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  1. Yesterday
  2. Since this is essentially a beta, is every update to cost $24.95 - could get a bit pricey.
  3. Due to the PC-12's XP11 release period, it just missed the VR cutoff, but I would be really surprised if Carenado don't quickly upgrade it to VR with a single patch update. There is no doubt it will be upgraded. SD
  4. Last week
  5. I'm still using the X-Plane 10 version in X-Plane 11, it flies but with a few issues, so I think it's time to move up to the X-Plane 11 version, I couldn't find anywhere in your article if this is VR compatible, and if not, can we expect that in an update? I'd like to know before I spend $35, thanks.
  6. Aircraft Review : Boeing 787-900 Dreamliner by Magknight Aviation airline economics are a strange concoction of a lot of elements, but at significant points then a new era can emerge and it is usually at the change of a particular aircraft design. We all know the early impact of the DC-2/3 then the 4 and 6, and the Lockheed Constellation... but it was the introduction of the Boeing 707 (720) that really changed things, yes the Comet was the first all jet transport, but it's early pressurisation issues and limited seating, would mean it was certainly fast but not a big deal to airlines looking out for profit. But the Boeing 707 changed all that with its phenomenal speed, range and passenger capacity to change the world into our current global village. You couldn't go faster (Concorde did, but it was expensive) so you went larger with the Boeing 747 Series and again airline economics and passenger loads went through the roof. But today it is now all about efficiency and not about sheer volume. The Airbus A380 should have been the next significant step, but today's fuel costs and strangely the worry that airlines can't simply fill out its huge capacity and that and then for the first time aircraft have gotten smaller to go forward. The Boeing 777 with it's twin-engined capacity broke a lot of rules but the bottom line on the ledger sheet of most airlines flying the aircraft simply showed the way forward to the current new-age front line super economic machines, the Airbus A350 and the Boeing 787 - Dreamliner. To a point they will be the last of their kind, no aircraft in the future is going to redeliver the efficiency of 15% to 20% over the last generation of aircraft, the coming 797 also will be very good aircraft efficiency wise, but it will still in the same efficiency range change over the B737/A320 aircraft, the idea is a B767 size aircraft for a efficiency of a B737/A320. But currently it is the Dreamliner and the XWB A350 that will again change the aviation economic landscape. Boeing 787-9 by Magknight First of all let us clarify that this Boeing 787 is not related to the original Heinz Dziurowitz version of the B787 (that aircraft was the B748) but outwardly and inwardly they are very similar as both used only native basics of X-Plane (Planemaker) makes them very much in the same design. So this aircraft is not a "study" level simulation either, or even a basic systems aircraft, so it is in reality an advanced planemaker design, a second point to make is that it is a project still in progress, this is not a completed aircraft but one still in forward development. The aircraft started out as a donation style project, but it has now switched over to being a payware to reflect it's current design progress. Although the aircraft was created for X-Plane10, it is really a X-Plane11 based design, as most of the earlier X-Plane10 element's were thrown out and restarted, so you have 4K (4096x4096) textures and a far more better quality 3d design, with of course the XP11 PBR effects. The modeling is really very good, but the mapping is a bit heavy in parts as denoted by the heavy grooves, the B787 is a very smooooth jet, as it is plastic after all or a carbon-composite sort of plastic design, in being both very light but strong. Those signature wings are well done here, they are all new to this update and beautifully shaped as is the built in wing-flex that is now very smooth and realistic. The B787 wing has a very large flexible range for efficiency, from some views the long upward moving curves look fragile, but they are built that way. The huge General Electric GEnx-1B74/75 at 74,100 lbf (330 kN) engines are well done, and the B789 can also use the Rolls-Royce Trent 1000, but that option not available on this aircraft. In this updated version as well the fan blades on the GEnx-1B's are all new, and they look very nice as well in static and in flight. Although a lot of the marching ant's have been also fixed in this update, there are still a few here and there, and the engines cowlings are slightly transparent in showing the internal engine structure? Cockpit There is no cabin, opening doors or menus or any other advanced features, but the cockpit is very well detailed and well designed. The cockpit has been redesigned about two or three times, but the results have been well worth the effort, as it has a very authentic feel. Heinz's B787 cockpit was quite basic, certainly with the overhead panel, and that sorta didn't give me the immersion feel I really wanted with the aircraft, but that is not the case here as it is a very nice place to be. The overhead panel here is excellent in look and feel, but the switchgear can be a little heavy to turn or use. Instrument Panel The Boeing 787 series uses the latest in glass cockpit technology, so it can look a bit confusing at first if you are used to the older style aircraft instrument panel layouts. To a point the B787 instrument panel can be hard to replicate and not come across as cartoony, but Magknight has done a really great job here in the overall design. But in many areas it does show that the design is still a work in progress, a lot works, but a lot of the functionality doesn't and small items are missing like the analog clock hands (digital does) and elapsed time, however the tools you require to fly the aircraft are all here. Being a Planemaker design you don't get nice things like reflective instruments, that is okay as they don't look to bad because of their sheer size, there are four displays, two for each pilot called inboard and outboard that are divided into more separate screen zones, again the zones are locked in here so you can't switch them around like you can on a real B787. But the zones cover AUX, PFD (Primary Flight Display), Mini-Map (rose heading) on the Outboard - Navigation/Map (ND), EICAS (Engine Indication and Crew Alerting System) are all on the inboard display and this display also known as the MFD (Multi-Functional Display) Between all the display screens it is known as the (C) center panel zone that includes the Standby Flight Display, Landing Gear Controls and Autobrake Controls. The glareshield holds the Autopilot functions and it does on first sight look quite different from other Boeing aircraft autopilots. But on closer inspection the layout is still relatively the same with zones for Speed, Heading, Vertical Speed and Altitude, and at each end map/plan/range knobs and Baro settings. Center Console has the lower MFD which includes the FMC (Flight Management Computer) and the aircraft Status Display. The FMC uses the native Laminar Research FMC and the pop-up panel is available to use. But the custom keyboard does work as well if you want to input in a more realistic way. The status display can change to display five modes... STAT (Status) - Fuel - FCTL (Flight Controls) top HYD (hydraulics) and ELEC (Electical) lower. You can't change the pages via the actual status buttons, but instead by a lower in panel button called "NEXT PG", and in a strange way they are also connected to the "Menu" button on the MAP/NAV menu? They feel like a very last minute installation, but they are all very good. All radio frequencies are done through the FMC RAD (Radio) page as the rear console is effectively blank, except the Transponder number which is input directly on the center console panel. Over Head Panel (OHP) is well done, and looks great, of course not many of the systems work unless they are X-Plane native associated, which will be interesting with newly coming X-Plane 11.30 features including icing, oxygen and autopilot functions. Switchgear as noted is slightly tough to turn (use), but you get used to it. Side EFB (Electronic Flight Bag) display/menu displays items but it is blank for use, and cockpit detailing is very good, no doubt here as a 3d modeller then Magknight is very good. The yokes can be easily hidden by pressing the "Y" key on your keyboard (X-Plane11 only) Lighting The overall lighting is limited to just main instrument adjustment and overhead dome lighting... one area I would have like adjustment was the instrument displays, as you can't brighten them, and I found them just a little too dark, this item should be high on the fix next list. But overall again this cockpit is nice pleasant place to in when flying long haul in both day and night services. Externally the aircraft looks very good, if a throwback to the earlier X-Plane9 style of lit cabin windows. The logo tail light is not connected to the liveries so it works when you want it too, so it looks good at night as well, all lights in Strobe, Nav and Beacons that are all standard X-Plane, but at least they have been adjusted. Sounds The aural aspect in the B787 is surprising. They are not yet FMOD, but they are very good for a set of basic flight sounds. I found them to be quite good right through the range with the cruise sounds very authentic, and found I can fly for a long time in this aural environment and still feel like it is the real cockpit, as the worst thing about flying long haul is poor or repetitively looping sound. It is a shame the FMOD changes were not made before release as these sounds would be good in that form and with the then added bonus of 180º dynamic sounds. Performance A standard long haul from EGLL (London) to KJFK (New York) was a good indicator of performance. The latest update has had corrections for fuel efficiency and engine power to allow for these longer flights. But my long haul experience shows the performance model needs a bit more work. I could do notes which I usually do but not here because in fact they wouldn't work? This may be the standard PlaneMaker modeling, but I was doing fuel notes back in X-Plane9... Climb gives you always the full 100% climb, which is not authentic once you reach a standard vertical climb configuration, you usually have a setting of around 85% to 90% EGT. Once here in cruise mode your B787 will sit on 98% EGT for pretty well for the full routing, which again is not realistic, because as the fuel weight goes down then the EGT parameters drop (or step down) accordingly or in English, the lighter the aircraft is then the less power is required to move it through the air. My book of notes will give you a fuel burn and weight changes that creates targets over nautical mileage (part of the fun of passing the hours away on long haul flights is in meeting fuel prediction targets), I will note this is certainly not a study grade aircraft, but I was doing this noting back in X-Plane9 with XPFP aircraft. So any adjustment or the use in speed it just doesn't feel currently very authentic. In a landing configuration the B787 looks very good.... ... as gear detail and animation is very good. The artificial stability is now corrected at lower speeds as is the flap maneuverability with earlier issue that has also been solved and the aircraft now follows easily the glideslope and acts quickly at lower speeds... but I found as is the ILS vertical glideslope indicator didn't work on three different approaches and so had to be ready as the aircraft did not catch in every time the ILS in a vertical mode? So a full hand landing was required every time, so these are basic bugs that really are required to be fixed before any release. Wingflex works well and looks authentic on landing, as are the reverser doors and the excellent sounds to do the slowing down business. Liveries There are seven liveries with a house Boeing 9, British Airways, Japan Airlines, LAN, United, Air China, American Airlines and a blank. A paintkit is also included, and already there are zillions of airline and custom liveries appearing on the X-Plane.Org Summary In many ways flying this Boeing 787 from Magknight sent me back to my early days of X-Plane flying, it was basic, but also a lot of fun. So the feel of the aircraft is certainly buried deep here in the X-Plane DNA. Overall the 3d design and construction is very, good... Magknight is a very good modeller and the aircraft is a nicely created aircraft and the cockpit is very well done and feels very authentic, but the systems are solidly based in the X-Plane PlaneMaker realm, so any default X-Plane aircraft would not be too far from the same truth here, so if this aircraft was part of the Laminar Research fleet then you really wouldn't know any difference. In areas the B787 feels a little underdeveloped, but this is still an ongoing project, so there is still a lot of i's to be dotted and t's to be crossed, but some of the basics are missing as well and that needs to be addressed quickly. But overall I really enjoyed flying this Boeing 787 and the sounds are also excellent for a basic package like this. The first thought is that if this B787 had been a joint team product, with the already quality of the modeling and the creation of a full plugin (SASL) system, it would have been a first rate aircraft, but the category it is actually placed in here is very different in systems and in the pricing so things are relative in that don't expect a full grade aircraft, because this B787 is a basic design for what you pay for. The choice here is one of investment and first thoughts are that the basics are extremely good to invest in, and in this price range. If the development continues at the same pace you should get an extremely good Dreamliner and quite soon and even at a low cost factor. In my mind it is an aircraft to follow and enjoy, it is not totally perfect, but it has the potential to be very, very good... and like I said overall I really loved flying it. And this B789 Dreamliner will certainly be having a lot of use in my flying as well because until now X-Plane has been missing a really good B787 machine and like in the real world it is the future of aviation, and it is also the machine to have only for the economic bottom line of every airline that currently flies the Dreamliner as it will also change the world as those other milestone aircraft before it. ______________________________________________________________________ Yes! the Boeing 787-900 Dreamliner by Magknight is available from the X-Plane.Org Store here : B787-9 Price is US$24.95 Features: New engine fanblades. New wing with updated wingflex and various control surfaces details and wingtip improvement. Corrected "marching ants" and mapping issues. Lower L1 door position for active jetways, autogate, etc. New paintkit Interior model Improved MFD with Fuel, Hydraulics, Control surfaces and Electric synoptic indications. Hydraulic switch now available. HPA indication in PFD (not switchable for the moment) Systems Corrections in fuel efficiency and engine power to allow longer flights. Groundspeed, TAS and wind vector corrected in the ND. Transponder Ident now available. Transponder digits can now be changed up and down. Airspeed in PFD now hides at mach speeds instead of showing '0'. Flaps maneuverability issue solved. The aircraft now follows easily the glideslope and acts quickly at lower speeds. Artificial stability now corrected at lower speeds. (Better handling) Tail light now available. Tail will light up with the logo button in the cockpit. There is no need for special night texture for each livery. The external night texture is the same for all. Yoke hides now pressing 'Y' on the keyboard. (Only XP11) Vertical speed display now hides in VNAV. A checklist is available. Additional livery packs American Airlines, British Airways, Japan Airlines, LAN Airlines, United Airlines, Air China livery Requirements: X-Plane 11 or X-Plane 10 Windows, Mac or Linux 2Gb VRAM Minimum - 4Gb + VRAM recommended Current version : 1.04 (XP11) 1.03 (XP10) Installation : Download is 107mb which is unzipped and is inserted in your Heavy Aircraft folder as a 168mb folder Liveries are downloaded and inserted into your B787 root folder separately as a 34.4mb Folder. Documentation : None ______________________________________________________________________ Plugin Review by Stephen Dutton 22th June 2018 Copyright©2018: X-Plane Reviews  (Disclaimer. All images and text in this review are the work and property of X-PlaneReviews, no sharing or copy of the content is allowed without consent from the author as per copyright conditions) Review System Specifications: Computer System: Windows - Intel Core i7 6700K CPU 4.00GHz / 64bit - 16 Gb single 1067 Mhz DDR4 2133 - ASUS GeForce GTX 1080 8Gb - Samsung Evo 512gb SSD Software: - Windows 10 - X-Plane 11.25 Addons: Saitek x56 Rhino Pro system Joystick and Throttle : Sound - Bose Soundlink Mini Plugins: Environment Engine by xEnviro v1.07 US$69.90 : XPRealistic Pro v1.0.9 effects US$19.95 : WorldTraffic 3.0 Plugin - US$29.95 : BetterPushBack - Free Scenery or Aircraft - KJFK - New York Airports Vol 1 by Drewiecki Design (X-Plane.OrgStore) US$24.00
