- Win an All Expenses Paid Trip to FlightSimExpo 2019
- TrueEarth US Washington - Official Announcement!
- Holding Pattern Wind Correction And Timing: Boldmethod Live
- Pressure and Density Altitude: Boldmethod Live
- New Preview Video of Significant GSX Update (PBR, New Vehicles & More)
- COLIMATA Concorde: Overview of Features Published
- LatinVFR Releases New Orleans Update V1.2
- UK2000 Scenery Announce ‘Evolution’ Improvements to Products from Summer 2019
- New RealTimeFlight Manager Program released
- EAA Attic - TWA Boeing 707 Cutaway Model
- REX 5 – Environment Force Time-Lapse
- FREE PWDT Yakovlev Yak-18T for X-Plane V11.30+ released
- REVIEW: THRUSTMASTER TPR PEDALS
- PRO FLIGHT TRAINER LAUNCHES TOE BRAKES FOR THE PUMA
- Photosim Labs Wrapping up to Release Bahamas This Week X-plane to follow soon
- FreeWare ORBX quality airport in Poland PuffinFlight Releases Lower Silesia Airfields for X-Plane 11
- Watch out! AIRBUS A380 BEHIND YOU - BIG PLANES everywhere - Frankfurt Airport (4K)
- CAE3 Campbell River Water Aerodrome Freeware Coming Soon!
- PhotoSim Labs Confirm Conversion of Bahamas for X-Plane has Begun
- [Update: Pricing] MK-Studios Releases Tenerife South V2
Dreadmetis liked a post in a topic by eaim1973 in Worldwide Texture Replacement "Global Earth" Now Available
Worldwide Texture Replacement "Global Earth" Now Available
By: Sam Clark April 18, 2019 A new product has appeared on simMarket courtesy of virgin developer Resentium. The addon claims to be "a new ear of reality in the simulator", and includes improvements in three different sections of the simulator.
First, the addon includes variable 'non-tile' texture replacements, replacing the default ground textures. Secondly, Global Earth includes improved autogen buildings, and lastly, the product improves upon X-Plane's default forest representation.
The feature list can be found below:
Highly detailed custom terrain textures whole the world High resolution of all terrain textures whole the world Highly detailed mountains area Removed sharp transitions between different terrain textures Work well with any mesh for x-plane 11 Improved autogen textures Improved facades textures Newton lightning from autogenes Autogenic has realistic color shades Partial application of PBR technology to autogen Well visible from height the color of roofs Work well with Ortho4XP Realistic dense forest Gorgeous trees color It is important to note that Global Earth is not compatible with "season change programs", which likely means that Maxx-XP's TerraMAXX does not work with the new product.
You can purchase Resentium's Global Earth for EUR 69.90 (exc. VAT in the EU) from simMarket.
DEVELOPER POST LINK :
NEWS SITE ARTICLE LINK :
Worldwide Texture Replacement "Global Earth" Now Available | Threshold
WWW.THRESHOLDX.NET A new product has appeared on simMarket courtesy of developer Resentium. The addon, named "Global Earth" is a complete overhaul of X-Plane's default ground textures. | Threshold: Question the Answers.
Dreadmetis liked a post in a topic by SSH in OEDF freeware from CTL Group
Good day gents
As we would love for all of you to visit our area
It gives me great pleasure to both be from this area and to be part of the development team.
I give you King Fahad international on Xplane as freeware
Lookout for more projects from Clear To Land group soon
DEVELOPER POST LINK : https://forums.x-plane.org/index.php?/files/file/51398-oedf-king-fahad-international-airport-dammam/
NEWS SITE ARTICLE LINK :
Dreadmetis liked a post in a topic by TomcatUK in BA flight goes to wrong country by mistake
BA flight lands in Edinburgh instead of Dusseldorf by mistake!
A British Airways flight destined for Dusseldorf in Germany has landed in Edinburgh (in Scotland) by mistake, after the flight paperwork was submitted incorrectly.
The passengers only realised the error when the plane landed and the "welcome to Edinburgh" announcement was made.
The plane, which started at London's City Airport, was then redirected and landed in Dusseldorf. WDL Aviation ran the BA flight through a leasing deal.
Sophie Cooke, a 24-year-old management consultant, travels from London To Dusseldorf each week for work.
She said when the pilot first made the announcement that the plane was about to land in Edinburgh everyone assumed it was a joke. She asked the cabin crew if they were serious.
The pilot then asked passengers to raise their hands if they wanted to go to Dusseldorf.
Everyone raised their hands.
DEVELOPER POST LINK :
NEWS SITE ARTICLE LINK : https://www.bbc.co.uk/news/business-47691478
Dreadmetis liked a post in a topic by ssimmons1958 in New Just Flight Duchess for X-Plane 11
New Just Flight Duchess for X-Plane 11
NEW JUST FLIGHT DUCHESS FOR X-PLANE 11! Order online 24/7 from justflight.com
Just Flight's new Duchess Model 76 for X-Plane 11 is now on sale!
Duchess Model 76
for X-Plane 11
£27.99 / €34.95 / $41.99
Our superbly detailed T-tail Duchess for X-Plane 11, developed in partnership with Thranda Design, comes in eleven paint schemes and features PBR materials with real-time environment reflections and HD textures. The fully functional and comprehensive IFR-capable avionics fit includes a WX-8 stormscope and Century IV autopilot.
