• Thursday


    Flight Simulator X - Aircraft Repaints, Textures and Modifications
    North American AJ Savage - LUFT 03 by Tommy Mitomi

    Flight Simulator X - Scenery
    Aeropuerto Intl Luis Munoz Marin - TJSJ - San Juan, Puerto Rico by Ray Smith

    Prepar3D - Aircraft Repaints, Textures and Modifications
    TAP Portugal Airbus A320-214 (CS-TNI) by João Gouveia

    Prepar3D - Scenery
    WTZL Airport Weeze by Rouven Weitzel

    Auvergne VFR P3Dv4


    France VFR is proud to announce their latest VFR Scenery :  Auvergne VFR P3Dv4 and it's extension pack in a separated product
    This very famous area 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.
    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 is available for both FSX and P3Dv4 versions, here are the features :
    - Night gGround textures from 0.8 to 1.20 meter / pixel resolution from IGN aerial photography reworked for an optimal visual rendition covering whole scenry area.
    - 3D light sources with halo covering whole scenery area.
    - New dynamic lighting : stadiums, downtowns, castles, churches… (depending on your simulator’s properties).
    - High resolution Day/night textures (0.5 m/pix) around main ultralight facilities.
    - High resolution Day/night textures (0.5 m/pix) around main points of interest (depending on each scenery).
    - Various airports enhancements (depending on each scenery).
    - New vegetation autogen in all urban & suburban areas, villages, housing estate…
    - Geo-referenced data for maximum compatibility with future add-ons installed on the same area.
    - Development process 100% SDK specifications compliant, ensuring maximum compatibility with new releases.

    Remote Overhead Client For 737NGX


    Remote Overhead Client released for PMDG's 737NGX
    Have you always wanted to distribute your cockpit across multiple screens but don't want to suffer the performance implications?
    Now you can run the Overhead Panel of the PMDG 737 NGX on a networked PC and fully configure your aicraft!
    The Remote Overhead will display both Main and Aft Overhead Panels, fully synchronizing all switches/knobs/buttons with your in-flight aicraft.
    All warning lights, annunciations and displays you see on the in-flight Overhead panel are fully replicated on the Remote Overhead.
    You can try a free-to-view version before you decide to purchase the full control license

    Direct Download from the  Library  




    Birmingham–Shuttlesworth International Airport (IATA: BHM, ICAO: KBHM, FAA LID: BHM) is the primary and joint civil-military airport for the city of Birmingham Alabama and suburbs. It is located North East of the city, in Jefferson county. With an average of 259 operations daily, and 43 destinations in 40 cities, BHM is the busiest airport in the State with around 2.6 million enplanements per year. It also includes a separate cargo terminal used by several cargo airlines and the United States Air National Guard 117th has its base on the airport.
     The airport has undergone many recent improvements including new A, B and C concourses in 2014 and an extended runway.
    This highly detailed scenery includes:
    •The whole airport recreated in detail
    •Custom ground textures
    •Option for accurate high resolution static or default animated Jet Bridges
    •Custom runway and taxiway edge night lighting
    •Custom Taxiway Signs
    •Baked AO and night lighting on ground textures
    •Baked AO and night lighting on building
    •Use of LODs and combined models for superb FPS
    •A variety of custom static aircraft
    • Large area of Autogen populated seasonal photoscenery surrounding the airport
    • Additional High Resolution mesh for the airport and surrounding area
    This airport requires user activation in FSX or Prepar3d
    Visit the KBHM Product Page for further details

