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Everything posted by Stephen

  1. Yes they run together quite well, I have put the Miami City scenery above the Nimbus KMIA, it reality they are to far apart to conflict with each other but then again I can use the autogen at a full slider position to fill in the gaps, both sceneries are now getting old, and my Miami City XP is from 2012? You may have to go into the Overlay Editor to delete the basic KMIA 3d objects so the buildings don't conflict together, but try setting them in the .INI order the other way around.
  2. Yes... I think there was a mod on the X-Plane.Org to do the details, haven't flown C-17 lately, yes feels dated now but it worked fine.
  3. Plugin Update : WebFMC Pro v1.3.0 by Green Arc Studios More, more and even more additions are now available to the Green Arc Studios excellent WebFMC, that allows you use the pop-out FMC in any computer, tablet or gadget that runs an internet browser. This is version v1.3.0 and the additions this time are the trio of SSG (Supercritical Simulations Group) E-Jets Evolution Series (E-170/E-195) and their Boeing 748i Series.... and the FlightFactor A350 XWB Advanced (old style MCDU). The complete Pro list available is now: FlightFactor A320 Ultimate FlightFactor 757v2 FlightFactor 767 ToLiss 319 JarDesign 320 Rotate MD-80 IXEG 737-300 EADT x737 (x737FMC required) Zibo Mod 737-800 737-900ER Ultimate JARDesign A330 SSG E-Jets Evolution Series SSG Boeing 747-8 Series FlightFactor A350 XWB Advanced (old style MCDU) Noted Zibo Mod 737-800 and the 737-900ER Ultimate are also available on the free demo version of the plugin available here on the X-Plane.Org: WebFMC 1.3.0 Full details on how the WebFMC plugin is installed and how it works is set out in the original review: Plugin Review : WebFMC Pro by Green Arc Studios Supercritical Simulations Group E-Jet Evolution Series E-170/E-195 v1.3 by Supercritical Simulations Group is a great addition to the WebFMC portfolio. These FMS units are from Javier Cortes (FJCC) and not directly from SSG, Javier's FMS units have been around for years and notably in the x737 installation... Note the layout is exactly the same in either aircraft. The latest E-Jet Series version 1.3 is required to use WebFMC. The computer based WebFMC is shown on the right and the internal FMS is shown on the left, the Chrome browser is the recommended browser for WebFMC Pro. Again the facia FMS plate is a replica of the original Honeywell unit, although with a shorter facia on the WebFMC version, it is also the correct facia plate on the E-Jet aircraft, and it can be set in "Dirty" or "Clean" modes. I personally use the WebFMC to set out the route and input the performance data. So I use SimBrief (Route Creation) and Navigraph (Charts) to build up the routes. By using the WebFMC as you can see I can have all the route information and chart information ready at hand for input and direct keyboard access for inputting data and route info. Yes you can do the same within the cockpit with the popup... but you will also be turning your head consistently to gather the info on another (computer) screen, I find this system far quicker in creating the flight data. The Boeing 748i Series latest update is not yet available (I will add it in here when it is) so I can't yet show that particular WebFMC Pro installation. FlightFactor A350 XWB Advanced The installation in the FlightFactor A350 XWB is a bit different to the usual in the aircraft facia to WebFMC facia installation. FlightFactor's Version v1.5.1 is again required to use WebFMC Pro. The facia layout in the FlightFactor A350 is not the front MFD (Multi-Functional Display) FMS, but the rear pedestal unit and pop-up panel.... as WebFMC Pro uses the ToLiSS A319 facia panel (and pop-out) for the input of route data and performance details. A lot of the data is reflected in the MFD version, but a lot is not. To the diehards then such a difference in authenticity may grind a little, but there are currently several reasons for this. One the current MFD A350 FMS is not the full monty anyway, as it is hybrid FMS system that combines several different elements to replicate the actual A350 FMS and MCDU. As we shall see in that using the A319 layout you can input more data and more easier than the hybrid version. Secondly the rumors are swarming around that the next A350 XWB XP11 will have a full and complete "Study" system of the A350 FMS? Green Arc Studios have noted that if such a system is created then the WebFMC version will follow the study grade pathway... in other words this A 319 panel version is just a temporary solution to the several problematic areas of the A350 FMS. If you know your way around the A319 FMS then this will come as breeze to to do but the systems are not perfectly in alignment. The MFD A350 version was always a bit complex in what areas (boxes) to fill in or not or which were the active segments? This version is still also problematic compared with the A319 as well as you can't use SID/STARs either when building up a flightplan? Annoying well yes, certainly for a commercial service airliner of this category. There are two ways to get around this, one is to use a Python A350 SID/STAR Script to create the SID/STAR's but it is messy with the extra use the "SimpleFMC"... too messy for me. There is another way and it uses SimBrief... create your flightplan in the Briefing tool and then download the .FMS file, and the trick is in using the XP10 version and not the XP11 .FMS version (you would actually think it would be the other way around? but the FF A350 uses the older GNS340 as it's data source) and load in that .FMS file and that will give you the selected SID and STAR waypoints. It is still slightly messy because you are locked into a certain SID or STAR and can't change any SID or STAR before or in mid-flight... .... at least you do get access to the SID and STAR routing, for which here at LEBL (Barcelona) the departure RWY 02 SID to MOPAS (MOPA1A) is quite complex... note to add in the DEP runway and ARR runway directly into the WebFMC Pro as it is required and not included in the .FMS flightplan noted here is the DEP runway of 02. Loading in or laying out the flightplan is far easier with the WebFMC Pro, but there is the point to be made in that unlike usually in using the WebFMC in that it not always mirrors the changes on the internal aircraft FMS, With the A350 setup you have to select the same page to see the information installed. Notable notes though in that to see (or scroll) through the flightplan in the MAP display you can only do that with the MFD flightplan cursors... ... or inputting or building the route then WebFMC works fine and is actually an advantage. But for other settings like PERF (Performance) T/O - CLB (Climb) - CRZ (Cruise) - DES (Descent) and APPR (Approach) then some areas co-ordinate but a lot of areas don't, so you have to fill in both WebFMC and the onboard FMS... This is not really a WebFMC issue as the FlightFactor's own A350 XWB system is not only confusing, but differential in the fact of what you input in on the OIS - On-Board Information System then is generally not reflected or accepted on the FMS either? Inputting SimBrief route and weight data is not also comparative either like with passenger load and fuel loads are either over estimates or not exact in numbers to do a comparative flight to the SimBrief flight plan.... it is all very messy. It is obviously annoying to have to fill in both the ToLiSS (WebFMC) FMS and the MFD versions separately? But it helps to match them up correctly... In flight the system works well... Following the flight plan and SID charts can be done with the WebFMC, while the ToLiSS pop-up mirror can be used in the cockpit, all flightplan date is also reflected on the MFD flightplan and data (arrowed left). Enroute I like all the route data handy and WebFMC is very good here in following the route data via SimBrief and Navigraph Charts. In simulation today you have a huge amount of data available to you (admittedly at a cost of subscriptions), but the detail helps and makes even the FlightFactor A350 as compromised it is in it's current form still a worthy simulation. Summary This is another update to the excellent WebFMC Pro, this is a plugin that can be used in a browser on another computer or a tablet. It is a remote tool, but a very beneficial and even a powerful one in programming in route and performance data and following the set aircraft route in flight in mirroring the aircraft's built in FMS (Flight Management System). This update adds in more aircraft FMS's to cover the Supercritical Simulations Group (SSG) E-Jets Evolution Series (E-170/E-195) and their Boeing 748 Series and the FlightFactor A350 XWB Advanced (old style MCDU). The WebFMC Pro FMS list available is now listed as 14, but two in the list of the Zibo Mod 737-800 and the 737-900ER Ultimate are also available in the Free Demo version. All WebFMC Pro facias work very well and are mostly authentic to the real aircraft's facia plates, but the FlightFactor's A350 XWB layout is slightly more complicated and not as study grade as most of the other units here, so currently it uses the ToLiSS FMS system to do the work, that FMS is a situated on the aircraft's rear pedestal. The WebFMC Pro is an excellent tool all round and one plugin I use consistently during FMS setup and route flying, It is an invaluable tool for my simulation flying... Highly Recommended _____________________________________ Yes! WebFMC Pro v1.3.0 by Green Arc Studios is NOW available from the X-Plane.Org Store here : WebFMC Pro Price is US$19.99 The v1.3.0 update is free to previous purchasers of the plugin, go to your X-Plane.OrgStore account for the new version. Quick and easy access to the FMC Get easy access to the FMC: quickly edit the flightplan, monitor flight progress, set up your approach and do all the typical work of the pilot without having to move around in the cockpit, even if the plane doesn’t support FMC as a popup natively - on the same PC, or different monitor, tablet or phone - in fact you can use multiple displays at the same time! Make pilot tasks easy and comfortable Enjoy external views during cruise while monitoring flight progress on separate screen or take a quick look at your phone to verify calculated landing speed with just a glimpse of an eye during busy time on approach. Make flying complex SIDs / STARs easy as you can focus on the important flight parameters while having overview of the constraints all the time. Take your mobile to the kitchen as you cook a dinner during a long haul and never miss T/D again! Convenient to use Use physical keyboards on PC with extra keys such as Prev/Next page mapped to keyboard keys for easy access. WebFMC scales dynamically to fit any display or window size and can look as native app on mobiles by using browser's "Add to home screen" feature. Aircraft support WebFMC Pro supports growing number of 3rd party aircraft starting with FlightFactor A320 Ultimate FlightFactor 757v2 FlightFactor 767 ToLiss 319 JarDesign 320 Rotate MD-80 IXEG 737-300 EADT x737 (x737FMC required) Zibo Mod 737-800 737-900ER Ultimate JARDesign A330 SSG E-Jets Evolution Series SSG Boeing 747-8 Series FlightFactor A350 XWB Advanced (old style MCDU) Requirements: The WebFMC plugin requires X-Plane 11 running 64-bit Windows 7 operating system or newer Mac OS 10.14.x (Mojave) Ubuntu Linux 16.04 LTS or 18.04 LTS (64-bit) Web Client The CDU can be displayed on any modern and up-to-date web browser with JavaScript support. We recommend the latest versions of Google Chrome on PC or Android and Safari on iOS. No internet connection required, remote device needs to be on the same local network as X-Plane PC. Support for WebSockets RFC 6455 standard is required which implies at least iOS version 6. Current and Review version: 1.3.0 (April 9th 2019) Current SSG E-Jet Evolution Series E170/E195 v1.3 and FlightFactor A350 XWB v1.5.1 are required for the use of this plugin ______________________________________________________________________ Plugin Update Review by Stephen Dutton 13th April 2019 Copyright©2019 : X-Plane Reviews  (Disclaimer. All images and text in this review are the work and property of X-PlaneReviews, no sharing or copy of the content is allowed without consent from the author as per copyright conditions) Review System Specifications: Computer System: Windows - Intel Core i7 6700K CPU 4.00GHz / 64bit - 16 Gb single 1067 Mhz DDR4 2133 - ASUS GeForce GTX 1080 8Gb - Samsung Evo 512gb SSD Software: - Windows 10 - X-Plane 11.32 Addons: Saitek x56 Rhino Pro system Joystick and Throttle : Sound - Bose Soundlink Mini : SimBrief (Free) : Navigraph Charts (Subscription) Plugins: Environment Engine by xEnviro v1.07 US$69.90 : WorldTraffic 3.0 Plugin - US$29.95 Scenery or Aircraft - E-Jet Evolution Series (E170/E195) by Supercritical Simulations Group (X-Plane.OrgStore) - US$54.95 - Airbus A350 XWB Advanced by FlightFactor (X-Plane.OrgStore) - US$49.95 
  4. The VNAV button is the one for auto following the altitude, but I rarely use it as a lot of FMS's are inconsistent. You can do your own V/S far more accurately and more like the professionals. Rule here is to set the Altitude to 15,000ft at 2000fpm (then increase speed to just over 300knts), then to altitude (say FL300/30,000ft), but change the V/S down gradually at say 23,000ft to 1500fpm, then at 26,000ft then 1000fpm... try it.
  5. Well thanks 🤗 Several points are that X-PlaneReviews looks at the product before reviewing, as you noted if it isn't finished, it is not reviewed. Secondly we look at ourselves as a filter, in the actual product and in the way to invest in the simulator, if it's good or really good we want you to have it, if it is crap then don't waste your cash. There is now so much being released, but the point is if it isn't up here or mentioned it is not worth investing in. On that theme if we think a project is worth investing in, even if it is not at that quality level it should be then we will promote it. Thanks again.
