-
Posts
2850 -
Joined
-
Last visited
-
Days Won
417
Reputation Activity
-
Stephen got a reaction from skytitude in Scenery Review : FlyTampa Sydney
Scenery Review : FlyTampa Sydney
Sydney Kingsford Smith SYD is an international airport serving Sydney, New South Wales, Australia. And the airport is located 8 km (5.0 mi) south of the Sydney central business district. YSSY is also known as "Mascot" for the suburb it is situated in. Situated next to Botany Bay, the airport has three runways, and Sydney Kingsford Int'l Airport covers an area of 907 hectares (2,241 acres) of land. SYD is the primary hub for Qantas, as well as a secondary hub for Virgin Australia and Jetstar, and a focus city for Rex Airlines.
Being one of the most oldest and the main primary gateway into Australia, then any Sydney scenery is always going to be a main focus airport for any serious flight simmer, it is a long way by flying time to get here, so when you arrive, you want it to be worth all the effort. Sydney SYD is also part of the "Golden Triangle" a set of routes between the Eastern States of Australia in Brisbane - Sydney - Melbourne, and these crucial routes are some of the most lucrative in the world, with Sydney set as the central hub.
I am a huge fan of FlyTampa's sceneries, so I will put that aspect out there early. The reason's will be noted again in this review, however they have produced classics like Las Vegas, Corfu, Athens, and my all time favorite in Copenhagen. Their last release however was "Amsterdam" not that it was a poor rendition of Schiphol airport, but the fact that Schiphol covers a really massive area with some intense autogen surrounding it. The scenery had frameweight issues, and is hard to use (all Schiphol's have the same problem). So it was not as popular as earlier FlyTampa releases. Now here released is YSSY Sydney, and certainly FlyTampa are back on form.
This FlyTampa YSSY is not the most recent release of SYD. TaiModels released their version only in May 2022. As the review notes, in that I liked it immensely, but that was because there was so little good Sydney Airport scenery for the X-Plane Simulator at the time, but it also had some if a few limitations visually, the differences between them are noted in this review, and the reasons why the FlyTampa version is better, also on why FlyTampa scenery excels.
Because if it's unique position sitting on the shore of Botany Bay, Sydney Airport is also in an constant consistent squabble with the area districts set around the airport. Night operational curfews are also usually always in the news, and most local residents want Mascot shutdown (They are currently building a second Sydney Airport out at "Baggerys Creek", in the Western Suburbs, due to open in 2026). But to be fair, Mascot has been here since 1911, and it is one of the first operational airports in the world, and it's position as only a short (but very slow traffic) ride from the city CBD, means SYD will always remain a major hub.
Sydney Kingsford Smith Airport
IATA: SYD - ICAO: YSSY - WMO: 94767
07/25 - 2,530m (8,301ft) Asphalt
16L/34R - 2,438m (7,999ft) Asphalt
16R/34L - 3,963m (13,002ft) Asphalt
Elevation AMSL21 ft / 6 m
Sydney Airport is split between the long 16R/34L runway, with the "International" terminal to the west, and the "Domestic" is set to the east. However there are plans to align by airlines and alliances (meaning Qantas) into one terminal and the rest into the other Terminals. The problems stem from the connection time between the separated terminal areas, but why really change something that already works very well. So the idea has gone quiet over the last few pandemic years, but does require a bus trip between the International and domestic terminals if you are transiting, there is a rail connection (5 Min), but it will cost you Aus$6.50.
Terminal 1 - International
Terminal 1 was opened on 3 May 1970, replacing the old Overseas Passenger Terminal (which was located where Terminal 3 stands now) and has been greatly expanded since then. Today it is known as the International Terminal, and it has 25 gates (thirteen in concourse B numbered 8–37, and twelve in concourse C numbered 50–63) served by aerobridges. Pier B is used by Qantas, all Oneworld members and all Skyteam members (except Delta Air Lines). Pier C is used by Virgin Australia and its partners (including Delta) as well as all Star Alliance members.
The Terminal 1 layout is very similar to older Heathrow (now Terminal 3) in being higgledy-piggledy and an add on a pier here and there sort of development , going outwardly, and all here are hanging out from the central Y shaped main terminal. But having been there it sort of all works, like an Australian Heathrow. North is Pier A in an L shape, then Pier B and to the west the large Pier C.
There are a lot of Cat 5 A380 gates here, because simply SYD accommodates more Airbus A380's than anywhere else, except for maybe Frankfurt, they are a feast for the eyes every time you come here, I counted 13 A380's once at SYD!
The Taimodels terminal detail was very good, but the quality here is another significant set of levels higher in this scenery, it also comes with a more grungy feel and object detail... note excellent fire stairs in detail, and it shows you the finer and better detail of this scenery
SAM (Scenery Animation Manager) has been abandoned by it's developer. But the gates here are all SAM animated? Into the saddle is OpenSAM 1.5, it's a basic tool, but at least it works, it also does not hang your computer when shutting down as SAM3 did.
The only area where the interior is modeled is the International Terminal main departure hall. but very good it is with a McDonalds, the view out is first rate and very realistic as is the real view.
Landside detail is again excellent, with the highlight the excellent latticework on the arrival hall awnings, again the detail is so much finer than that of TaiModels... the static car placement is excellent.
It is important to note that FlyTampa's SYD also uses the newer LST (Living Scenery Technology) by xCodr, so that this plugin has to be installed.
LST provides the "life" in the scenery with animated vehicles, both on the roads around and through the terminal areas, but also the movement of the service vehicles and equipment on the ramps. All ground service vehicles and equipment are branded, in fact all the branding and signage right through the airport is absolutely first rate here.
Behind the arrival area is the main international carparks and Rydges Hotel, the Customs offices is also set behind. The quality of the buildings in design and feel-factor here is to be seen to be believed, they look and feel very real. Ground textures are however a bit Low-Res. There is the option included to use the Ortho4XP textures, the OSM data is in the folder provided.
We are now getting into the area were FlyTampa exceeds. Further back west is the Sydney Novotel and CKS Hotel, further south is the Brighton Beach Novotel Hotel... this hotel sited on Botany Bay is a landmark when arriving at Sydney, as it is the main focus to look for on the 16L, and even the 16R approaches... it signals you are in Sydney.
There are also a number of remote bays to the south which are heavily utilised during peak periods and for the parking of idle aircraft during the day. (for instance the British Airways flight BA15 arrives at SYD 6.10 a.m, but does not depart again until BA16 leaves at 3:50pm for LON). Then the "Air Services facility on the bay, both areas in detail are excellent, and really well reproduced.
North of the International Terminal, but still on the western boundary is the SYD Cargo area. Qantas Freight dominates, but TOLL, a domestic cargo carrier is also well represented.
Terminal 2
In reality T2 is the heart of the domestic SYD complex, and it is the main terminal that you would use in a transition on a domestic flight.
Terminal 2, located in the airport's north-eastern section, it was originally the former home of Ansett Australia's domestic operations until 2001. It features 16 parking bays served by aerobridges and several remote bays for regional aircraft. It serves Jetstar, Regional Express Airlines (REX), FlyPelican and Virgin Australia. There are lounges for Regional Express Airlines and Virgin Australia.
I have spent many an hour here in T2, even longer when the unions go strike, which they do often. Basically T2 has two main piers and the third area is basically stands for walkon/walkoff regional flights. Sydney Airport previously had a fourth passenger terminal, east of Terminal 2. This was formerly known as Domestic Express and was used by Regional Express Airlines, and the low-cost carriers Virgin Blue (now known as Virgin Australia) and the now-defunct Impulse Airlines, during the time LCC Terminal 2 was closed following the collapse of Ansett Australia. It is now used as an office building for Menzies.
Gates (bays) are extremely good, and very lifelike to the real areas, glass is perfect in the colour and style. The grittiness of the age of the facility is all here, Sydney can be quite grubby in it's personality away from the harbour, and that feel is imprinted here.
Landside is dominated by the central causeway with those four iconic support pylons. Really well done here with a perfect feel for this important separation zone.
Landside T2 arrivals is well done, but a bit vacant, and just a few static vehicles would have made a huge difference, as it is an extremely busy area. Note the "Virgin Australia" lounge entrance. Unlike the TaiModels version, there are no internal T2 modeled areas by FlyTampa, one of the differences between the versions.
Terminal 3
Terminal 3 is another domestic terminal, but here only serving Qantas, with QantasLink regional flights having also moved their operations from Terminal 2 to Terminal 3 on 16 August 2013. Originally, it was home for Trans Australia Airlines (later named Australian Airlines).
The current terminal building is largely the result of extensions designed by Hassell that were completed in 1999. This included construction of a 60-metre roof span above a new column-free check-in hall and resulted in extending the terminal footprint to 80,000 square metres. There are 14 parking bays served by aerobridges, including two served by dual aerobridges (A330). Terminal 3 features a large Qantas Club lounge, along with a dedicated Business Class and Chairman's lounge.
Modeling by FlyTampa is impeccable, detail is astounding, and your not going to better this quality anywhere, okay Copenhagen, which is just as good in the sheer detailing. FlyTampa really "flies" where it counts. T3 arrival landside is again excellent with stupendous latticework, signage and even some static vehicles to fill out your view.
Landside entrance has P1, P2 and P3 carparks, all are well designed and all come with signage. Notable is the small square building set between P2 and P3 carparks, it is the efficient UBER pickup area, fair walk, but very quick and handy when you get there.
Qantas Engineering
The very large Qantas Engineering "Jet" base is again very well detailed and covers the iconic site with distinction. Built like a lot of old legacy airport facilities it has a large assortment of buildings and hangers to make up the massive site, and all the distinctive hangars are covered here really well. With the "191" building were Qantas do their famous arrival or announcement media.
The feel is slightly different here than the brighter textures of the TaiModels version, greyish, but more realistic... The engine test stands are far better done here as well, more detail and far more realistic, also no burnt in aircraft tails. The large iconic open sided canopy is also better modeled in realism detail.
The trick to the area is melding the old 50's style buildings in with the later additions. The Qantas Head Offices and support buildings are represented, but not with the newer all glass facade that was the pride and joy of former CEO Alan Joyce.
SYD Control Tower
The terminals are set to the north, the runways to the south, and set between them in the centre is the unique and iconic Sydney Control Tower, set off taxiway C.
It is a very distinctive shape that is the image of Sydney in Australia. Design of the SYD Tower is excellent by FlyTampa, more detail than you could imagine, it has been painstakingly reproduced with the lower glass cylinders, and the operations floor set above, the spiral staircase is also excellent. Only odd thing is that radar is static? an oversight? Note the well filled out carparks. There is a realism about it that blows your mind.
Shep’s Mound is represented, and was named in honor of Bruce C. Shepherd, a passionate plane spotter who frequented the area until his passing in 2005. The mound provides an excellent vantage point for observing most of the aircraft movements at Sydney Airport.
Set here as well is the Dnata Catering facility, and the X-Plane Tower view (T) is set perfectly.
Hidden to the east of the tower on Ross Smith Drive is an excellent Helicopter facility with two major pads H1 and H2. Working from here is Black Ops, Sydney HeliTours, Austcopters and Blue Sky Helicopters.
There is a very small General Aviation area, tucked away at the threshold of Runway 25, a few hangers and parking spaces are all that are over here. But it well done for GA use.
Infrastructure
We had a bit of infrastructure set in the western side. But it is excellent on the important airport approach eastern side. The fusion of the X-Plane Autogen and custom objects is excellent, and all the major hotels of Stamford Hotel (CoatesHire), Ibis (twice), Holiday Inn and Manta Hotel are all included. Entrance advertising hoardings are also excellent and highly detailed, leading all the way out to the off site Long-Term carpark. There are McDonald Restaurants all hidden in the scenery, three in fact, find them all!
Port Botany
One of the biggest disappointments of the TaiModels SYD scenery was the missing of Port Botany. This is the biggest port in Australia, and critical to the view on departure from 16L, as you bank straight out and over the port as you climb out of YSSY. Here FlyTampa have totally recreated the port in detail...
.... where there is a massive hole in the TaiModel's YSSY scenery? however here you have all of this.... just brilliant.
The detail here by FlyTampa does not miss any trick? Over Botany Bay is the massive Kurnell Refinery, and yes that is presented here as well! Important as it is seen on finals into both 34L and 34R.
Textures
You feel the excellent textures with their built in Burnt-in ambient occlusion effects, even in the full day light sun. Hard to do, but that shows the depth of the quality of the ground textures here, in that you don't need to use certain lighting conditions to see the that deep quality of the surfaces. Again one of the main reasons I love FlyTampa's Copenhagen. TaiModels surfaces were too knobbly, but these are simply perfect, even down to the repaired, resurfaced areas with gridded runways, and the worn rubberised in landing zones are perfect....
The runway promontories are well done, the concrete walls are excellent, but to be honest I've seen better rock work. But it is more than passable here with the better X-Plane 12.1.0 water surrounding the walls. Certainly far, far better from the bad old days of a green filled in Botany Bay. Note that Runway 34R/16L is all domestic operations, 34L/16R is for mainly mixed International and the odd domestic operations. Cross runway 07/25 is rarely used, except for GA and short regional services, sometimes for just parking aircraft..
There is 3d grass, but it is that blade style, that quite doesn't work closeup, but fine at a distance. The scenery uses the X-Plane 12 trees to great effect here in hiding the Lo-Res ground textures, but they also give a very realistic look to the landside scenery aspect.
The X-Plane 12 weather effects are again excellent here. You would never get snow at SYD, but the heavy wet tropical storms are quite frequent.
Lighting
When if you look at the scenery lighting for the first time and you get the reaction of "oh WOW", then it is something special. A lot of scenery developers put night lighting to the rear of the experience. But to arrive at your destination and it then gives you this amazing experience, then that scenery is doing it's job... more so here as most flights are after a long time in the air, or even the dark.
All runway and taxiway lighting is now set to the official ICAO standards in X-Plane 12, so it's bright, but very realistic.
Both terminal areas are very well lit, and look nice to the eye.... the different tones of lighting work really well here.
.... however like Copenhagen the terminal window lighting is a bit dull, you have to be in complete darkness to see any illumination, Internally in side it's a bit dark as well! but the gate numbers glow perfectly in the dark as per the real signs.
Entrance concourse is very nicely lit. And all the branding and signage is well lit and distinctive.
BP Service Station/McDonalds and a AMG dealership... and the details go on and on. "Welcome to "Kingsford Smith" Sydney Airport, shows both old and new signs.
Infrastructure lighting is excellent, with the hotels all having realistic window lighting (no grey rectangles here). Port Botany is fantastic, a bright working port at night and it looks wholly realistic.
LST cleverly working gives the General Holmes Drive a perfect motion filled look around the runway and taxiway underpass, highly realistic. Noted here in both twilight and darker conditions.
Navigation signage is also first rate... nice textures and also ground reflections.
Summary
Pivotal primary city hubs are what connects the world together. None are more decisive than the Sydney Kingsford Smith Airport or as it is more commonly known as "Mascot", in Australia. It's an essential gateway, and that means it is an important scenery to have in the X-Plane 12 Simulator.
There have been a few earlier Kingsford Smith's in the past, mostly awful. But TaiModel's did a fair version a few years ago... here is FlyTampa's redition, and it is one scenery to savour.
The question abounds about price. You can spend an amount on a pay scenery and it will deliver the basics, the airport and it's contents. But the question your asking, then if I spend a little more, but get a quite substantial rendition of that scenery, like not only the actual airport, but the important local environs, in this case, Port Botany, Kurnell Refinery and a load of great hotel infrastructure, a few Mcdonalds are in there as well, then is it worth that extra investment?
In this case the answer is overwhelmingly yes. Not only is the actual SYD airport reproduced in quality here, but so are the important environs surrounding tha airport are also extremely well done (a FlyTampa speciality)... all the buildings and terminal design are excellent, and SAM (OpenSAM) and LST (Living Scenery Technology) also creates movement in the scenery. Textures are first rate with excellent ambient occlusion effects bringing them to life, with 3d grass and excellent trees and fauna. Lighting overall is also top rate with great tones.
Negatives, I don't look at anything here in a negative light, but refinements could be brighter terminal lighting, radar not rotating on the tower, and the ground textures are quite Lo-Res, but for a framerate reason.
FlyTampa create very substantial quality sceneries... this YSSY Sydney International is certainly one of their very best, and it is a very comprehensively packed scenery, in that, it is what the X-Plane 12 Simulator is looking for in maximum simulation experience. This SYD should be in your portfolio, everyone's portfolio, as it is an amazing rendition of "Kingsford Smith, to almost perfection and certainly a five star investment purchase ***** Highly recommended!
___________________________________
Yes! the FlyTampa Sydney scenery is now available from the X-Plane.Org Store here :
FlyTampa Sydney
Price is US$28.00
Currently only US$23.00 You Save:$5.00(18%)
Features Fully Custom rendition of the Kingsford Smith Airport
Custom mesh
Custom night lighting
SAM and LST integration
Custom Mesh (with patch for Ortho4XP users)
Airport modeled with PBR materials
Sloped airport terrain
Dynamic lighting, animated Jetways
Requirements
X-Plane 12 (not for XP11) Windows or Mac or Linux 8GB VRAM Recommended Current version : 1.0 (May 20, 2024) Installation and documents:
FlyTampa SYD is download of 676Mb download that is translated into a 1.61Gb install in your Custom Scenery folder.
FlyTampa_Sydney_0_Airport (1.59Gb) FlyTampa_Sydney_1_Mesh (19.2Mb)
The above two install folders must be put in the order of the "mesh" below the main "airport" scenery folder. The Sydney city scenery Sydney City CBD City Scene 2020 1.3 by haydo83 is highly recommended with the FlyTampa YSSY scenery, it fills out the skyline and the approaches nicely.
Documents
There are no documents provided
________________________________________
Scenery Review by Stephen Dutton
14th June 2024
Copyright©2024: X-Plane Reviews
Disclaimer. All images and text in this review are the work and property of X-PlaneReviews, no sharing or copy of the content is allowed without consent from the author as per copyright conditions) All Right Reserved Review System Specifications:
Windows - 12th Gen IS1700 Core i7 12700K 12 Core 3.60 GHz CPU - 64bit -32 Gb single 1067 Mhz DDR4 2133 - PNY GeForce RTX 3080 10GB XLR8 - Samsung 970 EVO+ 2TB SSD
Software: - Windows 10 - X-Plane v12.1.0b6 (checked in X-Plane v12.0.9rc5)
Addons: Saitek x52 Pro system Joystick, Throttle & Rudder Pedals : Sound - Yamaha M200SP Powered Speakers
Plugins: Traffic Global - JustFlight-Traffic (X-Plane.OrgStore) US$52.99 : Global SFD plugin US$30.00
Scenery or Aircraft
- None-
-
Stephen got a reaction from Busair in Scenery Review : FlyTampa Sydney
Scenery Review : FlyTampa Sydney
Sydney Kingsford Smith SYD is an international airport serving Sydney, New South Wales, Australia. And the airport is located 8 km (5.0 mi) south of the Sydney central business district. YSSY is also known as "Mascot" for the suburb it is situated in. Situated next to Botany Bay, the airport has three runways, and Sydney Kingsford Int'l Airport covers an area of 907 hectares (2,241 acres) of land. SYD is the primary hub for Qantas, as well as a secondary hub for Virgin Australia and Jetstar, and a focus city for Rex Airlines.
Being one of the most oldest and the main primary gateway into Australia, then any Sydney scenery is always going to be a main focus airport for any serious flight simmer, it is a long way by flying time to get here, so when you arrive, you want it to be worth all the effort. Sydney SYD is also part of the "Golden Triangle" a set of routes between the Eastern States of Australia in Brisbane - Sydney - Melbourne, and these crucial routes are some of the most lucrative in the world, with Sydney set as the central hub.
I am a huge fan of FlyTampa's sceneries, so I will put that aspect out there early. The reason's will be noted again in this review, however they have produced classics like Las Vegas, Corfu, Athens, and my all time favorite in Copenhagen. Their last release however was "Amsterdam" not that it was a poor rendition of Schiphol airport, but the fact that Schiphol covers a really massive area with some intense autogen surrounding it. The scenery had frameweight issues, and is hard to use (all Schiphol's have the same problem). So it was not as popular as earlier FlyTampa releases. Now here released is YSSY Sydney, and certainly FlyTampa are back on form.
This FlyTampa YSSY is not the most recent release of SYD. TaiModels released their version only in May 2022. As the review notes, in that I liked it immensely, but that was because there was so little good Sydney Airport scenery for the X-Plane Simulator at the time, but it also had some if a few limitations visually, the differences between them are noted in this review, and the reasons why the FlyTampa version is better, also on why FlyTampa scenery excels.
Because if it's unique position sitting on the shore of Botany Bay, Sydney Airport is also in an constant consistent squabble with the area districts set around the airport. Night operational curfews are also usually always in the news, and most local residents want Mascot shutdown (They are currently building a second Sydney Airport out at "Baggerys Creek", in the Western Suburbs, due to open in 2026). But to be fair, Mascot has been here since 1911, and it is one of the first operational airports in the world, and it's position as only a short (but very slow traffic) ride from the city CBD, means SYD will always remain a major hub.
Sydney Kingsford Smith Airport
IATA: SYD - ICAO: YSSY - WMO: 94767
07/25 - 2,530m (8,301ft) Asphalt
16L/34R - 2,438m (7,999ft) Asphalt
16R/34L - 3,963m (13,002ft) Asphalt
Elevation AMSL21 ft / 6 m
Sydney Airport is split between the long 16R/34L runway, with the "International" terminal to the west, and the "Domestic" is set to the east. However there are plans to align by airlines and alliances (meaning Qantas) into one terminal and the rest into the other Terminals. The problems stem from the connection time between the separated terminal areas, but why really change something that already works very well. So the idea has gone quiet over the last few pandemic years, but does require a bus trip between the International and domestic terminals if you are transiting, there is a rail connection (5 Min), but it will cost you Aus$6.50.
Terminal 1 - International
Terminal 1 was opened on 3 May 1970, replacing the old Overseas Passenger Terminal (which was located where Terminal 3 stands now) and has been greatly expanded since then. Today it is known as the International Terminal, and it has 25 gates (thirteen in concourse B numbered 8–37, and twelve in concourse C numbered 50–63) served by aerobridges. Pier B is used by Qantas, all Oneworld members and all Skyteam members (except Delta Air Lines). Pier C is used by Virgin Australia and its partners (including Delta) as well as all Star Alliance members.
The Terminal 1 layout is very similar to older Heathrow (now Terminal 3) in being higgledy-piggledy and an add on a pier here and there sort of development , going outwardly, and all here are hanging out from the central Y shaped main terminal. But having been there it sort of all works, like an Australian Heathrow. North is Pier A in an L shape, then Pier B and to the west the large Pier C.
There are a lot of Cat 5 A380 gates here, because simply SYD accommodates more Airbus A380's than anywhere else, except for maybe Frankfurt, they are a feast for the eyes every time you come here, I counted 13 A380's once at SYD!
The Taimodels terminal detail was very good, but the quality here is another significant set of levels higher in this scenery, it also comes with a more grungy feel and object detail... note excellent fire stairs in detail, and it shows you the finer and better detail of this scenery
SAM (Scenery Animation Manager) has been abandoned by it's developer. But the gates here are all SAM animated? Into the saddle is OpenSAM 1.5, it's a basic tool, but at least it works, it also does not hang your computer when shutting down as SAM3 did.
The only area where the interior is modeled is the International Terminal main departure hall. but very good it is with a McDonalds, the view out is first rate and very realistic as is the real view.
Landside detail is again excellent, with the highlight the excellent latticework on the arrival hall awnings, again the detail is so much finer than that of TaiModels... the static car placement is excellent.
It is important to note that FlyTampa's SYD also uses the newer LST (Living Scenery Technology) by xCodr, so that this plugin has to be installed.
LST provides the "life" in the scenery with animated vehicles, both on the roads around and through the terminal areas, but also the movement of the service vehicles and equipment on the ramps. All ground service vehicles and equipment are branded, in fact all the branding and signage right through the airport is absolutely first rate here.
Behind the arrival area is the main international carparks and Rydges Hotel, the Customs offices is also set behind. The quality of the buildings in design and feel-factor here is to be seen to be believed, they look and feel very real. Ground textures are however a bit Low-Res. There is the option included to use the Ortho4XP textures, the OSM data is in the folder provided.
We are now getting into the area were FlyTampa exceeds. Further back west is the Sydney Novotel and CKS Hotel, further south is the Brighton Beach Novotel Hotel... this hotel sited on Botany Bay is a landmark when arriving at Sydney, as it is the main focus to look for on the 16L, and even the 16R approaches... it signals you are in Sydney.
There are also a number of remote bays to the south which are heavily utilised during peak periods and for the parking of idle aircraft during the day. (for instance the British Airways flight BA15 arrives at SYD 6.10 a.m, but does not depart again until BA16 leaves at 3:50pm for LON). Then the "Air Services facility on the bay, both areas in detail are excellent, and really well reproduced.
North of the International Terminal, but still on the western boundary is the SYD Cargo area. Qantas Freight dominates, but TOLL, a domestic cargo carrier is also well represented.
Terminal 2
In reality T2 is the heart of the domestic SYD complex, and it is the main terminal that you would use in a transition on a domestic flight.
Terminal 2, located in the airport's north-eastern section, it was originally the former home of Ansett Australia's domestic operations until 2001. It features 16 parking bays served by aerobridges and several remote bays for regional aircraft. It serves Jetstar, Regional Express Airlines (REX), FlyPelican and Virgin Australia. There are lounges for Regional Express Airlines and Virgin Australia.
I have spent many an hour here in T2, even longer when the unions go strike, which they do often. Basically T2 has two main piers and the third area is basically stands for walkon/walkoff regional flights. Sydney Airport previously had a fourth passenger terminal, east of Terminal 2. This was formerly known as Domestic Express and was used by Regional Express Airlines, and the low-cost carriers Virgin Blue (now known as Virgin Australia) and the now-defunct Impulse Airlines, during the time LCC Terminal 2 was closed following the collapse of Ansett Australia. It is now used as an office building for Menzies.
Gates (bays) are extremely good, and very lifelike to the real areas, glass is perfect in the colour and style. The grittiness of the age of the facility is all here, Sydney can be quite grubby in it's personality away from the harbour, and that feel is imprinted here.
Landside is dominated by the central causeway with those four iconic support pylons. Really well done here with a perfect feel for this important separation zone.
Landside T2 arrivals is well done, but a bit vacant, and just a few static vehicles would have made a huge difference, as it is an extremely busy area. Note the "Virgin Australia" lounge entrance. Unlike the TaiModels version, there are no internal T2 modeled areas by FlyTampa, one of the differences between the versions.
Terminal 3
Terminal 3 is another domestic terminal, but here only serving Qantas, with QantasLink regional flights having also moved their operations from Terminal 2 to Terminal 3 on 16 August 2013. Originally, it was home for Trans Australia Airlines (later named Australian Airlines).
The current terminal building is largely the result of extensions designed by Hassell that were completed in 1999. This included construction of a 60-metre roof span above a new column-free check-in hall and resulted in extending the terminal footprint to 80,000 square metres. There are 14 parking bays served by aerobridges, including two served by dual aerobridges (A330). Terminal 3 features a large Qantas Club lounge, along with a dedicated Business Class and Chairman's lounge.
Modeling by FlyTampa is impeccable, detail is astounding, and your not going to better this quality anywhere, okay Copenhagen, which is just as good in the sheer detailing. FlyTampa really "flies" where it counts. T3 arrival landside is again excellent with stupendous latticework, signage and even some static vehicles to fill out your view.
Landside entrance has P1, P2 and P3 carparks, all are well designed and all come with signage. Notable is the small square building set between P2 and P3 carparks, it is the efficient UBER pickup area, fair walk, but very quick and handy when you get there.
Qantas Engineering
The very large Qantas Engineering "Jet" base is again very well detailed and covers the iconic site with distinction. Built like a lot of old legacy airport facilities it has a large assortment of buildings and hangers to make up the massive site, and all the distinctive hangars are covered here really well. With the "191" building were Qantas do their famous arrival or announcement media.
The feel is slightly different here than the brighter textures of the TaiModels version, greyish, but more realistic... The engine test stands are far better done here as well, more detail and far more realistic, also no burnt in aircraft tails. The large iconic open sided canopy is also better modeled in realism detail.
The trick to the area is melding the old 50's style buildings in with the later additions. The Qantas Head Offices and support buildings are represented, but not with the newer all glass facade that was the pride and joy of former CEO Alan Joyce.
SYD Control Tower
The terminals are set to the north, the runways to the south, and set between them in the centre is the unique and iconic Sydney Control Tower, set off taxiway C.
It is a very distinctive shape that is the image of Sydney in Australia. Design of the SYD Tower is excellent by FlyTampa, more detail than you could imagine, it has been painstakingly reproduced with the lower glass cylinders, and the operations floor set above, the spiral staircase is also excellent. Only odd thing is that radar is static? an oversight? Note the well filled out carparks. There is a realism about it that blows your mind.
Shep’s Mound is represented, and was named in honor of Bruce C. Shepherd, a passionate plane spotter who frequented the area until his passing in 2005. The mound provides an excellent vantage point for observing most of the aircraft movements at Sydney Airport.
Set here as well is the Dnata Catering facility, and the X-Plane Tower view (T) is set perfectly.
Hidden to the east of the tower on Ross Smith Drive is an excellent Helicopter facility with two major pads H1 and H2. Working from here is Black Ops, Sydney HeliTours, Austcopters and Blue Sky Helicopters.
There is a very small General Aviation area, tucked away at the threshold of Runway 25, a few hangers and parking spaces are all that are over here. But it well done for GA use.
Infrastructure
We had a bit of infrastructure set in the western side. But it is excellent on the important airport approach eastern side. The fusion of the X-Plane Autogen and custom objects is excellent, and all the major hotels of Stamford Hotel (CoatesHire), Ibis (twice), Holiday Inn and Manta Hotel are all included. Entrance advertising hoardings are also excellent and highly detailed, leading all the way out to the off site Long-Term carpark. There are McDonald Restaurants all hidden in the scenery, three in fact, find them all!
Port Botany
One of the biggest disappointments of the TaiModels SYD scenery was the missing of Port Botany. This is the biggest port in Australia, and critical to the view on departure from 16L, as you bank straight out and over the port as you climb out of YSSY. Here FlyTampa have totally recreated the port in detail...
.... where there is a massive hole in the TaiModel's YSSY scenery? however here you have all of this.... just brilliant.
The detail here by FlyTampa does not miss any trick? Over Botany Bay is the massive Kurnell Refinery, and yes that is presented here as well! Important as it is seen on finals into both 34L and 34R.
Textures
You feel the excellent textures with their built in Burnt-in ambient occlusion effects, even in the full day light sun. Hard to do, but that shows the depth of the quality of the ground textures here, in that you don't need to use certain lighting conditions to see the that deep quality of the surfaces. Again one of the main reasons I love FlyTampa's Copenhagen. TaiModels surfaces were too knobbly, but these are simply perfect, even down to the repaired, resurfaced areas with gridded runways, and the worn rubberised in landing zones are perfect....
The runway promontories are well done, the concrete walls are excellent, but to be honest I've seen better rock work. But it is more than passable here with the better X-Plane 12.1.0 water surrounding the walls. Certainly far, far better from the bad old days of a green filled in Botany Bay. Note that Runway 34R/16L is all domestic operations, 34L/16R is for mainly mixed International and the odd domestic operations. Cross runway 07/25 is rarely used, except for GA and short regional services, sometimes for just parking aircraft..
There is 3d grass, but it is that blade style, that quite doesn't work closeup, but fine at a distance. The scenery uses the X-Plane 12 trees to great effect here in hiding the Lo-Res ground textures, but they also give a very realistic look to the landside scenery aspect.
The X-Plane 12 weather effects are again excellent here. You would never get snow at SYD, but the heavy wet tropical storms are quite frequent.
Lighting
When if you look at the scenery lighting for the first time and you get the reaction of "oh WOW", then it is something special. A lot of scenery developers put night lighting to the rear of the experience. But to arrive at your destination and it then gives you this amazing experience, then that scenery is doing it's job... more so here as most flights are after a long time in the air, or even the dark.
All runway and taxiway lighting is now set to the official ICAO standards in X-Plane 12, so it's bright, but very realistic.
Both terminal areas are very well lit, and look nice to the eye.... the different tones of lighting work really well here.
.... however like Copenhagen the terminal window lighting is a bit dull, you have to be in complete darkness to see any illumination, Internally in side it's a bit dark as well! but the gate numbers glow perfectly in the dark as per the real signs.
Entrance concourse is very nicely lit. And all the branding and signage is well lit and distinctive.
BP Service Station/McDonalds and a AMG dealership... and the details go on and on. "Welcome to "Kingsford Smith" Sydney Airport, shows both old and new signs.
Infrastructure lighting is excellent, with the hotels all having realistic window lighting (no grey rectangles here). Port Botany is fantastic, a bright working port at night and it looks wholly realistic.
LST cleverly working gives the General Holmes Drive a perfect motion filled look around the runway and taxiway underpass, highly realistic. Noted here in both twilight and darker conditions.
Navigation signage is also first rate... nice textures and also ground reflections.
Summary
Pivotal primary city hubs are what connects the world together. None are more decisive than the Sydney Kingsford Smith Airport or as it is more commonly known as "Mascot", in Australia. It's an essential gateway, and that means it is an important scenery to have in the X-Plane 12 Simulator.
There have been a few earlier Kingsford Smith's in the past, mostly awful. But TaiModel's did a fair version a few years ago... here is FlyTampa's redition, and it is one scenery to savour.
The question abounds about price. You can spend an amount on a pay scenery and it will deliver the basics, the airport and it's contents. But the question your asking, then if I spend a little more, but get a quite substantial rendition of that scenery, like not only the actual airport, but the important local environs, in this case, Port Botany, Kurnell Refinery and a load of great hotel infrastructure, a few Mcdonalds are in there as well, then is it worth that extra investment?
In this case the answer is overwhelmingly yes. Not only is the actual SYD airport reproduced in quality here, but so are the important environs surrounding tha airport are also extremely well done (a FlyTampa speciality)... all the buildings and terminal design are excellent, and SAM (OpenSAM) and LST (Living Scenery Technology) also creates movement in the scenery. Textures are first rate with excellent ambient occlusion effects bringing them to life, with 3d grass and excellent trees and fauna. Lighting overall is also top rate with great tones.
Negatives, I don't look at anything here in a negative light, but refinements could be brighter terminal lighting, radar not rotating on the tower, and the ground textures are quite Lo-Res, but for a framerate reason.
FlyTampa create very substantial quality sceneries... this YSSY Sydney International is certainly one of their very best, and it is a very comprehensively packed scenery, in that, it is what the X-Plane 12 Simulator is looking for in maximum simulation experience. This SYD should be in your portfolio, everyone's portfolio, as it is an amazing rendition of "Kingsford Smith, to almost perfection and certainly a five star investment purchase ***** Highly recommended!
___________________________________
Yes! the FlyTampa Sydney scenery is now available from the X-Plane.Org Store here :
FlyTampa Sydney
Price is US$28.00
Currently only US$23.00 You Save:$5.00(18%)
Features Fully Custom rendition of the Kingsford Smith Airport
Custom mesh
Custom night lighting
SAM and LST integration
Custom Mesh (with patch for Ortho4XP users)
Airport modeled with PBR materials
Sloped airport terrain
Dynamic lighting, animated Jetways
Requirements
X-Plane 12 (not for XP11) Windows or Mac or Linux 8GB VRAM Recommended Current version : 1.0 (May 20, 2024) Installation and documents:
FlyTampa SYD is download of 676Mb download that is translated into a 1.61Gb install in your Custom Scenery folder.
FlyTampa_Sydney_0_Airport (1.59Gb) FlyTampa_Sydney_1_Mesh (19.2Mb)
The above two install folders must be put in the order of the "mesh" below the main "airport" scenery folder. The Sydney city scenery Sydney City CBD City Scene 2020 1.3 by haydo83 is highly recommended with the FlyTampa YSSY scenery, it fills out the skyline and the approaches nicely.
Documents
There are no documents provided
________________________________________
Scenery Review by Stephen Dutton
14th June 2024
Copyright©2024: X-Plane Reviews
Disclaimer. All images and text in this review are the work and property of X-PlaneReviews, no sharing or copy of the content is allowed without consent from the author as per copyright conditions) All Right Reserved Review System Specifications:
Windows - 12th Gen IS1700 Core i7 12700K 12 Core 3.60 GHz CPU - 64bit -32 Gb single 1067 Mhz DDR4 2133 - PNY GeForce RTX 3080 10GB XLR8 - Samsung 970 EVO+ 2TB SSD
Software: - Windows 10 - X-Plane v12.1.0b6 (checked in X-Plane v12.0.9rc5)
Addons: Saitek x52 Pro system Joystick, Throttle & Rudder Pedals : Sound - Yamaha M200SP Powered Speakers
Plugins: Traffic Global - JustFlight-Traffic (X-Plane.OrgStore) US$52.99 : Global SFD plugin US$30.00
Scenery or Aircraft
- None-
-
Stephen got a reaction from Kiwiflyer in NEWS! - Updated : Phoenix Air U15 S-LSA Project by vSkyLabs
NEWS! - Updated : Phoenix Air U15 S-LSA Project by vSkyLabs
It looks like a Pilatus, a modern smooth bubble shaped aircraft with long thin wings. But this is a Czech low-wing two-seat motor glider, designed and manufactured by Phoenix Air and it is provided as a complete ready-to-fly aircraft.
The Phoenix is a derivative of the Urban Air Lambada motorglider, developed by Martin Stepaneck who was formerly with Urban Air before that company's demise. The Phoenix was designed to comply with the Fédération Aéronautique Internationale microlight rules and US light-sport aircraft rules (LSA). It features a cantilever wing, a T-tail, a two-seats-in-side-by-side configuration enclosed cockpit under a bubble canopy, fixed conventional landing gear and a single engine in tractor configuration. It is powered by a Rotax 912ULS four cylinder, liquid and air-cooled, four stroke aircraft engine, 60 kW (80 hp).
This v8.0 update from vSkyLabs focuses on the Flight Model, Graphics and a new FMOD sound package... It is available in X-Plane 12 or X-Plane 11, as both versions included in the package at no extra cost.
Version 8.0 (June 13th 2024)
Flight model: Airfoils update, and tuneups for overall drag and control surface effectiveness to better demonstrate the authentic U15 handling characteristics. Engine windmilling characteristics refinements.
Graphics: Complete textures/PBR overhaul for the aircraft, inside out.
Various improvements for the cockpit gauges and throttle lever.
Improvements for pilot/passenger visualization.
Sounds: Improvements for FMOD packages.
