deserve better. X-Plane11.30 It is almost here... The next X-Plane11 update in beta 11.30 is due imminently, and my guess at the UK Cosford FlightSim on October 6th. A note that the speaker at Cosford for Laminar Research is not Ben Supnik or the Grand Poobah himself in Austin Meyer's but Philipp Ringler. That denotes that Ben is staying back to cover the XP11.30 beta fallout, of which means the release will be the same time as the presentation and not a delayed release date.... excited, you should be. This update is full of features, but it will still be the small fixes that will have the biggest impact on your day to day flying. Obviously it will be the new particle effects that will create the most drama, and the game is on in that who will get their aircraft out first with the effect feature? Or will we get the same deal as when X-Plane11 came out in that many developers will wait until v11.30 goes final before updating? personally I don't think so, as the effects have been in development for a very long time and also they should be be very well tested by now. One thing will be for sure, there will be a lot of updating to do, and it will be very busy until at least the USA Thanksgiving day 2018 marker. The update will of be covered in detail by X-PlaneReviews as per usual, and by the time the next "Behind The Screen" comes around in November then v11.30 will have been released and all the results will be in... so until then, just keep on downloading and updating! Stephen Dutton 1st October 2018 Copyright©2018: X-Plane Reviews
  21. Brilliant review for a plane I've been waiting years for - Valley now has a completeness about it! Huge thanks to the Just Flight team for not just bringing this over to X-Plane, but making it better with PBR, those amazing sounds, the flight model and all the other goodies and details 👍
  22. Great review as always Stephen and thanks for the kind words I'm trying to find an Australian livery but, AFAIK, the RAAF uses the Hawk 127, an advanced version. Any pointer to a T1 ?
  23. Yes LEBL is very much overdue for an update to XP11 features, great scenery though... I use it a lot.
  24. There's one at Dryden Sims too: http://www.drydensims.com/f-14b-tomcat.html
  25. News! - Scenery Release : LGRP - Rhodes International Airport by JustSim Scenery from JustSim has been quiet lately, but it looks like they are going to quickly make up for it. First off the ranks for X-Plane11 and is now available is LGRP - Rhodes International Airport, or as it is known as "Diagoras" or Diagoras International Airport (LGRP), which is located on the West side of the island of Rhodes in Greece. Features: Detailed airport objects and vehicles Custom textured taxiways, runways and apron Custom surroundings Custom airport lights Compatible with X-Plane 11 features Animated ground vehicles (X-Plane 11 only) Shading and occlusion (texture baking) effects on terminal and other airport buildings High resolution ground textures / Custom runway textures High resolution building textures Excellent night effects Realistic reflections on glass World Traffic compatible X-Life traffic compatible Optimized for excellent performance Now available from the X-Plane.OrgStore... JustSim have also noted that the next scenery release for X-Plane11 is EBBR - Brussels, noted as to be released in two to three days, or the weekend. ______________________________________________________________________ Yes! the LGRP - Rhodes International Airport by JustSim is available from the X-Plane.Org Store here : LGRP - Rhodes International Airport Price is US$17.20 Requirements: X-Plane 11 Windows, Mac or Linux 4Gb VRAM Minimum - 8Gb+ VRAM Recommended Current version: 1.0 (September 26th 2018) ________________________________________  News by Stephen Dutton 27th September 2018 Copyright©2018: X-Plane Reviews 
  26. Dear All, I bought this scenario last month. While I program the FMC, I have noticed that there is not ‘’ SID ‘’ : it is appear ‘’ none ‘’. Do you know why ? It is happen just with KORD, so I gues there is not a problem from the Airacs, which I installed the cycle 1810.
