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rudeboy1988

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    rudeboy1988 got a reaction from Dominic Smith in Scenery Review: PAWG - Wrangell Airport by Northern Sky Studio   
    Hi @Dominic Smith!
    Thank you for the great review!
    The scenery will get a few updates next year I suppose.
    BTW runway lights work and can be (should be) turned on by the pilot. I should describe this in the manual.
    EDGE, REIL, and Taxiway lights can be enabled on 122.600 COM1
    Next coming PAPG will have custom models for lights and this feature too. 122.5 for lights there.
     

  2. Like
    rudeboy1988 got a reaction from Kiwiflyer in Scenery Review: PAWG - Wrangell Airport by Northern Sky Studio   
    Hi @Dominic Smith!
    Thank you for the great review!
    The scenery will get a few updates next year I suppose.
    BTW runway lights work and can be (should be) turned on by the pilot. I should describe this in the manual.
    EDGE, REIL, and Taxiway lights can be enabled on 122.600 COM1
    Next coming PAPG will have custom models for lights and this feature too. 122.5 for lights there.
     

  3. Like
    rudeboy1988 reacted to RobdeVries in Scenery Review: PAWG - Wrangell Airport by Northern Sky Studio   
    Thank you Dominic. Based on your reveiws I bought the whole range of Northern Sky Studios airfields. Makes a great trip up north!
  4. Thanks
    rudeboy1988 reacted to Dominic Smith in Scenery Review: PAWG - Wrangell Airport by Northern Sky Studio   
    Scenery Review: PAWG - Wrangell Airport by Northern Sky Studio
     
    By Dominic Smith
     
    Introduction
    Tucked away amidst Alaska's stunning landscape, Wrangell Airport (PAWG) stands as a vital hub to the awe-inspiring natural beauty of America's wilderness frontier. Primarily serving as a general aviation terminal, this airport is an essential lifeline for the community of Wrangell. With its backdrop of rugged mountains, lush forests, and endless waterways, the airport encapsulates the raw allure that Alaska is renowned for.

    My first meaningful encounters with Alaskan airports, specifically Wrangell and Ketchikan, were thanks to Tom Curtis' memorable Final Frontier and Inside Passages packages. These weren't just ordinary scenery additions for me; they were the linchpin that tethered me to the X-Plane realm, even when FSX was a compelling alternative. There's something about Alaska that mirrors the untamed beauty of Scotland, albeit on a grander scale that staggers the imagination.
     
    Following their impressive release of Kenai Airport, Northern Sky Studio is back with their take on Wrangell Airport. Available for both X-Plane 11 and 12, this package aims to capture the unique charm of this Alaskan locale. But can it live up to the high bar set by their previous release? Let's dive in and find out.
     

     
    Installation
    Upon completing your purchase, you'll discover two versions of the scenery in your account—one tailored for X-Plane 11 and another for X-Plane 12, the latter being the focus of this review. The downloaded package tips the scales at just above 2.5GB, expanding to nearly 3.4GB once unpacked. Within it, you'll find two primary folders: one dedicated to the airport and another named 'terrain'.

    The installation procedure is as straightforward as they come, as it’s simply a matter of dragging and dropping the relevant folders into your X-Plane 12's Custom Scenery directory. For those with an eye for detail, an additional orthophoto file is available. This will add another 2.5GB to your download but enhances the area with photographic scenery. While not a requirement for this package, I also chose to install X-World America, a separate but optional download, that is recommended by the developer. 

    Documentation
    The documentation that comes with this package is, to put it plainly, rather sparse. It consists of a one-page PDF that provides just the essentials; guidance for installation and a list of optional add-ons that can enhance the scenery, as mentioned above. While this minimalist guide does cover the installation basics, it leaves much to be desired for those of us who crave a deeper understanding of the airport and its surroundings. There's a noticeable absence of historical context, airport charts, or even a simple map of the area. For simmers keen on learning more about the intricacies of Wrangell Airport or seeking additional context, the provided documentation leaves a lot to be desired. If you're hungry for more information, Google is your friend for digging deeper into the history and layout of the airport.
     

    First Look
    Upon first glance from the skies, the scenery is nothing short of majestic. The snow-capped mountains in the distance serve as a dramatic backdrop, lending a sense of awe and scale that is hard to describe. It's an expansive landscape that truly makes you feel like a small speck in a grand tapestry of nature.

    The sight of the surrounding area, sprinkled with small islands near and far, evokes a sense of nostalgia. It's reminiscent of my earlier days flying through Tom Curtis' sceneries in X-Plane 9. A trip down memory lane, if you will, to simpler but happy times. The optional orthophoto download proves to be a valuable addition. Not only does it enhance the realism, but it also replaces X-Plane's default ground textures, which often fall short in conveying the proper scale, a crucial element for a scenery like this.
     

     
    As you make your approach, the runway extends invitingly just beyond the mainland, a captivating sight for any pilot. The surrounding ortho scenery retains its sharpness, even at low altitudes, enhancing the overall experience. Near the runway threshold, the area takes on a rustic atmosphere, marked by scattered broken trees that add character to the landscape.
     

     
    The custom runway textures deserve special mention for delivering a realistic look, complete with weathering effects like cracks, oil stains, and rubber marks. The carefully placed foliage along the taxiways is also well-judged, adding a touch of realism without overloading your system's VRAM or affecting framerates.
     

     
    Northern Sky Studio has complemented the default X-Plane signage with their own custom signs, which are crisp and easy to read. These additional signs display essential frequencies and taxiway instructions, offering pilots an extra layer of guidance. The airport also hosts a diverse range of ground vehicles, from standard fuel and catering trucks to a specially modelled fire engine.
     

     
    A static De Havilland Beaver, complete with an extra pair of floats, is a delightful sight, as are the animated flags, which add a lively touch to the scenery. The airport is also populated with the typical clutter you'd expect at a place like Wrangell, such as cones, bins, and ladders. 
     

     
    Maintenance buildings and hangars are carefully modelled, conveying a good sense of realism. One hangar in particular even offers an inside look, revealing a static aircraft and various maintenance gear. The Alaska Seaplanes hut is another nice addition, as is the well-populated car park at the rear…or front, depending on how you arrived at the airport.
     

     
    Main Airport Building
    The airport's main building, much like Kenai, is the highlight of this package. The exterior has been modelled with a meticulous attention to detail, mimicking the appearance of white corrugated metal, which lends it an authentic air. 
     

     
    Stepping inside reveals a terminal bustling with life, a feature that has become something of a signature for Northern Sky Studio. If you recall my review of their Kenai Airport scenery a few months back, the interior detail of the main airport building, was without doubt, its standout feature. Wrangell, while not quite reaching those dizzying heights, comes incredibly close. The interior is animated with 3D models of passengers and staff, adding a real sense of life and atmosphere to the building. From seating, an ATM, a drinks machine, and a wall clock to bins and a map of the "Inside Passage", every detail is accounted for. 
     

     
    Further Afield
    Venturing beyond the airport, and there’s yet more to see, as the package also includes a nicely modelled representation of Wrangell's central area. Situated in the northwest corner of Wrangell Island, the urban section is another testament to the developer's attention to detail.

    While the ortho scenery near the airport remains impressively sharp even at low altitudes, the textures in Wrangell's urban core could benefit from a higher resolution. They tend to look a bit washed out when flying at a lower altitude, which is a bit of a letdown. However, it's worth noting that they are still a significant improvement over the default X-Plane 12 textures. For the most part, the ortho provides a good solid foundation for building placement, but it's not flawless. A few structures appear to be out of alignment or even out of place. Not a game-changer, but worth mentioning for those who appreciate the finer details.
     

     
    The dock area is a focal point, made even more vibrant by a container ship that adds a touch of industrial character. Around the dock, you'll find various small boats, most likely in for maintenance or storage. It's a scene that almost begs for human interaction, but which is sadly missing here. The scenery rounds off with a series of piers and jetties, each teeming with boats of various types, from luxurious speedboats to more modest wooden vessels. The addition of breakwaters adds that final touch of realism to this part of Wrangell.
     

     
    Night Lighting
    Let's get this out of the way, the runway at Wrangell is as dark as a winter's night in Scotland, staying true to its real-world counterpart. If you're contemplating a night landing, I'd advise against it, unless you fancy a game of aviation roulette! The runway may lack illumination, but the surrounding area doesn't suffer the same fate. Streetlamps dot the vicinity, casting a warm and dynamic light on nearby buildings. It's a small but impactful feature that adds depth to the night-time experience.
     

     
    The main airport building serves as a well-lit oasis amid the airport's limited runway lighting. The interior lighting strikes a perfect balance, as it’s neither too harsh nor too subdued. So, while night flights may be off the table, the terminal provides a cozy, well-lit space where you could comfortably pass the time, perhaps even with a good book…just not the Shining! 
     

     
    Finishing off our night-time tour is the container ship docked at the harbour, bathed in dynamic lighting. The stern and aft are particularly well-illuminated, adding a dash of spectacle to Wrangell's nocturnal scene.
     

     
    While the scenery presents an inviting vista during favourable weather conditions, one can't help but ponder how different the experience would be in more adverse conditions. The contrast between a sunny summer day and the harsh realities of an Alaskan winter could be like night and day, adding layers of complexity and challenge to the flying experience.
     

     
    Performance 
    Running on what I'd describe as a midrange setup, Wrangell Airport delivers a performance that's pretty much on the money. My tests showed framerates hovering between 30 and 60 FPS, and that's with most settings cranked up, except for antialiasing, which I kept at a modest 2x (though I bumped it up to 4x for screenshot purposes). VRAM consumption was well-behaved, never exceeding 7GB, even at my go-to resolution of 1440p.

    I did notice that as the sun dipped below the horizon, the framerate tended to linger more towards the 30 FPS mark. This isn't a Wrangell-specific issue; X-Plane 12 seems to struggle with maintaining consistent framerates during the twilight and nighttime hours. While I've seen some improvements in this department over recent months, X-Plane still needs to iron out these framerate dips during the visually demanding periods of sunset and night. Given the level of detail that this scenery offers, it’s a credit to the developer for managing to keep things as smooth as they have.
     

     
    Conclusion
    Northern Sky Studio's Wrangell Airport for X-Plane 12 is a highly commendable piece of work, offering a balanced blend of stunning aerial views and meticulous ground-level detail. The main airport building stands as a testament to the developer's skill, with an intricately modelled exterior and a bustling interior that brings a virtual slice of Alaska to your X-Plane world. While it may not quite reach the heights of their previous Kenai release, it certainly stands as a strong offering in its own right, providing an authentic Alaskan experience for X-Plane enthusiasts. 
     

     
    The package does have room for improvement though, most notably in its documentation and some minor building alignment issues. However, these are minor gripes and should not detract from an otherwise stellar package, especially considering the low asking price. Beyond the airport, the package includes a detailed representation of Wrangell's urban core, adding value and immersion to your Alaskan flying adventures. Optional ortho imagery and dynamic lighting in this area, only go to enhance its appeal, despite some resolution limitations.
     
    In conclusion, if you're an X-Plane enthusiast with a love for Alaska, Northern Sky Studio's Wrangell Airport is a highly recommended addition to your virtual hangar. It impressively balances visual richness with performance, ensuring a rewarding flying, or even just sightseeing experience.
     
    ________________________
     

     
    PAWG - Wrangell Airport by Northern Sky Studio is now available from the X-Plane.Org Store here:
     
    PAWG - Wrangell Airport
    Priced at $16.95
     
    Features
        Both X-Plane 12 and X-Plane 11 versions included     The most detailed replica of airport buildings and vehicles     EDGE, REIL and Taxiway lights can be enabled on 122.600 COM1     Custom hand-placed autogen     High resolution ground textures / Custom runway textures     High resolution building textures     Compatible with all X-Plane 12 features     Custom mesh for the airport area (Ortho4XP)     All materials created for full PBR     Shading and occlusion (texture baking) effects on all airport buildings     High-resolution building textures     Custom orthophoto for the airport and surrounding areas     World Traffic 3 compatible     Not compatible with a default mesh Requirements
    X-Plane 12 or X-Plane 11
    Windows, Mac, or Linux
    8 GB+ VRAM Recommended
    Download Size: 2.7 GB
    Current version: 1.0 (October 16th, 2023)
     
    Review System Specifications
    Intel i5 10400 – 32GB RAM - Nvidia Asus RTX 3060 – Windows 10 Home 64 Bit
     
    __________________________________
     
    Scenery Review by Dominic Smith
    25th October 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 copying of the content is allowed without consent from the author as per copyright conditions).
     

     
  5. Thanks
    rudeboy1988 reacted to Dominic Smith in Scenery Review: PAJN - Juneau International, Alaska, by Northern Sky Studio   
    Scenery Review: PAJN - Juneau International, Alaska by Northern Sky Studio
     
    By Joshua Moore
     
    Introduction
    Aviation has played a vital role in Alaska for nearly a century, providing essential transportation services such as cargo, charter flights, medevac, airlines, and backcountry flights to remote towns. Juneau, Alaska's capital, first welcomed an aeroplane in 1920—a DH-4 biplane from the renowned Army's Black Wolf squadron. This marked the beginning of aviation in the region, with Juneau's airport evolving over time to accommodate growing demand and larger aircraft.

    By the late 1920s, Juneau established a basic grass landing strip, and in 1932, Alaska Southern Airways was founded, offering a direct connection to Seattle using a Lockheed Vega on floats. The airport experienced multiple airline mergers and expansions over the years, including a significant expansion project during World War II, which allowed the airport to support larger aircraft.

    In 1949, the first passenger terminal was opened, and the airport returned to civilian control in 1953. By the late 1950s and early 1960s, airlines like Pan Am, Alaska Airlines, and Western Airlines were operating jet airliners at Juneau's airport. The 1980s saw the addition of a full taxiway, Taxiway Alpha, to the runway.

    Today, Juneau International Airport is serviced by two major airlines, Alaska and Delta, and is home to Alaska Seaplanes. The airport accommodates around 600,000 passengers annually and transports millions of pounds of food and cargo to Seattle and Anchorage.
    Northern Sky is proud to introduce a highly detailed Juneau scenery for X-Plane simmers. The return of Juneau's spectacular approach and the surrounding scenery is an exciting development for fans of the region (myself included).
     


     
    First Impressions
    The installation process for Juneau is straightforward, consisting of one primary download folder for the airport and an optional link for a prebuilt ortho tile that is highly recommended to enhance the overall experience. To install, simply extract the contents into your custom scenery folder, which has a size of 3.81GB—typical for an airport of this size. The installation manual is more of a pamphlet, containing the same information found on the download page in your account.
     
    Note: be aware that I am utilizing simHeaven's freely available X-World America add-on in combination with the airport scenery, so please take this into account while observing screenshots of the city and wider areas.
     
    Upon my first time loading the simulator with the Juneau scenery, I was pleasantly surprised to see a passenger gazing out at the aeroplane from the terminal. This airport offers a unique feature not commonly found in X-Plane sceneries: a terminal interior.
     

     
    The terminal interior is exceptionally well-executed, featuring high-quality texturing throughout and a keen attention to detail. The inclusion of local artwork on passenger elevators adds an authentic touch, enhancing the overall atmosphere. The art-adorned walls and wooden flooring contribute to a cohesive and visually appealing design, demonstrating the care taken in creating an immersive environment.
     


     
    The superb modelling, combined with the texturing, creates a rich atmosphere in the terminal. One striking element is the impressive hanging bird models on the ceiling, which capture the essence of the local area. Scattered around the terminal, well-designed 3D character models can be found. Although their clothing seems more suited to a warmer climate, these characters add a sense of life and activity to the space.
     


     
    The control tower, like the main terminal building, is well-modelled and displays various consoles used by air traffic controllers. Situated high up, the tower's 360-degree glass windows not only provide stunning views of the surrounding area but also offer a realistic vantage point for those interested in the daily operations of the airport. Overall, the terminal's carefully crafted design elements come together to create a memorable and engaging experience for simmers.
     



    Initially, I was concerned about the performance impact, but I was pleased to discover that there was hardly any FPS drop during the daytime. However, the FPS decreased slightly at night due to the extensive light rendering inside the building. In terms of graphics, the scenery resembled Microsoft Flight Simulator (MSFS) airport sceneries, which was somewhat unusual but a welcome enhancement for smaller airports.

    Exploring The Airport
    The airport's overall appearance and integration with its surroundings are impressive, and the seamless blending with the ortho is remarkable. Having experienced this airport in FS2004, it is fantastic to see it again with such high-quality detail. The texturing appears well-blended from a distance, and nothing seems out of place. While the water has some graphical issues due to X-Plane's new water handling method, this is an ortho issue with X-Plane rather than a fault of the scenery.
     


     
    The terminal details are exceptional, with an intricately detailed interior featuring a wide variety of textures and polygons combined to create a highly realistic environment on both the roadside and jet side. The modelling is well-executed, and all elements fit together seamlessly. The exterior model is equally impressive, with fine details and a stunning backdrop of the Tongass mountains. The general aviation (GA) hangars maintain the same high-quality standard, with the Alaska Seaplanes hangar open and displaying a few static aircraft. Although I'm not typically a fan of static aeroplanes, they add a nice touch of life to the airport in this case. One minor point worth mentioning is the taxiway signs, which are the default X-Plane signs. To enhance the resolution of the signage, I highly recommend using MisterX's airport environment replacement taxi sign textures.
     


     
    Textures
    The texturing at this airport is among the best available for X-Plane, featuring high-resolution 2K textures for nearly the entire airport and meticulous attention to detail on various surfaces of the 3D objects. The terminal interior is particularly noteworthy, offering an abundance of textures covering all surfaces. However, the numerous interior lights at night led to a minor drop in FPS on my system.

