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Stephen

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    Stephen got a reaction from Kiwiflyer in Aircraft Update X-Plane 12 : Diamond DA-62 by Aerobask   
    Aircraft Update X-Plane 12 : Diamond DA-62 by Aerobask
     
    Released in March 2019, the Diamond DA-62 followed on from a long line of Diamond composite aircraft from Aerobask. The DA-42 Twin Star and the Diamond DA-50RG. The differences were that the DA-42 was a Twin-Engined aircraft and the DA-50RG is a Single-Engined aircraft. Sadly the Twin-Star has been retired, so the replacement Twin-Engined machine has been this more later and larger DA-62.
     
    The larger DA-42 was built as the DA-50, but only one prototype was built and the DA-50 was also only a single-engine aircraft as well. The DA-50 soon morphed into the DA-62 which kept the larger fuselage of the DA-50, but added the Twin-Engined design of the DA-42, and comes also with the more powerful Austro Engine E4 (marketed as the AE 300) which is a liquid-cooled, inline, four-cylinder, four-stroke, diesel piston aircraft engine of which the DA-62 has the 180hp AE330 version.
     
    There was a large update (v2.0r) to the original DA-62 just under a year ago in late November 2021, so it is very up to date in systems and detail. So here is the transition aircraft of the same to X-Plane 12. It doesn't have any changes from the 2.0r version, but does have all the X-Plane 12 features added, in the Flight Model by X-Aerodynamics, lighting, texture adjustments (Internal/External) and weather effects.
     
    The DA-62 looked very good originally in X-Plane 11, but now the refined X-Plane 12 effect gives the Diamond a more serious "WOW" feel.
     

     
    The aircraft just "OOOOZES" quality, our of every pore and it's skin. The detail is simply of the chart, so get closest inspection that you can.
     

     
    I have always loved the organic shape of the engine cowlings, incredibly well done, masterful modeling.
     

     
    Internally it is just as extravagant, nobody does interiors better than Aerobask, it is a feast for your eyes all in the perfect detail and materials.
     

     
    Since v2 of the Diamond DA-62 the menus have been changed. Now they are more concise and easier to use they cover the standard Weight & Balance of the aircraft, 3d passengers, Fuel and Static Elements of Chocks, Ties, Bollards, Pitot covers, GPU (Ground Power Unit) and non-working pushback trolley. 
     

     
    On the Menu "Options", it covers the (Main) or aircraft options and then the three avionics sets of options for the, G1000 PFD, G1000 MFD and the MD302 backup instrument.
     

     
    EDDB (Berlin) to EDDP (Liepzig - Halle)
    The flight here is quite short, just a few hundered kilometers from Berlin to Liepzig. Starting the DA-62 is simple simon, just switch on the fuel flow (levers centre console), then the main fuel pump, and press the correct dinky button for the engine you want to start, as easy as starting a diesel engine in a car or truck. As this is a very modern GA, and so the engines don't need to be coaxed into life, they will start easily and run up to temperatures very quickly with that odd (in an aircraft) slightly rattly diesel sound.
     

     
    Although the DA-62 is not newly released. I love the fact that all Aerobask aircraft are so fully resolved when being used, virtually no bugs and issues to contend with, it is all a nice clean operation and flying.
     
    Notable as usual that we are still in the X-Plane 12 Beta phase, so (I can't find anything wrong with the DA-62) the external beta issues are still there including the odd wind and weather behavior...  but thankfully also none of the wild wing behaviour I saw on the DA-50RG.
     

     
    Note the Aerobask "Synthetic Vision" on PFD, that was added in here on the last update. I'm not going to say the DA-62 is easy to track straight because it isn't. Daddy long legs in gear feels like three points on a surface, so you work hard with the rudder in keeping it in line and on track.
     

     
    100 knts (no flap) and only a small rotate is required, and your flying.
     

     
    Rate of climb is noted at 6.1 m/s (1,200 ft/min) but I found that 700fpm gave me the best climb to altitude (5,000ft) without putting pressure on the power output...  Ceiling is a massive 6,096 m (20,000 ft) because you have oxygen. I really liked the custom power outputs on the MAP/NAV screen, but they are native different on the pop-up version.
     


     
    Like most general aviation releases lately the DA-62 comes with the native Laminar Research G1000 twin panel avionics system (both PFD and MFD pop-out), but custom here. It is a very good layout, but not as really detailed as a real G1000 system actually is, but it does cover about 85% of the systems. Mid-Panel is the MD302 SAM® or the "Standby Altitude Module" Basically is a standby instrument which is very authentic to the real instrument.
     

     
    View out is sensational, big front curved screen and large side windows give you the sense of space.
     

     
    Lighting
    Internally like everything on this aircraft the lighting is above and beyond the best...  the Instrument panel is fully adjustable with down strip lighting under the glareshield. You can also adjust both the G1000 screens. But I will note with the X-Plane 12 Beta the lighting is still being worked on. I'm not completely happy with it either, so it feels not yet totally refined as it could be...  but the promises are here.
     

     
    Attention to detail shows with the MD302 SAM being on a different power source and shuts down in its own time and speed, you can also shut it down quicker if you wish.
     
    There is twist adjustable lighting for the pilots and switchable lighting for the seats. The lighting switches are on the bottom, but two are hidden at the back of the roof assembly, but can still be switched from the front view. The detail of the switchware and lights is phenomenal.
     

     
    The external lighting isn't very comprehensive and there are no (red) beacons on the aircraft. There are twin Taxi and Landing light sets central under the cabin. But it is refined for X-Plane 12 (well for now anyway).
     

     
    And one for each wing Ice lights and that lighting switch is on the de-icing panel and not with the main lighting switches. Position or Navigation lights are on each wing, but none on the tail and wing double flash strobes covers all the external lighting.
     
    Sounds are modern FMOD and with Enhanced 3D system sounds, including Doppler and Flanger effects. They do sound a little different from the normal, but the engines are very different as well in being diesels, but at the cruise speed they have this lovely thrumm that passes the flying time nicely. Start up is almost instantaneous with a slight cranking, so they are almost electric in that aspect.
     
    The Oxygen system is very active. It is activated by the knob under the panel far left of the pilot. When the juice is flowing all the occupants on board get oxygen masks, but you have to use it sparingly and only for short periods of flight as it soon used up. You can replenish the oxygen from the menu but only on the ground.
     
    All Circuit Breakers (Fuses) work, here I have pulled the MFD fuse...
     

     
    The 3d world of X-Plane 12...  loving it all.
     

     
    Here I settled into a 150knt cruise, with 325 km/h (202 mph; 175 kn) (TAS) the official cruise speed and a Max speed of 367 km/h (228 mph; 198 kn) and the Range is outstanding at 2,380 km (1,479 mi; 1,285 nmi).
     
    Now approaching EDDP EDDP (Liepzig - Halle), it's time to get ready for landing. 1,500 ft is my goal on approach (from 5,000 ft) and 100 knts...
     

     
    I am still amazed at the quality of X-Plane 12, is this really the same X-Plane Simulator? It shows how much decent lighting can make a difference. There is the EDDP field and Rwy 26L.
     

     
    78 knts on final at Full flap is very nice. On experience the DA-62 can be a bit niggly on approach in winds, but thankfully today is calm.
     

     
    Being niggly on approach means a bit of skill in getting the touch down about right, the gear doesn't have a lot of give, but this X-Plane 12 version feels better (more supple) than the earlier versions...  nice. Oddly the speed doesn't change much as you transfer into the flare, it says around the same 78 knts, but you still have full control. The biggest trick here is trying in not dig in your nosewheel, you can't flare to much either, so it is a bit of a balance to get it all right. Note the runway in the "Synthetic Vision".
     

     
    Transition to taxi can be tricky, but you can get a feel between using the rudder pedals for fine steering, and the yoke yaw for the more tighter turns, like with everything in Simulation Flying you soon adapt.
     

     
    X-Plane 12 icing and rain effects are also available as well, the original DA-62 did have icing and rain, but here it is far better and built in as default.
     

    Liveries
    There are Eight liveries (down from 10 in the earlier version) and one white paint livery. There are a four older designs (but updated for X-Plane 12), and four new ones added. All liveries are 4K extreme high Def quality and picked for their extreme reproduction in X-Plane 12 (in other words very nice). The White is the default. 
     

     
    Summary
    Released in March 2019, the Diamond DA-62 followed on from a long line of Diamond composite aircraft from Aerobask. Here is the X-Plane 12 version, not a full X-Plane 12 release, but a compatible aircraft as we are still in the Beta (11) phase of X-Plane 12.
     
    There are no actual new features or changes since the last DA-62 v2.0r (November 25th 2021) release. But you do get the full package of X-Plane 12 Flight Model, lighting, texture adjustments (Internal/External) and weather effects. Liveries have dropped to eight (from ten), but overall better quality.
     
    Notable as usual that we are still in the X-Plane 12 Beta phase, so (I can't find anything wrong with the DA-62) the external beta issues are still there including the odd wind and weather behavior...  but thankfully also none of the wild wing behaviour I saw on the DA-50RG.
     
    All the huge feature list are still there, including; "Synthetic Vision", active Circuit Breaker Panel, Icing and rain systems, Oxygen System, MD302 SAM Backup instrument, power rudder adjustment and top level FMOD sound. G1000 system is still native X-Plane, but customised and well intergrated and excellent to use.
     
    Aerobask would be on anyone's "Must Buy list", on just their name alone, that is the solid reputation the developers already have, and I have absolutely no reason to discount that aspect.
    Aerobask make brilliant modern composite aircraft, excellent modeling and extraordinary interior design...  they fly pretty good as well, and are very good value with excellent back up service...  now all available in X-Plane 12, basically how much more do you want? Highly Recommended of course. 
    ______________________
     
     

     
    Yes! the Diamond DA-62 X-Plane 12 by Aerobask is NOW! available from the X-Plane.Org Store here :

    Diamond DA62
    Price is US$39.95
     
    Features
    Now supports X-Plane 12 Both X-Plane 12 and X-Plane 11 versions included Advanced Flight model Flight model by X-Aerodynamics, very closely matching real performance (based on public data). Aerobask Systems Suite Fully Integrated Laminar Garmin G1000 with custom EIS and annunciations (In 3D only) Customized FADEC/ECU with test procedures allows engines and propellers to deliver their documented performance with unprecedented accuracy, including in fuel usage Auto-feathering is also accurately managed, for a total immersion Simulated oxygen system Simulated ice protection system MD302: custom coded Standby Attitude Module Fully functional breakers (configurable reliability) High Resolution Model High quality 3D model with high resolution PBR textures (4K textures) Fully functional virtual 3D cockpit, with smooth and VR-friendly manipulators Windshield effects: reflections, rain and frost Many parameters saved between flights Configurable pilots, passengers and luggage Optimized to save FPS Custom Sounds FMOD High Quality Enhanced 3D system sounds, including Doppler and Flanger effects Auto-Updater Keep your aircraft up-to-date with a convenient auto-updater  
    Requirements:
    X-Plane 12 or X-Plane 11
    Windows, Mac (using Rosetta) or Linux 4 GB VRAM Minimum. 8 GB+ VRAM recommended Current version:  12r2  (October 27th 2022)  
    Installation Download of the Diamond DA-62 is 376mb and it is installed in your General Aviation Folder as a 933mb folder.  
    Documents Documentation is excellent. Great manual with feature details, checklists/Performance tables and MD302 manual. Quicklook views.pdf DA62 Flight Manual.pdf DA62 Checklist Normal Operations.pdf Airspeed Normal Operation.pdf DA62 Checklist Emergency Procedures.pdf DA62 Performance Tables.pdf Install_Settings.pdf Quick-Doc MD302.pdf ______________________  
    Review by Stephen Dutton 4th Nov 2022 Copyright©2022: X-PlaneReviews   (Disclaimer. All images and text in this review are the work and property of X-PlaneReviews, no sharing or copy of the content is allowed without consent from the author as per copyright conditions)   Review System Specifications: 
    Computer System: Windows  - S1700 Core i7 12700K 12 Core 3.60 GHz CPU / 64bit -32 Gb single 1067 Mhz DDR4 2133 - ASUS GeForce GTX 1080 8Gb - Samsung Evo M2 2TB SSD - Sound : Yamaha Speakers YST-M200SP
    Software:   - Windows 11 Pro - X-Plane 12.00B11 (This is a beta review).
    Plugins: JustFlight-Traffic (X-Plane.OrgStore) US$52.99 : Global SFD plugin US$30.00 : RK Apps XPRealistic v2 - US$34.99
    Scenery or Aircraft
    - EDDB - Berlin-Brandenburg V2 XP by Aerosoft (X-Plane.OrgStore) - US$29.99
    - EDDP - Leipzig/Halle International Airport by JustSim/Digital Design (X-Plane.OrgStore) - US$20.00
     
    (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
     

     
     
  2. Like
    Stephen got a reaction from Anthony96 in Aircraft Review : Gulfstream 550 by AKD Studio   
    Aircraft Review : Gulfstream 550 by AKD Studio
     
    In the utopia world of elitism, then a 110 ft Mega yacht is high up on the scale. But there is still another level again that says I'm far richer and more powerful than you. Welcome to the world of business jets and in reality only one word here fits in with cache. That word is "Gulfstream".
     
    The Gulfstream world of this upper exclusive club is again segregated with the latest G800 being the current Blue Ribbon holder. But the G600/G700/G800 Series was built upon the last series of G500/G550 Series, that series evolved out of the Gulfstream V as the GV-SP.
     
    Complicated? well these business class aircraft do have a complex heredity. Niches, mostly at the whims of their exclusive customers creates variants of variants to satisfy their exclusive needs, but one thing that will always win out is range and speed. But let us not forget the real reason you have a Gulstream in this upper echelon of society, money and wealth.
     
    A variant of the Gulfstream V or GV-SP with a new flightdeck display system, airframe aerodynamic and engine improvements and the main entry door is moved forward, this aircraft is marketed as the G-550.
     
    Presented here is a Gulfstream G550 version for the X-Plane Simulator and the price is US$31.95, but in that you will get both an X-Plane 11 and X-Plane 12 versions. Oddly there are very few Gulfsteams in X-Plane, a few but not one really worthy of our talents, so obviously we welcome a quality aircraft to fill in that empty void from first time developer AKD Studios
     
    Compared to the Gulfstream V, drag reduction details boost range by 250 nmi (460 km) and increase fuel efficiency. Maximum takeoff weight (MTOW) is increased by 500 lb (230 kg) and takeoff performance is enhanced. A seventh pair of windows is added and the entry door is moved 2 ft (0.61 m) forward to increase usable cabin length. The PlaneView flight deck features cursor control devices, Honeywell Primus Epic avionics, standard head-up guidance system by Rockwell Collins and enhanced vision system by Elbit, improving situational awareness in reduced visibility conditions.
     
    Initial long-range cruise altitude is FL 400-410, first hour fuel burn is 4,500–5,000 lb (2,000–2,300 kg) decreasing for the second hour to 3,000 and 2,400 lb (1,400 and 1,100 kg) for the last hour. Flight hourly budget is $700-950 for engine reserves, $250 for parts and 2.5 maintenance hours. It competes against the Bombardier Global 6000, which has higher direct operating costs and less range but a more spacious cross section, and the Dassault Falcon 7X with fly-by-wire flight controls, better fuel efficiency and a wider but shorter cabin. More importantly Range is an astounding 6,750 nmi (7,770 mi, 12,500 km), the aircraft is a transcontinental, trans oceanic capable aircraft.
     

     
    First thoughts are on that extraordinary 93 ft 6 in (28.50 m) wingspan.
     

     
    Without doubt there is a notable talent here. But the G550 from AKD Studios is still a first project. As noted it is very good, but not at or to that extreme level that you would expect from say Aerobask. There are a few areas still here that are under fine development that can only come with experience, then add in the current X-Plane Beat phase (B9).  First impressions are of a clean but currently basic aircraft. 
     

     
    The modelling is actually excellent, shape and contours are quite perfect, love those huge fine wings with vortex generators, in fact the vortex generators are positioned on every surface which is an eye for detail.
     

     
    But there is still that absolute finer detail missing. Most notably around the windows with no screws or rivets..  the huge oval double the size of normal cabin windows needed that little (far) more attention to get their huge size looking right, the internal band does not fit well, and the glass needs more detail to stand out. I am not trying to nitpick here, but this level of this category it requires ultra detail.
     

     
    Powerplants are two  Rolls-Royce BR710 C4-11 turbofan engines, 15,385 lbf (68.44 kN) thrust each. The pod design is lovely in shape and proportions, but they feel again slightly unfinished in the finer detail, mostly at the thrust reversers, exhaust.
     

     
    Ditto the tail, again beautifully modeled but missing the finer detailing.
     

     
    The nosewheel is exquisitely crafted, an amazing amount of small detail, down to links and nuts, but again feels slightly unfinished... with the lighting that has no glass.
     

     
    Twin rear assemblies are trailing link, a normal gear arrangement on these executive jets. Again all the modeling and detail is first rate, but the unfinished look and it looks even more pronounced here on the main gear, is it just needs that something more to perfect.
     
    Cabin
    The entrance is via a tunnel like area, into a world of teak wood and gold highlights.
     

     
    This generation of Gulfstream jets gives you a lot of space inside as they are 43.11 feet long by 7 feet wide by 6 feet tall giving it a total cabin volume of 1669 cubic feet, they are the crème de la crème of cabins in size and fitouts.  They can carry a crew of four, 2 pilots, 0–2 attendants plus 14–19 passengers plus a payload 6,200 lb (2,812 kg). This cabin is HUGE.
     

     
    The layout here is two sets of club seating (eight chairs) and two large rear sofas.
     

     
    The forward tables are both animated and fold out, but the tables hidden away show the excessive space is highly noticeable, so you feel there are two chairs or a row missing (crew seats?) so the layout doesn't feel quite right.
     

     
    There are some nice gold highlights, and cabin fittings are well done...  but there are no window shades (very rare in this category) and the window surrounds are not fitted correctly and very noticeable if by any window. In fact  there is not a lot of functionality in the cabin as most switches are all static, except for the high downlighting switches.
     

     
    Going through to the rear there is a nice bathroom with enough gold to satisfy any Arab Sheikh, not sure they would want to use this toilet though? In the very rear is the baggage compartment which is well done, but there is currently no external hatch (noted as a WIP).
     

     
    The galley/buffet forward is extensive and well done with some nice highlights, at least there are not items sitting around waiting to be thrown around the cabin as most do.
     

     
    The cabin is very good and even very nice, but in this jet category the competition in this area is extremely high, as noted you feel that more seating is required and a bit more functionality to compete at this level, but for a first development it is very good overall.
     
    One odd thing is that there are no cockpit doors to separate the office from the cabin, a poor oversight? Another oddity is that there is a significant step up into the cockpit, so you feel there is a small step missing.
     

     
    Cockpit
    Most private jet cockpits are small, even cramped and the G550 is no exception.
     

     
    The G550 cockpit is very fitted out, even the highlight of the aircraft...  looking in closer it feels a bit in not being totally finished. Mostly in areas like animations (movements) and hollow vents. Both well made pilot seats don't move and are positioned slightly too far back, the armrests are not animated either. The third crew seat behind the Co-Pilot is not workable either...   and so on.
     

     
    Forwards and the instrument panel is huge as there is so much detail here, that you get your money's worth delivered here alone. There is an extensive Overhead Panel and you also have a very large even bulky centre console.
     

     
    Power on....  Yokes are excellent, thin and tawny. There are the options to have the yoke clipboards, both on, both off, or even the choice of either pilot yoke.
     


     
    Symmetry Flight Deck
    The Gulfstream Symmetry integrated flight deck is based on the Honeywell's Primus Epic integrated avionics system, the Symmetry Flight Deck is one of the most advanced in business aviation. There are four huge displays Active Matrix Liquid Crystal Display (AMLCD) that use the Next Generation Flight Management System (NGFMS). Basically they breakdown to the two external PFD (Primary Flight Displays), and the two inner MFD (Muliti-Functional Displays).
     

     
    Notable here is the detail of the Gulfstream specific glareshield "Display Controller"....  this system allows you to interface with the PFD and MFD and set settings.
     

     
    It is basically a simple push-button controller and easy to access and set. Selections include; PFD, MAP, SENSOR, FLT REF, TEST, CHKLIST - SYSTEM, 1/6 - 2/3, TRS, NAV, HUD. By my estimation about 60% of the system is currently working? But this is a very deep system, I suppose more detail will come with updates.
     
    Upper left buttons select the system area you want to access, and the right display has selection buttons to access the item, it is complex, but easy to use in the same instance. Once you work out where each selection is (or have a printed guide) then the system is easy to use.
     
    Here you can select 2/3 of the PFD (or have the engine or data readouts left 3rd of the screen) or use FULL which gives you the full basic flight instruments Artificial Horizon top and the Horizontal Situation Indicator lower. Artificial Horizon, Speed and Altitude tapes, Bank roll scale and roll pointer, Vertical Speed markers, Pitch markers, ILS bars and AOA (Angle of Attack) guide.
     

     
    There are 3 HSI selections with 120/180/360º options.
     

     
    The left panel systems is separated into two sections selected from the "Display Controller" (DC) , "Upper" and "Lower". DUI 1 is the PFD, DUI 2 is the MFD.
     

     
    These sections can be changed to show other system items, including; AC/DC Power, APU/Bleed, Brakes, ECS/Press (Environmental), Eng Start, FLT Controls and traffic. Selections are done by pressing the corresponding button to the line. The same sections can be selected in either panel via the Upper or Lower DUI.
     


     
    MFD : The twin centre displays (DUI 2) have Left and Right main panel displays, Left is the Engine Outputs, Right is (Top) Centralised Warning Panel (CWP) or Caution Advisory Panel (CAP), (Bottom) Checklist
     

     
    You have also a main panel have the same menus, you can change them from the DC, but also directly by the in-built menus.
     
    Provided are; Map Data, Aircraft Centre (Heading or Plan modes), Hdg, Prev, Next, World and Map which is also a systems menu?
     

     
    Both menus allow you to show Map data (Airports, VORs, NDBs...) as noted there is also a large system menu for each screen, including; AC Power, DC Power, Doors, Fuel, Hydraulic, MAP, CMC, ECS/Press, FLT Controls, Summary. And either display can be used.
     

     
    It is very complex set of menus and required a fair bit of study, but it quite comprehensive as well that covers all the G550's systems. Notable is that currently none of the displays pop-out, but they are quite complicated with an interactive interface that created to mimic a pointer.
     
    Overhead Panel (OHP) is really well set out and easy to use. Digital numbers are all used in the readouts. Systems covered are; the Electrical system with all its buses, Full Fire Protection system, the full Hydraulic system, Gulfstream Fuel system and APU system and start up timing.
     

     
    Standard X-PLANE FMS system is at least easy to use, but I would have preferred the authentic Honeywell Avionics.
     

     
    Pedestal is excellent. Top are the backup instruments in a G5 Tape/Artificial Horizon and centre heading instrument, the Gear lever and gear position panel is far right.
     
    The main twin-throttles and rear reverser levers are a lovely chrome design, look nice, nice to use. Set each side are the standard Air-brake and Flap levers (UP-10-20-? but could be 30º). Rear pedestal is all radar and radio panels, nicely done is the use of a FMS frame to hold the Radio settings, a simple but clever way of doing it.
     

     
    The Automatic Flight Control System (AFCS) is positioned in the glareshield contained each end by each "Display Controller" system.
     

     
    AFCS is dual system, fail-operational, for both the Autopilot (AP) and the Auto Throttle (AT) subsystems. This is accomplished by hosting each system in a different modular avionics unit with two lanes in separate processors. The purpose of the AFCS is to provide Flight Director (FD), AP yaw damper and trim functions. The autoflight system receives computed lateral (roll) and vertical (pitch) steering commands from the FD system for the autopilot and for display on the Primary Flight Display (PFD). In the event the AP is disengaged the pilot can manually fly the steering commands presented on the PFD. The AP and AT systems make up the subsystems of the autoflight system.
     
    Menu/Tablet
    ADK uses the interaction with a tablet for menus. There are two, both placed for each pilot on the window frame.
     

     
    There are eight menu tabs; Fuel Payload, GND (Ground), AviTab, METER, PERF (Performance) Calculator, Checklists and Audio Volume.
     

     
    FUEL : Here you can set your fuel load (Kgs and Lbs), Set Cargo, Set Payload, Passengers, and even the passenger weight. The changes are shown in fuel load, GW (Gross Weight) and ZFW (Zero Fuel Weight. You can see internally into the cabin as well. Three options are also available; Reset Data, Set, and Random. Shown here is reset on the lower left, and loaded on the lower right.
     

     
    GND : There are a few options "Ground Handling Page". On the Static Elements there  is a GPU (Ground Power Unit) AC, but also noted a DC Unit and a ASU, but these last two are not currently working in the menu?
     
    And there are Chocks and a passenger car. You can open the main door, again a WIP progress Cargo door. Open ALL Doors and Close ALL Doors. Both the static elements Passenger car have separate menus.
     

     
    GPU, flags, pitot covers and chocks are all presented, but no inlet or exhaust engine covers?
     

     
    The stairway is excellent with a drop down section and beautiful chrome rails. The Tesla 3 car is a bit odd? It is first not to scale and second the wheels don't rotate, so it sort of moves around like in a fairground. ADK have tried to do the same passenger delivery and return as with the Hot Start Challenger 650, but hasn't pulled the idea off as well, a rethink of the idea is needed here?
     

     
    AviTab : AviTab (Plugin Required) is available and a nice to have.
     

     
    METAR : This tab will give you the latest METAR (METeorological Aerodrome Report) weather report by entering your current ICAO. I found it crashed (froze) so I can't say it worked?
     

     
    PERF (Performance) Calculator : There is a two page comprehensive performance calculator that can take data from the FUEL and METAR pages and fill in the required data, including : (Takeoff) DATA, AIRPORT INFO, TAKEOFF SPEEDS, FLAP LIMITS, (Landing) DATA, AIRPORT INFO, LANDING SPEEDS and FLAP SPEEDS.
     

     
    SETTINGS : In settings you can set the various aircraft options, including; IRS Alignment (Time), Refuel (Time), Hide Yokes, Pause on TOD (Top of Descent), EFB Units (Kg/Lbs), Aircraft Temp units (Cº/Fº), Aircraft Weight Units (Kg/Lbs), Sync (Baro), Nosewheel (Roll/Yaw/Tiller, Tail Registration, Kill Objects and optional Yoke Clipboards.
     

     
    CHECKLIST : There is a very good checklist that you can also check off (green), navigation is easy and so is the resetting of the lists.
     

     
    SOUND : Sound panel is currently quite basic, with sliders for (Master) Volume, Exterior Volume, Interior Volume, Co-Pilot Volume and Radio Volume.
     

    __________________
     
    Flying the Gulfstream G550
     

     
    Start up is easy. APU power on, then the Bleed (APU) and "Isolation", then you select Master Start and Crank (Ignition)....
     

     
    ...  selecting START, you flip up the cover and select the right or left engine you want to start...  then when the HP (High Pressure) gets to around 16%, you flip up the corresponding FF (Fuel Flow) lever on the "Fuel Control" panel below the throttles. All engine start is FADEC (Full Authority Digital Engine (or electronics) Control) controlled. Notable are the excellent readouts for the voltages, every selection you make (even the switching on the Bleeds) is registered on the APU or voltages readouts, it looks and feels extremely authentic as is also the engine start up procedures.
     

     
    Start up engine sounds are also absolutely excellent, very impressive, you really feel those RR engine at your back and externally by the aircraft which are both very forceful, throaty and purposeful... impressed. Once the engines are running, you clean up the OHP (Bleeds, Start, Crank and APU), and then you are ready to go.
     
    Warnings in C-Caution and W-Warning are related to the Centralised Warning Panel (CWP), and a really big feature is in testing the controls and seeing your actions on the FLT Controls panels.
     

     
    Another feature I like is the brake pressures being in your face...  here are my foot brake pressures being on show, a full regular (pinky finger) brake pressures are also registered, but have no effect on slowing the aircraft, so it is all down to the  footwork, but I love the readouts.
     

     
    It is busy here today at LUX (Luxembourg Airport - ELLX).
     

     
    Finally after a departure of a Cargolux B747F, I can line up on runway 06.
     

     
    Power up those two two  Rolls-Royce BR710 C4-11 engines and your moving...  fast.
     

     
    You get that awesome roar in your ears and your just gone!
     

     
    ELLX runway 06/24 is as bumpy as hell but you can cope here, 165 kts and you rotate (Flap 10º)...
     

     
    You have to be seriously careful in not to over-rotate, it is very easy in doing that and in setting the take-off trim quite low, this baby wants to climb!
     

     
    In fact the G550 has an enormous climb rate of 3,650 feet per minute and almost straight up...
     

     
    You have to love this...  a Gulfstream and X-Plane 12, Heaven.
     

     
    Well you can stay in heaven for a very long time at a 6,750 nmi (7,770 mi, 12,500 km) range, with a High Speed Cruise: M0.85 at 41,000 ft (12,497 m) or the standard Long Range Cruise: M0.80 at 41,000 ft (12,497 m), and you can cover the ground with a Service ceiling: 51,000 ft (16,000 m) God that is almost as high as Concorde...   impressive isn't it.
     

     
    Lighting
    Cockpit lighting has about 12 adjustment knobs, but setting the different lighting options is a bit hit or miss, mostly it all works, but like a lot the different choices breaks down to that most work, but a lot don't... it feels all a "bit last minute to get it done ready". I'll explore more then add back in later into this section...  overall it looks like this, when sorted though it should be really good as the basics look good.
     

     
    Cabin lighting is the same, buttons under each lighting panel only work the odd light, or even the set of lights on the next panel...  I don't know if there is roof lighting or any galley lighting?
     

     
    External lighting is not refined either...  main land and taxi lights are a bit overexposed, however there is nice navigation, beacon and strobe.
     

     
    Ice (wing lighting) is basic, the wheel-well lights work but the tail lighting doesn't. There is also a "Pulse" effect on the main landing lights? Overall again the external lighting is all a bit hit and miss.
     
     
     
    There is a CAS (Traffic alert and Collision Avoidance System) that works with (in my case) Traffic Global, I never got the A/T (Auto Throttle) to work? and a note from the developer says it's coming in an update, doesn't matter here anyway as most Private Jets flying is usually using the manual throttle. Cruising at FL400 (40,000ft) is the only way to fly halfway round the globe.
     
        
     
    TOD (Top of Descent) and it is time to go down. The G550 can climb high, very high. So you tend to be a bit more excessive in the rate of descent. Here I'm using a rate of 2,700 fpm to go down, and in doing that steep rate the aircraft will protect itself by deploying the airbrakes automatically, but be aware also to retract them later as they don't auto close.
     

     
    I pass EVRA-Rika, Lativa while still screaming down at 2,500 fpm, but you need not worry as everything rubs off very quickly in both speed and altitude. The one thing you realise are that these Gulfstreams are incredibly versatile thoughout all their performance profiles.
     
    Sounds I am liking. Audio here is not overly excessive or even brilliant, but with the long distance cruise you can do with this machine that you can arrive without a headache, so no repeatable loops or droning (thank god). Being a long distance hauler that is important. In time I would expect more and better sound detail, but for now they are fine. X-Plane 12 is quite spectacular when it wants to be...  a far, far cry from X-Plane 11.
     

     
    First 90º turn to the centre line from  EVRA RWY 18, yes it is as brilliant in feel as it looks...
     

     
    Second 90º turn to the centreline of the approach...
     

     
    Riga is not a particularly hilly or mountainous approach but you do have a GPWS (Ground Proximity Warning System) if you need it. Final lineup to RWY 18...  Again Spectacular.
     

     
    Full flap (30º) your approach is around 130 knts...    Flap detail and operation very good by AKD, in feel lowering the flaps doesn't throw you around either, so it is a smooth approach phase.
     

     
    Final, final approach speed is around 125 knts, you don't get thrown around either with the size of this Private Jet of which can happen in smaller machines, it feels more like a commercial aircraft than a light jet.
     

     
    (Shaking my head) Spectacular machine isn't it...  I struggled to get the G550 nose up correctly for the flare, honestly I need to find the right point on the pitch trim to get that phase right, practise as usual will always help.
     

     
    I get the pitch I want in the end and it is nice touch landing at around  118 kts, very close to the stall speed around 115 knts. Powerful thrust reversers are nice, but they need a bit more detail than just showing the cans...  I didn't get the ground airbrake on landing because I couldn't find the selector, it is a "Arm" button far rear of the centre console under a flap?
     

     
    The full landing configuration is shown on the PFD, I really still can't get over how much I like this visual FLT arrangement.
     

     
    Hello Riga, Latvia....   but where can I go next, this Gulfstream gives me a lot of great global options.
     

    _____________
     
    Liveries
    There are only five liveries with the package, but a full list is being created on a Google Doc site. A paintkit is included. I have selected a few off the Docs page here. AKD livery is the default. Included in the package are AKD House, N345LC, NetJets N528QS and the two Polish Airforce.
     

    _____________
    Summary
    In world of the elite, then the word of Gulfstream is the biggest token you can play in this upper exclusive club. The Gulfstream G600/G700/G800 Series was built upon the last series of G500/G550 Series and that series evolved out of the Gulfstream V as the GV-SP.
     
    Here we have the previous generation in the G550 which was discontinued in July 2021, but this aircraft is still a major global trotting machine with both oceanic and transcontinental in range, it can fly high as well to an almost sub-orbital 51,000ft.
     
    First an almost disclaimer on the review and the aircraft. The Gulfstream G550 is a first time project by AKD Studios and obviously they have to pick an extremely complex aircraft to start with, add in a release in the middle of a new X-Plane 12 Beta run (B9) and you can expect a lot of bugs and weird things with the aircraft. It's not like that at all in context, in fact it flies very well.
    But there are many areas here also not finished or refined, that includes also the missing manual with the aircraft that reflects here in less technical detail to be covered and features that can be missed. 
     
    Impressive however the G550 still is. Systems are comprehensive and are excellent in operation, including the excellent Gulfstream "Display controllers" (menus) and all DUIs are covered by a four display screen arrangement that has the built in Gulfstream Symmetry integrated flight deck is based on the Honeywell's Primus Epic integrated avionics system. Custom CAS (warnings), Ice and rain protection system (X-Plane 12), IRS system and a full (menu) Electronic Flight Bag (EFB)... it's an impressive list.
     
    Modeling is very good but your not going to get extreme Aerobask quality here, but many of the areas are really just not only refined or even completed, annoying are the cabin window frames that are badly (or rushed) designed, the missing external cargo door and all the lighting inside and out feels again only half finished. But I'm looking more and far down the road here as the basics are very good, if excellent in areas, it is the old adage of what a difference a month could make to the project.
     
    Personally I absolutely love the Gulfstream G550. X-Plane has wanted a really excellent transoceanic Private Jet for decades and here it is, it is also available in X-Plane 11 and more importantly in X-Plane 12 in the same value package of just over US$30. For your money you get a lot of aircraft with it's Gulfstream related systems. in 2023 it will be certainly the power jet you need in the X-Plane 12 Simulator, like I said I love it, and now I just want a lot more of flying the machine to every corner of the Globe.
    ________________________________  
     
    The Gulfstream 550 by AKD Studio is NOW available here at the X-Plane.OrgStore
     
    GLF550 - Ultimate Business Jet by AKD Studio
    Price is US$31.95
     
    This aircraft is X-Plane12 supported, but to note it is in Beta form.
     
    Requirements
    X-Plane 12 or X-Plane 11 - both versions included
    -Plane 12 or X-Plane 11 Windows, Mac or Linux 4 GB VRAM Minimum - 8 GB+ VRAM Recommended Download Size: 1 GB
    Current version : 1.0 (October 28th 2022)   Download for the Gulfstream 550 by AKD Studio is 1.03GB
     
    And the final install in X-Plane Aircraft folder with the above loaded liveries is; 2.53gb. Authorisation is required.
    The AviTab plugin is also required to use this aircraft, and it is deposited in your X-Plane Plugins folder.
     
    Simbrief proflie is;
    https://www.simbrief.com/system/dispatch.php?sharefleet=256234_1658264083720
     
    Documents
    Only the standard Laminar Reseach FMS manual is supplied. And no aircraft manual is currently available
    FMS_Manual  
    Designed by AKD Studios
    Support forum for the Gulfstream G550 _____________________
      Aircraft Review by Stephen Dutton
    30th October 2022
    Copyright©2022: X-Plane Reviews
     
    Review System Specifications: 
    Computer System: Windows  - S1700 Core i7 12700K 12 Core 3.60 GHz CPU / 64bit -32 Gb single 1067 Mhz DDR4 2133 - ASUS GeForce GTX 1080 8Gb - Samsung Evo M2 2TB SSD - Sound : Yamaha Speakers YST-M200SP
    Software:   - Windows 11 Pro - X-Plane 12.00B7 (This is a beta review).
    Plugins: JustFlight-Traffic (X-Plane.OrgStore) US$52.99 : Global SFD plugin US$30.00 : RK Apps XPRealistic v2 - US$34.99
    Scenery or Aircraft
    - ELLX - Luxembourg Findel Airport v2.1  by JustSim (X-Plane.OrgStore) - US$19.95
    - EVRA - Riga International Airport v2 by JustSim (X-Plane.OrgStore) - US$18.50
     
    (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
     

  3. Thanks
    Stephen got a reaction from Kiwiflyer in Aircraft Review : Gulfstream 550 by AKD Studio   
    Aircraft Review : Gulfstream 550 by AKD Studio
     
    In the utopia world of elitism, then a 110 ft Mega yacht is high up on the scale. But there is still another level again that says I'm far richer and more powerful than you. Welcome to the world of business jets and in reality only one word here fits in with cache. That word is "Gulfstream".
     
    The Gulfstream world of this upper exclusive club is again segregated with the latest G800 being the current Blue Ribbon holder. But the G600/G700/G800 Series was built upon the last series of G500/G550 Series, that series evolved out of the Gulfstream V as the GV-SP.
     
    Complicated? well these business class aircraft do have a complex heredity. Niches, mostly at the whims of their exclusive customers creates variants of variants to satisfy their exclusive needs, but one thing that will always win out is range and speed. But let us not forget the real reason you have a Gulstream in this upper echelon of society, money and wealth.
     
    A variant of the Gulfstream V or GV-SP with a new flightdeck display system, airframe aerodynamic and engine improvements and the main entry door is moved forward, this aircraft is marketed as the G-550.
     
    Presented here is a Gulfstream G550 version for the X-Plane Simulator and the price is US$31.95, but in that you will get both an X-Plane 11 and X-Plane 12 versions. Oddly there are very few Gulfsteams in X-Plane, a few but not one really worthy of our talents, so obviously we welcome a quality aircraft to fill in that empty void from first time developer AKD Studios
     
    Compared to the Gulfstream V, drag reduction details boost range by 250 nmi (460 km) and increase fuel efficiency. Maximum takeoff weight (MTOW) is increased by 500 lb (230 kg) and takeoff performance is enhanced. A seventh pair of windows is added and the entry door is moved 2 ft (0.61 m) forward to increase usable cabin length. The PlaneView flight deck features cursor control devices, Honeywell Primus Epic avionics, standard head-up guidance system by Rockwell Collins and enhanced vision system by Elbit, improving situational awareness in reduced visibility conditions.
     
    Initial long-range cruise altitude is FL 400-410, first hour fuel burn is 4,500–5,000 lb (2,000–2,300 kg) decreasing for the second hour to 3,000 and 2,400 lb (1,400 and 1,100 kg) for the last hour. Flight hourly budget is $700-950 for engine reserves, $250 for parts and 2.5 maintenance hours. It competes against the Bombardier Global 6000, which has higher direct operating costs and less range but a more spacious cross section, and the Dassault Falcon 7X with fly-by-wire flight controls, better fuel efficiency and a wider but shorter cabin. More importantly Range is an astounding 6,750 nmi (7,770 mi, 12,500 km), the aircraft is a transcontinental, trans oceanic capable aircraft.
     

     
    First thoughts are on that extraordinary 93 ft 6 in (28.50 m) wingspan.
     

     
    Without doubt there is a notable talent here. But the G550 from AKD Studios is still a first project. As noted it is very good, but not at or to that extreme level that you would expect from say Aerobask. There are a few areas still here that are under fine development that can only come with experience, then add in the current X-Plane Beat phase (B9).  First impressions are of a clean but currently basic aircraft. 
     

     
    The modelling is actually excellent, shape and contours are quite perfect, love those huge fine wings with vortex generators, in fact the vortex generators are positioned on every surface which is an eye for detail.
     

     
    But there is still that absolute finer detail missing. Most notably around the windows with no screws or rivets..  the huge oval double the size of normal cabin windows needed that little (far) more attention to get their huge size looking right, the internal band does not fit well, and the glass needs more detail to stand out. I am not trying to nitpick here, but this level of this category it requires ultra detail.
     

     
    Powerplants are two  Rolls-Royce BR710 C4-11 turbofan engines, 15,385 lbf (68.44 kN) thrust each. The pod design is lovely in shape and proportions, but they feel again slightly unfinished in the finer detail, mostly at the thrust reversers, exhaust.
     

     
    Ditto the tail, again beautifully modeled but missing the finer detailing.
     

     
    The nosewheel is exquisitely crafted, an amazing amount of small detail, down to links and nuts, but again feels slightly unfinished... with the lighting that has no glass.
     

     
    Twin rear assemblies are trailing link, a normal gear arrangement on these executive jets. Again all the modeling and detail is first rate, but the unfinished look and it looks even more pronounced here on the main gear, is it just needs that something more to perfect.
     
