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  2. Aircraft Update Review: Magknight 787 v1.8 Introduction & History The Boeing 787 Dreamliner is perhaps one of the more well-known aircraft of the 21st century. Designed from the ground up as a replacement for the existing 767 line, its goal was to be the dream plane for pilots, operators, and passengers alike. With its streamlined flight deck, large screen displays, and perhaps the nicest feature, the brand new HGS displays for both the Captain and FO, a first in commercial airliners. For the passenger experience, the large windows, sweeping wings, and state-of-the-art pressurization system, it was certainly a welcomed improvement over its older 767 predecessor. For the airlines, the Dreamliner opened the doors to point to point flights, plus new direct flights to airports previously only reached by connecting flights, and with a range of 7,300 and 7,560nm for the 787-8 and -9, it has opened the doors to direct point to point flights. The Magknight 787 has been in continuous development since 2018, and it has certainly shaped into a real promising representation of the 787, however, there are still major issues which haven’t been redone yet, but we will go over these in the review. Let’s get started! Documentation & First Impressions The download and installation of the Magknight 787 is standard to that of almost any aircraft for X-Plane 11, with the aircraft being self-contained in a single folder. Version 1.8 brings the addition of the shorter 787-8, and upon first loading the flight I am greeted with the very familiar cockpit of the 787 with its unmistakable features, including that HGS, which I was quite excited to use as the only other HGS equipped airliner in the sim is the 737 by Zibo or Levelup and it is sadly not the most usable. My hopes were immediately dashed however as it turns out the HGS isn’t modelled in X-Plane 11 and will only be added for X-Plane 12, so the waiting game to use it begins, and I can only hope it gets the collimated treatment that it so deserves. Upon first inspection, the cockpit looks fantastic, and the exterior even better, so I’ve got no complaints there! Electronic Flight Bag The 787 like all new generation Boeing wide bodies is equipped with an EFB to the left knee of the pilot, and I was eager to check it out to compare with the Boeing EFB I know from the PMDG 747 and 777. Powering it on I was greeted with a somewhat decent representation and at first, it looked great, however, I quickly realized it was missing some features. It did still have the TO and LDG performance calculator which I could use to pull the data to plug into the FMC which is the main feature I use. Exterior Model & Texturing The exterior model of the 787 is for me one of the highlights of the aircraft. It looks really well done, with a well-detailed bump map, the details of the composite fuselage really stand out, and the wings look fantastic. The shaping of the nose has much improved over previous versions, and the overall look of the airplane has come up to a new level for Magknight. The overall shape of the airplane is really really well done and I appreciate the work that has gone into the airplane’s overall shape. The details are where it degrades in quality however, and the landing gear is especially lacking in detail compared with its realworld counterpart. The main struts and bogeys were simplified, and it sadly shows, but with a revamp of the gear that can be resolved. The other issue with the shaping I noticed was the jagged edges of the fuselage and engine shaping. I haven’t noticed it on other aircraft as much as on the Magknight, but it’s only visible when you’re looking for it. Overall, they did a good job with the exterior model. Interior Model & Texturing The Interior model and texture which was redone in v1.6 looks far better than its predecessor and I’m happy to say it still looks fantastic. I really like the look of the real 787 cockpit, and this modeled version does it justice. The modeling of the switches, levers and other small items is done to a payware quality. The overall cockpit geometry is quite accurate though I don’t have a way to measure it, sorry. The best part that makes the cockpit stand out is the texture work; it looks simply awesome, and really brings the already good cockpit model to life, but sadly it gets let down by the next section. Avionics Options & Systems While still being continuously updated, the Magknight 787 is in the end a work in progress payware and the avionics and systems depth really solidifies that, even with the beautiful looking exterior and interior model. First the positives. The displays look crisp, and the main systems are modeled allowing you to make a full flight, however too far outside the limits of a simple flight and the issues start showing. The aircraft is improving, however it still uses the default X-Plane FMC, and that really limits its functionality, and it is quite evident in the FMC’s abilities. When inputting the flight data, the FMC works fine and like I’d expect it to. The PERF page isn’t really modeled that well, the Thrust LIM page isn’t modeled at all, and the TO page isn’t either. This really threw me through a loop as coming from the Qualitywings 787 it was quite a different experience. The Vspeeds are inputted through the EFB rather than the FMC, which is incorrect but oh well, hopefully, it will be corrected in the future. The next issue was the ND. While it looks good, the ND’s are limited in functionality. The well-known large screen map display in the 787 hasn’t been added yet, and it is impossible to pull it up, leaving you only the half display map option. Plan view isn’t yet implemented either which makes it a bit of a guessing game when planning your flight to find a waypoint if you need to. The options for displaying info on the ND is also quite limited and your options are not great. The last major issue I found with the ND is the path drawing on your flightplan. With the Magknight, only the line to your next waypoint is in magenta, with all following lines being white which is incorrect. These are the large issues I found on my flights with the 787 in terms of displays and systems, but the autopilot has issues from time to time, though not often, and on my flight from KSFO to EDDF, it didn’t have any problems. I hope these issues will be corrected with time and I fully believe they will, but they are for the time being still large issues that hinder the experience. Flight Characteristics & Sounds The flight model is quite interesting for me. On one hand, it feels quite solid, and yet on the other, it feels very mushy and hard to control. At slow speeds, namely on approach, it likes to wander and twist when adding aileron input, so keep that in mind on your approaches. In most other areas of flight, it feels quite good but still different from the Qualitywings 787 I came from. That is a different bag however and it’s not completely fair to compare the two. I do think it has a few issues with the aileron control but all in all, it’s not half bad and is easily flyable which is a good plus, especially if you like to hand fly your approaches. Conclusion The Magknight 787 is going to be difficult to sum up for me. It has a great model, and beautiful VC, yet the systems let it down so much. The overall experience could be so much better if Magknight put their resources into improving the avionics and flight deck of the 787, and that’s what this addon deserves. I will certainly continue following this aircraft, but I can only wonder what Magknight has planned to improve this aircraft and keep it competitive for X-Plane 12, especially with the 787 in development from Flight Factor. So, the big question is, is this aircraft worth the $44.95 price tag? That I will leave up to you the consumer to decide. I really think it’s quite a good looking aircraft, but if that is all it is right now, then it sadly falls into a category many developers have slumped into with MSFS, eye candy with bad systems simulation. The shortcoming of the Magknight 787 is its reliance on default X-Plane 11 systems, and if they free themselves from that, I see this airplane becoming way better than it currently is. I would treat this as an investment, much in the same way as the SSG 747-8. You’re buying a work in progress addon, one that is flyable, but not to the quality of Flight Factor, or Toliss, etc. I want to be honest in my reviews, and I really hope Magknight can upgrade their avionics, and add that HGS so that it does justice to the amazing model they built for it. _______________________________ The Magknight 787: Aviator's Edition v1.8.0 is now available from the X-Plane.Org Store here: Magknight 787: Aviator's Edition Price at time of writing US$44.95 Requirements X-Plane 11 Free update to X-Plane 12 - when available Windows, Mac or Linux 4 GB VRAM Minimum - 8 GB+ VRAM recommended Download Size: 1 GB Current version : 1.8 (May 23rd 2022) Review System Specifications Windows 11 Ryzen 5800x RTX3070ti, 32GB RAM Changelog v1.8.0 Changelog v1.8.txt Full changelog details are here __________________________________ Aircraft Review by Joshua Moore 11th August 2022 Copyright©2022: 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.
