Quantcast
Channel: AVSIM Reviews - AVSIM
Viewing all 66 articles
Browse latest View live

REVIEW- Alabeo Aztec for FSX/P3D

$
0
0

Alabeo Aztec

A review by Ray Marshall

Flight Sim review by Ray Marshall

 

It is not uncommon to find a discussion in the forums seeking the perfect light twin for flight simulation.  Now what specific models would or should be considered as a light twin. In my mind, I would immediately think of the Beech Barons, the Cessna 310, and then, uh, hmmm, maybe the newer Pipers like the Seneca V, or the Diamond DA42.

 

No turboprops, no jets, no singles, no commuters, what does that leave?

Should I search for the best twin for FSX I will surely get several recommendations for the Beechcraft B60 Duke, Cessna 310, Beech Baron B58 and the smaller E/B55 Barons and the Twin Otter.  Maybe the Diamond DA42 is mentioned by the newer pilots or the old time favorite Twin Comanche by the older ones.

 

A couple of my favorites that are glaringly absent from the payware choices are the Aero Commander 500 and the Piper Aztec.  Well folks my wish list has just been cut in half.  Alabeo introduced their PA-23-250 model F Aztec on Thursday.

 

What is a PA-23-250 model F Aztec you ask?

This was the mainstay 6 place light twin from the Piper Aircraft Company for a little over 20 years.  The Aztec was initially a 5 seater and it sported twin 250 hp Lycomings on the wings from the gitgo and it was always named the Aztec. 

 

 

The Aztec experienced only one change in max weight from the introductory 1960 gross weight of 4,800 pounds until its first update two years later when the B model was capped at 5,200 pounds. The C through the F models were mostly changes in stretching the nose from very blunt to very pointy and the reshaping of the engine cowlings from bathtub to tiger shark, and the evolution of the flight panel from scrambled eggs to an acceptable form of the standard 6 flight instruments on the left with the avionics stacked vertically in the middle and all engine instruments on the right.  The Century III autopilot is lower left and mostly hidden by the pilots yoke.

 

The major forms of the Aztec were the normally aspirated, the most popular, then the turbo equipped which opened up the heavens to FL250 and bumped the cruise speed from pedestrian to decent, and the float model which the guys in the outback are still flying and think of it as a gift.

The production run was from 1960 to 1981 and the prices ranged from the initial introductory price of $49,500 fully equipped, yea right, to the 1981 fully equipped turbo model that went for around $250,000.  None of these models were ever intended to create a love affair or even long term bragging rights.  No, the Aztec was always intended as what many would call an honest airplane.  A loose definition of an honest airplane is one that you could reasonably expect to place a full sized person in every seat, add a reasonable amount of baggage for each of those folks, fill it up with gas, and expect to fly a reasonable distance - and still be under the maximum gross weight limitation and within the allowable CG range.

 

 

 

More than a handful of light twins will meet two or three of those requirements but only the exceptional ones will meet all of them. The Aztec for the most part will. For a long time it was a common line that you could fill the seats, (and there are 6 full sized seats) fill the baggage compartments (two very large areas), fill the tanks (144 gallons) and take off and fly for about four hours. It was not unusual to hear that if you could close the door after stuffing it full of people and then close both baggage doors then it was OK to fly.

 

This was a bit of an exaggeration but not totally untrue.  Aztecs have always been heavy haulers and it is not uncommon at all to see 6 full-grown men climb out of an Aztec and when the baggage starts coming out, the line boy calls for a second and sometimes third taxi.

 

My first impression when I crawled into the left seat (only one door on the right) for my first lesson on the way to a multi-engine rating was the spacious cabin with generous headroom throughout and the 5th and 6th seats were real seats, and not the baby seats like in most 6 place planes back then.  I will never recover from not being able to find the trim handle when looking for a Cessna like wheel in the lower center but, seeing instead a yellowed cigarette-stained finger pointing straight up.  That is also when I first noticed the steel tubes extending from the corners of the windshield down to the instrument panel. I later read about Piper’s el cheapo method of aircraft design and how expensive it would have been for them to build them like Beech and Cessna.

 

Yep, all these Aztecs and similar models had a ’53 Studebaker looking crank handle mounted upside down on the ceiling of the cabin.  It works amazingly well, if I could just remember to reach up for it rather than down as I was accustomed in the Cessnas and Aero Commanders.

 

 

As a matter of fact, most of the military aircraft designs on both sides of the big pond had ceiling mounted cranks for elevator trim controls.  It was the newer, smaller general aviation designs of the early to mid-60s that changed it to a small wheel and moved it to the more convenient lower center location.  But, not all of course, the big old clunky DC-3 that was my transition aircraft once I received my multi-engine rating in the Aztec, had a huge, properly placed trim wheel ‘bout a foot in diameter that you just rested you hand on one once you were in cruise mode. These large wheels were mounted on both the left and right side of the throttle quadrant for the pilot and copilot.  Most of the early prop driven airliners, like the Convairs and DC-4 and DC-6 had similar large dual trim wheels.

 

Another odd Aztec layout feature was the location of the Landing Gear and Flaps controls.  Most folks think they are reversed and blame Piper designers for their gear up mistakes. I never really had a problem confusing a landing gear lever with a big round wheel for the grab knob and the more delicate wing or airfoil shaped flap control lever.

 

The fat, high lift, Hershey-bar looking wing design has a lot to do with the low speed handling and outrageously low stall and VMC speeds of the Aztec.  Of course, that is also the limiting factor in trying to squeeze a few more knots of cruise speed out of two engines with 500 horses.  The Aztec wing is not that different from the J-3 cub, other than one is fabric and the other metal, of course.

 

I guess the timing just did not support the rush of speed mods or any of the lightweight scimitar shaped multi-bladed props for the Aztec.  Seems like I posed that question to a Hartzell rep and he replied something along the lines of “You put a tie on a pig and you still have a pig”.  Well. Thank you very much.

 

 

About 5,000 Aztecs were built in the Piper plant at Lock Haven, Pennsylvania with the B and C models being the most popular. Once the nose was stretched only the Aztec pilots and owners could tell the difference in models when parked on the ramp.  The final F model, sold the least number when looking strictly at units delivered, but they were also the most expensive.  The typical B – C – D models were all priced in the reasonable $60,000 - $80,000 range. The big kicker was the ever escalating price of gasoline, services and wages.

 

When the decision was made in the late 50s to use gas guzzling 250 horsepower Lycomings the price of av gas was about 19 cents a gallon. The rise in the Aztec operating cost per hour is a mirror image of the rise in gas prices and cost-of-living increases throughout the 70s, especially the late 70s and early 80s when gas was up to a staggering $1.75 a gallon.  Of course those guys in southern California that were paying $8.00 gallon last week would love to see those early 80s prices again.

 

 

 

According to Piper records, you could expect to operate your Aztec C model for about $19.34/hour wet in 1964.  Ten years later in 1974, gas was still only 52 cents a gallon and the hourly wet cost for the E model had moved to about $25.00/ hour.

 

It seems there was never any serious attempt to streamline the Aztec with the intent of gaining speed or fuel efficiency.  The nacelle were flattened and elongated along the way and the gross weight was increased from the initial 4,800 pounds to 5,200 pounds and the fuel load was bumped up with the optionally outrageous total of 184 gallons but the empty weight kept increasing as more and more avionics, radars, turbos, and heavier seats were added.  At the end of the day, the useful load for the all optioned turbo model was eroded to the age old 4 people in the 6 seats like everyone else’s light twin.

 

To be fair though, Piper was introducing sleeker, faster, and sexier models all along.  The Twin Comanche and Seneca lines carried the flag for fuel efficiency and speed, while the Navajo was the mini-airliner or big cabin model and the Ted Smith Aerostar was the speed demon. The Aztec, never the fastest, nor the prettiest, just kept plugging along as the 6-seat heavy hauler in the family.

The early Aztecs found a home with the small charter outfits, the air taxi and air ambulance services and especially the FBOs with training fleets. TwinAir, an Aztec only TWA commuter service operated from New York’s JFK airport to downtown and cross town and to other nearby major airports, Philadelphia, Boston and Washington DC for years. The Aztec on floats has its own name – the Nomad Floatplane and Amphibian. Now this is a super specialized aircraft and would make an outstanding follow-on model expansion from Alabeo, IMHO.

 

 

Finally, a new Piper Aztec for FSX/P3D

 

From time to time I read in the forums where one of our members is asking, or wishing a Piper Aztec would be the next new add on for our flight simming pleasure.  Be careful what you wish for.  Alabeo just released one yesterday and the screenshots and website information says it is the one that most of us would choose – the Aztec F model.  The proper model number is the PA-23-250 but that in itself is never enough to know exactly what specific model we are talking about.  The last Aztec off the Piper production line in New Haven, PA was the F, as in Foxtrot, model that included some nice aerodynamic changes to the previous E model.

 

About the only thing we could have added to our wish list would have been to make sure our Aztec included the optional turbos.  I suppose, because we weren’t specific with our wishes, we have the normally aspirated model and will just have to be satisfied flying slower and lower and through the weather, rather than over the weather.

 

But wait!  The new Alabeo Aztec F is turbo powered with the big TIO-540-C1A factory supplied turbos straight from Lycoming. This means we will have the factory built turbo edition with fully automatic wastegates and therefore we will have the extra manifold pressure for climbing higher above the weather and can fly faster and further.  I guess the Alabeo website didn’t think this was important enough to make this distinction in their description. Now, this is something to get excited about.

 

 

 

 

According to the website, Alabeo, a fully owned Carenado company, was created with the aim of bringing a different type of flying experience for those that may not otherwise have the chance to experience it.  I am not sure I understand what Alabeo does that Carenado doesn’t, but I do like the recent model choices of aircraft by both companies.

 

 

The lines are somewhat blurred and I’m not sure I can actually tell any difference in the modeling, textures, sounds, flight dynamics and such when I compare an Alabeo model and a Carenado model.  Obviously, many of the details are shared between the two companies that also share office space.

I asked this exact question some time ago and I think I remember being told that Alabeo would be building the “fun and immersive models’.  I then asked if that was any different than what Carenado was building.  I don’t think I got an answer.  Not that it matters, both Alabeo and Carenado are cranking out some outstanding looking models and choosing ones that I immediately want to add to my virtual hangar.

 

 

When I hear the term Aztec, or the coffee shop conversation at the airport comes around to ‘light twins’, sooner or later someone will ask the difference between an Apache and an Aztec.  I think the standard answer is that it is just a matter of time.  Both the Apache and Aztec shared the exact same model number for several years. For at least two years they had very similar specs just different names, but the Aztec was always intended to be a step up from the Apache.

 

The Apache was the slower, lower powered, and less attractive of the two, but was the one that started Piper down the path of building metal airplanes.  Until the Apache was built to compete with the Twin Bonanza and the Cessna 310, Piper was still building tube and fabric milk stool looking Pacers, Tri-Pacers, and Cubs.  As the old timers are quick to tell us, Son, if it wasn’t for the Apache, you wouldn’t have an Aztec.  There is obviously a lot of truth in that statement because most folks consider the Aztec just a grown up Apache.

 

Let’s take a quick trip down memory lane and see just how our Alabeo PA-23-250 Aztec F arrived in our download box.

 

 

 

1948 - Piper bought the Stinson Aircraft Company from Consolidated Vultee and received an original design for an unbuilt ‘Twin Stinson’ along with the rights to the single engine Stinson models.  The Twin Stinson was only a proposed design with a twin-boom tail, small engines with unfeathering propellers but did have mostly retractable landing gear.  Think of a mini Beech D-18 with a front nose wheel.

 

 

 

The first prototype PA-23 was a four-seat, low-wing all-metal monoplane with a twin-tail, powered by two 125 hp Lycoming O-290-D piston engines.  It first flew on 2 March 1952, but performed badly and it was redesigned with a single vertical stabilizer and an all-metal rear fuselage and more powerful 150 hp Lycoming O-320-A engines. Two new prototypes were built in 1953 using this redesign and entered production in early 1954. More than 2,000 Apaches were built with very minor changes other than slightly larger engines.

 

The initial production model was designated PA-23 Apache, with follow-on models PA-23-150 Apache B, C, D, then in 1958 the PA-23-160 Apache E, G and H was produced by upgrading the engines to 160 hp . The G model got the longer internal cabin and extra windows.  816 were built before being superseded by the Apache 235 in 1962. With a 1962 price of $45,000, the Apache 235 was to be the last of the Apaches but looked very much like the Aztec with a swept tail that would replace it.

 

In 1958 an upgraded version of the Apache G with 250 hp Lycoming O-540 engines and a swept vertical tail was produced as the PA-23-250 and named Aztec. These first models had five-seats and was first available in 1959. In 1961 a longer nosed variant, the Aztec B, entered production.

 

 

 

So there was an overlap of the late model Apache and the early model Aztec for a couple of years.  Check out this early sixties sales brochures for the B model. 

 

The long blunt nose of the B and C model Aztecs would be a familiar site at most of the larger general aviation airports throughout the sixties and seventies.  No other model by any manufacturer looked like the long nosed, big-engined Aztec.

 

In 1963 Piper introduced the Twin Comanche for those low end buyers looking to step up to a twin. The Twin Comanche had smaller, flatter looking nacelles housing 4-cyclinder Lycoming engines with only 160 hp initially, but were soon upgraded to fuel-injected 200 hp and a few years later a turbocharged version was available.  These were quite a bit smaller than the Aztec and initially found a good home with flight schools as inexpensive trainers and first-buy twins.

 

The Twin Comanche had a cruise speed very close to the Aztec but was much lighter with a 3,600 MTOW and only had 4 full seats with 2 baby seats added later on.  With aerodynamic wing tip tanks and the flat engine nacelles and sleek lines, the Twin Comanche was a very efficient and very light twin.

Most casual observers might miss the sometime minor, sometime not so minor changes or upgrades for the C, D, E and F models.  But we as pilots probably would like to know the subtle changes.  OK, here is the short version.

 

The 1962 Aztec B is the model that most pilots are familiar (Piper did not use any A model designations). The enlarged nose serves as a second baggage compartment, also helping with the weight and balance with a gross weight of 4,800 pounds. This was one of the first airplanes to have a modular instrument panel, allowing easier maintenance of the individual instruments and avionics. The left side middle window serves as a pop out emergency exit. The optional AiResearch turbocharged engines allows a cruise speed 235 mph (204 KTAS) at 25,000 feet.  Fuel injection and dual alternators were first offered on the B model as an option.

 

 

The 1964 C model introduced the Twin Comanche's streamlined "Tiger Shark" engine nacelles and fiberglass landing gear doors.  The optional fuel injection and dual alternators from the B model became standard. The normally aspirated C had a top speed of 218 mph (189 knots).  Long range cruise was a whopping 1,300 statute miles (1,130 nm) with no reserves with the incredible endurance of almost 8 hours.  Normal cruise at 80-percent power would yield 208 mph (181 kt) with 4 hours endurance and 830 miles range with no reserves. Piper did a lot of print advertising for the B and C Aztec models and targeting both the businessman and the well-heeled family man looking to transport a young family to vacation spots almost anyplace.  Check out these ads when Piper teamed up with the Bahama Tourist Bureau.  Six full sized seats, plenty of baggage space, 200 mph cruise and 1,400 miles range were certainly good specs.

 

The businessman ad’s headline was “You can’t beat the Piper Aztec C for day-in, day-out dependability, passenger appeal and profitability.” And “Passengers like the big seats, the big windows and the solid feel of the Aztec in flight.”

 

The boost in max gross weight to 5,200 pounds would be the standard for the balance of the production runs.  In 1966 the fuel injected turbo option became a full-fledged model with a standard oxygen system.

 

 

Being in production for five years, the longest period of any individual model, the C had the largest production total of the almost 2,000 Aztecs.

The 1969 D model is where the instrument panel and power quadrant were upgraded to what you might call the modern Piper look. Not to the level of the mid to late 90s like the Saratoga II TC total makeover, but to a desperately needed basic layout for flight instruments, engine instrument grouping, switch alignments and grouping, etc. 

 

The haphazard shotgun or scatter placement of ‘stick it anywhere’ was finally organized to a standard that would last through the next decade and until the end of production.  This was the sorely needed grouping of flight instruments, with a full avionics stack in the center right, and engine instruments and gauges on the right of the avionics. A new row of fairly accessible switches were placed just above the flying pilot’s knees with a spill over to the left side wall for the ignition and starter switches.

 

 

B model on left                                                                                            F model center and right

 

 

A new control wheel was introduced that allowed a clear view of the flight instruments.  All new color coded and standard shaped knobs for the throttle, props, and mixture handles.  The cabin seats were upgraded with removable armrests for the front and middle row seats.

 

A few joints were smoothed and flared resulting in a gain of a few knots of airspeed in both the normally aspirated model and the turbo version.

The load-carrying ability of the Aztec had always been one of its selling points. You can fill the tanks, put a standard weight person (170 lbs) in each of the 5 remaining seats and load up both baggage compartments (150 + 150 lbs) and still not reach the maximum certificated takeoff weight of 5,200 pounds in the normally aspirated D model. The standard D has a useful load of 2,267 pounds, the turbo, 2,077 pounds.

 

The 1971 E model’s base price had escalated to $69,990 (add $10,125 for the turbocharger), and came with the stretched, pointy nose with a recessed landing light. The stretch reduced the useful load by about 100 pounds. The nose baggage compartment grew in volume but was still limited to 150-pounds.  The landing light placement opened up space to add weather radar in the nose. Additional options included strobes, automatic prop synchronizers, heated windshield, and a flight director system.  The E model is the only one that I can recognize from a distance due to the single recessed landing light dead center of the big nose.

 

By this time, the Aztec's low VMC of 70 KIAS, superior short- field performance (820-foot takeoff roll, 1,250 feet to clear a 50-foot obstacle, 1,250 feet to clear the same obstacle coming back, and 850-foot landing roll), rate of climb (1,490 fpm fully loaded for the normally aspirated E; 1,530 fpm for the turbo), and 1,600-pound cargo payload had made it a favorite both at home and abroad in mail, cargo, and air ambulance applications, as well as air taxi and charter work, and Piper pursued these markets with vigor. By 1974, gas was still only 52 cents a gallon and operating costs ran about $25 an hour, according to Piper.

 

 

Now we come to Aztec F model and the one of choice by Alabeo for our flight simulator version.  The F model was the final model and was built from 1976 through 1981.  All models of the Apache and Aztec from the very first stubby nosed, under powered 5-seater to the very last F model were all built at the Piper assembly plant in Lock Haven, PA. Other than the short break in production in 1972 to recover from the Hurricane Anges flood that wiped out every plane in production, some model of the Apache and/or Aztec has been coming off the assembly line.

 

When it was introduced in 1976, the F model had a standard price of $99,600, but by 1981, the price had ballooned to $165,960, and avionics packages could increase that by another $34,000; the "turbo group" of options added yet another $39,580. Fuel was now $1.75 a gallon, and operating costs had risen to $80 an hour for the normally aspirated F and over $95 an hour for the turbo. Oh my.

 

A fully equipped Aztec could cost over a quarter of a million dollars: The turbo F featured in the December 1979 AOPA Pilot magazine had a price tag of $247,988, not chicken feed then and equivalent to about $850,000 today.

 

The first few years the F model was decked out with and a newly designed rectangular stabilator with oversized balance horns on the tips, but, the pilots didn't like it and kept complaining until Piper returned to the previous E mode l stabilator in 1980.  We will have to see which version Alabeo has chosen for our simulator model.

 

Squared-off wing tips were added for the F model along with an direct interconnect between the flaps deployment and the stabilator trim to counteract the long-time nose pitch-up as flaps are deployed.  A very visual change from the E to the F model was moving the balance weights for the stabilator out to the tips from the earlier location inside the tailcone.  From the photos of the real world F model it appears to have a squared off and wider stabilator in the early years but no one seems to know for sure what the 1980 and 1981 models had other than “Piper reverted back to the earlier model stabilator”.

 

 

Update:  I am now told the whole story.  Piper received so many pilot complaints about this new stabilator design not having the correct ‘feel’ and the FAA issued an AD that addressed the cracking, fastening, and bushing problems for the large exposed horns at the tips.  The fix was to totally remove the new stabilator changes and go back to the previous E model stabilator with some slightly different damping and balancing. Using internal bob weights up forward on the elevator instead of the inside and adding a lower-tension downspring was to make the ‘feel’ more predictable. Also, it is said that pitch stability at cruise was improved with this fix.

 

Visually, the E model stabilator and the reverted F model stabilators should be practically identical.  This is what I see on the Alabeo model. Further, Carenado stated that their real world model may have received some stablilator damage at one time so that could explain the reversion to the E model look alike. Hmmm.  A good cross check are the photos of the F model used for the flight test in the AOPA Pilot magazine in the December 1979 issue – the Aztec may have actually been a 1980 year model that had the reversionary fix.

 

The B – E models all had four 36 gallon fuel wing tanks for a total of 144 gallons.  All of these had 137 or 140 gallons useable, depending on the specific serial number.  The F model, that we have, comes with the standard 144 gallons in the wing tanks but does not have the two optional 20 gallon tip tanks.

J

ust so you know, the normally aspirated models all use 91/96 octane (blue) or 100/130 octane (green), but the turbo models all require 100/130 (green) fuels.

 

 

Our F model fuel capacity is the standard 144 gallons (137 useable) in four 36 gallon wing tanks.  That is still a lot of gas folks.  The range at intermediate cruise (~75% power) is 725 nautical miles with 45 minutes reserve. Long Range endurance looks like about 830 nm (~55%) with 45 minutes reserve when leaned to best economy.

 

When sitting in the pilot seat of the Alabeo Aztec it is not obvious that the cowl flaps and fuel selectors are in a suspended box as shown in the drawing.  It must be the flight sim limitations that tend to make the controls look flat and almost 2d.

 

The F lost a little takeoff performance but has a shorter accelerate/stop distance than its predecessors (1,985 feet). A full set of copilot instruments was an option. The four front seats got new backs like the ones on the Navajo; the fuel filler ports and caps likewise came from the Navajo.

The new F model was introduced just in time for Piper to convert the airspeed indicator from mph to knots.  The Pilot Operating Handbook for the E model (1971 – 1975) is in mph with an occasional speed with both mph and kts, but the POH for the F model is only in Knots throughout so make sure you are alert for this if you are using an older flight manual.  All references to airspeed in the review will be only in knots.

 

Almost 5,000 Aztecs were built during the airplane's 21-year production run, and more than 2,500 remain registered with the FAA today. Many have headed overseas to satisfy foreigners' insatiable hunger for American airplanes. A well-equipped 1981 F model will run you about $94,500, with the turbo costing about $110,500. An average 1968 C model would go for around $38,500, with the turbo version running about $42,500, according to the Aircraft Bluebook-Price Digest.

 

The F model Aztec used for the AOPA Pilot Magazine flight test in December 1979 was a fully equipped turbo model that carried a price as tested of $247,988. Woah.  This one is probably as close to the Alabeo model as we are going for find.  You can read the full article here.

 

http://www.aeroresourcesinc.com/uploads/197912-1979%20Piper%20PA-23T-250%20Aztec%20F.pdf

 

The true Aztec lovers will find several well written and informative articles on the E and F models (1977)in Flying Magazine and the AOPA Pilot magazine (1979).

 

 

Of course, we have the advantage of installing our F1 GTN750 or Reality XP GNS530 in the top slot for greatly improved situational awareness, not to mention moving charts and full LPV approach capability for the F1 GTN owners. 

 

Alabeo has made this 3rd party upgrade as simple as humanly possible.  In the root directory of your installed Aztec F you will find 3 exe files.  One for the default GNS530, one for the Reality XP GNS530 and one for the Flight1 GTN750 installer.  You can execute one of these files, provided you in fact own either or both premium avionics packages and in less than a minute you will be ready to fly with the GPS and panel arrangement of your choice.

 

 

You can revert back or change your mind and simply run one of the other exe files to change your configuration. One of the nifty features and well thought out installation is that when you choose the F1GTN750, the installer will remove the Collins transponder and Garmin Audio Panel because they are both included within the GTN750.  I am very glad to see such well-designed features coming from Alabeo.

 

 

Not taking anything away from the 3rd party installers, but I feel Alabeo missed a golden opportunity to really shine with their special installers for the Aztec F.  Many of  those who own the F1GTN750 also owns the GTN 650 and can use them in tandem as a combo.  This provides much more than one might think. You can have alternate approaches on the 2nd units, you can monitor additional frequencies, and best of all you have Nav/Com 2 units built in.  I like to fly the approach on the 650 and monitor progress on the big 750 with the chart display zoomed up.

It looks like it would have been an extra few minutes of design time to allow the installation of the 750/650 combo with the removal of the old Collins big faced square Nav/Com 2 units.  The fit is near perfect and the result would have been outstanding. Not that Alabeo could not include this feature in an update somewhere down the road.  Think v2.0, maybe even v1.1.

 

A lapse in memory must have contributed to the popup clickspot for the GTN to be placed at the top center of the unit (which is where Carenado and Alabeo place all their avionics popups) while the return is in the ‘normal’ and expected lower left side of the frame.  I noticed some posts that actually thought Alabeo had forgotten to include the popup click spot.  This can be fixed by our community mods group but shouldn’t have left Santiago this way.

 

The Aztec was incrementally refined over the years, but it never really changed much in any big way. Aside from the wildly disorganized instrument panels found on pre-D models, the systems in one are pretty much like the systems in another.

 

Flaps and landing gear are hydraulic, driven by a pump on the left engine. Though later models had one on the right engine as well, many older airplanes have been retrofitted with an auxiliary electrically powered hydraulic pump. Should both fail, manual gear (and flap) extension can be easily accomplished using a hand pump that telescopes from under the power quadrant; 30 to 40 strokes are required to raise or lower the gear (about a dozen for the flaps), but the leverage is excellent.

 

 

 

The Alabeo Aztec F does not seem to have any references to anything hydraulic such as pumps for providing pressure for the landing gear, flaps and brakes. The documentation someplace mentions the props can be feathered so that will make the engine out emergencies much more realistic.

Most early models also were equipped with a C02-powered blow-down system, activated by pulling a ring under the pilot's seat in case of hydraulic system failure, but I think they have gotten away from that system.

 

The flaps and landing gear handles are still reversed from today's defacto standard, with the flap handle on the left and the gear handle on the right.  As stated earlier, that has never been a problem for me.  I think everyone should hesitate a few seconds and consider the consequences before operating a gear handle while still on the ground.

 

The fuel system is straightforward. Inboard or outboard tanks are selected for either side. The console between the front seats houses these fuel metering controls. Each wing has two 36 gallon fuel tanks, one on each side of the engine, hence the inboard fuel tank and the outboard fuel tank.  All total we have 36 x 4 = 144 total gallons of fuel.  Our drop down box for the simulator allows us 140 gallon total useable fuel.

Mounted on the front of the fuel metering box toward the panel are the two cowl flap controls.  These are individual manual controls for the engine cowl flaps and can be set at any value between full open and fully closed. When the knob is straight up, the cowl flaps are fully open and allowing the maximum amount of cooling air flow into the engine nacelle.  Each engine has two cowl flaps, one on either side of that engine and the two are operated as one unit.  We never refer to the individual cowl flap on a given engine as Left or Right, just the cowl flaps for the number one engine or the cowl flaps for the number two engine.

 

The fuel tank selection process, crossfeed control, and cowl flap levers is a model of ergonomic efficiency. Crossfeed is either on or off and is generally unnecessary unless a long distance must be flown on one engine; fuel can be pumped from any tank to either engine. There are some nice sounds associated with moving these fuel flow controls.

 

 

 

Due to the placement of the fuel and cowl flap controls it will be difficult to see your settings while flying without some head down time looking straight down between the seats.  I never was able to get a good view of the cowl flaps levers looking from the front back between the seats. The Ezdoc users will want to set up a couple of custom views for this.

 

I was having difficulty getting the props to feather so I was doing all sorts of throubleshooting things, like making sure the fuel tank feeding the dead engine was totally out of fuel. So I used the drop down feature to set fuel to zero.  The strange thing was that with zero fuel, if I moved the mixture control out of cutoff for the dead engine I could hear engine start sounds although I could not see any evidence on the gauges such as increasing manifold pressure or any RPM changes.  This may need some looking at the coders by Alabeo.

 

All my comments are based on the initial release of the Alabeo Aztec, so any SP1 or patch may fix these things. UPDATE:  Not going to happen. Carenado tells me that an update to the Alabeo Aztec is not planned at this time.

 

Climbing into an Aztec for the first time, you'll notice steel tubes extending from the corners of the windshield down to the instrument panel. The Aztec's skin is wrapped around a tubular steel cage, a throwback to the days when Piper planned to produce the Apache with a fabric fuselage. By the time the decision was made to go with metal, re-engineering the fuselage was deemed too expensive.  End result, every Aztec has the steel tubes interfering with the view from the pilot’s seats – only twin I know with this unique feature.

 

 

The Aztec's docile handling characteristics make it an ideal multiengine trainer. If it seems to handle like a really big J-3 Cub, that's because it shares the cub’s wing cross-section. The Aztec accelerates briskly at a light training weight to a rotation speed of VMC plus 10 percent, 76 KIAS, and then on through VYSE, 89 kts, to VY, 104 kts.

 

I don’t know how you configure your simulations, but I seldom takeoff at MTOW unless I am running some timed tests for a review. I typically start with half fuel and either one or no passengers so the airplane performance should be more responsive than a fully loaded or fully laden aircraft.

Here are some weight calculations that I made for gross weight with full seats and full fuel.  There is always going to be some give and take, even with an Aztec. The later models, especially with the weight of the turbos and a full panel of avionics have a hundred or so less pounds available for payload, but nothing that can’t be worked out.

