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Stephen last won the day on May 17

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  1. The REP pack goes into the PC12's Plugin folder, not the X-Plane/resources/plugins folder... the other items directly into your X-Plane root folder?
  2. I haven't downloaded the new v1.5.0 version yet so I can't comment, will do this week and see how it goes.
  3. Yes I very much feel your pain (I live on the Gold Coast, QLD) Australia does not get a fair deal in the exchange rates compared to the rest of the world, there is always a sale to help a little in creating a more balanced price... but yes it hurts.
  4. Oh please!, read the review it is explained how to authorise in the XJet plugin... Aircraft Review : King Air 350 by AirfoilLabs
  5. There is more value with the "Extended" pack as you have not only the two extra variants, but the PW/RR engines as well. The Avionics pack is just the FPDS avionics.
  6. Scenery Review : EKCH - Copenhagen XP by FlyTampa Everyone has a bucket list. A list of destinations that they really want and still considering everything that list is still pretty long in X-Plane. Our hopes were quietly were raised as a few more of the iconic brands of FlightSim movement moved over into X-Plane, but in reality a lot of them if not all of the bigger scenery art houses don't do or release any of their most high profile products in the X-Plane Simulator. This was in fact a really big head scratcher in the fact that why try to make a big new presence in a new platform but then deliver the most and obscure scenery products that were so off beat, or worse off route, and almost all of the FlightSim developers are all guilty of this strange behavior. It is only this last year that Orbx has finally delivered scenery we would want to actually buy in EGHP-Edinbourgh and EGFF-Cardiff and maybe you could add in EGHI in Southampton, but where still are we wanting for any of their excellent Australian sceneries except for Broome, I mean who flies to Broome for god's sake even from within Australia? That brings us to FlyTampa... when FlyTampa announced they were going to do scenery products for X-Plane, then you could feel the whole X-Plane community go "Yes", finally we will get some decent scenery from their excellent back catalogue. But no offence what we actually got was Corfu XP? Yes again an excellent scenery, but really Corfu? who goes there, Corfu is really a once when in the right mood destination? So it is the same promise and the same FlightSim result. As noted many times before on this site, the FlightSim developers all noted that X-Plane was a simulator you simply can't make money out of? But the reality was they gave us nothing to want to actually want to spend our actual money on worthwhile either, so who is really doing the wrong business plan here and then blaming us all when it is not working. So here is one of the big ones, a top rate scenery from FlyTampa that everyone wants to use. EKCH-Copenhagen airport has been at the top of my scenery must have list for so long the print on the paper has faded... It is finally here, finally a decent, decent hub for us to (finally) access and enjoy... but does this EKCH live up to the extremely long, long wait we have had to persevere to get into Copenhagen's CPH (no offence to the hard working Freeware devs). EKCH - Copenhagen XP by FlyTampa Copenhagen Airport, Kastrup Københavns Lufthavn, Kastrup IATA: CPH - ICAO: EKCH 04L/22R - 3,600m (11,811ft) Asphalt 04R/22L - 3,300m (10,827ft) Asphalt 12/30 - 2,800m (9,186ft) Asphalt/Concrete Elevation AMSL - 5m/17ft Copenhagen Kastrup Airport is a bit of a sprawl, all the facilities and the terminals are all set tight together on the north side of the field, the runways 04L/22R, 04R/22L and 12/30 are a cross (04R/22L and 12/30) and a offset parallel (04L/22R) layout, but that is what make EKCH so very interesting as an airport. The Öresund We will get the obvious out of the way first... the Øresund Bridge. The famous (Nordic television show) bridge is indeed reproduced here in the FlyTampa scenery, I have used a freeware version of the Øresund Bridge for years, but this version of the bridge is far more detailed and quite perfect with great animated traffic that flows from one side (Denmark) to the other (Sweden). The Øresund Bridge is highly visible from Kastrup and so it is a big and important part of the overall aspect of the airport. In fact the E20 Øresundmotorvejen goes around CPH airport and on to the bridge. Terminals and Concourses Kastrup has three terminals... Terminal 1, Terminal 2 and Terminal 3. Terminal 1 In note Terminal 1 is now part or an arm of Terminal 2 and Terminal 3. Previously all domestic flights departed from Terminal 1, but from 29 March 2015 all departures have now been collected in Terminals 2 and 3... but for the sake of confusion and the size of the terminal arrangements at CPH we will still note the Terminal 1 as a standalone. One thing that immediately becomes apparent is that it is simply impossible even with some brave attempts to recreate these CPH terminals with facades and generic objects. The terminal design is simply far too complex and so distinctive, you would never ever get it right. Custom modeling is the only way to create the feel and shape of the terminal... that said even with a custom design you would have to be again seriously good artist to... One. To take the project on, and Two. actually pull off the complex architecture, shapes and material look to make it all look actually authentic... but the results is that if you do have the skills and the talent are simply outstanding, we will get to the details and materials in a moment, but first just look at the results. The detail is breathtaking, sublime.... on and on in accolades, even the departure areas internally are well recreated. A Stands A18-A23 are (five) airbridges, A25-A34 (ten) are all walkon-walkoff stands. Terminal 2 Terminal 2-3 IS CPH - Kastrup, Terminal 2 overall is simply HUGE! but confusingly both Terminals 2 and 3 are also part of each other and you can actually flow between all three T1,T2 & T3 as Copenhagen want to promote the Danish easy-flow travel experience... Terminal 2 has two (piers) concourses in Concourse A (A Gates), Concourse B (B Gates) and Terminal 3 has Concourse C (C Gates) and Concourse F (F Gates). We will still split up the Terminals to absorb the separate areas... Terminal 2 There are two halls as part of Terminal 2, one is easily visible, but the other hall (lower above) is hidden behind the Carpark P4. Obviously the second hall is a terminal built in a different era in design and in fact it was opened 10th May 1960 and very much looks like the Heathrow of the 60's era. The 60's era recreation here is excellent, the terminal design is totally authentic, as with the later addon extension of which is all glass. Both A and B piers were part of the original 60's terminal building, but have been both completely redesigned with the A Concourse now having a T shape with a rebuilt end, you can actually see parts of the original pier as part of the B Concourse, but again the design is now very modern and updated here with a circular end design rather than another T bar shape. If you love exceptional detail and for pushing simulation to the edges of extreme realism, then Concourse A will bring you to tears... ... the metal cladding materials with even all the riveting are just sublime. Reflections are also awe-inspiring with the same metal textures, and have your taxi-light light on when parking and it is about as real as it gets. Gates A4-A17 (Ten) gates and all are active airbridges. Airbridge detail and design is also drop-your-jaw magnificent, and they are all also SAM-Scenery Animation Management active, are you crying yet, you will be or should be. To note everything is not totally perfect as some FlightSim quirks have still come through, like with the transparency around stairs and a few objects turning blue, but this is overall simply heaven made quality for the most of us. Concourse B is just as good... same exceptional cladding here with stringers, the quality is excellent.... ... which brings us to the glass. I had a lot to say or complain about with glass in the KFLL-Fort Lauderdale scenery... notably that glass is very hard to get right or very wrong as the KFLL scenery showed... but here it shows you can actually do it right or use the right way to do realistic glass. Here reflective but dark tinted glass throughout the EKCH scenery is perfect and totally absolutely realistic, so it can be done correctly. Gates B4-B19 (ten) Both the Gates A and Gates B waiting internal areas are represented and well done, even the centre pier corridor is completed... impressive. Terminal 3 The arrow shaped building is the entrance to Terminal 3, connected to the railway station landside... ... Terminal 3 serves both the International departure terminal as well as the LCC (El Cheapo) Low-Cost Carrier terminal in one building and designwise it is hugely impressive. And even if the internal fitout is a bit sparse compared to the others, with just checkin counters situated each side. Terminal 3 airside is complex with a big C, it looks straight forward, but the actual terminal and Concourse C (C Gates) have so many different elements... ... it is a credit to FlyTampa that it looks so very if totally realistic, as even down to each parking bay then the design can be different... overall there is a sort of same design logic to it all, but totally sensational this design all is, glass is again sensational and get into the right lighting conditions and the quality simply blows you away... C37 and C39 are Class E or A380 stands, and really well done they are... I however couldn't get the Peter A380 to connect, sometimes it showed, but other times it didn't in the SAM? but I think it is the aircraft being more out of date than the SAM issue. Notable here are the A380 notes, the A380 can only use RWY 04R/22L (the smaller one?) and the permitted taxi routes are clearly defined, Navigraph supplies the correct notes (10-9C1) and the noted taxi routes. Gates C27-C39 are on the concourse, side on facing Terminal 3 are D1-D4, and all gates have animated airbridges. Internal Terminal 3 Concourse C is also modeled, from the main arrival area with shops to the corridors and waiting gate areas... ... internally it is not super detailed, but can be highly explored if you like that kind of thing... I think it has the right balance between detail and efficiency. The design circular language of the A380 zone is kept very real, and over the two arrival and departure levels. CPH created a new section called CPH Go, now called Pier F, and it is a dedicated low-cost carrier terminal with remote stands, Concourse F was opened in October 2010. CPH Go - Concourse F Clever in a way to create a dedicated area for LCC carriers. There is an actual terminal building that is connected to Terminal 3 via a covered walkway... ... but the connection is odd in that it does not actually connect to the actual F Terminal? On google Maps you can see the problem in that there is a missing walkway section (in red) from the main walkway into the terminal, an oversight? Stands E36, F1, F4, F5, F7-F9 front the terminal, F89-F98 are Remote stands with H101-H106 for the larger twin-aisle aircraft, there is an overflow area of E Stands fronting the SAS Maintenance Hangars, for stands E70-E82, buses are of course required. Airside on the F Stands it is simply sensational, a great place to arrive