  3. NEWS! - Scenery Released : RPVE - Boracay Caticlan Airport - Philippines by Airwil Sceneries We're on a roll... This is the third Filipino scenery in quick succession, and over as many weeks from Airwil Sceneries. This time it is Boracay (Caticlan) Airport, in Boracay, Philippines. Boracay is one of the Philippines' best tourist destinations, and Boracay Airport is the seventh busiest airport in the Philippines despite having a runway just a little bit short of 1700 meters. Boracay Airport is just approximately 35 minutes away from Manila by plane. Flying from Manila or Cebu to this airport is one of many ideal short inter-island hops in the Philippines. Features: (with more than 100 custom made objects) - Highly detailed Temporary Arrival Terminal (With Interior Modelling) - Included 1 ramp start/parking bay at the old ramp for users to still experience the Old Terminal (In real life, it is no longer used by aircraft - Highly detailed Departure Terminal (Located at the old apron/ramp) - Highly detailed Control Tower - Highly detailed Fire Department Building - Fully functional default ATC - On-going construction of the new Boracay Airport Terminal - On-going construction of Marriott Hotel just near the new apron - Highly detailed Jetty Port (The jump-off port for tourists to the island of Boracay) - Highly detailed Ramp area with lots of static objects - Custom Airline Buses - Custom Filipino Jeepneys - All houses within the vicinity are modelled to look like real Filipino Houses. - Color corrected orthophotos If the collective sceneries are good and well priced. Then creating new networks to fly around them is a great adventure, I'm loving these quality airports, and at those under US$10 prices they are hard to beat. Images are courtesy of Airwil Sceneries _______________________________ RPVE - Boracay Caticlan Airport - Philippines by Airwil Sceneries is NOW available! from the X-Plane.Org Store RPVE - Boracay Caticlan Airport - Philippines Priced at US$9.99 Requirements X-Plane 11 - X-Plane 12 (when available) Windows, Mac or Linux 4GB VRAM Minimum - 8GB+ VRAM Recommended Download Size: 3.5 GB Current version : 1.0 (Aug 10th 2022) ___________________________ News by Stephen Dutton 11th August 2022 Copyright©2022: X-Plane Reviews (Disclaimer. All images and text in this review are the work and property of X-PlaneReviews, no sharing or copy of the content is allowed without consent from the author as per copyright conditions) All Rights Reserved
  4. Aircraft Updated : Airbus A340-600 v1.1.1 by Toliss ToLiSS has again done an update to the Airbus A340-600. It has only been 7 weeks since the last v1.1 changes (20th June), and yet here is another single digit v1.1.1 update, and and there is a lot in here for such a short time span. I doubt there will be another until the X-Plane12 version as the ToLiSS A346 is already basically X-Plane12 compatible. Updates can now be via the SkunkCraft's updater. So lets get straight into the changes. There are a few nice new features in this v1.1.1, so it is not restricted to just bug fixing and adjustments. Refueling Biggest new feature is the Refueling truck(s) that add in "Slow" refueling to the aircraft. It is controlled by the ever expanding Interactive Audio Control Panel (IACP) on the radio "Intercom" and "Cabin Communication" buttons. (Made easier for VR users). Dial in your Fuel load via -- / ++ selectors and press "Request Fuel", to load the aircraft You now get some very nice animated fuel truck vehicles, one for under each wing that manoeuvre into place and start loading the set fuel load. The Fuel truck detail is very good, but with no fuel hoses to the wings? I wouldn't think this would be noticeable, but it is? Nice touches are the ECAM messages "Refuel in Progress" and "Refuel Panel", while your fuel numbers go up slowly as per a slow refueling pattern. The Fuel amount is adjusted on the main TISCS menu, but you can't do it the other way around. Overall the Refueling is a great addition. PushBack The PushBack Truck has also had attention with a redesigned tug. Again it is set on the IACP with "Distance" and " Rotation" (Radius) adjustable. Notable though on the TISCS is the "Manual" option to steer the aircraft by your (Nosewheel) tiller, which is far better as the numbered auto version is hard to get right, as seen here. Overall I would still probably use the BetterPushBack tool as it works very well with the A346. Cockpit Textures Again like in v1.1, here the cockpit textures have had more work done on them. Now we are seeing a more authentic Airbus texture feel... ... the textures are now starting to feel very, very good, and they should do because they have had a lot of attention in the A346, and a far cry from the earlier ToLiSS styled cockpits earlier. ToLiSS are experimenting here, but expect the same quality to flow into the other Airbus fleet from ToLiSS. Notable is that they are also more focused on X-Plane12's better more active lighting system than the current average X-Plane11 effects, so don't expect them to be really outstanding until we are in X-Plane12, then they should be glorious. Window Effects Added has been the option to have either the window reflections and scratches effect, or clean windows. Selection is on the "General Settings/Visual Settings menu. Two other features added are; DDRMI now shows the flags for HDG and invalid bearings as needed, and the custom engine model now writes to x-plane's native "engine running" dataref for improved compatibility with 3rd party addons. SimBrief One of the great new features in V1.1 was the intergration of SimBrief into the ACARS or "Aircraft Communications Addressing and Reporting System". This allowed you to easily transfer route data and flight details directly into the FMGS - Flight Management and Guidance System. As a time saver it is a precious tool, and I really love it. In v1.1 there have been two fixes... The first one is the change from the Flight Number to the callsign in the INIT, directly from SimBrief. The second change is the most important. In v1.1 the imported Ocean Tracks (NATS) didn't convert very well into the FMGS Flightplan, that has now been fixed. With the correct coordinates now inserted in the right order and data language, so any oceanic crossing is now far easier to install. Selective Runways and SID/STARS still have to set separately. Finally the Destination airport elevation import with SimBrief import has also been fixed as well. Seat Movements We all really, loved those seat movements with v1.1, well okay, but I am really crazy about them. Two things have been adjusted here, and includes that now the seat (or motors) don't work if the power is off. Secondly is that the animation (switch) hot area is now much larger, making it easier to find the controls and use them, even from above the seats without changing your viewpoint to operate them. Window Lever v1.1 also brought us the opening side cockpit windows, but the handle used to go into the side of the EFB, that has now been fixed. Last v1.1 notes include; IACP will now work in VR, and the white pointer on the ALT 100/1000ft selector and the baro unit selector is back. Full Changelog v1.1.1 Minor new features: - Cockpit texture retuning - DDRMI now shows the flags for HDG and invalid bearings as needed - Custom engine model writes to x-plane's native "engine running" dataref for improved compatibility with 3rd party addons - Option to remove window reflections and scratches for those who do not like it - Improved pushback truck - Added fuel truck animations for slow refueling via IACP. Bug fixes: - Simbrief import now imports callsign instead of flight number - Simbrief import now correctly imports waypoints on NAT tracks - Destination airport elevation import with simbrief import fixed - No more "seat motor" sound if the aircraft is actually off (motor not powered) - No more shutdown of engines 1 and 2 when exiting replay - Improved size of seat adjustment size to allow finding it more easily. - IACP should now work in VR also - the white pointer on the ALT 100/1000ft selector and the baro unit selector is back. - Fixed the side window lever going through the EFB when opening the window. For the short time period this a nice and even substantial update. Comprehensive release review of the ToLiSS A340-600 is here: Aircraft Review : Airbus A340-600 by ToLiSS _______________ Summary This is the fifth update to the ToLiSS Airbus A340-600 since it's release in the Q3 2021, and another great one. If only an incremental update. v1.1.1 has a few nice new features. There is now a slow refueling operation with two animated tankers, and an upgraded PushBack truck. Cockpit textures have again been revised, and the SimBrief intergation through the ACARS has been refined including fixing the important NATS waypoints. Seats and Window adjustments are done as well. The changes and fixes here is another step ready for X-Plane12 (A small update for the new features will be released at the same time as the new X-Plane12 Simulator). Notable is that you can now update via the SkunkCrafts updater without downloading/reloading of the whole of the aircraft files. Extremely popular, the ToLiSS Airbus A340-600 is one of the very best Airbus Simulations in the X-Plane Simulator, even exceptional. And they haven't finished yet. Now also X-Plane12 ready is a big step forward, and to be flying in X-Plane12 from day one is certainly a great attraction, and also a great current investment in that the changeover for the aircraft to X-Plane12 will be free to all current purchasers. "Highly Recommended!" _______________________________ Yes! the Airbus A340-600 v1.1.1 by ToLiSS is available from the X-Plane.Org Store here : Airbus A340-600 by ToLiSS Price is US$89.99 Most accurate system functionality for any A340 aircraft in the flight simulation world Requirements X-Plane only - not available for MSFS Support for X-Plane 11 and X-Plane 12 when available Windows, Mac or Linux 4 GB VRAM Minimum - 8 GB+ VRAM Recommended Download Size: 1.2 GB Current version: 1.1.1 (August 9th 2022) Changelog v1.1.1 Changelog v1.1.1.txt Full changelog details are here _____________________ Update Review by Stephen Dutton 10th August 2022 Copyright©2022: X-Plane Reviews Review System Specifications:  Computer System: Windows -S1700 Core i7 12700K 12 Core 3.60 GHz CPU / 64bit -32 Gb single 1067 Mhz DDR4 2133 - ASUS GeForce GTX 1080 8Gb - Samsung Evo M2 2TB SSD - Sound : Yamaha Speakers YST-M200SP Software: - Windows 10 - X-Plane 11.55 Plugins: Global SFD plugin US$30.00 : RK Apps XPRealistic v2 - US$34.99 Scenery or Aircraft - EGKK - London Gatwick Airport v2 by Pilot+Plus (X-Plane.OrgStore) - US$21.00 (Disclaimer. All images and text in this review are the work and property of X-PlaneReviews, no sharing or copy of the content is allowed without consent from the author as per copyright conditions) All Rights Reserved
  5. Good Point Stephen, I'll give it a try and see, but you're right, FPS hit will likely be an issue, let's hope SFD does the city pack
  6. Earlier
  7. The problem is with that in using the freeware SFO city objects , is that you are doubling up the objects by doubling up the sceneries, I noted a significant framerate drop by using Tom Curtis Golden Gate scenery package to do the same thing, on top of an already bombastic object count. I would look at as a short term fix, and a hopeful dedicated San Fran City Pack from ShortFinal.
  8. Top form on this one. SFD sets a very high bar for airport sceneries - his freeware is better than a lot of payware.
  9. Bought this today. It should almost be mandatory for other scenery developers to study this to see what can be achieved. Truly excellent.
  10. Hi Steven, Thanks for another excellent review for what seems to be a fantastic rendition of KSFO, which I will certainly purchase in the very near future. Regarding the absence of the city buildings, and while awaiting a potential add-on pack from SFD, I read on the dedicated .org forum thread that it's possible to install this pack on top of the freeware one, which includes the city, thereby alllowing the city part of the freeware pack to be seen. Sounds like a good idea, will definitely try it when I get the payware.
  11. I bought this recently. A very pleasant aircraft for casual flights. Would strongly recommend it and can only envy the now lower price.
