Jump to content

Stephen

Chief Reviewers
  • Posts

    2735
  • Joined

  • Last visited

  • Days Won

    356

Reputation Activity

  1. Like
    Stephen got a reaction from unsquashable1 in Aircraft Update : Embraer EMB -110 Bandeirante v2 by Dreamfoil Creations   
    Aircraft Update : Embraer EMB -110 Bandeirante v2 by Dreamfoil Creations
    Dreamfoil Creations's Embraer 110 Bandeirante was the surprise package in X-Plane last year. We have always expected great aircraft from Dreamfoil, but in helicopters and not as released here in fixed-wing aircraft. This was a quality well designed machine with the best Dreamfoil features combined with the detail of a great regional Turbo-Prop.
    As noted in X-PlaneReview's release review Aircraft Review - Embraer EMB -110 Bandeirante by Dreamfoil Creations. The Embraer was not the easiest aircraft to fly either in being very challenging on takeoff and extremely difficult in landing. But that is why we love the aircraft deeply, it is a really great simulation to tax our skills and deliver great experiences in the reward of honing your skills to master the machine.

    There was a small patch update not long after the release in July last year. But that was required to just do a little nip and tuck to cover some areas that is usually required after the initial release. This is a full update, but not that big really in the whole scheme things but it does deliver a few new features which are both really great additions and a big help in the cockpit.

    There are now two versions of the aircraft to select from in first the standard version (above) that has the original Collins sets for Comm 1/VOR1-Comm 2/VOR2 and the Trimble Navigation TNL 2100 GPS unit. The new version noted as the "GPS" is the default X-Plane Garmin G530 top and the smaller G430 GPS unit below. Of course they cover the Comm 1/VOR1-Comm 2/VOR2 radio sets and the navigation/route is also built in.

    The units pop-out for ease of use as well. I loved the original classic units, but you just can't go past the functionality of the default Garmin's built into the simulator. If you are doing a lot of sector to sector flying and including many different destinations in one day, then these units can certainly help out with the workload in programming and in use. In the Embraer they look really good as well and give the panel a more modern look.
    Second new feature is the awkwardly placed Autopilot (rear pedestal) is now a pop-up panel as well.

    In real life the AP system would be easy to access, but in X-Plane and with all its scrolling or changing of views it is more of a distraction than a help in the times of heavy workload in the cockpit. Now the access is quick and easy with just a touch of the Autopilot annunciators panel to pop it into view, select then quickly hide the panel again...  to easy. Only note is don't try to scroll the pitch wheel on the panel as it will only move the actual panel around your screen. You need only to select (top or bottom) the DN or UP selections and hold them down to change the aircraft's pitch. Arrows used on the pedestal version are small hands on the pop-up panel.


    Another small change is you can now hide the yokes by clicking on them.

    A slightly strange one as you can touch the yoke to disappear but you only remove the top of the yoke and leave the column in place. In most cases the whole yoke and column usually totally disappear.

    The rest of the v2 update is fine-tuning in improved flight model, improved consumption and the incorrect consumption gauge. A small annoying hot start bug and improved intertior textures that were very good anyway. The engine nozzles have been improved as you don't have that blank black out if you look out of the cabin windows directly down the nozzle, a small but nice improvement there. A user noted the lighting on the aircraft was still the old pre X-Plane 10.45 blobby effect, but I found the lighting perfect.

    Summary
    This v2 is a very nice nip and tuck update with a few but very worthwhile new features in the Garmin GNS430/530 addition and pop-up Autopilot. A hugely enjoyable and challenging aircraft to use and fly, I loved the Embraer 110 on release and the v2 update just seals the deal on a great aircraft.

    The Dreamfoil Creations Embraer EMB -110 v2 Bandeirante is available from the New X-Plane.Org Store here : Embraer EMB-110 Bandeirante
    And is priced at only US$29.95
    Current version is v2.0. The X-Plane.Org Store version is the correct version, just go to your X-Plane.OrgStore account and update. If you have not updated from the original release version (1.4)  then download the current version.
    _____________________________________________________________________________________
    Requirements : Windows XP, MAC, Linux - X-Plane 10.30+ (any edition). 32 and 64bit compatible - Pentium 3 GHz+ - 1Gb VRAM Recommended
    Current version: 2.0 (last update March 6th  2016)
    Developer Support Site : Embraer 110 by Dreamfoil Creations .Org Support
    V2 Full Changelog:
    - fixed hot start bug - fixed incorrect consumption gauge - improved flight model  - improved consumption - improved interior textures - Fixed flicker in the panel - added popup AP panel - added GNS 430 and 530 - added the hide and show yoke - added nozzle effect in the engines - documentation reviewed ______________________________________________________________________
    Stephen Dutton
    Updated : 9th March 2016
    Copyright©2016: X-PlaneReviews

  2. Like
    Stephen got a reaction from unsquashable1 in Aircraft Review : Embraer E-Jet 170LR Evolution by SSG   
    Aircraft Review : Embraer E-Jet 170LR Evolution by SSG
     
    Supercritical Simulation Group's (SSG) first release was the Embraer E-Jet E-170 back in 2013. At the time of the release the aircraft was a step forward with many good ideas and features and the aircraft flew very well. But in X-Plane times move along quickly and what was once good can be average in a short space of time. But the basics were good and certainly with the external model, but the internal cockpit quickly showed its age.
     
    So here is the "Evolution" of that aircraft in the "E-Jet 170 Evolution", yes the word is in there to represent that this is a complete move forward in from that original concept and SSG have also kept the best of the original design and have completely redesigned the weaker areas and incorporated also the best ideas and features of their Boeing 748i Series aircraft.
     
     

     
    From the outside the E170LR Evo looks pretty much the same, and so it should as it was a very pretty aircraft in the first place.
     


     
    But the external design has had quite a significant makeover, detail is multiplied by a huge degree. Certainly a few major items have been retained like the landing gear, but overall the differences between the two images below as they are now vastly different.... as a highlight look at the detail and rivet work around the front cargo door. Just look at the door hinge and the wing light assembly and even the text is now readable.
     

     
    The cockpit has had an even bigger makeover, from the old...
     

     
    ....      to the Evo new
     


     
    No trickery or Photoshop effects here, just the different versions in the same place and time. You can see how dull the displays are compared to the brightness of the new versions.
     


     
    Certainly a huge advance over the earlier displays, and I really like the inner lighter to darker surrounds in the Artificial Horizon area and the new Vertical Profile feature. But there are two things that are to be noted. The text is in "bold" and not the ordinary "regular" and that makes the text look bloated and more blurry than it should, and all the displays don't have any cockpit reflections, which is standard-normal today with aircraft in this price range.
     
    Otherwise you are looking at a complete redesign of the panels, textures and only a few small panel items are carried over.
     
    Overhead panel looks better as well. Old version on the left and the new Evo version on the right, and in content nothing is different, but everything is new including the overhead map lights.
     

     
    Centre pedestal looks the same, but again the refinements are discrete but highly effective, the Communication Panel shows the higher detail. One thing is very different on the pedestal though is the FMC, we will get to that in a moment.
     

     
    Menus
     

     
    The Evo's menu's have had a big makeover. In the original the single menu was covered by a grainy view of the rear cabin, which looked a little crappy. Now you have a twin option display and a third position with a blank screen.
     
    First options page (1) covers the external items in: Doors, Pushback and GPU - Show/hide: Yoke, Seat, Rain and Stair - Field of View and select lbs or kg. (All doors and windows are available on Custom Key sliders as well if required.)
     
    Second Options page (2) covers aircraft setup with: Aircraft payload with % percentages, ZFW (Zero Fuel Weight) & Payload weight, Payload settings and Fuel load and defuel. You can do the fuel either manually or use the FMC for loading.
     
    The options now available on the Evo are great, and are far better than the small list on the Original version. All doors now open, including the front and rear service doors. Lower cargo doors are also now usable as well.
     

     
    Cockpit windows can also be opened (below), but only on the menu and not by the usual handle grab and pull which feels odd.
     

     
    Excellent GPU (Ground Power Unit) and an outstanding feature is the excellent stand/stairs, with the great idea of when you change the livery the logos on the stand also change...  Brilliant!
     

     
    Pushback truck is very well modeled, but is that stick pendulum action that is used on SSG's B748i which I am not crazy about, it is hard to use as you can only control it (forward/Aft) by the menu and you can't look in two places at once...  you need key options to make it effective.
     
    Both the Yoke and Captain's seat can be hidden, but with both out you have quite a hole in there, one click also hides both yokes.
     
    Cabin
     


     
    The cabin has been overhauled with a more modern dark/grey look with snazzy lighting compared to the more late nineties look (above left lower). It looks very nice but there are issues with the movement from the flightdeck rearwards. Open the door and use the X-Plane keys to head to your seat and there is gap between the two virtual sections, sometimes you get through but sometimes you don't...  It gets weirder in finding your view out you find missing pieces of the aircraft and in this case the airbrake spoilers (above right lower) are missing? With a lot of the cabin blinds either closed or half open your view selection is also limited. Beacon shines away on the ceiling as well.
     
    Flying the E-Jet 170 Evolution
     
    Route: KATL (Atlanta) to KDCA (Washington National)
     

     
    DAL375 is the perfect route for this aircraft, a hop to the upper eastern seaboard in a shuttle service from Atlanta to Washington.
     

     
    The E-Jet 170LR Evo now comes with the functional Honeywell Primus Epic 1000 FMC that is housed in two Multifunction Control Display Units (MCDU) at the top of the pedestal. This version is provided by Javier Cortes under the FJCC banner.
     
    The FMC faceplate pops-out for ease of input and use, and click with the F8” key in Windows and Linux with “fn” and “F8” keys simultaneously on a Mac to make the pop-up visible.
     

     
    Javier Cortes makes great FMC's with a lot of functions and details, but the interface is not very elegant and highly procedural. Get an input wrong and there is no get out but to start all over again, or mess up all your load's of time and work already submitted to the system. And that makes them frustrating to use until you finally work out the correct way that Jarvier is thinking and has set out the route to get all the inputs in line correct to get the final result. It works well when you do understand it, but the system is totally unforgiving, which unlike Philipp Münzel's designs that if you make a mistake you then just correct it, then "Exec" (Execute) and move on with your programming.
     

     
    But confusion reigns when you load in your SID (Standard Instrument Departure) and mostly over and over in that the "Exec" is actually the "Route" button, where as normally "Route" takes you to the flightplan to load in your waypoints. There is no "Exec" either? so any changes are hard to input and "route" with the input point remember then disappears? To make clear there are two "Route" functions in RTE and ROUTE?
     
    Add in more confusion in the fact that "Route" changes to "Step" in the flightplan (FPL) mode and that then becomes the "Exec" button and as you go through the flightplan the with the STEP (after doing a "Exec" to insert the current flightplan) then the <CTR> position position disappears after the first click down?
     

     
    Get to your Flightplan and you will be scratching your head in that the departure airport is noted as your arrival airport? (upper right). There is a "DIrect" function but no "DIR" button to activate it. When I did save the (hard won) completed route it didn't save the file?
     
    There is a good "Quick Start" manual that covers a full route from Seattle (SEA) to Los Angeles (LAX) including checklists, but with a FMC this procedural you need a full manual on how it works not only in detail but with arrow diagrams to programme the FMC in the way that Javier is thinking. The FMC is good, but you work with it like a maze with many dead ends or bugs and you find the core by leaving post-it notes on the wall to get it right next time.
     
    With enough time you can the full complete flightplan completed as below, and once it is figured out it is easier to use, but a more flexible way of inserting a flightplan is required at the core of the programming, so it is for the experts only. To help there is a video available in programming the FMC and I have included it below...
     


     
    The map view zoom is on the pedestal... a nice touch.  You can use the direct keyboard input by pressing the blank button below the FPL button and the words "KEYB" appears below to show you that you are in that mode.
     

     
    The built-in FMC is compatible with AeroSoft's NavDataPro and Navigraph navigation databases.
     
    Multi-Function Display (MFD)
     
    There are two drop-down menus in the multi-function display with the MAP on the right and SYSTEMS on the left.
     

     
    MAP covers covers your: Nav-Aid, Airports, WPTs, PROGRESS (details on the route), Vertical Profile (Lower MFD, Very Nice!), TCAS and Weather and Terrain is on the lower selections.
     
    SYSTEMS covers the standard set of pages that cover the aircraft systems...
     


     
    Areas covered include: Status, FltCtrl (Flight Controls), Hydr (hydraulics), Fuel, Elec (Electrical), and Anti-Ice.
     
    Route locked in and the the aircraft ready it is time for departure. Start sounds are good with the Dreamfoil Sound plug-in installed, but not highly detailed and it is slightly too quiet in the cockpit. There is not that real sound detail in Air-con packs or with rear pumps starting to run, but it is good by most standards.
     
    Forward lighting is good with three landing lights with two in the inner wings and one front on the front wheel strut. There is a separate taxi-light (front strut) Side lights (taxiway turn) and wing Inspection lights.
     
    Pushback truck is called and controled via the upper mid-screen menu.  Truck turns like it is on a stick pendulum of which I am not a fan, but it works. Harder to use are the small ticks on the menu screen to control it and your view is looking far away from the windows to find those small controls above and guessing where to stop your pushback point...  a few keyboard controls would help.
     


     
    Departure was via KATL RWY08R...
     


     
    Taxi speed is easily controlled and you can place the aircraft perfectly on the centre line by using the kink in the glareshield.
     

     
    Throttle up and if the settings are correct in the FMC you will have FLEX TO-1 automatically, vSpeed tags are also in the Flight Display. Like the Airbus displays you have speed parameters in red and yellow go or no go zones (alpha floor). 
     
     

     
    MAP Display and Vertical Profile is very good (shame about the BOLD text)...   With the Yoke in place it is a little tight to all the displays through the ram design, but it looks very good.
     

     
    The manipulators are a bit tight in their active areas, and so are hard to use effectively. The V/S (Vertical/Speed) wheel is the worst but also the most highly used for constant adjustments. You use it by two small arrows (find them if you can?) and usually with these sort of arrowed manipulators you hold them down to turn the wheel either up or down...  not here, as they are to be used as a button press per + or - minus altitude change. So they flicker and you search, find them and get usually the arrow you don't want and you are trying to fly an aircraft while buzzing around the Autopilot panel in the area in just wanting to adjust your V/S angle. As with everything you get used to it and clicking one click at a time, but I found in heavy work periods they are seriously frustrating. A lot of the other half-moon manipulators are also too close together and hard to find. Another quirk is the "BANK" as it is two Arrows? and with no indication on the MFD you don't know how to activate the bank function, or if it is actually activated...  I think it is on, I think.
    On the same subject of manipulators, on the original version the engine start plastic covers were a pain to open and close. The idea has been change from a single click and start to separating the opening of the covers with a click and then a half-moon manipulator to start. It works, but just as the manipulator active area is so small you need a lot of patience to actually find it, and getting right down by the floor behind the pedestal will help you finally find that coveted opening hot spot...
     

     
    Three PROG...  Progress pages have a load of information, and the FMC is accessible in the air.
     


     
    Route data and two page radio is very good. The E-Jet series was always a nice machine in the air, and the quality shows from all viewpoints. External sounds are again good but not over brilliant, but you don't get that distance droning that tires you out.
     


     
    Lighting
     


     
    The cockpit lighting is years away better than the original version, and very nice it is too. There is not a huge amount of adjustment because I don't think the real aircraft has a lot either. The downlighting of the main displays looks lovely, but the higher glareshield is more darker. The two overhead spot-lights are just a Storm/Dome set and are non-adjustable.
     


     
    External lighting is good and standard fair. As noted you have inspection lights and wing lights and the logo tail lighting looks nice at night.
     

     
    Arrival at Washington is via IRONS5 into RWY 01. Target altitude on the PFD (Primary Flight Display) is a great help in getting your correct altitude at the right distance from the airport correct. Great working VOR2 and ADF 1 & 2 pointers (selectors arrowed) in the lower PFD are excellent for navigation and lining up your final approach.
     

     
    There is not a lot of wind-rush in the air, but great noise sounds when you drop the landing gear, so you get that I'm ready for landing feel.
     

     
    There is a nice feel also from the controls to get the aircraft into a position for landing, overall the aircraft is very nice to fly manually, but who does that anymore with a modern regional airliner, automation in here is now in control.
     
    But manual flying I am doing on this approach. The E-170LR will allow you with FULL flap go down into the middle-twenties with approach speed, but beware that get it just too slightly slower and it will stall on you very quickly, so it is best to stay in the low 130knts range which is safer and more controllable
     

     
    The complex flaps and their animation is beautifully done, but my feather-weight landing didn't activate the wing spoilers that are automatically activated on landing.
     

     
    The reversers are excellent in fine detail...
     

     
    Regional flying is hard work with multiple sectors in one day, so it is off with one load and get ready for the next.... 
     

     
    Liveries
     

     
    You get a wide selection of very good liveries, this (above) is the "New" factory E170 livery which is very nice.
     
    You also get mostly two sets of the same livery in a "Clean" version and a "Dirty" version, I have shown all the dirty versions here because of space.
     
    Factory livery (old version) is also the default.
     

     


     
    Liveries double include Air Canada, Air France, Alitalia (New), British Airways, American Eagle, Delta Connection, Eygptair, Agean Airlines (Clean only), Azul, Flybe and JAL.
     
    _____________________________________________________________________________________
     
    Summary
     
    Three years can be a long time in X-Plane, and what was once an interesting and detailed aircraft became almost old-fashioned very quickly. This new "Evolution" version does far more than just update an old design to current standards. It is a complete back to the boards and a total redesign of the aircraft and that deep design work certainly shows here. Almost everything is new (you can see a few things moved over but they are just that... few) and so you can't really compare the two but it is nice to see the differences.
     
    There is a huge amount of great features and ideas and I really love the total concept of it all, but there are also small niggly things that should not be on an aircraft of this price range, as this is total pro territory. Yes the aircraft is very professional but that extra 3% in the finish can make or break the aircraft. It just slips over the mark because most of these niggles are easily updated as they certainly will be by SSG, but they should not be there in the first place.
     
    BOLD text looks horrible and no display reflections should not have got to the release stage. Pushback is hard to use and you need to take a deep breath and not look down through the gap if you are going from the cockpit to the cabin or vise-versa. Manipulator activation areas are too small and you can't find the manipulators and they are messy to use, with the V/S the hardest to use of all. Sounds are good, but now they have moved on, expect better in an upgrade. Overall here you are not flying the aircraft as smoothly as you can because of small factors.
     
    The very deep and extensive FMC by Javier Cortes is complex by design and has no elegance in procedure if you make a mistake and sometimes completely confusing if a ) not done one before, or b ) in that some items are duplicated to do the same action and standard button or menu items like a simple (exec) or (direct) are hard to find or use, I understand that the Honeywell unit does not have these functions but there has to be more of an elegance of getting those important actions working correctly. Get a simple command wrong and you are up short street without a torch, and the only way out is to restart the whole thing and start again, and even if you do get it right, it takes way to long (unless you are a total master or the developer) in inputting again the whole plan and aircraft parameters within the usual 30min turnaround time, in most cases you would not put yourself all through that and simply fly something else.  And that is a real shame as the aircraft is overall very good to excellent when it all programmed in correctly, it is just getting to that point. No doubt FMC's are hard to use and programme, but they also have a simplicity of the way they do their job.
     
    My advice is to live with this aircraft to really understand the deepness of it. It does have a large learning curve and the FMC in it's current state would need an understanding of how FMC's are programmed and used. Once you use it more then the more it will come to you and the deeper levels of enjoyment the "Evo" can then be brought to the surface. Yes this is a huge and very nice update with a lot of investment by SSG of their E-170LR aircraft, and it has some really great clever features and it is certainly a worthy investment if you like great regional airliners.
     
    _____________________________________________________________________________________  
     
    The Embraer E-Jet 170LR Evolution v1.07 by Supercritical Simulation Group is NOW available! from the X-Plane.Org Store here :
     
    Embraer E-Jet170LR Evolution
     
    Your Price: $49.95   Note: if you are already a owner of SSG's E-170LR or the E190 you get upgrade to the "Evolution" version with a US$10 discount! to the price of US$39.95, so Please email [email protected] to get your discount code and include you original purchase order number.
      Features: Advanced FMC and Navigation system
    Custom-built FMC (done by FJCC)  designed for the SSG Evolution Series SIDs, STARs, transitions, approaches, flare and rollout modes. FMC is compatible with AeroSoft's NavDataPro and Navigraph navigation databases. Manufacturer's performance data embedded as tables in the fully functional FMC. Option to use either a 2D pop-up (resizable) FMC or one within the 3D cockpit. Custom radio communication audio consoles optimized for on-line virtual ATC operations. FMC performance information based on real aircraft data, including calculated V-speeds. FMC includes capability for autotuning navaid frequencies. Vertical Situation Display (VSD) on the MFD. 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. 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 cockpit 3D. Ground vehicles include a tow truck, GPU and airstairs. Over 10 detailed liveries comes with the plane 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, and MFD has a pop-up option. EICAS messages based on the real aircraft's with lists and scrolling DreamEngine Sound System
    3D sounds with DreamEngine plugin.  
    Requirements
    X-Plane 10.45 + (any edition) running in 64bit mode
    Windows, Mac or Linux - 64bit Operating System
    1Gb VRAM Minimum. 2Gb+ VRAM Recommended
     
      _____________________________________________________________________________________   Installation and documents:
    Download for the Embraer E-Jet 170LR Evolution is 606.30mg and the unzipped file is deposited in the "Heavy Metal" X-Plane folder at 952.80mg.
     
    There is a "Quick Start Guide" manual (44 Pages) and comes with included checklist Sheets .
     
    _____________________________________________________________________________________  
     
    Review by Stephen Dutton 22nd July 2016 Copyright©2016: X-PlaneReviews   Review System Specifications:
    Computer System: Windows  - Intel Core i7 6700K CPU 4.00GHz / 64bit - 16 Gb single 1067 Mhz DDR4 2133 - GeForce GTX 980/SSE2 - Samsung Evo 512gb SSD 
    Software:   - Windows 10 - X-Plane 10 Global ver 10.45
    Addons: Saitek x52 Pro system Joystick and Throttle : Sound - Bose  Soundlink Mini
     
    Scenery or Aircraft
    - KATL - KATL - Atlanta International by Nimbus (X-Plane.OrgStore) - US$23.95
    - KDCA - Ronald Reagan - Washington National by Tropicalsim - No idea if this scenery is still available? And I still call it "National!"
     

     
  3. Like
    Stephen got a reaction from unsquashable1 in News! - Aircraft Updated to X-plane11 : Pilatus PC-24 & PC12 by Michael Sgier   
    News! - Aircraft Updated to X-plane11 : Pilatus PC-24 & PC12 by Michael Sgier
     
    Both the Pilatus PC-24 Jet and PC-12 Turboprop by Michael Sgier are now both flyable in X-Plane11. However the PC-12 that has been updated is not yet available at the X-Plane.OrgStore. Flyable is the word here as X-Plane11 is still not final but in the beta process and so the final release details are still in limbo, but developers are updating to the new format to at least allow you to use the aircraft in the new XP11 application.
     
    PC-24
     


     
    Notes provided on the PC-24 are:

    - Executive and cargo cabin
    - Fully functional panel, overhead, central with full lighting etc.
    - Mostly 4k HD texture mapping
    - 3D cockpit with animated Co-, Pilot, pop-Up instruments, control stick etc.
    - Scroll wheel support as of X-Plane 10.5.
    - 3 liveries and a paintkit
    - Plugin ( un-, loads together with the plane ) for Moving Map with terrain, 3D Sound, Rain-, Ice-, Snow simulation, settings, animations, disables 2D mode view etc.
    - Some documentation, a PILOT IN COMMAND flight tutorial from the PC-12 is included as well.
     


     
    PC-12
     


     
    Notes provided on the PC-12 are:
    - 3 accurate cockpits. NG and Classic instruments. (The classic is close to 100% system depth)
    - Fully functional overhead panel, central with full lighting, reverse etc.
    - Mostly 4k HD texture mapping
    - Family of 3: Executive, Cargo and Clinic versions ( Long, short and current winglets ).
    - The plane has been fully trimmed and adjusted with the original POH.
    - Different outside and inside views like for ex. with a copilot or only with a pilot.
    - 3D interior with animated Co-, Pilot, instruments and doors. Pop-Up instruments and control stick. Scroll wheel support.
    - Compartment with passengers for the Executive- as well as Outpatient clinic and Cargo version.
    - 9 liveries: University of Utah, HB-FOU, N724SH, SN600 ( The 500st ), Royal Flying Doctor Service etc. More can be found online
    - Plugin ( un-, loads together with the plane ) for Moving Map with terrain, 3D Sound, Rain-, Ice-, Snow simulation, settings, animations, disables 2D mode view etc.
    Aside lots of documentation, a PILOT IN COMMAND flight tutorial is included as well.
     


     
    Both aircraft are now available on the X-Plane.OrgStore, and a full update to X-Plane11 will be announced after X-Plane11 goes final.
     
    _____________________________________________________________________________________
     

     
    The PC-24 and PC12 by MSgier for X-Plane11 are both now available from the X-Plane.Org Store here :
     
    PC-24 : Price is US$24.95 - Pilatus PC-24
    Requirements:
    X-Plane 10 fully updated or X-Plane 11+
    Windows, mac or Linux - 64Bit Operating System 1GB+ VRAM Video Card   PC-12 : Price is US$26.95 - Pilatus PC-12
    Requirements:
    X-Plane 10 fully updated (Any edition) running in 64bit mode
    64bit only: Linux (Ubuntu compatible), Windows, OSX 10.8 and later
    512Mb  dedicated VRAM or higher  
     
    All images and details are provided courtesy of MSgier
     
    _____________________________________________________________________________________
     
    Stephen Dutton
    1st February 2017
    Copyright©2017: X-Plane Reviews
     

     
  4. Like
    Stephen got a reaction from pineda8 in Scenery Review : LEVC - Valencia Manises by DAI-Media   
    Scenery Review : LEVC - Valencia Manises by DAI-Media
     
    Route : LIRF (Fiumicino, Rome) to LEVC (Valencia Manises)
     

     
    Valencia Airport in Manises (IATA: VLC, ICAO: LEVC), also known as "Manises" Airport is the 8th busiest Spanish airport in terms of passengers and second in the region after Alicante. It is situated 8 km (5.0 mi) west of the city of Valencia. The airport has flight connections to about 15 European countries and 4,599,990 passengers passed through the airport in 2013. Valencia is a very popular port in the fact that the Americas Cup and Formula One Grand Prix races were held in the city. The airport has one terminal and one runway. The former runway 04/22 is not in use and has no ILS but has a helipad at the southwestern end.
     

    (Images GoogleMaps)
     
    First Impressions
    Departure was by Fiumicino's (LIRF) runway 34L to a cruise altitude of FL325. The service from LIRF to LEVC is only around 1h,50m. You cover across the Tyrrhenian Sea to Sardinia and then to cover the Island of Majorca, then direct to Valencia on the east coast of Spain.
     

     
    A side note on the images, here we are using the Aerosoft "skytools" and the effects are very good in - Sun Halo and 3d clouds. The set I am using is the "chilled air" and "theme 1" settings. And the effects speak for themselves.
     
    Entry into LEVC is via "Mulat" (RIKOS -> TULNO -> MULAT) which is a straight forward approach. We are using runway 30 and arriving from the east.
     

    12/30 3,215m (10,548ft)  Asphalt
     

     
    The Valencia airport is situated a few kilometers (8K) inland, and you cover the south of the city on your approach. The first impression is how well the airport is integrated into the Xplane scenery. Major roads cover the (approach) Eastern boundary (leading to the southern) and northern boundary of the airport. The city is very closely built in to the airport as well. DAI-Media were always very good at this sort of landscape intergration were as the effects between the custom scenery is perfectly aligned with in the default scenery set out around it.
     
    Their process of using photo underlays in being matched to the default landscape is very well done. As a visual approach to LEVC this is very highly rated. You have to be aware however that if you have your default settings for buildings and distance set to high it can use a lot of frame-rate power. The airport itself is very frame-rate friendly, but to get the most of the great effect of the approach you must find the best balance of having your default settings then set to get the best outlying coverage you can.
     

     
    Runways are extremely well detailed with runway grooves and texture. All runway (and taxiway) lineage and markings are excellent with great visual rubber patches on the turns at intersections. Closer to the single terminal the direction markings are first rate. The terminal is a bit of old and new as most European Airports usually are.
     
    The standard terminal in central but to the right is a new section and left is the newer soaring curved roof design that is the new regional terminal, which includes extended carparks and larger apron area that was recently constructed for the 2007 America's Cup. There are six airbridges on the main terminal that has built in "autogates".
     
    The gates are very well done but are not set to work correctly. You have to come in off the center bay line to align with the system. In the B757 the alignment device ends up somewhere in the first class compartment and the bridge ends up halfway across the aircraft (I will note that the autogates do require the aircraft to be set correctly to align with the gates), but the x737 (which I know is correctly set) is just as badly set out. Your Co-Pilot would have to hang himself outside of his cockpit window to send the instructions to the manoeuvring pilot to align the aircraft?...  all alignment system boards are way to close to the aircraft and all settings are not aligned to the bay markings?
     

     
    The ramp areas are excellent for gated bays and remote parking. There are well placed static aircraft of the correct airlines that service the airport, static aircraft textures can be a little blurry on lower render settings.
     

     
    The overall feel on the area is excellent in that it is well equipped with plenty of visual stimulation without it being overloaded... in other words the right balance.
     
    Terminal and Central Area
    The terminals look to be three buildings but are in fact just one inside. The older cream building is central and the newer glass and steel structures are built on each side. Set out behind the terminal is the well curved and set in carpark, that makes the whole set look well connected and visually appealing. the trademark terminal roof louvers are well set out.
     

     
    Design work here is excellent with all details well noted, certainly on the newer buildings and their curved roofs and glass areas. The slates on the new right building can be buzzy at points, but that is the way the building is constructed.
     
    There is not a lot of really highly detailed texture work here, but just very good 3d modeling and building design that is one stage above the very good but not totally excellent in the scale of almost everything like rubbish bins and building piping which is the very small stuff that make some of the latest scenery so highly detailed. That said, the scenery here is certainly very good in its design and has very good signage, trees and good carparking details. 
     
    All airport buildings are present and many of them slip into the standard default scenery area, in then creating a seemless transition from one to the other. Traffic ramps are well situated between the terminal and the carparks, there is a some traffic around the inside of the airport but not in the central area. The Control Tower is at rear of the terminal is a stumpy affair that has blind spots on some areas of the ramps (the same in the real tower). It is noted to have your "runways follow contours" switched "on". If not you get some building float (carpark).
     

     
    Ramp side known as "Apron North" there is a lot of detailed work in bollards, caution fences and ramp equipment with plenty of vehicles. There is a lot of space to park the aircraft in the bays, but also plenty of visual equipment to make you feel you have arrived. The main traffic road is well detailed but there is no ground traffic to create any movement.
     
    Cargo and General Aviation
    West of the main terminal area is the Cargo area and GA faciities.
     

     
    By world standards Valencia's cargo hub is quite small, but very busy. The ramps are well marked and there is plenty of space to park your freighter. Like the rest of the airport there are some nice details like pallets and loaders and trolleys but not so much you have to wonder where to site your giant Boeing 747F. Plenty of detail here at the rear with trucks loading and parking space. All airport areas are well fenced with great detailing. Small details I admit, but they make up the difference between good scenery and excellent...  and here it is excellent.
     
    The General Aviation area is quite small and Valencia is not really noted as an GA airport. There is a parking area and a refueling area and an Aeroclub (Real De Aeroclub Valencia) large hangar. A single row of hangars also are sited in this area with a large covered (long term) carpark set out behind. Further west is a Golf Club and links that is very well laid out (It is known that police pull out plane spotters out of the links on a regular basis?).
     
    Apron South
    As noted runway 04/22 is now not in use but it used to connect over to the South (Apron). It is the main base of Iberia’s regional carrier Air Nostrum which have their base here and the office and maintenance buildings (hangars) are situated over on the south apron area.
     

     
    There is a small tower and a Cessna dealer noted here also. Ryanair used this area as a southern European maintenance base but with drawn a few years ago. Latest news it that they are back but only in a smaller capacity. There is a big helicopter pad and facilities and Iberia also uses the area to park up and store their spare aircraft.
     
    Night Lighting
     


     
    Night lighting is uniformly excellent. Great spot lights in the dull daytime with great spread lighting over all the ramp areas with HDR switched "on". Reae terminal lighting is different and looks excellent in contrast to the bright ramp lighting. Terminal building lighting is good and slightly bland but not the focus here. The regional terminal building is more gradiented in its glass and there are people situated in some windows.    
     

     
    Cargo and South Areas are similarly well lit, with not only tower lighting but building down lighting as well.
     

     
    Runway approach and runway lighting is excellent. Taxiway lighting and direction signs are perfect and the ramp areas are also first rate in throw and brightness. The huge amount of default highway lighting and local lighting around the airport gives it a great view in any direction.
     
    A later in the day as I prepared to leave LEVC the weather changed quite dark and moody. The images here are worth looking at with the new "skytools" and the excellent lighting at Manises. The ground lighting reflections on the low lying cloud layers were very authentic.
     

     
    Operators
    Most services out of Valencia is mostly regional, in fact 50% of flights are to Madrid?  A lot of flights are also seasonal, mostly to northern European ports.
     
    Air Algerie - Seasonal: Algiers (begins 26 June 2014)
    Air Berlin  - Palma de Mallorca
    Air Europa  - Palma de Mallorca, Paris-Charles de Gaulle, Tenerife-South
    Air Europa - operated by Swiftair  Madrid
    Alitalia - Rome-Fiumicino
    Blue Air -  Bucharest
    Darwin Airline - Geneva
    EasyJet - London-Gatwick
    Iberia operated by Air Nostrum  Asturias, Barcelona, Bilbao, Bologna, Gran Canaria, Ibiza, Madrid, Málaga, Menorca, Palma de Mallorca, Seville, Tenerife-North, Seasonal: Arrecife, Funchal
    Lufthansa  Frankfurt (begins 30 March 2014), Düsseldorf
    Niki  - Seasonal: Vienna
    Royal Air Maroc  - Casablanca
    Ryanair  - Beauvais, Bergamo, Bologna, Brussels (begins February 2014), Charleroi, Dublin, Gran Canaria, Hahn, Ibiza, London-Stansted, Málaga, Marrakech (ends 1 October 2014), Memmingen, Moss/Rygge, Palma de Mallorca, Pisa, Porto, Rome-Ciampino, Santander, Santiago de Compostela, Seville, Tenerife-South, Treviso,
    Weeze - Seasonal: Bristol, Manchester
    S7 Airlines  - Seasonal: Moscow-Domodedovo
    SmartWings operated by Travel Service Airlines  - Seasonal: Prague
    Swiss International Air Lines  Zurich
    TAP - Portugal operated by Portugália  Lisbon
    Transavia.com - Amsterdam, Eindhoven, Rotterdam
    Turkish Airlines - Istanbul-Atatürk Volotea  Asturias, Bordeaux (begins 2 June 2014), Nantes
    Vueling  - Brussels, Paris-Orly, Rome-Fiumicino, Seasonal: Amsterdam, Ibiza
    Wizz Air - Bucharest, Cluj-Napoca, Sofia, Timişoara
    Wizz Air Ukraine - Kiev-Zhulyany, Lviv (begins 30 April 2014)
     
    But you do get a nice selection of operators from around Europe and Eastern Europe. Africa is a nice bonus as well. In domestic including Portugal then there is also a lot to choose from. Certainly Air Nostrum dominates here and so does Ryanair. But to pop in and out as a refuel stop with a private jet would not go astray.
     