 

My first calulation used standard FAA pilot and passenger weights and full baggage weight limits and full fuel to see how we fared – not real bad, overweight by 190 pounds.  An adjustment here and there using real world expected weights and we can takeoff with the 6 seats occupied, an ample amount of baggage, full fuel and 1 pound under gross weight.

 

 

 

I assume if you are buying a twin for your FSX/P3D that you probably have some type of yoke or flight stick for your simulator.  If so, you will want to make sure your elevator trim is mapped properly to your yoke or flight stick because you will be using it most of the time you are flying the Aztec.  You may as well check the flaps, gear and such are also properly mapped to an easy to use button or switch.

 

Not everyone has a twin throttle setup with individual controls for Propellers and Mixture so it makes the engine out simulation a little harder, well that part is not hard, it is getting the proper prop, mixture, and throttle back so you can put the single propeller into the feather position.

The recommended cruise climb speed of 117 KIAS results in a very leisurely climb rate. Visibility over the nose is not bad at 120, and the cowl flaps do a good job of keeping cylinder head temperatures in the green.

 

In cruise, the flight controls may feel heavier than the typical lighter airplane as you start your roll, maybe not so much so in pitch. Steep turns can be accomplished fairly easily and are one of my favorite maneuvers in the Aztec.  I like to make lots of clearing turns when approaching an airport, especially when coming out of the clouds. If I am going to make a turn, I usually make it a steep turn and then roll from one direction directly to the other. 

 

Power-off stalls are unremarkable; you'll feel the flight sim equivalent of the buffet through the control wheel well before reaching the 55 KIAS stall speed. Nose it over to accelerate through VMC before adding power; this takes a moment with the draggy landing configuration. Departure stalls are similarly bland; lower the nose and let the airplane accelerate.  I performed some fairly aggressive stalls but other than a wing dropping just before or just after the nose dropped they were all pretty much the same.

 

 

 

Remember, not to confuse the Calibrated Airspeeds with the Indicated Airspeeds when flying at the low end of the flight envelope.

What I miss when doing stalls or any aggressive flight maneuvers when flying the Carenado or Alabeo models are changes in wind noises or aerodynamic sounds that are possible in the simulator when flying some of the RealAir or A2A with Accu-sim add ons.  I guess it is just a lot less realism due to the total absence of feel in the yoke and rudders and for sure the absence of any g-force changes in anyone’s add on, but the changing sounds sure help.

 

This may be out of place in the review but I want to make sure I call your attention to this slight error in the Alabeo provided performance charts.  It is always important to read the conditions or details of any chart to make sure it matches you airplane’s exact configuration.  Take a look at these range charts and see if you would have caught the faux pas?

 

 

 

 

Under the hood, you will find the airplane stable and predictable, even with the critical engine feathered. I would guess that the folks with the F1GTN 750 sitting high and pretty in the VC will be flying a lot of LPV approaches and those that don’t will be flying ILS approaches so be prepared for some serious enjoyment.  You have probably heard me say this plane is ‘as stable as a table’ in so many reviews that you just skip over such statements. But, this one flies real similar to the Carenado Seneca V and the Alabeo Saratoga II TC which are both excellent IFR training airplanes.

Once you setup on a given glide path you should be able to maintain your proper rate of decent with only small touches of power changes.  We can get into the age old choice of power for altitude and pitch for speed, but, use whatever works for you. Visibility is excellent and the Alabeo team coded just the right amount of reflections in the windows and the glass scratches are as realistic as anyones, including those in the real world.

 

Just my one standard statement about the two pilot figures not being selectable as one or none and being the same two guys that fly every model of every plane from Carenado and Alabeo from crop dusters to mini-airliners and corporate jets is getting a little old.  I suggest that they at least add some choices for sunglasses, ball caps, different color shirts or something to make them appear slightly different.  They do add shoulder boards for the corporate and mini airliner models, so we know they know how to do it.

 

 

 

While I am at it I may as well mention my disappointment with the scare documentation.  Wish Alabeo could add a little more information about the airplane, systems, lack of systems, maybe a few how-to items or something more.  The Shift + # has some very nice features but AFAIK there is nothing, anyplace that tells the new users to use the Shift + # keys for additional features and choices.

 

Personal suggestion would be to make good use of the FSX Kneeboard for listing the specs and performance of the airplane as it is currently lacking this critical information. A quick check of the [General] and [W & B] sections in the aircraft.cfg file revealed a faux pax or two.  The big one is the Maximum range of 1310 nm.  Hmmm.  This was most likely taken from an incorrect range chart – probably the 177 gal fuel optional tanks in the normally aspirated engines Aztec F. 

 

My best guess would be maybe something near 1,000 NM max range with 45 min reserve using best economy leaning and 24 in MP and 2200 RPM. (this would be crawling along at about 150 kts all day long)

I found no mention of any type of Oxygen system in the Alabeo Aztec. This is a turbo, would be nice to know how in-depth the Oxygen system is for altitude operations, if at all.

 

 

There is a total absence of any hints at how to actually fly the Alabeo Aztec but you might want to start a habit of burning fuel from the outboard tanks first just in case someone did code a little dutch roll into the simulation.

 

There’s really nothing special about the cockpit of the Aztec except for its generous size. It’s laid out in the traditional manner, and these airplanes are getting old now and individual modifications through the years have left each one like a fingerprint and totally unique, especially with upgraded radios and GPS.  Gear and flaps are hydraulic and not electric. 

 

Prior to the Piper Aztec F, the hydraulic pump was on the left engine. If that engine quit, the pilot would need to give a hefty 30-50 pumps of the manual gear extension to get the wheels down. The Aztec F added an auxiliary hydraulic pump on the right engine.

 

I’m not sure how the Alabeo hydraulics work without a pump.  A guess is they are electric, but they also work with the master switch off. Hmm. If I intentional kill the left engine and secure it, I can still operate the gear and flaps using the normal up and down controls.  Maybe, we just need to assume we have the aux hydraulic pump also on the right engine and it is automatically taking over the work of providing hydraulics.

Apaches and Aztecs have wings with constant, long chords, and this gives them great slow-speed performance, making takeoff and landing on short fields a breeze. This’ll cost you a few knots in cruise though, especially given the rest of the plane’s overall short, generally chunky appearance.

Engine failures are easily coped with. The yaw is overcome with moderate pedal pressure, and a quick turn of the trim crank relieves that. The trim controls are overhead and consist of an outer crank for pitch and an inner crank for yaw. After a couple of flights, you become acclimated to the proper directions to turn them. This is important because, as noted above, the airplane exhibits a moderate pitch up with flap extension and pitch down with flap retraction. Most of the pitch change comes with the first quarter flaps, which is no big deal on pattern entry or downwind, where you'd normally first deploy them.

 

 

 

The challenge comes on the go-around, when the full- power/flaps-up drill requires considerable back pressure on the wheel until you get retrimmed. There is little if any trim change with gear extension or retraction.

 

Quarter flaps can come down at 139 KIAS, but there are no detents; there is a flap-position indicator on the panel, but it's more efficient to learn how long to hold the flap lever down or up to reach the desired setting. Gear can be extended at 130 KIAS. The gear handle, in the shape of a tire, is clear plastic; if a throttle is retarded with the gear up, a red light in the handle starts flashing. If both throttles are brought back below about 12 inches of manifold pressure, the gear horn sounds. The gear handle is equipped with a mechanical latch to prevent inadvertent gear retraction on the ground (there's also a squat switch).

 

Makes we wonder how all those dummies keep having unintentional gear retraction on the ground in their Aztecs’.

A smooth power reduction over the numbers, accompanied by a slight nose-up attitude, and the airplane touches down gently just as the throttles hit the stops, the arrival cushioned by big oleo struts. The gear is beefy enough to absorb clumsy landings or unimproved landing sites, and, if proper speed control is exercised, the airplane stays planted; when that wing stops flying, it stops flying.

 

 

 

Nosewheel steering is heavy, as might be expected. Even at idle power settings, the airplane will build up speed in the taxi. Avoid riding the brakes. Instead, take a tip from the airliner cockpit: Let the airplane speed up on its own, then apply the brakes to slow to walking speed. Cycling the brakes in this way helps keep them cool.

 

I found this description of the Aztec, but I couldn’t find the source for the credit.  Just so you know, I did not write it but I would have if I were a writer.

“The Aztec was never the fastest light twin, nor the one with the greatest payload, nor the most powerful. But in terms of cabin space, load- hauling ability, fuel economy, range, VMC, short-field performance, durability, and accelerate/stop distance, it matched or beat its rivals handily. What it lacked in panache, it made up in good manners. Today, more than 30 years on, it continues to provide comfortable personal transportation and to labor honestly in the vineyards of commercial aviation. Perhaps more important, it offers many students their introduction to the challenges of multiengine flight, where, like any good instructor, the Aztec is a gentle and reliable friend.”

 

Piper was never bashful about running their engines hard to squeeze another mph or knot out them.  It was good for the marketing people as they say. The timing was perfect for Piper to choose our Aztec F 1976 model as the one to convert the airspeed indicator from miles per hour to Knots/hour.  (required by the FAA)

It is not found in print in many locations, and it is often mis-represented but Piper liked to use four performance chart settings.  These are Normal, Intermediate, Economy and Long Range.  The Airplane Flight Manual for the Aztec F model uses these four terms in the performance section.  These 4 setting are roughly equivalent to 80%, 75%, 65% and 55% power setting.  Not exactly, but very close.

 

In addition to the four ‘Cruise Settings’ there are two fuel/air mixture settings – Best Power and Best Economy.

The Turbo charts are not to be confused with the High speed or Fast Speed cruise settings used by some of the other manufacturers.  In the normally aspirated Aztec without the TIO engines with turbochargers the performance charts do not have charts representing anything faster than the Normal settings.

 

 

For the Turbo equipped Aztec F with the TIO-540-C1A engines Piper has provided specific cruise power charts similar to those for the Aztec F with normally aspirated engines.  In this case the Normal Cruise charts are replaced with the Turbo Cruise charts and the Intermediate, Economy and Long Range charts have (Turbo) added to the title.

 

Anytime you are using any performance related charts, take the time to check the title and the engine number that the charts are intended.  Some charts are for either the normally aspirated engines or the Turbo equipped engines such as descent and glide related speeds and distances.  Also check the conditions for each chart. An example would be those charts specific to using the optional tip tanks that our Alabeo model does not have.  Another example would be the Landing distance charts that would apply to either or both models.

 

Most performance charts have conditions such as temperature, altitude, wind, runway condition, etc. Other charts are more specific about the airplane condition such as using a specific propeller, flaps deployed, or not deployed, landing gear extended or not extended and yet others are specific to the mixture settings or throttle settings.  Most airspeeds used in performance charts use KIAS for indicated airspeed as read directly on the airspeed indicator, but some are KCAS and require the use of the Airspeed correction card to obtain the calibrated airspeeds.

 

The Performance Charts provided by Alabeo are straight out of the official POH.  Like a said earlier, just always make sure the chart details match your engines numbers and fuel configuration.  The turbo model only has one identifier for all turbo models – TIO-540-C1A and the fuel load will be shown as 137 – 140 gallons useable depending on specific block production runs.  Ours has 144 gal total, 140 useable.

For those charts that specify that one engine be feathered, you can simulate a feathered engine by using 11 IN manifold pressure and 2175 RPM.  Cowl flaps settings are not specified but are normally closed when an engine is feathered.

 

I made a summary chart of the book performance speeds and fuel flows taken directly from the Airplane Flight Manual for the F model Turbo.

 

 

 

You will notice the difference in fuel burn and cruise speeds for the 4 settings. Best speed is 9 knots faster at the 80% best power setting than the 75% intermediate setting at gross weight, but it will cost you 4 gal/hr more fuel. The difference between the best power mixture and best economy mixture at the four settings averages about 5 gallons per hour.

 

You can find the sweet spot that fits your style of flying by studying this chart.  The savings in fuel or those costs for by higher maintenance and jug replacements that the real world Aztec drivers are constantly weighing may not even be a concern at all for the sim pilot with a virtual credit card.  Then again, not everyone wants to see how fast their Aztec will fly, some like to take it easy and cruise at the economy or long range settings.  To each his own.

 

 

Navy Model Aztec

 

An ex-United States Navy U-11A on display at the Pima Air & Space Museum.  I made a repaint for the flight sims using this one as a model, of course, mine is the most modern Aztec F, but it still looks very Navy.

 

Using this photo I came up with our modern day equivalent Navy Aztec for the flight sims. You can find this ready for downloading in the Avsim library.

 

 

The b&w images on the left appeared in a Lear Radio ad in the October 1954 issue of Skyways magazine. Lear advertised that his line of radios would add value to any of these flying twins.  A little later on, Bill Lear invented the autopilot, 8-track tape players and of course designed the LearJet. I added more recent photos to show how each one evolved over time.

 

 

 

What it lacks in size, it makes up in an almost complete lack of habits

AOPA, Seth B Golbey

 

 

 

What do I get in my download?

 

You get 6 very different repaints, plus the standard white one with two interior color choices that will fly in FSX, Steam, and P3D v2-3.  Check out the chart here.

 

 

 

 

 

The standard GPS is the Carenado GNS530, but come with automated installers for the Reality XP GNS530 and the Flight1 GTN750 (both of these require 3rd party purchases)

 

The Alabeo Aztec F comes with full instrumentation including dual nav/coms, ADF receiver, DME, VOR/LOC/GS, and slaved gyros, RMI, a switch for most everything, plus a few more, including a full circuit breaker panel.  It does not have the copilot gauges (4 black blank gauge covers) which is probably a good thing for the flight simmers with challenged PCs.

 

This one comes with the factory installed turbos with fully automatic wastegates so it is mostly add power and go fly. The turbos come into their own at about 8,000 where the advantage of the blowers begin to show and the practical upper limit for the Aztec F turbo is FL250. The sweet spot altitude seems to be FL220 for best speed. Sure you can climb higher but there is no payback.

 

 

What can I do with my new Alabeo Aztec F?

 

I chose to use the Sporty’s N706SP red and white repaint and based it at Sportys hometown airport I69.  This is a very convenient suburban airport with a 3550 foot runway in excellent condition in the shadows of the Cincinnati Lunken airport, LUK, that has SIDS and STARS and the full boat load of instrument approaches to make good use of that big ole GTN750 sitting high in the panel.  Here are some screenshots at and around Sportys.

 

 

 

Should you already own a Flight1 GTN750 and you are in the market for a light twin, the Alabeo Aztec F is a slam dunk.  With more than 3,600 LPV approaches available in the USA and practically every one of them are ready to fly in the GTN, it makes for some great instrument work in the twin Aztec. 

WAAS is really coming into its own now.  Not only do we have this great number of LPV approaches that are for all practical purposes as good as an ILS approach, but the GPS brings more than a 1,000 new airports into play for precision approaches.  Meaning these 1,000+ airports do not have an existing ILS approach.  Yeah.

 

http://www.faa.gov/about/office_org/headquarters_offices/ato/service_units/techops/navservices/gnss/approaches/

 

To be fair to the folks that don’t have a GTN, don’t want a GTN, and are probably tired of hearing about them, you can use the basic approaches, including the ILS, LOC, ADF and whatever to fly your instrument approaches in your new Aztec F.  In FSX you can use your Realtity XP 530 instead of the F1GTN750 should you have one.

 

 

 

The F1 GTN will work just fine in P3D but you need to buy a P3D specific version to do so.

Of course, if you are a VFR pilot and are just moving up to a twin for load carrying capacity, or for the safety of having a 2nd engine, then you can just ignore that Glide Slope and go out and enjoy flying high above much of the weather and filling up your six seats and going someplace.

I would expect a lot of engine out emergencies where you identify the failed engine, clean it up, feather the propeller and go looking for a runway to make your single engine approach and landing. You can choose to continue on with your flight with one engine and practice your fuel transfers and maintaining course and altitude with one operating engine.  Most folks recommend disengaging the autopilot when flying with one-engine out.

 

Some of the early posts in the support forums were making untrue statements that the props could not be feathered (because they didn’t know how to do it). It is not as simple as say the Realair Duke but it certainly can be done.  Mixture full back, prop lever full back, keystrokes CTRL+F2 to put the prop control into the feather position.  Those users with FSUIPC can automate this to make it a little easier.

 

 

 

You can also practice some of those intentional gear up landings.  Do it at night and make some spectacular sparks as you gouge the concrete.

You can spend as much time as you like doing your engine runups and pre-takeoff checks to fine tune your procedures.  The mag drops and prop exercise is not perfect and the correct sounds are not present but it is certainly close enough for your basic light twin.  Just make sure you are using the recommended RPM settings in your procedures. Here is the Run-Up from the Normal Procedures in the POH.

 

BTW the Alabeo provided Normal Procedures are word-for-word the same as the real world version.

 

 

 

And best of all you can take some nice long cross country flights in the lower Flight Levels.  The Aztec has never been known as a frugal airplane but with a virtual credit card who really cares about the price of av gas.  Go ahead and see how it feels to fly for extended periods at 80% power.  Just keep a close eye on the cylinder head temps because Aztecs tend to run on the hot side of the scale.

 

 

Does the autopilot work correctly?

 

Glitches in autopilot operation seems to be common faux pas at Carenado these days, did it spill over to Alabeo?

I’m not sure, but I don’t think so.  The Aztec has the proper time period Century III AP and even though I think it does indeed work properly, it is not real intuitive at first look.  I suggest you at least read the Alabeo provided 3 page pdf for the autopilot, and if you want to know a little more, you can download the real world manual.

 

 

The Century III is a full 2-axis autopilot including pitch hold, pitch command, altitude hold, and GS coupling (but not VS command or altitude preselect).  There are thousands of Piper aircraft with this exact AP installed, but with a special arrangement, the faceplate says Piper Altimatic IIIc, later on that switched to Autocontrol III. Behind that faceplate is the Century III AP.

 

The Century III was a top of the line autopilot in the early 1970s.  Other than being about 4x as large as the modern AP and having an extra button called OMNI (which can be used to fly a LOC course without the Glideslope), and a missing button – APPR, and no obvious On/Off switch, there is not much difference in this one and any other AP that we see in the flight sims add ons.

 

The Century III AP in the Aztec has ALT hold, HDG, NAV, LOC (Norm), and LOC (Rev) modes. The only thing missing is APPR, but not to worry.  Use your NAV mode for your approach and when at your IAF or FAF and on course, switch to LOC Norm.  The glideslope should engage if you are slightly under the required altitude.  I usually use ALT hold for my approaches just so I have more time to look around and enjoy the approach, but for the Century III it is a requirement.  You might notice that glideslope is a little slow at engaging – this is the way the Century III works and is normal.

 

 

 

According to the real world manual, three conditions must be present for GS capture.  1. Set to LOC Norm, 2. Must be in the ALT mode, and 3. GS deviation indicator must be deflected upward for 20 seconds. This provides assurance that the glide path will be intercepted from below in a normal manner.

 

There is a Pitch mode with a Pitch Command Wheel directly to the right of the switch.  Use your mouse wheel to select the VSI desired in increments from 1 -5 up or down.  This Aztec does not have an Altitude Pre-select mode.

I am intentionally not going to tell you where to find the Master Switch for the Century III AP.  The answer is in the first paragraph of the 3 page pdf manual supplied by Alabeo with a big red circle around it.

 

As to how it works, it seems to do everything correctly.  There are some limitations for speed and bank angle, but you shouldn’t have the AP engaged in either of those cases.  Just remember the Century III like that 20 second delay.

 

 

What is a Stormscope? Does it show weather?

 

Show weather - No, show lightning strikes – No.  Does in work in FSX/P3D?  Well, sorta, but, you have to have some FSX weather for it to see and you have to have the Stormscope turned On and set to the proper distance.  Then you will get some little green patches showing the worst of the weather that you can probably see looking out the windshield.  The real world Stormscope shows lightning strikes as individual points or dots.

 

 

 

So how is the fit and finish of the Alabeo Aztec F?

 

In a word, excellent.  Looks like a real world late model Aztec. The VC textures are as good as anyones, the exterior may be even better. The material shines and reflections are the best in class and add even more realism to the simulation.

 

 

 

The extras are typical Alabeo/Carenado and should not be taken lightly.  These extras add a lot to the simulated realism when flying the Aztec and are almost expected for a premium model nowadays.

 

I especially like the window scratches (never seen an Aztec without them), and I like the gauge reflections (this is personal choice so it is covered for everyone).  I like the click sounds of the switch movements, the realistic fuel pump whine, and many of the other sounds (more on this later), and although the web site doesn’t mention it, but I notice the little things like the aircraft settling down on the ramp when weight is added.  You will appreciate the volumetric side view prop effect when flying the Aztec.  The emergency exit (left side, 2nd row window) is designed but not functional.

The upholstery is near perfect also. It has that slightly worn, but well cared for look and it looks like simulated leather.  Nice.

The Alabeo Aztec abounds with little touches to give it that used look, like the metal heel plates show the proper amount of scratches and the paint is worn near the most used switches and knobs.

 

 

How about the animations?

 

The animations are about what is typically found in the Alabeo/Carenado mid-level models.  Which is more than many of the competitors.  The little pilot’s window opens and closes and the sounds change when open or closed. The sun visors work, but only full up or full down – no intermediate positions available.

 

 

 

The yokes can be hidden individually.  I personally do not care for the Alabeo advertising on the return button for the yokes – This is not something found on any real world Aztec and is a distraction to me. The door handle and lock is animated but like the visors, it is either open or closed and locked – you don’t get to participate – just watch.

 

 

 

The real Aztec had a slide latch to push forward to lock prior to flight and also a pull up/push down door lock similar to any typical American automobile. Alabeo captured both along with the movement of the car handle locking door handle.

 

 

 

Everyone expects all the levers for engine controls to be movable and therefore animated, but not everyone does a good job on some of the secondary knobs, levers, and controls like the Fuel Management area.  This one is perfectly done, however, just like in the real Aztec, it requires total head down time if you want to see what you are doing.

 

Day to day Aztec pilots can manage the fuel flow and cowl flaps with nothing more than a quick glance to confirm the positions or settings.  Sim pilots will have a much tougher time with this.  I guess the Ezdoc users can figure out a how to see it but, the standard FSX/P3D view is not much use in an emergency situation.

 

 

Shift + Number 2 – 7 popups.

 

The Shift+4 popup window should list all the available 2d windows but, it is a little honked up.

There is never going to be a Shift+1 popup in FSX/P3D as shown and the AP is in the Shift+2 position, but other than that these are very useful to first time users and also the popup AP is necessary unless you fly with the pilot’s yoke hidden.

 

 

 

Also the Shift +3 Window Manager is the only place I know for selection of static elements (chocks, remove before flight items) and instrument reflections and VC windows.

 

 

Flying Instrument Approaches

 

The Alabeo Aztec is a near perfect instrument flight airplane. I guess I better add, as long as you fly with the pilot’s yoke hidden or the autopilot in a 2d window when needed.  The gauge layout is ideal and the 3d looking gauges are in the standard 6 configuration.  The engine instruments are not that easy to read from the pilot’s seat, but the primary engine indicators, like the manifold pressure, RPM and Fuel Flow are very readable due to their large size and placement.

 

 

 

The EGT is practically unreadable without zooming in, then it is very readable.  Once you are familiar with the expected EGT settings you will only be looking for needle placement (9 o’clock). I did notice the temperature is shown as deg F x100 so make sure you are thinking that 1,600 deg F is the upper limit for EGT temperatures.

I made several LPV approaches and then immediately followed up with the equivalent ILS approach if the airport had both.  There is not much difference anymore, we just have a lot more precision approaches available provided you have the F1GTN installed.

 

 

Sound Package

 

The Alabeo provided sounds should be sufficient for the casual sim pilot. Those sim pilots that can actually hear the turbo whine will have to strain and do a little imagining while searching for realistic engine and turbo sounds.  The cockpit sounds – those clicks of the switches and the movement of the lever in the fuel management controls are above average.  Door opening and closing and the small pilot window movements both have great sounds that add to the immersion.

 

 

 

The gear movement, propeller sounds and general engine sounds are pretty much standard Alabeo/Carenado sounds.  What is missing is that throaty Lycoming roar at takeoff power and full propeller pitch and totally missing is the turbo whine at all settings.  Most flight sim pilots that have never heard the sounds of the real Aztec will probably be satisfied and never think twice about improved sounds. 

 

But, for that special group with the discerning ear that want to hear those missing sounds. No problem. Our friend Aaron Swindle at Skysong Soundworks has taken his Piper Twin Comanche sound set and added the turbo whine and a few other tweaks to make it fully turbo Aztec compatible.  You can hear his sounds prior to purchase and those listening for the throaty Lycoming roar and the turbo whine will probably want to upgrade the Aztec sound package.  Look for the Aztec adapted twin Comanche sound set for FSX.  You can hear it here and read the list of sounds.  This is a nice boost in the overall sounds of the Alabeo Aztec and can be purchased for less than $10. Highly recommended.

 

http://skysongsoundworks.com/product_info.php?cPath=25&products_id=38

 

 

How about the Frame Rates?

 

I have no problem whatsoever with the Alabeo Aztec and FPS.  Set to unlimited in P3Dv2.5 mine bounces around 45 – 55 FPS with no stutters.  I would suspect the only ones that might have a problem with FPS are those with Legacy Systems and they are going to have FPS problems with most any add on.

I checked the forums and did not find a single thread on FPS for the Aztec.  That must say something.

 

 

Additional repaints and panel colors.

 

I have added 6 additional repaints to the Avsim library for download. Some are original repaints and others are simply registration number changes requested by fellow flight simmers.  I have also added 3 new panel colors for those that wish to have something more than Blue or Gold.  Blue and Gold has served the Naval Academy well for more than a hundred years but for flying an Aztec in 2016, I prefer the easier on the eyes Ivory, Gray, or Black.

http://library.avsim.net/search.php?CatID=root&SearchTerm=aztec+ray+marshall&Sort=Downloads&ScanMode=1&Go=Change+View

 

 

 

 

 

 

Summary and Conclusion

 

I think Alabeo has brought us a good turbo Aztec that will fill the void in many virtual hangars.  It is a late model and turbo equipped, with the possibility to add either your Reality XP 530 GPS or your Flight1 GTN750 to the VC panel with no more effort than selecting the proper exe file.  I commend Alabeo for adding this highly requested feature to a 30 year old airplane.

 

As previously mentioned the texture quality inside and out is the best in class and far superior to what we typically see in this price range.  As expected, other than switch clicks and knob movements, the systems depth is not much deeper.  I expected at least an oxygen switch, outlet, sensor or something with the word Oxygen somewhere in the cockpit when the plane was delivered with factory turbos.  I also missed seeing any reference to a hydraulics system, no switch for a pump or no gauge for pressure, which is a little strange on a plane with hydraulic flaps, brakes, retractable landing gear, and two hydraulically actuated constant speed propellers. The answer here is rather simple – Alabeo chose to make all things hydraulic electrical for this flight sim model.

 

On the positive side, the fuel management system can keep you occupied and delighted going into and out of crossfeeds and using your full-feathering propellers to simulate one-engine operations.  You have operating cowl flaps to help control engine temperatures and best of all you have factory built twin turbos with fully automatic waste gates for super simple operation.  You have 4 fuel tanks with the ability to feed from any tank to either engine and to move fuel around for balance.

The Alabeo Aztec comes with excellent instrumentation, easy to read placards and switch labels, good lighting, good backlighting and a very capable time-period autopilot. You can fly ILS and ADF approaches just as it comes out of the download using the standard GNS530 GPS or add a ton (3,600+) of LPV approaches when you add the Flight1GTN750.

 

You have an ample selection of liveries (6 + white) and a limited choice of interiors (2) but more are available for downloading at the Avsim library.

Overall, there is still a lot going for the FSX/P3D Aztec F.  Many seasoned pilots and flight simmers alike crossed paths with one of the Aztec models somewhere along the way.  These same pilots and sim pilots have yearned for a realistic FSX/P3D Aztec to help them re-live some of those days.  The Alabeo PA-250 Aztec F can do exactly that for you.

 

 

Recommended.

 

 

 

Comments about flying the Alabeo Aztec posted at Avsim.

It may not be a Real Air or A2A product, but, after flying the Aztec for about 30 minutes, I cannot find any problem with this aircraft so far. The modelling both internally and externally, as usual with Alabeo, is beautiful and so far everything I have tried on the Aztec has worked perfectly, although I have not as yet flown it on the autopilot. The sounds also are excellent and, as someone with RW flying experience in these albeit many years ago and in the older Aztec D model, I can confirm that the flight dynamics appear pretty realistic. With half tanks I successfully flew this in and out of a 1000ft strip that I once flew from in the RW and it coped with it very comfortably. I'm certain I will be doing a lot of flying in this impressive aircraft.    Bill (scianoir)

 

16 February 2016 Avsim Forums

Ditto on the flight dynamics... with a caveat. I very much enjoy flying on two engines. It handles well in flight and through the flare to landing. Notwithstanding the different types this flies as well as their Titan. However... there is no drag with a windmilling prop. Which is just as well since there is no way to feather a failed or shut down engine's prop. 

As long as you are not expecting real world single engine performance, this is a decent hand flyer and the AP is pretty intuitive... if you have flown the A2A P-51 Civilian version...  One simple thing I wish they would fix is to put in the clickspot to bring up the GTN 750 2D popup.  Donald Trail

 

19 February 2016  Avsim Forums

I'm having no problem whatsoever feathering the props. Very realistic behavior. Very impressed with this aircraft. A great simulation! P.S. Sounds and lighting are good on my setup. Autopilot behaves perfectly as it should. An Alabeo Home run for me.

JesC,

 

04 March 2016 – Avsim Forums

My error, I wasn't giving it enough power before pulling back the prop levers.