  27. Aircraft Review : BAe Systems Hawk T1/A Trainer by JustFlight - Thranda Design The Folland Gnat T.1 was the mainstay of RAF jet training onwards from 1959. The aircraft was a nimble and extremely good training aircraft for pilots moving into military jet aircraft and then moving on upwards to the heavier Hawker Hunters and English Electric Lightings. But in the early 70's the RAF realised that the next generation of jet fighters would require a more advanced trainer and a two-seater to accommodate the Sepecat Jaguar and the Panavia Tornado. The result was the Hawker Siddeley Hawk T1 (Trainer Mk1). In reality the relationship of the Hawk to it's predecessor the Gnat is actually very close and highly related. Hawker Siddeley had bought out Folland in 1959, as British Aerospace Systems (BAe) would also merge with Hawker Siddeley in 1977, however the Hawk was built and still assembled in Hamble at the old Folland factory where the Gnat had also been produced. The Hawk also followed the Gnat in being the mainstay of the RAF British Aerobatic Team, known as the "Red Arrows" and still holds that coveted position today. JustFlight - Thranda Design It is just under a year in that the partnership of JustFlight and Thranda Design released their first aircraft for X-Plane11, that was the PA28R Piper Arrow III and since then there has also been the PA28R Turbo Piper Arrow III/IV in February and the TB10 Tobago & TB20 Trinidad in May and finally the excellent Cessna 152 ll in June. All aircraft I thought brought far more to X-Plane in features and to the general aviation category, but more so in the highly realistic handing of the aircraft. They are not cheap aircraft and all sit on the top of the scale in price for general aviation aircraft, but they also do deliver in another level in quality as well. This is JustFlight's and Thranda's next release with the BAe Systems Hawk T1. First it is a radical change from the usual general aviation style of aircraft and it also took a long time to get released? The aircraft was initially first announced back in February earlier this year, then another promotion in the middle of the year sent our heart's a flutter again but then it all went very quiet, this time it is actually here... so was it worth the wait? That is what reviews are for, so let us see. BAe Systems Hawk T1/A Trainer We have come to now expect a very high quality aircraft from JustFlight/Thranda, as it should be in this price range as that is what you are paying for, in high very high quality and for loads of features. There is no doubt the Hawk stands out there in the quality stakes, the level here is extremely high, if the best fighter/trainer now in in X-Plane11. To be fair there is not a lot of competition to compare the Hawk with as very few modern fighters have yet made the transition from X-Plane10, coming and in the same category is X-Trident's Harrier AV8B, so that aircraft will be a better benchmark. Would this aircraft pass the Airshow walkaround test? you know the one where you walkaround the aircraft noting it's details and equipment points, take a few pictures to remind you of the aircraft... in this case yes. The quality of the detailing is phenomenal, and I am set at a lower resolution setting. Another level of detail again for X-Plane? If not then it is close... aircraft modelling is absolutely first rate, perfection, not a 3d bump out of place. In realism you have glass and reflections that really deliver (note the explosive cord for seat ejection on the canopy glass)... again are you looking into a real jet at an airshow? if not then you are pretty well close to it. It is the smaller details that create a believable realism, note the slightly worn landing light nose glass and wingtip lighting enclosures, the tail leading edge material and the correct accurate layout of rivets and paneling. As a note, the Hawk uses the Rolls-Royce/Turbomeca "Adour 151" non-afterburning turbofan with 2,360 kilograms (5,200 pounds) thrust. It is a more expensive engine, but also more economical to use; like the Specate Jaguar it also uses the "102" version of the Adour in a twin-engine installation. The engine drops down out of the Hawk's belly just behind the wings for service, and in principle can be replaced in one and a half hours. The Hawk is built with ease of serviceability in mind, and almost a third of the aircraft's surface is covered by access panels. There is a "Microturbo 047 Mark 2 Gas Turbine Starter/Auxiliary Power Unit (GTS/APU)" that is installed above the engine to permit self-starting, and to assist in relights after an in-flight flameout. If the aircraft loses power in flight, a ram-air turbine can also automatically pop up in front of the vertical tailplane to provide emergency electrical power and the RAM is featured here and works realistically on the aircraft. The Hawk has two main and one forward strut trailing link undercarriage assemblies... .... detailing is the very best as you would expect in this class, but even more