  6. Scenery Update : Faroes Islands XP by Faroe Islands XP v2.0 by Aerosoft - Maps2XPlane Mid-January 2019 or three months ago I reviewed the Faroe Islands by Maps2XPlane. The review is here: Faroe Islands XP by Aerosoft - Maps2XPlane This is an overwhelming scenery and it does not cheap at US$46. But the value here is a very tangible thing to understand. This scenery isn't about object count or perfection in reproduction of iconic buildings (The Vagar Airport itself though is a perfect replica). This is more in a visual scenic vista vein of the more of like the mountain scenery recreated by Frank Dainese & Fabio Bellini. The scenery covers and reproduces a vast area, and is far more than just a sampled area usually set out around the airport, and in this case the custom scenery covers the complete Faroe Islands that are set high between Iceland and the top of Scotland... in the middle of "god knows where". It is very highly debatable on if the Summer greener season is better than the whiteout Winter textures, just change the date to get the hot or cool seasonal feeling.... As noted in the release review, from the texture coverage and extreme detailed high quality mesh landscapes there is nothing here but vistas out here to "blow your mind" and some of the very best I have seen in X-Plane. In that factor there was absolutely nothing to criticise. The element that was wanting was the VFR feel, seeing areas that were the human impact was upon this pristine landscape. There was some settlements set out around the Islands, but mostly they comprised of just basic autogen custom housing... and distinctively the capital of Faroe in Tórshavn was not much of a capitol of anywhere. Faroe Islands v2.0 So in this updated version Maps2XPlane have focused directly on this VFR aspect... so did they succeed, then lets find out. Tórshavn was the critical point of the release scenery, if there is no VFR focus on the capitol city of the island then to a point does the scenery work? In my view it didn't. Now there is the aspect that Tórshavn does actually look like a capital city, not a big sprawling place, but still a large island settlement of which in real life is all it is. It is to note the way that Maps2XPlane have done their settlement layouts as they are using the regional autogen system built into X-Plane, and mostly replacing the default objects with their own designs... it works on several levels in great framerate (framerate is not really an issue here) but in coverage. It does have it's negatives in that it still has that autogen layout tree and branch sort of feel, but close up the detail is not to bad... Trees usually fill in the open gaps between autogen, but on windswept islands like the Faroes you don't get a lot of those, so the exposure is more noticeable here. The autogen detailing however is very good and highly detailed with local Faroe architecture, so that is a huge advance on the local feel. My main beef VFR wise with Tórshavn was the missing port... ... that aspect has now been resolved with full port facilities. These islands survive on their ports so the VFR view is important, and more of Tórshavn itself has also been added... The Tórshavn Marina and Undir Bryggjubakka has also been added and so has the (drum roll please) the lovely Tórshavn Cathedral... ... yes a church in X-Plane, never saw that one coming, and the detail of the Cathedral is very good to the original (above left)... so it is a start for more churches in X-Plane as a whole. There is still a big part of the port area missing with the "Tinganes" that is still not represented and which is the historic location of the Faroese landsstýri (government), and it is an important part of Tórshavn. The name means "Parliament Jetty" or "Parliament Point". I am going to note this as "a work in progress" as that is what it feels like, but it is important in the VFR aspect... in the background of Tinganes is an usual church... it is the Vesturkirkjan Church, and it is noted as "Beautiful and unique" on trip adviser.... There is another unique church on Toftir called Fríðriksgøta church that has been reproduced well. But the Sandavágur beautiful red-roofed Church is still missing... another WIP? Tórshavn's port is not the only wharf or port that has been added to v2.0. Dotted at every settlement there are now fishing or wharf facilities.... and there are plenty of them. The seawalls are excellent and highly realistic, but I am not crazy about the actual wharf surfaces? close up they are concrete slabs, but they all just look too clean and stand out falsely against the background, it is also highly noticeable from the air? overall they all again look more like a WIP. You miss the photo aspect of the ground detail here and certainly at the major Tórshavn's port complex. Shipping with Ferries and Cargo ships have been added to animate the waterways, also added in are fishing vessels and a lot of sailing boats. The shipping is absolutely excellent, with great detail and with perfect slow animation, that moves the shipping realistically around the scenery... I wanted the ferry to go to Tórshavn's port, but they don't go that close, otherwise brilliant. There feel's like there are too many sailing boats for an island this small, in areas it feels more like a regetta than a weekend sail, but they are otherwise well done. Various other added elements all help in fill in areas, Windmills are now more supplemental, also added are more warehouses, factory autogen... ... and a lot of manicured football fields (Soccer), nice little marinas and so on. EKVG - Vagar airport has not had any changes in v2.0, but in reality non were actually needed as it was very well presented in the first release... ... coming back here in the Carenado 340 was a great experience and highlighted again of why I really liked this scenery so much earlier. Because as a flying destination then Faroe is everything that a pilot requires with experiences and again like before the weather systems up here can make your flying quite dramatic as the weather can change on the twist of a moment... nice clean and clear one moment, to the sheer North Sea hell, with fog, heavy rain and those unpredictable winds that can make any approach as challenging as you will ever need. Strong ocean unpredictable sidewinds, cue nerves and great flying... not! Flying into Faroe requires danger wages... For the GA pilot (on that odd nice day) it is a visual feast of exploring and covering a large area of great custom vistas to die for... EKVG - Vagar delivers in every aspect. Summary This is an update for the original release of Faroe Islands XP by Maps2XPlane (Aerosoft hosted) at the start of 2019. The custom made scenery is focused on the visual scenic vista aspect, than the airport focus standard scenery. Reproduction of the vast area of the Faroe Islands is a master work of high quality scenery and the textures come in both Summer and Winter settings that are switchable via the date or season required. The original scenery covered the custom island textures and the EKVG - Vagar airport and both were excellent, the focus here in this v2.0 update is on the VFR aspect of the scenery that was found wanting. Ground objects are created via the built in X-Plane regional autogen system, it created great autogen networks, but not much else that was not really viable for VFR flying around the islands especially for the capital city of Tórshavn. This update brings updated more detailed regional autogen with both the local housing, apartment blocks and industral buildings, and also there are now the added custom buildings including the Tórshavn Cathedral, Vesturkirkjan Church and Fríðriksgøta church. Football grounds are also now in abundance with a few lighthouses, The main Tórshavn port is now also included as is most wharf or marinas though out the scenery. Animated shipping is also now included and very good it is, fishing boats and sailing yachts are also in abundance. The piers and harbours are also populated with custom objects like cranes, containers, moored boats and ships. But the port/wharf surfaces are generic and not very realistic, certainly from the air. In areas it still feels like it is a "Work in Progress" certainly around the central Tórshavn city with the missing the "Tinganes" Faroese parliament a major missing aspect along with the iconic Sandavágur red-roofed Church, but I feel another update should bring in the last few various elements finally into place. This is a huge scale scenery... but a very worthy one. This Faroe Island scenery is a very feel sort of scenery... mostly because of its appalling changeable weather that creates excellent skill based flying, the constant high quality vistas are also some of the very best in X-Plane and for that aspect alone this is excellent scenery... this is a must have scenery in many respects... certainly one of my absolute favorites. ______________________________________________________________________ Yes! Faroe Islands XP by Aerosoft - Maps2XPlane is now Available from the X-Plane.Org Store here : Faroe Islands XP Price Is US$45.99 Features: Realistic recreation of the complete Faroe Islands with an area of about 1.400 km² High resolution terrain mesh with various texture sets for a seasonal representation Customized local terrain details, e.g. realistically sloped runway at the Vágar Airport Detailed rendition of the Vágar Airport and the eight helipads spread over the archipelago Faroese themed autogen, navigation obstacles and dynamic traffic on the islands Hundreds of custom objects with PBR materials, 3D vegetation, night lighting Requirements: X-Plane 11 Windows, Mac or Linux 4Gb VRAM Minimum Download size: 1.3Gb Current and review version: 2.0 (April 5th 2019) Installation Download scenery file size is download 1.5gb and with the full installation installed in your custom scenery folder as there are three install folders: Faroes4XPlane - Overlay (206.40mb) Faroes4XPlane - Airport (2.01gb) Faroes4XPlane - Terrain (311.4 gb)  Total scenery Install is : 2.35gb  The developers note you need to adjust the X-Plane "scenery_packs.INI" so the loading order is correct... and that the Faroes4XPlane - Terrain Mesh is below the Airport and overlay files. Documents Manual_Faroe_Islands_XP11_de-en_web (In German and English) ______________________________________________________________________  Review by Stephen Dutton 10th April 2019 Copyright©2019 : X-Plane Reviews (Disclaimer. All images and text in this review are the work and property of X-PlaneReviews, no sharing or copy of the content is allowed without consent from the author as per copyright conditions) Review System Specifications: Computer System: Windows - Intel Core i7 6700K CPU 4.00GHz / 64bit - 16 Gb single 1067 Mhz DDR4 2133 - ASUS GeForce GTX 1080 8Gb - Samsung Evo 512gb SSD Software: - Windows 10 - X-Plane 11.30 Addons: Saitek x52 Pro system Joystick and Throttle : Sound - Bose Soundlink Mini  Plugins: Environment Engine by xEnviro US$69.90 : JARDesign Ground Handling Deluxe plugin : US$19.95 : WorldTraffic 3.0 Plugin - US$29.95 : BetterPushBack - Free Scenery or Aircraft - SAAB 340 by Carenado (X-Plane.OrgStore) - US$39.95 - Cessna 172SP Skyhawk XP11 by Carenado (X-Plane.OrgStore) - US$32.95
  7. The top FMS is quite hard to program as you have to create the three separate segments and (SID-Route-STAR) build them together.... as you are new then we will use the default rear FMS. I use SimBrief to create routes and then download the flightplan to your X-Plane route (FMS Plans) folder. Load the flightplan into the lower FMS... it is important to activate the route, but to do that you will need to add in the depart RWY DEP/ARR button and select the RWY and SID (noted in the SimBrief) then press the "blue" lit EXEC button to execute (same for the ARR). Now you route should be in and ready... after takeoff select AP, then make sure the FMS selection is showing in the PFD (left arrow) and then press the NAV (right top arrow) button to activate the Flightplan... and the aircraft should follow the route. (note to select LOC 1 for landing (ILS)) 😃
  8. Could be the "hypoxia blackout " feature, you turn it off Settings/General tab... just a guess?
  9. News! - Release! : AirfoilLabs release the Beechcraft King Air 350 Pre-release views were everywhere then there was nothing for a few months... then suddenly we have the actual release! Welcome to the Airfoillabs King Air 350. Previous release of the C172 from AirfoilLabs was an interesting and if very different take on the usual type of aircraft from say the likes of Carenado or vFlyteAir... you either loved the 172SP which many did, or found the 172SP a bit of an odd one out... my take was a boot in both camps, so the King Air 350 is an interesting next step on the same path, I think it will be excellent. Main feature is a new plugin called "XJet" a new technology plugin system for X-Plane 11 that provides licensing, software distribution, automatic updates as well as full integration in X-Plane 11 via the newest X-Plane SDK. The XJet plugin is still LUA based but quite different from the standard SASL plugin system. Features Include: PBR 3D Model Extraordinary Ultra HD details both in interior and exterior. Every rivet, every sign, every screw, every light, every instrument inside and outside is modeled to the highest fidelity. And photorealistic engines. Ultra realistic cockpit details, glasses, dirt, scratches. Ice on wings, windows, rain effects, wipers and more. High Optimization Method - to save performance all details were designed in separate overlay objects to enhance 3D detail and economize on texture size. 18 amazing, hand painted Liveries with artistic touch. All liveries are based on real paint schemes. 3D FMOD sound 924 sound events and snapshots in total. Real recording from 350 was used, too. The principle is that all you can touch and move is provided by manually and meticulously edited sound samples. Enhanced Multi Layered Engine Sound Design meets realism and complexity. These details are taking into account: Location, Propeller, Propeller Pitch, PT-6 engine (no propeller) On, PT-6 windmilling, Starters, Igniters - all modeled separately to cover all real world situations. Realistic cockpit sounds are modeled to such details as Bus Ties Relays (electrically operated switches), Ticks in the audio system, electrical discharges during igniters, etc. Ground Movements, Tire rumble based on surface, Cockpit vibrations based on G-Forces, breaks squeaking, skidding, Impacts based on G-Forces. When manipulating with aircraft in the exterior everything is provided by a sound: caps, latches, remove before flight objects, doors, electrical towing, refueling etc. Pilot/Copilot Callouts indicating V speeds and other details during takeoff and landing phase. Ambiences - you feel, when you are outside, real wind sounds based on X-Plane 11 weather system, outside precipitation Aircraft Systems Simulation Electrical System: Custom made system for simulating complex electrical DC and AC behavior in details with electrically operated relays, load distribution per component, inverters, sensors and more. The load of the system influences even how bright the annunciators lights are. Simulated buses: Battery Bus, Center Bus, Dual Fed Bus, Left Gen Bus, Right Gen Bus, Tripple Fed Bus, Left AC Bus, Right AC Bus, Avionics buses 1, 2 and 3. Lighting: All lights in Cockpit, Cabin and Exterior, described in the real aircraft manual are operational and connected to correct buses. Master Warning System And Annunciators Logic with dimming. Fuel System: Realistic layout of the fuel cells with boost pumps, transfer pumps, crossfeed system, firewall fuel valves, vents and drains for manual Fuel Check in exterior preflight. Auxiliary Power Unit simulation with engine start, realistic electrical behavior. Engine: Custom made simulation of Alpha, Beta(Ground Fine) and Reverse regimes. X-Plane Commands modified to match real behavior. Inertial separator simulation. Custom Feathering system. Custom Autofeather system and test logic based on real aircraft. Simulation of Primary Governor, Overspeed Governor, Fuel Topping Governor. Low Pitch Stop and Test simulation. Rudder Boost logic and Pitch Trim system logic based on Manual. Fire Protection: Engine Fire System detection replica with FW Valves logic and Fire Extinguisher. Pneumatics: Custom logic matching the real system dependencies to environmental controls, pressurization vacuum system, gyros suction. Ice and Rain Protection: Engine Inlet Lip Heat, Inertial Separators, auto-ignition system, windshield anti-ice, wipers, propeller deice system, pitot heat, surface deice boots simulation. Pressurization: Cabin Pressure Control systems with testing logic simulated. Hydraulic Power System. Avionics: all systems are modeled as close as possible to the real instruments. Radio instruments (COM 1, COM 2, NAV 1, NAV 2, ADF, Transponder) all modes available with memory function and simple testing sequence. Avionics power and gyro initial spin-up replica. All digital displays graphics and logic based on real aircraft data. EADI (Primary Pilots Display), EHSI (Pilots HSI/Map), MFD (Main Map Display), EHSI Copilot. Weather radar simulation. The provided FMS is X-Plane 11 FMS, therefore the aircraft uses standard navigation database integrated in X-Plane. Autopilot Modes Logic and interconnections are custom made to match the real one. Aircraft performance is tuned to match speeds in real performance tables Menus are comprehensive with Aircraft Setup, 2D Panels, Active and Static elements, Weight and Balance Panel and Settings panel. There is a walkaround feature and an instrument panel closeup feature as well. User Interface What you need is always reachable quickly. Main Menu appears on the left side when you are close to the left edge. Camera Views appears in the left Bottom Corner when you are there. Cold&Dark, Before Engine Start, Before Taxi and Before Takeoff states are available. 2D Panels: The practicality is overwhelming. You can very comfortably manage different aircraft systems that are modeled in detail also in 3D, but it is so much easier, especially during busy flight phases. All windows are detachable and can be placed anywhere. Ground Services: Manage your ground services quickly and easily. You can certainly go outside and touch and manipulate all too, if you don’t hurry. Weight & Balance: Tens of pages in the real Aircraft Manual are transformed to algorithms and graphics that permits you to play with your fuel and weights limits. Everything is very well graphically arranged. Settings: All is stretched to minimum option so that you don’t have to spend time going through settings rather than flying the aircraft. What we can, we are implementing directly in X-Plane. The Aircraft Handbook will appear in the right bottom corner. Sections: Aircraft Specs and Limits, Checklists, Performance. Automated Checklists: The Checklists can be set as fully automated with speech, hints and messages. You can look and learn and next time you can put the automation down a notch and try it for yourself. By the way the Speech System represents 768 separate audible sentences. Performance - Hundreds of real world performance pages are transformed manually to programming language to calculate Takeoff and Landing speeds and distances. Walk feature - You can walk everywhere, inside and outside of the aircraft where collision zones are programmed. You can climb stairs and there is 1G force simulation. The walking interferes with X-plane terrain too. Requirements X-Plane 11 (Fully updated) Windows, Mac or Linux 4Gb VRAM Minimum - 8Gb+ VRAM Recommended Download size: 800Mb Current version: 1.0 (April 5th 2019) Overall an excellent aircraft... Now available at the X-Plane.OrgStore! ______________________________________________________________________ Yes! the Airfoillabs Beechcraft King Air 350 is now available from the X-Plane.Org Store here : King Air 350 Price is US$49.95 ________________________________________ News by Stephen Dutton 6th April 2019 Copyright©2019: X-Plane Reviews