    Conclusions
    I was extremely impressed with DAI-Media's LROP Henri Coanda at Bucharest, RO (LROP Henri Coanda). The airports integration into the default Xplane landscape was one of the best I had seen and so were the runway textures and signage. The 3d work was very good with the newer work but slightly dated with the older main buildings. Here at LEVC the newer work in 3d design is like the best at LROP, So that is its best points, but there is still another level to go to be at the very best end of excellent scenery design. Not with saying this is not very good because it is, certainly far better than most of what Aerosoft deliver and with the far better photo underlay blending in perfectly with the surroundings.
     
    The Golf Course is a point to how well this is done...  Most photo underlays (green especially) are gaudy and stand out, here it sublime in the right colour and setting. The amount of building detail is extensive and very well done and everything in requirements are in there. The airport is full of static aircraft, equipment and vehicles but not overwhelmingly so. Only the "autogates" need attention and a few ground traffic animations would be very nice. Lighting through out is excellent except for the slightly bland building windows. The airport itself is not very frame-rate heavy, but your settings need to be adjusted carefully to get the visual aspect of the airport and the surrounding default scenery. If you can turn your settings up high then your in for a treat, for the rest of us we may still get a great visual effect on landing or leaving LEVC but you will be in the low 20's in doing so.
     
    As scenery goes LEVC - Valencia by DAI-Media is very good. Certainly if you use the airport's great position to cover Europe and North Africa, It also a great jumping off point to the many Spanish ports in domestic and out-lying Islands of the Mediterranean (Ibiza/Majorca) and Atlantic (Gran Canaria/Tenerife/Funchal) destinations. The step from Bucharest's LROP to Valencia's LEVC is a good one and it will be interesting in what destination DAI-Media chooses next. Overall this a very good scenery package to have.
     
    Yes! the LEVC - Valencia is now Available from the DAI-Media : LEVC - Valencia Manises
    Price is Euro 25.00 € (US$34.16 - current conversion 14th Jan 14)
     
    Installation : Download is 100.80mb that is unzipped into your "Custom Scenery" folder (132.80mb) with a 3 page "read me" manual. Charts are noted but you have to join (and pay) to acquire them.
     
    Requirements:
    - Software plataform: X-Plane 10.25
    - Specification: Sames like X-Plane 10.25, runways follow contours
    - IVAO / VATSIM, compatible.
    Current version : v1_1401_1 (last updated Jan 4th, 2014
     
    Review by Stephen Dutton
    14th January 2014
    ©copyright X-Plane Reviews 2014
     
    Review System Specifications:
    Computer System:     
    - 2.66 Ghz Intel Core i5 iMac 27”
    - 6 Gb 1067 Mhz DDR3
    - ATI Radeon HD 4850 512mb
    Software:     
    - Mac OS Mavericks 10.9
    - X-Plane 10 Global ver 10.25 (final)
    Addons
    - Saitek x52 Pro system Joystick and Throttle
    Scenery
    - LIRF - Fiumicino, Rome  - LIRF Roma Fiumicino Leonardo Da Vinci Airport 2.21 by Seaman (.org)
     

  5. Like
    Stephen got a reaction from Wim1976 in X-Plane11 : Look, Feel and Visual Features   
    X-Plane11 : Look, Feel and Visual Features
     
    In the first two months of the year 2017 as X-Plane11 rides it's way to release through beta after beta, it is a lot of pleasure and pain. The pain is to be expected as the simulator forms itself into the future, which will be soon be part of our everyday flying.  But the pleasure is seeing what we actually have in this new step version of X-Plane in it's new coming form. The notes here are in the frame of "coming soon" than more of "here it is right now" so don't expect the points made here to materialise in their complete form at the time of X-Plane11's release, as we know X-Plane is always a work in progress.
     
    What you get here are the building blocks that you get with every new X-Plane step release, but it will be only in time and through updates (betas) and the collaboration of developers and the X-Plane community that we will see the full implementation of the ideas and features built into the 11th interpretation of X-Plane.
     
    I am going to note that through the X-plane11 phases of this review, is that I have the xEnviro environmental plugin running and not the default weather. This plugin is also still in a beta phase, but my (personal) view is that the plugin delivers a fundamental difference and in the way it interacts with the standard default X-Plane weather system to create a look and feel (and a breathable framerate) that is the future of excellent simulation. So both items together will create the perfect environmental vehicle to get the very best out of your flying.
     
    To see the steps of progression of X-Plane then let us go back to X-Plane9® and to the year 2009.
     
    X-Plane9®
    This was our world back in 2009 with X-Plane9.
     


     
    These images will no doubt send a lot of you very misty eyed. These were the days of 5.6gb custom folders and 100+ framerates, but it all showed on the screen. It is surprisingly how good the x737 by EADT was then and still is now.
     
    Back then the mist was paramount, but mostly there to cover the jagged edges of the tiles and the limitations of the scenery. But it looked good unless you got the flat slate of grey when you had a whiff of a cloud.
     

     
    2d Panels were de-rigueur of course and the light shading was good but not exceptional, only the exceptional single Boeing 757 had a VC or virtual cockpit back then.
     
    X-Plane10®
    The release of in beta form of X-Plane10® was in November 2011, with a full version in 2012. The focus visually with X-Plane10 was to get the ground textures to a higher quality and the use of Open Street Map (OSM) to create a plausible ground focused autogen.
     


     
    Your synthetic world certainly looked less bare, and the advent of 100nm visible distances opened up your visual aspects, and HD (High-Definition) textures add in a lot of ground information and you finally had a quality depth to the landscape.
     

     
    3d virtual cockpits are now of course the normal and shading has also become quite good.
     
    X-Plane10 also brought in the feature of HDR or "High Definition Rendering".
     

     
    I personally was not a big fan of HDR. It made X-Plane very bright and contrasty, so reviews and images were still done mostly with the HDR switched off and I only had HDR on at night as were it had great night lighting effects. If you compare the above two images with the higher HDR off images and the lower HDR images are far more washed out.
     
    X-Plane11®
    Basically X-Plane11 does not change the foundations of the landscape (textures) of X-Plane10, just a few of the textures and the tile data is a little higher, but out there really nothing has changed between the 10 and 11 versions.
     
    X-Plane11's features are more really focused on the shading, the minute of the detailing more than the larger canvas like with X-Plane10, but in a strange way the differences are very much more pronounced.
     


     
    It is the definition of the detail that now stands out at you. X-Plane11 comes with a new visual tool in PBR or Physically-based rendering that has the accurate simulation of photorealism as the ultimate goal. HDR really didn't work as well as it should have done in X-Plane10 as noted, but with its companion in PBR it now shines and works extremely well.
     

     
    We will get on more with PBR in a minute.
     
    Mist
    Another big aspect is that the mist is back and big time in X-Plane11. In X-Plane10 everything was sharp and clear, but with X-Plane11 it is anything but, with everything here visually is in that quite soft and well very...   misty feel.
     

     
    A certain "What the..." on release, but when you use X-Plane11 the soft effect quickly becomes the normal and it is very highly realistic, almost completely believable. Altitude flying now is "SO" real and go and look at any old images taken out of the window in any real aircraft and it looks just like this.
     
    It is of course a "feel" thing, but the feel here is unbelievable good.
     


     
    Definition
    There is more going on here than with just a out of focus background to get the full X-Plane11 effect...
     

     
    ...   PBR is bringing out the harder definition of the aircraft, as the shadows and shading is glorious. All aircraft now have a distinctive shine, but PBR works its magic in a lot of different contexts.
     

     
    PBR brings metal surfaces alive, as developers can adjust the correct effects to get the shine or the correct dullness feel quite perfectly.
     

     
    Chrome is now perfect also, and in all of it's different types of metalness of the different gradients.
     

     
    Realism is now paramount and the realistic is now very photographic real, but it also puts a lot of pressure and the need for perfection on the developers as any imperfection is magnified and highlighted...  but when it is good, it is now simply glorious.
     


     
    Inside the cockpits in X-Plane11 they are all very highly dramatic.
     


     
    Light cascades around you as it changes as you move. All the aircraft's features are highlighted and defined... it is like being in another world.
     
    Cockpit textures come alive and every instrument is highly realistic and defined.
     


     
    Just how real do you want your vinyl glareshield or metal based instrument panel, it can just not get any more realistic than this.
     
    The devil is in the detailing and this is why X-Plane11 is such a huge step forward in realism...  the game has certainly moved on.
     

     
    ...    as with the lighting effects which are just sublime, note the changing sunlight on the metal wings.
     
    These effects are not just restricted to aircraft.
     

     
    A few months ago I took these images of a wet runway, and most said they were not an X-Plane11 feature? but they are.
     

     
    Scenery developers can now adjust the feel of the wet look to give surfaces a distinctive feel and look, and if you want a rain soaked runway you can have that as well, and when you want one as they are on a dataref. 
     
    This opens up a lot of areas for scenery developers, and glass in their reflectivity is another feature of X-Plane11.
     

     
    JustSim used the effect in their Hamburg scenery and it is excellent when used in the right context. Glass can now also be transparent, but in the density of transparency you require.
     
    Autogen
    Justsim used another new feature of XPlane11 to create an environmental regional feel around their EDDH - Hamburg Airport.
     

     
    Quality autogen was included with X-Plane10 from the beginning, but the feature was neglected from the start with only a few efficiency touches covered during the run. Regional autogen placement was actually placed in the code during the last v10.50 update, but was never used until the art was ready with X-Plane11. Even then it is only Germanic in style but very high quality. JustSim used this Germanic autogen to add feel to not only their Innsbruck scenery but also to Hamburg to great effect.
     

     
    And that shows the quality and versatility of the autogen system when used correctly as it has huge potential to cover all the very and various different regions of the world as Chris K has done an AustralianPro version (below). Here it shows in how a third party regional autogen can and does work although it is still a work in progress, but work well in its current form it certainly does as you now have a great Aussie feel all around the country.
     

     
    But this third party autogen system is still in its very early days, the important point to make at this time is not to let it become neglected all over again with X-Plane11, in fact it should be put at the top of the list for attention by both Laminar Research and any third party as it can make a significant and profound contribution to the look and feel of the new simulator.
     
    xEnviro
    The inclusion of xEnviro in this review is because of the way it dovetails into the X-Plane11 features and uses them for it's own uses and highlights X-Plane11's uniqueness for the future. The same effects do work in X-Plane10, but not to the extent they work for you in X-Plane11.
     
    It is the X-Plane11 mist feature that combines to create the best effects for xEnviro. The same effects do work without xEnviro, but they don't have the same impact or those totally visually stunning visuals.
     
    These excellent fog images are the approach to EGCC - Manchester...
     


     
    ...    It is stunning stuff and you work hard to land in such soup as well, it is exhilarating flying.
     
    Manchester again on approach, and this time with the amazing ground cloud shadows and aircraft shadow on the wing making it a very realistic view for the passenger.
     


     
    It is also in the way the PBR light reflects up from the ground as well...
     

     
    Look deep at the mountain folds in both of the above images. That below is just standard X-Plane10 scenery, but you wouldn't know it by the way it reflects the light and gives a higher more stronger definition to lighter and dark sides of the elevations as the folds become highly realistic.
     
    X-Plane11 turns the ordinary...  into the extra ordinary!
     


     
    It is very good but
    Many people will point out that first person shooters or car games are of a higher quality than what we have here, and they are correct, and most of the features and ideas used in X-Plane are directly from the video gaming industry. But the video game is a closed box and created to run within a very strict set of boundaries, were as X-Plane is a very open platform with a lot of very different elements and contributions, that works for the simulator but also against it. So there will always be a compromise between what we see in the video gaming environment and the simulator world unless it is a closed region and finely tuned aircraft to fit totally within that region's boundaries as with say a Formula One game were as the cars are perfected to run within the the racetrack's boundaries. With X-Plane we have to cover the whole world, literally.
     
    Many of you would also point out that we had reflections and shadows in X-Plane10, and too a point that is correct, but it is in the fine detailing that that makes the complete difference in X-Plane11, use it and X-Plane10 suddenly looks dull (and old), it is all in the move forward and it is very hard to go back again just as it was with X-Plane9 over X-Plane10. X-Plane11 feels new compared with X-Plane10.
     
    But one of the biggest achievements is that these lighting features don't come with the heavy penalty of X-Plane10. You will see the difference of course, but Laminar Research has made a huge effort to contain the efficiency of the processing to keep these great effects within the confined parameters that bridges that gap. Older processors will struggle of course and drop out of the bottom, but most users if they are honest with themselves will know that X-Plane10 was already pushing their boundaries there anyway. For most users the change over to X-Plane11 will be seemless if they can manage their habits of not having all the settings in the full on position all the time, as even for myself I have to use some discretion in the settings for more to the efficiency and smooth running angle than the total visual impact angle. But X-Plane10 was that way as well so nothing has changed in that area, but you do get more visual impact for the same numbers.
     
    All the points here are created in a beta in a beta, as there are no current set final situations and we won't be won't be for a while either. But the features noted above will be soon be the everyday normal and sadly it will be quickly just all be taken for granted. It will be also a while for developers to use these features to their advantages, and so you won't get a sudden complete change to this feel overnight, but at a time in the future you will suddenly realise you are now flying in a totally different X-Plane environment than you were only a year ago. 
     
    I have transitioned through many phases of X-Plane's development, what was once brilliantly great can look ordinary now, as does your ten year old Apple computer. But the transition to X-Plane11 on the surface may not look as up fronting as the new user interface, but it has the potential to completely change the way you fly and feel in a simulator. More than anytime than in the past over the last few months have I been taken by the sheer visual magnificence of what I am interacting with, more "wows" and "brilliant" as I absorb in the new world around me, and X-Plane11 is not even out of it's beta phase yet and I admit it still has a few limitations in a few areas. But the biggest vote for X-Plane11 is already in...  your going to totally love it...  a lot a real lot.
     
    ______________________________________________________________________
     
     
    Stephen Dutton
    3rd March 2017
    Copyright©2017: X-Plane Reviews
     

     
  6. Like
    Stephen got a reaction from MercuryMat in Aircraft Review : Bombardier Challenger 300 by Dden Design   
    Looks like you have C++ Redistributables missing. If you use Windows they ALL have to be installed. SD
  7. Like
    Stephen got a reaction from U103968 in Aircraft Review : Airbus A350 XWB Advanced by FlightFactor   
    Aircraft Review : Airbus A350 XWB Advanced by FlightFactor
     
    Of all the battles for supremacy in commercial aviation then nothing is going to compare with the twin engine market. It already has been a ding-dong battle between the Airbus A320 Series and Boeing's 737 Series and between them they have racked up thousands of sales, ongoing now is the next generation in the A320neo and the 737max to battle it out over the next few decades. A size up in aircraft category is also very complicated, as each manufacturer in Airbus and Boeing are both trying to lock in certain sizes in what is known as the "Big Twins" of the market. The Boeing 777 Series in dominating the market in replacing the veritable Boeing 747 has been very successful, but as airlines move away from the large hub and spoke model and back again to the original point to point services, then what was bigger is now not always better. Point to point markets demand very economical and high frequency services and to fit tightly the 200-350 seater markets, known as long and thin.
     
    The Airbus A330 filled this market, but its range and now being an old aircraft by today's standards and is also uneconomical, it's problem is that the -200 version has the range at 13,400 km (7,200 nmi) but is in the 250 seat market in a two class layout, the -300 can reach 300 seats but its range is restricted to 11,300 km (6,100 nmi). So one or the other don't fit. Boeing's solution is the 787 Dreamliner in 7,850 nmi (14,500 km; 9,030 mi) for the 250-300 seats with the -800 version and sweet spot 8,300 nmi (15,400 km; 9,550 mi)  280-330 seats with the -900 version. That slots the B787 nicely below the Boeing 777 and the coming 777X and fills the market.
     
    For Airbus it has been a two pronged attack to find an aircraft to fit below the A380 and go head to head with the Dreamliner and even the lower hanging fruit of the older 777's. Their solution is the A350-800 with 275-300 seats  at 15,300 km (8,260 nmi) and the -900 at 14,350 km (7,750 nmi) with 280-350 seats, and the -1000 to cover the 350 - 370 seat market over the same 14,800 km (7,990 nmi) range which is B777 territory...  and to just make sure to fill in all points just below the A350, the A330 will be updated to the neo (New Engine Option) to bring that aircraft up to date and competitive. To change things around and make life interesting the -900 version has been produced first to fill in the gap above the B787-800 and go head to head with the B787-900 and the -1000 version will be next for first flight to go for the B777 replacement sales of the earlier built and well into service aircraft.
     
     


     
     
    After the nightmares of the A380 development. Airbus could not want to have any problems in getting the A350 into service and quickly and as efficiently as possible. The timetable was tight, but Airbus in a way played it safe in using the tested, tried and true components from the bigger A380 and not going for a full composite fuselage like Boeing did with the Dreamliner. The results was an almost perfect first flight that was on time and date, and a testing program that ran almost like clockwork, the aircraft received its type certification on 30 September 2014 and the FAA certification on the 12 November 2014, and it is expected to meet its EIS (Entry Into Service) with Qatar Airways due 13th December 2014 with the first commercial service on the Frankfurt - Doha route in mid-Jan 2015.
    At this point the -1000 version of the A350 with a 15,600 km (8,400 nmi) and the 350-370 seats range is due next as the -800 version has stalled with the A330neo option filling in the gap quicker. Cathay Pacific expects to take delivery of its first Airbus A350-1000 in February 2016.
     
    The biggest battle confronting the A350 XWB is it's in service performance figures. Naturally the A350-900 will go almost head to head with the B787 Dreamliner in many markets, but the Dreamliner has a major advantage in it has a 20% reduction in fuel costs. Take this ANA Seattle-Tokyo leg for example as a 747-400 needs at least 136,000kg (300,000lb) to make that trip.
    The smaller, leaner 777-300ER needs nearly 100,000kg. But the Dreamliner, the only needs 63,500kg for the same Pacific crossing That is less than half of the B744. Yes they are in some ways different sizes of aircraft but the Dreamliner still has a notable 20% operating cost advantage. And those figures will certainly note the end of the B747's reign once the larger A350-1000 and B787-900 become more prominent around the ramps. The B787 does certainly have an operating cost advantage, but its still weaking 98.3% despatch reliability is going to be Airbus's number one target of the EIS of the A350 and its subsequent in service reliability and more importantly also meeting those high % percentage operational savings will only then mean a full order book or the success of the A350 XWB program.
     
    FlightFactor Aero
    No one doubts the quality of FlightFactor aero aircraft. Their Boeing 777 and 757 aircraft have been hugely successful and clever in the extension of the different variants in the "Extended" packages. The surprise was the change to another manufacturer in European Airbus in their next project which is this Airbus A350 XWB.
    Another challenge was the fact that Airbus aircraft are very highly intergrated with their Fly-By-Wire and Flight Control Laws, the two Boeing's were very good if not excellent in their flying characteristics, but the Airbus is completely a very different animal and only a few developers can or have been able to duplicate these complex systems for the X-Plane simulator. The best is Torsten Leisk that contributed to the QPAC Airbus A320-232 and Peter Hager's Airbus A380 Series, and here the flight laws and associated airbus fly-by-wire systems have been used in this FlightFactor A350 have been created and enhanced for this next generation of aircraft. In other words you fly the A350 more closer to philosophy and laws of flight than any other Airbus aircraft yet developed for X-Plane. 
     
    FlightFactor aero have also with this aircraft created a new category or have split their product line into two separate types of aircraft in professional models (i.e. B777 and B757) and now another in the “advanced” version in that pro models have like lighting effects, particles, menus, high HD 3D graphics, textures and totally fully functional cockpits, and the "Adv" versions are noted as not so in depth but are still as hard to fly as the real machines. But in all but most cases here this "Adv" aircraft is still a very in depth simulation and the aircraft delivers more on flight and systems than most other aircraft in this price range and category, in this case you will not or never feel wanting there is something or a lot missing in the operation of the A350-800.
     


     

     
     
    Design wise with the aircraft power off the A350 XWB is very well designed and developed. detailing outside and inside is excellent, but I found the modeling slightly dark and more so inside. Airbuses have a very bright but grey corporate look about them and it is hard to get any directional light in here to lift the gloom a little. That is not to take away the excellent design work on show here. It is first rate and the best you can have today in X-Plane. Detailing abounds...  look at the ailerons with no hydraulic pressure to support them...  they all droop down. Why bother doing that? but this is the sort of detail you have around you, and excellent it all is. A start up will give you standing figures around the aircraft, this gives any ramp a busy feel and is well done.
     


     
    The A350 aircraft is a hard aircraft to model in the fact there is not that much information available except what Airbus gives out with their promotional material, there is no official documents and no in service details to gauge how the aircraft performs or is configured to everyday airline use. Remember FlightFactor would have started this project with even less data than what is available now. In that context they have done remarkably well, but we will have to forgive if in a few areas (and certainly in performance) that the numbers can be slightly off until the official ones start to drip through. Same is to be noted if a few things are missing or slightly wrong with the modelling. On the surface it looks absolutely perfect and very well detailed. Some small items look slightly odd at first in the fact the rear bogies are positioned front down and not rear down as with the B747 hanging undercarriage system. It is correct and so you can be sure if items like this are correct then other details are to.
     
    But close up the undercarriage here is surpremely well done, you expect a lot from a design of this price range and the A350 XWB does not disappoint.
     
    Powering up the A350 XWB
    Nothing will really work until you give the aircraft power if you want the full immersion of starting from cold. On the overhead (OH) panel there are two main and two backup power battery buttons.


     
    With power supplied you then need to set the ADIRS (Air. Data Inertial Reference System. ) which are three switches top left of the OH panel. Unlike some Airbus (JARDesign) aircraft there is only a short time frame for the ADIRS's to align.
     

     
    You have to tell the ADIRS the current position of the aircraft. This can be done two ways with the easiest by pressing the "Force Align IRS"on the "Options" page on the menus and that will align the aircraft to the its current position and start up the ND-Navigation Display. The second option is to select the FMS (Flight Management System) on the rear of the center console (it pops out) and insert your current airport (LFBO) and your destination airport (FAJS) in the FROM/TO box. This will then ask you to "Align IRS" and set up the alignment in that option.
     


     
    A350 XWB Displays
    The A350 comes with six large display screens. (left to right) Capt Outer OIS (Onboard Information System) - Capt Inner EFIS (Electronic Flight Instrument System) which has the PFD (Primary Flight Display) and the ND (Navigation Display) - Center Up is the ECAM (Electronic Centralized Aircraft Monitor) that includes the ED (Engine Display), SD (System Display), Permanent Data, Mailbox and WD (Warning Display) - Center Lower is the MFD (Multi-function Display) which displays the same information as the two outer OIS's - both right displays are a mirror of the Capt's Inner EFIS and and outer OIS for the First Officer. The Lower MFD function is the same as both the outer OIS displays
     


     
    These three info displays also have a "Cross Pointer" (on the real aircraft displays) that can be aimed to select functions on the screens, some areas on the screens can also have direct input from the keyboard when required. There is another selection for Mouse Users that have scroll wheels...  You can select "Manipulate" to scroll, or "Zoom Only" to use the mouse for normal selections. I use the standard single click mouse select way. (the scroll is set in the "Manipulate" state when you start up). You also have the choice to have the FlightFactor Crew visible all the time or just from the outside view
     

     
    The Lower MFD and the OIS displays can be changed around on both the Capt's side and the F/O's side, not only in their actual position but the inner screens can be switched around as well with the buttons on the pedestal. Noted as "Capt OIS on Center" to move from the outer OIS to the center display and "Display Cycle" to move the smaller split screens around on any of the displays. This makes it very versatile for having the right screen where you need it, I liked the Flight-plan switched around on the right side next to the PFD, and all the panels "pop-out" for ease of use (visually) if you need that function and selection.
     
    Display Menus
    The MFD and OIS displays have a lot of menus, almost overwhelming in detail and far too many to do in absolute complete detail here...  but we will cover the main areas.
     
    Top left are the main seven menu selections in: (Options) - Ground Service - Weight and Fuel - CAB(in) Announcements - Users Guide - Charts - Options.
     


    We start with the "Options" page that it is not related directly to the A350 but the noted FlightFactor options. You can set the speed you want the simulation to go at in "Time Flow", Difficulty Level, Structural Limits, Baro selection, Default Trans Altitude (direct input), ILS Auto Alighn on start up, Draw lines and Flushing option to default, Auto Pause, FCU Font, MFD Control (the pop-up screens) Mouse Wheel (Scroll) and Auto Helper. Other menu choices are "Auto Cockpit set up" that does all the hard work for you in setting up the aircraft, "Force Align IRS" (see above), "Jump 100nm" and "Jump to next Waypoint" both of these options require the flightplan to be loaded in the FMS. You can adjust the overall sound levels and save all these "Options" settings as default for future use or use the "Restore" to the default option settings.
     
    Ground Service: The menu is split into three selection pages in: Doors & Hatches - Ground Equipment - Pushback.
     
    Doors & Hatches - Pushback
    There is a big menu screen that will open and close all the aircraft's doors and cargo hatches. Just select the door you want to open via a tab on the menu. All doors and hatches open and close with a very vocal sound that can be easily heard from the cockpit. You can also "Open" and "Close" all doors and hatches in one selection. The "pushback is very good and simple to use...  You have the choice of either to "Push" or "Pull" and selecting one of these will call the tractor and hook it up ready for use. Brakes off and the you can steer and use your throttle to control the tractor.  
     

     

    Ground Equipment
    Ground service covers all the equipment attached to the aircraft or servicing the aircraft on the ground. The first left column is all the equipment available to service the aircraft (return to that in a sec..),
     

     
    The second centre column is the power provided to the aircraft in two GPU's (Ground Power Units) that can be accessed on the OH Panel and required if you don't start up the APU (Auxiliary Power Unit) on-board and either one or the other power source is required to set up the aircraft. The High-Pressure Unit (ground cart) is used to start the engines (or you can use the APU) and can have the AIR or Air-Con to cool the aircraft. Third or right column is the Maintenance Items (not available with this version).
     


     
    You can select "Stairs" to put a set of stairs at each front left side doors, Or press "Plane at gate" to put a single set of stairs on the rear left door. You wish you could select each door on the left for a stair as the two at left front feels like too many or simply have one at the front and one at the rear, but you can't.
     
    The rest of the ground equipment is a smorgasbord of vehicles and equipment...  available are - Chocks, Passenger Bus, Fuel Truck (required for loading the fuel), Luggage Loader, Air-Conditioning unit, ULD Train and a Cleaning (Food?) Truck. All these items make it a very busy area around the aircraft and certainly give a great turnaround service feeling to the simulation.
     
    Weight and Fuel
    Here you have three menus that cover both Passengers and Fuel to be loaded (or is loaded) on the A350.
    First in "Passengers" you have an excellent menu to select passengers/cargo and set the aircraft's weight. You have four classes to select from and choices of cargo containers "96" Pallets and "LD3's". There is the simple option to select either Light-Middle-Heavy loads that fill the aircraft in one or the other configurations and load your preferences, you can clear the aircraft in one selection as well.
     


     
    Selection of "Fuel" can adjust your range which is handy because even with a light pass/cargo load can still mean a long range is required between certain long distance point to point flights. You can also cover all the other variations like with contingency and alternative requirements. Then you can load the fuel (Fuel Truck required to be attached) and you can see the loading from the ECAM displays on the flightdeck. When done you will have your correct final aircraft weight and see the fuel distribution.
     
    Third is "Cabin" where you can adjust the lighting and check out the trash and water levels.
     
    CAB (cabin) Announcements
    You will have a great time playing with the cabin announcements for your passengers in the rear cabin. There is a lot of choice, but the announcements are very low and inaudible sometimes? Just select what you want announced and press the play button as many times as you want to and annoy them. The cabin is very well appointed and designed in those four classes and the A350 has a great bar and passengers!...  a few anyway in the first two classes, and you certainly notice the XWB (Extra Wide Body) of the aircraft with all the space inside.
     


     
    Users Guide
    There is a great built in users guide, that is a manual as well. It is also provided in a .pdf version if you like me use it on an iPad. The User Guide is very highly detailed, with the best way to set up the A350 in X-Plane with features and settings including the (plugin) "key" settings in the X-Plane "Keyboard" menu. For the biggest part though the manual (Users Guide) concentrates on the A350's systems and details, but there is no item by item descriptions on start up or instrument adjustments.
    A good companion to the user guide is a full checklist selection, that goes through every item to checked off or needs to be (you just have to know where they are), and itemises each selection as you work your way through the highly-detailed checklists. I recommend to study them to understand them all before using them in a current simulation, if not you will spend too much time sitting on the ramp working them and the positions of where everything is located.
     


     

     
     
    Charts
    You have Jepperson charts on your OIS, these are .png images of each chart page and that means you can't just drop in a .pdf downloaded from the internet. There are instructions in the aircraft folder on how to create your own charts and how to insert them for use... Charts provided are for airports: EBBR - EDDF - LGAV and LZIB.
     
     

     
    Options is the main menu...
     
    MCDU
    The MCDU (Mulifunction Control Display Unit) is positioned at the rear of the pedestal, and as noted it pops-out for convenience.
     

     
     
     
    The MCDU is a quite a simple but powerful affair on the A350. It is certainly not as comprehensive as the FF B777 or B757 versions which are replicas of the real FMC's on the Boeing Aircraft. It is noted that the later "Professional" version of the A350 XWB will have a full working Airbus MCDU. But you are not lacking here in the required basics. In fact it is quite clever in mating the real MCDU to this X-Plane slanted version. The bonus is you can load an already created X-Plane .fms plan from your current flight-plan folder and the MCDU will take care of the rest. You may sometimes have to do the odd join-up in clearing out any F-PLN DISCONTINUITY's to complete the flight-plan and have to also create your own SID/STAR's but I found these items easy to do and sometime far easier than spending hours trying to match up the correct SID/STAR to start or end a flight-plan. I found it just easier and faster to get the damn chart and input the fixes directiy.

    INIT  You load in a .fms plan on the INIT page via the RK1 (Right Key 1) "  

    F-PLN gives you your Flight-plan and you can scroll up or down through the fixes and Nav-aids. You can add in the "Overfly" (waypoint) preference if you want to as well. And input any speed/altitude constraints on the route. And you use the "Scratchpad" for input. You can see the flight-Plan on the OIS if you switch the displays around and it is excellent there for following the progress of the flight. The centre fix of the Flight-Plan will show on the ND (Navigation Display) if the NAV switch is set to PLAN.
     
    DIR DIR-TO (Direct-To) you have the direct-to option and the MCDU give you a list of options
     
    PERF You can insert your performance constraints in v1,vR and v2 and select your TRANS ALT in Transition Altitude. Thrust reduction/acceleration altitudes and temp FLEX that not must be below the outside air temperature OAT. PERF pages include: Take Off, Climb, Cruise, Descent, Approach and Go-Around.
     
    Like noted the MCDU is quite comprehensive where it really counts and gives you quite a lot of control over your performance, so the pro's will not be lacking in their ability to input their own constraints and performance tables. Ditto for the learners of this style of FMC in that it is also extremely easy to set up and fly this aircraft and learn the basics on how MCDU/FMC's work differently from a standard X-Plane FMC.
     
    It is well worth filling out all your MCDU data and complete in your preferences in every "single" box. Not only for the obvious in the way the aircraft performs, but also that the data is reflected on the MFD/OIS displays. You can't stress here enough of the importance of the pref data in the way it affects the flight of the aircraft. There are not a lot of entries by comparison to aircraft of this nature, but every data entry is important in the way the aircraft's performance at takeoff and the in the landing.
     




     
    You have a huge selection of data available from your OIS or MFD displays, In many ways it does mirror what is on the MCDU, and you can input directly into any of these data pages and load even your flight-plan. But the MCDU is quicker as you can do the same inputs on different pages that the MCDU will do once, and you could actually miss a page because there is so many. The Menu is the same as the MCDU buttons in: F-PLN - PERF - Fuel & Load - WIND - INIT, sub-menus cover a myriad of items about performance and your GPS positioning, radio settings, waypoints and fuel. It is really a nerd's heaven in cockpit management.
     


     
    Your Flight-Plan is one of the best features to monitor. You can select and install it just like you do in any X-Plane FMC (using the MCDU as noted is quicker) But it is the amount of information displayed that keeps you happy in the small hours. And also gives you the biggest note that will actually be there and still flying in the wee small hours?  It is important that you set up your X-Plane "Time&Date" slider in how you want to do the flight... 
    Living in Australia I will set my T&D to early morning or Zulu time to fly in the day. But as all you long-haulers know, the time you leave is calculated to the time you arrive, and here the A350 gives you an advantage, because it not only notes your time at every waypoint on the route but your actual arrival time!  And here it is a mind-numbing to bed late 02.28 am in to the next day (or night), more cleverly is that it adjusts as you fly, so if you adjust the speed or have bad headwinds then the time will change to reflect that. So on one flight I lost 9min ETA in a speed change. You have to note that the actual time does not sync to your T&D until wheels up, which is slightly annoying, but once in the air the information is priceless including an update of your fuel load at arrival. It also notes your full distance and each waypoint distances.
     
    So you can see the importance of giving the aircraft all and more importantly the right data for the flight, the more data entered then the more information you get back.
     
    A350 Cockpit
     


     
    Except for the six display layout which is really the extra two OIS screens on each side, the panel and instrument layout is pure Airbus, If you know the layout of one and even the A320 layout then everything here will be in exactly the same place or position. The only item that is different is the Braking selection in "Autobrake Armed RTO" is a button press for take off and for landing you only have to adjust the braking action to the runway conditions. 
    The PFD is the standard display with Speed and altitude tapes and V/S (vertical speed) on the right, The artificial horizon with turn indicator and landing ILS bugs are also standard issue. The PFD has the noted Auto-Pilot modes, alpha protections and flight director bars and in the lower section is the trim and flap position. Next is the ND (Navigation Display) with LS-VOR-Nav modes and ARC and PLAN and standard zoom adjustments.
     
    On the OH (Overhead) the aircraft comes with full systems in Top to bottom, Fire, Hydraulics, Fuel, Electrical, Air-Conditioning - Bleed, Anti-Ice and APU-Lighting, I recommend to read through the comprehensive manual on all the aircraft systems, because they are very well detailed. The center ECAM gives you a full display of all the systems and warnings, visual displays cover: Engines, Doors, Wheel, Fuel, EL/AC, EL/DC, Hydraulics, F/CTL, APU, Bleed, Cond (Air) and Press. All systems are functional and superbly reproduced in the center upper display. All pure airbus.  The only real disappointment is that you can only fly from the Capt's side? you can't switch or control the aircraft from the F/O's side? and you miss that functionality.
     


     
    The Autopilot (AP) panel is standard Airbus, but you can only select one item at a time on the ND, you can have your Waypoints or your Nav-Aids but not together. The A350 also has the new X-Plane function of "Pull" or "Push". You can have the aircraft in "Selected" mode "pull" or manual selection or "Managed" mode "push" or automatic by the AP. Just make sure you know which mode you are in.  The NDB/VOR selection for the MAP display is here in yellow.
     


