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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 - VFR Czech Republic by SIMDESIGN for FS...

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Review

by Max Pyankov

 

 

 

Introduction

Disclaimer: this product was provided for review free of charge.

Recently I was offered an opportunity to review a VFR product, covering all of Czech Republic, from a company called VFR Poland. This product, VFR Czech Republic, retails for 31€ (about $33.5, at the time of writing) and can be purchased from http://simdesign.pl/.VFR Czech Republic is published by a Polish studio called SIMDESIGN.  Their portfolio includes other Central European sceneries like VFR Poland NW and VFR Poland SW.  They are also currently working on VFR packages for Croatia and Slovenia.  You can find further information, about the publisher, here

It is good time to be a Flight Sim enthusiast – between various quality sim platforms, the numerous aircraft available with varying degrees of accuracy and detail, and the plethora of particular airport/city/region sceneries, a PC Pilot is sure to enjoy his or her experience!  The sky is the limit, as the saying goes, and in our case (or in my case in particular), the amount of financial resources will determine where I fly, what I fly, and which aspects of my sim world I will enjoy the most.

 

 

First Impressions

Installation

Installation process for this product is fully automated, yet a somewhat involved and a lengthy process.  The length can be attributed to the size of the package – almost 20GB! 

 

 

You can download it (as I did), or you can order a memory card (boxed version of the product), and install off it.  The memory card route will cost you more - 39€, instead of 31€ for the download option.  My experience is related to the download route.

 

The installation process included the following steps:

Step 1 - download simManager application from http://simmanager.simdesign.pl.

Step 2 - install simManager on your machine.

 

 

Step 3 - install the package via tools available in simManager.

 

 

Before you can proceed to Step 3, you must register your account (create a user name and a password) using simManager.  Only after a successful registration through simManager will you be able to complete product installation.

 

 

 

I did encounter installation issue during the account registration step - I could not successfully register using simManager.  A complicating factor was that the message box, which prevented me from moving forward, was in Polish even after I switched the app to English language.

 

 

Of course I was easily able to obtain a translation using an online language tool.  After several unsuccessful attempts I contacted my editor to get help with the installation.  The publisher explained that the issue had occurred as a result of database work happening at the same time as I was trying to register.  I was able to register and continue with the installation process.  Not a big issue by any measure; reporting it simply for the purposes of transparency.

Once I initiated installation, there was nothing to do but to watch numerous files get downloaded and get installed.  The resulting folder came out to be about 19 GB large, and it took a few hours for the whole process to complete.

 

 

 

First thing I did after installation process finished was to look at the documentation which, to my surprise, was absent.  These days, more often than not we (flight simmers) do receive product documentation.  In addition, the pure size of the package led me to believe that there would be documentation to accompany it but, alas, that was not the case.  To be fair, there are a couple of good resources available online at simdesign.com – one explaining in detail the installation process and requirements, and another – a general overview of the scenery.

 

I was looking specifically for three things, when I was trying to locate documentation:

1 - Scenery description especially as it relates to Czech airports (my tacit hope had been that default airports, or at least some of them, had been updated or ‘improved’ as is often the case with VFR packages);

2 - Any configuration setup or memory usage (VAS) recommendations; and, last but not least,

3 - A general pointer to areas of interest to fly over.

 

In the end I was able to get prompt replies to all of my questions (huge thanks to DanutaMarcak and all of SIMDESIGN team!) but I do, personally, wish that there was some sort of a guide to the scenery.

 

Scenery

And finally we get Czech Republic - a Central European nation with rich history dating many centuries back.

 

 

Once installed, I was able to turn the scenery off and on very quickly using one of the freeware tools, available online, for managing FSX scenery entries.  Just wanted to call that out; now - back to the scenery.  VFR Czech Republic covers current Czech Republic and offers the following features:

2.5 meters per pixel ground resolution;

Real satellite photos;

Total area of about 80.000 sq. km;

Single season / summer textures;

Hydrological layer;

Autogen;

Compatibility with other SIMDESIGN products.-  2,5 m/px ground resolution;
-  Real satellite photos;
-  Total area of about 80.000 sq km;
-  Single season / summer textures;
-  Hydrological layer;
-  Autogen;
-  Compatibility with other SIMDESIGN products.[EN] -  2,5 m/px ground resolution;
-  Real satellite photos;
-  Total area of about 80.000 sq km;
-  Single season / summer textures;
-  Hydrological layer;
-  Autogen;
-  Compatibility with other SIMDESIGN products.[EN]

 

 

Before we get into scenery analysis, let me get a few items out of the way.

First – my graphics parameter settings:

 

 

Second–back to mytacit expectation that there would be an upgraded set of CZ airports; my expectation went unfulfilled.

 

 

On the one hand, I find it disappointing, mostly because some of the other scenery packages, available in the market, do upgrade default FSX airports to some extent.  That, coupled with the small number of major airports within the region, led me to think that some of the bigger airports would get a facelift.  False assumption.  On the other hand, of course, this is a VFR package and is not an airport scenery which, often, each commands about the same price for a fully developed and enhanced scenery.  As such, even if I am disappointed about this, I don’t feel that I have any real right to count lack of default airport enhancements against this product as a whole.

 

While we are on the airport topic – there are some misalignments between the VFR scenery and the underlying FSX airport world which, in my case, led to a distorted airport representation.  I am guessing that SIMDESIGN's coordinates are the correct ones, but I wish that a solution was provided to avoid this sort of anomaly.  Notice, in the screenshot below, the misaligned taxiways on the ground (left screenshot).  In the right screenshot, notice the image of the airplane, on a taxiway, from the satellite (right of b1900).  Not the best imagery although a somewhat common sight in the VFR world.

 

 

 

There are other examples of planes and their shadows captured on the ground (see directly under the b1900):

 

 

My third point is about the ‘Single Season’ feature.  I am not sure why the publisher attributed this fact to a feature set.  In my opinion, this is a limitation of the scenery, especially considering the geographic location of Czech Republic which has a variety of seasonal changes between the seasons of summer, fall, winter, and the spring.  Personally, I like to fly with the Active Sky Next loading up-to-date weather parameters into my sim. With this package I am limited to the summer months only.  Of course, with the sizable investment into hard drive space to contain summer textures alone I am not sure how practical it would be to change between summer/winter very often.  I personally would do it, and I would it twice a year – in late October and in earlyApril.  But it may not be a practical option for everybody.  Nevertheless, it would have been nice to have the option to switch to winter textures.  When asked about this, SIMDESIGN did say that they had winter textures in the works, as a free upgrade upon request. This will be available at some undetermined date in the future.  To be fair, I must mentionthat many of the other VFR packages (regions and cities alike) also provide summer textures only.

 

For this review, I flew into Prague, and from there hopped the cities of Brno, Ostrava and Hradec Králové.  In addition, I took a couple of close up sightseeing trips.

 

 

 

 

Overall Impressions

I don’t run default FSX scenery in Europe – my EU sceneries are provided by other packages, which I do like.  Often VFR Czech Republic took my scenery one or two steps above in terms of visual realism and geographic identity.  Where my package gives definition in terms of accurate FSX autogen and elevation, VFR Czech Republic gives it identity and vibrancy by displaying the exact and high-quality photo-scenery you would expect to see if you were flying over that particular spot.  A series of screenshots below will present the same spot, in my sim, before (left) and after (right) VFR Czech Republic.

 

 

 

For example, you can see how actually square blocks of forest, in my pre-VFR-CZ world, get replaced with deep-green, lush forests, with correct and appropriate forest contours.

 

 

 

Autogen, in combination with land textures and custom buildings, does a great job of filling in the Czech landscape.  SIMDESIGN’s autogen differs from FSX in that it projects land class based on satellite imagery relevant to any given geographic locale.

 

 

 

All water bodies (lakes, rivers, and ponds) exist in the sim world as water, as opposed to a satellite imagery of water.  This adds to realism and is a welcome feature of the set (referred to as the Hydrological layer).

 

 

 

This package can be enjoyed and usedboth from the low VFR flying, as well as from the 20,000 feet and above, in a liner or a business jet, perspective.  I decided that the best flying experience starts at about 2,000-3,000 feet above ground and up.  This is when the scenery adds the best realism effect to the sim.

 

       
 

 

At level ground in the cities a varied mixture of custom buildings will make up the dense neighborhoods of the city.

 

 

 

There are no textures for roadways and city streets other than the satellite imagery, which takes away from the experience of very low flying, like you would want to do in a single-prop or even a glider.  I do believe that the bigger cities in the region would benefit greatly from additional attention and effort on city streets texturing.

 

 

 

Overall, though, if you plan your VFR routes based on roadways and rivers as navigational aids, you will have no problem finding your way around so long as the weather permits!

 

Last, but not least, are the hills and mountains, which look absolutely fabulous.

 

 

 

 

Night Lights

I took a fewflights in the night hours to evaluate night lighting.  In the dusk and mid-evening hours, the roadways light up with traffic lights, which look very good.

 

 

 

To my surprise, where I expected pitch black, I was presented with textures which appeared lit from inside, which diminished some of the night-time realism for me.  The ambient light of citieslit in the dark night is a beautiful sight to see, and one to make you doubt what is real versus computer generated.

 

 

 

The many farming fields, on the other hand, appear lit from inside (or underneath), which made me wonder where exactly the light was coming from.

 

 

 

When I asked SIMDESIGN about this, they said that they do not control scene illumination level.  The illumination level is controlled by FSX graphics engine and depends on such parameters as the season, time of day, and the moon phase.  They did add, however, that ‘night textures’ were in the works, which would be available as a free upgrade upon request.

 

 

Performance

Starting with this package and going forward I am going to track the amount of VAS used and available, as it is reported by FSUIPC.  This topic is near and dear to us, flight simmers, as each additional layer of complexity (the ever higher texture resolutions, the ever more complex models, etc.) has the potential to diminish the overall experience.

I will report to you that this package, other than taking a huge chunk off of my hard drive (solid-state drive, at that), had zero impact on VAS, which is great news.

 

 

Conclusion

What I liked

Efficient and, in my experience, issue-free memory management (specifically as it relates to amount of VAS available reported by FSUIPC).

Beautiful localized land and building textures.

Smart autogen, providing appropriate land-class textures based on satellite imagery.

High resolution.

Hydrological layer, providing ‘sim water’.

Great for VFR flying at 1,500 feet and above.

Gorgeous dusk and early evening hours.

 

Areas for Improvement

User documentation, summarizing product features, would be a welcome addition.

Optional winter textures would be a welcome addition.

Night time illumination, at times, appears too bright.

Attention needs to be spent on cleaning up some of the airport taxiway misalignments between the underlying FSX world and the satellite imagery.

Bigger cities would look much better if city streets and roadways had been defined with additional textures, besides just the satellite imagery.

REVIEW - Discover Australia and New Zealand by...

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Review

by Mike Cameron

 

Introduction

Discover Australia & New Zealand is the latest mission pack developed by Jane Whittaker for FSX: SE and is also available for the FSX boxed edition, distributed by Excalibur Games & First Class Simulations.  The Steam edition is available from Steam and the FSX boxed version is available from multiple retailers.  I will be reviewing the Steam edition of the software.  Discover Australia and New Zealand is also the latest product in the First Class Simulations Discover franchise.   As with the previous two mission products developed by Jane, Cargo Crew & Dangerous Approaches, proceeds from the sale of this product provide direct financial support for the Rosie Davies Appeal.  I detailed Rosie’s medical condition with the previous reviews, so just to summarize, Rosie was born with legs stuck in a crossed position and with a gap in her spine.  She has Caudal Regression Syndrome and is just one of three people in the world to undergo lifesaving and pioneering surgery.  Despite having both legs amputated below the knee and removal of a kidney, this has not stopped Rosie from getting around.  Rosie lives life to the full on here hands or scooting around on her skate board.  Yet her care needs are ever present in a multitude of forms, from medical equipment to specialized clothing.  These needs are never going to go away with ongoing medical treatments and major surgeries all being part of Rosie’s life.  The good news is that proceeds from the sale of this product will help Rosie’s family pay for these needs.

First discovered in the 18th Century, the South-east corner of Australia and New Zealand was mapped by British explorer James Cook.  This stunning and diverse continent is now available for an unforgettable air tour with the Discover Australia & New Zealand product.  All of the well-known landmarks of this enormous land mass can be viewed from the cockpit of a faithfully recreated for the simulator of the classic 1950’s Auster Autocrat J/1, which I will provide more details about later, however, you are also free to fly any aircraft of your choice.  Some of the many landmarks that can be seen with this tour include:

Sydney: The famous Harbor Bridge and Opera House

Great Barrier Reef:  Probably the most famous World Heritage site with its living coral and sea life.

Uluru: Also known as Ayres Rock located in the red center of this huge continent with its stunning beauty best viewed from the air.

Christchurch: Bordered by hills and the Pacific Ocean, this vibrant city has bounced back from two devastating earthquakes.

Wellington: The New Zealand capital is nestled between the sparkling harbor and the rolling green hills.

Other locations that will be visited with this package are Alice Springs, Darwin, Tasmania, Melbourne, the Gold Coast and more.  As you can see we will get to see most of the major natural and man-made landmarks of Australia and New Zealand.  Discover Australia & New Zealand has been designed for simulator pilots of all skill levels.  Each tour mission includes a tour guide flying with you commenting about the area being visited.  Not required but I highly recommend are the Orbx Australia and New Zealand regional scenery products to get the most from this package. 

 

Auster Autocrat J/1

Information for this section was gathered from the product documentation, the Auster Heritage Group website (www.austerhg.org) and airliners.net website.  In 1938, Alexander Lance Wykes a local Leicestershire businessman, flying enthusiast and member of the County Flying Group, travelled to North America and negotiated a license agreement to build a North American light aircraft in England.  He was the Managing Director of Crowther’s Limited a Thurmaston Company which is a manufacturing business.  Wykes acquired the license to manufacture the Taylorcraft Model B.  In November 1938, Taylorcraft Aeroplanes (England) Limited was registered as a private company with both the production selling rights for the British Empire and Europe.  Construction began in a rented building behind the Crowther’s Britannia Works in February, 1939.  The first aircraft was completed in April, 1939 with registration number G-AFNW.   The difference between the Thurmaston aircraft and the American counterpart is that the British model had to be strengthened in order to comply with British Civil Airworthiness requirements and therefore was designated as the Taylorcraft “Plus C” model.  This aircraft was taken by road to Sir Lindsay Everard’s Aerodrome at Ratcliff and made its first flight on May 3rd 1939.  The second production aircraft was delivered to the County Flying Group at Rearsby Aerodrome.

With the outbreak of World War II in September, 1939, all civilian aircraft production and private flying ceased.  All aircraft products at Taylorcraft Aeroplane (England) Limited halted and the company undertook sub-contract work for the major aircraft companies.  In 1940, the company became a Ministry of Aircraft Production Repair Center.  To this effect, further buildings were acquired for component manufacturer and repair in Syston.  These buildings complimented the repair and rebuild of the DH Tiger Moth at the Britannia Works for the Royal Air Force.  Towards the end of 1940, the company began similar repair and rebuild work on the Hawker Hurricane fighter aircraft followed by the Hawker Typhoon fighter.  To accommodate this extra work, additional sites needed to be acquired.  While the expansions in support of aircraft repairs were taking place, the Model C was also being developed and retrofitted for military service and evaluation for an Air Observation post role suitable for supplying the Royal Artillery on the battlefront.  A design was selected and a production order of 100 aircraft designated as the Taylorcraft Auster Mk 1 and was placed in service in 1942.  Following the first volume order, the company progressively developed their initial military design.  Three further models went into wartime production with over 1630 aircraft produced for wartime service with Air Observation Squadrons.  Besides their own aircraft, the company also repaired and rebuilt nearly 1300 aircraft for return to service in support of the war effort.

During the later stages of World War II, the company recognized the need for an economical post war light aircraft suitable for private use.  In 1945, the last wartime design, a Taylorcraft Auster Mk V was modified to take a lower powered engine.  Following development of this aircraft, the resultant design was designated initially as the Taylorcraft-Auster J/1 Autocrat.  Following a company name change to Auster Aircraft Limited in March 1946, the Taylorcraft name was deleted from the title thus severing the early American license connections.  The Auster J/1 Autocrat became the post war civilian aircraft to go into production with over 400 sold for just over One Thousand Pounds each.  This aircraft was the forerunner of many light aircraft from various manufacturers and was sold worldwide to both civilian and military customers.  Numerous configurations of this aircraft were produced over the years for various purposes with a total of 3868 aircraft manufactured over a period of 21 years.  In 1960, Auster Aircraft Limited was taken over and absorbed into British Executive and General Aviation Ltd (BEAGLE).  Auster continued design and development within the new network until 1968 when the Auster design and development ended.

 

Specifications:

Powerplant: One 100hp Blackbunn Cirrus Engine

Max Speed: 104 Knots

Cruising Speed: 86 Knots

Initial Rate of Climb: 568 feet/min

Range with No Reserve: 278NM

Empty Weight: 1052 Pounds

Maximum Takeoff Weight: 1850 Pounds

Wingspan: 36 Feet, 0 Inches

Length: 23 Feet, 5 Inches

Height: 6 Feet, 6 Inches

Wing Area: 185 Square Feet

Capacity: Two Pilots, Side by Side

 

 

Installation

I am installing into the FSX: Steam Edition and the procedure is very easy.  After purchasing Discover Australia & New Zealand on Steam you will be provided with an activation code and you should receive this as soon as your payment is accepted.  Select “Add a Game” in your Steam account, a small window will open and select “Activate a Product”.  Agree to the Steam User Agreement, enter the code on the next page and this code is unique to you and can only be activated once.  The good news is that this product is now forever linked to your Steam account and not to your hardware so whenever you upgrade your system, as long as you have a Steam account, Discover Australia & New Zealand will be available to reinstall.  After the activation code is accepted, click “Next” and this program will be added to your account and installed into your simulator.  If you are new to Steam purchased addons, FSX: SE has a folder called “DLC” that has your all of your downloaded & installed content.  The issue that I have with this system is that the content folders are not descriptive so you need to open each one to find the content that you are interested in.  The good news is that they are in the order of when they were installed (each has a time stamp), so Discover Australia & New Zealand will be the last folder in my case and the only reason to open this folder is to read the documentation.  The missions and the aircraft are installed into the proper simulator locations.  First Class Simulations has included plenty of nice documentation with this product.  Eight PDF files are included with reprints of the Auster Guide, Auster News and the Auster Quarterly Volume 1 Number 1 and 2.  The Discover Australia manual is printed in English, French, Italian and Spanish.  The manual does a nice job explaining how to fly these missions in the simulator but does not provide details about each flight which is what the mission briefings are supposed to provide.  Unfortunately, the briefings are a disappointment and only provide minimal information.  Lastly, a Virtual Cockpit guide is included so that you can find your way around the cockpit.  Now it is time to fly the first discovery flight.

