• Sunday


    Flight Simulator X - Aircraft Repaints, Textures and Modifications
    DHL Bell Jetranger (G-SUET) by Adam Loader
    LOT Polish Airlines Boeing 787-9 (SP-LSC) by Torsten Märtke
    Avianca Boeing 787-8 Dreamliner by Lee Grant

    Flight Simulator X - AI Aircraft
    Lumiwings Boeing 737-300 by Kamil Fryzol

    Flight Simulator X - Missions
    CraneOperatorRescue.zip by HeloMissionMan

    Flight Simulator 2004 - Aircraft Repaints, Textures and Modifications
    Frontier Airlines '1972 Livery' Boeing 737-291 by Erik Ingram
    TUIfly "RIU Hotels & Resorts" Boeing 737-8K5 (D-ATUZ) by Stefan Bree, Tenkuu Developers Studio

    Prepar3D - Scenery
    KTUS - Tucson Arizona USA International Airport For Prepar3D by Patrick Finch

    Grand Amazonia Scenery For X-Plane 11


    Grand Amazonia Scenery Released
    The Grand Amazonia Pack 1 scenario comprises a vast region of the extreme north of Brazil, on the border with Venezuela, a region of the Rio Uraricoera basins. The region is full of very isolated indigenous villages and gold mines, where the only access is by airplane or sometimes by river. A region of great conflict where the Brazilian Air Force is very active, both in patrolling and in assisting the people. In this first part you have 10 airports and aerodromes. See more at www.x-plane.com.br

