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  1. Classic Aircraft Review Updated : Aircruiser 66-75 v1.1 by Hangar 23 Very early classic aircraft are very interesting, more so when they are so rare. This aircraft is about as rare as you could could imagine, only 23 of them were built between 1930 and 1938. But they have a significant place in Aviation history, only to be replaced by the United States federal regulations that prohibited single-engine transports on United States airlines, virtually eliminating future markets for the Aircruiser. Bellanca Aircruiser and Airbus were high-wing, single-engine aircraft built by Bellanca Aircraft Corporation of New Castle, Delaware. The aircraft was built as a "workhorse" intended for use as a passenger or cargo aircraft. It was available with wheels, floats or skis. The aircraft was powered by either a Wright Cyclone or Pratt or a Whitney Hornet engine. The Airbus and Aircruiser served as both commercial and military transports. The first Bellanca Airbus was built in 1930 as the P-100. An efficient design, it was capable of carrying 12 to 14 passengers depending on the cabin interior configuration, with later versions carrying up to 15. The Aircruiser's distinctive shape, gave it the moniker of "The Flying Ws" and this hardy design was still flying in Canada well into the 1970's . Is it a Bi-Plane, sort of, as the lower W is still a part aerodynamic surface. When you look at the design closely, it is extremely clever in holding up and bracing the main wing, as for also being a support for the landing wheels. The Aircruiser is a "Tail-Dragger", most were back in this 1930's period, but the early evolution of the multi-seat passenger aircraft is highly perceivable, back in the day, it was, still is a very innovative design. For an aircraft, it looks heavy, but sturdy is probably the best description Hangar 23 is a not really a new entrant to the X-Plane Developers affiliation, but a ex-TorqueSim developer. Still the Aircruiser is an interesting one in the choice of aircraft to debut their talents in doing their own Studio. Technical information of the Aircruiser is rare, but there are two surviving in existence, "CF-BTW," a 1938 model in the Ericson Collection in Madras, Oregon, incredibly the aircraft is still airworthy. The second is "CF-AWR" named the "Eldorado Radium Silver Express", built in 1935, and is under restoration at the Western Canada Aviation Museum in Winnipeg, Manitoba. Update v1.1... This review has been updated to version v1.1, this includes a set of changes that came out only a few weeks after this original release review was published, the changes are noted here v1.1 Installation The download for the Aircruiser is 1.18GB, with an installation of 1.38Gb. But the installation file/folder system is a slightly complicated. Hangar 23 has selected to put the main Aircruiser file within a folder of a folder? So the first folder is "Aircraft" followed by a folder named "Hangar 23" , with the actual "Aircruiser" aircraft folder inside, or buried in layers of folders? Honestly the first "Aircraft" folder is not required, so just install the "Hangar 23" Folder directly into your X-Plane "Aircraft" folder with the Aircruiser folder inside. All the installation notes are in the excellent manual, but the doubled up "Aircraft" folder creates confusion... Detail and modeling For an aircraft of this size, an installation size of 1.38Gb can only mean one thing, quality in detail. Remember this is a first time effort from Hangar 23, but the detail and quality is outstanding. Both an X-Plane 12 and X-Plane 11 versions are included in the package, but it is the XP12 version on show here with it's more exponential PBR (Physical Based Rendering) effects and lighting. And it really blows you away. X-PlaneReviews are usually quite lenient when the studio name is new, in overlooking sometimes even the obvious mistakes or poor areas of first time production... But already with the quality of work behind Ulrich, you go straight into the "Masters" level, but this is still a first release from Hangar 23 is just outstanding... and an highly impressive debut for the Studio! And all with an aircraft so rare... the beauty of Simulation is that iconic and classical aircraft can be recreated, their forgotten time, brought back and to live again, or in this case fly again. At the core of this Aircruiser Simulation is just that very aspect, bringing the past alive again for you to absorb and interact with. But this is outstanding work... all the wing braces and support wires are sensationally done, every bolt, castle nut and Cotter Split Pins, are modeled here in detail, leading edge panels are worn and authentic, the struts in detail are excellent, you have to admire it all. If you are a detail junkie, who loves to spend time investigating the quality of the work, then you will love this aircraft, as it's a museum piece brought alive. The massive top wing looks canvas, and you can see the frame that the material covers, it's a lovely formed wing as well. Actually two separate wings, attached to the fuselage. This was the golden age of innovation for aircraft, the transition from wood, canvas to metal, so you get sometimes the mixture of the two eras in the one development as the changes moved on forward. The detail is just gobsmacking. The panels are perfect and so are the bolts that hold them in place, windows and it's thick glass are worn and glazed to perfection... The Cyclone SGR-1820 it is rated at 760 hp, as is the giant three-bladed geared propeller, and all gloriously there to admire. The engines internal intricate detail of metal and brass pipework is very impressive. The Aircruiser is flat sided, there are no curves in the doors and the windows are more nautical portholes than aircraft, but it's all beautifully done, and it is all built like a tank! The two main landing wheels hubs, tyres are massive, but simplistic as well, detail is right down to large CirClip to hold the rim onto the hub. There are four doors that can be opened, two small high cockpit access doors, one left passenger door, and a very big odd A shaped cargo door... all four doors are so authentic to the design, with the Cargo door in two sections that folds. Honestly, it is like a flying shed inside, totally weird. The interior is impressively done, metal and wood dominate, SO much weight in the construction, how did this thing get off the ground? It's all metal piping and blocks of wood, many trees were felled in the creation of the interior, a far, far cry from the ultra clean, state-of-the-art LED lighting Airbus interiors... this is doing it rough. The passenger seats are a pipeframe, with a strung canvas seat, you wouldn't want to go to far on them. Pilot seats are a metal bucket, the pilot gets the luxury of a cushion, the CoPilot the hard metal base. The cushion is required not for comfort, but to be elevated to see over the extremely high instrument panel. The yoke is a big hefty iron thing, beautifully skillfully designed and modeled, you can hide it via a hotspot centre yoke. The side quadrant is again excellent, with the Throttle (T), Propeller (P) and Mixture (M) levers, notable that in 90 years the controls are still as relevant then as now. Lower rudder pedals are also big hefty iron contraptions, you need to be Popeye with his strong arms and legs to match, to fly the Aircruiser. Notable are the two trim winders, one left for pitch/elevator adjustment, and another on the forward roof for the rudder trim. Point to make is that there is no visual trim setting, so you don't know if they are both centred or not, but a guide is two full winder rotations each way. Note the old fashioned brake lever and flap selector handle. -v1.1- in the update Hangar 23 added in a visual marker on to both of the trim winder panels, it's only a small round brass tack, but it does show you your current trim position. Main instrument panel is amazing, this is simply a panel with inset instruments that is highly authentic. Note the boxed Whiskey Compass Again the layout is quite familiar... with a Standard Six layout. Top left is the Airspeed Indicator (MPH/KNTS), Vertical Speed Indicator (V/S), very basic Rate of Turn Indicator, below offset is a Directional Vacuum Gyro (Heading), Altmeter and Horizontal Reference (bank). Far left is a RPM dial, Manifold Pressure, and top right a CYL TEMP. Right panel has Volts, OAT (Outside AirPressure), Oil Temp/Pressure and Fuel Pressure... top Ignition Switch, Fuel Gauges (twin), PPH (Pounds Per Hour) fuel flow and a ELGIN clock. Lower left are a row of switches that cover Battery, Generator, Nav (lights), Landing (light), Starter, Coil Booster, Fuel Pump, Panel Lights and Cabin Light. Far, far left is the fuel tank cock; Both, Left & Right. It's all so impressively well done, the flaked tired black metal facia is very authentic to an aged old aircraft of this generation. - Update v1.1 - Added in the update were two instrument items both related to the "Carburettor Heat". A knob lower dash, and a gauge middle panel centre right. Menu There is a banner menu "Hangar23Aircruiser" that has two menu options; "Options" and "GPS Style" Options: There are six options, Autopilot Toggle, Strain Gauge Toggle, Real Autorudder Toggle, Steerable Tailwheel, Show Pilot and Use Clipboard. The Aircruiser comes with a very basic 2-Axis "Sparrow" Autopilot, basically a set "Holds" Pitch and Roll Rate. Second option is to add on a "Strain Gauge" or Trim indicator. Both are positioned lower centre panel We will go more into the "AutoRudder" in flight, but if you want to disconnect or activate the the AutoRudder you can do so via the menu option, you can also use the hotspot on the (front) Whiskey Compass to do the same action. The Tailwheel is steerable by the rudder pedals, but if you want a free castoring wheel, you can disconnect it via the "Steerable Tailwheel" option. There is the option to show or hide the pilot. He is fully animated in rudder and pitch (forwards & backwards) and seems to have his hands full in controlling the aircraft, he is very good here and well done. Next in the "options" menu is the "Use Clipboard". In the right side pocket there is a VR (Virtual Reality) clipboard (also clickable). This really the "Fuel & Weights" menu... as you can adjust the fuel and Pilots, Passenger, Cargo weights by scrolling them in. They can be set in Lbs or Kgs and the "Load", "Empty" (weight) and Full Gross weight can be seen. You can "Save" your settings, and then "Load" them. Another note is that between flights the Aircruiser will save and reload the same settings to the next flight, until you adjust them. Last two separate items on the "Options" menu are "Reset AP Tuning" (Autopilot on/off) and "Reset AutoRudder Tuning", resets the rudder position to central. An option not shown in the menus, is that if the power is switched off, then the chocks are positioned on the front wheels. The second setting of the menu tab is the "GPS Style", here you can select between the Laminar GNS 530 GPS, or one of the two RXP (Realistic) GNS 530 or GNS 750 GPS units if you have that external additional option. I don't have the Realistic option so that install is not visible here. The GPS units are position on the roof forward, with also a default custom style COMM radio above, and a Transponder panel below. - Update v1.1 - Introduced a set of "Floats" for the aircraft. There was actually a Float version of the Aircruiser, notably two aircraft were converted... noted here as a "Floatplane". The "Float" version can be selected on the "Flight Configuration" menu. "Huge" and chunky floats they are, there is no Amphibian variant (land wheels) The waterborne Aircruiser sits nicely on the water, also moves around on the fluids really well considering the size and weight of the machine. You need those extra huge extra tail fins to keep the aircraft straight. There are several ways to control the water rudder up/down movement. One (the easiest) is to set a keyboard command to "Toggle water rudder", or use the pull (up) or (down) slider on the floor, left behind the flap lever. Water rudder steerage is via your rudder pedals. Float detail is like the rest of the aircraft, exceptionally well done, lovely cleats and perfect cables ____________ Flying the Aircruiser 66-75 You can't at all see out of the Aircruiser, the long nose is way up there, blocking any view, as the tail is way back down there behind you. The only option is to lean very far left to try to see the ground. You would think the Aircruiser being so old-fashioned would be a pain to start, but it's quite benign and easy as long as you do the right procedure. Fuel on "Both", Fuel Pump on, then the most important switch, the "Boost Coil" switch to on. Mixture just to above the (Auto) lean red marker... then up the "Starter" switch, the prop will turn, then gradually fire into a running engine... Both the start up and shutdown of the Cyclone SGR-1820 is exceptional, no fast artificial start or shut down here, but it all comes with stutters and engine positions that are very noticeable, as is the churn of the starter motor against the pressures "clock", "clocking" of the starting engine, its a great and a very realistic re-enactment of the starting, and then the stutter of the engine shutting down, I loved it. I have a horrible history of trying to control tail-draggers, spinning loose tail-wheels have given me loads of grief. But not here though... as mentioned you can disconnect the tail-wheel to be free, if you love that uncontrollable chaos. But for the rest of us the tail-wheel acts through the rudder pedals, but also through the usual "Tiller" yaw. This makes the Aircruiser very easy to manoeuvre around on the ground or on taxiways. Braking and the toe-brakes work normally as well. For once you not fighting the aircraft on the ground to go into the direction you want, but the view internally is hard work to keep it all on the narrow taxiway. So you have a habit of visually taxiing externally until you understand the aircraft more. Very important is to adjust the rudder trim 50%, or a full winder turn to the right. The SGR-1820 is a very powerful force on takeoff, the asymmetric thrust is huge, it pulls you so hard to the left, that even full rudder is required off the line... The Aircruiser for all it's massive weight is sprightly off the line, your working the pedals to find the right balance to keep the aircraft straight, it does thankfully nicely change direction tail-wise to your inputs, very quickly the tail is up at 40 MPH, and there is tons of lift from those wings, at 60 MPH+ and your now flying. The point from "off the line" to "Airborne" is very short, so no flaps are required, time to adjust your direction is short as well... so once off the ground I was already veering right away from the runway, I didn't try to correct it, but just went with the flow and climbing turn, then leveled it all out straighter when higher. With practise with your rudder inputs you could keep it in more of a straight line out... it's a total feel thing, a feel for the aircraft. Pitch trimming is nice, but I recommend a keyboard input than the badly positioned side wall-winder, same for the rudder trim on the roof... You have so much power, the Aircruiser is super fast for an aircraft of this size and age... it's a very physical aircraft to fly, you use the rudder all the time, then finally finding the right amount of input to keep the aircraft in a straight line, a tough idea, with the amount of asymmetric thrust coming at you all the time. The 66-75, as featured here, could produce up to 730 hp from sea level through 5800 ft, where then the power built higher to ~760 hp Maximum speed is 144 kn (165 mph, 266 km/h), (but it feels far faster), Range is an amazing 608 nmi (700 mi, 1,130 km), and the Service ceiling is 22,000 ft (6,700 m), but the average cruising altitude is around 10,000ft, still fast and high for a 90 year old design. Hangar 23 has provided a tool, called the "AutoRudder function", a sort of A.I. tool to take the strain out of flying the Aircruiser. On the ground the rudder control functions as usual. So it was important to properly trim the aircraft prior to takeoff and landing. In flight, the autorudder system then takes control of the rudder, and will attempt to keep a slip angle as dictated by the yaw axis of the joystick. This allows the pilot to slip the aircraft even while the autorudder is active, such that even crosswind operations become possible with the system active. In other words it flies like the X-Plane tool when you have no yaw axis joystick, the wings are connected to the rudder. This gauge will merely prompts the pilot on the direction of trim needed to take load off the “servos”. Unlike the autopilot, the autorudder does not disconnect under a high strain, nor is it dependent upon the aircraft’s electrical system to operate (Cable operation). When activated (via the menu, or Compass) the autorudder has a visible gauge, located on the yaw trim handle base plate. If you are going to deactivate the autorudder during normal flight, first adjust the rudder trim according to the strain gauge, otherwise a very sudden and very unpleasant disconnection will occur. It works very well... but switched off the AirCruiser has a habit of yawing left, almost going around in circles.... You can try to trim it out? but it's hard to find a neutral flight, I did find a position input that worked, slight right rudder and slight stick right as well, but it's tiring for any distance, short or long... the AutoPilot is not much better, tricky to use is to centre the heading. You adjust via the "Roll" or "Up/Dn" switches, as per the three lights, red (left), white (centre) and green (right). But there is a delay in the operation that can make you over trim, I never quite mastered it... so again even on the Autopilot, I went into a slight bank in left handed circles and couldn't the aircraft fly in a straight line unless under manual control. It's the sort of tool that all of a sudden you will understand it and get it right, with time and persistence. This system is like the Sperry Type A-3A. You will need to trim the aircraft perfectly, so the heading is as close to where you want to go and level, flying as straight as you can, then turn on the AP, trying to trim later while the Autopilot is active is a far harder situation. -v1.1- In the update a lot of attention was given to pitch stability and improved rudder response, also this adjustment also works better with the "Sparrow" Autopilot, in both