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Kiwiflyer

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    Kiwiflyer reacted to Stephen in Classic Aircraft Review Updated : Aircruiser 66-75 v1.1 by Hangar 23   
    Classic Aircraft Review Updated : Aircruiser 66-75 v1.1 by Hangar 23
     
    Very early classic aircraft are very interesting, more so when they are so rare. This aircraft is about as rare as you could could imagine, only 23 of them were built between 1930 and 1938. But they have a significant place in Aviation history, only to be replaced by the United States federal regulations that prohibited single-engine transports on United States airlines, virtually eliminating future markets for the Aircruiser.
     
    Bellanca Aircruiser and Airbus were high-wing, single-engine aircraft built by Bellanca Aircraft Corporation of New Castle, Delaware. The aircraft was built as a "workhorse" intended for use as a passenger or cargo aircraft. It was available with wheels, floats or skis. The aircraft was powered by either a Wright Cyclone or Pratt or a Whitney Hornet engine. The Airbus and Aircruiser served as both commercial and military transports. The first Bellanca Airbus was built in 1930 as the P-100. An efficient design, it was capable of carrying 12 to 14 passengers depending on the cabin interior configuration, with later versions carrying up to 15.
     

     
    The Aircruiser's distinctive shape, gave it the moniker of "The Flying Ws" and this hardy design was still flying in Canada well into the 1970's . Is it a Bi-Plane, sort of, as the lower W is still a part aerodynamic surface. When you look at the design closely, it is extremely clever in holding up and bracing the main wing, as for also being a support for the landing wheels.
     

     
    The Aircruiser is a "Tail-Dragger", most were back in this 1930's period, but the early evolution of the multi-seat passenger aircraft is highly perceivable, back in the day, it was, still is a very innovative design. For an aircraft, it looks heavy, but sturdy is probably the best description
     
    Hangar 23 is a not really a new entrant to the X-Plane Developers affiliation, but a ex-TorqueSim developer. Still the Aircruiser is an interesting one in the choice of aircraft to debut their talents in doing their own Studio. Technical information of the Aircruiser is rare, but there are two surviving in existence, "CF-BTW," a 1938 model in the Ericson Collection in Madras, Oregon, incredibly the aircraft is still airworthy. The second is "CF-AWR" named the "Eldorado Radium Silver Express", built in 1935, and is under restoration at the Western Canada Aviation Museum in Winnipeg, Manitoba.
     
    Update v1.1...  This review has been updated to version v1.1, this includes a set of changes that came out only a few weeks after this original release review was published, the changes are noted here v1.1
     
    Installation
    The download for the Aircruiser is 1.18GB, with an installation of 1.38Gb. But the installation file/folder system is a slightly complicated. Hangar 23 has selected to put the main Aircruiser file within a folder of a folder? So the first folder is "Aircraft" followed by a folder named "Hangar 23" , with the actual "Aircruiser" aircraft folder inside, or buried in layers of folders? Honestly the first "Aircraft" folder is not required, so just install the "Hangar 23" Folder directly into your X-Plane "Aircraft" folder with the Aircruiser folder inside.
     

     
    All the installation notes are in the excellent manual, but the doubled up "Aircraft" folder creates confusion... 
     

     
    Detail and modeling
    For an aircraft of this size, an installation size of 1.38Gb can only mean one thing, quality in detail. Remember this is a first time effort from Hangar 23, but the detail and quality is outstanding. Both an X-Plane 12 and X-Plane 11 versions are included in the package, but it is the XP12 version on show here with it's more exponential PBR (Physical Based Rendering) effects and lighting. And it really blows you away.
     

     
    X-PlaneReviews are usually quite lenient when the studio name is new, in overlooking sometimes even the obvious mistakes or poor areas of first time production...  But already with the quality of work behind Ulrich, you go straight into the "Masters" level, but this is still a first release from Hangar 23 is just outstanding...  and an highly impressive debut for the Studio!
     
    And all with an aircraft so rare...  the beauty of Simulation is that iconic and classical aircraft can be recreated, their forgotten time, brought back and to live again, or in this case fly again. At the core of this Aircruiser Simulation is just that very aspect, bringing the past alive again for you to absorb and interact with. 
     
    But this is outstanding work...  all the wing braces and support wires are sensationally done, every bolt, castle nut and Cotter Split Pins, are modeled here in detail, leading edge panels are worn and authentic, the struts in detail are excellent, you have to admire it all.
     

     
    If you are a detail junkie, who loves to spend time investigating the quality of the work, then you will love this aircraft, as it's a museum piece brought alive. The massive top wing looks canvas, and you can see the frame that the material covers, it's a lovely formed wing as well. Actually two separate wings, attached to the fuselage.
     

     
    This was the golden age of innovation for aircraft, the transition from wood, canvas to metal, so you get sometimes the mixture of the two eras in the one development as the changes moved on forward.
     
    The detail is just gobsmacking. The panels are perfect and so are the bolts that hold them in place, windows and it's thick glass are worn and glazed to perfection... The Cyclone SGR-1820 it is rated at 760 hp, as is the giant three-bladed geared propeller, and all gloriously there to admire. The engines internal intricate detail of metal and brass pipework is very impressive.
     

     
    The Aircruiser is flat sided, there are no curves in the doors and the windows are more nautical portholes than aircraft, but it's all beautifully done, and it is all built like a tank!
     

     
    The two main landing wheels hubs, tyres are massive, but simplistic as well, detail is right down to large CirClip to hold the rim onto the hub.
     

     
     There are four doors that can be opened, two small high cockpit access doors, one left passenger door, and a very big odd A shaped cargo door...  all four doors are so authentic to the design, with the Cargo door in two sections that folds.
     

     
    Honestly, it is like a flying shed inside, totally weird.
     

     
    The interior is impressively done, metal and wood dominate, SO much weight in the construction, how did this thing get off the ground?
     

     
    It's all metal piping and blocks of wood, many trees were felled in the creation of the interior, a far, far cry from the ultra clean, state-of-the-art LED lighting Airbus interiors...  this is doing it rough. The passenger seats are a pipeframe, with a strung canvas seat, you wouldn't want to go to far on them.
     
    Pilot seats are a metal bucket, the pilot gets the luxury of a cushion, the CoPilot the hard metal base. The cushion is required not for comfort, but to be elevated to see over the extremely high instrument panel.
     

     
    The yoke is a big hefty iron thing, beautifully skillfully designed and modeled, you can hide it via a hotspot centre yoke. The side quadrant is again excellent, with the Throttle (T), Propeller (P) and Mixture (M) levers, notable that in 90 years the controls are still as relevant then as now. Lower rudder pedals are also big hefty iron contraptions, you need to be Popeye with his strong arms and legs to match, to fly the Aircruiser.
     

     
    Notable are the two trim winders, one left for pitch/elevator adjustment, and another on the forward roof for the rudder trim. Point to make is that there is no visual trim setting, so you don't know if they are both centred or not, but a guide is two full winder rotations each way. Note the old fashioned brake lever and flap selector handle.
     

     
    -v1.1- in the update Hangar 23 added in a visual marker on to both of the trim winder panels, it's only a small round brass tack, but it does show you your current trim position.
     

     
    Main instrument panel is amazing, this is simply a panel with inset instruments that is highly authentic. Note the boxed Whiskey Compass
     

     
    Again the layout is quite familiar... with a Standard Six layout. Top left is the Airspeed Indicator (MPH/KNTS), Vertical Speed Indicator (V/S), very basic Rate of Turn Indicator, below offset is a Directional Vacuum Gyro (Heading), Altmeter and Horizontal Reference (bank).
     
    Far left is a RPM dial, Manifold Pressure, and top right a CYL TEMP. Right panel has Volts, OAT (Outside AirPressure), Oil Temp/Pressure and Fuel Pressure...  top Ignition Switch, Fuel Gauges (twin), PPH (Pounds Per Hour) fuel flow and a ELGIN clock. Lower left are a row of switches that cover Battery, Generator, Nav (lights), Landing (light), Starter, Coil Booster, Fuel Pump, Panel Lights and Cabin Light. Far, far left is the fuel tank cock; Both, Left & Right.
     
    It's all so impressively well done, the flaked tired black metal facia is very authentic to an aged old aircraft of this generation.
     
     

     
    - Update v1.1 - Added in the update were two instrument items both related to the "Carburettor Heat". A knob lower dash, and a gauge middle panel centre right.
     


    Menu
    There is a banner menu "Hangar23Aircruiser" that has two menu options; "Options" and "GPS Style"
     

     
    Options: There are six options, Autopilot Toggle, Strain Gauge Toggle, Real Autorudder Toggle, Steerable Tailwheel, Show Pilot and Use Clipboard.
     
    The Aircruiser comes with a very basic 2-Axis "Sparrow" Autopilot, basically a set "Holds" Pitch and Roll Rate. Second option is to add on a "Strain Gauge" or Trim indicator. Both are positioned lower centre panel
     

     
    We will go more into the "AutoRudder" in flight, but if you want to disconnect or activate the the AutoRudder you can do so via the menu option, you can also use the hotspot on the (front) Whiskey Compass to do the same action.
     

     
    The Tailwheel is steerable by the rudder pedals, but if you want a free castoring wheel, you can disconnect it via the "Steerable Tailwheel" option.
     

     
    There is the option to show or hide the pilot. He is fully animated in rudder and pitch (forwards & backwards) and seems to have his hands full in controlling the aircraft, he is very good here and well done.
     

     
    Next in the "options" menu is the "Use Clipboard". In the right side pocket there is a VR (Virtual Reality) clipboard (also clickable).
     

     
    This really the "Fuel & Weights" menu...  as you can adjust the fuel and Pilots, Passenger, Cargo weights by scrolling them in. They can be set in Lbs or Kgs and the "Load", "Empty" (weight) and Full Gross weight can be seen. You can "Save" your settings, and then "Load" them.
     
    Another note is that between flights the Aircruiser will save and reload the same settings to the next flight, until you adjust them.
     
    Last two separate items on the "Options" menu are "Reset AP Tuning" (Autopilot on/off) and "Reset AutoRudder Tuning", resets the rudder position to central.
     
    An option not shown in the menus, is that if the power is switched off, then the chocks are positioned on the front wheels.
     

     
    The second setting of the menu tab is the "GPS Style", here you can select between the Laminar GNS 530 GPS, or one of the two RXP (Realistic) GNS 530 or GNS 750 GPS units if you have that external additional option. I don't have the Realistic option so that install is not visible here. The GPS units are position on the roof forward, with also a default custom style COMM radio above, and a Transponder panel below.
     

     
    - Update v1.1 - Introduced a set of "Floats" for the aircraft. There was actually a Float version of the Aircruiser, notably two aircraft were converted...  noted here as a "Floatplane". The "Float" version can be selected on the "Flight Configuration" menu.
     

     
    "Huge" and chunky floats they are, there is no Amphibian variant (land wheels)
     

     
    The waterborne Aircruiser sits nicely on the water, also moves around on the fluids really well considering the size and weight of the machine. You need those extra huge extra tail fins to keep the aircraft straight.
     

     
    There are several ways to control the water rudder up/down movement. One (the easiest) is to set a keyboard command to "Toggle water rudder", or use the pull (up) or (down) slider on the floor, left behind the flap lever. Water rudder steerage is via your rudder pedals.
     

     
    Float detail is like the rest of the aircraft, exceptionally well done, lovely cleats and perfect cables
    ____________
     
    Flying the Aircruiser 66-75
    You can't at all see out of the Aircruiser, the long nose is way up there, blocking any view, as the tail is way back down there behind you. The only option is to lean very far left to try to see the ground.
     

     
    You would think the Aircruiser being so old-fashioned would be a pain to start, but it's quite benign and easy as long as you do the right procedure. Fuel on "Both", Fuel Pump on, then the most important switch, the "Boost Coil" switch to on. Mixture just to above the (Auto) lean red marker...  then up the "Starter" switch, the prop will turn, then gradually fire into a running engine... 
     

     
    Both the start up and shutdown of the Cyclone SGR-1820 is exceptional, no fast artificial start or shut down here, but it all comes with stutters and engine positions that are very noticeable, as is the churn of the starter motor against the pressures "clock", "clocking" of the starting engine, its a great and a very realistic re-enactment of the starting, and then the stutter of the engine shutting down, I loved it.
     
    I have a horrible history of trying to control tail-draggers, spinning loose tail-wheels have given me loads of grief. But not here though... as mentioned you can disconnect the tail-wheel to be free, if you love that uncontrollable chaos. But for the rest of us the tail-wheel acts through the rudder pedals, but also through the usual "Tiller" yaw. This makes the Aircruiser very easy to manoeuvre around on the ground or on taxiways. Braking and the toe-brakes work normally as well.
     

     
    For once you not fighting the aircraft on the ground to go into the direction you want, but the view internally is hard work to keep it all on the narrow taxiway. So you have a habit of visually taxiing externally until you understand the aircraft more.
     
    Very important is to adjust the rudder trim 50%, or a full winder turn to the right. The SGR-1820 is a very powerful force on takeoff, the asymmetric thrust is huge, it pulls you so hard to the left, that even full rudder is required off the line...
     

     
    The Aircruiser for all it's massive weight is sprightly off the line, your working the pedals to find the right balance to keep the aircraft straight, it does thankfully nicely change direction tail-wise to your inputs, very quickly the tail is up at 40 MPH, and there is tons of lift from those wings, at 60 MPH+ and your now flying. The point from "off the line" to "Airborne" is very short, so no flaps are required, time to adjust your direction is short as well...  so once off the ground I was already veering right away from the runway, I didn't try to correct it, but just went with the flow and climbing turn, then leveled it all out straighter when higher. With practise with your rudder inputs you could keep it in more of a straight line out...  it's a total feel thing, a feel for the aircraft.
     

     
    Pitch trimming is nice, but I recommend a keyboard input than the badly positioned side wall-winder, same for the rudder trim on the roof...
     

       
    You have so much power, the Aircruiser is super fast for an aircraft of this size and age...  it's a very physical aircraft to fly, you use the rudder all the time, then finally finding the right amount of input to keep the aircraft in a straight line, a tough idea, with the amount of asymmetric thrust coming at you all the time. The 66-75, as featured here, could produce up to 730 hp from sea level through 5800 ft, where then the power built higher to ~760 hp
     

     
    Maximum speed is 144 kn (165 mph, 266 km/h), (but it feels far faster), Range is an amazing 608 nmi (700 mi, 1,130 km), and the Service ceiling is 22,000 ft (6,700 m), but the average cruising altitude is around 10,000ft, still fast and high for a 90 year old design.
     

     
    Hangar 23 has provided a tool, called the "AutoRudder function", a sort of A.I. tool to take the strain out of flying the Aircruiser. On the ground the rudder control functions as usual. So it was important to properly trim the aircraft prior to takeoff and landing. In flight, the autorudder system then takes control of the rudder, and will attempt to keep a slip angle as dictated by the yaw axis of the joystick. This allows the pilot to slip the aircraft even while the autorudder is active, such that even crosswind operations become possible with the system active. In other words it flies like the X-Plane tool when you have no yaw axis joystick, the wings are connected to the rudder.
     
    This gauge will merely prompts the pilot on the direction of trim needed to take load off the “servos”. Unlike the autopilot, the autorudder does not disconnect under a high strain, nor is it dependent upon the aircraft’s electrical system to operate (Cable operation).
     
    When activated (via the menu, or Compass)  the autorudder has a visible gauge, located on the yaw trim handle base plate.
     


    If you are going to deactivate the autorudder during normal flight, first adjust the rudder trim according to the strain gauge, otherwise a very sudden and very unpleasant disconnection will occur. It works very well...  but switched off the AirCruiser has a habit of yawing left, almost going around in circles....
     

     
    You can try to trim it out? but it's hard to find a neutral flight, I did find a position input that worked, slight right rudder and slight stick right as well, but it's tiring for any distance, short or long...  the AutoPilot is not much better, tricky to use is to centre the heading.
     

     
    You adjust via the "Roll" or "Up/Dn" switches, as per the three lights, red (left), white (centre) and green (right). But there is a delay in the operation that can make you over trim, I never quite mastered it...  so again even on the Autopilot, I went into a slight bank in left handed circles and couldn't the aircraft fly in a straight line unless under manual control. It's the sort of tool that all of a sudden you will understand it and get it right, with time and persistence. This system is like the Sperry Type A-3A. You will need to trim the aircraft perfectly, so the heading is as close to where you want to go and level, flying as straight as you can, then turn on the AP, trying to trim later while the Autopilot is active is a far harder situation.
     
    -v1.1- In the update a lot of attention was given to pitch stability and improved rudder response, also this adjustment also works better with the "Sparrow" Autopilot, in both manual and automatic orientations the aircraft felt far more stable, more directional, than with the past banking action...  certainly a big improvement in this area.
     
    Lighting
    Lighting internally and externally is basic, which is to be expected. There is one switch for the instrument lights, and another switch for the cabin lights, two spider-web looking ones forward and two roof lights rear, it all looks quite nice at night...
     

     
    The GPS install looks bright and also odd in this old cabin, but it's very well done and easy to use.
     

     
    Externally there are only again two light switches...  Navigation, red, green and white tail, the other light is a left wing mounted Landing light, that look and is quite effective. There are no strobes or beacon lights on the aircraft...
     

     
    Flight notes by Hangar 23 notes "DAY - NIGHT* - VFR...  *Poor visibility and the antiquated aircraft lighting scheme will present additional challenges during night flights". In other words it is not really an aircraft to be flown in the dark...
     
    Sounds...  are a bit of a mixed bag. Overall they are excellent, the startup is an aural experience, and so is shutdown, external engine noises are very good right through the range of power outputs, that's the good. The poor is the buzzy interior sounds, that have a sameness of a consistent droning buzz with no fluctuations, even over a short distance I was distracted or even bored with the noise, The Aircruiser maybe really like that in the air, but I didn't really connect with them. The lower power outputs (on the throttle) are however better. Notable is the Aircruiser engine’s 16:11 gear ratio, for the propeller spins slower than the engine, but all readouts and aural sounds are based on the engine and adjustments should be made according to engine state rather than calculated propeller RPM.
     
    -v1.1- There was a lot of attention to sounds in the v1.1 update...  there was improved cockpit sound origins and changed FMOD engine sounds (which both will be updated incrementally going forward as improvements happen). The developer was at least very responsive to comments, this area certainly needed more better aural sounds.
     
    Time to head back to Shoreham (EGKA). A tricky place to lineup, for the mass of trees around the field. All the runways are hidden from view...
     

     
    ....   if the system is active on final approach, the autorudder will check if the rudder trim has been appropriately set for the upcoming power reduction. If the trim is not suitably centered, the system will intervene and reset the rudder trim to near center. This may be noted by the clicking of the trim’s chain drive, as well as a mild rolling tendency during finals. Myself I turned the automation off to feel the aircraft on the approach phase, plus a single wind of the rudder trim, to reset it as it was on the takeoff phase. The handling felt normal, as did the approach. If however the autorudder is active, then it will disconnect on landing.
     
    Nose up to rub off the speed, as there is no "white flap use zone", I guessed in setting the flaps to below 100 MPH, actually below 90 MPH, and you get a slight lift on each extension...  but the transition now down to 80MPH with now a slight descent into Shoreham it all felt perfect. The flap lever or floor handle is extremely well done. It's both a brake handle and Flap handle in one.
     

     
    Over the coastline, and there is still no visual on the runways. Then finally the field is in view.... so I drop, in also trying to miss the treeline.
     

     
    ...  but I realise I am too high, and becoming too fast in trying to get down to the grass strip. It's still a very good try....  but I have to abort and climb out!
     

     
    I will note the throttle inputs. If the Aircruiser is trimmed (correctly, or well). The Throttle control is very, very good, as you can control the height via the power. Full power to climb out was excellent (after that slight delay), but I found the Aircruiser to be quite normal in the approach/landing phase as any other heavy single-engined General Aviation aircraft. However you have to be aware of the weight around you with using the throttle power, and that tendency to yaw right with the huge power increase, but you soon adapt to the characteristics and the personality of the aircraft... fun? yes immensely, also a challenge to get the skills right in this cockpit.
     
    I didn't want to lose sight of the field layout, now I had found it. So it was a tight turn around back to the other opposite threshold. But be aware that too tight a bank and the Aircruiser will slip badly and lose height towards the lowered wing, there a sweet spot to find in the bank and before the slip starts to emerge, all this is required to get the best rotation of the aircraft.  
     

     
    Lower and slower this time....  and it feels right.
     

     
    Then slowly descend, descend "keep it steady" and I touch around 65 MPH, I am not to worried about the speed, as the Aircruiser on grass will dramatically drag itself slower. Toe brakes are still the best tool to stop the aircraft rotating hard right, then left on you, as this happens once the tail goes down, it's tricky, but with practise it works in keeping you straight... 
     

     
    I'm down, and arrested before the end of the grass strip...  not bad I say.
     
    Liveries
    There are six liveries, one Blank (default), and two liveries that are blank white, but one has a metal nose cover, and another has the same metal nose cover & metal tanks. All are nostalgic except the off soft purple Landmark?
     

    _____________
    Summary
    Extremely rare aircraft are always interesting, this Bellanca Aircruiser or Airbus, is one of the rarest as only 23 aircraft were built between 1930 -1938, it is also the famed "The Flying W" and this hardy design was still flying in Canada well into the 1970's.
     
    Hangar 23 is a not really a new entrant to the X-Plane Developers affiliation, but a ex-TorqueSim developer. And this unusual rare aircraft is their first project for the newly-named studio and the X-Plane Simulator. The Aircruiser is available as two separate packages for both X-Plane 12 (as shown here) and X-Plane 11.
     
    The quality here with the Hangar 23 Bellanca aircraft is very much on show, as it is highly developed and polished. Modeling is absolutely first rate and the detail is highlighted by this experienced and mature developer. As the aircraft is so rare, the detail in the reproduction is simply outstanding, to the point of recreating an era from a long time ago, and with a couple of modern tools thrown in as well, but not to the distraction of the authenticity of the original aircraft. Obviously this is a project of a labour of love, but still delivered with quality and polish.
     
    It is old fashioned in design, but the Aircruiser comes with so modern helpers like a "Sparrow" 2-Axis Autopilot, a custom AutoRudder feature, and GNS 530 GPS, and the option for Realistic RXP GNS 530 or GNS 750 GPS units. Tail-Wheel control can be via X-Plane style commands or free-castoring, that makes this aircraft easy for first time Tail-Dragger aircraft learning. Other options include Strain Gauges, Steerable Tailwheel, a fully animated Pilot and Clipboard with a Weights & Balance menu.
     
    The Aircruisers unorthodox design does make it a challenge to fly, but I have had far worse and more difficult machines to cope with in the past. The helpers of course help, but once you master that huge powerful force forward, the "Shed" like design is oddly very nice and involving to fly. I usually despise Tail-Draggers, but loved the Aircruiser quite a lot, no, a really lot more. The quality performance and well thought out physics, do bring the totally unique experience alive.
     
    Added was a significant update a few weeks after the initial release. This was v1.1, and it included aircraft "Floats", brass markers for the trims, carburettor heat knob and gauge, better sounds and better flight dynamics with improved pitch stability and rudder response. Also added for convenience was the Skunkcrafts Updater.
     
    It is certainly a huge credit to the skills of the developer of what they have delivered here, certainly it is a very unique Simulation, but totally authentic as well, Secondly the release also shows off X-Plane 12's excellent dynamics and quality lighting. The Aircruiser 66-75 is very rare, but you can absorb yourself in this 1930's Golden Era of Aviation, and this aircraft is highly relatable to the same machine created over 90 Years ago....  Highly Recommended. 
    ________________
     

     
    The Aircruiser 66-75 v1.1 by Hangar 23 is now available from the X-Plane.OrgStore!... Here:
     
    Aircruiser 66-75 Price is US$29.95
     
    Requirements
    X-Plane 12 and X-Plane 11   (2 separate packages) Windows or Mac   (Linux not supported) 8 GB+ VRAM Recommended Current version: 1.1 (Feb 15th 2024)
    Download Size: 1.2 GB (each version)   Aircraft download is 1.18Gb, and unpacked, then installed in your X-Plane Aircraft folder 1.38Gb. Authorization on startup is required   Documents X-Plane Aircruiser Handbook.pdf The provided manual is excellent, a lot of detail, installation, setup and flying tips...  even Limitations and Operations.
      Designed by Hangar 23
    Support forum for the Aircruiser 66-75 ________________  Windows  - 12th Gen IS1700 Core i7 12700K 12 Core 3.60 GHz CPU - 64bit -32 Gb single 1067 Mhz DDR4 2133 - PNY GeForce RTX 3080 10GB XLR8 - Samsung 970 EVO+ 2TB SSD
    Software:   - Windows 11 Pro - X-Plane 12.09rc5 (This is a Release Candidate review).
    Plugins: Traffic Global - JustFlight-Traffic (X-Plane.OrgStore) US$52.99 : Global SFD plugin US$30.00
    Scenery or Aircraft
    - EGKA - Shoreham - Brighton City Airport by NKdesign (X-Plane.orgStore) US$15.00 ________________  
    Update Review by Stephen Dutton
    12th March 2024
    Copyright©2024: X-Plane Reviews
     
    (Disclaimer. All images and text in this review are the work and property of X-PlaneReviews, no sharing or copy of the content is allowed without consent from the author as per copyright conditions) All Rights Reserved
     

     
  2. Thanks
    Kiwiflyer reacted to Dominic Smith in Scenery Review: RJBB-Kansai International Airport by Darkblue Scenery   
    Scenery Review: RJBB-Kansai International Airport by Darkblue Scenery
     
    By Michael Hayward
     
    Introduction
    Kansai International Airport serves as the primary gateway to the Greater Osaka Area in Japan. This remarkable airport, inaugurated 30 years ago, is uniquely situated on an island made from reclaimed land, lying 5 km offshore from Honshu. Its near-sea-level elevation of just five meters is particularly noteworthy. In the previous year, it impressively handled close to twenty-eight million passenger movements.

    Darkblue Scenery, originating from China, are a modest-sized developer within the X-Plane community. Their portfolio includes a total of five airports, with Kansai being their most recent venture. As newcomers to the scene, they have ambitiously aimed to offer a diverse array of popular, yet distinct airports focused on East Asia for the platform. With an open mind about the possibilities that a new developer might bring to the bustling airports of X-Plane, let's embark on this exploration and see what Darkblue Scenery has in store!

    What/Where is Kansai International Airport?
    As noted earlier, Kansai International Airport was inaugurated in September 1994, conceived as a solution to the overcrowding at Itami Airport. Surrounded by a densely populated area, Itami had no room for expansion, necessitating a larger hub for the region. The construction of Kansai's man-made island began in 1987, completing in just two years, with terminal and other facilities ready five years thereafter.

    Kansai International has received several Skytrax awards, acknowledging its service excellence. These awards include best airport staff in Asia and the world, best baggage reclaim, and recognition for having the longest airport terminal globally, extending 1.1 miles from end to end. Situated in a region prone to natural disasters like earthquakes and typhoons, Japan faced a severe test in 1995. The Great Hanshin Earthquake, with its epicentre only 20km away, resulted in over 6,000 deaths and extensive infrastructure damage. Remarkably, the terminal and island airport withstood the disaster without sustaining damage, a testament to its resilient design.
     

     
    Installation
    Upon purchasing from the X-Plane.org store, you will receive a download link for the scenery. The download process is swift, resulting in a zip file that encompasses not only the scenery but also an extra file ensuring compatibility with X-Plane 11, which is always nice to see.
    The package comes with a concise instruction’s pamphlet available in English, Japanese, and Chinese. This guide details the installation steps and provides specific directions for XP11 users on replacing the Earth nav data to ensure the scenery runs smoothly on the older platform.

    Structures and Facilities 
    Kansai International Airport is distinguished by its unique location on two artificial islands. The first airport island spans approximately 510 hectares, hosting Terminal 1, while the second airport island, slightly larger, covers approximately 545 hectares and accommodates Terminal 2. Together, these islands combine for a total area of 1,055 hectares (2,600 acres). They are interconnected by a taxiway bridge, facilitating seamless operations between the two terminals. Access from the mainland is streamlined by a 3km bridge that connects to Rinku Town, ensuring straightforward entry and departure for passengers. 
     



     
    Terminal 1
    Darkblue Scenery has invested considerable effort in accurately rendering Terminal 1 of Kansai International Airport, achieving impressive visual fidelity. This main passenger terminal, a sprawling four-story structure, highlights an innovative airfoil-shaped roof designed to enhance air circulation within. Constructed with steel and extensive glass exteriors, it provides expansive views of the airport's surroundings. The terminal's architecture brilliantly utilizes X-Plane 12's Physically Based Rendering (PBR) technology, capturing the nuanced shifts in daylight and the stunning hues of sunrise and sunset, thus enriching the simulation experience with its detailed and dynamic appearance.
     



     
    Terminal 2
    In contrast, Terminal 2 features a more utilitarian design, embodying simplicity and cost-effectiveness with its single-story layout. This approach notably forgoes the need for elevators, aligning with the terminal's focus on streamlined operations. While the modelling of Terminal 2 may appear simpler compared to the grandeur of Terminal 1, this distinction reflects the real-life architectural choices, emphasizing functionality and efficiency. Despite its straightforward design, Terminal 2 is a vital component of the airport, serving as a hub for low-cost carriers and enhancing the airport's capacity to accommodate diverse passenger needs.
     



     
    The airport layout is thoughtfully designed to accommodate a variety of aircraft sizes, with jet bridges at each gate and larger stands equipped for multiple aircraft doors. This design is a nod to the era when both JAL and ANA operated Boeing 747s for domestic routes and underscores the airport's capacity for handling significant international traffic. 
     
    Inside Terminal 1, the modelling is straightforward yet functional, featuring elements like walkways and benches that span the terminal's considerable length. While not the most intricate interior encountered, its design thoughtfully balances visual quality with performance. It provides sufficient detail to appreciate the airport's expansive scale from a broader perspective, without the need for an in-depth exploration.
     


     
    Transportation options within the airport are effectively implemented, featuring shuttle trains and buses to facilitate movement between terminals, alongside a city train that extends across the bridge to the mainland. For those who prefer, there's also the option to walk between terminals. Personally, the convenience of the bus or train seems more appealing for navigating the expansive airport grounds.
     


     
    The island housing Terminal 1 also accommodates cargo and maintenance facilities, administrative buildings, and offices, highlighting the airport's significant contribution to local cargo trade. These sections are accurately modelled to reflect their real-world counterparts, including an open hangar for aircraft parking. The vast scale of this operational hub within the airport is impressive, subtly reminding you of its unique location five kilometres offshore.
     



     
    The intricate network of roads and railways connecting the terminals and mainland is accurately depicted, enhancing the realism with dynamic road traffic. Additionally, the inclusion of a solar farm alongside the southern runway highlights the attention to detail, with each panel oriented for optimal sunlight exposure. The textures employed throughout the scenery are notably high in quality, with 4k resolution enhancing the clarity and legibility of building details and signage.
     

     
    Whilst there's room for improvement in the detailing of the terminal roof, the overall design is coherent and thoughtfully applied. Darkblue Scenery has put forth a commendable effort in depicting Kansai International Airport, delivering a rich and engaging experience through carefully created textures and models that span the entirety of the airport's layout.
     

     
    Taxiways and Runway 
    Kansai International Airport's two runways, 06R/24L and 06L/24R, are thoughtfully integrated into the airport's layout, connected to the terminal buildings through a central pair of main taxiways and further supported by several smaller spurs. This well-designed infrastructure facilitates smooth and efficient movement throughout the airport. 
     


     
    The runway ground textures at Kansai International Airport, like those of the terminal, are rendered in 4k resolution, significantly aiding navigation. However, it's important to point out that although the custom runway, taxiway, and general ground textures exhibit this high 4K resolution, the photographic ortho imagery for the wider airport area might not meet the same standard, often appearing somewhat muddy in comparison. Upgrading the ortho imagery to a higher resolution here would help improve the visual quality of the scenery, thereby making the scenery more immersive and engaging. 


     
    The use of bump mapping introduces a subtle depth to the concrete surfaces, capturing the effects of years of exposure to water and aviation fluids. This results in a variety of marks and stains on the originally smooth, grey concrete, contributing to a realistic portrayal of wear and tear. This effect not only enhances visual depth but also adds character to the airport environment. Painted surfaces on the ground receive special treatment with a slight sheen, thanks to PBR technology. This is carefully balanced, avoiding an over polished look, and instead mimics the subtle lustre of newly painted surfaces.
     



     
    Night Effects
    Nighttime at Kansai International Airport highlights the considerable effort Darkblue Scenery has put into their work, with their commitment becoming particularly evident after dusk. The runway lights transform the approach into a vivid guide through the darkness, prominently marking the airport against the ocean's expanse. This design ensures the airport stands out as a beacon on its island, a feature further enhanced by the taxiways' green central lights. These lights provide essential guidance to pilots navigating to their gates, especially useful amidst Japan's often unpredictable weather.
     


     
    Each parking stand is effectively illuminated, thanks to strategically placed floodlights near each jetbridge, complemented by ambient light emanating from the terminal buildings. This implementation of X-Plane 12's dynamic lighting enhances the visual appeal significantly, creating a scene that is both visually striking and authentic. The airport's lighting envelopes the infrastructure and pathways to the mainland in a soft orange halogen glow. The careful placement of each light source enhances the visual appeal, creating a nighttime ambiance that's both vibrant and welcoming, even in the absence of bustling crowds.
     


     
     
    While the terminal's lighting is both bright and extensive, it doesn't fully shine through the transparent textured glass windows as ideally expected. This shortfall is slightly disappointing, particularly given the careful placement of spotlights within the departure lounge, an effect that regrettably does not project well to an observer from the cockpit. However, an ambient orange glow from the terminal's service vehicle underpass subtly conveys the internal dynamics.
     
    Additionally, the use of older lighting techniques, such as baked-on lit textures, is noticeable, particularly in the office windows. This approach, while historically effective, presents a stark contrast to the more dynamic lighting used elsewhere, highlighting a mix of lighting styles within the airport's design. The maintenance facilities continue to contribute to the airport's nighttime allure, with industrial areas enveloped in stark white light. The hangar, bathed in light from roof-mounted spotlights, emphasizes the operational scale and significance of these zones.
     


     
    Performance
    Performance-wise, Kansai International Airport proved to be impressively smooth, holding up well even when faced with challenging weather scenarios. The only instance of a noticeable decrease in frame rates occurred during night operations, which may have been influenced, in part, by the presence of Traffic Global. 
     


     
    Opinion and Closing Remarks
    Discovering Darkblue Scenery's work on Kansai International Airport has indeed been an eye-opener. Approaching this review with an open mind, I've been thoroughly impressed by the quality and detail embedded within the scenery. The evident effort and careful planning that has gone into recreating KIX, positions it among the finest Japanese sceneries available for X-Plane 12. 
     
    While there are few negatives to highlight, it's worth mentioning that the photographic ortho used, albeit a nice addition, could benefit from a higher resolution to maintain quality upon closer inspection. Additionally, the use of baked lit textures on some major buildings, while functional, does reminisce about earlier days of X-Plane design. These points, hopeful for attention in future updates, are minor when considering the overall excellence of the scenery.
     

     
    For flight simmers seeking a detailed and carefully modeled airport without a hefty price tag, Darkblue Scenery's Kansai International Airport, priced at an accessible $16.99, stands out as an excellent choice. This scenery not only showcases the developer's remarkable capability but also ignites anticipation for future creations. With a keen eye on areas ripe for enhancement, I remain genuinely excited to witness the ongoing evolution of their offerings.
     
    ______________________________________
     

     
    RJBB-Kansai International Airport by Darkblue Scenery is available from the Org store here:
     
    RJBB-Kansai International Airport
    Priced at US$16.99
     
    Features:
    4K textures. Whole island owned detail modeled buildings which restored from reality. Customized ground markings and taxiway signs. Customized lights. Customized taxiway and runway texture. Interior for some buildings include Terminal 1 and train station. Accurate taxiway and runway according to the newest AIRAC data. Extremely FPS friendly. Requirements:
    X-Plane 12 or X-Plane 11
    (XP11 has been tested and could run without error, as this scenery is fully designed for XP12, some users may experience few jetways offset in XP11.)
    Windows, Mac, or Linux
    8 GB VRAM Minimum
    Download Size: 810 MB
     
    Reviewers System:
    Windows 10 Professional
    AMD Ryzen 5 3600 Processor
    32GB RAM
    Palit GeForce RTX™ 3080 GamingPro
     
    Scenery Review by Michael Hayward 
    29th February 2024
    Copyright©2024: X-Plane Reviews 
      
    (Disclaimer. All images and text in this review are the work and property of X-PlaneReviews, no sharing or copying of the content is allowed without consent from the author as per copyright conditions) 
     

     
  3. Like
  4. Like
    Kiwiflyer reacted to Cami De Bellis in Scenery Review: LICD- Lampedusa Airport and Linosa Island XP 12 by Cami De Bellis   
    WOW!!!! I'm loving it! I can feel close to you Nigel, seated outside near to the harbour, sipping a granita al limone.... 
  5. Like
    Kiwiflyer got a reaction from Dominic Smith in Scenery Review: LICD- Lampedusa Airport and Linosa Island XP 12 by Cami De Bellis   
    Through your enchanting scenery Cami, I feel the warmth of this sun-kissed location, like stepping off a flight, taking breath, then, meandering through town, down to the glistening water's edge, across castor sugar sands, and finding that perfect, family run Ristorante, seated outside, with a cool breeze, sipping a life-giving granita, savouring the freshest local cuisine, all while watching the sun set lazily across shimmering tranquil seas.
     
    Am I dreaming?
     
    Not anymore. Thanks to you Cami, for transporting this Kiwi to distant shores and your stunning atmospheric render, and to you Dom for your beguiling review. I feel like I've just had a holiday. In-fact, now I can, anytime!
     
    Now... where's my suitcase?lol
     
    Nigel
  6. Thanks
    Kiwiflyer got a reaction from Cami De Bellis in Scenery Review: LICD- Lampedusa Airport and Linosa Island XP 12 by Cami De Bellis   
    Through your enchanting scenery Cami, I feel the warmth of this sun-kissed location, like stepping off a flight, taking breath, then, meandering through town, down to the glistening water's edge, across castor sugar sands, and finding that perfect, family run Ristorante, seated outside, with a cool breeze, sipping a life-giving granita, savouring the freshest local cuisine, all while watching the sun set lazily across shimmering tranquil seas.
     
    Am I dreaming?
     
    Not anymore. Thanks to you Cami, for transporting this Kiwi to distant shores and your stunning atmospheric render, and to you Dom for your beguiling review. I feel like I've just had a holiday. In-fact, now I can, anytime!
     
    Now... where's my suitcase?lol
     
    Nigel
  7. Like
    Kiwiflyer reacted to Cami De Bellis in Scenery Review: LICD- Lampedusa Airport and Linosa Island XP 12 by Cami De Bellis   
    Dom, once more, I'm speechless!!!!
     