    GSX Level 2 expansion announced


    FSDT announced the upcoming expansion of GSX , reprinted from their forum is the following description.
    An "expansion" ? Yes, it means we are not releasing a entirely new version of GSX, causing grief to anybody that bought it recently, and having to deal with several upgrade offers that won't surely satisfy everyone so, instead, we are releasing it as an expansion, which means:
    - The core GSX product will continue as it is, constantly updated for free in all its main features, so you won't have to pay for a new version, just to get rid of bugs of the old one...
    - You are not being asked to pay for something you might not be interested right now.
    - It's easier for us supporting it, because the code to maintain is only one, with just a different behavior depending if you bought the expansion or not so, this will give you the guaranteed of continued support for the whole GSX program.
    We believe the expansion approach is one that will allow us to sustain the continuing development of the product for the following years, without leaving anybody out. We'll surely improve all the core features in GSX, like Pusback, which is the likely candidate for the next rewamp (last year we remade the Refueling), and we'll still add new services to the core product, like water/lavatory vehicles, and such core updates will continue to be free.
    GSX Level 2 focuses on two main features:
    SODE jetways, everywhere
    GSX has been one of the most popular products out there, because it was always thought as a "global" addon that would work everywhere, not tied to a specific airport or airplane addon. The expansion will follow on that concept, with jetways, which will be improved in the following way:
    - Upon installing it, ALL those outdated, ugly (by current standards) and bugged default jetways, will disappear, to be replaced by SODE jetways, way more reliable, and so much better looking, with the same level of quality you might have seen in our KORD V2 preview. This is not very different that having the default Pushback truck disabled during the GSX installation: the old default jetway model will be replaced with one with compatible dimensions, just way better looking, and using SODE instead.
    So, without doing anything on your part, all default jetways in all default airport will immediately work/look much better. The following screenshot is an example of the default EDDM scenery, with standard jetways automatically replaced by GSX:
    What about 3rd party airports ?
    YES, we can replace them too but, it won't be made automatically, you'll have to go through the GSX parking customization page, and indicate the parking(s) you want the jetway replaced so, it will automatically create a very small .BGL EXCLUDE file, which will remove JUST the jetways from any 3rd party airport that used the default (CTRL+J) animation system, but its own custom models.
    We DO NOT touch any of the original scenery files, and if you just remove the GSX-created Exclusion .BGL, that scenery will go back to the way it was. We'll have a single shared folder in the \Fsdreamteam\Addon Manager\Exclude, which will contain all these automatically created Exclude files, with a name that will clearly relate to the associated scenery.
    Also, if your addon airport already use SODE jetways, we won't touch it, assuming a developer who made the effort to support SODE, already did jetways in the best possible way so, we won't allow customization of these sceneries.
    So, for example, you might take your FlyTampa EHAM scenery, which is very nice, but doesn't have SODE jetways, and replace them with SODE jetways, allowing things not possible with the default animation system, like multiple jetways per parking, up to a maximum of 4. And yes, the editor will allow you to customize the range of every exclusion area so, you'll be able to remove static jetways too, as long as they were modeled as a separate object.
    The jetway customization features are extensive, see the following screenshot, which shows the new jetway editing page:
    Here, we customized the parking to replace the "default replacement" ( a better looking version of the default jetway model ), with an actual Thyssen-Krupp Apron Drive Chrystal 3-tunnels 38/19, which is the real world designation for that specific jetway model. GSX Level 2 will come with 80+ real world jetways, modeled after their real life counterparts, from several manufacturers like Thyssen-Krupp or JBT. We'll surely plan to expand this library a lot during the life of the product, with the goal of having every commercially available jetway in.
    Why this is important ? In real life, jetways are offered in multiple sizes and different variations, to properly fit every possible parking space. But scenery developers (including ourselves), don't usually model more than 2-3 variations for a scenery, because it's simply too much work to do. This result in not always having the best possible fit for all parkings, which results in the jetway not working, or working only in a very limited range of stop positions.
    Instead, with so many models to choose from, you can be sure there is a jetway that will work with that particular parking and yes, the editor will tell you if the jetway works, because when you edit in 3d, pressing the 5 key on the numpad, will "TEST" the jetway, asking SODE if it will work, without having to guess. You'll hear a "ding" sound and a message, telling all the doors that jetway will be able to reach, considering its position and the position of the currently loaded airplane. So, if you hear the sound, you can be sure the jetway WILL work once you'll get there. Otherwise, you'll know you might have to either change to a different model, move it a bit, adding a connecting bridge, rotate it, etc.
    Jetways can have several accessories, which can be turned on/off: the Air conditioner unit, the Power Unit, the Ground markings, and a LOGO.
    You might want to remove, for example, ground markings and the Air/Power units on the 2nd jetway in a dual-jetway parking spot. Or, you can select a logo from a list of commonly seen advertizers (HSBC, Swift, etc.) or use your own graphics.
