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Alpeggio

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    NEWS! - Laminar Research releases V12.2.1 Beta




    As announced in the June 19th Roadmap and detailed at the Rhode Island FlightSim Expo (26th to 28th June), here is the next Beta in X-Plane 12.2.1, known as the "Gateway Asset Update". Although announced and to be selected as a "Beta" update, most of the 12.2.1 release is mostly a large collection of Assets, 700 in all. So as a Beta run it will be extremely short (unlike the wildly Weather 12.2.0 Beta). But this is the biggest Laminar Research object release yet, as over the past year the Art department has grown significantly from the original Alex Unruh and Cristiano, added is Petr and the indomitable Justin Kissling or Misterx6 from ShortFinal Design. And the significance and output is reflected here, there are also a few extra nice additions as well that was not announced earlier.

    Unlike the consistent changes to the Startup Screen thoughout 12.2.0, we still have the Laminar Research A330-300 image in 12.2.1, so no changes there...



    Zermatt Heliport (LSEZ)
    As noted this is an assets (objects/scenery) update, and the highlight feature is the Zermatt Heliport (LSEZ) which is located near the entrance of the iconic mountain resort of Zermatt in the Swiss canton of Valais, at an elevation of around 1,400 meters. It serves as the base for Air Zermatt, a world-renowned alpine helicopter operator known for its sightseeing flights, heli-skiing, cargo transport, and mountain rescue operations. Approaches and departures are particularly challenging due to the tight valley and high terrain. It’s most certainly a rewarding experience for skilled sim heliopilots. One unique feature of the real-world heliport is the lift that provides access from the valley floor, a reminder of Zermatt’s car-free nature. With stunning views of the Matterhorn and surrounding Alps.

    The quality and detail at the Zermatt Heliport is far, far more outstanding than the first Heliport in New York released earlier, this is a craftmanship scenery to the ninth degree.











    There is a video as well...


    There has been a few comments about the LSEZ scenery not fitting in with 3rd party Orthos textures, like levitating? and it won't work either if you have the excellent Alps UHD XP12 by Frank Dainese and Fabio Bellini, as it doesn't fit in at all? but in the default Zermatt X-Plane landscape it is very good, if surrounded by German Autogen.

    The focus of the 12.2.1 update is a load of new assets for the WED Community, and the list is quite significant, as in a first Laminar actually wanted the user base too give them ideas for new assets required, and actually put it in a poll so you could vote, it came with seven areas to improve; Airport - Lighting, Airport - Vehicles, Terminal - Kit, Airport Buildings, Generic - Vehicles, Generic - Buildings and Ground Surfaces. Out of this list came a load of ideas, some actually part of this 12.2.1 release.

    Fire Equipment
    Starting with some new Fire Trucks, there are both here, the standard red, and the lime-green Airport designs, detailed and really well done.





    Construction
    There is a load of Construction Assets been added, mostly for around Airport construction sites, but there are also big uses in other situations, certainly for the high cranes that will be giving you some "Vertical Obstacles", which is a delve into the FS 2024 feature list in by creating thousands of infrastructure in pylons, weather towers, power stations and god knows what else. Also added is partly constructed terminal for site reference





    There has been some Volvo A40G Dump Trucks added, really nice and detailed they are as well...





    Next is the KOMATSU PC 360 LCi-11, which is a 36-ton class hydraulic excavator, and CAT front loaders.







    Police SUV Cars
    More Police Cars, very nice to chase the Drug runners, but again still they are all very American Centric, some Euro versions would be nice.... please!





    Airport Infrastructure
    A lot of basic Airport Infrastructure in X-Plane has been around for decades, you needed OpenSceneryX if you wanted something new. But in 12.2.1, you get a though (updated) overhaul of most of these airport based assets with more modern detailing and realism... including Hangars & Utility Sheds, Ground Markings, Colored Polygons, Compass Roses and new Grass Runway markings, and a load open sided shelters...









    Like the Hangars, then the ground marking have also been improved... with new Colored Polygons, Compass Roses and Grass lettering.





    Another big significant change is the apron airport lighting, with new lighting towers and more options.







    Class F jetways (passenger boarding bridges) are large-capacity, heavy-duty jet bridges designed to accommodate widebody aircraft in Code F classification under ICAO standards, such as the Airbus A380, and are now included in X-Plane.



    A Cherry Picker or Scissor Lift.... nice!



    This is one that you thought was already in there? a Mobile Heli-Trolley, but no there wasn't any, until now.





    Laminar gave a stage bow to the art crew! well done guys... for me some Port container cranes would be at the top of my next list...



    Mouse Zoom Lock (Stop Zooming X-Plane)
    The biggest surprise of the 12.2.1 rollout is a new option in the settings to disable the mouse zoom separately for internal and external views. Additionally, you can now assign a modifier key: this means zooming will only work while holding that key, helping to prevent accidental zooming during regular mouse use.



    Oddly I was swearing profusely in setting up the Zibo Boeing 737-800 only a few days ago, and it works! and so no more cockpit swearing.

    The new Zoom Option has also created a change on the X-Plane Settings menu. There is now a new page called "User Interface", the BASE FONT size has been moved here as well as the new Zoom Scroll option.
    There are the two new switchable options... "Enable mouse wheel zoom for internal views" and "Enable mouse wheel zoom for external views". or you can select either your own Keyboard Command, or use the two Default options (keys) "Control" or "Alt", they are great choices and work well in their keyboard position when adjusting the zoom normally.



    New Hardware Support
    Laminar has added in more support for a range of supported hardware with new additions from several manufacturers. Now supported are...



    MOZA Flight Sim Gear
    We’re happy to announce full support for MOZA’s impressive new line of flight simulator hardware. This release supports the AB9 FFB Base with the MH16 Flightstick, the MTP Throttle, and the MTLP Panel. Full support for the AY210 Yoke Base and the MFY Yoke is also on the horizon.

    Thrustmaster SOL-R 1 Flightstick
    We’ve also added full support for the new SOL-R 1, Thrustmaster’s next-gen Flightstick, designed specifically for flight simulations.

    rotAIR by SimFlight Services
    We now support the rotAIR modules from SimFlight Services, enhancing your sim experience with high-fidelity input.

    Global Airports
    There has been another big update to the X-Plane "Global Airports" in default sceneries for the Simulator. Here another 613 sceneries for a total of now 39,016 airports out there to be used... these new or updated sceneries have been added in this release.



    Fixes and Enhancements
    There are a few other changes to ATC, General, a few removed features and a Technical Note (Linux)

    ATC
    Added support for continual circuits (touch & go)
    General
    Save the last airport the user was on ground at instead of the last airport overflown for “Resume Flight”
    Fixed various translation issues
    Removed Features
    We have removed the following unused and old features:
    Removed the checklist feature
    Remove the text file feature
    Technical Notes
    Linux
    Fixed an issue when using the Steam installation of X-Plane on Linux, when Steam was installed using a snap package. Please note, that snap installations are not supported by Valve (XPD-16840)

    An important note is that "Birds will no longer cause damage unless “birdstrike” is set on the failures screen", so unless you now activate the "Birdstrike" in a failure mode, they will leave you alone.

    A note from Laminar was all very pleasing...

    "We hope this update will kick-off a new wave of creativity amongst our scenery artists. It’s been no secret that we are working on Next-Gen Scenery, and the ideas you have proposed to us, will help form more assets that we can refer to and create for the future!"

    NEXT-GEN Scenery! then X-Plane will really fly (pun intended)
    ________________

    Full Release Notes
    For additional details and a more comprehensive list of changes, have a look at the full 12.2.1 release notes, are here.

    You can update to X-Plane v12.2.1 beta now via the built in X-Plane Installer application, just select "Update X-Plane" and make sure the "beta" selection box is ticked. It is a 3.6 Gb Installation via a 2.2 Gb download. The update is also currently available on the public_beta branch on Steam.



    As this is a beta release, so you may encounter unforeseen issues. Regularly back up your data and stay updated with official communications for any patches or fixes. Images here are provided courtesy Laminar Research.



    X-PlaneReviews have only done a quick flight of X-Plane 12.2.1 beta, very impressed (again) with another great set of additions to the X-Plane Simulator, but these assets will take time to flow through. Like noted at the head of this NEWS! release, although a "Beta", it won't be a long one, in just a few weeks as it is mostly assets. Next is... X-Plane 12.3.0, the next big step up. It is noted as a "Weather Update", and yes coming soon.
    ___________________________
     
    NEWS! by Stephen Dutton
    5th July 2025
    Copyright©2025: 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
    Alpeggio reacted to Stephen in Aircraft Review : Pilatus PC-12 DGS by Thranda Design   
    Aircraft Review : Pilatus PC-12 DGS by Thranda Design
     
    The most successful General Aviation aircraft in the X-Plane Simulator has been the Cessna Caravan, in two forms, first by Carenado, then by Thranda Design. The second most successful aircraft, again by Carenado was the Pilatus PC-12, and there is a link between the two aircraft.
     
    Both aircraft use the Pratt & Whitney Canada PT6A engine, a small gas turbine engine for Turboprops, that drives the propeller through a reduction gearbox. So it is a very smooth engine with a high power output of 1,200 shp. A bit of trivia, the PT6A engine is actually installed in reverse, with the output connected to the reduction gearbox, then directly to the five-blade, constant-speed, full-feathering, reversible-pitch propeller. So basically you are facing the front of the Turboprop engine.
     
    The Pilatus PC-12 is a single-engine, turboprop aircraft known for its versatility, reliability, and performance. Manufactured by the Swiss company Pilatus Aircraft Ltd, the PC-12 is widely used for business aviation, medical evacuation, cargo transport, and special missions. It is one of the most popular turboprop aircraft in its class.
     
    Like the Cessna Caravan before it, here now is the Pilatus PC-12 from Thranda Design, an aircraft that is always at the top of any serious users Simulation wishlist. The Carenado offering was very good, but honestly I never bonded with it, it was a small thing in the instrument lighting, clunky to fly and it didn't look very realistic, and a couple of other peculiarities. Also X-Plane has come a long way since that Carenado release in April 2015, so here is the PC-12 reimagined by Thranda Design in it's DGS ((Dynamic Generation Series) form.
     

