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AIR HAULER The Inside Look C-130J SUPER HERCULES Virtual vs The Real Thing! HOW TO: Setting Up the Saitek X52 Pro
CPM. V13I04
Imagine.... being able to pick and choose any areas of the world that you want to fly in photo-real detail with Microsoft Flight Simulator X. Imagine.... being able order those parts of the world, here and now, for less than 1 cent per square mile. Imagine.... being able to download that area immediately after purchase, installing it and then flying that scenery within the hour. Imagine.... that technology being available right here and now.... Well, you no longer need to imagine... it is here and now... and its MegaSceneryEarth! Go To The MegaSceneryEarth Website Right Now To Start Choosing Your Favorite Places To Fly In HyperReal Detail!
Choose=>Buy=>Download=>Fly!
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Publisher: Robert Ferraro Editor: Dean Bielanowski Layout & Design: Tony Liatos Contributors In This Issue: Dean Bielanowski, Peter Dodds, John Achor, Dr John Lattanzio, Gabe Logan, Gene Davis, Rob Scott, David Wilson-Okamura, Harold Zimmer, Doug Horton, Mike Ray, Rick Bryan. Subscription Managers: Australia: Adrian Lazzarotto USA: Mark Jakubowski Editorial Submissions: Please address editorial matter to The Editor at editor@computerpilot.com or to the ofce closest to you listed at the bottom of this page. Advertising Inquiries: PC Aviator Inc. Phone: 843-232-1160. Email: advertising@computerpilot.com Website: www.computerpilot.com General E-Mail: info@computerpilot.com US Distribution: Ingram Periodicals, International Periodical Distributors, Media Solutions Printed By: The RL Bryan Company (USA). Disclaimer: Any information, advice, maps, charts, tables and other information published in this magazine is exclusively for use with PC ight simulations. The publisher does not accept any liability for any accident or incident arising from any information conveyed or implied in this publication. Copyright: Copyright 2009 The PC Aviator Pty Ltd Incorporating PC Aviator Inc. All rights reserved. None of the information in this magazine may be reproduced in any form or stored via any electronic means without the express permission of the publisher. Cover Price: USA.: $7.95. Australia: $9.85*. Canada: $9.95. Subscriptions: Computer Pilot is published bi-monthly Australian Annual Subscriptions: AUD$39.95 Phone: 1-800-807-747 US Annual Subscriptions: USD$24.95 Phone: 1-800-664-0033 Other International Subscriptions Asia/Pacic Region: Ph: +61-3-9553-1955 Rest Of The World: Ph: +1-843-232-1160 or visit www.computerpilot.com ISSN: 1324-7336 Published by: PC Aviator The Flight Simulation Company Australian Office: The PC Aviator Pty Ltd Level 1. Suite 5, 539 Highett Road HIGHETT, VIC, 3190 Ph: 03 9553 1955 Fax: 03 9553 7155
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MAXI REVIEWS
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20. FLIGHT CHALLENGE: FARM STRIP FLYING IN ENGLAND, AND THE FLAT
BITS OF WALES AND SCOTLAN D, WE HAVE COUNTRYSIDE . OTHER COUNTRIES HAVE BUSH, PRAIRIE, SAVANNAH, RA IN FOREST, VELDT, DE SERT WE HAVE COUNTRYSIDE ROL LING GREEN MEADOWS, HED GEROWS, STONE WALLS, WOODLAND WITH TALL OAKS, GOLDEN BEECH AND SPREADING CHESTNUT, GRE EN GRASS, BROWN EARTH AND GOLDEN WHEATFIELDS, INTERSPERSED WITH THE RUSSET TILED ROO FS OF VILLAGES AND SMALL FARM S. ALL TAILORED FOR FARM STRIP FLYING IT WOULD SEEM?
26. HOW TO: SET TING UP THE X-52 PRO HAVING A SUITABLE AND
30. FLYING GREEN WITH FARMBOYZIM: U.S. CITIES - PART 2 WELCOME BACK TO ANO THE
PROPERLY CONFIGURED CON TROL SETUP FOR FLIGHT SIMULA TION NOT ONLY MAKES IT MUCH MORE REALISTIC, BUT MUCH LESS FRUSTRATING TOO. WE SHO W YOU HOW TO CONFIGURE SAITEKS X-52 STICK AND THROTTLE FOR MAXIMUM SIMULATION FUNCTION AND ENJOYMENT.
40
R FLYING GREEN WITH FARM ADVENTURE! WITH THESE BOYZIM ARTICLES, WE WILL EXPLOR E AREAS OF THE EARTH THAT SOME OF YOU MAY HAVE NEVER THOUGH T TO VISIT. ILL ALSO CLUE YOU IN TO SOM E GREAT SCENERY AND AIRC RAFT THAT I FIND FOR MY ARTICLES.
65. AIR HAULER: THE INS IDE STORY OVER THE LAST FEW
WEEKS YOU MAY HAVE HEA RD ABOUT A NEW ADD-ON FOR FS2004 AND FSX CALLED AIR HAULER WHICH WILL BE RELEASED VERY SOON. IN FACT, IT WILL BE AVAILABLE BY THE TIME YOU READ THIS IN THIS ARTICLE WE GIVE YOU A BRIEF INSI GHT INTO THIS FANTASTIC NEW ADD-ON, ALONG WITH BRIEF INTERVIE W WITH THE DEVELOPER DUNCAN MUR RAY.
72. MEET YOUR AUTHOR S: MIKE RAY MIKE RAY IS WELL KNOWN
78. C-130J SUPER HERCUL ES: REAL VS SIM I FIRST PLANNED TO SIMPLY COM
WITHIN OUR LITTLE COMMUN ITY. MOST OF US KNOW HE IS A RETIRED UNITED AIRLINES BOEING 700 SERIES AIRLINER PILOT, AND THAT HE WRITES FANTASTIC BOO KS FOR REAL PILOTS FACING THEIR CHECKR IDE, AS WELL AS GUIDES FOR TRYING TO CONTROL THE SIM-PILOTS DETAILED ADD-ONS THAT WE CRAVE SO MUCH. BUT THERE IS MUC H MORE TO TELL ABOUT CAP N MIKE!
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84. AIRCRAFT CARRIER OP ERATIONS IN FSX THERE ARE SEVERAL CATEGO RIES 92. MIKE RAY SERIES: TH E TOGA SWITCH THIS ISSUE MIKE EXPLOR REGULAR FEATURES: 50. PULLOUT POSTER
THE SUPER HORNET
PARE WHAT C-130 FLIGHT ONS WERE AVAILABLE FOR SIM ADDMICROSOFT FLIGHT SIMULA TOR. THEN IT HIT ME, I LIVE ONLY SIXTY MILES FROM THE LARGEST C-130 BASE IN THE WORLD LITTLE ROCK AIR FORCE BASE (ARKANSAS, USA ). THIS WAS A GOOD CHANCE TO COMPAR E THE SIM MODELS TO THE REAL THING!
OF AIRCRAFT CARRIERS IN AS ADDITIONAL CARRIERS FSX, AS WELL THAT CAN BE ADDED BY SOF TWARE PRODUCTS. IN THIS ARTICLE, WELL FOC US ON WHERE TO FIND AND USE THE FOUR CATEGORIES OF AIRCRAFT CARRIERS IN FSX.
ES THE MYSTERIES OF THE TAKE-OFF/GO-AROUND SWITCH FOUND ON MANY COMMERCIAL AIRLINERS AND EXPLAINS HOW TO USE IT PROPERLY AND EFFE CTIVELY.
arrow cF-105
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a6 intruder
Great care has been taken to create as accurate a reproduction of each In the case of the C, Addison Pemberton provided input on the cockpit layout and provided a pirep of the handling characteristics of his aircraft. His input was factored into the flight dynamics of the model. The flight dynamics of the B-4 have also been thoroughly researched as well. The model is fully animated and designed to be flown from the VC. Detailed check lists and reference files are included in each aircrafts kneeboard that represent actual aircraft operations. The sound files for each aircraft are the work of Flight Simulator sound designer, Mike Hambley. His sound art truly brings these beautiful recreations to life and further adds to the immersive experience of flying these giants of the Golden Age skies. Included in the package is a scenery offering by FSRealscenes.com, of Alhambra Airport, Alhambra, Ca, circa 1930. This airport was the home of the Western Air Express fleet and a hub for mail and passenger traffic during that era. The Boeing 40 is great fun to fly, and you do have to fly it. No automatic systems or button pushing action here. Its hands on the controls from taxi to touchdown. The Boeing 40 is available from good flight sim software download stores and retails for US$19.95. It is available for both FSX and FS2004. http://goldenagesimulations.com/boeing40vX.html
Some of the key features include: A highly detailed exterior model featuring High resolution textures, a smooth and accurately shaped 3D model, and bump mapping which captures the look of stretched metal skin on the wings and along the fuselage. A beautifully rendered virtual cockpit and panel featuring 3D gauges which are exact replicas of the Beechcraft and Bendix/King gauges found in real-world Dukes, ultra-smooth gauge animation, accurate modeling of all the Dukes systems, and visual stall-buffet effect, among many others. A highly refined flight model featuring accurate single-engine asymmetrical performance and handling, realistic side-slipping, accurate spinning, realistic stall handling, accurate performance figures and engine handling characteristics. A high fidelity sound suite featuring ultra wide panning in full stereo so that the left and right engine and other interior sounds are totally separated in the straight ahead view position. Comprehensive documentation including a detailed 37-page flying and setup guide, detailed pilots checklists, detailed charts outlining such things as takeoff performance, cruise performance, cruise power settings, range, plus more. The Duke certainly looks the goods too and should prove to be a hot seller in the flight simulation market. It is being offered for 32 Euros in download format but a boxed release will likely follow soon after. Check http://www.realairsimulations.com/ for more details.
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Product Highlights: User friendly : easy installation and use for all. FPS friendly : no need for a powerful configuration. Provides an advantageous replacement of repeated FSX LandClass for an optimal and coherent rendering of terrain. 14.25 m/pixel resolution with optimized colors and quality. Easy activation/de-activation by simply clicking in the FSX Scenery library. Compatible with other mesh products and photo-realistic sceneries of higher resolution. Less cluttering of memory for the terrain textures at low resolution provides a faster and widespread display. Quicker flight loading than of standard photo-realistic textures. Scenery specifications: Western USA / Major Part of Mexico - about five million square kilometers. Optimized and re-colored 14.25 m/pixel ground textures. Cloud coverage < 0.01%. FS Altitude Western USA is available in boxed format for just under 50 Euros. Interestingly there is also an FS Altitude package for Australia coming up, according to the official website, which can be found at http://www.fsaltitude.com/
17
Computer Pilot contributing author, Framcois Dumas attended the meeting and outlined several outcomes resulting from the discussions: A temporary board has been elected that will set up the final group charter and goals. Community members (organizations such as IVAO, VATSIM, builder groups etc.) can be added by a sponsor. Industry members can join with a fee proposed to cover running costs. The organization will be a non-profit one, with the aim to promote the flight sim hobby through advertising and sponsoring (by its members) of events and through other public avenues. The ultimate aim is to extend the life of the flight sim hobby, and maintain a market for the companies involved. Organizations such as Avsim and simFlight are involved from the start, so input from flight simmers is also guaranteed. There is to be a follow-up meeting in Dayton, Ohio, prior to the Avsim conference there (September) IFCS will have a website of course, mainly aimed at providing general information regarding the FS hobby. The consortium will continue to advocate for the flight simulation hobby. You can help by showing your support for flight simulation by supporting the hobby in whatever way possible. Join the community spirit! Stay tuned for website details. (Meeting photo courtesy of Francois Dumas)
The DVD has a run time of 185 minutes, can be viewed on a standalone DVD player through your TV, or on your computer using a standard PC DVD drive, and is region free coded! It retails for US$30. http://www.worldairroutes.com/Kingfisher.html
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19
n England, and the at bits of Wales and Scotland, we have countryside. Other countries have bush, prairie, savannah, rain forest, veldt, desert we have countryside rolling green meadows, hedgerows, stone walls, woodland with tall oaks, golden beech and spreading chestnut, green grass, brown earth and golden wheatelds, interspersed with the russet tiled roofs of villages and small farms. All tailored for farm strip ying it would seem?