     
    Central pedestal has the Radios, but it is in the MCDU that you set the frequencies for the VOR and ILS Nav-Aids. The ECAM selection buttons are here as is the flap selector in five selections: 0 (retracted) - 1 (1+F) - 2 - 3 - Full. There are 12 slats, 4 Flaps and 2 droop nose devices on the leading edge. Speed brake lever that is quite notchy to select the "Armed" position, so make sure it is engaged on the WD. Engine start is under the throttles to select engines IGN START (1 or 2), The throttle levers are really well done and have all the airbus modes A/THR - FLEX - TO-GA zones. The Reverse Thrust (toggle) is set either as a key or joystick activation on the X-Plane setting "thrust_reverse_toggle" (not "thrust_reverse_hold" like I usually do). To use you pull the throttles back to idle on contact with terra firma, then select the REV toggle (button or Key) and then throttle up to provide the REV thrust. Then Back to idle when required and re-key to disable the REV-THR. This system gives you great flexibility on how much thrust you want to provide for the REV thrust.
     

     
    Undercarriage actions and animations are first rate. But you have to get the landing right with those forward tilted bogies, the point the rear wheels touch if you get it right should be level with the runway, but it is not as easy as it looks, and they will trip if you get the first set of tyres on the tarmac before the rear set. (on a side note, you have to contact correctly... if you touch down too lightly the thrust reverse doors don't operate?)
     

     
    Lighting
    The internal and external lighting is first rate. The cockpit is a nice place to be for any period of time. It is not that highly adjustable with no moving focus lighting, but still very good with a spot light directly over the pedestal which is very handy. I found a nice sweet spot in just showing the edges of the panel with the overhead lighting as you get a dark panel with just bright buttons and displays with the setting of the overhead turned right down.
     

     
     

     
     
    And lighting in the footwells which most developers don't do. The reflections are very strong (but very good), but that requires an adjustment of the lighting to see out or landing at night.
     


     
    External lighting is excellent. Nose (known as take-off lights) and Wing landing lights and Taxi lights, There are very good Runway turn off lights and Wing scan (Ice) lights that light up the leading edges of both wings, both strobe and logo lights can be set to auto or manual on/off and in the right livery the logo-tail light looks excellent. The rest are the standard Nav and Beacon lighting. The cabin lighting is adjustable via the OIS menu "Cabin"and it is very good, but full brightness is to bright, and this menu also shows other items that are related to the cabin and door status.
     

     
    Liveries
    There are eight liveries with the A350 XWB package that includes a White (default), Home, Carbon and Qatar Home. The first four liveries are related to the A350 testing fleet, the other four are the airlines: Air France, British Airways, Lufthansa and a (Tulip) United.
     


     
    There are sets of 10 liveries you can purchase from different regions of the world that includes Oceania, Africa & Middle East, Asia, Atlantic, Europe 1, Europe 2 and Pacific. That adds up to 70 liveries plus the 8 with the aircraft. Quality is very good but not every airline (like Qantas) are flying the A350 XWB.
     
    Flying the A350 XWB
    The Airbus is extraordinarily interesting to fly...  To a point you do allow the systems to do the work for you, but it is in the way the aircraft does this that makes it interesting, and how X-Plane now is seeing such great programming in flight. If you have flown an Airbus flight system before then you know how easy it is to set up...  set your altitude (32,000ft) and just give the speed and HDG (Heading) buttons a push each to set them ready into "Managed" Mode.
     


     
    One of the great features here is the VD, or "Vertical Display" on the bottom of your NAV/MAP display. The importance (again) of programming the MCDU is highlighted here. If your flightplan is installed and the prefs "preferences" are filled in then the VD will show with the zoom out over a distance your profile of the climb to your set cruising altitude. The aircraft is very good at finding the very best climb rate (pitch) known as "Op Climb" (Open Climb). The aircraft will over the climb to altitude change the V/S (Vertical Speed) to match the conditions of the climb. That includes the points you retract the flaps and your transition point. Takeoff is brutal, and you can climb easily between 3,500ft per minute to 4,300ft per minute, or in other words almost straight up. Certainly if you have a heavier weight the aircraft (Open Climb) will adjust to the load factors. It is then important you match the correct high pitch on leaving the runway or you will get alarms or the aircraft when you activate the autopilot will pull the aircraft nose up to match the required Op Clb profile.
     

     
     
    Once you have left hard stuff and 300ft at the right pitch, then you select the AP1 (Pilot) and ATH (Auto-Thrust) and bring your throttles back into the "A/THR" detent or "THR CLB" on the PFD and the aircraft will then go to the flightplan and correct climb speed while managing the correct thrust and climb rate. To a point it is like riding a Saturn V, you are just sitting there as your climb profile adjusts to the correct vertical speed and is constantly adjusting the speed to flap retraction and transition altitudes. You will find around the orange marker the V/S will drop to about 1400ft per min and then resume when the speed has built up back again to a faster position to 3300ft per min till it again resumes a more relaxed 1600ft per min and continues forever on climbing upwards. Spread out your zoom into the distance and your waypoints (fixes) are noted with the climb profile all the way to your set altitude.
     


     
    At fixes heading changes then pull the zoom back to 10nm and note the curve of the flightplan to the new heading. The aircraft will turn with a smooth grace along the flightplan line. After the initial FL320, I stepped up to my final cruise height of FL365.
     


     
    Sounds are very good right through from start-up to cruise, I did find them a bit whiny in the cruise mode and after a period of time they gave me a slight earache. But high-pitch sounds don't agree with me, so that is personal thing... but I'm not that crazy about it...  I have been 100m behind the nozzle of a Dreamliner and these new-gen latest high-bypass engines are whisper-quiet "is it actually running?" is how quiet they are, we may need to hear a real A350 XWB to see how different they really are.
     


     
    You have dual adjustable screens Nav/Map screens, which are great for different perspectives on the landing pattern. And the VD (Vertical Display) is used the same way as the half-moon line on the Boeing 777 to target your initial and final approach heights. The landing brakes are set to their setting and shown on the PFD as: BRK LOW - BRK 2 - BRK 3 - BRK HI (High), the 2 or 3 is medium in the old way. Note the smooth turn curve at a low speed and height, it banks the aircraft perfectly for a final approach.
     


     
    On finals I took control of the speed and selected, "Selected" mode and 160knts, the purists will roll their eyes but I found the aircraft going too fast in "managed" mode or 270knts and needed to pull that speed back to get ready to align up the runway. You however don't really move out of "managed" mode on descent, So I found it was very important that the QNH "nautical height" is set on the MCDU (FMS). So to set the QNH correctly for the aircraft is to set and adjust the speed to the height (or pressure). Flying an approach with the QNH set correctly was very different than if it was not set, and the speed was then controlled perfectly in the descent.
     


     
    Handling at low speed is very good, the aircraft will depending on the weight will land even as low as 140knts, the A350 does tend to point nose (pitch) down on the ILS and that can create the issue of pulling the aircraft nose up to flare...  but that can be quite compromising in that if you get it wrong in to much high pitch you will suddenly balloon and float (X-Plane issue) or land nose wheel first (not enough pitch) the middle (perfect) position is a bit of a feel to find at first, but possible and easy after a few landings.
     


     
    Once down and after the armed speedbrakes have activated, then activate the THR-REV (key or joystick button) by opening the REV doors and powering up the throttle. I love the control this system gives you on the amount of thrust you want...    off the throttle and then rekey the REV doors to close. Once at taxi speed you can then clean up the aircraft and head for the stand.
     
    Summary
    It is in a way a contradiction the A350 XWB from FlightFactor aero. It is massively detailed and certainly with the menus and systems, but there is a simplicity to it as well. It is a clever contradiction because it covers a lot of bases from users that are new to simulation and others which require the very deep immersion that you expect from aircraft of this price range. The A350 will keep both camps very happy indeed, but it is not as deep or as involving as the Boeing 777 or Boeing 757, but then again it is not meant to be either and maybe the "Pro" version will fill in those small gaps.
     
    Like many aircraft released today for X-Plane the A350 XWB is another aircraft that the more you put into it then the more you receive back out again, It is very deep into systems and menus, so a bit of study and flight pre-planning will go a long way in getting the depth that will reward you, so a good start is putting aside some time to study the (excellent) manual that will certainly help in understanding the aircraft and get the best out of it.  likewise it is also far easier to quickly set up and fly (certainly with your flight-plans being X-Plane .fms plans) that can allow you to set and fly a flight in a very quick amount of time, even from a cold startup. So you won't be spending a hour or so programming the FMC, if you don't have any saved routes like you do with the B777, B757 or JARdesign's A320neo. However the total replication of a FMS (Flight Management System) like on the B777 and in this case the SID/STAR component is missing for now, do you miss this? well yes and no, no doubt we want the aircraft to be an almost perfect duplication of the the real cockpit, but the ease of programming the route and flight prefs does make it far quicker and gets you flying almost immediately. I miss the First Officer (F/O) point of view of flying the aircraft, and the option of switching from the Capt to the F/O for takeoff and landings, you can assign the joystick to either position, but it is for a visual point only and has no control (or movement on the F/O side). For value, the aircraft is very well priced even if it is as noted not the full "Pro" version, I found the aircraft more feature loaded and with great quality than most aircraft in this competitive price range.
     
    Features abound and you will be the happiest pilot on the ramp of any hub with the way you can set up and service the aircraft. I like to fly the whole deal from start-up to shut down and everything in between including loading and unloading the aircraft. It is not just the flying in simulation that counts, it is the total experience.... and in that department the A350 XWB does not disappoint.
     
    In the flying experience it is very Airbus with the fly-by-wire, alpha protections and control laws, It has the best X-Plane Airbus plugins and you will want for nothing. This is the very best in Airbus flying yet in those perfect airbus automated procedures and laws, even if the aircraft does a better job than you...   and that is the Airbus way of flying.
     
    _____________________________________________________________________________________


    The Airbus A350-900 XWB Advanced from FlightFactor is NOW Available from the  X-Plane.Org Store.
     
    Price is currently US$ 49.95 : Get the - Airbus A350 XWB Advanced - Here
     
    Livery packs at US$10 for ten liveries are available here: A350 Liveries Include: North America, Oceania, Africa & Middle East, Asia, Atlantic, Europe 1, Europe 2 and Pacific.
     
    Documents and Install, Download is 209.10mb, that is unzipped into your Heavy Aircraft Folder of 309.40mb. The aircraft will only fly in X-Plane version 10.30. You have to insert a key to activate the A350 XWB, and it is highly recommended you totally restart and reload the A350 XWB from scratch from the desktop. To align the (SASL) plugin correctly.
     
    Features
                 Fully custom aircraft systems (elec, hyd, air cond, ADIRU, etc.)
                 Fully custom ECAM monitoring system with all screens and functions included
                 Fully functional airbus style alert system with multiple status and procedural lists
                 Fully functional interactive airbus electronic checklist system
                 Airbus a350/a380 unique “touch screen” interfaces with dozens of screens and hundreds of functions
                 Fully custom and unique MFD (multifunctional display) system with most of flight planning pages implemented in a new graphical interface, as well as FCU and radio backups just like on the real plane
                 Full OIS screen system with options, ground equipment control, passenger and cargo loading, and even a full user’s manual inside the plane.
                 Old style MCDU and fully functional aux instruments as backup.
     
        Full FBW with Highly realistic implementation of the Airbus “normal law” by QPAC – the most realistic fly-by-wire implementation for desktop flight simulation.
        In v1.0 an advanced flight planning interface (based on XP native data)
        Basic SID/STAR implementation using X-plane fms-files that you can create yourself and share with the community.
        "What you see is what you fly" flight path indication on the ND (i.e. curved trajectories with the turn radius properly computed based on speed and angular turn distance.)
        Implementation of all Airbus AP modes, except some non-precision approach modes (Selected and managed modes, speed constraints respected, "at or below" contraints in phase climb, "at or above" constraints in phase descent.)
        Full PFD and ND displays with fully independent display and different data sources for the captain and copilot displays.
        Independent autopilots
        Many new options like scroll wheel support for switch manipulation
        A very advanced 3D model with HD textures and complete and animated mechanics.
    ______________________________________
     
    Review by Stephen Dutton
     7th December 2014
     Copyright©2014 : X-Plane Reviews
     
    Technical Requirements:
    Windows - Linux Fully Supported
    Mac: Beta version at this time only - Please only buy the Mac version if you feel you can be a beta tester.
    1Gb VRAM, 4Gb RAM
    Current version: v1.0. Last updated: December 7th, 2014
    Updated store#
    Review System Specifications:
    Computer System:     
    - 2.66 Ghz Intel Core i5 iMac 27”
    - 6 Gb 1067 Mhz DDR3
    - ATI Radeon HD 4850 512mb
    Software:     
    - Mac OS Mavericks 10.9.4
    - X-Plane 10 Global ver 10.30 (final)
    Addons
    - Saitek x52 Pro system Joystick and Throttle
    - Bose - Soundlink Mini
    Scenery
    - LFBO Toulouse-Blagnac - Aerosoft (New X-Plane.OrgShop US$21.50)
    - FAJS O.R. Tambo International Airport - tdg (Free .Org)
     

     
  8. Like
    Stephen got a reaction from serene in Freeware Release : Avro Vulcan BMk2 by Daniel G   
    Freeware Release : Avro Vulcan BMk2 by Daniel G 
     
    The Avro Vulcan BMk2 has been purchased (former payware) by Nicolas of the X-Plane.orgStore and has now been released as freeware on the X-Plane.Org site. 
     

     
    The Avro Vulcan (officially Hawker Siddeley Vulcan from July 1963, is a four engined jet-powered delta wing strategic bomber, which was operated by the Royal Air Force (RAF) from 1956 until 1984. The Vulcan B.1 was first delivered to the RAF in 1956; deliveries of the improved Vulcan B.2 started in 1960. The B.2 featured more powerful engines, a larger wing, an improved electrical system and electronic countermeasures (ECM); many were modified to accept the Blue Steel missile. As a part of the V-force, the Vulcan was the backbone of the United Kingdom’s airborne nuclear deterrent during much of the Cold War. Although the Vulcan was typically armed with nuclear weapons, it was capable of conventional bombing missions, a capability which was used in Operation Black Buck during the Falklands War between the United Kingdom and Argentina in 1982. 
     

     
    In spite of its radical and unusual shape, the airframe was built along traditional lines. Except for the most highly stressed parts, the whole structure was manufactured from standard grades of light alloy. The airframe was broken down into a number of major assemblies: the centre section, a rectangular box containing the bomb-bay and engine bays bounded by the front and rear spars and the wing transport joints; the intakes and centre fuselage; the front fuselage, incorporating the pressure cabin; the nose; the outer wings; the leading edges; the wing trailing edge and tail end of the fuselage; the wings were not sealed and used directly as fuel tankage, but carried bladders for fuel in the void spaces of the wings; and there was a single swept tail fin with a single rudder on the trailing edge. 
    The normal crew of five, the first pilot, co-pilot, navigator radar, navigator plotter and air electronics officer (AEO) was accommodated within the pressure cabin on two levels, the pilots sitting on Martin-Baker 3K (3KS on the B.2) ejection seats whilst on the lower level, the rest of the crew sat facing rearwards and had to abandon the aircraft through the entrance door. The original B35/46 specification had specified a jettisonable crew compartment but this requirement was removed in a subsequent amendment and the issue of not providing the rear crew with ejection seats remained highly controversial, especially when a practical scheme to fit them was rejected. A rudimentary sixth seat was provided forward of the navigator radar for an additional crew member; the B.2 also had an additional seventh seat on the opposite side from the sixth seat and forward of the AEO. These seats were no more than cushions and a full harness and an oxygen and intercom facility. The visual bomb-aimer’s compartment could be fitted with a T4 (Blue Devil) bombsight but in most B.2s, the space was eventually fitted with a vertically mounted Vinten F95 Mk.10 camera for the assessment of simulated low-level bombing runs. (wikipedia) 
     
    The Vulcan was powered by four Bristol-Siddeley Olympus 201 12,000 lbf (53 kN) thrust or Olympus 301 of 20,000 lbf (89 kN) thrust) - two-spool axial-flow turbojets.  Vulcan B.1 XA903, surplus to Blue Steel trials, was converted to a similar layout to XA894 to flight test the Olympus 593 Concorde engine installation. 
     
    Performance : Cruising speed  Mach .86 indicated, Maximum speed  Mach .95 indicated  Mach .93 indicated (Mach .92 with 301 engines)  Mach .93, Service ceiling  55,000 ft (17,000 m)[253]  45,000 ft (14,000 m) to 56,000 ft (17,000 m)[nb 2], Maximum Takeoff Weight 204,000 lb (93,000 kg). Avro Vulcan BMk2 
     

     
    If you like to fly aircraft that are very different and a challenge, then you can't go past the Avro Vulcan BMk2 by Daniel G. This Cold War bomber is like nothing else from its very tight (Nuclear bomb proof?) cabin to the huge wide delta wing. The work by Daniel is very good and you do have a 3d cockpit to squeeze into. Today the cockpit detailing here is now a little flat and old, but it all still works were it counts with pop-up panels (Pilots side, Co-Pilots side and centre), and most of the controls are well created and functional. features of the released version include. 
     
    - Flight dynamics modeled to Avro operating data   
    - Object model exterior incorporating detailed animation of control surfaces
    - speed-brakes undercarriage and crew hatch   
    - 3D virtual cockpit with plugin-free pop-up panels   
    - Avro avionics modeled with generic instruments for all X-Plane capable Vulcan instrumentation   
    - JERA engine sounds sampled from Olympus engines   
    - Compatible with X-version 9 including 9.4 on Mac, PC and Linux   
    - 14 Liveries 
     
    The Vulcan is really like nothing else you have flown. The cockpit is very military and you will need to read the manual (Flight Manual) to work yourself around the cockpit...  Flaps?  There isn't any. but the speed brakes are very effective. 
     

     
    If you feel like starting a Nuclear War then here you have a tactical nuclear bomb in the bomb bay...  The Vulcan initially carried Britain's first nuclear weapon, the Blue Danube gravity bomb. Blue Danube was a low-kiloton yield fission bomb designed before the United States detonated the first hydrogen bomb. These were supplemented by U.S.-owned Mk 5 bombs (made available under the Project E programme) and later by the British Red Beard tactical nuclear weapon. The UK had previously embarked on its own hydrogen bomb programme, and to bridge the gap until these were ready the V-bombers were equipped with an Interim Megaton Weapon based on the Blue Danube casing containing Green Grass, a large pure-fission warhead of 400 kt (1.7 PJ) yield.%5B133%5D[N 6] This bomb was known as Violet Club.[ Only five were deployed before the Green Grass warhead was incorporated into a developed weapon as Yellow Sun Mk.1.
     
    The aircraft here also includes Avro Vulcan BMk2 modeled on XH558 "The Spirit of Great Britain". Which is the last flying Vulcan that is flown by the Vulcan to the Sky Trust. 
     

     
    Operation Black BuckThe only combat missions involving the Vulcan took place in 1982 during the Falklands War with Argentina. This was also the only time V-bombers took part in conventional warfare. The missions flown by the Vulcans became known as the Black Buck raids, which flew 3,889 mi (6,259 km) from Ascension Island to Stanley on the Falklands.] On 1 May, the first mission was conducted by a single Vulcan that flew over Port Stanley and dropped its bombs on the airfield concentrating on the single runway, with one direct hit, making it unsuitable for fighter aircraft. The Vulcan's mission was quickly followed up by strikes against anti-air installations, flown by British Aerospace Sea Harriers from nearby Royal Navy carriers.
     
    In total, three missions were flown against the airfield, two further missions to launch missiles at radar installations; another two missions were cancelled. Victor tankers conducted the air-to-air refuelling; approximately 1.1 million gal (5 million L) of fuel were used in each mission. At the time, these missions held the record for the world's longest-distance raids. The Vulcan's ECM system was effective at jamming Argentine radars, British aircraft in the vicinity had a greatly reduced chance of coming under effective fire. Considering the Vulcan was never part of a long lasting conflict (Falklands War aside). The Aircraft had a very colorful history. The Sky Trust history is well worth reading in that many missions including Operation Black Buck (And the other Black Buck Missions of which there was 7 in all) are all highly detailed. 
     
    So the Avro Vulcan BMk2 is well worth the download and It would be nice if you could support and donate at the Sky Trust to keep XH558 in the air. 
     
      Avro Vulcan BMk2 by Daniel G Is available here - Avro Vulcan BMk2
     
    Stephen Dutton
     
    11th February 2014 
     
    Copyright©2014 : X Plane Reviews
  9. Like
    Stephen got a reaction from Freeman in Free Aircraft Release! : Concorde by Dr Gary Hunter   
    Free Aircraft Release! : Concorde by Dr Gary Hunter
     

     
    Growing up in the sixties was a time of huge speed advances. The predictions were of New York in 3 hours and Singapore in 7 hours via Bahrain, and then we went far faster again...  to the moon.
     
    Looking back now it all feels like we lost have something, yes we can afford to travel the world on a few thousand dollars...  but the excitement and the sheer feeling of the momentum of advances in technology has now been reduced to smart phones.
     
    The real tragedy was that the machines that gave us our biggest breakthroughs were then never advanced forward, there was no Concorde Mk2 or Space Shuttle Mk2. And so there came no advancements on their ideas and weaknesses, like the noise and sound barrier on Concorde and the better insulation tiles for the Shuttle. Instead they were all consigned to museums and with that a negative backward feeling now exists. You know it can be better, as we lived through that now past era of huge ideas and advancement that actually came true and real.
     
    But you can still relive a little of what one machine of that era was, in the Concorde. Dr Gary Hunter created a Concorde for X-Plane9®, so yes this aircraft is old now even by X-Plane standards. It didn't fly very well either lately because of the advances of the simulator, so an update to v10.50 was carried out and the aircraft has been gratefully passed over to the X-Plane.Org to be released...  yes that is right this Concorde is for free!
     


     
    And no matter which way you look at it this aircraft is still one of the very best looking machines ever built, The modeling is slightly old, but not enough not to make it feel totally outdated.
     


     
    The panel is from an era of X-Plane seasons past, and the instruments are quite blurry. But it is totally functional and does have a 3d Virtual Cockpit.
     

     
    There is also a great engineers station, and you need to watch those fuel gauges, they gulp down fuel like no tomorrow, but hey you are also covering the ground at a one mile every two and three quarter seconds!
     

     
    Full cabin as well with the all important speed Mach numbers and altitude.
     

     
    You are seriously moving at m2.2, you can feel the speed even over the smooth Atlantic Ocean, watching my moving map on my iPad, the aircraft is moving as you are watching it even at a high distance, the Nm counter is clicking over click, click, click fast as well...  this is no sub-sonic slow ride to China or as in this ride... to New York.
     
    Distances of descent to any airport will need a bigger or longer distance with this machine as it is a long way down from 50,000ft or even 60,000ft if you are game.
     

     
    Liveries included: Blank or Eurowhite, BA Union, BA Landor, BA Flag, AF, AF Retro, Prototype and Singapore.
     




     

     

     
    New York and "Look Mum, no Flaps!" drop the nose and the speed to 195knts and you get that over familiar hawk look...
     

     

     
    The aircraft is surprisingly easy to fly on approach, but watch for a high nose in the air after landing.
     

     
    Concorde is back in New York!
     
    ______________________________________________________________________
     
    There is a big thanks to the work of Dr Gary Hunter in creating this X-Plane Concorde, and now passing it over to Nicolas of the X-Plane.Org for you to download...  for FREE!, yes just go to the link below (sign in first) and download this Concorde and go....     Supersonic!
     

     
    Yes! the My Planes (Dr Gary Hunter) Concorde is available for download here:
     
    CONCORDE
    Price is Free!
    Features:
    Accurate dimensions 2D and basic 3D Cockpit Object-based model, Very detailed model 8 liveries Cockpits have been totally redesigned. Go to the virtual cockpit and move to the center laterally (right arrow key) then translate backward through the aircraft (shift-pagedown key) to see the virtual cabin interior. All cabin windows are in 3D, and the cabin interior is modeled (seats etc). These differences are most obvious when using LIT textures as you can see inside the cabin more easily. Try circling the plane when flying in low level lighting conditions (sunset for example). Updated and tidied up the 3D virtual cockpit a little. The horizon is 3D now but its hard to notice so I may drop it in future versions. All fuselage doors are operable using keys 8 fuel tanks Full 3D Model Regular Concorde and Concorde 'B' included
    The model B was to have been the definitive airline version of Concorde, produced from airframe number 17 onwards. As production stopped at airframe number 16, the model B never actually took to the air, though much of the design work and improvements were retrofitted to existing Concordes. The most noticeable difference would have been the big wing of the model B, non-afterburning (more powerful) engines and a much greater range. This version also features an airbus style “glass” cockpit.  
    ______________________________________________________________________
     
    Overview by Stephen Dutton
    6th October 2016
    Copyright©2016: X-Plane Reviews
     

       
  10. Like
    Stephen got a reaction from chrstphd in Behind the Screen : January 2017   
    Behind the Screen : January 2017
     
    Well, rested and a head full of ideas, you are ready to take on another year of X-Plane madness and an exciting one at that with X-Plane11 now becoming uber reality… well once all the bugs are finally worked out. But just days into 2017 and most of your enthusiasm has already been burnt and your are rolling your eyes around your head in pain and despair and by the end of the month you can’t believe how hard a month could have been and all that new energy is now already long exhausted.
     
    It wasn’t a bad month per se. In fact it was totally contradictory to the statement above, but it was certainly trialing and energy busting…
    ...  so welcome to 2017.
     
    I hit the boards and came back to the computer days early with the release of beti-x’s sublime Bella Coola scenery in Canada. It was just to good a scenery to not tell you about it, my feeling is that the best scenery of the year gong has already gone and in the very start of 2017 at that right now and not at the end of it, it is so brilliantly good and at that price a real bargain as well.
     
    But my best intentions was that I wanted to start out with X-Plane11 with a totally new and clear slate. With X-Plane10 it had to a point became very unwieldy and totally messy system and that was not without trying to keep some sort of organisation about the whole package. But just too much over the years had been just thrown into the “Custom Scenery” folder and there was plugins galore and a read of my log.txt then you would have banished me to a place just south of the North Pole for complete years of isolation on being able to do any messing up of anything ever again.
     
    So X-Plane11 was to become a clean sheet, a new start and a lighter log.txt of beautiful efficiency and professionalism…  well that is the general idea and to a point I have already kept to that mantra and to the time of refining my main X-Plane organisation layouts (meaning folders) to the best and clearest definition of a purest of systematic structures…  in other words “keeping it all very simple”.

    X-Plane11 in the folders already looks lovely and organised but how long will it all last, for not for very long is my guess but I will try harder this time as the need for my own efficiency and the loss of time tracing bugs.
     
    The updates came quickly and already three weeks in and we at beta 8, and it is all looking quite remarkable. I waited patiently until the New Year before starting to configure and use the new application because there was no point in doing that earlier, and that was a wise thing to do. You do want to look around your new home and settle in but reviews are required and X-Plane10 was the work horse still to get the correct results, but once the later beta’s kicked in I was drawn ever closer to the newer sexier way of flying.
     
    xEnviro
    I noted at the end of 2016 that 2017 was going to a really different look and change for X-Plane, and yes certainly the new X-Plane11 application delivers that look and you feel that in spades but it was a fate situation that at the same time that X-Plane11 came newborn into our world another seismic shift happened as well with the release of a new environmental engine in xEnviro.
     
    Let me be clear in that I have never been a great fan of addon environmental aids. I like the default system to be as basic as Austin and Ben’s newborn code. And when running xEnviro for the first time I was not completely taken with it either and almost disregarded it as another maybe also ran and a big cough at that price. But something this time just made me give it a few more tries and then you get the spine tingling feeling that this was going to be something beyond really special and in our X-Plane world it would be life changing.
     
    First let us be completely evident on somethings about xEnviro. It is in a way a backward step, in that the system is 2d and not 3d (there are 3d objects in there, but not the main cloud formations). It is still buggy as it caused a lot of stress over the last month, and restrictive in ways when you create reviews with only the current local weather available.

    It crashed a lot early on as well with JARDesign plugins causing havoc (I updated the wrong ones or simply put the same unadjusted ones straight back in again). It crashes badly if your internet is not connected or if xEnviro goes off line (I live in Australia so update midnight time in Europe is midday working time for me), and this last one brings up the question of what if xEnviro does go off line or they simply close down, we would need a backup just in case or even a connection to the current X-Plane weather data to keep it running.  You also have to set the settings panel to work for you and not against you, winds need to be adjusted and so does the cloud darkness and a lot more twiddling.
     
    But the advantages with running xEnviro and the effect it has on X-Plane and when certainly paired with X-Plane11 is simply remarkable. Personally I think Laminar Research should buy the lot and make it the standard weather engine in X-Plane and simply be done with it. And I really feel for the Mac users that can’t access it’s charms yet, I hope that situation changes soon.
     
    Once used xEnviro; it is very, very hard to go back to the basic X-Plane default clouds and weather engine even with the X-Plane11 misty soft focus look. It all feels bland and basic after the wonderful formations you have now adjusted used to, and in a bonus it turns X-Plane10 into soft focus X-Plane11 and X-Plane11 with that soft focus already in there is just another world again. Then there is the biggest salvation…  framerate as the plugin is completely separate from the X-Plane engine and there is no effect on framerate, okay a little in high-density periods but nothing that crucifies and fries your GPU until it begs for mercy like the current default cloud system does.
     
    Although the so called “mist” look of X-Plane11 made us divide into two camps, it soon became very apparent it was a very realistic look, and this effect combined with X-Enviro really lifts the look and feel to a whole new level of involvement and realism and that is the aim of the game.
     
    So yes within a very short time our X-Plane view of the world has changed quite significantly, xEnviro brings real world weather to your flying and you are also expected to to up your game in matching real weather situation, either with bad crosswind runway approaches/departures, fog (fog is really good) and changing enroute weather patterns. Because the weather is this close to real you do need another feature built in to the plugin to give you weather details for departure and arrivals. You are a bit blind of the weather conditions and can be caught out as you don’t know what those conditions are until you are faced with them.
     
    Winter Textures
    But for atmospheric flying and views then January was simply overwhelming in it’s delivery. I added in with XP10 my winter textures as well and that just added in more to the ride. Winter textures are great but there is a hole in a few sceneries that need fixing. In most payware sceneries the ground ortho textures are part of the scenery, so with Winter Textures activated you get a green patch in the middle of the whiteness. I do wish more scenery developers would provide winter textures with the scenery as an option, but they don’t so you find a fix.
     
    I created a batch action in photoshop to process the hundreds of texture files, you have to convert to png from dds, to use it in photoshop, but can’t convert it back again to dds. You can with Laminar’s Xgrinder tool, but you can’t automate it to cover the hundreds of files but only with a one on one process which takes too long (even the batch auto takes 20 minutes) but the results are worth it. Putting the adjusted winter files up on the X-Plane.Org is also a no go as it contravenes the developers copyright.
     
    I started this process last year, but this year reorganised the file structure and in the way the MOD (JSGME) tool does the replacement work of the files, and fine tuned the process to create the winter style files efficiently. It works very well but it is restricted to only the ground textures and not the buildings, but it looks and works very well. Another slight with Winter Textures is that the ground textures for the default autogen is still in full spring bloom, so you get patterns of green in the background white.
     
    In time of course X-Plane will intergrate the seasons better into the simulator with X-Plane11, but the developers will still have to provide the extra winter textures to make it work. When done like with beti-x’s remarkable Bella Coola which has replacement textures it is a winter wonderland spectacular. So it works when done well.
     
    X-Plane11
    But back to X-Plane11…   Like I mentioned my adoption of X-Plane11 was rather slow and you would think doing what I do that I would be the very first one in there to pull it apart. But the world today is a very different place than in my youth as with software the first out version is never completed, I rarely now buy any new Apple iPhone on release but a year behind as then it is all sorted and fine tuned and that most certainly is the case with X-Plane except with sceneries, and that is absolutely certainly the case with X-Plane11. This is highlighted even more because getting in first would be giving out the wrong information and the least everyone needs right now is well the latest buzzword in “Fake News”.
     
    But some impressions are worth noting. First X-Plane11 is good, and to the point of being very good. You are seeing a sort of professionalism now coming into the simulator. X-Plane was always early on a clubhouse enthusiastic experimental sort of occupation and the idea that anyone can come and build and then fly their own aircraft. And certainly don’t get me wrong as that is still the foundation and heart of the simulator as it’s name reflects that vision.
     
    But this aspect can also create a problem in that these clubby people don’t really like things to change and although they highly welcome new people you still have to conform to their old fashioned out of date ideas. Tradition is to be respected but mostly in any area of life or business is that if you have that out of date mentality you will wither and die.
     
    As a human race we hate change, we like things the way they are “thank you, very much”, and I am one of the worst one for that. But we live in a world of change and if not our world will die or in this case the one thing we love the most is in our own simulator. Could you really live with Flight Simulator or an X-Plane that stopped evolving now ten years ago, yes the fringes of FS are still very vibrant but the core is static and very, very old.
     
    Many users see X-Plane11 as the dumb down of the simulator. A flashy intro with wizz-bang graphics to select our aircraft and sceneries, and the real horror of taking away our detailed settings that kept us twiddlers happy and contented for hours. But use the new simulator and those early disquiets quickly disappear.
     
    In reality the old x-plane set up panel was a mess or just plain pre-millennium basic. In X-Plane11 you really now have a lot of choices and the quick drill down for more of the more detailed choices in the interface to quickly and speedily do the set up of what you want. The really annoying thing with the older version was that you mostly had to start the simulator to make the changes and then reset everything for what you actually wanted, were as the X-Plane11 version is a one stop shop, go then fly. There is no doubt a lot of time, money and research into how to make the very best interface for X-Plane has been done by Laminar Research and beyond those flashy graphics it is a solid system.
     
    My horror like most to the dumbing down of the graphics page menus was to simply want it all back. But again use it. My twiddling was usually to the negative and not to the positive in most cases, in other words my efficiency went backwards and not to the better with my constant to and throwing of the settings, and in most cases I kept a preference copy to get me back to the default point I should not of changed in the first place.
     
    But the totally overall point of both areas changed above is the sheer change in the speed of not only the loading and starting of X-Plane, but the efficiency of how it runs. As Ben Supnic notes, just to have one setting of the very inconsequential settings like traffic and trees is that they can be really be made to be more focused and aligned for ultimate processing and in other words better processing with your computer and that results in a far better framerate.
     
    Speed is the key here and not the dumbing down of the simulator. Speed to start up and select what you want and to get you flying more quickly and the efficiency of the simulator working for you and not fighting you is what X-Plane11 is all about.
     
    See you all next month
     
    Stephen Dutton
    1st January 2017
    Copyright©2017: X-Plane Reviews
     

     
  11. Like
    Stephen got a reaction from KeldWN in News! - First X-Plane 11 feature and Release Videos!   
    News! - First X-Plane 11 feature and Release Videos
     
    Laminar Research have released there first X-Plane11 video, covering the new features....  Lighting, Reflection and Fog
     
      They also note...   X-Plane 11 includes:
    A new, intuitive user interface
    An overhauled aircraft fleet, plus 4 brand new aircraft
    High-resolution exteriors and detailed 3-D cockpits on all included aircraft
    European buildings and roads
    and more!
    I have now added in the two X-Plane 11 release presentation video's and I will add more as they become available...
     