Electrical and fuel systems are custom-coded and among the other features are a flight computer, custom external light logic, numerous accurate animations, optional failures, interactive checklists and custom engine and cockpit sounds.
See the Just Flight website for full details of all the aircraft features!
DEVELOPER POST LINK :
NEWS SITE ARTICLE LINK :
Dreadmetis liked a post in a topic by avdheide in Flight Sim Development Group (FSDG) Release Sharm El-Sheikh & Dakar
FSDG have now released Sharm El-Sheikh (HESH) and Dakar (GOBD) for X-Plane 11. They come after their product pages were made public a few hours after releasing Graz and Agadir earlier this month.
Sharm El-Sheikh XP
This airport (HESH), located in Egypt, sees mostly seasonal flights from around the world. FSDG's rendition is available to purchase for €15.47 at their website.
Airport number two released is that of Dakar, or better known as Blaise Diagne International Airport (GOBD). Like HESH, it is located geographically in Africa, but in Senegal. Such is its location, that it is the most westerly international airport in mainland Africa. It too, is available for €15.47 on the product page.
This takes FSDG's number of airports for X-Plane 11 to four, as highlighted on their Facebook page. You can check it out here. All airports are compatible with Windows, Mac and Linux.
Agadir and Graz were also made Mac compatible earlier this month.
DEVELOPER POST LINK :
FSDG-ONLINE.COM XP11 - Dakar NEWS SITE ARTICLE LINK :
Flight Sim Development Group (FSDG) Release Sharm El-Sheikh & Dakar | Threshold
WWW.THRESHOLDX.NET FSDG's latest airports to be released for X-Plane lie in Africa and the Sinai Peninsula; specifically, Senegal and Egypt. Bringing a total of four airports to X-Plane. | Threshold: Question the Answers.
Dreadmetis liked a post in a topic by avdheide in Carenado's Baron B58 for X-Plane 11 to Receive Reality Expansion Pack
Carenado released their Baron B58 for X-Plane 11 yesterday, and the aircraft is a fully native version for X-Plane 11.
SimCoders have today confirmed that their Reality Expansion Pack (REP), which already exists for the older version, will be coming to this aircraft. The current REP does not work on the new version. As such, a new REP for this aircraft will be released at some point, and existing customers will receive a discount.
No release date was provided, but it "should be available rather soon."
The Reality Expansion Pack currently sits on version 4.0.3. Version 4 brought with it a new economy system - more details of which can be found here.
DEVELOPER POST LINK :
NEWS SITE ARTICLE LINK :
Carenado's Baron B58 for X-Plane 11 to Receive Reality Expansion Pack | Threshold
WWW.THRESHOLDX.NET Less than twelve hours after Carenado released their Baron B58 for X-Plane 11, SimCoders have confirmed on their website that a REP will be coming to this aircraft. | Threshold: Question the Answers.
Dreadmetis liked a post in a topic by eaim1973 in Deadstick Bush Flight Simulator Teased in Livestream
A new flight simulation platform called Deadstick Bush Flight Simulator made it’s debut on livestream.
The platform – which is based upon simulating experience of surviving as a bush pilot in a highly detailed world – is being developed by Surrey-based development studio, REMEX Software.
In the livestream, REMEX Software’s Managing Director & Lead Developer, Chris Cheetham walked viewers through the simulator’s features and demonstrated the gameplay.
A specific point of focus was the aircraft damage model which was shown off to viewers following a brief encounter with some trees.
Deadstick Bush Flight Simulator is slated for early access release in the second quarter of this year, with the full release coming some time after that.
The full broadcast is available for replay on YouTube, for more information and to watch, click here
DEVELOPER POST LINK :
NEWS SITE ARTICLE LINK :
Deadstick Bush Flight Simulator Teased in Livestream! | PC Flight
PCFLIGHT.NET A new flight simulation platform called Deadstick Bush Flight Simulator made it’s debut on livestream. The platform – which is based upon simulating experience of surviving as a bush pilot in a highly detailed world – is being developed by Surrey-based development studio, REMEX Software. In the livestream, REMEX Software’s Managing Director & Lead Developer,Read More
Dreadmetis liked a post in a topic by Gibbon in Further Previews of the Upcoming Honeycomb Aeronautical Throttle Sets
Further Previews of the Upcoming Honeycomb Aeronautical Throttle Sets
It’s a project that has been in development for a long time, but Honeycomb Aeronautical’s throttle set development is coming to a close. Posted on Facebook, the team are currently in the factory looking at pre-production samples of the throttle. There is still some work to be done to finalise everything, but overall, they’re almost there.
It was noted that both the general aviation and commercial handles will be included in the box.
Further Previews of the Upcoming Honeycomb Aeronautical Throttle Sets | FSElite
FSELITE.NET It’s a project that has been in development for a long time, but Honeycomb Aeronautical’s throttle set development is coming to a close. Posted on Facebook, the team are currently in the factory looking at pre-production samples of the throttle. There is still some work to be done to finalise everything, but overall, they’re almost there. […]
Dreadmetis liked a post in a topic by Xephyr___ in Torquesim Pocket Rocket Released!
Advanced Flight Modelling (AFM) and Attitude Simulations, better known as TorqueSim, have just released their Impulse 100, also known as the Pocket Rocket. It has been many months in the making, and we have given extensive coverage of the aircraft.
Feature list and more at the link.