  12. NEWS! - Aircraft Updated : Diamond DA40NG v1.1.1 by SimSolutions SimSolutions have done another nice little update v1.1.1 to their Diamond DA40NG aircraft. The DA40NG is a four seat, single engine aircraft. It is equipped with a Austro Engine AE 300 and is an upgrade to the existing DA40. Running on Jet A fuel and certified in April 2010, the DA40NG has seen more than 500 models produced. The v1.1.1 update is modest but the aircraft does have some new features, including; added animated switches, added metric altitude (accessible via PFD → ALT UNIT) and added transmit & receive indicators (xPilot only for now). This DA40NG was originally WINDOWS only, but is now available for all three platforms of Windows, Mac and Linux (and tested on Ubuntu 20.04 LTS). Changelog Version 1.1.1 (August 5th 2022) ## Features - Added animated switches - Added metric altitude (accessible via PFD → ALT UNIT) - Added transmit & receive indicators (xPilot only for now) ## Minor Changes - Updated sounds - Hide passengers when chocks are on - Add option to unhide flaps and trim from G1000 - Cover blue borders in pop outs - ECU output load should no longer be calculated when the engine is off - Removed libradio (for now) ## Fixes - Fixed trim/elevator deflection, trim travel time, and airfoils - Fixed engine starter for Saitek panels - Added missing stall horn - Fixed high electrical load Highlights include "Custom" FMOD Sounds by FTSim+ and AviTab integration (AviTab Plugin required). The aircraft is currently on sale at US$18.71 down from the retail Price:$24.99, so you Save:$6.28(25%) Images are courtesy of SimSolutions ________________________________________ The Diamond DA40NG by SimSolutions is now available from the X-Plane.OrgStore!... Here: Diamond DA40NG Price is US$24.99 (Current sale price sale at US$18.71) Requirements X-Plane 11 Windows, Mac and Linux ((tested on Ubuntu 20.04 LTS) 4 GB+ VRAM Download Size: 377 MB Current version: 1.1.1 (August 5th 2022) ________________ NEWS! by Stephen Dutton 6th August 2022 Copyright©2021: X-Plane Reviews Disclaimer. All images and text in this review are the work and property of X-PlaneReviews, no sharing or copy of the content is allowed without consent from the author as per copyright conditions) All Right Reserved.
  13. Scenery Review : KSFO - San Francisco Airport Definitive by ShortFinal Design "If you're going to San Francisco Be sure to wear some flowers in your hair If you're going to San Francisco You're gonna meet some gentle people there" The name MisterX6 changed the face of X-Plane scenery. Coming in with a freeware version of KSFO San Francisco International Airport and City 2.0 in November 2015, then a second release in June 2016 was of KBOS - Boston Logan, and both were high quality X-Plane payware sceneries and for free. They also set a standard and created a high reputation for anything delivered by "MisterX6". In reality it was crazy that this sort of extreme (for the time) work that was delivered for free, as the attention to detail was second to none. A load freeware sceneries followed with, KPHX, KPDX, KCUB, KSAN, KLAX and PAJN that were all delivered over the next few years, leaving X-Plane users begging for more. The dream run couldn't last and it didn't. With a name change to ShortFinal Design, Justin Kissling (the famed MisterX6) went payware with the "Definitive" series of scenery. So how do you top brilliant? by going extraordinary that is how. The first SFD release was KSLC - Salt Lake City, then my favorite KABQ - Albuquerque. Then Mega airports followed with KLAX - Los Angeles and EDDM - Munich of which was the X-PlaneReviews best scenery of the year winner 2019 🏅 The level of innovation and detail sets these extraordinary sceneries apart from nothing else in X-Plane, they are of a high standard if not the highest, so what comes next... KSFO - San Francisco Airport Definitive, and here it is. SFO is again a total revisit to the older freeware version, but a total revisit means it was completely rebuilt from nothing, so the two KSFOs really have nothing in common, but are related only to the same airport and location. San Francisco International Airport is an international airport in San Mateo County, 13 miles (21 km) south of Downtown San Francisco, California. It has flights to points throughout North America and is a major gateway to Europe, the Middle East, Asia, and Australasia. SFO is the largest airport in the San Francisco Bay Area and the second-busiest in California, after Los Angeles International Airport (LAX). In 2017, it was the seventh-busiest airport in the United States and the 24th-busiest in the world by passenger count. It is the fifth-largest hub for United Airlines, which operates out of Terminal 3 and the International Terminal. SFO functions as United's primary Trans-Pacific gateway. Additionally, SFO is a major maintenance hub for United Airlines and houses the SFO Museum that was created in 1980, the first museum in an international airport. It also serves as a hub for Alaska Airlines, which operates in Terminal 2 The City and County of San Francisco first leased 150 acres (61 ha) at the present airport site on March 15, 1927, for what was then to be a temporary and experimental airport project. San Francisco held a dedication ceremony at the airfield, officially named the Mills Field Municipal Airport of San Francisco, on May 7, 1927, on the 150-acre cow pasture. San Francisco purchased the property and the surrounding area expanding the site to 1,112 acres (450 ha) beginning in August 1930. The airport's name was officially changed to San Francisco Airport in 1931 upon the purchase of the land. "International" was added at the end of World War II as overseas services rapidly expanded. San Francisco International Airport IATA: SFO - ICAO: KSFO - FAA LID: SFO - WMO: 72494 10L/28R -11,870ft (3,618m) -Asphalt 10R/28L - 11,381ft (3,469m) - Asphalt 01R/19L - 8,650ft (2,637m) - Asphalt 01L/19R - 7,650ft (2,332m) - Asphalt Elevation AMSL13 ft / 4 m KSFO - San Francisco Airport Definitive by ShortFinal Design The airport sits directly on the west of San Francisco Bay, and almost directly opposite Oakland International Airport on the eastern side of the same bay. The runway layout is really a cross with the terminal and concourses in the upper right quadrant (looking west). SFO San Francisco Airport is built around a central core, with seven concourses, with one (Terminal 3) being a concourse/rotunda with arms. Inner core there are four Terminals, the large International, then anti-clockwise are Terminal 1, 2 and 3. Central core is a labyrinth and also the main carpark for all the different terminals. Carpark detail is extraordinary and complex as the there are so many different layers, and they are all animated with traffic. Internally looks a bit like the Millennium Falcon of Star Wars fame in feel, the animated building fans only heighten the effect. International Terminal The face of San Francisco airport is the large International Terminal. The International Terminal is also composed of Boarding Areas A and G. Designed by Craig W. Hartman of Skidmore, Owings and Merrill, the terminal opened in December 2000 to replace the International Departures section of Terminal 2. It is the largest international terminal in North America, and the largest building in the world built on base isolators to protect it against earthquakes. International Terminal detail is phenomenal, realism 101, or 201... brilliant work including the exceptional lattice work that supports the roof. Note the local branded SFO buses, detail, detail and a ShortFinal speciality. But this being ShortFinal, your going to get even more unique ideas and effects for your money... and he certainly does not disappoint here at SFO. The frontage of the International Terminal will change colours with special events! Frontage colours change on certain dates to celebrate events. New Year, President’s Day, St Patrick’s Day, Earth Day, Memorial Day, Pride Week, Independence Day, Labor Day, Patriot Day, German Unity Day, Halloween, Veteran’s Day, Christmas Day and New Year’s Eve. The same colours can however be used on different dates, like the six Red, White and Blue. It is again all so exceptionally well done. Concourses A and G Each side of the International Terminal as wings are two concourses for the International Arrivals and Departures. These are Concourses A and G. Concourse A Most international flights operated by SkyTeam, Oneworld, and non-aligned international carriers board and deplane at Boarding Area A's 15 gates (gates A1–A15). As a modern concourse (if 2000 is what you would call modern), Concourse A is all cladding and glass. Capturing the feel of buildings like this can be really hard, and can just come across as modeled. But that is not the case here as Concourse A (and the rest of the infrastructure here), is very realistic and nicely worn. Note the small ramp tower on top and end each A and G concourses. All gates in SFD San Francisco Airport are SAM3 Suite (Plugin required) activated. With up to three bridges on the International concourses which several are Cat Code F. There are defined A380/B748 taxi routes available as well. A speciality of ShortFinal is that their ground clutter is second to none, and your certainly not disappointed here either. Not are only the actual service vehicles (branded of course), but you have realistic ground personnel, AND animated walking staff as well. Glass is again exceptional and clear (or transparent), revea ling the inner fully modeled concourse interiors, again animated walkers are moving around on both fitted out levels. Again the detail is excellent and very, if highly realistic. Concourse G Most international flights operated by Star Alliance carriers, including all United international flights and select United domestic flights, are assigned to Boarding Area G's 14 gates (G1-G14). Concourse G is quite similar to A, but it has an open passenger deck at the end. Again everything associated with Concourse G is superb. Harvey Milk Terminal 1 Formerly known as the "South Terminal", Harvey Milk Terminal 1 is composed of Boarding Area B, which currently has 18 gates (gates B6-B9, B12-B14, B17, B18, and B19-B27). Prior to June 23, 2020, Boarding Area C was also considered part of Terminal 1. In April 2018, the San Francisco Board of Supervisors and mayor Mark Farrell approved and signed legislation renaming Terminal 1 after deceased gay rights activist and former member of the San Francisco Board of Supervisors Harvey Milk, and planned to install artwork memorializing him. Harvey Milk Terminal 1 is the world's first airport terminal named after a leader of the LGBTQ community. Arrival entrance is just all glass, making it a bit plain... but there is nothing plain about this very authentically designed terminal and the B Concourse. Lots of nicely defined nooks and crannies here to explore, and the rooftop detailing is excellent. Internal B concourse detail is again really well done... Terminal 2 Formerly known as the "Central Terminal", Terminal 2 is composed of Boarding Area C, which has 10 gates (gates C2-C11), and Boarding Area D, which has 15 gates (D1-D12 and D14-D16). The D gates is where Alaska Airlines has its hub. Terminal 2 opened in 1954 as the main airport terminal. After a drastic rebuilding designed by Gensler, it replaced Rotunda A as SFO's international terminal in 1983, until it was closed for renovation after the current international terminal opened in 2000. Terminal 2 arrivals feels like the older terminal redeveloped, of which it is of course. And again very well done. Side art facades are excellent, and