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Review: Daytona Beach International X by Aerosoft

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Daytona Beach International X

A review by Mike Cameron

 

Introduction

 

   I always like to provide a brief history of the scenery area and the airport as an introduction before starting the formal review.  I will also list the Aerosoft scenery features at the end of this section.  Information for the introduction was gathered from the following websites, www.daytonabeach.com , www.codb.us (official city website), www.flydaytonafirst.com , www.airnav.com and the Aerosoft product page.  Influential people have been arriving to the greater Daytona Beach area for centuries and contributions made by them continue to live on today for all to enjoy.  The explorer Ponce de Leon, during his 1513 search for the Fountain of Youth, discovered the now popular Deleon Springs located just west of Daytona Beach.  Dr. Andrew Turnbull homesteaded 101,000 acres of land as the New Smyrna Colony (now called New Smyrna Beach), just south of Daytona Beach.  Mathias Day, a wealthy Northern tycoon, was so completely enamored with the area that he became the founding father of Daytona, (now called Daytona Beach). He purchased 3200 acres in the fall of 1870 for a total cost of $1200.00 and built the very first hotel in 1874.  Daytona officially became a city when it was incorporated in 1876.  In 1926, the three separate towns of Daytona, Daytona Beach and Seabreeze merged as Daytona Beach.  Other famous people that are involved with the history of the Daytona Beach area include Henry Deland for whom the City of Deland was named, founded Stetson University in 1883; John D Rockefeller discovered Ormond Beach’s immaculate golf courses, made his winter home in the area.  Civil rights leader & educator Dr. Mary McLeod Bethune founded Bethune – Cookman College (now called Bethune – Cookman University since 1904), to educate daughters of African American workers on the railroads and Bill France founded NASCAR in 1948 and built the World Center of Racing, Daytona International Speedway in 1959.  Auto racing was popular before this when auto racing became a regular pastime along the hard packed beaches at the turn of the 20th Century.  Ormond Beach became known as the “birthplace of speed” do to the various land speed records set there.  By the 1920’s, Daytona Beach was dubbed the “World’s Most Famous Beach.”  Today, the hard-packed beach sand and the alluring Atlantic Ocean attract millions of tourists annually.  The Daytona Beach area boasts one of only a few beaches where driving and parking are allowed but is also perfect for other popular outdoor activities including bike riding, jogging, swimming, fishing or just relaxing.  The City of Daytona Beach is home to a university that is familiar to many aviation and flight simulator enthusiasts, Embry-Riddle Aeronautical University.  Besides the famous beach and raceway, other landmarks of the area include The Clock Tower & Band shell, Daytona Beach Pier, Halifax Harbor Marina, Jackie Robinson Ballpark, Municipal Stadium, Museum of Arts & Sciences, Ocean Center, Peabody Auditorium and the Tarragona Arch.  According to the U.S. Census Bureau, the population of Daytona Beach in 2013 was estimated at 62,316 people.  

      

Daytona International Airport History

 

   In the early days of aviation the white sands of Daytona Beach served as the only runway for daredevil pilots who were hired as guest entertainment for the upscale hotels of the area.  This entertainment source made the beach itself Volusia County’s first airport.  Soon entertainment shifted to service aviation when Pitcairn Airways began making regular airmail deliveries on the beach.  Also, the very first ever flight of a twin engine aircraft left the ground from Daytona Beach.  In 1928, the City of Daytona Beach moved this beach airport to scenic Bethune Point along the Halifax River and in 1930 the city moved the airport from Bethune Point to its present day location.  The rough construction included signage made from an old wooden surfboard planted firmly in the ground and the runways were made from coquina rock.  Today the surfboard sign is located in the airport terminal on the second floor.  In 1940, the city hired a zookeeper to run the airport but the zookeeper also brought the animals with him.  The US Navy took control of the airport during World War II for pilot training and the city regained ownership of the airport in 1946.  At this time air travel was replacing rail travel as the favored mode of transportation.  The first terminals and hangars were constructed starting in 1952 and throughout the decade passenger and cargo service grew to 6000 aircraft per week, including Eastern, National and governmental airlines.  In 1958, a federal aid program provided funding for construction of a new modernized terminal with many amenities and the terminal design promoted Daytona Airport to one of most modern and safest airports in the State of Florida.  Volusia County took over management & operational control of the airport in 1961 and was renamed Daytona Beach Regional Airport and in 1992 it was transformed into Daytona Beach International Airport.  This new 46 million dollar expansion surpassed the design of the former airport adding an international terminal and a newly extended 10,500 foot runway to accommodate larger aircraft.  Today Daytona Beach International Airport provides carrier service from Delta and US Airways.

 

 

 

Airport & Runway Information

 

ICAO Code: KDAB

 

Elevation: 34.1 feet

 

Location: 3 miles SW of the City of Daytona Beach

 

Control Tower: Yes

 

Pattern Altitude: 965 Feet (light aircraft) and 1365 Feet (high performance)

 

Nearest Navigation Aids:

 

Ormond Beach VOR (OMN) 112.60

 

New Smyrna Beach EVB (EVB) 417

 

Sanford NDB (SFB) 408

 

Aircraft Based on Field: 235

 

Single Engine: 173

 

Multiengine: 40

 

Jet Aircraft: 21

 

Helicopter: 1

 

Aircraft Operations: Average 800 per day with 67% transient general aviation, 28% local general aviation, 3% air taxi, 2% commercial and < 1% military.

 

Additional Note: Heavy migratory bird activity on or around the airport

 

Runway 7L/25R

10,500 x 150 Feet, Asphalt/concrete grooved in good position, High intensity edge lighting

 

 

7L

25R

Elevation

28.3 Feet

32.7 Feet

Traffic Pattern

Left

Right

Heading

070 Magnetic, 065 True

250 Magnetic, 245 True

Displaced Threshold

690 Feet

None

Markings

Precision in good condition

Same

Visual Slope Indicator (VSI)

None

4-Light PAPI on left with 3 degree glide path

Approach Lights

MALSR: 1400 foot medium intensity lighting system with runway alignment indicator lights

Same

Runway End Lights

No

No

Centerline Lights

Yes

Yes

Touchdown Point

Yes, Lighted

Yes, No Lights

Instrument Approach

ILS

ILS/DME

 

Runway 16/34

6001x150 Feet, Asphalt/grooved in fair condition, Medium intensity edge lighting

 

 

16

34

Elevation

30.8 Feet

32.4 Feet

Traffic Pattern

Left

Left

Heading

160 Magnetic, 157 True

342 Magnetic, 377 True

Markings

Non Precision in good condition

Same

Visual Slope Indicator (VSI)

4-light PAPI on left with 3 degree glide path

Same

Runway End Identifier Lights

Yes

Yes

Touchdown Point

Yes, No Lights

Yes, No Lights

Obstructions

16 foot road, 700 feet from runway, 320 feet left of centerline, 34:1 slope to clear

73 foot trees, 2120  feet from runway, 400 feet left of centerline, 20:1 slope to clear

 

7R/25L

3195 x 100 Feet, Asphalt in poor condition with uneven pavement on the outside edges, Medium intensity edge lighting

 

 

7R

25L

Altitude

28.4 Feet

32.2  Feet

Traffic Pattern

Right

Left

Heading

070 Magnetic, 065 True

250 Magnetic, 245 True

Markings

Non-precision, in good condition

Same

Visual Slope Indicator (VSI)

2-Light PAPI on left with 2.86 degree glide path

Same

Runway End Identifier Lights

Yes

Yes

Touchdown Point

Yes, No Lights

Yes, No lights

Obstructions

38 foot trees, 1280 feet from runway, 20:1 slope to clear

5 foot obstruction, 425 feet from the runway, 200 feet right of centerline, 20:1 slope to clear

 

 

Aerosoft Scenery Features

Installation

 

   Aerosoft products are very easy to install.  I received the review copy directly from Aerosoft so your install process may be different.  After purchase you will receive an email with a link to your Aerosoft account.  Log in and select the order number for this scenery.  A new window will open with the download link, your purchase email and a very long Serial number.  First I recommend some form of download manager because the download size is very large, 3.36 GB.  Also, unless you are an excellent typist (I am not), I recommend copying the Serial Number to the Windows Clipboard and paste during the installation process.  I actually go one step further and create an email to myself with this information so that I do not have to log into my account if I need to Install Daytona Beach again at a later time.  The current full version is 1.10 so as with all software occasionally check to see if there are updates or full versions available to download.  Before starting the install process and if you own any Orbx scenery products, Open FTX Central and activate the Global or Default Region because the Daytona Beach International Airport scenery is located outside of the Orbx regions.  Unpack and start the setup program, select the install language, accept the license Agreement, read the message on the next screen, enter your Customer Email & Serial Number, click “Next” and if everything is entered correctly you will receive the wonderful “Success” message.  Next is the simulator selection screen and Aerosoft provides a triple installer for FSX, P3Dv2 and FSX: Steam Edition.  I will be reviewing the FSX: Steam version of the scenery.  Unfortunately, Prepar3D Version 1 is not supported and this is the first product that I am aware of that does not support both versions of Prepar3D.  The installer should automatically find your simulator location but if it does not click on the “Browse” button to manually locate.  I like that Aerosoft provides an information page before installing the files so if you made a mistake, you can go back and correct it.  This is a very large scenery file so it may take some time to install the files to your hard drive.  If you have your simulator on a traditional (non SSD) hard drive, I recommend defragging after installation.  After the files are copied you will be given the option to run the Aerosoft Launcher Setup now.  I already have this program installed but still perform this step just in case is has been updated.  The program responds that I already have the latest version so I select “Cancel” to close this program.  The Aerosoft Launcher is a wonderful utility that allows you to update your Aerosoft products, read the documentation and more.  For now I just want to open the Daytona Beach X documents and two are included, a 16 page charts document and a 13 page manual.  The first half of the manual is in English and the second half is in German.  Aerosoft has also included a wonderful Scenery Configurator tool for customizing your scenery experience depending on your system resources.  I enabled all of these options because I now have a moderately powerful computer system.  Press “Install Selected” to install the selected features.  All of my review screen grabs will be with all of these features enabled because there will be a lot to cover and comparisons of all of the various scenery features would be a review in itself.  I did not see an option for compatibility with other scenery products so I hope Daytona Beach X will be compatible with my Orbx Global and Vector products.  For some reason I had to manually add this scenery to my FSX: SE Scenery Library but once I did this, the airport looked like it should in the simulator.

 

 

Airport Ground Tour

 

   I always like to walk or jog around new airport scenery to look at the quality and features of the airport.  I use the free Orbx Bob first person simulator to perform this task and am going to start at Runway 16, walk in a clockwise direction and return to where I started.  There are some major scenery features just outside of the airport boundary so I will occasionally leave the airport to visit these locations.  The first screen grab provides a view of the nice looking runway textures, runway/ramp signage and the ground vegetation is also impressive.  I like the textures of the well-used taxiway, there are not any cracks but there are ramp textures that indicate that different sized aircraft have operated at this airport.  This is also a good place to review the airport signage night lighting effects which look great.  I am happy that there are not any extreme halo effects.  From this view I can also see the lighting inside of the distant buildings and this to looks realistic.  I have the Orbx HD Trees installed and the trees on and around the airport looks like they belong in Florida.  The first group of static general aviation aircraft that I come across is on the Embry Riddle Aeronautical University ramp.  I like the consistent look of these aircraft which is what I would expect at an aviation university.  I also like that the exterior textures indicate that these are training aircraft but I am not wild about the opaque windshields.  I would rather like to see clear windshields or window shades.  The Emery Riddle University buildings also look very nice.  The airport lights have a very nice effect, I like how these lights are aimed at the ground which is how it should be and it is nice to see some light displayed on the ramp.  I like the real world objects that are included with the scenery, the only thing missing are some students walking around the area.  They do not need to be animated but it would have been nice to have some people at the airport to complete the experience.  Walking around the campus, I feel that I am actually there which is great.  The windows and doors are two dimensional so I cannot have everything and it would also be nice if there was some building signage.  The small ground objects are just as impressive looking as large objects which is another feature I look for with quality scenery products.  At the area where there is a small building there are also some ramp lights placed here so I capture a screen grab of the lighting effect which is very impressive without a large halo effect which for me ruins the atmosphere.  Next I come across some more general aviation aircraft for the ATP Jet Center and continuing south I get a look at the first building with some signage, the ATP Jet Center.  I like the radio frequency and phone number placed clearly on the outside of the hangar building.  Airport vehicles also look great with some angular features but at least the vehicle signage is readable which is nice.  Both the small and large hangars have great looking textures I just wish some of them were open as well as have some static aircraft parked outside.  The Southeast ramp provides plenty of parking for simulated aircraft but again no static aircraft are included as part of the scenery which is too bad.  I am now going to walk west to explore the other side of Daytona International Airport.

 

 

   The first building that I come across is the fire station and the tower.  The textures of these structures are very good looking and I love the hedge around the parking area but it would have been nice to have a static fire vehicle parked here.  Maybe I will see them elsewhere on the airport.  I do like that the garage for the fire vehicles is open and that there is some detail inside.  Next I walk by another general aviation parking area and the Yelvington Jet Aviation facility, and again there are plenty of open parking spots but no static aircraft.  It would have been nice to see some static business jets parked here.  I decide to exit the simulator and verify that I have the Maximum Static Aircraft option enabled in the Scenery Configurator tool and I have this setting set to “Dense” for both static aircraft and airport equipment.  I wonder what a “Lite” setting would be like and I cannot believe having more static aircraft would affect performance that much.  I continue my tour and next up is the Daytona International Speedway scenery objects.  The speedway stadium and racetrack are very detailed so I am going to leave the airport and explore inside this facility.  The scenery details inside of the entrance are just as impressive as the exterior textures.  Besides the animated race cars that you can hear around the airport and get louder when you are near, there is also an animated Ferris wheel.  I did not have a performance drop with these animations enabled which is wonderful.  I normally do not post frame rate information because everyone’s system is different but I am going to make an exception for this scenery because I have my frame rate locked at 30 frames per second and I consistently received this performance wherever I was at the airport with all of the scenery features enabled.  The only thing missing from the racetrack is spectators but this was probably done for performance reasons and I do not have an issue with this.  I just wish Aerosoft would have included some static people at other areas of the airport.  The air carrier ramp includes everything that you would expect, high detailed jetways, airport equipment & vehicles and ramp markings.  I also like how you see inside the Terminal from the ramp which adds to the realism.  Oddly, there is no building signage, aircraft or airline workers as part of this scenery which would have greatly added to the overall experience.  I tried adjusting the time of day and increasing the amount of AI Airline traffic but unfortunately the results were the same, so airline jets.  I consider this a serious omission and do not know why the developer decided to do this but even if they just included one static real world airline would have greatly added to the experience and realism level.  What I also do not understand is why my Ultimate Traffic 2 aircraft did not display in the scenery, maybe I did not have the time of day set correctly.  I am now going to walk around to look at the entrance of the Terminal to see the features included at this area of this scenery.  Before entering the Terminal I want to say that the exterior textures of this building are great looking and there is signage on this side of the Terminal.  Even the small no parking (Loading & Unloading Only) signs have some detail.  The roadway signs are also very good looking.  Walking a little further away it is nice to see that the nearby hotels have some detail from a ground level perspective.  Now I am going to walk back and enter the Daytona Beach International Terminal.  The interior is an optional feature so if you don’t like it or will ever go back inside; it can be disabled with the Scenery Configurator.  The interior is very detailed with three dimensional features, clear signage but no people.  I cannot believe that having some static passengers and workers would have that much of a performance impact.  Also missing are airline ticket counter signage but at least this is a start, for many years all that was modeled with airport scenery products were exterior features of airport buildings.  I am not able to walk to the second level but as you can see from my screen grab there are plenty of features on that level.  Walking back outside, I was able to find one of the airport fire vehicles passing by and they became visible and are moving when I increased the Airport Vehicle Traffic slider to 100 percent.  At the Shelt Air and Phoenix East general aviation ramp, it is nice to see another type of static aircraft included with the scenery besides the Cessna’s.  This is one of the minor nitpicks that I have with the Aerosoft Daytona Beach X scenery, the lack of variety of static aircraft.  It is nice to see that there is some real world signage on the doors of the Phoenix East building.  It is also nice that Aerosoft included a large open hangar here and love the amount of detail included inside.  I have now completed my ground tour and overall I am very impressed with the Aerosoft Daytona Beach X scenery product.  They have included many high quality textures and features without a performance penalty.  It is now time to explore the area from the air.

 

 

Daytona Beach Aerial Tour

 

   I like to explore the scenery area with the default Trike Ultralight.  Next I find a website that lists the major point of interest locations for the scenery area and preferably one that includes maps.  I am going to use the Trip Advisor and will also use a moving map on my iPad that includes a Google or some form of street map for reference.  Let’s get started and I do not have to travel far to see the first major landmark, The Daytona International Speedway.  I depart the active runway and flyover Embry Riddle Aeronautical University.  The airport, Embry Riddle and the racetrack all look just as impressive from the air as they did from the ground.  The other buildings associated with the racetrack are also included with this scenery and look just like the real world buildings.  Aerosoft has even included shopping malls near the airport and you can even read some of the store names which is very impressive.  I now want to quickly comment about photoreal textures included with this scenery.  As with all photoreal textures, everything is placed in their real world locations but these textures are not designed to be viewed from low altitudes.  So parking lots, parked cars, streets and other features may be blurry looking when viewed from low altitudes.  I do not have an issue with this as long as there are enough three dimensional objects placed there also.  Personally, I found that with this scenery that when viewed from 1500 feet or above resulted in clearer ground textures and I am still low enough to see what I am looking at.  After the racetrack flyover, I notice that a landmark that I mentioned in the introduction, Bethune- Cookman University is northeast of the airport so I am going to fly over it before heading east to the famous beach.  As I am flying around I notice another benefit of photo scenery, is that every park, athletic field, golf course and other features are placed in their real world locations.  As mentioned earlier, depending on your altitude, look very nice from the air.  The next landmark travelling east is the Jackie Robinson Ballpark and even though this is a photo real textured landmark it still looks good.  The marina photo textures look less impressive from lower altitudes with two dimensional boats but again when I fly at higher altitudes this is not an issue for me because of the large scenery area included.   The bridges of the area are three dimensional and look very nice.  Obviously, a scenery product titled Daytona Beach had better have a great looking beach and Aerosoft does not disappoint.  The ocean textures are also excellent, though my Real Environment Extreme textures may have something to do with the water textures.  The area of Daytona Beach that I captured a screen grab of is also the site of the Daytona Beach Pier and Boardwalk.  The Boardwalk includes an animated Ferris wheel and another thrill seeking amusement ride.  I decided to land on the beach so that I could capture some ground level photos of this area.  I also captured a screen grab of the amusement area at dusk and the lighting effects are subtle but it would have been nice if the nearby buildings could also have been lighted.  At least these buildings and the other major buildings along the beach are very detailed and I could even read a hotel name when I flew over them.  I am now going to travel south and fly over the number one thing to see when visiting Daytona Beach according to Trip Advisor, the Ponce de Leon Lighthouse.  Before reaching the lighthouse location, according to the map is a Manatee Protection Zone and there is a maximum 30 mile per hour speed limit.  I am sure this only applies to boat traffic.  I continue to enjoy the beach scenery as I travel to the Ponce de Leon Lighthouse and am very happy to report that this point of interest location is modeled in 3D along with the nearby park which is wonderful.  Also, the simulated lighthouse looks similar to the real world one which is a nice bonus.  Besides the beach the other natural scenery features look nice especially when flying at a higher altitude.  Some may complain about photoreal textures but again I do not have a problem with this scenery’s textures because of the large area included and amount of 3D objects that are included.  I have now reached the southern boundary of the scenery which is just south of Massey Ranch (X50) which is 14NM south of KDAB.  I will visit the other airports included with this scenery in the next section.  The northern boundary of the scenery is just north of Flagler County (KFIN) 19NM north and the western boundary of this scenery extends from Lafayette Landing (FD90) 11NM west.  For this scenic flight I have only traveled over a small area of the Aerosoft Daytona Beach scenery but I would be remiss if I did not pass over one of the major attractions of this area, golf courses.  There is one located northeast of Daytona International Airport so I will fly over it before landing.  I decided to capture my final approach to Runway 7L both during the day and at dusk to see the approach lighting effects and the approach lighting is very impressive. 

 

 

Cross Country Destinations

 

   Having a detailed premium airport is great as a home base but it is also nice to have some airports within a short to medium cross country flight for a famous hundred dollar hamburger or to just visit a new airport.  Luckily, Daytona International Airport is located in Florida and there are plenty of airports to choose from.  Included with this scenery are an additional six airports located in the Daytona Beach Area.  I have already mentioned Massey Ranch, Flagler and Lafayette, the other three are Ormond Beach (KOMN) 8NM north, Spruce Creek (7FL6) 6NM south, and New Smyrna (KEVB) which is 9NM to the south of Daytona Beach International Airport.  These airports are not as detailed as Daytona Beach International but all of them include airport adjustments and all except Lafayette Landing include custom taxiway and runways.  For longer flights there are several premium airports available from other developers as well as some quality free upgraded airports.  I do not own the other Florida premium airport products but I do have the Orbx Global & Vector products installed and there are three free Global upgraded airports located in Florida for longer cross country flights.  These are Winter Haven Municipal (KGIF) 76NM southwest, Venice Municipal (KVNC) 146NM southwest and William P Gwinn Airport (06FA) 141NM south of Daytona International. 

 

   I just purchased a restored 1959 Piper Comanche 250 and for a check ride I am going to fly to all of the Aerosoft upgraded airports travelling north and flying to each of these airports in a counterclockwise direction.  The first stop will be KOMN followed by KFIN, FD90, X50, KEVB and 7FL6 before returning to KDAB.  Before starting this flight I want to first load a helicopter and capture a screen grab of the Halifax Medical Center helipad which is also included as part of this package.  As you can see from my screen grab the helipad and the roof of the hospital is very detailed and looks nice.  I forgot to include the hospital in my aerial tour so I going to go the street level and capture a picture of what the rest of the buildings look like.  The buildings look lice but for some reason they are all elevated in my simulator.  Also if you are going to start a flight from this location, remember to select “Active Runway” or you will be placed on one of the ground level helipads and if you have the same issue that I have, you will have all of the elevated buildings around you which does not look good. 

 

 

   Now let’s begin the check ride in my wonderful Piper Comanche 250.  I have completed the preflight inspection have started the engine and am now ready to taxi on this beautiful June Summer day.  The weather should be favorable to be able to see the scenery from an aircraft larger than the Trike Ultralight.  As you can see from the following screen grabs that even though these airports are not of the level of an ultra-premium airport, the runways, taxiways and even the buildings look very nice.  I like that the buildings have multiple textures (not just a single color for all buildings) and have three dimensional doors which adds to the quality of the scenery.  The downside of these airports besides have the same buildings repeated for all of the airports are that there are not any static aircraft which I miss.  The exception is Lafayette Landing which is a private airstrip with a grass runway with a couple of houses and the building has some environmental textures which is great.  I have now completed this nice flight and besides taking a look at these airports, I also became more familiar with my wonderful new aircraft.  Oh by the way if you have not already guessed it, is the outstanding A2A Piper Comanche 250 and this is the perfect aircraft for exploring the flight simulator world.

 

 

 

Conclusion

 

Accessibility

 

  The Aerosoft Daytona Beach International X is very accessible because it is available from multiple flight simulator web stores in many different countries.  Also it can be installed to FSX, P3DV2 and FSX – Steam edition without an additional purchase which is great.  If you are still using Prepar3D Version 1 series, it is time to upgrade because that simulator is not supported.  An X-Plane version is also not available at this time.

 

Affordability

 

    This scenery package is 24.95 U.S. which I consider very affordable considering the size of the included scenery area and the amount of included features.  I also like that Aerosoft provides a triple installer for FSX, P3Dv2 and FSX-SE without having to purchase additional licenses if you own multiple simulators.

Ease of Installation

 

  Aerosoft products are very easy to install though I recommend copying & pasting the long Serial Number to avoid typing mistakes.  Also this is a very large file so I recommend defragging if installed on a traditional hard drive.

 

Features & System Performance

 

   Just about everything that you would want in premium airport scenery is included (ultra-detailed airport with Terminal interior, local points of interest, large photo scenery area as well as some extra airports).  System performance is outstanding and I do not think anyone with a computer purchased in the last several years should have an issue with all of the scenery features activated.  Aerosoft includes the wonderful Scenery Configurator that allows you enable/disable features to improve performance, personal preference or for other software compatibility.

 

Final Thoughts

 

   I am very impressed with the Aerosoft Daytona Beach International X premium scenery product.  If this is your first premium airport for the State of Florida, Daytona Beach is a nice central location for exploring this state and the Southern part of the United States.  I did not mention this in the previous conclusion sections but the included photo textures are pretty good and I think is best viewed from a 1500 foot altitude or above.  This is low enough to be able to see the various points of interest land marks but high enough for a minimum amount of blurry textures.  As with all photo textures there are some blurry textures (parking lots, marinas with 2D boats) but there are enough three dimensional objects plus the large scenery area for me to overlook these shortcomings.  Also, as far as I can tell or I just did not notice it, the scenery blending with my Orbx Global textures was very good.  I did have a couple of minor issues with this scenery, the static aircraft are great looking but I wish there was some variety.  The two general aviation aircraft were Cessna’s and a Diamond DA-42.  It would have been nice to see other types of aircraft included both small and large.  I also would have preferred clear windshields instead of the opaque ones that are modeled.  Lastly, I would like to see some people at the airport; they do not need to be animated but having some workers or students near the Embry Riddle aircraft would have greatly added to the experience.  I want to thank Aerosoft for providing this wonderful scenery for me to review.  For information and to purchase Dayton Beach International X from Aerosoft, please visit the product page located here: http://www.aerosoft.com/cgi-local/us/iboshop.cgi?showd,,D13192 .

 

Test System

Hardware:

Computer Specs:

  • Software:

    • Intel Desktop Computer
    • Intel i5 4670K 3.4Ghz Non OC Processor
    • 8GB DDR3 1833 Memory
    • 2TB SATA HD (7200 RPM)
    • NVIDIA GeForce GTX970 Video Card with 4GB GDDR5 Memory
    • Logitech Extreme 3D Pro Joystick
    • Flight Test Time:

      • FSX: Steam Edition, Windows 7 – 64 Bit
      • REX 4 Texture Direct with Soft Clouds
      • Orbx HD Trees, Global, Vector, Europe Landclass & Multiple Regions
      • FS Global 2010 FTX Compatible
      • DX10 Scenery Fixer
      • FSX Fair Weather Theme
      •  

        • 15 hours

REVIEW - JustPlanes AeroMexico 777/737 Aviation...

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0
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Review

by Marlon Carter

Publisher: JUST PLANES

Description:  AEROMEXICO 777/737

Format:
Blu-Ray/Download

Reviewed by: Marlon Carter

 

 

INTRODUCTION

 

 

 

 

Flight Information

A/C

Reg

Flight

Route

Flt Time

Destinations

737-800

XA-AMN

AM 591

MEX-CUN

1h49

MEX Mexico City, MEXICO

CUN Cancun, MEXICO

737-800

XA-AMN

AM 593

CUN-MEX

2h03

CUN Cancun, MEXICO

MEX Mexico City, MEXICO

777-200

N745AM

AM 517

MEX-MAD

10h05

MEX Mexico City, MEXICO

MAD Madrid, SPAIN

777-200

N745AM

AM 518

MAD-MEX

11h46

MAD Madrid, SPAIN

MEX Mexico City, MEXICO

 

 

+ Cockpit filming using up to multi cameras for great views on takeoff and landing!

+ Additional camera for wingviews on the Boeing 737

+ First flight on a Boeing 737 with new winglets!

+ Flight Preparations

+ Cockpit Set-up

+ Briefings & Checklists

+Depature& Arrival Airport Charts

+ External Walkaround of Boeing 737

+ Cockpit Presentation of Boeing 777

+ Great scenery on departures & arrivals and en route

+ Great dusk departure & sunset arrival at Mexico City

+ Introducing Maria Fernanda, our Boeing 737 copilot

 

 

HIGHLIGHTS

This program was by far the best out of the AeroMexico series. Our first flight features a brand new 737-800 on a return flight from Mexico City to Cancun. We start off with a presentation on how flights are prepared on the ground as the Captain and First Officer review their dispatch documents. After this aspect of the preflight preparation was completed, we join our First Officer as she completes the cockpit setup which was very insightful. While the departure was slightly delayed due to a long line of aircraft preparing for take-off, our departure provided a scenic view of Mexico City which is always an amazing sight. During our flight to Cancun, the First Officer discusses a little about her history in aviation and her progression through AeroMexico which took 6 years. From this brief presentation, it seems like the life of a pilot at AeroMexico is very rewarding and exciting. Another highlight of this flight was the approach to Cancun where the pilots had to deviate from bad weather on the approach path. In addition to this, the landing by the Captain was perhaps one of the smoothest landings I have ever seen in a 737-800. The final highlight of this trip was the detailed walkaround of the 737 by the First Officer prior to our departure back to Mexico City.

The final segment of this presentation features the 777-200 on a roundtrip flight from Mexico City to Madrid. While there were many highlights to this segment, the ones that stood out the most was the presentation on plotting charts, career background on the captain and an amazing cockpit presentation of the 777. In addition to the highlights mentioned, this program is packed with scenic views and creative video editing that makes it a joy to watch. From this video and the period videos that were releases, it’s clear to see that the operations of AeroMexico very professional. In addition to this, the people that work there seem to truly enjoy their job and working for such a great company. We certainly have to thank AeroMexico and JustPlanes for sharing such an amazing perspective on their daily operations. – Highly Recommended.

 

 

 

 

Video Preview

https://www.youtube.com/watch?v=K9eluV_DqOw

https://www.youtube.com/watch?v=HrDjSKYDkLs

 

REVIEW - Just Planes Air France 747-400 Video

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Review

by Marlon Carter

Publisher: JUST PLANES

Description:  AIR FRANCE 747-400

Format:
Blu-Ray/Download

Reviewed by: Marlon Carter

 

INTRODUCTION

 

 

 

 

 

 

 

 

       
 

 

 

Flight Information

A/C

Reg

Flight

Route

Flt Time

Destinations

B747-400

F-GITH

AF 438

CDG-MEX

10h20

CDG Paris CDG, FRANCE

MEX Mexico City, MEXICO

B747-400

F-GITD

AF 439

MEX-CDG

9h50

MEX Mexico City, MEXICO

CDG Paris CDG, FRANCE

 

 

+ Cockpit filming using up to 6 cameras for fantastic views on takeoff & landing!

+ Detailed Preflight Preparations

+ Crew Briefings

+ Checklists

+ Aircraft Walkaround

+ Departure & Arrival Airport Charts

+ Detailed Cockpit Presentation

+ Detailed Systems Presentation

+ The 747 Love Affair with Air France

+ Great scenery on both flights

 

 

 

HIGHLIGHTS

Once referred to as the Queen of the skies, the 747-400 is sadly being phased out of commercial passenger operations. While the day when no 747-400s will be flying passengers is still a way off, we can all be thankful that Air France has allowed Just Planes to film the operations of their pride and joy before she exits the fleet.

In this program we will join the flight crew as they fly the 747 from Paris to Mexico City as Air France Flight 438 and 439 on our return to Paris. With a program that features a single round trip having a 4 hours runtime, it’s only obvious that this leaves a significant amount of time for numerous presentations about the aircraft and how it is flown. For example, at the very beginning of this program we spend some time with the captain has he carries out a detailed preflight preparation before heading to the aircraft. Another highlight of our pre-departure segment is a thorough walkaround of the 747 that truly shows its immense size and complexity. During our flight to Mexico City there were numerous highlights that included a presentation on airport departure and arrival charts, oceanic procedures and a very in-depth cockpit presentation. An added bonus to these highlights is an interesting discussion with the Captain on the love affair between the 747 and Air France pilots. From this presentation it was quite clear to see that Air France pilots thoroughly enjoy flying the 747 whether it is passenger or cargo operations.  For our return flight, the presentations continue with an explanation of the deviation from our route due to bad weather and the policy on flying a mile offset.

As far as scenic highlights are concerned, the 6 cameras in the cockpit were able to capture views that can only be described as breathtaking. Whether it is a view of the densely populated Mexico City at night or the stunning sunrise over the Atlantic, everyone will enjoy the creative editing that is seen throughout this program. Ultimately, this is perhaps one of the best Air France videos after the A380 and I truly hope that Air France continues to open its doors to the world for all to see and experience the thrill of flight.

 

 

 

 

 

 

Video Preview

https://www.youtube.com/watch?v=wWb5HRcC9Jo

 

REVIEW - Carenado PA31 Navajo for FSX/P3D

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Review

by Marlon Carter

 

INTRODUCTION

 

With well over 3000 airframes built, the Piper Navajo is one of the most popular twin piston aircraft that are still active in a number of charter operations. Although the aircraft was built in the late 1960s until the mid-80’s, the PA31 has seen numerous changes over its design history which resulted in approximately 10 original variants. As far as the FS world is concerned, the PA31 and other twin pistons have been sorely lacking. Carenado has once again picked up the slack with the release of their PA31-310 Navajo rendition that looks quite impressive. Here are some of the features listed below.

 

 

 

 

FEATURES

 

 

Flight1 GTN 750 integration
Reality XP GNS530* integration (only for FSX)
Carenado GNS530
Full FSX and P3D v2.0 compatible.
Cold and Dark start option

 

Special Features
Carenado GNS530 with Reality XP integration option.
Original autopilot installed.
HD quality textures (4096 x 4096).
Volumetric side view prop effect
Dynamic propeller shines effect.
32 bit real Lycoming TIO-540-A 3D sounds.
Customizable panel for controlling windows transparency, instrument reflections and static elements such has wheel chocks and sights props.
Real behavior compared to the real airplane.
Real weight and balance.
Tested by real pilots.
Realistic night lights effects on panel and cockpit.

 

 

 

 

FIRST IMPRESSION

 

 

MANUALS

The manuals that come along with the PA31 are typical of most Carenado aircraft which include the Carenado GNS530 manual, PA31 Emergency and Normal Procedures, Performances Tables, Reference and a Weather Radar Manual. All of the manuals are fairly well put together with most of it having information from the real aircraft manuals.

 

It would be nice to include a flight tutorial to see how the systems work together along with the manuals on a typical short flight. For example, the fuel system on this aircraft is slightly more complex than the average Cherokee or C172. Therefore, it would have been useful to provide some information on the systems of the aircraft and how they operate. This not only makes these systems easier to use, but it also creates a more excitement for the user as her or she will have the feeling that they are actually learning about the aircraft while having fun.

 

Ultimately, the manuals seem to be sufficient for the average user who already has a working knowledge of how piston aircraft operate.

 

 

INTERIOR
 

The interior of the aircraft is stunning to say the least.

 

Carenado has always had ability to produce stunning visual models and this product is no exception. From the moment you step inside the Navajo, you immediately get the sensation of being in the actual aircraft with its dated cockpit layout and finishing.

 

The overall look of the cockpit was of the highest standard with gauge and window reflections that were very convincing. As we move into the passenger cabin of the aircraft, it was clear to see that Carenado speared no effort in ensuring that the cabin was of the highest quality. The tan leather seats, 3D like curtains and the dated carpet all enhanced the overall feel of this aircraft.

 

In the past, Carenado made an extra effort to create virtual cabins that offered more animations. Lately they have steered away from adding too many animations and this has paid off in having better PC performance. Nonetheless, despite the simple layout of the interior, it was still quite stunning. Here are a few screenshots.

 

 

 

 

EXTERIOR

 

The exterior of the aircraft, just like the interior, was equally stunning to look at.

 

The detail of this aircraft model is quite remarkable and it is obvious that Carenado spent quite a lot of time ensuring that every detail of this aircraft was captured. In addition to the stunning aircraft model, other special features such as volumetric side view props, dynamic propeller shine and wheels chocks have all been included. While it’s nice to list the many features of the exterior model, these screenshots speak for themselves.

 

 

 

 

 

FLIGHT REPORT

 

While this aircraft isn’t promoted as a “study aircraft”, the manuals and performance charts seem to be comprehensive enough to keep you busy while flying the aircraft. For today’s test flight I decided to do a short hop from Palm Beach International to Freeport in the Bahamas. Other products used for this test flight include ASN, Accu-Feel and EZCA. It is my opinion that these products, along with the Navajo, create a balanced flight experience. While on the ramp at KPBI, I ran through the checklist in preparation for our departure and I was surprised that many of the items covered on the checklist can indeed be checked and verified in the virtual cockpit. The only exception I found was the fact that the takeoff checklist made mention of prop sync, but this aircraft did not have a prop sync feature. Carenado mentioned that this was an inconsistency with the checklist and the aircraft they modeled the PA31 after.

 

Starting up the PA31 was relatively simple and I liked the fact that Carenado included cockpit vibrations during the startup. This truly added to the realism of being in a small twin engine aircraft and I was also impressed with the sound quality of the aircraft. While some have made mention that the sound could be better, I think that Carenado did a great job in covering the startup and basic sound of the aircraft.

 

Prior to our departure, the engine run up is another key aspect of a piston engine aircraft that has to be modelled correctly. When testing the magnetos, there should be a drop in the RPM and while this was modeled in the aircraft, I thought that the drop was a bit too subtle and it lacked dynamics. For older aircraft, the needles do not always move smoothly and it would have been nice to see a more realistic needle movement during the run up test.

 

For the takeoff you immediately get the sensation that you are flying a heavy twin aircraft. Apart from the quick acceleration and Heavy handed controls, the aircraft displayed the characteristics of what any twin piston in its class should feel like. Hand flying after takeoff was a pleasure due to the fact that the aircraft felt very stable in the air. With programs such as ASN, shifting winds posed no problems in keeping this aircraft under control. From a performance perspective, I thought that the aircraft flew in accordance with the manuals to an acceptable degree. Performance numbers weren’t always the most accurate, but they were sufficient to keep the aircraft within normal operating limits. Part of staying within the aircrafts recommended climb and cruise performance is leaning the mixture to ensure the best fuel burn rate. This being the case, one of the key things I tend to look for in piston aircraft is the change in the sound of the engines as you lean the fuel. In the real world, while pilots monitor engine instruments, some have mastered the ability to perfectly lean the mixture by ear. To my surprise, there was a very subtle change in the sound which is consistent with what you should hear in the real world but it could have been enhanced a bit more.

 

Since my cruise altitude was 7000 feet, I decided to hand fly the aircraft all the way. My overall impression of the aircraft was that you can literally fly it with two fingers. The Navajo was very stable and it was easy to pitch and hold any speed you so desired. After getting to 7000 feet, I decided to use the autopilot for the remainder of the flight to see how well it functioned. The autopilot that comes with the Navajo was very basic and it worked like a charm when either holding a VOR radial or using the GPS. Pitch control was also well simulated and it was neither too sensitive nor too slow.

 

Apart from the amazing hand flying characteristics, my favorite feature of this aircraft however, is the ability to switch the default Carenado Garmin 530 for the integration with RXP G530 or the GTN 750 by flight 1. While I don’t have the RXP G530, I was able to do some personal tweaks to have the Mindstar G530 installed and this worked beautifully. The GTN750 was also a great addition to this aircraft and perhaps my favorite option while flying the Navajo. The GTN750 makes flying so much easier and it gives you that “glass cockpit” feel with the ability to see a moving map with safe taxi and other high tech features that are well known in the GTN series. With the GTN750, flight plan entries are quick and easily edited in the event of any last minute changes to your flightplan. Another useful feature is the ability to see charts for US airports. This feature has proved to be invaluable when flying to new or unfamiliar destinations and it allows you to get acquainted with the approach procedures without having to minimize FSX to open any external navigation programs. If I had to recommend a unit that you should purchase based on features and support, the Flight1 GTN750 is definitely the winner and I hope more products from Carenado will offer this integration where practical.

 

As we approach Freeport, I was able to use the GTN750 to select my approach and have the aircraft fly the ILS approach to the active runway. Overall the performance of the aircraft during descent was balanced and controlling your speed wasn’t difficult at all. While on approach to the runway, I couldn’t help but notice the lovely sunset and how the light effects on the cockpit windows truly add to the realism of this aircraft. Given the fact that this aircraft was designed more than 30 years ago, it goes without saying that the cockpit windows may have a scratch or two. This effect is a hallmark of Carenado and it looks amazing very time you look at it.

 

Going back to our approach, the landing at Freeport can only be described as uneventful. Despite the fact that at slower speeds the weight of the aircraft becomes more apparent, it was still easy to fly with the right power and trim settings. The touchdown itself was just like any other, but if you plan on greasing all of your landings with this aircraft, you may have to practice quite a bit! After shutting down the aircraft, and seeing the cockpit vibration effect in action again, I felt quite satisfied with my overall experience with this aircraft. In the past, some have had bad experiences with Carenado products but this is by far one of their best products to date. The Navajo is a balanced aircraft and literally any and everyone will enjoy flying it.