DEVELOPER POST LINK :
NEWS SITE ARTICLE LINK :
TorqueSim Releases the Pocket Rocket | Threshold
WWW.THRESHOLDX.NET Cruise for hours on end at Mach 0.6 with AFM Simulation and Attitude Simulations' joint venture, the Pocket Rocket: it has been offically released for X-Plane 11. | Threshold: Question the Answers.
Dreadmetis liked a post in a topic by Gibbon in Brief X-Plane Vulkan and Metal Update
Brief X-Plane Vulkan and Metal Update
Over on the X-Plane Developer website, Ben Supnik has posted a brief update regarding X-Plane’s new graphics engines.
The key points addressed in this post state what the Laminar team have currently been able to get working in X-Plane with these two new engines:
Plane-Maker and Airfoil Maker run in Vulkan and Metal. X-Plane runs in Vulkan and Metal up to the main menu (e.g. the app starts) but can’t yet fly or show scenery. The Vulkan and Metal code runs on Mac, Windows and Linux. The Vulkan code runs on Nvidia, AMD and Intel drivers. All shaders are ported. All of the zoo animals (abstractions around part of the graphics engine) are now complete. We killed off the last 2 or 3 since the live feed.
Ben states that over the last couple of weeks himself and Sidney have been working to port all rendering passes to the new code. This means that they don’t have to go through OpenGL to fly the aircraft.
An important point made at the end of the post states that at this stage they aren’t currently able to give a measure on what performance will be like with these new engines. However, they state that once they’re able to sit down in the sim with aircraft they should be able to give an idea of what kind of performance can be expected with Metal and Vulkan.
Vulkan and Metal - a Quick Status Update | X-Plane Developer
DEVELOPER.X-PLANE.COM Just a quick update on our progress with Vulkan and Metal. We last spoke about this on the live feed a few weeks ago, but we’re a little further along. Here’s the summary: Plane-Maker and Airfoil Maker run in Vulkan and Metal. X-Plane runs in Vulkan and Metal up to the main menu (e.g. the […] https://fselite.net/news/brief-x-plane-vulkan-and-metal-update/
Dreadmetis liked a post in a topic by Gibbon in FSElite Exclusive: PhotoSim Labs Confirm Development of Cuba Scenery
FSElite Exclusive: PhotoSim Labs Confirm Development of Cuba Scenery
New scenery developer PhotoSim Labs has given us the rights to exclusively reveal that their next project, after the Bahamas, will be the entire island of Cuba.
The complete project will be done in 5 different sections, with 2 airports contained in each. The first section which is being worked on will be “Isla De La Juventud & Pinar del Rio”. Regardless of which pack, they will contain hundreds of custom buildings, custom vegetation, high-quality ground textures and of course, photo real ground and water textures.
Further to the objects, airports and tropical landscaping, PhotoSim Labs will also model the various Russain carriers which sail around the island, as well as be able to take off and land on them.
It’s a project on a grand scale. Don’t expect it any time soon, as development is currently in pre-production with multiple photo shoots currently on-going to gather the source material required to create a detailed project such as this.
Finally, we can confirm this is a project for FSX/P3Dv4, and will also be converted to X-Plane 11.
Once we hear more information regarding PhotoSim Labs and Cuba, we’ll let you know.
In the meantime, you can support PhotoSim Labs by pre-ordering / purchasing a copy of their Bahamas scenery.
Image source: Isla Local
Dreadmetis liked a post in a topic by avdheide in PropStrike Studio Debut Freeware 172 "Bush Mod"
Today, our friends at PropStrike Studio introduced us to Ken Myles, a former pilot at the Quatam River Airport, which the group had previously released a scenery for. Ken shared his stories from the logging facility in south-central B.C., which inspired the developers to create a freeware mod for the default C172 to simulate Myles' adventures in Laminar's sim.
The mod will feature a cargo variant of Cessna's most iconic plane, as well as tundra tyres, an Angle-of-Attack indicator and some fishing rods "to make things a little more fun". Also included will be a tail-dragger version, reminiscent of the Cessna 170 that proceeded it.
The team is working with the SimCoders to bring native integration with the REP package for the Laminar C172.
DEVELOPER POST LINK : https://m.facebook.com/PropStrikeStudio/posts/298347800857308?__xts__=68.ARCgkkSyalK3SnunPabcIr4sge3qOBFcjiPmf0GvJVUDRwgt6hOto1lVil34HLOGa2KP-XB4QgAk9WYzXLCV16HzBIsOX9rj3BEGMEdTfoz-x5SrG3i2wVu_dCaD1Zu_BSz-bNH6iDBsNXdTpBj3ExejMCxe5ZtOzUpuVp38ojyVVe5IAbjoAdqwkqgxsbyY66XYelP-CCPn9walcyeEVTd7m_elRxq_wM9c1ONkgkgelkBO58z8-kLAJz2q4Uj76KA9Del4osralhXc1B-Bz3SHP7pZ8Jaae57ge2dAOCx57rBwiYr9938SAHPJdXiRVVca7HRBS8KZeXzY5M96UXU&__tn__=-R
NEWS SITE ARTICLE LINK : https://www.thresholdx.net/news/psc172
Dreadmetis liked a post in a topic by eaim1973 in Milviz SR-71 Blackbird: The FSElite First Look
Milviz SR-71 Blackbird: The FSElite First Look
by JOHN MOORE on 4TH MARCH 2019 ORIGINALS FACEBOOK TWITTER REDDIT A couple of things to keep in mind before we get started:
The Milviz SR-71 Blackbird is still in an alpha state with nearly everything in this particular build still a work in progress. What’s shown in this first look does not represent the final product, as changes and improvements will be made as the aircraft progresses to later alphas and, eventually, the beta stage.