note the animated internal AirTrain system. Part of the original International Terminal design survives as well with the "San Francisco" branding. Concourse C You immediately feel the older styled concourses and terminal style, compared to the cladding and glass newer buildings. Concourse C feels the oldest of the lot, but it is really well done here to get that older SFO feel into the scenery by SFD. Glass roof is see-though, and it feels very open from the internal view. But I love these older infrastructure designs. Going domestic to San Francisco, then parking here would be my choice of gates. Concourse D External Concourse detail is as usual in being very good, again a slight difference and feel here compared to the other concourses (except C). Internal detail is done right through the terminal and into the twin arms. Terminal 3 Formerly known as the "North Terminal", Terminal 3 is composed of Boarding Area E with 13 gates (gates E1-E13) and Boarding Area F with 23 gates (gates F1-F3, F3A, F4-F22). Terminal 3 is used for United Airlines' domestic flights. Mainline United and United Express flights that use both boarding areas. This $82.44 million terminal was originally designed by San Francisco Airport Architects (a joint venture of John Carl Warnecke and Associates, Dreyfuss + Blackford Architecture, and minority architects). The groundbreaking ceremony for the North Terminal was held on April 22, 1971, and Boarding Area F opened in 1979 and Boarding Area E opened in 1981. Concourse E The Initial modest renovation plans were replaced by a more ambitious project after the popularity of the remodeling of Terminal 2. After the completion of the US$138,000,000 (equivalent to $157,960,000 in 2021) project, Boarding Area E reopened on January 28, 2014, followed by Terminal 3 East on November 18, 2014. The project moved one gate from Boarding Area F to Boarding Area E to provide a total of ten aircraft parking positions at T3E. Following a 2019 renumbering of all gates at SFO, three additional gates moved from Boarding Area F to Boarding Area E, with the latter now containing 13 gates. Built to take in the view. Concourse E has a huge window for the front. Note the United gate information boards set with the current time. Note also the lower to the ground SAM airbridges for regional jet boarding... again concourse cladding and glass design is exceptional. Internal detail is again done, but the views from the concourse are simply realistically unbelievably, really real, "Being there real". There are a few gates E1, E2 and E3 between the two E and F concourses (There are more F1 - F4 gates that continues past the F Concourse entrance), and this area internally is modeled as well, and again the apron and runway views are sensational. Concourse F There are three United Clubs in Terminal 3—one near the rotunda for Boarding Area F, one on the mezzanine across from gate E2, and another at the beginning of Boarding Area E. Terminal 3 also houses the American Express Centurion Lounge, located across from Gate F2. Ramp detail is excellent, every area (per concourse) has a slightly different feel, here notice the excellent height safety bars and lower concourse detail. Airbridges on F are a different static design than the swing bridges, and well done here, and also still SAM active. Internal F Concourses are of course done as well, with a huge space around the rotunda... you can explore as much internally at SFO as externally. Views are again amazing in watching the aircraft, just like in real life. SFO Control Tower Situated in the space between Terminals 1 and 2, a new tower was built to replace the existing control tower and one that has been in operation since 1954 and was then located atop Terminal 2. The project also includes a new three-story Integrated Facility building for the FAA and other personnel, two connector walkways, and improvements to the Terminal 1 Boarding Area C Entrance. Construction of the new control tower and base building began in summer 2012, was turned over to the FAA for equipment installation in July 2015 and the tower became fully operational in October 2016. The swirl style control tower has been faithfully reproduced here by SFD, beautifully done with great design. Attention to roof top aerial detail is also excellent. Rear tower detail is worth inspecting close up. Tower view is inside the tower. Usually this aspect doesn't work, but here it is sensational, with a clear view of all the approaches. Seating only up here and with no computer screens, but still very well done. The same event colour effects are on the rear of the tower, and in the same matching the International Terminal facade event. Entrance to SFO has the "Grand Hyatt At SFO" on the southwest. Again really well done is the Hyatt and authentic to the real hotel, behind are the two western carparks for the International Terminal in G and A. The complex entrance road system is mixed in with the rail networks to San Francisco City. Called the Bay Area Rapid Transit (BART) it serves the airport at San Francisco International Airport station, and located west of the International Terminal. All BART trains are fully animated here, as is the full AirTrain system, it is all SO good. West Field To the north of the main central terminal hub is "West Field". Positioned here are all the airport's infrastructure facilities including Cargo and Catering. Facilities for Prime Cargo, Delta Cargo, Cathay Pacific Cargo, Turkish Airlines Cargo and Asiana Cargo. Further north is Singapore Airlines and China Southern that are all represented, as is the United Airlines GEM (Ground Equipment Maintenance) Facility and Gate Gourmet catering. Ground clutter detail is simply phenomenal. The SFO Fire Station is positioned on the front of West Field on taxiway Z. UAL Base (United Airlines Maintenance) Far north in the scenery is the huge UAL base. It is significant to note on how far away it is here from the central core of SFO that this scenery covers, and in absolute detail, a very hard thing to do, but it is also totally authentic. Note the amazingly detailed SFO bus depot SFO is home to the one of the largest single aircraft maintenance bases in the world with complete MRO base operations (maintenance, repair, overhaul, painting, welding, machine shop, tool and die, parts manufacturing, fabrication, engineering, and retrofitting (Boeing and Airbus certified, among others)). It serves as the principal Global MRO Base for United Airlines and serves over 40 other airlines, military customers, and aircraft lease operators. The main United facility is huge... ... it is also SAM powered. Open SAM and select the "Controls" icon, and you get six options. Three of the selections open the three doors on the United Maintenance hangar. East of the UAL Base is Plot 50, and the SFO major fuel depot. Plot 50 is a (remote) cargo facility for FedEx, KAL and NCA. Brand detail is again simply brilliant. USCG (US Coast Guard) Coast Guard Air Station San Francisco (CGAS) located at the San Francisco International Airport is one of five air stations in the Eleventh Coast Guard District. Currently, Air Station San Francisco operates four MH65 Dolphin helicopters that provides its primary mission search and rescue. CGAS San Francisco also supports a wide range of other Coast Guard operations such as Maritime Law enforcement, port security, Aids to Navigation support and Marine Environmental Protection to approximately 300 miles of coastline from Point Conception to Fort Bragg 24 hours a day, 7 days a week, 365 days a year. A lovely old building that screans "San Fran" that is modeled and detailed impeccably here, simply sensational for helicopter operations. The USCG hangar doors are SAM powered as well, so they open to reveal a nicely detailed interior. There is still more action at the USCG facility. On the SAM is another selection to open the gates. Press "Coast Guard Gate", and the barriers come down, lights flash and the gates all open. GA & Signature The east is where the only General Aviation (GA) area is at SFO with a Signature Aviation" facility. This is a British multinational aviation services company for personal jet services. There are both here a reception and private jet terminal and a large maintenance hangar. Again the SAM plugin can be used to open the Signature hangar door, revealing a nice interior. Superbay The eastern side of the airfield is dominated by the Superbay, a 420,550-square-foot (39,070 m2) maintenance hangar capable of holding four 747s. Originally constructed in the 1970s, the facility is shared by United Airlines and American Airlines. Sadly the doors don't open on the Superbay. Notable is that everything here is custom. Even the fencing is custom made and it comes in all various shapes and designs, no string facades here. All blast fences are perfect, and so is road crossing detail. Ground Textures Even from a distance you know the ground textures here at SFO are going to be something special, they are... ... but also a bit of a surprise, because they are not as rough (or knobbly) as I thought they would be, so they feel quite smooth. built in Burnt-in ambient occlusion effects and reflections are there but again not overly done, so to a point they look more realistic. In saying that I think these textures in the rain of X-Plane12 will be absolutely sensational. The different types of surfaces is just plain stupid here, totally everything you could imagine and far more, and again all totally brilliantly done. Grunge and oily dirt is perfect on the ramps, but overall I like the darker cuts in the asphalt and concrete for absolute realism. Notable is that there are four actual texture versions in (mostly to save framerate); No Ortho + Flat, No Ortho + No Flat, Ortho + Flat (default) and Ortho + No Flat Lighting I think by now, that if the lighting was average at SFO, it would be a real let down... NOPE, the lighting is as brilliant as everything else here. Approach lighting ha animated RAIL on 28L and 28R and 19L, and all approach lighting set high on gantries and really well done. The lighting ideas used here is quite unusual from the standard X-Plane practise of bright airside and tan landside. Unusual is the use here of mercury vapor lamps, which create a blue-green tint over remote carparks and the non-working areas. But very effective in the scenery for realism. Hub SFO centre is overwhelmingly good, that comes with the subtle uses of different lighting tones, this creates a realism of well real life. Not withstanding the colour effects. Central carpark hub looks like the core of a nuclear reactor! but brilliant. Ramps are excellent for working on at night, but the crème de la crème here is the Gate number lighting that are all spectacularly backlit... really love that, and so realistic. Backside and building window lighting is excellent, again very realistic, no average plain colour fills here. Internal concourse lighting is bright, but really well done in not being over bright to spoil the external views. Note the great ceiling lighting. Oddly there is not a lot of brand lighting on the buildings, say cargo faclities... the main are done like "UNITED AIR LINES", but not something like FedEx or the Hyatt Hotel? Ground navigation lighting is also very good. All signs are worn but effective, with excellent colour light realistic ground reflections... perfect. San Francisco Scenery Unlike with the freeware version of KSFO San Francisco International Airport and City 2.0, there are no city objects in this package, which for me is surprising. ShortFinal noted to me that he may create a San Francisco city free pack to go along with