 

 

 

 

 

CONCLUSION

 

 

In summary, I think that the PA31 is a great product for anyone who wants to fly a twin piston aircraft. Given the fact that this aircraft is widely used around the world, the possibilities are endless as far as where you can fly this aircraft. At $37.95, the price seems to be fair and given the fact that you can integrate the GTN750 and the RealityXP G530, this aircraft is a must have for you GA fanatics. In the past, some of the releases from Carenado had been plagued by autopilot and other issues. In this case however, I am thrilled at the fact that this aircraft works just fine. Is it perfect? No, this isn’t an A2A aircraft but it surely is a balanced product that can be enjoyed by just everyone. My only recommendation to Carenado is to add to the immersion of this aircraft by enhancing cockpit sounds such as cabin air that changes depending on the speed of the aircraft and a passenger/cargo loader that allows you to have greater control over the loading of the aircraft. Notwithstanding these effects, this is a solid product for everyone to enjoy when you’re not in the mood to spend 30mins setting up an airliner.  Well done Carenado!

 

 

 

 

 

ACKNOWLEDGEMENTS

 

Thanks to Fernando for the quick assistance with some of the issues I encountered.

Special thanks to Flight1 for the GTN750!

 

 

 

LINKS

 

CARENADO

 

Flight 1 GTN750

 

RXP G530
 

REVIEW - Just Planes GulfAir A320/330 Aviation...

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Review

by Marlon Carter

Publisher: JUST PLANES

Description:  GULF AIR A320/A330

Format:
Blu-Ray/Download

 

INTRODUCTION

 

 

 

 

Flight Information

A/C

Reg

Flight

Route

Flt Time

Destinations

A321

A9C-CF

GF 071

GF 070

BAH-CAI

CAI-BAH

3h19

2h10

BAH Bahrain, BAHRAIN

CAI Cairo, EGYPT

A330-200

A9C-KF

GF 154

GF 155

BAH-MNL

MNL-CAI

8h14

10h00

BAH Bahrain, BAHRAIN

MNL Manila, PHILIPPINES

A330-200

A9C-KC

GF 003

BAH-LHR

7h09

BAH Bahrain, BAHRAIN

LHR London Heathrow, UK

A320

A9C-AM

GF 016

FRA-BAH

5h41

BAH Bahrain, BAHRAIN

FRA Frankfurt, GERMANY

 

 

+ Cockpit filming using 6 cameras for great views on takeoff & landing!

+ Company Presentation

+ Pilot Presentations

+ Briefings & Checklists

+ Cockpit set-up

+ Cockpit Presentations of A321 & A330

+ External Walkaround

+ Fantastic scenery

+ Full autoland performed for you to see how the airplane performs this landing!

+ Fantastic detour to view the pyramids by special permit of Cairo Air Traffic Control!

+ Visit of the Gulf Aviation Academy where Gulf Air and many other airlines train their crews

 

 

 

HIGHLIGHTS

In a word, this program was simply amazing. Gulf Air is a very unique airline and Just Planes has done a fantastic job at capturing the day to day operations of the airline from the pilot’s perspective. Some of the destinations featured in this program include Egypt, Phillippines, London and Germany with a very special visit to the Gulf Aviation Academy. Our first flight to Cairo onboard the A321 features the typical crew briefing which is followed by our flight crew preparing the cockpit for the flight ahead. The main highlights of this flight were the clear and detailed crew briefings, a small detour to view the pyramids on approach and stunning views from the cockpit from takeoff to landing. The return flight featured an interesting cockpit presentation and a full autoland which was performed specifically for you the viewers!

The next segment features another interesting presentation of the Gulf Aviation Academy which includes a Tower simulator that fully simulates Bahrain International Airport, numerous hi-tech classrooms and full motion simulators for pilot training. In addition to the full motion simulators, there are also aircraft models that are used for emergency training and cabin training for the cabin crew. GAA is truly a remarkable training facility and I am sure you will be impressed with what it has to offer.

Our three final flights take us onboard the A330 from Bahrain to Manila and London and the A320 from Frankfurt to Bahrain. These flights featured numerous highlights, but the one that stood out the most was the very detailed cockpit presentation of the A330 while enroute to Bahrain from Manila. This presentation will be of particular interest to anyone who is interested in Airbus aircraft. The presentation was clear and easy to follow which means that just about anyone will be able to benefit. Other features of these flights include fantastic scenic views from the cockpit and a clear view of all of the flying procedures carried out by the flight crew.

To conclude, given the fact that this program gives you a unique view into the operations of Gulf Air for the first time, this program is definitely a keeper. The editing was spot on and the reply of various landings gave a fresh perspective at times. Just Planes just keeps getting better and better and we certainly have to thank Gulf Air for opening its doors so that the rest of the world can admire it’s operation and see what life is like behind the cockpit door.

 

 

 

 

 

Video Preview

https://www.youtube.com/watch?v=oaVP38J_6x8

 

REVIEW - Just Planes "TAME" Aviation Video

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Review

by Marlon Carter

Publisher: JUST PLANES

Description:  TAME

Format:
Blu-Ray/Download

 

INTRODUCTION

 

 

 

 

 

Flight Information

A/C

Reg

Flight

Route

Flt Time

Destinations

E-190

HC-CGG

EQ 147

EQ 146

UIO-LOH

LOH-UIO

0h52

0h50

UIO Quito, ECUADOR

LOH Loja, ECUADOR

A319

HC-CMO

EQ 191

UIO-GYE

GYE-GPS

0h32

1h41

UIO Quito, ECUADOR

GYE Guayaquil, ECUADOR

A320

HC-CGQ

EQ 192

GPS-GYE

1h38

GPSBaltra, ECUADOR

GYE Guayaquil, ECUADOR

ATR-42

HC-CMH

EQ 101

EQ 103

GYE-LTX

LTX-OCC

0h46

0h45

GYE Guayaquil, ECUADOR

LTXLatacunga, ECUADOR

ATR-42

HC-CMH

EQ 104

EQ 102

OCC-LTX

LTX-GYE

0h40

0h41

OCC Coca, ECUADOR

LTXLatacunga, ECUADOR

Kodiak

HC-CPG

 

PTZ-CHT

CHT-PTZ

0h35

0h35

PTZ Pastaza, ECUADOR

CHTChichirota, ECUADOR

Kodiak

HC-CPG

 

PTZ-WAC

WAC-PTZ

0h35

0h35

PTZ Pastaza, ECUADOR

WACWachirpas, ECUADOR

 

 

+ Cockpit filming using 6 cameras for great views on takeoff & landing!

+ Company Presentation by the airline's CEO

+ Pilot Presentations

+ Briefings & Checklists

+ Approach chart presentations to various airports

+ External Walkaround

+ Fantastic scenery

HIGHLIGHTS

This program takes us on an exciting journey through Ecuador while flying onboard the E190, A319/A320, ATR-42 and the Kodiak! One you may already know, Ecuador is a country with a very unique landscape. While being situation high above sea level, Ecuador is also known for having very mountainous terrain that can present a significant challenge to the best of pilots. In this program the viewers will have a unique opportunity to see firsthand the thrills of flying in this part of the world. Some of the destinations included in this program are Quito, Baltra, Loja, Guayaquil, Latacunga, Coca, Pastaza, Chichirota and Wachirpas. With so many unique destinations, it was difficult to pick which were the highlights of this program. But if were to suggest a few, I would have to say that the approach and departure at Loja and the approach to the new Quito airport was definite highlights of this program. In addition to this I would also say that the Kodiak flights to Chichirota and Wachirpas was a prime example of what it’s like to do a bit of “bush flying” in Ecuador.

Apart from the scenic highlights of this program, I also enjoyed the presentations from the pilots that covered briefings, approach chart presentations, external aircraft walkarounds and even a presentation about the company by the airline’s CEO. All of these presentations easily made this program a joy to watch and I would highly recommend it if you are a fan of aircraft featured in the program or just an aviation lover looking for some exciting aviation documentaries. We truly owe a special thanks to TAME for opening its doors to the world and we certainly have to thank Just Planes for their excellent camera work and overall presentation of this intriguing airline.

 

 

 

 

Video Preview

https://www.youtube.com/watch?v=QSMuv07O8cQ

 

REVIEW - REX Weather Architect

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Review

by Mike Cameron

Weather Architect

Developed by: REX Studios

 

Introduction

Have you ever wanted to create your own weather challenge or recreate your own real world weather scenario that is more customizable then the default simulator custom weather?  As a bonus would you like to have the simulator environmental textures closely resemble the weather that you created?  If you answered yes to the first question and own the REX 4 – Texture Direct & REX Soft Cloud products and answered yes to the second question, then the REX Weather Architect program from REX Studios is for you.  Weather Architect is a powerful custom weather generator and weather engine which allows you to create complete weather systems on a map with accuracy down to a single latitude and longitude.  This product is first-of-its-kind weather creation utility and unlike other weather engines on the market, it allows you to visualize, create and become fully immersed in cutting-edge weather systems.  Weather Architect gives the user complete control and creativity in developing detailed weather systems anywhere in the world, including over oceans where no weather stations exist in the simulator.  This program allows you to select various levels and types of precipitation.  Each cell that is drawn and placed represents an individual weather cell within the simulator and each of these cells is fully customizable.  Each cell can be modified by visibility, wind speed & direction, cloud turbulence, cloud shear and cloud coverage.  Weather Architect with its Intellectually Synced Texture Engine works hand-in-hand with the REX 4 Texture Direct and Soft Clouds programs to give the user the most realistic experience possible.  What makes this product special is that you are able to create multiple types of weather systems at various intensities worldwide!  After creating your customized weather system and/or flight plan, you can choose to fly the scenario right away or fly at a later time, each scenario that you create is automatically saved for you along with the ability to remove them.

 

  Another major feature that sets Weather Architect apart from the other weather engines on the market is that the weather for your flight only has to be uploaded one time!  This technique removes many of the common simulated weather related issues such as flashing, dramatic weather shifts, lagging frame rates, etc.  Gone are the repeated weather updates no matter how large the weather system that you created.  I will have to see how long it takes my flight to load with my newly created weather system.  As an example according to the product page, you can depart from a European airport in foggy conditions, fly through a massive storm system in the middle of the Atlantic Ocean and then arrive in clear conditions at your North American destination, never once having re-load or update the weather!  I probably will not attempt this long of flight but I will try to see this in action with some medium cross country flights.  This technique allows you to visualize full fledge weather systems from a distance.

 

Now that you have created your custom weather how do you see what is ahead of you other than looking out of the window.  Weather Architect includes a dual-mode weather radar tool with Datalink and WX Radar.  Datalink offers a weather view similar to most modern aircraft with uplink or satellite weather radar which allows you to view weather surrounding your aircraft from all directions.  WX Radar mode offers a view similar to those instruments with a sweeping beam; this mode is limited to weather in front of the aircraft.

 

 Other features include the ability to import FSX, FSX: Steam, Prepar3D and most third party flight plans, create weather along the entire route and your weather is viewable on the weather radar when using the Datalink mode.  Another important feature is the ability to create and edit a flight plan with custom waypoints which allows you the ability to navigate around severe storm systems.  Using the REX EDGE Technology, these flight plans with the included weather can be uploaded and shared with other Weather Architect owners.  Once you are ready to fly your newly created weather scenario, Weather Architect will automatically save the flight plan into the simulator for you to load into your favorite aircraft.  In addition, after creating a flight plan, Weather Architect allow you to view a detailed weather briefing page which provides the ability to view pre-flight information such as departure & arrival weather information along with alert information for your route.  There is also an option to automatically listen to a detailed weather briefing similar to what is provided by real world airport weather centers.  Besides your current weather scenario, this briefing also provides airport alerts and current sigmets.  Lastly, the REX EDGE Notification system will alert you whenever a new scenario has been uploaded from other users in the community.  This feature can be turned on or off on the Settings page but with this feature enabled you are always connected to the Weather Architect community and if you do not have the time to create your own weather scenario, other challenging flights are always available.  This program also includes an auto-update feature which allows REX Studios to quickly, effectively and effortlessly deliver periodic and crucial updates to Weather Architect customers.  I will provide more detail about these features during this review.

 

Minimum System Requirements

Windows SP2 or greater

Microsoft FSX, FSX: Steam, Prepar3D V1.4 or V2

2GB ram or greater

1GB of free hard drive space for installation

512MB video card with DirectX version 9 or greater

Microsoft NET Framework 4.5

Internet connection required only for program updates and community sharing

 

 

Installation

Before doing anything I recommend downloading and reading the excellent User Guide for the Weather Architect product before purchasing.  I appreciate when developers provide this feature to allow potential customers to see if the program is going to be something that they will be interested in.  Reading the User Guide should also clear up any confusion on what the REX Weather Architect program is designed for or to see if it may be a more complex program than they would want to purchase at this time.  To download the User Guide please visit the Weather Architect product page located here: http://www.rexdirectexperience.com/architect.html .  I am going to install the FSX: SE version of the program so I printed the relevant sections of the manual for reference.   The first time you download, install and start Weather Architect is easy but there are some additional procedures that need to be accomplished first because this program runs outside of the simulator then injects the created weather into the simulator.

 

I received the review copy directly from REX Studios so the install process may be different for you.  After purchase you will receive emails with a download link and a serial number to activate the software.  The download link is for a REX download manager, simply follow the included readme to select and download the full Weather Architect program from the REX servers.  This program requires Microsoft .net Framework 4.5 and Microsoft SQL Server Local Database 2012 to be installed and if they are not present the setup will install these components.

 

 You must also have full Windows administrative rights to install these components and if you do not, follow the instructions on page 10 of the User Guide to setup Full Administrative Rights.

 

After all of the files have been downloaded the installation of Weather Architect will begin, select “Next” on the Installation Startup window.  Read & accept the License agreement, press “Next”, enter your User Name, Email and Serial Number on the next screen and continue to select “Next” as you progress with the installation process.  The Serial Number is not complex and the setup program provides clear areas to enter each group, so this should be a very easy task.  If entered correctly and validated, the next screen will be the Select Installation Folder window.  It is highly recommended that you accept the default location unless absolutely necessary.  I have all of my flight simulator programs on another hard drive so I changed the drive letter to this hard drive.  Select “Install” to install Weather Architect and when completed, select “Finish”.  To start Weather Architect, locate the blue circular icon on your desktop, right-click and select “Run as Administrator” from the popup window.  I also needed to disable my real time antivirus protection when using this program also.

 

Under normal installations, the SQL Server local database will automatically start when Weather Architect is started but if it does not start, you need to manually start the process by following the instructions starting on page 14 of the user Guide.  The User Guide does an excellent job explaining this procedure and I needed to perform this procedure on my system because of my early issues but with the help from REX Studios, my problem was solved by disabling my antivirus before starting the program.

 

There are several simulator weather settings that need to be changed to get the most out of this program.  The only one that is required is to move the “Rate at which weather changes over time” slider to No Change.  The other two options are “Cloud Draw Distance” and “Detailed Clouds”.  The recommended cloud draw distance is 100 miles and the Detailed Clouds setting is your preference.  The Detailed Clouds setting is very important in terms of the weather visuals and the User Guide provides wonderful examples of the various settings.

 

As you would expect if you move the slider to “Maximum Cloud Coverage Density”, system performance could be an issue.  I recommend starting at maximum but if performance becomes an issue, adjust this slider.  Lastly, never select one of the simulator Weather Themes or the User Defined Weather options when using this program because it will negatively impact the weather injection procedure.  Now it is time to setup the Weather Architect Global Weather settings.

 

 

Weather Architect Global Settings

 Every time you start Weather Architect, the program checks to see if there are any updates to download and install.  The first time the program is started after installation you are reminded to make your appropriate settings adjustments before continuing which is the first screen grab below.  The right side of this window is very self-explanatory and contains your simulator and REX 4 – Texture Direct (if installed) folder locations which should be automatically entered, browse if incorrect, your email address & desired profile name, some general program options, texture resolution & DirectX setting sliders and two Prepar3D options to enable.  I decided to keep all of the default settings but decided to move the Texture Resolution slider to the Ultra-High Definition setting (4096x4096) textures for now because I have a newer system and select DirectX 10 because I am using FSX: SE with the DirectX 10 Scenery fixer program. 

 

If you have Prepar3D installed you have two DirectX 11 options, one for Prepar3D v2.0-2.3 and one for Version 2.4 and greater.  The User Guide strongly suggests starting at the Texture Resolution lower settings and increasing to a higher resolution until you reach a nice setting for your computer system of quality versus performance.  After some use I decided to move the Texture Resolution back one notch to the High Definition setting (2048x2048) textures which still provides great looking clouds and helped with some scenery areas where performance is sometimes an issue.

 

 

 

The right side of the Settings window allows you to adjust global turbulence, wind strength, visibility and global weather options.  These settings should be adjusted first every time you are creating a weather scenario because if you click on the settings icon while creating your weather, you will lose the work that you have done.  If you forget, complete the weather creation process, explained in detail in the next section then adjust these settings the next time you start the program before loading your new weather into the simulator.

 

The Maximum Turbulence setting allows you to adjust the maximum strength of turbulence in high clouds, low clouds and surface to upper level winds.  The default is “None” and the other options are “Occasional”, “Moderate” and “Severe”.  Most of the time I use the “Occasional” setting unless I am trying to create real world weather conditions.

 

The Global Wind Strength settings allow you to adjust the maximum strength of global winds at the various levels of the atmosphere from the surface to the upper-level winds which is above 18,000 feet.  Depending on the atmosphere level these settings range from calm (0 to 5 knots) to strong (60 to 100 knots) at the Upper-level setting.  For now I decided to use the default settings.

 

Global Visibility allows you to set the maximum distance of global visibility at the various levels of the atmosphere from Low, Medium to the Upper levels.  Low-Level is from the surface to 10,000 feet, Mid-level is from 10,000 to 18,000 feet and Upper-level is above 18,000 feet.  The default setting is 50SM and the other options are 1, 3, 5,8,10,20,30,40 and Unlimited.  I decided to start with the default setting of 50 statute miles for all atmosphere levels.  The bottom right options control the additional weather features for your global weather settings.

 

The two drop down selection boxes are for Global Cirrus & Cumulus Clouds which are only injected outside of your weather creation zone.  The default selection is “No Cirrus & Cumulus Clouds” and the other options range from 1/8 to 8/8 global coverage.  These selections are the ones that you will need to experiment with to suit your preference or to try to match a weather report for your flight that is outside of your created weather area.  I personally like a lot of Cirrus clouds so I adjusted this setting to 7/8 and decided to start with 1/8 Cumulus clouds but later changed it to a mid-level setting because I like the look of having more clouds when I fly.

 

REX Studios do listen to their customers and they are going to look into improving the clouds feature in a future update.  I personally would prefer weather report wording (few, scattered, overcast, etc.) instead of using fractions.  The options to the right of the cloud density selection options are “Enable Gusty Winds” (random gusts of various levels on the surface).  “Unstable Clouds” (weather engine will utilized more unstable types of clouds, Cumulus over Stratus configurations).  “Enable Haze” will cause a thin layer of haze within the mid-layer of the atmosphere giving a globally ‘milky’ looking sky.  I decided to enable gusty winds and unstable clouds but decided not to use the haze feature because I do not like the haze effect in FSX: SE but may enable it later if you see haze in my screen grabs later in the review.

 

An option that I would like to see added to the global and the weather creation features would be the ability to adjust temperature and I will comment more about this later in the review.

 

 

The top right corner of all of the Weather Architect windows contains some small icons.  The middle icon that looks like a gear will open this Settings window, the wrench opens the Texture Install Configuration window which allows you to adjust the REX 4 Texture Direct settings without having to open that program.

 

As mentioned in the introduction, Weather Architect communicates with Texture Direct’s database feeding instructions to install textures that best represent the given weather parameters.  This is a wonderful feature for those who own that outstanding product and I believe REX4 – Texture Direct provides the best cloud textures on the market.  The other icons open an Information page and to minimize & close the program. 

 

Across the bottom of all of the Weather Architect windows are the icons for the three major features of Weather Architect, “Create Weather”, “Flight Plan” and “Weather Themes”.  The rest of the review will be devoted to each of these features.

 

 

 

 

Creating a Weather Scenario

I am now going to review the process of creating a weather scenario and I recommend starting small by creating some simple weather around a single airport area until you become more familiar with the creation process.

 

Before starting Weather Architect you first need to start your simulator and load the Free Flight screen.  After Weather Architect is started, select the “Create Weather” icon at the bottom of the screen.  The Weather Theme Settings window will open for you to enter a title for your weather scenario, departure airport ICAO code, name or city location and select the map size.  I love that you can type a city name to select an airport located near that city if you do not know an airport code. This allows me to create weather challenges for airports that I am not familiar with.  My default simulator starting location is Bowerman Field located in Hoquiam, Washington so I am going to create some weather scenarios starting at this airport.  For this first scenario I am going to call it KHQM local and typed KHQM for the departure airport code.  At the bottom of this screen is the Map Size selection drop down box and your options are “Local” for localized weather scenarios, “Country” for medium to long distance scenarios and “Continent” to create a very large weather area.  These are all self-explanatory but for this scenario and probably most that I will create with this program, I select the “Local” option.  The reason for this is that these maps can be centered on a point on the map but cannot be zoomed in or out and I like to be able to see the individual airports on the map which you can with the localized map size.  Most of my simulated flights are usually are of short to medium distance so the Local map works great for me.  After selecting the map size, the map will open with some informational text every time you start the weather creation process.  Simply right click on the map to remove this information to have your map ready to start placing the weather cells.  Moving around the map is very easy, hold the right mouse button down and move your mouse around the map or right click on the map to center at that location.

 

Before creating my first scenario I want to first capture screen grabs of both the “Country” and “Continent” map size options.  These are useful if you are creating a very large weather system and want to quickly paint the weather on the map.  Hopefully, a zoom feature will be added in a future update.  Now I want to create some simple weather for KHQM.

 

 

 

 At the top of map is the Global Wind Field setting tool, adjust this for the default wind direction outside of your custom weather area.  The left side of the map contains the various types of weather cells to select and place on the map.  The cell types are Rain, Storms, Snow, Fog and Wind.  Below these are the “Cell Settings” and “Reset Map” to customize the individual cells and to completely reset the map.  It has already been requested on the REX Support Forums to have the ability to only delete only some of the weather cells instead of completely starting over which is a real pain if you have created a large weather system and make a mistake at the end.

 

I mentioned this earlier but it is worth repeating, REX Studios listens to their customers, responds quickly and has even setup a requests or suggestions forum page, which is outstanding customer service.  I am going to create a scenario that is very common for this area at certain times of the year, fog and rain.  Let’s start with a fog bank weather cell and will add the rain cells.  Select “Fog Bank” and use your mouse to draw where you would like fog in your scenery.  This is extremely easy but it would be nice if you could select different brush sizes and an eraser tool would also be great to undo a mistake instead of having to reset the entire map.  Before adding the rain cells, I want to edit the fog settings by selecting “Cell Settings” which opens the Fog Bank Weather Element Tool to adjust the various settings for my fog bank cell or cells.  This is very important because if you place another cell on top of this cell, when you select “Cell Settings”, the adjustment settings window for this new weather cell type will open.  Back to my fog adjustment, the only setting that adjust here is set the surface visibility to ½ SM to have a real nice fog bank effect.  When you are done adjusting your weather cell settings, click on the red “X” to close this window.  I am going to use the “Light Rain” weather cell for this scenario and the other rain options are “Moderate Rain” and “Heavy Rains”.  This is a good time to point out that if just want rain without windy and/or lightning & thunder conditions, you should use the rain cells but if you want a more stormy condition, select “Storms”.  The same can be said for wanting just a windy day without other weather elements; you would select the “Wind” cell for this weather scenario.  Now let’s place the light rain cells on the map and as you can see each of the different weather cells have a color associated with it so you can quickly see the different types of weather on the map.

 

There are more options for the rain cells than there was for the fog cell.  For now because I want a foggy and rainy day, I am going to adjust the Surface Visibility to the same setting as my fog cell of ½ SM visibility and will also set the cloud turbulence to “None” and enable “Ground Fog”, not exactly VFR conditions.  That is all there is to it for creating a simple custom weather scenario.

 

The nice thing about Weather Architect is that the only limitation is your imagination, so if you want to create the unlikely event of heavy snow in Phoenix during the summer than you can (last screen grab of this section).  After you have finished creating your custom weather and are ready to see your weather in the simulator, select “Fly Now” to start this process.  A warning message will open asking if you are sure and if you would like to “Install REX 4 – Texture Direct Weather Base Textures”, I selected this option and “OK” to continue.  The program will now create the weather scenario, install the REX textures and prepare them to install into the simulator, when this is completed you will receive the message that says “Success – Fly Now!”  Next you will receive a couple of warning messages about inactivity during the weather injection process into the simulator.  Steam users will also receive an error message but this is expected so select “OK” to ignore.

 

If you have the REX Weather Radar enabled, it will open during this process and when the weather is displayed on the radar it is time to load the scenery in the simulator.  I did not have it enabled for this scenario but have since enabled it.  If you have not already done so, enter the departure airport on the simulator Free Flight screen and load that airport in the simulator.

 

       
 

 

I must have done something wrong with this weather scenario because I did not have fog at KHQM but did have a very steady rain.  Maybe I am not supposed to place a rain cell on top a fog cell so I decided to start over and it would be nice if I could edit an existing weather scenario instead of having to start over.

 

I quickly create a new scenario and place the rain cells next to the fog or overlap the outer edge of the fog cell and as you can see from my screen grab below, I now have heavy fog at this airport with about half a mile visibility.  The nice thing about this program is the weather is ready to go as soon as your scenery is loaded, no waiting, which is great.  With this heavy fog, low clouds and rain, I am going to get to practice my IFR flying skills today.

 

The combination of Weather Architect and Texture Direct is stunning, as I fly out of the fog into the rain and look back to see the fog surrounding the airport, wonderful!  This is a short flight but I love that I do not have to wait for the new weather to load; all of the weather has already been loaded.  I am outside of my fog cell but still very close to the rain cells.  I come out of the clouds and see an airport in the distance in clear conditions, so I start my descent but even though I did not see clouds ahead of me, I suddenly find myself in clouds again so I do not know if this is realism or a bug.  The weather radar probably would have been useful here.  I climb and continue until I find another area with fair weather conditions, spot another airport in the distance and this time am able to land without issue.

 

To quickly summarize, Weather Architect is an incredibly easy program to use for creating weather scenario flight challenges.  It is now time to create a weather scenario with a flight plan.

 

 

 

 

Flight Plan Scenarios

 Creating a localized weather scenario is a lot of fun for creating some approach challenges but if you are like me, most of your flight simulator flights are cross country trips.  I have enabled the REX Weather Radar and will be using this feature from now on.  The reason that I did not enable it earlier is that I was having some FSX: SE instability when using this program and one of the suggestions from another user on the support forum was not to use this radar.  My issue was resolved by remembering to disable my antivirus real time protection and to always start Weather Architect as an Administrator.  Similar to creating a weather scenario, start your simulator to the Free Flight screen.  Start Weather Architect, change any of the Global settings and select “Flight Plan” from the bottom of the program interface.  For this flight I set the global visibility settings to 50SM Upper-level, 40SM Mid-level and 30SM Low-level.  The global cloud density I set the Cirrus clouds to 4/8 and Cumulus clouds to 4/8 because I like having clouds when I fly.  Flight plan setup is very easy to use.  Select your map size, same options as weather scenario, select “Create a Flight Plan” or “Import a Flight Plan” and will comment about importing later in the review.

 

This is going to be a relatively short flight so I am going to use the Local map size.  I am going to depart from Bowerman Field (KHQM) and fly to Felts Field (KSFF) located across Washington State in the City of Spokane.  To demonstrate the different types of weather that you can create with this program I am going to create a flight plan scenario with weather systems that is very possible at these areas in the late fall and winter.  These are wet and storm conditions in Western Washington becoming snowy conditions in the mountains and in Eastern Washington.  The program automatically adjusts the temperature and dew point depending on the type of weather, more about this later.  After entering your departure airport, starting parking spot, arrival airport, flight plan type (this would normally be an IFR flight but I am going to select VFR to avoid having to communicate with ATC) and your cruising altitude.  Before entering the cruise altitude, I like to look up common routes between the airports along with the recommended cruise altitude.  This will help when adding waypoints on the map for my flight and some of these programs or websites also display the current weather conditions if I want to create a real world weather scenario.  After everything is entered, select “OK” to open the weather creation map which now has your flight plan course line displayed on it.

 

 

For some reason the map does not open on my departure airport so I have to click on KHQM to center the map on this airport.  It would also be nice to have the ability to type an ICAO code to locate and center the map on that airport.  Before creating the weather I want to first enter some waypoints for this trip.  Only major airports are displayed on the map so if you want a to use navigation waypoints than you will have to create a simulator type flight plan and use the Import Flight Plan feature of Weather Architect.  The first waypoint on my route is the SANDR Intersection which is close to Sanderson Field in Shelton, Washington so I right click on this airport code (KSHN) to center the map and select “Add Waypoint” to add this waypoint to my flight plan.  The course on the map automatically redraws the course line to reflect this added waypoint.  I complete this process for all of my additional waypoints of my route and Weather Architect names these waypoints “WAY 1, 2, 3” etc. for the waypoint identifiers.

 

If you make a mistake and need to delete a waypoint, select “Edit Waypoint” and a list of your waypoints will be displayed, select one of the waypoints and it will be deleted and the map will redraw.  I love the simplicity of creating and editing a route but I would like to see some VOR’s added to the map.  I do not think NDB’s and Intersections need to be included because without a zoom feature the map would become too cluttered and it is just as easy to create a flight plan with these types of waypoints by another means and import it into the program.  Terrain is also not displayed on this map so I added some custom waypoints where I thought the Cascade mountain foothills & passes would be located.  Now that the flight plan is created it is now time to create the weather for this flight and the process is extremely simple and is the same as creating a localized weather scenario.  I am not going to use the fog and wind cells for this trip, though the wind cells are useful for trying to create real world wind conditions at your departure and destination airports.  I am not going to place a weather cell over my departure airport of KHQM to simulate the conditions of having the storm has not arrived or has already passed.  I am going to place a heavy storm along the coast and place rain, storms and snow along the route as I move east towards KSFF.

 

As with creating a localized weather scenario each of these cells can be customized to your preferences and I am going to keep the default settings for this flight.  Because of the lack of the zoom feature I need to capture a few screen grabs of the weather system that I created for my route and the Country map size would be useful.  This may be a FSX limitation but it would be nice to have the ability to add ice to your weather system.  I verified with REX Studios and this is indeed a simulator limitation so it is not possible to create ice cells at this time.  Before selecting “Fly Now” and because I created a flight plan weather scenario, it is possible to view a weather briefing for your flight by selecting the “View Briefing” button.  The Departure & Arrival pages each have a map with your entire route displayed along with WX Radar and Lightning buttons to see the weather conditions along your route displayed on these maps.  The advantage of these maps is that you can zoom in/out to get a better look and you can also right click to center the map.  Also featured on these two pages are the airport names and codes, starting parking location, METAR and delay information.  The Weather page lists your waypoints with METAR information and clicking on each line will provide an audible weather briefing.  I just recently upgraded to Windows 10 from Windows 7 and I think the computer voice used for the weather briefing is much nicer on Windows 10 then the Windows 7 voice.

 

Finally, the Alerts page provides important weather alerts for your flight.  After viewing this information select “Fly Now” to load the weather, textures and flight plan into the simulator.  This process is the same as my previous section but this time I have the REX Weather Radar enabled and the radar is now displayed as the weather is being injected into the simulator.  On my system for some reason it seemed to take longer to complete this process with the radar enabled then without.  After the process is completed you will now see the weather displayed on the radar.  The radar will display in Datalink mode and zoom level of the radar can also be adjusted.  The four Datalink modes that can be selected are Radar, Storm, Turbulence and Icing.  It looks like I am going to experience all of these on this flight.  I am going to use Datalink mode but if you prefer, WX Radar mode is also an option.  The radar is always available, just select the Weather Architect icon in your task bar to view and I recommend unchecking “Pause on Task Switch” in the simulator so that you continue flying when opening the radar.

 

 

 

Now bring up the simulator window and open the Flight Planning page and you will notice that the flight plan is already loaded and if you want to save it under a different name, change to VFR or IFR, do so now.  Now load the departure airport on the free flight page and I did not notice a delay in loading the scenery even with the entire weather system for the entire flight loading.

 

As you can see from the screen grab below the weather system has already reached Bowerman Field.  I now know that I should not have placed such a powerful storm so close to my departure airport because I have a 45 Knot crosswind which I am pretty sure this is greater than what my Piper Comanche is rated for but this is a simulator so I depart anyway.  Also, very rarely does the Pacific Northwest have this severe of storm, but included it to be able to see the effects.

 

A couple of observations while I am still parked on the ground, first the REX 4 – Texture Direct lightning and thunder sounds are awesome!  Even though I selected a winter month for this flight, looking at the thermometer in the cockpit, it says the outside air temperature is 72 degrees which is too warm for this time of year.  This is where it would be nice to adjust the temperature of the individual weather cells so that I could set the temperature to a more realistic setting for February.  I am not going to comment more about this flight other than to say that the weather transition is very smooth without having to wait for the weather to load or the other FSX weather issues which is great.  This is also probably a simulator limitation but I could not tell the difference between the rain and snow types, light rain looked the same as heavy rain to me.  It is very fun and easy to create some weather along your flight plan route then fly this route in some challenging conditions.

 

During the review process I created several small to medium flight plan weather scenarios trying to create real world conditions and this is a lot of fun and very easy to create weather along your route.  Finally, I already briefly mentioned this option but if you want create weather for complex routes or just flight plans with navigation waypoints, the Import Flight Plan feature is what you want to use.  This allows you to import FSX or P3D type flight plans into Weather Architect.  Now it is time to review the final major feature of the wonderful Weather Architect program, Weather Themes.

 

 

 

 

Weather Themes

 

The Weather Themes feature is composed of two components, “My Themes” and “Community”.  “My Themes” contains all of your created weather scenarios along with any that you have downloaded from other Weather Architect owners.  As you can see from the first screen grab below, the flight plan weather scenario that I created in the previous section is listed along with the other weather scenarios that I have created, if you would like to fly with that scenario again.  I did not point this out earlier but another wonderful feature about this program is that your weather scenarios stay outside of the simulator.

 

When you complete a flight and exit the simulator, the weather & textures are removed too so if you want to use the simulator without Weather Architect, you can do so without having to adjust the simulator weather settings to what they were before injecting the weather from this program.  Clicking on the map next to a theme opens a small map that displays the scenario weather; right click to close this map.  To the right of the map are the scenario details including departure airport, map size, creation date and Flight Plan if it is a flight plan weather scenario.  To the right of this information are three options, “Fly Now”, “Share” and “Delete”.  The “Fly Now” setting starts the process of injection the weather & textures into the simulator similar to what has already been explained.  If you have just created an awesome and challenging weather scenario that you thing other Weather Architect owners would enjoy, select the “Share” button to upload this scenario to the REX Weather Architect servers.  A couple of informational windows will display during this process but this procedure is very fast and will end with a “Success” message to indicate that it was uploaded successfully.  “Delete” is self-explanatory and allows you to delete a theme from this list and your system.  This is very useful for removing a scenario that you know that you are probably only going to fly once and I like an uncluttered list with only a page or two of saved themes.  The “Community” button allows you to see all of the weather themes that have been uploaded by other Weather Architect owners.  As you can see from my screen grab, my KHQM to KSFF uploaded flight plan theme is now listed at the top of the list for the time being.

 

 

 

When I am short on time or simply do not feel like creating my own weather, a scenario created by others is what I will most often use.  I love this feature because it allows me to quickly explore other areas of the world sometimes with some very challenging weather.  Part of my preflight routine now is to check if someone has created a weather scenario for the simulator area that I am about to fly.  Also if someone has taken the time to create weather for an entire country or continent, I can have this weather saved on my system to be able to quickly select before I fly.  Across the top of both My Themes and the Community windows are a search box, map size filter and the ability to move through the various pages of the themes. 

 

The search feature is very useful to quickly find a theme based on your search criteria.  For example, type thunderstorm and select “Search” and all themes with the word thunderstorm in the title will be displayed.  Note to myself and other Weather Architect owners; please be as descriptive as possible with these titles because it will greatly help with the search function.  To go back to all available themes or to change the search parameters, delete the wording in the search box or enter a new entry and search again.  Personally, the “Filter by Map Size” was more useful for me because I could see all of the weather scenarios filtered by the “Local”, “Country” and “Continent” map sizes.  Very easy and this allowed me to quickly pick an area where I wanted to fly.  Also, if somebody has taken the time to create weather for an entire country or region, I could save this theme and reuse it every time I wanted to fly in that area, without having to use one of the simulator weather themes.  I like to explore the country and continent themes before creating my own weather to save some time.  New themes are being added all of the time and the program provides a nice audible tone when a new theme has been added to the server.  The left and right arrow buttons allow you to move forward and back between the theme pages. 

 

A tip for new and potential customers, just because someone created a flight plan weather theme, you are not required to fly that route, these are not missions, you can start at the departure airport or anywhere close to where that weather is located to enjoy it.  Before concluding this review that I want to again say that the weather effects from Weather Architect along with the REX 4 textures are spectacular.  During the review, I flew a community created flight plan located in the Hawaiian Island with several storms along the route including heavy storms over my destination of Honolulu International Airport.  The flight was over water for most of the trip so I used the autopilot in the A2A Comanche but I did encounter some updrafts and downdrafts along this route.  When I arrived over the Island of Oahu, I turned off and was able to hand fly without issue until I was on final approach and everything was looking good.  A severe downdraft suddenly hit my aircraft and I hit the ground with a thud.  A2A has modeled damage with the Comanche and I had major propeller strike damage along with a tire and some other damage.  This is one of the many things to like about this program, the many challenges that are created by you or others for the virtual pilot to attempt.

 

 

 

 

Conclusion

Accessibility

REX Weather Architect is very accessible because it is available from many flight simulator retail outlets or directly from REX Studios.  I consider program support to be an accessibility feature and the people at REX Studios are outstanding in this.  I used the support ticket system & emails and I received responses in a very timely manner.  If you have a problem that cannot be solved by this, they will set up a time to remotely look at your system to see what may be causing the issue. REX Studios also have an outstanding support forum in which they do respond in a timely manner, which is great.  Best of all, they do listen to owners suggestions and even have created a customer request forum page.  I love this level of customer service.

 

Affordability

This one is a hard one for me to answer.  At the regular price of $34.95 I still consider this a good value especially if you already own the REX 4 – Texture Direct and or Soft Clouds products.  If the cost is still a factor, REX products occasionally go on sale throughout the year from the various outlets.  If you are the type of person that only likes to fly in real world weather conditions and does not have the time to create your own weather, then I would suggest waiting for the Weather Direct program.  Otherwise if you are the creative type or always use the built in simulator themes than there is so much variety provided by this program than it may be worth a look.  The Community Themes feature means you should not be without some fun or challenging weather at any time.  Plus, Weather Architect works for the entire world and there are some scenery or aircraft products that are close to this price that only work for a single aircraft, airport or area of the world.

 

Ease of Installation

   Despite some extra required installation procedures, this process is very easy, self-explanatory and for the procedures that may be more difficult, the User Guide does an outstanding job explaining the procedures.

 

Features & System Performance

   Weather Architect has just about everything that you would want with a custom weather generation program.  It is extremely easy to use, allows you to create weather for both small & large areas and also allows you to create a simple flight plan with some weather along the route.  Simulator type flight plans can also be imported into the program which allows you to utilize more complex routes.  I like that the flight plan is already loaded into the simulator during the weather & texture injection process.  Weather Architect also works seamlessly with the REX 4 – Texture Direct and Soft Clouds programs so you can have realistic looking environmental textures along with your weather.  The feature that I will use most often when I am short on time is Community Themes because others have already taken the time to create some fascinating weather.  Finally, performance is outstanding.  After the weather, textures and flight plan have been sent to the simulator and you load your scenery, you do not have to wait for your weather to load, it is ready to go and the entire custom weather system is already loaded, so you do not have to wait for weather updates.  This is worth the purchase price alone as far as I am concerned.  Granted if you have a slower system and have ultra-high quality textures enabled and create weather with a lot of clouds and storms, you are still going to have performance issues just like any other weather program.  Weather Architect has plenty of settings for you to adjust for you to get the best quality versus performance impact.  After you exit the simulator, the simulator weather settings will return to their previous setting which is nice.

 

Final Thoughts

I have covered just about everything in the above conclusion but just want to say that Weather Architect is a worthy first effort for a weather creation program that I highly recommend.  I have noted during this review (some more cloud options & custom temperature settings) and others have also made suggestions to improve the product after it has been released.  REX Studios does listen to their customers and have said that they will to try to add some of these features in a future service release, which is wonderful customer service.

