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  1. UPDATE: FLYTAMPA - BOSTON REBOOTED V4.2 Dear simMarket Customer, at simMarket you can now find a new version of your product: FLYTAMPA - BOSTON REBOOTED V.4 You will find the link to download this update from your user account -> orders listing -> respective detailed order page on the bottom. (FlyTampa_Universal_P3D_Setup.exe) The installer is a complete replacement for previous versions, existing customers just need to remove the old version and install the new one. Should you have any questions please contact us via http://support.simmarket.com For technical support please contact the support addresses listed in the documentation for the respective product. The support addresses are also listed in the respective product description pages in our shop. Best Regards, The simMarket Team ------ simFlight GmbH Werner-von-Siemens-Str. 28 24568 Kaltenkirchen Germany SOURCE INFO DEVELOPER POST LINK : NEWS SITE ARTICLE LINK :
  2. Milviz Previews ATR Cabin and Cockpit Milviz is back once again with more glorious shots of their upcoming ATR 72, and this time of the high-quality virtual cabin and cockpit going into the product! These shots come just a few weeks after Milviz last showed off the ATR in-sim and with PBR applied, so it appears the project is moving at quite a rapid clip. We can’t wait to see more of the aircraft, and we’ll keep you updated just as soon as we can! SOURCE INFO https://fselite.net/previews/milviz-previews-atr-cabin-and-cockpit/
  3. Fly the Maddog X Development Update Leonardo Software House, the developer of Fly the Maddog X, has released a development update. Hot on the heels of the MD83 and MD-88 expansion pack, the developer says they are already beta testing the upcoming Fly the Maddog X release. While there is no release date as of yet, the latest version will add some new features and squash some bugs. The developer notes that all development is now focused on P3D v4.4 only, and the newest features will not be ported to any other platform. The newest version will see PBR used on both the inside and outside of the plane, giving users the option to enable or disable PBR independently for the VC and external 3D models. As well, the newest release will add the ACARS messaging system, allowing pilots to interact with airline dispatch and maintenance, adding another layer to the simulation. Another notable change is the ability to automatically sync changes made in the fuel and payload manager directly to the plane while the simulator is running. Users will no longer have to use the ‘sync from load manager’ option in the add-ons menu. As well, the ‘fix all failures’ menu option is no longer applicable since all maintenance will be controlled from the new ACARS system. For added convenience, the external model has received several click spots, allowing users to open and close passenger and cargo doors, stairs, radome, engine cowls, and cockpit windows directly from the external view. The developer also clarified the full product line and simulator compatibility with the following list: 32bit edition MD-82 base pack: FSX/FSX:SE/P3D v3.4; 64bit edition MD-82 base pack: P3D v4.2/v4.3; 64bit edition MD-82 base pack for P3D v4.4: P3D v4.4; 64bit edition MD83 & MD-88 variants expansion:P3D v4.2/v4.3; 64bit edition MD83 & MD-88 variants expansion for P3D v4.4:P3D v4.4. For a full description of the upcoming changes, click here (PDF file). SOURCE INFO https://www.flythemaddog.com/forum/index.php?/topic/10946-fly-the-maddog-x-development-update/ https://fselite.net/news/fly-the-maddog-x-development-update/
  4. Further to their confirmati0n that they are going to bring Singapore to a new standard with PBR (Physically Based Rendering), Imaginesim has shared some new previews of the effects in full force. Speaking to the developers earlier today, the team have discovered a new way PBR rain textures into the product for fantastic effects. As you can see from the various screenshots, when the rain falls in Singapore, you will know about it. The Prepar3D V4 update will come along soon and will include a few bug fixes and also ensure that the location of the airport is correctly geo-located. Once we know about a release date, we’ll let you know about it. For now, follow Imaginesim on Facebook. Or you can buy Singapore from Imaginesim via their web store for £25.99. If you still use FSX, you can grab that version for the same price here. It should be noted that the PBR update will only work for Prepar3D V4.4 and above. SOURCE INFO DEVELOPER POST LINK : NEWS SITE ARTICLE LINK : https://fselite.net/previews/imaginesim-preview-singapore-wsss-in-the-rain-pbr-effects/
