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Aircraft Review : Britten Norman Islander BN-2 by Nimbus Studios As a young boy around 10 years old with a fascination with aviation in the mid-sixties, there quite often in Flight International and the newcomer Aircraft Illustrated the glowing reports of a British built (ready to take on the world!) nine passenger utility aircraft called the Britten Norman Islander or BN-2, it was a twin-prop STOL (Short Takeoff and Landing) aircraft that had built in simplicity to take the rugged day to day operations of remote fields or servicing coastal islands. My particular interest is that the early aircraft were constructed by Fairey Marine, obscure to most, but the most beautiful and fastest cruisers ever built were the Fairleys on the Isle of Wright in Southern England... and so the BN-2 became etched into my childhood of the most desirable of boats and aircraft. It was actually a shock that I found out that coming into X-Plane that my beloved BN-2 was not readily available and except for a few cardboard freeware versions, and the aircraft has not had a lot of presence in the simulator, as even ten years later was there not any BN-2 available to fly, then suddenly in typical X-Plane fashion you get two of them together, one is by TorqueSim and the second one is by Nimbus Studios. Nimbus was originally a scenery developer, but lately has also produced the odd aircraft and even an exceptional helicopter in the UH-1 "Huey". So I was very much in wanting to experiencing the BN-2 of my childhood for the first time. The Britten Norman was never developed to be an attractive aircraft, it is a practical machine to serve a particular role, but I always like the low-slung cabin hung on to a very simple high-wing cantilever monoplane wing, with the two Lycoming O-540-E4C5 6-cylinder air-cooled horizontally-opposed piston engines of 260 hp (190 kW) each slung below. Overall the BN-2 is a boxy shape of practicality. Overall the Nimbus design is very good, even excellent... but there are a couple of quirks. The mapping is excellent in showing the aircraft's construction, with all the panels and rivets being perfect. Fuselage shape and modeling is very good... .... but the wing construction detail is really, really good, and you have those lovely tapered wingtips, note the well done navigation light and flap test handle. Lycoming engine housings are also very nicely done with visible air-cooled cylinders and nice inlets out front and exhaust heat panels behind. Note the yellow spinner, unusual but nice on this livery. Nice Hartzell twin-blade propellers are however not adjustable for pitch or feather and sit rather flat. Main twin gear assemblies have that aerodynamic shroud and all are excellent in detail and realism, the Goodyear rubber is excellent. Single front strut nosewheel is also well done with nice linkages and chrome/cast strut, but the internal area is not boxed in? so you can see through to the sky externally, internally in flight and this is a highly noticeable oversee... ditto the lower engine air-intakes that have a bad internal join? Glass is very nice as are all the windows and surroundings (again note the excellent rivet work). If you look there are a few nice dents and crease marks of wear and tear in the fuselage and on the wing leading edge to give that aircraft frame a nice touch of authenticity. Elevator and tail are very simple aerodynamic profiles, but they are well done here... ... wingtip landing lights are debatable in that Nimbus has tried to recreate a perspex aging, it does work, but doesn't either if you know what I mean. Internal The Islander has an unusual seating layout. It consists of four bench seats for eight passengers or nine is you count the right front seat. Access to the two front bench (and pilot) seats are via a door on the right fuselage and another door rear and the middle two rows are via a door right fuselage. Note the headlining that bends over/under? the main wingbox. Each seat has a nice set of headphones (hint the close and loud engines) and the seating is very well done, if a little cramped. Seat detail has very nice detail with creases, stitching and realistic seatback pockets... ... pilot's and front passenger seats are the same style but individual. Not very happy though with the huge gaping holes under the instrument panel? again there are missing cover elements, but seeing through to the sky in a huge gap internally is a no, no. Cockpit The instrument panel is quite basic in design and layout. Instrument panel background is blue, I found most BN-2 panels were black... but the blue shade here adds in a little colour. Rudder pedals on the floor are nicely reproduced, but were not originally animated to the yaw, but fixed in the v1.05 update. Roof front panel has magneto switches, starter, fuel pumps/fuel shutoff knobs and fuel gauges (35 Gal each tank). Ammeter and a very large rudder trim knob. Yokes are Britten Norman branded (the left yoke usually has a clock in the centre?), but they can both be hidden (but only both together). All electrical switch gear is lower panel, and circuit breakers are right lower panel (static, non-operable). Pilot's headset is usable in that if you click the headset it will disappear and lower the