     
    The concept for the PC-12 was initiated in the 1980s, following the success of Pilatus’s PC-6 Porter and PC-7/PC-9 trainer aircraft. This was to be a slightly larger aircraft, and Pilatus aimed to create a pressurized, single-engine turboprop aircraft capable of combining passenger, cargo, and utility roles into a single platform. The Pratt & Whitney Canada PT6A engine was chosen for its reliability and efficiency, and the maiden flight was achieved on May 31, 1991. Its nickname, the “Swiss Army Knife of Aviation.”
    The prototype was technically closer in design to the PC-12/41, which was the initial production variant. In 1996, Pilatus upgraded the PC-12 to the PC-12/45 model, increasing the MTOW to 9,920 pounds (4,500 kilograms) without any major structural changes. This version became the standard production model and replaced the PC-12/41, and became known as the PC-12 Standard. This Thranda aircraft is based on the PC-12/47, another slight gain in takeoff weight of 10,450 pounds (4,740 kgs), the performance stays the same even with the higher MTOW.
    Thranda Design are already known for their quality and extensive list of features, so you are already expecting a very good looking Pilatus PC-12, but what was not expected...  was how really good this PC-12 really is in the flesh. Maybe we just remember the older aged Careando PC-12, anyway this aircraft just leaps off the screen in quality and detail.... it is without doubt the best looking Thranda aircraft yet.

    Modeling is absolutely first rate, nothing even to nit-pick over here, as all the essential detailing is masterly covered. Every detail from vents, latches, aerials and beacons are all covered. Note the beautiful exhaust horns and lovely chrome spinner.

    The wings have a straight leading edge with a slightly tapered shape towards the wingtip, and the trailing edge is also tapered, giving the wing a sleek appearance and delivering improving aerodynamics. Then they also only have a moderate sweep angle, the wings are not highly swept back, but angled enough to help with high-speed stability and fuel efficiency. You could call it a modern clean wing.
     

    Notable is the right wing bulge, which contains a radar antenna, part of the onboard weather detection system. The system is used to detect precipitation, turbulence, and other weather-related hazards. The curved winglets are really nicely done, the earlier PC-12s had the more squared off wingtips.
    Flaps are four positions (0º - 15º - 20º - 40º)...  15º is used for takeoff, and the PC-12 is considered as a STOL (Short Takeoff and Landing) aircraft, as the 40º setting allows steeper approaches and shorter landings. Flap detail internally is excellent, as the flap tracks are all very aerodynamically pronounced.

    Nosewheel is a simple strut leg, fitted with durable, multi-ply tires. Rear gear is trailing-link, and the landing gear is specially designed to handle operations on unpaved, gravel, or grass strips, also reduce debris damage during takeoff and landing. The Landing gear and airframe components are also upgraded for durability under heavier loads in the heavier 12/47 we have here.
     

    Quality and detail of the wheel and strut assembly is expertly done, and all three wheels have built in taxi and landing lights.
    Glass is very good, tinted on the main cockpit windows, and all the glass comes with nice reflections (that can be turned off).

    External Static Elements
    The Thranda PC-12 has a nice selection of external Static Elements, including; Chocks (rear wheels), Engine inlet and exhaust covers, Tags, Pitot covers, Tiedowns and a support stand. GPU (Ground Power Unit), and both opening doors (forward and large rear left cargo door).
     

     
    Cabin
    Up into the aircraft....
     

    ....  the cabin layout is in an "Executive" style of only six seats, with the forward seats set in a "Club" style. In a commuter or charter cabin configuration, you can have installed in here 10 seats (single-pilot). Forward area has a very nice mahogany wood grain on the wardrobe and small buffet.

    The passenger seats are excellent, HUGE, cushy, with lovely ripples showing off the leather, the orange headrests are a nice touch as well (in Executive cabins Orange seems to be the current trend lately), the rear of the seat also can be laid back. There are two (animated) tables, one with the set of left club seats, and another on the single left rear seat.

    Fine (lovely) window shades are also all individually animated...

    ...   Lighting and Air-Vent fixtures are exquisite, animated as well for movement, to turn on you press the centre of the lamp. Rear cargo hold is covered by a lovely blue netting with chrome rings, everything is done in here with a fine eye for detail.
    Cockpit
    Through the slight gap and your in the very tight cockpit, it looks small and it feels very intimate.
     

    Although not a full glass cockpit with big display panels, it still feels very modern by it's layout and instruments. Extremely well done here, it has a great look and comes with a realistic avionic feel by Thranda Design.
    The seats are set right up against the bulkhead highlighting the small space, they are very nice with their sheepskin covers, and the armrests can all be lifted and hidden away behind the seat.

    Control yokes are excellent and realistically worn, and come with Electric Trim, PTT (working Push-To-Talk) button, and also a disconnect AP (Autopilot) button, you can hide the yokes individually, via the hot-spot on the rear.

    Main electrical and lighting overhead panel (OHP) is still marginally obstructed by the pull down shades, so you have to move them to access certain parts of the switchgear, I found to move the shades right out of the way to the side, because they became quite annoying every time you wanted to access the lighting switch gear.

    The armrests hide the throttle which in turn hides the condition/feather lever (in one) of which you use a lot, thankfully the armrests can be moved up here to get access. There are more rocker lighting switches for panel, cockpit and cabin lighting on the rear of the pedestal with four extra adjustment knobs, The flap selection lever is of 0º - 15º - 30º and 40º of flap, and the flap indicator is positioned in the very top left of the pilots panel.
     
    Honestly you won't find this layout much different from the Carenado PC-12 version, you even have the same rudder pedal adjustment, via the nice winder.
     

     
    Power on...   and voltages will change with any power selections! On the OHP many of the switches have a double function as in the first right switch turns the item on and you then select the choice by the second switch for two selections. It is very easy to use once you understand the functionality.
     

     
    Earlier generation PC-12s had either the Honeywell Primus Apex or Bendix/King Avionics. Here it is the Bendix/King KFC 325 Digital/Electronic Flight Control System panel (EFIS). The EFIS takes in two of the six standard flight instruments in the upper "EADI" ((Electronic Attitude Director Indicator) and the lower "EHSI" (Electronic Horizontal Situation Indicator).
     
    The others are the Airspeed, Altitude, Vertical Speed  (V/S) and RMI (Radio Magnetic Indicator). There is a backup CDI (Course deviation indicator) but that is also built into the EFIS and two other backup instruments in another Artificial Horizon and Altitude dials and AFD direction finder. Co-Pilot's side is the same EFIS standard six layout without the backup dials.
     
    Center panel top under the extensive deep glareshield is the excellent Benedix/King KFC 325 Digital/Electronic Flight Control System (EFIS) and the autopilot panel pops out. Next to the autopilot is the GARMIN GMA 340 Radio Comms Panel. Your ADF unit is the standard KR 87T50 Bendex/King ADF receiver. Note the large Radar Altimeter far right lower.
     
    The KFC 325 is in four sections, EADI/EHSI, VVI (KAS297C), Autopilot Panel (KMC 321) and EFSI Select Panel. The centrally positioned EFIS Select Panel has a lot of features, with Course, DH (Decision Height) and ADF (1-2) / VOR (1-2) pointers built into the EFIS display. You can also switch from the HSI to ARC mode view as well.
     

     
    The focal point of any PC-12 is the central EIS (Engine Indication System) which complements the EHSI by offering an integrated view of flight data and engine performance on the MFD. It displays; Torque, ITT (Inter-Turbine Temperature), Ng (Gas Generator Speed), Np (Propeller RPM), OAT, Fuel - Quantity x 2, FL(ow) H(our), Used and ENDUR (Endurance). GEN 1/GEN 2  Voltage and Current (Amperage), Date and Time. Engine Oil Temperature and Pressure. The EIS can also be tested. It pops out here as a window, can be scaled and moved anywhere on the screen.
     

     
    In fact any instrument can be popped out, scaled and moved under the DGS system.
     
    48 visible Annunciator lights cover Caution and Warning alerts, the panel pops out and you can test the system and the OHP annunciator lights via the button far left top on the OHP.
     

     
    This Instrument layout does not cover all of the DGS options, that aspect is covered in the menus. But this layout would be considered the PC-12 default setup.
     
    There are banks of Fuses/Circuit Beakers on each side wall panel, and every one is active and can be used.
     

     
    Menu/Tablet
    Since the last Thranda release of the PC-6 Turbo Porter, included was a new feature of built in EFB (Electronic Flight Bag) or Tablet and combined also with the menu.
     
    The iPad/Tablet can be used in the aircraft. There is a brown circular patch on the window, if you press the hot-spot, then the IPad/Tablet will appear, if you press the rear sucker cup, then it will also disappear...   and the same tablet is also attached to the right hand side window.
     

     
    The iPad/Tablet can be tilt adjusted via the top edge, but not too far in movement as the window's glass gets in the way, but there is also far more movement in here than with the PC-6 installation.
     

     
    Menu layout is the same as the PC-6 with 13 icons to choose from; Aircraft Options, Weight & Balance, INSTR Options, Panel Editor, Static Liveries, DYNAFEEL, Log Book, Checklist, Ground Handling, Dynamic Liveries, Flight Computer, Equipment and AviTab...   at the bottom is a "Brightness" slider 0% to 100%.
     

     
    The side Arrow window tab is still there, and so it still does have the same pop-up menu for external use.
     

     
    Aircraft Options
    This page menu is also changed from the earlier Thranda "General" selection, but the options and the layout stays the same, the layout is still as highly detailed and as very comprehensive as before in the General tab.
     

     
    Three selections cover group items, but any one item via "Click Spots" can be individually selected or hidden via the aircraft graphic.
     
    "ALL COVERS" will select engine inlet/outlet covers and pitot cover, "ALL TIE-DOWNS" for propeller and wing tie-downs and "ALL DOORS" for the main cabin door and the rear Cargo  door, sadly there is no PT6A engine reveal like on the PC-6, however the engine can be set into two modes...  SIMPLIFIED or REALISTIC
     
    In Simplified mode the engine will automatically limit the engine to remain below the maximum torque of 47.3 psi. In Realistic mode it will be up to the pilot to avoid exceeding the engine limitations. The propeller gearbox or propeller shaft can break if the torque limit is exceeded by a certain margin, resulting in engine failure and smoke in the cabin (the smoke can be cleared by pulling the firewall air shutoff control closed).
     
    Other Aircraft Options menu selections cover; Window and Instrument Panel Reflections on/off, Startup Running on/off, GPU (Ground Power Unit), Chocks and Brakes on/off. There is a Steering SIMPIFIED or REALISTIC, but the PC-12 is not a taildragger, (this option locks the tailwheel) so an odd addition? All EXT - External Lights can be switched on and off as can ALL INT - Internal lights. The individual lights can also be accessed on the aircraft graphic.
     
