• Monday


    Flight Simulator X - Original Aircraft
    Douglas A-20 Havoc v1.0 for FSX/P3D by Milton Shupe
    FSX Korean Air CSeries 300 V5L / Air Stairs by Camil Valiquette
    FSX Korean Air CSeries 300 V5L by Camil Valiquette

    Flight Simulator X - Aircraft Repaints, Textures and Modifications
    WAMOS Air Boeing 747-400 (EC-MRM) by Miguel Angel Taboada
    American Airlines "Retrojets" Boeing 787-8 by Matt Smith
    Comair Boeing 737-800 (ZS-ZWG) by Torsten Märtke
    South African Airways Boeing B737-800 (ZS-SJU) by Torsten Märtke
    Norwegian Air Uk "UNICEF" Boeing 787-9 (G-CKLZ) by Miguel Angel Taboada
    South African Airways Airbus A330-300 (ZS-SXJ) by Torsten Märtke
    Delta Airlines Boeing 787-8 by Jevon Munsanto
    Antonov 12 Cavok Air (UR-KDM) 'Green' by Enzo CATTANIA - Simcreations
    Japan Airlines Boeing 787-8 JA822J by Gustavo Aguiar
    TUI Airlines Belgium B787-8 Dreamliner 'Diamond' OO-JDL by Jason Smart
    Varig Boeing B777-200 (PP-VRC) by Torsten Märtke
    Varig Boeing B777-200 (PP-VTM) "fictional retro" by Torsten Märtke
    Boeing 787-8 Deer Jet (2-DEER) by Miguel Angel Taboada
    Boeing 787-8 Jet Aviation N28MS by Miguel Angel Taboada
    Boeing 777-300ER Swiss Air (HB-JNH) by Miguel Angel Taboada
    China Southern Airlines Boeing 787-8 B-2788 by Gustavo Aguiar
    United Airlines "747 Friend Ship" Boeing 747-400 (N121UA) by Gabriel Guzman | PMDG
    Virgin Atlantic Airways Boeing 787-9 G-VFAN by Gustavo Aguiar
    Varig OC Curtiss C-46 Commando PP-VCB by Gustavo Aguiar
    Amsterdam Airlines Airbus A320 (PH-AAY) by Torsten Märtke
    KLM Orange Pride Boeing 787-9 Dreamliner by Lee Grant
    Libyan Airlines Airbus A330-200 (5R-LAR) by Torsten Märtke
    Libyan Wings Airbus A319 (5R-WLA) by Torsten Märtke
    LOT Boeing 787-8 SP-LRG by Lee Grant
    Majestic Q400 Qantaslink VH-QOA 2017 colours FSX by Alex Nation
    A2A T6 Texan - N2861G by Trace Lewis
    LOT Boeing 787-8 SP-LRG by Lee Grant

    Flight Simulator X - AI Aircraft
    QantasLink de Havilland Dash 8-400 Fleet by Matthew Fitzjohn

    Flight Simulator X - AI Flight Plans
    Azimuth October 2017 by Uli Haehnel

    Flight Simulator X - Panels
    Boeing Skin + Ukrainian CrewPack Update for FS Announcement Panel v2.0 by Gene Churumov

    Flight Simulator X - Scenery
    GMTT, Tangier Ibn Batouta Airport, Morocco by Tim van Ringen
    LSZN Hausen am Albis, Switzerland for FSX/P3D by Wolfgang Allers
    LSGS, Sion Airport, Switzerland by Tim van Ringen

    Flight Simulator X - Miscellaneous Files
    Quality Wings 787 - Additional maps for Pakistan by Irfan Kaleem, Haris Malick

    Flight Simulator 2004 - Original Aircraft
    Douglas A-20 Havoc v1.0 for FS9 by Milton Shupe
    FS2004 Korean Air CSeries 300 V5L by Camil Valiquette