 

Love this aircraft, it has fantastic STOL performance - I've just gone back to some Idaho dirt strips I tried with the Cessna 185 before Christmas and with care the Aztec can handle some of these, the large flaps mean I can drop onto the runway at just over 55/56 knots. Fantastic - a twin bush plane!

 

27 April 2016 Avim Messenger

The AP is acceptable and fits the style of the plane. It holds HDG & ALT well. It's not hard to use.  I have Klipsch speakers with a Creative XFI Titanium HD audio card so everything sounds good. The sounds seem realistic.  I love the VC, external model, and the flight model. Overall is an excellent light twin that I highly recommend to any simmer.  DJJose (real world Flight Instructor)

 

 

Credits

Thanks for Carenado and Alabeo for providing the Eval copy for this review.

SETH B. GOLBEY and AOPA for their research and text used from the Piper Aztec, Hello Old Friend article that appeared in September 1991.

Flying Magazine for their timely articles on the E and F model Aztecs.

David and Jose for the excellent screenshots.

Jesse and Jose for passing along key information about flying the Alabeo Aztec.


REVIEW - Approaching Quito for FSX/P3D by Aerosoft

$
0
0

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

$
0
0

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

$
0
0

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 - F4U Corsair BirdCage by JustFlight for...

$
0
0

Review

by Mike Cameron

 

Introduction

The F4U-1 Birdcage aircraft package for FSX and P3D was developed by Aeroplane Heaven and is being distributed by Just Flight Software.  The information for this introduction was gathered from the product page, documentation and the airvectors.net website.  In 1938, the U.S. Navy Bureau of Aeronautics issued a request for proposals for a ship-borne fighter aircraft.  Vaught-Sikorsky (later Chance Vaught) answered the call with a proposed design powered by a 2,000 horsepower, twin-row, and 18-cylinder radial engine from Pratt & Whitney, known as the ‘Twin Wasp’, one of the most powerful aircraft engines of the period.  Such a large engine needed a big propeller to soak up this power, so the design featured a 4.06 meter (13 feet, 4 inches) three-blade variable-pitch constant-speed propeller designed by Hamilton Standard.  The big propeller posed a problem for the design team.  It dictated long landing gear so that the prop arc would clear the ground on take-offs and landings.  The problem with the long landing gear is that they tended to be too weak to tolerate the hard carrier landings.  The designers came up with a unique feature that everyone associates with the Corsair, the low-mounted, “inverted wing” or “cranked wing”.  With this type, the wings are bent down from the root and then back up to the tip, with the main gear mounted at the lowest point of the wing.  This arrangement also improved the pilot’s field of view and the right-angle connection between the wing and the fuselage improved aerodynamics.

The first test flight of the prototype XF4U-1 was on May 20th 1940 with formal naval acceptance trials of XF4U-1 starting in February, 1941.  The initial Navy production order of 584 “F4U-1’s” was placed on June 30th 1941 and this type was given the name ‘Corsair”, which had been the name of several pre-war Chance Vaught aircraft.   The first production F4U-1 performed its initial flight on June 24th 1942 and the Navy received its first production Corsair on July 31, 1942 with carrier trials beginning on the USS Sangamon on Sept 24th 1942.  Getting the Corsair into service proved difficult.  The framed “birdcage” style canopy gave a poor field of view for deck taxiing, a serious concern given the serious damage the oversized propeller could do to anything that got in its way.  Even more serious, the aircraft had a tendency to “bounce” on touchdown, which could cause it to miss the arrestor hook and slam into the crash barrier, or even go out of control.  Despite this, production was going ahead anyway, with Vaught building 178 Corsairs by the end of 1942.

These aircraft soon found their way to front line duty in the Pacific Theater, immediately flying combat missions in 1943 with the US Marines Corps based in the South Pacific Islands.  The Marine Corps saw the potential for this type of aircraft by its nature and was less intimidated then the Navy by the Corsair’s unpleasant features, seeing them more as a challenge and was willing to work out the bugs in parallel with production.  Although the Navy would come to accept the F4U, the Corsair would always be more of a Marine fighter aircraft than a Navy one.  The type was certified “ready for combat” at the end of 1942, though it was only qualified for operations at land bases until carrier qualification issues were worked out.  The US Navy did not get into combat with this aircraft until September, 1943, and in fact the British Royal Navy Fleet Air Arm (FAA) would qualify the Corsair for carrier operations first.  The first combat mission was carried out by VMF-124 on February 11, 1943.

The most prominent marine squadron of Corsair pilots was VMF-214 led by major (later Colonel) Greg “Pappy” Boyington.  VMF-214 was called the “Black Sheep” because the pilots were gathered from other squadrons in the Pacific Theater.  VMF-214 racked up large scores against the Japanese in the South Pacific.  The Corsair served with great distinction throughout the remainder of World War II and later in the Korean conflict.  Later variants of the Corsair were employed by other international forces such as the French and Argentine navies, flying into the 1950’s and 1960’s.  Over 12,000 Corsairs were eventually built and many airworthy examples exist in private ownership.

 

 

Specifications:

Wingspan: 41 Feet (40 feet for the British clipped wing B Model)

Wing Area: 314 square feet

Length: 33 feet, 4 inches

Empty Weight: 8992 pounds (4074 kg.)

Maximum Take-off weight: 12656 pounds, (5740 kg.)

Power Plant: Pratt & Whitney R2800 18-Cylinder ‘Twin-Wasp’ radial engine, 2000hp

Propeller: Hamilton Standard fixed-speed, variable-pitch, 13 feet, 1 inch diameter

Maximum Speed: 417 MPH @ 19,900 feet

Climb Rate: 3870 FPM

Service Ceiling: 36900 Feet

Maximum Range: 1015 Miles

Fuel Capacity: 237 US Gallons – fuselage

2x 62 US Gallons – wing tanks

1 optional drop tank of 175 US Gallons

Armament: 6x50 caliber machine guns

1 x 1000 pound US Standard Bomb

 

 

Product Features:

High detail model featuring  fully functional virtual cockpit, intricate cowl flap mechanisms, oil cooler & intercooler doors, wing folding mechanics, tail hook, animated bomb & drop tank release and more.

Additional external model that depicts the Royal Navy F4U-1B clipped-wing variant.

Accurately modeled F4U-1 Corsair designed using real-world aircraft plans.

Six Authentic Paint Schemes:

Number 15 ‘Daphne C’ flown by Captain James N. Cupp of VMF-213, Munda Sept. 1943

17-F-13 in the tri-color scheme as it appeared aboard the USS Bunker Hill with the US Navy VF-17 units in 1943.

Number 576 ‘Marine’s Dream’, flown by Major Gordon of the ‘Flying Aces’ VMF-222, December 1943.

 Number 18 ‘Bubbles’ of VMF-124, flown by Lt. Bill Crowe.

5A British Royal Navy F4U-1B with clipped wings.

RNZAF NZ5201 recently restored and located in New Zealand.

Numerous animations of various aircraft surfaces.

High definition textures are used to produce the highest possible texture quality, and bump & specular mapping are used throughout the aircraft to reproduce a truly 3D fill.

Accurate flight dynamics

Authentic animated virtual cockpit with cockpit sounds such as switches, knobs and levers.

In-game options: Special configuration window allows for seat height adjustment and view angles in the VC and the removal of the pilot from external view.

PDF Operations Manual with flight guide and PSD paint kit.

And More

 

 

Installation

Installing Just Flight products are very easy but do require an active internet connection for activation.  After downloading the setup file, double-click to start the unlocking process.  This will open the activation page, simply enter your Just Flight account information and select “Login”.  Your purchase will be confirmed and the install process will start automatically.  This procedure is self-explanatory but I want to commend Just Flight for including a multiple installer for all of the current simulators on the market today, FSX, FSX: SE and the P3D versions.  I like this because many people own both simulators and this will save them some money and I appreciate when simulator add-on companies provide this wonderful feature for their customers.  Once activated and installed, Just Flight products can be removed and reinstalled as many times as you would like on the same system but if you purchase a new system or you replace your hard drive, simply download again and repeat the above process.  I already mentioned the nice Operations Manual that is included and it is nice that the Paint kit is also included as part of the install instead of being a separate download. 

 

 

Virtual Cockpit

   Before starting the review process I decided to find some World War II era, South Pacific scenery to use as background.  I found a free scenery pack called “Solomon 1943 Version 2” of the South Pacific Solomon Islands during World War II.  It is available from http://www.sim-outhouse.com/sohforums/showthread.php?75393-Solomon-1943-V-2-FSX-P3D-open-beta-Feb-3 .  I was able to install the scenery into P3D without issue and it greatly adds to my review experience.  It does require that you manually add it to P3D, so be sure to read the instructions thoroughly.  I am now seated in the default VC View and as you can see from the first screen grab, only the top portion of the instrument panel is visible.  The default zoom level is .80 so if you want adjust this and or your eye positions for better views.  You always can use the simulator controls to perform these functions but Aeroplane Heaven provides a wonderful utility for adjusting your height or eye position in the cockpit or from an exterior view.

This 2D Options view is the only 2D window included with this aircraft and is opened with Vehicle Instrument Panel menu in P3D V3.2 or Shift+1.  I will explain the other features of this utility later in the review.  The nice thing about the Options window versus using the simulator functions is that there is a “Reset” button to return to the default view.  Looking at the right side of the cockpit, there are electrical switches along with the map light, radios, arresting hook and canopy controls.  I love the amount of “wear” textures included in the cockpit.  Switch labeling is very easy to read and it is nice that there are sound effects associated with switch operation.  You are also rewarded with nice sound effects during the opening/closing of the canopy.  I adjust my eye position so that I can have a better view of the rear of the cockpit with the canopy open and am very satisfied with the three dimensional features and texture quality.  Looking down I get a good look at the Corsair seat with a 2D parachute (still looks pretty good) and the controls on both sides of the seat.  The oxygen metering valve is on the left and the emergency release bomb or drop tank controls is on the right.  Also visible here are the wing folding controls.  Resetting the view to look at the left side are the trim and engine controls along with the fuel tank, landing gear and at the lower left portion of the instrument panel, the flaps, carb heat and the magnetos.

Looking forward and down I is a very nicely textured control stick and rudder pedals.  Moving up to the instrument panel, the default VC view provides a good view of the entire instrument panel and all are large enough to be easily readable.  The Operations Manual does a good job explaining the layout so I am not going to repeat it here but will concentrate on the extra cockpit features included with the Just Flight F4U-1 Corsair.

 

 

 

Before commenting on these features I first want to zoom in close of a cockpit label and this label looks outstanding.  It is these small but realistic details that I look for with a premium flight simulator aircraft product.  To the right of this label is the control to toggle the gun site reticle and brightness control.  I reset the view in order to see the gun site in the simulator and I could not control the brightness level so maybe this feature is not simulated.  Below the Airspeed Indicator, Turn & Bank, Vertical Speed and the Outside Air Temperature gauges is a click spot to open the chart table and clicking on the table closes this table.  This looks great but I wish Aeroplane Heaven would have included some form of simulator feature when this is opened such as the ability to open the simulator map.

Another feature that can be opened with a non-simulated switch on the electrical panel is the optional navigation radios.  An ADF radio, the localizer for instrument approaches, NDB/VOR gauge is located here and they are mounted underneath the chart table.  I am glad that these are included for modern cross country flights but I am also happy that they are an optional feature when you want to operate the Corsair as a historic warbird.  When opening the chart table, these move along with it though this looks like it would be uncomfortable for the real world Corsair pilot.  There are two alternate views, “Engine Controls” and “Cockpit Overview” but I probably will just adjust my views rather than using the overview of the cockpit.  Lastly, the instrument panel lighting looks very nice.

 

 

 

 

Exterior Features:

There are six different Corsairs included with the package, five Birdcage models and one SA British Royal Navy F4U-1B with the clipped wings.  For most of this section I am going to be using a Corsair that would have seen action in the South Pacific, No. 576 ‘Marines Dream’, flown by Major Gordon of the ‘Flying Aces’ VMF-222, in December 1943.  At the end of this section I will include spot views at various angles of the other Corsairs included with this package.  The Operations Manual makes a point of explaining that the developer decided to use exterior textures that reflected how hard the environment of the South Pacific was on these aircraft.

I appreciate that Aeroplane Heaven did this for the realistic look but I wish they would have included one with textures of a Corsair that has been restored or a museum model.  Load the aircraft and placing it in ‘Spot’ view, I love the quality of the exterior textures.  I adjust the zoom level so that I can get a closer look of the entire Corsair.  A feature that I look for with premium aircraft is the ability to display or hide exterior ground objects as well as removing the pilot from the exterior views.  These are controlled with the Options window mentioned in the previous section.  The textures and the animation of the pilot are very nice.  Also from this screen grab, I can see the quality of the exterior textures such the pinup girl, the environmental textures and the engine cylinders.  To toggle the pilot simply flip the switch on the Options window and with the pilot removed I like the amount of cockpit detail that I can see from the exterior views.  I open the canopy to look at the cockpit from the outside and from this view I can see more of the impressive exterior features.  Everything is three dimensional and looks fantastic.  The external fuel tank or the bomb can also be toggled with the Options window.  From this viewpoint I can also see the detail of the gear assembly along with the harness for the drop tank or the bomb.  The drop tank or bomb can also be release in flight using the Options window which I will attempt to capture during the flight model review.

There are six alternate angle views to allow for better close-up views of different areas of the Corsair exterior.  I will adjust the zoom level if needed for screen grabs.  The wing folding controls are located in the cockpit and with the wings folded; the exterior detail of this mechanism is impressive.  The wing folding animation is wonderful but oddly there is not much if any sound effect associated with this operation.  I could not get the flaps or the arrestor hook to operate while on the ground so I will capture screen grabs of the flaps and the arresting hook in the next section.  I probably am missing some procedure and will have to study some more about lowering the flaps and the arrestor hook.  Before moving on I am going to turn on all of the exterior lights and change the time to dusk.

The Corsair includes plenty of exterior lighting controls.  There are three Recognition Lights (Red, Green & Orange), Landing light power & extend/retract switch, Section (power & brightness) and the Running or NAV lights (power & brightness).  The lighting features are very impressive but I could not get the landing lights to work on my system.  The final screen grab of this section is of the clipped wing British Royal Navy F4U-1B.

 

 

 

 

Flight Model

The Operations Manual provides a basic guide for operating the F4U-1 ‘Birdcage’ Corsair.  The document provides some detail about the climb and cruise phases of flight which is nice but is awkward to read while trying to operate the Corsair for the first time.  Obviously, the Corsair does not have an autopilot so it is hard to fly and read at the same time.   I recommend placing the simulator on pause and then reading the manual to help get the most out of the simulation.  If this is the first time operating a World War II era warbird, I recommend reading this section several times until you understand what you are reading.

There is an HTML checklist for you to print out or read from the aircraft kneepad in the cockpit but unfortunately Aeroplane Heaven created this document to be used alongside the Operations Manual with sections simply referring to the Operations Manual for optimal settings.  I am disappointed about this so I decided to create my own checklist with notes from the manual which is easier to grab and use in flight rather than using the Operations Manual.  If you want to do something similar, copy the text from the checklist to Notepad then add whatever notes that you would like.  Now it is time to get started.

 

 

If you have never operated a warbird and/or tail wheeled aircraft on the ground, I suggest that you start on the active runway or at an airstrip without a lot of other static aircraft.  The Corsair has a nose high attitude and it is very difficult to see over the cowling when taxiing.  The recommended taxi procedure is to perform a series of S-turns to see where you are going or adjust your seat height to see over the cowling.  Similar to all aircraft, verify that the parking brake is applied.  I should also point out that when you first load one of the Corsairs, they do not open in a full cold-and- dark state, some switches are already turned on and some levers pushed in.  Turn on the Master Battery and Avionics switches and they have a nice sound effect associated with this action.  Push in the Carb Heat (Alt Air) lever, place the fuel tank selector to “Reserve” and turn on the Fuel Boost Pump switch.

Some controls like the Fuel Tank selector require left and right mouse clicks to move the switch left or right, very easy but I wish the mouse wheel control was also an option.  The sound effects of the fuel pump is very nice but I recommend until you are comfortable starting the Corsair waiting to perform this procedure until just before engine start because on my system after several minutes without the engine starting, it would power itself off and I could not start the Corsair without loading the aircraft again. Later I discovered that the battery is draining when this pump is turned on and if you wait too long it will drain completely and shut down the electrical systems.  I do not know if this is realism or a bug but now that I know I try to be faster with engine starts.  I recommend reading the checklist several times until you are comfortable with this procedure.  Also because of a simulator issue, when the fuel pump is turned on, the Fuel Pressure gauge is supposed to read 17 pounds but it will remain at zero or a very low setting until moving the Mixture full forward to the Auto-Rich (both hardware and cockpit controls) position.

I captured a close of view of the Mixture labeling because it is very hard to see from the default position but it easier just to remember to move it to the Auto-Rich setting.  Moving along, turn on the Master Ignition, which is very hard to see (use tool tips or adjust your position) and Magnetos to “Both”.  The Magneto switch requires a right-click to move right or the “Both” position and be careful if you accidently left-click and place them in the “Off” position, this action will also turn off the Master Ignition.  I know this because I learned the hard way and wondered why the Corsair would not start after following the checklist precisely.  Place the Supercharger (Blower) to the forward or “Neutral” position and open the Cowl Flaps 2/3.

On my system I had the option between 62% or 70% so I chose 70 percent.  Unlike most general aviation aircraft where the propeller control is placed full forward or up for “Full” or “Max RPM” setting, with the Corsair this position is down.   The checklist says to place the Mixture control to the “Idle Rich” position but I could not see this so I just place it into the “Auto Rich” position which will be used later.  Flip the guard on the Start switch and if everything was performed correctly, the engine should start without issue and has some nice sound effects associated with this action.  These procedures are not all that complicated and most virtual pilots should not have any problems with the engine start procedures.  Idle the engine at 750RPM to warm up and the engine instruments are animated very nicely.  The final procedure before taxi is to make sure that the wings are lowered and locked.  Also, unlock the tail wheel for taxi if you are going to taxi to the active runway.  Missing from the Operations Manual and the checklist is any mention about exterior lighting so I turn on the exterior lighting now.  I have already commented about the taxi procedure and if you have not already done so, practice until you are comfortable.

 

 

Now that I am at the active runway it is time to perform the Pre-takeoff procedures.  These are self-explanatory so I am not going to repeat them here other than to comment about a few of them.  First the Oil Cooler and Intercooler door levers are very close together and I sometimes had trouble controlling them because the tool tip mouse positions was slightly off so I would sometimes control the wrong lever by mistake so I had to carefully hold the mouse in the correct position.  Also the labeling is very hard to read from the default VC view but the closed position is at the top and open is at the bottom.  These levers also take some time learning to use properly but after some time they are really quite easy to use.

The documentation does not explain this important operation but basically, left mouse click to unlock  and hold left mouse to open and right click to close, releasing where you would like them position.  The checklist says to use 6 degrees right rudder & right aileron wing down trim and 1 degree nose up elevator trim.  I will start with these settings and will adjust if it is too hard to control the Corsair with my controls.  I am not going to perform a carrier take-off but if you are the flap setting is 2/3 flaps but for land based airstrips, no flaps.  Similar to all aircraft it is time to perform the magneto check and thankfully this realistic procedure is simulated.  Also, I continue to monitor the instruments for any issues.

 

 

The Operations Manual does a good job explaining the takeoff and climb procedures so I am going to do my best to summarize here.  Gradually add power and the Corsair should lift off at 45” Manifold Pressure and 2700 RPM but the document states that you can use 53.5” MP if needed.  Just past 45” MP I apply slight back pressure on my stick and the Corsair nicely lifts off of the runway.  I quickly decide that I am not going to use the recommended rudder & aileron trim settings because with my controls, the Corsair wants to constantly turn to the right.  I reduce these settings to zero and I am gladly willing to give up some realism for greater playability and enjoyment.

If you I like flying with the most realism or have nicer hardware then I am using, the settings are there for your enjoyment.  At 110-120 knots raise the gear and this animation looks very nice in the simulator.  The Corsair climbs very nicely, it can climb at 3000 fpm at full military power but unless you want to drain fuel fast it is wise to start adjusting power and other settings to maintain performance as well as conserving fuel.  The recommended settings are as follows, after five minutes at full power, reduce to 43.5” MP & 2550 RPM, Blower at Neutral and keep the Mixture at Auto-rich.  With these settings they will still provide a very acceptable 2000 FPM at 125 knots airspeed.

Engine failures are not simulated with this aircraft (other systems will provide warnings) and simulated fuel is free so if you want to fly unrealistically around the sky at full power, you can but if you like to fly as realistically as possible, follow the procedures.  My hardware controls are very sensitive and I have trouble getting these numbers exactly but I make do and even though I cannot get the exact performance numbers on my system, I still have terrific climb performance.

To maintain performance past 8000 feet, throttle back to 39 – 40” MP, place the Blower into the “Low” position and increase power to 47.5” until 13500 feet.  Before I know it I am passing through 11500 feet.  The Corsair is a wonderfully fun aircraft to fly because it is very responsive to my control movements.

 

 

 

As I am climbing I notice that the Carb Air Temperature warning light is illuminated so I will have to address this.  According to the Placard, it says “Shift to a Lower Blower Setting” which I have already done.  The Operations Manual explains to open the Intercooler Flaps fully and to reduce power.  As soon as I open the Intercooler, this warning light immediately extinguishes.  It also recommends keeping this at least half open in order to maintain safe Intake temperatures.  If you are planning to climb past 13500 feet, place the Blower into the “high” position and increase power to 48” MP.  The optimal setting is to try to maintain 135 knots until you reach your desired cruise altitude.  For this flight my cruise level is going to stay at 13500 feet.

The documentation provides the procedures for maximum cruise but I am going to use the recommended cruise settings of “Auto-Lean” mixture, 2150 RPM and Blower “as required” which I will keep at the low setting.  Once I am at cruise it is time to select one of the wing fuel tanks and the left one is preferred because the left wing drops first in a stall so having less fuel helps.  Not mentioned, I close the Cowl Flaps and my trim control was very sensitive but I was able to stabilize the Corsair for level flight.  At the above power settings my airspeed is 155 knots at 14000 feet.  Now it is time to have some fun.  I am going to fly over the ocean so that I can simulate the bomb or external fuel tank drop.  I was not able to capture a view with the just released bomb but I am able to get a look at the impressive detail of the mechanism that holds the bomb or drop tank in place.

The Corsair is a very fun aircraft to practice aerobatic or combat maneuvers.  Just make sure that you have plenty of altitude because the Corsair loses altitude rapidly if you are not careful.  The documentation was not kidding about the left wing drop during a stall.  The stall speed in the landing configuration is 77 knots and in a clean configuration, 85 knots.  The Corsair does not have a stall warning horn but rather a warning light that illuminates when approaching a stall.  During a landing configuration stall, there was a left wing dip but it was not anything that I could not recover from.  I had a more difficult time with “clean” stalls, the Corsair wanted to spin and I lost control a couple of times so I will have practice some more.  Now it is time to descend and setup my approach for landing.  The documentation explains the procedures for diving which I follow.  The only thing I am going to mention here is that you use the Dive Brake control to lower the main gear and follow the rest of procedures.  As I get closer to the airstrip, I decide to lower the tail hook so that I can capture a screen grab.  The landing procedures are as follows, canopy open and adjust seat height.  Aeroplane Heaven provides a keyboard shortcut for doing this but I could not see a difference in the cockpit but the pilot has changed position when viewed from the spot view.  I will probably simply adjust my view in the cockpit.  The approach procedures are self-explanatory and I did not have any issues with them.

Approach speed is 110 knots and should be 90 knots when crossing the runway threshold.  Reduce speed to 80-90 knots and idle power for the main landing gear to touch down.  The flap setting for land based airstrips is 30 degrees and full for carrier landings.  Now this is a very important procedure, allow the tailwheel to settle on to the airstrip and do not apply brakes until all of the wheels are on the ground or you my perform the dreaded ground loop.  It took some practice but after some time I was able to land without issue.  I recommended practicing at an airstrip with a long runway.  I think the Aeroplane Heaven/Just Flight Corsair is pretty forgiving so most pilots should not have a problem should not have an issue operating and landing the Corsair.  A serious omission as far as I am concerned is that they did not provide shutdown procedures with the documentation.  I simply shut down all of the electrical systems and reverse the engine start and pre-start procedures to place the Corsair in a cold & dark and parked state.

 

 

 

 

Conclusion

Accessibility

The Corsair is only sold at Just Flight so this makes it not very accessible.  This product includes a multi-installer of FSX, Steam and the P3D products without having to purchase additional licenses so for me this makes up for the lack of other retail stores.  Another factor of accessibility as far as I am concerned is how forgiving is the flight model for simulator pilots that are new to this wonderful hobby.  I think the flight model & systems of the Just Flight Corsair are forgiving enough that pilots of all skill levels should not have any issues flying the Corsair.

Affordability

The Corsair package is priced at $29.99 USD which I consider a fair price for the amount of included aircraft and all of the simulators supported. 

 

Ease of Installation

Just Flight products are extremely easy to install with all that is required is your Just Flight account credentials for activation.  Also, there are no extra procedures that need to be performed if reinstalling to the same computer and it is equally easy if you buy a new system, just download the Corsair again and repeat the above procedure to activate on your new computer.

Features & System Performance

I will start with performance which is excellent in P3D.  I would not expect anything less from an aircraft with analog instruments.  The quality of all aircraft features (textures, sounds and animations) are excellent and I do not have any issues with them.  The flight model is also very good and should appeal to simulator users of all skill levels.  If you are an expert World War II warplane simulator pilot that expects as close to the real thing simulation, you probably will be disappointed because I believe the Just Flight F4U-1 ‘Birdcage’ Corsair has a more simplified system model than maybe what other developers would provide.  That being said, I think there are just enough realistic features to satisfy most simulator pilots.  The extra feature that is included with this aircraft is the wonderful 2D Options window which allows you to control your cockpit views, enable/disable exterior & ground features, remove the pilot and load & drop the bomb or the external fuel tank.  Yes, that is correct, even though this is not a combat simulator (no guns), Aeroplane Heaven allows you to drop a bomb in the simulator using the Options window.  What I like most about this utility is that you can reset to the default view with a click of a button.

 

 

Final Thoughts

I am going to keep this short.  Aeroplane Heaven/Just Flight F4U-1 ‘Birdcage’ Corsair is a wonderful aircraft that should satisfy simulator pilots of all skill levels.  Did I encounter any issues or possible bugs, maybe a few or possibly something I was doing wrong, but these did not ruin the experience for me and I had and will continue to have a lot of fun flying around the skies in this Corsair.

 

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 - DH.104 Dove&Devon by JustFlight fo...

$
0
0

Review

by Mike Cameron

 

Introduction

The de Havilland 104 Dove and Devon package for FSX and P3D was developed by Aeroplane Heaven and distributed by Just Flight Software.  The DH.104 Dove is a direct descendent of the famous ‘Wooden Wonder’, de Havilland’s Mosquito fighter/bomber, the Dove was developed by the same designer, R.E. Bishop, who also designed the DH Comet racer and the Comet jet airliner.  The Dove was Britain’s first successful post-war civilian aircraft and is one of the few successful Brabazon Committee projects.  The Brabazon Committee was established during World War II to define requirements for British post war civilian aircraft.  The Dove was developed in response to a requirement for a small feeder airliner for U.K. and Commonwealth domestic services.  The resulting aircraft featured new versions of the Gypsy Queen engine, a raised flight deck with separate passenger cabin and all metal construction.  The first flight of the Dove was on September 25, 1945.  The DH.104 was an immediate success with steady sales as a regional airliner and corporate transport (particularly in the United States), and was also boosted by significant military orders (RAF versions were known as Devon & Royal Navy as Sea Devon’s).  The Royal New Zealand Air Force operated a modified Devon version for many years and they were used for training purposes until the 1970’s.  Many airlines both large and small have operated Dove’s on short-haul routes and as executive transport aircraft with many transferring to new owners and operating into the late 1990’s.  Restored aircraft make popular tourist attractions for air show rides and several are travelling around the world today as flying museum pieces.  The DH.104 Dove remained in production until the middle 1960’s with a total of 544 Dove’s built including 200 for military operators.   Several variants of the Dove & Devon were manufactured including:

DH.104 Dove Mk.2: Fitted with a clear Perspex roof cockpit and clear Perspex ‘Cock’s Comb’ aerial, a characteristic of the early Dove’s & Devon’s.

DH.104 Dove Mk.5/6: Cockpit now had a solid plastic/fiber roof which was painted.  Many of these variants were continuously upgraded in service and went on to operate with private companies as air taxi and executive transports.  The product includes two Mk.6 models one with the classic analog avionics and one with modern avionics.

DH.104 Dove Mk.8: The last of the Gypsy Queen powered Doves and was built primarily for the United States market.  This model featured a lengthened cockpit roof and roof aerials were removed in favor of more modern types.

DH Devon C Mk.1 and Sea Devon C Mk.20: These were operated by the Royal Air Force and the Royal Navy.  These aircraft had the military specification cockpits, designed for a single pilot and navigator/engineer seats. The copilot had a large Deccalog analog flight recorder with moving pen and a complex system of dials and controls to plot the flight.

DH Devon C20 RNZAF: A unique variant of the Devon, built specifically for the Royal New Zealand Air Force.  It is fitted with a large navigation dome on top of the fuselage and a big viewing bubble on the forward starboard window.  The wings are dominated by two – three mast aerial arrays mounted on the top wing surfaces and below the nose is a long tube which houses the ‘Long Wire’ antenna, a navigation aid.