  7. I doubt a Steam Gauge version would ever be available, but I always say, "never say never".
  8. I've only managed a quick flight since release but it does seem to fly well with great ground handling. Like you say having great quality freeware aircraft like this is great advertising for Aerobask. Now if Aerobask bought us an older steam gauged Robin as well I would pay for that.
  9. Freeware Release : Robin DR401 CDI 155 by Aerobask Developers start their careers all wide-eyed and excited, the sheer complexity and the demands of creating a quality product are usually far away into the future, this is the "I am going to do this!" period. In some ways without that initial unconstrained if naive enthusiasm, very little if anything would be created. most projects die off quickly as the enthusiasm suddenly dies as quickly as it was created, but many do continue, and then a few are seen through to the completion of the idea, but not completely, as all early efforts are usually still full of compromises. Then there is the reaction to the product and the critics like me and the market that assesses your work. There are usually two reactions. The first is the "reactional" developer that see's very little wrong with their genius and what they have created, and any assessment of any critical feedback can usually end and usually does end in an outraged outburst, then any secondary work is usually full of the same mistakes and the average quality of the first release and you can see critics like me usually giving it all a wide berth and rather than looking at it. The second developer traits are the most interesting ones, first of all their project is not that totally over-ambitious, and even a little rough around the edges, but the core of the idea is usually well done. The difference that any critical assessments (if provided by the right sources) are then taken on board, and fixes of bugs and details usually follow. We are detailing inexperience here not skills, but nothing is forgotten and usually the next project sees a huge improvement on the first and so the quality climbs with each release and then combined with clever ideas and features they find their way into that golden air of that their name alone can create anticipation and instant sales with any release and that is hard when the simulator like X-Plane is a constantly moving target. Which brings us to this little Robin aircraft by Aerobask, or Harranssor as Stephane Buon was known back then at the aircraft's original release. It was at the time a compact and very well done French four-seater aircraft, but it was only really a niche in time as the next project with the DA-42 was quickly put into focus as the next step up the developer career ladder. Now Aerobask certainly don't need any introduction today in X-Plane, as their outstanding aircraft in mostly very modern composite general aviation aircraft or very light jet releases are some of the very best quality releases in the simulator; always a leader in many areas of excellent materials, quality avionics and innovation, you will usually buy any Aerobask on release and know that you won't be disappointed. But the little original Robin hasn't been discarded or forgotten. Here Aerobask have given the aircraft the full upgrade treatment, and released the aircraft as a "thank you" and free release to all their loyal customers and in a smart ploy showing the punters that have never flown or purchased an Aerobask aircraft the sort of quality and design work that Aerobask do... but I think there is some thing more going on here. It is also showing how far to not only us, but also to the developers themselves on how far they have since come from that very first Robin release, in reality this is the aircraft that created the passion to do something extraordinary in a simulator called X-Plane. Although to be seen as not too an old aircraft design, the roots of the company goes back a fair way to Centre-Est Aéronautique which was formed by Pierre Robin and Jean Délémontez, the principal designer of the Jodel aircraft series, in October 1957, when it it began manufacturing aircraft at Darois, near Dijon, France. The Robin DR300 series were developments of the earlier DR.221 Dauphin and DR.250 Capitaine with a tricycle landing gear. The first variant was the DR340 Major, a tricycle landing gear version of the DR250 Capitaine which first flew on 27 February 1968, followed on 21 March 1968 by the DR315 Petit Prince, a tricycle landing gear version of the DR221 Dauphin. The DR315 was later replaced by the DR300. In 1972 an improved version, the DR400 was introduced with a forward-sliding canopy. and this DR401 version has the Glass cockpit, larger cockpit, electric trim and flaps, a range of engine options and also variants for "long range" and "aerotow". The DR400 aircraft has also the 'cranked wing' configuration, in which the dihedral angle of the outer wing is much greater than the inboard, which is a configuration which they share with earlier Jodel aircraft. The powerplant is an unusual Continental 2·0S 155 hp turbocharged diesel engine, driving a MTV/6/a/190/169 1·87m constant speed 3 blade Propeller, and as being diesel the engine it is free of the dangers of carburettor icing and vapour lock, and is safe from thermal shock on low power settings. The aircraft also uses AvGas or Jet A-1 fuel or even normal automotive diesel for a fuel capacity of 109 litres Jet A-1 (159 litres with supplementary tank) and a max range of 944 nm (with the long-range tank). Detail Free it may be, but the quality is the same as all Aerobask releases. All textures are full high definition textures (4K), and the full HDR (maximum) setting is recommended to get the best out of them. Glass was also a Aerobask speciality, they had the first really reflective glass effects in X-Plane (DA-42), but I doubt back then that glass formed shapes like the convex bubble style canopy design here was still a far off dream, but it really shows then on how far X-Plane and 3d modeling tools have come in the meantime. The glass here on the Robin is quite exceptional in shape, reflection, texture and design. Aircraft detailing is excellent, but I will note that overall the Robin is quite a simple aircraft, with fixed-strut landing gear and added on trim flaps. On the ground the detail on rudder and wing moveable flying surfaces via cables are highly detailed. There are no pop-out tab/panels or menu options. But there are a couple of ideas get around a few of the usual menu options. Turn the power off and the aircraft gets static elements in cones, vane covers and chocks. Open the large canopy and the little left hand rear side baggage door opens as well... Opening the canopy is via the handle on the roof, everything is beautifully constructed, even down to the chrome locking bar for the canopy. Exquisite exceptional interiors are the total domain of Aerobask, they are always the leaders and the best in X-Plane, even better than Carenado. Here in the Robin it is no exception, stunning detailed work... ... with a high quality instrument panel with reflections, and note the fun aspect on the pop-out mobile phone (and no it doesn't work), to the overwhelming interior design... ... that comes with three different coloured designs in the default Blue, Yellow and Red that change with the corresponding liveries. Although the aircraft is minutely small, there is a big open feel in flight, as the canopy and the large windows give the aircraft an open airiness. Rear seat is a bench, with a large baggage area behind. Note the lovely headphones on the passenger seat. Instrument panel is again up there with Aerobask's best, detailing is superb, but it is a very simple panel arrangement as well. Dominating the panel is the Laminar Research G1000 GPS system, the twin-panel arrangement pops out as well. In the Robin you can see the quality of the work of Laminar and again it is a far and long throw from the original Robin from when it was first released, again you see how advanced X-Plane is today in simulation when detailed instrumentation like this is default to the simulator. With most of the panel details including engine performance and readouts, they are all included within the G1000 system. So the panel is quite basic with most other instruments visible are here as backup systems and not primary. Far left is a backup Artificial Horizon and tape Altitude displays, far right are the circuit breakers. Under the glareshield left to right are a nice set of Annunciators with a test switch (left), centre is the three flap position indicator (UP-T/O-LAND), next to the centre compass is an electric trim switch and indicator, ELT and G1000 lighting knobs for external lighting and pitot heat switches. Electrics switches are lower panel left... with Battery, Alternator switch, Master Engine Switch, FADEC (Full Authority Digital Engine (or electronics) Control) Switch and the main Avionics power switch. START/STOP switch has a PreHeating display light (it is a diesel) and back up dials for Fuel quantity, Volts and OAT indicators. There is a Auxiliary Fuel Transfer switch (button?) and on the centre console there are top the two switches for the Landing and Taxi lights and one for the Fuel Pump, the flap switch is far right. The console has that very nice throttle, Fuel tank switch and Hobbs hour meter, the parking brake is small knob. Note the missing Mixture lever and Propeller lever. Each side of the instrument panel are adjusters for the external sounds. Flying the Robin Everything associated with a standard General Aviation engine goes out of the window here. It is almost like an electric plane. Switch on the main battery power and then the Master Engine Switch, you will get a glow plug warning light.... once it goes out then turn the start switch... easy. The engine churns like a diesel, the rattles like a diesel, then powers up, nothing else to do. To shut the engine down then just turn off the Master Engine Switch. A nice touch is that the glare shield cowling vibrates to the engine revs, very realistic. Set the flaps to T/O and push up the throttle... speed will gather quite quickly and rotate in a slight pitch up is around just over 73knts. The 155hp diesel engine has a lot of torque, pulls you hard and rate of climb is 740 fpm (at MTOW 1100 kg), but you feel you can do far better than that, but don't. Flaps have to be up by 92 knts, but you click them up as soon as possible to increase the speeds. The sounds are of extremely high quality, FMOD and 180º with soundscapes, so you feel this aircraft in a touch and aural combination... just brilliant. The aircraft is super sweet in the air, really anyone should or can fly this excellent little aircraft. The Robin is also VR (Virtual Reality) ready, so you can fly inside that lovely canopy right now as well. Lighting Lighting is basic, but highly effective. The instrument panel has adjustments for the LR G1000 screens and the standby instruments, third adjustment is for the single cabin roof light. Adjusting the roof light can bring the cabin to full brightness, or just enough to find the controls and switchgear... excellent. External is very good as well with halogen strobes, beacon, navigation and single landing and taxi lights. Max Cruise speed for the 401 Robin is 138 kts with VNE set at 146 kts, but the best cruise speed is around 128 knts (85%) with a range of 944 nm (with the long-range tank) and the aircraft has a ceiling of 4715 m (15,470 ft). You could