VSKYLABS 'Test-Pilot' Project: designed for use with X-Plane cutting edge Experimental flight model environment, featuring a superb flight dynamics with authentic performance and flight handling characteristics. Built for VR: development was tailored specifically for VR, and optimized for 2D usage. Designed for X-Plane Experimental flight model. Engineered and designed as a default X-Plane aircraft (Like all VSKYLABS projects). The VSKYLABS projects are practically show-casing X-Plane, as they are stretching X-Plane default features, systems and flight model to its limits...delivering a very robust simulation model, having maximum compatibility with the ever evolving X-Plane flight simulator. Two versions of wings included: The U15 S-LSA aircraft is featuring replaceable wing-tips: ‘Extended’, 15m and short, 11m span. These may be replaced easily in real life, allowing the U15 to be flown as a motor-glider or as a ‘cruiser’ Light Sport Aircraft (a bit faster, higher roll-rate, more maneuverable aircraft). This feature is included in the VSKYLABS U15 Project, which is having two different sets of wing flight-model. Built-in Avitab Plugin Compatibility (AviTab plugin is not included). Skunkcraft Autoupdater plugin is included - all updates are being pushed smoothly without the need to re-download the entire base package (base package will be updated every once in a while to minimize the gap). Highly responsive VSKYLABS support forums: Professional discussions which results in incorporating users feedback into the on-going scheduled development plan. Real-pilots inputs (as well as sim-pilots feedback) are always welcome, and in practice sets the the VSKYLABS projects within solid, professional margins over time
This project is part of the VSKYLABS 'Test-Pilot' series, designed specifically for use with X-Plane cutting edge Experimental Flight Model.
Images are courtesy of vSkyLabs... the Polaris AM-FIB is available for both X-Plane 12 and X-Plane 11, however the XP11 version does not have the effects and features that is available in X-Plane 12.
___________________________
Yes! the Phoenix Air U15 S-LSA Project by vSkyLabs is NOW available from the X-Plane.Org Store here :
vSkyLabs Phoenix Air U15 S-LSA Project
Price is US$29.00
On sale: US$29.00 US$23.20 you Save:US$5.80(20%)
Requirements
X-Plane 12 or X-Plane 11 (both versions included at no extra cost) Windows, Mac or Linux 8 GB+ VRAM Recommended Download Size: 215 MB Current version : 8.0 (June 13th 2024) ___________________________
News by Stephen Dutton
14th June 2024
Copyright©2024: X-Plane Reviews
(Disclaimer. All images and text in this review are the work and property of X-PlaneReviews, no sharing or copy of the content is allowed without consent from the author as per copyright conditions) All Rights Reserved
-
Stephen got a reaction from Kiwiflyer in NEWS! - Addon Released : PW2000 Engine Add-on for FF 757 by Mango Studios
NEWS! - Addon Released : PW2000 Engine Add-on for FF 757 by Mango Studios
I was very impressed of the engine conversion for the Rotate MD80 Series IAE V2500 Engine by Mango Studios. Here is another one, this time it is for the FlightFactor Boeing 757, in a Pratt & Whitney PW2000 Engine modification. And again, very good it is, but it doesn't come with a sound pack, just the engine mod.
The PW2000 engine is completely modeled from the ground up, including all the real- vents, screws, fins, and flaps that the real engine from the real aircraft would have. The package also comes with pre-made liveries such as: Air Force 2, American Airlines, Delta, Delta Breast Cancer Awareness, DHL, Fedex, UPS, and United. It's only 6 bucks folks, but the FlightFactor Boeing 757 Series is required for this modification. __________________
Yes!... PW2000 Engine Add-on for FF 757 by Mango Studios is now Available from the X-Plane.Org Store here :
PW2000 Engine Add-on for FF 757 by Mango Studios
Price is US$5.99
Requirements
This is a Modification. The FlightFactor Boeing 757 professional is required for this package
X-Plane12 & 11
Download Size: 416 MB
Current version 1.0 (June 11th 2024) ___________________________
NEWS! by Stephen Dutton
12th June 2024
Copyright©2024: X-Plane Reviews
(Disclaimer. All images and text in this review are the work and property of X-PlaneReviews, no sharing or copy of the content is allowed without consent from the author as per copyright conditions) All Rights Reserved
-
Stephen got a reaction from Busair in NEWS! - Addon Released : PW2000 Engine Add-on for FF 757 by Mango Studios
NEWS! - Addon Released : PW2000 Engine Add-on for FF 757 by Mango Studios
I was very impressed of the engine conversion for the Rotate MD80 Series IAE V2500 Engine by Mango Studios. Here is another one, this time it is for the FlightFactor Boeing 757, in a Pratt & Whitney PW2000 Engine modification. And again, very good it is, but it doesn't come with a sound pack, just the engine mod.
The PW2000 engine is completely modeled from the ground up, including all the real- vents, screws, fins, and flaps that the real engine from the real aircraft would have. The package also comes with pre-made liveries such as: Air Force 2, American Airlines, Delta, Delta Breast Cancer Awareness, DHL, Fedex, UPS, and United. It's only 6 bucks folks, but the FlightFactor Boeing 757 Series is required for this modification. __________________
Yes!... PW2000 Engine Add-on for FF 757 by Mango Studios is now Available from the X-Plane.Org Store here :
PW2000 Engine Add-on for FF 757 by Mango Studios
Price is US$5.99
Requirements
This is a Modification. The FlightFactor Boeing 757 professional is required for this package
X-Plane12 & 11
Download Size: 416 MB
Current version 1.0 (June 11th 2024) ___________________________
NEWS! by Stephen Dutton
12th June 2024
Copyright©2024: X-Plane Reviews
(Disclaimer. All images and text in this review are the work and property of X-PlaneReviews, no sharing or copy of the content is allowed without consent from the author as per copyright conditions) All Rights Reserved
-
Stephen got a reaction from Gabwb in Aircraft Review - Boeing 777-200ER v2 Ultimate by FlightFactor Aero
Aircraft Review - Boeing 777-200ER v2 Ultimate by FlightFactor Aero
Most airliner flights in Simulation go under the two hour rule, or a route that can be done from breakfast to lunch, lunch to dinner or after dinner and on into the night. So mostly they will also be short-haul Simulations. The market will then cater for this demand, providing B737s, A320s and the various E-Jets.
But there is a club devoted to another segment of Simulation, called Long-Haul. Or services that cover not only trans-ocean, but also transcontinental routes, these flights are mostly around the 10 to 12 hour flying time mark, it is an exclusive club, because of the logistics of setting up your aircraft, and then with the long times of flying involved. These significant aspects creates a very different discipline from the two-hour quick routes. But Long-Hauling is also the ultimate challenge in Simulation for aircraft, as to get it right, it can be the most rewarding to the simulator user involved. But to do good long-hauls has always been a very mixed affair in the X-Plane Simulator, mostly because really good long-haul aircraft have not been a priority for developers.... it's a niche area, so why go there.
So we have always craved any Long-Haul Airliners, and the pick of the bunch was always the Boeing 777 Series, mainly because it is the most popular long-haul aircraft used by airlines in 1687 of the type being built. The B777 was created in a reaction for the newly created ETOPS (Extended-range Twin-engine Operations Performance Standards) that allowed twin-engined aircraft to perform the same routes as only a four-engine aircraft could only be earlier regulated, but obviously two engines are much more efficient than the heavier four.
As early as November 2009, XPJets announced a project for the B777, a standard setting project that brought a 3d cockpit and a quality in design unheard of in X-Plane. But in a development phase of three years, it got slower and not quicker as the project droned on, it felt at the time of a dream never to be realised. Then in September 2012 VMAX in cooperation with FlightFactor released almost out of the blue a Boeing 777 Worldliner Professional, a ground breaking design with not only a 3d cockpit, but it was also plugin based outside the X-Plane PlaneMaker environment. Within months XPJets were gone, and the project was abandoned. (If your curious the XPJet site is still available).
The VMAX/FlightFactor 777 v1 aircraft went on to be one of the most successful Simulations in X-Plane, with -200ER, -200LR, -300ER, -200F (Freighter) variants added later. But by the early 2020's the design was getting very long in the tooth, eight years in X-Plane is a design lifetime, it was time for something new... and here it is in the Boeing 777-200ER v2 Ultimate. And considering the huge reputation of the earlier B777 v1, another plus is that the leading FlightFactor developer in Roman Berezin is now a Boeing 777 rated pilot, and all that personal input has gone into this new V2 version.... so X-Plane and it's devoted followers are expected a lot from this new development.
First impressions of the Boeing 777 v2 are actually quite interesting? Your expecting a very highly, even evolutionary experience... but you don't actually get that. Certainly in every way the B777 v2 is totally absolutely better and different than the 12 year old v1, and certainly as presented here and as lavishly in X-Plane v12.1.0 with its better effects and even better antialiasing, it looks beyond gorgeous...
However the original B777 v1 is so hugely familiar, in that it sorts of softens the change to the newer version. But that is not the point here, and of the B777 v2.
X-Plane quality and detail has doubled, tripled in quality over the last few years, and our eyes are very used now to the grandiosity of the outstanding detail available, certainly since the introduction of X-Plane 12. Yes the FlightFactor B777 v2 has that "Wow" factor! But the point of this aircraft which is very important to explain very early in this review, is that it is the depth of the design, the deep "feel" factor that is the hidden unique bigger feature here as what we shall see later.
Also from the start let us abate another fear... frame rate! The aircraft is hugely (code) complex and a highly extremely detailed Simulation. So it has everything in that can ruin a perfectly good Simulation by destroying your framerate. But the FlightFactor B777 v2 is very good on your framerate, yes it uses up a few frames, but FlightFactor have been very aware of making this aircraft as very efficient as it can be from the start. Yes tricks are used, but it works very well on my computer configuration, and so if you have the required requirements, then you should be fine (I get middle 40's, and a framerate that rarely drops into the high 20's).
What is the thing about X-Plane users debating aircraft noses? Mostly usually A320s. Flightfactor had to redefine this B777 nose, I don't know why because it is perfect.
The FlightFactor v2 comes with the GE90 high bypass turbofan engine that has been designed and developed by GE Aviation primarily for the 777 aircraft family. It outputs thrust ratings anywhere from 81,000 to 115,000 lbf. The Pratt & Whitney engine variant is planned, and notable that even later the Rolls-Royce Trent 800 engine option will also be available.
The GE90-94B (94,000 lbs) on this airframe is excellent in detailing and design, it is the straight fan blade, not the curved blade version installed here.
The biggest criticism of the v1 was the very poor wingflex. That has been totally changed here with a more realistic flexible animation, plus the design of the wing (curve and profile) is far better in it's design... even impressive.
When we are faced with a extremely quality designed aircraft, you don't look at the big picture, but at the smaller intricate detail for your guidance on what has been presented... open up the Flap, Leading Edge and Speed Brake panels, and have a look inside, the results are beyond excellent.
Notable is the really nice leading edge extension and retraction fitting, also the huge amount of detail under the speed flap panels, it is very well done... honestly, you may never give this detail a second glance, but you are still very satisfied on knowing it is all still there.
The same goes for the elaborate landing gear... enjoy the incredible detail available here, all links, pins, hydraulic and pneumatics are all laid out in great detail... it is the outstanding realism shown here that you will long be talking about.
Nose gear is also at the same high-quailty detail threshold, and the detail goes right up into the gear bay.
Cockpit glass is also really good, with the perfect rainbow effect showing glass thickness and light reflection. Side windows are a bit blander, as is the door detail, to save Frame Weight is a consideration.
APU (Auxiliary Power Unit) outlet is very good, and the APU air flap opens up as well.
Externally the FlightFactor delivers what you would expect at this price range, ULTRA detail and quality work.
________________
Cabin
The view we all want to see... the boarding of the aircraft.
Front door is exclusive First Class, even exclusive, exclusive 1st Class... no one goes in here but the VIPs and the ultra rich.
Front section of the 777 cabin is all "Suites" or cabin style. There are eight of these cabins, and they are all are styled very Emirates Airlines.
Very exclusive.... Then twelve First Class seats in the section behind. Well done in the Emirati style, in gold and wooden highlights
If you enter via the second door (the usual boarding door), the First Class cabin is now to your left, right is the small twelve Business class seats.
The sixteen lie-flat Business seats are the same as the more forward 1st class seating.
Then the two large economy cabins... coming in here you feel the huge scale of the inside of a Triple Seven, it looks and feels massive.
Economy Seats are really nicely done with a pretty seat material pattern, footrests and nice armrests.
All overhead cabin detail is well done with working "No Smoking" and "Seatbelt" signs. All toilets on board can be accessed, but they are extremely tight inside. Internal door detail is also really well done in perfect detail.
All the (large) galley areas are expertly done and well detailed, they feel very authentic to the period of the aircraft.
Your probably thinking by now "Why the hell is my computer not going to melt down". But there is a trick going on here? close your cockpit door and all these cabin sections will disappear "poof", and that will lighten your framerate load, open the door and it all comes back!
FlightFactor had a feature that opened and closed the cabin window blinds, personally I didn't like it, as I like to look out of the aircraft from the cabin perspective, when looking out, and then down came the blind... It's back on the 777 v2, but you can also turn the feature off if you want to.
But we are not finished with the cabin configuration yet? FlightFactor gives you the options to change the cabin configuration. There are five different cabin configuration that you can choose from... the above is EMIRATES Style, (3 Classes with Cabins), TURKISH Style (3 Classes but no Cabins), 3 Class Cabin, 2 Class Cabin and a Single Class Cabin.
________________
Cockpit
Look right on entry though door 1, and there is the familiar corridor to the cockpit, the door can be opened externally by using the keypad code (just don't forget the code, or you will be locked out?). To the right is the crew sleeping area, but currently not accessible, the toilet to the left does work.
Familiar? well yes, been in here before.
Obviously it is not the 777 v1 cockpit, but your first glances are deceiving, it's the colour tones and cockpit arrangement that is so familiar.
Then you start to decipher the detail, the HUGE amount of detail in here... it will take time to absorb it all, and you should take that time to look around in here, marvel at the all the work. The seat armrests can be folded upwards, and the seat back can also be adjusted to your personal best position, both seats are animated to move backwards and then sideways to get into the position. Seat design and quality is first rate, yes you can spend 12 hours or more in those seats with the lambswool covers.
Side window blinds are animated, and you can also crank open the side window, by first pulling the lock lever back, then winding the handle lower left.
Most developers have struggled to make the Boeing 777 cockpit look anything realistic, or come alive. The Brown matt colour is a problem in that it makes everything look very ordinary. But to give FlightFactor credit in having done a very good job here in doing the impossible to bring this cockpit alive, it certainly looks realistic. The central pedestal is really well done, the controls are perfect, and there is a AutoThrust disconnect switch on the end of the throttle handles.
Both yokes are perfection, smooooth and worn, very nice. There are the switches on the left arm front for "Trim" and for "Autopilot Disconnect", the PTT (Push-To-Talk) switch is hidden behind the left arm, but works. Some 777 Yokes had the 3 Number Memory device from the B737, but in not here. TCAS is with TCAS full version 7 functionality and you have the classic STBY Instruments and also ISFD (Integrated Standby Flight Display).
The nameplate says "Boeing 777"
________________
Power Up
This section is usually in the Flying part of the review, but it is worth the discussion here in this case. First when you approach the aircraft 'Cold", there is a "Load Sheet" between the throttles, a nice touch... if you click on the paper, it will be moved to the document tray under the MCP (Mode Control Panel).
Starting up the Triple Seven from cold is a long but very authentic process. Turn on the Battery and nothing happens? But you can then start the APU (Auxiliary Power Unit)... still nothing happens for a long time? then the SAI (Standby Altitude Indicator) comes partly to life... still a loooong wait, then finally the displays will flash themselves on and off, still waiting.... then suddenly the 777 systems will come to life,
But you will still need to set the current position Coordinates in the FMC (Flight Management Computer) and switch on the ADIRU (Air Data Inertial Reference Unit), and a 2nd system called "Secondary Attitude Air Data Reference Unit" (SAARU). Once set the "Time to Align" is shown in the upper left side of the Navigation Display (ND).
So it takes ages to power the 777 up, but there is helpers to Align the system instantly if you can't wait, there is also an optional setting to have the aircraft powered up (turnaround/ready at the gate) if you want that option.
Me I love the whole process of the realistic start-up procedure, even if it does lose you twenty minutes or so every time. You can thankfully leave the B777 in the state it was after the last flight (turnaround), so you don't have to do this power-up procedure every single time you want to fly.
________________
FlightFactor do give you a screen on startup, in that you can quickly reconfigure the aircraft to the Simulation you are wanting to do, or carry on forward to the more detailed settings that are already saved in. A third startup choice is the "Situations" a save of the aircraft in the "saved" state.
There is however something very familiar about it all, you have certainly been in here before, as you know this cockpit so well... but everything in here is not as it initially seems to be?
Start probing, or switching things in here, and absolutely EVERYTHING works! every button, switch, lever and system is operational, or has a physical reaction to your inputs, all of the OHP (OverHead Panel) switches and buttons AND every Circuit Breaker (Fuse) works... EVERYTHING.
All instrument displays will "Pop-Out" into Windows via the screw on the display's facia. These include both PFD (Primary Flight Displays), NAV/MAP (Navigation Displays), Upper EICAS ((Engine Indicating and Crew Alerting System) and Lower Secondary Engine Display. All Pop-Outs are moveable and scalable on your screen or display.
Both FMCs (Flight Management Computer) also popout, plus also so does the rear central third FMC. Front FMCs (CDU1/CDU2) are both Navigation, the rear FMC (CDU3) is for the aircraft's Interaction. Notable was that only the one left side FMC display worked on the B777 v1.
If you are used to the B777 v1 FMC layout and input parameters, you should really have no problems with the B777 v2 setup. Programming in the system was quite developed on the v1, and yes there has been improvements here in the details, but overall there is little change to confuse you. Note the orange "K" on the top left of the FMC, it is to allow direct data input from the keyboard into the scratchpad.
a
There is a sort of "Simbrief" interaction, that will load the SimBrief data into the system, but a lot of the detail (mostly weights) you will have to input yourself. It is not as cross-referenced as say a ToLiSS input loading. But fill in a few of the main details, like mentioned aircraft weights, fuel weights and C.G (Centre of Gravity), and so then the rest of the crucial data will then be filled in for you, like the TakeOff Refs and the required Trim percent setting.
The Instruments and layout is very comprehensive in here, so there is a lot to learn. FlightFactor have not only provided a complete individual Instrument "Cockpit Guide" (157 Pages), but also provided is a flat cockpit poster to study the instrument layouts. Another manual which is included in the package is the full "Flight Crew Operations Manual" of 525 pages, and you will need it to work through everything that is required to use and access this complex cockpit.
So it is not only a "Study" aircraft, but a "Deep Study" aircraft, as this 777 is called the "Ultimate" for a reason, but it is far more than that, this is an airline operation level Simulation.
________________
Interaction
One of the big features on the FlightFactor B777 v2 is interaction. These tools can help you not only load or service the aircraft, but can also be set it up via the First Officer. Also the Captain, Cabin Crew and Ground Crew are all interactive. This is done here via voice (if annoying? then you can turn it off if you want to) and do the same actions through (Captain's) commands. Let's do the basics.
First there is a "Ground Crew" to help you around the aircraft, they are called via first two selections from the menu "Ground Personal on Ramp", and "Captain Commands/Ground Crew" to make them active... the interaction is done via the CDU3 on the upper pedestal.
You "Call" the Ground Crew via the intercom system, or the MIC button (MIC switch must be on), then the ground Crew will appear and interact with the crew... Then placed around the aircraft are the many Hi-Vis dressed Ground Crew that are all animated, which is really well done here.
So to add or takeaway anything on the ground you communicate through the CDU3 interface, just like you would do on a real Triple Seven. Need rear door service? then contact the Ground Crew, then select the service you want (CATER SERV)... when acknowledged, the Ground Crew-Member will ask you if you want anything else?
Notable down in the lower right corner, are the people (crew) that are currently active on the intercom. Although the Service Vehicle is now set by the rear (5L) door, the door is still closed? (all active Ground Equipment is shown in green)
A note here, in that all the service vehicles will appear from the sky! You can turn this feature off, and it's one I'm not too sure of? it's not as very realistic as the usual "drive up" mode?
So you will now have to call the Purser on the intercom... to open the the door from the Directory! And there are several pages of items you can interact with. The Purser will again acknowledge your call and then open the rear (5L) door for the Service Crew.
There are also features to do Maintenance on the aircraft.... First though you have to call "Maintenance" on the Intercom, then the engineers arrive by the engine to be maintained...
The Maintenance options however are all on the menu and include (Reset) Engine Cylinders, (Replace) Blades, (Refill) Engine Oil, (Replace Oil Filter) and APU Servicing. Wheel/Tyre Changing and even wheel servicing is also available, and all the Maintenance done here is noted in the aircraft's log as the "Wear&Tear" of the aircraft.
The interaction system is even more advanced than this, in that you can also use real voice interaction...
It should be noted that voice recognition operates on a "Push-To-Talk" principle -the key combination assigned for voice recognition should be held down while you speak and released upon completing the command.
By default, a list of main commands is available for use, and they are located in the "main" section of the commands file. You can also address the first officer by saying "first officer" and all commands from the "first officer" section will become available to you. If your silence lasts for more than 40 seconds, the first officer will return to their duties, and only commands from the "main" section will be available again.
You can hand over control of the MCP to the first officer by saying "your MCP" or "you have the MCP". The first officer will be pleased to set the heading, track, speed, altitude.
So this is a very deep intergated system with interaction with the Boeing 777. It will take not only time to learn, but to actually learn and to immerse yourself into this complex, but very real world environment... you also have the choice to turn off the intergration system if you find it overwhelming. The full capabilities of the system are far too long or too complex to completely explain here... but it does create another level of serious Simulation experiences.
________________
EFB (Electronic Flight Bag)
One of the biggest interactions with the FlightFactor Boeing 777 v2, is via the EFB, or "Electronic Flight Bag", which is a built in tablet on each side of the two pilots.
You can access a page by both the outer button (as you really do in the B777), or by pressing the tab directly on the screen. Grey is active, the teal box is not-active. Again both displays "Pop-Out" via the upper right side screw.
Beyond the Start up "Main Menu" page menu, there are 34 EFB pages to access, so it is a very deep and complex menu system, again time will be required to work through and work out all the EFB Menu options. This EFB is one the most complex on any X-Plane aircraft.
I'm not going to cover all of the 34 menu pages in detail, but just show the highlights of what is available in here.
Main Menu
The "Main Menu" shows you 13 Menu options; Airport Map, Performance (blank), Briefing, Navigraph Services, Airplane, Simulation, Ident Page, Terminal Charts (Blank), Documents, Video (blank), Pilot Utilities, Simplified Loading and Shortcuts... lower is the option to Initialize Flight. Navigation in the EFB is excellent, not only a direct "M" to the "Main Menu", but you can <- go back to the last page, or use the in page "UP" or "BACK" nav tools
Airport Map
Just type in your ICAO Airport Code in to scratchpad and up will come a scalable map of the airport, and your current aircraft position on the Map (Navigraph Subscription Required).
Briefing
Here you can load into the EFB the full Simbrief flightplan Brief, the layout includes 8 different options that are segmented from the SimBrief Application. It is full of all the required data for the flight, and for the aircraft setup, including the Flightplan, Weights, Fuel and Weather/Winds enroute.
Navigraph Services
Here you log into your "Navigraph Services" account, you then add in your "Simbrief Username" (note important! this is your "User Name", not the usual SimBrief ID that you use here), then press "Get Data from SimBrief tab to load in your already created Flightplan/Brief.
________________
Airplane
There are 14 tab options on the "Airplane" tab; Doors, Ground Service, Weight & Balance, Maintenance, Pushback, Cabin Controls, Dispatch (MEL-Minimum Equipment List), Training, Failures Control, Captain's Commands, Walk-Around, Loading Service, Ongoing Processes and Align Adiru Now.
Doors
There are 8 main cabin doors that you can open, plus the three Forward, Aft and Bulk Cargo doors. There are also two small access doors in ACC and E&E that also can be opened. There is an AUTO/MAN option and EMER OPS option as well.
Ground Service
There are two pages of 22 options on the "Ground Services" pages.
Page 1 includes; GPU 1&2, Chocks, Bus, Stairs (1L), Air-Con Truck (L&R), Stairs (3L), Cater Service, Lav (Service) and Water Truck.
Page 2 includes Gear Service, Pneumatic (Service), Engine Maintenance, Fuel (Tanker L&R), De-Ice and Hydraulics (Service). Other Options include the two Baggage Loaders called transport here.
Like the FlightFactor v1, you have to have the Bus/Gate/Stairs visual to load Passengers, Fuel Trucks to Load Fuel, and the Baggage Loaders to load the Cargo, this is done from this page.
There is a lot of ground equipment available here, stairs for 1L and 3L doors, but not for 2L, which oddly is the main loading door for Economy Class? Again the Catering Service Vehicle is on 5L, but not on 1R?
The De-Ice feature is very similar to the one with ToLiSS aircraft, but be aware, it takes a lot of it's own considerable time to go around the aircraft, so if you want to fly quickly, then don't activate this feature, but very good it is with three De-Ice trucks all working together.
On the "Ground Services" page left lower are two more options... Maintenance and Presets. Maintenance we will look at shortly...
Ground Service State Presets
Here you can use set presets, including; Preflight, Fueling, Pax (Passenger) Loading and Pushback. There are also three "Custom" presets you can "Save", and use by the "Load" Preset option.
Weights & Balance
This W&B section will set up the aircraft in weight and C.G. Balance. You can import the data from "Simbrief" to fill in the load factors. It is quite comprehensive, but also far more straight forward than the odd v1 layout
You can adjust the weight of most things, from the passengers (also ICAO Summer Correction!), Cargo and its placement and fuel. At the end there is a full "Weight Summary". It is all very well presented and comprehensive.
There is a very helpful "Fuel Planner" tool, but overall FlightFactor still also provides you with a "Simplified" system to quickly load the aircraft if you don't want to go into the minute details of absolutely everything. So you can just do a quick "Load" of the details from Simbrief and then quickly load the aircraft ready for flight (note Simbrief doesn't currently load in the FMC data as noted earlier).
Maintenance
You not only have failures, but you also have the life running wear and tear of the aircraft. These areas are contained in the Maintenance tab of the aircraft. Galleys&Restrooms, Hydraulics, Gear&Tires, Electrics, Engines, Oxygen all have to be maintained or repaired. Hatch Inspection will open 19 hatches or access points on the aircraft.
The hatch detail around the 777 is excellent, the dome/doors open to reveal the Honeywell Radar is really well done, as is the placement of the AlliedSignal Engines 331-500 APU in the tail.
You can also open the cargo doors externally via the opened small access hatch, but you have to get close to activate the switch to open and close the highly detailed cargo door. Note the loader personal inside the cargo compartments.
You can "Test" (GPWS), Check the "Current" list of Maintenance Issues, and also do a "Instantaneous Full Maintenance", to rectify everything in a one button press.
Pushback
The FlightFactor 777 v2 has it's own dedicated Pushback tool. (BetterPushBack doesn't work on this aircraft?)... but it is a very good one!
Set the Boeing 777 ready for pushback (brakes off), and then Select "Start Pushback". This will call a very highly detailed pushback truck to the aircraft, then you "Connect" the Pushback Truck to the nose gear of the aircraft. When connected you get a control panel that shows you the Torque of the load, and the Speed in Kmh.
There are also four views you can have in four boxes top left, External, Rear view, Close rear view & cabin view.
The Arrow will show you your push direction, and the drivers seat rotates into the direction you want to go.
Power is by your throttle, and that is shown in the Torque dial, brake is again the usual "B" brake, shown as a T in the window... then the B777 can be pushed back... steering is Left-Right via your joystick. It is tricky to use until you practise with the controls, but very good it is in moving the big Boeing around.
When correctly positioned, you can "Disconnect" or "End Process", to disconnect the truck, then press "Wave Off" which gives you a animated walking ground person, then the ground personnal shows you the connecting pin (à la BetterPushBack)
It is a very good Pushback tool, one that gives you a lot of control, plus clever working animated ground staff doing their jobs, I love it.
Cabin Controls
Here you can set the aircraft's Climate Control, Cabin Light Control & WC (Toilets) Maintenance. All very clever on the detail of settings of the aircraft's in flight requirements.
MEL - Minimum Equipment List
MEL is the "Minimum Equipment List", this is a document based on the master MEL (MMEL) provided by Boeing. Each operator can modify the MMEL (making it harsher) to suit its SOPs. In this model you have the opportunity to do the same. The MEL is electronic in your EFB, however, it will not prevent you from actually dispatching the flight. There are three numbers A/R/O –available / required / operational.
For example, the airplane has 3 AFDC system available, If at least one item on the list will have the O-number < R-number, the flight will not be dispatchable. It is a complex system that is still ongoing and being developed by FlightFactor.
Failures - Training
Two Selections in "Failures" and "Training" can be cross-referenced between each other. The "Failure" feature is very comprehensive with two pages of 14 separate categories, and in that you can also create "Failure Scenarios" There are currently 1000+ failures programmed into the system and their number will increase in the future. You can also "Reset All Failures" in a global setting.
Of the failure that can be triggered. The status column will show if it's INACTIVE or FAILED, and the random failure time column shows the time in hh/mm/ss till the system will randomly fail. Failures are also categorised into three classes: Major, Regular and Minor. Within the set MTBF a major failure can occur at a random event with a probability 3 times smaller than regular and a minor 3 times larger.
You can add in an "Event", Then select the category that you want to fail... The "Search" is a great option here to find the item in the hundreds of choices. Then you can select the "When/Where" Failure from a drop down tab (Immediately, In time, above/below Altitude, above/below speed, in case of failure).
The "Training" page gives some of the same functionality as the "Failures Control" page but with some preset aspects. The preset failure pages (on the right) have time/location chose bar on the top, choice of side (in this example) below and then a list of possible abnormal conditions. You may choose one condition at a time. Some conditions will also trigger a single failure, some will trigger several at once. Some will initiate a scenario of abnormal behavior whose path will depend on your action.
Captain's Commands
If you want to do the spoken commands via a button press, then you can via the "Captain's Commands" page. The requests cover the; Ground Equipment, Hatches, De-Ice, FWS (Front Wheel Steering) and Installing pins in the gear.
Walk-Around
There is a Walk-Around checklist, that you can check off, and then reset.
Other Airplane options include; a Loading Service, Ongoing Processes Overview and to "Align (the) ADIRU Now".
________________
Simulation
Under the "Simulation" tab is all the areas to set up the aircraft to your liking; General, Avionics, Ground Operations, Situations, Graphics, Effects and Sound, Interaction, Crew Interaction and Check list options. "General Options" gives you parameters on the way you would like the aircraft set up to your personal preferences
Avionics
Under the "Avionics" tab, you get the usual wide and varied FlightFactor system of options in setting up the avionics of the aircraft. The "EFIS" options are excellent and give you a lot of instrument display choice, the setup system is VERY deep.
Highlight here are the "Segment Display" options, as you can set the displays to; All White, All Amber, All Red, Mixed Amber, Mixed Red and Mixed Any.
Situations
On of the biggest strides in features in X-Plane was created by ToLiSS (other developers had variations of the idea). In that you could save a "Situation" and reload the situation back into X-Plane to recreate the place, time and aircraft setup as it was saved. If you have a Computer crash, or just want a certain aircraft set up, then you can choose and reload the original situation.
The version here is as good as the ToLiSS version, as it will reload every single parameter saved. In my case here I have set up the aircraft for flight, including programming the FMC on the route. When ready to depart, I can then just LOAD in that "Situation" and I am ready to fly!
You can change the save order by either "As cending" or "Descending". Notable at this point, there is currently no "Auto" save, a system that will save situations automatically every time set (5min, 10min, 15min). But FlightFactor notes this option will be done soon.
Other Situation options include, Graphics, Effects and Sound, Interaction, Crew Interaction and Subtitles. The SOUND options are quite basic; Master, Exterior, Interior, CoPilot and Environment, but it is very adjustable to the volume of the sound.
A clever tool is the "Pilot Utilities" set of tools for; Speed, Length, Weight, Temperature, Volume, Pressure and Time Zone Conversions. There is also a "Timer/Stopwatch" tool as well. Documents, Manuals and Images can also be used in the EFB in a "Document Library", and there are provisions for you to load in your own pdf and jpg images.
What we have covered here in the EFB, is only the highlights. As noted there are 34 different pages to access and use (learn as well), so it is the biggest menu system ever in X-Plane, probably in Simulation as well. So you are not only learning the actual aircraft, but it's needs and settings as well.
________________
Checklist
The "Checklist" is oddly not part of the EFB - Flight Bag. But it is set in the lower EICAS Display. You access the checklist via the button on the right "Display Access Panel" (lower far left).
The checklist is very comprehensive, and has three major modes: Amplified, Supplementary and Normal. Normal (Regular) is the main checklist. Other checklist options are for different pilots and certain procedures (Ampified) and Non-Normal systems Menus
You get a big magenta cross cursor to navigate and select items on the checklist.... overall the checklist is very comprehensive.
________________
Banner Menu
All of above can mostly be accessed via the X-Plane banner menu "Boeing 777 200ER for quick and easy access to critical items.
There are four menu options; Options, Equipment, EFB and Captain.
Options covers; Avionics, Cabin, Checklists, Effects, FO, General, Ground, Interaction, Subtitles and Systems.
Equipment covers; Baggage Loaders, Passenger Bus, Main Cargo Loader, Catering Truck, Chocks, De-Ice Equip, Engine Maintenance Kit, Fuel trucks (L&R), Gate, Ground Air-Con (L&R), GPU Primary/Secondary, Ground Starter (L&R), Hydraulic Replacement kit, LAVS Service, Secondary Stairs, Tyre Replacement Kit, Luggage Transporter and Water Replenishment Truck.
EFB covers; Show/Hide EFB 1&2, Airplane, Situation, Shortcuts, Doors, Ground Service, Weight&Balance, Loading Service and Pushback.
Captain covers; Read Briefing, Remove Ground Equipment, Request Close Hatches, Disconnect from Ground Crew, Request De-Icing and Establish Communications (shortcut).
________________
Lighting, Internal & External
The lighting on the B777 v1 was actually quite good. But here you have a decade of advancement and refinement. These images here show you X-Plane v12.1.0, and the even more refined effects, including bloom lighting effects.
All the Boeing 777 lighting modes are active, and adjustable. You you do actually expect this on an aircraft of this scale. One note is that you can easily "Overbright" the instruments, and with that setting they become too bloomy (there is also a setting called "Lamp Glow" that also highlights the bloom) and you lose the realism. So all the lighting settings for the instruments need to be toned down to look and be realistic. Get the tone right and the cockpit is breathtakingly realistic. The highlight is the centre console with all those the transparent knobs, it is beautiful beyond belief...
.... all the lighting for the MCP and Main instruments are lovely and adjustable to your personal satisfaction, and there are MAP lights for each of the pilots (the spots are beam adjustable). The two side lighting options are CHART and WORKTABLE.
There are also two main cabin lighting settings. DOME (lower left image) is the adjustable lighting, and STORM (lower right image) is a full cockpit lighting setting. There is also the "MASTER BRIGHT option as well. The down-lights are hidden behind grids on this version, but the sources are not completed yet in this pre release version, I expect them to be fixed for the release.
Cabin Lighting
There are three cabin lighting settings on the EFB. Main (overhead) cabin lighting, Ambient (wall) cabin lighting and Galley (Kitchen) lighting. There is also the emergency Lighting. The main cabin lighting is modern LED, and the wall lighting is the older strip lighting we know so well, and really well done here... both Seatbelt and No Smoking signs work.
Galley lighting is very nice as well, it feels very authentic to the aircraft and it's 90's design.
External Lighting
All the external lighting is completed. Includes both taxi and nose lights, to supplement the main landing lights.
Navigation, Beacon (upper/lower) and Strobe lighting is perfect, and both white and red/green navigation lights are presented. The WING lights up the engines/wing and there is a tail light, and again all very good, but a touch more brightness would be nice... but they are both still far more brighter than the images depicts here.
________________
Flying the FlightFactor Boeing 777 v2
7th June 1995 was a significant day. As it was the inaugural first flight of the Boeing 777 Series aircraft. The Route was from London Heathrow (LHR) to Washington Dulles Airport (IAD). The Boeing 777 was in response to United's requirements of an aircraft to replace the Douglas Tri-Jets, and in being able to fly three different, but significant United routes in Chicago - Hawaii, Chicago - Europe and Non-stop from Denver (a hot and high airport) and again to Hawaii, plus the bonus of having a more efficient two-engined aircraft on all long-haul routes.
It is a typical London overcast grey day... If on ground power, you have to turn the battery OFF, then back on again to start the APU (Auxiliary Power Unit), it's a tricky thing to start up, but in most cases it is a "Low Oil" indication that has to be rectified. I mentioned the "Tire Pressure" warning earlier as well... another item to be rectified before flight, or the warning is a consistent annoyance once airborne. Did you set all the "Doors" to "Auto", you better, as the aircraft won't start unless you do, it's that sort of simulation.
Ready for pushback... I'm still not fully competent with the Pushback tug, I am getting better at driving it, but it is not as easy as using the BetterPushback tool. That said it is very good, and very realistic, and note the ground worker with the pin.
There is the option to adjust you eyesight in the seat to your real height, adjustable on the EFB, it bounces you up (or down) until it feels right.
Time to start the GE90 engines. Set the bleeds for power from the APU, and turn the START switch. Number 1 Engine first then No. 2. There is the noted 25% to 30% N2 indication before moving the selected engine Fuel Control switch, that then completes the fully automatic B777 startup engine sequence.
The GE90-94B has excellent startup procedure sounds, the whine, then the deeper powered fan whine when running in an 3d environment, but it is the background sounds that are very impressive in the cockpit. You hear the engines, but it is the hum in your space that you feel the authenticity of the aircraft around you. Flaps set to 15º, Trim is set to 32.8% of MAC.
One thing I am very impressed with the interaction of the switchgear, is that the response is not immediate, but is slightly delayed... press a button and it will slightly hesitate before doing the action, it gives the switches or buttons a very authentic and realistic feel as you use them.
Slight power to the throttles and Park-brake off, and I am moving. If this is your first time at this point, it is a very memorable moment, your now this far with a clean OHP and running engines, as its an achievement to get this far, and that is what also makes this simulation so special. The skill required to get the aircraft ready for flight as this is a very complex real aircraft, and now your in complete control and doing everything right.
Taxiing is nice, actually not that different from the v1, but you are very aware that this 777 is a very different concept.
It is 3494 nm to Dulles, at a 8 hours flying time. A last glance around the instruments, and you set the clock running.... brakes off and throttle up. The whine then comes in, a howl really and your feeling the combined energy of those two GE90-94Bs at 94,000 lbs each moving you now forward.
Your powering down LHRs 27R runway, and with a heavy 15º flap the aircraft is quickly wanting to lift (5º is a better setting)... v2 is 148 knts, and as soon as you touch the bug you are pulling back on the yoke to easily go airborne, "Positive Climb" is the call from the right seat.
You wonder how such a very large six wheeled bogie could fit into the aircraft's belly, two main bogies in fact... they do and it is worth watching the operation. Also note the excellent quality of the detail of the aircraft... it is a work of simulation art.
Your flying the "Triple Seven", and a good feeling it is.
I climb 2000 fpm to 12,000 ft. But the B777-200ER is quite impressive if you want to push the parameters. To 5000 ft you can use 3000 fpm, to 15,000 ft you can do 2500 fpm and in a mach climb 0.83 to altitude 1500 fpm. Sounds on the flightdeck are gorgeous and numerous, but externally the grinding whine of the GE90s is stupendous.