 

 

First Flight

To get started, select the Discover Australia group from FSX: SE Mission list and select the first one “Perth”.  The manual does not provide the recommended order to fly these missions so at first I am going to progress from the first to the last.  There are plenty of “Beginner” level missions to start and increase in difficulty with the later flights.  The final mission of this package is an “Expert” mission which usually equates to a very hard flight to complete.

Click on “Go to Briefing” to view the mission briefing which should provide more details about this flight but unfortunately only repeats the mission description on the previous page.  When I first received this product I thought I read on the product page that detailed briefings were included, I originally included this with the product features in the Introduction based on this, but this simply is not the case and I have removed this from the review.  I was spoiled by the detailed briefings with Jane’s previous two products, Cargo Crew and Dangerous Approaches, thankfully this information was pulled from the product pages because it is not true.  Also listed but since removed from the product pages are the “Detailed Pilots Notes” and the “Getting to Know the Auster J/1” training mission features.  Select “Fly” to load the mission and if the mixture is in the full rich position, the engine should already be running.  All missions start in the exterior “Spot” view so change to the VC view to get the first look at the impressive looking Auster J/1 cockpit and instrument panel.  The exterior textures are also very impressive also.

 

The thing that I was not wild about the previous “Discover” products is that they only included a series of flights and flight plans without narration.  This is the reason that I was looking forward to the Discover Australia & New Zealand product, they are missions rather than flights and you have a tour guide with you on your flights.  The quality of the voice work is outstanding as William, my tour guide explains a little about Perth and the surrounding area.  The Auster J/1 is a tail-wheeled aircraft and if you have never taxied one of these types of aircraft, they are nose high and can be very hard to see over the cowling.  The realistic taxi procedure is to use small turns back and forth to see what is in front of you.  In the simulator another way is to raise your eye-point to a level that you can see in front of you over the engine cowling.  The downside of doing this is that you may have to lower your eye-point view to look straight out the windows.  Also you can taxi from the Spot view.  After take-off there are several ways to follow the flight plan.  The easiest is to use the mission pointer or follow the flight plan on the 2D GPS window or the simulator map.  Most of the missions are short enough and only use landmark waypoints but some may include radio navigation waypoints if you want to use the aircraft’s navigation radios.

An issue that I have with the Auster VC instrument panel is that the ADF radio is not installed on the panel, you have to use the 2D radio window.  For this first flight I decide to try to realistically fly the mission by using the ADF radio, map and the GPS.  The engine sound effects are very good but also very loud so I recommend lowering this sound setting so that you can hear the tour guide enroute.  A minor nitpick that I have about these mission is that there is not a transcript of what William has just said so if you cannot hear him or miss something that he said you cannot go back or open the kneeboard to view.  The Auster J/1 is a very easy aircraft to hand fly and is very responsive to my control movements.  I continue to enjoy the outside scenery as I travel from waypoint to waypoint.  I like that my tour guide provides a comment or two during the flight to add to the experience.  This flight has two NDB navigation waypoints as part of the flight plan so rather than using the Mission Compass for the entire flight I use the ADF Radios to fly from waypoint to waypoint.  I recommend for the most realism and still be able to complete the missions is to open the Mission Pointer before reaching a waypoint so that leg of the mission is successful then continue on.  This is the only review mission that I flew that used NDB waypoints but the flight plan also displays on the simulator map if you would like to follow the trip that way or use the portable GPS.  Just with this first flight, I was able to see some of the varied landscapes that are part of Australia.  The flight plan did not include the NDF near the destination of Cunderdin Airport (YCUN), only a direct too leg so I decide to open the Mission Compass to lead the way rather than using the map.  Once I land on the proper runway, I receive the “Success” message and I could end the mission here but choose to taxi to the parking area.  The feature that I like the most about Discover Australia & New Zealand is that all flights start at a parking position and not the runway and the first waypoint is away from the airport so that I can use ground control to realistically taxi to the active runway.

 

 

 

 

Exploration Flight 2: Brisbane

The previous flight was over rural landscapes and with this second trip we are going to explore an urban setting of the City of Brisbane.  I decide to use the Mission Pointer for this flight but will turn it off for screen grabs.  After flying over Brisbane the destination for this trip is Archerfield.

Will my tour guide does an excellent job explaining about the history of Brisbane and provides nice details about this city and the surrounding area.  I contact Ground Control and start my taxi to the active runway.  Brisbane is a port city and the Orbx scenery includes some nice waterfront features and port facilities.  Brisbane is still a relatively small city but the buildings included in the scenery look great.  The first time that I attempted this mission, the Mission Pointer disappeared on its own so I had to rely on the map for navigation.  You would think that this would not be a big deal and would make for a more realistic experience.  Unfortunately, the Mission Pointer provides the proper runway that you are supposed to land at and I landed on a different one so the mission is incomplete.  I do not know if this is a bug or I did something wrong but when I flew this mission again everything worked as it should and finished with a successful mission.  When the mission is working, William does comment along the route which is nice.

 

 

 

 

Hamilton Island & Outback Sunrise

I am not going to review every mission even though I will fly all of them but after completing several, I should have an idea of the overall quality of this product.  Continuing in order the third flight is another short one of about 25 minutes that takes us off the Queensland coast to Hamilton Island.  Will is right when describing the scenery on this flight, it is beautiful!  I like that he explains what we are flying over and what we are about to see further along in the flight.  I also like that this flight is at a lower altitude so that I can get a good look of what I am flying over.  Hamilton Island is probably one of the most scenic approaches that I have landed at in the simulator.  Will does warn me about the winds off of the bay that can pose a problem but I land without incident.

Of the first three flights this is my favorite with a wonderful tour guide and beautiful scenery to look at.  The fourth mission is at sunrise in the Outback and although beautiful to look at it is still far too dark for a screen grab.  Also, my tour guide did not say very much on this trip so as much as I liked the Hamilton Island flight, this flight was a bit of a disappointment.  For the rest of the review I am not going to fly the missions in order because I want to take the flights in location order rather than mission order.  For example, the fifth mission takes place around Auckland, New Zealand and I want to review the Australian locations first then travel to New Zealand.

 

 

 

 

Sydney & Wollongong

In order to fly the missions in some form of location order, I need to read the mission description and consult an Australian map.  The Wollongong description says that the trip departs Sydney so before performing this flight, I decide to fly the Sydney area flight first which actually is one of the later missions.   These two trips will provide both city landmarks as well as natural features.

According to the preflight briefing there will be plenty of interesting sights to see in Sydney.  Our guide does an outstanding job explaining what we are about to see on this flight.  The nice thing about these missions is that there is not a time element involved so I can fly around the landmarks for a better view before continuing to the next waypoint.  The Sydney tour only includes the Sydney Harbor where the famous Opera House is located.  This landmark and the other features of this area look great but it would have been nice if the tour included more of Sydney to explore with commentary from my local tour guide.  After taking some snapshots I return to the airport where I will load the Wollongong mission to explore that area of Australia.

 

 

 

 

Will provides very little information about this trip other then we will be flying south along the coast to Wollongong and to watch out for coastal turbulence that we may encounter during this flight.  He also says that Wollongong is one of the most populated seaside cities of New South Wales.  This flight had some beautiful scenery to look at but I wish Will would have provided more information about this area.  He did inform me to look it up myself if I wanted to learn more about Wollongong.  This is my only real issue that I have with Discover Australia & New Zealand, on some flights he provides quite a bit of information and on other flights not much at all.  I land and receive another successful message.  Consulting the Mission list along with an Australian map if I continue south I see that the next groups of cities that have a mission associated with them are Canberra, Melbourne and Adelaide.  To make things interesting I decide the fly the non-mission flights between these airports so that I can see the most of this wonderful scenery.

 

 

 

 

Canberra, Melbourne & Adelaide

These three areas are relatively close together so I am going to combine the three flights into this section.  For the first flight we depart the Australian capital on Canberra, perform a quick tour of this city then fly across New South Wales to Goulburn.  I do not own these products but Orbx does have two products for the Canberra area, Canberra Airport and enhanced scenery for the City of Canberra which would also enhance this mission.  Will provides an excellent introduction for Canberra which I appreciate because this greatly adds to the experience.  This flight has some beautiful scenery and I like that William provides some commentary along the way.  A recommendation to potential owners of this product is do not be in a hurry to fly from waypoint to waypoint, if you see something interesting along the route, go ahead and investigate and then return to the flight plan, you will not be penalized.  After landing at Goulburn, I rest for a while then fly on my own to Melbourne.

 

 

 

 

The Melbourne flight takes us to our destination of Point Cook.  According to the preflight briefing, William is going to provide some dramatic commentary about the City of Melbourne which I am looking forward to.  I love the flights that William provides a more detailed introduction because I know very little about Australia and I like learning about this country.  This should also be a scenic flight because it takes place at dusk.  The minor complaint about this and other flights is that some of repetitive general comments in flight.  Rather than commenting about not being late for dinner or about the beauty of the countryside, I would rather know more about what we are flying over.  This first waypoint of this flight for some reason is also away from the city so I divert so that I can grab a snapshot.  This was another scenic flight but again I wish there was more location information about the destination of Point Cook.  I depart Point Cook and make the flight to Adelaide International (YPAD), the departure airport for the next flight.  This short flight explores the City of Adelaide and the coastline before continuing on to Parafield.  As I have come to expect, William provides a nice introduction about the City of Adelaide.  Similar to the previous flight, the first waypoint is away from the city center so I divert to explore the city before continuing with the tour.  The scenery on this flight is very nice, some great looking beaches, I just wish my tour guide would have provided some information on what I am flying over.  Will also does not provide any information about the destination which would have greatly added to the flight experience.

 

 

 

 

Ayers Rock and Cairns

Before exploring New Zealand, I want to fly over two major Australian natural landmarks, Ayres Rock and the City of Cairns which is located near the Great Barrier Reef.  The Uluru/Ayers Rock trip is nice because the flight plan includes a circuit around this landmark, fly over Uluru before returning to the airport.  Compass pointers and markers are included to help complete the flight but I will do the circuit first without the aides then turn them on so that I can receive credit for completing the mission.  Ayers Rock is easy to find because it is the tallest object in this flat landscape.  The texture of Ayers Rock is spectacular with the Orbx scenery.  This is another scenic flight but unfortunately William does not provide any information about this natural landmark other than to say that I have successfully passed through each waypoint.  Which brings me to another small nitpick that I have with this program; you have to pass through each mission marker/waypoint in order to successfully complete the mission.   I know where the destination airport is and I do not need the mission pointer to tell me.  I would prefer to have a successful flight just by landing at the destination airport by flying to the waypoints but not necessary having to use the mission aids to complete the mission.

 

 

 

 

Will does provide a more detailed introduction for the Cairns trip which is an improvement from the previous flight.  The introduction is not as extensive as some of the other flights but it is better than nothing.  For some reason this flight tour does not include the Great Barrier Reef so I insist that we adjust our flight over some the reef so that I can capture some aerial photos.  On a personal note, several years ago I visited Australia and had a chance to fly in a small aircraft over this spectacular scenery as well as a snorkeling boat trip on the water.  This scenery is just about as impressive in the simulator but still pales in comparison to the real thing.  This is the last review flight that I am going to complete for Australia because I want to fly a couple of the New Zealand trips before completing the review.  I will complete the rest of the Australia and Tasmania flights on my own.

 

 

 

 

Exploring New Zealand

There are three flights in New Zealand, Auckland, Wellington and Christchurch.  I am going to review the first two because the Christchurch flight is the last flight of this package and is two hours long so I will do that one on my own.  As I have come to expect, William does an excellent job explaining what we will see in the Auckland are but also similar to previous flights the waypoints are away from the city so I have to divert to see the city.  I own both of the Orbx New Zealand North and South Island products so these should enhance the experience.  It has been awhile since I have flown here in the simulator so I am looking forward to these flights.

New Zealand has some beautiful landscapes to fly over but this is another flight where my tour guide is not very informative.  When I reach the first waypoint, he only says “best scenery in the world” comment that he has said on some of the other flights.  Oh well, I will just enjoy the outside scenery, I just wish he would have provided some information on what I was flying over instead of the repetitive dialog.  He says the same comment at waypoint two and then it is time to setup for approach to land on Runway 03 at North Shore.  Other than the wonderful scenery this is not one of the better missions.  Hopefully the Wellington tour will be better.  This flight is longer than I was expected at 90 minutes but I decide to include it so I have two New Zealand review flights.  Wellington is the capital of New Zealand and William does an excellent job explaining that is airport can be difficult to operate at because of the winds.  This flight is somewhat more challenging because there are some serious looking clouds along the route and William was right about the wind gusts so this should be a very fun flight.  Unfortunately, this trip offers more of the same, a nice introduction but generic commentary on the flight.

 

 

 

 

Conclusion

Accessibility

Discover Australia & New Zealand is somewhat accessible because besides the Steam edition is only available from Steam, the FSX boxed edition available as a download or boxed is available directly from Excalibur Publications and I also saw that that the boxed edition is available at Amazon.com.  This product was designed only for FSX so Prepar3D users are out of luck or try installing at your own risk.  Also I could not find this title at the major flight simulator retailers so accessibility could be better.

 

Affordability

The Steam edition normally retails for $16.99 which I consider very affordable considering the amount of scenery that you will fly over.  Steam does occasionally have a sale which at the time of this writing it was being offered at 50% off at $8.49 which is an outstanding deal but requires FSX: Steam Edition.  Amazon.com has it for $14.99 plus shipping from the United Kingdom but takes several weeks to receive according to the website so unless you really need a disc I would look at the other options.  Just because I could not find it at other flight simulator retailers it may be available somewhere.

Ease of Installation

I do not know about the boxed edition but installing via Steam is extremely easy.

 

Features & System Performance

The two major and welcome features are the included Auster J/1 Autocrat and the exploration flights are FSX missions with audible introductions and commentary which greatly enhances these flights.  Performance on my system was excellent without issue.

 

Final Thoughts

This is the first of the Discover series of products that I have installed for a few years mostly because they were just a series of flights with a written introduction and IFR flight plans.  I always thought they were overpriced for the features that you received and the aircraft that were included were in my opinion not very good.  Also the IFR flight plans took away from the experience because instead of enjoying the sights, I always had to follow the FSX ATC instructions unless I cancelled the flight plan, why not just use VFR flight plans in the first place.

Discover Australia & New Zealand solves these issues for me because they are mission based instead of simulator flights with IFR flight plans so audio commentary is included which greatly adds to the experience.  Plus, because these are missions, I can explore on my own before returning to the mission waypoints to successfully complete the mission.  The included aircraft is also nicer than the previous Discover series aircraft.  Which brings me to two small issues with this product; first, the waypoints are sometimes placed away from the cities or towns on the flights so I have to create my own tour.  Secondly, you must fly through the mission pointers in order for successful completion of that mission.  I would prefer simply landing at the destination and setting the parking brake for successful completion.  The other minor nitpick is that there is some repetitive comments and I wish more information would have been provided for all waypoints and destination locations.

These things do not prevent me from recommending Discover Australia & New Zealand because overall it is an excellent program especially for learning a little bit about the different locations in Australia & New Zealand while seeing these places in the simulator.

 

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 - Orbx's Meigs Field Scenery by Dove...

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Review

by Ray Marshall

 

Avsim review of KCGX Meigs Field airport scenery add on for FSX: Steam Edition by Ray Marshall

 

This is the latest iteration of bringing the Merrill C. Meigs Field, KCGX, general aviation airport back to life in FSX.  However, this is the first edition for FSX: Steam Edition.  This one is somewhat special in the sense that there is only one other Orbx airport scenery package for FSX: Steam Edition and the only one East of the Mississippi River in the USA. This scenery package is a joint venture between Orbx and Dovetail Games.

 

Right up front, it may be important to know that the dynamic duo of Alex Goff and Tim Harris, with dozen of projects and over a decade of combined flight sim development experience are the primary authors.

 

Merrill C. Meigs stands out in flight simulation as one of the most well-known and frequently visited destinations for the more experienced or old time virtual pilots. Before its tragic demise, the airport served as the default starting location, and for many years the only location, for the Microsoft Flight Simulator series up until Flight Simulator X.

 

According to Alex Goff,  they used every resource available including on-site visits to gather the needed information for constructing this latest rendition of Meigs Field and it has been recreated with the utmost degree of historical accuracy. From the terminal’s historic architecture and glass curtain walls to the challenging approaches, every effort has been made to capture the look and feel of Meigs Field as it stood on its final day in March 2003.

 

Where this Orbx version stands out above the crowd may be the accuracy and details of the surrounding parks district. This neighboring area has been updated to its current, modern, look and heavily enhanced. Surrounding points of interest include the Adler Planetarium, Shedd Aquarium, Field Museum of Natural History, Soldier Field, Navy Pier, and the Art Institute of Chicago.

 

Although the fictitious FAA procedures expressly prohibit  ‘touch and go’ or circuit flying at KCGX, you will want to spend some quality time making slow approaches, and maybe even pause your flight at times, to take in the beauty of these areas.  They are absolutely packed with quality scenes.

 

Meigs Field has a single asphalt runway measuring 3899ft by 150ft. Traffic at the time of closure was an average of 132 aircraft movements per day. The traffic was 90% transient general aviation, 5% air taxi, 5% local general aviation, and an occasional visit by military traffic.

Named after the Chicago Herald and Examiner newspaper publisher, Merrill C. Meigs and opened in 1948 on the Northerly Island peninsula, Meigs Field Airport was the country’s busiest single-strip airport by 1955. I think that may now be Lindberg in San Diego, CA.  Take a look at the mix of heavy twins and fast singles in this early photo taken at the Southwest corner of the airport.

