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Kiwiflyer

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    Kiwiflyer reacted to Stephen in Aircraft Review : Airbus A380-842 XP12 by Peters Aircraft   
    Aircraft Review : Airbus A380-842 XP12 by Peters Aircraft
     
    The Airbus A380 is a very large wide-body airliner that was developed and produced by Airbus. It is the world's largest passenger airliner and the only full-length double-deck jet airliner in service. Airbus studies started in 1988, and the project was announced in 1990 to challenge the dominance of the Boeing 747 in the long-haul market.
     
    I am first going to acknowledge that the Airbus A380 is an absolutely monumental aircraft. I personally have a lot of adulation for the machine. I think it has had a lot of unwarranted negative statements about it, but getting close to one, and flying on a A380 (four times to date), it is a brilliant addition to aviation. What the A380 achieves is not being recognised, and only then will its impact on aviation be it's lasting legacy when it is gone. So I am a little biased here in this review towards the aircraft, any A380 to fly in X-Plane 12 is going to fill my reasoning, it is the biggest and hardest long-haul machine to fly, or to fly correctly.
     

     
    There has been three A380's in X-Plane, Riviere's A380 is the most known, but I never really liked it, as the performance was shocking. There was another freeware, but that design was even worse in it's cardboard quality. There was an announcement back in April 2024 by X-Works that they were indeed developing a payware A380, but that project is still very much in it's infancy...  the last payware A380 was from Peter Hager, or Peters Aircraft. Originally an X-Plane 10 era release, but the aircraft has then fell into a long decline, and since X-Plane 12's introduction it was grounded by the dysfunctional FMC and the lighting in being totally outdated and also non-functional.
     
    Well that A380 aircraft is back, in an upgraded X-Plane 12 wrapper. This A380 XP12 is not a completely new development, it is basically the same one, and it is still Planemaker based, in that it makes the origins in the year 2013. Can a 11 year old design compete with the same today?
     
    Outwardly it is different. The external model has been totally remodeled and now has 8K textures, it shows with the XP12 shine and the better detail, you can now read the textures as well, instead of the earlier ziggy buzzy lo-res images.
     

     
    The Airbus A380 wing is a work of art. I have a 1-300 model of the A380 to marvel at the shape and design, it was built only 5 miles away from where I was born, my family relatives built that wing...  this area again has been remodeled, and it looks excellent in the bulky midsection and the hanging shape and design. Flaps are well done, and the leading edge foils are also well modeled.
     

     
    The engines here are the Trent 900 Rolls Royce engines of 70,000 to 80,000 pounds-force (lbf), only Qantas flies the A380-842 variant, pods are well done as is the rear exhaust cones and internal fans, the 900 has a fan diameter is approximately 116 inches (294.6 cm)....  Only the inner engines (2 and 3) have reverser doors and all four engines have internal integrated drive generators (IDG).
     

     
    Noticeable however is the Planemaker gap between the fan and the cowling, once seen it is very hard to unsee it. Other variants on the A388 are the A380-841 Engine Alliance GP7200 - Trent RR 970 engines and the A380-861 Rolls-Royce Trent 970 engines, which serves other airlines including the biggest 125 aircraft fleet operator Emirates (uses both 861 & 842 variants). These other variants will becoming soon to the same package, as will those engine option operators.
     
    Four bogie gear is also remodeled, they now has more and quite intricate detail and better textures, the tyres are good, but are too shiny for me.
     

     
    And the rear set of bogies will now turn with the nosewheel, as on the real A380.
     

     
    There is no cabin, no opening doors or even any external elements? and is completely created in Planemaker...  you could call it a pure X-Plane aircraft design. Externally though it does not look out of place in X-Plane 12, the mass of the Airbus just dominates the space around it.
     
    My flight today is YSSY (Sydney) to WSSS (Singapore) or QF01, the oldest sectional route on the "Kangaroo Route" to London, QF02 does the return route LON-SIN-SYD.
     

     
    The actual cockpit is the originally the same, looked brilliant a decade ago, still has that same punch today, but let us be clear, the functionality needs a fair bit of work to bring it up to current standards, as a lot of the switches don't work, and some are even doing the wrong action, some doing two actions in one (lighting). There is no First Officer interaction either, or any menus in here.
     

     
    The cockpit does feel great, but there are still far too many light gaps? even some shining through the OHP and mostly the lower floor and rear bulkhead, even through the OHP...   it shows of an age back then...  Seats are blocky/minecraft in design, worse is the very lo-res purple carpet, that needs replacing ASAP. Airbus joystick controller is well done, but not animated, this was all first rate detail back then, sort of holds up.
     

     
    All that power at your disposal via such petit throttles, note only the twin inboard thrust reverser levers.
     

     

     
    One area that has (thankfully) had attention are the instrument graphics, they used to be terribly crappy lo-res to use, even hard to read...  now they are all bright and crystal clear...
     

     
    The main item that grounded the XP10/11 Peters Aircraft A380 was the outdated FMC (Flight Management Computer), it just didn't work anymore? The fix in here is quite surprising, just insert in the X-Plane generic FMC. It shouldn't work, but it does as it gives you access to routes, AIRWAYS, SID and STARS and DEP/ARR Approaches, and it pops out as well for ease of use. So it is not an Airbus FMGS installation, certainly not the later A350/A380 style FMGS.
     

     
    So route setup via the standard FMC is very easy, I admit not very Airbusy, but it is functional to use with STEP to plan awkward waypoints. Maybe Peters Aircraft should switch to the default A330 FMC, it might fit in better here? What is Airbusy is the PERF setup. Again not highly detailed, but you can at least add in the numbers you want for six PERF options; T.O (TakeOff), CLB (Climb), CRZ (Cruise), DES (Descend), APPR (Approach) and GA (Go Around).
     
    T.O...  You can set the FL (Flight Level), Speed Bugs (V1, VR, V2) and either TOGA or FLEX...  FLEX is recommended and is set at +45c, Flaps 1 or 2 and that gives you the THS FOR trim setting, Thrust Reduction and Acceleration altitudes can also be set. Finally you can set the Transitional Altitude, and that sets the EQ Acceleration altitude.
     


     
    Other options include Cost Index (CI) and .M speed, Descent .M/knts speed, Trans, Managed Speed...  I haven't filled out the APPR tab, because I usually do that at around 100 nm before the approach to get the correct weather numbers. But OAT and QNH, either BARO or RADIO Minimums, and Trans Altitude are available You can choose between (landing ) CONF 3 or FULL flap, VAPP speed (VREF + Wind Correction), the landing speeds are then shown. GA (Go Around) speeds are also available as is the Thrust Reduction height.
     
    Weight and Fuel load is done via the X-Plane "Weight & Balance" menu, basic...  Only set the "Total" fuel and don't use the individual tank sliders, then the system will set up the correct tankage for you, same with the trim as we shall see. The only other parameter to be set is the payload.
     

     
    The SYD-SIN route is quite short for the A380  as this sector is a 3484 nm and 8.0 hours flying time. The Airbus A380 can do a 8,000 nm (14,800 km) range, so the tankage here is only 110,721 kg, of a gross weight TOW 437,914 kg. The A380 can therefore be far, far heavier on T.O if flying a Pacific or Europe/Asia run and that is were your "Heavy" skills comes in and the challenge of flying the Super Jumbo.
     
    Pushback...  and then we can start the engines. APU (Auxiliary Power Unit) has to be running, and you select on the OHP, the APUBLEED (it is locked to Auto), then select IGN START (Engine Mode Selector) on the ENG START switch.
     

     
    You start an inner engine first (2 or 3) for the pneumatics, environmental and IDG power, then the other inner engine (say 3), then engines 1 then 4.
     

     
    Basically when N2 reaches around 20-25%, you can move to the next engine in the sequence, the full startup procedure is very well done as the engine goes through it's start cycle to a configured N2 55%, the lower SD (System Display) gives you more information on the vitals. Engine start up sounds are actually excellent, yes the Hager A380 doesn't have every dynamic range, but the sounds were, and are still very good, and you can (slightly) hear them from the cockpit, as your sited a long way from the noise, and it is quite muffled as well, externally they are actually very good. Your powered up and ready to go...
     
    It is VERY important to set the T.O TRIM THS correctly. The position (usually around 39.5%) is set out on the lower right PFD, you will need to align the white line within the purple rectangle, certainly don't be out of the green rectangle range. The A380 is HEAVY so if the trim is out, then your not going to fly...  anywhere!
     

     
    This brings us to a slightly controversial feature...   When you let off the park brake, your view will shift? to seat down. You can adjust the view up and down to see through the cockpit window but otherwise it feels frozen. You are now connected to the nosewheel steering, so if you turn the nosewheel, then your view moves left or right as well?
     

     
    If you want out of this viewing tool, then press on the "Taxi" camera on the instrument panel, and your views go back to normal...
     

     
    In "Taxi" mode you get a double view (tail and nosewheel) to navigate the taxiways, it is very good actually...  the same camera view can be put on the SD, but it doesn't cancel out the dynamic steering views...  The dynamic view has several parameters to having it (auto) switched ON... if the aircraft is on the ground, taxi camera is OFF, parking brake is OFF, and the aircraft is NOT in T.O mode and if in ROLL OUT mode, with when the ground speed is below 30kn.
    Note that make sure you have the "Taxi" mode switched on when using push back... one you can see the pushback truck doing it's job, cool, but also that with the pushback tool turning and rattling the nosewheel, it affects the view by shaking it and turning your angle weirdly.
     

     
    But on the taxiway the "Taxi" image is great for following (holding) the centre line, and it shows your current taxi speed as well. The A380 doesn't taxi...  it just rumbles along very nicely.
     

     
    34L north track...  this is were I have an issue with the feature view tool, if you turn the "Taxi" off you get shakes through the steering as you move it? so you can't read the instruments....     "Taxi" on then you still can't read the instruments to take off? It needs a full kill switch!
     

     
    The T.O distance depends of course on weight, airport altitude, runway conditions, but the average TO run is around 9,800 feet (3,000 meters) of runway for takeoff. So you can only use certain runways, same with using only certain taxiways with it's A380 size....  Up those four petite throttles and your moving. There is no CHRONO button (PFD)? to start? that aspect is needed, but the CHR panel does work.
     

     
    Your moving, but the Airbus won't leap off the line, or move fast...  it is a strange aircraft in this respect, as everything goes into a slow motion aspect, that wing is very efficient, best in the business as it produces huge lift, so you sort of glide into the air with no dramas.
     

     
    300,000 lbs of combined thrust, gives you the power you need, certainly at this lighter weight...   again the climb rate is between 2,000 fpm and 3,000 fpm depending on the load factors, but 2,000 fpm is always a good yardstick. Gear up and Flaps to position 1
     

     
    Watch that complex undercarriage store itself up in the aircraft, a feat of engineering. You can check the gear condition via the lower SD display.
     

     
    All Airbus developers have found a different way to imitate the Airbus button logic...  The Peters Aircraft way is for in pressing the knob, is to pull it out, or Manual operation, there is a hotspot rear above the knob (green) to push in for the Auto operation. If there is a dot on the display it is noted as being in the auto setting...
     

     
    The original FBW or Fly-By-Wire is used in here. FBW takes pilot inputs, which are converted into electronic signals that are sent to flight control computers. These computers then process the inputs and send commands to the aircraft’s control surfaces. Also is it's flight envelope protection (LAWS) of Normal Law and Alternate Law. The system prevents the aircraft from exceeding operational limits, such as stall, over-speed, and over-G, enhancing overall safety.
     
     

     
    The FBW in Hager's A380 is a very good one, mainly because it was created by Mr X-Plane Airbus himself or Torsten Liesk of ToLiSS. So you have the quality feel and handing of Airbus Aircraft. So the A380 here handles and flies really well, and the system has been here refined for X-Plane 12 dynamics. So the Airbus systems and logic is very high, good a decade ago, still very good today.
     

     
    As noted I am under halve the range weight, so I have a lot options to climb up to my cruise altitude, in fact almost straight up to the assigned altitude. But if you are at MTOW (Maximum Takeoff Weight) then the A380 will handle very differently, not only in the initial climb, but climbing to altitude. If at MTOW, I usually climb first to about 30,000 ft, then step up the altitude to the final Cruise altitude in 2,000ft segments over 500 nm, burning off fuel and weight. It is all about efficiency
     

     
    Being a long-haul, you will settle in for the "Long Haul"...  You can monitor the A380 via the excellent SD information, and overall you have 12 different options to observe; Engines, Bleed, Cabin Pressure, APU, Cond (Environment), Doors, Elec AC, Elec DC, Fuel, Hydraulics, Wheel, F/CTL (Flight Controls) and Video or Camera.
     



     
    The FMC two Progress pages are now accessible as well, unlike the original...
     

     
    Long-Haulers love their toys...  here you can drop the front window blinds by pressing the "HotSpot" centre window, also you can pop out the worktable with a built in (non-working) keyboard.
     

     
    Performance is surprisingly very good, within and counting the same numbers as you follow the route in SimBrief, you have to make allowances for winds, which are quite heavy at the cruise altitude, but I found it was impressive and being within a 100 kg of fuel. Being a four engined aircraft...  it is the lamentable situation that the aircraft is not super efficient like the A350 or B787, it costs money to run, but it's substantial running costs are out weighed by it's immense load factors, and that the passengers adore the machine. On the right routes (a bit like Concorde) it is highly regarded, even profitable. Worse is the fact that there is nothing to replace the A380 with, as the Boeing 777X is years away, even then how are you going to replace a 100+ fleet.
     

     
    You can get the most out of the A380, because the documentation from Peter Hager is excellent. Not only a deep manual (78 Pages), but there are also two detailed route tutorials. They are all the original manuals, but updated where needed for this XP12 release.
     

     
    In the late afternoon sunshine, Bali, Indonesia shines below. Yes the A380 is now flying in a more realistic 3d world, X-Plane 12 can create a very different atmosphere from the one I first flew this aircraft in X-Plane 10, that cardboard look and feel is now well gone, replaced by the dynamics of the latest version of the Simulator...  it's impressive, because it is.
     

     
    Now approaching the STAR of UGEB1B for the approach into Changi, Singapore at dusk...   it is a pretty time to arrive. Even using the older style of liveries, the Airbus looks very nice in the low light.
     

     
    Cockpit lighting is basic...  all instrument displays are adjustable, as is the integral lighting for OHP and Pedestal. There are three STORM settings, Bright-Med-Off, that gives you the three moods in the cockpit...
     

     
    The Med STORM lighting setting is fine for most night operations, including the approach and landing, it's dull enough to see everything, but not too bright to distract you. There are no spot lights or any other siding lighting in here, but it's not too bad actually in feel.
     

     
    The external lighting has been upgraded to X-Plane 12, it looks good with the bloom effects, but misses the earlier better lighting that shone in the daylight, which I loved. The NAV WING, RWY Turnoff and LOGO are all under one (both) switches (NAV-LOGO), so you can't have the separated detailed lighting. STROBE, BEACON and LAND are thankfully separated, a shame as it could have been good if all the assigned switches had worked. The A380 has a brilliant lighting set up, six landing and twin wing lights will bring the aircraft alive at night.
     

     
    Turning into the 20R approach, you have to set up the ILS Landing Frequency...  It's complicated here by the various ways you can insert the ILS Frequency...  There are options on the three RMP (Radio Management Panel), but also on the Co-Pilot MFD, it is also on the FMC Radio setting...   so actually which one do you use? You have to switch the NAV setting from VHF to NAV to insert the ILS Frequency as noted in the manual...  only it does not work? the only option I could get the Frequency to work with, was on the First Officer MFD lower insert 108.90 MHz 
     

     
    It's tricky to get right as you have to be almost on top of the glideslope before the ILS Freq will be accepted (it bounces back to the other Freq), if accepted it is then shown in the PFD when you press the LS button right EFIS Control Panel, and it shows you the ILS name "ICH" Freq and distance to the runway...  Only now can you select the APPR button to lOC in the localiser
     

     
    It's all still very old school, and even frustrating to use effectively, as there is no set the frequency and be ready for landing deal here.
     
    Approach speed (Vref) is around 145 knts (FULL Flap), the A380 can be really slow on a landing approach, again you get that slow-motion effect, that gives you time to adjust before landing. In finals you can adjust down to below the 140 knt threshold...
     

     
    You get all the "LOUD" callouts 2,000, 1000, 500...  but there is nothing like the thrill of landing a "Heavy" after a long flight, your nerves and muscles are tight, your focused on controlling this massive machine down onto that runway. "Retard, Retard"...
     

     
    Once the AP1 clicks off, you flare the A380 slightly, so the rear bogies touch cleanly at around 130 knts. Once the nosewheel is down, you can then activate the thrust reversers, only engines 2 and 3, but it is enough to slow the bulk of the A380 down...  lighting on the ground is very good, even with the landing lights on or off.
     

     
    On the roll out you have to be aware of the steering view coming activating again, and it can come in with the thud! So you quickly turn on the "Taxi" camera again to get your views back...  not a big fan to be honest.
     

     
    There are two liveries provided with this RR Trent engine choice, the earlier 2016, and the current 2024 livery.
     

     
    Summary
    The Airbus A380 is a very large wide-body airliner that was developed and produced by Airbus. It is the world's largest passenger airliner and the only full-length double-deck jet airliner in service.
     
    The origins of this Airbus A380 are over a decade old, back in the X-Plane 10 era, and the core design here is Planemaker based. The externals have however been fully redone for XP12 including quality 8K textures. So it looks very nice. The cockpit is basically the same as the earlier aircraft (XP11), but there has been added in new functionality and systems. The same original Torsten Liesk (ToLISS) plugin is still used but upgraded to X-Plane 12 dynamics, as has the overall aircraft performance (spot on). The solution to the broken FMC, was to replace it with the X-Plane default FMC, the intergration is clever and it works in giving functionality to the systems, but the A330 FMS would have have been a better more airbus style optional choice. Lighting is hampered by the switchgear, but the sounds if not dynamic are still excellent.
     
    The nosewheel guided camera is a good idea, but doesn't work that well in practice, as it changes you view at critical times of the takeoff and landing roll out, it buggers up the pushback tool as well. There are no static objects, or menus here, not even a cabin. light holes in the engines, OHP and cockpit can't be unseen, but they are all related to the Planemaker foundations.
     
    Flying a A380 is always a great sensation, it is a mega sized aircraft with a mega sized reputation. I am very familiar with the Peter's Aircraft A380, so fell back into the aircraft very easily, yes it is a bit of a nostalgia journey and it is great to have the aircraft flying again. Coming soon are all the different engine options and the airlines that fly them, unlike the old separated different variant purchases, and that aspect alone will put a lot of value into the package.
     
    It's an Airbus A380 in X-Plane 12, long haul and X-Plane 12 dynamics together...  a great combination!
    _________________________
     

     
    The Airbus A380 XP12 by Peter Hager scenery is Available now from the X-Plane.Org Store here :
     
    Airbus A380 XP12
    Price Is US$59.90, You Save:$10.00(14%)
    Retail Price:$69.90   Requirements
    X-Plane 12  (not for XP11)
    Windows, MAC or Linux 
    8 GB+ VRAM Recommended
    Download Size:  172 MB
    Current version: 1.0 July 11th 2024)  
    Installed in your X-Plane Aircraft folder 168Mb. Installation 305Mb,  Authorization is required by inserting a licence txt in the aircraft folder.   Documents __TUTORIAL FLIGHT PLANS
    1 LFBO ILS.fms 2 LFBO RNV.fms 3 LFBOEDHI.fm _A388 ReadMe.rtf
    A380_manual.pdf
     

    Design by Peter Hagar
    Support forum: Peter Hagar A380 XP12 _____________________
    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 12.1.1.
    Plugins: Traffic Global - JustFlight-Traffic (X-Plane.OrgStore) US$52.99 : Global SFD plugin US$30.00
    Scenery or Aircraft
    - YSSY - FlyTampa Sydney (X-Plane.OrgStore) - US$28.00
    ___________________________
     
    Review by Stephen Dutton
    22nd July 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. Thanks
    Kiwiflyer reacted to Dominic Smith in eBook Review: Introduction to X-Plane 12 by Dave Britzius   
    eBook Review: Introduction to X-Plane 12 by Dave Britzius
     
    By Dominic Smith

    Introduction
    Navigating the complexities of X-Plane 12 can quite often be a daunting experience, especially if you're a beginner just starting out. This is where "Introduction to X-Plane 12" by Dave Britzius comes in, as it’s tailored to make one of the most advanced flight simulators for the PC/Mac more accessible and manageable. This beginner’s eBook extends beyond the basics of typical manuals by breaking down sophisticated controls and challenging scenarios into manageable parts. Through practical tutorials and realistic flight scenarios, Dave provides not only the tools to navigate X-Plane but also the guidance to excel, ensuring a learning experience that is as effective as it is enjoyable for pilots at all levels.
     
    Comprehensive Coverage
    Attempting to master a flight simulator like X-Plane 12 can be rather intimidating (I’m still trying after many years) but Dave Britzius begins "Introduction to X-Plane 12" at the very start, by addressing the common challenges and questions that often overwhelm newcomers. His approach helps smooth out the steep learning curve, making initial steps far more approachable.
     
     
     
    In the "Your First Flight" section, for example, Dave goes beyond simply listing steps as he explains why each action is necessary, such as setting the flaps to 10 degrees during alignment on the runway to optimize lift and reduce drag, which is, as we all know, crucial for a smooth takeoff. This practical advice not only clarifies the complexities of the sim but also enhances the learning experience, thus making it feel like you're being guided by a knowledgeable friend.

    As such, the eBook is free from overwhelming jargon often seen in many manuals. Instead, it breaks down aviation concepts into digestible, manageable pieces. Dave’s progressive teaching style gradually helps build your confidence and prepares you to tackle increasingly complex tasks. Each chapter slightly raises the bar in terms of difficulty, yet the pacing is carefully managed to ensure it remains within your grasp. In many ways, it’s like teaching someone chess. 

    Hands-On Approach
    As mentioned above, technical manuals can quite often feel impersonal and robotic, but "Introduction to X-Plane 12" adopts a distinctly human approach. Recognizing that the most effective learning is hands-on, Dave's guide immerses you directly into the pilot's seat from the very beginning.

    The eBook systematically introduces you to your virtual cockpit with clear, accessible language, making each step from engine start to taxi and takeoff feel like a personal tutorial. In many ways, it’s like having a seasoned instructor right beside you, guiding each manoeuvre with practical insights.
     
     
     
    For example, the section on your first flight is presented more as a conversation than a lecture. Dave walks you through engine startup, explaining each control. This approach not only makes the learning process engaging but also deeply practical.

    By breaking complex procedures into simple, actionable steps, this hands-on method ensures you’re not just following instructions but actually getting the hang of things. It’s about experiencing, doing, and really learning how to fly, rather than just reading about it.

    Ease of Use
    As newcomers of X-Plane will know, navigating through the complexities of the sim can be quite often overwhelming, akin to needing a co-pilot guide you through each step, and in way, this is what the guide helps hopes to achieve, as it acts as your virtual friend, ensuring you master the controls and scenarios you'll encounter.

    Imagine you're getting ready for a challenging cross-country flight in different weather conditions. The eBook provides checklists similar to what real pilots use, with clear explanations on why each step matters and how it affects your flight. There's also a handy checklist included in the download package (pages 94/95) that’s tailor-made for the book, making everything safer and more efficient.
     
     
     
     
    The scenarios provided in the eBook are all derived from real-life challenges, such as preparing to manage situations like navigating through a thunderstorm or handling unexpected engine failures without screaming “we’re all going to die” at your passengers! Dave’s clear explanations help demystify complex concepts. For instance, he describes aerodynamics with accessible analogies, such as comparing the function of airplane wings to a swimmer's arms moving through water. This method helps you grasp the principles behind the procedures, which in turn deepens your understanding and enhances your flying skills within X-Plane.

    Layout
    Key to the learning experience, "Introduction to X-Plane 12" integrates visual and interactive teaching tools. Unlike traditional textual descriptions, the eBook employs high-quality screenshots that directly illustrate each step of complex procedures, whether it’s adjusting the throttle, engaging the autopilot, or adapting to shifts in different weather conditions. These visuals simplify the technical details, making them more accessible and easier to replicate during your own sessions.
     
     
     
    Interactive elements in the eBook also play a vital role. For instance, diagrams that show the effect of wind shear on an aircraft's trajectory are not just visual aids, they're interactive tools that invite you to explore and manipulate variables to see real-time effects. Another example are the clickable checklists which transform routine pre-flight checks into active learning exercises, allowing you to engage with each step rather than passively reading through them. As a visual learner myself, I greatly value this approach (as I’m sure many others will) as it ensures that the knowledge gained is not only retained but also applied in an effective way.

    Advanced Topics 
    Once you're comfortable with the basics, the guide elevates your training by delving into advanced topics that deepen your understanding and broaden your skills. Here, Dave covers essential techniques such as adjusting aircraft settings for challenging wind conditions to using navigational aids in poor visibility.
     
     
     
    The guide also includes sections on how to tweak your settings for optimal performance, such as adjusting the altimeter for varying atmospheric pressures, critical for maintaining accurate altitude readings during storms. With step-by-step guidance, the eBook ensures you make these changes both safely and efficiently in the sim.
     
     
     
    Conclusion
    "Introduction to X-Plane 12" by Dave Britzius is a highly valuable resource for navigating the many intricacies of X-Plane 12. It offers practical support to both novice and experienced pilots, helping them enhance their skills and deepen their understanding of the sim. This guide focuses on practical flying, in contrast to Dave's other book, "X-Plane 12 Handbook – Book 1 - Setup," which deals with hardware and software aspects.

    The eBook's hands-on approach to learning ensures that users are able to gain confidence through active learning, not just theoretical knowledge. By explaining the reasons behind each action, it helps you truly grasp the principles of flight simulation, thus making learning both effective and long-lasting.

    In summing up, I must say I really enjoyed using "Introduction to X-Plane 12." It truly helps you get the most out of X-Plane 12. Whether you’re a newcomer to the sim or a veteran user, Dave’s guide comes highly recommended as there's something valuable for everyone.
     
    ________________________
     

     
    Flying Low: Introduction to X-Plane 12 by Dave Britzius is now available from the X-Plane.Org Store here:
     
    Flying Low: Introduction to X-Plane 12
    Priced at $15.00
     
    Features
    There are three sections:
    The pages dedicated to the Laminar Tutorials just add a few questions and answers and some guidance to the existing tutorials bundled with X-Plane 12. The Take-off and Landing tutorials go into matters much more deeply than the superficial Flight-school tutorials.. The bulk of the e-book is the detailed IFR and VFR flight from PAJN to PAKT and will cover step-by-step: Preflight procedures Starting the engine Filing a flight plan and creating one for the G530 moving map. Talking to ATC and following ATC’s instructions Taxiing and Takeoff Using some of the navigational instruments Navigating with VORs and extensive use of the CDI Saving and restoring a flight and the “gotchas” involved Sightseeing and Screenshots The autopilot Weather Landing without ATC in a traffic pattern in bad weather Checklists Replays At the end of some sections, there is a genuine report by a novice X-Plane user on where he had problems and lessons that he learnt. Length – 263 pages – 131 double-spreads. Checklist file included as well. Requirements
    Adobe PDF reader
    Download size 85MB
    This is a large interactive PDF and requires the free Adobe PDF reader to experience full interactivity.
    The PDF has an extensive index in the form of dynamic bookmarks available on the left-hand side of the viewing window.
    In addition, the main Table of Contents is one clickable chart to enable easy and quick navigation.
     
    Review System Specifications
    Intel i5 12400 – 32GB RAM - Nvidia Asus RTX 4070 – Windows 10 Home 64 Bit
     
    __________________________________
     
    eBook Review by Dominic Smith
    24th July 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).
     

  3. Like
    Kiwiflyer reacted to Stephen in NEWS! - Sceneries Upgraded : Northern Sky upgrades all Hawaiian sceneries to X-Plane 12   
    NEWS! - Sceneries Upgraded : Northern Sky upgrades all Hawaiian sceneries to X-Plane 12
     

     
    Northern Sky Studios specialises in two significant areas, Alaska and Hawaii. A fair few of the Northern Sky Alaskan sceneries are already X-Plane 12 compatible, but until now none of the Hawaiian locations have had the same dynamic treatment. There are four...  PHOG - Kahului Airport, PHHN - Hana Airport, PHNY - Lanai Airport and PHJH - Kapalua Airport.
     
    NorthernSky is notable for their already extremely high quality, both external and internal detail, but also for their very value low prices (for what you get), even then, purchasers of the X-Plane 11 version get a 50% off the price or most around only US$6 to upgrade. These sceneries are X-Plane 12 only, the older X-Plane 11 versions are also still available.
     
    All updated features are basically the same with X-Plane 12...
    - weather effects
    - PBR materials
    - new lights
    - 3D vegetation
    Ortho4XP tile for the whole island (link in the manual):
    - X-Plane 12 bathymetry
    - X-Plane 12 DSF sound
    - high resolution elevation
    - edited orthophotos
    - edited coastline and water bodies
    - real runway profiles for all airports
    - All materials created for full PBR
    - Shading and occlusion effects on all airport buildings
    - Custom orthophoto for the airport and surrounding areas
    - World Traffic 3 compatible
    - Compatible with Ortho4XP and default mesh
     
    Kahului Airport (ICAO: PHOG) is an airport in the state of Hawaii, United States, located east of Kahului in Maui County on the island of Maui. It has offered full airport operations since 1952. Most flights into Kahului Airport originate from Daniel K. Inouye International Airport in Honolulu; the Honolulu–Kahului corridor is one of the heaviest-trafficked air routes in the US, ranking 13th in 2004 with 1,632,000 passengers.
     


     
    Hana Airport (ICAO: PHHN) is a regional public use airport of the State of Hawaiʻi on the east shore of the island of Maui, 3 nautical miles (5.6 km) northwest of the unincorporated town of Hana. The airport was officially opened on November 11, 1950. It is primarily a commuter facility used by unscheduled air taxis and general aviation.
     



     
    Lanai Airport (ICAO: PHNY), is a state-owned public-use airport located about 3.4 miles (6 km) southwest of the central business district of Lanai City, in Maui County, Hawaii. It is the only airport serving the island of Lanai. Construction on the new terminal began in January 1993. The spacious new 15,000 square foot terminal, built to accommodate the growth in tourism to Lanai, was dedicated on April 19, 1994. It was five times larger than the structure it replaced. A new parking area, roadway and landscaping were included.
     



     
    Kapalua Airport (IATA: JHM, ICAO: PHJH, FAA LID: JHM), also known as Kapalua–West Maui Airport, is a regional private use airport on the west side of the island of Maui in Hawaii. It is located five nautical miles (6 mi, 9 km) north of Lahaina, in Maui County. Most flights to Kapalua Airport originate from commuter airports on the other Hawaiian islands by commercial commuter services, unscheduled air taxis, and general aviation. Named for the Kapalua Resort a few miles to the north, the airport replaced the Kaanapali Airport, which had an even shorter runway.
     

     
    All four of these excellent X-Plane 12 Hawaiian sceneries are now available at the X-Plane.OrgStore.
     