    Cabin
    The entrance is via a tunnel like area, into a world of teak wood and gold highlights.
     

     
    This generation of Gulfstream jets gives you a lot of space inside as they are 43.11 feet long by 7 feet wide by 6 feet tall giving it a total cabin volume of 1669 cubic feet, they are the crème de la crème of cabins in size and fitouts.  They can carry a crew of four, 2 pilots, 0–2 attendants plus 14–19 passengers plus a payload 6,200 lb (2,812 kg). This cabin is HUGE.
     

     
    The layout here is two sets of club seating (eight chairs) and two large rear sofas.
     

     
    The forward tables are both animated and fold out, but the tables hidden away show the excessive space is highly noticeable, so you feel there are two chairs or a row missing (crew seats?) so the layout doesn't feel quite right.
     

     
    There are some nice gold highlights, and cabin fittings are well done...  but there are no window shades (very rare in this category) and the window surrounds are not fitted correctly and very noticeable if by any window. In fact  there is not a lot of functionality in the cabin as most switches are all static, except for the high downlighting switches.
     

     
    Going through to the rear there is a nice bathroom with enough gold to satisfy any Arab Sheikh, not sure they would want to use this toilet though? In the very rear is the baggage compartment which is well done, but there is currently no external hatch (noted as a WIP).
     

     
    The galley/buffet forward is extensive and well done with some nice highlights, at least there are not items sitting around waiting to be thrown around the cabin as most do.
     

     
    The cabin is very good and even very nice, but in this jet category the competition in this area is extremely high, as noted you feel that more seating is required and a bit more functionality to compete at this level, but for a first development it is very good overall.
     
    One odd thing is that there are no cockpit doors to separate the office from the cabin, a poor oversight? Another oddity is that there is a significant step up into the cockpit, so you feel there is a small step missing.
     

     
    Cockpit
    Most private jet cockpits are small, even cramped and the G550 is no exception.
     

     
    The G550 cockpit is very fitted out, even the highlight of the aircraft...  looking in closer it feels a bit in not being totally finished. Mostly in areas like animations (movements) and hollow vents. Both well made pilot seats don't move and are positioned slightly too far back, the armrests are not animated either. The third crew seat behind the Co-Pilot is not workable either...   and so on.
     

     
    Forwards and the instrument panel is huge as there is so much detail here, that you get your money's worth delivered here alone. There is an extensive Overhead Panel and you also have a very large even bulky centre console.
     

     
    Power on....  Yokes are excellent, thin and tawny. There are the options to have the yoke clipboards, both on, both off, or even the choice of either pilot yoke.
     


     
    Symmetry Flight Deck
    The Gulfstream Symmetry integrated flight deck is based on the Honeywell's Primus Epic integrated avionics system, the Symmetry Flight Deck is one of the most advanced in business aviation. There are four huge displays Active Matrix Liquid Crystal Display (AMLCD) that use the Next Generation Flight Management System (NGFMS). Basically they breakdown to the two external PFD (Primary Flight Displays), and the two inner MFD (Muliti-Functional Displays).
     

     
    Notable here is the detail of the Gulfstream specific glareshield "Display Controller"....  this system allows you to interface with the PFD and MFD and set settings.
     

     
    It is basically a simple push-button controller and easy to access and set. Selections include; PFD, MAP, SENSOR, FLT REF, TEST, CHKLIST - SYSTEM, 1/6 - 2/3, TRS, NAV, HUD. By my estimation about 60% of the system is currently working? But this is a very deep system, I suppose more detail will come with updates.
     
    Upper left buttons select the system area you want to access, and the right display has selection buttons to access the item, it is complex, but easy to use in the same instance. Once you work out where each selection is (or have a printed guide) then the system is easy to use.
     
    Here you can select 2/3 of the PFD (or have the engine or data readouts left 3rd of the screen) or use FULL which gives you the full basic flight instruments Artificial Horizon top and the Horizontal Situation Indicator lower. Artificial Horizon, Speed and Altitude tapes, Bank roll scale and roll pointer, Vertical Speed markers, Pitch markers, ILS bars and AOA (Angle of Attack) guide.
     

     
    There are 3 HSI selections with 120/180/360º options.
     

     
    The left panel systems is separated into two sections selected from the "Display Controller" (DC) , "Upper" and "Lower". DUI 1 is the PFD, DUI 2 is the MFD.
     

     
    These sections can be changed to show other system items, including; AC/DC Power, APU/Bleed, Brakes, ECS/Press (Environmental), Eng Start, FLT Controls and traffic. Selections are done by pressing the corresponding button to the line. The same sections can be selected in either panel via the Upper or Lower DUI.
     


     
    MFD : The twin centre displays (DUI 2) have Left and Right main panel displays, Left is the Engine Outputs, Right is (Top) Centralised Warning Panel (CWP) or Caution Advisory Panel (CAP), (Bottom) Checklist
     

     
    You have also a main panel have the same menus, you can change them from the DC, but also directly by the in-built menus.
     
    Provided are; Map Data, Aircraft Centre (Heading or Plan modes), Hdg, Prev, Next, World and Map which is also a systems menu?
     

     
    Both menus allow you to show Map data (Airports, VORs, NDBs...) as noted there is also a large system menu for each screen, including; AC Power, DC Power, Doors, Fuel, Hydraulic, MAP, CMC, ECS/Press, FLT Controls, Summary. And either display can be used.
     

     
    It is very complex set of menus and required a fair bit of study, but it quite comprehensive as well that covers all the G550's systems. Notable is that currently none of the displays pop-out, but they are quite complicated with an interactive interface that created to mimic a pointer.
     
    Overhead Panel (OHP) is really well set out and easy to use. Digital numbers are all used in the readouts. Systems covered are; the Electrical system with all its buses, Full Fire Protection system, the full Hydraulic system, Gulfstream Fuel system and APU system and start up timing.
     

     
    Standard X-PLANE FMS system is at least easy to use, but I would have preferred the authentic Honeywell Avionics.
     

     
    Pedestal is excellent. Top are the backup instruments in a G5 Tape/Artificial Horizon and centre heading instrument, the Gear lever and gear position panel is far right.
     
    The main twin-throttles and rear reverser levers are a lovely chrome design, look nice, nice to use. Set each side are the standard Air-brake and Flap levers (UP-10-20-? but could be 30º). Rear pedestal is all radar and radio panels, nicely done is the use of a FMS frame to hold the Radio settings, a simple but clever way of doing it.
     

     
    The Automatic Flight Control System (AFCS) is positioned in the glareshield contained each end by each "Display Controller" system.
     

     
    AFCS is dual system, fail-operational, for both the Autopilot (AP) and the Auto Throttle (AT) subsystems. This is accomplished by hosting each system in a different modular avionics unit with two lanes in separate processors. The purpose of the AFCS is to provide Flight Director (FD), AP yaw damper and trim functions. The autoflight system receives computed lateral (roll) and vertical (pitch) steering commands from the FD system for the autopilot and for display on the Primary Flight Display (PFD). In the event the AP is disengaged the pilot can manually fly the steering commands presented on the PFD. The AP and AT systems make up the subsystems of the autoflight system.
     
    Menu/Tablet
    ADK uses the interaction with a tablet for menus. There are two, both placed for each pilot on the window frame.
     

     
    There are eight menu tabs; Fuel Payload, GND (Ground), AviTab, METER, PERF (Performance) Calculator, Checklists and Audio Volume.
     

     
    FUEL : Here you can set your fuel load (Kgs and Lbs), Set Cargo, Set Payload, Passengers, and even the passenger weight. The changes are shown in fuel load, GW (Gross Weight) and ZFW (Zero Fuel Weight. You can see internally into the cabin as well. Three options are also available; Reset Data, Set, and Random. Shown here is reset on the lower left, and loaded on the lower right.
     

     
    GND : There are a few options "Ground Handling Page". On the Static Elements there  is a GPU (Ground Power Unit) AC, but also noted a DC Unit and a ASU, but these last two are not currently working in the menu?
     
    And there are Chocks and a passenger car. You can open the main door, again a WIP progress Cargo door. Open ALL Doors and Close ALL Doors. Both the static elements Passenger car have separate menus.
     

     
    GPU, flags, pitot covers and chocks are all presented, but no inlet or exhaust engine covers?
     

     
    The stairway is excellent with a drop down section and beautiful chrome rails. The Tesla 3 car is a bit odd? It is first not to scale and second the wheels don't rotate, so it sort of moves around like in a fairground. ADK have tried to do the same passenger delivery and return as with the Hot Start Challenger 650, but hasn't pulled the idea off as well, a rethink of the idea is needed here?
     

     
    AviTab : AviTab (Plugin Required) is available and a nice to have.
     

     
    METAR : This tab will give you the latest METAR (METeorological Aerodrome Report) weather report by entering your current ICAO. I found it crashed (froze) so I can't say it worked?
     

     
    PERF (Performance) Calculator : There is a two page comprehensive performance calculator that can take data from the FUEL and METAR pages and fill in the required data, including : (Takeoff) DATA, AIRPORT INFO, TAKEOFF SPEEDS, FLAP LIMITS, (Landing) DATA, AIRPORT INFO, LANDING SPEEDS and FLAP SPEEDS.
     

     
    SETTINGS : In settings you can set the various aircraft options, including; IRS Alignment (Time), Refuel (Time), Hide Yokes, Pause on TOD (Top of Descent), EFB Units (Kg/Lbs), Aircraft Temp units (Cº/Fº), Aircraft Weight Units (Kg/Lbs), Sync (Baro), Nosewheel (Roll/Yaw/Tiller, Tail Registration, Kill Objects and optional Yoke Clipboards.
     

     
    CHECKLIST : There is a very good checklist that you can also check off (green), navigation is easy and so is the resetting of the lists.
     

     
    SOUND : Sound panel is currently quite basic, with sliders for (Master) Volume, Exterior Volume, Interior Volume, Co-Pilot Volume and Radio Volume.
     

    __________________
     
    Flying the Gulfstream G550
     

     
    Start up is easy. APU power on, then the Bleed (APU) and "Isolation", then you select Master Start and Crank (Ignition)....
     

     
    ...  selecting START, you flip up the cover and select the right or left engine you want to start...  then when the HP (High Pressure) gets to around 16%, you flip up the corresponding FF (Fuel Flow) lever on the "Fuel Control" panel below the throttles. All engine start is FADEC (Full Authority Digital Engine (or electronics) Control) controlled. Notable are the excellent readouts for the voltages, every selection you make (even the switching on the Bleeds) is registered on the APU or voltages readouts, it looks and feels extremely authentic as is also the engine start up procedures.
     

     
    Start up engine sounds are also absolutely excellent, very impressive, you really feel those RR engine at your back and externally by the aircraft which are both very forceful, throaty and purposeful... impressed. Once the engines are running, you clean up the OHP (Bleeds, Start, Crank and APU), and then you are ready to go.
     
    Warnings in C-Caution and W-Warning are related to the Centralised Warning Panel (CWP), and a really big feature is in testing the controls and seeing your actions on the FLT Controls panels.
     

     
    Another feature I like is the brake pressures being in your face...  here are my foot brake pressures being on show, a full regular (pinky finger) brake pressures are also registered, but have no effect on slowing the aircraft, so it is all down to the  footwork, but I love the readouts.
     

     
    It is busy here today at LUX (Luxembourg Airport - ELLX).
     

     
    Finally after a departure of a Cargolux B747F, I can line up on runway 06.
     

     
    Power up those two two  Rolls-Royce BR710 C4-11 engines and your moving...  fast.
     

     
    You get that awesome roar in your ears and your just gone!
     

     
    ELLX runway 06/24 is as bumpy as hell but you can cope here, 165 kts and you rotate (Flap 10º)...
     

     
    You have to be seriously careful in not to over-rotate, it is very easy in doing that and in setting the take-off trim quite low, this baby wants to climb!
     

     
    In fact the G550 has an enormous climb rate of 3,650 feet per minute and almost straight up...
     

     
    You have to love this...  a Gulfstream and X-Plane 12, Heaven.
     

     
    Well you can stay in heaven for a very long time at a 6,750 nmi (7,770 mi, 12,500 km) range, with a High Speed Cruise: M0.85 at 41,000 ft (12,497 m) or the standard Long Range Cruise: M0.80 at 41,000 ft (12,497 m), and you can cover the ground with a Service ceiling: 51,000 ft (16,000 m) God that is almost as high as Concorde...   impressive isn't it.
     

     
    Lighting
    Cockpit lighting has about 12 adjustment knobs, but setting the different lighting options is a bit hit or miss, mostly it all works, but like a lot the different choices breaks down to that most work, but a lot don't... it feels all a "bit last minute to get it done ready". I'll explore more then add back in later into this section...  overall it looks like this, when sorted though it should be really good as the basics look good.
     

     
    Cabin lighting is the same, buttons under each lighting panel only work the odd light, or even the set of lights on the next panel...  I don't know if there is roof lighting or any galley lighting?
     

     
    External lighting is not refined either...  main land and taxi lights are a bit overexposed, however there is nice navigation, beacon and strobe.
     

     
    Ice (wing lighting) is basic, the wheel-well lights work but the tail lighting doesn't. There is also a "Pulse" effect on the main landing lights? Overall again the external lighting is all a bit hit and miss.
     
     
     
    There is a CAS (Traffic alert and Collision Avoidance System) that works with (in my case) Traffic Global, I never got the A/T (Auto Throttle) to work? and a note from the developer says it's coming in an update, doesn't matter here anyway as most Private Jets flying is usually using the manual throttle. Cruising at FL400 (40,000ft) is the only way to fly halfway round the globe.
     
        
     
    TOD (Top of Descent) and it is time to go down. The G550 can climb high, very high. So you tend to be a bit more excessive in the rate of descent. Here I'm using a rate of 2,700 fpm to go down, and in doing that steep rate the aircraft will protect itself by deploying the airbrakes automatically, but be aware also to retract them later as they don't auto close.
     

     
    I pass EVRA-Rika, Lativa while still screaming down at 2,500 fpm, but you need not worry as everything rubs off very quickly in both speed and altitude. The one thing you realise are that these Gulfstreams are incredibly versatile thoughout all their performance profiles.
     
    Sounds I am liking. Audio here is not overly excessive or even brilliant, but with the long distance cruise you can do with this machine that you can arrive without a headache, so no repeatable loops or droning (thank god). Being a long distance hauler that is important. In time I would expect more and better sound detail, but for now they are fine. X-Plane 12 is quite spectacular when it wants to be...  a far, far cry from X-Plane 11.
     

     
    First 90º turn to the centre line from  EVRA RWY 18, yes it is as brilliant in feel as it looks...
     

     
    Second 90º turn to the centreline of the approach...
     

     
    Riga is not a particularly hilly or mountainous approach but you do have a GPWS (Ground Proximity Warning System) if you need it. Final lineup to RWY 18...  Again Spectacular.
     

     
    Full flap (30º) your approach is around 130 knts...    Flap detail and operation very good by AKD, in feel lowering the flaps doesn't throw you around either, so it is a smooth approach phase.
     

     
    Final, final approach speed is around 125 knts, you don't get thrown around either with the size of this Private Jet of which can happen in smaller machines, it feels more like a commercial aircraft than a light jet.
     

     
    (Shaking my head) Spectacular machine isn't it...  I struggled to get the G550 nose up correctly for the flare, honestly I need to find the right point on the pitch trim to get that phase right, practise as usual will always help.
     

     
    I get the pitch I want in the end and it is nice touch landing at around  118 kts, very close to the stall speed around 115 knts. Powerful thrust reversers are nice, but they need a bit more detail than just showing the cans...  I didn't get the ground airbrake on landing because I couldn't find the selector, it is a "Arm" button far rear of the centre console under a flap?
     

     
    The full landing configuration is shown on the PFD, I really still can't get over how much I like this visual FLT arrangement.
     

     
    Hello Riga, Latvia....   but where can I go next, this Gulfstream gives me a lot of great global options.
     

    _____________
     
    Liveries
    There are only five liveries with the package, but a full list is being created on a Google Doc site. A paintkit is included. I have selected a few off the Docs page here. AKD livery is the default. Included in the package are AKD House, N345LC, NetJets N528QS and the two Polish Airforce.
     

    _____________
    Summary
    In world of the elite, then the word of Gulfstream is the biggest token you can play in this upper exclusive club. The Gulfstream G600/G700/G800 Series was built upon the last series of G500/G550 Series and that series evolved out of the Gulfstream V as the GV-SP.
     
    Here we have the previous generation in the G550 which was discontinued in July 2021, but this aircraft is still a major global trotting machine with both oceanic and transcontinental in range, it can fly high as well to an almost sub-orbital 51,000ft.
     
    First an almost disclaimer on the review and the aircraft. The Gulfstream G550 is a first time project by AKD Studios and obviously they have to pick an extremely complex aircraft to start with, add in a release in the middle of a new X-Plane 12 Beta run (B9) and you can expect a lot of bugs and weird things with the aircraft. It's not like that at all in context, in fact it flies very well.
    But there are many areas here also not finished or refined, that includes also the missing manual with the aircraft that reflects here in less technical detail to be covered and features that can be missed. 
     
    Impressive however the G550 still is. Systems are comprehensive and are excellent in operation, including the excellent Gulfstream "Display controllers" (menus) and all DUIs are covered by a four display screen arrangement that has the built in Gulfstream Symmetry integrated flight deck is based on the Honeywell's Primus Epic integrated avionics system. Custom CAS (warnings), Ice and rain protection system (X-Plane 12), IRS system and a full (menu) Electronic Flight Bag (EFB)... it's an impressive list.
     
    Modeling is very good but your not going to get extreme Aerobask quality here, but many of the areas are really just not only refined or even completed, annoying are the cabin window frames that are badly (or rushed) designed, the missing external cargo door and all the lighting inside and out feels again only half finished. But I'm looking more and far down the road here as the basics are very good, if excellent in areas, it is the old adage of what a difference a month could make to the project.
     
    Personally I absolutely love the Gulfstream G550. X-Plane has wanted a really excellent transoceanic Private Jet for decades and here it is, it is also available in X-Plane 11 and more importantly in X-Plane 12 in the same value package of just over US$30. For your money you get a lot of aircraft with it's Gulfstream related systems. in 2023 it will be certainly the power jet you need in the X-Plane 12 Simulator, like I said I love it, and now I just want a lot more of flying the machine to every corner of the Globe.
    ________________________________  
     
    The Gulfstream 550 by AKD Studio is NOW available here at the X-Plane.OrgStore
     
    GLF550 - Ultimate Business Jet by AKD Studio
    Price is US$31.95
     
    This aircraft is X-Plane12 supported, but to note it is in Beta form.
     
    Requirements
    X-Plane 12 or X-Plane 11 - both versions included
    -Plane 12 or X-Plane 11 Windows, Mac or Linux 4 GB VRAM Minimum - 8 GB+ VRAM Recommended Download Size: 1 GB
    Current version : 1.0 (October 28th 2022)   Download for the Gulfstream 550 by AKD Studio is 1.03GB
     
    And the final install in X-Plane Aircraft folder with the above loaded liveries is; 2.53gb. Authorisation is required.
    The AviTab plugin is also required to use this aircraft, and it is deposited in your X-Plane Plugins folder.
     
    Simbrief proflie is;
    https://www.simbrief.com/system/dispatch.php?sharefleet=256234_1658264083720
     
    Documents
    Only the standard Laminar Reseach FMS manual is supplied. And no aircraft manual is currently available
    FMS_Manual  
    Designed by AKD Studios
    Support forum for the Gulfstream G550 _____________________
      Aircraft Review by Stephen Dutton
    30th October 2022
    Copyright©2022: X-Plane Reviews
     
    Review System Specifications: 
    Computer System: Windows  - S1700 Core i7 12700K 12 Core 3.60 GHz CPU / 64bit -32 Gb single 1067 Mhz DDR4 2133 - ASUS GeForce GTX 1080 8Gb - Samsung Evo M2 2TB SSD - Sound : Yamaha Speakers YST-M200SP
    Software:   - Windows 11 Pro - X-Plane 12.00B7 (This is a beta review).
    Plugins: JustFlight-Traffic (X-Plane.OrgStore) US$52.99 : Global SFD plugin US$30.00 : RK Apps XPRealistic v2 - US$34.99
    Scenery or Aircraft
    - ELLX - Luxembourg Findel Airport v2.1  by JustSim (X-Plane.OrgStore) - US$19.95
    - EVRA - Riga International Airport v2 by JustSim (X-Plane.OrgStore) - US$18.50
     
    (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
     

  4. Thanks
    Stephen got a reaction from Kiwiflyer in X-Plane 12 - Beta 8   
    X-Plane 12 - Beta 8
     
    It is hard to believe we are already up to X-Plane 12 Beta 8, yes version eight of the beta run. Are you enjoying X-Plane 12 yet?
     
    Personally I think it is incredible, loads of bugs, but the dynamics and certainly the realism in feel is extraordinary. X-PlaneReviews images are a great way to see the differences between X-Plane 11 and X-Plane 12.
     
    First note for X-Plane 12b8 is that it screws up the "BetterPushBack" plugin, a fix can be found here; Github
     
    Let us start with a nice addition in Beta 8...  Pilots. In both the Boeing 738 and the Airbus A332 there are now animated pilots, a male and a female, they are extremely good (meaning realistic) and as noted they move around in the cockpit.
     

     
    Secondly is the addition of another default aircraft, this a promised machine, but not your usual flying machine as this one is drone.
     
    ALIA-250
    Beta Technologies (stylized as BETA Technologies), is a Burlington, Vermont-based aerospace manufacturer developing electric vertical take off and landing (eVTOL) aircraft for the cargo and logistics industry. The company is headquartered at Burlington International Airport in South Burlington, Vermont, and were they store and test their EVA (Electrical Vertical Aircraft) aircraft. With securing in March 2021, BETA Technologies raised $143 million in venture funding from undisclosed sources.
     
    On May 23, 2018, the company made the first tethered flight of its original 4,000 lb (1,800 kg) Ava XC eight motor, eight propeller battery-operated proof of concept aircraft and that year, the Ava XC became the world’s heaviest eVTOL aircraft to fly.
     
    In February 2020, the company began participating in the United States Air Force Agility Prime program that seeks to advance electric air mobility. In May, the Air Force Life Cycle Management Center announced that the company, along with Joby Aviation, would progress to the third phase of the program. In June, the company unveiled its second aircraft prototype, ALIA-250.
     
    Our own Laminar Research Austin Meyers has had a personally involvement in the development of the ALIA-250, some say in spending too much time as a distraction from working on X-Plane 12. But I don't think that in reality
     
    The design of Alia-250 is inspired by the Arctic tern, the longest-migrating bird in the world. It takes cues from the bird’s tail configuration and wing stance, which enable Arctic terns to take long-range flights, to deliver a similar performance.
    With a wingspan of 50ft, the aircraft has a maximum take-off weight (MTOW) of 6,000lb (2,721kg). The passenger variant of the aircraft can carry six passengers including a pilot, while the cargo variant will have 200ft³ of space.
     
    The efficient aerodynamic features of the eVTOL aircraft include arched wings, tapered wing-tips and angled trusses. The V-shaped tail is expected to reduce drag and improve stability at low speeds. In March 2021, the ALIA-250 made a test flight from Plattsburgh, New York, across Lake Champlain to Burlington, Vermont. But not as a eVOTL aircraft, but with just it's normal wings and a pusher engine, but the aircraft has since done a test untethered eVOTL flight.
     
    So what has all this got to do with X-Plane 12 you ask? Well Laminar promised a eVOTL aircraft for the release of X-Plane 12, and now here it is and it is the ALIA-250. It also comes with a personal introduction from Austin Meyers on how to set up and fly the aircraft.
     

     
    It is certainly a fascinating aircraft to look at and even fly...
     

     
    The race to complete a working (and realistic) eVOTL has been going on for a few years now, and a few ideas have already fallen by the wayside. Only really two with the Joby Aviation S4, with the ALIA-250 here are feasible working concepts. I personally never took any eVOTL aircraft with only a single or even a double seat or with no cargo space as anything but wishful thinking in a commercial operation, but these two aircraft do fill the commercial criteria.
     
    Being X-Plane we get the full package as well (in X-Plane 12). At KBTV-Burlington International Airport, you will find a BETA developed and prototyped charging stations for eVTOL aircraft made from recycled shipping containers and reused airplane batteries.
     

     
    The facility won't actually recharge the aircraft (It is currently just an 3d object), but we say, "never say never", in X-Plane because it usually does happen.
     

     
    The ALIA-250 is a brilliant concept, four lifting propellers and a single "Pusher" propeller rear and the design and execution here is excellent. The large battery pack is stored in the floor à la a Tesla car.
     

     
    Two wide doors give you access to the ALIA, with a large (cargo/passenger) space in the rear (six passengers including a pilot, cargo 200ft³ of space).
     

     
    Weight is of course critical in these machines so they are quite minimalistic inside... but the futuristic silver and white is very Space X in the design of the seats and the cargo area.
     

     
    Instrument panel(s) are a winged Garmin G1000 Avionics with a stretched GNS 430 in the centre console (why not use the GNS 530?)...
     

     
    ...  and a custom fitted GMA 340 Radio, the rest of the switchwork are mostly for show except for the external lighting (Beacon, Strobe, Position, SRCH (non-operable) and Pitot (heat)). Oddly there are very few power related instruments/dials on the right MFD?
     

     
    Each upper rotor and rear pusher have RPM and TEMP readouts, but the only power readout is the Bus V number bottom left? You would expect at least a charge line readout(s) or display? You expected far more here in this aspect. So it is pretty basic, recharging is done and is again very basic.
     
    Flying the ALIA-250
    There are a few things to set up to fly the ALIA-250. First to switch on ALL the batteries (toggle) to use for the flight via a keyboard selection, if not you will use only battery one (there are five) and that will only give you a short ten min flight (Battery one is a separate setting than the ALL batteries), to recharge you again set a keyboard selection for "Re-charge batteries".
     

     
    Second setting is of the controls which are the throttles. One is the simple "Throttle" that powers the four lifting drive rotors, the second setting is the "Throttle Horizontal" setting for the pusher motor...
     

     
    Flying controls are simple...  to power the lift (rotors) you pull up the "Collective", just like in a helicopter, to power the "Pusher" motor you turn the insert wheel forward which set in the handle of the collective.
     

     
    And off you go.... my thoughts are that you need far more readouts (power usage) and better ideas for switching on the power and selections (recharging)...  it's just a little "too" basic in this form. Even the "Searchlight" option wasn't finished....
     
    Flying the "copter" was dirt easy, switch-on, and pull up the collective. There are no Rudder Pedals (but they do still work?), so you use the stick in all three axis; Pitch, Roll and to turn...  Yaw.
     

     
    Giving power to the "lifters" (depending on the wind strength) you go straight up, but you need to control the power to go up slowly and in control....  but it is super easy to fly.
     

     
    Touch forwards, backwards or to each side to manoeuvre into that direction, again it is best not to over do it. Twisting the Yaw will turn the aircraft 360º, and again it's just too easy. You could just sit up here all day...    wasting battery power!
     

     
    So it is time to fly forwards. Another 90º turn and then turn on the pusher power. Interesting is that with most drone style aircraft you dip (or pitch) into the direction you want to go, sort of like in a helicopter. But in the ALIA-250 you don't have to do that? The lifters keep you up and the pusher moves you forward, it is an interesting sensation, but again so easy...
     

     
    Your very tempted to pull the lifting power down quickly, but it's not that easy? Leave the lifters at full power then as you gain speed it will pull you upwards? but if you drop the power on the lifters you will obviously drop...  the trick is a blend of the two actions, as you gain speed you lower the lifting power, but gradually until you feel the aerodynamics starting to work, once you have enough speed and wing support, you can then power down the rotors to completely off, and away you go.
     

     
    It's just super cool up here, huge windows give you an amazing view, and only that light "droney" sound and some very slight wind noise, when you are configured for forward flight. If this is flying the Future, then I don't know what is...
     

     
    With proper wings you get an aircraft control feel (which is quite different from a drone feel), there isn't any of that severe pitch that you get with a drone, just clean level flight.
     

     
    The ALIA-250 has already achieved 200+ nm in a test flight, and the goal is a 250 nautical mile range, which is about 463 kilometers.
     

     
    It flies like an aircraft, but the ALIA can also hover like a helicopter, also like a helicopter it has to go from a flight mode to a hover mode which is called effective translational lift (ETL) at around about 16 to 24 knots. We have done the to flight mode, but what of coming back out of forward flight. Oddly the sequence is slightly different than flying a helicopter through the ETL. You have wings here giving you aerodynamic support that a helicopter doesn't have. 
     
    "Translational" is the word here, pulling back on the pusher does drop away the forward speed (drag), which unlike in a Helio you just don't get. So you bring in the lifters at first slowly. Working the collective you bring up the power while reducing the forward push, the trick is that you also need to lose height in the same transition period hence the correct lifter feel in getting to the right position in power flow...
     
     
     
    As your forward speed decreases you feel your lift decreasing as well, so you adjust the lifters to compensate, get it wrong and you will drop (literally) out of the sky, but get it right and transition from one flight mode to the other can be quite fluid. Helicopters are seriously difficult at this phase, the ALIA is totally not...  I'm not saying it is totally easy either, you still have to use your cognitive skills to find the supple balance between flight and lift, it is there and you have to feel it. You can at lower speeds use the usual pitch up (nose up) to slow down. The power outputs show you were the power is going too.
     

     
    the ALIA is brilliant in this phase...  you can use the pusher to move faster, then parking it to move just via the rotor movement at a slower pace.
     

     
    You have complete 3 axis control over the aircraft, so it isn't that single point balance feeling you get with a helicopter, the platform is very steady and controllable.
     

     
    Very easy... in fact anyone can easily fly the ALIA-250.
     

     
    Last thoughts are in that. This is in no doubt a brilliant concept, the ALIA is really the first step to a personal transport and certainly the dream of a flying taxi service. That said you just wish for a little more here. Certainly better intergration of the electrical displays and visual power guides (say like a Tesla), better internal fitouts in seat or visual cargo, and also the operation to recharge the aircraft realistically...  but overall it is brilliant.
     
    There are one blank and three liveries provided. its first customer is United Therapeutics, Blade Urban Air Mobility has ordered 20 ALIA aircraft, becoming BETA's first passenger service company and Bristow has placed firm order for five ALIA-250 aircraft with an option for an additional 50 aircraft. Already there are painters liveries on the forums, some are already really good.
     

     
    There is great video here by Austin Meyer's himself explaining the Beta aircraft, and the one in X-Plane 12
     

     
    Here are the rest of the Beta 8 changelog.
    XPD-13113 – Still having “Approach has gone backwards” and VFR approaches going missed. XPD-13020 – Legacy Dataref CG Z Maps to Wrong Unit. XPD-12077 – Bug report: light_attenuation dataref alway 1.0. XPD-13228 – Art: Pilots for A330 and 737. XPD-13223 – Update Scenery Gateway missing runway autoreporter URL. XPD-13218 – Handle contact point fails a dev assert when checking for collisions. XPD-13170 – sim/graphics/animation/carrier_catapult_station_rat not working for XCAR3 and XCAR4. XPD-13152 – Hiding the ground-ops window in VR also hides the ATC window. XPD-13149 – XPLMSaveDataFile / XPLMLoadDataFile – save/load inccorect data. XPD-13125 – Erroneous dataref values in sim/world/boat/{x,z}_mtr[0,1]. XPD-13102 – Potential crash after departure. XPD-13093 – Hold-short messages may refer to the wrong end of active runways to cross. XPD-13092 – MIssing sim/world/boat/carrier_catshot_status? XPD-13091 – set radio nav freq by dataref does not work correctly. XPD-13089 – sim/ice/anti_ice_toggle command is not working. XPD-13077 – Wings dont droop under fuel load. XPD-13071 – CTD when using CDU815 in custom A/C in PM. XPD-12831 – Datarefs overwritten during merge. XPD-12797 – Request to allow VFR landing after a zone transit. XPD-11427 – Bug report: XPLMCanWriteDataRef always returns true for DataRefs.txt. XPD-11400 – Horizon tilts when panning tower view. XPD-13214 – From Bug Report: Panel maker interface for 3D panel shifted and unreadable. XPD-13172 – Citation X has brakes still set to hydraulic system B, should be A. XPD-13154 – Zone transit should use actual airspace boundary if it’s not ridiculously large. XPD-13153 – IFR clearance should include a squawk code even for relayed clearance. XPD-13138 – Unable to change aircraft basic information if departure ICAO is populated. XPD-13114 – LSO is calling “drop your hook” for aircraft with no tailhook. XPD-13095 – Taxiway names with spaces were not loaded correctly. XPD-12087 – Request for a dataref that shows the state of the UI selected scaling. XPD-13217 – Pronounce name of Ethiopia’s Bole airport (HAAB) correctly. XPD-13141 – F14 F-14 Tomcat Right and Left Engine Fuel Shutoff Handle INOP. XPD-13132 – Ground Attitude in Plane Maker acts crazy. XPD-13122 – Slow speed taxing of the MD82 excessively rolls the aircraft.  
    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. (Those with other CPUs should try the demo before purchasing.) Memory: 8 GB RAM Video Card: a Vulkan 1.3-capable video card from NVIDIA or AMD with at least 2 GB VRAM If your system is borderline, we encourage you to try the demo first. The full version of the simulator will perform exactly the same as the demo—neither better nor worse. X-Plane 12 Recommended Requirements
    CPU: Intel Core i5 8600k or Ryzen 5 3500 or better, or Apple Silicon Memory: 16-24 GB RAM or more Video Card: a DirectX 12-capable video card from NVIDIA or AMD with at least 4 GB VRAM (GeForce GTX 1070 or better, or similar from AMD) Supported Video Cards:
        NVIDIA: NVIDIA GeForce 900 or newer, driver version 510 or newer     AMD: AMD Radeon RX 500 or newer, driver version Adrenaline 22.2.1or newer Supported Operating Systems:
        OS X: OS X 10.15 or newer (e.g. Catalina, Big Sur, or Monterey)     Windows: Windows 10 or 11, 64-bit     Linux: Varies         If you want to run on Linux, you will need to try X-Plane on your distribution to see if it is compatible. We have developers using Ubuntu 20.04 LTS and newer successfully, however we don’t provide support for specific distributions.         We require the proprietary driver from NVIDIA to run X-Plane. We require the Mesa drivers, version 22.0 or newer, for AMD to run X-Plane.  
    X-Plane 12 (Beta) is purchased directly from Laminar Research for US$59.95 and the download file size is 82 GB
     
    X-Plane 12
    Price is US$59.95
    _____________________
     
    X-Plane 12 Beta release overview by Stephen Dutton
    25th October 2022
    Copyright©2022: X-Plane Reviews
     
    Review System Specifications: 
    Computer System: Windows  - Intel Core i7 6700K CPU 4.00GHz / 64bit -32 Gb single 1067 Mhz DDR4 2133 - ASUS GeForce GTX 1080 8Gb - Samsung Evo M2 2TB SSD - Sound : Yamaha Speakers YST-M200SP
    Software:   - Windows 11 - X-Plane b12.00
     
    (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
     

  5. Like
    Stephen got a reaction from Anthony96 in Aircraft Update - C172 NG Digital X-Plane 12 by AirfoilLabs   
    Aircraft Update - C172 NG Digital X-Plane 12 by AirfoilLabs
     
    This is Version 1.4.0-Beta of AirfoilLabs Cessna NG 172SP, and an aircraft with X-Plane 12 elements as part of the package. It is signed as a "Beta" version and not as a X-Plane 12 compliant aircraft, it works and flies (actually very well) in X-Plane 12, but as the development Beta goes on, this is not the final form of the aircraft for X-Plane 12.
     
    The C172SP NG Digital was introduced into X-Plane 11, early December 2021, so it is basically only 10 months old. It comes with a very extensive package of features (yes the feature list is one of the longest in X-Plane), but also brilliant modelling and quality detail.
     
    A full comprehensive review of the X-Plane 11 aircraft release is here: Aircraft Review : C172SP NG DIGITAL by AirfoilLabs
     
    With the introduction of the KingAir 350. AirfoilLabs also introduced their own plugin system called XJet. (most developers use the SASL System). Which can be a tricky thing to do and that proved to be just so as the Plugin on release was quite buggy in the KA 350 aircraft. But this is now a few years on, I found this time around that the XJet Plugin is now very refined (now up to version v2.0.0)  To use the XJet System you have to download the "Product Manager" program and install it on your computer: Product Manager / Xjet 2..0.0)
     
    The installer can be downloaded in all Windows (.exe), Mac OS (.app) and Linux (.Jar) forms for your own type of operating System.
     
    Notable is that for X-Plane 12, is that you have to download a new "Product Manger" for X-Plane 12...  which can be done when you update or purchase the C172 SP aircraft. So it is a completely new install for X-Plane 12.
     
    The "Product Manger" is installed in your X-Plane/Plugins folder, and is accessible via the Banner/Plugins Menu. If the aircraft is available it will show up in the Product Manager, the initial release version is v1.4.0-Beta, just select to load...   First you must find the X-Plane 12 "Aircraft" install address, then insert your authorisation number (key), if correct you will get a "Activated" signal. Then you install the aircraft remotely which is around a download of 1.2Gb in size...  to wrap up the installation, you have to agree to the "License Agreement".
     

     
    The Startup screen with a rotating aircraft scenario (You can disable this startup option if you want to) is still quite impressive.
     

     
    First a few notes...  This review is in X-Plane 12 v12.7b (brand new Beta). Secondly I was only going to do a orientation flight (YBBN - Brisbane to YBCG-Gold Coast), but it looked so good I switched it around for it to be the main update review... it is "Dark" or darker that what I usually put out (Sorry about that), but the visuals deserved to be seen with the real weather exactly the same as outside my window, but in also being an early dawn flight.
     

     
    "It hits you between the eyes". WOW it was so dramatic, sensational with the AirFoilLabs C172 SP in X-Plane 12...
     

     
    Great morning for a flight!
     

     
    X-Plane 12's clouds here are overwhelmingly good, and yes as noted in being exactly like it is outside my window, heavy low cloud with breaks of light.
     

     
    X-Plane 12 lighting (external) is still not right here, so don't look at the taxi/landing lights as the final version. Notable is that the toe-brakes are now more refined, and not as so sharp, so softer means more control while taxiing and even for the initial start of the takeoff run.
     
    Just look at that centre image, the realism is now utterly simply unbelievable, "Viva X-Plane 12"...
     

     
    Once clear of the field (YBBN) you track south.
     

     
    The main feature (Besides X-Plane 12) in this release is the "External Camera Enhancements" and "Internal Camera Enhancements" (G-Forces), that can be found on the "Settings" menu panel. Note the lower new adjustment selection for the toe-brakes.
     

     
    On the External effect, you get a pull to the tail on the animation (note, if you start up in the earlier rotating aircraft scenario, it is best to turn the feature off, as it interferes with the rotation effect?)
     

     
    Internally you get movement to the G-Forces, and they are very similar to the XPRealistic Effects.
     
    We have complained about X-Plane's weak weather for as long as I can remember, but you have to admit X-Plane 12's weather engine here is bloody impressive! Real clouds with real immersion, I'm totally in love.
     

     
    X-Plane 12 features include a total rebuild of the Flight Model from the ground up for XP12, with new (dynamic) Airfoils. There are also new Weight & Balance corrections, Failures and the Wear (and tear) is better tuned and sensational X-Plane 12 Rain, Fog, and Ice effects are also now active on the aircraft.
     

     
    The modern FMOD system is now better in FMOD2, but still with the 320 sounds plus all the detailed layered engine samples and full audible failures. 360º dynamic sounds are also still spectacular, if the best in the business, so yes of course I really like them.
     
    G1000 custom features compatibility for XP12, including the new ATC boundaries, and I like the "GARMIN" titles as well for authenticity.
     

     
    Both PFD and MFD displays can not only pop-up (out), but can be separated and lose their bevels for Home Builders.
     
    We mentioned the new "Flight Model" before and basically I think it is excellent, but currently overshadowed by the Beta issues, as I find excessive wind (at all levels) is not currently realistic, so it is pretty hard to make judgements while being thrown around the cabin, ditto the internal lighting, which still feels too dark. Lighting fully adjusted it doesn't really affect the cabin much? But this is not a developers issue(s) but Laminar Beta issues, so ignore them.
     
    The cabin textures have been tweaked for X-Plane 12, and they feel basic compared to say Aerobask, but still in tune with a basic C172SP in trim. Overall the cabin fitout and detail is impressive.
     

     
    I hit the coast just south of Surfers (Paradise), then a turn right to line up to YBCG (Gold Coast) Rwy 14...
     

     
      Burleigh Hill, then Palm Beach and over Currumbin Creek, now on finals. I'm fighting excessive wind, but with only 2 knts on the instruments says something's not right with the Beta?
     

     
    "Steady, Steady",
     

     
    The AirfoilLabs C172SP is incredible to fly, you have complete control and a perfect balance to show off your flying skills, realism 101.
     
    It is why you do simulation. You want that totally realistic experience and the level of immersion goes up every year, but with X-Plane 12, you have jumped a graded few years into the future, but that futuristic realism is available here to you now. VR compatibility is now also initiated on the AirFoilLabs C172SP for X-Plane 12, so you can go even deeper if you have a Vertical Reality setup.
     
    Landing is tricky with the crosswind, but the revised Landing Gear forces have been given a tune-up in X-Plane 12 to give you more feel on the touch. Note the realistic exhaust effects, I like the way the effect changes to the power outputs.
     

     
    The menu options list is sensational, the best in the business.
     