manual and automatic orientations the aircraft felt far more stable, more directional, than with the past banking action... certainly a big improvement in this area. Lighting Lighting internally and externally is basic, which is to be expected. There is one switch for the instrument lights, and another switch for the cabin lights, two spider-web looking ones forward and two roof lights rear, it all looks quite nice at night... The GPS install looks bright and also odd in this old cabin, but it's very well done and easy to use. Externally there are only again two light switches... Navigation, red, green and white tail, the other light is a left wing mounted Landing light, that look and is quite effective. There are no strobes or beacon lights on the aircraft... Flight notes by Hangar 23 notes "DAY - NIGHT* - VFR... *Poor visibility and the antiquated aircraft lighting scheme will present additional challenges during night flights". In other words it is not really an aircraft to be flown in the dark... Sounds... are a bit of a mixed bag. Overall they are excellent, the startup is an aural experience, and so is shutdown, external engine noises are very good right through the range of power outputs, that's the good. The poor is the buzzy interior sounds, that have a sameness of a consistent droning buzz with no fluctuations, even over a short distance I was distracted or even bored with the noise, The Aircruiser maybe really like that in the air, but I didn't really connect with them. The lower power outputs (on the throttle) are however better. Notable is the Aircruiser engine’s 16:11 gear ratio, for the propeller spins slower than the engine, but all readouts and aural sounds are based on the engine and adjustments should be made according to engine state rather than calculated propeller RPM. -v1.1- There was a lot of attention to sounds in the v1.1 update... there was improved cockpit sound origins and changed FMOD engine sounds (which both will be updated incrementally going forward as improvements happen). The developer was at least very responsive to comments, this area certainly needed more better aural sounds. Time to head back to Shoreham (EGKA). A tricky place to lineup, for the mass of trees around the field. All the runways are hidden from view... .... if the system is active on final approach, the autorudder will check if the rudder trim has been appropriately set for the upcoming power reduction. If the trim is not suitably centered, the system will intervene and reset the rudder trim to near center. This may be noted by the clicking of the trim’s chain drive, as well as a mild rolling tendency during finals. Myself I turned the automation off to feel the aircraft on the approach phase, plus a single wind of the rudder trim, to reset it as it was on the takeoff phase. The handling felt normal, as did the approach. If however the autorudder is active, then it will disconnect on landing. Nose up to rub off the speed, as there is no "white flap use zone", I guessed in setting the flaps to below 100 MPH, actually below 90 MPH, and you get a slight lift on each extension... but the transition now down to 80MPH with now a slight descent into Shoreham it all felt perfect. The flap lever or floor handle is extremely well done. It's both a brake handle and Flap handle in one. Over the coastline, and there is still no visual on the runways. Then finally the field is in view.... so I drop, in also trying to miss the treeline. ... but I realise I am too high, and becoming too fast in trying to get down to the grass strip. It's still a very good try.... but I have to abort and climb out! I will note the throttle inputs. If the Aircruiser is trimmed (correctly, or well). The Throttle control is very, very good, as you can control the height via the power. Full power to climb out was excellent (after that slight delay), but I found the Aircruiser to be quite normal in the approach/landing phase as any other heavy single-engined General Aviation aircraft. However you have to be aware of the weight around you with using the throttle power, and that tendency to yaw right with the huge power increase, but you soon adapt to the characteristics and the personality of the aircraft... fun? yes immensely, also a challenge to get the skills right in this cockpit. I didn't want to lose sight of the field layout, now I had found it. So it was a tight turn around back to the other opposite threshold. But be aware that too tight a bank and the Aircruiser will slip badly and lose height towards the lowered wing, there a sweet spot to find in the bank and before the slip starts to emerge, all this is required to get the best rotation of the aircraft. Lower and slower this time.... and it feels right. Then slowly descend, descend "keep it steady" and I touch around 65 MPH, I am not to worried about the speed, as the Aircruiser on grass will dramatically drag itself slower. Toe brakes are still the best tool to stop the aircraft rotating hard right, then left on you, as this happens once the tail goes down, it's tricky, but with practise it works in keeping you straight... I'm down, and arrested before the end of the grass strip... not bad I say. Liveries There are six liveries, one Blank (default), and two liveries that are blank white, but one has a metal nose cover, and another has the same metal nose cover & metal tanks. All are nostalgic except the off soft purple Landmark? _____________ Summary Extremely rare aircraft are always interesting, this Bellanca Aircruiser or Airbus, is one of the rarest as only 23 aircraft were built between 1930 -1938, it is also the famed "The Flying W" and this hardy design was still flying in Canada well into the 1970's. Hangar 23 is a not really a new entrant to the X-Plane Developers affiliation, but a ex-TorqueSim developer. And this unusual rare aircraft is their first project for the newly-named studio and the X-Plane Simulator. The Aircruiser is available as two separate packages for both X-Plane 12 (as shown here) and X-Plane 11. The quality here with the Hangar 23 Bellanca aircraft is very much on show, as it is highly developed and polished. Modeling is absolutely first rate and the detail is highlighted by this experienced and mature developer. As the aircraft is so rare, the detail in the reproduction is simply outstanding, to the point of recreating an era from a long time ago, and with a couple of modern tools thrown in as well, but not to the distraction of the authenticity of the original aircraft. Obviously this is a project of a labour of love, but still delivered with quality and polish. It is old fashioned in design, but the Aircruiser comes with so modern helpers like a "Sparrow" 2-Axis Autopilot, a custom AutoRudder feature, and GNS 530 GPS, and the option for Realistic RXP GNS 530 or GNS 750 GPS units. Tail-Wheel control can be via X-Plane style commands or free-castoring, that makes this aircraft easy for first time Tail-Dragger aircraft learning. Other options include Strain Gauges, Steerable Tailwheel, a fully animated Pilot and Clipboard with a Weights & Balance menu. The Aircruisers unorthodox design does make it a challenge to fly, but I have had far worse and more difficult machines to cope with in the past. The helpers of course help, but once you master that huge powerful force forward, the "Shed" like design is oddly very nice and involving to fly. I usually despise Tail-Draggers, but loved the Aircruiser quite a lot, no, a really lot more. The quality performance and well thought out physics, do bring the totally unique experience alive. Added was a significant update a few weeks after the initial release. This was v1.1, and it included aircraft "Floats", brass markers for the trims, carburettor heat knob and gauge, better sounds and better flight dynamics with improved pitch stability and rudder response. Also added for convenience was the Skunkcrafts Updater. It is certainly a huge credit to the skills of the developer of what they have delivered here, certainly it is a very unique Simulation, but totally authentic as well, Secondly the release also shows off X-Plane 12's excellent dynamics and quality lighting. The Aircruiser 66-75 is very rare, but you can absorb yourself in this 1930's Golden Era of Aviation, and this aircraft is highly relatable to the same machine created over 90 Years ago.... Highly Recommended. ________________ The Aircruiser 66-75 v1.1 by Hangar 23 is now available from the X-Plane.OrgStore!... Here: Aircruiser 66-75 Price is US$29.95 Requirements X-Plane 12 and X-Plane 11 (2 separate packages) Windows or Mac (Linux not supported) 8 GB+ VRAM Recommended Current version: 1.1 (Feb 15th 2024) Download Size: 1.2 GB (each version) Aircraft download is 1.18Gb, and unpacked, then installed in your X-Plane Aircraft folder 1.38Gb. Authorization on startup is required Documents X-Plane Aircruiser Handbook.pdf The provided manual is excellent, a lot of detail, installation, setup and flying tips... even Limitations and Operations. Designed by Hangar 23 Support forum for the Aircruiser 66-75 ________________  Windows - 12th Gen IS1700 Core i7 12700K 12 Core 3.60 GHz CPU - 64bit -32 Gb single 1067 Mhz DDR4 2133 - PNY GeForce RTX 3080 10GB XLR8 - Samsung 970 EVO+ 2TB SSD Software: - Windows 11 Pro - X-Plane 12.09rc5 (This is a Release Candidate review). Plugins: Traffic Global - JustFlight-Traffic (X-Plane.OrgStore) US$52.99 : Global SFD plugin US$30.00 Scenery or Aircraft - EGKA - Shoreham - Brighton City Airport by NKdesign (X-Plane.orgStore) US$15.00 ________________ Update Review by Stephen Dutton 12th March 2024 Copyright©2024: X-Plane Reviews (Disclaimer. All images and text in this review are the work and property of X-PlaneReviews, no sharing or copy of the content is allowed without consent from the author as per copyright conditions) All Rights Reserved
    3 points
  2. Scenery Review : Society Islands - Leeward and Windward by Aerosoft Say Tahiti, or Bora Bora and the thoughts are always... "Exotic". French South Pacific plus it's amazing scenery makes this a destination in one of the absolute top hits of any one's bucket list. It has always been on my "most" desired destination. Actually I have been to Tahiti, but a long time ago, way back in the 1970's, but also just passing through en-route to Australia. Yes I have always wanted to go back... So what of Tahiti in X-Plane. Actually it was well serviced by the XPFR developers, but as usual you wanted a more overall detailed and extremely high quality package to bring out the best of the Simulator and the astonishing South Pacific area. This "Society Islands" is a set of two packages by the renowned Maps2X-Plane, the same developer house that created both the excellent Faroe Islands, Svalbard and Seychelles XP, all the sceneries reviewed here are Maps2X-Plane releases, but released under the Aerosoft banner. In so any installations are now through the Aerosoft One application, just add in the authorisation number, and the tool will do the install for you. As noted the Maps2X-Plane Tahiti series is in two different area packages, the first was "Society Islands XP - Bora Bora & Leeward Islands", released now back in September 2021 for X-Plane 11, of which you could call the "Western" area. This package was quickly updated to X-Plane 12 (v1.1) almost immediately. The second release is the new one "Society Islands XP - Tahiti & Windward Islands", and again what you would call the "Eastern" area, both packages together then covers the whole Society Island territory. Although the Leeward scenery was excellent as we shall see, it was slightly compromised in that it was only a regional scenery, with only local inter-island flying. This latest Windward package is significant because it adds in the main gateway or Faa'a International Airport, situated on the main island of Tahiti. This added aspect then connects all the Tahitian areas together, not only the international routes, but also the local domestic routes from the main gateway. The now combined area is also quite significantly wide to explore and to service. You could say French Polynesia is in the middle of nowhere, because it is, set deep into the central South Pacific Ocean. This makes connections hard and extremely expensive, as the area is a fair flight from any landmass. But there are direct flights from the U.S. West coast, Rarotonga and New Zealand, lately Hawaii was also added. I did an example flight from AKL (Auckland) to PPT (Papeete), it is a route distance of 2,242 nm, translated to 4h34m flightime, and right on the edge of the A321's endurance in fuel. Tricky as there are no alternative options out here. In this eastward direction, then maybe the Cook Islands (625 nm before Tahiti) as an option, but once past that point, then there are no other places to land. As we are going into NTAA - Faa'a International Airport, we will cover the "Windward" package first.. Society Islands XP - Tahiti & Windward Islands The Windward Islands are the eastern group of the Society Islands in French Polynesia, an overseas collectivity of France in the southern Pacific Ocean. These islands were also previously named the Georgian Islands in honour of King George III of the United Kingdom. The capital of the administrative district is Papeete on the island of Tahiti. Tahiti, Moorea, and Mehetia are volcanic islands. Tetiaroa and Mai'ao are outer coral Atolls... all these noted areas are available in the Maps2X-Plane Windward package. Faa'a International Airport Faa'a International Airport, also known as Tahiti International Airport is the international airport of French Polynesia, located in the commune of Faaa, on the island of Tahiti. It is situated 5 km (3.1 mi) southwest of Papeete, the capital city of the overseas collectivity. It opened in 1960. Regional air carrier Air Tahiti and international air carrier Air Tahiti Nui are both based at the airport. The focus and highlight of both sceneries is the Faa'a International Airport, and one very long runway 3420m (11,220ft). Faa'a International Airport Aéroport international de Tahiti Faa'a IATA: PPT - ICAO: NTAA 04/22 3,420m (11,220ft) Bituminous Elevation AMSL 2m/5 ft First views of Faa'a International are simply excellent, the vista has Moorea Island in the background. How far X-Plane has come with X-Plane 12... as finally we have realistic tropical reef water, and it is excellent here in surrounding the airport perimeters. In visiting South Pacific Islands, you sort of have to time travel back a few decades. Everything is not bright, shiny or new down here. At PPT, it feels like a past time, with an airport that has only basic facilities, no airbridges here, but certainly a nice South Pacific welcome. The Polynesian look and feel is very evident in the terminal building. Expertly reproduced here by Maps2X-Plane... Airport detail is quite exceptional, everything is covered both airside and landside with "Huge" detail... "dense" I call it... but there is a lot to admire and take in here. There is a fair bit of animated traffic airside (nicely done), but there is not much traffic movement on the ramps. A few regional connections and the odd International service is about it. But the majority of international aircraft moving in or out are significantly big long haul jets... the old Pan Am 707's in the 60's, then DC-10's and MD11's dominated in the UTA years, Boeing 747's and even A380's can get into here. Now it is the odd A340, B787, A350, but also now the long thin route single-aisle aircraft ETOPS, which are a common sight. Airport infrastructure is again excellent, with maintenance hangars and three (available) Heli pads, there is plenty of static aircraft and vehicles, but the detail in gates, ramp equipment and general clutter items is excellent. West side, is the Fire Station/Control Tower and administration buildings, an inter island area (Moorea & Tetiꞌaroa) is set over here as well. More helipads are also available. There is no 3d grass? but the field detail is excellent, with great drainage (including even drainage pipes) and fencing. Surfaces are also first rate, with wear/tear and filled cracks. PBR reflective (wet) active textures and burnt-in ambient occlusion is also available here, great for those summer tropical rainstorms. I have just been on a South Pacific cruise (talk about a coincidence)... The South Pacific has a certain look, lush vegetation and foliage, the bright vibrant colours and open sided tired buildings. It is the "feel" of the islands, and this scenery totally translates that "feel" into X-Plane. I could easily have been back in Nouméa (New Caledonia), Port Vila (Vanuatu) or Suva (Fiji )with this scenery. This Tahiti scenery is shockingly very good in translating that Pacific look and feel into the Simulator... Again the "dense" feel and infrastructure of the Faa'a locale is excellent, it fills right up to the airport boundary and even into it, creating a perfect diorama of the area... note the vista of Mount 'Orohena in the background. The capital Papeete is too the north of the airport. Again the density of the capital is really well replicated, extremely realistic and includes the extensive Papeete Port area for approach realism. This arrival area's aspects are all shockingly good, more real world detail than a simulator... you have to be impressed. There are two heliports (pads) on Tahiti... Taaone The heliport NTAA of Hôpital du Taaone, located about 8 kilometers east of Faa'a International. Again no expense was spared by Maps2X-Plane to create the authentic hospital for the Tahiti scenery. Taravao The heliport NTHV of Hôpital de Taravao, is located about 40 kilometers southeast of NTAA Let us not forget that Map2X-Plane's main speciality is terrain mesh with photo-realistic textures, for the landscape and the sea. Highly evident in their amazing Faroe Islands package. It is the same here for Tahiti and these same quality custom textures. In that they cover all the areas in both Windward and Leeward packages, plus create those excellent tropical water effects. They are dazzling to absorb. Moorea Airport Moorea Airport (NTTM, 1230 meters), also know as Moorea Temae Airport, is a regional airport on the island of Moorea, located 15 kilometers west of Tahiti. It is served by Air Tahiti, and can accommodate aircraft up to the ATR 72 in size. Moorea is a volcanic, mountainous island with the highest point Mount Tohivea at 1207 meters, and for its enclosed reef that surrounds the entire island. Moorea Airport is also known as Temae Airport (IATA: MOZ, ICAO: NTTM) or Moorea Temae Airport for its location near the village