  5. Traffic Global Early Access - v1.1.1.0b Update Traffic Global Early Access - v1.1.1.0 Update Dear Sir/Madam, This is just a quick mail to let you know that new v1.1.1.0 software for Traffic Global Early Access is now available, providing a number of updates and fixes as well as some new/updated liveries. Please see the Traffic Global Early Access Support page for all the details. If you log in to your Just Flight account and click on 'Your Orders', you will be able to re-download the updated Traffic Global software. Best wishes, The Just Flight Crew its 1.1.1.0b in the file name SOURCE INFOhttps://www.justflight.com DEVELOPER POST LINK : https://www.justflight.com NEWS SITE ARTICLE LINK : https://www.justflight.com
  6. 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 NEXT ARTICLE Vatsim Cross The Pond 2019 Airfield Applications Open March 4 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 SOURCE INFO DEVELOPER POST LINK : NEWS SITE ARTICLE LINK : https://fselite.net/originals/milviz-sr-71-blackbird-the-fselite-first-look/
  7. Developer IndiaFoxtEcho has released an update for their F-35 Lightning package that includes PBR. In a post on their website, an extensive changelog describes the rebuilt internal and external models and the inclusion of PBR. In order to accomplish this update, the source models were completely rebuilt, resulting in, what the developer says, is a much better looking plane. Because the model files were compiled with P3D v4.4 tools, they cannot be used in earlier versions of P3D or in FSX. However, the developer has included non-PBR models for those who may prefer them. Moving forward, the project will only be updated for P3D v4.4. The update can be obtained here or from the site. CHANGE LOG Version 3.60 Rebuilt all external and internal models to support PBR textures All models recompiled using P3Dv4.4 tools Updated landing gear model Fixed minor UVW coordinates error on F-35C external model Fixed minor graphic glitches in F-35B and F-35C external models Major rewrite of MFD code with reduced memory footprint and (marginal) performance improvement New .air files to provide better, more linear throttle vs. thrust curve Fixed several glitches in the FCS code FCS Animation code rewritten Fixed bug that caused the first radar track not to show in some screens Note: This update by default is configured to use PBR models and work with P3Dv4.4. You can use this update also with P3Dv4.0 to P3Dv4.3 by deleting the model.cfg files in the model folder of each aircraft and rename the “model.cfg.BackupNonPBR” to “model.cfg”. SOURCE INFO DEVELOPER POST LINK : NEWS SITE ARTICLE LINK : https://fselite.net/news/indiafoxtecho-updates-f-35-lightning-for-p3d-v4-4/
  8. The 747 Classic is one of those aircraft that many simmers have been longing for in recent years, but has seemingly gone ignored by some of the bigger names in the aircraft development community. That is, of course, until back in June of 2018, when Just Flight announced they had taken up the mantle to bring a high-quality rendition of this aircraft to our sims. This announcement was met with much excitement and yet, left the community wanting more. Thanks to the extremely generous folks over at Just Flight, I’m proud to bring you new and exclusive previews on the upcoming 747, as well as a ton of new information on the project sourced from an interview with Just Flight’s own Martyn Northall! The interview with Martyn touches on nearly everything you could want to know about the upcoming 747 Classic, from systems depth, to a potential virtual flight engineer, as well as the variants that Just Flight will be creating. Be sure to stay tuned in the coming days and weeks for some new information on the 747 Classic! Here’s the full interview with Martyn: Thanks for taking the time to talk to us. Our first question is pretty simple, but probably requires a longer answer. Why? Why did you decide to bring the 747 Classic series to the simulator instead of other vintage airlines? We are always on the look out for possible future aircraft that have either yet to be created for FSX/P3D, have been created but not to a complex standard or are from many years ago. The 747 Classic was one of the favourites on our list (I have a model of a British Caledonian 747 Classic