sound volume. Standard Six main instruments are mostly in position with the Artificial Horizon top centre with the Airspeed (Knots) left and Altimeter right. The Turn Indicator is set out far left with the ADF/VOR magnetic pointer next. Centre is Horizontal Situation Indicator and right is the Vertical Speed Indicator, below centre is the OMNI Bearing Selector (OBS). There is a backup Artificial Horizon far left lower and Gyro Suction (Vacuum) indicator bottom. Pilot left centre is top a set of eight warning annunciator panel lights (testable) and with Bright or Dim settings. Below is a clock. There is also a very basic Century 2000 2-Axis Autopilot panel. There are twin group sets of gauges to cover both engines left/right... with from top to bottom RPM, Manifold Pressure, Fuel Pressure (PSI), Oil Temp/Pressure, CHT (Cylinder Head Temperature) and EGT (Exhaust Gas Temperature) and bottom Carburettor Temperatures. Avionics are quite simple with top a KMA 24 radio panel, then a large (XP default) GNS 530 which of course pops out. Bendex/King KR 67 ADF tuner, then bottom a Bendix/King KR 71 transponder. Far right are two Bendix/King KX 165 tuners that cover (top) COMM 1/NAV 1 (lower) COMM 2/NAV 2. Centre pedestal is nicely done, with Twin-throttles, Twin-RPM levers and Twin Mixture levers... the RPM levers are actually the PROP levers for feathering? Not to be confused with the PROPHEAT levers front console. TAILTRIM (pitch) wheel is on the right which makes it hard to use. Flap lever is a flip motion switch with three positions in UP - T.O. - DOWN. and like the Parking Brake lever left both don't work via XP commands? and only by manual action only (really annoying). Internal Lighting Instrument lighting is excellent as is all of the internal lighting. There is a main instrument lighting knob lower panel and all the instruments are bright and clear, but the avionics are on a separate bus, so they have their own switch (arrowed). There is lit footwell lighting that is on all the time, but it looks very nice. There are two swivel lights set into the roof, they are animated but of limited movement... The swivel lights do a great job of lighting up the roof instruments and the even the main instrument panel but are not very good for say map reading... this is not too big an issue as the over the door lighting is excellent and does that map reading job better. All cabin lighting is exceptional with eight switchable side lighting panels... ... only blight on the copybook is that the "Passenger Notices" doesn't work? it could be the "EXIT" sign? Overall the BN-2 has one of the most inviting cabins for a fair while. Menus There is a set of menu tabs left lower screen, they are quite small, but cannot be made transparent. The five tabs cover; Maintenance, Controls Position, Performance/Speeds, Weight and Balance and finally Doors and Accessories. Maintenance The maintenance menu covers all items that can wear or be consumed on the BN-2, this includes; Alternator, Filters, Oil, Engine condition, Tire Condition and Brake Pads... all out of 100% perfect. You can choose if required to turn off the "Always like new" tickbox (arrowed) off if you want these active conditions working or not or that the items condition then deteriorate, to fix then just press the item box to go back to 100%. The point of the menu is the way the item when degraded interferes with your aircraft's condition more that just showing a wear or use item. It gives the aircraft over time a more tired or worn realism. Controls Position This is a visual control guide that is shown lower right screen, it covers the Yoke and Throttle positions. Performance/Speeds Two menu items that cover the Performance and Speed charts for your information. Charts can be resized for use. Weight and Balance There is an excellent "Weight and Balance" menu. Options include Fuel, Cargo and Passenger weights and all changes are shown on a CoG (Centre of Gravity) graph and also a CG location slider. Total Weight (Gross Weight) and Total Fuel loads are also noted, with also the choice of Lbs or Kgs. Notable are the weights of the passengers and you can click on each passenger to make their weight count but they then also to appear in the aircraft, you can also show the pilot and passengers visible from the internal or external views. Pilot and Passenger modeling is not too bad, but they are all unanimated. Doors and Accessories Final menu option is the "Doors and Accessories" menu. You can open all the staggered doors and small rear cargo hatch. Static elements are good, because you can set them as you want to... Chocks, Engine Inlet covers, Pitot Cover and rear Tail Lock. There is an external power source via a switch on the main instrument panel, but no external power cart (source), which I think is a an omission. Overall the menus and static elements are top rate and very well done but mostly very versatile in how you use them. Flying the BN-2 Islander I flew the BN-2 Islander from EGPB - Sumburgh Airport (Shetland Islands) to EKVG - Vágar Airport (Faroe Islands) to give the aircraft a feel through, now it is time to fly back... Two things became very apparent on the flight out... First was a lot of the switchgear and levers don't work with the X-Plane Keyboard and Joystick commands... Not