of Temae in northeastern Moorea. The airport is located 7.5 km northeast of Afareitu, the island's main village. It is set almost directly across from Papeete. The Moorean Polynesian style terminal has had a lot of attention, brilliantly done here by Maps2X-Plane, it is a genuine walkaround the area and be part of the scenery experience... almost photographic in detail. Airport infrastructure is first rate, with a small field tower, cargo and admin area, and housing for airport staff. Close by Temae is replicated, as are all the locales on the island with custom autogen, very realistic it is... highlight is the excellent water and realistic reefs. Moorea's coastline is excellent, with great vistas to explore, either by helicopter or seaplane... The Island's Hilton Luxury Overwater bungalows are also well replicated. Afareaitu There is one helipad NTHF on Moorea... it is sited at the Hôpital de Afareaitu, located about 8 kilometers south of NTTM. Tetiꞌaroa Tetiaroa Airport (NTTE, 770 meters) is a regional airfield on Onetahi, one of 12 islets of the Tetiaroa atoll, located 53 kilometers directly north of Tahiti. The islets are under a 99-year lease contracted by the famous actor Marlon Brando, and is home to "The Brando Resort". It is served by private flights by Air Tetiaroa, departing at a private terminal at Faa‘a International Airport. The islets (or motus), in clockwise order starting from the southwest corner, include: Onetahi (with regulated airstrip and site of The Brando Resort), Honuea, Tiaruanu, Motu Tauvini (Tauini), Motu Ahurea (Auroa), Hiraanae, Horoatera (Oroatera), Motu 'Ā'ie, Tahuna Iti, Tahuna Rahi, Reiono, Motu One (emerging sandbank) and Rimatu'u (with an ornithology reserve). Tetiaroa is extraordinary well done in realism, you could be really here, seeing Brando's dream... Marlon Brando "discovered" Tetiꞌaroa while scouting filming locations for the film Mutiny on the Bounty, which was shot on Tahiti and neighboring Moorea. After filming was completed, Brando hired a local fisherman to ferry him to Tetiꞌaroa. It was "more gorgeous than anything I had anticipated," he marveled. Society Islands XP - Bora Bora & Leeward Islands The Leeward Islands literally "Islands Under-the-Wind" are the western part of the Society Islands in French Polynesia, an overseas collectivity of France, in the South Pacific Ocean. They lie south of the Line Islands (part of Kiribati), east of the Cooks and north of the Austral Islands (also part of French Polynesia). Their area is 404 km2 and their population is over 36,000. The westernmost Leeward Islands comprise a three atoll group: Manuae (also known as Scilly Atoll); Motu One atoll (also known as Bellinghausen), the most northerly of the Leeward Islands; and Maupihaa atoll (also known as Mopelia) to the southeast. Bora Bora Bora Bora is part of the central island group of the Leeward Islands in the South Pacific. The main island, located about 230 kilometres (125 nautical miles) northwest of Papeete, is surrounded by a lagoon and a barrier reef. In the center of the island are the remnants of an extinct volcano, rising up to two peaks, Mount Pahia and Mount Otemanu; the highest point is at 727 m (2,385 ft). Bora Bora is part of the Commune of Bora-Bora, which also includes the atoll of Tūpai. The main languages spoken in Bora Bora are Tahitian and French. However, due to the high tourist population, many natives of Bora Bora have learned to speak English. "Mystic" is the word used with Bora Bora, or even "Bali Ha'i" which is a show tune from the 1949 Rodgers and Hammerstein musical South Pacific. The name refers to a mystical island, visible on the horizon but not reachable... a lot has been said that Bali Ha'i is not Bora Bora, but actually based on the real island of Ambae (formerly Aoba Island). Ambae is located in Vanuatu... but the images and the feel of Bali Ha'i is totally the Tahitian island. The peaks Pahia and Otemanu are excellent with the custom textures, as is the detail of the island's infrastructure, small ports and all the island's locales are very well done. But this is a review, not a travelogue... jumping from the latest Windward to the earlier Leeward packages, there is a difference? Also a time difference of 2½ years, and more significantly a different X-Plane era, Eleven not Twelve. Although the Leeward scenery was updated to XP12 (my guess the water)... a lot of the XP11 elements remain, like the + trees, no active textures or burnt-in ambient occlusion effects, and not the more modern 3d style XP12 foliage. It makes a slight, but significant difference to the look and feel of this earlier scenery. It feels more plainer, even slightly flat compared to the "lush" vibrant Windward... don't get me wrong Leeward is very good, but looks not as condensed or luscious with realism as the X-Plane 12 effects created in the eastern part of Tahiti. Bora Bora Airport Bora Bora Airport (NTTB, 1505 meters), also known as Motu Mute Airport, is an airport serving Bora Bora (Leeward Islands, Society Islands, French Polynesia) and handles about 300.000 passengers annually. The airport is located on the islet of Motu Mute and is served by Air Tahiti with ATR 42 and ATR 72 propjets Bora Bora Airport Aéroport de Bora Bora IATA: BOB - ICAO: NTTB 11/29 1,505m (4,938ft) Asphalt Elevation AMSL11 ft / 3 m Rustic and Polynesian, the excellent terminal building is not only for the air, but also a sea pier for servicing the hotels set out around the lagoon. The quaint Control Tower has housing and service buildings around it. Like at Moorea, there are a significant number of luxury Overwater bungalows at Bora Bora, and they are all set out around the lagoon areas, very evident, and the hotels existing here in Bora Bora are all replicated in detail. There are five Helipads set around the lagoon, mostly at the hotel sites. The one at "Tahiti Nui Helicopters Pago dropzone" is the base for the operations around the area. Tahiti Nui Helicopters Pago dropzone The hub of Tahiti Nui Helicopters on Bora Bora is located about 8 kilometers south of NTTB, XHNTTZ Four Seasons Helipad A helipad next to the Four Seasons Resort Bora Bora, about 6 kilometers south-east of NTTB, XHNTTF Saint Regis Helipad A helipad next to The St. Regis Bora Bora Resort, about 8 kilometers south-east of NTTB, XHNTTS Le Meridien Helipad A helipad is set next to Le Meridien Bora Bora, about 8 kilometers south- east of NTTB, XHNTTM InterContinental Helipad A helipad next to the InterContinental Bora Bora Resort, about 9 kilometers south-east of NTTB, XHNTTI Raiatea Airport Raiatea Airport, also known as Uturoa Airport, is an airport on Raiatea and handles about 245.000 passengers annually. Raiatea is the second largest island of the Society Islands, after Tahiti, and has an elevation of 1017 meters. In the north of Raiatea lies Tahaa, and the islands are enclosed by a single coral reef. Raiatea Airport IATA: RFP - ICAO: NTTR 07/25 1,200m (3,937ft) Asphalt Elevation AMSL6 ft / 2 m Set on the north coast of Raiatea, is Raiatea (Uturoa) Airport NTTR, the runway is actually on reclaimed land on the coral sea. Like all these Tahiti sceneries the airport quality is excellent. With very detailed South Pacific rustic buildings and feel... highly authentic. There is only one Helipad on Raiatea... Le Taha‘a Helipad A helipad next to the Le Taha‘a Island Resort, about 17 kilometers north-west of NTTR, XHNTTT Huahine Huahine measures 16 km (10 mi) in length, with a maximum width of 13 km (8 mi). It is made up of two main islands surrounded by a fringing coral reef with several islets, or motu. Huahine Nui (Big Huahine) lies to the north and Huahine Iti (Little Huahine) to the south. The total land area is 75 km2. The two islands are separated by a few hundred metres of water and joined by a sandspit at low tide. A small bridge was built to connect Huahine Nui and Huahine Iti. The Island's highest point is Turi, at 669 m elevation. Huahine – Fare Airport Huahine – Fare Airport is the airport serving the island of Huahine in French Polynesia. The airport is located in the northern part of the commune of Fare, on the Island of Huahine Fare, Huahine – Fare Airport IATA: HUH, ICAO: NTTH 07/25 1,500m (4,921ft) Asphalt Elevation AMSL7 ft / 2 m Unusually here it is a tiled roof not thatched on the Fare Airport terminal building, but still in a Polynesian style. Again the airport is extremely well done with separate tower and service buildings, it is easy to find from the air as well with it's position. Maupiti Maupiti is the westernmost volcanic island in the archipelago, 315 kilometres (196 miles) northwest of Tahiti and 40 kilometres (25 miles) west of Bora Bora. It has a population of 1,286 people. The largest town is Vaiea. The island is a "near atoll", consisting of a central volcanic peak surrounded by a lagoon and barrier reef with four motu: Auira, Pa'ao, Tuanai, Tiapaa and Pitiahe.  The lagoon has an area of 27 square kilometres (10 square miles) and the central island has an area of 12 square kilometres (4.6 square miles) and a maximum elevation of 372 metres (1,220 feet). Maupiti Airport Maupiti Airport is serving the island of Maupiti and the airport handles about 23.000 passengers annually. It is positioned on the Northeastern coast of the island. Maupiti is the westernmost volcanic high island in the archipelago. The 3136 ft runway 08/26, sticks right out into the surrounding waters, the locale is really well designed (and detailed) to discover. Maupiti Airport IATA: MAU - ICAO: NTTP 08/26 956m (3136ft) Asphalt Elevation AMSL15 ft / 5 m Maupiti Airport is another great gateway to paradise. Last and interesting in the Leeward Islands is... Tupai Tupai is also called Motu Iti, is a low-lying atoll in Society Islands, French Polynesia. It lies 19 km to the north of Bora Bora and belongs to the western Leeward Islands. This small atoll is only 11 km2 in size. Its broad coral reef encloses a shallow sandy lagoon. There are almost continuous long wooded motus on Tupai's reef. Tupai has no permanent residents apart from some workers in its coconut plantations. Tupai is a low-lying atoll and consists of two larger and a few smaller islands surrounding the lagoon. Tupai Airport is a private airfield on Tupai, inaugu- rated in 2001, and its use is restricted. It is noted as NTTU ICAO designator, there are no charts for the airfield. Of course all atolls and small coral islands throughout both packages are also all represented and customised with realistic water and landmass textures. There is also a a lot of vehicle traffic, and animated water traffic that gives off a buzz to the sceneries.... it is a very comprehensive set of sceneries, the best you could imagine for this "Exotic" part of the South Pacific. Lighting Lighting in these sort of packages is not the focus of the scenery... here it is of course basic island lighting. There is another element in looking at the night images to consider. X-Plane (12) and it's current state has not very refined lighting. It is all very over-exposed and quite large at their sources with large flares. So it isn't really very realistic? Here are my arrival images into Faa's NTAA Rwy 04. The lighting looks like cascading lava down the mountainsides? The airport PPT was actually quite hard to make out? The Faa's NTAA International lighting is perfectly fine, maybe a a better tone of light would have been more realistic... but overall it was good, but the external lighting sorta overwhelms it. The arrival globe lighting at the terminal's entrances are however a masterstroke. Papeete lighting is autogen(erated) but looks okay, the port area is very good. Moorea's lighting gives a more generalisation of the lighting across all the Windward Islands... typical island lighting, with no highlights. In the Leeward Package the lighting is the older XP11 system, and it actually looks far better, as the heavy XP12 flare is more contained. Bora Bora Airport is bright and very nicely lit and the whites, whiter. Highlights are the eerie blue glow of the Overwater hotel bungalows, snaking themselves out into the Lagoons... My advice is to revisit the packages if Laminar Research refines the lighting of X-Plane 12, you may be pleasantly surprised, as the current night-lighting is way overdue for attention in the Simulator. Summary "Society Islands" is a set of two packages by the renowned Maps2X-Plane, the same developer house that created both the excellent Faroe Islands, Svalbard and Seychelles XP, all the sceneries reviewed here are Maps2X-Plane releases, but released under the Aerosoft banner. The first was "Society Islands XP - Bora Bora & Leeward Islands", released now back in September 2021 for X-Plane 11, of which you could call the "Western" area. The second release is the newer one "Society Islands XP - Tahiti & Windward Islands", and again what you would call the "Eastern" area, both packages together then covers the whole Society Island territory. The Leeward scenery was slightly compromised in that it was only a regional scenery, with only local inter-island flying. This latest Windward package is significant because it adds in the main gateway or Faa'a International Airport, situated on the main island of Tahiti. This added aspect then connects all the Tahitian areas together, not only the international routes, but also the local domestic routes from the main gateway. The now combined area is also quite significantly wide to explore and to service. Tahiti & Windward Islands XP Package, includes the Tahiti Gateway of Faa‘a International Airport NTAA, and Papeete the capital of Tahiti, other islands and airports include Moorea Airport NTTM and Tetiaroa Airport NTTE (Brando Island), and three Heliports; Taaone NTHP, Taravao NTHV and Afareaitu NTHF. Bora Bora & Leeward Islands XP Package, includes Bora Bora Airport NTTB, Raiatea Airport NTTR, Huahine – Fare Airport NTTH, Maupiti Airport NTTP and Tupai Airport NTTU, a private airfield on Tupai. Heliports are five on Bora Bora; Tahiti Nui Helicopters Pago dropzone (XHNTTZ), Four Seasons Helipad (XHNTTF), Saint Regis Helipad (XHNTTS), Le Meridien Helipad (XHNTTM), InterContinental Helipad (XHNTTI), and on Raiatea is a Helipad at Le Taha‘a Resort (XHNTTT). Maps2X-Plane are masters at creating extensive custom terrain mesh with photo-realistic textures for the landscape and the sea. And all the extensive land and tropical sea elements are all covered here. All land autogen is (South Pacific) custom, and significant areas and island locale's are covered like Papeete and port areas. Airport vehicle and sea (water) traffic is also extensive. All airports including the Tahiti gateway Faa'a Airport are all extensively modeled and created, and the unique "South Sea Island" feel in the X-Plane 12 Simulator is very evident. Notable is that the older Bora Bora Leeward, does have still a lot of the older X-Plane 11 elements (older + trees and water) that doesn't have that later X-Plane 12 density and quality, Leeward is very, very good, but Windward is still better in feel and look. Lighting is actually the opposite, X-Plane 12 non-refined lighting is worse than the older but more stable X-Plane 11 lighting on the Bora Bora package. Notable is that both XP12 and XP11 versions are all included in the packages. In your face is the price, $36.99 for the older Bora Bora, and $38.99 for newer Tahiti... together $75.98 for scenery! Obviously an investment, but you get a lot of scenery including tons of detail and extensive features for your hard earned dollars. It's a brilliant set of flexible packages to use as well... now with International Long Haul available, regional island services, helicopter inter-island and hotel services, and even just cruising around exploring the islands in your floatplane, every aspect is covered, and it all comes with a huge quality impact and the immense detail of custom terrain and noted photo-quality base mesh, as a travelogue it is all an explorers delight. Overall, it is the excellent "South Pacific" feel that is the immense drawcard to the Tahitian scenery, can a simulator recreate the realism of the real world, well almost and these sets of Tahitian Sceneries show off the immense talents of X-Plane 12, its all so close, you can now almost touch it with these packages.... Highly Recommended. ______________________ Yes! the Society Islands XP - Tahiti & Windward Islands, Society Islands XP - Bora Bora & Leeward Islands by Aerosoft is now available from the X-Plane.Org Store here : Society Islands XP - Tahiti & Windward Islands Price is US$38.99 Requirements X-Plane 12 or X-Plane 11 Windows, Mac and Linux 4 GB VRAM Video Card - 8 GB+ VRAM Recommended Download Size: 5.7 GB - Installation is done through Aerosoft One Current version: 1.1 (January 26th 2024) Society Islands XP - Bora Bora & Leeward Islands Price is US$36.99 Requirements X-Plane 12 or X-Plane 11 Windows, Mac and Linux 4 GB VRAM Video Card - 8 GB+ VRAM Recommended Download Size: 5.7 GB - Installation is done through Aerosoft One Current version: 1.1 (December 12th 2022) ___________________________ Installation Installation of Tahiti/Bora Bora XP is done through Aerosoft one installer: Aerosoft One Universal After you have installed Aerosoft One, click on ENTER PRODUCT KEY (under the Library Tab) ... enter the Serial Number provided in this order. This will give you the option to download the airport. Note the different X-Plane 11 and X-Plane 12 installations. The Tahiti/Bora Bora scenery is downloaded into a dedicated folder "Aerosoft One Library" on your system, under a file (gameDirectory) via a shortcut. Full Install size (both packages) is 15.34Gb. Documents Standard Aerosoft Manuals Tahiti (9 pages), Bora Bora (22 pages) are in both English and German. Review System Specifications Windows - 12th Gen IS1700 Core i7 12700K 12 Core 3.60 GHz CPU - 64bit -32 Gb single 1067 Mhz DDR4 2133 - PNY GeForce RTX 3080 10GB XLR8 - Samsung 970 EVO+ 2TB SSD Software: - Windows 11 Pro - X-Plane 12.07r1 (This is a Release Candidate review). Plugins: Traffic Global - JustFlight-Traffic (X-Plane.OrgStore) US$52.99 : Global SFD plugin US$30.00 Scenery or Aircraft -ToLiss A321 XP12 - (X-Plane.orgStore) US$89.99 - Cessna 172-1000 - X-Plane Default fleet - Free (with X-Plane 12) -ATR72-500 v1.2 - Riviere 1.2.0 - - (X-Plane.org) - Free Tahiti Scenery Review by Stephen Dutton 18th March 2024 Copyright©2024: X-Plane Reviews (Disclaimer. All images and text in this review are the work and property of X-PlaneReviews, no sharing or copy of the content is allowed without consent from the author as per copyright conditions) All Rights Reserved