    All Images are courtesy NorthernSkyStudios
    _____________________________________
     

     
    Yes! PHOG - Kahului Airport, Hawaii XP12 by NorthernSkyStudios is available from the X-Plane.Org Store here :

    PHOG - Kahului Airport, Hawaii
    Price is US$21.00
    Customers who own PHOG XP11 can get this new XP12 version at 50% OFF. Discount code can be found in the original PHOG XP11 Invoice.
    Requirements
    X-Plane 12 (not for XP11) 
    Windows, Mac or Linux -8 GB+ VRAM Recommended Download Size: 1.9 GB Current version : 1.0 (July 20 2024) ___________________
     
    Yes! PHHN- Hana Airport, Hawaii XP12 by NorthernSkyStudios is available from the X-Plane.Org Store here :
     
    PHHN- Hana Airport, Hawaii
    Price is US$9.95
    Customers who own PHHN XP11 can get this new XP12 version at 50% OFF. Discount code can be found in the original PHNN XP11 Invoice.
    Requirements
    X-Plane 12  (not for XP11)
    Windows, Mac or Linux 8 GB+ VRAM Recommended Download Size: 1,2 GB Current version : 1.0 (July 20th 2024) ___________________
     
    Yes! PHNY - Lanai Airport, Hawaii XP12 by NorthernSkyStudios is available from the X-Plane.Org Store here :
     
    PHNY - Lanai Airport, Hawaii
    Price is US$12.00
    Customers who own PHNY XP11 can get this new XP12 version at 50% OFF. Discount code can be found in the original PHNY XP11 Invoice.
    Requirements
    X-Plane 12 (not for XP11)
    8 GB+ VRAM Recommended
    Download Size: 1.6 GB Current version : 1.0 (July 21st 2024) ___________________
     
    Yes! PHJH - Kapalua Airport, Hawaii XP12 by NorthernSkyStudios is available from the X-Plane.Org Store here :
     
    PHJH - Kapalua Airport, Hawaii
    Price is US$12.00
    Customers who own PHJH XP11 can get this new XP12 version at 50% OFF. Discount code can be found in the original PHJH XP11 Invoice.
    Requirements
    X-Plane 12 (Not for XP11)
    Windows, Mac or Linux  8 GB+ VRAM Recommended Download Size: 1.4 GB Current version : 1.0 (July 21st 2024) ___________________________
     
    NEWS! by Stephen Dutton
    22nd July 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
     

     
  4. Thanks
    Kiwiflyer reacted to Stephen in Scenery Review : KCLT- Charlotte Douglas International Airport UHD by Nimbus Studios   
    Scenery Review : KCLT- Charlotte Douglas International Airport UHD by Nimbus Studios
     
    The latest Nimbus Studios scenery, was released in the Las Vegas FS Expo 2024 by it's creator Santiago Butnaru. This new scenery was the major American Airline hub of Charlotte Douglas International Airport (CLT), North Carolina, USA. The airport is situated approximately 6 miles west of downtown Charlotte.
     
    X-Plane users are well familiar with Nimbus Studios scenery, they can be usually large complex sceneries which are Nimbus's forte, including KORD Chicago O'Hare, KMCO Orlando International and most recently the excellent (and massive) KJFK - John F. Kennedy International XP12 in New York.
     
    Established in 1935 as Charlotte Municipal Airport, the airport was later renamed as Douglas Municipal Airport for Ben Elbert Douglas Sr., who was mayor of Charlotte when the airport was first built. In 1982 the airport was renamed again, this time to its current Charlotte Douglas International Airport moniker.
     
    After airline deregulation, passenger numbers at Chartlotte nearly doubled between 1978 and 1980, and a new 10,000-foot (3,000 m) parallel runway and control tower was opened in 1979. The airport's master plan called for a new terminal across the runway from the existing site, with ground broken in 1979. At the time, the airport only had two concourses: one used exclusively by Eastern, and one used by all the other carriers, including United, Delta, Piedmont, and several commuter airlines.
     
    There was a major expansion in 1990, as a new 80,000-square-foot (7,400 m2) international and commuter concourse (Concourse D) opened, and in 1991 further expansion of the central terminal building continued, reflective of USAir's dominating presence at the airport.
     
    Following the 2005 acquisition of US Airways by America West Airlines in a reverse takeover (a private company buys a IPO), Charlotte then became the primary domestic hub for the airline. The majority of US Airways' international routes however remained at the airline's second-largest hub, Philadelphia. Again there was another merger, this time the dominant US Airways and American Airlines in 2013, Charlotte then became the second-largest hub for the merged airline, after American's Dallas/Fort Worth.
     

     
    If you look at the Charlotte overview (above), some custom areas are darker than the X-Plane default surrounding landscape. It is however a bit of a illusion. The effect is caused by the X-Plane 12 3d tree angle, as looking at the scene at only an height of around 800 feet, then the trees would fill in with the correct colour match. No it shouldn't be like this, as it is only an X-Plane effect, it all looks quite normal lower.
     
      
     
    So the surrounding areas and the field are very nicely intergrated...    it all looks very real.
     
     
     
    Charlotte Douglas International Airport
    IATA: CLT - ICAO: KCLT - FAA LID: CLT

    18L/36R - 8,677ft (2,645m) Asphalt/concrete
    18C/36C - 10,000ft (3,048m) Concrete
    18R/36L - 9,000ft (2,743m) Concrete
    05/23 - 7,502ft (2,287m) Asphalt/concrete
    Elevation AMSL 748 ft / 228 m
     
    KCLT has three parallel and one small cross runway in 05/23, presumably for GA and Cargo traffic. The taxiing distance to 18R/26L is a very long one, so extra fuel is required if assigned this runway, either for arrival and certainly for departure. The main terminal area is set central north between 18C/36C and 18L/36R.
     

     
    Charlotte Douglas has a single main terminal building, that is divided into five concourses: A, B, C, D, and E in an anti-clockwise direction.
     
    Concourse A
    Primarily serves domestic flights, Terminal A is divided into two parts:
        •    Concourse A North: Newer section with additional gates (phase 1).
        •    Concourse A: Older section.
     
    It is quite easy to differentiate between the older and newer concourses, as the newer A North zone is in blue that opened in 2018, comes also with larger windows, were as the "Older" finger section is more the standard American concrete and line of windows design. Gates are numbered A1-A13, and it serves various domestic airlines that are not part of American Airlines. The additional A gates, numbered A21-A29 hosts a variety of airlines, such as Delta Air Lines, JetBlue, Southwest Airlines, and Frontier Airlines.
     

     
    You are immediately very impressed by the detail, it is very well done on the ramps with a huge amount of custom clutter, including ladders, bins, chocks, cones, vehicles and all the other required service equipment...  items are branded, but in a more generic way, than being individually airline focused. There is some animated ground service vehicles, but it is far from being comprehensive, with just the odd vehicle shuttling around.
     

     
    Concrete is very hard to define, but the aged texture feel and look of the concourses here are excellent. Glass is perfect as well... Nimbus struggled with glass earlier, most notably with their Miami scenery, but have refined the idea now to perfection...  you can see the detailed internal areas through the glass from the external perspective.
     

     
    Yes you can explore the internal detail, but it's not the focus of the idea, as the figures are very basic close up, and most look non-human.
     

     
    All the gates here at CLT are X-Plane default "Ground Handling", not SAM enabled. Before this aspect was to be seen as a negative. But with the Laminar refinement for X-Plane 12 and the demise of the SAM plugin (yes there is OpenSam), this original idea is now a more attractive gate tool option.
     

     
    Concourse A North, is really well done in detail and design...  it has a dark brown brick base, with three story windows, and a blue curved roof as designed by Perkins+Will, an international architecture and design firm.
     

     
    A North has a bigger internal size, so it works better in detail, it is really realistic, and even internally walkable (sit-able?)
     

     
    Concourse B
    This B concourse primarily serves domestic flights for American Airlines. There is also an American Airlines Admirals Club is located within Concourse B, providing a comfortable space for eligible passengers, restaurants include Starbucks, Jamba Juice, Bojangles’ and Panera Bread. Originally opened in the early 1980s (1982). It has since undergone various renovations and updates to enhance the passenger experience...  There is a small ramp tower centre concourse, and there are the numbered gates from B1 through B16 which are available here.
     

     
    Internally the layout is the same as Concourse A, but connected directly to the main terminal, this atrium section is well done.
     

     
    Terminal
    The main terminal building connects all the five concourses together via a large central atrium, but originally it was only Concourses B and C that were part of the initial development, as the terminal was opened at the same time as both concourses in 1982, but more expansions were done to the terminal in the 90's to handle International flights.
     
    The design is highlighted by those huge massive glass windows, with that curve at the top for maximum internal natural lighting, the concept was done by Odell Associates, a prominent architectural firm based in Charlotte, North Carolina.
     

     
    The modeling by Nimbus is simply exceptional here, a step forward in terminal airport design and quality, these atrium curved structures and glass must have taken ages to get right, and shows off the skills of the developer.
     
    There is a massive carpark attached directly north of the terminal and an enclosing roof structure joins the two areas together in forming the arrivals zone. There are a load of static vehicles here, as there is also a lot of static cars for detail in or on the top of the carpark and the surrounding landside areas.
     

     
     Internally the terminal section is detailed, but not as overly so as the concourses.
     

     
    Concourse C
    Concourse C is almost a twin of Concourse B and as it was opened at the same time. The idea is for American Airlines connecting flights to be an easy domestic connection between the two areas. There is the same Starbucks in here, but also the different other restaurant options of Smashburger, Salsarita’s Fresh Cantina and PZA (Pizza and Italian cuisine). Gates available are C2 through C19.
     

     
    There are two square fences on the roof, but otherwise it is the same design....  notable is the complex but extremely well done junction between the Atrium and Concourse D, is very highly realistic visually. Same concrete facade and glass blends in well. Internally it is also the same layout.
     

     
    Concourse D
    Concourse D at Charlotte Douglas International Airport serves as the primary concourse for international flights, but it also handles some domestic flights. Concourse D has gates D1 through D13, and it is connected to the main terminal and other concourses via walkways and the airport’s shuttle service. Concourse D was completed and opened in the early 1990s. Since then the concourse has undergone several renovations and expansions to accommodate the increasing number of international flights and to enhance passenger amenities. 
     
    American Airlines has an Admirals Club, and The Club CLT (accessible with various lounge membership programs or day passes) is also available. American Airlines (International flights), Lufthansa and British Airways are the main users of the area.
     

     
    As Odell Associates again did the design, there is more better intergration with the Odell central terminal, same high curved windows and pyramid connection atriums...  The eastern end is a full glass wall that creates a big open air space internally, the concourse is topped off by a complex roof structure and a nice blue roof. Fast food (Hungry Jacks) and other restaurants are also well represented.
     

     
    Concourse E
    Concourse E has 46 gates numbered E1 to E50, making it the biggest of all concourses, it is designed to efficiently handle only regional flight operations, with a layout that allows for quick turnarounds and easy access for passengers. American Eagle is the main user here.
     
    Concourse E features a mix of airbridges and ground-level boarding (walk on/off). The concourse has a 32 gates equipped with airbridges, but the majority of the gates are designed for passengers to walk directly from the terminal to their aircraft parked on the tarmac.
     

     
    The various gate sections are connected via round glass buildings, the central one is called "The Rotunda.” It is located in the middle of Concourse E and serves as a distinctive architectural feature of the airport. Again the concourse is an Odell Associates design and was built and opened in 2002. At the end of the arms, is the main square ground-level walkon/walkoff boarding area
     

     
    The complex Concourse D is extremely well done, there is a huge amount of detail to feast your eyes on, or with certainly getting your money's worth. Internally it is all well done, but really set out for only the external views.
     

     
    Landside is dominated by three well modeled carparks, and set dead centre is the old Control tower, the new one is set to the south and visible top.
     

     
    Infrastructure north is excellent, first with the multitude of large carparking spaces, most filled with static 3d vehicles, then to the northwest is the the Duke Energy Little Rock Ops Center powerplant, centre is FedEx Freight and the Charlotte (long term) Park "n" Go and Old Dominion Freight facilities. Any southern approaches into CLT are well catered for visually.
     

     
    NC Air National Guard
    CLT is main base for the NC (North Carolina) Air National Guard which  is located at Charlotte Douglas International Airport, where the 145th Airlift Wing is stationed. This unit operates C-17 Globemaster III aircraft and provides airlift capabilities in support of military and humanitarian missions. The ANG Station is well represented here by Nimbus, it is set east on taxiway D. Shown are the ANG maintenance hangars and five well modeled C-17 lifters.
     

     
    General Aviation
    Next south of the ANG Station, is a very large General Aviation area. Wilson Air dominate here with two GA/BizJet facilities. Certainly worth a refuel drop in...  there are also two excellent H pads set here for helicopter services.
     

     
    Top and tail are two more charter business aviation areas, mostly large BizJet hangars, both areas in detail are very well covered in the scenery.
     

     
    Sullenberger Aviation Museum
    Set between the thresholds of Runways 18L and 23 northeast boundary is the Sullenberger Aviation Museum,  previously known as the "Carolinas Aviation Museum". The museum showcases the history of aviation, including significant events like the “Miracle on the Hudson.” In 2022, the museum was renamed to honor Captain Chesley “Sully” Sullenberger, the pilot who performed the emergency landing of US Airways Flight 1549 on the Hudson River in 2009. The actual Airbus A320, registered as N106US is housed here. A bit of trivia...  When US Airways swallowed America West, it then also used the America West's "CACTUS" callsign and ICAO code "AWE", as used by Flight 1549.
     

     
    Centre south between runways 18C/36C and 18L/36R is a joint area that covers the Cargo area, LSG Sky Chefs catering, American Airlines Maintenance and the main FAA Control Tower.
     

     
    The LSG Sky Chefs catering facility is well done (even if the catering trucks say "GateGourmet"?), next door is the United States Postal Service ramp and facility. Southwest Air Cargo is set here as well.
     

     
    To the west is the old USAir maintenance facility and it's massive hangar, now used for American Airlines maintenance. The ground detail and clutter is excellent, and there is a lot of fill detail that covers a wide area give value to the scenery. There is also a static AA A320 set in the hangar.
     

     
    East centre is the large Cargo area, that is split into North Cargo and South Cargo complexes. Charlotte’s central location on the East Coast of the United States makes it an ideal hub for domestic and international cargo operations. Based here presented are FedEx, Amazon Prime, UPS and DHL Aviation. The ramp includes approximately 8-10 dedicated cargo stands.
     

     
    CLT Control Tower
    As we have seen there are two towers visible at CLT, but the new FAA facility set in the south area was opened in 2007.
     
    The current control tower stands at approximately 370 feet tall, in making it one of the taller control towers in the United States. It covers Ground Control, Local Tower Control and Approach and Departure Control...  unfortunately the X-Plane tower view (T) is set on the wrong tower? Nimbus modeling of the tower is good, but not detailed here as exceptional, certainly with the average roof aerials.
     

     
    Set in the ground image (arrowed above right), is the US Airways Flight 5481 Memorial. Shortly after takeoff from CLT in January 2003, the aircraft (a Bombardier Dash 8 Q300) experienced a loss of control and crashed, resulting in the deaths of all 21 people on board. The memorial is to highlight the importance of continual aviation safety, and the accident has led to changes in regulations and procedures to enhance flight safety.
     
    On the W 1 taxiway by the 36L threshold, the taxiway bridge is flat in the landscape, so it doesn't look very realistic, the well done rail sidings also highlight the issue.
     

     
    For all the excellence of this scenery, we leave a slightly low-note. Centre field is the field radar installation...  it is a bit low-res for a scenery of this high quality, and worse the average red radar is not animated, but the radar and tower still highly visible when moving around Charlotte Douglas.
     

     
    Ground Textures
    Like at the Nimbus JFK, the ground textures here at CLT are excellent. Notable are the well done worn runway signage, not crisp and new, but tired and worn after years of service. Dirt and grunge on the touchdown points is also highly realistic as is the actual runway texture(s).
     

     
    Inner ramp areas are all mostly concrete as per most American Airports. Again the wear is excellent, and done is that the darker worn areas are set around the older terminals and service vehicle road courses, but around the new Terminal A North the wear is far less, a small but important aspect. PBR reflective (wet) active textures and burnt-in ambient occlusion are excellent here, you pretty well expect that now with any X-Plane 12 active scenery... but it is nice to see it in action.
     

     
    3d Grass and spring flowers are also well done, the effect isn't over all of the field, but still does a great job in breaking up the flat surfaces. Foliage is also 3d XP12 excellent, but there are a few of the old style + cross trees mixed in there as well, but overall it is expertly done.
     

     
    Lighting
    The lighting at Charlotte Douglas is excellent...  the scenery is not overly lit, but still really well detailed with a lot of different tones to make it realistic.
     

     
    The clear glass effect can work against you at night, making the terminals look unrealistic. It's not too bad here at Charlotte, and even what you could say is passable by the skill of Nimbus, where it works it stands out well, but the main terminal though looks a little bit too over bright and clear.
     

     
    All ramp and gate areas are nicely lit, and you can work nicely down there, so yes CLT is a highly workable night/darkness airport
     

     
    Like at JFK the maintenance hangar at CLT looks excellent at night, as does the well lit Cargo aprons.
     

     
    KCLT navigation signage is very clear and comprehensive, but the signs are just that in being clean, with no tired weather wear or ground reflections.
     

     

     
    Summary
    Charlotte Douglas International is a big airport by traffic and size, and has been a major airline hub for generations. First for Eastern, America West, then USAir and now American Airlines. It's a very popular airport as well with high ratings with the passengers. Besides the American Airlines domination, a few well connected international airlines use CLT as well, including Lufthansa, British Airways and American Airlines International.
     
    X-Plane users are well familiar with Nimbus Studios scenery, they can be usually large complex sceneries which are Nimbus's forte, including KORD Chicago O'Hare, KMCO Orlando International and most recently the excellent (and massive) KJFK - John F. Kennedy International XP12 in New York.
     
    That KJFK New York was a an major tour de force scenery for X-Plane 12, and well deserved, then this massive sprawling Charlotte Douglas is the same excellent work continued, even if in areas it is a little better again. It is certainly one of Nimbus Studios best sceneries yet, with top notch quality ground and building textures, glass and excellent modeling that captures the architectural detail and form that is distinctly CTL. All five terminal/concourses are extensive and all are set with high quality in detail, as is the excellent ground clutter and itemised aspects. Infrastructure in airport surrounds are again extensive and includes the Sullenberger Aviation Museum, NC Air National Guard and the Duke Energy Little Rock Ops. Surrounding 3d Grass and Fauna is also expertly done.
     
    It uses the older (but upgraded) "Ground Handling" tool for the animated gates, and there are some animated vehicles, but they are not overly represented here. There are a couple of oversights. The centre field Radar Tower is not in keeping of the high quality of the scenery, not animated either? the odd wrong Tower view setting? South W1 taxiway bridge is flat, not 3d? and all internal detailing like JFK is for external viewing only, but it is still very comprehensive, and it has some very weird people modeling. This CLT scenery is X-Plane 12 only.
     
    Nimbus Studios sceneries were always top notch quality and have excellent detail, but Charlotte Douglas shows a scenery developer at the very top of their game, and quality sceneries like CLT are highly usable and versatile in their use. So the KCLT scenery presented here hits every highlight with aplomb, and you can see that X-Plane 12 can deliver product as with the best of them....  Highly recommended.
    __________________
     

     
    Yes!...   KCLT- Charlotte Douglas International Airport UHD by Nimbus Design is now Available from the X-Plane.Org Store here :
     
    KCLT- Charlotte Douglas International Airport UHD
    Price is US$26.95
     
    Requirements
    X-Plane 12 (not for XP11) Windows, Mac or Linux 8 GB+ VRAM Recommended Download Size: 2.5 GB Current version: 1.0 (June 21st 2024)   Installation
    Installation of KCLT Charlotte Douglas XP12 is done via download of 2.52 Gb...
     
    There is only one file to insert into your X-Plane Custom Scenery Folder
    Nimbus Simulation - KCLT - V1.0 XP12  
    With a total installation size of 2.93Gb.
      There are no documents, but installation is very straight forward
    ___________________________
     
    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 12.1.0
    Plugins: Traffic Global - JustFlight-Traffic (X-Plane.OrgStore) US$52.99 : Global SFD plugin US$30.00
    Scenery or Aircraft
    - Aircraft None -
    ____________________________
     
     
    Scenery Review by Stephen Dutton
    15th July 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
     

  5. Thanks
    Kiwiflyer reacted to Stephen in Aircraft Review : PA28R Piper Arrow III XP12 by Just Flight-Thranda   
    Aircraft Review : PA28R Piper Arrow III XP12 by Just Flight-Thranda
     
    JustFlight arrived with the original Piper PA28R Arrow lll for X-Plane 11 nearly seven years ago. back then the Piper added in another quality General Aviation developer into the mix, with vFlyteAir, Carenado and Airfoillabs. But you could never want for more in the GA category aircraft. Jump forward those six plus years and the X-Plane world has changed from those days of when General Aviation totally dominated X-Plane for aircraft sales and choice. With Carenado now gone, it is only vFlyeAir that is carrying the GA banner, Airfoillabs do of course still present their C172, but other wise it is down Aerosphere to fill in the gaps, but they are not set in that higher category of ultra quality and features.
     
    JustFlight in co-operation with Thranda Design however have delivered some very nice General Aviation aircraft for the X-Plane Simulator in those six years, but although there was some conversions to the release of X-Plane 12, they were not what you would call to the XP12 standards, just a revamp to align the aircraft with the new Simulator version. But here now is the release of the X-Plane 12 JustFlight Arrow lll conversion, this is the full comprehensive revision and complete realignment with X-Plane 12.
     
    The Arrow is a part of the PA28 Cherokee family, but in this latest more modern reincarnation as it is a four-seater that includes a five inch fuselage extension, span increase with a semi-tapered wing, a larger horizontal tail, gross weight increase and other minor changes over the earlier Cherokee. The Series III here also introduced the retractable landing gear arrangement. It also had enhanced performance and better handling characteristics compared to earlier Arrow models.
     
     

     
    Thranda use a system to enhance the PBR (Physically Based Rendering) materials with their real-time environment reflections for superb quality and realism, 8K textures are now also used, twice the density, but highlights the detail and quality to a far better compounding degree. It shows off easily the highlights of the superb quality of the surfaces and the exquisite detailing on the PA28.
     

     
    But the process also creates unwanted shadows, and dull areas, if you look at the model in certain lighting conditions. It is a Thranda phenomenon, it can also create darker areas were their isn't any, so in the X-Plane 12 lighting, it can be shaded in cases were there shouldn't be any effects. But the detailing is excellent, best in class. Glass is simply exceptional, perfect in thickness, tint and reflections.
     

     
    The three point landing gear has had a "Hard, Hard" life, with in being worn, oxidised and painted rusted springs...  this is an aircraft that has had a lot of flights in hard conditions over decades of use. Gear detail is also really well conceived and done here by JustFlight, as the landing gear system comes with an intricate retraction animation, slow/fast tyre rotation animation (blurry when rotating fast), and the precise shock absorber animation with multiple linkages are animated accurately. The "R" in the name designation means "Retractable".
     

     
     
    The performance of the Arrow lll is not what you call spell binding, not average either...  Maximum Speed is 148 knots (170 mph, 274 km/h), with a Cruise Speed of around 137 knots (158 mph, 254 km/h). The range is 880 nautical miles (1,630 km) with a service ceiling of 16,200 ft (4,938 m). Rate of Climb is 1,000 ft/min (5.08 m/s), but you would usually only do around 800 ft/min. The Arrow here is powered by a Lycoming IO-360-C1C6 engine of 200 hp (149 kW), all up gross weight is 2,750 lb (1,247 kg).
     
    The realism extends to the flight dynamics, which are based on real-world performance and handling data, and input from Arrow pilots. Lets us be frank, the PA28 Cherokee series is the saloon car of the aviation world. It is a steady handling, doing the chores sort of aircraft. It is not a sporty machine (unless you go for the Turbo), or dynamic in it's flight envelope. But it is very solid, reliable and even handed machine.
     
    It's not boring to fly, as you have those X-Plane 12 dynamics, which are now very well fine tuned. So if a word summed up this aircraft, it is "Classic". The Arrow trims quite nicely, but requires re-trimming with any power changes, which you can use also to climb or descend as well. Bank and you will need a bit of back pressure to keep the nose up, also flying straight and narrow requires a fair bit of right yoke to keep it in line, to counter the asymmetric thrust (there is a rudder trim, but hard to access)...  so you work in here to keep the Piper on an even keel, you trim and then keep on trimming to get it perfect.
     

     
    That is not to say I don't like it, as the PA28 gives you a lot of feedback...    the best sort of Simulation.
     
    In a landing configuration you get a lot of drag, not only from flaps at 10º, but set 25º the Intermediate setting (used during approach and landing), and the 40º which is the Full flap setting (used for landing). The gear creates havoc with your nice clean approach, so be aware of when you drop it down.
     

     
     
    Otherwise when fully configured for landing it is all about the throttle control, in adjusting your height, a bad cross wind (12 knts) didn't help either, but otherwise it was a nice clean if easy landing. Note, the PA34 is a bit shimmy on takeoff, so fine rudder control is needed so it doesn't become a problem, overall you need careful control and slow up throttle movement to get the best clean track.
     

     
    I love it when things are done properly...  I love the door on the Arrow, yes I love a door, you may think that is just plain weird or whatever, but I do...  It takes more actions to open or close it than what they use on the Apollo capsule.
     

     
    There are two catches to open, one set on the roof and a big catch set forward in the door, then you can use the outside latch to open it.
     

     
    Other doors (and windows) include a very large baggage hatch set right rear, and the opening paper window on the pilot's side. Note the nice metal window surrounding plates.
     

     
    Two other ground options include, Chocks on all three wheels, and wing tie-downs...  but there are no flags or inlet covers.
     

     
    Notable also on the exterior is the opening oil hatch top, and the excellent detailed exhaust system. The Hartzell Scimitar 74 inch Three-Blade Propeller is a variable-pitch, but not demonstrated here.
     

     
    Cabin materials can be divisive here...  they are first and foremost excellent, but bright red. You will either love this cabin or totally hate it, myself I adore it, even if it sorts of dates the interior. It feels like that brushed velvet, and red Faux Leather trim, there is even the chrome fittings as well...  the beige curtains, or window shades are really well done.
     

     
    The rest of the cabin and roof is beige and cream, again very 70's. The roof has a massive air ducting module, that makes the cabin tight and even claustrophobic, but again quite authentic, if even fancy...
     

     
    The internal textures have had the same treatment as the exterior, better PBR effects and Ambient Occlusion, so it has that X-Plane 12 highlight sheen, that gives the aircraft a big "wow" factor. Yes it is the same cabin as the X-Plane 11 version, but it now feels so very different in it's better feel and look.
     
    Instrument Panel
    In the X-Plane 11 Arrow version you had two panel options, as I noted "loved and cared for" and "worn" or unloved and scruffy". Here JustFlight have reverted to just one design, the older 70's padded look.
     
    Panel design is absolutely first rate, beautiful detail and with all the sheer realism you can get in simulation today, a highlight is the lovely glareshield with it's realistic stitching...  you can just feel and touch it, or is that a caress for the sheer ownership of it all. The aircraft's registration still also changes with the different liveries on the panel which is a nice touch.
     

     
    The yokes are still really outstanding, the left different to the right with the Piper logo.
     

     
    The left yoke is fitted with a digital chronometer. The mode button allows you to toggle between either the clock mode or the timer mode. On top of the yoke but very hard to see is a black electric trim button with down (forward) and up (rearwards) adjustments.
     

     
    You can have both yokes visible, or one each side, or hide both together...  very flexible.
     

     
    The instrument panel layout is exactly the same as the earlier X-Plane 11 in features...
     

     
    Instrument panel is set out with the Standard Six instruments that are centred in line of sight of the flying pilot with the Airspeed Indicator, Artificial Horizon and the Attitude Indicator on the top row and the Turn Coordinator, Heading Dial and Vertical Speed Indicators set out directly below. Left of the six pack top is the Gyro Suction dial with the Bendix/King ADF indicator set below. On the right top is a Garmin OBS VOR indicator (VOR1) and the same OBS VOR indicator (VOR2) below. I prefer the pointer VOR needle than this version as it is better for circuits and runway lineup (that is if the VOR is placed close to the runway). All the main dials are older black/white in design and not with the coloured Artificial Horizon  that you could also have in this aircraft.
     

     
    Mid-left panel gauges are standard Cherokee with Oil Press, Oil Temp and Alt Amp on the left side and Left Fuel tank, Cyl Head Temp and Right Fuel tank on the right of the yoke.
     
    Lower-left panel has a basic Piper "AutoControl IIIB" Autopilot, which we will cover in more in detail later, the start key and a Manifold Pressure (inHG) and Fuel Flow gauge (Gallons per hour). Another gauge here is a Tachometer/RPM dial with built in Hobb's meter.
     
    Avionics in the Arrow are very old, the only modern gadget is the centre stack mounted X-Plane default Garmin GNS530, and yes of course it pops out. There is also the provision to install Reality XP's GTN 750 unit, but this is an addon extra and it costs you another $49.95.
     

     
    Lower right panel is an Exhaust gas temperature (EGT) indicator and you can rotate the screw to control the position of the red (maximum value) needle and left of the EGT is a comprehensive set of active circuit breakers. There is a fan switch and heating controls as well. The only instrument on the right side is a standby Altimeter and spare hobbs meter.
     
    Custom-coded electrical system comes with functional circuit breakers. Circuit breaker logic is linked to X-Plane's internal failure logic, so if the plane is set to fail a certain electrical component after a certain number of hours, the circuit breaker for that element will pop out.
     
    The audio panel is a very early model Bendix/King KMA T20 TSO which is above the GNS530, below bottom is the Benedix/King 76A transponder.
    The right side stack has a Bendix/King KX 175B radio for VOR in COM2 and VOR2 (COM1 and VOR1 is set via the GNS530). Then below is a Bendix/King KN 62A DME (Distance Measuring Equipment) set, the Benedix/King KR 85 ADF radio is set out below the KN 62A.
     
    There are a set of rocker switches mid lower panel for (L to R) Power (Battery & Alternator), Fuel pump, Landing Light, Anti-Collision Lights in rotating and navigation and Pitot Heat. Either end of the switch panel are two scroll wheels for Avionic brightness and Instrument brightness.
     
    The centre mini-pedestal has the familiar Throttle, Propeller and Mixture levers, but also a mixture lever lock on the side that restricts the mixture lever from moving below a 40% setting. The levers are a bit odd in that you have to move your movement upwards to move the levers down and vise-versa and in busy traffic conditions it can be annoying in the actions being the wrong way around. Also you have to use your switch gear before moving the Propeller and Mixture levers to the full forward position as they cover the avionics lighting scroll wheel, main power switches and fuel pump switch. I love the chunky T throttle handle.
     

     
    Below the mini-pedestal is your aileron trim wheel and park brake lever. Between the front seats is your beautiful elevator trim and flap handle, there is an emergency gravity assist gear drop lever here as well that works. Left lower wall panel is the Fuel Selector, with a Fire Extinguisher set beneath your thighs.
     

     
    Gotta love those filthy, worn, dirt strewn red carpets, detailing 101... metal foot plates are gorgeous. Authentic "Piper" branded rudder pedals are worth your gaze as well.
     

     
    Lighting
    The Arrow III's lighting here is quite basic, but it is very good in what it does. The panel is really very sepia and black/white in its design, but it does make for a very readable panel in the dark or in low lighting conditions. The instruments are backlit, but show the aircraft's age.
     

     
    Cockpit lighting is done via an overhead red lamp, it is quite bright, but the rear cabin is dark.
     
    The external lighting is the same in just being the basic lighting, with a strobe on the tail and navigation lights (or noted here as "anti-collision") There is a very strong nose landing light and the bright flashes of strobe lighting that don't strobe together which is interesting, in that you get the left wing and then the right wing in multiple flashes on each side. All external lights are very different in colour and in the more modern LED halogen bright than X-Plane dull, you get the brilliant star feel (new X-Plane 12 halo) effect as well.
     

     
    Sounds
    At this level you expect really good sounds. And the JustFlight Arrow does really deliver here with custom sounds for; switches, doors, gear warnings and far more, it features accurate location placement of sounds in the stereo spectrum, 3D audio effects, atmospheric effects, adaptive Doppler, and the exterior sounds spill in when window or door(s) are opened, there are the different sound characteristics depending on your viewing angle and distance from the sound source. It is all FMOD 2 in quality as well.
     
    Menu
    The JustFlight Menu system is all changed for X-Plane 12 as noted in the Duchess Model 76, that was released early March. Gone is the generally average looking dated tab menu.
     
    Here it is replaced by an iPad style tablet, stuck to the left window, or bring the tablet up in the screen by clicking the arrow tab top left (you can also popup the main tablet menu by pressing the left side of the window tablet)...  But you do have other options, as the tablet can also be placed on either yoke and right side windscreen by clicking the bottom of the tablet... 
     


     
    The pop-up tablet can also be scaled, or moved anywhere on your screen.
     

     
    The tablet is also adjustable (movable) via the hot-spot, top frame. But because of it's size and shape, the view-point is not ever really square or set head on, the yoke position is usually better, but now also situated far lower in your eyesight.
     

     
    The earlier X-Plane 11 version had eighteen tiles for selection, here it has been reduced down to twelve...
     