    X-Plane 11 presentation. *Part 1*
        X-Plane 11 presentation. *Part 2*   _____________________________________________________________________________________  
    Stephen Dutton updated 9th October 2016 Copyright©2016: X-PlaneReviews    
  12. Like
    Stephen got a reaction from Laurent Avia71 in Aircraft Review : Fournier RF-5B by Avia71   
    Aircraft Review : Fournier RF-5B by Avia71
     
    Motorised gliders make the hard part the easy part...  that is just getting up into the air. And once up there it is nice to be able to position yourself quickly at the right point to collect the full potential of those lifting updrafts. So you don't then have to rely on a puller plane to get you up in the air, and if you get bored you can easily power up and head on home. The disadvantages are of course the weight you have to carry around with you, it is not a pure gliding experience par excellence, but in reality the disadvantages outweigh the purity of the sport as this versatility makes the aircraft easier to run, use and fly without any outside assistance and it is those set of conditions that have made the Fournier RF Motorglider a very popular aircraft.
     
    These aircraft are known as "Touring Motor Gliders" for the obvious reasons, but there are different ideas to do the same thing. Most of these lightweight powered gliders have only a small puller or pusher engine, either mechanical or electric. Where as the Fournier is different is that the engine is quite large and very powerful for the size and weight of the airframe. The B version here uses the 50.7 kW (68 hp) Limbach SL 1700 E Comet engine, and that makes it a true touring aircraft that just happens to good at gliding and be semi-aerobatic as well.
     
    Built by René Fournier in the central French area of Nitray , near Tours. The famous RF aircraft was the first of what we now call Touring Motor Gliders. The Frenchman already had an outstanding pedigree as René Fournier as he was already a recognized artist in the early 1950s, an amateur pilot, aircraft mechanic at the patented School of Rochefort , he was also poet, a violinist and especially a ceramist. He also was already highly involved in creating sailplanes and the early prototypes of the RF-5B carried small motors. 
     


     
    Fournier RF-5B by Avia71
     
    Gliders are rare in X-Plane, maybe one a year. And so when a new one comes along if you are albatross minded it is usually worth a look.
     
    This aircraft is a replica of the developer's personal aircraft, which was uncovered in an old hangar and restored back to flight. This is the "Lady Wander" (N99098) and the aircraft first flew in in 1971.
     
     
     
    Design wise it is basic, but well done. Remember the aircraft is not from a fully developed design studio, but one person's personal project to bring the aircraft to life in X-Plane. So detailing is minimal, but the aircraft is plugin based and not a Plane Maker design and that means it does have some quality above the standard issue basic X-Plane structures with good features.
     



     
    The forward panel is basic but well laid out on a cork or rough hardboard base. Four large major instruments dominate with the  airspeed, VOR fix, altitude and the smaller rate of climb instruments. An amp meter is left with oil pressure and temperature gauges next. An engine RPM counter is next to the well calibrated artificial horizon, which is different but effective in its grey/black background. Airbrake indicator (0 - 1/2 - Full) and slip bubble indicator. Right panel are lighting and ignition switches with push pull choke, Fuel cutoff and Carb heat knobs below. A large compass is on the top of the panel.
     
    Below the panel is the Starter (engine) Brake and the huge handle to control the variable pitch on the propeller. This lever is important to convert from the powered flight to flattening the pitch for glider flight.
     
    On the central lower panel there is a Radio set which is an unusual unit because it is COMM (1) and NAV (VOR2) setting (usually it is Comm 1 and NAV - VOR 1) and set below is both a Davtron Chronometer and TRIG Transponder.  
     
    Left side is the (small) throttle, and on the right a pitch trim lever, right down under seat is the airbrake lever.
     
    Being a two-seater the Fournier does have instruments in the rear as well, but only the basic airspeed, altitude and rate of climb instruments... oh and the second set of a stick and rudder controls to fly the aircraft.
     

     
    By pressing either side of the compass you can pop-up either the X-Plane GNS430 or an earlier basic Bendix/King unit.
     


     
    There are two options in a fully opening (animated) canopy or a twin open seat arrangement with small screens. An optional animated pilot who seems to be on a Sunday afternoon fashion posing outing can be switched in or out. 
     

     
    Seats are basic but in a well done leather covering.
     
    Flying the Fournier RF-5B
     
    The aircraft looks very fragile sitting on the glass or hard runway surfaces. A single wheel (glider style) supports the aircraft and the wings are supported by single stick like none retractable support wheels.
     


     
    The Limbach engine is quite throaty and powerful as you increase the throttle and surprisingly in a low wind the Fournier is very stable on the takeoff roll. Around 40mph (35 knts) the tail will lift as you gather more speed and rotation is around 55mph (48knts) with a slight back pull of the stick.
     

     
    It helps to internalise that large support wheel straight away to quickly clean up the airflow around the aircraft, but you do have a fair bit of power at your disposal. The Fournier will climb quite easily but you will need to find the right balance between the power (speed) staying static and your best rate of climb, i found it was around 700fpm which is very good, but 500fpm does give you more space to go faster as you climb.
     




     
    Once at your desired altitude the 360º view is very good, but you will need to adjust something before you get too relaxed.
     

     
    Twiddling with the small trim lever will balance out your rate of climb and steady the aircraft, it is a little fiddly to get it right, but the aircraft is much more stable when you get the right setting and easier to fly over a distance. The only other force is the power from the propeller that gives you a slight yaw that you have to correct with the rudder pedals.
     
    Powered to Glider flight
     
    Once you have reached your altitude and position, you will want to go to glider mode. You stop the engine by pulling out the "Fuel Switch off" knob and then you wait until the propeller has spun down.
     

     
    Then you feather the prop via that propeller pitch handle to lock it into a horizontal position, and you can now go soaring...
     
    ...  don't however just pull the handle across without shutting the engine first and letting it spin down, as the consequences of that action will mean you will blow up the engine and have a smoke filled cockpit.
     
     
     

     
    Restarting powered flight requires a bit more effort. Because the engine is not running and has become cold and so you will usually get the "Carb Ice" notice and the engine is now too cold or frozen to restart. So you first have to pull out the "Carb Heat" knob and when the notice disappears can you then push in the fuel shutoff, then release the propeller from the horizontal position and finally hit the left lower side starter button. The engine won't start straight off, but you will need a little throttle (not too much to flood it) and then it will fire back into life.
     

     
    With the Fournier being a well balanced Glider (correct trim important) then the aircraft is very light and easy to fly. It can turn on a dime as they say, but it is very easy to position and slips down easy for approach.
     

     
    The airbrake lever is positioned on the floor and you pull it up (two settings available) as noted on the panel. Note the built in checklist.
     

     
    Those two stage airbrakes come in like throwing an anchor out of the cockpit. So you have to be aware of the sudden speed drop and to not create a bad stall.
     

     
    In the air we can get a better look at that big single landing wheel.
     

     
    The single wheel with a safety guard is very well modeled and animated.
     

     
    Excuse the pun but you sort of glide in to a stable landing at around 40mph (35knts) landing speed, use the airbrakes wisely unless they will catch you out if you are going to use them close to the ground, I found a quick up and down of the lever adjusted the speed for touch down.
     

     
    The Fournier is quite stable back on the ground with those out set training wheels, there is none of this sudden twist when you have to put a wing down on the grass to stop, like you do in a normal glider.
     

     
    A gentle touch of the brakes when you have run off a little of the speed will bring the Fournier to a stop and it is of course a little faster stopping on grass. Taxiing is no problem with easy manoeuvrability just like any other taildragger.
     
    Menu
     

     
    You can access a pop-up menu by pressing the (71) tag in the lower left screen.
     
    The simple menu covers "Field of View". There are eight spot points of view that are good except for the two outer views which note the view towards the aircraft, but actually face forward?
     
    Covered or open cockpit, Show pilot or an empty aircraft and the radio set view behind the control stick. And if you select the clickboard image it shows a forward view above the compass?
     
    Liveries
     
    There are eight liveries including a blank white. All are quite bland, and more livery detail and depth would have helped in bringing the aircraft to life more as the 3d modeling is quite good, and there is quite a wasted good selection of great real life liveries available for this aircraft on the web
     


     
    Lighting
     
    I don't think the Fournier can be flown at night as the panel is completely dark and the instruments are not very visible or even recognisable, externally it is also standard navigation lights, wing strobes and a single large landing light.
     

     
    Performance
     
    Wing Span : 55ft 10in (17.02m) Empty Weight : 1,014lb (460kg) Gross Weight : 1,499lb (680kg) Max Cruise Speed : 118mph (190km/h) Economy Cruise : (75mph) (120km/h) Stall Speed : 42.5mph (68km/h) Service Ceiling : 18,050ft (5,500m) Engine : 68hp Limbach SL 1700 E  
    Summary
     
    Internally and in flying performance the Fournier RF-5B is very good, but the average skin of the aircraft and liveries lets down a far better aircraft sitting underneath. Real RF-5B's have more detail as you can see the wooden slats and wing frames under the canvas, were as here the wings are mostly plain on both sides. There is slight evidence of this canvas on frame but not enough to give the aircraft life or a realistic look. X-Plane is now in the world of hyper-realistic quality modeling and textures, and you notice that here.  
     
    The effects and design are good inside the cockpit, and it is really great and easy to fly and convert from powered flight to soaring flight and back again.
     
    If you want a a great motor glider and there is certainly a lot of versatility and even a lot of fun built into this great classic French aircraft, then you will love this clever machine from a very clever Frenchman.
     
    ______________________________________________________________________
     
     
    Yes! the Fournier RF-5B by Avia71 is NOW available from the new X-Plane.Org Store here :
     
    Fournier RF5B
     
    Price is US$19.95
     
    Features: Complete 3D cockpit Two versions : canopy and opencockpit (switch even in flight) Two GPS included : simple receiver and X-Plane 430 (switch even in flight) Instrument switches (even in flight) HD textures Custom sounds Custom animations 8 livreries In flight special procedure for feathered propeller, as the actual aircraft Checklists and procedures inside the cockpit Pop Menu Easy access around cockpit and outside Field of view adjustment Switch between 2 models : opencockpit or canopy  
      Installation and documents:
    Download for the Fournier RF-5B is 55.90mb and the unzipped file is deposited in the "General Aviation" X-Plane folder at 66.10mb.
     
    An 18 page manual with checklists and original Appendix is supplied
     
    Requirements:
    X-Plane 10.45+ (Any edition) Windows, Linux and Mac in 64bit mode 1Gb VRAM Video Card Minimum - 2GB VRAM Recommended   _______________________________________________________________  
    Review by Stephen Dutton 14th September 2016 Copyright©2016: X-PlaneReviews   Review System Specifications:
    Computer System: Windows  - Intel Core i7 6700K CPU 4.00GHz / 64bit - 16 Gb single 1067 Mhz DDR4 2133 - GeForce GTX 980/SSE2 - Samsung Evo 512gb SSD 
    Software:   - Windows 10 - X-Plane 10 Global v10.50
    Addons: Saitek x52 Pro system Joystick and Throttle : Sound - Bose  Soundlink Mini
     
    Scenery or Aircraft
    - KLAL - Lakeland Linder Regional Airport 2.01 by Drankum - (X-Plane.Org) - Free
     

     
  13. Like
    Stephen got a reaction from MercuryMat in Aircraft Update - Coming! : Challenger C300 10.50 by DDen   
    Aircraft Update - Coming! : Challenger C300 10.50 by DDen
     
    DDen has announced that his Challenger 300 Private Jet will have a 10.50 makeover. The developer always does a quick update to his aircraft once the latest X-Plane version goes final, but there are a few nice extra tweak's coming along here as well.
     


     
    The upgrade will have an upgraded version of DDen's excellent "Reflections Plugin", the one now is very good, but a little too over shiny.  
     
    Those amazing cabin and cockpit textures will get even better with new techniques in textures and lighting...
     

     
    Internal natural cabin light with overhead lighting off is improved (nice)
     

     
    Cockpit gets the same treatment and a better feel...
     
    ...  textures are improved for better resolution at lower levels.
     

     
    The flight model will have a tune-up as well...  DDen's updates are usually very quick, and to keep informed on the progress of the update then go to the 10.50 dev page here:
     
    Update for 10.50+ in the works on the X-Plane.Org.
     
    ______________________________________________________________________
     
    Stephen Dutton
    1st September 2016
    Copyright©X-Plane Reviews: X-PlaneReviews 2016
     

     
  14. Like
    Stephen got a reaction from CaptainVirtual in Behind the Screen : July 2016   
    Behind the Screen : July 2016
     
    July carried on of where June left off, fixing scenery. As a recap I spent too much time one weekend looking for a errant object buried in the scenery that kept bringing up alert boxes and this was a payware airport. A great tip on finding these nasties came from a friendly user, thanks for that. But here I was back again at square one with another annoying scenery issue.
     
    I wanted to use a long forgotten but a good scenery of Washington National or KDCA for a review, but when opening up the scenery I found there was two control towers, overlapping static aircraft and gates sticking out of buildings of where there should be none.
     
    Easily fixed? Not on your brother it wasn't...
     
    Pulling out all my KDCA and Washington objects out of the Custom Scenery folder left the culprit bare, it was an old 2003 era KDCA alright, but with all my KDCA's and all my Washington objects removed then why was it still visible? After an hour or so of twisting folders in and out it of X-Plane it steadfastly refused to go away, all checks with X-Planes default "Scenery Gateway"didn't result in any conflicts either...  So how to find the culprit? 
    Here you have to go Sherlock and use a lot of creative thinking. But the only way really was to home in on the tile it is placed on. This was +38-078.dsf and bringing up a search of +38-078.dsf brought back a still a huge number of choices. But I had eliminated already most of the obvious and went through the rest, slowly, file by file. Annoying is the fact this KDCA or DCA scenery was not made with DCA in the file title, so a search of that region didn't work the magic either, but I finally found the offending objects and they were buried in a side addition of a Baltimore scenery, you had to go way two tiles over in the OverlayEditor just to finally find them? A quick grab of all the objects and a "delete" and "save" and the buggers were finally gone, so was another three hours of my life and that goes on the list to St Peter for when I want the time lost in this life in that I want the time back or added on to my set lifetime for wasting time on things that you shouldn't or didn't want to do in the first place, but at least KDCA is now fully workable and back in my route network, who says this X-Plane world building caper is easy.
     
    July was by and large a bumper month in releases. You had a little bit of everything from a very nice helicopter in the Schweizer 300CBi from Dreamfoil Creations, and a note that Dreamfoil's next aircraft is the Hughes 500D of Magnum P.I. "Island Hoppers" fame. 

    The MD-88 by Rotate is maturing nicely now as more and more features and bugs are refined in the version 1.20 Update. I note that these aircraft are an investment, and certainly the aircraft was wanting more at it's initial release. But when a developer is new to the game and certainly at this level, you have to cut them some slack, which certainly didn't happen in this case. But if the developer doesn't deliver you have every right to go apeshit and demand your moneyback, but the sign of a good and even great developer is just too deliver and learn from the experience. Even JARDesign with his early A320neo was another case of learning a vertical learning curve, but the work since has been prodigious. So as a critic we have to sum up the parts and balance the raw from the truth, as noted an aircraft and scenery is a long term investment and you have to review it that way even though the current events are saying the opposite of the fact...  Our family motto is "Keep the faith" and that is sometimes the best thing to do.
     
    The annoying developers are the ones that don't learn and repeat the same mistakes ad nauseam, poring out the same small issues over and over again and wonder why they are quickly discounting to sell all their hard work, you can only play that game for so long before your reputation starts to go south. There is no point in adding in feature after feature if the basics don't work, the basic operations are what in reality simulation flying is all about.

    I was very surprised on how really good the FlightFactor A350XWB was now. Like I noted in the upgrade review Airbus A350 XWB Advanced v1.3 by FlightFactor. There was far more in here than adding a gloss shine to the hull in this upgrade, and I admit the missing FMC or in Airbus speak the FMGS does certainly not put the aircraft at the level of FF's Boeing products, but there is no doubt the basics are more than ready for that next step to "professional" status, overall it was a very nice aircraft to use and fly.
     
    In many of my scenery reviews I tend to note the airport's services and routes as much as its usually very good quality and infrastructure. Mostly other reviews usually only focus on the actual scenery and features. My point is that, you could have the very best scenery ever produced, but if it isn't being used it is a total waste of money. I have mentioned this before in "Behind The Screen" but it is a worthwhile point to make again.
    The trick on using X-Plane to it's full value is to create a strong network of destinations and the great use of certain areas. Laminar Research's data noted that most user flights are under or around two hours or mostly between dinner and going to bed or for an afternoon's flying.
     
    And that is fair enough as "Games of Thrones" is also wanting to share your personal downtime. X-Plane to a point is not a shared experience unless to get the odd "Will you turn that bl...dy sound down!" from the family or the neighbour's. On a funny side note to that, my very patient neighbour's couldn't understand why they kept on hearing a fully blown Boeing 737 at the very late hours in their bedroom and miles away from the nearest airport, they are Japanese as well to add into the confusion...   I now wear headphones after 9pm.
     
    But back to valuable scenery and networks. I found to get the very best experience out of the simulator is to build up a strong if small network. All destinations are high quality scenery, routes can be refined and set for various approaches and saved for instant use. I use WorldTraffic (but X-Life is fine) and that system is refined to use the same network and again refined to get the most optimum services and aircraft. Ditto with JARDesign's Service plugin for ground services for departure and arrival, they can also be refined with the correct airport logo's or airline services. Yes you can have many of these tight but excellent networks of which you keep building and refining and even cross between them if you want to (i.e. UK-European network to the US network or US network to your Australian network and so on). This is why I wanted a better LFMN - NICE because it was in a valuable position in my UK - Italy - Spain network and the Aerosoft version was crap, and so a big hole was filled and the scenery can now be used effectively.
     
    The point is that all the sceneries within the networks are used and used very often, so they no matter how much they cost they have a lot of value, and any scenery added to the network is not going to a wasted purchase or a waste of your money, and that should be your main consideration of any scenery purchase...  the amount of use you can get from that purchase. So links or routes to the scenery are important, even if it is not a major port. Effectively you can purchase a scenery just for that one position and not for a network, providing it gives you a return for your investment. That is say for local GA flying or by say a feature area like the Grand Canyon, again the main factor is how much you can use that investment in return of your purchase.
     
    Aircraft are again the same thing, don't buy something you can't use...  but buy something you will use a lot and return time and time again to that cockpit, it is no use having the largest Air Force in the world if you only fly a few of it's aircraft.
     
    I do like also to add variety to my flying life in replicating a real life event. As noted I follow the Formula One Racing Car circus around the world with the flyaway races (European Races are done with trucks). I have followed F1 since the middle 70's and so it has been a big part of my life, but this flying to the race destinations creates a lot of work in preparation in routes, liveries and making sure the correct scenery is in place for arrival (and departure). You are also moving every two weeks to another destination, and gives your flying a reason to go somewhere you would never usually fly normally, and Baku of Azerbaijan was a new one this year to emphasise a destination that is not only different but highly challenging to fly to.
     
    Another flight in the same vein was to replicate the "TeamGB" flight from London (Heathrow) to Rio (Galeão) which was my first flight from Europe to South America, different, challenging and quite involving in preparation and then 11 hour flight itself. So as July went, it was a very busy month in X-Plane, very busy.
     
    Stephen Dutton
    4th August 2016
    Copyright©2016: X-PlaneReviews
     

     
  15. Like
    Stephen got a reaction from MercuryMat in X-Plane Version 10.50: What is new   
    X-Plane Version 10.50: What is new
     
    Laminar Research has released version 10.50 of X-Plane. In this article we are going to explore what was part of the 10.50 release and the changes that are relevant to the simulator.
     
    Closing of the door
    Version 10.50 is more relevant than most X-Plane updates in the fact it could be the last version of series 10 of the simulator. Certainly there will be increment releases still coming in the 10.50 timeline and maybe even up to v10.55 or even v10.56, but otherwise the development stops here in what is this series version of the simulator. So did Laminar Research set out to achieve its goals and what do we now have in the original promises on the release 24th November 2011 of this current X-Plane version 10 or did they fall short.
     
    My personal view is that Laminar certainly delivered on all the promises and a lot more on top for extra measure, so you certainly got your money's worth (in time) and you did get the constant revisions that make the simulator relevant and they delivered great value. Some areas are still not quite perfect, but in most areas the simulator is a huge and even massive step away from its v10.00 origins.
     
    In reality X-Plane10 was a game changer for Laminar Research, and even in hindsight it was a precarious gamble to lift the simulator from its basic hobby based background and foundation, to be a more worldly product in that could be even be the "best" Flight Simulator system on the market, and even live up to founder's Austin Meyers boasts that X-Plane could mix it with the big boys.
    All that risk was based on if X-Plane10 could deliver on its promises, but those risks were based on solid foundations and very good developmental ideas. 
     
    So what where the X-Plane10 promises...
     
    Better Weather A "Plausible" World with autogenerated scenery Global Lighting system (HDR) Detailed Terrain with accurate altitude data Detailed roads ATC - Air Traffic Control  
    In almost all cases the v10.50 update touches on all of the above, so we will answer the final verdict on the promises as we detail the v10.50 update in detail.
     
    Startup
    v10.50 brings you a new startup screen, with white bands and the loading information that goes right across your screen.
     

     

     
    But don't get used to it as it is only a temporary layout and the X-Plane11 startup will be totally different. It feels brighter (on a big monitor) and more basic than the older blue box for information version, there is possibly a reason for a change this late in the version run, but I really can't see why?
     
    Updated default simulator aircraft
    Throughout the X-Plane10 run the default aircraft that comes with the simulator have had a few revisions and updates. The biggest revision was two years ago in v10.30 when Laminar Research added in the Garmin 430/530 gps system.  This was an extra major feature not promised or charged for and no doubt it had a lot of developmental cost, it is now our main gps system and proud of it we all are. Another item that affected default aircraft was X-Plane moving to 64-bit and away from the 32-bit 2-4 GB memory restrictions. Again another v10 bonus that leapfrogged the simulator forward by a huge step, but then most aircraft that used plugins had to be adjusted over to the 64-bit format.
     
    Two default aircraft have had a big workover in v10.50 in the King Air C90B and the Beechcraft Baron 58 (the Cessna 172SP has already had a big upgrade a few years ago).
     
    Beechcraft Baron 58
     


     
    The revised aircraft are now easily payware quality. Great detail and with very few bugs, they fly great especially this lovely Baron 58. They are however no Carenado level of quality and features and you notice the missing menus, VOR distance and better sounds.... but they are free after all.
     


     
    Outwardly the aircraft looks the same as the earlier version when you first get into the aircraft, but your eyes deceive you.
     

     
    Put the Baron 58 aircraft side by side (v10.30 to the left and v10.50 to the right) and the detail differences are absolutely huge in quality (look at the door frames and rivet work in the engine cowlings), instruments are cleaner and clearer as well. So there has been a complete overhaul of the design.
     
    King Air C90B
     
    The chances are the King Air C90B was your first serious aircraft for doing professional VOR flying. The Boeing 747-400 had limitations once you cleared away the wow factor, and the tiddler 172SP didn't have any speed. So when you came into X-Plane the C90B it was where you learnt to manually fly, navigate and get in that first longer serious flight. I did, and the memories still linger.
     


     

     

     
    The revision throws in more quality and the refinement is very high, again up there with payware money. Only things that are not up to scratch are the low idle sounds, and too much power for taxiing. Even if you pull back the mixture to idle and almost feather the propellers, you are still constantly on the brakes to slow the C90B down, on hold and ready to take-off with the levers all forward...  it is like holding back a pack of rabid dogs.
     
    Global aircraft enhancements in 10.50 include better prop disc visuals and they now work correctly in the replay mode, auto-pilot can now hold a basic rate of turn, elevator deflection in trim has been refined, stall warnings are now more realistic and the crash limit has been reduced from 20g to 10g. Finally developers can insert datarefs to adjust the volume on the radios, this means different volumes for different radio channels and thankfully there will be no over loud shouting anymore in your ears. 
     
    On both of these aircraft the deal feels more towards X-Plane11 than X-Plane10. Get them ready and get them up too scratch and that has certainly been done here, but the surprise here is the default and the icon of X-Plane10 in the Boeing 747-400, there has been no update there and that is the aircraft really needs the attention after nearly five years flying, and surprising also because it is by far the most flown default aircraft in X-Plane by 5% of all flights in the simulator...  I'll shake my head on that one.
     
    ATC - Air Traffic Control and A.I. Artificial Intelligence
    The X-Plane ATC system feature has been a difficult one since day one of X-Plane10. To a point it was put into the Laminar "too hard" basket for years until the feature had to finally have the much required attention or be dropped for a third party plugin version.
     
    A big part of the X-Plane ATC is the "Artificial Intelligence" or A.I. feature and as they are both very closely interlinked and so we will look at them together.
     
    My earlier periods of interaction with the ATC are mostly consisted of multiple swear words and mostly I never used the ATC. A period of the personal challenge of mastering the ATC did result in a truce between the feature and myself, but the famous "you are off course!" alert showed that overall the bugs were too notable to be worth the more grey and the less hair than I have now.
     
    At its core the ATC - Air Traffic Control is very clever and even very good, but it is also hopelessly complicated and very buggy. No doubt a third party plugin like X-Life could do the whole idea better (the interface is excellent), but the ATC was an X-Plane10 debut feature and it had to made to work at least at a reasonable level.
     
    To a point I think that Laminar have succeeded with the ATC in v10.50, and no doubt it is still very basic, however it does work well with a few tips and hints.
     

     
    There are no changes to the "Flight Plan" input panel. But the route codes can still be tricky to input. I found sometimes if you cut and pasted in the route it wouldn't accept it and at other times it worked fine. To be sure if it refuses to file then add in a few waypoints and then press return to activate the flight plan, if accepted then go back and input more waypoints and so on...
     

     
    Two new items added into the ATC interface has highly reduced the work load. The first one was in v10.45 actually at my request and that was a reply to the ATC controller was done with just another return key click. The problem was that before this every time you had to use the mouse or cursor to click on the reply or repeat the instruction back to the ATC. this meant taking your attention and hands away from flying the aircraft to do that instruction, and repeat that operation five or ten times early in the flight and it would mean mostly you would fail in your timing or keeping up with the constant ATC instructions, it was mind numbingly hard to do, and even the real pilots only have to press the radio button on the yoke to activate the radio and not manually use a pointer.
     
    Now if the instruction is highlighted you just press return to reply the instruction and in a high work load period it works really well, however the instruction is not always highlighted and you still have to use the pointer to do so...  but overall it works very well.
     
    Another ATC change is the with the pop-up "Nearby Air Traffic Controllers" frequency inserter panel that added in v10.40. On the panel there is now a checkbox to allow to "autotune" in the next correct frequency you require. This is a huge time saver as some radio panels can be awkward to get to. A note though is that the pop-up panel still has to be opened to reset the next frequency. I use a key command toggle (A) to open and close the ATC panel in two quick keystrokes to do the action.
    You can debate if these aids are cheating? Should you do all these instructions manually like you in an aircraft environment? My answer is that in a basic GA then you should not need the aids, but in a standard larger two crew aircraft then in most real time cases the pilot not flying does all the radio work, and in this scenario then yes the aids are valid.
     

     
    The optional taxiway arrows are a great idea, but they do totally depend on if the airport scenery ATC routes and taxiway flows are correct. In most cases you just don't know? In many cases most scenery payware developers do note the ATC work has been done, but in most if not all cases it is a lottery ticket. Laminar Research note they can't enforce all global airport sceneries to have conforming routes because it is a skills area were as many of the scenery developers are very good but many are not, but I feel it should be a heavy standard in passing the scenery for distribution or give us a tool or note that the scenery is certified with the correct layouts. I think this aspect is one of the biggest drawbacks to the ATC, A.I. aircraft and the taxiway arrow features in working effectively.
     
    The number of A.I. aircraft assigned in your aircraft/situations/other aircraft menu can have a big bearing on your flight. If you set a high number of say 15 to the 20 limit, then the wait and hold times are long until your turn comes around. Ditto the amount of ATC commentary going on in your ears and not only on the ground but certainly in the air, but you may like this high ATC commentary activity (until it goes wrong). I found about five to six was better if you want a quieter flight. Another issue with the constant high number of calls is that your last instruction soon zips up the screen and disappears, so if you forgot your last instruction or heading change then you are in trouble, I have asked Laminar for a "request" command to do just that, there is the "report last transmission" already on there but It doesn't show when you really need it.
     
    The ATC still currently has bugs that I will note but will probably be addressed quickly.
     

     
    ATC will clear you for takeoff and then in an instant then clear another aircraft to land? You can go now or wait until the runway is clear... the second issue is that I set the A.I. aircraft to be mostly single aisle aircraft in the B737 or A320 categories and the ATC wanted them to fly at FL400 or Forty Thousand feet (climb and maintain FL 400), when they didn't the ATC kept on asking them to so, over and mind-numbingly over again in the shades of the nasty "you are off course!" coming back around again.
     
    A tip is to follow this mantra...  reply, action then change. First is to reply to the instruction, then do the action (heading or V/S) and doing both quickly will keep the ATC off your back, but it is a bit backward in the way you usually fly. If you are given the instruction to go to a heading and then changing to an altitude, there is a lot of work to be done. So in most cases the ATC is quickly on your back as you are still going through all the motions.
     

     
    The problem one is the change in altitude and your normal sequence is to change the altitude counter and then hit the V/S button and do the pitch change, but that path course is too long. The only way (at this point) around the ATC is to adjust the heading, activate the V/S and pitch to get the aircraft to start the climb or descend and then finally set the altitude counter, which is not very realistic. But the system demands that the both actions are noted quickly, but with practise or skill you can allow yourself to set the altitude earlier and be ready if you are good at it. Checking out the A.I. airport circuits on the local map can also prepare you for what heading and landing direction the ATC is going to give you can also help with ATC timing.
     
    Overall the ATC is now quite to very good. It does allow for mistakes and will align you up ready to continue with your programmed (GNS) flightplan. The controllers are still very, very impatient and are still asking "are you still there?" And you really need a bit more time between the instructions and the actions. But with practise and a rhythm you can finally turn the ATC into fun and it is not the huge headache it was.
     
    A.I. Aircraft
    The A.I. aircraft feature in X-Plane has been given attention as well. They should now fly and land more realistically. The A.I. parking at gates has had a big workover as well in not only making sure they appear but are also more highly randomised, they now also load by their correct category as well in say heavy or regional aircraft. You can select to have have the parked aircraft appear or not via a tickbox on the Render Options "Stuff to Draw" panel.
     

     
    But like I mentioned is that the A.I. aircraft totally rely on the airports ground routes to operate correctly. If they don't then they still behave badly as noted while doing this review.
     

     
    More times it was wrong than right, they still taxi too fast through terminal areas and the odd aircraft still plummets to the ground in the distance. Here it is parking in a carpark and queuing up at an empty airport. When it works A.I. it is very good...  but in most cases the hidden disjointed WED airport routing lets it all down.
     
    Autogen
    Autogen or automatically drawn objects has had a fair amount of attention with v10.50. One of the big features of X-Plane10 was the "Plausible" World concept, it is clever and highly realistic in terms of using your computer's rendering system resources to recreate a realistic world to fly around in. In parts I have found the views unnervingly very realistic, but in other areas wanting.
     
    In 10.50 two areas have been covered. One, is the earlier original autogen has been tightened up with mostly the actual ground areas around the objects (houses) to make them fit in better.
     

     
    From the air the autogen does look more complete, but too many of those open spaces still remain. My object settings are "Too Many" here, and set just under the extreme setting that you really need but that setting uses just too much framerate.
     
    The second and new feature is that the autogen now has tall buildings again, but only in limited regions.
     

     
    This is Memphis, Tennessee and the overall the cityscape was impressive.
     

     
    Buildings are highly realistic, original but use only the U.S. data for the scenery... In English that means for now it only work in the U.S. But in reality it is in the other parts of the world that X-Plane really needs this feature and not the U.S., but it is very good.
     

     
    I found though that the tall building autogen fades away very quickly? A few miles out and they are skeletons, and by the time I was flying over Elvis Presley's Graceland the cityscape had gone?  In reality they should be visible (with the right visibility setting) for quite a distance to make it realistic, because there is nothing like seeing a cityscape from the airport when you have just landed, taking off or overflying the city, so it is at this point all a bit wasted unless you do low GA passes. 
     
    So the autogen is still a little way off the completeness mark. It is five years since it was introduced, and it does work, but still very patchy and mostly still focused on the U.S. but the full total potential of the feature is certainly in there. If anything in X-Plane11 is that Laminar should throw a lot more resources at the autogen art, but then again I said that four years ago.

    Weapon System
    X-Plane is noted as an aircraft simulator and Laminar Research are very anti-war. So fighting aircraft and killing things in the simulator has been usually relegated over to the game industry rather than simulation.
    But the gaming industry is a huge business and war focused simulators are very popular in their appeal in mustering our basic (if male) instincts that goes a long way back to slaying mammoths.
     
    So Laminar have added in a lot of weapon system functions into v10.50.
     
    Weapon selection is now better with flashing selected armaments. You can now also steer or aim in a direction a gun, even with a second joystick can be added in to do the delivery job. Unguided bombs and rocket numbers have been added with up to 24 bombs and 99.999 rockets!  that is if you can carry that heavy load.
    Air to ground bombs and missiles can now be laser or GPS guided to their targets. Either by a gun/bomb steering with a joystick axis or by locking in on a target and then firing letting the bombs or missiles go to their assigned target, and all can be set via your on-board aircraft situation display monitor.
     
    In the upgraded weapons package is another feature that could be used also by other aircraft developers. This is a new on board aircraft "Camera" feature that can be steered (again by a second joystick) and zoomed with my guess a joystick top-hat, key or similar adjustment.
     
    There are at this point no aircraft with these new features, but I don't doubt they will appear very quickly on up-dated or new versions of military aircraft.

    Weather
    Austin Meyer's "little puffs" have been the most contentional and has created the most angst of all the X-Plane10 features. Clever and there is no doubt about that, but they have been the one feature that has ripped the heart out of X-Plane by the sheer amount of processing power they require to create those zillion million "little puffs" that makes up the weather system of the simulator.
     
    The problem is most computers can't cope, and if you had like I did an average processing machine, you were mostly reduced to very light cloud formations no matter where you flew. And even with the mega graphic monster I use now, that frame rate will still halve just running the weather with just good and average settings, but go dark and stormy and so does your framerate.
     

     
    All though the X-Plane10 development cycle it has been for Laminar a war to get the framerate down by refining the "puff" system. To a point they have been successful, but the amount of time and resources it has taken, has also meant that other weather features like different cloud formations, anvil storms, 3D volumetric cloud layers and crepuscular rays have not been forthcoming and making most users have had to seek out third party products to fill in the gap.
     
    One area that has been covered was downloading high wind data (in v10.40). This area has had more refinement in 10.50 but I was not a big fan as I see it as a little buggy. As I fly a lot of long haul (or long flights) I have found the high winds quite unrealistic and mostly always in the high 80's or 100knt ranges? In some cases when the new download comes in, I have had the aircraft almost at a stand still at full power at 37,000ft until I adjust the setting down a little to continue my flight...  If that high wind angle comes from a side wind, your dead.
     