    2 points
  3. Thanks, it was a second voyage of discovery!
    2 points
  4. Scenery Review: PAPG - Petersburg James A Johnson Airport by Northern Sky Studio By DrishalMAC2 Introduction Petersburg James A. Johnson Airport (PAPG) is situated in the remote wilderness of Southeast Alaska, within the small but vibrant community of Petersburg. It serves as an essential lifeline to more populous regions, providing indispensable connections for the area's residents. Its single runway, 5/23, with an asphalt surface stretching 6,400 by 150 feet (1,951 by 46 meters), accommodates daily flights operated by Alaska Airlines with Boeing 737-700 passenger jets, reflecting the essential role of air transport in this region. Historically, the service was further supported by Boeing 737-400 passenger/cargo Combi aircraft, highlighting the airport's importance in both passenger and cargo transportation. Petersburg is a locale steeped in heritage, often referred to as "Little Norway," reflecting its Norwegian roots and the fishing industry that has long supported the local economy. Surrounded by the natural beauty of the Tongass National Forest, the area offers access to the unspoiled wilderness, including the scenic Inside Passage and the majestic Misty Fjords National Monument. These features highlight PAPG Airport's role as a gateway to Alaska's vast wilderness, welcoming adventurers and nature enthusiasts who are eager to explore the region's rugged terrain and varied weather conditions. Northern Sky Studio's latest scenery project for X-Plane aims to boost the realism of PAPG Airport and its Alaskan wilderness surroundings with detailed visuals. Targeting a broad spectrum of X-Plane users, from those passionate about general aviation to commercial jet aficionados, the package promises a significant enhancement. So, without further ado, let's explore how this scenery performs in testing. Copyright © 2023 Navigraph / Jeppesen Installation The installation process is straightforward. Download the file, which, once extracted, occupies about 2.6GB of space. Then, place the extracted file directly into your Custom Scenery folder within X-Plane. Additionally, the manual included in the download contains a link to an Ortho4XP tile for the surrounding area. This tile can be downloaded and added to the Custom Scenery folder in the same manner as any Ortho4XP file. Documentation The documentation included is concise to say the least, as it consists of just a single slide that outlines the installation process and includes links to the Ortho4XP file. Additionally, it features recommendations for third-party scenery addons, enhancing the overall experience. Among these recommendations is simHeaven's X-World, which is highly recommended for users looking to further enrich the scenery. Note: All screenshots featured in this review were captured using the optional ortho tiles and simHeaven’s X-World America First Impressions The airport is situated within Alaska's mountainous landscape, encircled by a complex network of waterways that contribute to the region's distinctive terrain. The scenery boasts an impressive array of ortho textures surrounding the airport, derived from high-quality satellite imagery. A particularly appealing decal effect has been applied to these textures, significantly enhancing their appearance and bringing the rugged beauty of Alaska's wilderness to life. Ground Textures and Foliage The runway textures are of outstanding quality, showcasing a rugged and worn appearance that aligns perfectly with expectations for an airport in such a remote setting. Physics-Based Rendering (PBR) technology enhances the textures of both the taxiways and runway, vividly bringing the airport environment to life. The ground textures are accurately marked for runways and taxiways. Notably, the careful addition of cracks and tire markings contributes significantly to the weathered appearance of the surfaces. The vegetation surrounding the airport, with its mix of small bushes and grass near the runway, appears naturally random. This deliberate randomness enhances the feeling of a remote and untamed setting. Ground textures stand out for their quality, with edge markings and tar lines that unify the different concrete textures, adding to the scenery's realistic touch. The rough and uneven edges of the taxiways contribute to the scene's authenticity, reflecting the rugged and genuine atmosphere of the area. Signage and Navigation Aids The airport’s signage is both accurately placed and of high quality. Specifically, the signage at runway hold points, which display aircraft radio frequencies, are notably sharp and clear. The accuracy extends to taxiway signs and runway distance markers, which are not only placed with precision, but are again both sharp and easy to read. This attention to detail ensures that navigating around the airport feels both realistic and intuitive. Main Airport Buildings The airport buildings have been recreated to a very high standard, featuring detailed 3D modelling and high-quality textures. Each building is unique, and after comparing them with real-life images of the airport on Google, it's clear that the models are true to life. The Alaska Airlines terminal building receives special attention, with its representation being particularly accurate and convincing. The main terminal is the only building with a modelled interior, and one which has been recreated with an excellent level of detail. From security signage to wall-mounted electrical sockets, the effort to recreate a realistic interior is evident. The inside is adorned with Alaska Airlines branding, enhancing the immersive experience. Details such as 3D people, welcome stickers, medical and security notices, and even televised images contribute to a bustling and authentic atmosphere. This careful attention to both exterior and interior details promises a convincing and immersive representation of the main airport building. Ground Clutter The ground clutter around the airport is nicely detailed, with a variety of high-quality, random objects, all strategically placed to enhance the authenticity of the airport. Items such as fire extinguishers, pallets, cones, and fuel pumps are thoughtfully added, each contributing to the realism of an active airport setting. Surrounding Area The town of Petersburg, surrounding the airport, has been recreated with careful attention to detail, depicting a highly authentic setting. Notably, the town features numerous dockyards and piers, significantly elevating the area's visual appeal. A tanker moored at the piers, numerous private small boats, and several De Havilland Canada DHC-2 Beaver seaplanes on floats bring the waterfront to life, suggesting a bustling local marine activity. Night Lighting The custom night lighting at PAPG enhances the experience for night-time flyers with a convincingly modelled nocturnal scene. An innovative feature is the control of Runway End Identifier Lights (REIL), and taxiway illumination, which activate only when 122.500 MHz is tuned into Comm 1 on the aircraft. This mimics a real-world system where pilots can manage night lighting, adding an extra layer of realism to the scenery. However, this feature introduces a significant issue. Activating the lights at this airport causes an unintended consequence where the Precision Approach Path Indicator (PAPI) lights at all other airports, whether default or addon, fail to illuminate unless 122.500 MHz is selected on Comm 1. This oversight is notable, and hopefully, it's something the developers will address in a future update. Performance Throughout my testing, I found the scenery's performance to be exceptional, characterised by a seamless experience with no noticeable drop in frames per second (FPS), or stuttering. The airport's relatively small size and its secluded location no doubt contribute to its excellent performance. Although Virtual RAM (VRAM) usage is marginally higher, this is a natural outcome of the scenery's enhanced details and higher quality textures over the default settings, and it is a small price to pay for the significant visual improvements offered. Conclusion Northern Sky Studio's rendition of PAPG Airport in Petersburg, Alaska, carefully combines authenticity with functionality, whilst targeting a diverse audience of X-Plane users. The scenery's highlights include its strategic location in the stunning Alaskan wilderness, high-quality ortho imagery, custom mesh with the optional ortho tile, carefully modelled ground textures, and bespoke buildings that resonate with the essence of the area. This detailed representation allows for an expansive exploration experience, accommodating everything from general aviation to larger aircraft like the Boeing 737, enabling pilots to embark on adventures through the nearby mountains and iconic sites such as the LeConte Glacier and Misty Fjords. Despite an issue with the custom night lighting feature, the scenery maintains an immersive and seamless experience. So, if you're seeking a launchpad to explore Alaska's expansive wilderness, Northern Sky Studio's PAPG airport stands out as an immersive base. It serves as an ideal gateway for X-Plane users keen on uncovering the rugged beauty of the Last Frontier. ________________________ Petersburg James A Johnson Airport by Northern Sky Studio is now available from the X-Plane.Org Store here: Petersburg James A Johnson Airport Priced at $12.00 Features The most detailed replica of airport buildings and vehicles EDGE, REIL and Taxiway lights can be enabled on 122.500 COM1 Custom hand-placed autogen High resolution ground textures / Custom runway textures High resolution building textures Compatible with all X-Plane 12 features Custom mesh for the airport area (Ortho4XP) All materials created for full PBR Shading and occlusion (texture baking) effects on all airport buildings High-resolution building textures Custom orthophoto for the airport and surrounding areas World Traffic 3 compatible Requirements X-Plane 12 or X-Plane 11 (both versions included) Windows, Mac, or Linux 8 GB+ VRAM Recommended Download Size: 2 GB Current version: 1.0 (Feb 15th, 2024) __________________________________ Scenery Review by DrishalMAC2 26th March 2024 Copyright©2024: X-Plane Reviews (Disclaimer. All images and text in this review are the work and property of X-PlaneReviews, no sharing or copying of the content is allowed without consent from the author as per copyright conditions).