in a prop or domestic jet... internal Terminal F is again good. Airside clutter is sensational, all vehicles are SAS or CPH branded and just about perfect in density.... animated traffic is good as well, with cars, tugs, vans and buses all rotating around the airport, but I like the lower flow of vehicles that move around, enough for movement around the scenery, but not to be cluttered up with too much colliding traffic... ... note if using EKCH in v11.50 there is a need to update the Ground Traffic plugin, IMPORTANT details are in installation below. Landside Kastrup Airport landside has all the terminal designated carparks with all buildings having very up to date and great visual advertising... The Clarion Hotel (ex-Hilton) is well represented and has the same metal (reflective) cladding as the terminals. Considering the excellent clutter detail airside, then landside is completely different, actually more like the forgotten area, as spaces are quite empty and there is a general feeling of desolation, overall it is a stale feel... a sort of post-apocalypse world or post-virus disaster. There is traffic that circulates around the inner roads and on the whole it is good, but not actually very busy... I would add in more static elements to fill theses area a bit more in these drop off, pick up areas. ... green roads don't fit into the landscape either, and washout quite badly in other areas with such a Lo-Res texture, which is a shame as almost every other area is so well done in the scenery, but the traffic is great and so are the trains that travel all the way (and back) to central Copenhagen. SAS Maintenance Kastrup is a main SAS hub and airline base, and the airline has a major maintenance facility here with the four main maintenance hangers dominating the northeast side of the central terminal area. Sadly the doors don't open per SAM. Cargo The large cargo facility is far northeast and a separate area from the central terminal area on the threshold of RWY 10. Again very well represented the cargo haulers will love the large apron and well detailed clutter. The usual suspects in DHL, FedEx are well represented, but again more landside cargo clutter would have been nice. SAS Cargo have their own facility and this area is well done as is the SkyChef's catering building set behind. Area South and Copenhagen Airport South Diagonally opposite and southwest of the central terminal area is the noted Area South. Here is the Control Tower and a Military Supply area, plus various Danish Company Airport facilities like Maersk and Goldschmidt Aviation... mostly very military in feel and look, but that Danish design comes out well here as authentic. Kastrup Control Tower is an exposed concrete style affair, not very pretty, but very authentic and very well done here and opened and operated in 2008 by Naviair... tower view is set somewhere in the Terminal 1 zone? a very odd place and totally useless? Copenhagen Airport South The area southwest is the really old original section of Kastrup Airport and has the original 1920's terminal building as part of the area, which is now used as a VIP and Royal terminal. The Original terminal was moved about 2 km during the 1990s to its current position. SAS traffic has an office that resides at Copenhagen Airport South under the old control tower, and there are also few airport facility support buildings including the bus depot also located over in this area. Ground Textures The runway and taxiway textures are exceptional... rough edges and patches, with that highly realistic asphalt join marking on the runways that is really good to excellent detail. Rubber gloss on touchdown areas and so many other fine details, make these textures some of the best lately... ... all textures have PBR reflections and are excellent in damp or wet conditions, grain is very good and so is all the signage and markings, you just simply can't fault it. Grass is unique as well... this is the first multi-layered grass I have seen, and that low and tall grass/flowers effect is simply so effective for field realism. The scenery comes with SAM-Seasons built in and the winter textures are excellent... I don't run SAM-Seasons as I use xEnviro, but have seen them in action and they are very good. (images are courtesy of FlyTampa). Copenhagen FlyTampa are renowned for not only providing the actual airport scenery, but all the surrounding cityscape as well... In that aspect the Copenhagen XP does not disappoint. Because the whole area has a custom mesh then the Copenhagen Airport is very well immersed into the scenery, and obviously there are no boundaries or change of texture colour here. The cityscape is excellent with Danish objects that covers all the housing and buildings in Copenhagen. It is a little generic in feel, missing though are important church spires and the large government buildings and Palaces, but overall it is very good... Custom areas include Ørestad a modern area of the city with the Marriott Bella Sky building and the Bella Centre, but missing though is the very distinctive (now closed, but soon to be a museum) Svanemølle Power Station and it's three tall funnels that dominates the Copenhagen skyline and harbour entrance? Highly visible are the twenty power wind turbines (The Danish are very into climate change and the environment) that I thought were static... ... but they do actually turn as their speed of rotation depends on the strength of the wind speed, a nice feature, there is another wind turbine at Ørestad... and note the Øresund Bridge again in the background. Lighting Kastrup lighting is quite spectacular! There is a huge differential in tone between the airside's extremely bright areas and the landside's more subdued illumination. But bright on the ramps it is? this is one of the brightest ramp areas I think I have seen, personally I absolute love it, but I know it will seriously divide the punters. Even with the subdueded lighting it is more than one tone, so it works overall, but I still question if a bit more lighting was required landside? The lit advertising is very nice. Terminal 3 is bit dark, but overall the rail terminus, office and administration building lighting (SAS) is very authentic and looks good. Remote stands F and E are excellent. Area South is well lit, with a lot of nice drop lighting and overhead gantry... Cargo and SkyChef's catering is also very good. Copenhagen City is not bad, but there are areas of monochomic lighting and some tall buildings are not lit? but other buildings look great.... overall the city nightscape is very good. Recommended is to have v11.50's reflection detail switched on, the Øresund Bridge looks brilliant on arrival and departure at CPH under a full moon. ___________________________ Summary Iconic Flight Simulator developers for years have been taunting X-Plane users that they created exceptional scenery, but simply refused to develop for the X-Plane platform, but instead threw us usually the most obscure and even worthless product to convince themselves that X-Plane as a simulator was not worth their time or investment, and in most cases they then wondered why we never purchased anything from them. In other words both sides lost in a game of wasted resources, time and even good business sense. The slow death of the original FlightSim movement, and the rise of the quality of X-Plane11, the tide turned in the fact that to just survive with the movement of a lot of their own customers the FlightSim developer then decided to finally deliver quality products for the X-Plane Platform, but to a point because still the bigger scenery assets were going to take time to convert to the X-Plane specifications, so again we had to wait. But time was now running out in the fact the FlightSim world now had a new version in FS2020 (Still in development). For years X-Plane has been starved of the sort of mega quality scenery other platforms found accessible, it is not about money, it s about the quality of the scenery that is the attraction, plus the requirement that it also conforms to the X-Plane features and effects. So here is FlyTampa's first big mega scenery or a sort of leveller scenery that the FlightSim community have not had access to for years. And not only is this Copenhagen XP our really first taste of their top grade scenery, but also the quality that can help the simulator at least have fair balance on keeping Ex-FlightSim simmers in the X-Plane platform FS2020 not withstanding. The main point to make with this scenery is the way that FlyTampa has utilised the X-Plane PBR effects in metal and glass, not to mention the complex modeling in recreating a very highly realistic Kastrup, to not have done so would have ruined a major chance of any big FlightSim developer in creating any decent scenery for X-Plane in the future, in fact it could have killed any future development stone dead, as the poor sales figures would have seen to that alone. Copenhagen XP is really a huge triumph for everyone, both FlyTampa and X-Plane users in the sheer quality and quality of this scenery. As noted the modeling and the use of materials in this scenery are simply outstanding, as noted metal, glass and reflection effects are off the scale in quality, but also is the use of the mesh, textures and even down to the use double scale grass to create almost a masterpiece of Kastrup for X-Plane users to use. Small detailing of the branded clutter, good vehicle animation, SAM-Scenery-Animation-Manager airbridges and included also are season textures, Copenhagen city, Øresund Bridge and highly impressive lighting are also huge plus-points It is not perfect though, nothing is totally absolutely perfection. Landside is missing the heavier clutter detail of the airside, and actually required here to cover the more lower-resolution textures, the small but important missing connection between the walkway and Terminal F, green roadways and washed out textures could be more Hi-Res... and lighting could be just a bit better on the landside as well... the tower view is just MIA. The fate of FlightSim quality scenery is really now in our X-Plane wallets, ignore this scenery for poor freeware, or invest in a quality we deserve and also have a seriously important European hub for our route requirements. So buy and receive finally a scenery we have been begging for years for, it is now your choice and in reality vote with your wallets and show that yes X-Plane can be a profitable platform because this Copenhagen XP scenery gives us absolutely now no excuses because FlyTampa has certainly delivered here, the future is now set with how X-Plane as a community repays them for in doing so. As a note, FlyTampa announced EHAM Schiphol as another scenery to be released besides this EKCH, now that airport is also another certainly been worth waiting for if it as good as this Copenhagen XP..... Absolutely must have scenery. _____________________________________ Yes! EKCH - Copenhagen XP by FlyTampa is available from the X-Plane.Org Store here : FlyTampa Copenhagen XP Price is US$31.00 Copenhagen Airport Copenhagen Kastrup International (EKCH) Airport Addon Airport modeled with PBR material 3D bridges, Animated vehicles & trains SAM Animated Jetways SAM Docking Guidance system Copenhagen City Copenhagen city fully modeled Hand-placed vegetation, and 3D lighting High Resolution surrounding Photo Scenery with custom mesh Dynamic lighting Volumetric Grass WT3: WorldTraffic GroundRoutes are not provided and a generation is required, and overall the airport generation functions perfectly. Traffic