If you thought this was my first flight in the Flightfactor B777 v2, then I'm sorry I mislead you, as it's actually my second. The first was an orientation flight from Gatwick (EGKK) to Barcelona (LEBL). But there was the quick realisation of how this "Heavy" flew, in fact it was an unnerving experience.
Don't get me wrong here, the effects are the opposite of what I expected. The unnerving aspect is how really, really good the feeling and handling of this big aircraft is. it is uncanny as a simulation. In FlightFactor developer Roman Berezin as a Boeing 777 rated pilot, has dialing into the simulation the perfection of it's abilities, and it is an amazing experience to explore the aircraft under your control and within 2%-5% on the real world standard certification test. So remember everything works in this cockpit, but everything else works as well, the touch of the controls, the aural sounds, the feel of the aircraft in actual operation.
Obviously I have not flown any aircraft in other Simulation platforms but X-Plane (okay I flew a little in MSFS), but could I call this out as one of the best ever of an aircraft simulation on a computer. That aspect is a very big call "The best ever", and surely someone will question my reasoning... but in a decade or so of long haul flying, I can't remember any experience as good in feel as this aircraft.
Mostly it does exactly what you want it to do, but with the right inertia in movement and operation. That deep down and beyond pretty well everything else, this is the core of the depth of this Boeing 777 simulation, that real depth of feel. For all tons of features and mega menu options, this is a new depth of immersion simulation that you are now entering... another higher dimensional level, and it is a huge jump forward in flying aircraft on computers.
I'm now at 37,000 ft (FL370). In most cases I usually climb up to a lower Flight Level, then step up to the final set altitude, burning off fuel for say 500 nm before the final climbing to altitude. But this aircraft is not a full Gross Weight (ARW) 222,209 kg, as the current MTOW for the -200ER is 656,000 lb (297,550 kg). So today I have to climb higher and quicker to get on top of a weather pattern off the west coast of Ireland, and the -200 did that flight level change aspect with ease.
Range for the 200ER (Extended Range) is 7,065 nmi (13,080 km) as this is the first generation B777. The LR (Long Range) had an endurance of 8,555 nautical miles (15,844 km) as the -200LR features an increased MTOW and three optional auxiliary fuel tanks in the rear cargo hold. Max speed is Mach 0.87 – Mach 0.89 (499–511 kn; 924–945 km/h), with a usual Cruise Mach 0.84 (482 kn; 892 km/h). Ceiling is 43,000 ft.
I haven't explored too much the crew interaction feature, with say the First Officer doing the flying. But long haul is about hours of just monitoring the instruments and doing the notes. I spent some very long hours in the B777 v1, notably in the F - Freighter -200 version, I expect that version to come soon, as also is promised a -300ER and a -200LR. From the left seat it is a very nice place to be... this is an excellent Simulation.
If flying Oceanic (Atlantic or Pacific) there are "Oceanic Control Areas". these routes do use a "Airway" or North Atlantic Tracks (NAT), but they don't work here in programming the route in the FlightFactor B777 v2. The Airway here is "NATD", or four coordinated waypoints. To insert the waypoint you have to airinc shorthand the waypoint. So 55°0'0.0"N 020°0'0.0"W is shorthanded to 5520N and 5°0'0.0"N 030°0'0.0"W is converted to 5530N. There is a section 11.31.16 (766) in the DOC manual that explains it.
One thing about long haul is that you have plenty of time on your hands.... so you can tend to focus on the areas around you. The quality of the eyebrow with the X-Plane 12 dynamic lighting show how exceptional the Simulation in realism is today, and just looking around the cockpit is a very satisfying experience, even with a few X-Plane 12.1.0 Field of view shots.
Long haulers love their "Toys", or things to play with to pass the time. One I really love here is "Coffee". Now if your a serial coffee drinker like me, then you would consume a few cups in the air, but what if you drank the whole "FlightFactor" branded cup and it disappears?
Well you go to the CDU3 "Interface" and call the purser (if active again they are shown lower right screen). Note the comms for the Purser is different from the Ground Crew comms, then ask the Purser for a fresh cup of coffee (R4), and lo and behold, you will now have a fresh cup of hot coffee (smiles).
It works in the rear seats as well, and you can even order a "Crew Meal", but no food is actually delivered (well not yet!).
Then the Navigation display starts to fill up with waypoints, it's Newfoundland, and we are now over the "Pond".
Approach to Washington Dulles (IAD) 19L is via STAR HYPER 9, it is a straight in from the north approach. I start my descent about 160 nm out, down to 10,000 ft ( I never do TOD descents, they are too steep). Again it is that the aircraft responds so very well to your inputs, that is a sign of a very well developed aircraft. The TERRAIN radar feature is very good as well, this was on the FlightFactor B757/767, very good there, and so it is here.
A note, in that the FlightFactor B777 v2 uses some custom commands, but odd ones? Like the Autopilot can be disengaged via the usual X-Plane Command, but you have to set the 1-sim AT (Autothrottle) disconnect via the FF custom command. You can choose between or both Left and Right AT buttons on the Throttle quadrant, and another note is to press the button for both the AP and AT disconnect TWICE to kill the noisy alarms.... Gear down!
Final approach and soon the 19L ILS (ISGC) capture is coming up for a CAT III landing. Open the B777 v2 shows off all it's incredible innards, the detail available to you here is really quite special, even the hardest punter will marvel at all this detail. Approach speed is around 150 knts.
Watching B777 landings (YouTube) I noted most pilot's disconnect the AT at about 300 feet, then let the big Boeing continue it's falling approach, to move into a nice flare when passing over the threshold, that what I did here and came into a perfect landing around 143 knts.
It's all action when the main bogies touch the runway... FULL reverse power and touching on the toe-brakes to keep the Triple Seven straight, your all arms and legs in bringing this massive aircraft down to a safe taxi speed. The roar of the reverse thrust is huge, and really well done to your finely honed ears, it is all so all very realistic, that the hairs on your neck tingle with excitement of the reality of the moment.
And the recreation of that 7th June 1995 inaugural first Boeing 777 flight is done... the rest is as they say is history, in creating one of the greatest aircraft in airline service to date. That aspect is now very realistic to everyone, with the chance to fly this exceptional FlightFactor Boeing 777ER
________________
B777 Liveries
Provided with package are six B777 Liveries... there is a FlightFactor House, Air France, British Airways, Emirates, KLM and United UC. Quality is excellent on all the provided liveries.
But your not going to miss out on your favorite livery, the painters are already churning out liveries at a rate of knots, and already there is plenty of choice, here are three; American One World, Singapore Airlines and Delta.
________________
Summary
The VMAX/FlightFactor 777 v1 aircraft went on to be one of the most successful Simulations in X-Plane, with -200ER, -200LR, -300ER, -200F (Freighter) variants added later. But by the early 2020's the design was getting very long in the tooth, eight years in X-Plane is a design lifetime, it was time for something new... and here it is in the Boeing 777-200ER v2 Ultimate.
And considering the huge reputation of the earlier B777 v1, and another plus is that the leading FlightFactor developer Roman Berezin is now a Boeing 777 rated pilot, and all that specialsed input has gone into this new V2 version.
This v2 of the "Triple Seven" breaks boundaries in every direction you can think of for a simulation. And it is about as feature laden as you ever could wish for.
Highlights include perfect mirrored systems of the real aircraft and comes with highly detailed modeling, and it is almost to the extreme in replication of a real world B777, and this all coming in the latest X-Plane 12 guise and it's effects. But it's the features that stand out.
Highlights include Aircraft and Ground crew interaction (with real animated ground crew), full maintenance on the aircraft and regular servicing is also required. Failure list is a 1000+ options and the largest most comprehensive 34 page EFB (Electronic Flight Bag) in simulation. Full ground Servicing and external to internal aircraft access is also available, with five different cabin configurations that you can choose from.
Sounds are extensive, and are highly realistic, from the cockpit environment to the start up procedures, and in flight external and quality internal soundscapes. All sounds in are doppler and 3d 360º aural motions. Hundreds of custom sounds are recorded from the real aircraft, with a significant 3D stereo sound system just for the engines.
Notable is that the systems and set up of this aircraft is complex and complicated to mirror real world operations, so to be aware there is required a fairly large learning curve and study aspect to the aircraft, however FlightFactor do provide tools to set up and fly the aircraft in a more simplified approach, so you can access the Simulation at the level you want to, then go deeper as you learn your skill sets.
But the real breakthough on the B777 v2 is the more deeper flying characteristics and handling than on any other Simulation. A ground breaking revolution in the way you approach and fly a Simulated aircraft on a computer. The FlightFactor v2 is probably the most leading aircraft simulation ever produced, and that is a big statement.
The FlightFactor v2 had a huge expectation of this one of the larges and most comprehensive release for the X-Plane 12 Simulator. It does actually, and in many areas achieve, even deliver more than those high expectations... that statement alone delivers another level in the journey of Computer Simulation, it's an historic release in more ways than one and an excellent investment, but a release that delivers and exceeds in those high accolades is a moment to savour and remember, but most of all to fly.... Highly Recommended.
__________________
Yes! - the Boeing 777-200ER v2 Ultimate by FlightFactor Aero is Coming Soon! from the X-Plane.Org Store here :
Boeing 777-200ER v2 Ultimate
Price is US$99.00
Requirements
Plane 12, X-Plane 11.50+
Windows 10+, Mac OS 10.15+ (Intel or Apple Silicon) or Linux 14.04 LTS or compatible, 64 bit mode
Disk Space: 5 GB
X-Plane 12:
Minimum Requirements:
CPU: Intel Core i3, i5, i7, or i9 CPU with 4 or more cores, or AMD Ryzen 3, 5, 7 or 9, or equivalent
RAM: 16 GB
Video Card: a Vulkan 1.3-capable video card from NVIDIA or AMD with at least 6 GB VRAM
Current version: 1.0 (June 14th 2024) Designed by Flightfactor
Support forum for the Boeing 777-200ER v2 Ultimate
Download
The FF Boeing 777-200ER is a 432Mb download with an installation size of 5.20GB, in your X-Plane Aircraft folder, this is an X-Plane 12 aircraft only.
All updates are via the built-in Skunkcrafts Updater
Documentation
There is excellent full coverage documentation and installation details for the B777, including;
777reqs.txt changelog777.txt cockpit.pdf (157 Pages) manual.pdf (76 Pages) poster.jpg systems.pdf (Official Crew Operations Manual) (528 Pages) terms_of_use.txt voiceCommands.txt
_____________________
Review System Specifications:
Windows - 12th Gen IS1700 Core i7 12700K 12 Core 3.60 GHz CPU - 64bit -32 Gb single 1067 Mhz DDR4 2133 - PNY GeForce RTX 3080 10GB XLR8 - Samsung 970 EVO+ 2TB SSD (and a new PSU)
Software: - Windows 11 Pro - X-Plane Version 12.1.0 Beta
Plugins: JustFlight-Traffic (X-Plane.OrgStore) US$52.99 : Global SFD plugin US$30.00
Scenery or Aircraft
- EGKK - London Gatwick Airport v2 by PilotPlus+ (X-Plane.OrgStore) - US$21.00
- EGLL - London Heathrow International Airport - XP12 and 11 by Taimodels (X-Plane.OrgStore) - US$28.00
- KIAD - Washington Dulles International Airport by Nimbus Simulations (X-Plane.OrgStore) - US$29.95
Note this review was covered in the latest X-Plane12 Beta release v12.1.0, but the aircraft and it's systems were also tested in the earlier X-Plane 12.05r1, with no significant issues. The FlightFactor aircraft shown in this review is also an Alpha v2.0.10 release.
Review by Stephen Dutton
14th June 2024
Copyright©2024: X-Plane Reviews
(Disclaimer. All images and text in this review are the work and property of X-PlaneReviews, no sharing or copy of the content is allowed without consent from the author as per copyright conditions) All Rights Reserved
-
Stephen got a reaction from hi_nihaozaoan in Aircraft Review - Boeing 777-200ER v2 Ultimate by FlightFactor Aero
Aircraft Review - Boeing 777-200ER v2 Ultimate by FlightFactor Aero
Most airliner flights in Simulation go under the two hour rule, or a route that can be done from breakfast to lunch, lunch to dinner or after dinner and on into the night. So mostly they will also be short-haul Simulations. The market will then cater for this demand, providing B737s, A320s and the various E-Jets.
But there is a club devoted to another segment of Simulation, called Long-Haul. Or services that cover not only trans-ocean, but also transcontinental routes, these flights are mostly around the 10 to 12 hour flying time mark, it is an exclusive club, because of the logistics of setting up your aircraft, and then with the long times of flying involved. These significant aspects creates a very different discipline from the two-hour quick routes. But Long-Hauling is also the ultimate challenge in Simulation for aircraft, as to get it right, it can be the most rewarding to the simulator user involved. But to do good long-hauls has always been a very mixed affair in the X-Plane Simulator, mostly because really good long-haul aircraft have not been a priority for developers.... it's a niche area, so why go there.
So we have always craved any Long-Haul Airliners, and the pick of the bunch was always the Boeing 777 Series, mainly because it is the most popular long-haul aircraft used by airlines in 1687 of the type being built. The B777 was created in a reaction for the newly created ETOPS (Extended-range Twin-engine Operations Performance Standards) that allowed twin-engined aircraft to perform the same routes as only a four-engine aircraft could only be earlier regulated, but obviously two engines are much more efficient than the heavier four.
As early as November 2009, XPJets announced a project for the B777, a standard setting project that brought a 3d cockpit and a quality in design unheard of in X-Plane. But in a development phase of three years, it got slower and not quicker as the project droned on, it felt at the time of a dream never to be realised. Then in September 2012 VMAX in cooperation with FlightFactor released almost out of the blue a Boeing 777 Worldliner Professional, a ground breaking design with not only a 3d cockpit, but it was also plugin based outside the X-Plane PlaneMaker environment. Within months XPJets were gone, and the project was abandoned. (If your curious the XPJet site is still available).
The VMAX/FlightFactor 777 v1 aircraft went on to be one of the most successful Simulations in X-Plane, with -200ER, -200LR, -300ER, -200F (Freighter) variants added later. But by the early 2020's the design was getting very long in the tooth, eight years in X-Plane is a design lifetime, it was time for something new... and here it is in the Boeing 777-200ER v2 Ultimate. And considering the huge reputation of the earlier B777 v1, another plus is that the leading FlightFactor developer in Roman Berezin is now a Boeing 777 rated pilot, and all that personal input has gone into this new V2 version.... so X-Plane and it's devoted followers are expected a lot from this new development.
First impressions of the Boeing 777 v2 are actually quite interesting? Your expecting a very highly, even evolutionary experience... but you don't actually get that. Certainly in every way the B777 v2 is totally absolutely better and different than the 12 year old v1, and certainly as presented here and as lavishly in X-Plane v12.1.0 with its better effects and even better antialiasing, it looks beyond gorgeous...
However the original B777 v1 is so hugely familiar, in that it sorts of softens the change to the newer version. But that is not the point here, and of the B777 v2.
X-Plane quality and detail has doubled, tripled in quality over the last few years, and our eyes are very used now to the grandiosity of the outstanding detail available, certainly since the introduction of X-Plane 12. Yes the FlightFactor B777 v2 has that "Wow" factor! But the point of this aircraft which is very important to explain very early in this review, is that it is the depth of the design, the deep "feel" factor that is the hidden unique bigger feature here as what we shall see later.
Also from the start let us abate another fear... frame rate! The aircraft is hugely (code) complex and a highly extremely detailed Simulation. So it has everything in that can ruin a perfectly good Simulation by destroying your framerate. But the FlightFactor B777 v2 is very good on your framerate, yes it uses up a few frames, but FlightFactor have been very aware of making this aircraft as very efficient as it can be from the start. Yes tricks are used, but it works very well on my computer configuration, and so if you have the required requirements, then you should be fine (I get middle 40's, and a framerate that rarely drops into the high 20's).
What is the thing about X-Plane users debating aircraft noses? Mostly usually A320s. Flightfactor had to redefine this B777 nose, I don't know why because it is perfect.
The FlightFactor v2 comes with the GE90 high bypass turbofan engine that has been designed and developed by GE Aviation primarily for the 777 aircraft family. It outputs thrust ratings anywhere from 81,000 to 115,000 lbf. The Pratt & Whitney engine variant is planned, and notable that even later the Rolls-Royce Trent 800 engine option will also be available.
The GE90-94B (94,000 lbs) on this airframe is excellent in detailing and design, it is the straight fan blade, not the curved blade version installed here.
The biggest criticism of the v1 was the very poor wingflex. That has been totally changed here with a more realistic flexible animation, plus the design of the wing (curve and profile) is far better in it's design... even impressive.
When we are faced with a extremely quality designed aircraft, you don't look at the big picture, but at the smaller intricate detail for your guidance on what has been presented... open up the Flap, Leading Edge and Speed Brake panels, and have a look inside, the results are beyond excellent.
Notable is the really nice leading edge extension and retraction fitting, also the huge amount of detail under the speed flap panels, it is very well done... honestly, you may never give this detail a second glance, but you are still very satisfied on knowing it is all still there.
The same goes for the elaborate landing gear... enjoy the incredible detail available here, all links, pins, hydraulic and pneumatics are all laid out in great detail... it is the outstanding realism shown here that you will long be talking about.
Nose gear is also at the same high-quailty detail threshold, and the detail goes right up into the gear bay.
Cockpit glass is also really good, with the perfect rainbow effect showing glass thickness and light reflection. Side windows are a bit blander, as is the door detail, to save Frame Weight is a consideration.
APU (Auxiliary Power Unit) outlet is very good, and the APU air flap opens up as well.
Externally the FlightFactor delivers what you would expect at this price range, ULTRA detail and quality work.
________________
Cabin
The view we all want to see... the boarding of the aircraft.
Front door is exclusive First Class, even exclusive, exclusive 1st Class... no one goes in here but the VIPs and the ultra rich.
Front section of the 777 cabin is all "Suites" or cabin style. There are eight of these cabins, and they are all are styled very Emirates Airlines.
Very exclusive.... Then twelve First Class seats in the section behind. Well done in the Emirati style, in gold and wooden highlights
If you enter via the second door (the usual boarding door), the First Class cabin is now to your left, right is the small twelve Business class seats.
The sixteen lie-flat Business seats are the same as the more forward 1st class seating.
Then the two large economy cabins... coming in here you feel the huge scale of the inside of a Triple Seven, it looks and feels massive.
Economy Seats are really nicely done with a pretty seat material pattern, footrests and nice armrests.
All overhead cabin detail is well done with working "No Smoking" and "Seatbelt" signs. All toilets on board can be accessed, but they are extremely tight inside. Internal door detail is also really well done in perfect detail.
All the (large) galley areas are expertly done and well detailed, they feel very authentic to the period of the aircraft.
Your probably thinking by now "Why the hell is my computer not going to melt down". But there is a trick going on here? close your cockpit door and all these cabin sections will disappear "poof", and that will lighten your framerate load, open the door and it all comes back!
FlightFactor had a feature that opened and closed the cabin window blinds, personally I didn't like it, as I like to look out of the aircraft from the cabin perspective, when looking out, and then down came the blind... It's back on the 777 v2, but you can also turn the feature off if you want to.
But we are not finished with the cabin configuration yet? FlightFactor gives you the options to change the cabin configuration. There are five different cabin configuration that you can choose from... the above is EMIRATES Style, (3 Classes with Cabins), TURKISH Style (3 Classes but no Cabins), 3 Class Cabin, 2 Class Cabin and a Single Class Cabin.
________________
Cockpit
Look right on entry though door 1, and there is the familiar corridor to the cockpit, the door can be opened externally by using the keypad code (just don't forget the code, or you will be locked out?). To the right is the crew sleeping area, but currently not accessible, the toilet to the left does work.
Familiar? well yes, been in here before.
Obviously it is not the 777 v1 cockpit, but your first glances are deceiving, it's the colour tones and cockpit arrangement that is so familiar.
Then you start to decipher the detail, the HUGE amount of detail in here... it will take time to absorb it all, and you should take that time to look around in here, marvel at the all the work. The seat armrests can be folded upwards, and the seat back can also be adjusted to your personal best position, both seats are animated to move backwards and then sideways to get into the position. Seat design and quality is first rate, yes you can spend 12 hours or more in those seats with the lambswool covers.
Side window blinds are animated, and you can also crank open the side window, by first pulling the lock lever back, then winding the handle lower left.
Most developers have struggled to make the Boeing 777 cockpit look anything realistic, or come alive. The Brown matt colour is a problem in that it makes everything look very ordinary. But to give FlightFactor credit in having done a very good job here in doing the impossible to bring this cockpit alive, it certainly looks realistic. The central pedestal is really well done, the controls are perfect, and there is a AutoThrust disconnect switch on the end of the throttle handles.
Both yokes are perfection, smooooth and worn, very nice. There are the switches on the left arm front for "Trim" and for "Autopilot Disconnect", the PTT (Push-To-Talk) switch is hidden behind the left arm, but works. Some 777 Yokes had the 3 Number Memory device from the B737, but in not here. TCAS is with TCAS full version 7 functionality and you have the classic STBY Instruments and also ISFD (Integrated Standby Flight Display).
The nameplate says "Boeing 777"
________________
Power Up
This section is usually in the Flying part of the review, but it is worth the discussion here in this case. First when you approach the aircraft 'Cold", there is a "Load Sheet" between the throttles, a nice touch... if you click on the paper, it will be moved to the document tray under the MCP (Mode Control Panel).
Starting up the Triple Seven from cold is a long but very authentic process. Turn on the Battery and nothing happens? But you can then start the APU (Auxiliary Power Unit)... still nothing happens for a long time? then the SAI (Standby Altitude Indicator) comes partly to life... still a loooong wait, then finally the displays will flash themselves on and off, still waiting.... then suddenly the 777 systems will come to life,
But you will still need to set the current position Coordinates in the FMC (Flight Management Computer) and switch on the ADIRU (Air Data Inertial Reference Unit), and a 2nd system called "Secondary Attitude Air Data Reference Unit" (SAARU). Once set the "Time to Align" is shown in the upper left side of the Navigation Display (ND).
So it takes ages to power the 777 up, but there is helpers to Align the system instantly if you can't wait, there is also an optional setting to have the aircraft powered up (turnaround/ready at the gate) if you want that option.
Me I love the whole process of the realistic start-up procedure, even if it does lose you twenty minutes or so every time. You can thankfully leave the B777 in the state it was after the last flight (turnaround), so you don't have to do this power-up procedure every single time you want to fly.
________________
FlightFactor do give you a screen on startup, in that you can quickly reconfigure the aircraft to the Simulation you are wanting to do, or carry on forward to the more detailed settings that are already saved in. A third startup choice is the "Situations" a save of the aircraft in the "saved" state.
There is however something very familiar about it all, you have certainly been in here before, as you know this cockpit so well... but everything in here is not as it initially seems to be?
Start probing, or switching things in here, and absolutely EVERYTHING works! every button, switch, lever and system is operational, or has a physical reaction to your inputs, all of the OHP (OverHead Panel) switches and buttons AND every Circuit Breaker (Fuse) works... EVERYTHING.
All instrument displays will "Pop-Out" into Windows via the screw on the display's facia. These include both PFD (Primary Flight Displays), NAV/MAP (Navigation Displays), Upper EICAS ((Engine Indicating and Crew Alerting System) and Lower Secondary Engine Display. All Pop-Outs are moveable and scalable on your screen or display.
Both FMCs (Flight Management Computer) also popout, plus also so does the rear central third FMC. Front FMCs (CDU1/CDU2) are both Navigation, the rear FMC (CDU3) is for the aircraft's Interaction. Notable was that only the one left side FMC display worked on the B777 v1.
If you are used to the B777 v1 FMC layout and input parameters, you should really have no problems with the B777 v2 setup. Programming in the system was quite developed on the v1, and yes there has been improvements here in the details, but overall there is little change to confuse you. Note the orange "K" on the top left of the FMC, it is to allow direct data input from the keyboard into the scratchpad.
a
There is a sort of "Simbrief" interaction, that will load the SimBrief data into the system, but a lot of the detail (mostly weights) you will have to input yourself. It is not as cross-referenced as say a ToLiSS input loading. But fill in a few of the main details, like mentioned aircraft weights, fuel weights and C.G (Centre of Gravity), and so then the rest of the crucial data will then be filled in for you, like the TakeOff Refs and the required Trim percent setting.
The Instruments and layout is very comprehensive in here, so there is a lot to learn. FlightFactor have not only provided a complete individual Instrument "Cockpit Guide" (157 Pages), but also provided is a flat cockpit poster to study the instrument layouts. Another manual which is included in the package is the full "Flight Crew Operations Manual" of 525 pages, and you will need it to work through everything that is required to use and access this complex cockpit.
So it is not only a "Study" aircraft, but a "Deep Study" aircraft, as this 777 is called the "Ultimate" for a reason, but it is far more than that, this is an airline operation level Simulation.
________________
Interaction
One of the big features on the FlightFactor B777 v2 is interaction. These tools can help you not only load or service the aircraft, but can also be set it up via the First Officer. Also the Captain, Cabin Crew and Ground Crew are all interactive. This is done here via voice (if annoying? then you can turn it off if you want to) and do the same actions through (Captain's) commands. Let's do the basics.
First there is a "Ground Crew" to help you around the aircraft, they are called via first two selections from the menu "Ground Personal on Ramp", and "Captain Commands/Ground Crew" to make them active... the interaction is done via the CDU3 on the upper pedestal.
You "Call" the Ground Crew via the intercom system, or the MIC button (MIC switch must be on), then the ground Crew will appear and interact with the crew... Then placed around the aircraft are the many Hi-Vis dressed Ground Crew that are all animated, which is really well done here.
So to add or takeaway anything on the ground you communicate through the CDU3 interface, just like you would do on a real Triple Seven. Need rear door service? then contact the Ground Crew, then select the service you want (CATER SERV)... when acknowledged, the Ground Crew-Member will ask you if you want anything else?
Notable down in the lower right corner, are the people (crew) that are currently active on the intercom. Although the Service Vehicle is now set by the rear (5L) door, the door is still closed? (all active Ground Equipment is shown in green)
A note here, in that all the service vehicles will appear from the sky! You can turn this feature off, and it's one I'm not too sure of? it's not as very realistic as the usual "drive up" mode?
So you will now have to call the Purser on the intercom... to open the the door from the Directory! And there are several pages of items you can interact with. The Purser will again acknowledge your call and then open the rear (5L) door for the Service Crew.
There are also features to do Maintenance on the aircraft.... First though you have to call "Maintenance" on the Intercom, then the engineers arrive by the engine to be maintained...
The Maintenance options however are all on the menu and include (Reset) Engine Cylinders, (Replace) Blades, (Refill) Engine Oil, (Replace Oil Filter) and APU Servicing. Wheel/Tyre Changing and even wheel servicing is also available, and all the Maintenance done here is noted in the aircraft's log as the "Wear&Tear" of the aircraft.
The interaction system is even more advanced than this, in that you can also use real voice interaction...
It should be noted that voice recognition operates on a "Push-To-Talk" principle -the key combination assigned for voice recognition should be held down while you speak and released upon completing the command.
By default, a list of main commands is available for use, and they are located in the "main" section of the commands file. You can also address the first officer by saying "first officer" and all commands from the "first officer" section will become available to you. If your silence lasts for more than 40 seconds, the first officer will return to their duties, and only commands from the "main" section will be available again.
You can hand over control of the MCP to the first officer by saying "your MCP" or "you have the MCP". The first officer will be pleased to set the heading, track, speed, altitude.
So this is a very deep intergated system with interaction with the Boeing 777. It will take not only time to learn, but to actually learn and to immerse yourself into this complex, but very real world environment... you also have the choice to turn off the intergration system if you find it overwhelming. The full capabilities of the system are far too long or too complex to completely explain here... but it does create another level of serious Simulation experiences.
________________
EFB (Electronic Flight Bag)
One of the biggest interactions with the FlightFactor Boeing 777 v2, is via the EFB, or "Electronic Flight Bag", which is a built in tablet on each side of the two pilots.
You can access a page by both the outer button (as you really do in the B777), or by pressing the tab directly on the screen. Grey is active, the teal box is not-active. Again both displays "Pop-Out" via the upper right side screw.
Beyond the Start up "Main Menu" page menu, there are 34 EFB pages to access, so it is a very deep and complex menu system, again time will be required to work through and work out all the EFB Menu options. This EFB is one the most complex on any X-Plane aircraft.
I'm not going to cover all of the 34 menu pages in detail, but just show the highlights of what is available in here.
Main Menu
The "Main Menu" shows you 13 Menu options; Airport Map, Performance (blank), Briefing, Navigraph Services, Airplane, Simulation, Ident Page, Terminal Charts (Blank), Documents, Video (blank), Pilot Utilities, Simplified Loading and Shortcuts... lower is the option to Initialize Flight. Navigation in the EFB is excellent, not only a direct "M" to the "Main Menu", but you can <- go back to the last page, or use the in page "UP" or "BACK" nav tools
Airport Map
Just type in your ICAO Airport Code in to scratchpad and up will come a scalable map of the airport, and your current aircraft position on the Map (Navigraph Subscription Required).
Briefing
Here you can load into the EFB the full Simbrief flightplan Brief, the layout includes 8 different options that are segmented from the SimBrief Application. It is full of all the required data for the flight, and for the aircraft setup, including the Flightplan, Weights, Fuel and Weather/Winds enroute.
Navigraph Services
Here you log into your "Navigraph Services" account, you then add in your "Simbrief Username" (note important! this is your "User Name", not the usual SimBrief ID that you use here), then press "Get Data from SimBrief tab to load in your already created Flightplan/Brief.
________________
Airplane
There are 14 tab options on the "Airplane" tab; Doors, Ground Service, Weight & Balance, Maintenance, Pushback, Cabin Controls, Dispatch (MEL-Minimum Equipment List), Training, Failures Control, Captain's Commands, Walk-Around, Loading Service, Ongoing Processes and Align Adiru Now.
Doors
There are 8 main cabin doors that you can open, plus the three Forward, Aft and Bulk Cargo doors. There are also two small access doors in ACC and E&E that also can be opened. There is an AUTO/MAN option and EMER OPS option as well.
Ground Service
There are two pages of 22 options on the "Ground Services" pages.
Page 1 includes; GPU 1&2, Chocks, Bus, Stairs (1L), Air-Con Truck (L&R), Stairs (3L), Cater Service, Lav (Service) and Water Truck.
Page 2 includes Gear Service, Pneumatic (Service), Engine Maintenance, Fuel (Tanker L&R), De-Ice and Hydraulics (Service). Other Options include the two Baggage Loaders called transport here.
Like the FlightFactor v1, you have to have the Bus/Gate/Stairs visual to load Passengers, Fuel Trucks to Load Fuel, and the Baggage Loaders to load the Cargo, this is done from this page.
There is a lot of ground equipment available here, stairs for 1L and 3L doors, but not for 2L, which oddly is the main loading door for Economy Class? Again the Catering Service Vehicle is on 5L, but not on 1R?
The De-Ice feature is very similar to the one with ToLiSS aircraft, but be aware, it takes a lot of it's own considerable time to go around the aircraft, so if you want to fly quickly, then don't activate this feature, but very good it is with three De-Ice trucks all working together.
On the "Ground Services" page left lower are two more options... Maintenance and Presets. Maintenance we will look at shortly...
Ground Service State Presets
Here you can use set presets, including; Preflight, Fueling, Pax (Passenger) Loading and Pushback. There are also three "Custom" presets you can "Save", and use by the "Load" Preset option.
Weights & Balance
This W&B section will set up the aircraft in weight and C.G. Balance. You can import the data from "Simbrief" to fill in the load factors. It is quite comprehensive, but also far more straight forward than the odd v1 layout
You can adjust the weight of most things, from the passengers (also ICAO Summer Correction!), Cargo and its placement and fuel. At the end there is a full "Weight Summary". It is all very well presented and comprehensive.
There is a very helpful "Fuel Planner" tool, but overall FlightFactor still also provides you with a "Simplified" system to quickly load the aircraft if you don't want to go into the minute details of absolutely everything. So you can just do a quick "Load" of the details from Simbrief and then quickly load the aircraft ready for flight (note Simbrief doesn't currently load in the FMC data as noted earlier).
Maintenance
You not only have failures, but you also have the life running wear and tear of the aircraft. These areas are contained in the Maintenance tab of the aircraft. Galleys&Restrooms, Hydraulics, Gear&Tires, Electrics, Engines, Oxygen all have to be maintained or repaired. Hatch Inspection will open 19 hatches or access points on the aircraft.
The hatch detail around the 777 is excellent, the dome/doors open to reveal the Honeywell Radar is really well done, as is the placement of the AlliedSignal Engines 331-500 APU in the tail.
You can also open the cargo doors externally via the opened small access hatch, but you have to get close to activate the switch to open and close the highly detailed cargo door. Note the loader personal inside the cargo compartments.
You can "Test" (GPWS), Check the "Current" list of Maintenance Issues, and also do a "Instantaneous Full Maintenance", to rectify everything in a one button press.
Pushback
The FlightFactor 777 v2 has it's own dedicated Pushback tool. (BetterPushBack doesn't work on this aircraft?)... but it is a very good one!
Set the Boeing 777 ready for pushback (brakes off), and then Select "Start Pushback". This will call a very highly detailed pushback truck to the aircraft, then you "Connect" the Pushback Truck to the nose gear of the aircraft. When connected you get a control panel that shows you the Torque of the load, and the Speed in Kmh.
There are also four views you can have in four boxes top left, External, Rear view, Close rear view & cabin view.
The Arrow will show you your push direction, and the drivers seat rotates into the direction you want to go.
Power is by your throttle, and that is shown in the Torque dial, brake is again the usual "B" brake, shown as a T in the window... then the B777 can be pushed back... steering is Left-Right via your joystick. It is tricky to use until you practise with the controls, but very good it is in moving the big Boeing around.
When correctly positioned, you can "Disconnect" or "End Process", to disconnect the truck, then press "Wave Off" which gives you a animated walking ground person, then the ground personnal shows you the connecting pin (à la BetterPushBack)
It is a very good Pushback tool, one that gives you a lot of control, plus clever working animated ground staff doing their jobs, I love it.
Cabin Controls
Here you can set the aircraft's Climate Control, Cabin Light Control & WC (Toilets) Maintenance. All very clever on the detail of settings of the aircraft's in flight requirements.
MEL - Minimum Equipment List
MEL is the "Minimum Equipment List", this is a document based on the master MEL (MMEL) provided by Boeing. Each operator can modify the MMEL (making it harsher) to suit its SOPs. In this model you have the opportunity to do the same. The MEL is electronic in your EFB, however, it will not prevent you from actually dispatching the flight. There are three numbers A/R/O –available / required / operational.
For example, the airplane has 3 AFDC system available, If at least one item on the list will have the O-number < R-number, the flight will not be dispatchable. It is a complex system that is still ongoing and being developed by FlightFactor.
Failures - Training
Two Selections in "Failures" and "Training" can be cross-referenced between each other. The "Failure" feature is very comprehensive with two pages of 14 separate categories, and in that you can also create "Failure Scenarios" There are currently 1000+ failures programmed into the system and their number will increase in the future. You can also "Reset All Failures" in a global setting.
Of the failure that can be triggered. The status column will show if it's INACTIVE or FAILED, and the random failure time column shows the time in hh/mm/ss till the system will randomly fail. Failures are also categorised into three classes: Major, Regular and Minor. Within the set MTBF a major failure can occur at a random event with a probability 3 times smaller than regular and a minor 3 times larger.
You can add in an "Event", Then select the category that you want to fail... The "Search" is a great option here to find the item in the hundreds of choices. Then you can select the "When/Where" Failure from a drop down tab (Immediately, In time, above/below Altitude, above/below speed, in case of failure).
The "Training" page gives some of the same functionality as the "Failures Control" page but with some preset aspects. The preset failure pages (on the right) have time/location chose bar on the top, choice of side (in this example) below and then a list of possible abnormal conditions. You may choose one condition at a time. Some conditions will also trigger a single failure, some will trigger several at once. Some will initiate a scenario of abnormal behavior whose path will depend on your action.
Captain's Commands
If you want to do the spoken commands via a button press, then you can via the "Captain's Commands" page. The requests cover the; Ground Equipment, Hatches, De-Ice, FWS (Front Wheel Steering) and Installing pins in the gear.
Walk-Around
There is a Walk-Around checklist, that you can check off, and then reset.
Other Airplane options include; a Loading Service, Ongoing Processes Overview and to "Align (the) ADIRU Now".
________________
Simulation
Under the "Simulation" tab is all the areas to set up the aircraft to your liking; General, Avionics, Ground Operations, Situations, Graphics, Effects and Sound, Interaction, Crew Interaction and Check list options. "General Options" gives you parameters on the way you would like the aircraft set up to your personal preferences
Avionics
Under the "Avionics" tab, you get the usual wide and varied FlightFactor system of options in setting up the avionics of the aircraft. The "EFIS" options are excellent and give you a lot of instrument display choice, the setup system is VERY deep.
Highlight here are the "Segment Display" options, as you can set the displays to; All White, All Amber, All Red, Mixed Amber, Mixed Red and Mixed Any.
Situations
On of the biggest strides in features in X-Plane was created by ToLiSS (other developers had variations of the idea). In that you could save a "Situation" and reload the situation back into X-Plane to recreate the place, time and aircraft setup as it was saved. If you have a Computer crash, or just want a certain aircraft set up, then you can choose and reload the original situation.
The version here is as good as the ToLiSS version, as it will reload every single parameter saved. In my case here I have set up the aircraft for flight, including programming the FMC on the route. When ready to depart, I can then just LOAD in that "Situation" and I am ready to fly!
You can change the save order by either "As cending" or "Descending". Notable at this point, there is currently no "Auto" save, a system that will save situations automatically every time set (5min, 10min, 15min). But FlightFactor notes this option will be done soon.
Other Situation options include, Graphics, Effects and Sound, Interaction, Crew Interaction and Subtitles. The SOUND options are quite basic; Master, Exterior, Interior, CoPilot and Environment, but it is very adjustable to the volume of the sound.
A clever tool is the "Pilot Utilities" set of tools for; Speed, Length, Weight, Temperature, Volume, Pressure and Time Zone Conversions. There is also a "Timer/Stopwatch" tool as well. Documents, Manuals and Images can also be used in the EFB in a "Document Library", and there are provisions for you to load in your own pdf and jpg images.
What we have covered here in the EFB, is only the highlights. As noted there are 34 different pages to access and use (learn as well), so it is the biggest menu system ever in X-Plane, probably in Simulation as well. So you are not only learning the actual aircraft, but it's needs and settings as well.
________________
Checklist
The "Checklist" is oddly not part of the EFB - Flight Bag. But it is set in the lower EICAS Display. You access the checklist via the button on the right "Display Access Panel" (lower far left).
The checklist is very comprehensive, and has three major modes: Amplified, Supplementary and Normal. Normal (Regular) is the main checklist. Other checklist options are for different pilots and certain procedures (Ampified) and Non-Normal systems Menus
You get a big magenta cross cursor to navigate and select items on the checklist.... overall the checklist is very comprehensive.
________________
Banner Menu
All of above can mostly be accessed via the X-Plane banner menu "Boeing 777 200ER for quick and easy access to critical items.
There are four menu options; Options, Equipment, EFB and Captain.