    1 point
  5. Military Aircraft Review : North American T-6G Texan by Khamsin Studios & Philip Ubben The extent of the full impression of the effects of the North American T-6G Texan are hidden behind the diversity of the models and the different variations of the original aircraft. Not only for the American Air Force and Naval services "SNJ". But the British Commonwealth versions under the "Harvard" moniker, and localised variations of the Australian CAC Wirraway and Canada's Noorduyn, and it was even developed later into the North American P-64, altogether there has been 15,495 aircraft built, and it had an operational life of 60 Years (1935 to 1995). No small feat for a trainer aircraft. Modified as the NA-26, it was submitted as an entry for a USAAC "Basic Combat Trainer " aircraft competition in March 1937. The T-6 was based on the NA-18, but with a foot longer wingspan, it was the first of the NA-16 series with retractable gear. It was similar to the BT-9, but with a larger engine, the 550 hp (410 kW) Pratt & Whitney R-1340 Wasp, and could accommodate two .30 in (7.62 mm) guns. Khamsin Studios is already known for classic WW2 aircraft, like his last release of the Mustang P-51, But lately he has mostly been working alongside of Philip Ubben, and in the releases of Helicopters like the SA 315B Lama, and now again here in unison with this X-Plane 12 release of the legendary T-6G Texan. The T-6 Texan is a two-seater, dual-controlled, single-engine trainer. Solo flight is permitted only from the front cockpit because of restricted visibility from the rear seat and inadequate controls in the rear cockpit. On training flights, the student uses the front cockpit while the instructor occupies the rear, except for instrument training when the student occupies the rear seat. The aircraft incorporates a steerable tail wheel, but not a free castoring rear wheel. Khamsin is a long time developer for the X-Plane Simulator, so design quality is actually expected, and he does deliver it in spades. Notable is that when X-Plane 12 is the only priority (there will be no X-Plane 11 version). You can use these advanced uprated effects and the lighting to deliver a better all round visual impact. All pure X-Plane 12 aircraft have this quality sheen, but still the talent of the developer is required to make it work in creating this extreme realism that X-Plane 12 can deliver. Here is it excellent, you feel the construction of the aircraft, and the rivets and paneling that goes into the creating the best overall effect. Notable is the excellent reproduction of the R-1340 Wasp, and the huge maul of the front of the aircraft to accommodate it Central hub and propeller (Two bladed, constant-speed Hamilton Standard) are intricately modeled here, as are all the air-cooled nine circular cylinders of the Wasp engine. In payware aircraft you expect this sort of high quality detail, almost is regarded as a benchmark to the current state of the Simulator. But still you marvel on how really good it all is, how far the developer has come in being able to deliver a quality of this high standard for you to enjoy and use. It is all brilliantly conceived and delivered in detail and authenticity here, you can spend ages just admiring it all. Note the excellent hydraulic lines in the gear bay, lovely deep cross-treaded tyres add to the realism, as does the simple strut arrangement of the main gear. Glass in the canopy frame is excellent, better is if you look for the mottled effect in certain lighting conditions, shows again the highlighted realism of the glass. Looking inside and the detail is certainly the pre-war period, but it is still quite comprehensive for a basic trainer aircraft. Notable is the fact that the T-6 Texan was created to replicate heavier service aircraft, to get the same feel and handling as the front line machines, not for just a trainee rookie pilot in taking their first steps in flight. The T-6 is far more up the grade than that, even in other roles as a combat aircraft itself, if only in a lightweight role. As noted the student goes up in the front, the instructor in the rear. But the differences between the two positions are not that much different, bar the aircraft's systems and radios. You feel and see more of the aircraft's frame in the rear, but otherwise they are not that much dissimilar. You sit on your parachute in the metal tub, stick and rudder pedals are all very heavy duty, but it's a very realistic cockpit to be in.... First view looks complicated, but the instruments and controls are all really very standard in their placement and use, so you will soon adjust to the layout. Fuel cock, Landing gear, Trims and Throttle/Mixture/RPM are on the left, right side are the Electrical switches, lighting and fuses (non-active, all DC circuits). Forward the instrument panel is a mixture of instruments, but you can sort of mentally place them, in flying instruments centre left, and engine readouts centre right, with a compass headup front. With the exception of the hydraulic pressure gauge, which is installed only in the front cockpit. A suction gauge is also provided in each cockpit. The gyro horizon, directional gyro, and turn-and-bank indicator are all operated by the engine-driven vacuum system. The airspeed indicator is operated by the pitot and static systems, and the altimeter, and rate-of-climb indicator are operated by the static system. Top level includes (LtoR); Nav 1 Pointer, Airspeed (MPH), Adjustable Compass, Artificial Horizon/ Bank Rate, Manifold Pressure. Second row; Back up Compass, Heading, Altitude, Rate of Turn, V/S Vertical Speed, Engine RPM, Carb Temp. Third Row; Ignition Switch, Suction, Pointer, Accelerometer G, Clock, Oil Temperature and Pressure, Fuel Quantity , Cylinder Head Temperature and (Outside) Air Temperature ... .... far right is the Ampere, and far left lower is the Hydraulic Pressure Gauge. Primer knob is centre right with external lights lower, right lower is the COMM1 and NAV1 radio, with a Transponder set below. Rear seat instrument layout is almost identical, except for radios and transponder. Menu Immediately right of the forward pilot is a "Data Case"... inside is the Tablet/Menu, that when activated (hotspot) is positioned upper left of the pilot. It has five tabs; AviTab, Ground operations, Other options, Sounds and About. Five buttons on the right side of the bezel covers; Power, (not working), AVI (Not Working), XPL (close tablet), Brightness (brighter, darker and again not working). AviTab we will look at in a minute.... Ground operations is the default screen... here you can change the T-6G aircraft options, including a Prop "Spinner". "Early or Late" Canopy VHF and ADF aerials SNJ hook... activation knob is right side pilot seat Gear doors and Wheel covers Bottom left is the adjustable Left or Right Wing "Fuel" Weight in Kgs or Lbs Other options Here there are six options.... first one is to "Show (rear) Copilot". Both pilot heads are animated, and are very realistic, and in flight the actions are different to ground... but both pilots are the same character. Second and third options are the Canopy and Instrument reflections (on/off). Fourth option is an "Autostart" to start the aircraft automatically, this also adds in the "Speech" Option, that will talk you through the engine startup procedure... last Option is to have the "Fuel Switcher" ON or in auto mode. Sounds & About Both pages are first the standard X-Plane "Sound" levels, and the the "About" information of the different areas of work by each developer in Khamsin and Ubben... the aircraft version number is shown here as well. The AviTab Tablet as we have shown is also available (plugin required), it is the standard AviTab layout and tools, but you can rotate a chart from Portrait to Landscape... quality is not very good at chart distance. Liveries Eleven Liveries provided by Khamsin, and all are quite exceptional for authenticity. TA-127 is the default, but included are Big Red, G-TSIX, Lagarto, Popeye, Marines, RCAF, Spanish Lady and the famous Harvard (RAF) "Wacky Rabbit". Plus there is a "Bare Metal" aircraft. Flying the T-6G Starting up a Warbird is never easy, the sequence here is still a procedure to be religiously followed, but tricky if not done correctly. Officially you first select a fuel tank containing some fuel with the fuel tank selector. Then use the hand fuel pump to build up some fuel pressure (the pressure gauge should read more than 1 psi for the primer to work). Push the mixture lever to fully forward. Use the primer to pump at least 1 stroke. (Because over-priming isn't simulated in this first release you could pump some more strokes before hitting the starter and the engine might not need any further priming after startup. Now continue to use the primer it always seems to die until the rpm does stabilises around 700rpm. (You can either wait until the rpm does drop significantly before each new primer stroke or just pump a few fast strokes until the rpm won't drop anymore.). Tricky is the use of the primer... First you have to "Unlock" it? this is done via a hotspot arrow, hidden in the top section of the pump handle, then you can unlock and pump or prime the engine. Don't forget to relock the pump when the engine is running. Highly notable is that the engine start switch is a pedal set between the rudder pedals! If you don't want the palaver of awakening a grumpy old engine into life, then you have the "Autostart" Option on the menu, which is very good with it's vocal patter over the start operation... Highly realistic are cylinder (firing!) startup sounds as you feel the inconsistent firing, then the cycle of igniting the fuel, which is then produced as an effect out of the exhaust... it is really all well done and realistic. The prop settles down to a very authentic clatter in idle... sounds are very, very authentic as noted... A small note in using the "Auto" startup feature, is that make sure your throttle is set upwards, beyond the idle point, if not when the "auto" sequence finishes, then the engine will just "conk" out and stop again, not too much, to give it too much power, but enough to fuel the engine until it warms up. The mixture range (lean-rich) is extremely small, have the mixture set too high and the T-6G will taxi very fast, too low and it just shuts the engine down... but there is fine mixture window between the two settings, were you can get a controllable taxi speed... it is worth finding. So the taxi is nice if can find your comfort zone, but tricky in that the turn circle is one of the widest I have found in a long time, you can help it along of course with a few pumps of the left or right toe-brake, but in reality it is a wide turning circle. Adjust the mixture for more power, and your ready to go... The Pratt & Whitney R-1340 is the larger (louder) engine here, and it sounds glorious with the power on, tricky though is the extremely light tail, once it lifts the aircraft will shimmy badly, and it needs a lot of skill to control, it feels too light to me... so is it the X-Plane dynamics or just developer tuning... of course tail-draggers a tricky to fly (takeoff), but the T-6G seems too unrealistic at this point? Once clear and you enjoy the highly realistic gear stowage, first one strut moves, then it stops to allow the other strut to retract, then finishes the operation.... very good. Once airborne, you feel the weight of the Texan, but also the restricted power to climb? Rate of climb is noted at 1,200 ft/min (6.1 m/s), but you never get even close to that climb rate? Push the Wasp or put it on a high throttle for more power and the engine gives in spectacularly! So you have to keep the RPM well out of the red zone, around 20 (lower green band) to stop it exploding, so this highly restricts your climb rate. Performance is a Maximum speed: 208 mph (335 km/h, 181 kn) at 5000 ft (1,500 m), a Cruise speed of 145 mph (233 km/h, 126 kn) and a Range: 730 mi (1,170 km, 630 nmi). The Service ceiling is24,200 ft (7,400 m). Important is getting your Trims right. The Rudder Trim is the most important, then sorting it out to the right level with the Elevator Trim. Get both right and the T-6G will find the correct balance to fly manually. Important to get correct as there are no artificial helper's here, with no Autopilot installed, the Texan is a pure manual flying machine... would I like an autopilot? that aspect is debatable, but I like authenticity over modern features. Once sorted the T-6G is excellent in the air, a bit heavy (ponderous?) but extremely nice to fly and to manoeuvre with great sounds coming at you from the nose... The view from the Instructors station is excellent, but missing is the forward (animated) student pilot, having the choice to have the forward pilot visible (like with the Aermacchi M-346) would be a nice feature here. Lighting Cockpit internal lighting quite is basic, there are two fluorescent lights in the instrument panel and lights on each side panel. The T-6G does have a load more lighting features, including a full panel for "Recognition Lights" but none are operable or not done yet. That said, it looks very good internally and externally in the cockpit. External lighting is basic as well... there are two inset wing landing lights, navigation lights and that is about it, there is "Strobe" switch, but it doesn't work... so again in areas it feels there is still work to be done on the lighting overall. What is here however is very good Time to land... so I reduce the speed. Flaps are noted in 0 - 10 - 20 - 30 - 40 - 50 steps, but the reality is they are only three degree phases, 0 - 22 (ish) - 50 (full)... 125 MPH is the limit, but a full Flap will give you a level flying speed of around 100 MPH. I found the Texan very stable in the approach phase, quite easy to focus on the runway and keep a straight line in that same focus. Down goes the gear and the speed is reduced to 90 knts, notable is the drag effect on the gear when deployed, so you have to throttle up a little to account for that extra drag... I loved this approach phase, I was very, very deep into the aircraft and flying it as smoothly as I could. As I reached the threshold, I lifted (flared) the nose to rub off the speed, I didn't want to do a three-pointer, but still wanted the tail as low as it could be possible. A touch, then another... and I am down. Again the yaw was tricky until the speed had reduced and the tail was happily down, it takes a little practise to get it right with the rudder and toe-brakes, but its a foible to learn with these sort of low rear aircraft. Your thought go out to those naval boys, landing this aircraft on a shifting carrier deck, you can practise that of course in X-Plane, but I guarantee it was be a very tough challenge to get it right... Overall this was an excellent machine. _____________ Summary Khamsin Studio's is already known for classic WW2 aircraft, like his last release of the Mustang P-51, But he has mostly lately been working alongside of Philip Ubben, and in the releases of Helicopters like the SA 315B Lama, and now again here in unison with this X-Plane 12 release of the T-6G Texan. Modified as the NA-26, it was submitted as an entry for a USAAC "Basic Combat Trainer " aircraft competition in March 1937. The T-6 was based on the NA-18, but with a foot longer wingspan, it was the first of the NA-16 series with retractable gear. It was similar to the BT-9, but with a larger engine, the 550 hp (410 kW) Pratt & Whitney R-1340 Wasp, and could accommodate two .30 in (7.62 mm) guns. This is another exquisite design from Khamsin Studio, X-Plane 12 delivers very high quality aircraft, and this T-6G Texan is no exception, it is beautifully created and detailed, with a perfect soundscape and sound panel. Features are basic, with "Early" or "Late" canopies, Prop Spinner, VHF and ADF aerials, Gear doors and Wheel covers and SNJ tailhook (naval), excellent animated pilots are also included but only the rear can be hidden, front pilot would be nice visible if flying from the rear Instructor position. Popup menu also includes automated start procedure with vocal instructions, and the built in AviTab, but there is no autopilot or any helpers here. Everything is very, very authentic to this extensive service (60 Years) trainer aircraft and a few went into service (combat) as well, so you get that very genuine article feel and use of this very unique aircraft. It is certainly a huge credit to the skills of the developer of what they have delivered here, but totally authentic as well. Khamsin and Ubben have a very high record and a high regard in what they deliver in aircraft for the X-Plane 12 simulator, this T-6G Texan is no exception. But again you feel and use the step forward in quality and effects that dedicated X-Plane 12 designed aircraft deliver, it is quite extraordinary in what is now achieved in Simulation... This T-6G Texan is another banner aircraft to show off those highlights... Highly Recommended. ________________ The North American T-6G Texan XP12 by Khamsin Studio and Philip Ubben is now available from the X-Plane.OrgStore!... Here: North American T-6G Texan XP12 Price is US$32.95 Requirements X-Plane 12 (not for XP11) Windows , MAC or Linux 8GB + VRAM Recommended Download Size: 460 MB Current version: 1.1 (March 25th 2024) Aircraft download is 456Mb, and unpacked, then installed in your X-Plane Aircraft folder 636Mb. No authorization on startup is required. Documents manual_t6g_khamsin_XP12 quick_start_t6g_khamsin The provided manual (31 Pages) is excellent in being a notated original T-6 authentic manual, Quick Start (2 Pages) is mostly flying tips... Designed by Khamsin Studio and Philip Ubben Support forum for the T-6G Texan XP12 ________________  Windows - 12th Gen IS1700 Core i7 12700K 12 Core 3.60 GHz CPU - 64bit -32 Gb single 1067 Mhz DDR4 2133 - PNY GeForce RTX 3080 10GB XLR8 - Samsung 970 EVO+ 2TB SSD Software: - Windows 11 Pro - X-Plane 12.09rc5 (This is a Release Candidate review). Plugins: Traffic Global - JustFlight-Traffic (X-Plane.OrgStore) US$52.99 : Global SFD plugin US$30.00 Scenery or Aircraft - KTCM - McChord AFB - Seattle - Boeing Country 10.5 by Tom Curtis (Sorry not now available) ________________ Military Aircraft Review by Stephen Dutton 26th March 2024 Copyright©2024: X-Plane Reviews (Disclaimer. All images and text in this review are the work and property of X-PlaneReviews, no sharing or copy of the content is allowed without consent from the author as per copyright conditions) All Rights Reserved
    1 point
  6. Kia Orana & welcome back Stephen! What a tremendous and comprehensive review of this South Pacific jewel. Thanks to this masterful work by Maps2X-Plane, while you've been sailing the South Seas, I've been rekindling my real life Coral Route voyages by air. The essence and magic of these majestic Isles has been captured for sure. Thanks for showcasing this extraordinary package, which was an absolute must for this Kiwi who lost his heart to the mighty Pacific many shimmering moon-lit nights ago. Nigel
    1 point