  10. Aircraft Update : E-Jet Evolution Series v1.3 by SSG Supercritical Simulations Group have updated their E-Jet Evolution Series to v1.3. This includes both aircraft of the E-170 and the E-195 variants. Note all the details noted here relate to both aircraft E170/E195 and the combination package of both aircraft in the "Series" pack. Regional airliners are all the rage for time poor simulator users, the routes are short detailed and will fit into any two to three hour flying window. Propeller regional aircraft are the most used, but sometimes you want something different, even a bit faster... a jet. There are two main regional jet manufacturers, one is Bombardier CRJ (Canada) and the other is Embraer EJet (Brazil). There are two developers that cover the E-Jets with one being X-Crafts and the second in SSG with their E-170 and E-195 variants. Version v1.3 This update covers the X-Plane 11.30 performance update (noted as v11.32) and a few VR (Virtual Reality) fixes. New cockpit actuators, now uses dragging method for better control in VR... now you drag to adjust with no scroll adjustment, great for VR... but now awful for the rest of us.... Adjusting the V/S Vertical Speed now is a nightmare of hair pulling proportions... trying to get just 100 digits between descent or climb settings is one for the real nerve testing conditions... so could we have scroll please? adjusting the Baro is a lottery of either STD, or IN but no hPa. BARO minimums have however been implemented. The cockpit lighting has had a lot of attention in this update and overall it is now very good... Main panel, OHP and console lighting is excellent.... .... both pilot "CHART" (adjustable) lights give a nice touch per side (above right). The confusing lighting setting is the side panel FLOODSTORM knobs... they actually adjust the panel LED dropdown lighting? they however do give the cockpit that modern LED lighting effect very nicely. The (real) FLOOD switch is up on the OHP, that switches on two rear roof lights and they look good and work well... however the central roof mounted (FLOOD) light is dark? Overall though you can find all your comfort settings for on the ground flight set up, mid-flight and approach situations. The cabin lighting is still separately adjustable... which is very nice, but the cabin is now starting to feel a little or very dated in the E-195, but the grey trim in the E-170 is far better. The FMS has had over the years a lot of development and it is a Javier Cortes design. It is now very good, but does have a few quirks still. But first the 11.30 changes... The TRS Pages has had the most attention here. These are settings to select the best takeoff "Thrust Rating". The default is the AUTO setting, but you can select a TRS setting that you require and that then becomes the default AUTO setting, and you can have the FLEX option ON/OFF, and bugs were addressed to include fixing the links to the TRS Page. You now have RNAV approaches and the old foe in TOD (Top Of Descent) is now better computed and the RF legs type is now added to SID/STAR/approach procedures. You can now directly switch from RTE 1 which is the main RTE route selection page to the AIRWAYS route page via the "NEXT" button... ... entered AIRWAY pages are fine in moving between pages, but to get back to the original page 1 or the main RTE page you have to reselect RTE? That action maybe officially correct, but it doesn't feel natural You can add in your current aircraft's tail number which is nice... but the TN change is not reflected elsewhere in the FMS? Entering route data is now very good as mentioned, if you use the AIRWAYS route pages. Moving to the FPL direct input though creates a couple of quirks. If you enter in just DIRECT (DCT) waypoints you can get double "ROUTE DISCONTINUITY", this sorts of messes up the flightplan and you have to edit them out, sometimes it edits correctly, but sometimes it creates route line madness... .... if you are good and understand the FMS setup well, you can usually easily edit it out, but sometimes it won't let you, so a complete clean INIT restart is required, like I said I didn't get this with AIRWAY input? These coloured routelines have had attention in v1.3 to eliminate them, but in certain cases they still persist... I did find however the more you constantly use the FMS the more the system behaves correctly.... but as the images show, they still can cause the odd editing issues. Another quirk is the first waypoint after the airport ICAO... this waypoint is always noted at 0 ground level... ... and so initial the waypoint altitude is always out? At LEBL (Barcelona) that is not too much of an issue at an elevation of 14ft, but when I set the FMC at EDDM (Munich) of which the airport is set at an elevation of 1487ft, then you get a massive dip in the VNAV flightplan? and you can't adjust the setting either to correct it? WebFMC intigration The popular add-on plugin WebFMC is now also available for SSG aircraft including these E170 and E195 aircraft, the WebFMC version required is v1.3.0. A huge favorite plugin of mine is a huge bonus in programming the E-Jet routes and performance. Somehow I found the layout of inputting the route data into the WebFMC far easier than directly and even with the pop-up FMC (Key F8) in the aircraft, it is easier to do that route editing as well. So adjusting here my approach flightplan (below) was far easier with WebFMC than in the aircraft.... ... in adding in two extra waypoints DM458 and DM448 that are used in the EDDM 26L RNAV approach to soften the hard back turn from the STAR IRBI4A flightpath, and as noted you can now use actual RNAV approaches if required. WebFMC does a nicer job of replicating the Honeywell facia plate as well and they come in dirty and clean modes, In Flight v1.3 changes Setting up the E-195 has certainly come a long way since the first release of the aircraft and those lovely custom stairs are still a sight to behold. I still find the fuel loading a bit too constraining, as you can't have the exact amount that SimBrief notes 6227 kgs, but the nearest I could set the load was 6236 kgs. Added in now is the particle effects for the APU (Auxiliary Power Unit) outlet (below right). Power to weight and aircraft balance feels improved under the new 11.30 performance changes with fuel predictions and usage that is very close to the SimBrief data. The undercarriage in animation and speed has had refinement, it feels slightly slower in movement, but more realistic.... .... in other words it looks far better. Sounds haven't had any adjustments, so they are starting to feel their age compared to the extensive sound packages now available and no FMOD sound that is noticeable with the use of the older DreamEngine sound machine. External sounds are too loud, but can be adjusted down, but the cockpit and cabin levels are too low at the high settings, in flight engine noise is slightly droney which I don't care for, but the wind noise is very good. Data FMS readout and detail is also very good, a few details in the perf, climb, cruise and descent don't fill in until the aircraft is off the runway and you want to manually fill them in, but can't.... obviously. But in the air you have a huge amount of data on a huge amount of page options, it is almost study grade in detail. I found the particle effects from the engines and wings quite heavy, so the vapor trails look non-adjusted, which is weird when you add in the new APU effects, so why not adjust the others for the correct effects? for the small GE CF34-10E turbofans at 20,000 lbf (89 kN) each, they pump out a lot of trail. (E170 uses the GE CF34-8E turbofans at 14,200 lbf (63 kN). The wingtip vortices as well are not adjusted and sit trailing below the wingtips? The vertical speed profile is excellent. I like to do all my climbs and descent manually (no VNAV for me) and here you have the V/S profile and the target point of the altitude after descent. Speedbrake logic, messages and commands improved and spoiler issue on landing fixed is noted, but I found that I couldn't now use my Saitek x56 throttle switches for speedbrake actions? (Speedbrakes extend/retract one)... only a manual adjustment was possible? On landing at EDDM (Munich 26L) then the spoilers didn't activate either? I checked through the four routes I have done with this version and each time they didn't deploy... in most cases you arm them (Speedbrakes retract one) but if that is the way to to that on the E195, I'm not sure, but as the speedbrakes actions don't work via the switch (key option) I can't check that either? Is the spoiler activation just a setting? I don't think so. EDDM and another nice flight. Summary This is the 11.30 update for the SSG E-Jet Series, with both the E-170 and E-195 variants. The 11.30 performance adjustments is of course a given, and by my route numbers it is pretty good. The particle effects are a mixed bag with the addition of the APU output, but nothing else in vapor trails and wingtip vortices have been adjusted and it shows. Cockpit lighting has had a lot of attention and now very good. More to the good are the gear adjustments, flying characteristics and the general great detail and feel of the aircraft, options are quite nice as well. A huge amount of detail and adjustment is now available with the Javier Cortes FMS, overall the system is now very good and quite complex and even close to study grade, but a few quirks still are in there. As with any FMS system in being a good route editor can be a worthy skill, so you will need to know what you are doing when filling out and editing routes... but this FMS is now light years away from the earlier versions. WebFMC intergration is also now available on both aircraft and another worthy addition. Oddly in areas to advance the aircraft have had the opposite effect. VR (Virtual Reality) manipulators work well in VR, but in the normal use they are now quite hard to use with no scroll option? Vertical speed adjust is simply really hard work , as are a lot of the knobs in the cockpit with only the drag option and BARO is a bit of a mess with no hPa adjustment. The refinement of the spoilers/airbrakes has made them worse as well, with only the manual adjustment useable. In other areas the E-Jet is feeling it's age with an outdated cabin and sounds. This is an aircraft to use highly regularly. So popping in and out of the E-Jet will mean you won't get the full aspect of the aircraft, after time and with a lot of routes you will find the aircraft comes to you as you adjust to it's slight quirks and the way you fly it as it is slightly complicated, so the more time you spend in the left seat then the more return the aircraft gives back to you and after a while you can fly this excellent E-Jet like a pro... if every aircraft in X-Plane was the same it would be totally boring, and that is the aspect of the skill to fly aircraft like these small jets well. Recommend the SSG E-Jet, yes absolutely but this is not the update to bring it totally in line with the top notch requirement of the current standards of which this aircraft could easily achieve. _____________________________________________________________________________________ The Embraer E-Jet Evolution Series by Supercritical Simulation Group is available! from the X-Plane.Org Store here : Embraer E-Jet195LR Evolution Your Price: $44.95 Embraer E-Jet170LR Evolution Your Price: $44.95 Twin package of both advanced E-Jets by SSG is also available: E-170 Evolution E-195 Evolution Embraer E-Jets Evolution Series Your Price: $54.95 Features: Advanced FMS and Navigation system Custom-built FMS (done by FJCC) designed for the SSG Evolution Series SIDs, STARs, transitions, approaches, flare and rollout modes. FMS is compatible with Navigraph navigation databases. Manufacturer's performance data embedded as tables in the fully functional FMS. Option to use either a 2D pop-up (resizable) MCDU or one within the 3D cockpit. Radio communication audio consoles optimized for on-line virtual ATC operations. FMS performance information based on real aircraft data, including V-speeds. FMS includes capability for autotuning navaid frequencies. Vertical Situation Display (VSD) on the MFD, Unique in XP. Terrain display mode on the MFD, which is a part of the Enhanced Ground Proximity Warning System (EGPWS) on the real aircraft. High-Res 3D modeling complete with detailed animations and textures\ Realistic displays (PFD, MFD with system synoptics, and EICAS) External lights and strobes operating realistically, with dynamic lighting in the scenery. Display management similar to that in the real aircraft. Autobrakes with anti-skid system that works in all conditions and includes a realistic rejected takeoff mode. Realistic wing flex and other animations. Window rain effects and animated wipers. Option menu incorporated into the 3D cockpit. Ground vehicles include a tow truck, GPU and airstairs. Over 10 detailed liveries come with the package. Custom systems and Flight Model Aircraft will meet most of the real aircraft's performance data for consumption, AOA, speeds, flight dynamics, etc. in close consultation with real world E-Jet pilots. Realistic 3D cockpit with high resolution. Many systems are implemented with realistic logic, such as electrical, hydraulic, pneumatic, engine fire extinguishing, fuel, wing and engine anti-ice (including automatic mode), communications, and TCAS. Comprehensive autopilot functioning in modes similar to those of the real aircraft First Officer's MFD display is independent from the Captain's. EICAS messages based on the real aircraft's with lists and scrolling DreamEngine Sound System 3D sounds with DreamEngine plugin. Comes with a comprehensive documentation Airplane Operations Manual (AOM) Quick Start Guide (QSG) Quick Reference Randbook (QRH) to permit easy reference to data for FMS entries and other necessary data Requirements: X-Plane 11 + (not compatible with X-Plane 10) Windows, Mac or Linux 2Gb VRAM Minimum. 4Gb+ VRAM Recommended Current version: 1.3.0 (March 29th 2019) Installation Download of the SSG E-Jet 195LR is 408.25mb and it is installed in your X-Plane Airliner Folder as a 812mb folder... Series download is 637.10mb (E-170 and E-195)  Aircraft comes with a automated X-Updater for direct updates for the life of the X-Plane11 release. Documents There are three comprehensive documents provided: Custom_Commands.txt SSG E-Jet Evolution Aircraft Operation Manual.pdf SSG E-Jet Series Quick Start Guide.pdf SSG E-Jet_Change_Log.txt SSG EJet Quick Reference Handbook.pdf All are comprehensive with weights, checklists and vRef's  Full v1.3 update change log is here: SSG E-Jet_Change_Log.txt _____________________________________________________________________________________ Review by Stephen Dutton 8th April 2019 Copyright©2019: X-PlaneReviews  (Disclaimer. All images and text in this review are the work and property of X-PlaneReviews, no sharing or copy of the content is allowed without consent from the author as per copyright conditions) Review System Specifications: Computer System: Windows - Intel Core i7 6700K CPU 4.00GHz / 64bit - 16 Gb single 1067 Mhz DDR4 2133 - ASUS GeForce GTX 1080 8Gb - Samsung Evo 512gb SSD Software: - Windows 10 - X-Plane 11.32 Addons: Saitek x56 Pro system Joystick and Throttle : Sound - Bose Soundlink Mini  Plugins: Environment Engine by xEnviro US$69.90 : WorldTraffic 3.0 Plugin - US$29.95 : JARDesign Ground Handling Deluxe plugin - US$14.95  Scenery: - LEBL - Barcelona by Justsim (X-PlaneStore) - US$21.00 - EDDM - Munich Airport by ShortFinal (X-PlaneStore) - US$26.95 
  11. Yes you are right here... Aerosoft are going on low pricing to redevelop sceneries, and even ridiculously low pricing and getting the return of extremely poor quality from very poor inexperienced developers... is that a way of keeping quality in your products? If the product is good and high quality then it will give you good return on your investment, in reality this EGCC is now a ruined throwaway product... so even that minimal investment is lost as well. Aerosoft have astounded me over the years, but this one is one is beyond even anything I can remember... how do they stay in business?