    Flight Simulator 2004 - Aircraft Repaints, Textures and Modifications
    Alaska Air Cargo Boeing 737-700BDSF by Joe Shimmel | Tenkuu Developers Studio

    Flight Simulator 2004 - AI Aircraft
    CemAir CRJ-200 by Chris Peschke
    Croatia Airlines (operated by Air Nostrum) CRJ-1000 by Ken Carson

    Flight Simulator 2004 - AI Flight Plans
    AI Flightplans from St.Barth Commuter by Alexandre Alves
    AI Flightplans from Winair - October 2017 by Alexandre Alves

    Flight Simulator 2004 - Sounds
    Ukraine International CrewPack for FS Announcement Panel v2.0 FS2004/FSX by Gene Churumov
    Ukraine International (UIA) CrewPack for FSPassengers by Gene Churumov

    Combat Flight Simulator 1 and 2 - Aircraft
    A26k Captmercy/Dvslats by Peter Mercy / Dvslats
    U-17 Captmercy by Peter Mercy

    Prepar3D - Aircraft Repaints, Textures and Modifications
    American Eagle Bombardier CRJ-900ER (N248LR) by Neo Leung
    American Eagle Bombardier CRJ-700ER (N726SK) by Neo Leung
    Delta Air Lines Boeing 747-451 (N674US) by Alex Farmer

    Prepar3D - Scenery
    Fix for ferry boats on Rio-Antirio scenery for P3D v4.x by Vassilios Dimoulas
    Montepulciano and Basilica of San Guido N43.05.26 E11.40.28 by Pasquale Marrulli
    Montepulciano and Basilica of San Guido N43.05.26 E11.40.28 wine town by Pasquale Marrulli
    LOIJ by Karl Malle
    LOIR by Karl Malle
    LOLW by Karl Malle

    Flight Sim 2017 - A Resounding Success


    A huge thank you to everyone who came along to Saturday's Flight Sim 2017 show at the RAF Museum Cosford and to all the exhibitors who supported the show - you all helped make it a most enjoyable day and it really was great to see you all. Special thanks to everyone who travelled to the show from across Europe, the USA and even as far as Australia - we take our hats off to you!
    With 34 exhibitors, over 1,800 visitors over the course of the day and a variety of enjoyable presentations in the auditorium, it certainly felt like the best show yet. The world of flight simulation is clearly in very good health and we weren't the only ones to notice a renewed buzz in the community about the possibilities opened up by the release of the latest versions of Prepar3D and X-Plane.
    Here’s a summary video of the day, hope it gives a nice flavour of what the show was all about: https://www.youtube.com/watch?v=Db49AZiYTWk&t=2s

    Lousiville International From FSDT


    FSDT has announced the release of the new Lousiville International Airport (KSDF), home of the UPS Worldport cargo Hub.
    Featuring an unprecedented integration between the scenery and GSX, to simulate the special Cargo Stand loading platform, with new human animated characters that move containers to/from the airplane directly into the warehouse, with a precise placement system that supports several cargo airplanes as used by UPS ( 757, 767, MD11 and A300 ). The scenery use SODE jetways. It has been designed with Prepar3D V4 in mind, with many optimizations specific to it, but it's also compatible with FSX.
    GSX has also been updated with many bugfixes, new features and all the required additions to support the new cargo loading system at KSDF.
    For the next days, we are having a launch Promotion: purchasing KSDF will allow you to obtain an 40% discount on any other FSDT product that will be purchased together with it. To activate the offer, use the following Coupon Code in the ordering process:
    The Launch promotion will last until October 23rd 2017
    Visit the FSDT Forum for further information.

    Just Flight DHC-3 Otter Released


    Just Flight announced their DHC-3 Otter is now available. This FSX and P3D package includes classic and modern cockpit configurations for the wheel, amphibian, float and ski variants of the famed STOL DHC-3 Otter, with a variety of civilian and military paint schemes for each variant, realistic systems functionality, accurate flight dynamics and an authentic radial engine sound set.
     Features include HD textures, start-stutter engine effects, fully modelled passenger cabin area with a variety of deployable cargo, fuel tank selection and smoothly animated 3D instrumentation.

