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eaim1973

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Everything posted by eaim1973

  1. It has been known for a while that Orbx would be releasing one of the earliest products from their library with a whole new version. Shown off in-depth during the Orbx roadmap at the end of 2018, Australia V2 will be a brand new product using new technology, new land class data and much more. In a Facebook post mostly discussing the recently previewed Orbx TrueEarth US Washington, John seemingly confirmed that Australia V2 is currently on track to be released in June. It is in response to someone’s comment and came from his personal account so it’s likely this is more an off the cuff comment than a statement. As always, it’s important to take release dates with a pinch of salt as delays do happen. If June doesn’t happen, well, at least we know it’s planned to be released sooner than later. I’m sure more concrete details will be revealed in the coming weeks if June is indeed the anticipated release date. SOURCE INFO DEVELOPER POST LINK : NEWS SITE ARTICLE LINK : Orbx Australia V2 Possibly Coming in June 2019 | FSElite FSELITE.NET It has been known for a while that Orbx would be releasing one of the earliest products from their library with a whole new version. Shown off in-depth during the Orbx roadmap at the end of 2018, Australia V2 will be a brand new product using new technology, new land class data and much more. […]
  2. VATSIM, for those new, can be quite a daunting prospect. Potentially hundreds of people trying to get involved at any time in an unfamiliar environment trying something new for the first time. I personally remember my first time and I was so freaked out, I switched it off and vowed to never use it again. Luckily some advice from friends and a handful of YouTube tutorials later, I was flying online. I’m sure most will tell you that flying online is both rewarding and fun. To encourage more people to get involved with the fun, VATSIM are hosting the First Wings event. From 23:00z on April 27th until 02:00z on the 28th, VATSIM controllers in Minneapolis and Chicago will be online to help those inexperienced users to understand and get involved with online flying. Rochester, Rockford, Eastern Iowa and Duluth International will all be open for business to practice and get involved. The controllers will be there on hand to help you every step of the way. There’s no such thing as a silly question as the whole idea of the event is to train and teach. The only requirement is that you know how to handle and fly the plane you’re taking up in the virtual skies. Closer to the time, exact routes and a briefing pack will be sent out to give people the full details they will need. In addition to the controllers controlling, there will be a host of experienced pilots and air traffic controllers on hand to support and answer questions. VATSIM are asking that if you’re experienced and well versed that you do not fly as part of the event. This really is a space designed for those looking to fly without the pressure of hundreds of others all trying to take part. Below are some recommended routes for the event, if you choose to take part. The full event page can be found on the VATSIM website. As a reminder, it will take place at 23:00z on April 27th. Recommended routes: KRST – KDLH: GEP J21 DLH KDLH – KRST: DLH J21 GEP KRST – KCID: RST V503 FARVI KRST – KRFD: EMORE V24 GLARS V171 DAVIS KRFD – KRST: DAVIS V171 LNR V24 EMORE KRFD – KCID: RFD V63 MIHAL V172 LISBO KRFD – KDLH: RFD V9 MSN V228 DLL V345 EAU V129 DLH KDLH – KRFD: DLH V129 EAU V345 DLL V228 MSN V9 RFD KDLH – KCID: DLH V13 FGT V82 RST V503 CID KCID – KRST: FARVI V503 RST KCID – KDLH: CID V503 RST V161 FGT V13 DLH KCID – KRFD: LISBO V172 MIHAL V63 RFD SOURCE INFO DEVELOPER POST LINK : NEWS SITE ARTICLE LINK : VATSIM First Wings Event Announced | FSElite FSELITE.NET VATSIM, for those new, can be quite a daunting prospect. Potentially hundreds of people trying to get involved at any time in an unfamiliar environment trying something new for the first time. I personally remember my first time and I was so freaked out, I switched it off and vowed to never use it again. […]
  3. Aircraft developer Colimata has announced that starting from Mid-May, they will have an early-access to their anticipated Concorde. Whilst the release won’t be deemed final, Colimata has confirmed it is ready to fly and still be an enjoyable experience. The idea of Early Access for the developers is an opportunity to develop it with community feedback in mind. They’re happy with the current progress, but want to ensure that the community also enjoy it. Updates won’t require a full installation (although the final RTM version may do further down the line), but instead can be updated via a small plugin (less than 2Mb). To be clear with the community, Colimata has issued an extensive list of currently available features, what is to come and the progress of each part. It’s all designed to be as transparent as possible. The below list comes from the developer themselves via the X-Plane.org forums. +Sound: In the works these days. Fmod 3D sound. Only the best for our baby! The experiences on our FA-18F and MiG-29 engines help a lot. I’m confident you will really like the result. + Announcements: The Pilot, Copilot and Flight Engineer announcements will be in English at least for version 1.00. I’ve learned to appreciate the French language reading French Concorde manuals. With beautiful sounding words like ‘vitesse de décollage’, ‘le réacteur’, ‘le poussee’ or ‘Limites de centrage’. Unfortunately, I don’t speak French but my Italian and Google were a great help. I’m seriously thinking to do a French language course later to know this better. + System depth: The early access version includes everything one needs to successfully plan flights and do flights. + 99% of all cockpit switches are clickable and at least animated + To my best knowledge all main instruments work + 707 custom lights are implemented, many of them adjustable dynamically by the appropriate switches OR the handy quick access areas. + Navigation includes something for every taste. Form quick and easy to super complex: 1. Radio beacon navigation (using the cockpit instruments) 2. FMS via Graphical user interface 3. Hidden GPS to display/change/follow the route on two big modern GPS displays 4. Interactive on board CIVA (with limited functionality) 5. Compatibility to Phillip’s Pro CIVA (later even more integration of that) + Video tutorials: There will obviously be several video tutorials later on. Plus the jet ships with handy guided onboard ‘3D tours’ feature. Not all of this will be ready from day 1 of the ea-version! + The jet ships with several manuals for different tastes: A.) 10 essentials pdf (for those who want to start as soon as possible) B.) Quick start manual (with a lot more details but still contained size) C.) Full manual with a lot of background info and details (downloadable publicly ~June) == Other important elements of the aircraft include the Autopilot. Whilst the early access version will feature a simplified one, it will be updated in the future. Again, using the small installer plugin. In the future, version 2.0 will include a fully interactive engineering station. With that said, the switches are animated and the onboard virtual flight engineer will follow your commands. No more specific details on price or actual release date was given, but if that changes, we will let you know. You can see the full thread on the X-Plane.org forums. You can also see further previews from the aircraft by seeing our previous article from earlier this month. SOURCE INFO DEVELOPER POST LINK : NEWS SITE ARTICLE LINK : Colimata Announces Early Access of Concorde on X-Plane to Start Mid-May | FSElite FSELITE.NET If you're looking to have a rendition of Concorde in your X-Plane library, Colimata's version will be in early-access this coming May.