Options covers; Avionics, Cabin, Checklists, Effects, FO, General, Ground, Interaction, Subtitles and Systems.
Equipment covers; Baggage Loaders, Passenger Bus, Main Cargo Loader, Catering Truck, Chocks, De-Ice Equip, Engine Maintenance Kit, Fuel trucks (L&R), Gate, Ground Air-Con (L&R), GPU Primary/Secondary, Ground Starter (L&R), Hydraulic Replacement kit, LAVS Service, Secondary Stairs, Tyre Replacement Kit, Luggage Transporter and Water Replenishment Truck.
EFB covers; Show/Hide EFB 1&2, Airplane, Situation, Shortcuts, Doors, Ground Service, Weight&Balance, Loading Service and Pushback.
Captain covers; Read Briefing, Remove Ground Equipment, Request Close Hatches, Disconnect from Ground Crew, Request De-Icing and Establish Communications (shortcut).
________________
Lighting, Internal & External
The lighting on the B777 v1 was actually quite good. But here you have a decade of advancement and refinement. These images here show you X-Plane v12.1.0, and the even more refined effects, including bloom lighting effects.
All the Boeing 777 lighting modes are active, and adjustable. You you do actually expect this on an aircraft of this scale. One note is that you can easily "Overbright" the instruments, and with that setting they become too bloomy (there is also a setting called "Lamp Glow" that also highlights the bloom) and you lose the realism. So all the lighting settings for the instruments need to be toned down to look and be realistic. Get the tone right and the cockpit is breathtakingly realistic. The highlight is the centre console with all those the transparent knobs, it is beautiful beyond belief...
.... all the lighting for the MCP and Main instruments are lovely and adjustable to your personal satisfaction, and there are MAP lights for each of the pilots (the spots are beam adjustable). The two side lighting options are CHART and WORKTABLE.
There are also two main cabin lighting settings. DOME (lower left image) is the adjustable lighting, and STORM (lower right image) is a full cockpit lighting setting. There is also the "MASTER BRIGHT option as well. The down-lights are hidden behind grids on this version, but the sources are not completed yet in this pre release version, I expect them to be fixed for the release.
Cabin Lighting
There are three cabin lighting settings on the EFB. Main (overhead) cabin lighting, Ambient (wall) cabin lighting and Galley (Kitchen) lighting. There is also the emergency Lighting. The main cabin lighting is modern LED, and the wall lighting is the older strip lighting we know so well, and really well done here... both Seatbelt and No Smoking signs work.
Galley lighting is very nice as well, it feels very authentic to the aircraft and it's 90's design.
External Lighting
All the external lighting is completed. Includes both taxi and nose lights, to supplement the main landing lights.
Navigation, Beacon (upper/lower) and Strobe lighting is perfect, and both white and red/green navigation lights are presented. The WING lights up the engines/wing and there is a tail light, and again all very good, but a touch more brightness would be nice... but they are both still far more brighter than the images depicts here.
________________
Flying the FlightFactor Boeing 777 v2
7th June 1995 was a significant day. As it was the inaugural first flight of the Boeing 777 Series aircraft. The Route was from London Heathrow (LHR) to Washington Dulles Airport (IAD). The Boeing 777 was in response to United's requirements of an aircraft to replace the Douglas Tri-Jets, and in being able to fly three different, but significant United routes in Chicago - Hawaii, Chicago - Europe and Non-stop from Denver (a hot and high airport) and again to Hawaii, plus the bonus of having a more efficient two-engined aircraft on all long-haul routes.
It is a typical London overcast grey day... If on ground power, you have to turn the battery OFF, then back on again to start the APU (Auxiliary Power Unit), it's a tricky thing to start up, but in most cases it is a "Low Oil" indication that has to be rectified. I mentioned the "Tire Pressure" warning earlier as well... another item to be rectified before flight, or the warning is a consistent annoyance once airborne. Did you set all the "Doors" to "Auto", you better, as the aircraft won't start unless you do, it's that sort of simulation.
Ready for pushback... I'm still not fully competent with the Pushback tug, I am getting better at driving it, but it is not as easy as using the BetterPushback tool. That said it is very good, and very realistic, and note the ground worker with the pin.
There is the option to adjust you eyesight in the seat to your real height, adjustable on the EFB, it bounces you up (or down) until it feels right.
Time to start the GE90 engines. Set the bleeds for power from the APU, and turn the START switch. Number 1 Engine first then No. 2. There is the noted 25% to 30% N2 indication before moving the selected engine Fuel Control switch, that then completes the fully automatic B777 startup engine sequence.
The GE90-94B has excellent startup procedure sounds, the whine, then the deeper powered fan whine when running in an 3d environment, but it is the background sounds that are very impressive in the cockpit. You hear the engines, but it is the hum in your space that you feel the authenticity of the aircraft around you. Flaps set to 15º, Trim is set to 32.8% of MAC.
One thing I am very impressed with the interaction of the switchgear, is that the response is not immediate, but is slightly delayed... press a button and it will slightly hesitate before doing the action, it gives the switches or buttons a very authentic and realistic feel as you use them.
Slight power to the throttles and Park-brake off, and I am moving. If this is your first time at this point, it is a very memorable moment, your now this far with a clean OHP and running engines, as its an achievement to get this far, and that is what also makes this simulation so special. The skill required to get the aircraft ready for flight as this is a very complex real aircraft, and now your in complete control and doing everything right.
Taxiing is nice, actually not that different from the v1, but you are very aware that this 777 is a very different concept.
It is 3494 nm to Dulles, at a 8 hours flying time. A last glance around the instruments, and you set the clock running.... brakes off and throttle up. The whine then comes in, a howl really and your feeling the combined energy of those two GE90-94Bs at 94,000 lbs each moving you now forward.
Your powering down LHRs 27R runway, and with a heavy 15º flap the aircraft is quickly wanting to lift (5º is a better setting)... v2 is 148 knts, and as soon as you touch the bug you are pulling back on the yoke to easily go airborne, "Positive Climb" is the call from the right seat.
You wonder how such a very large six wheeled bogie could fit into the aircraft's belly, two main bogies in fact... they do and it is worth watching the operation. Also note the excellent quality of the detail of the aircraft... it is a work of simulation art.
Your flying the "Triple Seven", and a good feeling it is.
I climb 2000 fpm to 12,000 ft. But the B777-200ER is quite impressive if you want to push the parameters. To 5000 ft you can use 3000 fpm, to 15,000 ft you can do 2500 fpm and in a mach climb 0.83 to altitude 1500 fpm. Sounds on the flightdeck are gorgeous and numerous, but externally the grinding whine of the GE90s is stupendous.
If you thought this was my first flight in the Flightfactor B777 v2, then I'm sorry I mislead you, as it's actually my second. The first was an orientation flight from Gatwick (EGKK) to Barcelona (LEBL). But there was the quick realisation of how this "Heavy" flew, in fact it was an unnerving experience.
Don't get me wrong here, the effects are the opposite of what I expected. The unnerving aspect is how really, really good the feeling and handling of this big aircraft is. it is uncanny as a simulation. In FlightFactor developer Roman Berezin as a Boeing 777 rated pilot, has dialing into the simulation the perfection of it's abilities, and it is an amazing experience to explore the aircraft under your control and within 2%-5% on the real world standard certification test. So remember everything works in this cockpit, but everything else works as well, the touch of the controls, the aural sounds, the feel of the aircraft in actual operation.
Obviously I have not flown any aircraft in other Simulation platforms but X-Plane (okay I flew a little in MSFS), but could I call this out as one of the best ever of an aircraft simulation on a computer. That aspect is a very big call "The best ever", and surely someone will question my reasoning... but in a decade or so of long haul flying, I can't remember any experience as good in feel as this aircraft.
Mostly it does exactly what you want it to do, but with the right inertia in movement and operation. That deep down and beyond pretty well everything else, this is the core of the depth of this Boeing 777 simulation, that real depth of feel. For all tons of features and mega menu options, this is a new depth of immersion simulation that you are now entering... another higher dimensional level, and it is a huge jump forward in flying aircraft on computers.
I'm now at 37,000 ft (FL370). In most cases I usually climb up to a lower Flight Level, then step up to the final set altitude, burning off fuel for say 500 nm before the final climbing to altitude. But this aircraft is not a full Gross Weight (ARW) 222,209 kg, as the current MTOW for the -200ER is 656,000 lb (297,550 kg). So today I have to climb higher and quicker to get on top of a weather pattern off the west coast of Ireland, and the -200 did that flight level change aspect with ease.
Range for the 200ER (Extended Range) is 7,065 nmi (13,080 km) as this is the first generation B777. The LR (Long Range) had an endurance of 8,555 nautical miles (15,844 km) as the -200LR features an increased MTOW and three optional auxiliary fuel tanks in the rear cargo hold. Max speed is Mach 0.87 – Mach 0.89 (499–511 kn; 924–945 km/h), with a usual Cruise Mach 0.84 (482 kn; 892 km/h). Ceiling is 43,000 ft.
I haven't explored too much the crew interaction feature, with say the First Officer doing the flying. But long haul is about hours of just monitoring the instruments and doing the notes. I spent some very long hours in the B777 v1, notably in the F - Freighter -200 version, I expect that version to come soon, as also is promised a -300ER and a -200LR. From the left seat it is a very nice place to be... this is an excellent Simulation.
If flying Oceanic (Atlantic or Pacific) there are "Oceanic Control Areas". these routes do use a "Airway" or North Atlantic Tracks (NAT), but they don't work here in programming the route in the FlightFactor B777 v2. The Airway here is "NATD", or four coordinated waypoints. To insert the waypoint you have to airinc shorthand the waypoint. So 55°0'0.0"N 020°0'0.0"W is shorthanded to 5520N and 5°0'0.0"N 030°0'0.0"W is converted to 5530N. There is a section 11.31.16 (766) in the DOC manual that explains it.
One thing about long haul is that you have plenty of time on your hands.... so you can tend to focus on the areas around you. The quality of the eyebrow with the X-Plane 12 dynamic lighting show how exceptional the Simulation in realism is today, and just looking around the cockpit is a very satisfying experience, even with a few X-Plane 12.1.0 Field of view shots.
Long haulers love their "Toys", or things to play with to pass the time. One I really love here is "Coffee". Now if your a serial coffee drinker like me, then you would consume a few cups in the air, but what if you drank the whole "FlightFactor" branded cup and it disappears?
Well you go to the CDU3 "Interface" and call the purser (if active again they are shown lower right screen). Note the comms for the Purser is different from the Ground Crew comms, then ask the Purser for a fresh cup of coffee (R4), and lo and behold, you will now have a fresh cup of hot coffee (smiles).
It works in the rear seats as well, and you can even order a "Crew Meal", but no food is actually delivered (well not yet!).
Then the Navigation display starts to fill up with waypoints, it's Newfoundland, and we are now over the "Pond".
Approach to Washington Dulles (IAD) 19L is via STAR HYPER 9, it is a straight in from the north approach. I start my descent about 160 nm out, down to 10,000 ft ( I never do TOD descents, they are too steep). Again it is that the aircraft responds so very well to your inputs, that is a sign of a very well developed aircraft. The TERRAIN radar feature is very good as well, this was on the FlightFactor B757/767, very good there, and so it is here.
A note, in that the FlightFactor B777 v2 uses some custom commands, but odd ones? Like the Autopilot can be disengaged via the usual X-Plane Command, but you have to set the 1-sim AT (Autothrottle) disconnect via the FF custom command. You can choose between or both Left and Right AT buttons on the Throttle quadrant, and another note is to press the button for both the AP and AT disconnect TWICE to kill the noisy alarms.... Gear down!
Final approach and soon the 19L ILS (ISGC) capture is coming up for a CAT III landing. Open the B777 v2 shows off all it's incredible innards, the detail available to you here is really quite special, even the hardest punter will marvel at all this detail. Approach speed is around 150 knts.
Watching B777 landings (YouTube) I noted most pilot's disconnect the AT at about 300 feet, then let the big Boeing continue it's falling approach, to move into a nice flare when passing over the threshold, that what I did here and came into a perfect landing around 143 knts.
It's all action when the main bogies touch the runway... FULL reverse power and touching on the toe-brakes to keep the Triple Seven straight, your all arms and legs in bringing this massive aircraft down to a safe taxi speed. The roar of the reverse thrust is huge, and really well done to your finely honed ears, it is all so all very realistic, that the hairs on your neck tingle with excitement of the reality of the moment.
And the recreation of that 7th June 1995 inaugural first Boeing 777 flight is done... the rest is as they say is history, in creating one of the greatest aircraft in airline service to date. That aspect is now very realistic to everyone, with the chance to fly this exceptional FlightFactor Boeing 777ER
________________
B777 Liveries
Provided with package are six B777 Liveries... there is a FlightFactor House, Air France, British Airways, Emirates, KLM and United UC. Quality is excellent on all the provided liveries.
But your not going to miss out on your favorite livery, the painters are already churning out liveries at a rate of knots, and already there is plenty of choice, here are three; American One World, Singapore Airlines and Delta.
________________
Summary
The VMAX/FlightFactor 777 v1 aircraft went on to be one of the most successful Simulations in X-Plane, with -200ER, -200LR, -300ER, -200F (Freighter) variants added later. But by the early 2020's the design was getting very long in the tooth, eight years in X-Plane is a design lifetime, it was time for something new... and here it is in the Boeing 777-200ER v2 Ultimate.
And considering the huge reputation of the earlier B777 v1, and another plus is that the leading FlightFactor developer Roman Berezin is now a Boeing 777 rated pilot, and all that specialsed input has gone into this new V2 version.
This v2 of the "Triple Seven" breaks boundaries in every direction you can think of for a simulation. And it is about as feature laden as you ever could wish for.
Highlights include perfect mirrored systems of the real aircraft and comes with highly detailed modeling, and it is almost to the extreme in replication of a real world B777, and this all coming in the latest X-Plane 12 guise and it's effects. But it's the features that stand out.
Highlights include Aircraft and Ground crew interaction (with real animated ground crew), full maintenance on the aircraft and regular servicing is also required. Failure list is a 1000+ options and the largest most comprehensive 34 page EFB (Electronic Flight Bag) in simulation. Full ground Servicing and external to internal aircraft access is also available, with five different cabin configurations that you can choose from.
Sounds are extensive, and are highly realistic, from the cockpit environment to the start up procedures, and in flight external and quality internal soundscapes. All sounds in are doppler and 3d 360º aural motions. Hundreds of custom sounds are recorded from the real aircraft, with a significant 3D stereo sound system just for the engines.
Notable is that the systems and set up of this aircraft is complex and complicated to mirror real world operations, so to be aware there is required a fairly large learning curve and study aspect to the aircraft, however FlightFactor do provide tools to set up and fly the aircraft in a more simplified approach, so you can access the Simulation at the level you want to, then go deeper as you learn your skill sets.
But the real breakthough on the B777 v2 is the more deeper flying characteristics and handling than on any other Simulation. A ground breaking revolution in the way you approach and fly a Simulated aircraft on a computer. The FlightFactor v2 is probably the most leading aircraft simulation ever produced, and that is a big statement.
The FlightFactor v2 had a huge expectation of this one of the larges and most comprehensive release for the X-Plane 12 Simulator. It does actually, and in many areas achieve, even deliver more than those high expectations... that statement alone delivers another level in the journey of Computer Simulation, it's an historic release in more ways than one and an excellent investment, but a release that delivers and exceeds in those high accolades is a moment to savour and remember, but most of all to fly.... Highly Recommended.
__________________
Yes! - the Boeing 777-200ER v2 Ultimate by FlightFactor Aero is Coming Soon! from the X-Plane.Org Store here :
Boeing 777-200ER v2 Ultimate
Price is US$99.00
Requirements
Plane 12, X-Plane 11.50+
Windows 10+, Mac OS 10.15+ (Intel or Apple Silicon) or Linux 14.04 LTS or compatible, 64 bit mode
Disk Space: 5 GB
X-Plane 12:
Minimum Requirements:
CPU: Intel Core i3, i5, i7, or i9 CPU with 4 or more cores, or AMD Ryzen 3, 5, 7 or 9, or equivalent
RAM: 16 GB
Video Card: a Vulkan 1.3-capable video card from NVIDIA or AMD with at least 6 GB VRAM
Current version: 1.0 (June 14th 2024) Designed by Flightfactor
Support forum for the Boeing 777-200ER v2 Ultimate
Download
The FF Boeing 777-200ER is a 432Mb download with an installation size of 5.20GB, in your X-Plane Aircraft folder, this is an X-Plane 12 aircraft only.
All updates are via the built-in Skunkcrafts Updater
Documentation
There is excellent full coverage documentation and installation details for the B777, including;
777reqs.txt changelog777.txt cockpit.pdf (157 Pages) manual.pdf (76 Pages) poster.jpg systems.pdf (Official Crew Operations Manual) (528 Pages) terms_of_use.txt voiceCommands.txt
_____________________
Review System Specifications:
Windows - 12th Gen IS1700 Core i7 12700K 12 Core 3.60 GHz CPU - 64bit -32 Gb single 1067 Mhz DDR4 2133 - PNY GeForce RTX 3080 10GB XLR8 - Samsung 970 EVO+ 2TB SSD (and a new PSU)
Software: - Windows 11 Pro - X-Plane Version 12.1.0 Beta
Plugins: JustFlight-Traffic (X-Plane.OrgStore) US$52.99 : Global SFD plugin US$30.00
Scenery or Aircraft
- EGKK - London Gatwick Airport v2 by PilotPlus+ (X-Plane.OrgStore) - US$21.00
- EGLL - London Heathrow International Airport - XP12 and 11 by Taimodels (X-Plane.OrgStore) - US$28.00
- KIAD - Washington Dulles International Airport by Nimbus Simulations (X-Plane.OrgStore) - US$29.95
Note this review was covered in the latest X-Plane12 Beta release v12.1.0, but the aircraft and it's systems were also tested in the earlier X-Plane 12.05r1, with no significant issues. The FlightFactor aircraft shown in this review is also an Alpha v2.0.10 release.
Review by Stephen Dutton
14th June 2024
Copyright©2024: X-Plane Reviews
(Disclaimer. All images and text in this review are the work and property of X-PlaneReviews, no sharing or copy of the content is allowed without consent from the author as per copyright conditions) All Rights Reserved
-
Stephen got a reaction from skytitude in Aircraft Review - Boeing 777-200ER v2 Ultimate by FlightFactor Aero
Aircraft Review - Boeing 777-200ER v2 Ultimate by FlightFactor Aero
Most airliner flights in Simulation go under the two hour rule, or a route that can be done from breakfast to lunch, lunch to dinner or after dinner and on into the night. So mostly they will also be short-haul Simulations. The market will then cater for this demand, providing B737s, A320s and the various E-Jets.
But there is a club devoted to another segment of Simulation, called Long-Haul. Or services that cover not only trans-ocean, but also transcontinental routes, these flights are mostly around the 10 to 12 hour flying time mark, it is an exclusive club, because of the logistics of setting up your aircraft, and then with the long times of flying involved. These significant aspects creates a very different discipline from the two-hour quick routes. But Long-Hauling is also the ultimate challenge in Simulation for aircraft, as to get it right, it can be the most rewarding to the simulator user involved. But to do good long-hauls has always been a very mixed affair in the X-Plane Simulator, mostly because really good long-haul aircraft have not been a priority for developers.... it's a niche area, so why go there.
So we have always craved any Long-Haul Airliners, and the pick of the bunch was always the Boeing 777 Series, mainly because it is the most popular long-haul aircraft used by airlines in 1687 of the type being built. The B777 was created in a reaction for the newly created ETOPS (Extended-range Twin-engine Operations Performance Standards) that allowed twin-engined aircraft to perform the same routes as only a four-engine aircraft could only be earlier regulated, but obviously two engines are much more efficient than the heavier four.
As early as November 2009, XPJets announced a project for the B777, a standard setting project that brought a 3d cockpit and a quality in design unheard of in X-Plane. But in a development phase of three years, it got slower and not quicker as the project droned on, it felt at the time of a dream never to be realised. Then in September 2012 VMAX in cooperation with FlightFactor released almost out of the blue a Boeing 777 Worldliner Professional, a ground breaking design with not only a 3d cockpit, but it was also plugin based outside the X-Plane PlaneMaker environment. Within months XPJets were gone, and the project was abandoned. (If your curious the XPJet site is still available).
The VMAX/FlightFactor 777 v1 aircraft went on to be one of the most successful Simulations in X-Plane, with -200ER, -200LR, -300ER, -200F (Freighter) variants added later. But by the early 2020's the design was getting very long in the tooth, eight years in X-Plane is a design lifetime, it was time for something new... and here it is in the Boeing 777-200ER v2 Ultimate. And considering the huge reputation of the earlier B777 v1, another plus is that the leading FlightFactor developer in Roman Berezin is now a Boeing 777 rated pilot, and all that personal input has gone into this new V2 version.... so X-Plane and it's devoted followers are expected a lot from this new development.
First impressions of the Boeing 777 v2 are actually quite interesting? Your expecting a very highly, even evolutionary experience... but you don't actually get that. Certainly in every way the B777 v2 is totally absolutely better and different than the 12 year old v1, and certainly as presented here and as lavishly in X-Plane v12.1.0 with its better effects and even better antialiasing, it looks beyond gorgeous...
However the original B777 v1 is so hugely familiar, in that it sorts of softens the change to the newer version. But that is not the point here, and of the B777 v2.
X-Plane quality and detail has doubled, tripled in quality over the last few years, and our eyes are very used now to the grandiosity of the outstanding detail available, certainly since the introduction of X-Plane 12. Yes the FlightFactor B777 v2 has that "Wow" factor! But the point of this aircraft which is very important to explain very early in this review, is that it is the depth of the design, the deep "feel" factor that is the hidden unique bigger feature here as what we shall see later.
Also from the start let us abate another fear... frame rate! The aircraft is hugely (code) complex and a highly extremely detailed Simulation. So it has everything in that can ruin a perfectly good Simulation by destroying your framerate. But the FlightFactor B777 v2 is very good on your framerate, yes it uses up a few frames, but FlightFactor have been very aware of making this aircraft as very efficient as it can be from the start. Yes tricks are used, but it works very well on my computer configuration, and so if you have the required requirements, then you should be fine (I get middle 40's, and a framerate that rarely drops into the high 20's).
What is the thing about X-Plane users debating aircraft noses? Mostly usually A320s. Flightfactor had to redefine this B777 nose, I don't know why because it is perfect.
The FlightFactor v2 comes with the GE90 high bypass turbofan engine that has been designed and developed by GE Aviation primarily for the 777 aircraft family. It outputs thrust ratings anywhere from 81,000 to 115,000 lbf. The Pratt & Whitney engine variant is planned, and notable that even later the Rolls-Royce Trent 800 engine option will also be available.
The GE90-94B (94,000 lbs) on this airframe is excellent in detailing and design, it is the straight fan blade, not the curved blade version installed here.
The biggest criticism of the v1 was the very poor wingflex. That has been totally changed here with a more realistic flexible animation, plus the design of the wing (curve and profile) is far better in it's design... even impressive.
When we are faced with a extremely quality designed aircraft, you don't look at the big picture, but at the smaller intricate detail for your guidance on what has been presented... open up the Flap, Leading Edge and Speed Brake panels, and have a look inside, the results are beyond excellent.
Notable is the really nice leading edge extension and retraction fitting, also the huge amount of detail under the speed flap panels, it is very well done... honestly, you may never give this detail a second glance, but you are still very satisfied on knowing it is all still there.
The same goes for the elaborate landing gear... enjoy the incredible detail available here, all links, pins, hydraulic and pneumatics are all laid out in great detail... it is the outstanding realism shown here that you will long be talking about.
Nose gear is also at the same high-quailty detail threshold, and the detail goes right up into the gear bay.
Cockpit glass is also really good, with the perfect rainbow effect showing glass thickness and light reflection. Side windows are a bit blander, as is the door detail, to save Frame Weight is a consideration.
APU (Auxiliary Power Unit) outlet is very good, and the APU air flap opens up as well.
Externally the FlightFactor delivers what you would expect at this price range, ULTRA detail and quality work.
________________
Cabin
The view we all want to see... the boarding of the aircraft.
Front door is exclusive First Class, even exclusive, exclusive 1st Class... no one goes in here but the VIPs and the ultra rich.
Front section of the 777 cabin is all "Suites" or cabin style. There are eight of these cabins, and they are all are styled very Emirates Airlines.
Very exclusive.... Then twelve First Class seats in the section behind. Well done in the Emirati style, in gold and wooden highlights
If you enter via the second door (the usual boarding door), the First Class cabin is now to your left, right is the small twelve Business class seats.
The sixteen lie-flat Business seats are the same as the more forward 1st class seating.
Then the two large economy cabins... coming in here you feel the huge scale of the inside of a Triple Seven, it looks and feels massive.
Economy Seats are really nicely done with a pretty seat material pattern, footrests and nice armrests.
All overhead cabin detail is well done with working "No Smoking" and "Seatbelt" signs. All toilets on board can be accessed, but they are extremely tight inside. Internal door detail is also really well done in perfect detail.
All the (large) galley areas are expertly done and well detailed, they feel very authentic to the period of the aircraft.
Your probably thinking by now "Why the hell is my computer not going to melt down". But there is a trick going on here? close your cockpit door and all these cabin sections will disappear "poof", and that will lighten your framerate load, open the door and it all comes back!
FlightFactor had a feature that opened and closed the cabin window blinds, personally I didn't like it, as I like to look out of the aircraft from the cabin perspective, when looking out, and then down came the blind... It's back on the 777 v2, but you can also turn the feature off if you want to.
But we are not finished with the cabin configuration yet? FlightFactor gives you the options to change the cabin configuration. There are five different cabin configuration that you can choose from... the above is EMIRATES Style, (3 Classes with Cabins), TURKISH Style (3 Classes but no Cabins), 3 Class Cabin, 2 Class Cabin and a Single Class Cabin.
________________
Cockpit
Look right on entry though door 1, and there is the familiar corridor to the cockpit, the door can be opened externally by using the keypad code (just don't forget the code, or you will be locked out?). To the right is the crew sleeping area, but currently not accessible, the toilet to the left does work.
Familiar? well yes, been in here before.
Obviously it is not the 777 v1 cockpit, but your first glances are deceiving, it's the colour tones and cockpit arrangement that is so familiar.
Then you start to decipher the detail, the HUGE amount of detail in here... it will take time to absorb it all, and you should take that time to look around in here, marvel at the all the work. The seat armrests can be folded upwards, and the seat back can also be adjusted to your personal best position, both seats are animated to move backwards and then sideways to get into the position. Seat design and quality is first rate, yes you can spend 12 hours or more in those seats with the lambswool covers.
Side window blinds are animated, and you can also crank open the side window, by first pulling the lock lever back, then winding the handle lower left.
Most developers have struggled to make the Boeing 777 cockpit look anything realistic, or come alive. The Brown matt colour is a problem in that it makes everything look very ordinary. But to give FlightFactor credit in having done a very good job here in doing the impossible to bring this cockpit alive, it certainly looks realistic. The central pedestal is really well done, the controls are perfect, and there is a AutoThrust disconnect switch on the end of the throttle handles.
Both yokes are perfection, smooooth and worn, very nice. There are the switches on the left arm front for "Trim" and for "Autopilot Disconnect", the PTT (Push-To-Talk) switch is hidden behind the left arm, but works. Some 777 Yokes had the 3 Number Memory device from the B737, but in not here. TCAS is with TCAS full version 7 functionality and you have the classic STBY Instruments and also ISFD (Integrated Standby Flight Display).
The nameplate says "Boeing 777"
________________
Power Up
This section is usually in the Flying part of the review, but it is worth the discussion here in this case. First when you approach the aircraft 'Cold", there is a "Load Sheet" between the throttles, a nice touch... if you click on the paper, it will be moved to the document tray under the MCP (Mode Control Panel).
Starting up the Triple Seven from cold is a long but very authentic process. Turn on the Battery and nothing happens? But you can then start the APU (Auxiliary Power Unit)... still nothing happens for a long time? then the SAI (Standby Altitude Indicator) comes partly to life... still a loooong wait, then finally the displays will flash themselves on and off, still waiting.... then suddenly the 777 systems will come to life,
But you will still need to set the current position Coordinates in the FMC (Flight Management Computer) and switch on the ADIRU (Air Data Inertial Reference Unit), and a 2nd system called "Secondary Attitude Air Data Reference Unit" (SAARU). Once set the "Time to Align" is shown in the upper left side of the Navigation Display (ND).
So it takes ages to power the 777 up, but there is helpers to Align the system instantly if you can't wait, there is also an optional setting to have the aircraft powered up (turnaround/ready at the gate) if you want that option.
Me I love the whole process of the realistic start-up procedure, even if it does lose you twenty minutes or so every time. You can thankfully leave the B777 in the state it was after the last flight (turnaround), so you don't have to do this power-up procedure every single time you want to fly.
________________
FlightFactor do give you a screen on startup, in that you can quickly reconfigure the aircraft to the Simulation you are wanting to do, or carry on forward to the more detailed settings that are already saved in. A third startup choice is the "Situations" a save of the aircraft in the "saved" state.
There is however something very familiar about it all, you have certainly been in here before, as you know this cockpit so well... but everything in here is not as it initially seems to be?
Start probing, or switching things in here, and absolutely EVERYTHING works! every button, switch, lever and system is operational, or has a physical reaction to your inputs, all of the OHP (OverHead Panel) switches and buttons AND every Circuit Breaker (Fuse) works... EVERYTHING.
All instrument displays will "Pop-Out" into Windows via the screw on the display's facia. These include both PFD (Primary Flight Displays), NAV/MAP (Navigation Displays), Upper EICAS ((Engine Indicating and Crew Alerting System) and Lower Secondary Engine Display. All Pop-Outs are moveable and scalable on your screen or display.
Both FMCs (Flight Management Computer) also popout, plus also so does the rear central third FMC. Front FMCs (CDU1/CDU2) are both Navigation, the rear FMC (CDU3) is for the aircraft's Interaction. Notable was that only the one left side FMC display worked on the B777 v1.
If you are used to the B777 v1 FMC layout and input parameters, you should really have no problems with the B777 v2 setup. Programming in the system was quite developed on the v1, and yes there has been improvements here in the details, but overall there is little change to confuse you. Note the orange "K" on the top left of the FMC, it is to allow direct data input from the keyboard into the scratchpad.
a
There is a sort of "Simbrief" interaction, that will load the SimBrief data into the system, but a lot of the detail (mostly weights) you will have to input yourself. It is not as cross-referenced as say a ToLiSS input loading. But fill in a few of the main details, like mentioned aircraft weights, fuel weights and C.G (Centre of Gravity), and so then the rest of the crucial data will then be filled in for you, like the TakeOff Refs and the required Trim percent setting.
The Instruments and layout is very comprehensive in here, so there is a lot to learn. FlightFactor have not only provided a complete individual Instrument "Cockpit Guide" (157 Pages), but also provided is a flat cockpit poster to study the instrument layouts. Another manual which is included in the package is the full "Flight Crew Operations Manual" of 525 pages, and you will need it to work through everything that is required to use and access this complex cockpit.
So it is not only a "Study" aircraft, but a "Deep Study" aircraft, as this 777 is called the "Ultimate" for a reason, but it is far more than that, this is an airline operation level Simulation.
________________
Interaction
One of the big features on the FlightFactor B777 v2 is interaction. These tools can help you not only load or service the aircraft, but can also be set it up via the First Officer. Also the Captain, Cabin Crew and Ground Crew are all interactive. This is done here via voice (if annoying? then you can turn it off if you want to) and do the same actions through (Captain's) commands. Let's do the basics.
First there is a "Ground Crew" to help you around the aircraft, they are called via first two selections from the menu "Ground Personal on Ramp", and "Captain Commands/Ground Crew" to make them active... the interaction is done via the CDU3 on the upper pedestal.
You "Call" the Ground Crew via the intercom system, or the MIC button (MIC switch must be on), then the ground Crew will appear and interact with the crew... Then placed around the aircraft are the many Hi-Vis dressed Ground Crew that are all animated, which is really well done here.
So to add or takeaway anything on the ground you communicate through the CDU3 interface, just like you would do on a real Triple Seven. Need rear door service? then contact the Ground Crew, then select the service you want (CATER SERV)... when acknowledged, the Ground Crew-Member will ask you if you want anything else?
Notable down in the lower right corner, are the people (crew) that are currently active on the intercom. Although the Service Vehicle is now set by the rear (5L) door, the door is still closed? (all active Ground Equipment is shown in green)
A note here, in that all the service vehicles will appear from the sky! You can turn this feature off, and it's one I'm not too sure of? it's not as very realistic as the usual "drive up" mode?
So you will now have to call the Purser on the intercom... to open the the door from the Directory! And there are several pages of items you can interact with. The Purser will again acknowledge your call and then open the rear (5L) door for the Service Crew.
There are also features to do Maintenance on the aircraft.... First though you have to call "Maintenance" on the Intercom, then the engineers arrive by the engine to be maintained...
The Maintenance options however are all on the menu and include (Reset) Engine Cylinders, (Replace) Blades, (Refill) Engine Oil, (Replace Oil Filter) and APU Servicing. Wheel/Tyre Changing and even wheel servicing is also available, and all the Maintenance done here is noted in the aircraft's log as the "Wear&Tear" of the aircraft.
The interaction system is even more advanced than this, in that you can also use real voice interaction...
It should be noted that voice recognition operates on a "Push-To-Talk" principle -the key combination assigned for voice recognition should be held down while you speak and released upon completing the command.
By default, a list of main commands is available for use, and they are located in the "main" section of the commands file. You can also address the first officer by saying "first officer" and all commands from the "first officer" section will become available to you. If your silence lasts for more than 40 seconds, the first officer will return to their duties, and only commands from the "main" section will be available again.
You can hand over control of the MCP to the first officer by saying "your MCP" or "you have the MCP". The first officer will be pleased to set the heading, track, speed, altitude.
So this is a very deep intergated system with interaction with the Boeing 777. It will take not only time to learn, but to actually learn and to immerse yourself into this complex, but very real world environment... you also have the choice to turn off the intergration system if you find it overwhelming. The full capabilities of the system are far too long or too complex to completely explain here... but it does create another level of serious Simulation experiences.
________________
EFB (Electronic Flight Bag)
One of the biggest interactions with the FlightFactor Boeing 777 v2, is via the EFB, or "Electronic Flight Bag", which is a built in tablet on each side of the two pilots.
You can access a page by both the outer button (as you really do in the B777), or by pressing the tab directly on the screen. Grey is active, the teal box is not-active. Again both displays "Pop-Out" via the upper right side screw.
Beyond the Start up "Main Menu" page menu, there are 34 EFB pages to access, so it is a very deep and complex menu system, again time will be required to work through and work out all the EFB Menu options. This EFB is one the most complex on any X-Plane aircraft.
I'm not going to cover all of the 34 menu pages in detail, but just show the highlights of what is available in here.
Main Menu
The "Main Menu" shows you 13 Menu options; Airport Map, Performance (blank), Briefing, Navigraph Services, Airplane, Simulation, Ident Page, Terminal Charts (Blank), Documents, Video (blank), Pilot Utilities, Simplified Loading and Shortcuts... lower is the option to Initialize Flight. Navigation in the EFB is excellent, not only a direct "M" to the "Main Menu", but you can <- go back to the last page, or use the in page "UP" or "BACK" nav tools
Airport Map
Just type in your ICAO Airport Code in to scratchpad and up will come a scalable map of the airport, and your current aircraft position on the Map (Navigraph Subscription Required).
Briefing
Here you can load into the EFB the full Simbrief flightplan Brief, the layout includes 8 different options that are segmented from the SimBrief Application. It is full of all the required data for the flight, and for the aircraft setup, including the Flightplan, Weights, Fuel and Weather/Winds enroute.
Navigraph Services
Here you log into your "Navigraph Services" account, you then add in your "Simbrief Username" (note important! this is your "User Name", not the usual SimBrief ID that you use here), then press "Get Data from SimBrief tab to load in your already created Flightplan/Brief.
________________
Airplane
There are 14 tab options on the "Airplane" tab; Doors, Ground Service, Weight & Balance, Maintenance, Pushback, Cabin Controls, Dispatch (MEL-Minimum Equipment List), Training, Failures Control, Captain's Commands, Walk-Around, Loading Service, Ongoing Processes and Align Adiru Now.
Doors
There are 8 main cabin doors that you can open, plus the three Forward, Aft and Bulk Cargo doors. There are also two small access doors in ACC and E&E that also can be opened. There is an AUTO/MAN option and EMER OPS option as well.
Ground Service
There are two pages of 22 options on the "Ground Services" pages.
Page 1 includes; GPU 1&2, Chocks, Bus, Stairs (1L), Air-Con Truck (L&R), Stairs (3L), Cater Service, Lav (Service) and Water Truck.
Page 2 includes Gear Service, Pneumatic (Service), Engine Maintenance, Fuel (Tanker L&R), De-Ice and Hydraulics (Service). Other Options include the two Baggage Loaders called transport here.
Like the FlightFactor v1, you have to have the Bus/Gate/Stairs visual to load Passengers, Fuel Trucks to Load Fuel, and the Baggage Loaders to load the Cargo, this is done from this page.
There is a lot of ground equipment available here, stairs for 1L and 3L doors, but not for 2L, which oddly is the main loading door for Economy Class? Again the Catering Service Vehicle is on 5L, but not on 1R?
The De-Ice feature is very similar to the one with ToLiSS aircraft, but be aware, it takes a lot of it's own considerable time to go around the aircraft, so if you want to fly quickly, then don't activate this feature, but very good it is with three De-Ice trucks all working together.
On the "Ground Services" page left lower are two more options... Maintenance and Presets. Maintenance we will look at shortly...
Ground Service State Presets
Here you can use set presets, including; Preflight, Fueling, Pax (Passenger) Loading and Pushback. There are also three "Custom" presets you can "Save", and use by the "Load" Preset option.
Weights & Balance
This W&B section will set up the aircraft in weight and C.G. Balance. You can import the data from "Simbrief" to fill in the load factors. It is quite comprehensive, but also far more straight forward than the odd v1 layout
You can adjust the weight of most things, from the passengers (also ICAO Summer Correction!), Cargo and its placement and fuel. At the end there is a full "Weight Summary". It is all very well presented and comprehensive.
There is a very helpful "Fuel Planner" tool, but overall FlightFactor still also provides you with a "Simplified" system to quickly load the aircraft if you don't want to go into the minute details of absolutely everything. So you can just do a quick "Load" of the details from Simbrief and then quickly load the aircraft ready for flight (note Simbrief doesn't currently load in the FMC data as noted earlier).
Maintenance
You not only have failures, but you also have the life running wear and tear of the aircraft. These areas are contained in the Maintenance tab of the aircraft. Galleys&Restrooms, Hydraulics, Gear&Tires, Electrics, Engines, Oxygen all have to be maintained or repaired. Hatch Inspection will open 19 hatches or access points on the aircraft.
The hatch detail around the 777 is excellent, the dome/doors open to reveal the Honeywell Radar is really well done, as is the placement of the AlliedSignal Engines 331-500 APU in the tail.
You can also open the cargo doors externally via the opened small access hatch, but you have to get close to activate the switch to open and close the highly detailed cargo door. Note the loader personal inside the cargo compartments.