 

 

 

Test System

Hardware:

Computer Specs:

Intel Desktop Computer

Intel i5 4670K 3.4Ghz Non OC Processor

8GB DDR3 1833 Memory

2TB SATA HD (7200 RPM)

NVIDIA GeForce GTX970 Video Card with 4GB GDDR5 Memory

Logitech Extreme 3D Pro Joystick

Software:

FSX: Steam Edition, Windows 7 – 64 Bit

REX 4 Texture Direct with Soft Clouds

Orbx HD Trees, Global, Vector, Europe Landclass & Multiple Regions

FS Global 2010 FTX Compatible

DX10 Scenery Fixer

FSX Fair Weather Theme

Flight Test Time:

25 hours

 

REVIEW:FSX Steam Edition - Friday Harbor (KFHR)

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Review

by Ray Marshall

Friday Harbor (KFHR) airport scenery pack for FSX: Steam Edition is now available for purchase and instant download at the Steam store.

 

This add on is unique in a couple of ways:

1) it is the first ever Orbx add on scenery for the Steam Edition of FSX, and 2) installation requires nothing more than adding it to your steam account and activating it in FSX:SE.

 

An Orbx Control Panel enables the user to disable or enable scenery feature to match these features with your PC hardware.  By default all features are enabled by the installer. Should you have a high end PC you can also take advantage of even higher resolution model textures by selecting ‘ultra’ quality.

As a special bonus, Orbx’s outstanding default tree replacement textures are included and can be enabled with the Global Setting in the Friday Harbor Control Panel.  The Control Panel is opened on the DLC Steam Library page.  Look for ‘FSX Orbx Configuration Tool”

Friday Harbor and the San Juan Islands in the far Northwest corner of the United States have a rich history and is one of the most scenic areas available for vacationers as well as flight simmers. 

This is the general area that Orbx chose to enhance when they first came to America.  I had the personal good fortune of seeing this area close up from the sail of a nuclear submarine way back before men walked on the moon.  The Puget Sound submarine base was a secret location back then, known only to a few locals, the Navy, and of course the Russian satellites.

 

An Overview of the Friday Harbor Airport area

Let’s start with a tourist map of San Juan Island and the adjacent islands.

 

 

San Juan Island, the home of Friday Harbor, is only one of 172 islands located in the Salish Sea between Seattle, Washington, and Vancouver and Victoria, British Columbia.  It is the second largest island of the group, just behind Orcas Island, known for whale watching and home of the KORS airport.

 

The entire 55 square mile island has been upgraded to photo real quality along with a little overflow near Roche Harbor at the North end of the island.  Being 24 miles long and 9 miles wide this can serve as a home base for just about any general aviation airplane that you may choose.

 

With an unobstructed 3,400 feet of runway you can fly most of the Cessna Citations and Embraer Phenoms if you tend to favor the business jets or use your J-3 Cub, Cessna 182, De Havilland Beaver seaplane or anything in between.

 

The KFHR scenery pack not only has the 3,402 x 75 primary runway with all the ground parking, hangars, and facilities, it also has two formal water runways, a second 3,600 feetpaved private community airport, and yet another 6 named grass strips. Granted these additional private strips are short and a little rough, but just right for your tail wheeler practice.

 

At the North end of the island, Roche Harbor Resort airport is available.  The real world airport imposes a $10 landing fee for those stopping in for a cup of coffee or beer at the marina or overnight stay at the historic hotel.  You can assume that your purchase of the Dovetail KFHR scenery pack includes unlimited landing rights. You will have to pick up the tab for the coffee and beer.

 

Because these are true islands, the only method of arrival is either by boat or by airplane.  A closer inspection of the map will reveal the routes and a view of a Washington State ferry, a large passenger/auto ferry that is the primary mode of travel to and from Friday Harbor.  Up near the title you will see a seaplane, representing the other method of travel to and from the islands.  Of course, the one we may be most interested in at the moment is those landing at the primary airport Friday Harbor, KFHR.

 

 

How did Friday Harbor get its name?

There are two stories and either could provide the answer.  One is that a Ship’s Captain that was passing by and not familiar with the area yelled out “What Bay is this?”  The person answering the question understood it as What Day is this?  Thinking that guy must have been a sea way too long.  He answered with “Friday”.

 

A more likely answer comes from a native Hawaiian that retired and stayed on the island as a sheep farmer -Joseph P. Friday.  Joe Friday sounds like he may have influenced the naming of the only county seat in all the San Juan Islands.

 

 

The Pig War

It seems that it always takes a war to establish a boundary.  In 1859 a confrontation between the US and the British Empire who both laid claim to the San Juan Islands was the start of such a war.  This one was eventually settled with no human causalities but someone shot a pig.  The free roaming large black pig was shot while mooching potatoes in a local farmer’s garden.  The compensation for the dead pig could not be agreed on between the Irish pig owner and the local farmer.

 

When the British authorities threatened to arrest the farmer, the American settlers called for military protection. Next thing you know, British marines are assaulting the beachhead and the US military is looking at five British warships with 70 cannons. With almost 500 US soldiers on the island, there was talk of another Bunker Hill.

 

The President of the US dispatched a General to negotiate with the Governor of Vancouver Island that resulted in joint military occupation of the islands until a proper treaty could be negotiated some 12 years later.

 

The end result is that if you look West, across the Haro Strait, you find Victoria, BC some 15 miles away.  The zigzag national border is the result of those 12 years of negotiations.

 

 

 

 

What can I expect to see in and around Friday Harbor?

The design team took great pains in capturing the essence of the island for our use in FSX-SE.

 

I would like to show you a before and after view of the airport that I made.  FSX did a better than average job for this area and many of the major areas and features are properly displayed. However, the photoreal images show it as it really is.

 

 

 

Roche Harbor Airport and Marina (WA09)

The approach path to the private airport on the North end of the Island is over the scenic Roche Harbor Marina and should be on everyone’s hundred dollar hamburger list.  The first set of photos is the real deal as seen from approaches or a flyby.

 

The Roche Harbor private airport community was captured quite well in the scenery and could pass as the real thing. The expansive sailboats, power boats, historic buildings and hotel overlooking the marina didn’t fare as well.

 

 

 

Many of the homes have airplane hangars or tiedowns immediately adjacent to their house which provides a short taxi to the runway.  Many of these houses and airplanes are included in the KFHR FSX-SE Scenery Pack.

 

 

 

 

The outlying landing fields

I’m sure the included 6 private unimproved landing fields scattered across the island are realistic but, I’m not sure it was worth the effort.  Most of them are no more than rough fields with a windsock.

 

Most of them are so short that only the Cubs and Maules are suited for takeoffs, and this is provided the wind in on your nose.  I suppose there is something to be said for those that can boast they have a private airport on San Juan Island.

 

 

Using the KFHR user guide to set your display settings

The manual is quite brief, but has some key information to maximize the available PC hardware.  I was able to use the recommended setting with no adverse effects on my FPS.  I have a modern, high end PC built and maximized for FSX/P3D. As always, the sliders that will affect your performance more than others are the autogen density and the traffic settings, maybe water effects also.

 

The user guide is silent on the traffic sliders for ferries and leisure boats which are all around us at Friday Harbor.  I used the GA AI traffic guide recommendation also for the ferries and leisure boats.  Maybe someone will start an active thread in the forums to advise us on the best settings for these two sliders.

 

 

 

The included Friday Harbor Airport Control Panel is provided so users can fine tune the Global Settings (go for the new tree textures), the Texture Quality (Ultra for the fast PCs), and KFHR Features (I would start will all of them checked and only remove the ‘Flow’ items if needed to maintain FPS.

 

 

Friday Harbor Airport and Marina

The airport proper is one of the best around. Be sure to check some of the elevation changes, not just on the airport grounds, but around the island.

 

The island has a very active historical society that has documented the growth and development of Friday Harbor and the surrounding areas.  Several of the historical buildings have been replicated in the scenery package and can be found with a little help from Google.

 

The Friday Harbor Marina and Ferry dock is replicated in good detail and the ferry evidently runs on a schedule.

 

 

 

 

KFHR has some local rules:

All traffic is Right Hand traffic, pattern altitude is 1,100 MSL.

Climb straight out and do not turn until reaching the Marina Northbound, or the Golf Course when Southbound.

Airport is closed to traffic from 10pm to 7am
 

Favor the higher glide path and stay at or above the PAPI glide slope.

 

 

Kenmore Air commercial service

Kenmore Air, a local air travel and sightseeing company, has morning and afternoon daily service.  These are large single-engine Cessnas and Beavers.

 

 

 

 

 

Marine Life and Whale Watching around San Juan Island

Although the KFHR User Guide was silent on spotting dolphins, small whales and such, this is one of the main draws for the tourists.  The West side of the island, looking towards Canada seems to be the likely place to see whales.

 

 

 

 

The Annual Friday Harbor FLY-IN

Friday Harbor is known for their annual Fly-in, usually in late July.  The old-time pancake breakfast should encourage you to arrive early. This is like the old days with Warbirds, Classic Antiques, home-builts and bi-plane rides, free admission and free parking.  Wow. Follow these links for a great video of last 2013 and 2014 Annual Friday Harbor’s Fly-In.

 

 

https://www.youtube.com/watch?v=KOEkv2Yuw_Q&feature=player_embedded2013

https://www.youtube.com/watch?v=wuMWa_m4cPo&feature=player_embedded&list=UUUn_3Vb934H1AgsLy3DTZ-g 2014

 

 

Sightseeing around the island

I was writing the Avsim review of the Carenado Embraer Phenom 300 when I got the assignment for this Dovetails Games KFHR Scenery Package review.  I thought it would be a good test of the high speed business jet to see Friday Harbor.

Here are a some screenshots around the island. (default on left, KFHR on right)

 

 

 

 

 

Flying the default Beaver around the two harbors.

What a nice surprise.  I didn’t realize that we had a Kenmore Air repaint in our default float plane choices.  This is ideal for exploring the two major harbors around San Juan Island with water everywhere.

 

I googled water rudder in FSX because I had forgotten the key strokes. (Ctrl+W) . The first link that caught my eye was the link to Flying Float Planes at none other than FSX Insider – Steam Edition.  How’s that for luck.

 

https://fsxinsider.com/water-water-everywhere-flying-float-planes/

 

I recommend you spend some time at this link if you are new to float planes.  Should flying the Beaver on floats around San Juan Island look exciting to you, then you will need the new Steam Edition of KFHR Scenery to see what I saw.

 

The screenshots tell the story. Fun, fun, fun

 

 

 

 

Published Approaches and Airport Information

The public airport, KFHR, the namesake of this scenery package, has two published approaches, an LPV and NDB for runway 34.  You have several alternates if needed.  Orcas Island, KORS is the closest, about 10 miles NE, but KNUW at Whidbey NAS has two huge runways and KBVS Skagit Regional is just across the bay about 25 miles away.

 

 

 

Coverage Area Map, Control Panel and Key Features (from product information page)

 

 

 

Summary and Conclusion

This is the first Orbx scenery add on for Dovetail’s FSX-SE and it appears to be a winner.  The coverage area is larger than the typical Orbx airports area for FSX/P3D.  The Dovetail downloaded scenery pack is super simple.

Buy on Steam

Select Library, Games, FSX:SE option, scroll down the DLC list and add a tick mark at the Friday Harbor (KFHR) add on

Fly

 

No key codes, purchase order numbers and transposed dates to contend with just to get the download.  No waiting for the download to complete or get interrupted - absolutely nothing to install on your PC. This is all taken care of somewhere between Dovetail Games and Steam.  It couldn’t get much easier than this.

 

Once installed, Friday Harbor is your default location in FSX: Steam Edition.  Did I mention that you also get the seasons made famous by Orbx?  Be sure to change your date and time or seasons and check this out.  You might not notice any large changes in seasonal color but check the grass and trees.

 

 

 

 

 

One of the advantages of using the Steam Edition is that your scenery is stored in your Steam Library which gives you constant access regardless of the platform you may choose to access your Steam Account. So how does the Orbx enhanced scenery with the new default replacement trees, the animated figures, custom buildings and custom terrain mesh compare to the FSX-SE default scenery – no real comparison.  Not only is the landmass greatly improved, the water and the coastlines are now realistically portrayed in the simulator.  The enhanced scenery has the roads, rivers, streams and such properly placed whereas the default is more or less a rough guess, and many times incorrect.

 

Tired of the familiar rectangle for the airport perimeter?  No more.  The enhanced scenery airport area is whatever the airport area covers, not the same light green grass all over the world.

 

Just because I used a business jet, a J-3 Cub, a Maule, and a Beaver on floats to fly around Friday Harbor should not influence you to do the same. If you happen to lean toward float planes then this might be Mecca for many.  I think I will stop writing and go flying.  I have an honest-to-goodness seaplane rating also.  I bet all those docks are real and just waiting to see how proficient my water taxi skills are. I’ll report back in the forums.

 

Friday Harbor (KFHR) Scenery add on by Orbx – a Dovetail Games/FSX :Steam Edition exclusive – very highly recommended. This will be exclusive to FSX:SE for 90 days then Orbx will introduce the boxed FSX and P3Dv2 edition for further distribution.

 

 

Ray Marshall is a seasoned reviewer for Avsim.com and holds a Commercial pilots license, multi-engine land, instrument, single engine sea rating and a couple oftype ratings.


REVIEW - Airbus A330-200 by JARDesign for X-Plane

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Review

by Will Reynolds

Introduction:

 

 

Born as a follow-on design to the A300 and incorporating technology pioneered in the A320 family, the next generation widebodies by Airbus entered design phase in mid 1970s.

 

The team worked on both a twin engine and quad engine variant widebodied jets with composites and a full FBW suite.

 

The A330 model offered at least 25% better economy than the DC-10 at the same distances.

 

The first A330 flight took place on the 2nd of November 1992. The aircraft had the same fuselage cross section as the A340, could upload standard LD3 containers (used in the 747, DC10 and most widebodies except for the 767) as well as standard pallets.

 

To compete with the extended 767-300ER, Airbus shortened the fuselage and increased range to 6500nm and released the A330-200 which first flew in August 1997. The original version of the A330 thus became the A330-300

 

JAR Design, led by Eugeny Romanov, decided on the RR Trent variant of the A330-200 as the next project to follow their A320-NEO for X-Plane, and it is the aircraft we will review today.

 

 

Purchase and Installation:

NOTE: THIS REVIEW IS BASED ON A330 VERSION 1.2R2 AND X-PLANE 10.40

 

Purchase is very straight forward, the aircraft is available directly via the JAR Design website or via most resellers of X-Plane add-ons.

 

Upon payment, you receive a serial number. Keep it in a safe place.

 

You are then directed to the JAR Design website to download the latest stable version or if you wish, a progressive Beta version.

 

Download the version you wish, unzip the file and move the whole file into your Aircraft/Heavy Metal folder. That's it!

 

The ZIP file will also contain a folder called "Ground Handling"....this is a locked version of JAR Design's Ground Handling plug-in, it will only work with your A330. If you wish to get the unlocked version of Ground Handling, purchase is available from the JAR Design website. If you are familiar with FSX's GSX program, this is its equivalent.

 

Installation of Ground Handling is by simply copy and paste of the Ground Handling folder to your X-plane/Resources/Plug-ins folder.

 

When you next start X-Plane and select the Airbus A330, you will be prompted for your serial number, enter it and reload the aircraft. You are ready!

 

 

First Impressions

You get one model, the A330-200 version powered by RR Trent 700 engines and only one repaint, the default Airbus colours.

 

I have decided to make good use of some of the very talented repainters out there and show the aircraft in some variety.

 

The exterior model is very good, it is functional with lots of animations.

 

 

 

Check out the see through cabin. I could spot the "Green" of the Alitalia Airbus parked on the other side.

 

 

While we are looking at the exterior, we can test the Ground Handling plug-in that comes with this aircraft...all doors open automatically to allow access, and obviously close when you remove the services. Control is via the Control Panel, and you can see animated LD3 baggage containers, being loaded, as well as individual suitcases.

 

Another good touch is seeing the passenger stairs with a top cover when the weather is rainy!

 

 

 

Refuelling is done by calling the Fuel Truck, and here again we see a good range of animation, starting by the truck driving to position, and then you will see the hose and fitting moving up to connect with the under wing refuelling panel. Once the hose is in place, you will see the Refuelling Control interface. Here you advise how much fuel you wish to have, and this panel is fully dynamic, as in, if you have the APU running and it is consuming fuel, it will show you the decrease in fuel.

 

 

 

Besides the expected animation of spoilers, ailerons, flap and rudder, we can see the APU vent is properly animated...as you begin the APU start procedure, you will see the vent slide open, just like it does in the real world.

 

 

 

Last exterior animation I wish to show is the gear retraction and extension animation. The main gear trucks of the A330 tilt considerably, and obviously they cannot be stowed in this condition. The gear has a shortening mechanism to retract the shock absorber during retraction, and also a hydraulically operated pitch trimmer to move the gear to normal "flat" position to enable retraction.

The animation available on the JAR A330 shows the pitch trimmer in action, as the bogies begin to retract, they move in a fluid motion to the flat position for retraction.

 

The reverse is shown on gear extension, as the bogies tilt once totally clear of the doors. Very nice touch.

 

 

 

Enough for the exterior...let's look at "the office".

 

 

Let's look at the overhead panel first...this is the view I use, I can see the whole panel in one screen. I know people who prefer to split the views and see more detail, it is personal preference. The panel quality is very good, I hit the colours are spot on. Most of the switches are fully functional, as we will see later, but some are not, and quite frankly, can't see why you would go thought the trouble of coding oxygen for the pilot, cooling fans for the avionics bay, evacuation switches, cargo smoke. Oddly enough, the APU fire switch is operational, but not the engine fire ones.

 

 

Shades just in case it is too bright out there.

 

 

Now let's see the different options of night lighting of the overhead panel:

 

Dome and Centre Light turned on as well as backlight of the switches

 

 

No Dome Light or Center Light, just backlight

 

 

Dome Light off but Centre Light on

 

 

The panel overview, with all lights turned on

 

 

Dome lights turned off

 

 

Just the bare minimum....looks great!

 

 

If we take of closer look at the MCP, we can see the implementation of the rotary mouse wheel control in this version of the A330. As you hover the mouse in the centre of the switch, you will see the writing appear, confirming you are in the area of rotary control.

 

 

We can also see other little detail, such as scratches on the enamel, worn marks and the well modelled 3D switches.

 

 

 

Looking at part of the Centre pedestal, all switches functional, including weather radar.

 

 

 

Another neat feature is the Checklist panel on the left hand window. It is progressive, you can refer to it as you go along, and it will "tick" items completed when you actually do them. Very very handy.

 

 

 

Another great feature, available via the "Plug-ins" menu, is the Load Sheet for the aircraft. Set the amount of passengers and cargo via this interface, and take note of weights.

 

 

And finally, before we start things up, the cabin. Not a lot of detail, but then again, why would you want heavy, FPS consuming detail here?  Am happy with what is there. These screenshots show minimum Anti-Aliasing and Filtering in place. If you have a medium or top grade machine, the cabin looks much much better.

 

 

 

 

Operation:

I did several flights on this aircraft, and they were very enjoyable. I would like to show different aspects of the day-to-day operation of the systems so you, the reader, can form an opinion on what is available.

 

After powering on the row of batteries, we proceed to turning on the APU...the ECAM shows the start process quite well.

 

 

 

While we are looking at the ECAM, let's look at some of the pages available (not showing all of them, but they are all functional)

 

 

 

Let's put a few to the test...turn Engine 1 Bleed Air to OFF..you can see how engine 2 is having to supply the Bleed Air to the entire system.

 

 

Turn off the main fuel pumps on the left side and we can see the Standby Pump is having its work cut out.

 

 

Next, we turn off the BLUE Hydraulic pumps, we can see the Hydraulic pressure falling at a steady rate until it hits ZERO, then we turn on the Hydraulic Electric Pump.

 

 

 

Ok let's stop driving the people in Maintenance crazy...let's have a look at the MCDU. The JAR Design has its own custom-made MCDU, coded by the developer, so it does not rely on the X-Plane default. The end result is, you have a very functional device but it is not yet complete.

 

Yes you can enter your route, it will calculate performance speeds, Top of Descent, Top of Climb, it has full NAVIGRAPH as well as NAVDATAPRO support, flies SIDs and STARs, but it is work in progress. Note, in its current state, it will NOT stop you from performing a full flight in any way, shape or form.

 

The INITIALISATION page (or INIT for short) is very familiar. At the moment, if you wish to upload a route directly into it, it must be saved as a ".txt" file which is currently not supported by PFPX but I believe you can make it work via EFASS.

 

Here we do it manually, and set the IRS to align. There is no time compression for IRS alignment, so expect to take around 10 minutes. Once Departure point and Destination are accepted, we can use the small DCDU screen (Datalink Control and Display Unit) to display the weather at Departure and Destination. It is the only function of the DCDU in this software package, whilst of course, in real life, the DCDU is an active link of Comms with ATC and other entities.

 

 

 

Enter the SID

 

 

You can also enter speed and altitude restriction for any waypoint

 

 

You must remember to set trim for takeoff or you will be sorry! But if you do remember, the handling is quite good as you would expect, so good bit of realism here

Next we can call the PushBack tug. Keep in mind that we have a lot of things at our disposal here already shown, such as ECAM actions, checklists provided and displayed, etc.

 

The PushBack tug moves into position and the ground crew will call you via Intercom. You have to answer by pressing the intercom button and reply/interact via a drop down menu. Once ready for the push, the ground crew will ask you to release the brakes and YOU control the push via a mouse-driven control unit. Simply press the bottom area to push backwards, the left if you wish the tail of the aircraft to be pushed left, etc. and press the centre circle to stop the last action. Very easy.

 

 

 

Here we can see the Intercom buttons you will need to interact with your Cabin Crew as well as Ground Crew.

 

 

Taxy is smooth enough although I noticed a fair amount of nosewheel sliding if you take a curve just over 13 knots. The aircraft has another neat feature, a direct X-Plane feed that shows the position of your aircraft on the ND and assists with situational awareness greatly. The taxi lights are more than adequate for night operations

 

 

 

Once airborne, I was pleasantly surprised to see the drawing of the path on the ND showed nice curved turns to match the comfortable angle of bank of the aircraft, and as you can see, the aircraft followed nicely.

Be warned though, I have come across other times where after entering a STAR and/or modifying the waypoints the path on the ND stays as sharp lines, showing impossible turns. However, the aircraft performed normally when it reached those points.

 

 

 

 

Another well known gripe with the MCDU is that the flight plan will not delete the waypoints you have already flown over/left behind. So if you have a long flight, you may find yourself having to scroll furiously. The developer is aware of this.

 

 

To set up for arrival, once again use the handy DCDU for the latest weather, and enter the necessary information in the MCDU. Top of Descent is calculated as well as any restrictions called for. I have noticed that it has no issue meeting Altitude restrictions when it calls for an exact altitude, but asking for "Above" or "Below" will need monitoring, sometimes it gets it, sometimes it doesn't but it does not miss by much.

 

 

Top of Descent is clearly marked, and I have found that starting descent by pushing the managed altitude knob about 10nm from top of descent gives the best results as the big twin has to spool down slightly before it can nose over.

 

 

 

After landing you can also see the brake temperatures and status of your wheels.

 

 

 

 

 

Thoughts and Conclusions:

First, a disclaimer: The screenshots you see in this review are NOT taken with maximum rendering options. In fact, they were taken with 2x AA Filtering and 2X HDR Anti-Aliasing. See this shot taken with 4X for both those values, and you will see how good this cockpit is.

 

 

Why?  Because not everyone has a top of the range card or PC. So keep in mind that what you see is base level, if you have a good modern machine, you will see a much better visual result.

 

As we have seen above, the package packs quite a bit, but it also falls down in one: NO documentation. In the conversations I had with Eugeny, he mentioned he is modelling EVERYTHING he can in this aircraft as per the real life Airbus FCOM....if it is not in the book, you won't find it here. Therefore, if you wish to know about systems or how things work, he directs you to sites with the real life data.

 

He also published a few videos on YouTube showing flights from Cold and Dark:

https://youtu.be/-__HDVb9Hm0

https://youtu.be/0EhS2Qrz8H8

 

This might be ok for those somewhat familiar with the Airbus philosophy or intricacies, but for a casual simmer who purchases this, it will be a long road to takeoff.

 

Having said that, what JAR Design has achieved is quite impressive. This aircraft has just about every system modelled: Hydraulics, Pneumatics, Bleed, Fuel, Brakes, etc. etc. and you can adjust settings for realism and simulation via the MCDU.

 

The addition of the Ground Handling plug-in plus the interaction with Ground Crew/Cabin crew add very good touches and definitely increase the immersion factor. But...this is an Airbus right?  so does it fly like an Airbus?

 

I took the aircraft for a test flight...heavily loaded, departure to 3000ft, turn off FD, Autothrust and A/P...then move the thrust levers to idle and pulled the yoke into a tight turn to the left, all the way to the 67degree limit for angle of bank. Yup, the chime and ECAM indications for Alpha Floor indeed came on, thrust went to TOGA, aircraft stabilised and good old Airbus saved our bacon. I think the most unnerving part was realising I forgot to "unload" the passengers and you could hear the screams of terror as I put the aircraft through its paces!

 

 

 

Manual flying of this aircraft is good without being exceptional. It just feels a little too light and too responsive for such a large aeroplane.

 

The version I tested was the latest available, version 1.2r2 and it was tested with X-Plane version 10.40RC3. The developer did advise that Beta versions of X-Plane are not directly supported as it makes it impossible to fine-tune his product against one that is constantly changing and it is a fair call, but I only found one odd problem, which the developer has been advised of: If you select the "Direct-To" function in the MCDU and you select a waypoint that is 3 or 4 ahead (ie you are doing track shortening), it is no problem. If you are doing track shortening of a few hundred miles, you will find issues with the MCDU and your Flight Plan. Again, this was not found in release version 10.36 of X-Plane so finding the culprit right now is a bit hard until 10.40 is fully released and the developer can continue with the updates.

 

There are a few cosmetic things to improve on, nothing deal-breaking, the only one I would like to see is individual throttle lever motion. That is, if you move only one Throttle lever, you will see both levers move in the cockpit, but only one registers in the instrumentation. Again, it is just a cosmetic thing, and the developer did say he will look at it when the more important updates are out of the way.

 

So would I recommend this add on?  Absolutely YES! This is the best Airbus A330 available for any of the mainstream Flight Simulators (FSX, FSXSE, P3D and X-Plane), it is the most stable and also the most complex, has the most features and is fully supported by a very active forum where the developer is keen to hear your thoughts and offer assistance directly.

 

Yes it does have its down points (documentation and it is a product still in progressive Beta), but as it stands right now, and for the potential of what it could bring in the future, this product will definitely satisfy your A330 urges.

 

REVIEW - Virtual CDU by Virtual Avionics

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Review

by Marlon Carter

VIRTUAL AVIONICS

PRODUCT: VIRTUAL CDU 747, 777,737 & A320.

PLATFORM: ANDROID/iOS

 

 

INTRODUCTION

Virtual Avionics is a Brazilian company created by a team of electronic engineers who are passionate about aviation. Their goal is to provide a realistic experience that is focused on flight simulation and they’ve certainly done so with the release of a unique app that takes your flight sim experience to another level.

 

Over the past decade or so, we have all enjoyed the release of add-ons that featured highly detailed systems such as the FMS/MCDU. The problem however, is that using the FMS required changing your view or pulling up a 2D panel. In addition to this, manipulating the controls require use of the mouse rather than actually touching the unit. While this may not seem like a big issue, and we may have never complained over the years, for some simmers that come from a real world flying background, using the FMS in this manner may be a bit cumbersome and pulling up a 2D panel can easily distract a virtual pilot while flying.

 

For years, the only alternative to using the virtual cockpit or 2D panel FMS was a completely separate FMS unit used by cockpit builders. For these fortunate individuals, having the actual replica of an FMS unit was a dream come true since it provided the ultimate in realism. For those of us who are not fortunate enough to build an entire cockpit in our homes, the next best thing may be a Virtual CDU which is accessed via a tablet or phone.

 

Thanks to Virtual Avionics, users of the PMDG 737/777, iFly 747 and Aerosoft A319/320/321 can now have the pleasure of having easy access to their FMS/MCDU from the comfort of their tablets or Smartphones. Here is a breakdown of the features of these products (each sold separately).

 

 

FEATURES:

VIRTUAL CDU 747

 

 

Our Virtual CDU 747 application is compatible with the following add-ons:

iFly 747-400 (FSX SP2 or Prepar3D V1 and V2)

The application is available for iPads, Android tablets and Smartphones, and necessarily requires that an original version of the add-on supported is installed.

 

It connects to the flight simulation system via a WiFi network, and allows the user to change application on the tablet / Smartphone without compromising flight. This is especially useful for long-haul flights.

 

It's necessary to be used with VA Interface software that is available on our download area and shall be installed on the computer running the iFly 747.

 

 

VIRTUAL CDU 777

 

 

 

Our Virtual CDU 777 application is compatible with the following add-ons:

PMDG 777-200LR/F SP1 or newer

PMDG 777 P3D Version

It works with FSX (SP2 and Steam) and Prepar3D (V1 and V2, V3 is being tested)

The application is available for iPads and Android tablets and Smartphone, and necessarily requires that an original version of the add-on supported is installed.

 

It connects to the flight simulation system via a WiFi network, and allows the user to change application on the tablet / Smartphone without compromising flight. This is especially useful for long-haul flights.

 

It's necessary to be used with VA Interface software that is available on our download area and shall be installed on the computer running PMDG software.

 

 

VIRTUAL CDU 737

 

 

Our Virtual CDU 737 application is compatible with the following add-ons:

PMDG 737 NGX Version SP1C or newer (FSX SP2 or Prepar3D V1 and V2);

iFly 737 Version 3.1 or later (FSX SP2 and FS9)

ProSIM (FSX SP2 or Prepar3D V1 e V2)

The application is available for iPads, Android tablets and Smartphones, and necessarily requires that an original version of the add-on supported is installed.

 

It connects to the flight simulation system via a WiFi network, and allows the user to change application on the tablet / Smartphone without compromising flight.

 

This is especially useful for long-haul flights.

 

This application requires the previous installation of VAInterface Lite or VAInterface on the same computer where the flight simulator software is running. This software can be found at our Download area in our web site

 

 

VIRTUAL CDU A320

 

 

 

Our Virtual CDU A320 application is compatible with the following add-ons:

Aerosoft A320 Extended version 1.16 or newer, for FSX SP2 or Prepar3D V1 and V2

 

The application is available for iPads, Android tablets and Smartphones, and necessarily requires that an original version of the add-on supported is installed.

 

It connects to the flight simulation system via a WiFi network, and allows the user to change application on the tablet / smartphone without compromising flight. This is especially useful for long-haul flights.

 

This application requires the previous installation of VAInterface Lite or VAInterface on the same computer where the flight simulator software is running. This software can be found at our Download area in our web site.

 

 

 

 

To find out a bit more about Virtual Avionics, I had the opportunity to ask the developer a few questions that I think you will find enlightening.

1. What inspired you to create these apps?

Using a mouse to program a flight on the FMC was a very bad experience. We would like to have an easy way to do so and that could be as close as possible to a real one. Tablets were very popular and dimensions are close to an actual CDU, so it seemed natural to have an application that could enhance the interface with the pilot.

 

2. Where there any challenges in developing these Virtual CDUs?

One challenge was to create a way to interface with add-ons without requiring CDU screen to be exported on windowed mode. First requirement we established was to not impact performance at all, and Flight Simulator should be able to run on Full Screen mode. Another challenge was to be compatible with hundreds of different tablets and screen sizes. Also, we had to guarantee a very good performance with no lags, otherwise the experience would be affected.

 

3.  What makes these apps different to similar products available?

We focused on ease of installation, support and performance. Also it is flexible to allow users to connect as the Captain or First Officer or multiple instances of Captain or First Officer.

 

4. Can we expect support for other products such as the Majestic Software Q400 or other high end products with FMS units?

Different add-ons work in different ways, so we need to evaluate all of them and provide customized solutions for each one. At this moment we are working on the Majestic Q400, which seems a very complex solution and we are also developing our own standalone FMC to be used for training purposes without the need of an Add-on. New PMDG 747 is on our list and we are just pending the launch of their new release to be able to provide a solution for it. We also receive a lot of feedback from our customers and they are particularly important on feedback and suggestions for new products that could enhance their experience.

 

Certainly, the future for Virtual Avionics seems promising and I for one eagerly look forward to a Virtual CDU that supports the Majestic Q400. Until then, let’s have a closer look at the apps that have been released so far.

 

 

DOCUMENTATION/INSTALLATION

By way of documentation, the virtual CDU doesn’t come with a detailed manual. In place of a detailed manual, users will find all of the information they need on the virtual avionics website. Some of the information that can be found includes information on requirements, installation and troubleshooting. While I always appreciate having a PDF file with all of the necessary information, this product is fairly simple and if you think about it, most apps you download do not have detailed PDFs. This being the case, the information found on the website was sufficient to get started in my case and I think you will find this to be the case also.

 

As far as the installation is concerned, after purchasing the app, you are required to register on the Virtual Avionics website in order to download the interface program which is required to be running alongside FSX for the virtual CDU to function correctly. Once these steps are taken, you should be up and running in no time. As a word of advice however, if you experience any issues connecting to your flight simulator, ensure that the IP address on your tablet is correct.

 

 

THE EXPERIENCE

As mentioned in the introduction, I’ve always enjoyed using the FMS by the tradition virtual cockpit or 2D panel option, but at times, it can be a distraction when you are required to change your view setting or have a 2D panel obstruct your forward view. For many years, the only alternative to having a realistic experience with the FMS, similar to having your own yoke and throttles, was to purchase a cockpit builders FMS unit. After doing a bit of research, I quickly realized that buying actually FMS unit wasn’t the best option financially.

 

With the advanced features of tablets and Smartphones however, Virtual Avionics has made wise use of this platform to release a Virtual CDU that it covered not just one, but 4 of the most popular add-ons. Also, in an effort to have everyone enjoy these apps, the developer has released these apps for both Android and iOS platforms. In my case, I opted for the iOS versions and I couldn’t be happier with the overall ease of setup and performance. The conveniences of having these apps are numerous and one of the most significant advantages is that you can step away from your computer (must remain in WiFi range) and still monitor the progress of your flight. Apart from this, another important advantage is that you can have a much easier workload while flying and making changes to your flight plan.

The overall quality of the display looks just fine on both Smartphones and tablets, but I would highly recommend using a tablet that is at least 6 inches. Having a slightly larger display truly gives you the realistic sensation of using a real FMS and it becomes much easier to enter data into the unit. In a nut shell, while these apps have no extra features other that what has been provided by the aircraft developer; it truly adds a new level of realism to your flight sim experience.

 

For anyone who may be concerned about PC performance issues, I am pleased to say that I encountered absolutely no issues with PC performance. While using my iPad, I noticed that were wasno delay between executing a task on the Virtual CDU and seeing the change take place on my PC. This creates a seamless experience and I think everyone will enjoy.

 

CONCLUSION

In conclusion, for the price of 19.99, these apps are absolutely worth it and if you own a tablet or Smartphone that uses Android or iOS, this app will significantly enhance your experience when using any of the supported add-on aircraft. While virtual FMS apps aren’t entirely new, having these apps for the most popular add-ons is a most welcome option for all to consider and I would highly recommend it.

9.5/10!

REVIEW - Comanche250 by A2A for FSX/P3D

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Review

by Ray Marshall

 

Just like all the other recent A2A Simulation releases for FSX and P3D, the Comanche 250 was a surprise to almost everyone.  Many folks were guessing this would be a twin-engine model, but, I don’t think anyone will be disappointed in A2A’s decision to simulate a model of their company owned 1959 Comanche.

 

This one is typical of the very early Piper Comanche line that was specifically designed to compete head-on with the V-tailed Beech Bonanza.  I personally think Piper fell short of having a true competitor based on quality and performance, but they did manage to build a Comanche that was priced a little higher than the Mooney M20 and a litter lower than the Bonanza V33.  The Piper’s cruise speed fell short but the enlarged cabin width and hauling capacity outdid both the early Mooney and the Bonanza.

 

As far as performance goes, a modern Comanche depends on how much one is willing to pay the speed merchants for their bolt-on, screw-on, full-replacement bits and pieces.  The Piper Comanche line of aircraft must be the most modified and most improved of any of the standard general aviation models out there.

 

I would be willing to bet there are not more than a handful of unmodified Piper Comanches from the 1958 – 1964 era.  Of course, you would be searching for an almost 60-year old airplane, hopefully in some sort of airworthy condition.  I’m not sure anyone would actually want to own one to fly, maybe to donate to a museum or to trailer it to an airshow to win a trophy.

 

Surprisingly, the asking prices of the early Comanches remain quite low when compared to competitors but most require an equal sum or even more to bring them up to modern standards including the plethora of these bolt on smoothing devices, modernized replacement instrument panels, the latest avionics and updated interiors.

 

But, once the money is committed, the work completed and the new paint scheme is applied, you have a beautiful, high speed, complex flying machine with a rich history that commands attention wherever you may choose to fly.

 

Practically all Comanche’s have been highly modified or upgraded for reliability, comfort, speed increases, and compliance with the pages and pages of required ADs (Airworthiness Directives from the FAA).

 

The specific model that A2A has presented to the flight sim community falls somewhere near the middle of the pack as far as speed mods and upgrades.  One place where it far exceeds the marketplace is with our choices of avionics, including the latest GTN650/750 and RXP GPS units.

 

What pulls the average down is the lack of a more modern, full-function autopilot, although the included ST-30 is capable of relieving the pilot workload on the longer, near straight legs and basic IFR approaches; and the absence of the more expensive speed mods, like the LoPresti cowl and the Knots2U Arapaho one-piece windshield upgrade.  Not that these items are required or even needed for flight simulation flying.

 

 

The A2A Simulations Accu-Sim Piper Comanche 250

As we progress along with this review it may be unclear whether I am referring to the A2A FSX/P3D simulation or the real world Comanche that Scott and Captain Jake may be flying.  They are pretty much one in the same except for the paint scheme or interior that you may have chosen to fly that day.

 

As far as I can tell, the simulated model should look, act, feel and perform just like the one in the hangar, on the ramp or in the air.  One of the original simulation repaints, N6229P is a spittin’ image of the one owned and flown by Scott Gentile, owner of A2A.

 

A short video that introduced the release of the Comanche 250, narrated by Scott Gentile, will give you a good overview of how the real world model compares to the simulation. I have watched a ton of airplane videos but, this 15 min video is the best I have seen yet.  Not only for what it covers, but the depth of understanding of what we are watching and the excellent video and audio quality.

 

“After three years of owning and operating a 1959 Piper Comanche 250, we finally managed to bring her to life with Accu-Sim. I hope everyone enjoys the video, but 15 minutes just barely scratches the surface to the depth of the simulation. I look forward to seeing many people experience the true joy and wonder, of this timeless beauty.” 

 

https://www.youtube.com/watch?v=ykxeVxa8qJo&feature=player_embedded

 

Using several partners for choices of engine oil, batteries, propellers, spark plugs, and speed enhancement fairings, our simulated model is well equipped to compete with the standard competition.

 

 

One huge advantage we simulator pilots have over our real world brothers and sisters is that the maintenance and optional equipment and modifications are all billed in virtual dollars.  Yep, you can ask for and receive everything from the mechanic’s quick check of a rough running engine to a full overhaul in a matter of minutes at no additional cost in real world money.

 

You can also elect to change out your standard propeller for an upgraded graphite 3-bladed MT prop with a matching spinner, add or remove original equipment tip tanks with 30 gallon fuel capacity, change out your battery, spark plugs, tires, or add some spats and fairing to smooth out some rough edges and cover up the gaps in the flaps.

 

I’m guessing many of these options are installed or available for N6229P and the simulated Comanche should exhibit the corresponding changes in speed, control, feel and such just like the one sitting on concrete.

 

You may not be familiar with the Comanche (but you soon will)

 

Almost all pilots, real or simulated, are somewhat familiar with Mooney, Beechcraft, Cessna, and Piper airplanes.  Maybe some of the specific models are better known than others.

 

Let’s talk about the Cessna line first with the broad statement that the very successful Piper Tri-Pacer of the early 1950s was the impetus for Cessna to modify their tail-wheeled Cessna 170 by adding a nose wheel to compete for the anticipated up and coming boon in personal or general aviation.  The Cessna 172 and 150 and all the follow on Cessna models deserve their own separate discussion and is not included here.

 

It was the fact that Cessna chose to go with an all metal design for their new line of general aviation planes, as opposed to the tube and fabric method historically used by Piper and others that threatened the very livelihood of the Piper Aircraft Company.

 

Just one look at the stubby, milk stool Piper Tri-Pacer alongside a Cessna 172 or V33 Bonanza makes it crystal clear that if Piper wishes to compete with these two aggressive airplane builders they had better come up with a radical new airplane design and very quickly.