so. Every joint, component, hydraulic line, hydraulic piston, nut and bolt is here, even the strut labels and markings are also correctly applied. Animations in ground movement and retraction/extraction are perfect, even more so as the trailing link assembly can give the taxiing of the aircraft a feel that is quite different from normal, but perfectly authentic. Back to the airshow... usually you stand in line, and usually for a long wait. But your turn does come and you have a fleeting few moments... ... you can look of course but can't touch! but what would you give to sit in there? "sit in the real jet"... The aim of the ultimate in simulation is break down that barrier, and to be able to not only sit in the aircraft but to actually flying this expensive complex machine as well, to live the dream. But for to that to work in simulation then the detail must above and beyond, you thought what was excellent even a few years ago, but here with this Hawk you see the level go higher again, and in a few years it will go even higher... but for now this is the best of the best current standard. First glance inside the Hawk cockpit is the usual overwhelming complexity. But usually as you decipher and break the detail up and work it all out it all comes to make sense... Panels are grouped as: Left console – throttle, engine starting, electrical and flying control systems Left main panel – weapon selection and radio Centre main panel – flight instruments and weapon sighting Right main panel – engine instruments Right console – avionics equipment You can't expect every switch or button and knob to work in the cockpit, but I would guess the number is still very high in here at around 90%. In the rear seat that percentage is around 70%, not bad, but you still miss a few things you would like to control. Cockpit detail is to the extreme. Many fighter cockpit have been exceptional in detail, but don't convey that realism factor, but that is not the case here, it is about as real as it gets, every seat belt, material stitching, pipe, metal panel, screw, nut and bolt is visible and all have highly realistic textures... ... the highlight is the instrument panel glareshields, they have that dusty, not touched since installed look about them, you just want to move your fingers in the dust to create a mark, perfection. Menu/Features The menu is fully featured and positioned via the usual JustFlight left screen side arrow, scrolling on the arrow will make it transparent. This menu layout is far better than the earlier menus, as they had just a red transparency when selected and they looked very dated. This version has coloured items for selection and looks the business. There are 21 selections and features to choose from, and not in any order we will start with the pilots. There are two animated realistic pilots that you can select via the menu, you can also select if you want their visors up or down... ... one note is that if you put the front seat pilot's visor down the screen image goes slightly darker, but the rear visor does not create the same effect? also the pilots selection is only external, so if you are seated in the front or rear seat, then the other seat internally is empty, which is a bit odd as you can select if you want this feature or not? (arrowed) Why not show the internal pilot if you so wish for realism? Overall the pilots are excellent in detail. Selections include static elements like: chocks (rear wheels), tags and pitot and engine inlet/outlet covers, and a very nice work maintenance step frame... ... another ingress option is the aircraft's built in steps, or pop out extensions that are well done (arrowed above). Options include the external diesel tank carried by display aircraft, or the M61A1-Vulcan 6,000 rounds per minute centre mounted cannon... Four armament racks allow a variety of weapons, that are selected via the X-Plane "Weapons" menu, here we have the AIM-9 Sidewinder and AIM120-AMRAAM, but bombs can be carried as well, but just watch their excessive weight are balanced! Nice detailing on the armament racks that will change to the correctly selected armament. Forward locker opens to reveal the avionic equipment racks. There are two Hawk versions to choose from in the T1 or the T1a. This is noted via the extension over the exhaust outlet... ... but in reality it is a bit useless? The difference between the T1 and T1a versions is that the T1 is the trainer, and the T1a is the armed or fighter version? so why not use the selection to denote the different types by having the armament off for the T1 and the aircraft armed for the T1a version? Menu options internally include the aiming gunsight, and two left and right flip up frequency display panels... ... they don't actually display any frequencies? but there is a fix by MatthewM that adds in the frequencies via an texture file. The same display fix is also in the Red Arrows display livery by Christophe, and here you also get with the livery the lovely Red (Arrows) flying suits as well! With