    The DHC-3 Otter is a single engine, high-wing aircraft designed for short take-off and landing (STOL) operations. Developed as a successor to the popular DHC-2 Beaver, it shares the same configuration but with a larger wing, fuselage and a significantly greater operating weight. It is powered by a R-1340 radial engine and it can seat up to eleven passengers and a variety of cargo, including ski-doos and motocross bikes destined for remote areas which are inaccessible to less rugged aircraft. A total of 466 were built between 1951 and 1967.

    Modelled using real-world plans, the aircraft feature multiple animations and a highly detailed engine. The faithfully recreated virtual cockpit features 3D instrumentation, wear and tear, and realistic systems functionality.
     A variety of civilian and military paint schemes for each variant, realistic flight dynamics and an authentic radial engine sound set complete this extensive package.
    Visit the DHC-3 Otter Product Page for further details .

    Tokyo Wow City Pro Released.


    Tokyo is the capital city of Japan. This pro version scenery covers the city center of the Tokyo city in spring, summer, autumn and winter with same texture, and over the photo real ground filled with various japanese style autogen buildings, JR and metro train station buildings, shopping malls, banks, churchs, commercial buildings, towers, apartments, etc.
    Visit the SamScene Tokyo Wow City Pro Homepage for further details.
    QualityWings, one of the industry leaders in flight simulation, in partnership with Flight One Software has officially released The Ultimate 787™ Collection for FSX.
    The Boeing™ 787 Dreamliner™ is a tech marvel of aviation. Using advanced composites, fuel efficiency, new electrical designs, and new engine types, the 787 ushers in the future in aircraft design. You can now experience this airliner in FSX (soon to be available for P3D).
    This product is an officially licensed product from Boeing™, and QualityWings has left almost no stone unturned in covering the vast array of features of the 787.
    Choose between highly accurate and detailed models that include the 787-8, 787-9 models (the 787-10 is planned). Based on hundreds of drawings, photos, and videos, the exterior models replicate every small detail of the real airplane. Differences between each variant - such as for the main landing gear - are modeled in great detail. In addition QualityWings has made sure that material reflectivity, aircraft lights and animations closely resemble the real aircraft. There are over 100 Custom animations on the exterior models.
    The advanced virtual flightdeck of the 787 has been painstakingly rendered in super-high detail with differences in the 787-8 and 787-9 flightdeck modeled. Included are comprehensive aircraft system simulations that cover the FMS with SIDS/STARS, fuel balancing function, realistic RR and GE engine models with matching EICAS indications, HUD, Electronic Flight Bag, Airport Display System, and a whole lot more.
    The advanced sound system includes two incredibly realistic sound packages for the GE and RR engine variants. All sounds were recorded on the real airplane and include environment sounds that will immerse you right away.
    Choose from over 65 high quality real-world liveries, available for download free of charge from the QualityWings website.
    Increase your immersion even more with the QualityWings Passenger Alerting System (QWPAS) which offers an authentic passenger announcement experience and the QualityWings Crew Alerting System (QWCAS) - your Virtual Captain and First Officer.
    The FSX version is now available from Flight1.com
    After the release of Languedoc-Roussilon VFR scenery for P3Dv4, France VFR is proud to announce their latest couple of VFR Sceneries :  French Riviera VFR P3Dv4 Vol.1 and Vol.2.
    This very famous area covering the French Riviera south-eastern part of France is modelized with hundred thousand of 3D dedicated buildings and a very accurate vegetation using our 3D Automation technology !
    This new scenery is fully compatible with the other 3D Automation VFR and Airports sceneries...
    The new VFR Regional series was designed and developped to provide VFR flight an environment as realistic as possible. It is the result of years of experience and practice in flight simulation and 3D modeling.
    "VFR Regional" products embed all enhancements from the new 3DAutomation® technology developed by France VFR. This technology already allows to generate the most realistic and dense environments ever seen. It does not intend to model real world accurately but to create a copy "as real as it gets" on a massive scale. It will evolve to adapt to the needs and new data available.