    The ramp, taxiway, and runway textures are a balanced combination of default Laminar textures and custom textures by Northern Sky, with taxiway signage defaulting to Laminar. The dirt and weathering effects are well placed, albeit slightly predictable, but contribute to a better overall blending of the airport. The ground poly has a good resolution and integrates well with the provided ortho, serving as an excellent starting point for those new to ortho scenery.
     



    Although some screenshots may appear to have blurry textures, this is primarily due to Laminar's ongoing VRAM optimization issues. When I switched to a smaller aeroplane, the textures became significantly sharper. I hardly noticed any major details requiring higher resolution and was overall impressed with the texturing and appearance. It's important to note that any clipping in the water is a result of X-Plane 12's improper handling of orthos, which is still on Laminar's to-do list and will be addressed in the future.
     



    Lighting
    The lighting at this airport is generally excellent, but it does have some impact on performance, particularly in terms of FPS. The ramp is well-lit, the custom approach lights function correctly, and the overall night-time ambience is impressive. However, as mentioned earlier, the terminal interior's lighting causes some FPS drops at night. I experienced a loss of 3-8 FPS depending on my viewpoint, and while this may not seem substantial, it can affect the overall feel of the simulator, given that X-Plane typically runs at 30-40 FPS.
     



    It's worth noting that the lighting system by Laminar may be responsible for this performance impact, as it is known to be slightly FPS-intensive and has caused issues in the past. As such, any improvements to the lighting system would likely need to come from them.
     



     
    Conclusion
    After a long absence of quality Juneau scenery, I am thrilled that Northern Sky Studios has taken the initiative to bring it to X-Plane. As one of the top developers of Alaskan airports, Northern Sky Studios has done a fantastic job creating an authentic Alaskan feel, capturing the airport's atmosphere beautifully with great attention to detail. The airport is rendered in a way that is both detailed and FPS-friendly, making it a welcome addition to my simulator.
     


     
    Priced at $18.00, this scenery offers excellent value for an airport of its size. I eagerly await Northern Sky Studios' next release, and perhaps they will venture south to a certain Washington state city with three parallel runways. Fingers crossed!
     
    ________________________
     

     
    PAJN - Juneau International, Alaska by Northern Sky Studio is now available from the X-Plane.Org Store here:
     
    PAJN - Juneau International, Alaska
    Priced at US$18.00
     
    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 Custom working jetways Custom mesh for the airport area (Ortho4XP) All materials created for full PBR Shading and occlusion (texture baking) effects on all airport buildings High-resolution building textures Custom orthophoto for the airport and surrounding areas World Traffic 3 compatible Not compatible with a default mesh (custom ortho link included)  
    Requirements
    X-Plane 12 or X-plane 11
    Windows, Mac or Linux
    4 GB VRAM Minimum - 8 GB+ VRAM Recommended
    Download Size: 3.4 GB
    Current version : 1.0 (January 9th 2023)
     
    Review System Specifications
    Windows 11 
    Ryzen 5800x
    RTX 3070Ti 
    32GB RAM
    __________________________________
     
    Scenery Review by Joshua Moore
    6th April 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.
     
     

  6. Thanks
    rudeboy1988 reacted to Stephen in Scenery Review : PAWD - Seward Airport, Alaska by NorthernSkyStudios   
    Scenery Review : PAWD - Seward Airport, Alaska by NorthernSkyStudios
     
    Owing to its position at the southern terminus of the Alaska Railroad and the well-developed road links to Anchorage and the rest of the Kenai Peninsula, Seward City is both a major northern end-port for several major cruise ship lines that host Alaskan cruises, such as Norwegian, Royal Caribbean, Holland America, and Celebrity Cruises, and a common destination for general Alaskan tourism. Huge glaciers flow from the Harding Icefield into the local coastal fjords and the township itself is surrounded by peaks, the adjoining fjords are also a whale and porpoise habitat. To the west, a trail leads to the summit of Mount Marathon (1,471 m). The Mount Marathon Race is a famous mountain race that is run every Fourth of July up the mountain.
     
    NorthernSkyStudios are alternating between scenery based in the Hawaiian Islands and Alaska. In Hawaii the releases lately have covered PHMU - Waimea-Kohala, PHOG - Kahului and PHJH - Kapalua Airports. In Alaska the last release was so much a favorite of mine in that X-PlaneReviews quickly covered it in a review; PAEN - Kenai Municipal Airport, situated just west of Anchorage.
     
    Here is their next scenery in PAWD - Seward Airport, which is directly on the other side of the same Kenai Peninsula (Dena'ina: Yaghenen) from Kenai, and a really great companion scenery to the earlier NorthernSky PAEN - Kenai Municipal Airport...  so we will start there, and fly over to the newer PAWD - Seward scenery.
     
    PAEN-Kenai to PAWD-Seward Airport
    My aircraft today is the excellent Thranda Design C208B Caravan. In taking a little bit of cargo out to the more eastern and remote Seward airport.
     

     
    There is no doubt the NorthernSky Kenai is still a deeply impressive scenery and well worth exploring, certainly a must have if you love your remote bush flying escapades.
    So what is the trick or the value of good scenery? If an addon scenery can recreate the exact look and feel of a place, in other words, place you in an another completely different environ but a real representative of that actual place. Then it is doing of what you want you want that scenery to achieve, then that also in return gives the scenery value in it's usefulness and purchase. 
     

     
    That value aspect certainly works here at PAEN, so the newer PAWD-Seward scenery is already creating high expectations of the same.
     

     
    Departure is from PAEN Rwy 02 and PAWD is directly 120º to the southeast which is 104 miles or 167 km, so I initially turn to that heading...
     

     
    ...   and directly now ahead are the The Kenai Mountains which are a large mountain range in this eastern Alaska. They extend 192 km northeast from the southern end of the Kenai Peninsula to the Chugach Mountains, and they have an average elevation of 3,000 to 5,000 feet. So I set my altitude at 8,000ft to go over the top.
     

     
    But once heading west I saw a gap in the mountains that would take me almost directly to Seward. The entrance to the valley is over Skilak Lake, taking in the Upper Russian Lake (Not to be confused with the "Russian River" as that is further north), that in then forms into the Resurrection River that flows down an estuary at Seward itself. It is quite a straight forward route.
     

     
    You are in the correct valley if your going directly east, and if you see the Skilak Glacier to your right, and it is quite impressive even in this default X-Plane texture guise.
     

     
    You just then just follow through the valley, again there is another Glacier to your right, and this one is the "Exit Glacier"...
     

     
    Notable is that around this point the custom NorthernSky orthophoto textures are now part of the scenery, but they really have been so well blended in with the default textures, as it is hard to find the blending line between them, NorthernSky have done very well to create this seemless transition...
     

     
    ...  by now you are almost through the valleys, and you should see the Resurrection Bay water ahead, and Seward is sited at the top end of the inlet, it is also time to descend down from the 8,000ft altitude.
     

     
    As you come out of the valley, then Seward is directly below you. PAWD is highly visible because of it's twin V shaped runway arrangement.
     

     
    The longer runway is 13/31 at 4,240ft (1,292m), the shorter one is the 16/34 runway at 2,279ft (695m) and both are asphalt, for the Caravan the 16/34 runway is too short, or too tight to get into (most pilots will laugh off this aspect and say the Caravan is a STOL aircraft, and so should easily land on this shorter runway), but I'm finding the Thranda Caravan currently a bit too fast on approach. (I later tried the landing and had to go around), so Rwy 13/31 it is or Runway 31.
     

     
    I drop down to 2,000 ft and do a circular 8 pattern to line up Rwy 31. As a good sight guide there is a small port to your right called Spring Creek (actually also the Spring Creek Correctional Center! shown here but not not in 3d, but as burnt in images). This visual point then gives you a direct line into Runway 31 at 31º.
     

     
    The phototextures are very good on the approach in determining the estuary at Resurrection River to your right, also strewn around are logs for a 3d effect.
     

     
    Over the threshold of 31, and note the great tundra style foliage. Nice also is the runway surface that is well worn, cracked asphalt with the worn out edge markings, it looks all so very authentic, I loved the ground textures here a lot, and they are as good as back at PAEN.
     

     
    The landing was GOOD!, then it wasn't...  about a quarter of the way from the threshold there is a slope to a level line that flipped the C208B back airborne, then it came back down awkwardly...
     

     
    ...   so it took more time and more runway to resettle the aircraft, thankfully the runway is long enough to do this.
     

     
    You can easily see the offending line on the approach, so I recommend to aim the landing just past it, so I will remember that for next time, as the runway is long enough to accommodate this aspect.
     
    Basically there isn't a lot at Seward Airport, as it is just really a motley assortment of cabins, portable buildings and hangars.
     

     
    One thing you can't miss is the welcome, certainly you know you are at "Seward".
     

     
    And it has a great feel here, as the buildings are nicely weather worn and rustic, everything feels very authentic to Alaska, a shame the flags are not animated though.
     

     
    The C208B is shutdown and it is time to unload the freight and you really like the feel here, what is the right word, "Frontier!".
     

     
    PAWD - Seward Airport
    Seward Airport is a state-owned, public-use airport located two nautical miles (2.3 miles; 3.7 km) northeast of the central business district of Seward, a city in Kenai Peninsula Borough of the U.S. state of Alaska. This airport is included in the FAA's National Plan of Integrated Airport Systems for 2011–2015, which categorized it as a general aviation facility.
     
    Seward Airport
    IATA: SWD, ICAO: PAWD, FAA LID: SWD
     

    13/31 - 4,240ft (1,292m) -Asphalt
    16/34 - 2,279ft (695m) - Asphalt
    Elevation AMSL22 ft / 7 m
     

     
    Seward is to be really noted as a small regional airport, because basically it is what it all is, a few buildings and an aircraft parking area.
     

     
    Turn down Airport Road and the first airport building is the AA Seward Air Tours office...  you can't really miss it could you, the glacier airtours are quite reasonably priced as well i'm told. The internal office of AA Seward Air Tours has also been very nicely fitted out and with Alaskan decor.
     

     
    Next down the road is the Dogsled Tour Office, helicopters this time but with the same scenic glacier tours...   For pure creativity you can't go past the next tour operator (again helicopters) with Marathon Tours, as they have an office created out a ISO shipping container in the longer 40ft length, it is very well reproduced here with a viewing platform above....  "very creative".
     
     
     
    Next is one of the four larger hangers here, this one is for TedStevens. Hidden behind it is the airport's GA Refueling tank and pump, again very well done in detail.
     

     
    Next is the "Alaska Civil Air Patrol" hanger with another portable office set behind, then a blue storage hangar. Note on most buildings (hangars) are some great solar panel arrangements.
     

     
    The next large hangar is the most interesting one...  this one is represented with the door open, and in showing the hangar's excellent internal detail. Certainly highly usable as a parking hanger on your next visit.
     

     
    Next door is a slightly larger hangar but in the same design for "Seward Aircraft Storage" which is again nicely represented, with a large GA parking apron next to finish off the lineup of the airport. Not just with the actual buildings is all the detail very, if brilliantly done, but the ground (clutter) detail is simply realistically excellent as well and there is a lot of this detailing...  and that is "Seward Airport".
     

     
    Seward City
    The city of Seward itself is modeled, but not to a perfect building and street to street perfect though, but still well recreated by generic design. The city is dominated by the harbour's obsolete conveyor-belt fed coal loading crane, they are keeping it in case they need it again...
     

     
    ...  the Seward Boat Harbor is well represented as is the Seward Cruise Ship Terminal and wharf (a cruise ship would have been very nice here to fill it in?). To the rear are the city's facilities and a large animated wind turbine.
     

     
    As noted most of the building here are just generic, but they still all provide a nice backdrop and fill...  but in areas it is just basic detailing.
     

     
    Recreational and baseball diamonds are all represented, and the whole city is covered with custom buildings...  the only odd notes are that the graphic textures sometimes climb the mountains and cars move totally horizontally on their sides, it is sadly quite noticeable.
     

     
    Ground Textures
    As noted the ground textures are excellent, highly realistic and exactly what you would expect at this "Northern Exposure" sort of area.
     

     
    I can't fault them anywhere, but note that runway 16/34 has a same sort of nasty gradient slope (but lengthways this time) as runway 13/31.
     
    Grass and fauna is first rate, can't be faulted...  lush, and you wish all of the X-Plane grasslands was like this.
     

     
    Another note are the background custom mountain textures...  I'm not really sure about them? They are photographic, but they all seem a little artificial to me, or too light in colour, so I am not really taken with them, but these things are personal choices. There is the option provided to use the default X-Plane textures or your own custom ortho, details are provided. The Ortho4XP is default with the scenery.
     

     
    Lighting
    This Seward airport is not going to be like landing at Anchorage, there are no bright lights out here. Just a strip of street lights and the lights from the buildings is it. Runway 13/31 has lights, so a dusk landing is actually possible, and there is taxiway lighting to the apron.
     

     
    Again both highlights are the AA Seward Air Tours office and the very nice open door Hangar. Even the western style wheel lights are really well done done internally in the Air Tour office, the rest is all window and drop down lighting.
     

    ______________
    Summary
    PAWD - Seward Airport, is directly on the other side of the same Kenai Peninsul in Alaska from Kenai, and a really great and companion scenery to the earlier NorthernSky PAEN - Kenai Municipal Airport.
     
    In scale this is a small frontier style Alaskan airport, but small means it is also highly detailed. Seward is just really a motley assortment of transportable offices and hangars, with a focus on local area glacier tourist air tours.
     
    So being small the scenery detail and minute is excellent, all buildings, hangars and ground clutter are all of a very high and rustic standard. Runway textures are also extremely good, but have nasty slope gradients, so be careful!
    3d grass is also perfection and Seward City is also generically well represented with it's iconic conveyor-belt fed coal loading crane front and centre. Lighting is very basic, but still well done, the only comment is about the photo-graphic surrounding mountains, they are too your own taste or not, personally I would like better for the quality of the scenery itself, and a few of the graphic textures also climb these same mountain sides in not very realistic ways.
     
    So if you have NorthernSky's excellent Kenai then you must then have this great double act, and it comes at (for the quality here) also in a very good value price of only US$14.00. What more could you want!  Recommended.
    __________________________________
     

     
    Yes! the PAWD - Seward Airport, Alaska by NorthernSkyStudios is now available from the X-Plane.Org Store here :
     
    PAWD - Seward Airport, Alaska
    Price is US$14.00
     
    Features     The most detailed replica of airport buildings and vehicles     High resolution ground textures / Custom runway textures     High resolution building textures     Handplaced custom autogen buildings and forest     Compatible with X-Plane 11 features     Custom mesh for the airport area (Ortho4XP)     All materials created for full PBR     Shading and occlusion (texture baking) effects on all airport buildings     High-resolution building textures     Custom orthophoto for the airport and surrounding areas     World Traffic 3 compatible     Compatible with with Ortho4XP and default mesh  
    Requirements
    X-Plane 11 Windows, Mac or Linux 4 GB VRAM Minimum - 8 GB+ VRAM Recommended Download Size: 1 GB Current version : 1.0 (April 4th 2022)   Installation and documents:
    PAWD-Seward is a twin download of the scenery and the separate (optional) Ortho4XP mesh
    NSS_PAWD_v1.0.zip (1.08GB) zOrtho4XP_+60-150.zip (2.44GB)  
    That is then translated into a 6.83Gb install in your Custom Scenery folder.
     
    The above two install folders must be put in the order of the "zOrtho mesh" below the main "PAWD_Northern_Sky_Studio" scenery folder. The scenery is set to the zOrtho setting as default. You can also use the standard X-Plane textures, or use the provided patch for any custom ortho textures you wish to use
     
    Documents
    There is a Windows Word and pdf installation and requirements, and a description of the PAWD scenery.
    decription.txt PAWD-Installation.docx PAWD-Installation.pdf ________________________________________
      Scenery Review by Stephen Dutton
    7th May 2022
    Copyright©2022: X-Plane Reviews
     
    Disclaimer. All images and text in this review are the work and property of X-PlaneReviews, no sharing or copy of the content is allowed without consent from the author as per copyright conditions) All Right Reserved    Review System Specifications: 
    Computer System: Windows  - IS1700 Core i7 12700K 12 Core 3.60 GHz CPU / 64bit -32 Gb single 1067 Mhz DDR4 2133 - ASUS GeForce GTX 1080 8Gb - Samsung Evo 1TB SSD 
    Software:   - Windows 10 - X-Plane v11.55
    Addons: Saitek x52 Pro system Joystick, Throttle & Rudder Pedals : Sound - Bose  Soundlink Mini
    Plugins: Environment Engine by xEnviro US$69.90 : US$52.99 : Global SFD plugin US$30.00
    Scenery or Aircraft
    - Cessna 208 Grand Caravan DGS series by Thranda Design (X-Plane.OrgStore) - $US44.95
     

  7. Thanks
    rudeboy1988 reacted to Stephen in Scenery Upgrade : LEBL - Barcelona XP11 by JustSim   
    Scenery Upgrade : LEBL - Barcelona XP11 by JustSim
     
    There is sometimes no rhyme or reason of why you are attracted to certain aircraft or sceneries. You just are. And that is surprisingly in the case that the actual scenery chosen doesn't have all the features and dynamics that it really should have. But a few like EDDL - Düsseldorf (also by JustSim), ENGM - Oslo Airport, Gardermoen (Aerosoft) and EGCC - Manchester (the old one from Aerosoft) have all been very prominent in many of our reviews, added into that list is LEBL - Barecelona which is again always an outright choice for any flights to or from Spain... if looking hard there is one common theme amongst all these favoured sceneries and that is they all run the WorldTraffic 3 plugin very well, that maybe the connection, but even then JustSim's LEBL - Barcelona was always a favoured first routing choice of any Mediterranean destination.
     