a big problem in most cases, but here there are placed in very hard positions for simulator actions. Take all the lighting switchgear lower panel, impossible to use so low down while flying manually, ditto the parking brake, flap handle and other important switches and controls. Second aspect was far more worrying... the flaps set at UP are still 2º in the down position? This was felt in various ways all through the outbound flight. First in the case of drag which related to the higher cruise speed of the aircraft through the air, because the wing is simply not clean... second was that the Islander has a pronounced nose down attitude when flying at it's cruise speed, again caused via the flap drag/position... the whole affair is a real scratch your head moment in that how could a developer even get such a situation that wrong... I hoped the situation would have been cleared up in the update (v1.05) but it was not (the nose now sits pitch higher?), the switchgear I can live with, but the flap setting I can't, so that will affect the review in any performance case? Lower engine sounds are excellent, start up and lower idle thrumming is highly enjoyable, but the visual aspect of the rotating props look a bit old fashioned and even cheap... mainly because the props are actually flat and not cutting into the air. Landing lighting is a bit weak as well, you would not want to rely on the illumination on landing in poor or dark weather. With the Twin Lycoming O-540-E4C5 engines idling away, you notice a lovely shake, mostly via the windscreen and the vibrating shades... I actually thought it was the effects of the XPRealistic Pro plugin which was reviewed just before this BN-2 review, but it wasn't and actually you need to turn the XPR effects off as they over shake the effects. More so is the shaking effect on the rear fuselage and tailplane, as more throttle thrust applied will create more tailplane and rudder movement... it is huge effect, brilliant and very clever, I love it. A last quick check and it is time to leave the awesome scenery of Vágar and the surrounding Faroe Islands... Taxiing can be done at a fast pace, because you have the space here to do so, but those lower note throbbing sounds of the engines are excellent. Power up and Whoa!... there is a huge difference in performance between my fully loaded aircraft coming out, to this three passenger lighter aircraft going back as the BN-2 just powers off the line, were as it was very sluggish back at Sumburgh Airport, so you have to prepare yourself for that. The BN-2 is not a high performing sports aircraft and it shows that... 860 ft/min (4.37 m/s) at sea level is the maximum climb to a service ceiling of 11,300 ft (3,400 m) is not going to win any Red Bull air-race awards. I am tracking out of Vágar's Rwy 30 north just to see the sights! The visual northern Vágar (Island) coastline show is staggering... is this only a simulation? The Century 2000 2-Axis Autopilot is as noted earlier is quite basic, it will hold your heading and altitude, but that is about it. To climb or descend it just adjusts your trim UP or DN (Down), simple yes very. You can't climb more than 600 fpm max, if not you lose speed, this is at a light weight, but heavy you will climb at under or lower than 500 fpm and crawl your way up slowly to even a low 4,000ft altitude. So a weight loading is critical on how you want to use the BN-2. At speed you get a sort of eeeehhhh sound from the engines more than a brrrrh sound, it is okay but considering the engine distance factor (close) you actually expected a different sound at cruise, you feel the drag, and the speed is constrained to under 120 knts. Cruise speed is around 139 kn (160 mph; 257 km/h) at 7,000 ft (2,134 m) (75% power), I am 6,000ft at 90% power and running at that 120 knts? Max speed is 148 kn (170 mph, 274 km/h)... Range is 755 nmi (869 mi, 1,398 km) at 130 kn (150 mph; 241 km/h) at 12,000 ft (3,658 m), but a ferry range is a doable 1,216 nmi (1,399 mi, 2,252 km) at 130 kn (150 mph; 241 km/h). Cruising along I really like it up here, the shaking is very authentic and realistic, with the vibrations of the aircraft's frame and the shaking movement of the shades... .... is the tail vibration movement just a gimmick, no it is not, I really love it. Of course the BN-2 is famous for flying the Islander services Loganair's Westray to Papa Westray flight, which is the shortest scheduled flight in the world at 1.7 mi (2.7 km); the scheduled flight time including taxiing is just two minutes. Both the Westray Airports are promised as part of this BN-2 package, when released I will add in those scenery additions when they become available. Out of the murk comes the Shetland Isles, the approach into EGPB's Rwy 09 is quite difficult as to the runway's position, also high winds flow around the headland and pushes you around, today however I can live with a 5 knt crosswind. The trick to getting into Rwy 09 is to get well prepared before you start the approach, get the speed and height down ready instead of "too late, last minute" but in the BN-2 I found in that quite hard to do, the first flap position is under the white band, but even set at 80 knts at first flap I was actually losing height? I dare not go over the flap limit, but I was