  4. Although GSX from FSDreamTeam was released many years ago, the developers continue to surprise and delight with updates for the product. In the latest video preview from FSDreamTeam, a whole host of brand new features will soon be made available for GSX. The large update will feature PBR material on a range of brand new custom designed objects and vehicles. From the brand new baggage loaders, new pushback trucks and fuel trucks – lots of new designs have been made with the new technology. This means surfaces will reflect in certain lighting conditions, and materials are now much more detailed. Further to the objects the humans have also seen a vast improvement with FSDreamTeam using native Prepar3D V4 skeletons to increase the bone count. This then means improved animations and better details. The video above demonstrates the humans interacting with the ground service equipment like never before. For example, climbing in and out of trucks, jumping over ropes and cables and much more. Furthermore, many of the vehicles now have custom camera sets, meaning you can get closer to the action then ever before. Most objects now enable you to set up a custom camera to follow the trucks in a variety of cinematic positions. In addition, you can also ‘ride along’ in a first-person view, as though you’re pushing the aircraft back. The update will be completely free for GSX owners. The new fuel hydrant will require GSX Level 2, but again, will be free for those that own it. I have summarised the video features in the list below. If you don’t already own GSX by FSDreamTeam, you can buy it from their store for $34.00. New materials on all surfaces DirectX text operator logos for easier cust New human characters using P3DV4 native skeletons using PBR More realistic animations New and more vehicles – all PBR New camera system, without need for additional tools with cinematic views appropriate for each object New details on pushback vehicles, including towbarless pushback (raise aircraft up) Try new 1st person view on many vehicles New fuel hydrant – default in most with jetways. Used P3D v4, the model made from scratch. P3DV4 native features like object attachments Human animations of them getting out of trucks etc and lifting up fuel pit. Finger and hands animation on human models Render to texture for interactive fuel counter showing different information (including fuel) Pulls fuel bill from internet Free update for all GSX customers (requires P3D 4.4+) Fuel hydrant requires GSX Level 2 SOURCE INFO DEVELOPER POST LINK : NEWS SITE ARTICLE LINK : New Preview Video of Significant GSX Update (PBR, New Vehicles & More) | FSElite FSELITE.NET Although GSX from FSDreamTeam was released many years ago, the developers continue to surprise and delight with updates for the product. In the latest video preview from FSDreamTeam, a whole host of brand new features will soon be made available for GSX. The large update will feature PBR material on a range of brand new […]
  5. COLIMATA Concorde: Overview of Features Published By: Alex John April 23, 2019 COLIMATA has listed an overview of the features to be included in the release of Concorde. They include details on the release, sound, announcements, systems depth, navigational methods, video tutorials and manuals. See below for the full message, posted to the forum thread at x-plane.org: "Hi, thank you so much for your encouraging feedback! "The early access version will be available starting ~ mid-May on x-plane.org. "Early access versions have advantages and disadvantages. It’s a good time to start now. The jet is ready for flight and most missing details can be updated via little plugin updates (~2MB file to download). Only when the early access period is finished after a few months, a redownload of the jet might be necessary. "We need your support to move on with the development. We are working on this as hard as we can for more than 2 years. What’s as important as that: We need to know if we are going in the right direction. We in the team are super happy and proud of Concorde FXP of but we want that the customers are too. "+ Sound: In the works these days. Fmod 3D sound. Only the best for our baby;-) The experiences on our FA-18F and MiG-29 engines help a lot. I’m confident you will really like the result. "+ Announcements: The Pilot, Copilot and Flight Engineer announcements will be in English at least for version 1.00. I’ve learned to appreciate the French language reading French Concorde manuals. With beautiful sounding words like ‘vitesse de décollage’, ‘le réacteur’, ‘le poussee’ or ‘Limites de centrage’. Unfortunately, I don’t speak French but my Italian and Google were a great help. I’m seriously thinking to do a French language course later to know this better. "+ System depth: The early access version includes everything one needs to successfully plan flights and do flights. + 99% of all cockpit switches are clickable and at least animated + To my best knowledge all main instruments work + 707 custom lights are implemented, many of them adjustable dynamically by the appropriate switches OR the handy quick access areas. "The only serious drawback I had to accept is Mr. ‘I do want I want’ Autopilot that will need much more refinement. But this requires you just to download a ~2MB file later, then you have the new Autopilot. The aircraft ships with a simplified autopilot form day 1 though. Don’t worry. "As said several times before, a fully manually interactive Engineering station is something for potential version 2.0. BUT: ALL switches on the engineering station are animated and the base functionality is handled by the virtual flight engineer the follows your commands. For example: Fuel is pumped around in the jet to balance the aircraft. You can select the fuel TRIM status you wish (Concorde has fuel trim and elevon trim) and the virtual flight engineer will execute your order. Currently, I limited the maximum amount of weight difference the forward and rear trim tanks can have in order to make this save. Later there will probably be a setting where you can click ‘Use fully realistic trim weights’. "+ Navigation includes something for every taste. Form quick and easy to super complex: 1. Radio beacon navigation (using the cockpit instruments) 2. FMS via Graphical user interface 3. Hidden GPS to display/change/follow the route on two big modern GPS displays 4. Interactive on board CIVA (with limited functionality) 5. Compatibility to Phillip's Pro CIVA (later even more integration of that) "+ Video tutorials: There will obviously be several video tutorials later on. Plus the jet ships with handy guided onboard ‘3D tours’ feature. "Not all of this will be ready from day 1 of the ea-version! "+ The jet ships with several manuals for different tastes: A.) 10 essentials pdf (for those who want to start as soon as possible) B.) Quick start manual (with a lot more details but still contained size) C.) Full manual with a lot of background info and details (downloadable publicly ~June) "This should give you a good overview. More info later. Best regards Florian COLIMATA" This follows on from last week's new previews of the supersonic airliner. The full thread regarding development and information can be found here. SOURCE INFO DEVELOPER POST LINK : NEWS SITE ARTICLE LINK : COLIMATA Concorde: Overview of Features Published | Threshold WWW.THRESHOLDX.NET With the release expected in mid-May, COLIMATA has published an overview of their Concorde, including features on release, systems depth, navigational methods and more. | Threshold: Question the Answers.