     
    More interesting is the fact that JustSim's version of LEBL - Barcelona although good out of the box, still had a lot of areas that I would usually rally hard against as not being up to standard, truth be told then LEBL should not have even come close to being listed on my main usage list, but I was willing (why) to use it despite these in some cases high limitations, so there must be something good going on here, and when this new upgraded XP11 version popped up I was really quite excited and hoped that many of the earlier areas of missed features and dynamics had been rectified. I noted at the time "you get the feeling the scenery has been released quickly and before it is finished" as the Christmas (2017) holiday season was the point of the original release.
     
    So let us look at the changes in the XP11 version of LEBL. The original review is here: Scenery Review : LEBL Barcelona El Prat by JustSim
     
    Outwardly visually there isn't much much difference than the original, in reality it didn't need it either as it was already quite comprehensive, I will note that included and they are situated in these images here are the addon city objects of the Barcelona Skyline 2.1 by marpilot, as they add in a lot and to the feel of the Barcelona city skyline.
     

     
    Terminal One was really well done originally, it thoroughly looked the modern and stylish building it was supposed to represent, no issues with that aspect at all...
     

     
    JustSim note the terminal has been remodelled here, I think it has had improvements, but more to the finishing off stage than any major structure changes, the only physical change as I can see is on Ramp R-15, the covered walkways have been removed and the stands have been rearranged, the ground signage in front of R-15 is now different as well, your old WT3 parking is now out of alignment as well with the new layout.
     

     
    When you arrived at your assigned gate originally it was simply not a great experience, it was then very bland, empty and inactive (below).
     


     
    The XP11 version has fixed pretty well everything in this aspect...
     

     
    ....  a huge amount of good clutter has fixed most of these barren areas, and every gate and even around all the aprons there is now a significant amount of clutter but none is BCN branded, but it is still very good. I particularly like the variations of different ground equipment, like all the neoplans (buses) that are different.
     

     
    There are animations now also present as well, it is noted as still a WIP, but there is enough animated vehicle activity to satisfy into bringing in some movements into the work areas.
     
    The X-Plane ground service now also works, I rarely use this because I use the JARDesign GHD plugin, but it is an additional feature for those that use the default version.
     

     
    VDGS - Visual Docking Guidance System
    Another fix is the now inclusion of the VDGS - Visual Docking Guidance System, or animated airbridges. This is the older Marginal version and not the more recent SAM plugin, and for some reason JustSim is not embracing the SAM system over the Marginal version, weird because JustSim usually use the latest ideas and features with their sceneries...
     


     
    One of the biggest LEBL drawbacks has thankfully now been fixed as it was very odd (boring) with those fixed old fashioned airbridges. The feature is very well intergrated into the terminal as well with a similar design and the correct see through glass. Even if they are the older system, these VDGS airbridges are very nice, but some of the pole navigation electronic displays are a little tall, I had to crouch down low in the MD88 to see the display.
     
    Terminal 2 west has the VDGS system as well and JustSim noted that the VDGS system is still a WIP...  but I tested two airbridges over here and they worked fine, they are of a solid construction in design than the glass airbridges of T1 but look authentic.
     

     
    Like Terminal One in that Terminal 2 was a very empty place, it is now highly active and thankfully more realistic...
     

     
    ....  I usually avoided Terminal 2 because of its blandness, but now in this XP11 version it is perfectly active enough for me to come over here, still mostly for LCC use, but that is fine.
     
    HDR active
    All glass in the terminals, buildings and airbridges are now HDR reflective...
     

     
    ....  again this is another step forward in making the gates and buildings more realistic and not dull.
     
    LEBL - Barcelona now also comes with HDR ground and surface reflections, so if you have a bit of wet weather into the airport, then the effects shine.
     

     
    The lighting effects show off the great textures on the runways, it is really great for any nocturnal flight activities at LEBL, night arrivals and certainly at dawn or dusk were always extremely dramatic.
     

     
    Wet areas around the brightly lit ramps are excellent, it is brilliant down here and to note the excellent wet shine on the empty baggage carts.
     

     
    Tower view has been fixed...  yeah.  All approaches are now available, rather than an apron, still set slightly too high, but at least it is working...
     

     
    ....  you would be surprised how much you missed something as simple as the tower view here. The control tower itself (which is really well done) has acquired a autogen traffic road around its base? and cars appear and move where they shouldn't.
     
    Lighting at El Prat was always good, at night and in use the airport is excellent, certainly from any approach or departure aspect. Terminal 1 night-lighting has been redone, but it is still slightly blueish too dark, Terminal 2 however is excellent.
     


    The only negatives are the landside terminal approach roads lighting have still not be added, so you get this very dark blank area in front of the terminal, it is an easy fix, but again overlooked. Another overlooked area is on the RWY 25R, even RWY25L and RWY 02 Departures. In the distance the Barcelona dock cranes have always been a great view filler, but also on those approaches there is a very blank area associated with the docks and it is noticeable... 
     
    '
     
    ....   JustSim have added in a few low warehouses, but it is not enough for the large flat area and it creates a flat hole in the scenery and on these northern significant approaches as well.
     
    There has been a little added to the custom autogen, but there are still a few noticeable spaces, but overall the custom autogen is very good...  add in the default autogen and you get a great visual feast, it is one on of the main reasons I use LEBL - Barcelona so much.
     

     
    Summary
    I really liked LEBL - Barcelona El Prat airport by JustSim from the very first landing, and even if at the time it had significant missing X-Plane active features, and as I noted at the same time it also felt a little unfinished...  but this new upgraded version puts a lot of those missing features right.
     
    Terminals, aprons and buildings felt empty (because they were), are now full of great clutter, there has been added in a lot of nice vehicles and general airport ground infrastructure, you certainly don't feel lonely down here anymore and arrivals are far more realistic. VDGS - Visual Docking Guidance Systems on both main terminals is another huge bonus of interaction. More fixes includes animated vehicles (not a lot yet), ground service and a nice variation in all custom vehicles, but they are not BCN branded.
     
    X-Plane11's HDR dynamic features are also another great new added in feature here; includes HDR ground textures for wet,rain and lighting reflections, building glass reflections and even to the HDR use on static clutter (baggage trolleys and more) is very good to exceptional. All lighting is very good as well and the "Tower View" is sort of fixed (too high), but still better.
     
    Negatives are small, but notable in missing street approach lighting landside Terminal 1 and an empty flat dockland area on the northern approaches
     
    Two options are certainly to be considered at this JustSim LEBL. One is the city objects of the Barcelona Skyline 2.1 by marpilot, and the other is Classic Jet Simulations World Traffic 3 - WT3 (World Traffic 3.0). The running of WT3 is excellent here and it all works perfectly with the complex taxiway and runway layouts, WT3 is one of the big attractions to using LEBL.
     
    LEBL - Barcelona El Prat airport is in my high rotation of routing, in other words I use this El Prat scenery a lot, use the scenery yourself and you will see why, more so now as most of the niggles have been comprehensively addressed in this XP11 version upgrade, now it will be more addictive than ever, great value, upgrades from the older version is US$5.00 but it is now only for X-Plane11... A simply must have on your European routing network.
     
    ______________________________________________________________________
     

     
    Yes! LEBL Barcelona El Prat Airport XP11 by JustSim is Available from the X-Plane.Org Store here :

    LEBL - Barcelona Airport XP11
     
    Price is US$21.00
    Previous owners of JustSim's LEBL-Barcelona (XP10/XP11) version can upgrade for US$5.00 to version XP11
      Features: New version optimized for XP11 Custom runway, taxiway and airport lights Shading and occlusion (texture baking) effects on terminal and other airport buildings Manualy placed a lot of autogen buildings High resolution photo scenery near airport and city High resolution ground textures / Custom runway textures High resolution building textures Ground service  World Traffic compatible X-Life traffic compatible Optimized for excellent performance Animated jetway and airport traffic - work in progress  
    ______________________________________________________________________
     
    Installation
    The download package is 370.10mb and is 1.08gb when installed as a single folder in your X-Plane "Custom Scenery" Folder.
    The addition of city objects in the Barcelona Skyline 2.1 by marpilot package is well worth the installation.
    Marginal AutoGate plugin 1.72 Is required for use of this scenery, install in your X-Plane Resources/Plugin folder
     
    This scenery can now be ONLY used in X-Plane11with this XP11 version
     
    Documents:
    None
     
    Requirements :
    X-Plane 11 
    Windows, Mac, Linux
    4GB VRAM Minimum - 8GB+ VRAM Recommended
    Current and Review version: 1.3 (July 2nd 2019) ______________________________________________________________________
     
    Upgrade Review by Stephen Dutton
    4th July 2019
    Copyright©2019: X-Plane Reviews
     
    Review System Specifications:
    Computer System: Windows  - Intel Core i7 6700K CPU 4.00GHz / 64bit - 16 Gb single 1067 Mhz DDR4 2133 - GeForce GTX 980/SSE2 - Samsung Evo 1Tb SSD 
    Software:   - Windows 10 - X-Plane 10 Global ver 10.45 / Checked install in X-Plane11b6
    Addons: Saitek x52 Pro system Joystick and Throttle : Sound - Bose  Soundlink Mini : Headshake by SimCoders
    Plugins: JARDesign Ground Handling Deluxe US$14.95 : WorldTraffic3 US$29.95 : Environment Engine v1.10 by xEnviro US$69.90 : AutoGate plugin 1.72
     
    Scenery or Aircraft
    - McDonnell Douglas MD-80 by Rotate ((Rotate MD-88 - X-Plane.OrgStore) - US$59.95
     

     
  8. Thanks
    rudeboy1988 reacted to Stephen in Scenery Review - LMML - Malta International by JustSim   
    Scenery Review - LMML - Malta International by JustSim
     
    LMML - Malta is for me an anchor of a scenery, as a lot of my early X-Plane flying and reviews were centered directly around this airport. The position of the Island of Malta that is almost in the centre of the Mediterranean was significant in routes to lower-mid Italy, the northern coastal African ports, and more with Spain and Greece being also close by. Another point of my flying was with the RAF and mostly the C-17 freighter to RAF LUCA (Malta) that is also (was) based here. Another point with LMML was it's use for early WorldTaffic3 ground route testing, because of the airport's quite complicated high + Cross runway intersection and a difficult taxiway layout, overall WT3 worked out the complicated routes, but it was also highly interesting with wind changes from the approaches of RWY31 to RWY05. So yes I have a big affection for the airport for the serious amount of time I have X-Plane wise spent here, but like a lot of scenery LMML then sort of got left behind as the original scenery dated. TDG did a version, but I never really took to it... so when JustSim noted that their next release would be the coming LMML - Malta, I was really and hoping that they could restore back to life my previously loved location to it's full glory...  that was a very big ask in not only providing a quality scenery but also in fulfilling a big internal emotion as well...  so did JustSim succeed?
     
    Malta the island as noted is in the central part of the Mediterranean Sea, south of Sicily and north of Tunisia. LMML - Malta International is positioned just slightly inland southeast of the capital of Valletta in the village of Gudja.
     

    (Apple Maps)
     
    Obviously with Malta's strategic position in the Mediterranean then Malta's first aviation airport was going to be military, and the British got there first...  RAF Luca was the location of RAF Mediterranean Command headquarters of the Royal Air Force during the Second World War. Particularly during the Siege of Malta from 1941 to 1943 and was active right up to 1979 when the airport was passed over to Maltese control, but I would note that a lot of the original RAF facilities are still active, but in a sort of "we left a long time ago, but still keep the odd hand in" sort of way, and and sorties are still run out of these remote outposts when required, and mostly on also Crete or in a transition logistic capacity. The base is currently maintained by The Air Wing of the Armed Forces of Malta, with a pair of Italian Air Force helicopters that are used for search-and-rescue also based here.
     
    The first air terminal at Luqa was inaugurated on 31 March 1958, and it is still there opposite RAF Luca. The present air terminal in Gudja was laid out in September 1989 and it was inaugurated in record time 29 months later along side runway 13/31 in February 1992. Malta International Airport then became fully operational on 25 March 1992 and the old Luca passenger terminal was effectively closed down after 35 years. Even in it's newer disguise the terminal still has an iconic look that denotes the Malta airport of Luca. LMML is a hub for Air Malta and Medavia besides being a base for Ryanair. It is also home to the Area Control Center.
     
    Malta International Airport
    Ajruport Internazzjonali ta' Malta
    IATA: MLA - ICAO: LMML
     

     
    5/23 - 2,377 (7,800ft) Asphalt
    13/31- 3,544 (11,627ft) Asphalt
    Elevation AMSL : 300 ft / 91 m
     

     

     
    LMML - Malta International by JustSim
    My first impression of JustSim's scenery was in that how much different and up to date it was compared to most of the other sceneries I have used here in the past. Yes the older elements are still there like with the original RAF Luca and the huge  Lufthansa Technik and SR Technics facilities that are still represented, but the area around the terminal was far much more complex and better designed...
     

     
    The standout building that now totally dominates the airport is the new "Skyparks Business Centre", that is also the base for the head office of Air Malta on Level 2. Note the M McDonalds in the foreground.
     

     

     
    The main terminal is excellent in capturing that Malta feel in it's design...  Stands 1 to 8L front the terminal, and the mid-apron stands are 9 to 24.
     

     
    ...  detail and clutter is excellent, with viewing decks, solar panels, thrust barriers, air-con units and great reflective glass for realisam. Landside is just as complete with great advertising, vehicles, 3d passengers and even their luggage. JustSim notes activity with ground vehicles (X-Plane11 only) but on the airports aprons I saw nothing, but there is traffic running around the airport.
     

     
    Sunken elevation carpark is a standout in detail, and the VIP centre shows the airports comprehensive detailing.
     

     
    There is another sunken 3d roadway in front of the Skyparks Business centre that snakes down under the main F taxiway and RWY 13/31. the idea is very good, but with no traffic running makes it a bit bland and a very odd tunnel exit on the other side, and the join of the vehicle bridge and textures is a bit messy as well.
     

     
    Apron 8 to the west of the main Luca Terminal, is the Cargo terminal and it is well represented here.
     

     

     
    There is great variation in building styles in showing the different aspects of the changes to the buildings, both old and modern or in other words a collection or motley of old and very old buildings, with the odd new building also thrown in there.
     

     
    The Air Malta 1950's maintenance hanger (Hangar 6) is the standout and is excellent, with worn brickwork and rusted roofing, the metal door runners are also well done in detail.
     
    Lufthansa Technik and SR Technics
    Alongside most of the western side of runway 05/23 and taxiway L is the large Lufthansa Technik and SR Technics maintenance base, it is split by the runway safety area (RSA) of RWY31 creating the high + cross.
     

     

     
    The older Lufthansa Technik hangar is too the north of the + cross and the main facility with the more modern three larger hangars is to the south, with a big general aviation and supporting hangars zone splitting neatly up the two areas...
     

     
    .....  the Technik hangar reproduction is excellent, and with great detail, but the ugly rear solar roof installation is a bit too much of a facade quick style that does not look authentic, yes the solar installation is there in reality, but it could have been more refined in the area that is quite visual. Shame there is no SAM on the hangar doors here as with ShortFinal's EDDM, but that may yet happen in an update.
     
    The general aviation Apron 3 area is super nice, and very authentic if you are dropping in to refuel if you are crossing over the Mediterranean. There is a nice collection of hangars and buildings for aviation support services.
     

     

     
    Note the excellent authentic apron lighting pylons and comprehensive 3d grass.
     
    Aprons 2 and 1 is the original Luca airport area, with the original terminal is very well represented and the older terminal stand parking still here.
     

     
    There is post war 1950's feel to the zone, but it is overshadowed by that huge Technik hangar that sorts of dominates the area, but the hangar is not new, as close up it looks to be 1960's vintage. I like the detail of the storage of the non-required airport service vehicles behind the second British style hangar.
     

     
    RAF Luca
    The old RAF Station is well represented and it also looks deserted. Inside of the high + cross of the runways the Control Tower is positioned here as well, and this tower is an updated version rather than the old wartime version... but in the distance it still does look like the older field tower. The two aprons one just stands and he other with hangars are noted as 5 and 7 and are noted for military use only. The Area Control Center radar is located here as well.
     

     
    The tower view is set perfectly with all runway approaches perfectly visual, with no obstacles to interfere into the view.
     
    SAP - Safi Aviation Park
    The head office of Medavia is situated at the airport on the threshold of Runway 31. The zone is noted as SAP or the Safi Aviation Park.
     

     

     
    Three large maintenance hangars dominate the SAP area, two for Medavia and one multipurpose.
     
    Airport infrastructure and local custom Autogen
    There is a huge amount of custom infrastructure and buildings set out between the main apron areas and behind the terminal areas. It is all just really basic modeling and textures, but they do a very good job of filling in the more open areas and completing the scenery's visual aspects, and all are matched correctly to the ground photo textures. There is both industrial and custom housing of the area.
     

     
    The Malta Freeport and large fuel depot is on the approach to RWY 31 and is also represented, but it is also again a bit basic? As it is a visual clue on the most used approach into LMML, it could have been a little more detailed on the port side with containers and even a ship to hide the photo textures.
     
    JustSim have always tried to recreate the environs of the area around the airport, and mostly with great success. Here in Malta they have used an autogen approach of their own custom Maltese housing. The idea works extremely well, but some of the default darker tone autogen also pops through... personally I like it a lot, as it usually denotes the more industrial side to the capital city area and breaks up the constant white buildings.
     

     
    Sadly missing are a few of the Maltese capital Valletta's iconic structures as it is a UNESCO World Heritage Site. Like the Fort St Elmo, Fort Tigné and St John's Co-Cathedral... nothing too detailed, but would still have been great for some VFR flying around the island.
     