Global runs fine Requirements: X-Plane 11 Windows or Mac (not compatible with Linux) 4GB VRAM Minimum - 8GB VRAM Recommended Download Size: 2 GB Current and Review version : 2.0 (May 10th 2020) Installation You download an Installer, that you then set the X-Plane install address and then insert your email address and the authorization key... the installer will then do the rest (Internet connection is required and fast if possible). Install is five folders set in order: FlyTampa_Copenhagen_0_airport FlyTampa_Copenhagen_0_city Flytampa_Copenhagen_1overlays Flytampa_Copenhagen_2Photoreal Flytampa_Copenhagen_3Mesh Total scenery installation is a huge big : 6.84gb SAM Plugin - Scenery Animation Manager - Suite 1.0 is required for this scenery Seasons Seasons for the SAM - Seasons (SAM2 Suite) is provided and the installer does the work for you at the Installation phase. Ground Traffic The Ground Traffic plugin does not work in v11.50 (Vulkan). There is a fix that can be downloaded here, and then you need to replace the Ground Traffic file.xpl in ALL the PLUGIN folders in the: airport, city, overlays and Photoreal folders... then it will work. Documents One extensive manual in English with notes (6 pages) but no charts FlyTampa-Copenhagen.pdf _____________________________________________________________________ Scenery Review by Stephen Dutton 20th May 2020 Copyright©2020 : 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 - 32 Gb single 1067 Mhz DDR4 2133 - ASUS GeForce GTX 1080 8Gb - Samsung Evo 1TB SSD Software: - Windows 10 - X-Plane 11.41 - tested v11.50.b9 (fine) Addons: Saitek x56 Rhino Pro system Joystick and Throttle : Sound - Bose Soundlink Mini Plugins: Traffic Global (Just Flight) US$52.99 Scenery or Aircraft - Default Boeing 737-800 by Laminar Reserch
  7. Your going to have to supply more information than that? My Traffic Global works fine in both v11.41 and v11.50b
  8. Scenery Review : Belluno-Southern Dolomites by Frank Dainese and Fabio Bellini This is the third of five sceneries that will cover the Dolomite Mountain Ranges in the eastern north of Italy. This new area covers the Belluno- Piave River Valley and Val Agordina areas, that are positioned directly south and west of the Drei Zinnen National Park, and then the Cortina - Cadore region. Here are the three regions... Each region backs on to the other with the Drei Zinnen (red) top east, then Cortina - Cadore (yellow) and now this new Belluno (Purple) zone, so in areas there is an overlap of one over the other, obviously you need them all in the three packages to get the whole set of overlapping views seen here in this review. Belluno Belluno is a town and province in the Veneto region of northern Italy. It is located about 100 kilometres (62 miles) north of Venice, Belluno is the capital of the province of Belluno and the most important city in the Eastern Dolomites region. With its roughly 36,000 inhabitants, it is the largest populated area of Valbelluna. It is one of the 15 municipalities of the Dolomiti Bellunesi National Park. These very extensive Frank Dainese and Fabio Bellini sceneries are not super detailed in a perfect reproduction of a township, the main focus is usually on the landscapes and the highly detailed mountains, but in this particular Belluno package the main focus is on the township of Belluno and the general area around it and the Piave River Valley and Val Agordina areas. All the objects in Dainese and Bellini sceneries are custom made, but are mostly generic, however there are a few items like the The Duomo (Cathedral, 16th century), with the 18th-century bell tower designed by Filippo Juvarra that are custom for this scenery as is the Belluno Railway Station. So there is a very Italian feel to the whole thing, and from a flying perspective the whole scenario does work very well. Perched high over Belluno is Schiara (2,565m) - (Italian: Monte Schiara) and the most visible of the southern Dolimites and reproduced here in great detail and is part of the National Park of the Belluno Dolomites. Far west of Belluno and the only other peak visible from the Piave River Valley is the Piz di Sagron (2486m) and close to the famous Cereda Pass. LIBD: There is only one airfield (Grass) in the Belluno scenery and that is Belluno Airport, the airport is also known as Arturo Dell'Oro Airport. There is a genuine Italiano feel to the airport, if you could call it that, as in reality it is just a collection of motley old hangers. But the signage and detail is very good. There is one grass runway 05/23 - 812m (2664ft) Grass at an altitude of 1,240 ft / 378 m ASML. HLIBD: To the east is a H Pad in front of a huge storage/maintenance hangar... Belluno - Pieve di Cadore There are several routes out of Belluno, the first one we will look at is too the northeast to Pieve di Cadore, Pieve di Cadore is part of the Cortina - Cadore scenery so of course a lot of the views shown here include that package. Also I have jumped ship to the X-Trident Bell - 512 from the Bell 407, as the 407's sound doesn't work here in v11.50 (DreamEngine). We are still in the Piave River (also known as Fiume Sacro alla Patria or the "Sacred River of the Homeland"), but now becoming a deep valley going northeast... Once above the valley floor you can see the volume and huge range of the custom objects throughout this scenery package... there are altogether 14,000 buildings positioned manually and reconstructed as in real, Churches, public buildings, soccer stadiums, hospital and even cemeteries over an area of 1200 sq. Km. The Piave River is very well represented along the valley floor, the detail is far better than earlier more basic valley floors which I didn't think were realistic enough for such high-grade scenery, but this is now really good and an excellent step forward. Looking ahead you can easily see the deeper Dolomite mountain chains with Drei Zinnen now poking up, but as you go in deeper and the valley closes in around you they disappear again. All the river side villages and comunes are represented including... Pian di Vedoia, Soverzene, Fortogna, Desedan and Provagna.... as you reach Longarone, look right as if you blink you will miss it.... the infamous Vajont Dam. The Vajont Dam was completed in 1959 in the valley of the Vajont River under Monte Toc. On 9 October 1963, during initial filling, a landslide caused a megatsunami in the lake in which 50 million cubic metres of water overtopped the dam in a wave of 250 metres (820 ft), leading to the complete destruction of several villages and towns below, and in the disaster created 1,917 deaths. The flooding in the Piave valley from the huge wave destroyed the villages of Longarone, Pirago, Rivalta, Villanova and Faè and turned the land below the dam into a flat plain of mud. the Vajont Dam is now disused. Note the village of Casso up to right of the dam, Casso has been reproduced in the scenery for the pretty village it is. The Zoldana Valley off west from Longarone is also represented in detail... Past Castellavazzo the Piave valley around Termine di Cadore and Ospitale di Cadore then the route narrows considerably, and you start to swing the chopper around though the tighter valley sides, and it is fun flying if you can hack it as the width of the valley gets narrower and more bendy after twisty bend. Snaky, snaky as you twist through the valleys, then around Rivalgo it gets really tight as the Sass de Mezzodì (2036m) towers above you ... ... finally around Perarolo di Cadore it opens out and around one final bend there is Y junction with the Monte Zucco directly ahead... ... look left in a glance and there is Pieve di Cadore with the towering Monte Antelao (3263m) behind, this is a short cut valley to Pieve di Cadore, but I am going right, it is tighter (in fact extremely tight) but it brings you out on the reservoir by Corte Longo and Domegge... .... follow the reservoir forward and it takes you up the Auronzo Valley (Drei Zinnen) and here you are now in Cortina - Cadore territory as Pieve di Cadore is left up on the hill. Note from Pieve di Cadore is now looking south it is a different perspective because the view has now been filled in and notably the Piz di Sagron, other major points from the Cadore Valley like Monte Civetta and Monte Pelmo are also very different with the adjoining Belluno package now in position. Belluno - Alleghe The main thrust into the Belluno mountain areas is via the La Valle Agordina, but there are two routes in, the main one of which we will follow through the La Valle Agordina and another route that still joins up at Agordo, the second entrance is via lago del Mis a short way east. Both entrances are framed by the Schiara and Piz di Sagron that we have already noted. Depature is again from Belluno Airport and we head west over the township of Bellluno itself... ... then you turn sharp north. The entrance into the La Valle Agordina is quite hard to see, a hint is that it is the valley without the water. It gets tight very quickly in the La Valle Agordina and you are very soon twisting and snaking between the steep walls... Not far into the valley and to your right up high is a side view of the Schiara, but your eyes need to be forward if you don't want to fly into the valley walls... ... a last turn and up and high to the left is the Pala Group of the Dolomites located near the village of Agordo which is represented on the valley floor. Note to your very far left as you come into the wide Agordo valley is another view of Piz di Sagron. Pala group and is known locally as Il Pizzòn, meaning Great Peak, And included in the ranges are some significant peaks including: Vezzana, (3,192m), Cimon della Pala, (3,184m), Cima dei Bureloni, (3,130m), Cima di Focobon, (3,054m) and the Pala di San Martino, (2,982) and Monte Agnèr (2,872m). The range also includes a large plateau (altopiano delle Pale), spanning for some 50 km² between 2,500 and 2,800 m and is an empty rocky extent. There are a few valleys to explore right around the Pala Group, but we will do that later. Directly opposite and to the east of Agordo is the San Sebastiano chain that includes San Sebastiano (2488m), Monte Tamer (2547m) and Moschesin - Moschesin Castle (2499m)... ... behind Monte Tamer further east is again Monte Antelao in the Cortina - Cadore package. Notably in Agordo is another of the significant amount of Football (Soccer) fields, and the original headquaters (now in Milan) of the Luxottica Group S.p.A. which is represented here. The Luxottica Group is an Italian eyewear conglomerate and the world's largest company in the eyewear industry with brands including Ray-Ban, Persol, and Oakley. Leaving north from Agordo there is a choice of valleys to pick from? The one to the west takes you past the base of Monte Agnèr... but fly on north and... .... up again to your right is Monte Civetta (3,220m) which is a prominent and major mountain range of the Dolomites and the north-west face can be viewed from the Taibon Agordino valley, and is classed as one of the symbols of the Dolomites. But first up high to your left is Lastìa del Framónt This is not the best view of Monte Civetta as that is from our destination at Alleghe, So it is more tunnel valleys and complex route choices north... ... until you reach Alleghe, which is situated by a picturesque lake. Note the brilliant X-Plane v11.50 reflections on the lake! There is a H Pad here HEALL at Alleghe... ... and the backdrop of the sheer north-west face of Monte Civetta while landing is astounding. Certainly one of the highlights of the Belluno package, you can