 

 

 

Mr. Piper and son Pug may have misjudged the substantial impact that Cessna would have on the market with their affordable high wing, metal, tricycle gear airplanes for they initially set their sights on the Bonanza, possibly an even more formidable challenge.

 

Starting in the early 1950s, Piper chose to name their airplanes after American Indian tribes and later on chose some Indian weapons or general terms for some models.  The Apache, the first twin engine piper, a partial metal design was very instrumental in the early development of the Comanche.  The Apache’s basic design was found in a box of papers labeled “Twin Stinson” that came to Piper in 1950 by way of the Stinson Aircraft buyout from Consolidated Vultee.

 

The Apache was a milestone airplane for Piper. This was the airplane that allowed Piper to take the first steps from the tube and fabric puddle jumpers to the new world of metal business and complex touring airplanes.

 

Piper was interested in building a new twin with hopes of supplying both the Korean War efforts and the civilian population.  Mr. Piper purchased the Baumann B-250 prototype and drawings from an old friend that he met when he took over the Taylor Aircraft Company long ago. Designed near the end of WWII, Jack Baumann’s Brigadier 250 was a pusher configuration with looks vaguely similar to the original Aero Commander 500.

 

 

 

This B-250 design, PA-21, was soon abandoned for the in-house and already owned Stinson design that later became the PA-23 Apache.

 

Bill Baumann, a first cousin of Jack, says he designed most of the structure and systems of the B-250 and helped build it.  He says the Apache fuselage structure and many systems were based on the Brigadier.

 

The history book is not very clear on who actually designed the Piper Apache, but it is probably safe to assume the team was led by Walt Jamouneau, the designer of the J-2 Cub and most of the follow on designs for Mr. Piper.  Mr. Jamouneau, a self-taught aircraft engineer, stayed with Piper his entire life, ending up on the board of directors.

 

I’m sure that Pug Piper, who held many titles at the family company, including those in charge of R&D, design, engineering and production, at various times during the lifetime of Piper had not yet learned enough from Walt Jamouneau to lead a design team, other than just the broad overview and general management direction.

 

Fred Weick, of Ercoupe fame, where he pioneered tricycle landing gear and metal-skinned light planes before WWII, joined Piper as Chief Engineer and Development Center director in 1957, so he did not arrive in time for the Apache but may have contributed to the Comanche design while working on contract to Mr. Piper. Fred designed some of the earliest Ag planes while working at Texas A&M University and was the co-designer of the Piper Cherokee line.  John Thorpe and Karl Bergey may also have had a hand in shaping the Comanche but were mostly known for their Cherokee work.

 

Mr. Piper did not hesitate to call in various airplane designers from time to time and may have formed a general, or overall idea of the new Apache and Comanche concepts from listening to the many former airplane company owners that failed to make the transition from the wartime business to the lean and mean years immediately after the War.

 

Whoever was on the team was probably working under the direction of Mr. Piper by way of Pug on a daily basis.  I don’t know the source of the Wiki data on the Comanche but someone awarded the design credit to Pug Piper and there is probably no one still alive to say otherwise.

The bottom line is the Apache has a place in the record books as the first Piper Indian, their first metal airplane and first twin.  Other than that it is downhill from there.  A review in Air Progress in April 1976 starts off with:

 

What is the Piper PA-23 Apache?   It's the cheapest, the easiest, the most obtainable, the ugliest, the most docile and, according to some, possibly the least useful twin engine airplane. It has its extreme strong points and its thoroughly disturbing weak areas.

 

 

 

 

I am going to guess that most everyone has heard of the Beech Bonanza.  The one also known as the Doctor Killer with the V-tail.  My small home-town doctor in the backwoods of Mississippi owned one and several later-model Bonanzas.  He died of old age, albeit with his pilot’s license suspended for violating the rules.

 

My first airplane ride, as a 3rd grader was in his E-33 Bonanza hard earned by washing the oily bottom of the fuselage many, many times with the promise of a ride someday.  I was hooked from that first backseat ride with a special place in my heart for any Bonanza.

 

Next, maybe somewhat lesser known, is the short fuselage Mooney, that small looking plane with the funny shaped tail pointing in the wrong direction.  This one is also important to the basic design of the Comanche and will be expounded on a little later.

 

 

One step at a time – Piper Aircraft and World War II

The Piper Aircraft Company was just one of many small airplane builders that sprouted up in the 1920s or 1930s, and then made enough profit from building war time models in World War II to stay in business and be ready to start over in the late 1940s.

 

Piper was in a unique position at the beginning of the war to build huge quantities of the very useful and low-cost J-3 Cub for the military.  The L-4 designation was one of the most popular basic trainers, aerial spotters, glider trainers, VIP transport and air ambulances.

 

President Roosevelt initiated a college pilot training program that used Piper Cubs to turn out thousands of pilots in anticipation of our entry into the war.  Just prior to the Japanese attack on Pearl Harbor, one in three of all civilian airplanes in the U.S. was built by Piper.

 

More than 20,000 Cubs and L-4s were delivered for the war effort and the few years following.  There were a few stretched or increased horsepower models built but the lowly J-3 Cub was the mainstay from Piper. ‘Grasshopper’ was the military nickname for all models of the Cub.

 

As wartime demands continued to increase the production rate increased to one Cub being built every 20 minutes.  I have read other places that the peak rate had a new Cub coming out the door every 10 minutes.

 

 

 

Piper planes played a vital role in winning the war, having helped train four out of five American pilots, and revolutionizing almost every aspect of land warfare.  Pilots added bazookas to their Grasshoppers to knock out tanks and entrenched artillery after directing naval artillery on the beaches of Normandy.

 

During the invasion of North Africa, 3 Grasshoppers took off from an aircraft carrier, of sorts, for reconnaissance flights and later directed naval fire on the beaches of Sicily and Italy.  Generals Eisenhower, Clark, and Patton all usedGrasshoppers as personal transport and for inspecting raging battles.

In McArthur’s struggle in the Pacific, Grasshoppers went ashore to direct artillery against Japanese strongholds and provided vital support in campaigns from New Guinea to the Philippines.

 

 

The Early Years after the War

When peace came, prospects for light planes seemed bright, as Piper’s “family cruiser” was added to the pre-war “Cub” and “Cruiser”, followed by the “Super Cruiser”. Then, as the post war boom faded, the low-cost, stripped-down “Vagabond” was added to spur sales. Soon the Piper “Pacer” was introduced to the line, and the “Super Cub”, replaced the old faithful J-3 Cub.

 

Things were humming along at the war’s end and the future appeared very bright on the home front. That was to come to a screeching halt within a couple of years.  It was so bad for the burgeoning general aviation manufacturers that only a few survived.  Beechcraft being at the top of the heap and Piper near the bottom.

 

The antiquated and stubby, tube-and-fabric construction of the short-wing Piper line was soon eclipsed by the competing 2-seat Cessna 120/140 and 4-seat Cessna 170, whose long, sleek bodies were built with modern "stressed-skin" construction using streamlined, lightweight-but-strong aluminum skin for structural strength in place of the heavy steel-tube frame, and fabric skin, of the short-wing Pipers and other planes. The "tin-can" Cessnas long wings and tails gave them greater stability and gentility in the air, along with superior takeoff, climbing and gliding performance. And their shiny, rounded aluminum sides shone with modern elegance. Piper soon noticed Pacer customers moving away towards Cessna.

 

 

The Tricycle Wars

In an attempt to leapfrog ahead of Cessna, Piper began offering a version of the Pacer with "tricycle" landing gear:   the PA-22 Tri-Pacer, in 1951. Replacing the dinky tailwheel with a big nose wheel gave the airplane positive steering control, eliminating most of the ground loop problems, and making the airplane generally easier to handle. It also raised the pilot higher above the nose of the airplane, greatly improving visibility (and hence safety) on the ground.

 

After the war hundreds of abandoned military bases and auxiliary fields became private and public airports. Local airports, with good, smooth runways, were becoming commonplace and by the 1950's, most planes were operating from them, rather than from grassy fields and open spaces. By 1951, smooth-runway operations were routine, and pilots were ready for the safe-and-easy steering of tricycle gear.

 

 

 

Whether because of clever calculation, or sheer luck, the Tri-Pacer's introduction was well-timed.

It was a quick success, immediately outselling not only the Pacer, but all other tail-dragger light planes, including Cessna's popular Model 170. The tricycle gear did the trick, and suddenly light plane buyers abandoned Cessna to return to Piper.

Piper managed to sell thousands of Tri-Pacers (over 7,600 before the end of production in 1959) before Cessna caught up. But five years later, Cessna finally released a tricycle-geared version of its Model 170, the 172/Skyhawk, followed in 1958 by the 2-seat Cessna 150, locking up the trainer market for Cessna.  Both Cessnas would go on to become the all-time best-sellers in their respective classes (in fact, the 172 would become the biggest selling light plane of all time, even surpassing the mighty Cub).

 

 

To compete with the 2-seat, Cessna 150, which had seized the market for new trainer planes, Piper stepped back and developed a cheaper, low-powered, 2-seat version of the Tri-Pacer - the PA-22-108, named the Colt, and released it in 1960-61. But the crude, old-fashioned Colt was too little, too late. The modern, efficient Cessna 150 soon owned the trainer market, and Cessna began eagerly welcoming new buyers for its bigger planes from the ranks of the new pilots that had learned in the little Cessnas.  From this point forward, Piper would never again outsell Cessna.

 

To get back to our story on the Comanche development, we can summarize as follows:  In the early 1950s the newly-created “Tri-Pacer” became an instant success, selling more than 7,500 in ten years. In 1954, the twin engine “Apache” became the cornerstone of Piper’s postwar growth, meeting the needs for an above-the-weather airplane.  Bill Piper at the age of 73 soloed in an Apache.

 

But the sleek, fast Beech Bonanza was taking all the headlines and was the one of choice for the fast, retractable, 4 place, complex airplane.  The Piper boys now set their sights on their next success story - a “Bonanza Killer”.

 

 

Piper Aircraft Company as an innovator and design shop

Although some amazing airplanes have come out of the Piper shop, none of them were actually designed by anyone named Piper. This is neither good nor bad; it is just different than Clyde Cessna, Walter Beech, Al Mooney, Eddie Stinson and Claude Ryan who were innovative airplane designers that produced airplanes associated with their names.

 

 

This may simply be because William T. Piper, Sr. was an Industrialist and Civil Engineer rather than an airplane designer.  His start was in the family dairy business and later in the promising crude oil business in rural New York and the airplane business came along rather late in life.

 

Bill Piper’s entry into aviation was completely unplanned. It began after C. Gilbert Taylor, a self-taught airplane designer, built a small monoplane. Taylor convinced the Bradford, Pennsylvania community leaders to pledge $50,000 toward building a facility to produce it at the town’s airport. In 1929 Piper’s business partner, in his absence, pledged Piper to invest $400 in the new business and later told him: “Bill, you’re in the airplane business.” William Thomas Piper had very little knowledge about aviation when he invested $400 in this newly-created Taylor Brothers Aircraft Corporation, but was elected to its board and named treasurer. The Great Depression descended upon the nation and, when few Taylor biplanes were sold, the company went bankrupt.

In the ensuing public sale, Piper’s lone bid of $761 made him sole owner of the company. Though times were hard, his company designed several low cost planes. Among them was the “Cub”, a small monoplane that was destined for aviation history. It proved to be a dream to fly, and its price of $1,325 fit Piper’s philosophy of giving the most airplane for the dollar. Piper also surprised nearly everyone when he learned to fly a Cub at the age of 50.

 

By 1935, he had brought the company well into the black, as the Cub enabled thousands to experience the thrill of flying for the first time. A factory worker, Walter Jamouneau, is credited with modifying one of the earliest Cub models to become the J-2, then later the J-3.  He was fired by Taylor, the factory manager, but was immediately rehired by Bill Piper who then bought out Taylor’s share of the company.

A few years later Piper’s three sons: Thomas, Howard and William Jr., help him convert an abandoned silk mill in Lock Haven, Pennsylvania, into an airplane factory, and reorganize the company into the Piper Aircraft Corporation. Soon the dolled-up Jamouneau designed Piper “Cub Sport” was introduced. Piper soon introduced the handsome J-4 “Coupe” and the more powerful J-5 “Cruiser”.

 

The military variant of the Cub was designated as the O-59, L-4 and NE (Navy). The military version was mechanically identical to the J-3 civilian Cub but had a Plexiglas skylight and rear windows installed for improved visibility from the rear seat.  “All we had to do was paint the Cub olive drab to produce a military plane” Bill Jr. is quoted as saying.

 

A little over a year ago, the J-3 Cub was designated the official aircraft of the state of Pennsylvania.  Governor Tom Corbett signed into law the legislation, known as Act 73 on June 27, 2014.  Connecticut chose the Corsair F4U for their state plane (the state produced about 12,500 during WWII).

 

 

Stinson joins Piper

 

 

In the late 1940's, about the same time as the zenith of the short-wing Pipers, Piper, still looking for a stouter 4-seat plane, which could hold four full-sized people and full fuel bought out the floundering Stinson Aircraft Co. by now a division of Consolidated Aircraft and finished selling off Stinson's stock of Model 108 / Voyager / Station Wagon planes, which were roughly similar to and competing with the Pacer.

The hardy Stinsons, though rather slow for their 150-190 hp engines, cruising about 110-120mph, could definitely haul four full sized adults, and baggage, along with full fuel tanks. But Piper would have to go much farther to find a way to carry a full load of people reliably and efficiently. And it would.

 

 

The first Piper Twin

At this time, also, following up on a design begun by its new Stinson Division, Piper began offering a low-wing, 4/5-seat twin-engine plane, called the PA-23 Apache. It was slow for a twin with typical cruise about 150 mph, but faster than most single-engine planes, and economical, functional and rugged. Though the Apache fuselage retained the steel-tube internal truss work of old-fashioned tube-and-rag airplanes, its skin was sleek, durable, modern aluminum. With the all-metal twin riding a clean "cantilever" wing (no external bracing), it was a big step towards modern design for Piper.

 

 

In the late 1950's, the Apache's 150/160-hp engines were replaced with 235-hp engines, resolving much of the Apache's weak performance. (In the 1960s and later, Seguin Aviation in Seguin, Texas became famous for its variety of speed, safety and performance modifications of the Apache, culminating in their "Geronimo" conversions with twin 180-hp Lycomings. Today a large percentage of Apaches have one or more of their modifications.) Seguin Aviation was to be known as the original Speed Merchant.

Built by the thousands, with rugged, durable construction, the older, smaller Apaches have lasted far longer, in greater numbers, than any other twin of their era. With the low performance of their smaller engines, they aren't exactly coveted as traveling machines, which lowers their price considerably. But the small Apache engines make the Apache cheap to operate, by the hour (if not by the mile) and consequently makes the plane ideal for use as a training plane -- especially given its low selling price. Consequently, for most of its lifetime, the Apache has been the pre-eminent plane for training multi-engine pilots -- a role it still holds today, over five decades after it was discontinued.

 

In the early 1960's, the Apache design was boosted to 250-hp and the frame was stretched, strengthened and streamlined to produce the stout, swift Aztec, which became very popular as a heavy-duty utility airplane, especially for hauling cargo in and out of remote areas. Many have been fitted with floats for use in areas where landing strips were few and far between.

 

 

Using a small chunk of my GI Bill, I received my multi-engine rating in two days, flying an Aztec at Daytona Beach Aviation.  About the only thing I remember was the chain-smoking instructor kept telling me that the Aztec was the only twin that could climb with the gear down after losing an engine.  I also remember having to look around for the trim tab.  Coming from the Cessna camp, I would instinctively reach down where Cessna puts all their trim wheels to see a tobacco stained finger pointing up, all the way up to the Studebaker manual window crank on the cabin ceiling, or was that the Volkswagen one?  My, what a big nose you have, Mr. Aztec.

 

 

The Comanche – Piper’s Original Speedy Single

It was now 1953 and after coming to the realization that Cessna and Beechcraft were leaving Piper in the dust with their thoroughly modern designs, a fundamental change was needed, and needed now.  The fat bank accounts from the Tri-Pacer sales and the anticipated income from the new Apache twin would provide the funding needed for a new two-pronged attack.

A fast, exotic and expensive, retractable gear, 4 seat metal-skinned single to compete with the Bonanza, and a simple, low-cost, fixed gear basic airplane to compete with the Cessnas.

 

Knowing they would have to abandon the old heavy steel tube truss inner frame and fabric covered wings that was all that Piper knew at the time, it was time to buy a new design that was ready to go.

 

Doing what Mr. Piper knew would work, he went looking for a progressive design for the Bonanza-killer.  Al Mooney, a good friend with innovative leading edge designs in his head would be Mr. Piper’s first choice. Knowing very little about the just completed Mooney M20 with its sleek ramp appeal and reported outlandish cruise speeds seemed a good place to start.  Why not just buy the prototype and drawings and do a few in-house mods, give it a Piper Aircraft model number and start production?

Sounded like a plan.  We can hire Fred Weick away from Texas A&M when he finishes the Pawnee work and put him in charge of the introductory low-end model.  We’ll have to see how receptive John Thorpe is to coming to work at Piper with Fred.

 

Meanwhile, Al Mooney refuses to sell his MK-20 prototype and design but, offers to design an even more modern and better plane for Mr. Piper.  Hmmm.  I’ll have to think about this for a few days.  Here is where the plot thickens and two prevailing stories diverge.

We know for a fact, that Al Mooney was on his way from Kerrville, Texas, to a business session in New England in his hot smoking new Mooney prototype MK-20.  The weather went South on him and he landed at the Piper’s New Haven plant to see if Mr. Piper had made a decision on the new design offer.

 

 

The weather continued to deteriorate and Mooney was pressed to get to the meeting with a potential new buyer in New England.  Mr. Piper offered to drive Al Mooney to the train station and agreed to get his ‘new baby’ out of the weather and to secure it in one of his hangars until Al got back from his business meeting.

All is well, but the recorded facts start to get a little murky.  It is a known fact that Pug Piper and a few of his future “Piper Indian building engineers” spent the next few days going over the Mooney prototype with a “fine-toothed comb”.  Some accounts say they even disassembled it to make sure they understood all the assembly details and had it reassembled, washed and waxed when Al returned a few days later.  Being none the wiser and trusting that is old friend Mr. Piper had indeed done what he said and simply hangared his ‘baby’ for a few days, he returned to Kerrville without an order from Piper for a new design.

One account of what happened next comes from the Mooney folks.  After making the trip East and talking with the Piper boys, who’s only comment was that the cabin appeared quite small and tight otherwise it appeared to be a nice design.  The comment about the cabin worked on Al while flying back to Kerrville.  He immediately went to work on the drawing board and widened the cabin, added a few more inches of additional leg room and a couple of inches of headroom for the tall guys and stated the Mark 20 was ready for production.

He tucked his new drawings away in his desk and somehow in the next few days he managed to break a leg.  While recouping, production started in Kerrville on this newest Mooney. Only problem was that Al forgot to give his latest design changes with the enlarged cockpit to his brother Art and the production crew. Once he was back on his feet and out on the floor he discovered the small cabin version was being built.  Deciding the cost to make the changes and the lost production time was not worth the change, we now have the small cabin MK-20 and MK-21 models.

 

Meanwhile, back in New Haven, all of a sudden, Pug and his team have a flash of insight, pure genius some say, for a speedy new Piper single.  It just happens to look a lot like Al Mooney’s prototype, except for an enlarged cabin. Mr. Piper, really never did see the Mooney prototype up close but, son Pug seemed so sure that he could lead the in-house team with the new design that Bill Piper, Sr. probably went to his grave thinking the Comanche was based on Pug’s brilliant ideas.

 

One of the twists to the story is that Al Mooney may have come up with a new design and submitted it to Mr. Piper.  The only change to his MK-20 was the use of a stabilator in place of an elevator and conventional vertical stablilizer.  This was a totally new word and the first use of an all flying horizontal tail in a light general aviation airplane.  I think I read someplace that the Bell X-1 used a similar arrangement.  The only problem with this version is that Al Mooney, never ever mentioned it in any interview, casual comment or his autobiography.  Surely Al Mooney would have recorded it and given it one of his sequential design numbers, don’t you think?

Somewhere in-between these lines lies the truth.  Who designed the Comanche, one may ask?  My best guess, with absolutely no first hand, or even second hand knowledge is that it was Walter Jamouneau, the in-house Piper self-taught aircraft designer, with the aid of some closely held detailed sketches, notes and calculations provided by Pug Piper and his “Future Indian building engineers” from one of those ‘team building sessions’ one rainy weekend in Lock Haven.

 

I base my guess on the simple fact that Mr. Piper was in dire need of a design for a new speedy single to compete with the Bonanza and who would he trust more than his son Pug and Walt Jamouneau, his favorite go-to engineer/designer that had provided all the successful Piper designs to date.

 

 

As for the stabilator design concept for the Comanche, I would lean toward giving John Thorpe at least some credit because he was in and out of the Piper design shop at about the right time to contribute his ‘all flying tail concept’ from his work at Lockheed some years earlier.  Of course, I could be way off base and it may have just been another one of “Pug Piper’s brilliant flashes” while taking a shower.

 

The stabilator did show up in the Cessna Cardinal design as an improved version of the Cessna 172 Skyhawk several years later.

Really? Wow! Let’s compare the Comanche and the Mooney.

 

 

 

 

How do the original prototypes compare?

 

 

 

 

OK.  No Matter who designed it, let’s discuss the Comanche.

Intended as direct competition from the Piper shop in Pennsylvania for the V-tailed Beech Bonanza, the Comanche would be the first all metal, retractable, high-speed touring single ever built at Piper and the second airplane with an American Indian tribe name.

The first prototype, N2024P, was designated PA-24 and made its maiden flight on May 24, 1956.  The cabin was enlarged as compared to the MK-20 cabin but the old photographs have the Mooney designed trailing link landing gear.  Oops. Somewhere between the early prototypes and the first production model, the trailing link gear was replaced with a cheaper and less complex straight tube oleo strut type.  This move would have made the landing gear design less expensive but also hard as hell to make a good smooth landing.  I would guess this decision was probably made late in the design phase to offset some cost overruns, and probably made by Mr. Piper.

 

 

The second prototype designated PA-24-180 first flew in 1957 with a Lycoming 180 hp engine.  The first production model 180 was delivered in January, 1958, at a cost of $14,500.  Meanwhile, the original prototype was updated with a 250 hp Lycoming and delivered as the first production model 250 in April, 1958. Later the same year, a Model 250 was approved with Edo floats sporting an 88 inch prop.  As far as I know, this was the only one on floats.By 1964, the standard high end Comanche’s horsepower had crept up to 260 and was dubbed the PA-24-260.  Piper records do not differentiate between specific models but someone at AOPA compiled this production chart.

Interestingly, the 250 hp model sold over twice as many as either the 180 or the 260 model.  In fact, the PA-24-250 was, by far, the most popular model of the four choices during the 13 year production period.

 

 

The Last of the single Comanaches.

From reading the various reviews and forums, it seems the PA-24-260B or C is the current choice with a balance of speed, performance and cabin comfort.  This one is powered by the IO-540 fuel injected Lycoming and has Fowler electric flaps, toe brakes, auxiliary fuel tanks, modern panel, quadrant power controls, additional seats and windows and the shapely extended cowling.

 

The 260B had an overall length six inches more than the previous models. This was due to a longer propeller spinner, not a longer fuselage. The 260B had a third side window and a provision for six seats. The fifth and sixth seats take up the entire baggage area and will seat two really small adults with almost no baggage and is placarded to a total weight of 250 pounds. Typical empty weight was 1728 pounds and gross weight was 3,100 pounds. Fuel burn was 11 to 14 U.S. gallons per hour and advertised speed was 140-160 knots.

 

 

 

The 260C introduced a new "Tiger Shark" cowling, max gross weight of 3,200 pounds, cowl flaps, and an aileron-rudder interconnect. Cruise speed was advertised as 150-161 knots with fuel flow of 12.5 to 14.1 US gallons per hour. To prevent possible aft center of gravity problems due to the increased gross weight and its fifth and sixth seats, the propeller shaft was extended. This moved the center of gravity slightly forward.

With a useful load of 1,427 pounds it has the largest payload of all of the Comanches except the 400. Often mistaken on the ramp for the 400 model, the slightly longer cowling includes a distinctively longer nose gear door, as compared to the B models and older versions.

 

The 400 model does not have three side windows as with the B and C models.

 

The remaining prototype was tested with a variety of engines, including a fuel injected 180 hp and a 265 hp Lycoming.  Sometime later, Pug Piper walked into the office and stated – “I want you build me an airplane to fly non-stop from here (PA) to the Vero Beach plant - the faster, the better.” Not providing any more details, the team called in Ed Swearingen and asked for suggestions.  At the end of the discussions and suggestions the 400 hp Comanche was presented as a response to Pug’s request.  The price of fuel in the mid-60s was not even a consideration but the speed and distance was certainly satisfied.

 

It wasn’t just as simple as adding the larger engine to the stock 260 at the time.  Pug had to convince Lycoming to build the IO-720-A1A 8 cylinder engine for his pet project and the production Comanche required some significant beefing up by adding the larger Aztec tail with the massive stabilator, thicker wing skin and room for an additional 30 gallons of fuel to make the trip non-stop to Florida.  The added weight also required heavier duty landing gear and tires.  So although the PA-24-400 looks like a slightly larger Comanche it is much more than that.  Only 148 of these fire-breathing, go-fast machines were sold as “the fastest, single engine, normally aspirated production aircraft available”.

 

There is an undated, 4 page, typed letter from Walt Jamouneau available on the internet where he provides some fascinating insight into the numerous problems and delays at Lycoming and Piper when building and testing the engine for the 400. Search for “The 400 by Walter Jamouneau pdf”.  According to this account, the impetus for the 400 may have originated when Pug and Dad saw a P-51 at an airshow in 1957 and discussed the future of building a fast, utility plane.

 

 

The A2A Simulations 1959 Comanche 250 – N6229P

This one was built along with all the other Comanches in the Piper Lock Haven, Pennsylvania plant as serial number 24-1332 and spent time in the California sun just prior to being relocated to the A2A offices in New England.  The airworthiness certificate was signed on August 26, 1959 so we are indeed looking as a classic aircraft built in the second year of Comanche production as a PA-24-250 model.

 

There was a union walkout that shut down all production at Lock Haven for 3 weeks in mid-1959 so this one may have been held up for an extra month prior to completion.

 

That was a long time ago, in the U.S. the number one song was ‘Three Bells’ by The Browns, just ahead of Dream Lover and Lipstick on your collar, Ben-Hur starring Charlton Heston was at the theaters in Technicolor, James Michener’s Hawaii was topping the best seller book list, Rocky Colavito was on the cover of Time magazine, James Arness and Amanda Blake were advertising L&M cigarettes, and Victor Borge was playing the piano and advertising ‘Come to Jamaica’.

Recent events were Alaska and Hawaii being admitted as the 49th and 50th states, Explorer 6 sending the first ever pictures of Earth from orbit, the first monorail in the Western Hemisphere opened at Disneyland in Anaheim, CA; NASA announced the names of original Mercury 7 astronauts, and a month or so later, Xerox announced the first plain paper copier, and Pantyhose start appearing in public.  Wow, that seems a long time ago.

 

 

 

And for Lewis, the biggest event of all, British Motors launched Britain’s favorite car of all time, the now iconic Mini Cooper – The first Morris Mini-Minor cost £497 on that particular day in 1959.

In a press release announcing the purchase of N6229P, these comments were made - “After several weeks of pretty intense research, the Piper Comanche 250 was chosen for its high altitude, speed, long range, and load carrying capacity.  It’s an honest aircraft with no vices.  It’s also very nice to be back into aircraft ownership again,” said Scott Gentile of A2A Simulations Inc.

 

 

“There has been a growing wave of demand for Accu-Sim in the aviation industry.  We think this is happening because Accu-Sim gives real aviators tools they simply have not previously had access too.  Accu-Sim simulates well beyond how an aircraft flies, deep into the internal systems including how they interact with each other.  This interaction is critical for proper procedures and safety in real-world operations.  Accu-Sim offers a plethora of benefits to almost every aspect of operating and managing both modern and vintage aircraft today,” said Lewis Bloomfield of A2A Simulations Inc.”

 

 

The A2A Comanche 250 Performance Specs and description

In 1958 Piper introduced the 250-horsepower version using a six-cylinder, horizontally opposed, Lycoming O-540 engine, giving the PA-24-250 Comanche a top cruise speed of 160 knots (185 mph). The A2A model 250 has the carbureted Lycoming O-540-AIA5 engine with 3-position manually operated flaps and upgraded toe brakes.  It carries 60 US gallons of fuel in two wing tanks and an additional 30 gallons in the two wing tip tanks. The aircraft's gross weight was 2,900 pounds with a useful load 1,270 pounds when it left the factory in Lock Haven, but due to ADs and upgrades the Max Gross Takeoff Weight is now 3,000 pounds with a useful load of 1,291 pounds, including 200 pounds of baggage. (Basic Empty Weight - 1,709 pounds).

 

 

 

When the new Comanches left Lock Haven in 1959 you had a choice of 4 versions: Standard, Custom, Super Custom and AutoFlite having progressively more sophisticated equipment, the last of them introducing a two-axis autopilot. I’m not sure you could pick your colors and interior back then or not. You may have just been stuck with the murky green, bright blue, deep red, or white or maybe gray panel colors.

 

The floating panel with the ‘shotgun layout’ was common in 1959, even on the high end Bonanza.  The Beech layout probably greatly influenced the Piper placement of the radio and navigation equipment on the far left side of the panel and overflow or secondary boxes on the right side.  I personally prefer having the GTN750 at the top of the stack on the left in the A2A FSX/P3D simulation.

 

An early Bonanza panel (left) with the flip-over control yoke and a dedicated radio/avionics box in the lower left, close to the pilot’s seat.  The 1959 Comanche panel (right) had dual yokes, a few more gauges, and a dedicated radio/avionics box in the same location as the Bonanza.

By the time the 1960 models were ready, both Beech and Piper had gone to the “Center Stack” arrangement for the radios and avionics.  The 6-pack or T arrangements for the primary instruments took a little longer to become more-or-less standard.

 

 

A Few Advantages of the A2A Accu-Sim Comanche 250 Simulation

The A2A Comanche 250 simulation design team benefits from having a real-world, company-owned, flying model for comparisons and testing.  This is a huge advantage for us flight simmers because we don’t have to guess the year, the exact configuration or even which model is simulated as we usually have to do with most other developer’s models.

 

 

 

Another big plus for the simulated version is that it is up-to-date with bright, easy to read gauges and instruments.  There is nothing that I dislike more than these ‘true to form, classic simulations” with reproductions of old scratched and yellowed antique instruments and windows and windshields that that you can barely see through due to 50 years of being outside and baked by the sunshine and the windows being cleaned once a year with ‘goat milk’.

 

I will take the newest 3D modeled instruments and gauges every time, like these provided by A2A. Where else will you find the easy config programs to add or delete your 3rd party avionics or pre-mapped config panels for your flight controllers or keyboard?

And yet, maybe one of the most popular advantages is that we have a host of experienced repainters working night and day to upload new repaints, some with matching interiors or alternate panel colors.  It is not uncommon to see 3 or 4 totally new repaints, many based on suggestions from real world photos online, being uploaded for our use.  This is all totally free, with no strings attached.

 

One more advantage is the well-maintained User Forum that is used for technical support and also for general postings.  A2A Simulations is one of the few to provide an open forum that is available to members, even those that have not purchased any A2A products. Even the technical support forum is available to those that may only be ‘interested’ but are not yet customers.

 

Many of the A2A design team are experienced real world pilots and are willing to respond to questions about flying the A2A models.  It is always refreshing to read responses to some of the queries/responses because they range from the newest noob seeking basic speeds or technique to pilots with thousands of logged hours asking something very specific that most flight simmers never even consider.  A Flight Academy section is available at the A2A forum for the more serious flight simmers to gain additional knowledge and to use as a free resource for technique, methods, and such.

Not to forget, the many  options available from the Maintenance Hangar for installing, removing or updating our specific flying model with the extensive choices of wing tip fuel tanks, 3-bladed propellers with matching spinners, tires, batteries, speed kits, etc.

 

 

An Overview of Flying the Comanche 250

The Comanche brought Piper into the modern era for the masses. Piper had built its reputation on slow-flying tube-and-fabric high wing airplanes using pre-World War II designs. The new all-metal Comanche, with laminar-flow wings, retractable landing gear, big engines with constant speed propellers, stabilators, and greater interior comfort than any previous Piper, made the aircraft a serious competitor. This was also the time when airplanes were moving from the big fat tires on grassy fields to honest to goodness concrete runways using flaps and higher approach speeds.

 

The Comanche 250 has nice handling characteristics and is easy to fly. Roll response is nimble and lively, and the airplane's all-flying stabilator keeps trim forces easy to manage - just remember to look up for the trim handle crank.  A few hours in the cockpit and you're pretty much at home. It's important to remember that Comanches tend to be a little slippery and want to keep flying. If you're accustomed to high-wing Cessnas, you'll notice that speed reductions will take a little longer and will require some advance planning. This makes itself most noticeable in the approaches for landing. The POH recommends 82 mph as the over the fence speed, but if you've been doing 105 mph on base you'll be busy lowering flaps, slipping, S-turning, or backpedaling to slow down.

 

Most of the grumbling you hear about Comanches has to do with landings. Close to the runway, those laminar-flow wings ride deep in ground effect. If you're too fast, the airplane can float, seemingly forever, while the airspeed slowly bleeds off. Impatient pilots who try to force the airplane onto the runway at too high an airspeed can easily find themselves rewarded by pranging the nose wheel. This airplane has a large nosewheel (actually, it's the same size as the main gear but looks much larger) and, together with the main gears' stubby struts, the landing-gear geometry lends itself to nose wheel-first touchdowns, and premature liftoffs. The moral: Make sure you're at the proper airspeed and attitude the moment you touch down. Comanches are quick to punish the careless pilot.

 

Speaking of premature liftoffs, you will be well rewarded if you will spend time practicing a lot of takeoffs and landings in the Comanche.  I recommend you find an out of the way, uncontrolled airport with several runways and practice with the wind not only on your nose but quartering from the left and from the right.  You will learn more, and get a better feel of the Comanche if you make full stop landings, then taxi back for a full takeoff run, rather than flying a circuit with continuous touch and goes.

 

 

 

You will find the best rotation speed around 80 mph and if you will hold the liftoff attitude, resisting the temptation of increasing the angle of attack, a little longer than normal, the Comanche will fly off the runway much smoother and much safer.  A common mistake for pilots transitioning to the Comanche is to get suckered into thinking it is ready to fly earlier than it really is ready to fly. This has to do with the combination or interaction of the laminar flow wing’s response to ground effect, the short stubby main landing gear and normal tail-low attitude seemingly caused by the large nose wheel.  You may find that you are using a slight forward pressure on the yoke to retard the increase in AOA until you learn to set the trim properly for takeoff.

No one can predict a perfectly smooth landing in a Comanche with certainty, but you increase your chances if you make a point of not carrying excessive airspeed over the fence.  All that landing practice will enable you to find the sweet spot to start your flare and the attitude to hold as your airspeed bleeds off and you settle onto the concrete.

 

 

 

The Comanche 250 as an IFR Platform.

Somewhere in practically every article or review that I read about the Comanche, someone refers to the capabilities for instrument flight and stable approaches. This is usually remarks about the solid feel and the predictable control responses.  This always gets my attention as one of my favorite pastimes is flying approaches in the simulator.  Although the ST-30 autopilot may not be at the top of my list of preferred instruments it is well equipped to support hands-on approaches and will usually maintain an approach profile to minimums.  Having the AP controls on the yoke and optionally mapped to my Saitek X-52 Pro flight stick is a big plus.

 

 

Even though the A2A Comanche 250 panel does not have the true standard T configuration for the primary flight instruments, the chosen arrangement is so close to the expected layout that it does not seem to distract from flying in instrument conditions and flying instrument approaches. The basic 6 flight instruments are indeed clustered properly, it is just that they are shifted to the right, to accommodate the radio stack, and not directly in front of the pilot.  This is a great improvement over the factory arrangement from 1959.

 

If a picture is worth a thousand words, what do you suppose a tailor-made flight video is worth?

Not just any old youTube video, but, a purpose built flight indoctrination and flight training video made by a real world instrument rated pilot using an actual A2A Accu-sim Comanche 250.  It is actually even better than that – the training video is in HD, instantly available, and totally free. 

But wait, it is not only one video, but a series of 4 full featured newly released training videos using upgraded FSX pay-ware scenery, an outstanding new aircraft livery, and filled with facts, factoids, and tidbits of information.  The flight of under 200 nm is typical of many flight sim flights, but filled with also typical Alaskan IFR weather.

This series is framed as a flight from Dutch Harbor (PADU) to Cold Bay (PACD) Alaska, where you will be introduced to some basic navigation (no GPS option).  Some of you have never flown using NDB/DME/VOR/ DME ARC ILS only.

 

Part 1 – 30:09 minutes - Flight planning, aircraft and cockpit familiarization, and startup.

https://www.youtube.com/watch?v=dSGSeCpaiNs

Part 2 – 16:24 minutes – Taxi, run up, departure, climb to cruise altitude and course.

https://www.youtube.com/watch?v=svn40iowNF0

Part 3 – 15:55 minutes – Enroute (ADF/DME) and setup for approach and landing

https://www.youtube.com/watch?v=gT7_GYhwUnE

Part 4 – 36:48 minutes – ATC, descent, flying a DME ARC, ILS approach to minimums. taxi, shutdown.

https://www.youtube.com/watch?v=InGRTteu23M

 

 

If you are unfamiliar with the Comanche 250, pay special attention to the illustrated radio procedures, autopilot operation and controls, speeds, and instrument locations and markings.

As a personal endorsement for this flight training video series, I have written Avsim reviews of high dollar flight training video systems that would come in second place to these totally free ones. Be sure to visit the FSMaNiA website or Facebook page and leave your comments for Tim, this is his only payment for making these videos.  Enjoy.

 

 

The A2A Accu-sim Comanche 250 Pilots Manual.

This 100 page pdf file has something for everyone in addition to all the details needed to download, install, configure, start and fly the A2A Accu-sim Comanche 250 in FSX or P3D.  Not only that, but the first 30 pages are dedicated to why the Comanche is better than the Bonanza with a little Piper history and some interesting old ads and pictures of other planes thrown in.  You might notice that only the Comanche owners will side with the author, and all the Bonanza owners and lovers will totally disagree with most of the conclusions.  Neither here, nor there, it is only background information, filler as some would say, and makes for some good reading.

 

The meat starts with the Developer’s Notes on Page 31.  Be sure to read this page a couple of times.  The Aircraft DNA technology is something new to the flight sim and it is important that you understand just how different this simulation is when compared to other developer’s offerings.  Even though the manual does not state who is making the comments, it is none other than Scott Gentile, owner and operator, of A2A and N8229P, the DNA source.

 

 

 

You will find a full Features page and you may notice some adjectives and descriptors that are not normally associated with simulations: 

Actual engine and airframe vibrations, true propeller simulation, interactive pre-flight, physics driven sound, real-time load manager, authentic avionics stack, built by the book, accurate cranking power, persistent airplane, naturally animated, pure 3D, authentic fuel delivery, to name a few.

This is followed by the Quick-Start Guide, but also has a page of Quick Flying Tips to get you up and on your way.  You are really doing yourself a disservice to use this quick start, even though I fully understand you may think this is just another add on and you know your way around these things – after all you may have been flying flight sims since Bill Gates was a baby, or since Al Gore invented the internet, or whatever.

 

You may be allowed to skip the details on Accu-sim and how propellers work and such, provided  you already own and fly some of the other A2A Accu-sim products because it is pretty much a copy of paste from previous manuals, but, I recommend you stop and read the details in the Normal Procedures section beginning on page 57.  This chapter begins with “This section clearly describes the recommended procedures for the conduct of normal operation of the Comanche 250.  Great, be sure to read this one twice.

 

 

 

It was with great pleasure that I found the final section of Normal Procedures to be Weight and Balance.  A full section on W & B follows the Performance Section.  This is new to Accu-sim manuals and I have harped on A2A in every Avsim review to date for not including this important topic.  There are enough charts and graphs and explanations for the sim pilot to calculate the aircraft CG with changes in payload.

 

 

Even though you may read statements saying the Comanche 250 is better than the Bonanza or Mooney because, blah, blah, blah, one that is used most often is that you can fill all 4 seats, carry full fuel, full baggage and be within the allowable Center of Gravity and under the MTOW.  But, like practically every other 4 seat general aviation touring plane – that is total BS, unless you use small light weight dummies for two of the passengers like one of the competitors was caught doing in their print ads.  Yes, the Comanche 250 will indeed carry more fuel and passenger weight than the typical Bonanza or Mooney from 1959 – 1964, but not 4 full-size adults, 90 gallons of fuel, and 200 pounds of baggage all on the same day.  Something has to give, and it is usually, less baggage and less fuel.  It is more practical to stop for fuel along the way than to leave your passengers standing on the ramp.

