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  3. Scenery Update : KDEN - Denver International Airport HD v1.5 by X-Codr Designs I'll look at X-PlaneReviews release review of X-Codr Design's sensational KDEN - Denver airport that took 8 months of painstaking work to bring you the most high quality scenery of Denver's mega-hub, the point is I didn't do a review but only a pre-release overview? Now that maybe a strange and interesting thought, but the reality was that when I looked at the scenery and as really good as it was. then X-Codr's Denver was at the time just missing the mark, and mostly in the night textures. No offence to the developer in that a first scenery is always going to be a huge daunting task, add in the fact that the choice of airport is one of the largest in the mid-west of the grand olde US of A and that alone was always going to be a compromise, another factor is that X-Plane in scenery dynamics is a serious business, get it right and it looks brilliant, but it needs skill to bring out those dynamics and not make everything bland, so huge ambition hit the world of reality. So obviously there has been a few post-release updates already to KDEN since that release, but here is a big one in v1.5 and it covers almost all of the elements that didn't quite hit the mark on the release version. Denver's International gateway DIA is a monster of an airport, it is HUGE, even by say Atlanta's comparison. Your taxi fuel accounts have to be as much as a consideration as your flight time fuel loads just to reach certain runway takeoff points or to taxi into the terminal area, I love the taxi aspect, but it can certainly add into your gate to gate time if you don't take this huge sprawl into account, layout navigation is actually quite easy in not getting lost, but at some certain hold points the main terminal area are a set of buildings set out on the horizon. At 33,531 acres (13,570 ha), then DIA is the largest airport by area in the US and the second largest in the world after King Fahd International in Saudi Arabia. Arrival at KDEN via LONGz1 SID and the DIA airport is showing how really well now scenery can be intergrated into the default mesh... ... X-Codr provides two mesh/overlay installations in Y and X (Y has to be set before X obviously) but it works extremely well, and also there are Ortho4xp patches provided if that is your preference. The ortho itself has now been totally recolored to better match the airport ortho and other 3rd party ortho.... and it shows with the differences from every angle. The mesh and airport together are big Gb downloads (1.5gb each) but the detail is worth the hard drive storage. Noted is that there is a lot of refinement that has been done in this update, with now far better compression of over in that 300Mb in disk space and VRAM were saved just in ortho alone, and other refinements are all the way through this update pack. The south approaches are dominated by the incredible huge (Batwinged?) presence of the Westin Hotel, and it almost hides the DEN iconic circus soleil membrane styled roofing of the main arrival Jeppesen terminal and it is made of Teflon-coded woven fiberglass for strength and is also impenetrable to radar... all the detail presented here are simply really well modeled and totally highly realistic... The reflective glass on the original Westin Hotel was actually pretty good, but the problem was it was also far better than the rest of the airports glass and textures. Upgraded in v1.5 is that all the glass areas are now highly PBR reflective and detailed and the scenery now extrudes quality and realism. Denver International Airport IATA: DEN - ICAO: KDEN - FAA LID: DEN 07/25 - 12,000ft (3,658m) Concrete 08/26 - 12,000ft (3,658m) Concrete 16L/34R - 12,000ft (3,658m) Concrete 16R/34L - 16,000ft (4,877m) Concrete 17L/35R -12,000ft (3,658m) Concrete 17R/35L - 12,000ft (3,658m) Concrete Elevation : 5,431 ft / 1,655 m Denver's airport layout is very typical of most U.S. major hub arrangements, a welcoming terminal then (in this case) three separate huge concourses connected together by an underground rail system. Concourses are really simple in A, B and C... A is the closest to the Jeppesen Terminal and is for the International arrival and departures. Concourse A has 51 gates, which includes several "ground load positions" requiring passengers to exit the main concourse through shared doors to access their aircraft. Concourse A handles all domestic airlines except Alaska, Southwest, and Spirit as well as all international arrivals (excluding airports with border preclearance). There are currently twelve dedicated gates for international arrivals; five of those are equipped to handle widebody aircraft and two are 3-jetway gates capable of handling an Airbus A380. Two airline lounges are currently located on the top floor of the central section of Concourse A: an American Admirals Club and a Delta Sky Club.[26] Concourse A is mainly different from the other two in because it has the pedestrian bridge from the main terminal. Concourse B, is almost twice as long as "A" and "C", so it over shadows the two other island concourses. Concourse B has 70 gates. United Airlines is the sole occupant of Concourse B. Mainline United flights operate from the main concourse building, whereas United Express operations are primarily handled at the east end of the concourse, which currently includes two concourse extensions for smaller regional planes. Four gates near the center of the concourse are equipped to handle widebody aircraft and each have twin jet bridges labeled A and B. There are two United Clubs on the second floor of Concourse B, situated about an equal distance away from the people mover station: one near gate B32 and the other near gate B44. Concourse C, has the bonus of having the Main Control Tower as part of the concourse. as 29 gates. Southwest Airlines is the primary occupant of the concourse with only two other airlines, Alaska Airlines and Spirit Airlines, utilizing the concourse. A 2014 expansion added five new gates to the west end of the concourse. The expansion, at a cost of $46 million, allowed Southwest to consolidate all of its operations into Concourse C (prior to the expansion, Southwest was using two gates on Concourse A, which it had inherited from its merger with AirTran Airways). American Express recently began construction on a 14,650-square-foot (1,361 m2) Centurion Lounge in the upper level of the eastern wing of Concourse C. The lounge is expected to open in mid-2020, and will be the second largest of its kind. Outwardly everything looks the same as the original release scenery. But in v1.5 almost everything in the texture aspect has been completely redone. The textures have lost their flatness and are now if you look closely are also now quite beautiful, you are seeing here a lot of Misterx6 style and of quality, that same feel is now showing in this scenery and I like it a lot. A lot of attention has been given to the ground textures here at DEN. The problem with a lot of acres of concrete is that it can look really bland, worse it reflects the light twice back, so it has no feel or depth. No developer can fix highly reflective white glare, but the grunge, oil and rubber dirt has been heightened here at DIA with great success. Yes it was slightly mottled in the original version, but the effects have all been all redone and deepened. This is masterful work to get this sort of wear and rubber detail, almost every U.S. scenery developer now has to create the same level of making white concrete actually interesting. The PBR reflective (wet) active textures and burnt-in ambient occlusion are also first-rate, it is a huge jump forward. Glass is very interesting as well. Reflections are very good, but look closer in the right lighting conditions and there is the wet dirt fall on the glass panels, it is all very good if great detail and highly realistic.... .... all the different styles of glass are different but highly realistic, note the fantastic reflections on the apron tower windows... very good. There was modeled concourse interiors in the original release, but there has also been a lot of revision work done here internally. Plus point is that the waiting passengers are now actually sitting down, a small point but it gives the whole terminal scenario a bit of a more realism feel to it, certainly all the main A,B and C concourses can be explored, and are worth doing so.... ... moving walkways and even hanging aircraft are well done for the detail shown internally. There is now a required installation into your custom scenery folder a X-Codr Designs Library that is now used for all these higher quality assets, the library is quite a big at a 1.16Gb download so it is quite an extensive package. The SAM (Scenery Animation Manger) system has replaced the older Marginal autodock VDGS airbridge layout. So all the airbridges have been redesigned and replaced and even the complicated long arm versions are really well done. Also added in are the two and three pier installations and they all work with two door aircraft in say the Boeing 747... ... and I really love this three pier arrangement that can be adapted to either an widebody or single aisle aircraft. The original X-Codr KDEN night texture lighting was a bit average, it was okay but not highly realistic. The night textures have all been redone and the effects now are far better in v1.5... clear glass is always really problematic at night, however they pass the realism test here. The Jeppersen Terminal looks however still a little too saturated, and needs a little more calming down, but I like the far better Westin Hotel textures, the originals were horrible grey squares... ugggh! But this image below shows off some of the spectacular lighting at the concourses.... it is incredible of what we can do now in simulation. Highlighting the detail here is interesting... There is some of the very best gradient work in X-Plane scenery here, all levels and ground variations are uniquely covered and also highly detailed... .... it all makes for some of the best and most interesting arrival and departures experiences in the simulator, the detail is incredible, and the gradients can be seen and felt from the aircraft for that realism factor. Infrastructure detail is really off the planet, it is all a feast for the eyes. Both United and Frontier maintenance hangars are also covered really well... ... and overall you can't be but very impressed by the detail and activity at this mega hub scenery. ____________________ Summary The original release of Denver's megapolis International Airport by X-Codr Designs was a bit of a tour-de-force, ultimately it was brilliant, but still missing that something in a few areas, there has been a few updates in between, but this is a major update in v1.5, and an spectacular update it is. This is a maturing update to the scenery, it covers all the aspects that were just a little below par to get the package into that elusive higher quality bracket... but the update here is a great success. Covered in v1.5 has been a complete texture revision with outstanding results and PBR quality. That brings in more lifelike glass reflections and even better glass detail, night textures needed attention and they have had that with the more realistic look and feel done really well. Ground textures have also had serious changes to make them more gritty or grubby or grungy or whatever you want to note as more realism, but that they are some of the now the best grungy concrete textures around is a still the ultimate aim. Internal details has now added in even sitting people and the new X-Codr Design Library adds in a huge whole new level of a new library of detailing. The SAM (Scenery Animation Manger) has replaced the older Marginal autodock VDGS airbridge system with huge benefits of more twin and three pier gates and resulting in even more bay choices, it has also been fashioned to match the real gate systems and is a great addition to the scenery. Note the KDEN scenery covers a large area and has a huge amount objects, you can run the scenery on a 4K board, but a 8K is certainly highly recommended, hard drive space is quite at a premium as well. This v1.5 update is free to all previous the purchasers of KDEN - Denver from X-Codr Design. If you don't have this scenery then you are easily missing a huge important part and aspect of your North American route network.... Highly Recommended! _____________________________________ Yes! KDEN - Denver International Airport HD v1.5 by X-Codr Design is available from the X-Plane.Org Store here : KDEN - Denver International Airport HD Price is US$29.95 Features: Ultra detailed rendition of Denver International Airport Winter and wet rainy versions are included as well Highly detailed custom buildings Most parts of all concourses have detailed custom interiors Detailed yet performance friendly models Normal maps for great bump mapping and glass reflections Ultra detailed ground textures 1 pixel per 6 inch orthophotos equivalent to ZL20 Orthophotos have been cleaned of duplicate flat textures under 3D models (such as traffic and bridges) Extreme detail for pavement, while still maintaining minimal repetition Highly detailed normal maps for impressive specular reflections X-Codr Designs SoundXP Plugin (Windows 10 ONLY) Ambient airport sounds will be played based on your location in the airport - a first in X-Plane Listen to chatter, announcements and other sounds when inside the terminal, trucks rumbling by and beeping when near busy ramp areas, and the drone of traffic speeding by when on the landside of the airport Dynamic living airport Watch heavies, regional commuters and other air traffic bring the airport to life with superb WT3 routes by Brian "Cpt. K-man" Navy (Bird Stryke Designs) Animated jetways using Autogate by Jonathan Harris (marginal) Animated car traffic using Ground Traffic by Jonathan Harris (marginal) Native ground services will service your aircraft upon request Highly detailed custom mesh using Ortho4XP Detailed under and overpasses Sloped runways and taxiways, and ditches WT3: WorldTraffic GroundRoutes are provided and overall the airport generation functions perfectly. Requirements: X-Plane 11 Windows, Mac or Linux 4Gb VRAM Minimum - 8Gb+ VRAM Recommended Download Size: 3.8Gb Current and Review version: 1.5 (August 5th 2020) Installation Download scenery files required are in three downloads, KDEN Airport (1.53Gb), KDEN Mesh (1.61Gb) and the X-Codr Designs Library Package (1.16GB) KDEN Airport Ortho4xp Patches KDEN - Denver International Airport ClassicJetSimUtils (ground Routes) KDEN Mesh Y KDEN Overlay Z KDEN Mesh X-Codr Designs Library Package (The library Package is inserted into your Custom Scenery Folder) Total scenery installation is 11.30Gb (yes 11.30GB!) SAM Plugin - Scenery Animation Manager - Suite 2.0 is required for this scenery Documents One extensive manual in English with notes (6 pages) but no charts Denver International Airport Manual.pdf _____________________________________________________________________ Scenery Review by Stephen Dutton 7th August 2020 Copyright©2020 : X-Plane Reviews (Disclaimer. All images and text in this review are the work and property of X-PlaneReviews, no sharing or copy of the content is allowed without consent from the author as per copyright conditions) Review System Specifications: Computer System: Windows - Intel Core i7 6700K CPU 4.00GHz / 64bit - 32 Gb single 1067 Mhz DDR4 2133 - ASUS GeForce GTX 1080 8Gb - Samsung Evo 1Tb SSD Software: - Windows 10 - X-Plane 11.41 and tested in v11.50b17 (really good!) Addons: Saitek x52 Pro system Joystick and Throttle : Sound - Bose Soundlink Mini  Plugins: Traffic Global - JustFlight-Traffic (X-Plane.OrgStore) US$52.99 Scenery or Aircraft - Default Boeing 737-800 by Laminar Research