in my office) and to be honest we were quite surprised that one wasn’t already available. It’s undoubtedly an iconic aircraft but obviously a very complex type, requiring a significant investment of time and cost. We published the CLS 747-200/300 quite a few years ago and it was a very popular product. We originally envisaged reusing some of the assets from that product but ultimately decided that a ‘clean-sheet design’ was the best option for achieving the standard that we wanted. I believe we’ve got a strong reputation for classic British aircraft, but we’re keen not to get stuck in any one ‘genre’ and the 747 Classic seemed like a logical step towards larger and more complex aircraft. Is this an internal development? How many people are working on the project? What experiences have they had on aircraft development? Yes, this is an in-house product, so the development is being led by the Just Flight development team. That team consists of predominately full-time employees but also external partners, and part-time partners who work on our aircraft alongside their day jobs. It’s a diverse team! There have been at least ten people working directly on the development of the 747, albeit not necessarily all at the same time as the project progresses through several stages (modelling, coding etc.). In addition to the development team there are probably another five people contributing to manuals, marketing and other non-development elements, and then a further 20+ testers. The past experience of our in-house team is quite well known (https://www.justflight.com/category/developed-in-house) but we’ve also brought in new expertise from developers behind some of the popular study-level airliners that have been released for FSX/P3D in recent years. I think it’s fair to say that your internal team has spent a lot of time on creating high quality GA aircraft as of late – why the change now to something much bigger and much more complex? We’ve always strived for variety in what we develop to keep things fresh, for the sake of our own sanity as well as attempting to cater to the wide-ranging tastes of our customers. Since 2013 we have developed everything from a PA28 and C152 to a Canberra PR9 and Tornado, and a L-1011 Tristar. We’ve released quite a few GA aircraft in recent years but that is as much a result of the shorter development times for aircraft of that scale than a deliberate focus on that one genre. Whilst continuing to develop GA aircraft for FSX, P3D, X-Plane 11 and Aerofly FS 2, the next couple of years will see the development of several airliners. The VC10, 747, and 146 are already public knowledge but we have at least two more in the early stages of development. We are continuing to invest in the expansion of our development team and that has brought in not only additional capacity for a greater number of product releases each year but also a wealth of experience with complex aircraft, and our goal is to develop complex airliners alongside our existing GA and military product range to offer the best possible variety to our customers. In terms of system depth and usability, how detailed are you going to make the 747 Classic? Modelled systems, failures, etc? As with previous aircraft such as the Tornado GR1 and Vulcan, our focus is on providing highly functional and realistic representations of the real aircraft, including all the core systems – electrical, fuel, hydraulic etc. Those systems will very closely match the real aircraft based on our studies of a vast collection of reference material and the involvement of air and groundcrew with real-world 747 Classic experience. The 747 will bypass some of the FSX/P3D limitations by running systems ‘externally’ to the simulator, such as engine parameters and fuel flow. We’ve also been developing a new INS unit for a while now and that will be included for authentic navigation. Failures will be simulated due to the way the systems are programmed, for example a failure of a specific transformer-rectifier or AC bus in the electrical system would result in the correct subsequent failures and switching logic, but we’re not aiming for a Level-D simulator. Our business model is obviously quite different to those of developers such as PMDG and FS Labs. 747 Classic hasn’t been our sole focus for multiple years with a corresponding £120 price-tag, so decisions had to be made about what features, including failures, were worthwhile for routine flights. One of strengths as a developer is that