     
    There are also 47 liveries provided with the 172, yes FORTY SEVEN. That covers most areas that has this aircraft still in operation. The USA gets the bulk of the action with 23 liveries, the rest are Europe (but only one G- Rego) and two in Australia. Four are shown here.
     

     
    At the bottom of the internal view icon is the "QuickLook" system. Here you can assign keys or a HAT SWITCH with the AirfoilLab's Camera Commands to navigate visually more quickly around internally in the aircraft, you can customise the view settings as well...  it is just another take on the X-Plane Number views system, but with far more options. This has also been revised for X-Plane 12.
     

     
    "It's love at first flight"...
     

    _____________________
    Summary
    Only ten months since it's X-Plane 11 release in December 2021, and here is the AirFoilLabs Cessna 172SP update version for X-Plane 12.
     
    Notable that this version (v1.4.0-Beta) is the X-Plane 12 Beta configuration, and not the full compatible version for X-Plane 12. The C172SP comes with a very extensive package of features (yes the feature list is one of the longest in X-Plane), but also brilliant modelling and high quality in detail.
     
    This X-Plane 12 update is free for current X-Plane 11 purchasers, but you have to download a new version of the "Product Manager" to install the aircraft for X-Plane 12.
     
    New features include; External Camera Enhancements and Internal Camera Enhancements (G-Forces), VR Capability, Toe Brake refinement, better internal textures, and no bezels on the G-100 avionics package.
     
    X-Plane 12 revisions include; New Flight Model (very good), New Airfoils, better Wear and Tear simulations, Rain, Fog and Ice, Landing Gear forces retuned and G-1000 X-Plane 12 capability.
     
    Although already a very highly featured package with a huge amount of detail, the AirFoilLabs C172SP delivers now even more in X-Plane 12.
    The Cessna looks sensational in the new X-Plane version, and flies far better as well.
     
    This was the most immersive and hugely realistic flight I have done yet in X-Plane 12. It was simply really overwhelmingly brilliant, those cloud and skyscapes bring home the real 3d effect of flying an aircraft in a simulator. I'm not going to shy away from the niggles of the Beta v12B7 here. They create over strong winds, dark interiors and shakes to the aircraft that are not realistic.
     
    But the brilliant totally overwhelms the niggles, this is the future of X-Plane Simulation, and the AirFoilLabs C172SP is a really big part of that overall experience, this possibly the very best Cessna 172SP for X-Plane, maybe even in Simulation. So what more could you ask for....
     
    Highly Recommended!
    ________________________________  
     
    The C172SP NG DIGITAL v1.4.0 by AirfoilLabs is NOW available here at the X-Plane.OrgStore
     
    172SP NG DIGITAL
    Price is US$49.95
     
    This aircraft is X-Plane12 supported, but to note it is in Beta form.
     
    Requirements
    X-Plane 12 or X-Plane 11 - both versions included
    Windows, Mac Intel, Mac Silicon, or Linux  4 GB  VRAM Minimum -  8 GB+ VRAM Recommended Current version: 1.4.0 Beta  (October 11th 2022)   Download for the AirfolLabs 172SP NG DIGITAL is done via an installer "AFL+Product+Manager+Windows+installer"
     
    To use the XJet System you have to download the "Product Manager" program and installed on your computer: Product Manager / Xjet 2..0.0)
    The installer can be downloaded in all Windows (.exe), Mac OS (.app) and Linux (.Jar) forms for your type of operating System.
     
    And the final install in X-Plane folder is 2.95gb. Authorisation is now done via the Product Manager. Updates are also done via the same Product Manager.
     
    Version 1.4.0-Beta Changelog:
    Version 1.4.0-Beta (October 10th 2022) Changelog.txt
     
    Designed by AirfoilLabs
    Support forum for the C172 NG Digital _____________________
      Aircraft Review by Stephen Dutton
    13th October 2022
    Copyright©2022: X-Plane Reviews
     
    Review System Specifications: 
    Computer System: Windows  - S1700 Core i7 12700K 12 Core 3.60 GHz CPU / 64bit -32 Gb single 1067 Mhz DDR4 2133 - ASUS GeForce GTX 1080 8Gb - Samsung Evo M2 2TB SSD - Sound : Yamaha Speakers YST-M200SP
    Software:   - Windows 11 Pro - X-Plane 12.00B7 (This is a beta review).
    Plugins: JustFlight-Traffic (X-Plane.OrgStore) US$52.99 : Global SFD plugin US$30.00 : RK Apps XPRealistic v2 - US$34.99
    Scenery or Aircraft
    - YBBN - Brisbane International by Orbx
    - YBCG - Gold Coast International by Axonos  
    (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
     

  6. Thanks
    Stephen got a reaction from Kiwiflyer in Aircraft Review : ViperJet eX XP12 by Aerobask   
    Aircraft Review : ViperJet eX XP12 by Aerobask
     
    This is the new ViperJet from Aerobask, and noted as a new aircraft. It is new to a point, but not the first ViperJet in X-Plane or from Aerobask. That distinction goes back to 2015 and X-Plane 10 as reviewed here: Aircraft Review - Viperjet by Aerobask
     
    There is of course a huge difference between the aircraft, not in the actual design or in many areas even the features. But certainly in the environment and the context that this ViperJet is X-Plane 12 only and if you want an earlier X-Plane version then the aircraft is not available.
     
    So what is the ViperJet?
    Basically it is two seater personal Jet aircraft that is certainly not your average General Aviation aircraft. It looks military (training) and in fact all personal tandem seaters except for a few odd aircraft from Burt Rutan like the VariEze, of which was a forerunner of the Viperjet are like it on the General Aviation market. The Viper aircraft was also originally created with a pusher propeller 350 hp (261 kW) Continental TSIOL-550 powerplant and then known as the Viperfan. 
     
    Basically the ViperJet is a kit aircraft, homebuilt. The kit used to cost US$182,000 and you are going to spend another US$300,000 to $500,000 get it airborne, that is if you can find a General Electric J85 jet engine lying around. This J85 version is the MkII as the MkI didn't really fly very well with the underpowered Turbomeca Marboré installed.
     
    The original Viperjet prototype flew late in October 1999 at EAA AirVenture Oshkosh in 2000.The MKII prototype flew on 12 June 2005 and you can upgrade your Mk1 to the MkII. The eX version here uses the P&W JT15D-1A (2200 lbs thrust). If you want one today, then you would only be able to buy a second-hand version as ViperJet went out of business years ago, and they are expensive to run as they burned something like 100 gallons per hour of Jet-A, not exactly efficient or cheap at these day's fuel prices.
     

     
    The ViperJet is a striking aircraft, like a slightly smaller smoother version of the Hawk Trainer without the canted rear tailplanes. So it is in a category of it's own as it's not your usual General Aviation machine, but not Military as well, but the aircraft does have aspects of both genres.
     
    This is a fully composite aircraft. So it is very clean and every surface is so smooooth. Aerobask are the masters of composite clean aircraft, then add in the X-Plane 12 elements and the ViperJet is a significant change even from the original, of which was also quite exceptional for it's time.
     

     
    Any detail work is still done very well, mostly it's just fuselage hatches and the lovely metal exhaust outlet. This basically only a kit aircraft. So there is not a lot of external elements that you would get with a say a, Cessna or Piper, and so the main thing here to focus on are those lovely clean shapes with an uncomplicated wing (with nice winglets) and a beautiful shape.
     

     
    Tri-cycle gear is uncomplicated as well, in being just a single strut per leg with no trailing-links here. You do feel the home made design of the gear, but again the strut and brake assembly detail is very good.
     

     
    Glass is a simple two canopy small front screen and large bubble rear that looks excellent, but very clear with no wear or glass taints. But it is very fighter in shape if you want that feel in the aircraft.
     

     
    Open the canopy and it is very well fitted out inside. Personally I doubt that most Vipers would be fitted out so luxurious as this as they are mostly all kit aircraft, but it is a very nice scheme with lovely materials and again an Aerobask speciality.
     

     
    The interior colour scheme changes with the external depending on the colour, with four colours available. Red, Blue, Yellow and Cream.
     

     
    But no khaki, but that would be too military. The new scheme also makes the tan interior X-Plane 10 version look very outdated.
     
    Cockpit Layout
    The instrument panel is quite different from the older Viper (right below), and far, far more detailed. X-Plane in detail has also come a long, long way in seven years.
     

     
    Power and Avionics switched on and you get the lovely "AVIDYNE" startup screen...  then everything comes to life.
     

     
    All instrument panels and avionics pop-out for custom setups, or for ease of use.
     
    Adiyne Entegra EXP 5000
    Front and centre is the "Adiyne EXP 5000 or Entegra" is a Primary Flight Display (PFD) combining all the standard instruments.
     

     
    The upper half of the EXP 5000 shows the flight instruments, and the lower half shows navigational data, as well as a range of soft keys which correspond to physical buttons on the bezel of the device.
     
    Instrument basics include; Airspeed Indicator (with IAS setting above), Attitude Indicator (with Flight Director), Altimeter (with preselected altitude above & baro pressure below), Vertical Speed Indicator and top the Slip/Skid Indicator. Also included are; Autopilot Information, Bearing Pointer Information and Wind Information. Lower is the Horizontal Situation Indicator.
     
    Left softkeys cover (LSK1 to LSK4) NAV, Bearing, IAS bug, Navigation view modes. Right softkeys cover (RSK1 to RSK4) Heading, Altitude, VSI bug and Barometer setting.
     
    MVP-50
    Electronics International MVP-50 engine analyser is also installed here. It has a graphical display that covers; Arc Gauges for RPM, EGT, GPH and EPR. Fuel/Oil Pressure and Oil Temperature, Three L/C/R Fuel readouts, Oil Ratio, Zulu and Local Time clocks and Electrics in; Bus Volts, Bus Amps and OAT ºF and ºC.
     

     
    Avidyne DFC 90
    Avidyne DFC 90 autopilot is a digital autopilot and flight director (lower left of the panel arrowed) which works in conjunction with the Avidyne EXP5000 PFD and can take full advantage of an installed GPS device, such as the GNS530 optional GTN750. Besides standard operating modes (HDG, NAV, GPSS, IAS, VS, ALT) it has a “straight and level” mode (which restores aircraft pitch and roll to a 2° levelled position).
     

     
    CO200K
    CO200K is digital clock and Outside Air Temperature display produced by Aerospace Logic Inc (Top Right Arrowed). The CO200 features 3 main screens that you can cycle through using the top button, unless you are configuring one of the screens:
    1) Clock and OAT 2) Stopwatch/Countdown 3) FlightTime and reminder  
    Other Avionics include; Customised GNS 530, Garmin GTX 330 Transponder, Dynon AOA Pro digital Angle of Attack indicator, lower three digital Trims...
     

     
    ...   centre console has; GMA 345 Radio, Garmin GNC 255 Nav/Comm unit, OBLÒ FlyBox Backup instrument. Note lower Fuel Selection switch.
     

     
    Left panel holds mostly all your main aircraft switches and controls. Main battery and Avionic power switches, Igniter (to start the engine), Combined Starter & Generator switch (very clever), Engine Master Switch, L&R Fuel Tanks transfer pump, Boost pump, Airbrake Switch, Main fuel Throttle/cutoff. An important dial (unless you want to die) is the Pressurization Dial that shows you your cabin pressure.
     

     
    Right Panel is mostly covered in circuit breakers (breakers for gear, avionics and engine are ALL operational). But there are also three "Pressure" switches (Bleed, Canopy Seal and Oxygen). Up top are the Inlet Heat, SURF (Surface) Heat, AoA Heat and Pitot Heat switches. Canopy seal is three actions in pressure, safety lock and the actual canopy release lever. Very rear is a can of Cola!
     
    Centre is a very nice pair of headphones on the right (click to lower sounds) and AviTab on the left (Plugin Required).
     

     
    You can also access the Aerobask Menu via the AviTab Tablet (stored in left pouch), or by Show/Hide the Menu via the X-Plane/Plugins drop down menu.
     
    There are Four (Menu) Options available; Ground, Options, Smoke, Sounds and About.
     

     
    Ground: Top left is the Weights, Fuel and Balance section, and lower you can change the liveries with out going to the main menu. Right upper panel has three options; Ground Objects (Install/Remove), GPU Ground Power Unit (Install/Remove) and Refill Oxygen Bottle. Lower is the options to have the Co-Pilot visible; Always, Outside only and No Co-Pilot.
     

     
    The "Ground Objects" will give you static elements of; Chocks, Pitot Covers, Tow-Bar but no inlet or engine outlet covers? The GPU is a different one and a far better unit than the earlier original version. Rear Co-Pilot is a very attractive woman, pretty as...  but her boyfriend is in the front!  He will disappear if the Ground Objects are on. Both people are not animated.
     

     
    Options : Under the "Options" tab you can adjust the "Instrument popups", Reflections on/off for the Canopy and Instruments, Head up Display Auto FOV Fild of View and set the Breakers (Fuses) to a reliability setting from Perfect to Challenging! 
     

     
    All Avionics have option tabs, including the main EXP5000, MVP50, GTX330, GNC255, CO200K, OBLÒ and MD302, shown above is the EXP5000 tab.
     
    Smoke : There is a feature that will produce coloured smoke trails behind the aircraft. There are three smoke pods you can display on the aircraft, one under each wing and one pod under the tail. And you can select either the wings or centre pod to display smoke in three colours.
     

     
    Sound : Basically the Sound adjustment tab mirrors the X-Plane Sound panel...  but makes it far easier to access.
     

     
    About : Credits the Aerobask development team
     

     
    In the rear seat, there is the same AviTab Tablet, but the basic instrument set is actually part of the canopy, and can only be used when the canopy is closed? A stick and throttle is present, but no rudder pedals.
     

    _________
     
    Flying the Aerobask ViperJet XP12
    You need the external GPU to provide power and as a starter for the aircraft. Master Engine Switch to ON, central lower Fuel switch to ON, boost pump switch to ON, and igniter switch to ON...  then press the clever START and GENERATOR switch in one to... Start.
     

     
    You hold the switch until the FF (Fuel Flow) kicks in and from then on the startup sequence is full automatic for the start up. Sounds from the P&W JT15D-1A  are excellent in the startup sequence, whine and then the burbling power. Once running you switch the Generator Switch over for the avionics power and hide the GPU.
     

     
    The 360º sounds are excellent as well and it all feels like a small Light Jet, of which is is. Closing the huge canopy is a push of the red lever, once down then pressurize the cockpit with the "canopy seal switch" then switch the engine bleed switch to on to redirect the bleed air to the pressurization system, If correct it will show the pressure on the Pressurization Dial.
     
    The view forward is highly restricted by the canopy divider, but you get used to being in the enclosed space. Taxiing is very nice with just the right amount of idle power to move the aircraft, I don't recommend a fast taxi speed as it would weave too much, but otherwise the ViperJet is nice on the ground.
     

     
    Coming onto the runway and the "SynViz" or Synthetic Vision option switches on...
     

     
    You can turn off the SynViz and have a normal hard horizon if you like that. Another feature is the HUD, and this instrument will drop down if you click on the (hotspot) attachment on the canopy...
     

     
    ....   at first it will pull you in sharply to a 35% POV, of which I didn't like at all, but you can adjust it back to the normal 73% via the menu, but you also have to turn off the "Automatic FOV" first.
     
    It's a very small light jet...
     

     
    Lining up the center line and throttle up and the aircraft leaps off the brakes. It is skittish with those hard gear struts, and as the speed builds so you have to work to keep the aircraft straight. The ViperJet feels all the bumps and lumps on the taxiways and runway, so you have to be wary of any big ones throwing you off course. Around 85knots and you rotate and then your flying nicely and all the shuddering stops.
     

     
    Gear will retract automatically, not sure I want that, but it saves an action on takeoff... 
     

     
    Performance comes with a Rate of climb (aerobatic weight) 7500fpm / Rate of climb (gross weight) 5000fpm, and you feel the climb as you go up... and up.
     
    Maximum speed cruise (FL280) 400 KTAS  with a Economy cruise speed (FL280) 350 KTAS and an Approach speed 120-130 KIAS / Landing Speed 95-105 KIAS, the range in economy cruise (with Tip Tanks) is 1450 nm.
     

     
    Nice to look at in the air...  even better to fly. The eX has a custom Flight Model by X-Aerodynamics and with X-Plane 12 dynamics of course, and it feels very natural in the air, certainly a very rudder and stick sort of machine and the sort I like.
     

     
    Instinctively you just want to throw the ViperJet around. You can do aerobatics in this aircraft and it would be interesting to see a pro fly this aircraft around, but it is great on the stick and you know you want too...  but "hey, lets barrelroll" and yes it is as much fun as it looks, but also harder than it looks in getting the aircraft to come out of the roll cleanly.
     

     
    The view out is very nice as well, the front is a bit restricting, but the rear has the full bubble canopy to look through... and our new X-Plane 12 world looks pretty spectacular from up here.
     

     
    The "Smoke" switch is upper right on the panel, and that then brings out the "Red Arrows" in you, it's also pretty spectacular.
     

     
    Lighting
    Internal lighting is excellent... Two knobs right panel give you adjustment for "Shield" or LED lighting and lower "Panel" for back-lighting. The LED lighting covers not only around the glareshield, but also the two side switchgear areas, excellent it is...
     

     
    ...   in the rear there is no LED lighting or adjustment, but that is okay...  full settings down low in the panel lighting and the screens are bright...
     

     
    ...   but you can find that nice panel sweetspot. The highlight are the excellent panel reflections on the canopy, on the front and on the bubble canopy they shimmer around you making it all feel very real.
     
    External is quite basic. Landing and taxi lights are in the outer wings, navigation and strobe are the usual but well refined here.
     

     
    Time to land back at KLAL (Lakeland). And to drop off the speed to descend quickly you can use the two underwing airbrakes. The original airbrakes were just a panel in the slipstream, but these are nicely designed grid brakes.
     

     
    I'm looking for KLAL's Rwy 09 and find it at my ten o'clock, so with a flip to the right it was easy to not only to slow down, but to reset the aircraft in height and speed ready for landing, it is an incredibly versatile aircraft to manoeuvre...
     

     
    Flaps are Up-1-2-3 and their position is shown on the lower centre panel, to be honest they are not very effective and you still mostly use a 100 knt approach speed.
     

     
    Down goes the gear...  nice.
     

     
    Full flap (3) and your lowering the speed to 94 knts to fall gracefully to Terra Firma...
     

     
    ... the ViperJet is very, very slippery through the air, so there is not a lot of drag, so you have to control speed by power and pitch to rub it off.
     

     
    There is a trick to landing the ViperJet cleanly. You use your pitch to rub off the speed, but not enough to stall the aircraft. Get the nose up high and just let it float down, and get it right and you'll make a perfectly controlled landing. 
     


     
    Speed does not run off quickly as the jet is so light, add on top of that the bumps and notches in the runway and that can have you working the rudder hard to keep it in line, and just like what happened on the takeoff run. But practise helps, as by my third landing I had got it perfect in the approach and the landing without much squirming. note the airbrakes, but they are not that effective? I'm down and done and head for the parking stand.
     

    _________
    Liveries
    There is one white (blank) and Seven Custom liveries to choose from. The Stinger is default, and there is Grey, Blue, Yellow, Green and two airshow liveries for the American Thunderbirds and British Red Arrows. All are high quality, but the Red Arrows is particularly nice.
     

    _________
    Summary
    This is the all new ViperJet eX kit aircraft of being the only tandem two-seater commercial jet aircraft in the world. This aircraft is totally new and only for X-Plane 12 from Aerobask, but this is not the first ViperJet from Aerobask as that one goes to back 2015 and X-Plane 10, and this is a very different machine than that same aircraft.
     
    Basically the ViperJet is a kit aircraft, homebuilt with a General Electric J85 jet engine, but some kits like this one here uses a P&W JT15D-1A  with 2200 lbs of thrust. If you want one, then only a hand built secondhand version is available as ViperJet as a company went broke a few years ago.
     
    If you are no stranger to Aerobask aircraft then you will know what you are getting here. Excellent modeling and detail plus a load of clever features, but overall Aerobask stands for high quality.
     
    Instrumentation and Avionics are totally first rate with the Adiyne Entegra EXP 5000 primary flight display front and centre. The Electronics International MVP-50 engine analyser is also excellent. Other avionics include the CO200K digital clock, customised GNS 530, Garmin GTX 330 Transponder, Dynon AOA Pro digital Angle of Attack indicator, GMA 345 Radio, Garmin GNC 255 Nav/Comm unit, OBLÒ FlyBox backup instrument are all presented as realistic. There is also a drop down basic HUD System.
     
    There is a full drop down menu that is mirrored in the AviTab Tablet (plugin required) with plenty of options including for most of the avionics systems. For fun there is alsoa  custom smoke option that will create coloured smoke trails.
     
    The custom X-Plane 12 Flight Model by X-Aerodynamics is excellent as this aircraft is fast and versatile, but also extremely slippery in the air. But did I mention fun? because the ViperJet is a lot of fun to fly as a small but powerful light jet in this unique tandem configuration.
     
    I liked the earlier ViperJet from Aerobask, but in reality this aircraft is really no relation in any area except it is the same design. This eX version is all brand new, it looks new, created new and flies new, and again for everything that you get with this aircraft then flying it in X-Plane 12 is also the biggest attraction of all, because putting the two elements together aircraft and X-Plane 12 and you get magic...
     
    MEGA Magic...  recommended.
    _______________________________
     

     
    Yes! the ViperJet eX XP12 by Aerobask is NOW available from the X-Plane.Org Store here: 
     
    ViperJet eX XP12
    Price is US$34.95
     
    Requirements
    X-Plane 12 (not compatible with X-Plane 11)
    Windows, MAC or Linux
    4 GB VRAM Video Card Minimum 8GB+ VRAM Recommended Current version: 1.0 (September 28th 2022)  
    Completely new aircraft Built from the ground for X-Plane 12 New 3D model and textures New flight model by X-Aerodynamics New FMOD sound pack by Daniela RodrigueZ Carreri  New custom code by Lionel Zamouth Apple M1 Rosetta compatible Apple M1 native support through later update Superb 3D model: PBR 4K textures and normal maps for new X-Plane 12 rendering engine 7 gorgeous liveries with an additional white for painters Ground equipment: battery-powered GPU, remove-before-flight ribbons, chocks, tow bar VR-friendly manipulators, vrconfig file provided High quality sounds Full FMOD environment by Daniela Rodriguez Careri Accurate doppler, distance attenuation and flyby effects In-game volume control without pausing the sim Noise-reduction headset for comfortable flights Custom-coded instruments: Avidyne EXP5000 with optional synthetic vision and moving map by OscarPilot. Head-Up-Display (HUD) with AP, flaps and AB information, optional auto FOV change DFC90 autopilot with popup GTX330 transponder with timers, altitude monitor, contrast control and more GNC255 COM2/NAV2 combo unit MVP50 engine monitoring system with independant brightness RC3 trim indicators, with clickable zones for easier manipulation AOA Pro angle of attack indicator CO200K smart watch with timer and alert Flybox Oblo attitude and altitude backup instrument for the pilot SAM MD302 attitude and altitude backup instrument for rear-seat GMA345 audio panel ACI e-Flaps controller Smoke system with configurable colors and emitters Extensive option and configuration panel All instruments with a screen and the autopilot have configurable popups and popouts Cockpit: Highly detailed panel, switches and seats Simulated noise-reduction headset Fully animated rudder with toe brakes Canopy lock and seal logic Stowable tablet Superb night lighting with backlight and panel illumination control Canopy with new rain and defrost effects Fully functional breakers with customizable reliability Third-party support: Avitab integration with our custom configuration panel Support for RealityXP GTN750 (to be tested when available for XP12, may require update) Laminar's GNS530 and custom GTX330 are default setting, replaced by GTN750 when available and activated by user. More to be announced later  
    Installation and documents:  download for the ViperJet eX XP12. is 301 Mb and the aircraft is deposited in the "General Aviation" X-Plane folder.
     
    Full Installation is 697 Mb
     
    The AviTab plugin is also required to use this aircraft, and it is deposited in your X-Plane Plugins folder.
     
    Documents supplied are:
    Checklist_ Normal.pdf Quick-Doc AOA Pro.pdf Quick-Doc CO200.pdf Quick-Doc DFC90.pdf Quick-Doc EXP5000.pdf README - XP12 aircraft installation.pdf ViperJet Owner Manual.pdf ViperJet_Climb_performance_chart.pdf ViperJet_Performances_chart.pdf   There are a huge amount of Documentation provided here, Checklists, Performance charts, reference guides but also X-Plane/hardware settings and custom and default avionics.
     
    All updates are via built-in Skunkcrafts Updater
     
    Support forum for the Viperjet eX XP12
    _____________________
      Aircraft Review by Stephen Dutton
    1st October 2022
    Copyright©2022: X-Plane Reviews
     
    Review System Specifications: 
    Computer System: Windows  - S1700 Core i7 12700K 12 Core 3.60 GHz CPU / 64bit -32 Gb single 1067 Mhz DDR4 2133 - ASUS GeForce GTX 1080 8Gb - Samsung Evo M2 2TB SSD - Sound : Yamaha Speakers YST-M200SP
    Software:   - Windows 11 Pro - X-Plane 12.00B5 (This is a beta review).
    Plugins: JustFlight-Traffic (X-Plane.OrgStore) US$52.99 : Global SFD plugin US$30.00 : RK Apps XPRealistic v2 - US$34.99
    Scenery or Aircraft
    - KLAL - Lakeland Linder Regional Airport 1.0 by Nicolas (Airport by NAPS) - (X-Plane.Org) - Free  
    (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
     

  7. Thanks
    Stephen got a reaction from Kiwiflyer in Behind the Screen : September 2022   
    Behind the Screen : September 2022
     
    Finally on September 6th 2022 Laminar Research released (I hate the word "Dropped") X-Plane 12 "Early Access". The trick on noting it an early access was that currently it is only available as a "Digital Download" download version, and all of the new version in size was exactly what I expected it to be at 80 Gb. To speed up my download I only downloaded in 40 Gb by leaving out Africa, Russia and S. America. Then later that night I downloaded in the rest. Disks and hard copies will come when X-Plane 12 goes final.
     
    Tricky start was as the payment system wouldn't work, it crashed then crashed again, but then I got my authorisation key that works with both the new X-Plane 12 and the older X-Plane 11. The download (about three hours) however went smoothly.
     
    Then the big moment came... apprehensive! I covered the details of the new simulator in a full overview here; X-Plane 12 - Next Generation X-Plane Beta release "Early Access"
     
    One advantage that MSFS (Microsoft Flight Simulator) had over X-Plane (11 and earlier) was that lovely glossy sheen. Comparing X-Plane it had a very matt and even bland feel to it, and this was very obvious if you look at the older XP11 images to the newer XP12. xEnviro sort of helped in its lighting effects, but looking at and seeing MSFS aircraft in their realism appearance and you had to feel jealous.
     
    The first impact XP12 had on me was that X-Plane now had that same quality glossy feel (If in areas still a little over glossy). But the visual differences are stark and the photo realism of X-Plane 12 certainly comes over in the images we create now. Like everyone I'm aware this is a Beta phase (probably for a few months until America's thanksgiving, again like I predicted in last month's BtheS) so anything and everything could change in this period.
     
    I set my expectations for X-Plane 12 low, as after a decade or so you certainly don't believe all the hype, in fact anything hyped I usually run the other way. As you know I review and write about this simulator and have done so for over a decade. Would that aspect make me very circumspect, even quite delusional in foolishly believing and even deceiving myself it is really good when it isn't. LIke trying to convince yourself this film is very good and well made, when it is actually crap.
     
    But you could easily do this if say your current circumstances depend on it and for X-Plane 12 to be successful, you would be surprised how many livelihoods out there actually depend on a simulator (or even shall I say the word in Game). I am going to be honest about that.
     
    Not only myself, but more importantly most Simulator users have been very flattering if even highly praising towards the newly released version. I'm in no doubt that if X-Plane 12 had have not been a quality upgrade the punters would have easily like hungry packs of sharks and ripped it apart. There were the usual nasty comments from the MSFS crowd doing their two fingered salutes, but the simulator purchasers are overall the real assessors here and everyone gives X-Plane 12 the thumbs up. And I don't disagree with them in their comments.
     
    Several things stand out. Framerate is still well within the bounds of X-Plane 11 without any major blowouts, of which we had when we switched over to X-Plane 11 and it back then needed a lot of refining in its Beta run. X-Plane 12 was also instantly flyable with the excellent available default aircraft.
     
    The simulator looks brilliant, it really does, and has a very good foundation for going forward. The features are also exceptional, but to be honest I haven't yet first had the chance to use them all or even to start exploring the seasons and weather effects, but I'm very impressed by what I have already seen. So out of the box X-Plane 12 was and is very, very good.
     
    I hate "Update September", worse we now have a major simulator update and upgrade to cover as well. And its a BIG job, certainly if you have an extensive simulator setup. With experience I know to bring in the elements (usually from X-Plane 11) one piece at a time, if not you could get yourself quickly and seriously into a complicated mess.
    If it works so in it goes, if it doesn't work then no it doesn't go in, plugin by plugin, aircraft by aircraft, setting by setting. It will overall take months to do, but at the end of the process the new X-Plane 12 will be in a good and refined shape.
     
    To a point a major switch like to a new X-Plane version is a very good time for some serious housekeeping, and time to throw a lot of the old debris away. You would be amazed on how much non in not being now required stuff is actually living in there, and doing in nothing but clogging up your system.
     
    The positives here are overwhelmingly good, but there are a few negatives as well. First X-Plane 12 hits your Graphic Card with a hammer. I know already I'm up for an (expensive) Graphic Card upgrade, it currently runs and fine, but my GTX 1080 is seriously under load now most of the time. I will need more graphic computing space there. If I'm feeling the pinch then a lot of users out there will not be in a good position. Secondly is the lighting. If an aircraft has been refined to the new X-Plane 12 lighting model, then they are pretty good, but far too many are very dark inside, almost black coal faces.
     
    Even some aircraft that have been even refined have been a bad nightmare in getting any sort of light to take review images from, I did one review section five times and I'm still not at all happy with the images as it was just impossible to get any sort of light into there. On night scenes, then any older scenery are very brightly washed out from the airport's lighting. Again adjustment will have to be made, but how do you correct a decade of collected scenery to fit? That is an impossible job and I'm certainly not in wanting to throw a full custom scenery folder away? So hopefully Laminar will come to the party here and somehow fix it.
     
    Still on the night aspect. We expected with the new lighting engine in X-Plane 12 to have better lighting at night? In fact I think it is worse than X-Plane 11, another black hole. You are getting absolutely no reflective light, or moonshine, and I am quite disappointed by that, and even to the point I think it is not good enough for a modern simulator.
     
    As you know I have rallied over the last few years on the scenery aspect of X-Plane. We knew that X-Plane 12 was not going to have any focus on this area at all. In fact some scenery aspects have been refined and quite nicely (that extra 20 Gb of scenery). Europe comes across very well, but oddly America is and always was a bland place to fly around unless you were in the mountainous areas, don't get me started on Australia, it is bland from one side to the other.
     
    X-Plane 12 upped the infrastructure, but it is still very dire in context. Use any quality custom scenery and it really shines in X-Plane 12, just look at Paris's Charles de Gaulle LFPG on our header image and it looks and feels magnificent. Move away from custom and it all goes downhill very quickly.
    Yes I'm very disappointed with my local area (Gold Coast AUS). I was not expecting any improvement with the new X-Plane version, but I was just not at all happy on just how little has changed here in a decade? This is not a MSFS factor, this is an X-Plane factor and we need to get serious about fixing it. Quality custom 3d in X-Plane shows you what can be done as matching it within X-Plane is really, really good now...  bubble Global Airports are too limited, but that is not the real problem here, it is the real world infrastructure that is really missing.
     
    One last aspect was that a lot of aircraft are being rejected because X-Plane 12 will only recognise XP12 aircraft and rejects X-Plane 11 or older aircraft. XPD-13001 in Beta 4 should have fixed this, but it is still a lottery if the aircraft will work or not...   Gripe over.
     
    Most developers have currently only done XP12 compatible aircraft, not upgrades. They work in the new simulator but that is about it, but they have delivered in getting them out there and flyable. 2023 will be interesting when X-Plane 12 is then final and the real version upgrades start coming through, but even on the current developments you are going to have a lot of choice on what you can fly in the new simulator.
     
    In value I think X-Plane 12 delivers, in fact at US$100 for what you get here is great value, so US$59.95 is an absolute bargain, and the basics like the weather, ATC and water are exceptional, yes all round more refinement is needed and that will come like noted over the next few months.
     
    What happens next will however be even more interesting from Laminar Research. The features in X-Plane 12 have cleared the table so to speak of a lot of the past niggling problems of the simulator and the Vulkan/Metal upgrades now covered. In fact for once they won't have a huge to-do list sitting on the table, so maybe it is time to focus heavily just on a few areas to give X-Plane even more of a competitive advantage, for me it is two...  Night lighting and Scenery, and in time if those aspects are addressed it will then show the real power of the excellent X-Plane 12 release.
     
    Note, if you see the new X-Plane 12 logo on a review, then that will denote it is an X-Plane 12 product!
     

     
    See you all again next month.
     
    Stephen Dutton
    4th October 2022
    Copyright©2022 X-Plane Reviews
     

  8. Thanks
    Stephen got a reaction from Kiwiflyer in X-Plane 12 - Next Generation X-Plane Beta release "Early Access"   
    X-Plane 12 - Next Generation X-Plane Beta release "Early Access"
     
    The X-Plane Flight Simulator was originally released as X-Plane 1.00 back in 1995 which is now 25 years ago. Basically every 4-5 Years Laminar Research the X-Plane's developers releases another numbered upgrade version of the Simulator, the current version is v11 (v11.53) that was released originally back in March 2017.
    Each release is a new version and to use it, it will have to be repurchased, the cost of X-Plane 12 is US$59.95. But the initial cost also covers all development and any new features for that full version run, up until the next version is released in the development cycle in approx 4-5 years. Notable is that the US$59.95 payment will cover both not only the access to X-Plane 12, but also the current X-Plane 11 as well, which is good value for newcomers to the X-Plane Simulator.
     
    There is a process in numbered version releases. A first release is the Alpha release, a highly developed version only for the developers and third party developers to align the Simulator into a working model. Then comes this (current) public Beta release noted as an "Early Access".
     
    The "Beta" release is a public purchase version, so everyone can now access the new Simulator and it's new features. But it's not a final release, as it is still only a development release. So if you want a fully working X-Plane Simulator then this beta release version is not for you.
     
    The Beta will go though a few numbered upgrades as the development process works out the bugs and issues, but around say vb12.9 (usually two or three months), it with then go to a RC or Release Candidate version, usually there are two or three RC's in rounding up the final bugs and issues and then finally X-Plane 12 will go "Final", as the official X-Plane 12 Release v12.00.
     
    In the case of X-Plane 11, it was released as a Beta on Nov 24th 2016, and as noted went final in Mar 2017. In reality the Beta release IS the launch of the new version we now have here, the bugs and problems aside. In most X-Plane upgrade cycles in the past it took mostly only four years between each version, so to a point X-Plane 12 is late, basically by a whole year. That late aspect will hopefully translate into a much more fully formed beta version, as the X-Plane 11 version was quite buggy for a while (four months), so this time Laminar Research have had far more significant time on it's development (the Alpha stage release was as long ago as early March 22) to make it a more efficient and stable release.
     
    If your expecting a MSFS (Microsoft Flight Simulator) clone with X-Plane 12, then that is not what it is. The background to X-Plane 12 is actually unusual from past release editions. Earlier most version releases focused on new features and major simulator changes, like X-Plane 10 was a visual overhaul, and X-Plane 11 was a system (Vulcan/Metal API) overhaul. But X-Plane 12 is more focused on fixing up already current features by making them far, far more efficient and far, far more effective assets, in other words in American jargon "Upsizing". 
     
    To put this X-Plane 12 version into perspective. It is to take all the current areas that needed attention, areas that have not been refined or of what simulator users have complained about for years, and then not just fix and address these areas, but make them MEGA, "blow them out of the water" so to speak, and in reality the success of this X-Plane 12 version rests on that aspect completely.
     
    The title of this article is "New Generation", and that means everything here has be refined and revised, but it is not a completely "wipe the table clean and let's start again" sort of aspect (like Microsoft did with MSFS), as the base of the simulator has already had a huge and significant recalibration from the older OpenGL API (Application Programming Interface) to the current Vulcan/Metal API, which under X-Plane 11 created those significant changes, but also set the foundation to build a lot or to allow the fundamental changes here in X-Plane 12.
     
    We will cover only the basics here, and over time X-PlaneReviews will do a more in-depth review of the most significant areas of the new release. So everything shown here are just the first impressions of X-Plane 12 with no refinement or in depth study of the particular areas.
     
    If you are not sure if your computer will run or just want to check out this new version of X-Plane. Laminar Research provide a DEMO version to download of X-Plane 12 that covers only the Portland area, the full version requires an Authorisation Key (number) and costs US59.95. Disk Boxed sets of X-Plane 12 will be released at a later date.
     
    Laminar Research have changed the X-Plane logo for a more coloured version.
     

     
    Starting up
    Starting up X-Plane 12 is significantly far faster in loading than X-Plane 11 (obviously that depends on the aircraft and scenery configuration you choose), but I feels it is far more responsive. My current X-Plane 11 start up time is 1m 18s (xEnviro disabled), a horrible 1m 36s with xEnviro active, so being able to disconnect (or not use) xEnviro already saves me a third of my startup time.
     
    X-Plane 12 however in start-up was a blazing 51.28s, with a custom scenery and the default XP12 Boeing 737-800, pretty impressive.
     
    Start-up screen is now different in X-Plane 12...
     

     
    It is far brighter start to X-Plane than the night landing shot in X-Plane 11 (Highlighting the Boeing 737-800), in X-Plane 12 it is a dawn (or sunset) runway shot with the new default Airbus A330-300.
     
    Changes to the Menu
    The Configuration Menu screen is almost a carbon copy of the Microsoft Flight Simulator (MSFS) Config screen in design, and far more colourful and has a far more intuitive interaction. The links are exactly the same; Resume Last Flight, New Flight, Load Saved Flight, Flight School and Settings, but oddly it feels completely different while doing exactly the same interface job.
     

     
    If new to the X-Plane Simulator, the start-up programme will move to a "Quick Tour" demonstration, showing you an aircraft and a short flight on how to fly it. Changes are that the default airport is now KPDX - Portland and moved on from X-Plane 11's KSEA - Seattle. The default start-up aircraft is also new and changed as well... before it was the Cessna 172SP, now it is the Cirrus SR22.
     

     
    The menu configuration has changed, but in reality not at all? In changed we mean the look, but basically almost every menu page is basically and almost exactly the same as before. Note there is also a "B" on the graphic to denote that this version is the "Beta", version.
     
     
     
    Resume Last Flight, just loads the last configured flight.  The rest load the configuration pages for; New Flight, Load Saved Flight, Flight School and Settings. As noted the layouts are exactly the same, but the Menu itself is now a lovely translucent, and it looks extremely nice, or again very MSFS 2020 in feel.
     

     
    Top banner Menu is exactly the same with no changes.
     

     
    Flight Configuration
    The "Flight Configuration" Menu is the same as before but now translucent with a nice grey background. Gone is the oppressive dark blue of X-Plane 11. It is a far more brighter happier interface with more colour on the "Weather" and "Time of Day" interfaces, although the layout is actually the same. 
     

     
    Weather is not that vastly different as expected, there is now however a huge amount of altitude levels compared to the earlier three. Time of Day is the same.
     
    Selecting your "Location" is slightly different with initially only showing the selected airport runway layout, you now have to zoom in to see the start positions.
     

     
    We will go to the "Settings", pages for continuity. Again you can see they are mostly still the same but with the new translucent look. In line are General (settings), Sound, Graphics, Network, Data Output, Joystick, Keyboard, and VR Hardware. On the bottom of the General Page is the "About X-Plane", tab for the current version and Credits.
     

     
    Two areas to look at is the General & Graphic Settings.
     
    On the General Page only one item has been removed and that is the "Runways Follow Terrain Contours" option under the Flight Model.
     

     
    The Graphic Page left has had more changes. "Visual Effects" is gone to be replaced by two new sliders for;
    Ambient Occlusion Quality (SSAO) Rendering Resolution (FSR Supersample)  
    The rest in Texture Quality, Antialiasing and Anisotropic Filtering are the same. Notable is that with the size of the options, the page has now to be slided (moved) downwards to get access to the Field of View section.
     

     
    Changes right side includes now five sliders;
    Cloud Quality Shadow Quality Rendering Distance World Objects Density (replacing Number of World Objects) Vegetation Density  
    Tickboxes changed includes "Draw Shadows on Scenery" (replaced by slider), and "Use Vulcan driver for faster rendering", as OpenGL is now not used in X-Plane 12 (note; and neither with the OpenGL plugins). Still there is the "Draw Parked Aircraft" tickbox.
     
    Accessiblity, Monitor Configuration and Visual Offsets are all still the same. The rest of the Settings pages are also the same.
     
    MAP
    The MAP page layout is the same except for the new feature to show "ATC Boundries", the map has also a darker tint, grey surround and feels quite more like the earlier X-Plane 9.
     

     
    We will look at the ATC in the Air Traffic Control section.
     
    Scenery & Mesh
    Let's get to the most controversial item first... Photo-Scenery or Photogrammetry. Unlike MSFS X-Plane 12 still doesn't have real world photographic base for the simulator. There are several reasons for that.
     
