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  1. Scenery Upgrade Review : KTLH - Tallahassee International Airport XP12 by Skytitude One American State that is highly supported with X-Plane scenery than most, and that is Florida. From the lowest point of Key West, to the state boundary in the north, there are some really great quality destinations for you to chose from. My flying time in X-Plane has found me chris-crossing this one state more than any other. Some developers like FS Designs specialise in the Florida State, another in Skytitude has a few quality destinations in there as well. This is Skytitude's upgrade for their original KTLH - Tallahassee International Airport X-Plane 11 scenery, released only in November 2021, so it is not as would say an old scenery in quality, it is still available if required for US$19.95. Before that release the only scenery available for KTHL Tallahassee was an odd version from Rim&Co. A messy piece of work, that was discontinued as it had illegal, meaning stolen objects from other developers work, so best forgotten for more than one reason. So here is the X-Plane 12 upgraded version of KTLH Tallahassee International Airport, which is not actually an international port, as it doesn't have any international services to other countries. However KTLH is noted as a full-service "Service Port" for U.S. Customs. The title allows international cargo and general aviation flights to directly come to Tallahassee, which is the leading cargo handler in the Panhandle area of Florida. Tallahassee handles around 9.5 million pounds of cargo a year, Most services here are what you would call feeder (Hub & Spoke) regional routes, Atlanta, Charlotte, Miami, Fort Lauderdale, Tampa, Dallas and Washington DC. But Tallahassee is also the Florida State Capital, it is the largest city in the Florida Big Bend and Florida Panhandle region. Tallahassee is also a college town with student population exceeding 70,000, home to the Florida State University, Florida A&M University, and Tallahassee Community College, a large state college that serves mainly as a feeder school to Florida State and Florida A&M. The KTLH city-owned airport is situated five miles southwest of downtown Tallahassee, in Leon County, The airport covers 2,485 acres (1,006 ha) at an elevation of 81 feet (25 m). It has two runways: 09/27 is 8,000 by 150 feet (2,438 by 46 m) and 18/36 is 7,000 by 150 ft. (2,134 by 46 m). Helicopter operations are generally confined to the Runway 18/36 area, or direct approaches to the Million Air FBO ramp area. Tallahassee International Airport IATA: TLH - ICAO: KTLH - FAA LID: TL 09/27 - 8,000ft (2,438m) Asphalt 18/36 - 7,000ft (2,134m) Asphalt Elevation AMSL81 ft / 25 m A new passenger terminal was built just north of the new 09/27 runway on November 2, 1987, and the new terminal prompted officials to rename the airport from Tallahassee Municipal Airport to Tallahassee Regional Airport. On December 3, 1989, the city opened the $33 million terminal, and on February 20, 2000, the terminal was soon renamed the Ivan Munroe Terminal in honor of Tallahassee aviation pioneer Ivan Munroe. It is a simple layout. A terminal building with a pier that is connecting to a concourse, or a split single concourse into A and B, from the side it is in a H design. The Munroe terminal is really well replicated here by Skytitude, very realistic with very good building detail and adornments. The terracotta roof is in contrast to the brown main building and pier exposed concrete. Scenery clutter is very good, but not overwhelming... there are no animated service vehicles here, and it is noticeable in creating a static sort of environment. Note the excellent aerial installation on the forward part of the connecting pier, and the very nicely done ramp lights. There are eight detailed, white Airbridges A1-A6/B1-B6, like the real ones they come with no branding... they are powered here by the built in X-Plane 12 "Ground handling" menu. A lot of developers are moving away from the SAM system (and it's problems) and back to this updated older version, in lots of ways it is currently a better solution than the fiddly SAM experience. There also five static walkon/walkoff gates for smaller regional aircraft in A7, A4, A2 - B2, B4, B7. The landside terminal is very nicely done, even in a walkaround way, with nice well done 3d vehicle carparks and really reat fauna. But there there is no internal terminal detail. There are also no people, or traffic, again in creating a more static feel at TLH than an active one. On the roof are solar panels, in fact there is a loads of solar panels here as we shall see later. Trees are all X-Plane 12 3D quality, seasonal as well, but you won't get a lot if any snow in Florida. But the fauna quality is high here. Million Air FBO Next largest facility at TLH is the Million Air Fixed Base Operator. Besides for private operators, Million