We also have people who want to y aeroplanes from their property, as you do in America, Canada, South Africa, Brazil, Namibia, or outback Australia. In those vast countries, you simply grub up the vegetation along a 1000 yard by 100 yard strip, atten out the lumps, roll it a bit and y your aeroplanes in and out. The strips might be rough, but one thing is not an issue in most cases obstacles because you have bulldozed them out of the way. Here in the UK, everything is compact. We put 10 or 15 houses on an acre of land; our elds are often no more than 5 acres in size, and where-ever you go there are people. People who want to do something different from you. People who want to stop you doing what you want to do. A green and pleasant land it may be, but if you want to build a private airstrip, life gets tough. There are planning regulations, noise regulations, NIMBYs (Not In My Back Yard campaigners), not to mention hundreds of roads, powerlines, hedges, walls, trees (with preservation orders on them), bird sanctuaries, stately homes, towns villages, army ranges and even airports.
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:
ONE OF THOSE FIELDS IS A LANDING STRIP
English farm strips are generically short. 650 metres is good, 800 metres is luxury. Some are as short as 300 metres. Peter later makes reference to an airplane being able to stop in 100 yards so it might be helpful to have an idea of what that would be in metresor to indicate how many yards comprise 300 metres 06/24 300m x 12m : downslope to East : Power lines on approach to 24. Sheep and occasionally deer on the runway : All circuits to the North : Avoid overying the village. I suppose in Africa they must get lions on the runways occasionally a bit more exciting than sheep perhaps, especially if they are hungry! 300 metres? Youd go for the FSX Microlight for that one, or perhaps the FSX Maule. Dont even think about it in a Cessna 182. Some pilots ew most of the exercise in Rick Pipers Chipmunk, but there are a few holes in hedges to indicate that this wasnt always a good choice. The Tiger Moth is quite good as it ies slowly, but with no brakes does not slow down as quickly as a real one (because the FS versions which exist cannot simulate the friction of the tailskid on the ground). The aircraft I chose to use was the FS9 World War II Westland Lysander, famous for ying spies into and out of France by moonlight or preferably, moonlight-less. OK so it was cheating, because there isnt a yable example left in the world, but I can pretend I restored the one at Duxfords Imperial War Museum. It is a tricky aircraft to y, with its very powerful engine for its size, and the automatic slats and aps which deploy at slow speeds sometimes when you wished they didnt, but it will y at 57 miles an hour and descend at 1000 feet per minute. A quick are and it stops dead in about 100 yards. It is the nearest thing to a parachute with wings and an engine I know.
DOWNWIND FOR ROSEMARKETS RUNWAY 26. YOU DO NEED TO KEEP THE STRIP IN SIGHT AT ALL TIMES
Sloping Runways
I mentioned above that you should always try and land the Tiger Moth uphill because of its lack of brakes. Now we all know that Microsoft has never heard of sloping runways, but Gerry and Pete know that farm strips NEVER have at ones, so they didnt put them in their scenery. By not planting a runway object, but instead putting red and white edge markers along the sides of the ordinary terrain to mark the runway position, their runways often have not only slopes from one end to the other, but also sideways slopes, humps and hollows. Some of these runways are on the tops of hills, so an overrun is going to be doubly interesting, although you get a good start from gravity if you decide to abort and go around. Mind you motoring at 60 knots down a fairly steep hill in the hope of getting airborne again before you hit the stream (and invariably the trees) at the bottom is not for the faint hearted even virtually.
Lets Go!
By now, you are either itching to have a go, or have put this article down and have just taken off in your 747 from LAX westbound for Hawaii with a sense of great relief that the Pacic Ocean has no trees, hedges, power lines, or NIMBYs. Well start off with an easy one Rosemarket. This strip is on the western side of Wales, four miles south of Haverfordwest aireld (EGFE) at N5144.67 W00458.07. Its runway is 08/26 and, at 600 metres, offers a reasonable length. The strip is on the western side of a large piece of fairly open land without power lines, hedges or trees too close. The windsock is on the north side by the threshold of 26. Now in FS, because few objects stick up in the scenery, Gerry and Petes trees, which do, can be seen from some distance, giving another clue as to the strips whereabouts. Cunningly though, Gerry has also planted trees at some distance from the strip, so dont think that the rst clump of trees you see marks the strip position. It may not. Trees, being tall, can cause problems on approach and a runway sandwiched narrowly between two rows of trees is quite off-putting. Take any of the smaller light aircraft for this one Ill take Rick Pipers Chipmunk with its excellent visibility all round to make life easy. 22
SPEED IS BETTER, HEIGHT IS BETTER - WE SHOULD MAKE THIS ONE STICK GOING AROUND - MAKE THE DECISION EARLY OR YOU END UP IN THE FAR HEDGE - OR WORSE, IMPLANTED IN A BARN!
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Head south from overhead Haverfordwest on a heading of 189o for six miles. Milford Haven (the shipping harbour not the town) will be obvious straight ahead. If you reach the coast then you have gone about two miles too far. Look for the trees, then once you have spotted them, look for the very white windsock pole. Circle round at 2000 feet or higher until you have the circuit pattern clear in your head landing on 26 make a y-by on a heading of 260o parallel to the runway with it just to your left, then turn left and descend into the circuit. Try and look for the windsock whenever you switch views, because believe me, the strip itself is all too easily lost when switching views in FS. Keep a tight circuit, because, again, extending downwind and then turning base too far out, you can all too easily lose your eld. Flying the nal approach takes practice. Note well that the windsock is described as being on the north side of Runway 26. That means that it will be on the left of the runway as you approach, and the runway will start roughly where the windsock is and extend onwards from there. Keep this in mind all the time as you descend on the runway heading because it is the only visual cue you have until you get much closer. If you have the photographic scenery, the grass colour of the landing strip will be different from the surrounding, and this will become apparent, but the edge markers only become visible from about a mile out. Once they are visible, be prepared to adjust your track sharply if you are approaching at the wrong angle, but bear in mind you are only a few hundred feet above the ground by now. If a change of track would be extreme, go around. There is no shame in going around when trying to land at these strips. I have had as many as four attempts at some of them, and Im not alone.
On Top of a Hill
Have a go at Eggesford, in Devon. 19 miles NW of Exeter airport (EGTE) and 6 miles SE of Eaglescott Aireld (EGHU) N5052.00 W00352.00 560ft AMSL Runway 11/29 (630 x 10 metres) Circuits left hand Windsock 150m in and to E of 29 threshold At 630 metres, this isnt a bad length, but oh boy, its a roller coaster ride and no mistake. Its like a whales back, so it might be a good strip to try out the Tiger Moth but you need to stop before the top of the hill, otherwise you start off down the other side. With no brakes thats a bit scary. Depending on the scenery mesh you use, there is also a crossways slope to the east in FSX with Horizon Simulations photo-scenery, hardly a problem, but in FS9 with the Just Flight photo scenery and VFR Terrain mesh, it is severe, with a signicant risk of slewing off into the hedge which runs alongside. Hawthorn hedging wont do your Tigers fabric much good either! The same technique should be used as before descend on nal on the runway heading with the windsock pole on your right this time, and aim for the gap between two rows of trees. You will see the near hedge appear (an FS feature, slowly materialising objects in your path) at about two miles. The edge markers will again appear at about a mile. When Im ying the Tiger, I use a TrackIR (see end of article for reference), a clever device which allows me to stick my head out of the cockpit for a better view for landing.
SO DOES THE HEDGE. TOO HIGH AND THERES NOT ENOUGH RUNWAY: TOO 23 LOW AND YOUR FLIGHT ENDS PREMATURELY
FINAL FOR LOW FARM 06. AT 300 METRES, EASY FOR THE ULTRALIGHT
This strip is about as tight as they come, but at least it is at, being in the Fens. Your biggest problem will be nding it, because it has no windsock and very few trees around it. There arent many trees in the Fens, which used to be wetlands until they were drained in the 18th century. Highly fertile, the Fens now comprise large arable elds down to cereals. So not too many hedges to bother you, but its just that at 300m, this strip is a bit short. Its one for the FSX Ultralight, or the FS9 Lysander if you have one.
24 HERES LOW FARM RIGHT UNDER THE CONTROL BAR OF THE FSX ULTRALIGHT POWER LINES NOTED AT THE 24 END
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Approach from Norwich on a track of 091o and in the at featureless landscape you will hopefully spot a tall grain silo straight ahead, with some power lines to the east, a hangar building and a few trees. An approach from either direction is good, but with power lines at the north-eastern end, 06 is the easier option if the wind permits. After circling to orient yourself, and ying the circuit (left hand) your nal approach puts the silos on the right at the downwind end of the runway, and the hangar building on the left at the upwind end. The strip is plenty long enough for the ultralight, but in the Lysander you must get as slow as you dare with automatic slats and aps extended, right on the stall, but keep some power on as you descend just a smidgeon, as they say. The instant you touch down, pull the power and she will stay down. Brake rmly, but dont jump on the brakes you could tip her nose over. There are over 100 more similar farm strips to challenge your skills so go out and get stripping! By the way dont leave a fabric and dope covered aircraft on a farm strip overnight - cows just love dope impregnated ceconite!
RIGHT
CAN WE LAND THE LYSANDER ON THIS STRIP? THERES THE SILOS AND THE WINDSOCK AND SPEED AND HEADING ARE GOOD
AND SHE STOPS 30 YARDS FROM THE END
References
Gerry Winskills FS9 Farmstrip Scenery is downloadable (free) from AVSIM. Search for uk_farmstrips_vol_1.zip, uk_farmstrips_ vol_2.zip and ukfarmstrips_vol_3.zip (Note the missing underscore in Volume 3s lename). FSX Farm strips are also on AVSIM. Search for uk_farms_fsx_ p1.zip, uk_farms_fsx_p2.zip, and uk_farms_fsx_p3.zip Essex Airstrips (Pete Chapmans) also on AVSIM. Search for essex_airstrips_011.zip Westland Lysander from http://www.alphasim.co.uk - go to Shop then RAF/RN Aircraft, page 2. Rick Pipers Chippie may be found at http://classicbritishles. com - search the le libarary for Rick Piper Chipmunk V3. UK photographic scenery for the UK for FS9 is now hard to nd, but rst contact is http://www.justight.com Check your local sim retailer too. UK photographic scenery for the UK for FSX is available from two sources (two different products, both do the same job) http://www. justight.com and http://www.horizonsimulation.co.uk The TrackIR device for head movement controlled lookout is available from PC Aviator www.pcaviator.com A full brieng for the exercise to y into all of Gerrys and Petes strips is available at http://www.cixvfrclub.org.uk/operations/ events/EVFiles/Farm_Strips/farmstrips.htm 25
SHORT FINAL. WE NEED TO BE HIGH AS THE LYSANDER ALMOST PARACHUTES IN WHEN THE POWER IS CUT
RIGHT ON THE STALL AND A TAD LOW, BUT THIS BEAST HAS GOT OODLES OF SURPLUS POWER TO KEEP US OUT OF TROUBLE
HOW TO
T
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Most joysticks today, have an integrated throttle, which is small and usually located in an awkward position. They have an eight-way Hat switch for changing views and maybe four to six programmable switches or buttons. The X-52 has a total of three Hat switches (one eight-way and two four-way), four if you count the one for controlling mouse pointer movement. Beyond that there are more than a dozen additional programmable buttons.