call the aircraft delicate, as it responds to change of control inputs very well, decreasing the speed by pitching the nose slightly for approach is very effective, and you can easily get down to the lower speed for a flap drop at around 75 knts, second flap in the landing position is around 63 knts. You can hold the speed around the 60 knt mark right down to the start of the runway then reduce to around 52 knts on landing, flair and throttle control will balance you until you feel the hard stuff, stall speed is 49 knts but you never feel that falling effect, the wing must be very efficient. Power off and you easily slow down to a taxi speed. The Robin is a very easy aircraft to fly, as "sweet" again is the word that comes to mind. Liveries A great range of eight European liveries, quality is very high, there is a blank as well, and a load of liveries are already coming up on the X-Plane.Org. Summary Most freeware aircraft comes in from dedicated X-Plane users, and some can be really, really good... but it is rare for a Payware developer to release an aircraft on Freeware, then deliver an almost same quality aircraft as their payware aircraft, the result is an excellent deal for you. There are areas that have been reduced to what you usually get with the full product, like menu's, higher features, instrumentation and advanced ideas. But the full basics are delivered here as well. With the absolute full quality and design that is the same and with that trademark exquisite Aerobask interior, top level FMOD sounds and perfect flying performance. Certainly a great and simple quality aircraft to learn to fly on. No doubt this is personal project for Aerobask, and the sharing of the experience can only create even a more devoted following of fliers for Aerobask than they had before, but overall the aircraft is a statement, in not only Aerobask's own journey and the incredible heights of being a developer that they have achieved since the original Robin 401 was released, but also as a heady reminder on how far the X-Plane simulator has come in the same time frame... either way we all win, don't we. ___________________________________________________ The Robin DR401 CDI 155 by Aerobask is available on the X-Plane.Org Community site: Aerobask Robin DR401 CDI 155 1.12 Price is : Free Features: Accurate flight model by X-Aerodynamics. FMOD High Quality sounds by Daniela RC. Integrated Laminar Garmin G1000 PFD and MFD. Functional 3D cockpit, with VR ready manipulators. 3D model with high resolution PBR textures. Simulated FADEC test and Pre Heating. Windshield reflections. Optimized to save FPS. 8 stunning liveries + a white paint. ______________________________________________________________________ Requirements : X-Plane 11.20+ Windows/Mac/Linux 4GB+ VRAM Recommended If you like this aircraft, then don't forget you can get all the other Aerobask releases at the X-Plane.OrgStore : X-Plane.OrgStore/Aerobask More developer information : Aerobask ______________________________________________________________________ Installation : Download is 465.20mb which is unzipped and is inserted in your General Aviation folder as a 484.90mb flie. Key authorisation is not required. Documentation : includes DR401 Checklist Normal operation.pdf DR401 Flight Manual.pdf DR401_Checklist_Emergency_ops.pdf ______________________________________________________________________  Review by Stephen Dutton 20th June 2018 Copyright©2018: X-Plane Reviews (Disclaimer. All images and text in this review are the work and property of X-PlaneReviews, no sharing or copy of the content is allowed without consent from the author as per copyright conditions) Review System Specifications: Computer System: Windows - Intel Core i7 6700K CPU 4.00GHz / 64bit - 16 Gb single 1067 Mhz DDR4 2133 - ASUS GeForce GTX 1080 8Gb - Samsung Evo 512gb SSD Software: - Windows 10 - X-Plane 11.25 Addons: Saitek x56 Rhino Pro system Joystick and Throttle : Sound - Bose Soundlink Mini Plugins: Environment Engine by xEnviro v1.07 US$69.90 : XPRealistic Pro v1.0.9 effects US$19.95 : WorldTraffic 3.0 Plugin - US$29.95 Scenery or Aircraft - KLAL - Lakeland Linder Regional Airport 1.0 by Nicolas (Airport by NAPS) - (X-Plane.Org) - Free
  10. Aircraft Update : Eclipse 550NG v1.1.10 by Aerobask This is a blink and you will miss it sort of update for the Aerobask Eclipse 550NG. This VLJ has had a few touch up's since it's release, and here is another one in v1.1.10 that covers just two areas. One are that the sounds have been converted to the FMOD sound system, and second the aircraft is now fully VR (Virtual Reality) compatible with new and revisited manipulators. Both initially the Aerosbask Pipistel Panthera and the Eclipse 550NG were crossed over from X-Plane10, then the Panthera got the full X-Plane11 treatment with the v3 release and then the Eclipse followed only weeks later. Full review is here: Aircraft Review : Eclipse 550NG by Aerobask Note the two cabin styles in light (lower) and dark (higher) which are selected by the change of livery. Aerobask aircraft are certainly the best of the best right now in quality and features and it is always nice to revisit any of their aircraft, and to update to v1.1.10 then just go to your X-Plane.OrgStore account and redownload the Eclipse 550NG. _____________________________________________________________________________________  The Eclipse 550NG by Aerobask is also available! from the X-Plane.Org Store here : Eclipse 550NG  Your Price: $39.95 Requirements X-Plane 11 + Windows, Mac or Linux - Running in 64bit Mode 2Gb VRAM Minimum. 3GB+ VRAM Recommended on X-Plane 11 X-Plane 11: this aircraft requires GNS430 data from X-Plane 10, Navigraph or Aerosoft to be installed into Custom data folder. Current version: 1.1.10 (Last updated June 14th 2018) Changelog: Version 1.1.10 (June 14 th 2018) Highlights: FMOD sound system by Daniela Rodríguez Careri VR compatibility, new and revisited manipulators ________________________________________ Update revision by Stephen Dutton 18th June 2018 Copyright©2018: X-Plane Reviews
  11. Earlier
  12. That is the point of the X-planeReviews site, make the details accessible and understood in context, thanks 😊
  13. olderndirt

    Laminar Research : FlightSimExpo 2018 X-Plane Roadmap

    You make it easy to read and understand - thanks.
  14. Laminar Research : FlightSimExpo 2018 X-Plane Roadmap The FlightSimExpo 2018 in Las Vegas was mostly as I predicted in my "May - Behind The Screen" edition. In that Laminar Research focused down more on fewer items than the huge agenda of the earlier announcements with the release of X-Plane11, fewer yes but more deeper and actually more significant to your everyday simulation flying. Basically the event came down to five items... More Autogen, Newer better Physics, Oxygen/Ice Systems/Autopilot for PlaneMaker, New Particle Systems and Vulkan... and with the biggest missing item on the agenda that was the ATC. None of the announcements came as a real surprise, except for the new Autopilot systems from Phillipp Ringler. Global Airports and Autogen Laminar Research always spruik highly their "Global Airport" count at any event and with X-Plane v11.25 they hit the 7310 3D number marker, with another 645 new airports coming in the next update (v11.25 - Now Available for download), it certainly makes X-Plane a far more viable world in which to fly. But laminar are not stopping there, with the consistent flow of the large amount of tools and clutter (objects in scenery) still rolling off the presses. Earlier in the year (XP v11.10) the new terminal tools to create and design better terminals and airbridges was also a great new realistic addition to the tool makers library and they should now start appearing in X-Plane scenery. Coming in v11.30 is more autogen covering US industrial urban areas, like factories, warehouses, service stations and just general industrial clutter, and with the new fencing and gates are certainly welcome to the library for better ground visual realism, and if you blinked and then you would have missed it, as there is also new and different types of taxiway linage, shapes, colours and textures that has already been released in the v11.25b1 update. Last year also Laminar Research also introduced "Landmarks" or city icons like the Eye, the Gherkin, Tower Bridge, and Westminster Palace in London, and the Opera House and Harbour bridge in Sydney. More items are going to be added to Las Vegas, Chicago (v11.25), and New York and Washington DC (v11.30). Personally this is all very nice, but the addition of the European autogen last year, was one of the most significant visual changes to the simulator, so again regions have been seen to have been put on the backburner, and sadly no payware developer has taken up the offer of making regional autogen either, which feels like a very missed opportunity for making great addons, the point is that distinctive regional autogen like Middle-Eastern, Asian or Oceania or even UK or Italian or Greek visual vistas are still not coming to your simulator in the near future again either? Physics Austin Meyer is not only the founder of X-Plane, but he is also responsible for the aircraft physics and flight dynamics. The aim of course is to reproduce as closely as possible the aerodynamics of not only the aerodynamic surfaces, but real engine performance as well. X-Plane of course was created with the effects of laminar flow on the aircraft, or the way aircraft actually fly and then accurately reproduce those physical dynamics in the simulator. Currently in X-Plane the aircraft fly very well dynamically in the air, and engine performance was highly revised early in X-Plane11, but when the same dynamics are brought close to the ground, it really doesn't work as well, hence a lot of hand-wringing and wailing about the flare and takeoff/rollout phases of the simulator. In a way Meyer's has gone back to basics to get a better Reynolds number (fluid flow past a body in this case an aircraft) and in finding the correct or a more accurate friction drag of the airframe, and this calculation will be now be available for developers in the coming PlaneMaker v11.30, and with also better prop wash and air flow properties to make your aircraft more realistic. This is a refinement of the basic X-Plane dynamics, but it's main purpose and focus is in the ground-effect dynamics, or the way an aircraft reacts close to the ground, then add in the side-force dynamics with angles of attack (the pitch of the aircraft to the moving airstream). This is a new set of forces on the aircraft (notably on the fuselage) that move 25% to 50% along the body of the aircraft, as these areas of forces will be adaptable again in PlaneMaker v11.30 and you can if you want to in opt in or out if you want the new physics (fuselage calculations) details on your project (if you don't want use the new physics you then don't have to). These new physics are also included in X-plane's Airfoil maker in that it will then calculate the best coefficient of drag for you, and of course the already noted new prop wash model and the new downwash effects.... and hopefully this will lead to a better aerodynamic model, not only in he air, but to also create a better and far more realistic simulation closer or when moving fast along on the ground (hint - for taildraggers as well) Systems and Avionics Since Phillipp Ringler joined Laminar Reseach his main focus has been on updating X-Plane's navigation avionics and most notably