     
    Top row : Aircraft Options, Weight & Balance, Instr Options, Engine Config, and Static Liveries
    Middle Row : Configuration, Log Book, Checklist, Ground Handling and Dynamic Liveries
    Bottom row : Flight Computer and Avitab (Plugin required)
     
    Aircraft Options: Covers the two doors; CoPilot, Baggage Door and Pilot Window (Open /Close), Window and Instrument Reflections, Cockpit Lights, Swap Pilots, Altimeter (IN.HG/MB) and Ground Equipment (Left/Right Tie Downs, Nose, Right and Left Chocks).
     

     
    We have seen the opening doors and pilot window, also the Tie Downs and chocks. Dan Klaue and his wife turn up as your pilots, and basically they are same two fully animated pilots as in Thranda Aircraft, by this menu option, you can swap the seating position of the pilots.
     

     
    Weight & Balance: The weight and balance window is very good, if basic to look at (it is the original W&B window). It comes with adjustable weights for all four passengers, and baggage, fuel can be set here also as can the change from kg - lbs. There is the option to load the Aircraft "Half" or "Full" tanks.
    A full list of weights, CG and a large graph of your settings are all very helpful into balancing the aircraft. Press "Save Configuration" to save your preferred load setup, and "Load Configuration" to set up the aircraft.
     

     
    Lowering the Co-Pilot weight usually will make Him/Her disappear, but not in this aircraft....   there are there no passengers either if the weight added in the rear, or any bags if added to the baggage area, such is shrinkflation today. You can open most pages into a "Window" via the arrow logo right top.
     
    Instr Options (Instrument Options) includes two pop-ups for the GNS 430 and the Century IV (autopilot).
     

     
    The "AutoControl IIIB" has only two functions in holding the heading and roll L&R. You can adjust the heading (thankfully) via the Heading instrument knob, or switch off the heading on the AP and roll the aircraft to your new heading. There is a hidden function to hold your altitude (not on the real system) by pressing the "Piper" text above the coupler knob on the left part of the panel, It is hard to find and almost half-hidden but you do get a  manipulator hand or finger to say it is actually there and but not when activated? It does work very well but the aircraft has to be perfectly trimmed before pressing it on...  it deactivates with a kick as well when or if you adjust the trim wheel, so be ready for that. Another point is that because if you don't use the altitude hold function, you can adjust the trim without disconnecting the AP, so it is quite easy to hold an altitude by setting the trim finely.
     

     
    The old "Refill Menu" has been changed here to the Engine Options; this allows you to view the fuel and oil status as well as the status of spark plug fouling and Vapour Lock, and you can also recharge the battery if it goes flat, of which it does with regularity. There is also an "Imbalance" indicator for the Fuel Weight, you can do a "Refill" here of the fuel here as well.
     
    Static Liveries; You can rotate through all the six liveries with the Arrow lll via the "Static Liveries" menu. An option here (new) is that you can adjust the Dirt (dirtiness) between 0-100%. Very Thranda.
     

     
    Configuration: Here you can change the aircraft configuration, and there are three options; Engines Running (power up to flying mode), DynaFeel and the tablet (screen) Brightness.
     

     
    DynaFeel" is a system that dynamically adjusts the rate at which the controls deflect. It is  based on airspeed and how much the control is deflected. This means the controls will feel light and responsive at low speeds and with small deflections, but will get progressively heavier as the airspeed increases. If you fly Thranda Aircraft, then you will be familiar with the system.
     
    Logbook: This icon brings up the X-Plane standard Logbook. 
     

     
    Checklist: There is a 31 page checklist that you can tick off...  very good, but even though there is a "End of the Checklist" tickable box, it doesn't oddly reset all the boxes to a reset...  that is a return through of 31 pages, and an average of twelve boxes per page to untick, so you do the maths...  
     

     
    Ground Handling: All JustFlight menus have odd useless tools, here is one...  the X-Plane "Ground Handling" tool, for "Pushback" and "Request Ground Service"? It's a GA, not a Boeing 737.
     

     
    Dynamic Liveries: Here is another Thranda feature now available on the JustFlight Series. Thranda introduced a clever feature of a way to design your own livery called DYNAMIC LIVERIES.
     

     
    You have a menu to select on the right that can colour a certain part of the aircraft, like the Roof, Wing, Tail or Wing tips. Select which one you want and then adjust the three RGB colours for that certain area, and the selected colour (here seagrass) is shown in the square. You can also separately change the aircraft's registration number, the Piper logo can be added as well. Another option is that changes can also be made to the Metal or Rough surfaces, this can be applied to any of the liveries.
     

     
    When done you can "SAVE" or ADD the livery to the index and then "APPLY" it to the aircraft. The conversion takes a few minutes with some weird screen changes, but the results are excellent and now the Piper Arrow is in your own nice livery design...   the results are found under the "DynamicLiveryResources" in the liveries.
     

     
    Flight Computer: The flight computer panel provides a wealth of information that is very handy in flight, with highlights including OAT (Outside Air Temperature), GS (Ground Speed), Endurance (time), Range (available), NMPG (Nautical Miles Per Gallon)/ SMPG (Standard Miles Per Gallon), Altitude (Density and Pressure), TAS (True Airspeed) and FF and used fuel flow, Winds (Headwind and Crosswind)....   fuel burn can be reset. Units can also be changed from Metric to Imperial..
     

     
    AviTab: The AviTab tool can also be used, and with Navigraph charts if you have an account. There is no tablet rotation from landscape to portrait, and to get back to the main menu, you press the right centre section of the frame. I found that for using charts, it is best setting them up in the side window, before opening up the main Pop-up, otherwise it just goes to a window setting.
     

    _____________
     
    Liveries
    There are six (Painted Liveries) liveries plus the two of the system liveries are noted as "DynamicLiveryResources" and "ZZTEMPLATELIVERY", these are the currently selected "DYNAMIC LIVERIES".
     

     
    Summary
    The Arrow is a part of the PA28 Cherokee family, but in this latest more modern reincarnation it is a four-seater that includes a five inch fuselage extension, span increase with a semi-tapered wing, a larger horizontal tail, gross weight increase and other minor changes over the earlier Cherokee. The Series III here also introduced the retractable landing gear arrangement. It also had enhanced performance and better handling characteristics compared to earlier Arrow models.
    Here the Arrow lll has been extensively upgraded to X-Plane 12 by JustFlight/Thranda, note this is an upgrade, and earlier purchasers of the Arrow lll XP11 can get 10% discount off the new Piper X-Plane 12 aircraft.
     
    The X-Plane 11 version was an excellent aircraft. But this rejuvenated version for X-Plane 12 is far, far better again,
     
    Highlights of the changes are the new 8K textures, and the far better PBR effects, and this creates a far more quality exterior and interior. First glances say, old and tired, but on a closer inspection, it will cry out with "Classic" authenticity and it all comes to a very high quality.
     
    The Arrow comes alive in X-Plane 12, highly realistic and it gives you a very high quality PA28 for X-Plane 12. There is also a new menu system, as replacing an old tab system, and it is a quality iPad/tablet, that can be positioned in four different places. Besides a few of the original tabs and pages, there are also three new added features directly from the Thranda Design stable, with now the "PAINTED LIVERIES" function, the build your own livery feature of "DYNAMIC LIVERIES" and the "Dynafeel" tool. Performance, physics and handling have also been highly improved to X-Plane 12 standards, based on real-world performance and handling data, Sounds are totally upgraded, with a full stereo spectrum, 3D audio effects, atmospheric effects and adaptive Doppler, and the feature list is very long.
     
    But the odd quirks oddly remain? The Static Objects in being separated here are better, but there are very few of them. Lighting is basic, and you still get the very odd tab and useless elements like the X-Plane Ground Handling? and Logbook?...   fillers only. The checklist is another oddity, with 31 pages of checks, that you can't uncheck in one operation.
     
    Priced in that high price range of US$40+, you expect a lot for your money. Thankfully you get that aspect here, but now even more so in the X-Plane 12 environment. It is an aircraft to spend time with to understand it's depth, the more you use it, then the more you find what you really like about it...  depth in design is the words here.
     
    JustFlight/Thranda create excellent, lovely aircraft, that even the most novice pilot can fly and enjoy...  overwhelmingly the main thing about the Arrow lll is that it brings back that deepness required, that seems to be lost in the more modern environment. So it's like going back ten years but still having all the mod-cons, the effects and dynamics that X-Plane 12 provides as well are part of the deal, the JustFlight Duchess had this same feeling, as does the Arrow lll here, it is a brilliant combination of the very best of both worlds....     Highly Recommended.
    ___________________
     

     
    Yes! the PA28R Piper Arrow III XP12 by JustFlight Thranda is now available from the X-Plane.Org Store here :

    PA28R Piper Arrow III XP12
    On sale: US$42.99
     
    Requirements:
    X-Plane 12  (not for xp11) Windows, Mac or Linux 8 GB+ VRAM Recommended
    Current version: 1.0 (July 1st 2024)   * Customers who own the PA-28R ARROW III XP11 by JustFlight can get 10% off this new XP12 model. Coupon code can be found in the original PA-28R ARROW III XP11 Invoice   Installed in your X-Plane Aircraft folder 2.47 Gb. Installation 2.65 GB,  Authorization on startup is required. AviTab Plugin is required for this aircraft   Documents ChangeLog.rtf EULAstandardcommercialandacademic2024.pdf GA Fleet X-Plane 12 EFB.pdf PA-28R Arrow III ODM X-Plane 12 manual.pdf PA-28R Arrow III X-Plane 12 manual.pdf  


    Design by JustFlight/Thranda Design
    Support forum: JustFlight Arrow lll _____________________
    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 12.1.0rc2 (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
    - EGHI Southampton Airport by PilotPlus+ (X-Plane.OrgStore) - US$19.95
    ___________________________
     
    Review by Stephen Dutton
    4th July 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
     

     
  6. Like
    Kiwiflyer reacted to Stephen in NEWS! - Updated : Revolution Mini-500 Project v3.1 by vSkyLabs   
    NEWS! - Updated : Revolution Mini-500 Project v3.1 by vSkyLabs
     

     
    The Revolution Mini-500 is a 1990s American single-seat light helicopter, designed and built by Revolution Helicopter Corporation as a kit for homebuilding. Revolution Helicopter however went out of business in November 1999, and the kits are no longer available.
     
    The Mini-500 was designed as a light helicopter that resembles a scaled-down Hughes 500, powered by a Rotax 582 64 hp (48 kW) two-stroke engine. The Mini-500 has a tubular steel fuselage with a foam and glass-fibre structure cabin. It has a two-bladed semi-rigid rotor and a conventional two-blade tail rotor. The first Mini-500 flew in 1992 and the company delivered the first production factory-assembled helicopter in July 1994. Production of kits ceased in 1999 and the company claimed that more than 500 had been sold.
     
    The aircraft has had a parlous history... as Rotax warns owners of the 582 engine in the Owners Manual about its limitations: "This engine, by its design, is subject to sudden stoppage. Engine stoppage can result in crash landings, forced landings or no power landings. Such crash landings can lead to serious bodily injury or death"... the statement is supported by the 16 fatalities when operating the Mini 500. Initial intentions were that it would be powered by a Mazda Wankel engine, but this was abandoned and plans shifted to the Solar T62 turbine engine. There is no indication that new production by Stitt, has delivered any aircraft kits.
     
    The X-Plane version of the Mini-500 was released back in January 2019. There was a fully upgraded X-Plane 12 version released 12 months ago, but this update refines the aircraft to the latest X-Plane 12 dynamics and features with version 3.1.
     
    Flight dynamics: Airfoils update. Refinements for the rotor system, increasing (a very bit) of the margin for autorotation envelope. Skids physics refinements to fix the tendency for self-yawing to the left on paved runways, at 100% RPM, collective down. Sounds: fixed issue caused when removing the doors inflight (sound remained as if the doors are still connected and closed). Interaction: Stick (cyclic) manipulator sensitivity increased to follow stick actual motion. Starter keys switch interaction improved. Graphics: Minor touches for canopy and pilot appearance.  
     
    VSKYLABS 'Test-Pilot' Project - Professional-grade physics, handling and performance characteristics. Highly defined and engineered flight dynamics model of the Revolution Mini-500, built around the powerful X-Plane flight model. The Mini-500 performance was analyzed by experts. Fully functional VR (Virtual Reality). Multi-Layer FMOD sound pack, composed with actual recordings of the Mini-500 helicopter engine and rotor sounds. Unique aspects of the Mini-500 helicopter are simulated and are part of the flying experience by definition: Manual engine/rotor RPM management, low rotor-inertia aspects, in-flight nose tuck during engine-stop, rotor RPM management, retreating blade stall condition (Vne), typical Mast bumping, typical autorotation capability and more. The VSKYLABS 'Test-Pilot': Revolution Mini-500 is designed as if it was a real kit-built helicopter, awaiting for it's first test-flight. Was it built exactly as instructed? Will it fly as expected? wow there is only one way to find out! You will have to get familiar with it step by step...or you might get yourself into serious trouble when mistreating it. Mastering the Mini-500 will sure make you a better helicopter pilot! The original pilot's manual and other 1st hand references contributed by the Mini-500 real-world  designer were one of the core-materials during development of this project, and the VSKYLABS Mini- 500 pilot's manual includes the actual data and information of the actual Mini-500 manual. Autoupdater based on the SkunkCrafts autoupdater (XP12 only) - all updates are being pushed smoothly without the need to re-download the entire base package (base package will be updated every  once in a while to minimize the gap). The project is under constant development. Highly responsive VSKYLABS support forums.  



     
    This project is part of the VSKYLABS 'Test-Pilot' series, designed specifically for use with X-Plane cutting edge Experimental Flight Model.
      This aircraft is also available for X-Plane 11 (obviously with out the dynamics and effects of X-Plane 12)
     
    Images are courtesy of vSkyLabs...
     
    The Revolution Mini-500 v3.1 by vSkyLabs is now available from the X-Plane.OrgStore
    _____________________________________
     

     
    Yes! - the Revolution Mini-500 Project v3.1 by vSkyLabs is NOW available from the X-Plane.Org Store here :
     
    Revolution Mini-500
    Price is US$26.50 (Currently on sale for only US13.20!)
     
    Requirements
    X-Plane 12 or X-Plane 11 Windows, Mac or Linux 8 GB+ VRAM Recommended Current version: 3.1  (June 17th 2024) ___________________________
     
    News by Stephen Dutton
    18th June 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
     

  7. Thanks
    Kiwiflyer reacted to Dominic Smith in Aircraft Review: Polaris AM-FIB by VSKYLABS   
    Aircraft Review: Polaris AM-FIB by VSKYLABS

    By Stuart McGregor

    Introduction
    When is a boat not a boat? Well, one answer is when it is the Polaris AM-FIB, or to give it its full name, the Amphibious Flying Inflatable Boat.

    It has been quite some time since I have written a review for the org, and in that time, I have been pretty much immersed in flying the much larger passenger cousins of the Polaris. So, to have the opportunity to try it out was a welcome break from the high-tech and frantic world of tube liners. To be honest, I had forgotten just how much fun you can get out of the simpler things in life, and please don’t get me wrong, simple doesn’t mean dull and boring, as I found out.

    The aircraft being reviewed here is based on the Italian 'Polaris FIB' ("Flying Inflatable Boat"), which is an ultralight trike, designed and produced by 'Polaris Motor' in the mid-1980s. It was then further developed in the 2000s and went on to become the Polaris AM-FIB, an Amphibious ultralight trike. I found it interesting to read about the collaboration between the real-life aircraft manufacturer (Polaris Motor) and the simulator developer (VSKYLABS). To see sim developers going to such lengths to bring us the best simulation products possible is pretty commendable, in my opinion.
     

     
    X-Plane Model
    The Polaris was initially released for X-Plane 12 in 2022, and since then, it has undergone several updates. The most recent, version 4, was released in June this year. The developers have described this as a major update, introducing new features such as upgraded flight dynamics to fully leverage what X-Plane has to offer, improved graphics with PBR adjustments, and enhanced FMOD 2.0 sounds, including better engine, prop, and wind sounds.

    It's great to see the Polaris continually refined and improved over the years. I believe this is a sign of developers who truly care about their users. It would be easy to develop a product, release it, and then move on; however, witnessing new features and refinements added over time is very much appreciated and helps keep each model vibrant and engaging.

    Installation Procedure
    Installing the Polaris couldn't be easier. Once you've purchased your copy, there's no need for installers or digital security codes. Simply download, unzip, and you’re ready to go, dead simple! As the file is not particularly large, only about 150 MB, it only takes a few minutes to download with a fast internet connection. It’s worth mentioning that there is also an option to download a version for X-Plane 11 if you’re still using that version of the platform.

    When you download from the org, you'll also receive a copy of the manual and the VSKYLABS brochure, which you can peruse at your leisure. I'll discuss the manual a bit later. Another feature worth highlighting is the use of the SkunkCrafts updater. While not new for those who already have the Polaris (it was introduced back in 2022), it’s a nice touch if you’re considering purchasing for the first time.
     

     
    Documentation
    The download includes several documents, some of which I've mentioned earlier. Within the download, you'll find a couple of folders containing everything you'll need. The contents of the "HOW TO INSTALL" folder are self-explanatory, and similarly, no surprises await in the "INSTRUCTIONS-MANUAL-POH" folder where the main manual is located.

    It's highly recommended to read through the manual cover to cover. Although it's only ten pages, it's packed with useful reference information, tips, and tricks to help you get the most out of your purchase. The manual is well-organized and easy to read. I particularly enjoyed the mix of text and photographs, with annotated images that are especially helpful for understanding the main features and aircraft controls. The manual does an excellent job of covering all the important features, and it's a credit to the developers for making it simple, informative, and well-laid-out.
     

    Exterior
    Although not a large aircraft, the Polaris is beautifully modelled. The textures are exquisite, from the wood grain details on the prop and the well-worn surfaces of the wings to the intricate details on the engine, fuel tank, and battery. The inflatable hull sponsons and the two passengers are also meticulously rendered. One particularly charming feature is the ability to add or remove the pilot and passenger via click spots on the seats, allowing for configurations with both, one, or neither. It’s amusing to note that the female passenger goes flying in her high heels, a curious choice for getting in and out of the Polaris! 
     



     
    The aircraft includes a set of wheels that can be raised and lowered by clicking on the right sponson. Similarly, the brakes and sea anchor are operated from the left sponson. While the wheels look fantastic, I found it challenging to get real control whilst on land, perhaps missing something in the process. However, when on water, the boat rudder ensures easy manoeuvring, especially when using a set of rudder pedals.
     


    Interior
    When you sit in the pilot's seat of the Polaris, the view is exceptional, especially if you're flying in VR. The animations of the pilot’s arms and feet are impressively synchronized with the control movements. In VR, the alignment of the pilot’s virtual legs with your own can be quite uncanny. Looking down and seeing your virtual feet moving is a superb, albeit a little unnerving, experience.
     


     
    The throttle control is located just above your head, and a small mobile phone is positioned right in front of you. This setup allows you to manipulate the brakes and monitor your airspeed, altitude, as well as wind speed and direction, a crucial feature for aligning yourself with the wind during landings. The artificial horizon is also useful for flying, although, as noted in the manual, real pilots often rely more on their senses than on instrumentation. The increased sound of the wind as you turn into it is a fantastic example of how you can "feel" your way around the skies with the Polaris.
     

     
    Getting used to the control bar in your view might take some time, but the instrument panel is still quite visible. Here, you’ll find gauges for engine temperature, RPM, EGT, HOBSS, and fuel, along with a few switches for the battery, igniters, and a prominent starter button. Starting the Polaris takes only a couple of seconds, but when the engine kicks in, the aircraft truly comes to life. The FMOD sounds enrich the experience, bringing a real depth to the auditory environment.
     

     
    Flight Dynamics
    Due to the lightweight nature of the Polaris, the developers recommend setting the flight models per frame to at least five to counteract any odd ‘jumping’ behaviour during takeoff. Following this advice, I encountered no noticeable issues. While I struggled with land-based takeoffs, taking off from water proved to be incredibly enjoyable. The wind direction indicator is essential for aligning the nose into the wind, which significantly smooths the takeoff process.
     
    The water textures and lighting effects in X-Plane 12 enhance the overall immersion, making skimming along the water surface a novel experience for me. You could almost feel the water spray on your face. It’s worth noting that the sea anchor performs admirably when stationary, keeping everything steady as you prepare for takeoff.
     


     
    Once airborne, the Polaris is exhilarating to fly, quite a departure from the complex airliners I've been piloting recently. Its simplicity greatly contributes to the enjoyment, truly embodying the concept of "flying by feel". Although it climbs slowly due to its modest airspeed, this offers a perfect chance to relax and take in the scenery. However, the Polaris requires gentle handling in the air; abrupt or sharp inputs can make it feel like you’re on a roller coaster. Flying in VR adds an extra layer of magic, especially the sensation of rising from the water with the wind whistling past your ears. Skimming low across the water or ducking under bridges is simply magical.
     



     
    Once I mastered a few basic manoeuvres, the Polaris was delightful to fly. Given that it's essentially a boat with wings, exploring the myriad waterways that X-Plane offers adds a whole new dimension to the sim. The perspective is very different when you’re looking up rather than down. Perhaps VSKYLABS might consider adding a variant without wings, just the boat section. How much fun would that be!
     
    Landing posed its own challenges and required several attempts to perfect. It’s crucial not to reduce power too abruptly to avoid a bumpy landing, or worse. Mastering power management is key to handling the Polaris effectively.
     


     
    Performance
    The no-frills simplicity of the Polaris's design ensures that frame rates are consistently high. Even when flying over densely populated cities at low altitudes, the frames per second (fps) typically remain in the 50-plus range, rising to around 70 or 80 over waterways. Throughout my flights, I experienced no complaints in this department and observed no noticeable impact on the sim’s performance.
     


     
    Conclusion
    Overall, my time in the Polaris was thoroughly enjoyable, and it's certainly worth considering if you're in search of something a bit different. The enhancements in X-Plane 12, particularly in terms of aircraft performance on water, coupled with the new lighting and texturing techniques, make spending a few hours in the Polaris a truly unique experience.
     


    If you're looking for a lot of bells and whistles or high-tech features, the Polaris might not meet your expectations. However, if you're in the mood for some straightforward, seat-of-the-pants fun on and over water, this flying boat is definitely worth considering. Priced at $24.00, it's a bargain. You might even find it on sale, which would be an added bonus.
     
    ________________________
     

     
    Polaris AM-FIB by VSKYLABS is now available from the X-Plane.Org Store here:
     
    Polaris AM-FIB by VSKYLABS
    Priced at $24.00
     
    Features
    Project Main Features:
    VSKYLABS 'Test-Pilot' Project: designed for use with X-Plane cutting edge flight model environment, features superb flight dynamics with authentic performance and flight handling characteristics. VSKYLABS development for X-Plane approved by 'New Polaris FIB' company (however, it is an independent VSKYLABS project, not affiliated with 'New Polaris FIB'). Real-Physics, incorporating weight shifting and wing simulation of a hang-glider trike. Unique trike flying aspects are being simulated: stalls, slips, spins and tumbling. Designed with the focus on control and handling characteristics, excellent for basic and advanced hang glider trike training / conversion from fixed wing aircraft. Additional passenger which can be removed, to simulate light vs heavy trike operations. Amphibian aircraft - operation in water/land and snow/ice. Built for VR: development was tailored specifically for VR, and optimized for 2D usage. Autoupdater based on the SkunkCrafts autoupdater (XP12 only) - all updates are being pushed smoothly without the need to re-download the entire base package (base package will be updated every once in a while to minimize the gap). Highly responsive VSKYLABS support forums: VSKYLABS is offering continuous professional support from aircraft related aspects (operating and flying) to X-Plane technical support. Requirements
    X-Plane 12 or X-Plane 11
    Windows, Mac, or Linux
    8 GB+ VRAM Recommended
    Current Version: 4.0 (June 7th 2024)
     
    Review System Specifications
    Windows 10 64 Bit, CPU Intel i9-9900k, 64GB RAM, Nvidia RTX 2080 Ti, Oculus Rift S
    ________________________
    Aircraft Review Stuart McGregor
    5th July 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).
     


     
  8. Like
    Kiwiflyer reacted to Stephen in NEWS! - Stick and Rudder Studios updates both X-Key Pad 1.6.0 & X-ATC Chatter v1.7.3 beta   
    NEWS! - Stick and Rudder Studios updates both X-Key Pad 1.6.0 & X-ATC Chatter v1.7.3 beta
     

     
    Mark Cellis of Stick and Rudder Studios has been very busy of late. Two of his excellent utilities have had updates, first X-ATC Chatter, and now with the X-Key Pad. Both these excellent utilities can fly under your radar, but both are worth exploring, certainly as both are currently 25% off on sale.
     
    X-Key Pad 1.6.0
    X-KeyPad gives you the ability to create Virtual Keyboards with highly dynamic key behavior and labels that can interact with and display data in X-Plane 12/11. These virtual keyboards can be placed on a secondary monitor, touch monitor, or a tablet by using Duet Display or SpaceDesk.
    X-KeyPad also supports a rich integration with all the Elgato Stream Deck Devices, the X-Touch Mini Midi Controller and P.I. Engineering X-Keys keyboards as well as a graphical user interface to create and edit all your configurations.
    The latest v1.6.0 version has had a massive up date, the changelog is massive.
    Version 1.6.0 (June 3rd 2024) Changed the communication protocol between X-Plane and the Stream Deck X-KeyPad plugin to use TCP rather than a shared memory approach. This provides a much more stable connection method, particularly on OSX. Added the ability to set the virtual device background color on the virtual device layout, issue 84 Added support for single/continuous command mode in Stream Deck dial rotations, Issue #86 Added Copy and Paste buttons to X-Keys key editor, Issue #66 Added try command to the list of last used commands, Issue #81 Added a Save as Default menu item in the Stream Deck editor Added the ability to have a history of commands that were last used in the command finder Added the ability to pop out the command and dataref finder to a separate window Added the ability to edit a dataref from the finder Enhanced the dataref finder so that it can filter on changes in a more robust way than the current dataref tool Added green text in the X-Touch editor dataref list to indicate a writable dataref Added the ability to detect if changes had not been saved when you close the editor window or load a new aircraft, issue #74 Added an ability to generate a cross reference file to easily see what commands and datarefs were used and on which keys/encoders. Added feature #67, the ability to test keys and encoders without having to map them in the Stream Deck device. Add the ability to specify a min and max on a numeric dataref when the increment mode is none Added datarefs for the numeric buffer character count and numeric buffer float value Added the ability to use expressive commands on the Stream Deck Plus encoder dial rotations Added a Teleport feature and two sample Stream Deck Plus teleporter encoders in the generic Stream Deck sample JSON. Added an optional continuous mode the to the X-Touch Mini encoders when using command mode. Added dual trigger support to expressive commands Added number buffer support to expressive commands Changed the baro key on the Stream Deck sample and the X-Keys C172 steam gauge and G1000 samples to use the new expressive command capabilities  


     
    To use you will need the FlyWithLua plugin, which is needed for a number of the sample configurations, there is also a willingness to learn about X-Plane datarefs and commands, and the dataref tool plugin for X-Plane is highly recommended.
    _____________________________
     
    X-ATC Chatter
    One of the quiet achievers, this clever plugin has built a huge amount of momentum since it its very modest introduction in late 2018. X-ATC Chatter started with only 5000 sound files, now it has 45,000 high quality ATC audio clips to it's name via using LiveATC.net. The concept has been widened as well.  The result is a collection of audio files organized by geographic region and ATC controller / facility type that can be played during your flight with an intelligent player plugin for X-Plane to give background chatter to your flightdeck.
     
    Not an official release yet, but Stick and Rudder Studios have released the latest beta v1.7.3...  details include;
     
    Release Notes for Beta 1
    Changed the Out of Range detection to take into account your aircraft’s altitude. This also affects the range in the Nearest Facility window. Added shut down message to the log file Improved some Simple ATC Hints Fixed a bug where SimpleATC would set the radio to clearance after arrival taxi clearance confirmation when copilot handles radios was on Started using X-Plane 12 airspace center frequencies  
    Prior to 1.7.3 center frequencies and their transmitter location accuracy were a bit mixed. Data was generally good for U.S. and to a lesser extend Canada but the rest of the world the frequencies and locations were estimated. Many ARTCC services are assigned to specific altitudes. As an example, Boston ARTCC is divided into two altitudes. Services when you are between 0 and 17,999 MSL and another when you are between 18,000 and 60,000 MSL. X-Plane 12 has better airspace information. Although we still don’t know exactly where the RCAG transmitters are located we do know the frequencies, the altitude range they service, and the location on the globe defined by a polygon that the frequencies service. Simple ATC version 1.7.3 will use this data when you are running X-Plane 12 to hand you off to different center frequencies when you cross an FIR airspace boundary or cross an altitude assignment boundary. We still don’t know the exact locations of each transmitter so X-ATC-Chatter will scatter them around the airspace polygon roughly 70 NM apart from each other. This is a very new approach to handling center frequencies so I have given you the ability to shut it off it you don’t like the way it works. That can be done on the settings dialog on the radios tab.  

      The X-ATC Chatter latest beta is available here; Beta 5 - 1.7.3 beta release
    Yes highly recommended!
    _____________________________
     

     
    Yes! X-KeyPad by Stick and Rudder Studios is now available from the X-Plane.Org Store here :

    X-KeyPad
    Price is US$18.00
    Now on Sale, US$13.50...  You Save:$4.50(25%)   Requirements X-Plane 12 or X-Plane 11  Windows, OSX, Linux Current version: 1.6.0 (July 3rd 2024)  
    Support forum for X-KeyPad
    _____________________________
     

     
    Yes!  by Stick and Rudder Studios is now available from the X-Plane.Org Store here :
     
    X-ATC Chatter
    Price is US$18.00
    Now on Sale, US$13.50...  You Save:$4.50(25%)   Requirements X-Plane 12 or X-Plane 11 Windows, Mac or Linux Version 1.7.2 (April 27th 2023)  
    Support forum for X-ATC Chatter
    ___________________________
     
    News by Stephen Dutton
    5th July 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
     

  9. Like
    Kiwiflyer reacted to Stephen in NEWS! - AirSim3D updates Citation C-560XL XP12 to version 2.0   
    NEWS! - AirSim3D updates Citation C-560XL XP12 to version 2.0
     

     
    It is always debatable on what is the "best in category". But certainly the AirSim3D Citation C-560XL is certainly at the top of the list for the X-Plane 12 Simulator. The aircraft was released in the dying months of X-Plane 11. So the release for X-Plane 12 was a complete revision of the aircraft, and that leaped this Mid-Sized Business Jet into a new higher and premier position.
     
    The Cessna Citation Excel (XL) is an American midsize business jet in the Cessna Citation family. Announced in October 1994, the Model 560XL first flew on February 29, 1996, certification was granted in April 1998, and over 1,000 have been delivered. The 2,100 nmi-range (3,900 km), 20,200 lb (9,200 kg) MTOW jet is powered by two 3,650–4,080 lbf (16.2–18.1 kN) PW545 turbofans, has the cruciform tail and unswept supercritical wing of the Citation V (560), and a slightly shortened Citation X stand-up cabin.
     
    The Excel has the roomiest cabin in its class of light corporate jets and can seat up to 10 passengers (in high-density configuration; typically the number is six to eight in a corporate configuration), while being flown by a crew of two. To power the aircraft, Cessna chose the Pratt & Whitney Canada PW500 turbofan.
     
    It is hard to believe, but the 560 Excel is still the first aircraft by AirSim3d, but the latest update is very far removed from it's initial predecessor. Comments have suggested the cockpit textures were not a reflection of the quality of the aircraft. To a point I disagree with this aspect on two counts, one, this is a first design, but also the design is created to reflect a period. However in response to the comments, v2.0 has had a very big revision of the internal aspects, in Cockpit 3D-occlusion, shading and a coloring Texture update, it also has had glass updates, in that the glass is not now brightly coloured, but clear and more realistic, the annoying rear mirror reflection has also been removed.
     
    There are also new Startup and Anti-Icing annunciations, and the Autoland has been fine-tuned and the update comes with also better FMOD2 volume tuning. The results are of an even more well-rounded and quality aircraft, so the title of  "The best" goes up another notch higher.
     