    This scenery is full compatible P3Dv4 64 bits with specific installer and is compiled in 64 bits format.
    The scenery is available at France VFR and European resellers.

    France VFR

    Features :
    - Ground textures from 0.8 to 1.20 meter / pixel resolution from IGN aerial photography reworked for an optimal visual rendition in Prepar3D®  (summer only).
    - Dedicated mesh with high definition 4.75 meters (LOD13).
    - Lakes and rivers with navigable waters fitting the texture.
    - Transparency management of the seabed on the entire scene.
    - Semi-detailed generic airports including flatten platform correction.
    - Obstacles and VFR landmarks modeled on the entire scene including the official SIA database (antennas, towers, water towers, wind turbines, various constructions ...).
    - Hundreds of thousands of objects and notable buildings integrated into the environment (churches, power plants, silos, castles, industrial tanks, bridges, tolls, cranes, boats, streetlights, road signs ...).
    - Integration of 3D Automation® technology allowing multi-million buildings and realistic vegetation areas fitting geographic specs.
    - Extremely dense and optimized vegetation coverage using a custom rendering module controlled by artificial intelligence (AI).
    - Autogen buildings including additional specific and optimized 3D variations.
    - Geo-referenced data for maximum compatibility with future add-ons installed on the same area.
    - Development process 100% Lockheed Martin® SDK specifications compliant, ensuring maximum compatibility with new releases.