    The biggest is that the MSFS photo-scenery engine is two petabytes of world map data, impressive, but you can't download and store 2 Pb as even one Petabyte is equal to 1,000 Terabytes on any standard computer configuration. So in MSFS it is streamed to you as you want it or use it.
     
    But most users want (even demand) X-Plane to be "Self-Contained" on your desktop. X-Plane 12 is a bigger at a 80.6 GB download (up from 63 GB), and that will still be a significant space on your hard-drive, worse as most of us use the far faster and more efficient SSD's, still the best compromise here is 2TB (Terrabytes) SSD of which I use (it is still all the best to have the simulator core and scenery on one drive for better usage).
     
    So Laminar have gone for upsizing the current scenery, rather than replacing it with photogrammetry tiles. So the scenery tiles have had significant attention to increase their internal data (mostly OSM - Open Street Map) in giving more data depth and detail. Yes the actual tiles have been refined, not only for more efficient loading, but to save frameweight, or less usage of framerate and faster loading and also have a more denser DEM (elevation) data for more mesh detail. And this is why since the introduction of X-Plane 10 the look and mesh data has remained the same. In X-Plane 12 you will need to reload all the Default Global Scenery (a refresh of this now very old data won't be a bad idea either). Portland as noted is the new Demo default scenery, and it looks very good (below).
     

     
    The "Landmarks", packages have been doubled, adding in Berlin and Frankfurt, Budapest, Los Angeles, Paris, Rio de Janeiro, Saint Louis and San Francisco.
     
    X-Plane Landmarks - Chicago X-Plane Landmarks - Dubai X-Plane Landmarks - Las Vegas X-Plane Landmarks - London X-Plane Landmarks - New York X-Plane Landmarks - Sydney X-Plane Landmarks - Washington DC X-Plane Landmarks - Berlin and Frankfurt X-Plane Landmarks - Budapest X-Plane Landmarks - Los Angeles X-Plane Landmarks - Paris X-Plane Landmarks - Rio De Janeiro X-Plane Landmarks - Saint Louis X-Plane Landmarks - San Francisco  

     
    Grass was a debated feature, and also not included here yet in X-Plane 12 in actual 3d as it is a significant highlight in MSFS. Which personally was my biggest gripe in covering over the low-resolution mesh that was an X-Plane feel, but not a good one. You may not get grass everywhere, but there are some excellent new grass textures as part of the Global Airport toolkit, and highly realistic and impressive they look, but it is a shame they can't be used Globally. Overall it is a step in the right direction.
     

     
    Ground Textures have also had a huge upgrade, runways, taxiways and some very, very nice edge areas. You could call this aspect now Custom Scenery Quality textures as there is a lot of grunge and more realistic ragged edges.  To a point we have had third-party custom surfaces for years, but now the default ones should be even better and more realistic globally....  Impressed.
     

     
    One of the big advantages of MSFS's photogrammetry is that custom scenery will fit in better than X-Plane's landscapes. Exceptional (and cheap) CityScapes are available for MSFS, but still very far and few are available for X-Plane, which I see as a considerable drawback for the Simulator, only time will tell if third party scenery developers will now deliver the same products for X-Plane 12, for those requiring their real life VFR visual aspects to their flying, then the next year or so will be vital in this area, and to a point of even for the success of X-Plane 12 as a simulator.
     
    The Autogen (that uses the internal data) is also more dense now and you have a lot, lot more of it, certainly in structures, ports, warehouses, Oil/Fuel Tanks, industrial assets, lighthouses, golf courses, tennis courts and even grave yards. Shipping, coastal areas have had the most attention. So those core X-Plane assets and mostly of all of those files sitting in your Resources folder have had a significant overhaul.
     
    So you have a new aircraft carrier in the USS Gerald R. Ford class ship and the frigate. The sailboat is new as well. Ship detail is excellent, there are more new ships in X-Plane 12, but I have to find them...  then I will add them to the ones seen below.
     

     
    First Scenery Impressions
    There are no details yet on which areas have had attention. I found some areas (Los Angeles and Australia) the same as X-Plane 11, however in the United Kingdom, I found the ground textures that are quite different in look and feel, and far deeper in colour, they look impressive. This is Cornwall UK. Note the excellent and more realistic cliff faces.
     

     
    Mountain mesh looks more detailed, but the better lighting helps here to bring out the detail, but overall I feel there has been an improvement.
     

     
    But you still have to accept the poor urban scenarios, no High Industrial, and still there are the huge blank areas to spoil the (LA) landscape...
     

     
    ...  if your looking for MSFS landscape detail for VFR flying then it isn't here, as it feels still all very same X-Plane.
     
    Many X-Plane users note that scenery or the visual aspects are not high on their lists of why they will use X-Plane 12. But I disagree. As you need a wholly realistic environment to fly in, and certainly with the attraction to MSFS. But what you see here is not I believe the complete finished visual look of X-Plane, as to change a major component (like Laminar did back in X-Plane 10) would have say "pushed the boat out too far", this is an area you could say will be still under development during the X-Plane 12 version run, so I am hoping to expect to see another big feature based on scenery development mid-version of X-Plane 12.
     
    Trees and Fauna
    Notable in the images above are the trees. The trees (and fauna) are now all 3d and finally real quality 3d trees are here (so no more cardboard single or cheap crossed art trees). But not only are these trees brilliantly good in detail, but they now also move with the wind and change with the seasons as the seasonal rendering is dynamic and driven by the already installed (X-Plane11 updated) shader system, to which the shaders are also controlled by local data in latitude and time. Notable as the trees are more expanded in size, they are not clustered as tightly together as in X-Plane 11, and so the earlier very dense forests are more lighter to look at.
     

     
    Seasons
    Another big change in X-Plane 12 and desired for years (even decades) is "Seasons" in; Summer, Autumn (fall), Winter and Spring. With the help of those animated trees, then they will now change with the landscape to suit the season, upside down as well. In other words if you fly from the northern to the southern hemisphere, the seasons will switch to suit the local climate. Honestly I really love taking off in one environment and landing in another completely different season and environment. By living in Australia, that aspect gets highlighted a lot if you travel overseas or vice versa. So to have that aspect highlighted in X-Plane 12 is a really big highlight for me.
     
    A main point to note is not just the change of the seasons, but the FEEL factor. Notice below the warm conditions and the cold and stark conditions are very different and highly realistic. Very Impressed.
     

     
    As we have already covered, it is that these various separate areas can overlap into others, as with the Trees and Seasons to work together as a whole.
     
    Weather
    Yes they have complained about the old three tier X-Plane Weather and Environment system for years, or even for far longer. This is of course a major feature here in X-Plane 12 and in reality the biggest change to the look and feel of the environment around you.
     
    The one thing that really blew me away when sighting MSFS for the first time was the weather engine. It is a masterpiece of coding but it is not as effective dynamically. Here X-Plane 12 will have a big advantage. 
     
    The weather system in X-Plane 12 has been overhauled totally from the ground up. And instead of downloading a large number of METARs local to airports and meshing them all together. X-Plane 12 uses centrally-processed NOAA GLIB files from the Laminar Research central server which will span the globe and be using weather data moving around in real time.
     

     
    This change will transition the simulator from a current slice-of-time approach using hourly reports to a forward-looking method based on algorithmic predictions. This change is expected to greatly decrease the granularity of data, improve real-time meteorological information in less traditionally underserved areas, and allowing for smoother real-time weather transitions in-flight and globally, not locally, so no more nasty jumps in weather changes as your flying. I found local (Australia) conditions to be perfectly replicated, and I'm impressed by the detail and quality of the conditions I can observe visually.
     
    In previous versions of the X-Plane Simulator, clouds were rendered as 2D objects (or little puffs). So to simulate 4D effects many of these objects would be drawn together simultaneously at the huge cost of simulator performance. Let us be honest here, all Simulator weather systems are heavy on your computer hardware, meaning your graphics card and there is no difference here.
     
    X-Plane 12 has and uses volumetric clouds using Ray marching to render cloud boundaries and calculate the position and the effect of individual water droplet clusters. This is Volume Ray marching, not Ray Tracing, which is faster and far more efficient.
     
    They look amazing!
     

     
    Note the excellent lighting strike, it is a long way from the hapless X-Plane10 lighting strikes.
     
    GLIB files here can create three-dimensional Precipitation, Wind, Air Pressure, Turbulence, Temperature models that translates to your visual and real-time weather system, it is like having your own little perfect environmental weather system around you now, and better on your framerate as well, but I haven't yet fully tested that aspect yet. But what I do see is fully three-dimensional (towering) clouds that move and reflect as real. The changes to the X-Plane to the X-Plane "Weather Settings" page is quite significant.
     

     
    As you know (if you read our reviews and comments) that I was a big fan of xEnviro. But lately have not been so much. In reality there has been nothing better to replace it (I don't like messing around with core files to make something else work). So is very excited to have a weather engine that can match it in volumetric clouds and lighting effects, not to mention losing the exceeedingly slow loading times. The biggest drawback was in two areas when doing reviews, horrible framerate use (sometimes 30 fr), but worse was the non-adjustable weather conditions that consistently changed as you did the review. Both aspects now gone in X-Plane 12, did I mention the horrible startup times...
     
    The weather aspect also cover other features. One is rain. MSFS was at it's release was highly lauded over it's rain effects, so Laminar has responded to that in several ways.
     
    First are the excellent wet ground effects (puddles) in high precipitation events, this aspect has already been highly promoted by Laminar and rightly so, you will head to airports just to splish-splosh your way though these excellent puddles, but so are the other climate effects that are graded to the seasons, such as snow and ice which is just as good, and thankfully global in application. xEnviro again had the same idea for a short time, and I loved it, yes I'm very excited about these seasons and the seasonal effects and now having seen them in X-Plane 12, I'm even more excited and coming into winter it will be a must used feature for me in X-Plane 12,
     

     
    Another aspect was rain. We had a plugin called Librain by Saso Kiselkov, but since Vulcan/Metal was implemented it didn't work. The plugin (code) was actually taken in-house by Laminar and has now been made a default feature (Laminar should do more of making good plugins default features), but here it is refined and now far, far better than the original idea, of which Laminar are very good at. The rain spots are visible externally as well as internally (but aircraft have to be converted to use the rain feature).
     

     
    Water
    Another yearly complaint was water. To be honest I always thought that X-Plane water effects (reflections) were not too bad, except were they went into an algorithmic pattern. But what the users really wanted was water depth, not waves per se. This was very visually visible if you lived in tropical areas (I do) in that the sand and coral changes the water colours at shallow depths. Flight Sim FSX has had a basic version of this effect for years but X-Plane never did, also important was the point the water meets the land, say a beach, as in that aspect it didn't look very realistic either. And so here now both of these water features in depth and transparency are now visually active, and very effective it is as well. 
     

     
    The transparency effect is quite exceptional, but so is the water flow in calm and heavy seas. It looks extremely realistic and yes this is a computer simulation, not real world images, a shipping simulator would be as good as a flying simulator here. Many users on release complained (they always do?) that it wasn't good enough, well it is a far better than any of my expectations, but notable was in some areas in the interaction with shoreline were some very noticeable straight lines, it's in the beta fix box.
     
    Lighting
    The lighting system has been totally rebuilt to now include photometrics. The engine can now handle specifying the brightness of a light source either at the individual bulb level (as is common for aircraft) or as measured from outside of the lens covering the bulb (as is common for airports). As with everything here in X-Plane 12 areas crossover (one area can affect another) so the new lighting effects will effect on how the clouds behave in looking realistic, in how the cockpit is rendered (X-Plane 11 cockpits were impossibly dark) and the overall realism of the look of the simulator.
     
    It is important to note that the lighting engine has been moved to the Vulcan/Metal API's to access the Graphic Card far more efficiently and faster. X-Plane has had HDR (High-Dynmic-Range) for a while (X-Plane 11), but not a totally full HDR (there was still a lot of LDR - Low-Dynamic-Range also mixed in there).
    But here we now have a FULL HDR spectrum for our visual use. Or a scene-referred workflow which is one in which we manipulate our images prior to their transformation from camera color space to display the color space.
     
    So sky brightness to ground brightness has been highly improved and set to real world brightness and reflection levels. This fine tuning and in creating highly realistic water reflections has been the core (and the time consuming) area of the main lighting task of X-Plane 12.
     

     
    That aspect is also transposed onto the aircraft. Internally the nasty jaggies are gone, and replaced by clean sharp shadows. Externally the aircraft shine and are lit to perfection...  so much more highly improved here. Notable however is that the colours are far more saturated than in X-Plane 11, but more internally than externally?, as I had to tone them down a little.
     

     
    Runway and approach lighting has been fine tuned to be authentic to real world brightness levels, to the specific ICAO specifications. And it shows are the approach lighting is highly realistic. But there is a problem with the reflection artificial lighting at night, as it is well over saturated and doesn't look at all realistic...  
     

     
    Overall night lighting levels for airports has been reduced significantly to allow for more realistic dark surroundings to runways and taxiways. The direction of airport lighting is also being considered so that airports appear more akin to an "inky black void" when viewed from airliner cruise altitude.
     
    One area I have been excited about (but noted to be coming later in b1.1), is a non-completely dark sky, so as no matter how high you fly then there is still light (bleed), but most simulators cheat by just taking the full black night as a default. In reality the real world is not like that and it will be interesting to experience this real and more realistic night sky, certainly as you you fly long haul distances. But for now, it is very, very inky black at night.
     

     
    ATC
    One area that never felt or was even realistic, and certainly compared to Flight Simulator (all variants) is the X-Plane ATC or Air Traffic Control. This was hopelessly the worst aspect of X-Plane. Fixing it was just as bad, even internal Laminar coders (including Austin himself) have taken turns to try and fix it. In the end reason finally was reached in that it needed a professional coder to try to create a decent ATC. That job went to Jim Kier of the UK, whom created the FS version of Traffic Global. Accessing the new ATC in depth will of course take a separate article, of which I intend to do.
     
    The ATC layout is light years better that X-Plane 11. With both hard a surround and translucent panels for ease of use. The panel can also be adjusted for size, from large to very small as not to interfere with your flying...
     

     
    One thing to stress though is that this X-Plane 12 release of the ATC is not the completely finished feature. As basically the core is required to run and effectively and to be assessed before adding in any fancy extras. Notable is that already Improved ATC Speech and Pronunciation has already been implicated as long ago as 2018 with two voices in Joey (Male) and Salli (Female), but still this fully new coded ATC is in no doubt a huge step forward for Simulation, but expect more still coming to this specialised feature in the X-Plane 12's future.
     
    Sound
    Oddly enough "Sound" is new to X-Plane. You may laugh, but yes we have already had sound in aircraft and in the simulator. But what we are talking about here is "Ambient", sounds or background acoustics.
     
    In the lead up to the release of X-Plane 12, the one person that impressed me the most was Laminar's sound guru Daniela Rodríguez Careri. Daniela who came aboard Laminar Research around the middle of the X-Plane 11 run. Effectively Daniela has not really had an impact until now, but all that changes here with X-Plane 12. Not only does her work lift the quality of the sounds of the complete default aircraft fleet, but also is very significant in creating for the first time in X-Plane those background ambient soundscapes. Incredibly we thought you wouldn't need them around you until they are actually there. Now they create a more realistic environmental feel to the simulator, or a real world realism. Notable is that all FMOD in X-Plane12 is now v2.0. Notable is that a lot of FMOD v1 aircraft are not translating well to v2, and will need to be upgraded to work correctly.
     
    Again many third-party addons do already provide airport soundscapes (XPRealistic and Traffic Global to name two), but these are very sledgehammer style effects that actually can become quite annoying over time. Daniela's approach is more unique, so X-Plane not only looks different but actually feels different when using it. Again rustling trees and nice airport vehicle sounds are just the start as this will be a growing soundscape thoughout the whole of the X-Plane 12 run.
     
    Systems
    All aircraft in the X-Plane 12 world now cast wake turbulence, this means a wing cutting through the air in X-Plane 12 leaves a vortex in the air that swirls inward over the wingtip, and sinks slowly as it dissipates energy over time.
     
    Austin Meyers has also spent a lot of time in creating new areas of aerodynamics. Covered now here in X-Plane 12 is better flow and lift for (Supersonic) Delta wings, which is based on the vortex-generation based on the PLAN-FORM of the wing for delta wings, and Entrained Flow is also now simulated. Entrained Flow is usually around a fast-moving jet of air, and when the air nearby is then grabbed and dragged along and then speeding up the air all around the aircraft, in other words a boundary layer creating a vacuum. This effect can be seen when the horizontal stabilizer is jiggling around from the thrust of the engines.
     
    Anti-Ice is more in-tune with not only the aircraft's aerodynamic surfaces, but also the systems that the aircraft uses for Anti-ice prevention that is now more highly replicated via pumps and de-icing. Aircraft trim and balance is now also different, in loading weights of passengers and cargo. Instead of one set of weights, the different weights are now calibrated via different zones for more trim realism in the zone of inertia, just like on a real aircraft.
     
    In the same vein, hydraulic systems have also been separated in X-Plane 12 so multiple hydraulic areas like the individual flight surfaces can now be powered or failed, before it was singular, not multichannel. Trim Tabs vs Clean elevators can now be also diverged, as they react differently in dynamic flight. Flight Controls can also be separated (via two joysticks, or assigning a separate system to a yoke), and then it can be switchable to the other side if required. Throttle indents (Airbus) can be now assigned and thankfully now a fully working governor is now available for helicopter control.
     
    TACAN or TACtical Air Navigation, is a VOR station beacon that is mostly used by the military as it is smaller than the larger VOR array, now X-Plane 12 has TACAN identifiers for this use. GLS or GBAS and GNSS satellite approaches are now also available in X-Plane (12), for the use of the more popular RNAV approach which is a non-precision flight path. This should add in extra realism when using modern satellite based approach paths.
     
    Notable for all new default aircraft including above, their systems have had major upgrades (which can be used via PlaneMaker for any X-Plane aircraft). Biggest change is the MAP display in that it is now scalable (so no more tiny waypoint triangles).
     
    Default Aircraft
    The X-Plane 12 fleet is quite different this time around. In the past you usually got a banner aircraft plus a few upgrades to the existing fleet, but that is not the case this time around. There is of course still a brand new banner aircraft in this case an Airbus in the A330-300 (the Boeing 737-800 was the banner aircraft for X-Plane 11).
     
    But overall there are now 19 aircraft and the 8 aircraft denoted here in purple are NEW. The rest coming over from X-Plane 11 have all had significant upgrades to X-Plane 12 effects, textures and avionics.
     
    Airbus A330-300 Cessna Citation X Lancair Evolution Cirrus SR22 Grumman F-14 Tomcat Robinson R22 Beta II Piper PA-18 Super Cub Van's Aircraft RV-10 Aero-Works Aerolite 103 Beechcraft Baron 58 Beechcraft King Air C90B Cirrus Vision SF50 McDonnell Douglas F-4 Phantom II McDonnell Douglas MD-82 Schleicher ASK 21 Stinson L-5 Sentinel Boeing 737-800 Cessna 172 SP Sikorsky S-76  
    A330-300
    The Airbus A333 is the new primary banner default aircraft for X-Plane 12. For a default aircraft it is exceptional, but currently still comes with only a basic FMS. An authentic Thales System has been announced as in the works, notably it should be installed before X-Plane 12 goes final.
     

     
    Cessna Citation X
    Most exciting in this X-Plane release is the Citation X. This is one seriously nice aircraft, and has separate control systems (left and right) and it is extremely nicely detailed.
     

     
    Lancair Evolution EVOT-850
    This Evolution is a direct copy of (Laminar Research) Austin Meyer's personal aircraft and you also get Austin Myer's himself in the pilot's seat. It comes with a powerful Pratt & Whitney PT6A-135A turboprop aircraft engine, 750 hp (560 kW) and G1000 Avionics.
     

     
    Cirrus SR22
    The Cirrus SR22 is a single-engine four- or five-seat composite aircraft built from 2001 by Cirrus Aircraft. It is powered by a 310 hp (231 kW) Continental IO-550-N piston engine and G1000 Avionics. Again Austin Myer's himself is in the pilot's seat, and the aircraft is very popular with "Round the World" fliers.
     

     
    Grumman F-14 Tomcat
    Yes Mr "Top Gun" himself in the F-14 Tomcat is part of the new default aircraft list. The F-14 is an American carrier-capable supersonic, twin-engine, two-seat, twin-tail, variable-sweep wing fighter aircraft.
     

     
    Robinson R22
    The Robinson R22 is a two-seat, two-bladed, single-engine light utility helicopter manufactured by Robinson Helicopter Company. Here it comes in two versions with skids or pontoons.
     

     
    Piper PA-18 Super Cub
    The Piper PA-18 Super Cub is a two-seat, single-engine monoplane. Introduced in 1949 by Piper Aircraft. Here it comes with the larger "Bush", tyres or "Tundra" option.
     

     
    Van's Aircraft RV-10
    The Van's Aircraft RV-10 is a four-seat, single-engine, low-wing homebuilt airplane sold in kit form by Van's Aircraft. It is the first four-seat airplane in the popular RV series. It is powered by a Lycoming O-540 six-cylinder, air-cooled aircraft engine, 260 hp (190 kW) and G1000 Avionics.
     

     
    The "Extra Aircraft" folder has now been retired, this included the B52G, B747-100, C-130, Columbia 400, MD KC-10, Space Shuttle and the X-15.
     
    First Impressions of X-Plane 12
    This article isn't a summary or even an in-depth evaluation of the new version of the X-Plane Simulator in version v12. It is just an overview of what X-Plane 12 delivers and the changes between the versions. But I will add in here my first impressions, even though I have had only minimal time using it. My computer specifications have been listed at the bottom of the article and all notes here are with those specs. 
     
    First of all I wasn't expecting a dynamic change like you got with X-Plane 10 or X-Plane 11 as noted at the head of this article. X-Plane 12 delivers what we expected with the current features ramped up to over a 100%.
     
    Performance is excellent and far better than I expected. I think we are seeing the results of the switch over to the Vulkan/Metal APIs in a far more refined way. Startup and responsiveness is overwhelmingly far better. From startup X-Plane 12 feels far more better put together and that is a considerable achievement in the event of the massive internal changes here, and that it all comes with a significant weather overhaul thrown in. Do your changes like changing aircraft and location and the speed is really astounding and smooth, we say the word refinement and it is already very good here and still so early in a Beta phase is very good news for Laminar Research.
     
    Everything works together very nicely, this simulator is very nice to use. If you read my specs, you will see I am marginal on the Graphic Card, and you do feel the extra work put on the card in X-Plane 12. So that will be a priority area to upgrade, and so you won't get away anymore with a weak graphic card. But a slight refinement is still needed with blurry textures at these medium settings which is actually a mirror to the same in the early X-Plane 11 Beta.
    My framerate is improved by around 20 fr, but notable as noted earlier by being able to remove the xEnviro environmental engine, so averages are around 45fr-50fr on these settings. Notable is that I haven't done any fine tuning yet, so these settings are basically out of the box...   and I am a very happy simulator user.
     

     
    On features there are too many I really like, I couldn't even pick out a favorite. The weather, lighting and seasons (really all one big feature) are simply excellent, and far better than what I saw in the previews. The fauna and trees are excellent as well, and you don't have the expected frame rate hit from them I was expecting. But to note the lighting (mostly night lighting) still needs a lot more refinement.
     
    Dynamics are very good, and you do now have that same MSFS sheen or polish that was missing from X-Plane. Aircraft and Custom sceneries are extremely impressive if you have spent the money over the years. Seasons are brilliant with amazing snow coverage as is the static ice and water effects and even the rain is highly improved. Default aircraft fleet are all really good and now in areas even custom payware quality, so you are getting excellent value for money just there.
     
    Water is highly impressive as well, but I feel there is still more refinement required, shore edges are in some places are straight lines and the translucency is excellent, but in areas it needs another element as notable are the visual ships hulls in the water, were in real life they would be hidden by the waters reflective surface.
     
    ATC - Air Traffic Control I can't yet comment on as I haven't used it yet, but again the feature looks impressive out of the box. I like the dual interface and window adjustments and it looks easy and nice to use and you can use the "Speak" button realistically, dynamically of course I will test it out.
     
    I really love the translucent interface and menus. It looks and feels modern, but the actual interaction in settings and menus are exactly the same, so there is no learning curve there.
     
    I found a lot of aircraft don't translate evenly from X-Plane 11 to X-Plane 12. Virtually everything will have to be adjusted or configured for the new simulator version, that said, when configured they are excellent in the new environment. A lot of older X-Plane 10...  if all aircraft of a certain age are now sadly redundant unless saved by developers. 
     
    We knew that new mesh and the VFR (Visual Flight Rules) visual aspects would not change with X-Plane 12. But seeing it in the flesh is very disheartening. It feels old and out dated, if you don't have any custom scenery it doesn't look good at all. At any altitude above 10,000ft it is fine, below it is not.
    I feel that Laminar is going in the wrong direction, but with no VFR improvement for over a decade it is starting to show. Without MSFS 2020, X-Plane could have got away with this aspect, with MSFS...  it just can't anymore. You need to be able to see items on the ground replicating real world infrastructure, and that aspect is seriously missing here, a few landmark packages Austin are just not going to cut it anymore.
     
    I don't want to end this overview on a negative note, as the X-Plane 12 Simulator has so many, many positive aspects. We never expected X-Plane 12 to be a MSFS killer, as X-Plane is a totally different philosophy to MSFS. And in every area it really is a major version step forward, and certainly brilliant value for what you get. X-Plane 12 looks and feels far more realistic, more real life and more dynamic, certainly a big step upwards to being a qualitysimulator... 
     
    Overall I seriously love it.
     
    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. (Those with other CPUs should try the demo before purchasing.) Memory: 8 GB RAM Video Card: a Vulkan 1.3-capable video card from NVIDIA or AMD with at least 2 GB VRAM If your system is borderline, we encourage you to try the demo first. The full version of the simulator will perform exactly the same as the demo—neither better nor worse. X-Plane 12 Recommended Requirements
    CPU: Intel Core i5 8600k or Ryzen 5 3500 or better, or Apple Silicon Memory: 16-24 GB RAM or more Video Card: a DirectX 12-capable video card from NVIDIA or AMD with at least 4 GB VRAM (GeForce GTX 1070 or better, or similar from AMD) Supported Video Cards:
        NVIDIA: NVIDIA GeForce 900 or newer, driver version 510 or newer     AMD: AMD Radeon RX 500 or newer, driver version Adrenaline 22.2.1or newer Supported Operating Systems:
        OS X: OS X 10.15 or newer (e.g. Catalina, Big Sur, or Monterey)     Windows: Windows 10 or 11, 64-bit     Linux: Varies         If you want to run on Linux, you will need to try X-Plane on your distribution to see if it is compatible. We have developers using Ubuntu 20.04 LTS and newer successfully, however we don’t provide support for specific distributions.         We require the proprietary driver from NVIDIA to run X-Plane. We require the Mesa drivers, version 22.0 or newer, for AMD to run X-Plane.  
    X-Plane 12 (Beta) is purchased directly from Laminar Research for US$59.95 and the download file size is 82 GB
     
    X-Plane 12
    Price is US$59.95
    _____________________
     
    X-Plane 12 Beta release overview by Stephen Dutton
    12th September 2022
    Copyright©2022: X-Plane Reviews
     
    Review System Specifications: 
    Computer System: Windows  - Intel Core i7 6700K CPU 4.00GHz / 64bit -32 Gb single 1067 Mhz DDR4 2133 - ASUS GeForce GTX 1080 8Gb - Samsung Evo M2 2TB SSD - Sound : Yamaha Speakers YST-M200SP
    Software:   - Windows 11 - X-Plane b12.00
     
    (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
     

  9. Thanks
    Stephen got a reaction from Kiwiflyer in NEWS! - X-Plane 12 Third wave Upgrades, Updates and Releases   
    NEWS! - X-Plane 12 Third wave Upgrades, Updates and Releases
     
    As the upgrades, updates and new releases for X-Plane 12 continues, a lot of aircraft, scenery and plugins have been released to work in the new version of X-Plane.
     
    Here are all the latest...
     
    ToLiss
    All three ToLiSS aircraft are now available for X-Plane 12. With today the A319 and A321 now joining the earlier A340-600 on the apron. Note both the A319 and the A321 aircraft are "Upgrades", meaning a new purchase for X-Plane 12, but you do get a lot of nice new features for the low US$10.99 Upgrade Price, and both aircraft also still work in X-Plane 11.
     
    Airbus A319 XP12
     

     
    Version 1.4 (September 22th 2022)
    Initial XP12 version release
    Still works in XP11 Major new features: - XP12 adaptations - Custom engine model for more realistic thrust and fuel flow values and new engine failure modes - Circuit breakers with accurate system response (Current over 100 circuit breaker available) - ACARS functionality for direct download of Simbrief plans into the active or the secondary flight plan - ACARS functionality to retrieve TO data for various runways of the departure airport - ACARS functionality to retrieve wind data from simbrief flight plan and enter them in the flight plan. - New ACP interactive screen to request ground services, change fuel or passengers without the ISCS. - EFB on captain on copilot side. (Currently featuring Avitab and weight and balance computer) - FMGS plan editing overhaul, enabling temporary flight plans also for the alternate plan - Database holds are now available (besides Pilot and computed holds previously available) - Offset function now available - Addition of new failure modes for a total of 210+ different failure modes, these include now recoverable computer failures - More than 70 new ECAM messages - Animated push buttons in the cockpit - Moving pilot seats and arm rests Minor new features: - VLS increases with speed brake deflection - Added (ETP) circle on ND to display the Equitime point - Option to control internal and external volume levels via x-plane sliders or custom ISCS sliders - Added Filtering and rate limiting for FMGS position for more realisitic ND behaviour on ADIRU init completion - Open pax doors now have an effect on the temperature in the adjacent zone - Added option to always have the display brightness rotaries starting at the 80% position, even for cold and dark start - Functional on-ground deicing via the new ACP interactive screen to avoid nasty surprises during take-offs in icing conditions - Improved pushback truck - Added fuel truck animations for slow refueling via IACP. - Added Radio Navigation and transponder failures, including associated ECAM caution messages and PFD/ND flags - Reworked EMER ELEC ECAM, ELEC ESS BUSSES ON BAT, ALL ENGINE FAIL procedure  
     
    Yes! the current Airbus A319 XP12 by Toliss is NOW available from the X-Plane.Org Store here :
     
    Airbus A319 XP12 by Toliss
    Price is US$89.99
     
    XP11 customers should see the $10.99 Upgrade price automatically when logged in to your account at the X-Plane.OrgStore.  
    Requirements X-Plane 12 or X-Plane 11 Windows, Mac or Linux  4 GB VRAM Minimum - 8 GB+ VRAM Recommended Current version : 1.7 (September 13th 2022)   Airbus A321 XP12     Version 1.4 (September 22th 2022)
    Initial XP12 version release Still works in XP11 Major new features: - XP12 adaptations - Custom engine model for more realistic thrust and fuel flow values and new engine failure modes - Circuit breakers with accurate system response (Current over 100 circuit breaker available) - ACARS functionality for direct download of Simbrief plans into the active or the secondary flight plan - ACARS functionality to retrieve TO data for various runways of the departure airport - ACARS functionality to retrieve wind data from simbrief flight plan and enter them in the flight plan. - New ACP interactive screen to request ground services, change fuel or passengers without the ISCS. - EFB on captain on copilot side. (Currently featuring Avitab and weight and balance computer) - FMGS plan editing overhaul, enabling temporary flight plans also for the alternate plan - Database holds are now available (besides Pilot and computed holds previously available) - Offset function now available - Addition of new failure modes for a total of 210+ different failure modes, these include now recoverable computer failures - More than 70 new ECAM messages - Animated push buttons in the cockpit - Moving pilot seats and arm rests Minor new features: - VLS increases with speed brake deflection - Added (ETP) circle on ND to display the Equitime point - Option to control internal and external volume levels via x-plane sliders or custom ISCS sliders - Added Filtering and rate limiting for FMGS position for more realisitic ND behaviour on ADIRU init completion - Open pax doors now have an effect on the temperature in the adjacent zone - Added option to always have the display brightness rotaries starting at the 80% position, even for cold and dark start - Functional on-ground deicing via the new ACP interactive screen to avoid nasty surprises during take-offs in icing conditions - Improved pushback truck - Added fuel truck animations for slow refueling via IACP. - Added Radio Navigation and transponder failures, including associated ECAM caution messages and PFD/ND flags - Reworked EMER ELEC ECAM, ELEC ESS BUSSES ON BAT, ALL ENGINE FAIL procedure  
     
    Yes! the current Airbus A321 XP12 by Toliss is NOW available from the X-Plane.Org Store here :
     
    Airbus A321 XP12 by Toliss
    Price is US$89.99
     
    XP11 customers should see the $10.99 Upgrade price automatically when logged in to your account at the X-Plane.OrgStore.  
    Requirements X-Plane 12 or X-Plane 11 Windows , Mac or Linux 4 GB VRAM Minimum - 8 GB+ VRAM Recommended Download Size: 680 MB Version 1.4 (September 13th 2022)   LFPG - Paris Charles de Gaulle International Airport by TaiModels Yips! After only a few days after releasing OOMS-Muscat. TaiModel's is back again with another X-Plane 12 scenery release, updated this time...  and also free if you have already purchased LFPG. This is the massive LFPG - Paris Charles de Gaulle International Airport in Paris. This scenery package is now available for both X-Plane 11 and X-Plane 12.     Paris Charles de Gaulle Airport (LFPG) also known as Roissy Airport is the largest international airport in France and Europe's second-busiest airport (after London Heathrow) in terms of passenger numbers. A quick look, says this scenery is SENSATIONAL in X-Plane 12, a must have for your collection! Features Completed inside terminal 3 High detail models SAM amination jetways High quality pbr texture on object and ground High performance All gates are modeled Detailed ground Detailed tunnel and night lighting Massive Completed autogen around airport (8GB of data) Support for X-Plane 12 and 11  
     
     
     LFPG - Paris Charles de Gaulle International Airport by TaiModels s NOW available from the X-Plane.Org Store here: 
     
    LFPG - Paris Charles de Gaulle International Airport
    Price is US$28.50
     
    Requirements
    X-Plane 12 or X-Plane 11 
    Windows, Mac or Linux 4 GB VRAM Minimum - 8 GB+ VRAM Recommended Download Size: 3.7 GB Current version: 5.0 (September 13th 2022)  
    PAYA - Yakutat Airport, Alaska by NorthernSky Studios
    NorthernSky Studios contine with another Alaskan airport scenery. This time it is Yakutat Airport, which is a state-owned public-use airport located 6 km southeast of the central business district of Yakutat, a city and borough in the U.S. state of Alaska and of which has no road access to the outside world. This scenery package is available for both X-Plane 11 and X-Plane 12.
     

     
    Features: The most detailed replica of airport buildings and vehicles High resolution ground textures / Custom runway textures High resolution building textures Handplaced custom autogen buildings and forest Compatible with X-Plane 11 and 12 features (both files included) Custom mesh for the airport area (Ortho4XP) All materials created for full PBR Shading and occlusion (texture baking) effects on all airport buildings High-resolution building textures Custom orthophoto for the airport and surrounding areas World Traffic 3 compatible (XP11) Compatible with with Ortho4XP and default mesh  

     

     
    PAYA - Yakutat Airport, Alaska by NorthernSky Studios is NOW available from the X-Plane.Org Store here: 
     
    PAYA - Yakutat Airport, Alaska
    Price is US$12.00
     
    Requirements
    X-Plane 12 or X-Plane 11  
    Windows, Mac or Linux 4 GB VRAM Minimum - 8 GB+ VRAM Recommended Download Size: 2 GB Current version : 1.0 (September 8th 2022)  
    Aerobask Robin DR401 CDI 155 XP12
    Aerobask has released an X-Plane 12 freeware aircraft in the Robin DR401 CDI 155 XP12
     

     
    The Robin DR401 is a DR400 upgraded with a glass cockpit, larger cockpit, electric trim and flaps. You can check the Robin Aircraft history -> https://en.wikipedia.org/wiki/Robin_Aircraft

    This model features the 155HP CDI diesel engine, with its FADEC.
    X-Plane 12 version now available
    Main features :
    Accurate flight model by X-Aerodynamics. FMOD High Quality sounds by Daniela RC. Integrated Laminar Garmin G1000 PFD and MFD. Functional 3D cockpit, with VR ready manipulators. 3D model with high resolution PBR textures. Simulated FADEC test and Pre Heating. Windshield reflections. Optimized to save FPS. 8 stunning liveries + a white paint. What's new for X-Plane 12 ?
    New lightning to match XP12 specs New windshield and glasses for XP12 rain effect Tweaked flight model  

     

     
    The Aerobask Robin DR401 CDI 155 XP12 is available for free from the X-Plane.Org here: 
     
    Aerobask Robin DR401 CDI 155 XP12
     
    Requirement
    X-Plane 12.00+ 
    Windows/Mac/Linux.
    4GB+ VRAM Recommended
     
    If you like this aircraft, don't forget our recent releases : http://store.x-plane.org/Aerobask_c_151.html
    More information from Aerobask: http://aerobask.com/
     
    UPDATES
     
    Boeing 747-200 Classic by Felis X-Plane 12
    Felis has done a partial update to the Boeing 747-200 to X-Plane 12 to v1.1.0.8. Note this is not an upgrade to X-Plane 12, just a quick update so the aircraft will fly in the new simulator version. Note images shown here are XP11.
     

     
    Version 1.1.0.8 (September 12th 2022)
    +++ LTN added
    +++ Doors LIT texture is now dims, when door is open
    +++ "Positive rate" callout fixed
    +++ Altimeters rotary works 2x faster
    +++ added a memorial placard for Charlie Crooks - the voice of FO. R.I.P.
    +++ fixed corrected runway calculation for TO performance (slope)
    +++ icing is now limited at high altitude to be more realistic
    +++ NAV radio receives actual radial from the VOR and corrects it according to current heading
    +++ fix crab angle calculations in INS
    +++ corrected dots data on HSI and AP, received from FMC
    +++ fixed clock's mode knob
    +++ Weather radar antenna now synchronized with pitch to keep it leveled
    +++ quick fix for XP12 compatibility. Still requires a lot of work here.
    +++ fixed flight controls. Needs tuning, but at least they work and acf can fly in XP12
     

     

     
    Yes! the Boeing 747-200 Classic v1.1.0.8 by Felis Planes is now available from the X-Plane.Org Store here :
     
    Boeing 747-200 Classic
    Price is US$70.00
    Requirements
    X-Plane 11 - Now with support for X-Plane 12
    Windows, Mac or Linux 4 GB VRAM Minimum - 8 GB+ VRAM Recommended Download Size: 1.2 GB Current version : 1.1.0.8 (September 12th  2022)   Chudoba Design sceneries compatible with X-Plane 12
    Chudoba Sceneries have updated four of their payware sceneries to X-Plane 12, one in VCRI - Mattala Rajapaksa Intl a freeware scenery has also been updated to X-Plane 12, all four airports noted below are available at the X-Plane.OrgStore.
     

     

     
    List of updated sceneries:
    LKPR - Václav Havel Airport Prague https://store.x-plane.org/LKPR--Václav-Havel-Airport-Prague_p_1506.html LBBG - Burgas Airport https://store.x-plane.org/LBBG--Burgas-Airport_p_1507.html HEGN - Hurghada Intl. Airport https://store.x-plane.org/HEGN--Hurghada-International-Airport_p_1264.html HEMA - Marsa Alam Intl. Airport https://store.x-plane.org/HEMA--Marsa-Alam-International-Airport_p_1300.html HETB - Taba Intl. Airport https://store.x-plane.org/HETB--Taba-International-Airport_p_1263.html  
    GHD -Ground Handling Deluxe v5 for X-Plane 12
    The ground handing plugin from JARDesign has had an update to X-Plane 12.
     

     
    v.090922
    + X-Plane 12 compatible
    + Sets auto-update add
    + 3D object improved
     
    Notes are;
    "GHD first build for XP12 is ready. Work with default A330 and B737 for free, no registration need. The same with JARDesign aircraft(s). Registred version will work with many popular X-Plane airliners. XP12 version of GHD get new auto-update system for aircraft sets (allow download new or updated set in auto mode), updated 3D objects, improved set Editor. As for now - it already include sets for XP12 versions for default A330 and B737, FF aircraft, Felis 747, Toliss A340. We will add new sets (to out server) for XP12 versions of popular aircraft(s) as soon as we will see updates".
     
    Download link http://jardesign.org/gndserv/download/G … 130922.zip
     

     
    Yes! Ground Handling Deluxe by JARDesign is available from the X-Plane.Org Store here :
     
    Ground Handling Deluxe
    Price is US$14.95
     
    _________________
     
    All for now...   14th September 2022 Copyright©2022: X-Plane Reviews   Disclaimer. All images and text in this review are the work and property of X-PlaneReviews, no sharing or copy of the content is allowed without consent from the author as per copyright conditions) All Rights Reserved
     

     
  10. Like
    Stephen got a reaction from Sean McLeod in X-Plane 12 - Next Generation X-Plane Beta release "Early Access"   
    I'm not going to hide the fact...  X-Plane 12 in now using the new version, it needs a large Graphic Card, so all focus on any upgrades totally revolves around a decent Graphic Card...  that is where the money should go.
  11. Thanks
    Stephen got a reaction from ilankrt1 in Behind the Screen : July 2022   
    Behind the Screen : July 2022
     
    Basically it was another fizzer. I was up at 7am on a Sunday Morning (in Australia) to watch the "Loveathon", between Austin Meyer's and Orbx in a promoted special event by the FlightSim Association, but you very quickly realised the live stream going to go only over old ground again, even with the same old video clips in the background.
     