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This image (Figure 4) shows my workstation in its normal conguration. Thats the joystick peeking around the right side of the monitor. For ight simming, I move the joystick down to the typing surface, angle the keyboard and bring the throttle quadrant in closer. This is ne for most normal simming, but now lets set up the semipermanent combat arrangement. You can also see one of the cable clips (red arrow in Figure 4) I use to hold the X 52 cables to keep them handy and help prevent kinks. See those two circles with an X in Figure 5 (short red arrows)? I marked the spots for drilling and reached for my power hand drill. Whoa! Before drilling holes in the typing surface, practice ying several times to be sure everything works. Remember the carpenters adage: measure twice, cut once. Good thing I did, because at full throttle, my knuckles ran into the upper desktop.
The large blue surface visible in Figure 8 below is a cover from a three-ring binder. Its vinyl covered cardboard, so its reasonably stiff. I sliced it off an old binder and slide it under the keyboard and allow it to hang over the edge of the desk. You cant lean an elbow on it, but it supports a mouse (or in my case a Logitech trackball) quite well.
FIGURE 6 - THROTTLE
FIGURE 7 - JOYSTICK
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The joystick is displayed in Figure 7: (1) These are three, twoway switches set for: two views, and two each for propeller control and mixture control. (2) This pinky (little nger) switch res the cannon (again, in some sims). (3) Wheel brakes in non-combat sims. Otherwise it res guns. (4) Dive brakes. (5) POV Hat switch Number 2: two more views, and incremental ap control. (6) Reverse thrust. (7) Seat UP. (8) Seat DOWN. The nal conguration for combat ying is shown in Figure 8. There are additional switches and modes available on the X-52. I havent gotten to all of them yet, so there are abundant expansion opportunities.
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FLYING GREEN Cities of the USA: Ranks 6-10 WITH FARMBOYZIM Green
BY HAROLD FARMBOYZIM ZIMMER
W
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with ill Green es we w Flying her e articl ay have thes anot m back to venture! With e of you ry and elcome d m a hat som e great scene rth t boyzi som the ea Farm ou in to reas of plore a Ill also clue y ex visit. s. ught to for my article r tho neve nd t that I aircraf
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These regions that I visit in the virtual world are areas that are of some environmental concern in the real world that we should all know a bit about. Ill say this since I started writing these articles, I have been overwhelmed with the amount of great freeware scenery that is out there in download land just sitting there waiting to be discovered! These articles take place in FS2004, but there is no reason that these same areas cannot be explored as well in FSX. For the time being, I am focusing on scenery for FS2004, but just do a search for whatever scenery you need for FSX, and Im sure youll nd some good ones. In the last Flying Green article, we started to cover an unofcial listing of the 25 Best Green Cities in the USA. The list had been pointed out to me by my wife, Farmgirlzim in one of the magazines she enjoys reading, Country Home. Certain, basic criteria had to be met by the cities and towns in order to make the list. Issues from city growth and planning, land usage, the development of more environmentally friendly buildings (solar powered for example); to the personal involvement of the citizens themselves are taken under consideration. Personally, I think that latter part about citizen involvement is the real challenge. To recap, the rst ve on the list that were covered last issue were, in order of ranking:
If you missed the last article, be sure to check out these areas for some great mountain ying, and some breathtaking vistas! Theres some great freeware scenery out there for these regions as well. The Pacic Northwest is doing their part for a better world, dominating a majority of the overall list. Congratulations as well to Boulder, Colorado for trying to be greener, even at a mile high. There are so many places on this old planet that I want to explore with you, that for the sake of time and article space, were going to cover the top ten on the list only. Search the web for more current information on this topic if you wish to know more. So, without further ado, let me present numbers 6 through 10 of the Best Green Cities and Towns in the USA.
6 Eugene/Springeld, Oregon. 7 Santa Cruz/Watsonville, California. 8 Minneapolis, Minnesota. 9 Bend, Oregon. 10 Santa Barbara, California.
1 - Corvallis, Oregon. 2 - Portland, Oregon. 3 - Bellingham, Washington. 4 - Petaluma (my hometown!) and Santa Rosa, California. 5 - Boulder, Colorado.
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As you can see, the states of California and Oregon are again dominating the list. I do want to point out that the Green Fever is spreading in the Midwest as well as other areas of the USA these days, and thats certainly good to see. These cities all share the same basic concerns for helping to protect the planet, but one issue that leads the way across the board is that of Global Warming. Odds are pretty good that most of you know what this topic is about, at least in a general way. But one thing I have learned over the years is to never assume anything, in this case, assuming that everyone is aware of the dangers of the warming of the earths atmosphere. Of course, you may not believe in that phenomenon either, or believe it is simply part of a larger cycle The towns and cities on the Green List, have all agreed that there is a serious problem with global warming, and it needs to be solved. As I just said in an earlier paragraph, most of you are probably familiar with this issue, but that does not mean that some of your friends are equally in the know. Thats where you can help by passing this information on to your family, friends, or your favorite bartenders! There are a number of ways you and I can help in our own small way with this problem. Driving your auto less is obviously a great start (my hat is off to the folks in Europe for their extensive public transportation system), buying locally produced goods and food also helps, considering the cost of transport in terms of fuel, as well as the diesel fumes from trucks, etc. There are truly so many small things that one person can do to help the overall situation. Earlier, I stated that the real challenge of helping the environment is getting people on board with thinking green, and taking a few extra steps to help protect the environment. Its not really an inconvenience, its just something different in your daily routine that you need to get used to. Remember that it all starts with awareness, and you have to admit that these days, getting information on a subject is a whole lot easier than when I had to ride my bike down to the library, both ways uphilloh yeah, in the snow to boot! Education is still one of the most important tools we have to combat this issue. It has been a joy to explore these areas around the Green Cities, and to nd some excellent scenery enhancements for them as well. As I stated, my ying is done in the world of FS9, but for you folks that have moved on to FSX, there are loads of great addons as well, just do a search at any of the major sim sites or check your local sim retailer for any boxed add-on scenery that may cover the same area (these are often much easier to install). Also, you may nd that some of the scenery that I mention may not actually be of the named city/ town, but it is included as it may be either in the vicinity or just too darn good to pass up! 32
Right off the bat, if you have no terrain mesh enhancements installed (this is what makes the mountains, hills, etc., look more detailed in their shape and elevation), please check out the 38m Terrain Mesh Files that are offered by Justin Tyme, over at FSGenesis. This is freeware that I think is a must for FS9. Justin has covered quite a large portion of the virtual world, and a big thank you for making these les FREE! Simply visit a major sim site, and do a search for his name, and prepare to sit back and do some downloading, as these are not small les. If downloading and installing a lot of large les doesnt appeal to you, you can get good worldwide terrain mesh scenery on disc in boxed add-ons like FS Global 2008 by PILOTS, or World Extreme Landscapes by Abacus Publishing. Ask your sim retailer for one of these. CPM. V13I04
Oregon Scenery
David Opa Marshall has created loads of sceneries for the Pacic Northwest. Some of those used for this article were keug_dm.zip. This package is a modest enhancement of KEUG based on the Afcad originally created by Reiley McKendrick. ocsr.zip, tills47.zip, tillup. zip and newport1.zip are sceneries created by Opa as well. aship_j.zip is a collection of World War II Blimp/Airelds in the Oregon area, including Tillamook, Oregon, and the Naval Station at Tongue Point, Oregon. Compiled by John Stinstrom, this is a nice little gem of a scenery package, especially the Naval Station.
California Scenery
cccoast4.zip, ccc4rev1.zip, ccc4rev2.zip are a series of les that enhance some of the central coastal areas of California. Works best with the default terrain mesh of FS9. This one has been around for awhile, being created back in 2003 by Al Wheeler.
slreym1.zip recreates some of the old missions that could be found in the southern California area. This le comes to you from Ron Ezra. The structures in this add-on look very nice and work well with Megascenery Southern California if you have it installed, if not, it still looks nice. ksba-june08.zip is a makeover of the Santa Barbara Airport (KSBA) and does look better than the default airport scenery. I was not able to determine the author of this le.
Minneapolis, Minnesota
kmspv4.zip - Minneapolis/St. Paul by William Morgan and a host of other contributors. This is a marvelous enhancement for the KMSP airport. valleyfair_kfcmusroads.zip Want to go to the carnival? Valley Fair Amusement Park lies next to KFCM in the beautiful state of Minnesota. R. Connolly has made two versions available, one for folks that have USA Roads from Abacus installed (which I do), and one for the default environment. This scenery uses default and custom made dynamic objects. Valley Fair is located southwest of Minneapolis, Minnesota, just east of Shakopee. Lit up at night, the park can assist in nding the approach to KFCM Rwy 36 in FS9. This is a fun piece of work to watch, as the rides actually are in motion. At night, the scene reminds me of summer nights at the fair!
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minngras.zip - Bush Pilots, attention! Grass Strips of Minnesota adds 49 grass and dirt strips to the state of Minnesota. Slim Tannor created this one, and includes some of the more challenging strips that are available. Three ight plan formats are included in this package. cc7pa23f.zip is not only a fantastic aircraft package (the Piper PA23 Apache for FS2004), but also contains scenery of small farm airstrips and scenery for a portion of Lake Superior. Bill and Lynn Lyons have made this package available as freeware, along with many others that should be checked out. In a word, GREAT! I cruised around these regions in a variety of aircraft, each one suitable for what the ying conditions were calling for. To begin, there is a beautiful model of the Raytheon/Beech King Air 300 that is worthy of being in any virtual hanger! You can nd this one under the le name of afg300v1.zip. Repaint for the article by yours truly. I like that shiny, aluminum look. To accommodate that Naval feel, I used P. Clawsons Grumman J2F-2A Duck, and was able to roll into and launch out of the water at the Tongue Point Naval Station in Oregon. This is a military amphibian that is nicely detailed with a host of repaints out there for it. It goes by the le name of gduck.zip.
To wrap it up, I created the model of the Curtiss F9C-2 Sparrowhawk, lename of f9c2sphk.zip. This is the rst complete aircraft model that I have created using Abacus FSDS V3.5 and Flight 1s FS Panel Studio. Loads of fun (and cussing!) while working on it. She represents what was once a eet of 5 aircraft that ew from rst the USS Akron Airship, then, after it went down (without the aircraft on board), they ew from the USS Macon, until she too went down off the coast of California. Only one aircraft escaped the fate of the ocean depths that day, and is now on display in an air museum. Thanks also to the payware folks for FS Ground and Flight Environment from Flight 1, and USA Roads from Abacus, along with AI Trafc managed by Just Flights Trafc 2005, all of which make the virtual world just a step closer to the real thing. Also my thanks to the folks at Computer Pilot Magazine, for letting me catch your attention with some ight sim info, and at the same time, get an environmental point or two across in the process! BTW, the opinions in these articles are mine alone (OK, maybe a few are my wifes as well), and the magazine only prints them. But I do hope you see what Im trying to express to you through these articles, and I hope that they make a difference in all our lives, Remember to Fly Green and keep the real world as pristine as our virtual world!