the GNS 430/530 pair, G1000 and the native X-Plane FMS. Certainly Phillipp's unique talent has certainly enhanced the the basic avionics of the simulator. With most of the navigation areas now completed his attention has moved on to other avionics, but now also for aircraft systems (mostly this was in the past Austin Meyer's area of expertise). Coming soon are more realistic oxygen systems, and anti-ice and de-ice systems with four different propeller failure modes of fine pitch, anti-feathering springs and full feather position as not all aircraft when the engine fails does the propeller go straight to full feather mode and auto-feather. Better systems to replicate the unfeathering of the propeller realistically with pumps and negative torque sensing, and also fuel-topping and overspeed governors also being available. Surprisingly enough, autopilots in X-Plane have been quite basic and mostly built into the airliner, for general Aviation aircraft it was an even more basically crude generic system, so if you wanted a brand autopilot, you had to usually purchase a payware aircraft like Carenado to get one. But from v11.30 X-Plane will now provide (via PlaneMaker) brand autopilots to install in your GA aircraft. These include the position based units GFC-700, KFC-250/Century and rate-based S-Tec 55, KAP-140 and the Piper Autocontrol. The autopilots come as single or dual axis and with or without altitude select and also with or without electric trim functions. Airliner autopilot systems also have had attention to make them far more realistic and these systems will mostly be replicated on the X-Plane native Boeing 737-800/747-400 aircraft. Auto-throttle can now use both N1/EPR modes, Control Wheel Steering (CWS) (yoke movements to adjust pitch, mostly on older aircraft), Master FD (Flight Director) or source selection, duel AND triple channel preconditions and checks (computers compare two or three channels of data and select the best option), flare and roll out guidance and a three axis DAS/Data Acquisition Systems. Vulkan and Metal The biggest cries out on the forums are usually "where is Vulcan" or "I want Vulcan in X-Plane" and out of the pram goes the rattle..... "aaaaarrre, waaaah!" and on it goes. If you have been in X-Plane for a few years or more, then you would know that is not the way of Ben Supnic. Were as most developers would find the easiest if quick route, then Ben usually does the opposite, but for a reason. The differences are that Supnic looks at the really big picture and not for a quick short time fix, notable was his call to go over to 64bit from 32bit a few years ago, which was really the nuclear option of coding. But the benefits of that decision has been that X-Plane was suddenly a leader and is still far ahead than any other simulator in speed and processing power... and so it seems to be the same with Vulkan and Metal which are new API's (Application programming interface) in replacing the older ancient OpenGL API. Vulkan is mostly related to Windows and Metal is to Apple. A note is that 32bit will still run in X-Plane11, but will be discontinued for X-Plane12. Vulkan (and Metal) are far more modern efficient ways to interface with modern computer processors and control processor functions, and specifically the areas of intense 3D graphic and multi-threadding processing... so Vulkan is ideal for X-Plane, Video games and simulators. Like most video games, X-Plane would benefit from multi-threadding, but in reality it is still a single thread process. Laminar decided on ten points to completely rebuild the X-Plane rendering engine from the ground up with Vulkan to get the very best efficiency and speed out of the API, and at this point they are about half the way through the list, so Vulkan is not coming anytime soon and then maybe as a beta before the end of the year. To prove Vulkan works and delivers the team have already converted X-Plane's Airfoil maker to run in Vulkan... and in the old OpenGL API then Airfoil Maker used over 18,000 driver calls, but the change to Vulkan then the API uses just 5,700 or 70% less calls to do the same processing, that is a significant difference in speed and processing power. But there is also a required reality check in using Vulkan, in what the API can deliver and what it can't deliver for your X-Plane experience. Basically Vulkan will only do the same rendering as you do now but simply faster and with more efficiency (hopefully smoother), but only again on a modern machine, if your computer's old it will still be old with Vulkan running, as it is still not yet multi-core either, but it can be in the future and that adds into the point that Vulkan will be a modern refinement to X-Plane and so there is a lot of room to expand and grow with the API. OpenGL will still work with 2D/2D Panels, and will still be available for the rest of the life of X-Plane11, but X-Plane12 will not have OpenGL, so you will need to update to the newer API if you want to continue past X-Plane11, however why wouldn't you want to use it anyway? Any addons that are currently written in OpenGL, would need to be rewitten in Vulkan as you can only use either one API in Vulcan or the other API in OpenGL and not together. Particle Effects This feature has been in development at Laminar for a loooong time, years in fact... "Particle Effects" for X-Plane was always noted as "Coming Soon", but never arrived. But now it is nearly there or here and to be included in v11.30. As with anything developed by Laminar the wait is usually worth it, and the new particle effect generator is certainly been well worth the long wait, as it is excellent. Particle effects do things like spray water under the wheels, condensation, wing tip vortices, fire, smoke and heat haze, but in the demonstrations shown here the effects go far further than that, for one there is more than one effect going on at the same time, in this case a fire, but also included is the heat haze from the fire! This is very well done and the effect of the different adjustable heat hazes from the aircraft engines is extremely realistic, gone finally are the bad engine effects we have had to put up with for years with the thick black trailing smoke flailing behind your aircraft. More clever is that adjustments to the effects can be made on the fly, or as the simulation is in motion, as the new particle editor setup is with key frames that can be adjusted and the layout panel is very similar to the current system used by the FMOD sound system. The effects are also extremely flexible in editing when you use these key-frame tables, and data-refs can be input into those tables, and you can use as many data-refs as you want to, which means that plugins can directly control those particle effects via scripting of the particle system. So in other words the particle effect engine is highly dynamic, highly flexible and and you can have as many effects as you want. Particle emitters can also be attached to objects, and that is demonstrated in the fire video as not only is the wing engulfed in flames, but the ground catches fire as well and the light of the fire is also reflected on the ground!... no doubt that developers are going to have a field day with this one, there are going to be certain a lot of really excellent particle features that will simply blow your mind, or your aircraft up. Summary I noted in the early part of the year that of what I wanted in X-Plane for the future, and it wasn't more fancy features, and it certainly wasn't more long slog betas with complex ideas being bugged out... personally I wanted the basics upgraded or fixed, the ones sitting over there in that "too hard" basket that are just too easy to ignore for all the fun stuff. To a point I got my wish here from Laminar Research, as the points addressed here in this roadmap were not in that huge "wow" factor of cheering from the masses. But they do cover some of our really important aspects of what makes X-Plane a great simulator, I personally think the huge changes that migrated through X-Plane10 and X-Plane11 are now really over, but the aspects to focus on now are just as important and now even more so.... I think you could call it the maturing of the simulator. With VR (Virtual Reality) now not taking up the main resources at Laminar Research then Vulkan/Metal and the promise of a much more stable, more modern and far faster simulator has now replaced VR development in that context, Laminar note a beta by the end of the year, but they are not promising really anything in case they hit major problematic backstepping issues, personally I think they are more further ahead than that and already done most if not all of the main heavy lifting already with Vulkan, but the problem with these things as it is not in the actual building, but it is in the refining and testing stages that brings out the issues and then the time-frame then quickly goes out of the window, so if no really nasty issue(s) comes up then I would certainly expect Vulkan/Metal in beta before the end of the year. With other aspects of systems in X-Plane now moved over to Phillipp Ringler, now Austin Meyer's can concentrate on his main forte, in aircraft dynamics. This aspect showed well at the Expo with Phillipp already delivering oxygen, ice-anti-ice enhanced systems and propeller governor changes and in far faster period than Austin would do over several years. It also allows Austin to focus on fixing the dreaded ground effects, but his work and changes will certainly deliver far more than that in the overall flying realism and build or now even expand on his founding simulation aerodynamic models, we won't know until we use them, but it will certainly make for some interesting flying. Phillipp Ringler's older portfolio of Avionics is still also very active as well with the release here of branded (GA) autopilots now added to PlaneMaker, this now puts authentic autopilot systems being available to everyone and not just the payware developers, although they are also the biggest beneficiaries of the new avionics features, and heavy autopilot systems also got a lot more clever functionality. The "wow" factor was still present at the Expo with Laminar with there long promised Particle Effects engine, certainly it was well worth the wait, as it is extensive, flexible, dynamic and will make a seriously big impact visually on X-Plane, the only worry is in for some developers not to overuse the effects, in most cases simple clever effects are far better than "way too much", but I think it will be the latter that will be more evident than the initial. So overall it was a very good six month roadmap for X-Plane, missing is of course was any notes on the ATC, of which Laminar developer Tyler Young was not at the Expo (at some "stupid" wedding in Jamaica), if that made any difference we will never know, but I am sure that Ben Supnic would have listed anything if it was actually on the table. Next stop for Laminar is beta 11.30 late US Summer, and it should be a beauty, because almost all the core items and features announced at the Expo will be released in that version. A full video of the presentation is available below... but not the Q&A. ________________________________________ Analysis by Stephen Dutton 12th June 2018 Copyright©2018: X-Plane Reviews
  15. My guess is yes... with the release of FJS B732 v3 he did a 50% discount if you were quick (one week I think it was), so I certainly think that offer will be replicated with the B727 v3. SD