    Would Meyer's finally announce a release date for the X-Plane12 "Beta", and are Laminar Research going to do a collaboration project with Orbx to create a fancy if clever way to update those very outdated ground textures for X-Plane12, Nope and Nope...  in fact absolutely nothing at all, but you only got a notice that Orbx had (already) released YBBN - Brisbane for X-Plane11, and well worth your dollar if you want really good Australian X-Plane scenery. In fact it was an hour and a half of our time wasted listening to rubbish, and the fact that rowing is a very big deal in Simulation...  the question is "Why Bother?".
     
    Orbx have never really given X-Plane it's full due worth, but I do admit some sceneries are worth the download, but why all this do,da with Laminar? it was just all so stupid, and left a bad taste in your mouth for the rest of the day. And people in X-Plane Simulation are now just sitting around twiddling their thumbs waiting for something to happen, or go and fly in MSFS.
     
    The "Last Straw", well no, but it is stretching your composure and patience a bit to the limit, now another wait, more maybe's...  when ever?
     
    There was the general feeling by Meyer's that Laminar had hit another roadblock. Remember this X-Plane12 release has a lot of different elements. In the past releases it was usually two very big elements and a few surrounding smaller elements. But here it is a load, if even a large amount of small elements in all wanting to being synchronised together into some sort of whole. It IS difficult to do, even impossible.
     
    Earlier it was the translucent effect of getting the water to meet the land, a bit like two continental drifts at the point they ride up onto each other, somehow it had to work. Laminar have said they have pulled the idea off, and look at the amazing water effects in the X-Plane12 seaplane video, not at the water itself, but the way the floats and the water in being translucent flows around the pontoons. It's all damn clever, but taking oodles of time to perfect. Truth be told, nobody has seen X-Plane12 as a whole, personally I don't think Laminar even has one yet.
     
    Well Meyer's again noted again at the AirVenture promotion (Friday 29th July) that, yes that he wanted X-Plane12 out before the end of the US Summer and that date is now only four weeks away, so yes it could now happen, my guess is a release in three weeks, and usually it will be released with a whimper and not a bang, like anything it could also all just turn on a dime again. One thing it has been, is a very long drought of a summer 2022, or my case a long winter.
     
     
    FlightFactor however kept us very happy with the release of another variant of the Boeing 767, in the -400 version. And I have to say it is simply a brilliant aircraft. It comes basically from an old linage of Boeing 767 variants from FlightFactor, so outwardly there is a lot of similarities. But there is also a lot of future detail and quality in there that was missing from the earlier aircraft, it had a more completeness to the machine, brilliant to fly from the off.
    The release though was hard from our reviewing point of view. The early release version was absolutely full of bugs, and some a major hindrance to doing a real feasible review, including the visual missing of important aircraft parts.
     
    It was fixed quickly, and well, and we have had since three more very good updates in succession. Flying the B764 to Ghana was a real treat, lovely machine.
     
    But again it threw up the usual question. One week? If the aircraft had had a beta run for just one more week, then the release would have have far more smoother, certainly from X-PlaneReviews perspective. I know that developers are not going to do it just for us. But the point is that, that one week would have made a significant difference to the release, and to the reception of the people buying the aircraft.
     
    We know that developers at the standard of FlightFactor will deliver a very high quality aircraft, of which they have. But in the old days they would have beta tested the brain's out of it, and covered theses anomalies (some were very, very noticeable). But the rush to market again has seen a stunted release (memories of Rotate's MD11). It was notably only a few days, and now becoming the normal, but it causes havoc when it didn't need to, it could also affect a review quite badly as well if the bugs are really quite as noticeable as this. A week?
     
    We understand that in today's extremely complicated aircraft simulations, they will certainly not be perfect on release. But the "Bloody Obvious", does really and absolutely annoy me, "a lot". It will also damage the brand, and how many times can you get away with it before it sinks in, and a week was all that was needed for a far cleaner release. Thank God for X-Updater.
     
    SAM
    Another item I will bring up is the SAM3 Suite by Stairport Sceneries. Now this is a great plugin, like BetterPushBack in doing the same thing and then well...   doing it better.

    That was SAM or Scenery Animation Manager. When the SAM plugin came out it was to replace the decade old Marginal animated airbridge tool. Brilliant in it's day, but with no development of over a half a decade, it is feeling very, very old and dated.
     
    The SAM came in to X-Plane to change that, and gave you control of your gates as well. Land and you could select which bridge you wanted to connect up to the aircraft, with up to three bridges being used on a A380 or B748. I loved it.
     
    But then Stairport Sceneries added in the "Seasons" an optional addon, and a very big and bulky addon, then the "Follow Me" truck, then the World Jetways, and finally the pièce de résistance, the "Ground Service".
     
    The idea is to do a full service from when you land, to when you depart. The full idea is clever...  but does it really work?
     
    Because users like me like control...  we want to add on the airbridges at the time WE WANT to move the airbridges, ditto the service vehicles, of which I still use the more flexible JARDesign GHD of which you have complete control, and the control of when I want to use which service vehicle and when.
     
    And here is the problem now with SAM. The interface is HUGE, massive and sits right across your monitor screen, also finding the gate manager (third screen in I think) is hard. If you use the service vehicles they don't arrange very well around the aircraft and in the order you want, or when you want...  In truth it's a bit of a mess and overwrought, personally I hate it, and worse most gates don't still line up correctly with the aircraft doors, even though they are set up manually by Stairport. SAM3 is now of too much, of too much in one application.
     
    All I want is a simple tool to connect my doors on the aircraft to the airbridges, better still one that works in the background with only a small interface to select, or deselect the doors...  now how simple could that actually be. Then if I want to use the Follow Me truck, or use the Service Vehicles, they should be available in simple interfaces and even separately.
     
    This shows that more, or in this case excessively more is not always better. I think the SAM portal needs to be broken up to be more effective, but that is just in my view. If I didn't have to use that outsized portal I wouldn't, but I have to, and to just get access to those animated gates.
     
    There is a lesson in here...
     
    Happy Birthday
    Yes today 1st August 2022 is X-PlaneReviews birthday, and it is now nine years and counting. The Site was launched 1st August 2013, with a little fanfare. But I see success is in longevity, certainly on the internet as many commentators in the genre have now come and gone.
    The trick to surviving on the net is two fold, first is consistency, putting reviews and news up regularly, content being uploaded, so basically every time you come to the site there is something new to read or review, which can be hard to do when it is only you. Secondly is change, keeping the core, but changing with the times (and that includes a lot of bad Invision updates) and I think we have done that very well.
     
    This year has been especially significant for changes on X-PlaneReviews. We have had our reviewers over years, and we thank them for their immense contribution to the site. But this year we have had a whole new group join, with Dominic Smith being the coordinator between them. This has allowed myself to be more flexible in doing reviews, and obviously it has generated far more content for the site. It is exciting, and that change allows X-PlaneReviews to grow and be more flexible in it's arrangements, may even help that I don't get burnout, the number one problem with Net work. it also gives the site a far more better foundation to move on forwards into the future.
     
    The thanks are of course to the people who support the site. The X-Plane.OrgStore and .Org, without their support then the site could not function as well as it does. The developers for supporting us with their incredible products, they have certainly changed simulation beyond even my own expectations, even beyond anything I could imagine those nine years ago, and now we have X-Plane 12 on the horizon, and perfect for a lead up to our decade old anniversary next year 2023.
     
    Overall it is thanks to you, the X-Plane Community and the consistent site visitors.
     
    See you all and with X-Plane 12 (beta) next month
     
    Stephen Dutton
    1st August 2022
    Copyright©2022 X-Plane Reviews
     

  12. Thanks
    Stephen got a reaction from CowanSim in Aircraft Review : CowanSim H125 (AS350 B3e)   
    Aircraft Review : CowanSim H125 (AS350 B3e)
     
    The Eurocopter AS350 Écureuil (or Squirrel), now Airbus Helicopters H125, is a single-engine light utility helicopter originally designed and manufactured in France by Aérospatiale and Eurocopter (now Airbus Helicopters). In North America, the AS350 is marketed as the AStar. The Eurocopter EC130 is a derivative of the AS350 airframe and is considered by the manufacturer to be part of the Écureuil single-engine family.
     

     
    This CowanSim AS350 is not the first AS350 in X-Plane of the aircraft, that goes to the Dreamfoil Creations and Nemeth Designs Ecureuil AS350 B3+ back in 2013. This Dreamfoil aircraft was extremely popular in the X-Plane Simulator, but with no updates from Dreamfoil for quite a few years now it is seriously showing it's age, so this new CowanSim X-Plane11 and coming X-Plane12 version is highly welcomed at this time.
     
    CowanSim has been very busy over the last few years as well. There is the CowanSim 500E, Bell 206 B3 JetRanger, Bell 206 L3 LongRanger and the Bell 222B + UT
     
    But the AS350 B3e would always be the most popular aircraft, it is a huge seller on the market, with 3,590 AS350/AS550's and 7,000 H125's built since 1975.
     
    The AS350 is a single engine helicopter, powered earlier by a Lycoming LTS101. This H125 is the later B3e (introduced late 2011) and is equipped with the Arriel 2D engine, and that drives a three-blade main rotor, which is furnished with a Starflex rotor head. Both the main and tail rotors make use of composite material that are designed to minimize corrosion and maintenance requirements.
     
    The type is known for its high-altitude performance (one has landed on the peak of Mt Everest) and has seen use by operators in such extreme environments.
     
    CowanSim H125 (AS350 B3e)
    Modeling and quality since the earlier B222B has improved with each release (but I wasn't impressed with the out of scale B206B/B206L). So basically that with any CowanSim aircraft purchase you will get two things, good quality for the price and ton's of features, and the H125 certainly does not disappoint here.
     
    You feel the modeling and detail has taken another step up here, the 500E was simply excellent, and the AS350 is just as good if not even better.
     
    The detail is phenomenal, all door catches, handles, vents, mesh grills are really, really good, even down to the chrome door lock.
     

     
    Important is the riveting, it is highly pronounced, and again expertly done. Fuselage shape and panels is again all excellent.
     
    All glass is rubber trimmed, and the glass itself has great wear speckles in the glass that gives off great realism. Window surrounds have worn metal and again screw riveting, plus heavy load plates where required.
     

     
    Arriel 2D engine exhaust outlet is simply sensational and looks exactly like the real metal unit with burnt edges, very impressive, and the running exhaust effects are very good as well.
     

     
    Important is the design and actions of the rotorhead. Earlier CowanSim Rotorheads were a bit of an half action, or with a movement missing, but not here...  every movement in the blade links and control rods all work, and look excellent when moved by the controls. The detail is so very good you can also see the vibration springs (Starflex) in the hub, love the coloured segments as well of red, blue and yellow.
     

     
    Movements covered are pitch...
     

     
    ...  Roll....
     

     
    ...   and collective (Bite).
     

     
    It is a very impressive rotor hub.
     
    The composite blades look boring, but they are not as they are exquisitely modeled here with great shaping and detail, they also droop nicely when static.
     

     
    Rear tailrotor, and a large set of horizontal stabilizers are really beautifully crafted, but the tailrotor assembly looks a little too large for this aircraft (scale), it is however well constructed as is the animated yaw (rudder) blades. The H125 uses a VHA-designed titanium hub and composite blades.
     

     
    Menu and Configuration Options
    There are two Menu's here. The drop down banner menu "CowanSim H125 (AS350 B3e)", and two Configuration Options pages.
     

     
    There are twenty eight options to configure the H125, Both in reality do the same things but there are ten more options on the configuration menus like for the doors, cargo, checklist (shown below) and crew and passenger weights.
     

     
    We will cover the main configurations first. Standard seating is two front crew and a four bench in the rear.
     
    Doors can be opened manually, with both rears on sliders. You can remove the doors individually, but only via the configuration menu.
     
     
     
    There is a really good HEMS Medical selection with both a Doctor and patient...   also you can clear the rear section empty, or add in some cargo. Notable is that adding in the cargo does not affect the weight?
     

     
    A brilliant configuration is the "Around the World" option. Here the H125 is set up to fly long distances or if you have time all the way around the world...  You have everything you need here bags, food, clothes, sleeping bags (under the seat) and even fishing rods. Odd though that thought in that filling the rear with long-range fuel tanks would have been more my option? But it is very well done.
     

     
    Want more baggage space...  there are two baggage lockers left and a single large locker right. To open you have to undo the catches, and to remember to lock them again after use and before flight, very well done. Internal baggage compartment detail is excellent with nets.
     

     
    There are various skid options. There is the choice between Emergency Floats and Utility Skids, Long or Short side skid steps, and a Side Basket on the left rear skid. "Bear Paws" can also be attached to the skids as well, and their detail is excellent. 
     

     
    We will move on to the loads of addition options you can change or add to the H125. First is the excellent "Vertical Reference Window" in the floor by the pilot, a must have...   mostly used when using the sling hook.
     

     
    The "Sling hook" itself is exceptionally well detailed and found only in the configuration menu (and yes it works), you can also have a huge search light positioned at the rear as well.
     

     
    Options on the nose include, Dual Cargo Mirrors, top and bottom Cable Cutters, and a huge Cineflex camera on the nose and you can control the camera from the left rear camera station in the cabin...   ...  the camera is fully animated with the right controller doing the UP/DOWN and LEFT/RIGHT movements, and the left knob adjusts the ZOOM.
     

     
    There is also the option to add on a "Rotor Guard", on the rear fuselage.
     
    Final external options include a Rotor centering system and "Tie-Downs". There is also an external power supply unit.  
     

     
    Internal
    You can add in the two crew, and two passengers (only add both passengers together?) and note their weights are added to the aircraft and shown on the configurations menu.
     

     
    Both pilots are really nicely animated, and their eyes move as well...  creepy? actually no, as it looks very realistic, and I don't remember moving eyes in X-Plane before... more please. There is also the choice to put helmets on the pilots, detail is again excellent with reflective face guards and impressive helmet detail.
     

     
    Internal
    It's a classy cabin...  all the seats are covered in a black leather, with white stitching. The leather has a nice depth, but could be a little glossy in areas, but overall it looks all very modern.
     

     
    The detail is again phenomenal, brackets, supports. The metal seat frames are of a very high quality and detail.
     

     
    Both front seats can be adjusted by pressing the front areas of the cushion.
     

     
    Collective is highly realistic, lovely throttle rubber grip detail is something to admire, it's small...  there isn't a lot on the collective, mostly external light switches, HYD and Float activation. There is however the choice of one or two cyclics. The Cyclic has five switches that are active; trim hat, mirror adjustment hat, load release, force trim release and autopilot off.
     

     
    Molded roof lining is grey and nicely done. Highlight are the hanging headsets, not unfamiliar, but you still admire them. The front two headsets can be hidden and muffle the sound as if you are wearing them.
     

     
    The cabin floor can have the choice of grey mats or utility rubber, both are nice...  and hard to choose?
     
    Instrument Panel
    First impression of the instrument panel is that it feels quite naked. There are no instruments on the Co-Pilot side, and really only the Standard Six layout on the right, so it does feel a little empty instrument wise. The wide hood does it's job well, it's dark in there.
     

     
    Power on and the panel comes to life...  best moment is the power start up and test sequence for the Vehicle and Engine Multifunction Display (VEMD)...  it feels very authentic. The H125 is known to have a quick cold to flight ready operations, and that is why a lot of HEMS operators like to use the aircraft, and to get the aircraft into the air quickly.
     

     
    Instruments right are very simple...  Standard Six includes; Airspeed, adjustable Artificial Horizon, Altimeter...  top row. Radar Altitude, HSI Heading Indicator, VS - Vertical Speed indicator...  bottom row. Very top is a NR/N2 dial, a Annunciator (Warning) panel, lower right is a Nav1/Nav2/GPS selector. Lower left is an optional DME panel. 
     
     
     

     
    Instrument panel left only has a Turn Indicator, DME Pointer , Davtron M803 Temp/Clock and ELT. Optional lower is the AviTab (Plugin Required).
     

     
    VEMD (Vehicle & Engine Management Display)
    Centre is the excellent VEMD. There are two screens that display aircraft and engine parameters, the top Engine covers TOT (Turbine Outlet Temperature), TRQ (Torque), Fuel Quanity, and OATº, the lower display has the Oil/Electrical/Fuel Flow. Very top centre are the System and Instrument lighting knobs and the Night/Day/Off VEMD selector.
     
     
     
    Pressing the "Scroll", starts up the "Engine Power Check" (EPC) function, and anything out of order on the systems is noted (note the Heating/Ventilation knobs are down between the seats).
     

     
    On the "Performance" page you can change any of the parameters, selecting the item, then adjusting via the +/- buttons and then ENTER the changes.
     

     
    The systems covered are;
    Display of engine parameters Computation and display of engine first limitation Computation and display of weight related to performance data Display of engine performance checks Display of FADEC data Computation and display of the number of engine cycles  
    There is a full Systems check, but I couldn't find the button, and it is mentioned in the manual, but not on how you actually initiate the check.
    At the end of every flight you will also get a "Flight Report" when the VEMD detects the "engine stop" status.
     
    Both VEMD displays pop-out as does both the GNS430 and larger lower GNS530. Lower panel is the main power/fuel/pitot switchgear and the Stability Augmentation System (SAS) or Autopilot panel. There is a full manual (4 Pages) provided on how to use SAS effectively.
     

     
    Lower console has the GNS530 top, Garmin GMA 340 Audio Panel, Garmin 345 Transponder.
     

     
    RealityXP GTN 650 & 750 can also be integrated. If you have these add-ons installed then you can access the GTN 650 or 750 by using the configuration menu. Activation of either RXP device will replace the default Garmin GNS430 or GNS530. Although expensive they are highly recommended.
     
    Bottom console is a Bendix/King KR 87 ADF Reciever. This can be optional with the DME Panel lower left, right instrument panel, via the menu.
     

     
    Overhead Panel has Starter switch, Engine Back-up Control Ancillary Unit (EBCAU) test button, overhead lighting, rotor brake and emergency fuel shut off lever.
     

    ______________
     
    Flying the H125
    On start up you get a very nice CowanSim Logo introduction.
     

     
    There are other options to have in Vibrations (On/Off), Head Force (On/Off) and to set your VR head position. Oddly I don't like over vibrating aircraft, that's not to say I don't use the XPRealistic effects to do this, but you can at least adjust them to your liking there. Ditto the Head changing direction effects, again I loath the XPR "Head Anticipation", because your trying to adjust something, and your view is going somewhere else, so overall I'm not a big fan...
     
    Is this the easiest Helicopter to start up? On with the Fuel Pump and then press the OHP "Engine Start", and that is about it!
     
    Startup sequence is super quick and your soon ready to fly, but note the Collective won't move? There is a almost hidden safety catch to release before you can fly.
     

     
    Start up sounds are very good, and you get a few alarms in the start up process, that is normal and certainly the one when you turn up the throttle. CowanSim has changed the old setting of using the old "Wing Sweep" setting for the Throttle adjustment, and I couldn't find on my Saitek Throttle a replacement adjustment...  but it's not hard to do adjusting the throttle manually anyway.
     
    The earlier Dreamfoil Creations and Nemeth Designs Ecureuil AS350 B3+ was a very tricky machine to fly. I really liked it, but it was a very touchy machine (unless you used the Game option).
    CowanSim aims more to the middle ground with his machines, and that is not a bad thing. Certainly the Pro's will retaliate against that, as they want a very pure machine, but then that excludes everyone else and that sums up the Dreamfoil AS350.
     
    First a note...  You need to set your X-Plane General/Flight Models Per Frame settings to at least 4 Frames, or the aircraft will wobble and move around on the ground, put it on a small H-Pad and it will move and actually fall off.
     
    All AS350's are a bit niggly at hover or slow speeds as the aircraft is known for that, so it can take a moment to tune into the aircraft, the pendulum effect is there, but not pronounced when starting to move forwards, but suddenly I felt centred and in control.
     

     
    This aircraft is the AS350 B3e (introduced late 2011) and equipped with the Arriel 2D engine, and the 2D has the takeoff power of 952 shp. So you have to sort of tame all that power in a light utility machine. Turbomeca Arriel is a series of French turboshaft engines that first ran in 1974. Delivering 650 to 1,000 hp (480 to 750 kW), with over 12,000 Arriel engines have been produced from 1978 to 2018.
     

     
    This power gives you a cruise speed of 245 km/h (152 mph, 132 kn), never exceed speed of 287 km/h (178 mph, 155 kn), and the H125 has a Range of 662 km (411 mi, 357 nmi) and an endurance of 4 hours 6 minutes...  Service ceiling is 4,600 m (15,100 ft) and the Rate of climb: 8.5 m/s (1,670 ft/min), so it is a powerful capable little machine.
     
    So H125 will climb, go forward very quickly, and if you have watched the AS350's antics, and notable if you watch Formula 1 racing or follow the Tour de France, it is because it is the ideal machine for quick responses and agile movements.
     

     
    Easy to fly, obviously yes. But as with most Helicopters you have to tune into it. I was a bit rusty on the AS350, but I soon found my groove.
     

     
    I wanted to test out the Stability Augmentation System (SAS), so a nice tight bank to the right and then I set up my speed (100 knts) and altitude (2200 ft) and then pressed the SAS button. No histrionics, the H125 just cleanly held the heading and the altitude...  nice
     

     
    Adjust the heading knob on the HSI, and the H125 will going into a nice 7º turn and again with no histrionics... very impressed, you can also use the trim hat switch on the cyclic, which allows the pilot to proportionally modify the trim pitch and roll attitudes in the SAS mode.
     
    You also have a SPD mode that provides pitch attitude commands to hold IAS (Indicated Airspeed), and a Vertical Navigation Mode (VRT) that allows the autopilot to track an ILS glideslope or GPS VNAV, LNAV + V, or LPV glidepath.
     

     
    Coming out of the SAS mode is Smooooth, no nasty bumps or wild flight antics, it's the best and easiest SAS I have used in a while.
     
    The aircraft has built in water flotation devices on the skids, and they work very well here. You arm on the console top right,then fire them off on the Collective.
     
     
     
    Approaching LOWS - Stalzburg, the H125 is hard to slow down and transfer to a lower speed, so your approaches have to quite perfect and well judged in keep the speed and height under control. Moving into the hover or transitioning from fast forward flight known as Effective Translational Lift (ETL) is nice and smooth with only a little left yaw, but the H125 gets more edgy as you get closer to the ground...
     

     
    ...   small sharp inputs are essential, but I'm finding the yaw inputs too sharp, you need more of a range here, the tail rotor feels like an on/off switch, which makes the aircraft hard to control in the hover, the Dreamfoil AS350 also was hard, too hard sometimes in this phase.
     

     
    Écureuil's AS350's are known for doing what they call the "AStar Dance" on landing, and it's here as well, so you have almost slightly thump it down in to not do it, slightly hover and the aircraft will squirrel around underneath you, or move you around on the the ground.
     

     
    It takes a few practise landings to get it right, but would be tougher for novices.
     
    Lighting
    Lighting overall is basic...  Externally there are two Landing lights under the fuselage, and the huge optional Spotlight at the rear centre of the fuselage, a nice feature is if you hit the "Spotlight", button on the console it immediately comes on, but turn off the spotlight and you will have to go to the menu to hide the light itself. The rest is the normal navigation lights on the rear elevator, rear white navigation and a single red beacon on the tail.
     

     
    There is no reflective lighting on the instrument panel, so it is quite a dark space. There is the noted option that you can use the "Night" mode on the VEMD to faint it down, and you can adjust the instrument lighting to match it.
     

     
    There are four adjustable spotlights, two front and two rear, on the roof front and rear, and a red highlight light over the overhead panel
     

     
    The cabin spotlights do a great job, but personally I would like them a little brighter.
     
    Liveries
    There are a 100, yes a HUNDRED liveries with the CowanSim H125, so how do you choose? as all are extremely good by artist Julien Lebrun, it's just simply impossible!
    Every country using the H125 is mostly represented, as is; News (Including our local Ch9 chopper) to Medi-Vac, Fire, Scenic, Rescue and Military (Australian Navy). I had a really hard time just picking twenty. Notable is that the textures are 4K Quality, but lighter 2K sized liveries are coming soon.
     


    ________________
    Summary
    You have to admit, that Joshua Cowan (CowanSim) is certainly prolific. In only a few years he has created the CowanSim 500E, Bell 206 B3 JetRanger, Bell 206 L3 LongRanger and the Bell 222B + UT.
    That's a lot of aircraft and here he now takes on the Eurocopter AS350 Écureuil (or Squirrel), now the Airbus Helicopters H125. Notable is the last AS350 was the  Dreamfoil Creations and Nemeth Designs Ecureuil AS350 B3+ back in 2013, but it has not been updated for a while now, however it also set a very high standard for the time, and the Pro's totally love it.
     
    You would also think that with such a mountain of work behind him, the detail and options would get less....  but not here on the H125.
     
    This is the most detailed and optioned aircraft yet from CowanSim. Notably a step higher in nice quality detail than before, this is one very well detailed aircraft. All the important rotor movements and detail are also excellent, however the tailrotor assembly feels a bit out of scale (large).
     
    Modeling is better, glass is better, detailing is brilliant, and we haven't got to the extensive option list yet in a banner menu "CowanSim H125 (AS350 B3e)", and two Configuration Options pages. There are twenty eight options to configure the H125, with ten more accessible in the Configuration Manager.
     
    I can't list them all here but configurations for; Medi-Vac (with Doctor and Patient), Cargo, Passengers (two) and a very clever "Around the World" configuration are all excellent. Hook and Sling attachments are also included, as is the Cineflex camera and rear camera station in the cabin. All doors open and the main ones can also be removed, as are three opening baggage compartments as well. RealityXP GTN 650 & 750 can also be integrated and AviTab are also included.
     
    There are a Pilot, Co-Pilot and two passengers in the rear which can be added or removed, the pilots (heads) are animated and that includes the eyes, which are actually highly realistic. Excellent Pilot helmets are optional as well.
     
    To top off the extensive features, you also have 100 quality liveries to choose from, yes ONE HUNDRED.
     
    The H125 flies well. It will always be compared to the Dreamfoil AS350 B3+, and overall that machine was exceptional to fly. The CowanSim is not quite as good as that aircraft, but more accessible to a wider audience. In saying that the AS350/H125 is a tricky machine in the hover and landing, I feel the yaw (tail) is a bit too On/Off for me in those tighter control moments and tail rotor animation is a bit bland.
     
    It's a CowanSim...  overall you know what you buy when you purchase a CowanSim aircraft in price and with the large feature base, and this CowanSim H125 (AS350 B3e) is the best yet in every area, certainly in the quality and detailing areas, and it is already configured for VR and X-Plane12....   It comes Highly Recommended.
    ____________________
     

     
    Yes! the CowanSim H125 (AS350 B3e) is NOW available from the X-Plane.Org Store here: 
     
    CowanSim H125 / AS350
    Price is US$32.95
     
    Features: Free Future Updates (Including X-Plane 12) Tested and zeroed in by real pilots  VEMD (Vehicle & Engine Management Display) Around the world adventure version Collective and cyclic rotor animations Loaded & working baggage compartments All commands for mapping hardware Remove before flight accessories Pilots & passengers Working floats system Functional spotlight Functional Cineflex camera FMOD fully dynamic 3D sounds Window rain effects Compatible with Vulkan API 100% virtual reality ready AviTab integration RXP GTN 650 & 750 integration Realistic flight dynamics HD PBR textures Custom 3D instruments Detailed night lighting SASL/Xlua Systems/Animations/Plugins  This model has an authentic feeling while exploring the virtual world thanks to Laminar Research for developing a fantastic flight sim.   4k Physically Based Rendering Textures 4k PBR textures, or physically based rendering, provides the ability for very realistic lighting that mimics the flow of light in the real world. This model takes full advantage of X-Plane’s lighting with dynamic reflections and materials. Created with Substance Painter.   Custom 3D Modeled Instruments Everyone loves a detailed and realistic looking cockpit. After all, that is where we spend most of our time in the sim, flying! The 3D instruments were developed to a high standard and are fully functional, with extensive custom coding to make it as realistic as possible.   A Nice Cozy Cabin Sit back and relax in the cozy rear cabin and enjoy replays of your flight from a passenger’s perspective! Was it as comfortable and smooth as you thought it was from the pilot seat? This is especially interesting in VR and landing replays are the best.   Paint Kit & Liveries Comes with several liveries and we also included a detailed paint kit. The kit is provided in both GIMP and Adobe® Photoshop® formats. A UV map layer included in each file allows for easy and accurate repaints.   Vibrant and Detailed Night Lighting X-Plane has wonderful night lighting. The H125 project aimed to have plenty of lights, inside and out, making night flights possible. From the landing light to the cabin lighting, this helicopter really stands out at night.   Animation & Sound Thousands of lines of custom code make up animations and systems. The fully immersive 3D sound set was developed with FMOD. Sounds and animations work together with visual rotor-speed vibrational feedback, dynamic blade slap, rain effects and more.   Reality XP GTN 650 & 750 Integration The Reality XP GTN 650/750 can be fully integrated into the cockpit. Reality XP GTN 650/750 Touch is the genuine simulated device used by flight simulation enthusiasts navigating the virtual skies as well as real world pilots for familiarization with the device. This add-on is a payware add-on and you can purchase it here: https://reality-xp.com/   Requirements
    X-Plane 11-   X-Plane 12 when available    Windows, Mac or Linux 4 GB VRAM Minimum - 8GB+ VRAM Recommended Download Size: 1.7 GB Current Version: 1.0 (August 12th 2022  
    Installation and documents:  download for the H125/AS350 is 1.07Gb and the aircraft is deposited in the "Helicopter" X-Plane folder.
     
    Full Installation is 2.46Gb
     
    The AviTab Plugin is required for this aircraft.
     
    Documents supplied are:
    H125 (AS350B3e) Checklist Compact.pdf H125 (AS350B3e) Checklist Full.pdf H125 (AS350B3e) User Manual.pdf SAS Autopilot Manual.pdf Sling Load Indicator Manual.pdf  
    Manuals are very good with Mapping and Settings, but no instrument references or just the basic system references, but settings are well documented with a very good checklist that shows well intergrated startup and shutdown procedures.
     
    Support forum for all helicopters by CowanSim
    _____________________
      Aircraft Review by Stephen Dutton
    15th August 2022
    Copyright©2022: X-Plane Reviews
     
    Review System Specifications: 
    Computer System: Windows  - Intel Core i7 6700K CPU 4.00GHz / 64bit -32 Gb single 1067 Mhz DDR4 2133 - ASUS GeForce GTX 1080 8Gb - Samsung Evo M2 2TB SSD - Sound : Yamaha Speakers YST-M200SP
    Software:   - Windows 10 - X-Plane 11.55
    Plugins: Traffic Global - JustFlight-Traffic (X-Plane.OrgStore) US$52.99 : Global SFD plugin US$30.00 : Environment Engine by xEnviro US$69.90 : AviTab Plugin - Free
    Scenery or Aircraft
    - LOWS- Salzburg Airport W. A. Mozart v2 by Digital Design (X-Plane.OrgStore) US$19.50
     
    (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
     

     
  13. Thanks
    Stephen got a reaction from Kiwiflyer in Scenery Review : KSFO - San Francisco Airport Definitive by ShortFinal Design   
    Scenery Review : KSFO - San Francisco Airport Definitive by ShortFinal Design
     
    "If you're going to San Francisco
    Be sure to wear some flowers in your hair
    If you're going to San Francisco
    You're gonna meet some gentle people there"
     
    The name MisterX6 changed the face of X-Plane scenery. Coming in with a freeware version of KSFO San Francisco International Airport and City 2.0 in November 2015, then a second release in June 2016 was of KBOS - Boston Logan, and both were high quality X-Plane payware sceneries and for free. They also set a standard and created a high reputation for anything delivered by "MisterX6".
     
    In reality it was crazy that this sort of extreme (for the time) work that was delivered for free, as the attention to detail was second to none. A load freeware sceneries followed with, KPHX, KPDX, KCUB, KSAN, KLAX and PAJN that were all delivered over the next few years, leaving X-Plane users begging for more. The dream run couldn't last and it didn't. With a name change to ShortFinal Design, Justin Kissling (the famed MisterX6) went payware with the "Definitive" series of scenery.
     
    So how do you top brilliant? by going extraordinary that is how. The first SFD release was KSLC - Salt Lake City, then my favorite KABQ - Albuquerque. Then Mega airports followed with KLAX - Los Angeles and EDDM - Munich of which was the X-PlaneReviews best scenery of the year winner 2019 🏅
     
    The level of innovation and detail sets these extraordinary sceneries apart from nothing else in X-Plane, they are of a high standard if not the highest, so what comes next...  KSFO - San Francisco Airport Definitive, and here it is.
     
    SFO is again a total revisit to the older freeware version, but a total revisit means it was completely rebuilt from nothing, so the two KSFOs really have nothing in common, but are related only to the same airport and location.
     
    San Francisco International Airport is an international airport in San Mateo County, 13 miles (21 km) south of Downtown San Francisco, California. It has flights to points throughout North America and is a major gateway to Europe, the Middle East, Asia, and Australasia.
     
    SFO is the largest airport in the San Francisco Bay Area and the second-busiest in California, after Los Angeles International Airport (LAX). In 2017, it was the seventh-busiest airport in the United States and the 24th-busiest in the world by passenger count. It is the fifth-largest hub for United Airlines, which operates out of Terminal 3 and the International Terminal. SFO functions as United's primary Trans-Pacific gateway. Additionally, SFO is a major maintenance hub for United Airlines and houses the SFO Museum that was created in 1980, the first museum in an international airport. It also serves as a hub for Alaska Airlines, which operates in Terminal 2
     
    The City and County of San Francisco first leased 150 acres (61 ha) at the present airport site on March 15, 1927, for what was then to be a temporary and experimental airport project. San Francisco held a dedication ceremony at the airfield, officially named the Mills Field Municipal Airport of San Francisco, on May 7, 1927, on the 150-acre cow pasture. San Francisco purchased the property and the surrounding area expanding the site to 1,112 acres (450 ha) beginning in August 1930. The airport's name was officially changed to San Francisco Airport in 1931 upon the purchase of the land. "International" was added at the end of World War II as overseas services rapidly expanded.
     
    San Francisco International Airport
    IATA: SFO - ICAO: KSFO - FAA LID: SFO - WMO: 72494

    10L/28R -11,870ft (3,618m) -Asphalt
    10R/28L - 11,381ft (3,469m) - Asphalt
    01R/19L - 8,650ft (2,637m) - Asphalt
    01L/19R - 7,650ft (2,332m) - Asphalt
    Elevation AMSL13 ft / 4 m
     
    KSFO - San Francisco Airport Definitive by ShortFinal Design
    The airport sits directly on the west of San Francisco Bay, and almost directly opposite Oakland International Airport on the eastern side of the same bay.
     

     
    The runway layout is really a cross with the terminal and concourses in the upper right quadrant (looking west).
     

     

     
    SFO San Francisco Airport is built around a central core, with seven concourses, with one (Terminal 3) being a concourse/rotunda with arms.
     

     
    Inner core there are four Terminals, the large International, then anti-clockwise are Terminal 1, 2 and 3.
     

     
    Central core is a labyrinth and also the main carpark for all the different terminals. Carpark detail is extraordinary and complex as the there are so many different layers, and they are all animated with traffic. Internally looks a bit like the Millennium Falcon of Star Wars fame in feel, the animated building fans only heighten the effect.
     

     
    International Terminal
    The face of San Francisco airport is the large International Terminal. The International Terminal is also composed of Boarding Areas A and G. Designed by Craig W. Hartman of Skidmore, Owings and Merrill, the terminal opened in December 2000 to replace the International Departures section of Terminal 2. It is the largest international terminal in North America, and the largest building in the world built on base isolators to protect it against earthquakes.
     

     
    International Terminal detail is phenomenal, realism 101, or 201...  brilliant work including the exceptional lattice work that supports the roof.
     

     
    Note the local branded SFO buses, detail, detail and a ShortFinal speciality. But this being ShortFinal, your going to get even more unique ideas and effects for your money...  and he certainly does not disappoint here at SFO. The frontage of the International Terminal will change colours with special events! 
     
    Frontage colours change on certain dates to celebrate events. New Year, President’s Day, St Patrick’s Day, Earth Day, Memorial Day, Pride Week, Independence Day,  Labor Day, Patriot Day, German Unity Day, Halloween, Veteran’s Day, Christmas Day and New Year’s Eve. The same colours can however be used on different dates, like the six Red, White and Blue.
     

     
    It is again all so exceptionally well done.
     
    Concourses A and G
    Each side of the International Terminal as wings are two concourses for the International Arrivals and Departures. These are Concourses A and G.
     

     
    Concourse A
    Most international flights operated by SkyTeam, Oneworld, and non-aligned international carriers board and deplane at Boarding Area A's 15 gates (gates A1–A15).
    As a modern concourse (if 2000 is what you would call modern), Concourse A is all cladding and glass. Capturing the feel of buildings like this can be really hard, and can just come across as modeled. But that is not the case here as Concourse A (and the rest of the infrastructure here), is very realistic and nicely worn. Note the small ramp tower on top and end each A and G concourses.
     

     
    All gates in SFD San Francisco Airport are SAM3 Suite (Plugin required) activated. With up to three bridges on the International concourses which several are Cat Code F. There are defined A380/B748 taxi routes available as well.
     

     
    A speciality of ShortFinal is that their ground clutter is second to none, and your certainly not disappointed here either. Not are only the actual service vehicles (branded of course), but you have realistic ground personnel, AND animated walking staff as well.   
     
    Glass is again exceptional and clear (or transparent), revea ling the inner fully modeled concourse interiors, again animated walkers are moving around on both fitted out levels. Again the detail is excellent and very, if highly realistic.
     

     
    Concourse G
    Most international flights operated by Star Alliance carriers, including all United international flights and select United domestic flights, are assigned to Boarding Area G's 14 gates (G1-G14).
     
    Concourse G is quite similar to A, but it has an open passenger deck at the end. Again everything associated with Concourse G is superb.
     

     
    Harvey Milk Terminal 1
    Formerly known as the "South Terminal", Harvey Milk Terminal 1 is composed of Boarding Area B, which currently has 18 gates (gates B6-B9, B12-B14, B17, B18, and B19-B27). Prior to June 23, 2020, Boarding Area C was also considered part of Terminal 1.
     
    In April 2018, the San Francisco Board of Supervisors and mayor Mark Farrell approved and signed legislation renaming Terminal 1 after deceased gay rights activist and former member of the San Francisco Board of Supervisors Harvey Milk, and planned to install artwork memorializing him. Harvey Milk Terminal 1 is the world's first airport terminal named after a leader of the LGBTQ community.
     

     
    Arrival entrance is just all glass, making it a bit plain...  but there is nothing plain about this very authentically designed terminal and the B Concourse.
     
     
     
    Lots of nicely defined nooks and crannies here to explore, and the rooftop detailing is excellent.
     

     
    Internal B concourse detail is again really well done...
     

     
    Terminal 2
    Formerly known as the "Central Terminal", Terminal 2 is composed of Boarding Area C, which has 10 gates (gates C2-C11), and Boarding Area D, which has 15 gates (D1-D12 and D14-D16). The D gates is where Alaska Airlines has its hub.
     
    Terminal 2 opened in 1954 as the main airport terminal. After a drastic rebuilding designed by Gensler, it replaced Rotunda A as SFO's international terminal in 1983, until it was closed for renovation after the current international terminal opened in 2000.
     

     

     
    Terminal 2 arrivals feels like the older terminal redeveloped, of which it is of course. And again very well done. Side art facades are excellent, and note the animated internal AirTrain system. Part of the original International Terminal design survives as well with the "San Francisco" branding.
     

     
    Concourse C
    You immediately feel the older styled concourses and terminal style, compared to the cladding and glass newer buildings. Concourse C feels the oldest of the lot, but it is really well done here to get that older SFO feel into the scenery by SFD. Glass roof is see-though, and it feels very open from the internal view. But I love these older infrastructure designs. Going domestic to San Francisco, then parking here would be my choice of gates.
     

     
    Concourse D
    External Concourse detail is as usual in being very good, again a slight difference and feel here compared to the other concourses (except C). Internal detail is done right through the terminal and into the twin arms.
     

     
    Terminal 3
    Formerly known as the "North Terminal", Terminal 3 is composed of Boarding Area E with 13 gates (gates E1-E13) and Boarding Area F with 23 gates (gates F1-F3, F3A, F4-F22). Terminal 3 is used for United Airlines' domestic flights. Mainline United and United Express flights that use both boarding areas.
     

     
    This $82.44 million terminal was originally designed by San Francisco Airport Architects (a joint venture of John Carl Warnecke and Associates, Dreyfuss + Blackford Architecture, and minority architects). The groundbreaking ceremony for the North Terminal was held on April 22, 1971, and Boarding Area F opened in 1979 and Boarding Area E opened in 1981.
     

     
    Concourse E
    The Initial modest renovation plans were replaced by a more ambitious project after the popularity of the remodeling of Terminal 2. After the completion of the US$138,000,000 (equivalent to $157,960,000 in 2021) project, Boarding Area E reopened on January 28, 2014, followed by Terminal 3 East on November 18, 2014. The project moved one gate from Boarding Area F to Boarding Area E to provide a total of ten aircraft parking positions at T3E. Following a 2019 renumbering of all gates at SFO, three additional gates moved from Boarding Area F to Boarding Area E, with the latter now containing 13 gates.
     