Air also provides contracted fuel services to U.S. Military and Department of Defense aircraft. TLH is regularly visited by U.S. Navy P-8 Poseidon aircraft, Lockheed Martin C-130 family aircraft, as well as Dornier C-146 and T-6 Texan II aircraft on training missions and practice approaches from nearby AFB. The ramp area is massive, and surrounded by maintenance hangers and aviation services FL Aviation and Flightline group. Main large FBO executive building is really well done in brick, next to it is the field's FireStation. Missing is the "Million Air" sign that sits outside the entrance, a small but noticeable overlook, but any signage is also missing here at TLH. But overall the detail and fill of this FBO area is very well done with a heliport with 6 landing pads located at South Apron. Aero Center Tallahassee North is another large ramp for Aero Center Tallahassee and the Epic Flight Academy. The buildings are basic here, as the entrance to the Aero Centre is quite ornamental, missing also is the roof detail of the air-conditioning systems. The brickwork however is well done. Far north are rows of aircraft storage, and this is a great parking ramp if flying into KTLH while exploring the region to refuel, as there are a few refuel stations set around these aprons for your convenience. Cargo The freight facility is FedEx. It has two major gates (1 & 2), and three regional ramps for the FedEx feeder network. But as noted it is used as a U.S. customs international feeder "Service Port" area coming into the US. Control Tower The KTLH field tower is set on the Southside. The facility and its surroundings is excellent, with great roof aerial detail. Infrastructure Is this where all digital pilots go when they leave the X-Plane mortal coil? Yes it is a cemetery, set to the east of the airport called Southside Cemetery, a big one at that, and well done. Also west is the City Of Tallahassee Utilities Water Treatment plant, really well done with real (X-Plane) water in the large pools and even in the treatment ponds... note in the background are the six animated wind turbines. Before leaving the west it is interesting to note the excellent merging of the Custom TLH airport to the default autogen, here the commercial Infrastructure blends in well with the airport boundary, making it a realistic viewpoint if arriving on Rwy 27. Obviously the Tallahassee City owners are very big into efficiency and saving the planet. Surrounding the south approach and the left side of Rwy 18/36, are hundreds of solar panel farms. And all well done here, but I wonder if these massive sun farms could blind a pilot on an approach? The noted "largest airport-based solar station in the world" here is however excellent for the visual detail on approaches 36 and 09. Ground Textures The ground textures are fine, but have no depth of detail, only a sheen, could be even noted as flat to the eye. They look okay with nice grunge, but they are not what you would call "high quality". As this is an X-Plane 12 scenery, you get the excellent weather effects. And again X-Plane 12 does it's miracle showing... water/rain and reflections are all very good, certainly in the right lighting conditions... so the PBR reflective (wet) active textures and burnt-in ambient occlusion works well. Highlight here is the 3d grass, it is excellent and not prone to LOD visuals. The main infield areas are all covered, but there are a few blank areas with no grass... the grass realism makes a big difference to the quality of the scenery. TLH Lighting In the overview of KTLH the lighting is good, with the expected (XP12) ICAO lighting standards adhered to... The ramp areas and external terminal/concourses are nicely lit, with intelligently placed drop lights. Carparks all look great as well... but the terminal/concourse has no window lighting, making the buildings dark, even blacked out at night? Other building lighting in Aviation services hangars are also well done with the well done drop lighting, but the main ramp lights for the Cargo ramp area and FBO ramps are weird, they glow, but don't give out any reflective light to the ground or their surrounding area? I'm going to throw the problem to Laminar Research and not to the developer here, as this new light (flare) bloom effects are coming in the next X-Plane update v12.1.0. We will look at this lighting again when that update is released, so ignore it for now. ____________ Summary Florida is a very well serviced American State for X-Plane pilots to explore with consistent quality destinations. Here with Tallahassee International, it is a very Northern State airport, with great regional connections to Atlanta, Dallas and the Florida State. International in the name is for U.S. Customs "Service Port" only. The KTLH Scenery from Skytitude is overall excellent, with great field landscaping and and excellent reproduced terminal and the Million Air FBO