 

 

 

Meigs Field also saw commuter air service between the 1960’s and 1980’s, typically with small twin engine aircraft. The largest aircraft to service Meigs Field was a Hawker Siddeley HS 748 operated by Air Illinois.  I do remember reading about a Boeing 727 making a landing at Meigs.  Here is a link to watch a tottering and bouncy touchdown of a United 727 at Meigsin 1992. https://www.youtube.com/watch?v=NV4tgjSPgks

 

 

Easy to install, easy to configure.

TheseOrbx scenery add ons for FSX: Steam Edition are unique in a couple of ways:

KCGX is only the second ever Orbx scenery add on for FSX: Steam Edition, 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 features with your specific PC hardware.  By default all features are enabled by the installer. You can take advantage of some of the Orbx global features like the PNW tree textures and the Orbx ground detail textures that enhances the close up views of ground textures.  Unique to KCGX, you can enable/disable the refueling area using the Control Panel.

The Control Panel is opened on the DLC Steam Library page.  Look for the ‘FSX Orbx Configuration Tool”

 

 

The Scenery Coverage Area

Whether you are landing to the North on runway 36 with the Chicago Skyline almost completely filling the windshield or to the South with your approach over the Navy Pier and the Adler Planetarium, you will be distracted with the beauty of this location. It is such a shame that we had to wait this long for an Orbx expanded airport this far East of the Pacific Northwest.

Using my handy Google maps and distance calculator, the improved area for flight simulation is approximately 4 miles North/South and 1.5 miles East/West. This comes to about 6 square miles of enhanced scenery for Meigs Field and surrounding area.  See graphics.

 

 

 

Should you be one of those travelers that sticks a state flag decal on the side of your fuselage for every state you visit, you can garner a handful in short order here.  When approaching Meigs Field from the North you will only be about 40 miles from the Wisconsin state line to touchdown.  From the East you will be a hair over 20 miles from the Michigan state line in the lower center of Lake Michigan. Approaching from the South you are practically in the traffic pattern, a scant 5 miles, from the Indiana state line. 

Should you be coming from Illinois you will be looking for a large cluster of high rise buildings and a ton of heavy jet traffic near a big body of water.  The buildings are the city of Chicago and the blue water is the Southwestern tip of one of the Great Lakes, Lake Michigan.  The heavy jet traffic could be coming or going from the Midway or O’hareinternational airports.

 

 

 

 

So what happened to Meigs Field?

The short version is the Mayor of Chicago had an urge to close this downtown airport, and turn the area into a park and name it after his wife. He tried a couple of legal maneuvers for several years but the general public, especially the citizens of the Chicago region,and the area pilots were firmly against his plan.

Using a thinly veiled motive of making the Chicago Central Business District safe from an airborne terrorist attack, similar to 911 in New York City, he ordered city workers armed with bulldozers and large backhoes to rip up the concrete runway during the dark of night with absolutely no notice to anyone.  There were some heated discussions about this illegal action, some lead by AOPA, Aircraft Owners and Pilots Association, but not much came of it. The FAA fined Mayor Daly a pittance for failure to provide 30 days’ notice for an airport closing.  A group of concerned citizens named the ‘Friends of Meigs Field’ was formed and carried the flag for recovery and reopening of the little airport, but it was not to be.

 

 

 

The life of Meigs spanned from opening day December 10, 1948 to the rude awaking on a Monday morning,March 31, 2003, to find huge chunks of the runway gouged out in a series of Xs.  The control tower that is portrayed in this Orbx version was built in 1952 and the passenger terminal was dedicated in 1961.

Internet searches will return hundreds of pages and photos of the before, during, and after of the real world Meigs Field.  A couple of sites to get you started are:

 

http://www.urbanghostsmedia.com/2014/04/chicago-meigs-field-airport-park-then-now/http://www.gearthblog.com/blog/archives/2007/03/meigs_field_-_preserved_in_google_earth.html

 

Photos of the dastardly deed by Mayor Daly

Before

 

 

Just after destruction

 

 

Big X and rubble

 

Recent

 

 

These photos clearly show the proximity of Meigs Field to downtown Chicago. The photos do not do justice to the beauty of the surrounding area.

The flight sim guys and girls that may have learned to fly in the early flight sim here at Meigs,will probablyconsider this a reunion of sorts.  For those of us that did not grow up with the early versions of MSFS and are not Chicago Bears fans, we have to learn the landscape from scratch.

 

I suggest you take the Area Coverage Map and get oriented to the locations of the major structures, stadium, McCormick Center, Grant Park, Millennium Park, Navy Pier and the attractions at water’s edge.  The most confusing part for me when I made my first couple of passes is the large harbor marina only has a minimal number of sailboats and motor crafts.  I have my boat settings at 100% and I can’t get anything nearthe density shown in the photos.

 

Ready for a photo tour of the modern surroundings for the Orbx edition of Meigs Field, KCGX, for FSX: Steam Edition?Be sure to click on the small icons for some spectacular full screen images. These are what you will be seeing on your approaches to KCGX in the flight sim.  It might be a good idea to grab one of your flight sim choppers and just hover around the area until you are familiar enough with the sights to pick out landmarks.

 

 

 

 

Alex and Tim have cleverly blended their best guess at the airport area (using onsite photos) among the existing Navy Pier, planetarium, aquarium, museums, football stadium, harbor marina, parks, convention center, hotels, and the South Shore area.

 

What you might see on an aerial tour around Northerly Island and flying the pattern atMeigs Field.  This has to be one of most scenic small airport areas in all the world.

 

 

 

 

 

 

 

I think the photographabove with the water and the mounding has been doctored, but I’m not sure what is real and what is photo-shopped.An existing proposal for Northerly Island ismodified land use with ecosystems and wetlands.It sure looks real enough to me.

I also thought I would dedicate a page to the Navy Pier. All South runway approaches and all North runway climb outs will overfly the Navy Pier and you will see something slightly different on each flight.

 

       
 

 

I suppose the decision was made not to be able to fill the marina with high density leisure boats in order to keep the frame rates in check. - Photo taken in December, 2013. - The screenshots with the Shrike on final show the sparely populated marina in FSX: SE with slider full right. Note: I was later told the FSX slider for Leisure boats has been disabled for this scenery package.Bummer.  Maybe a photo-real image could be placed in the marina area to bring it to life, visually.  There certainly are enough high quality photographs online.

 

Meigs Field sequence from ‘One Six Right’ (Terwilliger Productions, now on Blu-ray)

https://www.youtube.com/watch?v=VqwQbAxhVxs  2:09 720 HD

 

 

Exploring the 12 page KCGX User Guide.

The important information is the explanation of the KCGX Control Panel.  By default, all scenery options are enabled by the installer. Should you have a low to mid-range PC it is recommended you try disabling some settings.  As a bonus, the Orbx PNW tree textures are included.  Also, the Orbx ground detail textures enables much greater clarity when viewing ground textures up close.

The following quick reference table is included for Simulator Settings. The manual states that these settings will run well on most PCs and take particular advantage of the custom mesh and photo-real imagery used in the scenery area.

 

Simulator Slider Settings

Dragging all your sliders to the right even with today’s modern hardware, will for most people result in very poor visuals and performance. We suggest that you begin your exploration of KCGX using the slider settings shown below, and then if you find performance to be acceptable, you can move certain sliders to the right, although we recommend you only move one slider at a time to gauge the effect.

 

The most critical slider is the Autogen Density slider. With the way KCGX has been designed, it has the single most critical performance effect in the simulator. We’ll discuss the best setting for this slider later.

 

 

So before you begin your first flight, you are recommended to change your simulator sliders to what is shown on the following pages. You may think the settings are too low at first, but these the base settings which are the recommended settings for medium spec PCs.

 

 

 

Screenshots

Navy Pier directly underneath the Carenado Phenom 300 and the Jardine water filtration plant just aft.This one plant processes nearly one billion gallons of water on an average day to serve the 5 million consumers in Chicago and suburbs. Wow.

Short final on right, followed by taxi to gate, and arrival.

 

 

 

 

This shows most of the enhanced scenery area.

 

 

This shows the quality of the detailed custom scenery.

 

 

This one shows the night lighting in the buildings.

 

This one shows the general quality of the scenery.

 

 

 

 

A ton of creative work went into building these custom structures.  Checkout the inside of the terminal building.  I understand the colored wall tiles are an exact match to the real one that is still standing, although unused.

 

 

 

 

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.

I called up the Meigs Field area in P3Dv2.5 just to see how it compares to this new Orbx KCGX for FSX: SE.  You be the judge, I think there is no comparison at the actual airport location.  P3D does have a much improved marina and the major landmark structures aren’t as detailed but, yet they are very identifiable and properly located.  Now if I could just move the P3D marina over to the Orbx version.  Just kidding.

 

 

 

 

Sales and special pricing at FSXInsider.com

I seldom mention the purchase price of an add-on in my reviews, however, when I see what I consider an outstanding value, I feel obligated to say something about it.  I was browsing the FSX: SE home site last night and discovered this product is on sale for 50% in all three currencies.  It is hard to believe that you can buy this much improvement for less than $10 or the equivalent euros or pound sterling. I’m sure this in for a very limited time, so jump over and check it out.  https://fsxinsider.com/shop/meigs-field-kcgx-add-on/

 

 

 

Conclusion and Recommendation

This newest Meigs Field should be an instant classic for FSX: SE users.  The untimely destruction of this one of a kind airport in 2003 for personal and misplaced political reasons can no longer be corrected; however, the Orbx scenery package brings it back to simulation big time.

I can’t imagine anyone not wishing to have an operating airport like Meigs Field up and running again, if only in our flight simulators.  The one extra wide runway should make it especially easy for those using Meigsto learn to fly, as our forerunners did for so many years. The exceptionally well done, ramp, terminal, control tower and refueling areas all contribute to the immersion and simulated reality.

The staggering beauty of the South Shore area of Chicago and Lake Michigan is captured at a very high level.  Grab one of your choppers or maybe BOB and go exploring.  The expansive parks and Soldier Field stadium, along with the McCormick Center (also world’s largest convention center) are approaching real world levels.

Walk or fly down to the water’s edge just past the displaced threshold for runway 18 and browse around the Adler Planetarium (first planetarium in America)then cross over to the Shedd Aquarium (largest in the world, at one time) with 5 million gallons of water and 32,000 animals. Then, a short trek up to the Field Museum (named after Marshall Field) of Natural History (National Register of Historic Places) and yep, one of the largest such museums in the world.

 

 

See if you can figure out whyCloud Gatein Millennium Park is called ‘the bean’.  Maybe go throw a few pennies into Buckingham Fountain pool. Or how about a few touch and go circuits using runway 18 and flying directly over downtown in a hang glider.

First, to do any or all of these recommendations, you will be to visit FSXInsider.com and purchase Meigs Field for FSX: SE.

I highly recommend that you do exactly that.  This one is just too good to pass up.

Bonus Screenshots – high resolution scenes around Meigs Field.

 

 

 

 

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 of type ratings.

 

Credits

Thanks to Dovetail Games for providing the add on for review.

Special thanks to Alex Goff for answering my questions and providing background information about the project.

Special thanks to Brian J.Terwilliger for the 2 minute Meigs segment from his One Six Right: The Romance of Flying DVD.

 

Photos and Screenshot credits

Photo of Northerly Island – Photo by Nick Ulivieri Photography. Many other grand scenery shots, Name on photos, lower right.

Jeff Lewis, ChicagoPhotoShop.com for large aerial photo with marina near the center, looking Southeast.

I’m not sure who snapped the ‘getting dark’ screenshots, but they appeared in my screenshots folder.  They are not my work, because they are far superior in quality. Thanks to whomever you are. A guess would be AirDailyX.net  Andre.

REVIEW- Narita International By Wing Creation I...

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Narita International By Wing Creation Inc.

A review by Marlon Carter

 

 

 

 

 

Introduction
 

Formerly known as the New Tokyo International Airport, Narita International is the predominant international airport of Japan which handles the vast majority of international air transport. While Narita may be very popular, it is still the second largest airport after Haneda which now handles the domestic and some international markets. Given the fact that Narita handles the majority of international travel, within the world of Flight Simulation it is quite understandable that having a highly detailed rendition of this airport will have a far greater appeal for those of us who love long haul flying to new destinations. Given the fact that Wing Creation is based in Tokyo, it is no surprise that they ceased the opportunity to create the highest quality scenery for Narita to date. For those of you who are not familiar with Wing Creation, they aren’t necessarily a brand new developer since they were founded in 2012 and have already released 5 high quality add-ons for Japan. As far as Narita International is concerned, here is a listing of some of the features we can expect.

 

Features

 

Video Preview
https://www.youtube.com/watch?v=IXNTN0FQ7w4

 

From the features listed above, it would seem that this scenery product offers some of the basic things we all look for in an airport add-on. While the feature list include the things we enjoy, it’s quite obvious that some features such as volumetric grass, surrounding custom autogen and Self Shadowing are not present. Does this mean that this product isn’t up to par with the rest? Well let’s have a closer look to find out.

 

 

Installation & Documentation

 

The installation of this product for both P3D and FSX are quite simple and we need not waste anytime delving into the specifics. What may be of greater concern to customers is the documentation that comes along with the product. The manual for RJAA is a 15 page PDF document that nicely outlines the feature of this product and the recommended setting for the best visual experience. Also included in this document is an insightful history of the airport and the numerous changes that has been made over the years. At the time of the development of this product, many changes were made to the real world Narita that were not captured in this product. The developer didn’t conceal this fact and they nicely outlined some of the updates they were able to capture as well as those that they did not. In the event of any issues, there is also a FAQ section of the manual that addresses issues such as AI disappearing in the daytime and Jetways not connecting to the aircraft. For users of DX10, please keep in mind that it is not recommended that DX10 be used with this product since some default library parts may disappear at night time. Ultimately, the documentation provided in this product is sufficient and it is written in a manner that is easy to understand.

 

 

 

The Scenery

 

At first glance it was quite evident that a significant amount of research when into the development of this airport. The layout of the airport is very detailed and it sufficiently represents the terminals and surrounding buildings at the time that this product was developed. While the level of detail is high, I think it’s important to mention that there are a few features missing from this product. For example, there is no animation for the shuttle system and there are a few missing details in the taxiways and Cargo 5 and LCC terminal. If you are familiar with the present day Narita, you will also notice that the new terminal 3 and the relevant taxiway and apron changes are also missing. While this may seem to be a shortcoming of this product, it is quite understandable that keeping up with airport development can be a challenge that requires compromise. Despite the challenge however, Wing Creation has done an outstanding job with the layout of the airport.

 

After taking a closer look, it was clear to see that the modelling of the terminal buildings were very detailed in their general appearance and this can especially be seen at terminal 1 and 2 with their unique and very detailed design. The detail that’s missing however, is that the terminal windows are not transparent and most of the details are texture based. While some of us may not see this as a problem, I am sure that many who have grown use to the detail of other airport developers may be a bit disappointed. Nonetheless, one can still appreciate the fact that a significant amount of work went into ensuring that many of the details of these terminal buildings were sufficiently captured.

Other interesting details on the terminal buildings include working Jetways which is a must have feature for any airport product these days. After testing this system with various aircraft such the 747 and 777, I found that the Jetways are fairly accurate in lining up to the doors on the aircraft. If you experience any issues in this regard, the manual discusses possible solutions to this.

 

 

 

 

 

The airside areas of the airport were also very detailed. In this case one can clearly see that Wing Creation (WC) made good use of aerial photos to ensure that the markings and general look of the apron was captured. Aerial images were also used for much of the ground texture work that covers parking lots, grass areas and roadways. While using aerial images has its advantages, I thought that it may have been better if these images were used as a reference for more detailed custom texturing and 3D modeling for the airport surroundings. Despite this fact, the aerial images that were used are all high resolution and this certainly helps to improve the overall look of the airport environment over the default FSX/P3D airport environment.

 

For users of FTX and GEX, the textural compatibility might be a bit of an issue since real world textures are often very different in appearance. As a suggestion to the developer, perhaps having optional textures for compatibility with FTX and GEX will result in a more natural transition between the two textures.

 

While discussing the airside of this airport, it is also important to note that products such as GSX work just fine if you want to have a true to life experience when using this airport. If you commonly use product such as WOAI, you can also rest assured that there will be more than enough parking spots for other aircraft.  To ensure that cargo and passenger aircraft park in the correct spots, you may want to read the FAQ section of the manual if you are experiencing any issues. In the end, I think that WC did a good job with accurately recreating aprons and taxiways of this massive airport. 
 

 

The final three areas we will consider is the surrounding terrain, night time environment of the airport and performance. One of the features of this product that was most welcome is the addition of seasonal textures. Given the fact that the entire environment of an airport can change dramatically at a specific time of the year, it’s unfortunate that many developers neglect this feature. Thankfully however, WC saw this as a necessary addition to enhance the realism of this airport. In this regard, custom textures were added to enhance the look of the airport at different times of the year. Other aspects of the surrounding such as roadways and grass are all textural and to the disappointment of many, there is no volumetric grass or use of speedtrees in the case of P3D.

 

At night, the airport takes on a completely different atmosphere and the custom night textures and lighting create an authentic experience which may not be perfect, but is surely among the best available. Personally, I would have enjoyed the night time experience more if the terminal windows were transparent and more use was made of 3D lighting effects. Ultimately, Narita is still a very good product and when used with other 3rd party products such as FTX, UTX and even the addition of the default FSX vehicular traffic, the environment truly comes to life. Here are a few more screenshots showcasing the night time environment.

 

 

 

 

Finally, when it comes to performance, this scenery product is very balanced. By default, the textures used are all high definition and this can have an impact on performance depending on your PC specs. If your PC doesn’t deliver high end performance, WC has also included an optional texture folder than will increase performance without sacrificing too much of the visual quality. After testing both texture sets, I can say without a doubt that both work quite well, with the lower resolution textures having the best performance.

 

 

Conclusion

 

In conclusion, I think that this is a very good product that nicely represents Narita airport. While the quality may not be on par with some of the more popular scenery developers, I think that everyone will be quite pleased with what WC has offered. The price (EUR 41.65 or 35.00 excl VAT)may be a bit more than we typically pay for a scenery product, but one has to understand that the developers would have spent a considerable amount of time and money in visiting the actual airport and gathering enough data to make this product as true to life as possible. Given this fact, it’s understandable that the price would be slightly on the high side. If the price is an issue for you and you are interested in purchasing this airport, I would recommend taking advantage of any sale discounts which are often offered by WC. 