only see the excellent detail in the Civetta range with the Moiazza area as the group of summits just South and East of the Civetta peak. Note in the background Monte Pelmo and again Monte Antelao in the Cortina - Cadore package, and you can see like at Pieve di Cadore the reverse view from the Cadore Valley the significance of the filling out of the view from both angles. Alleghe - Marmolada - Agordo This is a wide loop around Marmolada and the Pala Group which both represent the north and western boundaries of the Belluno scenery. Notable is that the western side of this area dips deep off the package, but I expect another of the last two of these Dolomite sceneries to cover this area of Bolzano, Departing north out of Alleghe there is an obstruction of a high set of power lines that are stretched right across the valley, so you have to gain altitude very, very quickly if not to fly through them, in fact there are loads of powerlines criss-crossing the valleys all through this scenery.... ... a lot of altitude is required anyway, as you can't stay low in the valley of where we are going to next. Not far north of Alleghe there is cross of valleys, we are going to go west along the Val Pettorina, which is a very tight left turn... ... turn right however into the Fiorentina Valley and it takes you right up to the base of Monte Pelmo (Cortina-Cadore), the valley in objects however has now been filled in and makes Pelmo now more accessable than from the east... the view of Monte Pelmo is very good as you can get far closer to the mountain... the village of Selva di Cadore is also well represented. All the villages along the Val Pettorina are represented, and the detail is very good, they include; Saviner di Laste, Rocca Pietore, Sottoguda-Palue and Malga Ciapela. But although the view is nice, you have a serious need to climb higher all along the Val Pettorina from 3,500ft to 6,500ft. Almost at the end of the Val Pettorina you have to take another hard turn left, but looming large in your windscreen is the magnificent Marmolada! Marmolada (3,343m) (Queen of the Dolomites) consists of a ridge running west to east and the highest peak in the Dolomites. Towards the south it breaks suddenly into sheer cliffs, forming a rock face several kilometres long. On the north side there is a comparatively flat glacier, and the only large glacier in the Dolomites (the Marmolada Glacier, Ghiacciaio della Marmolada). the ridge is composed of several summits, decreasing in altitude from west to east: Punta Penia (3,343m), Punta Rocca (3,309m), Punta Ombretta (3,230m)etres (10,600 ft), Monte Serauta (3,069m) and Pizzo Serauta (3,035m). The cross and memorial is represented at the summit as is the aerial tramway goes to the top of Punta Rocca. Views are sensational even by X-Plane standards as the Cortina and even the Drei Zinnen sceneries are all clearly visible, including the Fanes group and Fanes Plateau. The Lago di Fedaia is located at the foot of the Marmolada Glacier. You can of course fly around the full base of Marmolada, but in reality this is where the boundary of the scenery ends (until the next package)... You can still loop around the valleys as they are interesting and great for flying low(ish)... .... you can at Moena turn into the Passo di S. Pellegrino that will take still around the full circle base of Marmolada, but it also takes you directly back to Alleghe via the Val di Fassa. However I continued down to Predazzo and then a hard left and back into the Belluno scenery down the Val Paneveggio... the Pala Group now comes back into view but from the western aspect. Lago di Paneveggio is spectacular with the X-Plane v11.50 reflections (really loving the Vulkan reflection feature in this scenery?) But past the Lago there is really no easy pass or valley to slip though, so my choice was to get up close to the Pala Group and go up and over (it is the left turn here) to the Primiero valley ... ... from this angle the highest peak in the group, Cima della Vezzana is extremely impressive. A huge amount of work has gone into recreating these iconic Dolomite peaks, is as noted that the DEM data that is used and it is then further corrected with 3D graphics programs. Subsequently the textures were then applied in 4K resolution which are obtained from high definition photos. The positioning on the modified mesh is very accurate and respecting the dimensions and the main morphological characteristics of the terrain. And as the Dolomites are mountains with unique characteristics as they come with their large vertical and smooth walls. Heading south and on the western side of the Belluno package down the Primiero valley and next into view comes San Martino di Castrozza which is a major Dolomite ski resort... there is a H Pad located here: HSMC ... but it is time now to head back to Agordo, so bit further along the Primiero valley left turn at Fiera di Primiero puts you back in the La Valle Agordina. On the left you get another and more closer and significant visual aspect of Piz di Sagron from the Valle Agordina as the range is set to the south and close to the Piave River Valley. Further down the valley going west a familiar view opens up with San Sebastiano - Monte Tamer mountain groups as you arrive back at Agordo... Agordo has a H Pad HEAG by the Vigili del Fuoco (Fire Station), it is a tricky landing over a fence, but still doable. Lighting Overall lighting is not the main aspect of these sceneries... there is lighting of course, but it is mainly just housing (window) and the odd street lamps to create an alpine village feel, but in this package there quite a bit of it, so every major valley is lit... With Belluno being the largest township of any Dainese and Bellini sceneries there is of course far more here, and it looks quite authentic at night and works very nicely in recreating the valley effect, odd buildings or the main significant custom scenery objects and the many football (Soccer) fields are also well lit in the scenery. _________________________________ There is one airport and 11 H pads in the scenery, which is significantly more here than most other provided landing areas in Dainese and Bellini sceneries, provided are: LIDB - Airport - 46.1632024 012.2453913 – BELLUNO CITY HLIBD - HELIPAD - BELLUNO AIRPORT HELHB - HELIPAD – 46.13908690 012.2001516 –BELLUNO HOSPITAL HELLG - HELIPAD - 46.2721585 012.3034299 – LONGARONE HSMC - HELIPAD - 46.2631061 011.7960794 – S.MARTINO CASTROZZA HEPR - HELIPAD - 46.1694772 011.8224303 – VVF PRIMIERO HEAG - HELIPAD - 46.2789449 012.0309167- AGORDO HEALL – HELIPAD - 46.4119874 012.0159586 – ALLEGHE HEFL – HELIPAD - 46.3561542 011.8715286 – FALCADE HEAR – HELIPAD - 46.4957027 011.8718972 – ARABBA HERV – HELIPAD - 46.4159242 012.1566844 – Ref.VENEZIA HECFM – HELIPAD - 46.4369182 012.1221237 Ref.FIUME LIDB - Airport – BELLUNO CITY Set to the east of Belluno township is LIDB Airport. Unusually a real replication of an airport as most Dainese and Bellini airports are mostly fictional. Single grass runway 05/23 - 812m (2664ft) is complimented by some authentic designed hangars and mostly default objects. HLIBD - H Airport - BELLUNO AIRPORT Set on the eastern end of the Bellnuo Airport in front of a large service hanger HELHB - H BELLUNO HOSPITAL Great Medi helipad outside the Belluno Hospital, easily found and nice approaches. HELLG - H LONGARONE Placed next to the fancy Football Stadium and Sports Centre in Longarone, the approach is singular and difficult because of the trees and house. HSMC - H S.MARTINO CASTROZZA The most western H Pad in the shadow of Cima della Vezzana at San Martino di Castrozza in the Primiero valley. Approaches are very clean. HEPR - H VVF PRIMIERO This remote H Pad is in Primiero, which is directly in front of Pale di San Martino (Pala Group - Between Fiera di Primiero and Agordo). Approach is singlular down the valley but worth it. HEAG - H AGORDO H Pad is by the Vigili del Fuoco in Agordo, with a tricky fence and approach. HEALL – H ALLEGHE Right on the north edge of the lake, it is an extremely spectacular approach in from over the lake. HEFL – H FALCADE Deep central in the Val di Fassa between the ranges of Marmolada and Pala Group is Falcade, Trees and buildings on the approach from the west, but wide and open from the east. HEAR – H ARABBA At the northern foot of Marmolada, Arabba (Marmolada ski resort) it is the most furthest north position of the Belluno scenery, hard to find as it is in a lost valley called Cordevole valley. It is however a good place to go north or east into the Cortina - Cadrone areas. Slight incline but good approaches to the H Pad. HERV – H Ref.VENEZIA On the foothills of Monte Pelmo (southeast) this is a refuge H Pad. The H Pad is set out on an extreme slope, so it is extremely difficult to land or takeoff from. HECFM – H Ref.FIUME This Refuge is also on the foothills up the Fiorentina Valley of Monte Pelmo (northwest), this is another refuge H Pad. Note: if either HERV or HECFM Refuges don't appear, then remove the (D3H)_Exclusions folder? The folder is for x-europe or ortho4xp use. Most of all the refuges in the Belluno areas are represented, including: Coldai, Tissi, VII ° Alpini, Carestiato, Scarpa, City of Fiume, Venice Ref and more. _________________________________ Summary This is the third of five sceneries from Frank Dainese and Fabio Bellini that cover the Dolomite Mountain Ranges in the eastern north of Italy. This new area covers the Belluno Valley and Val Agordina areas, that are positioned directly south and west of the Drei Zinnen National Park, and then the Cortina - Cadore region. Areas recreated in this scenery package include: Belluno city , Longarone + Vajont dam, all the many valleys including: Agordina, Fiorentina, Zoldana, Cordevole, Piave, Prmiero All the numerous mountains and glaciers are all very highly created mesh from DEM data 3D graphics programs, and the Hi-Res textures are all in 4K resolution. The focus mountains are simply excellent in their 3D reproductions and the highlights are Pale di San martino (Pala Group), Schiara, Marmolada, Civetta, Moiazza, San Sebastiano (Tamer), Sass Set, Sagron. These excellent representations of iconic mountain areas of the world are for exploration, sightseeing or just plain exploring... and you could throw in a bit of geography as well. All are highly detailed of the areas they represent and the mountain ranges are of course the stars and the focal point. With this Belluno extension you do have a question that arises in that does it stand alone as a scenery by itself? That is big question to now answer unlike the former Drie Zinnen/Cortana Packages. Personally I can't see this package fully working effectively without the Cortina-Cadore extension as part of the same landscape, as the two Cortina/Belluno do heavily intertwine together at many points and boundaries, and the visual aspects from both sides of each scenery are duly both affected, together there quite outstanding in many viewpoints, and also now showing the truly huge landscape of the Dolomite area that is now visible. Hugely popular and yes I love these amazing and hugely detailed and now extensive sceneries that can change your perspective of an iconic area and allow them to come to life in your simulation world... Highly recommended, so three down and only two more Dolomites to go! ______________________________________________________________________ Yes! Dolomites 3D Belluno-Southern Dolomites by Frank Dainese and Fabio Bellini is NOW available from the X-Plane.Org Store here : Dolomites 3D - Belluno - Southern Dolomites Price Is US$24.95 Customer who already own Dolomites 3D- Drei Zinnen Park or Cortina can get this new scenery for $5 off. Please go to the original invoice for coupon code Features 1200 sq. Km of scenic Mountain Scenery Belluno Airport LIDB - Extremely detailed over 10 Heliports in strategic sites. Belluno city , Longarone + Vajont dam, many valleys: Agordina, Fiorentina, Zoldana, Cordevole, Piave, Prmiero ... Over 20,000 buildings positioned, with many buildings rebuilt. 