  7. Scenery Review: X01 - Everglades Airpark, Florida by Skytitude By Felicity Smith Introduction As a young girl, I remember rushing home after school to immerse myself in the adventures of Mark, his dad, and Gentle Ben, gliding effortlessly on their airboat through the Everglades in the television series 'Gentle Ben.' Those reruns transported me to a world filled with simplicity and joy, a feeling I’ve cherished into adulthood. So, when Everglades Airpark popped up on the Org store, and hubby suggested I take a look, I thought, why not! Everglades Airpark, located a mile southwest of Everglades City in Collier County, Florida, is more than just a hub for aviation activities; it's a portal to the expansive 10,000 islands that dot the region. Yes, an astounding 10,000! This strategic position offers virtual pilots a scenic base that perfectly captures the essence and beauty of the Everglades. Installation and Documentation Users are provided with two zip files, one tailored for X-Plane 12 and the other for X-Plane 11, to ensure compatibility regardless of the version they are using. The files are compact, with the download size being just over 160MB and expanding slightly to around 170MB once extracted. The installation process involves simply transferring the two folders into your Custom Scenery folder, making it as straightforward as preparing for takeoff. Documentation comes in the form of a modest text document. It's simple yet effective, providing all the essential information needed for installation. First Impressions My first flight over Everglades Airpark in X-Plane was truly eye-opening. For those who haven't had the opportunity to visit this part of the world, the expansive view of countless islands and mangroves is striking. The scenery offers depth with its myriad of islands and islets, presenting a rich tapestry for exploration. While it's uncertain if every single island has been individually modeled, the contrast to X-Plane's more generic landscapes is notable. The enhancements made to the bathymetry data through the edited mesh significantly smooth out the dips and rises in water surfaces that X-Plane sometimes exhibits. This adjustment leads to a more realistic experience, especially noticeable when flying at low altitudes, by mitigating the visual disruptions caused by these inconsistencies As you fly over the airpark, the detailing becomes even more apparent. A custom photographic overlay enhances the realism of the airport and its surroundings, making aspects such as the runway and the nearby Chokoloskee Bay appear more lifelike. Furthermore, the overlay extends over the water, effectively using different shades of blue to indicate variations in water depth. Everglades Airpark Approaching Everglades Airpark reveals that its charm lies in the subtle details rather than grandiosity. The developer has achieved a near perfect balance with the custom foliage, including shrubs, trees, and 3D grass, which are distributed in a way that creates a scene that is neither barren nor overcrowded. Combined with X-Plane's ambient nature sounds, the setting attains an immersive quality that is both pleasing and authentic. The runway itself features textures that realistically reflect wear and tear. The addition of what appears to be windblown sand across areas of the runway further enhances its visual fidelity and acknowledges the airpark's proximity to the coastline. Runway markings, as you would expect, are minimal, displaying only the essential numbers and the airport’s frequency, which underscores the airpark's practical, no-frills ethos. In terms of structures, the airpark reflects its real-world counterpart’s modesty with just a few buildings. The main hangar, serving as a shelter for small single-engine GA aircraft, and the main ticket office, which modestly functions beyond what might typically be called a terminal, are notable for their modelling. The inclusion of 3D figures around the ticket office adds a touch of life to the scenery, a detail that enhances realism. A parking area, a small water tower, and various pieces of airport clutter fill out the scene. While the airpark does not boast a wide range of structures, each element is thoughtfully placed, enriching the overall experience without overstimulating the senses. Everglades City Northward from the airpark, one encounters Everglades City, a charmingly small community that, despite its name, is home to fewer than four hundred residents. The city’s layout, with its orderly grid of streets, hosts a variety of residential and commercial structures. These are integrated into the scenery with a photographic overlay that, while not achieving razor-sharp clarity, marks a modest step up from the default textures provided by X-Plane. The waterfront, with its array of docks and jetties complemented by a selection of default boats, melds surprisingly well into the surroundings. Chokoloskee Island Chokoloskee Island, situated further south and connected to the mainland by a three-mile-long causeway, adds a serene element to the scenery. Its numerous buildings and static caravans, integrated using a photographic overlay, had the potential to be a standout feature. Unfortunately, the use of low-resolution imagery here undermines this potential. Given the relatively small size of the download package, it seems there was an opportunity for the developers to incorporate higher resolution textures without a significant increase in file size. At a time when users are generally receptive to downloading larger files for enhanced realism, the decision to keep the file size modest may limit the visual fidelity of these areas. Upgrading to higher resolution textures could have notably improved the immersive quality of Chokoloskee Island, transforming it into a more engaging part of the Everglades Airpark experience. The present resolution, particularly at lower altitudes, detracts from the scenery's potential to fully captivate virtual pilots with the natural beauty and detailed landscape that this unique region deserves. Night Lighting The night lighting at Everglades Airpark, though modest, captures the essence of what you'd expect from a small general aviation airport such as this. It's not so much about the dazzle but the fit, and in this case, the lighting strikes a pleasant balance. The gentle illumination of the main office building, coupled with the streetlights weaving through Everglades City, creates a serene and realistic nocturnal setting. It’s subtle, yet thoughtfully implemented, providing just enough light to navigate without overpowering the quiet beauty of the surrounding area. Performance Given that my computer is typically more engaged with games like “Hogwarts Legacy” and “Age of Empires” rather than the highly detailed and demanding environment of X-Plane 12, I approached this scenery with a measure of apprehension. To my pleasant surprise, the performance across Everglades Airpark was impressively smooth. The only moment I encountered a slight slowdown was when X-Plane 12’s default trees, especially animated ones in windy conditions, began to accumulate, leading to a minor drop in frame rates. However, for those who, like me, find the trees from X-Plane 11 more than satisfactory, switching back to these in the graphics menu is an option. Overall, the scenery performed excellently, free from stutter and maintaining a good performance level throughout. Conclusion In reviewing Everglades Airpark, I've found an experience that captures the simplicity and authenticity of the real Everglades, albeit on a somewhat modest scale. The scenery shines in depicting the main airport and its immediate vicinity, with its upgraded mesh, realistically modelled main airport building, and a genuine sense of place that truly embodies the spirit of this distinctive location. However, there is room for improvement, particularly the lower-resolution overlays in the urban settings near the airport. While these aspects don’t entirely detract from the overall enjoyment, they do present a clear avenue for enhancement that could elevate the scenery to more closely match the vividness and detail of its real-world inspiration. Weighing the scenery’s modest intentions against its successes, it stands out as a rewarding exploration for those captivated by the charm of the Everglades. With an accessible price point, it offers a compelling option for virtual pilots in search of new adventures, set within a context that doesn't aim for overwhelming grandeur but rather a heartfelt tribute to a beloved region. ________________________ X01 - Everglades Airpark, Florida by Skytitude is now available from the X-Plane.Org Store here: Everglades Airpark Priced at $12.95 Features Complete and accurate representation of Everglades Airpark Highly Detailed areas of Everglades City, Chokoloskee Island and ten thousand Islands for greater VFR Custom Materials and Surfaces with Physical-Based Rendering Effect (PBR) Wet Surfaces Using New X-Plane 12 Weather Technology Spectacular Buildings and Objects with Realistic Night Lighting High Density Hand-Placed Forests and Plants Custom 3D Grass Using New X-Plane 12 Vegetation Technology Accurately Built Large Surrounding Area with Thousands of Hand-Placed Objects Edited mesh for +25-082 tile, a lot of bathymetry data problems fixed Requirements X-Plane 12 or X-Plane 11 Windows, Mac, or Linux Download Size: 163 MB Current version: XP 12 1.0 (Jan 24th, 2024) Review System Specifications AMD R5 2600 – 16GB RAM - Nvidia RTX 2060 – Windows 10 Home 64 Bit __________________________________ Scenery Review by Felicity Smith 15th March 2024 Copyright©2024: X-Plane Reviews (Disclaimer. All images and text in this review are the work and property of X-PlaneReviews, no sharing or copying of the content is allowed without consent from the author as per copyright conditions). =
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  8. NEWS! - Aircraft Updated : FPS Embraer E-195 v1.2.3 Renamed (from Supercritical Simulations Group) Flight Procedures Simulation, have released an update to their excellent Embraer E-Jet 195. This is version 1.2.3 (not one hard to forget). This is a comprehensive update that covers a lot of adjustments and bug changes that followed on with the aircraft on it's release in July 2023... the changelog is quite long! v1.2.3 Changelog - Improved Sasl code for best performance in FPS - Improved Cockpit, External, PBR and material gloss textures - Improved Speedbrake system that now works with the default X-Plane and/or custom FPS speedbrake command - Improved Pushback that now removes the chocks when engaged - Improved Flight dynamics and airfoil data (new lift model) - Improved Taxing behavior and land nose gear concerns - Improved Engine model with new Ram compression - Improved Navigation vertical patch drawing - Improved Navigation Display that only show runways above 3400 feet now - Improved FMA RNAV(non precision approach) RNP APP indicators fixed to meet exact the real ones. - Improved Engine TO-1,TO-2, and TO-3 with ALT/TEMP new calculation for FLEX power - Improved FMC landing speed calculation that now uses the landing weight prediction and can be called from tablet while in the ground - Improved Flight Director TAKEOFF that now respects the altitude waypoint speed/turn transition - Improved FMOD sounds like engines, internal cockpit, cabin and external, winds and air cond - Fixed Cabin Differential pressure and ADV message with a differential value - Fixed Altitude alert sound not working when hit 1000ft to the altitude dailled - Fixed Ice Condition synoptic indicator that was always visible - Added Chocks object to the external model - Added Thermal textures and cockpit windsheld temp. The full X-PlaneReviews release review of the FPS E-195 is here: Aircraft Review : Embraer E-195 by Flight Procedures Simulation Owners of the previous E-Jets by SSG (only the SSG version) can get this FPS E-195 for 20% off. Please find the discount code in your original E-Jets Invoice. So overall if you want a thoroughly decent E-Jet, without the extreme price, then you can't go past this significantly upgraded E-Jet 195 from Flight Procedures Simulations. You could say it is proven and tested, certainly for the older users of the SSG version, who will quickly settle in and be comfortable in their newer updated surroundings. It is great if a clever update to already a good aircraft, and older purchasers of the previous E-Jets by SSG can get this FPS E-195 for 20% off, and that is a great value deal to upgrade the aircraft to X-Plane 12, and all it's modern features. So the E-195 is highly recommended for that great value price, without sacrificing the quality. ___________________________ Yes! - the Embraer E-195 by Flight Procedures Simulation v1.2.3 is NOW available from the X-Plane.Org Store here : FPS Embraer E-195 Price is On Sale... US$55.00 Requirements X-Plane 12 (not for XP11) Windows or Mac (not compatible with Linux) 8GB + VRAM Minimum Download Size: 718 MB Current version : 1.2.3 (March 1st 2024)) Owners of the previous E-Jets by SSG (only the SSG version) can get this FPS E-195 for 20% off. Please find the discount code in your original E-Jets Invoice. Designed by Flight Procedures Simulation (ex SSG) Support forum for the FPS 195 News by Stephen Dutton 8th March 2024 Copyright©2023: X-Plane Reviews (Disclaimer. All images and text in this review are the work and property of X-PlaneReviews, no sharing or copy of the content is allowed without consent from the author as per copyright conditions) All Rights Reserved
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  9. Scenery Review: RJBB-Kansai International Airport by Darkblue Scenery By Michael Hayward Introduction Kansai International Airport serves as the primary gateway to the Greater Osaka Area in Japan. This remarkable airport, inaugurated 30 years ago, is uniquely situated on an island made from reclaimed land, lying 5 km offshore from Honshu. Its near-sea-level elevation of just five meters is particularly noteworthy. In the previous year, it impressively handled close to twenty-eight million passenger movements. Darkblue Scenery, originating from China, are a modest-sized developer within the X-Plane community. Their portfolio includes a total of five airports, with Kansai being their most recent venture. As newcomers to the scene, they have ambitiously aimed to offer a diverse array of popular, yet distinct airports focused on East Asia for the platform. With an open mind about the possibilities that a new developer might bring to the bustling airports of X-Plane, let's embark on this exploration and see what Darkblue Scenery has in store! What/Where is Kansai International Airport? As noted earlier, Kansai International Airport was inaugurated in September 1994, conceived as a solution to the overcrowding at Itami Airport. Surrounded by a densely populated area, Itami had no room for expansion, necessitating a larger hub for the region. The construction of Kansai's man-made island began in 1987, completing in just two years, with terminal and other facilities ready five years thereafter. Kansai International has received several Skytrax awards, acknowledging its service excellence. These awards include best airport staff in Asia and the world, best baggage reclaim, and recognition for having the longest airport terminal globally, extending 1.1 miles from end to end. Situated in a region prone to natural disasters like earthquakes and typhoons, Japan faced a severe test in 1995. The Great Hanshin Earthquake, with its epicentre only 20km away, resulted in over 6,000 deaths and extensive infrastructure damage. Remarkably, the terminal and island airport withstood the disaster without sustaining damage, a testament to its resilient design. Installation Upon purchasing from the X-Plane.org store, you will receive a download link for the scenery. The download process is swift, resulting in a zip file that encompasses not only the scenery but also an extra file ensuring compatibility with X-Plane 11, which is always nice to see. The package comes with a concise instruction’s pamphlet available in English, Japanese, and Chinese. This guide details the installation steps and provides specific directions for XP11 users on replacing the Earth nav data to ensure the scenery runs smoothly on the older platform. Structures and Facilities Kansai International Airport is distinguished by its unique location on two artificial islands. The first airport island spans approximately 510 hectares, hosting Terminal 1, while the second airport island, slightly larger, covers approximately 545 hectares and accommodates Terminal 2. Together, these islands combine for a total area of 1,055 hectares (2,600 acres). They are interconnected by a taxiway bridge, facilitating seamless operations between the two terminals. Access from the mainland is streamlined by a 3km bridge that connects to Rinku Town, ensuring straightforward entry and departure for passengers. Terminal 1 Darkblue Scenery has invested considerable effort in accurately rendering Terminal 1 of Kansai International Airport, achieving impressive visual fidelity. This main passenger terminal, a sprawling four-story structure, highlights an innovative airfoil-shaped roof designed to enhance air circulation within. Constructed with steel and extensive glass exteriors, it provides expansive views of the airport's surroundings. The terminal's architecture brilliantly utilizes X-Plane 12's Physically Based Rendering (PBR) technology, capturing the nuanced shifts in daylight and the stunning hues of sunrise and sunset, thus enriching the simulation experience with its detailed and dynamic appearance. Terminal 2 In contrast, Terminal 2 features a more utilitarian design, embodying simplicity and cost-effectiveness with its single-story layout. This approach notably forgoes the need for elevators, aligning with the terminal's focus on streamlined operations. While the modelling of Terminal 2 may appear simpler compared to the grandeur of Terminal 1, this distinction reflects the real-life architectural choices, emphasizing functionality and efficiency. Despite its straightforward design, Terminal 2 is a vital component of the airport, serving as a hub for low-cost carriers and enhancing the airport's capacity to accommodate diverse passenger needs. The airport layout is thoughtfully designed to accommodate a variety of aircraft sizes, with jet bridges at each gate and larger stands equipped for multiple aircraft doors. This design is a nod to the era when both JAL and ANA operated Boeing 747s for domestic routes and underscores the airport's capacity for handling significant international traffic. Inside Terminal 1, the modelling is straightforward yet functional, featuring elements like walkways and benches that span the terminal's considerable length. While not the most intricate interior encountered, its design thoughtfully balances visual quality with performance. It provides sufficient detail to appreciate the airport's expansive scale from a broader perspective, without the