    WT3 & Ground Textures
    The taxiway and runway layout at LMML is complicated, because the early RAF Luca runway layout was a cross of four runways, that have been reduced down to two, so parts of the earlier layout is still used as hard areas and taxiway links. The RWY31 end loop is really well done.
     

     
    This complex system highlighted the challenge to WorldTraffic3 ground routes, and it actually worked out a way to use and navigate the ground routes effectively. The RWY31 end loop also works very well with holds at taxiway 3 until the runway is clear to proceed and to taxi and then to turn around on to the runway...  only one thing is wrong with the provided WT3 ground routes... the entrance to the main terminal apron is the wrong way? you taxi to the east side before entering the ramp, so the lines are the correct way in for parking, instead the aircraft are entering from the west end and have to turn hard left to park.... it also feels the flow is wrong?
     

     
    Ground textures and signage and marking are all authentic and excellent and the texture surfaces are also nicely reflective. In some areas the photo mesh textures are well over-saturated, and poke through the landscape, but visually you just get away with it as they are not central to the main scenery, except behind RAF Luca....
     

     
    Lighting
    The lighting is overall fine at LMML, but it comes with some dull and empty areas.
     
    The whole island of Malta is very well lit on the STAR phase into LMML. And so it is quite a dramatic approach visually at night.
     

     
    Approach lighting is very good, and all the lighting for runway 13/31 is excellent, but although the approach lighting is fine, then Rwy 05/23 does not have any centreline markings or any white lights, so it is harder to use.
     

     
    The aprons look very good, but the lighting is actually a bit hit and miss...
     


     
    ...  as Stands 4 and 9 are in complete darkness, as are the close areas of the airside and landside of the main terminal?
     

     
    So the terminal does not stand out as good as it could have, the word I would use here is "Rushed" as it feels lighting wise it is a little incomplete.
     
    Carparks are fine, but in a few areas and again they are only half lit....
     

     
    The Skyparks Business Centre looks good as does the substantial lit advertising...  but the McDonald's is nowhere to be seen in the darkness?
     


     
    Autogen lighting is very good, but thankfully it is all mixed in with the default urban industrial autogen that lifts it up from the average repetition effect.
     
    Other aprons and airport areas are also well lit, in again a passable if not overly lit way, the lit hangar signage is however excellent...
     


     
    ...  certainly on all the large Lufthansa Technik and SAP hangars.
     
    Summary
    First I will note this Malta scenery in context with it's price, which is US$22.30, so first of all the extensive scenery and great value is certainly on show here. I am and always will be a supporter and admirer  and high user of JustSim's releases.
     
    As noted LMML - Malta is a very important scenery to me for it's position in the mid-Mediterranean Sea and for its routing versatility. So the question is does this JustSim scenery live up to my high requirements... the answer is yes it does and extensively so, but there are a few areas here that still need attention or just finishing off.
     
    Perfection could also have been easily achieved with just a little more attention before release. Some lighting feels rushed to finish and has a few dark areas, the areas of Valletta and Malta Freeport would have benefited with a little more attention and is missing VFR landmarks or port infrastructure. But the custom Maltese autogen is very well done, and fills out the complete island with housing and structure.
     
    In modeling, layout and design then LMML is very, very good and JustSim was always very good in using the X-Plane dynamic features with clever ideas, hence reflective runways and custom autogen. Clutter is excellent as is the immersion on the ramps in detail and obviously I love it all and will certainly get a lot of flying done in this region again. So in other words "I'm Back".
    Good WT3 is crucial to making LMML work, although it needs some flow attention, but overall WT3 does work very well here. First impressions and the time now spent reviewing the scenery says this will easily be my main scenery for Malta, and again overall JustSim have developed and delivered a great and authentic scenery addition to X-Plane...  Highly Recommended.
     
    ______________________________________________________________________
     

     
    Yes! LMML - Malta International by JustSim is now Available from the X-Plane.Org Store here :
     
    LMML - Malta International Airport
     
    Price Is US$22.30
     
    Features Detailed airport objects and vehicles Custom textured taxiways, runways and apron Custom surroundings  Custom airport lights Custom autogen for Malta island Compatible with X-Plane 11 features Animated ground vehicles (X-Plane 11 only) Shading and occlusion (texture baking) effects on terminal and other airport buildings High resolution ground textures / Custom runway textures High resolution building textures Excellent night effects Realistic reflections on glass World Traffic compatible X-Life traffic compatible Optimized for excellent performance  
    WT3: Ground routes are provided with scenery. The runway and taxiway layout here really tests the WT3 ground routes, but overall WT3 works fine. Only comment is that the flow on the main apron is in the wrong direction, as it is west to east, but it needs to flow east to west
     
    Requirements:
    X-Plane 11  Windows, Mac or Linux 2Gb VRAM Minimum. 4 GB+ VRAM Recommended Download size:  895Mb Version 1.0 and review version(February 2nd 2019)   Installation Download scenery file size is download 873.95mb and with the full installation installed in your custom scenery folder as there are two install folders:   LMML_JustSim_1_v1.0 (1.96gb) LMML_JustSim_2_v1.0 (12.8mb) Mesh   Total scenery Install is : 2.08gb
     
    The developers note you need to adjust the X-Plane "scenery_packs.INI" so the loading order is correct...  and that the "LMML_JustSim_2_v1.0 (Mesh)" is below the Airport and overlay files, but above the Global Airport folder.   Documents
    No manual except for "Installation" notes
     
    WT3 Ground Routes, Airport Operations and Parking Def files are provided
    ______________________________________________________________________
      
    Review by Stephen Dutton
    6th February  2019
    Copyright©2019 : 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)
     
    Review System Specifications:
    Computer System: Windows  - Intel Core i7 6700K CPU 4.00GHz / 64bit - 16 Gb single 1067 Mhz DDR4 2133 - ASUS GeForce GTX 1080 8Gb - Samsung Evo 512gb SSD 
    Software:   - Windows 10 - X-Plane 11.31
    Addons: Saitek x52 Pro system Joystick and Throttle : Sound - Bose  Soundlink Mini 
    Plugins: Environment Engine by xEnviro US$69.90 : JARDesign Ground Handling Deluxe plugin : US$19.95 : WorldTraffic 3.0 Plugin - US$29.95 : BetterPushBack - Free : SAM Plugin - Free
    Scenery or Aircraft
    -none-
     

      
  9. Like
    rudeboy1988 reacted to Stephen in Scenery Review : EDDM - Munich by ShortFinal Designs   
    Scenery Review : EDDM - Munich by ShortFinal Designs
     
    The track record is certainly very impressive. From the mid-sized but mostly with the mega airports then ShortFinal Design (aka mister6x) is certainly a formidable scenery developer, his last release of LAX is a masterclass of the best scenery you can have in X-Plane right now. Only in one area to all of the sceneries that they compliment each other and that is all of them including mister6x's earlier freeware sceneries are all set within the boundaries of the North American continent.
     
    So the announcement that the next release would be Germany was actually a surprise, and a bigger surprise in the fact it would be EDDM - Munich, the capital of Bavaria in the southern part of the Bayern country. So the expectations went into overdrive and more so in the fact there already was a pretty decent freeware EDDM by Schaeble that has had a lot of attention over the years, but it is still basically an early X-Plane10 design and scenery...   what could ShortFinal pull out of their magic hat to top that, well a lot actually because as noted this is a seriously talented developer at the very top of his game.
     
    Munich Airport
    EDDM is the seventh-busiest airport in Europe, handling 44.6 million passengers in 2017. It is the world's 15th-busiest airport in terms of international passenger traffic, and was the 34th-busiest airport worldwide in 2015. As of March 2018, the airport features flights to 266 destinations, making it the airport with the fifth-most destinations worldwide. Munich Airport serves as a hub for Lufthansa including Lufthansa Regional , Lufthansa Cityline and its Star Alliance partners. airport is located 28.5 km (17.7 mi) northeast of Munich near Freising and is named after former Bavarian minister-president Franz Josef Strauss who was born in Munich.
     
    The new Munich Airport commenced operation on 17 May 1992, and during one night the whole airport moved to the new site. The former original Munich-Riem Airport closed on 16 May 1992 shortly before midnight. EDDM was a 3,892 acres (1,575 ha) area green field construction and not based on any existing airport layout, which is very rare in Europe, and the only extension was of Terminal 2 Satellite which was completed in June 2003 and it was inaugurated as an exclusive facility for Lufthansa and it's Star Alliance partners. As noted EDDM is a hub for Lufthansa and Lufthansa CityLine, but Air Dolomiti and Condor are also based here.
     
    EDDM - Munich First Impressions
    To me the most significant thing about a new scenery is the first feel and immersion into the scenery, it is bit like being blindfolded and having the blindfold taken off at your destination and absorbing in the area around you for the first time. Does it work? does it deliver that realism, that placement of standing in the zone and seeing the viewpoint of what the scenery is actually delivering in expectation and the complete sense of being in the location that has been replicated in the simulator, but mostly in the fact there are no eye jarring views or poor details that destroys the illusion of what the scenery is trying to represent. In most cases this factor is because the developer is short-cutting in detail to save time or money... ultimately it is a false economy.
     
    So the best first aspect is to fly into the scenery in question, and not just opening the simulator on the ground to ruin the first impression effect. Certainly a long distance is a nice aspect, but time does not allow that factor, so in this case I flew in from EBBR - Brussels which is about 300 nm away, so it is from one high quality scenery to another to gauge the differences.
     
    First a few notes...  One feature of ShortFinal's EDDM is that you get both "Summer" and "Winter" scenery textures, it is set up for the "TerraMaxx" system, but I used the JSGME MOD "Winter" package, which works fine... the only difference is that I have to switch the textures manually by changing the "Library" file in the sceneries main folder from the "Library_Winter" file of which I edited out the _Winter (I just labeled the current "Library" to "Library_Summer") to create the new vista. So the "Impression" section of the review is in the winter setting, and the main review is set in the summer setting, and that gives you a great contrast of between the two different seasons.
     
    Second note is for WT3 (WorldTraffic3). There are no WT3 ground routes yet provided for EDDM (and none are provided with the scenery). So I am using very old WT2 (German Airports) ground routes and they are seriously out of date from 2014, so take all the aircraft views in that context, but they work. My reasoning that even if I did a WT3 generation of the ground routes of which are completed and done in this scenery, they still would not be customized enough to still do justice to the size and scale of the airport, so here is hoping a pro WT3 master will create the required custom routings?
     
    My equipment for this service is the ToLiSS319 and the same equipment (and A320) does the real world route for Lufthansa, Cityflyer uses the EMB195.
     

     
    My approach is via ANOR3A from the north, and once into the circuit, it was very hard to distinguish EDDM from the whiteout countryside. This denotes two things..  one the winter textures are very good and two the scenery is well blended into the default textures.
     
    Even into the glideslope of RWY 26L the airport was still highly indistinguishable from the surrounding areas... so a bit of faith in the flightplan was required.
     

     
    The integration is excellent, so you don't see or or feel any boundaries between the custom and default textures to the seemless transfer between the two.
     

     
    The infrastructure of EDDM is to the right on this approach and it looks very, if highly realistic...
     

     
    Runways are really well done texture wise, with worn and wet oily touchdown zones, in later heavier stormy conditions I had the dry line more condensed into the centre for realism of a dynamic feature provided by the scenery of which I was very impressed with... 
     

     
    ... note the runway ribbing which is excellent with the runway edge textures.
     

     
    EDDM is a huge airport in size, so you need some navigation charts to find your way around. More so to know which area you are parking at, as there are so many to choose from and in finding the right zone to suit both your size of aircraft and airline, so a little planning before takeoff is really required if landing here blind.
     
    The quality of the buildings are outstanding, this is apron 9 or south cargo, and with the three huge Technik maintenance hangars in the background, and more on them later.
     

     

     
    Like most airports in these parts of Europe they love their huge building advertising canvas posters, and Munich is of no exception, as Keysight, Lexus and Lufthansa are all sprawled over mostly the blank areas of carparks and buildings.
     
    Internal views are exceptional in an arrival feeling, note the moving traffic on the airport's elevated circular motorway system, mesh elevation detail is excellent and highly realistic, gone are the days of flat roads and bridges, this is as real as it gets.
     

     
    There are four cross motorway bridges and you have to pick the correct entry point for your terminal parking, miss it and it is very embarrassing, so again your navigation has to be right. Traffic animation is again the best I have seen, the traffic flows above and then under the bridges, note the weather worn bridge textures, and they look so good in this winter setting.
     

     
    Finding your gate is hard, as the long line goes on forever, You are very seriously impressed by the sheer scale of it all. The taxiway reflections are PBR active and very good, and adapt to the different weather conditions and viewpoints making the airport very dynamic.
     

     
    ShortFinal's EDDM comes with the SAM plugin, and EVERY single gate is covered with the features of this tool (note to have installed the latest version of SAM v1.0.5) with VDGS/Marshaller and Safedock T2-24 VDGS guidance. All terminal glass is transparent and reflective, the terminals also have internal areas as well, and the effect is highly realistic.
     

     
    Note the "M" Munich Airport logo, it has been applied on all items required like the airbridges, ground support equipment and buildings...
     

     
    Some gates have the low-rider airbridges for regional aircraft like the CRJ-200...  but they haven't been yet adjusted to work with the CRJ-200, so they work in animation wise and they don't align with the CRJ, but this a SAM issue and nothing to do with ShortFinal's EDDM. A shame because it would have looked brilliant
     

     

     
    So this was one very impressive arrival that left a huge impression on this review, it was faultless and very immersive.
     
    The winter textures are seriously impressive...
     


     
    __________________________
     
    Munich Airport
    Flughafen München
    IATA: MUC - ICAO: EDDM
     

     
    08R/26L 4,000m (13,123ft) Concrete
    08L/26R 4,000m (13,123) Concrete
    Elevation AMSL1,487 ft / 453 m
     

     


     

     
    The summer transformation is very different in feel and look. One area of airport boundaries that ShortFinal struggled slightly with a little, like at KSLC are not present here as it is a seemless intergration with the airport's surroundings, and there isn't a lot of autogen, as EDDM is 28.5 km (17.7 mi) northeast of Munich. But there is a few slight built up autogen areas around the airport to give it a lot of realism. The Germanic autogen housing and light industry works well into your favour here as well.
     

     
    With most sceneries of this size, you can usually pick out flat or underdeveloped areas, there is none here in the central area, but just a few flat texture buildings on the 26R/26L approaches, but that is not noticeable from the air, and minutely from the ground.
     
    EDDM Layout
    Because of it's clean sheet design, EDDM is not constrained like most airports into fitting in or being set out around existing older infrastructure. So the developers built the airport around an central plaza, that is both a hub, underground S-Bahn station and shopping centre all in one... outside non-airport customers are welcome and even encouraged to come here by not having the local Bavarian laws governing retail hours.
     

     
    This is the Munich Airport Center (sometimes shortened to MAC) and the plaza style central building is fantastically represented here, with sublime glass detail and great construction detail by ShortFinal, it is a centrepiece and important to get right into the context of the airport. Most developers relegate these sorts of buildings to the basic level, but they are supremely important to the whole feel and the overall look of the scenery.
     

     
    There is a Hilton attached to the MAC on the north side.
     
    Terminal 1
    This is the oldest and largest terminal at Munich, and it is straight row terminal with two satellite ground level terminals centre apron that are accessed by buses. It has several zones with A–D as well as Arrivals in E.
     

     
    It is not only the sheer quality of design that is on show here, but this scenery detail is certainly now a level above in what you would expect from any scenery. In a overview context it looks excellent, but get up close and the words of phenomenal are then more apt...
     

     
    ...    to highlight the fact is the sheer complexity of the designs and they are also merged in perfectly with the custom areas of the airbridge SAM plugin.
    This new active tool brings airports alive with custom docking, working airbridges (up to three and different airbridges are on show here) and bay guidance and all with a working menu... with more SAM features later in the review.
     

     
    But the really clever area is the glass...  glass is the realism key to any really good scenery, and here at EDDM it is simply astounding, as you have PBR reflections, but also tinted glass and clear see-through glass as well, and all of it is perfect.  This aspect allows the internals to be shown well inside out, in stairwells and internal terminal detail...  but don't expect to walk internally, it is not set out to do that, but only set up as a reflection of external detail...  but it is all total realism 101. The terminal's textures in walls, wear, tear and design is all very, very good as well, as is the excellent detail on the roof...  landside it isn't hugely overly detailed but still enough to convey the scenery's intentions without the framerate hit. This is a masterclass of current X-Plane11 scenery development.
     

     
    Ground clutter is a ShortFinal speciality, and here at EDDM he does not disappoint with just enough clutter to fill out the bays with space to work around the aircraft and with the oil marks to match. There is great animated traffic and all the clutter is branded correctly to the airport, with walking animated personnel filling out all the working ramps as well...  airport animated ground service vehicles are well represented as well, there is an overwhelming amount of movement, but enough you you to get that authentic working airport environment.
     

     
    The two satellite ground level terminals are going to be the most used if you fly mostly regional services, and they are excellent for those hop around Europe and then to return to EDDM services.
     

     
    Terminal 2
    In a way Terminal 2 is a mirror of Terminal 1, but with the mid-field area including a larger and bigger single satellite terminal... this 2007 building is known as "Terminal 2 Satellite" but in reality it is a full terminal and exclusively for Lufthansa and Star Alliance partners.
     

     
    Unlike terminal one you can see the huge Terminal 2 hall behind the MAC. And unlike Terminal 1 the terminal only has two zones in G and H or North and South.
     


     
    The gate walkway buildings are a different style to Terminal one and more a Frankfurt modern than the older all glass construction of the other terminal.
     

     
    The reproduction with again the excellent glass is just well and above, even far better then excellent work that was done in Aerosoft's EDDF, the sheer detail is again immense and highly realistic. There is a side terminal called F, but it is only for restricted access and it is hidden and sited behind Terminal 2 at the northern position.
     