  12. News! - In Development : Traffic Global by Just Flight Just Flight noted that they had some announcements coming soon when they released the Duchess 76. But the actual news was not what I expected, a Global Traffic system for X-Plane11... and that is very, very different product from their usual offerings. X-Plane currently have three traffic systems in the built in Laminar Research A.I. which is a bit of a mess to be honest. Jardesign has the X-Traffic, but like the A.I. version it is very restricted to the A.I. aircraft (yes you can use bluebell's A.I. aircraft, but still only 20 of them) and of course there is WorldTraffic 3. I am a huge fan of WorldTraffic 3, it is an astounding plugin, but development can be deathly slow. But it is also very established into the X-Plane psyche with a huge interaction with user contibutions. A new version in v3.1.10 is currently in beta testing. So the Just Flight version is going to be interesting, if just from a faster development point of view. Features noted for Traffic Global are : Professionally designed AI models Fully animated models with lighting and effects Not limited to 20 visible aircraft Works with multiplayer Aware of the player's aircraft Custom radar window Customisable routes Single, simple installer; no other downloads or manual configuration First question is does Traffic Global use separate ground routes (like WT3) or use the current built in ATC routes... although the WT3 Ground Route system can not cover every aspect of every airport, it's flexibility does allow it to be edited to fit and be customised. It's drawback is that there are very few master editors out there who can create these custom routes, and so in that case many of the airports are simply not edited correctly. So they usually use the built in ATC routes to create the ground routes and usually most generations come with some very compromised ground routings. This compromise is created by the scenery developers in the way they laydown the ATC routes in WED (WorldEDitor), or even if they actually are doing so in the first place... most scenery developers are really very bad at this and are (still) totally oblivious to the fact on the importance of why these ATC routes have to be correctly installed... That WT3 can edited around these poor ATC renderings is it's strength, but as noted there are only a few gifted editors to cover a large percentage of release airports with these customised ground routes (so they tend to pick only the big scenery releases). So here is the question... if Traffic Global uses the same ATC system for it's ground routes then it will be compromised from day one, unless they have a system or editor to correct the badly created internal ATC routings. Yes WT3 is quite a complex system, but also very modifiable as well, but it also requires user input to create that network and that is what gets it around most issues. Traffic Global notes it will have "Professionally designed AI models", but currently WT3 now has over 8000 different aircraft and liveries that covers most airlines and aircraft, and if you can run your render setting in a high quality setting, they look pretty good as well. Traffic Global's bonuses could be it's easy of use, better quality and more functional radar, customisable routes and a cleaner X-Plane11 interface, however the biggest advantage maybe simply be in its quicker reaction to changes and updates. AGRE routes (real world airline routings) have been highly refined in WT3, in the world wide regional route placement. This is again a very heavy feature that does not put local German aircraft in say Australia or Asia and by aircraft type in say long haul or domestic. Small details like this are important for realism... but the proof will be in the seeing and using... overall Traffic Global has a big if huge mountain to climb with the already well established WorldTraffic 3 routing system and layouts. A final aspect is simply framerate. WT3 is actually very good considering the sheer numbers it has to compute on screen, but it have times that it can grind itself slower if there are other aspects like heavy weather systems or large complex scenery, Traffic Global can live or die on just the framerate running alone. Traffic Global Images provided by Just Flight. Pricing for X-Plane11 is noted as the same for the recently released Traffic Global FSX/P3D version that is "Usual Price: US$52.99" but currently on a "Special Offer Price US$41.99" of an Early Access advanced stage of development deal... in other words it isn't 100% complete. WorldTraffic 3 is currently priced at US$29.95, which is nearly half of the expected full Traffic Global price... It is going to have to very, very good to beat that deal. Release of Traffic Global for X-Plane11 is noted by Just Flight as later in 2019. Just Flight details are here: Traffic Global (for X-Plane 11) ________________________________________ Product details and images are courtesy of JustFlight News by Stephen Dutton 4th April 2019 Copyright©2019: X-Plane Reviews Disclaimer. All images and text in this review are the work and property of X-PlaneReviews, no sharing or copy of the content is allowed without consent from the author as per copyright conditions)
  13. Scenery Review : EGCC - Manchester XP11 by Aerosoft After breakfast I did the usual bookmark rounds to see what had been released while I was still in the land of sweet dreams and the thoughts of Scarlett Ingrid Johansson doing nice things with me (I'm not married so I can have these thoughts). First up was a new version for X-Plane11 of EGCC - Manchester from Aerosoft... it was going to be a very good day! This scenery staple was originally created by the now split Icarius Studios : Scenery Review : EGCC Manchester Airport by Aerosoft/Icarius. Over the years this excellent Manchester scenery has been one of my absolute staple go to sceneries for not only reviews but also for a lot of my own simulation flying. It is an important scenery to me personally, as I was born only a few miles away just over the Welsh border, but also for the sheer quality of the scenery for realism in the simulator. This X-Plane10 EGCC is also part of my 10 ten best of sceneries in X-Plane.... so yes I like this Aerosoft/Icarius scenery and use it a lot. The Good So an upgrade to X-Plane11 is very welcome and certainly as Aerosoft have now included the SAM - Scenery Animation Manager plugin feature as well... the grin then got a lot bigger. First impressions were good as well... the new underlay and ground textures are nice... EGCC never looked better and looked gorgeous. Some of the original Icarius building modeling is still here, but updated with X-Plane11 dynamic glass reflections and PBR effects... Glass in the ramp and old control towers are now clear... but it all looks strangely odd? Runway and taxiways have PBR reflection dynamics for that wet surface look... and yes I like that wet surface look. ... so all the new ground textures are redone and X-Plane11 and the ground textures now have Full Orbx (TrueEarth) compatibility. The SAM - Scenery Animation Manager plugin has also been added and obviously it is a very welcome addition... but I am still a little perplexed to see that a lot of the airbridges still however don't match up correctly to the aircraft doorways... some aircraft like the FlightFactor A350 are still well out or even completely out of alignment? The ToLiSS Airbus A319 alignment is slightly too high as well... as these airbridges are manually configured by Stairport Sceneries and don't rely on the developers to do the alignment, which makes the whole point of the out of alignment issue a bit more of a head scratcher. There is also now a "Winter" MOD as well... the winter mode can be used with the various version from winter textures and colour corrections for Orbx sceneries, TerraMaxx with and the JSGME MOD, of which I used here.... ... the MOD works, but there are areas of joins that are (green and sharply) noticeable, trees and many buildings are white... whited out, so they don't look authentic alongside the default winter trees.... but any winter settings are always welcome. The bad and the Really Ugly To this point the new EGCC - Manchester in X-Plane11 form looks very good... but I was realising that the scenery was not showing a lot of the detail that was present on the earlier XP10 version, and then the more I looked at the detail then the more horrified I became in what I saw.... No I ❤️ MCR? (XP10 left, XP11 Right) Yes I know that the ❤️ logo is now a faded mess at EGCC, but I still like it... Taxiway J Blast wall is missing and you have the wrong warehouse design? The "Airport Hotel" pub detail is stripped bare? Oh the pain! "Oh my god what have they done to this scenery!" All the scenery fencing is missing and it is highly noticeable, certainly around the northeastern boundary, where the road networks are completely totally ruined as well... You get better detailed 3d vehicles, but the rest is simply a mess, there is no carpark lighting, no fencing, no entrance gates... well nothing? The quality detailed carparks have been replaced by crap flat versions, and again with no fencing or lighting? Airport approach road networks are totally ruined, they are just now a flat green not anything. Old MCR Control tower is missing the ground radar, the building textures are also different, and have lost their worn decades old feel? The filled in green tower windows look years better than the newer clear versions. The "Runway Visitor Park" has not been spared the murdering either? The Cafe/Museum with the internal Concorde that can now not be seen... all detail here is wiped away. ... no fencing... oh why not!... just let the kiddies play on the taxiways. Engine test area is missing the inner blast fence.... .... and the Runway 05L threshold radar tower is also completely missing.... "but oh who by now really cares anymore!" Lighting Obviously with so much detailed lighting removed, you knew beforehand that the EGCC XP11 lighting would be bad, and it is... (XP10 left and XP11 Right) Even if the lighting is slightly dated in the XP10 version, it is still world's away from the horrible lighting in the XP11 version... lovely lit carparks are rendered into black holes in the XP11 version? Nicely lit motorways are also replaced by a darkness of gloom... Summary Icarius Studios created one of the best loved and highly detailed sceneries of EGCC - Manchester for X-Plane10, this was of course in association (or branding) with Aerosoft. This is the newer X-Plane11 version from Aerosoft. With the upgrade to XP11 comes all the X-Plane11 dynamic features like reflective glass, taxiways and runways. Newer and better ground textures for use with Orbix TrueEarth compatiblity and AI Traffic and World Traffic 3 compatibility. Winter textures that will change with the seasons and of course the current scenery must have in the SAM - Scenery Animation Manager plugin. All very nice. The general idea with an upgraded project, either in an aircraft or scenery. Is that the newer version is usually a big step forward in quality and features than the older version it is replacing in line with the advancement of the simulator.... in most if not all cases that is usually the case or the deal. But this newer X-Plane11 version of replacing the Icarius Studios XP10 version is simply a devastating mess, 60% of the original detail is simply gone, road networks ruined, average modeling and textures, missing elements like radar (and their towers), no fencing, road, street and carpark lighting and all the original quality is now in tatters, file size is now enormous to the detail, Winter textures are over whited. Words like "Epic Fail", "Monstrosity" and any other thesaurus crap you lavish on this scenery is well deserved. God help us if Aerosoft do the same hatchet job on Icarius Studio's other sister scenery in EDIW - Dublin. If you already have the original XP10 EGCC from Icarius then simply don't replace it, you don't need to as you will be installing a far more inferior scenery... I would personally will pay anyone to install the SAM plugin on the XP10 older scenery to have that functionality, the rest shown here is simply not worth bothering with... Aerosoft's EGCC XP11 is certainly NOT Highly Recommended... Just keep the old one! ______________________________________________________________________ Yes! EGCC - Manchester XP11 by Aerosoft is Available (sic) from the X-Plane.Org Store here : Airport Manchester XP11 Price Is US$19.99 Features HD ground textures including PBR Custom HDR night lighting Custom static aircrafts HD vegetation Animated service vehicles Animated jetways/VDGS/marshaller (SAM plugin required) Full Orbx compatibility (Orbx TrueEarth required) Compatible with default AI Traffic and World Traffic 3 Requirements X-Plane 11 Windows, Mac and Linux 4Gb VRAM Minimum - 8Gb+ VRAM Recommended Current Version: 1.0 (April 2nd 2019) Installation Download scenery file size is download 1.30Gb and with the full installation installed in your custom scenery folder at a huge 5.05Gb One folder: Aerosoft - EGCC Manchester Replaces the original three install files: EGCC - Manchester Ground Traffic EGCC Manchester Airport EGCC Manchester Mesh OPTIONS Folder holds "Winter" files. They cover Orbix, TerraMaxx and JSGME MOD Colors + Seasons JSGME Mods SAM - Scenery Animation Manager Plugin - Free, is required for this scenery Documents One manual with notes in English and German  Manual_Airport_Manchester_de-en.pdf ______________________________________________________________________   Review by Stephen Dutton 3rd April 2019 Copyright©2019 : X-Plane Reviews  (Disclaimer. All images and text in this review are the work and property of X-PlaneReviews, no sharing or copy of the content is allowed without consent from the author as per copyright conditions) Review System Specifications: Computer System: Windows - Intel Core i7 6700K CPU 4.00GHz / 64bit - 16 Gb single 1067 Mhz DDR4 2133 - ASUS GeForce GTX 1080 8Gb - Samsung Evo 512gb SSD Software: - Windows 10 - X-Plane 11.31 Addons: Saitek x52 Pro system Joystick and Throttle : Sound - Bose Soundlink Mini  Plugins: Environment Engine by xEnviro US$69.90 : JARDesign Ground Handling Deluxe plugin : US$19.95 : WorldTraffic 3.0 Plugin - US$29.95 : BetterPushBack - Free : SAM Plugin - Free (required) Scenery or Aircraft ToLiSS319 (A319) by ToLiSS (X-Plane.OrgStore) - US$69.00
  14. All those headwinds! The coming Chinook is actually by X-Trident and not Dreamfoil, but Dreamfoil has been very slow with the XP11 updates, which is unusual for them. Just some patches and no clear XP11 updates/Iupgrades. On release the 300CBi was very good... to be fair is the fact that Laminar have done some significant changes to the vertical flight performance, but it is still the responsibility of the developer to respond to those changes, but the transfer to XP11 has been quite a drawn out mess from a developer point of view which I discuss in the March "Behind The Screen" edition.