    In addition to my passion for recreating realistic scenarios for X-Plane, I have a second passion for reading Dom’s reviews.
    You can grasp the essence of my work like no other.
    Thank you eternally.  
    Cami
     
  8. Thanks
    Kiwiflyer reacted to Dominic Smith in Scenery Review: LICD- Lampedusa Airport and Linosa Island XP 12 by Cami De Bellis   
    Scenery Review: LICD- Lampedusa Airport and Linosa Island XP 12 by Cami De Bellis
     
    By Dominic Smith
     
    Introduction
    Lampedusa, the largest of the Italian Pelagie Islands in the Mediterranean, stands as Italy's southernmost point, closer to Tunisia than mainland Italy. Spanning 20.2 km2, it is home to approximately 6,000 residents. Lampedusa Airport, situated merely a few hundred meters from the town centre, boasts a 5,889ft asphalt runway and experiences peak traffic during summer, catering to medium-sized aircraft like the Boeing 737 and Airbus A320.

    Cami De Bellis' rendition of Lampedusa Island and its airport, alongside Linosa Island, showcases her hallmark attention to detail. This scenery features highly accurate representations of Lampedusa Island, its associated airport, Linosa Island, over 160 custom objects, and custom terrain mesh by Maps2XPlane. The package offers high-resolution textures in both 2K and 4K, native 3D characters and vehicles, two heliports, and much more, providing an immersive experience for users.

    As some of you may be aware, I am a great admirer of Cami's work, as her sceneries are superbly detailed, embodying a unique personal touch that distinctly marks her creations as special. There's something about the way Cami infuses her projects with her own essence, though it's hard to pinpoint exactly what, that elevates them above the ordinary.
     

     
    Installation
    The scenery is purchasable from the Org store at $18.90 and is notably large, with a download size of 2.8GB and an extraction size of 4.7GB. This size is substantial in comparison to many other sceneries, due in part to the mesh and ortho coverage. Within the package, there are three folders that should be transferred to the Custom Scenery folder within X-Plane. The naming convention of these folders eliminates the need for adjustments to the scenery_packs.ini file, simplifying the setup. Furthermore, the absence of any requirement for keys or activation streamlines the installation process, making it exceptionally straightforward.

    Documentation
    The documentation is comprised of two PDF files: one dedicated to installation and the other, aptly named "Tips & Tricks," offers guidance on maximizing the scenery's potential and highlights specific features. Both documents are well-composed, with a clear layout, making them invaluable resources to review before launching X-Plane. Admittedly, like many, I was too eager to explore the scenery after being captivated by the screenshots on the store page and so bypassed the initial read-through, so it’s straight to hell for me! 
     

    Aerial View
    The aerial view of the island evokes strong memories of a journey I once made to a remote Greek island, characterised by its semi-arid, garrigue landscape. The custom mesh expertly highlights the topographical diversity of the area. The western side features deep gorges, contrasting with the shallow valleys and sandy beaches of the eastern part. The entire northern coastline boasts cliffs, offering a mix of gently sloping cliffs on the east and stark, vertical cliffs on the west, catering to a variety of adventures. The custom orthoimagery of the island is outstanding, providing clear, crisp visuals free from common anomalies like cloud cover. This is a notable achievement, especially for anyone familiar with the challenges of creating ortho sceneries marred by 2D cloud textures. 
     



     
    Upon descending, the imagery retains its clarity, a testament to the high resolution used. Additionally, the custom autogen, leveraging Cami’s CDB Library assets, effectively represents the island's buildings, enhancing the overall realism and immersion.
     


     
    Airport and Taxiways
    The main runway and taxiway textures for both asphalt and concrete surfaces are custom made and demonstrate a high level of detail. The exposure to the elements from the surrounding Mediterranean has been artfully captured with a significant degree of weathering visible through cracks and pits. Tire marks on these surfaces add to the realism, with the concrete showing particularly impressive evidence of aircraft manoeuvres. These details, though small, significantly enhance the authenticity of the experience.
     



     
    Signage and Foliage
    The careful placement of foliage around the runway and taxiway adds depth without being a burden on system resources, striking a balance that complements the detailed orthoimagery. While the airport's signage is limited due to its size, what is present is thoughtfully executed, with clear apron demarcations and weathering effects on the ground, enhancing the visual fidelity of the airport environment.
     

     
    Main Terminal and Buildings
    For users familiar with Cami De Bellis's previous works, the detail in the main airport terminal and its associated buildings in this scenery won't disappoint. The terminal, while lacking an interior, showcases remarkable modelling and texturing, including local artwork that adds a unique touch.
     



     
    A particular standout feature is the lively 3D characters, including a dog, and custom passenger vehicles that populate the airport. These are all nicely modelled and contribute to bringing the airport to life. 
     



     
    Adjacent to the terminal, you'll find the control tower, hangar, additional passenger facilities, and fire station, all mirroring the high standard of modelling and texturing work we’ve come to expect from Cami. The area is bustling with ground clutter, such as bins, pallets, cones, and several airport vehicles, all contributing to the realism.
     



     
    The main car park at the airport entrance utilises a custom texture rather than a standard ortho, achieving a seamless integration with the surrounding scenery. This method avoids the common pitfalls of flat 2D cars and texture anomalies, creating a cohesive look. The car park's design, including the dividing walls and vegetation, and the non-default, atmospheric vehicles, add greatly to the atmosphere. 
     



     
    On the airport's perimeter, a building, likely a motel or hotel for passengers, echoes the airport's architectural theme. It features numerous AC units and solar panels on its roof, again showing the attention to detail.
     


     
    Lampedusa 
    Venturing beyond the airport leads to the town of Lampedusa, where Cami’s custom autogen, utilising her CDB Library assets, truly shines. While it doesn't encompass every structure, the selection present beautifully captures the essence of this charming oasis. The beach scene was a personal highlight for me, featuring palm trees, deckchairs, and animated 3D characters enjoying their surroundings; a delightful scene that reminded me that I could do with a holiday!
     


     
    The bay area is dotted with small boats and a few jetties, predominantly for leisure, though a larger dock facilitates commercial operations. This blend of recreational and business elements adds a realistic layer to the portrayal of the town, further demonstrating Cami's careful attention to detail and her ability to create immersive environments.
     



     
    Further Afield
    Heading westward, the landscape transitions to a sparser housing distribution amidst more pronounced terrain, featuring numerous gorges. Yet, the attention to detail remains undiminished. Midway across the island, another beach scene greets you, alive with 3D characters revelling in the sunshine. The combined effect of custom objects with the enhanced mesh and custom ortho keeps the exploration engaging.
     


     
    At the island's far western extremity, where the cliffs become dramatically steep and the gorges deepen, we find the first of the additional helipads, just slightly before the radar station. It's here that Lampedusa's radar station emerges, its military essence underscored by the presence of soldiers and a vigilant guard dog. This setting, evocative of a scene straight out of a high-stakes drama, brings to mind the wise words of Walter White, aka Heisenberg, from "Breaking Bad": “tread lightly.”
     


     
    Linosa Island
    Located twenty-five miles north of Lampedusa Airport, Linosa Island spans 5.45 square kilometres and boasts a volcanic heritage. Its landscape is dominated by a series of craters, with Monte Vulcano standing as the tallest at 195 metres. The island's volcanic terrain is vividly brought to life with custom mesh and texturing, offering perhaps a more dramatic scenery of the already impressive Lampedusa.
     


     
    The harbours are thoughtfully modeled, although one appeared to lack vessels, a detail that, if added, could further enrich the scenery's authenticity in future updates. Just up from the tranquil harbour, the landscape reveals the second additional helipad, strategically positioned yet discreet, enhancing the island's accessibility without disrupting its peaceful charm. Cami's custom autogen,  brings to life the sparse settlements, lending a serene depth to the island's allure, highlighting its status as a quietly detailed haven far removed from the hustle and bustle of more commercial destinations.
     



     
    Night Lighting
    As dusk turns to night, the airport comes alive with an elaborate light display. The runway, terminal, surrounding buildings, and car park are all bathed in a brilliant glow. Beyond the airport, the autogen lighting and the lighthouse at the island's northern tip, ensures that the night is alive with light, contributing to the immersive experience.
     



     
    Performance
    During testing, I experienced no performance issues, with frame rates remaining high and stable across all areas, despite my system being midrange. This speaks volumes about the optimization of the scenery, providing an exceptional experience without compromising on detail.
     


     
    Conclusion
    Exploring Cami De Bellis' Lampedusa Airport and Linosa Island scenery was an absolute delight, evoking fond memories of my visit to Greece. The rich foundation laid by the detailed mesh and photographic textures, combined with Cami's superb 3D modeling and texturing work, brings this scenery to life in a way that is both captivating and deeply immersive. The addition of animated 3D people and custom autogen only adds to the charm of this lovely little scenery package. It's not just the visual detail that impresses; the stability of performance despite the complexity of textures and objects ensures a seamless simulation experience. The inclusion of Linosa Island, with its distinctive volcanic landscape and quaint settlements, further elevates the overall appeal of the package. This scenery package is a testament to Cami De Bellis' exceptional skill in creating immersive X-Plane environments that are rich in detail and offer an unparalleled exploration experience, all at an asking price that represents significant value.
     

     
    In conclusion, for those in search of a scenery that not only embodies the atmospheric and realistic charm of Italy's southern islands but also offers a compelling escape into their serene beauty, Cami’s latest work might just be the perfect addition to your X-Plane collection, serving as the perfect excuse for a wonderful getaway.
     
    ________________________
     

     
    LICD- Lampedusa Airport and Linosa Island by Cami De Bellis is now available from the X-Plane.Org Store here:
     
    LICD- Lampedusa Airport and Linosa Island
    Priced at $18.90
     
    Features
    Highly accurate scenery for LICD- Lampedusa Airport and Linosa Island with all   buildings modeled.  Over 160 custom objects all with Ambient Occlusion  Custom Terrain Mesh for the entire island of Lampedusa and Linosa by Maps2XPlane  Custom Overlay/Autogen Scenery based on CDB assets by Maps2XPlane"  Photo real textures on buildings, vehicles, trees…  Photorealistic ground textures based on a satellite image 50 cm.  Detailed airport objects and GSE vehicles   Custom textured taxiways, runways, and apron   Custom surrounding buildings   Custom airport lights HD  Custom Overlay    High-resolution building textures – all in 2K and 4K   Excellent night effects   World Traffic 3 compatible  Native characters and vehicles created specially   Ground traffic   The terrain mesh is complemented with custom overlays: dense vegetation and country-typical autogen, as well as custom road networks with dynamic traffic.  Two heliports, for those fans of helicopters. One at the beautiful Linosa Island, and the other on the US Loran Station Base.  Requirements
    X-Plane 12 (not for XP 11)
    Windows, Mac, or Linux
    8 GB+ VRAM Recommended
    Download Size: 2.7 GB
    Current version 1.0 (January 11th, 2024)
     
    Review System Specifications
    Intel i5 10400 – 32GB RAM - Nvidia Asus RTX 3060 – Windows 10 Home 64 Bit
     
    __________________________________
     
    Scenery Review by Dominic Smith
    23rd February 2024
    Copyright©2024: X-Plane Reviews
     
    (Disclaimer. All images and text in this review are the work and property of X-PlaneReviews, no sharing or copying of the content is allowed without consent from the author as per copyright conditions).
     

     
     
  9. Thanks
    Kiwiflyer reacted to Stephen in Aircraft Review : Boeing 747-200 Classic by Felis Planes   
    Aircraft Review : Boeing 747-200 Classic by Felis Planes
     
    As active service is starting to come to a close, the venerable Boeing 747 is stacked in history, groundbreaking and it all comes with the sheer changes the airframe has brought to the world, if even in the process in also creating the modern international aviation system we have today...  the greatest aircraft ever built?
     

     
    As debatable as the title of GOAT (Greatest of all Time) is, and the sheer weight of the evidence that in the cases of the DC-3 Series, Lockheed Constellation, Boeing 367-80/720/707 and of course Concorde, could also be considered for the ultimate title, but except for the DC-3, most of the others were really for only the classes of the rich/elites of the world...   the Boeing 747 was for everyone.
     
    I have personally flown on the Boeing 747 about 20 times, it changed my life (literally) in breaking up the huge distance barrier between living in Australia, and being born in the United Kingdom. That was the Boeing 747's ultimate contribution to the huge changes on the planet over the last 50 years or so. As the aircraft could and did create a population movement right around the world, like of which we have never seen before.
     
    The aircraft broke so many barriers. It was the first twin-aisle aircraft or "Wide-Body" configuration aircraft, but remember also that the cargo loader or the Astroloader created for the 707, was then totally redefined as a complete super-sized cargo container to carry bulk cargo in the holds of aircraft for the 747 and it's compatriots for the huge numbers the 747 carried, again in totally changing the way we loaded and transported cargo in the air and in cargo movement on the ground...  remember from the very start the Boeing 747 was created to be a supersized cargo freighter for the military and actually not a passenger aircraft, hence the hump, it is there to create a full clear deck for cargo loading and for the ease of freight removal. But look at the silhouette, and it is a three deck perfection of transporting people and cargo to go pretty well anywhere that had a runway long enough to cater for it. The 747 also changed airports beyond recognition as well, to cater for the loading, unloading these huge passenger and cargo numbers it carried...  when a 747 lands, there is a lot to do, a lot to process to get the turnaround done and get the next huge load factor back into the air, just being around a Boeing 747 always creates excitement, watch one land after traveling thousands of miles, and it will still and always give you goosebumps.
     
    So you just can't ignore the Boeing 747, and come to a simulator and all you would want to do is fly one. And that is the single most focused reason I am doing reviews in X-PlaneReviews right now, as all I wanted to do originally was fly the "Jumbo Jet", the "Queen of the Skies" or how does the "Aluminum Overcast" sound? 
    Oddly Boeing 747's are actually not thick on the ground in the X-Plane Simulator, as we have had no FS based PMDG B747-400 to gloat over. The original best versions were the X-Plane9 2d panel X-Plane Freeware Project machines, that were incredible for their time. Dr Gary Hunter also created (early 3d cockpit) versions of the -100 and -200 that got a lot of nautical miles thrown at them, but from then on it went downhill... 
    The early SSG Boeing 747-800's were (1) not the version I really wanted or a -400, (2) were very buggy in their early days, but certainly now a brilliant simulation of a modern B747 (but it took simply years to get there)...   the elephant in the room is the default Laminar (JRollon) Boeing 747-400...  to be honest..  it is dismal, okayish even back when it was released for X-Plane10, sadly it has not had much attention in the intermediate decade either (yes I know that sparky has done a Zibo on the default B747, but it is not really a full Zibo yet).
    Add in finally a few FS crossovers, and so sadly there is not much more out there to get your ultimate Boeing 747 fix, so it is simply not the best airframe that X-Plane has delivered lately. Then out of the blue in typical X-Plane fashion there are two versions of the -200 Series, one is still in development by JustFlight, and this -200 Classic version by Felis.
     
    Felis Planes aircraft have been usually very, very Russian in context, like his last release of the Tu-154M and also an AN-24 and Yak 40. So a big brash American aircraft originally felt a bit of a odd context of a fit for such an Eastern-European developer... but here it is after 3 years in the making and development...  Boeing 747-200 Classic
     

     
    The first question is "Why the -200?", why not the original -100 classic. For one the -200 Series was the real breakthrough aircraft of the early Jumbo's... to be honest the -100's were a bit of a disaster and only sold 205 aircraft. Boeing agreed to deliver the first 747 to Pan Am by the end of 1969. The short delivery date left only 28 months to design the aircraft, which was two-thirds of the normal development time. The schedule was so fast-paced that the people who worked on it were given the nickname "The Incredibles". Developing the aircraft was such a technical and financial challenge that management was said to have "bet the company" on the series when it started the 747 project.
     
    The first 747 entered service on January 22, 1970, on Pan Am's New York–London route; the flight had been planned for the evening of January 21, but an engine overheated and made the original aircraft unusable. Finding a substitute aircraft delayed the flight by more than six hours to the following day when Clipper Victor was used...  and this was just the start of the no end of issues with these under-powered and difficult engines, add in that the wings also suffered oscillation under certain conditions.
    The strengthening of the wings was the easy part, but those Pratt & Whitney JT9D engines, of which was the first high bypass ratio jet engine to power a wide-body airliner were quite simply a nightmare in blowing up in flight, or being shut-down consistently, it created the scenario of having engines available to be swapped over constantly at the ends of service flights and it all created timetable chaos, overall the early JT9D's were engines too small for the largest airframe then flying and they were causing ovalisation, in which the stresses during takeoff was causing the engine casings to deform into an oval shape, resulting in the rubbing of the high-pressure turbine blade tips. This was solved by strengthening the engine casing and adding in yoke-shaped thrust links. The upgraded JT9D-7, with 197145,500 lbf (202 kN) of extra thrust was then the right powered engine for the airframe, since then the JT9D power-plant has flown more than 169 million hours. Production ceased in 1990, when the JT9D Series was replaced by the newer PW4000 Series.
     
    The -200 model followed in 1971, featured those more powerful -7 series engines and it had a higher (833,000 lb (377.8 t) MTOW. Passenger, freighter and combination passenger-freighter versions of the -200 were all produced. The shortened 747SP (special performance) with a longer range was also developed, and that variant entered service in 1976. In reality it was the -200 version that created the legend, the global warrior, the workhorse machine that moved millions around the world... and now here is that -200 version in the X-Plane Simulator.
     
    External Details
    To be honest, I was expecting something good from Felis, but on a first look of his latest creation... the jaw just dropped. We are used to another level of simulation, another level of quality in every new evolution of simulation, but "wow" this 747 is simply really something else.
     
    The thing is, it was not just another new aircraft for X-Plane... it is the feel of the thing that gets you from the off, that 747 bulky feel and that heavy, heavy 747 vibe that you just didn't get before.
     

     
    You forget how really big this aircraft actually is...  This is the hump 10 window version, a significant sign of the -200 designation. Yes the -100 had the extension from the original 3 window pot-boiler, as did the -300 have the 10 windows, but only the -200 had the 10 window configuration across it's whole production run.
     

     
    And those magnificent Pratt & Whitney JT9D-7 engines, which are extremely well recreated here for your pleasure...
     

     
    Surprisingly they feel quite quaint, even small to the whale mouth mega Ultra-bypass fan engines of today, but the current monsters were once started and are still related to these orginal powerplants of over 50 years ago. There are notes that the General Electric CF6 is also coming to this Felis aircraft, but no notes on if the Rolls Royce RB211-524 that also powered the -200 is coming. Internal inlet cowling soundproofing and nicely burnt JT9D-7 exhausts cones are of really great detail and engine authenticity.
     
    Excellent detail shows the animated reverser airflow panels (arrowed) in that they all blank outwards to push the airflow forward on the reverse thrust function. The detail in here quite exceptional.
     

     
    The best liveries are the ones that expose the aluminium hull, as they reflect and sparkle in the light, and look simply magnificent in the air.
     

     
    By today's standards they have that vintage feel and look, and in fact look very 60's... but you are also sort of seeing the beast in it's raw form.
     
    Modeling is very good, as is the fuselage detail, in all areas the NML normal mapping, or Dot3 bump mapping is really very good, in highlighting the wing and fuselage surfaces, the best locals are around the tail (which is excellent detailing)... with great fuselage ribbing that shows off the construction detail perfectly...  the mapping has to be very good to be effective, too deep and it does not look at all realistic, bump it out too proud and it looks even worse (one of the major failings on the JRollon default B747)...  but here on the Felis design it is fantastic in realism.
     

     
    All wing access panels are noted as is the flying surfaces in their correct detail, I won't detail the Kruger flaps yet (not the usual Slat leading edge operation as on modern jet aircraft), but they are folded in nicely here. The Triple slotted flaps at the rear of the wing are again in the retracted (clean) position, but the flying surfaces are drooping nicely with no hydraulic pressure to power them.  The -200 has no winglets, so the wingtips are clean with a lovely aerodynamically modeled profile, the winglets eventually came as a visual signature on the -400 version. Modeling here is really really good on the detail...
     

     
    One noticeable aspect though is that the main fuselage is just one 4k 4096x4096 size texture, and this smaller size becomes apparent around the windows and with the many jaggies on the liveries... the problem is the real estate size of the B747, in that blow up huge twin 4K textures for the more extreme detail, and that puts huge pressure on the framerate, it is a compromise, unfortunately it shows...
     

     
    ...  Felis has gotten around part of the issue with separate textures for all the finer details, like the cargo door instructions below, which are highly readable...  it is a compromise you have to live with.
     

     
    The towering cockpit windows always looked like a medieval helmet ready for battle, that thick green glass is really well represented here, but the metallic surrounds are a bit low-res and I have seen far better detailed metal window frames. Overall all the glass on the aircraft is excellent, the cabin windows are really nice up close with a slight frosted glaze and look very realistic.
     

    I have always loved the Boeing 747's stance... It says BIG, heavy, heavy aircraft...
     

     
    The extensive undercarriage assemblies are really good, fabulous even... 
     

     
    ...  they scream outwards of thousands of flight cycles, takeoffs and landings....  grungy, weather beaten, sand blasted, worn... 
     

     
    Hydraulic piping lines are excellent, as are all the hydraulic struts/links and the individual hydraulic rams cylinders (with all the correct information panels)... so the full inner and outer gear assemblies are highly realistic and well animated... boy how far we have come in a decade of detail and realism...
     

     
    Nose gear is very good as well, I love the separate housing box of the runway turnoff lighting, and the small gear door notches to cater for a forward strut, great and 747 absolute detail...
     

     
    ....  nicely raised and perfectly labeled "Goodyear" tyre logos, show off the excellent rubber on the aircraft, all small stuff, but it all counts in bringing too life a very and highly realistic Boeing 747...   even Joe Sutter would approve of all of this excellent work.
     
    Static Elements
    Felis has took an unusual approach to providing ground vehicles and static elements. The B747-200 comes with a pre-set (.set) to use with the JARDesign "Ground Handling Deluxe" tool (you have to install the .set in the GHD plugin. There are some basic settings built in like Chocks, GPU (Ground Power Unit), Crew Bus, Ambulance and Fire Truck. But if you want the whole service system then you would need the GHD plugin. Oddly I find it an odd choice? I rarely use an Ambulance or Fire Truck? And with no Fuel Tanker to load in the fuel? very odd indeed, but this aspect and other default GHD items we will cover later.
     

     
    The two lower main cargo hatches can be opened as well as the rear BULK door... but currently the main deck passenger doors don't open? But Felis has noted that they are just in needing to be finishing off and animated, so they will soon be all active as well in an early update.
     
    Using the GHD however, works very well...   and effective.
     

     
    Cabin
    We will board via the second left passenger door were the most of us in being mere mortals mostly entered the Economy class seating (first door left is for First Class/Business class)...  entrance is directly opposite is a galley...
     

     
    ...  look left and there are the two upper classes, look right and the huge expanse of the Economy class seating greets you. No Economy Plus+ or Premium Economy was located in here back in the 70's. We will go to the rear and then make our way forward again...
     

     
    ...   anyone of a certain age would recognise this cabin space immediately, it is nothing like the later -400 layout, of three or more classes. The rear toilets are certainly very recognisable! The 3+4+3 seating layout is complimented at points by just a twin seat arrangement... forward rear cabin and a few rows as the tail tapers inwards at the rear, this tapering in is excellent, and noticeable via the shaping of the overhead lockers to compensate.
     

     
    The seating material is also very recognisable, inlayered blue here but the same thick wool (and back then comfortable) material could have been in say the oranges and reds of Qantas (they threw in a bit of yellow as well), or the gaudy American 70's browns, mustards and greens of the period. A passenger safety card is placed in the rear pockets. Door and sidewall paneling is really very well done, but I don't remember grey? it was more an off cream, biege and lighter brighter colour, but the original wall panel patterns are very well represented here if you get in close. Overhead locker detail is again first rate.
     

     
    There is however this overwhelming feeling of greyness in all the cabins...  Mostly with the cabin divider partitions...  on a real 747-200, there would be a large screen here with those huge low-slung projectors hanging mid-cabin, or the airline logo or even a destination image...  so there is also the same factor as with the doors, or are these areas not yet completely or fully finished...   I would like to think the cabin needs a bit of something a bit more to break up the compounding grey.
     

     
    Mid-deck has those coveted door aisle seats with tons of leg space, but they were also positioned by the toilets? with everyone from Mums with kids to the older infirm people standing and hovering around you while waiting to squeeze into the tiny interior toiletry space, oh and the sucking noise, hurrendous noise every time someone finished their business...  I would rather be right up the back and away from the noisy congestion.
     
    Business class is actually small in a four row 2+3+2 layout, again the seats are luxurious in an old fashioned way in a darker blue this time.
     

     
    The famous concave nose of the 747, was the prized zone for the rich...  spacious, all with twin abreast seating each side to the nose, the four rows of seats are the same as the ones behind in Business Class, but who cares...  again the overhead lockers are all individually created to fit into the curve of the ceiling, again so beautifully done.
     

     
    Go back to the rear of the First class cabin and to the first left entrance door, and there is another 747 icon, the spiral staircase, and in here it is all finished in shiny polished steel...
     

     
    ...  the staircase is steeper and tighter than you think it is...  I have been privileged to have been seated up here only once, it is more like the tighter area of Concorde than being on a 747... two abreast/three row Business seating has been installed up here and not the early fancy cocktail bar and lounges that lasted only for a few months before airlines realised how much money they were losing on the prized space. Oddly you couldn't see out very well with the sloped angle of the upper windows, so you looked more up than downwards. Roof detail is again extremely good, and there is a basic toilet behind the rear curtain...  but you really expected a galley area, and it again that hidden area looks little uncompleted and open.
     
    Cockpit
    It is however through that cockpit door that we are interested in...  The tight cockpit door opens, but it won't open, if it is not unlocked from the cockpit Overhead Panel (OHP), but it also needs to be powered up as well to turn the handle, tricky if you are on the outside, and the power is off on the inside?
     

     
    Once inside it is certainly a huge "WOW" moment! Look left and there is a jump seat (with a folded spare (not animated) in front). Look right and there is the coat hangar space with two oxygen (masks) bottles. Note the excellent cockpit door aircraft Airworthiness and Registration labels.
     
    Into the cockpit and the crew space is SIMPLY unbelievable...  There is the same feel of the FlyJSim Boeing 727 Series, but the completeness in here is just astounding. There isn't just the focus on the Main Instrument and Engineer's Station panel elements, but the full detail in every aspect of a real Boeing 747-200 cockpit, overhead, to the rear, to the side...  everything is noted and completed in high full on detail.
     

     
    The Engineer's chair also rotates forward ( a lot of the engineers would help the pilots by pushing up the throttles from the rear). Looking forward and the sheer complexity of the main panel, just bewilders your eyes, the Engineer's Station panel was complex, but looking forward it is just as bad...  it all gets very overwhelming.
     

     
    Certainly any simulator pilot would look at anything new to fly with a greedy eye, to master...  "I will control all of this all so very easily"...   not so this time sunshine?
     

     
    Seats are beautifully created with perfect materials and realistic period textures... 
     

     
    ...  inner armrests are animated to drop down, and the under seat floor tracks are really nicely done. Note the nice folds on the seat back materials.
     

     
    We will put the power on early...  not on the OHP, but over at the Engineers Station (ES).
     
    Statement: at this point as this is an early beta review I have no manual? that is still being assembled by Felis (on a recommendation that "you really, really, really need a manual for all of this!")...   so if I make the odd switch or system mistake, then I am working absolutely blind in here.
     
    I am using the GPU (ground Power Unit), and not the on board APU (Auxiliary Power Unit), so as to not to use up the on board fuel. The GPU panel is roof upper left on the Engineer's Panel, and the DC main bus is mid-panel left, (Shielded) battery switch is on the DC Meters panel.
     

     
    Power on and with the instrument and panel lighting adjusted...  Glorious! 
     

     
    But by switching switches and touching things you easily reailse that almost EVERTHING works in here, as all the systems are actually working and active...  here by example are the switches for the Compass (Magnetic/Heading) and the Altitude (Artificial Horizon) selection, and note that all of the switches around you are also actually working...  multiply that by this clockwork complexity and your head and eyes are very soon swooning.
     

     
    Authentic yokes do look and feel very 747...  very nicely done, and with a working A/P (Autopilot Cancel) on the left arm button.
     

     
    But can you hide them?  I looked everywhere, in the menus, on the tablets, and clicky, clicked the bases of the yokes until I couldn't click anymore? The solution? The instrument panel behind has a click zone "SHOW/HIDE YOKES" set directly behind the Captain's Yoke...  Duh!
     

     
    Too easy, but I will say this, it is a great and very easy way to hide and unhide the yokes very quickly in flight, I used this panel switching plate a lot. The yokes are not set individually, but hide both together.
     

     
    The main flying instruments are actually quite simple, and replicated on both the Captain's and First Officers (F/O) sides of the panel, the only missing item is the Timer/Chrono set out on the far left.
    The central Artificial Horizon is very authentic in detail...  known here as the Attitude Director Indicator (ADI), it provides a visual presentation of the pitch and roll attitude of the aircraft on a spherical display. The side scale shows glideslope, and localiser deviation is presented on the lower horizontal scale, and an inclinometer is mounted on the lower front face of the instrument. F-Fast and S-Slow indications are to the left...  and there is a slip indicator bottom...   you can test the ADI as well (arrowed below left). Left of the ADI is the Airspeed Indicator (IAS/Knots) with built in Mach counter top centre it is all very 60's/70's period in layout.
     

     
    Lower centre Instrument panel is the Horizontal situation indicator (HSI), with Heading bugs and a built in Course Indicator, Miles (to go) and GND Speed displays. Left of the ADI is the Airspeed Indicator with built in Mach markings and settable bugs, Right is the Altitude Indicator and far right is a Radar Altitude dial, again testable (arrowed below).
     

     
    Below is the TCAS VSI (Vertical Speed Instrument). This instrument is a dual digital instrument that combines the TCAS (Traffic Collision Avoidance System) display and the Vertical Speed Instrument. to the right is a backup Altitude Indicator...  and left of the HSI is the Distance Bearing Indicator (DBI) pointers for the VOR1/ADF1 (DME 1) and VOR2/ADF2 (DME 2). Like noted the F/O's main instrument layout is exactly the same. Top panel each side is an F/D - AP - A/T situation panel with warnings built-in, very similar again to the panel layout in the FJS Boeing 727...
     
    Centre of the instrument panel is dominated by the clockwork engine dials...  4x4, for the four engines and their readout displays for (top to Bottom), EPR - Engine Pressure Ratio, N1 %RPM, EGT - Exhaust Gas Temperature and FF - Fuel Flow.
     

     
    Left of the dials is a back up Artificial Horizon (with working adjustable pitch line), below is the main and highly detailed Annunciator warning panel. Right of the dials top is a Total Air Temperature (TAT) and EPRL - Engine Pressure Ratio Limit.
     
    Then the familiar 747 (each wing) Flap Indicators (0-1º-5º-10º-20º-25º-30º degree) flap positions, bottom is a SAT - Static Air Temperature gauge. Right-centre is the main Gear Lever (UP-OFF-DN). 
     
    There are three gauges right panel for the F/O only...  Top is a TAS - True Airspeed (knots) counter, below is an excellent aerodynamic surfaces indicator (Elevators/Rudders/Ailerons/Spoilers) and bottom is the Hydraulic Brake Pressure gauge.
     
    Built into the glareshield is an authentic Sperry Autopilot MCP (Mode Control Panel) unit.
     

     
    The Sperry is very much a unit of it's period, and in reality a very basic autopilot for an aircraft of this size...  we will look at it's operation in flight. Each end of the MCP is the VHF NAV selectors NAV1-Left and NAV2-Right... far right is the MCP brightness knob, and both ends have a RADIO-INS switch.
     
    Overhead Panel (OHP)
    If you love complexity in machines, then you will be in thrall of these early 747s. The OHP is complex, certainly there is no logic or ergonomics on the boards flows to aid in any speed and efficiency of the cockpit work load.
     

     
    There is actually a certain pattern to the layout, mostly the engine controls that go down the board, for Fire (Bottles/Handles), Starting/Ignition in two columns, with an auxiliary panel down the centre column for Emerg Lighting, Intercom and Windshield Wipers. Left panel column has Hydraulics, Yaw Damper, Auto Brake, Anti-Skid... Right Column has Radio Master (Avionics), Stall Warning, Anti-Ice, Probes and Window Heating switches. The Inertial Navigation System (INS) uses three Carousel systems operating in concert for reliability purposes, and they are spread across the upper centre of the OHP. Bottom or the chin of the OHP is the instrument and overhead lighting knobs, External Lighting for Landing, Turnoff - NAVigation, BEACON(s), STROBE, WING and LOGO.
     
    Engineer's Station
    Three man aircrews were normal throughout the 60's and 70's on international flights... Captain, First Officer and the Engineer. The one thing that overwhelms you is that the complexity of the aircraft is with these extensive layout of panels, that showed in it's very raw detail via the Engineer's Station, the unbelievable aspect is that they took all these systems and controls, and then remodeled (or automated) it all for a twin crew operation in the -400, most of what you see here was later hidden and revolutionised for basically the same aircraft with the same capabilities, astounding really when you think about it and the forward progress of automation on aircraft flight decks.
     

     
    Top roof angled Engineer's Panel, and you have a very nice fluorescent panel above the station under an authentic period cover...   Top right is the APU (Auxiliary Power Unit) panel with Start/Bleed switches and "Fire" handle, and below the AUX POWER panel (GPU). Cabin Oxygen and Galley controls, lower is the DC Bus switches. Centre panel is the Air-Conditioning Panel and Packs (this goes on down into the centre section of the station). The four pointer gauges is the Engine Fire Detection Panel, with "Fire Tests" and "Squib Test". Wing LE Overheat (testable) and far right are the engine generators (Main and APU) Annunciator warning panels.
     

     
    First to note that all the four engine readout dials (1/2/3/4) also all go in line right down the left side of the station...  with the Electrical (generator) Bus Panel top, with the Engine Oil Temperatures set below, with the main engine readouts going lower. Moving right along the centre section is the DC/AC Electrical Panel (battery). Next centre is the continuation of the above noted Air-Conditioning Panel and Packs systems with cabin pressure settings...   Next is the N2 (Pressure & Quantity) Panel, with the Undercarriage Brake Temperatures, Anti-Skid and Landing Gear Indicators. Far right centre panel is the Expandable Flight Data Acquisition and Recording System or (EFDARS), and again a panel that can be inputted and tested.
     

     
    The base of the work station has to the left, the continuation of the four engine readout dials (1/2/3/4) in five rows...  N2, Oil Quantity, Oil Temperature, Oil Pressure and bottom the Engine Breather (PSIG). Center lower panel is dominated by the Fuel System, with Fuel Temperature, Fuel Pressure, Pumps, Boost Pumps and Fuel Quantity in four tanks and a centre (CTR) tank... Fuel Used counters are also available...  all the fuel readouts can be in either Pound (lbs) or Metric (Kg).
     

     
    To the right of the base, is a APU HOURMETER, Leading Edge Flap Indicator, Body Steering (Gear) indicators, a Timer/Chrono and bottom is another Total Air Temperature (TAT) gauge.
     
    Far right is the FUEL JETTISON (red) panel...  the panel opens up to access the JETTISON PUMPS, JETTISON VALVES and JETTISON NOZZLE VALVES...  Laid out on the desk is a chart covering; Altitude, Cruise Weight, and Optimum (Speeds)
     

     
    Below the desk far left is a RADIO-Intercom panel and the LIGHTING controls for the Engineer's Station.
     
    It is obvious that a study of all of the above and a learned  interaction is required before flight. Just switching switches and turning knobs will get you into trouble later (except for the lighting knobs)... as with everything, you have to break it down and understand how it all works. You wanted realistic complicated systems in the simulator...  well here they are.
     
    Centre Console
    In context the Boeing 747 Centre Console feels and is more stubby than you would expect.
     

     
    Throttle quadrant is set out up front and the Radio Panel is at the rear. Grungy, Dirty, Worn, Metallic...  the Throttle Quadrant is everything you would want it to be...
     

     
    The assembly is sensational, four throttle levers and four fuel flow switches to cover the four-engined aircraft. The detail and quality of the quadrant is highly realistic...  The Trim wheels (operated by the switch upper left) are also exceptional, with their lit green direction and position indicators. Left are the Stabiliser and Trim Levers, with the Airbrake lever set rearward. Right hand side is the "Click, Clacky" clunky Flaps lever... and towering above are those four double handled throttle levers with their ceramic feel handles, four rear reverse levers are also hidden behind the quadrant... the front engine Fuel Flow levers have three positions "IDLE-RICH-CUTOFF".... perfection!
     
    Rear centre console is top, and each side are the two main VHF/HF Radio panels, with the Autopilot Pitch and Roll knobs centre (Manual PITCH and ROLL wheels are only used for controlling autopilot pitch in turbulence, and they only work when the autopilot is in MAN mode)... Then down each side is the VHF 1 COM, ADF 1 and VHF 2 COM on the left, on the right is the VHF 2 COM and ADF 2 Radio Tuners.
     
    Centred between the tuners is the third INS - Delco Carousel IV-A Inertial Navigation System. Below is the Transponder Panel, A great feature is the full custom intergration of the use of Saso Kiselkov’s Libradio and OpenWXR plugins...   and bottom panel centre is the EPRL Mode (Engine Pressure Ratio Limit) and A/T Mode Selectors...  right lower is the Bendix Radar Radar panel.
     

     
    Rear of the centre console are the Aileron Trim Switches, large Rudder Trim knob (very nice), Warning Horn and Control Stand/Centre FWD Panel lighting knobs...  set into the rear of the console is a very realistic announcement phone.
     
    Internal Lighting
    As expected the internal cockpit lighting is sensational...
     

     
    Captain's, F/O main instruments, centre Engine Instruments, Instrument panel lighting, Centre Console and Overhead Panel all have separate adjustable knobs, the Engineer's Station has five adjustable knobs for gauges and dials, plus that huge fluorescent panel...  you can of course turn down the main under the glareshield lighting for the just perfect instrument approach feel.
     

     
    Storm or the adjustable Dome lighting will light up the cockpit via four roof lights, there are two (adjustable) Map lights above each pilot, and one (Arrowed above left) to light up the Engineers table...  at the rear there is a clickable spot light for the rear jumpseat (arrowed above right). Overall the lighting is simply excellent.
     
    The Cabin lighting is not however as good, as it is far brighter than even a Stanley Kubrick space film... It is extremely bright back here and certainly does not match the comfortable cockpit, and simply way too bright for a 747 cabin...  and externally it does not look realistic either...    less is more here please.
     

     
    External lighting is very good, but there is not a lot of it compared to modern aircraft, for one there is actually no nosewheel taxilight?. There is however the boxed two turnoff lights, outboard and inboard landing lights, great wing lights, navigation (wing/tail) lights, upper and lower beacons and an illuminated tail light.
     

     
    Tablet and Menus
    There are three tablets set on each side by the pilots, and one set on the Engineer's Station. The tablet is both an AviTab and the Aircraft's Menu system.
     

     
    The tablet has ten icon options; AviTab, Load Calculator, Refuel, Payload, INS, GND, Fast Load, Check-Lists, Perform Calc and Options.
     

     
    First icon is the standard AviTab, The AviTab has all the usual AviTab features including Navigraph intergration if you have a subscription, and the free AviTab plugin IS required for it to work.
     

     
    Tablets are static in that you can't rotate the Tablet to a Portrait position. That said they are all positioned well for ease of use.
     