need for an in-depth exploration. Transportation options within the airport are effectively implemented, featuring shuttle trains and buses to facilitate movement between terminals, alongside a city train that extends across the bridge to the mainland. For those who prefer, there's also the option to walk between terminals. Personally, the convenience of the bus or train seems more appealing for navigating the expansive airport grounds. The island housing Terminal 1 also accommodates cargo and maintenance facilities, administrative buildings, and offices, highlighting the airport's significant contribution to local cargo trade. These sections are accurately modelled to reflect their real-world counterparts, including an open hangar for aircraft parking. The vast scale of this operational hub within the airport is impressive, subtly reminding you of its unique location five kilometres offshore. The intricate network of roads and railways connecting the terminals and mainland is accurately depicted, enhancing the realism with dynamic road traffic. Additionally, the inclusion of a solar farm alongside the southern runway highlights the attention to detail, with each panel oriented for optimal sunlight exposure. The textures employed throughout the scenery are notably high in quality, with 4k resolution enhancing the clarity and legibility of building details and signage. Whilst there's room for improvement in the detailing of the terminal roof, the overall design is coherent and thoughtfully applied. Darkblue Scenery has put forth a commendable effort in depicting Kansai International Airport, delivering a rich and engaging experience through carefully created textures and models that span the entirety of the airport's layout. Taxiways and Runway Kansai International Airport's two runways, 06R/24L and 06L/24R, are thoughtfully integrated into the airport's layout, connected to the terminal buildings through a central pair of main taxiways and further supported by several smaller spurs. This well-designed infrastructure facilitates smooth and efficient movement throughout the airport. The runway ground textures at Kansai International Airport, like those of the terminal, are rendered in 4k resolution, significantly aiding navigation. However, it's important to point out that although the custom runway, taxiway, and general ground textures exhibit this high 4K resolution, the photographic ortho imagery for the wider airport area might not meet the same standard, often appearing somewhat muddy in comparison. Upgrading the ortho imagery to a higher resolution here would help improve the visual quality of the scenery, thereby making the scenery more immersive and engaging. The use of bump mapping introduces a subtle depth to the concrete surfaces, capturing the effects of years of exposure to water and aviation fluids. This results in a variety of marks and stains on the originally smooth, grey concrete, contributing to a realistic portrayal of wear and tear. This effect not only enhances visual depth but also adds character to the airport environment. Painted surfaces on the ground receive special treatment with a slight sheen, thanks to PBR technology. This is carefully balanced, avoiding an over polished look, and instead mimics the subtle lustre of newly painted surfaces. Night Effects Nighttime at Kansai International Airport highlights the considerable effort Darkblue Scenery has put into their work, with their commitment becoming particularly evident after dusk. The runway lights transform the approach into a vivid guide through the darkness, prominently marking the airport against the ocean's expanse. This design ensures the airport stands out as a beacon on its island, a feature further enhanced by the taxiways' green central lights. These lights provide essential guidance to pilots navigating to their gates, especially useful amidst Japan's often unpredictable weather. Each parking stand is effectively illuminated, thanks to strategically placed floodlights near each jetbridge, complemented by ambient light emanating from the terminal buildings. This implementation of X-Plane 12's dynamic lighting enhances the visual appeal significantly, creating a scene that is both visually striking and authentic. The airport's lighting envelopes the infrastructure and pathways to the mainland in a soft orange halogen glow. The careful placement of each light source enhances the visual appeal, creating a nighttime ambiance that's both vibrant and welcoming, even in the absence of bustling crowds. While the terminal's lighting is both bright and extensive, it doesn't fully shine through the transparent textured glass windows as ideally expected. This shortfall is slightly disappointing, particularly given the careful placement of spotlights within the departure lounge, an effect that regrettably does not project well to an observer from the cockpit. However, an ambient orange glow from the terminal's service vehicle underpass subtly conveys the internal dynamics. Additionally, the use of older lighting techniques, such as baked-on lit textures, is noticeable, particularly in the office windows. This approach, while historically effective, presents a stark contrast to the more dynamic lighting used elsewhere, highlighting a mix of lighting styles within the airport's design. The maintenance facilities continue to contribute to the airport's nighttime allure, with industrial areas enveloped in stark white light. The hangar, bathed in light from roof-mounted spotlights, emphasizes the operational scale and significance of these zones. Performance Performance-wise, Kansai International Airport proved to be impressively smooth, holding up well even when faced with challenging weather scenarios. The only instance of a noticeable decrease in frame rates occurred during night operations, which may have been influenced, in part, by the presence of Traffic Global. Opinion and Closing Remarks Discovering Darkblue Scenery's work on Kansai International Airport has indeed been an eye-opener. Approaching this review with an open mind, I've been thoroughly impressed by the quality and detail embedded within the scenery. The evident effort and careful planning that has gone into recreating KIX, positions it among the finest Japanese sceneries available for X-Plane 12. While there are few negatives to highlight, it's worth mentioning that the photographic ortho used, albeit a nice addition, could benefit from a higher resolution to maintain quality upon closer inspection. Additionally, the use of baked lit textures on some major buildings, while functional, does reminisce about earlier days of X-Plane design. These points, hopeful for attention in future updates, are minor when considering the overall excellence of the scenery. For flight simmers seeking a detailed and carefully modeled airport without a hefty price tag, Darkblue Scenery's Kansai International Airport, priced at an accessible $16.99, stands out as an excellent choice. This scenery not only showcases the developer's remarkable capability but also ignites anticipation for future creations. With a keen eye on areas ripe for enhancement, I remain genuinely excited to witness the ongoing evolution of their offerings. ______________________________________ RJBB-Kansai International Airport by Darkblue Scenery is available from the Org store here: RJBB-Kansai International Airport Priced at US$16.99 Features: 4K textures. Whole island owned detail modeled buildings which restored from reality. Customized ground markings and taxiway signs. Customized lights. Customized taxiway and runway texture. Interior for some buildings include Terminal 1 and train station. Accurate taxiway and runway according to the newest AIRAC data. Extremely FPS friendly. Requirements: X-Plane 12 or X-Plane 11 (XP11 has been tested and could run without error, as this scenery is fully designed for XP12, some users may experience few jetways offset in XP11.) Windows, Mac, or Linux 8 GB VRAM Minimum Download Size: 810 MB Reviewers System: Windows 10 Professional AMD Ryzen 5 3600 Processor 32GB RAM Palit GeForce RTX™ 3080 GamingPro Scenery Review by Michael Hayward  29th February 2024 Copyright©2024: X-Plane Reviews   (Disclaimer. All images and text in this review are the work and property of X-PlaneReviews, no sharing or copying of the content is allowed without consent from the author as per copyright conditions)  
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  10. Updated Aircraft Review : Eurocopter EC130 B4 v1.2 X-Plane 12 by HSF The Bell 206 JetRanger changed helicopter operations forever. Before this light rotor craft came on to the scene, then Helicopters were used mainly for Military, Oil or Government operations. But the Bell 206 was reliable and cheap enough to operate in commercial areas. Hence the load of television stations that became the "eyes in the sky", also Fire Police and Customs used the aircraft for their own particular services, but more so was the commercial aspect of personal transport, or the use of helicopters in the field of consumer usage. Not only for heliport to airport transfers, but the flourishing tourism market of which where the real action was... or sightseeing from the air. Today we take this air tourism market for granted in "Sightseeing Flights", but a few decades ago they were then very compelling and opened up a world to the masses and not only for the rich few. It's big business, go to the Grand Canyon, Nevada and see the huge flightlines of machines, or at any scenic attraction, and there is also a very good chance you will be able to also go for a sightseeing flight. The Bell 206 dominated this tourism market for decades, it was the perfect machine for the job, so how do you replace it. The French developed the Eurocopter AS350 Écureuil, or Aérospatiale initiated a development programme to produce a replacement for the aging Aérospatiale Alouette II and in so created another iconic helicopter. But for tourism operators the AS350 was slightly too small, so (then Eurocopter, now Airbus Helicopters) had to develop something else for the market. The designed EC130 was achieved in close cooperation with the said tour operators, one such operator, Blue Hawaiian Helicopters was also in being the launch operator; The EC130 has been described as having a spacious cabin for accommodating up to seven tourists and also providing excellent external visibility. It also created a strange machine in being very wide with it's three forward seats and four rear seat configuration, the pilot flies from the left seat, even a dual operation it puts the second pilot in the middle seat. Another change on the EC130 for safety was the use of the guarded Fenestron anti-torque device in place of a conventional tail rotor, the Fenestron also has unevenly spaced blades to reduce noise generation by 50% compared to a tail rotor; this enabled an FAA Appendix H fly-over noise signature of 84.3 EPNdB, 8.5 dB and below stage two limits. So the EC130 is a quiet machine for operations over densely packed environments. Update v1.2 and v1.2 This is the second updated review of the EC130. Original release date was the 26th August 2023, a comprehensive update v1.1 was released almost a month later (17th Sept 23), now a third update v1.2 (23rd Oct 23) includes the addition of a Medivac version. Again it made sense to combine all the three versions together, and highlight the changes with the newer updates included. A full changelog is included below. HeliSimu France are a newly formed (2019) community dedicated to French designed helicopters. The EC130 is their first collaborative venture for the X-Plane 12 Simulator, there will be no X-Plane 11 version of the aircraft. And there is a lot of collaboration going on here, mostly by HSF with a design by highly renowned NemethDesigns. First views of the HSF EC130 are extremely good for a first time developed aircraft. Particularly for a helicopter as the quality and detail in this sphere is, always been extremely high... The EC130 is a single-engine helicopter. It uses a three-bladed Starflex main rotor which is matched to an enclosed tail fan anti-torque device, known as a Fenestron, the latter feature replacing the traditional tail rotor found on the older AS350. The EC130 uses the Turbomeca Arriel 2D turboshaft engine; the performance of this powerplant 710 kW (950 hp) has led to the type having been described as possessing "better power margins and range than competing models, particularly in hot and high conditions". The B4 is the Initial launch model of the type. First flight 24 June 1999, and 700 aircraft have been built to date. First of all there are two versions of the aircraft from HSF, one is the standard "Analog" avionics, the second is "G500" for FAR Part 23 Class 1/Class 2 aircraft, dual-screen electronic flight display classification. You select either system from the X-Plane Flight Configuration menu. On the G500 EC-130 aircraft there is also the extra option to install a RealSimGear G500 for a more higher detailed and menu driven avionics version of the unique system. Detail As noted the modeling and design here is by highly renowned NemethDesigns. It shows as the quality is very good, again we will note that helicopters are a level above in quality and detail than the usual aircraft fare in the simulator. The complex construction of the EC-130 is really well done here, all the panels are all perfect and so are the locking latches, steel/chrome highlights are well done as well. Underside of the fuselage is also highly detailed, highly realistic. Noted as PBR 2K textures, they are very good. The burnt exhaust is very realistic, as is it's complex shape, but the air-vent circular pipes could be more rounded. The Fenestron in flight looks great as is the nicely surrounding sculptured enclosure. The construction detail of the rotor hub is excellent, all rods, tower and joints are perfectly modeled with a cap on top. - Version 1.2 - In the v1.0 release the rotor hub was not animated, But now in v1.2 there are fully articulated rotor hub movements, including Collective, Pitch and Roll, by having these elements present in the detail is a pointer to the depth of the design... The actions here are excellent, as the hub is now fully animated. Collective Pitch Roll ... on the Fenestron the blades they also simulate the Yaw aspect by movement with the rudder controls. Glass is exceptional, dark thick and beautifully curved and intergrated into the fuselage, notable are the central window panels, that give the aircraft it's width, and excellent skylights set in above, it is a very scenic built forward cabin for sightseeing. So the modeling and detail is excellent, very high quality and very well executed by NemethDesigns. As we go into the cabin, we will look at the menu options as well, because they are related. Menu The Menu is situated upper left panel by clicking a hotspot on the Caution Warning Panel (CWP)... you can move the menu panel in a semi-circle around you via the arrows, left or right. Obviously this menu system has been created for VR or Virtual Reality users in mind, its easy to use and accessible as well. All the four doors can be opened, the left rear is a slider, the right rear an opening dummy door. The seven seats are tall, very thin and built on a metal frame, three front and four rear. The seat construction frames are excellent, and the cabin interior is most all shades of grey with black. nice carpets and the interior is a darkish grey. There are also the various material design options (and colours) from seat covers to changeable seat patterns, via the differently selected livery. Also via the menu you have the option to remove both the forward (two) seats and the full rear four seats. Clever is the use of the X-Plane Weight & Balance menu to add in the pilot and passengers... .... slide the Pilot weight slider above 50 kgs and he will appear. Slide the "Front" passenger (PAX) to 75 kgs and a passenger will appear, another 75 kgs and a second passenger appears. The same system is used in the rear with the four passengers left to right. - Version 1.1 - There are changes to the Weight and Balances menu with the addition of new features in v1.1... added are four new sliders to cover the weights in "Cargo" and "Basket" loads. There are excellent cargo baskets on each side of the EC130, Adjusting the weight slider (v1.1) and you can now have baggage (cargo) in the baskets, nicely done.... and you can also open the baskets with a hotspot. Another v1.1 change is the addition of opening side cargo (baggage) compartments... like with the Baskets, if you adjust the W&B menu slider you will get internal compartment bags (luggage) Other external options include; Left side Mirror and underside Sling Hook. You can select the Sling Load weight and Object on the X-Plane W&B menu, but there are no objects to load, or provided? Set the weight, turn on the "Sling" selection in the SCU or system control unit... and the weight is shown on the far left "Sling load Indicator". Externally because there is no object you get a white and red box to lift, In time I would expect real objects to lift. The EC-130's aircraft keel is of high-strength, with chemically milled beams rather than the usual stamped metal, so it's lift capacity is higher. Notable in v1.2, AlpineHoist sling load weight indicator if the plugin is installed (Available with the next version of AlpineHoist) More external options include lower and upper wire cutters... Working "Floats" and rear skid "Bear Paws". Final external option are the "Handling Wheels" again on the rear part of the skid. You can manoeuvre the helicopter by the wheel control panel when you select the Handling wheels selection... just press the arrow on the direction you want to move, but it is very, very basic... even primitive in action? - Version 1.2 - Added into v1.2 update is a full medivac fitout. This includes seating, a stretcher and Medical Equipment bay. The quality and detail of the Medical interior is excellent, really well thought out and executed. The Medical option is selected via the menu or the Medivac Livery. You can also add in the medical flight crew via the same X-Plane/Weights & Balances menu. The crew are all dressed in the correct uniforms of Pilot (black), Doctor and two air Paramedics. It's very versatile as well. Need just the doctor (flying out), then put in a Front Passenger weight below 150 kgs and there is no patient, above 150 kgs, and there he is (flying back). The rear two Paramedics use the same weight system to have one or two medics present... clever. A Ohio State "MedFlight" livery is also provided, but I expect others to follow. Also added to v1.2 is a very nice GPU (Ground Power Unit) a branded HOBART. It also can be found on the 3d Menu. Instrument Panel - G500 The Instrument binnacle is huge, but still small in this wide cockpit... set to the far left it is very well done here in look and detail. Black on black, it is quite dark internally. There are the two layout configurations as noted... Analog