 

 

Specifications:

Seating Capacity: Crew of two and seating capacity in passenger cabin of eight with maximum seating of eleven with a modified seating arrangement.

Wingspan: 57 feet

Length: 39 feet, 3 inches

Height: 13 feet, 4 inches

Empty Weight: 6325 pounds from manual, 5725 pounds from included Quick Reference file

Maximum Take-off Weight: 8950 pounds from manual, 8800 pounds from Reference file

Powerplant: Two de Havilland Gypsy Queen 70-3 series air cooled engines.

Propellers: 3-blade de Havilland constant speed feathering propellers

Fuel Capacity (Mk.6): 168 imperial gallons, with auxiliary tank increased capacity of another 52 imperial gallons.

Performance (taken from manual and reference file):

Rotate Speed: 85 MPH or 75 Knots from Quick Reference

T/O Safety Speed: 95 MPH or 82 Knots from Quick Reference

Stall Speed Clean: 75 MPH or 65 Knots from Quick Reference

Stall Speed Approach Configuration: 63 MPH or 55 Knots from Quick Reference

 

Maximum Speed: 230 MPH (200 Knots) manual, 237 MPH (206 Knots) from Quick Reference

Max Cruising Speed: 187 MPH (163 Knots) from manual, 184 MPH (160 Knots) from Quick Reference

Normal Climb Speed: 104 MPH (91 Knots) from Quick Reference

Turbulence Speed: 145-155 MPH (126-135 Knots) from Quick Reference

Max Landing Gear Operating: 125 MPH (109 Knots) from Quick Reference

Max Landing Gear Locked Down: 125 MPH (109 Knots) from Quick Reference

Max Flaps Operating Speeds:

20 Degrees: 150 MPH (130 Knots) from Quick Reference

60 Degrees: 125 MPH (109 Knots)

 

Approach Speeds

60 Degrees Flaps: 87 MPH (76 Knots) from Quick Reference

20 Degrees Flaps: 93 MPH (81 Knots)

 

 

All performance amounts below from manual.

Range: 880 Miles (765 NM, 1145 kilometers)

Service Ceiling: 21700 Feet

Rate of Climb: 1135 ft. /min

 

 

Product Features:

Base Pack: Six Liveries

BOAC – Dove Mk.6 Early

LTU – Dove Mk.8 fitted with modern avionics

Royal Air Force Transport Command – Devon C Mk.1

Royal Navy – Sea Devon C Mk.20

Royal New Zealand Air Force – Devon C20

South Australian Air Taxi – Dove Mk.6B, package includes two variants of this aircraft one with analog avionics and one with modern avionics.

Livery Pack: Four Liveries, Two from the UK, One from Holland and One from South Africa

Air Lynx: G-BBYA

Fair Flight: G-AZPG

Martin’s Air Charter: PH-MAD

South African Airways: ZS-BCCS

Three types of virtual cockpits are included with this package. A civilian aircraft with period analog avionics, a civilian model with modern avionics and the military Devon and sea Devon models with military cockpits.

 

The modern avionics package features:

KAP 140 Autopilot

GNS 430 GPS

SL30 Communication Radio

Bendix/King KR87 Transponder

GTX 328 Flight Computer

GNC 255 NAV radio

GMA 340 Audio Panel

All aircraft also include finely tuned flight dynamics and authentic sound set to enhance period flying.

 

 

Installation

Both the base package and the Livery Pack require an active internet connection for activation.  This process is very easy and fast.  Double-click on the downloaded file to start the unlocking process.  This will open the activation page, simply enter your Just Flight account credentials and select “Login”.  Your purchase will be confirmed and the install process will start automatically.  The rest of the installation process is self-explanatory but I want to say that Just Flight includes a multiple installer for those that have both the FSX series and the Lockheed Martin P3D series simulators, no additional purchase required.  I appreciate when the simulator add-on companies provide this wonderful feature.  Once activated and installed, Just Flight products can be removed and reinstalled on the same hard drive as many times as needed.  If you replace the hard drive or purchase a new system, simply download again and repeat the above procedure to unlock again.  A nice Pilot’s Guide is included describing the cockpit layout in detail along with a tutorial flight.  A tutorial flight file is also included for both FSX and P3D.  Lastly, the latest full version available which I am reviewing includes a FDE Switcher so that you can choose which flight dynamics model that you would like to use.  The three options are “Original” which was originally supplied with the first release of the package, “Standard” the updated FDE to address reports of poor takeoff performance, climb rate & trim authority which is now the default FDE option.  The last FDE option is “Alternative” which is the Standard FDE but with increased aircraft performance and handling characteristics.  I will be using the Standard FDE for the review which according to the website is the most realistic but I like Just Flight is providing options.  

 

 

Virtual Cockpits

Normally I start the review with the interior model but Aeroplane Heaven and Just Flight did not develop the interior to view from the inside for the Dove & Devon.  As mentioned in the introduction, this package includes three instrument panels, two civilian models (one early analog avionics and one with modern avionics) and a military specification cockpit in the Devon and Sea Devon.  To compare the early DH.104 Doves with the aircraft with a modern avionics instrument panel, I am going to load the South Australian Air Taxi livery which has two aircraft in the package, one with early avionics and one with modern avionics.  This particular aircraft is a Dove Mk.6 variant.  Sitting in the pilot seat looking at the right side of the cockpit, I am immediately impressed with the textures.  I like the “wear” textures on the arm rests, control stick and the yoke.  I also like that this feature is not overdone meaning where you would think there should be some signs of wear there is which greatly adds to the realistic look of the cockpit.  Signage and switch & other labeling also have excellent looking textures and are clear and easy to read.  The interior shading in Prepar3D is also very good.  This view also provides an excellent example of the cramped but very functional cockpit.  For example, the Generator 2 and Auxiliary Fuel tank control is behind the co-pilot seat.  The Generator 1 switch and the two fuel control switches are behind the pilot seat and in the real world the pilot could probably reach these controls from their seat but in the simulator it is easier to use the ‘Right Seat’ view.  While I am in the right seat I zoom in on one of the outstanding labels on the left side of the cockpit.  The only minor issue that I have so far is that even though some of the various switches are animated, there is not an associated sound effect which I miss.

 

 

 

I switch back to the default VC view so that I can capture the entire instrument panel on both the early and modern instrument panels.  The first picture is the default view when you first load one of these aircraft.  As you can see from the first screen grab below, the pilot is seated pretty high and can only see the top right of the instrument panel.  For my everyday flying I am going to keep this eye-point position because when I pan down I am close enough to read all of the critical instruments and the avionics easily.  The default zoom level is .80 but I am going to reduce this to .60 so that I can see the entire instrument panel.  Even with this zoom level, the instruments are still close enough to be easy to read.  There are a lot of instruments but they are organized in a very logical way that the pilot can easily see and control most everything from his seat.  I will comment more about this during the flight model review.  The Pilot’s Guide does a nice job describing the instrument panel layout so I am not going to repeat it here.  Unlike the side panel switches, the instrument panel switches are animated and also have a nice sound effect.  Other than the modern avionics, the rest of the instrument panel is the same on all civilian variants.  Before capturing screen grabs of the various alternate views I am going to load one of the Devon aircraft to display what these cockpits look like in the simulator.  As you can see the Devon cockpit and instrument panel is quite a bit different but according to the Pilot’s Guide, the basic instrumentation is the same as the civilian models so the simulator pilot should be able to operate either the civilian or military models without too much difficulty.  The primary difference is the large Deccalog analog flight recorder that is operated by the co-pilot or flight engineer to plot the flight.  Obviously this is not simulated but it would have been nice if Aeroplane Heaven would have included a click spot here to open the simulator map or flight planner so that it would have some usability besides taking up a lot of panel real estate.  Also the left side wall has some type of cartridges and the right side wall has some additional controls.

 

The Pilot’s Guide only provides detail about the civilian model.  Now I am going to start the engines so that I can see how the instruments and avionics are simulated.  Before continuing I want to note an oddity with the analog radios.  Without the Battery, Generators and Master Avionics switches powered on, the radios do not tune, the knobs move but the frequency digits remain stationary which is strange because these are analog radios so even without electrical power, you should still be able to dial the frequencies.  The exterior lighting, fuel pumps, pitot heat switches and the Transponder are located in the lower left portion of the instrument panel and are partially hid by the yoke.  There are a few ways to access them with the easiest to just hide the yoke which is the space below the gear indicator lights.  While on the ground with the parking brake set is to pull the yoke out of the way.  There is not an alternate view looking at this area of the panel but you can see them from the right seat (tool tips help from this view), the pedestal view works for operating the Transponder but you need to zoom in close.  The center pedestal looks very nice with clear easy to read labeling and just the right amount of “wear” textures.  Lastly, you can adjust your eye point but I do not usually use this option because I have to readjust right away to fly the Dove.  I usually like to operate my simulated aircraft as realistically as possible but with the Dove/Devon, I probably will just hide the yoke unless I am on the ground.  The switch labels are very legible which is wonderful.  Another unusual feature about this aircraft but maybe a real world label, the on position for the taxi light is labeled “TAXY”.  At the rear of the cockpit above the cabin door are the No Smoking and Fasten Seat Belt switches and when switched on, they each have illuminated red indicator lights.

 

 

 

The engine priming controls are located on the lower right side of the instrument panel and depending on your eye position may be partially hidden so adjustments may be required. The needles on all of the instruments are realistically animated.  The Dove & Devon is definitely a two pilot aircraft because as mentioned previously some controls and instruments can only be operated or viewed from the right seat.  Another example of this is the Oil Temperature & Pressure gauges are obstructed from the default view but can be seen from the right seat but may still require some eye position or zoom adjustments. 

The two ammeters are located on the lower right portion of the instrument panel and it is nice to see that they are simulated.  Below the ammeters are the aircraft circuit breakers.  The other alternate views that are available for you to use is Autopilot (more about this during flight model section), Center Panel and the Compass view overhead above the windshield.  Navigation radio 2 is also located with the compass.  The Pilot’s Guide does a good job explaining about the F8 compass operation but after reading it several times, I am still not sure how it operates.  There is a traditional compass mounted between the left and right windshields.  Before moving to the exterior model I turn on the cockpit lighting which is simulated very nice.  I am also going to capture a screen grab of the modern cockpit with the avionics turned on.  As you can see from my screen grab of the modern avionics, I could not turn on some of the avionics.  The Pilot’s Guide said to rotate the power knob to the right to power on these units but when I tried with the mouse wheel or right clicking, nothing happened.  I sent in a support ticket and Just Flight support responded right away.  This operation requires holding down the left mouse button and manually rotating the knob.  This works but I prefer using the mouse wheel because it is easier for me but thankfully you will not have to operate the power controls in flight.

 

 

 

 

Exterior Model

I am going to start with the aircraft included with the base package and will provide exterior screen grabs of the expansion pack at the end of this section.  I am going to load the early models whether Dove or Devon first and will proceed from there.  I will also provide examples of the various external angle views which usually provide nice close up views to examine the various areas of the Dove/Devon exterior.  If needed, I will adjust the zoom amount better viewpoints.

 

I had a difficult time finding an early model of these aircraft in the simulator because Mk.2 is not included in the simulator aircraft description and the Pilot’s Guide & product page were not that much help either.  I finally decided to load the Dove Mk.6 Early flown by British Overseas Airways Corporation.  Why did Just Flight not just describe this as an Mk.2 in the simulator?  As you can see from the first screen grab this aircraft has the clear Perspex cockpit roof and the Perspex ‘Cock’s’ Comb aerial which were characteristics of the early Dove’s & Devon’s which look very nice in the simulator.  Also, according to the product page, the Royal Air Force Transport Command aircraft is supposed to be a Devon Mk.1 but in the simulator this aircraft is described as a Dove Mk.8.  At least the Royal Navy aircraft is listed as a Devon but Sea Devon would have been more realistic.

 

 

I am now going to load the Mk.6 variant with the solid plastic roof.  Also from this spot view I can see the overall quality of the external model, with three dimensional features and no blurry textures.  The animated flight crew has realistic head movement which is nice.  For the LTU Dove Mk.8 model I am going to get a close up view of the passenger compartment door which displays some of the care and quality of the external features that Aeroplane Heaven and Just flight have included with this Dove/Devon package.  I will open this door now to get a look inside the passenger cabin and even though there is not an interior view of the cabin, it has been modeled for viewing from the various external views.

The passenger cabin looks very nice from these views with three dimensional seats.  Another small detail that I appreciate is that the interior of this door is modeled with nice textures because it would have been all too easy to just include a plain door texture instead looking realistic.  There are three doors that can be opened using the Shift + E, 2 and 3 keyboard shortcuts.  I sometimes have trouble opening doors using this method but I did not have any trouble with this aircraft.  Another feature that I consider important with quality premium simulated aircraft are ground static features when the aircraft is parked with the engines off.  I like how this is simulated with the Just Flight Dove & Devon package.  Rather than using a menu selection, the user needs to flip the Secure Aircraft switches in the cockpit to display the passenger stairs, chocks and flags.

These aircraft require a ground power cart for engine start and the GPU are brought to the aircraft by switching the Ground/Flight power selector in the cockpit to the Ground position and when not needed to the Flight position.  These ground static features look wonderful but I wish they would have included sound effects for the GPU!  I am going to close all of the doors and remove the ground features to look at all of the alternate views and the aircraft included with the Livery Pack.

 

 

 

The Royal New Zealand Airforce Devon C20 has the unique exterior features of this model, (large navigation Plexiglas dome on top of the fuselage & the big viewing bubble on the forward starboard window), built specifically for the New Zealand Air Force.  Also unique with this aircraft are the three mast aerial arrays mounted on the top surfaces of each wing.  Just like the other features these are three dimensional and look very realistic in the simulator.  The caution cone in the picture is not part of this package but is included with the FSDT Ground Services product.

The last aircraft that is included with the Base Package is the Royal Navy Sea Devon Mk.20.  I had the simulator paused when I captured the screen grab of this aircraft and it looked like the tires were sunk into the ground but when I un-paused the simulator the wheels raised to a normal level.  There are four aircraft included in the Livery Pack and there are twelve alternate views for me to get a good look at the rest of the exterior features.  I will zoom in when needed and am not going capture screen grabs of the same view from each side of the aircraft.

Just as I have commented already, all features both small and large look great in the simulator.  I am going to turn on all of the exterior lights which also are nicely done.  There are three landing light positions, retracted, extended off and extended & on.  Most of the exterior screen grabs from this section are with retracted landing light and the two below are of the extended (off) and extended (on) positions.  Another example of a small but realistic feature included with this product.  The last four screen grabs below are of the four aircraft included with the Livery Pack.  The cockpit and exterior model look great but now it is time to review the flight model of the Just Flight Dove & Devon.

 

 

 

 

Flight Model

Just Flight provides a tutorial flight for the Dove from Hawarden Airport (EGNR) to Biggin Hill Airport (EGKB) with a couple of waypoints enroute.  The Pilot’s Notes document provides instructions for the aircraft procedures with photos of how to operate the Dove & Devon in a very easy to understand manner.  I always appreciate when simulator aircraft developers provide expanded documentation for users with limited knowledge of their aircraft because this really helps the virtual pilot of all skill levels.  I am not an expert in flight dynamics and have never piloted one of these aircraft so I approach my aircraft reviews with how easy or hard the aircraft is to operate from a novice to intermediate skill level point of view.  I have already reviewed the preflight procedures so I am going to start after the GPU has been connected and operating.  Again, I want to comment about how useful the tutorial is explaining the startup procedures and I recommend novice virtual pilots use this as a template until they are comfortable and then procced to using the checklist.

I am glad that several alternate views are included because there are procedures where the co-pilot would normally perform and some things cannot be performed from the default VC view.  The first example of this is when the fuel quantity of both main tanks and these instruments are located on the right side of the instrument panel.  If you adjust your view it is possible to see these instruments from the pilot position but it is probably easier to just use the ‘Right Seat’ view.  Other controls that are easier to verify/operate from the co-pilot position are the fuel control switches and the Generator 1 switch.  I also want to point out as part of my personal pre-flight procedures is that I adjust the zoom levels of all of the alternate views to make it easier for me to see and operate.  The rest of the pre-start procedures are very easy and in many ways are similar to other twin engine, retractable gear aircraft.  The Pitot Heat and lighting switches are obstructed by the yoke but since I am on the ground I simply pull the yoke out of the way to turn on the Pitot Heat and NAV light switches.

The next procedure is something that is not on most modern twin engine aircraft, verify that the propellers are in the “Off” position and you will need to use the tool tip to verify this because these controls are not animated.  If the propellers are in the feathered position, adjust them until the tool tip changes from “Feathered” to the “Off” display.  For ultimate realism or if you do not like using the tool tip displays, simply remember the propeller position for the off position and place the controls there.  Moving down on the pedestal, verify that the fuel tank selectors are on (down) and that the Cowl Flaps are fully open, also in the full down position.  The mouse wheel works great for these procedures but click and drag also works.  According to the Pilot’s Guide it is time to setup the avionics and instruments for departure and this where it is different than an aircraft with modern avionics where you do not turn on the avionics until after the engines are running.  I have already explained the avionics operation earlier so I am not going to comment any more about this here other than to say that I did not have any issues with this procedure and I waited to perform these procedures until after the engines had started.  That is the next set of procedures that needs to be completed, engine start.

If you have not already done so, close the doors now.  Turn around and turn on the Fasten Seatbelts and No Smoking signs, there is not a sound effect with this action but there are lights to indicate that they are turned on.  I mentioned this earlier but verify that both fuel controls are open.  Switch on the anti-collision lights and both fuel pumps.  The tutorial said to verify that both fuel pressure gauges are in the green.  The first couple of times that I tried the engine start procedures, the fuel pressure gauges did not come anywhere close to the proper setting.  The Dove & Devon does not have mixture controls but I do have hardware mixture controls and I needed to place my hardware controls into the full rich (forward) position for the needles to move on the fuel pressure gauges.  I looked on the support forums and apparently this is pretty common so if you have trouble starting the engines, move the mixture controls to full rich.

At this time also place the propeller controls into the max RPM or full forward position.  In the real world the starting the engines would be done from the co-pilot position because all of the controls are on this side.  On my system it was easier to start the left engine from the pilot seat and the right engine from the right seat.  Open the left primer guard & left click the primer once, place the left magnetos in the up (on) position and press the left start button which is located right below the left primer.  Close the engine start guard and the engine should start right up, just monitor the engine instruments and wait for them to stabilize.  This is pretty easy and most virtual pilots should not have any issues remembering this.

I do not know what the real Dove sounds like but the startup sounds are pretty quiet but if this what it is supposed to sound like then good, if not, Aeroplane Heaven & Just Flight please fix.  Switch on the left generator and verify that the left ammeter is working correctly, I love that this is simulated and verify that the left generator fail light is extinguished.  Repeat for the right engine and even though the tutorial omitted this, switch on the master avionics switch.  Now that both engines are running move the ground/flight switch to the “FLT” position to remove the GPU.  The magneto check is done at this time and thankfully this realistic procedure is simulated.

Another omission from the tutorial but is included on the checklist is to verify that the Artificial Horizon is uncaged which it is by default.  While the engines are warming up, now would be a good time to setup the radios and instruments for departure.  Place the taxi lamp to the “Taxy” position and yes that is how it is spelled and put the flaps into the 20% takeoff position.  Normally I would contact ground now but I am not going to be using ATC for this trip so that I can follow the tutorial.  Before we start to taxi we need to know where we are going so open the simulator map and zoom in so that we can see where Runway 23 is located.

If this is your first turboprop aircraft, it may take some time to get used to the ground taxi procedure.  It takes some time before the engines have enough power to start moving the aircraft, resist the urge to keep applying power or you suddenly will be moving way to fast.  Move the power controls slowly, and when the Dove starts to move, stop increasing power and see how fast you will be moving.  If you think that you are moving too fast, reduce power and/or apply some brake.  The sound effects of using the brakes are very impressive.  Approach the hold short area and similar to other aircraft turn off the taxi light and place the landing light in the extended “on” position.  From now until we reach cruise things are going to progress rapidly so I recommend reading this part of the tutorial several times before departing or have the pause key nearby.  Basically, line up with the centerline of the runway, start with about 25% power and when the instruments stabilize, slowly increase power to maximum.  The Dove handles nicely during this phase, all that is required is small rudder movement to maintain centerline and rotate at 80 knots.

Again, this operation is very smooth in the simulator.  After safely clearing the end of the runway, raise the gear & flaps and continue to fly the runway heading.  Part of the process of setting up your radios is to set the runway heading on the Heading Indicator so this helps to maintain the runway heading.  By this time the RMI gauge should be seeing the Honily VOR (HON) and what I love about the RMI gauge is how easy it is to use.  The VOR needle points to the station and you turn the aircraft towards that heading which on this flight is 138 degrees.  At this time you want to trim for a climb speed of 95 knots.  The Just Flight Dove is a very nice aircraft to manually fly, it is very responsive to my controls and the trim works very well for all phases of flight.  The tutorial only provides a very basic explanation of a flight from these two airports and only provides recommended airspeeds and not Manifold Pressure and RPM settings.  This should be alright for the novice pilot but if you are more experienced and would like to operate the aircraft as realistically as possible, then you should use the settings from the Quick Reference document.  I recommend printing this out and keeping it with your checklist for reference.  These settings through the climb phase of the flight are as follows, take off (3000 RPM, 45” MP for a maximum of 5 minutes), max continuous (2700 RPM, 42” MP) and normal climb (2600 RPM, 36” MP). 

This may be a hardware issue on my end but when I adjusted the propellers controls for an RPM setting the needle movement on the Tachometer was very extreme and not smooth at all.  This is a good time to point out that the De Havilland Dove has a very unusual Tachometer, where the large numbers are the hundred’s digits which makes it very easy to read.  Now that we are established in the climb to our cruise altitude of 12,000, we need to trim for 100 knots and when we pass 5,000 feet, turn off the landing lights.  The Cooling Flaps should now be moved to the 25% open position but on my system there was only 22 and 30 percent so I used 22 percent.  Also turn off the non-smoking and fasten seatbelt signs at this time.  Again, not overly complicated and most experienced simulator pilots should be able to remember these procedures or just scan the checklist.  Once past 5,000 feet we can now transition to the cruise climb setting of 120 knots which is the normal climb setting on the Quick Reference.  The transition between these early climb settings is very smooth and the tonal sound changes are also very impressive.

According to the tutorial we should reach our 12,000 foot cruise altitude at about 40 miles from the Honily VOR.  The early era avionics do not have a DME instruments so for this tutorial flight the only way to verify this is to open the 2D GPS or modern avionics windows.  Other than for this flight, I probably will only use the simulator navigation log or the simulator map.  The tutorial does a pretty good job explaining how to use navigation modes of the autopilot and both work good.  Basically, once we are lined up with the HON VOR and have this VOR dialed in the NAV 1 radio, turn on the autopilot and active NAV mode and it will fly the aircraft to that VOR.  Because this is a simulator and we have a flight plan loaded, later in the flight we can switch to GPS mode but I will probably not use this mode unless I am using the modern avionics.  For now until I reach the cruising altitude, I simply monitor the instruments and enjoy the outside scenery.

 

 

 

As I approach 12,000 feet, I trim for level flight and per the tutorial it is time to activate Altitude Hold mode on the autopilot to maintain the 12,000 foot cruise altitude.  I have read reports that if you adjust power while in Altitude Hold mode, the autopilot will do some strange things, which is the case so I will manually climb and descend and will only use the autopilot to hold my altitude.  This autopilot does have a Vertical Speed mode so you should be able to use this mode to adjust altitude but I could not get this function to work correctly, so I will leave this to other reviewers with more experience to comment about this.  The tutorial says to adjust power for cruise (85% power, 2400 RPM and 34” MP) after selecting Altitude Hold mode but because of these issues I recommend setting the power first then applying the autopilot mode.  This may be something on my system, so follow the tutorial and if you have issues, follow my suggestion.

According to the cruise checklist, it says to adjust the Air Cooler flaps as required but the tutorial says to close them entirely, which is what I will do.  I wish the tutorial and checklist would provide the same information because this becomes confusing.  If you do not have a printed checklist available it is also available on this aircraft’s kneepad for reference which brings me to another minor issue.  Aeroplane Heaven or Just Flight did not name the Quick Reference document correctly in the aircraft.cfg for it to be included on the kneepad.  I want to thank Just Flight forum user Snave for pointing this error out, it should be named “DH104_Ref_2.htm” to display on the kneepad.  The fuel pumps can now be turned off for cruise and auxiliary fuel tank can also be turned on now because it is only supposed to be used during the cruise phase of flight and we will turn it off before descent.  The tutorial has us now in GPS mode following the simulator flight plan and does not provide this information but I decide to load the second VOR waypoint (Daventry DTY) into the NAV1 standby position and will switch it to active after passing over the Honily VOR to use the RMI for reference.  The autopilot automatically turns the aircraft to the next waypoint and now that I am flying direct to DTY, I switch this frequency to active and the RMI needle smoothly moves to the correct position pointing to the station, which is wonderful.  I continue flying with the autopilot until reaching Lutton where I will start the descent phase into Biggin Hill (EGKB).  I disengage ALT hold, adjust power and trim for about 800 FPM (Quick Reference values, 500 FPM, 1800 RPM and 28” MP for a descent speed of 135 knots).

The descent procedures are essentially the reverse of the climb procedures but I use the checklist to verify but it does not tell me anything other than the propeller and throttle settings.  I wish Aeroplane Heaven and Just Flight would have been more thorough with the checklist.  I tune the Biggin Hill VOR which is located on the airport so whether using GPS or NAV mode on the autopilot, it should direct us to the airport.  After turning towards the airport, the tutorial explains that we will be landing on Runway 21 which has an ILS so I dial that frequency into the standby position on NAV1 radio and will switch when I have the airport in site.  The ILS runway heading for this runway is 208 degrees so I set this on the VOR indicator to manually fly the approach.

The autopilot does have an Approach mode but I am not experienced at this type of approach and I am not sure accurate the simulation is for this mode so I will not be reviewing that autopilot mode.  I am descending without issue so I start to mentally prepare for the approach.  I decide to capture a screen grab as I fly over London.  Because we are descending and because it is not to be used on approach, I turn off the Auxiliary Fuel tank.  I can see the airport in the distance so I switch the ILS frequency to active, and switch back to NAV mode on the autopilot.  The autopilot automatically turns the Dove towards the ILS course.  Per the tutorial, I reduce speed to 110 knots and set 20 degrees of flaps.  I am too high so I disengage the autopilot and manually fly the approach.

The tutorial does a good job explaining the various approach speeds but as you can see from my approach screen grab, I am going to have to practice some more or a lot.  The Dove is a wonderful aircraft to manually fly and I look forward to piloting it on many for flights.  Even though I was high on approach I was able to slow it down enough so that I did not use too much runway for landing and the brakes are very responsive.  I taxi to my parking spot and begin the shutdown procedures which are as easy as the engine start procedures.  I am not going to repeat the tutorial or checklist here other than to say is that you pull each of the fuel control switches behind the pilot seat to shut down each engine.  To summarize, the Dove or Devan is very nice aircraft to operate that should be accessible to simulator pilots of all skill levels and I look forward flying it on my regional virtual airline flights.

 

 

 

 

Conclusion

Accessibility

   The Just Flight Dove/Devon package is very accessible because besides being sold from Just Flight it is also available from other flight simulator stores.  For me accessibility also means, how easy or hard is the aircraft to operate for simulator pilots of all skill levels.  There is a slight learning curve for novice pilots who have never operated a turboprop aircraft but considering these aircraft, even the modern avionics instrument panel, do not have overly complex systems that most virtual pilots should not have too hard of time learning to operate the Dove or Devon without issue if they follow the tutorial.

Affordability

   At $29.99 USD the base package is not inexpensive but considering the number of different aircraft and instrument panels included, I still consider this a pretty good deal because both FSX and P3D simulators are supported without having to purchase an additional license for each simulator.  Now if you expect ultra-realistic flight models and systems then you will be disappointed but if you would like an easy to learn classic twin engine aircraft, this is the aircraft for you.

Ease of Installation

   I cannot say how easy the package is to install if purchased from another retailer but if purchased from Just Flight, it is a very easy process.  You simply use your Just Flight account to activate and if you ever replace your hard drive or purchase a new system, simply download and activate again.  The rest of the install process is self-explanatory and I did not have any issues.

Features & System Performance

   System performance was spectacular which is what I would expect from an instrument panel without glass panels or any form of GPS installed in the panel.  I like the variety of aircraft models and instrument panels included with the base package and if you like to have more Dove’s or Devon’s in your virtual hanger, then purchase the Livery Pack or wait for some repaints to become available.  I also like that Aeroplane Heaven and Just Flight includes ground static features which I look for with premium aircraft.

 

 

Final Thoughts

If you are in the market for a classic twin engine turboprop aircraft for FSX or Prepar3D than you can’t go wrong with the Just Flight DH.104 Dove & Devon package.  If you want an aircraft with a full featured autopilot with all of the bells and whistles, then this may not be the aircraft for you.  But if you like to manually fly your classic aircraft but still have a basic and functional autopilot (NAV, GPS & ALT Hold modes) then I can definitely recommend this package for you.  Did I have some issues, yes, but for the most part I consider them minor and I can work around them, plus an issue to me may not be an issue to you.  I want to thank Just Flight for providing the review copy of this package.

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 Yoke and Rudder Pedals

Software:

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

FSX Fair Weather Theme

Flight Test Time: 20 hours

 

REVIEW - PF3 by OnCourse Software for FS9/FSX

$
0
0

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 - VirtualFly TQ6 Throttle Quadrant

$
0
0

Review

by Will Reynolds

 

Introduction

In late July this year, a company called “VirtualFly” announced pre-orders of their Throttle range was ready to ship.