  16. Don't suppose there'll be any price break for us V2 owners?
  17. News! - New Version Coming : Boeing 727 Series Pro v3 by FlyJSim Jack Skieczius from FlyJSIm has released details of the next upgrade to their Boeing 727 Series to v3.0. The aircraft will get the full X-Plane11 treatment like the earlier this year upgrade to the FJS sensational Boeing 732 TwinJet, but the v3.0 B727 upgrade will NOT however have the same exceptional cabin fitout? no the doors in v3 will stay firmly closed. The focus here on this upgrade is on the systems, menus, X-Plane11 dynamics and PBR features and a even better FMOD Sound (it was pretty good already). Those excellent metallic textures however will be part of the upgrade, as highlighted here on the Retro American version. All three variants will also be covered with the Boeing 727-100, Boeing 727-200 and the Freighter versions. The B727 had one of the best clockwork cockpits in X-Plane, so expect it to be upgraded to and even more realistic level with new textures, and to be more functional as well. The full released update changelog is as noted: Flight model upgraded to be X-Plane 11 compatible for all three variants of the 727 series. Interior and exterior PBR texture upgrades. Updated cockpit manipulators and additional mouse wheel support. Updated support for the X-Plane 11 native FMC. Updated menus, similar to the FJS 732 Twinjet Pro. Upgraded maintenance system. Upgraded pressurization system. New enhanced replay system, similar to the FJS 732 Twinjet. Highly immersive FMOD sounds The Boeing 727 Series v3.0 Release is expected around the end of June. Images and text are courtesy of FlyJSim ________________________________________ News by Stephen Dutton 11th June 2018 Copyright©2018: X-Plane Reviews
  18. Aircraft Update : Boeing 748i/8F Adv v1.9.1 By Supercritical Simulations Group I am going to be honest about with the SSG Boeing 747-800i in both the Passenger and Freighter versions, in that we never really fell in love with each other. Which is a bit strange because the Boeing 747 Series is the aircraft that got me into simulation in the first place. Don't get me wrong I liked the aircraft and I liked it a lot, but the early versions were quite buggy and it had a hard impact on my frame rate (my Mac was just not powerful enough). Odder still is the fact that the 8F or Freighter version as part of this package is one of the very best freighters in X-Plane, so to not fly the aircraft and not fly it in it's excellent freighter variant is even more surprising again. But I do think the SSG B748 overall had a difficult birth in X-Plane. For one it quite a complex aircraft, there is a lot going on in the cockpit when setting the aircraft up for departure, and in the flight itself, and then it has a lot of very clever but again complex features... so I feel it sort of trip's itself up, and I think even looking back at the time that even SSG would admit the B748i was a very ambitious project, maybe it was all a bit too ambitious? Now the aircraft is now over four years old, and that is a lot of development and experience time gone by, more so is the switch to X-Plane11 from X-Plane10, for some reason the aircraft is more at home in it's X-Plane11 environment than it ever was in X-Plane10, but mostly I think it is the computer power that has also caught up and passed the demands that the aircraft and it's modeling required, you could back then get away with small flights to certain destinations that were not over heavily taxiing on your computer power, but now the aircraft is finally fitting into it's main role as a long hauler, of which it is it's main aviation requirements. The SSG 748i Advanced comes in two versions, the Passenger Intercontinental version, and the 8F Freighter version. And they can be purchased separately or as a combined package (recommended) Although the aircraft does come with some great ground features like a really nice fuel truck and GPU (Ground Power Unit), however it really comes into it's own with the JarDesign Ground Handling Deluxe plugin. For the freighter version the GHD plugin is essential. X-Plane11 Unlike a lot of aircraft in the X-Plane simulator the SSG B748i package didn't go through the upgrade process, in other words any original X-Plane10 version can be upgraded to the X-Plane11 standard free of charge, and with no repurchase cost involved, so that really helps with the original purchase investment. To see where the aircraft now stands in its new current version I first flew the Passenger version from ESSA (Arlanda) to EDDL (Dusseldorf) and then returned back to ESSA in the 8F Freighter version. First thing that is striking is the new Lufthansa livery on the aircraft, and the added X-Plane11 PBR effects have certainly lifted the quality of the aircraft to new heights... it now looks simply amazing. There are no branded freight company liveries with the freighter, but only the Boeing 8 promotion livery. but there are loads of brand liveries available (but just make sure they are the updated versions). I found this brilliant Lufthansa Cargo - Aktion Deutschland Hilft (D-ALCC). As you can see and feel, the aircraft HAS certainly come a long way in four years... as it just looks stunning. Those huge General Electric GEnx--2B67B engines rated at 66,500 lbf (296 kN) have been very well and beautifully modeled here (the Dreamliner uses the higher rated 76,100 lbf (339 kN) version of the same engine... ... the unique wingtip has also come into form in with the PBR reflections. Update v1.9.1 I am covering both updates in v1.9 and v1.9.1 here as the earlier v1.9 was only a small change in details. Mostly the changes here are related to bugs, mostly small ones, but bugs nevertheless. Autoland never really worked really well, I found this out on a RWY 09R landing at Heathrow and promptly demolished the fencing and lighting at the other end... as such neither did the autobraking system work that well either. Both systems have had attention with the autoland in v1.9 and the autobraking in v1.9.1, with the autoland it was a tailwind error and rollout behaviour, and with the autobraking it was the logic. Both systems now work far better and feel far more natural, but I did still find the autobraking didn't switch out when I touched the brakes to regain control at the end of the rollout? But overall it is miles better than before and there has been a small fix in the speed limit with flaps on the PFD and also changes to the MCP SPD dial. The autopilot now also can't be activated on the ground as per Boeing restrictions. In performance the changes are even more pronounced as the performance has now been tuned for better X-Plane11 fuel consumption and flight model dynamics, especially the engines so that now they are now far better and very close to that of the real aircraft based on performance tables. This was certainly reflected in the way the aircraft flew on the takeoff roll, climb and cruise parameters, again the B748 felt far better, the flight to EDDL was with a light 25% load (33.5kgs) and then a heavy 90% load (120.50kgs) factor on the return, fuel loading each way was the same 24467 kg as per SimBrief... fuel loading was inputted on the Pad/Menu on the pilot's left and right sides via the excellent fuel truck... ... only odd thing is I couldn't rehide the fuel truck? until I started pushback, even switching or turning off the Pad/Menu didn't do the trick either? There was a bug also in that if you tried to load the fuel in lbs, the fuel loading didn't work, it does fuel correctly now in v1.9.1. The differences in performance with the different weights was very pronounced, very realistic, as was the approach and landing performance, the only thing I will note was that I wasn't sure of the flap degree performance and if it was perfect, perfect, the speeds felt fine, but the flap performance related to the speed felt a fraction off, maybe I just need more hours on the aircraft? The TOGA (TakeOff-Go Around) disconnect now also works as it should. FJCC- FMC The earlier versions of Javier Cortes FJCC - FMC were quite beastly, and they worked a bit like Quantum Mechanics in that you really didn't know the final outcome until you had actually finished all the inputting of the route data. But the latest versions (also in the SSG E170/E195) of v1.91 May 14, 2018 are now quite good and thankfully far more flexible. Yes the FMC does still tend to hesitate on a key input (mostly in Airways), and sometimes when inputting routes of the route on the screen it is nothing like the route you are actually inputting, it does now actually input and work very well, some route editing is still required, but now nothing more or less than any other high grade FMC, unlike as before when you spent as much time editing the route as setting up the entire aircraft for flight. There is a new navigation data installer (for Windows and Mac only) to facilitate first time installation of navigation data into the proper folders. A secondary requirement of this is for updating the nav data cycles from Navigraph or Aerosoft - NavDataPro, if the data folder arrangement is not correct the data won't load correctly, and it can only be done manually. And fix was also done to allow some STARs (Standard Terminal ARrival) choices to be selected, and same for some DME waypoint selection. The FMC will popup for ease of use (F8 Win/Linux - fn/F8 Mac) It notes to use "Shift - F8" but mine just works on just pressing F8? And WebFMC is noted to be adding this B748 FMC panel to the plugin soon. Cockpit and Lighting The cockpit textures had an overhaul at the change over to X-Plane11 in v1.6, so the cockpit looks far better now than the bland original heavy dark textures of the earlier SSG B748. It is still a darkish place in here, but the quality does now really show, and the X-Plane11 PBR is a huge help as well. You can if you wish give the cockpit a more worn in appeal by using fscabral's worn textures, but this 748 is a relatively new aircraft, so a very worn look and older 747-400 feel is not really the look or right feel either. The cockpit lighting has had attention in v1.9.1, and it does look really nice at night, but it is still not adjustable enough. The missing items are the two overhead map lights for each pilot, they still don't work and would be a nice spot light filler, so you notice that. The main over head lighting is odd as well with the storm dark/light switch or the adjustable dome light, but in reality they both do the same thing only one is adjustable... but the setup on the real B748 is the same. External lighting now has the strobes and beacon lights that reflect on the ground... ... but the navigation lights still don't ground reflect? External lighting is excellent, the highlights here are the "wing" - ice lights Liveries There are four liveries with the Passenger version... Lufthansa New (2017), BBJ, Orange Sunrise House and Boeing Blue. Only one livery with the Freighter, the house Boeing 747-8. As noted there is a huge choice of liveries available on the X-Plane.Org for both versions of this B748, so what you want should be on there. The Boeing 747 is one of the very great aircraft in aviation, it changed the world in almost every way with it's size and speed, but today VLA's (Very Large Aircraft) are going out of favor for efficient twins and only two in the Airbus A380 and this B748 are left to carry the flame alive, but they still have a place, as the world's population continues to grow then the VLA's and their huge lifting capacity will be the only machines to do the heavy lifting, and then there is cargo... One thing that was very noticeable was the sheer size of this aircraft, it is a BIG machine, big in the air and huge on the ground. Summary Ambition vs experience, small steps before large ones. This Boeing 748 Series was Supercritical Simulations Group banner project, but was it simply too much before it's time... I feel that yes it was initially a too large a step to take as this aircraft is hugely complex, not only in size but in it's systems as well. X-Plane10 was not really kind to it either, but with time work and the newer X-Plane11 dynamics and better computer power have turned the aircraft into something now a far more mature if great simulation of the Boeing 748, it's not completely there yet as there are still a very few minor bugs, but now it is nothing that lets you to really start to get immersed in to what is one of the greatest of Long Haulers of all time, and currently X-Plane is very dearth of really good long haul aircraft and certainly none in this class of quality and dynamics. So this update v1.9.1 is another notch upwards, it is also now overall excellent, solid and thoroughly enjoyable, so for me I will be putting a lot more mileage under this aircraft, as a few long hauls now beckon and even to tantalise the spirit, Paris to Barcelona... "bah", more like Paris to Tokyo... "yeah". ______________________________________________________________________ Yes! the Boeing 748i/8F Adv v1.9.1 By Supercritical Simulations Group is available from the X-Plane.Org Store here : Boeing 747-8 Series (Both Passenger and Freighter) : Price is US$65.00 Boeing 747-8 Inter Advanced (Passenger Version) Price is US$55.00 Boeing 747-8 Freighter (Cargo Version) Price is US$55.00 Features: Officially licensed by the Boeing Corporation. Completely rebuilt from scratch, building on SSG's experience with its popular freeware 747-8 releases. Accurate 3D external model based on 2D and 3D drawings supplied by Boeing, complete with animations and hi-res textures Aircraft meets most of the real aircraft's performance data for consumption, AOA, speeds, flight dynamics, etc. in consultation with real world 747 pilots. Manufacturer's performance data embedded as tables in the fully functional FMC. Realistic 3D cockpit with high resolution, in all render settings. Realistic displays (PFD, ND, EICAS, and MFD with system synoptics) Many systems are implemented with realistic logic, such as electrical, hydraulic, pneumatic, engine fire extinguishing, fuel (with dumping capability), wing and engine anti-ice (including automatic mode), communications, and TCAS. Electronic checklist system that can automatically detect certain aircraft configuration changes Complete autopilot functioning in modes similar to the real aircraft External lights and strobes operate realistically. Display management similar to that in the real aircraft (information can be switched between displays). First Officer's ND display is independent from the Captain's, and ND has a pop-up option EICAS messages based on the real aircraft's with lists for multiple pages and recall capability. Autobrakes with anti-skid system that works in all conditions and includes a realistic rejected takeoff mode. Realistic wing flex and other animations. Window rain effects and animated wipers (viewable from the cockpit). Electronic Flight Bag (EFB) with payload management, fueling and pushback menus. Ground vehicles include a tow truck, fuel truck, and GPU 3D sounds with Dream Engine plugin. TSS (Turbine Sound Studio) real recorded sounds. Custom built-in FMC and Navigation FMC made by FJCC especially for the 747-8i with more than 100 interactions with the flight model, including SIDs, STARs, transitions, approaches, flare and rollout modes. FMC is compatible with AeroSoft's NavDataPro and Navigraph navigation databases. Option to use either a 2D pop-up (resizable) FMC or one within the 3D cockpit. Custom radio communication and audio consoles with digital keypad optimized for on-line virtual ATC operations. FMC performance information based on real aircraft data, including calculated V-speeds. FMC includes capability for autotuning navaid frequencies. Vertical Situation Display (VSD) on the ND (a first for X-Plane) Airport diagrams displayed on the ND (a first for X-Plane) Terrain display mode on the ND, which is a part of the Enhanced Ground Proximity Warning System (EGPWS) on the real aircraft. Compatible with the AirFMC app to permit the use of an iPad as an external FMC Ability to switch the displays between magnetic and true heading presentations. Comprehensive Flight Crew Operation Manual (FCOM) and a Quick Start Guide. Requirements: X-Plane 11+ Windows 7,8,10; MAC OS 10.7+; Linux. 2Gb MB VRAM Minimum- 4GB+ VRAM Highly Recommended Current version : 1.9.1 - last updated June 5th 2018 Framerate is pretty good, and a refined version is part of the v1.9.1 package, but I would recommend a power machine as standard. JarDesign Ground Handling Deluxe plugin is highly recommended with this aircraft. Installation : Download is 750mb which is unzipped and is inserted in your Heavy Aircraft folder as: SSG B748-Inter - 708.60mb file B748-8F Freighter - 627.20mb file Key authorisation is required. Documentation : includes B748-ChangeLog.txt SSG 747-8 FCOM.pdf SSG 747-8 Quick start Guide.pdf SSGCUSTOMLIST.TXT ______________________________________________________________________ Plugin Review by Stephen Dutton 9th June 2018 Copyright©2018: X-Plane Reviews  (Disclaimer. All images and text in this review are the work and property of X-PlaneReviews, no sharing or copy of the content is allowed without consent from the author as per copyright conditions) Review System Specifications: Computer System: Windows - Intel Core i7 6700K CPU 4.00GHz / 64bit - 16 Gb single 1067 Mhz DDR4 2133 - ASUS GeForce GTX 1080 8Gb - Samsung Evo 512gb SSD Software: - Windows 10 - X-Plane 11.20 Addons: Saitek x56 Rhino Pro system Joystick and Throttle : Sound - Bose Soundlink Mini Plugins: Environment Engine by xEnviro v1.07 US$69.90 : XPRealistic Pro v1.0.9 effects US$19.95 : WorldTraffic 3.0 Plugin - US$29.95 : BetterPushBack - Free Scenery or Aircraft - EDDL - Airport Dusseldorf by Aerosoft (X-Plane.OrgStore) - US$27.53 - ESSA - Stockholm Arlanda by tdg (X-Plane.Org) - Free (A big thanks to ysfsim for making the ESSA WT3 ground routes)