  6. LatinVFR has released a brand new update New Orleans (KMRY). The new version 1.2 update fixes a few things such as lighting and the AFX files with wrong approaches. The update also adds more static ships in the river near New Orleans airport, along with additional clutter objects and more airport animations. Furthermore, PBR rain effects during rainy weather have also been improved with additional puddles throughout the airport. Users who own the product will need to download the uninstaller file from their download section. Once done, you can then download and install the new update. If you don’t own the product, you can buy it from LatinVFR’s new store for $22.90 for P3Dv4 only. You can find out more about the product by reading our original release post. Change Log Fixed issues with the lighting, the SFL was offset, now its going to the correct direction. Fixed issues with AFX file and wrong approaches due to wrong runway designations. Added more static ships in the river near KMSY. Added more clutter objects Added more rain puddles during the rainy season. Added more airport ground animations. Fixed D gates apron marks Among other small fixes and additions. On the download email for our existing customers you should have received an ‘uninstaller’ link required in order to install the new version. SOURCE INFO DEVELOPER POST LINK : NEWS SITE ARTICLE LINK : LatinVFR Releases New Orleans Update V1.2 | FSElite FSELITE.NET LatinVFR has released a brand new update New Orleans (KMRY). The new version 1.2 update fixes a few things such as lighting and the AFX files with wrong approaches. The update also adds more static ships in the river near New Orleans airport, along with additional clutter objects and more airport animations. Furthermore, PBR rain […]
  7. UK2000 Scenery previously announced that they would be taking the rest of 2019 off to build brand new tools to enhance future products. However, they have revised that to announce they will be bringing a few updates to existing products as they bring their new tools to life. Whilst that was the plan originally, UK2000 Scenery have reviewed that and stated that they will instead adopt a more ‘evolution’ approach rather than a full revolution. What this means is that they will be going back through some of their existing airports and will update them to include new multi-material ground textures all in 2K and DDS format. Other improvements will also be included. As the development of the new tools continues, they will also bring new updates to the library going forward. The work on these new updates will start soon and we’ll start to see the new updates as of Summer 2019. In terms of which airports, nothing at this time has been confirmed. You can find the full details via their Facebook post. SOURCE INFO DEVELOPER POST LINK : NEWS SITE ARTICLE LINK : UK2000 Scenery Announce 'Evolution' Improvements to Products from Summer 2019 | FSElite FSELITE.NET UK2000 Scenery previously announced that they would be taking the rest of 2019 off to build brand new tools to enhance future products. However, they have revised that to announce they will be bringing a few updates to existing products as they bring their new tools to life. Whilst that was the plan originally, UK2000 […]
  8. PhotoSim Labs Confirm Conversion of Bahamas for X-Plane has Begun By: Alex John April 21, 2019 Prepar3D/FSX developer PhotoSim Labs has confirmed on their Facebook page that work on the conversion for X-Plane has begun. The scenery is due to release for the ESP platforms by Wednesday. The scenery focuses on the scenery in the Bahamas, including South Bimini & Cat Cay, and Chub Cay & Little Whale Cay. All previews in this article have been sourced from recent posts on their Facebook page, and are within the ESP environment exclusively. Confirmation of the initiation of the conversion can be found on their Facebook page post here. Their website is also available to view, here. SOURCE INFO DEVELOPER POST LINK : NEWS SITE ARTICLE LINK : PhotoSim Labs Confirm Conversion of Bahamas for X-Plane has Begun | Threshold WWW.THRESHOLDX.NET With the scenery due for release this week for FSX and P3D, PhotoSim Labs have confirmed that the conversion of their Bahamas scenery for X-Plane 11 has started. | Threshold: Question the Answers.
  9. Update 10:20z 22Apr2019 MK-Studios has sadly announced that their intentions of giving away the update for free via simMarket is no longer an option. As confirmed on their Facebook wall moments ago, simMarket has added a 5 Euro fee for those looking to upgrade. This is to cover the server costs. MK-Studios assured customers that it was not ever intended to be a paid upgrade and that the situation is unavoidable. The team are working on a solution to this. If you ordered the product originally from the MK-Studios store, your upgrade will remain free. == Original Article 21 April 2019 @ 20:50z == As we previously informed you, MK-Studios have been hard at work on a free update for existing users of their version Tenerife South. We can now report that the product has been released for the community. There have been a significant number of changes made in this new version. One of the biggest changes is the introduction of brand new satellite imagery for the whole island. The new version features 25cm/ pixel resolution at the airport area, with 50cm/ pixel for everything else. This means that the island can be explored in much great detail than before. In addition, PBR texturing will be included for all taxiways and runways and also the 3D volumetric grass. Other changes include the new terminal construction, improved dynamic lighting, 3D people and denser autogen and custom objects near the airport for improved immersion. The full feature list can be found below. This update is completely free to existing users. If you owned the product previously, you can download it either one of two ways. If you bought the product via simMarket, you will have to log into your simMarket account where you previously purchased MK-Studios Tenerife South. You can then add the new version to your basket and at the check-out, a 100% discount will be applied. Those that purchased directly from MK-Studios’ store, you can head to their redownload page, insert your original key and the new version will be available to download. If you have yet to buy the product, you will be able to buy it either through the MK-Studios store (link coming soon) or via simMarket. It will cost you €20 (plus any applicable tax). This is actually cheaper than the original version. Now that Tenerife South V2 is released, Tenerife North will be next. Still no further news on either Dublin or Keflavik at this time. Change log from version 1 to version 2 New ground polygons with up to date layout and stands PBR ground and wet effects New runway lights Added runway exit lights Added new terminal construction Updated terminal to support PBR glass Updated terminal textures Added construction area near runway 07 New 3D people added in the terminal and on the apron Updated airport vehicle parking with baggage belt under the main terminal New dynamic lights with improved range and performance New 3D grass New sattelite imaginary with 25 cm / pixel resolution in the airport area, and 50 cm/ pixel for the whole island Small mesh adjustments New and more dense autogen in the airport area and some island parts Added new fans and lighthouse Added red nav to lamps and objects Slight adjustments to Playa de Las Teresitas P3D V4.5+ compatible Feature List of Tenerife V2 Fully detailed rendition of Tenerife South airport and island with up to date state, Updated ground layout and stands according to real world changes, 25cm/pixel sattelite resolotion for the airport area (!), 45cm/pixel sattelite resolution for the whole island (!), 5 m/pixel mesh resolution for the whole island (!), Accurate and detailed airport infrastructure based on real sizes and dimensions, Detailed AFCAD adjusted for AI addons with custom approaches and navaids, Many monuments and custom objects around the island, PBR implementation for taxiways and runways, PBR implementation of terminal glass, Thousands of custom placed autogen buildings all around the island, Very realistic night lighting with directional taxiway centerline lights, runway speedway exit lights, approach lights including correct brightness and visibility conditions (day, night, weather,), Optimized Dynamic Lightning, Realistic shadow rendition on all 3D objects and on the ground, Compatible to all major traffic add-ons, SODE jetways and windsocks supported, Advanced, fully working VGDS docking system for GSX users! Vector data addons comaptibility, Optimized to take advantages of new P3D V4 features. SOURCE INFO DEVELOPER POST LINK : NEWS SITE ARTICLE LINK : [Update: Pricing] MK-Studios Releases Tenerife South V2 | FSElite FSELITE.NET Update 10:20z 22Apr2019 MK-Studios has sadly announced that their intentions of giving away the update for free via simMarket is no longer an option. As confirmed on their Facebook wall moments ago, simMarket has added a 5 Euro fee for those looking to upgrade. This is to cover the server costs. MK-Studios assured customers that […]