You can "Test" (GPWS), Check the "Current" list of Maintenance Issues, and also do a "Instantaneous Full Maintenance", to rectify everything in a one button press.
Pushback
The FlightFactor 777 v2 has it's own dedicated Pushback tool. (BetterPushBack doesn't work on this aircraft?)... but it is a very good one!
Set the Boeing 777 ready for pushback (brakes off), and then Select "Start Pushback". This will call a very highly detailed pushback truck to the aircraft, then you "Connect" the Pushback Truck to the nose gear of the aircraft. When connected you get a control panel that shows you the Torque of the load, and the Speed in Kmh.
There are also four views you can have in four boxes top left, External, Rear view, Close rear view & cabin view.
The Arrow will show you your push direction, and the drivers seat rotates into the direction you want to go.
Power is by your throttle, and that is shown in the Torque dial, brake is again the usual "B" brake, shown as a T in the window... then the B777 can be pushed back... steering is Left-Right via your joystick. It is tricky to use until you practise with the controls, but very good it is in moving the big Boeing around.
When correctly positioned, you can "Disconnect" or "End Process", to disconnect the truck, then press "Wave Off" which gives you a animated walking ground person, then the ground personnal shows you the connecting pin (à la BetterPushBack)
It is a very good Pushback tool, one that gives you a lot of control, plus clever working animated ground staff doing their jobs, I love it.
Cabin Controls
Here you can set the aircraft's Climate Control, Cabin Light Control & WC (Toilets) Maintenance. All very clever on the detail of settings of the aircraft's in flight requirements.
MEL - Minimum Equipment List
MEL is the "Minimum Equipment List", this is a document based on the master MEL (MMEL) provided by Boeing. Each operator can modify the MMEL (making it harsher) to suit its SOPs. In this model you have the opportunity to do the same. The MEL is electronic in your EFB, however, it will not prevent you from actually dispatching the flight. There are three numbers A/R/O –available / required / operational.
For example, the airplane has 3 AFDC system available, If at least one item on the list will have the O-number < R-number, the flight will not be dispatchable. It is a complex system that is still ongoing and being developed by FlightFactor.
Failures - Training
Two Selections in "Failures" and "Training" can be cross-referenced between each other. The "Failure" feature is very comprehensive with two pages of 14 separate categories, and in that you can also create "Failure Scenarios" There are currently 1000+ failures programmed into the system and their number will increase in the future. You can also "Reset All Failures" in a global setting.
Of the failure that can be triggered. The status column will show if it's INACTIVE or FAILED, and the random failure time column shows the time in hh/mm/ss till the system will randomly fail. Failures are also categorised into three classes: Major, Regular and Minor. Within the set MTBF a major failure can occur at a random event with a probability 3 times smaller than regular and a minor 3 times larger.
You can add in an "Event", Then select the category that you want to fail... The "Search" is a great option here to find the item in the hundreds of choices. Then you can select the "When/Where" Failure from a drop down tab (Immediately, In time, above/below Altitude, above/below speed, in case of failure).
The "Training" page gives some of the same functionality as the "Failures Control" page but with some preset aspects. The preset failure pages (on the right) have time/location chose bar on the top, choice of side (in this example) below and then a list of possible abnormal conditions. You may choose one condition at a time. Some conditions will also trigger a single failure, some will trigger several at once. Some will initiate a scenario of abnormal behavior whose path will depend on your action.
Captain's Commands
If you want to do the spoken commands via a button press, then you can via the "Captain's Commands" page. The requests cover the; Ground Equipment, Hatches, De-Ice, FWS (Front Wheel Steering) and Installing pins in the gear.
Walk-Around
There is a Walk-Around checklist, that you can check off, and then reset.
Other Airplane options include; a Loading Service, Ongoing Processes Overview and to "Align (the) ADIRU Now".
________________
Simulation
Under the "Simulation" tab is all the areas to set up the aircraft to your liking; General, Avionics, Ground Operations, Situations, Graphics, Effects and Sound, Interaction, Crew Interaction and Check list options. "General Options" gives you parameters on the way you would like the aircraft set up to your personal preferences
Avionics
Under the "Avionics" tab, you get the usual wide and varied FlightFactor system of options in setting up the avionics of the aircraft. The "EFIS" options are excellent and give you a lot of instrument display choice, the setup system is VERY deep.
Highlight here are the "Segment Display" options, as you can set the displays to; All White, All Amber, All Red, Mixed Amber, Mixed Red and Mixed Any.
Situations
On of the biggest strides in features in X-Plane was created by ToLiSS (other developers had variations of the idea). In that you could save a "Situation" and reload the situation back into X-Plane to recreate the place, time and aircraft setup as it was saved. If you have a Computer crash, or just want a certain aircraft set up, then you can choose and reload the original situation.
The version here is as good as the ToLiSS version, as it will reload every single parameter saved. In my case here I have set up the aircraft for flight, including programming the FMC on the route. When ready to depart, I can then just LOAD in that "Situation" and I am ready to fly!
You can change the save order by either "As cending" or "Descending". Notable at this point, there is currently no "Auto" save, a system that will save situations automatically every time set (5min, 10min, 15min). But FlightFactor notes this option will be done soon.
Other Situation options include, Graphics, Effects and Sound, Interaction, Crew Interaction and Subtitles. The SOUND options are quite basic; Master, Exterior, Interior, CoPilot and Environment, but it is very adjustable to the volume of the sound.
A clever tool is the "Pilot Utilities" set of tools for; Speed, Length, Weight, Temperature, Volume, Pressure and Time Zone Conversions. There is also a "Timer/Stopwatch" tool as well. Documents, Manuals and Images can also be used in the EFB in a "Document Library", and there are provisions for you to load in your own pdf and jpg images.
What we have covered here in the EFB, is only the highlights. As noted there are 34 different pages to access and use (learn as well), so it is the biggest menu system ever in X-Plane, probably in Simulation as well. So you are not only learning the actual aircraft, but it's needs and settings as well.
________________
Checklist
The "Checklist" is oddly not part of the EFB - Flight Bag. But it is set in the lower EICAS Display. You access the checklist via the button on the right "Display Access Panel" (lower far left).
The checklist is very comprehensive, and has three major modes: Amplified, Supplementary and Normal. Normal (Regular) is the main checklist. Other checklist options are for different pilots and certain procedures (Ampified) and Non-Normal systems Menus
You get a big magenta cross cursor to navigate and select items on the checklist.... overall the checklist is very comprehensive.
________________
Banner Menu
All of above can mostly be accessed via the X-Plane banner menu "Boeing 777 200ER for quick and easy access to critical items.
There are four menu options; Options, Equipment, EFB and Captain.
Options covers; Avionics, Cabin, Checklists, Effects, FO, General, Ground, Interaction, Subtitles and Systems.
Equipment covers; Baggage Loaders, Passenger Bus, Main Cargo Loader, Catering Truck, Chocks, De-Ice Equip, Engine Maintenance Kit, Fuel trucks (L&R), Gate, Ground Air-Con (L&R), GPU Primary/Secondary, Ground Starter (L&R), Hydraulic Replacement kit, LAVS Service, Secondary Stairs, Tyre Replacement Kit, Luggage Transporter and Water Replenishment Truck.
EFB covers; Show/Hide EFB 1&2, Airplane, Situation, Shortcuts, Doors, Ground Service, Weight&Balance, Loading Service and Pushback.
Captain covers; Read Briefing, Remove Ground Equipment, Request Close Hatches, Disconnect from Ground Crew, Request De-Icing and Establish Communications (shortcut).
________________
Lighting, Internal & External
The lighting on the B777 v1 was actually quite good. But here you have a decade of advancement and refinement. These images here show you X-Plane v12.1.0, and the even more refined effects, including bloom lighting effects.
All the Boeing 777 lighting modes are active, and adjustable. You you do actually expect this on an aircraft of this scale. One note is that you can easily "Overbright" the instruments, and with that setting they become too bloomy (there is also a setting called "Lamp Glow" that also highlights the bloom) and you lose the realism. So all the lighting settings for the instruments need to be toned down to look and be realistic. Get the tone right and the cockpit is breathtakingly realistic. The highlight is the centre console with all those the transparent knobs, it is beautiful beyond belief...
.... all the lighting for the MCP and Main instruments are lovely and adjustable to your personal satisfaction, and there are MAP lights for each of the pilots (the spots are beam adjustable). The two side lighting options are CHART and WORKTABLE.
There are also two main cabin lighting settings. DOME (lower left image) is the adjustable lighting, and STORM (lower right image) is a full cockpit lighting setting. There is also the "MASTER BRIGHT option as well. The down-lights are hidden behind grids on this version, but the sources are not completed yet in this pre release version, I expect them to be fixed for the release.
Cabin Lighting
There are three cabin lighting settings on the EFB. Main (overhead) cabin lighting, Ambient (wall) cabin lighting and Galley (Kitchen) lighting. There is also the emergency Lighting. The main cabin lighting is modern LED, and the wall lighting is the older strip lighting we know so well, and really well done here... both Seatbelt and No Smoking signs work.
Galley lighting is very nice as well, it feels very authentic to the aircraft and it's 90's design.
External Lighting
All the external lighting is completed. Includes both taxi and nose lights, to supplement the main landing lights.
Navigation, Beacon (upper/lower) and Strobe lighting is perfect, and both white and red/green navigation lights are presented. The WING lights up the engines/wing and there is a tail light, and again all very good, but a touch more brightness would be nice... but they are both still far more brighter than the images depicts here.
________________
Flying the FlightFactor Boeing 777 v2
7th June 1995 was a significant day. As it was the inaugural first flight of the Boeing 777 Series aircraft. The Route was from London Heathrow (LHR) to Washington Dulles Airport (IAD). The Boeing 777 was in response to United's requirements of an aircraft to replace the Douglas Tri-Jets, and in being able to fly three different, but significant United routes in Chicago - Hawaii, Chicago - Europe and Non-stop from Denver (a hot and high airport) and again to Hawaii, plus the bonus of having a more efficient two-engined aircraft on all long-haul routes.
It is a typical London overcast grey day... If on ground power, you have to turn the battery OFF, then back on again to start the APU (Auxiliary Power Unit), it's a tricky thing to start up, but in most cases it is a "Low Oil" indication that has to be rectified. I mentioned the "Tire Pressure" warning earlier as well... another item to be rectified before flight, or the warning is a consistent annoyance once airborne. Did you set all the "Doors" to "Auto", you better, as the aircraft won't start unless you do, it's that sort of simulation.
Ready for pushback... I'm still not fully competent with the Pushback tug, I am getting better at driving it, but it is not as easy as using the BetterPushback tool. That said it is very good, and very realistic, and note the ground worker with the pin.
There is the option to adjust you eyesight in the seat to your real height, adjustable on the EFB, it bounces you up (or down) until it feels right.
Time to start the GE90 engines. Set the bleeds for power from the APU, and turn the START switch. Number 1 Engine first then No. 2. There is the noted 25% to 30% N2 indication before moving the selected engine Fuel Control switch, that then completes the fully automatic B777 startup engine sequence.
The GE90-94B has excellent startup procedure sounds, the whine, then the deeper powered fan whine when running in an 3d environment, but it is the background sounds that are very impressive in the cockpit. You hear the engines, but it is the hum in your space that you feel the authenticity of the aircraft around you. Flaps set to 15º, Trim is set to 32.8% of MAC.
One thing I am very impressed with the interaction of the switchgear, is that the response is not immediate, but is slightly delayed... press a button and it will slightly hesitate before doing the action, it gives the switches or buttons a very authentic and realistic feel as you use them.
Slight power to the throttles and Park-brake off, and I am moving. If this is your first time at this point, it is a very memorable moment, your now this far with a clean OHP and running engines, as its an achievement to get this far, and that is what also makes this simulation so special. The skill required to get the aircraft ready for flight as this is a very complex real aircraft, and now your in complete control and doing everything right.
Taxiing is nice, actually not that different from the v1, but you are very aware that this 777 is a very different concept.
It is 3494 nm to Dulles, at a 8 hours flying time. A last glance around the instruments, and you set the clock running.... brakes off and throttle up. The whine then comes in, a howl really and your feeling the combined energy of those two GE90-94Bs at 94,000 lbs each moving you now forward.
Your powering down LHRs 27R runway, and with a heavy 15º flap the aircraft is quickly wanting to lift (5º is a better setting)... v2 is 148 knts, and as soon as you touch the bug you are pulling back on the yoke to easily go airborne, "Positive Climb" is the call from the right seat.
You wonder how such a very large six wheeled bogie could fit into the aircraft's belly, two main bogies in fact... they do and it is worth watching the operation. Also note the excellent quality of the detail of the aircraft... it is a work of simulation art.
Your flying the "Triple Seven", and a good feeling it is.
I climb 2000 fpm to 12,000 ft. But the B777-200ER is quite impressive if you want to push the parameters. To 5000 ft you can use 3000 fpm, to 15,000 ft you can do 2500 fpm and in a mach climb 0.83 to altitude 1500 fpm. Sounds on the flightdeck are gorgeous and numerous, but externally the grinding whine of the GE90s is stupendous.
If you thought this was my first flight in the Flightfactor B777 v2, then I'm sorry I mislead you, as it's actually my second. The first was an orientation flight from Gatwick (EGKK) to Barcelona (LEBL). But there was the quick realisation of how this "Heavy" flew, in fact it was an unnerving experience.
Don't get me wrong here, the effects are the opposite of what I expected. The unnerving aspect is how really, really good the feeling and handling of this big aircraft is. it is uncanny as a simulation. In FlightFactor developer Roman Berezin as a Boeing 777 rated pilot, has dialing into the simulation the perfection of it's abilities, and it is an amazing experience to explore the aircraft under your control and within 2%-5% on the real world standard certification test. So remember everything works in this cockpit, but everything else works as well, the touch of the controls, the aural sounds, the feel of the aircraft in actual operation.
Obviously I have not flown any aircraft in other Simulation platforms but X-Plane (okay I flew a little in MSFS), but could I call this out as one of the best ever of an aircraft simulation on a computer. That aspect is a very big call "The best ever", and surely someone will question my reasoning... but in a decade or so of long haul flying, I can't remember any experience as good in feel as this aircraft.
Mostly it does exactly what you want it to do, but with the right inertia in movement and operation. That deep down and beyond pretty well everything else, this is the core of the depth of this Boeing 777 simulation, that real depth of feel. For all tons of features and mega menu options, this is a new depth of immersion simulation that you are now entering... another higher dimensional level, and it is a huge jump forward in flying aircraft on computers.
I'm now at 37,000 ft (FL370). In most cases I usually climb up to a lower Flight Level, then step up to the final set altitude, burning off fuel for say 500 nm before the final climbing to altitude. But this aircraft is not a full Gross Weight (ARW) 222,209 kg, as the current MTOW for the -200ER is 656,000 lb (297,550 kg). So today I have to climb higher and quicker to get on top of a weather pattern off the west coast of Ireland, and the -200 did that flight level change aspect with ease.
Range for the 200ER (Extended Range) is 7,065 nmi (13,080 km) as this is the first generation B777. The LR (Long Range) had an endurance of 8,555 nautical miles (15,844 km) as the -200LR features an increased MTOW and three optional auxiliary fuel tanks in the rear cargo hold. Max speed is Mach 0.87 – Mach 0.89 (499–511 kn; 924–945 km/h), with a usual Cruise Mach 0.84 (482 kn; 892 km/h). Ceiling is 43,000 ft.
I haven't explored too much the crew interaction feature, with say the First Officer doing the flying. But long haul is about hours of just monitoring the instruments and doing the notes. I spent some very long hours in the B777 v1, notably in the F - Freighter -200 version, I expect that version to come soon, as also is promised a -300ER and a -200LR. From the left seat it is a very nice place to be... this is an excellent Simulation.
If flying Oceanic (Atlantic or Pacific) there are "Oceanic Control Areas". these routes do use a "Airway" or North Atlantic Tracks (NAT), but they don't work here in programming the route in the FlightFactor B777 v2. The Airway here is "NATD", or four coordinated waypoints. To insert the waypoint you have to airinc shorthand the waypoint. So 55°0'0.0"N 020°0'0.0"W is shorthanded to 5520N and 5°0'0.0"N 030°0'0.0"W is converted to 5530N. There is a section 11.31.16 (766) in the DOC manual that explains it.
One thing about long haul is that you have plenty of time on your hands.... so you can tend to focus on the areas around you. The quality of the eyebrow with the X-Plane 12 dynamic lighting show how exceptional the Simulation in realism is today, and just looking around the cockpit is a very satisfying experience, even with a few X-Plane 12.1.0 Field of view shots.
Long haulers love their "Toys", or things to play with to pass the time. One I really love here is "Coffee". Now if your a serial coffee drinker like me, then you would consume a few cups in the air, but what if you drank the whole "FlightFactor" branded cup and it disappears?
Well you go to the CDU3 "Interface" and call the purser (if active again they are shown lower right screen). Note the comms for the Purser is different from the Ground Crew comms, then ask the Purser for a fresh cup of coffee (R4), and lo and behold, you will now have a fresh cup of hot coffee (smiles).
It works in the rear seats as well, and you can even order a "Crew Meal", but no food is actually delivered (well not yet!).
Then the Navigation display starts to fill up with waypoints, it's Newfoundland, and we are now over the "Pond".
Approach to Washington Dulles (IAD) 19L is via STAR HYPER 9, it is a straight in from the north approach. I start my descent about 160 nm out, down to 10,000 ft ( I never do TOD descents, they are too steep). Again it is that the aircraft responds so very well to your inputs, that is a sign of a very well developed aircraft. The TERRAIN radar feature is very good as well, this was on the FlightFactor B757/767, very good there, and so it is here.
A note, in that the FlightFactor B777 v2 uses some custom commands, but odd ones? Like the Autopilot can be disengaged via the usual X-Plane Command, but you have to set the 1-sim AT (Autothrottle) disconnect via the FF custom command. You can choose between or both Left and Right AT buttons on the Throttle quadrant, and another note is to press the button for both the AP and AT disconnect TWICE to kill the noisy alarms.... Gear down!
Final approach and soon the 19L ILS (ISGC) capture is coming up for a CAT III landing. Open the B777 v2 shows off all it's incredible innards, the detail available to you here is really quite special, even the hardest punter will marvel at all this detail. Approach speed is around 150 knts.
Watching B777 landings (YouTube) I noted most pilot's disconnect the AT at about 300 feet, then let the big Boeing continue it's falling approach, to move into a nice flare when passing over the threshold, that what I did here and came into a perfect landing around 143 knts.
It's all action when the main bogies touch the runway... FULL reverse power and touching on the toe-brakes to keep the Triple Seven straight, your all arms and legs in bringing this massive aircraft down to a safe taxi speed. The roar of the reverse thrust is huge, and really well done to your finely honed ears, it is all so all very realistic, that the hairs on your neck tingle with excitement of the reality of the moment.
And the recreation of that 7th June 1995 inaugural first Boeing 777 flight is done... the rest is as they say is history, in creating one of the greatest aircraft in airline service to date. That aspect is now very realistic to everyone, with the chance to fly this exceptional FlightFactor Boeing 777ER
________________
B777 Liveries
Provided with package are six B777 Liveries... there is a FlightFactor House, Air France, British Airways, Emirates, KLM and United UC. Quality is excellent on all the provided liveries.
But your not going to miss out on your favorite livery, the painters are already churning out liveries at a rate of knots, and already there is plenty of choice, here are three; American One World, Singapore Airlines and Delta.
________________
Summary
The VMAX/FlightFactor 777 v1 aircraft went on to be one of the most successful Simulations in X-Plane, with -200ER, -200LR, -300ER, -200F (Freighter) variants added later. But by the early 2020's the design was getting very long in the tooth, eight years in X-Plane is a design lifetime, it was time for something new... and here it is in the Boeing 777-200ER v2 Ultimate.
And considering the huge reputation of the earlier B777 v1, and another plus is that the leading FlightFactor developer Roman Berezin is now a Boeing 777 rated pilot, and all that specialsed input has gone into this new V2 version.
This v2 of the "Triple Seven" breaks boundaries in every direction you can think of for a simulation. And it is about as feature laden as you ever could wish for.
Highlights include perfect mirrored systems of the real aircraft and comes with highly detailed modeling, and it is almost to the extreme in replication of a real world B777, and this all coming in the latest X-Plane 12 guise and it's effects. But it's the features that stand out.
Highlights include Aircraft and Ground crew interaction (with real animated ground crew), full maintenance on the aircraft and regular servicing is also required. Failure list is a 1000+ options and the largest most comprehensive 34 page EFB (Electronic Flight Bag) in simulation. Full ground Servicing and external to internal aircraft access is also available, with five different cabin configurations that you can choose from.
Sounds are extensive, and are highly realistic, from the cockpit environment to the start up procedures, and in flight external and quality internal soundscapes. All sounds in are doppler and 3d 360º aural motions. Hundreds of custom sounds are recorded from the real aircraft, with a significant 3D stereo sound system just for the engines.
Notable is that the systems and set up of this aircraft is complex and complicated to mirror real world operations, so to be aware there is required a fairly large learning curve and study aspect to the aircraft, however FlightFactor do provide tools to set up and fly the aircraft in a more simplified approach, so you can access the Simulation at the level you want to, then go deeper as you learn your skill sets.
But the real breakthough on the B777 v2 is the more deeper flying characteristics and handling than on any other Simulation. A ground breaking revolution in the way you approach and fly a Simulated aircraft on a computer. The FlightFactor v2 is probably the most leading aircraft simulation ever produced, and that is a big statement.
The FlightFactor v2 had a huge expectation of this one of the larges and most comprehensive release for the X-Plane 12 Simulator. It does actually, and in many areas achieve, even deliver more than those high expectations... that statement alone delivers another level in the journey of Computer Simulation, it's an historic release in more ways than one and an excellent investment, but a release that delivers and exceeds in those high accolades is a moment to savour and remember, but most of all to fly.... Highly Recommended.
__________________
Yes! - the Boeing 777-200ER v2 Ultimate by FlightFactor Aero is Coming Soon! from the X-Plane.Org Store here :
Boeing 777-200ER v2 Ultimate
Price is US$99.00
Requirements
Plane 12, X-Plane 11.50+
Windows 10+, Mac OS 10.15+ (Intel or Apple Silicon) or Linux 14.04 LTS or compatible, 64 bit mode
Disk Space: 5 GB
X-Plane 12:
Minimum Requirements:
CPU: Intel Core i3, i5, i7, or i9 CPU with 4 or more cores, or AMD Ryzen 3, 5, 7 or 9, or equivalent
RAM: 16 GB
Video Card: a Vulkan 1.3-capable video card from NVIDIA or AMD with at least 6 GB VRAM
Current version: 1.0 (June 14th 2024) Designed by Flightfactor
Support forum for the Boeing 777-200ER v2 Ultimate
Download
The FF Boeing 777-200ER is a 432Mb download with an installation size of 5.20GB, in your X-Plane Aircraft folder, this is an X-Plane 12 aircraft only.
All updates are via the built-in Skunkcrafts Updater
Documentation
There is excellent full coverage documentation and installation details for the B777, including;
777reqs.txt changelog777.txt cockpit.pdf (157 Pages) manual.pdf (76 Pages) poster.jpg systems.pdf (Official Crew Operations Manual) (528 Pages) terms_of_use.txt voiceCommands.txt
_____________________
Review System Specifications:
Windows - 12th Gen IS1700 Core i7 12700K 12 Core 3.60 GHz CPU - 64bit -32 Gb single 1067 Mhz DDR4 2133 - PNY GeForce RTX 3080 10GB XLR8 - Samsung 970 EVO+ 2TB SSD (and a new PSU)
Software: - Windows 11 Pro - X-Plane Version 12.1.0 Beta
Plugins: JustFlight-Traffic (X-Plane.OrgStore) US$52.99 : Global SFD plugin US$30.00
Scenery or Aircraft
- EGKK - London Gatwick Airport v2 by PilotPlus+ (X-Plane.OrgStore) - US$21.00
- EGLL - London Heathrow International Airport - XP12 and 11 by Taimodels (X-Plane.OrgStore) - US$28.00
- KIAD - Washington Dulles International Airport by Nimbus Simulations (X-Plane.OrgStore) - US$29.95
Note this review was covered in the latest X-Plane12 Beta release v12.1.0, but the aircraft and it's systems were also tested in the earlier X-Plane 12.05r1, with no significant issues. The FlightFactor aircraft shown in this review is also an Alpha v2.0.10 release.
Review by Stephen Dutton
14th June 2024
Copyright©2024: X-Plane Reviews
(Disclaimer. All images and text in this review are the work and property of X-PlaneReviews, no sharing or copy of the content is allowed without consent from the author as per copyright conditions) All Rights Reserved
-
Stephen got a reaction from Busair in Aircraft Review - Boeing 777-200ER v2 Ultimate by FlightFactor Aero
Aircraft Review - Boeing 777-200ER v2 Ultimate by FlightFactor Aero
Most airliner flights in Simulation go under the two hour rule, or a route that can be done from breakfast to lunch, lunch to dinner or after dinner and on into the night. So mostly they will also be short-haul Simulations. The market will then cater for this demand, providing B737s, A320s and the various E-Jets.
But there is a club devoted to another segment of Simulation, called Long-Haul. Or services that cover not only trans-ocean, but also transcontinental routes, these flights are mostly around the 10 to 12 hour flying time mark, it is an exclusive club, because of the logistics of setting up your aircraft, and then with the long times of flying involved. These significant aspects creates a very different discipline from the two-hour quick routes. But Long-Hauling is also the ultimate challenge in Simulation for aircraft, as to get it right, it can be the most rewarding to the simulator user involved. But to do good long-hauls has always been a very mixed affair in the X-Plane Simulator, mostly because really good long-haul aircraft have not been a priority for developers.... it's a niche area, so why go there.
So we have always craved any Long-Haul Airliners, and the pick of the bunch was always the Boeing 777 Series, mainly because it is the most popular long-haul aircraft used by airlines in 1687 of the type being built. The B777 was created in a reaction for the newly created ETOPS (Extended-range Twin-engine Operations Performance Standards) that allowed twin-engined aircraft to perform the same routes as only a four-engine aircraft could only be earlier regulated, but obviously two engines are much more efficient than the heavier four.
As early as November 2009, XPJets announced a project for the B777, a standard setting project that brought a 3d cockpit and a quality in design unheard of in X-Plane. But in a development phase of three years, it got slower and not quicker as the project droned on, it felt at the time of a dream never to be realised. Then in September 2012 VMAX in cooperation with FlightFactor released almost out of the blue a Boeing 777 Worldliner Professional, a ground breaking design with not only a 3d cockpit, but it was also plugin based outside the X-Plane PlaneMaker environment. Within months XPJets were gone, and the project was abandoned. (If your curious the XPJet site is still available).
The VMAX/FlightFactor 777 v1 aircraft went on to be one of the most successful Simulations in X-Plane, with -200ER, -200LR, -300ER, -200F (Freighter) variants added later. But by the early 2020's the design was getting very long in the tooth, eight years in X-Plane is a design lifetime, it was time for something new... and here it is in the Boeing 777-200ER v2 Ultimate. And considering the huge reputation of the earlier B777 v1, another plus is that the leading FlightFactor developer in Roman Berezin is now a Boeing 777 rated pilot, and all that personal input has gone into this new V2 version.... so X-Plane and it's devoted followers are expected a lot from this new development.
First impressions of the Boeing 777 v2 are actually quite interesting? Your expecting a very highly, even evolutionary experience... but you don't actually get that. Certainly in every way the B777 v2 is totally absolutely better and different than the 12 year old v1, and certainly as presented here and as lavishly in X-Plane v12.1.0 with its better effects and even better antialiasing, it looks beyond gorgeous...
However the original B777 v1 is so hugely familiar, in that it sorts of softens the change to the newer version. But that is not the point here, and of the B777 v2.
X-Plane quality and detail has doubled, tripled in quality over the last few years, and our eyes are very used now to the grandiosity of the outstanding detail available, certainly since the introduction of X-Plane 12. Yes the FlightFactor B777 v2 has that "Wow" factor! But the point of this aircraft which is very important to explain very early in this review, is that it is the depth of the design, the deep "feel" factor that is the hidden unique bigger feature here as what we shall see later.
Also from the start let us abate another fear... frame rate! The aircraft is hugely (code) complex and a highly extremely detailed Simulation. So it has everything in that can ruin a perfectly good Simulation by destroying your framerate. But the FlightFactor B777 v2 is very good on your framerate, yes it uses up a few frames, but FlightFactor have been very aware of making this aircraft as very efficient as it can be from the start. Yes tricks are used, but it works very well on my computer configuration, and so if you have the required requirements, then you should be fine (I get middle 40's, and a framerate that rarely drops into the high 20's).
What is the thing about X-Plane users debating aircraft noses? Mostly usually A320s. Flightfactor had to redefine this B777 nose, I don't know why because it is perfect.
The FlightFactor v2 comes with the GE90 high bypass turbofan engine that has been designed and developed by GE Aviation primarily for the 777 aircraft family. It outputs thrust ratings anywhere from 81,000 to 115,000 lbf. The Pratt & Whitney engine variant is planned, and notable that even later the Rolls-Royce Trent 800 engine option will also be available.
The GE90-94B (94,000 lbs) on this airframe is excellent in detailing and design, it is the straight fan blade, not the curved blade version installed here.
The biggest criticism of the v1 was the very poor wingflex. That has been totally changed here with a more realistic flexible animation, plus the design of the wing (curve and profile) is far better in it's design... even impressive.
When we are faced with a extremely quality designed aircraft, you don't look at the big picture, but at the smaller intricate detail for your guidance on what has been presented... open up the Flap, Leading Edge and Speed Brake panels, and have a look inside, the results are beyond excellent.
Notable is the really nice leading edge extension and retraction fitting, also the huge amount of detail under the speed flap panels, it is very well done... honestly, you may never give this detail a second glance, but you are still very satisfied on knowing it is all still there.
The same goes for the elaborate landing gear... enjoy the incredible detail available here, all links, pins, hydraulic and pneumatics are all laid out in great detail... it is the outstanding realism shown here that you will long be talking about.
Nose gear is also at the same high-quailty detail threshold, and the detail goes right up into the gear bay.
Cockpit glass is also really good, with the perfect rainbow effect showing glass thickness and light reflection. Side windows are a bit blander, as is the door detail, to save Frame Weight is a consideration.
APU (Auxiliary Power Unit) outlet is very good, and the APU air flap opens up as well.
Externally the FlightFactor delivers what you would expect at this price range, ULTRA detail and quality work.
________________
Cabin
The view we all want to see... the boarding of the aircraft.
Front door is exclusive First Class, even exclusive, exclusive 1st Class... no one goes in here but the VIPs and the ultra rich.
Front section of the 777 cabin is all "Suites" or cabin style. There are eight of these cabins, and they are all are styled very Emirates Airlines.
Very exclusive.... Then twelve First Class seats in the section behind. Well done in the Emirati style, in gold and wooden highlights
If you enter via the second door (the usual boarding door), the First Class cabin is now to your left, right is the small twelve Business class seats.
The sixteen lie-flat Business seats are the same as the more forward 1st class seating.
Then the two large economy cabins... coming in here you feel the huge scale of the inside of a Triple Seven, it looks and feels massive.
Economy Seats are really nicely done with a pretty seat material pattern, footrests and nice armrests.
All overhead cabin detail is well done with working "No Smoking" and "Seatbelt" signs. All toilets on board can be accessed, but they are extremely tight inside. Internal door detail is also really well done in perfect detail.
All the (large) galley areas are expertly done and well detailed, they feel very authentic to the period of the aircraft.
Your probably thinking by now "Why the hell is my computer not going to melt down". But there is a trick going on here? close your cockpit door and all these cabin sections will disappear "poof", and that will lighten your framerate load, open the door and it all comes back!
FlightFactor had a feature that opened and closed the cabin window blinds, personally I didn't like it, as I like to look out of the aircraft from the cabin perspective, when looking out, and then down came the blind... It's back on the 777 v2, but you can also turn the feature off if you want to.
But we are not finished with the cabin configuration yet? FlightFactor gives you the options to change the cabin configuration. There are five different cabin configuration that you can choose from... the above is EMIRATES Style, (3 Classes with Cabins), TURKISH Style (3 Classes but no Cabins), 3 Class Cabin, 2 Class Cabin and a Single Class Cabin.
________________
Cockpit
Look right on entry though door 1, and there is the familiar corridor to the cockpit, the door can be opened externally by using the keypad code (just don't forget the code, or you will be locked out?). To the right is the crew sleeping area, but currently not accessible, the toilet to the left does work.
Familiar? well yes, been in here before.
Obviously it is not the 777 v1 cockpit, but your first glances are deceiving, it's the colour tones and cockpit arrangement that is so familiar.
Then you start to decipher the detail, the HUGE amount of detail in here... it will take time to absorb it all, and you should take that time to look around in here, marvel at the all the work. The seat armrests can be folded upwards, and the seat back can also be adjusted to your personal best position, both seats are animated to move backwards and then sideways to get into the position. Seat design and quality is first rate, yes you can spend 12 hours or more in those seats with the lambswool covers.
Side window blinds are animated, and you can also crank open the side window, by first pulling the lock lever back, then winding the handle lower left.
Most developers have struggled to make the Boeing 777 cockpit look anything realistic, or come alive. The Brown matt colour is a problem in that it makes everything look very ordinary. But to give FlightFactor credit in having done a very good job here in doing the impossible to bring this cockpit alive, it certainly looks realistic. The central pedestal is really well done, the controls are perfect, and there is a AutoThrust disconnect switch on the end of the throttle handles.
Both yokes are perfection, smooooth and worn, very nice. There are the switches on the left arm front for "Trim" and for "Autopilot Disconnect", the PTT (Push-To-Talk) switch is hidden behind the left arm, but works. Some 777 Yokes had the 3 Number Memory device from the B737, but in not here. TCAS is with TCAS full version 7 functionality and you have the classic STBY Instruments and also ISFD (Integrated Standby Flight Display).
The nameplate says "Boeing 777"
________________
Power Up
This section is usually in the Flying part of the review, but it is worth the discussion here in this case. First when you approach the aircraft 'Cold", there is a "Load Sheet" between the throttles, a nice touch... if you click on the paper, it will be moved to the document tray under the MCP (Mode Control Panel).
Starting up the Triple Seven from cold is a long but very authentic process. Turn on the Battery and nothing happens? But you can then start the APU (Auxiliary Power Unit)... still nothing happens for a long time? then the SAI (Standby Altitude Indicator) comes partly to life... still a loooong wait, then finally the displays will flash themselves on and off, still waiting.... then suddenly the 777 systems will come to life,
But you will still need to set the current position Coordinates in the FMC (Flight Management Computer) and switch on the ADIRU (Air Data Inertial Reference Unit), and a 2nd system called "Secondary Attitude Air Data Reference Unit" (SAARU). Once set the "Time to Align" is shown in the upper left side of the Navigation Display (ND).
So it takes ages to power the 777 up, but there is helpers to Align the system instantly if you can't wait, there is also an optional setting to have the aircraft powered up (turnaround/ready at the gate) if you want that option.
Me I love the whole process of the realistic start-up procedure, even if it does lose you twenty minutes or so every time. You can thankfully leave the B777 in the state it was after the last flight (turnaround), so you don't have to do this power-up procedure every single time you want to fly.
________________
FlightFactor do give you a screen on startup, in that you can quickly reconfigure the aircraft to the Simulation you are wanting to do, or carry on forward to the more detailed settings that are already saved in. A third startup choice is the "Situations" a save of the aircraft in the "saved" state.
There is however something very familiar about it all, you have certainly been in here before, as you know this cockpit so well... but everything in here is not as it initially seems to be?
Start probing, or switching things in here, and absolutely EVERYTHING works! every button, switch, lever and system is operational, or has a physical reaction to your inputs, all of the OHP (OverHead Panel) switches and buttons AND every Circuit Breaker (Fuse) works... EVERYTHING.
All instrument displays will "Pop-Out" into Windows via the screw on the display's facia. These include both PFD (Primary Flight Displays), NAV/MAP (Navigation Displays), Upper EICAS ((Engine Indicating and Crew Alerting System) and Lower Secondary Engine Display. All Pop-Outs are moveable and scalable on your screen or display.
Both FMCs (Flight Management Computer) also popout, plus also so does the rear central third FMC. Front FMCs (CDU1/CDU2) are both Navigation, the rear FMC (CDU3) is for the aircraft's Interaction. Notable was that only the one left side FMC display worked on the B777 v1.
If you are used to the B777 v1 FMC layout and input parameters, you should really have no problems with the B777 v2 setup. Programming in the system was quite developed on the v1, and yes there has been improvements here in the details, but overall there is little change to confuse you. Note the orange "K" on the top left of the FMC, it is to allow direct data input from the keyboard into the scratchpad.
a
There is a sort of "Simbrief" interaction, that will load the SimBrief data into the system, but a lot of the detail (mostly weights) you will have to input yourself. It is not as cross-referenced as say a ToLiSS input loading. But fill in a few of the main details, like mentioned aircraft weights, fuel weights and C.G (Centre of Gravity), and so then the rest of the crucial data will then be filled in for you, like the TakeOff Refs and the required Trim percent setting.
The Instruments and layout is very comprehensive in here, so there is a lot to learn. FlightFactor have not only provided a complete individual Instrument "Cockpit Guide" (157 Pages), but also provided is a flat cockpit poster to study the instrument layouts. Another manual which is included in the package is the full "Flight Crew Operations Manual" of 525 pages, and you will need it to work through everything that is required to use and access this complex cockpit.
So it is not only a "Study" aircraft, but a "Deep Study" aircraft, as this 777 is called the "Ultimate" for a reason, but it is far more than that, this is an airline operation level Simulation.
________________
Interaction
One of the big features on the FlightFactor B777 v2 is interaction. These tools can help you not only load or service the aircraft, but can also be set it up via the First Officer. Also the Captain, Cabin Crew and Ground Crew are all interactive. This is done here via voice (if annoying? then you can turn it off if you want to) and do the same actions through (Captain's) commands. Let's do the basics.
First there is a "Ground Crew" to help you around the aircraft, they are called via first two selections from the menu "Ground Personal on Ramp", and "Captain Commands/Ground Crew" to make them active... the interaction is done via the CDU3 on the upper pedestal.
You "Call" the Ground Crew via the intercom system, or the MIC button (MIC switch must be on), then the ground Crew will appear and interact with the crew... Then placed around the aircraft are the many Hi-Vis dressed Ground Crew that are all animated, which is really well done here.
So to add or takeaway anything on the ground you communicate through the CDU3 interface, just like you would do on a real Triple Seven. Need rear door service? then contact the Ground Crew, then select the service you want (CATER SERV)... when acknowledged, the Ground Crew-Member will ask you if you want anything else?
Notable down in the lower right corner, are the people (crew) that are currently active on the intercom. Although the Service Vehicle is now set by the rear (5L) door, the door is still closed? (all active Ground Equipment is shown in green)
A note here, in that all the service vehicles will appear from the sky! You can turn this feature off, and it's one I'm not too sure of? it's not as very realistic as the usual "drive up" mode?
So you will now have to call the Purser on the intercom... to open the the door from the Directory! And there are several pages of items you can interact with. The Purser will again acknowledge your call and then open the rear (5L) door for the Service Crew.