we listen and react to, and actively encourage, feedback and suggestions from our customers, so we will continue to build on the complexity and functionality of our aircraft in response to that. Will you be making use of the latest technology such as PBR texturing or windshield effects? We are continuing to explore the technical possibilities that are emerging as a result of new features in Prepar3D such as PBR materials and windshield effects. Our aim is to include as many of these features as possible and we expect that PBR materials will become standard on all our future aircraft including 747 Classic, just as they already are on our X-Plane 11 aircraft. As demonstrated by some of the recent announcements from other FSX/P3D developers, continuing to develop for FSX alongside P3D v4 creates quite a lot of extra work and in some cases constrains our ability to add new P3D-specific functionality, but we are working hard to address that (and our intention is to continue supporting FSX). The 747 Classics was a very hands-on aircraft, requiring 3 people to operate it. Are you offering some kind of virtual flight engineer to take some of the load off the user? This is an area that we will provide more details on in future project updates as it is dependent on many other areas of the systems programming, but as with our past aircraft one of our key goals is to develop an aircraft with excellent usability regardless of your skill-level. The 747 Classic has a formidable Flight Engineer’s panel with controls for many critical systems, so we will cater for the single-pilot aspect of operating aircraft within a simulation environment, including automation where appropriate. You have so far announced the 747-100, 747-200/F, what are the chances we’ll see other variants of the aircraft, such as the SP, SOFIA and -300, depending on how it is received by the community? Following on from the -100, -200 and -200F, we are developing the -300, SP, VC-25 (‘Air Force One’) and E-4B (‘Advanced Airborne Command Post’) variants. This was in direct response to feedback from the community as there was plenty of interest in those variants. They are all derivatives of the -200 and will likely share common virtual cockpits and systems rather than each being a unique product, so will form an expansion pack for 747 Classic owners. We’ll bring you more details on those following the release of the base pack. There are other variants and hundreds of livery options, so much like with our PA28s, we are looking at building on the release of 747 Classic to create a series of 747 products. Do you, or any of the development team, have any stories about the 747 Classis series you’d like to share? Either from real life past adventures or during development. A key requirement for any in-house aircraft project is to get access to the real-world aircraft. In the case of the 747 Classic, we visited an aircraft at Bruntingthorpe Aerodrome to take hundreds of photos of every part of the exterior and interior. It was a great experience for an aviation enthusiast – we were dropped off beside the aircraft, given a torch and instructed to access the interior by climbing into the avionics bay near the nose-gear and out through a hatch in the floor of the first-class cabin. Walking through the dark, empty interior of a 747 makes you truly appreciate the scale of the aircraft. We had the opportunity to explore the entire aircraft, looking in all the compartments such as the crew-rest areas that you typically wouldn’t get access to. There are several 747 Classics at Bruntingthorpe Aerodrome and one of them is stripped bare and is occasionally used for Christmas work parties! Anything else you would like to add? Thanks for the continued support from the community, including FS Elite and all your readers who we regularly chat with in the comments sections. Just Flight is undergoing an exciting period of growth as we continue to evolve from being a traditional publisher and webstore to one of the largest developers in the industry. Last year was a record one for us as we released 11 of our own products, and we’ve been really pleased to see all the great feedback. The coming year will see the release of a wide variety of airliners, GA and military aircraft, as well as scenery and utilities for FSX, P3D, X-Plane 11 and Aerofly FS2, so there’s plenty of work to keep our development team busy! SOURCE INFO DEVELOPER POST LINK : NEWS SITE ARTICLE LINK : https://fselite.net/originals/fselite-exclusive-just-flight-747-classic-interview-and-previews/