  4. Scenery Review : FALE - Durban XP by Aerosoft/FSDG Only a month after their last crossover conversion scenery of HKJK Nairobi "Jomo Kenyatta", then FSGD - FlightSim Development Group through Aerosoft have now released for X-Plane11 Durban XP or to give it it's full name "King Shaka International Airport Durban". This Durban scenery is also the third scenery released for Africa after GMMN - Casablanca and HKJK Nairobi, of which I am finding that they are all workmanlike sceneries, but certainly not average either. They are however also in bringing the African continent alive, so these sceneries are very interesting in that important aspect. Starting the review I thought I would just "Hop" on down from FSDG's last scenery in Nairobi, but on checking out the route I found that the simple "hop" was actually 1800nm or around 4h 30m flying time, so that shows the massive size of the African continent, it is doable obviously and I will fly that route, but in reality we need to get on and take a look at King Shaka International Airport. King Shaka International Airport abbreviated KSIA (Shaka was the leader of the Zulu nation in the early 19th century), is the primary airport serving Durban, South Africa. Located in La Mercy, KwaZulu-Natal, approximately 35 km (22 mi) north of the city centre of Durban, it opened its doors to passengers on 1 May 2010, just over a month before the start of the 2010 FIFA World Cup. It replaced Durban International Airport (ICAO: FADN) and uses the same IATA airport code. So the airport KSIA is very new in a clear field design. King Shaka International Airport IATA: DUR - ICAO: FALE 06/24 - 3,700m (12,139ft) Asphalt Elevation AMSL93 m / 304 ft Being modern and a fresh field layout then FALE looks clean and open. The first viewing is actually quite surprising on how good this scenery actually is, as it looks and feels very nice. Intergration into the X-Plane default textures is very good, except for a few areas as we will note later, but the overall approach feel is excellent. The King Shaka single large main Terminal is quite impressive, detail is very, very good with excellent quality modeling. Exterior shapes and window blind/shade detail is really good, glass is not bad either, not the very best but very realistic with nice reflections. Reflection detail is also very nice in the roofing quality, yes modern materials are easier to reproduce, but realism is not... but that is not case here as it looks very good and real world. Parking stands A5 to A16 and C3 - C6 all have the SAM (Scenery Animation Manager) active airbridges. A1 to A4 and C1,C2, C3 and C5 are all walkon/off stands. Zones are Alpha Apron A, Bravo remote Stands B1 to B9 and Charlie Apron C1 to C6. The airbridge design is really well done here, lovely shape and the glass work brings out the best of SAM plugin, that they work as well is a real bonus, and there are VDGS guidance signs on the Terminal at each gate. Ground clutter is very good and Swissaport/SkyChefs branded, and there are a few South African buses buzzing around as well like at Nairobi. I found the v11.50 version didn't work with the traffic plugin, I have the updated Vulkan plugin version and it fixed about half of the animations, but they crashed into each other and stopped and started, so the traffic is good, but currently not working correctly? Landside The other two GMMN and HKJK sceneries were let down by their poor landside detail. Here at FALE is is far better in that aspect and more detailed and that gives it a far more visual realism... ... again the terminal detail and construction webbing is really good and the animated vehicles give it all a bit of activity as well... The carpark is just a photo on one side but there is high detail on the other, Advertising and signage is very good and detailed, but the landside is not perfect as the arrival area is still a bit ortho-photo flat, but overall it is far better than their earlier African sceneries. Infrastructure Overall FALE is a compact airport, so the infrastructure is quite small and separated into two zones. The areas around the Terminal have mostly under cover carparking and a Hotel in the 29º South, which is very good and noticeable from the air as it is set out a distance from the airport. The Phase 3 section being now built is included in the scenery as finished, this area has two remote parking zones E - Echo E1 to E14 stands and F - Foxtrot F1 to F12 stands and the recreation is very well done, and fills in the former separated empty area between the terminal and cargo sections. Cargo The Cargo facility is part of the Dube TradePort's TradeZone Precinct, and has a initial size of 15,000 m2 (160,000 sq ft) and the initial capacity for 150,000 metric tons (165,000 short tons) of cargo per year. Long-term expansion could see the cargo terminal expand to a size of 100,000 m2 (1,100,000 sq ft) and the capacity for 1,000,000 metric tons of cargo per year. Notable is the connection from the cargo receiving terminal to the secondary cargo facility. This is Apron D or Delta with D1 to D6 Parking bays, Detail is very good and for the long cargo hauler a great destination to aim for. The Field Control Tower is position directly behind the Cargo apron, the tower is not overly modeled or textured, but it is good in context, aerial detail is also helped by the very good mobile cell installation... .... tower view is good but set a bit low to the roof of the tower, so there are a few few obstructions in the viewpoint, overall it is fine on both approaches. To the northeast behind the cargo zone is more of the Dube TradePort's TradeZone Precinct. FSDG did a good industrial park area in the GMMN scenery and this is even better... Highly detailed with excellent business branding like Shreeprop, PranPark, Schenker and the whole area works really fine, it even includes animated trucks revolving around the estate. The same area adjoining the main A Taxiway is the Fire Station by the cargo area and at the other end is the E -Echo apron for General Aviation parking, but it is a bit bland in detail. Ground Textures The ground textures are very good, but like most of FSDG's work not that ultra ribbing detail we expect now, but the textures are hare very good with PBR reflective (wet) and burnt-in ambient occlusion and all is done here far better that the GMMN and HKJK surfaces. Again no 3d grass also adds in to the blandness of THE acres of Lo-Res textures that needed to have been broken up, in one airport that needs 3d grass it is here again at Durban, it is amazing how much difference a simple thing like no grass can make to a scenery? Lighting The lighting at FALE is excellent, to really, really good. Approach lighting, runway and yes even in darkest Africa there is taxiway centre guidance lights! But there is an important note to make. On the final approach to Rwy 24 there is the "Tongaat Toll Booth" noted on the N2 Tollway (arrowed), the red and white lights of the Toll Booth have been known to confuse pilots with the runways PAPI lights and created some confusion on the approach... ... the Toll Booth is not modeled here, and the so called lights are missing, but that is also taking away a big local effect of the arrival into FALE, how hard can it be not to model that effect? On a brighter note the whole of the section of the N2 Tollway is nicely lit and adds in well to the scenery. Main terminal and apron areas are really good... Apron lighting is brighter in tone than Nairobi and even better and I liked the HKJK lighting a lot, but it is nice to work down here, however a few areas could do with some secondary fill lighting. Landside is really, really good (those words again!) The Terminal lighting as a sort of Heathrow Terminal 5 feel about it, it looks lovely in the right lighting conditions, the night glass textures could be a little bit brighter to be perfect (as a side note I hit the photoshop and increased the main terminal lit a few points higher, I think it is now about right.. below) but they are still overall very good. The lighting variation is excellent with the Landside in contrast to the Airside, and again it feels just about right. Dube TradePort's TradeZone area is also very good, with nice street lighting and a few dropdown set lights... ... the only blight on the copybook is that the signage on the front of the Cargo Terminal and the 29º hotel is unlit, and you really miss both items even though they are quite small? Taxiway navigation signage are excellent and reflective, this aspect always adds in nicely to the experience when arriving or departing an airport. ---------------------- Summary It seems that with every release from FSGD - FlightSim Development Group (distributed by Aerosoft) that their crossover conversion scenery goes up a notch. This is their third scenery for X-Plane in Durban FALE in South Africa and it is their best scenery yet in every department. Africa is has always been a low point for quality X-Plane scenery, but FSDG has been releasing to date three sceneries with Casablanca, then Nairobi and now Durban it at least give you some very interesting and quality destinations within the African continent. Durban is also part of the key airports for domestic services throughout South Africa, serving the "Golden Triangle" between Cape Town International Airport, O. R. Tambo International Airport in Johannesburg... FSDG does have a FlightSim version of FACT in Cape Town, but no Johannesburg, but that is better than nothing if it is released. Instantly I saw a very good scenery here from FSDG, as noted everything has sort of gone up a notch in the excellent modeling, quality of the textures, lighting is really, really good and so is the intergration of the SAM airbridges which are excellent as well, the layout also includes the new stage 3 remote parking stands of Echo and Foxtrot areas and the Cargo, northwestern infrastructure is also very well filled out, there is not a lot to discredit here because it is very good, even the usual FSDG Landside weakness is covered here. There are a few wobbles, in the main terminal lighting textures are too slightly dark, and the missing signage lighting is missing like the important Toll gates and the traffic animations don't work correctly (in "yes I know it is a beta" v11.50) and the visual aspect of no 3d grass, but otherwise FALE is a really good solid scenery. It is rare for a crossover from FlightSim scenery developer to improve on every scenery, mainly because they are just replicating the old to the new, but to understand the dynamics and improve to match the new platform has to be admired, obviously it is not an X-Plane developer, but this is really good X-Plane scenery... kudos to FSDG.... Recommended! _____________________________________ Yes! FALE - Durban XP by Aerosoft/FSDG is available from the X-Plane.Org Store here : FSDG - Durban XP Price is US$22.99 Features: Extremely realistic rendition of King Shaka International Airport, Durban, South Africa, and surroundings Realistic shadow and light rendition Animated ground traffic Future Foxtrot apron and extended Bravo taxiway already included Includes Dube Tradeport PBR ground and dynamic lighting Optimized for great performance and visual results Animated jetways (SAM plugin required) Compatible with all known add-ons including ortho4XP Manual included WT3: WorldTraffic GroundRoutes are not provided and a generation is required, and overall the airport generation functions perfectly. Requirements: X-Plane 11 Windows or Mac (not compatible with Linux) 4Gb VRAM Minimum - 8Gb+ VRAM Recommended Download-Size Windows: 600 MB Download-Size Mac: 1.6 GB Current and Review version: 1.0 (July 31st 2020) Installation Download scenery file size is with the full installation of three folders is installed in your custom scenery folder with a (Windows Installer) Mac is zip FSDG-Durban_XP_1 FSDG-Durban_XP_2 FSDG-Durban_XP_3 Total scenery installation is 1.26Gb SAM Plugin - Scenery Animation Manager - Suite 2.0 is required for this scenery Documents One extensive manual in English with notes (6 pages) but no charts Manual_FSDG-Durban_XP.pdf _____________________________________________________________________ Scenery Review by Stephen Dutton 6th August 2020 Copyright©2020 : X-Plane Reviews (Disclaimer. All images and text in this review are the work and property of X-PlaneReviews, no sharing or copy of the content is allowed without consent from the author as per copyright conditions) Review System Specifications: Computer System: Windows - Intel Core i7 6700K CPU 4.00GHz / 64bit - 32 Gb single 1067 Mhz DDR4 2133 - ASUS GeForce GTX 1080 8Gb - Samsung Evo 1Tb SSD Software: - Windows 10 - X-Plane 11.41 and tested in v11.50b17 (really good!) Addons: Saitek x52 Pro system Joystick and Throttle : Sound - Bose Soundlink Mini  Plugins: None Scenery or Aircraft - Default Boeing 737-800 by Laminar Research
  5. You have missed the point. FS2020 or no FS2020 then Laminar was already faced with a major texture overhaul, the textures are two generations old as they came in with XP10... so work was already started, obviously the game has been raised, but I never ever underestimate Laminar in what they can do with so little... rumors abound on small details, but I think there is a surprise coming.
  6. Hm. Seriously? No Linux support? Ok. Sorry for that, but since the Vulkan-beta the frame-rate is so much better on Linux than on windows... it will cost me presumably one generation step of my graka... perhaps more... sorry. Too expensive. I have no frames for give-away.
  7. I totally agree that LR seem to have rested on the merits. FS2020 clearly shocked them as well. I think LR will not be able to compete with FS2020 on ortophoto-AI-autogen-3D-scanned-city level. Austin seems to see that as well even if disappointing for us. But I think with Vulkan they have the technological basis to vastly improve the look of X-Plane. IMHO if they would do the following points with XP12 then they would be able to be competitive: * volumetric clouds * better water visuals * UHD mesh * Regional autogen * improved ground textures Especially with the great planes like MD-11, A300, Dash8 Q400, etc that are in the pipeline for this year or starting next year.