  10. This is an interesting one? Developer JarDesign has announced the public beta for a co-pilot plugin for the FlighFactor 767 for X-Plane. Over on the X-Plane forum, JarDesign posted that the plugin is compatible with the FlightFactor 767 Professional V1.2.13 and above. The post mentioned that the co-pilot will be able to take care of standard operating procedures and is responsive to voice commands. At the moment, only a male co-pilot called Sandy is modelled but there will be a female co-pilot to come. To take part in the public beta testing, follow the instructions from J.A.Romanov posted here. There are a limited number of 25 tester keys available but for those of you who do not make it on to the beta, you can download a demo version that can be found in the same post. Feature List Animated 3D Co-Pilot Model (Male, Sandy) Speech Recognition Can Speak Reads Checklists Aloud Can Operate with Events (Flight Parameter Detection) Can Execute an SOP (Normal and Limited Procedures) Script Based (possible to change and edit procedures) SOURCE INFO DEVELOPER POST LINK : NEWS SITE ARTICLE LINK : JarDesign Releases Co-Pilot Beta for Flight Factor 767 | FSElite FSELITE.NET Developer JarDesign has announced the public beta for a co-pilot plugin for the FlighFactor 767 for X-Plane.
  11. Over on their Facebook page, scenery developer PrealSoft has released Casablanca (GMMN) for FSX and P3D v1-3. Mohammed V International Airport is located in Nouaceur Province just 25 kilometres south of the city of Casablanca, Morocco. The airport is the busiest in Morocco and the fourth busiest airport in the whole of Africa with around 8 million passengers a year. Named after King Mohammed V, the airport is served by airlines such as Royal Air Maroc and Emirates with destinations such as London, Dubai, Washington and New York. PrealSoft has modelled the airport to great detail to include features such as animated jetways and customised 3D buildings. Take a look at the full feature list and screenshots below for more details. PrealSoft has mentioned that the surrounding area including the city of Casablanca will be modelled in another development and that the airport will be exported to X-Plane in due course. There has been no mention as to whether the scenery is compatible with P3D v4 at this time. Feature List Highly Detailed Rendition of Casablanca Mohammed V Airport (GMMN) High-resolution Textures 3D Grass Autogen (Houses and Trees) Customized 3D Buildings Optimized For Best Framerates Animated Jetways (SODE Module Required) Misc Airport Objects And Vehicles You can purchase Casablanca over on the SimMarket website for 24.96 EUR (22.42GBP/29.04USD). SOURCE INFO DEVELOPER POST LINK : NEWS SITE ARTICLE LINK : PrealSoft Releases Casablanca for FSX/P3D | FSElite FSELITE.NET Scenery developer PrealSoft has released Casablanca (GMMN) for FSX and P3D v1-3.
  12. I think the boys (especially Edson) have been victims of an unfortunate set of circumstances.
  13. New Version 2.5 Just Released ! https://photos.google.com/share/AF1QipOObYXZHQqs4fW8JN7ujxKAotRy2_3TVFC9M9h0WoSKhDtXJZQfC3kTyLdOVu_-rA/photo/AF1QipNmrDqOwJwc0Od8k7qocZpZq70oiJgjM3cvms6k?key=bFVrZFBsd2Jzc1dSLTdVT0ZLUEZGXzdWdFlLZGZn Ultra Weather XP is a powerful application with many sliders and many options to control the graphics rendering of X-Plane -Complete Advanced System Plugin to Enhance X-Plane Weather Visually. -Available for Windows Mac Linux. -Works via X-Plane default weather system and compatible with weather information plugins such as ASXP, FSGRW, NOAA. -Compatible with any other Plugins, Scripts which is not controls X-Plane weather visually. -Interface divided to multiple tabs supported by many of buttons and sliders which give the ability to change the settings immediately. -Dozen of Sky Colors for all weather conditions all times with two types of horizon and sun for each settings. (Spectacular & Normal Skies) -Dozen of Clouds Textures for all weather conditions with three available colors (Blue Grey White) and two sizes. (2K & 4K) for each Clouds textures. -Multiple Water colors. -Enhanced Automatic Mist control with three option Low, Mid, High to controls the fog depending in reported weather, and Manual Control via a slider. -Automatic Horizon Control with manual control via a slider. -Automatic Sun Glow Control with manual control via two sliders. -Automatic Sky Scattering. -Ability to increase the glow of the whole Simulator via a check mark. (Extra Gain) -Automatic Fog decreasing during sunset to avoid the illuminated fog under aircraft via a check mark. (Reduce Sunset Fog) -Ability to control the Saturation of sky color via a slider. (Sky Colors Depth) -Ability to increase Terrain range via a slider. (Terrain Distance) -Ability to control the brightness of the whole simulator via a slider. (Overall Brightness) -Ability to control the glow of the moon. -Textures changing randomly and separately, in each X-Plane restarts via one button for each textures. (Random Sky, Random Clouds, Random Water Colors) -Automatic and Manual Clouds brightness. -High definition Clouds shadows. -Automatic Clouds size and amount depending in reported weather with manual controls via separate sliders. -Automatic Avoid Cutoff to avoid cutted Clouds by Terrain, with manual control via a slider. -Ability to blend Clouds with terrain via a check mark. (Extra Blending) -Three Overcast Mode. (Puffy clouds, Normal Clouds, Flat Clouds) -Ability to reduce Flickering Clouds via three check marks. -Automatic Clouds coloring depending on sun position with multiple manual coloring sliders. -Ability to control the clouds shadow intensity via a slider. (Clouds Shadow Power) -Ability to increase the amount of puffs for "Flying through Clouds" effect and for all clouds via two Separate sliders. (Amount of in + Out Clouds puffs) -Automatic Water Waves control with multiple Manual controls via sliders. -Ability to turn water reflection on or off via a check mark. -Ability to control water waves speed via a slider. -Custom Lights Textures, with ground and objects illuminating effects. -Ability to control the power of all lights. -Separate Sliders to control the power of far and near lights. -Automatic Night Haze which reflect night lights over the fog depending on cities size and turn it off while flying outside cities with Manual control via a slider. -Custom Thunder, Rain, Hail, and Ambient sounds. -Ability to control the Volume of Ambient sound via a slider. -Ability to turn all objects shadows on or off via a check mark. -Ability to control objects shadows resolution via a slider. -Ability to increase the range of objects shadows via a slider. -Ability to control the intensity of objects shadows via a slider. (Shadows Power) -Ability to change between Default X-Plane and Ultra Weather XP via check marks. SOURCE INFO DEVELOPER POST LINK : Ultra Weather XP 2.5 STORE.X-PLANE.ORG NEWS SITE ARTICLE LINK : Ultra Weather XP 2.5 Released - The X-Plane General Discussions Forum - The AVSIM Community WWW.AVSIM.COM Abdullah just announced on Facebook the product has been released, if anyones looking to give it a try.