    The Electric Tug on the nosewheel, movement is controlled via your joystick and rudder pedals (yaw).
     

     
    Weight & Balance
    The PC-12 has the same intricate great "Weight and Balance" menu as earlier Thanda aircraft. Weights are in both Lbs and Kgs, which can be selected via the toggle...
     

     
    Pilot, passengers and cargo can all be set for their individual weights (scroll), and the CofG (Centre of Gravity) parameters are all shown on a graph and with a marker on the aircraft of it's physical CofG, when done you can SAVE the configuration and later reload it.
     

     
    INSTR Options
    Next menu item is your "Instrument Option" menu page. There are four options available; GPS #1 Popup (GNS 530), GPS #2 Popup (GNS 430), KFC 325 Autopilot Popup, all again are scalable. And there is also the option to change the Baro Units from mb to inhg.
     

     
    Panel Editor
    "Panel Editor"...  is part of the Thranda featured "Dynamic Generation Series", More about the DGS Series
     

     
    The Thranda PC-12 can be highly customised in two areas to suit your taste. First in Dynamic Panel, as there is no default instrument setup, in the Pilatus as you can customise the panel to suit your own flying preferences. In the iPad/Tablet configuration the screen space is now far larger than the old "Panel" Menu. This is good, because as some of the small access zones in the menu before tended to overlap each over, so you always found yourself adjusting (scrolling) the wrong item.
     
    Top row of options are 2 different panel backgrounds, here in KFC 325 or G1000 with three display screens. (Note all options can be mouse scrolled). There are other panel options of which we can see later.
     

     
    The "Dynamic" in the panel is another featured DGS. Besides having different custom panel configurations, you can also customise the instrument panel by selecting "ENABLE 3D PANEL EDIT MODE". This will highlight the available instruments you can change in green.
     

     
    Selecting an instrument via the "INDIV INST" (Individual Instrument) and "ACTIVE INSTRUMENT", it will highlight the instrument you want to say, move to another place or to adjust items position on the Instrument Panel...  There is however a slightly different adjustment system now in being used here, arrows in a cross.
    They will now allow you to adjust the depth (in/out), angle up/down or left/right, besides using the smaller white arrows to move the item around the panel in again up/down or left/right.
     

     
    You can also add in tools and instrument features of 52 different items, and these items also includes the Aspen EFD 1000 avionics.
     

     
    Alpine Avionics Evolution
    Part of the options available is the EFD 1000 which is a self-contained multifunction digital display that is divided into a Primary Flight Display (PFD) in the top half, and an Electric Horizontal Situation Indicator (EHSI) in the lower half. As EDF 1000 systems go it is not a highly featured system, with the GPSS, MAP,  360 and Menu functions all not simulated, but the display does pop-out...  It works of course with the KFC 325 Autopilot.
     
    Basically you can also start with a completely blank panel and then create your own unique or personal instrument layout...   and can have up to, or can save 14 different panel layouts (presets), and with the Reality GTN 750 as shown here.
     

     
    Static Liveries
    There are nine provided liveries, one extra is noted as "DYNAMICLIVERYRESOURCES", this is the space on the menu for the custom DGS livery for ease of selection. A dedicated NGX and Pilatus House is also included.
    "ZZTEMPLATELIVERY" liveries is now missing as the DGS system has been more refined, it is now more smoother and the long wait pause times have been reduced.
     

     
    You can adjust the "Dirt" 0% to 100% by scrolling the number...  for a clean or dirty aircraft.
     

     
    DYNAFEEL
     

     
    "DynaFeel" is a system that dynamically adjusts the rate at which the controls deflect, in Pitch, Roll and Yaw. It is based on airspeed and how much the control's are deflected. This means the controls will feel light and responsive at low speeds and with some small deflections, but will get progressively heavier as the airspeed increases.
     
    Logbook
    This is one feature adopted from the JustFlight Menu. This Icon will just show the X-Plane Logbook window.
     

     
    Checklist
    A 35 page checklist is very comprehensive set in the iPad/Tablet. Navigation is via the lower left/right arrows, or you can scroll the pages via the centre box bottom. The Checklist will also pop-out into a scalable window, to make the list available anywhere in the cockpit....  You tick off the list one-by-one (green), but there is no default to clear the list in one click?
     

     
    Ground Handling
    This option just views the X-Plane default "Ground Handling" window. if you prefer that tool over the Thranda electric tug.
     

     
    Dynamic Liveries
    Earlier we saw the available "Static Liveries". Here you can actually design your own livery and save the livery.
     

     
    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 (scroll) the RGB colours for that area. Other options include changing the Registration of the aircraft and putting the "Pilatus" logo under the cockpit window. It looks hard but you can easily design a very nice livery in about twenty minutes...
     

     
    ...  when done you can "Save" (Add) the livery and then "APPLY" it to the aircraft. When you apply the livery the screen will then freeze for a few minutes, and then go a bit weird? as the DGS processes the livery. The results are however excellent.
     

     
    A note...  if the created livery does not appear correctly? Then go to the Static Liveries and select "Apply", then go back to the created Dynamic Livery and do it again, this time it should create the livery you wanted.
     

     
    A feature is the (Quick) selection of Dirt via percentage selections you can adjust the amount of Dirt, Scratches and Dirt Int on the aircraft (0%-255%) and apply it instantly. So you can have either a pristine or a very grubby aircraft with just a twirl of the numbers. Also changes can can be made to the Metal or Rough surfaces, this can be applied to any of the liveries. Note you can apply the same Dirt and Scratches onto any of the Static Liveries directly via that particular menu.
     
    There are 31 pre-installed Dynamic liveries to choose from, and you can save as many custom ideas as you want (within reason).
     
    Flight Computer
    Another new feature from the JustFlight menu. This shows you your current aircraft data including; OAT, GS (Ground Speed), Endurance, Range, NMPG/SMPG, Altitude, TAS (speed), Fuel Flow, Fuel Used, Headwind (knts) and Crosswind (Knts). Both units in Metric or Imperial are also available.... and you can reset the fuel burn.
     

     
    Equipment
    Under the "Equipment" Icon you have several items as external options, these items were originally under the MISC tab. There are two "Equipment" options, Recog (Recognition) Lights. This option makes the outer under wing lights "pulse" or not.
     

     
    You can select either a "Female" Pilot (Mrs Klaue) or a "Male" Pilot (Mr Klaue)
     
     

    AviTab
    AviTab is a PDF viewer, Airport info, METAR info and ILS frequencies information tool, it also has a moving map that supports online maps and offline maps, Navigraph integration in that you can link your Navigraph account and see the charts right in the cockpit. In the PC-12 the Avitab is available in both the 3D tablet and a scalable pop-out window.
     

    _____________
     
    Internal Lighting
    I was not very taken with the PC-12 Carenado lighting, it looked over saturated and not very realistic, it was the X-Plane 10/11 era as well, and in not having any of the the X-Plane 12 dynamics. So I was expecting a big leap forward by Thranda, and I wasn't disappointed.
     

     
    It looks amazing...  the X-Plane 12 dynamics really shine in here (pun intended). Everything is controlled via the lighting panel rear console.
     

     
    Four Rocker switches have double selections, two have three selections (DOME & Cabin FLOOD). Advisory has DIM and NORM. The four lighting knobs of which three are for the panel lighting work nicely as well. PHL (Panel) has three knob options to reduce the text lighting for either side pilot and the centre console.
     


     
    Fourth knob adjusts the lower flood lighting, including the nicely lit side panels and glareshield lighting. All can be turned off for takeoff and landing minimum glare lighting.
     

     
    Three way DOME (OFF-50%-100%) switch activates the twin overhead cockpit spots.
     

     
    Overall the internal cockpit lighting is a nice bit of kit and very flexible to your tastes.
     
    In the cabin, you again have the FLOOD (OFF-50%-100%) selection via the main two lighting strips, and 12 clickable individual READING spot lights that can be focused around. The Reading lights are tricky to switch on via their small central hotspots, but the ALL ON internal lights option is on the menu.
     

     
    External Lighting
    There are five forward lights in; Taxi and Landing lights on each wheel, and two RECOG (Recognition) lights that can be set to PULSE. WING/ICE light (left side), Strobe, Beacon, Tail Lights and Navigation lights make up an impressive external lighting.
     

    _____________
     
    Flying the PC-12/47
    This is a three airport flight, Wrangell PAWG to Petersburg PAPG then on to Sitka Rocky Gutierrez PASI, all three airport sceneries are by NorthernSky Studios Scenery, and they with others also cover this whole "Inside Passage" area of Alaska.
     

     
    I did the same flight way back when with the Carenado PC-12, so I wanted to revisit the flight in X-Plane 12. So after setting up the aircraft, power on, Baro done, Fuel pumps on, lights set, blinds moved out of the way...  it was time to start the P&W PT6A powerplant...  SimpleSimon, Just put the CONDITION lever to "Flight Idle" (once started you bring it back to "Ground Idle"), "Starter" on, then just press the IGNITION button...
     

     
    ...  then the Engine Management System (EMS) does all the work, this aircraft also has the Electronic Propeller and Engine Control System (EPECS). EPECS is an advanced engine management system integrated into the PC-12/47’s Pratt & Whitney PT6A-67P engine very similar to FADAC, offering several benefits to simplify engine and propeller management while improving performance and reliability. It uses a single-lever power control that simplifies pilot workload by integrating propeller RPM and engine power into the one control lever.
     
    It takes a fair while for the engine to whine (that wonderful familiar PT6A start), and then the turbine speeds up to ignition, then the aircraft comes to life. It's a procedure I love every time I start the PC-12, the startup sounds are quite brilliant as well as Thranda are excellent in sound management. When all the engine parameters are settled, off goes the park brake...
     

     
    ...  like the Carenado PC-12 it taxis fast, so you need a bit of footwork to keep to a slower taxi speed, bringing back the CONDITION lever to "Ground Idle" helps a little, but it's still a little too fast for me.
     

     
    Steers nice, but the high cowling makes the centreline of the runway hard to see, so you taxi a bit to the right to follow it.
     

     
    No flightplan here, it's only 31 nautical miles (NM) straight north from Wrangell Airport (PAWG) to Petersburg James A. Johnson Airport (PAPG), I have done it 50 times or more, so no guidance is required.
     

     
    This is my second time in the Thranda PC-12/47 from PAWG to PAPG. The first was a very messy flight test flight, the PC-12 was impossible to fly cleanly? Because there is a "Trick" to flying the PC-12...  As the PT6A puts out 1,200 SHP through a single-prop, it produces horrible asymmetric thrust, a pain on takeoff, hell on landing. The trick is to set the rudder trim to the far right (green zone) to counteract the forces, you may need to set an X-Plane key COMMAND to adjust the rudder trim this far right or use the Autotrim.
     