centre. Aero Center Tallahassee is also very good but missing the finer details. Grass and X-Plane 12 weather effects are also excellent. Fauna and overall layout is also first rate. The minor details are just that in minor, but they still count. Terminal Window lighting is missing, ground textures are a bit plain but have nice grunge, and not a lot of signage except for a FedEx sign, and non-lit at light? No ground or traffic animations also give a very static feel to the scenery. Yes I really like this excellent Tallahassee scenery from Skytitude, it has a very nice quality about the package, better as well with the X-Plane 12 effects, and has excellent performance or a very light impact on your computer. This KTLH is an upgrade to X-Plane 12 from the still available X-Plane 11 version, but it is a heavily revised and more modernised scenery than the one released in late 2021. There is also an upgrade offer of 25% off for previous users of the XP11 scenery. How much do I like it? well certainly expect to see KTLH Tallahassee appear in many future reviews from X-PlaneReviews, if any scenery passes that substantial test then it must cover a lot of credentials, most of all in a realistic visual quality... for that aspect alone, it is great investment! ________________________ Yes! KTLH - Tallahassee International Airport XP12 by Skytitude is now available from the X-Plane.Org Store here : KTLH - Tallahassee International Airport XP12 Price is US$19.95 Requirements X-Plane 12 (not for XP11) Windows, Mac or Linux Download Size: 703 MB Current version : 1.0 Owners of KTLH XP11 can purchase this new XP12 version for 25% off, please find the coupon code in the original KTLH Invoice. Installation and documents: TLH is download of 520Mb download. There are two folders as part of the installation; skytitude-ktlh-tallahassee-xp skytitude-ktlh-tallahassee-xp-b The second "skytitude-ktlh-tallahassee-xp-b" has to physically moved (cut&paste) lower in the scenery_packs. INI, below the main "skytitude-ktlh-tallahassee-xp" folder. All details are noted in the provided; "INSTALLATION GUIDE. 648Mb is installed into your Custom Scenery folder. 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 -Rotate MD-80 Pro XP12 - (X-Plane.OrgStore) - US$59.95 ____________________________ Scenery Review by Stephen Dutton 11th April 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
  2. Thank you @Stephen for your honest review, much appreciated. As developer of KTLH I would like to add few comments and explain some decisions in this airport for X-Plane Reviews readers and you. Regarding custom buildings and objects within the airport area, I focused most of the power on the ATC Tower, Cargo Apron Facility and Ivan Munroe terminal, this objects are the most important for virtual jet airliner pilots. Also I tried to represent the Custom Hangars surrounding South Ramp with Million Air terminal very close to real airport. Unfortunately due to the development cost and profitable reasons nowadays I was forced to pay just a little less attention to a few secondary objects and hangars far away from Munroe terminal. Also meanwhile development process some details like logo's on Million Air terminal and some hangars was missed, now I'm figure it out and I will add them back in further update with some fixes as well. Ok then I would like explain the airport lighting, most of lights looks pretty accurate on your images (my custom lights with custom masts) except few weird over bloomed light apron masts taken from laminar's library. I partially used them to save time and they were looking very good when I was taking release images, I guess maybe something has changed in latest X-Plane update that I got few days ago but they wasn't looking like presented. I will investigate it soon and will replace them with custom masts as well. Briefly about ground poly's and airport surfaces quality, I figured out why they are depicting in lower quality than I had, I will fix it and also will add better fidelity decal with solid normal map underlaying all current layers to make surfaces looking more crispy and bumpy from closer look. I carefully read the review and I promise I'll take a look at how to make the airport more dynamic with ground traffic. Regarding the 3d people I would like to say low poly 3d people are quite expensive for me and I can't promise to add them in large quantity. Also they are absolute static and almost impossible to animate them due to very old x-obj x-plane object format, Ben says laminar's are looking forward to transition from old x-obj to glTf, it will make such things like animated mass of peoples much easier. Instead of conclusion I want to add that I love X-Plane and it's wonderful community. Everyday I'm studying to do better things and this days I'm engaged in X-Plane more than ever before. Thank you Stephen for your time and majestic review this is incredible helpful.