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WE WELLINGTON
BY GENE DAVIS
he Wellington is produced and packaged by First Class Simulations for both FS9 and FSX and is available on boxed DVD disc. The Wellington was an iconic bomber used during the early days of WWII and is best known for being one of the first aircraft to conduct bombing runs on Germany at the start of the war by the British.
Though the Wellington was designed for bombing missions it ultimately became a multirole aircraft conducting such missions as antisubmarine patrols and a transport for British Special Forces. The Wimpy ultimately became one of the great aviation success stories of World War II.
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The Wellington comes in a nicely decorated DVD style box and includes a printed manual in full color that outlines not only the history of the Wellington, but how to make best use of the Wellington add-on in either Flight Simulator 9 or Flight Simulator X. Installation is relatively painless, but it does require an activation key. This activation key is located on the front page of the manual so it is really important that you dont misplace the manual for future installations. Once the product is installed you will find 4 different versions of the Wellington in your virtual hangar, along with a custom made scenery of RAF Station Driffield (X4DF) - an actual base of operations for the Wellington used during WWII - and the FSX version also comes with two missions and more are reported to be available at the First Class Simulations website in the near future.
The Wellington add-on ships with four different versions and they are the Wellington Mark 1C, Mark III, Mark X and the Mark XIV, each with their own liveries that match actual squadron markings that flew during the war. As with all add-ons of this type the first thing I usually look at is the exterior model, and the exterior model of the Wellington does not disappoint! Not only does it include all of the traditional moving parts, it also incorporates some excellent lighting, especially at night. For instance there is a red light inside the bombardier compartment, and it can be turned on and off using the NAV light switch. This light was used to light the compartment during night missions and can be seen on the exterior of the plane as it reflects off of the compartment windows onto the fuselage. The bomb bay is also modeled on the Wellington and can be opened via the Shift+E-2 keys. The bay is empty but is as detailed as the rest of the plane.
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There is also no shortage of eye candy either. From the historically accurate liveries to the tread on the tires the Wellington just seems to stand out visually. The paints all have a photo-realistic look to them and do give them a very appealing and convincing appearance. From within you will see a detailed and accurate cockpit all with historically-accurate gauges and lighting. Even the steel framework inside the plane is intensely detailed, but what surprised me the most was that there was no observation/ bombardiers compartment accessible from the virtual cockpit. This is of little consequence but it surprised me nonetheless. The virtual cockpit begins and ends from within the cockpit and there is nowhere further to explore. This is not necessarily a bad thing, but I was just surprised to not see that portion of the plane modeled. The cockpit layout is set up for a single pilot with a crawl space to the right for both the bombardier and the tail gunner to move throughout the plane during a mission, as well as room for observers and Special Forces, if needed. The instrument layout is basic, but the instruments do reflect the era of the plane and are, from what I can tell, historically accurate. The one thing that surprised me was the placement of the compass as it resides in the horizon indicator at the top of the gauge. Although this is realistic, another compass would have been nice. To the left of the pilot are all of the levers; prop, mixture, gear etc and what amazed me was the level of detail that encompassed those systems. For the first time I actually wanted to use the mouse to adjust my power just because I enjoyed looking at that portion of the cockpit so much.
LEAVING DRIFFIELD
Flying the Wellington is a real treat as its enormous engines make for pretty fast flying. I was also impressed at how maneuverable the plane actually was considering that it was a bomber and bombers have a tendency to fly heavy and slow. Taking off was kind of a buzz because the plane just seems to reach for the sky when you throttle up on takeoff. To say the least, I felt very much at home behind the controls of the Wellington. An important aspect of an add-on like this is being able to capture the look, feel and sound of an aircraft of this type. I have to say that the sound is exceptional and captures the power of the two Bristol Pegasus MK XVIII radial engines, each with 1050 horsepower, remarkably well! What also impressed me were the sounds of the landing gear and the flaps as they seem to fit the plane quite well and werent default standard. Nothing aggravates me more than to drop the gear in a plane like this and find that it has the default tinny landing gear sound!
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There are only two missions included in this package and from what I have seen they really dont offer a lot in the rewards department when it comes to actually doing a flight. For instance, I decided to fly the Submarine patrol mission out of RAF Driffield. This mission puts you on the runway at Driffield and the only instruction is that you are to take off, fly east to the coast and then fly south to RAF Mildenhall. I flew the entire mission, expecting to hear something, however, I found that I was definitely alone and I never received anything that implied I was on any mission until the end. Trying really hard to locate a submarine I decided to try the mission again, but the result was the same and I was left wondering whether this was a bug or was it just the way the mission is set up? Figuring I would have better luck with the second mission I went ahead and tried that one. This one sets you up starting in occupied Holland on a quick journey through bad weather back to RAF Driffield. The object of the mission is get vital papers containing pertinent info on the war effort back to your commanding officer without losing the plane. The mission was definitely a challenge, but again there was no in-mission voices or sounds to really let you know what was going on and it was mainly just an exercise in getting the plane from point A to point B. The manual states that there are other missions available via the First Class Simulations website, but after searching the website I was unable to locate any.
The Missions
Included with the Wellington add-on is a complete airfield designed from the ground up to reflect that of RAF Driffield, circa 1941, where many of the Wellington Air Squadrons were posted during the war. From the barracks to a WWII style tower, the entire airfield is built around items and objects of the period and is a wonderful addition to the package. I was a little surprised that there doesnt seem to be any traffic in or around Driffield, but I was able to compliment Driffield with Air Traffic FX from Flight 1 by parking other Wellingtons in and around the base. As you fly overhead you will also see vehicles of that time period parked in and around the airfield, but there definitely seems to be a lack of activity there. Because I use the UK scenery from Just Flight I have photo-real coverage for the whole country and I have to say that Driffield fits nicely over the top of it!
I think it is safe to say I have a soft spot for any WWII type aircraft that comes out on the market for FS9 and FSX. So, when I see a product like the Wellington I have this uncontrollable urge to make it mine. Do I recommend this one? Yes, if you love WWII era aircraft or you are looking for a good WWII type plane to add to your collection. This product offers an incredibly detailed plane, plus scenery and missions all at the low cost of US$34.95. I will add that I would have gladly paid more for this one, but it is still nice to see the low price given our gloomy economic times. Wellington is available from all good flight sim retailers globally.
Conclusion
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early everyone who has been to a large airshow will have seen an F-14 in flight. The Tomcat is a supersonic, twin-engine, two-seat, variable wing sweep aircraft (what a mouthful!). The Tomcat, manufactured by Grumman, entered service with the US Navy in 1974 when it replaced the F4 Phantom II. It was the Navys primary maritime air superiority fighter, fleet defence interceptor and tactical reconnaissance aircraft up until 2006, when it was retired and replaced by the F/A-18E/F Super Hornet.
In September 2006, Iris Simulations provided the sim community with an aircraft which was arguably one of the best commercial F-14 Tomcat packages to date. It received rave reviews from many and has become a stable airframe for countless Tomcat fans worldwide. Now they have put together this Pro package which has been designed solely with FSX in mind. This package no longer suffers from poor performance in FSX, with many improvements made upon the old model, and some parts have been completely replaced. Many of the 2D gauges have been removed and replaced by 3D gauges which give a boost in frame rates and make the cockpit a much nicer place to be.
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This add-on is available from the PC Aviator download store (and others) for US$37.99 and comes as a 220Mb download, which may put it out of the reach of those still using a dial-up internet connection. Once you have downloaded the file installation is quick and simple; just run the installer and everything is done for you. The add-on comes with a full colour PDF manual which tells you everything you need to know about using this aircraft in FSX. The downsides to the manual are that I had to search through the FSX folder to find it, as there was no IRIS folder placed on my start menu (not a big problem, more a minor inconvenience) but the big issue with the manual is that the text is placed over an image, so when you want to print out the manual, make sure the ink levels in your printer are stocked up! Although there is no need to print out the manual, I found it easier having it next to me, rather than having to scroll through the PDF file to find the page I wanted. I would strongly recommend that you read the manual before taking the F-14 for a spin as I tried to just jump in and go after installation, and it was a big mistake. Studying the manual and flying the aircraft correctly somehow makes the experience that much more enjoyable. After a few times through the checklists you wont need to refer to the paper-work to get into the skies. If you prefer, there are videos on the IRIS website which take you through various phases of flight.
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When you load up FSX you will find the F-14 decked out in 58 liveries spread over a variety of models each with different configurations; from unarmed to display. If you want to add more liveries there is a paint-kit included too. The first impression you will get from this add-on is the virtual cockpit, and it is superb; the gauges are crisp and the HUD is fantastic and is included on both models. I was using TrackIR with this add-on and it is so much easier than having to use the mouse or hat switch to pan around the cockpit. However, I did find that some of the buttons on the left and right consoles were placed just a bit too far back, so moving my head to view them became difficult at times. Also I did have a bit of difficulty in dragging the starter switch around; this seems to be a problem that quite a few people have had judging from other reviews. The aircraft and its systems were a lot easier to get to grips with than I had imagined. It would seem that IRIS have opted for a compromise between realism and enjoyment, and they have got it spot on. This is an aircraft that anyone can enjoy and spend hours doing so. The Tomcat comes with the full list of animations that you would expect to see from a product labelled as Pro including the sweeping wings which are operated by the propeller pitch key. Also included is the arrestor hook for carrier operations and a refuelling probe for those long journeys. The animations are all silky smooth and I noticed no visible hit on frame rates during testing. The external modelling is absolutely stunning with each and every livery looking fantastic on the aircraft.
Add-on Inclusions
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REVIEW
Once you have finished drooling over the exterior and have got the Tomcat up and running, taxi out to the active and get ready to fly. Take note of the taxi guidelines in the manual and dont apply the brakes too forcefully or you might end up sliding all over the taxiway. Not the best impression to leave the tower controller with! Taxi into position making sure that the wings and flaps are set correctly and apply 80% thrust to get you airborne, which is done in a matter of seconds. Once you are clear of the runway make sure to keep an eye on the speed, this thing just wants to go fast! I found that the Tomcat was very easy to handle and maneuver during flight, just as you would expect from a combat aircraft. To help you along during flight there is an auto-pilot included, but I didnt really bother using it as the Tomcat is far more fun to fly hands on. Whats the point in buying it if youre going to let a computer fly it? The climb rate is quite astonishing and you will be flying high above the commercial airliners in a matter of minutes. But there is still lots of fun to be had down low to the ground. I used the Tomcat to go on a fast low-level exploration of the Grand Canyon, which was a lot of fun but left little room for error, which I guess is how it is in the real thing. The maneuverability is superb and when you are high in the skies its fun to practice a few aerobatic stunts; I think I even invented some of my own!