     
    Terminal 2 Satellite style is just slightly different again, but now more modern, but in keeping with the same overall feel and Gates K and L are located here.
     


     
    ....   as David Bowie sang "it will blow your mind".
     
    Remote Parking
    East there are two remote parking zones. Apron 5 is to the north side (below both right), and Apron 13 to the south, but the rear of Apron 13 is used as a general aviation area (the darker area at the rear).
     


     
    Apron one opposite the Terminal 1 satellite gates also has a lot of stands in 171 to 196 or actually 20 parking stands with missing numbers, but still a lot of parking choices.
     

     
    Control Tower
    The EDDM control tower is nicely recreated here. Clever sliver reflective windows actually work better than would say the see through glass, design work is very good. The radar on the top is animated, so that looks authentic as well, with another radar working around the airport on a ramp tower.
     

     
    Tower view is set, but you get lots of obstructions in the viewpoint, but it can still work if you need the approach view.
     
    Cargo
    M Cargogate is also Lufthansa's Cargo München large cargo hub.
     

     
    The huge stands can accommodate easily any B744 or B748 cargo freighters, but also a few Lufthansa Cargo DC-11's (hint coming Rotate DC-11)
     

     
    The AeroGround Flughafen München GmbH building is a standout, but it is also an eye trick with just some very good detailed textures.
     
    Maintenance hangars
    There are three huge maintenance hangars next to the Cargo hub...  In order left to right...   Lufthansa CityLine Technik, old now abandoned Air Berlin and Lufthansa Technik and on the far left is an engine test bay.
     

     
    Hangar detail is immense with matrix framework and reflective glass, they are all beautifully designed...
     

     
    ....  standout feature is the SAM plugin "Open Hangar" doors. Yes it works and brilliantly with double doors on the Air Berlin and Lufthansa Technik hangars and a single opening door on the CityLine Technik hangar....  The Lufthansa also has two static A320's inside, I feel a few clutter items in here to break up the huge spaces would have been the total icing on the cake....  otherwise it is totally brilliant.
     
    Rear hangar detail is also excellent with a lot of clutter with vehicles and shrubbery. Engine test bay is also first rate with a nicely designed fuel depot sitting behind, detail even on these smaller items is excellent.
     

     

     
    Munich Airport entrance
    The main entrance causeway into EDDM, was always a focal point to the scenery, and an important area not to be missed or not developed... that is certainly not the case here.
     
    To the south of the entrance causeway is the already mentioned cargo and maintenance areas, with a major long term carpark and the Lufthansa Flight Operations Center. This area is connected by a U-Bahn station "Besucherpark", with it's distinctive circular walkway, the LFOC is in the background.
     


     
    There are real custom U-Bahn trains running through and stopping at the Besucherpark station and then continue into the central part of the scenery, note the amazing detail even down to the correct rail power poles and cables...  and with the complex road system and all in 3d with a lot of animated traffic.
     
    The northwest side are the main airport support facilities and offices. The area is again very highly detailed and really a quality scenery just by itself...
     

     
    There is the Besucherpark des Flughafen München or Visitors park with the lookout mound Besucherhügel.. and the three display Lufthansa aircraft are also all on show...
     

     
    Lufthansa Service Sky Chefs are based here and is the largest set of the buildings in the area...  detail and clutter is overwhelmingly good.
     

     
    Audi AirTraining, power cooling plant, airport maintenance and there is even a Ringeltaube supermarket in there as well...
     

     
    ...    the Stadtsparkasse München bank building is very distinctive and well recreated... with the Novotel Hotel that is faithfully reproduced just behind.
     

     
    The northwest area is extremely comprehensive in detail, even down to a Agip service station and cargo lorry park.
     

     
    So the whole scenery has so much density and objects it all becomes a bit of a overwhelmingly feeling of "just how much can you display here"... this is the airport bus maintenance facility.
     

     
    Environment
    You can add in as many objects as you want to, but that doesn't mean the scenery would work as a collective whole...  this aspect is related to foliage and trees to fill in the blank areas to make the whole scenery sing (and probably dance as well).
     

     
    Skillful use of the foliage can create the real feel of the area, and here it is again and above the usual quality.... all areas are covered with no really blank spaces, and it all blends in well with the default surrounding foliage as well.
     
    Grass is also included and it is also very good, the lines can show here and there, but it is at least very comprehensive on all the inner field areas.
     

     
    Runway textures are sublime... so realistic with the required grooving and rubber soiled landing points, yes they reflect in the sun for realism, but the runways and taxiway textures are active as well, like with the snow, and they will change to a highly reflective wet look if it rains as well.
     

     
    As they say...  "it is a beautiful thing"
     

     
    Lighting
    If there is a weakness in any scenery of this scale, it is usually here in the lighting....   But as you are already going to guess is that issue of any weakness is not going be here in ShortFinal's EDDM Munich either....  and you are going to be dead right.  As the lighting is also excellent.
     

     
    You have only really two sets of lighting, with the landside bronze and the highly bright halogen on the aprons. All approach and taxiway lighting is excellent, you certainly won't get lost here, but there is even multicoloured taxiway - runway approach lighting which looks lovely in the wet...  Airport signage is also first rate and they all reflects very realistically onto the ground surfaces.
     

     
    Airport entrance "M" signage is masterful...   note the powerlines in the fading light.
     

     
    Airport carpark advertising is also spectacular with individual down spot lighting.
     

     
    Central core lighting is brilliant...  EDDM is certainly to be high on your list for any decent night flying activities, it is one of the best ramp lighting conditions I have ever worked in...
     

     
    MAC is amazing! great lighting textures create an incredible feel if you want to explore the centre...
     

     
    ...  note the lighting in the control tower, very subtle... but highly effective.
     
    We come now back to transparency and glass. Very few developers get night transparency and glass working correctly at night? they mostly end up with a bad blue or usually a grey shade that really is more detrimental than the vision they are aiming for, they usually put up with the effect because it works in the daylighting...  but not here as ShortFinal has also mastered glass reflection and transparency in the dark.
     


     

     
     
     
    The effects here highlight the detail inside the terminals. Only area is the internals of the Terminal 1 boarding structures that are not lit internally, you get away with it because the SAM airbridges don't have or can't have any internal lighting either... so it is a compromise.
     

     
    The wet PBR effects at night or in creative lighting can be simply extraordinary, you are now "living the dream". Note the colourful reflections around the Lufthansa flying crane and not only on the wall behind the logo, but on the ground as well (bottom right).
     

     
    Mostly all airport buildings are covered, a few on the outer could be a little more detailed brighter....
     


     
    .... but otherwise the transition from the aprons to the field is highly realistic, note the excellent lighting on the overpass bridges.
     

     
    Summary
    There is a very crucial difference between a very good X-Plane scenery developer and a maestro. Any good developer can develop the objects, create the right ground textures and build a quality scenery. But a maestro has something very different in that they understand the deep fundamentals and the effects of the simulator at their disposal. This is usually the biggest downfall of any crossover FightSim scenery developer, it looked perfect in FSX/P3D but the scenery looks flat and average in X-Plane for not taking advantage of the tools available or built into the simulator.
     
    We already knew that ShortFinal Design was or is one of the really high quality developers with usually with every release in breaking barriers and upping the ante higher and higher. His LAX was excellent, but again the level in this EDDM Munich scenery has been raised far higher...  again.
     
    Not only for the really outstanding framework and terminal construction, quality textures, insane clutter and overwhelming detail, SAM plugin interaction, but also in the sheer scale of it all... this is a mega scenery in size, but it has the detail of a small regional airport, but more so in the use of X-Plane's dynamic features, with PBR glass and reflections (a highlight), reflective surfaces in buildings, runways and taxiways, wet and snow effects and the best X-Plane lighting dynamics you can get... in other words you get every single dynamic option that the simulator delivers in active here, in reality this EDDM is a showcase for X-Plane11 as much as a working scenery, and all is provided in both winter and summer season textures.
     
    On top of the physical benefits of EDDM there are two more?  One is the sheer efficiency of the scenery on your computer, for it's size it is mega light on framerate... but note it is still a big airport with an insane object count, but you don't feel that on your computer or in use. LAX was just as good, but it had the disadvantage of having a huge amount of autogen surrounding it, here that is not the case...   so it flies.
     
    ...  secondly is that price of US$26.95, yes that price is only a single meal price in a restaurant, but this is a scenery you will dine on for years in its sheer quality and use, in other words it is totally excellent value.
     
    So how to sum this EDDM - Munich scenery all up? you can't really, as "It just blows your mind".
     
    ______________________________________________________________________
     

     
    Yes! EDDM - Munich by ShortFinal Designs is now Available from the X-Plane.Org Store here :
     
    EDDM - Munich Airport
     
    Price Is US$26.95
     
    Features Ultra-High Definition Airport Accurate models for all buildings with baked ambient occlusion Dynamic reflections on objects and ground textures Custom high resolution ground textures HDR night lighting High resolution photo scenery (30cm/px) Randomly placed static aircraft, can be toggled off in the X-Plane settings Animated Airport Animated airport vehicles (using GroundTraffic by Jonathan Harris) Custom animated jetways and DGS (using the SAM plugin) Taxi network and gate assignments WorldTraffic 3 and X-Life ready Weather Support Summer and winter version Weather effects on the ground for rain and snow Performance optimized  
    WT3: Ground routes are set in the scenery and the scenery will generate a set of routes (very slowly). No really good custom routes are yet available. I used for the review an very old set of WT2 (German Airports) ground routes. and custom adjustment would certainly help...  but overall WT3 works. A side note that there is an odd area of the WT3 aircraft passing over the overpass bridges, they don't? as both animated traffic in the underpasses don't work with the overpass? Hopefully a solution will be found.
     
    Requirements:
    X-Plane 11  4Gb VRAM Minimum. 8Gb+ VRAM Recommended Download size: 875Mb Current version and review version: 1.0 (January 31st 2019)   The jetways in the scenery use SAM instead of AutoGate. https://forums.x-plane.org/index.php?/files/file/49066-sam-scenery-animation-manager/ SAM requires v1.0.5 to work. MisterX Library can be installed to get a larger selection of static aircraft (optional).   Installation Download scenery file size is download 854.43mb and with the full installation installed in your custom scenery folder as there are two install folders:   ShortFinal - EDDM - Munich Airport (1.39gb) z - ShortFinal - EDDM - Mesh (27.2mb)   
    Total scenery Install is : 1.42gb
       The developers note you need to adjust the X-Plane "scenery_packs.INI" so the loading order is correct...  and that the "z - ShortFinal - EDDM - Mesh" is below the Airport and overlay files.   Ortho  "Ortho4XP Patch" is also provided to cover the changes to Ortho4XP mesh   "library_Winter" text document is supplied in the main scenery folder the current "library" text document is the "Summer" textures.    Documents
    Two manuals are provided in both German and English.
    Manual - ENG Manual - GER  ______________________________________________________________________
     
    Review by Stephen Dutton
    1st February  2019
    Copyright©2019 : 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)
     
    Review System Specifications:
    Computer System: Windows  - Intel Core i7 6700K CPU 4.00GHz / 64bit - 16 Gb single 1067 Mhz DDR4 2133 - ASUS GeForce GTX 1080 8Gb - Samsung Evo 512gb SSD 
    Software:   - Windows 10 - X-Plane 11.30
    Addons: Saitek x52 Pro system Joystick and Throttle : Sound - Bose  Soundlink Mini 
    Plugins: Environment Engine by xEnviro US$69.90 : JARDesign Ground Handling Deluxe plugin : US$19.95 : WorldTraffic 3.0 Plugin - US$29.95 : BetterPushBack - Free : SAM Plugin - Free
    Scenery or Aircraft
    ToLiSS319 (A319) by ToLiSS (X-Plane.OrgStore) - US$69.00
     

     
  10. Thanks
    rudeboy1988 reacted to Stephen in Scenery Preview - LGRP - Rhodes International Airport by JustSim   
    Scenery Preview - LGRP - Rhodes International Airport by JustSim
     
    When JustSim released their excellent LCLK - Laranca only six months ago, it felt like it was the far end of the world, or Europe at least, as it was a lonely outpost on Cypress on the far eastern end of the Mediterranean. But that far away point is now not so isolated in flying terms. A flurry of excellent sceneries have now filled in the void, including LTAI - Antalya International Airport again by JustSim, Chios Island National Airport by Descent2View and of course Corfu with FlyCorfu XP by FlyTampa...  you can also add in a few freeware sceneries for more routing out here, but going or crossing these areas of Greece has now become a busy pastime... now JustSim have added in another very desirable destination with LGRP - Rhodes or as it is known locally as Diagoras International Airport.
     
    Obviously you had to connect JustSim's LCLK - Laranca to their newer LGRP Rhodes as it is only a 300 nm hop from one airport to the other...
     

     
    ...  basically it is only an hour's flying time, but who would not miss that perfect flying day and in that Cobalt blue sky (pun intended), the ToLiSS319 also helped things along enormously. Approach is into RWY25 from the East and there is something about this area in X-Plane11 that brings out the best in the scenery, the light and the soft mist on the mountains. This approach path takes you over the port of Rhodes itself and the harbour.
     

     
    There is a mix here of (German) autogen and custom local buildings, and they all well meld into each other well (more on this later)
     

     
    LGRP - Rhodes (Diagoras) International Airport
     
    Rhodes International Airport "Diagoras"
    Διεθνής Αερολιμένας Ρόδος "Διαγόρας"
    IATA: RHO - ICAO: LGRP

    07/25 - 3,305m (10,844ft) Asphalt
    Elevation AMSL6 m/19 ft
     

     
    Rhodes (Diagoras) International Airport is situated on the north side of the island of Rhodes in Greece. The facility is located just north of the village Paradeisi (really the airport is in or part of Paradeisi), and about 14 km southwest of the capital city, Rodos. Interestingly is that the airport is open to the sea to the north and hemmed in by a hillside to the south.
     

     
    First impressions are impressive, this is a JustSim scenery after all as you know what to expect in good modelling detail and excellent blending in with the custom to default mesh and textures. The blending in is even better here as the hillside is very lush with vegetation, fauna, custom trees and bushes.
     
    As noted there are custom buildings to compliment the autogen as JustSim usually do provide a little local flavor to their sceneries and don't restrict the scenery just to the airport, in this case it covers the village of Paradeisi, which basically surrounds the whole airport to the east and west.
     

     
    JustSim have been smart in not making their custom buildings completely Greek, in say white, white. but a sort of mid-way but still custom. This does blend in well with the German autogen although you can still tell the difference in the different areas, but it not as bad a it really could have been. In other words it all works very well as a complete scenario from the air on both approach paths.
     

     
    The german autogen however is more noticeable in the Rodos city itself and the lack of local colour and port facilties. Where as Rhodes should be Greek Classic white, it looks more of an Italian port than Greek. This is where FlyTampa gave the Corfu scenery a boost in covering this city area as well as the airport itself in the same feel and architectural design, it also highlights the limitations of Laminar Research's current situation with regional autogen, as white Greek/Turkish Mediterranean default autogen should be now a no brainer and available for X-Plane these days.
     
    Another small oddity is the none development by JustSim of the airport LGRD - Martisa which is positioned (arrowed) only just behind the same hill that covers LGRP...
     

     
    ...   It is highly visible, but it only required a few buildings and a few bits and pieces to make it a great GA viable alternative to LGRP? Instead it is a wasted blank area in the middle of the scenery?
     
    LRGP - Diagoras
    The airport layout is one large apron and remote stands, and no airbridges. Stands cover 1 to 7 in front of the terminal with semi-circle parking and stands 8 to 14 are set in a line farther out. Stand 10 covers the entrance to Taxiway B, so don't depart the runway there! and stand 14 is a large stand that is noted to cater for a wide-body ICAO category E and F (65m (213.3') - 80m (262.5'); 14m (45.9') - 16m (52.5') or Boeing 747 size.
     

     

     

     
    Terminal
    The single terminal is impressive, if an odd colour that does not translate well. The terminal construction and materials/textures are excellent with the well done lighting ramp towers.
     

     
    Airside detail is excellent with walk-on ramps from the terminal down to the apron, clutter ramp detailing is also top notch. There is a huge amount of animated vehicles that are mostly baggage carts and maybe to many, and to the point you have to be careful taxiing around the ramp and not squashing one or two of them, but there is a huge amount of activity to be had.
     

     
    Landside is as good and if not better than Airside.  Loads of people, taxi's, buses and god knows what else creates a dynamic environment.
     

     
    Only odd thing is the colour of the roads and carparks, which are more green and grass like than the required asphalt grey/dark roadway, it tends not to blend in more than it should?
     
    High view down on Diagoras is complimented by the high positioned (PARADISI - 108.6 PAR) DME navigation aid, not to be confused with the close by (RODOS 115.8 RDS) Nav-Aid for LGRD - Martisa. Note the great view over the Aegean Sea and the coastline is Turkey.
     

     
    Control Tower
    The tower is on the west side of the terminal and connected to the terminal.
     

     
    Detail and the all important tower glass is excellent, it is a nice great reconstruction... The tower view of the approaches by Just Sim is not set (Again!).
     
    Ground clutter is excellent and fully detailed, I particularly love the jet blast screens, they look great.
     

     
    The Terminal approach roads have associated businesses...
     


     
    ...  garages, car rental... usual stuff but well done. Most areas however are not set to the OSM (Open Street Map) settings, so buildings, trees and signage cover roads and are set out in areas that they really shouldn't be in, it makes the scenery quite messy and not authentic in areas, a bit more time in laying out these items would have made it far better, it feels rushed?
     

     
    Ground textures
    Runway and taxiway surface textures are excellent, and highly realistic with tar, cracks and general repair work visible, Apron square concrete textures are very authentic...
     