the external diesel tank attached you get a double panel of a set of coloured lights on top of the glareshield (yellow arrows), but there are no notes on if they work, or why? There is a good kneeboard for checklists that pops up. It can be moved around the screen, but it is not scalable, which makes it a bit of a blocking visual distraction in the air (as you can't see anything forward!) as the menu itself is also locked to the left side of the screen and again not scalable.... joysicks front and rear can be hidden and note the "Rudder Lock" (arrowed) Final menu options include a "Cold and Dark" to ready (electrical on/off) and a full engine start up that starts the engines and configures hydraulic and electrical systems so that you are ready to taxi feature, you could call it a "Scramble mode!". There is a feature that configures the aircraft so that weapons are live (ready to fire) and you can select/change the livery from the menu. Instrument panels Power up and the Hawk comes to life. Panel lighting is excellent and adjustable for the left, right and main instrument panels. Annunciator warning panel (CWS - Central Warning System) can be tested. Main cluster of flying instruments covers clockwise... Turn-and-slip indicator, Main Artificial Horizon, Backup Artificial Horizon. Main Altimeter, Vertical speed indicator (VSI), Horizontal situation indicator (HSI) or heading indicator, Directional gyro indicator (DGI), Combined speed indicator (CSI)... top centre left is the Accelerometer. Right front panel is clockwise: Standby altimeter, Cabin Altimeter, Oxygen supply contents, Fuel gauge, TGT indicator (Turbine Gas Temperature), Engine LP shaft rotation indicator/RPM indicator. The Oxygen flow indicator will flip on and off if the oxygen is flowing correctly. lower right is the electrical switchgear and panel lighting adjustment knobs. Depending on if the Hawk is armed or not (T1a) then the firing panel is located upper left... The Lock/Live switch is upper right (magenta arrow). Pylon (rack) selection and armament selection is on the Weapon Control panel, but don't for "heaven's sake" fire it off on the ground like I did... ... as it is not pretty and I suppose that is what the "Safety" is for! The Hawk has a CCS or Communications Control System which provides overall control of the elements of the communications system. The CCS integrates the VHF transmit facilities and the audio signals from this equipment and from the ILS and TACAN receivers. It also integrates the audio tone of the tone generator in the Central Warning System. The radio below the weapons panel is the UHF radio set, but with X-Plane11 you can't access UHF, so the Hawk uses regular VHF frequencies. This radio will control the COM 1 frequencies. It is very nicely done anyway, and super easy to set and use. There are also 20 preset frequencies you can use and if you want a certain frequency, it can be set via the ‘manifest.json’ file with a text editor. Right Console Right panel has the other radio set and this unit is again a UHF unit, but set to the regular VHF (X-Plane) frequencies. This radio controls the COM 2 frequencies. Again the radio can be preset to frequencies and details on the correct insert order (‘manifest.json’) can be found in the manual. The radio panel layout and detail here really good and quite authentic (to a point with X-Plane restrictions). An ILS installation is comprised of a localiser and glideslope receiver and a marker receiver, there is no autopilot, so the ILS is a visual reference only. The Hawk is fitted with an IFF/SSR (Identification Friend or Foe/Secondary Surveillance Radar) system which provides identification facilities and IFF, and civil SSR including ‘Mode S’. The system provides facilities for an IFF or SSR ground radar station to interrogate the aircraft and for the aircraft to rapidly and automatically transmit an identifying reply. The system replies to Mode 1, 2, 3/A, 4, C and S interrogations, including civil and military emergency interrogations. The IFF/SSR control display unit (CDU) is used to control the operation of the IFF/SSR transponders. It works in this aircraft in the MODE 4 interrogations 4A and 4B and for civilian M3/A or auto selection. Note the oxygen valve (yellow arrow above right). Lower panel known as the "Leg" panel is on the upper panel is the AHRS (Attitude and Heading Reference System) control unit, and the lower is the ISIS control unit (Ferranti ISIS Century Series Gunsight). The AHRS is used to calibrate the artificial horizon or align, and if the balls (both main and standby) are lazy then you haven't done this before flying the aircraft. The Ferranti ISIS Century gunsight is adjusted via the left and right knobs (arrowed above right), but I can't see any brightness adjustment, so the sight is quite hard to see? Mode selections include: GA – for air-to-air firing, G – this mode is for air-to-ground gun attacks. With G selected, the aiming mark is then depressed to cater for the gravity drop of the shell, R – same as G, but drift control will adjust the horizontal position of the sight, B – when B is selected, the sight is initially depressed, but can still be moved with the depression control. S – same as B, but the sight is not initially depressed. M - air-to-air missile attack mode is not available. Left Console On the left the console covers the aircraft's throttle, engine starting, electrical and flying control systems. Note first the rearward and slightly hidden main fuel cock lever. Engine start and aircraft (electric) trim switches are rear panel. The lovely stubby throttle is excellent, but note the catch? (arrowed), to move the throttle and the catch needs to set in the up position, but be careful if you hit the catch in flight to click down, as then if you go back to idle the throttle will then lock, unless you release the catch again to up... not the best idea to do if you are on an approach? A set of five gauges cover: No. 1 and No. 2 hydraulic system pressure, Brakes supply pressure and Left and right brake pressures. Left lower main panel are buttons to raise and lower the undercarriage, "UP" is retraction, and "DOWN" is extraction, very different from the usual lever... a manual gear release for both the nosewheel and main gear is here as well. More unusual is a switch (arrowed above right) to lower the flaps between: Up - Mid - Down. and confusing is the flap setting of 0 -5 x10 (degrees). The battery "Volts" gauge is on this side panel as well. Rear position has a few items removed... ... with the ISIS Gunsight panel which is missing and AHRS is disconnected, and the left upper armament panel (T1a) shows the weapon activity, but there is no access to the switchgear.... side consoles lose the IFF/SSR panel right and the engine startup panel left. Overall I think the aircraft finds the right balance on providing a realistic immersion in the cockpit, without that overkill of the minute of details. Flying the BAe Hawk T1a Back to the airshow... you know when the air display is going to start, and everyone runs to the fence by the runway. Usually I go the other way and run to the parc fermé, as there is nothing, I mean nothing like a jet aircraft or helicopter starting up it's engine(s). (hint turn up your sound volume a little) Starting up the Hawk is actually quite easy. The T1 has a Microturbo 047 Mark 2 Gas Turbine Starter/Auxiliary Power Unit (GTS/APU) installed above the engine to permit ground self-starting and to assist in relights after an in-flight flameout. So there is no ground power cart (GPU). The system is comprised of a gas turbine air producer and a free turbine starter motor. The air producer (GTS) is at the top of the fuselage, forward of the ram air turbine. It supplies air via a solenoid-operated start valve, and when the dump valve is closed it supplies air to the starter motor which is fitted to the engine external gearbox and drives the HP shaft through the gearbox. It is really a bleed system, but a sort of that it builds up the pressure and then blows it into the starter motor, and that then turns the engine. The GTS also automatically supplies fuel to the nozzles in the combustion chamber containing two igniter plugs, then when you light the match.. oh, ignite the fuel it starts up the Adour jet engine. So fuel cock off, and switch on the fuel pump... Then you press the Start/Relight button forward on the throttle, which is a sort of primer button, but it is building up the air pressure ready to flow it into the turbine starter, and priming the fuel into the engine. When ready or primed you get a green light GTS lit up ready on the right panel... Then you just flick the start switch to "Start". The Adour's startup sounds and start sequence is amazing, highly realistic and the sort of a grin of ear to ear of excitement! Loud, keep it loud... bugger the neighbours sort of loud. Engine LP shaft rotation indicator and RPM indicator wizz around into action... then you get a "Rotation" light come on! At this point you need to nudge the throttle slightly forward, and you get the same sort of fire up that you get in an airliner when you turn on the fuel switches at around 18-20 N2, but then the Adour powers up to full power. The CWS will show HYD and AC (1-3) warnings so you have to reset them on the upper left panel by pressing the buttons (arrows upper right). And you are good to go... remember there is an easy start feature in the menu that does all this for you, but in reality it isn't that hard... If you get the start sequence wrong though it is 3 min wait to retry for another engine start. Remember to turn on the oxygen (switch right middle console), if working correctly the flow is seen via a flicking on/off flow meter upper right panel... however the rear seat oxygen switch and flow meter does not work? Ready to fly... The parkbrake lever is hard to access (or find) far right down by the seat. When moving then be aware of the front nosewheel. First it has a very long trailing link, but it can be very flickery