  9. Flysimware Falcon 50 Beta v1.8 Released by MAX DYBA on 3RD MARCH 2019 NEWSP3D FACEBOOK TWITTER REDDIT In a post on their forum, Flysimware has announced that they’ve released their Falcon 50 to v1.8 beta for FSX/SE and Prepar3D. The version 1.8 beta build brings along a new visual fuel truck for changing fuel payloads, new sounds, increased poly counts and more which can be found at the end of this article. Owners of this aircraft can only grab a hold of this beta build if they’ve purchased it from Flysimware’s store. If you don’t already own Flysimware’s Falcon 50, you can grab a hold of it on simMarket for a price of €43.91 (Excl. VAT) for FSX/SE and Prepar3D v1-4. New Features New visual Fuel truck for changing fuel payloads. New gear sound with wind, new wind sound, new wheel whine sound and flaps handle sound. Tires are increased in polys to make the roundness smoother. Fixes Improved glareshield lighting. Tooltip for the vertical speed hold fixed for fsx. The Hobart sound fixed. Both HSI ADF/VOR needle updated. See the new updated user manual page 10 section 9 for detailed info. TAGS : BETADASSAULTFALCON 50FLYSIMWAREUPDATE SOURCE INFO DEVELOPER POST LINK : https://fselite.net/news/flysimware-falcon-50-beta-v1-8-released/ NEWS SITE ARTICLE LINK : https://fselite.net/news/flysimware-falcon-50-beta-v1-8-released/
  10. Orbx CityScene Orlando Updated to v1.10 by JOE on 3RD MARCH 2019 FSXNEWSP3D FACEBOOK TWITTER REDDIT Over on their Forum, Orbx has announced that they’ve released an update to their popular Orlando CityScene add-on. This update brings along major load time savings and a couple of other performance improvements which you can find in the changelog at the end of this article. Unlike other updates delivered through FTX Central, you must UNINSTALL the original version – do not “Update product”. This version requires the product to be a clean install. Orlando CityScene is available from the OrbxDirect for a price of $29.95 AUD (Estimated at £21.20 USD, €18.64 EUR, £16.05 GBP). At this time, the product is only available for FSX and P3D. Changelog Rooftop objects have been merged into base objects (10-15%) load time savings Night lights are turned off by default (30-35% load time savings max) Autogen buildings used by default instead of custom buildings (25-30% max load time savings) Night lights and autogen residential buildings are used by default and can be toggled with Control Panel Fixed missing jetway problem at KMCO airport A few other minor anomalies that were discovered were fixed. Slight increases in performance TAGS : CITYSCENEORBXORBXDIRECTORLANDOSCENERYUNITED STATES FACEBOOK SOURCE INFO DEVELOPER POST LINK : https://fselite.net/news/orbx-cityscene-orlando-updated-to-v1-10/ NEWS SITE ARTICLE LINK : https://fselite.net/news/orbx-cityscene-orlando-updated-to-v1-10/
  11. PMDG Reveals More Development Updates PMDG CEO Robert Randazzo has revealed the latest information regarding PBR updates and a little teaser regarding their NG3 project. In a post on their new forum, Randazzo announced that PBR testing for the 747 QOTSII has now been given to beta testers in order to push for a release after this weekend. After a troubled few weeks of technical difficulties, PMDG were looking at last Thursday 28th February being the release date. Unfortunately, this was put back because of presumed conflicts with the 747 and its interaction with their Global Flight Operations environment in Prepar3D v4. After collaboration with Lockheed Martin and no fewer than 10 different developers, the issues seem to be fixed and they are finally putting the finishing touches to this openly challenging project. Information regarding their highly anticipated NG3 project is still pretty tight-lipped, but what we know from the forum post is that the 737 NG3 is moving along very quickly through its development phase. Mr.Randazzo stated that development has been going on for a long time and was keen to tease as he wrote; “There is so much about this product that you guys are going to absolutely LOVE. I cannot wait to be able to share more but alas, not just yet”. For the full article on the PMDG forum click here. Please note that you have to be a registered user to see this article. SOURCE INFO https://forum.pmdg.com/forum/main-forum/general-discussion-news-and-announcements/4037-02mar19-oh-what-a-week-it-has-been-some-747-pbr-good-news-and-a-few-other-items https://fselite.net/news/pmdg-reveals-more-development-updates/