 

Overall, I think that Narita is a product worth having since it creates an immersive environment with custom landclass and seasonal textures. The addition of moving Jetways is also a plus since some developers do no offer this in many of their scenery products without the aid of other ground service products. Finally, adding optional textures for better performance was a most welcome option to customers who are concerned about frame rates. Wing Creation has certainly proved that they are capable of producing high quality work and we can only look forward to seeing bigger and better products from them in the future. On that note, Wing Creation is already busy with their Haneda Airport project with a v2 of Narita planned thereafter. These future products will no doubt see many new features but in the meanwhile, their current Narita airport is a fine addition to your simulation if you enjoy flying long haul flights to new and interesting destinations.

 

 

  • Custom landclass textures and seasons
     
  • Animated Jetways
     
  • Docking System
     
  • High resolution textures
     
  • Night Textures and lights
     
  • Countermeasure for Frame rates
     
  • This product is incompatible in DX10 preview mode.

REVIEW - Approaching Quito for FSX/P3D by Aerosoft

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Review

by Max Pyankov

Here is an interesting scenery, like no other I have dealt with to-date, that I received from Aerosoft for review.  On the one hand, it should attract simmers who enjoy testing their skills in mountainous navigation approach and departure procedures.  On the other, this scenery boasts a "historic procedures!" feature on the product cover, with a control tower and a scenic city landscape behind it.  Looks promising.

 

 

The 'historic procedure' feature caught my attention – a number of questions immediately popped in my mind…  What does it mean?  Why historic?  Certainly I can use modern navigation tools to land at a 'historic' airport?  These and other questions prodded me to do more research than I would usually do even before installing this product.

I went online thinking that, perhaps, the airport recreated in this scenery was closed down (or repurposed) due to a new city airport, opening in place of this one, that would provide for better safety and would accommodate more airlines and passengers as well as, perhaps, the bigger aircraft.  I found a ton of interesting information which I will try to summarize at a very high level here, before we get into scenery review.  It is important that we understand the background context to fully enjoy and appreciate the historic aspect of this package!

First of all, I came across this Wikipedia article, which started with a sentence "For the old airport, see 'Old Mariscal Sucre International Airport'".  The scenery we are interested in is really the 'Old Mariscal … Airport", which is talked about in this Wikipedia article

 

Key facts about the old airport:

Was one of the highest in the world, at 9,200 feet AMSL (2,800 meters).

Operated from 1960s until 2013.

"The former airport is now the site of Parque Bicentenario, the biggest urban park in Quito".

The airport used to be TAME's main hub.

The airport served both domestic and international routes (with Iberia operating a final international route on Feb 20, 2013).

"Due to its' location in the middle of the city surrounded by mountains, the … airport could [not] be expanded to accommodate any larger aircraft or an increase in air traffic.  Its' operation posed risks; six serious accidents and several incidents have occurred in recent years".

 

To summarize – the airport I am about to review (ICAO: SEQU) is physically no longer there.  It was replaced by an airport of a similar name (ICAO: SEQM) in 2013.  For those of you who enjoy reading about airports I came across this interesting The Economist article about the new airport, with the airport administration responding to this article via a linked blog.  Very interesting.

Back to the Simulation world.  If this airport no longer exists, how do I plan my inbound and outbound routes?  Hence the 'historic' aspect of the scenery.  Again, before installing this package I went to Aerosoft.com and pulled the Manual for this product.  Unlike many other products where you may skip the manual, I would advise that you review this one, as it provides helpful information on the following topics:

Where to find older charts for the airport, which are not available at common chart sources;

Special steps that need to be executed in order to be able to see this airport in the FMC of a modern airplane, which need to be done after every update of AIRAC;

VOR and DME approach peculiarities;

As well as where you can find the text that needs to be added to Nav data files.

 

To summarize – a lot of interesting and useful information even before I install this package.  Now, let's get into this review!  This scenery is compatible with FSX Service Pack 2 (or Acceleration), with FSX Steam Edition, and with Lockheed Martin Prepar3D V2 and V3.  This review is done on a standard FSX with Service Pack 2.

 

 

 

Purchase, Install, and Manual

FSX (standard edition) does have this airport (SEQU) in its' database prior to installation.

 

 

I loaded the default scenery for comparison, and this is what it looked like before I  installed it:

 

This package can be purchased from Aerosoft.com for $21.74.  Download is a very easy step at file size being a little over 118MB.  The installation process itself is straight forward Aerosoft process, with the only customizations being the choice between the "Default or FSGlobal Mesh" options, and between the "Full Autogen or Runway light" options.  These options can be changed after installation in a Config tool.  As far as mesh choice is concerned, the manual says that "the non-default mesh version provides more accurate and true-to-life terrain, including the infamous small hill at the end of RWY 35".  This review is based on default mesh.  The autogen vs. runway lights choice is applicable for FSX only.  "You can select between the display of Approach light to RWY 17 or Autogen just short of RWY 17.  Selecting both is not possible due to a limitation in FSX.  As there were hardly any approaches during night or bad conditions to RWY 17 we recommend the display of the autogen."  I followed this recommendation and selected the autogen option.

 

 

 

Taking the same kinds of screenshots as above, post installation, provides the following for comparison:

 

 

 

In addition to the aforementioned manual, which provides special navigational marker/data installation steps, there are also a link to a Mesh-Config tool, and to an Appendix PDF document.  Mesh-Config tool is very simple with the only options allowing you to change Mesh and Autogen/Runway-Lights options, described in the installation paragraph above.  Appendix is an interesting, eight-page document (four pages in German and four pages in English), which describes high altitude operations.  In it you will find a brief Flight Sim high density altitude concept explanation and a few helpful hints on operating aircraft, at that density, during the prep, takeoff, and landing phases.

 

 

 

Of course, as I mentioned above, there is one more step that is necessary in order to be able to see this airport in add-on aircraft FMCs.  In order to execute this step, I searched for "wpNapAPT.txt" using Windows search, and found three instances of this file:

 

 

 

I made sure that all three files had the aforementioned entries (one of them already had it, the other two – I manually added).  The instructions provided covered PMDG aircraft only; I emailed Aerosoft inquiring about other add-ons or updates necessary (i.e. Aerosoft Airbus, Captain Sims, etc.).  In the meantime I tried to start a triple-seven cargo run into Quito (SEQU).  When I got to the step of programming FMC, I was unable to move on due to "NOT IN DATABASE" after trying to punch in SEQU for the destination airport.  I proceeded to search for the solution online, and ended up in avsim.com's forum thread, which explained additional steps necessary to ensure the airport is shown within the sim.  Following the steps in the forum I was able to verify SEQU, as a valid destination, in PMDG FMC.  While this distraction was minor, it was nevertheless disappointing as I spent quite a bit of time preparing for the flight before realizing I could not proceed.  Ideally, the manual should have had all steps necessary for a full installation outlined in the Special Steps section.

 

 

 

The following day (next business day after my initial contact) I received a reply from Aerosoft, which pointed me to a "NavDataPro Vintage Download" program (about 265 MB), which can be used to install historic navigation data of cycle 1303.  Installation of this package was also fairly straight forward.  It resulted in a new program installed on my machine – NavDataPro Vintage Edition.  After email/serial number registration (I used the Approaching Quito serial number), you have a chance to (theoretically) easily update your navigational data to cycle 1303.  An easy tool, which also gives you a way to backup and go back to your current navigational data set, and it really should be mentioned in the Approaching Quito manual.

 

       
 

 

However, even as I used this tool, I ran into further update issues.  I went back to Aerosoft support, but never did receive a full resolution before completing this review.

 

 

 

Features and First Impressions

My first introduction to the scenery in the sim happened as I came down to 15,000 feet through the bumpy clouds in a freighter 777.  This Quito airport had only one runway – 17/35 – and in this case I was cleared to land on runway 35.  Weather was good, with some scattered clouds above the city of Quito.  The airport elevation was 9,850 feet above sea level, and the final approach intersect point was at 12,000.

 

The amount of custom Autogen became evident right away (and is documented in the pre- and post- install screenshots, above).  During the low-swinging overfly over SEQU, very similar (albeit not quite as dramatic) to approach to Innsbruck RWY 8 when approaching from East, you would, weather permitting, take in and observe the numerous one and two-story buildings of the city of Quito below you.  The city was playing hide-and-seek with me with the low hanging patchy clouds revealing and hiding buildings over and over again.

 

 

My framerates and overall performance did not suffer at all, with the framerate going down by 1-2 frames with Fraps video recording engaged.

In the screenshot below you can see where default terrain ends (lighter shades), and the Aerosoft scenery begins.

 

 

Back to my first approach to runway 35.  Basically (historic charts are installed as part of setup and can be found in the \[FSX Installation Path]\Aerosoft folder), passing the Condorocha VOR (QIT), at 14,500 feet, I descended down to 12,000 feet flying the 152° radial away from the VOR until it was time for me to turn to my right to intercept runway localizer and glideslope. 

 

 

Coming out of the right turn, I captured the localizer, but failed to intercept the glideslope.  With clear weather and the runway in sight, I proceeded to land manually.  You can watch this landing in the video below.  Trying to catch up with glideslope, and then continuing to maintain the aircraft on it during the final approach was an exciting and scary experience as the rooftops of the buildings south of runway 35 seemed to reach out for my main landing gear!  Runway, while not the shortest in the world, nevertheless seemed to evaporate in an accelerating manner even before I touched down, which is probably attributed by the dense urban backdrop around the airport.  After touching down and applying major break power there were no issues whatsoever and I carefully taxied into a parking spot.

 

Landing Video

 

It was great to experience a rich urban environment around the airport that added a great deal to the effect of realism.

You can also observe, in the video, various tarmac textures, which look fabulous.  From concrete panels, cracked and worn down, to stained asphalt with oil stains, half dried out puddles (rains a lot), and patches of newer asphalt here and there – the tarmac really looks very good.

 

 

 

Another sign of the high quality tarmac is evident by the weathering effects, applied throughout the airport.  Review screenshots below – from the layers of paint drawn on top of one another, to the very warn out runway centerlines, to the clearly newly painted signage already fainted and cracked from the weather elements, it all looks great.

 

 

 

My only question about the tarmac has to do with the tire marks off of (or on to) the runway – they look unnaturally straight and exhibit fairly sharp angles, leaving me wondering how they got there. 

 

 

These tire marks may or may not have looked this way in reality, back when the airport existed, but for our purposes they are far eclipsed by the overall quality of tarmac throughout the airport.

Next – let us examine the buildings.  Moving from the north of the airport, down south, we have what appears to be a private jet terminal, followed by a set of general purpose hangars and a cargo area, followed by the terminal of the airport.

 

 

 

This set of buildings looks fine for the purpose it serves.  You won't find any intricate details, such as fire extinguishers or trash cans next to the doors, but that is a non-issue.  What I liked most about these buildings is the extremely authentic look achieved with the very rusted and weather worn sheet metal roofs and the almost dilapidated look at the front of some of the hangars.

 

 

 

The cargo area tower has the same characteristics – a fairly simple texture on the front of the buildings, with the roof being the main highlight – at least for me.  The barrier, separating the cargo and private jet area from the main terminal, looks great and carries the same worn look of outdoors.

 

 

 

The level of detail of the buildings noticeably increases as we move towards the main terminal area.  You can look at the screenshots below and draw your own conclusions, but this is what I have as the main highlights:

Love the continuing theme of very worn looking terminal – no matter where you look – whether it is the gate number callout, the signage on the building, the columns holding up the jetways, the roofs, or the metal bars holding up various structures – the signs of frequent rain are ever-present.

The jetways look  fabulous, from the cracked and worn out looking rubber sleeves at the end of the jetway, to the authentic looking advertisements, to the rust and various scratches along the jetways, it all looks great.

The textures on the windows seem fairly simple and may appear, when you examine them alone, lacking detail.  However, when you zoom out and look at the scenery as a whole, they blend in nicely into the scenery.

 

 

 

As you move south of the terminal, you will encounter a few more VIP and cargo hangars and buildings, which exhibit the same characteristics as the already mentioned similar structures in the north of the airport.  Another feature to note about the buildings, before moving onto the next section – the buildings do have a front-facing façade (the view from the street), as well as well identified structures right across the street from the airport, such as a gas station, a hotel, and numerous billboards.

 

 

 

With the airport being right in the city, the big appeal of this scenery is cityscape all around the airport.  It looks dense, and realistic – all around.

 

 

 

There aren't very many vehicles that you will find in the airport, and certainly none that are moving around.  There are a few cargo dollies, which look pretty good from above, but which lack the underneath wheels and appear to be "hovering" above the ground.  The same extends to the fuel tankers sitting by the fuel depot – they too do not have the stands extended – instead, they appear to be suspended in the air on one end, with the wheels at the back on the other end.

 

       
 

 

In addition to absence of vehicles, there are no static aircraft included in the scenery.  Unless you are using a traffic add-on app, you will end up with an airport that that has no traffic and no airplanes, other than your own aircraft.  This is a miss.

 

 

Night Light and Seasons

From my research, I understand that the airport did not operate in the night hours.  Not sure about real life, but the scenery runway is completely unlit at night, rendering it useless at night.  I am okay with it, based on what I know from my research.  The terminals are lit up and look fine, allowing you to start early morning and late afternoon (dawn and dusk) flight prep (or shutdown) operations.

 

 

 

The city of Quito is located in the subtropical highland climate and, because of its high elevation and closeness to the equator, Quito has a fairly constant cool climate.  The seasons are referred to as the "dry" season (June through September) and the "wet" season (October through May) and, as such, there is no need for seasonal variability in the scenery either.

 

 

Closing Remarks

In the end, I liked this scenery and will be a frequent visitor when I have an urge for a dense urban landing challenge.  There are, without doubt, a few areas that could be implemented better – namely - the installation of this historic scenery, which no longer exists, could have been made more straight forward, especially for getting this airport installed for all of your add-on apps and aircraft (EFB Flight Bag, add-on FMCs, and so on).  Another area for improvement is the lack of traffic and static aircraft, which may create a lonely feeling if you don't have a traffic add-on to accompany you.

On the other hand, the level of detail of tarmac and buildings is superb.  The weather worn and, at times, a somewhat rundown look that betrays the long rainy months is very authentic.  That, coupled with the airport locale, with urban city backdrop, make this a fantastic, challenging, and fun scenery to fly in and out of.

What I Liked

Rich urban environment around the airport.

Challenging, exciting approaches.

Framerate friendly (as tested on my Sim machine).

Very authentic looking tarmac textures.

Very authentic, weather-worn looking buildings.

 

 

Areas for Improvement

Updating navigational data to historic period, when the airport was operational, was a somewhat complicated experience.  What should have been a 10-15 min install turned into a much more prolonged exercise.

I was never able to successfully run the "NavDataPro Vintage" software (can be downloaded separately from the installation package), the sole purpose of which is to update your various add-ons (i.e. PMDG, Captain Sim, EFB Flight Bag, etc.) to add this historic airport to them.  As such, you may have to do a little research to make sure it shows up in the various FMCs in your add-on aircraft.

While tarmac textures, overall, look very good, the runway textures have a strange 'straight-angle'-type tire marks on them, which do not make much logical sense.  However, without having been to the actual airport, I do not know that it did not look like this in real life.

Lack of ground support vehicles and static aircraft create an empty and lonely feeling to this otherwise very nice scenery.

 

 

Final Score

(On a scale of 1 to 10, with 10 being superb, and 1 being very poor)

 

Installation

7.5

Documentation

8.5

Airport Buildings

9.0

Airport Tarmac

9.5

Airport Traffic and Objects

7.5

Night and Seasons

NA

Performance

10.0

Price

9.0

Final Verdict

Very Good

 

 

 

References

Wikipedia (2016, May 12).  Mariscal Sucre International Airport.  Retrieved from https://en.wikipedia.org/wiki/Mariscal_Sucre_International_Airport.

Wikipedia (2016, March 8).  Old Mariscal Sucre International Airport.  Retrieved from https://en.wikipedia.org/wiki/Old_Mariscal_Sucre_International_Airport.

The Economist (2013, April 11).  Quito's new airport.  Retrieve from http://www.economist.com/news/21576168-letter-quiport-company-built-and-runs-quitos-airport-quitos-new-airport.

System Specs Reviewed On

Intel® Core™ i7-4770K @ 3.5 GHz, Overclocked to 4.4 GHz

Installed RAM: 8 GB

NVIDIA GeForce GTX 780

Running on Windows 7 Home Premium, Service Pack 1

DirectX 10

REVIEW - Aspen Extended by Aerosoft for FSX/P3D

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Review

by Marlon Carter

 

 

 

Introduction

Aspen Pitkin County Airport is an airport that can either strike fear or excitement into the heart of any seasoned pilot. Located at 7,280ft, this airport gives the illusion that high altitude performance may be the only issue to consider when landing or departing. However, when we factor in the high terrain surrounding the airport and the unpredictable weather patterns, things can easily “go south” if you are not well prepared. To fully appreciate the dangers associated with flying into this airport, one simply has to glance at a few accident reports with the most recent being in January of 2014 when a Challenger 600 crash landed due to poor weather conditions.

Despite the challenge of getting there, Aspen is well known as a hot spot for the wealthy and this is quite evident from the fact that the traffic mostly seen at this airport consists of Learjets, G5’s and other private jets. It is perhaps for this reason that Aerosoft decided to create this airport for the FSX platform a few years ago. Since then however, much of the technology used to develop scenery products have changed significantly and the development team decided that this intriguing airport truly deserved a makeover. What can we expect from the newest Aspen Extended product? Well here is a list of some of the features and improvements that have been made.

 

 

Features

Up-to-date rendering of Aspen Pitkin County Airport (KASE), including extended runway and new taxiways, Fire Station (with Oshkosh Striker 1500), Fixed-Base Operator, Terminal and hangars.

Fully baked high resolution textures with ambient occlusion shadows and light maps for all airport and town models.

100 square kilometers of high resolution photo scenery (30cm, LOD17) covering the Aspen Valley, with full seasonal and night variations.

5 meter (LOD13) mesh covering 2400 square kilometers of the Rocky Mountains around Aspen.

Tarmac and runway markings with realistic wet weather and specular effects.

All current VFR and IFR approaches.