as well (It flickers badly even when standing still?), and so it is very easy for it to go quickly at an odd angle... it works and works fine, but you have to get used to it when taxiing, it is a bit like the A320's remote tiller feel. Sounds when taxiing are excellent, with all that turbine power but whistle flow aural. Note the mirror reflections of the explosive cord. Usually I find these internal mirrors are quite poor, but in here they are the opposite and have very good and realistic reflections. Flaps are set to "Mid" for takeoff, and required if you are carrying a lot of fuel and full armaments. Your forward view is quite restricted at the normal FOV setting (73º), you could make it higher, but that is not realistic either, but it is hard to look forward and read the lower instruments at the same time at this FOV... ... throttle up and you give the aircraft about 80% RPM, not too much to make sure at first the front gear is tracking correctly... gradually to 90% then a third down the runway you give the Hawk the full 100% thrust. You want to feel that punch in the back, you certainly get the thrust but it is more slower building up speed than you would think it would be... ... I found 160 knts to rotate (officially JF note 190 knts?), and you quickly need to get the flaps to zero 0º (500 ft!) and the gear up, so I flick both switches at the same time, but remember to counter the flap lift loss! Ground and air gear animations are excellent, aural retraction (and extraction) gear sounds are also top notch, and the aircraft's excellent FMOD 360º sound externally and in the cockpit is as expected at this level are extremely good.... and yes the hairs on you neck will stand up and get quickly prickly. The Hawk's feel depends on the weight, you feel the extra weight of the T1a fully loaded compared to the far lighter T1 trainer, and although you felt it a bit sluggish on the ground the aircraft will accelerate very quickly to 300 knts in the air, and even while climbing set at 90% thrust. The T1 can climb at a whopping usual 9,300 fpm and one aircraft was known to climb at 11,800 feet per minute, light of course, but that is still phenomenal. Other statistics are still overwhelming with a maximum speed of 1,040 Kph 658 Mph/572 Knts and a service ceiling of 50,000ft and a range of (with only internal fuel) 2,400 kilometers 1,490 MI/1,295 NMI. That acceleration can deceive you, if you don't watch your artificial horizon, as with a quick glance at the Vertical speed indicator it will surprise you, for when you think you are flying nice and level as but the Hawk is still actually climbing easily upwards, so you will need to be aware of the aircraft's tendency to keep on lifting even when you want level flight and the required need adjust to that flight pitch angle and thrust requirement. There are no helpers in here to fly the aircraft for you, so this is all stick and rudder flying. To make it a bit more easy than relaxing then adjust the trim... ... the main tailplane trim is hidden under a safety cover rear left console (arrowed) and it is tricky to use as it is electric, but to be honest I have struggled with all JustFlight trims as the Arrow lll was a nightmare to trim easily. The far back position makes it hard to use as well visually (Any keyboard/joystick trim ideas are even worse), but if you do finally get the vertical trim set then the Hawk feel nicely balanced and requires only slight adjustments to it's flight path, but still watch those wide vertical speed swings with any adjustment of thrust (certainly more power). This is an aircraft to fly in the focus and fine movements as than the chucking it all around the sky, although it is a lovely almost aerobatic machine. If you want to fulfill your Airshow fantasies then this is the best aircraft into doing so... Approaching EGOV (RAF - Valley) RWY 14, you keep the Hawk at 170 knts and 200 ft off the deck, and don't forget to wave as you flypast, then just power up and climb away at 2000fpm, yes it is all as good as you thought it would be! Getting the speed down can be tricky though. You do have a two-stage airbrake far rear under the fuselage, but remember if the wheels are down, it doesn't activate? So any serious rub off of speed has to be done before you extend the gear. The aircraft systems included here are very comprehensive. Most of the major systems are covered including... Fuel system, Electrical systems, Central Warning systems (CWS), Hydraulic systems, Flight Control systems, Communications Control System (CCS), Air-Conditioning systems and Oxygen systems, Engine systems (Including the comprehensive start up system) and all systems have built in failures, and in most cases more than one system can fail at a single time. Full details of each system are well detailed in the manual. Lighting Internal cockpit lighting is excellent, as three knobs adjust the main panel and the two side consoles front and rear... ... there is "Emergy" panel dim switch, but in reality you adjust the panel lighting down anyway from the very bright full panel setting. Note the great night glass canopy reflections and to also note the reflections on the instruments and glass cannot be switched off, which may annoy a few fliers. External has both (the same) taxi and landing light in the nose, that X-Plane wise is highly visible, navigation lights and selectable Anti-Collision red or white strobes. The white flashing strobes at night are highly visible in the cockpit, but realistic. Landing Time to land... fighter jets can be tricky to land, as they are built for the extremes of speed and manoeuvrability and not the basic areas of flying. 