     
    It looks odd this far an angle, but it works beautifully were it counts. Flap selection can be either 15º for a Normal Takeoff, or 30º for a Short/Soft Field Takeoff... I select 30º to test the STOL effect.
     

     
    Power up with the single throttle T-Bar lever, and the PC-12 pulls quickly away at a 3995 Kg TOW, 4740 Kg is MTOW...   speed builds quickly, but Wrangell's RWY 28 is seriously bumpy, so the trailing link gear and your rudder control are both working overtime...
     

     
    At just under 100 kts I hit a massive bump mid-way down the runway, and the PC-12 literally bounces straight into the air without moving the stick? I'm now flying...
     

     
    It is the STOL effect at work, but I catch the moment, and pull the PC-12 into a climb of just over 1,200 fpm, Max Climb is 1,920 fpm, and the average is climb out is usually around 1,500 fpm, but I'm not going very high with the short distance to PAPG.
     

     
    Kadin Island is directly ahead of you, so you do a slight roll to the right as you climb out out of RWY 28 PAPG, this Thranda PC-12 is excellent for feel and feedback, you are instantly in touch with the machine, be as one from the start.
     

     
    I top out at 3,400 ft, to pass both Kadin Island (left) and then Dry Island (right), then reset my altitude to 3,000ft.
     

     
    The PC-12 looks sublime in the fading light of the day, this is only a short hop between PAWG and PAPG, but I'm enjoying it immensely, if you feel this good, it must be good. I am now seeing why this aircraft is so revered.
     
    PC-12 Service ceiling is around 9,150 m (30,000 ft), with a Power/mass of 3.7 kg/shp (8.2 lb/shp), you have big Range with 0 passengers (Ferry) it's 3,389 km (1,830 nm), full Range with 9 passengers is 2,804 km (1,753 mi) (1,513 nm). From now on it will be a long slow descent into Petersburg.
     

     
    You head directly towards the right hand coastline, before angling slowly around Frederick's Point and into PAPG, but this is not the official route into RWY 23, as both LDA (Landing Distance Available) and the RNV approaches demand you arrive only from the Northeast. It is also a tight twist in the final moments into RWY 23.
     
    I'm loving this long wide sweeping curve into Petersburg, losing 300 fpm in height, flaps already at 30º, with a speed of 80 kts, it is a slow and graceful approach.
     

     
    Gear down and the focus is totally on finding the hidden threshold of RWY 23. Gear sounds are excellent, a very slight "thump", "thump" and "thump"...
     

     
    ...  from the 700 ft approach down to 500 ft, I'm ready for finals, grinning from ear to ear with a quick glace at the moving shiny water, loving this.
     

     
    I was as low a speed as 72 kts as I flared the nose, almost stall speed (67 knts), but I felt a lot of wing support, and only a small drift down, yes I am feeling totally in control, again be aware of the offset rudder trim, and it is again to be set in the green zone, if not you will pull badly to the left on landing, it's nasty believe me. Touch was right on stall...  70 kts. Yes the PT6A will do an extremely powerful reverse thrust (reversible-pitch propeller) here and has that amazing Cessna Caravan howl, but PAPG 05/23 has a long 6400 ft runway, so the RT was not needed here.
     

     
    Clean up the PC-12 and head to the terminal area, I'm getting more used to the taxi, but it still feels a little fast, most Thranda's are, fast in the taxi.
     

     
    Move into the parking place, and turn off the PT6A-67P by the CONDITION lever, and the wail, like the Cessna Caravan wail, while the engine winds down is so familiar... yes I love it all.
     

     
    Early the next morning it was a longer and higher flight out to Sitka. 10,000 ft is only nearly a third the altitude PC-12 can fly high to, at 30,000 ft with pressurization, but FL010 is a nice if perfect altitude to take in one of the greatest flying areas in the world, Alaska's "Inside Passage".
     

     
    The trick of the PC-12 is that it is a Turboprop that thinks it is a Light Jet, it flies smooth like a jet, has loads of power, and as noted can even fly higher than most small jets, this executive cabin arrangement adds in to the same role. 
     
    The KFC 325 autopilot panel pops out and can be scaled, moved, which is very handy...
     

     
    ...  but the EFSI Select Panel is awkward to use in the centre of the instrument panel, with the heading knob the furthest away from you, a pop-up panel for this Select panel would be really handy.
     

     
    The VVI (KAS297C) is tricky to use if your not familiar with it, the tuning button will switch between Altitude (setting) and V/S (Vertical Speed).
    So you set the altitude, then ARM it via the lower button, but where it is odd is that the indicator ARM light goes out and not on when you arm the altitude, which makes it confusing? The V/S is activated by the top button, when you have selected the vertical speed + or -
     

     
    The PC-12 is excellent in this cruise mode, just a smudge over 200 kts is fast enough. The ride in the back is not bad either.
     

     
    BIORKA ISLAND VORTAC (113.80 BKA) (SITKA) is the official way into PASI from the south, east or west, via a long circuit track.
     

     
    You pass waypoints KOYEG, then JETUT, a hard 90º turn to HEXAP situated on the start of the ILS 108.90 ISIT, which takes you into Sitka's SIT Rwy 11.
     

     
    I align the aircraft with the ILS beam to find the runway, hidden in the bright low morning light...  the PC-12 is now configured for landing, flaps a full 40º, gear down, trim set (don't forget the rudder trim?), so my approach speed is again a very low 72 knts.
     


     
    You forget how good X-Plane 12 is now, brilliant water, bright cascading sunlight... love it.
     

     
    I am also now very familiar on the how to do approaches in the PC-12, as slow as you dare go, adjust the throttle to finely keep you airborne, just like landing in slow motion.
     

     
    You always need that high flare to rub off the final speed to almost a stall, then glide your way in...   this time I used the powerful reverse thrust, the sounds go up! noisy, but brilliant, and the speed drops off very quickly. Note the CONDITION lever to "Ground Idle"), you have to look at the lever being set correctly from the side, looking straight down it is not aligned correctly.
     


     
    And I am now back in Sitka again, and it is so different to the old Carenado days, a far, far better PC-12, and a far better scenery around me....  X-Plane 12 delivers as well, so a great combo all round...
     

     
    ...  it brings back big memories, but more so this flight has created new one, better ones, than those days that behind us that should now be forgotten, via X-Plane 12, and the excellent Pilatus PC-12.
    ________________________
    Summary
    The Pilatus PC-12 is a single-engine, turboprop aircraft known for its versatility, reliability, and performance. Manufactured by the Swiss company Pilatus Aircraft Ltd, the PC-12 is widely used for business aviation, medical evacuation, cargo transport, and special missions. It is one of the most popular turboprop aircraft in its class.
     
    The Carenado Cessna Caravan was one of the biggest X-Plane GA sellers, the Carenado PC-12 was not far behind, mostly because of that unique and powerful PT6A turbine engine. Thranda's PC-12 now follows their earlier released Cessna Caravan for X-Plane 12,.
     
    Daniel Klaue needs no introduction if you have been in X-Plane for a period of time, he is certainly one of the most innovative, and one of the most talented developers out there that, a person that is very highly regarded within the X-Plane Simulator.
     
    This PC-12 is a Dan Klaue aircraft, and so you expect tons of ideas and clever features, and certainly the Thanda designs PC-12 does not disappoint in that department. Modeling and detail is absolutely first rate, this is an excellent Pilatus aircraft with a lovely design and high quality. This is a first release in X-Plane 12, and not a conversion from X-Plane 11, it's all new, new.
     
    X-Plane 12 textures in 8k (four times the higher resolution than before) it shows of course, but without the framerate hit. The EFB...  Electronic Flight Bag, or the Thranda Tablet is still basically all new as introduced on the PC6, with now with 13 options, and all the pop-out windows are scalable. Flying Dynamics are also completely dynamic for XP12, as is the better LED lighting. Advanced FMOD (2)-based sound system is extensive for XP12, and all of course recorded from a real PC-12 and it's PT6 engine,
     
    The innovative menu system "Dynamic Generation Series", in you can create your own instrument panel layout or layouts as up to 14 different layouts of 44 instruments and avionics can be saved with 6 default layouts including a Aspen EFD 1000 with here the KFC 325 autopilot, and the panel is also RealityXP GNS 530W/430W or GTN 750/650 Touch with 3D bezels ready. A huge selection of 32 liveries is still complimented with a feature to create your own colour scheme and livery, then you can save them as well. This aircraft is X-Plane 12 only.
     
    Overall you get a huge feature list with a great value price for X-Plane 12, so this is absolutely the perfect PC-12 you always dreamed of. The PC-12 was very much requested, and here it is now available in this very high quality package...    so what more can you ask for!
    _______________________________
     

     
    Yes! the Pilatus PC-12 DGS Series XP12 by Thranda Design is NOW available from the X-Plane.Org Store here :
     
    Pilatus PC-12 DGS Series XP12
    Price is US$44.95
     
    Requirements
    Windows, Mac or Linux
    8 GB VRAM Recommended
    Download Size: 4.1 GB - Download via the Skunkcraft Updater
    Current version  1.0 (December 19th 2024)
     
    Limited Time Offer: If you own the Carenado PC12 XP11, you can get $10 off this model. Discount will automatically be applied at checkout. Offer ends January 15th 2025 or sooner. We  reserve the right to terminate this offer at any time
    _____________________
     
    Installation and documents: Download is 4.05Gb and the aircraft is deposited in the "General Aviation" X-Plane folder.
    Installation key is required on start up and is supplied with the purchased download file. Full installation is 7.46Gb (heavy)
     
    SkunkCrafts Updater works with the Thranda PC-12, so instant updates are always available.
     