    Load Calculator : Second icon is the "Load Calculator". Here you can set up the Boeing 747-200's Passenger, Cargo and Fuel loads, by using the scroll wheel on your mouse...   Everything can be adjusted to your liking, then all the preset weights are shown lower right in the "Final Results" box...   A super option is that you can use the "Show Loadsheet" (arrowed below) of the aircraft, but better still you can save it as a "TXT" file, that is then saved in the aircraft's root "OUTPUT" folder, and that Loadsheet can then be printed out for in flight use...  "Love it!". 
     

     
    Refuel : Third icon is your refueling/Unload Fuel tab...  Here you can set the amount of fuel you want in the B742, or insert the amount directly from the Loadsheet...   Then you call the (GHD) Tanker to Load in or unload the Fuel, If you can't wait, then there is the option to do an "Instant Refuel".
     

     
    Payload : Fourth icon is your PAX (Passenger) and Cargo Loads...  Here you can BOARD, or DEPLANE your Passengers and Cargo in real time, or again do an Instant "Board - Unload" or "Instant Deplane and Unload". Again you can insert the Pax/Cargo numbers directly from the Loadsheet, but not the other way around (or changing the Payload sheet)?  Selecting BOARD or UNBOARD will bring the (GHD) Stairs to the aircraft.
     

     
    INS : Fifth icon is the INS or Inertial Navigation System details. It notes the current coordinate position, a "Quick Align" option, Clear all Waypoints" and Open Flight Plan (X-Plane Default Flightplan list).
     

     
    GND : Sixth icon is the GND (Ground Service) selection for the already noted GHD vehicles, and the place to open/close the two main and BULK cargo doors.
     

     
    Fast Load : Seventh icon is the "Fast Load" tab. A very quick and simply way to load the aircraft, but importantly here is the aircraft's ZFW (Zero Fuel Weight) and CG (Centre of Gravity) numbers. And you can set the numbers by pressing the "> Write Into
    Sim" line.
     

     
    Check-Lists : Eighth icon is the "Checklist" tab. The Checklists are excellent, highly readable and can be ticked "Checked" off as you go along. Start - Reset - Skip - Check - Prev List  - Next List, controls the menus...  and thankfully both the Pilot and Flight Engineer areas are highlighted (Arrows).
     

     
    Perform Calc : Ninth icon is the Performance Calc (Calculation) tab. You can either load the data set information either by the "Loadsheet" or by the "SIM".  Airport and Weather conditions (or just the Weather), can also be read into the calculator There are two pages for "TAKEOFF PERF" and "LANDING PERF" including the required Stab Trim number for takeoff. Both the Takeoff and Landing Speed Bugs can also be set on the Airspeed Indicator. Notes include: "Stab Trim", "Init Pitch" (best Takeoff pitch in degrees) and Opt (Optimal Climb out Speed).
     

     
    Options : Seventh icon is the Options tab. These are the various options you can use on the Boeing 747-200. They include; Nosewheel Uses, Nav System, UNITS, INS align, INS Source, Sync CPT/FO Gauges, Cockpit sound Volume and External engines Volume
     

     
    Nosewheel Uses - Three options cover the way you steer the 747; TILLER/YAW/ROLL, I have become a huge fan of using the "Roll" function to steer aircraft, as yaw will move the rudder and the nosewheel as one, were as roll will split the rudder from the action, it makes it far easier to keep the aircraft straight on the runway...  it is more fun to use as well.
     
    Nav System : In the Felis 747 you have the choice of two FMS - Inertial Navigation Systems or INS. The FMC or the X-Plane default system...  And both units pop out for use as well...
     

     
    ...   Second INS option is the Delco Carousel IV-A Inertial Navigation System, called CIVA. It is an Inertial navigation system (INS) and a navigation aid that uses a computer, motion sensors  and gyroscopes to continuously calculate via dead reckoning the position, orientation, and velocity  of a the aircraft without the need for external references. CIVA does automatic navigation of up to 9 waypoints.
     
    This CIVA is a custom version for the Boeing 747-200 by Felis, and not being the addon version by Philipp Ringler payware version. To date there is no actual documentation on how to use this custom CIVA, I will add in the details later when available or even do a separate "How to Use" review.
     
    UNITS : Changes all volumes to either Imperial or Metric units
    INS align : REAL or FAST - sets the world setting to align the Inertial navigation system in real time, or instantly.
    INS Source : REAL or Sim GPS - sets the INS source to a Real world setting, or uses the X-Plane GPS settings.
    Sync CPT/FO Gauges : This option synchronises both or all Barometer settings.
    Crew Voices : OFF/ON - The Felis 747 has really great background cockpit voices and intercom sounds, well worth leaving switched on.
    Cockpit sound Volume : Adjusts the cockpit sounds 1.00 to 0.00...  not the usual 100%, but adjusted via the mouse scroll.
    External engines Volume : Adjusts the external engines sounds 1.00 to 0.00...  not the usual 100%, but again adjusted via the mouse scroll.
     
    There is a secondary menu on the X-Plane Menu Bar...
     

     
    This covers two of the Tablet Menus in "Checklister" and "Performance" Calc (Calculator)...
     

     
    ....  but also allows you to hide the Tablets (a very good idea, as they can be quite bright at night)
     

    ____________________
     
    Flying the Boeing 747-200
    There are a few quirks to be aware of, the first is an odd one...  in that the first view (W key) is set from the view of the Flight Engineer's position, mid-way between the seats...   so you have to do a keypad view save to put yourself back into the driving seat, hit the "W" key by mistake and you are always placed in the wrong seat...  very odd.
     

     
    Startup this time is via the APU, Battery ON and start the APU for power. The only way to go quickly through the startup, is actually to go slower through using the Checklist(s)... 
     

     
    ...   The first two checklist pages are however the wrong way around, so you need to start on the PE page, then move back to the earlier Pilot's page once the power is up and running.  The checklists show what needs to checked or switched, but not actually where the items are, hopefully the manual will explain more when it comes, but otherwise I found it actually easy to set the aircraft ready for engine start, and far easier than I thought it would be by running simply down the checklist.
    There is however a huge amount of this "Checking off" to do... and there are loads of areas to test and to make sure everything is working as it should... the system detail in this Felis 747-200 can easily become overwhelming. To note even small things like the Engineer's Station Baro (both of them) has to be adjusted, miss that and the cabin (pressure) settings are wrong?
     

     
    Bleed is another tricky one...  you have to push the bleed air from the APU through to the engines before you start them, but what is the right bleed flow to the right areas? Basically if you set up your bleed valves like this (below, and mostly all closed)...  then you should be good to start the engines.
     

     
     Open the "Start Valve" clip and switch to ARM...   every action should now be acknowledged by a voice (if you have the Crew Voices option switched on) and very good they are...  Boeing 747 engine start sequence is 4-3-2-1, or 4---1 if you only want fewer engines to taxi or for pushback. Notable there are none of those no huge pull knobs like in the -400, as in the -200 it is just an "ENGINE IGNITION" switch that has to be held down until the "Valve" Open" light comes on...  over on the EP then the engines N2 output should start to rise...
     

     
    .... when N2 gets to 20% then you click up the pedestal Fuel Flow lever, and it clicks wonderfully down into place with a satisfiying click. Every action is spoken out as you go along "Start Valve Open", "Engine Four Start" and so on... it is all quite brilliant. It is easy to do the Engine start on the OHP, then move to the FE panel, then at 20% turn around and switch on the Fuel Flow, as you will need to see that N2 counter that is not present on the main instrument panel.
     

     
    As each engine powers up then the sounds come in...   it is quite quiet on the flight deck, but the startup and running sounds are excellent externally (engines sounds are by Turbine Sound Studios). Not as loud as the 60's vocal engines, these bypass engines are much more quieter than those old pure jet engines of a decade ago, and ushered in a new era of less noise around airports, but you might have to adust the % to get the right external sound feel.
     
    Now with the engines running you have configure all the systems on the FE Panel, Electrical - left, Packs - Centre, Hydraulics - right and Air-Conditioning Panel - top. It is a bit like a "wack a mole", with any really brown lit warning "Press" light... it is then targeted and extinguished, Green is good.
     

     
    Pressing some switches, makes other dials come alive, slowly but surely this massive B747 comes to life.  the detail is amazing...  drop the flaps (5º) and the FE board now comes to life, as you see the hydraulic pressure being diverted, and the flap extension is shown on the FE display...
     

     
    ...   the 747 now feels so alive!
     
    Notes include the Takeoff Trim and the green band shows you your safe zone for the T/OFF Trim to be correct...  here it is set to centre, and not to the correct takeoff setting...
     

     
    ...  and there are the three  A/T MODES, of EPR - MACH - SPEED and selector EPRL (Engine Pressure Ratio Limit) and it all works with the thrust setting knob in TOD - CON - CLB - CRZ and GA modes, Also note the two Flight Directors on the glareshield for each pilot.
     

     
    The announcement and intercom system is excellent, press a button for an announcement, but with some you can't hear it in the cockpit, but very well in the cabin...  very authentic. The Crew will also call you in the cockpit and the "Call" light will come on... to interrupt any announcements (or kill it), just hit the FLT INT button, overall it is a really great and realistic system.
     

    _________
     
    Engines running and your now gulping down A1 like no tomorrow, so you can't sit here messing around...  Flaps to takeoff 5º and those lovely Kruger leading edges unfurl...  sounds are brilliant as they whine out separately, very, very realistic...  the B742 is finally coming alive...
     

     
    It is very important to now to set the A/T EPR Mode to ON, rear pedestal... if not when you want to activate the Sperry Autothrust, it won't work unless you set the selection beforehand and the TOD first selection know as "Take Off Dry"... 
     
    You forget on how high you actually sit in a 747 cockpit, it is at between 7.56 to 7.90m above the ground, so the view is commanding, but you have to adjust your thinking in the way you move the aircraft around on the ground, and remember the huge bulk of machine behind you as well.
     

     
    Tricky is using the Parking Brake...  you have to not only to release the Braking Brake switch, but also tip both rudder pedals together (or use the (Standard) brake to finally release the brakes, if not the big 747 will stay quite solid...  when release the voice will note that the "Park Brake" is off...
     

     
    ...  this is also a good time to check the aerodynamic surfaces indicator (Elevators/Rudders/Ailerons/Spoilers) and via the Yoke and rudder movement, as the Hydraulic Brake Pressure gauge is set below. Three choice TILLER/YAW/ROLL actions are great, as noted I use the "Roll" function to steer aircraft as my preference, but the hands on Tiller option is also very good.
     
    Take-Off Trim is set a 4.5º, and very nose down in the lower forward green zone (important), the "Stab Trim" unit is noted on the tablet Performance Calc page as noted, and then the speed bugs are now also set.
     

     
    Everything set, and it is time to push all four of those magnificent throttles slightly forward...  and the huge bulk of the 747 starts to move...  you certainly feel the size and weight with the amount of power on the throttle forward position required to move the aircraft.
     

     
    "Hey... outta my way, I am so much bigger than you!" You trundle along and everything feels so right with this huge Boeing...
     

     
    It is important for takeoff that the (Three) Air-Conditioning Packs are now closed (for more power), but you have to switch them off slowly, or space the closing of each valve by one at a time. OHP requires the ANTI-SKID and BODY GR STRG switches to takeoff.
     

     

     
    ....  the feel and everything is just SO right...  this is such a real 747 experience. Another Speedbird aircraft is lining up ready to go onto Barcelona's Rwy 07L, decades and 50 years apart, but both aircraft are doing the same route and service BCN-LHR.
     

     
    Onto Rwy 07L and you are partly nervous, okay a lot nervous...  this is a BIG aircraft, complex and unforgiving. 
     
    Power up to move the giant forwards, and that familiar thunder powers away in the background...  747's have a very distinctive feel, certainly on takeoff and the initial climb out. Those Kruger leading edge flaps are like barn doors in the air. So you have to find a balance between the heavy Kruger drag (even at only a º5 Flap) and the power available...  On a -200 unlike the -400, you have far, far less thrust available, and the trick is to not rotate too high on rotation and slowly...  if at near TOW (812000 lbs) with a lot of fuel, then you can be eyeballing the fence before grabbing the air, here at a far less TOW (554514 lbs) weight, so it is not as much an issue.
     

     
    Once moving...  you switch on the EPR (TOD)...   this will automatically set the correct thrust and speed required for takeoff, the EPR mode light comes on the A/T display... Speed and Mach will not work as the TOD setting only holds the take-off power %. My takeoff speed is set a little higher at 189 knts, but most pilots set it at the rotate speed.
     

     
    V1, Vr then V2 +10 (164 knts) you feel the stick back and the huge 747 bites into the air. Once "Positive Climb" is called you make sure your speed is slowly climbing upwards, and you change your forward speed more to say around 235 knts.
     

     

     
    You are extremely aware of your pitch and speed on the sharp turn out of Barcelona, of which you watch both like an eagle, once in clear air you can retract the (Kruger) Flaps, and be careful of the extreme speed acceleration, as with the drag disappearing the B742 will accelerate quickly...  Rate of Climb can be 2,000 fpm, but that really depends on the weight...  if heavier then around 1,800 fpm is the best and 1,500 fpm if really very heavy... and clean the B742 is a very fast aircraft, around 250 knts is the usual lower altitude speed.
     
    The EPR is now switched to CLB (Climb) mode and you can now adjust the V/S...  a note that in other EPR settings you can get a A/T disconnect when using the V/S (or non-movement of the V/S wheel), so it is VERY important you do have the correct EPRL selection selected, so a serious study has to be done to understand the array of A/T Modes and on what each EPRL mode does or what it can allow you to do on the Sperry A/T facia...  confusing?
     
    Yes very and certainly in those very, very extreme high workload areas of takeoff and landing...  The system is known as the "Full Flight Regime Auto-Throttle System" (FFRATS), as the earlier B747's only had just a more basic IAS System and the FFRATS is very well modeled here by Felis.
     

     
    ...  once in a level flight you can switch back on the AIR-CON PACKS (All three in sequence), and turn off the ANTI-SKID and BODY GR STRG switches on the OHP and the passenger "seat belt/smoking" signs. Now you need to control of the speed, so the A/T Mode is set to SPEED - CON (Continuous) and now the throttles will follow the set speed.
     

     
    Select your AUTO PILOT ENGAGE (Command) left or right, but not both) and set to either HDG (Heading) or VOR LOC (VOR-LOCK) if using a VOR radial. To connect into your flight plan (CIVA or FMS), you switch on the INS switch for both pilots, situated far left/right of the glaresheid (RADIO-INS switches between your RADIO frequency or FMS-INS system) and turn the lower selection switch to INS, in most cases you would have to do a DIR-TO edit on the FMS to get the current waypoint selection...  here you are to a point flying blind as these early 742s don't have a navigation display to show you your route? there is no helper pop-out panel either.
     
                        
     
    With the hard turns done on the BCN NATPI 1N Departure, it is time to climb to altitude...  again the decision is based on weight, a heavy TOW will mean a lower altitude, then a stepping up to your cruise altitude (after burning off some fuel/weight), or like here in going straight up to FL 360 (36,000ft) with that now set with ALT SEL (to hold the altitude when acquired). Back to EPR and and select IAS, this will climb the aircraft at the best vertical speed, and hold your current speed at the same time...  however I found the aircraft hunted badly between holding the speed and the vertical speed, but you can also use the V/S selection under CLB (Climb), but remember to adjust the climb power as you lose A/T control, and I found that far more smoother and I felt more in control with the V/S choice. (note this is a beta, and the IAS climb aspect may be refined in the release version)
     

     
    There are a few considerations with Felis's Boeing 747-200...  as noted the cockpit workload is horrendous, and you can't hide that fact, as you are a single entity doing the work of three people in the cockpit, the checklists really help, and hand created flow charts really help as well...  but it is not easy?
     
    Framerate is also quite high, with xEnviro switched on I was down in the middle/low 20's of framerate, and it is not a nice place to be, so if you have a weak computer you will certainly struggle, there is a lot of bulk and complex systems working here, and it shows on the Plugin Admin Performance charts (I as again will note this version is a beta I am flying... so the release version may be more refined, but I doubt it).
     

     
    The Boeing 747 is not called the "Queen of the Skies" for nothing...  it is a magnificent aircraft in the air. Sounds are very good, but the cockpit far removed form the engine sources and so it is generally quiet sitting up front...   The 747 is a long distance performer, and the aircraft is in it's total element in this aspect.
     
    One area you don't want to get yourself into is when you get a nasty pitch, it is a nasty 747 trait. So if you see a severe nose up position, you pull the power back and get the nose down and quickly, as you can't power your way out of it, and as in most cases you will lose the aircraft... so use the eagle eye consistently on climbing to watch that speed above everything else, always keep the 747 level, smooth and fast with no sudden rises in the pitch.
     

     
    A total of 393 of the 747-200 versions had been built when production ended in 1991. Of these, 225 were -200B, 73 were -200F, 13 were -200C, 78 were -200M, and 4 were military. Remember the two VC-25As "Air Force One" aircraft are also based on the -200 version.
     
    Performance: Max Speed is 939 km/h (507 kn), but Economy Speed is usually around 907 km/h (490 kn) or around M.85. Range is 6,560 nmi - 12,150 km[c], most will think the -200 can fly the distances like the -400, but the later aircraft's range was quite more substantial at 7,730 nmi - 14,320 km(c)...  The differences were shown in the earlier -200 flights to the later -400 flights from Australia to Europe, the -400 would stopover only in Singapore to refuel (I once did an epic Narita (Toyko) to Heathrow (London) service, but the average Australia to Europe -200 service was Australia - Singapore - Bahrain - Europe, so that extra fuel stop back then was always required.
     
    This BCN to LHR is only 707.09 mi (1,137.96 km) so I am not really pushing the aircraft's performance envelope in this review...   notable is that there is no MACH conversion on the Sperry or the Speed Instrument, so it is quite hard to home in on the exact .M speed.
     
    So once at altitude (make sure you "Hold" the altitude by selecting "ALT HOLD), you can then hold the .M (Mach) as well...  you can't actually select a mach speed, so you have to adjust the speed to the .M you want (.840) then select the A/T Mode "MACH" and the CRZ setting to "HOLD" it at that speed (only the IAS speed can be actually changed and selected in the SPEED mode).
     

     
    You feel the weight of the aircraft as you descend as well. You also have to make the decision to go down as well as there are no NAV MAP markers or TOD helpers, it all has to be done via your own maths heightxspeed to distance. As the immense Boeing falls the speed will rise considerably so you have to control that aspect also, mostly by using the airbrakes...  2,000 fpm is about right, descend any faster and you will struggle to control the speed...  after a few flights though and I was able to descend without using the airbrakes, while still keeping control of the descent speed.
     

     
    The Tablet supplies all the "Landing Perf" preferences for (F) Flap positions, landing distances and speeds... the speed bugs can also now be set ready for landing as well, no need to shut off the Air-Conditioning Packs on landing, but the ANTI-SKID and BODY GR STRG switches still need to reactivated.
     

     

     
    Heading into the landing circuit for EGLL Rwy 25L, I reduce the speed (185 knts) and extend the flaps 10º, the buffeting starts and so does the drag again, but the B742 is very stable...  going back a decade and the differences to the earlier XPFW B747 is huge, but the same 747 feel still shines through over the age.
     
    LHR is directly ahead, but then sitting over my right shoulder as I turn to BIG VOR (Biggin Hill) at OCK (Ockham)...
     

     
    ...  I am using the ROXOG 1H chart, but the 25º approaches are always messy to avoid the built up areas of London.
     

     
    ON the final turn into 25L at NEKSA (waypoint) I drop the gear with a "thud, thud, thud, thud", I can't see the engineers panel, but I do get the three "Gear Down" okay lights on the panel... take a chance to marvel at the detail of the gear, with the outers hanging backwards ready for an early touch. Still tons of work to do...  as I turn into 25L I select the ILS and switch back the RADIO-INS switches (both sides) to connect into the glideslope. Coming quickly into the Glideslope my speed is perfect (as noted by the FAST-SLOW indicator) and so I switch on the auto- LAND.
     

     
    On finals the full triple slotted flap system is revealed...  triple slotted flaps extend downward and rearward away from the wing in three sections. The trailing edge of one section forms a duct with the leading edge of the section behind it to force air down and over the top of the flap, also known as "Fowler flaps", which increase the area of your wing by extending out on rails or tracks, and the 747 takes the extended Fowler flap idea to the extreme...
     

     

     
    ...  the classic 747 "Bird of Prey" look with those huge talons hanging below as you are now slow at a 152 knts and swooping into the airport.
     
    Initial Buffet Speed is around 100 knts, after that you stall and fall out of the air. I will admit to using the SPEED A/T on the final, I have landed with the A/T off and manually bringing the aircraft in, but using the SPEED does help with the workload, and if you get your manual thrust position wrong (even slightly), the 747 will easily float and not flare correctly, again it needs practise and skill to get the flare right.
     
    "If you are not nervous at this critical point, then you will still get ending up with that frighting feeling soon"
     

     
    Over half a century this was a familiar image of a BOAC/British Airways 747 arriving at Heathrow...  sadly it will be so no more.
     

     
    But in X-Plane and with Felis's marvel, you can keep the flag flying a bit longer...  the outers touch first, then the inners and the runway is now again holding the aircraft, the power comes down and so does the nose, quickly you pull the reverser handles to unleash the reverse thrust, and very effective the reverse power is as well, as is the AUTO-BRAKE OHP...  sitting this high, your down, but it still looks like you are still flying way above the runway!
     

     
    Reverse engine thrust noise is excellent, as are all the sounds here, the airbrakes also pop-up on touch, but I will admit, that setting the "Armed" position is very ambiguous, sometimes the airbrakes act, and sometimes they don't, the lever needs a more of a "thunk" and "chunk" feel to know they are armed correctly?
     

     

     
    Speed rubs off very effectively, and you only need a light touch of the brakes to slow down, the really slow landing speed of around 150 knts really helps in this aspect. Suddenly the 747 again feels as big as it is, as you taxi into the older Terminal Two complex...   it was home to BOAC after all, and a newer British Airways -400 crosses your path, that is how big a 747 is on the outside.
     

     
    My bay is 325, and the 747-200 is a (very) tight fit... external power via the EP, and engine shutdown...  and thankfully the thirsty fuel counters will finally stop revolving, Greta Thunberg will now be more happy with you...
     

     
    ...  now you can watch (very slowly) as your aircraft deplanes, love that, but it takes a lot of time to do so in real time.
     
    Complex, heavy workload, loads of checklists, powerful, demanding... Felis's magnificent Boeing 747-200 is everything and more!
     

     
    Liveries
    There is a HUGE selection of liveries for this Felis Boeing 747, as there is an army of painters creating pretty well every livery you could think of, with a smatter of the Classics and late 80's and even some modern liveries...   Download quality can be quite variable as some like the KLM (In three states of wear) are simply excellent, but I saw some with some very poor lines and very average texture detail...  but most presented are simply excellent.
    These are the default liveries provided in the package; Aerolíneas Argentinas - LV-MLO, Avianca HK-200e, Japan Air Lines JA8113, KLM - PH-BUE, Korean Air Lines 80's, Pan Am Old - N728PA, Qantas - VH-EBL, SAA - ZS-SAM, TWA N304TW, United Airlines N160UA and Virgin Atlantic - G-VOYG...   there is a blank livery and a paintkit available.
     

     
    The selections available are really quite wide, and should really cover everyone's taste and requirements, a few are noted here are my personal favorites; Qantas 82 (Brilliant), Scandinavian Airlines System (SAS), BOAC, British Airlines Landor, TAP, Aer Lingus, Cathay Pacific (Spirit) and City of Everett, notable is that the launch livery for the Boeing 747 was for the -100 model, but it looks brilliant on the -200!
     

    ___________________
     
    Summary
    If one aircraft is worthy of the title of "Classic" it is the Boeing 747-200 Series. Not only in the significance of the way the aircraft literally  changed aviation, but pretty much in every aspect of the modern world we fly in today, the significance of also being a GOAT or the "Greatest of all Time" is also a timely reminder of the changes in the world since the aircraft's debut in the early seventies, and more so after the debacle of the earlier Boeing 747-100's introduction.
     
    Felis Planes aircraft have been usually very Russian in context, like his last release of the Tu-154M and also an AN-24 and Yak 40, so a big and significant aircraft such as this Boeing 747-200, is a very brash departure for him.
     
    This is a project that can not to be taken lightly. These where the "on the cusp" aircraft between the older clockwork and valve style aircraft to the glass electronic/ECAM cockpits of today, and they are seriously complex machines...  probably the most complex airliners ever created with their three person crews and the myriad of exposed systems. You have to admire any developer who wants to take them on and deliver these labyrinthine monsters in code, and that is also all for you to work out and understand... the workload in these aircraft is simply staggering, as to note as you are only one person entity, doing the flying for three people.
     
    What is delivered here is an outstanding simulation. Modeling wise it is complete and excellent, and even overwhelming in it's delivery of a fully functioning 70's aircraft cockpit with the classic JT9D-7 engines and excellent fully modeled quad landing gear bogies. Fully completed cabins of three classes also delivers that early classic 747 experience. Both AviTab and the JARDesign GHD (Ground Handling Deluxe) plugins are used, with excellent interactive tablet tools and those invaluable checklists, notable is both the standard X-Plane FMS system and a custom three place CIVA INS (Delco Carousel IV-A Inertial Navigation System) are also installed as is Saso Kiselkov’s Libradio and OpenWXR plugins. Overall brilliance can be seen everywhere you look, period systems, excellent lighting, active switchgear and most of all that classic 747 feel and quality.
     
    Notable is that there is a lot going on here, so framerate on the size of the model and it's complexity can be hard on light computers. The cabins are a bit plain and very, very over-bright (so work is still needed there), and currently the main cabin doors don't open (the three cargo doors do), but Felis notes that updates will follow quickly and soon...  a save between flights would be a really nice option as there is a lot to reset every time before a new flight.
     
    Certainly not an aircraft for the uninitiated, and even the pro's will need a lot of time to work through the complex procedures and the special distinctive 747 flying behaviors... certainly the Felis 747 delivers a massive reward for the ones that dedicate themselves to the machine, and you could even float the idea that the aircraft is a new era step up in complexity for not only the X-Plane Simulator, but for simulation as a whole... a big statement... but then this is a massive aircraft, a totally overwhelming aircraft, but an incredible amazing simulation...  Highly regarded and recommended.
    ___________________
     

     
    Yes! the Boeing 747-200 Classic by Felis Planes is now available from the X-Plane.Org Store here :
     
    Boeing 747-200 Classic
    Price is US$70.00
     
    Features Accurate systems: electric system with all its buses and current calculations fuel system, that requires proper fuel management fire detection system with dual loop sensors 4 channel system pneumatic system with actual pressure calculations custom pressurization and air-conditioning system fully custom autopilot with autoland function autothrottle system separate from the autopilot with EPR limiting system radios are powered by Totoriko's libradio and openWXR plugins, fully integrated into aircraft's systems FMOD sounds (engines sounds by TSS) crew voices Detailed modeling: fully modeled exterior with lots of accurate animations passenger cabin highly detailed cockpit with each button, switch and knob functional historic liveries of the most known airlines, ever used 747-200 PBR textures Electronic Flight Bag: fuel and load calculators refueling and load managers ground service controls INS helper to align and manage flightplans performance calculator automatic checklists Fully custom Delco Carousel IV-A Inertial Navigation System (CIVA INS) 3 CDU units works separately  triple-mix mode REMOTE function to populate waypoints and DME info single and dual DME update function fully integrated into aircraft system, no separate plugins required Upcoming features: VR support Shared Flight and SmartCopilot profiles LTN-92 nav system custom failures more details and animations in cabin  
    Requirements
    X-Plane 11 Windows, Mac or Linux 4 GB VRAM Minimum - 8 GB+ VRAM Recommended Download Size: 1.1 GB Current and Review version : 1.0 (September 16th 2021)   The AviTab Plugin is required for this aircraft Ground Handling Deluxe Plugin by JARDesign is highly recommended   Installation and documents:
    Download is 1.06Gb. Installation size in your Aircraft folder is 1.78Gb. (with the set of custom twelve liveries installed)
      Documents Felis_747_Autopilot.pdf Normal_Procedures.pdf INS.pdf 747_Cockpit.pdf It is highly recommended to read all the documents before flying the B742 aircraft, it's systems are complicated and require study to understand the procedures before using
     
    Most of the liveries in production or completed can be found and downloaded here...   742 Liveries (Google Drive) _____________________
      Aircraft Review by Stephen Dutton
    17th September 2021
    Copyright©2021: X-Plane Reviews
     
    Review System Specifications: 
    Computer System: Windows  - Intel Core i7 6700K CPU 4.00GHz / 64bit -32 Gb single 1067 Mhz DDR4 2133 - ASUS GeForce GTX 1080 8Gb - Samsung Evo 1TB SSD - Sound : Yamaha Speakers YST-M200SP
    Software:   - Windows 10 - X-Plane 11.55
    Plugins: Global SFD plugin US$30.00 : Environment Engine by xEnviro US$69.90 : RK Apps XPRealistic v2 - US$34.99 : Ground Handling Deluxe Plugin by JARDesign US$14.95 (recommended)
    Scenery or Aircraft
    - LEBL - Barcelona XP by Aerosoft (X-Plane.OrgStore) - US$27.99
    - EGLL - Airport London-Heathrow by Aerosoft (X-Plane.OrgStore) - US$29.99
     
    (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 Dominic Smith in Scenery Review: EGCC - Manchester International Airport by Taimodels   
    Scenery Review: EGCC - Manchester International Airport by Taimodels
     
    By DrishalMAC2
     
    Introduction
    Manchester Airport, located in Ringway, Manchester, England, is approximately nine miles south-west of the city centre. As of 2019, it stood as the third busiest airport in the United Kingdom by passenger numbers, and notably, the busiest outside of London. Boasting two parallel runways each measuring 3,048 meters (10,000 feet), the airport is well-equipped with an extensive array of over a hundred aircraft stands. It features three passenger terminals alongside a cargo terminal, establishing itself as a crucial hub for both domestic and international flights. Over the years, Manchester Airport has transitioned from a modest regional airfield, to one of the UK's premier aviation gateways.

    This latest release from TaiModels is said to incorporate state-of-the-art features that significantly enhance both the visual and functional aspects of the airport, whilst promising at the same time, unmatched performance. Let's embark on a journey to the North West of England and evaluate how this scenery stands up.
     

     
    Installation
    The download package for this scenery is quite substantial, with a zipped file size of 1.9GB and an unzipped size of 3.88GB. This is notably larger compared to TaiModels' ENGM or EGLL sceneries. The reason behind this size is the extensive detail included in the package. To install, you should first unzip the file and then transfer the airport and mesh files into your X-Plane Custom Scenery folder. It might be necessary to tweak your scenery_packs.ini file to ensure the mesh file sits below the airport entry. However, I found that the naming convention used by TaiModels meant the scenery worked seamlessly right after installation. Also, part of the download is a folder labelled “OPTION,” which offers the choice of a flattened airport version. Opting for this version removes the underground tunnel, a feature that is particularly recommended for those not using the custom mesh file.
     
    Ortho4XP Patch
    The scenery package includes highly detailed Zoom-Level (ZL) 21 Ortho imagery for the vicinity of the airport. However, for those who prefer to use their personalized ortho imagery across the entire tile, traditionally, the custom mesh could complicate this due to potential visual discrepancies. Thankfully, the included manual offers a solution through a link to an ortho patch file. This patch enables the creation of an Ortho4XP tile that incorporates the custom mesh with your own Ortho4XP imagery. The instructions provided are straightforward, making the integration process relatively simple. Having used this patch to generate an Ortho4XP tile myself, I can attest to its effectiveness in blending the airport seamlessly with comprehensive ortho coverage, all the while maintaining the integrity of the custom mesh. However, for the purpose of this written review, all screenshots will show the scenery in its standard form. 
     

     
    Documentation
    The PDF documentation accompanying this scenery package is concise yet sufficiently clear and straightforward. It covers essential installation instructions for the scenery itself and the required SAM library, also including the previously mentioned link to the Ortho4XP patch. Despite being brief, its clarity ensures users can follow the necessary steps without confusion. However, it's worth noting the absence of airport charts or detailed information about the airport, which I feel represents a missed opportunity. 
     

     
    Aerial Perspective
    TaiModels' rendition of Manchester Airport includes comprehensive coverage of ortho imagery, extending just beyond the airport's boundaries. This level of detail is a significant improvement over many other payware scenery packages I have experienced of late. The imagery is of high quality and integrates seamlessly with personal Ortho4XP tiles generated for the area. 
     



     
    Runway & Taxiway Texture Quality
    Descending closer to ground level, the precision of the runway's Physically Based Rendering (PBR) textures becomes apparent. These textures, which include a variety of asphalt and concrete types, are particularly detailed with signs of wear, such as tire marks, cracks, and oil or fuel stains. The developer's careful placement of varied texture types works well and significantly enhances the realism of the airport's surfaces. 
     



     
    Signage & Foliage
    The airport and its taxiways are enhanced with a generous amount of 3D grass, which not only heightens the visual appeal with its careful placement but also impresses with its performance. Quite often, the overuse of grass can detract from its performance; however, this scenery manages to maintain high frame rates at most times of the day, at least on my system. The taxiway signs are rendered with high-quality textures, maintaining their clarity even when viewed up close, a noticeable improvement over the default signs provided by Laminar Research. Additionally, the accuracy and sharpness of the taxiway ground textures are commendable, with a detailed comparison to Google Maps validating their placement. Notably, the inclusion of playful elements like the "I Love MCR" slogan on the apron adds a touch of authenticity and character.
     


     
    Airport Buildings
    Venturing beyond the runways and taxiways reveals various areas of interest, including a children’s play area, a fire practice zone equipped with a mock-up aircraft, and several other noteworthy buildings. 
     


     
    The parking facilities, which include both ground-level lots and intricately modelled 3D multi-story car parks, are populated with numerous 3D modelled vehicles. This attention to detail, avoiding the use of 2D flat vehicle textures, significantly enhances the realism and immersion of the scenery. Adjacent to the main terminal buildings, the Ibis, Holiday Inn, Radisson Blu, and Crowne Plaza hotels are depicted with a high level of detail and accuracy.
     



     
    The inclusion of the airport’s railway station, aptly named "The Station," illustrates the benefits of the custom mesh. The station, like the previously mentioned hotels, is also modelled to a high standard, enriching the airport's overall authenticity without over embellishment. 
     

     
    Terminal Buildings 
    The terminal buildings at Manchester Airport, comprising Terminals 1, 2, and 3, are interconnected through a combination of the Skylink and a covered walkway. TaiModels has created a wonderful recreation of all three terminals, blending exceptional 3D modelling with attention to detail. The inclusion of large glass sections and intricately modelled features like AC vents and railings highlights their commitment to realism. All three terminals are further enhanced by PBR texturing, although their placement on a relatively low-resolution ortho tile might be seen as a minor drawback when viewed up close. While accurate, one could argue that custom ground textures might have offered an aesthetic upgrade, albeit potentially at the expense of geographical accuracy.
     

     
    Terminal 1
    Catering to airlines operating both scheduled and charter flights to European and other international destinations, Terminal 1 stands as the airport's second largest. Inaugurated in 1962 by Prince Philip, Duke of Edinburgh, it serves as a base for easyJet, among others.
     

     
    Terminal 2
    Opened in 1993, Terminal 2 is utilised by a diverse group of airlines for charter and scheduled services to numerous destinations across Europe and globally.
     



     
    Terminal 3
    Inaugurated in 1989 by Diana, Princess of Wales, Terminal 3 initially served as a domestic hub before its expansion and rebranding in May 1998. It has undergone several name changes prior to its current designation.
     



     
    World Freight Terminal
    The World Freight Terminal, operational since 1986, caters to cargo flights and cargo transported on passenger services. This area is equipped with large warehouses, pallets, and trucks, and one can envisage its bustling activity, especially during peak times like Christmas, mirroring the vibrancy of the passenger terminals.
     


     
    Terminal Interiors 
    The interior designs of all three terminals at Manchester Airport have been thoughtfully included, with Terminal 1 presenting the least detail. Despite this, the level of detail in Terminal 1 remains commendable and is appreciable even from the exterior. Terminals 2 and 3, on the other hand, boast significantly more detailed interiors across larger areas, offering visually pleasing environments. The modelling across these terminals strikes a careful balance, offering a reasonable amount of detail without venturing into excessive complexity that could potentially impair performance in terms of frame rates.

    One notable area for potential improvement would be the inclusion of 3D people models. Despite this omission, the overall execution of the terminal interiors is impressive, with careful attention to maintaining a balance between detail and performance, ensuring that the visual appeal does not come at the expense of usability.
     



     
    Hangars & Maintenance Facilities 
    Exploring beyond the passenger terminals of Manchester Airport reveals a variety of hangars and maintenance facilities. These include hangars initially designated for Thomas Cook, which, following the airline's cessation of operations, should technically be referred to as "STS" hangars. Additionally, facilities for Air Livery, Jet2.com, and other maintenance services are present. A noteworthy highlight is the presence of vintage aircraft on static display, such as the Nimrod and VC10, which add a historical dimension to the airport's modern infrastructure.
     



     
    Ground Clutter & Animated Features
    The scenery includes animated baggage carts, pushback trucks, and a variety of other vehicles typical of a bustling international airport. The random assortment of vehicles and equipment at each gate effectively avoids a repetitive "copy and paste" appearance, contributing to a dynamic and authentic environment. When combined with third-party add-ons like Traffic Global, the airport's atmosphere is significantly enriched, mirroring the lively ambiance of a real-world airport. The integration of the SAM plugin for jetways and the implementation of a Visual Docking Guidance System (VDGS) at selected gates, further increases the realism. 
     



     
    Night lighting
    The custom night lighting employed at Manchester Airport is well-executed, ensuring that the main runways, taxiway lights, and gates are adequately illuminated for operations after dark. The lighting effectively enhances visibility, contributing to a realistic night-time flying experience. 
     


     
    The illumination of all three terminals, alongside the expansive array of maintenance buildings and hangars, contributes significantly to the scenery, introducing an additional layer of realism that enhances the visual appeal and atmospheric depth, especially during evening and nighttime scenarios.
     


     
    Performance
    Given the intricate level of detail incorporated into many parts of this scenery by TaiModels, the performance it delivers is exceptionally high. In my personal testing, I noticed only a slight reduction in frames per second (FPS) when operating larger widebody aircraft, a factor more attributable to the aircraft model and my computer's specifications than to the scenery itself. This indicates that the developers have invested significant effort in optimising the scenery for a broad range of PC capabilities, ensuring smooth and stutter-free performance across different aircraft types.

    The performance is even more remarkable when flying lighter General Aviation (GA) aircraft, such as the default Cessna 172. In these cases, I experienced no FPS drops at all, suggesting an optimisation level that surpasses even the default Manchester Airport scenery, resulting in improved FPS. This level of optimisation is a testament to TaiModels' commitment to delivering high-quality scenery that enhances the experience without compromising on performance, making it accessible to users with varying hardware setups.
     