150 knts is a nice approach speed clean, but once the flaps are down full and the gear is extended then your goal is 130 knts, but be aware of the fall in performance below the 130 knt zone as it is severe... .... I have found several times at this point in the approach the aircraft will start to behave oddly, of which I call the "Wobbles", power percentage is critical in staying out of the zone, because if the aircraft starts doing the "wobble" then in over correcting, you can lose it... more power or stopping the stall doesn't really fix it either, but helps, so the best way to get out of it is just to abandon the landing, go around and get it better and cleaner in the next approach and not in trying to fight it. It is groove thing in that when you get the aircraft into that fine groove of approach and then controlling the speed, then it can all come clean... power off to around 110knts and let the Hawk sink down, but be aware that the final stall speed is around 106 knts which is very close to the 110 knts required. Flare and touchdown has to be smooth as the gear is very supple, get it wrong or hit the tarmac to quickly or too hard and the T1 will bounce, so there is a fair bit of skill required to land the Hawk smoothly and professionally, but then again this aircraft is not for the average flier. Liveries There is a bonanza of liveries available. Twelve are provided with the aircraft package, and another twelve are available as a separate livery pack. Focus is totally on the RAF and RAF Valley, with a few international airforce users, but no Australian livery version, which is an odd one? Blank is default... The free Christophe Red Arrows "Flag" is noted here (below right) as it is a great livery. _________________________________________________ Livery pack has some excellent RAF celebration and production factory designs... Summary X-Plane has had some very good fighters or military aircraft of this category, the best is the AMX jet, FA-18F Super Hornet, X-Trident Panavia Tornado and MiG-29. But all fall short mostly now, as in most cases they are still all X-Plane10 (or with minor X-Plane11 modifications) aircraft and in reality all are very dated, only the GR4 Tornado is really what you would call modern... also they are all not in this price range or quality class, so that leaves this Hawk T.1 all in a category on it's own. The price in the mid-40's of US Dollars is to be considered in this summary. Again no fighter has cost this much, so you are expecting a high level of quality and a load of features. Yes you get both, as the quality here is exceptional and there is a realism with the cockpit from the external and internal views that is certainly a new level of real world reflection and hence the exceptional glass. So the aircraft in design is certainly top notch, and so does the custom sounds live up to their high expectations as well, the start up engine noises are simply the best yet for a small jet engine. Features are very good as well, with the expected static elements, quick engine starts, aircraft stands, opening canopy and equipment bay and yes the animated pilots are also highly lifelike and can be inserted or not, and you can also have their visors up or down, shame you can't have one in the other seat while you are flying in the front or the rear. Also the menus are good, and better than the earlier JustFlight/Thranda menus, but are not movable or scalable. The version change from T1 to the T1a is a bit of an odd one, where as the T1 is the trainer, the T1a is the armed version, the menu option just adds on a small tail extension? So there are a few quirks with the aircraft, but all are rather minor. Aircraft dynamics are excellent, but require skill and focus, but that is what you need when flying a fast small jet, and it is all physical manual flying as well... the aim here is to out fly yourself, and fly the aircraft to the best of your ability to do so, then the rewards will come. It would have been or even will become even more interesting when the aircraft acquires the X-Plane 11.30 new particle effects, as that was one feature that really kept on coming back to me as I reviewed the aircraft.. I hope we don't have to wait too soon for an 11.30 update for the Hawk as those dynamics would be excellent here. The development process for this Hawk was quite long, but the results have been