     
    Wind data is now displayed on your local map. There are three new tickboxes on the top right of the panel with:
     
    NEXRAD wind 12k wind 34k  
    NEXRAD will show you your current weather or cloud situation, and the wind direction and speed is now shown on the map profile as well. The 34k selection will over-ride every thing, so you have to disable it to get the 12k selection. I noticed that the 34k selection covers the high-altitude box layer and the 12k covers the mid-altitude box layer and wondered why there was no setting for the low-altitude box layer?
     
    As the weather data is now loaded from two sources in; METAR and global NOAA data for the high winds. There is the option in 10.50 to download both loads of data in one operation on the X-Plane startup panel.
     

     

     
    Main refinements to the clouds in 10.50 are the stratus clouds which look better from above, Strobe lights in the clouds are set now to only happen when completely in the clouds, and they don't also affect the scenery at night when turned on, and the break-out to visual at the cloud bases now works very well.
     

     
    Laminar Research have worked hard on X-Plane10's weather. Translucent clouds and better fog have created a better and more realistic look when flying through cloud masses and you don't now get that constant jumping to the hard grey screen of blankness and a runaway framerate.
     
    I flew the DC-8 after completing the review in tracking back in the newer 10.50RC1 from KDFW to KATL in a more heavy weather and HDR night flight (both don't look good in reviews) and was very impressed on the smoothness of the simulator and the better cloud processing that has been done. So there is definitely an improvement and a bonus small framerate gain from the changes.
     

     
    Terrain and global airports
    One of the main advantages of X-Plane is that anything in every area can be refined and updated. It is astounding that how far back it is to the original X-Plane10 release and what you actually received in the boxed package...  If you take a moment and think about it, it was quite basic.
     
    X-Plane global scenery is provided on those nine CD's that you get when you buy X-Plane and in most cases you would have to wait for a new X-Plane version to update the scenery in those discs. But the internet and download speeds have come a long way in those five years as well, and Laminar Research through the work of alpilotx has been very generous in providing updated scenery HD (High-Definition) mesh to replace the more populous and most scenic flying areas of the world of those original scenery tiles (files)...   with these more high density and crowded data tiles to give the simulator a more realistic view. They don't cover all the areas, but certainly the most important ones.
     
    How X-Plane11 will be distributed will be interesting and will these HD files be included with the packages, or will there be a totally new way to buy and distribute the simulator? I don't use much HD replacement scenery for the reviews because to get an real accurate account of the scenery and the framerate, I keep the simulator pretty close to the basic specifications, but they are a worthwhile if very large download expansion of X-Plane.
     
    Global Airports
    X-Plane10 also came with a set of tools (named Lego) that allowed you in blocks (hence the name) to create airports quickly and easily for the X-Plane simulator. Some developers have become masters of these tools and most notably they are tdg, Mister6x and relicroy in their prolific output and quality.
     
    To build these global "lego" airports the original WED (World EDitor) application has gone in X-Plane10 from being a basic airport ground layout tool, to a full complete airport scenery building application. 
    Originally most "lego" airports were just posted up for download on the X-Plane.Org. But mid-way through the X-Plane10 cycle Laminar Research created a "Global Airport" library called the "X-Plane Scenery Gateway" to not only catalogue the scenery, but to in updates also insert these airport sceneries as default airports and creating for any new or current user of the simulator a vast set of built in variety of destinations.
     
    To date 7,092 global sceneries have been created and 5,191 of them have been created with 3d objects by 1,862 scenery artists.
     
    To a point the "gateway" was created to offset the criticism that X-Plane was poor in the scenery area for most new or current users. It is a fair comment, but one of the big features and certainly the shear number of sceneries now available, in not only the "gateway" and "payware" created scenery that has been one of the biggest changes and introduced the total transformation to X-Plane10 from its introduction.
     
    Since X-Plane 10.45 there has been 626 new 3-D gateway airports added, and 147 more airports was added in with 10.50, with 718 sceneries having also being updated.
     
    There was to be another large batch of airports to be inserted before 10.50 goes final, but they have been withheld because WED 1.5 is not ready. But they will be inserted with 10.51. (see post here).
     
    Key selection changes
    With every X-Plane version update the minor changes can be hidden. The Joystick & Equipment, key and button menu selection is a case in point.
     
    One item I change a lot is with the way I have to switch on my joystick (trigger button) the "Thrust Reversers" into two different modes. For the heavies I use the trigger to open the doors (Toggle Thrust Reversers) before putting up the throttle for the reverse thrust. In a regional propeller aircraft the same reverse effect is done by "Hold Reverse Thrust at Max", and so you have to change between each setting to get the right action on landing.
     
     
     
    Before both selections where set out together above one another, but in 10.50 they are not. Now they are separated quite a distance from each other, but they also now have new selections on each action for each separate engine, with up to eight engines that can be individually selected via button or key selections. So in 10.50 there is more variety and more menu functionality available, but check that your settings are correct and their new place settings on the menu.
     
    For developers there are a few new datarefs:
     
    sim/operation/override/override_airport_lites  – int y boolean overrides when the airport lites go on and off. sim/graphics/scenery/airport_lights_on   – int y boolean Are the airport lites on? set override_airport_lites to 1 to write this. sim/private/controls/puff/terrain_dust_ratio – 0 is none. 1.0 is X-Plane default. sim/cockpit2/weapons/gun_offset_heading_ratio – float y ratio Heading offset of the gun from within its maximum heading range sim/cockpit2/weapons/gun_offset_pitch_ratio – float y ratio Pitch offset of the gun from within its maximum pitch range  
    Plane Maker 10.50 and WED 1.5 applications have both been updated to include the 10.50 features and known bug fixes.
     
    A good simulator is a clean one...  I made some notes in the post X-Plane version 10.50 has gone release candidate 2 with "getting a clean install"  on how to get the best from the latest 10.50 update by creating a clean X-Plane application install, it is worth reading.
     
    Summary
    One thing that comes out of this X-Plane 10.50 version and it is certainly more noteworthy if 10.50 is the final release of X-Plane10. And that is how much the simulator has changed over the last five years.
     
    In time X-Plane10 will be known as the gamechanger version of X-Plane, the one that brought the simulator to a world standard. As noted in this review in that a few areas the signature features were not completely totally refined at this point and are still a work in progress in the Weather and Autogen, but you have to admit a lot of ground was covered and changed in that 5 year period also. Exclusive features like the HDR (High-dynamic range rendering) rendering are as even now a great step forward with 64-bit memory allocation allowing the simulator to be world class and ahead of the simulation game (no pun intended). Other simulators can deliver a higher visual quality and a higher immersion, but none can do this on a global scale or with as much flexibility as X-Plane can.
     
    X-Plane is certainly an investment that unlike most products delivers far more that it advertises when it is released, and this 10.50 release is mostly to tie up those original promises and get ready to move on to the next stage of the simulator's future development in X-Plane11.
     
    Outwardly there is not much to see in 10.50. As most of the things noted here are mostly in the areas of refining off the original release features, bug killing and making the simulator more efficient in many areas. And for that 10.50 is a great and even brilliant upgrade, but it is low on the "wow" factor in the visual or with any special features departments. In the very end the overwhelming result is...  a really great simulator.
     
    X-PlaneReviews can't cover absolutely every change or bug fix, and so those notes are avaiiable here at the Laminar Research Development pages:
     
    X-Plane 10.50 Release Notes
     
    X-Plane 10.50 is available now for download. Run your X-Plane installer application or download from Steam.
    ____________________________________________________________
     
    Stephen Dutton 19th August 2016 Copyright©2016: X-PlaneReviews  
     
  16. Like
    Stephen got a reaction from CaptainVirtual in Scenery Reviews : LFMN Nice Côte d'Azur Airport and LFKC Calvi - Sainte-Catherine, Corsica   
    Scenery Reviews : LFMN Nice Côte d'Azur Airport - JustSim and LFKC Calvi - Sainte-Catherine, Corsica - Aerosoft
     
    Two sceneries were released together quite independently but are perfectly aligned to go together as a perfect double point to point route. LFMN is on the French Côte d'Azur and LFKC Calvi - Sainte-Catherine, is on the island of Corsica which are only 94nm apart or just across from each other on the Mediterranean Sea. This makes for a perfect days flying in either a General Aviation aircraft or as I have done here with a quick hop regional service.
     

    (Google Maps)
     
    JustSim are the developers of the Nice Scenery which actually will replace the default Aerosoft scenery who are the developers of the Calvi Scenery. I have already covered a few of the excellent JustSim sceneries already this year and Aerosoft are well known for their excellent European scenery so expectations are that both of these airports are very good work from each of the developers.
     
    LFMN Nice Côte d'Azur Airport - JustSim
     


     
    LFMN - Nice Airport hangs out like a huge aircraft carrier deck on the French south coast just 3.7 miles west of the city centre of Nice. As noted X-Plane already comes with a default Aerosoft version of LFMN, but I have had a few if many problems with this scenery, so in most cases I have not used Nice Airport as much as I wanted to. The biggest issue with the Aerosoft version was under many of the surfaces the areas had not been covered correctly, and in most cases when taxiing or in my case when parking on the ramp west of the Terminal One (T1) I found the aircraft was going over rough ground and bouncing me and my passengers sick...  not good. So my flights were mostly restricted to Private Jet or the odd UK-Nice Service, overall it was never on my flight lists. Which is a shame as it is this is great destination.
     
    So with the chance to replace the troublesome Aerosoft version with a workable one then I was not going to say no to the idea. And I am very glad I did as well.
     
    Nice Côte d'Azur Airport
    (IATA: NCE, ICAO: LFMN)
    04L/22R 2,570m (8,432ft) Bituminous concrete
    04R/22L 2,960m (9,711ft) Bituminous concrete
    H1 29.25x96 Asphaltic concrete
    H2 29.25x96 Asphaltic concrete
    Elevation AMSL 4 m / 13 ft
     

     
    JustSim has been very prolific this year with X-Plane Sceneries, with great quality at a great price. So how can they do that with most other developers taking three times as long to deliver the same content. There is a trick involved but a clever one. Most developers use a full 3d tool to create their sceneries which can give you great detail and quality, but there are downsides to this in the fact it can take a lot of time to create every 3d object and detail it and all those 3d objects have a very heavy load on your computer. Now in the main infrastructure JustSim still does just that and make 3d objects, but in many areas the developer uses also "facade" style buildings. The trick is that if the quality of the textures and cleverness in creating facade objects that are in tune with the 3d objects around them then you can easily fill out your scenery. You can't get around every item with facade as we know from tdg's work or most WED sceneries, but with great skill you can use many areas that are just really boxes or basic shapes, like warehouses or offices. By using this method you would think you are being short changed for what you are buying, but actually the opposite is true.
    With clever facade work it really lowers your loading time and the sheer frameweight on your computer compared to having all those bulky 3d objects, facades take a huge less time to build and like with JustSim's sceneries you can do a lot more objects and cover not only the immediate airport areas but a lot of the surrounding areas as well.
    And that is why these sceneries are great value at a lower price but you get more in there at that price, and that is great deal if the quality is in there and JustSim can turn out far more sceneries in a year than most do with one.
     
    There are two terminals at LFMN - Nice with T1 and T2 with a small terminal parking area on the west of T1.
     
    Terminal One (T1)
     


     
    T1 is the European domestic terminal at Nice and it looks the modern of the two terminals, but is actually the older building. The terminal has been really well recreated here with a lot of detail and shapes and the unique question mark style supports showing the great detail involved. The landside is a bit average as JustSim has relied on the ground images to do the road network and detail work for them, but they are too buzzy to be really effective. 
     

     
    Airbridges are great but have too much thrash on them, there are no animated bridges in this scenery. But the detail and glasswork is excellent.
     
    Terminal 1 has 25 gates. It features flights to domestic, European and Schengen and non-Schengen destinations. 
     
    It should be noted that there is a huge amount of remote parking at LFMN, and the areas between the terminals do overlap. As seen below there are no static aircraft with the scenery, and it is noticeable here. So you are going to have to get creative in either using X-Life, X-Plane 10.50 with the new static aircraft rules or hit the OverlayEditor big time...  I used WorldTraffic and that plugin did the job very nicely.
     


     
    West of T1 is an area I like, it a small remote apron that is great for LCC's (Low Cost Carriers) and walkon boarding regional jets...  I have used it for the odd VIP arrival in a private jet as well.
     

     
    The parking linage is extremely confusing? but it is a great place to park up.
     
    Terminal 2 (T2)
     


     
    T2 is dominated by circular bowl or spaceship terminal, with an arm to the west and a hall to the north. The terminal is very well done but the glass is a little more see through in the real version which is more grey and Terminal 2 is the newer and larger facility here at LFMN and has 29 gates . There is a lot of infrastructure connected to the cargo area is set out behind the terminal with the usual carparks and ramps landside, rooftop solar panels are well done and overall detail is very good.
     



     
    There is a small cargo facility in the nort-west zone and a radar tower, there are several radars and they are all animated. Centre field is a bright red fire station with animated fire trucks, in fact there is a lot of vehicle animations covering the whole airport including buses, trucks, vans and baggage trucks.
     
    Control Tower
     

     
    The control tower is extremely well modeled and is in with enclosed with the airports administration buildings, everything is not very highly overly detailed but all work together very well.
     

     
    Tower view is awful with chunks of the model blocking out all the views of the runways...
     

     
    Both 04L/22R and 04R/22L are well done with the outer runway more of the original concrete than the patched up inner runway, all lineage and signage is excellent.
     
    Nice has a huge transiant of (rich) passengers that fly on to the hot spots of the French Riviera and Monaco, so the helipads here are the best in the business, a few vehicles would have been nice. Far south there is also a working radar that is well placed.
     

     
    There is not a lot of off airport infrastructure, except for a cargo facility east and the excellent distinctive Parc Pheonix aviary.
     

     
    LFMN - Nice to LFKC - Calvi, Corsica
     
    The route is only 100nm between both airports and so you really don't have the time to do the full cruise routine, a good regional jet or prop is ideal for the run, but if you have the time then a nice GA would fill in a few hours. I'm using JRollon's CRJ-200.
     

     
    I am adding enough fuel to do the round trip back to Nice to save turnaround time at Calvi, at this short distance it really doesn't matter. LFMN lineage is very good, but you will need an airport layout and plan your route to the runways as not to lose any time as there is a lot of remote parking that looks like taxiway lines...
     

     
    LFMN is a busy airport and today is no exception, you just go when you get clearance and not look behind you. The view out of the cockpit and passenger windows is excellent as the airport looks very good and far, far better than the Aerosoft default version. The CRJ is the BlueSkyStar version with the uprated sound package and as the throttle goes up you feel the push and that really great sound behind you.
     

     
    Departure to Calvi is by Runway 04L using SID LONS6A Trans MERLU. And that departure means a hard right turn after you clear the airport
     

     
    JustSim provides a download of Nice City scenery in OSM with the package (see note at the end of the review) but it is not used here in this departure.
     
    On departure that southern Mediterranean French feel comes in really well visually, as you pull up and away from the French Coast
     

     
    Climb is only to 14.500ft and once you get there then the descent starts almost straight away, so the cruise section is only a few minutes of say ten to fifteen minutes. So there is no time to relax on the flightdeck.
     

     

     
    As one coast quickly faded into the Azur, another coast then quickly appeared through the mist under the hour, This was the northern-west coast of Corsica and LFKC - Calvi was just slightly inland inside a beautifully set valley.
     

     
    There is an ILS approach to Calvi - Sainte-Catherine which has only one runway in 18/36 and the ILS (freq 109.50) was set on the sea approach to RWY 18, Aerosoft do provide a nice few charts for the arrival and departure, but be warned in that the DME is a lock only in a horizontal centre focus on the runway, the vertical lock does not work (I checked via several aircraft) so you will need to do the descent yourself, if you wait for the lock then you will fly too high and miss the approach...
     

     
    The approach visuals are excellent from either up front or via the passenger experience, but it is a tricky landing that keeps you on your toes as RWY 18 is set slightly inland and you only see it through a gap in the trees. The village of Borgo is too your left.
     

     
    It is important to note that Calvi Airport requires your "Runways follow terrain contours" to be ON. If not you will get a lot of the off airport village buildings floating on contour edges and the airport itself is not set right. This "follow contours" creates a very demanding approach situation because as you settle the aircraft it goes over a contour change downwards (same for departing in that you are literally launched into the air like on a carrier skijump!) and get it wrong and your nosewheel will leave the ground again.
     

     
    With all these contour changes you bounce, bounce and bounce until you arrest the speed enough, on completing your landing and you will note the terminal and ramps are elevated to your right.
     

     
    To get up to the ramp you have to judge the incline correctly with enough power to get up and not stall the aircraft and to not then zoom across the ramp with too much thrust, tricky, but with practise you get it right.
     

     
    There are eight main parking slots with slot five taken up by a static Air Corsica A320. There are no airbridges as it is strictly walk-on or walk-off.
     
    Overall the approach was excellent with great scenery and a demanding landing, the Terminal is very good if a little blank in detail.
     
    Calvi Airport by Aerosoft
     
    Calvi – Sainte-Catherine Airport
    (IATA: CLY, ICAO: LFKC)
    18/36 2,310m (7,579ft) Concrete
    Elevation AMSL 209 ft / 64 m
     


     
    The scenery is nestled in the valley and well intergrated the scenery is with the default X-Plane scenery surrounding it. But it is not perfect as the flat underlying ortho images are prone to show up in some areas and it is quite noticeable by their blurryness of what they are and spoiling the overall effect. However the mountain flowing streams on the east side of the runway are very visually great. There is no grass on the airport infield that Aerosoft do so well and here it would have made a significant difference to hide the orthophoto flatness, but overall the visual impact is good.
     


     
    The terminal is a single building is certainly well done, but is not overly detailed, detailed. Landside is great but like with LFMN the underlay ortho photos don't allow a lot of detail, and there is a lot of ground support vehicles and equipment and all around the airport the tree and foliage work is very good. Overall it is pretty good.
     


     
    Control Tower and Fire Station is great even if they have to work out of dismountable buildings...  
     

     

     
    ...         and the tower view is fine with all the runway approaches easily visible and with a 360º rotation
     

     
    Rear of the terminal has great support infrastructure with numumerous car hire depots (Europcar, Hertz), Undercover parking and a really well detailed Ford Dealership. There is a thing in the area for car dealerships?  there are as as many as six on the google map.
     

     
    There is a little off airport buildings in Borgo and the "Citadel" a "Games of Thrones" style fortress in Calvi has been reproduced with a cruise ship, but the sweet town of Calvi itself is missing.
     
    Calvi is serviced mostly by Air France (Paris - Orly) and Air Corsica in regular services. Seasonal routes are very popular to many ports all over Europe. Italy is close and it is only 160 nm to Rome.
     
    LFKC - Calvi to LFMN
     
    The return service back to Nice was operated during the late hours, to highlight the night lighting.
     

     
    LFKC - Calvi has only average lighting at night. There is a few throw lights on the ramp and various lighting on certain places on the around the airport and that covers the airside.
     

     
    The poor lighting in the carpark would require you to use a torch to find your car, the Terminal is not much better. The Ford Dealership was the only highlight..
     

     
    Lighting to runway is non-existent, but this a small regional airport. But even some lighting from the terminal would help you miss the A320...
     

     
    Watch that slope, a "feeling your way" to the runway workload.
     

     
    The edge  lighting shows the runway's uneven pattern, you would need all your skill to land here at night...
     

     

     
    Mainland city lights come up over the horizon. X-Plane puts on a show as you get that "back in civilisation and I'm home" feeling.
     

     
    Arrival is by RWY 04R and LFMN - Nice looks great on approach in the cockpit windows, runways are clear and easily defined.
     

     
    The airport lighting looks great to the left and very realistic...
     

     
    The passenger arrival view is also excellent, the hills around Nice provide a great backdrop as the city lighting is in full view...  The CRJ-200 does not have any runway turnoff lighting and that creates a small problem.
     

     
    The scenery has no centre green lighting strips? So you have to go slowly down the runway to find the yellow lineage turn off route, it is harder than it looks. It makes it hard to work out where the turn offs to the taxiways are, yes the taxiways have the lit direction boxes but you really miss those green strips and it makes it darker out here than it needs to be.
     

     
    You know the feeling when you have arrived and you are taxiing past rows and rows of brightly lit aircraft at the gates, it is a great feeling and it is replicated here. pull into the ramp and night turns into bright light...
     

     
    So in the context of arrival and working on the ramps you are going to like it here at Nice. The lighting is very good.
     



     
    The ramp lighting is excellent and so is most of the remote stands. The building lighting including the Control Tower is not as refined, it is good but not overly great as the glass is very grey and the terminals a just a shade of grey or blue. The T2 Terminal glows in a purple phosphorescent.
     

     
    At a distance LFMN as a collective works fine, but up really close the lighting it is a little average on the buildings.
     

     
    OSM
     
    The package comes with the optional download of NICE city scenery. This option is OSM (Open Street Map) converted to 3d objects to replicate the size and scale of the real buildings. I am not a big fan of OSM and decided not to use it in this review, one...  because it kills your frame rate (15-20 frame loss!) and two...  it has a loading error when you load up the scenery. But it is a personal choice.
     


     
    Summary
     
    In a strange way both sceneries are very much alike or even feel related, and that is why they go so well together. Both are well made, but also both use in areas the poor resolution orthophoto underlays. Lighting is better on LFMN but only over the ramp areas, if this was taken away you would find both sceneries have average building lighting, with LFKC being quite dark. Both don't have taxiway green guidance lighting and both really need them.
     
    I was just relieved to get a working Nice, compared to the Aerosoft default version, so JustSim's version of LFMN is a no-brainer for me. Now it will go more on my radar and be used regularly as the French Riviera is a great destination and positioned for many different routes not only in Europe, but North Africa, Spain and Greece are all well within the short route time zone. It looks good, feels good and the scenery is highly efficient with your framerate. You will however need to sort out the missing static aircraft.
     
    Aerosoft's Calvi Airport is not an airport you would use regularly, but it is in a very interesting position for great GA flying around Corsica. French and Italian coasts are also within easy distance and the odd Paris-Calvi flight would be interesting. It is a beautiful and technical airport as well, so there is a fair bit of value in here.
     
    Price is the key here as JustSim's  LFMN is US$19.50 which is terrific value and Aerosoft's LFKC is US$18.99. No doubt you get a huge amount of more value out of NIce, but both together are certainly a worthy purchase. I really enjoyed the LFMN - LFKC route, and as all the route data is done will do a few more flights over the next few days without the pressure of a review to be completed.
     
    JustSim's LFMN - Nice and Aerosoft's LFKC - Calvi are a great double act, and are both well worth visiting, and a great way to fill out those lazy northern summer days.
     
    Dedication
    This Review is dedicated to the innocents that lost their lives in Nice on Bastille Day 2016
    May their lives are not lost in our thoughts, because they did no wrong but be alive and
    were enjoying the freedom that the country they were celebrating allowed them that choice.
     
    _____________________________________________________________________________________  
     
    Both LFMN Nice Côte d'Azur Airport by JustSim and LFKC Calvi - Sainte-Catherine, Corsica by Aerosoft is NOW available! from the X-Plane.Org Store here :
     
    LFMN - Nice Cote d'Azur Price: $19.55 Requirements
    X-Plane 10.40+ (any edition)
    Windows, Mac, Linux
    800Mb HD Space Available
    1Gb VRAM Video Card Minimum - 2Gb VRAM Recommended       LFKC - Calvi (Corsica) Airport   Price: $18.99
     
    Requirements
    X-Plane 10.45+ (any edition)
    Windows 7/8/10, OS X version 10.6.8 or later, Linux Ubuntu 12.04LTS or compatible
    3 GHz, multi-core CPU (or, even better, multiple processors)
    8 GB RAM - 3D graphics card with 2GB+ of on-board, dedicated VRAM
    Download-Size: 300 MB
     
    Features
    LFMN
    Shading and occlusion (texture baking) effects on terminal and other airport buildings High resolution photo scenery near airport and city. All objects are manually placed. High resolution ground textures / Custom runway textures Runway reflection effect Custom apron lights High resolution building textures Optimized for excellent performance Animated custom ground vehicles X-Life traffic compatible  
    LFKC
    Realistic rendition of Calvi St. Catherine based on real life images Photo real buildings Large Aerial image with 50cm/pixel in the surroundings and 25cm/pixel on the airport, carefully fitted into the default X-Plane landscape and colour-adjusted Customized terrain, runway follows terrain Realistic reproduction of ground markings including old, painted-over markings Animated marshaller (additional plugin Autogate™ required) Customized night illumination Custom made trees and forests Very good performance and implementation Animated bar on the entry of the parking lot Numerous details Changing static  airplanes including wreckage to the south west Animated road traffic  Recreation of the citadel of Calvi and vessel  
    Installation and documents:
    Download for the LFMN Nice Côte d'Azur Airport is 506.90mb and the unzipped file is deposited in the "Custom Scenery" X-Plane folder at 1.21gb
    Install requires the scenery pack "JustSim_LFMN_Nice_terrain" to be below the main "JustSim_LFMN_Nice" folder in the INI order, if installed the "NICE-OSM" has to be below both of the above...
    If you are using WorldTraffic you can get the LFMN ground routes here: LFMN Nice GroundRoutes
     
    Download for the LFKC Calvi - Sainte-Catherine is 282.10mb and the unzipped file is deposited in the "Custom Scenery" X-Plane folder at 937.20mb
    Install requires that the "runways follow terrain contours" checkbox to be ON.
    Package comes with a full set of charts and Aerosoft manual
     
    _____________________________________________________________________________________  
     
    Review by Stephen Dutton 30th July 2016 Copyright©2016: X-PlaneReviews   Review System Specifications:
    Computer System: Windows  - Intel Core i7 6700K CPU 4.00GHz / 64bit - 16 Gb single 1067 Mhz DDR4 2133 - GeForce GTX 980/SSE2 - Samsung Evo 512gb SSD 
    Software:   - Windows 10 - X-Plane 10 Global ver 10.45
    Addons: Saitek x52 Pro system Joystick and Throttle : Sound - Bose  Soundlink Mini
    Plugins: JARDesign Ground Handling Deluxe US$14.95 : WorldTraffic US$29.95
     
    Scenery or Aircraft
    - CRJ-200 by JRollon Planes (X-Plane.OrgStore) - US$49.95 : CRJ-200 Sound Packs by Blue Sky Star Simulations (X-Plane.OrgStore) - US$20.00  

  17. Like
    Stephen got a reaction from Sherwood in Aircraft Review : Embraer E-Jet 170LR Evolution by SSG   
    To be clear any E-Jet in X-Plane does not have a FSX version, so whatever you flew in FSX is not any of these aircraft. Unless you buy an older Embraer like Dan Klaue's ERJ 140 Regional Jet then all the modern aircraft now use FMC's and can't input X-Plane's fms flightplans, but they are worth learning as X-Plane moves more and more to built in FMC aircraft. SD
  18. Like
    Stephen got a reaction from Sherwood in Aircraft Review : Embraer E-Jet 170LR Evolution by SSG   
    Aircraft Review : Embraer E-Jet 170LR Evolution by SSG
     
    Supercritical Simulation Group's (SSG) first release was the Embraer E-Jet E-170 back in 2013. At the time of the release the aircraft was a step forward with many good ideas and features and the aircraft flew very well. But in X-Plane times move along quickly and what was once good can be average in a short space of time. But the basics were good and certainly with the external model, but the internal cockpit quickly showed its age.
     
    So here is the "Evolution" of that aircraft in the "E-Jet 170 Evolution", yes the word is in there to represent that this is a complete move forward in from that original concept and SSG have also kept the best of the original design and have completely redesigned the weaker areas and incorporated also the best ideas and features of their Boeing 748i Series aircraft.
     
     

     
    From the outside the E170LR Evo looks pretty much the same, and so it should as it was a very pretty aircraft in the first place.
     


     
    But the external design has had quite a significant makeover, detail is multiplied by a huge degree. Certainly a few major items have been retained like the landing gear, but overall the differences between the two images below as they are now vastly different.... as a highlight look at the detail and rivet work around the front cargo door. Just look at the door hinge and the wing light assembly and even the text is now readable.
     

     
    The cockpit has had an even bigger makeover, from the old...
     

     
    ....      to the Evo new
     


     
    No trickery or Photoshop effects here, just the different versions in the same place and time. You can see how dull the displays are compared to the brightness of the new versions.
     


     
    Certainly a huge advance over the earlier displays, and I really like the inner lighter to darker surrounds in the Artificial Horizon area and the new Vertical Profile feature. But there are two things that are to be noted. The text is in "bold" and not the ordinary "regular" and that makes the text look bloated and more blurry than it should, and all the displays don't have any cockpit reflections, which is standard-normal today with aircraft in this price range.
     
    Otherwise you are looking at a complete redesign of the panels, textures and only a few small panel items are carried over.
     
    Overhead panel looks better as well. Old version on the left and the new Evo version on the right, and in content nothing is different, but everything is new including the overhead map lights.
     

     
    Centre pedestal looks the same, but again the refinements are discrete but highly effective, the Communication Panel shows the higher detail. One thing is very different on the pedestal though is the FMC, we will get to that in a moment.
     

     
    Menus
     

     
    The Evo's menu's have had a big makeover. In the original the single menu was covered by a grainy view of the rear cabin, which looked a little crappy. Now you have a twin option display and a third position with a blank screen.
     
    First options page (1) covers the external items in: Doors, Pushback and GPU - Show/hide: Yoke, Seat, Rain and Stair - Field of View and select lbs or kg. (All doors and windows are available on Custom Key sliders as well if required.)
     
    Second Options page (2) covers aircraft setup with: Aircraft payload with % percentages, ZFW (Zero Fuel Weight) & Payload weight, Payload settings and Fuel load and defuel. You can do the fuel either manually or use the FMC for loading.
     
    The options now available on the Evo are great, and are far better than the small list on the Original version. All doors now open, including the front and rear service doors. Lower cargo doors are also now usable as well.
     

     
    Cockpit windows can also be opened (below), but only on the menu and not by the usual handle grab and pull which feels odd.
     

     
    Excellent GPU (Ground Power Unit) and an outstanding feature is the excellent stand/stairs, with the great idea of when you change the livery the logos on the stand also change...  Brilliant!
     

     
    Pushback truck is very well modeled, but is that stick pendulum action that is used on SSG's B748i which I am not crazy about, it is hard to use as you can only control it (forward/Aft) by the menu and you can't look in two places at once...  you need key options to make it effective.
     
    Both the Yoke and Captain's seat can be hidden, but with both out you have quite a hole in there, one click also hides both yokes.
     
    Cabin
     


     
    The cabin has been overhauled with a more modern dark/grey look with snazzy lighting compared to the more late nineties look (above left lower). It looks very nice but there are issues with the movement from the flightdeck rearwards. Open the door and use the X-Plane keys to head to your seat and there is gap between the two virtual sections, sometimes you get through but sometimes you don't...  It gets weirder in finding your view out you find missing pieces of the aircraft and in this case the airbrake spoilers (above right lower) are missing? With a lot of the cabin blinds either closed or half open your view selection is also limited. Beacon shines away on the ceiling as well.
     
    Flying the E-Jet 170 Evolution
     
    Route: KATL (Atlanta) to KDCA (Washington National)
     

     
    DAL375 is the perfect route for this aircraft, a hop to the upper eastern seaboard in a shuttle service from Atlanta to Washington.
     

     
    The E-Jet 170LR Evo now comes with the functional Honeywell Primus Epic 1000 FMC that is housed in two Multifunction Control Display Units (MCDU) at the top of the pedestal. This version is provided by Javier Cortes under the FJCC banner.
     
    The FMC faceplate pops-out for ease of input and use, and click with the F8” key in Windows and Linux with “fn” and “F8” keys simultaneously on a Mac to make the pop-up visible.
     

     
    Javier Cortes makes great FMC's with a lot of functions and details, but the interface is not very elegant and highly procedural. Get an input wrong and there is no get out but to start all over again, or mess up all your load's of time and work already submitted to the system. And that makes them frustrating to use until you finally work out the correct way that Jarvier is thinking and has set out the route to get all the inputs in line correct to get the final result. It works well when you do understand it, but the system is totally unforgiving, which unlike Philipp Münzel's designs that if you make a mistake you then just correct it, then "Exec" (Execute) and move on with your programming.
     

     
    But confusion reigns when you load in your SID (Standard Instrument Departure) and mostly over and over in that the "Exec" is actually the "Route" button, where as normally "Route" takes you to the flightplan to load in your waypoints. There is no "Exec" either? so any changes are hard to input and "route" with the input point remember then disappears? To make clear there are two "Route" functions in RTE and ROUTE?
     
    Add in more confusion in the fact that "Route" changes to "Step" in the flightplan (FPL) mode and that then becomes the "Exec" button and as you go through the flightplan the with the STEP (after doing a "Exec" to insert the current flightplan) then the <CTR> position position disappears after the first click down?
     

     
    Get to your Flightplan and you will be scratching your head in that the departure airport is noted as your arrival airport? (upper right). There is a "DIrect" function but no "DIR" button to activate it. When I did save the (hard won) completed route it didn't save the file?
     
    There is a good "Quick Start" manual that covers a full route from Seattle (SEA) to Los Angeles (LAX) including checklists, but with a FMC this procedural you need a full manual on how it works not only in detail but with arrow diagrams to programme the FMC in the way that Javier is thinking. The FMC is good, but you work with it like a maze with many dead ends or bugs and you find the core by leaving post-it notes on the wall to get it right next time.
     
    With enough time you can the full complete flightplan completed as below, and once it is figured out it is easier to use, but a more flexible way of inserting a flightplan is required at the core of the programming, so it is for the experts only. To help there is a video available in programming the FMC and I have included it below...
     


     
    The map view zoom is on the pedestal... a nice touch.  You can use the direct keyboard input by pressing the blank button below the FPL button and the words "KEYB" appears below to show you that you are in that mode.
     

     
    The built-in FMC is compatible with AeroSoft's NavDataPro and Navigraph navigation databases.
     
    Multi-Function Display (MFD)
     
    There are two drop-down menus in the multi-function display with the MAP on the right and SYSTEMS on the left.
     

     
    MAP covers covers your: Nav-Aid, Airports, WPTs, PROGRESS (details on the route), Vertical Profile (Lower MFD, Very Nice!), TCAS and Weather and Terrain is on the lower selections.
     
    SYSTEMS covers the standard set of pages that cover the aircraft systems...
     


     
    Areas covered include: Status, FltCtrl (Flight Controls), Hydr (hydraulics), Fuel, Elec (Electrical), and Anti-Ice.
     
    Route locked in and the the aircraft ready it is time for departure. Start sounds are good with the Dreamfoil Sound plug-in installed, but not highly detailed and it is slightly too quiet in the cockpit. There is not that real sound detail in Air-con packs or with rear pumps starting to run, but it is good by most standards.
     
    Forward lighting is good with three landing lights with two in the inner wings and one front on the front wheel strut. There is a separate taxi-light (front strut) Side lights (taxiway turn) and wing Inspection lights.
     
    Pushback truck is called and controled via the upper mid-screen menu.  Truck turns like it is on a stick pendulum of which I am not a fan, but it works. Harder to use are the small ticks on the menu screen to control it and your view is looking far away from the windows to find those small controls above and guessing where to stop your pushback point...  a few keyboard controls would help.
     