  14. ANNOUNCING REX 5 – Environment Force On the fly dynamic living environment and atmospheric utility! Includes live cloud and sky texture sync technology and our new real-time advanced shader processor and in-sim interface for live tweaking and saving capabilities. Real-Time Environment Simulation Automation and Tweaking Flexibility. Enjoy instant, on the fly visual feedback, whether you are tweaking the sim to your liking or allowing Environment Force to automatically adjust the environment for you... all while the simulator is running. Smooth, living dynamic weather and environment changes for all weather engines, including REX Sky Force, ActiveSky, OPUS, FSGRW and FSWX. Live, on the fly in-sim environment shader tweaking. Learn More about this exciting utility! Special #AskREX session via Discord on Tuesday, April 23rd at 10AM MST - https://discord.gg/CDT9245 Special #AskREX session via Twitch on Saturday, April 27th at 10AM MST https://www.twitch.tv/rexgamestudios SOURCE INFO DEVELOPER POST LINK : REX 5 | Environment Force WWW.REXSIMULATIONS.COM Global Leader In Flight Simulation Software. NEWS SITE ARTICLE LINK :
  15. Welcome to Developer Month 2019. Between April 8th and May 8th 2019, we will feature a variety of developers, publishers, community personalities and more who will tell us their story. From written interviews and blog posts to video interviews and more, we have curated a range of interesting content to maybe even inspire you to be one of these developers in future years. Please enjoy Developer Month 2019 as much as we enjoyed putting it together for you. We couldn’t have put together Developer Month without the support of all the developers & publishers involved. Also, huge thanks to Thrustmaster for their assistance in sponsoring Developer Month. April 20th: Lockheed Martin Prepar3D Adam Breed, Engineering Project Manager at Lockheed Martin, is one of the most important people in our community in helping to bring our simming experience to the next level. He and the team at Prepar3D work tirelessly to bring new features and improved performance to our simulators. In today’s Developer Month feature, we speak about how he got into the role he is in today, what him and the team do to celebrate after a release and how a new developer can get involved. Tell us a little bit of background on yourself. Briefly what you do and maybe a little bit about the journey you took to get into the position you are in today. I am the Engineering Project Manager of Prepar3D®, Lockheed Martin’s flagship commercial flight simulator platform. In addition, I am responsible for leading multiple defense industry focused training and simulation efforts for the Training and Logistics Solutions (TLS) line of business within the Rotary and Mission Systems (RMS) business area, operating out of Orlando, Florida. I’d say my journey got started when I was around four years old and got exposed to video games through the Nintendo Entertainment System (NES). From that early age on I was interested in the technology behind video games and how to create them. That led me to be interested in programming and then eventually pursue a Computer Science degree at the University of Central Florida. While working towards my degree I was part of a small technology startup. Experiences gained while forming a new business helped me grow as a technical leader and become energized about creating and selling technology. Even at a young age I was always interested in simulation. I always thought of simulation being video games with a purpose, and Lockheed Martin is a world leader in simulation. So, after finishing my degree I joined Lockheed Martin as a software engineer and first started developing ground simulations. A few years passed by, and I was made aware that Lockheed Martin was buying Microsoft® ESP/FSX and using it for simulation and training. I jumped at the chance to be a part of that program and joined the brand new Prepar3D team. The rest is history. Was this always the role/industry you expected to land in? Absolutely. It was a dream of mine to land where I am. I vividly remember playing the Flight Simulator as a kid – thinking how awesome it would be to take it another step further. Also, while I enjoyed video games, I was far more interested in creating something that was more than entertainment. My family has a long military history, specifically the United States Air Force, so it is an area of pride that I am working to support their efforts in some shape. It is very exciting to be a part of something that we see transformative to the training industry. Simulation and training are key ways to safely and affordably save lives, so it is something I really love. How would you describe a typical day for you (if that even exists)? I definitely have a mix of typical days and days that are full of surprises. Typical days are common when the team is deep in development. Those days mostly are made up of ensuring we have a sold plan and are on track with the next development item. We follow an agile process where the team is cross-functional, and we are doing continual builds and iterating on changes. We have daily standups across the development team and I check in with specific product teams throughout the day. While I still love programming, I have the best team in the industry and they do the heavy lifting when it comes to writing code. I sometimes get back into the code if there is something I can help with, but at this point I focus on other ways to help Prepar3D be successful. The untypical days I have typically revolve around travel. I have been able to see a lot of the world and I have worked with some amazing people. You definitely see how widely Prepar3D is used around the world and how much our customers love it. As a project manager for an important project within the flight simulation industry, how do you determine roadmaps and features for each release (whether major or incremental)? Planning and roadmap development at a high-level is fairly straight forward. The purpose of simulation is to make the synthetic/virtual world indistinguishable from the real world. So, the most obvious way to make that happen is almost always better performance and improved realism. That leads to ensuring your roadmap contains updates that leverage the newest rendering capabilities to fully utilize modern hardware and to create visually realistic scenes. At the feature level, it is a multi-phased approach that often starts with our third-party developers. As our third-party developer create content and add-ons for Prepar3D, they are often using Prepar3D as much as we do! If they need new interfaces or capabilities to make their simulation and training content, so in turn our customers have a better Prepar3D experience and an ecosystem of content to choose from, that is something we prioritize. We also log every single feature request posted on our forums. We listen to our users and make fixes and add new capabilities that are requested by our users daily. I am sure many of your readers have seen their requests addressed in our What’s New changelogs throughout the years. Finally, we work with subject matter experts inside and outside Lockheed Martin to help shape each release