     
    Built to take in the view. Concourse E has a huge window for the front. Note the United gate information boards set with the current time.
     

     
    Note also the lower to the ground SAM airbridges for regional jet boarding...  again concourse cladding and glass design is exceptional.
     

     
    Internal detail is again done, but the views from the concourse are simply realistically unbelievably, really real, "Being there real".
     

     
    There are a few gates E1, E2 and E3 between the two E and F concourses (There are more F1 - F4 gates that continues past the F Concourse entrance), and this area internally is modeled as well, and again the apron and runway views are sensational.
     

     
    Concourse F
    There are three United Clubs in Terminal 3—one near the rotunda for Boarding Area F, one on the mezzanine across from gate E2, and another at the beginning of Boarding Area E. Terminal 3 also houses the American Express Centurion Lounge, located across from Gate F2.
     

     
    Ramp detail is excellent, every area (per concourse) has a slightly different feel, here notice the excellent height safety bars and lower concourse detail. Airbridges on F are a different static design than the swing bridges, and well done here, and also still SAM active.
     

     
    Internal F Concourses are of course done as well, with a huge space around the rotunda...  you can explore as much internally at SFO as externally. Views are again amazing in watching the aircraft, just like in real life.
     

     
    SFO Control Tower
    Situated in the space between Terminals 1 and 2, a new tower was built to replace the existing control tower and one that has been in operation since 1954 and was then located atop Terminal 2. The project also includes a new three-story Integrated Facility building for the FAA and other personnel, two connector walkways, and improvements to the Terminal 1 Boarding Area C Entrance. Construction of the new control tower and base building began in summer 2012, was turned over to the FAA for equipment installation in July 2015 and the tower became fully operational in October 2016.
     
    The swirl style control tower has been faithfully reproduced here by SFD, beautifully done with great design. Attention to roof top aerial detail is also excellent. Rear tower detail is worth inspecting close up.
     

     
    Tower view is inside the tower. Usually this aspect doesn't work, but here it is sensational, with a clear view of all the approaches. Seating only up here and with no computer screens, but still very well done.
     

     

     
    The same event colour effects are on the rear of the tower, and in the same matching the International Terminal facade event.
     

     
    Entrance to SFO has the "Grand Hyatt At SFO" on the southwest. Again really well done is the Hyatt and authentic to the real hotel, behind are the two western carparks for the International Terminal in G and A.
     

     
    The complex entrance road system is mixed in with the rail networks to San Francisco City. Called the Bay Area Rapid Transit (BART) it serves the airport at San Francisco International Airport station, and located west of the International Terminal. All BART trains are fully animated here, as is the full AirTrain system, it is all SO good.
     

     
    West Field
    To the north of the main central terminal hub is "West Field". Positioned here are all the airport's infrastructure facilities including Cargo and Catering.
     

     
    Facilities for Prime Cargo, Delta Cargo, Cathay Pacific Cargo, Turkish Airlines Cargo and Asiana Cargo. Further north is Singapore Airlines and China Southern that are all represented, as is the United Airlines GEM (Ground Equipment Maintenance) Facility and Gate Gourmet catering. Ground clutter detail is simply phenomenal. The SFO Fire Station is positioned on the front of West Field on taxiway Z.
     

     
    UAL Base (United Airlines Maintenance)
    Far north in the scenery is the huge UAL base. It is significant to note on how far away it is here from the central core of SFO that this scenery covers, and in absolute detail, a very hard thing to do, but it is also totally authentic. Note the amazingly detailed SFO bus depot
     

     
    SFO is home to the one of the largest single aircraft maintenance bases in the world with complete MRO base operations (maintenance, repair, overhaul, painting, welding, machine shop, tool and die, parts manufacturing, fabrication, engineering, and retrofitting (Boeing and Airbus certified, among others)). It serves as the principal Global MRO Base for United Airlines and serves over 40 other airlines, military customers, and aircraft lease operators. The main United facility is huge...
     

     
    ...   it is also SAM powered. Open SAM and select the "Controls" icon, and you get six options. Three of the selections open the three doors on the United Maintenance hangar.
     
     

     
    East of the UAL Base is Plot 50, and the SFO major fuel depot. Plot 50 is a (remote) cargo facility for FedEx, KAL and NCA. Brand detail is again simply brilliant.
     

     
    USCG (US Coast Guard)
    Coast Guard Air Station San Francisco (CGAS) located at the San Francisco International Airport is one of five air stations in the Eleventh Coast Guard District. Currently, Air Station San Francisco operates four MH65 Dolphin helicopters that provides its primary mission search and rescue. CGAS San Francisco also supports a wide range of other Coast Guard operations such as Maritime Law enforcement, port security, Aids to Navigation support and Marine Environmental Protection to approximately 300 miles of coastline from Point Conception to Fort Bragg 24 hours a day, 7 days a week, 365 days a year.
     

     
    A lovely old building that screans "San Fran" that is modeled and detailed impeccably here, simply sensational for helicopter operations.
     
    The USCG hangar doors are SAM powered as well, so they open to reveal a nicely detailed interior.
     

     
    There is still more action at the USCG facility. On the SAM is another selection to open the gates. Press "Coast Guard Gate", and the barriers come down, lights flash and the gates all open.
     

     
    GA & Signature
    The east is where the only General Aviation (GA) area is at SFO with a Signature Aviation" facility. This is a British multinational aviation services company for personal jet services. There are both here a reception and private jet terminal and a large maintenance hangar.
     

     
    Again the SAM plugin can be used to open the Signature hangar door, revealing a nice interior.
     

     
    Superbay
    The eastern side of the airfield is dominated by the Superbay, a 420,550-square-foot (39,070 m2) maintenance hangar capable of holding four 747s. Originally constructed in the 1970s, the facility is shared by United Airlines and American Airlines. Sadly the doors don't open on the Superbay.
     

     
    Notable is that everything here is custom. Even the fencing is custom made and it comes in all various shapes and designs, no string facades here. All blast fences are perfect, and so is road crossing detail.
     

     
    Ground Textures
    Even from a distance you know the ground textures here at SFO are going to be something special, they are...
     

     
    ...   but also a bit of a surprise, because they are not as rough (or knobbly) as I thought they would be, so they feel quite smooth. built in Burnt-in ambient occlusion effects and reflections are there but again not overly done, so to a point they look more realistic.
     
    In saying that I think these textures in the rain of X-Plane12 will be absolutely sensational. The different types of surfaces is just plain stupid here, totally everything you could imagine and far more, and again all totally brilliantly done. Grunge and oily dirt is perfect on the ramps, but overall I like the darker cuts in the asphalt and concrete for absolute realism.
     

     
    Notable is that there are four actual texture versions in (mostly to save framerate); No Ortho + Flat, No Ortho + No Flat, Ortho + Flat (default) and Ortho + No Flat
     
    Lighting
    I think by now, that if the lighting was average at SFO, it would be a real let down...  NOPE, the lighting is as brilliant as everything else here.
     

     
    Approach lighting ha animated RAIL on 28L and 28R and 19L, and all approach lighting set high on gantries and really well done.
     

     
    The lighting ideas used here is quite unusual from the standard X-Plane practise of bright airside and tan landside.
     
    Unusual is the use here of mercury vapor lamps, which create a blue-green tint over remote carparks and the non-working areas. But very effective in the scenery for realism.
     

     
    Hub SFO centre is overwhelmingly good, that comes with the subtle uses of different lighting tones, this creates a realism of well real life. Not withstanding the colour effects.
     

     
    Central carpark hub looks like the core of a nuclear reactor! but brilliant. Ramps are excellent for working on at night, but the crème de la crème here is the Gate number lighting that are all spectacularly backlit... really love that, and so realistic.
     

     
    Backside and building window lighting is excellent, again very realistic, no average plain colour fills here.
     
    Internal concourse lighting is bright, but really well done in not being over bright to spoil the external views. Note the great ceiling lighting.
     

     
    Oddly there is not a lot of brand lighting on the buildings, say cargo faclities...  the main are done like "UNITED AIR LINES", but not something like FedEx or the Hyatt Hotel?
     

     
    Ground navigation lighting is also very good. All signs are worn but effective, with excellent colour light realistic ground reflections... perfect.
     

     
    San Francisco Scenery
    Unlike with the freeware version of KSFO San Francisco International Airport and City 2.0, there are no city objects in this package, which for me is surprising. ShortFinal noted to me that he may create a San Francisco city free pack to go along with this package, of which shouldn't be too hard as it is already object created. Here I am using here the (very) good but very old Tom Curtis Golden Gate scenery package, but sadly it's not on sale or available anymore.
    _______________
    Summary
    MisterX6 changed the face of X-Plane scenery. First with Freeware high quality scenery for the X-Plane Simulator, then he went Payware with his "Definitive" Series and changed his name to ShortFinal Designs. That change took the scenery quality, detail and effects into the stratosphere, but still with a very affordable price.
     
    San Francisco was one of the original  KSFO San Francisco International Airport and City 2.0 freeware sceneries, and very good it is, but here is the KSFO - San Francisco Airport Definitive version.
     
    Like all the rest of the "Definitive" Series with KSLC - Salt Lake City, then my favorite KABQ - Albuquerque. Then Mega the airports followed with KLAX - Los Angeles and EDDM - Munich, that were all exceptional sceneries, so you expect a lot from the "Definitive" SFO.
     
    This SFO scenery has been a long time in development. I expected a release around the early months of 2022, but it was still another 6 months before it now comes to release. Having reviewed the scenery here, I can't believe it didn't take far, far longer.
     
    This is a MASSIVE scenery, in every aspect. Scale, object count, detail, effects and a realism above what we currently have. Yes there are brilliant sceneries out there, but this San Francisco sets a higher bar in almost every department...  It is a colossal achievement.
     
    In every area it is brilliant. Modeling, texturing, lighting and not only external but the internal is very good as well. SAM Active, is not only for the various airbidge designs, but also to open and close hangar doors and gate crossings. This is one serious scenery with an object count to be believed. Again in every area it is covered in objects and with the massive clutter detail to burn your eyes out. Ground Textures and lighting are also extreme in detail with a few unique ideas thrown in. But the highlights are the event colours on the International Terminal and Control Tower that change with certain event days like the 4th July, Christmas and New Year and many more...
     
    Negatives, none really AT ALL. But you have to know that with an object and detail count like this and used in this scenery, then it will take up a lot of frame rate, so SFO does hurt the framerate, and no doubt ShortFinal has refined everything to the bone already. So you would need a fair bit of power to run it all. My guide would be ShortFinal's LAX, if that SFD scenery runs fine, then so will SFO, but lighter graphic cards will certainly struggle to process it all.
     
    I don't like to define the "Best of"...  because it is a moving target in Simulation. But certainly this KSFO - San Francisco Airport Definitive scenery has to be the very best ever scenery created for the X-Plane Simulator, on the scale alone....  a masterpiece, absolutely, if even the best X-Plane Scenery was ever created for the simulator, and that SFO by ShortFinal is a big if massive achievement no matter which way you look at it.
     
    "All across the nation such a strange vibration
    People in motion
    There's a whole generation with a new explanation
    People in motion people in motion
     
    If you come to San Francisco
    Summertime will be a love-in there"
     
    _______________________________

     
    The KSFO - San Francisco Airport Definitive by ShortFinal Design is NOW available! from the X-Plane.Org Store
     
    KSFO - San Francisco Airport Definitive
    Priced at US$26.95
     
    High-Definition Airport Accurate airport layout (as of 2022) Brand-new Harvey Milk Terminal 1 Detailed models for all buildings with baked ambient occlusion Terminals with interiors PBR materials on objects and ground Custom dynamic night lighting Custom high resolution ground textures High resolution photo scenery (30cm/px) Taxi routes for AI traffic Compatible with any mesh scenery Free X-Plane 12 update planned Animated Airport Animated AirTrain, BART, and cars Animated highly detailed airport vehicles Animated workers and passengers Custom animated jetways and DGS (requires SAM plugin) Special lighting on international terminal and control tower on certain dates Various user-controlled hangar doors (requires SAM plugin)   Requirements
    X-Plane 11 - X-Plane 12 (when available) Windows, Mac or Linux 4 GB VRAM Minimum - 8GB+ VRAM Recommended Version 1.0 (August 6th 2022)   Installation and documents:
    SFO is download of 1.6 Gb download that is translated into a single install file
    SFD_KSFO_San_Francisco  
    2.1 Gb full install in your Custom Scenery folder.
     
    There is an OPTIONS folder for Ortho and Flat versions of ShortFinal SFO
    No Ortho + Flat No Ortho + No Flat Ortho + Flat (default) Ortho + No Flat You just swap over the supplied Earth nav data folder.
     
    There is a mesh patch can be used with MUXP (https://forums.x-plane.org/index.php?/files/file/67230-mesh-updater-x-plane-muxp/).
    It works with any mesh (including ORBX TrueEarth) and makes coastlines more accurate, which avoids issues like sunken approach lights.
    As of writing this document, MUXP is still an alpha version, so results may vary. In case you need to revert the changes, it always creates a backup version of your mesh files.
    NOTE, not sure on how this would work with X-Plane12, so personally I would not use it for now if using SFO Definitive in X-Plane12.
     
    SAM3 Plugin - Scenery Animation Manager - Suite 3.0 is required for this scenery,
     
    Documents
    There is a 2 page "Instruction" page for installation and requirements
    Manual.pdf ___________________________
     
    Review by Stephen Dutton
    6th August 2022
    Copyright©2022: X-Plane Reviews
     
    Disclaimer. All images and text in this review are the work and property of X-PlaneReviews, no sharing or copy of the content is allowed without consent from the author as per copyright conditions) All Right Reserved    Review System Specifications: 
    Computer System: Windows  - IS1700 Core i7 12700K 12 Core 3.60 GHz CPU / 64bit -32 Gb single 1067 Mhz DDR4 2133 - ASUS GeForce GTX 1080 8Gb - Samsung Evo 1TB SSD 
    Software:   - Windows 10 - X-Plane v11.55
    Addons: Saitek x52 Pro system Joystick, Throttle & Rudder Pedals : Sound - Bose  Soundlink Mini
    Plugins: Environment Engine by xEnviro US$69.90 : Traffic Global - JustFlight-Traffic (X-Plane.OrgStore) US$52.99 : Global SFD plugin US$30.00
    Scenery or Aircraft
    - None-
     

  14. Like
    Stephen got a reaction from Medellinexpat in Aircraft Review : Boeing 747-8 Inter v2 Anniversary Edition by SSG   
    Might be more interesting this time around... FlightFactor have costed their Boeing 767-400 currently at US$69, but will be US79 for X-Plane12, notable the upgrade fee might be US$10. Not the same price in X-Plane11 to 12.
  15. Like
    Stephen got a reaction from Medellinexpat in Aircraft Review : Boeing 767-400ER by FlightFactor Aero   
    it's a bit of a stretch to say the -400 is just a  3D and panel update? There is a lot more in there than that, more so in that it is a very nice aircraft thank you very much...
  16. Thanks
    Stephen got a reaction from Medellinexpat in Laminar Research : X-Plane and in the future the new world order   
    No the OSM in AviTab is chunky and slow compared to Navigraph charts, not at all my favorite MAP system, certainly from a Pro perspective.
  17. Like
    Stephen got a reaction from Aero_Medic in Behind the Screen : June 2022   
    Behind the Screen : June 2022
     
    This edition of "Behind the Screen" notes that we are already halfway through the year of 2022, yes six months are already gone and we are hurtling already towards another year gone. The last six months could be divided into two quarters, the first three months of the usual X-Plane activity and solid releases (including the immense Rotate MD-11) and the last quarter in being a long drawn out waiting period...  for guess what, well X-Plane12.
     
    As noted in the last few editions of Behind the Screen I took the opportunity to upgrade my "Whole" as it turned out Computer hardware to be ready...  for guess what, well X-Plane12.
     
    I don't regret the timing, as prices now (In Australia) have increased, not that much but I did save quite a few dollars in context. There is never ever a good time to do this, but 2022 is one of the most unnerving years I can ever remember (and I don't even have any Crypto Currency). So timing in reflection is all about using your superpower, or simply good luck. And for that I still used my superpower cautiously and is still thankfully on the right side of good. But also sitting on this side of the upgrades it is a satisfying feeling, not perfect yet as I still need an upgraded Graphic Card, but still good to welcome into my world...   well X-Plane12.
     
    Before I move on from the upgrades, I found the Hardware side changes very enjoyable, even fun...  but resetting and reinstalling all the required software (actually not including X-Plane itself) but everything to support the simulator was a nightmare. Resetting things back to normal took an immense amount of time to do, worse was the recalibrating required to get things to behave correctly again, worse was the monitors in finding their ideal matching settings again, and I am still not happy with the results, but is finally getting there. The point is on how really time-consuming it all is, if also on how frustrating, change is really good, but also seriously hard work.
     
    Laminar Research have been pumping out all sorts of X-Plane12 tit-bits and the extensive Dev Deep-Dives series with FSElite, which is a long series of videos including the important developers behind the new X-Plane12's development (noted to be a series of 10). There is a lot in there, but there is also really nothing new being revealed either that we haven't already seen since the original X-Plane12 reveal back in September 2021 at the San Diego Expo. Even the Development blogs have petered out, so it is all feeling a bit-long-in-the-tooth. 
     
    The aim was for an X-Plane12 release around the last weeks of July, that is in just three weeks now folks, but rumors are circulating the beta release could now be as late as September. No matter which way you look at it, it is still a long wait of maybe still months not weeks. The point is, is that pushing the boat out too far, and far too long.
     
    The simulation world is not waiting around for Laminar to perfect it's next generation of X-Plane simulation, the worry creeping in is that with the long, long wait, and the extended hype, you may get a let down of massive proportions. As noted last month, I have realistic expectations of the new simulator version upgrade, but many users don't of the coming version. Fears of the Rotate MD-11 hype could come back to haunt us all over again the longer this story goes on (and on), that aspect may happen anyway.
     
    Everything in June was heightened by the story of iniBuilds. Back last year on the 1st of October 2021 iniBuilds announced the iniSimulations A310-300 for Microsoft Flight Simulator. No big deal there as you expect a lot of cross-platform aircraft transitions. 
     
    But on 12th June, Microsoft announced a partnership with inibuilds to release the Airbus A310-300 as part of their 40th anniversary celebrations in November, and that the Airbus A310-300 would also be part of the MIcrosoft Flight Simulator default fleet, or free to users that currently use the MSFS Simulator platform, still nothing of a deal there either. But it is a bit of pain in that if you had spent £69.99 on the aircraft, and you could soon get it for free if you move to MSFS. Then came the BIG news, all current X-Plane11 iniBuild aircraft would not be updated to X-Plane12.
     
    That is the A300-600R(F), A300 BelugaST and the A310-300 will be X-Plane11 only, odd was the strange fire-sale of all the aircraft early June at a heavily discounted price of £9.99, or 20 bucks $US, the sale gave X-Plane users no indication of the coming bad news, but took your money.
     
    Let us be straight. iniBuild's were always a rogue company to deal with from the start, very hard to deal with commercially and X-PlaneReviews was refused early on for any review aircraft point blank. Although extremely successful in X-Plane, I really didn't see the what all the fuss was about. Their aircraft are good, and have a lot of features (if some are quite quirky). But there are far better simulations out there for the same money, and the products were quite to very expensive. And this is the point.
     
    If you have spent that much money investing in an aircraft or aircraft's, you do to a point expect a fair amount of service and support from the developer. But basically, with the cancellation of any (even paid) upgrades to X-Plane12, it will leave you with a very bitter taste in your mouth, and certainly if you are currently getting a happy experience from your iniBuild's simulations.
     
    These aircraft have only been on the market for a few years from August 2020 starting with the A300-600R. that is not even a third of an X-Plane version (11) development run, and now already if X-Plane12 is released soon, the aircraft is already outdated, did I mention expensive at US$85 an aircraft (yes you did get a discount deal if you bought another iniBuilds aircraft). If you had bought the fire-sale aircraft, you would get maybe a few months of simulation before parking it in the old X-Plane11 hangar, at even $20 bucks that is still expensive.
     
    So if Microsoft are doing a promotional deal, by throwing a shit load of money at a X-Plane developer, then saying "Hey folks, if you still want your iniBuilds A310, you can and for free!...  if you come to Microsoft Flight Simulator", stinks of poaching of the worse order.
     
    The problem with all this is that Simulation is still basically a very niche form of entertainment, many who fly in X-Plane, also fly in MSFS, and even a lot of the other aircraft simulators available, there are really no boundaries except financial.
     
    So here is the bite. If you have spent a lot of your hard earned cash in supporting iniBuilds for the X-Plane Simulator, then your getting a very shitty deal. Even if you smile and note that the A310 will be free over in MSFS, then it is not going to have the features and the flying performance of X-Plane and neither either will the coming A300-600R and A300 BelugaST MSFS versions of which you will have to pay for (again). But seriously besides a worse performing aircraft could you or should you actually trust iniBuilds again with you cash and their extremely poor service. If they have bunged you here, then they won't care about bunging you again over there. The word here is trust, and that aspect has been seriously broken.
     
    You could say I'm being platform defendant (X-Plane). But I'm not, it is the overall aspect of trust in Simulation that is accountable here. Purchasers in X-Plane also purchase in MSFS (or any other simulator). Being royally screwed in one is not going to help you gain monetary on another platform, as you are talking to the same customers. Core simmers are the ones that pay for expensive addons, not the fly in, fly out gamer crowd.
     
    Personally there is no way I would buy another iniBuilds product, if they treat their customers with such indifference for their loyalty. The really odd thing about all this saga, is that to update their (only) three aircraft to X-Plane12 is to a large development house like iniBuilds here is a very minimum aspect of keeping everyone (including future customers) happy (or the MSFS deal doesn't allow them to do that).
    Plus then is the monetary loss of future aircraft sales in X-Plane12, and the upgraded aircraft would also deliver upgrade fees (or money) to the coffers. In the business case sense it is a disastrous outcome for everyone involved...  but the worse outcome is still that loss of customer trust and cash by not "doing the right thing, by everyone" and upgrading to X-Plane12, that just leaves a sour taste in everyone's mouth, and a lot of very disappointed customers. It certainly won't attract customers to MSFS, if the opposite in this saga...  most won't care, but they should, it's your precious money going to the wall here.
     
    If iniBuilds were poached, then with Laminar dragging out their own slowly, slowly release saga for X-Plane12, then could other developers be targets for easy MSFS money. Most would say absolutely not. But in this world of stretched resources and bills to pay, then even the most stoic of developers could waver if enough cash was thrown at them, every Simulator is built on it's unique developers of products for the platform, lose too many and the platform is in trouble.
     
    A year ago Laminar had a unique situation as MSFS failed and faltered in it's early first year development, certainly in the performance and dynamics areas, but has that advantage situation now been seriously squandered in being too far to under resourced and with poor public relations from Laminar Research, and with just expecting the faithful to just keep on accepting the same as, time and time again.
     
    As times people have moved on, and Laminar needs to move on along with them and even use or need it's own superpower, the next few months until the end of this unnerving year could be quite significant for the X-Plane simulator in more ways than one, and one way or the other.
     
    See you all next Month
     
    Stephen Dutton
    4th July 2022
    Copyright©2022 X-Plane Reviews
     

  18. Like
    Stephen got a reaction from Busair in Aircraft Update : Airbus A340-600 v1.1 by ToLiSS   
    Aircraft Update : Airbus A340-600 v1.1 by ToLiSS
     
    One of the most successful releases of 2021 was the Airbus A340-600 from TolIss. Users love the deep Airbus systems and clever intergrated features. Since that initial release back in October 2021, there have already been some significant updates to the aircraft (the A346 was already nicely fully formed on release) and here is the fourth, and quite a significant update to v1.1 it is.
     
    First off the base is that A346 v1.1 is now compatible with the coming X-Plane12 version, so you will be able to fly the ToLiSS A346 straight out of the box, which is a very nice premise indeed (although expect an update to switch on the X-Plane12 features). ToLiSS has also put out their pricing with the conversion to X-Plane12. And first is that the earlier A319 and A321 will have an add-on upgrade cost of US$10.99 each, however if you have the ToLiSS A321 + NEO addon and/or this A346, then the upgrade to X-Plane12 is free. Which is a very fair deal.
     
    As we know with the release of the Airbus A346. ToLiSS took control of it's modeling side of the project. The released A346 was certainly a far better design, but not actually perfect (but a very good effort for a first attempt). So to bring the modeling more into it's quality/price, here is already a rework of the original. The focus is on the rear section which has been totally remodeled along with new textures for all of the aircraft. Visually the change includes the upward sweep of the rear most windows on the fuselage...
     

     
    ....  it is harder to achieve than it looks, because internally you just don't have the up sweep of the window line, but also the curve of the rear cabin going inwards and also upwards into the tail. ToLiSS has done a really nice job here.
     

     
    Because of these cosmetic changes the older liveries now don't work with the new customised tail? (hence the house livery here). The painkit has been adjusted to v.1.1, so expect the livery changes to come quickly. But it is all in the aim of authenticity. The A330 rear is very much the same configuration.
     
    The cockpit/instrument panel textures have been overhauled as well, with more wear around the knobs and switchgear and more to the blue/grey Airbus colour (cabin stays the same with no changes). While we are here, the knobs and switches have also been given improved switch geometry, so they work better from your seating angles.
     

     
    The flightdeck forward windows now also open...  nice! Pull the handle and the window will track rearwards to reveal an open window (something I love on arrival to let fresh air into the cockpit). Notable is when you do this the air-pressure will change on the COND (Air-Conditioning) lower ECAM Screen. The air-pressure and temperature in the adjacent zone will also change if you open the any of the passenger doors. To close the side window(s), there is a little stick buffer in the lower window frame that has to be switched to do so.
     

     
    Don't you love arriving in the cockpit ready for a flight! Well one of the nice things to do is getting into your seat and adjusting it. In v1.1 you can now move the seats rearwards and to the side to insert yourself into the seat, when done you can then move the seat into position of to the position of where you want it to be.
     

     
    The seat is moved forwards and backwards via the correct switch on the lower side of the chair (arrowed), here also the armrests are in the stored position, again you can also rise or lower the armrests as well. The seat is positioned well forward here, so there is a lot of adjustment to your taste. The folding retracting armrests are perfectly done.
     

     
    ACARS/Simbrief
    All major commercial aircraft have ACARS or "Aircraft Communications Addressing and Reporting System". Which is a digital datalink system for transmission of short messages between aircraft and ground stations via airband radio or satellite, it is a sort of airborne text system.
     
    In v1.1 the ACARS system has been implemented in two areas. One is with the excellent Navigraph SimBrief and secondly with the aircraft's TISCS menu system. First to use the ACARS system here you will need to have SimBrief and an account. It is still free, but I recommend it with your Navigraph account. To use then set up a route and generate a Flight (Sim)Brief.
     

     
    Like in a real aircraft you activate ACARS by tuning into VHF3 and it's "Data" uplink. If the link is active, then the "SEL" light is on.
     

     
    To access SimBrief you have to authorise it in the TISCS menu, under your SimBrief account settings, and use your Pilot ID (second row). And in the TISCS menu on the SOUND/ADDON ACCOUNTS tab in "ACCOUNT IDS", it will take a minute, then two options come up with...
     

     
    ...  "Ignore AIRAC/AC Type mismatch", If this option is OFF, the flight plan download will fail if the active AIRAC cycle in the FMGS does not match the AIRAC cycle used by Simbrief for planning. In other words your AIRAC cycles (data) on the X-Plane/Aircraft and Simbrief have to match.
     
    "Set Payload + Fuel to Simbrief", If you select this option, the cargo, payload and fuel on board in the ISCS will be set immediately to the Simbrief values. This ensures that the data on the INIT B page match the actual weights, but removes one step from flight preparation, which of course you can still get from the TISCS.
     
    Loading the Data into the MCDU
    Looking at your INIT page on the MCDU. There is now a "INIT REQUEST", press RK2 (Right Key 2) and it will send a request for data for you, then if acquired the data is returned via "F-PLN DATALINK IN PROG" note in the scratchpad, and when done (transferring the data) it shows PERF DATA UPLINK to show the link is still open.
     

     
    And "wah, Wah"...   all the data is filled in from the (Sim)Brief, including the Flightplan all fuel, weights, FL No., PAX, CRZ Altitude... even the Flight Number. Fuel Prediction is also ready on both INIT PRED and FUEL PRED. Notable is that the data does not include (insert) the Departure and Arrival details, so the RWY/SID/VIA and RWY/STAR/VIA approach details still have to be added in, or any approach editing can still be adjusted as normal. 
     

     
    If you want to go to the core and load in the data directly this can also be done.
     
    You access the data by pressing the "DATA" key, and then ACARS/PRINT...  FUNCTION RK6. All the data is stored here including the F-PLN INIT data, TO (TakeOff) DATA and WIND DATA.
     
     
     
    WIND REQUEST however only works with the INIT Request active and that X-Plane is set to real weather conditions (which will be very interesting with X-Plane12).
     
    Takeoff Performance Data
    You can fill in the PERF/TAKE OFF data by pressing the TO DATA LK6 button, and this action brings up the "REQUEST" on the RK6.
     

     
    Then the "TAKE OFF DATA UPLINK", will fill in your Performance TakeOff data, again very, very cool. It will however not fill in the FLEX TO TEMP category, which you still have to get from the TISCS menu (set runway), here it is F69.
     

     
    So much time is saved here in transferring the data, and totally brilliant at getting the aircraft quickly ready for flight. The two CPDLCs - Controller Pilot Data Link Communications are also part of the ACARS system are still not active, but next on the to-do list.
     
    Debatable is the fact do you like to do the full aircraft data set up, and could this (as really good as it is) be a sort of cheat sheet? Sometimes you really just want to fly and not go through the full setup rigmarole. In this case it is quite brilliant.
     

     
    Interactive Audio Control Panel
    The TISCS menu is big, and a few users have complained as it can't be scaled either. So ToLiSS has come up with the "Interactive Audio Control Panel" or ACP panels. These are two pop-up menu panels set out on the "Intercom" and "Cabin Communication" buttons.
     


     
    There are five page selections under "Intercom"; Services, Pushback, Refuel/Defuel, Cargo Handling, and Ground De-Ice
     
    • Services: Enable/disable external power, LP or HP air connections and chocks
    • Pushback: Request pushback
    • Refuel/Defuel: Change the amount of fuel on board. When using this feature, the fuelling/defueling will take time according to the refuel/defuel rate listed in the FCOM.
    • Cargo handling: Open and close cargo doors/change amount of cargo in the hold
    • Ground deice: A simple feature to prevent ice accumulation on the wings while on ground,
    as the wing anti ice does not work for more than 30s on ground.
     
    There are two page selections under "Cabin Communication" in Doors, and Passengers (PAX)
     

     
    ToLiSS notes that "For the future, we plan to include a TO calculator, a landing distance calculator and a weight and balance sheet in the EFB in order to eliminate completely the need to interact with the TISCS during a normal flight."
     
    New failure modes
    On the OHP (OverHead Panel), not only are the in-cockpit RESET switches (Airbus long range equivalent to in-cockpit circuit breakers) are now working, but they are also active in “recoverable computer failures” from the "Fault Scenarios".
     

     
    ToLISS explains how this works,
     
    "Two failure modes CPC 1 and CPC 2 are or can be permanent failures, whereas CPC 1 (R) and CPC 2 (R) are modes that can be recovered by resetting the computer. This is particularly interesting with random failures where you do not know beforehand if a reset will work or not. To reset the computers, you can use the reset switches in the Overhead panel".
     
    With the addition of these new new failure modes there is now a total of 249 different failure modes. Including also these new engine failure modes; "recoverable flame out", "engine failure with damage" and "hot start".
    ____________________
     
    I did my A346 test route of EGKK (Gatwick) to LLBG (Ben Gurion) which is a 4h 4m flight. Although the A346 simulation per se is deep in flying and systems wise with ToLiSS aircraft.
    But because it is done so well the simulations from these aircraft can be quite easy to use. It is not only in the setting up of the aircraft (more so now in v1.1 because of the auto Simbrief data loading in route and performance). But because also the aircraft is quite sweet to fly, as is the Airbus way if you know the smaller intricate European philosophy.
    I have grown in X-Plane with the Airbus QPAC and now ToLiSS designed aircraft, so to me it is second nature, but that is not to say you can't learn and fly these aircraft more easily in simulation than say a Boeing, it is the difference between driving an automatic to a manual setup car. But I will emphasize again the deep existence in the systems and fault/failure detail you have here, that aspect the aircraft is extraordinary. In reality you have the best of both worlds.
     

     
    Now the passenger and fuel are loaded and we are ready to go. Open window is great to check everyone has boarded.
     
    Climbout of EGKK, shows the A340-600 is a big aircraft, the last of the four-engined generation as well. In v1.1 the engine model has been adjusted for more realistic thrust and fuel flow values (to follow the SimBrief numbers more accurately) and you feel the difference... 
     

     
    ...  Climb, climb, climb, it is a long way up to 35,000ft (FL350) then a step to cruising altitude of 37,000ft (FL370).
     

     
    Speed is per SimBrief at m.83, sky is clear and the flying is breathtaking.
     

     
    The significant changes of the textures and in areas of the modeling really shows. The engines and around the main inlet cowls are now also more smoother and cleaner with refined grids, internally in the pods you can now see through the High-Bypass fans.
     

     
    Internally in the office we are in long-haul cruise mode, and a very nice place to be it is (always a good thing on Long-Hauls)...  I particularly like the animated armrests, a small thing but you can access the radios and pedestal much more easier, it feels more authentic as well...
     

     
    ...  You can now put on the oxygen mask by removing it from its container and database holds are now also available.
     
    ProCam views!
     

     
    Cockpit detail and textures look far better, a small change, but a very worthy one.
     
    Arrival at LLBG (Ben Gurion) is on time and on numbers, very nice...  I like to hit the numbers almost perfectly.
     

     
    It is a quick in landing on RWY 12 at 10,210ft (3112m) long, but the A346 copes well with the shorter runway...  easy peasy. There is now a sound option to over-ride or adjust the default X-Plane sounds called "OVRD XP INT/EXT VOL" from the TISCS/SOUND/ADDON ACCOUNTS tab, this gives you more control over the Master Volume, Internal and External Sounds. Like here I want to hear those fantastic Rolls-Royce Trent 556s in reverser mode sounds louder.
     

     
    How good is simulation today!
     

     
    So this is all round a very good update for the lovers of ToLiSS A346, as noted what was really good before is now even better. As a note I redid the SimBrief briefing to go on to Barcelona, and I was re-setup (turned around) within twenty minutes and ready to fly again. So that shows the ACARS system is a very worthy addition!  And oh yes, I opened the side window to let in the hot Middle-Eastern air.
     

     
    Comprehensive release review of the ToLiSS A340-600 is here: Aircraft Review : Airbus A340-600 by ToLiSS
    _______________
    Summary
    This is the fourth update to the ToLiSS Airbus A340-600 since it's release in the Q3 2021, and the biggest and most significant update yet.
     
    v1.1 covers the intergration of ACARS or "Aircraft Communications Addressing and Reporting System" into the MCDU. Which is a digital datalink system. It connects direct data transfers from Simbrief (Navigraph, but free) and from the data (PERF) on the TISCS menu. Also new are the Interactive Audio Control Panels, that are really short cut panels to "Ground Operations" and "Cabin Comm" or doors and passenger loading. Failure modes (Fault Scenarios) have been increased with the now working "Reset" (Circuit Breakers/OHP) and different failure modes.
     
    On the aircraft there has some nice visual changes, most up the rear with a new upward window belt-line, and matching curved rear cabin, engine inlet and internal Hi-Bypass fan changes are also highly noticeable. Internally the forward cockpit windows now open and the pilots chairs are now animated in forwards and rear movement and the armrests can now be folded away. All external and internal textures have been redone and look more realistic and work style authentic (new liveries are however are required to be updated to v1.1). All in all there are a lot of changes and fixes here, and most importantly the aircraft is now also ready for X-Plane12 (A small update for the new features will be released at the same time as the new X-Plane12 Simulator).
     
    Extremely popular, the ToLiSS Airbus A340-600 is one of the very best Airbus Simulations in the X-Plane Simulator, even exceptional. And they haven't finished yet. Now also X-Plane12 ready is a big step forward, and to be flying in X-Plane12 from day one is certainly a great attraction, and also a great current investment in that the changeover for the aircraft to X-Plane12 will be free to all current purchasers.
     
    "Highly Recommended!"
    _______________________________
     

     
    Yes! the Airbus A340-600 v1.1 by ToLiSS is available from the X-Plane.Org Store here :

    Airbus A340-600 by ToLiSS
     
    Price is US$89.99
     
    Most accurate system functionality for any A340 aircraft in the flight simulation world  
    Requirements X-Plane only - not available for MSFS Support for X-Plane 11 and X-Plane 12 when available Windows, Mac or Linux 4 GB VRAM Minimum - 8 GB+ VRAM Recommended Download Size: 1.2 GB
    Current version: 1.1  (June 20th 2022)   Changelog v1.1 A340-600_changelog.txt Full changelog details are here _____________________
      Update Review by Stephen Dutton
    22nd June 2022
    Copyright©2022: X-Plane Reviews
     
    Review System Specifications: 
    Computer System: Windows  -S1700 Core i7 12700K 12 Core 3.60 GHz CPU / 64bit -32 Gb single 1067 Mhz DDR4 2133 - ASUS GeForce GTX 1080 8Gb - Samsung Evo M2 2TB SSD - Sound : Yamaha Speakers YST-M200SP
    Software:   - Windows 10 - X-Plane 11.55
    Plugins: Global SFD plugin US$30.00 : RK Apps XPRealistic v2 - US$34.99
    Scenery or Aircraft
    - EGKK - London Gatwick Airport v2 by Pilot+Plus (X-Plane.OrgStore) - US$21.00
    - LLBG - Airport Ben Gurion XP by Aerosoft (X-Plane.OrgStore) - US$24.99 - Full review availble here: Scenery Review : LLBG - Airport Ben Gurion XP by Aerosoft
     
    (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
     

  19. Thanks
    Stephen got a reaction from ilankrt1 in Aircraft Update : Airbus A340-600 v1.1 by ToLiSS   
    Aircraft Update : Airbus A340-600 v1.1 by ToLiSS
     
    One of the most successful releases of 2021 was the Airbus A340-600 from TolIss. Users love the deep Airbus systems and clever intergrated features. Since that initial release back in October 2021, there have already been some significant updates to the aircraft (the A346 was already nicely fully formed on release) and here is the fourth, and quite a significant update to v1.1 it is.
     
    First off the base is that A346 v1.1 is now compatible with the coming X-Plane12 version, so you will be able to fly the ToLiSS A346 straight out of the box, which is a very nice premise indeed (although expect an update to switch on the X-Plane12 features). ToLiSS has also put out their pricing with the conversion to X-Plane12. And first is that the earlier A319 and A321 will have an add-on upgrade cost of US$10.99 each, however if you have the ToLiSS A321 + NEO addon and/or this A346, then the upgrade to X-Plane12 is free. Which is a very fair deal.
     
    As we know with the release of the Airbus A346. ToLiSS took control of it's modeling side of the project. The released A346 was certainly a far better design, but not actually perfect (but a very good effort for a first attempt). So to bring the modeling more into it's quality/price, here is already a rework of the original. The focus is on the rear section which has been totally remodeled along with new textures for all of the aircraft. Visually the change includes the upward sweep of the rear most windows on the fuselage...
     

     
    ....  it is harder to achieve than it looks, because internally you just don't have the up sweep of the window line, but also the curve of the rear cabin going inwards and also upwards into the tail. ToLiSS has done a really nice job here.
     

     
    Because of these cosmetic changes the older liveries now don't work with the new customised tail? (hence the house livery here). The painkit has been adjusted to v.1.1, so expect the livery changes to come quickly. But it is all in the aim of authenticity. The A330 rear is very much the same configuration.
     
    The cockpit/instrument panel textures have been overhauled as well, with more wear around the knobs and switchgear and more to the blue/grey Airbus colour (cabin stays the same with no changes). While we are here, the knobs and switches have also been given improved switch geometry, so they work better from your seating angles.
     

     
    The flightdeck forward windows now also open...  nice! Pull the handle and the window will track rearwards to reveal an open window (something I love on arrival to let fresh air into the cockpit). Notable is when you do this the air-pressure will change on the COND (Air-Conditioning) lower ECAM Screen. The air-pressure and temperature in the adjacent zone will also change if you open the any of the passenger doors. To close the side window(s), there is a little stick buffer in the lower window frame that has to be switched to do so.
     

     
    Don't you love arriving in the cockpit ready for a flight! Well one of the nice things to do is getting into your seat and adjusting it. In v1.1 you can now move the seats rearwards and to the side to insert yourself into the seat, when done you can then move the seat into position of to the position of where you want it to be.
     

     
    The seat is moved forwards and backwards via the correct switch on the lower side of the chair (arrowed), here also the armrests are in the stored position, again you can also rise or lower the armrests as well. The seat is positioned well forward here, so there is a lot of adjustment to your taste. The folding retracting armrests are perfectly done.
     

     
    ACARS/Simbrief
    All major commercial aircraft have ACARS or "Aircraft Communications Addressing and Reporting System". Which is a digital datalink system for transmission of short messages between aircraft and ground stations via airband radio or satellite, it is a sort of airborne text system.
     
    In v1.1 the ACARS system has been implemented in two areas. One is with the excellent Navigraph SimBrief and secondly with the aircraft's TISCS menu system. First to use the ACARS system here you will need to have SimBrief and an account. It is still free, but I recommend it with your Navigraph account. To use then set up a route and generate a Flight (Sim)Brief.
     