    Version 2.0 (July 1st 2024) Major Cockpit 3D-occlusion, shading, coloring Texture updates Major Glass updates New Startup annunciations New AntiIcing annunciations Minor updates to RMU test, Popouts freezing, Checklists content Removed mirrors (since XP can not do that) Autoland fine-tuning FMOD volume tuning  

         
     
     
    The full X-Plane 12 C-560XL review is here: Aircraft Update : Citation C-560XL X-Plane 12 by AirSim3D   “My main interest is flying bizjets, and this one is an excellent addition to my ''hanger".... Also, Support responds very quickly on this forum too. Thanks for that." “Just doing a night flight, the night lighting is excellent. I do like this airplane a lot” “Engine sounds are really good inside and out. I live near an airport, and it sounds like the real Citations as they take off” “The best aircraft of my hangar .. and I have all the other more popular biz jets and Airliners!! From the XPlaneReview: “Having flown the XL a lot over the past month, I now really love it, even miss it a lot when flying other aircraft. Recommended.” “Are ya'll thinking about making other AWESOME models like this one? 5 Star (support) service!”  
    Designed by AirSim3D
    Support forum for the C-560 XL
    ____________________
     

     
    Yes! the Cessna Citation 560XL X-Plane 12 v2.0 by AirSim3d is NOW available from the X-Plane.Org Store here:
     
    Cessna Citation 560XL XP12
    Price is US$59.95
     
    Cessna Citation 560XL XP11
    Price is US$49.95
     
    Cessna Citation 560XL XP12 + XP11
    Price is US$79.95
     
    Features: AirSim3D C-560 XL: Real-Jet authenticity
    Real jet visits at Boeing airfield were extensively used to inform build and design decisions 100’s of pages of real POH manuals, specs, drawings, pics used Real pilot tested and extensively beta tested Result: real-world systems, lighting, functions, modeling and procedures authenticity  
    Requirements
    X-Plane 12 Only
    Windows, Mac or Linux 4 GB VRAM Minimum - 8 GB+ VRAM Recommended Current version : 2.0 (July 1st 2024)     There are 3 purchase options for the 560 XL
    XP11 only Version . Get it here XP12 only Version. Get it here XP12 and XP11 Bundle . Get it here  (this one) ___________________________
     
    News by Stephen Dutton
    1st July 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
     

     
  10. Thanks
    Kiwiflyer reacted to Stephen in Behind the Screen : June 2024   
    Behind the Screen : June 2024
     
    Can you believe it is already half way through another year? Yes the months do seem to be passing quicker, and the years too. It was only two years ago we were waiting for the X-Plane 12 (beta) release, TWO YEARS, man it's gone quickly, and here we are nearly half way through the XP12 run, yes halfway already to X-Plane 13, Laminar Research will be soon dragging out the white board again to list the next set of exciting features!
     
    But that is for another day.
     
    Those two years were also very disquieting in the process as well...  don't worry I'm not going down THAT road this month. So this created a bit of nervousness as the Fight Simulator Expo in Las Vegas approached this year. Laminar Research only sent two people last year to Texas, one the PR (Public Relations) guy and Phillipp Ringlar, so basically there was really no visibility from X-Plane, except for a stand and a few demonstrations...   were as Microsoft basically took over the Expo with the Flight Simulator 2024 announcement.
     
    Your always looking for a base line, and the situation of knowing where you stand. To be honest that has been hard with X-Plane 12. It had all the excellent ingredients, and in the many times the power of X-Plane 12 sort of shone through, but somehow it didn't all come together for one reason or another. Last month in BtheS I noted the level of excellence now being shown via X-Plane 12 aircraft, most notably the X-Crafts E-Jet Series, X-Trident AW-109SP, and now we can add in the FlightFactor Boeing 777v2. Levels above in about what we expect with quality Simulation. But what of the X-Plane Simulator itself?
     
    But the 2024 Expo sort of gave us a better understanding of the current Simulation situation. For one there is a lot of competition out there, but overall it still comes down to FlightSim and X-Plane. After last year and the announcement of FS 2024 (coming in Nov 2024), I was expecting this year's 24 Expo to be "nail in the coffin" sort of scenario coming from Seattle. Oddly it didn't happen, but it did sort of showed were and where the situation is going.
     
    I will be honest, and I think I mentioned this at the time last year. I thought the new features for FS 2024 were quite disappointing, no seriously. Except for the continuing focus on the 3d landscaping, it didn't really deliver anything new except for presenting "Experiences", scoff you might...  but even this year's 24 Expo was really a rerun of the same as last year, adding in only the Boeing MAX as an aircraft release. The only highlights were the "Vertical Obstacles", in creating thousands of infrastructure in pylons, weather towers, power stations and the clever world shipping. I do admit that over the course of the FS 2020, Microsoft did a brilliant job in filling in the world with their consistent "World Updates", 16 in all and the last World Update XVI, focused on the Caribbean region.
    The huge mass of 3rd party developers did the rest, releasing tons of aircraft, and far too many sceneries that were so nondescript, that I had google a lot to find out where they actually were. New developers were coming out of the woodwork by the hour, and if you could even think of buying even fraction of all these releases, then certainly my bank balance says absolutely not?
     
    Which comes to my favorite word "Momentum", that word gets things done and builds huge audiences, 15 Million users in this case, but to be honest I don't totally subscribe to that number. X-Plane has just over a million, but the core number of users is probably only around 200,000...  So what is the true number for FlightSim, say 4, maybe 5 million, still a big, big number compared to X-Plane.
     
    X-Plane 12 has a huge amount of new features, including; Photometric Rendering, Enhanced Weather System, Seasonal Effects, Dynamic Water, Improved Flight Models, ATC Improvements and a new User Interface. You could say that most are in relation to the release of FS 2020, there is some truth in that but not all of it. These features were groundbreaking, but issues in getting them refined took far too long, and some took development of nearly two years on from release, you could call it behind the "8 Ball". But the release of the Newly numbered version 12.1.0, you finally had all the components working together in harmony, and the results are really quite amazing. But in the same time as noted FS 2020 had gained a lot of users and a far bigger audience.
     
    But putting them side by side as Simulators the differences are more even handed. Again you may scoff...  but I was very surprised that FlightSim, didn't even have a replay function? but are added it into 2024 via a 3rd party, and a cheap fix at that?
     
    So two major things came out of Expo 2024. The first is the obvious neglect of the scenery. First I will note that scenery requires a huge amount of processing power, and something we didn't have a decade ago. Also Microsoft processes their scenery off your processor and delivers it to you in packages, a clever way of doing it, but that aspect also puts you at the mercy of your internet connection and speeds. And the hoards over there are always complaining of the problem.
     
    For X-Plane and for processing the scenery on your own machine, means that the size or detail of the scenery is restricted to what you can personally process, that aspect also restricts on what Laminar Research can also deliver in detail. But to be honest, even with all the issues around the scenery, Laminar still missed the ball completely in leaving the changes for so long at over a decade. The release in November 2011 of X-Plane 10, is now nearly 13 years (12 years and 222 days), although great at the time, that length of time in lying dormant in a simulator is simply backward thinking. I know I go on about this aspect, year after year, but the fact remains it has caused the biggest divide between the FlightSim and X-Plane, and the way that the users have preferred one Simulator over the other, great aircraft withstanding.
     
    Laminar in not being more vigilant on this aspect in every scenery area, has put the Simulator into a precarious position, that even lesser known, mostly battlefield Simulators, leave X-Plane and Laminar in the dust in quality background scenery. It is the "glaringly obvious" of the differences between the FS and X-Plane Simulators, and also why developers are trending and are attracted to the boards in FlightSim and not X-Plane. Give Microsoft their due, they looked at X-Plane's biggest weakness and totally exploited it. Then FS pushed the knives in deeper with their excellent World Updates, on how could you still keep on missing the vital messages coming at you, but Laminar did.
     
    Somehow the mantra of, we only do aircraft, not a whole simulator was even obvious when the old school FlightSim was around, users were wanting to pay huge sums to collect scenery and city vistas, they were already world building, aircraft were diabolical and unrealistic to fly, but it still made FlightSim a huge money earner in add-ons, plus it added numbers back then that X-Plane could only dream of. 
     
    The problem of processing these huge sceneries is still the biggest barrier to creating a real world X-Plane. Notably at the 2024 Expo, Laminar finally revealed that they were now looking at the scenery in question, they even said they would fix the green spaces around custom scenery...  But just thickening up some tiles with more density is not the option either. X-Plane needs to become a "World" Simulator in detail, it is obvious the 3rd parties are not going to come to the party unless you are going to give them something unique or clever to want to develop for X-Plane...  If you are of a certain age when X-Plane 9 rolled into X-Plane 10, you would remember the incredible transformation of the release, sadly Laminar didn't follow that aspect up.
     
    The point here is that the visual and effects in X-Plane are very, very good, but the main character of the Simulator is critically missing. If Laminar Research can and do fix this scenery aspect, then X-Plane will have better or even chance of being a premier Simulator, even then also attract back developers and scenery creators to get some momentum back into the Simulator. Going for once where the user wants them to go, and throw away the clubby atmosphere that has restrained the Simulator, what was once X-Plane's biggest strength has become it's biggest liability, in wanting a cheap Simulator (meaning free) is disintegrating it from the inside out...  15 Million users if you believe that number or not is proof of what Simulation wants out of Simulators, game quality visuals are now required to create "Experiences", not just very, very complicated aircraft.
     
    The second point that where X-Plane has also done badly is in selling itself. Again that small clubby little world didn't want anything to upset their view or take on Simulation. Microsoft sold Simulation big time, to anyone who wanted to try it...  X-Plane over the last decade did absolutely nothing, not even an advert in PC Pilot. I tell everyone within earshot how great it is, and have created fellow users in the process, many having seen my set up and wanted one for themselves, but I was a small voice in the wilderness...  If they don't know what you are using or selling, then how are you going to grow? X-Plane did have momentum, but at only a snails pace, Microsoft showed what Simulation was all about with the huge expansion of FlightSim 2020 and took the users with them...  the money as well.
     
    Till next month, see you then
     
    Stephen Dutton
    1st July 2024
    Copyright©2024 X-Plane Reviews
     

  11. Like
    Kiwiflyer reacted to Stephen in NEWS! - Aircraft Updated : Robinson R66 Turbine X-Plane 12 v3.0 by vSkyLabs   
    NEWS! - Aircraft Updated : Robinson R66 Turbine X-Plane 12 v3.0 by vSkyLabs
     

     
    In 2018, BC Helicopters team (Mischa Gelb, Ruben Dias and Diogo Dias), flew around the world in the R66 helicopter, it was an effort called 'EPIC Global Heli World Tour'. The mission lasted 97 days, in which the team covered 30,000 miles, stopping in 45 countries and flying over 5 continents. Im the process it established 2 new world records (fastest Antipode RTW on a helicopter, and longest RTW on a helicopter). That amazing feat is the basis of this vSkyLabs X-Plane 12 Simulation.
     
    The Robinson R66 Turbine is a five-seat helicopter designed and built by Robinson Helicopter Company. It features a two-bladed main rotor, a two-bladed tail rotor, and is powered by a Rolls-Royce RR300 turboshaft engine. The R66 Turbine is popular for various uses, including private transportation, law enforcement, flight training, and light utility roles. It offers a balance of performance, comfort, and cost-effectiveness, making it a versatile choice in the light helicopter market.
     
    This new v3.0 version is focused on a few areas; a new Flight Model (XP12), Graphics, Systems and a completely new sound system (FMOD 2) with an updated PaintKit....
     
    Version 3.0 (June 29th 2024)   Flight model: Deep tuning of engine power gradients, torque, throttle governor, handling characteristics in hover. Updated airfoils. Graphics: Remodeled front panel plate with high resolution instrument holes. enhanced 3-d modeling of RPM, Engine Torque, MGT and N1 gauges. Re-modeled GNS530 element with higher accuracy/resolution. Re-modeled G1000 element with higher accuracy/resolution. Added scratched windshield. Cockpit panel PBR tune-up for the latest X-Plane 12.1.0 rendering standards. Cyclic stick is now extended by default (can be shortened with the use of hide-yoke feature as before). Removed the avionics extension screen from the front/RH side of the cockpit. External liveries PBR tuneups. Systems: Integrated G1000 PFD/MFD into a single screen. Both PFD and MFD are separate pop-out windows, and it can be toggled easily using on-screen/VR interaction, or key/button assignment. New dual-system altimeter. Sounds: Sound package is now of the latest FMOD 2.02.22. Added physical/aerodynamic based blade-slap effect. Paint-Kit: Minor changes to paint-kit to comply with the latest X-Plane 12.1.0 rendering engine.  

     

     

     
    Project Main Features: VSKYLABS 'Test-Pilot' Project. Highly defined flight dynamics model of the Robinson R66 Turbine helicopter Highly detailed model of the Robinson R66 helicopter. Robust simulation of the R66 drive train and RR300 Turbo-shaft engine: Utilizes X-Plane's new and advanced free turbine simulation.  Autorotation capable. Comprehensive systems: Drive system, Hydraulics flight controls, Engine Anti-ice, Starter-generator and ignition system, Fuel system, Auxiliary fuel system, Electrical system with functional CB panel, Lighting, Annunciator panel, Cabin heater, Rotor brake and more. Fully functional VR (Virtual Reality) Ready: highly interactive cockpit environment including levers, switches, fuel cut-off / shut-off guards, 3D checklist viewer, modular cyclic and more. Equipped with Robinson's 'later' advanced panel: a perfect mix of the traditional analog gauges and glass cockpit display. R66 Auxiliary fuel system. Fully featured G1000 (modified). Autopilot Built-in Avitab Compatibility (Avitab plugin not included). Multi-Layer FMOD sound pack. The project is under constant development: development road-map is including flight model refinements, enhanced systems depth, additional liveries and other improvements. Skunkcraft Autoupdater is included: project updates are fast and efficient!   This project is part of the VSKYLABS 'Test-Pilot' series, designed specifically for use with X-Plane cutting edge Experimental Flight Model.
      This aircraft is also available for X-Plane 11 (obviously with out the dynamics and effects of X-Plane 12)
     
    Images are courtesy of vSkyLabs...
     
    The Robinson R66 Turbine v3.0 by vSkyLabs is now available from the X-Plane.OrgStore
    _____________________________________
     

     
    Yes! - the Robinson R66 Turbine v3.0 by vSkyLabs is NOW available from the X-Plane.Org Store here :

    Robinson R66 Turbine
    Price is US$34.95 (Currently on sale for only US26.36!)
    You Save:$8.59(25%)
     
    Requirements
    X-Plane 12 or X-Plane 11 Fully Optimized for XP12 Windows, Mac or Linux 8 GB+ VRAM Recommended Current version: 3.0 (June 29th 2024) ___________________________
     
    News by Stephen Dutton
    30th June 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
     

  12. Like
    Kiwiflyer reacted to Stephen in NEWS! - Scenery Released : LFKT - Corte , Corsica by FSX3D   
    NEWS! - Scenery Released : LFKT - Corte , Corsica by FSX3D
     

     
    FSX3D has released another Corsican Airport in the series, this time it is LFKT Corte. These are converted scenery from FlightSim, but tuned very highly to the X-Plane 12 platform.
     
    LFKT, is also known as Corte Airfield, is a small airport located near the town of Corte on the island of Corsica, France. It primarily serves general aviation and does not handle commercial airline traffic. The airfield has an elevation of around 1,299 feet (396 meters) above sea level with a single runway, designated 16/34, which is approximately 1,150 meters (3,773 feet) in length and has an asphalt surface. The runway is also has a slope of 1.88% (uphill on side numbered 30 (SW-NE) and downhill on side 12 (NE-SW).

     The airfield is used for various general aviation activities, including private flights, flight training, and aerial work. It is not equipped for regular commercial airline operations. Corte Airfield is popular among pilots for its scenic location in the mountainous region of Corsica, offering stunning views and a challenging flying environment. There are no ATC facilities at the airfield.
     
    Features Include:
    Ultra detailed car parks, taxiways and track PBR on all objects Ambient occlusion (Objects and ground) Wet track effects Dynamic lighting Compatibility Ortho4XP Compatibility AutoOrtho HD photorealistic ground Corsica Z17 (Ortho4XP 1.40)  

     
    Also Corsica, Gap-Tallard and Hautes-Alpes are all finally getting a lot of X-Plane 12 attention via these FSX3D excellent releases...  check them all out now.
     
    Images are courtesy of FSX3D
    _______________________________
     

     
    LFKT - Corte , Corsica by FSX3D is now available from the X-Plane.Org Store here:

    LFKT - Corte , Corsica
    Price is US$12.99
     
    Requirements
    X-Plane 12 Windows, Mac or Linux 8 GB VRAM Minimum Download Size: 392 MB Current version : 1.0 (June 28th 2024) ___________________________
     
    News! by Stephen Dutton
    29th JUne 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
     

  13. Thanks
    Kiwiflyer reacted to Stephen in X-Plane 12 : Las Vegas FlightSim Expo 2024   
    X-Plane 12 : Las Vegas FlightSim Expo 2024
     
    Every year the FlightSim Expo comes around, and it is a sort of Simulation's WWDC (Apple) in what is new and coming in Flight Simulation. This year it was a very good Expo, a solid one actually, even very interesting. Yes Microsoft and the Flight Simulator FS brigade dominated the Expo, that was to be expected, but 2024 was a more even event for X-Plane users as well.
     
    For a start Laminar Research were there, all the major people in Austin and Ben (Supnic) were also in attendance this year, Ben as we shall see did the Announcement Seminar and spoke for 9 minutes or so, and that is always a good thing.
     
    Of the 2024 Expo itself, there was a lot of interesting aspects...  A.I. is big, mostly in trying to bring a real life communications to the simulator cockpit, a lot was focused on that, but the cost (US$20 a month) and on how really good it is always debatable with hype, but that fact A.I. is coming is very exciting as well. Certainly with the profusion of highly VAT noted on-line attendees, of which they promoted a lot of their building of the popular expanding on-line networked communities.
     
    Force feed joysticks, by flitesim was announced and created a lot of excitement, and these chunky rudder forces are coming soon as well in Q4.
     

     
    "Cyber Taurus" by WinWing was another Force Feed product, and a Haptic Feedback Joystick was another, both for X-Plane mid-July 2024. MCDU's both for Airbus and Boeing were great quality and value, as were the loads (and loads) of B737 Yokes.
     

     
    There was also loads of really great rigs, but a small star of the show was the excellent "Altimeter Motives" instrument panel set ups, they were amazing in detail, but look at those realistic prices.
     

     
    Flight Simulator and Asobo obviously dominated the Expo as noted, and their two hour Seminar was full of the details of the coming (November 2024) next edition in Flight Simulator 2024, FS 2020 will be supported until 2028. The announcement of which there are 15 Million subscribers to the platform was very overwhelming, but in this business, signing up and consistent use is another thing (core users). What it does speculate is the size of the Simulation market (if true), and again that the focus of the coming 2024 Simulator is more about "Experiences" than pure Simulation, the biggest call of the day was for the new default aircraft in the Boeing 737 MAX, I mean does it come with a faulty MCAS and door plugs that blow out... 
     
    X-Plane was always a minnow compared to the FS Whale, that aspect has never, or will ever change. But it does bring up the question that in awareness, Laminar Research and even X-Plane in general could do far better in getting the message across, but overall they did very good at the 2024 Expo.
     
    Laminar Research Seminar
    The actual X-Plane Seminar was as noted only 14 min long, usually these things go for an hour, even longer in the past. And even then 5 min of the presentation was for the coming (controversial) Laminar X-Plane Store, of which nothing new was announced, not even a release date (noted as sometime in Q3 24). The rest of the development announcements was from Ben Supnic.
     
    First comments were on the size and benefits of the latest X-Plane Release in 12.1.0, with the most changes and updates since the initial X-Plane 12 release in September 2022. With the solid advancements in the Weather, Particles (FX), Graphics, Professional Use, Systems and Avionics. Overall there was 2,858 commits (the size of both 12.0.6 and 12.08 releases combined) 480 bugs were resolved and 326 pull requests done.
     

     
    Sit back and think about the changes since the release of XP12, and you will realise on of how much X-Plane has actually changed lately, and on how much better the Simulator is today... "it's come a long way folks", so for that you have to give Laminar a big accolade. Yes I'm praising them, and not throwing brickbats at the team for a change.
     
    X-Plane 12.1.0 really is very good, they even fixed the minecraft clouds (yes they did) and the lighting (almost, see below), but the important thing to remember is that this 9 min announcement is short, really short, and for once that is a good thing. As it means that Laminar have finally broken through the massive Vulkan and Metal wall, in totally rewriting from the ground up the X-Plane's Simulator's basic coding that has taken up so much of Laminar's time and resources for the last 4 years. This was noted by the current third party development.
     

     
    Avionics
    With all the focus on the big picture, the Avionics have quietly had quite a lot of attention on the X-Plane default avionics in X-Plane 12, most of that focus has been on the G1000 installation, as the G1000 is the most common instrument pack in the simulator.
     

     
    The announcement showed off the coming "Synthetic Vision" for the G1000, with features of Terrain/Water, Obstacles, Navigation Aids and better performance. It looks very comprehensive.
     
    Second avionics announcement was for "Airliner Weather Radar", not just ahead, but the weather radar is fully functional with terrain and "targeting" or the ability to focus the radar at different directions or altitudes. Features include; Sweep, Ground Reflections, Stabilisation and it has High Performance (meaning not chunking down your frame rate). It will also be available to Third Party developers to include the system into their own aircraft's avionics.
     

     
    Dark Cockpits
    One of biggest gripes in X-Plane 12 since it's release has been the "Dark Cockpit" controversy.
     

     
    Dark Cockpits are really an anomaly. The clash between the real world lighting and looking at the world in a Simulator. Yes the current X-Plane lighting model is actually correct to the real world, but it doesn't work very well on a monitor screen. So you get high exposure through the windows, and then the blackness internally in the cockpit. What you are getting here is extreme contrast and exposure.
    Laminar has from the start created three objectives to overcome the problem. First was to fix the colour issues, oddly it is not the darkness that is the problem here. Then to measure the real world (lighting) to match it to the lighting model. The result of a fix is "Exposure Fusion", a tool that takes the areas of lighting and automatically adjusts them to be a better description that you see on a screen, it works like that on your phone camera, here it is doing the same thing on a monitor. Ben Supnic gave six examples of the bad and good (on or off).
     

     
    Images shown here (Innsbruck) show the different shades of a bad lighting scene with the sun behind the mountains. The aim (second right image) far right, is to blend or Fuse the lighting to give better external lighting, but in also highlighting the different internal shading aspects of the cockpit, a sort of compromise really. Laminar notes it is still working (hard) on the "Exposure Fusion" concept, so no time for release was announced.
     
    Graphics Road Map
    Ben Supnic also laid out the current "Graphic Road Map", and there are some interesting ideas in here.
     

     
    Performance is always the root core of any Simulator, happy frame rates means happy users. But there is more going on here. We already know that Laminar want more highly detail or higher density detail on the tiles. But by looking at these details, the Tiles will be doing far more than just delivering better ground detail. "Tile-Based Lighting" will keep the processing more local, meaning in higher density areas, you will get better performance by saving GPU power, same with Static Descriptor Sets, which bind into specific “slots” on a Vulkan pipeline. When creating a pipeline, you then have to specify the layouts for each of the descriptor sets that can be bound to the pipeline. This is commonly done automatically, generated from reflection on the shader, and doing this will save you CPU power, again great for high density areas.
     
    Finally we are getting "Multi-Cores" or using multiple cores for doing the main frame rendering, look at your processor numbers, and one is in overload while running X-Plane, the rest are usually doing nothing...   time to share the workload.
     

     
    Better ground textures means new "Terrain Rendering". It is fine to cram in more and more stuff on a tile, but the current system is a decade old, not very efficient either...  so it looks like what Laminar are working on is a completely new and different approach in creating better Ground detail, so they will be soon "Streaming Friendly". The interesting aspect of this "Tile Streaming", is the "streaming" is a reference in how the data gets into the sim engine. This could come from any number of sources including also the data installed on the hard drive.
     

     
    But it does show that finally Laminar are going into a direction of creating better Ground and Landscape detail, and the biggest drawback currently between X-Plane and FlightSim.
     
    X-Plane will obviously never, ever be the same scale of FlightSim, but X-Plane has a talent for fighting below it's weight and succeeding. One feature that did impress me with the FS 2024 announcement was the "Vertical Obstacles", in creating thousands of infrastructure in pylons, weather towers, power stations and god knows what else. You can have the most sparse ground textures (tile) in the world, but if you fill them in with great clutter, then you can cover over the crap.
    Which brings us the the biggest annoyance I get when reviewing scenery. Those plain green empty bands of nothing around custom airports or scenery (cities). Yes this big X-Plane anomaly is finally being fixed! in that soon going forward developers can or will be able to "Allow overlays and custom scenery to "Correct" the mesh locally"... hallelujah!
     
    All these Graphic Updates are targeted to be released in Q3, or at the very least Q4.
     

     
    Q&A
    Austin Meyer, Ben Supnic, Thomson Meeks and Philipp Ringler, all gave a five minute Q&A at the Expo. They covered a few items, but noted that efficiency and getting more stuff out to (us the) users quicker, and being more precise was the currently top priority, obviously as a response to Microsoft's FlightSim.
     
    Notices were made for more in-house beta testers, very good beta testers are very hard to find, as it can be a frustrating repetitive job... but the problem is X-Plane is complex, and also has a very wide demographic, certainly far more than FlightSim, which is really only a single platform in being Windows based, plus the fact that users use a huge variety of setups and computer specifications. Programs running perfectly in-house, then becomes a convoluted situation when put out to community testing. It is in focusing the details down, in that you can solve the problems and issues quicker.
     
    Next noted was coming features, as we have already covered above, it is now official that Ben Supnic is working on that "NextGen" scenery, and that has huge if massive implications for the X-Plane 12 Simulator, but it will be a big project (nothing like the Vulkan/Metal project), this aspect can change the X-Plane concept into the current required (even gaming) standards. Meyers is working on Flight Modeling (his speciality) for rotorcraft in lift and vibrations, including for newer VTOL electric aircraft.
     
    There was a lot of discussion with the introductions of a API (Application Programming Interface) called "Websockets". X-Plane was created and based on user/developer interaction, or "Tinkerers" that allows you to interact with the Simulator. It works very similar to #Datarefs, but it will write the code for you, making access to the Simulator more accessible. It is a real-time, event-driven communication tool between clients and servers. Websockets are particularly useful for building software applications requiring instant updates, such as real-time chat, messaging, and multiplayer games, in X-Plane's case, interaction from a web-browser, or an external application for instructor stations or to do missions. The documentation for WebSockets is coming soon...
     
    Nimbus Studios
    There wasn't a lot of X-Plane developers at the show doing seminars, but there was one that did a great presentation, and that was Nimbus Studio's Santiago Butnaru. They went though their current products, both aircraft and scenery. Then Nimbus announced the next aircraft release for X-Plane 12 would be a "Classic" airliner in the Boeing 707... 
     

     
    Boeing 707? from Nimbus Studio's, you certainly didn't see that one coming? But the quality is overwhelming, this is an X-Plane 12 aircraft, and that will be a far cry from the old XP9 Planemaker 707 versions. There was no release date as the Boeing 707 from Nimbus is still a WIP.
     

     
    Another announcement was for a new scenery release in KCLT- Charlotte Douglas International Airport UHD for X-Plane 12, details here
     

     
    Nimbus seems to be also doing other ideas, besides aircraft and sceneries. They presented two situation based products. The first was in collaboration with Bridger Aerospace, a company which provides aerial firefighting and wildfire management services in the USA.
     

     
    You can set up fire fighting missions from huge forest fires to small burning tree areas, and then create drop zones with both a Bombardier CL-415 and L-1011 shown, these mission scenario's were set up for Bridger in a real world simulation, but will be available for X-Plane. The quality of the trees and fire smoke is excellent.
     

     
    The second situation shown was the "Nimbus Pilot Challenge", again a more MSFS based "Mission" style product. Here you can create a mission or have them created for you....
     

     
    You can create a new missions or jobs in nine different categories; SAR (Search & Rescue), Rescue, Search, Medical, Transport, Cargo, Tours - Jobs include Log Transport and Construction, with more coming...  then you can create your own specific scenario.
     


     
    If on duty, the system chooses your task, when completed, you maybe then called to do another mission...  It's early days here, but it is an interesting idea than in say doing just pure aircraft flying simulations.
    ___________________________
     
    But the overall feeling after the Expo 2024, and for all the load of announcements coming out of Microsoft. Is the differences between the Simulators is not as ocean wide as you think they are, some like intergrating a third party add-on replay mode for FS 2024 was a surprise considering the resources of Microsoft, so was the simBrief imposter feature. so you do still get the odd add-on Microsoft/Android vs Apple intergration feeling between the Simulators.
     
    One thing the Expo did express that Laminar Research can not do, is not sitting on it's laurels anymore, go at it's own pace and just expect everything to perfectly fine. That aspect in commentary from Laminar Research was very strong, in wanting the X-Plane Simulator to be lean and mean, but very efficient in performance, but also delivering a quality experience.
     
    Quality add-ons for X-Plane 12 this year are already showing the high merits of the Simulator, and in the X-Plane 12.1.0 release it has already shown that the Simulator is now also progressing far better and further.
     
    But with all the aspects of the announcements at the 2024 Expo, it shows that we should see a lot more updates and more quickly as the year goes on, that Ben Subnic is working on the ground textures, gives the future another big step towards X-Plane becoming back into the Simulation arena as a solid alternative to just Microsoft's vision of what Simulation should be. 
    ___________________________
     
    Analysis by Stephen Dutton
    26th June 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
     

  14. Thanks
    Kiwiflyer reacted to Dominic Smith in Scenery Review: KSJC - San Jose International Airport by Short Final Designs   
    Scenery Review: KSJC - San Jose International Airport by Short Final Designs
     
    By DrishalMAC2
     
    Introduction
    Situated in the vibrant heart of Silicon Valley, Norman Y. Mineta San Jose International Airport (KSJC) serves as an important hub for technology professionals, business travellers, and tourists alike. Conveniently located near the bustling downtown area, KSJC offers easy access to the heart of tech innovation, with close proximity to key players such as Google, Apple, and Facebook.

    KSJC features two parallel runways (12L/30R and 12R/30L) and primarily hosts regional carriers such as Southwest, Alaska, and Spirit; however, larger carriers like Delta, American, and even British Airways also operate from here. As a fan of large airports and heavy metal airliners, I was particularly excited to explore ShortFinal Designs’ (SFD) latest airport for X-Plane 12. Known for their attention to detail and realism, my expectations were high. Let’s see if this scenery package lives up to everything I want it to be…
     

     
    Installation
    The installation process for "SFD_KSJC_San_Jose" is straightforward. Simply extract the zip file and drag the “SFD_KSJC_San_Jose” folder into your X-Plane 12 Custom Scenery folder. The initial download is 1.21 GB, and once extracted, expands to a slightly larger 1.86 GB. Quite reasonable considering both the size of the airport and the quality within.

    For those who prefer using their own ortho textures, an option is available. Navigate to the “!Alternative versions” folder and open the “No Ortho” folder. Here, you will find an “Earth Nav Data” folder. Copy this folder into the main “SFD_KSJC_San_Jose” folder and, when prompted, overwrite the existing files. This change can be reversed by dragging the “Earth Nav Data” folder from the “Ortho (default)” folder back into the main directory. This flexibility in texture choice is a highly welcomed addition to the scenery and one that is often overlooked by developers. 

    Additional plugins that enhance the scenery, such as LST (Living Scenery Technology) or SAM (Scenery Animation Manager), can be installed into your X-Plane "plugins" folder. These plugins are not required but highly recommended for an enhanced experience. If you are using X-Plane 12.1, I recommend using the openSAM plugin as an alternative to SAM, since SAM may cause some issues with XP12.1.
     

     
    Documentation
    The PDF manual included is short but thorough, covering the entire installation process as detailed previously. It also provides links to the above-mentioned plugins and offers a description of the airport along with special features of the scenery. Additionally, the manual contains license information and contact details should product support be required. While the manual is comprehensive in many respects, it was slightly disappointing to see that no airport charts were included. However, they are readily available online, allowing users to easily obtain them as needed.
     

     
    Ground Textures
    For this review, I selected the 'No Ortho' version, complemented by simHeaven’s excellent X-World America, my own custom ortho textures, and Global Trees. This combination significantly enhanced the area surrounding the airport, making it far more inviting than X-Plane’s default autogen and textures.
     