 

On offer, we saw two products, the TQ3 and TQ6. The first with three levers, and the latter, obviously with 6.

 

This represented a wave release from this developer, whose prior release “Yoko the Yoke” was met with very good reviews and feedback from the Simulator world.

 

So I decided to get to know them a little better, and here are some points to help our Avsim readership know the developer.

 

We meet Emilio Batlle, from Virtual Fly:

 

Emilio, can you please tell us the origins of VirtualFly?

-Sure, we can look back to 2004 when our main developer started looking at Research and Development in the Flight Simulation world as a free-lancer. After several prototypes, in 2011 VirtualFly was established as a company (Pty. Ltd) so we stopped looking at only local development and started working as a group project  at an International Level with one product, called “OVO-04” which had been under development for about 7 years.

Today we have over 20 Products, scalable and interconnected. We are actively working in the Aviation Industry and have participated in Boeing’s 100 year anniversary celebrations, we even got a mention in the New York Times!

 

https://www.virtual-fly.com/en/blog/ovo-04-full-motion-flight-simulator-caso-de-estudio-escuela-de-aviacion-los-halcones-2

 

We are close to achieving full certification for our integrated products but more importantly, our customers are the ones giving us the thumbs up with their satisfaction using our products.

For us, satisfied customers come first and foremost. It is why we invest money, people and all our energy. Our goal is for people to feel our products are exactly what will give them the satisfaction in Flight Simulation, and we aim at surpassing their expectations.

 

Your new range of Throttle Quadrant...the TQ6 in particular, what was the aim?

-We wanted to show a robust, reliable and realistic Flight Simulation hardware module. Also, it has to be Plug and Fly!

That is our philosophy for all our products. With the TQ6, we were very interested in allowing our customers to enjoy all piston engine, turbo-prop and turbo-fan features on the same throttle quadrant simulator.

 

What type of Flight Sim user do you have in mind for the TQ6?

-We are aiming to those customers who seek a superior look and feel, plus extra performance. That is the reason why all TQ6 customers will be able to avoid third party plugins like FSUIP or FSX/P3D control setting menus in order to enjoy reverse thrust, prop feather or mixture cutoff features. Our customers can even adjust the strength of the resistance of the levers to match their comfort.

 

Can you tell us about the materials used in the construction of the TQ6?

-We chose full metal construction in order to deliver a robust, reliable and realistic product. We estimate you can push all 6 levers for a minimum of 6000 hours non stop. Or put it this way, we expect you to run this for many years without stopping.

 

Let’s talk about one of the critical components of a good Throttle Quadrant...the Potentiometers, what can you tell us? How is yours different?

-We did our research and settled on Potentiometers from a company called Bourns. It is one of the most expensive components in the Throttle Quadrant and they have similar characteristics to the ones fitted in the YOKO the Yoke units. These have already shown very good performance and durability in all kinds of environments around the world.

 

Can you tell us a feature you really like in this product?

-In our research, we discovered most of our customers do not get to master the wide range of possibilities inside their Flight Simulators therefore we decided to design a product that offered more added value whilst being simple to set up. For example, our specifically made driver for this unit allows to setup the features of the unit directly, without needing to dabble into the control menus of the simulator itself or using a third party program. But, if that is what you wish to do, the unit will also support it.

 

What is the warranty on the product?

-We offer a standard One Year warranty on the product. However, let us stress we chose the components on this product so you have to perform no maintenance, and we expect you to use it heavily for many many years without issue.

 

But is there a possibility of purchasing spare parts for the units should the need arise?

-Yes of course, we can deliver parts like Potentiometers or Mechanical Links as requested.

 

 

Many thanks Virtual Fly team!

 

Ordering and Delivery

Currently VirtualFly is available through some of the major retailers, as well as having their own authorised sales agents in the USA and AustrIa/Germany/Switzerland. I believe more agents and distributors will be announced soon.

You can purchase directly from the manufacturer ( like I did at the start) and get the setup organised. Their service was very prompt and corteous.

 

Unpacking

You receive a single cardboard box with the unit packed in some “ribbed” flexible plastic packaging, very sturdy, no damage would occur.

You will receive the unit, as well as a USB with drivers and soft copy of manuals, plus a trusty Allen key, the metal clamp and some stickers.

 

 

 

Once unboxed, you can decide what orientation you will use for the clamp. By the way, it is worth noting the solid metal clamp is included in the package and is not an additional extra.

 

At this point, you can see an introduction to the unit:

 

https://youtu.be/m7160uIcdYk

 

 

Closer Inspection

The unit is quite obviously solid metal with thick hard plastic gears on the inside. Now I did make a mistake in the video, it is not riveted, the lugs at the top and bottom holding it together can be unscrewed but I truly don’t see the point unless you are performing maintenance yourself, which, according to the developer, you will not need to do for many years.

Modding the unit may be possible, but again, could be far more trouble than it is worth.

 

 

 

And a short video of it:

https://youtu.be/b6gTZSH4nGU

 

A lot of people use Saitek (myself included), so here is a short comparison:

https://youtu.be/Qq33h_Vw50U

 

 

 

Using it

As stated before, the unit is designed with two throttles, prop pitch levers and mixture levers, that is what you get. I have used it in the default Baron in FSX and P3D and could not be simpler.

You need to follow the instructions given to set it up (I didn’t,  thinking I knew all about throttle quadrants, and later had to admit defeat...it is given to you for a reason).and you have the choice of setting it up directly as a control in your simulator, or use fsuipc, or use the control driver given in the included USB. I chose the driver and that was all I had to do...the levers works immediately without further input from me.

 

 

 

I next tested it with PMDG’s 777 and again the throttle levers worked straight away, without me having to do anything at all, and I even got reverse thrust, fully controllable, without any programming on my part.

Final test for this review was with X-Plane, using the IXEG B733 and yes, I had to go through the X-Plane interface and worked straight away but none of the détentes work (reverse detente, feather or mixture cutoff).

Fear not, there are ways around it, and I am more than satisfied with it:

https://youtu.be/bjaa8R8atNM

 

 

Conclusion:

After many years of using Saitek hardware, I decided to save up for a while and upgrade to the next level of hardware.

I have to admit I had reservations getting a dedicated unit like this as opposed to my “jack of all trades” setup I am so used to.

Will it be a restriction on my varied aircraft fleet?  Will I miss not having interchangeable knobs to simulated what I want?  The answer was quite simply No.

Again, I am stating a personal preference, I do not have 4 engined aircraft nor any setup that requires specific levers, etc...my needs were for a good quality throttle quadrant so my needs were met, it vindicated my choice. What if you have 4 engined aircraft or specific requirements? You may still be able to fully use this TQ, but with certain aestethic compromises (I am using one of the Prop levers as a throttle for my 3 engined 727) but it works, and works well.

In this sense, this unit has excelled, I cannot put any fault to it. It is an unbelievable jump from a plastic quadrant to a full metal one, and a unit with thick gears featuring a very good potentiometer...no more twitching throttle levers, no more dealing with null zones, no more dreading the next few months when I would need to open my quadrant and carefully clean it inside and out.

 

My thoughts:

https://youtu.be/TOClC1ee0zk

 

VirtualFly are a company expanding rapidly, and this Throttle Quadrant fits nicely with their top of the range integrated simulators, so do your research. If you wish to have a generic setup which satisfies your needs and budget, your choice is elsewhere.

If you wish to have a setup that is built to last but has a dedicated functionality in mind, however it meets and exceeds that functionality, then look no further, this product is top shelf.

 


REVIEW - Carenado 350i for FSX/P3D

$
0
0

Review

by Roger Curtiss

 

Carenado has been producing general aviation aircraft models for a few years.  Their product hangar is quite extensive and the company name is practically synonymous with ‘quality’ (or at least ‘quality textures).

A recent offering is the Beechcraft 350i King Air for FSX and P3D.  Do you like turboprops?  If so, this aircraft is worth consideration, although it is not perfect.

In summary, there are two good reasons to get this one. 1) It is a beautiful airplane rendered in the Carenado style.  2) The sound of the engines is extraordinary.  Some flight sim engines make great noises when starting up butthen the engine sound becomes a background drone.  In this King Air once the props are spinning at speed there is a high-pitched hum overlying the engine sound and it is a delight to experience(you will have to take my word on this due to the fact that print media sucks at playing audio).

 

I installed the aircraft to FSX and with the auto-installer it was a non-event, the most taxing element being the need to input the email address used to order the product and the serial # provided by Carenado.  The company states that the install process should take only about a minute and that estimate was spot on.   Once installed a selection of 8 different texture aircraft is present in the aircraft menu.  Activating any one of them takes you to a very well defined exterior model with an attention to detail of the highest quality.

 

 

 

Not to detract from the bounty of these options, but it has always struck me as just a bit odd that so many different exterior textures are provided for aircraft when the flying is done from the cockpit and very little of the airplane’s exterior can be seen-not to mention what difference does it make if my exterior paint scheme is red or blue or anything else?  If someone has a good explanation, I would welcome it).

 

Switching to the interior view, I was even more impressed.

 

 

The main flight deck view is in VC and it is very well presented.  All instruments are clearly shown, the switches seem to have a brand new type gleam to them and the placards and switch identifiers are crisp and easy to read

 

 

 

Clicking on the yoke makes it disappear, providing easy access to the switches surrounding and behind it.

 

There is no 2-D cockpit per se, however, there is an option to display pop-up windows of individual gauges and control panels. 

 

 

DOCUMENTS

Eight .pdf manuals accompany the aircraft and are stored in an FSX> Carenado folder.

These are

  1. Emergency Procedures- 10 pages of airspeeds and checklists to be utilized for engine failure, bleed air failure, pressurization issues, emergency descents and emergency landings.
  2. Normal Procedures- 20 pages of checklists for all phases of operation from Preflight to Shutdown and Secure.  The lists are quite thorough…perhaps even too much so as, for example, the Preflight checklist consists of 70 line items, only 15 of which are relevant to simulator flight (many deal with walk-around inspection items, checking that circuit breakers are in and cabin lighting)
  3. Performance Tables-16 pages of graphs for stall speeds, cabin altitudes, V-speeds, cruise and range profiles and one-engine inoperative cruise power settings.  These would be worthwhile to have at hand either printed out or on a separate monitor for easy reference
  4. References-1 page of reference speeds-climb (the climb speed remains constant to 10,000’ and then drops 10 kts for every 5000’ above that), and Vmca the minimum controllable airspeed which is 94 kts flaps up and 93 kts flaps down (if you are able to keep the speed from deviating that lost knot with flaps up I salute your superior airmanship)
  5. Proline 21 Guide- 13 pages describing (somewhat-more on this later) how to operate the five displays and control panels: PFD/MFD/Flight Guidance Panel/Display Control Panel/CDU
  6. RTU Manual-6 pages explaining how to operate the radios (If this is anything but your first add-on aircraft you would probably be able to figure this one out on your own-but a quick read certainly can’t hurt)
  7. Copyrights- one page that neither you or anyone else ever reads
  8. Recommended Settings-2 pages.  A standardized Carenado document that applies to FSX settings for all of their aircraft.  If you already own a Carenado plane these settings are probably already in place

Prior to operating the aircraft, I did the responsible thing and perused them all.  An experienced simmer could likely just jump in the airplane and do a reasonable job of figuring out how everything works but as respectable pilots that is not how we roll.

 

I experienced a rather strange anomaly upon initial launch of the King Air, but I believe it is just a quirk in my particular setup.  For my flight controls I utilize CH Yoke, TQ, and rudder pedals and more often than not when I start FSX this hardware is not recognized.  I have to disconnect the USB plugs for each and re-connect them.  Sometimes this will result in FSX crashing and a restart is necessary.

 

When I loaded up the King Air, each time I did the USB dance FSX quit.  But three starts later all was well and fully functional.

 

For my first flight I chose to make a very short hop of just a few miles between two airports I had transited a few times during pilot training.  I started up the airplane at Cleveland’s Burke Lakefront airport (KBKL) and flew for about five minutes to Cuyahoga County airport (KCGF).  I wanted to simply get a feel for hand flying the aircraft and not have to program the FMS.  I was able to get the engines started and taxi to the runway with little difficulty, although I found the King Air was a bit skittish in responding to steering inputs via the rudder pedals.  Smooth control required a judicious blend of pedal inputs and power lever adjustments.

 

Advancing the levers for takeoff power produced an accompanying hearty growl from the engines and robust acceleration upon brake release.  The aircraft was very responsive to control inputs and with all that power, smooth and measured control movement is needed.  I steered for KCGFand lined up on runway 24.  The approach was a bit high and fast and I chose to go around, making left traffic.  The second time I kept the speed under control.  Accustomed to flying heavier jets, I planned to delay landing gear extension until established on final, however, reducing speed low to the ground initiates a particularly obnoxious warning alarm that could only be silenced by extending the gear.  Landing was uneventful and pulling the power levers to the aft beta thrust position resulted in a great noise from the props and loads of stopping power.

 

The next flight was to provide a greater workout of the entire system.  I had given the manuals a reading a few days earlier and it was time to determine just how much I had learned of the nuances of the B350i.  The flight route was Teterboro (KTEB) to Hyannisport Ma (KHYA) a trip of only 177nm and one-hour duration, but long enough to utilize all of the FMS functions.  A cruise altitude of 15,000 ft. was selected.

The FMS is delivered with a 2013 Navigraph database that will certainly get most flights close to the latest procedures.  Those with a Navigraph subscription can quickly add this aircraft to their mapping list and have the latest cycle installed.

 

I have programmed quite a few flights in Boeing, Airbus and Embraer FMS units and anyone with similar experience should have little difficulty with the Proline 21 unit installed in the King Air even without perusing the manual.  Most functions to dial in a flight plan are straightforward with one annoying exception…cruise altitude.  For some unfathomable reason, the default cruise altitude for the FMS is FL280 so unless another altitude is chosen by the pilot, that number will populate the flight plan unless there are some altitude constraints in the database of the flight plan route.  The first problem is that the 28000 is inserted with the initial waypoint which makes it necessary for the pilot to estimate the distance needed to climb to an alternate cruise altitude and then insert that number adjacent to a waypoint at that spot in the plan.  This is workable, however, inputting this revised altitude does not change any of the subsequent waypoints prior to the top of descent point.  It becomes necessary to put that altitude at each cruise waypoint in the flight plan which, for a lengthy flight can entail a quite a few pages of them.

 

It simply seems illogical to set up the FMS in this manner and having an arbitrary default cruise altitude is a recipe for errors.

 

Getting the King Air pre-flighted and ready to go can be done by referring to the supplied checklists, but as I mentioned earlier, the vast majority of the preflight items are not applicable to a flight simulation model (at least not yet) so going through line by line is not essential.  Preparation is made much easier by taking some time before attempting a flight to read through the checklist items and then examine the panel to determine the location of the appropriate switch or gauge.  This will save time and expensive Jet-A fuel conducting the post-engine start items.

 

Unfortunately, that is the only way to familiarize oneself with the panel layout as there is no manual description of switches or displays other than avionics- a limitation that, apparently from forum comments, is a common problem from Carenado and is a real shame as here is a high fidelity simulation at a not so cheap price and the user has to stumble along and figure out how to work some of the systems.

 

During my flights I jotted down notes of systems, procedures and flight instrumentation presentations that were confusing and then re-read the manuals hoping for some additional insight- there wasn’t much to be gained there.

 

For example, I encountered a checklist item to test the annunciator lights, however, I was unable to locate a test button on the panel.

 

After engines start, there was an annunciator indication ‘RVS NOT READY’- I have no clue as to what this refers

During a flight I received a caution light that the Cabin Differential Pressure was high but I was not able to manipulate the cabin pressure controls to resolve the condition.  There is a short section in the Emergency Procedures manual on action to be taken if such an indication is received but other than switching the Bleed Air Valves to ENVIR OFF, the recommended actions of oxygen masks and descent are tagged ‘As Required’.

 

There is an extremely annoying horn that sounds if (apparently) altitude is 2500’ AGL or less and landing gear is up.  The Carenado support forum has little advice and nothing on this subject and the unofficial Carenado support forum at Flight 1 has an entry to activate the Inhibit Ground Warning button, however, this had no effect.

 

In short, a high-quality, sophisticated flight model warrants the inclusion of a comprehensive operations manual so that users do not have to grope about for instructions or solutions or visit support forums to hope to find answers.  In this regard, Carenado is quite insufficient.

 

A subsequent flight proved to be quite frustrating.  The flight plan was inputted, takeoff was uneventful and while climbing through 4000’ at 1500 fpm and 180 kts. I engaged the autopilot, FMS NAV and VNAV functions. (In fact, pushing either the NAV or VNAV buttons engages both and there is no way to operate with just one or the other).  The King Air maintained the lateral course but would not climb. I engaged the Vertical Speed button and dialed in the climb rate.  As the aircraft climbed the airspeed began to decrease dramatically-even though full power was being commanded.  I noticed that the stabilizer trim had moved to full up even though the rate of climb was still at the set 1500 fpm rate.  I could not disengage the trim so I disconnected the autopilot.  The airplane had to be flown in a descent to obtain airspeed above stall speed and any attempt to climb, even at a minimal rate, would result in loss of airspeed.  The aircraft continued to descend, elevator control was lost at 1000’ AGL altitude and the nose would not come up despite full aft yoke input.  The airplane crashed.  I reset the simulator and tried again with the exact same results.

 

Once again, there is scant documentation provided to ascertain why this might be occurring but the Proline 21 avionics seem to be the culprit.  Most of my gripes with this airplane are related to autopilot and FMS functions.  The comments in the limited support forums for Carenado products contain a few references to the poor quality of this avionics package and it does make one wonder why Carenado continues to include it in many of their products.

 

The takeaway for me is that while visually arresting and having an excellent sound package, there are too many deficiencies and frustrations in the aircraft operation and lack of explanatory documentation (Carenado-can you say ‘tutorial flight’?).

 

I have a limited time to conduct simulator flights and there are too many outstanding products out there to warrant fussing with a product that produces so much disappointment and frustration.  If Carenado insists on pumping out products that do not fully replicate the systems touted, then they should consider charging less than $39.95 for a product. 

 

Summary

Visually very impressive inside and out.  Hand flying is enjoyable-which is a good thing since the autopilot and FMS leave much to be desired. 

All in all, I had high expectations for this King Air and they were not realized. If you are seeking a fully representative simulation stay away from Carenado’s rendition of Proline 21 avionics or be prepared to be disappointed.

Nice effort Carenado but the state of the art is functionality and we would like to see improvements in that sense.

REVIEW - DH.98 Mosquito FB Mk VI for FSX/P3D

$
0
0

Review

by Justin Cogo

 

 

Introduction/About DH.98 Mosquito FB Mk VI

Incoming!    The De Havilland DH.98 was a British multi-role combat aircraft that served in many variants during and after the Second World War.

 

 

A twin-engine, fast aircraft for its time period, it was also able to perform slow-flight which made it good for close-range targeting and short-field takeoffs and landings.   It served roles like light bomber, fighter-bomber, night fighter, maritime strike aircraft, and photo-reconnaissance aircraft.   Upwards of 7,000 of the Mosquito were built.

 

 

Just Fight DH.98 Mosquito

Just Flight has recreated the DH.98 Mosquito for FSX, FSX:SE and Prepar3D.   The Mosquito is a fighter-bomber and this Just Flight version is highly detailed and comes with a few nice extra features.

 

 

Features

Exterior Models

                Built over actual plans

                Removable doors, covers, panels to reveal detailed interiors

 

Cockpit

 

                Truly 3D virtual cockpit – including cables and piping with animations and realistic

                Aircraft Systems – electrical, hydraulic and fuel systems, navigation and comm instruments

                Numerous animations – windows, wipers, flares

                Night lighting

 

Liveries

 

                Six Liveries – Painted in Royal Airforce and Royal Canadian Air Force color schemes

Other

 

                Layered Paint Kit

                Realistic Flight Dynamics

                Authentic Sound Set

                Droppable Bomb Animations and Gun Effects

                Custom Landing Light Effects

                2D Configuration Panel

 

 

Installing/Just Flight Procedures

The installation process for the Mosquito was a breeze and had the airplane ready to go right away.   I had the airplane open in Flight Simulator X quickly.

 

 

First Impressions of it inside Flight Simulator

Opening up the Mosquito I notice the outside of the plane have a WWII appearance, big body, big engines and big tires, seeming very tough.

 

The cockpit of the airplane has many steam gauges, making it seem like you could navigate very far if needed and do some custom flight maneuvers.

 

 

 

 

Inside the Airplane

Peering inside of the airplane we can see the multitude of steam gauges and old-style equipment.   There are many gauges, buttons, switches, lights and such that mostly work.   The cockpit of the aircraft interestingly has two side-by-side chairs because of the aircrafts role that requires more than one crewmember.  

 

There is a lot of small detail in the cockpit, down to the seatbelt detail on the seats and openable doors in the cockpit leading to the outside.

 

 

 

 

 

Outside the Airplane

The airplane’s exterior has many detailed features with many modelled and textured panels included.   There are modelled air intakes, engine moldings, antenna wires, landing gear detail and such.  

 

An added exterior feature are removable doors and panels, showing the airplanes inner-workings.   These panels are removed by pressing the Shift+E keys, after which the panels lie on the floor and the insides of the airplane can be viewed.  

 

Some extra features on the outside of the model are the gun barrels and bomb bays which can be activated.   Later in the review I will talk about how to activate them.

 

 

 

 

Night View

The Mosquito has your normal set of lights for a WWII airplane.   Included are navigation lights, beacon, landing lights and internal cockpit lights.   As per your typical dog-fighting aircraft the cockpit has a dim red-light which brightens the cockpit at night but not too much to overwhelm the viewing experience.

 

 

 

 

Aircraft Specifications

Wingspan

16.51 m (54.17ft)

Wing Area

42.18 m2 (454.02 sq.ft.)

Length

12.47 m (40.91 ft.)

Height

4.65 m (15.25 ft.)

Empty Weight

6,486 kg (14.300 lb.)

Maximum Weight

10,115 kg (22,300 lb.)

Power Plant

2 x Rolls-Royce Merlin 25

Maximum Speed

378 MPH

Service Ceiling

33,000 ft.

Maximum Range

1,855 miles

 

Tankage

237 gals – fuselage

2 x 62 US Gallons – Wing Tanks

1 x optional drop tank of 170 gallons

 

Armament

4 x 0.303 Browning Machine Guns

4 x Hispano 20mm Cannons

2 x 500 lb. Bombs

Crew

Pilot and Bomb Aimer/Navigator

 

 

 

Aircraft Performance

Flying the Mosquito was nice.   During slow flight it is easy on the controls and is not difficult to fly, even as a tail-dragger.   When flying at faster airspeeds, you lift the flaps and increase speeds and she flies fast.

 

 

Liveries

Included in this airplane package are six liveries of the Mosquito.   They are painted in Royal Air Force, Royal Canadian Air Force,

(left, CY-H of 613 ‘City of Manchester’, right, OB_J of 45 Sqn RCAF)

 

 

 

(left, HR405/NE-A of 143 Sqn, right, LR373 YH-A of 21 Sqn)

 

 

 

(left, HR402/OB-C of 45 Sqn, right, SB-V of 464 Sqn)

 

 

 

 

Extras

Droppable bomb animation and gun firing effects are included with this airplane.   Gun Firing can be enabled by pressing the button “I”.   A gun-flash is shown outside the aircraft at the gun barrels.   Bullets do not show though.

 

 

 

 

2D configuration panel

The 2D configuration panel opens and can be used for adjusting eye point and crew configuration.

 

 

 

Summary

 

The DH.98 proves to be a positive add-on for my military aircraft collection in flight simulator.   I found the small details to be nice and it to be a simple and easy aircraft to fly.   I think if you like military aircraft you’ll like this airplane.   It reminds me of WWII when I step into it.   I like it and thought it was a worthy aircraft for its price!

 

Thank You!

 

Thank you to Just Flight for providing a review copy of this aircraft.

 

-Justin Cogo

REVIEW - Aviation Video - Volotea B717 by Just...

$
0
0

Review

by Marlon Carter

Blu-Ray/Download

 

 

INTRODUCTION

 

 

 

 

 

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

+ Pilot Presentations

+ Flight Planning by Dispatcher with crew briefing.

+ Flight Preparations

+ Cockpit Set-up

+ Briefings & Checklists

+ External Walkaround

+Depature& Arrival Airport Charts

+ Cockpit Presentation

+ Great scenery across Italy

+ How to become a pilot

 

Flight Information

A/C

Reg

Flight

Route

Flt Time

Destinations

717-200

EI-FBJ

V7 1234

V7 1603

VCE-BRI

BRI-VRN

0h58

1h03

VCE Venice, ITALY

BRI Bari, ITALY

717-200

EI-FBJ

V7 1604

V7 1235

VRN-BRI

BRI-VCE

1h01

0h59

VRN Verona, ITALY

BRI Bari, ITALY

717-200

EI-FBM

V7 1264

V7 1708

VCE-CTA

CTA-GOA

1h20

1h31

VCE Venice, ITALY

CTA Catania, ITALY

717-200

EI-FBM

V7 1709

V7 1265

GOA-CTA

CTA-VCE

1h18

1h17

GOA Genoa, ITALY

CTA Catania, ITALY

717-200

EI-EWJ

V7 1248

V7 1249

VCE-REG

REG-VCE

1h20

1h16

VCE Venice, ITALY

REG Reggio Calabria, ITALY

717-200

EI-EWJ

V7 1240

V7 1241

VCE-PNL

PNL-VCE

1h28

1h23

VCE Venice, ITALY

PNLPantelleria, ITALY

 

 

 

 

HIGHLIGHTS

This video is perhaps one of the most unique video documentaries on the operations of the B717. The introduction features a presentation by the Chief Pilot as he discusses the history and overall options of the airline. Once this segment is completed, we jump right into our flights with a crew briefing that covers the numerous sectors being flown that day. For those of you who are keenly interested in the B717, you will be happy to know that prior to our first flight, our First Officers takes us through a detailed cockpit preparation that proved to be very insightful.

Nearing the end of our flights for day 1, our First Officer takes the time to discuss his career which started off by looking at Just Planes videos at the age of 12 and later using Flight Simulators. While the road to becoming a Commercial pilot can be challenging, our young First Officer gives prospective pilots the encouragement to never give up on your dreams.

Moving away from the cockpit, this video also features a scenic tour of Venice which was intriguing to say the least. Venice is one of the many destinations flown by Volotea and the short video clips of this amazing city just might encourage you to take that overdue vacation.

The final segments of this video feature a detailed aircraft walkaround, more presentations by Captains and a young female First Officer and many scenic and exciting views from the cockpit that all will enjoy. It’s without a doubt that this video program is well worth having and we certainly have to thank Volotea for opening their doors to the public to satisfy the curiosity of enthusiast and inspiring the next generation of pilots. Just recently, Volotea began acquiring A319s to slowly replace their B717 fleet. We certainly hope that Just Planes will revisit this unique airline in the future to film their A319 operations.

 

 

 

 

 

 

Video Preview

https://www.youtube.com/watch?v=U-nJveX6ppQ

 

REVIEW - FSFX Immersion Package by FSFX Package...

$
0
0

Review

by Marlon Carter

 

 

 

Introduction

 

While many of us find it hard to agree on which is the best aircraft add-on available, we can all agree that Flight Simulation has come a long way since the days of FS95 or even older versions. With each new platform, we’ve seen a significant improvement in the overall immersion of flight and an even greater improvement in the general FS environment. With so much progress being made on the part of the Flight Simulator developers and 3rd party products, it’s hard to imagine that we’ve been missing out on a very important element to the overall immersion of Flightsim. What are we referring to? Well if you are a true aviation enthusiast at heart, you would have enjoyed spending many hours on youtube looking at aircraft videos. Some of the most spectacular videos are the ones that show the stunning performance of various aircraft in bad weather conditions. For example, on a rainy day, there is nothing more spectacular than watching a 777 land or take off to see the awe inspiring power of the engines as they spray water off of the runway surface. Added to this is the condensation effect that can be seen in the engines and over the leading edge of the wings.

While we are all grateful for the improved aircraft systems of popular add-ons, some of us who truly desire an immersive experienced have always request some additional visual features that create a realistic environment when flying in IMC or operating on a wet runway. At long last, one developer has ceased the opportunity to create such an immersive experience that is specifically tailored to various aircraft.

FSFX has been around for a relatively short period of time, but has managed to gather a significant following with their PrecipitFX product which was released for FSX and P3D v2 & v3. PrecipitFX introduces a host of new effects into your Flight Simulator that improves the default effects tremendously and I would highly recommend it. Of particular interest is the improved rain and snow effect that many have complained about for years. Here is a short video preview of PrecipitFX.

 

 

https://www.youtube.com/watch?v=SuM7k2sjWXw

Video Preview PrecipitFX

 

With the release of PrecipitFX, it seemed only logical that this development team was only getting started and they soon released an immersion product for the popular PMDG 777 and then later for the PMDG 737 NGX and Aerosoft A319/320. While there is also an immersion product that is specific to the Flysimware’s Learjet 35, we will be focusing primarily on theAerosoft A319/320 and the PMDG immersion packages.  Below you will find a brief description of each product and a preview video.