    The extension pack for both sceneries should be available late 2017 for both FSX and P3Dv4 versions...
    By Simon Kelsey
    Contributing Editor
    Gunnar Lindahl is the new man at the top of online flying network VATSIM. Elected in August to serve a two-year term as President of the network’s Board of Governors, he’ll be responsible for the day-to-day running and long-term development of the organisation, which has more than 76,000 members. He sat down with AVSIM’s Simon Kelsey to talk about his vision for the network.
    SK: Welcome to AVSIM! To start at the beginning -- what brought you to VATSIM?
    GL: It’s an interesting question. When I was at school, I was in to the simulation genre of games but I’d never really come across flight simulation. One of my school friends introduced me not to Flight Simulator but to VATSIM, so I actually discovered Flight Simulator through VATSIM, which I realise is a bit of a weird way of doing it, and yeah, hooked from there. So he was a pilot and a controller in the UK division, I joined as a pilot, bought myself a copy of FS9, got my head around the world of aviation, or at least the bits that I needed to know, and then basically became an active pilot, shortly followed by going down the controller route. So that’s how I got introduced to it -- very little, or zero aviation knowledge before being introduced to VATSIM, which is probably the other way round to how most people do it.
    SK: A lot of people say that VATSIM can be quite bureaucratic -- what do you say to them?
    GL: It is! I’ll be the first person to say yes, it is extremely bureaucratic. The way VATSIM was formed, and where it came from -- for example SATCO -- means that VATSIM has always been inherently hierarchical. It’s built on a structure which is based very much on relying on this pyramid of people, for better or for worse, and yes, absolutely accept the observation this it’s bureaucratic.
    It can be very difficult consequently to get things done and it can mean that some people can feel, maybe, excluded from the club sometimes and that’s one of the things I’m really keen to do -- to try and break down those barriers and make it more inclusive, and that’s really important to encourage VATSIM to go forward as well.
    SK: What do you think are the biggest challenges faced by the network?
    VATSIM President Gunnar Lindahl
    GL: Plenty of challenges! I think what we face generally is operating within the flight sim community, obviously development of flight simulation platforms generally has slowed down pretty dramatically which I suppose means that the market of flight simulation is not expanding as much as it might have done in the past. Saying that though, developers are still in full gear doing lots of stuff so I think there’s a risk there for VATSIM.
    On the other hand, we know that we have a huge untapped section of the flight sim community that don’t fly online at all, so regardless of that risk we still have a big opportunity to try and bring those people on board and get them using the network.
    Internally within VATSIM I think one of the biggest risks we have is not being able to get enough controllers through our ranks -- we have a reputation for providing extremely high quality training for our controllers and our controllers are generally known to be very good, but the flip side of that is that we sometimes can’t get people trained quickly enough. What needs to be acknowledged is that VATSIM is a hobby and, you know, some people don’t have the time or commitment to spend in some cases literally years training to become a certain level of controller and I think that needs to be worked on, and that’s certainly a long term thing that we need to work out.
    So generally I think the big risk is the flight sim community as a whole and how we maximise our exposure to that and internally the slowness of controller progression is a big problem. Ultimately people don’t want to fly in empty skies and one of the huge pull factors for VATSIM is the fact that you get air traffic control so I think that’s something we need to work on.
    SK: When I started on VATSIM and when VATSIM itself became a concept - at the time there was no AI traffic, there was only very basic ATC software and so on but ultimately whatever you could get out of an online flying network was going to be more than what you could get from software -- even if there was only one other aeroplane on the ground, that was more than nothing! Now that everybody has loads of AI and there’s programs like VoxATC, Radar Contact and so on that can give you ATC any time of the day anywhere in the world -- how does VATSIM deal with that?
    GL: You’re absolutely right -- obviously these are things which have materialised over time and certainly they might be an issue. For me personally, I will never be able to replace the human engagement factor that I get from controlling and flying on VATSIM with some sort of AI either guide me around, or me guiding AI planes around a virtual sky. For me it’s all about the human element -- interacting with people, being part of the community, knowing that I’m flying in to Heathrow as part of some wider event with other pilots - you know, we’re holding, it’s busy and that sort of immersive factor of virtual air traffic is what really got me in to VATSIM.
    Like I say, when I got in to VATSIM I didn’t have an aviation background so that wasn’t the spark for me -- the spark for me was that online immersive environment. So yeah, I suppose for some maybe it’s sufficient to replace that environment with something you can get off the shelf but for people like me - and I won’t speculate how many mes there are -- that’s certainly no substitute.
    SK: Anecdotally, people seem to be joining VATSIM on a fairly regular basis, you see plenty of new ID numbers on the forums and so on. At the same time though, looking at the “Who’s Online” data, the average number of people connected at any one time seems to have stayed fairly consistent over the years. Is retention an issue?