this package, of which shouldn't be too hard as it is already object created. Here I am using here the (very) good but very old Tom Curtis Golden Gate scenery package, but sadly it's not on sale or available anymore. _______________ Summary MisterX6 changed the face of X-Plane scenery. First with Freeware high quality scenery for the X-Plane Simulator, then he went Payware with his "Definitive" Series and changed his name to ShortFinal Designs. That change took the scenery quality, detail and effects into the stratosphere, but still with a very affordable price. San Francisco was one of the original KSFO San Francisco International Airport and City 2.0 freeware sceneries, and very good it is, but here is the KSFO - San Francisco Airport Definitive version. Like all the rest of the "Definitive" Series with KSLC - Salt Lake City, then my favorite KABQ - Albuquerque. Then Mega the airports followed with KLAX - Los Angeles and EDDM - Munich, that were all exceptional sceneries, so you expect a lot from the "Definitive" SFO. This SFO scenery has been a long time in development. I expected a release around the early months of 2022, but it was still another 6 months before it now comes to release. Having reviewed the scenery here, I can't believe it didn't take far, far longer. This is a MASSIVE scenery, in every aspect. Scale, object count, detail, effects and a realism above what we currently have. Yes there are brilliant sceneries out there, but this San Francisco sets a higher bar in almost every department... It is a colossal achievement. In every area it is brilliant. Modeling, texturing, lighting and not only external but the internal is very good as well. SAM Active, is not only for the various airbidge designs, but also to open and close hangar doors and gate crossings. This is one serious scenery with an object count to be believed. Again in every area it is covered in objects and with the massive clutter detail to burn your eyes out. Ground Textures and lighting are also extreme in detail with a few unique ideas thrown in. But the highlights are the event colours on the International Terminal and Control Tower that change with certain event days like the 4th July, Christmas and New Year and many more... Negatives, none really AT ALL. But you have to know that with an object and detail count like this and used in this scenery, then it will take up a lot of frame rate, so SFO does hurt the framerate, and no doubt ShortFinal has refined everything to the bone already. So you would need a fair bit of power to run it all. My guide would be ShortFinal's LAX, if that SFD scenery runs fine, then so will SFO, but lighter graphic cards will certainly struggle to process it all. I don't like to define the "Best of"... because it is a moving target in Simulation. But certainly this KSFO - San Francisco Airport Definitive scenery has to be the very best ever scenery created for the X-Plane Simulator, on the scale alone.... a masterpiece, absolutely, if even the best X-Plane Scenery was ever created for the simulator, and that SFO by ShortFinal is a big if massive achievement no matter which way you look at it. "All across the nation such a strange vibration People in motion There's a whole generation with a new explanation People in motion people in motion If you come to San Francisco Summertime will be a love-in there" _______________________________ The KSFO - San Francisco Airport Definitive by ShortFinal Design is NOW available! from the X-Plane.Org Store KSFO - San Francisco Airport Definitive Priced at US$26.95 High-Definition Airport Accurate airport layout (as of 2022) Brand-new Harvey Milk Terminal 1 Detailed models for all buildings with baked ambient occlusion Terminals with interiors PBR materials on objects and ground Custom dynamic night lighting Custom high resolution ground textures High resolution photo scenery (30cm/px) Taxi routes for AI traffic Compatible with any mesh scenery Free X-Plane 12 update planned Animated Airport Animated AirTrain, BART, and cars Animated highly detailed airport vehicles Animated workers and passengers Custom animated jetways and DGS (requires SAM plugin) Special lighting on international terminal and control tower on certain dates Various user-controlled hangar doors (requires SAM plugin) Requirements X-Plane 11 - X-Plane 12 (when available) Windows, Mac or Linux 4 GB VRAM Minimum - 8GB+ VRAM Recommended Version 1.0 (August 6th 2022) Installation and documents: SFO is download of 1.6 Gb download that is translated into a single install file SFD_KSFO_San_Francisco 2.1 Gb full install in your Custom Scenery folder. There is an OPTIONS folder for Ortho and Flat versions of ShortFinal SFO No Ortho + Flat No Ortho + No Flat Ortho + Flat (default) Ortho + No Flat You just swap over the supplied Earth nav data folder. There is a mesh patch can be used with MUXP (https://forums.x-plane.org/index.php?/files/file/67230-mesh-updater-x-plane-muxp/). It works with any mesh (including ORBX TrueEarth) and makes coastlines more accurate, which avoids issues like sunken approach lights. As of writing this document, MUXP is still an alpha version, so results may vary. In case you need to revert the changes, it always creates a backup version of your mesh files. NOTE, not sure on how this would work with X-Plane12, so personally I would not use it for now if using SFO Definitive in X-Plane12. SAM3 Plugin - Scenery Animation Manager - Suite 3.0 is required for this scenery, Documents There is a 2 page "Instruction" page for installation and requirements Manual.pdf ___________________________ Review by Stephen Dutton 6th August 2022 Copyright©2022: X-Plane Reviews Disclaimer. All images and text in this review are the work and property of X-PlaneReviews, no sharing or copy of the content is allowed without consent from the author as per copyright conditions) All Right Reserved  Review System Specifications:  Computer System: Windows - IS1700 Core i7 12700K 12 Core 3.60 GHz CPU / 64bit -32 Gb single 1067 Mhz DDR4 2133 - ASUS GeForce GTX 1080 8Gb - Samsung Evo 1TB SSD Software: - Windows 10 - X-Plane v11.55 Addons: Saitek x52 Pro system Joystick, Throttle & Rudder Pedals : Sound - Bose Soundlink Mini Plugins: Environment Engine by xEnviro US$69.90 : Traffic Global - JustFlight-Traffic (X-Plane.OrgStore) US$52.99 : Global SFD plugin US$30.00 Scenery or Aircraft - None-
  14. Very impressive pricewise and otherwise. One of your shots displays what could be the wet surface effect in the forthcoming XP12.
  15. Aircraft Review: Handley Page Hampden by Virtavia Introduction The 1930s was a great period for military aircraft development. At Handley Page one of their best examples during this time was the Heyford bomber, which went into service with the Royal Air Force in 1934. The Heyford was a biplane with an open cockpit and gun positions, had a fixed undercarriage and used a mixed construction of metal and fabric. The Heyford was the last biplane heavy bomber operated by the RAF. When you compare the Heyford to the Hampden, the differences between them were huge, especially when you consider there were only four years between them. History has a great way of recounting how good or bad an aircraft performed during its lifetime, with some even being regarded as a bit of a joke or totally abysmal. Unfortunately, the Handley Page Hampden could fall into that category. A certain Charles G Grey, the founder of the magazine “The Aeroplane”, described the Hampden (without considering some of its ground-breaking assets) as a flying suitcase! Sadly, this is the nickname that stuck with the aircraft during its whole service career. The Hampden was designed and conceived by Gustav Lacmann, Chief Designer at Handley Page in a response to a request from the British Air Ministry for a new twin-engined medium bomber under the Air Ministry specification B9/32. The specification set by the ministry was quite demanding, which specified among many other requirements that it should have higher performance than any preceding bomber aircraft. The first HP2 prototype flew for the first time on 21st June 1936, and shortly thereafter the Air Ministry placed an initial order for 180 Mk.1 Hampdens. The first production aircraft took to the sky on 24th May 1938. The Hampden was quite a modern aircraft for its time as it utilised a stressed metal skin. Fitted with the most advanced wing available at the time, the Hampden had a remarkably low landing speed of just 73 mph, quite impressive for an Aircraft of its size. The Hampden was powered by a pair of 980 hp air-cooled Bristol Pegasus 9-cylinder Radial engines. These engines, along with the aircraft’s slim design, resulted in the Hampden achieving a top speed of 265 mph, as well as an impressive climb rate. Armament on the Hampden was abysmal as it only featured a fixed Vickers K machine gun on the nose, plus two in each of the rear dorsal & ventral positions. The aircraft featured an internal bomb bay capable of carrying 4,000 lbs of bombs, mines, or a single 18-inch torpedo. The crew of four consisted of a pilot, navigator/bomb aimer, radio operator/dorsal gunner, ventral gunner. Due to its design, the crew were crammed into a tight fuselage with almost no room to move and were typically cold and extremely uncomfortable during long missions. Aircrews soon referred to the Hampden by various nicknames, such as the flying Panhandle, and Flying Tadpole. The Hampden entered service with RAF No.49 Squadron between September and November 1938. While based at RAF Scampton, they were allocated the hazardous task of low-level minelaying and attacking ships during the outbreak of World War Two. Purchase and installation For this review, I am running the latest version of X-Plane 11, along with a shadow tweak to make the shadow lines in the game appear much sharper. My chosen graphics API is Vulcan, not OpenGL. The Intel I7 4790K CPU is overclocked to 5Ghz complete with liquid cooling. I have 32GB RAM, with my GPU being an Asus Cerberus 1070ti. The sounds are provided through a Creative Titanium HD audiophile card, all of which is sat on an Asus Motherboard. At the time of writing, the Hampden from Virtavia is available from the Org Store for $21.95, and upon completion of your purchase, 44 reward points will be allocated to your store account. The stated system requirements are Windows, Mac or Linux and the model requires a minimum of 4 GB VRAM but recommends 8 GB or greater. The model currently sits at version: 1.0 (December 6th, 2021) and is for use in X Plane 11 only. Virtavia indicates that the model is fully VR-ready, however, I am not able to confirm this as I do not possess a VR headset. Once purchased, you simply download the compressed files to your chosen location on your PC. No automatic installation exe is included with the product, but installation is quite straightforward, as you simply extract the compressed files to your Aircraft folder. Once extracted, the size comes to 64.8MB. Documentation The model includes a comprehensive 19-page PDF full-colour manual which is split into several sections. It contains a procedures list and makes extensive use of screen captures which feature annotations to the relevant controls being demonstrated. Another feature that impressed me was the use of instructional videos as a reference relating to various procedures such as a cold and dark start. By double clicking on the AVI symbol, a copy of the instruction video will be downloaded to your pc where you can view them as and when required. First Impressions The original model of this Handley Page Hampden stems from an FSX/P3D variant. Whilst the aircraft systems and handling in this X-Plane version are significantly better than those found in the earlier FSX version, the Hampden is still not a particularly complex aircraft, which suits casual flight simmers such as myself. The package features two variants, these being the Hampden B. Mk1 and the TB. Mk1. 