As well as an awesome rate of ascent, the rate of descent is equally impressive. From flying high at FL450 you can be down on the ground in a matter of minutes. Reduce the speed back to 250kts, deploy the spoiler and head to earth. Getting down to pattern altitude wasnt a problem, but staying there was. Its quite easy to find yourself going way too fast on approach despite only using a small amount of throttle, which is due to the immense power of the engines. All too often I thought I had a nice and stable approach only to find that I was dropping out of the sky when I reduced the power some more. In the end I opted to approach a little faster than normal, but the rate at which the speed drops off in landing configuration still allowed for a comfortable landing. When landing, the Tomcat can cope with a bit more of a thud than commercial planes. At first I was attempting greasers which had me either ballooning back into the sky or scraping the engines on the runway when I flared. Eventually I have gotten into the habit of landing a little harder than normal, and this seems to work fine as the runways arent scored with engine marks. As for the sortie, well, being an FSX add-on you cant actually fire or use the weapons on the aircraft. At least not to blow anything up anyway. If you are into that kind of thing, perhaps a simulator like Lock-On: Modern Air Combat is more to your liking.
To sum up this is a great add-on which will find a place in most peoples hangars. IRIS have developed a package that is not overly complex but still has enough in it to keep everyone happy. The fantastic model, sound set and flight characteristics have given me a welcome break from flying GA and airliners over the last few weeks. If you love military combat aircraft you will love the Tomcat, and if you are thinking of trying out a combat aircraft for the first time, this one fits the bill perfectly. Look for it at your favorite flight sim download store. IRIS Simulations can be found online at http://www.irissimulations.com/
Wire Trap
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To my mind, a good weather engine is really essential. I noticed an incredibly improved sense of realism from the early Active Sky products compared to the default weather. In some way I could not explain, the whole environment seemed more realistic and convincing. No more wind and cloud discontinuities, no more little faults that reminded you that you were running a program. Now everything seemed real and fluid. I did not have to turn on icing, it arose in cold moist clouds by itself. The clouds were somehow more realistic. I dont know how they did that but the 3D environment was just much more convincing! And the addition of a myriad other features made me a convert. If you are already like me, then you will be sold on the need for a good weather engine. If you have not yet been tempted to upgrade this part of your simulation experience, then you really should! The difference is remarkable. When combined with improved textures such as XGraphics, REX and FEX, you move into another level of realism (eg Fig 1). Indeed, I would say that a good weather engine and a good set (or sets!) of textures are as important as the add-on planes we buy. Maybe even more so
An Essential Add-on
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Active Sky Advanced is not a revolution, but an evolution. Yes, there are some good new effects, and I do not want to dismiss these, but from the users point of view it is more of an improvement and update than a new product. But do not get the view that its a small upgrade either ASA is a very fine product that takes a mature technology and improves it substantially.
OK, so what does Active Sky Advanced do? In its simplest form, it enables you to control the weather in thousands of ways. You can download current weather, previous weather, make your own weather, import weather from anywhere in the world and place it anywhere else, alter, create, modify, etc. It comes with a wonderful interface that allows you to simply drag and drop weather reports to install them into your world, and a weather search engine to find, out there in the real world, real weather reports that satisfy certain criteria you may be looking for. You want to find heavy rain? Or IMC conditions? Or snow? Thunderstorms? Winds of specific strengths? Specific combinations of the above? ASA can find them and you can save them and drag-anddrop them to the map to install them. Simple. It also includes a weather report facility so that, given a flight plan, it prepares a weather briefing for your trip (Fig 2) which can be viewed in the map facility (Fig 3). It simulates vertical air motion in a much more realistic way, depending on air and land temperatures, and it now includes wake turbulence behind aircraft! See below for some of the fun I had with this! Also, there is a new graphics section. This enables you to use ASA with any graphics engine you have. The manufacturers of ASA, HiFi Simulations, also have their own Xgraphics suite of textures for the weather environment. But ASA enables you to use anything you want and in any combination (Fig 4). It then can choose between existing themed textures to prepare an environment that matches the current meteorological conditions if you want it to. Or you can choose yourself, of course. More on this below. On top of these, it corrects for weaknesses in the native FSX weather engine. For example it will add weather stations where there are few so that it can interpolate the weather conditions and hence provide for smooth and realistic weather variation. It can remove glitches in the FSX weather and wind smoothing so that you no longer find your plane twisted one way then another in a couple of seconds as you fly through different wind regions (Fig 5). It generates its own visibility and haze layers, which improve dramatically on the defaults (Fig 6). A new feature is that we now have live SIGMETs AIRMETs and PIREPs. Let me explain. Sigmets are Significant Meteorological Advisories and Airmets are Airmens Meteorological Advisories. These are real advisories, currently only available for the USA, and include genuine warnings from real weather agencies. Pireps are reports made by pilots within the ASA network - perhaps you! So you can read a report from someone flying in the same region as yourself and you can make them yourself. This is available worldwide for all ASA users. More on these below. It also gives you its own ATIS (dial 122.00 to hear the current weather for the nearest station over your radio; or 122.02 for your destination weather), as well as providing a weather radar from XGauge for all your aircraft (Fig 7). You then call this up with the Shift-n command, as usually used for bringing up other windows. The installation program defaults to Shift-4 but you can choose (including adding it to the end of the existing list of windows for each aircraft). So you get a lot of bang for your buck! Oh and its the same interface for FS9 as for FSX. Exactly the same. It handles both, through either FSUIPC or SimConnect. Its entirely transparent to the user, which is how it should be.
FIG 1: A GOOD WEATHER ENGINE AND REPLACEMENT TEXTURES CAN PRODUCE VERY REALISTIC VIEWS.
FIG 4: THE GRAPHICS TAB STORES SETS OF TEXTURES FOR YOU TO CHOOSE FROM.
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So lets look at these features. The opening page of ASA shows most of the controls and provides you with the latest news from HiFi Simulations and ASA while it downloads and synthesizes the current weather (Fig 8). The next most likely screen you will want is the Report screen, where you get a report on a specified weather station (Fig 9). You can lock this to the closest station to the aircraft at any time, or you can specify the station with its 4-letter ICAO code. You get a nice summary in words which decodes the METAR, a graphical illustrations of the winds, etc. Its a very useful page. Note that the (excellent) manual also includes a summary of METAR terms and codes. You should learn these if you do not know them; its an essential part of becoming a competent pilot, even in the sim world! The next button across the ASA window is the Met/Reps button which gives you meteorological reports. These fall into three sections: SIGMETs AIRMETs and PIREPs. The first two are from real meteorological reports for aviation, but limited to the US only. The Pireps, or Pilot Reports, are exclusive to the ASA network and have been filed by simulator pilots like you. These are inserted by simpilots to tell of weather conditions encountered. You can file them yourself if you encounter anything interesting. You now have more than enough for the most common use of ASA, which would most likely be to use it for real world weather depiction. We already have this in FSX but this will be done more smoothly and the weather depiction is somehow richer and more convincing at least, that was how I found it, even when using the same textures. I dont know why that is, but it was certainly the impression I got. I hope the pictures do justice to the real sense of moving through 3D clouds that one gets with ASA (Figs 10 to 12). Anyway, this is essentially the default mode of ASA. It downloads weather from the HiFi Sims network, synthesizes it, interpolates to weather stations (including adding more where they are sparse) and you just press Fly Now and away you go, into the most realistic weather environment you have ever experienced on a computer.
This is another important and often-visited page. Here we get to both see the current weather as well as control it (Fig 3). Within the map page the right hand frame shows the map itself, and on the left there are various saved weather conditions (see again Fig 3). ASA comes with quite a few already defined, such as Blizzard, Clear Skies, Heavy Snow etc. More on these below. Between the saved weather conditions and the map are various controls which determine the scale of the map, how to move the map, and what level the wind arrows refer to see Fig 14. You can also specify a station or lock to the current position of the aircraft in FS (if FS is running at the time). Moving the mouse over features on the map gives you a popup with more information (eg Airmets, Sigmets, Station info). Along the bottom of the map page are toggles switches for WX stations, Airports, VOR/NDB, Route, Clouds, Visibility, Winds and Precipitation. This is a great page and allows you to get a fantastic feel for the weather conditions.
FIG 7: WE GET A NEW WX RADAR FOR ALL AIRCRAFT INCLUDED WITH ASA.
The saved weather conditions on the left of the Map page are known as the weather tree. You can save specific conditions from a station and give them a name, and they will appear in this list. But the real beauty of this is that you can simply drag-and-drop one of these conditions to any weather station to install the weather. Very easy! You can also specify the range for the weather at that station, including global which applies the specified conditions everywhere, of course. Its a nice system, very intuitive and very easy to use. And it gives you total control.
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FIG 8: THE MAIN ASA SCREEN, WITH OPTIONS ALONG THE TOP, NEWS IN CPM. V13I03 THE MIDDLE, AND A LOG OF ACTIVITY AT THE BOTTOM.
The next page available is the Briefing page, for use with a flight plan. You can enter your own plan in ASA or import one from FS. This then generates a textual briefing for the flight (see Fig 15). Once you are happy with the briefing you can view it in the map view (there is a button on the Briefing page to do this) and one can also ask ASA to install weather inspired textures for the flight (more on this later).
Those familiar with earlier versions of AS will know the WX Finder. Here one can specify the sort of weather you want and AS will search real METARs to find weather that meets your requirements. Its a neat way to get realistic weather of a specific kind. It includes quick buttons for Rain, Snow, CBs and IMC conditions. But there are also drop-down menus allowing you very fine control. Once METARs that satisfy your conditions are found, they are listed and selecting one takes you to a picture of it on the Map Screen. But suppose you want ultimate control. You want to configure the weather the way you are used to doing in FS itself. Then the Wx Config page is your next stop. This allows you to create your own weather, or to take an existing METAR and modify it. When you are happy save it with a name and it appears in the Weather Tree for drag-and-drop use on the Map Page.
FIG 9: THE REPORT SCREEN GIVES YOU A VISUAL SUMMARY OF CONDITIONS AT A SPECIFIED WX STATION.
By now you should see how all these utilities and pages work together to give you total control and a very good understanding of the weather environment. It is intuitive, but you do need to fiddle with it a bit to become a true master. Nevertheless, its easy to use and extremely versatile.
FIG 10: GOOD TEXTURES AND A GOOD WX ENGINE COMBINE TO MAKE THE WHOLE EXPERIENCE VERY CONVINCING.
I have extolled the virtues of replacing the default FS textures above. I will assume you have done this, using your favourite package, such as FEX, XGraphics, REX or GE Pro (for FS9). These add-ons are all compatible with each other, and you may find yourself using the water textures from one package but the clouds from another, for example. Once this is all set up the way you want, then ASA can take a backup of the current set of textures for later use known as a snapshot. It simply makes a copy of all textures, allows you to give them a name and to classify them broadly into a class (such as Clear, Stormy, IMC, Rain, Overcast etc). This is a good way to have textures that you like available again without having to set them up again using multiple texture packages. Its a nice system. It also allows you to take a picture of the current conditions and store that as a reference for the texture snapshot you just saved (see Fig 4). I really liked this feature as it allows you to use any and all of the excellent texture replacement options that are available these days. It will save for you any combination you have made for later use. Further, it then offers to use these to generate weather influenced themes for your flights made from the Briefing page. Thus one should automatically get realistic looking conditions for the weather you are to fly in. Isnt that what its all about?
I will not go through the many options given to you by ASA to control the weather depiction. But there are specific pages full of options for clouds, winds (eg Fig 5), thermals and visibility etc. There is no doubt that ASA does a much better job with haze than does default FS see for example Fig 6.