  19. Yes you reset the order, but by default. The TNCM - 3 is the mesh and in the load order it needs to be below the airport (TNCM -2) as noted above, otherwise the mesh wipes out the scenery. The best way is to set the order in the .INI file in your custom scenery folder... SD
  20. Airport Review : EGKA - Shoreham - Brighton City Airport by NKdesign NKdesign are a new developer house and here is their first scenery release for X-Plane11... EGKA Shoreham, and now the airport is also known as Brighton City Airport. The airport was founded in 1910, and it is the second oldest airport in the UK and one of the oldest original purpose-built commercial airports in the world. The original aerodrome officially became an airport when it was opened on the 13th June 1936 under the name 'Brighton Hove and Worthing Joint Municipal Airport' for the adjacent English southern coast towns of Brighton, Hove and Worthing. A new terminal building was built in the same 1936 year and it was designed by Stavers Tiltman in the famous Art Deco style of the period.This historic terminal building is still in use today and it was designated a heritage Grade II listed building in 1984. The airport is currently used by mostly privately owned light aircraft (GA), flying schools, and for light aircraft and helicopter maintenance and sales. A number of operators provide flying lessons, sight-seeing and pleasure flights. On 2 May 2014, Brighton City Airport Ltd (BCAL) took overall ownership of the airport and its operations, which at the time was still named Shoreham Airport, Once the takeover was completed, the airport was officially renamed as Brighton City (Shoreham) Airport. The objectivity is to promote regular passenger services, with Air Alderney which has plans to operate flights to and from Alderney in the Channel Islands. But to date the services have not commenced. Brighton City (Shoreham) Airport IATA: ESH - ICAO: EGKA 02/20 - 1,036m (3,399ft) Asphalt 07/25 - 877m (2,877ft) Grass 13/31 - 408m (1,339ft) Grass 02/20 - 700m (2,297ft) Grass Elevation AMSL 7 ft / 2 m Airport Overview Set out in the idyllic southern English countryside, the surrounding area could be called hilly, or in the English term "Downs" which are rounded and grass-covered hills of chalk. So it is all very pretty, but hard for flying if you are approaching in bound from the north. The airport runway layout is quite different, in there is only being one hard surface runway 02/20 and its associated hard surface taxiways, but intermixed on the field are also three grass runways 07/25, 13/31 and a parallel grass runway 02/20. So if you are using one of the grass runways you would have to be very familiar with the layout and the runway orientation because they are quite hard to define, and are noted only by on grass (faded) white signage (the arrows help) but the 07 Grass approach also crosses over the the harder tarmac (asphalt) of the 02 threashold, so you have to make sure you pass over the solid threshold before landing on the grass. The field layout is extremely well done here by NKdesigns, and you can almost smell the freshly cut southern down's grass. Tricky is the RWY 20 approach, and the departure has to be carefully flown as well because of high ground (hills) directly ahead of the runway. The trick is to follow the River Adur between the hills (on departure as well)... ... then when the field is in sight then do a nice right bank into the 20º heading, however you are still faced with a group of trees still separating you from the runway, so your height has to be right in the fact you need to be high enough to see the angle of the runway (over the trees) but low enough not to be too high once you are on final approach... it is more tricky than it looks, because of your speed, and my guess that in say a C152 or C172 with their lower speed in that would help you out here, but anything bigger and faster it then makes your approach slightly too fast. 70kts dirty is required here to keep my stall at bay, but once over the trees, it feels like a big drop to the runway, and you get an increase of speed to get down to the field, so a huge flare is then required to rub off the extra accumulated speed. I have done this approach a few times now and refined it every time.... ... but it is certainly challenging, and rewarding. I think the largest aircraft you could use here is the Beechcraft 1900D, but the reverse prop thrust will certainly be required, and any STOL like the Twin Otter would be simply easy. Shoreham Airport If the art deco terminal was not present here, then you would be pushed to call EGKA an airport, then more of an aviation business park would be closer to the description of the types of tenants that are based here. But the prominently centrally positioned iconic terminal changes all that perspective. The distinctive terminal is well modeled, but it feels more modern in the age than one from nearly 90 years ago, I have seen a lot of these buildings and there is a certain feel to them, its good, so don't get me wrong on the design here, but it is not deco... deco, I think the issue is with the windows, they are not pre-war (2) enough and the real window frames are also set further back into the structure creating a ship like layered deck above deck feel. The Hummingbird Restaurant and Cafe is well presented out front and so is the First and Second WW memorial with the B-26 Propeller. The five UK Union Jack flags are however very dark? and solid, so don't they look at all very authentic. The Shoreham visitors centre is there (basically it is a shop for souvenirs) and it is correct, but missing is the elevated walkway and railings in front of the door entrance... The UK Customs building is however excellent, with the well marked apron parking zones to park on and then to get your entry clearance. The railings however are well done here. The pre-war Municipal Hangars that were also heritage listed Grade II in July 2007, are on the west side of the terminal building, well rusted and authentic they add a reality feel to the the scenery. There is a built in feature in that if you turn on/off your aircraft's power, the hangar doors will open/close, but more at a flick than an opening animation. The large array of businesses at Shoreham are well represented... these include, The Sussex Flying Club and South Coast Flying Club, HeliFly, AB2 Aero, HIT Training, PerryAir, TransAir and EasternAtlantic Helicopters, a big tenant here (with the most modern building, below left) is the Northbrook MET - Shoreham Airport Campus (University) for engineering and The largest operator is Flying Time Aviation, that provides Integrated Commercial Pilot training, with a fleet of Diamond Aircraft DA40s and DA42s. Although all the businesses are well represented they all don't however have any signage? so it all comes across as a little bland, the detail, detail you now expect is not here, so you get the buildings and the vehicles, but not that outright realism that you now take for granted on airports of this scale. The West Coastway Railway Line runs adjacent to the airport (there used to be an airport station but it was closed in 1940), The animated train is really well modeled and adds significantly to the scenery, but it has a habit of coming off the rails further down the line? The old guardhouse and hangar on the north side of the airfield is represented and this area is well done. Behind is the "A27 Shoreham Bypass" and it has been recreated very well here with animated traffic and detail, however it doesn't join up well with the X-Plane mesh?, worse is that this view is also directly on the RWY20 approach so any realism effect is lost? Carparking and anyone who knows anything about motoring and motor racing would know the name Ricardo! They are a global engineering niche manufacture that specialises in innovative engineering. And here there is a small industrial estate represented with Ricardo as a tenant. ... however the industrial estate also looks unfinished and has no detailing. The "Old Shoreham Toll Bridge" is represented, but it looks a little stranded... The River Adur however is a bit of a head scratcher, as when under the rail bridge the River is changed into a custom object, it works close up, but it doesn't in context with the native X-Plane water? I see the idea, but I don't think it actually works as colouristically it is just too different? Lighting The night lighting is pretty basic. I will note that EGKA is not a night active airport, and god help you trying to land on RWY20 at night. Runways 02/20 is however well lit as are the boundaries of the taxiways, but that is it, the only landside lighting is the street lighting behind the buildings, and there is no building lighting at all, which is a missed opportunity. Airport Code There is also some odd business with the airport code set in the apt.dat. The code in X-Plane is noted as "NK_EGKAShoreham" You should never alter the X-Plane designated code, because the simulator won't be able to search to find the airport or link to the scenery, secondly I had a few loading crashes because X-Plane couldn't work out what the hell it all means? Summary We will take a few liberties here with NKdesign's EGKA - Shoreham/Brighton City Airport. This is a first release scenery from the developer and in that context it is very, very good and there is a lot of talent going on here in the scenery. But there are a few areas that you do notice the inexperience as well. Thankfully it is not in the bigger areas that are the issue here, but the intergration into the X-Plane mesh is not very good, the problem with airports like EGKA is that they have a very large autogen field directly all around them, so the merging of the custom mesh to the native mesh requires skill, so here roads don't merge, and so there is that flat gap between the custom and the native areas, and I am really not sure of that River Adur colouring. The modeling overall is very good, but the missing finer detail in signage, dirt, and and general debris leaves it all a bit plainer than it should be, the skill is certainly there like with the rusted pre-war hangars, but it is not evenly distributed thoughout the scenery, and in some areas it feels slightly not finished either. The scale doesn't help here as scenery of size is now expected to be very highly-detailed and refined work, and you can ask more money for that detail as well. The Iconic 1936 terminal is very good, without being brilliant, and it however needed that brilliance to make it work, and no night lighting on the building (or any building or hangars) is a missed opportunity. The field itself is excellent, the intergration of the hard and grass runways and it all looks and feels realistic as does the 3d grass, and for overall the visual viewpoints while using the airport they are excellent, as this is a very nice area of the UK to fly around, and you also have the close proximity of continental France on your doorstep. Overall the basics are very good here at Shoreham, and the scenery is very good value at only US$15, so from that perspective it is very good scenery and if you love excellent small and historical iconic coastal airports then this scenery is certainly well worth adding to your collection. _____________________________________ Yes! EGKA - Shoreham - Brighton City Airport by NKdesign is available from the X-Plane.Org Store here : EGKA - Shoreham - Brighton City Airport Price is US$15.00 Features: Beautiful high resolution volumetric grass Functioning hangar doors Each object individually hand placed, all with pre-rendered ambient occlusion High resolution ground textures with specular and bump maps Stunning high density vegetation Faithful replica of the classic Art Deco terminal Requirements: X-Plane 11 Windows, Mac or Linux 2Gb VRAM Minimum, 4Gb VRAM recommended Download Size: 1.2Gb Current version: 1.0 Installation Download scenery file size is 1.14gb. With the full installation installed package is 1.18gb in your custom scenery folder. Documents One manual with four pages (pdf). No Charts ______________________________________________________________________ Scenery Review by Stephen Dutton 7th June 2018 Copyright©2018 : X-Plane Reviews (Disclaimer. All images and text in this review are the work and property of X-PlaneReviews, no sharing or copy of the content is allowed without consent from the author as per copyright conditions) Review System Specifications: Computer System: Windows - Intel Core i7 6700K CPU 4.00GHz / 64bit - 16 Gb single 1067 Mhz DDR4 2133 - ASUS GeForce GTX 1080 8Gb - Samsung Evo 512gb SSD Software: - Windows 10 - X-Plane 11.20 Addons: Saitek x56 Rhino Pro system Joystick and Throttle : Sound - Bose Soundlink Mini Plugins: Environment Engine by xEnviro v1.09 US$69.90 : XPRealistic Pro v1.0.9 effects US$19.95 Scenery or Aircraft - F33A Beechcraft Bonanza XP11 by Carenado (X-Plane.OrgStore) US$26.95 - X-PlaneReviews review is here: Aircraft Review : Beechcraft Bonanza F33A XP11 by Carenado
  21. Purchased and downloaded AWDesigns-TNCM1 (TNCM - Princess of the Caribbean - Part 1- SXM). Followed installation instructions. In XP11, I set rendering options according to recommendations in the .pdf guide. Reopened XP11 and reopened TNCM airport and only saw houses and roads. No airport, runway or other included scenery. Tried using both the 'Fast" and 'Pretty' options. In Customer Scenery folder, I renamed AWD TNCM - 2 - Apt to 'TNCM' and all worked ok.