well worth the wait, and the aircraft is certainly more highly refined for that wait, and overall JustFlight/Thranda are bringing a very much more highly refined and detailed aircraft to X-Plane, yes they cost more, but to have this level of quality and design, then that is also required in the new higher level of simulation that is now available to X-Plane, and it is a level we only dreamed of a few years ago, and more so. So to that person who stood looking at an aircraft and wonders what is it REALLY like to sit in that display aircraft at an airshow, and to actually fly it... well now and here with this excellent JustFlight/Thranda Hawk Trainer you now finally have that answer... Highly Recommended. _____________________________________________________________________________________ The BAe Systems Hawk T1/A Trainer by JustFlight - Thranda Design is a new release for X-Plane11 and NOW available here at the X-Plane.OrgStore BAe Systems Hawk T1/A Trainer Price is US$44.95 Hawk T1/A Advanced Trainer Livery Pack is also available... Price is US$14.99 This aircraft is a noted aircraft for X-Plane11 only.  The aircraft is directly available from JustFlight as well. Features Model Accurately modelled Hawk T1 and T1A, built using real-world aircraft plans Numerous animations including a storage hatch, ram air turbine (RAT), canopy and crew ladder Ground equipment including chocks, access steps and engine intake covers 4096 x 4096 textures are used to produce the highest possible texture clarity PBR (Physically Based Rendering) materials with real-time environment reflections for superb quality and realism Detailed normal mapping for down-to-the-rivet precision of aircraft features Cockpit A truly 3D virtual cockpit right down to accurately modelled ejector seats and screw heads - every instrument is constructed fully in 3D with smooth animations Cockpit textures feature wear and tear based on reference photos taken in the real aircraft to produce an authentic environment Interactive checklists for every stage of flight Aircraft configuration system that will allow you to choose between 'cold & dark' or 'ready for take-off' (if aircraft is stationary on the ground) Fully functional and comprehensive IFR-capable avionics fit, including AN/ARC 164 UHF radio, plus a retrofitted modern AN/ARC-232 UHF/VHF unit and TACAN/ILS radio units Authentic head-up display (HUD) Interactive logbook panel for logging your flight details (X-Plane native) GoodWay compatible Adjustable canopy mirrors with real-time reflections of the environment Animated toe brakes Radio knob animations routed through plug-in logic, for optimum movement fidelity and sound synchronisation Aircraft systems Custom-coded electrical system with AC and DC resets and loads Realistic landing gear with slow/fast tyre rotation animation (blurry when rotating fast), precise shock absorber animation and wheel chocks Custom-coded hydraulic systems, including functioning RAT Realistic lighting system with rheostat controls Custom external light logic with custom strobe light pattern and custom light halos for added realism Capable of loading and firing X-Plane's default weapons. The currently selected loadout is automatically saved for the next flight. Requirements: X-Plane 11 CPU: Intel Core i5 6600K at 3.5GHz or faster 8GB RAM or more DirectX 12-capable graphics card from nVidia, AMD or Intel with at least 4GB VRAM (GeForce GTX 1070 or better or similar from AMD) Windows 10 / 7 / Vista / XP, MAC OS 10.10 (or higher) or Linux 2GB hard drive space _____________________________________________________________________________________ Installation: Download for the BAe Systems Hawk T1/A Trainer is 629.40mb and the unzipped file is deposited in the "General Aviation" X-Plane folder at 1.12gb (including all 24 liveries) Key authorisation and a restart is required. Documents: Highly detailed manual covers installation and all instrument notes, systems details, panel and menu guides and a basic tutorial flight. Hawk X-Plane manual (93 pages) ____________________________________________________________________________________  Review by Stephen Dutton  29th September 2018 Copyright©2018: X-PlaneReviews (Disclaimer. All images and text in this review are the work and property of X-PlaneReviews, no sharing or copy of the content is allowed without consent from the author as per copyright conditions)  Review System Specifications: Computer System: Windows - Intel Core i7 6700K CPU 4.00GHz / 64bit - 16 Gb single 1067 Mhz DDR4 2133 - ASUS GeForce GTX 1080 8Gb - Samsung Evo 512gb SSD Software: - Windows 10 - X-Plane 11.25 Addons: Saitek x56 Rhino Pro system Joystick and Throttle : Sound - Bose Soundlink Mini Environment Engine by xEnviro v1.07 US$69.90 : XPRealistic Pro v1.0.9 effects US$19.95 Scenery or Aircraft- EGOV - RAF Valley for X-Plane 11 1.0.0 by RCMarple (X-Plane.Org) - Free! 
  28. Great, detailed review. I think I'll wait to see if they update it. Thanks!
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