     
    Issues / Improvements
    TaiModels' Manchester Airport impresses with its stunning visuals, yet like all sceneries, it's not without minor issues. Notably, without the ortho patch and elevation fixes, users might see a black texture on the airport's north side, a problem solved by applying these fixes. Additionally, the lack of people in the terminals and the outdated reference to the Thomas Cook hangar, which should now be labeled as "STS" following the airline's closure, slightly reduces the scenery's authenticity. Moreover, the documentation could be richer, including airport charts and a historical overview for direct access, enhancing the package's value. Despite these minor issues, it's clear that TaiModels has invested considerable effort into creating an immersive experience, and with their track record of updates, there's every reason to believe these areas will see enhancement in future versions.
     


    Conclusion
    In summing up, TaiModels' rendition of EGCC Manchester Airport is a fantastic package that offers exceptional value for both X-Plane 12 and 11 users. This scenery excels in delivering a highly immersive experience, underpinned by robust visuals and performance that together, create a compelling virtual environment. While the package does include minor issues as mentioned previously, these elements do not mar the overall excellence of the scenery. Instead, they highlight areas for enhancement in subsequent updates, suggesting a pathway towards an even more refined and lifelike representation of Manchester Airport. 

    For those ready to embark on their next virtual journey, TaiModels' Manchester Airport offers a compelling starting point, one which is poised to enrich any X-Plane user's experience with its detailed realism and immersive environment.
     
    ________________________
     
     
     
    ________________________
     
     

     
    EGCC- Manchester Int'l Airport by TaiModels is now available from the X-Plane.Org Store here:
     
    EGCC- Manchester Int'l Airport
    Priced at $27.00
     
    Features
    Hyper-Detailed models SAM amination jetways High quality PBR textures on objects and ground for superb reflections High performance Completed autogen around the airport Ground traffic plugins (car and truck) Compatible with XP11 and XP12 - Both versions included Includes weather texture in X-Plane 12 Requirements
    X-Plane 12 or X-Plane 11 - Both Versions Included
    Windows, Mac, or Linux
    8 GB VRAM Minimum 
    Download Size: 2 GB
    __________________________________
     
    Scenery Review by DrishalMAC2
    16th February 2024
    Copyright©2024: X-Plane Reviews
     
    (Disclaimer. All images and text in this review are the work and property of X-PlaneReviews, no sharing or copying of the content is allowed without consent from the author as per copyright conditions).
     

     
     
  11. Thanks
    Kiwiflyer reacted to Stephen in Aircraft Review : JRX Design Bell 407 v1.30 for X-Plane 11 and 12   
    Aircraft Review : JRX Design Bell 407 v1.30 for X-Plane 11 and 12  
     
    A derivative of the Bell 206L-4 LongRanger, Bell 407 is a four-blade, single-engine, civil utility helicopter that uses the four-blade, soft-in-plane design rotor with the composite hub developed for the United States Army's OH-58D Kiowa Warrior, instead of the two-blade, semi-rigid, teetering rotor of the 206L-4. So the breed line is from the famous "Jetranger", but the 407 is the far bigger and powerful relation to the family.
     
    The Bell 407's fuselage is 8 inches (20 cm) wider, increasing internal cabin space, and includes 35% larger main cabin windows. The more powerful Rolls-Royce/Allison 250-C47 turboshaft allows an increase in Maximum Takeoff Weight and improves performance at hotter temperatures and/or higher altitudes. The helicopter has standard seating for two crew and five cabin seats.
     

     
    In 1993, Bell began the development of the New Light Aircraft as a replacement for its Model 206 series. The program resulted in the 407, a development of Bell's LongRanger. A 206L-3 LongRanger was modified to serve as the 407 demonstrator. The demonstrator used hardware for the 407 and added molded fairings to represent the 407's wider fuselage then under development.
     
    The demonstrator was first flown in 1994, and the 407 program and was publicly announced at the Heli-Expo in Las Vegas, Nevada, in January 1995. The first 407 prototype (C-GFOS) then accomplished its maiden flight on June 29, 1995, and the second prototype (C-FORS) followed on July 13, 1995. After a short development program, the first production 407 (C-FWQY/N407BT) flew on November 10, 1995. Since then almost 1500+ aircraft have been built.
     
    In 2021, only three years ago JRX Design started in the X-Plane Simulator with the dual SA 341B and SA 342J Gazelle, then their next release was the Messerschmitt-Bölkow-Blohm Bo 105 DBS-4, a big name, but also a lot of helicopter, which was updated only 12 months ago to X-Plane 12. All sensational and quality designs.
    This is JRX's latest release with the Bell 407. Notable is that the release(s) are separate for both the X-Plane 12 version or the X-Plane 11 version, as they are not packaged together here. We will of course focus on the XP12 version for the review, in details the X-Plane 11 is identical, but missing the X-Plane 12 dynamic features.
     
    This is not the first Bell 407 for X-Plane. That was the excellent Bell 407 from Dreamfoil Creations, a standard bearer for it's time with a huge feature list and flying dynamics. Currently still only X-Plane 11, but with the release of the terrific Schweizer S300CB, it noted the developer was back in a big way, and he notes that the Bell 407 (and the AS350 B3+) are now being developed for X-Plane 12, expect in a few months.
     
    So that obviously sets up a quandary, which would be the best B407 to buy? A hard one even for me, as both as we shall see are very highly quality developed machines. The B407 from JRX is available now and for X-Plane 12, but the Dreamfoil 407 will have a bigger feature list and personal familiarity...  it is a very, very tough choice. Note, that since this review has been published, JRX Design has since updated the 407 to v1.30 (forget v1.10 as it was a non-starter). There were a few new additions, the biggest new feature was the CINEFLEX camera feature, and that item has now been included in the review.
     
    Design wise JRX have a superlative quality record, and to scale, and that aspect shows here. The 407 is beautifully done in modeling terms with excellent glass. Odd here though is you can't hide the glass reflections (inside or external), but it is still very well done with both front and rear doors with window (opening) hatch inserts. The huge fuel filler is excellent. Notable is that the riveting is drawn on and not modeled with highlights, same with the engine cover latches. It's well done but noticeable, but the external panel bolts are nicely 3d. The engine internals are also images, again highly realistic, so you admire them and are not as so distracted by them being only 2d
     

     
    Rear tail boom, horizontal stabiliser and upright tail support are well modeled, with the original orange/white tail-skid.
     
    The heart of a helicopter are the rotors and their assemblies....
     
    The main rotor is a 35 foot diameter, soft-in-plane flex beam (flapping flexure) type yoke/hub with four interchangeable blades. Elastomeric technology is incorporated and allows for blade movement. The blades and yoke are all composite materials. The rotor is designed to rotate at 413 RPM at 100% Nr.
     

     
    As rotor heads go it is very, very simple design, just the tower and four pushrods. Plate construction is really good, as are the arms, but we are going to lose points because only the collective bite is animated (13 degrees of twist), shame as we know the Dreamfoil 407 is fully animated, but the movements here are good.
     

     
    Rear tail-rotor is intricately designed, great detail and fine work. The yaw animations are also well done and visible.
     

     
    All doors are animated, can be opened externally and internally, and they can also be removed, but only all and not individually. Left side also takes away the cam centre panel, for a very wide open space for the Medi-Vac. So you really do wish for more selection on which doors you want removed as you can't slide the rear doors open in flight, missing also is the long and short window door panel option.
     

     
    Rear cabin seats five, or four chunky seats and a tight centre child seat in the rear. Default colour is a light grey with the very nice "Bell" logo on the seat back, the trim material is all very nicely done.
     

     
    Seating colours change to the selected external livery, with four choices in Light Grey, Red, Green and Dark Grey.
     

     
    The familiar restricted cabin roof is well reproduced here, making the rear cabin feel very authentic to those familiar with a 206/406 environment.
     

     
    Forward pilot seats are also very chunky for a helicopter, but very well designed and created. Again the materials are of a quality nature, a feel real effect if viewed in closely of the excellent chosen materials, the above roof switch and CB-Fuse panel is also excellent. All circuit breakers are active and animated.
     

     
    Side doors are beautifully realistically molded, with the authentic bell 407 logos and opening slide window, same in the rear.
     

     
    There is the option for single or duel controls, the left side pilot's cyclic and collective are very basic, with just a throttle built in. The right side pilot has a more detailed collective head, with FLOAT activation and lights with SEARCH, LDG (landing) and Start/Disengage switch.
     

     
    Chunky could also describe the instrument panel, for a small helicopter the 206/407 instrument panels are massive. But the instrument arrangement is quite simple. Top left is a Radio Altmeter, Engine readouts (TRQ - Torque, MGT, NR/NP - RPM, Davtron Clock/OAT/Volt meter, Fuel PSI-AMPS, FUEL Qty and Gearbox and Engine Oil pressure/Temp). Flying instruments include Airspeed, Artificial Horizon, Altimeter. Main NR/NP Tachometer dual gauge, Bendix/king HSI (Horizontal Situation Indicator), Vertical Speed instrument. OBS (Omni-Bearing Selector) for ADF 1/2, OBS NAV 1 and Turn rate dial.
     

     
    Lower is the avionic stack, with a custom GNS 530, KX 155A COM/NAV 1 radio, another KX 155A COM/NAV 2 radio, Bendix/King KMA 30 radio, Bendix/King KT74 Transponder and bottom (flat) a Bendix/King KR87 ADF radio. The metal rudder pedals are also highly designed and have pretty Bell logos.
     
    Panel can be set in either a light or dark tone
     

     
    There are two sets of headphones, in that their cables drag across the cockpit and obscures the instrument panel, you can click (lower volume) to hide the right headset, but you can't click on the left co-pilot one to hide it? so it hangs there! and right in your view line (It can thankfully be hidden another way as we shall see later). v1.20 and the Co-Pilot headset can now be thankfully also hidden directly via a "hotspot" click.
     

     
    Power on and the panel is beautifully done, love the instrument contrast to the red radio readouts. Then simply glorious at night!
     

     
    Caution Warning Panel (CWP) is very authentic, you can also test the systems via the button right panel. CWP can be set to BRIGHT or DIM illumination.
     

     
    Other internal lighting includes rear bulkhead adjustable spot light, plus the same as a cabin (switch) light, rear cabin lights again look very nice in the darker light, single overhead panel switch, or the individual rear switches can be used. Overhead panel lighting is again sensational.
     

     
    Menu
    To access the menu, you press the "Tablet" button on the far right top of the instrument panel. It is in the design of the RWP GTN 750 module. The tablet is extremely well intergrated with a support arm to the instrument binnacle. There are four option tabs on the left; MENU 1, MENU 2, RXP TAB, Avi TAB and LIVERIES.
     

     
    MENU 1
    You could call Menu 1 the options tab set into five categories (not labeled). First two, with first the Static Elements, Covers, Tiedowns and Flags, second is the external "GPU" (Ground Power Unit). Note the "Rotor Park Brake" has to be down to activate the Static Elements.
     

     
    Next category covers the pilots and passengers; you have "Fly With Copilot" that puts a crew member in the left seat, notable is when you do this that headset disappears from your POV. You also have "Crew Helmets" but those pesky hanging headsets then return... damn. Pressing "Crew Headsets" will hide only the Pilot's headset, but not the Co-Pilot's. Final option here is the "Passengers", which inserts two lovely ladies in the rear cabin
     

     
    If you adjust the X-Plane "Weight & Balance" menu, it makes no difference or adds in NO more passengers or cargo. In this area the JRX is limited in options
     
    Next category covers options; "Dual Flight Controls", and Doors ON/OFF...   Under the rear there is a large "Searchlight", or you can have the "Emergency Floats" installed on the skids. There are upper and lower "Wire Cutters" and last is the "ROTOR DAMPENER" cap.
     

     
    New in v1.20 were some very nice rear "Bear Paws"
     

     
    Last category is the set of options for the (optional) Reality RXP GTN 750. There is also a "Autopilot Unit" or Stability Augmentation Systems (SAS), this panel is placed lower right on the instrument panel.
     

     
    Last two options here is the "AviTab" tool (Plugin required), and the selection of the Light/Dark instrument facia.
     

     
    Also on the right side of "Menu 1" are three "Engine Exceedances" readouts, these can also be reset in TRQ (Torque), MGT and NG RPM
     

     
    Listed top of the panel is the current "Version"
     
    MENU 2
    In this tab you set the aircraft's configuration. Top is the "Fuel Load" in 1/4, 1/2, 3/4 and 1/1 or FULL. Lower left is the changing weights as you select the (Fuel) and Weight/Payload selections right, "ALL UP WEIGHT" and "MAXIMUM TAKEOFF WEIGHT" must balance. Lower are three options with CofG (Centre of Gravity), "Vibrations" Off-x1, x2,x3...  last is the selection of the FOV or "Field Of View".
     
     

     
    RXP/Avi TAB
    Are both quick button selections of the Reality WP GTN 750 and the Avitab tool
     
    LIVERIES
    You can select your livery via the tablet, and it gives you an image of the 407. There are 21 liveries, that covers a wide spectrum of services and countries, all are excellent.
     
     











     
    CINEFLEX
    A new feature added to the JRX B407 in the update v1.30, was the excellent CINEFLEX camera system.
     


     
    The Cineflex V14 is a 5-axis gyro stabilized camera system that delivers images completely free from even the smallest vibrations. It has a Sony Cinealta HDC 1500 camera integrated in the carbon-fibre housing that rotates a full 360°, and all movements are operated from within the helicopter.
     
    The first place you would look to activate the camera is the JRX Menu, but it's not located on there? The Camera system is activated by the "Camera System" switch, on the overhead panel, row below the circuit breakers/fuses, far right. Switching it on comes with a disclaimer from the developer...  it will deliver a 25% FPS hit on your framerate (any internal to external X-Plane viewpoint, usually has this same negative effect). It is a significant hit, so if the CINEFLEX is not in use it is best switched off.
     

     
    Activated you get the camera pod assembly now visible, slung under the nose of the B407, the modeling is excellent with the detail and the quality of the camera system.
     
    On the left side of the instrument panel, there is now positioned a cowled screen and operators panel...
     

     
    The panel has two sets of camera operation knobs, and four buttons. Power, Overlay, Reset and Park. "Power" is to switch on the system, "Overlay" puts a frame and recording data on the screen, including REC, Timecode, Resolution, Camera Coordinates, Airspeed, Heading, Altitude, Track, (camera) Pitch & Zoom
     

     
    "Park" will foldup and store the camera rearwards, "Reset" will set the camera to it's forward "ready" mode.
     

     
    Left small knob is the "Zoom"... 0%-100%
     

     
    Right is the knob/joystick to adjust the camera angle, ROLL, ROTATE and UP and DOWN angles.
     

     
    All the camera movement controls can be set as commands, for keyboard or joystick (HAT) actions, this allows easier control while flying. The CINEFLEX is expertly done, and a great addition to the 407.
    ___________
    Flying the Bell 407
    If you open the JRX 407, it will have the annoying habit of just shutting down again? even if the "Start with engines running" tickbox is active. There is a trick here...
     

     
    The issue is caused by the "Idle" button and throttle being set to closed, this is the shutoff point to kill the engine. To start you have to de-click the "IDLE-REL" and give the 407 a bit of throttle (80). Once running, then you can go back to the idle stop, but don't press the IDLE-REL, if not it will just shutdown the engine again...  or your back to square one.
     

     
    The "Start" switch is on the same collective, and as long as the fuel is on, then a press and hold of the switch is all that is needed. At first you don't think it is going to fire, then at once around 50% NR rpm, the Allison 250-C47 turbio-shaft engine (813 shp (606 kW)) gets itself together and your in the flying business...  its all a FADEC-controlled engine (Full Authority Digital Engine Control), as the FADEC system is designed to reduce pilot work load and increase engine reliability by fully automating the start procedure, and holding engine parameters to tighter tolerances in flight. It feels excellent in this JRX machine...
     

     
    ....   then twisting the throttle to "FLY" will increase the NR % to 100% 
     

     
    Does the JRX 407 sound good...  brilliant in fact. The start whine is excellent, so is the throttle adjustments through the spectrum, then the full rpm chop is really, really good, I've flown on a 407 (and a 206) and it is as good as you will get. I couldn't get any noisy internal blade slap, but external blade sounds in movement when in flight manoeuvres are excellent.
     
    Whoa!  off the ground with a bit of slight cyclic back, and a feel upwards movement of the collective, and you go into a perfect hover...
     

     
    ...   "Oh I like this!" I've had my time with wiggly nervous helicopters for a fair while, "This one is smooooth". Already happy, a bit more collective and a push forward of the cyclic and you are up & away. 206/407 usually need a bit of low nose to get them moving... not too much here and the speed builds very quickly.
     

     
    Bell later replaced the tail rotor pedals with the taller and slightly closer-to-the-pilot versions, as many pilots complained they were too high, as they preferred the 206 pedals than the 407's.
     

     
    The Bell 407 has a maximum speed of 140 kn (160 mph, 260 km/h), with an economical cruise speed of 133 kn (153 mph, 246 km/h). The range is 324 nmi (373 mi, 600 km) with a service ceiling of 18,690 ft (5,700 m).
     
    There is the vibration option...  OFF is no vibration, x1 is not really a lot, x2 is about perfect as x3 is very, very noticeable shaking, really it feels like your blades are coming loose!
     

     
    I was very impressed with the Autopilot Unit or Stability Augmentation Systems (SAS). It has had some fine tuning in v1.10, but it felt fine to me...  you can LVL (Level) then hit the AP, then HDG (Heading) and ALT (Altitude) and the transition in flight is excellent, only a slight lift as you go to the auto system. V/S (Vertical Speed) changes are 5 points either way, but honestly, if your not climbing high, then unlock the ALT and add a little collective to go up, then reselect ALT at your set altitude, the same to go down with less collective. Coming out of auto is good as well, but you need to disconnect the HDG and ALT selections before you disconnect the AP itself for a smooth transition, or it bumps coming out.
     

     
    Heading changes under the SAS are nice and smooth, long and with not any tight jumpy turns, so excellent...  yes very impressed. Really the 407 is so nice to fly manually (balanced when trimmed), you won't rely on the SAS, it is a relaxing controls machine, even distances are easy.
     

     
    Time to head back to the Jay Stephen Hooper Memorial Heliport. The 407 has a reputation for solid control feel in flight. That, combined with plenty of power, makes the 407 a real performer. The 206 (Jetranger) feels heavier than the 407 on the controls, so most pilots prefer the 407's flight control’s hydraulic boost, it is quite heavy if you turn the assisted system off.
     

     
    The Bell 407 is not a low-inertia system, it is also not a high-inertia system either like the JetRanger. So the feel is set somewhere in between, in making your approach it can be quite different. Autorotating the 407 going down I found there was still a high degree of maneuverability during the glide (power off), then the transition to Effective translational lift (ETL) was okayish, as you have to be aware on the loss of speed to avoid too much sink, so it's best to transition further out than closer to the pad in case of a sudden loss of lift.
     

     
    The flare and touchdown also requires a different technique than in the JetRanger. Timing is more critical because less energy is stored in the lighter-weight spinning rotors and the more collective pitch is used to cushion the helicopter’s touchdown. In addition, the pilot holds the helicopter in a nose-high attitude and touches down on the heels of the skids. It’s a fairly standard procedure for a lower-inertia rotor. One warning though is the 407 in the low hover is very susceptible to the swing effect, "Mast Bumping" is only present with a 2 blades rotor ...like R22 , R44, B206, but I found here the pendulum effect was very pronounced, the wrong (too heavy) input, and the 407 will swing quite violently, with the obvious results, so keep the final inputs extremely small, even pull away and do a new approach to get the procedure right.
     

     
    A few hours rest and I am airborne again, now twilight...  The 407's external lighting is excellent, except for in one area. There is a "Landing" light in the nose, and two amazing flashing strobes underside, rear red beacon and Navigation/Strobes on the horizontal stabiliser fences, the best though are the fantastic "Logo" spots on the side, I totally absolutely loved the lit logo look at night!
     

     
    It is mostly excellent, but the collective switch "Spotlight" created nasty ant lit marks all around the nose and windscreen, so you need to keep it switched off.
     

     
    Now darker, and I am cruising low and fast over the Freeways & Highways Los Angeles County...  my favorite Heli-Pilot pastime, the 407 is simply brilliant here, easy to cruise... did I say fast.
     

     
    In roles (or role-play) you are restricted here by the JRX door arrangement, there are no sliding doors on the rear, and not being able to individually remove, say the rear left door, restricts your role playing. Scouting for "News" I am playing a version of the "Nightcrawler", yes the movie , as I love this livery and the cruising above the LA landscape at night. I would have loved an open door, even a cameraman shooting the streets, but there is not even a Medi-Vac version, so it all feels all a bit limited if you wanted to be part of the action.
     

     
    So the JRX Bell 407 is excellent to fly, even say a novice could handle the aircraft and enjoy it's abilities... too benign, no I didn't get that feeling at all, it just felt right and the 407 was a totally enjoyable dynamic experience...  then what a way to end the night flying with a visit to that famous "Hollywood" sign...   perfect.
     

    _____________
    Summary
    The Bell 407 is a four-blade, single-engine, civil utility helicopter that uses the four-blade, soft-in-plane design rotor with a composite hub. So the breed line is from the famous "Jetranger", but the 407 is the far bigger and more powerful relation to the family.
     
    The release(s) of the JRX 407 here are separate for both the X-Plane 12 version or the X-Plane 11 version, as they are not packaged together. So make your choice wisely as they both cost the same.
     
    JRX Design are now very accomplished developers, the Bell 407 is their third release for the X-Plane Simulator, after the earlier dual SA 341B and SA 342J Gazelle and the Messerschmitt-Bölkow-Blohm Bo 105 DBS-4.
     
    Notably the aircraft is created to a very high standard, beautiful modeling and lovely intricate details to scale. However rivets and engine fences are images and not 3d, but the main exterior bolts are modeled. Rotor hub is exceedingly well designed, but only has semi-animations for (twist) collective, and tail yaw. Glass is excellent (maybe the rear windows are bit dark) and there are no reflections disable for the internally or externally for the windows. Cabin and instruments are exceptionally well done, and all is very quality work in feel and look, but there are restrictions with only a singe door hide, and there are not many options for different fitout versions (Medi-Vac, lift hook) and role-playing that is mostly common with Helicopter packages. Lighting internally and externally is again excellent, but for ant whites around the frames with the spotlight feature. Although the official Bell 407 Manual and Procedures are very nice (authentic), a JRX Design manual was also required here.
     
    The updated v1.30 also comes with the sensational CINEFLEX camera system, hung on the nose, you have a full control of the camera and it's storage, v1.30 also has some other nice visual and menu tweaks as well.
     
    The JRX Bell 405 flies very well, I loved it as it was certainly not a edgy machine to fly, too benign, no I don't think so, so great for first timers and novice fliers, performance and dynamics feel also perfect.
     
    Would I like JRX Design to also do the famous 206 Jetranger? After this 407 I certainly think so, as it would be an excellent idea to do a fly off of their different capabilities, but more options overall would be nice.
     
    I love the 407, to a point now it is my current favorite helicopter to fly, I don't love niggly machines, I want to fly, hover and do things without the stress, throw in the sheer quality and X-Plane 12 realism and the JRX Bell 407 is a worthy winner...    highly recommended.
    ________________
     

     
    The Bell 407 by JRX Design v1.30 is NOW available! from the X-Plane.Org Store here :
     
    JRX Bell 407 for X-Plane 12
    Priced at US$35.99
    Requirements
    X-Plane 12 (not for XP11. If you want the XP11 version, get it here )
    Windows, Mac or Linux 8 GB+ VRAM Recommended Download Size: 1.4 GB Current Version: 1.30 (January 28th 2024)   JRX Bell 407 for X-Plane 11
    Priced at US$35.99
    Requirements
    X-Plane 11 (not for XP12. if you want the XP12 version, get it here)
    Windows, Mac or Linux - 8 GB+ VRAM Recommended Download Size: 1.4 GB Current Version: 1.30 (January 28th 2024)   Installation and documents:  download for the JRX Bell 407 is 1.38 Gb and the aircraft is deposited in the "Helicopters" X-Plane folder.
     
    Full Installation is 2.76Gb
     
    AviTab Plugin is required for this aircraft
     
    Documents supplied are:
    JRX Bell 407 - READ ME.txt Bell 407 - Operational Evaluation Board Report.pdf Bell 407 - Pilot Ground and Flight Procedures.pdf Bell 407 - Rotorcraft Flight Manual.pdf JRX BELL 407 - END-USER LICENSE AGREEMENT (EULA).txt  

     
    Documentation consists of three official documents that cover the 407 Flight Manual, Pilot Ground and Flight Procedures and Operational Evaluation Board Report...  but there is no JRX 407 Aircraft manual, that was badly needed and certainly required here.
     
    Designed by JRX Design
    Support forum for the JRX B407  
    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 12.09rc3 (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
    - Hooper Heliport (58CA) -
    ___________________________
     
    Review by Stephen Dutton'
    6th January 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. Thanks
    Kiwiflyer reacted to Stephen in Release Classic Aircraft Review : Aircruiser 66-75 by Hangar 23   
    Release Classic Aircraft Review : Aircruiser 66-75 by Hangar 23 (note this review has now been updated to include v1.1 : Classic Aircraft Review Updated : Aircruiser 66-75 v1.1 by Hangar 23)
     
     
    Very early classic aircraft are very interesting, more so when they are so rare. This aircraft is about as rare as you could could imagine, only 23 of them were built between 1930 and 1938. But they have a significant place in Aviation history, only to be replaced by the United States federal regulations that prohibited single-engine transports on United States airlines, virtually eliminating future markets for the Aircruiser.
     
    Bellanca Aircruiser and Airbus were high-wing, single-engine aircraft built by Bellanca Aircraft Corporation of New Castle, Delaware. The aircraft was built as a "workhorse" intended for use as a passenger or cargo aircraft. It was available with wheels, floats or skis. The aircraft was powered by either a Wright Cyclone or Pratt or a Whitney Hornet engine. The Airbus and Aircruiser served as both commercial and military transports. The first Bellanca Airbus was built in 1930 as the P-100. An efficient design, it was capable of carrying 12 to 14 passengers depending on the cabin interior configuration, with later versions carrying up to 15.
     

     
    The Aircruiser's distinctive shape, gave it the moniker of "The Flying Ws" and this hardy design was still flying in Canada well into the 1970's . Is it a Bi-Plane, sort of, as the lower W is still a part aerodynamic surface. When you look at the design closely, it is extremely clever in holding up and bracing the main wing, as for also being a support for the landing wheels.
     

     
    The Aircruiser is a "Tail-Dragger", most were back in this 1930's period, but the early evolution of the multi-seat passenger aircraft is highly perceivable, back in the day, it was, still is a very innovative design. For an aircraft, it looks heavy, but sturdy is probably the best description
     
    Hangar 23 is a not really a new entrant to the X-Plane Developers affiliation, but a ex-TorqueSim developer. Still the Aircruiser is an interesting one in the choice of aircraft to debut their talents in doing their own Studio. Technical information of the Aircruiser is rare, but there are two surviving in existence, "CF-BTW," a 1938 model in the Ericson Collection in Madras, Oregon, incredibly the aircraft is still airworthy. The second is "CF-AWR" named the "Eldorado Radium Silver Express", built in 1935, and is under restoration at the Western Canada Aviation Museum in Winnipeg, Manitoba.
     
    Installation
    The download for the Aircruiser is 1.18GB, with an installation of 1.38Gb. But the installation file/folder system is a slightly complicated. Hangar 23 has selected to put the main Aircruiser file within a folder of a folder? So the first folder is "Aircraft" followed by a folder named "Hangar 23" , with the actual "Aircruiser" aircraft folder inside, or buried in layers of folders? Honestly the first "Aircraft" folder is not required, so just install the "Hangar 23" Folder directly into your X-Plane "Aircraft" folder with the Aircruiser folder inside.
     

     
    All the installation notes are in the excellent manual, but the doubled up "Aircraft" folder creates confusion... 
     

     
    Detail and modeling
    For an aircraft of this size, an installation size of 1.38Gb can only mean one thing, quality in detail. Remember this is a first time effort from Hangar 23, but the detail and quality is outstanding. Both an X-Plane 12 and X-Plane 11 versions are included in the package, but it is the XP12 version on show here with it's more exponential PBR (Physical Based Rendering) effects and lighting. And it really blows you away.
     

     
    X-PlaneReviews are usually quite lenient when the studio name is new, in overlooking sometimes even the obvious mistakes or poor areas of first time production...  But already with the quality of work behind Ulrich, you go straight into the "Masters" level, but this is still a first release from Hangar 23 is just outstanding...  and an highly impressive debut for the Studio!
     
    And all with an aircraft so rare...  the beauty of Simulation is that iconic and classical aircraft can be recreated, their forgotten time, brought back and to live again, or in this case fly again. At the core of this Aircruiser Simulation is just that very aspect, bringing the past alive again for you to absorb and interact with. 
     
    But this is outstanding work...  all the wing braces and support wires are sensationally done, every bolt, castle nut and Cotter Split Pins, are modeled here in detail, leading edge panels are worn and authentic, the struts in detail are excellent, you have to admire it all.
     

     
    If you are a detail junkie, who loves to spend time investigating the quality of the work, then you will love this aircraft, as it's a museum piece brought alive. The massive top wing looks canvas, and you can see the frame that the material covers, it's a lovely formed wing as well. Actually two separate wings, attached to the fuselage.
     

     
    This was the golden age of innovation for aircraft, the transition from wood, canvas to metal, so you get sometimes the mixture of the two eras in the one development as the changes moved on forward.
     
    The detail is just gobsmacking. The panels are perfect and so are the bolts that hold them in place, windows and it's thick glass are worn and glazed to perfection... The Cyclone SGR-1820 it is rated at 760 hp, as is the giant three-bladed geared propeller, and all gloriously there to admire. The engines internal intricate detail of metal and brass pipework is very impressive.
     

     
    The Aircruiser is flat sided, there are no curves in the doors and the windows are more nautical portholes than aircraft, but it's all beautifully done, and it is all built like a tank!
     

     
    The two main landing wheels hubs, tyres are massive, but simplistic as well, detail is right down to large CirClip to hold the rim onto the hub.
     

     
     There are four doors that can be opened, two small high cockpit access doors, one left passenger door, and a very big odd A shaped cargo door...  all four doors are so authentic to the design, with the Cargo door in two sections that folds.
     

     
    Honestly, it is like a flying shed inside, totally weird.
     

     
    The interior is impressively done, metal and wood dominate, SO much weight in the construction, how did this thing get off the ground?
     

     
    It's all metal piping and blocks of wood, many trees were felled in the creation of the interior, a far, far cry from the ultra clean, state-of-the-art LED lighting Airbus interiors...  this is doing it rough. The passenger seats are a pipeframe, with a strung canvas seat, you wouldn't want to go to far on them.
     
    Pilot seats are a metal bucket, the pilot gets the luxury of a cushion, the CoPilot the hard metal base. The cushion is required not for comfort, but to be elevated to see over the extremely high instrument panel.
     

     
    The yoke is a big hefty iron thing, beautifully skillfully designed and modeled, you can hide it via a hotspot centre yoke. The side quadrant is again excellent, with the Throttle (T), Propeller (P) and Mixture (M) levers, notable that in 90 years the controls are still as relevant then as now. Lower rudder pedals are also big hefty iron contraptions, you need to be Popeye with his strong arms and legs to match, to fly the Aircruiser.
     

     
    Notable are the two trim winders, one left for pitch/elevator adjustment, and another on the forward roof for the rudder trim. Point to make is that there is no visual trim setting, so you don't know if they are both centred or not, but a guide is two full winder rotations each way. Note the old fashioned brake lever and flap selector handle.
     

     
    Main instrument panel is amazing, this is simply a panel with inset instruments that is highly authentic. Note the boxed Whiskey Compass
     

     
    Again the layout is quite familiar... with a Standard Six layout. Top left is the Airspeed Indicator (MPH/KNTS), Vertical Speed Indicator (V/S), very basic Rate of Turn Indicator, below offset is a Directional Vacuum Gyro (Heading), Altmeter and Horizontal Reference (bank).
     
    Far left is a RPM dial, Manifold Pressure, and top right a CYL TEMP. Right panel has Volts, OAT (Outside AirPressure), Oil Temp/Pressure and Fuel Pressure...  top Ignition Switch, Fuel Gauges (twin), PPH (Pounds Per Hour) fuel flow and a ELGIN clock. Lower left are a row of switches that cover Battery, Generator, Nav (lights), Landing (light), Starter, Coil Booster, Fuel Pump, Panel Lights and Cabin Light. Far, far left is the fuel tank cock; Both, Left & Right.
     
    It's all so impressively well done, the flaked tired black metal facia is very authentic to an aged old aircraft of this generation.
     
     


    Menu
    There is a banner menu "Hangar23Aircruiser" that has two menu options; "Options" and "GPS Style"
     

     
    Options: There are six options, Autopilot Toggle, Strain Gauge Toggle, Real Autorudder Toggle, Steerable Tailwheel, Show Pilot and Use Clipboard.
     
    The Aircruiser comes with a very basic 2-Axis "Sparrow" Autopilot, basically a set "Holds" Pitch and Roll Rate. Second option is to add on a "Strain Gauge" or Trim indicator. Both are positioned lower centre panel
     

     
    We will go more into the "AutoRudder" in flight, but if you want to disconnect or activate the the AutoRudder you can do so via the menu option, you can also use the hotspot on the (front) Whiskey Compass to do the same action.
     

     
    The Tailwheel is steerable by the rudder pedals, but if you want a free castoring wheel, you can disconnect it via the "Steerable Tailwheel" option.
     

     
    There is the option to show or hide the pilot. He is fully animated in rudder and pitch (forwards & backwards) and seems to have his hands full in controlling the aircraft, he is very good here and well done.
     

     
    Next in the "options" menu is the "Use Clipboard". In the right side pocket there is a VR (Virtual Reality) clipboard (also clickable).
     

     
    This really the "Fuel & Weights" menu...  as you can adjust the fuel and Pilots, Passenger, Cargo weights by scrolling them in. They can be set in Lbs or Kgs and the "Load", "Empty" (weight) and Full Gross weight can be seen. You can "Save" your settings, and then "Load" them.
     
    Another note is that between flights the Aircruiser will save and reload the same settings to the next flight, until you adjust them.
     
    Last two separate items on the "Options" menu are "Reset AP Tuning" (Autopilot on/off) and "Reset AutoRudder Tuning", resets the rudder position to central.
     
    An option not shown in the menus, is that if the power is switched off, then the chocks are positioned on the front wheels.
     

     
    The second setting of the menu tab is the "GPS Style", here you can select between the Laminar GNS 530 GPS, or one of the two RXP (Realistic) GNS 530 or GNS 750 GPS units if you have that external additional option. I don't have the Realistic option so that install is not visible here. The GPS units are position on the roof forward, with also a default custom style COMM radio above, and a Transponder panel below.
     

    ____________
     
    Flying the Aircruiser 66-75
    You can't at all see out of the Aircruiser, the long nose is way up there, blocking any view, as the tail is way back down there behind you. The only option is to lean very far left to try to see the ground.
     

     
    You would think the Aircruiser being so old-fashioned would be a pain to start, but it's quite benign and easy as long as you do the right procedure. Fuel on "Both", Fuel Pump on, then the most important switch, the "Boost Coil" switch to on. Mixture just to above the (Auto) lean red marker...  then up the "Starter" switch, the prop will turn, then gradually fire into a running engine... 
     

     
    Both the start up and shutdown of the Cyclone SGR-1820 is exceptional, no fast artificial start or shut down here, but it all comes with stutters and engine positions that are very noticeable, as is the churn of the starter motor against the pressures "clock", "clocking" of the starting engine, its a great and a very realistic re-enactment of the starting, and then the stutter of the engine shutting down, I loved it.
     
    I have a horrible history of trying to control tail-draggers, spinning loose tail-wheels have given me loads of grief. But not here though... as mentioned you can disconnect the tail-wheel to be free, if you love that uncontrollable chaos. But for the rest of us the tail-wheel acts through the rudder pedals, but also through the usual "Tiller" yaw. This makes the Aircruiser very easy to manoeuvre around on the ground or on taxiways. Braking and the toe-brakes work normally as well.
     

     
    For once you not fighting the aircraft on the ground to go into the direction you want, but the view internally is hard work to keep it all on the narrow taxiway. So you have a habit of visually taxiing externally until you understand the aircraft more.
     
    Very important is to adjust the rudder trim 50%, or a full winder turn to the right. The SGR-1820 is a very powerful force on takeoff, the asymmetric thrust is huge, it pulls you so hard to the left, that even full rudder is required off the line...
     

     
    The Aircruiser for all it's massive weight is sprightly off the line, your working the pedals to find the right balance to keep the aircraft straight, it does thankfully nicely change direction tail-wise to your inputs, very quickly the tail is up at 40 MPH, and there is tons of lift from those wings, at 60 MPH+ and your now flying. The point from "off the line" to "Airborne" is very short, so no flaps are required, time to adjust your direction is short as well...  so once off the ground I was already veering right away from the runway, I didn't try to correct it, but just went with the flow and climbing turn, then leveled it all out straighter when higher. With practise with your rudder inputs you could keep it in more of a straight line out...  it's a total feel thing, a feel for the aircraft.
     

     
    Pitch trimming is nice, but I recommend a keyboard input than the badly positioned side wall-winder, same for the rudder trim on the roof.
     

       
    You have so much power, the Aircruiser is super fast for an aircraft of this size and age...  it's a very physical aircraft to fly, you use the rudder all the time, then finally finding the right amount of input to keep the aircraft in a straight line, a tough idea, with the amount of asymmetric thrust coming at you all the time. The 66-75, as featured here, could produce up to 730 hp from sea level through 5800 ft, where then the power built higher to ~760 hp
     

     
    Maximum speed is 144 kn (165 mph, 266 km/h), (but it feels far faster), Range is an amazing 608 nmi (700 mi, 1,130 km), and the Service ceiling is 22,000 ft (6,700 m), but the average cruising altitude is around 10,000ft, still fast and high for a 90 year old design.
     

     
    Hangar 23 has provided a tool, called the "AutoRudder function", a sort of A.I. tool to take the strain out of flying the Aircruiser. On the ground the rudder control functions as usual. So it was important to properly trim the aircraft prior to takeoff and landing. In flight, the autorudder system then takes control of the rudder, and will attempt to keep a slip angle as dictated by the yaw axis of the joystick. This allows the pilot to slip the aircraft even while the autorudder is active, such that even crosswind operations become possible with the system active. In other words it flies like the X-Plane tool when you have no yaw axis joystick, the wings are connected to the rudder.
     
    This gauge will merely prompts the pilot on the direction of trim needed to take load off the “servos”. Unlike the autopilot, the autorudder does not disconnect under a high strain, nor is it dependent upon the aircraft’s electrical system to operate (Cable operation).
     
    When activated (via the menu, or Compass)  the autorudder has a visible gauge, located on the yaw trim handle base plate.
     


    If you are going to deactivate the autorudder during normal flight, first adjust the rudder trim according to the strain gauge, otherwise a very sudden and very unpleasant disconnection will occur. It works very well...  but switched off the AirCruiser has a habit of yawing left, almost going around in circles....
     

     
    You can try to trim it out? but it's hard to find a neutral flight, I did find a position input that worked, slight right rudder and slight stick right as well, but it's tiring for any distance, short or long...  the AutoPilot is not much better, tricky to use is to centre the heading.
     