     
    The runway textures are of extremely high quality, with elements such as touchdown zone markers and aiming points accurately placed, reflecting the real airport's layout well. Additional textures like tire marks and various grunge effects have been added to the runway textures to give an authentic appearance. 
     


     
    The taxiway textures are also impressive, featuring a high-quality base texture adorned with various grunge effects and tire marks to suggest usage. This depiction is true to life, as verified by examining Google Maps, where the taxiways at KSJC appear quite clean despite the airport's heavy traffic. 
     


     
    However, plenty of marks, damage, and oil spills have been realistically replicated at the aircraft stands, ensuring the airport still presents a used feel while remaining authentic.
     


    The ground textures on the southwest side of the airport (not to be confused with the airline) are particularly appealing, featuring a darker shade with more wear and tear. Additionally, the patchwork on the airport taxiways has been carefully modelled by SFD, with the various shades of concrete visible on Google Maps faithfully reproduced here. Tar lines have been beautifully utilized in some areas to provide a smooth transition between different concrete textures. I especially appreciate it when scenery developers take the time to include these details, as they significantly enhance the overall scenery.
     


     
    Signage and Foliage
    Both the 3D airport signs, and the ground signs are of high quality and are placed exactly where one would expect them to be for an airport of this size. The 2D signs on the ground are particularly notable for their textured depth and slightly washed-out appearance, which avoids the overly bright and heavy contrast typical of default airport signs in X-Plane. SFD has done a brilliant job here.
     


     
    Custom trees and foliage have been strategically placed, especially along the northeast corner where a dense strip of trees significantly enhances the approach. Additional foliage has been added around areas such as the car parks and along nearby roads, contributing to a cohesive landscape. I'm happy to report that all the trees are 3D, demonstrating SFD's use of the latest X-Plane 12 features. 
     


     
    3D grass, available exclusively with the Ortho (Default)" version of the scenery, is placed strategically within the airport. Its colour matches the ortho imagery perfectly. The grass is kept short, aligning with real-world airport practices to minimize long vegetation, which helps deter birds and other wildlife. 
     

     
    Terminal A
    Terminal A at KSJC has been well modelled, displaying a high level of detail, particularly on the roof, a commonly overlooked area that has been given due attention here. The jetways, drainage pipes, air conditioning units, safety barriers, and extruded pavements are all modelled to an extremely high standard, contributing to the terminal's realistic appearance.
     



     
    The interior of the terminal is also well-designed, featuring just enough detail to be believable from the perspective of your aircraft parked at the ramp. The inclusion of 3D people, airport signage, gate desks, and various shops creates a convincing scene inside the terminal. The external texture work is excellent, showcasing detailed representations of dirt and wear that add to the authenticity.

    Although the interior textures are of lower quality, this is intentional as higher resolution textures are unnecessary for areas not typically accessed during normal use. This approach not only ensures efficient use of computer resources but also helps maintain VRAM usage and overall performance at an acceptable level.
     



     
    Terminal B
    Terminal B at KSJC boasts a more unique and striking design, making it instantly recognizable as part of the San Jose airport. The roof has been expertly modelled with a high polygon count, giving its curves a visually pleasing appearance. The overall structure of the terminal mirrors the high standards seen in Terminal A, with equally meticulous modelling.
     



     
    Inside, Terminal B features even greater detail and accuracy than Terminal A, presenting a fantastic visual experience. The eateries, in particular, have been modelled and textured beautifully, likely delighting those familiar with the airport. Important airport elements like departure and arrival boards, as well as various advertisement boards, have been carefully modelled to enhance realism. The quality of the textures, both externally and internally, continues to impress throughout the terminal, reflecting the high standard of the entire package.
     



     
    Other Airport Buildings
    The additional structures at KSJC, including the fire station, various hangars, the LSG Sky Chefs building, Southwest Cargo warehouse, and multiple FBOs and maintenance hangars, are modelled to a high standard. The texturing aligns with the quality observed in Terminals A and B. Particularly standout features are the NetJets hangar and the ATC control tower, both of which are remarkably well-executed and enhance the airport's realistic feel.
     



     
    Surrounding Buildings
    SFD has excelled in modelling the area surrounding KSJC. Iconic locales such as PayPal Park, In ‘n’ Out Burger, At Home homeware store, City Sports Club, Staples, and the modern office buildings along Coleman Avenue are rendered with impressive accuracy. These buildings look spectacular both when on final approach and while taxiing to the runway. Additionally, the SP+ parking garage and the SJC Car Rental Centre have been carefully modelled to match this high level of detail. The self-storage buildings to the southwest of the airport are also notable, particularly when making final approaches into runways 30L or 30R. The collection of these distinctive buildings around KSJC airport creates an authentic and unique atmosphere, enhancing the experience of flying into or out of the area.
     


     
    Ground Clutter
    The airport features an abundance of ground clutter, including custom items such as Southwest baggage carts and pushback tugs. The texture work and modelling of these elements are of very high quality, ranking among the best I have encountered in any scenery. The arrangement of the clutter is both random and orderly, contributing to the authentic feel of the airport without giving it a “copy and paste” appearance.
     


     
    SFD’s attention to detail extends to the placement of 3D people throughout the ramp area, an element that is highly appreciated and often overlooked by other scenery developers. Furthermore, the integration of Living Scenery Technology (LST) from X-CODR injects a vibrant life into the scenery, with airport operation vehicles actively moving across the airport. This bustling activity truly makes the airport feel alive and teeming with movement.
     


     
    Night Lighting
    The night lighting at KSJC is executed exceptionally well, striking the perfect balance of brightness in the ramp areas. The taxiway and runway lighting are also of high quality, with special attention given to the approach lighting. A comparison with real-world airport data from airnav.com confirms the accuracy of the lighting setups at KSJC. Notably, there is no Touchdown Zone (TDZ) lighting, and the Instrument Landing System (ILS) approach lighting is correctly implemented only for runway 12R/30L. Such precision in lighting design demonstrates ShortFinal Designs' (SFD) commitment to detail, closely mirroring the actual conditions found at the airport.
     



     
    Performance
    On my system, whose specs are detailed at the end of this review, the performance is quite impressive. I observed no noticeable drop in FPS when comparing this scenery to the default, nor were there any stutters. This is particularly commendable given the extensive size, high level of detail, and the comprehensive environment of the airport. For reference, my testing was conducted using simHeaven’s X-World America and Global Forests with settings on high and medium.
     


     
    Conclusion
    Reflecting on my exploration of ShortFinalDesigns' KSJC San Jose Airport for X-Plane 12, I am thoroughly impressed by how the scenery vividly brings this bustling hub to life. The package's outstanding realism, and careful attention to detail perfectly capture the essence of San Jose's vibrant airport. The installation process was straightforward, helped by clear and helpful documentation. A minor drawback is the absence of airport charts, though these are readily available online. The ground textures are vivid and precise, authentically depicting the airport’s natural wear and tear.
     

     
    The interiors of Terminals A and B boast exceptional depth and realism, enhancing the immersive experience without overtaxing system resources. Additionally, the surrounding airport buildings and landmarks, often overlooked in other scenery packages, receive detailed attention, significantly enriching the atmospheric scene. The dynamic presence of bustling ground vehicles and lifelike 3D people further animates the setting.
     
    In conclusion, SFD’s KSJC for X-Plane 12 offers an exceptional experience for the price. It successfully captures the atmosphere of San Jose’s airport, transforming every visit into a uniquely immersive journey. 
     
    ________________________
     

     
    KSJC - San Jose International Airport by Short Final Designs is now available from the X-Plane.Org Store here:
     
    KSJC - San Jose International Airport
    Priced at $22.95
     
    Features
    High-Definition Airport
    Accurate airport layout (as of 2024) Detailed models for all buildings with baked ambient occlusion Terminals with fully modeled interiors Detailed general aviation area with several hangar interiors PBR materials on objects and ground Custom dynamic night lighting Custom high resolution pavement textures and markings High resolution photo scenery (30cm/px) Compatible with any mesh scenery Surrounding buildings including the PayPal Park stadium 3D vegetation Fully Animated Airport
    Animated cars and buses Animated passengers and workers Custom animated airport vehicles with PBR materials and FMOD sounds Detailed animated jetways with SAM integration Various user-controlled hangar doors (SAM plugin required) ATC network included for AI traffic addons Requirements
    X-Plane 12 (not for XP11)
    Windows, Mac, or Linux
    8 GB+ VRAM Recommended
    Download Size: 1.2 GB
    Version 1.0 (May 22nd 2024)
     
    Review System Specifications
    Windows 10, Intel i5-12400F, 32GB RAM, RTX 3070Ti 
    ________________________
    Scenery Review by DrishalMAC2
    21st June 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).
     

     
  15. Thanks
    Kiwiflyer reacted to Stephen in Aircraft Review : PA24-250 Comanche by InDepthSimulations   
    Aircraft Review : PA24-250 Comanche by InDepthSimulations
     
    X-Plane can deliver very deep and complex simulations, but the scale is also very wide. In scale from those in depth "Study" style MEGA immersion aircraft, to the humble General Aviation Simulation. And so this is what we have here, the totally opposite end of the scale in a small GA, the basics, and how you fly in a very bare-bones set up. This is important, the general knowing on how to fly an aircraft at an elementary level.
     
    This PA24-250 Comanche is a first time release from the developer inDepthSimulations, so you not going to get an abundance of menus and features (just one actually), but that is not the point here.... it's all about the basic flying skills with a classic aircraft.
     
    The Piper PA-24 Comanche is an American single-engine, low-wing, all-metal monoplane of semi-monocoque construction with a tricycle retractable landing gear and has four to six seats. The Comanche was designed and built by Piper Aircraft and first flew on May 24, 1956.
     
    In 1958, Piper introduced a 250 hp (190 kW) version using a Lycoming O-540 engine, giving the PA-24-250 Comanche a top cruise speed of 160 kn (180 mph; 300 km/h). Most 250s had carburetted Lycoming O-540-AIA5 engines, but a small number were fitted out with fuel-injected versions of the same engine. Early Comanche 250s also had manually operated flaps and carried 60 US gal (230 L) of fuel. This model was originally to be known as the PA-26, but Piper decided to keep the PA-24 designation and it has the later electric flaps.
     

     
    First expect a few ongoing updates, as since the release on 3rd June 2024, there has been in only a few weeks already two updates. So the aircraft in question here is still in a developmental period. As we shall see a few items still need to be added, not essential at this point (well maybe one or two items?), but in the main the aircraft is ready to fly.
     
    First views are actually very good, it's a mid-50s design, and the PA24 looks and feels very much in it's designated period. The main aircraft modeling is actually very good. Lovely spinner holds three McCauley fixed-pitch props using the trade name "MET-L-PROP" (original was a twin-blade prop). Lower nose air-vent and side latches are well done here, as is the very nicely raised riveting of the fuselage, wings and tail-planes. The wing's aerofoil is very nicely done as well. 
     

     
    Glass feels a bit thin, and too clear, a slight tint would have helped, also a more stronger reflective effect, but the windshield shaping is fine.
     

     
    Chunky short undercarriage, is well done and nicely detailed, and it comes with very nice (but very clean) rubber.
     

     
    If you want to open the (right-hand) door and look around inside...   well you can't just yet as it's not completed, no door handle either?
     

     
    The cabin itself is basic...  with two front seats and single wide bench in the rear. The front seats look very plain externally, but they are far better up close, the detail is also quite nice. Note the Trim Winder on the roof. Cabin is dressed in a cream colour that makes it feel unfinished, so I think it needs a more detailed colour to hide those flat plain sides...  a grey perhaps to match the seat colours.
     

     
    Instrument panel is black, a worn black, but black never the less. It is a very sparse instrument panel as well, but reflects the period very well. Rudder pedals on the left (pilot) have built in toe-brakes, the right are just a set of rudder bars.
     

     
    Yokes are very nice in the rectangle looped style, there are no buttons on these original style yokes, but I bet they felt good to use. You can hide both (only both together) by the hotspot on the left yoke.
     

     
    All the instruments are grouped left, with the Standard Six central. (Airspeed, Artificial Horizon, Altitude, Rate of Turn HSI (Horizontal Situation Indicator and V/S Vertical Speed). Left is a standard clock, right are two Course Deviation Indicators (CDI) and there is no NAV/COM 2 on the aircraft. Further right is a Temperature Gauge (ºF) and below is the Flap position indicator (UP-TAKEOFF-DOWN). Bottom right are two gauges for RPM and Manifold Pressure. Left switch gear is Electrics, and lower switchgear is lighting/pitot heat. Gear switch is a tiny, tiny switch, mid-panel.
     

     
    Right Instrument Panel are five gauges; Fuel Quantity, Fuel Pressure, AMPS, Oil Pressure and Oil Temperature.
     
    Something missing? well yes... a Whiskey Compass, there isn't one and on a GA... please tell me why?
     
    Avionics Stack has a Garmin GNS530 top, and the GNS430 lower, Transponder is a modern GTX 327. This is X-Plane 12.1.0, and the Gamins now have a customised startup screen, and more original to the real GPS Units. And a very nice and fancy startup procedure it now is.
     

     
    Being the default X-Plane GNS Units, they pop-out for your convenience. There is the COMM settings in the GNS Units, but there is no radio unit installed here, please fix this...
     

     
    As noted there are no menus, the only feature is the nose wheel chock, and Pitot cover. They are visible/toggled via pressing the right seat cover.
     

     
    The lighting is sadly pathetic...  Internally there is only one (adjustable) setting for an red indirect glow on the instruments with no backlighting, but it doesn't look too bad at night, and there is no internal cabin lights at all.
     

     
    Externally it's just terrible, in the daylight you can't see any lighting at all, either the landing/taxi lights, or even the red roof beacon?
     

     
    At night any lighting is still barely visible, and the navigation lights are just dull blobs....  not great.
     
    Flying the Comanche 250
    The PA24-250 is a basic aircraft, so the startup is basic as well. You just give it a little Throttle, full Prop, and a lot of rich mixture (as required) and in turning the key...  "boom" the O-540-AIA5 springs into life. Sounds are pretty good, in being custom made by Boris Audio Works, but the volume is slightly too low? Set at half volume in idle, I could hardly hear the engine sounds?
     

     
    Setting the trim for takeoff is tricky, as there is no position indicator, but setting it front forward with the winder, gives you a neutral trim setting, not perfect, but sort of better than nothing....   Move your rudder pedals and you turn the front wheel. It is old style X-Plane when the rudder is set to the steering. Most X-Plane aircraft now have the rudder pedals set using a pinched movement, or a smaller limited angle for steering, if you want more turn angle, then you use the tiller (yaw)...  it's odd to have it back, but good for foot steering, the bad is that nose wheel turns more when trying to counteract the asymmetric thrust on takeoff, in so producing a squeal or smoke from the nosewheel?
     
     
     
    But the Comanche 250 is nice to taxi...  so we ask the question? "Why fly this aircraft"...  yes it is basic, but the fundamentals are very good. As once moving the PA24 feels great, and you like being in here. And as you have probably gathered by now, there is no pilot in the aircraft?
     

     
    It is highly noticeable from the external view, sadly...  it feels like a "ghost plane".
     
    You have to point the PA24 slightly to the right off the line...   as when you feed in the power it will pull very heavily to the left, and if you are not ready for it...   you will simply slide out onto the grass? This initial asymmetric thrust is brutal, but once through the window, you get more centre-line control. Takeoff run is 1,400 ft (430 m), but the nose wants to go earlier, but then your flying. The PA24 is tricky to takeoff, note flaps are 9º, takeoff position.
     

     
    Rate of climb is quite high at 1,320 ft/min (6.7 m/s), but the nose trim needs taming early (Trim set right? I don't know), the great sounds of the gear retracting is very authentic.
     

     
    Finding the best climb rate is to your advantage, I found 900 fpm about right, nice climb with no loss of power, retract the flaps as soon as you can as well to help with the drag.
     

     
    This aircraft is all about getting into the groove, feel it, controlling it. There is no Autopilot to use? But you can still use the Flightplan on the GNS GPS units to follow a route cross-country.
     

     
    There sadly is no VOR/DME direction and range finding in here either, so you can't fly VOR to VOR. So it is either dead-reckoning or in using the GPS route. In this case the missing Whiskey Compass is a big oversight, as the bearing instrument is too low in your vision, and it is not reliable either, moving faster than your turn, then returning to the bearing heading.
     

     
    The Comanche has two fuel tanks in Left and Right, with 30Gal per tank (60Gal total). The Fuel selector is on the floor. But be careful as the fuel gauge is for "Both tanks", so the gauge may show as here at being over half full, but the actual amount in the (L) tank is desperately low...
     

     
    ... there is no warning or any indication the tank is low either, so does this PA24 need individual fuel tank gauges? The developer has noted that most Comanches have wing tanks (adds extra 30Gal), and that both will be added on later.
     
    Sounds are really excellent, you thrumm along to those great external, but better yet nice internal sounds that don't get boring...  thankfully.
     

     
    I have never flown a real Comanche. But when finely trimmed, you can fly this version along quite nicely with a forefinger and thumb on the yoke, with only slight movements are required to keep the PA24 steady. The Comanche is very good like this thankfully, as the flying here is totally and always manual. That said, very long trips would be generally tiring as there is no respite from the controls to relax.
     
    Cruise speed is 185 mph (298 km/h, 161 kn) at 6,300 ft (1,900 m) (max. cruise is set at 75% power). Never exceed speeds are 227 mph (365 km/h, 197 kn), and the standard Range is 1,225 mi (1,971 km, 1,064 nmi) at 10,500 ft (3,200 m).
     

     
    Reduce the power a little and the PA24-250 will descend without any yoke or pitch input, here about 350 fpm, once lower in the white zone 110 knts then you can lower the flaps to again reduce the speed. Again notable is that the speeds shown on the Airspeed dial are outer MPH, and the KNOTS are on the inner band, so you will have to adjust your thinking to that aspect. 
     

     
    Flaps are available in four positions 0º 9º 18º and 27º degree settings, with each selection, you easily reduce speed, but be aware of lowering the gear too early, the drag is immense, and if done at the wrong time, it could make you quickly lose height, so it is a bit of "at the right time" sort of action. (notes are that the gear here is too draggy?)
     

     
    Final approach speeds are 75 knts, full 27º flap and gear down, again throttle adjustments to adjust your altitude is very good, you feel totally in control.
     

     
    Finals are 160 knts, and 150 fpm descent, so just let the Comanche 250 just side itself down to the ground... with a lot of flare pitch, it needs a lot of flare pitch to control the speed downwards.
     

     
    ...   touch is around 55 knts. Be aware of that big grippy tyre on the nose, so yoke inputs (and rudder pedal inputs) once it contacts has to be absolutely minute, if not the the 250 will start to squirm, if you lose it, you will not recover a good landing, so it's a skill to master. Overall it is an aircraft to tune into, but once you do it is also a lot of fun.
     

     
    Liveries
    There is one Blank, and four liveries, all USA registrations.
     

     
    Summary
    The Piper PA-24 Comanche is an American single-engine, low-wing, all-metal monoplane of semi-monocoque construction with a tricycle retractable landing gear and has four to six seats. The Comanche was designed and built by Piper Aircraft and first flew on May 24, 1956.
     
    This PA24-250 Comanche is a first time release from the developer inDepthSimulations, and by all accounts and details it is obviously not fully developed. So you may ask the question, "Why review". Our view is that if the developer puts up there product for sale, then the purchaser has the right to know what they are purchasing with their money. There is also the other aspect of another point of view of the product, in this case an aircraft.
     
    For a first development, the Piper PA24 Comanche 250 is very good in quality, so that aspect is important. So as an investment, you look at the context of the future, and not where it is now, that ongoing development progress.
     
    There are things here I am going to list the aircraft needs, some very quickly in the next few updates. A Whiskey Compass is essential, also is a pitch trim indicator, to balance the aircraft of takeoff. The completion of the cabin, and the opening of the door. A pilot would be a great addition externally in flight, and a radio set (say a Bendix/King KMA 28 TSO) on the Instrument panel. Fuel tanks need separate gauges, and a complete overhaul and refinement of the lighting. From there on you have a pretty good basis for a nice Comanche.
     
    It is a basic aircraft to fly, but that is also it's attraction. Bear-bones flying to refine your skills, as the Comanche takes away all the distractions and puts you literally in the pilot's seat, very X-Plane, but it also can be rewarding in recreating one of the great aircraft of the 50s/60"s, as this classic aircraft has four world records to it's name.
    _________________
     

     
    Yes! - the PA24-250 Comanche by InDepthSimulations is NOW available from the X-Plane.Org Store here :

    PA24-250 Comanche
    Price is US$20.00
     
    Requirements
    X-Plane 12 (not for XP11)
    Windows, Mac or Linux 8 GB VRAM Minimum Download Size: 576 MB Current version : 1.0.2 - June 12th 2024   Download of the PA24-250  is 562MB, for a full installation of 744Mb
      Documents InDepthSimulations PA24-250 Manual.pdf (17 Pages) PA24-250 1962-1964 POH .pdf (Authentic Original Handbook, 68 Pages) Piper Comanche 250 Procedures.pdf (Checklists)  

     
    Design by InDepthSimulation
    Support forum: PA-24 250 Comanche _____________________
    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 - X-Plane v12.1.0b7 (checked in X-Plane v12.0.9rc5)
    Plugins: Traffic Global - JustFlight-Traffic (X-Plane.OrgStore) US$52.99 : Global SFD plugin US$30.00
    Scenery or Aircraft
    - EGGD - Bristol International Definitive by PilotPlus+ (X-Plane.OrgStore) - US$25.95
    - EGHI Southampton Airport by PilotPlus+ (X-Plane.OrgStore) - US$19.95
    ___________________________
    Aircraft Review by Stephen Dutton
    19th June 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
     

  16. Like
    Kiwiflyer reacted to Stephen in NEWS! - REP Package released : Reality Expansion Pack for Pilatus PC-6 Turbo Porter XP12 by Simcoders   
    NEWS! - REP Package released : Reality Expansion Pack for Pilatus PC-6 Turbo Porter XP12 by Simcoders
     

     
    Add in more "Oomph" to your already highly developed PC-6 Porter from Thranda Design. We have just reviewed this excellent DGS Series aircraft as it is released in it's X-Plane 12 configuration; Aircraft Review - Pilatus PC-6 Turbo Porter - DGS Series XP12 by Thranda Design
     
    REP packages are for me, a way to bring default and sparsely developed aircraft a host of better performance and provide extra features, that brings the aircraft up to a higher and more immersive standard. But here we have (with Thranda's blessing) these excellent tools to amplify the PC-6 to a higher more logical standard. This PC-6 REP Package comes with an extremely long list of performance enhancements, and crash and damage effects. The notable feature list from Simcoders in this REP is quite impressive!
     
    Ultra Realistic Flight & Ground Dynamics Realistic stall speeds & behavior Correct climb speeds Realistic cruise speeds Realistic taxi behavior  Complex Damages System Triggered by the pilot actions Based on real world data Target every system in the aircraft Meant to teach you how to correctly manage an airplane Economic System Can be enabled/disabled on the fly Earn virtual money when you fly Use virtual money to buy fuel and do maintenance/repairs Realistic fuel prices around the World Fully compatible with FSEconomy and X-CPL-Pilot More info at https://www.simcoders.com/reality-expansion-pack/economy Custom Towing System Driven by the joystick/steering wheel Realistic point of view (POV) Interacts with tie-down and brakes Interactive Walkaround Cockpit checks Lights checks Engine soft cover removal Aileron, rudder, elevator and flaps check Tire check and choks removal Tie-down removal Pitot tube check Engine cowl check Realistic PT-6 Engine Logic Uses an enhanced version of the new PT-6 model introduced with X-Plane Realistic lag Custom ITT evolution Custom throttle dynamics Custom propeller governor recreating all supported prop modes,electric, auto-feather included Custom hot-start behavior Correct fuel consumption Secondary fuel-flow Realistic startup procedure Automatic startup procedure available to help newbies Realistic engine temperatures The engine parts are damaged if not managed correctly Realistic Landing Gear The landing gear is damaged by hard landings The brakes and tires are damaged if not managed correctly The steering wheel acts like the real one. Spring loaded under 25° of turn, then free castoring. Electrical & Avionics System Native Virtual Reality Support Complete support of new X-Plane SDK 3.0 Menu visible in VR Windows visible in VR Learn with the in-flight tips A non invasive tip with a suggestion about the conduct of the flight is shown when you are not flying the airplane properly A non invasive tip with a suggestion on how to recover the problem is shown when you damage the airplane Custom simulation of Hypoxia Tunnel vision Hard breathing Popup Kneeboard Normal operations checklist Emergency operations checklist Reference tables (speed, fuel consumption etc.) May be shown/hidden with mouse gestures Simulation state saving Every single switch and lever position restores its position when you reload the aircraft The battery may discharge if you leave it on and then close X-Plane The engine restores its cylinders and oil temperature basing on the elapsed time between restarts Maintenance Hangar Engine maintenance tab Electrical systems maintenance tab Landing gear, brakes & tires tab HeadShake Integration REP drives HeadShake to simulate the correct vibrations of the Wasp Junior engine Developed with love Coded by real pilots Very easy on FPS Written in C++ with no compromise.  
    Most of the changes and access to the unique features are done via the "Clipboard menu...
     

     

     

     
     
    This is an add-on to the Pilatus PC-6 Turbo Porter - DGS Series XP12. It will not work on the Thranda PC-6 XP11 version or any other aircraft. It is ONLY X-Plane 12 (not for XP11)   Developed by Simcoders Support forums for the REP PC-6 Turbo Porter _________________________    
    The Reality Expansion Pack for the Pilatus PC-6 Turbo Porter XP12 by SimCoders is NOW available! from the X-Plane.Org Store here :
     
    REP Pilatus PC-6 Turbo Porter XP12
    Priced at US$19.99
     
    Requirements: This is an add-on to the PC-6 Turbo Porter XP12 by Thranda. It will not work on  any other aircraft. X-Plane 12 (not for XP11) Current version: XP 12 - 4.8.5 (June 14th  2024) ________________   NEWS! by Stephen Dutton
    15th June 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 Right Reserved.  
     
  17. Like
    Kiwiflyer reacted to Stephen in NEWS! - Updated : Phoenix Air U15 S-LSA Project by vSkyLabs   
    NEWS! - Updated : Phoenix Air U15 S-LSA Project by vSkyLabs
     

     
    It looks like a Pilatus, a modern smooth bubble shaped aircraft with long thin wings. But this is a Czech low-wing two-seat motor glider, designed and manufactured by Phoenix Air and it is provided as a complete ready-to-fly aircraft.
     
    The Phoenix is a derivative of the Urban Air Lambada motorglider, developed by Martin Stepaneck who was formerly with Urban Air before that company's demise. The Phoenix was designed to comply with the Fédération Aéronautique Internationale microlight rules and US light-sport aircraft rules (LSA). It features a cantilever wing, a T-tail, a two-seats-in-side-by-side configuration enclosed cockpit under a bubble canopy, fixed conventional landing gear and a single engine in tractor configuration. It is powered by a Rotax 912ULS four cylinder, liquid and air-cooled, four stroke aircraft engine, 60 kW (80 hp).
     
    This v8.0 update from vSkyLabs focuses on the Flight Model, Graphics and a new FMOD sound package...   It is available in X-Plane 12 or X-Plane 11, as both versions included in the package at no extra cost.
     
    Version 8.0 (June 13th 2024)
    Flight model: Airfoils update, and tuneups for overall drag and control surface effectiveness to better demonstrate the authentic U15 handling characteristics. Engine windmilling characteristics refinements.
    Graphics: Complete textures/PBR overhaul for the aircraft, inside out.
    Various improvements for the cockpit gauges and throttle lever.
    Improvements for pilot/passenger visualization.
    Sounds: Improvements for FMOD packages.
     

     

     
    VSKYLABS 'Test-Pilot' Project: designed for use with X-Plane  cutting edge Experimental flight model environment, featuring a superb flight dynamics with authentic performance and flight handling characteristics. Built for VR: development was tailored specifically for VR, and optimized for 2D usage. Designed for X-Plane  Experimental flight model. Engineered and designed as a default X-Plane aircraft (Like all VSKYLABS projects). The VSKYLABS projects are practically show-casing X-Plane, as they are stretching X-Plane default features, systems and flight model to its limits...delivering a very robust simulation model, having maximum compatibility with the ever evolving X-Plane flight simulator. Two versions of wings included: The U15 S-LSA aircraft is featuring replaceable wing-tips: ‘Extended’, 15m and short, 11m span. These may be replaced easily in real life, allowing the U15 to be flown as a motor-glider or as a ‘cruiser’ Light Sport Aircraft (a bit faster, higher roll-rate, more maneuverable aircraft). This feature is included in the VSKYLABS U15 Project, which is having two different sets of wing flight-model. Built-in Avitab Plugin Compatibility (AviTab plugin is not included). Skunkcraft Autoupdater plugin is included - all updates are being pushed smoothly without the need to re-download the entire base package (base package will be updated every once in a while to minimize the gap). Highly responsive VSKYLABS support forums: Professional discussions which results in incorporating users feedback into the on-going scheduled development plan. Real-pilots inputs (as well as sim-pilots feedback) are always welcome, and in practice sets the the VSKYLABS projects within solid, professional margins over time  
    This project is part of the VSKYLABS 'Test-Pilot' series, designed specifically for use with X-Plane cutting edge Experimental Flight Model.
      Images are courtesy of vSkyLabs...  the Polaris AM-FIB is available for both X-Plane 12 and X-Plane 11, however the XP11 version does not have the effects and features that is available in X-Plane 12.
    ___________________________
     

     
    Yes! the Phoenix Air U15 S-LSA Project by vSkyLabs is NOW available from the X-Plane.Org Store here :
     
    vSkyLabs Phoenix Air U15 S-LSA Project
    Price is US$29.00
    On sale: US$29.00 US$23.20 you Save:US$5.80(20%)  
    Requirements
    X-Plane 12 or X-Plane 11 (both versions included at no extra cost) Windows, Mac or Linux 8 GB+ VRAM Recommended Download Size: 215 MB Current version : 8.0 (June 13th 2024) ___________________________
     
    News by Stephen Dutton
    14th June 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
     

     
  18. Thanks
    Kiwiflyer reacted to Stephen in Scenery Review : FlyTampa Sydney   
    Scenery Review : FlyTampa Sydney
     
    Sydney Kingsford Smith SYD is an international airport serving Sydney, New South Wales, Australia. And the airport is located 8 km (5.0 mi) south of the Sydney central business district. YSSY is also known as "Mascot" for the suburb it is situated in. Situated next to Botany Bay, the airport has three runways, and Sydney Kingsford Int'l Airport covers an area of 907 hectares (2,241 acres) of land. SYD is the primary hub for Qantas, as well as a secondary hub for Virgin Australia and Jetstar, and a focus city for Rex Airlines.
     
    Being one of the most oldest and the main primary gateway into Australia, then any Sydney scenery is always going to be a main focus airport for any serious flight simmer, it is a long way by flying time to get here, so when you arrive, you want it to be worth all the effort. Sydney SYD is also part of the "Golden Triangle" a set of routes between the Eastern States of Australia in Brisbane - Sydney - Melbourne, and these crucial routes are some of the most lucrative in the world, with Sydney set as the central hub.
     
    I am a huge fan of FlyTampa's sceneries, so I will put that aspect out there early. The reason's will be noted again in this review, however they have produced classics like Las Vegas, Corfu, Athens, and my all time favorite in Copenhagen. Their last release however was "Amsterdam" not that it was a poor rendition of Schiphol airport, but the fact that Schiphol covers a really massive area with some intense autogen surrounding it. The scenery had frameweight issues, and is hard to use (all Schiphol's have the same problem). So it was not as popular as earlier FlyTampa releases. Now here released  is YSSY Sydney, and certainly FlyTampa are back on form.
     
    This FlyTampa YSSY is not the most recent release of SYD. TaiModels released their version only in May 2022. As the review notes, in that I liked it immensely, but that was because there was so little good Sydney Airport scenery for the X-Plane Simulator at the time, but it also had some if a few limitations visually, the differences between them are noted in this review, and the reasons why the FlyTampa version is better, also on why FlyTampa scenery excels.
     