As a tester for Milviz, I signed an NDA that would normally have prevented me from talking about an unreleased product in depth like I have below. That being said, the kind folks at Milviz (specific shoutout to Osh and Dutch!) graciously gave me permission to write about, and show off, the Milviz SR-71 Blackbird, thus I’m not in breach of my NDA in any way, shape, or form.
With that out of the way, enjoy!
The SR-71 Blackbird; the Habu. The SR-71 has to be one of my all-time favorite aircraft, even beating out Concorde and the B-1 for top slot. Ever since I discovered that the flight manual for this seemingly invincible aircraft was declassified, my obsession for the aircraft has only grown as I read more about the legendary aircraft.
Being the massive Blackbird enthusiast I am, imagine my excitement when I saw the first cockpit renders of the Milviz SR-71 back in 2014; I couldn’t believe my eyes! (Funnily enough, this is actually the moment when I first discovered flight sims were a thing). Following this, I patiently waited, and waited, and waited until I had almost forgotten about it. And then I did forget, and I took my time (and money) to other interests, mainly racing games. I hadn’t yet made the jump into flight simulation as this was the aircraft that was going to get me to commit, but it wasn’t here yet.
Fast forward to November 19th, 2018: I’m fully entrenched in the flight sim ‘culture’ and I’m checking my Facebook feed looking for news to pop into our internal news queue when I stumble across a post from Milviz saying they’re looking for beta testers for their upcoming SR-71. I think it’s safe to say that I’ve never sent an email faster than I had in this instance. Thanks to my relationship with Milviz with the T-38C and King Air, I was admitted into the beta not even 50 minutes after I sent my initial email (thanks Osh, I owe you one!). I played around with it for a while and put it through its paces when I first received the aircraft, but for some reason, it only recently dawned on me to share with the community the current state of the Milviz SR-71 Blackbird, and here it is! (Be warned, you may want to grab your beverage and snack of choice because this is going to be a long one.) Welcome to the FSElite First Look of the Milviz SR-71 Blackbird!
We start this first look parked at the military cargo section of Washington Dulles International Airport. Why Dulles, you ask? Well, a few reasons. The first is that the SR-71 currently displayed at the Udvar-Hazy (which is the annex facility for the Air and Space Smithsonian and located on the premises of Dulles) flew the last ever USAF SR-71 flight and set 4 speed records in doing so. This alone seemed fitting for the airport to launch the SR-71’s first flight back in service, albeit virtually. As for the second reason, well, I wanted to pick a nice, detailed addon scenery to start with so we wouldn’t be starting at default military bases the entire time, and Dulles seemed like a solid pick.
Back to the aircraft. I’m currently loaded in the “Ready to Start” panel state which is how the cockpit would’ve been set up when the pilot and reconnaissance systems officer (RSO) boarded the aircraft. In theory, all the switches have been set in the right places by the ground crew and the bird is ready to start its engines. I say in theory for a good reason, because that’s what it is: a theory. You see, Milviz decided to take a different approach to panel states. In this, especially the Ready-to-Start state, the switches are usually in the correct position as set by the ground crew but sometimes they aren’t and in an aircraft as sensitive as the SR-71, one little switch in the wrong position can spell disaster if not caught.
Never again will you skip your checklists oh no, you’ll run through all 89 items on the preflight checklist One. By. One. (If running through close to 100 checklist items isn’t your idea of fun, you’re able to sidestep them by setting the reliability sliders fully to the right; that’ll ensure everything is set where it should for the given panel state). And those 89 items don’t even leave you with engines running, just in a state ready to start them. Running this massive checklist is daunting at first, but you’ll soon find you’re much more comfortable in the cockpit after you’ve run through it a few times and thus managed to memorize the complex cockpit layout.
As I ran through the checklists, I encountered the infamous “lamp test” item. This is infamous in the world of flight sim for an obvious, and extremely simple, reason: nearly everyone skips it. I can’t remember the last time I tested the indicator lights in an A320 or 747, and I doubt you could either. In what is quickly becoming a trend with the Milviz SR-71 Blackbird, you won’t want to skip this item either as any one of the tiny, 1960s era incandescent bulbs has the potential to be burnt out. Luckily for maintenance, all lights are indicating as they should, and the show goes on.
With the preflight checklist completed (after quite a lot of switch hunting and manual consulting), it was time to run the Starting Engines checklist and start them up at long last. Now in the real world, each engine would be started by a power cart which had 2 V8 Buick engines on it in order to generate the power needed to spin the turbine. Since this is, of course, a sim and we don’t have the luxury of a trained ground crew to start our temperamental engines, Milviz implemented a handy-dandy menu to allow us to call for the connection of the start cart and rotation of each individual engine.
After calling for rotation of the left engine, the RPM starts to rise and I move the left throttle to idle, a shot of triethyl borane, or more commonly known as ‘TEB’, gets the ignition process going, and spool up from here is a relatively normal affair when compared with any other jet engine aircraft. Starting the second engine is the same procedure. One thing to be careful of is to remember to open the menu back up (if you closed it in the first place) to disconnect the rotation of the engine you just started if you plan to only start one and leave it. Normally, the menu system will not automatically disconnect rotation after the engine has successfully started (in compliance with real-world procedures) but it will indeed disconnect if rotation of the opposite engine is called for.