    GL: Retention is certainly an issue and that is a multi-faceted problem which VATSIM needs to tackle. Last summer I gave a talk at VATUK Live and I put together some statistics which show that in terms of gross hours spent of the network as ATC and pilots, that is pretty much stable - it’s not going up and it’s not going down, which sort of indicates that the number of members we’re losing are being replaced by members who are participating. What it doesn’t take in to account is regional variations or what levels controllers are providing ATC - so it wouldn’t take in to account for example an area controller leaving to be replaced by a ground controller. So talking very generally we are stable in terms of gross activity on the network as a whole.
    The problem that VATSIM has seen -- has always seen -- is that generally speaking you lose a number of members at the higher ATC ratings after a time. One reason is that there’s then not really anywhere else you can go in terms of ratings, some people simply drift on to other hobbies, some people have other reasons for leaving and I think that’s one area VATSIM really needs to work on - how to retain those people and how to make them feel as if there’s something else they can get from the network and deliver that expectation for them.
    SK: There’s always been a requirement for ATC training -- there’s a lot of talk on various forums about whether there is the right balance between what’s required of controllers and what is or isn’t required of pilots on the network, and how that might impact on the experience of a controlling or flying session. Is that something you feel needs looking at?
    GL: VATSIM’s a really interesting environment because lots of people have lots of views -- it’s a huge community and a balance needs to be struck somewhere. My personal view is that we expect too much of our controllers and a little bit too little of our pilots -- that’s my personal view. I can see an improvement if we were to bring the bar down just a tiny bit for our controllers -- make it a little bit easier for them to get through the ratings. That can be done through increased automation of training methods, maybe acknowledging that not every day is an event day on VATSIM so when they’re taking their controller exams and their over the shoulder checks they aren’t being forced to wait for a day when they get loads of traffic to demonstrate that.
    On the pilot side -- this is a really tricky one, and one that we actually discussed at the convention in July. How do we tackle the issue of some pilots -- and it is a small minority, but a significant enough minority that it is a bugbear for many controllers and pilots -- how do we tackle pilots who just log on to the network without having a clue?
    Some have mentioned compulsory pilot training -- the question is what level of training would be given and how would that training be delivered. We’ve seen from the controller world that that one-to-one training simply wouldn’t work for pilots for obvious reasons.
    There is the option of something like a short theory test, and for me - the ideal, what I would like to see going forward is a very short, very basic series of questions which every new member of VATSIM would simply go through when they join the network, which would basically allow them to demonstrate that they have read the most basic documentation about what VATSIM is, how they’re expected to interact with the network and interact with others, and that they know where to go to get help. I think that’s a really crucial thing - so whatever system would be introduced would be all about giving them the tools to learn what they need to do.
    For people who say, well why not make the testing more vigorous like we do for controllers, I think what we need to remember is accessibility to the network. You could have a 40 year old guy who’s got a PPL and flies a Piper in real life, and stumbles across VATSIM and he already knows a lot about aviation, and he wants an environment where he can jump in Flight Sim and fly around and maybe become a controller, but he’s faced with all these obstacles and what’s he going to do? Well of course he’s just going to forget about it, and I think that’s a really important thing -- we risk losing valued members who do want to learn if we do put up excessive obstacles, and that’s where the balance needs to be struck.
    So going back to what I originally said - we expect a little bit too much of our controllers and a little bit too little of our pilots, and I’m hoping that over time that balance will be rectified, but again that is a long-term process -- it’s always a challenge doing things at a global level on VATSIM, because VATSIM is made up of so many communities spread across the world that do things in very different ways, and we need to build as much consensus as possible across all those different regions. So it’s definitely a challenge, but one certainly that I’m keen to pursue.
    SK: You’re obviously just at the start of your term -- at the end of your two years, when you look back on your tenure, what would success look like for you?
    GL: For me success is a busier network and a network which is more enjoyable for our members, and I know that’s very generic but actually both of those things can be measured and very generally that is what I’d like to achieve.
    I’d like to make the network bigger and busier and I would like to have delivered some stuff which makes it better. One of the huge things that we’re looking at as a board at the moment is the planning of the new voice codec, which has been on the wishlist of the entire community for many years as I’m sure you know.
    Reducing delay, increasing voice quality I think is something that VATSIM absolutely 100% needs urgently, and I think that will add a huge element of enjoyment to a lot of people who have been tolerating the voice quality that we’ve had for many years, including myself. So I think that will be a huge boost, and I think it will help in lots of ways -- it will help with our existing members feeling like there’s a new dimension to their VATSIM experience and it will help our new members as well because it will make understanding controllers easier, understanding fellow pilots easier, and I think in general it just be a huge improvement to the network infrastructure as a whole.