    Documents supplied are:
    Thranda Pilatus PC12 Manual XP12.pdf
    PILATUS PC12 PERFORMANCE.pdf
    X-Plane G430 Manual.pdf
    X-Plane G530 Manual.pdf
     
    A Blank Livery (PNG) of four files are provided for painting. Checklists, setting and loads of Performance graphs are provided in the various manuals
    _____________________
     
    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 - Bose Quiet Comfort QC35 Headphones
    Software:   - Windows 11 Pro - X-Plane Version 12.0.1.3
    Plugins: JustFlight-Traffic (X-Plane.OrgStore) US$52.99 : Global SFD plugin US$30.00 : RK Apps XPRealistic v2 - US$34.99
    Scenery or Aircraft
    - PAWG - Wrangell Airport, Alaska by NorthernSkyStudio (X-Plane.OrgStore) - US$16.95
    - PAPG - Petersburg James Johnson Airport, Alaska by NorthernSkyStudio (X-Plane.OrgStore) - US$12.00
    - PASI - Sitka Rocky Gutierrez Airport, Alaska by NorthernSkyStudio (X-Plane.OrgStore) - US$15.00
    _____________________
     
    Aircraft Review by Stephen Dutton 
    21st December 2024
    Copyright©2024 : X-Plane Reviews 
      
    (Disclaimer. All images and text in this preview 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)
     

  3. Thanks
    Alpeggio reacted to Stephen in Behind the Screen : November 2024   
    Behind the Screen : November 2024
     
    To most Simulator users it is the flying dynamics and the reproduction of iconic aircraft that is their general focus. To relive, train or learn on how to fly a broad spectrum of aviation's greatest developments. From airliners past and present, General Aviation aircraft, Military, Helicopters and even the weird and wonderful contraptions that can fly through the air. But the environment that you fly in is important as well, and yes "I'm Talking about scenery again".
     
    "Oh god I really wish this guy would move on from this", I can hear the groans from here, the foreheads banging on the desktops.
     
    But it is important as X-Plane is in a critical stage of it's development, it is the biggest issue right now, and an important one to get right. There are other areas that need development in X-Plane, certainly Multi-player functionality and Multi-Threading are major priorities, but even Laminar Research are focusing very heavily on what they call "New Generation Scenery", and over the last few months, trickles of what NGS is now coming out.
     
    And it is an interesting debate, and one that could make X-Plane a prime simulator. There is no doubt that the environment is the Microsoft Flight Simulator's 2020, and now 2024 is a main focus, you can't really call it a flying simulator, it just has planes and helicopters in it, but this is a gaming platform, full of experiences...  even now a career if you want one. That is fine, but the biggest attraction and one of which Microsoft promotes is this significant aspect of the environment...  and this is where it does get interesting.
     
    If you want X-Plane to grow as a Simulator, then you have to embrace the fact that the environment around your aircraft is a major attraction to people who want to use a Simulator. But this aspect always has been X-Plane's biggest imperfection. Since the start of my Simulation involvement, the default scenery has been, well mostly....  crap.
     
    I'm not talking about some of the excellent add-on scenery produced for the X-Plane Simulator, I'm talking about the basics here, and why X-Plane does not have a bigger audience, and some, if most will say, "Well we like it that way", fine, but that way will mean the decrease of investment, not only by user participation, but by the essential developers moving on to better conditions. I'm not going to go all depressed on you again, because actually X-Plane in development has had a very successful year, but the simulator has also lost a lot of talented talent that we couldn't afford to lose, worse it's not attracting talent either, whether you like it or not X-Plane has reached a milestone, that could flip it simply one way or the other. From one perspective it looks absolutely fine if you keep to the basics and use default Global Airports, and yes things at this point are far better than it was 12 months ago. But that crucial line is now more in important than ever, if X-Plane does not grow, and quite significantly over the next few years it will become only a marginal player in Simulation.
     
    And we have to be realistic, in that the default Global scenery has always been a hindrance, limiting the expansion of the simulator. The change from X-Plane 9 to X-Plane 10 was a significant step forward, but except for the new excellent trees in X-Plane 12 there has been no progress for over a decade, were as every other component of the Simulator has had significant upgrades, all the way throughout X-Plane 11 and to XP12. Basically we still have the same two tier autogen and tile mapping, and although the mountainous frameworks are very good, at a ground level the basic low-res ground textures are basically the same as they have been for years. Add in the poor insertion of custom scenery, and those horrible wide green spaces between the default and custom elements on the mesh, and I still cringe every time I land at Tampa, Florida, with those wide green spaces were buildings should be, so I never ever really liked it for realism.
     
    Worse is if you are flying over empty spaces, say the American Kansas west, plains or worse African Sahara, or in my case over Australia, the repetitive patterns (landclass) were all there to see, for hours on end, and those Saharan landscapes are horrible and actually won't fit into any custom scenery, yes there are always options, but this default aspect is not at all good.
     
    I did a demonstration flight in a helicopter hardware simulator with a particularly large audience, it all looked totally brilliant until I landed on those washed out lo-res chunks of textures, I was actually embarrassed of the scene, this was supposed to be a professional simulator, here broadcasting to a crowd that were interested in buying pro hardware, but I could see the reality of X-Plane's weaknesses, and maybe at that moment it has been my overwhelming focus of being on a sort of crusade to fix the "Scenery Problem".
     
    Ben Supnik joined Laminar Research to do the very original scenery for X-Plane 6 with the introduction of DSF (Direct Scenery Format) in XP8, and which also introduced global terrain data. Then Supnik created what you could call the 2nd Gen Scenery for X-Plane 10, this version introduced two other clever elements in using both Autogen to place buildings to the modeling of global terrain data and the OpenStreetMap (OSM) data to provide immersive and realistic landscapes. Remember this was 2011, and at that time is was an extremely big step forward. But OSM had limitations, as you were restricted to it's coverage, so in areas like Africa, South America, and certainly in non-western zones like China, suddenly the lights went out and all the buildings disappeared. Yes Laminar added in more autogen, taller buildings and small industrial areas, but overall it stayed very limited for over a decade, with only a few icons added in extra. alpilotx did do a more Hi-Res version of the original XP10 texture tiles, but he left X-Plane in 2016, since then there has been nothing.
     
    These two areas are currently expanded in X-Plane by replacing the default autogen by using 3d buildings like in SimHeaven's X-World series, again the limitation is that it relies on the same OSM data as the default scenery. Secondly is the addon to use photorealistic terrain using satellite imagery, known as "Ortho" and the Ortho4XP tool. Believers standby these two tools to replace what X-Plane does not provide, but they do take a huge amount of your processing power and storage, overall they are not a perfect solution to the worldwide scenery issues.
     
    Now Supnik is faced with his biggest challenge yet, to recreate the scenery system for a modern Simulator, and that aspect is harder than what you think. It's the "World" and not just the small play area that is recreated in Games of say around 30nm. In that small game area, it is quite easy to recreate sensational scenery for the characters, but when you have the massive expansive world to recreate, then this huge scale has so many different aspects to recreate. Okay I may be over hard on X-Plane scenery for what it currently does, as to a point it does recreate the world quite well, but a decade on the game has now shifted (no pun intended).
     
    Although lauded, Microsoft's approach to scenery has it's limitations as well. For landclass it is very good, shapeshifting the world in all it's elements, but it has one massive deficiency, it is when you get close to the ground. The major issue is ground distortion, plus any buildings, but mostly bridges that have space below that are sheared in physically into the ground. If you are flying at a 1,000ft it is not a very realistic scenario, and this is an important aspect of VFR flying, yes the correct buildings are there, but basically they are all generated shapes.
     
    X-Plane's approach in this case for VFR is actually better, but not expanded out to cover major detailed areas. So how do you fix this. The Ortho believers think their approach is the best, but Ortho is not great either, as in many areas the buildings are only burnt in, leaving flat photographic images. But at the same 1,000ft point of view the Ortho works best, as it looks photographically realistic, the problem here though is when you get close to the ground, because the flat photo plate and the island looking 3d buildings, again doesn't look realistic.
     
    Like myself Ben Supnik does not like Ortho, his argument like mine is the burn effects, trees, buildings will always have shadows, cars are burnt into the roads and so on, so with the daily time scale of moving light it doesn't work. His work is to try to find a compromise between the Ortho detail, but with not the absolute photo effects errors, so like with our current ground textures it is the best compromise in realism.
     
    So what new scenery aspects are coming? well better ground textures means new "Terrain Rendering". Laminar wants to cram in more and more stuff on a tile, make it more dense with data. So overall it looks like what Laminar are working on is a completely new and different approach in creating better ground detail, as at the moment the current DSF is not scalable, but NGS or also known as "Direct Scene Snapshot" (DSS) is highly scalable, also highly streamable, plus has better and faster loading properties.
     
    But DSS will at first only be an alternative to DSF, as if it replaced DSF, it would render most of the current Custom Scenery library obsolete. One other feature of DSS is that it will allow for Ortho images to be streamed directly into the Simulator if users still want to use that point of view, The interesting aspect of this "Tile Streaming", is the "streaming" is currently a reference in how the data gets into the sim engine. But will that "Streaming" be local (in the computer), or externally like Microsoft does?
     
    Well a bit of both. X-Plane Mobile is actually already a streaming Simulator, so X-Plane desktop is probably going to go the same way with cloud streaming (Amazon's AWS), but with the cache to download the areas that you want to fly in off-line. Instead of downloading the current large DSF tiles with data, the streaming DSS files will be far smaller, but broken up into immediate high data quality visuals, but lower res (data) for far distance visuals.
     
    The trick is that Laminar are trying to do is have the best of both worlds, the photo aspect of Orthos, but without the problems of the format (flat and burn ins), so the idea is with these smaller DSS tiles is that they will also be non-repeating, or have no Landclass category, meaning that a single image will be in the future just not repeated over and over to represent the area (my pet hate), but to represent the photo aspects without the photograph, so you will get the best of both worlds, great ground detailing, without the shadows and minute that affects Ortho images, plus the tiles will perfectly reflect the area they represent. Is this the mythical solution?
     
    The biggest challenge however is filling the world in. X-Plane will still use the autogen model, but probably expanded. The biggest success over the decade was SFD's (ShortFinal Designs) excellent SFD Global, that took the current duel (USA/European) autogen modeling and added in more regions to it around the world, so yes you can currently see Middle-eastern housing in Dubai, and Japanese housing in Japan, and Australia housing in Australia. 
     
    Justin Kissling (mister-x, SFD) was already working on an expanded v2 of SFD Global, but has since been recruited by Laminar Research, this certainly means that SFD Global v2 will now be the default in X-Plane, plus in a far more expanded form, but what of those towns and cities?
     
    This is still the biggest challenge facing X-Plane as a realistic VFR Simulator. I always like the autogen spread, with central custom city objects as a great way of doing this in a realistic scenario. In payware efforts were cities have been reproduced; New York, Washington, Seattle, London, Paris, even the excellent Orbx Brisbane and Detroit are excellent examples, the idea works well, the trick is to expand it worldwide to cover most if not if all major population centers. The problem is with custom city scenery is that it is very time-consuming to recreate, building by unique building, and annoyingly these city packages don't repay well for the developer's time consuming task. This is an area that could be redefined, could the new tools of A.I. build our custom cities for us? takeaway the overwhelming task of creating custom scenery... ten years ago this aspect was not possible, but it now may be realistic.
     
