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Alpeggio got a reaction from Dominic Smith in Scenery Review: PHNY - Lanai Airport, Hawaii XP12 by Northern Sky Studio
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.
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Alpeggio reacted to Dominic Smith in Scenery Review: PHNY - Lanai Airport, Hawaii XP12 by Northern Sky Studio
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?
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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
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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).
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Alpeggio reacted to Dominic Smith in eBook Review: Introduction to X-Plane 12 by Dave Britzius
eBook Review: Introduction to X-Plane 12 by Dave Britzius
By Dominic Smith
Introduction
Navigating the complexities of X-Plane 12 can quite often be a daunting experience, especially if you're a beginner just starting out. This is where "Introduction to X-Plane 12" by Dave Britzius comes in, as it’s tailored to make one of the most advanced flight simulators for the PC/Mac more accessible and manageable. This beginner’s eBook extends beyond the basics of typical manuals by breaking down sophisticated controls and challenging scenarios into manageable parts. Through practical tutorials and realistic flight scenarios, Dave provides not only the tools to navigate X-Plane but also the guidance to excel, ensuring a learning experience that is as effective as it is enjoyable for pilots at all levels.
Comprehensive Coverage
Attempting to master a flight simulator like X-Plane 12 can be rather intimidating (I’m still trying after many years) but Dave Britzius begins "Introduction to X-Plane 12" at the very start, by addressing the common challenges and questions that often overwhelm newcomers. His approach helps smooth out the steep learning curve, making initial steps far more approachable.
In the "Your First Flight" section, for example, Dave goes beyond simply listing steps as he explains why each action is necessary, such as setting the flaps to 10 degrees during alignment on the runway to optimize lift and reduce drag, which is, as we all know, crucial for a smooth takeoff. This practical advice not only clarifies the complexities of the sim but also enhances the learning experience, thus making it feel like you're being guided by a knowledgeable friend.
As such, the eBook is free from overwhelming jargon often seen in many manuals. Instead, it breaks down aviation concepts into digestible, manageable pieces. Dave’s progressive teaching style gradually helps build your confidence and prepares you to tackle increasingly complex tasks. Each chapter slightly raises the bar in terms of difficulty, yet the pacing is carefully managed to ensure it remains within your grasp. In many ways, it’s like teaching someone chess.
Hands-On Approach
As mentioned above, technical manuals can quite often feel impersonal and robotic, but "Introduction to X-Plane 12" adopts a distinctly human approach. Recognizing that the most effective learning is hands-on, Dave's guide immerses you directly into the pilot's seat from the very beginning.
The eBook systematically introduces you to your virtual cockpit with clear, accessible language, making each step from engine start to taxi and takeoff feel like a personal tutorial. In many ways, it’s like having a seasoned instructor right beside you, guiding each manoeuvre with practical insights.
For example, the section on your first flight is presented more as a conversation than a lecture. Dave walks you through engine startup, explaining each control. This approach not only makes the learning process engaging but also deeply practical.
By breaking complex procedures into simple, actionable steps, this hands-on method ensures you’re not just following instructions but actually getting the hang of things. It’s about experiencing, doing, and really learning how to fly, rather than just reading about it.
Ease of Use
As newcomers of X-Plane will know, navigating through the complexities of the sim can be quite often overwhelming, akin to needing a co-pilot guide you through each step, and in way, this is what the guide helps hopes to achieve, as it acts as your virtual friend, ensuring you master the controls and scenarios you'll encounter.
Imagine you're getting ready for a challenging cross-country flight in different weather conditions. The eBook provides checklists similar to what real pilots use, with clear explanations on why each step matters and how it affects your flight. There's also a handy checklist included in the download package (pages 94/95) that’s tailor-made for the book, making everything safer and more efficient.
The scenarios provided in the eBook are all derived from real-life challenges, such as preparing to manage situations like navigating through a thunderstorm or handling unexpected engine failures without screaming “we’re all going to die” at your passengers! Dave’s clear explanations help demystify complex concepts. For instance, he describes aerodynamics with accessible analogies, such as comparing the function of airplane wings to a swimmer's arms moving through water. This method helps you grasp the principles behind the procedures, which in turn deepens your understanding and enhances your flying skills within X-Plane.
Layout
Key to the learning experience, "Introduction to X-Plane 12" integrates visual and interactive teaching tools. Unlike traditional textual descriptions, the eBook employs high-quality screenshots that directly illustrate each step of complex procedures, whether it’s adjusting the throttle, engaging the autopilot, or adapting to shifts in different weather conditions. These visuals simplify the technical details, making them more accessible and easier to replicate during your own sessions.
Interactive elements in the eBook also play a vital role. For instance, diagrams that show the effect of wind shear on an aircraft's trajectory are not just visual aids, they're interactive tools that invite you to explore and manipulate variables to see real-time effects. Another example are the clickable checklists which transform routine pre-flight checks into active learning exercises, allowing you to engage with each step rather than passively reading through them. As a visual learner myself, I greatly value this approach (as I’m sure many others will) as it ensures that the knowledge gained is not only retained but also applied in an effective way.
Advanced Topics
Once you're comfortable with the basics, the guide elevates your training by delving into advanced topics that deepen your understanding and broaden your skills. Here, Dave covers essential techniques such as adjusting aircraft settings for challenging wind conditions to using navigational aids in poor visibility.
The guide also includes sections on how to tweak your settings for optimal performance, such as adjusting the altimeter for varying atmospheric pressures, critical for maintaining accurate altitude readings during storms. With step-by-step guidance, the eBook ensures you make these changes both safely and efficiently in the sim.
Conclusion
"Introduction to X-Plane 12" by Dave Britzius is a highly valuable resource for navigating the many intricacies of X-Plane 12. It offers practical support to both novice and experienced pilots, helping them enhance their skills and deepen their understanding of the sim. This guide focuses on practical flying, in contrast to Dave's other book, "X-Plane 12 Handbook – Book 1 - Setup," which deals with hardware and software aspects.
The eBook's hands-on approach to learning ensures that users are able to gain confidence through active learning, not just theoretical knowledge. By explaining the reasons behind each action, it helps you truly grasp the principles of flight simulation, thus making learning both effective and long-lasting.
In summing up, I must say I really enjoyed using "Introduction to X-Plane 12." It truly helps you get the most out of X-Plane 12. Whether you’re a newcomer to the sim or a veteran user, Dave’s guide comes highly recommended as there's something valuable for everyone.
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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
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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).
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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
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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.
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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.
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Alpeggio got a reaction from Dominic Smith in Aircraft Review: F-15C Eagle by FACO Simulations
Thanks for this excellent, and fair review.
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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 🙂 ***
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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.
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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.
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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
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