    We also have to look at how we market ourselves. There’s a huge amount of people in the flight sim community who have Flight Simulator, have lots of kit at home and fly around the world, but in their own isolated world and haven’t yet discovered online flying, and I want us to go out to exhibitions, events and conferences related to flight simulation all around the world and get VATSIM shouting about what VATSIM is and what VATSIM can give to people. So that’s another really big part -- getting more people to join, and improving the ratio of people who join who then go on to connect to the network, because there’s a huge number of people who join the network and never connect, and that’s all part of the induction process -- getting people feeling that they can access the network quickly and without obstacles, I think is really important.
    I also think there’s a big opportunity in making VATSIM a little bit less hierarchical and making VATSIM more inclusive to get more a lot more people in to the circle who are generating useful things for VATSIM.
    The problem is when you have so many staff members with an extremely specific remit and responsibility is that anyone who isn’t a staff member doesn’t feel as if they are invited to, for example, make a sector file, a useful document or a guide, maybe make a website, things like that. I really want to change the culture so that anyone feels that they are welcome to put up their hand and say, “hey, do you know what, I think we’re missing this, I’ve got the skills to make it, do you want me to make it.” Ultimately VATSIM’s a community-driven organisation and I think it’d be really fantastic if we could get to a place where everyone feels that they could make that contribution. Again, that is a long process to change that culture but that is certainly something I’d really like to achieve.
    SK: IVAO has been around for a long time, but more recently we now have other networks such as PilotEdge -- do you think there’s more competition out there and is that a threat to VATSIM?
    GL: I think there’s always been an element of competition in the sense that someone comes in to the flight sim community, wants to dabble in a bit of online flying and has a choice to make, whether that’s between VATSIM and IVAO or VATSIM and PilotEdge or whatever. I’m not too concerned about that competition, that competition’s always been there and I think competition is always healthy because it encourages both parties to do the best they can.
    My vision and my goal for VATSIM is to make the network the best it can be so that when people do come to that crossroads, they look at what’s on offer and the majority think -- VATSIM’s a good thing, I think I’ll go with that. So not a threat, possibly even an opportunity for us to do things better.
    SK: On that note -- is VATSIM doing enough to stay ahead of the crowd in terms of software and development?
    GL: That’s a really good question. I think the clients we have both on the pilot and controller side are really quite cutting edge. There’s always room for improvement and there’s always more features that can be added and I’m hopeful some of those features will be prevalent in Swift and future releases of pilot clients.
    I think where VATSIM has a lot of room for improvement is the peripheral tools if you want to call it that -- so for example things like Vatspy, now Accu-map and Servinfo historically -- all these tools that we use to see who’s online, that we use to track people’s statistics and so on. I think VATSIM can be a lot better at driving the development of those tools, and driving developers to go in a particular direction that VATSIM as a whole wants them to go to make the experience better.
    For a long time we’ve relied on some fantastic developers coming up with ideas for what would be a good tool -- I think VATSIM needs to be more involved in those discussions, to provide ideas and provide ideas and innovation of what those tools should be, because I think in that particular area IVAO probably has the upper hand with their WebEye tool.
    SK: Is VATSIM open enough to developers? At the moment to develop anything for VATSIM there’s been a lot of hoops to jump through, things like non-disclosure agreements and so on. Are all these things necessary for a hobby organisation like VATSIM? Could it be more open to developers?
    GL: As a non-developer, I will always say that VATSIM is far too closed for developers and always has been. But it’s very easy for me to say, because I’m not a developer, I’m not a technical expert, that is not my forte, so I absolutely rely on and accept the past conventions which have made VATSIM what it is today. Which means that it can be at times difficult to develop programs and clients for VATSIM.
    I think there’s an acceptance generally that we can be less restrictive and I know that there are efforts being made to make us less restrictive, make us more open and particularly to allow people access to various parts of our infrastructure that aren’t critical to in terms of security and keeping our intellectual property secure et cetera.
    So there is stuff being done but, again, as a non-technical person I’ll always say there’s more that could be done and in an ideal world everything would be open source and everyone would be happy, but obviously that’s very much a different universe to the situation that we’re in at the moment.
    SK: Finally, if someone’s reading this and they’re thinking “I’m quite interested in doing some online flying” -- what would you say to them? Why should they join VATSIM?
    GL: So if you’re reading this article you’re probably a flight simulation enthusiast more than likely -- or you might not be, in which case well done for finding it! And I guess my question to you is -- you’ve invested all this time and money in to flight simulation, why not take it to the next level to experience the real immersive atmosphere of virtual air traffic, and VATSIM can give you that.
    You can be flying your plane in a world with lots of computerised planes flying round as AI, or you can be flying your exact same plane in a world populated by hundreds of others flying their own planes, and not only that, with controllers who are highly trained and will guide you to your destination.
    It’s just a huge immersive opportunity and it’s a massive opportunity for people to take their simulation experience to that next level, and for me personally that is a massive boost. I’ve never seen any attraction myself in not flying online -- it’s just such a huge enhancement to the experience as a whole.
    So come and join us, join the network, find your local community, introduce yourself to that community, get some pilot training and have a go and see how you like it. And good luck, and welcome if you do join!