    1 point
  3. Behind the Screen : March 2024 On the 4th of February 2024, there was a Developer's conference in Montreal for X-Plane Simulator platform. Here the best and most prominent developers joined together to work out not only the future of the X-Plane Simulator, but also to share their friendship in meeting their fellow workers in arms. Laminar Research was at the same conference as well. That should have been a huge advantage in working with the very people that do the core workings of the X-Plane Simulator, the setting was ripe for setting a future roadmap and an agenda for X-Plane from both sides of the Simulator... but the conference didn't end to that satisfaction. At the height of the conference, Laminar Research announced that they were going to create a product store within the X-Plane Simulator, a reflection of the same arrangement that is part of the MSFS 2020 (Microsoft Simulator) platform. This sudden announcement did not unite the developers to the Laminar cause, in fact it divided the conference, and in itself created a rolling discontent among the the attendees, certainly when the news hit the forums, all sorts of comments came out. Initially most users were very supportive of the internal store idea, yes another store, and one built directly into the Simulator, this aspect is a major plus.... but X-Plane is not at all structured like Microsoft's Simulator, it is not a large single central entity, but a Universe with many different revolving planets, and set at it's centre are two massive Jupiter sized planets called Laminar Research and the X-Plane.Org. Initially Laminar Research never dealt with the user side of the Simulator, it was (still is) the founder and on going developer of the Simulator. The X-Plane.Org grew out of the need for users to interact, create and support the X-Plane Simulator. In the early day's it was a sort of clubby meeting place to share and communicate all things X-Plane. I'm not saying that MSFS also has this same network of user sites and forums set around it and in giving support and communication to the platform, in fact every platform has it's own network. But the central core of development and selling product at MSFS is embedded directly into the system, it is even hosted and run as an online game. But X-Plane's in it's arrangement was more focused and generalised than the others. Someone noted that the X-Plane.Org is not the centre of the X-Plane universe, as other sites contribute to the platform, and yes I agree with that aspect in file sharing and product sales, like the Fly Away Simulation sites, but most are only sales sites (Orbx, Just Flight & SimMarket). But the X-Plane.Org is different in that it supports the Developers directly or even indirectly in the support of creating the products to use in the Simulator. Early days of X-Plane were mostly based around the PlaneMaker tool provided with the Simulator, mostly aircraft were then generic, but clever in a customised way. So the clubby .Org supported these products as they were mostly freeware based. But even in these early years, the X-Plane.Org struggled for support. Sites and platforms cost money to host and maintain. Free is all very nice, but it doesn't buy you servers and software to run it all, and very quickly the site required money to support the ever expanding user base. Donations was an early trial, but failed as they were not very consistent and worse in not really giving enough financial support to the .Org site. The solution came with Nicolas Taureau, and he set up a store to sell the now more quality based "Payware" products, but the funds also supported the .Org in succession and allowed it to thrive and grow into the big utility it is today. Most of this important support is not aggrandised or visually translated, as is Taureau's personality, understated is more to the point, but important is the support of the .Org system to the X-Plane platform, of which X-PlaneReviews is also a benefactor. So now you have the X-Plane Universe, with Laminar Research and the X-Plane.Org running in parallel or in orbits around each other, Laminar in not wanting the commercial side of the Simulator, bar of selling a few cups and T-Shirts. And the X-Plane.Org system supporting the developer and user base. So what happens if you move the financial base of developers and sales of the X-Plane Simulator directly to the new store? in reality, you are blowing the X-Plane universe apart, and I really don't think that a lot of users realised that the amount of the support funding of the X-Plane.Org, developer support and loads of other auxiliary items that was generated by the X-Plane.OrgStore... and neither did Austin Meyer's, head honcho of Laminar Research. All he saw was a store in MSFS and the money he could generate if he installed inside X-Plane the same system as Microsoft, a good idea financially, but structurally unsound for his own creation. We have to understand, and oddly the original mission of X-Plane was for it to be a platform of experimentation of all things aviation. That is the core of PlaneMaker as well, although that aspect was left behind more than a decade ago. In wanting far better functionality and higher quality Simulation, it had move on pass the basic origins of PlaneMaker to plugin based custom products. This now is really the contention of the issue and where the money goes to. Obviously Laminar Research want to expand beyond being just the gatekeeper