With the fuel clock ticking (each engine burns around 2,700 lbs an hour just idling), I sped through the flight control checks and the last of the Starting Engine checklist. Both engines running meant it was time for the DAFICS test. The Digital Automatic Flight and Inlet Control System, or DAFICS for short, is a system upgrade that all the original SR-71s underwent that added 3 computers to manage the flight controls, stabilization system, and inlet controls. The DAFICS powers the SAS (stability augmentation system), inlet control system, ADI and TDI, as well as the entirety of the fuel and environmental/life support systems. Suffice to say, it’s a critical system that needs to be checked for faults before every flight, and so I did.
The test system is very temperamental on the Blackbird, with a stringent set of conditions having to be met for the test to even be able to run at all. Once everything is set in its correct place, a quick flip of the test switch sends the system into its routine, and it’s largely hands-off and a lot observing from here. The test indicator flashed green once it had finished, indicating a successful test and a green light to continue with the preflight.
With the DAFICS test out of the way, it was now onto yet another test: the fuel derich test. Essentially, running this test increases the EGT of the engine to test whether or not the automatic derich system works. This system aims to keep the EGT within limits by, as you guessed it, deriching the fuel-air mixture going into the engines. I saw the EGT peak at around 89C and the test did its job by lowering it, indicating the system was working correctly.
Finally, after what seemed like an eternity later, we were ready to taxi out to the departure runway. Brakes released, and with a tad bit of extra thrust to breakaway, I swung the nose right to make the turnout of our ‘gate’ and we were on our way to runway 1C. The taxi dynamics of the Blackbird felt incredibly good and natural, with only idle thrust being necessary to keep us moving at a nice clip. The steering felt smooth and linear and made for some nice turns ’round the bends of the taxiways. The entire experience controlling it on the ground just felt..right, in a way I can’t quite describe. Since 1C was but a couple thousand feet from our gate of choice, the taxi was quick and I soon found myself lined up and ready to firewall the throttles, with one small issue: the before takeoff checklist.
As I’ve come to expect with the SR-71, there were yet more checks to run while we sat on the runway. I ran the IGV lockout test for both engines (IGV stands for Internal Guide Vanes which shift in the engine in order to sustain supersonic cruise) as well as checked that manually trimming the EGT actually decreased, it in case that was necessary. Mercifully, both tests returned satisfactory results, so it was finally time to launch into the sky: Blackbird style!
Takeoff is a powerful affair (even with the throttles in the middle of the afterburner range) and great care must be taken to lift the nose at the correct speed of 170 knots, immediately retract the gear as to not overspeed it, and pitch up to a steep climb of around 35 degrees, all the while not exceeding AOA limitations or overspeeding the gear. I must emphasize that takeoff in the SR-71 was one of the fastest things I’ve ever experienced in flight sim (and I’m no lightweight when it comes to fast jets), so you’ve really got to be on the ball as to not break anything in your charge into the sky, or you’ll (quite literally) find yourself back on the ground before you even knew what went wrong. Don’t say I didn’t warn you when the overspeed warning lights up as you’re already past gear speeds, or the stick shaker sounds when you hit the AOA limit!
Climb out is a similar, fast-paced experience to behold, and I was at 30 thousand feet before I even had the aircraft stabilized in a 400-knot climb. You’ll most likely find you’re at your refueling altitude before you’ve even thought about running the climb checklist, as this is no ordinary aircraft in terms of climb performance (Space Shuttle status, anyone?) Be careful not to overshoot your tanker, though, as they’re your lifeline and the key to continuing on with your mission, having taken off with the little fuel allowed due to single engine climb performance being nonexistent with full tanks. (The Milviz SR-71 does have capabilities for aerial refueling, either via TacPack or within a pop-out menu, but I did not have TacPack at the time of writing, so I elected to use the menu option, which doesn’t yet display a tanker. A visual KC-13Q will be included in coming builds for menu-style refueling).
With refueling done (although I did cheat somewhat by using the menu instead of having to hook up with an actual tanker), it was time to go supersonic. The Blackbird’s method of doing so is a tad, well, unorthodox, to say the least. Due to there being an oddly substantial amount of drag between Mach .95 and Mach 1.05, it’s necessary to execute one of two acceleration maneuvers. The most common one, and the one I used in this flight, is called a ‘dipsy doodle’. To start the ‘doodle’, we climb to 33,000 feet at Mach .90. Once at 33k, we throttle up to maximum afterburner, increase speed to Mach .95, then enter a gentle 2,000 foot-per-minute descent. The name of the game here is to break through Mach 1.05 as quickly as possible, but at a safe descent rate, in order to break through that drag region in a timely fashion and start upwards again.
Pulling out of the descent is based on speed, not Mach, and will begin once the aircraft hits 435 KEAS indicated. Once we’re past 435 KEAS, we pull out of the descent and start a 450-knot climb on up to our cruise altitude while rapidly accelerating to our target speed. (The second way is simply to accelerate straight and level through the drag region, but this will burn more fuel than the ‘doodle’ and thus was rarely used in the real aircraft.)
All that’s really left to do on the climb up to our cruise altitude of 80k is to keep a close eye on the airspeed and AOA, adjust the aft bypass doors as we pass specific Mach numbers, and move the IGV switches to lockout once we’re past Mach 3.0. Now, we just sit back, relax (as much as the Blackbird will allow) and keep an eye on our inlets and temperatures (this last bit is crucial as you don’t want to cook the expensive electronics in the electronics bay as I nearly did).