     
    ....  grass is 3d and excellent, although in parts the navigation signs are covered with grass, but then this is Greece!  Water is also blended in well to the ground textures for that nice shallow water feel. Runway textures are reflective in the right wet conditions, and looks excellent if you land late in the day.
     

     
    Lighting
    JustSim's LGRP has great lighting...
     

     
    ...  approach lighting is very good from both directions, but it is slightly better from the east. All taxiway lighting have no centreline (green) markings as per most airports in Greece, so you will need the aircraft side turn lighting to find your way to or from the terminal area.
     
    Apron lighting is very good, but only on the terminal side, as if you get to park on the outer stands then you are sitting in the darkness.
     

     
    Debatable is the reflective blue terminal glass, as many people won't like it, but I really liked it a lot, and for me it works very well with the contrasting control tower base lighting. All landside lighting is very good as well, as all areas are covered including carparks, terminal approach lighting, and general areas.
     

     
    Apron lighting stands 1 to 7 and 14 are great and well lit working areas and any arrival here after dark is very impressive.
     

     
    Exceptional is the custom building lighting, windows at night are not those ugly grey rectangles, but ar eas good as the quality autogen lighting, so they all blend in well together. I have wondered ( and complained) why it is so hard not to do good custom building lighting? If you get it right as it is here it make a huge difference to the approaches and also to the quality of the night environment. Overall the lighting is excellent.
     

     
    Preview Notes:
    JustSim again really deliver, as LGRP is great scenery at an unbelievable price, and like all JustSim sceneries which are not ultra high detailed scenery, but you do always get the latest in X-Plane dynamic features (like reflective glass), great lighting, lots of animated items like ground traffic and wet surfaces and the modeling is usually of a very high quality...   and they just deliver. The experience is full, from the approach (at night it is brilliant) to the quality aprons and with surrounding clutter and detail and the X-Plane11 dynamics, LGRP - Rhodes well worth the investment and a worthwhile companion to LCLK - Laranca and JustSim's other local airport in LTAI - Antalya...  highly recommended.
     
    Features noted are:
    Detailed airport objects and vehicles Custom textured taxiways, runways and apron Custom surroundings  Custom airport lights Compatible with X-Plane 11 features Animated ground vehicles (X-Plane 11 only) Shading and occlusion (texture baking) effects on terminal and other airport buildings High resolution ground textures / Custom runway textures High resolution building textures Excellent night effects Realistic reflections on glass World Traffic compatible X-Life traffic compatible Optimized for excellent performance  
    WT3: WorldTraffic GroundRoutes are provided ready to be included with the scenery. Overall the airport functions perfectly fine in giving you that full running airport and full traffic activity. And the aircraft will also loop to the correct stand parking position. A few private jets take up stands that they shouldn't do, but otherwise it is full marks.
     
    Positives: Mostly everything, lighting is excellent, texture and building design is first rate and all with excellent clutter and traffic animations. Excellent value.
    Negatives: Rodos City and Port would have been a nice addition, even for a higher purchase price. Tower View is not really usable (again), buildings and trees are not aligned to OSM layouts, so roads are full of trees and part buildings. Landside terminal roads and carparks are the wrong colour (very light green?)....  and why wasn't close by LGRD - Martisa airport added into to the scenery?
     
    ____________________________________________________________________
     

     
    Yes!...  LGRP - Rhodes International Airport by JustSim is Available from the X-Plane.Org Store here :
     
    LGRP - Rhodes International Airport
     
    Price is US$17.20
     
    Requirements :
    X-Plane 11 Windows, Mac or Linux 4Gb VRAM Minimum - 8Gb+ VRAM Recommended Current and Review version: 1.0 (September 26th 2018)   Extras and Documents: - Optional ORTHO4XP Custom DEM - RAW files - WorldTraffic3 Ground Routes and /Parking Def's - Install pdf ______________________________________________________________________
     
    Preview by Stephen Dutton
    12th October 2018
    Copyright©2018 : 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)
     
    Review System Specifications:
    Computer System: Windows  - Intel Core i7 6700K CPU 4.00GHz / 64bit - 16 Gb single 1067 Mhz DDR4 2133 - ASUS GeForce GTX 1080 8Gb - Samsung Evo 512gb SSD 
    Software:   - Windows 10 - X-Plane 11.25
    Addons: Saitek x56 Rhino Pro system Joystick and Throttle : Sound - Bose  Soundlink Mini
    Plugins: Environment Engine by xEnviro US$69.90 : WorldTraffic 3.0 Plugin - US$29.95 : BetterPushBack - Free
    Scenery or Aircraft
    - ToLiSS319 (A319) by ToLiSS (X-Plane.OrgStore) - US$69.00  
     
  11. Like
    rudeboy1988 reacted to Stephen in Scenery Review : Seattle Airports XP by Drzewiecki Design   
    Scenery Review : Seattle Airports XP by Drzewiecki Design
     
    The Seattle Airports XP Package for X-Plane11 is part of two packs from Drzewiecki Design that cover the full Seattle, Puget Sound area of the American north west. X-PlaneReviews has covered the excellent city of Seattle scenery pack in a review here: Scenery Review : Seattle City XP by Drzewiecki Design
     
    The two packages are created to work seamlessly together, and the area covered is quite substantial from North Everett in the north, and right down to Federal Way in the south. As noted in the city scenery review, to cover such a wide area with so many objects is going to require a certain amount of power from your computer, and a few tricks on how to best run the packages are covered in depth in that city scenery review. In context these packages are created to a level of detail and are refined to their best ability to get the very best ratio of quality to quantity and still get the very best efficiency out of the packages, in this area Drzewiecki Design have done an outstanding job...   certainly each package can be purchased separately as together they cost a substantial US$67.00 with this Airport pack being the most expensive at US$43.00. Personally were as the Seattle City XP scenery can be purchased and used with freeware airports, I don't think you could purchase the Airport pack without the Seattle City scenery, you would just lose too much of the iconic skyline to make it totally realistic (but there are a few Seattle skylines on the .Org if you want to take that approach).
     
    The airports covered in this package include: KSEA Seattle-Tacoma, KPAE Paine Field, KBFI Boeing Field, KRNT Renton and S50 Auburn and one major missing field is of course KTCM - McChord AFB of which was included in the Tom Curtis version of the Seattle area called "Gateway to Boeing Country".
     
    A few notes first before we deep dive into the airports. First is that if you do use both packages together then the custom scenery load order on the .INI is very critical in the scenery running correctly, Drzewiecki Design do or can set this load order correctly via the installer, but I prefer still to set my own .INI order as not to mess up a..  my already correct set ups and other scenery load orders, and b..  I'm a control freak!
    Second note is you have the options for both static aircraft visible or not and the quality of your texture mesh (personally the the difference between 2K mesh and 4K mesh in most cases is minimal), but it may make a difference in some cases. But with the static aircraft option is that it is all or nothing...  this means that at every airport in this scenery you can have those lovely static aircraft or not. In most cases this is not an issue if you use WT3 or X-Life as static aircraft is switched off, but in this package it can make a huge difference?
     
    K-Man has created a set of perfection in WT3 ground routes and layouts for KSEA, so you will want to use these right? absolutely... but killing the static aircraft at KSEA to run WT3 also kills all those perfectly created static aircraft in various states of last stages of fitting out at the Boeing factories at Boeing Field, Everett (Paine) and Renton? The solution is to keep the static aircraft option on, but to use the overlay editor to clear away the static aircraft at KSEA. I really doubt you would need WT3 at the other airports and I found this option the best compromise in having KSEA active with traffic, but keeping the excellent visual aspects at the Boeing factory airports. This review is created in that setup of WT3 at KSEA and the rest of the airports with the custom static aircraft still in place.
     
    KSEA  - Seattle–Tacoma International Airport or Sea-Tac (KSEA/SEA)
    Sea-Tac has had a long association with my flying and reviews in X-PlaneReviews, but not lately. Sea-Tac is also Laminar Research's own default airport for X-Plane and has been since X-Plane10, and the area is an excellent place to show off the simulator. Basically you have everything here from gorgeous backdrop volcanic mountains, great local VFR flying destinations with Canada and Vancouver on your doorstep. Most of my early flying was usually up (and down) the Puget Sound to Victoria or CYYJ airport and the learning curve of VOR navigation...  it is simply a sensational area to fly around...  but.
     
    I fell out of love with Sea-Tac for one reason, the runways. Every scenery from the provided X-Plane "Demo" to the payware versions of KSEA all have one major issue, as the runways at KSEA are all a roller-coaster of hills with the "Runways follow Terrain Contours" switched on, switch off the follow contours tickbox and then KSEA becomes then a plateau of "Lost World" proportions, with autogen housing clinging to the sides at very odd angles? so setting either choice does not work.
     

     

     
     
    Seattle–Tacoma International Airport
    Sea–Tac Airport
     
    IATA: SEA - ICAO: KSEA - FAA LID: SEA - WMO: 72793
     
     

     
    6L/34R  11,900  (3,627m)  Concrete
    16C/34C  9,426  (2,873m)  Concrete
    16R/34L  8,500  (2,591m)  Concrete
    ELEV 433 ft / 132 m AMSL
     

     
    Your first impressions of Drzewiecki Design's version of Sea-Tac is that it is superb, obviously the very best yet and believe me there has been a lot of different versions of KSEA in X-Plane. Currently Sea-Tac is under an expansion development, but the scenery here is noted with the newer expansion construction work as completed - with the new International Arrivals Facility, both Satellite Terminals modernised and with the additional structures added to the A terminal and with the amazing new Skybridge. But all that and even everything else is of now of no consequence if the basics don't actually work? but thankfully they do and are done here to best solution as well.
     
    So the first really big feature and to me this is the most important one, is that the KSEA runways have been built on a false base and are not allowed to follow the mesh contours, add in some really lovely and totally correct landscaping and walls, then you have perfection...
     

     
    ....  and note the excellent approach RAIL lighting gantries on all the northern approaches, ditto the smooth and thankfully flat runways, this is finally a Sea-Tac we all deserve.
     
    Terminal Detail
    We have noted that these packages are created for their best efficiency, but that has not come with any real loss of quality and the trimming of detail.
     

     
    All the terminals and island terminals have been recreated in detail and with the correct reflective glass...
     

     
    ...  as all of the internal terminal areas are fitted out and that can be seen from the ramps. Ramp detailing and clutter is also first rate with not only the service and ramp equipment, but 3d people as well external and internal. The airport's airbridges are all active but only a certain number have the guidance system, loads of animated vehicles move around the airport, but there is no an overwhelming amount of vehicle movement, however this is to the better and not to the detriment of the action with using the scenery.
     


     
    Maintenance and Cargo
    You could call that Sea-Tac is the supply depot for the north or further to Alaska. So all the cargo facilities here at KSEA are large and varied. These important areas are really well covered with this scenery...
     


     
    ...  cargo zones (and there is a lot of zones to choose from) are all expertly recreated and with just the right amount of cargo clutter to make freight moving at KSEA a joy, there is also some great branding (mostly Alaska Airlines) and realistic ramp textures.
     
    South Sea-Tac are the prominent maintenance hangars for Alaska Airlines and Delta.
     

     

     
    Hangar detail is not just external which is very good anyway, but internal as well with aircraft under maintenance set out inside.
     
    Landside
    Detail, detail landside is not high high if you get what I mean, but the the amount of buildings and airport support infrastructure including the required hotels and carparks is immense. And in many ways the layout reminds me of Aerosoft's Frankfurt.
     


     
    Detail is not restricted to just the terminal side of the airport, but right around the the whole perimeter. Warehouses and a small GA ramp are notable to the southwest...
     

     
    ...  working (or animated) radar tower is to the west and the concrete detail of the elevation of the field are all standouts.
     
    Control Tower
    The distinctive control tower is really well created and looks highly realistic. The tower has excellent internal detail as well, but with no set tower view?
     


     
     
    KBFI - Boeing Field or King County International Airport. (KBFI/BFI) 
    Except for the World War II period, when it was taken over by the U.S. government, Boeing Field was Seattle's main passenger airport from its construction in 1928 until Seattle-Tacoma International Airport began operations in the late 1940s. The Boeing Company continues to use the field for testing and delivery of its airplanes, and it is still a major regional cargo hub.
     

     

     

     
    King County International Airport
    Boeing Field
     
    IATA: BFI - ICAO: KBFI - FAA LID: BFI
     

     
    13R/31L  10,000  (3,048m)  Asphalt
    13L/31R  3,710  (1,131m)  Asphalt
    ELEV 21ft /6 m AMSL
     
    KBFI is a large and complex scenery in that it has so many different elements. It a Boeing Company airport but also a working one for light GA and private jet aircraft and smaller regional services (Including helicopters).
     
    The northwest area is dominated by the Boeing Company as it is a last fit-out area for overflow aircraft from the Paine and Renton plants...  The main Boeing hangar is well reproduced as is the fit-out ramps which are highly detailed, and note the excellent static aircraft that were left in the scenery and not removed.
     



     
    The southern part of the Boeing zone is related to Boeing's military business, and here it is a separate area for those top secret military aircraft fit-outs (above right).
     
    Seattle Museum of Flight 
    Nestled between the factories is the famous Seattle Museum of Flight and right beside the museum is the "Red Barn" that is also known as Building No. 105. Built in 1909, the building was used during the early 1900s as Boeing's original aircraft manufacturing plant.
     

     
    A lot of attention has been given into recreating the museum, not only in with the high detailed museum buildings, but the with all the correct aircraft on show as well.
     

     
    The eastern side of the runways is the private and business areas of Boeing Field.
     

     
    There is the historic terminal building on the east side with the original terminal that is still operating, but now as a cafe. And there is a huge amount of ramp area parking not only in front of the old terminal, but also for the use of a designated private jet service terminal next door as well.
     

     
    There is a huge amount of choice for parking GA aircraft and medium sized jets on the eastern side, so you can just make your extensive choice from the long list of branded operators located here, and so it is as well for helicopter services with HeliJet dominating with services to Victoria and Vancouver.
     

     
    Note the 3d grass which is excellent and covers all the airports in the package, clutter is again excellent and there are also a few animated vehicles moving around the scenery.
     
    Control Tower is mid-field west...
     

     
    ...  the tower is well done and authentic with built in Fire Station...  Tower View is actually correct!
     
    KRNT - Renton or Renton Municipal Airport (KRNT/RNT)
    Renton is really two airports set around one single runway. On the west side is the Renton Municipal Airport, which is really a General Aviation/Seaplane base, and on the east side is the Boeing Renton Factory that churns out the hundreds and thousands of B737 series aircraft. The factory has had an illustrious career in producing Boeing aircraft from the start of WW2 to today. Famous aircraft built here includes the Boeing B-29 Superfortress (built 1,119), Boeing C-97 Stratofreighter (built 943), Boeing 707/KC-135, Boeing 727, Boeing 757 (built 1,050) and the B737 series that is currently in production today.
     

     

     
    Renton Municipal Airport
    IATA: RNT - ICAO: KRNT - FAA LID: RNT
     

     
    16/34  5,382  (1,640m) Asphalt/Concrete
    EVEL 32ft / 10m AMSL
     
    Renton is an extremely hard place to reproduce and to make it look authentic. It is situated in a valley and the autogen does not take to kindly to the mesh and so and intergration to make it look even believable is a task by itself, but Drzewiecki Design pulled it off by using custom placed objects to cover over the weak areas, so it works and it works very well.
     
    The highlight at Renton are the huge aircraft factory buildings...
     

     
    ...   not only is the external buildings done to be realistic, but the internal production line is also created, it is all very basic texture wise but I do like the different variants of the B737 series in production, and not just the same single-800 variant.
     
    East Renton
    The eastern side of the runway is in two sections, one section to the north are several fit-out areas and in the south is a GA and business receiving area.
     


     
    The engine test building is the standout building and is well detailed at the rear....  the Ace Aviation hangar and Aero-Dyne Aviation are both well represented, and this is a very nice GA and usable arrival area.
     


     
    The overall idea seems to be "if you have a space then put a B737 on it!" but there are still lots of parking bays left over for your own aircraft, note again the required static aircraft setting as it makes a big if not huge difference with the correct static aircraft in various states of completion. Work ramp detail is again exceptional, highly detailed and "Boeing" branded.
     
    The highly visual sports fields including the Renton Memorial Stadium and Liberty Park are also well represented for detail. RWY 34 approach has numerous buildings for eye detail including a Walmart, McLendon Hardware and Fred Meyer store and more sports fields.
     

     
    West Renton
    The western boundary is "Renton Municipal Airport" but Boeing seems to have helped itself to most of the significant parking areas, so the area is a mixture of GA facilities and more Boeing fit-out parking bays. 
     

     
    Renton Municipal Airport itself is sort of boxed into the centre, but there is still a lot of parking spaces if you land here in a GA. Animated vehicles are represented around Renton, but not too many.
     

     
    North is the seaplane base or the official name as the "Will Rogers - Wiley Post Memorial Seaplane Base", as it was here Wiley Post left for his fatal last flight. The water ramp and jetty is not as good as the Tom Curtis version, but it is still usable.
     

     
    Apartment blocks and light industry buildings are all custom made to fill out the open areas and this is a significant point of making the overall scenery very effective, the detail and even the style is very, very basic, but it still does a very good job alongside the autogen in creating a very realistic Renton.
     

     
    KPAE - Paine Field or Snohomish County Airport KPAE/PAE
    Paine Field was originally constructed in 1936 as a Works Progress Administration project. At the time of development, it was envisioned that the Airport would create jobs and economic growth in the region by becoming one of the ten new "super airports" around the country. Paine Field was taken over by the U.S. Army prior to entry into World War II as a patrol and training base. In 1947 it was transferred to the U.S. Air Force which continued that operational plan until the early 1960s.
     