grabbing at the sky, pitch high trying to keep the altitude, but also in not stalling the Islander? it was all very uncomfortable. More flap to FULL-DOWN, but still I needed a lot of power to keep me airborne and STILL sitting on just under 80 knts to keep the aircraft in the air? My gut says I should be around 60 knts - 65 knts, but I am not? This is a STOL aircraft right? and all I feel is a sinking feeling at a high power setting. I get the speed down to 60 knts via a nose up pitch, but at this phase of the landing I should be down into the 50 knts zone.. official notes are 50 knts (58 mph; 93 km/h) flaps up and 40 knts (46 mph; 74 km/h)... flaps down says that at full flap setting at 60 knts feels and is too fast, and I am still losing height? With contact with the runway the BN-2 screws or twists.... the park brake is on? my fault? not sure, but the park brake placement and no Joystick connection it was impossible to see or react to the wrong setting while focusing on a fast sinking aircraft. In any aircraft you need confidence that the changes you make and feel are reflected in the aircraft, if that does not happen then you can't fly the machine well. I flew the BN-2 very well, that is why I am actually sitting on Sumburgh's 09 runway, but my skill factor overrode the capabilities of the Islander... in other words I had to overfly and not fly the aircraft realistically... that is not to say the BN-2 is really bad as it isn't and very far from that context, but it still needs some more development to get the performance closer to the aircraft. But that flap setting of 2º out certainly does not help in overall context either. A final performance note is that I landed in Vágar Airport in version v1.0 and the aircraft felt pretty good under flap, this second landing in Sumburgh is under v1.05 and there is note in the update the "Maximum flaps speed too low"? So what went wrong? Liveries There are eight liveries with the BN-2 and all are excellent... They range from Winair (default), Air America, Belgium Coast Guard, British Airways Express, Highland Park, OLT, A brilliant RAW version in bare metal and the Scottish Ambulance Service in the vivid yellow scheme flown here in the review. Summary The Britten Norman Islander BN-2 is a UK produced aircraft from the mid-60's and still in production today. A brilliant nine seater + pilot aircraft it is renowned for it's superb STOL (Short Takeoff and Landing) characteristics. It is a basic utility aircraft and a welcome new addition to the X-Plane simulator. Nimbus Studios started out in designing scenery but has recently moved into aircraft, and this BN-2 is their third aircraft after a Aero Commander 500S and the sensational Bell UH-1 Iroquois "Huey" last year. X-Plane users have waited a long time for a decent BN-2 and yes this Islander from Nimbus is well worth the wait. Modeling is excellent and so is the high-resolution detailing, internally it is all very good as well with some of the best cabin lighting for a while. Sounds are very good as well, but a bit plain at cruise. Excellent effects gives very realistic vibrations and the tailplane and rudder assembly shakes very realistically as well, All menus provided are excellent with very good Weight and Balance settings, Doors and Static elements, highly detailed wear and tear maintenance menu and in all areas the detail are all very, very good. But the BN-2 still overall feels a little under developed. Since starting the review with release version v1.0, there has already been a significant update with v1.05 and this update cleared up a lot of areas that needed attention in the release version like the non-animated rudder pedals... but there are still issues? Bad (sky) gaps in the front wheel well and under the instrument panel are highly noticeable? Propellers are bland in motion with flat spinners and don't have pitch or feather animations. Most switchgear and levers are not X-Plane command mapped so your joystick or keyboard inputs don't work? Landng lights are just pathetic and the flap is set at 2º at full UP position resulting in odd performance with speed and aircraft performance, landing speeds under flap just don't feel right either. So a childhood dream to fly the iconic British aircraft of the sixties, overall the results are I love the aircraft as it is very good in most areas and even excellent in many areas, but still needs more refining to be a totally fully quality aircraft, but with the past record of Nimbus that will come quickly. However it does come back to the situation of releasing too early than ready. Maybe the TorqueSim release caused an off balance in waiting. Overall the Nimbus BN-2 is very good, in a few updates it will be perfect.... recommended. _______________________________ Yes! the Britten Norman Islander BN-2 by Nimbus Studios is NOW available from the X-Plane.Org Store here : BN-2 Islander Price is US$34.95 Features: Highly detailed 3D model 4K textures Full PBR Textures for quality refection 3D Custom Sound System Animated switches Rattling and vibrations Accurate handling and flight characteristics Accurate performance based on performance charts Realistic night lightning with custom lights and textures VR ready (includes yoke manipulator) Ice buildup visual effect 8 liveries and