    C172SP Skyhawk G1000 FSX/P3D


    CARENADO has released their C172SP Skyhawk G1000 for FSX and P3D
    Special Features
     Full FSX, P3D v2, v3, v4, and Steam compatible.
     G1000 with Navigraph updatable database feature
    Synthetic Vision System powered by WebSimConnect (1 year subscription INCLUDED)
     Cold and Dark start option
     Takeoff run and landing real rolling movement effect
     Dynamic propeller shines effect.
     Cold and Dark start option
     Hide/unhide copilot feature
     Hide/unhide pilots option when aircraft is shutdown
    Carenado G1000
           -Load a departure procedure (SID)
           -Load an arrival (STAR)
           -Load an approach (RNAV, ILS, VOR, etc.)
            -Normal and Emergency Checklist on screen.
           -TAWS and TCAS with visual and audible alerts.
           -MFD map with traffic, topo and terrain awareness display option.
           -MFD Weather radar operative
           -Inset map with traffic, topographic and terrain awareness option.
           -Fully customizable (AUX page included).
           -3 different wind option display.
           -Multicolor screen display
    VNAV feature operative
    Updatable database
    AIRAC cycle 1310 (October 2013) included
    Customizable panel for controlling windows transparency, instrument reflections and static elements such as wheel chocks and sights props.
    Real behavior compared to the real airplane. Real weight and balance.
    Tested by real pilots.
     This aircraft does not have a 2D panel. Only PFD and MFD has a 2D windows
    Included in the package
     5 HD liveries.
     1 HD Blank livery
     C172 Emergency Checklist PDF
     C172 Normal Procedures PDF
     C172 Performance Tables PDF
     C172 Reference PDF
     Carenado G1000 manual PDF
     Recommended Settings PDF
     G1000 with Navigraph updatable database feature
     AIRAC cycle 1310 (October 2013)

    Technical Requirements
     Windows: 10 / 8 / 7 / Vista / XP.
     Microsoft Flight Simulator FSX with SP1 and SP2 (or Acceleration Pack) installed or Lockheed Martin - Prepar3D Flight Simulator v3 or v4 or FSX Steam Edition.
     i3 processor/3GHz or similar
     Minimum 2GB RAM (Recommended 4GB RAM)
     512MB graphics card.
     1.1GB available hard disk space
    You don´t need to have a subscription with Navigraph because this package installs an October 2013 Navigraph database which has all the information you need to perform a flight. But if you want to keep your database up to date you will need a subscription with Navigraph (click here to get it).

    INTERNET CONNECTION is required for installing this product.

    X-Plane Gran Artic Scenery


    Hsimulators has launched a mega scenery of the Arctic region that involves more than 1 million square miles of mesh terrain (2.5 million kilometers)  of extreme complexity. Approximately 1800 x 835 miles (2900x 1350 kilometers).
    Containing all of Canada & Greenlands northern territories, above the 73 parallel completing the Global Scenery for X-Plane, 6 detailed airports: Thule Air Base, Statio Nord Base, Qaanaaq Airport, CFS Alert military base, Grise Fiord, Eureka.
    See more at the Hsimulators Homepage .