and ensure we have a top-tier simulation platform that is ready for training today and in the future. What can you tell us about the team you work with? It is a fairly mixed group of people, but they all have extremely strong technical backgrounds and are passionate about what we do. While we are growing the team at a rapid pace, the team still has people from FSX/ESP and a good portion of the team has been around since Prepar3D v1. Overall, the team across Lockheed Martin that is involved in creating Prepar3D consists of a cross-functional mix of software engineers, human performance engineers, pilots, artists, and geospatial engineers – of all ages and backgrounds. What are some of the biggest challenges that you face in your role? How do you overcome them? Even in my position today, I want to be involved in every aspect of the product, but at some point, that becomes difficult. So, the one challenge that comes to mind is trying to be in two places at the same time! The only way to overcome that is to ensure you successfully delegate. It is really a great problem to have – we are just working on so many exciting things, you really want to be involved with it all. Thinking back to your early development days, I’m sure you look back and think “I could’ve done this differently”. What advice would you give yourself back then from what you’ve learned now? Focus on the team around you. While you can do a lot on your own, you can do so much more with a strong team. Working as a group multiplies whatever each of you could accomplish individually. The release of Prepar3D V4.5 almost came out of nowhere. How do you and the team react when you see people excited about the updates after months of hardwork? It is always a great feeling getting a new release out. We are always happy to release a changelog of hundreds of items that users have been requesting. The team always loves reading the feedback and using it to focus us on what we tackle next. Do you and the team celebrate after a release? And how do you keep them motivated to push on through some of the challenges you may have mentioned before? With so much time and effort dedicated to these releases, team acknowledgement is extremely important. After releases, we often celebrate the success as a team. Regarding motivation, I’d say our team is primarily self-motiving; the developers take pride in their work and want to ensure we keep up the reputation of Prepar3D. Additionally, a lot of the motivation happens by making the aware of the importance of what we are doing and how our users rely on Prepar3D to ensure people are properly and safely trained. It is not something I take lightly. Prepar3D are going to be speaking at this year’s FlightSimExpo in Orlando. Firstly, it must be pretty nice that it’s on home turf. Secondly, what are you hoping to achieve by attending and speaking at the event? FlightSimExpo in Las Vegas last year was a great event, so I am very much looking forward to it this year in Orlando. Yes, our Commercial Core lead, Rob McCarthy, will be giving a short presentation on using Prepar3D for advanced training and simulation during the Captains’ Corner day. We will also be doing a Meet & Greet that Saturday with some of the local development team coming out to say hi and give Prepar3D swag away. What we are looking to achieve is pretty simple – we want to thank our users and developers and listen to what they have to say about Prepar3D. Part of why we wanted to do Developer Month was to try and help inspire others to get involved in the development community. What advice would you give to someone either looking to start developing for Prepar3D or possibly even working on the simulator in the future? We try to make developing with Prepar3D easy as possible. We make our development licenses affordable and have a fully open Software Development Kit (SDK). So, step one is purchasing a Developers License from our online Store and then step two is downloading the SDK. From there, start exploring the samples we include in the SDK and then reading the SDK portion of our Learning Center. Most people start with SimConnect, because it is a fairly straight forward method to start manipulating Prepar3D. I’d also encourage new developers to look at the Prepar3D Development Kit (PDK) as it gives much deeper control and facilitates things like SimObjects, which gives developers the ability to create simulation objects from the bottom up. New developers should review the PDK Samples for examples on the power the PDK gives to developers. I have to ask… Prepar3D V5? Any clues, hints or tips about what is to come? The team continues working hard and we can’t wait to share details on what’s next – but no clues, hints, or tips yet! == Thank you once again to Adam from Lockheed Martin for taking the time to answer our questions. You can find out more about Prepar3D on the website. SOURCE INFO DEVELOPER POST LINK : NEWS SITE ARTICLE LINK : Developer Month: Lockheed Martin Prepar3D | FSElite FSELITE.NET Welcome to Developer Month 2019. Between April 8th and May 8th 2019, we will feature a variety of developers, publishers, community personalities and more who will tell us their story. From written interviews and blog posts to video interviews and more, we have curated a range of interesting content to maybe even inspire you to be one of these developers […]
  16. Aircraft developer ToLiss has released a brand new update for the A319 on X-Plane 11. The officially licensed aircraft will first see a name change from ToLiss 319 to Airbus A319 by ToLiss. Some of the larger changes between version 1.3.1 and version 1.3.2 will include a large reduction in CPU and GPU workload, which will help users with performance. Furthermore, there have been changes with the texturing and 3D work, batter startup now includes a delay on the battery charge limiters and also the MCDU has a small predefined delay for realism. In addition, there have been a range of bug fixes, including a crash with the FMS when changing SIDs, fixed the behaviour when pulling the SPD knob after selecting the desired target speed and also making sure that the trim air valves to not swap positions anymore. If you haven’t picked it up already, the ToLiss A319 is available on X-Plane.org store for $69. We reviewed it over a year ago and it still holds strong as a good aircraft for X-Plane users wanting to simulate an Airbus aircraft. Chages from build 1006 (V1.3.1) to build 1010 (V1.3.2) Major new features: Change product name from ToLiss 319 to Airbus A319 by ToLiss as we are now officially licensed (affects manuals) A Large reduction in CPU and GPU workload caused by the ToLiss systems plugin. Minor new features: Texture, Lighting and 3d rework from Matthew and Totedemac OHP integrated lights are now depending on individual busses, depending on the respective electrical supply. (Try doing the annunciator test on batteries only!) Battery startup now includes the delay that it takes the Battery Charge Limiters to connect the batteries You can now choose to save popup positions from one flight to the next. MCDU does not react instantly to clicks anymore but has a small predefined delay. Added GPWS faults to the failure scenario options Added tire smoke on