There are also features to do Maintenance on the aircraft.... First though you have to call "Maintenance" on the Intercom, then the engineers arrive by the engine to be maintained...
The Maintenance options however are all on the menu and include (Reset) Engine Cylinders, (Replace) Blades, (Refill) Engine Oil, (Replace Oil Filter) and APU Servicing. Wheel/Tyre Changing and even wheel servicing is also available, and all the Maintenance done here is noted in the aircraft's log as the "Wear&Tear" of the aircraft.
The interaction system is even more advanced than this, in that you can also use real voice interaction...
It should be noted that voice recognition operates on a "Push-To-Talk" principle -the key combination assigned for voice recognition should be held down while you speak and released upon completing the command.
By default, a list of main commands is available for use, and they are located in the "main" section of the commands file. You can also address the first officer by saying "first officer" and all commands from the "first officer" section will become available to you. If your silence lasts for more than 40 seconds, the first officer will return to their duties, and only commands from the "main" section will be available again.
You can hand over control of the MCP to the first officer by saying "your MCP" or "you have the MCP". The first officer will be pleased to set the heading, track, speed, altitude.
So this is a very deep intergated system with interaction with the Boeing 777. It will take not only time to learn, but to actually learn and to immerse yourself into this complex, but very real world environment... you also have the choice to turn off the intergration system if you find it overwhelming. The full capabilities of the system are far too long or too complex to completely explain here... but it does create another level of serious Simulation experiences.
________________
EFB (Electronic Flight Bag)
One of the biggest interactions with the FlightFactor Boeing 777 v2, is via the EFB, or "Electronic Flight Bag", which is a built in tablet on each side of the two pilots.
You can access a page by both the outer button (as you really do in the B777), or by pressing the tab directly on the screen. Grey is active, the teal box is not-active. Again both displays "Pop-Out" via the upper right side screw.
Beyond the Start up "Main Menu" page menu, there are 34 EFB pages to access, so it is a very deep and complex menu system, again time will be required to work through and work out all the EFB Menu options. This EFB is one the most complex on any X-Plane aircraft.
I'm not going to cover all of the 34 menu pages in detail, but just show the highlights of what is available in here.
Main Menu
The "Main Menu" shows you 13 Menu options; Airport Map, Performance (blank), Briefing, Navigraph Services, Airplane, Simulation, Ident Page, Terminal Charts (Blank), Documents, Video (blank), Pilot Utilities, Simplified Loading and Shortcuts... lower is the option to Initialize Flight. Navigation in the EFB is excellent, not only a direct "M" to the "Main Menu", but you can <- go back to the last page, or use the in page "UP" or "BACK" nav tools
Airport Map
Just type in your ICAO Airport Code in to scratchpad and up will come a scalable map of the airport, and your current aircraft position on the Map (Navigraph Subscription Required).
Briefing
Here you can load into the EFB the full Simbrief flightplan Brief, the layout includes 8 different options that are segmented from the SimBrief Application. It is full of all the required data for the flight, and for the aircraft setup, including the Flightplan, Weights, Fuel and Weather/Winds enroute.
Navigraph Services
Here you log into your "Navigraph Services" account, you then add in your "Simbrief Username" (note important! this is your "User Name", not the usual SimBrief ID that you use here), then press "Get Data from SimBrief tab to load in your already created Flightplan/Brief.
________________
Airplane
There are 14 tab options on the "Airplane" tab; Doors, Ground Service, Weight & Balance, Maintenance, Pushback, Cabin Controls, Dispatch (MEL-Minimum Equipment List), Training, Failures Control, Captain's Commands, Walk-Around, Loading Service, Ongoing Processes and Align Adiru Now.
Doors
There are 8 main cabin doors that you can open, plus the three Forward, Aft and Bulk Cargo doors. There are also two small access doors in ACC and E&E that also can be opened. There is an AUTO/MAN option and EMER OPS option as well.
Ground Service
There are two pages of 22 options on the "Ground Services" pages.
Page 1 includes; GPU 1&2, Chocks, Bus, Stairs (1L), Air-Con Truck (L&R), Stairs (3L), Cater Service, Lav (Service) and Water Truck.
Page 2 includes Gear Service, Pneumatic (Service), Engine Maintenance, Fuel (Tanker L&R), De-Ice and Hydraulics (Service). Other Options include the two Baggage Loaders called transport here.
Like the FlightFactor v1, you have to have the Bus/Gate/Stairs visual to load Passengers, Fuel Trucks to Load Fuel, and the Baggage Loaders to load the Cargo, this is done from this page.
There is a lot of ground equipment available here, stairs for 1L and 3L doors, but not for 2L, which oddly is the main loading door for Economy Class? Again the Catering Service Vehicle is on 5L, but not on 1R?
The De-Ice feature is very similar to the one with ToLiSS aircraft, but be aware, it takes a lot of it's own considerable time to go around the aircraft, so if you want to fly quickly, then don't activate this feature, but very good it is with three De-Ice trucks all working together.
On the "Ground Services" page left lower are two more options... Maintenance and Presets. Maintenance we will look at shortly...
Ground Service State Presets
Here you can use set presets, including; Preflight, Fueling, Pax (Passenger) Loading and Pushback. There are also three "Custom" presets you can "Save", and use by the "Load" Preset option.
Weights & Balance
This W&B section will set up the aircraft in weight and C.G. Balance. You can import the data from "Simbrief" to fill in the load factors. It is quite comprehensive, but also far more straight forward than the odd v1 layout
You can adjust the weight of most things, from the passengers (also ICAO Summer Correction!), Cargo and its placement and fuel. At the end there is a full "Weight Summary". It is all very well presented and comprehensive.
There is a very helpful "Fuel Planner" tool, but overall FlightFactor still also provides you with a "Simplified" system to quickly load the aircraft if you don't want to go into the minute details of absolutely everything. So you can just do a quick "Load" of the details from Simbrief and then quickly load the aircraft ready for flight (note Simbrief doesn't currently load in the FMC data as noted earlier).
Maintenance
You not only have failures, but you also have the life running wear and tear of the aircraft. These areas are contained in the Maintenance tab of the aircraft. Galleys&Restrooms, Hydraulics, Gear&Tires, Electrics, Engines, Oxygen all have to be maintained or repaired. Hatch Inspection will open 19 hatches or access points on the aircraft.
The hatch detail around the 777 is excellent, the dome/doors open to reveal the Honeywell Radar is really well done, as is the placement of the AlliedSignal Engines 331-500 APU in the tail.
You can also open the cargo doors externally via the opened small access hatch, but you have to get close to activate the switch to open and close the highly detailed cargo door. Note the loader personal inside the cargo compartments.
You can "Test" (GPWS), Check the "Current" list of Maintenance Issues, and also do a "Instantaneous Full Maintenance", to rectify everything in a one button press.
Pushback
The FlightFactor 777 v2 has it's own dedicated Pushback tool. (BetterPushBack doesn't work on this aircraft?)... but it is a very good one!
Set the Boeing 777 ready for pushback (brakes off), and then Select "Start Pushback". This will call a very highly detailed pushback truck to the aircraft, then you "Connect" the Pushback Truck to the nose gear of the aircraft. When connected you get a control panel that shows you the Torque of the load, and the Speed in Kmh.
There are also four views you can have in four boxes top left, External, Rear view, Close rear view & cabin view.
The Arrow will show you your push direction, and the drivers seat rotates into the direction you want to go.
Power is by your throttle, and that is shown in the Torque dial, brake is again the usual "B" brake, shown as a T in the window... then the B777 can be pushed back... steering is Left-Right via your joystick. It is tricky to use until you practise with the controls, but very good it is in moving the big Boeing around.
When correctly positioned, you can "Disconnect" or "End Process", to disconnect the truck, then press "Wave Off" which gives you a animated walking ground person, then the ground personnal shows you the connecting pin (à la BetterPushBack)
It is a very good Pushback tool, one that gives you a lot of control, plus clever working animated ground staff doing their jobs, I love it.
Cabin Controls
Here you can set the aircraft's Climate Control, Cabin Light Control & WC (Toilets) Maintenance. All very clever on the detail of settings of the aircraft's in flight requirements.
MEL - Minimum Equipment List
MEL is the "Minimum Equipment List", this is a document based on the master MEL (MMEL) provided by Boeing. Each operator can modify the MMEL (making it harsher) to suit its SOPs. In this model you have the opportunity to do the same. The MEL is electronic in your EFB, however, it will not prevent you from actually dispatching the flight. There are three numbers A/R/O –available / required / operational.
For example, the airplane has 3 AFDC system available, If at least one item on the list will have the O-number < R-number, the flight will not be dispatchable. It is a complex system that is still ongoing and being developed by FlightFactor.
Failures - Training
Two Selections in "Failures" and "Training" can be cross-referenced between each other. The "Failure" feature is very comprehensive with two pages of 14 separate categories, and in that you can also create "Failure Scenarios" There are currently 1000+ failures programmed into the system and their number will increase in the future. You can also "Reset All Failures" in a global setting.
Of the failure that can be triggered. The status column will show if it's INACTIVE or FAILED, and the random failure time column shows the time in hh/mm/ss till the system will randomly fail. Failures are also categorised into three classes: Major, Regular and Minor. Within the set MTBF a major failure can occur at a random event with a probability 3 times smaller than regular and a minor 3 times larger.
You can add in an "Event", Then select the category that you want to fail... The "Search" is a great option here to find the item in the hundreds of choices. Then you can select the "When/Where" Failure from a drop down tab (Immediately, In time, above/below Altitude, above/below speed, in case of failure).
The "Training" page gives some of the same functionality as the "Failures Control" page but with some preset aspects. The preset failure pages (on the right) have time/location chose bar on the top, choice of side (in this example) below and then a list of possible abnormal conditions. You may choose one condition at a time. Some conditions will also trigger a single failure, some will trigger several at once. Some will initiate a scenario of abnormal behavior whose path will depend on your action.
Captain's Commands
If you want to do the spoken commands via a button press, then you can via the "Captain's Commands" page. The requests cover the; Ground Equipment, Hatches, De-Ice, FWS (Front Wheel Steering) and Installing pins in the gear.
Walk-Around
There is a Walk-Around checklist, that you can check off, and then reset.
Other Airplane options include; a Loading Service, Ongoing Processes Overview and to "Align (the) ADIRU Now".
________________
Simulation
Under the "Simulation" tab is all the areas to set up the aircraft to your liking; General, Avionics, Ground Operations, Situations, Graphics, Effects and Sound, Interaction, Crew Interaction and Check list options. "General Options" gives you parameters on the way you would like the aircraft set up to your personal preferences
Avionics
Under the "Avionics" tab, you get the usual wide and varied FlightFactor system of options in setting up the avionics of the aircraft. The "EFIS" options are excellent and give you a lot of instrument display choice, the setup system is VERY deep.
Highlight here are the "Segment Display" options, as you can set the displays to; All White, All Amber, All Red, Mixed Amber, Mixed Red and Mixed Any.
Situations
On of the biggest strides in features in X-Plane was created by ToLiSS (other developers had variations of the idea). In that you could save a "Situation" and reload the situation back into X-Plane to recreate the place, time and aircraft setup as it was saved. If you have a Computer crash, or just want a certain aircraft set up, then you can choose and reload the original situation.
The version here is as good as the ToLiSS version, as it will reload every single parameter saved. In my case here I have set up the aircraft for flight, including programming the FMC on the route. When ready to depart, I can then just LOAD in that "Situation" and I am ready to fly!
You can change the save order by either "As cending" or "Descending". Notable at this point, there is currently no "Auto" save, a system that will save situations automatically every time set (5min, 10min, 15min). But FlightFactor notes this option will be done soon.
Other Situation options include, Graphics, Effects and Sound, Interaction, Crew Interaction and Subtitles. The SOUND options are quite basic; Master, Exterior, Interior, CoPilot and Environment, but it is very adjustable to the volume of the sound.
A clever tool is the "Pilot Utilities" set of tools for; Speed, Length, Weight, Temperature, Volume, Pressure and Time Zone Conversions. There is also a "Timer/Stopwatch" tool as well. Documents, Manuals and Images can also be used in the EFB in a "Document Library", and there are provisions for you to load in your own pdf and jpg images.
What we have covered here in the EFB, is only the highlights. As noted there are 34 different pages to access and use (learn as well), so it is the biggest menu system ever in X-Plane, probably in Simulation as well. So you are not only learning the actual aircraft, but it's needs and settings as well.
________________
Checklist
The "Checklist" is oddly not part of the EFB - Flight Bag. But it is set in the lower EICAS Display. You access the checklist via the button on the right "Display Access Panel" (lower far left).
The checklist is very comprehensive, and has three major modes: Amplified, Supplementary and Normal. Normal (Regular) is the main checklist. Other checklist options are for different pilots and certain procedures (Ampified) and Non-Normal systems Menus
You get a big magenta cross cursor to navigate and select items on the checklist.... overall the checklist is very comprehensive.
________________
Banner Menu
All of above can mostly be accessed via the X-Plane banner menu "Boeing 777 200ER for quick and easy access to critical items.
There are four menu options; Options, Equipment, EFB and Captain.
Options covers; Avionics, Cabin, Checklists, Effects, FO, General, Ground, Interaction, Subtitles and Systems.
Equipment covers; Baggage Loaders, Passenger Bus, Main Cargo Loader, Catering Truck, Chocks, De-Ice Equip, Engine Maintenance Kit, Fuel trucks (L&R), Gate, Ground Air-Con (L&R), GPU Primary/Secondary, Ground Starter (L&R), Hydraulic Replacement kit, LAVS Service, Secondary Stairs, Tyre Replacement Kit, Luggage Transporter and Water Replenishment Truck.
EFB covers; Show/Hide EFB 1&2, Airplane, Situation, Shortcuts, Doors, Ground Service, Weight&Balance, Loading Service and Pushback.
Captain covers; Read Briefing, Remove Ground Equipment, Request Close Hatches, Disconnect from Ground Crew, Request De-Icing and Establish Communications (shortcut).
________________
Lighting, Internal & External
The lighting on the B777 v1 was actually quite good. But here you have a decade of advancement and refinement. These images here show you X-Plane v12.1.0, and the even more refined effects, including bloom lighting effects.
All the Boeing 777 lighting modes are active, and adjustable. You you do actually expect this on an aircraft of this scale. One note is that you can easily "Overbright" the instruments, and with that setting they become too bloomy (there is also a setting called "Lamp Glow" that also highlights the bloom) and you lose the realism. So all the lighting settings for the instruments need to be toned down to look and be realistic. Get the tone right and the cockpit is breathtakingly realistic. The highlight is the centre console with all those the transparent knobs, it is beautiful beyond belief...
.... all the lighting for the MCP and Main instruments are lovely and adjustable to your personal satisfaction, and there are MAP lights for each of the pilots (the spots are beam adjustable). The two side lighting options are CHART and WORKTABLE.
There are also two main cabin lighting settings. DOME (lower left image) is the adjustable lighting, and STORM (lower right image) is a full cockpit lighting setting. There is also the "MASTER BRIGHT option as well. The down-lights are hidden behind grids on this version, but the sources are not completed yet in this pre release version, I expect them to be fixed for the release.
Cabin Lighting
There are three cabin lighting settings on the EFB. Main (overhead) cabin lighting, Ambient (wall) cabin lighting and Galley (Kitchen) lighting. There is also the emergency Lighting. The main cabin lighting is modern LED, and the wall lighting is the older strip lighting we know so well, and really well done here... both Seatbelt and No Smoking signs work.
Galley lighting is very nice as well, it feels very authentic to the aircraft and it's 90's design.
External Lighting
All the external lighting is completed. Includes both taxi and nose lights, to supplement the main landing lights.
Navigation, Beacon (upper/lower) and Strobe lighting is perfect, and both white and red/green navigation lights are presented. The WING lights up the engines/wing and there is a tail light, and again all very good, but a touch more brightness would be nice... but they are both still far more brighter than the images depicts here.
________________
Flying the FlightFactor Boeing 777 v2
7th June 1995 was a significant day. As it was the inaugural first flight of the Boeing 777 Series aircraft. The Route was from London Heathrow (LHR) to Washington Dulles Airport (IAD). The Boeing 777 was in response to United's requirements of an aircraft to replace the Douglas Tri-Jets, and in being able to fly three different, but significant United routes in Chicago - Hawaii, Chicago - Europe and Non-stop from Denver (a hot and high airport) and again to Hawaii, plus the bonus of having a more efficient two-engined aircraft on all long-haul routes.
It is a typical London overcast grey day... If on ground power, you have to turn the battery OFF, then back on again to start the APU (Auxiliary Power Unit), it's a tricky thing to start up, but in most cases it is a "Low Oil" indication that has to be rectified. I mentioned the "Tire Pressure" warning earlier as well... another item to be rectified before flight, or the warning is a consistent annoyance once airborne. Did you set all the "Doors" to "Auto", you better, as the aircraft won't start unless you do, it's that sort of simulation.
Ready for pushback... I'm still not fully competent with the Pushback tug, I am getting better at driving it, but it is not as easy as using the BetterPushback tool. That said it is very good, and very realistic, and note the ground worker with the pin.
There is the option to adjust you eyesight in the seat to your real height, adjustable on the EFB, it bounces you up (or down) until it feels right.
Time to start the GE90 engines. Set the bleeds for power from the APU, and turn the START switch. Number 1 Engine first then No. 2. There is the noted 25% to 30% N2 indication before moving the selected engine Fuel Control switch, that then completes the fully automatic B777 startup engine sequence.
The GE90-94B has excellent startup procedure sounds, the whine, then the deeper powered fan whine when running in an 3d environment, but it is the background sounds that are very impressive in the cockpit. You hear the engines, but it is the hum in your space that you feel the authenticity of the aircraft around you. Flaps set to 15º, Trim is set to 32.8% of MAC.
One thing I am very impressed with the interaction of the switchgear, is that the response is not immediate, but is slightly delayed... press a button and it will slightly hesitate before doing the action, it gives the switches or buttons a very authentic and realistic feel as you use them.
Slight power to the throttles and Park-brake off, and I am moving. If this is your first time at this point, it is a very memorable moment, your now this far with a clean OHP and running engines, as its an achievement to get this far, and that is what also makes this simulation so special. The skill required to get the aircraft ready for flight as this is a very complex real aircraft, and now your in complete control and doing everything right.
Taxiing is nice, actually not that different from the v1, but you are very aware that this 777 is a very different concept.
It is 3494 nm to Dulles, at a 8 hours flying time. A last glance around the instruments, and you set the clock running.... brakes off and throttle up. The whine then comes in, a howl really and your feeling the combined energy of those two GE90-94Bs at 94,000 lbs each moving you now forward.
Your powering down LHRs 27R runway, and with a heavy 15º flap the aircraft is quickly wanting to lift (5º is a better setting)... v2 is 148 knts, and as soon as you touch the bug you are pulling back on the yoke to easily go airborne, "Positive Climb" is the call from the right seat.
You wonder how such a very large six wheeled bogie could fit into the aircraft's belly, two main bogies in fact... they do and it is worth watching the operation. Also note the excellent quality of the detail of the aircraft... it is a work of simulation art.
Your flying the "Triple Seven", and a good feeling it is.
I climb 2000 fpm to 12,000 ft. But the B777-200ER is quite impressive if you want to push the parameters. To 5000 ft you can use 3000 fpm, to 15,000 ft you can do 2500 fpm and in a mach climb 0.83 to altitude 1500 fpm. Sounds on the flightdeck are gorgeous and numerous, but externally the grinding whine of the GE90s is stupendous.
If you thought this was my first flight in the Flightfactor B777 v2, then I'm sorry I mislead you, as it's actually my second. The first was an orientation flight from Gatwick (EGKK) to Barcelona (LEBL). But there was the quick realisation of how this "Heavy" flew, in fact it was an unnerving experience.
Don't get me wrong here, the effects are the opposite of what I expected. The unnerving aspect is how really, really good the feeling and handling of this big aircraft is. it is uncanny as a simulation. In FlightFactor developer Roman Berezin as a Boeing 777 rated pilot, has dialing into the simulation the perfection of it's abilities, and it is an amazing experience to explore the aircraft under your control and within 2%-5% on the real world standard certification test. So remember everything works in this cockpit, but everything else works as well, the touch of the controls, the aural sounds, the feel of the aircraft in actual operation.
Obviously I have not flown any aircraft in other Simulation platforms but X-Plane (okay I flew a little in MSFS), but could I call this out as one of the best ever of an aircraft simulation on a computer. That aspect is a very big call "The best ever", and surely someone will question my reasoning... but in a decade or so of long haul flying, I can't remember any experience as good in feel as this aircraft.
Mostly it does exactly what you want it to do, but with the right inertia in movement and operation. That deep down and beyond pretty well everything else, this is the core of the depth of this Boeing 777 simulation, that real depth of feel. For all tons of features and mega menu options, this is a new depth of immersion simulation that you are now entering... another higher dimensional level, and it is a huge jump forward in flying aircraft on computers.
I'm now at 37,000 ft (FL370). In most cases I usually climb up to a lower Flight Level, then step up to the final set altitude, burning off fuel for say 500 nm before the final climbing to altitude. But this aircraft is not a full Gross Weight (ARW) 222,209 kg, as the current MTOW for the -200ER is 656,000 lb (297,550 kg). So today I have to climb higher and quicker to get on top of a weather pattern off the west coast of Ireland, and the -200 did that flight level change aspect with ease.
Range for the 200ER (Extended Range) is 7,065 nmi (13,080 km) as this is the first generation B777. The LR (Long Range) had an endurance of 8,555 nautical miles (15,844 km) as the -200LR features an increased MTOW and three optional auxiliary fuel tanks in the rear cargo hold. Max speed is Mach 0.87 – Mach 0.89 (499–511 kn; 924–945 km/h), with a usual Cruise Mach 0.84 (482 kn; 892 km/h). Ceiling is 43,000 ft.
I haven't explored too much the crew interaction feature, with say the First Officer doing the flying. But long haul is about hours of just monitoring the instruments and doing the notes. I spent some very long hours in the B777 v1, notably in the F - Freighter -200 version, I expect that version to come soon, as also is promised a -300ER and a -200LR. From the left seat it is a very nice place to be... this is an excellent Simulation.
If flying Oceanic (Atlantic or Pacific) there are "Oceanic Control Areas". these routes do use a "Airway" or North Atlantic Tracks (NAT), but they don't work here in programming the route in the FlightFactor B777 v2. The Airway here is "NATD", or four coordinated waypoints. To insert the waypoint you have to airinc shorthand the waypoint. So 55°0'0.0"N 020°0'0.0"W is shorthanded to 5520N and 5°0'0.0"N 030°0'0.0"W is converted to 5530N. There is a section 11.31.16 (766) in the DOC manual that explains it.
One thing about long haul is that you have plenty of time on your hands.... so you can tend to focus on the areas around you. The quality of the eyebrow with the X-Plane 12 dynamic lighting show how exceptional the Simulation in realism is today, and just looking around the cockpit is a very satisfying experience, even with a few X-Plane 12.1.0 Field of view shots.
Long haulers love their "Toys", or things to play with to pass the time. One I really love here is "Coffee". Now if your a serial coffee drinker like me, then you would consume a few cups in the air, but what if you drank the whole "FlightFactor" branded cup and it disappears?
Well you go to the CDU3 "Interface" and call the purser (if active again they are shown lower right screen). Note the comms for the Purser is different from the Ground Crew comms, then ask the Purser for a fresh cup of coffee (R4), and lo and behold, you will now have a fresh cup of hot coffee (smiles).
It works in the rear seats as well, and you can even order a "Crew Meal", but no food is actually delivered (well not yet!).
Then the Navigation display starts to fill up with waypoints, it's Newfoundland, and we are now over the "Pond".
Approach to Washington Dulles (IAD) 19L is via STAR HYPER 9, it is a straight in from the north approach. I start my descent about 160 nm out, down to 10,000 ft ( I never do TOD descents, they are too steep). Again it is that the aircraft responds so very well to your inputs, that is a sign of a very well developed aircraft. The TERRAIN radar feature is very good as well, this was on the FlightFactor B757/767, very good there, and so it is here.
A note, in that the FlightFactor B777 v2 uses some custom commands, but odd ones? Like the Autopilot can be disengaged via the usual X-Plane Command, but you have to set the 1-sim AT (Autothrottle) disconnect via the FF custom command. You can choose between or both Left and Right AT buttons on the Throttle quadrant, and another note is to press the button for both the AP and AT disconnect TWICE to kill the noisy alarms.... Gear down!
Final approach and soon the 19L ILS (ISGC) capture is coming up for a CAT III landing. Open the B777 v2 shows off all it's incredible innards, the detail available to you here is really quite special, even the hardest punter will marvel at all this detail. Approach speed is around 150 knts.
Watching B777 landings (YouTube) I noted most pilot's disconnect the AT at about 300 feet, then let the big Boeing continue it's falling approach, to move into a nice flare when passing over the threshold, that what I did here and came into a perfect landing around 143 knts.
It's all action when the main bogies touch the runway... FULL reverse power and touching on the toe-brakes to keep the Triple Seven straight, your all arms and legs in bringing this massive aircraft down to a safe taxi speed. The roar of the reverse thrust is huge, and really well done to your finely honed ears, it is all so all very realistic, that the hairs on your neck tingle with excitement of the reality of the moment.
And the recreation of that 7th June 1995 inaugural first Boeing 777 flight is done... the rest is as they say is history, in creating one of the greatest aircraft in airline service to date. That aspect is now very realistic to everyone, with the chance to fly this exceptional FlightFactor Boeing 777ER
________________
B777 Liveries
Provided with package are six B777 Liveries... there is a FlightFactor House, Air France, British Airways, Emirates, KLM and United UC. Quality is excellent on all the provided liveries.
But your not going to miss out on your favorite livery, the painters are already churning out liveries at a rate of knots, and already there is plenty of choice, here are three; American One World, Singapore Airlines and Delta.
________________
Summary
The VMAX/FlightFactor 777 v1 aircraft went on to be one of the most successful Simulations in X-Plane, with -200ER, -200LR, -300ER, -200F (Freighter) variants added later. But by the early 2020's the design was getting very long in the tooth, eight years in X-Plane is a design lifetime, it was time for something new... and here it is in the Boeing 777-200ER v2 Ultimate.
And considering the huge reputation of the earlier B777 v1, and another plus is that the leading FlightFactor developer Roman Berezin is now a Boeing 777 rated pilot, and all that specialsed input has gone into this new V2 version.
This v2 of the "Triple Seven" breaks boundaries in every direction you can think of for a simulation. And it is about as feature laden as you ever could wish for.
Highlights include perfect mirrored systems of the real aircraft and comes with highly detailed modeling, and it is almost to the extreme in replication of a real world B777, and this all coming in the latest X-Plane 12 guise and it's effects. But it's the features that stand out.
Highlights include Aircraft and Ground crew interaction (with real animated ground crew), full maintenance on the aircraft and regular servicing is also required. Failure list is a 1000+ options and the largest most comprehensive 34 page EFB (Electronic Flight Bag) in simulation. Full ground Servicing and external to internal aircraft access is also available, with five different cabin configurations that you can choose from.
Sounds are extensive, and are highly realistic, from the cockpit environment to the start up procedures, and in flight external and quality internal soundscapes. All sounds in are doppler and 3d 360º aural motions. Hundreds of custom sounds are recorded from the real aircraft, with a significant 3D stereo sound system just for the engines.
Notable is that the systems and set up of this aircraft is complex and complicated to mirror real world operations, so to be aware there is required a fairly large learning curve and study aspect to the aircraft, however FlightFactor do provide tools to set up and fly the aircraft in a more simplified approach, so you can access the Simulation at the level you want to, then go deeper as you learn your skill sets.
But the real breakthough on the B777 v2 is the more deeper flying characteristics and handling than on any other Simulation. A ground breaking revolution in the way you approach and fly a Simulated aircraft on a computer. The FlightFactor v2 is probably the most leading aircraft simulation ever produced, and that is a big statement.
The FlightFactor v2 had a huge expectation of this one of the larges and most comprehensive release for the X-Plane 12 Simulator. It does actually, and in many areas achieve, even deliver more than those high expectations... that statement alone delivers another level in the journey of Computer Simulation, it's an historic release in more ways than one and an excellent investment, but a release that delivers and exceeds in those high accolades is a moment to savour and remember, but most of all to fly.... Highly Recommended.
__________________
Yes! - the Boeing 777-200ER v2 Ultimate by FlightFactor Aero is Coming Soon! from the X-Plane.Org Store here :
Boeing 777-200ER v2 Ultimate
Price is US$99.00
Requirements
Plane 12, X-Plane 11.50+
Windows 10+, Mac OS 10.15+ (Intel or Apple Silicon) or Linux 14.04 LTS or compatible, 64 bit mode
Disk Space: 5 GB
X-Plane 12:
Minimum Requirements:
CPU: Intel Core i3, i5, i7, or i9 CPU with 4 or more cores, or AMD Ryzen 3, 5, 7 or 9, or equivalent
RAM: 16 GB
Video Card: a Vulkan 1.3-capable video card from NVIDIA or AMD with at least 6 GB VRAM
Current version: 1.0 (June 14th 2024) Designed by Flightfactor
Support forum for the Boeing 777-200ER v2 Ultimate
Download
The FF Boeing 777-200ER is a 432Mb download with an installation size of 5.20GB, in your X-Plane Aircraft folder, this is an X-Plane 12 aircraft only.
All updates are via the built-in Skunkcrafts Updater
Documentation
There is excellent full coverage documentation and installation details for the B777, including;
777reqs.txt changelog777.txt cockpit.pdf (157 Pages) manual.pdf (76 Pages) poster.jpg systems.pdf (Official Crew Operations Manual) (528 Pages) terms_of_use.txt voiceCommands.txt
_____________________
Review System Specifications:
Windows - 12th Gen IS1700 Core i7 12700K 12 Core 3.60 GHz CPU - 64bit -32 Gb single 1067 Mhz DDR4 2133 - PNY GeForce RTX 3080 10GB XLR8 - Samsung 970 EVO+ 2TB SSD (and a new PSU)
Software: - Windows 11 Pro - X-Plane Version 12.1.0 Beta
Plugins: JustFlight-Traffic (X-Plane.OrgStore) US$52.99 : Global SFD plugin US$30.00
Scenery or Aircraft
- EGKK - London Gatwick Airport v2 by PilotPlus+ (X-Plane.OrgStore) - US$21.00
- EGLL - London Heathrow International Airport - XP12 and 11 by Taimodels (X-Plane.OrgStore) - US$28.00
- KIAD - Washington Dulles International Airport by Nimbus Simulations (X-Plane.OrgStore) - US$29.95
Note this review was covered in the latest X-Plane12 Beta release v12.1.0, but the aircraft and it's systems were also tested in the earlier X-Plane 12.05r1, with no significant issues. The FlightFactor aircraft shown in this review is also an Alpha v2.0.10 release.
Review by Stephen Dutton
14th June 2024
Copyright©2024: X-Plane Reviews
(Disclaimer. All images and text in this review are the work and property of X-PlaneReviews, no sharing or copy of the content is allowed without consent from the author as per copyright conditions) All Rights Reserved
-
Stephen got a reaction from Alpeggio in Behind the Screen : May 2024
Behind the Screen : May 2024
I've got to admit I am enjoying X-Plane at the moment, in that the X-Plane 12 experience is now cutting and creating a higher level of immersion you could never believe could ever have existed before. Certainly the long awaited X-Plane v12.1.0 update pushes the Simulator further down the road with a very realistic experience, missing however is still a more naturalistic scenery, its now eleven years old and more, so it's showing it's age.
You always had to have a very vivid imagination when flying the X-Plane Simulator, as when I came in it was in the middle of the X-Plane 9 run, you had to have a VERY vivid imagination back then. But that gap has now become very small.
The v12.1.0 update does however do something in closing the illusionary line between imaginary and realism. It could be a lot of things, but overall I think it is the lighting effects, the shadows and everything in between. But it has taken a long time to get here... the refinement process of X-Plane 12 has been too long and even a bit painful. And that may be the point, as before it wasn't noticeable, but it is now in the age of photorealistic gaming.
But as I have several times over that long decade or so, I saw a jump, a movement forward in April. This aspect started actually last year with the release of X-Craft's excellent E-Jet Series. The realism factor and depth of the Simulation was a credit to the developer. But it was the X-Trident AW-109SP that really changed the goal posts. In doing so it also brings up a few questions on with which way Simulation is going?
Over the years in Simulation Reviewing I have had a technological journey as much as a simulated one. In that time through learning I was able to keep pace with the changes and the new features presented. But mostly at the very sharp pointy end of Simulation, in the need, even in the wanting for aircraft to be as close to being the same as a real aircraft in it's functions and systems. The level of detail is now getting down to a profusion of characteristic levels that can start to be overwhelming. Notably anything can be learnt or studied, but in doing so it takes longer and more to absorb, as the hidden depth and detail is revealed. Time, is against you in this aspect.
As a reviewer, the time from a release to having the review visible is paramount, in days, if possible. A few years ago, you could post a review three to four days after receiving the product, mostly a day for looking into and first flying the aircraft, a day to do the details, and a day to do the flying segment... that aspect has significantly grown over the last few years, in most cases now it takes a week to cover the review, but a few and more and more newer simulations are now stretching you even further.
Your researching more, testing more, working your way through the complicated 500 or so page manuals... getting down into the nitty gritty of the core of the simulation before you.
In the same is acronym hell. This is where the AW-109SP comes in. It was a marvel of developer detail in recreating the Genesys Aerosystems IDU-450 EFIS (Electronic Flight Instrument System). The realism and use of that feature was simply (out-of-this-world) stuff, brilliant. And Simulation beyond the realm of the usual believability. But learning it, then trying to explain the complicated systems was reviewer hell. There was so many different aspects and arms coming out of the system, that it took days to work out and understand, then transferring those insights into a review was a daunting job. Don't get me wrong, I loved single every second of it all, and in reality would have loved to have kept on doing the review for another week or so. I was in there and soaking it all up, the incredible experience that I was immersed in every day. But that aspect of a ticking clock, to wrap the review and get it out there was also a very daunting experience.
So here is the problem? As these Simulations now go so humungous even for an experienced reviewer, then think of the humble simulator user?
The complexity and acronym hell could thwart, even create a boundary between the user and the simulation. I thought about this aspect a lot when reviewing the AW-109SP. And was even worried that the review would create a systematic line that many couldn't cross. Thankfully the review was very well received, and that showed the highlighted awareness of X-Plane user in being able to absorb complexity of this scale.
Well folks, you "haven't seen anything yet". FlightFactor's coming Boeing 777 v2 will expand that concept beyond anything you could imagine, but thankfully the developers have provided a quick setup and quick flight options, making it accessible to most, it is even beyond a "Study" simulation, as I call it an "Airline Study" simulation. As the aircraft is so deep into the real world experience with clever interaction at the core of the aircraft, it also comes with loads of 500 page manuals to study and adsorb. But all credit to the developers in what they have created in a very deep and very detailed simulation.
It will be interesting on how the B777 will be received, as it is a new era in simulation. We are used to "Study" aircraft were as the simulation is in the need of mirroring the real Manuals and Crew Operations of the aircraft. That every item that is noted in the manual has also the same action in the simulation, and that is ultimately the aim of Simulation, in replicating that complex environment on a computer.
But I grew with the decade or so of the changes in the detail and these new features as they were implemented along that long journey. Every new idea and feature could be absorbed, dissected and learnt on the same journey, as simulation grew, then so did myself.
So the question I am asking here is a what if. What if I was just starting my Simulation journey and was being faced with the current complexity of the developers deep designs. We know that starting out in Simulation, you do go for the more simple aircraft, but what of me, as right back then at the start of my Simulation journey and the reason I wanted to do Simulation, was to fly the Boeing 747. This was a time of 2d panels and basic controls, there is no way to compare the B777v2 to this earlier minimal simulation. I learnt and could say I'm now a bit of an 747 expert, so has been my journey. But could I have flown a B747 today of the B777v2's complexity? Deep dive there.
To be fair Flightfactor do provide a simplified setup, so the aircraft can be flown from a novice's point of view, but when alerts keep popping up and have to be dealt with on the flightdeck, then this still is not as a simple Simulation as it was back then. I do know that new users are very adaptable and have the skills to adapt to these very complex simulations, as they do astound me with their knowledge. The point is that, if I am head down, with the occasional help from A.I. in working out the myriad of acronyms and how they work, then what of someone new to all this new level of complexity?
It's good, so don't get me wrong on the level of detail and complexity we now have in Simulation. We can all learn to understand how it works and better our flying skills. It is the absolute goal in Simulation to achieve this level being presented to us. So we certainly can't to be seen complaining about that aspect.
It is just will that continuing drive for deeper, more complex systems and features, then start to create different levels of the way you use and access simulators, the trick is not like the real world, you only have to learn the aircraft and fly it. But in Simulation there is another dimension as well, the knowledge and use of the computer and Simulation software as well. That is just as complex and bug ridden as you could ever imagine... obviously that is in time the ultimate challenge, not only to learn and fly the aircraft, but to house-keep and keep in order the simulator correctly to do so, this is to bring both the experiences together.
Like said at the head of this BtheS. I'm deeper into Simulation now more than ever, and yes also totally enjoying the onward journey. The tools provided in this day and age, not only in the power of the computing, but also with the 3 party addons. gives you an almost unlimited experience that you never thought of existing in the past... however we must not also lose the sight of why we fly in the mist of all this technology, flying is still at the core of what we do, and at the end of the day, there is nothing more soul satisfying than just cruising along at a flight level and wondering on how you got here, with all this.
Notable in June 21-23, 2024 is the FlightExpo 2024 in Las Vegas. After the last few years Laminar Research will be there in force this year, with X-Plane 12.1.0 under their arms, and the FlightFactor Boeing 777ER v2 in their arsenal. It is a considerable combination, plus all the other X-Plane developers wanting to claim ground back from MSFS. This is after MSFS dominating the last two Expos, it will be interesting to see how this year's event eventuates. Time to strike back against the Empire! We will soon find out.
See you all next Month
Stephen Dutton
6th June 2024
Copyright©2024 X-Plane Reviews
-
Stephen got a reaction from Kiwiflyer in Behind the Screen : May 2024
Behind the Screen : May 2024
I've got to admit I am enjoying X-Plane at the moment, in that the X-Plane 12 experience is now cutting and creating a higher level of immersion you could never believe could ever have existed before. Certainly the long awaited X-Plane v12.1.0 update pushes the Simulator further down the road with a very realistic experience, missing however is still a more naturalistic scenery, its now eleven years old and more, so it's showing it's age.
You always had to have a very vivid imagination when flying the X-Plane Simulator, as when I came in it was in the middle of the X-Plane 9 run, you had to have a VERY vivid imagination back then. But that gap has now become very small.
The v12.1.0 update does however do something in closing the illusionary line between imaginary and realism. It could be a lot of things, but overall I think it is the lighting effects, the shadows and everything in between. But it has taken a long time to get here... the refinement process of X-Plane 12 has been too long and even a bit painful. And that may be the point, as before it wasn't noticeable, but it is now in the age of photorealistic gaming.
But as I have several times over that long decade or so, I saw a jump, a movement forward in April. This aspect started actually last year with the release of X-Craft's excellent E-Jet Series. The realism factor and depth of the Simulation was a credit to the developer. But it was the X-Trident AW-109SP that really changed the goal posts. In doing so it also brings up a few questions on with which way Simulation is going?