10 3D models: Pale di San martino, Marmolada, Civetta, Moiazza, San Sebastiano (Tamer), Sass Set, Sagron ... All the vegetation mapped Inserted hundreds of polygons / textures to reproduce the photo-realistic terrain Reproduced the main skilift-plants, in particular the Marmolada with 3 sections. Reproduced all the main refuges in the area: Coldai, Tissi, VII ° Alpini, Carestiato, Scarpa,Città di iume, Venice Ref. ... WT3/Traffic Global: Your joking of course! no, you are on your own here Requirements X-Plane 11 Windows, Mac or Linux 4GB VRAM Minimum - 8GB+ VRAM Recommended Download Size: 600-950 Mb Release and Review version 1.0 (15th May 2020) Installation Download scenery file size is download 635.20mb and with the full installation installed in your custom scenery folder as there are Nine install folders in the order below in the .INI File (included and the listing below also includes the Drei Zinnen/Cortina packs):  SCENERY_PACK Custom Scenery/D1A_DOLOMITI_3D_Part1/ SCENERY_PACK Custom Scenery/D1B_AIRPORT_LIVD/ SCENERY_PACK Custom Scenery/D1C_CableWay_Dolomitti1/ SCENERY_PACK Custom Scenery/D1D_PUSTERIA_Comelico/ SCENERY_PACK Custom Scenery/D1E_MISURINA/ SCENERY_PACK Custom Scenery/D1F_AURONZO/ SCENERY_PACK Custom Scenery/D1G_Exclusions/ SCENERY_PACK Custom Scenery/D2A_DOLOMITI_3d_Part2/ SCENERY_PACK Custom Scenery/D2B_AIPORT_LIDI/ SCENERY_PACK Custom Scenery/D2C_CableWay_Dolomiti2/ SCENERY_PACK Custom Scenery/D2D_CORTINA/ SCENERY_PACK Custom Scenery/D2E_CADORE/ SCENERY_PACK Custom Scenery/D2F_CRODALAGO/ SCENERY_PACK Custom Scenery/D2G_Exclusions/ SCENERY_PACK Custom Scenery/D3A_DOLOMITI_3D_Part3/ SCENERY_PACK Custom Scenery/D3B_CableWay_Dolomiti3/ SCENERY_PACK Custom Scenery/D3C_AGORDO_ALLEGHE/ SCENERY_PACK Custom Scenery/D3D_BELLUNO_Piave/ SCENERY_PACK Custom Scenery/D3E_VAL_CORDEVOLE/ SCENERY_PACK Custom Scenery/D3F_VALLE_PRIMIERO/ SCENERY_PACK Custom Scenery/D3G_Zoldana_Fiorentina/ SCENERY_PACK Custom Scenery/D3H_Exclusions/ SCENERY_PACK Custom Scenery/Dolomiti2_lib/ SCENERY_PACK Custom Scenery/Dolomiti_SIRX_VEGETAZIONE/ SCENERY_PACK Custom Scenery/MESH_DOLOMITI1/ Total scenery installation (Belluno) : 2.05gb connector scenery (D2G_Exclusions- Highlighted) is IMPORTANT in its position in the scenery order .ini to make sure there is a perfect transition between the two packages. Documents One manual with notes ______________________________________________________________________   Scenery Review by Stephen Dutton 17th May 2020 Copyright©2020 : 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 - 32 Gb single 1067 Mhz DDR4 2133 - ASUS GeForce GTX 1080 8Gb - Samsung Evo 512gb SSD Software: - Windows 10 - X-Plane 11.41 and tested in v11.50b6 and b9 Addons: Saitek x52 Pro system Joystick and Throttle : Sound - Bose Soundlink Mini  Plugins: None Scenery or Aircraft - Bell 412 XP11 by X-Trident (X-Plane.OrgStore) - US$35.95
  9. Scenery Review : VNKT - Kathmandu Tribhuvan Intl Airport by Cami De Bellis One thing always stood out with VNKT - Katmandu Airport and that it was hard, I mean it is a really very hard place to to get into and then out of. In a propeller aircraft it wasn't that bad with some tight turns and their low speeds, but in any heavy it was a nightmare as the airport is basically situated in a valley with walls of mountains surrounding any entrance or escape. The various real crashes of aircraft flying into mountainsides around Tribhuvan also highlights the danger (Air Crash Investigations). There is actually only two ways into VNKT - Katmandu, directly or from the west and both approaches go into RWY 02, the opposite end of RWY 20 is really a non-starter and is usually never used. So any approach requires planning and perfect altitude calls to get the approach absolutely darn perfect as the DOVAN approach is as snaky as they come.... so take a look at the approach chart to really understand the difficulty and planning required of flying the bigger machines around Katmandu Airport, and note the airport altitude at 4395 ft ASL (navigraph) Cami de Bellis has been around X-Plane for many, many years and has covered a lot of scenery in that time, but lately she has turned pro with now three sceneries as part of her portfolio... First was the Bhutan VQPR - Paro International Airport scenery, then NWWW La Tontouta Noumea - New Caledonia of which I really liked, this Katmandu returns her to the mountains and is more similar to the Bhutan feel. VNKT - Kathmandu Tribhuvan Intl Airport by Cami De Bellis I will note that in these views I am using the SFD (ShortFinal) local autogen, but in Katmandu I wonder if it reflects the wrong landscape? Yes Katmandu has high-rise buildings, but more colourful old Hong Kong than the more modern Rio de Janeiro look and feel we have here? Take out the SFD autogen and it is far more greener (below) aspect, but you lose the Katmandu skyline of buildings as well. A second note is that Cami provides a full downloadable (2.4gb) Ortho4XP version of the area, but most of the detailed ortho it provides is buried under the foliage. Overall my first impressions of VNKT were very good as Cami is very diligent in the way she creates her sceneries, but the approach to RWY 02 was not good? AS there is a very flat ortho image zone right sitting on the threshold of RWY 02, and the flat images also go right up the east side of the runway, both zones don't give any viewing pleasure on arrival at VNKT, which makes it all a very odd business? It doesn't work from in the air either because it looks like a set in rectangle, it looks like Google Maps, and it is not far from the truth? As with most airports around Asia they are in part very old and part new, and so it is the case with Tribhuvan Intl. Tribhuvan International Airport त्रिभुवन अन्तर्राष्ट्रिय विमानस्थल IATA: KTM - ICAO: VNKT 02/20 - 3,050m (10,007ft) Asphalt Elevation AMSL 4,390 ft / 1,338 m Development of the international terminal building was commenced in 1987, when the construction of the Airlines Operation and Control Tower building was completed and the taxiway was later overlaid in1989, the final construction of the terminal building was completed and opened on 18th February 1990. Many a freeware artist has try to create this TIA terminal over the years out of generic objects. But the terminal design and layout is simply too complex and far to diverse to try to recreate unless it is totally custom made. Notably the detail is required here for this elaborate design is simply off the chart and Cami has done a very good job of recreating the style and feel of this brick terminal and triumphs where most past were doomed to fail. Cami's detail is very good, even with local aspects like cars, buses and signage. The cars are imported Indian Hindustan Ambassadors based on the UK Morris Oxford series III model and they give the airport a very authentic look. Everything here is walk-on, walk-off even with a very long walk or to bussed out to the aircraft as it is laid out like a flightline. There are nine stands 1-9 in a line, so not an airbridge in sight. Control Tower is set mid-terminal and is quite exquisite and nicely done here. Tower view is correct, but there are a few obstructions... Domestic Terminal The Domestic Terminal is well separated from the actual parking apron, so again everyone is bussed over to the aircraft... There are seventeen stands D1 - D17 on the large apron... ... domestic terminal is two-faced in being a very modern facade on arrival, but a chaotic dated mess on the other airside, detail here is very good and again very local and I love the detail. Out on the apron again the detail is again first rate, worn trucks but again local liveries give a very authentic air to the scene. There are a lot of nice static aircraft to fill in the visual impact, mostly Twin-Otters and ATRs. Set as part of the Domestic Apron is the Government of Nepal's VIP-Terminal, looking more like a local temple it is a very nice place to receive international guests, like Queen Elizabeth II who landed in a Dakota plane for her first visit to Nepal in 1961. I am not crazy about a lot of the larger trees that are set around these parts of TIA, very cardboard looking and not very realistic in most lighting conditions, they stand out for all the wrong reasons. Between the Domestic Terminal and it's remote apron is a collection of motley maintenance hangars... more military focused than civil, the name however is "Nepal Airlines Engineering". Excellent roof lattice construction again highlights the great detail. It is really well done, because every building is very different and complex in design, worn and age are well conveyed for realism, so the overall aspect is authentic. Various MIl's in Russian helicopters and the odd Russian transport aircraft also fill out the scenario. Landside is very good with what you expect from Cami in again a lot of detail... carparks, billboards, signage are all first rate, and TIA has one of the most elaborate entrances to an airport in the world. On the eastern side of RWY 02/20 is a collection of buildings, a major maintenance hanger for Budda Airways and some nice if abandoned airliners... ... highlight is the remains of a 10 May 1973, a Douglas DC-3 operated by Thai Airways that overran the runway on landing with 100 of passengers and 10 crew on board, there was one fatality (the actual aircraft was a DC-8) that sits next to the very well done Fire Station. Southwest is a large fuel deport and airport support facilities, again the detailing here is very good and highly realistic... Ground Surfaces All the runway surfaces at VNKT are excellent, and there are a lot of various areas to replicate as well, stony shoulders and oily parking areas are all well realised... highlight is the threshold turnaround zone at the start of RWY 02. Lighting Overall the lighting is very good at VNKT. Approach and taxiway lighting is very good as is the navigation signage. Ramp lighting is very good with great apron coverage, the domestic apron is good as well but there are a few stand dark areas like with stand D-17. International Terminal lighting is very good considering the complexity and the terminal looks authentic at night. The control tower's windows are a bit too bright (they can't see out into the dark with bright lights inside) but the modern side of the Domestic terminal does not look like it is part of this scenery at all? it stands out, but in all the wrong ways. This is a personal viewpoint as I really don't like this sort of ex-Fsx early era glass colouring, and again I think it doesn't work here in context either... I understand why it was done this way, but I am not a big or even a fan at all of the bland artificial colouring look. Airside Domestic is very good as is the maintenance hangers, in that some are lit nicely inside. East side has minimal lighting but fine. WT3/Traffic Global. There are no WT3 ground routes that come with the scenery. A generation is good, but don't expect a lot of traffic up here Traffic Global works fine and fills up the airport, but there is not much actual action? _________________________ Summary Tribhuvan International Airport (TIA) in Katmandu is the only International airport in Nepal, and is set high in the Himalayan ranges. So the exotic placed scenery always deserved a good custom modeled version for such a prized destination in the X-Plane simulator. This is Cami de Bellis's third professional scenery after Bhutan's VQPR - Paro and NWWW La Tontouta Noumea in New Caledonia, and we know that any scenery from this long and experienced developer also comes with a lot of dedication, love and an outstanding focus on detail. Overall VNKT - Kathmandu Tribhuvan Intl is excellent, with detailed complexly rendered terminals and a very authentic reproduction of the Tribhuvan International airport, all the aspects are well documented with all terminals, International, Domestic and the VIP-Terminal all represented with the motley collection of maintenance hangars also well reproduced. Plenty of active traffic and very good lighting adds in to overall a great package. Aprons and ground textures are also first rate as is the landside detail, in fact all the detail is excellent and very local for that exotic Nepalese feel is very present. But several points do tend to overwhelm the scenery, with in one the approach (RWY 02) ortho textures are flat and highly visible in the wrong way, the idea again is correct, but it doesn't work in reality? Domestic terminal lighting (modern landside) again overwhelms all the other low key lighting of TIA, and there are also various floating objects landside and some of the larger trees again stand out for all the wrong reasons. Challenging and certainly in any approach and departure from NVKT, this a welcome addition to the X-Plane collection of places you need to go to to experience the full dynamics of the simulator. Cami de Bellis is also highly regarded within the X-Plane community and we all love her outstanding work as it comes from absolutely the right place... Highly recommended. _____________________________________ Yes! VNKT - Kathmandu Tribhuvan Intl Airport by Cami De Bellis is available from the X-Plane.Org Store here : VNKT - Kathmandu Tribhuvan Intl Airport Price is US$26.00 Features: Highly accurate scenery for VNKT-Kathmandu Tribhuvan Airport with all buildings modeled Over 220 custom objects all with Ambient Occlusion DSF mesh created and modified to fix bump terrain and set and correct the topography of Airport’s area Photo real textures on buildings, vehicles etc. Photorealistic ground textures based on a satellite image Professional ortho imagery 50cm – 25 km square meters – with share license authorization Detailed airport objects and vehicles Custom textured taxiways, runways, and apron Custom surroundings buildings Custom airport lights HD Custom forest and flora trees High resolution building textures – all in 2K and 4K Excellent night effects World Traffic 3 compatible Native characters created specially Requirements: X-Plane 11 Windows, Mac or Linux 4 Gb VRAM Minimum. 8 Gb+ VRAM Recommended CDB-Library v.2.4 is required Current and Review version 1.0 (May 9th 2020) Installation Download scenery file size is 980mb: VNKT_Kathmandu_by_CDB There is an optional Ortho4XP download available at 2.48gb. VNKT-Mesh VNKT-Kathmandu_Tribhuvan_Intl NEPAL Total scenery installation is quite big (excluding the Ortho4XP) : 2.74gb CDB-Library v.2.4 is required for this scenery Documents One extensive manual in both .pdf and rtf. English with notes (5 pages) but no charts. Ortho4XP download and install details. Ortho4XP.txt VNKT-Kathmandu NEPAL.pdf VNKT-Kathmandu NEPAL.rtf _____________________________________________________________________ Scenery Review by Stephen Dutton 13th May 2020 Copyright©2020 : 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 - 32 Gb single 1067 Mhz DDR4 2133 - ASUS GeForce GTX 1080 8Gb - Samsung Evo 1TB SSD Software: - Windows 10 - X-Plane 11.41 - tested v11.50.b6 (fine) Addons: Saitek x56 Rhino Pro system Joystick and Throttle : Sound - Bose Soundlink Mini Plugins: Traffic Global (Just Flight) US$52.99 Scenery or Aircraft - Airbus A319 by ToLiSS (X-Plane.OrgStore) - US$69.00
  10. Yes I was not a big fan of the AirfoilLabs sounds either, pretty rough... I will check on window situation as there was a picture of the developer recording them?
  11. Sound Pack Review : FMOD Experience - Cessna 172 by SimAcoustics I have for awhile now been a big supporter of third party sound packages. Notable is of course is Blue Star Simulations (BSS) that add in another higher dimension to airliner realism. Admittedly many aircraft already do have very high quality audio, certainly now with FMOD design which is an internal part of the X-Plane simulator. FMOD is a proprietary sound effects engine and authoring tool for video games and applications that was developed by Firelight Technologies, in that you can play and mix sounds of diverse formats on many operating systems. In this audio package from SimAcoustics it is an upgrade for the beloved Cessna 172. There are three Cessna 172s supported in the package: • Laminar Research default C172 • AirFoilLabs C172 • Carenado C172SP G1000 Noted sounds are: Authentic engine, propeller and exhaust notes, Realistic sounds for all equipment inside and outside of the aircraft, True to life system and control noise of the G1000 navigation unit, Detailed airflow and weather sound effects, Ambient (nature) noise that makes the world come to life and the package is VR Ready for optimized 3D placement of every sound source. Installation The package is not an addon, but three sets of replacement sounds for the current default FMOD sounds, and a few extras. So the installation requires you to replace each of the aircraft's FMOD sound pack with the newer SimAcoustic package. The opened package looks like this. There are three separate aircraft sound folders and two generic .bank files and the manual. Obviously you have to remove the current FMOD sounds in each aircraft package and save them safe. I just added _old to the folder and moved it to somewhere safe. Create a new FMOD folder and insert the specific folder contents for each aircraft, then add in the extra two specific .bank files to each FMOD aircraft folder. Each new completed FMOD folder should look like this Laminar Default C172SP Careando C172SP G1000 AirFoilLabs C172SP And you are done... And it sounds like! I powered up the Carenado Cessna 172 SP G1000 and instantly it felt different... not an easy thing to do as the Carenado sound pack is already very good. I traced the sounds back to two sources, one was the avionics fan, switch the avionics on/off and hear the fan start up or wind down, "wow" impressive, the other noise was the fuel pump and again it was very good, whiny and highly audible, you can have a bit of fun just turning on or off this pump or any switch on and off as these sounds are very authentic (or noisy) and that brings me to a point. Are these background sounds too loud? or do we need some control over the sounds volume? The "Warning/Caution" sound is very high and loud enough to make you jump... Obviously a C172SP pilot would say yes or no to this question, but overall the internal atmosphere is very good. Time to start the Lycoming Model IO-360-L2A engine... you hear and even feel the starter motor engage, then the turn and eventually the firing of the horizontally opposed, four cylinder, overhead valve, air cooled, fuel injected engine... and you hear all of the cylinders firing in turn and then the running of the cylinders in sequence, that is good, very good... I am seriously impressed with the start up action and engine running sounds.... All the sounds of course come from a real C172SP (the one in the header image Cessna 172N registered PH-GEO) so they are of course real, but even recording the actual sounds is really not enough to create ultra realism. Remember these air-cooled engines are very simple at their heart but also have a very distinctive sound. Car engines are muffled by their water cooling systems, except for the early Volkswagens as they have the same horizontally opposed, four cylinder, overhead valve, air cooled layout, a 2 or 4 stroke motorbike can have the same sounds, but the point is you hear every cylinder firing as the louver cooling system does not contain the reactions as well as a block of a car's engine and again a car's engine noise is also suppressed by the engine compartments noise installation materials, but an aircraft has very little of these types of sound suppression. Internally it sounds brilliant with that knocking thrum that is very highlighted here, adjust the Fuel mixture lever (knob) and the tone changes with the lean or richer mixture setting... slower to deeper in the thrum, but the churning sounds as realistic are excellent... As a note I am wearing Bose QuietComfort QC35 ll headphones, and turning left then right and the engine noise moves nicely between the L and R ears, with a full dynamic sound straight forward... ... the rear is the same but of a different tone because you are a fair way rearwards from the engine sound source and the changes in tones as I moved my head L and R. Again I was significantly impressed in the quality of the Lycoming engine sounds thoughout the whole cabin. Opening the side window and then the door did not however significantly heighten the sound volume? This is an area that Carenado do very well, but it was missing here? Externally the sounds are certainly quite different. Here there is the complex matrix of engine sounds with the twin-blades cutting through the air and creating that distinctive chop, chop sound, but the bass deep throat engine sounds as well and the final layer is the exhaust outlet sound. I have always been quite disappointed in X-Plane in that most of the general aviation prop aircraft just don't deliver that sound you hear when you are at an airport, you know the sounds I mean, and mostly it is the missing distinctive air chopping sound and a throaty engine... but they are certainly front and centre here. Move again like you did internally around the engine (or moving propeller) and you feel that huge difference in sounds recorded here, muffled slightly from the rear to more engine pronounced sounds front on, again the sounds move dynamically around between the different side ear cans, yes it is again impressive and again adjusting the mixture creates very different sets of dynamic tones... in one word it is simply... realistic. Move further out from the sound source and you could swear you were right there at an airport standing in front of a real Cessna 172SP, okay fair enough as that is what these sound packs are supposed to do, but there is also a line between simulating the sounds and feeling the sounds and that is the difference here. The lower image left above was the most interesting angle as you were in the airflow slipstream, and sounds became jungled and muffled into the same aspect, the only thing missing was the actual slipstream, so a mounted hairdryer might be a new simulator addon now required? Time to hear the sounds from in the air... taxing out the knocking of the O-360-L2A engine would be a serious concern in a car as the crankshaft bearings would have been well past their used by date... but not in here, these knocking sounds are authentic and highly realistic on a C172SP. Moving my head left or right gave me a more dynamic feel to the taxi, but I miss the open window noise? Mixture up and Power up and the clanking gives way to a roar!, wow... again very impressive, even better was the changing in the sounds as the