 

Use the excellent interactive Payload and Fuel Manager (Shift +4) to get your weights then use the printed charts and graphs to see if you are within the allowable limits.

Other interesting chapters or sections are the Airplane & Systems and the Emergency Procedures.  The systems modeling is first rate and the associated sounds (based on physics) are excellent. This section has some very comprehensive location charts for those of us not familiar with the Comanche 250 layout.

 

 

 

 

Checklists and Popups

There are several tailor made checklists suitable for printing throughout the manual.  An alternate to the printed checklist is to use the popup feature (Shift +2 - +9).  Checklists are always important when flying, but, especially important when flying a sophisticated, complex retractable gear airplane like the Comanche Accu-sim 250.  The most basic of checklists have served me well in a lifetime of flying and I can honestly say I have never landed a retractable with the gear up.  I did come close a time or two, once during a checkride in a retractable Cessna Cardinal.  Now, that would have been most embarrassing, seeing as how you can glance out the window and see the gear missing as  you come over the fence.

 

G.U.M.P.S.

 

I use GUMP as a basic checklist and I use it often, not just when landing.  It doesn’t have to be a retractable to need a checklist.

Gas – Desired tank selected and boost pump On

Undercarriage – Gear down and locked – 3 greens

Mixture – Full Rich (In)

Props – High (In) in case of a missed approach or go around.

 

The A2A Manual adds an S for Seatbelts and recommends GUMPS.  Because I always have the seatbelt/shoulder belt on and properly adjusted and always require all passenger to wear their seatbelts and adjusted properly, I don’t see the need.  However, there are times when I may have my seat back on the rails for some additional leg room on those long legs using the autopilot and the last item on many checklists is

 

Seat backs Up, Adjusted and Locked.  So if you elect to use GUMPS, make sure your seatbelt is on and adjusted and well as your seat.

 

 

Realism personified

All this talk about Accu-sim, airplane DNA, realism, etc. starts to make more sense to the pilot when he has trouble starting the engine without using the proper procedure and ends up with a flooded engine. Maybe the engine is running a little rough on the takeoff roll due to fouled plugs or not waiting for the oil temperature needle to get to the green.  You could even be experiencing a little carburetor icing or a poorly performing magneto. Did you check all the sumps for possible water in the gas?

This is no ordinary add on, even though you can use the auto-start feature, all that does is perform a proper startup for you.   You still have to check for oil pressure, wait for the temperature rise, check carb heat and mags and warm up and idle at the proper RPM and manifold pressure.  This one has a constant speed prop so make sure you know how to exercise it to get the warm oil is flowing through the system.

 

 

Three Reasons to Read the Manual before flying the Accu-sim Comanche 250.

So you will not be surprised when your Comanche tries to fly out of ground effect too early and,

To learn the necessary over the fence speed and landing configuration so you will not float, land long and overrun a short runway.

You will learn that all speeds are in mph.  Most of us have learned to fly our planes using knots/hour so be careful with this change.

 

 

Speed Control in the Accu-Sim Comanche 250

Even though the A2A Flight Manual states that you can drop the landing gear at 150 mph (Page 61), I don’t think that is a good idea in normal practice.  The published Vlo for the Comanche 250 is 125 mph, the same as the Vfe, and I would recommend you stick with these standard upper limits.

 

 

I think someone may have been looking at the Vle of 150 mph.  To clarify this, you can fly with the gear locked down at speeds up to and including 150 mph, but you should be at Vlo of 125 mph or less when the operating the gear up or down.  (All these speeds are IAS mph)

Flaps are manually operated with a big stick labelled ‘Landing Flaps’ which are also used for most takeoffs.  There are 3 positions for deployed flaps, 9 degrees, 18 degrees (takeoff), and 27 degrees (full flaps).

Most normal takeoffs are performed with the flaps in the mid notch or 18 degrees and most landing are with full flaps.  An advantage of having manually operated flaps is that you always know with a quick glance the amount of flaps deployed.  Another is that when performing a maximum performance landing (short field technique) and needing more brake power, as soon as the main wheels are firmly on the surface, you can hold full back pressure on the yoke and dump the flaps, while applying full brake pressure. This forces the tail down and puts more load on the main wheels, resulting in better traction and therefore more effective braking.

 

 

Using the Charts and Graphs in the A2A Accu-sim Comanche 250 Manual

Remember that although the A2A Comanche flies more like a real world airplane than most others, it is still a simulation and therefore, the charts and graphs should not be taken as gospel.  This means that you should pay attention to the conditions of these charts and graphs, such as the specified gross weight, density altitude, temperature, winds, wing configuration, etc.

 

 

For instance, if you are using the TAS and RPM vs Density Altitude chart on Page 66, it will only be correct and spot on at 2,800 pounds gross weight.  If you elected to fly with tip tanks installed, full fuel, with 3 passengers and some baggage, you will most like be heavier than 2,800 pounds, at least in the first hour of flight.

I think it is a good idea to learn to use these charts when flying the Comanche in the sim because you can expect performance approximating these charts.  This is not usually the case with most other developers’ models.  Of course, most developers do not include detailed performance charts and graphs.

 

 

Using the Power Setting Table for best high cruise speeds

 

 

 

From the table it is apparent that the recommended 55% (economy cruise), 65% (normal cruise), and 75% (fast cruise) power level can be achieve with several combinations of manifold pressure, rpm, and pressure altitude.

Pay special attention to the recommended mixture leaning of 100°F Rich of Peak on the EGT (for the leanest cylinder) for high power/fast cruise and Peak EGT (for leanest cylinder) for best economy cruise.  The Note concerning how to maintain constant power with temperature variations from standard might require the use of a calculator for interpolating the 0.17 IN HG/10°F change.

 

Most Comanche 250 pilots tend to fly in the 6,000 – 8,000 foot altitude levels, depending on wind speed and direction, clouds conditions, and direction of flight, and airspace restrictions.

Taking advantage of all our speed enhancement mods and keeping our engine tuned to perfection, you should be able to stay on the high side of 180 mph most of the time. According to the TAS chart on Page 66, the 7,000 foot level is the best density attitude for max speed – just make sure if you fly this altitude that you are on an IFR flight plan, for VFR it would be 6,500 feet or 7,500 feet.

 

 

Airplane Handling, Service and Maintenance (Maintenance Hangar)

This is just about as enjoyable as flying the Accu-sim airplanes. This is where to go to configure or reconfigure your Comanche, to check on that rough running engine, to change the oil, to check the compression of a cylinder or to get a full overhaul.

 

 

 

The end of the manual – the final 3 items may be the most important.

Pause Control is much more than a pause control.  The Input Configurator may be the only way you can map some of these functions, and the Aircraft Configurator is where you add or change your 3rd party avionics and install the special Landing Lights.

 

Beech Bonanza grabs the headlines.

On March 7-8, 1949, William P. Odom set a light-plane, nonstop distance record flying from Honolulu, Hawaii, to Teterboro, New Jersey in the 4th Bonanza ever built.  Beech chose the Continental E185, 185 hp engine for the early 184 mph all-metal Bonanzas. The only modifications made to the otherwise standard Model 35 were the fixtures and tubing required to install the extra fuel tanks, 126 gallons in the cabin and a 62-gallon streamlined tank on each wing tip.

 

 

 

In the log book of the Waikiki Beech, under the dates of March 6, 7, and 8, 1949, is the following entry: "X-country record-breaking flight: 36 hours 01 minutes, Honolulu to Teterboro, New Jersey. Signed Wm. P. Odom." This brief entry summed up the flight, which covered 4,957.24 officially accredited great circle miles (5,273 actual miles). Of this distance, 2,474 miles were over the waters of the Pacific Ocean and 2,799 were over the North American continent. The flight was completed at a total cost of less than $75 for fuel and oil. The average fuel consumption was 19.37 miles per gallon and average speed was 146.3 miles per hour.

A smooth takeoff from Hickam Field, Honolulu, began this record-making flight. It was uneventful, proceeding as planned except for two detours to avoid bad weather enroute. As he passed over Ohio, Odom changed his shirt and used his electric razor. When he stepped out of the Bonanza at Teterboro, he was clean-shaven and neatly dressed, as any young executive might be on arrival for a business conference. Following the Honolulu-to-Teterboro flight, Odom made a national tour with the Bonanza, after which it was turned over to the National Air Museum.  Within a year, Odom would be killed while flying in the Air Races.

Time for some Big Time headlines for the Comanche

Max Conrad, one of the many Piper dealers, made a deal with Mr. Piper to fly one of his Pacers from New York to Europe if he could get a 30% discount on the purchase.  Being a wise old gentleman, Mr. Piper jumped on it.  A few years later, Beech was getting the headlines with a non-stop flight from Hawaii to New Jersey.  Not to be outdone and to promote the new all-metal, touring retractable from Piper, Max Conrad flew a heavily modified Comanche non-stop from Casablanca to Los Angeles.

This is a great story and difficult to summarize in a few paragraphs. Max, everyone called him Max, not Mr. Conrad, took off in an early morning fog with 520 gallons of fuel, 5 times the normal capacity, on board and barely cleared the trees at the end of the runway.  The record 7,653 mile trip across the Atlantic Ocean was the 57th solo trip across the Atlantic for Max and actually covered 8,300 miles due to some four hours of ‘stooging’ around the Gulf of Mexico area waiting for some violent thunderstorms in his path to dissipate. The first nine hours of the flight he was never more than 300 feet above the water. This was to avoid climbing higher which would have used considerable power and thus more fuel.  At times the sea spray spattered the windshield.

At takeoff, the plane was 2,200 pounds over gross weight and used every bit of the 4,000 runway before breaking ground. 

Some accounts state this was a standard Comanche with just a few items removed and additional fuel tanks added.  This is far from the truth because according the Ed Swearingen, everything not essential to the one-way flight was taken out or off the Comanche, including the engine starter, oil radiator and all the pipes and plumbing, and the extra seats and floorboards.  On the outside even the cowl latches and handles were removed to save a few ounces of weight.  A special light-weight generator was installed for the flight.

 

 

The flight time for the trip was 58 hours and 38 minutes, averaging 131.1 mph for the 7,683 miles.  Max used 485 gallons of fuel for an average of 8.02 GPH.  Normal fuel burn is 14 gallons per hour at 75% power.  At times the engine was developing less than 40% power with fuel consumption less than 7 gph.  Much of the flight was at an indicated airspeed of 100 – 130 mph with the temperature gauge needle hovering at the edge of the red line.  Now, here is someone with a strong heart that obviously understands how to lean a Lycoming.

Much of the overland flight from El Paso, Texas to Los Angles was at about 100 feet over the desert.  After arriving at El Paso, his intended destination with more fuel than anticipated, Max decided to extend the flight to Los Angeles International.

 

In 1965, Swearingen made all the modifications to the Comanche in which Conrad flew non-stop between Capetown, South Africa and St. Petersburg, Florida – despite the fact that Conrad accidentally forgot his maps.

“I remember saying, ‘Max, what did you do?'” Swearingen remembered. “He said, ‘Well, I remembered my first heading; I flew that until I came to South America and then I turned right.’ Working with him was a great pleasure. He was a heck of a nice guy, smart, and just a fun fellow with which to spend your time.”

 

 

One more visit to the Maintenance hangar

The bolt on, screw on, click to add upgrades for the Comanche 250 are waiting in the Maintenance Hangar.

These are many, varied, some expensive, and most are true improvements to add another few knots or mph to your cruise speed or add additional lateral stability for climb-outs and approaches or maybe just to add another couple of hours of endurance.

That big chromed spinner out front of that big 3-bladed Propeller sure adds a lot of implied muscle.  Just adding the functional wingtip fuel tanks increases the Max Gross Takeoff Weight another 100 pounds to an even 3,000 pounds in addition to adding another 30 gallons of useable fuel.

 

 

Some say these wingtips not only improve the stability of the Comanche, but adds increases in both rate of climb and speed, and a decrease in stalling speed. The weight of the fuel in the tip tanks is precisely on the center of gravity and therefore does not negatively affect performance by rearward loading.

 

 

 

The A2A Comanche 250 vs an Original (I am glad A2A didn’t buy the green interior one)

 

 

 

 

Conclusion

A2A Simulations has obviously figured out how to add the extra to the ordinary in building simulations.  The Accu-Sim Comanche 250 for FSX and P3D is the latest proof.

When one looks at the full package: the airplane, the preflight walk-around, the sounds and animations, the popup checklists and selections, the included performance charts and pilots manual, the maintenance hangar, the bolt on add ons, the 3rd party avionics support, the Accu-sim, the synergy of pulling it all together, and then doing all this without a single leak to the public is truly amazing.

 

From the smallest stutter or vibration or needle shake to the rumble of the Lycoming developing full takeoff power, this one feels true and correct.  Having a real world company owned Comanche to compare the latest coding with the head of the company also being the chief pilot and providing direction and feedback has to be a winning combination.

 

Using the basic building block concept of ever increasing speed and complexity the Comanche 250 now sits squarely at the top rung of the A2A General Aviation development ladder.  From the humble beginning of the J-3 Cub then on to the basic C172 Trainer to the slightly faster fixed gear, Hershey bar winged Cherokee 180 to the more complex but still wanting Cessna 182T with the non-turbo, fixed gear we now have a true retractable, high horsepower, complex touring aircraft.

One capable of hauling four adults with baggage and fuel just about as far as the biological systems can travel at a respectable cruising speed of 3 miles a minute.  We still can’t fly high over the weather, but we can fly fast and look good doing it.

Depending on the 3rd party avionics/GPS that one adds to the panel and the judicious use of mapping assignments to keyboards, flight sticks and throttle quadrants, the realism of flying a vintage touring airplane outfitted with the latest navigational equipment is easily obtained. 

Config programs are provided for mapping autopilot controls and adding your GTN650/750 or other similar products.  Ezdok can be used to add even more realism.

 

Is this the perfect flight simulator add on? It very well could be for many flight simmers that are looking for a fast single with great handling and super good looks. In addition to the realism derived from the Accu-sim, all the extras like the maintenance hangar, speed and functional add ons, the included mapping and config programs and one of my favorites – one click avionics change outs and upgrades – makes for one very complete package.

But, for those flight simmers that are always complaining about the price of recent add ons and tend to choose style over substance maybe not. If you only have a couple of hours a week to fly while the baby is asleep or the wife is shopping, this may not be the best choice.  It is not a jump in, auto start and go fly airplane.

I usually have a list of shortcomings and a few items from my personal wish list to add to my reviews.  The A2A Accu-sim Piper Comanche 250 has one lone, single item. Not even enough to start a list. For all the realism, all the extras and all the really outstanding features, the exterior sounds while flying are totally out of whack with every other add on in my hangar, and that is a very extensive list.  That pulls the overall score down to 99.4%.

It would not surprise me if your copy has some newly tweaked exterior sounds because A2A Simulations are constantly improving there model, even the older ones.

As for the ongoing wish list.  I am still confident that A2A Simulations will eventually solve the inconsistent speeds so the external cockpit lovers can use their Saitek Flight Instrument Panels with A2A Accu-sim products.

 

With everything that the A2A Accu-sim Comanche 250 has going for it, it makes for an easy recommendation for the Avsim Gold Star award.  Congratulations Scott, Captain Jake, Lewis and the development team for this great addition to our flight sim fleet.

 

Screenshots link to A2A

http://a2asimulations.com/forum/viewtopic.php?f=124&t=47509

 

 

 

Some large high resolutions screenshot of the A2A Accu-sim Comanche in P3D.  This is about as good as it gets in desktop flight simulation in 2015.  Special thanks to dgraham1284 for the screenshots. 

 

 

 

 

Credits

Thanks to Lewis Bloomfield for providing the add ons and the constant web support.

Recommended books that I read for the review:  Into the Wind: The Story of Max Conrad, by Sally Buegeleisen, and Mr. Piper and His Cubs, by Devon Francis.  I think both may be out of print, but I found them on ebay for under $10.

 

 

Thanks to those folks that maintain the www.comanchepilot.com site with all the tech articles, background information, newsletters and links.

Thanks to all those hard working flight simmers that posted links to download their excellent repaints for the Comanche 250 at the http://a2asimulations.com/forum/.

Thanks to Tim Garris, Owner and Operator of FS MaNiA, for producing and allowing for the links to the excellent A2A Comanche 250 flight training video series. www.FSMaNiA.com

Credit for the high resolution screenshots goes to dgraham1284 for his Flickr Photo sharing images.  More of his great shots can be viewed here https://www.flickr.com/photos/133899209@N07/albums

For a comprehensive review and tons of screenshots of the A2A Accu-Sim Comanche 250 go here.  http://www.airdailyx.net/a2a-piper-comanche/  Thanks D'Andre Newman.

It may be a little late for thanks, but, Karl Hipp’s articles on the Comanche are outstanding.  Karl died in a freak plane crash a few months ago.

REVIEW - RCTP Taiwan Taoyuan by PacSim for FSX/P3D

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Review

by Marlon Carter

Taiwan Taoyuan International Airport (RCTP) FSX/P3D

BY PACIFIC ISLANDS SIMULATION

 

 

 

 

Introduction

Pacsim is by no means a new developer and they have released numerous scenery products over the years. Some of you may be familiar with their stunning Manila scenery and even more recently their Nagasaki &Omura scenery product. This time around Pacsim has released a new and surpassingly stunning scenery product that features RCTP. For those of you not familiar with this airport, RCTP is located in Taiwan and it is the country’s main airport best known for international air travel. The airport is located about 40km west of Taipei and is also the main international hub for China Airlines and EVA Air. With 2 main terminals and a 3rd and 4th planned in the future, this airport proves that there is a high demand for international travel in this region and this opens up many possibilities to flight sim enthusiast who are looking for new destination in the virtual world of FSX/P3D. What can we expect from Pacsim’s latest offering? Here is a preview video that showcases the airport and surrounding areas

 

Video Preview

https://www.youtube.com/watch?v=po2vtqDq6uc

 

 

Features:

Accurate terminal (1 and 2) buildings  concourses, hangars and airport layout;

Taoyuan and Dayuan cities/districts and suburbs represented;

Updated/extended runways 05R/23L and 05L/23R and connecting taxiways. Added HD custom runway and apron/tarmac textures;

Custom vegetation and objects;

3D grass throughout airport area;

High resolution (7cm-30cm pixel) photoreal textures covering over 1026 sq mi.;

Color-corrected ground and water textures to reflect real-world land and water colors;

Accurate hand-placed autogen that conforms with city, town, district, and farm grids;

Major landmarks and high-rise buildings;

Custom night light effects and street lighting throughout the airport and surrounding areas; 

Rotating beacons;

Animated windmill farms along coastline;

Animated Skytrain (behind concourses);

Static local ground service equipment, cars and planes;

AI ground vehicle conforms with real-world road grid;

Fully optimized for steady/smooth simulation experience. All autogen can be set to the 100% with very little impact on FPS....and more.

 

 

From the features listed above, it is clear to see that this product is packed with detail. The most interesting feature is that autogen can be set to 100% with little impact on FPS which should make everyone smile. In this review we will be examining these features to determine whether or not this airport may be worth adding to your simulator. Before we begin however, I thought I would find out some additional information from the developer in the form of a short interview.

 

Why did Pacsim choose RCTP as their latest scenery offering?

We chose to do RCTP for two fundamental reasons. First, there has not been a proper rendition of the airport (and its immediate surroundings) since Flight Simulator 10 (FSX) was first released on October 10, 2006. Like many other international, regional and local airports in the Asian-Pacific region, RCTP was never a choice for developers simply because the market for Asian airports just wasn't attractive. We felt the same way despite many flightsimmers plea for us to take on RCTP three years ago. We were proven wrong however, when two of our popular best-selling releases (prior to RCTP) - Ninoy Aquino Int - Manila (http://islandsim.com/ninoy-aquino-int---manila.html), and Nagasaki &Omura airports (http://islandsim.com/nagasaki-int-and-omura.html) did quite well sales-wise.

 

Second, and most importantly, we just wanted to take on the challenge of creating another exotic destination. RCTP is the home of China Airlines and Eva Air and it is the 11th busiest airport by passenger count and 5th-ranked by freight movement.The real-world airport is expected to double in passenger and cargo capacity with two more terminals planned for the immediate future and so we couldn't resist developing it.

 

Were there any challenges in developing this scenery?

In the grand scheme of things, it was not much of a challenge developing RCTP since we had all the resources we needed to accomplish the project. We have had constant stream of information and pictures from real-world RCTP Air Traffic Controllers, airlines engineers, pilots, and Taiwanese flightsimmers that helped ensure that our RCTP project replicate its real-world counterpart accurately. From the specificity stand-point, hand-placing individual autogen buildings and objects throughout the entire coverage area was very tiring. That part of the project took us about 3 months to accomplish.

 

What special features of RCTP differentiates it from your previous products?

We have, in this product, introduced more animation. The Skytrain moving between concourses was a first. I am in my 50s, retired and doing this for a living to pay the bills, but I get super excited when I try something new everytime. (I am like a kid at a lolly-pop stand when it comes to keeping up with already known techniques). But, I am no programmer by any stretch and must admit that I still cannot really understand all the insides of the FSX engine, especially jetway animation, etc. I guess, I am too old for learning at this stage compared to the much younger developers.

Nevertheless, for those who are familiar with our usual modus operandi, we tend to place more emphasis on product optimization so that the simmer has a smooth stutter-free and OOM-free experience from our products. We try to improve this technique with every succeeding products and RCTP, in that regard, is a step up from the previous ones.

 

With RCTP expected to add two more terminals in the future, will Pacsim revisit this airport in the future to add any updates?

Yes, we will update the RCTP product in the future when its real-world version undergoes major changes and/or improvements.

 

What can customers expect from Pacsim in the future?

We are currently working on our new project, Salt Lake City International Airport (KSLC) and Salt Lake City/surburbs. As many already know, Salt Lake City is where we are based and KSLC, of course, is our home airport. We have developed many exotic airports in the Asia-Pacific region and we thought it's about time we return and develop our airport and city. Flightsimmers can access our Facebook page here; https://www.facebook.com/islandsim to view current and future progress work.

 

 

Installation & Documentation

Purchase and installation of this product is quite simple. My only bit of advice is to ensure that you copy the key correctly without any spaced before and after the key itself. Other than this small detail, the installation was easy and the documentation provided was sufficient to understand all of the features and setup recommendation for this product.

 

The Scenery

At first glance I was very impressed with how much detail was packed into a single scenery package. The layout of the airport was very accurate when compared to real world images and this also included the surrounding terrain and buildings! If this wasn’t enough, Pacsim also included Taoyuan and Dayuan cities/districts and suburbs, windmill farms and a functioning skytrain. These details truly added life to this country and it was an absolutely pleasure to view from the air.

 

Other features that were of interest included static models of cars and planes that had no impact on performance at all. Here are a few screenshots showcasing the layout of the airport and some of the features you can find in this product.

 

 

 

RCTP has two main terminals that cater to International flights and flights to the mainland and while they are not very flashy in design, they are unique in many ways. With the Pacsim RCTP, the integrity of these terminals were perfectly replicated and one can easily see that the developer spent quite a lot of time reviewing photos and other data to ensure that the airport was recreated to a high level of accuracy. The textures on the terminal buildings were also very detailed and they gave a convincing appearance when compared to photos of the real airport.

 

My only disappointment with this airport is the fact that the gates are not functional. While this may not be a big issue to some of you, for those of you who frequently use products such as GSX, having Jetways that can be operated is a huge advantage in creating that “real life” environment. Other than this small detail, you will be quite pleased with the overall look and layout of the terminals along with the cargo and maintenance areas.

 

As we look closely at the ramp area, we can see that the textures are very realistic since it portrays a worn look which is typical of a busy airport.

 

 

 

Moving now to the terrain and surrounding areas, it’s clear to see that attention to detail was a major focus with this project. Some of the details that were included to create a realistic appearance were custom vegetation, 3D grass, high resolution photoreal textures and textures that were colour corrected to reflect the true colour of the land and water. For those of you with scenery products such as Ground Environment X, the transition from the RCTP ground textures to the GEX textures can be clearly seen and this means that they do not blend very well. This may be a be a bit annoying to some who enjoy having eye candy throughout their FSX experience, but this is to be expected whenever photo based textures are used or combined with default textures. Possible issues with FTX Global are covered in the manual and it provides an easy fix should you need to.

 

On the positive side of things, the area that is covered by photoreal textures is quite large and seeing where these textures blend with your default ground textures isn’t always noticeable depending on your direction of flight.

 

Another interesting feature of this product that enhances the overall look of the terrain and airport surroundings is the hand placed autogen. This custom autogen conforms to the city, town, district and farm grids that you would expect to see in this region. Also included were most major landmarks and places of interest were also included to give the final touches to your flying experience in Taiwan. A final highlight of this scenery product is the fact that the night time environment was perfectly captured with the addition of street lights and other custom lighting effect.

 

In the past, the night lighting at many airports has always been a hit or miss. In this case however, Pacsim did a remarkable job in recreating the night time atmosphere of the airport to a convincing degree. What made this even better is that the detailed night lighting also extends to the surrounding high rise buildings and other autogen features.

 

Here are a few screenshots that showcase the terrain, surroundings and night lighting.

 

 

 

When it comes to performance, this scenery is very balanced. When using high quality aircraft in addition to having high scenery and autogen settings I barely noticed any change in my FPS.

 

Another test that I usually do is to test the scenery during bad weather conditions and at night which for some reason has an impact on performance at times. Some of you may also notice tha some of the screenshots show vehicular traffic on the roads in and around the airport. It has always been recommended that vehicular traffic should be limited to increase your FPS. In this case I was quite pleased with the performance of this scenery even with a moderate level of road traffic.

 

In the end, I don’t think any of you will have any issues with this scenery as far as PC performance is concerned but if you do, you can always remove vehicular traffic or adjust the autogen settings to meet your needs. As a reference, here is some information on the recommended settings that will deliver the best performance

 

 

From the Manual:

Frame rates from scenery complexity and autogen settings were averaged at 30fps. This includes moving sliders 100% to the right. Lower settings yielded much higher frames, but our recommendation is Dense to Extreme Dense for exceptional rates. Since the scenery is 15/30cm/pixel photoreal, it is highly recommended that Mesh Resolution be set at 1 meter within FSX Display Settings (slider 100% to the right). Texture Resolution should also be set at 30cm and above (or slider 100% to the right).

 

Recommended Sea and Road AI Traffic settings:

There are AI boat traffic throughout the coastal waters of the Taoyuan and Dayuan areas. To maintain exceptional level of FPS, it is recommended that leisure boats be set at 30% or less.

AI road traffic should be set at below 25%.

 

 

Conclusion

In conclusion, I think this product is absolutely amazing. The overall quality truly stands out and what I appreciated the most is that the quality was not compromised outside of the airport area. For the price of $35.00, this scenery is well worth it, and I would encourage anyone to look into it.

 

Some may still be a bit skeptical about buying scenery for a somewhat isolated part of the world and I don’t blame you. It’s no secret that one of the reasons or perhaps the main reason why most of us tend to fly in the U.S or Europe is that the default scenery throughout the world can be atrocious at times. However, since the release of a few high quality scenery add-ons covering the Middle East and Asia, the lure of flying in these regions has grown significantly. For example, Pacsim’s Manila scenery was hugely successful and many users enjoy flying to and from this destination.

 

As far as the new RCTP scenery is concerned, after doing some research I realized that numerous airlines fly to RCTP including Emirates, United, Delta, Turkish airlines, Cathay Pacific, KLM, Cargolux, DHL, FedEx, Polar Air Cargo, UPS and much more! Seeing these options changed my perspective on flying in this region (since I typically fly in the US/Caribbean) and this scenery gives an added incentive to fly to and from this amazing airport with a vast array of airlines. If you own long haul aircraft such as the iFly 747, PMDG 747/777/MD-11 or even medium haul aircraft such as the 737, you will definitely be able to make use of these aircraft on routes to and from this airport. If developers such as Pacsim continue to develop other parts of the world to this standard, flying to new destinations around the globe would be much more enjoyable and we may eventually change our view of flying in one region.

 

That being said, thanks to Pacsim, Taiwan has now been added to my list of airport destination for long haul flights and I am sure you will do the same after purchasing this scenery.

 

Well done! 9.5/10

Review-SWISS A340 SIBERIA ROUTE

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SWISS A340 SIBERIA ROUTE

A review by Marlon Carter

Publisher: JUST PLANES

Description:  SWISS A340 SIBERIA ROUTE

 

 

 

 

Format:
Download

 

Reviewed by: Marlon Carter

 

INTRODUCTION

 

 

 

 

 

·        Cockpit filming using 6 cameras for great views on takeoff & landing!

·       Wing/Wingtip camera added for takeoff in Zurich!

·       Pilot Presentations

·       Briefings & Checklists

·       External Walkaround

·       Departure& Arrival Airport Charts

·       Detailed Siberia Route Presentation

·        Fuel Temperature Issues on Siberia Flights

·       Navigation in Northern Hemisphere

·        Diversion Airport Monitoring

·        EROPS operation

·        Cabin Presentation

·       Cabin Service

·       Great scenery enroute and on approach & landing

 

 

Flight Information

A/C

Reg

Flight

Route

Flt Time

Destinations

A340-300

HB-JML

LX 160

ZRH-NRT

11h23

ZRH Zurich, SWITZERLAND

NRT Tokyo Narita, JAPAN

A340-300

HB-JMC

LX 161

NRT-ZRH

12h47

NRT Tokyo Narita, JAPAN

ZRH Zurich, SWITZERLAND

 

 

 

 

 

HIGHLIGHTS

 

Swiss has become a popular airline in the Just Planes video line-up and they are back again with a unique flight that takes us from Zurch to Tokyo via and interesting routing over Siberia. Flying over this region poses many challenges and we will have the privilege of learning more about this flight and the A340-300 flown by Captain Covolan and his team of experienced flight crew members.

 

What can we expect from this series? In the typical fashion of most Just Planes programs, we start off with a very detailed presentation on the flight preparations and dispatch briefing prior to our departure. After the cockpit has been fully prepared, we all also given insight into the deicing process which was quite necessary due to the adverse weather conditions on the day of our departure. Captain Covolan does a great job at explaining the differences in the deicing fluids and deicing system of the aircraft.

 

After our departure, the flight crew goes on to explain many of the detailed of our flight that covers the departure procedures and some very interesting details on the Siberia Route. Initially I thought that the significance of this route may have been minimal, but after hearing the history of this route and the numerous challenges of flying such a northerly route, I was quite impressed with the planning that went into flying this route. One of the challenges of flying this route include low fuel temperature warnings due to the nearly -70 degree temperature outside. In addition to the detailed presentations from the flight deck, there were numerous scenic clips that can only be described as breathtaking. With 6 camera used in the filming of this program Just Planes has captured some of the most beautiful moments of flight ever seen over Siberia and other areas. Numerous cockpit cameras also came in handy while capturing many perspectives of our landing in Tokyo which was done under nearly zero visibility down to minimums.

Our return flight mainly featured the cabin service onboard the aircraft which has always been of the highest standard and our flight was nicely concluded with a smooth landing at Zurich on a very cloudy/rainy day. Swiss has always shown itself to be an airline that is willing to open its doors to aviation enthusiast and the general public in order to educate and thrill viewers on aviation and the first class service provided by the airline. As a pilot myself, If ever I had the opportunity, Swiss seems to be one of the airlines I would definitely enjoy working for. The general atmosphere at this airline seems to be one where everyone enjoys their work and this is clearly seen in this program. Just Planes has done an outstanding job on this program and we certainly thank Captain Covolan and his team for such an exciting journey. If you are a fan of the A340 or simply an avid aviation enthusiast, this program is definitely worth having!

 

 

 

 

 

 

 

Video Preview

 

https://www.youtube.com/watch?v=i0y0zykwIX0

 

REVIEW - Just Planes "Surf Air" Aviatio...

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Review

by Marlon Carter

Publisher: JUST PLANES

Description:  SURF AIR PC-12

 

 

Format:
Download

Reviewed by: Marlon Carter

 

INTRODUCTION

 

 

 

+ Cockpit filming using multi cameras for great views on takeoff & landing!

+ Cabin filming

+ Company Presentation

+ Pilot Presentations

+ Briefings & Checklists

+ Cockpit Presentation

+ External Walkaround

+ Fantastic scenery around California!

 

 

Flight Information

A/C

Reg

Flight

Route

Flt Time

Destinations

PC-12

N805SA

URF 201

URF 109

BUR-SQL

SQL-TRK

1h06

0h48

BUR Burbank, CA. USA

SQL San CARLOS, CA. USA

PC-12

N805SA

URF 110

URF 202

TRK-SQL

SQL-BUR

0h42

1h12

TRK Truckee - Tahoe, CA. USA

SQL San CARLOS, CA. USA

PC-12

N806SA

URF 107

URF 120

HHR-SBA

SBA-OAK

0h27

1h06

HHR Hawthorne, CA. USA

SBA Santa Barbara, CA. USA

PC-12

N807SA

URF 121

URF 122

OAK-TRK

TRK-OAK

0h42

0h44

OAK Oakland, CA. USA

TRK Truckee - Tahoe, CA. USA

PC-12

N805SA

URF 217

OAK-HHR

1h27

OAK Oakland, CA. USA

HHR Hawthorne, CA. USA

 

 

 

HIGHLIGHTS

If you are from California and you are an avid aviation enthusiast, it goes without saying that you may have heard about Surf Air. For the benefit of those who have not heard about Surf Air, this company began its operations 2013 by offering very unique services that seems to be far superior to your typical airline experience. For a monthly fee of just $1,750.00, one can book an unlimited number of flights between the Silicon Valley and Los Angeles area. Surf Air has had rave reviews by their customers and they truly offer an intimate travel experience that is unheard of by any other carrier. Some of the destinations offered by Surf Air include Burbank, San Carlos, Truckee – Tahoe, Hawthorne, Santa Barbara and Oakland. While the destinations mentioned are only a fraction of the cities served, these destinations will be highlighted in this Just Planes program. It’s been quite some time since Just Planes has had the opportunity to feature a U.S airline and we are certainly thankful that Surf Air has opened its doors to the aviation community worldwide.

We begin our journey with presentation by the Director of Planning as he nicely outlines the vision of the Surf Air. In addition to this, we also take a tour of the interior of the PC-12 which has a fully custom design that Surf Air customers love. If you want to learn more about the personal level of service provided by Surf Air, this is the segment you should pay close attention to. If you plan on being a customer, you may want to act fast as there is a waiting list in addition to the 1,200+ customers who are already enjoying this service.

Moving on to our flight segment, our first flight takes us from Burbank to San Carlos. Almost immediately, you will notice that the atmosphere at Surf Air is very intimate, so intimate in fact, that the First Officer joins the passengers for a pre-departure safety briefing. After the briefing is completed, we join the Captain and First Officer as they complete their before takeoff checklist and departure briefing. Given the fact that the PC-12 cockpit isn’t very large, cameras have to be strategically placed in the cockpit to capture the best views possible. As a result, viewers will have the opportunity to see multiple cockpit views that capture all of the special moments of this program. One of camera views that I found quite enjoyable was the wing view that gives the impression that you are a passenger onboard the aircraft. From this view you will enjoy the amazing scenery of Los Angeles from takeoff to landing. During our flight to San Carlos, some of the highlights included audio from the cockpit that captured both ATC and PA transmission and some of the most amazing views of California ever captured.

Prior to our continuing flight to Truckee Tahoe, our First Officer gives us an overview of the PC-12 cockpit which was simple but still quite intriguing. After the brief overview, our First Officer takes command of the aircraft and we swiftly depart for Truckee Tahoe. Once again, the scenery from the cabin window was majestic to say the least and I can imagine that Surf Air customers truly have a wonderful experience flying at lower altitudes onboard the PC-12. This was also the case on the return flight to San Carlos which offering great scenic views from both the cabin and cockpit.

Each flight in this program features more or less the same highlights and while this could quickly become monotonous, I found that this program was entertaining from start to finish. Some of the other highlights that stand out include a detailed external walkaround, night time flying from Oakland to Hawthorne and an amazing segment that features some air to air footage of the PC-12.

Ultimately, I think everyone will love this program and it will instantly renew your love for flying in this modern age of long lines and tight security. Surf Air has a unique and efficient product and I honestly think that many regions of the world such as the Caribbean could benefit from such a model. The personal touch of this airline is felt throughout this entire program and it starts from the moment you enter the airport and you experience the concierge service that Surf Air provides. The PC-12 also shines tremendously in this program and I think that aviation enthusiast will appreciate the focus on this aircraft since it is not commonly seen in “airline” operations. In the end we certainly have to thank Surf Air for opening its doors to the public and I certainly hope that this isn’t the last visit by Just Planes to this airline. Just Planes has delivered yet another stunning program and I highly recommend you check it out!

 

 

 

 

 

 

 

Video Preview

https://www.youtube.com/watch?v=vv_JBGpQd_Q

For More Information on Surf Air, Click HERE

REVIEW - Zurich Airport v2 by Aerosoft for FSX/P3D

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Review

by Marlon Carter

MEGA AIRPORT ZURICH V2.0 FSX/FSX-SE/P3D

BY AEROSOFT

 

  

 

 

 

Introduction
 

Aerosoft is well known in the flight simulation community for developing some of the best products currently on the market. Whether it is scenery or aircraft, Aerosoft products have always maintained the hallmark of high quality. A few years ago, Aerosoft released a highly accurate rendition of the Zurich airport. Since then, the overall quality of scenery products has dramatically improved and Aerosoft has seen it fit to make a good product even better with the release of Zurich Airport v2.0. 

 

For those of you who are not very familiar with Zurich airport, it is the largest airport of Switzerland and it is the hub of the popular Swiss International Air lines. Apart from Swiss, numerous other airlines such as Air Canada, Air France, Air Berlin, British Airways, American Airlines, United, KLM, Lufthansa and a host of other airlines frequently fly to this airport.  The video below shows a preview of what we can expect from this new scenery product.

 

Video Preview

https://www.youtube.com/watch?v=nuuis1stECc

 

 

 

Features

As mentioned before, Aerosoft had previously released a rendition of Zurich airport a few years ago which was quite nice. Now that version 2.0 has been released, what special features can we expect? Well here is a list provided by Aerosoft that shows some of the major improvements you will see with v2.0.

 

Newly created buildings and objects with lots of 3D details, partly high resolution 2K textures with rendered shadows and lighting.

New transparent boarding bridges with glass sides at every gate.

Updated taxiways and parking positions, as creating parking positions for the Airbus A380 changed other positions and moved lots of taxiway markings.

Parking position E67 at Dock E now includes a separate, elevated boarding bridge

Static Airbus A380 of Emirates Airline, parking at Gate E67 (optional)

Terminal 2 is currently being rebuilt and set to be finished by the end of 2015 – we already completely finished the terminal for this scenery

Enhanced Apron P with additional parking positions

Jet engine test site with new, large noise absorption hall

The entrances to terminals 1 and 2 are currently being rebuilt – we already completely finished the reconstruction for this scenery, including a new roofing

 

 

Additional features:

Completely created scenery of Airport Zurich for FSX ACC-SP2-SE and Prepar3D, state of late 2015

Detailed representation of the airport

Photo realistic ground textures based on aerial images (0,5m/pixel)

Seasonal colouring of ground and vegetation

All buildings and airport facilities

Photo real textures for buildings, vehicles etc.

True to original navigation systems (ILS, VOR/DME, NDB, ATIS)

Complete taxiway and runway signage

“High speed taxiways”, allowing for exiting the runway at high speeds

Great night effects (baked textures)

Animated radar systems and wind hoses

Animated vehicle traffic at and around the airport (AESLite), for FSX ACC-SP2 with “Intelliscene”

ADGS – Aircraft Docking Guidance Systems

True to original runway and taxiway lighting

Traffic routes with ground traffic signage

Optimised for good performance (frame rate)

Optimised AFDs for different landing directions on the crossing runways

Compatible with Airport Enhancement Services (AES)

Compatible with default AI traffic as well as AI traffic add-ons (e.g. MyTraffic X)

Compatible with Switzerland Pro X and Ultimate Terrain Europe

Manual in English/German and up to date charts

 

From the features listed above, it is clear to see that this product is packed with detail and it is a significant improvement over the previous version. For example, much more emphasis has been placed on 3D details and the use of high resolution textures with shadows and lighting. Another improvement is the use of transparent boarding bridges with glass sides at every gate. As far as the airport infrastructure is concerned, Aerosoft has also improved this by adding numerous updates to the airport terminal buildings as seen in the real world. Some of the updates are still currently under construction, but Aerosoft has included the finished product in this scenery package. By the end of this review, we will see whether or not this scenery is worth having and we will also see how well it performs as far as frame rates are concerned.