     
    Like in a real aircraft you activate ACARS by tuning into VHF3 and it's "Data" uplink. If the link is active, then the "SEL" light is on.
     

     
    To access SimBrief you have to authorise it in the TISCS menu, under your SimBrief account settings, and use your Pilot ID (second row). And in the TISCS menu on the SOUND/ADDON ACCOUNTS tab in "ACCOUNT IDS", it will take a minute, then two options come up with...
     

     
    ...  "Ignore AIRAC/AC Type mismatch", If this option is OFF, the flight plan download will fail if the active AIRAC cycle in the FMGS does not match the AIRAC cycle used by Simbrief for planning. In other words your AIRAC cycles (data) on the X-Plane/Aircraft and Simbrief have to match.
     
    "Set Payload + Fuel to Simbrief", If you select this option, the cargo, payload and fuel on board in the ISCS will be set immediately to the Simbrief values. This ensures that the data on the INIT B page match the actual weights, but removes one step from flight preparation, which of course you can still get from the TISCS.
     
    Loading the Data into the MCDU
    Looking at your INIT page on the MCDU. There is now a "INIT REQUEST", press RK2 (Right Key 2) and it will send a request for data for you, then if acquired the data is returned via "F-PLN DATALINK IN PROG" note in the scratchpad, and when done (transferring the data) it shows PERF DATA UPLINK to show the link is still open.
     

     
    And "wah, Wah"...   all the data is filled in from the (Sim)Brief, including the Flightplan all fuel, weights, FL No., PAX, CRZ Altitude... even the Flight Number. Fuel Prediction is also ready on both INIT PRED and FUEL PRED. Notable is that the data does not include (insert) the Departure and Arrival details, so the RWY/SID/VIA and RWY/STAR/VIA approach details still have to be added in, or any approach editing can still be adjusted as normal. 
     

     
    If you want to go to the core and load in the data directly this can also be done.
     
    You access the data by pressing the "DATA" key, and then ACARS/PRINT...  FUNCTION RK6. All the data is stored here including the F-PLN INIT data, TO (TakeOff) DATA and WIND DATA.
     
     
     
    WIND REQUEST however only works with the INIT Request active and that X-Plane is set to real weather conditions (which will be very interesting with X-Plane12).
     
    Takeoff Performance Data
    You can fill in the PERF/TAKE OFF data by pressing the TO DATA LK6 button, and this action brings up the "REQUEST" on the RK6.
     

     
    Then the "TAKE OFF DATA UPLINK", will fill in your Performance TakeOff data, again very, very cool. It will however not fill in the FLEX TO TEMP category, which you still have to get from the TISCS menu (set runway), here it is F69.
     

     
    So much time is saved here in transferring the data, and totally brilliant at getting the aircraft quickly ready for flight. The two CPDLCs - Controller Pilot Data Link Communications are also part of the ACARS system are still not active, but next on the to-do list.
     
    Debatable is the fact do you like to do the full aircraft data set up, and could this (as really good as it is) be a sort of cheat sheet? Sometimes you really just want to fly and not go through the full setup rigmarole. In this case it is quite brilliant.
     

     
    Interactive Audio Control Panel
    The TISCS menu is big, and a few users have complained as it can't be scaled either. So ToLiSS has come up with the "Interactive Audio Control Panel" or ACP panels. These are two pop-up menu panels set out on the "Intercom" and "Cabin Communication" buttons.
     


     
    There are five page selections under "Intercom"; Services, Pushback, Refuel/Defuel, Cargo Handling, and Ground De-Ice
     
    • Services: Enable/disable external power, LP or HP air connections and chocks
    • Pushback: Request pushback
    • Refuel/Defuel: Change the amount of fuel on board. When using this feature, the fuelling/defueling will take time according to the refuel/defuel rate listed in the FCOM.
    • Cargo handling: Open and close cargo doors/change amount of cargo in the hold
    • Ground deice: A simple feature to prevent ice accumulation on the wings while on ground,
    as the wing anti ice does not work for more than 30s on ground.
     
    There are two page selections under "Cabin Communication" in Doors, and Passengers (PAX)
     

     
    ToLiSS notes that "For the future, we plan to include a TO calculator, a landing distance calculator and a weight and balance sheet in the EFB in order to eliminate completely the need to interact with the TISCS during a normal flight."
     
    New failure modes
    On the OHP (OverHead Panel), not only are the in-cockpit RESET switches (Airbus long range equivalent to in-cockpit circuit breakers) are now working, but they are also active in “recoverable computer failures” from the "Fault Scenarios".
     

     
    ToLISS explains how this works,
     
    "Two failure modes CPC 1 and CPC 2 are or can be permanent failures, whereas CPC 1 (R) and CPC 2 (R) are modes that can be recovered by resetting the computer. This is particularly interesting with random failures where you do not know beforehand if a reset will work or not. To reset the computers, you can use the reset switches in the Overhead panel".
     
    With the addition of these new new failure modes there is now a total of 249 different failure modes. Including also these new engine failure modes; "recoverable flame out", "engine failure with damage" and "hot start".
    ____________________
     
    I did my A346 test route of EGKK (Gatwick) to LLBG (Ben Gurion) which is a 4h 4m flight. Although the A346 simulation per se is deep in flying and systems wise with ToLiSS aircraft.
    But because it is done so well the simulations from these aircraft can be quite easy to use. It is not only in the setting up of the aircraft (more so now in v1.1 because of the auto Simbrief data loading in route and performance). But because also the aircraft is quite sweet to fly, as is the Airbus way if you know the smaller intricate European philosophy.
    I have grown in X-Plane with the Airbus QPAC and now ToLiSS designed aircraft, so to me it is second nature, but that is not to say you can't learn and fly these aircraft more easily in simulation than say a Boeing, it is the difference between driving an automatic to a manual setup car. But I will emphasize again the deep existence in the systems and fault/failure detail you have here, that aspect the aircraft is extraordinary. In reality you have the best of both worlds.
     

     
    Now the passenger and fuel are loaded and we are ready to go. Open window is great to check everyone has boarded.
     
    Climbout of EGKK, shows the A340-600 is a big aircraft, the last of the four-engined generation as well. In v1.1 the engine model has been adjusted for more realistic thrust and fuel flow values (to follow the SimBrief numbers more accurately) and you feel the difference... 
     

     
    ...  Climb, climb, climb, it is a long way up to 35,000ft (FL350) then a step to cruising altitude of 37,000ft (FL370).
     

     
    Speed is per SimBrief at m.83, sky is clear and the flying is breathtaking.
     

     
    The significant changes of the textures and in areas of the modeling really shows. The engines and around the main inlet cowls are now also more smoother and cleaner with refined grids, internally in the pods you can now see through the High-Bypass fans.
     

     
    Internally in the office we are in long-haul cruise mode, and a very nice place to be it is (always a good thing on Long-Hauls)...  I particularly like the animated armrests, a small thing but you can access the radios and pedestal much more easier, it feels more authentic as well...
     

     
    ...  You can now put on the oxygen mask by removing it from its container and database holds are now also available.
     
    ProCam views!
     

     
    Cockpit detail and textures look far better, a small change, but a very worthy one.
     
    Arrival at LLBG (Ben Gurion) is on time and on numbers, very nice...  I like to hit the numbers almost perfectly.
     

     
    It is a quick in landing on RWY 12 at 10,210ft (3112m) long, but the A346 copes well with the shorter runway...  easy peasy. There is now a sound option to over-ride or adjust the default X-Plane sounds called "OVRD XP INT/EXT VOL" from the TISCS/SOUND/ADDON ACCOUNTS tab, this gives you more control over the Master Volume, Internal and External Sounds. Like here I want to hear those fantastic Rolls-Royce Trent 556s in reverser mode sounds louder.
     

     
    How good is simulation today!
     

     
    So this is all round a very good update for the lovers of ToLiSS A346, as noted what was really good before is now even better. As a note I redid the SimBrief briefing to go on to Barcelona, and I was re-setup (turned around) within twenty minutes and ready to fly again. So that shows the ACARS system is a very worthy addition!  And oh yes, I opened the side window to let in the hot Middle-Eastern air.
     

     
    Comprehensive release review of the ToLiSS A340-600 is here: Aircraft Review : Airbus A340-600 by ToLiSS
    _______________
    Summary
    This is the fourth update to the ToLiSS Airbus A340-600 since it's release in the Q3 2021, and the biggest and most significant update yet.
     
    v1.1 covers the intergration of ACARS or "Aircraft Communications Addressing and Reporting System" into the MCDU. Which is a digital datalink system. It connects direct data transfers from Simbrief (Navigraph, but free) and from the data (PERF) on the TISCS menu. Also new are the Interactive Audio Control Panels, that are really short cut panels to "Ground Operations" and "Cabin Comm" or doors and passenger loading. Failure modes (Fault Scenarios) have been increased with the now working "Reset" (Circuit Breakers/OHP) and different failure modes.
     
    On the aircraft there has some nice visual changes, most up the rear with a new upward window belt-line, and matching curved rear cabin, engine inlet and internal Hi-Bypass fan changes are also highly noticeable. Internally the forward cockpit windows now open and the pilots chairs are now animated in forwards and rear movement and the armrests can now be folded away. All external and internal textures have been redone and look more realistic and work style authentic (new liveries are however are required to be updated to v1.1). All in all there are a lot of changes and fixes here, and most importantly the aircraft is now also ready for X-Plane12 (A small update for the new features will be released at the same time as the new X-Plane12 Simulator).
     
    Extremely popular, the ToLiSS Airbus A340-600 is one of the very best Airbus Simulations in the X-Plane Simulator, even exceptional. And they haven't finished yet. Now also X-Plane12 ready is a big step forward, and to be flying in X-Plane12 from day one is certainly a great attraction, and also a great current investment in that the changeover for the aircraft to X-Plane12 will be free to all current purchasers.
     
    "Highly Recommended!"
    _______________________________
     

     
    Yes! the Airbus A340-600 v1.1 by ToLiSS is available from the X-Plane.Org Store here :

    Airbus A340-600 by ToLiSS
     
    Price is US$89.99
     
    Most accurate system functionality for any A340 aircraft in the flight simulation world  
    Requirements X-Plane only - not available for MSFS Support for X-Plane 11 and X-Plane 12 when available Windows, Mac or Linux 4 GB VRAM Minimum - 8 GB+ VRAM Recommended Download Size: 1.2 GB
    Current version: 1.1  (June 20th 2022)   Changelog v1.1 A340-600_changelog.txt Full changelog details are here _____________________
      Update Review by Stephen Dutton
    22nd June 2022
    Copyright©2022: X-Plane Reviews
     
    Review System Specifications: 
    Computer System: Windows  -S1700 Core i7 12700K 12 Core 3.60 GHz CPU / 64bit -32 Gb single 1067 Mhz DDR4 2133 - ASUS GeForce GTX 1080 8Gb - Samsung Evo M2 2TB SSD - Sound : Yamaha Speakers YST-M200SP
    Software:   - Windows 10 - X-Plane 11.55
    Plugins: Global SFD plugin US$30.00 : RK Apps XPRealistic v2 - US$34.99
    Scenery or Aircraft
    - EGKK - London Gatwick Airport v2 by Pilot+Plus (X-Plane.OrgStore) - US$21.00
    - LLBG - Airport Ben Gurion XP by Aerosoft (X-Plane.OrgStore) - US$24.99 - Full review availble here: Scenery Review : LLBG - Airport Ben Gurion XP by Aerosoft
     
    (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
     

  20. Thanks
    Stephen got a reaction from Medellinexpat in NEWS! - Aircraft Release : Piper PA-28-235 Charger / Cherokee 235 by Aerosphere   
    NEWS! - Aircraft Release : Piper PA-28-235 Charger / Cherokee 235 by Aerosphere
     

     
    Aerosphere Simulations have released their next Piper Cherokee aircraft in the Piper PA-28-235 Charger / Cherokee 235.
     
    The Piper Cherokee 235 was introduced in 1963 competing with the Cessna 182 for the four-seater aircraft market share that the original Cherokee could not fulfill.
     
    Piper added a stretched wing and 6-cylinder O-540 engine to the existing Piper Cherokee 180 and thus the Cherokee 235 was born. The Cherokee 235 also had an option to have a constant speed propeller added, and with the increase of HP and two extra cylinders, Piper included tip tanks in the stretched wing to bring the fuel total from 50 gallons to 84.
    Then in 1972, Piper stretched the fuselage again by 5 inches and thus the “Piper Charger” was born. With the iconic “Hershey Bar” wing, and the 235 HP engine, the gross weight of the Charger increased to 3,000 lbs. The Charger sported new throttle quadrant levers that Piper introduced in 1968, rather than the “push-pull” style throttle and mixture that debuted on the original Piper Cherokee. 
     
    The Piper Charger had an empty weight of 1,550 lbs. and with a max gross of 3,000 lbs. gave an impressive useful load of almost equally the same weight as the aircraft. This impressive gentry of the Charger gave birth to the following “Pathfinder” and “Dakota” models which included rounded windows and tapered wings respectively.
     
     The increase in total fuel means that the range also increased to nearly 1,100 miles under proper conditions. The climb performance at 3,000 lbs. was about 800 FPM which is typical from a reciprocated Piper of that era. That being said, the Charger, although few in production numbers, still boasts impressive performance numbers even to this day. 
     
    Features: 4 HD (4096 x 4096) liveries with a plain white texture that can be used for custom paint schemes. Steam gauge classic general aviation panel with required instruments for IFR. Garmin 530 & 430 All gauges are 3D Detailed flight model and interactive 3D virtual cockpit with animated knobs, buttons etc. cabin door, storm window and front/rear baggage compartment door. Toggle button to remove/display yoke Compatible with HDR and normal lighting effects Many textures taken from the actual aircraft Virtual Reality friendly and includes the click regions and hotspots required for VR gameplay. FMOD sounds  

     

     
    Since the quiet withdrawal of Carenado...  so then where do you get your basic General Aviation Fixes? vFlyteAir are still producing gems, but so are AeroSphere, like with their Cherokee Sixes B and C here now with the Piper PA-28-235 Charger / Cherokee 235...
     
    Images are courtesy of AeroSphere Simulations
    _____________________________________
     

     
    Yes! - Piper PA-28-235 Charger / Cherokee 235 by AeroSphere Simulations is NOW available from the X-Plane.Org Store here :
     
    Piper PA-28-235 Charger / Cherokee 235
    Price is Currently US$29.00
     
    Requirements
    X-Plane 11 Support for XP12 when available Windows, Mac or Linux 4 GB VRAM Minimum - 8 GB+ VRAM Recommended Download Size: 198 MB
    Current Version : 1.0 (June 20th 2022) ___________________________
     
    NEWS! by Stephen Dutton
    21st June 2022
    Copyright©2022: X-Plane Reviews
     
    (Disclaimer. All images and text in this review are the work and property of X-PlaneReviews, no sharing or copy of the content is allowed without consent from the author as per copyright conditions) All Rights Reserved
     

  21. Like
    Stephen got a reaction from Busair in NEWS! - Plugin Updated : X-KeyPad v1.5 by Stick and Rudder Studios   
    NEWS! - Plugin Updated : X-KeyPad v1.5 by Stick and Rudder Studios
     

     
    Mark Cellis from Stick and Rudder Studios have updated or has gone final on version v1.5 of their X-KeyPad plugin.
     

     
    KeyPad gives you the ability to create Virtual Keyboards with highly dynamic key behavior and labels that can interact with and display data in X-Plane 11/12. These virtual keyboards can be placed on a secondary monitor, touch monitor, or using a tablet by using Duet Display or SpaceDesk.
    X-KeyPad also supports a rich integration with the X-Touch Mini Midi Controller and P.I. Engineering X-Keys keyboards as well as a graphical user interface to create and edit all your configurations.
    Using X-KeyPad with these devices makes an X-Plane 11/12 home cockpit more immersive. You will spend less time clicking with a mouse or searching for keys on a keyboard.
     
    The v1.5 update includes:
    Added Support for X-Touch Mini Added a Graphical User Interface for creating and maintaining configurations Significant enhancements to Virtual Device label features Added formulas and expressions Significant improvement in performance of Virtual Devices  
    There are three videos provided to show you how X-KeyPad works...
     

     

     

     
    The v1.5 version is free to all current purchasers of the X-KeyPad plugin, just go to your X-Plane.OrgStore account and download the new version...  otherwise you can purchase the now on-sale plugin below.
    _____________________
     

     
    Yes!   X-KeyPad by Stick and Rudder Studios is currently available from the X-Plane.Org Store here :

    X-KeyPad
    Price is US$15.00 but currently on SALE for US$11.25 (save 25%)
     
    Requirements
    X-Plane 11 or 12 (XP10 no longer supported) Windows, OSX, Linux   FlyWithLua plugin is needed for a number of the sample configurations A willingness to learn about X-Plane datarefs and commands The dataref tool plugin for X-Plane is highly recommended.   Current version: 1.5 (June 4th 2022) ________________   NEWS! by Stephen Dutton
    6th June 2022
    Copyright©2022: X-Plane Reviews
     
    Disclaimer. All images and text in this review are the work and property of X-PlaneReviews, no sharing or copy of the content is allowed without consent from the author as per copyright conditions) All Right Reserved.  
  22. Like
    Stephen got a reaction from Busair in NEWS! - Sounds : Mango Studios Boeing Bundle   
    NEWS! - Sounds : Mango Studios Boeing Bundle
     

     
    Mango Studios look at the areas that BSS BlueSKyStar sounds don't compete in and do a filler package. First it was the Airbus A350 XWB, but also for the same FlightFactor Aero Boeing 757/767. Here they have now created a bundle of both Boeing aircraft and have updated and reworked the exclusive sound packages for both the B757/B767 aircraft.
     
    The changes are extensive, and there is an optional folder, to get rid of the sometimes annoying stock Flight Factor cabin sounds!
     
    Exterior:
    Custom sounds for tires on touchdown effects
    Custom sounds for hydraulic pump effect
    Custom sounds for fuel pump effects
    Custom exterior rain effects
    Custom fuel truck, ACU, and GPU effects
    New, custom sounds for APU start/shutdown
    New, complete, and custom exterior sounds for the Pratt & Whitney PW2000 engines, which include:
        -New custom, exterior startup/shutdown sound effects
        -New custom, exterior spool-up/spool-down sound effects
        -New custom, exterior backblast, surround sound, and flyby sound effects
    New, complete, and custom exterior sounds for the Rolls Royce RB211-535 engines, which include:
        -New custom, exterior startup/shutdown sound effects
        -New custom, exterior spool-up/spool-down sound effects
        -New custom, exterior backblast, surround sound, and flyby sound effects New, complete, and custom exterior sounds for the General Electric CF-6 engines, which include:
        -New custom, exterior startup/shutdown sound effects
        -New custom, exterior spool-up/spool-down sound effects
        -New custom, exterior backblast, surround sound, and flyby sound effects
    Interior:
    New custom EICAS button, switch, knob, rotary, and handle sound effects
    New custom FCU button, switch, and rotary sound effects
    New custom OVERHEAD button, button cover, knob, rotary, and switch sound effect
    New custom PEDESTAL button, button cover, handle, rotary, switch and throttle sound effect
    New custom cockpit system sound effects include:
        -Autopilot disengages and engages sound effects
        -Complete Cockpit electrical systems, avionics, battery, packs, and gyros
        -Ultra-realistic cockpit wiper system
        -Complete EGPWS warnings, which include retard callouts, callouts from 2500ft to 10ft, and all those in between.
        -Complete Cockpit warnings, which include Autopilot disconnect warning, stick shaker, fireball, seatbelt chimes, no-smoking chimes, and flight attendant chimes.  
    New Custom, Complete, and ultra-realistic cockpit environment effects which include:
        -Cockpit landing gear effects such as gear extension, retraction, speed-brake retraction, touchdown, rolling, and drag sound effects
        -Other effects, such as Cockpit Rumble, Cockpit Rain, Cockpit Rotation, Cockpit Wind, Flap Drag, Spoiler Drag, sound effects
    New Cabin Effects include:
        -New Air conditioning effect
        -New Cabin wind effect
        -Reworked Fuel pump system effect
        -Reworked Hydraulic pump system effect
        -2 NEW FLAP SOUNDS, from start to finish taking off a real 757-200 as well as a 767-300, now each wing has individual flap sounds which vary in pitch for each wing.
    New, complete, and custom interior sounds for the Rolls Royce RB-211-535 engines, which include:
        -New custom, interior startup/shutdown sound effects
        -New custom, interior spool-up/spool-down sound effects
        -New custom, interior back-blast, surround sound, and flyby sound effects  
    New, complete, and custom interior sounds for the Pratt & Whitney PW2000 engines, which include:
        -New custom, interior startup/shutdown sound effects
        -New custom, interior spool-up/spool-down sound effects
        -New custom, interior backblast, surround sound, and flyby sound effects   New, complete, and custom exterior sounds for the General Electric CF-6 engines, which include:
        -New custom, exterior startup/shutdown sound effects
        -New custom, exterior spool-up/spool-down sound effects
        -New custom, exterior backblast, surround sound, and flyby sound effects Custom Mango Studios is, User-Friendly UI that helps you bring some more customization to your sound pack!
    Brings installation instructions to make your installation more manageable, and a manual to bring you up to speed on how to customize your volume in the volume menu.

     
    Either or both in the Flight Factor 767 Pro and the Flight Factor 757 are required for the use of this sound pack.
     
    The original Boeing 767 sound package is still available at US$15.99, as is the original B757 sound package at the same US$15.99, so if you have both aircraft there is a saving in cost to update to the new sound pack. The single B757 sounds package was updated 24th April 2022, but not currently the B767. There are no notes on if there is a discount for previous purchasers.
     


    __________________  
     
    Yes! The Mango Studios Boeing Bundle is now available from the X-Plane.OrgStore
     
    Mango Studios Boeing Bundle
    Price is US$25.99
     
    Requirements
    This is a Sound pack. The Flight Factor 767 Pro and the Flight Factor 757 are  required for this sound pack
    Download Size: 131 MB
    Current version 1.0 (June 12th 2022) ____________
    NEWS! by Stephen Dutton
    13th June 2022
    Copyright©2022: X-Plane Reviews
     
    (Disclaimer. All images and text in this review are the work and property of X-PlaneReviews, no sharing or copy of the content is allowed without consent from the author as per copyright conditions) All rights reserved.  
  23. Like
    Stephen got a reaction from Busair in Aircraft Review : McDonnell Douglas MD-11 by Rotate   
    Igniters is really the wrong word to use here for the A & B channels are more of a electrical power supply. They have to be on the whole flight...  we checked.
  24. Thanks
    Stephen got a reaction from Busair in Aircraft Review : McDonnell Douglas MD-11 by Rotate   
    Aircraft Review : McDonnell Douglas MD-11 by Rotate
     
    Although created as passenger variant, the MD-11's biggest claim to fame or it's success is via it's continuing Cargo functionality. The McDonnell Douglas MD-11 came into being with a huge legacy haunting over the aircraft. The MD-11 is of course a derivative of the McDonnell Douglas DC-10.
     
    The culture within McDonnell Douglas towards the end of the reign of James Smith "Mac" McDonnell, moved away from their famous engineering prowess to being lead by sales and profit. This resulted in the cost savings on the design of the McDonnell Douglas DC-10 Series. As of September 2015, the DC-10 had been involved in 55 accidents and incidents, including 32 hull-loss accidents, with 1,261 occupant fatalities, The most ill-famed was the Turkish Airlines Fl 981 McDonnell Douglas DC-10 who operating the flight crashed into the Ermenonville Forest, outside Paris, killing all 346 people on board. The crash was also known as the Ermenonville air disaster. Flight 981 was the deadliest plane crash in aviation history until 27 March 1977 (Tenerife).
     
    The cause in the failure of the crash occurred when an incorrectly secured cargo door at the rear of the plane burst open and broke off, causing an explosive decompression that severed the critical cables necessary to control the aircraft. To maximize the working space within the cargo hold, the cargo doors opened outwards, making them vulnerable to being forced open at high altitudes under normal in-flight pressure. To prevent this, a special latching system was used that locked shut the doors under pressure when properly closed. To ensure the latches were properly positioned, a handle rotated on the outside of the door pressed small metal pins into the latches; if the latches were in an improper location the pins would not align and the handle would not close. In truth the problem haunted the aircraft for the rest of it's service life.
     
    Oddly the same culture at McDonnell Douglas then caused it to be merged with Boeing under the stewardship of Harry Stonecipher. And again the same noxious McDonnell Douglas culture of putting sales, profits and shareholders before engineering proffered deep into Boeing as well. And those aspects resulted lately with the costly issues of the 787 Dreamliner, the late development of the new 777X and the disaster of the Boeing 737 MAX program.
     
    In the middle of all this, was the McDonnell Douglas MD-11, and yet somehow the aircraft thrived and returned good service, to be basically to be seen now as the classic three engined aircraft of the period. If even spacing between the eras of the four-engined (B707/B747/A340) to the big-twins (B777, A350, B787).
     
    McDonnell Douglas had started to search for a DC-10 derivative as early as 1976. Two versions were considered then; a DC-10-10 with a fuselage stretch of 40 feet (12 m) and a DC-10-30 stretched by 30 feet (9.1 m). The latter version would have been capable of transporting up to 340 passengers in a multi-class configuration, or 277 passengers and their luggage over 5,300 nautical miles (9,800 km). At the same time, the manufacturer was seeking to reduce wing and engine drag on the trijet. Another version of the aircraft was also envisaged, the "DC-10 global", aimed to counter the risks of loss of orders for the DC-10-30 that the Boeing 747SP and its range were causing. The DC-10 global would have incorporated more fuel tanks.
     
    McDonnell Douglas was still convinced that a new derivative for the DC-10 was needed, as shown by the second-hand market for their Series 30 and the heavier DC-10-30ER version. Thus, in 1984 a new derivative aircraft version of the DC-10 was designated MD-11.
     
    From the very beginning, the MD-11X was conceived in two different versions. The MD-11X-10, based on a DC-10-30 airframe, offered a range of 6,500 nautical miles (12,000 km) with passengers. That first version would have had a maximum takeoff weight (MTOW) of 580,000 pounds (260,000 kg) and would have used CF6-80C2 or PW4000 engines. The MD-11X-20 was to have a longer fuselage, accommodating up to 331 passengers in a mixed-class layout, and a range of 6,000 nautical miles (11,000 km).
     
    On December 30, 1986, McDonnell Douglas launched the MD-11 with commitments for 52 firm orders and 40 options in three different versions (passenger, combi and freighter) from ten airlines (Alitalia, British Caledonian, Dragonair, Federal Express, Finnair, Korean Air, Scandinavian Airlines, Swissair, Thai Airways International, and VARIG) and two leasing companies (Guinness Peat Aviation and Mitsui).  Orders from Dragonair, Scandinavian and UTA, and an undisclosed customer were canceled by 1988.
     
    The MD-11 however failed to meet its range and fuel burn targets. The last of the 200 aircraft was built in October 2000 after Boeing merged with MDC in 1997.
    Some early MD-11F freighters were built, but most of the MD-11's still flying are now mostly all converted early MD-11 passenger aircraft. The aircraft in this guise is a very attractive proposition to cargo operators, When compared to a 777F, the MD-11 can only be able to carry 81% of the same load capacity (534 vs. 653 cubic meters). However, the latter would also end up being far cheaper aircraft to purchase (even with the conversion costs) and more readily available when compared to the newer 777F. Currently Federal Express still fly 57 MD-11s, including "Jim Riedmeyer" the first MD-11 Built (48401 LN:447, First Flight 01/03/1990).
     
    Rotate MD-11
    We are all very familiar with the McDonnell Douglas MD-80 from Rotate. Released on 9th Dec 2015, the MD-80 had a troubled introduction into the X-Plane Simulator. Top of the list was that Rotate as a developer back then was very green, add in also they being extremely ambitious in delivering such a complex airliner at the very first go. 
     
    What did impress though was the speed and the sheer number of updates that followed in the next year (2016) to sort out the complex details and bugs. This is the sign of a good developer, with the excellent backup service and righting of the wrongs quickly....
     
    By version v1.1 X-PlaneReviews picked up the aircraft in a state worth reviewing; Aircraft Update : McDonnell Douglas MD-88 v1.1 by Rotate (XPR did do a release preview also worth looking at). Over the years the MD-80 updates still came in thick and fast, and the aircraft is certainly in a very stable if now a slightly dated machine state. I put the Rotate MD-80 as one of my top ten aircraft, even as high as the fourth best. Yes it still has a few oddities in it's behavior, but as a simulation it is one of the most rewarding best.
     
    So how do you follow up that aircraft. Well with the McDonnell Douglas MD-11, or the bigger brother of the MD-90 Series. The aircraft has also been in development for four long years, and in context that is a very long development cycle...   putting two and two together and your expectations are going to go through the roof...  you are expecting a lot, and even far more than the MD-80 this time around. The result however is what I call interesting.
     
    Clarification: This review of the Rotate MD-11 was created under the Rotate Beta program, and not under a RC (Release Candidate), or release version of the aircraft, so there could be changes or even slight difference between this provided version and the final official aircraft, on current check of the latest beta version, I found there was no significant differences in the features or details provided here.
     
    The release version is the Cargo variant, which considering the very few MD-11 passenger versions flying around, it is the aircraft you would really desire anyway. There are no current notes from Rotate on if the passenger version will be developed, but on the original announcement Rotate said "It is planed (sic) to be distributed in both cargo and passengers flavors, and Rotate confirmed the passenger variant is still under consideration".
     
    When the Rotate MD-80 was released those fair few years ago. The aircraft had a very distinctive style. I called it "Ultra Realism", but a lot of users didn't like it, calling it overdone...  but I simply adored it, and I still do.
     
    So would the MD-11 follow the same "Ultra Realism" route? Well it does, and again I totally and absolutely love it.
     

     
    Is the MD-11 an attractive aircraft? "Beauty is in the eye of the beholder". My angle is that "Form follows Function", and the MD-11 (DC-10) was created inside out, as the internals dictated what the external look and feel is all about, including mounting that centre middle engine way high above the tail, and the weight distribution that went with that configuration. One thing is very clear though, is that the MD-11 has a very unique presence, a different style and it is a very big aircraft.
     
    So the aircraft does create a very big footprint in the simulator, and that aspect then does also create the fear of the MD-11 being a framerate killer. I never seen or even feel that aspect at all here, as the Felis Boeing 742 released last year, as it was in being the same large footprint aircraft that certainly did push those boundaries very hard, if over them, but I certainly don't get the same feeling here at all, but then I'm not greedy with my graphic settings either, and I am also flying on an average system...  my feeling is, if I can fly it well with no framerate intrusions then so should you. If you can't then it may be time to upgrade your computer specifications.
     

     
    Rotate aircraft promote the "wear and tear" or hard worked "in it's life" style of design. And not only is the whole intricate detail available here, but it is tired and worn as it should be...  so that "Ultra Realism" is very apparent here. The MD-80 is like mentioned is a few years old now, and this sort of approach could be actually now deemed as old fashioned, but it is totally not...   as it is perfect.
     

     
    A "walkaround" here turns into a journey of detail, a feast for the eyes, and you will never tire of looking at this aircraft. As there is always something new to discover and absorb. If you are a detail and texture junkie, then this MD-11 will put you in hospital with an obsessive overload.
     

     
    Every access plate, rib, panel are all here to explore, it is all incredible stuff, and in an age of simulation of incredible stuff to feast on.
     
    Engines mounted are three General Electric CF6-80C2D1F high-bypass turbofan engines, the same that is on the Boeing 747, rated at 52,200–61,960 lbf.
     

     
    The engine pod design is excellent as is the chrome inlet surround, inner fan and spinner. But the real "gobsmacking" detail is the outlet, note that amazing cooper cone, all the wear feel is realism 101, or even 150%, it is all just so good.
     
    The iconic DC10/MD11 tail arrangement is also excellent. Detail is incredible, again the outlet cone steals the show...
     

     
    It is quite scary on how far back the GE CF6 is mounted in the tail section. There is a very long inlet to the fan section, and the rear cone and bottom section are also hinged down to remove the engine from the aircraft. If there was not enough weight back here, then why not add in another jet engine, a small one mind you in the APU unit, lower tail. Note the huge APU exhaust outlet, again extremely well done.
     
    In reality there isn't much glass in the MD-11. The front cockpit windows are clear. I would have expected a green tint? maybe later in the options? Otherwise the window frames are excellent, with tons of detail and realism.
     

     
    This is a converted passenger aircraft to a freighter. So some great detail from Rotate are the window plugs along the fuselage, and they look really good and realistic in the shaping of the panels. two windows (per side) are left in for wing visual inspection, again highly realistic in detail.
     

     
    Like the DC-10, the MD-11 has a three bogie rear and a nosewheel unit for the landing gear arrangement.
     

     
    A lot of developers model and detail the gear assemblies very well, but they leave them clean, nice but not what you call realistic...  here Rotate has done the "dirty" so to speak with not only the full assembly construction, links, hubs and supports and what have you, but covered them all in grime and brake dust...  perfection, yes it all is. All the hydraulic lines are there as is also the nice tyre construction with great tyre highlighted detail.
     
    Middle support twin bogie is again brilliantly detailed, but the central hull placement means most of the internal section is hidden, very well done though again in quality and grubby detail.
     

     
    Nosegear is also highly detailed and authentic in detail. Here you can see right up into the gear bay, and the great detail is also noted internally...
     

     
    All linkages and assemblies are all highly modeled and detailed, The taxi and landing lights are positioned up very high on the struts on the MD-11. All the gear animations are first rate (and magnificent to watch) and note the forward gear doors that are connected directly to the nosegear struts.
     
    So all the external aspects are excellent, and certainly meets the high demands of the high quality we expect from Simulation today, in this aspect you certainly won't be disappointed.
     
    MENU
    The MD-80 didn't have detailed menus, well sort of. There was the Manual you opened that had a two page Fuel & Load and Ground Operations set of options, and the doors could be opened via the banner menu as well.
     
    With the MD-11 there is a dropdown X-Plane Banner Menu (Plugins) with two selections; AIRCRAFT MENU and ABOUT.
     

     
    AIRCRAFT MENU; has four tabs...  Options, Load Manager, Ground Operations and Failures. ABOUT; Is the aircraft Version Number and Rotate Credits.
     

     
    OPTIONS; This is the aircraft Options page with Seven option choices;
    - Show Ambient temperatures In Celsius
    - Show Weight data in Kilograms (Or Lbs)
    - Show Fluid quantity in Litres (or Gallons)
    - Reduce IRU align time to 30 seconds (align now)
    - Default to HPa Barometer setting
    - Synchronise barometer setting Co-Pilot side
    - Use 8.33KHz spacing in VHF Radios
     
    Lower is the choice to; "Perform Maintenance tasks to all systems", and to note to "Save Options" choices bottom.
     
    Situations; Right side has five start "Situations";
    - Cold & Dark
    - Parked with external power
    - Ready to start engines
    - Ready to taxi
    - Ready for departure
     
    All selections are very good, but there is no "Turnaround" option which is interesting.
     
    LOAD MANAGER; This is your aircraft set up page for Payload and CG (Centre of Gravity/%MAC) and Fuel Quantities, Weight & Balance and Total Weights.
     
    Top is the Total Payload and Payload CG settings in KG (Lbs) and %MAC. Then the Fuel Quantities in; Takeoff Fuel, Taxi Fuel, Ballast Tank(s), Ballast Fuel, and Trip Fuel.
     
    Notable is the Fuel loading settings as the interesting part is the aircraft balance setting. The MD-11 has extra AUX tanks for the TAIL TK (Tank), CTR (Centre) TK and the AUX UP TK, of which you can select to use. This can be very hard to set up, because the MD-11 aircraft is very, very sensitive to it's CG balance. The really hard part is that where do you get your "Ballast" fuel info from, certainly not from SimBrief, as it is not listed there. I set up a route (and not using the "Ballast" function), and somehow it just didn't work for me...  Rotate notes that they are going to "Rethink" the fuel layout. Basically My attitude is to fill the main centre tanks then just adjust the AUX tanks automatically to fill to the amount of excess fuel required.
     

     
    You can "Extend Controls" (bottom left) of the Weight and Fuel Quantities to load the different Cargo Compartments, Upper and Lower decks...  "Simple Controls" returns the menu back to normal size.
     

     
    On the Right is the "Weight & Balance (ZF-CG and TO-CG) graph to see your loading and takeoff limits (or limitations), and below is the Totals of the TOW (TakeOff Weight), ZFW (Zero Fuel Weight), TO-CG (TakeOff - Centre of Gravity) and ZF-CG (Weight and Trim) both %MAC.
     
    Finally bottom is the option to "Apply (set) load configutation to aircraft and FMS", This will transfer the set loading data directly into the aircraft (fuel and weight) and %MAC into the FMS.
     
    GROUND OPERATIONS; This tab allows you to use "Static Elements and to open and close the aircraft doors, with a few nice features as well.
     

     
    Ground Services; There are six selections for "Ground Services". They include; GPU (Ground Power Unit), which is very nice (you can also use the COMMAND Toggle "GPU_power_request_toggle" as well to activate the GPU). Wheel Choks (sic)... Wheel Chocks, Cockpit Stair, a very nice RF Door set of tall stairs, Fuel Service, Load Aircraft and a Push Back option (I would still use betterpushback).
     

     
    Menus right side are the multitude of door options "Cabin Doors" L/R in forward and rear fuselage doors. Cargo Deck Doors have four options...  Cargo Main (LF top), Cargo Fwd (RF bottom), Cargo CTR (RR bottom) and Cargo Aft (LR bottom), the Cargo aft left door is very similar to the BULK door.
     
    The "Load Aircraft" feature is very similar to the INIBuilds loading feature...  Select "Load Aircraft" from the menu and the Cargo door opens...  then a truck turns up with four trolleys with containers and a very nice K Loader. One by one the containers are then loaded onto the aircraft...  it is well done, and I really liked the way the tug and trolleys move up to unload themselves onto the K Loader...
     

     
    ... but you only load on those four containers, there are no more, then reopen the LF Cargo door and "poof!" they have all gone?
     
    So I will note the feature as a WIP (hopefully), will we have later more containers (and their weights) and then actually in keeping the load on the aircraft until you unload at the destination. So far it looks brilliant, but feels currently not finished, or even feasible for a cargo hauler.
     
    FAILURES; The "Failures" feature also feels a little underdeveloped? You get nine options in; APU, Air, Electrical, Engines, Fuel, Hydraulic, Instrumentation, Fire and Other. But the options are limited to only one in "Fail Now" of which will fail the choice option. It will "Fix Now" so you can quickly rectify the failure... but there are no timer or altitude failure options.
     

     
    Bonus is that there is a lot of failure options to choose from, as the lists are quite long and detailed, but I feel this is another area to be improved more later.
     
    One last note on the onscreen menu. It is a fixed screen menu with no scale or movement around the screen, that is making it a bit crowded when in use, but it is simple and well done to use.
     
    Cabin/Deck
    The view we all savour...  going aboard.
     

     
    External view looks good, fuselage doors open upwards and inwards, à la Boeing 767.
     

     
    Behind the cockpit is the crew rest area with a small galley and two armchairs, it feels far more smaller here than the same on the Boeing 777...  the detail in here is extremely Lo-Res and not a priority to the overall design, Rotate says all the rear textures are this way for good framerate processing, fair enough, but I feel there was enough framerate ceiling to easily do this area in a more Hi-Res feel and detail. Objects and text are blurred and it feels ten years older in here than with most current aircraft, than it should be. The current X-Plane obsession with toilets is also not used, the toilet door is firmly closed and unusable.... shame.
     

     
    It is the same with the upper and lower cargo decks...  HUGE, but again very Lo-Res in detail for frameweight benefits... but nicely passable.
     

     
    The MD-11 cargo capacity is HUGE, there is so much spare meter space... you can see why these old jets are hard to replace, as they can carry so much capacity cargo.
     
    Cockpit (Office)
    The feel inside is very Rotate as well, I call it "Edgy Grungy", a lived in and worked in environment like within the Rotate MD-80.
     

     
    Certainly this it is not a refined interior, more like a cargo ship to an ocean liner. If I could name an aircraft it would be "Nostromo", after the Space-tug in the Alien Film.   It is a workman like environment.
     
    The cockpit is set up for a three person crew, but the aircraft is only flown by the two forward pilots, the third is really just a loading officer or a relief pilot in the third seat. The three seats are bulky, and expertly modeled, love the authentic chunky headrests, and the molded document storage backing frame and the molded lower seat frame. Seat material is a blue wool fabric with large sheepskin covers to keep you comfortable on those long-hauls...  sheepskin is extremely hard to do with hard modeling, but it looks realistic in here.
     

     
    You are instantly aware of the very heavy textures of the window frame moldings. First thoughts are that they have been a bit overdone or with poor awareness by Rotate, but they are perfectly authentic (I checked out the numerous MD-11 videos), they give the aircraft a more older feel of it's period than what it actually is. Like with the MD-80 the excellent detailing surrounding you is excellent.  
     

     
    Notable is that the front side windows that are nicely animated. Turn the handle and the lock catch works, then the window winds backwards...  nice!
     

     
    The MD-11 could only be an American aircraft. It has a big if huge cockpit, tons of space and chunky controls, like a big American car or truck, everything in here feels oversized or "LARGE with that". Pilots love the space and oversized windows, you sit up high and proud in the machine.
     
    Textures are extremely good (and nicely worn). You have a six display screen arrangement wide across the facia, there are three displays for each pilot...
     