  12. Right another beauty that I have found / subscribed to. A GSX sound pack. This bring more regional voices to GSX (UK, EU, USA) Best of all its a FREE pack aslong as you have GSX installed then your immersion is enhanced (despite GSX playing silly buggers lol). A youtube review has also been made SOURCE INFO DEVELOPER POST LINK : NEWS SITE ARTICLE LINK :
  13. Orbx Truearth Netherlands HD-UPDATE on ftx central SOURCE INFO DEVELOPER POST LINK : NEWS SITE ARTICLE LINK :
  14. good day all didnt know that someone was working an a A220 this looks nice bu in need of some more work SOURCE INFO DEVELOPER POST LINK : https://www.facebook.com/watch/?v=308899553314052 NEWS SITE ARTICLE LINK : https://www.flightsim.news/2018/11/whiskey-jet-simulations-a220-300-fsx/
  15. Version 1.1.1.0 of Traffic Global is now available. See here for more details: https://traffic.justflight.com/topic/999/traffic-global-1-1-1-0 SOURCE INFOhttps://www.justflight.com DEVELOPER POST LINK : https://www.justflight.com NEWS SITE ARTICLE LINK : https://www.justflight.com
  16. Found this on fselite I am sure people would like this SOURCE INFO DEVELOPER POST LINK : NEWS SITE ARTICLE LINK : https://fselite.net/previews/cloudberry-sim-announce-oakland-international-airport/
  17. Well, from time to time I feel that some sort of quality check should be required by Simmarket (or others as well) before they offer us their software products. In this particular case its pretty obvious what you get - they (that is "FlightSimDesign Chile") even have a video of their humble product, so unless you're blind, you can't complain 18 Euros (ex tax)!?!? With the growing amount of addons - mixed with older ones - it starts to get tricky to get what you aimed for - right version at decent quality. What do you think? Regards SOURCE INFO DEVELOPER POST LINK : https://youtu.be/7UGQLYTH2yY NEWS SITE ARTICLE LINK :
  18. Checkout 2:36 it could easily be mistaken for real life. Wow. Only announcing the development a week ago, Digital Design has today released Liverpool John Lennon (EGGP) Airport for Preapr3D V4. The British Airport sees plenty of airlines operate a variety of routes in and out of the regional airport. Developed with the latest techniques in mind, the airport includes PBR materials, realistic wet puddle effects and high resolution textures throughout. Furthermore, the scenery package includes custom surroundings (including houses, trees and other buildings) and high-resolution terrain coverage throughout. Digital Design has also ensured that there is realistic 3D night lighting, supports the GSX docking system (GSX required) and is frame rate friendly. The airport can be purchased from simMarket €20.50. Full Feature List: Detailed airport objects and vehicles created using PBR materials Realistic wet, puddles effects(PBR materials) High resolution textures on the airport buildings High resolution ground textures created using PBR materials Realistic high resolution vegetation throughout the area Custom surroundings, almost every house and tree in area. Scenery configurator for customization 3D grass Friendly FPS High resolution terrain coverage of the airport and surroundings Realistic 3D night lightning Dynamic lighting including animated vehicles Highly realistic night time effects with custom 3D runway and taxilights Animated airport vehicles, cars. Support GSX docking system (GSX recommended) SOURCE INFO DEVELOPER POST LINK : NEWS SITE ARTICLE LINK : https://fselite.net/news/digital-design-release-liverpool-john-lennon-airport-for-prepar3d-v4/
  19. Training video producer Airline2Sim has released their latest product line Airport2Sim Amsterdam. The 6-part video course will teach you everything you need to know about moving around one of Europe’s largest and most complex airports. Thanks to FlyTampa’s excellent rendition of the Dutch airport, Amsterdam can now be piloted to the same degree as the real-world counterparts. The course sees Ben be joined by resident pilot James who takes you through everything you need to know and more. From taxi routes, push back procedures, arrivals and more, the series of videos includes graphic overlays to help visualise what is being said and also tips and tricks from real-world experience. Further to the training videos, Airline2Sim has included a range of in-sim content to support your experience at Amsterdam airport. This includes a comprehensive information sheet for every airliner gate