     
    Because if it's unique position sitting on the shore of Botany Bay, Sydney Airport is also in an constant consistent squabble with the area districts set around the airport. Night operational curfews are also usually always in the news, and most local residents want Mascot shutdown (They are currently building a second Sydney Airport out at "Baggerys Creek", in the Western Suburbs, due to open in 2026). But to be fair, Mascot has been here since 1911, and it is one of the first operational airports in the world, and it's position as only a short (but very slow traffic) ride from the city CBD, means SYD will always remain a major hub.
     

     
    Sydney Kingsford Smith Airport
    IATA: SYD - ICAO: YSSY - WMO: 94767

    07/25 - 2,530m (8,301ft) Asphalt
    16L/34R - 2,438m (7,999ft) Asphalt
    16R/34L - 3,963m (13,002ft) Asphalt
    Elevation AMSL21 ft / 6 m
     
    Sydney Airport is split between the long 16R/34L runway, with the "International" terminal to the west, and the "Domestic" is set to the east. However there are plans to align by airlines and alliances (meaning Qantas) into one terminal and the rest into the other Terminals. The problems stem from the connection time between the separated terminal areas, but why really change something that already works very well. So the idea has gone quiet over the last few pandemic years, but does require a bus trip between the International and domestic terminals if you are transiting, there is a rail connection (5 Min), but it will cost you Aus$6.50.
     

     
    Terminal 1 - International
    Terminal 1 was opened on 3 May 1970, replacing the old Overseas Passenger Terminal (which was located where Terminal 3 stands now) and has been greatly expanded since then. Today it is known as the International Terminal, and it has 25 gates (thirteen in concourse B numbered 8–37, and twelve in concourse C numbered 50–63) served by aerobridges. Pier B is used by Qantas, all Oneworld members and all Skyteam members (except Delta Air Lines). Pier C is used by Virgin Australia and its partners (including Delta) as well as all Star Alliance members.
     

     
    The Terminal 1 layout is very similar to older Heathrow (now Terminal 3) in being higgledy-piggledy and an add on a pier here and there sort of development , going outwardly, and all here are hanging out from the central Y shaped main terminal. But having been there it sort of all works, like an Australian Heathrow. North is Pier A in an L shape, then Pier B and to the west the large Pier C.
     
    There are a lot of Cat 5 A380 gates here, because simply SYD accommodates more Airbus A380's than anywhere else, except for maybe Frankfurt, they are a feast for the eyes every time you come here, I counted 13 A380's once at SYD!
     
    The Taimodels terminal detail was very good, but the quality here is another significant set of levels higher in this scenery, it also comes with a more grungy feel and object detail... note excellent fire stairs in detail, and it shows you the finer and better detail of this scenery
     

     
    SAM (Scenery Animation Manager) has been abandoned by it's developer. But the gates here are all SAM animated? Into the saddle is OpenSAM 1.5, it's a basic tool, but at least it works, it also does not hang your computer when shutting down as SAM3 did.
     

     
    The only area where the interior is modeled is the International Terminal main departure hall. but very good it is with a McDonalds, the view out is first rate and very realistic as is the real view.
     

     
    Landside detail is again excellent, with the highlight the excellent latticework on the arrival hall awnings, again the detail is so much finer than that of TaiModels...  the static car placement is excellent.
     

     
    It is important to note that FlyTampa's SYD also uses the newer LST (Living Scenery Technology) by xCodr, so that this plugin has to be installed.
    LST provides the "life" in the scenery with animated vehicles, both on the roads around and through the terminal areas, but also the movement of the service vehicles and equipment on the ramps. All ground service vehicles and equipment are branded, in fact all the branding and signage right through the airport is absolutely first rate here.
     

     
    Behind the arrival area is the main international carparks and Rydges Hotel, the Customs offices is also set behind. The quality of the buildings in design and feel-factor here is to be seen to be believed, they look and feel very real. Ground textures are however a bit Low-Res. There is the option included to use the Ortho4XP textures, the OSM data is in the folder provided.
     

     
    We are now getting into the area were FlyTampa exceeds. Further back west is the Sydney Novotel and CKS Hotel, further south is the Brighton Beach Novotel Hotel...  this hotel sited on Botany Bay is a landmark when arriving at Sydney, as it is the main focus to look for on the 16L, and even the 16R approaches...  it signals you are in Sydney.
     

     
    There are also a number of remote bays to the south which are heavily utilised during peak periods and for the parking of idle aircraft during the day. (for instance the British Airways flight BA15 arrives at SYD 6.10 a.m, but does not depart again until BA16 leaves at 3:50pm for LON). Then the "Air Services facility on the bay, both areas in detail are excellent, and really well reproduced.
     

     
    North of the International Terminal, but still on the western boundary is the SYD Cargo area. Qantas Freight dominates, but TOLL, a domestic cargo carrier is also well represented.
     

     
    Terminal 2
    In reality T2 is the heart of the domestic SYD complex, and it is the main terminal that you would use in a transition on a domestic flight.
     

     
    Terminal 2, located in the airport's north-eastern section, it was originally the former home of Ansett Australia's domestic operations until 2001. It features 16 parking bays served by aerobridges and several remote bays for regional aircraft. It serves Jetstar, Regional Express Airlines (REX), FlyPelican and Virgin Australia. There are lounges for Regional Express Airlines and Virgin Australia.
     

     
    I have spent many an hour here in T2, even longer when the unions go strike, which they do often. Basically T2 has two main piers and the third area is basically stands for walkon/walkoff regional flights. Sydney Airport previously had a fourth passenger terminal, east of Terminal 2. This was formerly known as Domestic Express and was used by Regional Express Airlines, and the low-cost carriers Virgin Blue (now known as Virgin Australia) and the now-defunct Impulse Airlines, during the time LCC Terminal 2 was closed following the collapse of Ansett Australia. It is now used as an office building for Menzies.
     

     
    Gates (bays) are extremely good, and very lifelike to the real areas, glass is perfect in the colour and style. The grittiness of the age of the facility is all here, Sydney can be quite grubby in it's personality away from the harbour, and that feel is imprinted here.
     

     
    Landside is dominated by the central causeway with those four iconic support pylons. Really well done here with a perfect feel for this important separation zone.
     

     
    Landside T2 arrivals is well done, but a bit vacant, and just a few static vehicles would have made a huge difference, as it is an extremely busy area. Note the "Virgin Australia" lounge entrance. Unlike the TaiModels version, there are no internal T2 modeled areas by FlyTampa, one of the differences between the versions.
     
    Terminal 3
    Terminal 3 is another domestic terminal, but here only serving Qantas, with QantasLink regional flights having also moved their operations from Terminal 2 to Terminal 3 on 16 August 2013. Originally, it was home for Trans Australia Airlines (later named Australian Airlines).
     

     
    The current terminal building is largely the result of extensions designed by Hassell that were completed in 1999. This included construction of a 60-metre roof span above a new column-free check-in hall and resulted in extending the terminal footprint to 80,000 square metres. There are 14 parking bays served by aerobridges, including two served by dual aerobridges (A330). Terminal 3 features a large Qantas Club lounge, along with a dedicated Business Class and Chairman's lounge.
     

     
    Modeling by FlyTampa is impeccable, detail is astounding, and your not going to better this quality anywhere, okay Copenhagen, which is just as good in the sheer detailing. FlyTampa really "flies" where it counts. T3 arrival landside is again excellent with stupendous latticework, signage and even some static vehicles to fill out your view.
     

     
    Landside entrance has P1, P2 and P3 carparks, all are well designed and all come with signage. Notable is the small square building set between P2 and P3 carparks, it is the efficient UBER pickup area, fair walk, but very quick and handy when you get there.
     

     
    Qantas Engineering
    The very large Qantas Engineering "Jet" base is again very well detailed and covers the iconic site with distinction. Built like a lot of old legacy airport facilities it has a large assortment of buildings and hangers to make up the massive site, and all the distinctive hangars are covered here really well. With the "191" building were Qantas do their famous arrival or announcement media.
     

     
    The feel is slightly different here than the brighter textures of the TaiModels version, greyish, but more realistic...   The engine test stands are far better done here as well, more detail and far more realistic, also no burnt in aircraft tails. The large iconic open sided canopy is also better modeled in realism detail.
     

     
    The trick to the area is melding the old 50's style buildings in with the later additions. The Qantas Head Offices and support buildings are represented, but not with the newer all glass facade that was the pride and joy of former CEO Alan Joyce.
     

     
    SYD Control Tower
    The terminals are set to the north, the runways to the south, and set between them in the centre is the unique and iconic Sydney Control Tower, set off taxiway C.
    It is a very distinctive shape that is the image of Sydney in Australia. Design of the SYD Tower is excellent by FlyTampa, more detail than you could imagine, it has been painstakingly reproduced with the lower glass cylinders, and the operations floor set above, the spiral staircase is also excellent. Only odd thing is that radar is static? an oversight? Note the well filled out carparks. There is a realism about it that blows your mind.
     

     
    Shep’s Mound is represented, and was named in honor of Bruce C. Shepherd, a passionate plane spotter who frequented the area until his passing in 2005. The mound provides an excellent vantage point for observing most of the aircraft movements at Sydney Airport.
     

     
    Set here as well is the Dnata Catering facility, and the X-Plane Tower view (T) is set perfectly.
     

     
    Hidden to the east of the tower on Ross Smith Drive is an excellent Helicopter facility with two major pads H1 and H2. Working from here is Black Ops, Sydney HeliTours, Austcopters and Blue Sky Helicopters.
     

     
    There is a very small General Aviation area, tucked away at the threshold of Runway 25, a few hangers and parking spaces are all that are over here. But it well done for GA use.
     

     
    Infrastructure
    We had a bit of infrastructure set in the western side. But it is excellent on the important airport approach eastern side. The fusion of the X-Plane Autogen and custom objects is excellent, and all the major hotels of Stamford Hotel (CoatesHire), Ibis (twice), Holiday Inn and Manta Hotel are all included. Entrance advertising hoardings are also excellent and highly detailed, leading all the way out to the off site Long-Term carpark. There are McDonald Restaurants all hidden in the scenery, three in fact, find them all!
     

     
    Port Botany
    One of the biggest disappointments of the TaiModels SYD scenery was the missing of Port Botany. This is the biggest port in Australia, and critical to the view on departure from 16L, as you bank straight out and over the port as you climb out of YSSY. Here FlyTampa have totally recreated the port in detail...
     

     
    ....  where there is a massive hole in the TaiModel's YSSY scenery? however here you have all of this....   just brilliant.
     
    The detail here by FlyTampa does not miss any trick? Over Botany Bay is the massive Kurnell Refinery, and yes that is presented here as well! Important as it is seen on finals into both 34L and 34R.
     

     
    Textures
    You feel the excellent textures with their built in Burnt-in ambient occlusion effects, even in the full day light sun. Hard to do, but that shows the depth of the quality of the ground textures here, in that you don't need to use certain lighting conditions to see the that deep quality of the surfaces. Again one of the main reasons I love FlyTampa's Copenhagen. TaiModels surfaces were too knobbly, but these are simply perfect, even down to the repaired, resurfaced areas with gridded runways, and the worn rubberised in landing zones are perfect....
     

     
    The runway promontories are well done, the concrete walls are excellent, but to be honest I've seen better rock work. But it is more than passable here with the better X-Plane 12.1.0 water surrounding the walls. Certainly far, far better from the bad old days of a green filled in Botany Bay. Note that Runway 34R/16L is all domestic operations, 34L/16R is for mainly mixed International and the odd domestic operations. Cross runway 07/25 is rarely used, except for GA and short regional services, sometimes for just parking aircraft..
     

     
    There is 3d grass, but it is that blade style, that quite doesn't work closeup, but fine at a distance. The scenery uses the X-Plane 12 trees to great effect here in hiding the Lo-Res ground textures, but they also give a very realistic look to the landside scenery aspect.


     
    The X-Plane 12 weather effects are again excellent here. You would never get snow at SYD, but the heavy wet tropical storms are quite frequent.
     

     
    Lighting
    When if you look at the scenery lighting for the first time and you get the reaction of "oh WOW", then it is something special. A lot of scenery developers put night lighting to the rear of the experience. But to arrive at your destination and it then gives you this amazing experience, then that scenery is doing it's job...  more so here as most flights are after a long time in the air, or even the dark.
     
    All runway and taxiway lighting is now set to the official ICAO standards in X-Plane 12, so it's bright, but very realistic.
     

     
    Both terminal areas are very well lit, and look nice to the eye....   the different tones of lighting work really well here.
     

     
    ....  however like Copenhagen the terminal window lighting is a bit dull, you have to be in complete darkness to see any illumination, Internally in side it's a bit dark as well! but the gate numbers glow perfectly in the dark as per the real signs.
     

     
    Entrance concourse is very nicely lit. And all the branding and signage is well lit and distinctive.
     

     
    BP Service Station/McDonalds and a AMG dealership...  and the details go on and on. "Welcome to "Kingsford Smith" Sydney Airport, shows both old and new signs.
     

     
    Infrastructure lighting is excellent, with the hotels all having realistic window lighting (no grey rectangles here). Port Botany is fantastic, a bright working port at night and it looks wholly realistic.
     

     
    LST cleverly working gives the General Holmes Drive a perfect motion filled look around the runway and taxiway underpass, highly realistic. Noted here in both twilight and darker conditions.
     

     
    Navigation signage is also first rate...  nice textures and also ground reflections.
     

     
    Summary
    Pivotal primary city hubs are what connects the world together. None are more decisive than the Sydney Kingsford Smith Airport or as it is more commonly known as "Mascot", in Australia. It's an essential gateway, and that means it is an important scenery to have in the X-Plane 12 Simulator.
     
    There have been a few earlier Kingsford Smith's in the past, mostly awful. But TaiModel's did a fair version a few years ago...  here is FlyTampa's redition, and it is one scenery to savour.
     
    The question abounds about price. You can spend an amount on a pay scenery and it will deliver the basics, the airport and it's contents. But the question your asking, then if I spend a little more, but get a quite substantial rendition of that scenery, like not only the actual airport, but the important local environs, in this case, Port Botany, Kurnell Refinery and a load of great hotel infrastructure, a few Mcdonalds are in there as well, then is it worth that extra investment?
     
    In this case the answer is overwhelmingly yes. Not only is the actual SYD airport reproduced in quality here, but so are the important environs surrounding tha airport are also extremely well done (a FlyTampa speciality)...   all the buildings and terminal design are excellent, and SAM (OpenSAM) and LST (Living Scenery Technology) also creates movement in the scenery. Textures are first rate with excellent ambient occlusion effects bringing them to life, with 3d grass and excellent trees and fauna. Lighting overall is also top rate with great tones.
     
    Negatives, I don't look at anything here in a negative light, but refinements could be brighter terminal lighting, radar not rotating on the tower, and the ground textures are quite Lo-Res, but for a framerate reason.
     
    FlyTampa create very substantial quality sceneries...  this YSSY Sydney International is certainly one of their very best, and it is a very comprehensively packed scenery, in that, it is what the X-Plane 12 Simulator is looking for in maximum simulation experience. This SYD should be in your portfolio, everyone's portfolio, as it is an amazing rendition of "Kingsford Smith, to almost perfection and certainly a five star investment purchase *****   Highly recommended!
    ___________________________________
     

     
    Yes! the FlyTampa Sydney scenery is now available from the X-Plane.Org Store here :
     
    FlyTampa Sydney
    Price is US$28.00
    Currently only US$23.00 You Save:$5.00(18%)
     
    Features Fully Custom rendition of the Kingsford Smith Airport
    Custom mesh
    Custom night lighting
    SAM and LST integration
    Custom Mesh (with patch for Ortho4XP users)
    Airport modeled with PBR materials 
    Sloped airport terrain 
    Dynamic lighting, animated Jetways
      Requirements
    X-Plane 12 (not for XP11) Windows or Mac or Linux 8GB VRAM Recommended Current version : 1.0 (May 20, 2024)   Installation and documents:
    FlyTampa SYD is download of 676Mb download that is translated into a 1.61Gb install in your Custom Scenery folder.
    FlyTampa_Sydney_0_Airport (1.59Gb) FlyTampa_Sydney_1_Mesh (19.2Mb)  
    The above two install folders must be put in the order of the "mesh" below the main "airport" scenery folder. The Sydney city scenery Sydney City CBD City Scene 2020 1.3 by haydo83 is highly recommended with the FlyTampa YSSY scenery, it fills out the skyline and the approaches nicely.
     
    Documents
    There are no documents provided
    ________________________________________
      Scenery Review by Stephen Dutton
    14th June 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 Right Reserved    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 10 - X-Plane v12.1.0b6 (checked in X-Plane v12.0.9rc5)
    Addons: Saitek x52 Pro system Joystick, Throttle & Rudder Pedals : Sound - Yamaha M200SP Powered Speakers
    Plugins: Traffic Global - JustFlight-Traffic (X-Plane.OrgStore) US$52.99 : Global SFD plugin US$30.00
    Scenery or Aircraft
    - None-
     

     
  19. Like
    Kiwiflyer reacted to Stephen in NEWS! - Addon Released : PW2000 Engine Add-on for FF 757 by Mango Studios   
    NEWS! - Addon Released : PW2000 Engine Add-on for FF 757 by Mango Studios
     

     
    I was very impressed of the engine conversion for the Rotate MD80 Series IAE V2500 Engine by Mango Studios. Here is another one, this time it is for the FlightFactor Boeing 757, in a Pratt & Whitney PW2000 Engine modification. And again, very good it is, but it doesn't come with a sound pack, just the engine mod.
     
    The PW2000 engine is completely modeled from the ground up, including all the real- vents, screws, fins, and flaps that the real engine from the real aircraft would have.  The package also comes with pre-made liveries such as: Air Force 2, American Airlines, Delta, Delta Breast Cancer Awareness, DHL, Fedex, UPS, and United.       It's only 6 bucks folks, but the FlightFactore Boeing 757 Series is required for this modification. __________________
     

     
    Yes!...   PW2000 Engine Add-on for FF 757 by Mango Studios is now Available from the X-Plane.Org Store here :
     
     
    PW2000 Engine Add-on for FF 757 by Mango Studios
    Price is US$5.99
     
    Requirements
    This is a Modification. The FlightFactor Boeing 757 professional is required for this package
    X-Plane12 & 11
    Download Size: 416 MB
    Current version 1.0 (June 11th 2024) ___________________________
     
    NEWS! by Stephen Dutton
    12th June 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
     

     
  20. Thanks
    Kiwiflyer reacted to Stephen in Aircraft Review - Boeing 777-200ER v2 Ultimate by FlightFactor Aero   
    Aircraft Review - Boeing 777-200ER v2 Ultimate by FlightFactor Aero
     
    Most airliner flights in Simulation go under the two hour rule, or a route that can be done from breakfast to lunch, lunch to dinner or after dinner and on into the night. So mostly they will also be short-haul Simulations. The market will then cater for this demand, providing B737s, A320s and the various E-Jets.
     
    But there is a club devoted to another segment of Simulation, called Long-Haul. Or services that cover not only trans-ocean, but also transcontinental routes, these flights are mostly around the 10 to 12 hour flying time mark, it is an exclusive club, because of the logistics of setting up your aircraft, and then with the long times of flying involved. These significant aspects creates a very different discipline from the two-hour quick routes. But Long-Hauling is also the ultimate challenge in Simulation for aircraft, as to get it right, it can be the most rewarding to the simulator user involved. But to do good long-hauls has always been a very mixed affair in the X-Plane Simulator, mostly because really good long-haul aircraft have not been a priority for developers....   it's a niche area, so why go there.
     
    So we have always craved any Long-Haul Airliners, and the pick of the bunch was always the Boeing 777 Series, mainly because it is the most popular long-haul aircraft used by airlines in 1687 of the type being built. The B777 was created in a reaction for the newly created ETOPS (Extended-range Twin-engine Operations Performance Standards) that allowed twin-engined aircraft to perform the same routes as only a four-engine aircraft could only be earlier regulated, but obviously two engines are much more efficient than the heavier four.
     
    As early as November 2009, XPJets announced a project for the B777, a standard setting project that brought a 3d cockpit and a quality in design unheard of in X-Plane. But in a development phase of three years, it got slower and not quicker as the project droned on, it felt at the time of a dream never to be realised. Then in September 2012 VMAX in cooperation with FlightFactor released almost out of the blue a Boeing 777 Worldliner Professional, a ground breaking design with not only a 3d cockpit, but it was also plugin based outside the X-Plane PlaneMaker environment. Within months XPJets were gone, and the project was abandoned. (If your curious the XPJet site is still available).
     
    The VMAX/FlightFactor 777 v1 aircraft went on to be one of the most successful Simulations in X-Plane, with -200ER, -200LR, -300ER, -200F (Freighter) variants added later. But by the early 2020's the design was getting very long in the tooth, eight years in X-Plane is a design lifetime, it was time for something new...   and here it is in the Boeing 777-200ER v2 Ultimate. And considering the huge reputation of the earlier B777 v1, another plus is that the leading FlightFactor developer in Roman Berezin is now a Boeing 777 rated pilot, and all that personal input has gone into this new V2 version....    so X-Plane and it's devoted followers are expected a lot from this new development.
     
    First impressions of the Boeing 777 v2 are actually quite interesting? Your expecting a very highly, even evolutionary experience...  but you don't actually get that. Certainly in every way the B777 v2 is totally absolutely better and different than the 12 year old v1, and certainly as presented here and as lavishly in X-Plane v12.1.0 with its better effects and even better antialiasing, it looks beyond gorgeous...
     

     
    However the original B777 v1 is so hugely familiar, in that it sorts of softens the change to the newer version. But that is not the point here, and of the B777 v2.
     
    X-Plane quality and detail has doubled, tripled in quality over the last few years, and our eyes are very used now to the grandiosity of the outstanding detail available, certainly since the introduction of X-Plane 12. Yes the FlightFactor B777 v2 has that "Wow" factor! But the point of this aircraft which is very important to explain very early in this review, is that it is the depth of the design, the deep "feel" factor that is the hidden unique bigger feature here as what we shall see later.
     
    Also from the start let us abate another fear...  frame rate! The aircraft is hugely (code) complex and a highly extremely detailed Simulation. So it has everything in that can ruin a perfectly good Simulation by destroying your framerate. But the FlightFactor B777 v2 is very good on your framerate, yes it uses up a few frames, but FlightFactor have been very aware of making this aircraft as very efficient as it can be from the start. Yes tricks are used, but it works very well on my computer configuration, and so if you have the required requirements, then you should be fine (I get middle 40's, and a framerate that rarely drops into the high 20's).
     
    What is the thing about X-Plane users debating aircraft noses? Mostly usually A320s. Flightfactor had to redefine this B777 nose, I don't know why because it is perfect.
     

     
    The FlightFactor v2 comes with the GE90 high bypass turbofan engine that has been designed and developed by GE Aviation primarily for the 777 aircraft family. It outputs thrust ratings anywhere from 81,000 to 115,000 lbf. The Pratt & Whitney engine variant is planned, and notable that even later the Rolls-Royce Trent 800 engine option will also be available.
     
    The GE90-94B (94,000 lbs) on this airframe is excellent in detailing and design, it is the straight fan blade, not the curved blade version installed here.
     

     
    The biggest criticism of the v1 was the very poor wingflex. That has been totally changed here with a more realistic flexible animation, plus the design of the wing (curve and profile) is far better in it's design...  even impressive.
     

     
    When we are faced with a extremely quality designed aircraft, you don't look at the big picture, but at the smaller intricate detail for your guidance on what has been presented...  open up the Flap, Leading Edge and Speed Brake panels, and have a look inside, the results are beyond excellent.
     

     
    Notable is the really nice leading edge extension and retraction fitting, also the huge amount of detail under the speed flap panels, it is very well done...  honestly, you may never give this detail a second glance, but you are still very satisfied on knowing it is all still there.
     

     
    The same goes for the elaborate landing gear...   enjoy the incredible detail available here, all links, pins, hydraulic and pneumatics are all laid out in great detail...  it is the outstanding realism shown here that you will long be talking about.
     

     
    Nose gear is also at the same high-quailty detail threshold, and the detail goes right up into the gear bay.
     

     
    Cockpit glass is also really good, with the perfect rainbow effect showing glass thickness and light reflection. Side windows are a bit blander, as is the door detail, to save Frame Weight is a consideration.
     

     
    APU (Auxiliary Power Unit) outlet is very good, and the APU air flap opens up as well.
     

     
    Externally the FlightFactor delivers what you would expect at this price range, ULTRA detail and quality work.
    ________________
    Cabin
    The view we all want to see...   the boarding of the aircraft.
     

     
    Front door is exclusive First Class, even exclusive, exclusive 1st Class...  no one goes in here but the VIPs and the ultra rich.
     

     
    Front section of the 777 cabin is all "Suites" or cabin style. There are eight of these cabins, and they are all are styled very Emirates Airlines.
     

     
    Very exclusive....  Then twelve First Class seats in the section behind. Well done in the Emirati style, in gold and wooden highlights
     

     
    If you enter via the second door (the usual boarding door), the First Class cabin is now to your left, right is the small twelve Business class seats.
     

     
    The sixteen lie-flat Business seats are the same as the more forward 1st class seating.
     

     
    Then the two large economy cabins...   coming in here you feel the huge scale of the inside of a Triple Seven, it looks and feels massive.
     
     
     
    Economy Seats are really nicely done with a pretty seat material pattern, footrests and nice armrests.
     

     
    All overhead cabin detail is well done with working "No Smoking" and "Seatbelt" signs. All toilets on board can be accessed, but they are extremely tight inside. Internal door detail is also really well done in perfect detail.
     

     
    All the (large) galley areas are expertly done and well detailed, they feel very authentic to the period of the aircraft.
     

     
    Your probably thinking by now "Why the hell is my computer not going to melt down". But there is a trick going on here? close your cockpit door and all these cabin sections will disappear "poof", and that will lighten your framerate load, open the door and it all comes back!
     
    FlightFactor had a feature that opened and closed the cabin window blinds, personally I didn't like it, as I like to look out of the aircraft from the cabin perspective, when looking out, and then down came the blind...  It's back on the 777 v2, but you can also turn the feature off if you want to.
     

     
    But we are not finished with the cabin configuration yet? FlightFactor gives you the options to change the cabin configuration. There are five different cabin configuration that you can choose from...  the above is EMIRATES Style, (3 Classes with Cabins), TURKISH Style (3 Classes but no Cabins), 3 Class Cabin, 2 Class Cabin and a Single Class Cabin.
     

    ________________
    Cockpit
    Look right on entry though door 1, and there is the familiar corridor to the cockpit, the door can be opened externally by using the keypad code (just don't forget the code, or you will be locked out?). To the right is the crew sleeping area, but currently not accessible, the toilet to the left does work.
     

     
    Familiar? well yes, been in here before.
     

     
    Obviously it is not the 777 v1 cockpit, but your first glances are deceiving, it's the colour tones and cockpit arrangement that is so familiar.
     

     
    Then you start to decipher the detail, the HUGE amount of detail in here...  it will take time to absorb it all, and you should take that time to look around in here, marvel at the all the work. The seat armrests can be folded upwards, and the seat back can also be adjusted to your personal best position, both seats are animated to move backwards and then sideways to get into the position. Seat design and quality is first rate, yes you can spend 12 hours or more in those seats with the lambswool covers.
     

     
    Side window blinds are animated, and you can also crank open the side window, by first pulling the lock lever back, then winding the handle lower left.
     

     
    Most developers have struggled to make the Boeing 777 cockpit look anything realistic, or come alive. The Brown matt colour is a problem in that it makes everything look very ordinary. But to give FlightFactor credit in having done a very good job here in doing the impossible to bring this cockpit alive, it certainly looks realistic. The central pedestal is really well done, the controls are perfect, and there is a AutoThrust disconnect switch on the end of the throttle handles.
     

     
    Both yokes are perfection, smooooth and worn, very nice. There are the switches on the left arm front for "Trim" and for "Autopilot Disconnect", the PTT (Push-To-Talk) switch is hidden behind the left arm, but works. Some 777 Yokes had the 3 Number Memory device from the B737, but in not here. TCAS is with TCAS full version 7 functionality and you have the classic STBY Instruments and also ISFD (Integrated Standby Flight Display).
     

     
    The nameplate says "Boeing 777"
     

    ________________
    Power Up
    This section is usually in the Flying part of the review, but it is worth the discussion here in this case. First when you approach the aircraft 'Cold", there is a "Load Sheet" between the throttles, a nice touch...  if you click on the paper, it will be moved to the document tray under the MCP (Mode Control Panel).
     

     
    Starting up the Triple Seven from cold is a long but very authentic process. Turn on the Battery and nothing happens? But you can then start the APU (Auxiliary Power Unit)...  still nothing happens for a long time? then the SAI (Standby Altitude Indicator) comes partly to life...  still a loooong wait, then finally the displays will flash themselves on and off, still waiting....   then suddenly the 777 systems will come to life,
     

     
    But you will still need to set the current position Coordinates in the FMC (Flight Management Computer) and switch on the ADIRU (Air Data Inertial Reference Unit), and a 2nd system called "Secondary Attitude Air Data Reference Unit" (SAARU). Once set the "Time to Align" is shown in the upper left side of the Navigation Display (ND).
     

     
    So it takes ages to power the 777 up, but there is helpers to Align the system instantly if you can't wait, there is also an optional setting to have the aircraft powered up (turnaround/ready at the gate) if you want that option.
     

     
    Me I love the whole process of the realistic start-up procedure, even if it does lose you twenty minutes or so every time. You can thankfully leave the B777 in the state it was after the last flight (turnaround), so you don't have to do this power-up procedure every single time you want to fly.
    ________________
    FlightFactor do give you a screen on startup, in that you can quickly reconfigure the aircraft to the Simulation you are wanting to do, or carry on forward to the more detailed settings that are already saved in. A third startup choice is the "Situations" a save of the aircraft in the "saved" state.
     

     
    There is however something very familiar about it all, you have certainly been in here before, as you know this cockpit so well...   but everything in here is not as it initially seems to be?
     

     
    Start probing, or switching things in here, and absolutely EVERYTHING works! every button, switch, lever and system is operational, or has a physical reaction to your inputs, all of the OHP (OverHead Panel) switches and buttons AND every Circuit Breaker (Fuse) works...  EVERYTHING.
     
    All instrument displays will "Pop-Out" into Windows via the screw on the display's facia. These include both PFD (Primary Flight Displays), NAV/MAP (Navigation Displays), Upper EICAS ((Engine Indicating and Crew Alerting System) and Lower Secondary Engine Display. All Pop-Outs are moveable and scalable on your screen or display.
     

     
    Both FMCs (Flight Management Computer) also popout, plus also so does the rear central third FMC. Front FMCs (CDU1/CDU2) are both Navigation, the rear FMC (CDU3) is for the aircraft's Interaction. Notable was that only the one left side FMC display worked on the B777 v1.
     

     
    If you are used to the B777 v1 FMC layout and input parameters, you should really have no problems with the B777 v2 setup. Programming in the system was quite developed on the v1, and yes there has been improvements here in the details, but overall there is little change to confuse you. Note the orange "K" on the top left of the FMC, it is to allow direct data input from the keyboard into the scratchpad.
     
    a
     
    There is a sort of "Simbrief" interaction, that will load the SimBrief data into the system, but a lot of the detail (mostly weights) you will have to input yourself. It is not as cross-referenced as say a ToLiSS input loading. But fill in a few of the main details, like mentioned aircraft weights, fuel weights and C.G (Centre of Gravity), and so then the rest of the crucial data will then be filled in for you, like the TakeOff Refs and the required Trim percent setting.
     

     
    The Instruments and layout is very comprehensive in here, so there is a lot to learn. FlightFactor have not only provided a complete individual Instrument "Cockpit Guide" (157 Pages), but also provided is a flat cockpit poster to study the instrument layouts. Another manual which is included in the package is the full "Flight Crew Operations Manual" of 525 pages, and you will need it to work through everything that is required to use and access this complex cockpit.
     
    So it is not only a "Study" aircraft, but a "Deep Study" aircraft, as this 777 is called the "Ultimate" for a reason, but it is far more than that, this is an airline operation level Simulation.
    ________________
     
    Interaction
    One of the big features on the FlightFactor B777 v2 is interaction. These tools can help you not only load or service the aircraft, but can also be set it up via the First Officer. Also the Captain, Cabin Crew and Ground Crew are all interactive. This is done here via voice (if annoying? then you can turn it off if you want to) and do the same actions through (Captain's) commands. Let's do the basics.
     