Detailed rendering of the Aspen Valley Hospital and emergency helipad (CO50).

Dozens of custom local landmarks, including Aspen High School, Aspen Chapel, Aspen Recreation Center, Hotel Jerome and Benedict Music Tent.

Animated `Silver Queen` gondola to Ajax.

Extremely dense custom Aspen-style autogen houses and mansions.

Static CRJ-700s in United Express and Delta liveries.

Realistic new runway and street lighting system.

Animated windsocks.

Compatible with Vero-FS `Heart of Colorado` photo scenery.

 

With such an “extended” list of features, it’s quite clear to see why this product had been in development for quite some time. Also, a most welcome feature to this product is that it includes not only the immediate area around the airport, but it also included residential and other areas that are well known in Aspen. Let’s dig a bit deeper to see just how good this product really is and whether you should serious consider adding it to your scenery library.

 

 

Documentation

The documentation provided with this product was well written and it provided a wealth of information that will assist you in properly installing the product and adjusting your simulator settings to achieve the best visual experience. Also included is information on the airport itself that virtual pilots will find useful. Information on landing, takeoff, density altitude and a link to airport charts is provided and if you are not familiar with this airport, it’s important that you read this manual before flying in or out of KASE. If you are familiar with the procedures of flying to this airport, the information will serve as a valuable reference when in doubt. For P3D or DX10users, information is also provided that will assist you in getting the most out of this product. Overall, Aerosoft did a fine job at keeping the documentation concise.

 

 

The Scenery

As noted earlier, flying into Aspen can be a fun but challenging experience due to the high terrain surrounding the airport. From the look of the terrain and textures with optional seasonal textures, it’s quite clear that attention to detail was a major focus with this product in order to have an authentic experience.

As we look at the airport itself, we see a great rendition of the main terminal, GA parking areas and hangars. Also included are the extended runway, new taxiway, fire station and static aircraft. All of these details nicely blend together to create an intriguing airport environment that give you the impressing that you really are at KASE.

While the terminal building isn’t very large, it does have a unique design that stands out. Aerosoft did a fine job at modeling the terminal and it is a drastic improvement over the previous version with a much more convincing stone and wood texture used on the building. Perhaps the only shortcoming of the terminal is that the interior wasn’t modelled and uses of high quality window textures offer you a glimpse of the interior of the terminal. Nonetheless, the terminal looks great and while some of us would have liked the added detail of interior modelling, quite frankly at the end of the day it hardly matters when your main goal is flying.

 

 

 

Moving now to the ground textures, here we can see some very detailed textures used for the taxiways, runways and airport surrounds. While some of the textures seen seem to be custom textures, others are quite clearly high quality photo real textures that significantly improve the look and accuracy of the ground detail. At night, the airport and its surroundings take on a beautiful appears with the use of high quality textures and new runway and street lighting. Here are a few screenshots that nicely showcase the texture work and modelling detail.

 

 

 

As we move away from the airport itself, the level of detail contained in this product is clearly seen with the custom autogen that features locally accurate buildings, mansions and some popular landmarks. An interesting feature of this product is that it contains the animated Silver Queen lift which is a popular attraction that offers tourist and locals to view this city from the highest perspective. Other landmarks include the Aspen High School, Aspen Chapel, Aspen Recreation Center, Hotel Jerome and Benedict Music Tent. As an added bonus to you helicopter pilots, you will be happy to note that the Aspen Hospital also included a usable helipad. With so much detail, it is no wonder that Aerosoft saw it fit to label this product as Aspen Extended since it has extended the level of quality and detail in every respect that is expected by FS users. Here are a few more screenshots.

 

 

 

When it comes to performance, given the level of detail contained in this product, the performance is remarkably good with stable, high frame rates being experienced even with bad weather (as tested with FSX STEAM). This is an impressive feat given the level of detail and added features. Unfortunately, I’ve never had the opportunity to try the previous version of this product to draw a comparison, but I can confidently say that 95% of all users will thoroughly enjoy this product to the full with little to no impact to your PC performance. Throughout the years there have been many improvements in scenery modelling and there is no doubt that the developers have implemented many of these improvements to deliver stunning visuals and excellent performance.

 

 

Conclusion

In conclusion, Aspen Extended is a product that I would highly recommend if you are constantly looking for a challenge to your flying abilities. In comparison to the previous version, a screenshot comparison alone can clearly show that Aspen Extended is far superior in quality and overall coverage. What also makes this product outstanding is that it offers seasonal textures in an effort to also have a visually authentic experience. In addition, this product not only covers the airport itself, but it also extends to popular landmarks, attractions and residential areas of this popular destination.

The challenge of managing the performance of your aircraft at high altitudes coupled with the sometimes harsh weather conditions at this airport is the ultimate thrill for a virtual pilot and Aspen Extended offers just that. For the price of $21.31 USD, this product is quite a bargain considering that it covers 2400 sq km of the Rocky Mountains, 100 square kilometers of high resolution photo scenery (30cm, LOD17) covering the Aspen Valley and is also compatible with Compatible with Vero-FS Heart of Colorado photo scenery. For users of GEX or FTX Global this product blends in quite well with minimal textural differences. Either way you are guaranteed to have an enjoyable experience flying in or out of this unique airport.

 

NOTAM:The version reviewed in this article was v1.0. After this review was completed, v1.1 was released. Here is a link to some of the updates in version 1.1.

http://forum.aerosoft.com/index.php?/topic/111983-aspen-extended-updated-to-version-110/

 

 

 

Acknowledgement

Thanks to Mathijs of Aerosoft and the development team for contributing this fantastic product for review. If you want to find out more about Aspen Extended, click HERE

Thanks to Carenado for contributing a copy of their PC-12 which is a common aircraft seen at KASE. If you are interested in the PC-12 you can find out more HERE

REVIEW - KMIA and KEYW by LatinVFR for FSX/P3D

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Review

by Marlon Carter

 

LatinVFR Miami International Airport KMIA v3

 

Introduction

If one were to compile a list of all of the most well-known airports in the U.S, it is without a doubt that Miami International may be at the top of the list. KMIA has a very rich history that stretches all the way back to 1920sand today it serves as a primary gateway to Latin America while also handling more European carriers than any other airport in the U.S.

Within the context of Flight Simulation, KMIA has also proved to be a popular airport for a number of reasons and throughout the years there were many attempts to recreate the look and “feel” of this airport for all to enjoy. One of the developers who are now on their third attempt is LatinVFR. Many of you will recall that a few years ago LatinVFR released their first version of KMIA which was a very popular product, but it also suffered from performance issues which prompted the release of version 2 sometime later. With the vast improvements in airport design and features, LatinVFR saw it fit to continue making improvements to this popular airport with KMIA v3. What can weexcept from this new product? Well here is a list of some of the feature.

 

 

Features

Miami Int'l Airport KMIA modeled with significant attention to detail.

Texturing in HD mapping for all buildings, shading and occlusion (texture baking) effects on all buildings.

High resolution ground textures / Custom runway textures.

Surroundings extremely detailed with dozens of customized buildings.

80 square miles of photo scenery with thousands of hand placed autogen.

Animated trams.

Custom animated (CTRL+J) jetway and static.

Custom vehicle (apron) animations.

Static aircraft.

Fully AI traffic compatible.

Optimized for excellent performance.

Excellent night effects.

Inclusion of manual in PDF format.

FSX, Prepar3Dv2, Prepar3dv3, support.

Much more!

 

 

Additions since V1 and V2

New ground textures and designed polygons (runways, taxiways, aprons, smoothing taxiway lines) updating new markings, new taxiways and new taxi denominations.

New HD photo scenery and , with added coverage and autogen to the west for more realistic approach (normal from the west) photo scenery increased from 125sq KM to 175 sq kilometer.

Corrected taxiways, parking position positions.

Re-texturing of all buildings with new and more detailed textures.

Re-design of concourse J terminal.

Re-work of Concourse G-F and E. (fixes)

Re-design of north terminal (Concourse D) with sections of interior modeling.

Addition of animated (Ctrl J) jetways

Re-work of the terminal night texturing, and adding new flood lights to lamps.

Re-design of the old National Airlines hangar (old Pan AM)

Re-design of the main control tower.

Re-design of the General Aviation international terminal , Landmark aviation center.

Addition of the new LAN airlines MRO hangar.

Re-design of the airport entrance road.

Addition of sorroundings, the magic city casino, Ocean Bank (rwy 30 app) Walmart, new over passes 836 & 826 etc (rwy 09 app) new objects near Lejeune Rd (rwy's 26 app) Downtown Doral buildings (rwy's 08 app) addition of buildings on 36th Street.

New radar tower.

Addition of holding point warning lights.

Addition of optional volumetric grass.

Addition of the service road tunnel.

LatinVFR Miami Int'l KMIA v3 manual

Updating library objects, clutter new vehicles, static aircraft.

Updating airline gate assignments (November 2015)

New animations, Concourse E tram, North Terminal tram and People mover.

New apron animations

Further performance optimization removing old FS8 codes.

Configurator tool that allows you to add/remove scenery elements.

Lowering of VAS usage.

 

From the list of features outlined, it’s quite clear that V3 isn’t simply a patch for v2. While this may not have been a complete rebuild, the added features truly bring KMIA to the standard that we all expect today. Not only do Flight Sim enthusiasts want a product that looks good, but they also want a product that is filled with options that create an immersive environment.

 

LatinVFR Key West International Airport

 

The next airport we will be featuring in our review is another updated airport that tends to be more popular with the GA crowd. Key West International airport is yet another airport that his a rich history going back to 1913. With an approx. 4800ft runway located near the southern coastline, this airport sees both GA and Commercial traffic on a daily basis. A few years ago, LatinVFR released their first rendition of this airport which was an instant hit for simmers that are fond of flying in Florida.  However, as was the case with KMIA, over the years there had been many developments and improvements in scenery design and LatinVFR saw it fit to give this popular airport a facelift. What can we expect from v2 of KEYW? Well here is a list of new features that are quite similar to the new KMIA v3.

Features

 

KEYW (EYW) Key West Int'l airport completely modeled with significant attention to detail.

Texturing in HD mapping for all buildings, shading and occlusion (texture baking) effects on all buildings.

Custom reflection maps and customized global environment map (FSX)

Surroundings extremely detailed.

150 square miles of photo scenery with thousands of hand placed autogen, extending from Boca Chica Key to the Marquesas.

High resolution ground textures / Custom runway textures.

Landmarks, island buildings.

Scenery configurator tool

Custom vehicle animations.

Static aircraft.

Fully AI traffic compatible.

Optimized for excellent performance.

Excellent night effects.

Inclusion of manual in PDF format.

FSX, Prepar3Dv2 support.

Much more!

 

 

Now that we have a preview of the features for KMIA and KEYW, Let’s dig a bit deeper to see whether or not these updated airports should be added to your simulator.

 

Installation & Documentation

As with most scenery products, the installation of these scenery products was quite simple. For users of FSX, FSX Steam or P3D, you will be happy to know that the installer for this product has numerous options to make this product compatible with your simulator. As far as documentation is concerned, both documents are short and to the point. After providing a brief history of each airport, the manuals go on to high light some of the features, performance information and an FAQ that I highlight recommend you have a look at since it contains some information for you DX10 users. Another very helpful bit of information found in the KMIA manual is a listing of all the airlines that fly to KMIA and their assigned Concourse. This will be very helpful to those of you who want to park your aircraft at the correct gate when flying into or out of KMIA.Ultimately, the documentation provides all of the information you need with no fillers. That being said,let’s have a closer look at these scenery products.

 

 

The Scenery

At first glance, an overview of Miami International and its surrounding areas can easily leave you with a smile from ear to ear. Why? Well it seems that after years of waiting patiently for a scenery package that aptly captures the look and atmosphere of KMIA, LatinVFR has finally hit the nail on the head so to speak with v3 of their rendition of this popular airport.

 

 

 

Starting with the Terminal buildings, it’s quite clear that the developer spent a significant amount of time ensuring that the smallest of details were included. If you previously owned v1 or v2 of KMIA, you will be quite surprised with the updates seen with v3. For example, all buildings were re-textured with improved detail; Concourse J, G-F and E have all been either re-designed or reworked with the inclusion of interior modeling at Concourse D. Other improvements included a re-designed main control tower, National Airlines hangar, GA terminal and Landmark aviation center. If you look closely, you will also see that the new LAN airlines MRO hangar was also included. With all of these improvements, it’s clear to see that this isn’t a simple update to v2. KMIA v3 is an entirely new airport that is vastly superior to its previous versions.

 

 

 

When it comes to ground textures, once again we see some remarkable improvements with the use of new HD photo scenery with added coverage to the west. What was also impressive is the fact that the high quality of the textures can easily convince you that some of the objects seen on the ground are 3D. This in addition to the high quality autogen allows for a truly immersive experience when flying over Miami. At the airport itself, the ground texture detail was also improved with the addition of new runways, taxiways, aprons and runway markings that give a truly authentic look to this airport.

 

While on the topic of ground textures, it is perhaps fitting to also comment on the surrounding areas of the airport. Some new features for KMIA v3 included the addition of surrounding buildings such as the Magic City Casino, Ocean Bank, Walmart, overpasses and Doral buildings. We can list numerous features but I think these screenshots speak for themselves.

At night time, KMIA looks equally as realistic with detailed night lighting that meets the expectations of even the most critical of flight sim enthusiast. While the night time textures are very well done, LatinVFR have also added flood lights for an added element of realism. However, if you want to have the ultimate experience, it is my recommendation to use this product along with UTX USA 2.0 since it adds street lights that significantly enhances the experience of flying over Miami at night. Here are a few screenshots.

 

 

 

When it comes to special features, KMIA v3 is loaded with extra goodies that were not present in previous versions. As an example, KMIA v3 comes with new animations for the Concourse E and North Terminal Tram in addition to moving people. While there are also special features such as volumetric grass and holding point warning lights, many perspective customers will be happy to know that this scenery also includes animated Jetways. As an added bonus, the gate assignments for most gates are updated and you need not worry about parking your airliner in the wrong spot.

 

 

 

Now that we’ve had a closer look at KMIA, it’s time to hop into our A2A T6 for a quick flight over to KEYW.

 

 

As we approach KEYW, it becomes quickly apparent that this product incorporates much more than the main airport itself. Much of the surroundings extend some 150 square miles to offer the most realistic environment for this amazing airport. One of the things that stood out the most is the amazing high quality texture that also extends to the tropical waters. With custom autogen featuring various landmarks and island buildings this will easily become one of your favorite destinations in Florida.

 

 

 

As we have a closer look at the Key West airport itself, it isn’t as large as KMIA but rest assured that this product is still packed with stunning detail. Both the main terminal and GA sections of this airport are remarkably detailed incorporating both all signs and other minute details seen at this airport.

As with KMIA, the ground textures are very detailed and they are perhaps some of the most realistic looking textures you will be privileged to find these days. At night the environment takes on a completely different feel with some of the most beautiful night time textures produced for FSX/P3D. If you are a user of UTX USA 2.0, the street lighting added to this scenery creates an environment that will leave you speechless as it adds another level of realism to this product.

 

 

As far as special features are concerned, KEYW offers optional ground vehicle animations, static aircraft and special night time lighting effect that nicely compliments the detailed buildings and airport layout. These photos nicely showcase this fact.

 

 

 

 

By now you must be wondering what about the performance of these airports? Do they use up valuable VAS? Well in the case of KMIA, earlier versions suffered from performance issues that were well noted by the developer. Since then however, older coding and enhanced modeling techniques have resulted in a drastic improvement in performance with V3. In addition to this, there is a configuration tool that allows you to make use of lower resolution textures and the ability to disable some features that may impact on frames and VAS usage.

 

 

 

With KEYW, despite the significant improvement in quality over the previous version, LatinVFR has been able to also improve the overall performance by optimizing this product as much as possible so that all will enjoy using it. As with KMIA, there is also a configuration tool that allows you to disable features that may help to further improve performance. Personally I was very impressed with the overall performance of both products after testing them in FSX Steam and P3D v2.5. I was unable to test these products with P3D v3, but I imagine that the performance should be the same or better since P3D v3 has better VAS management than v2.5.

 

 

Conclusion

In conclusion,I think that both KMIA and KEYW are must have airports if you enjoy flying in the U.S. The notion that these products are simply a minimal upgrade to their previous versions is far removed from the truth. The work that has gone into these products are indeed a labor of love to the FS community who continue to have an ever growing standard of excellence. What makes these products stand out from other scenery products is that it focuses not only on the airport itself, but it is also incorporates the surrounding terrain, buildings and landmarks that create a truly immersive experience. The high quality ground textures and custom autogen presents these products in the best possible light with very doubt that you are flying in the beautiful state of Florida.

For those of you who are mostly interested in the functionality of these products, as stated before, products such as GSX work wonderfully and with the added ability to control Jetways, LatinVFR has come a long way since their initial offering with KMIA v1. KEYW is also quite a treat both to the eyes and from a functional view point. If you enjoy VFR flying, flying from Ft. Lauderdale to Key West will be quite a treat with the addition of KEYW to your scenery library. From the performance perspective, both products had outstanding performance with the options to remove some features such as static aircraft. In my case, I had all options enabled and I was quite pleased with the smooth performance of both products. When it comes to pricing, you can have KMIA v3 for 24.00 Euros for new customers while owners of v2 prior to June 2015 will be require to pay 10 Euros. Customers who purchased v2 after June of 2015 will receive the v3 update at no additional cost.If you would also like to purchase KEYW, you can do so for 19.99 Euros or pay an 8.00 Euro charge if the previous version was purchased after 1/1/15. With such reasonable pricing that is often lowered for specials you honestly get quite a bargain with these products and you won’t regret adding these products to your simulator. To LatinVFR, a job well done on these products! I honestly look forward to updates for past products such as TTPP, TTCP and other Caribbean airports in addition to your development of new airports.

 

Acknowledgement

Special thanks to Ricardo from LatinVFR for contributing this product for review and to A2A for the lovely T-6 Texan.

 

Links to products seen in this review.