1. The Hampden B. Mk1 ships with four liveries and are as follows: 185 Sqn. at RAF Cottesmore from 1939 and 144 Sqn. stationed at North Luffenham during 1942. Whilst the other two liveries feature aircraft from No. 1404 (Meteorological) Flight RAF at St. Eval during 1942 and the Torpedo Development Unit of 1939 The Hampden TB. Mk1. ships with three liveries and are as follows: 415 Sqn. Royal Canadian Air Force during 1943, 489 Sqn. of the Royal NZ Air Force of 1944 and finally, the TB. Mk.1. of the Swedish Air Force. Exterior The exterior detailing faithfully captures the quirky lines synonymous with the Hampden’s airframe. From the narrow deep-seated fuselage to the thin tapering rear leading to the twin tail, Virtavia have faithfully captured these features. With the extensive use of PBR textures throughout both the exterior and the cockpit, the whole model shines (in all the right places) thanks to X-Plane’s superior global lighting. The surface of the model also features nicely rendered panel lines and subtle weathering. The flying controls and surfaces are fully animated and work very smoothly, including the forward wing slats which are automatically operated. The cooling grills (cowl flaps) can be opened and closed by clicking the relevant control in the cockpit. The model also features a reasonably detailed undercarriage as well as two different exhaust types that were fitted to the different variants of the aircraft. Overall, the exterior model is almost worth the price by itself. However, despite all the gloss of PBR and the improvements across the model, I did feel there was something still slightly lacking with the exterior model. In short, the Handley Page Hampden was amongst the first mono-winged aircraft to feature a flush-rivetted stressed metal skin, reinforced with a mixture of bent and extruded sections in an all-metal design. Whilst the panel lines are faithfully represented in this model, the detail relating to the flush riveting and stressed skin effects are missing. It doesn’t affect the functionality of the model in the slightest, but if you know your aircraft history, you’ll notice it. A feature I particularly liked was the ability to have the crew visible or not. The crew can be toggled on or off by pressing Shift-F5 as seen below. You can select to have the upper rear gunners’ canopy open or closed, and this is achieved by pressing Shift-F2. Both gunners’ positions (dorsal and ventral) included representations of the 303 Vickers K machine gun which are adequately detailed but are not operable. The crew access hatch can be toggled open or closed by pressing Shift-F3. Another nice feature of the model is the bomb bay which features operable bay doors which can be toggled open or closed by pressing shift-F4. Alternatively, there is a switch for this on the right side of the cockpit. The internal detail of the bomb bay is rather weak but acceptable, however, there is no ordinance within the bay and no loadout options are provided with the model. It would have been a nice touch if the developer had included such an option. Perhaps in a later update? Interior Moving onto the interior and it’s clear to see that this is where Virtavia pulled out all the stops. When sitting in the cockpit, you are presented with a rich and diverse environment. It’s a complete click fest of the highest order, all laced with lush PBR textures and clear annotations to both instruments and dials. Aside from the normal functioning controls, there are numerous features available to you in the cockpit, so many in fact that it would take too long to describe in this short article. However, all I can say is that if you do decide to go out and purchase the Hampden, you won’t be disappointed with how the cockpit looks, it’s simply exquisite. Handling Like many of you reading this, I am just a desktop pilot and a casual simmer at heart, so I am not particularly well qualified to say if the flight model is accurate or not. The task becomes even harder when you consider there are no airworthy Hampdens left anywhere in the world. However, that said, in X-Plane, the Handley Page Hampden being a tail dragger, has all the usual traits associated with this type of aircraft, and as such can be quite a handful on the ground. In other words, don’t open the throttles too quickly as the aircraft will run away with you, and your flight (what there was of it), will end in tears! Once in the air and all trimmed out, the aircraft is quite responsive and is in no way sluggish. The developers appear to have replicated the response rate of the engines quite well, in that there is no instant change in tone when you reduce or increase the throttle, instead it slowly changes tone which is far more realistic. The Handley Page Hampden was one (if not the first) medium bomber to feature forward wing slats. These reduced the aircraft’s landing speed to just 73mph. The forward wing slats are operated automatically, and I found landing the aircraft in my X-Plane world, a considerably more relaxed experience than taking off. Sounds When X-Plane allowed for the introduction of FMOD sound packages for aircraft models, the sound environment changed for the better. The included FMOD sound samples in this package are simply outstanding, and in my opinion, faithfully capture the dynamic sounds of a pair of 980 hp air-cooled Bristol Pegasus 9-cylinder radial engines. This starts with the slow, rattling, popping, spitting and stuttering of the engines during a cold and dark start-up. As you slowly increase power, the engine note changes, and you can really feel the deep rumbling gentle growl as the engines come to life. When you open and close the cockpit canopy (again sampled), the sounds of the engine are subtly subdued, but still audible through the canopy. In all, the included soundset of this model is simply music to your ears! Conclusion As you can no doubt tell from this review, flying this aircraft has been a great deal of fun for me, with some of its highlights being: The massive 3D modelling improvements and increased functionality in the cockpit over its earlier FSX/P3D variant. The cockpit environment is enriched by the extensive application of PBR textures, which really makes it shine, especially when you factor in the price point. The introduction of an impressive FMOD sound pack. The inclusion of a comprehensive PDF manual, which employs links to a series of downloadable instructional videos. Looking at areas for possible improvement, it would have been nice if Virtavia had included the flush riveting and stressed panel details on the exterior model. I would also have liked to have seen various loadout options for the bomb bay, but as I mentioned, maybe these can be added in future updates. I was just a little disappointed that some of the other notable characteristics were not given the same attention to detail as they lavished in the cockpit environment. In summing up, I have to say the Handley Page Hampden by Virtavia is a quirky, yet remarkable aircraft, and in my view will deliver a lot of nostalgic fun for not much money. So, why not be like me, and pack yourself into a flying suitcase and relive a bit of history! ___________________ The Handley-Page Hampden package by Virtavia is now available from the X-Plane.Org Store here: Virtavia Handley-Page Hampden Price at time of writing US$21.95 Requirements: X-Plane 11 Windows, Mac or Linux 4 GB VRAM Minimum - 8 GB+ VRAM Recommended Current version: 1.0 (December 6th 2021) Review System Specifications: Windows 10 64 Bit Intel I7 4790K 32GB RAM NVIDIA GTX 1070Ti Aircraft Review by Nick Garlick 4th August 2022 Copyright©2022: 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)
  16. NEWS! - Scenery Released : RPSP - Bohol Panglao International Airport - Philippines by Airwil Sceneries Typical X-Plane. Get one airport or location and suddenly you get a load of them. Except for the odd Manila airport scenery, you don't get much activity in the Philippines. But already Airwill Sceneries have released Davao International Airport, but here is another Filipino scenery in quick succession. This time it is Bohol-Panglao International Airport, Bohol-Panglao International Airport, also known as New Bohol International Airport, is a newly constructed airport on the island of Panglao in the province of Bohol. This airport is dubbed as the Philippine's first eco-airport and green gateway. This brand new airport replaced the old Tagbilaran Airport for better tourism within the region. The Bohol-Panglao International Airport is consist of a single runway with three (3) jetways and seven (7) ramp parking bays. Being just an hour away from Manila by plane, it is an ideal short inter-island hop in the Philippines. Features: (with more than 100 custom made objects) Highly detailed Passenger Terminal Highly detailed Control Tower Highly detailed Fire Department Building Highly detailed Airport Parking Lot Fully functional default ATC Highly detailed Ramp area with lots of static objects Custom Airline Buses Custom Filipino Jeepneys Custom Filipino Boats on final approach of runway 03 Hand placed Filipino houses and buildings within the vicinity Hand placed trees and grass within the vicinity (FlyAgi Vegetation) SAM Jetways by Stairport Sceneries (Authorized) Licensed Premium Ground Pavement Textures from ALES That under US$10 price is hard to beat, so buy both the Davao and this Bohol Panglao together and still be ahead of a great deal. SAM3 Plugin is required with this scenery. Images are courtesy of Airwil Sceneries _______________________________ RPSP - Bohol Panglao International Airport, Philippines by Airwil Sceneries is NOW available! from the X-Plane.Org Store RPSP - Bohol Panglao International Airport - Philippines Priced at US$9.99 Requirements X-Plane 11 - X-Plane 12 (when available) Windows, Mac or Linux 4GB VRAM Minimum - 8GB+ VRAM Recommended Download Size: 3.5 GB Current version : 1.0 (Aug 2nd 2022) ___________________________ News by Stephen Dutton 4th August 2022 Copyright©2022: X-Plane Reviews (Disclaimer. All images and text in this review are the work and property of X-PlaneReviews, no sharing or copy of the content is allowed without consent from the author as per copyright conditions) All Rights Reserved
  17. Agree completely with your comments on SAM. One positive it seems pretty stable these days - gone of the days when the farewell wave on the crash log would be some reference to SAM. Its intentions were always good, but the idea of rolling everything into one App, and with that huge intrusive control screen it always made it seem clumsy. Let’s move the jetway - and then have to quickly get out of the control screen to see the jetway now half way back to the terminal. Commercially it was quite clever with the sale of the add on modules but out of interest how often do you see follow me cars at airports these days? SAM is of course threatened by XP12. Are there going to be moving jetways in base XP12? Will new shiny wet pavements kill off seasons files (not that they were ever a big thing). But then of course many developers now have made their sceneries dependent on SAM. No latest copy of SAM and your new payware international airport is reduced to Boeings and Airbuses grazing in a rather large field. So if developers don’t remove that dependency SAM for better or worse is going to be with us way into the future.