 

 

 

Installation & Documentation

Purchasing any scenery product or any product for that fact has always been a very easy process. The installation of Aerosoft products is also quite simple and fully automated. Once the product is purchased and you receive your product key, getting started only takes a matter of a few minutes before everything is installed and ready for use. While it is always tempting to jump right into the simulator after installing a new product, you may want to take the time to have a look at the manual and configuration tools that have been provided with this product.

For example, this scenery comes with a Traffic Tool that allows you to select the dynamic airport traffic that will be displayed at various areas both airside and landside. By default these features may all be enabled but if you desire to minimize these details for the sake of performance, Aerosoft has given you the option to do just that. Another Tool that is included is an AFCAD Tool that allows you to select the runways that will be in use. This will be a handy tool for those of you who use traffic tools such as MyTraffic X.  A final tool that everyone will be happy with is a Resolution Tool that allows you to optimize your experience by choosing high or low resolution textures.

Apart from the host of Tools at your disposal, this product also comes with a 60+ page document that contains updated charts for this airport. This type of documentation is invaluable if you desire to have a realistic experience flying to and from this major airport. In the end, I think that the tools and documents provided with this product are all very comprehensive and extremely useful. Now that we’ve become a bit more familiar with the contents and features of this product, let’s have a closer look at the scenery itself to see improvements that have been made.

 

TOOLS

 

 

 

The Scenery

My first impression of the airport was certainly one that left a smile and especially so after comparing the quality of v2.0 to v1.0. The layout of the airport was basically the same with the exception of a few more detailed buildings. Other obvious improvements included higher resolution textures along with terminals and jetways that had a truly transparent glass appearance. As far as accuracy is concerned, the entire airport and some of its surroundings have been so accurately recreated that terminal buildings currently under construction have all been completed for this product. An interesting aspect of this airport is that there are certain areas along runway 14 that include trees and other vegetation which have also been included in this product. 

As we take a closer look at the airport, let’s have a look at the terminals. One of the terminals that stand out at this airport is the terminal bearing the name of the airport which is made largely of glass. In the past, airport developers may have opted to create such a terminal using textures to give the appearance of glass but thankfully, Aerosoft decided to give this terminal and others a truly transparent glass appearance which allows you to see directly through the “glass”. The textural details on the terminal buildings were absolutely stunning and we expect nothing less since the textures were mostly photo-real. With some of the best use of shadows and lighting, these may be some of the best airport textures I have ever seen from Aerosoft and I certainly hope that future airports are of similar quality. The only disappointment I had with this product is that it requires AES for functioning Jetways. While it is understandable that Aerosoft would implement compatibility with AES, users of GSX, while having ground services, will not be able to utilize the moving Jetways.  Here are a few screenshots the nicely showcase the airport and terminals.

 

 

 

 

Shifting our attention to the ramp area and ground textures, it is clear to see that attention to detail was a major focus in developing this airport. The ground textures were also largely photo-realistic images that were of very high quality. By using these images, customers will immediately notice the striking detail of ground markings and vegetation. While the grass isn’t volumetric, it still has a very realistic appearance. Textures used for roadways were also very high quality and it went hand in hand with the detailed signs that are seen both for aircraft and ground traffic.

 

 

 

 

At night, a Zurich airport truly comes to life with spot lights and runway lighting that is remarkably realistic. Aerosoft has mentioned that the lighting for the runway and taxiway are true to the original and after looking at these lighting effect first hand, I would say they’ve done a good job at recreating the night time environment of this airport.The terminal and ramp/gate areas are also a sight to behold as they truly give a realistic representation of these areas being illuminated at night. For the terminals, the night time environment is greatly enhanced due to the fact that many of them are made of glass and are transparent. Although not previously mentioned, this airport also has a feature that allows you to see static aircraft. While I am personally not a fan of static aircraft, both during the day time and at night these static aircraft also gives an added elements of realism to the airport environment. Here are a few photos.

 

 

 

The final aspect of this scenery we will examine is the surrounding areas of the main terminal. One of the things I have always despised about older scenery products is that it never truly blended in with the surrounding areas of the airport. In an effort to ensure a smooth transition, Aerosoft has made this product compatible with product such as Switzerland Pro X and Ultimate Terrain Europe. While I haven’t had the opportunity to test this scenery with Orbx Global, I’m sure that both products will blend together nicely. An interesting feature of this product that is worth mentioning is the fact there is seasonal colouring of the ground and vegetation which will futher allow this scenery to blend in with the surrounding areas during all seasons of the year. Here are a few photos showing the airport surroundings as they blend with GEX Europe Textures and UTX Europe.

 

 

 

Performance

As mentioned previously, Zurich v2.0 comes with two configuration tools that directly affect the performance of this product. The Traffic Tool allows you to enable dynamic airport traffic at various areas while the Resolution Tool allows you to select high resolution or lower resolution textures. After testing this product in a number of configurations, I realized that having the max settings allowable for this scenery has only a slight impact on performance. The moment you remove some of the dynamic traffic or make use of lower resolution textures, the performance improves. Ultimately, the settings that will suit you depend largely on your PC, FSX setup and even the add-on aircraft you may be using. In my personal experience, since I use other ground service products, removing the dynamic traffic from the airside has resulted in a very stable performance for my PC setup. In order to find the perfect balance, it is highly recommended that you test various configurations for the best performance.

Conclusion

In conclusion, while I previously owned Zurich v1.0, I would find no issue in purchasing v2.0. Why? Well the most significant reason is that v2.0 is a significant improvement over v1.0 from a visual quality perspective and it also offers you a much more detailed rendition of the airport in its current state. Price wise, the box version of Zurich v2.0 will cost you $29.99 US while the Download version will cost you $25.08 US. If you previously owned version 1.0, you will be happy to know that Aerosoft is offering previous customers a 50% discount and for this gesture alone Aerosoft scores major points. In many cases, some developers would charge you full price on an updated product but Aerosoft has always put their customers first and have always offered a reduced cost on update products in most cases. However, whether you pay the full price of the discounted price, this airport is well worth having.

 

In the past, I’ve always been a bit hesitate about buying airports that are in areas that I typically do not fly. However, after thinking about the reason for my position on the matter, I realized that the only hindrance to flying in areas outside of the Caribbean and U.S was simply due to the fact that there has been a severe lack of high quality scenery outside of these areas. Over the years this has changed significantly and now that we have a high quality Zurich airport, it opens the opportunity to enjoy my simulator to the full by flying to new and intriguing destinations. Aerosoft has certainly outdone themselves (literally) with v2.0 and I would highly recommend it to anyone who desires the best scenery for this region.


REVIEW - iFly 747-400 v2 FOR FSX/P3D

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iFly 747-400 v2

A review by Marlon Carter

 

iFly 747-400 v2 (Service Pack 1)

For FSX/P3D

 

 

INTRODUCTION

 

The Boeing 747 is without a doubt one of Boeing’s biggest achievements since the introduction of the 707. The 747 has had an extensive history that goes far back to the 1960s. Since then, the 747 has seen many changes which included more efficient engines, greater passenger capacity and cockpit upgrades that saw the elimination of the flight engineer. From the SP to the 200 or 400 series, each of us has our favorite 747 model. This aircraft has inspired many to be pilots or avid aviation enthusiasts and the sight of a 747 in the sky is still the next best thing to the majesty of the Concorde.

 

From the moment we first had our opportunity to fly a simulated version of the 747 thanks to Microsoft, we all longed for a simulation that was much more detailed. Throughout the years there have been a few developers that successfully met our needs, but in the end we all desired something that was much closer to “perfection.” One of the developers that recreated the 747-400 was iFly and many of you may recall that at the time, version 1 of their 747 was one of the best products to hit the FSX market. With the improvements we have seen since then, the iFly team gave their pride and joy a much needed facelift which was introduced to the FS market in 2014. The 747-400 V2 saw numerous upgrades that matched some of the best products available today. From systems to graphics, the 747 was completely overhauled to offer customers an entirely new flying experience. What made this offering even better is that the iFly 747 was created for 3 FS platforms which include FS9, FSX and P3D! 

 

One might easily feel that developing products for FS9 may be a waste of time, but there is actually quite a large FS9 following and many still prefer FS9 over FSX or P3D for a number of reasons. For example, having a system that runs FS9 at its max setting is relatively easy these days, but having a PC that runs FSX or P3D “comfortably” requires a bit of an investment. Whatever your preference may be, iFly has covered all bases and they are one of the only developers to have recently released a high quality add-on for 3 simulator platforms. Due to FS9 limitations, some features of the FS9 version differ from the FSX and P3D version which means that FSX/P3D users can enjoy all of the benefits of these platforms without having to settle for the limitations of FS9 also.

 

What can we expect from version 2 of the 747? Here is a taste of the numerous features found in this product.

 

 

 

 

FEATURES

FMS:

- Winds aloft forecast entries.
- Conditional waypoints for SIDS/STARS/Approaches.
- Fly-by and Fly-over waypoints for SIDS/STARS/Approaches.
- Accurate Cost Index calculations for ECON/LRC speeds
- Horizontal and vertical navigation.
- User defined waypoints.
- SID/STAR and navdata custom database.
- ETA and Fuel prediction.
- All pages and menus are implemented.
- CRT/LCD
- Maintenance pages.

Autopilot:

- Realistic Autopilot Flight Director System (AFDS) with Autothrottle System.
- AFDS active (Display in green): FD, CMD, LAND3, TEST (Displays in green with white triangles): LAND2
(Displays in amber): NO AUTOLAND
- Autothrottle (A/T) Active (Display in Green) Modes: THR, THRREF, HOLD, IDLE, SPD
- AFDS active Roll Modes Display in green): HDGHOLD, HDGSEL, LNAV, LOC, ROLLOUT, TO/GA
- AFDS armed Roll Modes (Display in white): LOC, ROLLOUT, LNAV
- AFDS active Pitch Modes (Display in green): TO/GA, ALT, V/S, VNAVPTH, VNAVSPD, VNAVALT, G/S, FLARE, FLCHSPD
- AFDS armed Pitch Modes (Display in white): G/S, FLARE, VNAV
- Leg Types: Track to Fix, Direct to Fix, Arc to Fix, Course to Fix, Radius to Fix
- With left and right Flight Director.
- Cross-bar or single cue flight director.
- Three individual flight control computers (FCCs).
- Simulated AFDS Status Annunciation.
- Activation of mouse wheel for easier MCP window settings.

Exterior Model:

- 3DS Max Model
- Realistic control surfaces.
- Working elevator power.
- Realistic flight spoilers and ground spoilers.
- Nozzle valve animation.
- Working APU doors.
- Entry & cargo doors with corresponding cockpit light.
- High quality livery textures.
- Flex wing.

Virtual Cockpit:

- High Quality 3D modeling
- High Definition textures
- Gauges functional, clickable and animated
- Animated windows Wipers (two speeds) and more.
- Superb instrument lightning at night.
- Windshield reflection.

Systems:

- Simulated triple Inertial Reference System.
- Terrain Display
- NAV1/2 radios with working AUTO/MAN modes.
- Realistic Ground Proximity Warning System.
- Cabin pressurization logic fully implemented.
- Flap load relief protection.
- Failures.
- Aural alerts.
- Simulation of Left and Right EFIS.
- Full TCAS logic (with traffic display on EHSI)
- Weather Radar (Active Sky Next Required)
- Predictive Winshear (Active Sky Next Required)

Miscellaneous:

- CRT and LCD Display units
- Interactive Configuration Manager.
- Many custom configuration options.
- Detailed tutorial and operating manual
- Aircraft performance calculated directly from flight model parameters.
- With custom Turbine Sound Studios GE, RR, PW sound packages
- More than 44500 SIDs/STARs included.
- Ground support and push back.
- 2D Panel supports both standard and widescreen monitors.
- Hundreds of programmable key assignments
- Ability to operate both Captain and First officer's instrumentation in different modes while in 2D and in the virtual cockpit.

 

Here is a teaser video of the 747v2 and a clip of the engine sounds

 

 

Preview Video*

https://www.youtube.com/watch?v=CageSoO_IcI

 

 

Engine Sounds

 

https://www.youtube.com/watch?t=255&v=QDJW2pbfQS4

*Please note that these preview videos were created before the SP1 update and the overall quality of the aircraft has improved since then.

 

 

Now that we’ve had a general overview of the aircraft, let’s dig a bit deeper to see what makes this aircraft so special. First of all, I thought it would be a good idea to find out more about the iFly development team and the 747 project.

 

1. Can you tell us a little about iFly? How long have you been around, products you've released etc?

 

iFly is a group who love FS and love develop add-on’s for FS. Before iFly was founded, all team members have already developed lots of shareware/pay-ware fs add-on’s, e.g. FS2002 scenery--Hangzhou Xiaoshan, F-7 Skybolt, B767-200 and more. In 2007 we decided  we need to make a team so we can gather all resources to create some more complex add-on. 3 years later iFly's first add-on, iFly747-400v1 released and we got very good response. But we also realized that if we want to release a good product, we need more resources and more help. So we cooperate with Flight1 and then released iFly Jet:737NG at 2010 and iFly Jet: 747-400v2 at 2014.

 
2. What inspired iFly to create a version 2 of the 747-400?

 

The 747-400 is very important for us. When we discussed what plane we need to develop next at the time we just found there are so many options amongst the team. And some of our team members are fans of 747-400, and after doing some market research we decided 747-400 will be our next add-on after we release the 737NG. We still believe 747-400v2 is a good choice. We are very happy we did it.

 

 
3. Can you tell us of some of the challenges you faced in developing this product?

 

Our team is located all around the world, the develop team, tech support team; test team and the user support team all have their own work patterns. It is a very interesting and a challenging thing we needed to face. We use it to relay our work; if you are in Asia when you finish your work then the guys in Europe can continue your work and then America. So it is almost continues 24hrs without any pause. Our team is a group of very passionate Flightsim people, and we use this pattern and it is very effective.

 

 
4. I noticed that you created the 747v2 for 3 platforms; did this limit the features you were able to implement in this project?

 

We decided our product should cover FS9/FSX/P3D. This of course is a challenge to the development for 3 platforms at the same time. I have to say some feature can't be modelled due to platform limitation. But if any feature can't be modelled at one platform, it will not affect the other platforms. We do our best to make the optimal arrangement.

 
5. Since the release of the 747v2, iFly had been busy with a major update, can you tell us a little about the update?

 

Well it is impossible to give you a detailed list but here is a summary of the major work.

-Dynamic Interactive Panel Flood and Back lights 2D & Virtual Cockpit: FSX/P3D\
-Static Flood lights in Virtual Cockpit , Dynamic Interactive Panel Flood and Back lights in 2D: FS2004
-Increased fidelity and refinement across all systems.
-Enhanced external textures and models.
-Performance enhancements.
-Air file fine-tuned, climb/descent performance close to real charts.
-Corrections to systems, textures and models.
-Revised mouse scroll and click spot interaction.
-Dynamic on-ground and in-flight wing flexing.
-Revised paint-kit.
-Revised SDK.
-And a lot more……

 
 
6. What features of the 747v2 would you say separate this product from others currently on the market?

 

On current FS market there are some outstanding 744 add-on’s, all we can do is try our best to make a high level 747-400 addon. The panels cover all systems, including a fully functional FMS, autopilot systems, real engine sounds and many more. In the entire development process the only reference data we use are the real 747-400 flight and maintenance manuals.

 

And we also build a model, which is all based on real 747-400 data. We get lots of support from the 747-400 pilots, they provide many detailed photos and we strictly follow these photos to build the model and texture.

 
7. Given the complexity of this product, would you say that your target audience are advanced simmers or can just about anyone enjoy using this product?

 

We do believe all levels of user can enjoy our product. The rookie user can also takeoff and land the aircraft, it is fairly easy to fly manually. Any user who can use the default FS 747-400 autopilot can also use our 747-400's autopilot.
Of course if anyone wants to use the FMC or other systems deeply, I still suggest that they need time to study the manuals.

 
8. We understand that confidentiality is important in this competitive business, but can you tell us a little about customers can expect from iFly in the future?

 

 

 

 

 

9. Support is always important to customers and to developers for any product being bought or sold. Can you tell us a little about the type of support customers can expect for this product?

 

Well as you know Flight1.com is our publishing agent, they have a comprehensive and well-established customer support infrastructure.

Customers can submit sensitive information via their Ticket System http://www.flight1.com/ticket.asp , or reach us via a dedicated iFly support forum http://ifly.flight1.net/forums/default.asp .

Flight1.com has an automated self-help section for e-commerce relates issues. http://www.flight1.com/view.asp?page=wrapperservice

Jim Harnes our Forum Manager with his dedicated team of Certified Professional support staff monitor customer queries on a daily basis.

Flight1.com appointed Jannie Roelofse as our dedicated Project Manager for iFly, all feedback, input, information from customers, support staff, beta team, technical advisors and Flight1 are processed to improve our products, we also add some features according forum feedback to the best of our abilities.

 

 

 

As you can see, this project is very unique and the development team has spared no effort in ensuring it  is completed to a high degree of accuracy. In addition, doesn’t the teaser photo of their future plans intrigue you?! I’m pretty sure we will be seeing very impressive things from iFly in the future. For this review we will be looking at the iFly 747 post SP1 so let’s dive right in.

 

INSTALLATION/MANUALS

 

As with any product sold by Flight1, the installation of the 747v2 is quite simple once you are familiar with the flight1 wrapper. After the aircraft IS installed, you may have the urge to start up your simulator for a “quick” test flight. However, I would encourage you to review the manuals that accompany this aircraft. For example, the iFly 747 comes with a configuration tool that is very detailed and it may take some time to get use to using it. In addition to this, you may also want to add your favorite livery to the aircraft and this process is slightly different to what you may be accustomed to. After reviewing the manuals on how to use the configuration tool and on how to add liveries, I would also encourage you to review the flight tutorial document which is some 90 pages long. If you think this is extensive, wait until you read the 500+ page Operating Manual!

 

The Operating manual covers everything you need to know about the 747 and it also provides details that only more advanced users or persons with real world experience may fully understand and appreciate. Also included among the manuals are documents that highlight the updates made to the 747 after the release of SP1. I strongly encourage you to read about the new approach procedures of this aircraft since it is now as true to life as possible. Overall, if you enjoy technical reading and you enjoy using a “study aircraft” these manuals will provide hours of fun learning.

 

 

FIRST IMPRESSION

 

Since it’s said that first impressions last a lifetime, I was eager to see what the 747 exterior model and virtual cockpit looked like within the confines of FSX. When the aircraft loaded up, I instantly had a smile from ear to ear as I looked around at a virtual cockpit that could easily convince you that you were sitting in the real aircraft. The quality of the textures was superb and the modelling detail was equally stunning. There were many opportunities for the developer to take shortcuts by leaving certain non-essential panels as textural only, but iFly went to great lengths to ensure that every aspect of the cockpit was as detailed as possible. Some of the additional features I particularly enjoyed were the moving seats and arm rest, window sun shields, and tray table. Apart from the added eye candy, the overall look of the cockpit was executed flawlessly. At night, the virtual cockpit truly takes on a new life with fully customizable lighting for all panels. This feature is new to the iFly 747 and one that many users have high praises for. Here are a few screenshots of the virtual cockpit.

 

 

 

 

Now that we’ve had a good look at the virtual cockpit, it’s now time to look at the exterior. As mentioned before, the 747 is an iconic aircraft and few can mistake its unique features. In fact, the 747 is so well known that from the very first glance, just about anyone can spot errors in a replica of the 747. At first glance, it’s clear to see that the developers spend a significant amount of time ensuring that every detail of this aircraft was captured. Even subtle details such as animated APU doors and nozzle values to the most anticipated wing flex and fully animated control surfaces have all been modeled. The textures of the aircraft are of the highest quality (not UHD) and they give the aircraft a realistic look when combined with the new bump maps and exterior reflection. At night, the exterior model is a magnificent sight to behold. The lighting effects are of the highest standard and seeing a night time screenshot of this aircraft can easily be mistaken for the real thing! We can go on and on about how amazing this model looks but since a picture is worth a thousand words, here are a few screenshots that nicely showcase this aircraft.

 

 

 

While first impressions are important, sometimes we need to dig a bit deeper to truly appreciate a product of this nature. Let’s dig beneath the surface to examine some of the systems of this aircraft and its accuracy. With the introduction of SP1, many of the aircraft systems were enhanced to provide a higher level of realism. We will have a close look at a few of these systems to see how they work in the real world and whether they work as described in this product.

 

 

SYSTEMS

 

A significant aspect of this aircraft that is essential to its operation is the Hydraulic System. How important is it? Well the Hydraulic System is responsible for powering the Primary Flight Controls, Autopilot Servos, Spoilers, Stabilizer Trim, Elevator Feel, Landing Gear, Flaps, Brakes and Steering. As you can see, it plays a major role in bringing this aircraft to life. If we were to go into further detail, the hydraulic system is actually made up for four (4) independent systems which share the function of powering various aspects of the aircraft.

 

For example, System 1 and 4 controls the Trailing Edge Flap, Landing Gear, Brakes, Steering and it also provides power to the Primary Flight Controls. System 2 and 3 operate the Primary Flight Control, Stabilizer Trim, Elevator Feel and Lower Yaw Damper. Systems 1, 2 and 3 all power the Center, Left and Right autopilot servos.  What’s the point of all this information? Well understanding how the hydraulic system works, will enable us to see how in-depth the iFly 747 systems are in comparison to its real world counterpart. From the testing I’ve done thus far, it seems like the Hydraulic System has been fully modeled with the correct systems being assigned to their respective hydraulic system. The failure system of this aircraft truly highlights the accuracy of this system and I encourage you to try it at least once to see how nicely programmed this aircraft really is. If you are not a fan of using failures, simply looking at the hydraulic system schematic and manipulating the controls on the overhead panel will show you how realistic this system truly is.

 

Here is a preview video during the development of Service Pack 1 on the Hydraulic System. While the videos may be a bit lengthy, I strongly encourage you to see for yourself how detailed aircraft really is.

 

https://www.youtube.com/watch?v=3EyGJc4v3fk

 

 

Other systems such as the Electrical System, Fuel System and the Pneumatic Systems are also modelled to a high degree of accuracy. For example, with regard to the Electrical System, the Main AC/DC system and Standby Power components have all been modelled. Each Engine has an Integrated Drive Generator that generates AC power; the IDG becomes operational when the power generated by the APU or External Power is sufficient. Conversely, when the engines are started, there is a smooth transfer of power from the APU or External Power back to the IDG’s which is now generating power from its respective engine. The functionality of the AC Standby Power is also very accurate since it powers the correct components of the aircraft such as the APU Battery, Left FMS/CDU, Standby Ignition and Primary EICAS display to name a few. Why is all of this important? Well knowing how power is generated and distributed can be very useful if you intend on making the best use possible of this product. When starting up the 747 from a cold and dark condition, knowing how to power up the aircraft is extremely crucial. Understanding the AC/DC systems will allow you to know why various system will or will not operate based on the configuration of the aircraft. Once again, if you are a fan of using the failure system, the in-depth simulation of this aircraft will provide hours of interesting scenarios that will challenge your flying skills.

 

 

Here is a preview video during the development of Service Pack 1 on the Electrical System

https://www.youtube.com/watch?v=DmNJg9EdWUU

 

 

After examining a few of the systems on this aircraft, I was quite impressed with the overall detail. While it’s nice to know that the hardware and circuits have been modelled to a very realistic degree, most of us are often concerned with the functionality of the FMS and the handling of the aircraft. How does the iFly 747 SP1 fair in this regard? Well let’s first have a look at the FMS and we will discuss more about the handling in the Flight Report section of this review.

 

The FMS is a very complex unit that makes the life of a pilot much easier if it used correctly. Given the complexity of this unit, I will begin by stating that all of the basic features of the FMS including LNAV and VNAV are fully modeled. In addition to this, there is also a host of performance monitoring features that were included. The most obvious of these features is Thrust Management, but also included are RTA (Required Time of Arrival), Wind Data entry and numerous nuances to the Takeoff, Climb, Cruise and Descent features of the FMS that enhance accuracy.  In the event of an engine failure (which obviously has an impact on performance), features such as the Engine Out Modifications, Drift Down Execution and Engine out Cruise were also included. In order to benefit from using some of these features that become active upon an engine failure, one can access the iFly menu in the FMS to make use of the comprehensive failure system.

 

On the topic of Navigation, the FMS also contains a few interesting features that customers will find useful. These features include FMC Polar Operations, High Latitude Operations, Alternate Airport/Divert, ANP/RNP and numerous options to manually manipulate navigational data. For a detailed explanation of these features, I would highly recommend that you read the manual. From a superficial view point, one may easily look at the iFly 747 as just another 747 add-on. However, the detail that has gone into the FMS and other systems is truly remarkable and the closest we have come to the real aircraft.

 

From the few systems we’ve covered, it’s quite clear that this aircraft is very detailed and it can easily be ranked among one of the best add-ons ever made. But before we draw any firm conclusions, it’s only fitting that we test how well these systems work together. To achieve this, we will be doing a long haul flight from London to JFK where we can run the 747 through its paces. Let’s head over to Heathrow airport where we will conduct a short briefing and commence our 7 hour 30min flight.

 

FLIGHT REPORT

BRIEFING

 

Today we will be flying British Airways Flight 177 from EGLL to KJFK using G-BYGA (which is a downloadable livery). Before starting our westbound flight to New York, it’s important that we accurately setup the aircraft. This means that we will have to ensure that the aircraft is equipped with the features that match its real-world airline options. In order to accomplish this, iFly has provided a means of customizing the airline options of the aircraft for a realistic experience. Access to changing aircraft options can be found in the iFly Configuration tool which was very easy to use. The list of options found in this tool is quite extensive and it covers both basic and complex options that related to the systems.  To keep things comprehensive for our flight, we will enable all of the features and ensure that our weight measurements are to the UK standards.

 

 

 

Now that we’ve setup the aircraft, it’s time to load the fuel and passengers. To assist with this task, we will be using the popular Professional Flight Planner X which has proved to be an invaluable tool to simulation enthusiast who truly wants to take their experience to another level of realism.

 

The performance data for PFPX is generally accurate, so we will be comparing various aspects of our computed flight plan with our actual flight to test the fidelity of the iFly 747. After entering the passenger count, cargo and fuel loads into the iFly Config, the aircraft is now fully loaded and ready for our flight.

After loading up the aircraft at Terminal 5, the cockpit state is currently in the configuration that a new flight crew would encounter as they board an aircraft that has just arrived from another destination. I decided to save this format prior to my flight since a cold and dark setup isn’t completely necessary at this point. If you would like to try the cold and dark setup, the tutorial that comes with this product nicely walks you through each step of the setup.

 

 

 

At this point, all that is required to get our flight off the ground is to align the IRS and load up our flightplan. As mentioned before, the FMS is VERY comprehensive and it allows you to perform nearly every function of the real aircraft. After loading the GPS location of the aircraft and commencing the alignment process, loading the flightplan was a simple as entering the Company Route that was generated by PFPX. If you do not use PFPX, flightplans for this route can be found online quite easily and you would thereafter have to enter it manually.

Once the route has been entered, we move to the performance page where all of the data related to our weight and fuel is entered. Some values can be entered automatically while others have to be manually inputted. An interesting feature of the FMS of this aircraft is that the Cost Index feature is modelled. After doing some research, I was able to find out that some 747 operators use a CI of 0 for the takeoff and climb and then later change it to 90 for the cruise. Since we want to be as realistic as possible, I decided to follow this policy to see this feature in action.  Once the FMS setup was completed, we shift our focus to loading passengers and cargo. While this was already accomplished using the configuration tool, completing the task visually is always a nice touch of realism thanks to Ground Services X by FSdreamteam. For those of you who use this product, you will be pleased to know that the iFly 747 is supported and the ground operations feature works flawlessly for loading, fueling and pushback procedures.

 

If you do not have GSX, don’t feel left out, iFly has implemented a ground services page on the FMS that allows you to have access to a detailed pushback option that controls the distance and turn angles. While this feature doesn’t include ground service vehicles, it is still effective nonetheless. In addition to this, iFly has also created a drop down menu that encompasses a host of options such as Ground Support for Ground Power, Oxygen and Extinguisher Bottle Refill and Ground Air Source. Fueling and Payload options can be accessed via the FMS, which ensures that users will have a fully realistic experience with or without 3rd party products.

 

TAKEOFF/CLIMB/CRUISE

 

After following the startup procedures and pushing back from the gate, we being to experience thrill of using this aircraft from the very moment enough thrust is apply to taxi. The ground handling of the aircraft is nothing short of remarkable since it feels like a heavy aircraft (especially because we are loaded with 8 hours of fuel). What was also amazing is the spool of the RR engines as taxi power is applied. The sound of the aircraft during the startup and taxi phase is enough to whet your appetite to hear how it sounds at full throttle.

 

During the taxi phase of our flight, you might imagine that there isn’t much to discover about the aircraft. However, with this aircraft, surprises lurk at every phase of operation. From the external view of the aircraft, as it taxi’s to the runway you will notice that the wings flex up and down due to the uneven round. The flex has been very carefully programmed to directly relate to the amount of fuel loaded in the wings of the aircraft. Ultimately, it was a very nice surprise and it definitely reflects the characteristics of the real aircraft.

 

The takeoff phase of our flight was yet another opportunity to experience the amazing programming that has gone into this aircraft. The 747 has a TOGA function that can be accessed via the virtual cockpit throttle control or by the use of a key assignment which is done via the drop down menu for this aircraft. In addition to this there is a shortcut hotspot on the 2D panel that also activates the TOGA feature. From the moment the engines open to takeoff thrust, I immediately had a smile from ear to ear when hearing the smooth transition of the engines from a hollow whine, to a roaring giant. The handling and acceleration of the aircraft felt very realistic. Given the fact that we were loaded with 330 passengers and 26,000kgs of cargo, the aircraft had a heavy feel which subsided as the aircraft accelerated to the point of VR.  During the climb, hand flying the aircraft was a joy and it is quite obvious that iFly took a considerable amount of time to fine tune the handling of this aircraft. The development team utilized the help of real world 747 pilots in fine-tuning this product and the smooth flight controls are a testimony to that fact.

 

 

 

After turning on the autopilot, there really isn’t much to do other than to monitor the systems of the aircraft and communicate with ATC. After clearing the busy airspace at Heathrow, we can now settle into the climb and have a look at a few more features of this aircraft. For example, let’s have a closer look at the Terrain and Weather radar display. Since the release of Active Sky Next, I’ve made it a point to never fly without it. From the moment ASN created their revolutionary weather radar, many aircraft developers have included a weather radar that works with ASN. The iFly development team also implemented this feature and it works quite nicely. Some of the features of this system include a System Switch that have the option of either the Left or Right which uses the Left and Center or Right and Center IRU’s for stabilizing the radar antenna. The Mode Selectors include functions such as TEST, WX, WX/TURB and MAP. Each mode has a very specific function and they have been modelled in great detail. The tilt function is self-explanatory and needless to say, it function is very convincing. The Gain control allows you to set the intensity of the display to your liking. Personally I found that the auto setting was a bit too bright so I often turn it down just a bit. There is one more feature of the Weather Radar that I’m sure everyone will love, but we will discuss this later as we setup our final approach to JFK.

 

 

 

 

As far as the Terrain radar is concerned, it effectively displays the terrain as expected. When the aircraft is higher than 500 feet or 250 ft with gears down and above terrain, the density based on the height of peaks and the aircraft altitude is clearly shown in green, yellow or red with varying densities. There is also a profile view that also works quite nicely.

 

 

 

A feature that many people take for granted is the autopilot itself. Most times, after we turn on the LNAV and VNAV we seldom think of the full capabilities of this feature. For example, many may assume that VNAV simple makes the autopilot meet all alt restrictions when flying a SID/STAR. However, this seemingly simple feature performs much more. When the aircraft is at 400ft, VNAV can now be fully activated. If an engine failure is sensed and the aircraft is below the engine out acceleration height and thrust reduction point, VNAV remains in VNAV SPD mode and it commands a speed between V2 and V2+10kts. Under these conditions that auto-throttle stays in THR REF mode with the limit set to TO.

 

Other factors that determine the function of VNAV parameters include whether the aircraft has attained Acceleration Height, Thrust Reduction has already been initiated or is flying under VNAV Climb or Cruise. Under each condition the reaction of the VNAV function differs and all of this has been implemented in this product. Amazing isn’t it? But that’s not all; the FMC also has a functioning ENG OUT page that provides detailed performance data needed to fly the aircraft with a failed engine. When you think about the depth of the systems in this aircraft, it impresses upon you how fascinating the 747 truly is. Another interesting detail of this aircraft is that it models both the LCD and CRT displays. Do you know the difference between both displays? Well initially you may think that the only difference is the display type itself. However, between the LCD and CRT displays, information is sometimes displayed differently and all of these fine details have been  programed into this aircraft!

 

 

 

Can you spot the differences between these displays?

 

As we make our way closer to JFK, I decided to check the Progress Page to see how well the aircraft is performing as it related to fuel burn and on time performance. As mentioned before, the Cost Index of this aircraft is modelled and while we took off with a CI of 0, during the cruise we switched it to CI 90. What was the result? Well the aircraft imitated a higher cruise speed which should enable us to get to our destination on time with some fuel savings from having a slower climb speed. When comparing the fuel burn of the aircraft to the print out of our PFPX flight plan, the numbers were quite similar and it showed that the performance data was spot on with difference accounted for due to changing winds during our flight.

 

On the topic of fuel, one of the unique features of the 747 is that while it is very automated, there is a specific point in the flight that requires the pilots input to ensure that the fuel system is configured correctly for fuel balancing. When all 4 main tanks have an equal amount of fuel, an alert appears on the EICAS to alert the pilot that the aircraft should now be in a Tank to Engine configuration. This is done simply by turning off the cross feed valves which results in each being fueled by a respective tank for the duration of the flight. What happens if you stepped away from the PC or you forgot to do this? Well this would result in a fuel imbalance and you will be alerted to this by an indication on the EICAS. Having knowledge of the fuel system can be a life safer in this case, since the responsibility of balancing the fuel depends fully on your manipulation of the fuel controls. For advanced users this may be a simple task, but for newcomers to the 747, iFly has included an interesting feature that can be accessed via the FMS. Under the Intelligent Cruise section, it allows you to select options such as Auto Step Climb, Auto Fuel Balancing and other features to make once life a bit easier. In this case, the Auto Fuel Balance may be a life saver if you have to step away from the PC on a long flight and you won’t be around to configure the fuel controls. It can also help in recovering the proper balance of the fuel if you missed the opportunity to set the fuel panel correctly (Think of is as making your First Officer do all the work).

 

Before we get to our TOD, there is one more feature that I was quite impressed with that many of you may not have observed before with any other aircraft. Unexpectedly, this feature takes us to the external view of the aircraft. At a glance, everything may seem to be normal with the aircraft. However, upon closer examination, you will realize that the window shades of the aircraft are configured differently from our previous screenshots. IFly has included a fun and very realistic feature that animates the window shades to close or open in random order based on the position of the sun! This is perhaps the first I am ever seen this feature and it gives the impression that there are passengers onboard the aircraft going about their normal activities. Perhaps the only feature missing in this regard is the ability to have the cabin lighting change based on the phase of your flight which is most times required by regulations. Nonetheless, if you purchase this aircraft, this is a very nice feature to look at when flying.

 

Left Side

Right Side

 

 

APPROACH/LANDING

 

As we approach our TOD (Top of Decent), I have to point out once again that this can easily be a feature of the VNAV function that we take for granted. How so? Well we typically reset our altitude on the MCP and allow the aircraft to descent with little thought to how it all works. When the aircraft is within 50nm of TOD and the initiated MCP altitude is lower than the cruise altitude, an early descent mode will be initiated and the aircraft will eventually intercept the idle descent path. If the aircraft is beyond 50nm from TOD and a new altitude is entered and initiated, the aircraft will treat this new altitude as a new cruising altitude. Knowing this detail about the descent mode of the 747 is very important if the aircraft is to be operated correctly. Another mode that is equally important is the “On Approach” mode. IFly has spent a considerable amount of time fine tuning this feature and I think that the best way to explain the changes to the VNAV Logic and Approach procedure is to post a direct quote from their forums/manual about these changes.

 

VNAV LOGIC

 

It is important to understand that in normal operation in the descent when in VNAV PTH the CAB is set according to what is programmed in the FMC.  The programmed speed will usually be ECON SPD, or a flight crew entered descent speed, when above the speed transition altitude and 240KTS when below transition altitude.

 

The FMC then looks at either the next large font airspeed on the LEGS page, and at what waypoint it occurs (example: EMRAG 210/3000A), or a SPD RESTR entered by the crew on the VNAV DESCENT (LSK 5L) page, such as 230/4000.  The FMC also looks at the deceleration requirements and, if the two constraints are close to each other, then the system will drive the CAB to the speed of the constraint requiring the greatest deceleration.

 

For example, if flight crew entered a speed restriction of 230/5000 and there is also a following waypoint restriction of 180/4000A, the FMC would command a speed of 240KTS until the aircraft needs to decelerate to meet the 230/5000 restriction.  But looking ahead the FMC sees that the 180/4000A is very close, so instead of going to 230KTS the CAB would probably be driven straight to 180KTS with perhaps a very momentary pause at 230KTS.

 

When the aircraft is in the DESCENT in VNAV PTH mode and the MCP speed knob is pushed the window will open at the FMC programmed descent speed (What is showing on the FMC VNAV DES page) and the CAB will remain at or move to that speed.  The pitch mode will change to VNAV SPD as the elevators are now controlling the speed set in the MCP window and are no longer attempting to maintain the calculated VNAV Path.

 

If the knob is pressed when the aircraft is below the speed transition of 240/10000, the window will open at 240KTS, and the CAB will move to (or remain at) 240KTS.

 

IMPORTANT:  The ONLY time that the aircraft will remain in VNAV PTH when the MCP speed window is opened is when the aircraft is in the CRUISE phase of flight or On Approach mode (meaning that it meets the conditions of On Approach mode).

 

If this isn’t enough detailed programming, the On Approach mode of this aircraft is another truly remarkable feature. Here is a detailed explanation of this feature which is part of the real aircraft and the details can be found on the iFly forums.

The following screenshot shows an approach to LIRF RWY 16C and it utilizes the 2D panel for this example.

 

 

 

The red square (added for emphasis) around the green donut on the ND indicates where the aircraft will reach the DECEL point for approach speed.  If the MCP SPD window remains closed at the DECEL point, the FMC will drive the CAB down to a speed which is into the amber band and just above the Red Bricks.  It is also below FLAP UP maneuver speed. 

 

The green speed reduction donut may appear on the ND before the first waypoint in the approach.  In that case, open the SPD window 1 NM prior to reaching the SPD reduction point.  If above the transition altitude, the FMC will set the SPD to the programmed descent speed.  Set SPD after that as required.  If the aircraft is below the transition altitude, the FMC will set 240KTS, or whatever speed restriction was entered by the crew or any CDU-specified waypoint speed restriction.  Then set SPD and FLAP as required. 

 

If the MCP Speed window is left closed, the airspeed will decay until the A/T commands a large application of thrust in order to keep airspeed protected.  Then the A/T will command airspeed to follow the Min Maneuver Band down as flaps are selected, until the airspeed to which the CAB points are reached.  If APP was armed the G/S will be intercepted and the SPD window will open on its own.  If the aircraft is left to descend in VNAV PTH with the SPD window closed, the CAB will finally go to VREF+ Wind Correction. 

 

The following screenshot shows the aircraft just prior to the DECEL position.  Note that crew pressed the SPEED BUTTON to open the SPD WINDOW, and the FMC set airspeed to 240KTS.  The vertical mode on the FMA changed from VNAV PTH to VNAV SPD:

 

 

 

The yellow circle (also added to the ND for emphasis) indicates where the FMC will enter On Approach mode.  Note the 2NM circle around MIKSO, the first approach waypoint which will sequence.  Remember, the FMC will enter On Approach mode 2NM prior to the first approach waypoint, and the CDU FIX function was used to draw the circle as a reminder to the crew. 

 

This screenshot show how the crew is managing SPD prior to reaching the On Approach mode position.  The SPD WINDOW is now set at 221KTS, which is the just below the PFD SPD TAPE FLAP UP speed.  It also anticipates the 215K FMC specified speed at MIKSO, the first waypoint on the approach. Note that although the FMA Mode is VNAV SPD, descent path deviation is still being displayed on the ND.

 

 

 

This screenshot depicts the situation just after the FMC enters On Approach mode, 2NM prior to MIKSO.  Look at the FMA.  The FMC has automatically changed “back” to VNAV PTH while the SPD WINDOW remains open.  The crew has set the SPD to 215KTS.  The FAF, F116C, is 4.9NM ahead.