  15. Behind The Screen : March 2019 Some months you just want to throw your hands in the air and say "god give me mercy"... March was like that. You can't in the first three months of any year waste time or not take your foot off the pedal as X-Plane is always going at full throttle delivering updates and as new projects come close to their release dates, worse the 11.30 updates are still coming out at such a stream that you realise... in just how many aircraft are now already released in the simulator, and believe me there is a lot, of a lot of a lot of a lot.... and then right in the middle of all this mayhem you then do an automatic site update... and well get hell! Suddenly all the global settings of the X-PlaneReviews site are... not actually in there anymore and worse is that this time you can't fix it either. To be honest this has happened most times with an upgrade from Invision, but this time it did a through job and broke the editor as well, so if I wanted to fix it or anything I couldn't. So to a point the site was frozen, and I couldn't just "Let it go", I and the X-PlaneReview site was this time totally stuffed. As usual the timing absolutely stank, but then when is there really a good time to have software meltdown. Personally I can't complain, as nearly six years without any real catastrophes, yes there has been the odd issues, but mostly you worked around them, but this time we were royally stuffed... the site is now thankfully back up and running and "transmission has been resumed as soon as possible". So we have a backlog, and still a few reviews that were affected in a different way from the rest... we will as usually get around to fixing those... so March was really a month to forget. Morally obligated One point was highlighted this month. The story is the developer has some time on their hands, so thinks, "Hey I'll do an aircraft, and the one I always really wanted". So the development takes place, the aircraft (or scenery is released) and everyone really loves it, and it is a great addition to the X-Plane cannon of greats. In the mean time the developer has found a new job, or got divorced or both... and that nice little project is suddenly becoming a annoyance, it needs constant attention because of the ruthless on going development of the simulator. How are we all doing this simulator thingy full time and even we can't keep up, but what if you had now too little time and users that have paid your a bit of their savings to buy the aircraft. Then a distraction becomes a problem, your real life needs your attention more than an aircraft, but to be fair there are also hundreds, even thousands of users that have paid you good money for this great little aircraft... usually the first choice is to "find time" to update it, but in reality your life is now in a totally different place, do you even really care about those users and that little aircraft that in reality reminds you of a past that you really want to forget. Mostly then the aircraft then lays abandoned, out of date and becoming obsolete in the twilight of the simulator. Users start complaining, but to what a firewall of indifference, "I paid good money for this" and then the big one "I expect" yes they expect that with the purchase then that the aircraft (or scenery) is kept in vogue, and kept updated for current use. It is tricky one? If the project is a freeware then of course you can abandon it, it then costing nobody nothing. But payware is different, as you were paid money not only for the project, and sometimes with a lot of money and with that payment comes the expectation, or even contract that "you will" or be expected to upgrade the aircraft for the rest of your natural life. Add into that is the huge changes of say between XP10 to XP11 and then to XP11.30. So to a point a lot of developers are just leaving the project there, not updating and saying "oh I'm busy" in that they really are not going to either update or even touch it again, most don't even dare pull the aircraft from sale, it is the bone yard for old outdated aircraft and scenery and it is called a FlightSim Store. You have taken the money and the accolades, but have you also delivered on the unspoken contract, and both areas are required to update your product. Worse is the fact that the aircraft, or even a scenery or a plugin, is very much a wanted if essential part of the simulator, even in it's outdated form. So is there an obligation there? For me personally it is the loss of a great simulation, and an aircraft greatly loved and currently missed, and deep down you know your relationship is over, but there is still that ever slight hope it will be restored or even resurrected. So does the developer have a obligation to keep the aircraft or product updated, legally probably not, but what about morally. The point is the product is still worthy as it has already been proved to be successful in sales, so the issue is then why not put the product on the sales floor. If another developer wants to keep and update that aircraft moving forwards then why not... yes these products are very personal items, but it is still a worthy product. But in most cases then the development stops because the developer has moved on, then why not on sell, or put the project up for sale and not always for money. I'm sure agreements can be done where the original developer can retain his original rights but still lease the product to another developer. Yes there are issues with this, because mostly the new developer would want to take the product in a different direction than the original design project, or "losing the idea of my baby", but you can't eat your sweets both ways and expect that the development still follows your ideals and if you still want nothing to do with it. But onselling the project lock, stock and barrel is a worthy cause. It lets another developer in on a successful program and see how it is all done, but also then contribute to the next evolution of the aircraft. A lot of projects get merged with a current stable of products from another developer, a lot work in this manner and in reality it is the best roadmap for the product that a professional developer has the skills and know the current trends and developments to keep the aircraft in it's best and current release condition. There should be more merging of inventory if it is possible to do. Culling the project There is also the argument on the situation that it is "time" to cull the project, shut it down and pull it from the stores. I have noticed that a lot of the bigger development studios are doing just that with Carenado at the leading edge. The release of aircraft from Carenado since their entry into X-Plane is now closing in on 40+ aircraft. Just updating, keeping track of such a very large inventory is a very large job, and in Carenado's case it is now too large a release schedule to climb. The issue is that by the time the list is nearly complete, then XP11's run will be nearly completed as well, and so the show starts all over again for XP12, the XP11 run has been horrific from a developers point of view with the constant revisions and performance updates from Laminar Research... yes all the revisions are to the good, but currently we also still have such a huge mismatch of aircraft on completely different levels of performance from XP10 to XP11 and XP11.30 and a few other levels thrown into the basket. Carenado had to counter the effects and culled a lot of their products when updating to XP11, so a lot of great aircraft have been lost to the XP10 past, even the newer updated versions of the same model of aircraft are also quite different from their original XP10 releases. Obviously the aircraft that got the "Go" stamp of approval were the big sellers, the minority aircraft were just not put on the upgraded list. So if you favorite aircraft is not on there, then you lose it... goodbye, or you could say it is X-Plane's Darwinian natural selection at work. Looking through the review content on the site, it became apparent that a lot of aircraft were very much out of date, and so was the review. If the version of the aircraft is still up for sale then should an old outdated review still be relevant. Obviously so if it is for the same product, and even if X-Plane is now many revisions forward. Picking one aircraft out of the review list and flying it was a shocking idea, as it felt totally outdated and not even relevant to the flying I am now doing in X-Plane11.30+, but it stays up there because it is still for sale? My thoughts are in culling reviews back to the start of X-Plane11 reviews, and anything earlier is now not relevant to the review site or the simulator, it is a sort of cleaning up the site... or my own culling or the slashing of the past. I am still self debating that aspect. But I do find a lot of users still comment on these outdated reviews??? which is a bit weird really in the fact they and the product is not really and if relevant any more, I mean how can you relate something that is currently non relatable in the current version of the simulator, but then so many users are still on some early versions of X-Plane10, a few are still crazy enough out there to still be on X-Plane9. To a point I respect that option, but I also note that they are also completely missing out on the modern features and the sheer excellent environment of running the current X-Plane 11.30+ version. yes the point is to re-enforce the reference is that a lot of users don't fly in X-Plane11, and still use X-Plane10... so the reviews are actually relevant to their cause. New Product Cycle But another point in the updating of developer inventory. It is that even if you are a middle sized developer of say four to five aircraft and are wanting to keep those aircraft to the current X-Plane specifications and performance, there is still the point of view that like there has been with the inter-change to X-Plane11, in that your already developed inventory is taking up a lot of your development time, just keeping the aircraft currently relevant, with updates and upgrades. Upgrades make you money, but updates don't and to a point you need new fresh aircraft to add into your inventory and bring in fresh cash, but how can you do both. This lag is more noticeable with X-Plane11, as we are now two and a half years into the X-Plane11 cycle and many developers out there have not even delivered one new aircraft for the X-Plane11 simulator, but all current releases have been totally in the update and upgrade inventory cycles. Certainly in the 3rd and 4th quarters of 2019 then finally some new fresh aircraft will come from some quality developers like Rotate, SSG, Dreamfoil, Aerobask and others, but many developers will still be in upgrade or update hell, even FlyJSim lamented that it would be nice just to do something new than just upgrading current aircraft as good as they are. So that brings us to the conclusion in the fact are the X-Plane Laminar cycles and upgrade cycles to frequent, too close together and is too much change now becoming even a negative aspect to the simulator? It is a good question, but the fact is that over the beta run of X-Plane11 release and the beta run of 11.30, in that the simulator was dormant for almost nine months waiting for Laminar Research to do the new features and insert the new performance models and that is nine months out of a total to date 26 months of the X-Plane11 cycle, that is almost just under half of the current cycle, no wonder the developers are pulling their hair out, that is if there was any there in the first place to pull out. At least currently the developers get some relief in that Laminar Research's focus is thankfully not on performance this time, but on the dynamics of X-Plane's core in the changing to the Vulkan and Metal API's... Obviously X-Plane users don't want the dormant or the snail pace progress of the the FlightSim world, as we love our dynamic and ever changing simulator world, as it is the glue that keeps us in here and wanting more... but the changes of the latter half of XP10 and the early parts of XP11 may have been a little too much too far too fast, as it is leaving even crucial areas of the simulator behind... the worry is that after the API upgrade, Laminar will start the whole performance theatre upgrades all over again... to the groans of the developers just wanting to try something new... anything but fixing the same old, same old.... again. MilViz Kickstarter Still on a developer theme, Military Visualizations has done a kickstarter page to create the ATR 72-600 and wants $27,000 CAD dollars before putting mouse to CAD software, currently the amount raised is AUS$3269.00. First thoughts were "this is blackmail" pay and then I will do it, "if not then stuff you". I actually like the idea of supporting developers to get the aircraft you want in the simulator, but in fact this KickStarter campaign goes against the whole model of the way aircraft are created for the simulator... If he gets away with this campaign then there will be no end of KickStarter Campaigns that will promise mostly vaporware and that is the core of the argument. But If say Aerobask asked us to fund their next project, then would you put your cash down. For me the answer is probably yes because Aerobask has already an excellent track record in X-Plane. But currently MilViz even if they have a significant record in the FlightSim world and except for one average GA aircraft there are still relatively an unknown in X-Plane. A sweetner is if you do a donation above donate $135 CAD or more will receive the plane once it releases, in other words your paying $135 CAD (US$101.00) for the ATR, that is currently the most expensive aircraft in X-Plane. I can have a very nice holiday with CAD$27,000, even go to Canada to spend it, so it will be interesting to see how this all plays out, more KickStarters, or back to the old develop first then we will buy it system... personally I can't see this reaching even close CAD$5000 than the pleadged $27.000, but the gig economy is not the old way either... but overall trust has to work both ways and if you break that trust? See you all again next month Stephen Dutton 1st April 2019 Copyright©2019: X-Plane Reviews
  16. To note which version you bought? this older vFlyteAir 140 original or the newer 140 v3? The Original is a VFR aircraft, so there is no instrument rating, and so has no VOR2/NAV2. As you note the Garmin 430... then it must be the newer v3, that aircraft uses the TKM MX300 Com panel for Comm2/VOR/Nav2 functions. The point is almost every Cherokee is set up in avionics in a different way, no two aircraft are the same in the real world, so all the avionics are different... vFlyteAir have taken a real world 140 and duplicated it's own avionics, and if the set up on the X-Plane version is then the same set up as the real world version.
  17. News! - Release! : Duchess 76 by Just Flight - Thranda Just Flight and Thranda have released their first Twin-Engine aircraft in the Duchess 76. The aircraft is based on two real-life Duchess aircraft, G-BZRT and G-GCCL. MODEL Accurately modelled Duchess Model 76, built using real-world aircraft plans and comprehensive photography of the real aircraft Numerous animations including multi-animation passenger doors that, when open, respond to G-forces and air resistance, baggage door, cockpit window and sun visors Ground equipment including chocks and tie-downs HD textures are used to produce the highest possible texture clarity PBR (Physically Based Rendering) materials with real-time environment reflections for superb quality and realism Detailed normal mapping for down-to-the-rivet precision of aircraft features COCKPIT A truly 3D virtual cockpit right down to accurately modelled seat belts and screw heads - every instrument is constructed fully in 3D with smooth animations Cockpit textures feature wear and tear based on reference photos taken in the real aircraft to produce an authentic environment Interactive engine start checklist that responds to user inputs and sim variables Interactive checklists for every stage of flight Aircraft configuration system that will allow you to choose between 'cold & dark' or 'ready for take-off' (if aircraft is stationary on the ground) Fully functional and comprehensive IFR capable avionics fit including: - KMA 28 audio selector - Fully featured X-Plane-native GNS430 (supports procedures out of the box, and supports Navigraph and Aerosoft custom NAV databases) - KX 155 COM/NAV 2 radio - KR 87 ADF receiver - KT 76A transponder unit - WX-8 Stormscope - Century IV autopilot - HSI and ADF gauges - Support for Reality GTN750 (sold separately, Windows only) Interactive logbook panel for logging your flight details (X-Plane native) Flight computer panel with useful information such as fuel burn, endurance, speed and wind speed/direction GoodWay compatible Ability to change barometric units from inHg to MB in altimeter adjustment Option to activate flashlight from within pop-up window, to aid in those pitch-black cold and dark starts at night Pop-up autopilot window Option to remove window and instrument reflection effects Animated toe brakes Radio knob animations routed through plugin logic, for optimum movement fidelity and sound synchronisation AIRCRAFT SYSTEMS Custom-coded fuel system with crossfeed Custom-coded electrical system with functional circuit breakers and avionics power circuit. Circuit breaker logic is linked to X-Plane's internal failure logic, so if the plane is set to fail a certain electrical component after a certain number of hours, the circuit breaker for that element will pop out. Realistic landing gear with emergency extension, slow/fast tyre rotation animation (blurry when rotating fast), precise shock absorber animation and wheel chocks and tie-downs Functioning carburettor, cowl flap and primer controls Dedicated interactive engine pop-up window displaying values such as fuel tank weights and imbalance, fuel pressure, oil pressure, oil temperature, battery charge (with quick charge option), and information about spark plug fouling and vapour lock condition Simulated vapour lock condition, with warning pop-up and suggested actions Simulated spark plug fouling condition, with indication of percentage of fouling Lighting system includes separate lighting control for gauges (via rheostat) Functional electric trim control on yoke Simulated fan and vent system with realistic blower sounds (linked to circuit breaker logic and electrical system for realism) Custom external light logic with custom strobe light pattern and custom light halos for added realism OTHER FEATURES Realistic and accurate flight dynamics based on real-world performance and handling data, and input from Duchess pilots Authentic sound set, generated using X-Plane's state-of-the-art FMOD sound system Custom sounds for switches, doors, warnings and more, featuring accurate location placement of sounds in the stereo spectrum, 3D audio effects, atmospheric effects, adaptive Doppler, exterior sounds spill in when window or door(s) are opened, different sound characteristics depending on viewing angle etc. Comprehensive manual with panel guide and performance data PSD Paint Kit included so you can create your own paint schemes Dedicated pop-up window for sound mixing, allowing for individual adjustment of the volume of exterior sounds, in-cockpit sounds and various effects Custom weight and balance manager window LIVERIES The Duchess comes with eleven paint schemes: G-BZRT (UK) G-GCCL (UK) G-BNYO (UK) G-WACJ (UK) N671R (USA) D-GIGY (Germany) F-GCLJ (France) C-GTYG (Canada) VH-HKI (Australia) EC-INC (Spain) ZK-JED (New Zealand) ________________________________________ Now Available Just Flight Price is noted as ... US$41.99 System Requirements: X-Plane 11 CPU: Intel Core i5 6600K at 3.5GHz or faster 8GB RAM or more DirectX 12-capable graphics card from nVidia, AMD or Intel with at least 4GB VRAM (GeForce GTX 1070 or better or similar from AMD) Windows 10 / 7 / Vista / XP, MAC OS 10.10 (or higher) or Linux 2GB hard drive space Buy Download Now Full X-PlaneReviews review to follow! ________________________________________ Product details and images are courtesy of JustFlight News by Stephen Dutton 29th March 2019 Copyright©2019: X-Plane Reviews Disclaimer. All images and text in this review are the work and property of X-PlaneReviews, no sharing or copy of the content is allowed without consent from the author as per copyright conditions)
  18. Let me guess... jezzz that's a really hard one.... hummmmm, ah... nope.... ah maybe... hummmm... what about the ToLiSS A319 (Offical)... yes maybe that one!