more to come Nice Comprehensive Menus Windows for managing maintenance, weight and balance, doors and accessories, controls position and performance charts. Maintenance module: - If you want a more realistic experience you can choose if you want the aircraft to require maintenance with time and usage, depending on how you fly and engine exceedance the mechanical components will degrade and performance will be affected. Weight and balance: - A graphic interface gives you the chance to modify the cargo, passengers, fuel and CG Doors and accessories: - Open and close doors, add or remove wheel chocks, engine and pitot covers or controls lock. Performance: - This window will also allow you to see some performance charts. Controls position indicator: - A small window on the right bottom corner will show the position of your controls. Requirements X-Plane 11 Windows, Mac or Linux 4GB VRAM Minimim - 8GB VRAM Recommended Download Size: 1 GB Current and Review Version : 1.05 (June 16th 2020) Installation and documents: Download is 1gb and the aircraft is deposited in the "General Aviation" X-Plane folder at 1.10gb Installation key is required on start up and is supplied with the purchased download file. Documents supplied are: Manual.pdf _____________________________________ Aircraft Review by Stephen Dutton 18th June 2020 Copyright©2020 : X-Plane Reviews (Disclaimer. All images and text in this preview are the work and property of X-PlaneReviews, no sharing or copy of the content is allowed without consent from the author as per copyright conditions) Review System Specifications: Computer System: Windows - Intel Core i7 6700K CPU 4.00GHz / 64bit - 32 Gb single 1067 Mhz DDR4 2133 - ASUS GeForce GTX 1080 8Gb - Samsung Evo 1TB SSD Software: - Windows 10 - X-Plane 11.41 and X-Plane 11.50b10 (fine in the beta, but the Librain effects don't work?) Addons: Saitek x56 Rhino Pro system Joystick and Throttle : Sound - Bose Soundlink Mini Plugins: None Scenery or Aircraft - Faroe Islands XP by Maps2XPlane (X-Plane.OrgStore) - US$45.99
Scenery Review : KMCO - Orlando International by Nimbus Studios I have covered almost every area of Florida in my beloved Carenado F33A Bonanza. From the top of Daytona Beach to the end of the earth location of Key West. Based at KLAL (Lakeland Linder) I have somehow have found an virtual home in this on screen presence and start there mostly for every (GA or Regional) aircraft review to note down the details of the aircraft's effect on the X-Plane simulator, same with any beta or X-Plane upgrade... KLAL is my bench mark on where we actually currently are in the simulator. So Orlando is usually my first stop going east. It is easy to find Orlando from KLAL flying VFR as you only just need to follow the long and bright at night HWY 4 and there it is. You can use the Orlando VOR (ORL - 112.20) if you wish, but I know the area too well now to want to set it. So on my treks back and too across the heart of Florida you can't miss KMCO, or Orlando International Airport as it is a massive airport required to process all the millions of minions of arriving tourists that pilgrimage to the area's renowned theme parks. But in X-Plane KMCO has not been a particularly high on any developers list for attention, so most of my flying around Orlando and then KMCO was mostly Ted's Scenery version, which is mostly a very basic stick and round object piece of scenery. Then NAPS Advanced Sim Scenery did a great version and finally this Nimbus Studio version of KMCO and the area around it came to life. So let us look here at Nimbus Studio's (Butnaru) version and as a full payware version. First Impressions So I was eager to take a look and at my new nearest neighbour of a colossal international airport. Up at dawn I ran the F33A for five minutes to warm the engine and it's fluids up and then went KMCO airport hunting. It is not hard to notice KMCO, even at this early distance it stands out on the right side. As I have the ORL VOR set for my heading and the HWY4 is down to my left side, this route however it won't take you directly to KMCO as the VOR is positioned north of the airport in Orlando itself. So at some point I would have to deviate a little to the right to cover the airport for a closer look. Finally it was time to leave HWY4 behind and there is KMCO... You don't have give away your highway navigation either as if you follow the Arthur Anderson Beachline Expressway it then will then also take you right pass the northern boundary of the mega Orlando International airport. In the dawn light the Nimbus scenery looks very impressive, lighting is excellent and there is a lot of scenery to take in. So, so far so good as I certainly like what I see down there. So once over the airport I fall into a circuit to take me back to land on RWY 36R. KMCO has four major runways in 18R/36L - 18L/36R -17R/36L - 17L/36R. Two in 18R/36L - 18L/36R are to the west of the central area and are parallel to each other and both 7R/36L - 17L/36R are to the east and slightly offset and 17L/36R is the smallest of the four. At the top of the circuit you will find the huge East Lake Tohopekaliga, which is a very good guide if you skim the southern and then the western side it will line you up directly back towards RWY36R. KMCO's approach lighting