     
    You adjust via the "Roll" or "Up/Dn" switches, as per the three lights, red (left), white (centre) and green (right). But there is a delay in the operation that can make you over trim, I never quite mastered it...  so again even on the Autopilot, I went into a slight bank in left handed circles and couldn't the aircraft fly in a straight line unless under manual control. It's the sort of tool that all of a sudden you will understand it and get it right, with time and persistence. This system is like the Sperry Type A-3A. You will need to trim the aircraft perfectly, so the heading is as close to where you want to go and level, flying as straight as you can, then turn on the AP, trying to trim later while the Autopilot is active is a far harder situation.
     
    Lighting
    Lighting internally and externally is basic, which is to be expected. There is one switch for the instrument lights, and another switch for the cabin lights, two spider-web looking ones forward and two roof lights rear, it all looks quite nice at night...
     

     
    The GPS install looks bright and also odd in this old cabin, but it's very well done and easy to use.
     

     
    Externally there are only again two light switches...  Navigation, red, green and white tail, the other light is a left wing mounted Landing light, that look and is quite effective. There are no strobes or beacon lights on the aircraft...
     

     
    Flight notes by Hangar 23 notes "DAY - NIGHT* - VFR...  *Poor visibility and the antiquated aircraft lighting scheme will present additional challenges during night flights". In other words it is not really an aircraft to be flown in the dark...
     
    Sounds...  are a bit of a mixed bag. Overall they are excellent, the startup is an aural experience, and so is shutdown, external engine noises are very good right through the range of power outputs, that's the good. The poor is the buzzy interior sounds, that have a sameness of a consistent droning buzz with no fluctuations, even over a short distance I was distracted or even bored with the noise, The Aircruiser maybe really like that in the air, but I didn't really connect with them. The lower power outputs (on the throttle) are however better. Notable is the Aircruiser engine’s 16:11 gear ratio, for the propeller spins slower than the engine, but all readouts and aural sounds are based on the engine and adjustments should be made according to engine state rather than calculated propeller RPM.
     
    Time to head back to Shoreham (EGKA). A tricky place to lineup, for the mass of trees around the field. All the runways are hidden from view...
     

     
    ....   if the system is active on final approach, the autorudder will check if the rudder trim has been appropriately set for the upcoming power reduction. If the trim is not suitably centered, the system will intervene and reset the rudder trim to near center. This may be noted by the clicking of the trim’s chain drive, as well as a mild rolling tendency during finals. Myself I turned the automation off to feel the aircraft on the approach phase, plus a single wind of the rudder trim, to reset it as it was on the takeoff phase. The handling felt normal, as did the approach. If however the autorudder is active, then it will disconnect on landing.
     
    Nose up to rub off the speed, as there is no "white flap use zone", I guessed in setting the flaps to below 100 MPH, actually below 90 MPH, and you get a slight lift on each extension...  but the transition now down to 80MPH with now a slight descent into Shoreham it all felt perfect. The flap lever or floor handle is extremely well done. It's both a brake handle and Flap handle in one.
     

     
    Over the coastline, and there is still no visual on the runways. Then finally the field is in view.... so I drop, in also trying to miss the treeline.
     

     
    ...  but I realise I am too high, and becoming too fast in trying to get down to the grass strip. It's still a very good try....  but I have to abort and climb out!
     

     
    I will note the throttle inputs. If the Aircruiser is trimmed (correctly, or well). The Throttle control is very, very good, as you can control the height via the power. Full power to climb out was excellent (after that slight delay), but I found the Aircruiser to be quite normal in the approach/landing phase as any other heavy single-engined General Aviation aircraft. However you have to be aware of the weight around you with using the throttle power, and that tendency to yaw right with the huge power increase, but you soon adapt to the characteristics and the personality of the aircraft... fun? yes immensely, also a challenge to get the skills right in this cockpit.
     
    I didn't want to lose sight of the field layout, now I had found it. So it was a tight turn around back to the other opposite threshold. But be aware that too tight a bank and the Aircruiser will slip badly and lose height towards the lowered wing, there a sweet spot to find in the bank and before the slip starts to emerge, all this is required to get the best rotation of the aircraft.  
     

     
    Lower and slower this time....  and it feels right.
     

     
    Then slowly descend, descend "keep it steady" and I touch around 65 MPH, I am not to worried about the speed, as the Aircruiser on grass will dramatically drag itself slower. Toe brakes are still the best tool to stop the aircraft rotating hard right, then left on you, as this happens once the tail goes down, it's tricky, but with practise it works in keeping you straight... 
     

     
    I'm down, and arrested before the end of the grass strip...  not bad I say.
     
    Liveries
    There are six liveries, one Blank (default), and two liveries that are blank white, but one has a metal nose cover, and another has the same metal nose cover & metal tanks. All are nostalgic except the off soft purple Landmark?
     

    _____________
    Summary
    Extremely rare aircraft are always interesting, this Bellanca Aircruiser or Airbus, is one of the rarest as only 23 aircraft were built between 1930 -1938, it is also the famed "The Flying W" and this hardy design was still flying in Canada well into the 1970's.
     
    Hangar 23 is a not really a new entrant to the X-Plane Developers affiliation, but a ex-TorqueSim developer. And this unusual rare aircraft is their first project for the newly-named studio and the X-Plane Simulator. The Aircruiser is available as two separate packages for both X-Plane 12 (as shown here) and X-Plane 11.
     
    The quality here with the Hangar 23 Bellanca aircraft is very much on show, as it is highly developed and polished. Modeling is absolutely first rate and the detail is highlighted by this experienced and mature developer. As the aircraft is so rare, the detail in the reproduction is simply outstanding, to the point of recreating an era from a long time ago, and with a couple of modern tools thrown in as well, but not to the distraction of the authenticity of the original aircraft. Obviously this is a project of a labour of love, but still delivered with quality and polish.
     
    It is old fashioned in design, but the Aircruiser comes with so modern helpers like a "Sparrow" 2-Axis Autopilot, a custom AutoRudder feature, and GNS 530 GPS, and the option for Realistic RXP GNS 530 or GNS 750 GPS units. Tail-Wheel control can be via X-Plane style commands or free-castoring, that makes this aircraft easy for first time Tail-Dragger aircraft learning. Other options include Strain Gauges, Steerable Tailwheel, a fully animated Pilot and Clipboard with a Weights & Balance menu.
     
    The Aircruisers unorthodox design does make it a challenge to fly, but I have had far worse and more difficult machines to cope with in the past. The helpers of course help, but once you master that huge powerful force forward, the "Shed" like design is oddly very nice and involving to fly. I dispise Tail-Draggers, but loved the Aircruiser quite a lot, no, a really lot more. The quality performance and well thought out physics, do bring the totally unique experience alive.
     
    It is certainly a huge credit to the skills of the developer of what they have delivered here, certainly it is a very unique Simulation, but totally authentic as well, Secondly the release also shows off X-Plane 12's excellent dynamics and quality lighting. The Aircruiser 66-75 is very rare, but you can absorb yourself in this 1930's Golden Era of Aviation, and this aircraft is highly relatable to the same machine created over 90 Years ago....  Highly Recommended.
    ________________
     

     
    The Aircruiser 66-75 by Hangar 23 is now available from the X-Plane.OrgStore!... Here:
     
    Aircruiser 66-75 Price is US$29.95
     
    Requirements
    X-Plane 12 and X-Plane 11   (2 separate packages) Windows or Mac   (Linux not supported) 8 GB+ VRAM Recommended Current version: 1.0 (January 30th 2024)
    Download Size: 1.2 GB (each version)   Aircraft download is 1.18Gb, and unpacked, then installed in your X-Plane Aircraft folder 1.38Gb. Authorization on startup is required   Documents X-Plane Aircruiser Handbook.pdf The provided manual is excellent, a lot of detail, installation, setup and flying tips...  even Limitations and Operations.
      Designed by Hangar 23
    Support forum for the Aircruiser 66-75 ________________  Windows  - 12th Gen IS1700 Core i7 12700K 12 Core 3.60 GHz CPU - 64bit -32 Gb single 1067 Mhz DDR4 2133 - PNY GeForce RTX 3080 10GB XLR8 - Samsung 970 EVO+ 2TB SSD
    Software:   - Windows 11 Pro - X-Plane 12.09rc5 (This is a Release Candidate review).
    Plugins: Traffic Global - JustFlight-Traffic (X-Plane.OrgStore) US$52.99 : Global SFD plugin US$30.00
    Scenery or Aircraft
    - EGKA - Shoreham - Brighton City Airport by NKdesign (X-Plane.orgStore) US$15.00 ________________  
    Review by Stephen Dutton
    11th February 2024
    Copyright©2024: X-Plane Reviews
     
    (Disclaimer. All images and text in this review are the work and property of X-PlaneReviews, no sharing or copy of the content is allowed without consent from the author as per copyright conditions) All Rights Reserved
     

     
  13. Thanks
    Kiwiflyer reacted to Dominic Smith in Aircraft Review: de Havilland Canada DHC-5 Buffalo by X-Hangar   
    Aircraft Review: de Havilland Canada DHC-5 Buffalo by X-Hangar
     
    By Dominic Smith

    Introduction
    Well, I’m back again with a new model from X-Hangar, this time, the venerable DHC-5 Buffalo. This robust and versatile transport aircraft, with its unique charm and capabilities, is the latest to have captured my attention, especially as it’s from a developer whose work I greatly enjoy.

    The DHC-5 Buffalo, a successor to the DHC-4 Caribou, was developed by De Havilland Canada and first took flight in the 1960s. Designed to meet the demanding requirements of military and civilian operations alike, the Buffalo distinguished itself with its STOL (Short Takeoff and Landing) capabilities, allowing it to operate in diverse and challenging environments. Over the years, it has served various roles, from troop transport and cargo delivery to search and rescue operations, demonstrating its versatility and reliability.

    X-Hangar's DHC-5 Buffalo, much like the DHC-4 Caribou reviewed previously, showcases the developer's commitment to delivering immersive and accurate flight models accessible to a broad spectrum of simmers. The model comes packed with features that not only bolster its authenticity but also user interaction. Highlights include a carefully modelled 3D cockpit, operational windows, doors, and cargo ramp, realistic rain effects and wipers, two load configurations (passenger or cargo), detailed 3D pilot and passenger figures, a PDF manual, and a huge range of international liveries.
     

     
    Documentation
    Staying true to X-Hangar's approach of creating both comprehensive and user-friendly aircraft models, the Buffalo comes with a nicely detailed 19-page PDF manual, which provides a thorough overview of the Buffalo's operational features and cockpit layout. The manual not only explains the aircraft’s functionality but also includes detailed information on how to operate the aircraft through all phases of flight. The documentation is extremely well-written and includes numerous images which clearly illustrate key aspects of the aircraft's cockpit and operation.

    Installation
    The installation process for the DHC-5 Buffalo is straightforward, mirroring the simplicity and user-friendliness characteristic of other X-Hangar offerings, such as the previously reviewed Caribou. Once purchased, users simply download the provided zip file which contains both X-Plane 12 and 11 variants. When extracted, it’s just a simple case of placing the appropriate folder directly into the 'Aircraft' folder of their X-Plane installation. The procedure is devoid of complicated steps, eliminating the need for navigating through perplexing instructions or dealing with third-party software wrappers. A key highlight is the absence of online activation requirements, emphasizing X-Hangar's user-centric approach: once you've made your purchase, the aircraft is unequivocally yours. This ensures a seamless integration into your X-Plane setup, allowing you to take to the skies with the Buffalo without any unnecessary delays or technical hurdles.

    Exterior
    X-Hangar's rendition of the DHC-5 Buffalo, akin to their DHC-4 Caribou, embodies a robust and functional design that mirrors the real-world aircraft's versatility in both military and civilian operations across the globe. Designed to tackle the challenges of demanding environments and heavy loads, often operating from short and poorly surfaced airstrips, the model captures this essence beautifully.

    The model's exterior features the short, stout fuselage, high wings, and twin turboprop engines, closely resembling those of the DHC-4 Caribou, albeit slightly larger and with more power engines. The texturing on the exterior is particularly commendable, with liveries that closely resemble those of actual aircraft, enhancing the model's authenticity. Notably, the textures on the Buffalo show a refinement over those seen on the Caribou, with an improvement in the metallic sheen, making the liveries appear more realistic, although still retaining a certain stylistic charm that contributes to the model's appeal.
     





     
    The exterior of the Buffalo is visually appealing, striking a good balance between realism and artistic interpretation. While it may not achieve the photorealistic quality of some more expensive models, X-Hangar's Buffalo stands out as a faithful representation of the aircraft's exterior. The addition of interactive features, such as the operational doors, windows, rear loading ramp, plus an X-Hangar tent and truck, further enriches the user experience, offering a comprehensive and enjoyable portrayal of the iconic Buffalo. 
     

     
    Interior
    The cockpit of X-Hangar's Buffalo is a testament to the developer's ability to balance functionality with visual appeal, subtly enhancing upon the precedent set by the Caribou. It presents a layout that's not only practical but also enriched with the distinctive charm that's become synonymous with X-Hangar's designs. The main panel in front of the pilot houses the essential six flight instruments alongside the Century 41 autopilot, establishing a solid foundation for flight operations. The centre console is thoughtfully allocated to engine gauges and includes a Garmin 530 GPS unit, equipped with a pop-out feature for ease of use. Engine fire controls are strategically placed just above this area for quick access in emergency situations.

    The space between the two pilot seats is home to the crucial radio controls, ensuring that communication is always within reach. Above, the overhead panel integrates throttle and prop pitch controls, flaps, and ignition switches, thoughtfully arranged to break up the expansive glass area, adding to the cockpit's functional aesthetics.
     

     
    Despite the inherent complexity of a cockpit designed in the 1960s, X-Hangar has managed to render all instruments, gauges, and switches with clarity and precision. Although a closer inspection might reveal a slight loss in sharpness, this minor limitation does not detract from the overall quality of the texturing, which remains consistent throughout the aircraft. This commitment to detail ensures that, despite its age, the Buffalo's cockpit is both a visually appealing and highly functional space, reflective of the aircraft's storied history and X-Hangar's dedication to authenticity.
     

     
    Stepping into the cabin, and you're presented with a choice that adds a unique layer of versatility to the Buffalo experience: seats filled with passengers or, with a simple click on the “fold all seats for cargo layout” option in the kneepad, classic vehicles from yesteryears. The ability to switch between a passenger layout and a cargo configuration not only showcases the Buffalo's adaptability but also injects a nice does of variety to the model. 
     

     
    Sounds
    The included sounds of X-Hangar's Buffalo do not use the FMOD sound system, a choice I find refreshing in a landscape where FMOD is often hastily considered a standard. Despite this, the auditory experience delivered is more than satisfactory, with the engine sounds being particularly pleasing. Whilst it's difficult to show sounds in a written review, the video below gives a good likeness to what the turboprops sound like in the X-Hangar model.
     

     
    Flight Characteristics
    After acquainting myself with the Buffalo's details, I was keen to experience its performance in the air, selecting Juneau International Airport in Alaska as my departure point, a location that's been a favourite of mine since acquiring the Inside Passage and Final Frontier packages from Tom Curtis back in the X-Plane 9 days.

    From the outset, the Buffalo's ground handling, in much the same way as the Caribou, impressed me with its responsiveness, making taxiing to the runway an enjoyable experience. As I initiated takeoff and advanced the throttles, the aircraft propelled forward, revealing the abundant power in the GE T64 turboprops. In what seemed like mere moments, true to its STOL design, the Buffalo effortlessly ascended, setting the stage for a captivating tour around Juneau.
     

     
    Once airborne, the increased thrust from the twin turboprops was immediately noticeable, offering a significant boost in performance over the DHC-4. This extra thrust was particularly apparent during the cruise phase, allowing the aircraft to maintain altitude with ease. While I refrained from executing what some might term 'enthusiastic manoeuvres', I did conduct a few stall tests. The Buffalo behaved predictably in these situations, exhibiting only a minor wing dip before recovery, aligning with expectations for an aircraft of its class and design.
     

     
    Approaching Juneau for the return, the Buffalo's low-speed handling merits became increasingly apparent. The final approach and touchdown called for a few delicate touches of correction due to the wind, but here again, the aircraft handled these with ease. 
     

     
    Performance
    The performance of the DHC-5 Buffalo mirrors that of other X-Hangar models, showcasing an exceptional consideration for hardware requirements. Much like their previous, the Buffalo ensures that even those without the latest and greatest PC setups can still enjoy a rich, immersive experience. This approach allows simmers the flexibility to add detailed scenery or experiment with changeable weather conditions, without having to worry about overtaxing their systems. It's this level of thoughtfulness in design that makes flying the Buffalo not just a visually satisfying experience, but also a smooth and accessible one for a wide range of X-Plane users.
     

     
    Conclusion
    The DHC-5 Buffalo by X-Hangar, much like its predecessor, the Caribou, seamlessly integrates nostalgia with practicality. It shines in performance, demonstrating X-Hangar's commitment to producing highly enjoyable models that perform extremely well across a broad spectrum of PC hardware without compromising on immersion. Opting out of the race for 4K textures, it instead boasts authentic sounds and an impressive array of liveries, all contributing to its unique charm.
     

     
    For simmers aiming to diversify their collection with a historically rich aircraft, the Buffalo distinguishes itself as an exceptional pick, ready for adventures that few others in its class can match.
     
    ________________________
     

     
    The de Havilland Canada DHC-5 Buffalo by X-Hangar is now available from the X-Plane.Org Store here:
     
    de Havilland Canada DHC-5 Buffalo
    Priced at US$22.95
     
    Features
    For both X-Plane 12 and 11 3D cockpit VR cockpit Rain and wipers Opening windows Opening doors Opening ramp Yoke hides with keyboard key or press of a button on the panel Steerable yoke in both 3d and VR Pilot figures Passenger figures Static models Chocks and remove before flight flags Menu to hide co-pilot and other options Two different loads: Passenger or Cargo Cargo or passenger load displays according to load (more with more weight and less with less weight) Many international liveries Layers for painting your own livery Garmin 540 GPS with pop out or press buttons Autopilot Century 41 Checklist in .txt format to use in the Sim User manual in .pdf format to help fly in X-Plane FSE file included to fly Flight Sim Economy Requirements
    X-Plane 12 or X-Plane 11 Windows, Mac, or Linux 8 GB VRAM Minimum Download Size: 311 Mb  
    Review System Specifications
    Intel i5 10400 – 32GB RAM - Nvidia Asus RTX 3060 – Windows 10 Home 64 Bit
    __________________________________
     
    Aircraft Review by Dominic Smith
    9th February 2024
    Copyright©2024: X-Plane Reviews
     
    (Disclaimer. All images and text in this review are the work and property of X-PlaneReviews, no sharing or copying of the content is allowed without consent from the author as per copyright conditions).
     
     

     
     
  14. Thanks
    Kiwiflyer reacted to Stephen in Behind the Screen : January 2024   
    Behind the Screen : January 2024
     
    It's a fresh new year! Like I mentioned going out of 2023, I was going to do a complete clear out of my current X-Plane Application setup. It's a brave decision to be honest. The last month or so of November, and into December, then X-Plane v12.0.09rcWhatever was running famously really well. So do you upset the "apple cart", "ask for trouble" and "can set you back" with loads of more quotes that could cause you problems and issues, and ones you just don't need when you hit the heavy workload of a New Year.
     
    But the problem is that, X-Plane can get very grubby, fill itself up with tons of useless files and even files that fail. I'll explain that one. 
     
    I found, that if a file is written over so many times on your storage, then slight bits of it's data can be lost. This goes back to those platter hard drive disks, in rewitten data being damaged, or the platter itself being worn by overuse. You of course do a defragment run and clean it up. I don't think it matters so much now with SSD drives, being the data is now hardwired. But if drives are saving multiple fragments across the drive, then sometimes bits, (pun intended) do get lost, things that should work, then don't
     
    I do, over the year, usually do a new "vanilla", or clean install of the X-Plane Simulator, but move only large portions of the segments. I just transfer from one install to the next one. Like the main content folders; Global Scenery, Aircraft, Custom Scenery and the current Plugins. But several transfers are the settings, like the X-Plane/output/preferences of "Keys" and "Joystick Settings"...  why, because my keyboard and aircraft preference settings are complex and the layouts are numerous. But the problem is both settings are year on year old, transferred from one installation to the next, even from one computer to another. The data within them is tired, and I noted several times last year that the settings (preferences) were failing, mostly singularly, but still noticeable, in that I had to keep resetting the preferences.
     
    And this is where I get to the nervous bit, I needed to throw these tired old preference files away and do them all fresh from scratch, It sounds simple, but it isn't...  there are a lot of hidden key tools set out in those settings, like swapping from a fixed wing aircraft to a helicopter, refined over the years to perfection. So I was contemplating doing a the full "Vanilla, Vanilla" reinstall.... the absolute clean slate one.
     
    Laminar Research has since added into the "X-Plane Installer" application, an option to "Install a Second Copy of X-Plane", which makes creating a new version easier. The old way was to download the "Demo" version, and add in the Global Scenery to make it a full Simulator version. This new way is not actually much different with a Second Copy, as you still transfer over the Global Scenery and main Aircraft, Custom Scenery and Plugin folders to create the running full version.
     
    But that original X-Plane Application was still very old, running nicely or not. You want to get the process done in a quiet time, as between reviews or content creation, then that is not the best time to start fixing and getting a non-working Simulator. So the down week between Christmas and New Year was the only option to get the rebuild done...  so I pressed the "Install a Second Copy of X-Plane" and started the Download.
     
    The point to make in this article, it is not the main downloads that can cause you the heartache, actually it is the easiest part of the process.
     
    When I install a new X-Plane copy, I then run it, in it's basic form. Yes I transfer over the Global Scenery folder to make it a full Simulator, but I run it from scratch, with only loading in a default aircraft, usually the Cessna 172. First job is to update the New copy to the latest X-Plane version, which can take as long as the copy download...
     
    ...  then test the framerate (usually off the scale) as the graphic settings are also set at their default settings. First things were to set up is my hardware, Joystick, throttle and rudder pedals. In the past I had just transferred the "Joystick Settings" prefs, and it was usually set ready to go. But here I was setting the prefs from a clean set of preferences.
     
    Part of the new installation is to find out if my Throttle hardware is playing up? 2023 was a difficult year with the Saitek X56 Throttle system. First it had a "Ghosting" issue (fixed by using a more powerful USB port), but from the middle of the year, the second throttle lever was not holding it's settings, but switching to the first throttle lever in the left lever, in then setting both throttles together. To separate them you had to pull out the throttle hardware USB plug, and move it into another (live) USB port, and it reset itself back to the separated dual levers. My thoughts were if the worn preferences were the cause of the issue (they weren't).
     
    With the hardware setup, I then reset my Graphic Settings. I always have a screenshot of my most efficient graphic settings, as if I want to experiment, I know how to get back to my best efficient setting layout.
     
    Running the new "vanilla" version is interesting to note the framerate (gains or losses thoughout the year), usually a gain. But it's also "fun", the return to your very first moment you flew the X-Plane Simulator, basic, but a fulfilling flying experience, with no distractions.
     
    Then you start adding in all the external extras, Plugins, Aircraft and then the massive Custom Scenery folder. Run it again...
     
    The trickiest part was after the main install. You have to calibrate all the external factors to the new installation. In fact this was the hardest part, resetting addresses to go to another destination. Navigraph, Charts, Skunkcraft's updater, Traffic Global, ToLiss data. Some were a pain, like Aerosoft (One) which wouldn't recognise the new install, and kept installing in the older one...  the only option was to redownload every single scenery to the new location, time consuming, and in reality it shouldn't have needed to be done, as all the old stored scenery then had to be thrown away.
     
    In the New Year Laminar also did a overhaul of the dsf scenery, it was a big one, but not the full install. But the new install would not accept the partial update, only the full reinstall...  64Gb of it, but I pressed the "Update Scenery Online" and did it in three hours, but when running X-Plane, it noted it still required the new scenery install, so I did it again, with the same result, then I pressed it again and it did the full install again, now nine hours and 192 Gb of the same scenery three times over...  thank god I have an unlimited download limit on my internet account, and unlimited patience...  finally it registered it was installed.
     
    Then came the slow work of authorising all the aircraft in the new install, this adds up to around the 30+ aircraft plus plugins that needed to be reactivated, then the slow work of resetting the FMS Data Manager to new addresses...  and on and on it went, two weeks into the New Year and I was still activating or changing addresses to the new install...  haven't finished yet?
     
    My keyboard settings were all blank, that took a few hours to reinstall all the commands, then my Joystick slider and switch settings, another hour for that one, and the tons of small fixes like my FMS flightplans, Screenshot destinations, WebFMC.....   agggh!
     
    Finally it was all done, a clean sweet install, and all new.
     
    Even now a month after there is still the odd address or aircraft to be reset, it's fix, fix, fix... I love X-Plane, but it is now so horribly complex, on how it all works is a miracle, but it does.
     
    Would I do this sort of extreme reinstall again, I'll be honest and I would think twice before I pressed the download button, but last year's version was burnt out and full of debris, it's what you have to do every few years.
     
    This Behind the Screen Edition is a little late, but reviews don't wait. Over the last weekend there was the announcement from Laminar Research at the Montreal developers conference, is that in the new X-Plane series (v12.1.0), Laminar they are inserting a store directly into the Simulator, a la MSFS. 
     
    The ramifications of this change are quite significant. This will not be just a new added store to the X-Plane Universe, as the current set up is that the .Org (Store and .Org forums) are one planet revolving around the parallel Laminar Research planet of development. In the past Laminar didn't do the commercial side of the Simulator, except for selling a few cups and mugs, but are now moving into the commercial aspect, and one that could seriously upset the natural balance of the past...  we will see how this significant aspect plays out, but my gut says Laminar has underestimated the complexities and the demands of users in running a store. I know, I have seen it first hand for a decade.
     
    There will be no "Behind the Screen" article posted for February 2024. I'm going on a well earned break for two weeks (floating around the Pacific), so the next BtheS edition will be posted on the 1st March 2024. Bon Voyage!
     
    Stephen Dutton
    6th February 2024
    Copyright©2024 X-Plane Reviews
     

  15. Thanks
    Kiwiflyer reacted to Stephen in Aircraft Upgraded to X-Plane 12 : Beechcraft Duchess Model 76 by JustFlight Thranda   
    Aircraft Upgraded to X-Plane 12 : Beechcraft Duchess Model 76 by JustFlight Thranda
     
    If you want to fill a void that has been left by Carenado, then the best place to look to is JustFlight, the British based developers. Who work in conjunction with Thranda Design, and ironically also Thranda that used to do the X-Plane development for Carenado. This was in recreating a market for nice and authentic single prop, and twin-engined General Aviation aircraft. Covered by JustFlight/Thranda has been the Archer TX/LX, Archer lll, Warrior ll and the Arrow lll/lV. A few in the Archer TX and Archer lll have already been converted to X-Plane 12, but a lot of the JustFlight stable are only still X-Plane 11.
     
    A Twin-Engined aircraft that was released for X-Plane 11 in April 2019, was the Beechcraft Duchess Model 76. It was a very nice twin, and now here it has been extensively upgraded to X-Plane 12, note this is an upgrade, and earlier purchasers of the Duchess XP11 can get 10% discount off the new Duchess X-Plane 12 aircraft.
     
    The aircraft is developed out of the Beechcraft Musketeer family of single-engined aircraft family line, and at first glance you would be pushed to see any family resemblance, between the model 24 low-wing standard low elevator design to the Series 76 twin-engined high T-Tail configuration,  and an all round far larger aircraft in a 32 ft 9 in (9.98 m) to 38 ft 0 in (11.58 m) wingspan and longer fuselage 25 ft 8 in (7.82 m) to the 76's 29 ft 0 1⁄2 in (8.852 m) overall length. But get down into the parts catalogue and you would be amazed on how many of the same spec are on both aircraft. Its main rival is the Cessna 310 and other references in this category include the PA-30 Twin Comanche and the PA-34 Seneca V.
     

     
    The original Duchess looked really great in X-Plane 11, but the Model 76 now jumps out at you far more with the X-Plane 12 lighting effects, you never get used to it, it has that extremely visible realism factor in the better PBR lighting. Also notable here are that the textures both external and internal are now 8K, and used here to produce a far higher texture clarity, and you notice the difference immediately... vibrantly. Note the newer 8K textures actually use less framerate than the old double 4K textures, in the way they are produced and used here, a Thranda development speciality.
     
    Modeling and detail was also good, but again it is all the more highlighted here (that lighting thing!) the feel is actually Carenado, not Thranda...  as with their other Cessnas and what not, that is not a bad thing, as that was Carenado's major attraction with the worn (if sometimes heavy) feel of their aircraft, or authenticity.
     
    Get in close and you won't at all be disappointed, it's perfection here with the aircraft skin and rivets, love that wing camber at a NACA 632A415 airfoil shape, so smooth and really well done...
     

     
    At this US40+ price your expecting a lot of high end quality, and yes it delivers here in buckets, as the detailing is very professionally and expertly done, as is the excellent glass, thickly tinted and lovely to look at, it all reflects with perfection (you can turn off the reflections, but why would you).
     
    The engine pods are also beautifully modeled, again those smooth curves scream out quality. They house two Lycoming O-360-A1G6D air-cooled flat-four engines, 180 hp(130 kW) each, and right through out the full production run 1978-1983 there was no updated or engine revisions, except for one in house turbo development aircraft.
     

     
    All the undercarriage came directly from the Musketeer spare parts bins, so it is exactly the same trailing link layout and structure, all the craftwork is expertly done in detail and animation, it is a complex gear system but fully realised here, with all the components highly visible.
     

     
    Two cabin doors open, and there is a rear baggage door, really nicely done with both external and internal door latches that work.
     

     
    Internally the layout is the same, but the materials are all very different. The X-Plane 11 Duchess had a very all grey (dull) interior design, here it is a dark blue cloth with slightly darker blue wall and door trimmings, roof is a weave texture mocha brown, with light grey walls...  lovely in style and depth of an older period...   the layout panels are actually very Carenado Bonanza, of which I love...   classy!
     

     
    Instrument Panel
    The instrument panel doesn't have that 'wham bam, thank you mam" factor. that you are expecting... even if at first looking slightly flat, but get in and look at it all more closely, and the detail is extremely very well done. Dials are rusted, dusty and worn out, with plasters even stuck to the panel from past use. Instrument gauges all have faded graphics, and the lighting studs are also well worn and even rusted from use.
     

     
    As noted, if you are Carenado man (or woman), then this is heaven, a trip back into the glory days. Yokes up close are quite authentic and gloriously faded from their 70's heyday, you can hide them individually, and can also use the switch electric trim...
     

     
    Panel layout is in three layers of dials to create a deep feel of instruments...   The Standard Six (SS) flying instruments are front and centre... Airspeed Indicator, Artificial Horizon and the Attitude Indicator are on the top row and the Turn Coordinator, Heading Dial/Course and Vertical Speed Indicators set out directly below. Left of the SS is a clock, backup Attitude Indicator and lower EGT (Exhaust gas temperature) needles. Right of the SS is a twin-needle Manifold pressure and below a twin needle RPM gauges, lower panel centre are two Bendix/King dials ADF (yellow) VOR2 (green) pointers driven by KR 87 ADF/VOR2 and the other is a VOR 2 / ILS indicator driven by KX 165 (NAV 2). Both heading and OBS rear dials/cards are adjustable.
     

     
    Lower panel is a Instrument air (vacuum) gauge and electrical starting and lighting switchgear with the neat gear knob. Top panel left is the label NAV 2 over the clock, very weird?
     
    Twin (engine sets) of six rows of gauges are centre panel, with from top:  Fuel L&R quantity gauges, Fuel pressure gauges, Oil pressure gauges, Oil temperature gauges, Cylinder temperature gauges and Alternator load meters with Alternator-out under/over voltage warning lights inset (are beautifully done). Top of the gauges sits a DME indicator which displays range, ground speed and time to station for NAV 1 or NAV 2 frequencies.
     
    An outside air temperature (digital) matches the manual pressure left window type, and a Hobbs hour meter is far right. The circuit breaker panel is active and can be used and is noted in the twin-bus layout of BUS 1 and BUS 2, it is very good and highly authentic in use. Flap lever and display are below the avionics with 0º - 10º - 20º - DN settings, but the flaps are not section driven, but are continuous in operation and so the degree markers are for display only.
     

     
    There are no instruments for the right seat pilot/passenger with the equipment stack dominating the area. Avionics stack is the usual Bendix/King KMA 28 TSO radio top which is above the GNS430 below (the Reality XP's GTN 750 unit can also be fitted, but this is an addon extra and costs you another $49.95)
    There is a really nice Bendix/King KT 76A transponder unit with a Bendix/King KX 155 COM/NAV 2 radio and Bendix/King KR87 ADF radio receiver bottom.
    Top far right is the Century IV autopilot which is (speaking to the passenger) "can you press the second button the top row, thanks very much" as it is located pretty in being well as far away from the pilot as reachable possible (there is thankfully a pop-up panel), and below is a WX-8 Stormscope.
     
    Twin Throttle levers, Propeller control levers (feathering on both 2-bladed Hartzell 7666A constant speed propellers does work) and Mixture levers are all excellent and well worn and feel nicely authentic to use. Note... unless there is power on, the feathering won't work.
     

     
    Pitch trim is situated between the seats and is well done, but requires help in key settings in a simulation environment (electric trim is available on the yokes), fuel levers are really nice as are the engine vents that can be opened, closed or set half way....  fuel crossfeed is active and the (working) Carb heat is here as well.
     

     
    Note how the passenger seat is offset to the pilot's, a nice authentic touch.
     
    Internal Lighting
    Both internal and external lighting is still quite basic...  panel has only two adjustments for instruments (noted as "Post Lights") and Instrument flood.
     

     
    But you can find that nice night time flying lighting sweetspot. However the worn graphics engine readouts look like early washed out X-Plane 2d panel, and they have no depth, but otherwise the panel looks good. Overhead light (and red torch) selection STILL does NOT work? so that gives you a very unusable dark cabin?
     
    External lighting
    Again very basic, even poor. The main wing and taxi lights are dull, and are missing their usual Thranda sparkle. Navigation lights (Red, Green and rear White) are fine, as are the wing strobes.
     

     
    Menu
    The Menu system is all changed for X-Plane 12. Gone are the side tab and the generally average looking tab menu. Here it is replaced by an iPad style tablet, stuck to the left window...  But you do have options, as the tablet can also be placed on either yoke and windscreen right...
     

     
    You can pop-out the screen as a window as well...
     

     
    ...  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 really square or head on, the yoke position is better, but now also situated lower in your eyesight. It's too far away as well for any detailed inspection and use.
     

     
    But the new layout and art does look far more modern, making it far nicer to use than the old version.
     

     
    The earlier 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 three doors; Pilot, CoPilot and Baggage Door (Open /Close), Window and Instrument Reflections, Cockpit Lights, Ground Equipment, Swap Pilots and Altimeter (IN.HG/MB)
     

     
    Open (close) doors are as seen before...
     

     
    Cockpit lights, just turns full on the Instrument Lighting? but could have been more useful if used for the (missing) cabin light?
     

     
    Ground Equipment is as terrible as the earlier set up. A single option to add in a ground puller on the front wheel, chocks, tie-downs and to hide the pilot, it still does not work? The puller does not work (neither do the tie-downs) if you just want to park the aircraft after a flight. No tags or flags and engine inlet covers are here either, and even a windscreen cover would be nice?
     

     
    Dan Klaue and his wife turn up as your pilots, and basically they are same two animated pilots as in the Thranda Aircraft, by the menu option, you can swap the seat 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 will make Him/Her disappear, but there are no passengers if weight added in the rear, or any bags 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) include two pop-ups for the GNS 430 and the Century IV (autopilot).
     

     
    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.
     
    Static Liveries; You can rotate through all the liveries with the Model 76 via the Static Liveries menu. An option here (new) is that you can adjust the Dirt (dirtiness) between 0-100%.
     

     
    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 27 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 of 27 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 blue) is shown in the square. You can also separately change the aircraft registration number, the Beechcraft 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 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 Beechcraft is in your own nice livery design...  
     
    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), range (available), endurance (time), and FF and used fuel flow, Winds....   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.
     

     
    Missing from the earlier options are the Sound Panel and the Flashlight.
    ____________
    Flying the X-Plane 12 Duchess Model 76
    You have to prime the engines via a button in the middle of the starter switch before turning the starter switch, but it is a bit of a trick on how long to hold the primer button and not to flood the engine, not a lot I believe...  engine starts are excellent. But I found several times the No.2 right engine has a tendency to foul it's plugs far more than the left one, if it does it is tricky to even hell to restart it again.
     

     
    The Model 76 taxi's like an older Carenado as well...  You have to adjust both the Propeller and Mixture right low to get yourself a lower taxi speed, if not, even on idle the taxi rate is too fast. I'm used to this caper by now, but I don't remember the X-Plane 11 version having such a high throttle idle?
     

     
    The Hartzell constant speed propellers are counter-rotating, turning counter clockwise engine left and clockwise engine right, this is to balance the aircraft's thrust and it is very helpful on takeoff, keeping you clean on the centreline. With no set flap degrees you can set the angle that you want, here I go for 5º to create lift, but with as little drag as possible....  the flap display can be hard to see at this distance, harder to see and set on landing.
     
    You do adjust each throttle (slightly) to absorb the different engine performance...  but that felt highly realistic.  Around 95 knts and your climbing out.
     

     
    Climb out is around 1000 fpm (Feet Per Minute) and that is a nice number here, officially the rate of climb limit is 1,248 ft/min (6.34 m/s), so you are using the climb to maximum effect, it doesn't feel like there is any strain on the engines or the aircraft.
     

     
    The memories come flooding back...  this is such a smooth Twin, super-smooth with tons of power. First climb is to 6,000ft, then Trim out... nice to trim and settle the aircraft. The electric Trim won't work unless you turn it on, on the panel behind the Yoke. Then you get the two up/down arrows on the Yoke trimmer button for trim adjustment.
     

     
    Same with the Autopilot, there is another panel switch for power, then another on switch on the Century IV panel...  it's very hard to read (certainly with the bright daylight), so the AP pop-up is the recommended tool to use it most of the time...  ALT will hold your current altitude, but to climb or descend you then press ATT and then set your pitch, you click and don't scroll the buttons to change the aircraft's pitch. The ATT setting can also be used just to hold your current pitch if you like that angle or rate of climb, so the AP is again very easy to use.
     

     
    Now we settle-in for the 2h 30m flight to Portland, if any aircraft is very capable, it is the Duchess.
     

     
    The Beechcraft looks extremely nice in the air, certainly in it's X-Plane 12 guise, realism 101...  checkout ot the underside, fabulously done, remind you of anything? yes those dirty Carenados.
     

     
    Then then also remember to use the EGT needles, the yellow needles represent the best lean to rich mixture for the best fuel flow and hence performance, so you adjust both the throttles and the mixture levers to achieve your golden lean setting....   it works fabulously, and I learn't a lot back in the time on how to "Lean for Speed". Here the mixture levers are really well far back, almost at the engine cut-off point, but the speed is good, and you feel no loss of power.
     