and G500, we will look first at the G500. And it has built-in a "Synthetic Vision" feature that is excellent, the best Synthetic I have seen yet. The G500 avionics package is designed specifically for FAR Part 23 Class 1/Class 2 aircraft (singles and twins less than 6,000 lbs.), G500 system is an affordable, dual-screen electronic flight display that works with your avionics stack to provide a fully certified “glass cockpit” retrofit option. Dual 6.5" LCDs are mounted side-by-side in the bezel, put both the Primary Flight Display (PFD) and Multifunction Display (MFD) capabilities directly in your field of view to help streamline instrument scanning. There is real-time True Airspeed calculations and selectable Winds Aloft data as well as aircraft ground speed, GPS active waypoint, distance-to-waypoint, desired/actual track, and more. PFD consolidates all primary situational information regarding your aircraft’s position are in tapes, speed, attitude, vertical rate, altitude and flight progress. plus Nav 1, Nav 2 and GPS data. This version from HSF is very, very good, but you can also install a payware version as noted from RealSimGear G500. There is a provided folder and instructions in the package to install the RealSim G500 version correctly. The left display MFD provides detailed moving-map graphics of your aircraft’s current position in relation to ground features, chart data, navaids and more. TCAS and Weather overlay (X-Plane) are both supported. On the HSF version I couldn't see the flightplan tools, and too a point the MFD is a little basic here, but more detail may follow. How to use the G500, I will cover in the flying section of this review, it is a one knob operation, clever. v1.1 Added is a Toggle custom command for the starter and hydraulic switch, mostly for home cockpit builders, but also for a button press start on your keyboard. VEMD - Vehicle and Engine Management Display Aérospatiale helicopters use the excellent VEND (Vehicle and Engine Management Display) system. It is a two display (Upper & Lower) arrangement with screen options available via right side buttons, on power up you will get a test loop of the system. Upper screen shows two displays, "Starting" and in "Flight". Shown on the upper "Starting" display is; Fuel gauge, Fuel quantity, Bleed valve flag, Starting T4 indication, Torque indication NG and delta NG indication, VEND caution messages and OAT (Outside Temperature). On the "Flight" display is; Fuel gauge, Fuel quantity, Bleed valve flag, In flight T4 indication, Torque indication, NG and delta NG indications and OAT. On the lower "Flight" display is more flight performance data; Engine oil temperature, Engine oil pressure, Voltage ( Battery and Generator), Generator amperage, Fuel Flow and Endurance in hours. When you shut down the Ec-130, the lower VEND display will create a "Flight Report", incuding; Total flight number(s), Last flight duration, Last flight N1 and N2 cycles, Total N1 and N2 cycles and a Over-limit indication if detected during the flight. What is missing from this HSF system is the "Test" routines for the VEND system and displays, and you miss that visual (and colourful) test loop (There is a static test, but not the animated loop testing), and most of the buttons on the two displays are false, except for ON/OFF, Reset and Brightness? Analog Panel Besides the G500 Avionics you also have a standard analog instument package, this layout is excellent with instruments; Caution Warning Panel (CWP), NR indicator (rotor/ N2 speed) 3 way Emergency switch, Standby Horizon, Gyro slaving control, indicated air speed (kts), Pilot Horizon, Altimeter (ft), large Radio Altimeter (ft), HSI (Horizontal Situation Indicator), Variometer (ft/min), Clock/Chronometer, HSI source switch, lower Cockpit Lightings Knobs and NAV 1 GPS. Switiching Avionics (G500 - Analog) changes the display (slightly). The Airspeed and Altimeter become lower panel backup instruments, and the Lighting Panel is moved to the right hand side. A custom instrument is the NR (Top Left) Indicator, which shows the rotor speed and the N2 engine speed, Low NR will send alarm sounds in the headset if NR is under 360 rpm, and high NR alarm sounds in the headset if the NR is above 410 rpm. There is also an "Electric Emergency Switch" (Emer SW), that switches off all DC power, except vital power consumers. There are two other instrument menu options with the Artificial Horizons (main and backup), as they can be the switched between a Floating Globe, or Electronic Horizon instrument. I prefer the nicer Floating Globe option. The other (menu) option is to install the SAS (Stability Augmentation System), which is basically a Helicopter Autopilot System. It is situated below the GNS 430 GPS unit. Lower console is really well done, with a Garmin GMA 340 radio top, Bendix/King NAV 2 radio centre and Garmin GTX 327 Transponder unit bottom. The lower console has the "SCU" or System Control Unit, with a multitude of operations, including; Battery on (bat epu and dct/bat work together), Generator on, Horn (low NR and high NR alarms in the headset), Cockpit light, Avionics on, Generator reset, Anti-Collision light, Nav lights, Fuel pump, System lights, Instruments lights, Pitot heat, Sand filter, Sling load indicator, Taxi & Landing lights, Floats arm on, Crank engine, Warning lights test, Fire test and Servo test. Pressing the W/L switch will test the Caution Warning Panel (CWP), VEND and SCU, like I mentioned earlier it is only a lights test here, not a VEND system test? You have (more) options for changing the Avionics in replacing the GNS 430, and the Analog Radio/NAV 2/Transponder with a Reality XP GNS 430W and Reality XP GTN 750 Touch on the main panel and upper console, if you own those external options, and then the switching can be done in the menu. There is the option to use the AviTab, positioned on the far right of the instrument panel, the plugin is of course required. The option for a "Single" or "Dual" controls (Cyclic and Collective) is also available via the Menu. You can "Lock" the Cyclic by pressing the base plate... the Collective has a huge amount of active functions available, including; Landing light, Inflate floats, Hydraulic switch, Taxi light, Wiper, VEND scroll function, Landing light pitch, Twist (Throttle) grip in idle or flight positions and Collective Lock. The Huge massive two section Wiper is an option, and the switch is hard to find, but it is situated far left on the collective handle. Above you are four very nice Bose headsets... click for sounds and instrument warnings! The "Rotor Brake" lever (apply below 170 rpm rotor speed) and the Fuel shut off lever and Fuel shut off lever guard are all situated forward roof. Added in v1.1... is that the aircraft registration is now noted on the top of the instrument panel, it changes with the applied livery registration. ______________ Flying the EC130 B4 Helicopters are all about feel, mostly in the controls. Get it right and it a glorious place to be, get it wrong, and your struggling with the machine. The type of machine helps as well. Big heavy helicopters are more gentile, easier to fly, but light helicopters can be tricky and nasty. The AS350 can be like that, it will take smooth control and minimum inputs to get it right... so where does the EC130 stand, well in the middle, with more a benign nature, than a hairy jiggling machine. Yes a novice could fly this EC130 B4, it is nice enough and benign enough to warrant that. But it does have its odd characteristics. Changed in v1.1 is the Rotor animation... to a smoother rotor blur or a more realistic rotor movement, very nice it is. There is also the allowance now of Rotor blur on both blades sides, it also allows you to customise each side differently, but there are no notes on how to do this? Another note is that the Fmod external sound has been increased, and so has the doors (open) sound in external view. Taking off and the Yaw (rudder) feel is odd, there is thrust, then give the rudder more right foot and the thrust becomes less, then kicks in higher in a boost that sends you in the opposite direction (twirling). But I eventually controlled the yaw oddities, even got a low hover in place above the pad without drifting... then a forward motion (in the direction I wanted to go)... so the EC130 not (thankfully) one of those sweary impossible machines to fly. Find your groove and the machine is very good, nice to fly once you have settled the angle of forward flight to the altitude. An option you have is to switch on the "Vibrations", so you don't need an external "Effects" plugin to get realistic movements... and I really like them, nice movements, without not being too severe or silly, if you don't like them, you can "Kill" the effect in the Menu. The famous Matterhorn looms in the scenic windshield as I try to gain as much height as I can... The rate of Rate of climb is 9 m/s (1,800 ft/min), a Cruise speed of 237 km/h (147 mph, 128 kn), with a Never exceed speed of 287 km/h (178 mph, 155 kn) over a Range of 606 km (377 mi, 327 nmi), or 4 Hours endurance. Service ceiling is a remarkable 7,010 m (23,000 ft) with a Hover ceiling IGE of 3,429 m (11,250 ft). So the EC130 is a very capable machine. Manual hands on flying is easy, not at all tiring as some Helicopters are, they require a lot of concentration, physical tension to keep the movement and motion going forward... but not here, its a nice aircraft to fly, hands on the controls, as I hate aircraft you have to fight all the time, but that is not what you get here. v1.1 brings even more Improved flight "Stability", a more hands on feel from the machine, and yes it is improved. Notable is that HSF recommend 6 Flight Models per Frame, on the X-Plane/General Menu page, and I will confirm that action for a smoother flight and less weight on your framerate. Sounds, quite brilliant with FMOD 2... All the startup whines and the blades cutting the air, with the howl of the turbine Arriel 2D in the background, the blade slap is good as well if you dip or turn too fast, in cruise it is excellent, but I can't hear any doppler sounds. My aim is to get over that ridge and into clear air... ... now that is done we will look at the G500. The operations here are in conjunction with the SAS (Stability Augmentation System) It is a nice simple system, select your operation from; HDG (Heading) CRS (Course), ALT (Altitude), V/S (Vertical Speed) and BARO from the left selections, then adjust the knob for that selection, a single handed operation... clever, very easy to use! Only two notes, one be careful you react to the right selection if connected to the SAS, otherwise the helicopter will go bananas, its easy to do, as I did did it not once but twice. Second is how to use the V/S selection? No tutorial manual (or video) makes it hard to use? BARO can be set in both hPa and inches Hg. The SAS is very good, clean entry and exits to the system, and it is very easy to use. But you need brighter operation lights, you can't see which selection is selected in the daylight? The SAS selections are not noted in the G500 either. v1.1... the SAS selection operation lights have been brightened in the update, it is far better to to your selections now. Also the tail beacon strobe light is brighter. Two final v1.1 notes include an Analog Barometer setting bug fix and a Autopilot disconnecting bug fix. Notes for v1.2 include a HeliSAS heading mode behaviour Fix, RealSimGear G500 slip indicator Fix and a RealSimGear G500 autopilot NAV mode Fix. Lighting Lighting is good, but not brilliant.... The instruments can be faded by a 3 way dim switch... ... two knobs adjust the backup instruments, and the VEND/G500 surround highlight buttons. There are two rear DOME lights, but they are not very effective? Certainly no use for MAP reading, or for even lighting the rear compartment. v1.1... as noted above the internal lighting was average. But in the update it has had attention. The Instrument lighting has now more adjustment, meaning far brighter, and much more nicer it is, the G500 panel lightning has also had a bug fix. The overhead DOME lights have had adjustment as well, again far brighter... but I still think a couple of overhead spot (map reading) lights would be nice or more useful. External lighting is basic... A large Landing light, then a Taxi light is set behind it. Navigation lights are small, but the nice Anti-Collision beacon on the top of the tail is good. v1.1... external lighting has had adjustment as well, all lights are brighter (it needed more brightness), and the landing light has more pitch as well (and now works in the replay). All in all the Eurocopter EC130 B4 by HSF is an excellent first release, yes there are a few areas to still or could be developed deeper, but the basics are all really good here, modeling, flight dynamics and it comes with a huge feature list... It's nice to fly, unusually for both the Pro's and the Novices, basic Helicopter flight is always a challenge, but this aircraft will at least meet you halfway.... _______________ Liveries There are 29 liveries! a lot, with most current EC130 operators provided. Liveries are all of a high quality and are brilliantly presented. We can't show you them all, but here is a small selection. The aircraft including the individual liveries all use "XPersistence". Which is a plugin for X-Plane 12 which adds persistence by saving some datarefs at the end of a flight and restores them at the beginning of the next one. The datarefs are all saved individually per livery and with the options selected. V1.1... Two new liveries have been added in the update; C-GPHF Phoenix Heli-Flight and F-GXPG Private Owner... Also there is a new paintkit, with or without dirtiness. _______________ Summary The Eurocopter EC130 was created basically for one major role, Sightseeing and Tourism, hence its ultra-wide cabin and seven seat arrangement. The spacious cabin also makes the machine a great Helicopter Emergency Medical Services (HEMS) aircraft as well. It was a role created initially by the venerable Bell 206 JetRanger. But the EC130 was developed to be a larger and faster Eurocopter AS350 Écureuil. Built around the Turbomeca Arriel 2D turboshaft engine and a Fenestron anti-torque device in place of a conventional tail rotor, the EC130 B4 first flew 24 June 1999, and to date 500 aircraft have been built. HeliSimu France are a newly formed (2019) community dedicated to French designed helicopters. The EC-130 is their first collaborative venture for the X-Plane 12 Simulator, there will be no X-Plane 11 version of the aircraft. Design and modeling is by highly renowned NemethDesigns, the quality and detail is therefore very good. Helicopters in X-Plane are certainly some of the best simulations in the simulator, complex and usually come with a load of options and features, that aspect is well delivered here. The menu is simple (popout 3d) but loaded with detail. All the usual features are here, Opening doors, doors removal, cargo baskets (2), underside Sling Hook, Mirrors, Wire cutters, single or twin controls and a great Weight & Balance Menu is used to add in a Pilot and six Passengers. Also are there two versions with either the glass version G500 or Analog avionic choices, and options for the addon RealSim G500 and Reality XP GNS 430W, Reality XP GTN 750 Touch intergration. Vibration Effects and AviTab are also included. The VEND (Vehicle and Engine Management Display) system is also very good, but not as deep in systems as seen in others. The Fenestron system is unusual to fly and use (Yaw thrust), but overall the aircraft is very good for Novices and Pro's alike, with a good SAS (Stability Augmentation System) to help out on longer flights. Sounds are universally very good as well, with all the required aural alarms. Obviously the Eurocopter is a collaboration of French Helicopter enthusiasts, certainly the people were focused for good detail, as this is an extremely good first release. Nothing is perfect, certainly a few areas in the VEND, G500 and the internal lighting could have more depth, Object provided for hoisting and physical cargo... and a tutorial manual would also be a good addition as well considering the complex aircraft systems. Notable is the v1.1 update (17th September 23). It brought New opening side Cargo doors, with 3d baggage and for the side baskets, better rotor blur and animation, and various internal and external lighting improvements, and now this new update v1.2, that adds in a Medivac interior and Medical crew, also added was the Ground Power Unit and Rotor hub animations. But overall the EC500 B4 is excellent, another brilliant machine to use and to fly regularly. The X-Plane Simulator always did lead the simulation market with excellent Helicopter designs with a lot of features, this one from the French Developers is another one to savour and certainly to invest in, great value price as well.... Highly Recommended! ________________________________________ The Eurocopter EC130 B4 by HSF is now available from the X-Plane.OrgStore!... Here: Eurocopter EC130 B4 Price is US$27.95 Requirements X-Plane 12 (not for XP11) Windows, Mac or Linux 4 GB VRAM Minimum - 8 GB+ VRAM Recommended Size: 1.11 GB Current version: 1.2 (October 23rd 2023) Designed by Ceds from HSF (Heli Simu France) Support forum for the EC 140 B4 _____________ Installation and documents: download for the EC130 B4 is 1.16Gb and the aircraft is deposited in the "Helicopter" X-Plane folder. Full Installation is 1.33GB Full version v1.2 changelog EC 130 v1.2 changelog.txt AviTab Plugin is required for this aircraft Documents supplied is: 1 HSF EC130 B4 Introduction.pdf 2 HSF EC130 B4 Configurations.pdf 3 HSF EC130 B4 Normal Procedures.pdf 4 HSF EC130 B4 Normal Procedures Printable white version.pdf 5 XPersistence Plugin.pdf 6 HSF EC130 B4 Acknowledgements.pdf 7 HSF EC130 B4 End User License Agreement.pdf 8 HSF EC130 B4 G500 RSG installation.pdf Eight documents cover setup, configurations and general options on the aircraft available, details for XPersistence Plugin is also provided, as is the installation details for the RealSim G500. No Tutorial, which is a small annoyance as the systems are complex to a novice. Review System Specifications Windows - 12th Gen IS1700 Core i7 12700K 12 Core 3.60 GHz CPU - 64bit -32 Gb single 1067 Mhz DDR4 2133 - PNY GeForce RTX 3080 10GB XLR8 - Samsung 970 EVO+ 2TB SSD Software: - Windows 11 Pro - X-Plane 12.06b4 (This is a beta review). Plugins: Traffic Global - JustFlight-Traffic (X-Plane.OrgStore) US$52.99 : Global SFD plugin US$30.00 Scenery or Aircraft - Alps UHD XP12 by Frank Dainese and Fabio Bellini.- (X-Plane.OrgStore) - US$49.95 _____________ Updated Aircraft Review by Stephen Dutton 24th October 2023 Copyright©2023: X-Plane Reviews (Disclaimer. All images and text in this review are the work and property of X-PlaneReviews, no sharing or copy of the content is allowed without consent from the author as per copyright conditions) All Rights Reserved EC 130 v1.1 changelog.rtf
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