 

 

FSFX PMDG 777 Immersion Package

FEATURES

Weather presets

       

Volumetric strobe lights

       

Volumetric logo lights

       

Brake dust

       

Touchdown smoke

       

Volumetric landing lights, taxi lights, beacon lights and turnoff lights

       

Contrails

       

Engine cold start smoke

       

Engine condensation

       

Vortices

       

Raindrops from the airframe

       

Engine jet wash effects on water and snow

       

Wheels water and snow effects

       

Wing condensation

       

 

https://www.youtube.com/watch?v=-Jb9VfzwWFk

 

Preview Video – By Jeroen Doorman

 

FSFX PMDG 737 Immersion Package

FEATURES

Volumetric rain for landing lights

     

Volumetric landing lights

     

Volumetric wing lights

     

Volumetric taxi lights

     

Volumetric turnoff lights

     

Volumetric beacon lights

     

Volumetric strobe lights

     

Volumetric logo lights

     

Wing condensation

     

Flaps vortices

     

Contrails

     

Engine condensation

     

Engine jet wash effects on water and snow

     

Wheels water and snow effects

     

Brake dust

     

Touchdown effect

     

Engine cold start smoke

     

 

 

https://www.youtube.com/watch?v=irw_oAJ0Czs

Preview Video

 

 

 

 

FSFX Aerosoft A320 Family Immersion Package

 

 

FEATURES

Weather presets

       

Volumetric logo lights

       

Brake dust

       

Touchdown smoke

       

Volumetric landing lights, taxi lights and turnoff lights

       

Contrails

       

Engine cond start smoke

       

Engine condensation

       

Vortices

       

Engine jet wash effects
on water and snow

       

Wheels water and snow effects

       

Wing condensation

       

 

 

https://www.youtube.com/watch?v=9y9Pb3NLZko

 

Preview Video – By Jeroen Doorman

 

 

For the benefit for those who are very familiar with FSFX, here is a brief interview with Keven from FSFX to find out more about the company and the development of their products.

 

1. Can you tell us a little about FSFX and how it all started?

Back in 2006, I personally began experimenting with visual effects in the simulator. I learned techniques to show and control effects in the sim. Never had I imagined the interest such products would have. In 2014 we decided to up the quality a notch and make it available to public. The results were beyond our expectations.

 

2. Can you tell us what inspired your team to create individual immersion packages for popular add-ons?

While doing PrecipitFX, it was clear that some things were missing around the aircraft. We made a list of every environmental effect we could find and started building the foundation of what is our Immersion series of products. The decision to make our effects for specific aircraft was not an easy one. Because of the way FSX(ESP) was designed, we could not dynamically create complex effects like wing condensation and volumetric lighting based on simulator variables. This is still true to this day. Every developer also has its own way of doing things. Some aircraft have misplaced references for engines, landing gear, landing lights etc. and if we were to base ourselves on those variables to position our effects, the result would be totally unpredictable. Every aircraft is different and some variables simply aren't there for an automated system to do the work. For example, the A320 Family of aircraft does not produce wingtip vortices and very little flaps vortices. This is not something we can calculate on a generic scale within the simulator as it is now. We had to do research and create the right conditions for each effect.

 

3. Where there any significant challenges in developing each package?

Every aircraft is different and every Immersion Package contains many challenges. From misplaced references to custom flight models, there are a lot of things people don't see in the background.

 

4. What would you say is the most ground breaking feature of your products?

For PrecipitFX I'd say the new rain and snow effects are the most talked about. For your Immersion Packages, people really like to show volumetric lighting. I think this effect looks incredible. Nothing on this scale has been done before and we are happy to be able to provide this to the community.

 

5. What can we expect to see from FSFX in the future?

We have a big product unveiling in the coming weeks. Nothing I can tell right now obviously but stay tuned!

 

 

 

 

THE EXPERIENCE

As seen in the preview videos, these products truly offer an enhanced visual experience when using FSX or P3D. My personal experience in the past is that while I’ve always enjoyed using the PMDG’s 737,777 and the Aerosoft A320 series, I’ve always thought that while the simulation of the aircraft systems were fantastic, flying in cloudy or rainy conditions left a lot to be desired from a visual perspective.  It’s almost as if the aircraft and the environment were not connected and they have no influence on each other.

A typical example of this is something that many of us have seen in the real world. If you’ve ever been to the airport on a rainy day and you’ve have the privilege of being close to the runway, you no doubt would have enjoyed seeing water being displaced by the powerful engines of departing and landing aircraft as they apply takeoff power or reverse thrust. With aircraft such as the 737 and A320, this sight is always quite impressive. When it comes to the 777 however, it is an awe-inspiring site to see the power that these engines produce.

In the simulator world, these types of effects are sorely lacking and were only briefly enjoyed at one point with a user mod for FS2004 (Reserve Spray) that required some tweaking for each aircraft. To the best of my knowledge, FSX and P3D didn’t have any of these modifications and for many years most of us have simply done without it.With the release of the Immersion package however, users of FSX and P3D now have the opportunity to see the connection between the aircraft and the environment.

After going through the simple installation process, I was quite eager to see some of the most basic effects such as the reverse thrust water displacement but it is important to note that these packages offer you much more. For example, to those who have travelled or work at an airport on the ramp, you may have noticed that under the right conditions, when an aircraft’s engines are started or power is applied, you can faintly see the moisture from the ground being sucked into the engine. While this is a subtle effect, it is something that is unique to the aircraft and how it reacts to the environment. Other effects such as wing condensation, brake dust, vortices and custom contrails are also included and are remarkably realistic in that they are only visible when the right atmospheric conditions are met.

 

 

 

 

Are there anyother features worth mentioning or worth raving about? While the effects we mentioned previously are fascinating enough, these products offer much more. In addition to the stunning new condensation, smoke and dust effects, we also see some enhancements to the way lighting is displayed in low visibility and the addition of a volumetric rain effect. These new features allow users to see extended a volumetric light beam that represent a much more realistic lighting effect while flying in low visibility or bad weather conditions. Personally I have always known that this was a missing element while flying in FSX or P3D, but after seeing these effects in action, I can hardly imagine going back to the standard effects.

 

 

 

 

 As far as the rain effects are concerned, while I would have loved seeing a virtual cockpit rain effect, these products still offer you a host of rain effects that are very realistic. These include raindrops that fall from the fuselage, wings and engines when the aircraft is stationary. It’s important to note that different packages offer slightly different options but one of my favorite effects is the volumetric rain effect that is visible when the landing lights are turned on. We can go on and on describing these effects, but perhaps its best to show you since a picture in this case is definitely worth more than a thousand words.

 

 

 

 

As we bring this review to a conclusion, it’s only fair to discuss performance and limitations. As far as performance is concerned, you will be pleased to know that these effects, while high quality, leave a very low VAS footprint. The manuals mentioned an impact as little as 5MB. As far as frame rates are concerned, these effects have had little to no effect on my frame rates and if you do experience any adverse impact, the development team also offers the option to have varying levels of condensation and the ability to turn off each effect individually. With so many tweaking options, performance issues will be none existent when using these products. With regard to limitations, the developers mentioned a few limitations such as effects that are no visible at night for performance reasons and effects that won’t be visible when the engines are off. Ultimately, the limitations of these products are very minimal and I definitely think you will have no issues using these products.

 

 

 

 

CONCLUSION

In conclusion, If you desire to have the ultimate immersive experience while using the PMDG 737,777 or AS A320, these FSFX immersion packages are a must have. As mentioned in my introduction, my first introduction to FSFX was with their PrecipitFX product which I honestly rated as a must have product along with Active Sky 2016, and REX 4 for enhancing your default simulator. With the price of each Immersion package being $25-$27, I think it is a fair price for the enhancements made to these already outstanding aircraft add-ons. While these products do have their limitations, it is a step in the right direction that all aircraft developers should consider. If not, then thankfully we have FSFX to take existing products to the next level.With the Q400 immersion package on the way, I am eagerly looking forward to seeing what surprises are in store for the FS community!

 

 

REVIEW - KAUS Austin International Airport by I...

$
0
0

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 - Airbus A320X by FlightSimLabs for FSX

$
0
0

Review

by Marlon Carter

INTRODUCTION

 

 

 

 

As an aviation enthusiast, I am sure many of you have once argued the age old debate of Airbus vs Boeing. While such discussions can be enlightening and entertaining in the real world context, we’ve never been given the opportunity to draw a comparison in the Flightsim world. Over the years, many have tried to develop a complexed simulation of the A320 and 737NG aircraft but have only found success with the latter. Why? Well it’s no secret that the complexity of A320 has made it extremely difficult for developers to create a high fidelity add-on that truly represents the intricacies of Airbus systems.

Depending on how long you have been part of the Flightsim community, some may recall a handful of developers that produced Airbus add-ons that served us well at the time. However, many of us will agree that while they were good products, they often misrepresented the way many systems on Airbus aircraft truly function. The most notorious of these systems, was the Fly By Wire programming that always seemed to be lacking and was inconsistent from user to user depending on your hardware.

 

With the interest of flight simulator enthusiasts shifting to more realistic and complex aircraft, the pressure was on for an Airbus add-on that would match and surpass the standards set by leading developers. In 2010, the FS community was on edge with an announcement from Flight Sim Labs that would potentially change our perception of what we thought was the impossible. In 2010, they announced that they would be developing a high fidelity A320 series for FSX (and later P3D), that promised to be a true and complete simulation of the real aircraft within the “limitations” of FSX.  As with all things, many of us were thrilled with this announcement while others were quite skeptical. Would they be able to pull it off? Or will FSLabs fail or fall short as other developers who have come and gone? To answer that question only time would tell and some 6 years later, we finally have an answer with the release of the A320-X.

 

While the development time for this product was by no means the longest, it was certainly a time filled with eager anticipation on the part of potential customers who have long awaited a realistic Airbus aircraft. What was the development process like? Why did it take so long, and what can customers expect from this new product? Well let’s find out the answer to these questions and more as we chat with one of the developers.

 

 

INTERVIEW

 

Hi, Lefteris. While I am very familiar with FSLabs, there are many readers who are getting their first introduction by means of the A320X. Can you tell us a little about FSLabs, how it started and the products you have created besides the A320?

-(LEFTERIS) Flight Sim Labs, Ltd was started in 2008, when I decided I needed to step away from my position as Technical Director and Lead Developer at PMDG, to start my own company. At that time, Andrew Wilson, who ran SSTSIM, Ltd. and was responsible for the FS2004 Concorde had wanted to move the aircraft into FSX and was looking for a larger team to do this with, so he joined FSLabs. Together with Margarita Fiotaki and some other developers at the time, we created the Concorde-X for FSX (and later for Prepar3d). Apart from the Concorde-X, we are also responsible for the FSLSpotlights add-on, a product that allows any aircraft to have fully three-dimensional volumetric lighting inside the virtual cockpit and external model, something we also use in the A320-X to achieve never-before-seen 3D moving lights in the cockpit.

 

2. Can you tell us briefly about the development of the A320? For example, when did you first decide on creating the A320 series and what challenges did you have to overcome to get this project started and completed? Where there any periods where you thought of giving up on this project because of its complexity?

-(LEFTERIS) The A320-X series had already been decided while we were developing the Concorde-X. As many of your readers might be aware, the engineering teams responsible for the Concorde later moved on to work on the Airbus series. We simply followed the same natural evolutionary process at FSLabs, as a significant amount of the infrastructure required was already being designed for the Concorde. While we had some idea back then, we were blissfully unaware of the differences in the amount of complexity involved in coding all the computers required and the interactions between them. While it's a daunting task - larger than anything we'd ever attempted before, we never thought of giving up - the aircraft is too beautiful to give up on...

 

3.Among all the features of the A320, which would you say is the feature you are most proud of and which feature would you say is the most innovative in the history of aircraft add-ons?

-(LEFTERIS) There are too many to choose from:

- The Fly-By-Wire action that everyone swore could never be done properly (alpha speed and alpha floor protections accurately simulated and verified by a multitude of real-world bus pilots)

- The ground performance and characteristics (single engine taxi done correctly for the first time on a desktop simulator - none of that marmalade default ground friction anymore).

- The design and implementation of simulating over 60 aircraft computers on a single PC with unparalleled accuracy while at the same time maintaining adequate performance.

- The engine and flight model that follows its real-world counterpart inside but also outside the flight envelope (where the aircraft stalls).

- The very high resolution of the external model, for crispness and clarity at all levels of detail - from far away, or closing in, any text on the aircraft airframe no matter how small, can be read clearly.

- The aircraft model animations. Every single moving part modeled with acute precision - from the smallest (Angle of Attack vanes) to the largest, together with the respective actuator controls, which, when lost, will render the corresponding part inoperable.

- The wing flex (or - more correctly - the wing bounce), painstakingly modeled after a multitude of observations of its real-world sibling.

- The particle-based effects: Watch the exhaust haze after the APU has been started.

- Spotlights: They should have an entire chapter allocated to them, but we are proud to say there's no other aircraft add-on featuring true, three-dimensional cone lighting that is adjustable in brightness and moves together with the respective lamp that provides it.

- The real-time refueling panel, with fuel distribution timed exactly after real-world measurements.
- The absolutely immersive sound package found inside the cockpit, but also outside it for both the IAE and CFM engine variants. From the tiniest button and knob, to the electric whirl of the pilot seats, the subtle hum frequency variation of the generators based on electrical load and their three-dimensional positioning, how the PTU bark comes from its proper location and can only be heard in the cabin - those make a completely unparalleled sound package.

There are just too many more also... If I had to choose one myself, however, and given the complexity in how it's designed and coded, I'd say that the implementation of the hydraulics and fuel infrastructure together with the electrics wiring, all coming in place with the System Data Acquisition Computer and the more than 3800 logic sheets that comprise the Flight Warning Computer modeled in their entirety to produce all possible "ECAM Actions" just like its real-world counterpart - this would be my pick. You see, in the FSLabs A320-X, there is no room for simplifications - none of that "if this switch is on, show that warning message" piece of programming like any other add-on out there: The base infrastructure, with all the complete wiring required that is plugged in (which some add-on developers feel is "unnecessary" for them to provide) is what makes this possible. Without it, the A320-X would be just another simplification, devoid of the aura and immersion that makes for that imperceptible, intangible, impalpable sense of "feeling you're in an Airbus".

 

4.Given the fact that the aircraft was simulated from the very components of each system, does this mean that the possible faults and ECAM actions match the real aircraft? In other words, does it mean that there is no limit to what faults can occur?

-(LEFTERIS) Our customers have already discovered that we have incorporated the entire FWC logicsheet package (version H2F3P) inside the A320-X, which means that all possible faults and ECAM actions have been incorporated - the only limitation is that to produce some of them, circuit breaker tripping is required, which we have not included in the entertainment version. Our professional version will offer a complete C/B mechanism facility as well as updated FWC versions as an option.

 

5. It is well know that Airbus aircraft operate based on Normal Law, Alternate Law, Direct Law, Abnormal Law etc. Does the FSLA320 take all of these Laws into consideration?

-(LEFTERIS) Absolutely. It wouldn't be an A320 simulation otherwise. While other similarly titled products already in the market claim to offer some of these laws, your readers will quickly find that it is only our A320-X that features complete and accurate simulation of all Flight Control Computers (ELAC, SEC, FAC) which govern how the aircraft will be flown at any given time. While I cannot go into any comparisons in features such as alpha prot / alpha floor, dynamic pitch and roll control, etc (they would be quite unflattering to the competition), I'd like to underline the complexity of these systems was such that it took over two years to program the simulation of those three computers alone.

 

6. After reviewing a few news updates that were released during the development of the A320, mention was made of the fact that the performance of the engines were very close to the real world aircraft. Can you tell us how you were able to achieve such an accurate engine simulation without being hindered by FSX limitations? For example, FSX has long been plagued with issues such as ground friction and the incorrect simulation of icing conditions and the effect it has on an engine. Is the A320 limited by these issues?

-(LEFTERIS) Obviously, I need to keep some details close to the vest here, but I can say that when we initially tried using the default FSX engine model, we quickly ran into a dead-end given its constraining simplifications. As such, we turned into techniques that are modeled outside of FSX itself to accurately model the flight and engine characteristics found in the A320. Default FSX thrust and drag parameters are ignored in favor or a very complex simulation model that ultimately provides the appropriate calculations to run the engine numbers that match their real world counterparts. As far as ground friction is concerned, we went into the FSX code itself to find and replace the internal tables which control it so that each surface is correctly providing the friction model required.

 

7. In details on the release of the A320, it was mentioned that DX10 would be the best option for using this aircraft. Can you tell us why FSX along with DX10 is the recommended setup for using the A320?

-(LEFTERIS) It is generally common knowledge that FSX was coded to use DirectX 9 and that there is an option for a "DirectX 10 preview", which was put in place because FSX was prematurely released without a full conversion into DX10. This left several aspects of the simulation incomplete when DX10 was selected, so simmers were advised to not use DX10 at all, as it would cause several issues (incorrect shadowing, many visible glitches with scenery etc).
What is not so common knowledge is that memory management is a lot more efficient in DX10 than in DX9, leaving more VAS available for use by scenery and aircraft add-ons. Also, performance is significantly better with DX10 (if same graphics settings are selected). These two advantages, combined with the availability of Steve Parsons' "DX10Fixer" utility which fixes most of the issues found with DX10, make us recommend it over DX9 for the A320-X. One small example of this would be the Virtual Cockpit view, complete with amazing shadows and crispness that DX9 just fails to provide.

 

8. On the topic of Performance, was it quite a challenge to offer such a complex simulation that didn’t significantly have an impact on VAS and framerates?

-(LEFTERIS) And then some. A product of the A320-X complexity is orders of magnitude more difficult to produce than anything that does not have the word "Airbus" on it. The easier it is for the pilot to fly and control, the more protections an aircraft provides for safety, the more complex it becomes to program as there are several layers of variability that come into play that need to be coded into the computer simulation. While I have lots of respect for our competitors, I'd like to point out that it's not a coincidence no other company has ever successfully produced a full A320 simulation before - one came close but they eventually went out of business because of its complexity. It took us six long years to be able to not only code all the intricately interconnected systems of the aircraft but also do so in a way that wouldn't make the average simmer computer come crawling to its knees. Very advanced programming techniques have been developed that take full advantage of multi-threading systems operations so that all available processing power is used, despite an underlying simulator platform that was inherently single-threaded in its design and is definitely showing its aging problems.

 

9. Now that the A320 is completed, will there be a long wait to enjoy other variants of the A320 family such as the A319 and A321? Also, will there be any expansions that add more airline specific options to the A320 such as the Sat-Dome, and Sharklets?

-(LEFTERIS) I have a more detailed road map laid out for our customers in our FSLabs Support forums (http://forums.flightsimlabs.com), but in a nutshell, we're looking at the following milestones in general:

- General Release of the A320-X for FSX (done)

- General Release of the A320-X for P3D (same complexity level and details as FSX)

- Updates for the A320-X to allow some secondary missing items to be included (SEC FPLN, etc)

- Release of other variants (A319 / A321 / A318)

- Release of sharklet variants

- Release of Professional version of A320-X for P3D (different target market as it will be a training environment complete with instructor stations etc)

The latter three releases are not necessarily going to happen "in series" as they can be developed in parallel and are already in different stages of completion.

 

10. With regard to your target user, would you say that the A320X is a product for everyone or is it mostly targeted at advanced simulator enthusiast and persons with real world experience?

-(LEFTERIS) We think that the A320-X is a product for everyone who loves having total immersion in an advanced aircraft such as the Airbus family provide. While it's not an aircraft that a virtual pilot would sit in, turn the key and go flying in five minutes, we're very confident that as long as the simmer reads the tutorial flight documentation and follows the appropriate steps in it, they will easily start to understand what it really feels to fly like a professional. At the same time, our A320-X provides so much detail that professionals globally are already offering accolades on how the handling of a desktop simulated aircraft feels exactly like its real world counterpart - so much so that some of them are already using it to prepare for their Class D Sim sessions.

 

11. Judging from the reacts thus far, it seems like the FS community is extremely pleased with the FSL A320. Many are very curious as to whether FSLabs will continue to develop more Airbus aircraft such as the A330, A340 or even an A380. It is obvious that such plans cannot be discussed openly at this point, but is there anything you can share on the future of FSLabs and what we can expect as far as future releases are concerned?

-(LEFTERIS) As long as our customers are happy with our work, we'll continue offering new and more exciting products for the simulation market. We are already aware there are different simulation platforms being developed that will be 64-bit and take advantage of modern technologies, so all we can say is: The sky is the limit!

 

12. Finally, are there any thoughts you would like to share with the FS community about the A320 that may be overlooked or any thoughts on the type of support potential customers can expect to receive? 

-(LEFTERIS) You'll catch me repeating this time and again in our support forums: We at FSLabs are not after a sale and the income it provides. First and foremost, we are simmers ourselves. As such, we want to be able to get as much enjoyment from flying our products as we get from developing them, so support of our customers is of paramount importance in our minds. In fact, those few of our customers who had some teething problems with the A320-X in its early adopter stage were amazed by the swift and immediate help they received, most of the time to fix issues that were not even our products' fault.
Our support staff is working 24/7 to provide help - they go above and beyond, not refusing help even when customers have issues with their Windows installations or have misbehaving simulator platforms (especially when FSX legacy was mixed with the FSX Steam editions etc).
People keep asking me: How do you have time to run remote sessions on our computers when you have a company to run? My answer is simple: You are what makes our company run, so making sure you're happy is exactly what I need to ensure our company runs well. The biggest mistake I could make would be to step on a pedestal and pretend I am too important to help anyone, or belittle people with my comments. Our customers need to know we're all exactly like them... we love simming and we'll do everything we can to allow our hobby to grow.

 

 

 

We certainly would like to thank Lefteris for his insight into the A320-X and FSLabs. Where many have tried and failed, FSLabs has kept up the momentum throughout the past 6 years to develop a product that is the true definition of a “game changer”. For those of you who are moved by visuals rather than text, here is a video preview of the A320-X that nicely introduces this complex aircraft to the sim community.

 

 

Preview Video

https://www.youtube.com/watch?v=0OhhAMsayu8

 

 

 

INSTALLATION &MANUALS

After reviewing many aircraft add-ons over the years, at times I would forgo discussing the installation process since it has become a relatively simple process. While the FSL A320-X has an easy to follow installation, it is far from what we have come to know. The installation files come in two parts. One is labelled Resources and the other is labeled Binary. At first it was a bit puzzling seeing two installation files but later the wisdom of this was made clear since it allows updates to be made without always having to fully reinstall the product. For information on the proper installation procedures, please see this forum post HERE.

 

After the product is installed, it is recommended that you read through the manuals that are provided. Unlike previous Concorde-X release (which is also an outstanding product), the manuals that accompany the A320-X are somewhat simplified and they center around a flight tutorial, setup and flying procedures. The manuals are very comprehensive and by reading them in advance, you will eliminate any chance of mishaps on your first flight. If I had to pick the document that I consulted the most, it would have to be the Normal Procedures manual which perfectly outlines the way in which the A320 is to be operated. If you consider yourself to be an avid Airbus virtual pilot, this manual will be useful in correcting some of the incorrect procedures we may have picked up along the way. It not only explains which procedures are to be followed, but it also explains why. Given the complexity of the product, knowing the why aspect of flying the A320 is crucial if you wish to avoid faults or failures of any nature.  As a supplement to these manuals, I would also encourage users to frequently visit the FSLabs forum where many interesting topics on the A320 are discussed by avid users, the developers and real A320 pilots.

 

Another process that we may easily take for granted is the selection and loading of the aircraft after starting up FSX. Once again, due to the complexity of this product, there are very specific instructions that are recommended for loading the aircraft correctly. For details on the recommended step to load the A320-X in FSX/FSX SE, please click HERE.

 

Once this is completed, it’s now time to have our first look at the aircraft.

 

 

FIRST IMPRESSIONS

EXTERIOR

Normally I would start off an aircraft review by focusing on the interior details, but this time we’ll be taking a look at the exterior of the aircraft by means of an aircraft walkaround. The Normal Procedures manual included with this product has a detailed explanation on the exterior walkaround inspection and we will be following this document as our guide to getting familiar with this aircraft. As we move around the aircraft to inspect items such as the AOA probes, Static Ports, inlet valves, Nose gear assembly and engine blades to name a few, it becomes quickly apparent that FSLabs has spent a significant amount of time ensuring that the exterior model was very detailed. Some of the features I especially enjoyed were the engine blade animation as it slowly spun with the influence of the surface winds. This animation was so detailed that the direction of the spinning blades were dependent on the direction of the wind! Another fascinating feature of the exterior model is that areas such as the landing gear bay, flap hinges and even the dual navigation lights were modeled or textured to an exceptional level of detail that many aircraft developers shy away from. Finally, an impressive feat that FSLabs was able to achieve is to allow users to actually read some of the small writings on the fuselage and engine. Why is this so significant? Well in the past when using most aircraft add-ons, detail was given to the most observable aspects of the exterior and the more you zoom in on areas such as the static ports or the engine panels that have text, they quickly become blurry and undiscernible. As you will see with some of the screenshots below, the FSL A320’s exterior textures are very high in quality and no matter how much you zoom into specific areas, the text never becomes blurry and they are clearly readable. Here are a few screenshots that nicely showcases the stunning exterior of this aircraft.

 

 

 

 

Clear text on the fuselage

 

 

 

 

 

INTERIOR

 

As we get into the cockpit of the A320, it’s clear to see that a significant amount of research went into the modeling of this cockpit. While there will always be differing opinions on which Airbus product has the best looking cockpit, it is my opinion that FSLabs did a fantastic job in the modeling and texturing of the virtual cockpit. While I’ve never personally sat in the cockpit of an A320, I’ve seen sufficient photos and videos to indicate that the accuracy of the cockpit was spot on with the windows and panels all being perfectly proportioned. Buttons, switches and knobs have all been modeled with no “dummy” switches than turn on and off without actually performing a function on the aircraft. In fact, the only part of this aircraft that doesn’t have a modeled switch or knob is the circuit breaker panel (for now at least...) This isn’t to say however that the systems do not support having working circuit breakers but we will find out more on this later… ;)

 

As we continue to move around the virtual cockpit, we can see that in addition to the accurate layout, we also have a host of animations which include the storable tables for both pilots, moving tiller, rudder pedals (rudder and brakes) adjustable seats, sun shades and side windows that can be opened. The cockpit displays are very clear and the information that is displayed is easy to read. As far as lighting is concerned, the lighting switches all work and this allows the user to fully control the level of lighting they wish to have in the cockpit. With the aid of the Spotlights program from FSL, the lighting detail is taken to another level with a very realistic 3D lighting effect for the flood lights. If you wish to fully benefit from the superb lighting of the FSL A320, the Spotlight program is a must have.

 

I mentioned previously that the textures in the virtual cockpit were outstanding. While everyone may not agree on this topic, I can honestly say that the individual charged with the responsibility of adding textures to the cockpit deserves high commendation. Replicating the look of an airbus cockpit isn’t a very easy task since many can’t seem to agree on the exact color. The textures used in the virtual cockpit seems to be a blend of both real and custom textures, but the end result is a cockpit that presents itself as being authentic. An added touch that I also took note of was the way lighting effects had an impact of the textures. The simple task of increasing the brightness of the displays would also result in a slight reflection on the underside of the glareshield. Another plus is that the cockpit textures come in various levels of detail. One can choose to have standard textures or have textures as high as 4096 for the best possible visual experience. For those of you using DX10, you will also enjoy the stunning cockpit shadows that add another element of realism to this product.

 

On a final note, many users often voice their preference for 2D panels vs the VC only option we have grown used to. If you prefer 2D panels, you will be happy to know that this option is also available during the installation process. The 2D panels that accompany this product are all high quality and the display clarity is outstanding. To sum things up, FSLabs has done an outstanding job with the interior of this aircraft and I can guarantee that you will be impressed. Here are a few screenshots for your viewing pleasure.

 

 

 

 

 

 

GROUND SCHOOL

 

Before we jump into the flight report, there are a few things we need to clear up. It has become our habit at times to associate the way an aircraft should work with the way previous aircraft add-ons have always worked. While in some cases this is somewhat true for Boeing aircraft, the A320 is a whole new animal that deserves a fresh perspective. If you are a simulator enthusiast who is familiar with add-ons that simulate the 737, 777 or 747, it might be easy to assume that the A320 will be a walk in the park or perhaps too easy to fly due to its automation. However, this perspective is largely due to previous Airbus add-ons that have overly simplified the design of the systems of the A320. As you would have noted from our interview with the developers of the A320-X, this aircraft sets a new standard when it comes to accurate systems and it also has a host of new features never seen in the Flight Simulation world. For example, let’s have a brief look at just three (3) outstanding features of this aircraft and then we will hop into the flight deck for a test flight.

 

 

 

FLY-BY-WIRE

 

 

The Fly-By-Wire (FBW) system of the A320 was undoubtedly a significant step forward in aircraft design. In the past, muscle power was the only requirement needed for moving the control surfaces of an aircraft. As aircraft grew larger, sheer human strength was no longer enough to effectively control an aircraft. As a result, solutions such as wheels and pulleys, electrical servos and hydraulically powered control surfaces came into existence. While these solutions worked well, they still required numerous mechanical linkages and ultimately added more weight to the aircraft. It also resulted in more maintenance cost which airlines are always eager to reduce. With the introduction of the A320 however, these mechanical linkages were replaced by electrical wiring and the need for large control columns were no longer necessary. While older airbus models had the typical flight yoke (A300 B2), the A320 featured a side stick which many Airbus pilots favor in comparison to the traditional control column.

 

With the A320 introducing commercial aviation to FBW technology, many have misunderstood how advantageous such a design would be to the industry. Far from disconnecting the pilot from the aircraft, the FBW system provides the pilot with full control of the aircraft while adding safety features or protection laws that enhance safety. The Electronic Flight Control System (Which basically makes up the FBW system) is made up of various modes or laws. For example, we have Normal Law, Alternate Law, Direct Law and Mechanical Backup. How do these Laws work? Let’s have a closer look at how they work and why they are important. Before we begin, let me first of all say that I am not an A320 pilot and the information I am about to present is purely based on my research.