  19. The WT3 plugin will only work if the scenery has the built in WED ATC routes, if so you can generate a set of ground routes, there is a lot of custom created routes done now World Traffic Ground Routes. Most default airports (3d) should have the required ATC routes done as it is required in WED, and most UK2000 airports are covered with custom versions, but how good they are is debatable. SD
  20. I doubt on release there will be a discount, this is a totally new aircraft and not an upgrade. However FJS have a record of discounting, so expect a lower price not long after the release, personally I am against this sort of sales model as it undercuts the value and the quality of the work, IXEG didn't discount for years, so it was held in esteem as a quality purchase.
  21. Aircraft Review : McDonnell Douglas Harrier AV-8B by X-Trident The AV-8A/B version of the Harrier is in essence a version Mk ll of the famous and highly versatile British Hawker Siddeley "Jump Jet". The Jump Jet story starts with the Hawker P.1127 and the Hawker Siddeley Kestrel FGA.1. Both are the experimental and development aircraft that led to the Hawker Siddeley Harrier, the first vertical and/or short take-off and landing (V/STOL) jet fighter-bomber. The P.1127 development began in 1957, in taking advantage of the Bristol Engine Company's choice to invest in the creation of the Rolls Royce Pegasus vectored-thrust engine. Tethered testing began in July 1960 and by the end of the year the aircraft had achieved both vertical take-off and horizontal flight. It was not an easy program with the first three aircraft crashed during testing, and one aircraft was lost at the 1963 Paris Air Show. From the start most Air Forces didn't want the slow sub-sonic Jump Jet. Their eyes and money was always on the fast jets or supersonic target delivery. The Hawker Siddeley team created the P.1154 for the supersonic requirement as the design used a single Bristol Siddeley BS100 engine with four swivelling nozzles, but the NATO requirement was cancelled shortly after in 1965, along with that other great British hope the BAC-TSR-2. RAF however began considering a simple upgrade of the existing subsonic Kestrel and issued Requirement ASR 384 for a V/STOL ground attack jet. Hawker Siddeley received an order for six pre-production aircraft in 1965, designated P.1127 (RAF), of which the first made its maiden flight on 31 August 1966. An order for 60 production aircraft, designated as Harrier GR.1 was received in early 1967. The aircraft was named after the Harrier, a small bird of prey. The Harrier GR.1 made its first flight on 28 December 1967. It officially entered service with the RAF on 18 April 1969. Almost immediately into service the RAF Harrier made the headlines! The aircraft won the The Daily Mail Trans-Atlantic Air Race which was a race between London, UK and New York City, USA to commemorate the 50th Anniversary of the first trans-atlantic crossing by John Alcock and Arthur Brown. The race was held between 4 and 11 May 1969. The 50th anniversary of the race is right now. The race was actually a race of individuals between the Post Office Tower in London to the Empire State Building in New York. Each of the individuals or "Runners" had to use some form of air transport. With a number of different categories a total of 21 prizes could be won. A number of point-to-point world records for aircraft were broken. The shortest overall time between London and New York was by Squadron Leader Tom Lecky-Thompson flying a Royal Air Force Hawker Siddeley Harrier in 6 hours 11 minutes . The Harrier used a coal yard next to St Pancras station in London and landed on the quayside of the Bristol Basin in New York. the GR1 aircraft was refuelled 11 times in flight to achieve the record. A great video of the event and the restoration of the aircraft XV471is here: Forces Network. A variant for the UK Royal Navy (RN) was the Sea Harrier, but the aircraft was not capable of taking off with a full armament and fuel load from the ship's deck vertically, the solution was the Ski-Ramp that allowed the Harrier to achieve almost forward flight and with a big payload as well. The flexibility of the Harrier led to a long-term heavy deployment in West Germany as a conventional deterrent and potential strike weapon against Soviet aggression; flown from camouflaged rough bases the aircraft's ability to just appear and disappear but still deliver a capable strike was very effective. Every aircraft is known for a certain theatre of war, for the Harrier it was the Falklands War in 1982. The South Atlantic distance of the conflict rendered the supersonic prime force to be almost grounded, until an airfield on the Islands could be secured, in fact the Harrier's exceptional low speed capablites were far more effective even against the Mirage lll than the usual theatre tactics with shoot over the horizon armaments, Both Sea Harriers FRS.1 and GR3's were both active in the war. Further exercises trained pilots to use the vectoring-in-forward-flight (VIFF) capability to out-manoeuvre their opponents and showed that the Harriers could act as effective air-to-air fighters at close range and against far faster aircraft. The AV-8A was really a duplicate of the RAF version GR1/3, but the U.S. Marine Corps wanted a bigger and faster version of the aircraft. As the British government refused any more financial commitment, then McDonnell Douglas with an order of 12 originally then a full order of 324 aircraft decided to do the upgrade program themselves. The new AV-8B Harrier ll had new wings, revised intakes, redesigned exhaust nozzles, and other aerodynamic changes with a supercritical wing, hands-on-throttle-and-stick (HOTAS) control principle, and increased engineered lateral stability make the aircraft fundamentally easier to fly. Hawker Siddeley or BAe Systems worked with McDonnell Douglas on the development of the Mk ll upgraded aircraft. The modified forward fuselage and cockpit found on all subsequent aircraft were not incorporated on these earlier prototypes which were designated YAV-8B, the first converted AV-8B aircraft flew on 9 November 1978, the British Government then reversed their original commitment to build the RAF version of the AV-8B with the GR5 which was the RAF's first second-generation Harrier. The GR5 differed from the USMC AV-8B in avionics fit, weapons and countermeasures, and forty one GR5s were built and saw action in Bosnia, Iraq, and Afghanistan. The Harrier was also flown by the Spanish Navy, Thai Navy, Royal Air Force, and U.S. Marine Corps. X-Trident Harrier AV-8B This aircraft for X-Plane11 was originally released late December 2018, but was noted as "still in development". X-PlaneReviews obviously looked at the aircraft and development, and decided that it was all very nice but overall the aircraft still required some significant development to be noted as a release version. X-Trident noted that the development would be finished early in 2019. But the reality was (and we knew this) was that the 11.30 beta from X-Plane was going to take far longer than expected. Only by early March 2019 was the full complete release version was issued as v1.1 and is as reviewed here. X-Trident are no stranger to military jets as their last project was the excellent aircraft Panavia Tornado GR4 of which X-PlaneReviews really liked. So much was expected here. Note on the Pavavia Tornado GR4 in that X-Trident have also updated the aircraft to the current same 11.30 specifications (v3.0). The Tornado was released over two and a half years ago, so the Harrier has had a long development process, X-Plane itself as a simulator has also had a few reincarnations since then as well. So you are really expecting a lot, and on a first view you are not certainly disappointed. I have lived with Harriers my whole life, from my childhood to their retirement in March 2011, the AV-8B is still however in US Marine service, but will soon be replaced by the F35. There are a few Harriers in Museums, I saw a few at Duxford UK, where it was quite hard to see into the aircraft (GR.3 XZ133) as it is suspended? but the Pegasus engine is very accessible. There is another GR.3 XZ997 at RAF Museum, Hendon. The Tribute XZ133 livery of the Duxford aircraft is used in this review. There is also a rare P.1127 XP980 (fitted with a Harrier GR.1 wing) which is on display at the Fleet Air Arm Museum, Yeovilton, England. Detail on the Tornado was exceptional, but it feels now slightly dated in a sort of X-Plane10 way, externally it still delivers, but the cockpit in areas shows it's age. Not so with the Harrier... as this aircraft is simply the top gun of the current game, and the opposition is also very strong like with the Just Flight Hawk T.1. The thing is with the JF Hawk is that it lifted the notch up not only a few bars but a lot of bars in the fighter category, so this Harrier design is a worthy comparision.... ... but the Harrier here does easily match the Hawk in most and even every area. Undercarriage detail is excellent and all is highly animated, this factor is more important here as the aircraft is a vertical takeoff/landing machine, so the gear extension and retraction not in only in stowage, but the physical vertical movements has to be correct. Intimate detail is of course exceptional with lovely hydraulic cabling/piping and even the gear notices that are all perfect. More highlights includes the weapon tracks, which are highly detail, and not just a texture image... under fuselage airbrake and so are the numerous of opening air vents that are required for the vertical flight. For me the significant area was the flight "puffer" small reaction nozzles that are the most important and the most ingenious aspect of the Harrier. It is actually quite easy to support any aircraft on a downward thrust of gases, and even here with the clever engine mounted vector nozzles... the real trick was in actually controlling the aircraft in the air. The Harrier has a unique system of engine bleed that directs air to the various reaction nozzles... .... two with one under the nose and one under the appendage at the rear controls "Pitch". There are two outlets on the wingtip (that is why the support wheels are inboard) with one outlet on the the top and another below the wing edge... ... these two outlets control "Roll" and the final two outlets are again on the rear appendage but this time on the sides... .... and these outlets control "Yaw". The development not of the thrust factor, but in controlling the nozzle aspect was the really big headache of the time (besides the early underpowered Pegesus engines), but once sorted the system created a landmark in aviation controllable flight. This is all powered by the later Rolls-Royce Pegasus F402-RR-408 (Mk 107) vectored-thrust turbofan at 23,500 lbf (105 kN). I always loved the "Snout" look of the Harrier, certainly not the look of fast jet, but the Harrier a more workman like aircraft... ... open the canopy and you can look inside. Missing are the usual external stairs that give access to the cockpit, the Harrier has a built in set of legups and steps with a drop down foot hook and two drop out foot handles that fall out of the side of the forward fuselage (arrowed) ... they are all animated with the sliding of the canopy. Canopy detailing is of course excellent, with great glass depth feel and reflections... ... note the explosive trace for in flight ejection. Cockpit looks extremely authentic, looking also at the Tornado it is also a few levels higher in detail and quality... certainly more work has gone into this design, and it is the most impressive work from X-Trident yet. Cockpit Detail Sitting in the Harrier is a claustrophobic experience, that is mostly created by the extended UFC (Upfront Control Panel) upper-panel that contains the scratch pad display and keyboard, function selecting buttons and Radio Repeater controls. Either side of the UFC are two MFD's (Multi-Function Display) that we will get to in a moment. Centre is the front panel that is the analog backup (BU) instruments of Speed indicator, Artifical Horizon, AOA (Angle of Attack), Vertical Speed and sticking out the Altimeter. The lower BU instruments can't be seen as the joystick hides them, the stick is non-hideable as well. Top right are the engine readouts. Left top is the ODU (Option Display Unit), that works with the UFC. HUD (HeadUp Display) is top glareshield. Also lower behind the joystick is the Auxiliary Controls panel that is not usually required in flight. Left lower panel is the ACP (Armament Control Panel) which allows you to select the ordnance quantity to be released or permits you to perform an external stores "Selective Jettison". The Flap control is here as well on the side-front console, but the flaps are also part of the Stability Augmentation System (SAS) to transition to the hover mode, so you don't actually need to use the flaps in the Harrier manually as mostly as it is an automatic setting called "Aileron Droop". the Landing Gear Lever and anti-skid is located here as well. Right Lower panel is the Fuel Quantity Indicator with the Fuel transfer, in-flight Refuel and Fuel Dump which are controlled through the left rear side console Fuel Panel. Brake Pressure (excellent) and Accumilator are on the right side-front console. Canopy latch is above. Fuel Quantity Indicator has three displays that indicate the quantity of available fuel, other fuel selection choices include FEED, TOT (Total), INT (Internal), WING, INBD (Inboard) and OUTBD (Outboard). Full left side console is top to bottom with Trim the main aspect. Below is the SAAHS ((Stability Augmentation and Attitude Hold System) which is basically a sort of autopilot, (which we will show in action later). The throttle and nozzle vector lever (see below), Fuel (Pump and Dump), EXT (External) Lighting panel and rear the Oxygen panel, far rear is the Fuel "Shut Off" lever... Full left side console is top to bottom is first the ELEC (Electrical Panel) including the APU start. VHF Radio is pure military. There are two radios which can independently be used in Manual mode, Pre-Set mode or Guard Mode. Radios are usually called COMM1 and COMM2 and are managed through the radio panel and UFC. Set below the Radio is the ACNIP (Auxiliary communication, navigation, identification panel). The ACNIP panel allows to monitor and control some navigation and communication functions. Included is the IFF status, Emergency Code, IFF ZERO, IDENT Squawk Ident and FL and CH display respectively the amount of Flares and Chaffs still available. Rear right console is the INTR (Internal) Lighting, ECS (Cockpit Environmental Control System) on the rear wall (right of the ejector seat) is a nice isolation box, it doesn't actually work, but it is very nice detail. There are Warning, Caution and Advisory lights that illuminate to warn about a failure or a dangerous situation. Main panel is right lower and "WARNING" / "CAUTION" lights around the UFC panel. All are highly effective and come with the aural alerts that will make you simply jump out of your flying suit. Throttle is totally authentic with two gate locks, one is for the engine CUT-OFF lock and the other is for IDLE lock. The Harrier has another control lever for Vectoring the Nozzles, the settings are 0º for full forward flight to 83º for full downward thrust, 100º can give you a slight rearward thrust. You can use a locking pin to set the full 83º or any other degree positions to protect you from changing the angle to the wrong degree position, and it works extremely well in an eyes forward situation. One area I had issues with on the pre-release of the X-Trident Harrier was using my Saitek X-56 throttle twin throttle as both the main throttle (left lever) and the Vectoring lever (right lever), as there was no actual X-Plane setting you could use for the vectoring? That is changed in the v1.1 release version with the use of the X-Plane command "Thrust Vector" and it now works perfectly. You can of course still use the key commands "Vector or Sweep Aft" and "Vector or Sweep forward" to move the vector lever