  18. Yes I do in 2022, X-Plane12 will be (finally) out in a few weeks...
  19. Love the closing line '............next month' - you do mean 2022 don't you? 🙂.
  20. Hear you. One of the good things about Laminar (or the frustration) is that it is not a big corporate shop. Watch those presentation videos and we all know we are not going the mainstream route. Give Austin the chance and he will wobble on about everything that interest him and skip anything everyone else might ask. We all know that when released XP12 will instantly be benchmarked, at least in look against MSFS and we all know what the result of that will be. But for the faithful the improvements might open up the pocketbooks and keep them loyal. What XP12 cannot afford is lots of issues on release. MSFS other than the eye candy and the corporate campaign was hardly a tidy release but people like Microsoft are set up to manage those bumps. Laminar aren’t. The worst outcome is a repeat of the MD-11 saga. Years of built up anticipation that Rotate did nothing to manage (instead maintaining radio silence) and then when it came, part broken, a flurry of upset first adopters.
  21. As you say, XP11 is running well but, once my appetite was whetted with some of Laminar's new and improved features for XP12, my little anticipation clock started the mental countdown. Lack of status information and release date has tended to curb my enthusiasm but, rest assured, never MSFS.
  22. I have recently, thanks to Org store sales bought several new GA aircraft and have been flying around the summer skies of the UK and California, or at least the Orbx representations of them. And it has been very pleasant indeed. It might be my imagination but some of the recent Nvidia drivers also seem pretty good. Which led me to the thought that XP11 is really not bad at all, and (unlike many video games and simulations) I still have a lot more to do, to learn and improve - although my landings seem a lot more consistent these days. Then when I come online I read all of the calls for more news and a release date for XP12 and I wonder why. Perhaps XP12 out of the box will be better, but then like many releases it might take a few iterations. Now in XP11 unlike in MSFS I cannot really see my house, nor fly around a more accurate version of say London. But then XP11 does many other things better to compensate. And then there’s all my investment in XP11, not just the money but the time and the tweaking and learning it to a decent depth - although there is always more to learn. So yes, XP12 would be nice, if only to get developers some much needed new sales. But in the interim I’ll just virtually fly, rather than seeking snippets from forums and videos. How does Guernsey to Swansea sound for this afternoon for example? Pleasant enough weather, but a little wet in the arrival perhaps?
  23. August first and not a shred of evidence they still exist.
  24. This plane is a lot of fun and I'm surprised we don't see more conversation. I'd love to see a review from a pilot familiar with the real Cherokee Charger/Pathfinder. It's not identical to the Dakota in many ways. For those who prefer the Hershey Bar wing, this is the plane!
  25. NEWS! - Scenery Released : RPMD - Davao International Airport, Philippines by Airwil Sceneries Philippines, not really on anyone's radar. However I have flown over the Philippines quite often on the Brisbane/Sydney to Hong Kong routes. So a new scenery from Airwil Sceneries of this destination, situated at very lowest point of the Philippines island chain can open up a great unexplored area of the X-Plane Simulator. And RPMD also comes at a brilliant value price of just only US11.99 Davao International Airport, also known as Francisco Bangoy International Airport, is the hometown airport of Airwil Sceneries. Serving mainly the entire Davao Region, Davao International Aiport is the busiest airport in Mindanao and is the third busiest in the Philippines. Feature list is extensive More than 250 custom modelled 3D objects Old Davao Airport Terminal (with interior modelling) New Davao Airport Terminal (with interior modelling) Davao Control Tower Cab (with interior modelling) SAM Jetways (Authorized by Stairport Sceneries) ALES Ground Textures (Licensed by Pyreegue Dev Co.) Moving ground vehicles at the ramp area Moving ground vehicles at the terminal parking area Highly detailed terminal parking area Work in progress RPMD parallel taxiway Popular Davao City Landmarks (Gaisano, Grand Regal Hotel, SM Lanang, etc2 just to name a few) Filipino Houses Filipino Jeepneys Maligaya Taxi Davao Metro Shuttle Bus Mindanao Star Bus Highly detailed vicinity surrounding the airport to capture that Davao City feel Color corrected orthophoto Just like in real life, the parallel taxiway in this scenery is also a work in progress. Upon completion of the said parallel taxiway, we will update the scenery to maintain realism. Unlike in real life however, the old terminal in this scenery has been modeled as if it is still operating during its heyday. We have decided to do so to give chance to people who'd like to experience / re-visit that terminal (virtually). SAM3 Plugin is required with this scenery. Images are courtesy of Airwil Sceneries _______________________________ RPMD - Davao International Airport, Philippines by Airwil Sceneries is NOW available! from the X-Plane.Org Store RPMD - Davao International Airport - Philippines Priced at US$11.99 Requirements X-Plane 11 - X-Plane 12 (when available) Windows, Mac or Linux 4GB VRAM Minimum - 8GB+ VRAM Recommended Download Size: 5GB Current version : 1.0 (July 29th 2022) ___________________________ News by Stephen Dutton 30th July 2022 Copyright©2022: X-Plane Reviews (Disclaimer. All images and text in this review are the work and property of X-PlaneReviews, no sharing or copy of the content is allowed without consent from the author as per copyright conditions) All Rights Reserved
  26. Scenery Review : OMDB – Dubai International Airport by Taimodels Dubai is one of those futuristic cities of the future, extreme buildings, even has the tallest most striking building in the world with the Burj Khalifa, also known as the Khalifa Tower. Like the trade routes of the past, the Emirate States (UAE), a federation of seven emirates that see themselves as the crossroads between the east and the west, not by sea or land this time, but by the air. This is the grand plan for three of the major cities here, Abu Dhabi, Dubai and Sharjah to be those crossroads, and mega projects both in buildings and airports have created an oasis in the middle of the desert, plus to be a critical transitioning place between the major areas of the world in Europe and Asia, west and east. Dubai International Airport is the biggest and most prominent of the three (Dubai is building another mega airport just to be sure). But OMDB with it's home airline Emirates, has taken the scale to huge proportions, no other airline has 119 Airbus A380's double-deckers like Emirates Airlines does and you need a big if massive airport to cater for them all. TaiModel's started out atrociously in making scenery for the X-Plane Simulator. Quick turnover and not much quality and even less detail. I gave them a short-shift in not promoting the work. They were originally only really screen fillers and nothing else. The YSSY - Sydney International Taimodel's release changed all all that, here was a very well done scenery, great detail and a very good representation of Mascot. And here is the followup to that excellent scenery from Taimodels, in Dubai's mega port OMDB – Dubai International Airport. First a note. Here I am using the SFD Global package to create Middle-Eastern infrastructure around the scenery, a critical aspect on the look and feel to Dubai. And those SFD objects show in all the images here. X-Plane has had a few OMDB's sceneries, from very average freewares to a few lately released paywares from Orbx's FeelThere (Reviewed Here) to Aviotek Simulation's OMDB. The interesting one is FlyTampa's OMDB, but not available in X-Plane. But that didn't stop users including myself buying it and doing Frankenstein conversions to X-Plane. The point of FlyTampa's version is the extensive Dubai city buildings and excellent infrastucture, and this is the point with OMDB as a scenery. The Dubai Cityscape is AS important as the airport scenery itself. Would FlyTampa ever do an X-Plane version of OMDB, well there is always hope, but until then you will still need a good Dubai International Airport, so is this Taimodels the best one to have of them all? OMDB – Dubai International Airport by Taimodels Dubai International Airport مطار دبي الدولي Maṭār Dubayy al-Duwalī IATA: DXB - ICAO: OMDB - WMO: 41194 12L/30R - 4,000m (13,123ft) Asphalt 12R/30L - 4,450m (14,600ft) Asphalt Elevation AMSL62 ft / 19 m In passenger airport traffic OMDB - Dubai is 25th on the list (2021), but in International traffic Dubai International is number 1 (29,110,609), which is no surprise considering the the scale of the aircraft operating in/out of DXB. DXB is a mega airport, so it is mega in size. Dubai Airport has three passenger terminals. Terminals 1 and 3 are directly connected with a common transit area, with airside passengers being able to move freely between the terminals without going through immigration, while Terminal 2 is on the opposite side of the airport. The receiving Terminal is on the western side, then connected to the three massive Concourses A, B and C, although Concourse C is noted as Terminal 3. Basically it is gate numbers Gates A, Gates B and of course Gates C. Terminal 1 connected to concourses A-B has a capacity of 15 million passengers. It is used by over 100 airlines and is connected to Concourse D by an automated people mover. It is spread over an area of 520,000 m2 (5,600,000 sq ft) and offers 221 check-in counters. T1 looks like two separate terminals because the buildings designs separated by the centre Control Tower, are different... this is a BIG terminal in scale and size. Concourses A - B Concourse A which follows the characteristic shape of Concourse B, 924 m (3,031 ft) long, 91 m (299 ft) wide and 40 m (130 ft) high in the centre from the apron level and accommodates 20 air bridge gates, of which all are capable of handling the Airbus A380-800. The gates in concourse A are labelled A1–A24. Concourse design and detail by Taimodels is exceptional, brilliant detailing and textures are very, very realistic, nice lower section detail is as good as well. Although the cladding is very good, it is the glass that not just great here... ... well it just "Totally blows you away", with it's design patterns and this incredible detail. This IS exceptional. Concourse B is directly connected to terminal 3 and is dedicated exclusively to Emirates. The total built up area of the concourse itself is 675,000 m2 (7,270,000 sq ft). The concourse is 945 m (3,100 ft) long, 90.8 m (298 ft) wide (at midpoint) and 49.5 m (162 ft) high. The terminal