Normally in the cruise portion of flight in an ordinary aircraft, you’re able to get up and grab a bite to eat, hit the restroom, or just generally unwind and enjoy the scenery zipping past below you. As we are all painfully aware by now, the SR-71 is no ordinary aircraft, and the cruise portion isn’t any different; like everything else about this aircraft, it requires your full attention. In the Blackbird, a phenomenon called unstarts were a very common occurrence, happening usually ever 1-4 flights.
Unstarts happened when the inlet spike of one of the engines ‘lost’ the shockwave that was fed into the engine in order to propel it to new thrust levels (nearly 80 percent of the thrust the engines put out at a Mach 3 cruise came from the shockwaves themselves). This, in turn, would cause the inlet to ‘unstart’ and would cause an extremely violent yawing in the direction of the unstarted engine. The DAFICS system I previously talked about introduced ‘sympathetic’ unstarts, where the opposite engine inlet would unstart as well in order to reduce the yawing movement, but the event still requires a focused and attentive pilot to correct in order to avoid literally falling out of the sky. Like the failures in the front, unstarts can be disabled entirely for those feeling less-than-confident in their first flight in the bird, but represent an added challenge and incentive to stay focused for those desiring a more..unforgiving experience. While I didn’t experience any unstarts in this particular flight, I did jump in afterwards to trigger them manually to practice recovering. You can see what an unstart looks like below.
Since this flight from IAD-PDX isn’t exactly the SR’s normal mission type, I had to make a best guess in terms of descent and decel points. My logic is that it’s better to be safe than sorry in an aircraft I don’t know all that well yet, and by this point, I had more than enough fuel, so I chose to start down 150 miles out from the airport. Happily enough, due to some nifty flight planning on my part (DCT-PDX), and the fact that Portland was on the 28s, I had darn near a straight in approach which made it reassuring that I wouldn’t have to shoot a complex STAR in an aircraft where you had to fly them based on headings or VORs.
The descent was, well, tricky to say the least. I’m not exactly an SR-71 pilot by any stretch, so some of the concepts such as descending at full military power with a set airspeed and EGT had me working overtime trying to keep the aircraft within the envelope. I could never seem to keep the speed at the magic number of 365 KEAS, no matter how hard I tried ( For those who don’t know, KEAS is airspeed that has been corrected for the compressibility of high-speed air and/or high altitude). You’ll quickly find out that deviating from this speed is not the best idea, as the risk of flameouts and/or unstarts are greatly increased the farther you stray from the descent speed.
In a shocker to absolutely no one, I GROSSLY miscalculated how long it would take to descend, and thus found myself 12 miles out from the airport at 30 thousand feet. It wasn’t looking too good at all, and I prepared to execute a few s-turns and 360s in an attempt to bleed off speed and altitude and, somewhat, salvage the approach. I say prepared, as this was as far as I got.
Sadly, the aircraft CTD’d right as I was over the airfield (albeit extraordinarily high), and autosave wasn’t on the ball,l so that meant that I lost all my progress in the flight. This wasn’t surprising given the aircraft is still in an alpha state and I knew that going in, but it was a sad moment, nonetheless. Up until this point, I hadn’t experienced any crashes in the Blackbird. First time for everything, I guess.
I’ve landed the aircraft multiple times before when I was in the pattern, working on getting familiar with the flight dynamics, so I can tell you how it handles in the last few seconds before touchdown. The aircraft feels more like an airliner than a military bird, albeit much smaller, lighter, and faster, and it certainly flares like one too. It’ll drop like a stone if enough speed bleeds off and is rather unforgiving should you find yourself behind the power curve on final. Upon touchdown, you pull the chute, enable nose wheel steering, check the brakes, and finally jettison the chute once you’re sufficiently slowed down, and that’s that. The end of an SR-71’s glamourous flight.
So, with (the vast majority of) our flight behind us, it’s time to recap and summarize my experience with the Milviz SR-71 Blackbird in its current state. While it’s still heavily a work in progress, I found the modeling to be of extremely high quality in both the interior and exterior, and while the textures may be a tad underwhelming in their current state for my taste, the aircraft is set to receive the PBR treatment soon so this should alleviate this bother. The soundset is among the best I’ve heard, with the almost whine of the J-58s spooling up represented well. The roar as you light the afterburners gives you a sense of power that’s propelling you to both record-breaking speeds and heights, and the little boom as the TEB lights off upon startup and afterburner ignition is a nice reminder of the caliber plane you’re flying. This isn’t your dad’s F-15 we’re talking about, after all: it’s the fastest air-breathing aircraft ever built!
Overall, and in my opinion, the Milviz SR-71 Blackbird is a shining example of what the term ‘study level’ should represent. The meticulously simulated systems in the front cockpit (the rear seat systems are coming in a later build), coupled with the possibility for random failures for nearly every conceivable thing in the aircraft, even the lightbulbs, make this bird one of the most fun (and terrifying) experiences I’ve had in my simulator in recent memory The end of a successful flight where you flew one of the most challenging aircraft by the book brings a level of satisfaction that can’t be found in any other aircraft, and Milviz has represented the challenge and complexity of the SR-71 Blackbird in an unparalleled way. I’m confident you’ll feel the same when you get your hands on it!