at the airport. This will show you which aircraft and airline is appropriate for which gate. Furthermore, thanks to the power of SODE and GSX Level 2, Airline2Sim has included GSX profiles which place SAFEDOCKS in every single correct position as well as making sure that ground vehicles and push backs are accurate to the real world airport. Airport2Sim Amsterdam by Airline2Sim is now available to purchase for $9.99. It includes the 6-part training series (all of which can be downloaded to your preferred device) as well as the aforementioned GSX profiles and documentation. You can follow the forum post on Avsim for further details regarding specific course information per episode and what to expect next. SOURCE INFO DEVELOPER POST LINK : NEWS SITE ARTICLE LINK : https://fselite.net/news/airport2sim-amsterdam-now-available-to-purchase/
  20. Just shy of a month after showing off the animated cockpit of their upcoming ATR-72, Milviz is back to show off yet another preview of the upcoming bird! This time, we are treated to a shot of the ATR in-sim (Prepar3D, v4 in this case) and with PBR applied, if the hashtags under the post are anything to go by. We dug around in the comment section and were able to unearth that the aircraft is planned to be released for both Prepar3D v4 and X-Plane 11, with FSX now out of the question entirely. We’ll endeavour to keep you updated on anything new surrounding the upcoming Milviz ATR-72. SOURCE INFO DEVELOPER POST LINK : NEWS SITE ARTICLE LINK : https://fselite.net/previews/milviz-previews-their-atr-72/
  21. Just Flight Avro Vulcan Overview and tutorial. SOURCE INFO DEVELOPER POST LINK : NEWS SITE ARTICLE LINK :
  22. This might be good! "Here's something to shorten your waiting time. Only a few more quirks need to be resolved before we are ready to release this rather extensive update for our Ultimate 787. Enjoy!" SOURCE INFO DEVELOPER POST LINK : NEWS SITE ARTICLE LINK :
  23. Developers RealWorld Scenery has released their third and final part to their Ultimate VFR New York State package. The purpose of the software is to inject photo-real ground textures with accurately placed trees and structures to make a more realistic version of the area within the simulator. The product also contains snow textures during winter and accurately placed and sized night lighting. Furthermore, the default airports in the area covered by the package has been re-worked a little to include better blending to the ground imagery injected by Ultimate VFR New York State. The 16.7GB package works for FSX and Prepar3D 1 -4, but has been designed to work best with the latest version of Prepar3D. No coverage map has been provided, so it’s hard for us to accurately say which areas this package does contain. However, you can see Part 1 and Part 2 on simMarket which has coverage maps. It should be noted that you don’t need both, as they work as separate packages just fine. You can buy Ultimate VFR New York State Part 3 from simMarket for €8.00. SOURCE INFO DEVELOPER POST LINK : NEWS SITE ARTICLE LINK : https://fselite.net/news/realworld-scenery-releases-ultimate-vfr-new-york-state-part-3/
  24. Latest company killing support for 32bit. Also no development for non PBR versions of P3D. "Once we switch over to PBR, it's exceedingly costly and difficult to match what's in that over to FSX materials. And it's a lot more difficult to maintain two distinct model/material sets." SOURCE INFO DEVELOPER POST LINK : NEWS SITE ARTICLE LINK :
  25. Flightbeam Studios Announces Toulouse–Blagnac (LFBO) Over on their Facebook page, Flightbeam Studios has made an exciting announcement that they’re bringing Toulouse–Blagnac Airport (LFBO) to our simulators. Located in Southwestern France, Toulouse Airport is well-known for being home to Airbus’ main office and manufacturing facility. It sees civil operations from many well-known airlines such as easyJet, Volotea, Ryanair, Air France, UPS and many more. Toulouse–Blagnac is being developed by Thomas of Jetstream Designs, which has recently joined the ever-growing Flightbeam development team. We do know from the single screenshot of the tower that this airport is being developed for ESP platforms. Not much other information has been provided, however, we’ll endeavour to keep you up-t0-date on the progress of this scenery. SOURCE INFO https://fselite.net/news/flightbeam-studios-announces-toulouse-blagnac-lfbo/?utm_source=article&utm_medium=push
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