    In Search of Greatness


    By Simon Kelsey
    Contributing Editor
    You’ve arrived at the gate, the engines have spooled down, you’ve completed the shutdown checklist and all your virtual passengers are headed down the jet bridge. Hours noted in your logbook, perhaps, or virtual airline PIREP filed. Job done, right?
    Of course, in our simulated world that can absolutely be the case, and there’s nothing wrong with that: after all, we’re doing this as a hobby and if all you want to do is shut down the PC and move on to something else, that’s fine.
    The virtual airline I belong to had a conference a couple of years ago at which one of our members – a retired Boeing 747 captain – gave a talk about his career. “You are all pilots,” he said, “because whether you do it for real or not, you all think like pilots.” And I think he was right: perhaps one of the aspects of this hobby which is so addictive is the fact that there’s always something new to learn, no matter how long you’ve been at it.
    And so we keep coming back, and we keep seeking out more complex models, more faithful representations of aircraft and their quirks, more realistic weather simulations, more detailed and immersive scenery packages – because those of us who have been at this for any length of time have likely come to the realisation that there is no such thing as the ‘perfect flight’.
    There’s always something which could be bettered – that switch we forgot to actuate at just the right moment, the slightly bumpy landing, the non-precision approach not quite nailed, the continuous descent from cruise not quite achieved without using just a touch of speedbrake or a squeeze of thrust somewhere – the list is endless.
    And, of course, because we have the mindset of the pilot – an insatiable thirst for greater knowledge and a desire for ever-greater mastery of the art and science that is aviation – we have to keep going back to try again in an effort to improve our performance.
    Self-critique – the ability to review a flight, identify the good bits, the bad bits and the downright ugly bits and work out how to replicate what we did well and fix what we did badly – is a valuable skill in the real flight deck. But it is perhaps even more essential to the sim pilot, who is unlikely to have the benefit of advice from an instructor or a senior colleague sitting next to them. In the sim world, it is largely up to us to teach ourselves by trial and error.
    In real life, many airlines incorporate a post-flight review, where the crew will discuss the flight they have just completed, as standard practice. The same principle may also be applied to our simulated flights as we strive to further increase our knowledge and proficiency.
    The first step is to identify what happened and, most importantly, why? Of course, the objective here is to pick out key events – both good and bad – and establish their root causes.
    Next, for each event determine – was the outcome positive or negative? If it was positive – what did you do? How could you repeat that performance next time? If negative – how could it be avoided?
    It is important at this point to stress that it is just as vital to understand why something worked well as it is to know why something else went badly. After all, if you don’t know how you managed to achieve success, how will you be able to replicate that success in the future?
    Other points for consideration could include the impact an event may have had on safety margins, or, for those simulating airline flights – would there have been any commercial impact? Did you know and follow the correct procedures as per the flying manuals and company policies throughout? If not, why not? You could, perhaps, make a note to look up the details in the appropriate documentation. Finally, consider what you have learned as a result of the flight, and how you might put these points in to action on your next flight.
    Aviation has a long history of open dialogue. Many flying magazines have an “ILAFFT” – “I Learnt About Flying From That” – column where pilots are encouraged to send in their experiences and mishaps so that others may avoid falling foul of the same traps. Likewise most real airlines have some form of in-house safety reporting system, something which we’ve introduced in the sim world within my virtual airline – a form where pilots can anonymously send in experiences they might not, for whatever reason, otherwise be prepared to put their name to in the forum. Our training team are then able to add their comments before the whole thing is pulled together in to a newsletter which has proven popular and thought-provoking.
    The forums here at AVSIM are an excellent source of discussion and knowledge. The number of questions posed daily on all aspects of aviation – simulated or real – and “ILASFT” (I Learnt About Simming From That) type of posts demonstrates the level of passion and desire to gain and share wisdom. For whether we do it for real (be that in a Boeing 747 or a Piper Warrior), or simply soar virtual skies on electronic wings, the thing we all have in common and the drug that keeps us coming back for more is the endless pursuit of aviation greatness.

    PMDG DC-6 comes to FSX and P3D


    By Simon Kelsey
    AVSIM.com Contributing Editor
    Big piston fans are getting a new toy to play with in MSFS-based simulators with the release later today of PMDG’s DC-6 Cloudmaster for FSX, FSX-SE, Prepar3D v3 and Prepar3D v4.
    Originally released in 2016 as the company’s first aircraft for X-Plane, the MSFS version of the Cloudmaster features a realistic radial engine simulation, as well as a faithful replication of the Sperry GyroPilot.
    You can read PMDG boss Robert Randazzo’s post announcing the release at https://www.avsim.com/forums/topic/515419-20jul17-something-for-people-who-love-airplanes-and-flying/.
    Update 1900z: the PMDG DC-6 Cloudmaster for FSX, FSX-SE and P3D v3 and v4 has now been released.
    By Simon Kelsey
    AVSIM.com Contributing Editor
    Cold and dark starts will soon be available to Dovetail Games Flight Sim World users, it was announced today.
    DTG Flight Community Manager Cryss Leonhart, programmer Sam Dark and lead artist Maxwell Taylor revealed the new feature during a broadcast on streaming site Twitch.
    Selecting the Cold and Dark option when setting up a flight will load the selected aircraft with the engines shut down and all electrical and electronic equipment switched off. In addition, users will now be able to select an airport gate or parking spot as the starting position, enabling a full start, taxi and takeoff sequence to be completed.
    Also revealed was an interactive checklist feature designed to walk novice users through the process of starting the aircraft from cold and dark. Flashing controls and levers can be activated as a guide through the startup process, though an “Advanced Mode” will also be available to seasoned simmers.
    Speaking during the broadcast, Leonhart said the new functionality was aimed at new users looking to add depth to their simming. “For someone who sits down in the cockpit of a turned off aircraft for the first time, it can feel almost daunting, so having that assistance with the checklist, the camera panning where you need to go, can be really useful in terms of helping you take things to the next step.
    “Obviously for people who already know what they’re doing, just pop in to advanced mode and you won’t need that assistance.”
    Third-party developers will be able to create their own custom interactive checklists, or simply insert a non-interactive checklist image if they prefer.
    It’s thought the updates will be released to FSW users later this week.