is very good, some have RAIL guidance. Finals is in straight, Florida is very flat countryside as is the airport, flat and straight. Water treatment plant to the left on finals and the main airport's terminals are to the right of the aircraft... Even in this light you notice the boundary of the scenery as it is a darker (brown) but the boundary is covered by a road which helps, but it is noticeable. The very distinctive control tower is silhouetted perfectly by the rising morning sun There is no General Aviation parking in the central area, GA is on the western boundary and to my left. It is a tricky taxi from 36R to the GA and maintenance area because you have to pass over RWY36L on the way... easy no. Because there is no straight taxiway link directly from 36R to the west ramp area. Get it wrong or don't consult your airport layout chart and you will find yourself taxiing up or down 36L/18R trying to find an exit. Link taxiway J north and E south are direct, but the one you will usually use is taxiway Y of which you need to dogleg left to catch taxiway A2 to reach the west ramp, miss it and you are in nowhere's ville. So a point about KMCO is that there are a lot of complex taxiways and many will take you a fair way away from the central area and so a ground chart is invaluable around here. Once finally on the west ramp, I found it a huge space... and a very empty one as well. There are a lot of buildings on the western boundary but nothing else, no ramp markings, no aircraft parking markings, no static aircraft (okay a few by the maintenance hangars) and no ramp equipment or anything. Overall the first impression was very good at arriving at KMCO, but the empty west ramp was a real downer in you felt quite lonely out there. KMCO Overview Orlando International Airport (IATA: MCO, ICAO: KMCO, FAA LID: MCO) 17L/35R 9,001ft (2,743m) Concrete 17R/35L 10,000ft (3,048m) Concrete 18L/36R 12,005ft (3,659m) Asphalt/Concrete 18R/36L 12,004ft (3,659m) Concrete H1 44ft (13m) Concrete (Heli) Elevation AMSL 96 ft / 29 m Airport layout KMCO's terminal arrangement is quite different from most. It has central large receiving terminal with each side is flanked by two very large carparks called A (north) and B (south). From this central location shuttle trains take out to the four large satellite terminals for arrival or departure. These are called Airside Terminal 1 (Gates 1 -29), Airside Terminal 2 (Gates 100 - 129) which are connected to Terminal A (north), Then Airside Terminal 4 (Gates 60 - 99) and Airside Terminal 3 (Gates 30 - 59) which are connected to Terminal B (south) The Control Tower complex is positioned just south of Carpark B The whole central area is immensely complex, there is a lot of work in here and it looks very authentic in design and layout. Carparks A and B are huge with great intricate design, 3d cars and great foliage cover the area as well. The trees however look fine at a distance, but are very basic if even old fashioned closeup, but are good for framerate. Central receiving terminal is very impressive, I like the worn roof and textures. But dense is the word I would use in this zone, lots of everything in buildings, foliage, 3d cars and great building detailing. The four train tracks are animated and all trains go into each terminal and out towards each airside terminal on both ends. The trains are a faithfully reproduction of the real cars, that are currently undergoing replacement. Airside 1 and 2 Major domestic carriers based in Terminal A to Airside 1 and 2 include Alaska Airlines, JetBlue Airways, Southwest Airlines and Virgin America Major international carriers include Aer Lingus, Aeromexico, Avianca, Azul Brazilian Airlines, Norwegian Long Haul and WestJet. These two satellite terminals were part of the original airport and were opened in 1981. Airside 3 and 4 Major domestic carriers based in Terminal B include American Airlines, Delta Air Lines, Spirit and United Airlines. Major international carriers include Air Canada, Air Canada Rouge, Air Transat, British Airways, Emirates, Icelandair, LATAM Brasil, Lufthansa, Thomas Cook Airlines and Virgin Atlantic which primarily operate out of Airside 4, the airport's main international arrivals concourse. Airside 4 is the biggest satellite terminal and is recognisable by its ramp tower. Terminal detailing is very good, not overly worn or textured, but well done. There is a lot of standard equipment on the ramps and there is the featured Nimbus animated ramp walkers that add a lot of life to the scene. Animated vehicles trundle around the scenery as well, so the ramps are nice to be and buzzy. All the satellite terminals also have built in marshall guided docking and animated jetways (Marginal plugin required). Another Nimbus feature is see-through glass and internal passengers and departure lounges, sign textures are a bit blurry though but overall it is well done. A nice departure terminal is Airside 1, which is mostly run by Southwest Airlines. There is a more Floridian in appeal and feel here as from the others and there is some nice stand parking by the palm trees. Control Tower The Control Tower and base block admin centre is the highlight of the scenery. As control towers go, this is is a very nice one to admire from afar or close up. good detailing