     
    ... and you instantly want to grab and to feel those lovely chunky yokes. Radio button is built in, but the electric trim switches don't work?
     
    Power on via the single BAT (Battery) switch on the Overhead Panel (OHP) and the aircraft lights up like a Christmas Tree (I put the aircraft here on EXT PWR (External Power))
     

     
    It looks complex...  because it is. Well that is not entirely true. As the MD11 is again a transition machine from the older analog (clockwork) era to the current automated glass cockpits, the systems are spread out and visible like in the earlier aircraft, but not yet as totally automated as in the modern era. But it is an auto glass cockpit, just with a lot more buttons.
    Thankfully the systems are laid out in a point to future ergonomic layouts, and there is provided by Rotate an extremely comprehensive set of manuals (20 Manuals actually) covering almost every aspect of every system. So there is a lot to learn and study in here.
     
    First you can hide the yokes. You can click (hotspot) on either base of the yokes to make them disappear, so they are each independent of each other.
     

     
    A lot of users hate dirty displays...  I am certainly not one of them. You get the lot here in; smudgy fingerprints, cornered dust, spittled glass, it is all lovely "dirty" realistic wear and tear...  the total answer to "get a life" dirt haters, this is "real life stuff".
     

     
    Instrument Panel
    The six display layout is pretty easy to understand,  per each side pilot they are called DU (Display Units).
     
    They consist of the outer PFD (Primary Flight Displays), middle ND (Navigation Display) and inner EAD. The EAD is split with the left display the PED (Primary Engine Display) and on the right the SD (Secondary Engine Display). Centre panel is the Gear lever and the four gear annunciator lights. Top is the "FGCP" or Flight Guidance Panel or Autopilot.
     

     
    The PFD is familiar, but it isn't? Using a lot of colour (mostly orange or amber) it is unusual to the eye, but the layout is extremely highly detailed here from Rotate (call it authentic if you like). From the off you have to understand the language used in the MD-11, it is modern in a way (very Airbus, or early Airbus), but again quirky in it's own way. Again study is certainly required to master the systems, or their quirks.
     

     
    Speed and Altitude tapes are left and right, with a complex V/S Vertical Speed built into the right tape. Autopilot and AutoThrust (A/THR) functions are top, with a compass heading at the bottom. Centre is the Artificial Horizon with a built in pitch markers and Rate of Turn markers. We will go through the banner command FMS (Flight Mode) Annunciator system later.
     
    Interesting is the side SISP (Source Input Select Panel). Here you have options for the PFD. FD (Flight Director) Off (Flight Director 1 is always on unless turned off), FD 2 (Flight Director 2), CADC (Central Air Data Computer), IRS (Selection allows normal IRS or Aux IRS sources). FMS (Switch between FMS 1 or FMS 2), VOR (Selection of VOR Source) and again APPR, in selecting ILS 1 or 2). Here the image below right shows the options activated.
     

     
    It is important to understand how the upper left and right glareshield ECP (Electronic Control Panel) or usually noted as "EFIS -Electronic Flight Instrument System" interacts with the display units... the ECP looks complicated but it is actually quite easy to use.
     

     
    Only the Baro, in SETTING, STD and MINIMUMS (both RA and BARO) are used in the PFD, the rest of the buttons are used for the ND (Navigation Display).
     
    Top is the Magnetic North or True North selection. Then five options for the ND display in; MAP, VOR, TCAS, PLAN and APPR.
     


     
    MAP options include TRFC (Traffic), DATA, WPT (Waypoint), VOR/NDB and ARPT (Airport) that are listed in the left lower box (ND Display)
     

     
    Here (above) are the first two options in TRFC and DATA that is shown (Data puts route and speed data on the screen). You can adjust the RANGE via the two central buttons INCR/DECR.
     
    Finally are the VOR and ADF Pointers. Selection will put the details and VOR direction into the MAP, ADF is not working here because there are so few now. Frequences are set in the FMS (Flight Management System) NAV/RAD page. Other notable points in the MAP display are the GS (Ground Speed) and TAS (True Airspeed), Waypoint and Distance, and finally a Clock/Timer.
     

     
    Both the PED (Primary Engine Display) and the right SD (Secondary Engine Display) both show the engine performance data, here shown are both situations in (top) the engines are cold and (lower) the engines are hot or running.
     

     
    PED; Three readouts cover the N1, EGT (Exhaust Gas Temperature) and N2, TAT is top right. Lower is a "Warning Panel" (ECAM) that shows four states of warnings and alerts;  CYAN Level 0 (Informative), AMBER Level 1 (Caution) and 2 (Framed Caution) and the RED (Fire) Level 3.
     

     
    SD; The secondary display is more flexible. Again the engine readouts dominate, but the readouts are different in Oil Pressure, Oil Temperature and QTY (Quantity). Lower is the NAC TEMP, EVH COMP and TEMP readouts
    Banner holds the GW (Gross Weight, and Total FUEL, CG (Centre of Gravity), Cabin Alt and Rate are all shown across the top of SD display. Two important items are also shown here (arrowed). Top centre is the (very important) STAB Trim and the APU (Auxiliary Power Unit) N1, EGT, N2 and Oil readouts.
     
    The SD also has other page options...   Set behind the Throttle quadrant is the SD control panel. On here are twelve buttons representing; ENG (Engine default), Blank, Blank, ND (Navigation Display - Not used), CONSEQ (Consequence), STATUS, HYD (Hydraulics), ELEC (Electrical), AIR (Air-Conditioning), FUEL, CONFIG (Configuration) and MISC (Miscellaneous).
     

     
    Flight Management Computer (MCDU)
    If you have used the MD-80 FMC then you should easily find your way around this FMC System, called here MCDU (Multipurpose Control Display Units). There is a lot more data involved, but the layout and the use is almost the same. Notable also like the MD-80 there are no pop-out (2d) panels, you go to the MCDU, it does not come to you? (all the flight displays don't pop-out either, which is bad news for home cockpit builders).
     
    Replication of the Honeywell Pegasus MCDUs is first rate, with two displays forward and one rear on the pedestal. The rear is of course for display only, but some of the basic pages work. The feeling here is that this unit could become active in the future, as certain active pages do pop-up and are active. Set between the two forward MCDUs are the backup Altimeter and Artificial Horizon, Auto Brake selector and the Brake Pressure gauge (that works).
     


     
    Brightness of the displays have to be all adjusted (like with the MD-80, you also update the Navigation Data in the same "nav-data" folder, so one Nav Data download can be used for both aircraft, but don't change the spelling of the folder, as it is different to the MD-80).
     

     
    INIT (Initial)page has three selections F-PLN, WEIGHT and FUEL. There is a lot of data to input here, but there is that helper fill in tool in the menu, data detail is very, very good.
     

     
    FLIGHTPLAN (F-PLN) input is very Airbus, and the route scrolls around like an Airbus MCDU screen, F/PLN has two pages, and wind input is added in later. Both T/C (Top of Climb) and T/D (Top of Descent) are both featured.
     

     
    TAKEOFF Preferences are highly detailed, But listed here under the TO/APPR key, note the "-STAB" balance setting with the selected Flap setting. PROGRESS (PROG) pages 1&2 are also excellent and well detailed.
     

     
    ECON (Economy) Pages are selected under the PERF Key...  CLB (Climb), CRZ (Cruise) and DES (Descend) and are all covered
     

     
    DIR INTC (DIRECT TO)...  There is a DIR-TO tool, but no HOLD function. The RADIO page is quite basic... note the input of the ILS/CRS (ILS/COURSE) Frequency which you have to input manually, highly notable is that you also have to insert the Frequency unusually to activate it which we again will cover later. Other option on the ILS is to just use the "LOC" (Lock) feature. VOR 1 and VOR 2 Frequencies are set in the banner.
     

     
    The MD-80 users will be nodding and saying "Yeah, yeah..  not to much different is it", but there is a lot of different detail or minute in this MCDU to study... a lot is straight forward, but still different, so be aware...  and if you input wrong it has a huge effect on the flying (balance) of the aircraft.
     
    Overhead Panel (OHP)
    The Overhead Panel is complex? Three Engines makes for a lot of buttons and systems on one board. Thankfully ergonomics has taken place here to give you panel flow. The MD-11 was completely system redesigned to intergrate for two crew operation, were as the DC-10 had a Flight Engineer (and Panel) third crew member. A lot of the functions are very easily recognised, but there are a lot of buttons for side systems (Aux Pumps and so on) that are essential to the operations of the systems....  So study is obviously required to understand all the systems presented on the board.... This means, just pressing the buttons you think you need and then go flying will result in a major system failure, meaning then your going to ruin a very nice aircraft, so you can't be cocky bugger in here.
     

     
    Layout is column left (top down) panels; ADIRU (Air Data Inertial Reference Unit) Navigation, Cargo Temperature, FADAC (Full Authority Digital Engine (or electronics) Control)...  Main centre column panels; HYD (Hydraulics), ELEC (Electrical), AIR (Air-Conditioning) bottom FUEL.... Right column panels; Service Panel, Cabin Press (Pressure), Anti-Ice, Test Panel.
     
    The chin bottom panel; Left/Right Wipers, OHP and Dome/Storm lighting, Instrument lighting knobs, EMER LT (Emergency Lighting), No Smoking/Seat Belt switches, Call Reset...  External lighting (Landing/Nose), Wing/Turnoff Runway lights, NAV (Navigation), LOGO, BCN (Beacon) and HI-INT (Strobe) lights. Note a few switches in the lighting panel are opposites, off can be in or out on selection. It is clever in that the non-essential lights are in off, but the essential NAV, BCN and HI-INT are out off.
     

     
    Upper OHD is centre the three FIRE handles, TEST can be done far right with ENG/APU FIRE TEST button. CARGO FIRE panel is left, and the APU (Auxiliary Power Unit) panel is set right and quite high up (arrowed left below). The rest of the OHD is the Circuit Breaker (fuse) panel (non-working).
     

     
    All the panels (annunciators) can be tested, right down to the infamous cargo door (CARGO DOOR TEST) arrowed above.
     
    Throttle Quadrant
    The central Throttle Quadrant is simply a beautiful thing. Really well recreated for your pleasure...  Far left is the Long Trim Handle, then the T-Bar (with working catch selector) SPD BRK (Speed Brakes). Those three sublime Throttle Handles have built in reverser handles, then the right hand Flap Selector with the DIAL-A-FLAP selection (more in the "Flying" section).
     

     
    Front of the quadrant are the three engine starter switches, with below the same corresponding fuel selectors. Notable on the throttle handles are three buttons...  at each end throttle there is an A/THR (AutoThrust) disconnect button, and a centre (white) button is to kill the alarm.
     

     
    Pedestal
    The rear pedestal is really the radio panel. It has left-right VHF and HF 1-2 CPR Radios upper with the Audio Control Panel below, and the Weather WX Panel mid-left, then the Transponder panel below. Finally bottom left is a third VHF 3 Radio Panel. Both the manual roll and rudder trim wheels are centred rear. We have already covered the upper SD Control Panel and the centre MCDU.
     

     
    Setup and Testing
    System depth on this MD-11 is EXTREMELY deep, there is nothing on show here but total realism. If you want to understand the real depth of the systems I recommend to watch this real world video before attempting to use the aircraft; MD-11 COCKPIT SETUP
     
    The cross reference to the Rotate MD-11, and the parallels are freaky close. Highlights here are the non-instrument setup (cold start).
     

     
    Testing the different areas are excellent...  you can test (as earlier noted) all the systems and panels, the fire systems are particularly good. As all of the FIRE/APU and Fuel switches can be tested and checked.
     

     
    When setting the inertial navigation system or INS, it will also test the above "CARGO FIRE" panel (quite correct), or it can be tested independently...  Turn on the three INS switches and the system will align, it is slow(er) than most alignments, and if you want to check...
     

     
    ...  the alignments, then they can be found under the REF button <POS REF then page 2 IRS/GNS POS...
     
    ...   you can also test such items as the landing gear...  push the gear lever down (on the ground of course), and the gear system will test itself, and it is all so brilliantly done.
     

     
    There are so many areas that are real world duplicated that obviously can't all be replicated in this review (unless you want to spend days reading it), so these items above are just a small preview.
     
    Flying the McDonnell Douglas MD-11
    In most cases when you fly big "heavies" the operations are either in one or the other, in being say before the modern era (i.e... 60s or 70s), or the modern very automated cockpits of today's era. The MD-11 is neither or sort of both, as it is set at the crossroads between the different eras. Like noted it leans more towards a Airbus style operation than the Boeing manual aspect which is interesting as this is a very American style aircraft, so if you approach the aircraft in an Airbus manner, you will find it easier to operate. For once you will need to study the operations in here, because if not, it will confuse you into doing the wrong operation protocol... and you can't do that.
     
    Lets Start...  Power is already on via the Main Battery Switch OHP...  I'm on Ground Power so it is time to start the APU, the APU button is on the ELEC panel. (the APU panel is also way up on the right on the OHP, this is the main APU STOP/START (arrowed below left) that can also be used), then make sure the APU is starting up via the SD (Engine) display, no action then press the button again. Once the APU is up and running then press the APU BLEED (AIR PANEL middle right) to supply air and pressure to the aircraft systems.
     

     
    Two backup (AUX) Hydraulic pumps need to be on, plus the SYSTEM switch by them is also turned to MANUAL...  APU running you can now switch over the internal power supply feed and shutdown the External Power (GPU).
     

     
    Next is setting up the Bleed from the APU to start the MD-11, so you press the two ISOL (Isolate) buttons, the system should switch again to MANUAL, but once activated it will go back to AUTO.
     
    Engine Ignition (or igniters) are on the left lower FADAC OHP, these are the A and B channels and MUST be kept switched on when the engines are running or for the whole flight, "Igniters" is really the wrong word here (although everyone refers to them in that aspect), they are power supply switches and switch them off and it will shutdown the engines...
     

     
    ....  now we are ready to start the engines. The ENG START Switch (Yellow) is below each engine throttle, and to start the engine you switch it upwards. Engine start sequence is 2 (Middle), 1 (Left) and then 2 (Right). The centre engine powers the air-conditioning and other AUX systems, so it is started first. Note a lot of MD-11 pilots only start the No. 2 Engine for taxiing on the ground, but that depends on your weight and configuration...  The start sequence will show soon with action on the N2 (No.2) engine display...
     

     
    ...  the N2 percent% will rise until you reach 17% N2, then you switch in the Fuel with the FUEL (Flow) Switch below the ENG START Switch, it does take time to get to the 17% N2 threshold, so you have to be patient, and you can't start a second engine while the first start up procedure is in progress, it won't let you do that...  so starting all the three engines can take time to do.
     

     
    The engine numbers should settle down around 25 N1, 431 EGT and 64.4 % N2. The ISOL and APU Bleeds should then automatically cancel once the engines are running (AUTO Mode), but if not then cancel them...  you can now also shut down the APU (It takes forever, so don't go pushing the button again and again, and thinking it is not working?) Then you set the STAB Trim, the trim number is shown on the TO/APPR buttom on the FMS, and ignore the -(Minus) trim, as it is not required unlike on the Airbus, you set the Trim via the Long Trim handle (left throttle quadrant) or with the keyboard trim (recommended).
     

     
    Another unique feature on the MD-11 is the DIAL-A-FLAP System. This gives you quite a unique variation in the flap angle than on most heavy aircraft...  Select Flap 10, which is shown on the Pilot's PFD (bottom left) and then "Dial" in the finer flap angle degree by using the adjustment wheel right of the flap handle, it can be adjusted from 10º to 25º flap, I selected 11º for Takeoff.
     

     
    The DIAL-A-FLAP can also be used also on the approach phase, obviously not on the actual approach phase, but coming into the circuit for landing and reducing speed...  so you can tune the flap to the speed exactly, and then get the perfect circuit speed you require, this is a feature I REALLY like as it eliminates that huge drop from one flap degree position to another, adjusting the wheel as fine degrees can smooth it all out in the transitioning in the slowing down of the speeds.
     
    The MD-11 is a dot the i's and cross the T's sort of aircraft. So there are a LOT of parameters to set, and you will need to cover all of them, miss a setting and the aircraft just does not like it, and the MD-11 will usually tell you. STAB (Trim) is set here to 6.0, and Flap at 15.0º
     

     
    The TakeOff data (TO/APPR) is very good and highly detailed. Notable is that only TO Is available at takeoff, and the APPR data only later in the approach phase.
     
    Off the (Park) brake and we're rolling. As noted three engines will move you forward, so you will need to touch the brakes frequently to keep the taxi speed under control. I checked in just using (or being powered only by) the Middle-Engine, and that is about perfect.
     

     
    The MD-11 is a BIG aircraft, so you need to anticipate turns...  the tiller does not seem to turn, then it does! so you have to find it's sweet spot to manoeuvre the aircraft professionally around the taxiways. You are also sitting way out in front of the nosegear, so another thing to be aware of in swinging around the tight taxiway bends. Most MD-11 pilots use their own seat base position as a bearing of where the nosegear position is set to on the turns and the aircraft positioning.
     

     
    The FMA banner display in the PFD can be at first very complicated. Any white bands means the system is not engaged, but ready in ARMED (showing values and modes). Red bands (warning) means a primary system is disengaged (A/P or A/THR), Amber bands means a failure in the system. No bands shown around the PFD banner data means it is in ACTIVATED mode.
     
    White also represents the FGCO (Flight Guidance) values and modes, Magenta represents the FMS (Flight Management) values and modes, green is for "Dual Autolands", and again Amber for failures.
     

     
    Set the Ground Spoiler to ARMED, by upping the T SPK BRK lever like on the MD-80, and the AUTO BRAKE to T.O.
     

     
    It is Important to ARM the AUTO FLIGHT (mid-FGCP button) the bigger lower one...   and this sets the A/THR (Auto Thrust) to the T/O THRUST mode on the PFD.
     

     
    You can put the throttles full up...  and the A/THR system will protect and keep the thrust to or within the T/O thrust limits. The MD-11 can be a bit of a handful as the speed builds, so you need skill here to hold the aircraft straight down the centreline, but it is very highly realistic.... 
     

     
    ...   as the speed builds the set speed bugs will now adjust correctly  to their speed positions, after v2 is FR or the +10 marker to rotate the aircraft.
     

     
    Set the "Positive Climb" to around 10º, (depending on the T/O weight you can go as high as 15º) and gear UP...  and watch the theatrics.
     

     
    This show alone is well worth the admission price.
     

     
    You press the same AUTO FLIGHT button again to activate the Autopilot, AP1 or AP2 to your option (usually AP1), then to lock in the route you press the NAV (NAV 1) button under the heading selector....
     


     
    There is no V/S (Vertical Speed) button, so you just go straight to the right V/S wheel and you just select your climb rate (or descent rate), MAX rate of climb is impressive at 6000 fpm at low altitude, but you wouldn't do that with most load rates...  4300 fpm is normal with 3,000 fpm with a heavy load.
     

     
    It is very important to understand the knob operation logic...  very, very Airbus, in fact it is mostly similar. Most knobs have the IN (AUTO) and OUT (MANUAL) operation like on Airbuses. So you click (arrow) up or down for each operation. The difference is that in an Airbus when you change say the airspeed via the Speed selector the engines will respond straight away and change the speed....  but in here the MD-11 operation is slightly different, and in the need of getting used to.
     
    Change the speed and you get an outlined marker...  but the speed itself (unlike in the Airbus) it will not change until you activate it by clicking on the speed knob (arrow down/pull out), and only THEN will the engines will power up (or down) to the set speed selection...
     

     
    All the FGCP command knobs act the same way...  Speed, Heading and Altitude, so you adjust then activate the action. This can all be a bit time consuming, certainly when adjusting the finer speeds of say when using the ILS Slope, but you will soon get used to it.
     
    Another point is that the A/THR has a lot of safeguards built in, if you want a certain speed (say m.83), but you are already at the operating limits, it won't change the speed from your current set speed (m.80). The system calculates the current weight, power and altitude requirements and then says "yes" or "no" to your command. When that changes (say burning off more more fuel, or a different flight level) then it will allow the change.
     
    This is shown on the PFD with the SE and GE as your limits, also the limit is shown on the banner of the ND (Navigation Display)... so you set your speed to the upper SE marker, then select the down arrow to change the speed...
     

     
    ....  this is of course depending on the weight, and you are restricted in speed. I found at FL330 (33,000ft) I was restricted to m.80, at FL350 to m.82, but my guess in that go higher to FL360 to get your M.83 cruise speed. If you force your speed, then the marker will only quickly start to fall, and keep falling, so you have to be aware of this! If not your speed will fall off completely and not recover. The same SE and GE Markers also work in reverse, in noting your landing and flap speeds.
     
    The Rotate MD-11 is a sensational aircraft to fly. But also very (if extremely) demanding and even tiring with all the work you have to do in here. This is "Simulation" not "Gaming", and a deep study and working simulation at that. You won't cover all the details even in a few flights, but you can in time become very proficient in flying the "The Diva" or the "More Death 2", "Scud" (once you launched it, you were not sure were it was going to land) or the "Marriage-Divorce 11". all nicknames for the MD-11 for various reasons.
     

     
    Sounds are very, very good...  there is a very nice cockpit hum with the various systems being used, turn on say the Air-Con and you hear the system being activated and audible, so the sound detail is deep. You are positioned very forward of the engines, so they aren't a big factor on the ground or in flight, but they are there and sound really good, both internally and externally. All sounds are of course FMOD and extensive (the aircraft even creaks and groans under loads) so you can't fault this aspect. The same sort of shouty alerts are in here as in the MD-80, and they can be annoying if even counterproductive of the reasons they are there for, mostly I ignore them.
     
    Speed is Mach 0.88 - Max, Mach 0.83 - Cruise (507 - 479kn; 940-886 km/h), with a range of 3,592 nmi (6,652 km) (Freighter, 6,725 nmi (12,455 km) Pass). Ceiling is 43,000ft.
     
    There are working blinds in the cockpit and very good they are... they will slide around from the rear, and you can adjust the angle of the blind as well in position...  I really like good working blinds, and they are very good in here.
     

     
    Lighting
    The quality of the X-Plane cockpit lighting today is extremely good. The developers have lots of tools to deliver very realistic night lighting, that is more important here as the MD-11 is a Long Hauler aircraft, 10+ Hours flying is not unusual, and being a Cargo Hauler most of the flying is done overnight... So internal night lighting has to very easy on the eye and highly adaptable.
     
    And you are not disappointed here either in the MD-11. There are three adjustment knobs with insert knobs (six) for both indirect lighting and highlight (text) lighting. Two knobs on the OHP cover the OVHD (Overhead) and INSTRUMENT lighting, and the single adjustment knob left on the glareshield covers the GCP (Glareshield Control Panel)...  The smaller knob on the INSTRUMENT lighting, adjusts the light left top of the OHP which shines directly onto the pedestal area of the cockpit.
     

     
    ...  instruments are lit in both above the FGCP, and with the lower four instrument dropdown lights, very nice indeed it all is.
    There are adjustment knobs for lighting on the yokes, and nice they look as well in the darkened cockpit...  There are also two overhead fully adjustable spotlights (click on the light to activate).
     

     
    There are also two (one for each pilot) "Briefcase" lights or side panel lights, and a one (click) spot light over the rear relief seat. The rear extensive circuit breaker panels have their own lighting adjustment, it is via a knob (arrowed above left) at the end of the wall panel.
     

     
    There are two switches on the OHP that can select both (THUNDER)STORM and DOME lighting
     

     
    The panel lighting can be adjusted right down to just the instruments, but I easily found a nice comfort lighting for the important takeoff and landing periods, or if you want that quiet night cockpit environment...  overall excellent.
     

     
    Rear rest area has average down-lighting connected to the DOME button, but the main cargo deck has no lighting at all, shame?
     

     
    External
    The external lighting is also excellent...  There are four forward landing lights, two set high on the nosegear and two that pop-out forward fuselage. The Turnoff Taxiway lighting is in the inner wings with the Wing/Ice lighting...
     

     
    ....  you can check out the wings leading edge or trailing edge, via the two observation windows...  there is also good tail-lighting.
     

     
    There are upper and lower fuselage beacons, navigation lights, and all are nicely tuned. There is no rear tail (white) navigation light but two white navigation lights each per rear wing tip, strobes are also well refined.
     

     
    Time to go down...
     

     
    Reducing speed to the minimum setting GE, the the V/S to (here) set to 1800fpm...  Altitude target markers are installed as are the Climb and TOD (Top of Descent) markers, which are both nice tools to have in planning your ascent and descent...
     

     
    ....   with the descent in progress you now get access to the APPR mode (TO/APPR). Here you can select either a 35º Flap or the full 50º Flap approach (or the other way around). All the required landing data is also now available, including the speed limits.
     

     
    Notable is that the MD-11 does not have a set landing speed/flap sequence. The flap required to the speed settings depends on the landing weight? So you will need to download and print out the MD-11 "Speed Tables" to get the correct speed settings for the landing.
     
    The landing weight is shown in the APPR page RK1. You will also get a "MSG" (Message) to "CHECK WEIGHTS" before landing to finalise the landing settings.
     

     
    I found the Rotate MD-80 quite tricky in the approach phase with the flaps? Setting the correct speed to the flap setting was awkward in that a lot of times you got it wrong, say in the "too fast" to the flap setting, in bringing the nose or getting a pitch down condition.... In the MD-11 is is far better as you have that DAIL-A-FLAP system to even out the flap angles, it works quite well.
     

     
    Into the circuit of EDDP Rwy 26R, Leipez-Halle, Germany... using GOXLI1V STAR approach.
     
    Thoughout all my earlier MD-11 flights, I just couldn't get the ILS (Frequency) to work? Then I found out the issue...  Being a though pilot that I am, I filled out the ILS Frequency box on the NAV/RAD panel with the full frequency. In this case EDDP 26R "108.35/263" from the Navigraph Jeppesen chart...  that is Freq 108.35 and course 263º, correct of course, but in here that is incorrect, as it does not work?
     

     
    The correct way to insert the ILS Freqency is just to ONLY insert the ILS Freq, or "108.35" and the system fills the rest in, including the wrong course degree? If set correctly you will see the ILS runway code (ILNW) in the section above the Rwy Frequency. I don't know if this set arrangement will continue in the future upgrades, personally I don't think so, but it is a situation to be aware of before landing.
    Another point is that make sure you do have the correct frequency inserted? I found a few times by setting the frequency early, it was the correct frequency, but set to the wrong Airport/ILS position...  checking frequencies closer to your destination airport will correct the system to the right Airport/ILS.
     

     
    On the last turn to finals into Rwy 26R, I drop the extensive gear arrangement...  I always drop the gear on the last turn into an runway as it feels and looks very dramatic...  it gets the adrenalin going, heightening the senses, shifting in your seat, getting ready for the landing, and here in the MD-11 everything "sure is heightened", it is that sort of aircraft.
     

     
    MD-11 as we were told, had the fastest VAPP of any civilian airliner. At MGLW (Maximum Gross Landing Weight) it was known to be landing at around 168kts. That is fast and the stopping distance was always in need of being scrutinised carefully. Here is a video showing the differences in the landing speeds to a Boeing 757 (Yes I know the angle of the camera could change the perspective). Notable also is that the MD-11 handled very differently than it's forebear the DC-10, if the the same configuration of aircraft, but the DC-10 had far larger wings and in so landed far slower.
     
    I'm sitting at 175 knts, but in reality the MD-11 is certainly a gut sort of aircraft in this phase, it has that certain analog feel that you have to go on by instinct and not be totally focused on the numbers, which are obviously dictated by your weight and approach speeds. You will need to find that perfect balance by using both the hard numbers, but then adjusting the aircraft around them until it feels perfect right.
     

     
    You press the upper large centre APPR/LAND button centre FGCP to ARM the approach phase (as noted this also arms only the LOC if you selected that option)
     
    If you have activated the ILS Frequency correctly it will show lower left in the PFD with the set Flap degree, you can also now set the APPR screen in the ECP, for better approaches. Notable is the auto selection of "Single" or "Dual" landing (Land) selections (green banner top right PFD) , it will flash the selection it will use then LOC it in.
     

     
    Setting the (ground) Speed Brake is very tricky. It is used like the same in the MD-80, in clicking it upwards to ARM the system, but it is harder to reset back to normal (click down) than on the MD-80...  the Captain's position and angle does not help either.
     

     
    Over the threshold and your "nervous" but in command, this is a lot of fast moving aircraft to put down and stop...
     

     
    Notable are the AP (AutoPilot) and A/THR (AutoThrust) disconnects, there is as noted in being disconnect buttons (Yoke and Throttle), but I recommend to set another key command (I used both my joystick and X52 Rhino Throttle). Both disconnects have an A & B disconnect, so one switch is not enough to cover both systems...  the biggest note here is that the same commands also quietens the alarms once the disconnect activates, they can be seriously annoying if you can't shut them down... 
     
    The same FMA banner legend is used in RED Off (Warning), AMBER is failure, WHITE is not engaged (but armed)....  BLANK is Active.
     

     
    In landing again the MD-11 is like the Airbus, as there are landing modes, certainly the callouts are very good, with also "LAND and FLARE on the PFD...  I was however seriously impressed on how I could just pitch the nose up nicely in the flare to touch the main gear down first. Some if a lot aircraft fight you in this flare phase, but the MD-11 is just simply brilliant here.
     

     
    Your down, but now you have to stop this fast running hulk of an aircraft...  I find the AutoBrake a bit too heavy in even the MED setting, MIN is passable, but in a lot of cases I leave the Auto Brake off completely. Here the excellent Reverse Thrust on all three engines is very effective, with a loud powerful thrust that rubs off the speed very efficiently. Notable is that you only use the REV setting to activate the thrust reversers, don't touch or power up the throttles in this mode, as it has the opposite effect!... 
     

     
    ... all this comes with light touches on the left and right (Pedal) brakes to keep the MD-11 nicely centred while slowing down...
     

     
    ...  and soon you are back in taxi mode and using the tiller. .. again I recommend to turn off the No.1 & No.3 engines and just taxi on No.2, as it makes your life far easier in a moderate taxi speed, shown on the PFD, and then start the GPU ready. Welcome to Leipez-Halle.
     

     
    If you think that landing looked easy, then it took about a week to work out and perfect, this is one seriously complex but rewarding aircraft... but once you get it, it delivers MASSIVELY.
     

     
    Riding around EDDPs long taxiway network, I could only think of one thing "Where to go next", as the list I was creating in my head for the MD-11 was already getting huge... Trans-Atlantic, Anchorage, Singapore, Japan...   "Whoo" this aircraft is going to be an absolute blast!
     

     
    Yes the Rotate MD-11 exceeds the expectations and then some, as it is also another level of Simulation, complex and demanding....  you do have to live up to the aircraft, expect to study and spend (a lot) of time working through it before mastering it...  it is just EXCEPTIONAL!
     

     
    Liveries
    There are ten liveries with the Rotate MD-11 package...  these include; Rotate House, AVIENT, EVA AIR Cargo, FedEx, Lufthansa Cargo, MartinAir Cargo, Shanghai Airlines Cargo, UPS Cargo Services, VARIG LOG (Logistics) and Western Global. Quality is all exceptional, and a painkit is provided. No DHL? Well DHL don't or didn't fly the MD-11.
     

     
    Summary
    The McDonnell Douglas MD-80 from Rotate that was released on 9th Dec 2015 had a troubled introduction into the X-Plane Simulator. But the developer very quickly resolved the release issues and the aircraft went on to be one of the best simulations in the X-Plane Simulator, I even put the Rotate MD-80 in my all favorite top ten (currently at No. 4). It is very iconic and deep simulation.
     
    This is the followup aircraft to the MD-80 from Rotate, in the McDonnell Douglas MD-11, the MD-11 is of course a derivative of the McDonnell Douglas DC-10.
    The Rotate aircraft has also had a very long gestation development period, in over four years, so we are expecting a lot, with the insane quality and the popular MD-80 are all aspects that also hover also over the project...  it thankfully does not disappoint.
     
    This is a deep simulation, with all the systems and operations modelled (there are 20 system manuals alone). So the aircraft is extremely complex and requires study to anyone becoming proficient in using and flying the aircraft regularly. It also requires a lot of skill and system management to master the unique capabilities of this unique between eras TriJet.
     
    Modeling is exemplary, brilliant realism with dirt and grunge built in, which a Rotate speciality. Textures are also a extreme high quality, but not so in the crew rest and cargo decks to keep the aircraft within an average framerate balance, and the Lo-Res areas conflict with the excellent quality everywhere else. In reality this Lo-Res aspect is not required as the aircraft has currently no heavy passenger cabin or any heavy framerate details. Notable is that the passenger version is still stated to arrive, but not anytime soon.
     
    Sounds and internal and external lighting are also excellent, but again the crew rest area and cargo deck lighting could be better. Features include a good, but not exception Menu and options selections. A few areas again like the "Load Aircraft" feature is still looking like a WIP "Work in Progress", as does the options features on the menu. But you do have a nice GPU, Stairs, Chocks, Aircraft Refueling and all the doors can be independently opened. And the toilet (A current X-Plane fad) doesn't work or has been even included? (This is long haul?)
     
    Does the Rotate MD-11 live up to it's huge expectations...  in context yes it does, even in areas it even totally exceeds them, there are however areas that still need fine tuning work, and bugs are to be expected on release as this is a very complex and detailed aircraft and simulation... but Rotate should cover those aspects quickly and professionally.
     
    Here is another landmark simulation aircraft for the X-Plane Simulator. X-Plane users seemingly to have to wait forever for these iconic aircraft, but again in this case it has been well worth the wait. Big, heavy, complex, demanding and seriously rewarding. The Rotate MD-11 is all of these things and more, in systems and it's depth of simulation, this is again another level of realism and can get extremely addictive...   and it is absolutely another classic to enjoy most certainly...    and certainly very and highly recommended to own and fly.
    _____________________
     

     
    Yes! the McDonnell Douglas MD-11 by Rotate is currently available from the X-Plane.Org Store here :

    Rotate MD-11
    Price is US$83.95
     
    Features Realistic flight dynamics and performance In Depth system simulation All systems listed are simulated according to the specifications of the original model, with all redundancy relevant to the simulation and with both Automatic and Manual modes. Systems tests simulated Engine/APU Fire Test Annunciator Lights Test Cabin/Cargo Fire Test GPWS Test Hydraulic Pressure and Engine-Driven Pump Tests Oxygen Test TCAS Test Weather Radar Test Emergency Power Test Air Air conditioning Pressurization Cargo heating/ventilation Avionics cooling  Air System Display Aural-Visual Warning EAD (Engine Alert Display) SD Alerts and Consequences Display SD Consequence Page SD Status Page SD Miscellaneous Page CAWS (Central Aural Warning System) GPWS (Ground Proximity Warning System) TCAS (Traffic alert and Collision Avoidance System) Weather Radar Automatic Flight Dual AFS (Auto Flight System), FD and ATS (Auto Throttle System) All FMA modes simulated Automatic ILS approach with dual/single Auto Land. LSAS (Longitudinal Stability Augmentation System) CWS (Control Wheel Steering) Yaw damper Automatic pitch trim Flap limiting Stall warning with Auto Slat Extend APU APU System, Indication and Control APU Automatic Shutdown APU Pneumatic System Communications VHF communications system Dual Head Communications Radio Panel Audio Control Panels Voice Recorder Panel Electrical AC power generation and distribution Integrated Drive Generator GCU (Generator Control Units) APU Generator ADG (Air Driven Generator) External Power AC Distribution (9 Buses) NBPT (Non Break Power Transfer) DC power 4 Transformer Rectifier Units DC Distribution (8 Buses) Battery and Battery Charger Emergency Power Electrical System Display Fire Protection Engine and APU Fire Detection and Extinguishing System. Cargo Fire Detection and Extinguishing System. Controls and Indications Flight Instruments Complete EIS (Electronic Indication System) Two independent ECPs (Electronic Control Panel) 6 Independent Display Units Navigation Display (MAP, PLAN, VOR, APPR and TCAS modes) Air Data Computer ATC Transponder Aircraft Clock, Timer and count-down Chronometer Standby Compass and Standby Attitude Indicator Standby Altimeter and Airspeed Indicator Source Input Select Panel Fuel Fuel System Controller Automatic Fuel Scheduling Fuel Transfer and Crossfeed Fuel Dump System Tail Fuel Management System Ballast Fuel Control Fuel System Display Hydraulics Hydraulic System Controller Reservoirs and Accumulators Engine and Electric Driven Pumps Reversible Motor Pumps Hydraulic Display Ice and Rain Protection Engine Anti-Ice Airfoil Anti-Ice (Wing and Tail) System Engine Cowl Anti-Ice System Air Data Heaters (Pitot, Static, TAT) Navigation  FMS (Flight Management System) Simulated pages: A/C STATUS (2 pages) REF INDEX  FLT-PLAN INIT WEIGHT INIT FUEL INIT PERFORMANCE CLB, CRZ & DES THRUST LIMITS FLIGHT PLAN (2 pages) VERTICAL/LATERAL REVISION DIRECT-TO PROGRESS TAKEOFF / APPROACH SID FROM  STAR TO HOLD NAV RADIO FIX INFO NAVAID POS REF IRS/GNS CLOSEST AIRPORTS SENSOR STATUS  DEFINED WAYPOINT LAT/LONG and P/B/D WAYPOINT WAYPOINT MENU MCDU Messages GNSS (Global Navigation Satellite System) LNAV/VNAV flightpath calculation Takeoff and Landing performance calculations (V-speeds) IRS (Inertial Reference System) VHF, DME, ADF and ILS Navigation Engines (General Electric CF6) FADEC (All regimes simulated) Custom engine model Primary Engine Display Secondary Engine Display More than 200 custom failures Dual cockpit Independent pilot and copilot controls and displays. Two independent MCDUs control two independent FMCs. Sources of instruments can be selected for pilot and copilot independently. All relevant systems have separate controllers for redundancy. Accurate 3D model and HD textures
    External objects and detailed animations Aircraft loading animations Cargo loader and cargo truck GPU Airstairs Cockpit window animation Cargo Doors Fully animated landing gears Winflex Engines reversers animation Aircraft Menu Options Situations (C&D, Taxi and Takeoff presets) Load Manager Ground Operations Failures Realistic 3D sounds Detailed sounds with real cockpit sources and FMOD dynamic effects 3D  lights, including: Exterior lights Cockpit lights Panel lights Flood lights Dome light Reading lights Briefcase lights Floor lights Map lights Cabin lights  10 Liveries Rotate livery Avient Aviation EVA Air Cargo FedEx Lufthansa Cargo Martinair Cargo Shanghai Airlines Cargo UPS Varig Log Western Global Airlines White livery VR support  
    Requirements X-Plane 11 (Fully updated, non beta version) Support for X-Plane 12 when available Windows, Mac or Linux 4 GB VRAM Minimum - 8 GB+ VRAM recommended Current version: 1.0 (March 24th)   Installation Download of the MD-11 is 1.07Gb and it is installed in your Airliner Folder as a 1.87Gb folder. Activation is via the standard authentication Key. There is no Auto-updater by Skunkcrafts for updates, so currently you have to redownload any updates via the X-Plane.OrgStore.   Designed by Rotate
    Support Forum at X-Plane.org or http://support.rotatesim.com/
     
    Documents Provided are three sets of documents Included with the package. It is a serious comprehensive package of manuals and information, but well worth studying. Rotate MD-11. Introduction & Product information 1. Systems description 2. Limitations and checklists (Limitations and checklists)
    Rotate MD-11 Normal Checklists (Systems description)
    1. MD-11 Systems description-Aircraft General.pdf 2. MD-11 Systems description-Air.pdf 3. MD-11 Systems description-Aural-Visual Warning.pdf 4. MD-11 Systems description-Automatic Flight.pdf 5. MD-11 Systems description-APU.pdf 6. MD-11 Systems description-Communications.pdf 7. MD-11 Systems description-Electrical.pdf 8. MD-11 Systems description-Emergency Equipment.pdf 9. MD-11 Systems description-Fire Protection.pdf 10. MD-11 Systems description-Flight Controls.pdf 11. MD-11 Systems description-Flight Instruments.pdf 12. MD-11 Systems description-Fuel.pdf 13. MD-11 Systems description-Hydraulics.pdf 14. MD-11 Systems description-Ice and Rain Protection.pdf 15. MD-11 Systems description-Lighting.pdf 16. MD-11 Systems description-Navigation.pdf 17. MD-11 Systems description-Engines.pdf 18. MD-11 Systems description-Doors.pdf 19. MD-11 Systems description-Landing Gear.pdf _____________________
      Aircraft Review by Stephen Dutton
    24th March 2022
    Copyright©2022: X-Plane Reviews
     
    Review System Specifications: 
    Computer System: Windows  - Intel Core i7 6700K CPU 4.00GHz / 64bit -32 Gb single 1067 Mhz DDR4 2133 - ASUS GeForce GTX 1080 8Gb - Samsung Evo M2 2TB SSD - Sound : Yamaha Speakers YST-M200SP
    Software:   - Windows 10 - X-Plane 11.55
    Plugins: Global SFD plugin US$30.00 : Environment Engine by xEnviro US$69.90 : RK Apps XPRealistic v2 - US$34.99
    Scenery or Aircraft
    - LEBL - Barcelona Airport XP11 by JustSim (X-Plane.OrgStore) - US$21.00 plus - Barcelona City by Logo Projects (X-Plane.OrgStore) - US$26.95
    - EDDP - Leipzig/Halle International Airport by JustSim/Digital Design (X-Plane.OrgStore) - US$20.00
     
    (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
     

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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