     
    Departure was via KATL RWY08R...
     


     
    Taxi speed is easily controlled and you can place the aircraft perfectly on the centre line by using the kink in the glareshield.
     

     
    Throttle up and if the settings are correct in the FMC you will have FLEX TO-1 automatically, vSpeed tags are also in the Flight Display. Like the Airbus displays you have speed parameters in red and yellow go or no go zones (alpha floor). 
     
     

     
    MAP Display and Vertical Profile is very good (shame about the BOLD text)...   With the Yoke in place it is a little tight to all the displays through the ram design, but it looks very good.
     

     
    The manipulators are a bit tight in their active areas, and so are hard to use effectively. The V/S (Vertical/Speed) wheel is the worst but also the most highly used for constant adjustments. You use it by two small arrows (find them if you can?) and usually with these sort of arrowed manipulators you hold them down to turn the wheel either up or down...  not here, as they are to be used as a button press per + or - minus altitude change. So they flicker and you search, find them and get usually the arrow you don't want and you are trying to fly an aircraft while buzzing around the Autopilot panel in the area in just wanting to adjust your V/S angle. As with everything you get used to it and clicking one click at a time, but I found in heavy work periods they are seriously frustrating. A lot of the other half-moon manipulators are also too close together and hard to find. Another quirk is the "BANK" as it is two Arrows? and with no indication on the MFD you don't know how to activate the bank function, or if it is actually activated...  I think it is on, I think.
    On the same subject of manipulators, on the original version the engine start plastic covers were a pain to open and close. The idea has been change from a single click and start to separating the opening of the covers with a click and then a half-moon manipulator to start. It works, but just as the manipulator active area is so small you need a lot of patience to actually find it, and getting right down by the floor behind the pedestal will help you finally find that coveted opening hot spot...
     

     
    Three PROG...  Progress pages have a load of information, and the FMC is accessible in the air.
     


     
    Route data and two page radio is very good. The E-Jet series was always a nice machine in the air, and the quality shows from all viewpoints. External sounds are again good but not over brilliant, but you don't get that distance droning that tires you out.
     


     
    Lighting
     


     
    The cockpit lighting is years away better than the original version, and very nice it is too. There is not a huge amount of adjustment because I don't think the real aircraft has a lot either. The downlighting of the main displays looks lovely, but the higher glareshield is more darker. The two overhead spot-lights are just a Storm/Dome set and are non-adjustable.
     


     
    External lighting is good and standard fair. As noted you have inspection lights and wing lights and the logo tail lighting looks nice at night.
     

     
    Arrival at Washington is via IRONS5 into RWY 01. Target altitude on the PFD (Primary Flight Display) is a great help in getting your correct altitude at the right distance from the airport correct. Great working VOR2 and ADF 1 & 2 pointers (selectors arrowed) in the lower PFD are excellent for navigation and lining up your final approach.
     

     
    There is not a lot of wind-rush in the air, but great noise sounds when you drop the landing gear, so you get that I'm ready for landing feel.
     

     
    There is a nice feel also from the controls to get the aircraft into a position for landing, overall the aircraft is very nice to fly manually, but who does that anymore with a modern regional airliner, automation in here is now in control.
     
    But manual flying I am doing on this approach. The E-170LR will allow you with FULL flap go down into the middle-twenties with approach speed, but beware that get it just too slightly slower and it will stall on you very quickly, so it is best to stay in the low 130knts range which is safer and more controllable
     

     
    The complex flaps and their animation is beautifully done, but my feather-weight landing didn't activate the wing spoilers that are automatically activated on landing.
     

     
    The reversers are excellent in fine detail...
     

     
    Regional flying is hard work with multiple sectors in one day, so it is off with one load and get ready for the next.... 
     

     
    Liveries
     

     
    You get a wide selection of very good liveries, this (above) is the "New" factory E170 livery which is very nice.
     
    You also get mostly two sets of the same livery in a "Clean" version and a "Dirty" version, I have shown all the dirty versions here because of space.
     
    Factory livery (old version) is also the default.
     

     


     
    Liveries double include Air Canada, Air France, Alitalia (New), British Airways, American Eagle, Delta Connection, Eygptair, Agean Airlines (Clean only), Azul, Flybe and JAL.
     
    _____________________________________________________________________________________
     
    Summary
     
    Three years can be a long time in X-Plane, and what was once an interesting and detailed aircraft became almost old-fashioned very quickly. This new "Evolution" version does far more than just update an old design to current standards. It is a complete back to the boards and a total redesign of the aircraft and that deep design work certainly shows here. Almost everything is new (you can see a few things moved over but they are just that... few) and so you can't really compare the two but it is nice to see the differences.
     
    There is a huge amount of great features and ideas and I really love the total concept of it all, but there are also small niggly things that should not be on an aircraft of this price range, as this is total pro territory. Yes the aircraft is very professional but that extra 3% in the finish can make or break the aircraft. It just slips over the mark because most of these niggles are easily updated as they certainly will be by SSG, but they should not be there in the first place.
     
    BOLD text looks horrible and no display reflections should not have got to the release stage. Pushback is hard to use and you need to take a deep breath and not look down through the gap if you are going from the cockpit to the cabin or vise-versa. Manipulator activation areas are too small and you can't find the manipulators and they are messy to use, with the V/S the hardest to use of all. Sounds are good, but now they have moved on, expect better in an upgrade. Overall here you are not flying the aircraft as smoothly as you can because of small factors.
     
    The very deep and extensive FMC by Javier Cortes is complex by design and has no elegance in procedure if you make a mistake and sometimes completely confusing if a ) not done one before, or b ) in that some items are duplicated to do the same action and standard button or menu items like a simple (exec) or (direct) are hard to find or use, I understand that the Honeywell unit does not have these functions but there has to be more of an elegance of getting those important actions working correctly. Get a simple command wrong and you are up short street without a torch, and the only way out is to restart the whole thing and start again, and even if you do get it right, it takes way to long (unless you are a total master or the developer) in inputting again the whole plan and aircraft parameters within the usual 30min turnaround time, in most cases you would not put yourself all through that and simply fly something else.  And that is a real shame as the aircraft is overall very good to excellent when it all programmed in correctly, it is just getting to that point. No doubt FMC's are hard to use and programme, but they also have a simplicity of the way they do their job.
     
    My advice is to live with this aircraft to really understand the deepness of it. It does have a large learning curve and the FMC in it's current state would need an understanding of how FMC's are programmed and used. Once you use it more then the more it will come to you and the deeper levels of enjoyment the "Evo" can then be brought to the surface. Yes this is a huge and very nice update with a lot of investment by SSG of their E-170LR aircraft, and it has some really great clever features and it is certainly a worthy investment if you like great regional airliners.
     
    _____________________________________________________________________________________  
     
    The Embraer E-Jet 170LR Evolution v1.07 by Supercritical Simulation Group is NOW available! from the X-Plane.Org Store here :
     
    Embraer E-Jet170LR Evolution
     
    Your Price: $49.95   Note: if you are already a owner of SSG's E-170LR or the E190 you get upgrade to the "Evolution" version with a US$10 discount! to the price of US$39.95, so Please email [email protected] to get your discount code and include you original purchase order number.
      Features: Advanced FMC and Navigation system
    Custom-built FMC (done by FJCC)  designed for the SSG Evolution Series SIDs, STARs, transitions, approaches, flare and rollout modes. FMC is compatible with AeroSoft's NavDataPro and Navigraph navigation databases. Manufacturer's performance data embedded as tables in the fully functional FMC. Option to use either a 2D pop-up (resizable) FMC or one within the 3D cockpit. Custom radio communication audio consoles optimized for on-line virtual ATC operations. FMC performance information based on real aircraft data, including calculated V-speeds. FMC includes capability for autotuning navaid frequencies. Vertical Situation Display (VSD) on the MFD. 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. 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 cockpit 3D. Ground vehicles include a tow truck, GPU and airstairs. Over 10 detailed liveries comes with the plane 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, and MFD has a pop-up option. EICAS messages based on the real aircraft's with lists and scrolling DreamEngine Sound System
    3D sounds with DreamEngine plugin.  
    Requirements
    X-Plane 10.45 + (any edition) running in 64bit mode
    Windows, Mac or Linux - 64bit Operating System
    1Gb VRAM Minimum. 2Gb+ VRAM Recommended
     
      _____________________________________________________________________________________   Installation and documents:
    Download for the Embraer E-Jet 170LR Evolution is 606.30mg and the unzipped file is deposited in the "Heavy Metal" X-Plane folder at 952.80mg.
     
    There is a "Quick Start Guide" manual (44 Pages) and comes with included checklist Sheets .
     
    _____________________________________________________________________________________  
     
    Review by Stephen Dutton 22nd July 2016 Copyright©2016: X-PlaneReviews   Review System Specifications:
    Computer System: Windows  - Intel Core i7 6700K CPU 4.00GHz / 64bit - 16 Gb single 1067 Mhz DDR4 2133 - GeForce GTX 980/SSE2 - Samsung Evo 512gb SSD 
    Software:   - Windows 10 - X-Plane 10 Global ver 10.45
    Addons: Saitek x52 Pro system Joystick and Throttle : Sound - Bose  Soundlink Mini
     
    Scenery or Aircraft
    - KATL - KATL - Atlanta International by Nimbus (X-Plane.OrgStore) - US$23.95
    - KDCA - Ronald Reagan - Washington National by Tropicalsim - No idea if this scenery is still available? And I still call it "National!"
     

     
  19. Like
    Stephen got a reaction from CaptainVirtual in News! - Scenery Released! - LFKC Calvi (Corsica) Airport by Aerosoft   
    News! - Scenery Released! - LFKC Calvi (Corsica) Airport by Aerosoft
     

     
    Aerosoft have release an Corsican scenery with Calvi Airport in Sainte Catherine in the North-West of the Island.
    Calvi - Sainte Catherine (CLY / LFKC) is located in a beautifully embedded valley 6km to the south-east of the town of Calvi.
     


     
    Features Include: Realistic rendition of Calvi St. Catherine based on real life images Photo real buildings Large Aerial image with 50cm/pixel in the surroundings and 25cm/pixel on the airport, carefully fitted into the default X-Plane landscape and colour-adjusted Customized terrain, runway follows terrain Realistic reproduction of ground markings including old, painted-over markings Animated marshaller (additional plugin ‘Autogate’ required) Customized night illumination Custom made trees and forests Very good performance and implementation Animated bar on the entry of the parking lot Numerous details Changing static  airplanes including wreckage to the south west Animated road traffic  Recreation of the citadel of Calvi and vessel  



     


     
    Requirements:
    X-Plane 10.45+ (any edition)
    Windows 7/8/10, OS X version 10.6.8 or later, Linux Ubuntu 12.04LTS or compatible
    3 GHz, multi-core CPU (or, even better, multiple processors)
    8 GB RAM - 3D graphics card with 2GB+ of on-board, dedicated VRAM
    Download-Size: 300 MB
     
    LFKC is a destination for for Air France, the German TUIfly, Air Berlin, Germanwings, Swiss, Luxair, HOP, Brussels Airlines and a hub for Air Corsica. 
    The 18/36 2310m long runway is used over 2500 times a year and is is a popular destination among private pilots as it is close to the French Mainland.
     
      ______________________________________________________________________
     

     
    The LFKC Calvi (Corsica) Airport by Aerosoft is NOW available! from the X-Plane.Org Store here :

    LFKC - Calvi (Corsica) Airport
     
    Price is US$18.99
     
    ______________________________________________________________________
     
    Stephen Dutton
    22nd July 2016
    Copyright©X-Plane Reviews: X-PlaneReviews 2016
     

  20. Like
    Stephen got a reaction from CaptainVirtual in Behind the Screen : May 2016   
    Behind the Screen : May 2016
     
    How far should you go before you go too far? When is the line of obsession passed and you are in the position of complete neurosis in the fact that it could even be a serious addiction. I think I went very close to that line on a Saturday afternoon when I did actually have some spare time after a long week. Any normal person (are X-Plane users normal?) would have done something to make life fun and enjoyable, in going shopping, eating out, playing golf, watching a movie, reading or spending a nice time with the wife or girlfriend… fun things.
    Me no, I spent two and a half hours looking for a misguided lost object. Not a thing object like shoes, phone, hat or something made from physical atoms but a .obj in a scenery.
     
    No, as a sensible person would just yank the problem scenery out of their custom folder and fix the issue of it ruining the flight by constantly bringing up the bad scenery alert box. But this scenery is Aerosoft’s LSZR - St. Gallen–Altenrhein Airport and the problem with LSZR is that it’s position at the foot of the Swiss Alp’s would mean that the scenery was a major annoyance in that if you flew north-south over the alps, west - east from France to Austria or was flying anywhere in southern Germany, northern Italy, most parts of eastern France and any part of Switzerland then the painful annoying LSZR would ruin your flight. In the last few months I have reviewed Joe’s excellent LSGG-Geneva and Aerosoft’s excellent updated LSZH - Zurich and this damn LSZR scenery was always causing me to tear my hair out… It is in the wrong place or the right place if you like Swiss scenery.
     
    So I had to fix it. Why not just throw it away? Well it is great scenery, brilliant in fact and if you are flying over this area of which I do very regularly, then the scenery is very good there visually, certainly if you are flying VFR in a nice general aviation aircraft.
    There was a few terrain files but they were easily found and deleted. The main culprit however was a small .obj file called XP_LSZR_Ter_005.OBJ. I tried just deleting it, and that didn’t work, pull it out of the files and no that didn’t work either.
    Opening LSZR - St. Gallen–Altenrhein in WED just crashed it, and so the last resort was the venerable overlay editor. But finding a small .obj spot in a terminal building was like looking for an ant in a woolly carpet. I looked everywhere and restarted X-Plane maybe 20 or 30 times to get the still same annoying alert box…  aggggh.
    I crawled the scenery almost pixel by pixel till I saw the tell-tale stripes of the offending .obj sitting by the entrance of the terminal. It was hard to see as the awning of the terminal hide the .obj from the direct above position, only with a slight angle and crawling bit by bit over the scenery did I finally see it, a delete, a restart and finally no alert box and all was right with my Swiss X-Plane world. But I lost a good two and a half hours of my life I won’t get back…  do I need help yet?
     
    The point of all this is that you can’t cheat in fixing wayward things like this because I tried every single trick in the book, and in the end it really all came down to one thing…  finding the offending .obj and then deleting it is the absolutely only way to fix it, I hope there is a lesson in there somewhere.
     
    I like things to surprise me and I got a few this month. VflyteAir’s excellent Piper Cherokee PA 28 140 was a real big one. I will be honest and when I opened the aircraft up for the first time I admit I was not very impressed, it looked average to be honest. But this amazing aircraft peeled itself back like layers of an onion and just kept on giving, and totally proves that first impressions are not always the right ones. X-Plane aircraft like that sometimes, as you are at first looking at something that you feel is quite average. But the PA28 140 is anything but average and I take my hat off the the developers in getting the aircraft so right and making it a really great aircraft to fly. You must sometimes dig deep and use some aircraft to understand how really great they are, in doing reviews you are lucky in a way because unlike just a purchaser you have to keep on going and keep on flying the machine to find out every last bit and item that makes up the package. Some are not great, they do happen…  but some are amazing, and the more you dig, the more you fly you create a relationship with an aircraft that goes beyond just enjoying a product, they become part of you, when you fly, when you enjoy being high at night above your X-Plane world and just bouncing along and hoping the flight or this feeling won’t end….  You just want to fly forever (well till the fuel runs out).
     
    An aircraft doesn’t have to be the best, or the most featured or even the most expensive to find a way in to your X-Plane soul. The Avro Project is one constant that has continued for as long as I have been in X-Plane. The heart is in this aircraft, certainly it is a constant always being upgraded project that will never ever really be finished, a lot of things don’t actually work either and it is far from perfect, but a lot does work as well. But the point is that it doesn’t matter as this aircraft has soul, and it is fun to fly and it just keeps having to come back for more and more flights, and really is that what X-Plane is all about…  I think so.
     
    For really never ending projects the CRJ-200 was back into my radar again with Blue Sky Star Simulations latest sound package, and wow that was that an ear opener. JRollon’s CRJ-200 and myself have a bit of a history going back over the years. I bought it years ago when the aircraft had just been released, but our relationship was…  let us say rocky.  It spent a lot of the last few years just sitting in the hangar and too a point I could have spent my money at the time on something more usable. I just could not get my head around the aircraft’s slow speed flying, I found it complex and confusing. I would pull it out and usually put it away again, but in my defence I never gave up on it. It was in the end the X-Plane learning curve. Learning how to program a FMS system correctly, knowing how to use the correct speeds for landing (and taking off), knowing how the aircraft’s complex systems work and on and on the learning goes. But at a point it did all come together to allow me to find myself suddenly flying the CRJ-200 well, really well and finally I could understand the accolades that the aircraft had gathered over the years. Then you add in those amazing sounds from Blue Sky Star Simulations and you can’t believe how good simulation is today, yes I admit the CRJ-200 would benefit from a little bit of updating and love from Javier, but this is still an outstanding aircraft and it dominated my flying month this past May, and I enjoyed every last minute. If you have the CRJ-200 then go and get the BSS sound package, you would be crazy not to.
     
    There is no doubt the impact that Blue Sky Star Simulations has made with these outstanding sound packages. Every aircraft these packages are released for is then amazingly transformed into a completely higher orbital level of simulation. I was not a big believer in great sound, but I have now been totally converted to the amazing aspects that these sound packages can deliver, they are not cheap, but they are certainly the best thing to have come to X-Plane in a long time.
     
    Crazy is a word sometimes on what you have to fly next in reviewing. One moment you are skimming the sky above Dallas Fort-Worth (Uncle Tom’s great DFW scenery) in Rotate’s MD-88. The next you are with wind in the hair and going full speed at 100mph in a World War One Tri-Plane! It was such a disjointing of the senses flying the Fokker dr.1, but I can’t say it wasn’t fun because it was, and a very different flying experience, and all in a day's X-Plane flying. Didn’t end there either because then next I had to then take the controls of Felis’s outstanding Tupolev Tu-154M. A great aircraft but very hard to understand in the Russian systems approach and the flying aspects as well. It will take time to learn this one and I doubt I will really be able to understanding at a realistic deep level for a few months either, but I am looking forward to the challenge as the aircraft is another great outstanding simulation for X-Plane.
     
    An observation to note…  If you look at the lower left of the portal window of the X-Plane.Org you will see that the .Org now has (to last count) 385627 members, When did we just only pass the 300,000 mark, well it was just the middle of last year and that means we are now closing in on the 400,000 mark of users signed up to the simulator, granted not all are active, some even for years. But a gain of 85,000 members in not only a year means we are growing still very rapidly, and who says Simulation is dead…   long live X-Plane.
     
    With this post it will be quiet around X-PlaneReviews for a week. I am taking a break and going to Tasmania, that Apple shaped island at the bottom of Australia. Flying for the first time on the B787 Dreamliner is something I am very excited about, and hey let someone else do the driving for a change, but if they need any help then ask the guy in seat 33A. I'll be back on the X-Plane ride on the 9th June.
     
    Stephen Dutton
    2nd June 2016
    Copyright©2016: X-PlaneReviews
     

     
  21. Like
    Stephen got a reaction from CaptainVirtual in Behind the Screen : June 2016   
    Behind the Screen : June 2016
     
    June started and ended with aircraft. But for a change not the virtual versions but actual real aircraft. I had a quick break at the start of June to go to Tasmania, which is the forgotten apple isle at the bottom end of the Australian continent. Beautiful beyond belief, but freezing wet and cold in winter and that makes the airfares very cheap when the weather is rock bottom, that my brother also lives there was the actual reason for the visit. The bonus of the ride to Melbourne was the chance to take a ride on Jetstar's Boeing 787 Dreamliner, con (36227) and rego VH-VKA. In the strange world of Qantas's route economics the B787 was going 2000nm in the opposite direction of its final destination at Narita in Japan, and the aircraft was barely occupied by only about 30 passengers. You had to check-in as an international flight and then go through arrival customs in Melbourne without actually leaving the country as this was classed as an international flight. Qantas does this route gymnastics quite often as when I went to Hong Kong I went from Brisbane to Sydney before flying back over the same airport four hours later that I had departed from earlier? and Qantas wonder why they are losing money with their shares going south.
     

     
    But a very lightly loaded new generation Boeing was going to be interesting. The pilots decided to have some fun before doing the hard yards to Japan. So it was a +3000fpm climb to a final altitude of 42,000ft, straight up and almost close to space. Up there it was more like being in the Gemini capsule in that the aircraft was static and the world now moved around under you and not the other way around. I could have balanced a pen upright and it would not have fallen over as was so smooth the Dreamliner, the landing was also one of the most slowest I have done in an aircraft of this size and well under 150knts, amazing stuff. The return trip was by bumpy bucket class A320 via Sydney.
     
    The block end of June was fun as well with an "Open Cockpit" day at the Queensland Air Museum (QAM) at Caloundra. Here they open up the aircraft so you can crawl all over the aircraft and make buzzing noises in the pilot's seat. But there was a serious side to getting up close to some really interesting aircraft. A KingAir 200B (VH-FII), Fokker F27 (VH-FNQ) and a rare Beech 2000A Starship (N786BP) and for myself to compare the real deal with the virtual versions.
     
    The main things to stand out is that the real aircraft inside are very small and tight, but huge outside in context to the actual space you work in. Vision is surprisingly limited, yokes are beyond small and tiny, levers and controls are heavyweights and very clunky to use or move and getting into and out of cockpit seats requires a circus diploma in acrobatics. Overall it gave a vital comparison to the computer versions and I will fly all very differently with the new perspectives. The Starship was an amazing aircraft that usually flew at a ceiling of 35,000ft, but sitting in that passenger and later the pilot's seat, I don't know if I would like to be that high up in it, it is very tube like and tight inside with just a small window look out on to those vast sweptback wings, the panel and instruments were quite standard early glass-era Beech. A final interesting aircraft that was in poor condition was the Cessna 336 Skymaster VH-CMY C/N 336-0005 with another very tight lovefest of your fellow pilot cabin, but those huge twin boom tails were very impressive.
     
    X-Plane 10.50 Release

    X-Plane beta 10.50 crashed and banged into our lives that 10.50b1 soon became 10.50b5 and now 10.50b6. But thankfully all is well with our X-Plane world now. Although the upgrade list is large, I haven't found the total complete love yet, in that I can't see any new autogen in density and it is all restricted just to the US doesn't bode well for the rest of the world where we really need it. My early framerate was shocking as well but settled down to a reasonable level, so I decided to let the waters smooth down a bit before making any major assumptions, but overall it is still too jerky and frustrating when flying even with a frame rate running high (50fr) and perfectly fine for my tastes.
    Like most new X-Plane versions released lately they seem to be getting shorter but are also much more stable and that is reflected in the now (slightly) larger team at Laminar Research and it shows.
     
    That said I was seriously impressed by the new features including an all new X-Plane menu and interface shown at Flightsimcon 2016 watch the video and see your new brave world coming soon, X-Plane will be seriously (insanely) good when we get to that release with it maybe even noted as X-Plane 11. Officially X-Plane11 doesn't still yet exist, but 10.50 is looking very much like the final complete 10 version run. Laminar can't hold X-Plane11 back for ever either, as it makes them huge instantaneous money or a load of new income by a new version release that goes a long way into paying the bills and wages.
     
    FlyJSim Boeing 727 Study v2
     
    I had a strange issue with the the FlyJSIm aircraft when I moved over to the Window's killer thriller. Both the B727 or B732 would not work (the Boeing 732 still doesn't) so it took nearly a week of pain and problems to finally get the new v2 version to finally fly on the computer. Something with the sound files and the dreamengine, just wouldn't let the full loading of the files happen. So I missed the release date because of the issues, but what annoyed me more was the issues could have been cleared up months before when I first reported it, as noted the Boeing 732 is still in some sort of intergalactic machine limbo and I have just given up on flying it in Windows?
     
    I have spent over the years a fair few hours in the Boeing 727 and it certainly is right up there with the best of the best in X-Plane aircraft, the v2 update puts it even higher in quality and with the 60's style flying experience, but for all the brilliance, I just want to look out of the cabin windows at my takeoffs and landings in the replays? Is that too hard a request with an aircraft in this price range. As when all the hard work is done you can sit back and revel in your supreme handiwork and replay the whole flight and convince yourself you now really brilliantly good at this flying caper, well not still in the B727 you can't and I am now going to believe that I will go to my grave and not do so.
     
    PMDG and the whole damn fine thing
     
    Precision Manuals Development Group have a huge reputation in the Microsoft Flight Simulation (FS) world. But that doesn't say the same model works in X-Plane as many other FS developers have found out. The clever ones bridge the gap by using top X-Plane developer specialists and really circumnavigated the obvious issues, and in the process they have done very well in X-Plane. 
     
    PMDG's approach is unique and clever in the fact that to just create from the ground up an aircraft just for X-Plane, and not try to bend the FS product to run on X-Plane's rules. It is certainly a brave and costly approach. But with this approach the return information on the inner workings of the X-Plane environment will pay out dividends when you really understand how the simulator deep down really ticks. You feel this newly acquired knowledge in the product and how far PMDG are willing to go to understand the platform and this approach has to be seriously applauded.
     
    So the released DC-6 Cloudmaster is quite a different but very interesting aircraft to fly and use in X-Plane. PMDG's willingness to create different but clever new features does really standout as well and mostly in the areas of usability that actual aircraft features, very clever and certainly made the flying and the use of the aircraft far more enjoyable than I ever expected. It is not totally perfect, but it is very good... 
     
    ...    So yes I was very surprised and very impressed by what PMDG have achieved. But as a caution to note that this release is not the best style or type of aircraft to make final surmise of the X-Plane platform for future releases as the aircraft is too much a niche product. If PMDG were to release one of their mainstream aircraft and there is a lot to choose from in the MD-11, Boeing 747-400 and 737NG series, then with the current detailing of what is included with the DC-6 then PMDG would do very well in X-Plane and certainly create a devoted following of their products like Carenado have done. My choice would be their Boeing 747-400 series and that aircraft would certainly be a notable seller on the X-Plane platform, overall I was seriously impressed by PMDG and their X-Plane approach.
     
    The paradox
     
    This of course brings us to the paradox that PMDG and Aerosoft and their like are caught up in. Can they afford to ignore X-Plane and it's small user base in terms of sales. Still the FS world is a huge but it is now a seriously aging simulator, 32bit and all as is Prepar3d. Dovetail have bought the FS rights and are claiming to reinvent and upgrade the simulator to a more modern platform, but my personal view it is just a repackaging exercise to keep the platform at least viable and Dovetail's first average training release seems to confirm that view. The problem for PMDG and Aerosoft et all, is just that elephant in the big room...  64bit?
     
    Laminar Research bit the bullet and did the switch a few years ago, but our base plugin aircraft back then were few and not the huge range we have today, but now consider Flight Simulation's huge mammoth user base and even X-Plane would struggle to cover all the aircraft that would now have needed to be converted over. Ben Supnik was right and it would hurt and it took three months to clear and fix all the plugins, but could FS do the same? or lose such a huge amount of unusable aircraft as success and market domination can at times turnaround and kill you.
     
    And then consider that X-Plane year on year well past the cut off date of FS as it has been updating and beta-ring away with very detailed new X-Plane versions of a very current simulator and soon as noted above X-Plane will be going into another new version cycle with X-Plane11, like it or not X-Plane cannot be ignored, and how many of the adopted ones that have come over to X-Plane have noted they would simply love to go back there, and the only reason they do is for the likes of PMDG et all, but most if not all love their new X-Plane environment.
     
    So still on the X-Plane.Org forums we get the cry of "why don't we still get the big names of Flight Simulation in X-Plane". Well if you look around you a lot are already here. But it does come down to fear or even survival in simulation. The ones I can't understand are scenery developers are like FlyTampa, as most airports are mostly the same objects and textures on an X-Plane base then why don't they develop for X-Plane, it is a market easy transferred as aircraft are harder to translate with X-Plane's basic "blade theory" and the way the aircraft interacts with the simulator makes it a completely different build than with FS, but in strangely weird way we get more FS aircraft than scenery?
     
    But there has to be the point of the seesaw moving the other way, as pure survival will make the difference as to change or die, can you see FS in another four or five years time as X-Plane swings into X-Plane12 (unless Austin Meyer kills himself in his driverless Tesla car). Four years is not a long way off and yes even I would admit anything can change in that period.
     
    Will X-Plane11 finally be the circumstances of change and mass migration from FS to X-Plane? The main issues in change is one the X-Plane interface as FS users hate it and won't use it, but that issue is being fixed in X-Plane11 with a whole new visual interface. The other huge barrier is the actual developers themselves...
     
    ...   the biggest issue is the the huge investments that have been made in FS in aircraft and scenery, reverse the situation in that would I go to FS with all the investments I have made in X-Plane and the answer is no. So why can't the developers drop the barriers and let their clients transfer their already paid investments over to X-Plane, or ask a nominal fee to do so as it is in their own interests to do so. If you are not going to lose your favorite aircraft or scenery then the choice to change is not going to be hurt by the fact that you have to pay the same amount again to get the same thing in another simulator. Once the migration starts then all the other scenery, plugin developers and effects houses will quickly move over as well.
     
    My favorite words are "critical mass", once it generates its own power it will continue to do so, and it just takes a small amount of energy to start the process...  But when will X-Plane hit that "Critical Mass" point. Like everything else in life and even for Apple Computer with the iPhone, it will be an interesting few years ahead for the X-Plane simulator.
     
    Stephen Dutton
     
    11th July 2016
     
    Copyright©2016: X-PlaneReviews
     

     
  22. Like
    Stephen got a reaction from MercuryMat in Behind the Screen : June 2016   
    Behind the Screen : June 2016
     
    June started and ended with aircraft. But for a change not the virtual versions but actual real aircraft. I had a quick break at the start of June to go to Tasmania, which is the forgotten apple isle at the bottom end of the Australian continent. Beautiful beyond belief, but freezing wet and cold in winter and that makes the airfares very cheap when the weather is rock bottom, that my brother also lives there was the actual reason for the visit. The bonus of the ride to Melbourne was the chance to take a ride on Jetstar's Boeing 787 Dreamliner, con (36227) and rego VH-VKA. In the strange world of Qantas's route economics the B787 was going 2000nm in the opposite direction of its final destination at Narita in Japan, and the aircraft was barely occupied by only about 30 passengers. You had to check-in as an international flight and then go through arrival customs in Melbourne without actually leaving the country as this was classed as an international flight. Qantas does this route gymnastics quite often as when I went to Hong Kong I went from Brisbane to Sydney before flying back over the same airport four hours later that I had departed from earlier? and Qantas wonder why they are losing money with their shares going south.
     

     
    But a very lightly loaded new generation Boeing was going to be interesting. The pilots decided to have some fun before doing the hard yards to Japan. So it was a +3000fpm climb to a final altitude of 42,000ft, straight up and almost close to space. Up there it was more like being in the Gemini capsule in that the aircraft was static and the world now moved around under you and not the other way around. I could have balanced a pen upright and it would not have fallen over as was so smooth the Dreamliner, the landing was also one of the most slowest I have done in an aircraft of this size and well under 150knts, amazing stuff. The return trip was by bumpy bucket class A320 via Sydney.
     
    The block end of June was fun as well with an "Open Cockpit" day at the Queensland Air Museum (QAM) at Caloundra. Here they open up the aircraft so you can crawl all over the aircraft and make buzzing noises in the pilot's seat. But there was a serious side to getting up close to some really interesting aircraft. A KingAir 200B (VH-FII), Fokker F27 (VH-FNQ) and a rare Beech 2000A Starship (N786BP) and for myself to compare the real deal with the virtual versions.
     
    The main things to stand out is that the real aircraft inside are very small and tight, but huge outside in context to the actual space you work in. Vision is surprisingly limited, yokes are beyond small and tiny, levers and controls are heavyweights and very clunky to use or move and getting into and out of cockpit seats requires a circus diploma in acrobatics. Overall it gave a vital comparison to the computer versions and I will fly all very differently with the new perspectives. The Starship was an amazing aircraft that usually flew at a ceiling of 35,000ft, but sitting in that passenger and later the pilot's seat, I don't know if I would like to be that high up in it, it is very tube like and tight inside with just a small window look out on to those vast sweptback wings, the panel and instruments were quite standard early glass-era Beech. A final interesting aircraft that was in poor condition was the Cessna 336 Skymaster VH-CMY C/N 336-0005 with another very tight lovefest of your fellow pilot cabin, but those huge twin boom tails were very impressive.
     
    X-Plane 10.50 Release

    X-Plane beta 10.50 crashed and banged into our lives that 10.50b1 soon became 10.50b5 and now 10.50b6. But thankfully all is well with our X-Plane world now. Although the upgrade list is large, I haven't found the total complete love yet, in that I can't see any new autogen in density and it is all restricted just to the US doesn't bode well for the rest of the world where we really need it. My early framerate was shocking as well but settled down to a reasonable level, so I decided to let the waters smooth down a bit before making any major assumptions, but overall it is still too jerky and frustrating when flying even with a frame rate running high (50fr) and perfectly fine for my tastes.
    Like most new X-Plane versions released lately they seem to be getting shorter but are also much more stable and that is reflected in the now (slightly) larger team at Laminar Research and it shows.
     
    That said I was seriously impressed by the new features including an all new X-Plane menu and interface shown at Flightsimcon 2016 watch the video and see your new brave world coming soon, X-Plane will be seriously (insanely) good when we get to that release with it maybe even noted as X-Plane 11. Officially X-Plane11 doesn't still yet exist, but 10.50 is looking very much like the final complete 10 version run. Laminar can't hold X-Plane11 back for ever either, as it makes them huge instantaneous money or a load of new income by a new version release that goes a long way into paying the bills and wages.
     
    FlyJSim Boeing 727 Study v2
     
    I had a strange issue with the the FlyJSIm aircraft when I moved over to the Window's killer thriller. Both the B727 or B732 would not work (the Boeing 732 still doesn't) so it took nearly a week of pain and problems to finally get the new v2 version to finally fly on the computer. Something with the sound files and the dreamengine, just wouldn't let the full loading of the files happen. So I missed the release date because of the issues, but what annoyed me more was the issues could have been cleared up months before when I first reported it, as noted the Boeing 732 is still in some sort of intergalactic machine limbo and I have just given up on flying it in Windows?
     
    I have spent over the years a fair few hours in the Boeing 727 and it certainly is right up there with the best of the best in X-Plane aircraft, the v2 update puts it even higher in quality and with the 60's style flying experience, but for all the brilliance, I just want to look out of the cabin windows at my takeoffs and landings in the replays? Is that too hard a request with an aircraft in this price range. As when all the hard work is done you can sit back and revel in your supreme handiwork and replay the whole flight and convince yourself you now really brilliantly good at this flying caper, well not still in the B727 you can't and I am now going to believe that I will go to my grave and not do so.
     
    PMDG and the whole damn fine thing
     
    Precision Manuals Development Group have a huge reputation in the Microsoft Flight Simulation (FS) world. But that doesn't say the same model works in X-Plane as many other FS developers have found out. The clever ones bridge the gap by using top X-Plane developer specialists and really circumnavigated the obvious issues, and in the process they have done very well in X-Plane. 
     