FIG 12: WHEN THE WEATHER DOES NOT INTRUDE IT CAN STILL ADD TO THE REALISM.
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On top of all this, you can of course save the current weather to reload later. But you can also save configurations for winds and clouds and visibility and thermals etc, with a specific name to remind you of the settings. Its infinitely customizable and this should save you lots of time when trying new settings. There is also the option to download historical weather conditions. So if there is a lovely day or a great storm that you wanted to fly in but were too busy doing something boring (like work, perhaps) then you can still download that weather later and fly it as if it was current. This feature is available for times back to 2005. You can do this either with correct time variation of the weather, or you can take a download form a specific time and not allow that to change. Its entirely up to you.
Save Me!
FIG 13: THE LEGEND FOR THE MAP SCREEN, WHICH CAN DEPICT ALMOST ANY WX CONDITION.
I am not into gliders, so I am not the person to ask about the thermal depiction and synthesis. But one has control over these as well, and they include deriving effects from terrain temperature so it is much more realistic than the default. In addition, you can edit individual weather stations, or even disable them. I have not done any of this either. There are simply more options than most of us would need under normal conditions, but the options are there if you want them.
More fun
One of the additions that I wanted to play with was wake turbulence. It encouraged me to do some very naughty things! I would takeoff in a Cessna and then try to fly through the wake of a heavy jet. But these wakes are not large and I never found one. I am told that they also fall realistically to the ground, so that as they dissipate they get lower. This means its hard to fly into one deliberately, although for sure I will fly into one accidentally some time! But not to be deterred, I decided to try to follow a jet. Well, you cannot do that in a Cessna so I took the default LearJet and waited at the end of the runway for a big jet to takeoff. I chose Honolulu for no apparent reason and while I was sitting there the weather, initially lightly overcast, closed in and it started to rain. The visibility dropped until I could barely see the terminal from where I was sitting. But just 20 minutes earlier this was not a problem at all. It was all so realistic! I was very impressed, but while I was congratulating HiFi Simulations in my mind, a Northwest 747 pulled in front of me for takeoff! So here was my chance to try to follow this bird as close as I could and see if I could find its wake. It turned out to be not so difficult, as Fig 16 shows. I would recommend that one follow standard wake turbulence avoidance procedures with ASA installed!
Wake turbulence
FIG 15: SMALL EXCERPT FROM THE 4 PAGE WEATHER BRIEFING FOR MY KLAX TO KSFO FLIGHT.
The accurate depiction of the flying environment is clearly crucial to maximizing the immersion you feel. Active Sky Advanced comes from a stable of products that do exactly this. The new member does it very well, with more options and control than ever, with ease of use and fun additions that make it essential. It also provides a simple but useful way to store your favorite textures, while maximizing the suitability of the textures for the weather that you encounter. Its a great addition. Active Sky Advanced is produced by HiFi Simulations and retails for US$49.95 www.hifisim.com
Summary
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Fokker50
BY GENE DAVIS
here often seems to be a stigma of quality assumption between downloaded addons and boxed add-ons, even when both are payware versions. It seems people trust the quality of boxed add-ons more. I am not sure why this is. Regardless, lets find out if VirtualCols Fokker 50 add-on (available as a payware download only) makes the grade
The content itself is impressive when you look at what you are getting in one little package. Along with a complex aircraft suite you also get twenty repaints of Fokker 50s that service real world locations. Included with the product is a manual and tutorial that will help guide you through the complex systems of the plane as well as to help you get into the air. The tutorial, well over 40 pages and a little difficult to understand, is helpful, but it does have its issues as it comes with missing illustrations, and some of the documentation has not been fully translated from its native Spanish language. The download includes both the FS9 and FSX versions; both can be installed at the same time and I do recommend doing so if you use both sims. This will prevent you having to go through the activation process again later on.
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THE FOKKER 50
The Fokker 50 is roughly an 80Mb download. It can be purchased from many online flight sim download stores, but for the sake of this review it is easily available via PC Aviator at their download store for the low price of US$26. My experience with the purchase and downloading of this product came before I was asked to review it and I feel that I must share this experience with you. Once purchased you can download the Fokker, but after you download and install the Fokker you need to go to the Virtualcol website to download the security file and register your copy of the Fokker 50, and from what I can tell the registration process bounds your copy of the Fokker 50 to the security file, thus allowing the security file to activate the product in FSX once it is run from your Windows desktop. This is all fine and dandy, but it was totally confusing for my Dad, who was in the same boat, and it isnt what you want to have to go through after spending your hard earned cash! So, it was up to me to figure it out and after reading over the directions, which are I have to admit are a little confusing, I was able to figure out what VirtualCol wanted the end user to do, but it did take some time. I understand the need to protect software, but activation processes like this are utterly ridiculous and more often than not confuse the user and create often unnecessary problems and support issues.
AIR ICELAND
Upon my first walk-around I had to say that I wasnt overly impressed with the exterior portion of the plane. It lacked the flare and creativity that other FSX aircraft have and which I have come to expect. The first thing I noticed was that the cockpit windows were really dark and on some models it doesnt even look like it had glass. The exterior model just didnt do a whole lot for me. Of course this was looking over the shoulder of my Father as he flew his newly acquired Fokker 50.
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But, you should never judge a book by its cover After I had spent some time with my copy of the Fokker my outlook started to change. I think I made much of my initial assessments based on the activation process alone and was just expecting a lot more than what I was seeing. Though the aircraft lacks the FSX treatment it does look reasonable and offers a lot for the low price. The exterior model offers all of the traditional moving parts as well as a flight attendant standing at the exit when the cabin door is open; this coupled with the slew of liveries makes the plane look and feel pretty good!
The virtual cockpit, though pretty basic in design, has its issues but the add-on does excel in the 2D panel department. The Fokker 50 forces the user to learn about the plane and learn how to manage a flight from start to end. Now, from what I found in the virtual cockpit mode, it does have its issues in FSX and the first thing I noticed was that some of the click spots on the overhead panel failed to work, requiring me to go to the 2D panel and make the changes there. If you dont mind flying from the 2D panel and spending time in the virtual cockpit for sightseeing I think you will enjoy this plane. Following the tutorial on your first flight is crucial if you do not know what you are doing. On several occasions I was trying to get the plane off the ground and both times I ended up in the ocean because my engines failed after takeoff and this was due to the plane not being properly configured. The engine management is also impressive in the Fokker 50. Rather than moving the throttles manually for flight, you set the mode of flight that you are in and the plane adjusts the throttles automatically, somewhat similar to what you find in Airbus airliners.
MAIN 2D PANEL
PRE BOARDING
CLEARED TO LAND.
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CPM. V13I03
The pilot is also responsible for just about every aspect of the flight and and has access to systems like hydraulics and external power to manage. The Fokker 50 does have an FMC. Although its a watered-down FMC, it is still an FMC and works well with the default GPS, and makes navigating relatively easy. I would have liked to have seen something a little more complex, but again, this plane seems like it is built for a price. As with all add-ons of this type it cannot be judged solely on looks and must also be judged in the sound department. The sounds for the Fokker 50 are, to say the least, excellent! The sounds capture the engine management well and when listening to them you are definitely reminded that you are flying a turboprop. The cockpit sounds are another story though. I would have liked to have seen more here, especially when it comes to cockpit environment. There are absolutely no clicking sounds when pushing buttons or flipping switches. Sometimes we just need to be reminded what we are doing and all relevant click sounds just makes the flight all that more immersive.
MAIN 2D WITH FMC
For the price you really are getting a deal. There arent many planes with the complexity of the Fokker 50 being offered at twenty six bucks and overall the plane is just fun to learn. Once you get past the activation I recommend that you just go and have fun with her because, after all, it is a computer simulation. The VirtualCol Fokker 50 package can be found at online download stores carrying flight sim products. Ask your favorite sim retailer for availability.
In Closing
WELCOME ABOARD!
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ANGLE OF ATTACK
RJ BY D OH TTA N LA NZIO
owning the thing does not guarantee I have the time (or skill!) to learn how to y it. But I must have it, so many hard-earned dollars are spent accumulating these fantastically detailed add-ons You know the ones: The ATR-72, the PMDG 737 and 747, and the Level D 767 for example. So given that I am going to get these, the next step is how am I going to minimize the time spent learning the aircraft and maximize the time spent ying it?
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and forum-ing and re-installing, as compared to the number of hours actually ying? Perhaps its best we do not know this! In any event; in my aim to learn these complex aircraft simulations as quickly as possible, I have devoured most of the training aids available. Mike Rays books are essential, of course. So when I saw the Angle of Attack DVDs for the PMDG 747-400, I knew I had to have them!
CPM. V13I04
DISK 0NE
What Are These DVDs All About?
The idea here is to provide a DVD program that is an instructional video on the 747. The package consists of three DVDs: Disc 1 covers Systems, Disc 2 covers Procedures and Disc 3 is enigmatically labeled Flight. These clock in at about 2 hours each, so you get a serious amount of training for your money. The details of the contents of each disc are given elsewhere in the article.
Disc 1
So sit back and relax and lets get started with Disc 1: SYSTEMS. This covers the glass cockpit of the 744 rather comprehensively. Here we meet a recurring problem, though. Sometimes the logical way to present something is not the best way to learn it. And vice versa. For example, a reference manual is an excellent resource for looking up something. But its a lousy way to learn from scratch as the material is presented in a more complete, encyclopedic manner rather than one designed for learning. That problem occurs whenever there is something complicated to learn. And it occurs here as well, to more or less to a degree. Dont get me wrong. The discs do a good job of covering everything. And there are gems presented lots of things I did not know! But simply watching each disc, from start to nish, is not gong to teach you efciently. For example, the section on the Flight Management System is 78 minutes long, with nothing on the screen but the FMC and a voice giving you instructions on how to proceed through the pages and what they do. Its very clear, but its not ideal for learning. That said, programming the FMC is perhaps the most tedious thing to learn and there is probably not a good way to present it! Perhaps in little bits, so that they sink in one at a time. But this does raise a good point: do not sit and watch these discs from start to nish. That is not the best way to use them, especially for the rst disc! One unexpected thing was the narrator referring to extra documentation. There is no documentation in with the DVDs (well, there is a checklist card) and no reference to anything extra being included. But if you look on Disc 1 there is a setup.exe program. It would have been nice if we were told about this! If you run it, it installs something. But there is no desktop shortcut and no entry in the start menu. If you poke around you will nd that the following directories have been created: C:\Program Files\Angle of Attack\747 This directory contains the Angle of Attack texture les for the FS9 PMDG 747 aircraft, a picture of the AoA 747 livery, the KSFO-EDDF.PLN le and associated charts used for the ight on Disc 3 and various charts used for the procedures covered in disc 2. C:\Program Files\Angle of Attack Productions\Queen of the Skies 747 Training This folder is, inexplicably, empty! C:\Program Files\Microsoft Games\Flight Simulator 9\ Flights\Angle of Attack 747 Here are all the FLT and WX les used for the ight segments on DVD 2, plus all the simulated training take offs and approaches. FS9 only. C:\Program Files\Microsoft Games\Flight Simulator9\ PMDG\FLIGHTPLANS This contains the KSFOEDDF.rte le (FS9 only). 59
DISK TWO
It would be nice if we were told about the existence of this extra material, instead of having to infer it from the instructor on the discs. But, in any event, the les are there and are very useful for re-creating the procedures used in the training discs. If you want to use the AoA livery then you must modify the aircraft.cfg le manually and place the textures in the correct folder, of course. All the AoA training ights are now available as saved ights (in FS9) and these all require the AoA livery to be installed. An update for FSX is imminent according to the AoA forums, and will probably be available by the time this is published. But, back to the discs themselves There is the occasional cheesy piece of monologue by the narrator: Wow! Who knew that even small buttons, switches and knobs could hold so many different functions. Er, well, just about anyone buying the DVD I would think! But I am picking on minor things here the bottom line is that the rst disc is a fairly thorough introduction. It should be watched a few times, not in one sitting, and one should dip into it as one would a good reference book. I learned many things that I did not know! Indeed, that raises an important point. There is one thing that I think would really aid the DVDs a thorough index. The chapters are nice but it would be good to know how to quickly get to, say, how to program the HOLD page in the FMC, or something like that. A good index would be invaluable. I suggest that if you get this DVD then you index stuff as you watch it. Write down the topic and time-stamp so you can nd that section again. There is good stuff here, and it is well worth spending a few minutes compiling your index as you watch it. It will be of great benet later. And you could post it on the web and I could get a copy!