    The power unit will actually power the airplane. Similar to the popular option in FSUIPC which prevents battery discharge when parked, we'll keep the airplane powered when a jetway with a power unit is connected.
    This will work with every airplane that use a standard electrical system but, same as the fuel system, if the airplane is flagged having a custom electrical system, we won't touch it. However, we'll publish some variables that airplane developers can read, so they will know if GSX has connected a jetway with a power unit, and decide to do whatever they need to do in their code, to supply the airplane with external power. Same for the Air conditioner unit, 3rd party developers can read a variable too and do whatever they want to do, knowing there's external Air available.
    Jetways by default will have their number automatically set to the actual number of the parking (taken from the AFCAD), and users can customize the Font size, style, background and foreground color. This feature will not be available in FSX, since it uses the Render to Texture feature of the P3D4 PDK. This use DirectX11 to draw the numbers and, since it's a static texture that never changes, it's rendered only once, so the fps impact is exactly zero.
    All these changes will be saved in the airport customization .INI file under %APPDATA%\Virtuali\GSX folder, so they can be shared and scenery developers can simply provide such .INI file alongside the .BGLs in their main scenery folder too, saving a great deal of time doing jetways AND place them, since they can just use our editor to either place our own jetways OR create standard SODE jetways which just a couple of additional parameters in the SIM.CFG file, so they will appear in the GSX editor, ready to be placed. We won't require any license to do this, since users will be required to have the GSX expansion anyway, but it will be a great time saver for scenery developers.
    Animated Passengers, everywhere
    The 2nd main feature of the GSX Level 2 expansion, are visible animated passengers, boarding the airplane either using our new jetways (of course, they must have glass windows to be visible), and with boarding stairs, which is where they really shine.
    We modeled a much better looking Passenger bus, and you'll be able to see them coming out of it, and enter the airplane when boarding. There are many different characters, each one independently animated with its personal walking style and attitude so, the posh girl will walk very differently from the old lady or the little child, or the business man.
    We also have characters for pilots and the crew. When boarding, a Van will come first, with the captain and the first officer coming out first, followed by the fight attendants, which will place themselves at every exit, greeting the passengers as they board.
    Then a passenger bus will came, boarding exactly the number of passengers calculated by GSX, which is only simulated in the current version.
    Here, we also have the ability for airplane developers to control the process because:
    - By default, GSX will estimate the number of passengers, based on the airplane load, exactly as it is now.
    - By WRITING TO to a special L: variable, airplane developers can TELL GSX the precise, exact, number of passengers which are supposed to be boarded, so GSX will indicate the same number the airplane is expecting to have.
    - Another L: variable developers can READ, will indicate the running total of passengers boarded/deboarded so, developers will be able to keep track of the process and, eventually, simulate the progressive change in weight and balance occurring while passengers enter/exit the plane.
    Both variables will be officially documented in the manual, and are very easy to use. We have been already in talk to several developers, who seemed eager to add this feature to their products.
    Release date and price
    If everything goes right with Beta testing, which will probably start in the last week of June (because me and the other main GSX developer will be on vacation in the US until June 24th), we are aiming for a September release.
    The product will work with both FSX and Prepar3d but, we STRONGLY suggest Prepar3D V4, both because it will be more featured, but also because the animated passengers, although are fairly fps friendly, will probably take some toll on memory, which is already a scarce resource in 32 bit., so it's very likely that using a complex airplane with a complex scenery AND animated passengers WILL cause OOM crashes in FSX.
    So, while (with the exception of the Jetway numbers feature), there's nothing that prevents the product to work with FSX, it would be wise using it with Prepar3D 4 only. Of course, it will be available in Trial, so if you are still convinced to use FSX, try it first with your preferred airplane.
    About the price, it hasn't been decided yet, but you can expect it will cost less than the base GSX products so, very roughly, you can expect something below 30$.
    Douglas DC-3 add-on Detail Pack for FSFlyingSchool 2018 for X-Plane 11 and 10 Released
    Want to fly a flight like an expert in the versatile, classic Douglas DC-3?
    This new add-on for FSFlyingSchool 2018 for X-Plane 11 and 10 offers extra detailed treatment when flying this exciting airplane.
    Your instructor knows the details of this aircraft and will expect the same from you.
    He's all set for your flights in the classic Douglas DC-3 - let's go flying!
    This new product has the instructor reading Douglas DC-3 checklists to you, but what's more important is that he'll be watching your performance and looking for those details that are so essential in a DC-3.
    In addition to FSFlyingSchool 2018's detailed analysis of your flights, you'll hear extra advice and warnings all specific to the Douglas DC-3.
    Propellers, cowl flaps, fuel pumps, generators, tail wheel, fuel management, pitot heat, magnetos, throttles, mixtures, ceiling, single engine speeds, flap speeds, before takeoff procedures, starting the engines, landing techniques and much more.
    Get ready to fly the classic Douglas DC-3 like the PROs!
    To find out more, watch movies and download a free demo, visit the SFlyingSchool Website 