  8. Earlier
  9. Scenery Review : EDDV - Hannover Inernational by JustSim As an area covered by quality airports then with the efforts of both Aerosoft and JustSim, Germany is getting to be now a pretty well filled in country. But there is always room for another one, and here it is with Hannover/Langenhagen - EDDV from JustSim. Hanover is the capital and largest city of the German state of Lower Saxony. Its 535,061 (2017) inhabitants make it the 13th-largest city in Germany. Hannover/Langenhagen Airport is 11 km (6.8 mi) north of Hannover. The airport has flights to European metropolitan and leisure destinations, and serves as a base for Eurowings, Condor, SunExpress Deutschland and TUI fly Deutschland. Hannover Airport Flughafen Hannover-Langenhagen IATA: HAJ - ICAO: EDDV 9L/27R - 12,467ft (3,800m) Concrete 09R/27L- 7,677ft (2,340m) Concrete 09C/27C - 2,559ft (780m) Asphalt Elevation AMSL183 ft / 56 m First impression of EDDV - Hannover is very impressive. The intergation into the default mesh of HAJ is faultless and it is highly realistic in detail and the perfect overall view. In reality EDDV has only two usable runways as 09C/27C is very short and even for a GA. Runway 9L/27R is really the main operations runway and the one you would usually use. The original 9R/27L is for regional or propeller based services, but I do love the layout of Langenhagen. The original two modern terminals were opened in 1973, of which they became famous because of their compact design. They also became the archetype for the Sheremetyevo International Airport in Moscow. These original terminals A and B are still in service today. Detail and reproduction in JustSim's version is excellent, really good. Not only with the modeling but in the finer detail and the great reflective glass. Unusual though and noticeable is that there is no ground traffic around HAJ? no plugin either, and you miss that bustling activity aspect. Clutter though is excellent and well done, but not branded and only generic. Gates are 1 -12 with 1A, 2A, 5A, 7A, 10A and 11A being set for narrow and wide-body aircraft. Terminal, C, was opened in 1998 to handle more passengers, adding on 8 more boarding gates and 3 bus departure gates. Up to 33 aircraft can be handled simultaneously at Terminal C, of which 20 can use aircraft stands equipped with an Airbridge. The extension terminal is larger than the original sections, but as it is done in exactly the same same style and so the terminal blends in perfectly. Gates 13 - 20 with the same 14A, 15A, 17A, 18A and 20A layout as the first section. All Airbridges use the SAM (Scenery Animation Manger) system and is excellent, the only slight note is that the VDGS or Visual Docking Guidance System is set a little high, well done so no doubt, but you have to get low when you get close to the final stopping (parking) point. I particularly like the gate co-ordinates on each system, overall SAM intergation at HAJ is excellent. There is the additional Terminal D to the east of the main terminals, which is a rebuilt hangar that is exclusively used by the Royal Air Force to transport British troops to and from Northern Germany. Landside There is really great detail landside... ... there has been given a large amount of attention to the entrance to the terminals, and all the work is not at all wasted here, nice flags, banners, loads of cars and great (puppy) Sixt advertising. Highlight is the TUI Fly childrens play area that is really nicely detailed, for once there are no landside low-res textures in sight! There are 10 carparks at HAJ with 14,000 parking spaces that are available. And everywhere you look here there is a carpark! Short - long, expensive concierge, cheap and even Kiss & Fly Zones, Hannover has all your parking needs covered... All carparks are really well done, with advertising, 3d vehicles, branded radars, but what is the most well done aspect is that it is clear and sharp and not just background terminal filler. Hotels covered are the Martime and Leonardo. Cargo The cargo zones are split into two areas by the taxiways F and L. The earlier area is quite small with only a two bay 27 (27A, 27B & 27C) and 28 parking stands layout... .... the second (larger) zone opposite a large remote parking area (stands 45 -52) has six stands 53 - 63 (four are cross stands). Both areas have excellent facilities with the second area dominated by DHL and rear warehousing. Control Towers There are two control towers at EDDV, the earlier version is set between the terminal A and the older cargo facility... in use or not is debatable by the greyed out windows... .... the second newer 68.0m tower is central of the DHL facility and was completed in 2002, detail on both towers is excellent, and the detailed construction (boxes) on the newer tower that is really well done with very good intimate detailing, a rotating radar works on top as well. Tower view setting is also spot on, with approach views on every runway just perfect. Airport Infrastructure East of the terminal on taxiway A1 is a partially dismantled large hangar, that is well done, then further east are two large maintenance hangers for TUI Fly and ACC Columbia Jet Service, the main TUI Fly offices set just behind the dismantled hangar. Taxiway M has a lot of facilities along the long taxiway. Situated besides a very Germanic looking building (there are a lot of these Gemanic style buildings in the scenery, which adds in a lot of local flavor) is the General Aviation Zone 1, Zone 2 is for remote GA parking opposite... note the excellent three H Pads in the foreground. General Aviation area 1 is great with some nicely done hangarage set to the east, but you feel it needs a few GA statics to fill both of these areas out. Further east is another (larger) ACC Columbia Jet Service facility... ... and an area far east that looks like an old military (German) barracks, now they house private aviation and administration offices. There are loads of detailed buildings that cover the area between what you could say is the front and rear of the airport and far too many to cover here, but they are all very well detailed, but the highlights that stick up like a small radar tower, chimmeys and remote parking cover structures give the scenery a great depth of detail. Infrastructure on the southern boundary is also excellent. There has been a lot of attention given to this industrial areas with loads of well done factories, warehousing and business parks. JustSim are always good at filling out the visual aspect of their sceneries, and not just recreating the actual airport, but doing the whole concept of the area around it, and here at Hannover it is very good with local branding and custom buildings as per the real structures. Ground Textures I really, really like the ground textures here at Hannover, great detail and the various surfaces are all mostly concrete in modulation. Ribbing is done really well and you notice the realism and wear from the cockpit, I love taxiing around EDDV just to look at the textures. Note the nice shiny detailed metal grids. The PBR reflective (wet) and burnt-in ambient occlusion can be seen even in bright sunny conditions, add in the right lighting and it gets even better. It is how good developers are creating these surfaces now, as they are so highly realistic. There is some nice 3d grass as well and the coverage is wide across the whole airfield, only north of 09L/27R does the grass line stop abruptly, and it looks a little odd from the air? Lighting Overall the lighting is a bit hit and sadly miss... main overview of EDDV however is very good. Apron lighting is very good, but those Terminal textures are simply horrible? All are orangey, samey and all the bland not dissimilar at all... .... worse is that excellent landside detail is hidden with no lighting at all? There are street lights set but they are not lit? So something has been overlooked or not finished? I also checked my graphic settings and no they are set at the highest setting for the lighting, so it is not me but the way it actually is. Advertising signs and carpark drop lighting (internal carparks are nicely lit as well) is really good, but heavily let down by the rest of the lighting. Approach, landing and taxiway lighting is all very good and the highlights are the lovely realistic reflective navigation signs. ________________________ Summary Between developers Aerosoft and JustSim they have both covered Germany with a lot of quality scenery, this is another in Hannover/Langenhagen and when it is this good then why not use another good choice to fly into or out of Fatherland. And very good it is, but not perfect. On the positive side there is a huge amount to really like here, modeling and texture detail is excellent and extensive, the surrounding infrastructure is also excellent and that includes the off-field detail as well as the complex actual airport detail, all infrastructure is really well developed and it all comes with high quality, extensive detail. Ground textures are simply first rate and has very nice surface detail and realistic reflective activity, and they look spellbinding in the rain, as a EDDV - Hannover recreation this is a great scenery. Minuses are weird in a way... missing airport traffic is a head scratcher, and so is the non-lit landside lighting? It is just not like JustSim to miss details like that? But the overwhelming thing that I didn't like were those night Terminal textures, we have moved on a long way from these sort of night textures, I admit they are hard to make realistic, but they just don't work here at all and spoil any night time operations at HAJ. This Hannover review got pushed aside a few times to cover more extensive sceneries that were released, but in the mean time I based my operations here and used the scenery extensively over the intermediate few weeks period. The results were that I absolutely loved using this EDDV - Hannover scenery, and it was a really great base for European operations. I loved leaving but also totally loved arriving back at the airport, and it became quickly a firm favorite, that is a big one because I love Hamburg and especially Düsseldorf which is a firm favorite (Frankfurt and Munich are a bit too big for my route needs), so on wanting to add in HAJ to my route network speaks volumes. So how can you beat the fact that if you want to use a scenery as much as using Hannover EDDV then it is a really worthwhile investment, the sheer realism here and the JustSim detail and quality makes it a must have for me... Highly Recommended! _____________________________________ Yes! EDDV - Hannover International Airport by JustSim is available from the X-Plane.Org Store here : Hannover International Airport Price is US$21.50 Features: Detailed airport objects and vehicles Custom textured taxiways, runways and apron Custom surroundings Custom airport lights Compatible with X-Plane 11 features 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 not provided but overall the airport functions perfectly with a generation. Traffic Global works fine, but with not much activity Requirements: X-Plane 11 Windows, Mac, Linux 4 GB VRAM Minimum . 8 GB VRAM Recommended Download Size: 780 MB Current and Review version: 1.0 (July 17th 2020) Installation Download scenery file size is 7.34mb. With the full installation installed package is 1.79gb in your custom scenery folder. Only one folder is installed.. EDDV_JustSim_v1.0 SAM Plugin - Scenery Animation Manager - Suite 2.0 is required for this scenery Documents No documents, and only incuded is an installation text. EDDV_INSTALLATION.txt _____________________________________________________________________ Scenery Review by Stephen Dutton 4th August 2020 Copyright©2020 : X-Plane Reviews (Disclaimer. All images and text in this review are the work and property of X-PlaneReviews, no sharing or copy of the content is allowed without consent from the author as per copyright conditions) Review System Specifications: Computer System: Windows - Intel Core i7 6700K CPU 4.00GHz / 64bit - 32 Gb single 1067 Mhz DDR4 2133 - ASUS GeForce GTX 1080 8Gb - Samsung Evo 1Tb SSD Software: - Windows 10 - X-Plane 11.41 and tested in v11.50b17 (really good!) Addons: Saitek x52 Pro system Joystick and Throttle : Sound - Bose Soundlink Mini  Plugins: None Scenery or Aircraft - Default Boeing 737-800 by Laminar Reserch
  10. Thanks for the comment... very thought provoking and true. Developers are needing help as piracy is a bigger problem than FS2020, no sales no developers, it is that simple 🤔
  11. It is pleasant to read a more balance review of the new microsoft product. Over on the .org forum there is a constant stream of drivel with some posters putting up multiple videos each day and in some cases the same video to multiple threads all calling for the death of X-plane. Then there the other up until now Xplane sites that now have podcasts with the presenters all thrilled with the opportunity that the new, greatly enlarged flight sim community is going to give them in terms of new viewers for their online videos. So we wait until the opening day when the vast majority of those who have pre-purchased find out that either its going to run like a slide show or you have to turn down the eye candy and what you’ll get doesn’t resemble what those marketing videos show. Hardware will catch up, it always does, but the kind of hardware that’s likely to be needed for great eye candy, heavy duty add on planes and scenery won’t come cheap for a long time yet. Some have said that competition is good, and there’s some truth in that. Provided of course that Microsoft doesn’t kill the industry around flight simulation. So many software developers are turning their back on their current customer base as they hurry over to the pot of gold that’s going to come from supplying add ons for MSFS. If things don’t turn out to plan it’ll be the death of many of those providers.
  12. Behind the Screen : July 2020 All is lost! The day is coming, note that Microsoft has announced the release day and prices for their wonderkind FS2020 Flight Simulator and the momentous day is 18th August, barely three weeks away and the cost is set out in three packages: Standard Edition $59.99, Deluxe Edition $89.99 and the full monty package is Premium Deluxe Edition $119.99, in my currency that is Australian AUS$150 big ones... gulp! But there are also a few sort of demo options that is available through the Xbox Game Pass channel and there will also be a physical disc release by Aerosoft at stores throughout Europe. For the rest of us that would be a rumored 120gb download for the full monty, yes that is a 120 big and slow gigabytes of download! So all is gone, X-Plane will be ruined and thrown on the trash heap of bygone simulators, the heavens will fall in and we will be cast out, be brave my friends. Only haven't we been here before? Yes it was the last huge hyped out release of a FlightSim by the name of Flight Sim World or FSW, by Dovetail Games and yes within a year the simulator had gone and crashed under the weight of its own hype and expectations. I am not certainly saying that FS2020 will go to the same over hyped and little reward scenario because FS2020 has the might of Microsoft behind it, but we should however though become a little more realistic on what the wonderkind simulator will actually deliver. No doubt in time it will take on the original FlightSim mantle of a huge user base, and FlightSim and X-Plane will probably resume their original culture clashes and boundaries. Most early reports were under a NDA or non-disclosure agreement and everyone could only say really nice things about the coming FS2020, one user went and made a load of videos on the real reality, but he had a visit from the men in the black suits and ties and was shut down very quickly, quickly cast out broadcast stream land and told to be a very good boy in the future. That NDA with the release of a beta of FS2020 has now been lifted and some of the reality is now available for all to see. First off the developers in comments are not as overly excited as you would want them to be... don't get me wrong the new simulator is very strong and well done in the areas of creating a totally realistic flying environment and there are significant notes that the weather engine is excellent, so it is very nice to fly in, but like X-Plane there are well covered areas and the not so well covered areas. I saw a video that gave me a lot to think about, but the nightscapes are like flying over the moon like Neil Armstrong and in trying to find somewhere to land the LEM, X-Plane may not be a lot of things but it has come along way in this aspect. The developers also complained that the SDK's are awful, these are tools to create the innards, and like the X-Plane WED and PlaneMaker tools, obviously they will be fixed, but not in the short term. These should have been priority and not a last minute fix as they are the guts of the engine that makes it all work, also notes that low down it is what FS2020 is in ortho-photos being just what they are in flat ortho-photos and in a few videos that aspect is also quite visual. Overall the developers were at the time under the restrictions of the NDA, but their comments were interesting, one even admitted to sneaking back over to X-Plane to get some serious flying time, but why would you do that with this over hyped wonderkind, changing the face of the earth simulator? They admit it is good, but as usual the devil is in the details. The biggest factor in the comments is the framerate, yes our biggest heinous factor is again the biggest issue in the room. With Vulcan and v11.50 X-Plane users have at least a little relief from simulation's biggest headache and money costing exercise, but early reports and you can see the serious stutters on the videos is that FS2020 has a major framerate issue if you want to use all that eye-candy to its full advantage, then you will need a machine that is as good and as powerful as for mining bitcoin as it is for flying aircraft. I am certainly not going to get into the argument of my simulator is better than yours. X-Plane has a load of disadvantages that Laminar has been a bit complacent about in the last few years with it's total focus on Vulkan/Metal, as good as X-Plane 11.50 is, but the extremely late new ATC, weather and the better textures are getting a bit long in the tooth even for their laid back attitude. And the release or announcement of Microsoft's new wonderkind has certainly shook them out of their contented selves to at least broaden the team to include more bodies that should have been placed there years ago... no this is not a new simulator war, certainly with FS2020 being noted from observers as being not really ready for the August 2020 release... most are calling it FS2021 (some even FS2022!) in before the simulator will be refined enough to be.. well a simulator. Even PMDG, who announced their 737 NDG product, in that it will not be available on the simulator's release but available in early 2021. As the developers rush over to recreate their products for the new simulator, as they can make a fortune in reselling the stuff they have sold the poor buggers already twice (three times if you include X-Plane) for FSX, then Prepar3D and now all over again for FS2020, and that is at a full price for exactly the same thing "Thank you very much", in most cases all that gigabytes of spent money in their scenery and aircraft folders are simply worth zero again. No wonder the developers are on their jollys, it is Christmas all over again and it all comes with the big rewards with little development. In the end it will not be X-Plane that will suffer, but the real loser here in the FS2020 release has to be Prepar3D, they have nowhere to go as it tries to compete with the same but only a far better simulator above it, at least X-Plane is different in feel and choice. The first videos also showed were the market really is... Gamers. Most early post NDA videos are awful in gamers showing off their gaming skills, but pilots they certainly are not, in fact the real test is the depth of detail we all heavily expect from our simulations and the pros are not liking in what they are seeing, there is a wide gulf between the users/fliers that the few that spin the aircraft around and the deadly serious gate to gate procedure nerds (hands in the air) of wanting simulation to reward you with that high immersion of fleet or military flying. Shown FS2020 A320 is quite basic and even X-Plane default aircraft have far more simulation depth than this, yes it is easy to fly and yes a lot of users/gamers will love that, but simulation is not about just flying an aircraft in the space above your head. To an outsider simulation is about as exciting as watching paint dry... there is no instant adrenaline rush of boarding an airliner and taking out loads of innocent passengers, blood splattering on the roof, bodies falling panicking in the aisles as you turn to take out the crew, bom, bom... bom, no levels to go up as the bloody excitement is usually all over in about 3 minutes, if that is what gets their jollys, then 20min to just set out the Flight Management System and input the full flightplan is going to get everyone getting glazed over eyes and in need of a gun, simulation is not for everyone, and patience is a tool in our toolbox, I have never met a gamer yet with a lot of patience, anxiety yes, but never patience. So what does get our Jollys, and why do we commit ourselves to the continuous torment of simulation. To get to a level, you have to study, and practise, and in my case for years to get to a high level of competence, just like you have to do in real aviation. You are deadly serious in replicating a skill of completing a highly regarded capability of moving a complicated machine from one point on the earth to another, the trick and why we do it is for just one word... satisfaction. That word is an every longing goal, but do the right procedures and complete that nearly perfect flight and you will gloat for days, high as a kite on satisfaction and will bore everyone around you with the details of how you pulled it all off. Get it wrong or mess up, and you will punish yourself with low esteem for days, thankfully I get the more of the first than the second, and yes I do fly for actual fun and with no pressure to perform over every little detail... but satisfaction and pride in your skills is the end goal. X-Plane as a simulator would never survive unless the satisfaction aspect was strong, it is in that area it has to deliver, deep immersion and deep systems in a realistic world, and it is a never ending road and yes in some areas the coming FS2020 has seriously upped the ante, it is now for Laminar to match it. In satisfaction an aircraft came back onto my flightline that has been missing for months. FlightFactor's Airbus A320 Ultimate was sidelined because it was not Vulkan compatible, and yes I admit I really missed the aircraft because I flew it a lot early in the year before the beta run had started. Now under a beta (test) release it is Vulkan flyable and yes I am extremely happy to be sitting in the left seat again. I really got into it around Christmas and New Year, and coming back to it I realised even though yes it is very expensive, and yes quite complicated in system depth. The A320U does reward you in one aspect that makes it so good. The aircraft does what you actually tell it to do, your actions are perfectly transferred into the simulation and you may think that is not a very big deal but it is... the aircraft rewards you for flying it really well, your actions are inputted and how the aircraft responds, so you don't have to fly around the aircraft's foibles. How many times have you selected a flap selection and the position to the speed is wrong, this will give you a pitch up (not enough speed) or a pitch down (too much lift), but get your speeds right in the FF A32U and the changes are perfectly smooth, so you don't have to fly around the wrong speeds or flap drag even if you are flying the aircraft absolutely correctly, that is going to create a perfect feedback and then a perfect flight, and yes that gives you a lot of satisfaction... it is very nice to have the FF A320U back. Tomorrow 2nd August is another anniversary date for the site. In August 2013 X-PlaneReviews started doing reviews for the X-Plane simulator, that is seven years and now X-PlaneReviews is now going into our eighth year of providing experiences, tutorials, reviews, news and opinion for the simulator and altogether there is about 1800 reviews and notes on this site. Some notably are now old, but still have valuable information. We thought of culling a few of the very early posts, but we are still undecided in that matter, but the biggest impact is really mostly the visual aspects in how much in detail and quality the simulator has changed over the years, images can't lie, but even to a few years ago the flatness of the simulations were still quite pronounced. Advances and changes are never ending, and the changes coming in the next twelve months are going to be fascinating on a completely new level. I say mostly every year that the next twelve months are going to create the biggest changes yet, but seriously there is no doubt that this next twelve months are going to be really huge and different, and how in like the virus, in that how it will affect us is still up for future debate, but interesting it will be to follow that journey. The one thing that we pride on is that X-PlaneReviews is the will to look at both sides, the good and the bad and even the grey areas in between. In any debate that is always a plus as every perspective can be different. Many only have a blinded side in their views, but good editorial will look at every aspect and not judge, the only common thread through the years of X-PlaneReviews has been to make the simulator and the products better, in that aspect I think we have achieved a certain goal. See you all next month Stephen Dutton 1st August 2020 Copyright©2020 X-Plane Reviews
  13. I checked my version and the SID/STARs work fine and I have updated recently up to AIRAC cycle 2008... the SSG B748i does have an odd navdata arrangement, it overall uses the X-Plane navdata, but there is an on board the aircraft version as well version noted as cycle 1707, there is an installer in the NavData installers folder.... I think you can update this by downloading it from Navigraph
  14. Stars and SID’s are not showing in my FMS!! I updated the navigraph but no success!?
  15. I never saw any H Pads? and there were non noted either, so I don't think so, most H Pads are situated on the fringe of KLAS
  16. Nice review, thanks for sharing this. Looks fantastic, esp. at night. Are there any rooftop helipads? These always seem to get missed. Thanks.
  17. Scenery Review : KLAS - LasVegas by FlyTampa One person and one person alone created the Las Vegas we know today, that desert gambling paradise that shines in everything that is "Sin City", and would send any woke person into hysteria of everything that is wrong or from another perspective right with the western developed world. First thoughts would shout "Frank Sinatra" and his in famous "Rat Pack" and the mob investment. But crooner Frankie and his pals where present in the early late fifties and early Sixies and by the late sixies Las Vegas was already feeling like a doom town, almost broke and empty with the glory days that were already noted and lost. But an icon of the 50's came to town to resurrect his own career, the artist needed Las Vegas as much as the town needed him and so a deal was made at the still being built International Hotel for a four-week summer engagement in 1969, the whole thing was a gamble, the new and the largest hotel at the time was off the famous strip and also away from the older downtown area, but everything came together to create history, and it put Las Vegas back on to the top of the entertainment map, and to start one of the biggest roll of the dices building extravaganzas ever known and it created the current LAS VEGAS as the vacation hot spot of all time. The artist was Elvis Presley and he would go on to perform a total of 636 shows at the hotel from 1969 to 1976, with every single show sold out. Many would argue the Sinatra was the icon of Las Vegas and not Presley, but the fact that Presley attracted the huge family market (mostly the mothers) that changed the perspective of the town moving to more a expanded outlet and to cover the wider family base and their financial income, the International soon became the Hilton also then brought in another large demographic with the conventions, as the Las Vegas Convention Centre (CES!) was built adjoining the hotel, Elvis, Conventions, Buffets and gambling then all came together as one and created a modern desert mecca that has ruled now for fifty years... "Viva Las Vegas". Las Vegas in X-Plane has mostly been dominated by one scenery (plus a few default icons from Laminar) in the Tom Curtis "Glitter Gulch" package that was in 2013 certainly the best of the Las Vegas sceneries. I remember that review very well, the actual scenery for the time was sensational, but X-Plane in comparison itself struggled to create a plausible scenario. In reality it should have been easy as Las Vegas is set basically deep in a sort of extensive crater, so you only had to replicate the inner environs, but it failed very badly as the autogen failed, the addon ortho-photo didn't match up either, and so it was all a weird looking setup... with this lovely glowing central custom scenery basically surrounded by "ugggh". I did several tutorials on how to at least try to make it all workable, but the whole situation never really worked. And so here we are with the latest Las Vegas scenery from FlyTampa and has X-Plane overcome it's weaknesses to create a plausible "Sin City", to note that this scenery is not just the airport or McCarren Field, but also the layout of Las Vegas itself as they are both literally interwoven and linked together, we will however start with McCarren Field first. McCarran International Airport IATA: LAS - ICAO: KLAS - FAA LID: LAS 01L/19R - 8,985ft (2,739m) Concrete (ILS 01L) 01R/19L - 9,775ft (2,979m) Concrete 8L/26R - 14,510ft (4,423m) Asphalt (ILS 25R) 8R/26L - 10,526ft (3,208m) Concrete (ILS 25L) Elevation AMSL 2,181 ft / 665 m In reality KLAS is split into two terminal areas and the runway setup is interesting, with the two main runways 8L/26R - 1R/19L with 8R/26L - 1L/19R as secondary (smaller) runways. The interesting part is that all three converage at the single one point and when departing you can hold from both sides of the taxiways F and D with also taxiway E between the the two left runways. There are two terminals in Terminal 1 and Terminal 3, but the D gates of Terminal 1 are placed directly in front of Terminal 3 so could that facility be noted as Terminal 2, well no as Terminal 2 was the old Terminal 3, it sorta makes sense. Terminal 1 Terminal 1 is split into three very different sections of Concourses A, B, C and D. The original 1963 design are the two concourses with both the A and B round satellite gates. These branch concourse satellite gates are anchored in the middle by a central arrival hall that was inspired by the TWA Flight Center that was designed for Trans World Airlines by Eero Saarinen and Associates at JFK, New York. Sixteen A gates noted as "North" and Seventeen "South" B gates are mixed numbered, the system used at LAS is not the usual U.S. style in airline terminal branding and allocation. AS at McCarran it uses the Common Use Terminal Equipment (CUTE) system, becoming the first airport in the country to do so as with the multiple airlines now serving the McCarran airport and so it became inefficient to have separate facilities for each airline. CUTE allows for shared use of ticket counters and gates and any airline can overflow to inactive facilities during peak periods. So there are no Delta, AA or even Southwest allocated terminals. The FlyTampa detailing is very good here, but the harsh desert lighting can make it all look a little washed out Glass is again very good and very realistic with PBR (reflective) coatings and are see through, overall the modeling is very good to excellent and all comes with detailed textures. If you demand that absolute detail quality then it is there in close up, but you have to get in close to absorb it. Internal terminal details are excellent, but only in Lo-Res. All areas are completed with seating, vending machines and the in-famous Vegas Slot-Machines in every satellite waiting area... The concourses can be explored as well with like at FlyTampa's Copenhagen Kastrup, you can look around and follow the internal detail. The SAM - Scenery Animation Manager system is installed here and as usual it is very good, noted that there are no marshaller or VDGS (there is VDGS guidance at T3) at the gate so you have to position the aircraft at the right parking bar, and the changing green to blue SAM marker is a help? The airbridge extensions at some gates are simply excellent. Airbridge wear and tear (in other words rusting) is really good and for some sheer detailing then note the lovely inner airbridge lighting and walkways, some airbridges on the joining to the main terminal section are however a bit gappy, and not set too close to match correctly. The C Gates extension and the first line of the people mover system was opened in 1987 and branches off the Central terminal building and Concourse B The design of C Gates extension is very different from the earlier layout and really just a very big concourse with great colour and concrete aspect, and the long thin internal layout is also well covered if in Lo-Res. Gates C1 - C25 are in a clockwise allocation. D Gates The separate northeast wing of the D Gates opened in April 2005, along with a 160 feet (49 m) apron movement tower at the center of the X style concourse. Gates are 1 - 59 in no particular order, just grouped around each concourse. Gates D21/D22 were converted into the only 3-jetway gate at McCarran; this was done to provide a proper accommodation area for the double-decker Airbus A380, but there is only a single airbridge here at that D21 gate? Again a very different design and from a distance D Gates looks bland, but the huge detail is there up close, with nice glass and modern cladding. The apron tower is excellent in design and is festooned with antenna and lovely detail Central hub arrival hall is excellent with really good internal detail with palm trees and a "Welcome to Las Vegas" sign. All internal areas are walkaround and are all well detailed. Terminal 1 landside is dominated by two massive and garlish coloured carparks completed in 1991... it has to be bad to be garlish in Las Vegas? Automated People movers are the Green line, connecting Terminal 1 with C Gates, Blue line, connecting Terminal 1 with D Gates and the Red line, connecting Terminal 3 with D Gates, all tracks are completed and the trains are animated in the scenery. Terminal 3 Terminal 3 opened on June 27, 2012.The project was announced in January 2001 as a way to accommodate rapid growth in passenger traffic, The Terminal 3 cost $2.4 billion to build and is one of the largest public works projects in Nevada and it replaced Terminal 2 or the Charter/International Terminal, and in providing more international gates and a larger U.S. Customs and Border Protection facility. With seven domestic gates, the terminal also eases congestion at Terminal 1. Again you need to get in close to see the detail, in which it is very good... again great glass and cladding, gates also have VDGS guidance. Central offset arrival hall is well done. Landside has a lot of detail, including concierge arrival desks and signage, but let down by some really average lo-res road textures. Internally Terminal 3 is as good as you would expect it to be, in being highly detailed and walkable. Glass reflections are also excellent in the right lighting conditions. Control Tower In May 2011 construction began on a new air traffic control tower. The tower is 352 feet (107 m) tall and replaced a shorter tower that only opened in 1983, it was later demolished. The tower replication here is excellent, with a lot of detailing even on the ground based buildings, the tower podium has that aluminium cladding that is very well reproduced for realism, tower glass is of course also very good. Tower view is correct, but has aerials and other roof mounted detail in the viewpoint, but most approaches are clear of the obstacles. Cargo and East There is a good cargo centre over to the east of the terminals. With six AC7 parking bays, but you could fit a small regional freighter in the non-marked bay. Overall it is very good with some nice branded cargo clutter, UPS, AA Cargo, Southwest Cargo and FedEx are all branded... .... cargo landside is pretty averages with just a few FedEx trucks to fill out a bland carpark, could have been better... The McCarran Marketplace shopping Mall behind Cargo is very well represented, but the hugely washed out Lo-Res textures are really, really average and spoils (destroys) the overall effect of the area. General Aviation and West The western boundary is the main area along Taxiway H and parallel to Rwy 01L/19R covers the fixed base operators and private jets. And they are all very well represented here. Split into four regions: General Aviation South, Customs/AECOM, EG & G Ramp and General Aviation North. General Aviation North has two main facilities, with