 

 

 

Finally, this screenshot shows the crew has set 186KTS as the SPD prior to reaching F116C, the FAF.  The LOC is captured and the G/S is alive.  From this point on, what remains is to ARM APP, get the GEAR down, set VRef+Wind Correction and lower FLAP on schedule.  Set ALT as appropriate for the MISSED APPROACH.

 

 

 

The 747-400 is much more “hands on” than the newer Boeing transport category aircraft during the DESCENT and APPROACH phases of flight.  Users of the simulation should carefully note the interaction of FLAP application, airspeed and VNAV logic.  Some retraining will most likely be needed in order to fly the aircraft correctly.  The Tutorial flight description now incorporates these changes.

 

After considering all of these details about the On Approach mode, some of you may still be a bit lost. On the other hand, if you’ve grasped the concept of how it works, then you are well on your way to flying the 747 with a greater degree of accuracy.

 

After applying what we learned about the approach procedures, it’s now time to setup our final approach to runways 4R at KJFK. On this particular flight, the weather was quite good but the approach to final reminded me of a previous experience while landing in some very bad weather. While landing at KJFK a few weeks earlier, I was quite pleased to discover yet another interesting feature of the Weather Radar which I referred to earlier. Thanks to ASN (Active Sky Next), the iFly 747 also has the Predictive Windshear Display and Annunciations. The picture below shows what it typically looks like.

 

 

 

While this is exciting news, FS9 users may be a bit disappointed to know that this feature works only with FSX/P3D versions of the 747. Nonetheless, it is something that you may see in action on any of your flights with this aircraft provided that the weather conditions are “ideal.”

 

Finishing up our discussion on the approach and landing; the full autoland function of the aircraft worked quite well even though at times the landings was a bit firm. Under normal circumstances however, most of us would have disengaged the autopilot for a manual landing. Landing the aircraft manually was a thrilling experience to say the least and the handling can only be described as smooth and stable. IFly has put a considerable amount of effort into fine tuning the FDE of this aircraft and if you would like to know about more about how it was designed, have a look at the video link below.

 

https://www.youtube.com/watch?v=eU08yVyom54

Please note that this video was recorded during the SP1 beta and improvements may have been made for the final release.

 

After landing at JFK and taxiing to the gate, I couldn’t help but to feel a sense of accomplishment while using this product. The in-depth systems, stunning graphics and sound package all culminate into a product that worthy of the FS community’s consideration.

 

 

 

But what about the performance? I’m sure some of you were waiting anxiously to hear whether or not the iFly 747 has a big impact on frame rates. If this is the case, rest assured that if you can operate the most basic of aircraft add-ons, you will have absolutely no issue with using the iFly 747 v2.  This fact hold true whether you are using FSX or P3D since I was able to test both versions with great success.

Upon its initial release last year, some had reported that the performance needed some improvement. For almost a year since then, the development team at iFly had been extremely busy with a major update that would not only include added details and accuracy to the aircraft, but it would also significantly boost the performance of the aircraft on the most average of PCs. To further aid customers in achieving the best frame rates possible and reducing the risk of OOMs, iFly has also included some helpful tips in its documentation and on their forums that will help improved frame rates. Ultimately, if poor frame rates were an issue with the initial release, this is now a thing of the past since the release of SP1.

 

 

CONCLUSION

 

This review turned out to be much longer than I anticipated and it required a lengthy period of testing and reading/studying in order to come up to speed with flying the 747 accurately (and I’m still learning more and more each day). Many of the features that I highlighted throughout this review only scratches the surface of the hard work and programming that has gone into this product. IFly is by no means a new developer and they are well known for producing high quality products. To this day, many still hold their 737NG in high regard and I’m confident that many of you will feel the same way about the new 747. In an effort to have as many people enjoy this product, the development team created 3 versions of this aircraft to cater to users of FS9, FSX and P3D. When purchasing the 747 v2, each version has to be purchased separately and the cost of each version comes at the remarkable price of $59.95! Why is this price remarkable? Well when you think about it, most “study sim” add-ons sell for anywhere between $60 to $90 dollars. If you wanted to purchase a P3D version, the cost would be much more in some cases. With the iFly 747, all versions cost the same and in the end, you have an aircraft that can easily be ranked among the best FS add-ons to date.

 

It’s no secret that there is another popular developer who is also on the verge of releasing their second version of the 747. Should this deter you from looking into the iFly 747 v2? Not at all! After spending close to 2 month using this aircraft, I can confidently say that it would take a large undertaking to topple the iFly 747. Even if a “better” product were to be released, what the iFly 747 offers is already much more than the average user will need. For more avid simmers, this product also meets your needs by providing an aircraft that requires training, practice and study to master.

 

What about expansions? Well the development team has made it clear that there will be future expansions to the 747 product line and this will include the Freighter versions and from the teaser photo shown earlier, the 747-8 is also on the way. While a definite time line has not been announced, judging from the quality of the 747-400 series, the future expansion products will no doubt be worth waiting for.

 

In conclusion, it goes without saying that this product has easily earned itself an Avsim Gold Star Award for providing the FS community with a 747 that meets the standard of even the most hardcore of simulator enthusiasts. Added to this is the fact that the price of this product is more than generous for what it offers and if it were to be sold for 70 or 80 dollars it would still be worth it. Finally, developing a product that spans through simulator platforms shows that iFly has the interest of everyone at heart and for this, they have scored major points (especially for FS9 users). Whether you are typically a short or long haul virtual pilot, this aircraft is a must have for your virtual hangar and you won’t be disappointed.

 

 

 

Acknowledgments

 

Special thanks to the iFly Development Team and Support Staff, Flight1 and UK2000 for contributing a copy of their Heathrow Xtreme v3!

 

 

Addition Information

 

iFly Support Forum

iFly Website

Flight1 747 v2 Purchase Page

 

Suggested 747-400 Flying Guides and Supplementary material

 

Captain Mike Ray’s 747 Pilot Handbook (Simulator and Checkride Procedures)

 

I would also recommend these videos from Just Planes as a useful aid in seeing how the 747 is flown first hand.

Air France 747-400

Corsairfly 747-400

Oasis Hongkong 747-400

Oasis Hongkong 747-400 Training

 

 

 

REVIEW - SAAB 340A by Leading Edge Simulations...

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Review

by Will Reynolds

 

I do tend to follow several aviation forums as well as developer pages, and one Flight Simulation product kept coming up as “Best in its Class”, sometimes as “Best in Flight Simulation”, and also “Best X-Plane add-on”. Naturally when you read such statements, your curiosity gets the better of you.

 

I purchased this add-on just over three months ago, and had to do some urgent research…so what is a Saab 340? Here it gets embarrassing as a dear friend of mine (like a brother to me) is actually a SAAB 340 Captain for the major regional airline and I knew little to nothing about them!

 

The SAAB 340 was originally a joint partnership between SAAB AB of Sweden and Fairchild Aircraft of the USA. The partnership was geared to developing a mid-sized regional transport aircraft of around 30 passengers, ease of maintenance, high reliability and ease of operation. Development was split roughly 60/40 with the bulk of the work done by SAAB AB

 

 

First flight took place in January 1983, but it was a somewhat turbulent partnership. Fairchild was having financial difficulties and ceased the partnership in 1985 after 40 airframes had been delivered. SAAB AB continued the production of the aircraft until 1999. Some 459 airframes were built and entered service around the world.

 

The versatility of the aircraft saw its production enter the military market with a maritime surveillance model as well as 4 airframes developed with a Scanned Array Early Warning Radar;The radar was mounted with brackets on top of the fuselage.

 

The civilian versions started with the 340A model powered by 2 General Electric CT7-5A2 turboprop engines (1215kW) and 4 bladed Dowty Rotol propellers.

 

The 340B model featured upgraded General Electric CT7-9B turboprop engines (1394kW). Serial numbers 160 – 359 were B models.

 

The 340 B+ was the final version of the aircraft, featuring noise and vibration reduction, improved avionics and other interior enhancements as well as the option of Hamilton Sundstrand propellers. Serial numbers 360 – 459 were B+ models.

 

Enter: Leading Edge Simulations (LES)

I reached out to the developer of the SAAB 340A, and found a team that has climbed the Aircraft Development ladder and completed their homework. Every aircraft they designed had a goal and complexity in mind, and amazingly they achieved it, their planning and management are very impressive indeed.

I had a brief chat with lead developer Goran Matovina, and asked him a few questions to introduce us to Leading Edge Simulations as well as the SAAB340:

 

A – Thanks for chatting with us Goran, what was your very first model for X-Plane?

Goran – Very first model was the Beechcraft Sundowner C23 (Musketeer). It’s the next step up from the trainers at the local airfield where I did my training and an aircraft I am very familiar with. It is definitely showing its age though, and I am in the process of overhauling the mesh, flight model and textures. It will be released as a paid update, and the Beech Duchess will follow.

 

A – What made you decide to simulate the SF340?  Why the A model specifically?

Goran – My old flight instructor called me up one day and told me if I ever wanted to make a SAAB 340 for X-Plane, to let him know. He offered to provide me all the information I would ever need, plus photos, diagrams, and first class information as he was working for the largest regional airline operating the type. We settled on the “A” model because we wanted to start from the “beginning”. Once we completed the A model, we could use the majority of what we created and build a B model should the opportunity present itself.

 

A – So what is the current roadmap for the SAAB?

Goran – There is a rather large update coming out in the near future which addresses the annoying re-assignment of Condition Levers every time the SAAB is loaded. This was something we could not address earlier as the issue lies in X-Plane’s source code, but code was adjusted to find a workaround. There will also be code optimisation and better FPS. This next update will likely be the last one for the SAAB.

 

A – Obviously an incredible amount of planning and work went into the SF340, the systems manual is 209 pages! Can you talk to us about this document?

Goran – We have access to the actual official SAAB Flight manual. Based on this document, we wrote our own “Systems” manual. To put it simply, we only put in that manual the things that are ARE simulated. To clarify further, only a few areas are NOT simulated like the Circuit Breakers, Test Panel, Oxygen, Failures Display on the CRTs.

We discussed making the Test Panel fully functional during development, but after consulting with active SAAB pilots, we were advised that in over 5000 hours of services, the Test Panel had been used once, when ground engineers wanted to check something.

The Failures Display on the CRTs was also another feature that would be too rarely used for the amount of work put into it.

The Oxygen system, well, we didn’t really see the point.

 

A – What are some of your favourite features in the SAAB?

Goran – There are quite a few. The icing effects on the windows and airfoil boots. Engaging the anti ice on the respective boots and windows will de-ice them gradually and individually.

The systems on the aircraft are coded according to the actual SAAB documents so you will see features just the way they were designed. For example, not resetting the generators will eventually drain the battery while the aircraft is running, the hydraulics are exactly as in the real aircraft -  all the way to the constant leaks - and function of the pump.

 

The Leading Edge Simulations Saab 340

Installation

The aircraft was purchased via the X-Aviation site as it uses its authentication and distribution systems. You download an 8Mb installer.

 

 

Running the installer begins the authentication system, you log in with your account details (the account you used to purchase) and once authenticated, the installer begins the download of the complete aircraft package, about 700Mb.

 

 

 

 

A clever feature is the selection of graphics card memory...choose 2Gb or 4Gb of VRAM and the program will adjust some of the texture features for you.

 

 

The installer process allows you to choose the models you wish to install, such as passenger, freight or Airborne Early Warning. You can also choose what default repaints you wish to install.

 

 

The installer will create a Manuals folder, where you will find 5 PDF documents. Be sure to read them, at least the Intro and Settings manual as well as the Quick Start. This is a Study Level simulator, you will do yourself a favour taking the time to read the Systems document, as it is created specifically for this aircraft, not just a manual from which you extract relevant items....trust me, it is all relevant.

 

 

 

 

First Impressions

The aircraft has a menu on the far right hand side of the screen which auto-hides...in it you will find features such as the Condition Levers programming, a Virtual Checklist, Ground Equipment control, Throttle quadrant visualisation, Chart Selector, Preferences and a cool feature, Engine Auto-Start for those who don’t enjoy going from Cold and Dark but still wish to retain full operational realism. (Screenshot below from the manual)

 

 

The Engine Auto Start option is fully explained in the manual, basically set and don’t touch anything. Just watch the system go through and start the machine for you. (Screenshot below from the manual)

 

 

The exterior detail is exquisite with attention to detail prevalent everywhere you look.

The detail extends to things like flap fairings, airflow fences, prop pitch...you name it

 

 

 

But wait, there is more!  These aeroplanes are flown on regional routes and the crew will perform various duties...the good folk at LES have modelled this...you can walk to the rear of the aircraft, move the locking bar for the baggage compartment to the unlock position, then put the mouse cursor on the door itself and “push the door up”...to close it, perform the duties in the reverse order..

 

 

 

Now it is time to get inside the aircraft...we can do this properly..walk to the main door and open the latch, due to the location of some of the controls, it is easier to do this from the inside of the cabin..as shown here...move the lever to the “access” setting, then unlock the door by moving the handle upwards.

Door opens outward and is secured

 

 

 

We need to move the flight attendant’s seat out of the way, press on it, it hinges to the right.

 

 

Now we have access to the stairs, first unlock them from the stow position, then press the small latch to deploy them and finally a separate latch to lock them in the deployed position. Very neat.

 

 

 

Now we have access to the cabin...very complete and great detail

 

 

The virtual passengers also have individual working window blinds

 

 

 

Cabin lights are controlled by the flight attendant via a working control panel inside the cabin...this is also functional. You can control the individual light set for every seat... call the flight attendant with the Red button, and turn on your individual reading light with the other button

 

 

 

Once Cabin lights controls are set, you can arm or turn on the emergency exit signs

 

 

Now let’s have a look at the Office...regardless of whether you like the layout or not, what is important here is...does it look like the real thing...the answer, once again is a resounding YES.

The graphics are crisp, the 3D detail is extremely professional...as someone said, there is a bit of magic here. Notice the “dirt, grime and worn” marks.

 

 

 

It is worth clarifying, the version you are looking at is 1.3. This version provided the SF340 with a GPS unit which is clearly visible. This GPS unit is quite functional as it couples with the Autopilot and provides a moving map, lateral guidance, top of descent, etc...and it is kept up to date via Airac support from the major vendors.

Here is a video from the developer specifying the changelog for version 1.3

https://youtu.be/Q-dTeDsfmDc

 

With that in mind, let’s look at the functionality of this product, remembering it aims at “Study Level”.

Starting with the Centre Panel, all switches are active and simulated, very easy to read (the screenshots are all in the lower “2G” resolution) and they do have a meaning. No bogus readings here.

 

 

Moving down the centre into the pedestal, we have the Hydraulic controls, pressurisation.

 

 

Further down we see the Gust Lock control (fully functional), the throttles, Condition Levers, Friction Locks, Prop Sync and flaps.

 

 

Further aft we see the Course and Heading knobs, (yes they are on the pedestal), the weather radar controls, the autopilot control panel, the CTOT controls (more on that later), and the radios.

 

 

To the left of the Captain, this side panel  has the Parking Brake, the Flight Number memory panel (you type in the flight number so you have it handy...it works), the Com transmit/Activation panel, and the round object towards the bottom is the steering tiller ( I actually did not try it, would not surprise me if this also worked).

 

 

On the right hand panel of the First Officer, we see the Oxygen control valve, GPWS/Rudder limiter, and an inactive CVR panel. At the bottom is a Com transmit/Activation panel.

 

 

The lower part of the Overhead cockpit is 100% functional, every switch you see here is active, coded and does something significant, just like the real aircraft.

 

 

The upper part of the Overhead is partially active. Anything that says “Test” is not modelled, but the rest is fully coded. This means the Ice Protection, Fuel, and Air Con panels are fully working, as well as the Fire handles.

 

 

Looking at the ceiling of the cockpit we see the escape hatch for the crew...and yes it does work!

 

 

So as you can see, this is a simple enough machine in terms of regional airliner, and Leading Edge Simulations has captured it in incredible detail.

 

 

So what does it do?

It does what the good folk at SAAB intended it to do. Starting up the aircraft is a fairly straight forward routine, made even easier by the integrated Checklist. The checklist is not integrated to the aircraft systems though, it is only intended to be used as a checklist. However, a great touch by the LES team has the small “View” button...press it, and your view is moved to the relevant switch and stays there for a few seconds, enough time for you to act upon that switch.

 

 

 

Using the Ground Equipment menu, you can call up several static elements, including the GPU.

 

 

Loading this bird is done via the default X-Plane menu....this is perhaps my truly only gripe with it, it would have been nice to see a custom made loading interface. Having said that, an avid fan of this aircraft created his own module for it, available on the iPad, for around $10...it provides a moving map, loading of passengers, fuel, calculates fuel required, V-Speeds, you name it!  I found it a good investment, you don’t need it, but it is nice to have.

 

 

 

Starting the engines is a simple enough task, but requires careful monitoring of the instruments, mishandle it, and you will be sorry. I have to say the visual effects and the sounds here are top notch. Of course, if you are not up to the process, you can use the wonderful Engine Auto Start and the program will progress in detail through the start up routine without your input.

 

 

 

Once we have power in the aircraft, we can start our Garmin 530....the unit undocks for ease of use, you can load a flight plan exported via PFPX, EFASS or any other flight planner you use, it is a very good unit.

 

 

Another neat feature is the ability to undock the radio panels, you can control all radios, Com, Nav, ADF and Transponder via the single pop up unit.

 

 

Checking the overhead now we are on engine power, you need to monitor battery temperatures, pneumatic pressure, etc..following the checklist is a must.

 

 

Once all is done, she looks majestic and eager to take to the skies.

Taxying is a breeze, the animations, sounds and effects all add to the atmosphere.

 

 

 

After going through the checklist, you come up to an item called “CTOT”...it stands for “Constant Torque On Takeoff”. It controls engine power to a selected torque value above the power lever position, basically think of it as an N1 controller in a jet. In the real aircraft, operators provide charts for the crew to use, indicating items such as temperature, winds, weight, elevation etc. and it advises a CTOT value to enter. The Systems manual included in the aircraft goes into good detail of this system, here we set it to 100, arm the system....advance the throttles about 65% Torque and the CTOT system will kick in, advancing power to the requested value and providing you with that power throughout your takeoff run, until you go into Climb thrust. Very interesting, and properly simulated.

 

 

 

Again, sounds and animations are spot on as we retract flaps and gear.

 

 

 

We can give ourselves a little “license to damage”...here we push the engines a little too hard, and you can see the engine instruments are telling us the story.

 

 

The SAAB 340 A model  is known for being a little underpowered, so don’t expect crisp performance at altitude, it is more on a par with the JS41, the difference being, its autopilot system is very good, and operators have been known to engage autopilot as soon as they hit V2.

The autopilot in the SAAB 340 requires Yaw Damper to be engaged, and the Autopilot Engage button must be pressed and held for at least 2 seconds. This is to avoid inadvertent engagement of the system, and this is again properly simulated here.

 

 

This is where the Mode Select Panel (MSP) comes into play, select Heading or NAV mode, Vertical Speed or Climb mode, all properly simulated. If you read the manual and get to grips with them, they bring you lots of joy.

 

 

The aircraft operates anywhere from 10,000 to its maximum operating altitude of 25,000ft. It is easy to configure and easy to operate, hand flies really well. I specifically like the small amount of lag in the control input....and a person who knows about these things in real life gave it the thumbs up.

Another neat animation is rain effects on the windscreen, and ice effects on the aircraft. The ice appears gradually, not in chunky unrealistic “fixed” bits, another great touch.

 

 

 

Approach and landing I found really hard to get used to. This aircraft doesn’t just “glide” to the ground...more like falls at a constant rate. After wrestling with the concept, I was told to put up with it, because the real aircraft is exactly the same, speed is the key, and management of the energy to touchdown.

 

 

 

Conclusions and Thoughts

 This was truly a surprise package. I know people have been saying for a long time that the SAAB 340 from Leading Edge Simulations was the benchmark of X-Plane realistic add-ons, but I just could not see how that could be the case, considering it is a 2013 product and the advances made since then. How wrong could I be!

 

While I have to admit a SAAB 340 did not hold as much appeal as a Dash-8, ATR72 or some of the more modern turboprops in the real skies, the labour of love by Leading Edge Simulations means if you wish to have a properly developed regional turboprop for X-Plane, you need look no further.

 

The level of detail, level of complexity, the graphics, animations, functionality, the documentation, the choices (cargo, passenger or AWAC) and the lack of any discernible bug makes this a remarkable release.

 

 

 

The cockpit lighting is also very well done..

 

 

 

The documentation is extremely well done...here are some snippets from the Systems manual, and remember, everything in this document is relevant to the LES SAAB 340A

 

 

 

Let me give you a final thought....on landing, when moving the levers in and out of the Beta range, particularly after reverse, the aircraft tends to “balloon” with power. I thought this was a glitch in the simulation, until I had a real life SF340 captain at my house, who was stunned because that balloon effect is present in the A model, but not the B or B+ models of the SF340.

Then came the hardest part, I had to wrestle my simulator off his hands, as he would not stop enjoying himself.

 

So if a real world SAAB pilot who has always been a sceptic of home flight simulation gives it the tick of approval folks, this humble reviewer will follow suit.

 

Two BIG thumbs up from me, and hope the quality we see today will follow Leading Edge Simulations in their future releases.

REVIEW - Fokker 27 by Just Flight for FSX/P3D

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Fokker F27 Friendship 100/200/300

A review by Mike Cameron

 

Introduction

 

   Information for the introduction was gathered from the product page & manual, Airliners.net and Fokker-aircraft.info/F27 websites.  The F27 Friendship was designed and first flown in the 1950’s and is still in service today, proving its reliability and versatility.  The Just Flight package includes the -100, -200 and -300 variants along with twelve high quality airline liveries from around the world.   Just flight has included all of the latest modeling and texturing techniques along with accurate flight dynamics and realistic sounds to bring an accurate simulation of the F27 to the home simulation market.  Each of the included models has been built from the most accurate available plans and the unique ear- piercing sound of the Rolls-Royce Dart turboprop engines are faithfully reproduced.  An authentic virtual cockpit has been built with ease of operation in mind and reflecting a typical example of the aircraft.  Also included are boarding steps, a baggage tug with its trollies and a Ground Power Unit (GPU) with included sound effects. 

   Probably closest to being a replacement to the fabled DC-3, the Fokker F27 Friendship, including the Fairchild built F27 and FH227 were built in greater numbers than any other western built turboprop airliner.  The Fokker F27 began life as a 1950 design study known as P275; a 32 seat aircraft powered by twin Rolls-Royce Dart turboprops.  With the aid of the Dutch Government, funding of the P275 evolved into the F27, which first flew on November 24, 1955.  The original prototype was powered by Dart 507’s and would have seated 28 but by the time the second prototype flew (January 1957), the fuselage was lengthened to allow seating for 32.  By this time Fokker had signed an agreement that would see Fairchild build Friendships in the United States.  The first aircraft to enter service was in fact a Fairchild built F27 in September 1958.  The Fairchild aircrafts differed from the initial Fokker F27 Mk 100’s by having basic seating for 40, a lengthened nose capable of housing a weather radar and additional fuel capacity.  Other models included the Mk200/F27A with more powerful engines, Mk300/F27B and the military Mk400 Combination variant.  The MK500 increased the length by 4 feet, 11 inches allowing for seating of 52 and the Mk600 was a quick change freight & passenger aircraft.   Fairchild independently developed the stretched FH-227, which appeared almost two years earlier than the Mk500.  The FH227 featured a 6 foot stretch over the standard length F27’s with standard seating for 52 people.  For the models included with this package, 85 F27 Mk 100 were produced, 117 Mk200’s, 4 Mk 300 and an additional 9 F27 Mk300M aircraft.

 

Specifications

 

Engines: Mk100 & 300 – Rolls Royce Dart 6 Mk 514-7

Mk200 – Rolls Royce Dart 6 Mk528-7

First Flight: Mk100 – March 23 1958

Mk200 – September 20 1959

Mk300 – May 2 1960

Dimensions all models:

Length: 77 Feet, 3.56 Inches

Wingspan: 95 Feet, 1.73 Inches

Height: 27 Feet, 10.64 Inches

Service Ceiling: 27,800 feet

Maximum Speed: 262 Knots or 302 MPH

Cruise Speed: 460 Kilometers per Hour or 286 MPH

Range: 1616 Miles

Rate of Climb: 1451 FPM

Seating Capacity:

Mk100: 40 Passengers

Mk200, 300: 44 Passengers

Weights:

Empty Weight: 24,701 Pounds

Maximum Take-off Weight: 43,592 Pounds

Selected Just Flight Features:

 

Cockpit

 

Highly functional 3D cockpit with virtually all of the hundreds of switches, knobs and levers which are animated and functional.  Many of the gauges are modeled in 3D for smooth operation.

 

Equipment and features are drawn from a number of types of F27 aircraft to give the best combination of features and usability.

 

Full cockpit lighting with atmospheric instrument backlighting.

 

Special ‘Baked’ textures have been used to present a well-used look and feel to the cockpit areas and controls.

 

Autopilot functionality modeled from the operating period with NAV and ILS Approaches, VOR & ADF receivers and displays, transponder and a full communications suite.

 

Many features to help with ‘usability’ such as switches to hide the control yokes for better view of the instruments and pre-set angled views for the overhead panel, throttle quadrant and radios.

 

Fully functional engine fire warning and protection/extinguishing system built into the cockpit.  If you get an engine fire, pull the fire handle and the fire will be extinguished.

 

Realistic ‘cold and dark’ cockpit starts are possible.

And more.

 

Exterior

 

Specular map to give realistic light effects on the aircraft surfaces.

 

Bump mapping to give a more realistic 3D effect to aircraft liveries.

 

Model built from the most accurate plans available.

 

Includes many detailed exterior animations.

 

Ground Power Unit (GPU), baggage tug & trollies and passenger steps.

 

Twelve liveries included and an optional paint kit available from the support page.

 

 

Flight Dynamics & Sound

 

   The F27 flight model has been tested and verified by a real-world F27 air crew.  The distinctive whistling Rolls-Royce Dart turboprop engine sounds have been captured to give the most realism in full stereo along with audible switch clicks and knob effect sounds.

 

Installation

 

   Installation of Just Flight products is very easy but does require an active internet connection for activation.  After purchase, proceed to “Your Orders” on your Just Flight Account area and select your F27 Friendship aircraft order.  Open this link which will provide the download link and instructions for activating this product.  After downloading, run this file, select your language, select your simulator (FSX or your P3D version), the recently released Service Pack includes support for Prepar3D Version 3 which is wonderful without having to purchase a separate license for P3D.  I will be reviewing this aircraft in the P3DV3 simulator.  When selecting FSX you will also be presented with the option to install into FSX: SE.  The Just Flight activation window will now open and to activate simply enter your Just Flight account information.  Once approved, the setup process will begin and follow the prompts to complete.  No long serial numbers to enter or other complicated activation processes to complete.  This aircraft is now unlocked for this computer only and can be uninstalled and installed as many times as you wish without having to unlock again.  If you format your hard drive or purchase a new computer, simply download again and repeat the activation procedure.  A nice 64 page manual is included with a detailed cockpit layout, features and a tutorial flight to get you started.  The manual and tutorial has been updated with the Service Pack.  Rather than a patch system, Just Flight updates the full installer so uninstall the current aircraft, download the update and install again.  As stated previously, you do not need to activate again.  For details about what is included with this update visit the F27 support forum located here: http://forum.justflight.com/forum_posts.asp?TID=28387&title=service-pack-5th-november-2015 .  The first time that you load one of the aircraft into the simulator you will be asked by the simulator security alert system to run the JF Sound Module, select “Run” and “Yes” to approve this file and repeat for the next three files.  The only minor issue that I ran into was with the tutorial flight files and my FSX Steam Edition simulator.  I only have the Steam edition installed on my system and usually I just select the FSX and the setup program automatically finds my FSX: SE directories.  This time I decided to use the FSX: SE install option and the aircraft installed just fine but the installer created a FSX: SE documents folder for the tutorial files.  Not a big deal but all of my flights and flight plans are saved to a FSX document folder so I moved these files there so that I could access them from the simulator.  My P3D installation worked flawlessly and the tutorial flights saved to the P3D documents folder.  I will comment more about the tutorial later in the review.    

 

  

Interior and Cockpit

 

   I decided to combine the interior and cockpit features into one section because Just Flight only included two interior views, the default VC view and the co-pilot view.  They decided not to include a model for the passenger cabin which I personally do not have an issue with because how many times will I actually use the passenger cabin.  Oddly when cycling through the alternate cockpit views, the last view is labeled “Passenger” but is actually a view of the right engine and gear assembly which does look good if it was part of the exterior views.  The cockpit textures are a bit hit and miss.  For example, sitting in the pilot seat looking at the right side of the cockpit, most of the textures look pretty good and cockpit objects both large and small are three dimensional and pretty realistic looking.  Looking at the cabin door from the Pedestal view (eye point adjusted), reveals some blurry signage and no door handle which seems very unusual.  I do like that some wear textures are included on the door and on the floor carpeting.  The service pack includes a feature for removing the pilots arm rest for a better view of the pedestal.  This is done by left mouse clicking on the pilot seat to remove the arm rest from view.  I am glad they included this feature; I just wish Just Flight would have had the arm rest move up and down which would be more realistic than having it disappear entirely.  I probably will just use the alternate view when I need to use the pedestal.  Looking at the left side of the cockpit is the pilot Clearview window which is opened and closed with the light blue handle.  This has a nice animation associated with this action but no sound effect.  There is another one on the co-pilot side of the cockpit.  The left side wall contains the pilot controls for the microphone, cockpit heating, oxygen, nose wheel steering & lock and more.  Just Flight includes a wonderful tool for adjusting your eye point, no more having to remember the keyboard shortcuts, which is opened with the Shift+1 keyboard shortcut.  If you want to go back to the default view there is a very handy reset button on this tool.  This is easy to use but personally I will probably just use the simulator zoom controls and mouse look.  Labeling on the left side of the cockpit for the most part has clear readable textures except for the very small labels which I can probably live with.  The co-pilot side wall contains many of the same controls as the left side wall along with the cabin pressurization controls, (which are not simulated), de-icing and the A/C spill valve controls.  Behind the co-pilot seat is some form of electrical panel but the textures for this is not good at all but is another one of those things that I can probably live with if the flight model is acceptable. 

 

 

   The default VC view provides a view of the entire instrument panel but I prefer to be closer which I adjust with zoom and eye point.  Clicking on the bottom of the instrument panel on the pilot side of the cockpit will hide the yoke so that you can have an unobstructed view of the instrument panel.  The instruments themselves are large enough to be easy to read and label textures are very good.  The service pack introduced an alternative altimeter which is impossible to read the correct altitude but other users have already complained about this and Just Flight will fix this and other post service pack issues with another update sometime in the near future.  As I am writing this Service Pack 2 was released with the new altimeter and other fixes, reference the forum link above to read what is included with this new service pack.  The manual does an excellent job explaining the instrument panel and cockpit layout so I am not going to detail it here.  The pilot side of the panel contains the primary flight and navigation instruments, the center contains all of the engine instruments and the copilot side contains the same instruments as the pilot side along with the gear & flap position indicators, fuel and some other instruments that the first officer would monitor in flight.  If you like 2D windows then you will be disappointed because there are none other the default GPS that was added with the service pack.  Just flight did include plenty of alternate views of all of the various cockpit areas for you to use.  The quality of the instrument panel, center pedestal and the overhead panel controls are excellent.  As part of my preflight routine, I adjust the zoom level of all of these alternate views to better suit my eyes which will greatly help during engine start and in flight.

 

   

 

Exterior Features

 

   There are twelve F27 Friendship aircraft to choose from with four-100 series, seven – 200 series and one of the 300 models.  The manual does a great job explaining about the real world details of each of these aircraft.  Just Flight also includes detailed descriptions of each aircraft on the simulator aircraft selection screen which is also a very nice feature.  All good premium aircraft products include some static ground features and I love the Just Flight process for displaying and hiding these objects.  Rather than relying on a menu item or control panel to activate the wheel chocks and pitot covers, the user flips the Isolating switch on the instrument panel.  There are three doors on the 100 & 200 series aircraft and four doors on the 300 series and they are open and closed with the Shift +E+2,3,4 keyboard shortcut to open the 100 & 200 doors and Shift +E for the extra door on the 300 series aircraft.  Normally I do not like keyboard shortcuts to open doors, I sometimes have trouble, but they all open without issue.  The included animations of the door an operation are excellent and look very realistic and also have a nice sound effect.  Even though the passenger cabin is not modeled with an alternate interior view I love that I can see passenger cabin details through the windows and on some of the open doors.  Now that the doors are open we need ground service and the boarding steps which are toggled with the Crew Call switch located on the overhead panel.  The last ground object that is included is the ground power unit and is displayed & removed by right clicking on the Power Supply switch on the overhead panel to EXT_PWR to display the GPU and clicking on the External Power switch in the same area to turn on the GPU and begin supplying external power to the aircraft.  Just Flight has included some very nice sound effects of the powered on GPU.  The nice thing about the above procedures is that they are part of pre-flight routine and also post flight which adds to the realism minus having simulated ground workers opening doors and hooking/unhooking the various ground objects.  Also, the textures of these objects are outstanding.

 

 

 

   I am now going to remove all of the ground features so that I can look at all of the alternate exterior views.  Twelve alternate views are included and I will adjust the zoom level for a better look.  The textures are very nice with a nice amount of sun reflection on some surfaces.  The amount of exterior details that Just Flight has included with the F27 Friendship is excellent with all features three dimensional.  As far as I could tell I could not find any blurry textures with the exterior model but with the engine number 1 view on the Northwest Airlines aircraft, the top & bottom of the propeller is chopped.  The other aircraft’s propeller display correctly and I will verify if this is corrected with the service packs.  Verified with service pack 2 and propeller has the same textures, maybe this is a characteristic with this particular aircraft. Finally, the external lighting effects are excellent.

 

 

Flight Model

 

   This is one of the larger and more complex aircraft that I have ever reviewed and I will do my best to explain things correctly.  Obviously, I have never piloted the Fokker F27 Friendship aircraft so I will have no idea how realistically the simulated version operates.  I am going to approach this review from the point of view of a simulator user with limited experience in complex aircraft.  Basically, can the average flight simulator pilot that has experience in general aviation twin engine aircraft learn these aircrafts procedures without too much trouble?  I do have some experience with turbo-prop single engine and multi-engine aircraft and will comment along the way if something is more difficult to understand.  I am going to use the excellent tutorial flight that is included for this section and as a reference for my future flights.  A checklist is also included but the tutorial is nice because there are a lot of pictures included to how where to look in the cockpit.  I am going to be using the aircraft in Prepar3D Version 3 but the procedure is the same in the FSX versions.  From the Scenario Setup Page in P3D or Free Flight in FSX, open the Scenario/Flights window.  Just Flight has been kind enough to include three separate tutorial flights depending on what scenery that you have installed on your system.  The three options are Orbx Global or Default, Orbx England or UK 2000 VFR Airfields scenery.  I will be using the Orbx Global scenery option.  After loading the flight you will be parked “cold and dark” at Norwich International Airport (EGSH) in Norfolk England which is located 100 miles north-east of London.  The tutorial flight takes us to Amsterdam Schiphol Airport (EHAM).

 

   Before preparing the aircraft for startup, I adjust all of the cockpit views that I will be using.  The first several procedures in the tutorial were covered in the previous section so I am not going to detail those procedures now.  Now that the ground power unit is supplying power to the aircraft it is now time to start powering up the other systems.  If you have started a realistically simulated airliner you may have heard the term “Flow” used to describe the flow of procedures.  What this means is that you stay in a cockpit area and perform several procedures there before moving on to another area.  The F27 also uses an organized process for the pre-start and engine start procedures.  There may be some jumping around but for the most part the various switches and knobs are organized in a logical way.  For example, we were using the overhead panel to power on the ground power unit and the next set if procedures, turning on the Inverters & Generators, are located in this same area.  Both AC power needles display the correct which is a nice realistic feature.  Continuing with the “Flow”, the next procedure is to verify that the engine start system is receiving power and these controls are located right below the battery/external power controls.  I then continue through the tutorial turning on the Alternators on the left overhead panel and the NAV light, Fasten Seatbelt & No Smoking sign switches which are located below the radios.  The familiar sound effect is played when turning on the Fasten Seatbelt/No Smoking signs.  I love that there are separate views for both the radios and the exterior light switches because I can zoom in close on both of these views to be able to read the switch labels and also have an appropriate zoom level for the radios.  Now it is time to unlock the nose wheel steering located on the left sidewall before moving back up to the right overhead panel to verify that the Fuel Tank select knob is set to both and that all indicators are on.  As you can see there are a lot of procedures to learn but the process are organized nicely and the tutorial helps a lot.  While still looking at the fuel controls turn on all of the fuel pumps and verify the Water Methane System.  Also here, verify that the Fuel Filter Heaters are off, (not needed for this flight but I wish the tutorial would have explained at what temperature they would be required), then move over to the left overhead panel and turn on the Pitot Heat switches. 

 

   Now it is time to position the two HPC levers located on the center console to the “Closed” position which places both fuel control switches into the “Cut” position.  Verify that the levers are closed with a tool tip message, the fuel control levers will move to the “Cut” position and the Flight Fine warning lights will go out.  The next procedure is obvious, look at the first officer side of the instrument panel and verify that the gear is down, three green, and that you have enough fuel loaded for the trip.  When you load any of the aircraft, it is fully loaded with passengers and the proper amounts of fuel so if you want to adjust this, use the default simulator payload manager.   Next are the oxygen test and mode procedures on the right side panel.  The Oxygen Blinker is animated nicely.  The last pre-start procedures are to verify that the oil pressure lights are on and that the emergency flap and autopilot master switch are both off.  Again, the tutorial does and outstanding job explaining these procedures with plenty of location pictures that I believe that most experienced simulator users should not have an issue with getting to know these procedures.  Do to time constraints, I stopped and started over the tutorial several times and I started to remember the various procedures and where everything was located.   Before starting the engines, the tutorial has us setting up the radios for the trip.  This procedure is self-explanatory so I am not going to provide any detail about this procedure other than to say that this is an older aircraft that uses navigation aids and radios for navigation instead of modern navigational avionics.  The first service pack did add a default GPS as a 2D window for reference purposes.  This is probably a good thing if this is your first airliner type aircraft because learning the modern navigational systems takes a while to learn on its own. 

 

  It is finally time to start the engines beginning with the right and repeating for the left.  The tutorial does an excellent job explaining this process and if you follow along it really is not that hard.  Rather than repeating what the tutorial says, I am going to do my best to summarize.  Similar to other aircraft we need to close the doors and remove the stairs and wheel chocks first.  Repeat the process that is used to open doors and place chocks and stairs.  Also, similar to most aircraft we need to alert other aircraft & workers nearby that we are about to do an engine start by turning on the anti-collision and beacon lights.  If you turn on the anti-collision lights first the beacons also are switched on but if you want to switch on separately, beacon first then anti-collision.  The next procedure that was new to me and thankfully the tutorial explains the procedure for using the Fuel Trimmer realistically and FSX limitations with first service pack update.  Starting a turbo-prop aircraft is more complex and requires monitoring the engine instruments and proper use of the HPC levers but again, the tutorial explains the procedure extremely well and most experienced simulator pilots should understand the process fairly quickly.  It is also similar to the engine start on general aviation turbo-prop aircraft.  This is where I miss having 2D Cockpit area windows, where I could be in exterior spot view and have the window open to watch the engine start and propeller animation.  I solved this minor inconvenience by opening the small spot view window so that I could watch the engine start from the VC view.  The propeller animation and the engine start sound effects are excellent.  A minor issue that I had with the first service pack is sometimes the ignition switches would work together instead of separately which is more realistic and on another flight I could not get the left ignition to switch on with the mouse at all.  I had to use the simulator automated engine start for this switch to turn on and it also switched on the right ignition switch.  Once the right engine is stabilized by looking at the engine instruments, repeat the procedures for the left engine.  All of this may seem intimidating if you are new to this type of aircraft but it is really quite easy if you have everything setup correctly.   With both engines running it is now time to operate the fuel datum computer to calculate the fuel trim settings for our departure.  The tutorial does an excellent job explaining this technical procedure in a very straight forward manner.  The final procedure in the engine start process is to transfer power from the external power cart to the aircraft battery which is done by moving the Set Power switch to BATT (right click once) and this also automatically switches the power off on the GPU.