     
    Cruise speed is 158 kn (182 mph; 293 km/h) at the best at 10,000 ft (3,000 m), Range is VOR busting 780 nmi (898 mi; 1,445 km) and the Service Ceiling is a generous 19,650 ft (5,990 m).... I need that height here as well? what is it if you fly North on the West Coast of California, as you always seem to be climbing, I'm finding I'm already up to 9,000ft, but those ridges are still close?
     

     
    It is a nice place to be in is the Duchess, the quality environment is absolutely first rate, a genuine feel.
     

     
    Now descending into Portland, I checkout the Flight Computer numbers, very handy and informative...  good tools are always a help.
     

     
    One thing has been enforced during this newer review of the Model 76, and that this is a nice easy aircraft for learners and it comes with a nice stable platform to practise on, yes the 76 is an easy aircraft to fly, but the pro's will get it as well...  and love it as much as there is also a great built in depth in there, certainly even better now in X-Plane 12.
     
    Sounds are excellent, they should be at this price, but overall and right through the engine ranges, startup and shut down, you will not be disappointed. The sounds cover the full stereo spectrum, 3D audio effects, atmospheric effects, adaptive Doppler, exterior sounds spill, and different sound characteristics depending on viewing angle...   It's a very noisy aircraft as they are first rate and also upgraded to FMOD2.
     
    Set up and went into the approach of Portland Intl Rwy 10R. Tricky into getting right is the Flap setting...  The JustFlight Duchess as noted uses a continuous movement flap selection...  It's hard, because of the angle and distance of the flap dial, worse on this approach as the flat glass on the instrument was washed out, so the setting was a bit of a guess, or feel. Secondly it takes ages to get to the full 30º (DN) setting, extending and retracting, so you think you are there, then look and see it is only half-extended? They are seriously noisy as well, thrumming high noise in the aircraft.
     

     
    With the gear down you can see the excellent lower detail, it's impressive is this JustFlight.
     

     
    90 knts full flap is a nice approach and losing height of around 200 fpm speed. You have to be careful not to get too nose down on the approach, so the right trim setting and throttle position is vital. Pitch adjustments via the throttle is excellent, but also sedate, so you have to anticipate where you want your speed and pitch angle before you get there...  it's a bit of a trick, but it comes to you with the regular flying of the Model 76. Final approach is 80 knts, then you need to get that nose up to flare.
     

     
    The trick (there is always a trick), is to find that throttle sweet spot, so the Duchess has a slow speed landing, but not a lot of loss of lift, the margin is small, but findable, so doable. The timing of the final pitch still however has to be perfect in the flare, to early and the 76 will slightly float...
     

     
    Once all down, it should be at around 73 knts, then you just run out the speed down to the taxi speed, again the right propeller and mixture lever settings are important to get right before you land, to get the transition to taxiing correct. Stall is 60 knts and lethal, you will just fall out of the air because of that high T-Tail effect!
     

     
    Liveries
    There are seven liveries provided (PAINTED LIVERIES) (down from eleven), and two of the liveries are noted as "DynamicLiveryResources" and "ZZTEMPLATELIVERY", these are the currently selected "DYNAMIC LIVERIES".
     

    ___________________
     
    Summary
    A Twin-Engined aircraft was released for X-Plane 11 in April 2019 by JustFlight and Thranda Design, this was the Beechcraft Duchess Model 76. It was a very nice twin, and now here it has been extensively upgraded to X-Plane 12, note this is an upgrade, and earlier purchasers of the Duchess XP11 can get 10% discount off the new Duchess X-Plane 12 aircraft.
     
    Covered also by JustFlight/Thranda has been the Archer TX/LX, Archer lll, Warrior ll and the Arrow lll/lV, but this Duchess 76, is the only big twin-engined aircraft of the series.
     
    The X-Plane 11 version was an excellent aircraft. But this rejuvenated version for X-Plane 12 is far, far better again, but a few quirks still however remain.
     
    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 authenticity and a very high quality.
     
    The aircraft comes alive in X-Plane 12, highly realistic and gives you a very high quality twin 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 (two real aircraft G-BZRT and G-GCCL were used as collation).
     
    But the odd quirks oddly remain? The poor Static Objects are still a one click nothing. No cabin lighting is still another odd omission, and the external taxi/landing lights are non-existent in brightness and feel, 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 27 pages of checks, you can't uncheck in one operation.
     
    When coming back to this JustFlight/Thranda Duchess 76, my thinking was "Why didn't I fly this excellent aircraft more, since the 2019 release as it was so good". In most cases you usually have an easy answer, but not with the Duchess, as it is a very fine aircraft in every area (except for separate chocks and covers). It is also in that high price range of US$40+, and that is fine as the aircraft does deliver exceptional quality, but now even more so in the X-Plane 12 environment.
    It is excellent, a lovely aircraft, that even the most novice pilot can fly and enjoy...  overwhelmingly the main thing about the Duchess 76, is that it brings back into your hangar, something you felt you had lost, Carenado authenticity and feel. So it's like going back ten years but still having all the mod-cons that X-Plane 12 provides as well, a brilliant combination of the very best of both worlds....  Highly Recommended. 
    ___________________
     

     
    Yes! the Beechcraft Duchess Model 76 by JustFlight Thranda is now available from the X-Plane.Org Store here :
     
    Beechcraft Duchess Model 76
    On sale: US$42.99
     
    Requirements:
    X-Plane 12  (not for XP11)
    Windows, Mac or Linux 8 GB+ VRAM Recommended Download size: 2.2 MB Current version : 1.0 (January 31st 2024)   Owners of the Duchess XP11 can get 10% the new Duchess XP12.   Installed in your X-Plane Aircraft folder 2.44 Gb. Authorization on startup is required. AviTab Plugin is required for this aircraft   Documents Duchess Model 76 ODM X-Plane manual.pdf Duchess Model 76 X-Plane manual.pdf EULAstandardcommercialandacademic2019.pdf  

     
    Design by JustFlight/Thranda Design
    Support forum: JustFlight Duchess 76 _____________________
    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 12.09rc5 (This is a Release Candidate review).
    Plugins: Traffic Global - JustFlight-Traffic (X-Plane.OrgStore) US$52.99 : Global SFD plugin US$30.00
    Scenery or Aircraft
    - KHAF - Half Moon Bay by Rising Dawn Studios (X-Plane.OrgStore) - US$19.00
    - KPDX - Portland International Airport 1.5 by Mister X6 (X-Plane.Org) - Free Download
    ___________________________
     
    Review by Stephen Dutton
    4th February 2024
    Copyright©2024: X-Plane Reviews
     
    (Disclaimer. All images and text in this review are the work and property of X-PlaneReviews, no sharing or 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! - KDEN Denver is updated to v2.1 by X-Codr Designs   
    NEWS! - KDEN Denver is updated to v2.1 by X-Codr Designs
     

     
    X-PlaneReviews "Best Scenery of the year" 2022 was X-Codr's sublime massive KDEN Denver International Airport. Here early into 2024 is a nice little update v2.1 to fine-tune DEN with a few more new features.
     
    Denver International Airport locally known as DIA, is an international airport in the Western United States, primarily serving metropolitan Denver, Colorado, as well as the greater Front Range Urban Corridor. At 33,531 acres (52.4 sq mi; 135.7 km2), it is the largest airport in the Western Hemisphere by land area and the second largest on Earth, behind King Fahd International Airport. Runway 16R/34L, with a length of 16,000 feet (3.03 mi; 4.88 km), is the longest public use runway in North America and the seventh longest on Earth. The airport is 25 miles (40 km) driving distance northeast of Downtown Denver, 19 miles (31 km) farther than the former Stapleton International Airport, the facility DEN replaced.
     
    In both 2021 and 2022, DEN was the third busiest airport in the world as well as the third busiest airport in the United States by passenger traffic; DEN has been among the top 20 busiest airports in the world every year since 2000.
     
    KDEN v2.1
    First change or new features are that the service vehicles are now branded to the airline, services to Denver Airport (Swissaport). They also have new custom made sounds as well.
     

     
    Entrance elements are also updated.
     

     
    Some gates didn't work correctly with the SAM plugin, but are now fixed...  and a few other fixes and improvements were done around DEN.
     

     
    Notable for the v2.1 update is to also update the X-Codr Library to v1.8, and the Living Scenery Technology to v1.11, besides the KDEN scenery package update v2.1...

     

     

      ✓ High Quality Rendition of KDEN - Denver International Airport       o Detailed, realistic terminals, accurate as of mid-2023.       o Realistic terminal interiors with numerous POIs (such as hanging display aircraft).       o Lively terminal interiors with animated escalators, and thousands of animated sitting, and walking people, whose density varies with time. All of which are visible from the aircraft.       o Windows on buildings with interiors loose opacity at night, mimicking the optics of real glass, for gorgeous night views.       o Realistic, high resolution, hand-crafted textures complete with PBR normal maps and realistic, accurate wear.       o Accurate, highly detailed buildings through the airport, including the new Southwest hangar. ✓ Realistic, natural ground textures       o Tile-free pavement textures with textures detailed down to the pebble       o Realistic normal maps give pavement depth       o Accurate, detailed markings, with realistic reflections       o Hand aligned concrete lines where possible, for natural transitions to newer, brighter pavement areas       o Realistic, hand painted grunge, with unmatched up close detail, that is cohesive with the rest of the scenery. ✓ Lively scenery through use of our Living Scenery Technology plugin for animations, and Stairport Sceneries SAM for jetway systems       o Thousands of walking animated people, with minimal performance impact       o Cars traverse the airport roads realistically, vs spawning in the middle of a road.       o Accurate, realistic speeds for people and cars throughout the airport.       o Animated electronic display boards on Concourse B display local time and temperature.       o AC fan blade speeds vary with the local temperature.       o Realistic, ultra detailed jetways through use of SAM       o All major parking spaces have excellent SAM marshallers to guide you in ✓ Maximum performance       o Every model is meticulously optimized for the best possible performance.       o Localized LODs reduce rendering load by over 80% on average, relative to traditional LODs       o Texture reuse other technical techniques improve VRAM efficiency.       o Shadows are disabled on objects that don’t benefit, for big performance gains. ✓ Full X-Plane 12 support       o Realistic weather effects       o Optimized native aircraft services.       o Use of the excellent native 3d vegetation  
    The v2.1 update is now available from the X-Plane.OrgStore...  the price, for all this, only a brilliant US$29.95
    _______________________________
     

     
    Yes! KDEN - Denver International Airport HD v2.1 by X-Codr Designs is now available from the X-Plane.Org Store here :
     
    KDEN - Denver International Airport HD
    Price is US$29.95
     
    Features
    This scenery is a ultra detailed recreation of Denver International Airport. Some of its features include:  Ultra detailed rendition of Denver International Airport Winter and wet rainy versions are included as well Highly detailed custom buildings Most parts of all concourses have detailed custom interiors Detailed yet performance friendly models Normal maps for great bump mapping and glass reflections Ultra detailed ground textures 1 pixel per 6 inch orthophotos equivalent to ZL20 Orthophotos have been cleaned of duplicate flat textures under 3D models (such as traffic and bridges) Extreme detail for pavement, while still maintaining minimal repetition Highly detailed normal maps for impressive specular reflections X-Codr Designs SoundXP Plugin (Windows 10 ONLY) Ambient airport sounds will be played based on your location in the airport - a first in X-Plane Listen to chatter, announcements and other sounds when inside the terminal, trucks rumbling by and beeping when near busy ramp areas, and the drone of traffic speeding by when on the landside of the airport Dynamic living airport Watch heavies, regional commuters and other air traffic bring the airport to life with superb WT3 routes by Brian "Cpt. K-man" Navy (Bird Stryke Designs) Animated jetways using Autogate by Jonathan Harris (marginal) Animated car traffic using Ground Traffic by Jonathan Harris (marginal) Native ground services will service your aircraft upon request Highly detailed custom mesh using Ortho4XP Detailed under and overpasses Sloped runways and taxiways, and ditches  
    Requirements
    X-Plane 12 or X-Plane 11
    Windows, Mac or Linux 4 GB VRAM Minimum - 8 GB+ VRAM Recommended Download Size: 7.5 GB Current version: 2.1  January 22nd 2024 ____________________  
    NEWS! by Stephen Dutton
    1st February 2024
    Copyright©2024 : X-Plane Reviews
      

     
  17. Thanks
    Kiwiflyer reacted to Dominic Smith in Scenery Review: KONT - Ontario International Airport XP12 by VerticalSim   
    Scenery Review: KONT - Ontario International Airport XP12 by VerticalSim
     
    By Dennis Powell 
     
    Introduction
    Evoking memories of a 60s TV show, one might recall the phrase, “California is the place you ought to be. Swimming pools, movie stars.” Yet, a short journey east of Hollywood's dazzle takes us to Ontario, California. This area, less heralded but equally intriguing, hosts a sprawling suburban expanse and an airport that serves as a serene counterpart to the ever-busy LAX.

    Developed by VerticaliSm, Ontario International Airport emerges as a noteworthy addition to their portfolio. Situated as a gateway to Southern California's adventures, it offers an experience distinct from the frenetic pace of Los Angeles International Airport (LAX). The locale is steeped in suburban authenticity, replete with residential areas and the kind of small-scale industrial backdrop one might anticipate in a community adjacent to, yet distinctly apart from, Los Angeles. Encircled by mountains to the east and the undulating hills of Los Angeles to the west, KONT positions itself intriguingly, but how does it fare as an X-Plane destination? Well, that's what we're here to uncover.
     
     

     
    Installation
    Installing this scenery package is a breeze. The process involves a simple download of the 1.6GB package, unzipping the folder, and then transferring the uncompressed scenery folder into your Custom Scenery directory. It's straightforward: no complicated licensing, no codes to enter, no hassle at all. Just a quick click, drag, and drop, and you're all set to dive into this scenery experience.
     
    On a side note, while the store's description suggests that the gates require SAM3, I've found the package operates smoothly without it. Despite removing the SAM suite due to its impact on my system's performance, I faced no issues with the gates. However, it's worth noting that you'll miss out on the marshaller's guidance into the gate, which could be a consideration for those who fly airliners

    Documentation
    This scenery package includes a PDF that efficiently details setup, installation procedures, and any special features you might need to know about. In addition to the installation guide, the PDF offers an overview and some other handy pieces of information. For those interested, it also contains a link to the latest version of the SAM suite. 
     
    The provided documentation is straightforward and includes necessary information about SAM3 compatibility. As previously mentioned, while I choose to fly without the SAM suite due to its effect on my system's performance, those with more robust systems might find it adds to their experience. And don't worry about being overwhelmed by the PDF, as it's a concise six pages. You’ll find it short, sweet, and refreshingly straightforward, sparing your hair from turning grey as you read.
     

     
    Exploration Walkthrough
    Situated in a semi-arid desert basin just east of Los Angeles, the airport is encircled by mountains to the east and rolling hills to the west, north, and south. The surrounding area is peppered with autogen, primarily suburban housing and light industry. Warehouses are a common sight as you approach, and the light industrial zone to the east of the airport forms part of the scenery.
     

     
    The local vegetation is quintessentially Southern Californian: scrub brush and palm trees, with a smattering of deciduous trees for shade. The airport features two parallel runways running east to west: 8L/26R, stretching 12,197 feet, and the slightly shorter 8R/26L at 10,200 feet. Both runways boast comprehensive centreline lighting.
     

     
    However, the ground texture, based on ortho photos, is where the scenery slightly falters. These photos retain time-specific shadows and include numerous 2D-rendered parked cars in the lots and conspicuous 2D junk piles around the airport. This aspect is the only notable shortcoming, but considering the airport's price point, it's a minor quibble.
     

     
    The runway and taxiway textures use transparent textures as their base, with custom polygons for the pavement. This technique, a holdover from X-Plane 11, ensures intricate taxi routes but precludes AI aircraft generation and landing at the airport. However, those familiar with World Editor can easily rectify this.
     

     
    The 3D modeling of the main terminal buildings is notably detailed, capturing the essence of their real-world counterparts with a high degree of accuracy. The terminals feature angular roofs with sharply angled glass elements, plus subtle curve that adds to the realistic portrayal. 
     

     
    Smaller structures such as maintenance buildings and hangars are also accurately rendered, matching online photos, though lacking interior details. The exteriors, however, are painstakingly modelled, contributing to the airport's ambiance.
     

     
    The airport is abundant in clutter: 3D parked cars, ramp equipment, baggage trains, static aircraft, and notably, a Boeing 727 by a cargo hangar, a fixture in many satellite images. Also, present are power poles, dumpsters, bollards, concrete barriers, cargo containers, and custom signage.
     

     
    The gates, rendered using SAM, are not functional on my setup due to the absence of the SAM plugin, a decision influenced by its impact on my system's performance. Many gates are labelled with airline names like Southwest, Delta, and JetBlue. While not all gates are marked, it’s easy to discern airline allocations. A noticeable omission, however, is the presence of people, an increasingly common feature in payware airports that adds a vibrant, lively atmosphere.
     

     
    Night Lighting
    The night lighting at Ontario is particularly noteworthy. Surrounded by a brightly lit suburban area, accentuated by its proximity to several freeways, the airport itself doesn't overly stand out at night. Yet, it is sufficiently illuminated to be identifiable as an airport.
     

     
    The runways are equipped with the standard centreline, edge, and approach lights expected of a busy international airport. A unique feature that caught my attention were the taxi lights. Unlike the runway lights, which are strung in lines, these taxi lights appear custom-made and hand-placed, creating an impressive density and detail on the ground. Additionally, there's a significant cluster of wig wag lights at the points where various taxiways converge near the runways. The main terminal ramps are well lit, achieving a balance between visibility and subtlety.
     

     
    In contrast to some sceneries where you might notice a shift in lighting intensity from twilight to full darkness, Ontario’s lighting remains steady and constant. There’s no abrupt increase in brightness as the night deepens. Given the significant light pollution from the surrounding autogen, the airport's lighting is executed with just the right touch, noticeable but not overwhelming, perfectly complementing its environment.
     

     
    Performance Impact
    This airport marks my second venture with the recently acquired Nvidia RTX 2060, and during my exploration, frame rates consistently hovered in the mid to upper twenties. Pinpointing the exact cause of these low frame rates is a bit challenging. It could be attributed to the airport itself or potentially the extensive autogen in the surrounding area. However, given that my settings for autogen and vegetation are cranked to the max, I’m guessing I’m CPU, rather than GPU limited. 

    What I can confidently report is that, despite the lower frame rates, the overall flying experience remained smooth. There were no hitches, hesitations, or scenery skips noted. During my testing of the scenery, I used the JRX Bell 407, which might have influenced the frame rates I observed. However, it's still too early to conclude if this particular model is a significant resource hog, as I haven't had enough time to thoroughly test its impact. It's a well-known fact though, that certain aircraft can be more demanding on frame rates than others. For those with a reasonably modern computer setup and a robust graphics card, this airport should not pose significant performance issues. Additionally, for those utilizing AutoOrthoXP and X-World America by simHeaven, you'll be happy to hear that VerticalSim's Ontario integrates almost seamlessly into the wider area. 
     

     
    Conclusion
    Overall, Ontario by VerticaliSim presents a solid and well-executed scenery, effectively capturing the essence of its real-life counterpart. The numerous buildings are modelled with care, each one enhanced by a high level of texturing detail. The use of transparent textures for runways, taxiways, and ramps means an absence of AI aircraft, but this isn’t a major issue. For those desiring AI activity, it's an easily rectifiable point. At a price of just $15.99, this minor limitation doesn't detract significantly from the overall value.

    The only real niggle is with the ortho photos. The retention of shadows and 2D objects could have been addressed prior to their use, and in certain areas, the 2D vegetation isn't completely masked by 3D counterparts. These aspects, while minor, might slightly distract pilots who prefer low altitude flying. However, the photos do ensure accurate runway and parking lot markings.
     
    For heavy metal simmers, VerticalSim's Ontario is an excellent choice. It offers an escape from the congestion of LAX and serves as a gateway to explore the varied landscapes of Southern California: from the coast to the mountains, and yes, even those swimming pools and movie stars the classic 60's TV show alluded to.
     
    Dennis Powell, Sunset Arts LTD.
     
    ________________________
     

     
    KONT - Ontario International Airport XP12 by VerticalSim is now available from the X-Plane.Org Store here:
     
    KONT - Ontario International Airport XP12
    Priced at US$15.99
     
    Features:
    Brand new XP12 weather maps Accurate cargo ramps 2023 Airport Layout HDR Lighting PBR on nearly all materials Moving vehicle traffic Traffic AI Routing SAM Jetways Usage of LOD’s for optimization Requirements
    X-Plane 12 - (not for XP11)
    Windows, Mac, or Linux
    8 GB+ VRAM Recommended
    Version 1.0 (January 12th, 2024)
     
    Review System Specifications
    Windows 10 Intel i5-6600K 16GB RAM RTX 2060 with 12GB VRAM
     
    __________________________________
     
    Scenery Review by Dennis Powell
    31st January 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).
     

     
     
  18. Thanks
    Kiwiflyer reacted to Stephen in Aircraft Review : Leonardo Aermacchi M-346 AJT by Deltawing Simulations   
    Aircraft Review : Leonardo Aermacchi M-346 AJT by Deltawing Simulations
     
    This is the excellent Leonardo Aermacchi M-346 AJT "Advanced Jet Trainer". The Aermacchi M-346 Master is a family of military twin-engine transonic advanced jet trainers and light combat aircraft. Originally co-developed with Yakovlev as the Yak/AEM-130, the partnership was dissolved in 2000 and then Alenia Aermacchi proceeded to separately develop the M-346 Master, while Yakolev continued work on the Yakovlev Yak-130. The first flight of the M-346 was performed in 2004. The type is currently operated by the air forces of Italy, Israel, Singapore, Greece, Turkmenistan and Poland. Since 2016 the manufacturer became Leonardo-Finmeccanica as Alenia Aermacchi merged into the new Finmeccanica, then finally rebranded as Leonardo in 2017.
     
    As the X-Plane 12 Simulator now has 18 months of maturity behind it, then users are now getting aircraft releases of only dedicated X-Plane 12 aircraft, in other words only true X-Plane 12 designed and higher quality releases. This M-346 is from Deltawing Simulations, a very well known and quality based developer, also known for their excellent F16C Fighting Falcon series of aircraft. Another thing notable is that this M-345 is an official Product and licensed by Leonardo.
     
    First impression is the Aermacchi just jumps right out at you, the quality is really very overwhelming, very X-Plane 12 and highly, highly realistic...
     

     
    I love an aircraft that just leaps out at you, your gut says, "This is going to be good", and the experience awaits.
     
    The M-346 is designed for the main role of a lead-in fighter trainer, in which aircraft's performance and capabilities are used to deliver pilot training for the latest generation of combat fighter aircraft. Powered by a pair of Honeywell/ITEC F124-GA-200 turbofan engines of 28 kN (6,300 lbf) thrust each, and designed to reduce acquisition and operating costs, the M-246 is capable of transonic flight without using an afterburner .
     

     
    Modeling is absolutely first rate...  you will get no complaints from me in this area. Inlet and exhaust outlets are brilliantly conceived, all the diverse panels and riveting are excellent, the detail here does not reflect the sub-$40 price, but for a quality delivered from a far higher 25% price-point...
     

     
    Highlight is the superb twin-canopy, brilliant tinted glass shows a hugely complex cockpit, with two very highly realistic animated pilots, and even their mask air-tubes move with the movements...  incredibly well done and like mentioned, highly realistic
     

     
    Another highlight is the gear....  First two front doors open, then the gear uncoils out of the underbody of the fuselage...
     

     
    The gear twists and turns it's way down, the animation detail is brilliant by Deltawing...  highly realistic, I love watching the theatrics of it all. When all finally down and locked the gear detail from the struts, links, arms and the hydraulics is focus study stuff, in being just perfect and original to the design.
     

     
    Menu
    There is a banner menu "Aermacchi M-346" that has four options; Refuel Probe Toggle, Remove Before Flight Toggle, Ladder Toggle, Choks (sic) Toggle and OPTIONS
     

     
    Static elements are very good.
     

     
    The M346 is hung like a Christmas Tree with tags and flags, you also have engine inlet and exhaust covers. Highlight is the Ladder, beautifully detailed, it allows both pilots to insert or extract themselves from the Jet. There is a lovely fuel probe and an earthing cable and clamp....   and also rear wheel chocks. Set to the side is an emergency fire extinguisher.
     

     
    A nice touch is that both pilots can be inserted or removed individually from the cockpit via the OPTIONS menu.
     

     
    You can flip the pilot's visors by using Shift + F2 (front), and SHIFT + F3 (rear), but I found the F3 didn't work?
     

     
    Cockpit
    The Aermacchi is a twin-seat trainer, but being modern, the layout between the front and the rear are both mirrored in controls and instrumentation. The first look detail is excellent. It's tight in here as the boundaries don't give you much flex room, slightly forward and up are your only movement directions.
     

     
    It is a complex cockpit, but you soon navigate around the instruments, switches and dials if you are familiar with military aircraft. The instrument panel is dominated by the UFCP (Up Front Control Panel) top central and three MFDs (Multi-Function Display) lower, all laid out with universal menus.
     

     
    All four units pop-out via a pointer-circle...  In the banner menu there is also the option to "Pop Out The Pop Outs" or switching them to full window menus.
     

     
    Left console covers; APU (Auxiliary Power Unit), yes it is built in! RENG (Engines), TCT, FGS, TRIM and PWR (Power) sections.
     

     
    Right console covers PWR (Radio), ICS, ECS (Environment), IFF (Identify Friend or Foe), INTR LT (Internal Lighting), EXT LT (External Lighting), MASS...  rear is the RADIO (right and MAINT. ENG DRY left.
     

     
    Behind the HOTAS stick, is the HOTAS  and FCS (flight control system) panel. The highlight of the cockpit is left, these are the lovely Twin-Throttles, again worth a close investigation.
     

     
    Also notable is the Ejection Seat "Safety Catch" SAFE or ARMED. There is a full selection and activation settings for the ejector seat, and very authentic to the real seat operations.
     

     

     
    The UFCP has input selection keys and data selections, with 8 Function keys, 35 data entry options all done on a 4 line dot-matrix display unit. Data selection cover IFF (Identify Friend or Foe), COMM (Communications), FPL (Flightplan), SP (Steering Point or waypoints), Data Page (Fuel, Height, Laser, Altitude), BARO, AP (Autopilot)/ FD (Flight Director), TACAN, VOR/ILS, CLOCK...  it's complicated, but all the selections are noted in the manual, but sadly there are no descriptions of the tools or how to use them, so a bit of study and pushing buttons is required to master the unit, but clever and authentic the UFCP is. Here are a few of the displays available...
     

     
    The three MFDs (Multi-Function Display), are interchangeable, or you can display the same page on either MFD. Selection is via the MENU button top, the Menu selections disappears again with non-selection.
     

     
    Again there are a lot of menu choices (most currently are INOP), but active are FCS (Status), COMMS 1, COMM 2, IN/GPS, CAD 1 (Including AP/FD and ROLL), HSI (Horizontal Situation Display) with "NAV Source", MAP/ TSD and SYSTEMS, there also menus within menus like SYS and FUEL pages. Again the Manual could be more descriptive of these systems and have labels in explaining what they are and how they work, so your work wil be a bit hit and miss in making notes on how to navigate the screen pages. I feel more MFD options will come later from Deltawing, the idea is to do the basics of the MFD first, then do the deeper detail in coming updates.
     

     
    The HUD (Head Up Display) or noted here as the "PDU" or Pilot Display Unit, but I will still note it as the HUD. This one is a very comprehensive HUD, quite different in it's layout arrangement, but very well done and the main feature of the cockpit, we will focus on this HUD in flight.
    Lower set on the glareshield are the ATL (Altitude) SEL, BARO, CRS (Course) SEL, and HDG (Heading) SEL knobs, and the Caution Warning Panel (CWP) Annunciators. Lower is a (pop-out) backup (here noted as a GHD or "Get Home Display") ISIS or Integrated Standby Instrument System.
     

     
    If you press the lower center of the HUD assembly, it will move you to the rear seat, and vise-versa. Control wise the rear station is exactly the same as the front, most of the same instruments are present back here as well, the only difference are the side panels, that have a lot of the switch panels missing.
     

     
    Lighting
    There are three knobs for adjusting the internal lighting. CONSOLE and INST (Instrument) does the main honours, and it looks gorgeous. A third knob FLOOD will give you cockpit lighting via four spot-lights...  overall totally excellent, but I couldn't find the HUD brightness adjustment.
     

     
    External lighting has flashing white beacons top, lower and tail, inner Navigation lights, and a single taxi light on the front gear strut, and landing lights on each of the rear gear legs...
     

     
    A highlight are the adjustable "Formation" or Slime lights...   nose, rudder, rear fuselage, and on the tips of the wings.
     

     
    Flying the M-346
    Pooowwwer, what is it about with these trainers that have so MUCH thrust...    the Aermacchi is certainly not lacking in this area with those huge Turbofans with 28 kN (6,300 lbf) of some heavy thrust capacity...  enough to give you a climb-rate of 112 m/s (22,000 ft/min), then a Mach 0.95 Maximum speed or 1,090 km/h (680 mph, 590 kn) in the old school. You feel it, through your back and in the controls.
     

     
    The other thing with trainers is balance...  they are extremely easy to trim and to find that sweet spot, you know the point where you can take your hands off the stick and feet off the rudders and the aircraft will just stay there, powering along at a god fast awful speed, it exhilarating!
     

     
    The M-346 is an absolute gem of a handling aircraft, you get precision here, but also that relaxed control feel in the way the aircraft turns and reacts to your inputs. It doesn't feel like a trainer, but more like an efficient attack aircraft.
     
    In the advanced jet trainer role, the original M-346 model is unarmed; however, in November 2015, it was reported that Alenia Aermacchi was close to finalising a combat-capable dual-role variant of the aircraft. During late 2017, a series of armed tests involving the AIM-9L missiles took place. In 2015, an armed variant, designated as the M-346 LCA (Light Combat Aircraft), was offered to Poland; this reportedly included a capability of operating the Brimstone air-to-ground missile. The armed variant is still under development, designated M-346FA. The first pre-series aircraft has however flown from Venegono airfield in July 2020.
     

     
    You are at one with the aircraft, not only in the front seat, but also if you prefer the rear. Realism is provided by the moving front pilot's helmet, it is SO realistic in here.
     

     
    One of the highlights is the comprehensive HUD or PDU. There are 16 display readouts...
     

     
    ....  although most HUD's are identical, the layout of the data is different here, so you will need to study the visual references before going flying, it's brilliant but confusing if you don't know what is what...  the basics are shown here.
     

     
    You have to keep it centred in the scope as well, move your POV and you lose a section of the HUD data. Once I had worked it all out, I loved the display, but will note that at certain angle to the bright sky, it can wash out the lower details, so you have to squint closer for the data, this can make tough with reading on approaches. You can't hide or lower the HUD either, so it is always on.
     

     
    No doubt is if you have VR (Virtual Reality) headset, it would be realistically amazing in here, the Deltawing M-346 fully supports the VR environment, its great on a monitor in 2d, but in 3d 360º would be absolutely excellent.
     
    The CAD page gives you the standard flying instrument display on the MFD. It has the standard Artificial Horizon and speed and altitude tapes, but there is an option when in the AP mode for the AP details to be also shown on the CAD, and very good it is, sometimes easier to read than the HUD whiteout.
     

     
    My only gripe is that using the V/S Speed and Altitude capture is very hit and miss, sometimes it works, but in most cases refuses to capture your selected altitude, either more refinement is required, or more information on in how it works needs to be forthcoming from Deltawing.
     
    Range is 1,925 km (1,196 mi, 1,039 nmi), with an endurance  of 2 hours 45 minutes (4 hours with external drop tanks). Ceiling like most trainers is a very high 13,716 m (45,000 ft) to replicate fighter limits, same with the g limits of +8 -3.
     
    Sounds, brilliant of course, FMOD 2 in design, they totally reflect the tone and power of the F124-GA-200, its behind you as you accelerate, but aurally around you as you twist the Aermacchi around in the air, so yes it comes with 360º doppler movement...  other smaller, switch, gear extension/retraction and alert sounds are all perfect, its a very sonic environment...    just listen to the air-pressure opening and closing of the canopy.
     
    A feature of the Aermacchi M-346 is the PARS system which is a "Pilot Activated Recovery System"...  the idea is to recover the aircraft to a safe flight situation, say if a student panicked, or a loss of conscious (blackout)...  there is a button on the console behind the stick that activates the system...
     

     
    So I drop the M-346 into a death roll and fall...
     

     
    ...    so I pushed the stick more forward... more nose down and now past the point of recovery...
     

     
    ...  then you hit the PARS button, and lo & behold the Aermacchi, just quickly and simply recovered itself to a nice safe level flying position!
     

     
    So the system is very realistic.
     
    Fuel system is very good. You have 2x Internal Tanks and 2x Wing Tanks...  plus 2x Pylon Tanks for a total of 4075 Lts, or 8965 Lbs of fuel
     

     
    Hit the "EMERG JETT" or "Do NOT Touch" button and the pylon tanks drop away...
     
    In one area of the flight envelope, it is the landing that needs skill. This is a powerful, but also slippery aircraft... So first it is at first hard to slow down, certainly if you fly very high and lose altitude quickly, rubbing off the speed is tricky, difficult. You do have a very effective airbrake above your heads to the rear, and it makes a difference. It has two stages of deployment.
     

     
    The default official stall speed is 95 knts, but you would never go that low before falling out of the sky, it feels more like 130 knts, several approaches at the Full (LDG) flap setting, I was already sinking at around 135 knts, so the best approach speed is 140 knts.
     

     
    Slipping to 129 knts I had a nice slope down into the runway, but you feel you are on the edge of lift, worse you feel that your approaching the runway far too fast, it just comes at you at a "hell" of a speed, fast...  but how can you go slower?
     

     
    Touch is around 120 knts, but it feels still to fast...  this is actually my second approach and landing, the first, then I had literally fell out of the sky with the loss of lift, this time around was better, not perfect but better...  so you can see it needs practise to get a landing right at the feeling of the high speed.
     

     
    Once down you feel you are now sprinting down the runway... fast, so be careful on the brakes. To help, once the rear gear hits the tarmac, the both aileron surfaces popup to act as airbrakes, its very well done.
     

     
    So the M-346 is tricky to get right in the lower speed zone, the same in the air as the throttle adjustments have to be absolutely perfect to get the right speeds to keep you aloft, you do however get the right feel the more you spend time in the aircraft. Power on in most phases of the flight, and you simply don't think about it at all, but it is certainly one aircraft to learn and absorb at those slower speeds.
     
    I have sort of mentioned it above. the Manual is very good, it is 85 pages including a rough checklist. But there is the issue in that the manual is all images, so you can't search or find certain topics, so the only way to find the information is to constantly scroll through the manual, and look at every area, with it's complex acronyms makes it hard to find, and worse most are not labeled on their action. Notes are few and far between, so with aircraft of this Menu driven complexity, then a tutorial is required. Skunkcraft Updater is also available here.
     
    Liveries
    There are eleven liveries with the Aermacchi. Three are Leonardo Factory liveries, and six are the current Air Force operators, altogether they are all excellent in design and 4K quality. Deltawing is the default developer livery, but also the best of the set.
     

    _____________
    Summary
    The Aermacchi M-346 Master is a family of military twin-engine transonic advanced jet trainers and light combat aircraft. It is a twin-seater modern powerful trainer that has been a recent success in being active currently in six Armed Forces.
     
    Deltawing Simulations, a very well known and quality based X-Plane developer, is also known for their excellent F16C Fighting Falcon series of aircraft. And here is another brilliant Simulation from this evergreen master.
     
    Modeling is simply X-Plane 12 wow factor. The aircraft stands out in the simulator for total realism and immersion, both externally and internally. Military systems are first rate including a quality HUD (Head Up Display), UFCP (Up Front Control Panel) top central and three MFDs (Multi-Function Display), that are interchangeable. System depth is already excellent, but expect more pages to follow in updates, its all complex to use, but authentic. This is trainer, so not armed (unless you count dropping the external fuel tanks), but a M-346FA Fighter variant might come in the future. All animations, certainly the complex gear movements are also a highlight. The clever PARS system "Pilot Activated Recovery System" is also very well replicated here.
     
    Banner menu covers; Refuel Probe, Before Flight , Ladder, Choks (sic) and pilot OPTIONS in show/hide pilot and opening of the helmet visors are all great well done features...  Static elements here are very good, and the aircraft has it's own built in APU. Lighting is excellent inside and out, and features "Formation" lights or Slime. Sounds are also top notch, with 360º FMOD 2 quality and aural cockpit sounds.
     
    Gripes are extremely small, more or better documentation... better still a tutorial on theses complex aircraft are required, they are acronym hell, and the details need to be explained.
     
    You are starting to expect or are referencing a higher quality and feel factor in these X-Plane 12 only created simulations, these are projects done under the X-Plane 12 environment and are not transitioned from earlier versions of X-Plane. It is highly noticeable in every aspect of these modern creations. But in being also value priced at under US$40, you are getting here the total best of both worlds, higher quality and systems, for a very credible price. The Deltawing Aermacchi M-346 certainly delivers massively in both or all areas. It's nice to fly and balance as well... but the thing that comes across more than anything in the Aermacchi is the higher realism...  with projects like these, the real world gap to simulation is closing in even more....   Highly Recommended!
    ___________________
     

     
    Yes! the Leonardo Aermacchi M-346 AJT by Deltawing Simulations is now available from the X-Plane.Org Store here :
     
    Leonardo Aermacchi M-346 AJT
    On sale: US$39.95
     
    Main Features:
    Highly detailed 3d exterior model Highly detailed 3d cockpit model Highly detailed landing gear system Highly detailed pilot figures Dual cockpit Custom remove before flight objects Custom particles system Realistic FMOD custom sounds 4K textures Realistic startup sequence Custom cockpit lights Custom external lights Custom external fuel tanks (droppable) Fully custom electronics system Fully custom environmental system Fully custom autopilot Fully custom Fly-By-Wire system 3 individual fully custom MFD displays, as close to the original as possible Supports Skunkcraft updater 11free 4K highly detailed liveries included Supports VR Requirements:
    X-Plane 12 (not for XP11)
    Windows, Mac (M1 and M2 are supported) or Linux 8 GB+ VRAM Recommended Download Size: 742 MB
    Current version: 1.0.0_0r3 (January 26th 2024)   Note: In order to use and enjoy VR environment in X-Plane, user hardware and system specs should meet the required specifications for OS, CPU, GPU, MB and RAM which are specified both in the given VR hardware websites and at X-Plane.com.   Aircraft download is 741 Mb, and unpacked then installed in your X-Plane  Aircraft folder 2.36 Gb. Authorization on startup is required   Documents DWSim M-346AJT Manual
     
    Design by DeltaWing Simulations
    Support forum: https://forums.x-plane.org/index.php?/forums/forum/753-aermacchi-m-346-advanced-jet-trainer/
    https://deltawingsim.com/ _____________________
    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 12.09rc3 (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
    - LICC - Catania-Fontanarossa Airport 2.1 by FlyDave  (X-Plane.Org) - Free
    ___________________________
     
    Review by Stephen Dutton
    29th January 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
     

  19. Thanks
    Kiwiflyer reacted to Dominic Smith in Scenery Review: Dortmund XP by Aerosoft   
    Scenery Review: Dortmund XP by Aerosoft 
     
    By Michael Hayward
     
    Introduction
    Dortmund Airport, a regional hub in the Rhein-Ruhr region of Germany, welcomes over 1.2 million passengers yearly. Flights from Dortmund Airport are operated by a range of seven airlines, including low-cost carriers and regional operators. These airlines connect Dortmund to key destinations across Europe, offering routes to major cities like London, Paris, and Milan, as well as popular holiday destinations in the Mediterranean and beyond. 
     