    First there is a "Ground Crew" to help you around the aircraft, they are called via first two selections from the menu "Ground Personal on Ramp", and "Captain Commands/Ground Crew" to make them active...   the interaction is done via the CDU3 on the upper pedestal.
     

     
    You "Call" the Ground Crew via the intercom system, or the MIC button (MIC switch must be on), then the ground Crew will appear and interact with the crew...  Then placed around the aircraft are the many Hi-Vis dressed Ground Crew that are all animated, which is really well done here.
     


    So to add or takeaway anything on the ground you communicate through the CDU3 interface, just like you would do on a real Triple Seven. Need rear door service? then contact the Ground Crew, then select the service you want (CATER SERV)...   when acknowledged, the Ground Crew-Member will ask you if you want anything else?
     

     
    Notable down in the lower right corner, are the people (crew) that are currently active on the intercom. Although the Service Vehicle is now set by the rear (5L) door, the door is still closed? (all active Ground Equipment is shown in green)
     

     
    A note here, in that all the service vehicles will appear from the sky! You can turn this feature off, and it's one I'm not too sure of? it's not as very realistic as the usual "drive up" mode?
     
    So you will now have to call the Purser on the intercom... to open the the door from the Directory! And there are several pages of items you can interact with. The Purser will again acknowledge your call and then open the rear (5L) door for the Service Crew.
     

     
    There are also features to do Maintenance on the aircraft....  First though you have to call "Maintenance" on the Intercom, then the engineers arrive by the engine to be maintained...
     

     
    The Maintenance options however are all on the menu and include (Reset) Engine Cylinders, (Replace) Blades, (Refill) Engine Oil, (Replace Oil Filter) and APU Servicing. Wheel/Tyre Changing and even wheel servicing is also available, and all the Maintenance done here is noted in the aircraft's log as the "Wear&Tear" of the aircraft.
     

     
    The interaction system is even more advanced than this, in that you can also use real voice interaction...
     

     
    It should be noted that voice recognition operates on a "Push-To-Talk" principle -the key combination assigned for voice recognition should be held down while you speak and released upon completing the command.

    By default, a list of main commands is available for use, and they are located in the "main" section of the commands file. You can also address the first officer by saying "first officer" and all commands from the "first officer" section will become available to you. If your silence lasts for more than 40 seconds, the first officer will return to their duties, and only commands from the "main" section will be available again.
    You can hand over control of the MCP to the first officer by saying "your MCP" or "you have the MCP". The first officer will be pleased to set the heading, track, speed, altitude.
     
    So this is a very deep intergated system with interaction with the Boeing 777. It will take not only time to learn, but to actually learn and to immerse yourself into this complex, but very real world environment...  you also have the choice to turn off the intergration system if you find it overwhelming. The full capabilities of the system are far too long or too complex to completely explain here...  but it does create another level of serious Simulation experiences.
    ________________
     
    EFB (Electronic Flight Bag)
    One of the biggest interactions with the FlightFactor Boeing 777 v2, is via the EFB, or "Electronic Flight Bag", which is a built in tablet on each side of the two pilots.
     

     
    You can access a page by both the outer button (as you really do in the B777), or by pressing the tab directly on the screen. Grey is active, the teal box is not-active. Again both displays "Pop-Out" via the upper right side screw.
     
    Beyond the Start up "Main Menu" page menu, there are 34 EFB pages to access, so it is a very deep and complex menu system, again time will be required to work through and work out all the EFB Menu options. This EFB is one the most complex on any X-Plane aircraft.
     

     
    I'm not going to cover all of the 34 menu pages in detail, but just show the highlights of what is available in here.
     
    Main Menu
    The "Main Menu" shows you 13 Menu options; Airport Map, Performance (blank), Briefing, Navigraph Services, Airplane, Simulation, Ident Page, Terminal Charts (Blank), Documents, Video (blank), Pilot Utilities, Simplified Loading and Shortcuts...  lower is the option to Initialize Flight. Navigation in the EFB is excellent, not only a direct "M" to the "Main Menu", but you can <- go back to the last page, or use the in page "UP" or "BACK" nav tools
     

     
    Airport Map
    Just type in your ICAO Airport Code in to scratchpad and up will come a scalable map of the airport, and your current aircraft position on the Map (Navigraph Subscription Required).

     
    Briefing
    Here you can load into the EFB the full Simbrief flightplan Brief, the layout includes 8 different options that are segmented from the SimBrief Application. It is full of all the required data for the flight, and for the aircraft setup, including the Flightplan, Weights, Fuel and Weather/Winds enroute.
     
     
     
    Navigraph Services
    Here you log into your "Navigraph Services" account, you then add in your "Simbrief Username" (note important! this is your "User Name", not the usual SimBrief ID that you use here), then press "Get Data from SimBrief tab to load in your already created Flightplan/Brief.
     

    ________________
     
    Airplane
    There are 14 tab options on the "Airplane" tab; Doors, Ground Service, Weight & Balance, Maintenance, Pushback, Cabin Controls, Dispatch (MEL-Minimum Equipment List), Training, Failures Control, Captain's Commands, Walk-Around, Loading Service, Ongoing Processes and Align Adiru Now.
     

     
    Doors
    There are 8 main cabin doors that you can open, plus the three Forward, Aft and Bulk Cargo doors. There are also two small access doors in ACC and E&E that also can be opened. There is an AUTO/MAN option and EMER OPS option as well.
     


     
    Ground Service
    There are two pages of 22 options on the "Ground Services" pages.
    Page 1 includes; GPU 1&2, Chocks, Bus, Stairs (1L), Air-Con Truck (L&R), Stairs (3L), Cater Service, Lav (Service) and Water Truck.
    Page 2 includes Gear Service, Pneumatic (Service), Engine Maintenance, Fuel (Tanker L&R), De-Ice and Hydraulics (Service). Other Options include the two Baggage Loaders called transport here.
     

     
    Like the FlightFactor v1, you have to have the Bus/Gate/Stairs visual to load Passengers, Fuel Trucks to Load Fuel, and the Baggage Loaders to load the Cargo, this is done from this page.
     
    There is a lot of ground equipment available here, stairs for 1L and 3L doors, but not for 2L, which oddly is the main loading door for Economy Class? Again the Catering Service Vehicle is on 5L, but not on 1R?
     

     
    The De-Ice feature is very similar to the one with ToLiSS aircraft, but be aware, it takes a lot of it's own considerable time to go around the aircraft, so if you want to fly quickly, then don't activate this feature, but very good it is with three De-Ice trucks all working together.
     

     
    On the "Ground Services" page left lower are two more options...   Maintenance and Presets. Maintenance we will look at shortly...
     
    Ground Service State Presets
    Here you can use set presets, including; Preflight, Fueling, Pax (Passenger) Loading and Pushback. There are also three "Custom" presets you can "Save", and use by the "Load" Preset option.
     

     
    Weights & Balance
    This W&B section will set up the aircraft in weight and C.G. Balance. You can import the data from "Simbrief" to fill in the load factors. It is quite comprehensive, but also far more straight forward than the odd v1 layout
     
     
     
    You can adjust the weight of most things, from the passengers (also ICAO Summer Correction!), Cargo and its placement and fuel. At the end there is a full "Weight Summary". It is all very well presented and comprehensive.
     

     
    There is a very helpful "Fuel Planner" tool, but overall FlightFactor still also provides you with a "Simplified" system to quickly load the aircraft if you don't want to go into the minute details of absolutely everything. So you can just do a quick "Load" of the details from Simbrief and then quickly load the aircraft ready for flight (note Simbrief doesn't currently load in the FMC data as noted earlier).
     

     
    Maintenance
    You not only have failures, but you also have the life running wear and tear of the aircraft. These areas are contained in the Maintenance tab of the aircraft. Galleys&Restrooms, Hydraulics, Gear&Tires, Electrics, Engines, Oxygen all have to be maintained or repaired. Hatch Inspection will open 19 hatches or access points on the aircraft.
     

     
    The hatch detail around the 777 is excellent, the dome/doors open to reveal the Honeywell Radar is really well done, as is the placement of the AlliedSignal Engines 331-500 APU in the tail.
     


     
    You can also open the cargo doors externally via the opened small access hatch, but you have to get close to activate the switch to open and close the highly detailed cargo door. Note the loader personal inside the cargo compartments.
     

     
    You can "Test" (GPWS), Check the "Current" list of Maintenance Issues, and also do a "Instantaneous Full Maintenance", to rectify everything in a one button press.
     
    Pushback
    The FlightFactor 777 v2 has it's own dedicated Pushback tool. (BetterPushBack doesn't work on this aircraft?)...  but it is a very good one!
     

     
    Set the Boeing 777 ready for pushback (brakes off), and then Select "Start Pushback". This will call a very highly detailed pushback truck to the aircraft, then you "Connect" the Pushback Truck to the nose gear of the aircraft. When connected you get a control panel that shows you the Torque of the load, and the Speed in Kmh.
     

     
    There are also four views you can have in four boxes top left, External, Rear view, Close rear view & cabin view.
     

     
    The Arrow will show you your push direction, and the drivers seat rotates into the direction you want to go.
     

     
    Power is by your throttle, and that is shown in the Torque dial, brake is again the usual "B" brake, shown as a T in the window...  then the B777 can be pushed back...  steering is Left-Right via your joystick. It is tricky to use until you practise with the controls, but very good it is in moving the big Boeing around.
     

     
    When correctly positioned, you can "Disconnect" or "End Process", to disconnect the truck, then press "Wave Off" which gives you a animated walking ground person, then the ground personnal shows you the connecting pin (à la BetterPushBack)
     

     
    It is a very good Pushback tool, one that gives you a lot of control, plus clever working animated ground staff doing their jobs, I love it.
     
    Cabin Controls
    Here you can set the aircraft's Climate Control, Cabin Light Control & WC (Toilets) Maintenance. All very clever on the detail of settings of the aircraft's in flight requirements.
     

     
    MEL - Minimum Equipment List
    MEL is the "Minimum Equipment List", this is a document based on the master MEL (MMEL) provided by Boeing. Each operator can modify the MMEL (making it harsher) to suit its SOPs. In this model you have the opportunity to do the same. The MEL is electronic in your EFB, however, it will not prevent you from actually dispatching the flight. There are three numbers A/R/O –available / required / operational.
    For example, the airplane has 3 AFDC system available, If at least one item on the list will have the O-number < R-number, the flight will not be dispatchable. It is a complex system that is still ongoing and being developed by FlightFactor.
     

     
    Failures - Training
    Two Selections in "Failures" and "Training" can be cross-referenced between each other. The "Failure" feature is very comprehensive with two pages of 14 separate categories, and in that you can also create "Failure Scenarios" There are currently 1000+ failures programmed into the system and their number will increase in the future. You can also "Reset All Failures" in a global setting.
     

     
    Of the failure that can be triggered. The status column will show if it's INACTIVE or FAILED, and the random failure time column shows the time in hh/mm/ss till the system will randomly fail. Failures are also categorised into three classes: Major, Regular and Minor. Within the set MTBF a major failure can occur at a random event with a probability 3 times smaller than regular and a minor 3 times larger.
     

     
    You can add in an "Event", Then select the category that you want to fail...  The "Search" is a great option here to find the item in the hundreds of choices. Then you can select the "When/Where" Failure from a drop down tab (Immediately, In time, above/below Altitude, above/below speed, in case of failure). 
     
    The "Training" page gives some of the same functionality as the "Failures Control" page but with some preset aspects. The preset failure pages (on the right) have time/location chose bar on the top, choice of side (in this example) below and then a list of possible abnormal conditions. You may choose one condition at a time. Some conditions will also trigger a single failure, some will trigger several at once. Some will initiate a scenario of abnormal behavior whose path will depend on your action.
     
    Captain's Commands
    If you want to do the spoken commands via a button press, then you can via the "Captain's Commands" page. The requests cover the; Ground Equipment, Hatches, De-Ice, FWS (Front Wheel Steering) and Installing pins in the gear.
     

     
    Walk-Around
    There is a Walk-Around checklist, that you can check off, and then reset.
     

     
    Other Airplane options include; a Loading Service, Ongoing Processes Overview and to "Align (the) ADIRU Now".
     

    ________________
     
    Simulation
    Under the "Simulation" tab is all the areas to set up the aircraft to your liking; General, Avionics, Ground Operations, Situations, Graphics, Effects and Sound, Interaction, Crew Interaction and Check list options. "General Options" gives you parameters on the way you would like the aircraft set up to your personal preferences
     

     
    Avionics
    Under the "Avionics" tab, you get the usual wide and varied FlightFactor system of options in setting up the avionics of the aircraft. The "EFIS" options are excellent and give you a lot of instrument display choice, the setup system is VERY deep.
     

     
    Highlight here are the "Segment Display" options, as you can set the displays to; All White, All Amber, All Red, Mixed Amber, Mixed Red and Mixed Any.
     


     
    Situations
    On of the biggest strides in features in X-Plane was created by ToLiSS (other developers had variations of the idea). In that you could save a "Situation" and reload the situation back into X-Plane to recreate the place, time and aircraft setup as it was saved. If you have a Computer crash, or just want a certain aircraft set up, then you can choose and reload the original situation.
     
    The version here is as good as the ToLiSS version, as it will reload every single parameter saved. In my case here I have set up the aircraft for flight, including programming the FMC on the route. When ready to depart, I can then just LOAD in that "Situation" and I am ready to fly!
     

     
    You can change the save order by either "As cending" or "Descending". Notable at this point, there is currently no "Auto" save, a system that will save situations automatically every time set (5min, 10min, 15min). But FlightFactor notes this option will be done soon.
     
    Other Situation options include, Graphics, Effects and Sound, Interaction, Crew Interaction and Subtitles. The SOUND options are quite basic; Master, Exterior, Interior, CoPilot and Environment, but it is very adjustable to the volume of the sound.
     

     
    A clever tool is the "Pilot Utilities" set of tools for; Speed, Length, Weight, Temperature, Volume, Pressure and Time Zone Conversions. There is also a "Timer/Stopwatch" tool as well. Documents, Manuals and Images can also be used in the EFB in a "Document Library", and there are provisions for you to load in your own pdf and jpg images.
     

     
    What we have covered here in the EFB, is only the highlights. As noted there are 34 different pages to access and use (learn as well), so it is the biggest menu system ever in X-Plane, probably in Simulation as well. So you are not only learning the actual aircraft, but it's needs and settings as well.
    ________________
     
    Checklist
    The "Checklist" is oddly not part of the EFB - Flight Bag. But it is set in the lower EICAS Display. You access the checklist via the button on the right "Display Access Panel" (lower far left).
     

     
    The checklist is very comprehensive, and has three major modes: Amplified, Supplementary and Normal. Normal (Regular) is the main checklist. Other checklist options are for different pilots and certain procedures (Ampified) and Non-Normal systems Menus
     

     
    You get a big magenta cross cursor to navigate and select items on the checklist....  overall the checklist is very comprehensive.
     

    ________________
     
    Banner Menu
    All of above can mostly be accessed via the X-Plane banner menu "Boeing 777 200ER for quick and easy access to critical items.
     

     
    There are four menu options; Options, Equipment, EFB and Captain.
     
    Options covers; Avionics, Cabin, Checklists, Effects, FO, General, Ground, Interaction, Subtitles and Systems.
     

     
    Equipment covers; Baggage Loaders, Passenger Bus, Main Cargo Loader, Catering Truck, Chocks, De-Ice Equip, Engine Maintenance Kit, Fuel trucks (L&R), Gate, Ground Air-Con (L&R), GPU Primary/Secondary, Ground Starter (L&R), Hydraulic Replacement kit, LAVS Service, Secondary Stairs, Tyre Replacement Kit, Luggage Transporter and Water Replenishment Truck.
     

     
    EFB covers; Show/Hide EFB 1&2, Airplane, Situation, Shortcuts, Doors, Ground Service, Weight&Balance, Loading Service and Pushback.
     

     
    Captain covers; Read Briefing, Remove Ground Equipment, Request Close Hatches, Disconnect from Ground Crew, Request De-Icing and Establish Communications (shortcut).
     

    ________________
     
    Lighting, Internal & External
    The lighting on the B777 v1 was actually quite good. But here you have a decade of advancement and refinement. These images here show you X-Plane v12.1.0, and the even more refined effects, including bloom lighting effects.
     

     
    All the Boeing 777 lighting modes are active, and adjustable. You you do actually expect this on an aircraft of this scale. One note is that you can easily "Overbright" the instruments, and with that setting they become too bloomy (there is also a setting called "Lamp Glow" that also highlights the bloom) and you lose the realism. So all the lighting settings for the instruments need to be toned down to look and be realistic. Get the tone right and the cockpit is breathtakingly realistic. The highlight is the centre console with all those the transparent knobs, it is beautiful beyond belief...
     

     
    ....  all the lighting for the MCP and Main instruments are lovely and adjustable to your personal satisfaction, and there are MAP lights for each of the pilots (the spots are beam adjustable). The two side lighting options are CHART and WORKTABLE.
     

     
    There are also two main cabin lighting settings. DOME (lower left image) is the adjustable lighting, and STORM (lower right image) is a full cockpit lighting setting. There is also the "MASTER BRIGHT option as well. The down-lights are hidden behind grids on this version, but the sources are not completed yet in this pre release version, I expect them to be fixed for the release.
     

     
    Cabin Lighting
    There are three cabin lighting settings on the EFB. Main (overhead) cabin lighting, Ambient (wall) cabin lighting and Galley (Kitchen) lighting. There is also the emergency Lighting. The main cabin lighting is modern LED, and the wall lighting is the older strip lighting we know so well, and really well done here...  both Seatbelt and No Smoking signs work.
     

     
    Galley lighting is very nice as well, it feels very authentic to the aircraft and it's 90's design.
     

     
    External Lighting
    All the external lighting is completed. Includes both taxi and nose lights, to supplement the main landing lights.
     

     
    Navigation, Beacon (upper/lower) and Strobe lighting is perfect, and both white and red/green navigation lights are presented. The WING lights up the engines/wing and there is a tail light, and again all very good, but a touch more brightness would be nice...  but they are both still far more brighter than the images depicts here.
     

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    Flying the FlightFactor Boeing 777 v2
    7th June 1995 was a significant day. As it was the inaugural first flight of the Boeing 777 Series aircraft. The Route was from London Heathrow (LHR) to Washington Dulles Airport (IAD). The Boeing 777 was in response to United's requirements of an aircraft to replace the Douglas Tri-Jets, and in being able to fly three different, but significant United routes in Chicago - Hawaii, Chicago - Europe and Non-stop from Denver (a hot and high airport) and again to Hawaii, plus the bonus of having a more efficient two-engined aircraft on all long-haul routes.
     
    It is a typical London overcast grey day...   If on ground power, you have to turn the battery OFF, then back on again to start the APU (Auxiliary Power Unit), it's a tricky thing to start up, but in most cases it is a "Low Oil" indication that has to be rectified. I mentioned the "Tire Pressure" warning earlier as well...  another item to be rectified before flight, or the warning is a consistent annoyance once airborne. Did you set all the "Doors" to "Auto", you better, as the aircraft won't start unless you do, it's that sort of simulation.
     
    Ready for pushback...  I'm still not fully competent with the Pushback tug, I am getting better at driving it, but it is not as easy as using the BetterPushback tool. That said it is very good, and very realistic, and note the ground worker with the pin.
     

     
    There is the option to adjust you eyesight in the seat to your real height, adjustable on the EFB, it bounces you up (or down) until it feels right.
     

     
    Time to start the GE90 engines. Set the bleeds for power from the APU, and turn the START switch. Number 1 Engine first then No. 2. There is the noted 25% to 30% N2 indication before moving the selected engine Fuel Control switch, that then completes the fully automatic B777 startup engine sequence.
     

     
    The GE90-94B has excellent startup procedure sounds, the whine, then the deeper powered fan whine when running in an 3d environment, but it is the background sounds that are very impressive in the cockpit. You hear the engines, but it is the hum in your space that you feel the authenticity of the aircraft around you. Flaps set to 15º, Trim is set to 32.8% of MAC.
     

     
    One thing I am very impressed with the interaction of the switchgear, is that the response is not immediate, but is slightly delayed...  press a button and it will slightly hesitate before doing the action, it gives the switches or buttons a very authentic and realistic feel as you use them.
     
    Slight power to the throttles and Park-brake off, and I am moving. If this is your first time at this point, it is a very memorable moment, your now this far with a clean OHP and running engines, as its an achievement to get this far, and that is what also makes this simulation so special. The skill required to get the aircraft ready for flight as this is a very complex real aircraft, and now your in complete control and doing everything right.
     

     
    Taxiing is nice, actually not that different from the v1, but you are very aware that this 777 is a very different concept.
     

     
    It is 3494 nm to Dulles, at a 8 hours flying time. A last glance around the instruments, and you set the clock running....  brakes off and throttle up. The whine then comes in, a howl really and your feeling the combined energy of those two GE90-94Bs at 94,000 lbs each moving you now forward.
     

     
    Your powering down LHRs 27R runway, and with a heavy 15º flap the aircraft is quickly wanting to lift (5º is a better setting)...  v2 is 148 knts, and as soon as you touch the bug you are pulling back on the yoke to easily go airborne, "Positive Climb" is the call from the right seat.
     

     
    You wonder how such a very large six wheeled bogie could fit into the aircraft's belly, two main bogies in fact...  they do and it is worth watching the operation. Also note the excellent quality of the detail of the aircraft...   it is a work of simulation art.
     

     
    Your flying the "Triple Seven", and a good feeling it is.
     

     
    I climb 2000 fpm to 12,000 ft. But the B777-200ER is quite impressive if you want to push the parameters. To 5000 ft you can use 3000 fpm, to 15,000 ft you can do 2500 fpm and in a mach climb 0.83 to altitude 1500 fpm. Sounds on the flightdeck are gorgeous and numerous, but externally the grinding whine of the GE90s is stupendous.
     

     
    If you thought this was my first flight in the Flightfactor B777 v2, then I'm sorry I mislead you, as it's actually my second. The first was an orientation flight from Gatwick (EGKK) to Barcelona (LEBL). But there was the quick realisation of how this "Heavy" flew, in fact it was an unnerving experience.
     
    Don't get me wrong here, the effects are the opposite of what I expected. The unnerving aspect is how really, really good the feeling and handling of this big aircraft is. it is uncanny as a simulation. In FlightFactor developer Roman Berezin as a Boeing 777 rated pilot, has dialing into the simulation the perfection of it's abilities, and it is an amazing experience to explore the aircraft under your control and within 2%-5% on the real world standard certification test. So remember everything works in this cockpit, but everything else works as well, the touch of the controls, the aural sounds, the feel of the aircraft in actual operation.
     
    Obviously I have not flown any aircraft in other Simulation platforms but X-Plane (okay I flew a little in MSFS), but could I call this out as one of the best ever of an aircraft simulation on a computer. That aspect is a very big call "The best ever", and surely someone will question my reasoning...   but in a decade or so of long haul flying, I can't remember any experience as good in feel as this aircraft.
     

     
    Mostly it does exactly what you want it to do, but with the right inertia in movement and operation. That deep down and beyond pretty well everything else, this is the core of the depth of this Boeing 777 simulation, that real depth of feel. For all tons of features and mega menu options, this is a new depth of immersion simulation that you are now entering...  another higher dimensional level, and it is a huge jump forward in flying aircraft on computers.
     

     
    I'm now at 37,000 ft (FL370). In most cases I usually climb up to a lower Flight Level, then step up to the final set altitude, burning off fuel for say 500 nm before the final climbing to altitude. But this aircraft is not a full Gross Weight (ARW) 222,209 kg, as the current MTOW for the -200ER is 656,000 lb (297,550 kg). So today I have to climb higher and quicker to get on top of a weather pattern off the west coast of Ireland, and the -200 did that flight level change aspect with ease.
     
    Range for the 200ER (Extended Range) is 7,065 nmi (13,080 km) as this is the first generation B777. The LR (Long Range) had an endurance of 8,555 nautical miles (15,844 km) as the -200LR features an increased MTOW and three optional auxiliary fuel tanks in the rear cargo hold. Max speed is Mach 0.87 – Mach 0.89 (499–511 kn; 924–945 km/h), with a usual Cruise Mach 0.84 (482 kn; 892 km/h). Ceiling is 43,000 ft.
     
    I haven't explored too much the crew interaction feature, with say the First Officer doing the flying. But long haul is about hours of just monitoring the instruments and doing the notes. I spent some very long hours in the B777 v1, notably in the F - Freighter -200 version, I expect that version to come soon, as also is promised a -300ER and a -200LR. From the left seat it is a very nice place to be... this is an excellent Simulation.
     

     

     
    If flying Oceanic (Atlantic or Pacific) there are "Oceanic Control Areas". these routes do use a "Airway" or North Atlantic Tracks (NAT), but they don't work here in programming the route in the FlightFactor B777 v2. The Airway here is "NATD", or four coordinated waypoints. To insert the waypoint you have to airinc shorthand the waypoint. So 55°0'0.0"N 020°0'0.0"W is shorthanded to 5520N and 5°0'0.0"N 030°0'0.0"W is converted to 5530N. There is a section 11.31.16 (766) in the DOC manual that explains it.
     

     
    One thing about long haul is that you have plenty of time on your hands.... so you can tend to focus on the areas around you. The quality of the eyebrow with the X-Plane 12 dynamic lighting show how exceptional the Simulation in realism is today, and just looking around the cockpit is a very satisfying experience, even with a few X-Plane 12.1.0 Field of view shots.
     

     
    Long haulers love their "Toys", or things to play with to pass the time. One I really love here is "Coffee". Now if your a serial coffee drinker like me, then you would consume a few cups in the air, but what if you drank the whole "FlightFactor" branded cup and it disappears?
     

     
    Well you go to the CDU3 "Interface" and call the purser (if active again they are shown lower right screen). Note the comms for the Purser is different from the Ground Crew comms, then ask the Purser for a fresh cup of coffee (R4), and lo and behold, you will now have a fresh cup of hot coffee (smiles).
     

     
    It works in the rear seats as well, and you can even order a "Crew Meal", but no food is actually delivered (well not yet!).
     
    Then the Navigation display starts to fill up with waypoints, it's Newfoundland, and we are now over the "Pond".
     

     
    Approach to Washington Dulles (IAD) 19L is via STAR HYPER 9, it is a straight in from the north approach. I start my descent about 160 nm out, down to 10,000 ft ( I never do TOD descents, they are too steep). Again it is that the aircraft responds so very well to your inputs, that is a sign of a very well developed aircraft. The TERRAIN radar feature is very good as well, this was on the FlightFactor B757/767, very good there, and so it is here.
     


     
    A note, in that the FlightFactor B777 v2 uses some custom commands, but odd ones? Like the Autopilot can be disengaged via the usual X-Plane Command, but you have to set the 1-sim AT (Autothrottle) disconnect via the FF custom command. You can choose between or both Left and Right AT buttons on the Throttle quadrant, and another note is to press the button for both the AP and AT disconnect TWICE to kill the noisy alarms....  Gear down!
     

     
    Final approach and soon the 19L ILS (ISGC) capture is coming up for a CAT III landing. Open the B777 v2 shows off all it's incredible innards, the detail available to you here is really quite special, even the hardest punter will marvel at all this detail. Approach speed is around 150 knts.
     
    Watching B777 landings (YouTube) I noted most pilot's disconnect the AT at about 300 feet, then let the big Boeing continue it's falling approach, to move into a nice flare when passing over the threshold, that what I did here and came into a perfect landing around 143 knts.
     


     
    It's all action when the main bogies touch the runway...  FULL reverse power and touching on the toe-brakes to keep the Triple Seven straight, your all arms and legs in bringing this massive aircraft down to a safe taxi speed. The roar of the reverse thrust is huge, and really well done to your finely honed ears, it is all so all very realistic, that the hairs on your neck tingle with excitement of the reality of the moment.
     

     
    And the recreation of that 7th June 1995 inaugural first Boeing 777 flight is done...  the rest is as they say is history, in creating one of the greatest aircraft in airline service to date. That aspect is now very realistic to everyone, with the chance to fly this exceptional FlightFactor Boeing 777ER
    ________________
     
    B777 Liveries
    Provided with package are six B777 Liveries...  there is a FlightFactor House, Air France, British Airways, Emirates, KLM and United UC. Quality is excellent on all the provided liveries.
     

     
    But your not going to miss out on your favorite livery, the painters are already churning out liveries at a rate of knots, and already there is plenty of choice, here are three; American One World, Singapore Airlines and Delta.
     

    ________________
     
    Summary
    The VMAX/FlightFactor 777 v1 aircraft went on to be one of the most successful Simulations in X-Plane, with -200ER, -200LR, -300ER, -200F (Freighter) variants added later. But by the early 2020's the design was getting very long in the tooth, eight years in X-Plane is a design lifetime, it was time for something new...   and here it is in the Boeing 777-200ER v2 Ultimate.
     
    And considering the huge reputation of the earlier B777 v1, and another plus is that the leading FlightFactor developer Roman Berezin is now a Boeing 777 rated pilot, and all that specialsed input has gone into this new V2 version.
     
    This v2 of the "Triple Seven" breaks boundaries in every direction you can think of for a simulation. And it is about as feature laden as you ever could wish for.
     
    Highlights include perfect mirrored systems of the real aircraft and comes with highly detailed modeling, and it is almost to the extreme in replication of a real world B777, and this all coming in the latest X-Plane 12 guise and it's effects. But it's the features that stand out.
     
    Highlights include Aircraft and Ground crew interaction (with real animated ground crew), full maintenance on the aircraft and regular servicing is also required. Failure list is a 1000+ options and the largest most comprehensive 34 page EFB (Electronic Flight Bag) in simulation. Full ground Servicing and external to internal aircraft access is also available, with five different cabin configurations that you can choose from. 
     
    Sounds are extensive, and are highly realistic, from the cockpit environment to the start up procedures, and in flight external and quality internal soundscapes. All sounds in are doppler and 3d 360º aural motions. Hundreds of custom sounds are recorded from the real aircraft, with a significant 3D stereo sound system just for the engines.
     
    Notable is that the systems and set up of this aircraft is complex and complicated to mirror real world operations, so to be aware there is required a fairly large learning curve and study aspect to the aircraft, however FlightFactor do provide tools to set up and fly the aircraft in a more simplified approach, so you can access the Simulation at the level you want to, then go deeper as you learn your skill sets.
     
    But the real breakthough on the B777 v2 is the more deeper flying characteristics and handling than on any other Simulation. A ground breaking revolution in the way you approach and fly a Simulated aircraft on a computer. The FlightFactor v2 is probably the most leading aircraft simulation ever produced, and that is a big statement.
     
    The FlightFactor v2 had a huge expectation of this one of the larges and most comprehensive release for the X-Plane 12 Simulator. It does actually, and in many areas achieve, even deliver more than those high expectations...   that statement alone delivers another level in the journey of Computer Simulation, it's an historic release in more ways than one and an excellent investment, but a release that delivers and exceeds in those high accolades is a moment to savour and remember, but most of all to fly....  Highly Recommended.
    __________________
     
    Yes! - the Boeing 777-200ER v2 Ultimate by FlightFactor Aero is Coming Soon! from the X-Plane.Org Store here :
     
    Boeing 777-200ER v2 Ultimate
    Price is US$99.00
     
    Requirements
    Plane 12, X-Plane 11.50+
    Windows 10+, Mac OS 10.15+ (Intel or Apple Silicon) or Linux 14.04 LTS or compatible, 64 bit mode
    Disk Space: 5 GB

    X-Plane 12:
    Minimum Requirements:
    CPU: Intel Core i3, i5, i7, or i9 CPU with 4 or more cores, or AMD Ryzen 3, 5, 7 or 9, or equivalent
    RAM: 16 GB
    Video Card: a Vulkan 1.3-capable video card from NVIDIA or AMD with at least 6 GB VRAM
    Current version: 1.0 (June 14th 2024)   Designed by Flightfactor
    Support forum for the Boeing 777-200ER v2 Ultimate
     
    Download
    The FF Boeing 777-200ER is a 432Mb download with an installation size of 5.20GB, in your X-Plane Aircraft folder, this is an X-Plane 12 aircraft only.
     