    Ben Supnik notes that the new NGS scenery will be released is stages, and not completely all at once, so access will be available sooner than later, then the development will stretch out over time like with the Vulkan/Metal roadmap, so this a long term project more than the next X-Plane version journey, but certainly the NGS is coming more sooner than later, hopefully in 2025.
     
    If done right, the above NGS development has the potential to revolutionise X-Plane as a Prime Simulator, it's an interesting take in that it is using all the best elements, and is discarding the negative ones, it will also make the Simulator even more efficient, but also in delivering an excess of a more visual detailing and a realistic environment for us to fly in. If you understand the concept, you will find it very exciting on what it can achieve... it is a vision of the future of realism in Simulation.
     
    As usual there will be no December "Behind the Screen" 2024 issue, but our full yearly round up of the year 2024 review is to be published on 13th December 2024, so watch out for that.
     
    Stephen Dutton
    4th December 2024
    Copyright©2023 X-Plane Reviews
     

     
  4. Like
    Thanks for this excellent review, I would never have noticed this scenery otherwise. Thanks also to  Dom for putting it in the news letter.
    The detailing looks very good, and it will make a nice addition to my other Hawaii sceneries and orthos.
  5. Thanks
    Scenery Review: PHNY - Lanai Airport, Hawaii XP12 by Northern Sky Studio
     
    By Felicity Smith
     
    Introduction
    Welcome to my review of Northern Sky Studio's Lanai Airport for X-Plane 12. 

    Located in Maui County, Hawaii, Lanai Airport (or Kahua Mokulele o Lāna‘i, as it is sometimes known) is a mere 3.4 miles (6 km) southwest of the central business district of Lanai City. Having begun regular operations in 1930, to date, it is the only airport serving the beautiful island of Lanai, the sixth largest of the Hawaiian Islands and the smallest publicly accessible inhabited island in the chain.
     
    Up until quite recently, Lanai Airport was served by two commercial airlines, Mokulele Airlines with the Cessna Grand Caravan 208EX and Ohana by Hawaiian with the ATR-42. However, due to Hawaiian Airlines suspending the Ohana service, Mokulele Airlines is now the only commercial airline that flies in and out of Lanai.
     


    X-Plane 12 Update
    This updated version of the scenery is now compatible with all the main X-Plane 12 features, including weather effects; that’s puddles to you and me. It also includes PBR materials, enhanced lighting, and 3D vegetation. The optional photographic scenery tile has been upgraded as well, now featuring bathymetry and DSF sound.

    Download & Installation
    As with the X-Plane 11 version I purchased a few years ago, the download is relatively large for such a small airport at just over 1.6GB and increases even more when you factor in the additional 1.2GB download for the optional photographic scenery. You can use the airport without the ortho, but to experience the scenery at its best, I highly recommend you download both it and X-World America by simHeaven. If you’re limited by bandwidth, you can always take a power nap! Documentation is minimal, being a single page PDF, but it gets the job done by covering all the basics. 
     
    To install the scenery, simply extract the suppled ZIP file, and copy and paste it to your X-Plane Custom Scenery folder. The same goes for the optional photographic scenery. When done, make sure they all align correctly in your scenery_packs.ini file. When completed, restart X-Plane and you’re good to go!
     

    First Impressions
    Situated on the southwestern side of the island of Lanai, the airport stands at an elevation of 1,308 ft (399 m) above mean sea level and spans 505 acres. It features a single asphalt runway (designated 3/21), which is 5,001 by 150 ft (1,524 by 46 m) in size. Previously, the airport supported 6,326 aircraft operations; however, as of April 2022, it no longer functions as a base for any aircraft operations. Mokulele Airlines remains the only commercial airline operating a limited number of flights into Lanai. Despite the significant decline in passenger numbers following this change, the airport continues to be enveloped by its inherently mesmerizing beauty.
     



     
    Runway & Foliage 
    The main runway and apron are exceptionally well-done, marking a substantial improvement over the previous version. The use of Physically Based Rendering (PBR) and numerous weathering effects provide a very satisfying experience. 
     



     
    In another notable upgrade, the grass areas, which previously resembled flat, rolled-out textures, now feature 3D vegetation, enhancing its appearance significantly and adding a touch more realism.
     


     
    The layout of Lanai Airport is as follows: On approach, and we’re talking by car here, you're greeted by a passenger car park at the front. This area boasts a diverse array of vehicles, providing enough variety to avoid a 'cut and paste' feel. Directly behind the car park lies the main airport building, with a larger employee car park to the right. In front of this area, there are four hangars. Starting from the far right, you'll encounter the ARFF station. Next to it are the cargo bays, complemented by some conveniently placed public toilets. Adjacent to these is the maintenance hangar, and nearest to the main terminal, you’ll find the office building. This building houses a range of facilities including a conference room, TSA, Security, Bradley, FedEx, USDA, Air Service, and Operations.
     



     
    Main Airport Building
    So, what does this airport, recreated for X-Plane by Northern Sky Studio, have to offer?

    Firstly, it stands in stark contrast to large or even medium-sized airports. Here, instead of the shoulder-shoving hustle and bustle of modern life, there is a gentle, meandering pace. While everyone has places to be, this airport eschews the frantic 'must dash, no time to waste, I’m late!' atmosphere. No need for jostling here! As you approach the car park, the airport exudes none of the cold impersonality often found at larger facilities. It warmly welcomes you, as if to say, ‘Come, my friend, let me guide you to your destination.’ If it had hands, it might even carry your luggage!
     


     
    Environmentally conscious passengers will be delighted to observe the multitude of solar panels adorning many of the roof sides of the main airport building. The different materials used on the roof, ranging from glass and wood to solar panelling, demonstrate Northern Sky Studio's commitment to detail. These features, which might easily be overlooked, are truly appreciated, particularly considering the scenery's reasonable cost. The attention to detail extends beyond the main building, as evidenced by the 3D trees new to X-Plane 12, an animated flag, and airport signage.
     



     
    The interior boasts an appealing frontage for ticketing and check-in. And the queues? What queues? The notably short line to 'the other side' is a welcome sight. If, like me, you detest feeling crammed like a sardine in a box (think Heathrow), then this airport is tailored for you. The developer has upgraded the interior to now include PBR, which is evident in the floor's impressive shine. The walls are adorned with a mix of airport signage and local artwork, adding a charming touch. The ceiling, enhanced with wooden beams, looks exceptionally authentic due to its detailed texturing. Scattered around are numerous 3D figures, likely all on holiday, well, they’re not alone!
     



     
    Night Lighting
    Thanks to X-Plane 12’s lighting effects, the airport presents a reasonably good appearance when illuminated at night. The runway lighting is minimal but sufficient for night operations, though the apron area may seem quite dark, potentially mirroring those of its real-life counterpart. In stark contrast, the two car parking areas are lit up like a Christmas tree, ensuring you’ll have no trouble locating your car! The interior of the main building undoubtedly showcases the best use of the night lighting, especially highlighted by the newly added PBR effects.
     



     
    Conclusion
    So, would I recommend this scenery? The answer is a pretty reassuring yes. It builds upon the already impressive scenery from X-Plane 11. When you consider the incredibly low price, along with the fact that you receive not only a well-detailed and lovely airport but also a complete photographic scenery of the entire island, it’s really a no-brainer. Yes, there are areas for improvement, such as the lack of people around the airport and the somewhat light documentation, but these are minor when weighed against the cost.
     


    In summary, if you’re looking to escape the hustle and bustle of life, I highly recommend picking up this charming little airport as it has plenty to offer those seeking a getaway. 

    Right…where’s my bags? 
     
    ________________________
     

     
    PHNY - Lanai Airport, Hawaii XP12 by Northern Sky Studio is now available from the X-Plane.Org Store here:
     
    PHNY - Lanai Airport, Hawaii XP12
    Priced at $12.00
     
    Features:
    The most detailed replica of airport buildings and vehicles High-resolution ground textures / Custom runway textures High-resolution building textures Compatible with all X-Plane 12 features:
    Weather effects PBR materials New lights 3D vegetation Ortho4XP tile for the whole island (link in the manual):
    X-Plane 12 bathymetry X-Plane 12 DSF sound High resolution elevation Edited orthophotos Edited coastline and water bodies Real runway profiles for all airports All materials created for full PBR Shading and occlusion effects on all airport buildings Custom orthophoto for the airport and surrounding areas World Traffic 3 compatible Compatible with Ortho4XP and default mesh Requirements
    X-Plane 12 (not for XP11)
    8 GB+ VRAM Recommended
    Download Size: 1.6 GB
    Current version: 1.0 (July 21st 2024)
     
    Customers who own PHNY XP11 can get this new XP12 version at 50% OFF. Discount code can be found in the original PHNY XP11 Invoice.
     
    Review System Specifications
    Windows 10 64 Bit, AMD 5800X3D, 32GB RAM, Nvidia RTX 3060 12GB
    ________________________
    Scenery Review: Felicity Smith
    31st July 2024
    Copyright©2024: X-Plane Reviews
     
    (Disclaimer. All images and text in this review are the work and property of X-PlaneReviews, no sharing or copying of the content is allowed without consent from the author as per copyright conditions).
     

     
  6. Thanks
    eBook Review: Introduction to X-Plane 12 by Dave Britzius
     
    By Dominic Smith

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

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

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

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

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

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

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

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

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

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

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

     
    Flying Low: Introduction to X-Plane 12 by Dave Britzius is now available from the X-Plane.Org Store here:
     
    Flying Low: Introduction to X-Plane 12
    Priced at $15.00
     
    Features
    There are three sections:
    The pages dedicated to the Laminar Tutorials just add a few questions and answers and some guidance to the existing tutorials bundled with X-Plane 12. The Take-off and Landing tutorials go into matters much more deeply than the superficial Flight-school tutorials.. The bulk of the e-book is the detailed IFR and VFR flight from PAJN to PAKT and will cover step-by-step: Preflight procedures Starting the engine Filing a flight plan and creating one for the G530 moving map. Talking to ATC and following ATC’s instructions Taxiing and Takeoff Using some of the navigational instruments Navigating with VORs and extensive use of the CDI Saving and restoring a flight and the “gotchas” involved Sightseeing and Screenshots The autopilot Weather Landing without ATC in a traffic pattern in bad weather Checklists Replays At the end of some sections, there is a genuine report by a novice X-Plane user on where he had problems and lessons that he learnt. Length – 263 pages – 131 double-spreads. Checklist file included as well. Requirements
    Adobe PDF reader
    Download size 85MB
    This is a large interactive PDF and requires the free Adobe PDF reader to experience full interactivity.
    The PDF has an extensive index in the form of dynamic bookmarks available on the left-hand side of the viewing window.
    In addition, the main Table of Contents is one clickable chart to enable easy and quick navigation.
     