of X-Plane. So there are currently a lot of issues created by the announcement of 4th February 2024. Certainly it has the promise to unstable a very balanced current system, and the ramifications are enormous if Laminar Research get this idea wrong, and creates questions... but what of a store with very few products to sell? Would they in the future also financially support the user base... they made a very big message over the decades of not getting or even involved at all in this aspect, but they would be either the demise of it, or even damaging it beyond repair... if that scenerio was possible, could it also damage the X-Plane model as a simulator entirely? Kill the very goose that lays the golden eggs... I'm doomsaying again, but this time not without reason. So we are at a threshold, not a runway one were X-Plane gets to land safely beyond the fence and onto the hard solid runway. Since the 4th of February announcement, there has been no forth coming new announcements or details from Laminar Research, except for a few flashy images on the X-Plane website and social media. Obviously the next announcement will be the launch of the store, and it's insertion into the X-Plane Simulator. It will be very good, as Laminar are very good at these sort of things. But there is far more required than opening a store, but of the quality of the stock inside of it. Loyalty to Nicolas Taureau is also extremely strong, and why not. He has supported and cultivated the core product of the Simulator for more than over a decade, and make no mistake here in not doing it selfishly for just for the product to sell, but to give talented developers the resources and support they needed to acquire the skills we take for granted, and with the excellent products we all use. How this current store scenario plays out will be important to the future of the Simulator, hopefully we will have an answer by Q3 as announced for the opening of the LR Store in the 3rd quarter of the year... one thing is very sure, the X-Plane Simulator we used only last year, will be a very different to the one we will be using at the end of 2024. There was no edition of BtheS in February 2024, as I went of a well earned holiday, break.. or a cruise around the South Pacific. Obviously the 4th February announcement traveled with me, but I did get a well deserved change of scenery and a big sea refresh. But my demur was already more brighter before the departure, in fact since late 2023, when X-Plane through version 12.0.9, and behaved itself. A second South Pacific X-Plane related revisit to Tahiti in the same region was simply sheer coincidence, but translated the same to the X-Plane Simulator in how it mirrors the real world. Now we are looking forward to X-Plane 12 v12.1.0... the v12.1.0 update is expected to be a landmark release outside of a formal version change. Most of the focus is on graphics, including the nasty Anti-Aliasing (MSAA) Improvements, Water improvements, RCAS (Robust Contrast Adaptive Sharpening), Bloom effects and better particle effects. Systems include a better G1000 functionality, Stormscope, Traffic Map and Airport METAR flags... a new STEC ST-360 Autopilot is also included, new tools include better screenshot effects, which suits us really well... it is quite a list. With everything, then this post Easter holiday will be one of the most interesting yet, and the version v12.1.0 was highlighted with great reception at the FS Weekend in the Netherlands. Expect a beta release within weeks. Importantly those on-going v12.1.0 is more better system refinements, in shifting the heavy workload from your Graphics card over to the Processor. We expected this aspect for the release of X-Plane 12, but it will come now about mid-term in the X-Plane 12 version run. The changes will not magically fix your framerate, as heavier graphics will equalise out the benefits of less load on the Graphic Card, but it will overall make the X-Plane Simulator more efficient. I was a little annoyed about this aspect as I invested heavily in the processor side in my last system upgrade with the earlier announcement, then finding that Laminar was leaning even more heavily than ever onto the Graphic card side, so more expense was required to beef up that hardware side, now they are going back to the original focus, it is annoying and expensive as well to cater for these changing whims. Another change over the month was the upgrading of scenery for X-Plane 12. Finally the slow dribble has started to be a better flow from scenery developers, Aerosoft particularly was very active in releasing replacements and improvements to scenery that have been a long time dormant, and obviously we need more to come, a lot more. Although noted as an ever constant developing Simulator, X-Plane 12 will hopefully reach a mature point with the release of v12.1.0. Then that aspect bringing in even more resources for users to experience. So Q2 has a lot of potential to be one of the best period of 2024 for some big quality releases, even if it dribbles into the Northern Summer. But developers need a better more mature Simulator to bring quality releases to the Users, that aspect was something quite lacking over the last few years... it is time for X-Plane 12 to turn the corner... and that is said on April Fools day! See you all next month. Stephen Dutton 1st April 2024 Copyright©2024 X-Plane Reviews
    1 point
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