has 10 floors (4 basements, a ground floor and 5 above floors). The building currently includes a multi-level structure for departures and arrivals and includes 32 gates, labelled B1–B32 It would be very hard to beat this incredible look and feel of the concourse designs. Central Control Tower 87-metre-tall (285 ft) is very well designed and modeled as well, it has all the right shapes and oozes detail. Tower view is set well, with both north and south approaches clear. Internal terminal is semi-modeled, and only Concourse B... Concourse C Concourse C, is a part of Terminal 3, which was opened in 2000 and used to be the largest concourse at Dubai International Airport before Concourse B in Terminal 3 opened. It incorporates 50 gates, including 28 air bridges and 22 remote gates located at a lower level of the terminal. The gates are labelled C1–C50 Set slightly offset to Concourse B, Concourse C is slightly squatter and wider than the A-B concourses. Like Concourses A-B, the detail on Concourse C is phenomenal, again the same cladding and that brilliant glass detailing. All gates are SAM3 Suite (Plugin required) activated, all for A380's as well obviously, with many airbidges in three arm units, but in most cases you would only use the forward two arms. Concourse D Concourse D has a capacity of 15 million passengers, include 17 gates and connected to Terminal 1 via an automated people mover. On Wednesday, 24 February 2016, Concourse D officially opened with the first British Airways flight arriving at gate D8. This section is all very new at DXB, and also presented here in this Dubai International scenery. Set behind is the Cargo Emirate "SkyCargo" Mega Terminal. This facility with the Cargo City (opposite) at Dubai International Airport is one of the world's largest and most central cargo hubs in the world, with most of the cargo for Asia and Africa coming through the facility. The Concourse D style and design is quite different from the other more rounded concourse designs, but again the reflective glass is very well done. All gates are again SAM3 active. Terminal 2 Sited opposite on the northwest corner, Terminal 2 was built in 1998 and has an area of 47,000 m2 (510,000 sq ft) and has a capacity of 10 million as of 2013. After several, decent reconstructions and a major expansion in 2012 which saw capacity double. It is used by over 50 airlines, mainly operating in the Persian Gulf region. Most flights operate to India, Saudi Arabia, Iran, Afghanistan and Pakistan. Terminal 2 is the hub of Air India Express and flydubai, and the terminal houses the airline's corporate head office. Part of the Terminal 2 complex is the Al Majlis VIP Pavilion and Dubai Executive Flight Terminal. Executive Flight Services (EFS) caters to those passengers of high class or special importance that travel through Dubai International Airports. It is the largest dedicated business aviation terminal of its kind in the Middle East. It is located at the DAFZA - Dubai Airport Free Zone (below) close to Dubai International's Terminal 2. It only caters to private flights exclusive to the terminal. The Cargo City is on the this same north boundary, has all the usual cargo operators (FedEx/DHL), plus the huge dnata "Air Cargo City" facility. Mid central north is the huge Emirates Engineering base, remember there are 119 A380s, plus the 124 B777's to service. Southwest and directly across from the Engineering base is the Emirates Group building and head office, again done really well. The Dubai Metro Network is modeled and shown, but there are no animated trains, and almost every other payware OMDB has these animated red trains, a big omission. Dubai City At the head of this review I made it clear that OMDB Airport, is only part of the Dubai scenery. The Dubai City cityscape is as just as important. Here the icons in the immense Burj Khalifa, Burj Al-Arab Jumeirah and Dubai Mall, but it ends there, why? because basically it is the exact same as the X-Plane default "Landmarks Dubai", their not the default here but custom, but you wouldn't know, so there is nothing extra either. So no Atlantis (The Palm) or Dubai Opera House or even the QE2 (Ship), no docks or Dubai Creek detail fill in here either, and the dock cranes are by and visible from the airport, in fact there no external infrastructure at all. Here like with YSSY - Sydney International, Taimodels again loses interest, brilliant for the airport, but barely none or poor detail surrounding it. To be honest Dubai is not that hard, and the difference between (and why you purchase their scenery) like FlyTampa and Taimodels comes down to these sort of details. that is not saying I want every Dubai building and tower modeled, but you do NEED something far better than this to make it a credible cityscape, certainly on the approaches and viewing the city from the airport.. The under scenery ortho photos are another case in point. They are very good, but in areas they are totally blank of objects, and far too close to the airport scenery to be realistic... and so here there is simply too much of those exposed flat photo based textures on the eyes. Lighting I was expecting the lighting to be really bad, certainly considering earlier Taimodel's night lighting which was plain awful. But like with YSSY - Sysdney Taimodels have learnt a lot along the way. There is still some reliance on FSX one colour window detail, but overall it is far better and tuned better for X-Plane lighting features. The lighting is very good were it needed to count, around the concourses. It was debatable on how the daytime glass would transfer to the night. It again works quite well, and is difficult to create authentically. Overall on the ramps it is all very good. Control Tower looks very nice, and well thankfully not over lit.. Concourse D is very good, and so is the Terminal 1 facade. Off airport, there is still a heavy reliance on block colour, with the DAFZA being totally horrible. Emirates Engineering is very nice, but you feel there should be more lighting needed as some areas are dark. Emirates HQ is also very good, but I was surprised the Emirate corporate logos were not lit on each end of the building, a big oversight. Field Navigation signage is very good, but come with no ground reflections, which is a real shame. Thankfully the navigation signage is good around DXB, as there are a LOT of taxiways. Ground Textures All ground textures are very good if excellent. but the texture scale is a bit slightly too large or knobbly, but you wouldn't notice that unless you are really looking for it. built in Burnt-in ambient occlusion effects and reflections are excellent, and will be far better with the X-Plane12 effects, can't wait. There is not much field at DXB, it is all mostly man-made surfaces. There are a few grass taxiway separators, but they come with no grass, it would have been still good to give them a little grass as they are very flat. So again overall the different surfaces (a lot here) and the textures are very well done by Taimodels, so they get a decent pass. ________________ Summary After the excellent YSSY - Sydney International, then Taimodel's next scenery had a lot to live up to, and to pick OMDB - Dubai International, one of the largest airports by capacity in the world, was a big if brave choice. The unique shapes of the Dubai DXB concourses are very hard to recreate authentically. But here they are not just very good but even exceptional, with great cladding and brilliant glass with decoration. In fact a lot here is very good. Concourse D, Terminal 2, City and Mega Cargo, Emirates Engineering and Main head office are all represented and done well. Scenery has the SAM2 active plugin, and again great for the multiple gates for all those Airbus A380s that regularly ply the airport. Lighting is far better than most Taimodels lighting in the past, but still there is average facades in some areas like the DAFZA buildings. Internally the airport scenery is exceptional for it's scale, but externally there are a few minuses. The Dubai cityscape is only a very few landmarks, and in reality there is no extended Dubai city or port. Orthophoto imagery is very good, but flat and empty around critical areas around the airport that can be seen on approaches and from even the stands, lighting as noted is good, but not excellent. So is Taimodel's OMDB - Dubai the best for X-Plane. In many contexts it is simply excellent, certainly within the airport context itself. But it is let down by the poorer external aspects that for someone like FlyTampa wouldn't make. Scenery at this scale is not just about delivering a good airport, it is about the full scenario of the experience of the destination. This could have been not only a very good, even exceptional OMDB, if those other city and the surrounding infrastructure aspects had been addressed, but until the FlyTampa release their Dubai for X-Plane, then this Taimodels is an excellent choice. _______________________________ The OMDB- Dubai International Airport by Taimodels is NOW available! from the X-Plane.Org Store OMDB- Dubai International Airport Priced at US$28.00 Features for X-Plane 11 and 12 (when available) 4k textures Completed inside Highly detailed 3D models SAM amination jetways High quality pbr texture on object and ground High performance Completed autogen around airport Ground traffic plugins( train, car and truck) Requirements X-Plane 11 - X-Plane 12 (when available) Windows, Mac or Linux 4 GB VRAM Minimum - 8 GB+ VRAM Recommended Download Size: 1.6 GB Current version : 1.0 (July 22nd 2022) Installation and documents: DXB is download of 3.3Gb download that is translated into a 1_a_Dubai_city_buildings (74.4Mb) 2_b_OMDB_Dubai_Taimodels (4.93Gb) 3_c_OMDB_mesh (22.2Mb) 5.20Gb full install in your Custom Scenery folder. There is an OPTIONS folder of a flat version of Taimodels Dubai Scenery Flat_version You just swap over the supplied Earth nav data folder. SAM3 Plugin - Scenery Animation Manager - Suite 3.0 is required for this scenery, Documents There is a 2 page "Instruction" page for installation and requirements OMDB_Instruction.pdf ___________________________ Review by Stephen Dutton 29th July 2022 Copyright©2022: X-Plane Reviews Disclaimer. All images and text in this review are the work and property of X-PlaneReviews, no sharing or copy of the content is allowed without consent from the author as per copyright conditions) All Right Reserved  Review System Specifications:  Computer System: Windows - IS1700 Core i7 12700K 12 Core 3.60 GHz CPU / 64bit -32 Gb single 1067 Mhz DDR4 2133 - ASUS GeForce GTX 1080 8Gb - Samsung Evo 1TB SSD Software: - Windows 10 - X-Plane v11.55 Addons: Saitek x52 Pro system Joystick, Throttle & Rudder Pedals : Sound - Bose Soundlink Mini Plugins: Environment Engine by xEnviro US$69.90 : Traffic Global - JustFlight-Traffic (X-Plane.OrgStore) US$52.99 : Global SFD plugin US$30.00 Scenery or Aircraft - None-
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