and nice textures adorn the structure. Tower view is good if you look to the north... But look to the south and a part of the tower's radar gets into the view, which notes the tower view position is in the wrong place. There is nothing better on departure or arrival than an aircraft taxiway over a busy road. Here at KMCO there are actually two on taxiway J in the north and on taxiways E and F in the south. The north taxiway does have an issue when viewed from below, as the supports don't connect with the taxiway. For this effect to work of course you will need to have the checkbox ticked for the X-Plane item "runways follow terrain contours" (General Menu) to allow for the elevation changes. Northern Boundary Outside of the central terminal area there is also a lot of scenery to add into the full KMCO package. There are mostly in two areas in the northern boundary along the Arthur Anderson Beachline Expressway and down the airport's western boundary... first the northern boundary. Northeast covers one of the huge car hire yards and the very prominent JetBlue maintenance hangar and offices. The JetBlue base is very well done, and in a way a very beautiful looking building, the added two JetBlue A320's certainly adds to the scene. An issue with the whole scenery though is highlighted here. Most of the main textures are not sharp, but a little poor in resolution. My "Graphic" settings are full up in "Texture Quality" and "Antialiasing" but still most textures are not sharp... sharp. You can forgive me for a little nostalgia here. Early in the X-Plane10 release I flew from KLAL to Orlando in the BK-117 helicopter and after a full afternoon's flying I put it down in this spot to have a rest. I spent a few hours, yes hours watching the X-Plane traffic file by until it went dark and I marveled at the greatness of it all. It is still clever stuff and the traffic is still as busy now as it was then... X-Plane however has also moved on as my landing point in the BK-117 is now a rental carpark. Further west along the northern boundary is the Gate Gourmet complex and various MCO authority buildings. More west is more of the same, but this time for Sky Chef. There has been a lot of attention given to this northern boundary area and it looks very complete. There are a lot of carparking and car rental areas and all have been filled with realistic 3d vehicles. Good water effects create the spaces in the areas that give it a very realistic view, the water reflects the lighting colours at night very effectively as well, That feature and more makes this area really well complete. West Ramp The West Ramp is the commercial area of the airport and includes maintenance hangars (United), Cessna support centre, Cargo and Mail facilities. But this wide space is empty and lonely. United maintenance hangars There are two maintenance hangars on the west ramp for United Airlines and separated to the north and central areas, they are known as United Maintenance North and United Maintenance South. Both hangars are the same and are well done, but the textures are a little blurry. Centre ramp is the main cargo facility... but it looks closed or closed down. There is a fuel depot set out behind. A known fact is that Orlando Intl is a U.S. Customs Service Foreign Trade Zone (FTZ) for International shipping. Another fact is that Orlando was a also designated Space Shuttle emergency landing site. The west-side runways, Runway 18L/36R and Runway 18R/36L, were designed for B-52 Stratofortress bombers and due to their proximity to NASA's John F. Kennedy Space Center, were an obvious choice for an emergency landing should an emergency "return to launch site (RTLS) attempt to land at KSC have fallen short. The runway was also an emergency divert site for NASA's Boeing 747 Shuttle Transport Aircraft when relocating orbiters from either west coast modification work or divert recoveries at Edwards AFB, California or the White Sands Missile Range, New Mexico.... so there you go. Cessna have a support base here for their Citation Jet, and this facility is slightly off the airport in the north section on Arthur Anderson Expy. Far south on KMCO is dominated by brand cargo facilities, United State Postal Service have a big depot here and so does FedEx. The United State Postal Service depot is well done (above), but the FedEx receiving warehouse (below) is missing.... too bored to finish it? Orlando Intl was initially an airforce base called McCoy AFB which was closed in the 1970's. But a few remnants remain in the form of which the military still uses such as the 164th Air Defense Artillery Brigade from the Florida Army National Guard in the former McCoy AFB Officers Club complex, an Army Reserve intelligence unit in the former SAC Alert Facility. Far, far south is the water treatment plant we saw on arrival... KMCO Lighting In the area of lighting at KMCO then Nimbus has done an excellent job in covering such a very large area and in using good lighting diversity. Runway approach, taxi and lit signage is excellent, it had to be to land a Shuttle! The whole central area is extremely well lit, and KMCO stands out for miles around. There is a great choice of lighting ideas, using colour to highlight certain aspects of the buidings and a great use of downlighting to