    Active Sky For Prepar3D v4


    Active Sky for Prepar3D v4 (ASP4) has been officially released!
    ASP4 incorporates P3D v4 integration using a new 64-bit interface design and brings new visibility depiction and options, 64-bit XGauge weather display and radar, new active runway information, Air effects enhancements and more.
    ASP4 is a FREE UPGRADE for AS16 for P3D users.  Previous-generation product users including ASE, ASN, AS2012 as well as AS16 for FSX (cross-platform) are eligible for the upgrade version of ASP4 at reduced pricing.
    For a limited time, ASP4 is also available as a fully-functional FREE 7-DAY TRIAL.
    For more information, or to download and run ASP4 right now, visit the   ASP4 page
    'Autopilot Tutor' add-on for FSFlyingSchool Pro 2017 for FSX/FS2004 has been Released
    FSInventions announces the expansion of their product line with an add-on for their Award Winning FSFlyingSchool for FSX and FS2004.
    Discounted upgrades are available for registered owners of any previous version.
    Free Demo of Autopilot Tutor Pack included in FSFlyingSchool PRO 2017 for FSX
    Autopilot plays a key part in modern aviation and a thorough knowledge of the Autopilot and its functions is an essential part of pilot studies. Now your chief instructor Mr Smith can help in FSX, FSXSE and FS2004.

    Free DEMO of this pack works at KGRB - Green Bay
    Try it out for free! Take as long as you like - there is no time limit!

    Interactive Autopilot advice is optional
    If you want to hear it, turn on the 'Monitor Autopilot' option at the Pilots Screen of FSFlyingSchool. You'll hear your instructor describing the Autopilot and giving instruction and advice on it, including:
    Speed hold
    Speed Selection
    Heading Hold
    Heading Selection
    Altitude Hold
    Altitude Selection
    Vertical Speed Selection
    Autopilot Master
    Approach Hold
    Back Course Hold
    NAV Hold

    Autopilot tutorial advice is optional
    If you want to hear this general advice, turn on the 'Autopilot Tips' option at the Settings Screen of FSFlyingSchool. Chief instructor Mr Smith will give you general instruction on the Autopilot unit and more when you are flying during quieter periods. In order to avoid these tips sounding repetitive, they are chosen randomly so you won't keep hearing the same advice each flight.

    Get ready to learn - here are some of the areas Mr Smith will explain to you:
    - Intersecting the ILS glideslope from below
    - How to slow down to a target speed
    - Disengaging autopilot (or not) before landing
    - Speed management required to keep on glideslope
    - Importance of correcting drifting heading indicator
    - Wasted turns through poor use of heading bug
    - Immediate firm control of aircraft after autopilot is disengaged
    - Disengaging autopilot if flight path is not right
    - ...and a lot more!
    To find out more, watch movies, download the free demo, etc, visit the FSFlyingSchool Website 

    FS Repaint Version 2.24


    A new release of FS Repaint - Flight Simulator Aircraft repainting tool (former Abacus FS Repaint) - is out.
    Version 2.24 brings several bug fixes and some new features, including the so requested support for Prepar3D aircraft.
    FS Repaint is an easy-to-use software for changing the appearance of your FSIM aircraft. In just a few minutes, you can dramatically transform the look of your Flight Simulator planes. With the simplicity of FS Repaint, your fleet will be larger in no time at all.
    Whether you want to just change the shade of your favorite plane, add your own personalized logo to the tail or engage in a full-fledged "restoration" of an old classic, FS Repaint will get the job done.
    FS Repaint comes with all the necessary tools to modify the textures and apply them to your aircraft. As you make changes to the textures, the results are instantly displayed in vivid 3D, exactly as you’ll see them in the Flight Simulator. Working like this, you'll complete the repaint in record time.
    FS Repaint has many unique features that make the repainting of your aircraft very easy and intuitive. Among them are:
     Real time visualization of the 3D model as you repaint.
     Up to four 3D windows for simultaneous views of the aircraft from different points of view.
     Feature-rich built-in texture editor.
     Support for several major external editors, for those of you who don’t want to use the built-in editor.
     Ability to visualize the model in day and night conditions. 
    You can download  the demonstration version or purchase FS Repaint from the official program's website .