speed rose, they sort of come together in a tunnel effect and the audio is directly aimed at you, now the wind noise sounds are added into the mix and I really loved that last ummmmph of the focused throaty roar as you reached your flying speed. Without the ground noise aircraft go slightly quieter in the air, as it does here, but the climb sounds as you change your altitude is very good as well. In the air there is excellent balanced stereo each side, but reduced volume head on and rear... but overall it is a dynamic 380º experience as you move all around the aircraft and even above and below the fuselage. Internally there is the external wind noise as well as the mechanical sounds, so move your view and the sounds follow you dynamically and the feel is very similar to the dynamics on the ground... .... one thing I really hate are repetitive sounds, or you know the ones that you noticeably are on a loop... that aspect is not present here thank god, I never bored of the drone, which is a big part of a good soundscape as realism is a constant search in simulation, but like here with this sound package it delivers a higher awareness of that important requirement... to be as good as the real thing. As in everything it is the smaller details that are the most important, again adjusting the mixture mid-flight you hear and feel the changes to the engine, pull the mixture too far out and the engine is gasping for fuel... airflow and weather sound effects are heavily detailed and the package is heavily focused for VR - Virtual Reality headsets, like my Bose they can be a far better and even more authentic than desktop speakers. Coming into land and the roar is replaced by wind noise and and an softer idling O-360-L2A engine... .... the above right image aircraft angle in sound was particularly impressive in the coasting down to the runway feel. Power back on to counter the stage one flap position... ..... then far more power to counteract the full flap position and too maintain the height to the runway, then finally reduce power to descend down... all very normal, but you fly through your ears and not your hands or feet as each power change in sound is required for a certain action in the final approach, this is an instinctive aspect of flying aircraft, it is what you do, but feel it through the machine as it responds and that is the aspect that is important... and so that makes good sound very important in translating what the aircraft is doing and how it is doing it... again it is all about the realism. Contact ground sounds are very good, but it was the ground rollout sounds that really impressed me, not hidden by the revving engine you could hear the rumbling of the tyres on the asphalt and the wind still passing over the airframe... very impressive. Only thing that made me jump was the caution "bling" on landing, that is it's job in to warn you, but it still feels a bit loud. Adjusting the mixture I went slightly too low and got a brilliant frapping sound as the engine stuttered, then a bit more fuel and the taxi continued... ... final turn to parking and a bit of power to turn the Cessna, lovely, lovely as you adjusted the throttle for last bit of flying to a turn and a stop. Once the engine powered down, it is all again very impressive, as I was again alone in the nearly quiet cockpit sitting listening to the avionics fans! So I turned off the power to save the battery. _____________________________ Summary Custom sounds are not at the top of everyone's list of features, but actually to convey absolute realism they should be at the top of the list. This is a sound package by SimAcoustics for three Cessna 172SPs, The Laminar Default C172SP, the Carenado C172SP and the AirFoilLabs C172SP. Authentic sounds are taken from a real Cessna 172SP donor aircraft Cessna 172N registered PH-GEO. And brilliant they are and right down to the internal fans, switchgear and fuel pump. 3d aural realism is 380º and very dynamic, and very good with good headgear and in the VR - Virtual Reality headspace, all sounds are catered for in the FMOD sound effects engine and replace the default sounds to heighten the experience. Some areas don't feel quite right? Opening windows or doors don't change the sounds, and from certain directions the sounds don't activate, and you don't have any control of the individual volumes as some items are a bit on the loud side. Overall an exceptional experiences that brings forward a more realistic environment one of the most important aircraft aircraft ever built. The FMOD Cessna 172 Experience is a must have if you have the Cessna 172SP (In fact every one has a C172SP in that the default C172SP is part of the X-Plane Simulator) so a worthwhile addition and betters the standard if already very good Carenado sound pack, and for the default C172SP then just stand back.... Highly Recommended. ____________________________________ Yes! FMOD Experience - Cessna 172 by SimAcoustics is NOW available from the X-Plane.Org Store here : FMOD Experience: Cessna 172 Price is US$19.99 Key features: Authentic engine, propeller and exhaust notes Realistic sounds for all equipment inside and outside of the aircraft True to life system and control noise of the G1000 navigation unit Detailed airflow and weather sound effects Ambient (nature) noise that makes the world come to life VR Ready: Optimized 3D placement of every sound source Works on 3 different models (AirFoilLabs, Carenado and Laminar Research) Compatible with AI controlled aircraft Compatible with these Aircraft Laminar Research default C172 AirFoilLabs C172 Carenado C172SP Requirements X-Plane 11 Windows, mac or Linux Works with the default C172 included in XP11. Also works with the AFL C172 and the Carenado C172SP No other purchase required. Please note the installation procedure requires knowledge of moving files to appropriate directories (extracting, copying and pasting). Download Size: 120 MB Current and Review version : 1.0 (May 6th 2020) ______________________________________________________________________ Sound Pack Review by Stephen Dutton 9th May 2020 Copyright©2020 : 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) 
  12. Scenery Review : KFLL - Fort Lauderdale-Hollywood International by Departure Designs In my early X-PlaneReviews there one route that I used a lot and was from KLAL Kinder/Lakeland to KFLL - Fort Lauderdale. As I was flying in a general aviation aircraft then KFLL made more sense than the mega KMIA - Miami International which in reality is a bit of a light aircraft's nightmare with so much heavy traffic, in that KFLL is not lightweight in heavy traffic either as it hosts a lot of regional and even international traffic, but it is also far more general aviation friendly and accessible. So I used to enjoy immensely my little trips across Florida to visit Fort Lauderdale and the airport appeared in many a review... only issue was the scenery five or so years ago was absolute crap, and so as better scenery destinations became available then KFLL slowly but surely disappeared from my most visited list and so it was gone but not forgotten. So the chance to update to a far more modern and realistic version of KFLL - Fort Lauderdale International by Departure Designs brought forward a lot of memories, but would it be the same KFLL that I once loved and enjoyed.. there was only one way to find out, fly there. Fort Lauderdale–Hollywood International Airport IATA: FLL - ICAO: KFLL - FAA LID: FLL 10L/28R - 9,000ft (2,743m) Asphalt 10R/28L - 8,000ft (2,438m) Concrete Elevation AMSL 65 ft / 20 m In many ways the layout of KFLL is not much different than KMIA from the air, KMIA is of course much bigger and has that cross runway of 12/30, KFLL also had the same crosswind runway (13/31) but it was decommissioned on May 6, 2013. So from a distance in the air you could actually get them mixed up as the U shaped west facing terminal layout is very similar as well. Intergration into the Florida landscape overall is excellent, but there some question marks on the joins of the Federal Hwy (1) to the default scenery that passes the east side of the airport... ... fitting in to say Orbx's TrueEarth US Florida might be more perfect as I think it was designed in this aspect, but in default it looks a little messy. What stands Fort Lauderdale–Hollywood Airport out to be different and the main reason of it's existence is Port Lauderdale, which is the biggest cruise ship terminal in the world. A significant dogleg to the EFLL scenery is the Port Lauderdale aspect and it is done well... ... overall the port is basic, with a huge fuel depot set out behind... but you do get two nice cruise ships in the harbour with "Serenade of the Seas" and Carnival's "Carnival Elation", the two ships are nice but one more or even two would have hidden the basic wharf they are moored at, quality is Lo-Res as well, but on approach or departure the ships look in keeping of the scenery. The rest of Port Lauderdale is modeled, but it feels half completed in detail, and no ships in the port either only add in to the emptiness. The huge three massive central carparks dominate the scenery, along with the four terminals and the seven concourses that are set out around the U shaped parameter... Terminal 1, "The New Terminal" - (Yellow) Commonly referred to as "The New Terminal," The terminal opened in stages between 2001 and 2003, then another extension was added between late 2015 and was completed in June 2017. The noted Yellow Terminal has three concourses (A, B, & C) and 23 gates. Concourse A opened on July 5, 2017 and has 7 gates (A1-A7), Concourse B has 7 gates (B2, B4-B9), and Concourse C has 9 gates (C1-C9). Concourse A mainly serves Southwest. Glass is a major divider of developers in scenery as many get glass right, but a lot don't.... even the good ones. Terminal one is a huge span of a terminal that has a basic internal fit-out. Modeling is good, but not outstanding, however all the airbridges are SAM - Scenery Animation Manager active... The terminal building itself is not too bad, but the newer Concourse A Terminal has a highly reflective glass. From a lot of perspectives it looks okay, but the high reflection causes weird artifacts and creates an un-natural look and feel of the concourse? Internally in the terminal it looks like there is no glass in the building either? so it is all a bit weird... the real terminal glass is actually dark green. Externally the terminal thankfully looks fine. Terminal 2 - Delta - (Red) The Red Terminal has one concourse (D) and 9 gates and Delta Air Lines operates a Sky Club here, and one of six clubrooms in the state of Florida and this terminal is used by both Delta and Air Canada. The smallest terminal at FLL, Terminal 2 has a cavernous roof and again an all glass facade, the internal aspect is highly viewable, but has the same no glass look internally, so it doesn't look realistic. Terminal 3: - Main Terminal - (Purple) The Purple Terminal has two concourses (E & F) and 20 gates.This terminal is used by American Airlines, Azul, Emirates, JetBlue, Norwegian, and some Spirit Airlines flights. Terminal 3 works better because it doesn't try as hard to be realistic... no large glass areas and better green glass here make a large difference, the tired concrete facade looks good as well. Terminal 4: International Terminal - (Green) The Green Terminal has one concourse (G) and 14 gates (G1-G14) and one arrivals area for bussing operations. Concourse H was closed in December 2017 and has since been demolished. The former Concourse H was reconfigured