    PMDG's approach is unique and clever in the fact that to just create from the ground up an aircraft just for X-Plane, and not try to bend the FS product to run on X-Plane's rules. It is certainly a brave and costly approach. But with this approach the return information on the inner workings of the X-Plane environment will pay out dividends when you really understand how the simulator deep down really ticks. You feel this newly acquired knowledge in the product and how far PMDG are willing to go to understand the platform and this approach has to be seriously applauded.
     
    So the released DC-6 Cloudmaster is quite a different but very interesting aircraft to fly and use in X-Plane. PMDG's willingness to create different but clever new features does really standout as well and mostly in the areas of usability that actual aircraft features, very clever and certainly made the flying and the use of the aircraft far more enjoyable than I ever expected. It is not totally perfect, but it is very good... 
     
    ...    So yes I was very surprised and very impressed by what PMDG have achieved. But as a caution to note that this release is not the best style or type of aircraft to make final surmise of the X-Plane platform for future releases as the aircraft is too much a niche product. If PMDG were to release one of their mainstream aircraft and there is a lot to choose from in the MD-11, Boeing 747-400 and 737NG series, then with the current detailing of what is included with the DC-6 then PMDG would do very well in X-Plane and certainly create a devoted following of their products like Carenado have done. My choice would be their Boeing 747-400 series and that aircraft would certainly be a notable seller on the X-Plane platform, overall I was seriously impressed by PMDG and their X-Plane approach.
     
    The paradox
     
    This of course brings us to the paradox that PMDG and Aerosoft and their like are caught up in. Can they afford to ignore X-Plane and it's small user base in terms of sales. Still the FS world is a huge but it is now a seriously aging simulator, 32bit and all as is Prepar3d. Dovetail have bought the FS rights and are claiming to reinvent and upgrade the simulator to a more modern platform, but my personal view it is just a repackaging exercise to keep the platform at least viable and Dovetail's first average training release seems to confirm that view. The problem for PMDG and Aerosoft et all, is just that elephant in the big room...  64bit?
     
    Laminar Research bit the bullet and did the switch a few years ago, but our base plugin aircraft back then were few and not the huge range we have today, but now consider Flight Simulation's huge mammoth user base and even X-Plane would struggle to cover all the aircraft that would now have needed to be converted over. Ben Supnik was right and it would hurt and it took three months to clear and fix all the plugins, but could FS do the same? or lose such a huge amount of unusable aircraft as success and market domination can at times turnaround and kill you.
     
    And then consider that X-Plane year on year well past the cut off date of FS as it has been updating and beta-ring away with very detailed new X-Plane versions of a very current simulator and soon as noted above X-Plane will be going into another new version cycle with X-Plane11, like it or not X-Plane cannot be ignored, and how many of the adopted ones that have come over to X-Plane have noted they would simply love to go back there, and the only reason they do is for the likes of PMDG et all, but most if not all love their new X-Plane environment.
     
    So still on the X-Plane.Org forums we get the cry of "why don't we still get the big names of Flight Simulation in X-Plane". Well if you look around you a lot are already here. But it does come down to fear or even survival in simulation. The ones I can't understand are scenery developers are like FlyTampa, as most airports are mostly the same objects and textures on an X-Plane base then why don't they develop for X-Plane, it is a market easy transferred as aircraft are harder to translate with X-Plane's basic "blade theory" and the way the aircraft interacts with the simulator makes it a completely different build than with FS, but in strangely weird way we get more FS aircraft than scenery?
     
    But there has to be the point of the seesaw moving the other way, as pure survival will make the difference as to change or die, can you see FS in another four or five years time as X-Plane swings into X-Plane12 (unless Austin Meyer kills himself in his driverless Tesla car). Four years is not a long way off and yes even I would admit anything can change in that period.
     
    Will X-Plane11 finally be the circumstances of change and mass migration from FS to X-Plane? The main issues in change is one the X-Plane interface as FS users hate it and won't use it, but that issue is being fixed in X-Plane11 with a whole new visual interface. The other huge barrier is the actual developers themselves...
     
    ...   the biggest issue is the the huge investments that have been made in FS in aircraft and scenery, reverse the situation in that would I go to FS with all the investments I have made in X-Plane and the answer is no. So why can't the developers drop the barriers and let their clients transfer their already paid investments over to X-Plane, or ask a nominal fee to do so as it is in their own interests to do so. If you are not going to lose your favorite aircraft or scenery then the choice to change is not going to be hurt by the fact that you have to pay the same amount again to get the same thing in another simulator. Once the migration starts then all the other scenery, plugin developers and effects houses will quickly move over as well.
     
    My favorite words are "critical mass", once it generates its own power it will continue to do so, and it just takes a small amount of energy to start the process...  But when will X-Plane hit that "Critical Mass" point. Like everything else in life and even for Apple Computer with the iPhone, it will be an interesting few years ahead for the X-Plane simulator.
     
    Stephen Dutton
     
    11th July 2016
     
    Copyright©2016: X-PlaneReviews
     

     
  23. Like
    Stephen got a reaction from marcfsx in Aircraft Review : LISA Akoya by Aerobask   
      Aircraft Review : LISA Akoya by Aerobask   If you are the champion pilot that states...  "If it has a stick and a set of rudder pedals, then I can fly it!". Well here is an aircraft that will certainly test that theory. It is the LISA Akoya...  and what a strange critter of an aircraft it certainly is.   The LISA Akoya is a French made two seater aircraft with the unusual set up of a rear high-mounted tractor configuration engine. It looks like a flying Dolphin with wings and that is because it is designed to takeoff from land, water and ice. And only a strange critter like this would come from a developer like Aerobask, and you have to admit it is different. (note the new Aerobask logo)     I am used to seeing strange aircraft outside the Florida office but the Akoya goes that one mad step further. The wings can be rotated back, either for clever aircraft storage or if you want to the aircraft to be also be towed behind a vehicle to the airport from home (on a specially built trailer). Versatile this aircraft is without doubt, you can't do that with your average Cessna 172.     Open the one piece canopy and the cockpit is very simple, clean and modern. But before we go too far we have to make the road dragster look like an aircraft.     In your X-Plane menu Settings/Joystick & Equipment panel you have too set up a few key assignments to extend and retract the wings. I used Shift/E and Shift/R to cover the wings of which the selections can be found on the top X-Plane addon key custom menu. (top red arrow). More key custom commands available include a toggle choice for the wings, CSC or "Constant Speed Controller" options and landing gear options.     Design wise it is a very unusual aircraft. Long fine constant chord thin wings with downturned edges that have an aspect ratio of about 18:1, with those strange upper elevators with slightly upturned tips, and flipper stubby wings by the cockpit and very small airflow stub wings down on the lower tail. And all these aerodynamic surfaces are mounted on a circular cylinder tapered fuselage. All very Burt Rutan in concept.     Two Menu tabs are located lower left of your screen. One is a basic weights and fuel menu and the other a basic checklist binder. You can add in fuel and a one piece luggage bag, but the that small bag can cost you a lot of fuel weight. The menu will show you in red if the aircraft is overloaded. There is the option of canopy tinting or clear (Reflections).     A term for the cockpit could be "Futuristic Minimalism". It has what you need but nothing more. No key just a power button, no trim wheels or buttons, fuel is on/off, no mixture or prop pitch and altogether in here you have just that "a stick and rudder" aircraft with no frills. It all makes even a basic trainer look overloaded with equipment.     The central "War of the Worlds" looking panel is dominated by a twin screen EFIS (Electronic Flight Instrument System) and noted as the "Aerobask (DYNON) SkyView" display. The display is your standard electronic layout with located on the left side is the main Primary Flight Display (PFD) incorporating on the top with an Artificial Horizon/Pitch, Speed and Altitude tapes and built in lower rose/heading dial. A rate of turn/angle gauge is spread across the top.   The panel is a menu driven system that is accessed by buttons on the lower display. In menu selections it is really quite basic. available is (left to right) BARO - ENGINE - MAP - FPL (Fightplan) - TIMER - MSG (Message).   Most buttons access the information on the right side screen, with "MAP" the main navigation view and "ENGINE" bringing up the engine display.   (ENGINE) Engine parameters covered are engine CHT and EGT outputs, MAP INHG (Manifold Absolute Pressure ) Carb ºF and Oil pressure psi/temp, fuel pressure (PSI). Electrical displays covers AMPS and Battery Volts. Fuel quantity and Fuel usage (Fuel flow) is noted in "Gallons per hour". Trim and flap position is also noted     (MSG) the message display gives you items either active (Yellow) or (Red) warnings. (FPL) Fightplan selection is the X-Plane FMS in another form and you can create or save/load the routes in standard .fms route format. The aircraft does not have any autopilot or any means to follow the FMS route, so the flightplan is only displayed there as guide for you to fly by.     Left panel are the two "Magneto" switches (turn off the engine) and two back up instruments in speed and altimeter. The left switches below cover Wings Carb heat - Fuel pump - Cowl flaps - LED test switches. Inner left top is a clever COMM 1 radio, and Start-Power-Choke switches   Right Panel Inner are two instruments that are top a "Transponder" and lower the CSC or "Constant Speed Controller". The constant speed Akoya propeller is managed by a controller instrument (CSC-1/P), which monitors and displays the Engine RPM and Manifold Pressure. Instead of a lever the propeller pitch is controlled here and you can set a Propeller Mode of: MAN : Manual mode
    CRS : Cruise mode : Pitch 70 %
    CLB : Climb mode : Pitch 99 %
    There is a RPM overspeed warning as well. Far right are the lighting switches and panel light (Dynon display) adjusters.
    Mid lower panel are three large selectors...  Left flaps in 0-1-2 three positions and right undercarriage up/down, the centre button we will come to later. As noted the layout is just plain basic, no more or no less than you need.
    Flying the Akoya
    It can get hot very quickly in the Florida sun, so you want to start up and get moving as quick as possible. After the walkround you need to bring in the pitot cover by pressing the "Remove before flight" tag on the rear bulkhead.


    Starting the Akoya is as simple as 1 - 2- 3. First turn on both the magnetos (fuel tank switch is in front of the seats, but it is already switched on) 2. give the engine a little choke if required, a little throttle helps...  then 3. hit the starter switch and the noise will start up high above you. Sounds are very good and it feels like the chop, chop noise is close and is right behind your neck...  of which it is.

    Taxiing was quite easy, but the aircraft is very high-nosed as the Akoya is a tail-dragger (sort of).

    So I kept the taxiway centreline to the left and visible to make sure I had a visual line to follow.

    Power up and you quickly realise that this Akoya flying caper is not going to as easy as it looks. I am very smooth on the throttle, and only give out small stick inputs, but it soon becomes very apparent that there is not a lot of slipstream going over the rear rudder, and whoops your gone...
    This second time I tried the "hold brakes and a lot of throttle" theory to try to slingshot the aircraft straight forward as the nicey, nice approach certainly does not work.

    To a point it was more successful. But you are hanging on for your dear life and trying to keep the aircraft as straight as a die on some sort of a straight line...  then the moment the tail rises your in business and you can gain control back and then as the speed rises more you are going to finally slip the Akoya upwards and away from mother earth. overall Nasty!

    Once in the air the Akoya is very nice, and balanced, which is a good thing as there are no pilot-aids at all, it is all stick and rudder flying.
    You need only small stick inputs to do what you want, and the aircraft is very nice and neutral. Plenty of power allows you to climb easily at around 800fpm, a 1000fpm is possible, however this is not a "throw the aircraft around in the air " type of machine, its hybrid nature disallows that sort of behavior.


    You do feel you are being pulled (upwards?) as the Rotax 912 ULS flat four cylinder piston with 1:2.34 reduction gearing, delivering 73.5 kW (98.6 hp) does its job. I was surprised that the aircraft was as smooth and as easy to balance as it was considering its odd shape and aerofoil configurations.
    But the main feature of the Agoya is its waterbourne abilities. Flying around over Florida's Lakeland area means there should be something below to aim the Akoya's nose at. But first.

    Centre lower panel there is a large button called "Ground". Press it and it turns to "Water" to seal up the aircraft ready to do some swimming.

    You are going to give the little aircraft some chance of not being swamped, by setting on X-Plane's Menu/Weather page the wave height and length. I used .2 of a ft (foot) to keep the swell down to a minimum.



    Flaps down your speed can be less of 70knts, but you need as much a lower speed you can find. A very shallow approach can keep the aircraft at the best position for watery landing, but the speed is critical no matter how slow your descent is. You have to find the very least knots you can, which is not as easy as it sounds while not losing height and not stalling, still too fast and you will easily bounce off the surface like Mr Wallace's "Dambusters" bouncing bomb. It will take a few goes to get a clean perfect water landing just right.

    Once on the water the aircraft is surprisingly great and easy to manoeuvre, very easy to turn or park at a jetty. Opening the canopy will mean you can put your hands in the water and easily do a bit of light fishing, I doubt any sailfish fishing as the fish may pull you with him, than you with the big fish. But it is a nice feature if you want to hop around lakes looking for dinner or fill out the freezer.

    Taking off from the water is far easier than on the runway, as the water tends to help keep the aircraft more in a straight line, pretty soon you are going some knots and are easily skyways again.

    All liveries are French (F) with the LISA logo F-WOOA as default. The two other are WAOW a swipy green and WOOH a garlish pinky-red


    Nightlighting is basic but very good.


    One far right panel adjuster will adjust the Dynon screen, the other the amount of light in the cabin. Not much variation but you easily create the right feel you want from very bright to just showning the instruments, so it is very easy to find the right lighting point you require. Up on the roof above you there is a strange four way vent and cabin lighting arrangement, very well created.
    External lighting is basic with Navigation and Strobe. Landing and taxi light in the inner left wing.

    Heading back to KLAL (Lakeland) you reflect on this strange critter of an aircraft.


    Humankind are always looking to do the same thing in very different ways, and to sort of refine the idea. Here the French want to make a two-seater multipurpose aircraft in land-sea-ice operations, and as clever as it is, and it certainly covers all the bases. But it is an aircraft in the real world that is not really a usable machine in the way an DHC-2 Beaver is for example, that aircraft can still do land-sea-ice missions but can also carry more passengers and cargo. The Agoya is really nothing more than a clever hobby aircraft, and yet we need a new design of a workable DHC-2 for today's aviation, and that is why there are so many old tired Beavers still flying around and yet only a few of these sort of aircraft that are struggling to sell.

    Landing the Agoya on wheels is the same frightful challenge as taking off. Once again you are confronted with a very low speed and a very shallow approach as so not to do the bouncys. It is not so easy unless if your speed is not right down to crawl slow to suddenly find yourself hopping hopelessly down the runway. In finally get those narrow set wheels actually down on the hard stuff and you are then confronted with trying to keep the aircraft in a long straight line and not quickly disappearing into a rounding spin off into the scenery.  It is fun the first few times, unless you master it. 


    The Akoya is not your usual General Aviation aircraft, yes versatile it is and even fun, but I think the aircraft will be more in the oddity section of aviation than mainstream....  great for fishing though.
    Performance
    Cruising speed: 210 km/h (130 mph; 113 kn) economical
    Stall speed: 64 km/h (40 mph; 35 kn) flaps down
    Never exceed speed: 290 km/h (180 mph; 157 kn)
    Range: 1,250[13] km (777 mi; 675 nmi) at economical cruising speed without optional tank
    Rate of climb: 5.2 m/s (1,020 ft/min) maximum
    Summary
    Weird, fishy, strange but interesting. Yes the Akoya is a very critter of a strange fish. Hard to takeoff and land (on the hard stuff) but I don't doubt many pilots will see the challenge and the versatility in the aircraft. I wish there was more navigation aids, even in a course adjustment to angle in runways, but the aircraft is very basic in that area.
    Certainly a clever design by Aerobask, and very well created and in keeping with their usual high standards.
    So where can you buy the LISA Agoya from Aerobask?  Well you can't just yet. The aircraft will be bundled (free) with the soon forthcoming "Victory" light passenger jet. So you get two aircraft for one price. If demand is there then the Agoya might be listed as a stand alone purchase.
    _____________________________________________________________________________________
    Installation :   Download aircraft file size is 226.60mb. Installed file size is 268.40
    Documents : One in depth manual and one real document "csc_manual-pv50"
    Developer Site : Aerobask
    Manufacturer Site : LISA Airplanes
    Requirements
    Windows, Mac OS, Linux (please refer to the requirements of X-Plane®) X-Plane® 10.40 (64-bit only!) or higher   _____________________________________________________________________________________   Preview by Stephen Dutton   27th January 2016   Copyright©2016: X-PlaneReviews
  24. Like
    Stephen got a reaction from Meinard in Aircraft Review : x737project v5.0 by EADT   
    Aircraft Review : x737project v5.0 by European Aircraft Developer Team (EADT)   The x737project goes a long way more than just being a project to design and create one of the all time great versions of the Boeing 737NG or Series -800 aircraft. It is and always has been a project that became the soul of the X-Plane simulator. It is created by self-less and inspired creative people that not only spend a lot of time in creating brilliant work but are also willing to do the work for free and for the good of not only the simulator, but to every one who dares to dream in flying in this one of the most successful aircraft ever built.   It has to date been over a decade since the original first x737 version was released in X-Plane 864, yes that is X-Plane Version 8® (v8 was released in 2004) and it is still available for download if you want to see the original release from the EADT site. That is well even before my time in the simulator so I have no recollections on what that aircraft was like back then, but I knew when I first downloaded the x737 in X-Plane9® that this was something special and why the simulation bug bit hard in the fact that aircraft like with this level of quality was available and could be easily downloaded for nothing. But to a point that the x737 is free or not, it is in my eyes always been in the level of payware in quality and I never saw or classified the aircraft as freeware and it is and has always been in the realm of payware and I respect that and cover this review in that aspect, and you can donate to the project (details below) and give your respects to the time and commitment that has delivered to X-Plane the latest and certainly in this the greatest update release in the aircraft's history in Version 5 (v5.0).     Externally the x737 is identical to the current v4 series that most X-Plane users have downloaded. The external fuselage is not changed in any aspect and really there is no need for that as the original aircraft design is very good and delivers a highly detailed quality aircraft. One external change is that the x737 can now use 4K HD (High-Definition) textures for liveries and with the v5.0 release they can also be downloaded from the EADT site along with an amazing collection of over 200 liveries for really any part of the world and for most of the operating airlines for the aircraft.     As the x737 has been around for what seems eons and is used by so many X-Plane users. Then the aircraft does have a lot of extra freeware support to surround it. Payware add-ons also accommodate the aircraft and one of the best is the JARDesign Ground Services plugin that with my own (QF) Qantas livery you can service the aircraft in getting ready for departure in perfect realism. A new notable feature with v5 is you now have opening lower cargo hatches with internal baggage inside, and it is with great realism to set out your ground services to do the work for you.   So far the x737 seems to be your old same favorite that already subsides in your aircraft folder...     But go onto the flightdeck and then you will notice the v5 is absolutely nothing like the one in your aircraft folder! That old central 2d cockpit screen is gone and it has been totally replace by an amazing 3d virtual cockpit that will make you just cry with excitement (well I did!)   The old famous central 2d panel has sadly been relegated to the past. It was just not compatible with the new functional 3d cockpit.     It is not just that the virtual cockpit is very good, but there is a very different feel to the cockpit as well. Nothing in X-Plane currently is like this cockpit in its look and feel. It is modern, very high quality and very sharp right down to the smallest details, and even better than payware!  Yes the design here is well within the sort of aircraft US$50 price range that you expect on the X-Plane.OrgStore.     To highlight the sheer depth of design and detail you have in this x737, then lets look at the crew seats, as they move!  Not only do they move but are also fully adjustable on their tracks in a forward and backwards motion, the backrests can be also adjusted forward and backwards as well....  and even adjustable are the headrests! Side armrests can be stowed or lowered and note that dropped under the seat company Visa card that you will need for paying for the fuel.   Fussy and still not happy with your seating position...     Then you can also adjust your rudder pedals for reach via the centre turn handle.     The Boeing 737 has a unique iconic pedestal. And EADT have recreated the design in all its glory, beautifully rendered and detailed the mechanisms are a sight to behold and you just wish that this 3d cockpit was 3d real world to touch and use. Levers click and move with metallic precision and those huge trim wheels do trim and whirr magnificently in flight. note here is that the x737's trim is separate from the X-Plane's version so you can't use the standard X-Plane settings to use it, but you can still set up your keyboard to adjust the trims via the provided settings if you wish.   The engine and APU fire panel is well executed and fully workable.  
    Radio console is excellent but still a bit bare in areas, it is missing the lateral trim, HGS, Cargo Fire and weather radar panels. No doubt they will come later as they are not currently essential.   The overhead panel is complete. Every switch and every dial is there and all are extremely well done, perfect in fact. All systems are active including hydraulics, electrical, environment, bleed, lighting and APU.     Switches can be pushed and twisted with clever manipulators, like with the engine start switches.     The hardest thing to convey here is how different this panel is in use and feel, everything is very well done and very efficient and smooth in its operation, in be it a switch or a dial that needs movement.     x737FMC   You can buy from EADT an add-on for the x737 in a fully working FMC (Flight Management Computer) by Javier Cortes. This plugin has been completely designed for the x737 aircraft and the FMC is also fully intergrated into the aircraft. If not installed you have the standard X-Plane default FMC in its place.     This fully working xFMC has been updated for the new 3d virtual cockpit and has had new features added into the system.     This route is from YBCG (Gold Coast) to YMML (Melbourne). Qantas - QF881   SID and STAR's can be inserted and in this case you are using  APAGI2 (APAGI) for departure and LIZID2 (LIZZI) for Arrival.     Route waypoints are easy to insert and you can save the route when filed or EXEC (EXECuted) for an easy load next flight.     Aircraft PERF (Performance) including N1 and Takeoff/Approach Ref's (References) can also be inserted with the settings intergrated with the aircraft's autopilot systems.     On the keypad there is no radio button to get access to the RADIO functions, but it is there in the Menu index under "Nav Status"     The essential PROG (Progress) page is very good with secondary Nav (waypoint) information also available.     x737FMC does pop-out for ease of use, but I prefer to use the pedestal version to be closer to the Nav display. There are some tricks (mostly in updating or EXEC) in completing certain inputs like SID and STAR inputs, so you really need to read and follow the manual and video's to tune yourself into the system as it is not as forgiving as some built in FMC's. Overall the x737FMC adds in a great dimension to the x737 project aircraft.   Menus   The standard x737 menu is still there and basically the same with the pop-up overheads panel still usable, but really they are redundant now with the full 3d overhead panel to use.     Only additions are the two front and rear lower cargo doors.     Fuel request is still the same and a procedure that needs a stick-it note in your eyeline. Forget to put enough of the go A-1 spirit and you can not add in the fuel later in flight... Okay hands up who has done a long glide down to nowhere by running out of fuel!   Guilty m'lord as charged!   Add in the JARDesign Ground service fuel truck for added realism when refueling the aircraft...  perfect.  
    Walkround     Time to go, and a quick walkaround confirms that the x737 is still one one of the best Boeing's in X-Plane. Certainly years of refinement has been done here, but the aircraft has always been really great in detail and in any lighting conditions.     The x737 does not come with a pushback feature. So i use JARDesign's great iTow plugin, which works extremely well with the aircraft.     Starting the engines on pushback is the normal now...     APU running and the bleed is set, fuel valves to idle and a turn to GRD for each engine gives you that familiar whine in the background, but it is not the usual x737 start up sounds you are hearing here. All sounds are now directional and have been completely redone for v5.0 and the difference is really very good and to excellent compared to the original sound packs. Startup is very good, and so is takeoff, but at altitude those noises are the standout sounds here which are really, really good and very realistic and complete with those lovely whirring trim sounds.     Flaps set to 5º and the x737 flap and leading edge spoiler arrangements are still very good.     Taxi to RWY14 is cleared by the tower and a nudge of the throttles and we are moving.   You can adjust the POV (Point of View) on the fly by grabbing the central windscreen column, and pulling it backwards or forwards. Quick and much easier than delving into the X-Plane settings.       You set the LNAV to "ARM" and advance the throttles to full power. Ref callouts are good and you rotate around 165knts (155knts + 10)     "Positive climb" and you find even with a full gross weight you can climb at 2500-3000fpm, most users know the x737 backwards, but the FMC does give you more options and those great takeoff Ref's, then climb settings.     In full climb you love the sounds and feel of this great aircraft, it is in no doubt the huge extra dimension that the 3d virtual cockpit give you with the x737, it is magnificent.  
     
    The CTR function gives you three modes in the NAV (Navigation display) in forward, rose and rose + altitude, which gives you a reference to your climb and height to altitude.
     

     
    Target altitude for V/S (Vertical Speed) is always a useful tool for set climbs and descents, one small annoyance is the below altitude warning that goes off (sometimes for no reason). switching over to manual and resetting the altitude will stop it going off, the horn (silence) is a button to the left.
     

     
    Panel lighting knobs are behind the yoke (two more on the overhead). great design on the yoke with the built in trim buttons...  and yes they work!
     


     
    Main panel displays are superb, in clarity maybe some of the very best in X-Plane. The red line with the x737FMC installed is very slightly noticeable, but not distracting. Overall the PFD (Primary Flght Display), NAV (Navigation) Display are fully adjustable in position and totally functional. Slight annoyance is the VOR/NDB waypoints are overridden by the waypoints until you get to 80nm line, so clogging up the display on arrival when you need a clear screen and the approach NDB waypoints.
    Central upper display shows Fuel, Primary and Secondary Engine Indications in full, sadly the lower display does not have the secondary engine indications but just the aircraft situation page, which can make it look empty and well...  useless in flight, once the wheels are up.
    Sadly we just can't cover each item on the panel in detail here, but everything you see is switchable and fully functionable, this is the best B737-800 glass panel you now have in X-Plane.
     

     
    Glareshield autopilot and EFIS control panels (left and right) are excellent and again fully functional. Highlight of the 3d virtual cockpit are the manipulators. They have been uniquely created and are quite different an very easy to use. vertical and horizontal movements will allow you easily change the knobs requirements. Could they be too loose? Some users might not like them or even hate them, but I am in the love them camp as they can be so easily moved to set your requirements, going from 34,500ft to 7,000ft is just an easy slide down...  brilliant.
    Other working manipulators are small arrows that are again very easy to use and are very effective.
     

     
    NAV display shows the X-Plane weather WXR very well on the display, with great smooth movement and detail to avoid those storms.
    I recommend as does EADT the use of SimCoders HeadShake plugin (Free), it is very good but use with the settings in the low positions for realism. The x737 has a sort of weird shake of its own, a slight movement that needs attention and so the two together can be too much movement. But HeadShake is worthy at the takeoff and landing phases for total realism.
     


     
    Overall this cockpit is the place to be, still do you note this 3d cockpit as freeware? No doubt the best freeware possibly ever created. Note the rear of the cockpit and the fuse panels. All panels are extremely detailed and beautiful to look over. Small things like the grab handles are also animated.
     
    Another feature is the x737 now has split scimitar winglets.
     

     
    Already famous is Aviation Partners when they formed a joint venture with Boeing, called Aviation Partners Boeing (APB) to license the Blended Winglet Technologyfuel system which can enable a 737-800 to increase its payload up to 2,500 pounds or increase its range up to 75 nautical miles. By adding in a new Scimitar (STC) tipped ventral strake. This more advanced modification demonstrated approximately 2% drag reduction over the original basic Blended Winglet configuration. Coming soon to an airport near you.
    You can add in the new scimitar winglets to any livery, and you can change from the Blended Winglet to the newer Scimitar Winglet by just changing to the livery you require.
     


     
    Arrival at Melbourne is gloomy, but not my mood. Entrance to RWY27 is via STAR LIZZI to EPP NDB approach via MAITE waypoint. A simple arrival but requires the correct height (high hills at LIZZI) and speed to get it right. It was only a few years ago when I came into X-Plane that 3d virtual cockpits were a rarity, now you really would not fly without being in one...  but not in your wildest dreams back then would you expect this sort of detail and design around you.
     


     
    This review is a strange thing really as this aircraft has been available for so long and flown. But the strange aspect of it all is the x737 is to a point a very different animal than the aircraft you have used for almost a decade now, not only in feel, but visually and in those great heightened awareness with those new sounds.
     

     
    With this completeness even the exterior feels different because you know how changed now it all is on the inside.
     

     
    You do get a completely different experience from the v5 x737.
     
    Lighting
     


     
    Cockpit lighting is as dramatic and as good as everything else on this new version. That newness of feel again comes to the fore as you gasp at the beautiful design of all the lighting highlights.
     
    Lighting is fully adjustable, on the panel (highlights both main panel and glareshield) and instrument and switch illumination. Only missing feature is the instrument and switch illumination does not work in the day, which I find strange with all the rest of the detailing as it would look as amazing as it does at night... you really miss it.
     

     
    The lighting highlights here are the two roof mounted spot lights (one for the captain and one for the first officer) that are controlled by side knobs that give you at a switch full brightness or adjustable manipulators, great stuff.
     

     
    You can very easily find that perfect ambience and clear vision for night flying (even lowering the monitor brightness) to get that perfect clear view out for landing...  It is great stuff.
     

     
    External lighting is the same as the v4, and is very good.
     
    Liveries
     
    There are four HD (High-Definition) liveries with the download: TUI, American Airlines - One World, QF Qantas (Wagga Wagga) and SAA - South African Airlines (Fly SAA.Com). There are of course 200+ liveries that can be downloaded from the EADT Liveries site.
     


     
    Cabin
     
    The bulkhead behind the cockpit is still a work in progress, but you can already see the end result in quality. Cabin is stock x737. 
     

     
    One of the great things to do with the x737 is to tailor it to your own requirements. Here on this aircraft I have created the QF interior in the cabin, and the aircraft looks all the better for it. It is a bit bright in the cabin, but still better than nothing. More cabin details from EADT are yet to come.
     


     
    _____________________________________________________________________________________
     
    Summary
     
    The release of v5.0 to the x737 Project is another significant milestone of one of the greatest projects ever started in X-Plane. The aim in not only delivering this great 3d virtual cockpit, but to go way above the cause and design the cockpit to such a high quality and really deliver not only a fully-functional cockpit, but also one that delivers some landmark making design features as well. It would have been so easy to have taken the easy road and just done a basic working virtual cockpit. But to deliver greatness is a testament to Benedikt Stratmann and Pierre Stone's skills and sheer devotion to the cause with all the EADT team in designing the aircraft for over a decade, no doubt this is their finest hour and they deserve it.
     
    A small note in that although this release is a major milestone, the aircraft is not totally complete with this release, it is still an ongoing project and small things, bugs and future features will continue to be fixed or completed, your feedback is important but don't criticize in the fact that you expect it in this v5 to be a complete final design because it isn't and the x737 should always be viewed in that way.
    It is also a note that this updated v5 design comes with a significant frame-rate kick. Surprisingly the new 3d virtual is very efficient, but the older outer skin of the exterior is not as good, so all this quality comes at a price. So it is my recommendation that you will need a powerful computer to get the full experience and certainly with HDR on at night. Reducing texture settings does not help either, it is really quite heavy on your computer processing power, but EADT will work on that aspect as already some efficiency work has already been done.
    There is something quite more to the x737 project than it just being a free download and a great aircraft. It is of the communities love and involvement of this and other projects that signifies the heart and soul of why we love X-Plane. To create the best and to enjoy that though collaboration and the sheer involvement that together we can do something great and all share in the benefits. 
    You can share as well by donating to the x737 Project cause, this not payware, but you are getting payware quality and even a small token of your gratitude can be shown by tipping your hat to the sheer volume of work and discipline of the aircraft you can download here.
    If you thought you loved the x737 before...  now you will be overwhelmed by why we fly X-Plane.  The best simulator out there.
    _____________________________________________________________________________________
     
    Although the aircraft will be free to download, there are several ways (to ease the guilt) of repaying the team for all this excellent work.
    You can make a donation to EADT here : Donate for the x737 Project!
    Or purchase the excellent x737 add on in Javier Cortes x737FMC which a custom fully built in FMC made for just this x737 aircraft. This plugin will be totally updated to v5.0 for this significant release.
     
    The X-Plane.Org is a proud sponsor of this x737 project and has supported the project since its inception almost 10 years ago.

    For more information go to the EADT x737 website here: x737 Project for X-Plane
     
    Download the x737 v5.0 here:
    x737Project - EADT
     
      Requirements
    X-Plane 10.45+ Mac/Windows/Linux 32/64bit are all supported
     
    Installation and documents:
    Download for the x737 is 160.00meg and the unzipped file is deposited in the "Heavy Aircraft" X-Plane folder at 380.40mb.
    A README (important) and Quickstart manual, excellent set of three flight planning manuals.