    Since its inception in 1925, the airport began with flights to Paris and gradually expanded its routes over the ensuing years. During the tumultuous period of 1939-1945, commonly referred to as the great European disagreement, it was repurposed as a German Air Base, later transitioning to RAF control. While Dortmund Airport may be smaller in size compared to its regional counterparts, Dusseldorf and Cologne Bonn Airports, it plays a significant role in enhancing the city's connectivity. Serving as a vital link, it efficiently bridges Dortmund to the broader European network, offering an array of flight options that cater to both business and leisure travelers.
     

     
    Aerosoft, a household name in the flight simming community, boasts over two decades of experience in developing high-calibre add-ons for X-Plane. Their portfolio, featuring successes like Heathrow, Manchester, and Toulouse, sets high expectations for any new release. In this review, we will explore how their latest creation, Dortmund Airport, available for both X-Plane 11 and 12, and see how it measures up to these lofty standards. 

    Installation & Documentation
    Upon purchase, you'll receive an installation key for redemption via Aerosoft One. This all-encompassing package, designed for use across various flight simulator platforms, facilitates not only updates but also allows configuration adjustments within the scenery. It serves as a convenient central hub for all your Aerosoft products, representing a significant advancement over the previous Aerosoft Launcher. The installation includes a comprehensive 20-page manual, available in both German and English. It details the airport's facilities and provides a glimpse into the history of Dortmund Airport and the surrounding region. A brief look of this manual is recommended for a deeper understanding of the airport you'll be using.
     

     
    Airport Layout
    Viewing Dortmund Airport from above reveals a straightforward layout. It features a single runway, 06/24, accompanied by a terminal parking area, a helipad, and business jet facilities, all interconnected by a main taxiway. This simplicity makes it an exceptionally easy airport to navigate.
     

     
    The ground markings are diverse, ranging from standard yellow taxi lines to chequered service roads, and even include distinct lanes for turnback and pushback parking spots. A notable aspect appreciated by many low-cost airlines at smaller airports like Dortmund is the design that allows aircraft to turn around at the gate. This feature not only saves space but also reduces reliance on pushback tugs, enabling planes to dispatch independently without the need for a ground marshal.
     

     
    Subtle weathering effects in the parking areas, such as liquid stains and minor cracks in the concrete, contribute to the airport's lived-in feel, avoiding the sterility of uniformly pristine surfaces. The recently renovated parking area stands out with its lighter grey shade, contrasting with the older sections of the taxiways and runway.
     

     
    Signage & Foliage
    The taxiway markers at Dortmund Airport stand out for their clarity, both during the day and at night, ensuring easy navigation. Additionally, the airport's abundant foliage is strategically placed, contributing positively to the overall ambiance and visual appeal.
     

     
    Structures & Facilities
    The main airport terminal is modelled with a reasonable amount of accuracy, presenting an impressive view from both airside and landside. Dortmund may not boast the world's most beautiful airport, but its modern terminal, reconstructed between 1998 and 2000, certainly has a distinctive appearance. Unlike some sceneries that feature fully modelled interiors or window transparency, Aerosoft has chosen photo textures for the terminal's exterior, which achieves a realistic effect, albeit without interior visibility. Whilst it works for the most part, I felt some of the texturing could have been better. It's quite satisfactory overall, but a future update could potentially enhance these aspects.
     

     
    Beyond the terminal, the attention to airside details is impressive. Situated to the south of the terminal are the helipad, business jet, and maintenance facilities, located on a slightly elevated terrain. Aerosoft has skilfully adjusted the ground mesh here, adding to the overall authenticity. The blast chamber, with its 200° of soundproof blast fencing for engine testing, is a particularly noteworthy detail.
     

     
    Surrounding Area
    Aerosoft has not only focused on Dortmund Airport but has also significantly enhanced the surrounding area, including a detailed recreation of Dortmund city. This is complemented by high-quality orthophotos, rendered at an impressive 50cm per pixel resolution.

    As you head towards the city centre, a recreation of the railway station and numerous city landmarks and buildings comes into view. Although these may not match the airport's terminal in resolution, the use of photo textures ensures each building is recreated with high fidelity. This attention to detail is particularly striking when flying low or gazing out of an airplane window during approach.
     

     
    In my experience, some sceneries either neglect city details or, on rare occasions, overshadow the airport itself. Here, however, there's a commendable balance between the airport and its surroundings. While it may not totally rival the satellite imagery and photogrammetry of Microsoft Flight Simulator, the hand-modelled towers in many respects offer a more appealing visual experience. 
     

     
    Additionally, Aerosoft has modelled the local gliding airfield, DE-0182 Engsen-Opherdicke. Whilst it’s a relatively modest setup with a few hangars, a club room, and some glider equipment, it's a charming addition to the scenery. This airfield is certainly worth exploring, especially for gliding enthusiasts or those looking for a nearby short field for leisurely flights over the city in a Cessna.
     

     
    Night Lighting
    The night lighting at Dortmund Airport is particularly noteworthy. The taxiways are lined with the standard blue edge and green centre lights, which provide a clear and vivid guidance system. This becomes even more prominent during night approaches, with the runway lights standing out impressively.
     
    Each gate area is illuminated by overhead floodlights that effectively brighten the surroundings. These lights make excellent use of X-Plane 12’s advanced lighting engine, creating a realistic and visually appealing environment. Their effectiveness is especially appreciated during preparations for flights after dusk, as they ensure the aircraft parking area is well-lit and visibly distinct.
     

     
    Performance
    The performance at both Dortmund's main airport and the surrounding city was consistently smooth, even under challenging weather conditions. I was impressed by the absence of any noticeable frame rate drops, which is particularly commendable given the density of objects and details within the scenery.
     

     
    Opinion & Closing Remarks
    In conclusion, Aerosoft's Dortmund scenery is a commendable effort, especially considering its coverage, though there's room for improvement, particularly in the detailing of the main terminal area. The buildings, while visually appealing, could benefit from additional refinement, perhaps with some enhancements to the interiors, even if not to the extent of full-scale recreations seen in other sceneries.

    On a positive note, Dortmund excels in its performance impact, proving to be incredibly FPS-friendly. The low-poly design of the buildings ensures minimal effect on frame rates, making it an ideal choice for those with lower-spec systems. The recreation of the city region and the included glider field are welcomed additions, adding significant depth and vibrancy to the package. Priced at $22.99, this scenery offers good value, especially when compared to more expensive, top-end airport sceneries. It represents a cost-effective option without compromising quality.

    Overall, while there's scope for additional enhancements, Dortmund stands out as a solid mid-tier Aerosoft airport and makes for a worthwhile addition for those looking to enrich their X-Plane 12 experience, particularly with the picturesque city views during approach and departure.
     
    ______________________________________
     

     
    Dortmund XP by Aerosoft is available from the Org store here:
     
    Dortmund XP
    Priced at US$22.99
     
    Features:
    Both XP12 and XP11 versions included Detailed rendition of the airport and its surroundings, incl. landmark objects Photo realistic ground textures based on aerial images (50cm/px) All airport buildings and facilities True-to-original navigation aids (ILS, VOR/DME, NDB, ATIS) Excellent night effects True-to-original runway and taxiway lighting Detailed 3D city model of Dortmund incl. colour-corrected 60cm/px aerial image covering the entire city area Authentic rendition of the airfield Hengsen-Opherdicke incl. colour-corrected 30cm/px aerial image The aerial images for Hengsen-Opherdicke can be turned off Autogen covering the area of the aerial image, corrected by hand Animated wind objects: wind turbines and windsocks specific to Hengsen-Opherdicke as well as the helipad the Hospital Centre North Ship traffic at the Dortmund-Ems Canal when using the Seatraffic plug-in by Marginal/Jonathan Harris Volumetric grass, toggleable PBR-based reflecting water surfaces Backup library – runs without add-ons Requirements:
    X-Plane 12 or X-Plane 11 (both versions supported)
    Windows, Mac, or Linux
     8 GB+ VRAM Recommended
    Download Size: 4 Gb
    Current version: 1.0 (XP12, November 21st, 2023)
     
    Reviewers System:
    Windows 10 Professional
    AMD Ryzen 5 3600 Processor
    32GB RAM
    Palit GeForce RTX™ 3080 GamingPro
     
    Scenery Review by Michael Hayward 
    26th January 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) 
     

     
  20. Like
    Kiwiflyer reacted to Stephen in NEWS! - vSkyLabs update Rutan Model-158 Pond Racer - Test-Pilot Project to X-Plane12   
    NEWS! - vSkyLabs update Rutan Model-158 Pond Racer - Test-Pilot Project to X-Plane12
     

     
    It's the weird and the wonderful, it's of course a Rutan design, the Model-158 Pond Racer, now this over-powered machine is available in X-Plane 12.
     
    First is the name "Pond Racer"...  it is not an aircraft designed to fly over water, but the designation is taken by the person who wanted to compete in air-races, Robert J Pond, he also created the Palm Springs Air Museum in California.
     
    Bob Pond commissioned the Model-158 design with the idea of developing a modern aircraft that could compete with the vintage warbirds in the Unlimited Class at the Reno air races. Bob Pond was concerned that each year at the Reno Air Races, valuable and historic aircraft were being crashed and destroyed, not to mention many engines being damaged or wrecked beyond repair. The Pond Racer was hoped to be an alternative to vintage aircraft like the P-51 Mustang and the Hawker Sea Fury that would be as fast and spectacular in the air as the warbirds. To do this he turned to the most avant-garde of all the aviation designers in Burt Rutan, and Scaled Composites.
     
    The Model-158 airframe was constructed of composite materials, carbon fiber and Kevlar. This resulted in a very light, strong aircraft. And to power the plane, then two Electramotive 3 liter V-6 engines were chosen. These were based on the Nissan VG30 automobile engine. The engines were originally developed for auto racing and were turbocharged to produce 1,000 hp (750 kW). However, those fitted to the Pond Racer only ever achieved a peak of around 600 hp (450 kW). The engines drove 4-bladed propellers via propeller speed reduction units.
     
    The result was something out of Star Wars or the racing machines in "The Phantom Menace" episode one of the series. Huge massive twin engines are connected to what is basically a glider cockpit, it flew, and by the results it actually flew very well, but overall it was a flying death trap.
     
    This is the full X-Plane12 version of the Model-158
    XP12 - version 3.0 (25th January 2024): Deep flight dynamics engineering: PT6A-28 tune-ups to include the latest X-Plane 12.0.8+ turbo-prop engine simulation features and calibration variables (including propellers and power gradients). Overall aerodynamics tuneups to fall in line with the latest X-Plane 12.0.8+ features and calibration variables. Systems: New 3-d Heads-Up-Display. Cockpit night lighting systems re-engineering. Graphics and modeling: Remodeled cockpit compartment to include engineering improvements (lower floor, improved rudder pedals). Extensive PBR tuneups for the cockpit to fall in line with the latest X-Plane 12 lighting physics. Textures enhancements in and out. XP11 model is still available and is in version 2.1       Project's Main Features: Fully Optimized for X-Plane 12 X-Plane 11 version still available as a bonus VSKYLABS 'Test-Pilot' project. Highly defined flight dynamics model of the Model-158. Highly defined PT6 turboprop engine simulation (PT6A-28) including its associated peripheral systems. Built around the powerful, native X-Plane's 'Experimental Flight Model' environment. In-depth systems simulation: Fully equipped aircraft with deep systems simulation (electrical, lighting and warning systems, comprehensive fuel system, fire protection, bleed air and pneumatic systems, ice protection systems, pressurization system, landing gears system, flight control, oxygen system, canopy system, auto-feathering and auto-ignition systems and more). 3D Heads-up Display. VR (Virtual Reality) Ready. Multi-Layer FMOD sound pack. 50-pages, comprehensive, illustrated Pilot Operations Manual, including checklists. Skunkcraft Updater.  Project updates are fast and efficient! Included Paint-Kit.  
    X-PlaneReviews review (Early beta X-Plane12 version) is here:
    Aircraft Review/Tutorial: VSKYLABS- Rutan Model-158 Project
     
    Images are courtesy of vSkyLabs...
     
    Rutan Model-158 Pond Racer by vSkyLabs is now available from the X-Plane.OrgStore
    _____________________________________
     

     
    Yes! Rutan Model-158 Pond Racer X-Plane 12 by vSkyLabs is NOW available from the X-Plane.Org Store here :

    Rutan Model-158 Pond Racer - Test-Pilot Project
    Price is US$39.00, on sale for US$29.00, You Save:$6.00(17%)
     
    Requirements
    X-Plane 12 or X-Plane 11
    Windows, Mac or Linux 8 GB+ VRAM Recommended Current version:  3.0  XP12 (January 25th 2024) ___________________________
     
    News by Stephen Dutton
    26th January 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. Thanks
    Kiwiflyer reacted to Stephen in Scenery Review : KJFK - John F Kennedy International Airport XP12 by Nimbus Studios   
    Scenery Review : KJFK - John F Kennedy International Airport XP12 by Nimbus Studios
     
    Idlewild Airport was named after the Idlewild Beach Golf Course that it displaced in New York's east. KIDL was built to relieve LaGuardia Field, which had already become overcrowded, and the new eastern seaboard based airport was opened in 1948. Following the assassination of John F. Kennedy in 1963, the airport was then renamed John F. Kennedy International Airport as a tribute to the 35th President of the United States. Since then it has always been known as "Kennedy" and it is biggest gateway into America on the east coast.
     
    Idlewild opened with six runways and a seventh under construction as runways 1L and 7L were held in reserve and never came into use as runways. Runway 31R (originally 8,000 ft or 2,438 m) is still in use; runway 31L (originally 9,500 ft or 2,896 m) opened soon after the rest of the airport and is still in use; runway 1R closed in 1957 and runway 7R closed around 1966. Runway 4 (originally 8,000 ft, now runway 4L) opened June 1949 and runway 4R was added ten years later. A smaller runway 14/32 was built after runway 7R closed and was used until 1990.
     
    When the airport was renamed John F. Kennedy International Airport on December 24, 1963, a month and two days after the assassination of President John F. Kennedy; Mayor Robert F. Wagner Jr. proposed the renaming. The IDL and KIDL codes have since been reassigned to Indianola Municipal Airport in Mississippi, and the now-renamed Kennedy Airport was given the codes JFK and KJFK, the fallen president's initials.
    Airlines began scheduling jets to Idlewild in 1958–59; LaGuardia did not get jets until 1964, and swiftly JFK became New York's busiest airport. It had more airline takeoffs and landings than LaGuardia and Newark combined from 1962 to 1967 and was the second-busiest airport in the country, peaking at 403,981 airline operations in 1967. Concorde, operated by Air France and British Airways, also made scheduled trans-Atlantic supersonic flights to JFK from November 22, 1977, until its retirement by British Airways on October 24, 2003. Air France had already earlier retired the aircraft in May 2003. In these early heady times Pan American Airlines and Eastern Airlines dominated JFK, since lately it is now an American Airlines and JetBlue hub.
     
    The last new scenery from Nimbus Studios was the excellent KIAD - Washington Dulles International Airport, of which is one of my favorites. But in using Dulles, I have to comment that although the scenery is excellent, it also has a very big framerate footprint. It soaks up framerate like no tomorrow, and in moments of heavy weather, it can reduce it's capacity as far down to the dreaded teen framerate barrier numbers. Why I don't know? because the actual scenery is set a long way from the heavy Washington DC custom and autogen objects. My fear here is that Kennedy is in even a worse place with all the heavy autogen surrounding the airport and with the New York Skyline in the distance.
     
    Interesting is an earlier New York scenery by Nimbus Studios, as he was known back then in 2014 as Santiago Butnaru. This is an X-Plane 10 version of Newark KEWR, and yes it's still available if you want to add it to this KJFK scenery. But don't expect the same quality after a decade. Our KEWR review is here if you want the decade old X-Plane 10 shock (lacking) of detail. I also recommend with the Nimbus Studio's KJFK, is the Drzewiecki Design New York City XP, for a credible New York skyline, which is shown here in this review.
     

     
    John F. Kennedy International Airport
    IATA: JFK - ICAO: KJFK - FAA LID: JFK

    4L/22R - 12,079ft (3,460m) Concrete
    04R/22L - 8,400ft (2,560m) Asphalt
    13L/31R - 10,000ft (3,048m) Concrete
    13R/31L- 14,511ft (4,423m) Concrete
    Elevation AMSL13 ft / 4 m
     

     
    First impressions of Nimbus's JFK are extremely positive, it looks very good set in the Queens borough of eastern New York, there is a lot of nice autogen around the scenery and it fits into the built-up area very nicely, credible it is. A very early feature I liked was in the way the water and underlying graphics created a very realistic shoreline, this is X-Plane 12 magic, but really well done here, especially on the runway 4L approach with the mangrove setting.
     

     
    JFK has five active terminals running anti-clockwise, containing 130 gates in total. The terminals are numbered 1–8 but skipping terminals 2 (demolished in 2023), 3 (demolished in 2013) and 6 (demolished in 2011).
     
     

     
    Terminal 1
    Terminal 1 opened in 1998, 50 years after the opening of JFK, at the direction of the Terminal One Group, a consortium of four key operating carriers: Air France, Japan Airlines, Korean Air, and Lufthansa. This partnership was founded after the four airlines reached an agreement that the then-existing international carrier facilities were inadequate for their needs. The original Eastern Air Lines terminal was located on the site of present-day Terminal 1.
    Terminal 1 is served by SkyTeam carriers Air France, China Eastern Airlines, ITA Airways, Korean Air, and Saudia; Star Alliance carriers Air China, Air New Zealand, Asiana Airlines, Austrian Airlines, Brussels Airlines, Egyptair, EVA Air, Lufthansa, Swiss International Air Lines, TAP Air Portugal, and Turkish Airlines; and Oneworld carrier Royal Air Maroc. Other airlines serving Terminal 1 include Air Senegal, Air Serbia, Azores Airlines, Cayman Airways, Flair Airlines, Neos, Philippine Airlines, VivaAerobús, and Volaris. Terminal 1 was designed by William Nicholas Bodouva + Associates.
    T1 and T4 are the two terminals at JFK Airport with only the capability of handling the Airbus A380 aircraft, which Korean Air flies on the route from Seoul–Incheon and Lufthansa from Munich. Air France operated Concorde here until 2003 (BA used T7). Terminal 1 has 11 gates.
     

     
    Butnaru always did very nice terminals and concourses, and that aspect is really well done here and right through the scenery. But they do sit (on landside) on very (very) Lo-Res graphic ortho images, so there a bit of an building island feel around the 3d structures, it's not too bad, but still noticeable. Terminal cladding is first rate (KATL-Atlanta was excellent) and it looks the part here as well. Glass is also excellent...  not a Nimbus specialty, as some of his earlier glass was very see-through and lukewarm. But here in a dark tint, it is very good with nice reflections. Another highlight are the AirTrain JFK stations (with AirTrain animations) at each Terminal on the loop tracks.
     

     
    It is modeled internally (again very lo-res), and with no windows? so it doesn't feel or look very realistic, it is mostly for the external views than you wandering around the concourses...   but the people (lo-res) are well done, even if a few are in wanting to step out into the oblivion "Stop, look, it's not that bad....  don't do it!"
     

     
    Terminal 2
    Oddly there is still the old and now demolished Terminal 2 facility in the Nimbus scenery? Sadly it looks great, because it is a heritage building from JFK's past, and the detail here is very good and authentic...  a shame, and it will probably be removed in an update.
     
    Terminal 2 opened in November 1962 as the home of Northeast Airlines, Braniff International Airways, and Northwest Orient, and was last occupied by Delta Air Lines that have now moved to T4.
     

     
    Notable is that in October 2018, Cuomo released details of a $13 billion plan to rebuild passenger facilities and approaches to JFK Airport. Two all-new international terminals would be built. One of the terminals, a $7 billion, 2.8-million-square-foot (260-thousand-square-metre), 23-gate structure replacing Terminals 1, 2 and the vacant space of Terminal 3. It will also connect to Terminal 4, A new T6 will also replace the existing T7 and extend through T5, with seamless integration between T7 and T5. The streamlined layout will optimize the airside layout to allow for more efficient operations.
     
    Nimbus Simulations are still using throughout their sceneries, the now very old (Marginal) "Autogate" system and not the usual standard and more modern SAM system. The Marginal system however has had a lot of attention from Laminar and is now to a point also been amalgamated into the default of the X-Plane system...  
     
    It does (occasionally) work here, but now directly in X-Plane 12 through the "Ground Handing" feature (Shift+G), then press the "Toggle Jetway attachment" button.
     

     
    Triva...  Terminal 3, also known by the trademarked name "Worldport", which was an roofed saucer airport terminal built by Pan American World Airways (Pan Am) in 1960. It operated from May 24, 1960 to May 24, 2013, and was demolished in 2013–2014.
     

     

     
    Terminal 4
    Terminal 4 currently contains 48 gates in two concourses and functions as the hub for Delta Air Lines at JFK. Concourse A (gates A2–A12, A14–A17, A19, and A21) serves primarily Asian and some European airlines along with Delta Connection flights, while Concourse B primarily serves both domestic & international flights of Delta and its SkyTeam partners.
     
    Opened in early 2001 and designed by Skidmore, Owings and Merrill, the 1.5-million-square-foot (140,000 m2) facility was built for $1.4 billion and replaced JFK's old International Arrivals Building (IAB), which opened in 1957 and was designed by the same architectural firm. The new construction incorporated a mezzanine-level AirTrain station, an expansive check-in hall, and a four-block-long retail area
     

     
    The Heathrow T5 style terminal facade is very evident here, and looks excellent in design and detail from Nimbus. Internal structures can be seen externally, but it is very basic inside. But it does the job well, for what it has to do.
     

     
    Left concourse B gates, right are the A gates
     

     
    Concourse A is a long snake of three separate concourses, in large (wide-body), medium (single aisle) and at the end the small (regional)
     

     
    Sections are of lovely aluminum cladding that look great in the sunlight, the dark glass is excellent as well. Detail and the visual aspect is extremely realistic from Nimbus. The lower (crowded) regional Walk-on/off with lo-rise gates are fantastic, shame the airbridges don't work connecting like with SAM?
     

     
    Airlines servicing Terminal 4 include SkyTeam carriers Aeromexico, Air Europa, China Airlines, Delta Air Lines, Kenya Airways, KLM, and Virgin Atlantic; Star Alliance carriers Air India, Avianca, Copa Airlines, and Singapore Airlines; and non-alliance carriers Caribbean Airlines, El Al, Emirates, Etihad Airways, Hawaiian Airlines, JetBlue (late night international arrivals only), LATAM Brasil, LATAM Chile, LATAM Peru, Uzbekistan Airways, and WestJet. Like Terminal 1, the facility is Airbus A380-compatible with service currently provided by Emirates to Dubai; both non-stop and one-stop via Milan. These are mostly in the B Gates, which feels like a more modern addition than the A section.
     

     
    It's an 18-story air traffic control tower, iconic now, very Gerry Anderson, and it replaced the older square Heathrow style IAB tower in 1957. Detail of this centrally placed tower is excellent, really very authentic to the real tower set between the A and B concourses. You have gotta love this wing design and the lovely concrete facade. Internally it can be seen from the ramps for the excellent internal realism of the high floors.
     

     
    Terminal 5
    Terminal 5 opened in 2008 for JetBlue, now the manager and primary tenant of the building, as the base of its large JFK operating base. The terminal is also used by Cape Air. On November 12, 2014, JetBlue opened the International Arrivals Concourse (T5i) at the terminal. The new facility replaced the old TWA Flight Center which was opened in 1962 and closed in 2001 after its primary tenant, Trans World Airlines went out of business.
     
    The active Terminal 5 building has 29 gates: 1 through 12 and 14 through 30, with gates 25 through 30 handling international flights that are not pre-cleared (gates 28–30 opened in November 2014).
     

     
    The T5 terminal was redesigned by Gensler and constructed by Turner Construction, and was sited behind the preserved Eero Saarinen-designed terminal originally known as the TWA Flight Center, which is now connected to the new structure and is considered part of Terminal 5. The TWA Flight Center reopened as the TWA Hotel in May 2019 (the lower building below).
     
    TWA Flight Center, designed for Trans World Airlines by Eero Saarinen and Associates, was erected between 1959 and 1962; it operated as an air terminal until 2001. It has a prominent wing-shaped thin shell roof supported by four Y-shaped piers. There is an open three-level space with tall windows that originally offered views of departing and arriving jets.
     

     
    The Terminal 5 complex is well done, with excellent cladding and nice glass, again the highlight is the AirTrain corridors and walkways, but the TWA Flight Center is a bit lo-res, even clunky to the real life smooth images. Internally it only as good for looking inside and again not for exploring, a shame as it would have been a nice exercise to do so. Modeled and sitting outside in the forecourt is an old TWA Lockheed Constellation.
     

     
    Terminal 7
    Terminal 7 was designed by GMW Architects and built for BOAC and Air Canada in 1970. Formerly, the terminal was operated by British Airways, and was also the only airport terminal operated on US soil by a foreign carrier. British Airways operated Concorde here until 2003.
     
    Terminal 7 is now operated by a consortium of foreign carriers serving the building. Airlines operating out of Terminal 7 include Oneworld carrier Alaska Airlines, Star Alliance carriers Air Canada Express, All Nippon Airways, Ethiopian Airlines, LOT Polish Airlines, and Scandinavian Airlines; SkyTeam carrier Aerolíneas Argentinas; and non-alliance carriers Aer Lingus, Condor, Icelandair, Kuwait Airways, Norse Atlantic Airways, and Sun Country Airlines.
     

     
    Well done here is the ageing facility, it looks worn and tired and is due to be demolished soon. As scenery by Nimbus it is excellent, but again the surroundings and detailing is quite low, not much fill and those lo-res textures are more a distraction than effective, but airside is well served with service vehicles and clutter.
     
    Terminal 8
    Terminal 8 is a major Oneworld hub with American operating its east coast hub from here. In 1999, American Airlines began an eight-year program to build the largest passenger terminal at JFK, designed by DMJM Aviation to replace both the old Terminal 8 and Terminal 9. The new terminal was built in four phases, which involved the construction of a new midfield concourse and the demolition of old Terminals 8 and 9. It was built in stages between 2005 and its official opening was in August 2007.
     
    Other Oneworld airlines that operate out of Terminal 8 include British Airways, Cathay Pacific, Finnair, Iberia, Japan Airlines, Qantas, Qatar Airways, and Royal Jordanian. Non-alliance carrier China Southern Airlines also uses the terminal.
     

     
    A more modern facility...  because it is. Terminal 8 is not olde world JFK, but the same sort of of modern terminal and island concourse like most major hub airports today. Again the modeling is first rate with excellent aluminum cladding and support frames. There is the same nice AirTrain connection, and lots of bustle and clutter on the airside, but very little on the landside.
     

     
    It is worth looking inside T8, as the internal detail is there, it's again (very) Lo-Res, but a lot of objects fill out the windows (externally), windows are still missing and even parts of the roof are open here also.
     

     
    Infrastucture
    In the central landside area is a Power Plant! The Kennedy International Airport Power Plant is a gas-fired cogeneration facility. Two LM6000 combustion turbines are routed to two heat recovery steam generators, which provide steam to one steam turbine and JFK’s thermal plant. The complex is very well replicated here, with the two generators that are very well modeled, visually the plant was required.
     

     
    It is a bit of a delusion. Because the carparks are empty on top and surrounds, so it looks like there isn't much fill, carpark clutter. But overall the 3d vehicle clutter here is totally excellent...  all the areas are well covered, more so in the outer ring areas.
     

     
    The JFK AirTrain loop is also excellent, and as noted fully animated with the system stopping at every station, the quality of the railcars are also well done. The animation is also very smooth on the tracks, with not any quick flicks or sudden movements.
     

     
    Animated vehicle traffic is good as well, not branded, and to be honest not a lot of vehicles moving around either, but enough to make the ring-roads buzzy and animated.
     

     
    Cargo
    Overall Cargo is a bit messy at JFK, as there are four to five different areas for cargo, then a lot of smaller ramps and terminals. Areas are not designated either, so it's tricky to find the one you want...  if you a hauler, you would need to study the charts before you get to JFK in where to go. The biggest cargo area is in the north that front's 13L/31R...  taxiway C.
     

     
    Operators here include FedEx, DHL and a large United States Postal Service facility...  the ARK animal receiving building is here as well...
     

     
    ...  notable is the now empty area in front of FedEx, here originally were the three huge dilapidated hangers that fronted 13L/31R, now gone, and another piece of JFK history removed.
     

     
    Threshold Rwy 13L is another large cargo area...  UPS and LAN Cargo are the main customers here.
     

     
    Korean Air, Delta Air Cargo and British Airways Cargo also have facilities, and all are represented...
     

     
    Maintenance has a few large Engineering facilities.... The one that stands out is the massive central JetBlue Engineering hangar, well done inside and outside with open doors. American Airlines also have a huge maintenance hanger as well, and both are excellent in the Nimbus scenery.
     

     
    Far Northwest is another large Cargo and Maintenance area...
     

     
    It is a very busy area, with the Port Authority Police Department at the head. The Worldwide Flight Services facility dominates, but the old United Airline Hangars (now F & E Maintenance) are present in the scenery as well. Notable mid-way is the General Aviation area, it's big with a load of Helicopter pads, but the GA Terminal is annoyingly very basic with poor Lo-Res textures, a shame as it is a very highly usable area for large GA aircraft and Private Jets..
     
     
     
    Finally there is a load of remote Car Rental agencies set out on the outer perimeter....  So it is a vast and wide set set scenery that goes a long way out to the Old Howard Beach suburb from the central terminal area....   and all of it is very well covered by Nimbus Studios.
     

     
    Ground Textures
    Looking closely at the ground textures they are very good, if even excellent. Being a classic airport, JFK has the usual patch and other cleaner new areas all over the field hard surfaces, it's well done here, better on close inspection, with heavily worn in rubber marks and even the slight marbles of the worn rolled rubber off line. Lineage is worn and tired as well, were it needs to be.
     

     
    I'll give the concrete ramps a tick, mostly for the rust stains and tire wear, but they are not deep in grunge like you would expect after decades of service.
     
    Between junction NA and NB are the taxiway bridges over the Van Wyck Expressway. The bridges are well done here in there 3d description, but the poor ortho (again here extremely lo-res) joins are a visual perturbation with poor alignment. No live traffic flows also makes the lower view not very realistic or active.
     

     
    The PBR reflective (wet) active textures and burnt-in ambient occlusion is excellent here, one of the big advantages of X-Plane 12. Your runways shine in the daylight, and all the texture surfaces come out, ice and snow effects are again first rate, and if you want a snowed in New York Airport, it won't be bettered here
     

     
    Excellent also is the spring style grass...  so many developers lately have been doing really shitty grass, but it's perfect here. And when it works on taxiing or landing, and great grass can create an all-around better realism. Airfield furniture, is very good like the realistic blast fences, but a lot of the field out-buildings are really laughable Lo-Res, this is 2024, not 2004.
     

     
    Cararsie Approach
    The official chart is noted as "PARKWAY VISUAL", but most aviators and bluffs call it the "Cararsie Approach". The Canarsie Visual was created in the 1970s.
    There are three airports very close to each other in the NY area (KJFK, John F Kennedy; KLGA, La Guardia; KEWR, Newark Liberty) A straight line in approach to 13L using the ILS wouldn’t make sense as it will intersect into the LGA airspace, making insufficient separation a problem. So any ILS approach into runway 13L it would not be possible...   the solution was a tight turn close to the 13L/13R Thresholds.
     

     
    Basically the approach starts at Rockaway Point, where you proceed to CRI or Cararsie VOR. There is a small island to the east straight ahead at Canarsie Pier. A heading of 041 should be flown from this point until Jamaica Bay. If you are landing runway 13R you should start your descent between the pier and Twin Stacks (near Jamaica Bay), but maintain altitude if you are heading for 13L. For 13R you now do the turn and head into the approach...  13L, when you start your descent, and then turn slightly in the direction of the Crossbay Parkway and Shore Parkway intersection, however stay slightly south of where the roads meet, until the Aqueduct Race Track (you can take the first part of the Shore Parkway east of the intersection as a landmark.) After that, alignment with the 13L runway, keep descending and land.
     
    The sight of huge heavies turning tight into 13L is folklore, and there are hundreds of videos to show you the approach, even Concorde used this approach, although the very tight 10,000ft length of 13L/31R of usable runway made it a exacting landing, but it is obviously worth your talent to do the "Cararsie Approach".
     
    The Cararsie Approach is easy(ish) in the daylight, but what about at night? the Port Authority created three sets of RAIL (Runway Alignment Indicator Lights) that guide you into the 13L Runway. These RAIL section lights have been very well reproduced here in the Nimbus JFK scenery, the last set however are positioned on a building in front of 13L, but to note, they are slightly to the right of the 13L Centreline and also angled away.
     

     
    Lighting
    All approach lighting is to the full ICAO brightness standards as required in X-Plane 12, so yes it is very, very good.
     

     
    Every developer has their own take and feel with X-Plane night lighting, very few get it perfect. Nimbus's approach is for wide spots on the ramps (very good), but has clear bright see-through windows with the Terminals and Concourses. Realistic, not really no, as you would rarely see this sort of opacity on tinted windows, but it is an interesting approach
     

     
    But the ramps are nice to arrive into, so from an airside perspective the Nimbus JFK works. The control tower floors are lit up, it looks great, but again the tower's operating floor should be in darkness for obvious reasons. Carpark lighting is horrible, and you can see directly into the TWA hotel rooms at night...  a view that looks really weird, and not very realistic either.
     

     
    The JetBlue Maintenance hangar is lovely at night, as is the landside road signage...  navigation signage is also very good and realistic.
     

     
    Framerate
    At the head of the Nimbus JFK review I noted framerate, so what is the verdict? Overall the scenery is very good to excellent considering the framerate footprint here. But those numbers come with compromises. For one there has been a considerable effort by Nimbus Designs to keep the framerate hit numbers down, but with the use of "Very" Low-Res ortho ground textures, and very, very Low-Res objects in the field. Its noticeable sadly, but these areas are not where it counts in using the airport scenery. Secondly you can't be too greedy with your graphic settings, mainly and obviously the "Texture Quality" slider, the Anti-Aliasing needs to be lower as well, again to the detriment of those Lo-Res textures. But in the main the quality is quite high, so usable. To fit in a New York skyline, heavy autogen and this very wide area spaced out airport with  millions of objects in the scenery, and to run it all with space to spare is a good result, Mostly in the past I have arrived in New York and my framerate is stuttering, usually badly, with the Nimbus JFK, it is however highly usable, so that is the main objective here, good considering the compromises. But would I also compromise a little more framerate for better and more realistic ortho textures, that is yes, a definite yes.
    _____________
    Summary
    Idlewild Airport was named after the Idlewild Beach Golf Course that it displaced in New York's east. Then following the assassination of John F. Kennedy in 1963, the airport was then renamed John F. Kennedy International Airport as a tribute to the 35th President of the United States and "Kennedy" is biggest gateway into America on the east coast.
     
    The last new scenery from Nimbus Studios was the excellent KIAD - Washington Dulles International Airport, of which is one of my favorites. Other major sceneries produced over a decade include, Chicago KORD, Orlando KMCO, Atlanta KATL and Miami KMIA, so Nimbus Studios are a very experienced and quality developer...  this is their latest release for X-Plane 12 only, in JFK -John Kennedy International
     
    Being a old world legacy airport, the 6th busiest in the United States, then JFK is massive in scale, as so is this scenery from Nimbus Studios, as it covers a large area, with a lot of details and objects. All the the current Terminals are covered here, but a disclaimer is required. JFK New York is currently undergoing a huge transition phase. Old Terminals 1, 2, 3 and 7 are being demolished, to be replaced by a new Terminal 1 and 6, but the older Terminals 1, 2 and 7 are still portrayed in this Nimbus scenery, as is Terminal's 4, 5 and 8 in their current configuration.
     
    Terminal and the massive infrastructure base here is extremely well modeled with nice cladding and glass, internal areas are basically modeled for external views only. But there is a compromise in Lo-Res textures for ground areas and a lot of the infrastructure, which is fair enough to cover the scale and the lighter framerate hit on your computer. Overall the scenery is excellent to the scale, so it is a worthy compromise. Other details include two Maintenance facilities for JetBlue and American Airlines, the Eero Saarinen-designed terminal originally known as the TWA Flight Center (but poor quality), TWA hotel and all the Cargo facilities and the iconic Control Tower is excellent. AirTrain animations and vehicle animations are also very good, and the JFK scenery uses the older style Marginal (updated) Jetway system.
     
    Field and apron textures are excellent as is the 3d grass. X-Plane 12 effects of Ice, snow and wet surfaces are also perfect, night-lighting is average, with these not very realistic see-through windows, but overall the apron and field lighting is very good. Final feature is the installation of the famous "Cararsie Approach" RAIL lighting, to practise your landing skills.
     
    Nimbus's JFK is huge sprawling scenery, but a very effective one, not only in the visual sense, but in the usability aspect as well, and that is the very important point here. As it works visually, and efficiently as well, that aspect alone makes this Nimbus JFK airport the best currently for the X-Plane 12 simulator...   Welcome to New York!
    __________________________
     

     
    The KJFK - New York - John F. Kennedy International Airport XP12 by Nimbus Studios is NOW available! from the X-Plane.Org Store
     
    KJFK - New York - John F. Kennedy International Airport XP12
    Priced at US$29.95
     
    Requirements
    X-Plane 12 (not for XP11) Windows, Mac or Linux 8 GB+ VRAM Recommended Download Size: 1.3 GB Current version: 1.0 (January 14th 2024)   Installation
    Installation of KJFK New York XP12 is done via download of 1.33 Gb...
     
    There is only one file to insert into your X-Plane Custom Scenery Folder
    Nimbus Simulation - KJFK - V1.0 XP12  
    With a total installation size of 2.42Gb.
      There is one basic installation "READ ME" pdf (4 pages)
     

     
    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 12.09rc5 (This is a Release Candidate review).
    Plugins: Traffic Global - JustFlight-Traffic (X-Plane.OrgStore) US$52.99 : Global SFD plugin US$30.00
    Scenery or Aircraft
    - New York City XP by Drzewiecki Design (X-Plane.OrgStore) - US$36.00
    - Aircraft None -
    ____________________________
     
    Scenery Review by Stephen Dutton
    21st January 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
     

  22. Thanks
    Kiwiflyer reacted to Dominic Smith in Aircraft Review: SR-71-TB Project by VSKYLABS for X-Plane 12   
    Aircraft Review: SR-71-TB Project by VSKYLABS for X-PLane 12

    By Michael Hayward

    Introduction 
    The Lockheed SR-71 Blackbird, a mainstay in the US Air Force for three decades, was renowned for its high-speed, long-distance reconnaissance capabilities. Constructed by Lockheed Martin in the 1960s, it initially took shape as the YF-12, then the A-12, serving as a successor to the older and slower U-2. The Blackbird was created under the stringent secrecy of Lockheed Martin’s Clarence “Kelly” Johnson as part of the “Skunk Works” programme. It was publicly unveiled by President Johnson during his 1964 election campaign.