forwards or backwards. MFD (Multi-Function Display) There are two MFD's (Multi-Function Display). and both can be set for a certain display function. There is a pop-out window, but only one, so you can't have both MFD's popped out at the same time... which is odd and no help for self made cockpit users. Pressing MENU on either screen will bring up the main menu. The commands are set across the top for the main types of screens and aircraft commands are on the bottom. Top row commands are MAP, NAV, TMR, FLIR and WORLD, lower commands are COMMANDS, EMER and MISSION. My main flight/mission setup is the NAV on the right and the MAP on the left. TMR (left-right image)) is the "Terrain Mapping Radar" which generates a synthetic image of the ground in front of the Aircraft; Radar antenna is tilted 0.15° down to display also obstacles slightly below the flight level. NAV selections include: APT, VOR, TCN, VORTAC and TGT (Target) of which you can set by putting in an "Ground Objects" of which you can set three targets. FLIR - FLIR camera returns a synthetic image generated by Infrared Camera, and the HUD symbology can be superimposed by selecting the HUD option. With the NAV on the right MFD then the FLIR with HUD option on, it is a very effective heads down flying situation. Using both MAPS and WORLD you get two perspectives of your position in local and global positions. You can insert your own mapping images in an "MAP_FOLDER" but you are also required to set out the map format (syntax) so it is animated in the MFD, image sizes are 4098x2632 px. COMMANDS are used to set the SAAHS (AFC) on/off, so you can turn the SAAHS on to create a controlled flight (autopilot) or use the ALT to hold an altitude... ... again an easier heads up solution to switching on/off the autopilot, and I used it all the time as the switches left lower console are hard to see, never mind use when the throttle/vector lever is forward. MISSION has two settings in "WEAPONS" and "TARGETS" Selecting WEAPONS gives you the current armament/fuel load on the aircraft, you can then select the weapon of your choice or SAFE the weapons. TARGETS allows you to select the target you require, and the ones that you have set up with the static objects. RWR (Radar Warning Receiver) returns a synthtic depiction of other Radars pointing at the Aircraft. The color of the Spike shows the kind of Radar emitter, indicating whether it is recognized as Friendly, Hostile or Neutral There is a setup feature than can give you the platform configuration that you require. There are twelve CONFIGURATIONS that you can use, but you need to set up the platform before you use the aircraft, because you have to change the actual AV8B.acf file for the configuration you require... 12 choices include: 2 x AIM120 GUN 2 x JDAM - 2 x MK83 - 2 x AIM9, 2 x JDAM - 2 x TANK - 2 x AIM9 2 x TANK - 2 x AIM120 GUN 4 x GBU12 - 2 x TANK LITENING - 2 x AIM9 4 x JDAM - 2 x TANK LITENING - 2 x AIM9 4 x JDAM - 4 x GBU LITENING - 2 x AIM9 4 x TANK - 2 x AIM120 GUN 6 x MK83 2 x TANK - 2 x AIM9 6 x MK83 - 4 x JDAM - 2 x AIM9 12 x MK83 - 2 x AIM9 GUN CLEAN AV-8B Menu The AV-8B menu is located in the "Plugins Menu" on the X-Plane banner menu. The menu is in four selections: Show MFD (pop-up), Remove Before Flight (Static Elements), Load (Flight Plan, Ground Objects and Targets) and the Configurations panel. Remove Before Flight (Static Elements) has engine inlet covers (excellent!), wheel chocks, pitot covers, refueling probe cover, pilot hide, tags and weapon "safe" tags... all are excellent, but you can only use them all or nothing? I always like the option of using just wheel chocks and safe tags without the full monty of everything, so the static elements are a bit limited in their use. The "Configurations" Panel has six selections with: SmartView, Options, Flight, Lights, Mixer (Sound) and Maps. Configurations/SmartView: Smart View is an X-Trident option which controls the POV (Point of View) on all axis to recreate the movements of the pilot’s head and gaze when maneuvering. When Smart View is active, cockpit view is no longer controllable by mouse or buttons. Configurations/Options: VRHUD - Focuses HUD to infinite, option can be left on also without VR. Custom Replay - Toggle the recording of some custom variables for replay Particles Effects - Particles Effects may considerably reduce the Frame Rate, so you can turn them off if you wish Custom Carrier - A custom “NAVE CAVOUR” carrier is supplied with the package (we will look at the carrier later). Nonlinear throttle - Activates a “nonlinear” throttle response, as in real AV-8, in order to have an accurate control of RPM and Thrust above 85% RPM. AAR mode - Allows to select to levels of assisted "Air To Air Refuel"... there are three selections: Normal - Easy - AUTO Configurations/Flight: H20 - Shows available water for Engine Water Injection System Flight options include a few selections that are also selectable in other areas. Remove Before Flight - is the same as the other Menu selection Canopy - opens and closes the canopy and drops the leg-up and drop out foot handles Vector Limiter - Adjusts the vector locking pin to a degree Park Brake - ON/OFF Quick Set Carrier- Sets the AV-8B onto the nearest Carrier Quickset VTOL - Sets the AV-8B ready for VTOL flight including the correct fuel load (weight), external armaments and sets nozzles for vertical takeoff Fuel - Set fuel quantity with also available external tanks Active COM - A list of Stored Frequencies and relative channels is displayed 833 Khz radios - Online flights, as the real world, require a 005 KHz frequency spacing instead of 025 KHz Configurations/Lights: Sets the lighting settings in internal selections: Console, Inst.Panel, Flood, Warn (Warning), HUD (Brightness) HUD (Contrast). External Selctions: Formation, Pos.(Position), Antic (Anticollision), Ldg. (landing), Taxi, Ext (Navigation). Configurations/Mixer Sets the sound volume for : ECS (Nozzles), AoA (Warning), Stall (Warning), Warn & Caut (Alarms), Betty (Warning Voice), Switches (Clicking) and RWR (Radar Warning Receiver) Configurations/Maps Shows and allows selection of Maps available for display in the MFD. ___________________________ Flying the Harrier In most circumstances taking off in an aircraft from an airport is to taxi to a runway and takeoff... but the Harrier is no normal aircraft, as It gives you choices with V/STOL capability. But also restrictions as you can't takeoff vertically unless the aircraft is quite light, a few sidewinders and a low fuel requirement is the the only go... the VTOL selection in the Flight/Menu will do that for you. When you taxi you can go to any point on the runway and not the usual start, or really anywhere you have a wide flat hard space, and yes you could even use a heli pad, but your skill level would have to be quite high. The vector setting is noted at 83º, but it is more sensitive than that, as the line between going forwards, backwards or into the straight up hover is very fine... you don't have to look down at the nozzle lever as there is a nozzle angle guide on the left of the top of the instrument panel (it is noted in the HUD as well), mostly you use only two settings in 83º and 50º for runway takeoffs. ... one way to gauge the thrust direction correctly is by the blast dust. The X-Plane11.30 particle effects are excellent here as you can see the direction of the thrust by the dust, it is easy to see the rearward or forward thrust directions, and there is also a sweet spot in the middle. Bring in (up) the throttle and the AV-8B will start to lift, and in your throttle movements you have to be fine, slow and precise. But yes you are now sitting in the hover... .... so the Harrier is like flying a helicopter, well yes... and no. You have sort of the same feel and adding more throttle is like more collective on a chopper... ... the trick in flying the Harrier is in the finer aspects, with the small vector nozzles. One they can be slow to react, so you have to ahead of their adjustment, but they will (in time) adjust to your stick movements, slight rolls can correct sideways movement, but the pitch is not as effective, and the yaw is also slow to react.... another aspect is the heavy upwash when you go down closer to the ground again, this can re-lift the Harrier upwards, so your natural reaction is to lower the throttle, but as in most cases if you over do that then the aircraft will simply fall out of the air as most learners do. The trick is to find that upwash barrier point and fly through it without the uplift and still be in the hover control... that aspect needs practise, but it is there... Move slightly rear the vector nozzles and you move quickly forward, the AV-8B is quite different from a normal aircraft as the thrust is angled and you still don't have a lot of aerodynamic control, but as the speed builds then adjust the nozzles to full rear thrust... again with the thrust angle the aircraft will always climb like a banshee so you need to control the height via the throttle as much as the forward speed, the transition is not hard, but you need total control from the hover flight to normal aerodynamic flight... ... returning to the field and the transition from aerodynamic flight back to hover flight is not as hard as you think it is, and slowing down is quite easy with those huge barn door flaps doing all the work for you. The hard point is later when you feel the transfer of the heavy aircraft weight back onto the downward air thrust, helicopters have of course the same sort of weight transfer, but it is far more evident here, even excessively so. You can use the rearward thrust to slow you down... but the thrust differences between forward, hover (more heavy) to the rearward movement (less weight thrust) can upset your approach and make you lose height, so you use it sparingly, find that up-lift barrier and control the forward and descent movement and you can rest the aircraft easily. The nozzles can also be slow moving to a new position angle so the effects are not instantaneous, again you have to anticipate the thrust change and move the nozzles before you want to do a certain manoeuvre and be almost in front the aircraft. The easiest approach is a slight forward movement touch down... the aircraft's comfort zone is nose up about 7º and it is when you drop that pitch angle lower to land vertically that it all gets a bit loose and messy... ... so if you keep that nose up angle and come in slightly moving forward the landing is usually very relatively easy and smoother, you just slightly bump the ground and move forward a few feet until you touch the brakes, but it is far more less stressful and a noticeably smoother landing.... you will notice on the videos that most runway landings are done in this way. Taking off full loaded then you will need both the aerodynamic lift and downward thrust. You still put the nozzles about 50º and you are surprised on how much thrust (power) you have available, you do feel the push forward, but with the slightly downward thrust as well, takeoff is around 180knts depending on the weight, but it requires skill as the Harrier is balanced centrally with only out-riggers for balance. Don't move the nozzles into the 0º rearward position straight away and let the aircraft climb well clear before then slowly adjusting the angle of the thrust back to the rearward position. Marina Militare Italiana “NAVE CAVOUR” Aircraft Carrier The takeoff from the custom provided aircraft carrier is much the same as a full loaded takeoff, but with a difference! The provided carrier is to be first in replacing the X-Plane "Nimitz" carrier and the files have to be switched over for it to work. You can use the Nimitz of course, but it doesn't have a built-in ski-ramp of which the "NAVE CAVOUR" does... Use the "Carrier" button in the "Menu/Flight" to position you on the carrier. You find the first position will actually throw you burning over the side of the ship!, but do it again and you will this time stay on the deck.... the position is in an odd place just behind the ship's island, so you have to carefully move the aircraft almost directly to the left to get to the ship's runway, you can't loop around the deck either or go backwards, so it is a tight manoeuvre , but you can now sort of sit on the 500 marker. Again use the 50º nozzle angle and hold the aircraft on the brakes. Your first thought would be to hammer the throttle full blast to get you airborne, but in fact that is the wrong thing to do? as you will hit the ramp too fast and you sort of compress the front gear into the deck and you will then bang your way upwards and go unwieldy into the air or usually over the front of the ship. 60º throttle, but let the thrust build before letting go of the brakes, if you get the speed right the Harrier will find the slope and you will be launched into the air, even a low 85 knts is enough to get you airborne, and once clear then bring in more throttle to maintain your climb rate, again don't move the nozzles aft until you have enough aerodynamic lift and speed... ... climb out cleanly and start the mission. Landing back on the CAVOUR is slightly easier because the ship is moving forward, so it helps that high pitch angle approach. Most approaches are to the left of the deck at around 100ft then roll slow over the carrier deck and then reduce slowly your height, easy... well not at first, again if you want quick landing then come in slow over the stern and with a forward moving to stop landing on the deck is a still far easier approach. Once at speed you will need to switch the "Flaps" to "Cruise" (don't forget to switch them back to auto) to bring them up to the full 5º flight setting, you will feel the extra drag and lift, unless you do this. The HUD (Head-Up Display) is excellent, with a lot of detail that combines both Navigation and Weaponing data, Barometric Altitude or measured Radar Altimeter Altitude are both indicated as is the important Heading, Speed, Artificial Horizon, Horizon Reference, Weapons Status, Nozzle Flap position, Pitch Flight Director and Flight/Engine data. You can adjust the brightness from green to white. The AFC (Automatic Flight Control) is very easy to use. Level the aircraft on the heading and altitude you require, then in the MFD select MENU/COMMAND and then select both AFC and ALT... Want to change heading then just hold the stick on the direction you want to go.... when at the new heading just centre the stick... ... the Harrier will then realign to the heading exactly, mostly going in the opposite direction slightly and then centering the aircraft, to change altitude you just switch off the ALT and pitch up or down and reset at the new altitude. UFC (Upfront Control Panel) The in your face UFC (Upfront Control Panel) is easy to use once you have worked out what all the different actions are.... TMR (Timer), TOO (Target of Opportunity) are top left.... IFF (Identification Friend or Foe), TCN (Tacan), AWL (All weather Landing System), WPN (Weapons), ALT(Altimeters) and EMCON(EmissionControl). I/P, WOF (and no it isn't "What the F*ok") and BCN don't work at this point. And all the selected choices are shown in the top left ODU (Option Display Unit). The UFC scratch pad top is used to input the data and ENT to enter the data. Weapons Laminar Research have upgraded the "Weapon" feature in X-Plane over the last few years, but the 11.30 version gave with the particle effects the real "Wow" factor. Main "MASTER ARM" is to your left... a layout of your armaments is shown on the MFD - MENU/MISSION/WEAPONS and also on the HUD lower right.... if you select the WPN on the ODU you can select which WPN selection you want to use in Air to Air, Air to Ground or use the Gun. There is a SAFE(ty) on both the ODU or the MFD to unlock the weapon. The lower MFD display buttons L or R selects the type of armament you want to use When you have all your selecting done, then when ready just "Fire!" (X-Plane key or joystick command required). It is pretty spectacular... You can of course dump any armaments or long range fuel tanks in flight. All these areas of