Atlantic Aviation LAS and JSX (JetSuiteX) being the main tenants, and Papillon Grand Canyon Helicopters also run from here, the rest of GAN is mostly hangarage. There is a lot of detail which to be honest is required in this GA section to make it all realistic, and it does very well.... There is a lot of money to be made in poker machines in Vegas, just look at their flashy facility. Infrastructure and government defense contractor AECOM have a large facility here with a customs section as well. Las Vegas Sands Corp Hangar is also a large presence, their personal aircraft are even larger!... god the money in Vegas! Gulfstream have a servicing base and Sundance Helicopters service the huge joyflight tour market that is available in Vegas, Grand Canyon flights start around US$440 - $2000, lunch is thrown in free! General Aviation South gives you a lot of GA parking space (note the Harley Davidson Motor Cycle dealership), and the Signature Flight Support LAS is well represented. Far south of the GAS area is Maverick Helicopters... the "most bad-ass tour in Vegas!" Overall this western boundary area is very well done, but again on the landside it is all very weak in the ground textures. NV-171 Central to the scenery is the NV-171 highway, also known in this section as the "McCarran Airport Connector" the highway cuts right through the centre of the scenery and separates the two main terminal aprons. The intersections and roadways are well done and are very realistic when seen from the aircraft while taxiing... ... NV-171 eventually turns into Paradise Road and one of the main entrances to (the old Vegas), along the Paradise Road section there are loads of well done billboards promoting Vegas attractions, all are well done and with great features presented. Overall all the infrastructure set out around McCarran is really good and gives the the airport that filled in feel, as early Las Vegas sceneries just mostly ended at the boundary of the airport itself, but here it is very well filled out for quite a distance with nondescript infrastructure. The trick with really good scenery are not the actual airports or building related to the area, but on how well the surroundings are completed to compliment the visual aspect and FlyTampa certainly cover these outer nondescript areas very well. Ground Textures I really loved the ground textures at FlyTampa's Copenhagen and I am not disappointed here either. They are first rate. LAS is about 95% concrete, so there is very little asphalt here, but it is done very well with the different types of concrete surfaces all being used, from ribbed to stoney and the concrete slabs are well defined. Dirt, oil and rubber markings are again excellent in the detail, you just can't fault them, only note is that there is no 3d grass? which is a shame as it was very good at EKCH, the point is that nothing would really grow in the rarefied air of the Nevada desert, but it would have been still nice to even some half-dead flowering. All surfaces are PBR active with effective burnt-in ambient occlusion, the surfaces are simply gorgeous in the right lighting conditions that brings out all the surface effects, sadly it doesn't rain much out here, so heavy rainfalls don't happen that much to get the most effective conditions to use them. Viva Las Vegas Any Las Vegas scenery is as much about the actual Vegas city vista as just about the airport, both are situated absolutely side by side and morph directly into each other, the Vegas skyline is iconic as well, so you can't simply have a Las Vegas scenery without a comprehensive Vegas city as part of the package. In reality there are two Las Vegas, the older original 50/60's "Downtown" and the more current "The Strip". Most Las Vegas scenery developers only do the "Strip" but that is a mistake as the "Downtown" is from a VFR point of view is just as important. Here in FlyTampa's version both have been recreated and it looks excellent. Downtown or DTLV is Vegas. Based around Fremont Street and the long animated roofed Fremont Street Experience, this is still the core of gambling in Vegas. You have a sort of boxy representation of DTLV, just basic boxes with textures plastered over them, it works but overall it feels a bit old fashioned in a scenery design approach, the very poor washed out ground textures really don't help out at all here, they could have made it at least interesting, but it actually ages the scenery by default? You can pick out the Fremont Street long awning, but the actual individual casinos are a bit of a challenge, as a note the original Golden Nugget is now part of the Fremont Street Experience. The World Market Place building does however stand out, overall it sorta works. The Strat Hotel, Casino and SkyPod (formerly the Stratosphere) is situated in the centre low section between DTLV and "The Strip". The 1,149 ft (350.2 m) Stratosphere Tower is the tallest freestanding observation tower in the United States, and the second-tallest in the Western Hemisphere, surpassed only by the CN Tower in Toronto, Ontario. Detail of the Strat is very good with the nice observation glass levels done really well. The International/Hilton/Westgate Hotel is well represented, when built in 1969 it was a huge distance from DTLV, but now is just part of the skyline... ... the monolithic Las Vegas Convention Centre that is next to the Westgate is well represented and the monorail connecting both the hotel and Convention Centre to the Strip is really nicely animated as well.... and yes "Elvis has not yet left the Building!". Now we are getting into the main "Strip" of Vegas... Several first are what as known as off strip in "Circus Circus" and the garlish Trump Tower. "The Strip" refers only to the stretch of Las Vegas Boulevard that is roughly between Sahara Avenue and Russell Road, a distance of 4.2 miles (6.8 km), but that boundary was overrun decades ago. Because of high land prices in DTLV, most wanting to develop mega resorts went for the out of town for the cheaper desert blocks, The first casino to be built on Highway 91 was the Pair-o-Dice Club in 1931, but the first casino-resort on what is currently the Strip was the El Rancho Vegas, which opened with 63 rooms on April 3, 1941 (and was destroyed by a fire in 1960). Its success spawned a second hotel on what would become the Strip, the Hotel Last Frontier in 1942 and the first mega casino was Caesars Palace which was established in 1966. Since then it has been the biggest or the most outlandish building race every year. The Wynn and Encore are excellent, and note the amazing reflections. Venetian, Harrahs and Mirage Casino with it's well done forecourt are really good... ... Linq, High Roller and the Flamingo are on the east side and the colossal Caesars Palace is also well represented opposite... ... Bellagio and it's dancing fountains that are animated and the water is well done and next is Bally's opposite, Bally's was originally the first MGM Grand Hotel and Casino which opened in 1973 with 2,084 rooms. And at the time, this was one of the largest hotels in the world by the number of rooms. Paris and it's huge replica Eiffel Tower and decorated balloon is perfect. Planet Hollywood, Hilton Vacations and the second MGM Grand Hotel that opened in 1993 are well produced here with loads of flashing animated advertising, in fact the whole strip has loads of these flashy moving and neon signs that give the area a real extravaganza feel. New York, New York is excellent with great detailing, and the Tropicana opposite shows it's earlier 1957 strip design really well. The most famous casino on the lower strip is the Luxor, after the same in ancient Thebes in Egypt. The pyramid-shaped 30 stories high resort has an all metal-and-glass exterior. The Great Sphinx of Giza and the Obelisk are all recreated in detail. Note again the excellent glass reflections... ... the huge Mandalay Bay which has 3,209 hotel rooms looks striking in it's gold covering, and again the reflections are simply excellent. The Delano Las Vegas (adjacent building) is also represented... Final note is on the "High Roller" 550-foot tall (167.6 m), 520-foot (158.5 m) diameter giant Ferris wheel behind the Ling casino. You simply can't count every casino or attraction here in this scenery package, but it is very comprehensive in the city's detail... Las Vegas is mostly noted as not only a gambling city, but also an all nighter alive experience, so we will cover the lighting with Las Vegas first and not McCarran Airport. Update v1.1 In only a week after their original release, then FlyTampa have already published an update to v1.1. In this review the major criticism is on the really washed out textures and that is what has been updated in v1.1. Still lo-Res, and they still don't have any significant ground detail, but the aerial view is certainly better. FlyTampa have not replaced all the ground textures and the line (arrowed below right) is highly visible and you can see easily the difference between the new and the older resolution. Not a complete fix, but better. Lighting One look at the night environment with FlyTampa's Las Vegas and only one word comes to mind... WOW! The interesting aspect is not actually the Las Vegas skyline itself, as we have had a lot of those, but it is the huge fill of lighting in the valley as it spreads out from the colourful centre, but anchors it at the same time... this is what any arrival cityscape should look like in a simulator and an aim for Laminar Research to deliver, it works and it works here magnificently. KLAS - McCarran Airport is almost lost in a sea of light, but that is a good thing and not a negative. The Luxor Sky Beam is the strongest beam of light in the world, it uses curved mirrors to collect the light from 39 xenon lamps and focus them into one intense narrow beam of 42.3 billion candela, well done here but it is a little thick and globby at some graphic setting resolutions, but can be a direction marker of Las Vegas from miles out, which is interesting considering the crater ridges hide the interior city. The old garlish and more modern stylish hotel/casinos can look swish and be brought forward in the different night lighting, one is the CityCenter Las Vegas complex of hotels. Complex, movement, striking, colourful and simply out there... everything that Las Vegas should be and it is here at night, it is sin city in it's full flamboyant mode, and FlyTampa have done a brilliant job in recreating it all. Very good finer lighting details makes work, even non-strip buildings have great detailed lighting and not just the main icons, that is again important to recreate the full scale of the scenery. DTLV looks better as well as the dark hides the washed out ground textures, so it works and adds in colour to North Las Vegas. Off strip casinos and resorts have not been forgotten either... the detail is simply amazing. US Airways had been operating two banks of flights to and from McCarran in the middle of the night.The operation had made US Airways the second-busiest carrier at McCarran, providing over 100 daily round-trip flights, but USAir is now gone, however that does not stop McCarran from being one of the most busiest airports in the US at night, and why not, as after dark would simply be the best time to arrive in Vegas. McCarran just looks simply sensational at night... Aprons are well lit and lovely to work on and note the nice reflective sheen, although the remote holding points are a bit patchy. External and internal terminal views are excellent and quite extensive. Airport environs are very good as well, even the fuel depot is nicely lit... carparks, advertising signage are all really good, but the west GA area can be a bit hit and miss patchy in lighting. One really good aspect is the minute detail of lighting with the off airport environs, mostly to the south, here office buildings are really nicely lit and with lit branding shows real eye for detail, this inconsequential detailing is so very important and really well done here. Approach, field lighting and navigation signage is all very good, but at night you will need an airport chart to navigate around the complex set of taxiways. Overall the lighting here in FlyTampa's Las Vegas is overwhelming in detail... but that is also what you pay for. ____________________ Summary There has been always a load of icons including the default Laminar Research to represent Sin City Las Vegas, but most are just that in being a small collection of brightly coloured buildings in the darkness... the Tom Curtis "Glitter Gulch" 2013 package was the really only great scenery that did the area any justice, but this scenery is now old and even then did not overcome the poor autogen layouts surrounding it. And so here comes FlyTampa, obviously the scenery is part of the original 2017 FlightSim Las Vegas, but add in the X-Plane dynamics in effects and it lifts the scenery (mostly in incredible reflections) to a whole new level. The scenery for it's scale is highly detailed, all the main attractions, hotels, casinos and the off strip, Downtown and most of the glitterati is modeled in this scenery and very impressive it all really is. The only real distraction is the very poor washed out ortho-photo low-res ground textures, maybe a decision on the framerate aspect, but you lose a lot of that ground realism detailing via VFR flight from the air.... and they are really quite bad in the areas that should be full of visual detail. Somewhere in here is KLAS - McCarran Airport, but this aviation aspect is not let down either, as the great terminal modeling continues with good internal detail that makes it as interesting on the outside as it is inside, glass is excellent a realistically see through and so are the external building textures with great PBR and burnt-in ambient occlusion textures. SAM (Scenery Animation Manager) is featured here but a lot of the gates don't have the marshallers, VDGS is however sited on Terminal 3. Animations are good from the inter-terminal automated people movers and clever detailed monorails in the city, ground traffic is fine but not overwhelming as is the clutter, again landside is let down by the poor photo textures. Lighting is excellent as it really needed to be here, but great reflections and an immense sets of set and moving animations creates a wonderful realistic day and night vista to enjoy above the average. McCarran Airport lighting is also excellent as well with great apron lighting and even good internal detail lighting, only side field and holding areas are a bit hit and miss patchy in their lighting. A note on framerate... with all this complex detail then when set at high-resolution graphic setting it obviously hammers your framerate down, that is using OpenGL, in Vulkan (beta) you do get a lot of relief, but it is still a heavy draw and the distance detail is blurred (B16), but mostly the scenery can find a balance between use and quality detail considering the complexity and the dense autogen here. 4GB VRAM is minimum but really a 8GB VRAM requirement is needed. FlyTampa have been one of the crossover FlightSim developers that uses the X-Plane dynamics to their fullest, while merging the best detail from the other platforms, so like their Copenhagen XP that was simply also brilliant, again here with Las Vegas XP they deliver another exceptional scenery for X-Plane, but now how many more will we get if they go away and focus only on FS2020, that would be a tragedy for X-Plane, but also very real possibility as the market in X-Plane is also very small... But for now we can "Viva Las Vegas" all we want, and do so in a great scenery "Bright light city gonna set my soul, Gonna set my soul on fire, Got a whole lot of money that's ready to burn, So get those stakes up higher.... Viva Las Vegas!, Viva Las Vegas!" _____________________________________ Yes! KLAS - Las Vegas by FlyTampa is available from the X-Plane.Org Store here : FlyTampa Las Vegas XP Price is US$32.00 Features: Las Vegas McCarran International (KLAS) Airport Addon Airport modeled with PBR materials Detailed internal terminal modeling Animated service vehicles and airport shuttle Dynamic airport lighting Las Vegas city and all landmarks included Las Vegas city animations with advanced visual effects Custom library of animated city vehicles Hand-placed vegetation, and 3D lighting 3D bridges Animated Las Vegas monorail High Resolution surrounding Photo Scenery with custom mesh SAM Animated Jetways and Docking Guidance system (SAM plugin required) WT3: WorldTraffic GroundRoutes are not provided and a generation is required, and overall the airport generation functions perfectly. Traffic Global runs fine Requirements: X-Plane 11 Windows or Mac (not compatible with Linux) 4GB VRAM Minimum - 8GB VRAM Recommended Current and updated Review Version : 1.1 (1st August 2020) Installation You download an Installer, that you then set the X-Plane install address and then insert your email address and the authorization key... the installer will then do the rest (Internet connection is required and fast if possible). Install is five folders set in order: FlyTampa_LasVegas_0_city FlyTampa_LasVegas_0_airport FlyTampa_LasVegas_0_overlays FlyTampa_LasVegas_1_overlays FlyTampa_LasVegas_2_Photoreal FlyTampa_LasVegas_3_Mesh The order above has to be correct to get the right loading of the scenery Total scenery installation is a huge big : 5.71gb SAM Plugin - Scenery Animation Manager - Suite 2.0 is required for this scenery Ground Traffic The Ground Traffic plugin does work in v11.50 (Vulkan). Documents One extensive manual in English with notes (8 pages) but no charts FlyTampa-LasVegas.pdf _____________________________________________________________________ Scenery Review by Stephen Dutton 29th July 2020 Copyright©2020 : X-Plane Reviews (Disclaimer. All images and text in this review are the work and property of X-PlaneReviews, no sharing or copy of the content is allowed without consent from the author as per copyright conditions) Review System Specifications:  Computer System: Windows - Intel Core i7 6700K CPU 4.00GHz / 64bit - 32 Gb single 1067 Mhz DDR4 2133 - ASUS GeForce GTX 1080 8Gb - Samsung Evo 1TB SSD Software: - Windows 10 - X-Plane 11.41 - tested v11.50.b16 (fine but buzzy textures at a distance) Addons: Saitek x56 Rhino Pro system Joystick and Throttle : Sound - Bose Soundlink Mini Plugins: Traffic Global (Just Flight) US$52.99 Scenery or Aircraft - Default Boeing 737-800 by Laminar Reserch
  18. Hey I didn't know how else to contact so Im writing here. I had XPRealistic V1 and I had a code. I applied it to my purchase like 50x to be sure it was on and I still got charged full price.... Is there any way for compensation? I love XPRealistic, its about the only plugin I have. Anyways, hope to hear from you guys soon. Thank you.