  22. Scenery Review - Updated : UUWW - Moscow Vnukovo v1.2 by JustSim As X-Plane sceneries go, then Moscow is currently one of the best areas to fly into. That is because Moscow got the full city treatment by Drzewiecki Design with their very extensive Moscow City XP scenery. To a point Moscow went from the very bottom of a wasteland of any desirable destination to the very top with this excellent cityscape and it looked incredible then in X-Plane10, but it is even now more amazing in X-Plane11, Fly into the area at dawn or dusk and be prepared to be overwhelmed... it is that good. The first scenery for Moscow was also a Drzewiecki Design scenery for UUEE Sheremetyevo Airport XP back in 2015. In reality it was a brilliant island of a scenery in the middle of absolutely nowhere, but with the release of DD's Moscow City XP that changed the landscape (excuse the pun) as UUEE Sheremetyevo was merged into the Moscow City scenery to create one large cityscape. With Moscow City XP you also did get a lite version of all the other major airports around the Moscow environments, one was UUWW in Moscow Vnukovo, and even for a lite version it was pretty good. Now here is another UUWW - Vnukovo from JustSim and not Drzewiecki Design, but it has been created with the Moscow City XP scenery in mind, and it does fit in into that specific scenery as well (installation details are important as noted below), so can a completely different scenery style developer fit their scenery into another major layout, so that point alone is interesting here as it has major consequences in building up larger scale X-Plane scenery vistas. This review is created with both the Drzewiecki Design Moscow City XP and their UUEE Sheremetyevo scenery as part of the process and to get the full picture of all the sceneries working together... JustSim If one thing over the last few years in X-Plane that has made me slightly annoyed is the overall reception towards scenery. For years X-Plane was devoid of any decent scenery at all, we had a few nice developers and a lot of FlightSim scenery converted over to X-Plane, but mostly it was crap, not at all authentic and you had to use a lot of your imagination to sorta vision the place you departed or arrived at, so we complained and moaned about that aspect for years. Certainly in the last few years the scenery that has been delivered is finally a more realistic depiction of the real area. Many users note they are only in the simulator to fly aircraft, and good for them... and "yay hooo". But many users (myself included) also want the full block to block simulation experience as well, in that the airport I fly out of is then as good as the airport or destination I arrive at, personally only in the last year or so has that X-Plane experience finally been fully realised. The trick is to pick the right scenery and not waste your money on average scenery, and certainly Aerosoft (when they do deliver a quality scenery) is usually one to use as is GloballArt, and ShortFinal is another. But a team of developers that are really delivering in this area for X-Plane is JustSim. I admit JustSim's scenery is created to a price, but you get a lot of scenery for that price and certainly no other developers have used the X-Plane11 features more in their work than JustSim. Their work is slowly building the backbone of a great simulation, EDDF - Dusseldorf I used constantly in the last year, along with LFMN - Nice. LCLK - Laranca is now another regular and their LOWI - Innsbruck and ELLX - Luxembourg Findel are always worth a visit, and I have almost lived at their LEBL _ Barcelona for the last twelve months. So are you starting to get the point... The really annoying thing is X-Plane users are not buying this quality work even at these exceptional prices, or are just then waiting for the cheap sale option? So while you are processing through this review, then just keep one other thought in your mind... If you don't support them or only give them just your tit-bits of cash then this sort of quality work will stop coming to X-Plane, we will then get zero of this sort of quality scenery in the future and not much more other great scenery from any other developer either as well... v1.02 I noted in the original review that JustSim were doing an update to the release version, so here in this updated review the changes are now noted with the newer v1.2 version and the update points are shown. UUWW - Moscow Vnukovo All the major airports servicing Moscow are all in a ring around the outskirts of the city. UUEE - Sheremetyevo is to the far north, and UUEE - Vnukovo at 17mi is far to the south-west from central Moscow. (Google Maps) Vnukovo International Airport Международный аэропорт Внуково Mezhdunarodnyĭ aėroport Vnukovo IATA: VKO - ICAO: UUWW - LID: ВНК 06/24 - 3,060m (10,039ft) Concrete 01/19 - 3,060m (10,039ft) Concrete Elevation AMSL 209 m/686 ft First point to make on UUWW - Vnukovo is that the JustSim version replaces the DD lite version of the same airport, so your scenery loading has to be in the correct order or you will not see the JustSim version. As the Drzewiecki Design UUWW had their own modeling around the airport then also so does the JustSim UUWW. So this does make it hard in working out which scenery is which as JustSim are also very well known on filling out their off airport boundaries as well as the internal airport areas. The combined results are however extraordinary as it all becomes one large expanse of scenery and not just a patch work of one here and another set out in there. So that brings us now to another question on if you are running or loading all the three Moscow elements, then how good will it all run together, and this is no matter on how good each area is in their separate refinements. First on that is the JustSim UUWW is very good on its own and is very refined scenery framerate wise. But when combined together then no matter how powerful your computer is then there is still a going to be a compromise... I am however seeing a pattern with these extensive city sceneries and Moscow as is Drzewiecki Design's New York City scenery that was the same in context, and here you again have the same solution to the same issue. On arriving in Moscow and the loading of all this extensive scenery I started to get the framerate stutters. In most cases you usually reduce your objects (count) to relieve the processors, but that like with NYC didn't fix the stutters... The issue again is texture quality, and I found that at the Maximum setting (not the no compression setting) I was overloading my graphic card at 10,300mb were as my graphic card could only process 8K (7680mb) and hence the stutters. So I needed to go a notch down in Texture Quality to High, and that fixed my stutter issues, but did I lose too much in quality... overall no, but the textures are a little if now slightly blurry. All the images here are at the high texture setting so what you see here is what you get. I don't doubt that in a few years and another round of computer speed upgrades then you will be able to easily go back up a marker in the texture quality setting, but currently this is your current choice, if you only have a 4K Graphic Card you will just slide though, but you will still have however to make a few more compromises to get it under that 4K marker. The overall view of Vnukovo is that everything is simply perfect in the intergation in both the sceneries and then into X-Plane itself, it is all natural and totally absolutely realistic. My approach visuals tell the complete story... Arrival is via RWY01 from ESSA - Arlanda, Stockholm Notably the Moscow City XP scenery is mixed in with the X-Plane native autogen. The full Moscow city skyline is significant on the eastern horizon. One thing I look for in city sceneries is that I can't actually see the airport? If it really stands out then it is not doing its job in being realistic, here at a distance your only guide into RWY01 is the RAIL lighting far off into the distance. Closer in and Vnukovo finally takes on it's unique shape, this vista is a far, far cry from the crappy approach to Moscow of even a few years ago, then there was virtually no airports (or what there was, then just stuck out badly in a flat landscape) and there was not even much in the way back then of any waypoints either? The Kiev Highway M3 dominates the approach to the runway and the RAIL approach lighting is situated as part of the road, all approach lighting is excellent and detailed as is the main runway and taxiway lighting. There has to be the awareness that both major runways here in 06/24 and 01/19 as they crossover each other, and that both 01 and 06 are both shallow in a low X, and so that if the wind is coming in your direction then both runways are usually highly active. At the runway crossover point the runway textures are excellent in their wear, tear and the different types of complex surfaces, you are highly impressed. The grass is very welcome, realistic and dense as well. The full visual of the combined main terminal and the large cargo terminal greets you on arrival... and it is very impressive, and even that statement is an understatement of the impact the airport makes on you. ... all ground textures are reflective, and are beautifully created, they have the new built in wet surface capabilities as well in either if X-Plane uses that feature or if you use the xEnviro "wet" version (not yet functional). All ground markings, navigation and lineage is excellent. The aprons are simply huge and can be complex, so here so a ground chart is helpful in finding the right line around the terminal, as there is both an inner and outer taxiway line to follow. The aircraft bays are visually full of airport equipment and aircraft service gear, but they don't hinder you either when entering the bay or using any ground services. I particularly liked the Russian airbridge advertising and the extra large gate numbers that were very helpful in finding your correct bay. Animated traffic is heavy, but not overwhelming or too fast... Terminal glass is exceptional and reflective. Internal design of the terminal is also well done, but only in parts, as the main interior is still blank, but it works very well in the overall balance. V1.02: In the update the airbridges are now active! There isn't the mounted auto DGS system, but the ramp marshaller is now here to guide you in. The airbridge does work very well, but you have to pick the right gate for your aircraft. Even on taxi approach gate 22 looked like a single boarding airbridge, when it was actually a double, and once in the bay the A319 then felt a bit tight.... Some gates like 23 are a triple gate. Justsim have left Gate 30 not working as it is too tight, even a medium sized B737/A320 would be too big in this bay. Airbridge design even with the animation is just perfection. WorldTraffic and ATC ground routes are all completed, but more so JustSim supplies the corrected WT3 Grounds done and ready (in a folder) for install directly into the WT3 folders. So there is no need to generate your ground routes... more so the ground routes and all the WT3 actions are already tested and run absolutely perfectly from the moment you start up the airport, five stars and a big show of hands of applause from me for that. Brilliant. My arrival overall was simply one of the best I have experienced for a long time, and it was very highly realistic... Terminals There are Three Passenger Terminals at Vnukovo and one Cargo Terminal. Terminal A is the largest and futuristic the most modern dominates and the new design was opened December 2010. Modeling and the design is extraordinary in being both a clever combination of see through glass and images that creates a wonderful effect, and all the glass is reflective. Certainly up close the differences at this texture setting is certainly slightly noticeable, but your not going to complain at all about it one little bit... Terminal A night lighting is in the oh! .... level of amazing... stunning and the ramps are excellent to work on in the night turnarounds. Terminal A has airbridge stands 8 to 31A - Stands 38 to 66 are all remote stands spread out on all sides of the Terminal A complex. Terminal