UTX USA v2.1
PMDG 737 NGX
A2A T-6 Texan


REVIEW - PF3 by OnCourse Software for FS9/FSX

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Review

by Mike Cameron

Introduction

I have been looking for an enhancement to the default FSX/P3D air traffic control for a long time.  First, even though the default pilot & ATC voices sounded nice, there were a limited amount of voices so you may have the same accent in the United States as well as in other parts of the world.  More importantly, I stopped using the default ATC when flying an IFR flight plan because I got tired of what seemed like endless vectoring by ATC throughout the flight even though there was no AI traffic near my aircraft.  Also, if you were not careful, ATC would direct you into a side of a mountain, but as pilot in command, it is my responsibility to avoid this but this would be hard when flying at night or instrument conditions without modern avionics that displays terrain altitudes or warnings.  I have looked at other ATC options but I was not interested in an online environment (VATSIM), subscription based or required a headset for voice control.  This is why I am reviewing On-Course Software’s standalone ATC program for FS9, FSX or Steam and Lockheed Martin Prepar3D, PF3 – ATC at its Best.  PF3 (Pro Flight 3) is a complete rewrite of their previous ATC program for FS9 & FSX, Pro Flight Emulator Deluxe and before that Pro Flight 2000.  Some of the many features of this product include:

New standalone program that does not require/use anything from previous programs.

119 voice-sets covering 26 geographic regions in the PF3 world.

Monitors all AI aircraft on the ground as you taxi to/from the runway to ensure that there are no conflicts.

Provides automated taxi speed control to assist you in maintaining a steady taxi speed.

Gone from previous versions is the requirement of having to compile ADV files in order to use the program.  Simply loading a simulator flight plan is all that is required.

Additional ATIS voice sets included with PF3.

Comes complete with its own unique radio enhancement voice set (previously sold separately).

Allows you to configure Control Center hand-off altitudes for each of its geographic regions.

PF3 does not alter your original flight plan in any way (no more missing or duplicate waypoints).

Configurable to use with most voice recognition programs.

Ability to add missing ATC frequencies.

Ability to use either COM 1 or COM 2.

ATC control zone boundaries have been completely overhauled, providing more accurate handoffs.

PF3 supports alternate airports which you can divert to for whatever reason.

PF3 offers much improved emergency situations and diverting to nearest suitable airport.

Look of program interface is customizable with over 40 skins available to use.

PF3 SID/STAR Names have been changed to allow up to 7 characters in length (changed from a maximum of 5 in previous versions).

Hold procedures have been completely rewritten and brought up to date.

Free utilities that are included, Remote-Text, PF3 Display and Remote Radio Stack.  I will provide more information about these later.

Supports Project Magenta’s Boeing type MCP.

 

 

Try Before You Buy Version

On-Course Software has what I consider the best “Try before You Buy” version of a product that I have ever downloaded.  Not only are you not limited by limited time functionality or a small geographic area, the demo is mostly fully functional with only a few limitations.  These limitations are that the demo will only accept flight plans that are less than 200 miles in length but you have the whole world at your disposal.  The demo only includes four voice sets and one ATIS voice set (full version has 119 voice sets with 4 ATIS voice sets).  The primary downside of this is that the included voice sets are pre-set for the demo and are not changeable (one for the pilot, one is AI pilots and two are ATC voices).  The ATC voices will switch every time that you tune a new ATC facility.  Lastly, the program will place the simulator on pause every 15 minutes and you have to select “OK” on the message in order to continue your flight.  I can certainly live with these limitations because the 200 mile limit should allow most people to try the features of PF3 and see if it works for them without spending any money.  I wish other developers would have as generous demonstration product policy.

 

 

Installation

Installation of the PF3 – ATC program is very easy but does require an active internet connection for activation and will take up to 50 minutes to install depending on your system.  After purchase you will receive a download link and an activation code.  The unpacked folder is 2.38 GB so I recommend using a download manager.  If you are going to be installing PF3 on a computer without an internet connection the manual details how to prepare the program for on a computer without an internet connection.  As recommended by most developers, temporarily disable your anti-virus for installation and activation, then enable it and exclude Pf3 and its sub-directories from scanning.  Start the setup program, select your language preference, accept the license agreement and accept or change the preferred install location.  Also recommended is to use an install location other than the Windows Program Files or Program Files (X86) folders.  After selecting the install location, select “Next” to install PF3.  The rest of the install process is self-explanatory; just follow the instructions on the screen.  The time required to install PF3 is because it has to inflate all of the sound files used by the program.   Click “Finish” to complete the install process.  Start the program by right clicking on the desktop icon and select “Run as Administrator” and the first time that you run the program it will ask you for the activation code.  On the next window enter your email and desired password for reactivating PF3 if your hard drive fails, purchase a new computer or you lose your account password.  Select “Activate” and if everything is entered correctly you will receive an introduction screen.  The second page of information is very important because it asks if you would like PF3 to check for updates each day when you first start the program.  I select “Yes” and you can always disable this feature on the PF3 Options window.  The program needed to update after my installation and after the update installs, PF3 will need to close and restart to complete the update process.  I am going to review all of the PF3 options later but for now I have captured a screen grab of the program interface.  One of the options on this screen is the ability to change the look of the PF3 windows by selecting “Prev Skin” or “Next Skin” and if you would like to use the PF3 original skin, select the button below these.  The program crashed when I tried to use the original skin option but after restarting PF3, this button worked.  There is also a button to check for updates if you do not have automatic updates selected.

The first time that you open PF3 or if you install new scenery, you will need to rebuild the PF3 database and this feature is located at the bottom of the Options 1 window.  PF3 – ATC uses the Make Runways program and the FSUIPC module to communicate and extract data from the simulator.  The manual does a great job explaining this procedure so I am not going to provide it here.

 

 

 

Before reviewing the many options that you can control I want to first comment about the optional programs that are included with this package for you to use.  TGS Gauge is an instrument that provides a display for taxi guidance which provides full taxi instructions to/from the active runway similar to what ATC provides at controlled airports.  There are also instructions in the PF3 manual for installing the TGS gauge into your instrument panel if you are experienced at doing this type of editing.  If you are like me and prefer to leave the instrument panel editing to others, the stand alone TGS Gauge is the answer for you.  This program is located in the TGS Gauge folder of the PF3 directory and you simply run it after starting the simulator and connecting PF3 to your simulator.

This program is very easy to use, your aircraft is in the center of the display and above the aircraft symbol is the taxiway that you are currently on or about to turn on according to the ATC directions and below the aircraft symbol is the taxiway that you were previously on.  The manual provides instructions about how to edit this program to display when you are pressing the brakes or have the parking brake set.  PF3 also provides audio taxi guidance so this is used for additional assistance especially if you have a second monitor to place it on.  I only have a single monitor so I only have used this a few times, preferring to just use the audio guidance along with the GPS or simulator map to see where I am supposed to taxi.  I pinned this program to my Windows 10 Start Menu for quick access.  The second included program that I use on all of my flights is the PF3 Display program and is located in the PF3_Displayer folder inside the PF3 directory.  I also pinned this application to my start menu for easy access.  The PF3 Display provides a quick way to see what commands are available for the currently dialed frequency.  Before I started using this program I was using printouts of all the various commands and it was time consuming to find the proper command that I wanted to use but with PF3 Display, they are right there on my screen.

This program would not be very good unless it displays the frequencies that you will be using at your departure and destination airports along with the Control Center frequency.  This program is very helpful and I am glad that it is included but I do have a minor nitpick with it, the frequency information will only display on your screen for as long as you are holding the left mouse button down.  The other two optional programs are a remote radio stack (again, useful if you have a second monitor) and Remote Text which allows you to display the ATC messages on a remote computer.

 

 

 

 

Options 1

There are two buttons that you can use to select the various PF3 features that you would like to use.  I love the amount of options that On-Course Software has included with this program and the majority of them you will only need to select or enable once to suit your preference.  Others that I will comment about throughout this review, I will use as part of my preflight routine in order to get the most out of PF3-ATC.  The first screengrab of this section is of the entire Options 1 interface and I will divide this into sections for commenting/review.

Most of the options are self-explanatory & easy to understand but with some I will comment in more detail.  Let’s start with the top left quadrant and some of these features I will adjust as part of my preflight routine.  Here you can select your pilot’s voice, aircraft call sign, heavy aircraft or not and airline selection.  There are many pilot voices to choose from with both male & female and Country or regional voice sets.   All have a small sample audio clip included with each selection which is nice but I think it is too short because this sample audio may sound pretty good here but when you are in the aircraft with longer ATC phrases, some will sound more realistic than others.  What I mean by this is that with the longer phrases the voice set will start to sound more robotic (computerized) than others.  That is what is so nice about having such a large selection, during my preflight routine I will select a new voice set depending on where I am flying to have a maximum of variety and I will also do this for the “Taxi Guidance System Voice Prompt”.

A future feature that would improve this would be a random option so that with every flight I would use a new voice set without having to manually select one.  Next to the pilot voice option is the “Call Sign” and “Heavy” options if you are operating a large airliner.  I recommend that if you are operating a non-airline general aviation aircraft that you enter your aircraft registration number in the call sign box to have more realistic ATC communications.  Otherwise the PF3 ATC controllers will use the default call sign which on my system was the number “4” with ATC simply referring to you as “4” which simply does not sound right.

Finally, select an airline name if you want an airline name associated with your ATC communications.  The one feature that I would like to see implemented with the airline selection is the ability to add a custom airline for virtual airline pilots.

 

 

 

The middle area of this section is where you select the Virtual Co-Pilot mode and this is self-explanatory with information on the screen briefly describing that mode.  Basically, “CP Mode 0” turns off this option and you control everything, radios, autopilot and communications.  At the opposite end of the complexity scale is “CP Mode 3” with your co-pilot controlling most everything and I will explain more about this later.    The default is CP Mode 3 and I recommend starting with this until you are comfortable with the various keyboard commands.  When I was practicing with the demo version of the program, I used Mode 3 and I liked having a virtual co-pilot riding with me as it greatly added to my simulated experience.  After a few flights I switched to Mode 2 because I like to control the autopilot.   If you want the most realistic simulated ATC experience use Mode 0 but I recommend using the “PF3 Display program” to have the keyboard commands within easy view.  The final group of options in this area is related to the “Taxi Guidance System” and “Taxi ATC” instructions.

Other than the “Voice Prompt” and “Parking Location” selections, I decided to keep the default options selected.  A quick note about the “Use HDG Bug” for taxi guidance option, I left this enabled but this will not work with some premium aircraft.  If it does not work you will still have the voice prompt or the TGS gauge options to use.

 

 

 

The bottom left quadrant of the Options 1 screen contains ATC volume and options.  These are all self-explanatory and I want to just make a few quick comments.  For the most realistic experience, adjust “Radio Noise Volume” slider and select “Variation” and “Simulate Radio Coms”.  I use Active Sky Next for my simulated weather so other than for this review, I will disable the “Use PF3 ATIS” option but when using the PF3 ATIS feature I will enable the “Make ATIS message faster” because I personally like the faster ATIS messages.  I did not change the traffic advisory options but may adjust depending on the amount of AI traffic that I have enabled.  The right side of the Options 1 window contains “Misc Options” and the “Push and Start” options.  I decided to keep the default selections other than “Always Prompt for an Alternate Airport” which I enabled because on longer flights with real world weather you never know when you may need to divert to an alternate airport.  If you do not have this feature enabled prior to starting the simulator, diversion using the PF3 controllers will not be available.  If you are taking a short flight you are not required to enter an alternate airport after loading a flight plan which is nice but it would also be nice to have a divert command without having to enable this feature in options.  I also recommend enabling “Use Close Captioning Mode” to help when it is hard to understand the ATC message.  I know this is not realistic and will probably turn it off when I become for comfortable with PF3-ATC.  If you use FSUIPC for messages, the manual does a great job explaining setting up that program for best use with PF3-ATC and I am not going to repeat it here.

If you are interested in excluding various voice sets for whatever reason, enable “Display Voice Set ID” which is required for using the “Exclude Individual Voices’ feature.  The “Push and Start” options are used if operating an airliner and need to request clearance and pushback.  I fly small general aviation aircraft so I leaved these turned off.  I like that On-Course Software has thought of just about everything.  Across the bottom of the Options 1 window are a few options that you will use for setup or periodically when your simulator changes.  The “Debug Level” is only used when requested by On-Course support.  The “Hotkey Options” button allows you to change the PF3 keyboard commands.

On my system I had trouble with some of the CTRL+SHIFT+Key commands so I changed them to a single key and this worked for me when using VCP Mode 0, but you may need to adjust simulator or other outside program commands to do this.  The “Trans Alt & Alt Baro Calls” options are another PF3 realistic feature that displays the transition altitude for each geographic area along with the ATC controller’s accent for that region.  For example, when flying from England to Italy, you start with the transition altitude for England with a British controller accent and will have various transition altitudes and accents for each country that you fly over to Italy, very nice!  If a country has changed its transition altitude in the real world, this is where you would make that change or if you would like to use a different accent then changed or turned off also.  The nice thing about this feature is that you can return to the default set if mess up.  I already commented about “Rebuild PF3 Database” earlier but you should also run this whenever you install updated scenery.

 

 

 

 

Options 2

The second window of options has several options that you may use from time to time and one that I recommend using as part of your preflight routine.  The first button allows you to adjust the regional voice accents used by PF3.  For example, you select African from the left column and middle column lists the backup accents used with this region.  If you think that it would be nice to add additional regional accents added to the African voice set, just select them from the right column but be warned that when you select “Save Changes”, the program replaces the old voice set so remember to include all of the original accents to your new set.  I love the ease of use for performing this function and am glad that this feature is included.  The “Add a New Facility Frequency” feature is the one that I will use on every flight.  This feature is also very easy to use, enter the airport code in the box and press enter.  Below the now displayed airport code is a button to display the simulator frequencies for this airport.

Since I started using PF3, I always print the navigation log of my flight plan and I start by writing these frequencies on that log if they are not already listed.  The example that I captured below is for Darrington Municipal Airport (1S2) a small uncontrolled airport in Western Washington.  This airport only has a Multicom frequency included in P3D which is the same as the real world but I want to add some custom frequencies for this airport to get the most from PF3.

According to the AOPA Airport Directory, to contact the local FSS station you would need to use a telephone which is impossible in the flight simulator so I add an FSS frequency in the right section of this window.  While I am at it, I also create a Unicom and Clearance frequency to use when I operate out of Darrington Airport.  I could create the other custom frequencies but I am trying to be as realistic as possible.  Now to save and use these custom frequencies for this airport, make sure that there is a checkmark next to it and press “Save” to save these frequencies, very simple and this is the way that I like it.  The last option button on the top row is “Control Center Mapping and Altitude Settings” which allows you to adjust the various control center names and altitudes that you will be handed off at for that facility in PF3.  If you read that one of these facilities have changed in the real world than this is where you would change them, I left all of the default settings and the manual does a good job explaining this procedure.

 

 

 

The first option on the middle row allows you to exclude individual voices from PF3.  There are a lot of regional voices included with PF3 – ATC with some that sound more realistic than others (robotic sounding).  This feature is used along with the “Display Voice Set ID” option enabled, this is very subjective and if you hear one of them that you do not like, take note of the two letter voice ID and use this feature to exclude that voice ID.   Again, I love how easy these options are to use, simply place a checkmark next to the voice ID to exclude that voice.

The “Designated Parking Control” option is nice if you often fly into an airport (virtual airline) and would like to have an assigned parking spot instead of the one that PF3 assigns to you.  If you only fly into uncontrolled airports, you can probably disregard this feature because this is only used with the Taxi Guidance feature at controlled airports.  Similar to the other optional features, very easy to use and just as in the real world, this feature does not hold a parking spot for you; another AI aircraft may be using that parking.  What I also found when using Taxi Guidance is that PF3 would say that you have reached your parking or gate some distance from the parking area.  This may be intentional for you the “pilot in command” to taxi to an unused spot.  I like to fly general aviation aircraft and if I remember I will assign a parking spot as part of my preflight routine so PF3 directs me to the ramp instead of a gate.  The final button on the center group allows you to adjust the advanced PF3 options and PF3 INI file tweaks.

The manual does a very good job explaining these options and for the most part I decided to keep the default options except for “ATC Log/Say Again” and some “Misc” options.  When I first started using the registered version of PF3 (3.1.15) the program would crash after closing either of the option windows.  I created a support forum post about this and On-Course responded in a timely manner and suggested that try another interface skin or disabling the “Skins” feature entirely from the group of options.  I disabled them completely and this fixed this issue so I will not use the interface skins for now.  As I am writing this the current version is 3.1.18, I enabled the interface skins and the program did not crash at first but if I used the option windows several times in one session, PF3 would crash.  I turned off the interface skin feature again and to be honest I like the default look of the interface more than most of the optional skins.   I also enabled the ATC Log/Say Again because I like to have a log of what ATC said to me because sometimes it is hard to understand what the controller said or I missed something in the phrase.  The log opens after you use the “Say Again” command and remains open but minimized for the remainder of your flight.  I also wanted PF3 to use large fonts for the ATC displays to make it easier for me to read.  I have not commented about these but beside each of the options are small yellow question marks and if you hover your mouse over them a small caption will open to provide quick details about that feature and this should be enough to get you started but if you need more information, refer to the manual.

The final two options allow you to validate your PF3 installation and to remove the PF3 license from this computer.  Closing this window back to the main program interface, it is just about time to load a flight plan and start my first review flight but before that I want to quickly comment about the last feature that can be edited without a flight plan loaded, “SIDS/STARS”.  This is where you control SID’s (departure procedures), STAR’s, missed approach altitudes, takeoff designation for any runway and airport specific transition & final approach fix altitudes.  If you use these real world procedures then these options are available to you but for my flights I will not be utilizing them at this time.

 

 

 

 

First Flight

The first demonstration flight that I am going to perform is a short IFR Flight plan flight between two towered controlled airports in Northern California, Monterey Peninsula (KMRY) to Palo Alto Airport (KPAO).  On this flight I will not reach a high enough altitude for ATC Center control but I will experience ATIS, Unicom, Ground, Tower and Approach controllers.  I decided to purchase and install My Traffic Professional so that I can have some real world traffic chatter in P3D.  I also downloaded and installed the free AI Traffic manager to control the amount of traffic in performance intensive scenery areas such as the Orbx Northern California scenery that I am flying today.  I am going to use VCP Mode 3 where my virtual co-pilot controls the radios & communications and the autopilot if needed.  I do not know how to capture audio only in P3D so I will be using the free license of FRAPS which only allows video captures of 30 seconds, which I will do my best to capture.