systems use and all the complex symbology is all explained in the excellent in depth "Flight Manual", it will take some time to know everything, its complex, but that complexity comes with the realism, and to a point that is why we fly these aircraft... for the absolute if complicated realism. In performance the AV-8B has a maximum speed of Mach 0.9 (585 knots, 673 mph, 1,083 km/h) an on-station range of 1,200 nmi (1,400 mi, 2,200 km), combat radius of 300 nmi (350 mi, 556 km) and a ferry range of 1,800 nmi (2,100 mi, 3,300 km). The rate of Rate of climb is an enormous 14,700 ft/min (75 m/s) and the stall speed is zero (0)... Service ceiling is 50,000 ft (15,170 m); Lighting There is really only two sets of illumination, with one the main panel and side consoles lighting, and all are adjustable. The second is the Overhead/Flood light that actually illuminates from the canopy sides, all are excellent. Externally there are FORM (Formation) lights and they are knob adjustable, POS (Position), ANTI COLL (Collision), AUX (Auxiliary - Taxi Light) and single landing light on the front strut. Various lighting modes allow full or dim position lights... there is also a NVG setting that turns off all the external lights and are then replaced by LED infra-red lights. (see in X-Plane's "Night-Vision" feature). Liveries The bulk of the liveries are leaned towards the AV-8B operators, both with the US Marine Corps, Italian and Spanish airforces... the RAF does get a few versions put in there, but they are the more the odd ones than the earlier GR.3 or GR.5 liveries, the RN livery is not the main "Falklands" version either... note the different nose configurations with certain liveries. There are twelve hi-quality liveries as part of the package and a paint kit is available. This is the "Harrier AV-8B GR3 XZ133 1982 Tribute 1.0" by Domhenry and was active in the Falklands, first from the HMS Hermes and then from Port Stanley. The aircraft is currently (hanging) at RAF Duxford... image noted above. Summary The AV-8B is the second generation (discounting the prototypes) of the British Hawker Siddeley Harrier "Jump Jet", upgraded by McDonnell Douglas with a bigger engine, bigger wing and more armament attachment points and raised canopy, as it was eventually also used in the RAF as the GR.5. An outstanding versatile V/STOL aircraft, the Harriers capablities gave the aircraft a wide range of theatre roles and was the dominant force in the "Falklands War" in 1982. It was known as a "difficult" aircraft to fly, for the obvious reasons and the US Marine Corps have wreaked nearly 110 aircraft that have been damaged beyond repair since the type entered USMC service in 1985. This not the first Harrier for X-Plane, but certainly the first in depth quality design from X-Trident, and was a follow on project from their earlier also excellent Pavavia Tornado GR4. System depth including weapon systems with both CCIP and CCRP bombing modes, MFDs with click-to-lock A/A targets, UFC and CDU, highly detailed HUD with master modes and navigation with GPS (with moving maps, in scale with NAVAIDS) and TACAN (A/G and A/A). Fully detailed and authentic VTOL rotating nozzle and vectored-thrust control systems are really well designed and comes with performance and vertical flight controlability, sounds are also exceptional, and all through the full range of vectored thrust. Added details includes 12 different armament configurations, custom Italiana “NAVE CAVOUR” Aircraft Carrier, in-flight refueling and placeable target ground objects. Negatives, not much, if anything... one click static elements restricts a lot versatile options on the ground and some external lighting could be more refined, the non-hideable stick hides instruments and a animated pilot would also be nice. Mostly in this area you need to note that the Harrier is not the easiest aircraft to fly, and the systems are quite complex to learn and use (there is an excellent manual) so the Harrier is not for the unskilled or first time timers. Even if you are highly skilled the aircraft is still a challenge because this is an V/STOL unorthodox flying machine and not even your every day fighter aircraft, but authentic to the Jump Jet it is. Overall X-Trident have done an exceptional job in recreating a classic revolutionary aircraft design, and highly challenging one at that. The quality in this fighter clas is now getting very high as is all of X-Plane aircraft of this detail and systems, but this AV-8B certainly delivers in all aspects of what you would want in flying the Harrier Jump Jet... Highly Recommended, but be aware as this is not your usual flying machine. _____________________________________________________________________________________ The McDonnell Douglas Harrier AV-8B by X-Trident is a new release for X-Plane11 and NOW available here at the X-Plane.OrgStore Harrier AV-8B Price is US$38.95 This aircraft is a noted aircraft for X-Plane11 only and version v1.1 is required Features: Weapons AIM9 (Infrared guidance) AIM120 (Radar guidance) JDAM (GPS guidance) GRAVITY SNAKEEYE GUN (with computated aim) Weapon systems CCIP bombing mode CCRP bombing mode Weapon control panel Selective jettison Navigation GPS (with moving maps, in scale with NAVAIDS) TACAN (A/G and A/A) VOR/ILS Radar Air to air, with radar lock on targets Terrain mapping radar RWR Systems MFDs (plus one "floating" MFD - it is possible to click-to-lock A/A targets) UFC and CDU Detailed HUD with master modes (VR friendly/collimated) Radios Autopilot and selective SAS Miscellaneous Ground target objects that can be damaged by bombs Animated ejection sequence Smartview (automatically adjusts the point of view based on flight path and speed) FMOD Sounds (3D), aural warnings, custom mixer Detailed control panel Support for Tiled and Overlayed maps Particle systems effects (with opt out possibility) Paint kit Requirements: X-Plane 11.30+ (not compatible with XP10) Windows, Mac or Linux 2Gb VRAM Minimum - 4Gb+ VRAM Recommended Download Size: 665 Mb Current and reviwe version: 1.1 (March 6th 2019) _____________________________________________________________________________________ Installation: Download for the Harrier AV-8B is 740.40mb and the unzipped file is deposited in the "Fighters" X-Plane folder at 1.58gb Installation of the Militare Italiana “NAVE CAVOUR” Aircraft Carrier is required for use, you replace the X-Plane default carrier Nimitz. Weapon configurations are required before starting the X-Plane simulator and any custom targets have to be placed for use. Documents: Highly detailed manual covers installation and all instrument notes, systems details, panel and Quick Start sheets AV-8 Flight Manual_1.2.pdf CHECK_LIST.pdf Quick Start details include: x-trident AV8-B AP and Flight Plan 1.0.pdf x-trident AV8-B COM Radios 1.0.pdf x-trident AV8-B NAV Radio and ILS 1.0.pdf x-trident AV8-B Quick Start guide 1.0.pdf ____________________________________________________________________________________  Review by Stephen Dutton  29th March 2019 Copyright©2019: X-PlaneReviews (Disclaimer. All images and text in this review are the work and property of X-PlaneReviews, no sharing or copy of the content is allowed without consent from the author as per copyright conditions)  Review System Specifications: Computer System: Windows - Intel Core i7 6700K CPU 4.00GHz / 64bit - 16 Gb single 1067 Mhz DDR4 2133 - ASUS GeForce GTX 1080 8Gb - Samsung Evo 512gb SSD Software: - Windows 10 - X-Plane 11.25 Addons: Saitek x56 Rhino Pro system Joystick and Throttle : Sound - Bose Soundlink Mini Environment Engine by xEnviro v1.07 US$69.90 : XPRealistic Pro v1.0.9 effects US$19.95 Scenery or Aircraft- EGOV - RAF Valley for X-Plane 11 1.0.0 by RCMarple (X-Plane.Org) - Free! 
  22. News! - In Development : FlyJSim Dash Q400 - Q4XP Images FlyJSim have released some more development images and notes of their forth coming new version of the Dash Q400. Anticipated around the last quarter of 2019, then this regional prop liner has a lot to live up to with the current detail and quality required for X-Plane11 lately. But as FlYJSim won my best overall for the year in 2018 with their excellent Boeing 737 TwinJet then there is everything to lose and not to gain. FlyJSim's notes are as followed: "This month we’re going to be presenting some early work of the modelling and texturing. We’ve set a high bar for ourselves following on from the modelling of the FlyJSim 732 Twinjet V3. For the Q4XP, we’re making sure that the external visuals are carefully crafted to accurately represent the aircraft. We stress the following images are early work-in-progress and are subject to change, but hopefully will serve as a tease as to what is to come. The following images are also taken directly in X-Plane 11." "Here we have one of the main gear struts for the Q4XP, one of our most detailed external areas. With the help of our Q4XP experts and technical data, we have near millimeter accuracy on every wheel, strut, screw and pipe. It’s just a fraction of the amount of detail X-Plane can actually handle. The texture work here is done by Valdudes. His PBR workflow has captured the subtle roughness of the tires, and the mattness of the brake dust across the gear to create a Q400 which feels worn out and abused." "That detail extends to the Turboprop housing. We’ve split our model over multiple texture maps, ensuring that we can cram as much detail as possible. Every screw and dirt streak will be visible from close proximity. We can’t wait wait to see how painters utilize our HQ textures. We also cannot wait to see our YouTube pilots fly some interesting approaches, and replay their landings with the gears and engine in view." "And finally, a preview of the rear APU outlet and tail/stabilizer. Take particular attention to the discoloration of the APU exhaust outlet. Observe the linkages in the tail, or the dirt around the APU door housing. Everything represented is handcrafted modelling and texturing to invoke the spirit of the Q400. As we transition into the interior model, you’ll slowly see parts of the cockpit and cabin come alive, and we hope to bring you a truly stunning rendition of the aircraft." FlyJSim also note that the development of their current aircraft of theBoeing 732 TwinJet and the Boeing 727 Series and note... "There should be an upcoming “quality of life” patch to these aircraft that is going to lightly refresh the 727 and 732 with some small new features and aircraft performance/flight model tuned for X-Plane 11.30. What new features exactly? Well, you will have to wait and see…" As the FlightSim Expo is coming up on the 5th-7th June and FlyJSIm are due to appear their, then expect not only the updated B737/B727 to be updated and present, but even maybe a few views and an earlier beta of the Q4XP. Images and text are courtesy of FlyJSim ________________________________________ News by Stephen Dutton 25th March 2019 Copyright©2019: X-Plane Reviews
  23. News! - ToliSS319 goes officially licensed Airbus Did you wonder in the fact the ToLiSS319 was spelt that way? it is an Airbus A319-112, so why not call it an Airbus A319? In the world of licensing it is a complicated business, and getting the authorisation it is even more complicated. The original Airbus licensing was to be in place for the original release of the aircraft last year 2018, but things sort of... we got complicated. But now the ToLiSS A319 is officially a licensed product (under the home entertainment license) and not for professional market, that does not mean to say any budding Airbus pilot couldn't learn a thing or to on this study grade aircraft. Notably is the point that from now on ToLiSS may have access to real Airbus documentation in future aircraft upgrades and changes... the official stuff. There are benefits for Airbus here as well, access to study grade aircraft is a great way to promote your products, certainly if they are of a higher grade, as not everyone has access to a multi-million dollar simulator, don't write off desktop simulators... they are pretty good nowadays. The last update for the ToLiSS A319 was only a few weeks ago: Aircraft Update : ToLiSS319 v1.3 by ToLiSS The aircraft is now very good, if not excellent.... ______________________________________________________________________ Yes! the ToLiSS319 (A319-122) v1.3.1 by ToLiSS is available from the X-Plane.Org Store here : ToLiss A319 Price is US$69.00 (currently on sale for US$62.00) Also available is the internal IAE Sound Pack that can be purchased here: IAE Sound Pack for Toliss A319 Price is US$9.95 Features: Highlights: FMGS with SID/STAR, Airways alternate flight plans, performance prediction, etc. Out of the box with TSS (Turbine Sound Studios) custom sounds for the CFM engine Realistic FBW with Alternate and Direct law reversions Fault injection interface with support for roughly 90 different failures and probability-based random failure injection Choice of CFM and IAE engine, and wingtip fences or sharklets. Choices affect aircraft performance and FMGS predictions. Detailed list of features: FMGS: Support of SID/STAR, including all leg types (Arc, course or heading to intercept, Radius to Fix, Holdings, etc.) Temporary and alternate flight plans Full VNAV guidance with TOC, TOD, Deceleration point, speed limits, fuel prediction, etc. Altitude and speed constraints as the real aircraft deals with them Ability to change the selected STAR while already in the STAR Support for go-arounds and diversions Step altitudes Airway support 2 independent MCDUs and autopilots Top-notch aircraft systems ToLiss uses the QPAC Fly-by-wire and autopilot module, augmented to support Alternate and Direct Law Unique feature: Control Surface hinge moment modelling allows the surfaces to float to the appropriate position after loss of all actuators on a surface. Fault injection interface allowing to inject custom selected failures, or randomly selected failure based on fault probabilities. Custom TCAS with resolution advisory function. Terrain on ND and Weather radar available (WX radar works with default X-plane weather engine) Brake temperature model based on the detailled physics of heat transfer between the individual brake components Hydraulics model in which the pressure is dependent on usage. This is most notable when dropping to RAT mode Detailed model of each ADIRU including alignment, small pressure sensor differences between the units, switching of sources for PFDs Custom air conditioning model supporting high altitude operations at airports like Cusco in Peru or La Paz in Bolivia without spurious warnings Flight warning system with ECAM actions supporting numerous system failure scenarios, e.g. engine failures, generator failures, hydraulic failures. Eye- and ear-candy Detailed 3D cockpit 3d exterior model with CFM and IAE engine Choice between classic wingtip fences or modern sharklets (controlled via livery names) Custom sounds from Turbine Sound Studios (TSS) included for the CFM engine. IAE engine soundpack available as addon for a small fee. Usability features Situation loading and saving. It is possible to save the flight at any point in time and resume it another day. This can also be used, e.g., to save the position just before approach and practice just the approach many times. Autosaving allows recovering where you left off, should the X-Plane session end unexpectedly. Jumping waypoint-to-waypoint through the cruise phase: Shorten your flight to focus on the more interesting parts as you like. Integrated takeoff performance calculator supporting the use of flex temperature. ______________________________________________________________________ News by Stephen Dutton 25th March 2019 Copyright©2019 : X-Plane Reviews  (Disclaimer. All images and text in this review are the work and property of X-PlaneReviews, no sharing or copy of the content is allowed without consent from the author as per copyright conditions)
  24. Your load order in the Custom scenery .INI is the wrong way around. Put the main KATL folder at the top of the list above the Global Airports... SD
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