 

As a starting point, Normal Law can simply be described as a mode that provides protection against Stalls, Excessive load factors, High Speed etc. Its operation is dependent on your phase of flight and it will command various functions while either in Ground Mode, Flight Mode or Flare Mode. In the event of multiple failures of the redundant systems, Normal Law will degrade to Alternate Law. While Alternate Law offers the same level protection in Ground Mode as Normal Law, this is where the similarities end. Under Alternate Law, the protections offered while in Flight Mode are far less than what is offered in Normal Law. For example, the Alpha Floor function, turn coordination, automatic pitch trim and yaw damping are all either limited or completely lost. Contrary to those who believe that an A320 cannot stall, while in Alternate Law, the aircraft can indeed be stalled due to the low speed stability function that replaces the normal AOA protection.

 

Direct Law is the lowest level of computer flight control and it offers little to no flight control protections. Direct Law is typically active if the aircraft experiences multiple failures and the aircraft basically flies like a conventional aircraft with the pilot having a more hands-on direct relationship between the side stick and the control surfaces. If the flight controls degrade to Alternate Law, Direct Law automatically becomes active when the landing gear is extended and if no autopilot is engaged. Finally, if there is a complete loss of electrical flight control signals the system degrades to Mechanical backup. The Mechanical backup basically means that pitch is controlled by using the manual trip wheel and lateral control is maintained by using the rudder pedals which both require hydraulic power.

 

By now, if you haven’t been bored to death with these technical details, you would have realized that there is much more to an A320 than we once thought. The FBW system is a superb marvel of engineering and knowing how it functions is essential to correctly operating the aircraft under both normal and abnormal situations. While it’s nice to know a little about the real aircraft, how does the FSL A320 match up?

Here is an excerpt from a post made by the developer on the EFCS that may answer this question.

 

 

“The Electronic Flight Control System (EFCS) has been modeled in its entirety (Normal Law, Alternate Law, Direct Law and Mechanical Backup), and we’ve carried out extensive testing to ensure that it's modeled to within a very narrow margin of the real thing, using data collected from the real aircraft to fine tune every characteristic. From the calculated speeds computed by the Flight Augmentation Computer, to the C* (C Star) law that uses various algorithms with pitch rate and g load depending on the speed of the aircraft. By taking areas of the default flight model away from FSX and tailoring the simulation characteristics to meet our requirements, we’ve been able to design and implement complex control loops that simulate with accuracy, the fly-by-wire system found on the A320.”

http://forums.flightsimlabs.com/index.php?/topic/4490-the-a320-a-medium-ish-update/

 

 

Here we see that the FSL A320’s FBW system is a near perfect replica of the real aircraft in the operation of its EFCS and this basically means that FSX and P3D users will indeed have their hands full when flying this aircraft.

 

 

ELECTRICAL AND FUEL SYSTEM

 

 

 

The Electrical System can easily be described as the life blood of the A320. How was it designed in the A320-X? Well in the past, most developers gave little attention to the electrical system other than following the concept of “this button turns on this feature and this switch turns of this light.” With the A320-X, the developers took a completely different approach that resulted in the most immersive experience when using the aircraft. In contrast to the previously mentioned coding where a switch simply commands a light, message or animation, the developers took the time to virtually model nearly each component of this aircrafts electrical system. The end result is that each component communicates with each other in order to achieve a simulation that is highly accurate.

The A320-X has about 60,000 electrical connections for components with relays, switches and servos included. To add the icing on the cake so to speak, the communication between all electrical components are via ARINC 429 protocol variables. ARINC 429 is a data transfer standard for aircraft avionics and for the first time this is also included in the A320-X. What does this mean? Well in theory it means that you can connect hardware components to the A320-X and it will work correctly. This feature isn’t offered in the Entertainment version of the A320 but stay tuned for further news on this feature.  It’s hard to imagine that the coders were able to pack so much in to this product, but at least we can understand why this aircraft took some 6 years to complete. From what we’ve seen thus far, this aircraft is as close to the real aircraft as can be not just from a visual perspective, but also with respect to the components and electrical connections that allow the aircraft to function.

 

Finally, let’s have a quick look at the Fuel System. I’m sure many of you may be wondering “what’s so exceptional about the fuel system?”In the past and perhaps even currently, some developers have already simulated very complex fuel systems for aircraft such as the 737, 747 and FSLabs has also done so with the Concorde X. What makes the A320-X exceptional? Here is an excerpt from a post made by Andrew Wilson on the fuel system.

 

(AW) I've mentioned before that we've designed a fluid dynamics simulation to model aircraft fuel, bleed air and hydraulics - it is actually adapted from a similar model we use to simulate electric current throughout the aircraft. This system allows us to simulate, for example, an accurate model of fuel pressure and temperature propagation through the aircraft.

What we're also doing is simulating our fuel tanks in 3 dimensions. Most aircraft products for MSFS only simulate a fuel tank using the default coordinate system that FSX provides. Our fuel tanks on the A320-X are more than just a point in space, we actually calculate where the fuel is inside the tank - how it reacts to pitch, roll and acceleration.

Why have we done this? Well - the A320 fuel system comprises of around 30 fuel sensors (all of which are modeled), and their resistance is measured by the Fuel Level Sensing Control Units. From this resistance the FLSCUs can deduce if the sensor is wet or dry and through a series of logic gates, controls various valves in the fuel system. Such valves include the wing tank transfer valves that latch open to allow the transfer of fuel from the outer wing tanks, to the inner wing tanks where the main fuel pumps feed the engines. The logic gates in the FLSCUs command the transfer valves to open if any one of the inner wing tank low level sensors becomes dry.

Now here's where it gets interesting and where our 3D fuel tanks come into play: two of the fuel low level sensors are situated on the rear spar of the wing inside the inner wing tank. If the aircraft pitches down, for example at top of descent and the fuel level in the inner wing tank is within a few hundred kilos of the low level, there is a good chance that the sensors on the rear spar will become dry and the FLSCUs will command the wing transfer valves to latch open early.

This isn't documented in the FCOM or AMM; but it occurs quite often on the real aircraft. And because we have modeled the Flight Sim Labs A320-X in such intricate detail, you can expect to see the same thing happen in our simulation.

Source- http://forums.flightsimlabs.com/index.php?/topic/4016-a320-x-fuel-system/

 

 

With simulated sensors, 3D fuel tanks and simulated fluid dynamics it’s clear to see that the A320-X is in a class of its own that includes features only an avid flight simulator enthusiast would truly appreciate.

 

Now that we’ve gotten some of the technical subjects out of the way and have dismissed the “boring Airbus” mentality, let’s move on to the Test Flight segment of our review. In the following segment we will see how many of these features work and learn more about why this product is truly ground breaking.

 

 

TEST FLIGHT

 

 

 

 

 

For the purpose of this test flight, I chose to fly a series of flights using both variants of the A320 while flying to airports such as KSAN, KSNA, KDEN, KMEM and EGLL. Each flight followed the same procedures that are typical of a commercial flight and it nicely showcases the performance of the aircraft through a wide range of airports and interesting approach procedures. Here are some of my personal highlights from each phase of flight.

 

 

LOADING AND SETUP

 

When loading up the A320, it’s important to follow the recommended steps of loading a default aircraft like the Trike and completely shutting down the aircraft. The A320 is a very complex add-on and loading the aircraft after using other add-ons can cause issues. When the aircraftis fully loaded, it will be in a cold and dark condition and it is now up to you to follow the checklist for the first flight of the day checks and to watch how the aircraft comes to life.

 

During the power up process, the first signs of how accurately the systems of the aircraft were programmed are very apparent. The manner in which the displays loaded matched the loading sequence of the real aircraft with a high level of accuracy. This remarkable level of detail in the powering up of the aircraft was a good indication of things to come. While on the topic of powering up the aircraft, with many other add-ons it is common to sit in the virtual cockpit and hear the startup of the APU. However, with the real A320, the APU startup is not heard in the cockpit in real life and the same is true of the A320-X. Does this mean that there is no APU sound? Not at all, in fact, if you were to change your view to the exterior aircraft view or pan your view to the rear of the aircraft, you will distinctly here the start-up of the APU. While I would love to discuss more about the sound aspect of this aircraft, this deserves a section of its own and we will discuss more on this topic later.

 

In the meanwhile, let’s have a look at some of the MCDU functions as we setup our controls and loading our flight data.

As mentioned in the documentation section of our review, this product comes with a manual on how to correctly setup your controls to have the most immersive and realistic experience. The most important features of this aircraft that should be correctly setup are the side stick, throttle and new Tiller feature. By using the control options in the MCDU, you will be able to correctly configure your throttle range for the manual and detent range of the throttle system. In addition to this, there are a few recommended settings to be implemented to ensure that your flight control responds in a similar manner to the real A320. The new Tiller feature allows users to have a realistic taxi experience by using a separate control axis that can be configured via FSUIPC or through the MCDU. To find out more on how the NWS is setup, I encourage you to read the manuals thoroughly since your hardware will determine which setup is best for you.

 

For those of you who are wondering if you can still use your keyboard to control the throttles and rudder pedals, the answer is yes, but as with all things on this aircraft, the keyboard functions have been modified. For example, if you want to control your throttles, it’s important to note that the familiar manner in which we use the F1-F4 keys have been adjusted. The F1 and F4 key is used to move the thrust levers from one detent to the next, while the F2 and F3 keys are used to move the thrust levers between the detents in a smooth manner. These features were an impressive addition that takes into consideration the varying hardware that FSX users may or may not have. Ultimately, it ensures that everyone has an enjoyable experience while using this product.

 

In addition to the control configuration features, the MCDU also has options to adjust units of measurements, fuel, payload, ADIRUS alignment time, arm failures and select whether you are flying from the Captain’s seat or the F.O’s seat. While there are many other options, out of all these features the one I was most puzzled by was the Seat Selection feature. However my moment of bewilderment was short lived after realizing that this was actually a brilliant idea. In the A320, the pilot flying (PF) has what’s called control authority. This means that whenever the PF moves his sidestick, the sidestick for the PNF remains neutral. By having a seat selection option, users can decide whether they wish to fly as the Captain or First Officer and the corresponding sidestick will be animated. It’s important to note that this feature doesn’t change your viewpoint in the VC and it is purely an option to more or less select which side has control authority. With most of the unconventional features of the MCDU covered, another interesting aspect of the MCDU we will discuss is the flightplan loading.

 

 

For loading your flightplan, many of us make use of the popular PFPX program (or similar) which plans and exports our flightplan directly to the aircraft if your add-on supports it. If you use PFPX, you will be happy to know that FSLabs has also provided aircraft profiles for the IAE and CFM A320 models via their forums. By using these profiles, it will improve the overall accuracy of your flight planning while using PFPX. While PFPX has become an essential tool for flight sim enthusiasts, its only drawback is keeping up to date with new add-ons and providing flightplan export capabilities. What FSLabs has done in this case, was perhaps the most innovative idea to ensure flightplan exporting is available from day one. After the flightplan has been released, the print function is used to export the flightplan directly to the left of right MCDU. What about other details such as fuel and payload? Well the MCDU can also be used to adjust these variables along with an addition application for realistic fuel loading. The fuel application is an external program that can be loaded on your PC or Tablet and be used to load fuel just as in the real world with a real world fuel panel interface. A similar application is also available for the MCDU and these are features you will find very impressive.

 

 

 

 

 

 

After the passengers, cargo and fuel are loaded the remainder of our MCDU setup most involves entering and confirming our performance and all other necessary data for our flight. The level of detail seen in the MCDU is quite remarkable and it is a step up from what we’ve grown used to seeing with previous Airbus add-ons that offer limited capabilities. In addition to the advanced features, a simple but important feature is that the MCDU actually has the correct fonts and the displays themselves are very easy to read from the VC and 2D panel. Having the correct fonts and LCD display has long been an area where many developers take shortcuts. In this case, FSLabs has proven that their aim is to achieve an all-around high quality product. After setting up the MCDU, it’s now time for us to bring this aircraft to life by starting the engines.

 

 

ENGINE START AND TAXI

 

The engine start up procedure of the A320 is a relatively easy process given the fact that it’s automated. But before the engine startup, we obviously have to push-back the aircraft from the gate. How is this handled? Well if you are a user of GSX, you will be happy to know that the A320-X is fully compatible. If you don’t use GSX, you can always use the default “Shift+P” command to push-back the aircraft from the gate. During the pushback process, a virtual pilot has much more to consider before commencing the engine startup process. For example, are the throttle levers at IDLE? Which engine should you start first, ENG 1 or ENG 2? If you are at a high altitude airport, will you have to use the manual start if there isn’t enough starter inlet pressure?

Here we can see that knowing how the systems of this aircraft work is crucial to having a successful engine start. Since ENG 2 powers the yellow hydraulic system which is linked to the Parking Brake, it is recommended that you start engine 2 first so that you will have adequate hydraulic pressure to apply your parking brake. With the IAE model this may be especially beneficial since the engines take much longer to start up in comparison to the CFM model. Another interesting aspect of this process is that if the second engine is started within 40 seconds following the end of the cargo door operation, a PTU fault may be triggered. These quirks are all characteristics of the real A320 and they have all been programmed into the A320-X.

 

What about the PTU or Barking Dog? For those of you who are not familiar with the PTU, it is known as the Power Transfer Unit. It basically allows the yellow system to pressurize the green system and vice versa. In the real A320, the PTU cannot be heard from the cockpit, but in the A320-X, if you change your view to the cabin of the aircraft, the PTU can be heard during the startup process.

 

When it comes to taxiing the aircraft, the A320-X has two very unique features/capabilities. The first of these features that I would like to highlight is the Tiller control that allows the user to control the nose wheel steering of the aircraft with a separate control axis. If you use a joystick that has a Z axis, it is suggested that this axis can be used to control the Tiller. The Tiller simulation was smooth and it made taxiing the aircraft a pleasurable and realistic experience. Another aspect of the taxi simulation is that ground friction issues are now nonexistent. We are all well aware of the issues with FSX where it required large amounts of thrust to get the aircraft moving and sometimes to keep it moving. With the A320-X, little to power is needed to get the aircraft moving and the braking simulation is perhaps one of the most realistic of any add-on (we will discuss more on this in our landing segment of this review).

 

The second feature that was perfectly executed is the ability to do a single engine taxi. For some airlines it may be practical to do a single engine taxi in order to save fuel and if you truly want to fly by the books so to speak, you can rest assured that this feature works perfectly with asymmetric thrust being an insignificant factor in remaining on the centerline. Speaking of the centerline, let’s line up on the runway to discuss some of the highlights of the A320-X during the takeoff through cruise phase.

 

 

 

TAKEOFF/CLIMB

 

 

 

 

 

After years of using FSX, it may become all too easy to treat all aircraft the same when it comes to the takeoff portion of your flight. After lining up on the runway, we apply full throttle, engage AT and pull back on the yoke when we get to VR. The default FSX and some add-ons aircraft have overly simplified this phase of flight and have also molded us into the habit of paying little attention to what is happening with our aircraft instruments. The A320-X is an aircraft that is very detailed and it requires ones full attention just as in real life. What are some of the things a virtual pilot will have to keep in mind during the departure? Well first of all, are you at a high altitude airport? Will you need to use the anti-ice system? Are you planning to takeoff with the APU on? What indications should you monitor on the PFD during the takeoff run and why? The fact that we have to consider all of these factors was a significant highlight of this aircraft and I personally enjoyed the fact that it forces you to be a more focused virtual pilot.

 

As an example, one of my many flights with the A320-X featured a high altitude operation out of KDEN. In addition to operating out of a high altitude airport, the aircraft was also fully loaded for a flight to KSAN. This meant that in order to achieve the best takeoff performance, I would have to give consideration to doing a PACKS off departure in addition to whether I would use TOGA or FLEX thrust. Also, if passenger comfort was a concern I would also have to give consideration to using the APU to provide air conditioning. Under these circumstances, if there were also factors such as Icing, it would be essential to be aware of the fact that using the APU is prohibited when the wing anti-ice is used.

Why are we focused on all of these details? Ultimately, the detail of this aircraft is one where all of these factors WILL affect your takeoff performance. After applying TOGA thrust and accelerating down the runway, some of the things a virtual pilot has to monitor are the FMA indications such as MAN FLEX, MAN TOGA and SRS. Why are these indications important? Well this will confirm that the systems are functioning correctly and that the thrust settings are correct. The SRS (Speed Reference System) indication basically manages your speed by changing pitch commands during takeoff and GA. We won’t go into too much detail on this system but it is essential to know that since it provides attitude and vertical path protection, it is a system you will want to ensure is active during the takeoff phase of your flight.

 

During the Climb phase, Airbus aircraft differ from Boeing in that you are required to manually move the thrust levers to the CLB detent when the aircraft reaches its thrust reduction altitude. At this point, if you’ve decided to depart with PACKS off, this is the recommended time to engage PACK 1. If packs are turned on before thrust reduction, it will result in an EGT increase and ultimately it will put more wear and tear on your engines. Interestingly, it is after the flaps are retracted that PACK 2 is turned on but with passenger comfort in mind, you may want to do this as soon as is practical. Initially I thought that the operation of the packs was an insignificant aspect of operating the aircraft and that all I needed to remember was to either turn them on or off. However, according to one of the developers, the PACKS were fully simulated. What does this mean? Well it means that the Air Cycle Machine, Condenser, Reheater, Fan Plenum, Primary Heat Exchanger, Main Heat Exchanger and Water Extractor were all simulated! This means that the effects of using or not using this system correctly will have a definite effect on your aircraft and the ECAM cautions that may be triggered.

 

So far we’ve seen that there is much more involved during the takeoff phase than we once though. Far from being a “set it and forget it” type aircraft; the A320-X is an aircraft that requires constant monitoring by the pilot during the takeoff. While on the topic of Takeoff, it would be remiss if we did not discuss the handling of the aircraft while on the ground and hand flying. Although it is strongly recommended that you have separate rudder controls, the A320-X can also be easily controlled using the keyboard rudder commands if necessary. While accelerating down the runway, the aircraft requires rudder inputs to remain on the centerline and in my experience the controls were very smooth and effective even with strong crosswinds. After a positive rate of climb is confirmed, this is where the fun really begins. As noted earlier, the FBW system of this aircraft took some 2 years to fine tune and this has resulted in a flying experience that is unlike any other. From my own experience using a Saitek ST-90, I found that the hand flying characteristics of this aircraft were perhaps the best I have experienced yet. The aircraft reacts smoothly to inputs while maintaining FBW protections and the thrill of flying this aircraft by hand will undoubtedly leave a smile on your face.

 

As a final word on the topic of handling, some may wonder whether the handling of the aircraft will be affected by the type of controller you have. Early in the development of this product I asked this very question on the FSL forums and the response from the developers hinted that the design of the FBW system would ensure an authentic flying experience that is as close to the real aircraft as possible regardless of your controller. Obviously, using your keyboard to fly this aircraft may not yield the best results but it is highly recommended that you use a joystick. If you are wondering which joystick is best suited or as close to the real thing in terms of overall feel, there are numerous discussions on this topic over at the FSL forums. There is so much more we can discuss on just the takeoff and climb aspects of this aircraft that are truly remarkable, but I will try to leave some of these surprises for you to discover on your own.

 

 

 

CRUISE

 

During the cruise phase of any flight, it is general a time where pilots have a reduced workload and it may even allow them the opportunity to chat about varying topics. In this case, the cruise phase of flying within FSX will offer us the opportunity to explore and discuss some of the systems and features of the A320-X.

You would have noticed that throughout this review there isn’t an official features listing and this is largely due to the fact that there are just too many features to have an official list. The design of this aircraft all started from the very components and electrical connections of each system and it has resulted in a dynamic simulation that reacts to pilot operation and the environment. Over the past month or so, I have personally seen just how dynamic this aircraft can be after experiencing pressurization issues, fuel issues and an APU fault. With an ever curious mind I was puzzled as to why these issues occurred since I followed the checklist to the best of my ability. However, after having a chat with Lefteris about these failures, I was told that there are certain failures that are either a result of user misconfiguration, user "trigger-happiness" (not waiting enough time between actions as per real world), or real-time weather conditions. There are also some failures that are service-based, in that they can happen as infrequently as they appear in the real world (hydraulic reservoir leaks, etc.).

 

Given the fact that we are dealing with an aircraft that seems to have no limits as far as systems depth is concerned, it was quite difficult to single out features to be highlighted. However, if I had to choose my personal top 4 features, I would begin with the Sound Package that comes with the A320-X.

 

Earlier in our flight test report I alluded to a few systems such as the APU startup and PTU which offered sounds that can only be heard based on your position. This feature was especially intriguing to me as I had grown used to hearing everything from the cockpit of nearly all aircraft add-ons. How was FSL able to achieve this new 3D sound package? Here’s what Lefteris had to say:

 

“We have implemented an all-new three-dimensional sound system which allows us to play sounds that can be "located" at the sound source itself. For example, the PTU sound (the very characteristic "dog bark" that is such a trademark of the A320) is "located" in the underbelly of the aircraft, so moving the camera towards / or away from the PTU will actually increase or reduce the loudness of the PTU bark volume. Same is true with all our sounds - external and internal. This sound engine is not dependent on FSX itself so the same feature will be applicable on the P3D release as well.”

 

 

This feature is indeed a step in the right direction that all developers should consider. For far too long, the sound packages that come with various add-ons have lacked realism in this regard and after using the FSL A320, it would be very difficult for users to accept anything less. Apart from the 3D sound feature, it also goes without saying that the sound package for the CFM and IAE versions are both very unique and realistic from an interior and exterior perspective at all thrust levels. With regard to the avionics and bleed air system, as you power up the aircraft you can actually hear the various systems come alive. This immersion of sound also includes the change in electrical hum as power is changed from ground power to APU power! On a final note, the high definition sound package also covers wind noise, switches, buttons and all animations within the virtual cockpit. For anyone who is critical of sound, this aircraft will surely impress you.

 

The second feature I particularly liked may seem insignificant, but I find it equally important as a good sound package. The Effects and Lighting of the A320-X are thorough and absolutely outstanding. The virtual cockpit offers individual lighting controls that cover the integral and flood lighting. While the integral lighting was fairly standard, the flood lighting was unique in that it made use of the FSL Spotlights add-on that creates the most realistic 3D lighting available for FSX/P3D. Without this program the flood light feature will not be available, but thankfully FSL Spotlights is free to anyone using FSLab aircraft so there is no reason to worry about any extra cost. Exterior lighting is also an important feature for any aircraft add-on. After flying numerous night flights I was extremely impressed with the high quality programming that went into the landing and taxi lights. These effects were very realistic in appearance and operation while accurately illuminating the fuselage of the aircraft. As an addition point, in the past I once thought that the 2 positions of the NAV/LOGO switch on the overhead panel controlled the navigation lights and logo lights separately. After doing some research, I soon realized that this switch actually controls both lights in both positions. Selection 1 or 2 simply utilizes a pair of redundant navigation lights in the event that one isn’t working. The logo light is always on and is automatically turned off when very specific conditions are met such as when the flaps are up or when the landing gear isn’t compressed. Again, this level of detail has been nicely included in the A320-X and it will truly enhance your night time flying experience.

 

The Effects that come with the A320-X is another outstanding feature of this aircraft. For those of you familiar with developers such as FSFX, you may be familiar with their immersion products that add various effects such as wing condensation, water spray effects and more to specific add-ons. While such a package isn’t available for the A320-X, FSLabs has included a few amazing effect of their own. Included with this aircraft are APU hot air effects, engine hot air exhaust and water spray from the thrust generated by the engines on wet runways! These effects might mean very little to some users, but to avid simmers these effects are the icing on the cake as far as features are concerned.

 

 

 

 

 

Our third feature to be highlighted is the Terrain and Weather Radar. The ability to show terrain data on navigation displays isn’t an entirely new feature to most advanced add-ons. While I am not a programmer, I can only assume that the approach taken in developing this feature may vary among developers and the level of accuracy may also vary. With regard to the Weather Radar, while this is also a feature that isn’t entirely new, it is a feature that has been the source of controversy among simmers and developers, who have called it’s accuracy into question. What has FSLabs done to ensure that these features are of the highest fidelity? Here’s what Lefteris had to say.

 

“Both systems were modeled exactly like the real world counterparts. So much so that we recreated the logic found in the filed US Patents that describe the mechanism behind reception, image rendering and representation for each of the drawing mechanisms. The work is done in separate back buffered threads so that it can appear layered within the Nav Display.

 

For the terrain, we purchased and merged several database sources to allow for various levels of detail (different data exist for 640nm range than for 40nm range, for example, without the need for downsampling like other add-ons, which suffer signal degradation).

 

For the weather radar, we worked very closely together with HiFi Simulations and are continuing to do so in an effort to constantly improve our rendering mechanism. Especially with Active Sky 2016, your readers will find there are some updates coming which allow precipitation image capturing to be as accurate as in the real world. In our upcoming updates, we're also going to be introducing cloud shadowing, something long desired in the simming world.”

 

 

 

From the above statement, it is clear to see that FSLabs wasn’t “all talk” when they said each component is simulated. As you view the screenshots below, you will see that the quality of the Terrain and Weather Radar are quite remarkable and this is due largely to the high quality data used for each system. The Weather radar makes good use of the technology developed by HiFi Simulations to ensure the most accurate portrayal of precipitation. What is even more exciting is the news that in the future, more features such as cloud shadowing will be added. What is cloud shadowing? Well without getting to deep into a discussion on how weather radar’s work, cloud shadowing basically means that clouds (mostly CB’s or large storms) cause an attenuation (reduced signal strength) that show up on a radar as a shadow. Adding such a detailed feature to the FS platform is an exciting prospect that adds to the realism of your flying experience.

 

 

 

 

Finally, the fourth outstanding feature of this aircraft is the necessity and ability to “Fly by the Books.” As mentioned previously, this aircraft is very dynamic and given the fact that each component, electrical connection, fluid simulation, sensor simulation and more were programmed, it give you an authentic experience where actions do indeed have consequences. When flying this aircraft, it is important to not just follow steps and procedures, but it is also necessary to do everything at the right time. Turning on or off a particular system too soon can generate faults requiring ECAM actions.

 

FSLabs has not listed in detail many of the features of this aircraft and the numerous faults and failures that can occur. They’ve basically left it up to us to discover just how deep the systems of this aircraft runs and if you’ve encountered a fault or failure, please know that this isn’t a bug and it may just be that you missed something on the checklist or you were not flying the aircraft correctly. Although we will discuss this in greater detail in the next segment of our review, an example of this is landing too fast and having to use excessive braking. With older add-ons, this never posed a problem and we gave little thought to the consequences of excessive braking. With the A320-X however, excessive braking can result in a “Brakes Hot” ECAM indication. In addition to this, landing on a wet or icy runway has a definite effect on this stopping distance of the aircraft. With the A320-X, all that we once knew about landing an aircraft changes drastically and we now have to thoroughly plan ahead just as a real world pilot would. On this topic, there is much more we can discuss about the intricacies of the A320-X, but it would be much more exciting if you experienced it yourself as I did. Far from being a boring simulation, this aircraft allows you to plan, fly and think like a real world pilot with little compromise for the fact that you are using s desktop simulator. Let’s now have a look at some of the highlights of the A320-X on the descent and landing phase of flight.

 

 

 

DESCENT/LANDING

 

 

In the real world it is generally recommended that the descent preparation and approach briefing should being 80nm before T/D. This is mostly due to the fact that variable factors such as weather can easily cause a briefing to take as much as 10 mins. Within a 10 min time period one would be quite surprised at just how much distance can be covered so this recommendation is a good habit to enforce. With the A320-X, the descent planning is a very involved process that requires a virtual pilot to check landing elevation, performance, weather and entering the necessary information on the PERF APPR page which is unique to Airbus aircraft. Is that all? Well with previous Airbus add-ons this was pretty much all that was required in addition to simply monitoring the aircraft. If we needed to slow down quickly, all that was necessary is the application of your speedbrakes and we gave little though to any other factors in doing so.

 

With the A320-X however, much more is now involved and it requires intimate knowledge of the aircraft to properly manage the descent. For example, are you landing in icing conditions? If so, it’s important to know that if the engine anti ice is selected, the flight idle is increased. This increase might make it a challenge to maintain your required rate of descent and the use of speedbrakes may be necessary. But how should the speedbrakes be used? If you are in DES mode it is recommended to use up to half of your speedbrakes while use of full speedbrakes may be used if you are in OPEN DES mode. For more details on this, here’s what the Manuals had to say:

 

 

In DES mode: If the aircraft is on, or below, the flight path and the ATC requires a higher rate

of descent, do not use speedbrakes because the rate of descent is dictated by the planned

flight path.

Thus, the A/THR may increase thrust to compensate for the increase in drag. In this case, use

OPEN DES with speedbrakes.

Note:

1. If speedbrakes are used above 315 kt/M .75, with the AP engaged, their rate of retraction is

low (total time for retraction from full extension is approximately 25 s). The ECAM memo page

displays SPD BRAKES in amber until retraction is complete.

2. In order to avoid overshooting the altitude, due to speedbrake retraction in ALT* mode,

retract the speedbrakes at least 2 000 ft before the selected altitude.

 

 

Here we see that what we once thought was a simple process, now requires more forethought on the part of the pilot. The overly simplified procedures we once grew used to have no been replaced with an authentic experience that matches the real world performance of the A320. While it took some time to get used to a new way of thinking, being able to properly manage the descent was a definite highlight of this aircraft and one that I think you will also be impressed with.

 

For the landing, my personal highlight of this aircraft was the smooth flight controls during the approach and landing. Over the past 10 years, I have had the opportunity to fly many Airbus add-ons both freeware and payware. Many have boasted of having a realistic FBW system and superior handling. With the FSLabs A320, I can honestly say that I’ve never flown an aircraft that handles so smoothly. As an added bonus, on a windy day, one can actually feel the turbulence while on approach while hearing the subtle shaking of panels in the cockpit. Such an immersive experience is a first for me personally and I think many developers will have a hard time matching this level of realism.