    Review System Specifications
    Intel i5 12400 – 32GB RAM - Nvidia Asus RTX 4070 – Windows 10 Home 64 Bit
     
    __________________________________
     
    eBook Review by Dominic Smith
    24th July 2024
    Copyright©2024: X-Plane Reviews
     
    (Disclaimer. All images and text in this review are the work and property of X-PlaneReviews, no sharing or copying of the content is allowed without consent from the author as per copyright conditions).
     

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

  8. Like
    Alpeggio got a reaction from admin in Aircraft Review - AgustaWestland AW109SP by X-Trident   
    Wow, an excellent review of an excellent helicopter.
    Now I see what a special bird this is, and I'll be adding it to my X-Trident collection.
  9. Like
    Alpeggio got a reaction from tbaac in Aircraft Review - AgustaWestland AW109SP by X-Trident   
    Wow, an excellent review of an excellent helicopter.
    Now I see what a special bird this is, and I'll be adding it to my X-Trident collection.
  10. Like
    Alpeggio got a reaction from Dominic Smith in Aircraft Review: F-15C Eagle by FACO Simulations   
    Thanks for this excellent, and fair review.
  11. Like
    Alpeggio reacted to rcmarple in X-Plane 12 : State of the Union   
    This certainly helps explain the "payware lag" that developers have had to contend with to upgrade v11 acfs to the brave new world of v12. Imagine having someone work for months fixing lighting/flight model or whatever, only to find it changes again? 
     
    *** Message to developers - I DON'T MIND PAYING FOR UPDATES - keep at it 🙂 ***
  12. Like
    Alpeggio got a reaction from Dominic Smith in X-Plane 12 : State of the Union   
    An excellent review of the first year of Xplane 12 Stephen.
    Some great information too, as we punters never realise quite what's involved before we start whining.
    I use XP12 / MSFS and DCS, and know the strengths and weaknesses of them all,
    but I see in future Xplane and MSFS getting closer to each other in terms of what they offer, as MSFS works on improving the flight model,
    while Xplane works on improving ground visuals more.
  13. Thanks
    Alpeggio reacted to Stephen in X-Plane 12 : State of the Union   
    X-Plane 12 : State of the Union
     
    It is really hard to believe that even at this point in time, that when X-Plane 12 was finally released, or as it was labelled as in it's "Early Access" and "Beta" release form. Such has been the developments of the last twelve months.
     
    Last year around June 2022 there was still a lot of speculation mixed in with a bit of fear. The X-Plane 12 development was seriously dragging on, and even a Dev Deep-Dives series with FSElite (10 episodes) didn't quell the uneasy feelings. And Austin Meyer the X-Plane Simulator founder, by then also became more and more outrageous in his broadcasts to cover the waiting. We tried to look between the cracks, but mostly the development process was kept very close to the chest.
     
    Almost a year on and the 2023 FlightSimExpo in Houston was in progress, Laminar Research was there and competing with Asobo Studios/Microsoft, now with an announced version of the next installment or version of MSFS, called "Flight Simulator 2024".
     
    For Laminar Research it had already been quite a journey. Starting not with the development of X-Plane 12, but to overhaul completely the core of X-Plane Simulator's API to the more modern Vulkan/Metal standards, to note, X-plane 12 could not even existed on the older OpenGL platform. But developing both the API and a new X-Plane version together has been an enormous task for the very small, but tight core Laminar development coders.
     
    We expected Laminar Research to bring their latest version of X-Plane 12 to the Expo as well (X-Plane 12.06, even if in parts), so maybe it was a good time to see what has transpired since the original "Beta" release, then the formal release in December 2022, and the current state of were we all are now a year on. In a way the XP12.06 release was to be a highly anticipated significant one. For one it will end the development and release update phase of the X-Plane 12 release. Certainly not all the fixes and bugs would have been covered, but the majority of the changes should now be behind us. Going forward means not spending time fixing, but maturing and developing the simulator to a higher degree.
     
    But again it was not to be the case, if v12.06 was shown at the Expo it is was in a raw form, and certainly Laminar didn't crow about it as both Austin Meyer or head developer Ben Supnic were notably absent. Oddly or more important is that for the first time X-Plane 12 was being scrutinized directly against Microsoft's Flight Simulator, both are interesting as this as X-Plane 12 in it's current refined form, and MSFS in already promoting it's next upgraded version in MSFS 2024. Significant also was the factor that neither were noted doing seminars, just floor demonstrations, but Microsoft turned that aspect on it's head at the last minute and did a "Lite" seminar session. The truth is Microsoft stole a lot of X-Plane related ideas for the release of MSFS 2020, and X-Plane replied with a lot of MSFS ideas in X-Plane 12. MSFS 2024 as announced in that seminar, now goes even further in stealing more X-Plane features in helicopters, SARS, water and fire particles, oil rig scenery and landing pad, crop dusting, wildfires and even animated skydivers (yes X-Plane does have animated skydivers).
     
    One important point to make though at the 23 Expo, was that almost every demonstration stand was running X-Plane, not streaming MSFS 2020. Why, because it is still a simulator in the box, not relying on a internet connection, a change of the times from earlier Expos, when almost every single vendor was using Flight Simulator to show off their wares, and when back then X-Plane was in the small minority.
     
    But first we will look back before looking forward. As always I explain details to anyone coming into simulation for the first time, yes it goes over a lot of old ground to regular users, but it also puts the simulator situation into it's proper context.
     
    X-Plane 12
    The X-Plane Flight Simulator was originally released as X-Plane 1.00 back in 1995 which is now 26 years ago. Basically around every 4-5 Years, Laminar Research the X-Plane's developers releases another numbered upgrade version of the Simulator, the current version is X-Plane 12 that was released originally back in September 2022. The earlier version was X-Plane 11 (v11.53 was the final version) that was released originally back in March 2017.
     
    Each release is a new version, and to use it, it has to be repurchased. The cost of X-Plane 12 is US$59.95. But the initial cost also covers all development and any new features for that full version run, up until the next version is released in the development cycle in approx another 4-5 years.
    The "Beta" release was a public purchase test version, so everyone can now access the new simulator and it's new features. But it's not a final release, as it was still noted only as an early development release or "Early Access" Beta. The X-Plane 12 Beta ran from the 6th September 2022 (called alpha 38) and it was expected to go "Final" just before Christmas, and in "Release Candidate" RC 6 form it did, 17th December 2022.
     
    My first impressions of the "Beta" release were very favourable, X-Plane 12 on it's release was actually far better than we had expected. Early indications showed it was a major leap forward than X-Plane 11, of which it should be. Lighting was excellent, as was the weather and seasons, also the fauna and trees. Grass was left out of the XP12 because of it's very high framerate use, or in my guess the limited development time. ATC had a huge revision, and again this was highlighted with another three major updates at later dates thoughout the year.
     
    With the huge jump in quality over X-Plane 11 we expected our systems to groan under the sheer weight of the more excess demands of X-Plane 12. To a point the new version did require a substantial upgrade in hardware to cater for it, but oddly not initially, as XP12 ran quite nicely on most lighter cards. Several areas on release however became controversial. First was the "Black Hole" of the internal lighting. Heavy shading made it impossible to work in most cockpits. Now it must be said that early aircraft were configured to X-Plane 11 lighting, not the new X-Plane 12 dynamics, but there was clearly a problem. Even as the early configured X-Plane 12 aircraft were released the internal lighting didn't work, more so was the time it took (keeping developers waiting) in finding a fix. Another early problem was high winds at altitude, this one was a nasty issue, and it even flowed down at lower altitudes, aircraft active surfaces twitched very badly to the wrong wind information, so clean flying was almost impossible.
     
    Beta Phase
    Early beta releases fix updates also focused mostly on 3rd party items like the excellent upgraded X-Plane 12 default fleet of aircraft, all were very highly well received, except for oddly the AirbusA330-300. Here the promised custom MCDU was not available on release, all round the A330 felt a bit underdeveloped, why odd? because the aircraft was X-Plane 12's major default focus aircraft feature, and it was the worst developed in the release.
     
    Personally I found the first few months with X-Plane 12 quite nice, even if it was in a beta development, even with the dark cockpit and wind issues. It had smooth framerate wise and the lighting was very good as it had this nice 3d effect, even MSFS in look. In fact as the beta's focused on the extra elements and not the core of the simulator there was not many changes to the sim with the early beta process. There was however the nasty emergency hot fix for broken draped polygon textures, which sent your scenery blank, or with grey walls...  but it was fixed very quickly in about five days. In the Beta 8 release there was some significant additions. One new default item was in cockpit pilots. A male and female quality styled pilot's were added to all the default airliner aircraft, and 3rd party developers snapped them up quickly for their own use. The second major addition was the excellent ALIA-250 eVTOL aircraft.
     
    Altogether there was 14 Beta releases for X-Plane 12, a lot less than the 17 Beta releases for X-Plane 11, then you went into 6 "Release Candidate" (RC) updates. These high density filled RC releases showed that Laminar was on a mission to get the Simulator into a major release before Christmas 2022. They did it...  on releasing X-Plane 12 to the general public 17th December 2022.
     
    In reality the full X-Plane 12 release was a false dawn. In any form users know that no Simulator is finished, as they are all in a constant forward development, but in X-Plane 12's case that shorter beta period run was or should have been a warning sign of things to come. In the RC3 release it came with a warning "the auto-exposure system is still being modified", and Austin also changed the flight model considerably, both these areas would have serious repercussions later. My question at this time was "Why are Laminar still messing around and changing the Flight Model, three months after the introduction of the Simulator?". In reality items like these should have been refined and done before any release at all, as they would impact highly on X-Plane conversion development in progress. In a bonus Laminar had come up with a solution for the dark cockpits, now as you glanced downwards into the murk, it would artificially lighten the lower view. It worked, I liked it, but a lot of users didn't, but it was a nice solution.
     