 

 

 

Push Back, Taxi, Departure & Climb

 

   Now it is time to do the push back procedure and taxi to the active runway.  It is never too late to learn something new.  I always knew about the Shift + P command for a straight push back but I did not know the by adding +1 or +2 would push back the aircraft and turn the tail to the left (1) or to the right (2).  For the tutorial flight we will be using Shift + P + 1 to have the aircraft in the proper direction to taxi to the active runway.  Remember this is a very large aircraft and would require a large circle to turn to the opposite direction.  I recommend watching from spot view to know when to stop push back Shift + P.  At this point we turn on the taxi lights and place the flaps in the 16.5 degree take-off position.  Now if you have never taxied a turbo-prop aircraft before the procedure will take some time to get used to.  It takes some time for the engines to have enough power and only requires a small amount to start moving the aircraft, so resist the urge to apply to much power.  I recommend looking at the tool tip and add small amounts of power until the F27 starts to move.  In my case it was about 17 to 20 percent, I then reduce by a small amount to slow down the taxi, just do not go too far into the reverse position.  It takes some practice but once you get the amount of power right then it should be similar for all flights.  Make sure your controllers are properly calibrated and with complex aircraft, the registered FSUIPC version is also beneficial.  After reaching the holding point, the next checklist procedures are the same as with all aircraft, taxi light off and landing & strobe lights on.  Line up on Runway 09 and smoothly apply power, rotate at 100 knots, gear up at about 130 knots, maintain runway heading of 90 degrees and retract flaps as the speed increases.  As soon as you are stable in your climb the tutorial says to reduce power to about 75 percent or 16000 RPM.  The RPM gauge is kind of hard to read the exact amount, so the power levers tool tip helps.  The next procedure, the tool tip display is almost a requirement for me because it is hard to see the exact placement in the VC.  I need to place the HPC levers to the “Open” position and the tool tip should display “H.P. Cock Open” and the Flight Fine lights will go out.  Why this is important is because if you pull them back too far the engines will stop.  We do not move them forward again until I am on final approach.  At 3000 feet it is time to turn on the autopilot power switch & engage the autopilot.  At this time the autopilot is holding your current pitch and keeping the wings level.  All of my flights during the review were with the SP1 altimeter and I could not read what the altitude was with that one.  I used the coordinates/frame rate display to see what altitude that I was flying at.  The new altimeter released with SP2 should work better.  For a large aircraft the F27 is a wonderful aircraft to hand fly and responds to my control movements without issue.  Now we need to start are turn to the first waypoint the North Denes (ND) NDB.  There are several different ways to do this.  The tutorial explains how to use the Alter Heading button and the heading adjust knob on the autopilot to start your turn to the NDB.  Left click Alter Heading button to turn this function on and because we are going to make a right turn towards the NDB, right click and hold the heading adjust knob to bank the aircraft, the longer the hold the sharper the bank for a maximum of 25 degree bank.  At this same time I am watching the RMI needle to calculate what heading we need to be at to be flying to the NDB.  If you are unfamiliar with NDB’s and the ADF gauge or in this case the RMI, the needle should be pointing straight up.  When you release the mouse, this knob will re-center and the aircraft will level out on its new heading.  At this time, left click on the Alter Heading switch to lock the heading, place the A/P Beam Mode Select switch to HDG and left click on the Beam switch to engage autopilot heading hold mode.  Now use the heading bug on the HSI to make any further adjustments to fly to the NDB.  I am going to be honest and say that I skipped over most of these steps and went directly to the last part, A/P Select and the Beam switch, used the heading select mode on my Saitek Multi-panel or the heading bug on the HSI to turn towards the NDB and it worked the same way.  The tutorial is more realistic but this way is easier.  Also, F27 has an older style autopilot so you do not enter an altitude and have it climb and maintain that altitude.  During climb, use the autopilot pitch adjuster to maintain the proper pitch for your needed airspeed, in this flights case, 180 knots.  After reaching 10,000 feet, turn off the landing lights and when we cross over the North Denes NDB we need to start are turn towards the Rotterdam VOR which we entered into the NAV1 radio during the before start procedures.  This is very easy but this is an older autopilot so it may take some time to get used to.  Rotate the course (CRS) knob on the HSI to center the needle with the arrow pointing up (to), then switch the A/P Beam Select Switch to NAV and the Beam Hold button to on.  This works just as the tutorial instructed and I look forward to flying other radio navigation flights in the near future.  The DME distance display is built into the HSI and we should be at our cruise altitude of 20,000 feet at about 90 miles from the Rotterdam VOR.  The climb performance of the F27 is wonderful as I am getting 1700 FPM at 170 knots indicated.  Once reaching the cruise altitude we engage altitude hold by left clicking on the Airspeed/Height knob and let the aircraft increase speed to 220 knots.  The autopilot is now controlling the aircraft, maintaining altitude and flying to the Rotterdam VOR so it is now time to set up the avionics for the approach and landing.  The tutorial does not explain this but is always a good idea to monitor the engine instruments during your flight.  I do not know if Just Flight modeled system failures but it is still a good practice to do.

 

 

Approach, Landing & Shutdown

 

   Setting up the radios for approach is similar to what was done before departure and if you have used the navigation radios in a general aviation aircraft, the procedure is the same.   At 40 miles from the Rotterdam VOR, disengage the altitude hold and start the descent of about 1500 FPM using the pitch selector knob which is about -4 degrees down pitch, the tool tip will help with this or just watch the vertical speed gauge and adjust appropriately.  Also reduce power to maintain 220 knots.  When descending through 10,000 feet, turn on the landing lights and when crossing the Rotterdam VOR adjust the heading bug to match the RMI needle which is tuned to the Schiphol NDB.  Place the A/P Beam Mode Select switch to HDG and click on the Beam knob to enter heading hold.  Every time the A/P Beam Select switch is changed it cancels the current beam hold mode.  When in range, tune the Amsterdam-Schiphol ATIS to get the current temperature and look at the map for the airport altitude to setup the fuel trim for approach.  A lot is happening but the autopilot is still controlling the aircraft.  The fuel datum computer calculation is the same so I do not need to adjust the fuel trim.  For me the most difficult part of the flight is about to begin, the ILS approach and landing.  Enroute to the NDB it is now time to place the ILS frequency into the active position and set the runway course (059) in the HSI using the CRS knob.  On the pilot side of the instrument panel place the FD Mode Select knob to the AUX/NAV position for the flight director to start to provide lateral guidance to assist with intercepting the instrument landing system (ILS) for this runway.  The tutorial explains at what altitude to start applying flaps and as before I could not read the altimeter so I used the coordinates display.  I should be able to see the airport at my two o’clock position when passing over the NDB but I had trouble finding it so I consult the P3D map and start a turn towards the ILS.  The tutorial does a wonderful job explaining how to use the autopilot and the HSI to follow the ILS approach but I had trouble reading this instrument for this purpose so I decided just too manually fly the approach.  I am going to have to read this part of the tutorial and fly this approach again to understand how understand this instrument.  Also I will adjust the zoom level/eye point so that I can clearly read the instrument when performing an ILS approach with the autopilot.  I am going to need some more practice landing the F27 but I did manage to land safely and taxi to the parking position.  After slowing down enough to turn on to the taxiway, turn off the strobe and landing lights, turn on the taxi lights and place the HPC levers into the “Open” position.  After reaching your parking position, the engine and systems shutdown is very easy but I recommend using the tutorial or checklist to make sure everything gets done in the proper order.  All that is required to shut down the engines is to move the HPC levers to the “Shut” position and the engines will power down with a nice sound effect of this process.  After this just follow the tutorial to shut down all of the other systems and get the aircraft ready for de-boarding.  I have just completed this wonderful tutorial and look forward to future flights in the Just Flight F27 Friendship.  I do not think any simulator user that has some experience should have any trouble learning to operate the Just Flight F27 Friendship.  Entry level users will also probably do ok because the tutorial does such a great job explaining the procedures, just take your time and study & fly the tutorial in steps rather than in one sitting.  Also this aircraft is a lot easier to learn then trying to jump right into a premium Boeing 737 or similar aircraft.

 

 

Conclusion

 

Accessibility

 

The F27 Friendship is currently only available from Just Flight so it is not the most accessible product but this is probably a good thing because owners can download updates as soon as they are available without having to wait for the other resellers to issue the new versions.

Affordability

 

At $37.99 USD I consider the F27 very affordable to have a premium 1950’s & 1960’s era propeller airliner for my hangar.  It has plenty of airline liveries to choose from and includes some of the 100, 200 and 300 series of the F27 to fly.

 

Ease of Installation

 

Just Flight products are extremely easy to install, just enter your Just Flight account information to activate this aircraft on your computer and this activation will remain active for as long as you have this computer.  No long serial numbers or other unusual activation procedures.  Uninstalling and installing new versions will not require a new activation for this computer which is wonderful.  If the installed hard drive fails or you purchase a replacement computer, just download the aircraft and activate again for the new hard drive or system.

 

Features & System Performance

 

I will do system performance first which is excellent.  I do not measure frame rates but they were great and I did not have any performance lag or out of memory crashes when flying this aircraft in P3D or FSX: Steam Edition.  With the first service pack Just Flight includes an option to install into Prepar3D Version 3 along with Version2 and FSX or FSX: SE without having to purchase a separate license which is fantastic.  If you like having a passenger cabin view and extremely detailed interior textures then you may be disappointed.  The passenger cabin is not modeled but you can see it from exterior views and open doors.  Some of the cockpit textures are blurry looking but if the flight model is good, I can live with some blurry textures.  Cockpit and exterior features are three dimensional and look very good.  I especially like that ground support objects are included and that the GPU has sound effects when powered on.  The cockpit features and instrumentation also look great and also operate realistically at least the ones that are simulated.  Just Flight listens to their customers and releases updates in a timely manner, meaning with service pack two there is now a more readable altimeter along with other fixes.  I am not an expert in flight modeling but I believe it is accurate for an aircraft at this price point.

 

Final Thoughts

 

I am very happy I had the opportunity to review the Just Flight F27 Friendship.  I really was not looking to add an airliner to my virtual hangar but am always ready for a challenge.  I am so glad that I did because this is a wonderful aircraft and better after the service packs.  The outstanding tutorial flight should be enough to have simulator pilots of all skill levels the ability to fly this aircraft from one airport to another.  Just remember this is a large aircraft so if you primarily fly small general aviation aircraft it will take some getting used to.  That being said after flying the tutorial or other flights a few times, I was able to understand the various systems without issue.  For a large aircraft it also pretty easy to manually fly and the old style autopilot also work’s great.  To learn more about this aircraft visit the Just Flight product page located here: http://www.justflight.com/product/fokker-f27-100-200-300 .  I want to thank Just Flight for providing the review copy of the F27 Friendship.

 

 

 

Test System

 

Hardware:

 

Computer Specs:

Intel Desktop Computer

Intel i5 4670K 3.4Ghz Non OC Processor

8GB DDR3 1833 Memory

2TB SATA HD (7200 RPM)

NVIDIA GeForce GTX970 Video Card with 4GB GDDR5 Memory

Logitech Extreme 3D Pro Joystick

 

Software:

FSX: Steam Edition, Prepar3D Version 3

Windows 7 – 64 Bit

REX 4 Texture Direct with Soft Clouds

Orbx HD Trees, Global, Vector, Europe Landclass & Multiple Regions

FS Global 2010 FTX Compatible

DX10 Scenery Fixer

FSX Fair Weather Theme

 

Flight Test Time:

25 hours

 

REVIEW - Tornado GR1 by Just Flight for FSX/P3D

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Just Flight Tornado

A review by Justin Cogo

 

 

 

Just Flight

 

Just Flight, the company behind many add-ons like the BAE 146-200, Tristar, Fokker Friendship and many other add-ons over the years has released their latest product for Flight Simulator.

Tornado GR1

 

A multi-role combat aircraft produced by Italy, the United Kingdom and West Germany, the Panavia Tornado GR1 can be compared to the U.S.’s F-111 in its capabilities.  

The Tornado GR1 serves multiple purposes in a combat role.   Entering service in 1979 it was mainly used by the Royal Air Force (RAF), Royal Saudi Air Force (RSAF), and Italian Air Force (IAF).  

 

Its main features include:

 

  • Two jet engines
  • Variable Swept Wings
  • Super-sonic speeds
  • Two-seat cockpit
  • Multi-role capabilities

 

 

 

 

Features as described in package:

 

The Tornado GR1 has been produced for Flight Simulator X and Prepar3D by Just Flight and includes the following features:

 

Model

 

Modeled to accurate aircraft plans, including animations like canopy, accessory equipment, all control surfaces, animated crew as seen from outside, reversers, refueling probe, arrestor hook

High resolution textures and graphics characteristics for truly 3D feel

Wing sweep modeled and integrated like real world aircraft

Customizable payload configurations, bombs, fuel tanks, missiles

 

Cockpit

  • 3D virtual cockpit, detailing all aircraft systems FSX can handles, down to modelling cables and piping.  
  • Pilot & Navigator positions with respective controls and instruments
  • Functions avionics like HUD, Terrain Following Radar, Radar warning receiver & map
  • Autopilot with normal modes and terrain following & radar height following
  • Built-In Test Equipment (BITE) for testing of all aircraft systems
  • Functioning extra aircraft systems like Oxygen system, V/UHF, TACAN, ILS, Canopy, magnetic indicators, warning lights, push to test buttons,
  • Navigator TV displays for Navigating, Ordinance, Flight Plan, and other uses.

 

Liveries

  • 24 authentic color schemes
  • Royal Airforce, German Air Force, German Navy, Royal Saudi Air Force, Italian Air Force variants

 

Aircraft Systems

  • Realistic back-up systems, inter-functioning wing sweep/flaps/lift dump and airbrakes systems.
  • Fully functioning fuel system, including in-flight refueling, tanker spawning, fuel dumping
  • Correctly modelled hydraulic and electrical systems driving certain aircraft systems
  • APU, Emergency Power Supply, cross-drive system in event of emergency
  • Functioning fire detection & extinguishing system, and warning system (indicators)
  • Realistic modelled aircraft performance data based upon real world data

 

Other Features

  • Flight Analysis Tool, Configuration Tool
  • 144-page Operations Manual
  • 40-page Operating Data Manual

 

First Impressions

 

My first impressions of the Tornado GR1 lead me to think it has many features and is a strong fighter-jet aircraft.   Its outside makes it look like a fast, capable aircraft, one you want to just get in and fly.   Looking at the inside, it has many bells and whistles and one hopes they all work because, that would add heavily to the value of this package.

 

 

Cockpit

 

The Tornado GR1 comes with a two-seat cockpit.   Built for complex roles, ranging from air defense, reconnaissance, electronic counter-measures, and close-range fighting, the two-seat role is necessary so the navigator/weapons systems officer can aid the pilot in these roles.   Born in the late 1970’s/early 1980’s, the Tornado’s avionics include classical and some complex avionics.

 

Pilot Cockpit

 

The pilot position serves mainly a flying role in the Tornado GR1.   Thus it includes the instruments needed to fly, providing the aircraft’s position, velocity, direction, etc.   These instruments include altimeter, vertical speed, attitude, engine, angle of attack, g-force instruments, etc.   Also, during this time period more complex avionics came into use.   Radars were now installed in the airplane for scanning for other aircraft / objects and for terrain.   In Just Flight’s Tornado GR1, these complex instruments are modelled.   They include:

  • Terrain Radar (with E-Scope for displaying returns)
  • Heads-Up Display
  • Radar Warning Receiver (RWR) (basically a TCAS)
  • Moving GPS map (FSX Default Style)

 

 

For flight planning purposes the moving map can display flight plan information entered into FSX’s flight planner.   The pilot cockpit includes autopilot systems with some other cool advanced features as well.  

The Tornado’s autopilot has normal autopilot features like heading, altitude, speed hold, and also some advanced features I’ve never seen recreated in Flight Simulator before.    These advanced features include terrain following hold and radar height hold.   These two features allow you to have the aircraft maintain a certain altitude over terrain.   The pilot can enter a specific height-over-terrain or water into the autopilot and the autopilot will fly it.

  

These two features are very cool in fact to try:

 

Terrain Following Hold, will maintain a pre-selected altitude over terrain as scanned by the aircraft’s radar.   Radar Height Hold will maintain a pre-selected altitude over water/terrain features, but is mainly used over water.   These two features fully work in Flight Simulator!

 

 

 

Other avionics included in the pilot cockpit are communications equipment and aircraft systems equipment.   A V/UHF radio in the cockpit can tune radio frequencies for communicating but an included tool, the Agency Names Tool, allows you to save names for up to 17 saved frequencies in the radio.   Controls for working features like refueling probe and canopy are located in the pilot cockpit as well!

The Tornado GR1 has working aircraft systems like Hydraulics, Electrical and advanced fuel systems.   Buttons, dials and levers for these systems are almost all working.  

Additionalcockpit details included are day/night variations in lighting and emergency gear lowering and braking systems.   As you can see in the screenshots below, aside from all the dynamic features the cockpit of the Tornado has to offer, there is plenty of eye candy like small details of the seat’s ejection-system and internal aircraft parts like air hoses and detailed wiring lining the cockpit.

 

 

 

Of course every airplane in flight simulator has moving levers for throttle and spoilers, etc., but the Tornado has a detailed lift dump (wing spoiler) and reverser system controllable via the throttles, not only working but intricately detailed in the cockpit.

 

 

 

The throttle sticks on the left-hand side of the cockpit control not only throttle but the lift dump and reverser systems as well.   The throttles can be moved forward and back for thrust control, but also rocked side-to-side for arming the landing systems.   Rocking one throttle to the side arms the lift dump (spoilers) and rocking the other throttle arms the reverser.   Once armed the systems engage upon touchdown.   An added feature to this is once the reverse thrust is activated it can be controlled using the throttles, moving them rearward for least reverser and forward for max reverser.

 

 

 

Controls for heating, cooling, ventilation, pressurization, deicing and demisting are in the pilot cockpit as well.   Extra small features that are nice are the trim button on the control stick, which rocks forward and backward when trimming up or down and the brake pedals which, when using the brakes, tilt forward and backwards to simulate pressing of the pedals for braking.

 

Navigator/Weapons Officer Cockpit

 

The Tornado is a two-seat aircraft, this because it serves more complex purposes in combat like reconnaissance and special fighting roles.   The rear seat is for the Navigator / Weapons Officer.   This person has displays for flight planning, aircraft ordinance management, fuel management, as well as other systems management.   Most of these systems are modeled in this cockpit.   One of the most interesting is the refueling management.   Here the user can pick which tanker he wants to use to refuel as well as set the difficulty in refueling.   The refueling feature is discussed later in this review.

Some of the other instruments included in this back-seat cockpit are gauges like altimeter, angle of attack, speed and map displays.

 

 

 

 

External Aircraft Details

 

The outside of the Tornado is modeled and textured very nicely, consisting of moving parts, accessories, and different Tornado schemes.

 

Moving Parts

 

The outside of the aircraft features moving parts like flight controls, landing gear, moving engine nacelles, arrestor hook system and canopy.

 

 

An arrester hook and dynamic canopy are included with the Tornado.

 

 

 

The canopy can even be jettisoned, but don’t worry, the Flight Simulator pilots in the cockpit probably won’t be able to tell.

 

 

The refueling probe on the Tornado visibly extends form the right side of the aircraft and of course in-flight refueling actually works in Flight Simulator!

 

 

 

 

Accessories

 

Additional accessories bringing the Tornado GR1 closer to its real-world counterpart are  ground equipment, engine intake covers, wheel chocks, external avionics port covers, crew ladder, ordinance, and external fuel tanks.

 

 

 

Tornado GR1 Schemes

 

The Tornado GR1package by Just Flight comes with 24 variants, ranging across different European Air Forces and Navy’s paints that have used the Tornado since its production.

 

 

 

Lighting &Night Appearance

 

At night the Tornado is lit by external and internal lights controlled internally from the pilot cockpit.  

Lights includeinternal flood and gauge, external navigation, obstruction, formation, anti-collision, landing and taxi lights.   A ganging bar sitting alongside all the light switches in the pilot cockpit allows simultaneous control of all lights.

 

 

 

 

Checklist

 

Every aircraft has a checklist, and the Tornado’s checklist comes in the form of a pop-up screen, sized so you still have a good view outside the cockpit of the aircraft.    Pages of the checklist can be turned and multiple checklists are available.   Each checklist item can be clicked and highlighted to show completion.   There is even an Air-to-Air Refueling checklist so you can perform your aerial refueling.

 

 

 

 

Flying Characteristics

 

Flying the Tornado has been very interesting and fun.   These fighter aircraft are fast and docile so having accurate and smooth controls are a necessity.   The Tornado handles well during all stages of flight.   It has good stability in slow flight and can require intricate controlling during some maneuvers like in-flight refueling or combat.   In-flight refueling can take some practice as you’re trying to place a small probe into a drogue at 17,000 feet while flying at speeds of 200+ mph.

 

 

Sounds

 

Sounds in the Tornado are realistic enough for the intended effect. There are some extra sounds like reverser bucket sounds and engine afterburner sounds that add to the realism.   The sounds for the Tornado were created by the popular sound team Turbine Sound Studios (TSS).   I was impressed with these sounds.

 

 

In-Flight Refueling

 

As discussed previously, this Tornado GR1 package includes an in-flight refueling feature with a spawnable fuel tanker and working fuel transfer.   The process of performing in-flight refueling is to extend the refuel probe, turn on the various refueling modes and connect to the tanker, then of course when refueling is done you can do that in reverse.   In-flight refueling requires accurate placement of the aircraft’s refueling probe to the tankers refueling drogue, thus included in the package is the ability to adjust the difficulty in making a refueling connection.   In the backseat cockpit (navigator/weapons systems officer), the TV screens display refueling options so you can adjust this difficulty.   To be sure you correctly prepare the aircraft you probably want to go through the AAR checklist as described above.

 

 

 

 

 

Additional Aircraft Systems

 

SPILS(Spin Prevention and Incidence Limiting System)

All aircraft are of course prone to spins which are very dangerous.   A spin is the result of a stall, dangerous as well.   The SPILS system monitors angle of attack and flight control signals and automatically reducesAngle-Of-Attack (AOA) and reduces control authority in the flight controls.   This can be a life saver, because since these fighter aircraft may be in more situations where they are flying slow and at high angles of attack the aircraft is more prone to stalls/spins than, let’s say, a Cessna 182 or a Boeing 737.  

 

BITE (Built-In Test Equipment)

 

Almost all systems in the Tornado include a testing function.   BITE (Built-In Test Equipment) is the equipment that tests these different systems and gives indications of successes or errors.   This system can test a variety of aircraft systems.

 

 

Failures

 

Failures of different aircraft systems are built into the aircraft.   For instance a failure will be produced in the airplane that can either be fixed via proper procedures or backup systems will cover the failed system or the system may simply fail and be unrecoverable.   Notifications of these errors are produced in the cockpit and backup systems are available in case of an error.

 

 

Tools

 

As described above there are extra tools included with the Tornado.   Some additional tools included are:

  • Panel Selector
  • Flight Analysis Tool
  • Configuration Tool

 

 

The Panel Selector allows the pilot to open various panels for the Tornado as well as display the aircraft’s external accessories.  

The Flight Analysis Tool takes a record of the aircraft’s position and velocity in-flight and displays this on a readout in the tool for analysis.   You can see these information on a map and chart for analyzing you flight’s details.

The Configuration Tool has settings to adjust aircraft’s textures, modeling, and features which significantly affect aircraft performance.   This can be good if you want to gain better performance in Flight Simulator.  

 

 

My Computer Specifications

FSX: Steam

AMD A-10-5800K Quad-Core, 3.8 GHz

8 GB RAM

NVidia GT 545 4 GB

Windows 8.1 64 bit

Computer Requirements

FSX (Acceleration Required), FSX: Steam or Prepar3D

Intel i5 3.2 GHz or similar

4 GB RAM

1GB graphics card

Windows 8 / 7 / Vista / XP (32-bit or 64-bit)

Joystick

3.5 GB hard drive

 

Performance

 

The Tornado performs well for an aircraft of its detail.   The details and features can be adjusted for better performance or higher detail so its performance is slightly subjective.  

It’sPerformance in High Detail, for instance if flying at less detailed sceneries is good, averaging 20 fps.   If flying in highly detailed sceneries flight simulator may run slowly at around 10 fps or so.   Even though my computer is a Quad-Core system, you really need a high-end video card too for better performance, so this is why I think my fps dropped during high detail.Also this is typical when especially when running simultaneous detailed add-ons (airplanes, sceneries, etc.).   The Tornado’s Performance in low detail pretty much results in great performance even at highly detailed sceneries, resulting in 20+ fps.   In low detail you may have less detailed textures and only a single-seat cockpit but all other Tornado features remain the same.   If you have a low performing system it may be beneficial to turn down the detail on the Tornado as it does have a significant effect, but in low detail only the backseat cockpit is not modeled and everything else is fully functioning so you’ll still have a good experience.

 

Summary

 

The Tornado GR1 has been an outstanding aircraft to fly in Flight Simulator.   With my experience with fighters it maneuvers like a real one and isn’t too difficult to control, of course if trying to recreate actual combat situations you may need practice.   Visually and features wise the Tornado is full of fun and I just want to keep flying it after I’m done with this review.

The Tornado has so many features it really is a must you use the manual to learn about the different aircraft systems.   There is also a tutorial flight you can open up in flight simulator, as well as a tutorial section in the manual and is recommended you go through it because of the complex systems.  

Check out the Just Flight YouTube channel for some tutorial videos and samples of the Tornado in action too!  

Score

Flying Characteristics

10/10

External/Internal Features

10/10

Documentation

10/10

Learning Curve

9/10

Overall

9.75/10

 

 

Acknowledgments

 

Thanks to Just Flight for providing me a copy of the Tornado GR1 for review purposes.

Thanks to the Just Flight development team for helping me so much in figuring out any issues with the Tornado promptly.

Thank you to AVSIM for allowing me to provide this review.

 

 

REVIEW - Boeing 767-300ER by FlightFactor for X...

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Review

by Will Reynolds

Background

 

 

Boeing had started a study in the 1970s for a heavy aircraft to bridge the gap between the medium 737/727 market and the new 747, effectively replacing the 707.

 

After many proposals were studied, Boeing settled for the goal of providing a high capacity twin jet that could cover Coast-to-Coast in high density, so a twin aisle widebody was a must.

 

The project focused on aerodynamic savings, and thus Boeing went for a cabin width that was between the 707 and the 747, and to this day is the narrowest wide-body cabin ever made (Boeing calls it “custom made”).

 

The prototype flew in September 1981, and the aircraft entered service with United Airlines a year later.

 

There are quite a few variants produced, the original 767-200 (the -100 never saw service), the -200ER, the enlarged -300 and the longer range -300ER as well as the freighter range based on the -300 fuselage.

 

The military market saw introduction of an AWACS model based on the -200ER fuselage as well as the KC-767 tanker aircraft.

 

Boeing offered a -400 to compete with the Airbus A330 but it was not commercially successful.

 

The Flight Factor 767-300ER

FlightFactor’s product “Boeing 767-300ER Professional” showcases the PW4060 engined variant. The 767 had a few engine choices, the GE CF-6, the PWJT9, the PW4000 and the Rolls Royce RB211 among others.

 

We are told a later optional package will have other engine types as well as the Freighter model, for now, you get the passenger -300ER with one engine choice.

The reviewed model provided by the kind folk at X-Plane.org is version 1.024 with X-Plane 10.45B1 and B2

 

Some of the features listed in the X-plane.org website:

 

Fully Functional Professional FMS and EFIS System

Custom Flight Management Computer, integrated with other plane systems.
 

Custom programmed LNAV logic for terminal procedures from updatable database.
 

VNAV-managed climbs and descends.
 

Optimum cruise performance and step climb calculation.
 

Two independent analogue instrument sets for captain and first officer.
 

Two independently simulated EFIS (EADI/EHSI configuration) for captain and first officer.
 

Dual-FMS with two independently working CDUs.
 

Working instrument comparators.
 

Triple IRS and triple symbol generator systems with realistic instrument source switching.
 

Dual air-data computers with custom failure modes and source switching.
 

Independent 2 nav and an ils receivers.
 

Realistic inertial, radio and GPS position updating, you can see the individual inaccuracies of those systems.
 

Triple-channel autopilot with realistic dependencies.
 

Fail operational and fail passive auto land with mode degradations based on system failures.
 

Load company routes generated by Professional FlightPlanner X (or other compatible programs) directly into the FMC.
 

FMC can be used on external touchscreen or tablet, optimized for the Retina iPad.

Custom Systems and Failure model

Detailed and deep simulation of almost every system in the real aircraft.
 

Custom air and pressure system.
 

Electrical system with all AC and DC busses modeled - see which system depends on which bus.

Hydraulic system that uses a little fluid when treated correctly and a lot of fluid if used incorrectly.
 

Multistage custom failure system - over 200 more failures than X-Plane.
 

Ability to fix failure by following proper procedure.
 

Persistent failure and maintenance system. Aircraft wear and misuse will carry over to your next flight.

Warning system and radars

Fully functional GPWS with all the modes the real plane has.
 

Fully functional terrain radar, with custom database (just like the real plane), a look-ahead warning system and many other features.
 

Weather radar that works like the real thing. Including tilt and gain functions, ground clutter, turbulence detection and windshear prediction.

3D Modelling

Accurate dimensions based on exterior drawings provided by Boeing.
 

Very detailed exterior modelling with high resolution textures.
 

Very high resolution 3D cockpit with every switch functional.
 

Spatial rain simulation with high detail.
 

Very detailed passenger cabin graphics including galleys.
 

Additional graphic features: real working oxygen masks both in cockpit and cabin, dynamic window blinds that react to sunlight etc.
 

New and improved wingflex.

 

Special effects

Multilayer dynamic reflections on all glass objects.
 

Reflective metal and plastic objects in the cockpit.
 

Glossy exterior that reflects the outside.
 

XP weather enhancements like custom windshear.

 

 

Purchase and Installation

The product is available exclusively at X-Plane.org.

Once you receive your download link, you get a 1.4Gb (unzipped) pack which you simply move to your Aircraft/Heavy metal folder in X-Plane.

 

 

The base pack comes with 8 repaints, plus you have the option of purchasing multiple livery packs if you do not wish to wait on someone making free repaints. Again, this is an option, you are not obliged to purchase any liveries, and you will find the collection of free liveries in many websites is growing substantially.

 

The base pack also gives you a “DOCS” folder, which has a modified FCOM, CDU manual, a text changelog and Owner’s manual.

 

 

As always, the “Manual” should be your first port of call, it will explain the features and options of what you have just purchased.  Recommend you read it.

The FCOM looks like the official Boeing document which is a nice touch, but it does not explain the level of depth to which every system has been simulated. Still, a good document to have handy, and it also contains the Normal Operations checklist.

 

Once you start X-Plane and select the 767 you will be asked to enter your serial number and away you go!

 

The Package

So we know you get a Boeing 767 with 8 repaints, some PDF documents, what else?

Once you are in the aircraft itself, look to the left of the Captain’s seat and you will see a small tablet device. This is the Master Options controller for the product.

 

The “General” tab allows you to set the reality level of your product. If you wish to have a pseudo “wear and tear” mode, don’t forget to enable “Interflight Data” as this will save the data from your last flight such as Hydraulic fluid quantities, etc. The rest are fairly self explanatory.

 

 

The “Ground” tab allows you to call up ground equipment. One of the standard items on FlightFactor products is their push for immersion. You cannot load passengers if you haven’t opened the aircraft doors or put stairs to do so with...fair enough I say. Same goes for baggage and of course fuel.

In this tab you can set the number of passengers (maximum 235), freight (maximum 80,000 lbs) and fuel.  Press the Optimize CG and it will distribute the load correctly and provide CoG values.

Also pay attention to the “Maintenance” button....this will allow you to provide what is called “Line Maintenance” on your aircraft which means topping up oil if needed, overview of systems, etc. Don’t ignore this, or you will suffer failures.

 

 

The next tab is called “Airplane” and this is where you can open cabin and cargo doors for your ground equipment to work with, as well as have the options to add or remove dynamic blinds and winglets to your model.  To the right you also have 3 sliders...the first one allows you to adjust the amount of wingflex you wish to have in your model!!  This happens in real time and you don’t need to restart the model to take effect.  The other sliders are for amount of reflections and effects.

 

 

Once you have the doors etc all set, you need to go back to the “Ground” tab and press “Load/Unload” and your passengers will start entering the aircraft, refuelling will commence as well as baggage loading.

The “Failures” tab will show you any items that need attention and gives you the option to reset them.

The next tab I want to show is “Avionics”. Here it is self explanatory, and again your choices are loaded straight away, no need to restart the model or the simulator. Some of the options are not yet implemented/available.

 

 

The last tab to look at is “PA”...this is where FF’s push for immersion is also seen. You interact with a virtual Cabin Crew manager, and ask him to welcome your passengers, provide the safety demonstration, etc....if you forget, particularly the safety demonstration, he will complain. A few people don’t like it, I personally don’t mind it, I believe having options is a great thing.

 

 

So this is how we look at the moment, with ground equipment doing their work. You will notice the passenger access stairs on the front right door, this also happens on FF’s 757 model. Normally passengers are loaded via the front left but this is extremely minor.

 

 

 

Before we start looking at textures, one final feature to talk about is the “Remote CDU”. Those familiar with Aerosoft’s feature for their Airbus family will feel right at home here. You simply need a tablet or laptop with access to a browser, type the IP address and port....and bingo, a full sized CDU at your fingertips. I tested it on my Ipad and Samsung devices and worked flawlessly, no lag, very crisp.

 

Exterior Walk Around

 

 

The quality is good, I like the balance between what you have and the load it places on your system. The landing gear has very nice detail, and so do the engines.

The Spoiler assembly is very very good.

 

 

 

 

The effect and visuals of the slats is not the best I have seen, but again, cosmetic, and I am sure they will look into this.

 

 

Interior

The cabin reflects an aircraft in the “hey-day” of 767 operations, the 80s and 90s, and is reasonably well done. Some spelling errors on the textures (signs) but nothing earth shattering, provides a nice atmosphere.

 

 

 

Cockpit

Now let’s look at the cockpit. We need to keep in mind this is a 1980s vintage cockpit, and typical Boeing cockpit of the era, is full of misaligned instruments of differing shapes and sizes.  The quality of the 3D detail is very good and FF has done a very good job of capturing the look and feel here.

 

 

 

This is a view of the Overhead with APU power turned on. Note that Ambient control is active and appears to be dynamic...ie cabin temperature changes, and is affected by items such as outside air temperature (if doors are open) and settings of your air con packs.

 

 

The Testing

FlightFactor gives you an integrated Checklist and Procedures plug in. It will guide you in normal procedures and change item colours to represent correct or incorrect position of the switches. Only “Normal” checklists and procedures are provided.

 

 

 

 

Now let’s program the FMS...align the IRS, and enter the basic information. I loaded 85,000lbs of fuel (this aircraft only works on Lbs, not Kgs although the developer has advised they may add the option at a later stage). Using PFPX, exported the flight plan and loads the route with no issues whatsoever.

Choose the SID and follow the process. You can “cheat” and get the weights of the aircraft for you by clicking the LSK corresponding the weights, and same with the V-speeds, select “Ref Speeds Select On” and they will appear, you confirm them by pressing them individually and you will see your ASI will show the speed “pegs” in place...your speeds are now set.

 

 

 

Last Ground equipment provided to you is the Pushback truck. Again, available via the included Tablet. It will provide push back by advancing your throttle levers, you can control direction by using rudder control. Only drawback is, since you are using the throttle of the aircraft to push back, you cannot start engines. You don’t have to use their pushback feature though, you have an option.

 

 

 

 

Starting engines:  the sounds, and effects (the blinking of the lights as the bus is engaged...very good) all very immersive. However we find a small bug: You need to apply fuel when the starter reaches at least 15% and no more than 22% of N2 or the starter motor appears to fail. The 767 has a starter motor per engine, and you can run it at max and then apply fuel without affecting the starting process of the other engine. Developer is aware, but just keep that in mind...apply fuel between 15 and 22% and all is great.

This aircraft has progressive failures, so just like in the real world, make sure you use start 1 or 2 alternating, if you leave it and only use one of them, you will end up with a failure at some point.

The aircraft has independent altimeters and a totally independent set of CDUs.  You need to remember to set all your altimeters, not just your main.  Once you are set, the beast taxies nicely, it is easy to control on the ground.

 

 

 

Rain effects are also very good.

 

 

 

Knowing how FF sets dynamic failures and events in their aircraft, I decided to test the 767 in an aborted take off. Aircraft performed quite well, and the effects were good, these guys didn’t just put a little red texture to show hot brakes, you get first white smoke, then black smoke, and finally a full blown fire. Here we see a high speed reject at 80 knots.

 

 

 

Here we rotate, good feel of a heavy with plenty of power. Animations are very good.

 

 

 

 

Aircraft has no problems meeting altitude restrictions on climb. However, a small bug has been found where restrictions on climb affect a fluid calculation of Top of Climb.

Here we see the TOC moving progressively further out as we climb. The developer is aware of this and a fix will be included in the Service Pack.

 

 

 

 

Now we can have a look at the night textures in the cockpit. Keep in mind, I had my “reflections” set at 50% and this is the result:

 

 

 

Now with reflections turned off

 

 

Reflections turned to 20%

 

 

 

Again, you set whatever you wish, the developer has given you the options to make this the 767 you want it to be. Thumbs up to the developer here, there is plenty of feedback on their previous products about “too much” or “too little”, so they have given the user the option to customise their own settings.

 

Now we are in the cruise, let’s have a quick look at the FMS...all pages appear to be operational, I also notice that it reads the weather directly from X-Plane, so whatever weather engine you use, the 767 will read the weather file and use it for its forecast, both for cruise and descent.

 

 

The Weather Radar is operational, as well as the Terrain Radar.

 

 

The Direct-To function worked fine, and I was able to put the aircraft in a Holding pattern using the Hold function. It did not quite follow a standard procedure was did a good enough job of it, no abrupt moves, once it was set in the hold it did a good job of it.

VNAV was a bit of a mixed bag. Now let’s put a disclaimer here. VNAV is probably the hardest item to code in an FMC aircraft, the amount of variables is huge. Even established developers of FSX or P3D have glitches in this field.

First thing I noticed in cruise was VNAV telling me to Step Climb at a certain point, but in the same page it tells me the maximum altitude is below the proposed Step Climb!

While VNAV for climb gave us some mild issues with Top of Climb calculation, for descent it will need some work. Some altitude restrictions are not being met, and the logic gets the wrong focus in calculations, which leaves the descent path too steep. Fear not, the developer has already stated that VNAV will be completely reworked, and they are working on it. Will it stop you doing a flight?  Not, it will not, it will just not be fluid on descent.

 

 

 

Approaching final there were no major problems. I decided to test an autoland, and here the aircraft captured the beam correctly, but I was still on single autopilot below 1500ft, whereas autopilot 2 and 3 were supposed to have engaged automatically. No matter, just like in real life, if they don’t engage, you can do it yourself, and I got my “LAND3”.

I tested the autoland in strong crosswind conditions, and as you can see, the aircraft did a great job of turning into the wind, the “crabbing” motion was quite good and controlled the descent right down to touchdown.

What I was expecting to happen was a “de-crab” on touchdown but it never happened.

 

 

 

 

Thoughts and Conclusions

The 767 is an iconic aircraft, both in real life and in the simulator world. The benchmark 767s for Flight Simulation would be the old “PIC 767” for FS9 and the Level-D 767 for FSX. Recently, CLS and Captain Sim have released their versions which have fantastic detail and texturing but not the system depth of the benchmarks.

So people keep asking me where this aircraft stands...is it a Level-D equal product or not? The answer is no, it is a Flight Factor 767.

 

 

Graphics wise it is definitely among the top, it has dynamic failures and wear and tear which other 767s don’t have or never had, but it does not yet have that robustness of systems that was evident in the older 767 model.

Should you worry about that?  I don’t believe so! Don’t forget, when the older 767 came out, it could not do SIDS or STARS, it had lots of bugs, VNAV was pretty much a lottery, and even after the last SP3 some were not corrected but still ended up being a truly fantastic systems-heavy representation of the 767. This is only version 1 of the FF 767, and for an initial release version, it has a lot of promise.

 

The Flight Factor 767 has a very good, ambitious and tremendously capable developer behind it, and he has raised the bar over his previous products yet again.

The aircraft has some terrific points and features which will give you hours of pleasure in flights straight away:

Ground Equipment included

Weather Radar

Terrain Radar

Dynamic Wing Flex

Lots of customisable choices

Interactive Cabin Crew

Dynamic Failures

Wear and Tear/Maintenance

Most systems simulated to varying degrees

Very good texturing inside and out

Virtual CDU

FMS simulation that is good enough to be complex but could/will be better. As a starting point, is good.

 

Documentation is good, but I would have liked to have seen Abnormal Checklists and procedures since one of the aircraft’s selling points is realism, dynamic failures and many other custom-built features.

 

FlightFactor should be given kudos for the work they have put on this aircraft, and also for the work they are still doing to fix the bugs which have been reported. Like I said before, this is only initial release version so some bugs will be discovered, but a sign of a good developer is how they address those bugs.

As it is, it is a very enjoyable aircraft to fly, and despite the small bugs, it is my preferred 767 in any platform.

Keep an eye out for this, when the updates start rolling in, this aircraft could well and truly be in a class of its own.

 

 

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