This is the reason you may hear the “Say Again” request and that the ATC or my response will be cut off at the end but you should get that idea of what PF3 sounds like and what the PF3 display messages look like.  I do not know how to edit these recordings so besides cut off recordings; some may proceed longer than intended.  Also, if my flying skills are not up to par in these clips, please do not comment about that because I am trying to review and capture the PF3 program in action while hand flying and pressing the proper keys.  The second flight will be departed from an uncontrolled airport, VFR flight plan and will be using VCP Mode 0 so I will be doing all of the work.  In the option windows, I enter my registration number for the A2A Cessna 182 that I am going to fly and select the US Southern 3 for my pilot’s voice and the US Midwestern voice for the Taxi Guidance voice accent.

PF3 requires a flight plan to be loaded to work and after it is loaded and verifying for flight plan errors, two more option buttons will now be available, “Define Oceanic Airspace” and “Adjust Altitudes, SID’s, STAR’s and Holds” for the loaded flight plan.  I am not going to use these features but I am glad that they are included for pilots that would use them.  Enough setup, let’s get started with this short flight.  Press “Connect to Flight Simulator” to start your PF3 – ATC session.

 

 

 

Even when using Mode 3, you are responsible for some commands.  Your virtual co-pilot does not start until after you have initiated contact with clearance while on the ground.  Before that I dial ATIS for this airport using the PF3 ATIS and see the familiar scroll bar across the top of the screen along with the audio which sounds pretty good to me.  I then dial the Unicom frequency to get the advisories available from that frequency.  I dial and contact Clearance and from now on my virtual co-pilot starts working.  At this time I have also loaded the PF3 Display for reference.  For the rest of this section I am going to rely on the short video clips for review.  I do want to say that other than communicating with Center Control, the phrases are generic meaning the airport name or codes are not used, just “Tower”, “Ground”, “Radio” etc.  This would greatly add to the experience but I can understand because having all of the world’s airports included I the package would probably increase the program size dramatically and has the potential for audio issues.  I will say that since I have been using PF3 for my ATC communications, my simulator experience immersion level has greatly increased and I plan on using for most of my flights and will comment more about this in the next section.

While on the ground I also captured a clip of the taxi guidance feature which simulates the ATC Progressive Taxi function.  On this short flight I liked that ATC did not constantly remind me about my assigned altitude like the simulator ATC does.  Will PF3 still direct you into a mountain, unfortunately if you are not careful this could happen because PF3 does not have the simulator terrain elevation data to use, (this would be a great future feature), and you are still the pilot in command and must avoid the terrain.  I mostly fly during the day so this is not too much of an issue but some of my aircraft have terrain avoidance on the GPS which also helps.  If it looks like Approach is directing my aircraft into terrain, I will request a higher altitude due to clouds or turbulence (both are available to use) and then request the lower altitude after passing over the terrain.

The one PF3 feature that I am not at all wild about is that ATC will want you to reduce speed too far away from the airport and as you get closer to the airport the speed may be too low.  The controller will constantly remind you about this but just like the altitude commands; I am piloting the aircraft and will maintain a safe speed.  I know this is for traffic avoidance but I would rather not have it at all instead of reducing to 90 or 70 knots several miles from the airport.  Thankfully, the speeds can be adjusted in options and if I think about it I set it to a much higher speed but would like to be able to disable this feature completely.

https://youtu.be/eYmVvYDCOkU

https://youtu.be/SD_ql0bvM2k

https://youtu.be/MZM8bVpRDzU

https://youtu.be/MDJGH5tZOjo

https://youtu.be/CQIhdNqkenE

https://youtu.be/LDhQALygOn0

https://youtu.be/5cgD8UWA-8M

https://youtu.be/Tl4o9-QcI_Q

https://youtu.be/kZA5PqqmzZw

https://youtu.be/VCGSpVV-vjY

https://youtu.be/hHjT6QT7j_M

https://youtu.be/gy643R0rp2M

https://youtu.be/RUa3btpjvFM

https://youtu.be/vshr-7eS_0w

 

 

 

 

Flight 2

For the next review flight I am going to perform another short flight from Milford Sound Airport (NZMF) to Queenstown Airport (NZQN), both located in New Zealand.  The previous flight was an IFR flight plan to and from controlled airports.  I wanted to review the VFR flight features so I am going to file a VFR flight plan from an uncontrolled airport, Milford Sound to a larger controlled airport, Queenstown.  I found and installed a New Zealand paint job for my A2A Cessna 182 and will be using “Australian Pilot 2” for the pilot’s voice and “Australian Pilot 4” for the taxi guidance voice prompt.  I am comfortable enough now with PF3-ATC that I am going to be using “VCP Mode 0” for this and all future flights when I use the program so I will be in control of everything.

For my everyday flights I may occasionally use the other modes depending on the aircraft and airspace that I am going to be flying in for that trip.  After editing both airport frequencies, I load my flight plan and jump into my aircraft.  I first contact Unicom to request field advisories and then FSS to open my VFR flight plan and similar to my other flight, the responses sound realistic to me and I am enjoying the experience that this program provides.  Again, depending on the voice set chosen some will sound more realistic than others and personally I love the variety so I really do not have an issue if some do not sound as good as others.  The FSS station also has an option to request enroute weather advisories so I request this.  I switch back to Unicom and this is where I wish On Course Software would add a VFR communications radio call.  At an uncontrolled airport that only ground radio calls that you can select is “Announce Taking the Runway” and “Announce Clear of the Runway.

I wish there was an additional two radio calls included that would say that you are taxiing to the active runway or taxiing to parking.  The parking radio call could be added to the clear of the runway message to make it easier.  After takeoff and before dialing Departure, I do my initial check in on either Multicom or Unicom and this radio call can only be performed in the air.  If this is a real world procedure I can live with this but it would be nice if this or something similar could be performed on the ground.  I dial Departure to request flight following but the controller hands me off to the Control so I dial and report to them.

With VFR Flight plans there are not a lot of interactions with ATC unless there is traffic nearby.  At this time I would also like to add a couple of other feature requests that would be great for VFR simulator pilots.  First, it would be nice if there were a radio call to cancel flight following if you do not want to use it anymore or our near your destination airport.   The procedure to fly into any airport either controlled or uncontrolled is to tune and make the radio call to Approach Control.  As long as you are being controlled by Approach they will let you know when you are getting close to your destination so that you can prepare for your approach.  Be warned though, on some of the many flights that I have flown with PF3 active, sometimes the controller would not hand you off to Approach so it is your responsibility to dial the proper frequency.  The other way is to just dial the destination airport Unicom/Multicom frequency and proceed with your approach but this is less realistic.

The second enhancement that would be great is the ability to have multiple stops on a flight plan.  Currently, PF3 only accepts a single departure and destination airport with at least one waypoint enroute.  Frequencies for stop and go or full stop airports enroute are not supported.  I contacted On Course Software about this and the cancel flight following radio call via the support forum but there are no plans for these enhancements at this time.  One radio call that is also available that will use on most flights is “Report Position”.  The rest of the flight is similar to my previous flight so I am going to conclude this section now.

https://youtu.be/QX3rjMhfgok

https://youtu.be/6CA6exTb9to

https://youtu.be/RDjynnomj7A

https://youtu.be/sWe2WcgRx_4

https://youtu.be/VLVF6xG83rg

https://youtu.be/g2i9uA73WV0

https://youtu.be/7MVQtkmvFQY

https://youtu.be/vYwMqqMcpGg

 

 

Final Review Flight

My final review flight is going to take place in Ireland so that I can post a third set of regional accents and this will be an instrument flight plan.  Besides hearing what the two Irish pilot voices sound like (only two are included) I also want to be able to contact the Center controller which I have not done with my two previous flights.  I also want to capture a couple of the other ATC phrases that are included with this wonderful product.  There are so many, I recommend having the PF3 Display program running when you fly to avoid having to find them in the manual and unless your memory is better than mine, it is hard to remember them all except for the most common ones that you say on every flight.  This flight is going to be from Dublin International Airport (EIDW) to Ireland West Airport (EIKN).  Before contacting Clearance I want to first request “Radio Check” and “Altimeter Setting” from Ground Control and I love the amount of radio calls that are available at controlled airports which increases realism and the overall experience.

Ground responds that my volume is weak to my radio check and I do not know if this is a scripted phrase or I have to do something with the program.  All of my PF3 volume sliders except radio noise are at the full right so I do not know what I could do about this.  I also want to note that it is nice because that I am flying in Europe, ATC uses the QNH setting for the altimeter setting, another realistic feature.  This is a long enough flight and I am flying at the required altitude that Departure hands me off to the Center controller and Center is the only controller that PF3 uses the controller station name, in this case Dublin Control.  With the exception of uncontrolled airports where the pilot says the airport identifier with their radio calls, all other controllers are referred to ground, tower, departure, etc.

The last radio call that I want to try is to “Declare an Emergency” but will wait until I get closer to my destination so that ATC will not try to divert me to another airport.  This is where the alternate airport feature may be used.  This radio call and the response are very impressive and I am glad that it is included.  I land without issue which is a good thing because of my emergency declaration.  I have only used a few of the many ATC radio calls that are available with the impressive PF3 – ATC program and when used with realistic traffic and weather, this combination provides a very satisfying and realistic simulator experience.

https://youtu.be/0Af7_piBg4g

https://youtu.be/C99Fi3J-ESg

https://youtu.be/Jg_LDIXe120

https://youtu.be/4TdVe3tbjNg

 

 

Conclusion

 

Accessibility

PF3 ATC is only available direct from OnCourse Software and I do not have an issue with this because they are a small developer and should be able to sell their programs direct to the customer.

 

Affordability

At $57 USD, PF3-ATC is not inexpensive but considering the amount of included features I consider this still a good value.   Plus, unless you want an online ATC experience, I do not know of any other ATC enhancements that provide the feature set that PF3 provides.  I love the Try Before you Buy feature because it lets the potential customer see if this is the right program for you before purchase.

 

Ease of Installation

Installation is very easy but does take some time because of the amount of included audio files.  Also, the download size is very large so I recommend using a download manager similar to what you would use with a larger scenery product.

 

Features & System Performance

PF3-ATC I think is primarily designed for virtual pilots who fly IFR flight plans into controlled airports because most of the program features are designed for these types of pilots.  I do not pilot large airline jets over long distances so I did not even attempt some of the more advanced features but I am glad that they are included for the most realistic experience possible.  That does not mean the virtual pilot that likes small general aviation aircraft should not try this wonderful program because there are plenty of VFR flight radio calls and hopefully more to come.  Also, I usually avoided flying IFR with the default ATC because of the annoying altitude reminders or some crazy vectoring issues that for the most part does not happen with the PF3 – ATC program.  Unfortunately, this program does not know your simulator terrain info so it may still want you to descent to an unsafe altitude.  Most modern aircraft have some form of terrain avoidance so you as pilot in command are responsible to maintain a safe altitude either by ignoring the controller or more realistically asking for a higher altitude do to clouds or turbulence.   More annoying at least for me is that the controllers wanted to have me slow down too far away from my destination even though there was no or very little traffic around.  The speeds can be adjusted but I wish this feature could be turned off.  Performance of the program is very good by itself but if simulator performance could be an issue if you are using a large amount of AI traffic and or graphically intensive weather.

 

 

Final Thoughts

I have covered pretty much everything other than to say PF3 – ATC is a terrific program to enhance the simulator ATC for people that do not want to use the various online or voice control ATC options that are available.  The generous Try Before you Buy option is a wonderful feature for getting to know the program, I just wish there could be a few more voice sets available with the demo but I cannot have everything.  Lastly, I have read reports that some of the included accents sound robotic or computerized, yes some do sound more realistic than others but to be honest I usually select a new voice set every time I fly so I enjoy the variety rather than writing down and excluding the ones that do not sound as nice as others.  I want to thank Dave March from OnCourse Software for providing me with a review copy of this software and if you would like to learn more about PF3 – ATC, the product page is located here: http://www.oncourse-software.co.uk/pf3_whats_new.htm .

 

 

 

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 - KAUS Austin International Airport by I...

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Review

by Mike Cameron

Introduction

   I am reviewing the recently released upgrade of Imaginesim’s KAUS – Austin Bergstrom International Airport for Prepar3D Version 3.  Imaginesim also provides free upgrades to owners of the FSX and P3D V2 versions of the original version of this scenery.

 Information for the introduction was gathered from www.austintexas.gov and www.airnav.com websites.

 

Austin-Bergstrom International Airport is named after Captain John August Earl Bergstrom, while at age 34 on December 8, 1941, serving as an administrative officer with the 19th Bombardment Group, stationed at Clark Field in the Philippines.  In tandem with the attack on Pearl Harbor, Japanese air attacks were carried out against Clark Field and other military areas in the Philippines.  Captain Bergstrom was killed during this attack, was also a graduate of Texas A&M University and was also the first resident of the City of Austin Texas to be killed in World War II.  At the urging of his former employer, the Austin National Bank and Lyndon B. Johnson, who at this time was a member of the US House of Representatives from the Texas 10th District convinced the US Army Air Force to name the base recently opened in Austin after Captain Bergstrom.  On March 3, 1943, the Del Valle Airfield was officially renamed Bergstrom Army Airfield and was renamed Bergstrom Air Force Base after the Air Force became its own military branch in 1948.  The base would retain its name until it was decommissioned in the early 1990’s with all military aviation ceasing in 1995.

Before Bergstrom Air Force Base was decommissioned, the largest municipal airport in Austin was Robert Mueller Municipal Airport.  It was owned by the City of Austin and was officially dedicated on October 14th 1930.  The main terminal building was dedicated in 1963 and expanded in 1983.  The east terminal was dedicated in April, 1990 and the Federal Inspection Station located near the terminal was completed in 1995.  Like many older airports, Mueller was located on the outskirts of town in 1930.  Over the years, the city of Austin’s population grew rapidly becoming a high tech hotspot.  Flights into the city also increased substantially, as more businesses were started and both import and export cargo also increased dramatically.  Eventually Mueller, which was now landlocked on 711 acres in the middle of the city, with urban growth on all sides was not an ideal situation for a major regional airport.  With the closed Air Force base located eight miles outside of town, this proved to be an outstanding opportunity for the City of Austin, Texas to meet the travel needs for the region well into the future.  After closure, the bases land was returned to the City of Austin and the former Air Force Base would prove ideal for Austin’s new airport.  In May 1999, Robert Mueller Municipal Airport was closed to commercial passenger traffic and Austin – Bergstrom International Airport opened to the public on May 23, 1999.  Because the new airport was adjacent to the city, the site was large enough to meet growing needs, runways and other facilities already existed and the surrounding area was sparsely populated.  City officials pledged that no tax dollars would be used to build Austin-Bergstrom International Airport.  Even though the city owns the airport, it is not supported by the City’s General Fund.  The people and businesses that use the airport pay for the entire ongoing budget.  All revenue generated by the airport goes back into its operations, covering its operating expenses.  The airport has been named one of the best airports in the world according to Airport Service Quality Awards.  Among the numerous awards, 2011 marked the fifth year to earn a ranking in the top five airports in North America and the world for excellence in customer service.

 

FAA Information Effective 21st July 2016

FAA Ident: AUS

Elevation: 541.6 feet

Location: 5 miles SE from Austin, Texas city center

KAUS is opened to the public with a control tower, white-green beacon that operates from sunset to sunrise, has ARFF index D fire and rescue and has customs for international operations located on the airport.

Fuel Available: 100LL and Jet-A

Parking: Hangars and Tie Downs

Airframe and Powerplant Servicing: Minor

Bottled Oxygen: High/Low

Aircraft based at airport: 209

     Single Engine Aircraft: 110

     Multi-engine: 37

     Jet Aircraft: 34

     Helicopters: 6

     Military Aircraft: 22

Aircraft Operations: Average about 502 a day

    58% Commercial

    28% Transient General Aviation

    9%% Air Taxi

    4% Military

    1% Local General Aviation

Runways and Helipads

Runway 17R/35R

Dimensions: 12,250 x 150 feet, concrete grooved in good condition with high intensity runway edge lights.

 

17R

35L

Elevation:

541.4 feet

487.3 feet

Gradient:

0.6% Down

0.3% UP

Traffic Pattern:

Right

Left

Runway Heading:

173 Magnetic, 179 True

353 Magnetic, 359 True

Markings:

Precision, Good Condition

Same

Visual Slope Indicator:

4-light PAPI on Left (3 degree, glide path)

Same

RVR Equipment:

Touchdown & Rollout

Same

Approach Lights:

MALS: 1400 Foot Medium Intensity Approach Lighting System

MALSR: 1400 Foot Medium Intensity Approach lighting System with Runway Alignment Indicator Lights

Runway End Identifier Lights:

No

No

Touchdown Point:

Yes, no lights

Same

Instrument Approach:

ILS/DME

Same

 

Runway 17L/35R

Dimensions: 9,000x150, surface is concrete grooved in good condition with high intensity runway edge lights.

 

17L

35R

Elevation:

491.6 Feet

473.6 Feet

Gradient:

 

0.2% Up

Traffic Pattern:

Left

Right

Runway Heading:

173 Magnetic, 179 True

353 Magnetic, 359 True

Visual slope Indicator:

4-Light PAPI on left (3 degrees glide path)

Same

RVR Equipment:

Touchdown, Midfield, Rollout

Same

Approach Lights:

ALSF2: Standard 2400 Foot High Intensity Approach Lighting System with Centerline Sequenced Flashers (Category II or III)

MALSR: 1400 Foot Medium Intensity Approach Lighting System with Runway Alignment Indicator Lights

Runway End Identifier Lights:

No

No

Centerline Lights:

Yes

Yes

Touchdown Point:

Yes, lighted

Same

Instrument Approach:

ILS/DME

Same

Obstructions:

90 Foot Tower, lighted, 3807 Feet from Runway, 236 Feet Right of Centerline, 40:1 Slope to Clear

 

 

Helipad H1 & H2

60x60 Feet

Condition: Concrete in good condition with left traffic pattern for both.

 

Helipad H3

50x50 Feet

Condition: Concrete in good condition

Runway Edge lighting: PERI

Operational Restrictions: Cardwell Army Helipad is restricted to military use only

Traffic Pattern: Left

Some Additional Remarks:

Bird activity on or around the airport.