TAGS : BLACKBIRDFIRST LOOKMILVIZORIGINALSR-71SR-71 BLACKBIRD FACEBOOK TWITTER REDDIT PREVIOUS ARTICLE IndiaFoxtEcho Updates F-35 Lightning for P3D v4.4
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THE AUTHOR JOHN MOORE
I’m a lover of all things aviation, as well as a pilot IRL. Flight simming has always been a big part of my life and helped to uncover my love for military aviation and VIP transport as a whole. Long term goals include going to college to study to become an air traffic controller as well as obtaining my flight dispatcher’s license. Everything else is just icing on the cake. YOU MIGHT ALSO LIKE
New Milviz ATR-72 PBR Preview
Milviz Drops FSX and P3Dv1-v4.3 Support
Milviz Previews SR-71 Cockpit
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Dreadmetis liked a post in a topic by avdheide in The early access virus curse or not
The 3 Crumpy Simmers discuse the good and the bad of the early access product concepr.
Should we as simmers keep allowing this or try to stop this bussiness model
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Dreadmetis liked a post in a topic by tarpoon in Interview with Chris Deadstick
Chris Cheetham talks about the road to release in an interview by RPS. Good reading!
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OMGEDSON liked a post in a topic by Dreadmetis in P3d 4.5 confirmed, and terrific news for all simmers, especially CityScene customers.
Interresting, because all "signs" from LM were trending towards a v5 for the beginning of this year, and yet voilà : v4.5 on tracks apparently !
Dreadmetis liked a post in a topic by eaim1973 in P3d 4.5 confirmed, and terrific news for all simmers, especially CityScene customers.
This is an interesting post on the Orbx forum, it confirm's that P3d v4.5 is about to enter beta, and it will help with long load times, it doesn't seem that long ago since V4.4 released, LM seem to be working hard on the Sim.
For those of you that are CityScene users, especially Orlando, I have some terrific news to pass on today !
It has long been known that flight load times on FSX and P3D systems gradually start to slow down as more and more 3rd party products are installed. The load time increases are especially noticeable with products like CityScene Orlando, which has hundreds of thousands of custom object models.
Since the release of CityScene Orlando, we have been trying to address the issue on 2 fronts:
1) Bring the issue to the attention of the P3D developers at LM, with the hope that this is something they can address in the future.
2) Work on our own end to provide more scenery configurations available to the user for improving load time, memory and performance tweaking.
Of course, while #2 can help, it appeared that any real benefit for now and the future may need to come from #1.
Today I received some exciting news from Adam Breed at LM. We have been communicating over the last few weeks regarding the load time issue with large scenery packages, when a user has a lot of Object Libraries installed from 3rd party addons.
The developers at P3D have identified the anomaly that has been causing long load times for large scenery packages, with lots of custom models, like our CityScene products. An enhancement has been put into place and will be released with the P3D V4.5 beta that should be out in about a week. As we expected, this anomaly/bug has been present going all the way back to FSX. But, it is just now showing up with larger scale, more detailed scenery products (i.e. CityScene).
Keep in mind that while this enhancement will help all products, it will be especially beneficial for large area coverage products with lots of custom object models. Autogen buildings are not custom models and the enhancement will not affect those types of products.
There is no release date set for P3D V4.5. It has not made it to beta testing yet.
I can't thank Adam Breed and his team enough for looking into this issue in an expedited manner. I think it really shows their commitment to this industry and the quality of their work.
A vast majority of our customers are running P3D v4. So, this is just great news.
But, what about FSX and P3D V3 uses ?
CityScene Orlando Patch
For the last few weeks we have been looking at general optimizations and alternate configurations that could help FSX and P3D V3 users. These alternate configurations could shorten load times by about 3x - 5x for some users without making any scenery layer changes (like turning off the Orbx Libraries and other scenery packages).
The main enhancement we are making is the ability for users to toggle whether or not they want Custom Object Models to be used for residential buildings or Autogen Buildings. Switching to autogen buildings (houses only) will reduce the detail and precision somewhat. But, it will help load times on those that will not be able to take advantage of the load time enhancements currently being made for the upcoming P3D V4.5.
The CityScene Orlando patch will also fix the reported loss of Jetways at KMCO. The patch is expected to go to beta testing in the next few days and will hopefully be released in a week or so.
So, there is a lot of good news to pass on today. I am especially excited about the internal optimizations being made to P3D V4, as this will have a big impact regarding all the new CityScene products we have planned for development.
Special thanks to those customers that provided the great feedback regarding the load times.
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Dreadmetis liked a post in a topic by eaim1973 in Flight Sim 2019 – 2 Day Event Confirmed
The Flight Sim Show, in Cosford, England, has been a staple of flight simulator fan’s calendars for years. In the past, the event has always been a single day at the RAF Museum. 2019 will change that. In fact, you’ll be able to enjoy the event twice as much.
Confirmed today on Facebook, Flight Sim 2019 will take place over two days!
The event will take place October 5th – 6th 2019.
Further details will be confirmed closer to the date.
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Dreadmetis liked a post in a topic by ausflightsimmer in Top 5 | Must Have | Flight Simulators | 2019
Join us, as I share my Top 5 Must Have Flight simulators of 2019.
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Asus X99-Pro/USB3.1 LGA2011-3
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Dreadmetis liked a post in a topic by eaim1973 in Further Details on Orbx TrueEarth US Projects & Beyond
As TrueEarth development continues, Orbx is dropping further details on their upcoming TrueEarth US projects and beyond. In particular, John Venema has detailed which areas we can expect work to be developed and also the inclusion of new PBR models and cityscapes.