    On July 25, 1966, Boeing announced that it would build the Boeing 747, a jet airliner capable of carrying nearly twice as many passengers as previous models. To build the giant jet, Boeing had to construct a facility large enough to handle the world's largest commercial jetliner. Land just north of Paine Field was chosen to construct the new facilities, including some development on the airport itself. Both the local government and the FAA concurred with the development. Work on the massive building began in August 1966 and the first employees arrived in early 1967. The 747 made its first flight at Paine Field on February 9, 1969. There has been numerous ideas to restart scheduled air passenger services or air cargo service from the airport, mostly by  Allegiant Air and Horizon Air, but to date it is still Boeing that totally dominates the Snohomish County Airport.  KPAE does however have  four flight schools — Chinook Flight Simulations, Regal Air, Northway Aviation and Everett Helicopters — making it a popular destination for flight training. There are also a number of flying clubs on the field.
     
    Today Paine Field is the primary assembly location for Boeing's wide-body 747, 777 and the 787 Dreamliner aircraft.
     

     

     
    Paine Field
    Snohomish County Airport
    IATA: PAE - ICAO: KPAE - FAA LID: PAE
    
    16R/34L  9,010  (2,746m)  Asphalt/Grooved
    11/29  4,504  (1,373m)  Asphalt (not active)
    16L/34R  3,000  (914m)  Asphalt
    ELEV 606 ft/184.7 m AMSL
     
    You can never get your head around the scale of the Boeing aircraft factories at Everett, they are one of the huge step forward 1960's projects that stunned your mind, the other was the VAB building and Saturn 5's rockets that took men to the Moon.
     

     
    The Boeing Everett factory is still the largest building in the world by volume at 13,385,378 m3 (472,370,319 cu ft) and covers 399,480 m2 (98.7 acres; 39.948 hectares; 0.399 square kilometres)... big enough to build a 747 in!
     
    It is to great credit to Drzewiecki Design in that they have created all the assembly lines for the versions B748, B777 and B787, there is great detailing in not just shoving aircraft in the buildings, but to also have them in their various states of assembly... radar domes up, missing engines, or cowlings open, gantrys and all the clutter required to build aircraft.
     

     
    The huge triple engine test buildings are also really well represented...
     


     
    ....   and the numerous bays are stacked out and full of out-fitting aircraft, did I mention about the required static aircraft...  yes I think I did. There is the Boeing delivery centre with working airbridges and docking guidance, just the perfect place to take delivery of your new Boeing X-Plane aircraft.
     

     
    There is the new "Dreamlifter" operations centre over on the western boundary... and it is highly detailed with a Dreamlifter and cargo.
     

     
    Snohomish County Airport
    Internally within Paine Field is a commercial airport called Snohomish County Airport. Over the years commercial passenger traffic has declined almost to nothing, so Snohomish County Council has created with a private company a new passenger terminal that was commenced on June 5, 2017. The 30,000 square foot building will have two gates and will be capable of handling about 16 flights per day. That terminal is represented here as complete and is due to open now or Sept 2018.
     

     
    Opposition to the new facility was fierce by local communities, but note the overwhelming heavy commercial operations by Boeing...  I doubt a few Dash8's or B738's are going to make that much extra noise or traffic in or out of KPAE?
     
    Terminal detailing is excellent, with a full interior and reflective glass...   Alaska Airlines, United and Southwest all have plans for services.
     
    Attached to the new terminal is a new control tower, again it is well created with internal control room, but no tower view?
     

     
    And note the lovely pre-war hangar on the new terminal ramp, it is a nice reminder of early Paine Field.
     

     
    Southeast is still the older remnants of Paine Field including the very small GA runway 16L/34R...  and RWY 11/29  which is now only for aircraft parking.
     


     
    To the south there are more Boeing facilities, but also a few museums with the "Flying Heritage Collection" and the "Historic Flight" Museum.
     

     

     
    There is a huge amount of custom buildings to the south and to the west of Paine Field to give you a great approach and visual stimulation, like at Renton the buildings are still quite basic and light on detail, but they serve a purpose, however a lot of the buildings to west tend to float?
     
    S50 Aurburn
    Auburn Municipal Airport is known as "Dick Scobee Field", after Francis "Dick" Scobee, an Auburn and Washington native who was the commander astronaut for the Space Shuttle Challenger. Scobee was killed in the 1986 Challenger disaster. The small airfield is also part of the "Emerald Downs Horse Racing" complex.
     

     
    Auburn Municipal Airport
    Dick Scobee Field
    IATA: none - ICAO: none - FAA LID: S50
     
    Overall there is not much here at Auburn Municipal Airport except for GA hangars and loads of excellent stand parking...
     

     
    ....  but that is not to say it is not the best place to use to base your GA to fly and around the Seattle area, in fact it is the perfect location, and so expect this field to show up a lot in a few GA reviews in the future.
     
    All of the airports in this package have excellent runway textures and excellent realistic reflective surfaces. All runway and taxiway signage is top notch and correct for navigation via charts...  oh and a lot of 3d Grass is thrown in on top of the deal.
     

     
    Seattle Airports Night Lighting
    The lighting throughout this extensive scenery is excellent and quite varied.
     
    KSEA - Sea-Tac
    Sea-Tac scenery is very good, but the most basic scenery with only a few tones, overall it looks and is very good to fly into and use on the ground...
     

     
    ...   but on closer inspection sees okay look and feel with the see-through glass to just plain greys for some other terminals and outer buildings, internal areas inside maintenance hangars are excellent and highly realistic. Branding and hotel lighting is fine and well done.
     

     
    Ramps including the cargo stands are well lit and the highlight is the nice upward spot lighting on the control tower.
     
    King County
    Boeing Field is not a 24hr airport in operations, so the lighting reflects that aspect, it is well lit, but in areas the lighting is only sporadic...
     

     
    The fit-out flightline is the brightest area as are the other Boeing work zones, the control tower is well done and looks authentic on arrival. Highlight is the lovely private jet terminal that looks welcoming at night on arrival..  note the nice ramp reflections and textures
     

     
     
    Renton
    Overall the best lighting in the package goes to Renton...
     

     
    ...  different lighting tones separate the manufacturing/carparking areas from the airfield, and it looks spectacular around the main assembly buildings.
     

     
    There are different tones also to note the football (soccer) field and the many other sports facilities, the Ace Aviation building is the highlight. Again the Boeing fit-out stands are very well lit as are all the surrounding apartment buildings. The approach into Renton at night from the south is excellent and certainly well worth doing.
     
    Everett
    Paine Field is a lot like Renton in lighting but more spread out in area. Different areas have different tones but not to the full extent of Renton...
     

     
    ...  fit-out areas are again very bright, and the internal work areas of the factories are well lit for 24hr aircraft production. Highlight is the amazingly lit delivery centre! (below)
     

     
    Snohomish County Airport is lit well one side with the carpark...  but dark on the airside?  The control tower looks however lovely in great lower area/ground lighting.
     

     
    Southern areas are sporadic but well done and overall KPAE is a well lit scenery.
     
    Auburn Municipal
    Most lighting at S50 is indirect, but it looks nice at night from above, but it feels a little odd on the ground as the lighting can be bright in one direction and very dark in the other, but overall S50 is a daytime operation airfield...  disappointing is the racetrack and the Emerald Downs Horse Racing complex is in the dark...
     


     
    ...  note however the amazing surface textures with the indirect lighting.
     
    Summary
    Where do you start with a scenery this expansive and so highly detailed. Price of course and value. Yes it is US$43.00 for just this Airport package and another US$24.00 if you then add on the Seattle City package. Breaking that down and just take KSEA Sea-Tac as a scenery alone, and what would you expect to pay for that US$25 or US$28.50... it is certainly worth that in benefit, so in context then the full five airports are all good value.
     
    Object count and clutter numbers here are in the outrageous category, you are bewildered just on how much detail there actually is in here and the coverage is uniform across all the airports, ditto the amount of custom objects surrounding the actual airport boundaries as well to make up a significant visual viewpoint of almost visual perfection (in context) of what you have in the Seattle area... and this all comes with an amazing efficiency and not creating overbearing pressure on your computer's hardware, and even in the context of a lower texture quality setting, you still get a sensational high quality visual package... in other words it all more than usable and even if you only have a 4K graphic card.  
     
    Negatives are few, with only a few floating buildings and some night textures that are a bit bland, and many custom objects are created for a high efficiency more than detail are noticeable, but the objects are not positioned of where it counts. Many tower views are not set correctly?
     
    Scenery like the Seattle City/Airport packages are not your usual purchase... they are a major future investment for your simulator. Yes all up the packages are expensive, but the return of what you actually get and also to get to future proof your Seattle area for years to come and with all the significant flying you can do here in Seattle...  and that then all adds up to a worthwhile investment of including and using extremely good high quality scenery in X-Plane. The jury will always be out on  what is the very best scenery currently in X-Plane, in absolute detail then no, but in expansive and with the absolute sheer volume of coverage and detail you get here, then certainly this Seattle Airports XP package is right at the top of the list.
     
    ____________________________________________________________________
     
     

     
    Yes!...  Seattle Airports XP by Drzewiecki Design is Available from the X-Plane.Org Store here :
     
    Seattle Airports XP
     
    Price is US$43.00
     
    Scenery Features 5 high quality airports included: KSEA Seattle-Tacoma, KPAE Paine Field, KBFI Boeing Field, KRNT Renton and S50 Auburn in the most up-to-date versions possible, including the new International Arrivals Facility and Satellite terminals at KSEA and the new passenger terminal at KPAE. Extensive though performance-friendly internal modeling including Boeing Everett Factory (the whole assembly building with 747, 777 and 787 assembly lines), both delivery centers of Boeing (at KBFI and KPAE) and all terminals at KSEA. Autogates, VGDS, many custom animations, advanced lighting Highly advanced performance-friendly design World Traffic 3 compatible  
     
    Recommended for use with:
     
    Seattle City XP
     
    Price is US$24.00
    Review is here: Scenery Review : Seattle City XP by Drzewiecki Design
     
    Requirements :
    X-Plane 11
    Windows, Mac or Linux 4Gb VRAM Minimum - 8Gb+ VRAM Recommended Download size: 1.2Gb Current version: 1.1 (September 6th 2018)   Download and Installation Installation :   Download file size is 786.41mb and is inserted into your X-Plane - Custom Scenery Folder. Installed file size is 2.70gb. Package comes with installers for both Win (.exe) and Mac-Linux, and be sure you download the correct version for your system.   DD Seattle Airports ARoads (66kb) DD Seattle Airports XP (2.43gb) DD Seattle Airports XP Documents (6.9mb) ZZZ DD Seattle Airports XP Terrain (23mb)   If both the Seattle City XP and Airport scenery XP files are installed then the correct .INI order is required, but the installer will arrange that for you.   Recommended is K-Man's KSEA WorldTraffic3 in WT3 ground routes and layouts Editing is required if you want to keep the specialized static aircraft.   For the full visual impact the "World Object" (autogen) setting is required at the "maximum" setting, and it is well worth the framerate drop.   Extras and Documents: Manuals for installation are in English, Polish and Russian. Airport charts are provided for KRNT, KPAE, KBFI and S50   KBFI Diagram.pdf KPAE Diagram.pdf KRNT Diagram.pdf Mac and Linux manual install - English.pdf Mac and Linux manual install - Polish.pdf Mac and Linux manual install - Russian.pdf S50 Diagram.pdf SEATTLE_AIRPORTS_XP_MANUAL.pdf ______________________________________________________________________
     
    Review by Stephen Dutton
    12th September 2018 
    Copyright©2018 : 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)
     
    Review System Specifications:
    Computer System: Windows  - Intel Core i7 6700K CPU 4.00GHz / 64bit - 16 Gb single 1067 Mhz DDR4 2133 - ASUS GeForce GTX 1080 8Gb - Samsung Evo 512gb SSD 
    Software:   - Windows 10 - X-Plane 11.25r2
    Addons: Saitek x56 Rhino Pro system Joystick and Throttle : Sound - Bose  Soundlink Mini
    Plugins: Environment Engine by xEnviro v1.07 US$69.90 : WorldTraffic 3.0 Plugin - US$29.95 : BetterPushBack - Free
    Scenery or Aircraft
    - Boeing 737-800 - Default X-plane by Laminar Research  
     
  12. Like
    rudeboy1988 got a reaction from sqrt(-1) in Scenery Preview : PAKT - Ketchikan International Alaska by NorthernSkyStudio   
    Thank you for the review!
    All negatives will be considered except one, gate can't be animated in this case because gate parking placed in 8 meters underground. If we find a solution we will animate it.
  13. Thanks
    rudeboy1988 reacted to Stephen in Scenery Preview : PAKT - Ketchikan International Alaska by NorthernSkyStudio   
    Scenery Preview : PAKT - Ketchikan International Alaska by NorthernSkyStudio
     
    If your brief was to create an International airport with limited space and on the side of a steep hill, then certainly PAKT - Ketchikan International Airport, Alaska would be the result. Unique as well with this position is as the airport is located on Gravina Island, just west of Ketchikan itself on the other side of the Tongass Narrows, and passengers must take a seven-minute ferry ride across the water to get to the airport from the town.
     
    Around the World War II era until the early 1970s, longer range land plane air service to Ketchikan including flights to Seattle were operated via an old military airfield located approximately 20 air miles to the south on Annette Island. Aircraft operated into the Annette Island Airport (ANN) for flights in the local southeast Alaska area included the Grumman Goose and Catalina PBY with these amphibian aircraft being utilized to link the airport with the Ketchikan Harbor Seaplane Base.
     
    The current airport PAKT was opened on August 4, 1973 and was dedicated on the following day. The airport opening was the culmination of an effort by local residents, a 1965 study by the Alaska State Division of Aviation, another study in 1967 choosing the current site on Gravina Island, and land clearing in 1969. One of the first airlines to serve the new airport was Alaska Airlines which inaugurated the first jet service from Seattle to Ketchikan International Airport on August 4, 1973 with a Boeing 720 jetliner. Alaska Air primarily operated Boeing 727-100, 727-200 and 737-200 jetliners (including 737 passenger/cargo Combi aircraft) into the airport before switching to later model Boeing 737 jets. (edited wikipedia).
     
    NorthernSkyStudio
    The first release in scenery for X-Plane by NorthernSkyStudio, was in Hawaii with their Molokai and Kalaupapa airport package. This was a well done package, but quite a small release that would be a great addition to anyone that need's a very good Hawaiian scenery. So here is their next release with the very complex PAKT - Ketchikan International in southern Alaska.
     
    My main connection with PAKT - Ketchikan is that is a superb supply airport for CZST Stewart, and the excellent Beti-x scenery that is positioned close by there. So I have over the years toodled back and too to Stewart in mostly Bush, 208 Caravan and the odd GA aircraft from Ketchikan. But that is not using this scenery to anything but it's full potential. The airport is of course positioned central on the famous "Inside Passage" that consists of thousands of islands that are stretched right up the upper west North American continent from Seattle to Glacier Bay, and it is noted as one as THE very best flying areas in the world, for bush pilot and regional flying services.
     
    Ketchiken is also on the famous "Milk Run”. The Milk Run are routes that are run daily by Alaska Airlines and Flight 65, starts in Seattle and stops in Ketchikan, Wrangell, Petersburg and Juneau before flying on and landing in Anchorage. The opposite route flight, Flight 66, starts in Anchorage and stops in Cordova, Yakutat and Juneau before flying on to Seattle. There used to be B737 Combi aircraft flying on the route, but the last run was completed last year, and the combi's have now all been replaced by three dedicated 737-700 freighters.
     
    Ketchikan International Airport
        IATA: KTN - ICAO: PAKT - FAA LID: KTN
     
    11/29 - 7,500ft (2,286m) Asphalt
    Elevation AMSL 92 ft / 28 m
     

     

     
    The airport does have a very unique layout with the main runway of which is located about 30 feet (9.1 m) higher than the apron further on up the hillside, and is connected between the two areas by two sloping taxiways in Taxiway A - RWY 29 and Taxiway B - Rwy 11 for departures.
     

     

     
    From an X-Plane modeling point of view this multi-elevation layout is extremely hard to get right as you can't rely on the initial mesh layouts, so everything has to be modeled to fit. Get it right, like here at this PAKT and it makes for one of the best arrival experiences in X-Plane.
     

     
    To fit aircraft parking areas on a hillside, it requires different parking zones and there are two (another zone looks like a parking area on TWY A but it is large turning or holding area.). The lower, lower zone (above) accessed by TWY C is for all General Aviation parking and it is quite a large area. The upper apron in front of the terminal is the main commercial zone.
     

     
    If International in the broad sense is the general idea, then PAKT is not in the same capability as say like KDEN - Denver or KLAX - Los Angeles. To put that into context it is to say international here is going from the USA into Canada, not to Japan or Europe. So in that context you have one (yes only one) airbridge and only one large stand or two large (B737/A320) parking slots.
     
    The (small) international terminal and it's very striking offset control tower is excellent, really well done with even the local carving set out around the building for authenticity, all the areas around the terminal are also very authentic and highly realistic...
     

     
    ....   including the ferry connection ramp system landside, which is highly detailed. The Ferry itself "Ken Eichner -2" is also animated and docks on both sides of the Tongass Narrows waterway. On the airport side it perfectly fits into the wharf. Only comment is that the single airbridge is static and not animated, which is a shame as that would have been a big feature for the scenery.
     

     
    Next to the main apron is a commercial apron for local services, in i.e. charter, sightseeing flights, and island hopping. On the apron are four large hangars of which the first "Aero Services" of who is the cargo handler for the airport. All four hangars have been faithfully reconstructed and are simply excellent.
     