    There is also a huge amount of downloadable manuals and details for flying the B738. One of the best is here at SmartCockpit
    _____________________________________________________________________________________
     
    Review by Stephen Dutton 1st May 2016 Copyright©2016: X-PlaneReviews   Computer System: Windows  - Intel Core i7 6700K CPU 4.00GHz / 64bit - 16 Gb single 1067 Mhz DDR4 2133 - GeForce GTX 980/SSE2 - Samsung Evo 512gb SSD 
    Software:   - Windows 10 - X-Plane 10 Global ver 10.45
    Addons: Saitek x52 Pro system Joystick and Throttle : Sound - Bose  Soundlink Mini : Headshake plugin
    Pay Addons: JARDesign Ground Handling Deluxe plugin - US$14.95 and JARDesign Tug Master Deluxe - US$9.95
    Scenery or Aircraft
    - YBCG - Gold Coast by tdg (X-Plane.Org) - Free
    - YMML - Melbourne by ISDG (X-Plane.Org) - Free - Winner best scenery 2014

     
  25. Like
    Stephen got a reaction from MercuryMat in Aircraft Review : Boeing 767-300ER Professional by VMAX and Flight Factor   
    Aircraft Review : Boeing 767-300ER Professional by VMAX and FlightFactor   After the huge success of the late 1950's and throughout the 1960's for the Boeing Commercial Airplane's Company with their Boeing 707/727/737 and Widebodied Boeing 747 aircraft, it was always going to be a challenge for Boeing and keep their lead in the aviation production business to develop and create the next advanced series of passenger jets. Other manufacturers went down the Twin-Aisle three-engined designs that was signified by the McDonnell Douglas DC-10 and the Lockhead L-1011 Tristar.   Originally Boeing with the code-named 7X7 looked to be going down that route of three engine design, but the Airbus A300 from Europe changed the design to the more common current layout with Twin-Aisle, Twin-Engined aircraft as engine design and power had now progressed to allow big twins to have the power and range over their three engined counterparts in that now highly competitive mid-medium to large-size, long-range market.   Still Boeing backed its card hand both ways, not only announcing the Boeing 767 as their Twin-Engine Design to cover the Twin-Aisle market, but to also build a Single-Aisle aircraft in the Boeing 757 code-named 7N7, and both aircraft have a commonality design that was shared over the two different types of airframes, in the thinking that airlines would buy and operate both types with a single commonality rating with a small conversion to the larger Boeing 767. Three variants of the Boeing 767 were planned: a 767-100 with 190 seats, a 767-200 with 210 seats, and a trijet 767MR/LR version with 200 seats intended for intercontinental routes. The 767MR/LR was subsequently renamed 777 for differentiation purposes which was when finally launched a vastly different aircraft for a different market.   The prototype Boeing 767 aircraft, registered N767BA and equipped with JT9D turbofans, rolled out on August 4, 1981. By this time, the 767 program had accumulated 173 firm orders from 17 customers, including Air Canada, All Nippon Airways, Britannia Airways, Transbrasil, and Trans World Airlines (TWA). On September 26, 1981, the prototype took its maiden flight under the command of company test pilots Tommy Edmonds, Lew Wallick, and John Brit.   This version in the FlightFactor/StepToSky release is the The 767-300ER, the extended-range version of the 767-300. Which entered service with American Airlines in 1988. The type's increased range was made possible by greater fuel tankage and a higher MTOW of 407,000 lb (185,000 kg). Design improvements allowed the available MTOW to increase to 412,000 lb (187,000 kg) by 1993. Power is provided by Pratt & Whitney PW4000, General Electric CF6, or Rolls-Royce RB211 engines. This aircraft is the Pratt & Whitney PW4000 version.   FlightFactor/StepToSky   FlightFactor and Roman Berezin has no need of introduction for most fliers in X-Plane Simulation. Their Boeing 777 WorldLiner and Boeing 757 Series have made them the very best of the Boeing designed (and official product) available for X-Plane. Their foray into Airbus territory with their Airbus A350-900 also shows the design group's versatility. Here with the Boeing 767-300ER FlightFactor still uses the talents of avionics designer Phillipp Munzel, but are also now joined by StepToSky designers Denis Maslov and Alexander Khudekov, but the full development team is thirteen highly specialised individuals coming together to create this highly developed iconic aircraft the.... Boeing 767-300ER     Review   You couldn't cover every aspect of this review with a simple walkaround the aircraft and point to point flight like I usually write, because different points of the flying pointed to different areas to be explored. So this review covers three sector flights, not the quite Golden Triangle of some of the busiest air routes in the world between BNE-Brisbane (Queensland) to ADL- Adelaide (South Australia) to SYD - Sydney (New South Wales) and finally back to BNE....  MEL - Melbourne (Victoria) missed out because I wanted the longer stretch sector to Adelaide and the longer one back to SYD. When in service (All Boeing 767 aircraft have only earlier this year have been retired by QF Qantas) in the past three decades with Qantas these routes were its main service points (and also PER-Perth) and I have flown on a lot of flights on this aircraft over these routes.  So there is a little mixture in the look of some images in this review here as they are taken not in order as I usually do, but overall throughout the three distinct flying sectors.   External     There is a distinctly different feel to the Boeing 767, yes it looks like FF's Boeing 757 and B777 series aircraft and that design feel is certainly strongly still prominent. But there is a different technique at work here in the way the aircraft's outer-skins are presented. The design of the fuselage is simply exemplary, but what you are looking at is in fact two fuselage's in objects. The usual standard inner version, but now also another object fuselage built over it. This outer object creates a brilliant shine over the aircraft (a sort of holy grail in X-Plane) and gives you (another X-Plane holy grail) great chrome surfaces. These reflective chrome areas are noticeable around the inner front wing surfaces and in the front areas of the engine inlet cowling surfaces.  Certainly static images do not give these reflections a good representation of their quality and shininess, but they are very, very good.   Externally the aircraft is excellent, how much detail do you want? how much more can you include in small detailing details? To highlight the sort of detailing you have here we will focus on an area, which is the wings and undercarriage (to cover every detail would take a small manual).     leading edge and trailing edge wing design is excellent, fully detailed and animated. The B767 uses a unique inner flap arrangement called a "Hinged Beam Four Bar Linkage" with Fowler flap, because of the interference of a drag problem the linkage has a shallow but wide fairing which was small enough to allow it to fix the drag problems. A variation was used on the Boeing 777 in the "upsidedown/upright four bar linkage" flap system.   The Boeing 767 wings are swept at 31.5 degrees and optimized for a cruising speed of Mach 0.8 (533 mph or 858 km/h). Each wing features a supercritical cross-section and is equipped with six-panel leading edge slats, leading single-and double-slotted flaps, inboard and outboard ailerons, and six spoilers.   Inner wing detailing is overwhelming, only when the wing is fully extended do you get the full detailing shown, amazing detail is what you get for your money today. The B767 here is one of the best yet.     As is the undercarriage design, complex and fully animated you get every link, pipe, nut and bolt in perfect harmony, it is simply a miniature version of the real gear system, but the real aspect of this undercarriage quality is in the motion of their working sum of parts, put the aircraft down in a heavy side wind and you see the whole system working to its maximum, the gear compresses and wheels work with the tarmac, and even the Hydraulic piping will flex and move to the gear movement. You can spend hours with replays watching the motions in action.       So external design is extraordinary good, every fuselage join, rivet, and body construction is perfectly realized, smaller items like pitot tubes, aerials, rudder and flap joints are all there to look for and see, only slight blemish is the front strut lights can shine through the doors, which is common theme with most X-Plane aircraft (noting a Laminar Research issue and not a developers one). There is the choice between the old original straight edge wing design and the newer upturned Aviation Partners blended winglets.   Internal     Internally it is a quick glance left into the cockpit, but let us have a look at the cabin first.       Two class cabin in five across in two - one - two first/business and seven across two - three - two in the main economy section, all blue seating is very 80's in seating design. Cabin is well designed and laid out, the fittings look the period that the aircraft was built in and the overhead lockers are tiny compared to the huge bins we have today. Overall the cabin is excellent.     Cabin has "Dynamic windows" (shades) that open and close to the angle of the sun like on the FF B757, but here you have the option of turning them off (thank you), for the windowhuggers the view out is excellent, early versions of the FF B767 had very dark orange opacity window view, but thankfully for the release they have been made a lot clearer and more enjoyable.   Cockpit first look.       The cockpit experience is astounding, this aircraft is not fully "cold and dark" because it is waiting for a transition crew to take it on to Adelaide.
          The surrounding cockpit does feel different, but sit in the captains seat and it all suddenly becomes very familiar. If you already have the FlightFactor Boeing 757 Series you will find this view and all the controls, knobs and switchgear just like home, everything is the same and the only changes are the ones you can't see which is the aircraft's weights, fuel loads and fuel burn, all round the aircraft is of course heavier than its cousin in 99790 kg (220,000 lb) for the Boeing 757 which has a Max - takeoff weight to the higher 179168 kg (395,000 lbs) GTW for the Boeing 767-300ER.     From a pilots instrument perspective this is not a complicated aircraft, there are only the same basic tools that you would find on even a regional turboprop aircraft. It is in the setting up detail that makes this aircraft a professional machine. This aircraft had some of the early glass style cockpits, not the full sized panels you see today, but the early style cathode ray tube (CRT) designs. These screens were and are fitted here usually two CRT's and the top smaller one is for the PFD (Primary Flight Display) and lower CRT is is for the MAP/NAV display. Two more larger CRT's cover the aircraft's performance and status are situated mid-panel. The rest of the instruments are standard clockwork gauges and dials.   We will get a better understanding of the PFD/NAV displays when flying, so I will pass over them for now. But the standard gauges and dials are on the Pilot's/Captain's side far left is the main Airspeed dial (KNOTS/MACH) combined and below is the Radio Distance Magnetic Indicator (RDMI) that shows DME-VOR/ADF distances and with dual needles display (switchable). Right of the CRT's is the "Autoland Status" which can be switched to Auto1/Auto2/Manual on the OHP. Below is the Altitude indicator with barometric settings. Lower is the Vertical Speed Indicator from 0 - 6000fpm, bottom is the timer/clock.   Centre are three standby/backup dials in Artificial Horizon, Airspeed dial and Altitude indicator. Autobrake setting knob is here as well. First officer right side position has exactly the same instrument layout, but there are a few extra dials and displays in a "Brake Pressure" dial, TAS/Cº display, Gear up/down lever, Flap position display (1, 5, 10, 20, 25, 30 degrees) and engine thrust parameter limits selection panel (also known as "thrust management".   As noted the panel looks complicated but it is really quite a simple layout.     Autopilot (AP) is very standard Boeing, so if you have flown any Boeing flightdecks then you would be very familiar with the layout, like the B757 each end of the AP is a frequency setting (VOR 1/NAV 1) left and VOR2/NAV2 right) both CRS (Course) setting knob are here as well.     There is slight (very slight) differences on the OHP (OverHead Panel), but the familiarity aspect is very strong. All areas on this FlightFactor aircraft are covered in systems and switchgear, the panel is very comprehensive in detail. Main panels are Electrical, APU (Auxiliary Power Unit), Hydraulics, Electronic Engine Control (EEC), Inertial reference, Oxygen, heating (external and internal), Air-Conditioning, Bleed and Pneumatic air, Cooling and anti-ice, call panel, Fuel and aircraft lighting.     Pedestal (or Aislestand) is well laid out as well, The central Throttle (engine reverse), Stab trim, flap lever, speed brake lever of course dominate the panel, The two start/cutoff fuel control switches are buried at the rear of the throttle set. EFIS (electronic Flight Instrument System) panels are available for both Captain/First Officer and again a replication and use of exactly the same units on the B757. Engine, Cargo and APU fire controls and main radio communications panels are mid-section, rear is the ADF/NDB frequency dials and that difficult to find VOR1/ILS frequency radio set (click lower knob to activate). far rear is your Aileron/rudder trim wheels/knob.   There is a right side rear service panel, that is for observers and monitoring general aircraft systems.   MCDU and Flightplanning     MCDU (Multipurpose Control Display Unit) in the Boeing 767-300ER is one of the best in X-Plane. Bulletproof and well designed, you can easily programme in your aircraft's operating parameter's and route planning. Both Captain/First Officer MCDU's pop out for ease of use and are independent of each other. You can use it on your iPad as well and there is comprehensive instructions provided on the way to connect X-Plane to your iPad or if you already have that installed for the B757 system, the same one will work here also.     Setting up the route is very easy, select your departure (YBBN) and arrival (YPAD) airports, select your RWY 19 and SID (Standard Instrument Departure) and "Trans" point in my case LARAVALE "LAV", sometimes you may be required to select from a selection of NAV-AIDS to select the right one is to look at the co-ordinates. Then input your route waypoints and I tend to go for DME-VOR and NDB fixes for ease of input and distance measuring. On ARR (Arrival) you select RWY23 your STAR (Standard Terminal Arrival Route) which is the opposite of your SID and here it is "BLACK SIX" (A note is that I usually have to edit a STAR section to get the best approach, shouldn't have to, but I usually do?), when done then EXEC or activate the FlightPlan, you can save your route and also use flightplans you created in the FF B757 by moving them to the Plugins/767Avionics/routes file (the routes are in the same place on the B757). You can check your route by in the EFIS select PLN mode for the NAV/MAP display and press "SELECT" R6 Key to move down the list.     To get the best performance out of these aircraft it comes down to the way you programme and set up the aircraft with weights and balances, you get help of course which we will come to in a minute. But the professional serious pilots of you out there know the good nitty gritty is in the minor details of flight planning. To show the serious depth of programming in performance with the FF Boeing 767 it is how much detail is now available for you. It is certainly important to set up your aircraft's weights and fuel before doing the final calculations in the FMC (Flight Management Computer), if not it can alter your flightplan and it will need re-editing to fit in the new settings, worse it can ruin a STAR approach and you will need for serious editing to get the correct flow to lineup with the runway.  But get the W&F numbers right and there is bounty of information at your disposal.     One such area is the option of using "ECON" performance. this data will fly the aircraft at the best "Economy" performance to save fuel and give you the information covering the best Climb (CLB), Cruise (CRU) and Descend (DES) and best flight altitude and speeds, transitional speeds and it is clever stuff.     Positional reports (even when sitting at the gate!) and Progress data is all at your disposal and is updated right to the conclusion of the flight.     But it is in the real details of the FMC that is excellent, the small things that make this FMC certainly the very best one out there in X-Plane     Weather and terrain radars are not new, but this version is more adjustable and more powerful than the standard X-Plane version, you can test the unit as well to see if it is active and adjust the beam up or down to to get the best perspective that you require more on them later.   Menus     Another FlightFactor aircraft and another different Menu design. But this is a better version than the X-Plane menu bar approach of the B757, as this B767 version is based around the iPad or Electronic Flight Bag as many are called. You select the iPad by the smaller version in a pocket on the left of the Captain's position, and it pops up on the top right of your screen, X-Plane menu and key access (recommended) can also be used. The iPad can be moved around the screen but be careful as it can disconnect you from the cockpit controls unless when moved you re-click on the cockpit area background.   The iPad has seven different tabs in : General - Ground - Airplane - Failures - Avionics - About and PA (Passenger Announcements)   Main tab is "General". This tab selects all the general settings of the aircraft to select more realism or just general flying details. Items you can selects are: High challenge – sets the frequency of custom failures (none, low, high) Real limits – set the structural limits of the aircraft Real time – set the time periods needed for some physical processes f/o in control – the pilots default position is the right seat Throttles block – sets the special throttle block option Advanced windshear – sets the windshear simulation so it can appear in specific weather conditions Mouse wheel – alternates between 4 modes of mouse wheel usage (zoom, rotate, click-rotate, click-rotate-click) Interflight data – sets the option to remember data between different flights (e.g. oil qty, oxygen qty and others) Charts on – turns on the chart on yoke option (read bellow) Hide yokes – hides the yokes Realistic sound – sets the volumes of in-cockpit systems to realistic levels (instead of a mode familiar sim levels) Real weather radar – alternates between a familiar full square radar and a realistic tilt-level based system All settings and preferences can be saved, which is a huge bonus when resetting up for a new flight. Main aircraft volume can also be adjusted here as well.
    Second tab is "Ground". Ground is split into two areas upper for external operations and lower for aircraft weight and balance management.
     

     
    This is a very comprehensive tab, with a lot of settings and configurations. You have a lot of ground support vehicles, stairs, buses, fuel truck, de-ice truck, Air Start Unit (ASU), Loader (LSU) and gate configuration to park at a airbridge.
     

     
    On early FlightFactor aircraft these ground vehicles were really good, but now they are really feeling their age. They actually now look odd at western airports as they seem more eastern European in design, X-Plane has moved on with more current designs and the de-ice truck looks a little hokey... You can save and recall your favorite support vehicles configuration.   Push back is built in here and we will get to that in a moment. Ground "Maintenance" is needed to reset the interflight data – oxygen and hydralic fluid quantities, starter usage counters etc. To make it easier the (very) top of the overhead panel there is a special flight counter which tells you how many flight have passed from the last maintenance.   The lower panel is a very comprehensive way to set up the aircraft. You can set up your "passenger load", "Cargo" and "Fuel Weight". and you get the final weight and balance numbers to reflect your choices. CoG (Centre of Gravity) can be set automatically, but I found it to biased to the rear and making the aircraft nose light? The fuel truck has to connected to load in fuel, but when ready if you push the "LOAD/UNLOAD" button the aircraft will load up to your preferences. This can take a little time and with a lot of noise going on behind you, but it is very authentic. If you want to just change the cargo and passenger loads you can just do that by pressing the "RETOUCH LOAD" button.   But there was one slightly annoying thing with this arrangement. And that if you are not resetting the aircraft from "cold" then you have to "UNLOAD" everything in passengers and cargo (or wait ten minutes) before you can then load up your new flight preferences and wait another ten minutes while everything is reloaded that is all going on board, meanwhile you can't finish programming the MCDU/FMC data because the final weights are not yet completed? It is I'll go and get a cup of coffee time while you are doing all this unloading and reloading business. In normal arrival and departing conditions it is fine, but in starting a new simulation it is a bit of a waiting game...  All custom weights and balances preferences can be saved and recalled. But it is a very powerful setup system, and better than past FF aircraft arrangements.   Next menu tab is the "Airplane" menu     This menu selects the aircraft items. On the left is the option of the movable cabin window blinds we mentioned and the option of standard wing tips or the newer winglets...     Either choice is great, and the detail on the non-winglet version is still to a high quality.   Three menu selections covers the "Wingflex" and this does not need to be set very high as it will be a little to flexible, only a small amount on the left is recommended, "Reflections" again you don't need a lot of glossy reflections as it looks odd with a sheen across your screen that looks unnatural at mid to high settings. "Effects" can be set low as well. All settings can be saved and are configured the same the next time you load up the aircraft.      Lower panel is the aircraft doors. spot click all passenger and cargo doors including that small lower cargo hold for oversized and last minute baggage. This Boeing 767 has a great upward sliding door animation that is extremely authentic. small great touchs that make this aircraft really great.   Next tab is "Failures".     As you use the aircraft it will start to produce failures that have to be rectified via the "Maintenance" selection...  I didn't clock up enough brownie points to set this in motion...   Next is "Avionics"     Another big tab of settings, but at this point the dark ones noted here are not yet functional.  EADI options include (PFD), EHSI (ND) and EICAS displays options.  EADI
    Airspeed tape – this will set the airspeed tape in the EADI (PFD) FMA on Top – this will set the FMA on TOP for the airspeed tape. This options is hard connected to the airspeed tape options Integrated cue FD – this will alternate between the integrated cue flight director and the crosshair FD Advanced radio altitude alerts – this set the advanced RA alerts Round Dial RA – this set the round dial RA ILS deviation warning – this sets the ILS deviation warning Rising runway – this sets the rising runway option Trend vector – this sets the trend vector option on the airspeed tape (requires the airspeed tape option to operate) EHSI
    Modern EFIS panel – sets the EFIS panel type (with or without TERR and some other options). Automatically set the EGPWS type Heading up map – enables the heading up map TAS and GS – sets the true airspeed and ground speed readouts ADF pointers – sets the ADF pointers Range arcs – enabled the range arcs Digital wing bearing – enables the wing bearing indicator EICAS
    FF display – enabled the fuel flow readouts APU oil qty display – enables the APU oil quantity readout Hydraulic pressure – enables the hydraulic press readouts APU RPM – enables the APU RPM readout BULK temperature – enables the bulk cargo compartment temperature readout Brake temperature – enables the bake temperature readout and warning boxes Tire pressure – enables the tire pressure indication PIP FMS
    This setting will alternate between the classical style FMS and the newer PIP type. See the FCOM for more detail EGPWS – this will alternate between the old style enhanced GPWS system which generates the warning text and has only the standard look-ahead display and a newer system which also has the peaks mode.
     
    Lots of detail and settings available, you can see why you need time on the airframe to get the best settings configured to your own perspective.   In the "About" tab everyone takes a well earned bow, it take a lot of talented people to create a modern X-Plane aircraft in today's highly detailed simulation world...  This is were your money goes.     The last tab is the "PA" (Passenger Announcements)     Released on the FF Boeing 757 series, these are quality (meaning very long) announcements, which are great to use and use them a lot I do. Just watch you are not disconnected to the aircraft when you select the tab, and you can kill an announcement or change the announcement volume by the knob on the radio panel.   Checklists and Tutorial     The Checklist and Tutorial menus are not on the iPad, but still like the system on the B757 which is on the X-Plane/plugin menu bar. But nothing is missing here and very good they are. You get a full startup and flight checklists that turn green when items are completed, and auto start functions are here as well and a complete reset page to clear the checklists for a new flight...  four tabs represent: Normal - Procedures - Operational - Resets.   Flying the FlightFactor - SteptoSky Boeing 767-300ER   You would think that starting up a huge airliner would be a long procedural business, in fact it is quite the opposite.     Warning beacons on (red), main fuel pumps on, Cabin Air-Conditioning off (for engine bleed) and to note I am using the ground start air-compressor not the on board APU. Then select Ground (GND) start and finally the "Engine Start" switch to either 1 or 2, I need at least one engine running to take over from the GPU external power.     The centre MFD panel "Engine Indication and Crew Alerting System" (EICAS) will come alive on the start up engine, let N2 build to 25% and then flip in the "Fuel Control" (flow) switch and the engine will then complete the startup process to idle. When both engines are running then clean up the bleed/Air-Con and turn on the aircraft's engine power supply (DC) and disconnect the external GPU and High-Pressure Units. Startup sounds are extremely good and APU and air-conditioning sounds are constant in the aircraft, and it is weird when you finally shut down the aircraft later on how quiet or noisy it actually is.   The pushback truck is built in and a very good one it is...     Select push or pull and let off the brakes to move. You have full throttle and yaw control if you use the keys or a joystick and throttle system, so placing the aircraft correctly for departure is easy. Only slight visual issue is the truck does not fully turn on the front gear, so the aircraft tends to drag the truck sideways? But the turning wheels on the PB truck are a nice touch.   YBBN - YPAD     On the taxiways the aircraft is nice to manoeuvre around but watch that length it is a big aircraft on tight taxiways and hard turns, however the perfect taxi speed is easily found...  anyway you are to busy enjoying the "PA" announcements to the passengers.     ATC clearance and 15º flap selected and your rolling by pressing the THR (Thrust button), on rotate Flaps up a notch and gear up, switching to SPD and Autopilot (AP) on and LNAV/VNAV are selected. The aircraft has plenty of power and I have a high takeoff weight, so climbing above 2000fpm is not a problem for this aircraft.     Your friend is the "Thrust Mode Management" panel in setting TO/GA, CLB, CON, CRZ and DERATE 1 & 2. If you programmed the MCDU correctly the Thrust Management will control your engines for the maximum performance and you certainly do feel the differences.     The sheer amount of information in route data and engine data available to you is extraordinary. PROGRESS page gives you perfect updates on the route and DIRECT TO is available when required. Finally at cruise you can breath out and relax.   One major thing that you feel is the absolute complete environment of this Boeing 767-300ER. The way you look through those lovely port-holed windows but mostly via the aural connection of the aircraft. I have flown on many aircraft and on the B767 many times and this aircraft is the one that really captures that feeling and the very sounds like the real aircraft... it sends goosebumps up your spine in the reality of it all. I have not been a big fan of FF external sounds (very clicky), but with the "realistic sounds" option on they are a lot better here. but internally they are excellent. Only slight annoyance is still that FF cabin communication "pinging" that you can't seem to keep happy.     So is the FF B767 different from the FFB757? From the cockpit yes it does even though the panel layout is the same, and it is a very different aircraft in many respects, more depth and the FF B757 was very good there. The B757 feels darker and far older than the brighter surrounds of the lovely B767 cockpit.     It is 2h 30min flightime between BNE to ADL, but it felt longer with the "real time" option on, and yet the clock is right.     Pretty soon you are coming over the Adelaide Hill's on the "Black" STAR approach path to RWY 23. FF created the best aircraft noises and this B767 does not disappoint on landing, throttle changes are excellent and wind noise with gear extraction is amazingly realistic, almost distractingly so, you are working hard on the pre-landing procedures and these great sounds are surrounding you with detail... realism par excellence.     You are working hard but the aircraft delivers, one natural thing is that the Boeing 767-300ER is just a very nice aircraft to fly, perfectly balanced and you love being at the controls...     Landing sounds are exceptional, thrust reverse can be set up so your add-on throttle will allow you to control the amount of thrust you need to stop, but pull the thrust back and close the doors before rubbing off to much speed as you will lose too much momentum as the reset period to forward thrust is quite high, if you want a bit more realism I recommend SimCoders free "HeadShake", but use it sparingly and at minimum settings.

     
    Back on the ground and you clean the aircraft up and say goodbye to the passengers, the B767 has such a great visual impact in X-Plane, just a damn nice aircraft.
     

     
    At Gate 14L the unloading of the aircraft works for me, but while the noise is going on behind me the reloading was now starting to start and I am working hard to finish off the reprogramming the MCDU for the next sector to SYD (Sydney), a top up with fuel is also needed but turnaround time is 45 minutes and you have a lot of work to get through... 
     
    YPAD - YSSY
    Departure from YPAD is via RWY 23 and this is a great opportunity to test out the terrain radar which is a major feature and independent of the standard X-Plane version. The system notes the high ground to the left of the aircraft, and the radar in the nose is adjustable up or down to give you the feedback you want, the sweep of the radar beam on the CRT is really well done and is highly realistic.
     

     
    There is one notable aspect in that the PFD instrument has no Altitude or V/S tape, there is the speed tape but you are looking to use the standard clockwork dials for the Altitude and V/S information. This EHSI (Electrical Horizontal Situation Indicator) is a little disconcerting at first as you are so used to having both items fore and centre, but you do get used to it and it makes the display less busy to use, there is still a wealth of data and information in there and the Localizer deviation scale and pointer (Horizontal) and Glideslope deviation scale and pointer (vertical) still appear on landing. Pitch, and Rate of Roll displays are excellent as is the Flight Director cues.
     

     
    Lower MAP/NAV screen is highly configurable from the EFIS (electronic Flight Instrument System) panels and have all modes including VOR, APP (Approach),MAP and PLAN, switchable to the ROSE mode for heading flying. The display will also show the above Terrain/Weather displays.
     
    Weather
    On the face of the displays the Weather radar looks like the current default X-Plane version, but it is not. This weather radar is a totally new thing in X-Plane all together. It creates extrapolated 3D weather data and shows cross-sections using tilt and gain. Also shows windshear and turbulence visual data. It is controlled by "weather Radar" panel on the pedestal and this negative and positive look down feature into the weather is excellent.
     


     
    Rain and wind effects are very good, the raindrops drip realistically down the window and then go horizontal as the speed grows, the wipers will clear away the drops and only have them reappear as the wiper moves past and returns. Combined with the radar you get a great all round poor weather conditions till you break through the cloud ceiling and altitude.
     


     
    Route information to YSSY is again top notch. Note the T/D (Top of Descent) point which I found exactly spot on for my descent speed of -2000fpm.
     


     
    One sector to go at YSSY back to BNE and it was another offload... reload and re-programming the MCDU and weights and balances for the lighter load and shorter distance flight back to Queensland.
     
    YSSY - YBBN
     


     
    Enroute you can can access pages within pages of data. Helpful is "Wind Forecasts" for different wind altitudes, and that wind data is also translated to the flight PROGRESS (page 2) data. Aircraft cruise (CRZ) ECOM data (page 2) is also available. So you can see that the correct programming of the MCDU is critical in many areas of flight for performance and visual data, this is one very intelligent aircraft. that flies to very specific inputs and weights and balances.
     


     
    We are almost around the triangle and landing back in Brisbane is only a 20min away, and as the light is falling, let us look at the aircraft's lighting.
     
    Lighting
     


     
    FlightFactor was one of the pioneers of great internal aircraft lighting and the Boeing 767 here is very good. The only odd visual note is that the panel is more yellowish than the AP panel. It does give it a different visual look and you can certainly find that right point for having limited reflections for takeoff and landing in the dark in four different lighting adjustment knobs. On saying that if you turn up the lighting inside the cockpit the window reflections are excellent and highly realistic.
     

     
    Overhead in two forward spot (chart lights) and two rear main (Storm) lighting fills the cabin with great working light in flight or setting up on the ground. Power overhead (OVHD) lighting gives you full cockpit illumination.
     

     
    Rear Cabin is brightly lit and very realistic, feels very good and adjustable too.
     

     
    External lighting is slightly compromised by Laminar Research's blobby v10.45 lighting, but with HDR on you have a lot of different lighting tools at your disposal.
     

     
    Night view from the cockpit is amazingly realistic, your in the zone and to deep into your landing procedures to look out of the windows, you work hard in here, but the feedback and realism gives you an adrenaline rush...
     

     
    Finals and the cockpit again fills with the huge noise of rushing winds and gear down lights. 
     

     
    Forward lighting is very good and the runway is well illuminated. 
     

     
    You have three sets of turnoff lighting and with the main, taxi and turnoff lights running you light up the whole area around the cockpit...
     

     
    The view for taxiing is excellent and the lighting is powerful in selecting the right line around tight taxiway turns.
     

     
    There is excellent wing/Ice lighting, but a strange deal on the tail logo light. There is a logo button, but the tail lights don't work? Then on the ground turn on the wing lighting and it comes on, turn off the wing lighting and the logo stays on?  weird? It is not centre either on the logo...
     
     
     
    Three sectors and four ports and it is a big day flying, no doubt the Boeing 767-300ER is one challenging but hugely rewarding aircraft.
     
    Liveries
    You get (noted as "Free") liveries, including: American Airlines, Air France, Garuda Indonesia, British Airways, Star Alliance Lufthansa (a strange choice) and Canadian Westjet.



     
    There are also nine livery packs available at $US10.00 per pack, noted are: Asia 1 & Asia 2, Europe 1, Europe 2 & Europe 3, Middle East, North American, Oceania and South America, that is altogether over 100 + liveries for the aircraft...
     
    Summary
    The basic conclusion to this Boeing 767-300ER Professional is that in every way and every department it is a step forward in X-Plane simulation. Three areas stand out though, the sheer depth and complexity of the aircraft and its systems, it is certainly another level again and the amount of data you have at your disposal is breathtaking. The aircraft's design quality and the weather (Radar and Terrain), over gloss and chrome features are other stand out features.
     
    Third is with all this huge amount of detail, design and the sheer amount of code that must be in the aircraft and yet....  yet it is so frame-rate friendly, so light on your computer, that alone is a significant amount of genius.
     
    Negatives...  minor but there are a few niggles, It takes a long time to set up for flight, there is a lot of inputting and detailed areas to cover, so it is not a jump in and fly aircraft by any standards, but creating routes and saving them can really help in reprogramming the MCDU, but your work is certainly cut out in there. The ground vehicles are looking a bit out of date and wrong in a modern airport context, a bit 60's Eastern Bloc. That cabin crew constant communication "pinging" drives you mental, yes you are required to satisfy its needs but a lot of "pinging" 500ft out from landing it is more like "just shut up and sit down"
     
    The biggest point to make is that many uses will note that the Boeing 757 has everything the Boeing 767 has and certainly why bother as the cockpit is the same anyway. That is like saying here that my brother or sister is the same as me because they come from the same parents. They are totally different aircraft, and in fact the familiarity is actually a bonus as you don't need to relearn that side of procedural process, but in every other way, in feel, in use and certainly in the depth of the simulation they are quite different aircraft, and you will fly them for different reasons.
    Overall it is the feeling that no aircraft comes closer to the real aircraft in feel and sounds than this one does, start it up and fly, and your memories come flooding back of being on the real machine, up there high...  yes it is that realistic.
     
    The best heavy aircraft in simulation in X-Plane, well that is a big call for this excellent Boeing 767-300ER, but certainly it again raises the standards to another level again in every area, it is not in the first look that it really delivers but in the minute detailing of systems and programming and flight performance, in that area it is simply outstanding.
     
    ______________________________________________________________________
     

     
    Yes! the Boeing 767-300ER Professional by VMAX and FlightFactor is NOW! Available from the new X-Plane.Org Store here :
     
    Boeing 767-300ER Professional
    Price is US$64.95
    Features
    Flexible Options
    A very flexible architecture : You chose the set up Different options for many avionics instruments including two types of FMC. Options to composite your own EICAS, EADI and EHSI displays. Most of the options included in the real 767 Checklists and 'Autohelper'
    Full electronic interactive checklist with automatic action detection. Automatic mode 'Helper'  who performs all the actions for you, you just CHECK the items. A tutorial which shows the user what to do and when. Perfected Flight model
    Accurate flight model, as close as it gets to real performance. Tested by real pilots and translated to X-Plane A dynamic and customizable center of gravity that depends on actual cargo and passenger load Fully Functional Professional FMS and EFIS System
    Custom Flight Management Computer, integrated with other plane systems. Custom programmed LNAV logic for terminal procedures from updatable database. VNAV-managed climbs and descends. Optimum cruise performance and step climb calculation. Two independent analogue instrument sets for captain and first officer. Two independently simulated EFIS (EADI/EHSI configuration) for captain and first officer. Dual-FMS with two independently working CDUs. Working instrument comparators. Triple IRS and triple symbol generator systems with realistic instrument source switching. Dual air-data computers with custom failure modes and source switching. Independent 2 nav and an ils recievers. Realistic inertial, radio and GPS position updating, you can see the individual inaccuracies of those systems. Triple-channel autopilot with realistic dependencies. Fail operational and fail passive auto land with mode degradations based on system failures. Load company routes generated by Professional FlightPlanner X (or other compatible programs) directly into the FMC. FMC can be used on external touchscreen or tablet, optimized for the Retina iPad. Custom Systems and Failure model
    Detailed and deep simulation of almost every system in the real aircraft. Custom air and pressure system. Electrical system with all AC and DC busses modeled - see which system depends on which bus. Hydraulic system that uses a little fluid when treated correctly and a lot of fluid if used incorrectly. Multistage custom failure system - over 200 more failures than X-Plane. Ability to fix failure by following proper procedure. Persistent failure and maintenance system. Aircraft wear and misuse will carry over to your next flight. Warning system and radars
    Fully functional GPWS with all the modes the real plane has. Fully functional terrain radar, with custom database (just like the real plane), a look-ahead warning system and many other features. Weather radar that works like the real thing. Including tilt and gain functions, ground clutter, turbulence detection and windshear prediction. 3D Modeling
    Accurate dimensions based on exterior drawings provided by Boeing. Very detailed exterior modelling with high resolution textures. Very high resolution 3D cockpit with every switch functional. Spatial rain simulation with high detail. Very detailed passenger cabin graphics including galleys. Additional graphic features: real working oxygen masks both in cockpit and cabin, dynamic window blinds that react to sunlight etc. New and improved wingflex. Special effects
    Multilayer dynamic reflections on all glass objects. Reflective metal and plastic objects in the cockpit. Glossy exterior that reflects the outside. XP weather enhancements like custom windshear. ______________________________________________________________________
     
    Installation :   Download aircraft file size is 2.27gb - Liveries 426.20mb. Installed file size is 2.6gb
    Authorisation key is required, and I highly recommend a desktop startup when Key activation is complete.
    Notes: You will need a lot of time to programme the aircraft before actually flying it.
    Documents : Both a Official Boeing B767 Operating Manual and FlightFactor aircraft manual and Remote CDU set up guide (iPad).
    I also recommend to download this: B767_Flightdeck_and_Avionics guide 14.6mb for a more quicker overview than the extensive official manual.
     
    B767_Flightdeck_and_Avionics.pdf

     
    Requirements :
    X-Plane 10.40+ (any edition) running in 64bit mode. Windows 7+, Mac OS 10.9+ or Linux 14.04 LTS or compatible. 64bit mode 1Gb VRAM Video Card Minimum. 2Gb+ VRAM Recommended. 3Gb+ VRAM Preferred (Note aircraft is exceptionally good on framerate, playback is current with similar sized aircraft and features) ______________________________________________________________________
     
    FlightFactor Developer Support : FlightFactor 767 Professional   ______________________________________________________________________   Review by Stephen Dutton
    12th December 2015
    Copyright©2015: X-Plane Reviews
     
    Review System Specifications:
    Computer System:  - 2.66 Ghz Intel Core i5 iMac 27”- 9 Gb 1067 Mhz DDR3 - ATI Radeon HD 6970M 2048 mb- Seagate 512gb SSD 
    Software:   - Mac OS Yosemite 10.10.4 - X-Plane 10 Global ver 10.42 (final)
    Addons - Saitek x52 Pro system Joystick and Throttle : Sound - Bose  Soundlink Mini : Headshake
    Scenery or Aircraft
    - YBBN - Brisbane International by tdg  (YBBN - Brisbane Airport 1.0 - X-Plane.OrgStore) - Free
    - YPAD - Adelaide International by Chris K (ISDG)  (YPAD Adelaide Airport Photo Scenery 1.31 - X-Plane.OrgStore) - Free
    - Adelaide City Scenery by Chris K (YPPF Parafield Airport and Adelaide City Photoreal) - Free
     

     
×
×
  • Create New...