B Terminal B is the old Vnukovo original terminal that has been modernised. It consists now of both Terminal B and the Terminal D joined together although as noted then Ter D as domestic and Ter B as International.... in reality this terminal is the domestic arm of the airport. A concourse protrudes out of the front of the old Terminal that has six airbridges, 1 to 6 and there is a single stand in 7 in front of the old Terminal D. V1.02: here at Terminal B the airbridges are now also animated... very highly realistic and in the same tone as the original airbridges. Design is again excellent of the concourse that was competed in 2004 with the redevelopment of Terminal B. Night lighting here is again excellent, and beautiful. There is the DoubleTree Hilton hotel and carparking behind Terminal B... and a nice forecourt leading into Terminal A. But the hotel is dark at night with no lit textures, which is disappointing and I thought that in the v.1.2 update that Justsim would have corrected that, but no the Hilton is still dark? Mail and Cargo Terminal To the west of Terminal A is the huge Cargo terminal building. More a huge administration building the cargo hub is impressive, the forecourt is full of equipment and ready cargo. Stands 22 to 35A is a great cargo parking area. Back out from the Cargo Terminal there are various support buildings and parking areas for vehicles, it is all well done, but you would notice the compromise. The under laying ground textures are not photographic and there isn't a lot of detail in there, it works in an efficiency point of view, but not in a detailed photo aspect. These areas are all landside and there is no comprise on the airside, but it is noticeable if you like the full detail and walk-around realism. Russian apartment housing extends a fair way back from the Terminals, they are basic, but fine in context. Cargo Terminal lighting is again very, very good, and looks nice from the landside, but the well lit for working on the ramps at night on the airside is... first rate. Eastern Boundary The entrance to Vnukovo has a Tu104 Russian Jet on display. There are two main aprons over on the east side. One called Vnukovo 2 is a double building VIP reception center, with one (guess who) for the President... there is a waiting IL-96 sitting ready on the ramp. It is a perfect area to arrive by personal private jet, although you may not get the full uniform reception, the airport's miniature palace is however well done. There is a support and administration building for the same ramp that is very well presented.... Far north-east is apron Vnukovo 5 with stands 501 to 510 and a maintenance hangar. There is also a very good HS1 Helicopter landing zone. Western Boundary Most of the engineering and maintenance areas for Vnukovo is situated on the western side and along runway 01/19. There is a huge amount of infrastructure here in mostly huge hangars and maintenance workshops. The Vnukovo Gas Power Station also dominates the area. On the threshold of RWY19 is the UUWW airport's main fuel depot, and some warehousing. Then an apron area which I will guess as military. There are a lot of these sort of aprons that are not officially listed but mostly front large maintenance hangars, some could be for airlines, or for just general maintenance companies. Here all the buildings and hangars have been very well reproduced to reflect the area and there are quite a few if a lot custom created buildings located in this complex area. Using taxiway M which is alongside RWY06/24 you will pass most of this long and extensive area if arriving or departing from RWY06 Centre west is Vnukovo 3 the only officially noted stands on this western side and that area is split into four aprons. Apron 1 has a Small (LCC- Low Cost Carrier?) Terminal and the darker front apron with stands 32 to 34. The lighter larger apron is the inner Apron 2 with stands 1 to 11 and the outer Apron 3 with stands 12 to 31. Adjoining is the larger Apron 4 with stands 35 right through to 78, stands 90 to 98 front the large line of maintenance hangars far west. Lighting on Vnukovo 3 is like the rest of the airport in being sensational, nicely lit aprons and some lovely hangar lighting. Control Tower and Fire Station The Control Tower Is buried alongside RWY06/24, it is very modern, distinctive tower and it is well modeled and very nicely reproduced here. V1.02: Tower view was out in the release version, but now corrected and very good in the update, all the runways are now well covered... ... here is my approach (upper right) to RWY01. Fire Station is bright blue, and is close to the Control Tower but it is situated just across from the RWY hot spot of the crossing of both the active runways. The airport's navigation aids and radar towers are all very well represented and detailed, small stuff but it makes up part of a great vista when moving around the taxiways and using the runways... There are several off airport receiving freight/cargo depots and JustSim have created a lot of very good and realistic hi-rise buildings to fill out the landscape, overall the whole area is complex and highly realistic. Summary This scenery in the review is made up of three separate components, of which this UUWW - Vnukovo Airport is only one, the others are Drzewiecki Design's Moscow City XP and Drzewiecki Design's earlier UUEE Sheremetyevo scenery. Obviously you don't need all three to enjoy this excellent UUWW - Vnukovo by JustSim, but the three combined together is certainly the best option, if tight for cash then at least opt for the Moscow City XP component as JustSim has made a considerable effort to make sure that both sceneries work not only visually but also efficiently together. This opens up the prospect of more than one scenery developer contributing to an area in to then creating a single whole. Here is works brilliantly, but in other city areas some different styles of developers have clashed and the results of that has had been the very opposite impact than what you have here in Moscow. If using the full three Moscow sceneries then a compromise in texture quality is required, "High" is fine and workable, but the Maximum setting will certainly overload your Graphic Card. Design wise then JustSim have been extraordinary here at UUWW in the Terminals design and lighting, the airport layouts with excellent textures and dense grass. X-Plane11 features have also been used to the absolute full, and in v1.2 the airbridges have been also animated with active ramp marshallers. The provided WT3 ground routes and airport text gets your airport up and running instantly and perfectly. Visually it is excellent, but the noted landside ground textures not very detailed, detailed and in parts the roadways are not visible or join up correctly either, if you want ultimate photo ground detail then you won't find it here, okay from the air but grainy at ground level, but that is the compromise for efficiency and in the main areas you will not usually notice this or use them. In only a very few areas do you feel that JustSim missed something like the Hilton hotel lit textures Overall UUWW - Vnukovo Airport by JustSim is just simply amazing scenery for this cost factor, it is an extremely high quality scenery for a fair price, full of X-Plane11 active features and Vnukovo will give you years of enjoyment in that anytime you fly to Moscow, then you will have an excellent destination waiting ready for you... impressed, yes... very highly recommended. _____________________________________ Yes! UUWW - Moscow Vnukovo by JustSim is available from the X-Plane.Org Store here : UUWW - Moscow Vnukovo Price is US$20.90 Highly recommended with this scenery is Drzewiecki Design: Moscow City XP - XPR Review Moscow City XP Drzewiecki Design: Sheremetyevo Airport XP - XPR Review Sheremetyevo Airport XP 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 Animated Airport World Traffic compatible Animated ground vehicles (X-Plane 11 only) Animated Jetways (plugin by Marginal) X-Life traffic compatible Optimized for excellent performance New exclusive feature: Rain effects on ground. Effect will be controlled by xEnviro v1.08 (and higher) plugin. Requirements: X-Plane 11+ Windows, Mac, Linux 2Gb VRAM Video Card Minimum, 4Gb+ VRAM Video Card Recommended If running also Moscow City XP then a 6gb or 8gb Graphic Video Card is highly recommended Current Version : 1.2 (1st June 2018) Installation Download scenery file size is 875mb. With the full installation installed package is 1.90gb in your custom scenery folder. If using the above Moscow City XP/Sheremetyevo XP scenery then there is a priority order to be created to avoid conflict: - 1_UUWW_JustSim_v1.0 - DD UUEE Moscow Sheremetyevo XP - DD Z Moscow City XP - DD Z Moscow City XP Layer 2 ... - ZZZ DD UUEE Moscow Sheremetyevo XP Terrain - ZZZ DD Z Moscow City XP Terrain Note the 1_ on the UUWW_JustSim folder, make sure you keep this intact, it is complicated, but worthwhile to list in the .INI. Documents Description and Installation txt provided, also included is completed WorldTraffic 3 ground routes and airport data. ______________________________________________________________________ Scenery Review by Stephen Dutton 12th May 2018 Copyright©2018 : X-Plane Reviews (Disclaimer. All images and text in this review are the work and property of X-PlaneReviews, no sharing or copy of the content is allowed without consent from the author as per copyright conditions) Review System Specifications: Computer System: Windows - Intel Core i7 6700K CPU 4.00GHz / 64bit - 16 Gb single 1067 Mhz DDR4 2133 - ASUS GeForce GTX 1080 8Gb - Samsung Evo 512gb SSD Software: - Windows 10 - X-Plane 11.20 Addons: Saitek x56 Rhino Pro system Joystick and Throttle : Sound - Bose Soundlink Mini Plugins: Environment Engine by xEnviro v1.09 US$69.90 : XPRealistic Pro v1.0.9 effects US$19.95 : WorldTraffic 3.0 Plugin - US$29.95 Scenery or Aircraft - ToLiSS319 (A319) by ToLiSS (X-Plane.OrgStore) - US$69.00
  23. Nice idea and works perfectly on my main computer, tablet microsoft and sansung S9 edge.
  24. News! - Updated to XP11 : Alabeo C207 Skywagon XP11 After the re-emergence of Alabeo with their M20R Ovation in March, here is their second release with the C207 Skywagon XP11. If you read the review of the Ovation I was quite shocked on how good it really was, it was a cracker of an aircraft. The C207 Skywagon was originally a Carenado release, so this Alabeo is noted as a "Licensed by Alabeo" from Carenado, which is just another way of saying that what was a Carenado design that is now under the Alabeo banner and this release is an an update to X-Plane11 of that original X-Plane10 Alabeo conversion. If I remember the review correctly, then the C207 is noted as the "Wagon" or "Estate" in UK parlance, which is a stretched saloon. The Cessna series 205, 206, and 207, are also known variously as the Super Skywagon, Skywagon, Stationair, and Super Skylane are all of aircraft with larger spaces in the cabin. A very 70's/80's design, you could call the Skywagon... traditional. Features Version 1.0 Custom sounds (FMOD) Full Xplane 11 compatible RealityXP GTN750 compatible. GoodWay Compatible Superb material shines and reflections (full PBR). High quality 3D model and textures. Blank texture for creating your own designs Accurately reproduced flight characteristics 64-bit End-user configurability (via Manifest.json file) FPS-optimized model Technical Requirements Windows XP -7-8 (or higher) or MAC OS 10.8 (or higher) or Linux X-Plane 11 i5 (or equivalent) 2.5 GHz – 8GB RAM – 2GB Video card 345MB available hard disk space INTERNET CONNECTION is required for installing this product. Original X-PlaneReviews, X-Plane10 C207 Skywagon review is here: Aircraft Review : Cessna 207 Skywagon by Alabeo Note: this is a completely new upgrade to X-Plane11, so a full price is required, but the aircraft is valid for free updates throughout the X-Plane11 version run. Available Now here at Alabeo: C207 SKYWAGON XPLANE 11 Price is US$29.95 Images and text are courtesy of Alabeo ________________________________________ News by Stephen Dutton 4th June 2018 Copyright©2018: X-Plane Reviews
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