    X-Plane 12 early release
    Something went seriously wrong with the v12.01r1 release, the second one in the New Year 2023. Before this release we had a capable working Simulator (even in a beta form), what we had now was a disaster. My guess is that in trying to get more efficient framerate out of the Simulator, Laminar messed it up, suddenly we had serious "Vulcan device loss errors", and the high winds were also now more nasty than ever.
    On the "Vulcan device loss errors", a lot of users actually had them even from the initial beta release, but these were users that also had very weak computer systems anyway. Now the goal posts had changed, even mid-powerful machines (meaning me) now didn't have enough Graphic capability to run X-Plane 12. The already very heavy demands of running X-Plane 12 had now suddenly gone even higher, from this point on you would need a pretty powerful chip and card combo to do even the basic of simulator flying, and it cost you serious money to get an upgraded card into your machine just to do basic X-Plane Simulations.
     
    Around this time (probably related) I found the lighting went a bit awkward as well. Basically duller under cloud conditions. In clear conditions it was fine, but add in a bit of cloud cover and everything underneath it went all dull and flat, internally in aircraft it was also dull and hard to see and the external lighting disappeared. Another lighting condition that changed was the lighting reflections in the daylight, say glareshield dropdown lighting, this lighting effect also disappeared, external views (from the cockpit) went brighter (glary) as well.
     
    Laminar's focus however was somewhere else. It was called Zink. With the change to the Vulkan/Metal API, a lot of the original OpenGL plugins didn't work. So Zink was installed to convert (or to be a bridge) between the old OpenGL and newer Vulkan/Metal API's. I don't use Zink, mainly because I don't have a big library of plugins, but a lot of users also needed the fix as AMD users out there got a lot of flickering and CTD (Crash to Desktop). Then the.dds files started to fail? .dds is the format used in textures, a more efficient system than say the bulky .png format, that was another hot fix from Laminar.
     
    Then another when the "GRIB_get_field failed", in other words the NOAA or "NOAA Operational Model Archive and Distribution System", pulled the GRIB Files that X-Plane 12 uses for the Simulator for downloading live global Weather. And Laminar had to do another quick fix on that. It is still problematic now, as NOAA still has a habit of shutting down (or shutting out) at crucial times.
     
    12.03b1 then delivered a lot of new DSF files, these delivered more data on the tile and in a lot of the areas better detail, a few more autogen items were delivered as well, but not the huge feature list noted in the pre-release videos, of say port infrastructure.
     
    12.04b1, late in February was a game changer (no pun intended). It fixed (finally the high winds problem), the clouds and the sky got a lot better as well (not perfect as you still had those horrible pyramid shape clouds, and zebra-stripes at high levels). To a point the .04 beta did allow developers to get their aircraft into a more stable condition relating to X-Plane 12, so you got a load of aircraft conversion releases around Easter. Also important was the release of the SASL 3.16.1, which (finally) provided native plugin support for Mac M1/M2 arm64 architecture. In English it means users on Apple systems could finally fly X-Plane 12 aircraft. However for most of .04 beta, it was used to fix loads of Zink bugs.
     
    Then at the end of March 2023 came v12.05b1, and Laminar finally delivered the update for their A330-300. Here included in this release was the custom MCDU for the aircraft, but again oddly it still had initially a default FMS feel to the system. And the followup v12.05r1 had another significant load of changes and fixes that came for the A330 as well.
     
    X-Plane12.06
    Which brings us to the significant v12.06 release. It comes with a noted VRAM re-architecture, claims improvements for performance and reduces the risk of blurry textures. The biggest improvement is up high in the sky. Here those nasty pyramid shape clouds, and zebra-stripes have finally gone, and have been replaced by major improvements to the flexibility and the visual quality of the clouds, including adding in the missing cirrus clouds. The the development roadmap for this crucial version went on for months, and right on past that crucial Expo date, you thought it was ever never coming. It finally came on the 20th August 2023.
     
    But the version v12.06 did live up to it's gamechanger forecast...
     

     
    ...   with the beautiful and wispy the new Cirrus high level clouds, and they are a major improvement. My test area is the North Atlantic, in flying long haul you can usually cover all the range of clouds, and yes finally in v12.06r1, they are looking gorgeous after more tinkering through the 06 beta.
     

     
    But we are not out of the woods (or clouds) yet...  There are still too many elements here that are straight lined, or open space rectangles, they are plainly seen, another element are what I call "Cliff Faces" or clouds in long blocks that go straight up? But after the earlier pyramid shape clouds, and the zebra-stripes, I'm willing to accept these elements as a huge step forward.
     

     

     
    But two images are interesting, if excellent. Seen at dusk, they were very, very good in highlighting the X-Plane weather system when it all works together, the slight bands of light, in a rather gloomy night sky is simply sensational.
     

     
    Another translation of dusk, it works, very nice...  but I still wish for more moon light (It is a full moon at this point), as when it goes dark, it goes black with almost no highlights, those clouds should be bouncing with light.
     

     
    With the early V12.06 betas the lighting was still poor. everything under the cloud, was dull and flat, a brief moment you saw the sunlight break though the blue patches in the sky (noted as XPD-14318 – Cirrus need to allow more sunlight to reach the earth) and the weather not matching the METAR (too many clouds, too much rain). This has made the biggest impression on me over the last eight months, dark aircraft and blacker cockpits, made reviewing hard work in translating the visual aspects of X-Plane to the reviews, it is better, in fact far better in v12.06... but not what I would still call naturally realistic, I would like more control (graphics/menu) if Laminar can't get it right, at least give us some options to twiddle the lighting, rather than none.
     
    But it is working...    it suddenly looked wonderful, in v12.06b7 as these images attest, but currently is X-Plane 12 still overall missing that magical something?
     
    Interesting is comparing images from the release v12.01 (beta) and current V12.06. The top two images I took at the beta release twelve months ago, the lower four images are current.
     

     
    Earlier the lighting is very soft, but the haze is very realistic...  below everything is now harder, clearer and any cloud will dull out the aircraft, the ground is always very harsh, sharp. The debate is if it is in the real way you look at the environment. As you might like the look of a more open solid feel, rather than the more softer one, to you the lower images will look more dynamically realistic, were as I prefer the more romantic view, to me the lower is more monochrome. My guess the real look and feel is somewhere in the middle.
     

     
    But X-Plane 12 is night and day better than X-Plane 11 in it's look and feel factor.
     
    OpenXR support, this will translate into easier access to the X-Plane VR system for 3rd parties. This will increase the variety of VR headsets compatible with X-Plane over time.
     
    The aircraft carrier USS Gerald R. Ford class in X-Plane now has a full complement of static aircraft, cranes, tugs and more, on deck and below in the huge deck hangar. These additions include also a fully animated SH-60 Seahawk, that is constantly patrolling the vicinity.
     

     
    Notable is that now the water is still not translucent below the surface, I loved looking at the hulls of ships, but honestly it is not at all realistic. In v12.06 and a year on, this aspect still has not been fixed.
     
    ATC has had a lot of improvements in v12.06, including that the ATC is now aware of TCAS (but only the X-Plane A.I), and the controllers can now use multiple available channels, reducing radio contention in the cockpit. Generated flows now align to the longest runway instead of always cardinal directions, and generated calm flows now only use one runway. Wake separation is also now taken into account when issuing line-up or takeoff instructions. A big one for me is the option to allow editing of basic flight data if something required is missing, even if the flight is already under way, the fixed flight data is thankfully in the past, now you can change it on the line.
     
    LOD (Level of Detail) has not been great either, you can see grass being added as you went down the runway, or the blank areas on the horizon, the poor horizon line didn't help either? Its noted (XPD-14364 – XPLMInstance LODs do not cull object at max LOD), also the Anti-Aliasing, is still tooth saw visible on the higher settings.
     
    V12.06 is certainly the breakthrough version that the promise of X-Plane 12 is starting to shine though (no pun intended), it is more stable and even better refined, framerate is now also better. But this point is twelve months on, or a whole year of development, Laminar are still fixing things, not fine-tuning things?
     
    More atmospheric scattering improvements, and exposure recalibration and even bloom Lighting Effects are coming later with X-Plane v12.07. In other words even more refining with the sky and lighting. Other notes for v12.07 include Turbine Engine improvements, avionics and OBJ restructuring, networking.
     
    So this all adds up to a very bumpy first year for X-Plane 12, so are we through the worst? Personal experience says absolutely yes, but this has been one of the most unpredictable X-Plane Releases I can remember, I thought the beta was very good, then it went seriously wonky at the start of 2023, only now is X-Plane 12 getting back to somewhere reasonable. But eight months is a long time to repair the damage, less said is in that you still don't actually close X-Plane 12 after a session, but rather "Crash...  freeze" out of it?
     
    But overall you have to look at the benefits of X-Plane 12. The photometric lighting engine is absolutely sensational (when it works) and so now are the cloud formations (I say better, not the best). Seasons are also sensational, but again you have to manually get the effects you want, not the real world current environmental situation. Aircraft are better at flying, one through the better dynamics, look far better in that 3d effect. Water is also sensational (probably the highlight), and lives up the hype. 3D forests and vegetation are also very good, but let down by the poor texture mesh, just a higher texture mesh resolution would help. Provided default aircraft are also excellent, as good as payware in many instances, even the Airbus A330 is now up to standard that would also pass as payware.
     
    The problem facing X-Plane or any simulator. Is that the standards in this decade are now extremely high, gaming (not really related) but a significant parallel in what users expect from visual quality and framerate. Obviously MSFS raised the bar, but not totally, in many areas it is quite poor to X-Plane. Any updates to MSFS 2024, are more in the external (fun) features than to the basic core Simulator.
     
    Overall we have to understand the full complexity of the X-Plane 12 release. This was not a simple version release. As noted the Simulator was already into a very deep internal engine change, but it was only halfway through the process. To a point Laminar are now at the end of that huge overhaul of the API, and X-Plane 12's release was also a big part of it, we are now on the other side.
     
    So the next twelve months are interesting...  refinement will need to be the buzzword, but I also think that Laminar also need to pull something special out of the box, a sort of reward for all the pain we have gone through, attract the punters back, make X-Plane desirable, and not just to be an alternative Simulation option. 2024 needs to be a solid year, a positive year, not just in attitude, but in the Simulator actually been reliable in using the software, in other words quality software...  we will see the answer to that question at the State of the Union 2024.
    __________________
     
    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 12.06r1 (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
    - Airbus A340-600 XP12 by ToLiSS (X-Plane.OrgStore) - US$89.99
    - Airbus A319-100 XP12 by ToLiSS (X-Plane.OrgStore) - US$89.99
      State of the Union by Stephen Dutton
    6th September 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)