touch down, engine smoke during start on very cold days, and fire on crash to the particle effects Fine-tuned engine heat blur particle effect Cockpit lighting adaptation Bug fixes: TCAS now works as it should with online flying clients. (Tested with xivap and xsquawkbox) Removed VFE indication on PFD above 20000ft Fixed a FMS crash when changing SIDs Fixed the flashing behaviour of the QNH/Std indication in the PFD if the selection matches the selected FCU altitude Fixed the default camera position to not be in the seats head rest Improved descent behaviour for descents starting before the T/D Fixed behaviour when pulling the SPD knob AFTER selecting the desired target speed. If you turn off the PFD, the PFD image swaps automatically to the ND correctly now. Trim Air Valves do not swap positions anymore and temperature changes are more gradual. Added correction for DME offsets on ILS DMEs. SOURCE INFO DEVELOPER POST LINK : NEWS SITE ARTICLE LINK : ToLiss Releases New Update for A319 | FSElite FSELITE.NET Aircraft developer ToLiss has released a brand new update for the A319 on X-Plane 11. The officially licensed aircraft will first see a name change from ToLiss 319 to Airbus A319 by ToLiss. Some of the larger changes between version 1.3.1 and version 1.3.2 will include a large reduction in CPU and GPU workload, which […]
  17. MSK Production Islamabad Airport Package Announced By: Sam Clark April 19, 2019 Pakistani developer MSK Production has recently seen a revival in public activity, with news appearing today of a new airport pack including both of Islamabad's airports - the now closed Benazir Bhutto International Airport (OPRN) and the much newer Islamabad International Airport (OPIS), opened in May 2018. Over the course of a few posts on the MSK Production Facebook page, the developer outlines plans to develop both airports to be released in one package. The newer airport, OPIS, will be scratch built for Laminar's sim, with OPRN being converted from the Prepar3D/FSX version released in 2016. You can find more from MSK Production over on their Facebook page. SOURCE INFO DEVELOPER POST LINK : NEWS SITE ARTICLE LINK : MSK Production Islamabad Airport Package Announced | Threshold WWW.THRESHOLDX.NET Pakistani developer MSK Production has recently seen a revival in public activity, with news appearing today of a new airport pack including both of Islamabad's airports. | Threshold: Question the Answers.
  18. I'd imagine that the boys are just a bit busy doing other things at the moment, or maybe Edson has regained fulltime employment, which would be great news.
  19. ShortFinal Design has published more screenshots of Global. In the latest Facebook post, the developer stated: "A closer look at some of the new terrain textures for SFD Global. Since there's been some confusion, I want to clarify that the terrain textures are independent of the autogen and work globally. They are not limited to individual regions." The screenshots attached to the post are all below. The latest updates can be found together on ShortFinal Design's Facebook page. With this in mind, you may consider checking out some earlier coverage of the product: our exclusive announcement of the scenery, and autogen previews from around the world. SOURCE INFO DEVELOPER POST LINK : NEWS SITE ARTICLE LINK : SFD Global: Close-Ups of Terrain Textures | Threshold WWW.THRESHOLDX.NET More previews have emerged from ShortFinal Design's upcoming Global scenery for X-Plane 11. It was also clarified that terrain textures are independent of autogen. | Threshold: Question the Answers.
  20. We are pleased to announce that MK-Studios will be updating their original Tenerife South airport to version 2 within the next week. Version 2 isn’t just a minor update – it is completely new with a huge set of features all of which have been improved upon from the first release. If you’re an existing customer, this update will be offered to you free of chargewhen it is released. The number of changes between version 1 and version 2 is pretty significant. One of the biggest changes is the introduction of brand new satellite imagery for the whole island. The new version features 25cm/ pixel resolution at the airport area, with 50cm/ pixel for everything else. This means that the island can be explored in much great detail than before. In addition, PBR texturing will be included for all taxiways and runways and also the 3D volumetric grass. Other changes include the new terminal construction, improved dynamic lighting, 3D people and denser autogen and custom objects near the airport for improved immersion. If you’re new to the MK-Studios Tenerife product, then you may be interested in hearing that the product comes with other features as well. Tenerife South from MK-Studios features thousands of custom built objects around the island, a customer AFCAD for accurate operations at the airport and detailed modelling and texturing of the airport as it is today. Furthermore, the airport is fully compatible with SODE and GSX, including the VGDS docking system. As mentioned, the new update will be free of charge for existing owners of Tenerife South from MK-Studios. The old version is currently not available to purchase as of right now whilst the stores bring the new version online. Once version 2 is released we will let you know. In terms of other MK-Studios projects, we can also tell you that once Tenerife South V2 is released, Tenerife North will come shortly afterwards. Sadly, at this time, we have no information on Dublin to share at this time. Change log from version 1 to version 2 New ground polygons with up to date layout and stands PBR ground and wet effects New runway lights Added runway exit lights Added new terminal construction Updated terminal to support PBR glass Updated terminal textures Added construction area near runway 07 New 3D people added in the terminal and on the apron Updated airport vehicle parking with baggage belt under the main terminal New dynamic lights with improved range and performance New 3D grass New sattelite imaginary with 25 cm / pixel resolution in the airport area, and 50 cm/ pixel for the whole island Small mesh adjustments New and more dense autogen in the airport area and some island parts Added new fans and lighthouse Added red nav to lamps and objects Slight adjustments to Playa de Las Teresitas P3D V4.5+ compatible Feature List of Tenerife V2 Fully detailed rendition of Tenerife South airport and island with up to date state, Updated ground layout and stands according to real world changes, 25cm/pixel sattelite resolotion for the airport area (!), 45cm/pixel sattelite resolution for the whole island (!), 5 m/pixel mesh resolution for the whole island (!), Accurate and detailed airport infrastructure based on real sizes and dimensions, Detailed AFCAD adjusted for AI addons with custom approaches and navaids, Many monuments and custom objects around the island, PBR implementation for taxiways and runways, PBR implementation of terminal glass, Thousands of custom placed autogen buildings all around the island, Very realistic night lighting with directional taxiway centerline lights, runway speedway exit lights, approach lights including correct brightness and visibility conditions (day, night, weather,), Optimized Dynamic Lightning, Realistic shadow rendition on all 3D objects and on the ground, Compatible to all major traffic add-ons, SODE jetways and windsocks supported, Advanced, fully working VGDS docking system for GSX users! Vector data addons comaptibility, Optimized to take advantages of new P3D V4 features. SOURCE INFO DEVELOPER POST LINK : NEWS SITE ARTICLE LINK : FSElite Exclusive: MK-Studios Announces Tenerife South V2 | FSElite FSELITE.NET We are pleased to announce that MK-Studios will be updating their original Tenerife South airport to version 2 within the next week. Version 2 isn’t just a minor update – it is completely new with a huge set of features all of which have been improved upon from the first release. If you’re an existing […]