So far, John confirmed, over 800 points of interest (POI) 3D models are planned for Washington State alone. These objects will be created using the latest PBR technology. Furthermore, there are plans to include many PBR cityscapes as well within these North American TrueEarth projects. The same details will also be included in further American TrueEarth projects in the future.
In the past, we’ve heard that Washington, Oregon, British Columbia and California were to be released as TrueEarth products in the future. John has now broken that down into the areas we can expect:
PNW Washington – Seattle, Bellevue, Everett, Tacoma, Olympia, Spokane, Victoria BC
PNW Oregon – Portland, Eugene
PNW British Columbia – Vancouver, Richmond, Surrey, Nanaimo
Northern California – San Francisco, Alameda, Silicon Valley, San Jose, Oakland, Sacramento
Southern California – Los Angeles, Hollywood, San Diego, Santa Maria, Long Beach
Further to that, John also shared what future projects may look like. There are plans well into 2020 for TrueEarth projects including New Zealand South and North, Spain, Austria, Norway and New England Martimes.
All of the information can be found via the Orbx forums. There are already a variety of TrueEarth projects available for Prepar3D, X-Plane 11 and Aerofly FS 2.
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Dreadmetis liked a post in a topic by eaim1973 in Week Highlights: ShortFinal Design tease New Project, xAmbience Released, ASXP Update Coming
Week Highlights: ShortFinal Design tease New Project, xAmbience Released, ASXP Update Coming
By: Sam Clark January 20, 2019 The 3rd week of 2019 got off to a good start with news of HighSkyTech releasing the long-awaited weather plugin xAmbience. HST’s 2nd payware addon was slated to release on November 28, however, due to issues in pre-release testing, it was delayed until the end of December and then to early January.
With beta testing of the E1000 by Aerobask in progress,three new previews of their E1000 with the Garmin G1000 were shared this week. The flight model has been tested by a real-world E1000 pilot, and they promise to bring a high-quality aircraft to their users.
Experimental aircraft specialists VSkyLabs have provided further information on their upcoming Revolution Mini-500 helicopter for Laminar's sim. Perhaps the most unique aspect about VSL's latest project is that the single-seater helicopter was only available as a kit-set, with the owner required to assemble the chopper before it's first use.
Orbx's final TrueEarth Great Britain region, that being the North, has moved into beta stages. This information was shared via post by John Venema on the Orbx preview forum. Check out the full article for more details.
Windsock Simulations previewed another of their conversion projects this week. In partnership with David Rosenfield FSX, they plan to convert his popular Milan Malpensa scenery to Laminar’s sim. See more here.
The dynamic duo of Frank Dainese and Fabio Bellini are working hard on their next X-Plane scenery, based around the peaks of Cerro Torre and Fitz Roy. The completely new X-Plane version traces inspiration from Frank's freeware version for FSX and Prepar3D, which is now 4 years old. New previews surfaced this week via Frank’s blog, which you can see here.
HiFi Simulation Technologies this week released further information about the first major update to their X-Plane weather engine. Active Sky XP was released back in December and has since received a few small patches to fix immediate bugs with the software, however, is yet to receive any major updates. The plan for the update is to reduce the number of cloud re-draws, one of the largest criticisms of the product.
Developers of the Aerostar 601P for X-Plane, Avia71, have released a major update to the aircraft. The update includes full X-Plane 11.30 and VR compatibility, as well as new icing and de-icing systems. To see the full changelog, see our previous article on them.
Imaginesim, a popular ESP-platform developer, announced and previewed their first X-Plane scenery last week with news of their Austin Bergstrom Airport scenery coming soon to Laminar’s sim. Their first X-Plane project is a conversion of their existing rendition for Prepar3D and FSX.
X-Plane old timers FlyJSim have shown off more progress on their recently announced Q4XP. The Q4XP is the successor the Q400 V2, however is being built from the ground up, with new modelling being one of the major benefactors of this. In a post on theFlyJSim Pilots Facebook group,FlyJSim PR Manager Dellanie Byron released a video of the Q4XP's wingflex in action. See more in our full article here.
Moving into the weekend, Orbx debuted their latest scenery conversion based aroundFairoaks Airport (EGTF). The airport is nearby the hub of Formula 1 team McLaren, who’s base is included in the scenery. See the new previews here.
Developer Andrzej Borysewicz has uploaded a pair of preview videos of Super-Critical Simulations' next aircraft, the CRJ-700 for X-Plane. The project was initially announced in 2015 and is now closing in on release. See the new preview videos here.
ShortFinal Design developer MisterX6 released new previews of their upcoming Munich (EDDM) scenery today, along with a sneak preview of their next project. Early speculation appears to point towards SFD’s new project not being based around an airport, but rather a region, perhaps like the recently released JapanPro.
That’s all for this week!
As always, you can give us some feedback on ourFacebook page, or via the contact form here.
Happy flying - and have a wonderful day
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Dreadmetis liked a post in a topic by Xephyr___ in Airworthy Designs Princess of the Caribbean - News & Updates
"Airworthy Designs have been working hard throughout the Christmas break on their Princess of the Caribbean series for X-Plane. Part One of the series was released back in April to mixed fanfare, due to large performance issues which have now been patched - it has now been updated to v1.7.
Part Two will contain the airports of Saba and St. Barths, both of which are notorious amongst aviation fans for their hard approaches. AWD have been sprinkling previews of the new St. Barths scenery since late December, with further screenshots released today."
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