    In this review, we delve into the intricacies of the recently released model from VSKYLABS, a developer acclaimed for their meticulously detailed recreations of both military and civilian aircraft, as well as helicopters, for X-Plane. VSKYLABS, with their reputation for intense detail and realism, offers a plethora of features in this model, which I aim to explore comprehensively. Boasting full VR compatibility and an intricate FMOD sound system, this add-on presents us with a wealth of details to examine. Let’s dive in, shall we?
     

     
    Installation & Manuals 
    The installation process for the SR-71 adheres to the standard procedure for most X-Plane models. Upon purchase, you receive a zip file containing the model. Run the installer, direct it to your simulator folder, and the aircraft will be ready in your virtual hangar.
     
    Alongside the aircraft, you gain access to a comprehensive, 982-page 'declassified' document. Initially, this manual may seem daunting, but it becomes more approachable with familiarity. For those seeking additional support, VSKYLABS maintains a dedicated SR-71 support forum at the .org. This forum serves as a professional support hub and a growing knowledge base for the SR-71, continuously expanding to cater to user needs.

    Within this support forum, you'll find several 'EXPLAINED' topics. These are designed for on-the-go information and instructions, including various 'Cheat-Sheets' to enhance user-friendliness. Initially, navigating through the SR-71 manual might feel like a heavy task, but these resources are structured to ease users into it, gradually transforming it into an easy read. The SR-71, with its complexity, invites you to delve deeper into its intricacies, and these additional resources, including the forum and 'EXPLAINED' topics, are invaluable for learning the ropes.
     

     
    Exterior Modelling & Visuals 
    Right from the outset, it's clear that VSKYLABS has invested considerable effort in accurately recreating the SR-71, ensuring it mirrors its real-world counterpart. The model boasts a sleek, black, pointed body, supported by a rear delta wing, and is powered by two Pratt & Whitney J58 engines with vertical stabilisers on top.
     

     
    This aerodynamic design enabled it to surpass the speeds and altitudes of nearly all contemporary fighter jets, while remaining undetected by most aircraft radar and defence systems. Its capability to penetrate deep into foreign territories, including the USSR, for reconnaissance was unparalleled. Attention to detail is evident in the flight surface animations.
     

     
    Close inspection reveals intricate detailing around the landing gear extension, engine movements, and lighting. Particularly noteworthy is the operation of the afterburners, complete with trailing shock diamonds, adding to the realism.
     

     
    As for liveries, there are three options available. The aircraft's surface features weathering effects, giving all three a “lived-in”, brushed appearance, further enhanced by X-Plane’s PBR rendering. Bump mapping is judiciously used around different panel gaps to add depth and texture. The textures are rendered in ultra-high resolution, with 8k and 4k options, allowing for fine detailing on the body, as well as subtle weathering effects. These nuances bring a sense of realism and age to the aircraft, making it a standout within the X-Plane world. The SR-71 is not just a model; it's a visually stunning representation that is as much a joy to behold from a high-altitude perspective as it is up close.
     

     
    Interior & Environmental Systems 
    Mastering the cockpit of the SR-71 is a formidable task. Initially, the plethora of switches, gauges, and buttons scattered across the panels can seem overwhelming. Having reviewed and flown a significant number of jets from the mid-50s and 60s on platforms like X-Plane, Microsoft Flight Simulator, and DCS: World, the SR-71 still presents a unique challenge, comparable perhaps only to the Space Shuttle in its complexity.

    The aircraft is replete with a myriad of systems, ranging from aircraft functionality and engine controls to pressurisation and life support. It's difficult to know where to start. In this regard, I strongly advise consulting the manual or watching YouTube playthroughs to visually grasp the necessary steps for flight. I often emphasize in my jetliner reviews that practice is key to mastering the flows, but in the SR-71's case, I find myself repeatedly heeding my own advice to avoid getting lost in the cockpit.
     

     
    While it might seem that the exterior overshadows the interior, the sheer volume of activity within the cockpit argues otherwise. It's so densely packed and 'busy' that focusing on any gauge requires full attention to the plane's operation. Forward visibility is limited due to the large window framing, necessary to withstand the intense pressure and airflow. This requires some adjustment, especially in VR, where you might find yourself sitting slightly off-centre or tilting your head for a better view. Every gauge is meticulously modelled in 3D, offering depth and functionality. The central console is a labyrinth of systems and gauges, all designed to be fully functional within the simulator.
     

     
    Like the exterior, the cockpit benefits from full 4K textures, complete with weathering effects that add realism and a sense of history to the interior. Every detail has been included to ensure the cockpit looks authentic from every angle. While it's easy to get lost in the complexity, with practice, the intricacies of flying and managing the aircraft's systems become more manageable.
     

     
    Flight Controls & Instruments
    The fidelity with which the control system of the SR-71 has been recreated within X-Plane 12 is remarkable, and much of this is owed to the expertise of former SR-71 pilot BC Thomas. A legend in the Blackbird community, Thomas, with over 1,000 flight hours in the aircraft, has provided invaluable technical support to VSKYLABS in the development of this model.
     

     
    In flight, the SR-71 demands a delicate touch. Pilots will often find themselves fine-tuning control sensitivity curves. At altitudes of 80,000 feet and speeds reaching Mach 3.5, the slightest movement of the joystick can result in a course deviation of several hundred miles. Even a minor bank or roll at such speeds can dramatically alter your trajectory. Mastering the SR-71 is about understanding and adapting to these subtle control inputs.
     

     
    The aircraft's behaviour changes significantly during descent. From being a supremely agile, high-speed vehicle slicing through the sky, it transforms into a much heavier, more cumbersome machine at lower altitudes and speeds. This is a common trait among aircraft designed for high-speed stability – their performance characteristics vary greatly with speed.
     

     
    An interesting anecdote about the SR-71's recruitment process highlights the immense responsibility bestowed upon its pilots. Reportedly, the key question asked was, “are you married?”, symbolizing the need for a sense of responsibility and stability. This also hinted at a strategic consideration: married pilots were perceived as less likely to defect to the USSR with such a valuable asset. The SR-71 is at its best at high altitudes and speeds. While takeoff and landing require a period of adjustment, once airborne and with the afterburners engaged, the exhilaration of flying the SR-71 comes to the fore. It's a thrilling experience that combines technical mastery with the sheer joy of high-speed, high-altitude flight.
     

     
    Systems 
    VSKYLABS’ SR-71 is equipped with an array of systems and switches, offering a comprehensive virtual experience. We've already discussed some cockpit functions, such as the afterburners and fuel systems, but there's much more to explore. A key feature is the functioning autopilot system, located on the right-hand side of the cockpit. It includes standard controls like heading, altitude, and pitch, but also a unique KEAS bleed and hold function. This system is crucial for managing aircraft pitch during high-altitude climbs as you accelerate from Mach 2.6 to 3.0. The autopilot is complemented by a default X-Plane FMS, facilitating easier navigation compared to the ANS, which requires manual coordinate inputs for flight plan formation.
     

     
    VSKYLABS has also integrated an air-to-air refuelling feature. For this operation, you need to stabilize your aircraft in the cruise corridor of the tanker plane (26,000-30,000ft) and reduce speed to around three hundred knots. The autopilot is invaluable here for maintaining stability. When you request refuelling, a green indicator light and an audio cue are activated, featuring real radio recordings of air refuelling processes provided by BC Thomas. A KC-135 tanker then spawns above, connecting to your fuel probe for refuelling. It’s crucial to fill your tanks completely to prevent air from entering the system, as this could ignite when afterburners are activated.
     

     
    VSKYLABS is committed to the long-term development of this model, with plans for numerous future updates. These include a manual control for the pressurisation schedule and overhauls of the electrical and hydraulics systems. Additionally, they plan to introduce interactive pressure suit support systems, a unique feature that allows direct interaction with the pilot's wellbeing during flight. With the current level of detail in the SR-71 model, these upcoming features promise to add even more depth and realism, and as such, this is a project I’m excited to follow closely, as it continues to evolve.
     

     
    Night Lighting
    The night lighting is executed with exceptional attention to detail, both inside and out. The cockpit comes to life after dark with an array of adjustable dials, allowing precise control over the intensity of side panel illumination as well as gauge and switch lighting. This functionality not only adds to the realism but also enhances the pilot's experience during night flights. Externally, the aircraft is equipped with tail, taxi, and positional lights, all performing flawlessly. Under the right conditions, the SR-71 takes on a rather imposing and menacing appearance in the dark, embodying the intrigue and awe that this legendary aircraft inspires.
     

     
    Conclusion 
    In summary, the experience of flying the SR-71 has been nothing short of extraordinary! Soaring at 85,000 feet and cruising at speeds surpassing Mach 3, one truly appreciates the thrill of speed and the finesse required to pilot this engineering wonder. The SR-71 is a top-tier add-on that astounds in its visual, tactile, and auditory fidelity. It’s a must-try for anyone with an affinity for high-speed flight or a keen interest in detailed military systems. While there is a learning curve, the sense of achievement and enjoyment you gain after mastering the aircraft's nuances is immense.  The authenticity of this recreation owes much to the technical guidance from a real SR-71 pilot, coupled with VSKYLABS’s expertise, evidenced by their background with the USAF F4 Phantom. This collaboration has resulted in a remarkably accurate representations of one of the most iconic military spy jets in history.
     

     
    The commitment to long-term support further enhances the appeal of this add-on, which at $37, is exceptional value. With advanced systems and updates in the pipeline, users can look forward to an evolving and deepening simulation experience. VSKYLABS has thoughtfully included a log within the aircraft's file structure to keep users informed of new developments. With more enhancements on the horizon, I highly recommend keeping a close eye on future updates from VSKYLABS for the SR-71 Blackbird. The journey with this aircraft is set to become even more captivating!
     
    ______________________________________
     

     
    SR-71-TB Project by VSKYLABS is available from the Org store here:
     
    SR-71-TB Project by VSKYLABS
    Priced at US$37.00
     
    Features:
    Early Access phase - The project is being updated rapidly VSKYLABS 'Test-Pilot' Project - Utilizing X-Plane 12 cutting edge systems and flight dynamics models Highly engineered SR-71A flight dynamics and propulsion systems (including spikes and bypasses simulation) Authentic SR-71A SAS/Autopilot (including all authentic modes of operation, KEAS bleed and with extended usability using on-board FMS as replacement of the SR-71 ANS). Authentic SR-71A performance and handling characteristics Highly accurate climb and cruise profiles Air-refueling (including tanker visualization and authentic radio recording of SR-71 during air-refueling session - courtesy of B.C. Thomas!). Deep systems simulation (including TAB injection and counters, automatic fuel scheduling, nitrogen pressurization of the fuel tanks, surf-limiter, stick shaker/pusher and much more!) D-21 Mach 3 Drone (currently as a piggy-bag payload, takes part in the physics. In later versions it will have launch capabilities) AG-330 Starters simulation for authentic start-up procedure Comprehensive FMOD sounds Designed for VR (optimized for 2-d) The project is under constant development - future updates are free to all existing customers Full Simulation scope and update log are available here: https://forums.x-plane.org/index.php?/forums/topic/297854-vsl-sr71-tb-simulation-scope-and-update-log/ Highly responsive, professional support in the VSKYLABS Special contribution:  BC Thomas is the famous, high Time SR-71 Pilot
    During the air-refueling sequence in the simulation, an authentic SR-71 air-refueling radio recording is being initiated, adding immersion and excitement! The audio recording was implemented into the VSKYLABS 'Test-Pilot': SR-71-TB following Mr. BC Thomas approval. BC Thomas is the famous, high Time SR-71 Pilot who spent 1,217 hrs and 18 min in the cockpit of the legendary SR-71!
     
    Requirements:
    X-Plane 12 (not for XP11)
    Windows, Mac, or Linux
    8GB VRAM Minimum
    Current Version: 1.05 (January 2nd, 2024)
    Download Size: 424 MB 
     
    Reviewers System:
    Windows 10 Professional
    AMD Ryzen 5 3600 Processor
    32GB RAM
    Palit GeForce RTX™ 3080 GamingPro
     
    Aircraft Review by Michael Hayward 
    17th January 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) 
     

  23. Thanks
    Kiwiflyer reacted to Dominic Smith in Aircraft Review: X-Hangar Lockheed C-130 Hercules   
    Aircraft Review: X-Hangar Lockheed C-130 Hercules

    By David York

    Introduction
    The Lockheed C-130 Hercules, an iconic American four-engine turboprop military transport aircraft, was designed and built by Lockheed, and is renowned for being the longest continuously produced military aircraft for over 60 years. 

    I recall initially mistaking the Air America movie's aircraft for the Hercules, with Mel Gibson seemingly playing a supporting role to the airplane. The confusion was understandable, given the quick shots and my incorrect engine count. The C-130, with its four engines, shares a resemblance to the Fairchild C-123 Provider, which is a derivative of the Chase XCG-20 Avitruc. My familiarity with this magnificent airplane grew when my in-laws lived near the runway at CFB Trenton.

    On 2 February 1951, the United States Air Force issued a General Operating Requirement (GOR) for a new transport aircraft. This was to replace the aging WW2 era piston-engined transports. The Request for Proposal (RFP) was quite specific, listing the need to accommodate ninety-two passengers, seventy-two combat troops, or sixty-four paratroopers. The cargo compartment had precise dimensions, 41 ft long, 9 ft high, and 10 ft wide, and a turboprop powerplant was specified, as jet engines at the time did not meet the necessary tactical requirements. The C-130 was designed for versatility, capable of operating on short and rudimentary runways. Its range of 1,100 nautical miles made it suitable for a variety of missions.

    Kelly Johnson, initially not a fan of the design due to his preference for more combative aircraft, eventually came to appreciate the C-130. Willis Hawkins, the lead designer, suggested that Johnson's eventual acceptance might have been influenced by the C-130’s adaptability for various roles, including as a cruise missile launcher.

    The Hercules has been adapted for numerous roles such as a gunship, search and rescue, scientific research support, weather reconnaissance, aerial refuelling, maritime patrol, and aerial firefighting. It remains the primary tactical airlifter for many military forces globally, with over forty variants and civilian versions like the Lockheed L-100, operated by more than sixty nations.
     
     

     
    X-Plane Model
    The package for the C-130 model is thoughtfully designed for compatibility with both X-Plane versions 11 and 12. It's bundled in a way that facilitates an upgrade path for those using version 11, which is less demanding on VRAM. My setup includes an AMD 8-core FX processor, 16GB RAM, and an AMD Radeon RX570 series display card. With 4 GB of VRAM, it manages decently, though there are occasional slowdowns.
     
    Installation Procedure
    The installation of the C-130 Hercules package requires a few straightforward steps:
    Begin by unzipping the main package to obtain two separate zips: c130_12.zip and c130_11.zip, for X-Plane versions 12 and 11 respectively. Choose the version you need and unzip it into your preferred subdirectory within the <Aircraft> directory of the respective X-Plane version. Once you start X-Plane, the program automatically detects the new aircraft and adds it to your <New Flight> menu. You’re now ready to fly! The C-130 manual is located in the C-130H Hercules\Docs\manual x-plane\ sub-directory. It's recommended to review this manual early on, as it details extra features and helps familiarize you with the aircraft's cockpit, which can initially appear quite complex. You should also take a moment to look over the checklists available in the pop-up.

    For those interested in using the XFSE plugin:
    Install XFSE if it’s not already set up. A basic xfse-alias.txt file is included. Refer to the FSEconomy add-on manual for setup instructions. Documentation
    The manual for X-Hangar's C-130 is quite comprehensive, providing a solid overview of the model's features and a helpful guide to the flight deck and panel layouts. The manual is well-illustrated, including performance charts from the original aircraft's Pilot's Operating Manual (POM), giving a practical insight into optimal aircraft operation. From personal experience, I usually dive right into flying before consulting the manual (typical of many, I suppose!). However, I've found that an early perusal of the manual significantly flattens the learning curve and reveals many nuances that might otherwise be missed.
     

    Exterior
    The Hercules' shoulder-wing design might initially surprise those accustomed to more sleeker looking aircraft, but it highlights the craft's functionality over showmanship, and X-Hangar's model captures this robust spirit well. The level of detail is commendable, from the textures to the overall structure, though it lacks specific liveries like RAAF, RCAF, or UK allies. However, the provided blank livery templates offer a chance for personal customization.
     





     
    The minute details like antennae, propellers, and doors are well modelled, adding to the realism. This realism is further accentuated when you open the crew and cargo doors, revealing the intricacies of ground handling equipment, a vital aspect of the Hercules' operations.
     

     
    The airdrop animation is a notable feature, though I personally miss the inclusion of the Low Altitude Parachute Extraction System (LAPES), a system I've often seen in Canada. Despite this, X-Hangar's selection of features for the model is astute. The model uses Blender-based particles for exhaust and other systems, enhancing realism, especially with the airdropped cargo descending by parachute.
     

     
    The inclusion of the L-100-30 build, a stretched version of the C-130 with six-bladed propellers, is executed with the same attention to detail, showcasing the model's versatility and commitment to realism.
     





     
    Interior
    Recalling a special occasion when I once sat in a C-130 pilot seat, I can't help but compare that memory to X-Hangar's rendition of the cockpit. While it doesn't match my memory exactly, they've done a solid job without resorting to full photorealism. 
     

     
    For those of you looking for a bit of modernity, the L-100 stretch model features an option for a digital panel, which is a nice addition.
     

     
    In the C-130H, the clipboard pops up when the square red button is pressed, offering functionalities like showing or hiding the crew, JATO selection, and airdrop details. The control yokes are toggled as usual with the ‘Y’ key.
     


    The absence of high-degree photorealism might be a downside for some, as well as the lack of interactivity with every button or switch, but personally, I'm not at all disappointed. The panel and cockpit are well-designed, filled with controls, albeit with some non-functional elements like the microwave in the kitchen behind the flight engineer's station. It’s these small details that add charm, even if you can't leave the water running.
     

     
    Opening the crew door, descending the ladder, and then opening the passage door, reveals the cargo hold. Initially, I found myself walking through the fuselage wall until I figured out how these doors functioned. Remember to close all doors and ramps, or you might find yourself with unexpected airborne companions like a cargo crate and lift truck. It’s unclear if the weight of the lift truck is factored into the plane's gross weight, though the regular cargo weight is included when selected from the weapons menu.
     

     
    Flight Dynamics
    While I've never flown a C-130 and am not a licensed pilot, I've explored its unique characteristics based on available information. Willis Hawkins, in an interview with Lockheed's Code One Magazine, mentioned the C-130's resistance to stalling. He recounted an attempt to stall it, which led to a flip rather than a stall of the main wing, possibly due to the six-bladed props' effects on the wing's boundary layer.
     

     
    Curiously, I tested this on X-Hangar’s model. At 10,000 feet, as I slowed down, the stall alarm activated, but the wings seemed to keep flying, even with the four-bladed props. With the L-100-30's six-bladed props, I didn’t experience the reported “unstallability” but rather a gradual descent.
     

     
    This simulation is remarkably forgiving, making it the first plane I've successfully landed on my first attempt. Its handling is stable, smooth, and relaxed. I even took a virtual flight from CFB Trenton to Niagara Falls International, enjoying the XP-12 view and exploring the plane in flight.
     

     
    Sounds
    The alarms and alerts have custom sounds, but the engine, prop, and wind noises are the default turboprop sounds from X-Plane. While they work adequately, the unique sound of the Allison T56-A-15 turboprop engines would have been a treat. However, obtaining specific engine sounds, especially in FMOD format, is challenging, so I respect X-Hangar's decision to keep the model affordable.
     
    Night Lighting
    The night lighting of the model is functional, following a tried-and-tested method. It effectively illuminates the interior, creating an appropriate ambiance for night operations. While it doesn't employ the latest lighting effects, it ensures a dependable and solid experience in line with the Hercules' reliable nature.
     



     
    Performance
    In my experience with X-Plane 12 on my somewhat dated hardware, frame rates were around 22-30 fps, so generally smooth but with occasional flutter during high-speed, low-altitude passes. However, it's important to note that these performance metrics are largely influenced by my hardware capabilities, and users with more up-to-date systems can expect improved performance. In X-Plane 11, the model performed slightly better on my setup, achieving 28-37 fps with fewer instances of freezing, particularly when accessing the map window. Given the model's detailed custom objects, which surpass those in X-Hangar's Caribou model, longer load times and avoidance of multitasking in XP-12 were necessary on my system to maintain stability. 
     

     
    Conclusion
    I've always loved the Hercules, and this X-Hangar model is the best rendition I've flown, making it a worthwhile purchase even by my Scottish, thrifty standards. The cargo handling effects might not be my favourite, but the JATO option and overall art and animation are top-notch. When you look out and see a lift-truck flying alongside because you forgot to close the crew door, it's both amusing and a testament to the model's detail. The cockpit, while not overloaded with interactive features, perfectly suits my flying style. This model is enjoyable and realistic, a great fit for both X-Plane 11 and 12 users.
     

     
    Whether you're on a budget or equipped with a high-end system, this model will not disappoint. The more demanding simmers might long for additional features, but there's plenty to enjoy here. Overall, the C-130 is a superb addition to X-Hangar’s fleet
     
    ________________________
     

     
    C-130H Hercules by X-Hangar is now available from the X-Plane.Org Store here:
     
    C-130H Hercules
    Priced at $27.95
     
    Features
    Two separate versions to fly for both v11 and v12 Two separate .zip files Both a digital Instrument panel and analog Working wipers in v12 Rain on the glass for v11 (limited to win Vulkan) and v12 Much improved landing and taxi lights in v12 3D modeled crew  Working cargo door Working crew door X-Plane FMS for v11 and v12 with pop up panel or press 3d buttons X-Plane Garmin 530 with pop up panel or press 3d buttons Many interchangeable international liveries  Both civil and military liveries Easy to paint liveries with the blank included Checklist in .txt format for use in the sim PDF manual to help familiarize yourself with the aircraft Static elements Cargo automatically loads with added weight to the aircraft Animated parts Option to use and display JATO rockets (fun for shorter take off). FSE file included Requirements
    X-Plane 12 or X-Plane 11
    Windows, Mac, or Linux
    4 GB VRAM Minimum - 8 GB+ VRAM Recommended
    Download Size: 595 MB
    Current Version: 12.07 (November 14th, 2023)
     
    Review System Specifications
    AMD FX-8350 - 16GB - AMD Radeon RTX 570 8GB - Windows 10 Pro 64 Bit
     
    __________________________________
     
    Aircraft Review by David York
    11th January 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. Like
    Kiwiflyer reacted to Stephen in NEWS! - Scenery Released : LICD- Lampedusa Airport and Linosa Island, Italy by Cami de Bellis   
    NEWS! - Scenery Released : LICD- Lampedusa Airport and Linosa Island, Italy by Cami de Bellis
     

     
    Where is it? It's an Italian Island, but in reality it is nowhere near the Southern Italian coastline, more adjacent to Tunisia, Africa than Europe. Lampedusa is the largest island of the Italian Pelagie Islands in the Mediterranean Sea.
     
    The Pelagie Islands from the Greek pélagos meaning "open sea", are the three small islands of Lampedusa, Lampione, and Linosa, located in the Mediterranean Sea between Malta and Tunisia, south of Sicily. To the northwest lie the island of Pantelleria and the Strait of Sicily. All three islands are part of the commune of Lampedusa. Geologically, part of the archipelago (Lampedusa and Lampione) belongs to the African continent; politically and administratively the islands fall within the Sicilian province of Agrigento and represent the southernmost part of Italy.
     
    Despite pockets of agriculture, the islands are unnaturally barren due to wanton deforestation and the disappearance of the native olive groves, juniper and carob plantations. Fifty years ago much of the landscape was farmland bounded by dry stone walls, but today, the local economy is based on sponge fishing and canning, supplemented by tourism in Lampedusa.
     
    Here is another detailed Cami de Bellis scenery with the addition of complete terrain mesh for the entire islands of Lampedusa and Linosa by Maps2XPlane, yes the same Maps2XPlane that did the excellent islands coverage of Faroe and Savlbard. So obviously you have a great combination of skills and quality scenery here.
     
    Features  Highly accurate scenery for LICD- Lampedusa Airport and Linosa Island with all   buildings modeled.  Over 160 custom objects all with Ambient Occlusion  Custom Terrain Mesh for the entire island of Lampedusa and Linosa by Maps2XPlane  Custom Overlay/Autogen Scenery based on CDB assets by Maps2XPlane"  Photo real textures on buildings, vehicles, trees…  Photorealistic ground textures based on a satellite image 50 cm.  Detailed airport objects and GSE vehicles   Custom textured taxiways, runways, and apron   Custom surrounding buildings   Custom airport lights HD  Custom Overlay    High-resolution building textures – all in 2K and 4K   Excellent night effects   World Traffic 3 compatible  Native characters and vehicles created specially   Ground traffic   The terrain mesh is complemented with custom overlays: dense vegetation  and country-typical autogen, as well as custom road networks with dynamic traffic.  Two heliports, for those fans of helicopters. One at the beautiful  Linosa Island, and the other on the US Loran Station Base.   

     

     

     
    This LICD scenery is X-Plane 12 only
     
    Images of LICD- Lampedusa Airport and Linosa Island are courtesy of Cami de Bellis
    ________________
     

     
    Yes!  LICD- Lampedusa Airport and Linosa Island by Cami de Bellis is Available now from the X-Plane.Org Store here :
     
    LICD- Lampedusa Airport and Linosa Island
    Price Is US$18.90
     
    Requirements
    X-Plane 12 (not for XP 11)
    Windows, Mac or Linux 8 GB+ VRAM Recommended Download Size: 2.7 GB Current version 1.0 (January 11th 2024) ________________
     
    NEWS! by Stephen Dutton
    12th January 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
     

     
  25. Thanks
    Kiwiflyer reacted to Stephen in Scenery Review - KJAX -Jacksonville International Airport by FS Designs   
    Scenery Review - KJAX -Jacksonville International Airport by FS Designs
     
    Florida...  thoughout my over long decade in the X-Plane Simulator. I have been drawn a lot to this one part of the world that is Florida. Why "God Knows", but Florida produces a lot of interesting flying. Coast to Coast, up and down, oddly there isn't a lot of visual landmarks either, as long as you don't count the Disney Kingdom, but I just like flying here. One of my favorite flights I do on a regular basis is from Southwest Florida International Airport (RSW), cross the state to pick up the east coast then fly north to KJAX or JAX in the eastern far north of the state. Mostly because I had good scenery for both airports. After a decade, now both ports are feeling a bit tired in X-Plane 12. So I was extremely interested when FS Designs released a brand new X-Plane 12 featured KJAX -Jacksonville International Airport.
     
    FS Designs are developers focused currently on only Florida sceneries, with their earlier FS Design airports that covered KMTH Marathon on the Florida Keys, then later KPNS Pensacola International Airport in Escambia County. So this latest Jacksonville release is their third for the sunshine state.
     
    Jacksonville International Airport is a civil-military public airport 13 miles (21 km) north of Downtown Jacksonville, in Duval County, Florida. It is owned and operated by the Jacksonville Aviation Authority.
     
    You can't miss Jacksonville Airport from the air. It has twin V shaped runways sited on a brown clearing inset a forest of green, with the tip of the "V" pointing west.
     

     
    Is this aspect correct? the heavy brown field. Well no actually from a Google map point of view. Yes it is a brown field, but the field is also covered in a slight shade of green... or grass. So has the developer let us down? again no. Because get down low and yes there is a lot of lovely 3d green grass that covers the field, just like the real field... so what is the problem? actually it is X-Plane's FOD.
     
    The FOD is so short it is creating lines and mostly hiding the green over-layer of the grass, it stands out quite markedly low to the ground...
     

     
    It is of course an X-Plane trait we have had for years, but please fix it, as it really works against the scenery here....
     
    Jacksonville has two separate areas.  The commercial single terminal airport...
     

     
    ....  and in the southwest quadrant of the airport is the Jacksonville ANGB, which is basically a small air force base, albeit without the military housing, military hospital or other infrastructure of major U.S. Air Force installations. The Air National Guard provides a fully equipped USAF Crash Fire Rescue station to augment the airport's own fire department for both on-airport structural fires and aircraft rescue and firefighting (ARFF) purposes.
     

     
    Jacksonville International Airport
    IATA: JAX - ICAO: KJAX - FAA LID: JAX

    08/26 - 10,000ft (3,048m) Concrete
    14/32 - 7,701ft (2,347m) Concrete
    Elevation AMSL30 ft / 9 m
    Terminal
    The terminal at JAX is composed of a baggage claim area on the first floor and a check-in ticketing area on the second floor at the front of the structure landside. Past baggage claim and ticketing is the central mezzanine, where shops, restaurants and the security checkpoint are all located. Beyond the mezzanine are the airport's Concourses A and C, which include 10 gates each (for a total of 20), along with other shops and restaurants. It is all a very nice well thought-out easy flow layout.
     

     
    Concourse detail is excellent here... the shaping and modeling is first rate, curved roofs to perfect glass creates a very realistic exterior.
     

     
    Both Concourses A and C are identical, or mirror, so what is done on one is exactly the same on the other.  Ground clutter is excellent as well, just enough and not too much, but not airport branded... there are no animated service vehicles either, so JAX is a bit lacking in visual movement.
     

     
    All gates are SAM3 active, and the airbridges are nicely authentically styled and again no branding, only oddity is the truck squashed under Gate C5, it's not hard to miss?
     

     
    Only the two ends of the Concourses are modeled internally, good, even basic, but well done with monitor screens.
     

     
    Nice touch is the imprint image on the end of each Concourse, a very nice attention to detail.
     
    Landside arrivals is really nicely done in the modeling, but get in closer and the texture detail is very low-res (resolution), more low-res areas are the photo based ground textures, and then even more in creating a (photo) but surrounding flat ground areas.
     

     
    You can get away with this low-res effect from a distance, as it actually looks very good, but it can't bear close scrutiny and certainly can't be walked around in a realistic sense, note the well done entrance station, and the double carparks are masterfully modeled. All areas here have full 3d carparks, so overall the view is very well done, its you just don't want to look too close and lose the detail.
     

     
    Again there are no animated vehicles, so that makes the landside a bit no-active also. Rear of the Carparks is the DoubleTree by Hilton Hotel Jacksonville Airport hotel. Modeling is fine, but the low-res textures mean you can't even read the name of the hotel?
     

     
    Interesting is the water. You have a mix of photo and X-Plane water, the problem with the X-Plane water is the very sharp straight boundaries around the lake, however they look more realistic (reflections) than the photo flat based water.
     

     
    The Jacksonville Aviation Authority building and area is well done, but again the join between the photo and X-Plane default textures could have been more professionally executed, again highly noticeable, and this time from the air.
     

     
    Control Tower
    Not only is there a field tower at Jacksonville, but it is also home to "Jacksonville Center". This center is responsible for approximately 160,000 square miles of airspace — airspace that covers parts of five states: Alabama, Georgia, Florida, North and South Carolina.
     
    Notable is that JAX is an "international" airport because it maintains a federal inspection station and U.S. Customs and Border Patrol service to accommodate international traffic, but it doesn't host international scheduled services, except for charters.
     
    Both facilities are well modeled here, positioned spot center in the field, as is the tall tower. But again the viewing room up top is only photo textures, and not detailed glass windows.
     

     
    Cargo
    South by the threshold of Rwy 32 there are three ramps for cargo...  both FedEx and UPS are big operators here with the FedEx facility being very large. All three ramps are covered in the scenery and the detail cargo ground clutter is very well done.
     

     
    Set behind the FedEx is the Embraer Regional maintenance facility and at the rear is Forward Air Cargo.
     

     
    General Aviation
    To the north of the terminal area is the large General Aviation ramps. There are two, in one called G1 the main GA ramp, and the FBO ramp
     

     
    Most of my flights to JAX were to these ramps, as mostly I flew General Aviation aircraft across Florida. They are good, but just bland images on the Sheltair Aviation JAX building (terminal), and it is nowhere as good as my decade old version? Yes the feeling on the ramp is bland with a wide open apron that needed some detail to break it up, although its need is to cater for those extravagantly large personal jets, say a B727 or "Trumps' B757.  The FBO ramp is dominated by "Signature Aviation", and their terminal is slightly better, as are the row of six Signature Hangars, with another larger one set behind the FBO ramp. Ground photo textures here are very good.
     

     
    Highlight here is the Golf ball top radar, set in the middle of the carpark, it can be seen from everywhere at KJAX. Another final point on the ramps in the terminal and GA areas. Is that FS Designs has placed a few static aircraft, one a UPS cargo on the cargo ramp, and a few GA's on the GA ramps...  there are also a few static airliners set at gates C2/C4 and A3, but these badly interfere with Traffic applications (in my case Traffic Global) so you get double or spawn aircraft on top of each other. There is however both a "Non Static" and "Non Grass" options available with the scenery, so just drag those options and replace.
     
    Jacksonville Air National Guard Base
    Concurrent with the closure of Imeson Airport, the 125th Fighter-Interceptor Group (125 FIG) of the Florida Air National Guard (FANG) relocated to Jacksonville International Airport. Military Construction (MILCON) funds provided for the establishment of Jacksonville Air National Guard Base in the southwest quadrant of the airport and placement of USAF-style emergency arresting gear on the JAX runways. Upgraded from group to wing status and redesignated as the 125th Fighter Wing (125 FW) in the early 1990s, the wing is the host unit for Jacksonville ANGB and operates F-15C and F-15D Eagle aircraft. The 125 FW is operationally-gained by the Air Combat Command (ACC).
     

     
    Positioned right on the threshold of Rwy 14. FANG is well laid out and detailed... again your not going to do a walkabout, but for a visual aspect it is very good...  again low-res textures means there is not a lot of detail, and the signage is all very blurry up close.
     

     
    The separate military radar is set at the entrance to the ANG, plus two McDonnell Douglas F-15 Eagles guard the same approach. Shame they are not placed on the flight line or in the bunker hangars as well, as those areas are empty of static aircraft.
     

     
    Mid-field is an animated rotating radar, which well done, but let down by the poor low-res textures of the demountable buildings.
     

    ___________
    Textures
    KJAX is an all concrete airport, both the runways and the taxiways, even the ramps are made up of large concrete blocks. The ground textures are excellent, different types of concrete surfaces for the different areas, runways are well rubbered in, and gunge is well done.
     

     
    However there isn't a lot of a stony feel, it's all quite flat. This is an X-Plane 12 airport. With that you get X-Plane 12 weather effects...   but don't expect heavy snow in Florida. But the wet and rain effects here are very good.
     

     
    Lighting
    The night time here at JAX is very disappointing...  runways use the standard X-Plane illumination numbers, so they are okay, but the rest is dull.
     

     
    All the ramps around the terminal and concourses are very dull, or at best just viewable, you can't work down there in this darkness. In fact the whole terminal is in darkness, even the glass areas?
     

     
    Internally it's a little bit better, but its not enough. Oddly the best place to work is under the terminal/concourses... it is all nicely lit under there?
     

     
    Most outside working areas including cargo is very poorly lit, barely worth the effort. GA areas and hotel, are all bland grey none (or feebly) lit areas...
     

     
    ...   only the carparks show any sign of bright life.
     

     
    Navigation signage is fine, a bit low-res, and come with no ground reflections.
     

     
    Summary
    Jacksonville International Airport is a civil-military public airport 13 miles (21 km) north of Downtown Jacksonville, in Duval County, Florida. It is owned and operated by the Jacksonville Aviation Authority.
     
    JAX is a favorite primary destination of mine as I fly around Florida in the United States a lot. So a good KJAX Jacksonville with X-Plane 12 features is very well received.
     
    In detail and from the air the airport is excellent, there is a lot of objects and features here. The central terminal and two winged Concourses (A&C) are really well modeled and designed with internal areas in both concourses. SAM3 (plugin required) is also active here on the 20 gates available. Landside is excellent with two large storied carparks, Hilton DoubleTree hotel and the Jacksonville Aviation Authority building all represented.
     
    The spread of detail over the wide airport area is very well done, and covers the Jacksonville Air National Guard Base to the southwest  of the field. Concrete ground textures and varied clutter is well done (certainly the carparks), but there is no vehicle animations Airside or Landside. Both "No Grass" and "No Static (aircraft)" options are available
     
    Any deeper interaction however is limited by the poor low-res textures on the buildings outside of the terminal area. The General Aviation areas which are significant to me are generally quite poor, even my decade old JAX X-Plane 10 GA areas were far, far better than this... disappointed, as also is the very poor lighting, the terminal areas really can't be used after dark. A lot of flat photo textures were also used to reflect the ground areas, including water, the idea is fairly successful, but don't look to closely.
     
    A note here is these low-res textures in the scenery, all my graphic sliders are at the "Full" settings, but I got a lot of Low-Res images in X-Plane 12, We are waiting on (late again) for X-Plane 12.06, which is supposed to have better and improved performance and reduce the risk of blurry textures. I'll revisit this scenery when the upgrade is available.
     
    I can recommend JAX Jacksonville a lot, as it is a very really well done scenery. Interaction with the excellent terminal area is well done, but we have to understand is that just don't look too closely, or expect a detailed walkaround experience....  otherwise it is a great JAX scenery
    _____________________________________
     

     
    Yes! - KJAX - Jacksonville International Airport by FS Designs is NOW available from the X-Plane.Org Store here :
     
    KJAX - Jacksonville International Airport
    Price is US$19.99
     
    Requirements
    X-Plane 12 or X-Plane 11 Windows, Mac or Linux 4 GB VRAM Minimum - 8 GB+ VRAM Recommended
    Download Size: 1.6 GB Current version: 1.0 (June 5th 2023)   Installation and documents:
    JAX is download of 1.38Gb download. There is only one folder as part of the installation;
     
    FSDesigns KJAX Jacksonville Intl Airport  
    2.08Gb is installed into your Custom Scenery folder.
     
    There are four options with the scenery
    Non-Grass & Non-Static Version Non-Static Version Non-Grass Version X-Plane 11 Version  
    In each option folder there is the "Earth nav data" and "earth.wed" files to change over for the conversion.
     
    SAM Plugin - Scenery Animation Manager - Suite 3.0 or higher is required for this scenery
     
    Documents
    There is a supplied manual;
    ReadMe.pdf InstallationInstructions.pdf Changelog.txt There is a full Installation pdf
    ________________________________________
      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 12.05r1 (This is a Release Candidate review).
    Plugins: Traffic Global - JustFlight-Traffic (X-Plane.OrgStore) US$52.99 : Global SFD plugin US$30.00 : RK Apps XPRealistic v2 - US$34.99
    Scenery or Aircraft
    -none-
    ___________________________
     
    Review by Stephen Dutton
    26th June 2023
    Copyright©2023: X-Plane Reviews
     
    (Disclaimer. All images and text in this review are the work and property of X-PlaneReviews, no sharing or copy of the content is allowed without consent from the author as per copyright conditions) All Rights Reserved
     

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