    All updates are via the built-in Skunkcrafts Updater
     
    Documentation
    There is excellent full coverage documentation and installation details for the B777, including;
    777reqs.txt changelog777.txt cockpit.pdf (157 Pages) manual.pdf (76 Pages) poster.jpg systems.pdf (Official Crew Operations Manual) (528 Pages) terms_of_use.txt voiceCommands.txt  
    _____________________
    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 (and a new PSU)
    Software:   - Windows 11 Pro - X-Plane Version 12.1.0 Beta
    Plugins: JustFlight-Traffic (X-Plane.OrgStore) US$52.99 : Global SFD plugin US$30.00
    Scenery or Aircraft
    - EGKK - London Gatwick Airport v2 by PilotPlus+ (X-Plane.OrgStore) - US$21.00
    - EGLL - London Heathrow International Airport - XP12 and 11 by Taimodels (X-Plane.OrgStore) - US$28.00
    - KIAD - Washington Dulles International Airport by Nimbus Simulations (X-Plane.OrgStore) - US$29.95
     
    Note this review was covered in the latest X-Plane12 Beta release v12.1.0, but the aircraft and it's systems were also tested in the earlier X-Plane 12.05r1, with no significant issues. The FlightFactor aircraft shown in this review is also an Alpha v2.0.10 release.
     
    Review by Stephen Dutton
    14th June 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
     

  21. Like
    Kiwiflyer reacted to Stephen in Behind the Screen : May 2024   
    Behind the Screen : May 2024
     
    I've got to admit I am enjoying X-Plane at the moment, in that the X-Plane 12 experience is now cutting and creating a higher level of immersion you could never believe could ever have existed before. Certainly the long awaited X-Plane v12.1.0 update pushes the Simulator further down the road with a very realistic experience, missing however is still a more naturalistic scenery, its now eleven years old and more, so it's showing it's age.
     
    You always had to have a very vivid imagination when flying the X-Plane Simulator, as when I came in it was in the middle of the X-Plane 9 run, you had to have a VERY vivid imagination back then. But that gap has now become very small.
     
    The v12.1.0 update does however do something in closing the illusionary line between imaginary and realism. It could be a lot of things, but overall I think it is the lighting effects, the shadows and everything in between. But it has taken a long time to get here...  the refinement process of X-Plane 12 has been too long and even a bit painful. And that may be the point, as before it wasn't noticeable, but it is now in the age of photorealistic gaming.
     
    But as I have several times over that long decade or so, I saw a jump, a movement forward in April. This aspect started actually last year with the release of X-Craft's excellent E-Jet Series. The realism factor and depth of the Simulation was a credit to the developer. But it was the X-Trident AW-109SP that really changed the goal posts. In doing so it also brings up a few questions on with which way Simulation is going?
     
    Over the years in Simulation Reviewing I have had a technological journey as much as a simulated one. In that time through learning I was able to keep pace with the changes and the new features presented. But mostly at the very sharp pointy end of Simulation, in the need, even in the wanting for aircraft to be as close to being the same as a real aircraft in it's functions and systems. The level of detail is now getting down to a profusion of characteristic levels that can start to be overwhelming. Notably anything can be learnt or studied, but in doing so it takes longer and more to absorb, as the hidden depth and detail is revealed. Time, is against you in this aspect.
     
    As a reviewer, the time from a release to having the review visible is paramount, in days, if possible. A few years ago, you could post a review three to four days after receiving the product, mostly a day for looking into and first flying the aircraft, a day to do the details, and a day to do the flying segment...   that aspect has significantly grown over the last few years, in most cases now it takes a week to cover the review, but a few and more and more newer simulations are now stretching you even further.
     
    Your researching more, testing more, working your way through the complicated 500 or so page manuals...  getting down into the nitty gritty of the core of the simulation before you.
    In the same is acronym hell. This is where the AW-109SP comes in. It was a marvel of developer detail in recreating the Genesys Aerosystems IDU-450 EFIS (Electronic Flight Instrument System). The realism and use of that feature was simply (out-of-this-world) stuff, brilliant. And Simulation beyond the realm of the usual believability. But learning it, then trying to explain the complicated systems was reviewer hell. There was so many different aspects and arms coming out of the system, that it took days to work out and understand, then transferring those insights into a review was a daunting job. Don't get me wrong, I loved single every second of it all, and in reality would have loved to have kept on doing the review for another week or so. I was in there and soaking it all up, the incredible experience that I was immersed in every day. But that aspect of a ticking clock, to wrap the review and get it out there was also a very daunting experience.
     
    So here is the problem? As these Simulations now go so humungous even for an experienced reviewer, then think of the humble simulator user? 
     
    The complexity and acronym hell could thwart, even create a boundary between the user and the simulation. I thought about this aspect a lot when reviewing the AW-109SP. And was even worried that the review would create a systematic line that many couldn't cross. Thankfully the review was very well received, and that showed the highlighted awareness of X-Plane user in being able to absorb complexity of this scale.
     
    Well folks, you "haven't seen anything yet". FlightFactor's coming Boeing 777 v2 will expand that concept beyond anything you could imagine, but thankfully the developers have provided a quick setup and quick flight options, making it accessible to most, it is even beyond a "Study" simulation, as I call it an "Airline Study" simulation. As the aircraft is so deep into the real world experience with clever interaction at the core of the aircraft, it also comes with loads of 500 page manuals to study and adsorb. But all credit to the developers in what they have created in a very deep and very detailed simulation.
     
    It will be interesting on how the B777 will be received, as it is a new era in simulation. We are used to "Study" aircraft were as the simulation is in the need of mirroring the real Manuals and Crew Operations of the aircraft. That every item that is noted in the manual has also the same action in the simulation, and that is ultimately the aim of Simulation, in replicating that complex environment on a computer. 
     
    But I grew with the decade or so of the changes in the detail and these new features as they were implemented along that long journey. Every new idea and feature could be absorbed, dissected and learnt on the same journey, as simulation grew, then so did myself.
     
    So the question I am asking here is a what if. What if I was just starting my Simulation journey and was being faced with the current complexity of the developers deep designs. We know that starting out in Simulation, you do go for the more simple aircraft, but what of me, as right back then at the start of my Simulation journey and the reason I wanted to do Simulation, was to fly the Boeing 747. This was a time of 2d panels and basic controls, there is no way to compare the B777v2 to this earlier minimal simulation. I learnt and could say I'm now a bit of an 747 expert, so has been my journey. But could I have flown a B747 today of the B777v2's complexity? Deep dive there.
     
    To be fair Flightfactor do provide a simplified setup, so the aircraft can be flown from a novice's point of view, but when alerts keep popping up and have to be dealt with on the flightdeck, then this still is not as a simple Simulation as it was back then. I do know that new users are very adaptable and have the skills to adapt to these very complex simulations, as they do astound me with their knowledge. The point is that, if I am head down, with the occasional help from A.I. in working out the myriad of acronyms and how they work, then what of someone new to all this new level of complexity?
     
    It's good, so don't get me wrong on the level of detail and complexity we now have in Simulation. We can all learn to understand how it works and better our flying skills. It is the absolute goal in Simulation to achieve this level being presented to us. So we certainly can't to be seen complaining about that aspect.
     
    It is just will that continuing drive for deeper, more complex systems and features, then start to create different levels of the way you use and access simulators, the trick is not like the real world, you only have to learn the aircraft and fly it. But in Simulation there is another dimension as well, the knowledge and use of the computer and Simulation software as well. That is just as complex and bug ridden as you could ever imagine... obviously that is in time the ultimate challenge, not only to learn and fly the aircraft, but to house-keep and keep in order the simulator correctly to do so, this is to bring both the experiences together.
     
    Like said at the head of this BtheS. I'm deeper into Simulation now more than ever, and yes also totally enjoying the onward journey. The tools provided in this day and age, not only in the power of the computing, but also with the 3 party addons. gives you an almost unlimited experience that you never thought of existing in the past...  however we must not also lose the sight of why we fly in the mist of all this technology, flying is still at the core of what we do, and at the end of the day, there is nothing more soul satisfying than just cruising along at a flight level and wondering on how you got here, with all this.
     
    Notable in June 21-23, 2024 is the FlightExpo 2024 in Las Vegas. After the last few years Laminar Research will be there in force this year, with X-Plane 12.1.0 under their arms, and the FlightFactor Boeing 777ER v2 in their arsenal. It is a considerable combination, plus all the other X-Plane developers wanting to claim ground back from MSFS. This is after MSFS dominating the last two Expos, it will be interesting to see how this year's event eventuates. Time to strike back against the Empire! We will soon find out.
     
    See you all next Month
     
    Stephen Dutton
    6th June 2024
    Copyright©2024 X-Plane Reviews
     

  22. Like
    Kiwiflyer reacted to Stephen in NEWS! - Aircraft Released - PA24-250 Comanche by InDepthSimulations   
    NEWS! - Aircraft Released - PA24-250 Comanche by InDepthSimulations
     

     
    The Piper PA-24 Comanche is an American single-engine, low-wing, all-metal monoplane of semimonocoque construction with tricycle retractable landing gear and four or six seats. The Comanche was designed and built by Piper Aircraft and first flew on May 24, 1956. Together with the PA-30 and PA-39 Twin Comanches, it made up the core of Piper's lineup until 1972, when the production lines for both aircraft were destroyed in the 1972 Lock Haven flood.
     
    Two prototypes were built in 1956, with the first being completed by June 20, 1956. The first production aircraft, powered by a 180 hp (134 kW) Lycoming O-360-A1A engine, first flew on October 21, 1957. In 1958, it was joined by a higher-powered PA-24-250 with a 250 hp (186 kW) Lycoming O-540-A1A5 engine; this model was originally to be known as the PA-26, but Piper decided to keep the PA-24 designation.
     
    InDepthSimulations are a new developer to the X-Plane Simulator. And this PA24-250 is their aircraft first release. Featuring a custom GNS startup sequence and a custom GTX transponder, it also combined with the beautiful sounds made by Boris Audio Works. This ios an X-Plane 12 only aircraft.
     
    Features:
    X-Plane 12 support Fully modelled both inside and out 4K PBR textures Completely custom 3D cockpit Custom GNS startup sequence Custom GTX 327 transponder Sounds by Boris Audio Works Pitot cover and chocks Guide on usage of the aircraft  

    _________________
     

     
    Yes! - the PA24-250 Comanche by InDepthSimulations is NOW available from the X-Plane.Org Store here :

    PA24-250 Comanche
    Price is US$20.00
     
    Requirements
    X-Plane 12
    No other requirements have been published
    Version : 1.0 (June 3rd 2024) ___________________________
     
    News! by Stephen Dutton
    4th June 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
     

     
  23. Thanks
    Kiwiflyer reacted to Dominic Smith in Scenery Review: LZIB - Bratislava International Airport by Chudoba Design   
    Scenery Review: LZIB - Bratislava International Airport by Chudoba Design
     
    By Michael Hayward
     
    Introduction
    Bratislava International is Slovakia's primary airport, serving the capital alongside the surrounding regions of Ružinov, Vrakuňa, and Ivanka pri Dunaji. It also serves as a convenient alternative for Austria's Vienna Airport, which is merely a short coach ride away. Opened in 1951, it replaced the nearby Vajnory Airport, located just 3 km away. Initially, it had a quiet start due to Vienna's proximity, but it gained popularity in the 1990s with the arrival of low-cost airlines. The airport is named after Milan Rastislav Štefánik, a prominent figure in Slovakia's World War I council.

    Chudoba Design, a relatively small developer focused on European scenery, creates airports with considerable care and detail. Despite their competitive pricing, which reflects the smaller scale of the airports they develop, they consistently deliver quality sceneries. 
    In this review, we will examine Bratislava International Airport in detail, especially how it compares to the real thing, considering my personal experience flying through here last year.
     

     
    Installation
    Upon purchase, you receive a serial key and a link to the download server. To begin, select the desired scenery, in this case, Bratislava M. R. Štefánik Airport. Enter your serial key and click 'download'. The first time you install, a user license agreement will appear. It's worth giving this a quick read, and if you're satisfied, click 'continue' to start the download.

    Once downloaded, simply drag and drop the scenery file into your 'Custom Scenery' folder and X-Plane’s scenery manager will handle the rest. An additional feature of this add-on is the inclusion of a scenery library, which we will explore in more detail later.
     


    Taxiways and Runway
    Chudoba Design has enhanced the scenery with an ortho map, adding high-quality ground textures that closely match the actual airport. The texture detail is split into two levels: high-resolution within the immediate vicinity of the airport and lower-resolution as you move closer to the main boundary. It's important to note that the included photographic tile focuses exclusively on the airport area and does not extend to the surrounding environment. As such, for the purposes of this review, I am using simHeaven’s X-World Europe along with my own Ortho4XP tile to complement the scenery.
     
    Bratislava International features two intersecting runways, with taxiways leading from each to the terminal area. Despite its expansion over the years, Bratislava remains a relatively compact airport, making navigation relatively simple. 
     



     
    The airport has undergone considerable growth, as evidenced by the remnants of a former taxiway that once spanned the entire airport but is now discontinued and partially removed. The predominant surface material is concrete, notable for its square grid pattern across the taxiways and runways. This concrete is typically pre-formed into slabs before installation to enhance drying and durability. Taxi and ground markings are distinctly visible and easy to interpret, aiding navigation throughout the airport
     



     
    Near the gates, the concrete shows significant weathering; it is darker and marked by liquid stains and tyre tracks, bearing witness to decades of use. This distinction in wear provides visual cues to the airport's development, indicating which areas are older and which have been more recently updated, particularly towards the cargo facilities where newer, brighter, and cleaner taxiways are found.
     


     
    Structures and Facilities
    Bratislava boasts a single main terminal complemented by hangars and a modest DHL cargo building to its east. These structures are well designed and closely resemble their real-life counterparts within X-Plane. 
     



     
    The terminal comprises of two distinct sections: the first is a newer, larger building with a curved roof; the second is the older non-Schengen area, which is positioned at a lower level and connected to the newer structure. Regrettably, the interior of the terminal is not modelled, which is disappointing, though the opportunity to view inside from airside is limited. However, this does not detract from the overall quality of the scenery. The windows feature dark, reflective glass with steel frames securing the panes. 

    Bump mapping and Physically Based Rendering (PBR) techniques add reflections and shine to polished metal surfaces at the main terminal and depth to the walls and roofs of adjoining buildings. This has all been done to ensure the terminal's appearance is optimized with minimal processing power and it works well.
     



     
    The main cargo area is equipped with modern facilities, including new buildings and hangars, while the majority of services outside the terminal consist of older structures dating back to the Czechoslovak era, characterised by grey concrete blocks and warehouses. This includes the original control tower, now overshadowed by a newer tower constructed in the 1990s. This contrast highlights the airport's historical evolution, with various areas developed and renovated from the Soviet era up until Slovakia joined the EU in 2004.
     


     
    Around the airport, ground service and support vehicles are scattered across gates and stationed in their designated areas. Textures vary between 4K and 1K resolution and are allocated based on building size to optimize detail without going over the top. The benefit to this is that it preserves hard drive space and lowers GPU VRAM usage. Static aircraft, including a fleet of Austrian CRJs and a couple of former government TU-154s, are strategically placed around the airport, adding realism and life to the scenery. 
     


     
    Other Structures and the Surrounding Area
    In front of the terminal, you'll find the main car park, bus stop, and forecourt area, all interconnected by a network of roads that weave around the terminal and hangars. These roads lead to a traffic circle directing traffic towards the city centre and are lined with trees and bushes, which all look rather pretty. Having walked these roads last year, I enjoyed using the free cam feature to explore the same area, albeit virtually.
     


     
    Night Lighting 
    The airport is well-equipped for night operations with simple yet effective lighting. Runways and taxiways are outlined with blue edge lighting and green centrelines, while the main terminal is illuminated by spotlights. These features ensure safe and easy navigation throughout the airport during nighttime.
     



     
     
    Chudoba Design Library
    Chudoba Design includes a common library in all its airport sceneries. This pack contains hundreds of small buildings, vehicles, and clutter scattered around the airport, enhancing the realism and depth of the scenery. This inclusion is a trend among developers aimed at supporting their sceneries and providing additional models for users to place throughout the X-Plane world, though these are presumably not intended for use outside of their products. Similar to the terminal, these elements employ a mix of 4K and 1K texture resolutions, delivering high detail tailored to the size and scale of each model. 
     


     
    Opinion and Closing Remarks
    Overall, I’ve thoroughly enjoyed my virtual flights to and from Bratislava International. Reflecting on my real journey through Bratislava last year, I was delighted to explore all areas of this airport in X-Plane. Chudoba Design, while not the largest developer for X-Plane, offers an impressive range of quality sceneries at competitive prices, making their products particularly appealing for those looking to enhance their Eastern European airport collection.
     

     
    The use of both high and lower-resolution textures throughout the airport strikes a perfect balance, enhancing visual quality without compromising performance. Although the full terminal interior isn’t available, this doesn’t detract from the overall experience. In fact, because of the positioning of airside buildings and bridges, the interior view wouldn’t be particularly visible anyway. This careful attention to detail and performance is really impressive.

    For those seeking a cost-effective hub for low-cost carriers, Chudoba Design’s Bratislava International is a strong option worth considering!
     
    ______________________________________
     

     
    LZIB - Bratislava International Airport by Chudoba Design is available from the Org store here:
     
    LZIB - Bratislava International Airport
    Priced at US$12.49
     
    Features:
    PBR Textures Custom Models Optimized for best performance X-Plane 12 Ready Requirements:
    X-Plane 12 or X-Plane 11
    Windows, Mac, or Linux
    4 GB VRAM Minimum - 8 GB VRAM Recommended
    Reviewers System:
    Windows 10 Professional
    AMD Ryzen 5 3600 Processor
    32GB RAM
    Palit GeForce RTX™ 3080 GamingPro
     
    Scenery Review by Michael Hayward 
    31st May 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) 
     

     
     
  24. Thanks
    Kiwiflyer reacted to Dominic Smith in Aircraft Review: vFlyteAir Cherokee 140 for X-Plane 12   
    Aircraft Review: vFlyteAir Cherokee 140 for X-Plane 12
     
    By Pete Allnutt

    Introduction
    First introduced in the early 1960s, the Piper PA-28 Series has become a familiar sight in general aviation. Originating as a more economical alternative to the Piper PA-24, the series started with the Cherokee and eventually expanded to include the Archer. Known for its robust single-engine setup, unpressurized cabin, and fixed tricycle landing gear, the PA-28 has been a reliable choice for pilots who value practicality and reliability over aesthetic complexity.

    This review focuses on the Cherokee 140, a model celebrated for its straightforward handling and classic design. vFlyteAir's latest version for X-Plane 12 has been thoughtfully modelled to balance historical accuracy with selected modern enhancements. This rendition not only boosts the aircraft's features but also preserves the timeless appeal that has made it a favourite among pilots for generations.
     
    vFlyteAir’s updated Cherokee includes three instrument panel options to cater to different flying preferences. The default setup features a modern Aspen E5 PFD/MFD instrument combined with a Bendix/King KFC 230 touch-screen autopilot for those who enjoy contemporary avionics. For traditionalists, there's an option with a conventional HSI, and for the purists, a basic VFR panel is available that strips back to essentials, perfect for sharpening basic VFR navigation skills.
     

     
    Purchase and Installation
    The PA-28-140 Cherokee is available for purchase at the X-plane.org store for $29.95. After purchasing, you will receive an order confirmation via email that includes a link to download the aircraft. The download consists of a 590MB file that needs to be unzipped, either into a folder of your choice, or directly into your X-Plane 12 Aircraft folder. 

    Upon first launch, you will be prompted to enter an Activation Code, which is also sent to your email. It’s advisable to keep this code noted, although it can be retrieved from your account on the Store if needed. Included in the package is a documents folder containing four PDF files, including a POH (Pilot’s Operating Handbook), providing detailed operational support. These documents are extremely well written, offering some of the best guidance and information I’ve encountered with an X-Plane product.
     


     
    Updates for the Cherokee are managed via the Skunkcrafts Updater, a stand-alone application increasingly used by developers across X-Plane. While the updater simplifies keeping purchases up to date, it required me to re-authenticate my purchase after installation, a step that, in my opinion, could be more streamlined. Although updates are promptly available, a more detailed changelog in the form of a readme file would help show what changes have been made.  
     

     
    Exterior Model
    The Cherokee is equipped with a selection of twelve high-definition liveries, which includes a Paint Kit for enthusiasts who enjoy customizing their aircraft’s appearance. Each livery boasts top-quality finishes, with wonderful attention to detail that becomes even more apparent upon close inspection. The aircraft features fully implemented Physically Based Rendering (PBR) textures that support realistic 3D rain and ice effects, enhancing both the visual clarity and realism.
     




     
    Each livery boasts top-quality finishes, with meticulous attention to detail that becomes even more apparent upon close inspection. The aircraft features fully implemented Physically Based Rendering (PBR) textures that support realistic 3D rain and ice effects, enhancing both the visual clarity and realism. The cockpit door and the small window for the pilot feature animations that not only function smoothly but are also easy to operate. 
     



     
    Additionally, external features such as chokes and wheel spats can be accessed and controlled through a pop-up menu system, indicated by the Piper logo near the bottom left of the screen.
     

     
    The Piper pop-up menu offers a guided walk-around function, allowing pilots to inspect fuel and oil levels before a flight, ensuring a thorough pre-flight check. 
     



     
    Another option on the pop-up menu is the ability to choose between a male or female pilot, and to show or hide passengers, depending on weight selection.
     


     
    Cockpit and Functionality
    vFlyteAir has supplied three distinct, fully inactive cockpit configurations for different flying preferences. The first option, the Glass Panel, is centred around the Aspen E5 multi-function display, with a dedicated guide provided by vFlyteAir for navigating this modern system. It is paired with the standard X-Plane Garmin G430, though it can be replaced with the RealityXP GNS430 or GTN650 for those who have these upgrades.
     

     
    The second option features an Analog Panel, replacing the E5 with traditional analogue gauges, supported by either a G430 or the optional RealityXP systems.
     

     
    The final option focuses on VFR flying, featuring the basic "six-pack" alongside an audio panel, COM1/NAV1, and a transponder, but without an autopilot. This setup is ideal for pilots focusing on fundamental flying skills.
     


    Each option features high-definition textures that add to the realism, with panels that can vibrate to simulate engine effects if enabled via the pop-up menu. However, a minor disappointment is the static nature of the key fob; having it animated could have significantly enhanced the vibrational effects. Additionally, the needles on the gauges show little to no wobble, which detracts slightly from the realism.
     




    Switching between cockpit panels can be done easily, either on the ground or mid-flight, via the Piper pop-up menu. The menu also allows you to show or hide gauge glass and window glass to adjust for clarity and reduce reflections based on varying lighting conditions.
     

     
    Handling
    As I am not a real-world pilot, my evaluation of the Cherokee 140’s handling is based on my passion for virtual flight and my extensive experience in flight simulators, both civil and military. In my experience, vFlyteAir’s Cherokee 140 ranks as one of the most straightforward aircraft to pilot within X-Plane. Lacking excessive power, it behaves quite docilely during takeoff, making it an excellent choice for novice pilots.
     
    vFlyteAir has incorporated a "Realistic Engine Start" feature, which requires different procedures based on the engine temperature and environmental conditions and which adds an additional layer of complexity to pre-flight preparations. The Piper pop-up menu includes a checklist tab that provides comprehensive guidance for managing all aspects of the flight, including a dedicated checklist for the Realistic Engine Start procedure.
     


     
    During cruise, the aircraft moves at a leisurely pace of just over 100 knots, and it can comfortably stall at speeds below 50 knots with full flaps engaged. Trimming the plane is manageable, which is particularly beneficial for those flying with the VFR-only cockpit or who prefer manual control over using the autopilot.
     


     
    The Cherokee is notably forgiving as it is almost impossible to stall in a traditional sense. Instead, it gently sinks until the nose drops and speed is naturally regained. This aircraft is not designed for aerobatic manoeuvres, focusing on stable and predictable flight characteristics.
     

     
    Night Lighting
    The cockpit lighting proves effective at night, especially the instruments, enhancing visibility during low-light conditions. While the switches are less illuminated, the separate brightness controls for the instruments, panel, and radio stack offer customization options. This feature, however, might be viewed as a drawback for pilots who prefer more uniform lighting across the cockpit. Additionally, the exterior lighting of the aircraft is well executed, casting a realistic glow that significantly enhances night flying. 
     



     
    Sounds
    vFlyteAir's Cherokee utilizes the FMOD 2 sound engine, which is used to excellent effect. Notably, the engine sounds avoid the common pitfall of recognizable looping, creating a more immersive auditory environment. The transition of sounds when moving from inside to outside the aircraft or opening the cabin door is particularly impressive, with each action resulting in a realistic change in volume and direction. In the cockpit, the switches and knobs provide crisp and distinct audible feedback. 
     


     
    Performance
    Throughout my testing of vFlyteAir’s Cherokee, I experienced no performance issues, and observed consistently high frame rates with no noticeable lags or spikes, ensuring a smooth and enjoyable experience. To give you a clearer picture of my testing environment, X-Plane 12 is installed on an Intel i9 10900K, 32GB of RAM, and an NVIDIA MSI RTX 3090 Suprim X graphics card, all running on Windows 11 Home 64-bit.
     

     
    Conclusion
    Among the numerous PA-28 variants available for X-Plane 12, vFlyteAir's Cherokee distinguishes itself with its exceptional blend of versatility, realism, and user accessibility. Equipped with a range of detailed liveries and customizable cockpit setups, the Cherokee offers a forgiving flight model that appeals to both novice and experienced pilots alike. The realistic sounds and comprehensive documentation further enhance the flying experience, making it as educational as it is enjoyable.
     
    In summing up, the Cherokee 140 by vFlyteAir comes highly recommended. It stands out as an enjoyable and rewarding little flyer, and one which would make an excellent addition to any X-Plane user's hangar.
     
    ________________________
     

     
    Cherokee 140 for X-Plane 12 by vFlyteAir is now available from the X-Plane.Org Store here:
     
    Cherokee 140 for X-Plane 12 by vFlyteAir
    Priced at US$29.95
     
    Features:
    Rebuilt and re-engineered for X-Plane 12 Pop-up interactive Options menu, dynamic Load Manager menu and Check Lists menu Three selectable instrument panel configurations ("glass" panel, analog panel and traditional "trainer" panel) Automatic integrated support for the optional RealityXP GTN 650 plugin or the RealityXP GNS430 plugin Guided, interactive pre-flight walk-around inspection with pop-up check lists. Visually check your fuel and oil levels! Remove wheel chocks and cowl plugs during the walk-around. Selectable pilot gender - copilot will be the opposite gender of the pilot Gauge glass and window glass can be hidden Custom shake and vibration effects - airframe and control surfaces shake when engine is running, when approaching a stall condition and upon touch-down Realistic engine start - if turned ON, requires pilot to follow the Cherokee 140 POH procedures for cold and hot engine startup Passengers can be hidden during flight if desired Automatic support for optional AviTab plugin Selectable wheel pants - if installed, the wheel pants reduce drag slightly Start From Cold & Dark option available on the Options menu Optional transparent yokes - if turned ON, the pilot and copilot yokes appear as see-through for a better view of the instrument panel Custom Tow Bar option - use the Tow Bar to push/pull and turn the airplane into your hanger! Quick Livery Change - quickly select a new livery from the Options menu Dynamic Load Manager menu allows the pilot to select pilot and passengers weights and add or remove fuel. A dynamic Center of Gravity chart shows your current loading. Optional Rear Seat - on the Load Manager menu, click on the rear bench seat to install it and to add a rear passenger Check Lists Menu allows the pilot to view the Piper PA28-140 check lists for all normal phases of flight Pop-up versions of the Aspen E5, Bendix/King KFC 230 autopilot and the AXP 340 transponder available by clicking on the instruments FMOD 2 Sound Effects - spatial 3D sounds and Doppler effects have been re-produced for compatibility with X-Plane 12 PBR textures - re-produced for X-Plane 12 compatibility Full high-resolution textures for all interior and exterior objects 3D Rain and Ice effects Full support for Virtual Reality 12 different liveries included - instrument panel tail number placard is updated with each livery change New updated Paint Kit available Updates are automated using the Skunkcrafts Auto-Updater (available here for free). Requirements
    X-Plane 12  (not for XP11)
    Windows, mac, or Linux
    8 GB+ VRAM Recommended
    Version 12.0 (February 9th 2024)
    Review System Specifications
    Intel i9 10900K – 32GB RAM - NVidia MSI RTX 3090 Suprim X – Windows 10 Home 64 Bit
    __________________________________
    Aircraft Review by Peter Allnutt
    24th May 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.
     
     

     
  25. Like
    Kiwiflyer reacted to Stephen in NEWS! - Aircraft Upgraded : K-1200 K-MAX XP12 by STMA   
    NEWS! - Aircraft Upgraded : K-1200 K-MAX XP12 by STMA
     

     
    The Kaman K-MAX (company designation K-1200) is a helicopter with intermeshing rotors (synchropter) designed and produced by the American manufacturer Kaman Aircraft.
     
    Developed during the 1980s and 1990s, the K-MAX builds on the work of the German aeronautical engineer Anton Flettner. Performing its maiden flight on December 23, 1991, it was specially designed to optimally perform external cargo load operations and is capable of lifting payloads in excess of 6,000 pounds (2,700 kg), which is greater than the helicopter's empty weight and almost twice as much as the competing Bell 205 despite sharing a similar engine. Being a synchropter, it has greater efficiency in comparison to conventional rotor technology. In addition to airlifting external loads, specialised configurations for aerial firefighting and casualty evacuation have been developed. It was produced for both military and civilian operators.
     
    Shade Tree Micro Aviation (STMA) released back in 2012 their version of the interesting synchropter, the K-12000 K-Max. This is the upgraded X-Plane 12 version, but the older X-Plane 11 version is still available.
     
    Details
    Made for precise heavy lifting, the Kaman KMAX helicopter works around the world in precision lift operations involving logging in mountainous terrain, firefighting in remote areas, construction in mountainous and urban settings and resupply in remote regions.    The intermeshing synchrotor design maximizes lift capability while keeping the noise level much less than other helicopters.   The STMA KMAX for XP12 goes to  a new standard with Garmin G530 navigation capability, full IFR cockpit, new lighting features, rain and reflective windscreens, an improved external load console, and a set of new slung load objects specifically designed for the KMAX and XP12 slung load modeling.    In our previous models we included a specific Bambi bucket version and a tanker version. XP12’s new slung load modeling obviates the need for a special Bambi version and the Isolair company has ceased production of KMAX tanker add-ons so we now offer a configurable single model with long line you can adjust in PlaneMaker to fit your skill levels.   In development we review the most appealing liveries and include them with the model. The cockpit is now fully animated with 3D instruments and improved lighting for all conditions.   Also included is the KMAX operations manual and full cockpit documentation in active touch region labels to be able to quickly master startup and shutdown. VR operations are also included if you have that capability.   If you are new to XP helicopters or thinking about learning helicopter flight, the KMAX with its counter-rotating rotors makes it the simplest helicopter to learn vertical flight. There is no yaw to counteract as you increase or decrease collective and the KMAX has plenty of power to get you wherever you want to go. If you are an “old head” XP helicopter type then the KMAX and its load assortment will be a great addition to your fleet.     The initial production run of the K-MAX ran between 1991 and 2003, at which point the line was shuttered after the completion of 38 helicopters due to low customer demand. During June 2015, Kaman announced that it was restarting production following the receipt of ten commercial orders for the K-MAX.[1] During May 2017, the first flight of a K-MAX built on the restarted production line took place; two months later, the first new-build aircraft since 2003 was delivered to a customer based in China. However, in January 2023, amid a downturn in demand, Kaman announced its intention to shutter production of the K-MAX once again.   Images are courtesy of Shade Tree Micro Aviation ___________________________
     

     
    Yes!  The K-1200 K-MAX XP12 by Shade Tree Micro Aviation is NOW available from the X-Plane.Org Store here :

    K-1200 K-MAX XP12
    Price is US$29.95
     
    Requirements
    X-Plane 12
    Windows , Mac or Linux
    8 GB+ VRAM Recommended  Current version : 12.1 (May 22 2024) ___________________________
     
    News by Stephen Dutton
    25th May 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
     

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