  19. Hello, how can I update this if I already have it? Or is it automatically updates ?
  20. Aircraft Update : Janowski J-1B 'Don Quixote' by FJMAero A month ago I've posted the complete review of this small and high-quality aircraft, showing you all its details. This week FJMAero released the v1.1 of the J-1B, contemplating a lot of improvements and new features, which in my view, should get an update review. Let's start the review and see what really changed and in case you weren't completely sure of buying it when it was released, this may be the time to add the aircraft to your fleet. Just like its predecessor, the J-1B still has those high-quality textures and beautiful 3D modeling, and by now you can already see some changes in both interior and exterior. Let's start with the exterior changes. As you can see, the J-1B received a brand new livery named Busy Bee, which had its design inspired by a honeycomb, at least that's what I think, resulting in the Busy Bee name. The Hirth F-33, Warp Drive propeller and landing received some animation fixes which can sometimes be noticed during your flight. The J-1B received many other major changes, starting with the flaps. In this update, FJMAero included a 3 position, UP, 1 and 2, electric flap system which can be controlled by the flap selector unit on the panel. The FMOD actuator sounds for the flap motors were also added to the aircraft. The flap modeling is ok but the controller is pretty nice, good modeling and lighting. Another major change was the addition of lights, this way you will be able to do some local night flights. The designer added landing, beacon, nav and flood lights, which can all be controlled by the lighting panel installed in the cockpit. All of them were very well modeled and implemented in the aircraft. Pretty nice to see them in darker hours of the day. The interior didn't receive many changes, most of them are related to other systems like flaps and lights. Probably the most noticeable change is the addition of the Aileron trim and its instrument gauge right next to the pitch trim gauge. Now you also can enable and disable the canopy panel transparency by clicking at the compass. Last but not least, the J-1B received a fix that turns the fuel pump on when you click at the "RUN" switch, previously it started together with the battery, this way the engine won't overflow while you set up the GNS430. The last change is related to the paintkit, the wing template was adjusted due to the addition of the flaps. Summary The Janowski J-1B by FJMAero was one of the best ultralights for X-Plane when released, reflecting the hard work of the designer. Now that it has received its first update, new features were added to the J-1B as well as some little improvements. Just like in its previous version, this little aircraft has no problems at all and it will be quite hard to note some possible improvements, maybe increase the details in the aileron and flaps area, but it isn't required. As I said in the first part of the review, if you weren't sure of buying the J-1B, this would maybe change your mind. Well, I've already recommended the aircraft in its release review, and wouldn't make any sense if I didn't do that after upgrades, so yes, I completely recommend this plane. FJMAero isn't very known as a designer for X-Plane, but I am sure that if the designer keeps this high-quality level, I am sure that they will get bigger and develop even better add-ons. The Janowski J-1B is for sure one of those little planes that will bring a smile to your face while flying it. ------------------------------------------------------------------------------ The Janowski J-1B by FJMAero is available in the X-Plane.Org Store here: Janowski J-1B Price is US$19.95 The J1-B is a home-built aircraft design originally conceived by Jaroslaw Janowski and Witold Kalita in the late 60’s. The design featured a high-wing single-seat configuration with rearward mounted engine on top of the wing. The FJMAero J-1B is representative of a fiber glass airframe powered by a Hirth F-33 air-cooled two-stroke engine producing up to 28 HP, with design loads of +6/-3G. The J-1B is flapless and comes with a fully movable elevator trim to compensate the effects of the high-thrust line above the center of gravity. Our J-1B is a designed to provide the virtual pilot with an aircraft that is easy to handle, offers excellent visibility and exhibits interesting flight characteristics for those that enjoy stick and rudder, seat-of-pants flying. Ideal for short scenic flights, cross-country VFR and is light aerobatics capable. Features: Highly detailed 3D interior and exterior model with many fine details to discover High-resolution (4K) physical based rendering (PBR) texture sets to showcase surfaces ranging from painted resin, spray paint, metal, seat fabric, dust effects, all the way to leather for the dust cover at the base of the control stick Animated controls, control rods and surfaces, canopy, fully articulated rudder pedals with differential braking and cockpit switches Custom XLua driven ignition panel to provide a robust engine and avionics start-up, including custom commands that can be assigned to joysticks or other hardware peripherals. Open the fuel valve, turn on the battery bus, switch the ‘Run’ button to on and press the starter to bring life to the Hirth F-33 and the ‘Warp Drive’ propeller. High-resolution flight instruments designed from the ground up to maintain clarity at all viewing distances. Includes a highly detailed 3D face for the GNS 430 (X-Plane 11 native) Full-bodied FMOD sound set that includes (but are not limited to): Hirth F33 engine sounds Buttons and switches, including the GNS430 Engine starter and fuel pump systems Wheel sounds for impact, rolling and sliding Cockpit shake/vibration noise based on ground roll Wind noise on the canopy based on airspeed Sideslip air noise on the airframe and canopy Custom stall horn providing incremental feedback based on angle of attack Realistic sound attenuation when closing/opening the canopy Custom Clark Y airfoil. Flight model tested with standard and experimental flight model (11.41+), with the latter being preferable for those that enjoy stick and rudder flying. Four liveries including ‘Fire Red’, ‘Blu’, ‘Moon’ and ‘Blank’. While the first three come with custom PBR textures for each paint scheme, the Blank scheme has a neutral PBR set to assist with repaints. Each livery features its own unique internal textures A unique tail number repaint texture that allows customisation of the fuselage tail numbers, the pilot name under the canopy, as well as the number plaque on the instrument panel without having to repaint the entire aircraft. An easy to use registration Photoshop file is provided. Customise your J-1B and make it your own. Paint kit designed from the ground up to be easy to repaint (external and internal), including colour coded layers in Photoshop with instructions to preserve PBR materials, as well as UV island guides to assist livery painters (see manual for more details). The following diffuse paint sets are provided: Fuselage Wings Cockpit Instrument pod (excluding instruments) Fully detailed pilot in external views with custom headset and aerobatics-ready harness. Requirement X-Plane 11 Windows, Mac or Linux 4 GB VRAM Minimum - 8GB+ VRAM Recommended Download Size: 410 MB (paint kit is 675 MB) Current version : 1.0 (June 12th 2020) THE AIRCRAFT DIDN'T COME WITH A CHANGELOG ---------------------------------------------------------------------------------------------------- Aircraft Update by Bernardo Pierdoná Casa 25th July 2020 Copyright©2020: X-PlaneReviews Review System Specifications: Computer System: Intel Core I5-9600K 4,30GHz / 2x8 Corsair Vengeance RGB Pro 3200MHz - Gigabyte RTX 2070 - Gigabyte Z390 Aorus Master - Kingston A1000M.2 SSD 240GB Software: - Windows 10 - X-Plane 11.41 Addons: Logitech Pro Flight Yoke/Pedals/Throttle Quadrant - Logitech Extreme 3d Pro Joystick - Sound: Samsung Home Theater System J5500WK Plugins: Environment Engine v1.13 by xEnviro US$69,90 Traffic: Traffic Global by JustFlight US$52.99 Ground textures: ALES US$15.99 Scenery and Aircraft -PHNL by Haui (X-Plane.Org) - Free -PHKO, I didn't find the link but I will look for it. It's freeware and can be found in the X-Plane.Org. (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)
  21. Tricky one... but you press the glass PFD (Primary Flight Display) and it changes to the analog dials 🙂
  22. Scenery Review : KRAL - Riverside Municipal by Rising Dawn Three years ago a small studio released KHAF or Half Moon Bay, for X-Plane an airport is on the coast just over on the peninsula and 18 miles (30 km) south from downtown San Francisco. This was Peter Suranyi's KHAF - Eddie Andreini Sr. Airfield. Usually you do a review and then move on from a scenery, but somehow this little gem of an airfield stuck. In time X-PlaneReviews would do about 40% of our General Aviation reviews from this very airfield, so there was something certainly very special about this high quailty scenery, the extra wide and long runway also helped out in the cause. The XPR review is here; Scenery Review : KHAF - Half Moon Bay by Rising Dawn Studios Great stuff so what is next from Rising Dawn? The airport announced was Riverside Municipal in Los Angles, great! when will we have that....? Well it was a three year wait, a long three year wait but now here KRAL - Riverside is finally released, and it was well worth the extended wait. My first fear was the position of KRAL (or Riverside Arlington Airport originally) as it is set in the large LA basin. The worry is that the LA basin is flat wide and very congested, so if you like your autogen at maximum (like I do) it creates issues in that this area is one of the worst (or best) considering the layout of the extended autogen. Then add in the multiple major airports and KLAX - Los Angeles situated in the middle of all that and it will all grind your framerate down to close to a stutter... But in reality KRAL- Riverside is quite a way out from the central LA zone as it at located about 55 miles (89 km) east of downtown Los Angeles, so although you still have a lot of autogen around you, you thankfully don't get the major LA framerate hit out here either. Riverside is off the San Bernardino Valley in the Moreno Valley in an area known as the Inland Empire. The first runway 9/27 was paved about 1956 and Bonanza Air Lines appeared soon after; until 1969 it and successor Air West flew DC-3s and Fairchild F-27s to LAX, Las Vegas, Palm Springs and beyond. But otherwise KRAL is an industrial aviation hub focused on General Aviation, US DOT FAA administration, loads of pilot training academies and the airport has also been home to Civil Air Patrol Squadron 5 since 2005. KRAL - Riverside Municipal First impressions is on how well the custom scenery is embedded into the surrounding default X-Plane mesh, in parts from low angles it is actually hard to see the scenery from the complex autogen surrounding the field, but in a good way. Riverside Municipal Airport IATA: RAL - ICAO: KRAL - FAA LID: RAL 9/27 - 5,401ft (1,646m) Asphalt 16/34 - 2,850ft (869m) Asphalt H1 - 60-18 Asphalt Elevation AMSL 819 ft/250 m The central focus of RAL is the iconic terminal or really a departure/arrival building and administration facility. The modeling and detail here is excellent, and so highly realistic you can feel the building from a real life point of view (which is the main objective of any good scenery). There is a great blend of materials, terra-cotta roofing shells to wooden set beams and the brickwork in between, it is all here in great detail. Businesses in the building are also well noted with the "Airport Cafe" and "AvTech" FAA/FCC Exams Testing Center are both represented. Glass and reflections are excellent as is the rooftop detail with animated air-conditioning units. Internally the terminal is very detailed as well and with excellent views out, this opacity is very hard to do and most developers get this glass aspect quite wrong... not here as it is simply perfect. One very important aspect of scenery like this is the "walkaround" factor and is it feasible. Here at RAL that believability factor is actually extremely high in exploring the details and the various areas in a "walkaround" context, in other words you can be transported to the airport and actually explore around as if you are at the airport. Half Moon was like that, but there was however little to explore there, but here you could explore around to your hearts content. The scenery is highly dynamic as well... The trees actually move depending on the wind speed, this aspect didn't quite work at KHAF, but the idea has been refined here and it is far, far more realistic... well done. There are birds that twitter and move around on the powerlines and one bird will actually fly around the airport!... quite brilliant, another brilliant dynamic are the carparks... .... overnight and in the early light the carparks are nearly empty, but as the day goes on the carparks will fill up, later in the day they will empty out again until it is again quite empty again, all so very realistic and extremely clever and you have to admire the idea. The same feature also uses people, in the day the airport is busy, but then they all go home at night. There are loads of these dynamic ideas in this scenery than make it a very lively and interactive scenery, we will note more of them as we go along. Riverside Aero Service Second focus area is the "Riverside Aero Service" area, Hangar cum offices cover RAS "JetCity" and "Wilco West Aviation" and the detail is very, very good including a fuel service point. Part of the RAS area is the biggest hanger at RAL... There was a similar hanger at KHAF, but it was quite small, in fact my baby Bonanza F33A could barely fit in there, but in here there is a huge amount of space and easily enough for a private jet to taxi straight in... so the hanger is far more highly usable. The overhead skylights are very authentic and realistic in that inside the hangar can be seen, and here is a lot of small hangar internal details to keep your lovely aircraft nice and airworthy. Also in hangar on the right forward wall is a digital clock that works, another working circular clock is on the veranda of the RAS offices. This hangar is again like KHAF in that it is also highly modifiable to your tastes. Note my lovely logo! There are five choices in Rust (default), Blue, Dark, Red and White for the hangar beams, and choices of ten flags and twelve aircraft posters... .... a photoshop file is provided to make up your own poster or image in 2048x1024 (good high-Def!) in the .png format, you then just replace the object (texture) file... as noted our X-PlaneReviews logo came up brilliantly with great quality and excellent cloth detail. All choices are kept in a separate folder in