Disc 2
Moving to the second disc, on PROCEDURES, there is a little more exibility in the presentation and the makers have used that (see the diagrams). There are some nice diagrams and good pedagogic practices on this disc. It is clear that any perceived weaknesses on the rst disc stem from trying to do the logical things in the logical order. As I said, this is good for reference but not necessarily good for teaching. The Discs cannot be all things to everyone but with some effort (e.g. making an index) they can be most things to you! In any event, the second and third discs are fantastic. They are both instructive and visually entertaining. Simply great! I loved Disc 2. It has many useful segments (see contents list) and these are now all installed (in FS9) as ights so you can easily try them for yourself. This is rst rate stuff and well presented. Chris Palmer and company have done a great job here.
Disc 3
Moving to Disc 3 we get to the nub of the whole thing. Here we go through a cross-Atlantic ight from KSFO to EDDF (San Francisco to Frankfurt). There is a detailed ight brieng and preparation and then you are led through the entire ight (well, with the boring bits edited out). This is the aim if you can go through this then you are a (newbie) 747 driver! In fact, I would be tempted to watch this disc rst. You can sit down and watch this one straight through from start to nish and get a feel for the potential of this wonderful PMDG product. Show this to a friend who thinks the ight sim is a game. This disc (well, all three really) show the huge potential that this sim has for creating ultra-realistic ights. 60 CPM. V13I04
DISK THREE
In fact, on that note, all the pics in the videos are from the sim. There are no real world shots of 747s. Yet the thing is so convincing that you would think it was a real training aid for a genuine aircraft! Its a tribute to MSFS developers (did I say that?) as well as PMDG and AoA that the combination is as realistic as it is. And as an added bonus, the scenery used for each ight is listed in the index, so you can then get the required stuff to recreate every detail on the screen, if you want.
Debrief
So, in summary, these discs are great. The PMDG 747-400 is a fantastic piece of software, and congrats to all at PMDG for producing it. Mastering it, as opposed to persuading it to y from A to B, is a lengthy process. You would be well advised to get these discs and Mike Rays books. Then add many hours of fun and work and you will soon be piloting your virtual 747-400 around the world. And what a rewarding experience it is. Hats off to all involved, I say. And at the risk of getting back to the point of this review, a hearty congrats to Chirs Palmer for producing such a wonderful training aid. Its not perfect. Very little in this world is. But it is very, very good and will help you learn to y the Queen of the Skies. I strongly recommend it! The Angle of Attack PMDG 747-400 Training DVDs are available from good ight sim product retailers and retail for US$44.95. The PMDG 747-400 is not required to view this DVD, but since the DVDs are virtually made for this add-on aircraft, it is recommended. It too can be purchased separately from good sim retailers. 61
FREEWAREFRENZY
FREEWARE EXPLORERS THIS ISSUE: David Wilson-Okamura
y popular demand, Freeware Frenzy has returned to Computer Pilot magazine! Every 2nd issue, we will track down the best freeware downloads available for a wide variety of civilian and combat simulators. Every add-on mentioned in this column can be yours for FREE (Internet connection required) thanks to the great community of freeware developers devoting their time to creating awesome simulation masterpieces. We salute you!
Authors: Lance Tucker, Geof Applegate Available from: avsim.com Mt. Lassen, in northern California, is a dormant volcano and said to be the least-visited national park in the United States. Lance Tuckers scenery is based on aerial photographs and includes not only the volcano, but also the sulfurous pits of Bumpass Hell, the lava beds around Cinder Cone, and Rogers airfield on Lake Almanor. Paired with Tuckers scenery is a 40-minute mission scripted and narrated by Geof Applegate. Combining facts about the areas history with advice about flying the twin-engine Beech Baron at high altitude, Applegate tells you about the standard procedures at Rogers airfield, takes you on a tour of the area, then brings you back to Rogers for a landing. I dont want to spoil any surprises, but stay on your toes, keep calm, and follow directions if you want to get down safely.
Authors: Chris Carel Filename: lesp.zip, lespnp.zip, lespwc.zip, Filesize: 61 Mb, 70 Mb, 43 Mb, 34 Mb Available from: avsim.com, flightsim.com In the last Frenzy, I featured Snow Dog Tours by Chris Carel and mentioned that two additional projects were still in the works. One of these, Lands End SeaPlanes is now complete. The package comes in four parts: (1) East Coast Tours & Cargo, (2) Northern Passage, (3) West Coast Travels, and (4) Southern Crossing. The four parts are cumulative, so you need to install each of them and you need to install them in order. Once thats done, youll have a chain of small airfields and floatplane bases, linking two of Carels previous scenery packages: Snow Dog Tours in the north with Caribbean SeaPlanes Tour in the south. The fields are selected so as to be spaced 80 to 120 nm apart. Thats convenient if you dont have a lot of time, because a flight between any two of them doesnt take very long. On the other hand, there are a lot of them, so if you fly the whole route it ought to keep you busy until Carels next scenery project. As always with Carels scenery, theres plenty of eye candy, special effects, and animation, not to mention custom liveries for some of the default planes if you want to fly for the Lands End charter company.
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CPM. V13I03
Filename: Israeli_AB_Pkg.zip
Filesize: 2 Mb
This package models two of the Israeli Air Forces main air bases: Ramat David, which is southeast of Haifa, and Palmahim, on the coast south of Tel Aviv. The download size is small, but to make everything work, youll also need to download some specialized scenery objects by Michael Carr. The documentation explains what you need and where to get it (namely, AVSIM.com). All told, youll need to download about 20 megabytes, assuming you dont already have some of the files; thats still not a lot. When youre done, youll not only have Stovalls Israel scenery, youll also have U.S. and NATO air bases in Iraq and Afghanistan, complete with animated tanks, military vehicles, uniformed personnel, and (for the Israeli bases) some additional AI traffic, in the form of IAF-liveried F-16 fighters and C-130 transports. If you have the Aerosoft F-16, this is a fun environment to fly it in. Real F-16s fly out of both air bases, and its refreshing to see more fighters in the air than just yours.
Lets see what Israel has for civilians. The busiest GA airport in Israel is Herzlia (LLHZ), north of Tel Aviv. It was built as a base for the RAF, then was transferred to the IAF, and finally to civilian control. Today, it is one of the main airfields in Israel for pilot training. David Rosenfelds scenery is a small download, but contains lots of detail, including custom buildings, static aircraft on the ground (in various states of repair), detailed taxiways, and several landmarks off-field: specifically, the same landmarks that a real-world pilot would use to stay oriented in the traffic pattern. Of course, Tel Avivs largest and most famous airport is David Ben Gurion (LLBG). So far, in FSX, it hasnt received the same detailed treatment as Herzlia, but Tom Haim has made the default elements more accurate, including runways, taxiways, building locations, and aprons. Both of the addons Ive mentioned here are for FSX, but if youre flying FS2004, theres even more scenery available, including both of these airports. I wrote about it at more length in the October 2005 issue of Computer Pilot, which you can still purchase reprints of online; theyre not expensive either. Let me add that, whether you fly military or civilian aircraft, the starting point for all of your Israeli scenery in FSX should be the Israeli Landclass project. I wrote about that in the October 2008 Frenzy, and you can find it by searching avsim.com or flightsim.com for the keywords israeli landclass.
Filesize: 4 Mb each
In the middle years of World War II, both sides experimented with flying wings. The German designs are more familiar today, and it is frequently assumed that Allied wings were based on captured German prototypes. In fact, what influence there was probably went the other way. In the 1930s and 40s, Jack Northrop designed several flying wings, two of which are now modeled by Tim Piglet Conrad. The first of these, made for FS2004 but flyable in FSX, is the N-9MB, which was built as a one-third scale model for a bomber prototype; pictures of it were noticed by the Horten brothers in Germany, who used it to get support for their research. A second model, for FSX only, is the XP-56 Black Bullet. It resembles the German-built Messerschmitt Me-163, except that instead of using rocket propulsion, its powered by a pair of counter-rotating propellers. Conrads third flying wing, also for FSX, is the General Dynamics/McDonnell Douglas A-12A Avenger II. A modern stealth design, it has fewer curves than the other two models, but has several animations, including a refueling probe. All three models include virtual cockpits, with realistic detail and convincing reflections on the glass gauge fronts.
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Working on this column, Im always impressed by how many and how good the freeware add-ons are that come out every month. Al Wheeler has been working on this package since FS2002, and with each new version the scenery gets more detailed. There are eight airports now: Paso Robles (KPRB), San Luis Obispo (KSBP), Oceano (KMSL), Santa Maria (KSMX), Lompoc (KLPC), Vandenberg Air Force Base (KVBG), Santa Ynez (KIZA), and Santa Barbara (KSBA). The layout of each has been adjusted to match its real-world original, and 3D structures have been added where they were missing in the default. These range from buildings to static aircraft on the ground to a whole warbird museum at Paso Robles. If framerates are an issue, the static aircraft are easy to remove by adjusting the scenery slider, but on my system this wasnt necessary. A lot of attention has gone to landscaping the airport grounds with rows of trees. In between airports, there are also numerous landmarks: Morro Rock and Morro Bay, radar facilities for Oakland and Los Angeles air traffic control, the marina at Santa Barbara, landable oil rigs offshore, a lighthouse at San Luis Obispo, the Diablo Canyon nuclear power facility, Hearst Castle, and a Saturn V rocket at Vandenberg. (The last item is fictional, but it makes the field more fun and easier to spot.) Finally, to bring everything to life, Wheeler has programmed additional AI traffic to fly between his airports. Theres even a map and documentation. Over the years, Wheeler has issued numerous patches and revisions, but for FSX, downloading is quite simple: you want the Complete version released in December 2008 under filename cccfsxc.zip. For FS2004, youll need one or more files, depending on whether you have the payware add-on Ultimate Terrain. Search for the keywords california central coast and look at the dates. This will also turn up some related add-ons, including more airports and more lighthouses.