and redesigned by the architectural firms of PGAL/Zyscovich joint venture with the newer three-story facility that was then renamed Concourse G. This terminal is used by Air Transat, Avianca, British Airways, Caribbean Airlines, Frontier, IBC, SkyBahamas, Spirit, and TAME which are all mostly International carriers. Terminal 4 is right and bang up to date in design with the old Concourse H nowhere to be seen. surprisingly the green glass is perfect here? and the terminal looks far better and the most modern design at FLL. Odd though is the clutter so well done and heavy at the other terminals is missing here? Landside is a bit boring and empty of detail with a lot of burnt in vehicles.... and the traffic does flow around the terminal is overall weak. There is a few animated traffic vehicles that go all around (I mean totally around the airport parameter?) and clutter except for Ter 4 is very good, but not FLL branded. Mid-Field Again like KMIA the control tower is far west mid-field, surrounding the tower are large (Private Jet) hangar parking (west) and various associated personal jet busnesses including: SheltAir, Bombardier (Learjet) and Signature... .... the control tower is presentable but not overly detailed, a few 3d cars placed over the burnt in ground objects (hiding) would have certainly helped, the radar on the tower is not animated either (boo) and the tower view is set right, but too low and obstructed? The far east "Naval Air Station Fort Lauderdale Museum" is present, but only as a building, I doubt the developer were aware of the Museum's significance to the area? It was NAS Fort Lauderdale that was the home base for Flight-19 the five TBM Avengers that disappeared in December 1945, leading in part to the notoriety of the "Bermuda Triangle" North Boundary Again very similar to KMIA is the north boundary of LFF with Cargo, and various aviation businesses and a catering company from left to right. Far north is the UPS depot with an abandoned static B727... followed by the main cargo with FedEx dominating the apron, and very well done the FedEx freight terminal is... Next door is called the "New Area" or a rebuilt area and National Jet is the main tenant, the building up close has some odd graphic glass, it is debatable if it works as there are no palm trees anywhere near the windows they are reflecting?... .... then next are three storage hangars. One of the biggest tenants on this north side is Spirit Airlines, incorporated in the same building is the Flightline Drug Testing facility and IBC Airways... .... Embraer have a regional service facility that is well done, then at the far east end is a few more private jet hangars and finally a SkyChiefs catering faclity far east. Interesting aspect is that at the end of each runway at KFLL is a EMAS EMAS, of which stands for Engineered Materials Arresting Systems, which is crushable concrete and it is packed into blocks about 3 feet thick and 4 feet wide. The blocks are layered in such that the farther a plane plows over the end of a runway, the more EMAS counter resistance it encounters. The affect is akin to driving a car into deep, soft sand and arresting the momentum of the aircraft. Ground Textures I find that most American airports have average ground textures, mostly in trying to replicate the concrete block approach of the way the US build's it's airports... But at KFLL and even from my first landing I realised the ground textures were really good here and very realistic. Shoulders are highly realistic and linage wear and tear is also very good. The complex different surfaces are also very well represented and you feel as a whole the field is very authentic... There is a highway (1) and runway 28L threshold crossover interchange, overall the crossover is done very well, but badly in other ways as under the overpass the roads disconnect and vehicles travel badly, the burnt in car images don't help either?.... .... but the elevations of the complex area is done really well with the mixture between the concrete and grass done extremely well. Grass is very good, but very tall were placed, but in other areas were there should be grass like with the inner field there isn't any grass? but the nature of the textures do however hide that... so overall the field aspect is excellent. Lighting Overall the lighting is below average? it also feels half-completed on release.... approach lighting is okay, but the biggest missing factor is.... .... there is no taxiway lighting or centre runway guidance anywhere? it is just a blackhole from the point you land to the gate. Central terminal area is also bleak, the gates are lit, but not by much, but with no landside or road lighting at all, it makes the whole area quite dark and foreboding. Not really it is not good enough really for a scenery in this payware category? Those poor terminal glass textures don't come across well in the dark either? They mostly come out in shades of grey.... .... the clear aspect of Terminal 1 is still debatable, many will like the open internal view, but it overall doesn't look very real? Ditto the same at Terminal 2. Terminal 3 is passable, but the ramp lighting has so little illumination throw and you will work down there mostly in the dark. Again it is the new Terminal 4 that looks the best here, it is passable but not brilliant in a "blow you away" effect. North boundary lighting is quite honest awful... as all the buildings are set in this yellow hue? I don't think there is worst FedEx building in the United States that looks like this at night, a shame as in the daylight this FedEx building looks great? .... the worst is the large windows of National Jet? it is just as horrible as you could expect them to be at a close range. This sort of photo lighting design went out with the worst of FlightSim years ago. The cruise ships look quite nice at their moorings, but the rest of both ports are in complete darkness, so you don't have much to look at on a night arrival or departure? There a some nicely lit billboards however, and they look quite good, but overall the lighting does not live up to the scale of the scenery. WT3/Traffic Global. WT3 ground routes come with the scenery, but the "KFLL-Parking Def" file is missing? This translates to yes a fully working FLL, but the arrivals don't work cleanly and the wrong aircraft are parked at the wrong gates and in the cargo areas? maybe a simple generation might do a better job than the provided files? Traffic Global works fine, but expect aircraft to mixed up at the terminal gates and not in line with their branding, and the same in other parking areas, like with an Emirates B777 at the FedEx cargo base, but the actual brand mix is very good with Spirit and JetBlue dominating. Postscript As I hinted at the head of this review I had a pretty if very basic office at KFLL for years, but this scenery wiped away the area I once staked out as my own... well I'm back and to note these items are NOT in the scenery package, but were placed there by myself courtesy of OpenScenery X. I commandeered or rather stalked out a stretch of grass outside the National Jet facility and set down my Porta-Office, with some seating, fuel and waste bins... so all set to go, and now open for business at KFLL, credit cards and PayPal accepted. _________________________________ Summary KFLL - Fort Lauderdale-Hollywood International airport is the second largest airport in Florida and in the mix as one of the most busiest in the USA. This scenery is by Departure Designs and quite difficult to surmise in context. It is one of those really frustrating sceneries you come across that has everything in there and required to be absolutely brilliant, but here it falls short. Overall KFLL looks and feels very good, but it is in the details and under development that really let it down. Modeling is very good, but the glass except for Terminal 3 and 4 is not very good at all, see though terminals may be to a lot of people look exciting and realistic, but I differ here... to me they just look empty and bland without any tinting, worst is that the reflective glass in that it just reflects everything and looks quite odd with strange weird artifacts at many viewing angles. The field and ground textures are very good, very realistic and so is the Fed Hwy (1) and RWY 28L crossover, but the join is not very authentic, but the elevation elements around it are well done. The external Port Lauderdale is well done but feels half-completed, and a few more cruise liners or even some cargo ships would have been nice. SAM - Scenery Animation Manager is supported and welcome. Lighting is below average... even weird in areas, but no centre-line runway lighting or the required green taxiway lighting is simply a major failure, and makes the scenery look dark at night, ditto is the missing landside road lightng that creates a blackhole in the centre terminal area, so in many areas the KFLL feels very under developed and it certainly does not live up to the expectations of what can easily be achieved here. Like in many areas in both aircraft and sceneries it is the polish, that final 10% of that 100% that creates the magic, and don't get me wrong in many areas I really love this Fort Lauderdale scenery as it fits in well with the south Florida aspect and as a great companion to the mega KMIA next door. If you want a good KFLL then certainly this scenery can certainly fill out that role, but it just needs a bit more finesse to be really good or even brilliant. _____________________________________ Yes! KFLL - Fort Lauderdale-Hollywood International by Departure Designs is available from the X-Plane.Org Store here : KFLL - Fort Lauderdale International Price is US$23.99 Features: Heavily optimized Airport PBR Textures throughout Airport Rain Textures SAM Jetways Accurate Elevated Runway Highly detailed Custom Animated SAM Jetways Custom WT3 support Custom Night Lighting color graded Satellite Imagery High Resolution 4K Textures Terminal layout circa Q2 2020 Compatible with all Florida sceneries Ortho4XP Compatible WT3: WorldTraffic GroundRoutes are provided and overall the airport generation functions perfectly but the package comes with no Parking Defs? Requirements: Windows, Mac or Linux 4GB VRAM Minimim - 8GB+ VRAM Recommended Current and Review version: 1.0 (May 2nd 2020) Download size: 2 GB Installation Download scenery file size is 1.85gb: Fort Lauderdale Annoyingly there is a folder within a folder here? So you will need to remove... Dep_KFLL ... and then place THIS file in the X-Plane Custom Scenery folder, if not the scenery won't work? Total scenery installation is quite big : 3.90gb SAM Plugin - Scenery Animation Manager - Suite 1.0 is required for this scenery Documents One extensive manual in English with notes (1 page) but no charts FLL Manual.pdf _____________________________________________________________________ Scenery Review by Stephen Dutton 8th May 2020 Copyright©2020 : 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 - 32 Gb single 1067 Mhz DDR4 2133 - ASUS GeForce GTX 1080 8Gb - Samsung Evo 1TB SSD Software: - Windows 10 - X-Plane 11.41 - tested v11.50.b6 (fine) Addons: Saitek x56 Rhino Pro system Joystick and Throttle : Sound - Bose Soundlink Mini Plugins: Traffic Global (Just Flight) US$52.99 Scenery or Aircraft - Default Boeing 737-800 by Laminar Reserch
  13. Depends on the EBBR-Brussels scenery you have installed as the original version didn't work, if v2 then you need the (Marginal) VDGS plugin... my EBBR works fine?
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