the KRAL scenery called "RDS_KRAL_CUSTOM" for ease of access and changes. Control Tower and CBU B727F The control tower is the slab sided design that reflected the mail beacon era that is the predominant ATIS at small airfields across the U.S., there is another at Louisville’s Bowman Field (KLOU)and the tower design has been faithfully reproduced here at KRAL... Tower View is excellent as all approaches are well positioned and clear. Sited next to the Control Tower is a FedEx Express donated Boeing 727-200F to California Riverside Baptist University for its aviation science program. The aircraft is on permanent display at the airport and will provide a working laboratory for aviation science students. The aircraft, N266FE (cn 21672/1538), is a Boeing 727-233/Adv(F). Again the activity of the day is noted with students around the aircraft in the daylight, then the aircraft is closed up at night. Between the RAS area and the tower is another section is the Civil Air Patrol Squadron 5 Search and Rescue base, and part of the hangar is used by the "True Kolors Aero Paints" company... A provided livery pack that can be downloaded from the X-Plane.Org that cover three aircraft with the default LR C172SP and two DC-3 aircraft with the C172SP with three liveries of AlohaOne, AOA Flightschool and Riverside Baptist University noted here... there is another well positioned AG AvGas fuel service point out front of the CAP facility. Other noted facilities that are also reproduced here at RAL US Dept of Transportation FAA have two office facilities here in the "Flight Standards District Office and "Flight Service Station" note the "Phillips 85 AvGas fuel service point out front on the apron and they are both set on the corner of 09/27- 16/34 runways. Riverside Aero Academy, and Precision Aerial Photography, Riverside Rotor Specialists, AOA Pilot Training and Socal Aviation Services Inc... .... with the biggest tenant being the Commemorative Air Force with a nice D-Day branded C47 sitting out front. At the threshold of Rwy 16 on the eastern side is the Riverside Police Department Aviation Division facility, and funny enough there was a load of SanFran Police cars parked up in storage at KHAF.... coincidence? There is a lot of GA hangar parking in the garage type (north) and the barn style (south) again very similar to the styles at KHAF, and the small detailing is outstanding. Off field and there is a lot of infrastructure to compliment the airfield. Mostly storage and warehousing which is very close to the actual layout... ... the infrastructure is excellent and so is the photo-ortho textures. Here we have the balance between lo-res photo textures and good detail, and the balance works very well, better is the hidden boundaries of the ortho-photo into the default mesh in giving you a perfect transition from the custom to default mesh... can it be done better, I don't think so. The textures are compatible with ORBX SouthCal as well. A major landmark is the "Riverside Energy Resource Center" or as we usually call them "a power station"! There is a twirling output of smoke from one of the tall funnels which is debatable if it looks authentic or not in it's 3d form? I got used to it in time, so in this case it is a tick to the yes, but it is debatable? Overall the surrounding Riverside detail is excellent with most major areas covered with the Arlington Ave Business Park, Rutland Park Community, Doolittle Ave Industrial Park, SmartStore Self Storage, Boise Building Materials and Water Treatment plant all noted. Ground Textures I loved the worn and realistic ground textures at KHAF, and they are as good here... cracked, weathered and all the various surfaces are all very well done, can you ask for more... not really... ... the surfaces are also PBR reflective (wet) and has burnt-in ambient occlusion and finely detailed as well for light rain realism.... airfield detail is very good with the decommissioned Riverside (RAL) VOR and the various field weather stations, a note that there are a few "Easter Eggs from the "Back to the Future" films also hidden around in the scenery, if you know all three films then look out for the clues... Grass is 3d authentic in that it is the same wild flower flora as at the real KRAL, looks good as well. And the "Wheels" sign at Riverside is also done, in a note to students to "put your wheels down" it is very scary in a way that would be pilots needed to be reminded of an important aircraft operation? Activities There is always the thoughts and ideas on how to use any scenery, a route to one destination or return is mostly the option we take, but I like to do scenic tours or short connector flights from small fields to the bigger airports. That aspect is taken to the extreme here with a full 12 month calendar full of various ideas and activities for you to do... clever and totally brilliant in the same breath. Several activities are actually interactive, the biggest is the "Riverside Airshow" on the 11th July... most of the year KRAL's activity is perfectly normal but set your calendar to the 11th July and "whola!" there is now a full airshow day in progress! Pride of place is a huge C-17 Globemaster, but most aircraft on show here are warbirds. The "Battle of Midway" ride is actually animated (very realistic) and there are even drones flying around... and floating balloons! You can take a personal part in the proceedings by doing a few flypast routines, then parking up you aircraft to show it off in the space provided, like I did here with VSkyLabs C-47, again the authentic livery is provided as the "D-Day Doll" via the livery download. Another activity is the Rocket Launch, Set out at Vandenburg AFB in October, you can make your way out there (180nm) to KLPC Lompoc, blast-off is around 18:21:30 local time, but the loading of fuel and gantry retraction all happens before the final countdown.... .... it is all very well done, and two more is on the 13th April is the StratosLaunch at KMHV - Mojave Air and Space Port and some strange objects flying over Barstow by the HECTOR VOR, all very X-Files and all very "Da dum de do" that brings out all your Mulder and Scully fetish. Best not to do them all in the one year and there are far too many to cover in detail here, but I think it would be clever to print out the pdf and use it as real. Lighting You are expecting the lighting at KRAL-Riverside to be good, and your not disappointed here either... but to note the airport is not really a night time hub of activity, so the lighting is going to be more regional than LAX metropolis. Runway lighting is good, but it comes with no centre line or taxi lighting as there is none here. Runway 27 has a Visual Approach Slope Indicator and Runway 34 has a Precision Approach Path Indicator. ILS is on Rwy 09 (110.90-IRAL). Aprons are nicely lit but not overly so, this is not a night time working airport, most lighting is set out over the (now empty) carparks and it is well done. Focus is on the detail here and not on the overall context and it is all very good... Hangars are well lit from within and the lit signage is excellent. But it is in the minute that it works the best, nicely formed downlights, hung building lights and great detail like the AG AvGas sign that flickers, with a poor worn out bulb... love it. The ground navigation signs are also the same designs as at KHAF, as they reflect nicely on the surrounding grass to give off that realistic glow. Los Angeles There is a supplemental package called "RDS_LA_LP" package that will give you a sightseeing tour of Los Angeles. L.A. always did not have a good scenery pack (there was a very odd early version) in X-Plane and so this is a very welcome addition... You leave KRAL and track almost directly west 265º... ... and soon the murky silhouettes of downtown L.A. will appear out of the smog... Big LAX lies just ahead and to your left, and note the immense amount of autogen around you that needs a fair amount of processing power to compute this never ending L.A. expansive layout... at least you now have a decent L. A. Downtown now to make it a worthwhile approach or departure into LAX. Highlight is the Santa Monica Pier that has an animated Roller Coaster, Big Wheel and swing boat, and the pier is lit up pretty like a funpark at night. As a side note the X-Plane autogen does a great job of recreating Santa Monica as a realistic suburb, combining medium and large objects that is totally convincing of the area. Another major landmark is the iconic "HOLLYWOOD" sign... nicely done in that the letters are not just set straight but disjointed out as they really are. The HOLLYWOOD sign looks great at night and also represented is the Griffith Observatory... L.A. Dodgers Stadium and Staples/LA Convention Centre L. A. Downtown is not bad... outwardly the surrounding autogen does a great job, but close up it is fenced out... Nightlighting contrasts badly with the excellent Laminar autogen building lighting, blocky and totally grey it is not that convincing... Only in context does it all work. Another landmark provided is the Vincent Thomas Bridge in the Los Angles port (not the Long Beach port), it feels a little non-realistic in these surroundings as the port itself is not realised, there are however a few cranes and fuel depots to fill it out... but in reality it is a VFR landmark only. _______________________ Summary KHAF or Half Moon Bay was Rising Moon Studio's first scenery release for X-Plane and very good it was with some clever ideas and great detailing. Here is the the follow up to Half Moon Bay with KRAL - Riverside Municipal Airport and if you loved KHAF then this new edition if three years in the making is just as clever and as highly detailed. The airport RAL is home for a large SouthCal General Aviation community, US DOT FAA administration and has loads of pilot training academies. So KRAL is a perfect base to explore the Los Angeles basin. Modeling and texturing here is excellent, not only in the actual buildings and hangars on the airport, but in the expansive infrastructure surrounding the field. Detailing is also top notch if the highlight of the scenery as the whole airport is easily "Walkaround" in detail and for exploring all the contents in close-proximity. Internal detail as inside the terminal and the hangars are also easily accessed in creating a perfect environmental escape of realism. More clever are the dynamic elements that make it an active scenery... movement of time changes the carparks and density of people in the scenery, the clocks work in real-time as well. Birds flutter on wires and fly around and even drones will take to the air, trees will also move to the strength of the wind speed. Personal interaction can change the hangar beams in colour, set a flag or an image on a drop down banner and provided liveries can match the scenery for the X-Plane C172SP and the vSkyLabs or AWXD DC-3/C-47. A provided year activity calendar gives you clever ideas on what to do around the year at the airport, but the highlight is the yearly "Riverside Airshow" on the 11th July in that it changes the scenery into an epic show day, again interaction is very good as you can be a star of your very own airshow displays, a UFO encounter, Rocket launch and a StratosLaunch are also clever interaction activities. A provided L.A. City pack includes downtown L.A., Santa Monica Pier, Hollywood sign, L.A. Dodgers Stadium and Staples/LA Convention Centre. Ground textures are also very good, runway and taxiway layouts are realistic with built in PBR reflective and burnt-in ambient occlusion, navigation lighting is also reflective on ground surfaces. 3d grass is area compatible and the photo-ortho finds the balance between the lo-res and quality ground detail. Lighting is good with high detail, but don't expect LAX lighting at this regional outpost. Negatives, very few, but there are a few small areas in the ortho-photo the autogen is not visible, LA city tower lighting is basic, smoke is well... different if 3d solid. There is huge value here at KRAL-Riverside, not only for the excellent airport reproduction, but with the sheer dynamic interaction and provided action with this package... above all like with Rising Dawn's excellent and in my case highly used KHAF-Half Moon Bay it is a scenery to love and be used to it's very capable attractions... Rising Dawn certainly is noted for high quality scenery, but all comes with with a high gratification as well... an easy five stars! _____________________________________ Yes! KRAL - Riverside Municipal by Rising Dawn is currently available from the X-Plane.Org Store here : KRAL Riverside Municipal Price is US$24.99 Features LA Object Pack Customizable Hangar Live Aiprort Loads of animations, including vents, pitot covers, birds and vegetation Attention to details 3D effect Dry grass Taxilights that illimunates the world around them PBR textures Virtual annual Riverside Airshow Activity Calendar with 100+ Activities Easte Eggs Your Own hangar ORBX TE SoCal compatibility and more (read manual for more details) WT3: WorldTraffic GroundRoutes are provided in the Custom Folder and overall the airport generation functions perfectly, but not much action. Requirements: X-Plane 11 Windows, Mac and Linux 4 GB VRAM Minimum - 8GB+ VRAM Recommended Download Size: 1.2 GB Current and Review version: 1.0 (July 19th 2020) Installation Download scenery file size is installed in your custom scenery folder 1.11Gb RD_KRAL_1.0 Los Angeles pack is 81Mb RDS_LA_LP_1.0 Five folders cover the full installation including: RDS_KRAL_Custom RDS_KRAL_Airport RDS_KRAL_Activities RDS_KRAL_Ortho RDS_LA_LP Total scenery installation is 4.32Gb A "RDS Livery Pack 1.0.0" can be downloaded at the X-Plane.Org, it includes liveries for the Laminar Research' default C-172, the Vskylabs C-47, and the Aeroworx C-47. Documents A Highly detailed Activity Calendar and comprehensive manual are both provided RDS_KRAL_Activity_Calendar RDS_KRAL_Manual_1_0 ______________________________________________________________________   Scenery Review by Stephen Dutton 23rd July 2020 Copyright©2020 : X-Plane Reviews  (Disclaimer. All images and text in this review are the work and property of X-PlaneReviews, no sharing or copy of the content is allowed without consent from the author as per copyright conditions) Review System Specifications: Computer System: Windows - Intel Core i7 6700K CPU 4.00GHz / 64bit - 32 Gb single 1067 Mhz DDR4 2133 - ASUS GeForce GTX 1080 8Gb - Samsung Evo 1Tb SSD Software: - Windows 10 - X-Plane 11.41 and tested in v11.50b15 (fine) Addons: Saitek x52 Pro system Joystick and Throttle : Sound - Bose Soundlink Mini  Plugins: None Scenery or Aircraft - Bonanza F33A XP11 by Carenado (X-Plane.OrgStore) - US$26.95
  23. Hello, I just downloaded the Airport scenery. It is awesome but I have one problem. The canopy and the Tower lights are NOT working? can anyone help me? Thank you!