    Server Update Completed


    From the staff at AVSIM, we would personally like to thank everyone who stepped up and donated money towards our much needed hardware purchase.
    Brian Sperduto , Avsim's Technical Guru sent word the migration to the new machine was now complete and the server was up and running fast , really fast .
    The original servers are now powered down and are being re tasked after their operating systems get updated .

    Quality Wings 787 v1.1.1


    Quality Wings has updated their 787 v1.1.1. 
    Version 1.1.1 Changelog
    - NTDLL.DLL crashes related to weather radar (P3Dv4)
    - Updated Navigraph navdata causes various issues
    - Support for block altitude entries on LEGS page added
    - Block altitudes not displayed correctly on VSD
    - CTD when entering SCEL as departure airport
    - Autosave should not trigger messages on CDU
    - VNAV Descent profile issues
    - FLCH/VNAV SPD transition after ALT HOLD can lead to overspeed
    - DIRECT or EXIT HOLD while holding does not make aircraft exit the HOLD
    - PFD/HUD: Stall speed indication on speedtape incorrect
    - Throttles retract to idle or half power after take off on some systems
    - Autopilot oscillates on systems with less than 10 FPS (P3Dv4)
    - FSUIPC assigned axes compatibility improved
    - 787-8 OEW too low
    - Messagebox #42 BtSwEvent
    - QWPAS and QWCAS settings on QW CONFIG page not being saved
    - QWPAS parking code not working
    - QW Dispatcher can't install a livery if that particular livery texture-folder already exists
    - 787-9 RR TPR command sector draws a complete circle when pressing F4
    - 787-9 pulls to the side during taxi/take off run
    - SHIFT+CTRL+A warps aircraft to Lat/Lon 0,0
    - Low volume ground roll audible when plane is parked (Cold and dark)
    - Parts of the fuselage appear darker than the rest on some systems (P3Dv4)
    - Exterior models: Passenger models not properly cut (P3Dv4)
    - 787-8 RR exterior model actually shows GE engines (P3Dv4)
    - VC MCP textures: "MENU" text and symbol alignment
    - VC MCP textures: CAN/RCL instead of CANC/RCL
    - VC panel text resolution has been increased (P3Dv4)
    - Event ID for A/T Disconnect
    - ATC Callsign "Experimental"

    Visit the Quality Wings Homepage for further information.

    Lockheed Vega From Wing42.


    The Lockheed Vega is the first product released by Wing42. It's a highly detailed and accurate representation of this 1927s aircraft. It features an extensive exterior model with ground animations, a fully functional Virtual Cockpit, realistic system's simulation, an accurate flight model and much more.
    Currently included is the passenger variant of the Vega 5C, in six different liveries. The features include:
    Highly detailed 3d model with handcrafted textures
    Accurate flight dynamics and performance
    interactive and responsive ground crew interface and payload-manager
    Intuitive, custom animations everywhere
    Realistic electrical system with working fusebox
    Realistic vacuum system
    Custom barometric instuments with failure management
    Persistency - you find the aircraft as you left it
    The Vega is in Early-Alpha, so a lot more features will be included in future updates. For more details you can visit the Wing42 website
    PacSim has just released Reno-Tahoe International Airport for FSX. Those of you that owned KRNO for P3DV4 (from its release this past February) will testify that PacSim covered the whole airport, city and surrounding areas beautifully. The FSX product includes the following features:
    - FSX native SDK product;
    - Accurate terminal building,  concourses, hangars, towers, and airport layout;
    - Accurate RW replica of downtown buildings/skyscrapers and casinos built from scratch;
    - SODE animated jetway system for all gates;
    - Custom runway and apron/tarmac textures;
    - High resolution (7cm-30cm pixel) photoreal seasonal ground textures;
    - KRNO Scenery Configurator Tool to change Winter ground and vegetation textures;
    - Color-corrected ground textures to reflect real-world topography colors;
    - Accurate hand-placed autogen that conforms with city, town, district, and farm grids;
    - Custom street lights on lamp post with zero impact on FPS. Almost all streets have street lights;
    - Roof-top Helipads at Renown and St Mary's Regional Medical Centers;
    - Rotating radar and beacon assets;
    - AI ground vehicle conforms with real-world Reno road grids;
    - Fully optimized for smooth simulation experience. All autogen can be set at 100% with very little impact on FPS;
    - ....and more.
     You can read more from the Reno-Tahoe International Product Page .
    Multi Crew Experience , A fully interactive crew simulation for Prepar3D, FSX and FS9 has now been updated to provide a virtual crew for Quality Wings 787.
    Also known as MCE, this is the most comprehensive voice based crew simulation ever created for Lockheed Martin and Microsoft flight simulator.
    This makes it 42 complex aircraft supported in one package, including all popular aircraft.
    A fully working Demo is available for download HERE
    Alabeo has released their C207 Skywagon For  XPLANE 11
     Version 1.0
     Custom sounds (FMOD)
     Full Xplane 11 compatible
     RealityXP GTN750 compatible.
     GoodWay Compatible
     Superb material shines and reflections (full PBR).
     High quality 3D model and textures.
     Blank texture for creating your own designs
     Accurately reproduced flight characteristics
     End-user configurability (via Manifest.json file)
     FPS-optimized model
     5 hd liveries
     1 Blank texture
     Normal Procedures PDF
     Emergency Procedures PDF
     Performance Tables PDF
     Quick Reference PDF
     Recommended Settings PDF
    Visit the C207 Skywagon Homepage for more information.