Over the years in Simulation Reviewing I have had a technological journey as much as a simulated one. In that time through learning I was able to keep pace with the changes and the new features presented. But mostly at the very sharp pointy end of Simulation, in the need, even in the wanting for aircraft to be as close to being the same as a real aircraft in it's functions and systems. The level of detail is now getting down to a profusion of characteristic levels that can start to be overwhelming. Notably anything can be learnt or studied, but in doing so it takes longer and more to absorb, as the hidden depth and detail is revealed. Time, is against you in this aspect.
As a reviewer, the time from a release to having the review visible is paramount, in days, if possible. A few years ago, you could post a review three to four days after receiving the product, mostly a day for looking into and first flying the aircraft, a day to do the details, and a day to do the flying segment... that aspect has significantly grown over the last few years, in most cases now it takes a week to cover the review, but a few and more and more newer simulations are now stretching you even further.
Your researching more, testing more, working your way through the complicated 500 or so page manuals... getting down into the nitty gritty of the core of the simulation before you.
In the same is acronym hell. This is where the AW-109SP comes in. It was a marvel of developer detail in recreating the Genesys Aerosystems IDU-450 EFIS (Electronic Flight Instrument System). The realism and use of that feature was simply (out-of-this-world) stuff, brilliant. And Simulation beyond the realm of the usual believability. But learning it, then trying to explain the complicated systems was reviewer hell. There was so many different aspects and arms coming out of the system, that it took days to work out and understand, then transferring those insights into a review was a daunting job. Don't get me wrong, I loved single every second of it all, and in reality would have loved to have kept on doing the review for another week or so. I was in there and soaking it all up, the incredible experience that I was immersed in every day. But that aspect of a ticking clock, to wrap the review and get it out there was also a very daunting experience.
So here is the problem? As these Simulations now go so humungous even for an experienced reviewer, then think of the humble simulator user?
The complexity and acronym hell could thwart, even create a boundary between the user and the simulation. I thought about this aspect a lot when reviewing the AW-109SP. And was even worried that the review would create a systematic line that many couldn't cross. Thankfully the review was very well received, and that showed the highlighted awareness of X-Plane user in being able to absorb complexity of this scale.
Well folks, you "haven't seen anything yet". FlightFactor's coming Boeing 777 v2 will expand that concept beyond anything you could imagine, but thankfully the developers have provided a quick setup and quick flight options, making it accessible to most, it is even beyond a "Study" simulation, as I call it an "Airline Study" simulation. As the aircraft is so deep into the real world experience with clever interaction at the core of the aircraft, it also comes with loads of 500 page manuals to study and adsorb. But all credit to the developers in what they have created in a very deep and very detailed simulation.
It will be interesting on how the B777 will be received, as it is a new era in simulation. We are used to "Study" aircraft were as the simulation is in the need of mirroring the real Manuals and Crew Operations of the aircraft. That every item that is noted in the manual has also the same action in the simulation, and that is ultimately the aim of Simulation, in replicating that complex environment on a computer.
But I grew with the decade or so of the changes in the detail and these new features as they were implemented along that long journey. Every new idea and feature could be absorbed, dissected and learnt on the same journey, as simulation grew, then so did myself.
So the question I am asking here is a what if. What if I was just starting my Simulation journey and was being faced with the current complexity of the developers deep designs. We know that starting out in Simulation, you do go for the more simple aircraft, but what of me, as right back then at the start of my Simulation journey and the reason I wanted to do Simulation, was to fly the Boeing 747. This was a time of 2d panels and basic controls, there is no way to compare the B777v2 to this earlier minimal simulation. I learnt and could say I'm now a bit of an 747 expert, so has been my journey. But could I have flown a B747 today of the B777v2's complexity? Deep dive there.
To be fair Flightfactor do provide a simplified setup, so the aircraft can be flown from a novice's point of view, but when alerts keep popping up and have to be dealt with on the flightdeck, then this still is not as a simple Simulation as it was back then. I do know that new users are very adaptable and have the skills to adapt to these very complex simulations, as they do astound me with their knowledge. The point is that, if I am head down, with the occasional help from A.I. in working out the myriad of acronyms and how they work, then what of someone new to all this new level of complexity?
It's good, so don't get me wrong on the level of detail and complexity we now have in Simulation. We can all learn to understand how it works and better our flying skills. It is the absolute goal in Simulation to achieve this level being presented to us. So we certainly can't to be seen complaining about that aspect.
It is just will that continuing drive for deeper, more complex systems and features, then start to create different levels of the way you use and access simulators, the trick is not like the real world, you only have to learn the aircraft and fly it. But in Simulation there is another dimension as well, the knowledge and use of the computer and Simulation software as well. That is just as complex and bug ridden as you could ever imagine... obviously that is in time the ultimate challenge, not only to learn and fly the aircraft, but to house-keep and keep in order the simulator correctly to do so, this is to bring both the experiences together.
Like said at the head of this BtheS. I'm deeper into Simulation now more than ever, and yes also totally enjoying the onward journey. The tools provided in this day and age, not only in the power of the computing, but also with the 3 party addons. gives you an almost unlimited experience that you never thought of existing in the past... however we must not also lose the sight of why we fly in the mist of all this technology, flying is still at the core of what we do, and at the end of the day, there is nothing more soul satisfying than just cruising along at a flight level and wondering on how you got here, with all this.
Notable in June 21-23, 2024 is the FlightExpo 2024 in Las Vegas. After the last few years Laminar Research will be there in force this year, with X-Plane 12.1.0 under their arms, and the FlightFactor Boeing 777ER v2 in their arsenal. It is a considerable combination, plus all the other X-Plane developers wanting to claim ground back from MSFS. This is after MSFS dominating the last two Expos, it will be interesting to see how this year's event eventuates. Time to strike back against the Empire! We will soon find out.
See you all next Month
Stephen Dutton
6th June 2024
Copyright©2024 X-Plane Reviews
-
Stephen got a reaction from Gabwb in Behind the Screen : May 2024
Behind the Screen : May 2024
I've got to admit I am enjoying X-Plane at the moment, in that the X-Plane 12 experience is now cutting and creating a higher level of immersion you could never believe could ever have existed before. Certainly the long awaited X-Plane v12.1.0 update pushes the Simulator further down the road with a very realistic experience, missing however is still a more naturalistic scenery, its now eleven years old and more, so it's showing it's age.
You always had to have a very vivid imagination when flying the X-Plane Simulator, as when I came in it was in the middle of the X-Plane 9 run, you had to have a VERY vivid imagination back then. But that gap has now become very small.
The v12.1.0 update does however do something in closing the illusionary line between imaginary and realism. It could be a lot of things, but overall I think it is the lighting effects, the shadows and everything in between. But it has taken a long time to get here... the refinement process of X-Plane 12 has been too long and even a bit painful. And that may be the point, as before it wasn't noticeable, but it is now in the age of photorealistic gaming.
But as I have several times over that long decade or so, I saw a jump, a movement forward in April. This aspect started actually last year with the release of X-Craft's excellent E-Jet Series. The realism factor and depth of the Simulation was a credit to the developer. But it was the X-Trident AW-109SP that really changed the goal posts. In doing so it also brings up a few questions on with which way Simulation is going?
Over the years in Simulation Reviewing I have had a technological journey as much as a simulated one. In that time through learning I was able to keep pace with the changes and the new features presented. But mostly at the very sharp pointy end of Simulation, in the need, even in the wanting for aircraft to be as close to being the same as a real aircraft in it's functions and systems. The level of detail is now getting down to a profusion of characteristic levels that can start to be overwhelming. Notably anything can be learnt or studied, but in doing so it takes longer and more to absorb, as the hidden depth and detail is revealed. Time, is against you in this aspect.
As a reviewer, the time from a release to having the review visible is paramount, in days, if possible. A few years ago, you could post a review three to four days after receiving the product, mostly a day for looking into and first flying the aircraft, a day to do the details, and a day to do the flying segment... that aspect has significantly grown over the last few years, in most cases now it takes a week to cover the review, but a few and more and more newer simulations are now stretching you even further.
Your researching more, testing more, working your way through the complicated 500 or so page manuals... getting down into the nitty gritty of the core of the simulation before you.
In the same is acronym hell. This is where the AW-109SP comes in. It was a marvel of developer detail in recreating the Genesys Aerosystems IDU-450 EFIS (Electronic Flight Instrument System). The realism and use of that feature was simply (out-of-this-world) stuff, brilliant. And Simulation beyond the realm of the usual believability. But learning it, then trying to explain the complicated systems was reviewer hell. There was so many different aspects and arms coming out of the system, that it took days to work out and understand, then transferring those insights into a review was a daunting job. Don't get me wrong, I loved single every second of it all, and in reality would have loved to have kept on doing the review for another week or so. I was in there and soaking it all up, the incredible experience that I was immersed in every day. But that aspect of a ticking clock, to wrap the review and get it out there was also a very daunting experience.
So here is the problem? As these Simulations now go so humungous even for an experienced reviewer, then think of the humble simulator user?
The complexity and acronym hell could thwart, even create a boundary between the user and the simulation. I thought about this aspect a lot when reviewing the AW-109SP. And was even worried that the review would create a systematic line that many couldn't cross. Thankfully the review was very well received, and that showed the highlighted awareness of X-Plane user in being able to absorb complexity of this scale.
Well folks, you "haven't seen anything yet". FlightFactor's coming Boeing 777 v2 will expand that concept beyond anything you could imagine, but thankfully the developers have provided a quick setup and quick flight options, making it accessible to most, it is even beyond a "Study" simulation, as I call it an "Airline Study" simulation. As the aircraft is so deep into the real world experience with clever interaction at the core of the aircraft, it also comes with loads of 500 page manuals to study and adsorb. But all credit to the developers in what they have created in a very deep and very detailed simulation.
It will be interesting on how the B777 will be received, as it is a new era in simulation. We are used to "Study" aircraft were as the simulation is in the need of mirroring the real Manuals and Crew Operations of the aircraft. That every item that is noted in the manual has also the same action in the simulation, and that is ultimately the aim of Simulation, in replicating that complex environment on a computer.
But I grew with the decade or so of the changes in the detail and these new features as they were implemented along that long journey. Every new idea and feature could be absorbed, dissected and learnt on the same journey, as simulation grew, then so did myself.
So the question I am asking here is a what if. What if I was just starting my Simulation journey and was being faced with the current complexity of the developers deep designs. We know that starting out in Simulation, you do go for the more simple aircraft, but what of me, as right back then at the start of my Simulation journey and the reason I wanted to do Simulation, was to fly the Boeing 747. This was a time of 2d panels and basic controls, there is no way to compare the B777v2 to this earlier minimal simulation. I learnt and could say I'm now a bit of an 747 expert, so has been my journey. But could I have flown a B747 today of the B777v2's complexity? Deep dive there.
To be fair Flightfactor do provide a simplified setup, so the aircraft can be flown from a novice's point of view, but when alerts keep popping up and have to be dealt with on the flightdeck, then this still is not as a simple Simulation as it was back then. I do know that new users are very adaptable and have the skills to adapt to these very complex simulations, as they do astound me with their knowledge. The point is that, if I am head down, with the occasional help from A.I. in working out the myriad of acronyms and how they work, then what of someone new to all this new level of complexity?
It's good, so don't get me wrong on the level of detail and complexity we now have in Simulation. We can all learn to understand how it works and better our flying skills. It is the absolute goal in Simulation to achieve this level being presented to us. So we certainly can't to be seen complaining about that aspect.
It is just will that continuing drive for deeper, more complex systems and features, then start to create different levels of the way you use and access simulators, the trick is not like the real world, you only have to learn the aircraft and fly it. But in Simulation there is another dimension as well, the knowledge and use of the computer and Simulation software as well. That is just as complex and bug ridden as you could ever imagine... obviously that is in time the ultimate challenge, not only to learn and fly the aircraft, but to house-keep and keep in order the simulator correctly to do so, this is to bring both the experiences together.
Like said at the head of this BtheS. I'm deeper into Simulation now more than ever, and yes also totally enjoying the onward journey. The tools provided in this day and age, not only in the power of the computing, but also with the 3 party addons. gives you an almost unlimited experience that you never thought of existing in the past... however we must not also lose the sight of why we fly in the mist of all this technology, flying is still at the core of what we do, and at the end of the day, there is nothing more soul satisfying than just cruising along at a flight level and wondering on how you got here, with all this.
Notable in June 21-23, 2024 is the FlightExpo 2024 in Las Vegas. After the last few years Laminar Research will be there in force this year, with X-Plane 12.1.0 under their arms, and the FlightFactor Boeing 777ER v2 in their arsenal. It is a considerable combination, plus all the other X-Plane developers wanting to claim ground back from MSFS. This is after MSFS dominating the last two Expos, it will be interesting to see how this year's event eventuates. Time to strike back against the Empire! We will soon find out.
See you all next Month
Stephen Dutton
6th June 2024
Copyright©2024 X-Plane Reviews
-
Stephen got a reaction from Kiwiflyer in NEWS! - Aircraft Released - PA24-250 Comanche by InDepthSimulations
NEWS! - Aircraft Released - PA24-250 Comanche by InDepthSimulations
The Piper PA-24 Comanche is an American single-engine, low-wing, all-metal monoplane of semimonocoque construction with tricycle retractable landing gear and four or six seats. The Comanche was designed and built by Piper Aircraft and first flew on May 24, 1956. Together with the PA-30 and PA-39 Twin Comanches, it made up the core of Piper's lineup until 1972, when the production lines for both aircraft were destroyed in the 1972 Lock Haven flood.
Two prototypes were built in 1956, with the first being completed by June 20, 1956. The first production aircraft, powered by a 180 hp (134 kW) Lycoming O-360-A1A engine, first flew on October 21, 1957. In 1958, it was joined by a higher-powered PA-24-250 with a 250 hp (186 kW) Lycoming O-540-A1A5 engine; this model was originally to be known as the PA-26, but Piper decided to keep the PA-24 designation.
InDepthSimulations are a new developer to the X-Plane Simulator. And this PA24-250 is their aircraft first release. Featuring a custom GNS startup sequence and a custom GTX transponder, it also combined with the beautiful sounds made by Boris Audio Works. This ios an X-Plane 12 only aircraft.
Features:
X-Plane 12 support Fully modelled both inside and out 4K PBR textures Completely custom 3D cockpit Custom GNS startup sequence Custom GTX 327 transponder Sounds by Boris Audio Works Pitot cover and chocks Guide on usage of the aircraft
_________________
Yes! - the PA24-250 Comanche by InDepthSimulations is NOW available from the X-Plane.Org Store here :
PA24-250 Comanche
Price is US$20.00
Requirements
X-Plane 12
No other requirements have been published
Version : 1.0 (June 3rd 2024) ___________________________
News! by Stephen Dutton
4th June 2024
Copyright©2024: X-Plane Reviews
(Disclaimer. All images and text in this review are the work and property of X-PlaneReviews, no sharing or copy of the content is allowed without consent from the author as per copyright conditions) All Rights Reserved
-
Stephen got a reaction from AC711 in NEWS! - Aircraft Upgraded : K-1200 K-MAX XP12 by STMA
NEWS! - Aircraft Upgraded : K-1200 K-MAX XP12 by STMA
The Kaman K-MAX (company designation K-1200) is a helicopter with intermeshing rotors (synchropter) designed and produced by the American manufacturer Kaman Aircraft.
Developed during the 1980s and 1990s, the K-MAX builds on the work of the German aeronautical engineer Anton Flettner. Performing its maiden flight on December 23, 1991, it was specially designed to optimally perform external cargo load operations and is capable of lifting payloads in excess of 6,000 pounds (2,700 kg), which is greater than the helicopter's empty weight and almost twice as much as the competing Bell 205 despite sharing a similar engine. Being a synchropter, it has greater efficiency in comparison to conventional rotor technology. In addition to airlifting external loads, specialised configurations for aerial firefighting and casualty evacuation have been developed. It was produced for both military and civilian operators.
Shade Tree Micro Aviation (STMA) released back in 2012 their version of the interesting synchropter, the K-12000 K-Max. This is the upgraded X-Plane 12 version, but the older X-Plane 11 version is still available.
Details
Made for precise heavy lifting, the Kaman KMAX helicopter works around the world in precision lift operations involving logging in mountainous terrain, firefighting in remote areas, construction in mountainous and urban settings and resupply in remote regions. The intermeshing synchrotor design maximizes lift capability while keeping the noise level much less than other helicopters. The STMA KMAX for XP12 goes to a new standard with Garmin G530 navigation capability, full IFR cockpit, new lighting features, rain and reflective windscreens, an improved external load console, and a set of new slung load objects specifically designed for the KMAX and XP12 slung load modeling. In our previous models we included a specific Bambi bucket version and a tanker version. XP12’s new slung load modeling obviates the need for a special Bambi version and the Isolair company has ceased production of KMAX tanker add-ons so we now offer a configurable single model with long line you can adjust in PlaneMaker to fit your skill levels. In development we review the most appealing liveries and include them with the model. The cockpit is now fully animated with 3D instruments and improved lighting for all conditions. Also included is the KMAX operations manual and full cockpit documentation in active touch region labels to be able to quickly master startup and shutdown. VR operations are also included if you have that capability. If you are new to XP helicopters or thinking about learning helicopter flight, the KMAX with its counter-rotating rotors makes it the simplest helicopter to learn vertical flight. There is no yaw to counteract as you increase or decrease collective and the KMAX has plenty of power to get you wherever you want to go. If you are an “old head” XP helicopter type then the KMAX and its load assortment will be a great addition to your fleet. The initial production run of the K-MAX ran between 1991 and 2003, at which point the line was shuttered after the completion of 38 helicopters due to low customer demand. During June 2015, Kaman announced that it was restarting production following the receipt of ten commercial orders for the K-MAX.[1] During May 2017, the first flight of a K-MAX built on the restarted production line took place; two months later, the first new-build aircraft since 2003 was delivered to a customer based in China. However, in January 2023, amid a downturn in demand, Kaman announced its intention to shutter production of the K-MAX once again. Images are courtesy of Shade Tree Micro Aviation ___________________________
Yes! The K-1200 K-MAX XP12 by Shade Tree Micro Aviation is NOW available from the X-Plane.Org Store here :
K-1200 K-MAX XP12
Price is US$29.95
Requirements
X-Plane 12
Windows , Mac or Linux
8 GB+ VRAM Recommended Current version : 12.1 (May 22 2024) ___________________________
News by Stephen Dutton
25th May 2024
Copyright©2024: X-Plane Reviews
(Disclaimer. All images and text in this review are the work and property of X-PlaneReviews, no sharing or copy of the content is allowed without consent from the author as per copyright conditions) All Rights Reserved
-
Stephen got a reaction from Busair in NEWS! - Aircraft Released - PA24-250 Comanche by InDepthSimulations
NEWS! - Aircraft Released - PA24-250 Comanche by InDepthSimulations
The Piper PA-24 Comanche is an American single-engine, low-wing, all-metal monoplane of semimonocoque construction with tricycle retractable landing gear and four or six seats. The Comanche was designed and built by Piper Aircraft and first flew on May 24, 1956. Together with the PA-30 and PA-39 Twin Comanches, it made up the core of Piper's lineup until 1972, when the production lines for both aircraft were destroyed in the 1972 Lock Haven flood.
Two prototypes were built in 1956, with the first being completed by June 20, 1956. The first production aircraft, powered by a 180 hp (134 kW) Lycoming O-360-A1A engine, first flew on October 21, 1957. In 1958, it was joined by a higher-powered PA-24-250 with a 250 hp (186 kW) Lycoming O-540-A1A5 engine; this model was originally to be known as the PA-26, but Piper decided to keep the PA-24 designation.
InDepthSimulations are a new developer to the X-Plane Simulator. And this PA24-250 is their aircraft first release. Featuring a custom GNS startup sequence and a custom GTX transponder, it also combined with the beautiful sounds made by Boris Audio Works. This ios an X-Plane 12 only aircraft.
Features:
X-Plane 12 support Fully modelled both inside and out 4K PBR textures Completely custom 3D cockpit Custom GNS startup sequence Custom GTX 327 transponder Sounds by Boris Audio Works Pitot cover and chocks Guide on usage of the aircraft
_________________
Yes! - the PA24-250 Comanche by InDepthSimulations is NOW available from the X-Plane.Org Store here :
PA24-250 Comanche
Price is US$20.00
Requirements
X-Plane 12
No other requirements have been published
Version : 1.0 (June 3rd 2024) ___________________________
News! by Stephen Dutton
4th June 2024
Copyright©2024: X-Plane Reviews
(Disclaimer. All images and text in this review are the work and property of X-PlaneReviews, no sharing or copy of the content is allowed without consent from the author as per copyright conditions) All Rights Reserved
-
Stephen got a reaction from Busair in NEWS! - Scenery Released - RKPC - Jeju International Airport, Korea by Chudoba Design
NEWS! - Scenery Released - RKPC - Jeju International Airport, Korea by Chudoba Design
Never heard of this airport? Jeju International Airport is the second-largest airport in South Korea, just behind Incheon Airport in Incheon (near Seoul). It is located in the city of Jeju. The airport opened in 1968.
Jeju International Airport serves many mainland destinations in South Korea, as well as international destinations in mainland China, Hong Kong, Japan, Taiwan, Thailand, Malaysia and Singapore. In 2015, 26,237,562 passengers used the airport. The airport is one endpoint of the world's busiest airline route, Jeju to/from Seoul-Gimpo. In 2019 over 17 million passengers traveled on that route.
This airport is the biggest in Jeju and is also figuring in the most frequent (per passenger) route between Jeju and Seoul. It is a destination for most of the Asian population, but is also now becoming popular among American and European tourists.
Chudoba is a well known and very high quality X-Plane scenery developer, he only just lately released LZIB - Bratislava International Airport, there is a full review here.; Scenery Review: LZIB - Bratislava International Airport by Chudoba Design.
Scenery Features:
PBR Textures Custom buildings with PBR textures Accurate PBR ground-poly (supporting weather from X-Plane 12) Custom 3D vegetation Scenery Animation Manager integration Well Optimized for best performance Custom buildings and objects Custom jetways Accurate night lightning Compatible with X-Plane 11 & X-Plane 12 Compatible with SAM vehicles / SAM follow-me
Notable is that in downloading Chudoba scenery, they use a third party system to Authorise and Download the scenery. When you purchase the scenery you are given a Authorisation key and then are directed to the Chudorba Design (Antileak) website. You paste in the authorisation code, then select the RKPC - Jeju International Airport scenery, then the site will check your credentials and verify your purchase... then to install you then press "Download" to do the installation of the product.
Price for this excellent Korean Scenery is an amazingly low US13.99! And available for both X-Plane 12 and X-Plane 11
Images are courtesy of Chudoba Design
_________________
Yes! - the RKPC - Jeju International Airport, Korea by Chudoba Design is NOW available from the X-Plane.Org Store here :
RKPC - Jeju International Airport
Price is US$13.99
Requirements
X-Plane 12 or X-Plane 11 Windows, Mac or Linux 4 GB VRAM Minimum - 8 GB VRAM Recommended Version : 1.0 (June 3rd 2024) ___________________________
News! by Stephen Dutton
4th June 2024
Copyright©2024: X-Plane Reviews
(Disclaimer. All images and text in this review are the work and property of X-PlaneReviews, no sharing or copy of the content is allowed without consent from the author as per copyright conditions) All Rights Reserved
-
Stephen got a reaction from Busair in NEWS! - Aircraft Released : Beechcraft Bonanza G36 by PAE
NEWS! - Aircraft Released : Beechcraft Bonanza G36 by PAE
The Beechcraft Bonanza is one of my most loved aircraft (Carenado F33A), but how about a G1000 infused Bonanza. The Beechcraft Bonanza G36 is the G1000 variant of the popular Bonanza A36. It started production in 2005, and this model is meant to simulate the 2020 version. As a side note PAE are going to release a F33A version in the future (plus a Analog version of the G36).
PAE Addons already have a record in creating excellent Freeware aircraft, now here is their first Payware release...
Powered by a custom Laminar Research default X-Plane 12 G1000 avionics system, this release is a modern take on an old but well loved aircraft.
Features... X-Plane G1000 enhanced to show Annunciators in the PFD and custom Start up sequence Working Circuit Breakers Animated Doors VR Compatible PBR Materials Custom Sounds Rain / Defroster on the Windshields Avitab Integration - Tablet to Enable and Disable The Plane has been tested and it matches the POH performance numbers for the LOP settings. Included in the Package 3 Liveries Performance Charts 3D Paint Kit Optional - IO-550N - Turbo Normalized Version for the performance Optional - With Tip Tanks - for managing the really long trips
This is an X-Plane 12 aircraft only, and not available for X-Plane 11.
Images are courtesy of PAE Addons ___________________________
Yes! The Beechcraft Bonanza G36 by PAE is NOW available from the X-Plane.Org Store here :
Beechcraft Bonanza G36
Price is US$29.95
Your Price: US$19.99 You Save:$10.00(33%)
Requirements
X-Plane 12 Windows, Mac or Linux 8 GB+ VRAM Current version : 1.0 (May 28 2024) ___________________________
News by Stephen Dutton
30th May 2024
Copyright©2024: X-Plane Reviews
(Disclaimer. All images and text in this review are the work and property of X-PlaneReviews, no sharing or copy of the content is allowed without consent from the author as per copyright conditions) All Rights Reserved
-
Stephen got a reaction from Busair in Aircraft Review - AgustaWestland AW109SP by X-Trident
Aircraft Review - AgustaWestland AW109SP by X-Trident
The helicopter category is one of the most competitive in features and innovation than any other area in the X-Plane 12 Simulator. To a point it is brutal, as developers are consistently upping the standards to higher and higher levels. Can you go even higher? even to the next level? We are all about to find out with the release of X-Trident's next project... in the AgustaWestland AW 109SP.
The AgustaWestland AW109, originally the Agusta A109, is a lightweight, twin-engine, eight-seat multi-purpose helicopter designed and initially produced by the Italian rotorcraft manufacturer Agusta. It was the first all-Italian helicopter to be mass-produced. Its production has been continued by Agusta's successor companies, presently Leonardo S.p.A. (formerly AgustaWestland, when merged into the new Finmeccanica since 2016).
The AW109 is a lightweight twin-engine helicopter, known for its speed, elegant appearance and ease of control. Since entering commercial service, several revisions and iterations have been made, frequently introducing new avionics and engine technologies. AgustaWestland have promoted the type for its multi-role capabilities and serviceability. The type has proven highly popular with VIP/corporate customers (Think Succession TV Show); according to AgustaWestland, 50% of all of the AW109 Power variant had been sold in such configurations. Other roles for the AW109 have included emergency medical services, law enforcement, homeland security missions, harbor pilot shuttle duty, search and rescue, maritime operations, and military uses. In 2008, AgustaWestland claimed the AW109 to be "One of the industry’s best-selling helicopters".
X-Trident have a lot of experience and also have a great "Track Record" in the X-Plane Simulator, certainly with quality helicopters, with the formidable Bell AB 412 and the CH-47D Chinook being the class of the field. X-Trident have also dabbled with the Tornado and Harrier AV-8B in the fixed wing military arena... but it is their rotary-aircraft that they are mostly aligned to.
Like noted, quality is extremely high in helicopters. So any new debutant release has their work cut out to deliver something special. A first look at the AW 109 is really a special moment to savour, as the aircraft is totally eye-catchingly brilliant in detail. We have found the quality of dedicated X-Plane 12 aircraft to be already very good, even standout by a totally different level from even of the very best of older X-Plane aircraft, of say like Rotate's MD-80 and MD-11... Good X-Plane 12 aircraft have that standout believability and crediblity of realism.
Note this aircraft is the AW 109SP. The "SP" is different by being a single pilot IFR, TAWS and EVS, with new avionics in Genesys Aerospace systems and the front section of the fuselage made from carbon fiber to reduce weight. Also it has the "S" lengthened main rotor blades with a different tip design from the Power version.
When you first look at a lot of Simulation detail, it usually looks very good. But go close up and REALLY up close then the detail usually falls away. But not here with the AW 109, as when you get in close, you are just blown away, by not only for the excellent detail but also for the sheer quality of the work, it is "Realism 101", right down to every small rivet and joint. Your paying for this quality of course, but it is nice to admire the realism of it all.
It feels factory fresh, but still a working machine as well. The Pratt & Whitney Canada PW206C Turboshaft engine, 418 kW (560 hp) each, are both semi-visible, another X-Trident speciality (think CH-47D Chinook)... and all vents and lockers are perfectly done, as are the massive exhaust cones at the top rear.
Glass is perfection, lovely tinted, deep and have great surrounds... you won't get better detail than this.
Helicopter detail is highlighted by one area, rotor movements, or the rotor system. X-Trident was one of the first to do detailed links and hub mechanics... so I expected the same here, I was not disappointed.
Rotor hub assembly detail is intricate and fully detailed right down to the last cotter nut and pin. The red centre rubber cone is also highly realistically animated (the same on the tail rotor assembly), so you can spend a lot of time in moving it, and personally working it all out to your heart's content.
Roll (right-left)
Pitch (forward-back)
Collective (down-up)
Tail rotor detail, shows a developer at the very top of their skills development, it is a piece of simulated art. YAW is animated (right-left rudder).
Retractable landing gear is excellent. Not only the perfect tyre and rim detail, but the internal bay is fully detailed as well, rear gear is perfectly realised to near perfection... it is about as good as you could do, and I love the scruffed tyres for ultimate realism.
Doors
Both front pilot and co-pilot doors open, and both rear doors slide open, but you can't hide them. You manually internally have to open the doors, first by moving the latch, then physically moving them open or backwards. There is a menu option as well. Note the fold out step...
There is only one cabin option... VIP or "Succession" layout, all in white luxurious leather. Tricky is moving from the cockpit to the rear cabin, as the boundaries are very tight, there is a (very small) gap between the seats, so the best way is out one door and back in via the rear door?
There is only the pilot provided and his arms are animated to the controls... there are no provided Co-Pilot or Passengers in the package.
Menu
The "AW109SP" menu is set in the X-Plane banner.... It has three options; Options, Windows and Operations... there is the "Toggle FPS", but this is just the X-Plane framerate data for development.
Options (Configurations); In the options tab there are six available choices; Controls, Options, Sounds, Anim, Maps and Obstacles.
Controls; There are a lot of options to set the AW109 controls to your best feel and reaction, in fact a full page of adjustments.
Main are the "Damper" adjustments for Pitch, Roll and Yaw rates, a Non-Centreing cyclic, Servo (Autopilot) motors (off-on-test), Rudder Ovrd (override), lower are sections for "Collective", Pedals, Power Levers, Auto Mute, Auto HDG (Heading) and VNAV. Right side adjustments cover the Collective, with; FT rel (release) mode, Threshold, Pedals FT rel mode and pedals threshold. Collective Input can be via the keyboard, throttle or auto-detect, you can also reverse the settings as well.
Options; X-Trident give you a lot of setting options. Synt Vision Range (0-2400 meters), Instruments (Standard or Performance), Popup (Standard, Performance or Show in VR), Scale, (0.5 - 1.5), APMS ALT knob mode (Select or Pre-Select), Collective Cue (Off, Normal or Bright)
Tickbox options include; Auto load windows, Hide Frames Labels, Duplicate Popup, Hide 3d model... the "Hover" can be set to; velocity, Position or Auto. You can Enable the PFD-HDG, have a Realistic "Direct To" and a Custom VRS-Vortex Ring State (X-Plane 12 only).
You can enable the "Replay mode", Show VFR labels, Hide the main rotor, Force the collective for ALT, and Use the collective with ATT.
Notable is that the above is for what you would call a professional grade setup, another layer of adjustment above the normal conditions.
Sounds; Top is the "Master", then you have two separate selections for both the Interior and Exterior sounds... Engines, Starter, Transmission, Main Rotor, Avionics, Cockpit and AWS - Advanced Warning System
Anim (Animation). Left are the door sliders; Pilot, Co-Pilot, Rear Right & Rear Left. There is a glareshield animation which we will see soon. Bottom is a "Rotor Demo" that turns the rotors. MISC. are optional objects; Top are a pair of headsets in the cockpit, you can also touch them to hide.
You can have the choice of putting the duel UHF aerials under the front fuselage, or a single one on the roof left.
The sliding Step on the lower right fuselage can be seen or hidden if required. Detail of the step is excellent, only a step, but so well done.
Last two options is an external Camera, and Anchor Plates on the fuselage.
Crew... is the Pilot setting, Off (hidden), On (visible), or Auto (pilot visible only from the external view).
Remove Before Flight... This set of options will put a load of tags, covers and plugs on the AW 109, including; Engine cover and plug (left and right), Pitot (left & right), cowlings (left & right) and set some nice wheel chocks. You can also "Ignore RBF" or hide them all.
Maps; On this menu page you can insert custom area maps on the central "Mission Display" (MFD Multi-Functional Display).
Obstacles; Selections of "Obstacle Groups" can be selected from this menu page.
Windows: You can load and save instrument windows, and there are ten pop-out options available, SBY (Standby), EDU (1&2), PFD (Pilot/Co-Pilot), ND (Navigation Display), RTU (Radio) and Mission Display. The popup Window panels will also be seen soon.
Operations: under the "Operations" there is only one option... to hide or show the rear wheel chocks.
Cockpit.
First view of the AW 109SP Instrument panel is a moment... Your actually shocked on how really good in realism it all is, it just "Blows your mind".
The trick is in the instrument displays, they are an unusual colour in a dark, dark purple. But they give the panel a feel and look of complete absolute realism.... "oh wow".
As noted you can move the glareshield towards you, if you want more shade over the instruments.
OHD (Overhead Panel) is excellent, and big for a small helicopter... Lower panel is also really well done.
Like noted earlier, the boundries are very tight in here, so moving around for a different angle to the instrument panel is quite difficult, hence the odd FOV angles to see the lovely white leather front seats. The VIP fitout and cockpit/cabin materials are all top notch, beautifully done and all very real. It is a seriously nice workplace. Look hard at the majestic fitted carpet... incredible, and the door frame moldings, perfection!
Another "blows you mind" moment is when the instruments are powered up, it is not just blown this time, but your head explodes by the sheer detail before you, it is a kaleidoscope of colour... "wow', simply, "wow, wow".
I will first note the excellent power up on all the displays, as each can be activated/shutdown separately via the units power switches (arrowed below). The procedures are beautifully activated, the centre EDU has a brief colour on startup, then it will "Test" the system, finally the IDU will display the current system information. The lower radio panels also take time to focus and turn on... it is all so very authentic, also highly realistic.
All four IDU's popout in windows by pressing the centre of the IDU screen, also in the "Windows" menu as noted earlier. All the popout windows are scalable and can also be moved anywhere on the screen.
Other popouts include the top Mission Display, SBY (Standby Instrument), EDU (Engine Display Unit) and RTU (Radio)
Genesys Aerosystems IDU-450 EFIS
The highlight here is the Genesys Aerosystems IDU-450 EFIS (Electronic Flight Instrument System). It comprises of two IDUs (Integrated Display Unit)s. Top the PFD (Primary Flight Display) and lower the MFD (Multi-Functional Display) with MAP. This set up is per normal with most Aircraft Avionic suits, but here the IDU-450 takes on a different concept. Notable is that the AW-109 has it's own dedicated set of EFIS flight systems software 8.0E, created by Genesys just for this machine, and that software version is replicated here by X-Trident. Note the 8.0E Manual can be downloaded directly from Genesys Aerosystems, the link is set below.
In the last two decades, cockpit resources have followed the commercial carriers’ trend toward “Automation Centered” systems. These sophisticated systems minimize pilot involvement and automate control of the aircraft and its systems to the greatest extent possible, “pilot-centered” system. While still highly automated, this type of system, common in other military tactical applications, presents the pilot with information necessary to make decisions about the flight and take the appropriate actions. A good example is the Highway-In-The-Sky (HITS), which allows for highly automated approaches, but its predictive nature provides the pilot unprecedented awareness of upcoming maneuvers.
EFIS Flight Logic goal is IFR-VFR equivalence and the basic concept of the FlightLogic EFIS is proven HUD symbology overlaying a real-time 3-D virtual reality view of the outside world. The resulting “Synthetic Vision” provides the pilot in IMC with the same simple visual clues for navigation and aircraft control as those used in VFR conditions.
UPPER IDU (PFD) has the standard flying instruments, which are set out before the "Synthetic Vision" background, including the Speed and ALT tapes, Pitch and Artificial Horizon, Rate of Turn, and top a compass, also V/S Vertical Speed indicator is visible when used.
The IDU has a simplistic military feel to the layout and to use. Access and selection is via the eight buttons set around the instrument. Left; FPL (FlightPlan), ACTV (Active), INFO and OBS... Right; MENU, BARO, NRST (Nearest). The MENU brings up the selections. (ZOOM, DCLTR, HRZ SYNC, DESIG and TIMER). BARO shows Barometer selections. NEAREST and OBS are also available.
One tool is the "HORIZON SYNC", that locks the Artificial Horizon to the SYNTH VISION.
IDU Menu selections are deep, and they need time to learn and navigate, there is a manual provided, it is also 500 pages long!
LOWER IDU (MFD) The access buttons around the MFD are the same as the upper IDU, so do so the same menu actions... The MENU however has also a few different options; PAGE, FORMAT, DESIG and TIMER.
Under PAGE you have eight screen options; MAP (Main), HSI (Horizontal Situation Display), NAV LOG, STRIKES, TRAFFIC, DATALINK, HOVER and WEATHER RADAR.
HSI is your standard degree navigation tool, NAV LOG will show you your Flights, STRIKES (not yet implemented) will eventually show your current data, TRAFFIC will show the aircraft around you, DATALINK, the actual datalink page is not implemented here, but shows your control position (Cyclic & Rudder) and WEATHER RADAR shows the current weather. HOVER gives you a radar look of your hover position, movement and speed... we will look at this more in the flight section.
The IDUs are brilliantly brought to life here, highly realistic and have excellent working menus. There are also like mentioned, a "deep dive" of branches of detail to get the most out of the Genesys system, "Study"... oh yes, certainly a study depth learning curve.
EDU
Centre instrument panel is the EDU (Electronic Display Unit), there are two units in EDU 1 and EDU 2. The EDUs are installed on the instrument panel and are identified as Primary EDU (EDU1), on the pilot side, and Secondary EDU (EDU2), on the co-pilot side. During normal operation both displays are operative.
Important is that if one EDU goes out of operation, then the basic requirements of that EDU unit are then transferred to the other EDU unit called REVERSIONARY Mode. That aspect is really well done here.
EDU 1 details N1, - TOT - TRQ - NR - N2 & Caution, Warning and Advisory messages
EDU 2 details - Engine 1 oil pressure - Engine 1 oil temperature - Transmission oil pressure - Transmission oil temperature - OAT - Engine 2 oil pressure - Engine 2 oil temperature - Main hydraulic pressure 1 & 2 - Fuel Quantity - Fuel Pressure - Utility hydraulic pressure - DC current - DC voltage - AC voltage - Fuel flow - Normal utility hydraulic pressure - Emergency utility hydraulic pressure and Advisory and status messages.