  24. Aircraft Update : Airbus A350-900 XWB Advanced v1.6 by FlightFactor/SteptoSky Since the earliest days you mostly saw FlightFactor Aero as a Boeing developer, there was the Boeing 777, then the Boeing 757 and then the Boeing 767... then out of the blue came an Airbus in the Airbus A350-900 XWB. But right from the first version of this aircraft it never felt... well very Airbus? Where as all the Boeings felt and flew like Boeings. Since the A350 FlightFactor went on to do another Airbus in the A320 Ultimate, which DOES feel like an Airbus and is still the best Airbus in X-Plane. But the FlightFactor A350XWB was a really odd aircraft from the start? Excellent on the external, the A350 always looked very nice in X-Plane. The clever six display layout with X input system is also really clever and is well done (early versions were however extremely buggy) and the airbus system depth is very good. So overall it should have been perfect for me as I like to fly Airbuses more than Boeings... but I never ever really fell in love with FlightFactor's A350XWB? Which is really odd because Long-Haul is still my favorite form of flying and also the A350 XWB is the latest of the New-Gen aircraft and X-Plane is very short of Long-Haul airlines and certainly of the New-Gen class. The FlightFactor A350 should of very easily ticked off every box for me, but in all honestly it left me cold and I rarely flew the aircraft, even the last time departing Barcelona I even stopped mid-flight (I very rarely abandon flights) because I was really not liking it at all? Why? well that is a good question... the first one in the most obvious. The FF A350 didn't have SID/STARs and the FMS was in reality the default FMS undercover. And this missing aspect really was the biggest complaint, but to be fair the A350XWB FMS (Flight Management Systems) is quite complicated and very different in input from either a Boeing and even another Airbus as only the bigger A380 has the same input and navigation system. Poor Sounds didn't help either and they were really awful, and the cockpit textures were weird in a non-Airbus way, and the aircraft always felt buggy, it never seemed to come together as a whole or as a linear simulation, it was an aircraft you simply couldn't love. The news of a v2.0 of the FlightFactor A350 was very welcome, but it became confusing in the light that the next update in v1.6.0 would be next and also include the infamous missing SID/STAR intergration, my guessing (wrongly) would that the SID/STAR intergration would only happen with the full new version of v2.0 (In selling the new version of the aircraft)... The surprise is that the SID/STAR is in this update v1.6.0 version, so that will be a free update, the better news is that the FMS is now really, really good... far better than I expected and to the point even brilliant. Nothing wrong with the way the A350 XWB looks, but this is still the v1.0 aircraft and in a few areas the v1.0 has a few niggles, the wings do have flex, but in a weird stiff flexy way, so the wing flex still looks old and outdated, and the cabin is still also old and very dated as well. A worthwhile download is the new Lufthansa A350 livery by fscabral as the cabin textures have been redone and the results seriously lift the cabin from the really drab to the really nice... and yes this cabin layout should be the default. Note in that the cabin lighting is controlled from the EFB (OIS/AIRPLANE/CABIN settings), lighting and sound settings settings are currently off at default. Ground support still has those cold war Russian vehicles, and you shake your head why as all the FlightFactor Boeings now have the updated western styled vehicles. But thankfully where it counts in the air the A350 XWB still looks very nice. Airbus 350 XWB v1.6 We will come to the big event in a moment, but first unlike other areas of the A350 the cockpit has had a very nice spruce up of the textures. The original cockpit textures were a darker Airbus blue with some wear around the edges, but somehow it didn't feel right in context as the A350 is the most modern of the Airbus fleet? These textures are now in a far lighter blue/grey Airbussy feel and are far better to the current state of a A350 XWB. The panels are still very left side pilot focused, with the right position more fixed with no display cycle active, the far right display is also fixed to a users guide page. The range and baro adjustments however do work, so it is not impossible to fly from the right seat as you can flip the FMS screen to the right middle display setting, but with no access to the menu sections unless again you move the menu selection to the middle screen. Glareshield textures are lovely, modern and very nice. Gone are the wheat coloured seats to be replaced by a very not corporate look of "stars"? A very unusual choice, but they do look better than the wheat seats with far more cloth and ripple detail.. FMS - Flight Management System The most important and the most welcome aspect of this v1.6 update is the intergration of SID/STARS into the FMS navigation, not only is SID/STAR routing now available, but it is also in how well the system has actually been done here is the biggest factor. Pilot left station is very good with most items and displays active and interactive. FlightFactor recreated the X pointer system for use on A350 displays and although very buggy in the early days (the X pointer would stray badly out of the display limits) it is now a very robust system that works well. There are two drop down menus tight together top left of the MFD (Multi-Functional Display). Top one selects your FMS route (Sorry there is still only one FMS1 route available) and below to start a new route then select INIT from the lower menu. If you are used to the usual FMS via a left or right button input key, then you will have to adjust to this different pointer system. There are a few rules to know... one is that everything is via an input and menu selection, so you select the box with the X pointer (arrowed below left)... ... put the X pointer over the box you want to input into and you get a green dash line and a flashing cursor, the display then also becomes "KEYBOARD FOCUSED" for direct key input... Type in your data, in this case Nairobi Airport "HKJK", but most IMPORTANT is to re-click to lock the data in! This is usually placed over the very first letter in the box with the pointer, if the "Keyboard Focus" line goes out and the input text sets a little to the right... then it is correctly inputted (locked in). Add in your INIT details... Flight Number, From (HKJK) to (EGLL) Alternative (EGCC) and Cruise FL (Flight Level) and Cruise (CRZ) Temp ºC. DEP and ARR locations set it is now time to do the flightplan, you access the flightplan via the "ACTIVE" menu and select F-PLN. Now comes the new SID (Standard Instrument Departures) selection... Press the departure airport (HKJK) and up comes a menu, select on the menu "DEPARTURE". Drop down menus give selection for RWY (Runway), SID and TRANS.... ... in my case it is RWY 24, SID "IBRA3D" and TRANS "KAMAS", all selections are then shown in the above Selected Departure box. Go back to the F-PLN and the SID departure route (waypoints) are now completed. Next waypoint (WPT) or AIRWAY is inserted in a similar way. Just select the last waypoint and select via thew menu either "INSERT NEXT WPT" or "AIRWAYS". For to "Insert Next Wpt" you select the selection box and insert the waypoint name (TUFTE) and make sure you click to insert, and you don't use the AIRWAY selection to add in the next WPT. For Airways then select AIRWAYS and add in the AIRWAY and the TO selections and like all FMS systems you can add in as many airways as you require. In every flightplan you get "DISCONTINUITY" breaks... to remove you just select the Discontinuity selection and then select "DELETE" from the menu. STAR (Standard Terminal ARrival) is the same procedure as the SID selection, select the arrival airport, then ARRIVAL from the menu and then use the menus to fill in the arrival data... ... the drop down menus select RWY, APPR (Approach), VIA, STAR (shown) and TRANS. All selections are shown in the upper box like with the SID selections. All changes and selections are only TEMPY or Temporary in yellow and insert via INSERT TEMPY, or backstep by ERASE TEMPY... .... and at any time while constructing the route you can make it active (Green) to see your progress on the PFD... The final full Flightplan is shown with diversions of which you can scroll up or down.... brilliant! It takes a little while to adjust to this pointer system, but it is quite easy to do once you are used to it. Overall the FMS is very versatile in creating route flightplans and I found it very refined and not buggy at all, which is very good thing with long route insertion flightplans like from Nairobi to London. Other FMS details are important as well... OIS (Onboard Information System ) Aircraft AIRPLANE/PASSENGERS gives you the A350 weights, and the AIRPLANE/PERF CALCULATOR gives you TO Performance and vSpeeds. ... and the calculated data is then transferred to the PERF (performance) page and the very important FUEL & LOAD page in the FMS... You can save your flightplan via the INIT page under "RTE SAVE", but the interesting aspect is that you have three choices of save, 1. the FULL complete flightplan, 2. SID or 3. STAR, so this makes it a very versatile system... .... the route is confusingly saved in your standard X-Plane FMS folder but not in the alphabetical order, but under a (*) moniker at the very bottom, which means a lot of scrolling. Quicker access is to use the "Filter" box lower right which reduces the flightplans to the chosen ICAO label. Wind pages have been added and it noted is that Alterative Flightplans are also now available, but I couldn't find a second flightplan? All in all it is a very extensive and detailed upgrade to the FMS in the A350XWB, I absolutely love it, yes there is more you want like a second FMS for the First Officer, but overall it is a fantastic working system... not perfect but far better than we had before. _______________________ There are no notes that the sounds have had attention in v1.6, but they certainly sound far better to me? Cockpit hum and wind noise is very good for a long haul flight and the exterior sounds far better as well, more distant in the background now is that really annoying "tring, ring" from the engines, it is still there but now highly subdued... thank god, the annoying Purser to Captain "Dings" are still as bad as ever, finding the issue is made hard by the language spoken in a gobble... usually it is the cabin that is TOO hot or TOO cold "but mister if the damn engines are switched off I can't heat or cool the cabin can I?... so go away", or the cabin lights are down, but it is really, really annoying... If any aircraft requires a specialist addon sound pack it is the A350 XWB. Contrails and and particles have now been added as well, the APU hums and breathes out exhaust air, and in the air the aircraft looks great. Another new menu page on the OIS is the "JOYSTICK ACTIONS" menu and noted to make the aircraft compatible with the new Thrustmaster TCA Airbus Throttle Quadrant. The new hardware offering from Thrustmaster, part of its new TCA Range is due to release in late September this year. This covers your joystick "Deadband" area (centre), throttle detent location and "MCT Detent" (Maximum Continuous Thrust) location. All the settings of course are for fine tuning your hardware joystick and throttle systems, but one selection is quite important... "REV ON SAME AXIS" will set your throttles with a "Beta' reverse detent. fine in some cases but horrible with my Saitek X56 Rhino setup as it set the idle position to reverse thrust, you can turn the action OFF here (arrowed below left). Radios are now 8.33 (as X-Plane11 went to this earlier). The 8.33 kHz channel spacing adds two additional channels for every 25 kHz channel. This is to overcome the frequency congestion in the medium to long term by providing more channels. Navigation ILS, VOR and ADF frequencies are under the "NAV" button, but you still have the default FMS at the rear of the pedestal and it's radio channels if you want a easier way to access any of the frequency settings or route information. _______________________ Summary Although noted as a "Advanced" version of the Airbus A350XWB, the Flightfactor version never really hit the mark in delivering a totally realistic simulation, and so in that aspect I was never yearned for the aircraft and rarely flew it, which is a shame because we need really good long haul and next generation aircraft in the X-Plane simulator. But now with this new v1.6 version of the A350XWB we have a game changer. The missing SID/STAR intergration that was missing is now part of this extensive Flight Management System. A difficult system to replicate because of it's unusual pointer and menu based input applications. But this intergration has been a huge success here in creating a master simulation of this unique Airbus FMS. Most FMS areas are now covered, but you will never ever cover everything as it is simply too complex, but the aircraft in reality should lose it's "Advanced" moniker and be now named a "Professional" aircraft because of the depth of the systems here... the only area missing is the right hand seat interaction to the OIS (Onboard Information System). A few areas have also been cleaned up including the cockpit textures which are more Airbus grey and lighter in tone and new seat (star) coverings. Over the updates the A350XWB has had a lot of behind the scenes work done and not actually noted officially, but you certainly feel in this version a far more co-ordinated and less buggy aircraft to fly, the FMS especially is really well coded and quite bug free in being versatile for corrections and data changes, a far cry from the original interface and flying conditions. So now it works, in almost every area and if not absolutely perfect the A350XWB starts to live up to it's quality standing as a very good if now excellent simulation. Over many hard flights (most Long Haul) it is an excellent aircraft to enjoy, the v1.6 update maybe on reflection small, but the aircraft has become something else than just a pretty aircraft to look at, it now a very realistic flying simulation as well. Once the outcast, the Airbus A350-900XWB can now be seen in the same context as the other aircraft from FlightFactor. A brilliant update that in the long wait users deserved... Not perfect but a free update with these enhancements will bring a lot of smiles to a lot of users faces, if you don't have the A350XWB from FlightFactor, but love long distance flying, maybe it is now time to take the plunge and enjoy this amazing aircraft. _____________________________________________ The Airbus A350-900 XWB Advanced v1.6 from FlightFactor is Available from the X-Plane.Org Store: Airbus A350 XWB Advanced Price is currently US$ 64.95 You can update to v1.6 via the "beta" selection in the X-Updater tool... it will be hosted soon on the X-Plane.OrgStore Livery packs at US$10 for ten liveries are available here: A350 Liveries Include: North America, Oceania, Africa & Middle East, Asia, Atlantic, Europe 1, Europe 2 and Pacific. If you already have purchased the A350 XWB from FlightFactor then go to your account at the X-PlaneStore and update to v1.6 Requirements: X-Plane 11 Windows - Mac - Linux - 64bit Operating System Required 4Gb+ VRAM Minimum, 8Gb+ VRAM Minimum. Release Review : Aircraft Review : Airbus A350 XWB Advanced by FlightFactor Support forum : FlightFactor A350 XWB _____________________________________________________________________________________ Update and Tutorial by Stephen Dutton 18th July 2020 Copyright©2020: X-PlaneReviews
  25. Translation: Hello, I have Navigraph FMS I would like to add Navigraph Charts. But on the Navigraph site I cannot subscribe although I already have an account. Can you help me please Thank you! The charts are in another section of the Navigraph site... Navigraph Charts, you have to sign into your account to access them, then the chart access opens up.go down to the.... See the airport and chart listing for a complete listing. Translation: Les cartes se trouvent dans une autre section du site Navigraph ... Cartes Navigraph, vous devez vous connecter à votre compte pour y accéder, puis l'accès aux cartes s'ouvre. liste complète.
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