     
    Note the excellent grass and foliage, that is done all around here very well. Ground clutter is again excellent, with correctly branded and shaped custom cargo pallets (called cargo Igloos!), ramp aircraft boarding stands and branded baggage trolleys. Static aircraft are also provided with 208 Caravans and Lear Jets and are all also correctly locally branded.
     

     
    Detail is also really well done. With all the correct fencing and airport aids (including the ILS System).
     


     
    Seaplane base is also highly detailed, beautifully done. There is also a tunnel under the runway, a small thing but again great detail.
     

     
    Textures and surfaces are good, but feel a little light in colour and especially with the runway and taxiway A, which both needed to be both slightly darker, and note the excellent steel drainage grids. The odd looking light green colour surrounding the runway and taxiway areas is actually correct, and not a faded poor texture as it must be a coloured concrete mix (I checked).
     
    Port of Ketchikan
    Where as the airport island scenery is excellent, the port area on the other side of the narrows is a mixed bag. The area looks fine from the airport view point, but I feel the issue here is the underlay ortho textures in being far too light (washed out) in colour. The textures are flat around the wharf edges and level with the water and that creates a non-realistic feel?
     

     
    Worse there are a few important buildings missing that in their distinctive style and roof colour looked poor in being flat, and are as well front and centre visually... overall there is that "okay we will stop there, why bother doing any more" sort of feeling. And missing is all the shipping at both here at the port zone and in downtown Ketchikan (cruise shipping) as well and because they would be noticed from the airport on arrival or departure it makes it all look again rather more empty than it needs to be ...
     

     
    ...  there is a huge slipway building, but I can't find the same on any maps? but it looks visually very good. The sailboats don't work either?
     

     
    They are all a bit bright and samey... I'm not expecting every one to be different, but a few changed styles would have made it that all the more realistic.
     
    Lighting
    The lighting overall at PAKT is excellent...  Approach lighting is fine.
     


     
    The signage though looks totally out of scale...
     

     
    ...  the sign looks as big as a Cessna 152? The colour brightness reflection is far to strong as well and not realistic. A shame because the terminal building and ramp lighting is absolutely first rate.
     

     
    So many developers get night lighting textures so wrong? but here they are perfect and highly realistic. Detail lighting including the excellent down lights are very well done...
     


     
    Ketchikan Port side is more simplistic, but fine and still includes nice lighting window textures, so the lighting is very good all over the scenery.
     
    WT3: WorldTraffic GroundRoutes are provided with the scenery, and over all they work very well including the hard situation of a taxi and turnaround on the end of RWY 29. But don't expect a lot of traffic here at PAKT as it is pretty quiet operations wise.
     
    Preview Notes
    I was actually pretty surprised by this PAKT - Ketchikan International Alaska by NorthernSkyStudio as it is really very good, even excellent. Quality and detail is very through and there is a lot in this scenery to consider it's worth. And plus Ketchikan as in it's position is a pretty important airport for not only recreating the "Milk Run", but for a base to cover and explore this excellent "Inside Passage" area, as it is a bush pilot, and regional service supreme flying area.
    There is a lot of excellent work in here, and to say that NorthernSkyStudio is a developer to watch in delivering quality scenery, but there is the odd fumble in here that needs to be watched, but overall from them this is an excellent release.
     
    Positives: Great modeling with a very difficult X-Plane terrain (mesh) to recreate. All airport scenery is absolutely top notch, and night lighting is first rate, detail is excellent with the terminal and ferry ramp and ground clutter is branded and well recreated in detail.
    Negatives: Ketchikan Port feels like a bit of a left over from the main airport scenery, and feels a little half finished, no shipping is a big visual emptiness that shouldn't be? Signage is out of scale to the airport, looks odd at night and the single airbridge is only static.
     
    ____________________________________________________________________
     

     
    Yes!...  PAKT - Ketchikan International Alaska by NorthernSkyStudio is Available from the X-Plane.Org Store here :
     
    PAKT - Ketchikan International Alaska
     
    Price is US$25.00
     
    Requirements :
    X-Plane 11 Windows, Mac or Linux 2Gb VRAM Minimum - 4Gb+ VRAM Recommended Current Review version : 1.0 (August 6th 2018) Download Size: 1gb : Install Size 2.29gb   Installation is the airport folder must be set above the "terrain" mesh in the .INI order   PAKT_Northern_Sky_Studio (2.25gb)
    PAKT_Terrain_Northern_Sky_Studio (35.80mb)
     
    There is optional 2K textures if you run a lower powered computer, but to be honest they are not really needed as there is really nothing around PAKT to overuse your processors, running 4K textures my framerate was well within the 40's to 50's
      Extras and Documents: Manual in txt   PAKT Installation manual ______________________________________________________________________
     
    Preview by Stephen Dutton
    13th August 2018
    Copyright©2018 : 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)
     
    Review System Specifications:
    Computer System: Windows  - Intel Core i7 6700K CPU 4.00GHz / 64bit - 16 Gb single 1067 Mhz DDR4 2133 - ASUS GeForce GTX 1080 8Gb - Samsung Evo 512gb SSD 
    Software:   - Windows 10 - X-Plane 11.25r2
    Addons: Saitek x56 Rhino Pro system Joystick and Throttle : Sound - Bose  Soundlink Mini
    Plugins: Environment Engine by xEnviro US$69.90 : WorldTraffic 3.0 Plugin - US$29.95 : BetterPushBack - Free
    Scenery or Aircraft
    - Boeing 737-800 - Default X-plane by Laminar Research  
     
  14. Thanks
    rudeboy1988 reacted to Stephen in Scenery Review : LCLK - Laranca International, Cypress by JustSim   
    Scenery Review : LCLK - Laranca International, Cypress by JustSim
     
    One of the great things about X-Plane is exploring, you can go to places that was never on your radar and then find something interesting there. The experience is highlighted more if you have good scenery to depict or simulate the real destination on arrival and that is why really good scenery is always great to invest in. I have noted that my X-Plane experiences are to create a network of going from one realistic airport to another realistic airport and any new scenery that I can add to that network and to be used within that network is valuable to me. Of course creating tight networks can also means not venturing or going outside your boundaries which in reality means flying mostly within the continental USA, the Australian Triangle and of course Europe. 
     
    But in the last few years a few quality sceneries have pushed out those boundaries so to speak. One was to UUEE - Moscow Sheremetyevo by Drzewiecki Design with the addon Moscow City also by DD and another was to UBBB Baku Heydar Aliyev Airport & City in Azerbaijan also by Drzewiecki Design, and both are very interesting destinations.
     
    Cypress in reality wasn't really as a destination on my radar. But I found a really great A318 video on the Cobalt Air route between Zurich and Laranca (shown below) and I was smitten. So when JustSim released LCLK - Laranca International Cypress scenery I instantly wanted LCA to be part of my network, and what a great choice of airport that was.
     
    Cypress as a country is caught in a divided situation with the invasion by Turkey on 20th July 1974, This forced the closure of Nicosia International Airport and Larnaca Airport was then hastily developed towards the end of 1974 and subsequently as a military installation. The site on which it was built (near the Larnaca Salt Lake) had been previously used as an airfield in the 1930s but this was a new facility by British forces. Larnaca International opened on 8th February 1975, with only limited infrastructure facilities and a prefabricated set of buildings comprising of separate halls for departures and arrivals.
     
    The status of Cyprus as a major tourist destination means that air traffic has steadily risen to over 5 million passengers a year. This is double the capacity the airport as when it was first designed for. For this reason, a tender was put out in 1998 to develop the airport further and increase its capacity with a new terminal which was built some 500–700 m (1,600–2,300 ft) west of the old terminal with new aprons and jetways. Already completed elements of the expansion included a new control tower, fire station, runway extension, and additional administrative offices which are still there.
     
    Larnaca Airport is situated on the south coast of Cypress,  4km (2.5 mi) southwest of Larnaca and 49.4km south of Nicosia.
     
    JustSim
    I personally I like JustSim sceneries. They are not the most extreme in detailing and every single item is covered sort of scenery. But you do get a highly detailed scenery at a great value cost factor and they do use the X-Plane features to their best advantages. So the point is you can cover the required airports and destinations and that allows you to have more quality scenery for less.
     
    LCLK - Larnaca International Overview
    You can immediately see that there are extensive ortho-photographic images used in this scenery and the area used is quite large and not just confined to the airport's boundaries. The joins to the native X-Plane textures are well hidden as well and all in all it blends in together quite well. The only significant visual point is the sea colour cutoff that is quite abrupt and shows you the boundary of the orthos, a smoother transition would have helped here. The orthos are also little flat and not high, high resolution, but they work fine in context.
     


     
    JustSim are always very good at creating custom local buildings and then melting them directly into the native autogen and in that creating a seemless transition from the custom to the native areas. This is very evident here at Larnaca and very well done. You do have to run your object settings at the full mode, but in reality it doesn't matter as the autogen count is low here and your framerate is not overly affected. Yes the autogen housing is German but it still works fine.
     

     
    Larnaca International Airport
    Διεθνής Aερολιμένας Λάρνακας
    Larnaka Uluslararası Havaalanı
     
     (IATA: LCA, ICAO: LCLK)
    04/22  2,994m  (9,823ft)  Asphalt
    Elevation AMSL   3 m / 7 ft
     


     
    LCLK comes with a single 04/22 Runway and the airport's facilities are situated all on the northwest side of the runway, central-northeast is the older terminal and far northeast is the cargo area...  the newer terminal complex is situated to the far southwest.
     

     
    Terminal
    The central terminal area is excellent, the building construction is very well done and highly detailed, realism is the key here and it works very well. From the ground point of view it is very, very good with nice brush and grass to fill in the blank areas, It feels a bit like Aerosoft's KEF - Keflavik around areas of the terminal zone.
     


     
    Glass is excellent with reflections, but it is the extreme detailing in static items that are a standout, with everything from bollards, cones to safety barriers and a huge amount of ground service equipment makes any arrival a realistic event. The airport has dynamic animated ground vehicles as well to add into the environment.
     


     
    There is also the Visual Docking Guidance System (VDGS) that works with the stands around the terminal...  but the guidance boards didn't work very well, I don't know if they are not set up correctly or just not working, so you have to guess and align the aircraft yourself to get the airbridge to connect.
     

     
    Another slight oddity is the carpark/rental parking area in front of the Terminal is empty? It makes it look like the scenery is unfinished, which is very odd considering so much effort has gone into the rest of the scenery with excellent 3d vehicles.
     

     
    There is a nice stand area southwest but adjacent to the main terminal area. This area covers stands 11-18 with stands 11, 12 and 13 having a B option.
    Around the main terminal are stands 21 to 48A but they are not in sequential order, so consult your charts.
     
    Surfaces and taxiways
    Surfaces are first rate, great textures and reflections as is the runway textures and taxiway markings. JustSim notes that the surfaces are set up to use the new xEnviro 1.08 rain (wet) feature which is not yet released, so I will be looking forward to trying that feature out.
     


     
    Northeast of the terminal area is the airport administration building and baggage trolley/catering storage area, this area is very active with baggage trucks going about their busy business... well done.
     

     
    Control Tower
    More central northeast is the original control tower and adjoining well detailed fire station... which both are modeled with a sort of 70's RAF feel, which it is as LCLK was originally a UK military base.
     


     
    Tower view is perfect with each 04/22 approach clear and with no visual obstructions.
     
    Between the central area and the far northwest cargo area is the Limassol salt lake and water feature...  a nice touch is (to scale) is a flock of Pink Flamingos which are famous here in Cypress for their migration over the Mediterranean to Africa and return.
     

     
    The lake has been very well created with a depth of colour that gives you of a sort of 3d water effect.
     
    Old Larnaca Terminal area
    The original 1974 Larnaca terminal is still there, although now it only used as a VIP reception and private jet arrival area.
     

     
    It seems such a waste for such a iconic building to be empty, a so would it be a good terminal for LCC's? (Low Cost Carriers). The old airport infrastructure is also well represented, with warehouses and offices and storage areas to the rear, the detail is just as good here as in the other areas and that significantly fills out the scenery.
     

     
    Between the Control Tower zone and the older terminal area is some nice GA parking stands with static aircraft. Below is the full old airport terminal areas.
     

     
    LCLK Cargo
    Far, far northeast is the LCLK Cargo and maintenance area. The cargo area is quite large as most Island based airports are because of the logistical requirements of the area.
     

     
    Cargo freighters are represented with DHL the biggest operator. The large Bird Aviation Hangar dominates the far, far northeast of the airport.
     

     
    Stands 1 then Stands 61 to 94 covers this Apron 2 area with stand 92 designated a "Engine Run" (test) stand. Rear of Apron 2 is an GA parking area with stands G1 to G21, stands 65 and 66 are also noted as situated here.
     
    Lighting
    My dusk approach to LCLK - Larnaca was quite rousing. It looked really good from the air and that gave me a very good first impression of the scenery.
     


     
    Approach lighting to RWY 22 was visually very good and realistic...
     

     
    ...  note the nice light reflections off the taxiways and Aprons.
     

     
    Overall lighting at LCLK is quite good with all areas covered and a lot of the ramp and aprons with spot lighting... Taxiway lighting and guidance lighting is very good, but not visible until close up (on the ground).
     

     
    Terminal lighting is very good and you have nice lit glass, but you also feel something is missing? Again that front of terminal carpark is in darkness and close into the terminal which is the inner vehicle roadway is very dark and it makes the whole terminal area feel slightly isolated and overall darker (far lower right) when it shouldn't be?
     


     
    Ramp lighting is not too bad and workable, but overall you feel it could have been better. Nice advertising sign in the unilluminated carpark stands out.
     

     
    Cargo area is just some (six) spot lighting, and feels a little underwhelming here also.
     

     
    Rear Cargo zone is quite good with some nice downlighting, and the old Terminal building is well lit up nicely, but a few outside overhead spot lighting would have lightened the view a bit more, instead it is another darkish area.
     
    Services
    Cobalt Air, Cypress Airways and Aegean Airlines are based at LCLK. And currently holds domestic, regional and international passenger and cargo services by over 30 airlines and notably that Gulf Air used to provide a non-stop service to New York/JFK twice a week. Most services are seasonal but Aeroflot services both St Petersburg and Moscow as RPT services.
     
    WT3
    WorldTraffic3 notes. WT3 works here but not very well. Two generations (or retry) of ground routes created a sort of hotch-potch of activity. Too many aircraft disappear at the end of the runway and some even track all the way down the runway to turnaround to takeoff? which is odd as they don't have to. A few gates work around the terminal but most of the stands stay empty and certainly it is an empty non-active space down in the cargo area.
    I checked the JustSim ATC routes and they look fine, but do they have that minute detail that makes the flows work correctly? LCLK will need an outside helping hand to see its full WT3 potential.
     
    Summary
    Overall this is a very solid scenery from JustSim. If you have purchased their excellent scenery in the past then you won't be disappointed here either.
     
    LCLK make for an excellent destination and a great addition to your European network, yes flights from central Europe are three hours away, but Italy is only half that distance and so that makes Rome or Sicily great stepping off points.
     
    Basically the scenery design is solid and very well done, detail is excellent as is the use of X-Plane11 features in reflections and animations. The blending it to the surrounding native scenery is also well done except for the cut off water edges...  But there are a few areas you feel that is unfinished, like the front terminal carpark and some lighting in the inner terminal areas and more lighting on the aprons and the non-working VDGS displays.
     
    These JustSim sceneries are great scenery fillers at a value price, but Larnaca adds in a more interesting destination as well. I believe you will more than likely find this airport a very interesting routing and enjoy the scenery, so it delivers on many counts including great value, so LCLK - Larnaca certainly comes recommended.
     
    ______________________________________________________________________
     

     
    Yes! the LCLK - Laranca International, Cypress by JustSim is Available now from the X-Plane.Org Store here :

    LCLK - Laranca International, Cypress
     
    Price Is US$19.90
     
    Features: Detailed airport objects and vehicles Custom textured taxiways, runways and apron Custom surroundings  Custom airport lights Compatible with X-Plane 11 features Animated ground vehicles (X-Plane 11 only) Shading and occlusion (texture baking) effects on terminal and other airport buildings High resolution ground textures / Custom runway textures High resolution building textures Excellent night effects Realistic reflections on glass World Traffic compatible X-Life traffic compatible Optimized for excellent performance Animated Jetways (plugin by Marginal)   New exclusive feature:     Rain effects on ground     Effect will be controlled by xEnviro v1.08 (and higher) plugin.  
      Cobalt LCA to ZUR is available as well : Cobalt Air Airbus A319 | Cockpit Flight Zurich-Larnaca | Cockpit View from Takeoff to Landing!   Requirements
    X-Plane 11+
    Windows, Mac, Linux
    2Gb VRAM Video Card Minimum, 4Gb+ VRAM Video Card Recommended
    Current Version : 1.0 (Feb 22 2018)   Installation Download scenery file size is 602.00mb. With the full installation installed in your custom scenery folder as 1.34gb.   Documents There are no manuals or charts incuded with this scenery.   ______________________________________________________________________
     
    Review by Stephen Dutton
    7th March 2018
    Copyright©2018 : 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)
     
    Review System Specifications:
    Computer System: Windows  - Intel Core i7 6700K CPU 4.00GHz / 64bit - 16 Gb single 1067 Mhz DDR4 2133 - ASUS GeForce GTX 1080 8Gb - Samsung Evo 512gb SSD 
    Software:   - Windows 10 - X-Plane 11.10
    Addons: Saitek x52 Pro system Joystick and Throttle : Sound - Bose  Soundlink Mini
    Plugins: Environment Engine by xEnviro US$69.90 : XPRealistic Pro v1.0.9  effects US$19.95 : WorldTraffic 3.0 Plugin - US$29.95
    Scenery or Aircraft
    - ToLiSS319 (A319) by ToLiSS (X-Plane.OrgStore) - US$69.00
     

     
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