ON-OFF is the EDU power switch, BRT-DIM the unit's brightness. You can CLR mesages, and ENT (Enter) details, and the non label right lower scroll switch is for editing the Caution, Warning and Advisory messages (CWA), or new options to be scrolled.
Caution/Warning menu is – WARNING messages (red) – CAUTION messages (yellow) – ADVISORY messages (green) – STATUS messages (cyan).
M - Menu. Lower on each EDU is a menu button "M". This gives you a lower menu that covers three main options...
- START. This key selects the START mode on the EDU1.
– CRUISE. This key selects the CRUISE mode on the EDU1.
– MAIN. This key selects the MAIN mode on the EDU2.
Secondary options include
– AUX. This key selects the AUX (auxiliary) mode (i.e. hydraulic, electrical and fuel information) on the EDU2.
– TEST. This key initiates the BIT of the IDS system. It can be operated only when the helicopter is on the ground (WOW active).
– POWER CHECK. This key initiates the Power Assurance Check recording.
The "TEST" mode is particualarly well done..
RMS & APMS
Centre lower panel are both the Radio Management System (RMS) panels, each side of the Automatic Pilot Management System (APMS)
RTU 1 is right (Pilot) and COMM 2/NAV 2, RTU 2 is left (Co-Pilot) and is COMM 1/NAV 1. The central APMS is part of the AFCS - Automatic Flight Control System, and is basically a SAS or Stability Augmentation System. It stabilises a helicopter against pitch and roll disturbances due to wind gusts and turbulence. Modern systems include yaw as well and are sometimes called “three-axis systems.
But the APMS is a far more advanced SAS in being say just an Automatic system, rather than a Manual action, Airbusie to Boeing if you sort of know what I mean. We will look at the APMS in more detail when flying the aircraft.
Mission Display
Located top central of the Instrument panel is the large "Mission Display". It has four options, PiP - Picture-in-Picture with a compass, "North UP" is also available. There are two settings for the External "Video Camera", close (ENHC - Enhanced) and long. You can zoom the MAP all the way out and in, via the Pop-out panel, there will be the option to add in moving maps.
OHP (Over Head Panel) covers ELEC, LIGHT (Internal and External), FIRE EXTINGUISHER, VENT, AVNX BAY and ECS - Environmental Control System. All Circuit Breakers (Fuses) work. Both Throttle handles control the power to each engine, in set positions, and there is a very nice Rotor Brake as well.
Lower panel covers Landing Gear lever and indicator lights, Park Brake, Fuel Valves, Engine Modes, AHRS - Attitude and Heading Reference System, and AURAL WARNING options.
Cyclic and Collective
There is great detail and functionality on both the Cyclic and Collective controls, slightly less on the Co-Pilot's control set.
Pilot's Collective has 2 engine GOV (governors), Engine Trim, Float, Main Trim, Search Light and Landing/Taxi lights, there is a Master rest on the handle. On the Cyclic is a ATT (Attitude Retention System), Wiper (right), NR, Main Trim and a AP DISC (Autopilot disconnect.
Co-Pilot's Collective is slimmed down to Engine Trim, External Search Light and Main Trim, on the Cyclic is the ATT button, Wiper (left), Main Trim and AP DISC.
AW109 Lighting
In my version the lighting feels not finished? There are three adjustment knobs for the INST PNL (Instruments Panel), OVHD (OverHead Panel) and PED (Pedestal), mostly the highlighting. There is a Cabin light, but it doesn't work? and the two overhead spot lights are dead as well. There is a DAY and NIGHT lighting mode and the Passenger Warning Lights work in the rear.
External Lighting has very nice Landing/Taxi lights in the stub wings, Navigation Lights (Stub and Tail), Two Beacons (top and bottom fuselage). Under nose left is also a retractable "Search" light.
__________
Flying the AW109
The first question is... is the AW109 easy to fly? This is still a helicopter with helicopter controls and feel, so you still fly it like a helicopter. But the trick here is that like an Airbus, it also has control laws and protections. These so called "helpers" do however smooth out your inputs and give you more control in the hover, modes you could call them. But it does make it a far more easier machine to master and control, so it is a very nice helicopter via it's controls, a sort of Limousine for the air, also noted as "Ferrari of the skies" because of it's speed.
Now a note. You don't get an external power unit with the X-Trident AW109? So when you want to fly from a "Cold" set up, you have to move quickly once the battery switch is thrown, as your then on a "Battery Drain" timer, so you will need some engine/generator power as soon as possible. If you do go dead... the AgustaWestland is "dead, dead". And only a complete restart will get you back to life (a fault fix doesn't recharge the battery).
Flightplans
In most cases I don't usually do flightplans in Helicopters, as most flights are usually only short distances, or a circuit back to the same airport. But the AW109 is a more of point-to-point aircraft, and the flightplan system is extremely good here, so we will take a look at it...
Select FPL (Flightplan) and it will show two options... SELECT and CREATE-EDIT. SELECT is a selection of .fms flightplans from your X-Plane/Output/FMS plans folder. The navigation of the flightplan selections is very easy via the right knob, press the centre to activate!
CREATE-EDIT allows you to create a flightplan from scratch, or edit a flightplan. In CREDIT-EDIT mode you now have a menu option, CREATE FLIGHT PLAN, ACTIVATE FLIGHT PLAN, EDIT FLIGHT PLAN, (Reverse Flight Plan), (Delete Flight Plan), CREATE USER WPT (Lat-Lon) also (Rad-Dst), EDIT USER WAYPOINT, DELETE USER WAYPOINT and (Raim Prediction).
Selecting "CREATE FLIGHT PLAN" will bring up the Flightplan editor.... with two options "EXIT" or, and back when editing ICAO codes.
Press ADD to construct a Flightplan. You are given options in NRST APT, NEAREST VOR, NRST NDB, NRST FIX and NRST USER (AIRWAYS is also available). Then your Airport ICAO code can be directly keyboard entered via the lower box, return works as well.
If you press NRST APT (Airport), the IDU will bring up a scroll box of nearby ICAO airports to choose from, again navigation is by the right knob and press the centre to activate. ADD again and this time a FIX (Waypoint - OKTOV), then build up the flight plan with the required VOR - NDB - FIX - USR - AIRWAYS... then another APT at the end. The system is very simple and extremely easy to use. When done you can SAVE the Flightplan to the the .fms folder.
You can (edit) via INSERT or DELETE. Select the FIX or Navigation ICAO via the scroll knob, then select, or DELETE the FIX, INSERT is very much the same, by selecting the fix you want to add next, then fill in the ICAO.
Flightplan competed it shows in the MAP and on the NAV LOG page. Other MAP options include; CENTER, N (North UP), PAN ON, SYMB DCLUTR and FNCT DCLTR (hint here, the TERRAIN selection is hidden in the FNCT menu).
MAP RANGE (zoom) is also available, and DIRECT-TO is also great for changing the flightplan in flight. Just add in the FIX ICAO code lower right, or select from the NRST scroll list
The flightplan mode is a very solid piece of work from X-Trident, and it is very well replicated from the original Genesys system.
LFML (Marseille Provence) to LFMN (Nice Côte d'Azur Airport)
Fuel selected on the lower console, and the Throttles are both set to Idle.... the engine starters (1&2) are on the top of the throttles, then you watch the EDUs come alive as the aircraft goes into a start mode. It is all Full Authority Digital Electronic Control (FADEC), so the start procedure for each PW-206C is fully automatic... In come the start up procedure sounds, the start whine then the rotor clatter, but clatter is not the right word, an air-conditioned high whirr is closer in sounds to this modern machine.
Both throttles go forward to "Flight" and the "NR" goes to maximum, wait a few moments to gain the extra thrust, then your ready to go...
Feel is everything with helicopters, hands and feet. With the AW109 the feel is slightly different? The software helps in the controls, helping you manoeuvre the machine, mostly by giving you more of a wider parameter to work with. The effect is opposite... as the machine will take smaller inputs, as explained by the yaw in the tail-rotor... so usually in most cases you have to use a LOT of right rudder to control the tail rotor thrust, but here you don't as the thrust is more centralised, so you don't have to push so hard, as the system compensates for you.
So getting up into a hover, and keeping the AW109 straight is very easy. I can even store the gear in the hover, just by holding the machine static with absolutely no effort.
Slightly nose down and bit of collective and your moving forwards, more nose and more collective, and your now gaining speed.
So manual flying with the AW190SP is excellent, a pussy cat really. As you can easily get the altitude and adjust forward speed that you want.
Here now I am doing 131 forward knots and 1600ft. There is a reason for this? I need a steady forward speed and height to activate the APMS or Autopilot.
To activate you select the AP1 & AP2 buttons, Then press the ALT pyramid to hold the altitude, then HDG for the heading selection. All your APMS selections are shown in the lower box on the upper IDU. The APMS does require a bit of study, it is a complicated system to a point, to navigate, but once you have worked it out, it is brilliant to use.
Some adjustments work on the fly, like speed (IAS) and V/S, but a few are select, then press the button on/off, in this case the HDG, select the new heading then click the HDG buton off then back on, and only then will the AW109 go to the new heading.
Now the Autopilot is flying the aircraft, and so I head back to the start point of my flightplan... I spent time doing the flightplan, because it is an excellent requirement for one of the best features of the Genesys system... I get past the first APT waypoint then line up the flightplan, then I press NAV to engage the AP to the flightplan.
Once you activate the flightplan, you get a tunnel of wireframes on the upper IDU, that you will fly though, and they are your route guide right through the flightplan... first you align with the wireframe tunnel, then it becomes the central part of the PFD.
It is exceptionally well done, beyond brilliant, so very authentic.
The machine is quite automatic, the APMS system will adjust for you in Speed (collective) and Altitude. Select a new altitude and then set the V/S for the speed of the climb (or descent), press ALTA to hold that altitude and the aircraft does the rest. Both IDU's are also independent of each other, so you can have different range (zoom) levels on either display
At each waypoint you will get a symbol in the PFD IDU, a circle that gets larger as you approach the FIX... as go though the circle you will then go to your new heading, again it is all fabulously well done. Selecting the NAV LOG will give you your full Flightplan with detailed Waypoints, Path, Distance, ETE, ETA and your Fuel useage.
Other waypoints use other symbols, here an NDB waypoint shows the point of the position of the NDB on the forward IDU map.
The AW108SP has a maximum speed of 311 km/h (193 mph, 168 kn), a cruise speed around 285 km/h (177 mph, 154 kn) and a never exceed speed of 311 km/h (193 mph, 168 kn). The ferry range is 932 km (579 mi, 503 nmi) and the the Rate of climb is 9.8 m/s (1,930 ft/min).
Spectacular is the cockpit in flight, the rear cabin is not bad either for the Logan Family, as we cruise by the French Riviera heading towards Nice.
Now at the final turn to Nice (LFMN), the final turn has a different fix symbol in a diamond on a point.
I am now down to an 80 kts approach speed at 200 ft... time to activate another brilliant feature, "HOVER" mode. The button is however slightly hidden on the very right middle on the APMS panel.
Once activated the HOVER display is automatically shown in the lower IDU. Activating and the AW109 with then slowly come to a stop at the designated height.
On the display the Flight path marker is removed at low speed, <30 knots groundspeed, and is replaced with hover vector symbology. The hover vector indicates direction and groundspeed of drift at low groundspeeds (when lower than 30 IAS) consisting of Large Aircraft Symbol Reference Marks, an inner concentric ring indicating ten knots groundspeed, an outer concentric ring indicating 20 knotsgroundspeed, and a vertical and horizontal dashed line passing through the center extending to the outer ring.
You manoeuvre in the HOVER by using your HAT (Joystick) set to Trim, Up, Down, Left, Right and a purple circle is your target point (arrowed) that moves at your commands, then the AW109 will follow in that direction... The pad's H will also show in the display to get the perfect alignment of the landing pad... You then use the RHT knob on the APMS panel to descend (or gain height) with the Vertical Reference system VRS-3000, which is also available to make an absolute perfect landing!
It is totally brilliant, simply easy to use and a dream for those that struggle to land Helicopters... the old way to manually fly to a hover then land, still works, but this is way more fun and engaging. By the way I landed with my feet off the rudder pedals!
I can't even get close the detail and symbology available here with this Genesys System in a review and provided here by X-Trident, as noted the manual is 500 pages long, highly detailed, but well worth studying... I will note it is certainly another major level in helicopter flight immersion, I was totally captivated by what you have here at your disposal... unbelievably brilliant by X-Trident.
Liveries
There are four liveries (with more expected). Default is the Brazilian Havan PP-UUU, plus MountainFlyers, Silver OM-TVR and a clever Thunderbird 1.
Summary
The AgustaWestland AW109, originally the Agusta A109, is a lightweight, twin-engine, eight-seat multi-purpose helicopter designed and initially produced by the Italian rotorcraft manufacturer Agusta. It is known for its speed, elegant appearance and ease of control.
X-Trident have a lot of experience and also a great "Track Record" in the X-Plane Simulator, certainly with quality helicopters, with the formidable Bell AB 412 and the CH-47D Chinook being the class of the field. X-Trident have also dabbled with the Tornado and Harrier AV-8B in the fixed wing military arena.
X-Plane 12 is delivering exceptional quality aircraft for the X-Plane Simulator, and the AgustaWestland AW109SP is certainly well within that "Excellent" category. Quality and detail is off the chart, as we approach perfection in realism, as there is nothing to fault here, just to admire.
The rotor head/tail rotor is fully animated and detailed, right down to the last nut and screw, perfect glass is highlighted by the top rated undercarrriage with it's realistic hubs and tyres. The P&W Canada PW206C Turboshaft engine is only partly viewable, but well done.
The focus is on the avionics, or the installation of the Genesys Aerosystems IDU-450 EFIS. This is a deeply conceived system with built in “Synthetic Vision”, there are two sets of IDUs for both PFD and MFD for both pilots. EDUs (Electronic Display Units) are also highly developed as is the Backup Instrument, and Radio RDU. Another highlight is the Automatic Pilot Management System (APMS) Or Autopilot with built in Auto hover. The APMS is a highlight of the machine, but in also adding in the flightplan capability and symbology, it is a major step forward in Helicopter flight immersion. Both X-Plane 12 and X-Plane 11 separate versions are part of the package.
Sounds are not a highlighted feature here, but they are FMOD 2 and quality based from a real AW109, I really liked them and the 3d dynamic sound was very good internally and externally.
Features are however not overly represented for a helicopter, with the focus on the Pro market for menu settings and features. Only one cabin version, and even missing a Co-Pilot and Passengers, the usual wire cutters, mirrors, doors off, belly hook and even an external Ground Power Unit are all missing.
The AugustaWestland AW109SP represents another level of immersion in the competitive X-Plane arena of vertical flight, big words can be said here, Amazing, Incredible, Category Dominating, Totally Immersive.... The AW109SP is all of these things and more, another step forward, another height achieved, overall it is a damn nice helicopter to use and fly, and a totally worthwhile investment.
__________________
Yes! - the AgustaWestland AW109SP by X-Trident is NOW available from the X-Plane.Org Store here :
AgustaWestland AW109SP
Price is US$45.00
Requirements
Plane 12 or X-Plane 11 2 Separate files are provided at no additional cost Mac, Windows, Linux 8 GB+ VRAM Recommended Download Size: 593 MB Current version: 1.0 (May 11th 2024) Designed by X-Trident
Support forum for the AgustaWestland AW109SP
Download
The AW109SP is a 432Mb download with an installation size of 934Mb, in your X-Plane Aircraft folder, this is an X-Plane 12 aircraft only.
All updates are via the built-in Skunkcrafts Updater
Documentation
There is excellent full coverage documentation and installation details for the AW109SP, including;
10_AW109SP for X-Plane - quick guide v1.0.pdf 20_AW109SP for X-Plane - AP and FMS tutorial v1.0.pdf 30_AW109SP for X-Plane - CHECK LIST v1.0.pdf The Full "8_0E-IDU-450-Rotorcraft-Rev-A" Genesys System manual is available for download here;
https://genesys-aerosystems.com/wp-content/uploads/2023/11/8_0E-IDU-450-Rotorcraft-Rev-A.pdf
_____________________
Review System Specifications:
Windows - 12th Gen IS1700 Core i7 12700K 12 Core 3.60 GHz CPU - 64bit -32 Gb single 1067 Mhz DDR4 2133 - PNY GeForce RTX 3080 10GB XLR8 - Samsung 970 EVO+ 2TB SSD
Software: - Windows 11 Pro - X-Plane Version 12.05r1
Plugins: JustFlight-Traffic (X-Plane.OrgStore) US$52.99 : Global SFD plugin US$30.00
Scenery or Aircraft
- LFML- Airport Marseille XP by At (X-Plane.OrgStore) - US$24.99
- LFMN - Nice Cote d'Azur v2 by JustSim (X-Plane.OrgStore) - US$18.50
Review by Stephen Dutton
12th May 2024
Copyright©2024: X-Plane Reviews
(Disclaimer. All images and text in this review are the work and property of X-PlaneReviews, no sharing or copy of the content is allowed without consent from the author as per copyright conditions) All Rights Reserved
-
Stephen got a reaction from Busair in NEWS! - Aircraft Upgraded : K-1200 K-MAX XP12 by STMA
NEWS! - Aircraft Upgraded : K-1200 K-MAX XP12 by STMA
The Kaman K-MAX (company designation K-1200) is a helicopter with intermeshing rotors (synchropter) designed and produced by the American manufacturer Kaman Aircraft.
Developed during the 1980s and 1990s, the K-MAX builds on the work of the German aeronautical engineer Anton Flettner. Performing its maiden flight on December 23, 1991, it was specially designed to optimally perform external cargo load operations and is capable of lifting payloads in excess of 6,000 pounds (2,700 kg), which is greater than the helicopter's empty weight and almost twice as much as the competing Bell 205 despite sharing a similar engine. Being a synchropter, it has greater efficiency in comparison to conventional rotor technology. In addition to airlifting external loads, specialised configurations for aerial firefighting and casualty evacuation have been developed. It was produced for both military and civilian operators.
Shade Tree Micro Aviation (STMA) released back in 2012 their version of the interesting synchropter, the K-12000 K-Max. This is the upgraded X-Plane 12 version, but the older X-Plane 11 version is still available.
Details
Made for precise heavy lifting, the Kaman KMAX helicopter works around the world in precision lift operations involving logging in mountainous terrain, firefighting in remote areas, construction in mountainous and urban settings and resupply in remote regions. The intermeshing synchrotor design maximizes lift capability while keeping the noise level much less than other helicopters. The STMA KMAX for XP12 goes to a new standard with Garmin G530 navigation capability, full IFR cockpit, new lighting features, rain and reflective windscreens, an improved external load console, and a set of new slung load objects specifically designed for the KMAX and XP12 slung load modeling. In our previous models we included a specific Bambi bucket version and a tanker version. XP12’s new slung load modeling obviates the need for a special Bambi version and the Isolair company has ceased production of KMAX tanker add-ons so we now offer a configurable single model with long line you can adjust in PlaneMaker to fit your skill levels. In development we review the most appealing liveries and include them with the model. The cockpit is now fully animated with 3D instruments and improved lighting for all conditions. Also included is the KMAX operations manual and full cockpit documentation in active touch region labels to be able to quickly master startup and shutdown. VR operations are also included if you have that capability. If you are new to XP helicopters or thinking about learning helicopter flight, the KMAX with its counter-rotating rotors makes it the simplest helicopter to learn vertical flight. There is no yaw to counteract as you increase or decrease collective and the KMAX has plenty of power to get you wherever you want to go. If you are an “old head” XP helicopter type then the KMAX and its load assortment will be a great addition to your fleet. The initial production run of the K-MAX ran between 1991 and 2003, at which point the line was shuttered after the completion of 38 helicopters due to low customer demand. During June 2015, Kaman announced that it was restarting production following the receipt of ten commercial orders for the K-MAX.[1] During May 2017, the first flight of a K-MAX built on the restarted production line took place; two months later, the first new-build aircraft since 2003 was delivered to a customer based in China. However, in January 2023, amid a downturn in demand, Kaman announced its intention to shutter production of the K-MAX once again. Images are courtesy of Shade Tree Micro Aviation ___________________________
Yes! The K-1200 K-MAX XP12 by Shade Tree Micro Aviation is NOW available from the X-Plane.Org Store here :
K-1200 K-MAX XP12
Price is US$29.95
Requirements
X-Plane 12
Windows , Mac or Linux
8 GB+ VRAM Recommended Current version : 12.1 (May 22 2024) ___________________________
News by Stephen Dutton
25th May 2024
Copyright©2024: X-Plane Reviews
(Disclaimer. All images and text in this review are the work and property of X-PlaneReviews, no sharing or copy of the content is allowed without consent from the author as per copyright conditions) All Rights Reserved
-
Stephen got a reaction from Kiwiflyer in NEWS! - Scenery Released : KSJC - San Jose International Airport by ShortFinal Design
NEWS! - Scenery Released : KSJC - San Jose International Airport by ShortFinal Design
ShortFinal Design has spent most of the last few years just updating previous sceneries and projects to X-Plane 12. But here is a completely new scenery from one of the most talented, if not one of the best scenery developers in the X-Plane Simulator. This time around the choice is KSJC - San Jose International Airport, in California USA. And a complimentary scenery to SFDs spectacular SFO-San Francisco masterpiece.
San José Mineta International Airport, officially known as Norman Y. Mineta San Jose International Airport, is a city-owned public airport in San Jose, California. Located 3 miles (4.8 km) northwest of Downtown San Jose, the airport serves both the city and the Santa Clara Valley region of the greater San Francisco Bay Area. It is named after San Jose native Norman Mineta, former United States Secretary of Transportation and United States Secretary of Commerce, who also served as Mayor of San Jose and as a San Jose City Councilman.
San Jose Airport offers flights to a variety of domestic destinations as well as international routes to Tokyo and Mexico. In addition to airline flights, San Jose airport also has a sizeable presence of corporate and general aviation, with two fixed-base operators as well as several corporate aviation tenants.
High-Definition Airport
Accurate airport layout (as of 2024) Detailed models for all buildings with baked ambient occlusion Terminals with fully modeled interiors Detailed general aviation area with several hangar interiors PBR materials on objects and ground Custom dynamic night lighting Custom high resolution pavement textures and markings High resolution photo scenery (30cm/px) Compatible with any mesh scenery Surrounding buildings including the PayPal Park stadium 3D vegetation Fully Animated Airport
Animated cars and buses Animated passengers and workers Custom animated airport vehicles with PBR materials and FMOD sounds Detailed animated jetways with SAM integration Various user-controlled hangar doors (SAM plugin required) ATC network included for AI traffic addons
This KSJC an extremely highly detailed scenery at a very low value price... in other words you get a lot of quality work for your money!
This scenery is not available for X-Plane 11, it is X-Plane 12 Only. Download is 1.2 GB
Designed by ShortFinal Design
Support forum for ShortFinal Design
___________________________
Yes! KSJC - San Jose International Airport by ShortFinal Designs is now Available from the X-Plane.Org Store here :
KSJC - San Jose International Airport
Price Is US$22.95
Requirements
X-Plane 12 (not for XP11) Windows, Mac or Linux 8 GB+ VRAM Recommended Download Size: 1.2 GB Version 1.0 (May 22nd 2024) Note the Living Scenery Tech plugin is required for this scenery. ____________________________
NEWS! by Stephen Dutton
23rd May 2024
Copyright©2024: X-Plane Reviews
(Disclaimer. All images and text in this review are the work and property of X-PlaneReviews, no sharing or copy of the content is allowed without consent from the author as per copyright conditions)
-
Stephen got a reaction from Busair in NEWS! - Scenery Released : KSJC - San Jose International Airport by ShortFinal Design
NEWS! - Scenery Released : KSJC - San Jose International Airport by ShortFinal Design
ShortFinal Design has spent most of the last few years just updating previous sceneries and projects to X-Plane 12. But here is a completely new scenery from one of the most talented, if not one of the best scenery developers in the X-Plane Simulator. This time around the choice is KSJC - San Jose International Airport, in California USA. And a complimentary scenery to SFDs spectacular SFO-San Francisco masterpiece.
San José Mineta International Airport, officially known as Norman Y. Mineta San Jose International Airport, is a city-owned public airport in San Jose, California. Located 3 miles (4.8 km) northwest of Downtown San Jose, the airport serves both the city and the Santa Clara Valley region of the greater San Francisco Bay Area. It is named after San Jose native Norman Mineta, former United States Secretary of Transportation and United States Secretary of Commerce, who also served as Mayor of San Jose and as a San Jose City Councilman.
San Jose Airport offers flights to a variety of domestic destinations as well as international routes to Tokyo and Mexico. In addition to airline flights, San Jose airport also has a sizeable presence of corporate and general aviation, with two fixed-base operators as well as several corporate aviation tenants.
High-Definition Airport
Accurate airport layout (as of 2024) Detailed models for all buildings with baked ambient occlusion Terminals with fully modeled interiors Detailed general aviation area with several hangar interiors PBR materials on objects and ground Custom dynamic night lighting Custom high resolution pavement textures and markings High resolution photo scenery (30cm/px) Compatible with any mesh scenery Surrounding buildings including the PayPal Park stadium 3D vegetation Fully Animated Airport
Animated cars and buses Animated passengers and workers Custom animated airport vehicles with PBR materials and FMOD sounds Detailed animated jetways with SAM integration Various user-controlled hangar doors (SAM plugin required) ATC network included for AI traffic addons
This KSJC an extremely highly detailed scenery at a very low value price... in other words you get a lot of quality work for your money!
This scenery is not available for X-Plane 11, it is X-Plane 12 Only. Download is 1.2 GB
Designed by ShortFinal Design
Support forum for ShortFinal Design
___________________________
Yes! KSJC - San Jose International Airport by ShortFinal Designs is now Available from the X-Plane.Org Store here :
KSJC - San Jose International Airport
Price Is US$22.95
Requirements
X-Plane 12 (not for XP11) Windows, Mac or Linux 8 GB+ VRAM Recommended Download Size: 1.2 GB Version 1.0 (May 22nd 2024) Note the Living Scenery Tech plugin is required for this scenery. ____________________________
NEWS! by Stephen Dutton
23rd May 2024
Copyright©2024: X-Plane Reviews
(Disclaimer. All images and text in this review are the work and property of X-PlaneReviews, no sharing or copy of the content is allowed without consent from the author as per copyright conditions)
-
Stephen got a reaction from Busair in NEWS! - Scenery Released : YSSY Sydney International by Fly Tampa
NEWS! - Scenery Released : YSSY Sydney International by Fly Tampa
If you are an long haul pilot in Simulation, then there are certain ports required to fulfill your network needs. London of course, New York, Los Angeles, Miami, Frankfurt, Hong Kong and Singapore... one of the most important is YSSY Sydney, it has THAT bridge and Opera House as a focal point. TaiModels released a decent YSSY Sydney only a few years ago, but TaiModels are also very internal scenery focused, and the external features were sadly missing, most notable in the massive Port Botany that is positioned adjoining the airport.
Fly Tampa are back in X-Plane! It was debatable this time, because their massive Fly Tampa Amsterdam EHAM was not very well received, as being too heavy on framerate, it made the expansive scenery not very usable, no matter how much power you had. But here we are with their version of YSSY Sydney, and being Fly Tampa it is extremely good (framerate is very good as well).... with Port Botany also part of the package.
Sydney Kingsford Smith Airport ( YSSY) or Sydney Airport — is an international airport in Sydney, New South Wales, Australia, located 8 km (5 mi) south of the Sydney central business district, in the suburb of Mascot. It is the primary airport serving Sydney and is a primary hub for Qantas (jetbase), as well as a secondary hub for Virgin Australia and Jetstar, and is also a focus city for Air New Zealand.
Features Fully Custom rendition of the Kingsford Smith Airport Custom mesh Custom night lighting SAM and LST integration Custom Mesh (with patch for Ortho4XP users) Airport modeled with PBR materials Sloped airport terrain Dynamic lighting, animated Jetways and much more! This brand new released version of Sydney Airport from Fly Tampa includes many features such as a fully custom rendition of Sydney Kingsford Smith Airport, custom mesh, custom night lighting, SAM and LST integration, provided Ortho4XP patch and quality objects. It is noted as X-Plane 12 only, with the custom effects. ______________________________
The YSSY - Sydney International Airport by Fly Tampa is NOW available! from the X-Plane.Org Store
FlyTampa Sydney
Priced at US$28.00
Requirements
X-Plane 12 (not for XP11)
Windows or Mac or Linux 8GB VRAM Recommended Current version : 1.0 (May 20, 2024) ___________________________
NEWS! by Stephen Dutton
21st May 2024
Copyright©2024: X-Plane Reviews
(Disclaimer. All images and text in this review are the work and property of X-PlaneReviews, no sharing or copy of the content is allowed without consent from the author as per copyright conditions) All Rights Reserved
-
Stephen got a reaction from Kiwiflyer in NEWS! - Scenery Released : YSSY Sydney International by Fly Tampa
NEWS! - Scenery Released : YSSY Sydney International by Fly Tampa
If you are an long haul pilot in Simulation, then there are certain ports required to fulfill your network needs. London of course, New York, Los Angeles, Miami, Frankfurt, Hong Kong and Singapore... one of the most important is YSSY Sydney, it has THAT bridge and Opera House as a focal point. TaiModels released a decent YSSY Sydney only a few years ago, but TaiModels are also very internal scenery focused, and the external features were sadly missing, most notable in the massive Port Botany that is positioned adjoining the airport.
Fly Tampa are back in X-Plane! It was debatable this time, because their massive Fly Tampa Amsterdam EHAM was not very well received, as being too heavy on framerate, it made the expansive scenery not very usable, no matter how much power you had. But here we are with their version of YSSY Sydney, and being Fly Tampa it is extremely good (framerate is very good as well).... with Port Botany also part of the package.
Sydney Kingsford Smith Airport ( YSSY) or Sydney Airport — is an international airport in Sydney, New South Wales, Australia, located 8 km (5 mi) south of the Sydney central business district, in the suburb of Mascot. It is the primary airport serving Sydney and is a primary hub for Qantas (jetbase), as well as a secondary hub for Virgin Australia and Jetstar, and is also a focus city for Air New Zealand.
Features Fully Custom rendition of the Kingsford Smith Airport Custom mesh Custom night lighting SAM and LST integration Custom Mesh (with patch for Ortho4XP users) Airport modeled with PBR materials Sloped airport terrain Dynamic lighting, animated Jetways and much more! This brand new released version of Sydney Airport from Fly Tampa includes many features such as a fully custom rendition of Sydney Kingsford Smith Airport, custom mesh, custom night lighting, SAM and LST integration, provided Ortho4XP patch and quality objects. It is noted as X-Plane 12 only, with the custom effects. ______________________________
The YSSY - Sydney International Airport by Fly Tampa is NOW available! from the X-Plane.Org Store
FlyTampa Sydney
Priced at US$28.00
Requirements
X-Plane 12 (not for XP11)
Windows or Mac or Linux 8GB VRAM Recommended Current version : 1.0 (May 20, 2024) ___________________________
NEWS! by Stephen Dutton
21st May 2024
Copyright©2024: X-Plane Reviews
(Disclaimer. All images and text in this review are the work and property of X-PlaneReviews, no sharing or copy of the content is allowed without consent from the author as per copyright conditions) All Rights Reserved
-
Stephen got a reaction from DrishalMAC2 in NEWS! - Scenery Released : YSSY Sydney International by Fly Tampa
NEWS! - Scenery Released : YSSY Sydney International by Fly Tampa
If you are an long haul pilot in Simulation, then there are certain ports required to fulfill your network needs. London of course, New York, Los Angeles, Miami, Frankfurt, Hong Kong and Singapore... one of the most important is YSSY Sydney, it has THAT bridge and Opera House as a focal point. TaiModels released a decent YSSY Sydney only a few years ago, but TaiModels are also very internal scenery focused, and the external features were sadly missing, most notable in the massive Port Botany that is positioned adjoining the airport.
Fly Tampa are back in X-Plane! It was debatable this time, because their massive Fly Tampa Amsterdam EHAM was not very well received, as being too heavy on framerate, it made the expansive scenery not very usable, no matter how much power you had. But here we are with their version of YSSY Sydney, and being Fly Tampa it is extremely good (framerate is very good as well).... with Port Botany also part of the package.
Sydney Kingsford Smith Airport ( YSSY) or Sydney Airport — is an international airport in Sydney, New South Wales, Australia, located 8 km (5 mi) south of the Sydney central business district, in the suburb of Mascot. It is the primary airport serving Sydney and is a primary hub for Qantas (jetbase), as well as a secondary hub for Virgin Australia and Jetstar, and is also a focus city for Air New Zealand.
Features Fully Custom rendition of the Kingsford Smith Airport Custom mesh Custom night lighting SAM and LST integration Custom Mesh (with patch for Ortho4XP users) Airport modeled with PBR materials Sloped airport terrain Dynamic lighting, animated Jetways and much more! This brand new released version of Sydney Airport from Fly Tampa includes many features such as a fully custom rendition of Sydney Kingsford Smith Airport, custom mesh, custom night lighting, SAM and LST integration, provided Ortho4XP patch and quality objects. It is noted as X-Plane 12 only, with the custom effects. ______________________________
The YSSY - Sydney International Airport by Fly Tampa is NOW available! from the X-Plane.Org Store
FlyTampa Sydney
Priced at US$28.00
Requirements
X-Plane 12 (not for XP11)
Windows or Mac or Linux 8GB VRAM Recommended Current version : 1.0 (May 20, 2024) ___________________________
NEWS! by Stephen Dutton
21st May 2024
Copyright©2024: X-Plane Reviews
(Disclaimer. All images and text in this review are the work and property of X-PlaneReviews, no sharing or copy of the content is allowed without consent from the author as per copyright conditions) All Rights Reserved
-
Stephen got a reaction from Kiwiflyer in NEWS! - Aircraft Updated : Rotate McDonnell Douglas MD-11 v1.09
NEWS! - Aircraft Updated : Rotate McDonnell Douglas MD-11 v1.09
Rotate have released v1.09 for the McDonnell Douglas MD-11. Earlier in a noted "beta" release for testing, this now the formal release with a load of great improvements added to this fabulous authentic Simulation.
First it tests support for Apple Silicon architecture, which has become a more restless problem for developers than first realised, developers are getting on top of the problems, but Silicon is certainly not of the same configuration of the older Intel based processors.
Another big new feature is the "pop up" instrument displays are now available. Rotate aircraft (MD88/MD11) have always had fixed displays/screens.
Now you can "popout" the instrument panels including the MCDU units. It was always hard to programme with their position relative to the MAP display (PLAN MODE)... You still have to use the MCDU for inputs, but it saves you from flicking back and forth between the MAP display and MCDU. Yes all the popouts are scalable in size and can be used in Home Cockpits in the usable Window configuration.
And YES I really "loved" the new feature. Lighting has also had a bit of a revision, fine tuning you can all it. The lighting was always really good in the MD11, but it feels now more natural, Softer? but it looks excellent.
Windows are now more cleaner, clearer... I personally found them a bit "Too" clean, clear... I would like the option for dirty windows as my preference, or the dirtier the better.
There has been attention on the landing roll. The MD11 has one of the fastest landing speeds of any aircraft, so this aspect point is important. Here several areas on the approach phase have been tuned. Including AP1/AP2 annunciator in (the) FMA during dual land mode has been fixed, FMS SPD deceleration select/preselect now have safeguards during approach, FMC now does calculated IAS values for deceleration configurations. The MS speed target was rising above the approach speed below 100AGL in some cases... and finally the landing roll brakes have better deceleration. All are aimed to the approach and landing phase sequences.
The v1.09 changelog is the usual lengthy output from Rotate, mostly nips and tucks to this of one of the very the highly specialised Simulations for the X-Plane 12 Simulator...
- Added pop up windows for screen displays.
- Implemented MIN PROF field in STAR page for RNAV procedures.
- Implement FMS SPD deceleration select/preselect safeguards during approach.
- Show FMC calculated IAS values for deceleration configurations.
- Improved VNAV descent prediction during non-clean configuration.
- Improved VOR interception accuracy.
- Tuned landing roll brakes deceleration.
- Added VERT ALERT annunciation in FMA when approacing T/D.
- Filter airports displayed by runway length.
- Reset CLB/ACCEL FMC fields.
- HDG SEL (pull) must allow edition of the heading target until <3º difference.
- Pushing FMS SPD (with no wheel change) resets to ECON.
- Added warning and logging for route loading process.
- Improved LED lighting of LCD displays.
- Inhibit DEFINED WAYPOINTS deletion when used in the flight plan.
- TCAS TA Only mode should be engaged automatically on ground and below 1000AGL.
- Improved manipulation of ELF switch.
- Reorder SID/STAR listing after applying filters.
- Reset ADG with maintenance button.
- Reduced dirt on windshield texture.
- Fixed FMS SPD indication glitch during climb at cross-over altitude.
- Fixed a problem with navaid selection with duplicate names.
- Fixed AFS pitch limits during SOP.
- Fixed a problem when transitioning from PROF to ALT HLD/SOP during descent.
- Fixed navaid DESELECT for ILS navaids.
- Fixed APPR/ILS guidance response when signal is not available.
- Fixed HDG turn direction problem when crossing 0.
- Fixed HDG bug reset after being hidden.
- Fixed AP1/AP2 annunciator in FMA during dual land.
- Fixed a bug in bank limit during non curved transition.
- Fixed FMS SPD target rising above approach speed below 100AGL in some cases.
- Fixed draw order of flight director bars in PFD.
- Fixed Aircraft floating over the runway during autoland in XP11.
- Fixed DME only stations not showing correct data in ND.
- Fixed ATS too responsive during cruise.
- Fixed compatibility problems with A Pilot's Life and other plugins.
- Fixed N2 going over red arc during TO in high altitude airports.
- Fixed bug in FPA discreet stepper when going down.
- Fixed problem in "fix all failures" function.
- Fixed a bug in landing gear disagree lights.
- Fixed a typo in stby airspeed indication.
- Fixed a bug in logic of CRZ and CLB thrust mode auto-selection.
- Fixed A-ICE ALL ON shown along with all other A-ICE alerts.
- Fixed reverser indication color during deployment on air.
- Fixed engine fire handles annuciators.
- Upgraded to newer Aerosoft database.
The update v1.09 now also available to download from the Skunkcraft Updater, or use your X-Plane.OrgStore account and download the latest version in v1.09.
Support Forum at X-Plane.org or http://support.rotatesim.com/
_____________________
Yes! the McDonnell Douglas MD-11 v1.09 by Rotate is currently available from the X-Plane.Org Store here :
Rotate MD-11
Price is US$83.95
The feature list is HUGE, so if you want to read it, then open the text file.
Feature List.txtUnavailable
Requirements X-Plane 12 or X-Plane 11 Windows 8 or Mac OSX 10.12 or newer (M Processors supported) , Linux Ubuntu 64b 18.04 or newer 8 GB+ VRAM recommended Current version: 1.09 (May 16th 2024) You can download this updated v3.0 Updater free here; SkunkCrafts Updater Standalone client
Full download v1.09 changelog is here;
Changelog v1.09.rtf
________________ NEWS! by Stephen Dutton
17th May 2024
Copyright©2024: X-Plane Reviews
Disclaimer. All images and text in this review are the work and property of X-PlaneReviews, no sharing or copy of the content is allowed without consent from the author as per copyright conditions) All Right Reserved.