 

As the aircraft transitions from approach to flare mode, another interesting highlight of this aircraft is the handling characteristics upon landing. If you are fortunate enough to have a greased landing on your first try, don’t smile just yet because you are still far from taming this animal. Previously I mentioned that the braking simulation of this aircraft was very realistic. While your landing may have been spot on, there are numerous factors that can turn the joy of a smooth landing into the nightmare of keeping the aircraft on the runway. If you are landing on a wet or icy runway, you may notice that your braking action will be affected. In addition to this, if you also floated down the runway to get that greased landing, you may also find yourself in a situation where excessive braking may be necessary. The end result of these actions may be the hot brakes or the loss of braking action in the case of a wet runway. The braking system and ground control of this aircraft is outstanding to say the least and I’ve never come across another aircraft that has gone to such lengths to offer this level of realism. Being so impressed with the braking and ground control aspects of the A320-X, I asked the developer for some insider info on how this system was designed. Here is what they had to say:

 

 

“The default FSX (and P3D) ground friction logic has been replaced entirely with our own rolling, sliding and braking model which takes into account real-world stop distances for dry, wet and icy conditions. This allows our A320-X braking distances to match the behavior of the real aircraft, not only in terms of braking distance and effectiveness, but also in terms of the entire braking energy system. While several of our competitors take shortcuts on this by applying simplified formulas, we decided to apply a conservative energy model whereby kinetic energy absorbed by the brakes is converted into heat, which is sensed by the heat sinks and modeled using thermal inertia laws, double-checked and tested against real-world observations. As such, thermal equilibration happens with the same observed delays as in the real aircraft.

 

Same is true for the cooling down process: it is calculated based on heat flow from the brake pads to ambient air, calibrated via cooling tables. Refinements are made so that when gear is retracted, the cooler air captured inside the gear bays has limited volume, thus cooling times are prolonged, compared to when the gear is down, whereby the relative wind chill effect will cool the brake pads in a shorter time frame.”

 

 

Once again, the above statement shows that the A320-X is not typical add-on you have grown used to seeing. The level of detail is remarkable and it shows during every stage of flight. Believe it or not, during the landing phase there is much more we can talk about. For example, what happens during a Go-around?  Are there any specific procedures for how long the engines should run at idle before shutting them down? To answer all of these questions, you might need to go grab a cup of coffee before we delve into these topics, but for the sake of simplicity, all I will say is that this is a product that will change the way you think about flightsim and it will change what you though could never have been done. Even though this review is a bit lengthy, we have only scratched the surface of how detailed this aircraft truly is. The points mentioned throughout our test flight were my own personal highlights and I am sure if you purchase this product you will agree with most of what has been said.

 

Let’s conclude this review by talking about performance, pricing and whether this product is suited for you.

 

 

 

 

 

 

 

 

CONCLUSION/DEBRIEFING

 

To conclude this review, let’s discuss a few points that may obviously be on the minds of prospective buyers. First on the list is PC Performance. Whether an aircraft is a frame rate hog or not is one of the foremost concerns that anyone has when considering a new add-on. While we now have so many advances in PC hardware, we somehow still struggle to have the best experience possible when using FSX or even P3D. Thankfully however, the development team at FSLabs had spent a considerable amount of time fine tuning the performance of this complex aircraft to match and exceed the performance of many add-ons currently available. If you use products such as the NGX or 777 from PMDG, you can expect to see similar performance from the A320-X. As outlined in your interview with Lefteris, it is recommended that users transition to DX10 in order to achieve the best overall performance and visuals for this aircraft. On this note, I can confirm that using DX10 along with the DX10 fixer takes FSX to an entirely new level. If you use DX9 primarily, the performance may be stable, but you do run the risk of having OOM errors depending on your location and add-on scenery.

 

The next hot topic is the price. If you are interesting in purchasing the FSLabs A320, it will cost you $99.95 USD for the FSX/FSX SE version. When the price of the FSL A320 was first announced there were numerous cries that in effect said “the product is just too expensive.” But is it? Well let’s consider the facts for a moment. From the review we just completed, it was clear to see that this product is quite possibly the most advanced add-on for FSX. For the past six years, this product had been under development with the goal of producing an add-on aircraft that was built to match the systems and performance of the real A320. This product is so advanced that it actually simulated the flow of fuel within its tanks in addition to modeling nearly each electrical component and connection. One has to sit back and ask themselves this question, what would someone have to pay ME to develop a product of this nature for 6 years? Well I am quite sure that your answer may be much higher than $99.95. Realistically, spending nearly $100.00 on any add-on may be a considerable amount depending on your situation. However we also have to consider the true value of what you are purchasing. For the price of $99.95 you are purchasing the best A320 simulation on the market that is even being used by some real world pilots to assist in their simulator preparations. If you stop to consider what this means, this means that real world pilots trust this product as an aid to preparing for their simulator checkrides, the same checkrides that determine whether they keep their jobs. Unlike the temporary value of spending $100.00 on a night out at dinner, you can enjoy the thrill of using the A320-X for years to come. In addition to this you are also purchasing a product that is fully supported by a dedicated team who will go the extra mile for their customers. Ultimately, I think that $99.95 is a very fair price for what you are purchasing and what makes this even better is that the P3D version will only cost you the difference. This means that if you own the FSX version, you can buy the P3D version by paying the difference between the two prices and KEEP both FSX and P3D versions!

 

Personally I think this is an unbelievable deal that many developers should take into serious consideration. While we understand that P3D is slowly becoming a very different platform from the developer’s perspective, one has to also consider the cost to their customers and be fair with their pricing. If you are a developer and you have a product that works with FSX and P3D, unless the P3D version is rebuild from the ground up, there is hardly any reason to charge full price to those who already purchased an FSX version. This to me was one of the major selling points of why the A320-X is such a reasonably priced product and FSLabs certainly is to be commended for taking this stand in their pricing policy. As an added bonus, the A320-X has some 60 liveries that are provided by FSLabs in their Download Area free of charge. There is also a high quality paint kit that has allowed talented painters to produce even more liveries for your use.

 

On the matter of whether this product is for you, I think that this is a question that can only be answered based on your expectations and normal FSX use. If you are the type of virtual pilot who simply likes to hop into an aircraft and fly around aimlessly, then this product might be quite a handful as it requires proper planning for each flight. If you are an avid flyer who prides himself (or herself) on completing a realistic flight, then the A320-X may be the perfect solution to your needs. Ultimately, one has to also assess whether they are willing to put in the required time for reading and getting acquainted with this aircraft before they can truly see its value and enjoy using it. For me personally, I have found it difficult to fly anything else besides the A320 and while it isn’t perfect, it certainly provides a new and refreshing experience.

 

To the developers of the A320, while it is understood that specific aircraft models were used to create the A320-X, my only recommendation on making further improvements would be the addition of a few more airline specific options such as Sat-Domes and  Cabin lights that can be turned on and off manually or automatically based on phase of flight. The importance of these features to the user is that it allows them to have a flight experience that is realistic not just from an aircraft systems point of view, but also from an airline point of view. Flying the right aircraft with the right airline options adds another element of realism that we all can appreciate.

 

 

As a final note, I think it would be unjust if I didn’t conclude by saying that this product is certainly deserving of AVSIM’s highest award, the AVSIM Gold Star. The A320-X has set a standard that many will find difficult to match and they have certainly silenced the claim that an airbus could not be fully simulated for FSX. With the A320-X being such an amazing product, one can only imagine what the future holds for the flightsim community from this developer as they continue to introduce the flightsim world to more complex Airbus aircraft.

 

 

By the way, for those of you who are eagerly anticipating the P3D version of the A320-X, here is a teaser screenshot ;)

 

A320-X in P3D

 

 

 

Acknowledgements

I would like to offer a special thanks to the Developers of the FSL A320-X for their detailed explanations of the various systems of this aircraft. Judging from the outstanding work done on the A320, one can only imagine what the future hold for other Airbus products.

 

 

Additional Information/References

 

For the benefit of our readers, here is a list of some of the highly recommended products (scenery and Utilities) seen in various screenshots and mentioned throughout the review.

 

FSdreamteam

FSDT – KMEM

FSDT - GSX

 

LatinVFR

LatinVFR – KSNA

LatinVFR – KSAN

 

Flightbeam
Flightbeam – KDEN

 

Flytampa
Flytampa - TNCM

 

FlightSimSoft

PFPX (Professional Flight Planner X)

 

 

UK2000

Heathrow Xtreme v3
 

 

While this product is NOT associated with the FSL A320, I found the Mike Ray A320 Pilot Handbook very useful as a reference to flying the aircraft. If you would like to checkout this manual, click HERE.

 

REVIEW - Just Planes Aer Lingus Aviation Video

$
0
0

Review

by Marlon Carter

 

INTRODUCTION

 

 

 

 

 

+ Cockpit filming using up to 7 cameras for great views on takeoff & landing!

+ Pilot Presentations

+ Flight Preparations

+ External Walkaround

+ Cockpit set-up

+ Briefings & Checklists

+ External Walkaround

+ Departure & Arrival Airport Charts

+ Cockpit Presentation

+ Great scenery including amazing arrival & departure at San Francisco!

+ Cabin views

 

Flight Information

A/C

Reg

Flight

Route

Flt Time

Destinations

A330-200

EI-LAX

EI 147

DUB-SFO

9h56

DUB Dublin, IRELAND

SFO San Francisco, USA

A330-200

EI-DAA

EI 146

SFO-DUB

9h49

SFO San Francisco, USA

DUB Dublin, IRELAND

 

 

 

 

 

HIGHLIGHTS

 

When it comes to iconic airline brands, Aer Lingus is an airline that should never be overlooked. In fact, Aer Lingus is part of the IAG group which is well known as the parent company for airlines such as British Airways, Iberia and Vueling and the airline has had a rich history which began in 1936. From its small beginning some 80 years ago with a six seater De Havilland 84 Dragon, Aer Lingus has grown into an international major airline with a modern fleet of Airbus aircraft which include the A319, A320, A321, A330-200/300 and orders for the new A350-900.

 

This program takes us on an epic journey from Dublin to San Francisco onboard the A330-200, along with a brief tour of San Francisco before returning to Dublin. We begin with an introduction to the Aer Lingus Passenger Lounge and the many amenities available to passengers travelling with Aer Lingus. One advantage offered to passengers travelling out of Dublin Airport is that it offers US border Preclearance services for US bound passengers. This especially allows Aer Lingus passengers to have a hassle free travel experience once travelling out of Dublin Airport. Following the introduction, we meet up with our flight crew as they review their dispatch documents for the 10 hour flight to KSFO. After the routing, weather and other important NOTAMs have been considered, we head off to the aircraft where a thorough exterior walk around presentation is conducted. Some may assume that a walkaround inspection may be a simple and sometimes trivial assignment; however it is a crucial step before departure than can mean life or death if any anomalies are detected on the exterior of the aircraft.

 

Once the walkaround is completed, we join the rest of the crew as they complete the cockpit preparation and performance calculations prior to our departure. After departing Dublin, viewers are treated to numerous presentations that cover the career history of our pilots which can all be linked back to the Aer Lingus Cadet pilot programme. In addition to these interesting details, you will also learn a few facts on how Aer Lingus was an instrumental part of the ETOPS certification of the A330 along with a pilot’s viewpoint on transitioning from Boeing to Airbus aircraft. With so many insightful presentations, this 10 hour flight was educational and inspirational to say the least. After a beautiful approach and landing in San Francisco, we take a tour of some of the most popular attractions in the San Francisco area which is a lovely unofficial promo for this unique city. Once the fun and exploration was over, it was time to prepare for our return to Dublin.

 

For our return to Dublin, one of the most outstanding highlights was the departure out of KSFO at dusk. While taxiing to the runway, viewers have the opportunity to see a host of other aircraft as they land and depart from this airport. As many of you may know, KSFO has parallel runways and it isn’t uncommon to take two aircraft landing at the same time side by side. This program nicely captured a simultaneous landing from the best view possible. In addition to this, the stunning views captured from the cockpit of our A330 were simply awe inspiring. While enroute to Dublin, viewers will also be very pleased to know that there is a detailed cockpit presentation on various systems of the A330 which is followed by an amazing max crosswind landing.

 

In the end, I would highly recommend that pilots and aviation enthusiast alike should definitely consider purchasing this program. Just Planes did a fine job with capturing the exciting moments of this flight and we certainly applaud the highly trained flight crew for their outstanding performance. Aer Lingus has shown itself to be an airline that is keen on training pilots to be highly professional and we certainly hope that they will allow the rest of the world to see more videos like this in the future.

 

 

 

 

 

Video Preview

https://www.youtube.com/watch?v=mmV87SknNBY

 


REVIEW - Just Planes AMASZONAS Aviation Video

$
0
0

Review

by Marlon Carter

 

INTRODUCTION

 

 

Once again, Just Planes is introducing the world to a very unique airline based out of Bolivia. Amaszonas was founded in 1998 and it began its operations in 2000. Starting off with a fleet of just 1 single engine piston aircraft, the airline has seen tremendous growth through the determination of their dedicated staff and company owner. Today, Amaszonas operates a fleet of 10 CRJ-200s with plans of increasing this number in the near future. In this program, we follow the day to day operations of the airline sitting alongside their pilots to some of the most intriguing destinations in this region. Let’s have a look at some of the highlights

 

 

 

Flight Information

A/C

Reg

Flight

Route

Flt Time

Destinations

CRJ-200

CP-2762

Z8 100

Z8 103

LPB-VVI

VVI-LPB

0h57

0h50

LPB La Paz, BOLIVIA

VVI Santa Cruz, BOLIVIA

CRJ-200

CP-2762

Z8 500

Z8 501

LPB-CUZ

CUZ-LPB

0h50

0h54

LPB La Paz, BOLIVIA

CUZ Cuzco, PERU

CRJ-200

CP-2762

Z8 204

Z8 205

LPB-SRE

SRE-LPB

0h41

0h44

LPB La Paz, BOLIVIA

SRE Sucre, BOLIVIA

CRJ-200

CP-2762

Z8 306

Z8 307

LPB-UYU

UYU-LPB

0h41

0h46

LPB La Paz, BOLIVIA

UYU Uyuni, BOLIVIA

 

 

 

 

 

+ Cockpit filming using up to 4 cameras for great views on takeoff & landing!

+ Company Presentation

+ Pilot Presentations +Briefings & Checklists

+ Cockpit Presentations

+ External Walkaround

+ Amazing scenery!

 

 

 

 

HIGHLIGHTS

This program follows the traditional format of most Just Planes programs. We begin with an introduction to the flight crew as they review their flight documentation prior to departure. Unlike most preflight briefings however, the crew has to take into consideration the fact that they are situated at an altitude of 13,000ft! This means that careful performance planning is essential to safely flying in this region. In addition to high altitude operations, our first flight to Santa Cruz and later to La Paz and Sucre highlight the added challenge of airports that are surrounded by mountainous terrain. When you combine these elements, it creates a program that is guaranteed to keep you on the edge of your seats as the highly skilled flight crew makes their way in and out of these airports.

 

In addition to these highlights, flying in this region affords the flight crew and viewers a luxury that is seldom experienced by the average traveler. Given the unique high altitude and mountains terrain of this region, it also affords some of the most spectacular views that one can imagine. With views so beautiful, it’s no wonder the pilots of Amaszonas seem to enjoy their job so much and it goes without saying that the scenery seen in this program is a definite highlight that shouldn’t be missed.

 

Focusing more on the aviation side of things, this program nicely showcases the capabilities of the CRJ-200 to operate quite comfortably in this region. Given the high altitude operation however, modifications were needed to avoid having erroneous pressurization warnings in the cockpit. For more information on this modification, be sure to pay close attention to some of the pilot presentations as they are very insightful into the operation of the aircraft and other flying procedures.

 

For those of you who are fans of the CRJ series, rest assured that this program provides a wealth of information which is presented during external walkarounds and a detailed cockpit and cabin presentation. The final presentation in this program focuses on the company itself which tells an inspiring story of how dreams and aspiration can come true with hard work and dedication. Through this presentation we learn of the humble beginning of this airline and the path to what it has now become. It’s without a doubt that this program is one of the best featuring high altitude operations and it is one that I would definitely recommend to aviation enthusiast and pilots alike.

 

 

 

 

 

Video Preview

https://www.youtube.com/watch?v=7L_zkYMb4ew

 

REVIEW - Bonaire Flamingo airport by Aerosoft f...

$
0
0

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.

First Look - XPlane11 BETA

$
0
0

First Look

by Will Reynolds

 

As we all know, XP11 has been released for PUBLIC BETA....it is what it is folks, a BETA, nothing else.

 

As such, it would be ridiculous to review a BETA, so what we will do is highlight the differences between XP10 and XP11....what do we see?  I will not go into performance, or anything else, because it is all a moving target at the moment, remember the word...BETA!

 

Please keep an eye on this link, it highlights the stuff the team at LR are working on at present:

 

http://www.x-plane.com/kb/x-plane-11-00-release-notes/

 

You will note, they are still working on optimisation and lots of other stuff. The list is by no means complete, and if you participate in the Beta, feel free to provide feedback of errors, bugs etc.

 

Ok, let’s start....what has changed?  We knew the interface was new, but how new?

 

Here we see the Menu options compared between XP10 and XP11:

This is the old XP10

This is the new XP11

 

 

 

Different?  Let’s see what they now do:

This is what LR wished to change, it is the traditional “Windows 3.1 vertical menu” which is a layout still favoured by the vast majority of simulators in one way or another.

 

There is an “ABOUT” menu which tells you version number and takes you to the instruction manual if you need to, this is now a small icon in XP11:

 

XP10

XP11

 

 

 

Next is the “File” menu to setup a flight or situation, and a few other hardly used features, the new “File” entry in XP11 allows you to resume or set up flight as well as a few other useful options:

 

XP10

XP11

XP11

 

 

 

The “Aircraft” menu allows you to load aircraft type, choose repaint, setup weight, fuel, etc. And is obviously very heavily used. In XP11 this is replaced on two locations...one is the “Flight” menu tab, and the rest of the functions are in the small shortcut “app” on the top right hand corner:

 

XP10

XP11

XP11

 

 

 

Worth noting that the shortcut will take you to quite a comprehensive menu, which in XP10 is available through different menus and tabs...in XP11 they are all on one location.

To set up aircraft, repaint, time, weather and location, in XP10 you have to set up in different tabs and menus:

XP10

 

 

In XP11, you can do all this in one screen, by pressing the aircraft icon at the top right:

XP11

 

 

 

To calibrate controls in XP10 you had a dedicated TAB

 

XP10

 

 

In XP11 you again make use of the quick set up icon:

 

This small icon will bring a comprehensive “SETUP” menu and is designed to be the core of your use.

 

 

 

 

 

The other feature I wish to highlight is the new Map. You can call it by using the “M” keyboard command or again pressing the quick access icon, in XP10 you have a distinctive TAB and submenus:

 

XP10

 

 

In XP11 you can use the small icon and the map appears half way down the screen so your flight is not paused.

 

XP11

 

 

 

So to fly...what does it come with? Well there are 11 default aircraft...you can see some of them here...

 

 

The only aircraft not shown in that picture are the SR-71 and a Cessna Skyhawk on Floats.

 

 

After setting up your controls, you are pretty much ready to go.If you are familiar with XP10, you would be very familiar with the Rendering Options screen....this will dictate how smooth your experience is...in XP10 it had a lot of minuscule options...in XP10 some options have been bunched together and some removed. You need to experiment here to get the best out of your hardware. Remember this is a 64 Bit sim, so the more RAM you have and the more VRAM you have, the better detail you can load, so be careful.

 

XP10

 

 

XP11

 

 

So here are a few comparison shots...the airport is LOWI (Innsbruck), payware by JustSim. Same settings, weather, etc.

 

XP10

 

 

XP11

 

 

 

And finally, I took the default B737-800 for a quick flight. This is a default aircraft....I have to be honest, I have never liked default aircraft in a flight simulator, and owning the iterations from FS5 all the way to P3D, my feelings are unchanged. BUT, I have to say graphically, this is the best default Jet I have seen in a simulator. I chose the B737-800 because it is a popular jet, and because it is also with a few quirks.

 

 

 

The exterior model is exquisite

 

 

 

It is equipped with a “default” FMC which reads from the navigation data in the core sim. This navigation data is provided by Navigraph and is updateable via a separate subscription.  The FMC loads the flight plan and gives you a proper map, but without the waypoint or navaid names. It does cater for SIDS and STARS, as well as transitions.

 

 

 

 

Loading the aircraft is a graphical journey....very easy.

 

 

 

 

From here, start engines....this is where the quirks started...dont expect full realism...I had to hold the starter in place and took the N2 to about 60%!! Anyway, after engine start, taxi was very good, I can see the complaint people have about the “Screech” sound if you exceed a certain speed value and angle of the nosewheel...just for kick, I found the speed and angle to taxi and avoid the screech sound, so really not a big issue.

 

 

 

 

Takeoff, autopilot engagement, LNAV, VNAV, etc...all no issue, very smooth and that X-Plane “airborne” feel.

 

So we will conclude this “First Look” here folks...this is a NEW sim...no doubt about it. Austin Meyer does not like “hacks” to make things appear real, he wants a package that does that....and you have to say, on look at this early public beta, he is getting closer than anyone to that goal.

If you wish to participate in the BETA, this is the link you need:

http://www.x-plane.com/desktop/try-it/

 

System:

Intel i7 4790K

GTX970 4G

24G RAM

 

REVIEW - JustPlanes Air France A340 Aviation Video

$
0
0

Review

by Marlon Carter

 

 

INTRODUCTION

 

 

 

 

+ Cockpit filming using up to 7 cameras for fantastic views on takeoff & landing!

+ Detailed Preflight Preparations

+ Crew Briefings

+ Checklists

+ Aircraft Walkaround

+Depature& Arrival Airport Charts

+ Detailed Cockpit Presentation

+ Pilot Presentation

+ A340-A330 chase over the Atlantic

+ Great scenery

+ Best approach & departure from St Maarten!

+ Ground footage at St Maarten

 
 

 

 

Flight Information

A/C

Reg

Flight

Route

Flt Time

Destinations

A340-300

F-GLZJ

AF 498

CDG-SXM

8h24

CDG Paris CDG, FRANCE

SXM St Maarten, NETH ANTILLES

A340-300

F-GLZJ

AF 499

SXM-CDG

7h55

SXM St Maarten, NETH ANTILLES

CDG Paris CDG,

 

 

 

HIGHLIGHTS

 

Air France isn’t a new comer to the Just Planes video series and they have once again opened their tours for enthusiast to enjoy a thrilling route trip from Paris to St. Maarten on board their A340-300. While this program features only one destination, it is packed with numerous highlights for all to enjoy. This program begins with an introduction to our flight crew as they complete a very thorough review of their routing and weather information. During this process, viewers will be able to see firsthand the hard work and preparation that takes place prior to each flight which includes consideration of not just the weather and route, but also the passengers and cargo onboard the aircraft. After the briefing is completed, we join our pilots on the flight deck of the A340 for a full preflight cockpit setup prior to our departure. For fans of the A340, this segment will be quite exciting since it showcases the procedures necessary to prepare an A340 for takeoff.

 

 

 

After departing from Paris enroute to St.Maarten, there were many highlights which included presentations by our pilots on our routing and the procedures associated with crossing the Atlantic. These presentations were all very insightful into what takes place behind the cockpit doors while flying over 8 hours to your destination of choice. In addition to these insightful presentations, this program is also filled with many beautiful scenic views from the numerous cameras that were positioned in the cockpit. By far, the most significant of these scenic shots were captured on our approach to the beautiful island of St. Maarten. While on the island of St. Maarten, Just Planes also took the time to capture some amazing airport shots of various Air France A340s as they landed and departed from the Princess Juliana airport. This additional segment was an added treat that may definitely inspire aviation enthusiast to visit this island with a unique airport and the famous Maho Beach at the runway threshold.

Prior to our return flight to Paris, Our first officer takes the viewers on a very detailed external walkaround of the A340 which is a necessary procedure to ensure that the aircraft is airworthy. After a thrilling departure from St. Maarten, the presentations by our pilots continued with a detailed cockpit presentation that covered nearly every system of the aircraft. Other topics of discussion during this segment included the reasons why the A340 is still widely used by Air France and sad fact that by the year 2019, the A340 will be replacedby newer aircraft such as the A350. In a similar manner to our first flight, our return to Paris also featured many amazing views for the cockpit as we made our approach and landing back at the Charles de Gaulle airport. With numerous cameras onboard the aircraft, this allowed viewers to experience this approach from various perspectives that were very unique. Ultimately, this program was an insightful look into the daily operations of Air France and their professional flight crew. For fans of the A340, this program is a must have item and I am eagerly looking forward to seeing more videos from Air France that perhaps features the A380 operations to US destinations. Air France and Just Planes have once again done an amazing job at inspiring the next generation of aviation enthusiast.

 

 

 

 

Video Preview

https://www.youtube.com/watch?v=Fc4El-MfcwY

REVIEW - JustPlanes First Air Aviation Video

$
0
0

Review

by Marlon Carter

Publisher: JUST PLANES

Description: FIRST AIR

Format:
Blu-Ray/Download

 

 

INTRODUCTION

 

 

 

 

+ Company Presentation & Tour of Company Headquarters

+ Visit of Flight Operations, Flight Dispatch, Flight Watch...

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

+ Pilot Presentations  +Briefings & Checklists    + Cockpit set-up

+ Cockpit Presentations of Boeing 737-400, ATR-42 & Hercules

+ External Walkaround of Boeing 737-400

+ Amazing scenery!

 

Flight Information

A/C

Reg

Flight

Route

Flt Time

Destinations

B737-400

C-FFNF

7F 860

YOW-YFB

2h53

YOW Ottawa, CANADA

YFB Iqaluit, CANADA

ATR-42

C-FIQR

7F 824

YFB-YXP

YXP-YVM

0h50

0h37

YXPPangnirtung, CANADA

YVM Qikiqtarjuaq, CANADA

ATR-42

C-FIQR

7F 825

YVM-YXP

YXP-YFB

0h32

0h51

YVM Qikiqtarjuaq, CANADA

YXPPangnirtung, CANADA

ATR-42

C-FTJB

7F 644

YFB-YTE

YTE-YZS

0h58

0h51

YTE Cape Dorset, CANADA

YZS Coral Harbour, CANADA

ATR-42

C-FTJB

7F 644

YZS-YCS

YCS-YRT

0h56

0h18

YCS Chesterfield Inlet, CANADA

YRT Rankin Inlet, CANADA

L-382

HERC

C-GUSI

7F 705

7F 706

YRT-CMB2

CMB2-YRT

0h31

0h38

YRT Rankin Inlet, CANADA

CMB2 Meadow Bank, CANADA

L-382

HERC

C-GUSI

7F 701

7F 702

YRT-CMB2

CMB2-YRT

0h45

0h39

YRT Rankin Inlet, CANADA

CMB2 Meadow Bank, CANADA

 

 

 

 

HIGHLIGHTS

With 65+ years of rich history, First Air is by all mean one of the most popular airlines operating in Northern Canada. The program captures the daily operations of this airline with a focus on the essential service it provides to isolated communities and the thrill of flying in the north. We begin with a presentation by the President and CEO of First Air who highlights some of the details on the airline’s history and the day to day challenges of its operation. An interesting aspect of this airline is that it operates its own Engineering Department which is instrumental in making modifications to the aircraft within its fleet. Having an Engineering Department has proved to be invaluable to this airline since it allows them to modify its fleet to be more versatile and safe when flying in the north.

Next, we take an in-depth look at the operations center which focuses on the work of the Dispatchers and Maintenance & Crew schedulers. For those of you interested in what takes place at an Operations Center, you will be quite impressed with this presentation and the opportunity to be a fly on the wall at one of the daily Operations briefing.

 

As we move away from the office, we being our journey onboard the 737-400 which has been converted into a Combi aircraft. This means that in addition to flying a limited number of passengers, this aircraft is also capable of flying a significant amount of cargo on the main deck. Our flight to Iqaluit from Ottawa gives viewers an opportunity to experience a thorough aircraft walkaround, view of the cargo area of the main deck, view departure and flying procedures and be enlightened by a presentation of the 737 cockpit.

 

After landing at Iqaluit, we switch over to the ATR42 for flights that take us to Pangnirtung, Qikiqtarjuaq, Coral Harbour and more. While many of the highlights are similar to our previous 737 flight, this segment of the program also features some of the most stunning scenic views from the cockpit. One example of this is the approach to Pangnirtung which requires special training for a 5 degree approach. This airport, along with other northern destinations offers viewers the unique opportunity to see Northern Canada from a perspective seldom seen by the average person.

The final highlight of this program features an aircraft which has proved to be a true workhorse over the years. The C130 is an aircraft rarely seen in civilian airline operations, but it has proved to be a valuable tool to First Air in moving large volumes of freight. For fans of the C130, this program is a must have since it not only features the flying procedures associated with this aircraft, but it also features a detailed cockpit overview that explains many of the daunting switches and gauges that allows this aircraft to fly.

To conclude, we certainly want to thank First Air for opening its doors to aviation enthusiast around the globe and providing a closer look at the fun and challenges of flying in the North. Personally, it would have been an amazing opportunity to film the operations of their former 727 fleet, but I am sure that everyone will enjoy this program and any future program to come from this intriguing airline.

 

 

 

 

Video Preview

https://www.youtube.com/watch?v=NzRnM06SbTY

 

Viewing all 66 articles
Browse latest View live