highlight certain areas brings the buildings to life. The downlighting is evident all through the scenery, and is used to great effect to fill out even the outer areas of the scenery. The four satellite terminals are just as well covered, all look excellent and the ramps are fully usable once the sun goes down. Again Airside 1 is the best choice. Lighting ideas are very imaginative and that is constantly hard too as the area covered here at KMCO is immense. Building lighting close up is very good, but the same layouts are mostly used on every satellite terminal building. A highlight is again the JetBlue base, the building looks gorgeous at night and you get a brilliant view on the 17R approach at night. West Ramp north is dark, but mid-ramp is fine, again like noted the use downlighting is excellent on the myriad of mulit-use buildings here. _____________________________________________________________________________________ Summary Overall this is excellent scenery and very complex in areas like the central area and surrounding hire car and carparking areas, there is a lot, a lot of objects in incorporated in here and you can see the work that has gone into this scenery. So it is even more dumbfounding in that on the West Ramp it is so empty of static aircraft and ramp debris and the FedEx building is actually missing. So much and so close to perfection, but this area's empty absence is very noticeable in the air and certainly on the ground if you are wanting to use the area for GA or Cargo operations. That is not to say there is no static aircraft as there is, but not where it is most needed on that huge ramp... The under ortho-photographic images are far darker than the surrounding default X-Plane imagery, so the boundary is highly visible, but roads have thankfully been used at the point of the crossover. This does still however make the scenery stand out on arrival. Many of the textures are slightly blurry and so that makes them very highly processed for higher framerate more than their visual appeal, fine at a distance but average close up which daunts the total realism of the scenery. Night operations are to be welcomed at KMCO, as this one great airport to arrive in at night. There is great lighting at work here and the departure and arrival looks brilliant from any angle with runways close to the satellite terminals of which 17R/35L is the top pick. The scenery has great features in animations in walking people, inter-terminal trains and vehicle traffic, great glass and internal terminal detail, full guided aircraft parking and correct ATC routes ready for operations. Orlando demands a good scenery, and here it is... you may have to hit the Overlay Editor to make it absolutely perfect, but overall this KMCO from Nimbus Studios is very, very good! _____________________________________________________________________________________ The KMCO - Orlando International by Nimbus Studios is NOW available! from the X-Plane.Org Store here : KMCO- Orlando International Airport Your Price: US$24.95 There is both an X-Plane10 and X-Plane11 version included in the package. Features Compatible with X-Plane 11 and X-Plane 10 Two separate files included High-Resolution Airport by Nimbus Studio Dynamic terminal glass and water reflection on X-Plane 11 HDR lighting Taxiway bridges Fully customized HD ground textures 3D trees (like you haven't seen before) Static planes Optimized for better frame rates Animated Airport Custom animated jetways (AutoGate plugin by Marginal) Ground traffic with animated vehicles and people (GroundTraffic plugin by Marginal) Animated trains ATC taxi routes Requirements : X-Plane 11 or X-Plane 10 Windows, Mac or Linux - 64bit Operating System Required 2Gb VRAM Minimum - 3Gb+ VRAM Recommended Framerate is excellent for the density of the scenery, but still subject to computer system standards Installation and documents: Download for the KMCO - Orlando International is 537.24mb and the unzipped file is 821mb deposited in "Custom Scenery" Folder You will need to have the checkbox ticked for the X-Plane item "runways follow terrain contours" (General Menu). This NEEDS to be ON. Marginal's Autogate plugin is required for this scenery: AutoGate plugin 1.72 Documents: No Installation notes No charts are provided but these are good : KMCO.pdf _____________________________________________________________________________________ Review by Stephen Dutton 22nd April 2017 Copyright©2017: X-PlaneReviews (Disclaimer. All images and text in this review are the work and property of X-PlaneReviews, no sharing or copy of the content is allowed without consent from the author as per copyright conditions) Review System Specifications: Computer System: Windows - Intel Core i7 6700K CPU 4.00GHz / 64bit - 16 Gb single 1067 Mhz DDR4 2133 - GeForce GTX 980/SSE2 - Samsung Evo 512gb SSD Software: - Windows 10 - X-Plane 11 and also used in X-Plane v10.52 Addons: Saitek x56 Pro system Joystick and Throttle : Sound - Bose Soundlink Mini Plugins: Environment Engine by xEnviro US$69.90 Scenery or Aircraft - Bonanza F33A HD Series by Carenado (X-Plane.OrgStore) - US$26.95 - KLAL - Lakeland Linder Regional Airport 2.01 by Drankum (X-Plane.Org) - Free (note: personal added items in an office (okay demountable building and vehicles)