Declared low visibility conditions require ATC communications prior to push back and power backs are prohibited during these periods.

Noise Abatement: All departures follow ATC instructions; climb ASAP to 4000 feet or above.

During the hours of 0000 to 0600, arriving aircraft will be assigned to runway 35L or 35R and departing aircraft will be assigned runway 17L or 17R to avoid noise sensitive areas.

 

 

Installation

Installation of Imagine Simulations KAUS – Austin Bergstrom International Airport is very easy but does require an active internet connection to activate the product.  Imaginesim recommends closing as many Windows applications as possible, start P3D, load your default flight or scenery, let the process complete entirely, and when this is finished, shut the simulator down.  According to the developer this will ensure that you have a “fresh start” for the installation of this scenery.  I have installed many scenery products and this is the first time that I have been instructed to do this procedure first, other than closing Windows apps which is usually recommended.  This is very important and I may have skipped right over these instructions and did not do this procedure because I had some post install issues.  Also, if you installed the demo of this product (a great feature that allows you to get a good idea what system performance will be like), uninstall this first.  I appreciate that Imaginesim provides these pre-install procedures to alleviate possible install issues.

 

Now that the housekeeping is out of the way it is time to install the scenery.  Run the downloaded file, “Imaginesim_KAUS_2014_P3D.exe”, and follow the onscreen prompts.  As with all simulator add-on products, I recommend right clicking on the setup program and select “Run as Administrator”.  The installer will install the scenery into both P3D V2 and V3 if you have both simulators installed but during my conversations with technical support, this could cause some issues.  To activate, enter your purchase credentials which includes an Order Number given to you by your vendor (Flight1 or the FlightSimStore) and your purchase email address.  Activation should be very fast and once approved the installation will continue.  There is a nice progress bar and the entire install process is very fast.  After the files are installed, a scenery configuration window will open and after selecting your desired options, press “Exit” to complete the install process.  A new folder is created in your P3D directory (Imagine Simulations/ KAUS Austin 2014 P3D) which contains the scenery & texture folders along with a nice 14 page PDF manual that I recommend reading for proper simulator settings and other useful information.

For most people, you should be able to load KAUS in P3D and start enjoying the scenery.  When I loaded KAUS on my system, I did not have any scenery objects just ground textures.  The nice people at Imaginesim provided some great troubleshooting procedures and I was able to get the scenery working on my computer.  For whatever reason, this scenery did not automatically activate on my system.  I had to delete the default folder location entered by the installer and manually activate the proper scenery location.  Once I did this, P3D gave me a scary error message that there were errors with my scenery.cfg file which I ignored and when I tried again to load the scenery, everything looked as it should.  The customer support specialist had never heard of this happening before but I chose to include it with the review just in case others might have this issue.  The demo scenery installed just fine which is strange, maybe the demo did not fully uninstall.

 

Ground Tour

   Before installing new premium airports I like to load the default airport first and capture a screen grab to compare to the upgraded airport.  The first screen grab is of the Milviz Boeing 737-200 parked at the default Gate 10 – Heavy parking location and as you can see it the pretty typical bland looking default gate textures.  The Imaginesim KAUS scenery does not have this gate listed as “Heavy” so I load the same aircraft at Gate 5 – Heavy.  As you can see from the second screen grab, the upgraded scenery is spectacular!  Besides upgraded textures, this scenery includes realistic ground objects both static and animated.  I am now going to enter P3D Avatar mode and walk/jog around this large airport.  I like how you can see details of the inside of the passenger terminal.  This is a good time to view the night lighting effects and they are very impressive.  It is nice to see the Jetway lighting along with the associated shadow effects and I am impressed that the animated ground vehicles have realistic headlight effects.  From this screen grab I can also see the small but realistic details on the Jetway, the gate at the open area.  Returning to the P3D daytime setting, I continue my ground tour of Austin – Bergstrom International Airport.  As I have come to expect from premium scenery products ground objects are very detailed with real world company names.  I do not know if this is a design decision for better performance but I could not see any AI traffic no matter what time of day that I selected and set airline traffic to 100%.  It would also have been nice if there were some static airliners included with this scenery.  I have My Traffic Professional installed and I know it is working because I can change my view to nearby traffic and I can see traffic in the air.  Later in the review I did see some AI traffic so it probably depends on the exact time of day for this airport.  Performance with this scenery loaded is outstanding, I do not post frame rates but while on the ground with all of the animated vehicles, I did not encounter any performance issues.001

 

 

 Ground textures and ramp signage are very clear and easy to read.  Nearby buildings and static objects are equally impressive looking.  Trees though do not show fall colors even though I have the fall season loaded in P3D.  Although seasonal colors would add to the overall experience, I do not consider this a must have feature because I consider a more realistic looking airport more important than seasonal vegetation textures.  The arrivals area and parking garage look nice but I would have liked to see some static automobiles and people in the area.  I cannot believe that this would have affected performance that much.  I could not walk up the ramps so the departures area will have to wait until I perform my aerial tour.  At least the airport parking lot has static autos and I like how they look.  Airport signage have very realistic looking textures, another feature that I look for with quality scenery products and the night lighting effects are also very impressive.

 

 

 

   Now I am going to jog to the other side of the airport.  Ramp signage looks very nice both during the day and at night.  I do not know if this is a side effect of Avatar mode, but I am not wild about the tall grass textures, especially when viewed up close.  Most people will probably not be exploring the airport on foot so this is probably not an issue overall.  Building and sign textures on this side of the airport are just as impressive as the Terminal side.  Unlike the airline parking area, the general aviation area has plenty of static and AI aircraft.  The general aviation hangars look great but I wish some were open.  I like that building signage are legible which greatly adds the experience.  I am going to load the final two areas of the airport that I have not explored the cargo and military facilities because this is a very large airport and I decided it would take too long to walk/jog to these ramps. 

The building and static object textures are just as impressive as the other areas but similar to the Terminal area, there were not any static cargo aircraft when I visited.  The Southwest parking area is for military aircraft; even though there are no static aircraft I like that the hangar’s doors are textured differently than the general aviation hangars which add to the realism.   I really like all of the detail that Imaginesim has included with this scenery such as the fence and gate features.  Scenery objects that I did see on my tour were the fire station and any fire or rescue vehicles.  I consult the aircraft diagram and I do not know how I missed it because it is near the tower north of general aviation parking.

After going back to this area I realize that I did look at the fire station although with this scenery there was only a single airport security vehicle parked next to this building and no emergency vehicles to be found.  Maybe they are parked inside but it would have been nice to see a fire vehicle among the static objects.

 

 

 

 

Aerial Tour of Airport Area

   To explore the airport from the air I going to use Ant’s Airplanes Drifter Ultralight to get a good view of the airport and the surrounding area from the air.  I am going to start at the active runway and the runway markings are very impressive.  Ramp lighting effects also look very nice.  Premium airports should also have realistic looking runway textures and Imaginesim’s does not disappoint.  It would have been nice to have seasonal vegetation textures because I can clearly see where the scenery area ends and the Orbx Global scenery starts because the Orbx scenery has seasonal fall tree textures and this scenery does not.

The corporate and general aviation ramps look just as impressive from the air as it did from the ground.  I did notice some nearby blurry ground textures in a fenced area but maybe this area is supposed to look like this in the simulator or maybe it is a photo area and I am flying too low for better textures.  There are other places that look like photo scenery that are also blurry from this low altitude but to be honest, other than for this review I probably will not notice on my regular flights.  The tall grass textures definitely look better from the air but at some places it looks like it needs to be mowed.  One of the features that I did not see on my ground tour was cars waiting for a gate to open, very realistic!  Animated gates would have been nice but I like there static vehicles are included for that real world atmosphere.  Unless this is a real would feature which I accept, as you can see from my screen grab, cement blocks are partially blocking each lane of the road near the gate. 

The gate textures look great though.  Some features are better observed from the air such as all of the various antennas and the other three dimensional objects both large and small.

The static objects at the cargo facility look as impressive from the air as it did from the ground.  Also from the air I can see the impressive details of the parking garage, the terminal roof and the departure area.  I am now going to set up an approach so that I can see the approach features and lighting effects and as I have said before, are impressive looking during the day and at night. 

The last two screen grabs are after completing a cross country flight into Austin Bergstrom International Airport.  The first displays one of the scenery features if you operate airliners into and out of this airport’s gates, the simulated docking system.  The manual does a good job explaining how to use this system.  I am a general aviation virtual pilot so I personally did not use it but this is one of the features that put Imaginesim KAUS scenery to the top tier of premium scenery products.  It is nice that that this realistic feature is included without the need of premium or free utilities for this function.  The last picture is of a Delta Connection aircraft in the process of loading or unloading with animated ground objects.  I take back everything I wrote in the last section.  Not only are there a couple of static airliners (must be a time of day feature) but the ramp workers and objects are interacting with it which greatly adds to the experience.   Lastly, If you own the Orbx Global series of products, there are several airports included in their free NA Scenery Pack that would make nice cross country flights to and from Austin Bergstrom International Airport.  Located South of Austin in San Antonio is T94 Twin – Oaks Airport.  West near Fredericksburg, Texas is T82 – Gillespie County Airport, Northwest in Burnet is KBMQ – Burnet Municipal Kate Craddock Field.  The closest airport is KEDC – Austin Executive Airport.  I flew a multi-leg flight that started at T94 and ended at KAUS.

There are probably plenty of other premium and free airports available in this area of the United States to make Imaginesim’s KAUS Austin – Bergstrom International Airport a perfect starting point for your simulator travels especially if you like to fly larger aircraft.

 

 

 

 

Conclusion

Accessibility

Imaginesim’s KAUS Austin Bergstrom International Airport is only available from Imaginesim direct for $29.99 and the FlightSimStore for about $26.00USD currently so I suppose it could be more accessible but many developers are starting to sell their products themselves so I do not have an issue with this.  Both stores allow both credit card and PayPal as forms of payment and because this product is download only, most people should be able to purchase without issue.  The unpacked download size is only 119MB so downloads should not be an issue for most people.

 

 

Affordability

   First time buyers have a choice to make with Version 2 of KAUS; it is a separate purchase for FS2004, FSX or P3D (yes, FS2004 is still supported with this scenery product).  At $29.99 each that can get kind of expensive if you own multiple simulators.  Normally, I do not like developers that do not provide multi-installers but most developers also do not provide a demo of the scenery to try before you buy.  Also, I think most people that have multiple simulators will probably use one more than the others and will probably only purchase for that simulator similar to other products with single installers.  Imaginesim also provides free upgrades for previous version purchases and according to the install notes, FSS customers simply log in to their account for the new P3D version.  Considering the incredible detail with this scenery, I consider the purchase price a good value.

 

Ease of Installation

   Installation is more involved than most scenery products and this product does require an active internet connection for activation.  Despite the issues that I detailed which seems to be very unusual, if you follow the recommended procedure, installing KAUS should proceed without issue.

 

Features & System Performance

This is my first Imaginesim scenery product and I am very impressed with the amount of details that are included with this scenery.  Just about everything that I would want in a premium scenery product is included such as realistic looking buildings & static objects, great looking night lighting  and legible ground & building signage.  System performance is outstanding even with all of the animated ground vehicles that I witnessed.   This is a very detailed scenery area so you may have a slight performance issue when approaching the airport but Imaginesim explains this with the FAQ available to download from the website so everyone can know this before purchase.  That is why a demo is available to see if your system can handle this very detailed scenery.

 

 

Final Thoughts

KAUS Austin Bergstrom International Airport from Imaginesim is a fantastic scenery package which provides a great hub for simulator pilots of all skill levels to use with aircraft of all sizes.  As mentioned previously, everything that you would want with a scenery product is included which is great.  Even better, if you are an airliner pilot the included parking assist is a nice feature that should be included with all large airport products.  Jetways are not animated but this scenery is compatible with airport ground handling utilities.  Two minor nitpicks that does not affect the overall experience but would have been nice are I would like to see some more static vehicles (fire trucks, military & cargo aircraft) and seasonal tree colors would also have been nice.

 

 

 

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

Saitek Cessna Pro Flight Yoke, Rudder Pedals & Trim Wheel

Saitek Pro-Flight Switch Panel and Multi Panel

Software:

FSX: Steam Edition, Prepar3D Version 3

Windows 7 – 64 Bit

REX 4 Texture Direct with Soft Clouds

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

FS Global 2010 FTX Compatible

P3D Fair Weather Theme

Flight Test Time:

25 hours

 

REVIEW - Bonaire Flamingo airport by Aerosoft f...

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Review

by Marlon Carter

 

 

 

Introduction

When we think about the Caribbean, we normally think about islands such as Barbados, Jamaica or even St. Lucia. On the other hand, for those of you familiar with the entire Caribbean region, you may have heard of the “ABC Islands”. The ABC islands comprise of Aruba, Bonaire and Curacao which are all part of the Netherlands Antilles until 2010 when Bonaire became a special municipality within the country of the Netherlands. From the aviation perspective, The ABC islands see a regular frequency of private and commercial traffic. While most of the Commercial traffic comes from Europe, there are also a few local airlines that fly between the islands and a few US carriers that offer seasonal and regular flights to Bonaire. Taking all of these factors into consideration, recreating this beautiful airport for the FS platform was the next best step for the Aerosoft development team. With the Flamingo airport being located along the coastline of this tropical island, a product such as Bonaire Flamingo Airport X will surely appeal to the masses that are looking for new and interesting destinations. What can we expect from this product? Here is a list of some of the features and a preview video of the stunning detail.

 

 

Features

Realistic recreation of Flamingo Airport Bonaire

Fully compatible with FSX SP2 (Acceleration), FSX SE and P3Dv2.5

Highly detailed and accurate building models based on the latest modelling techniques for optimal visuals and performance

High resolution textures included as an option

Custom approach lights and runway light effects

Realistic night time effects

Highly accurate and up to date ground layout

Realistic runway and taxiway textures

Static aircraft included as an option

Compatible with all AI Traffic packages

 

Video Preview

https://www.youtube.com/watch?v=gOh5xSov5nI

 

 

Installation & Documentation

As with all Aerosoft products, the installation was quite simple. After purchasing the product and entering your email and key information, the installation process is fully automatic once you follow the prompts correctly. As far as the documentation goes, it provides a wealth of information about this product which includes settings, performance options, a full list of features and a full suite of airport charts. Also included in the documentation is a user guide for the new SODE version which is also installed with this product. With the level of information provided in the documentation, it is highly unlikely that anyone will have a problem getting this product up and running.

 

 

The Scenery

Given the fact that I live on a Caribbean island, I’ve always been very eager to see more and more Caribbean airports being developed for FSX and P3D. With Bonaire X, I was very excited to see that this isn’t simply an airport that was developed from google maps and a few online photos. With this product, the developer took thousands of photos of this airport to recreate a true to life rendition of Flamingo International. With emphasis on extreme detail, the developer was able to accurately capture the environment of this airport with numerous detailed buildings, animated palm trees, static aircraft and some of the best night lighting effects imaginable.

As we have a closer look at this airport, let’s first of all examine the main terminal build. As with most Caribbean airports, the design and overall layout isn’t overly exotic but it also isn’t very boring either. While the main terminal isn’t very large, it is packed with many details that could easily intimidate the best of modelers. With a uniquely designed roof, intricate steel work, beautiful landscaping and other fine details, this aircraft is very impressive and I would consider it to be one of the most detailed airports I have seen in a very long time.

A special feature of a few Caribbean airports is the open air design of the check-in area. With this design concept, it forces a developer to offer even more detail than would otherwise be necessary. As you look at the screenshots below (mixture of FSX and P3D), you will see that no detail was spared in recreating the section of the terminal and it complete with signs, chairs and various decorative items that are seen in the real airport.

 

 

 

Moving now to the airside of the terminal, this is the first thing that passengers and virtual pilots will be seeing when they land at this airport. While the airport design isn’t overly complicated, the design is still unique and it offers a significant amount of detail for developers to capture. For example, the Control Tower is a very specific design that includes an exterior staircase that is protected by a nicely constructed railing. This railing is also extended to the main terminal which also includes service vehicles, crates, baggage trolleys, numerous AC units and other miscellaneous items around the terminal building. Another interesting detail of this product is the number of animations which includes palm trees, flags and an animated windsock controlled by SODE.

 

 

 

 

While the modeling aspect of the terminal is superb, it was further enhanced by the use of high resolution textures that truly offered a dated feel to the airport. On the topic of textures, you will also notice that the ground textures for the ramp area and runway offer the highest detail. In some sections of the ramp there are portions that seem cracked, wet or stained by oil. The surroundings of the airport were also nicely textured to recreate a lush tropical environment while maintaining the beautiful landscaping around the terminal. As we move further away from the airport, we see that the development team also took into consideration some of the details found along the coastline and in the main town and residential areas. Here are a few more screenshots showcasing the textures and surrounds of the airport.

 

 

 

Now that we’ve had a close look at the detail of this product, the true test of quality comes at night time. Over the years I’ve noticed that while some products are very detailed and they look wonderful during the day time, the quality sometimes suffers at night. In this case the developers went to great lengths in order to create the most realistic night time environment possible and from all that I’ve seen thus far, it seems like they have succeeded. The lighting effects and night time textures were of very high quality and it created a stunning airport environment no different to the daytime.

 

 

 

Throughout this review I’ve made it very clear that this is a high quality product with stunning detail. With that in mind it’s important for us to also comment on the performance. While most simmers have mid to high end PC’s, some also have computers with average specs. The development team for this airport did a fine job at creating a product that can be utilized by just about anyone. With tools that allow you to switch between low to high quality textures and adjust the level of animations, everyone will be able to comfortably fly to Bonaire for their next long haul flight. For me personally, my PC isn’t the best gaming system out there, but I’ve found that by removing the static aircraft option and having most of the other features enabled yielded good performance even while using high quality aircraft add-ons. If you have an average gaming system or even a high end system, you can rest assured that this product will perform quite well.

 

To conclude, I think that this is definitely a product worth having. It comes with an amazing level of detail, performance optimization options and a price point of $17.00US which is just perfect. While Bonaire may not be a common destination to the Flightsim community, this product is the perfect introduction to the ABC islands and a great opportunity to see the beauty of this region which was perfectly captured by Aerosoft. – Highly Recommended.

 

Acknowledgement

Special thanks to Mathijs from Aerosoft for contributing this product for review.

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

 

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