  21. After only revealing the aircraft a few short weeks ago, Carenado has released their anticipated A42 500 Series for FSX and Prepar3D. The included aircraft is the ATR 42-500. The aircraft itself saw its maiden flight in 1981 and has since seen over 1800 of the type built. With a typical seating layout for 48 passengers and a maximum range of 716nm, it’s a great aircraft for domestic travel. The aircraft from Carenado features full PBR textures and materials for Prepar3D V4.4 and above, an updatable database from Navigraph, rea; start-up procedures and sounds recorded from the ATR 42-600. In addition, the aircraft features 4K texturing, realistic behaviour for weight and balance and also detailed night lighting. The aircraft is available through Carenado’s website for $44.95 (Excl. VAT). Features Full FSX, FSX-STEAM, P3D v3, v4, v4.4 (and up) compatible. Full PBR textures and materials (Physically Based Rendering ) (P3D v4.4 and up). Flight1 GTN 750 and Reality XP GTN 750* integration Updatable database – AIRAC cycle 1601 (January 2016) included.** VR ready. Real start up procedures. Real A42 engine sounds, aural warnings and sound systems. Real flight dynamics. Cold and Dark start option. Takeoff run and landing real rolling movement effect. Custom brakes sounds on taxi and landing run. Original autopilot installed. HD quality textures (4096 x 4096). Customizable panel for controlling windows transparency, instrument reflections and static elements such as wheel chocks. Real behavior compared to the real airplane. Real weight and balance. Tested by real pilots. Realistic night lights effects on panel and cockpit. SOURCE INFO DEVELOPER POST LINK : NEWS SITE ARTICLE LINK : Carenado A42-500 Series Released for FSX & Prepar3D | FSElite FSELITE.NET After only revealing the aircraft a few short weeks ago, Carenado has released their anticipated A42 500 Series for FSX and Prepar3D. The included aircraft is the ATR 42-500. The aircraft itself saw its maiden flight in 1981 and has since seen over 1800 of the type built. With a typical seating layout for 48 […]
  22. New Previews of COLIMATA's Concorde By: Alex John April 18, 2019 New previews of the rendition of the infamous supersonic airliner, Concorde, have emerged from COLIMATA. According to the forum post they were posted on, the aircraft should be available within a month at x-plane.org. Presently, the developer is working on fmod sounds, functionality and the user interface. COLIMATA also released a preview video on the airliner's 50th anniversary of its maiden flight. See the development thread here. ‍ SOURCE INFO DEVELOPER POST LINK : NEWS SITE ARTICLE LINK : New Previews of COLIMATA's Concorde | Threshold WWW.THRESHOLDX.NET Further previews of COLIMATA's Concorde have been released. They primarily look at the cockpit of the supersonic airliner, and another of the Rolls Royce engine cowling. | Threshold: Question the Answers.
  23. 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. SOURCE INFO 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.
  24. FSimStudios has provided an update on the status of the next update to Cancun, as well as a look at what the future holds for the team. Cancun v1.2 and the Free Expansion Pack are delayed until May due to a variety of reasons such as the developer’s personal lives, new team members, as well as exams. The team’s next project will be CYEG Edmonton International Airport which has been in development for some time. The release is planned for this summer, and the airport will be exclusive to P3D v4.4+ as it’ll feature PBR textures, among other things. In addition, FSimStudios announced a new line of sceneries: their ‘LITE’ product line. While these sceneries will feature high-quality renditions of the airports, they will only feature a limited area of coverage and limited features (such as no PBR) but will also be available for a lower price to boot. The first LITE product from the team will be SABE (Aeroparque Jorge Newbery) in Southern South America, with more LITE scenery announcements coming in the future. Finally, it was noted that a v2 of their Calgary CYYC product is planned, which will be a complete remake of the airport, and will likely include a rendition of the city itself. Release for CYYC v2 is currently scheduled for 2020. That was all that was provided, but be sure to stay tuned to FSElite for any new information or previews on the recently announced products. You can also hear our thoughts on FSimStudios’ Cancun by clicking here. SOURCE INFO DEVELOPER POST LINK : NEWS SITE ARTICLE LINK : FSimStudios Provides Update on Projects | FSElite FSELITE.NET FSimStudios has provided a look at their plans for the future, including the status of Cancun v1.2 and some exciting new product announcements.
  25. In an announcement on Facebook, Onfinal Studio has released their fifth freeware airport scenery, Reus for Prepar3D v4. Reus airport is situated approximately 8km from Tarragona in Catalonia, Spain. This busy single runway airport is a popular connection destination for the glorious beach resorts of Salou and also for tourists wishing to visit Barcelona. Europe’s most popular carriers such as Ryanair, British Airways, Easyjet, TUI Airways and Jet2 are a common sight here, especially during busy tourist seasons. Included within this scenery package are features including dynamic lighting, custom made buildings and hand placed vegetation. Users can also expect high resolution detailing and satellite ground photo imagery. The short feature list can be found below. If Reus airport is on your list for your scenery library, head on over to the official Onfinal Studio website and download it now. Features Custom made buildings within the airport site Day and night textures Satellite ground photo Hand placed vegetation Dynamic lighting SOURCE INFO DEVELOPER POST LINK : Onfinal Studio - Reus Airport WWW.ONFINAL.DK Flight Simulation Scenery NEWS SITE ARTICLE LINK : Onfinal Studio Releases Freeware Reus Airport (LERS) for P3D | FSElite FSELITE.NET In an announcement on Facebook, Onfinal Studio has released their fifth freeware airport scenery, Reus for Prepar3D v4. Reus airport is situated approximately 8km from Tarragona in Catalonia, Spain. This busy single runway airport is a popular connection destination for the glorious beach resorts of Salou and also for tourists wishing to visit Barcelona. Europe’s most […]
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