Authors: Federico L. Morcillo Azofra and Laura M. Celis Santiago Available from: avsim.com, flightsim.com The Pitts Special, first designed by Curtis Pitts in the mid-1940s, dominated aerobatics competitions until the 1970s. This bold, colorful model captures the style and feel of this powerful and playful machine. The exterior rivets are modeled in king-size 3D, and the high-gloss catches sunlight in a way that looks great in screenshots. The reflections on the canopy are just as bold. The stick is sensitive, so I wouldnt choose the Special for long-distance touring. But thats normal for this kind of airplane: stable is good for cruising, bad for aerobatics (and fighters). The Special is easy to get off the ground and, once in the air, has enough power and agility to start maneuvers straight away. With a little practice, you can take off and land in very short distances. The trick, especially when landing, is to hold wings steady and airspeed just above stalling until you cross the runway threshold. Made for FS2004, the Special looks great in FSX too and includes some dramatic camera views. Framerates are high in both.
DANISH BASE, AARHUS, AND DENMARK SCENERY 1.2 - FS2004, FSX SCENERY
Authors: Lars Moellebjerg (Danish Base); John B. Jensen (Aarhus); Mogens Bregnbaek, Kim Dahl, Ole Egholm, Mikael Guldager, Paul Hattens, Claus V. HolMberg, Steffen Kidal, Lars Moellebjerg, Soeren H. Nicolaisen, and Frank Soerensen Filenames: danishbasescenery1beta2.zip; aarhusx11.zip; search for denmark scenery Filesizes: 37 Mb for Danish Base, 5 Mb for Aarhus; 95 Mb and 99 Mb for Denmark Available from: avsim.com In the October 2006 Frenzy, we wrote about Copenhagen City 3.0, a 3D model for FS2004 of Denmarks capital. Since then, coverage of Denmark has continued to expand. The first package, Danish Base Scenery, provides detailed roads and shorelines for the whole country. That was for FS2004, but FSX is catching up fast, starting with Denmarks second-largest city, Aarhus, modeled in 3D by John B. Jensen. Now the same team that brought us Copenhagen City has produced Denmark Scenery. There are separate versions for FS2004 and FSX, and if you already have photographic ground scenery, there are separate versions for that too. Theres also a service pack for FSX: look for filename dkscen_ 12_fsx_sp.zip. As before, Copenhagen is still well served, but airports and cities around the country have also been modeled now in 3D, including the port city of Aalborg, windmills, bridges, castles, and monuments. One of the highlights of the new scenery is the airfield at Avedoere, which has a curved runway. Theres enough here to keep any pilot occupied until the next Frenzy. Thankfully, theres a list of objects and where to find them.
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ver the last few weeks you may have heard about a new add-on for FS2004 and FSX called Air Hauler which will be released very soon. In fact, it will be available by the time you read this In this article I aim to give you a brief insight into this fantastic new add-on, along with a brief interview with the developer Duncan Murray.
Air Hauler lets you create and run a virtual air freight company, similar to the way Cargo Pilot did, and lets you open up bases all around the world and build up a eet of aircraft, if you can afford them! But Air Hauler goes much deeper than this. If you cannot afford to buy the plane of your dreams there is the option to lease it or even take out a bank loan to fund the purchase, as long as your companys reputation is good enough. With each ight you complete your reputation will increase, but if you are late or the cargo is damaged your reputation will decrease.
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As you complete more jobs and your reputation, bank balance and eet grows so will the jobs available to your company. It might even get to the point where you will need to hire some AI pilots to help out with the workload. You will be able to hire whichever pilot best suits the job (usually the cheapest!) and assign them jobs to help fund the bank account, although your reputation will not increase for jobs the AI pilots complete, that would be too easy! The jobs which are generated are linked to real time (as opposed to sim time). If you accept a job that needs to be completed in 2 hours, then you have 2 hours real time to complete it. This makes the planning process much more involved. It is quite possible to y 4 or 5 ights which will eventually link back to your base, or you could search for ights where there is an outbound and inbound ight to and from your base. The great thing about his program is that you will always start your next ight from where your last one ended, and it is up to you to get the aircraft to the next airport. If your last ight terminated at Southampton and your next ight is from Cardiff, you will have to literally y the plane to Cardiff to begin your next job. When planning ights you will also need to take into account fuel price (which varies with real world pricing) and landing fees, along with the nal fee for completing the job. After all, there is little point in taking on a job that wont pay enough to cover the costs incurred in moving the cargo. There are four difculty levels which Air Hauler can be used; easy, medium, hard and career. The most difcult level being career where you start out with little money and the default Cessna Skyhawk. The easy level grants you lots of money and a Lear Jet to begin with which, in turn, opens up lots of routes to start with. This option would present the best route to take for someone who is a little unsure how to use the program, or to help you get to grips with things. When starting your company bear in mind what sort of company you would eventually like to run. If your aim is to have lots of fun with shorter ights in and out of grass strips, then dont select your rst base as a huge international airport. Firstly because it would be silly, and also because you wouldnt be able to afford the rent and/or start-up costs. You really do need to think all the way along with this addon to get the best out of it. There is nothing to stop you starting out your operation from a small aireld and then changing your mind later down the line and leasing/buying some bigger aircraft to help maximise revenue. By this time you will probably have enough money to be able to open a second base at a larger airport. The freedom with which you can run your cargo company is fantastic, there really is no limit to where you can open a base and what you can y. You will be able to import any aircraft in your FS9 or FSX aircraft folders and use them with your company. If you so wish, you can even use helicopters which will give you a whole new challenge. If you nd that you have lots of spare cash lying around doing nothing for you (bank interest is not modelled at present), then why not take a punt on the stock market to earn a bit more money? You are able to invest in several of the worldwide markets with up to date stock information. This can prove to be a great way to earn more money for your company, but also a way of losing money should your shares take a nosedive!
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DEVELOPER INTERVIEW
Recently I had the chance to ask Air Haulers developer, the ever friendly Duncan Murray, a few questions about Air Hauler: What is your background in aviation? Ive always wanted to learn to fly and might have gone commercial but for some dodgy career advice when I was younger and ended up in IT. I obtained my PPL in 2006 and currently have just under 100 hours flying a Cessna 172 out of Aberdeen. Im also doing the IMC this year too. What brought about your decision to create Air Hauler? Ive used FsPassengers, Airliner Pilot and Cargo Pilot and although all three are excellent, they were missing features I wanted or didnt work in quite the way I would have liked them to so I decided to write my own one. Basically, Air Hauler is the game *I* wanted to play, so I had to write it myself. When did you first begin assembling a team to help develop Air Hauler? Im the only developer on Air Hauler, but I first approached John Allard for his ideas back in October 2007. He brought in a few more alpha testers, and we grew the beta team from March 2008 onwards up to the final team which was finished around October 2008. Since then its been the same group of (excellent) guys on the testing team. What have you enjoyed most and least about developing this add-on? Ive enjoyed the development of the program most and seeing Air Hauler grow from a few concept test screens into a fully fledged application. Worst is the maths associated with latitude and longitude calculations which took me weeks to get my head around! What was the worst problem you have encountered during development and how did you solve it? The worst problem was probably importing scenery files from Flight Sim and trying to do that without reinventing the wheel. The BGL file format is a little cumbersome and trying to interrogate it was quite difficult. I think I went through about 5 iterations of that code without being really happy with it. It was solved by using other developers import libraries firstly Scruffy Ducks SDE library, but now through JustFlight, Im using Wolfgang Schwarzs import library with a few additions to import scenery which works really well. The other one that stands out is aircraft.cfg file parsing no two config files are ever the same, and add-on aircraft developers are notorious for leaving out important payload or center of gravity information which Air Hauler likes to have. How soon will Air Hauler be available to buy? Air Hauler will be released through JustFlight at the end of March 2009. Will development work continue on Air Hauler after its initial release? Absolutely. Theres already some development on additional add-on packs which Im playing with and therell be regular updates to Air Hauler itself after release.
Thank you very much for your time Duncan, Ill let you get back to nalising the release version! Moving back to one of the answers above, Air Hauler is available from Just Flight and in boxed version (with a retail price around US$40) from good ight sim retailers. For more information you can visit the Air Hauler website at http://www.airhauler.net/ 67
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here are quite a few small airports around for us to enjoy, featuring detailed buildings and convincing textures. But they have never been my thing. So I was not prepared for the fun I have just had flying around Coffs Harbour This is not just detailed scenery for the airport, although it certainly is that. Sure, all the buildings are there but how often can you taxi past them and be impressed? A limited number of times I think. Although YSCH is particularly well done, I must admit. No, the most impressive thing here is that you get the town, marina, harbour and environs in fantastic detail, photoreal, realistic traffic on the roads, boats, animated flocks of birds, the works! For a scenery addition that is not usually my style, I was totally blown away and have had hours of fun flying low and slow over the area. But let me calm down and tell you something useful. Coffs Harbour is a small city on the eastern coast of Australia where the mountains known as the Great Dividing Range meet the sea. The little sheltered harbour (Oz spelling) is home to many sailboats and fishing boats, with small islands just off the coast being home to wildlife like the wedge-tailed shearwaters (muttonbirds) it may have been these that I saw flying around! The airport serves as the main airway for the region. So what Orbx have produced here is a fantastic version of the airport and the surrounding region. They used 22cm per pixel photos as their source. The town, marina, harbour, and islands are all reproduced with a custom mesh of 10m resolution. So head down to the airport and get into something slow,
with good visibility. Driving around the airport is very immersive, all the buildings are beautifully rendered with fantastic detail even down to grass at the edge of the runways. But its when you are airborne that you really get carried away with this scenery. I flew around, landed on the beach, did some approaches form north and south over the beautiful harbour and town, and decided to try the ultra-light for the best experience. Now I was able to land on the pier, on the islands, and I found myself like a kid, enjoying flying as if for the first time. Everything looks so good, and the traffic (air, land and sea) is so realistic. Seeing all the cars moving around just added to the experience so much. Flying over the town and the harbour was fantastic. I tried a seaplane and landed in the marina and docked by the boats and the pier. You can of course fly into YSCH with a larger plane, and regularly scheduled flights there include Qantas Bombardier Q400s, Virgin Blue 737s, as well as Brindabella airlines with J41 Jetstreams or Metro IIIs. You get a comprehensive 16-page manual, which tells you how to get the most out of your system and I was able to always get more than 12 fps (usually much more). I do have a top-end system, but I also turned everything up at least as high as recommended. Overall, I have to hand it to Orbx for opening my eyes to how much fun I can have flying around a small area. I was genuinely surprised. YSCH blends perfectly with the Orbx scenery for Australia (Gold region) for a complete Aussie experience! Keep an eye out for other airports from Orbx. YSCH retails for AUD$29. It is available from www.ftxnow.com
WHEEEEEE!
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he 727 was a workhorse, carrying literally billions of passengers in its lifetime. It is still in use, mostly as a freighter. It was the successor to the 707 and the predecessor to its twin engine cousin the 737. With its distinctive tail-mounted third engine, it remains a classic of the airline industry, from an age where pilots, not computers, flew aircraft. If you like to fly planes, rather than manage systems, then this is the plane for you. Its drop-dead beautiful, filled with a depth of simulation that is scary, and it will keep you busy in real life it has a crew of three! In the CS Pro-Pack you get the latest version (2.1) of the original 727-100, the stretched 727-200, and the freighter version, all with multiple liveries that are handled by an Aircraft Configurator program which is also used for loading the aircraft. The aircraft provided has the same equipment as the original 727, so there is no glass here and only a very rudimentary autopilot which is fun to use because you really do a lot yourself. Flying this plane is fun and demanding.
As you may expect from Captain Sim, the manual is comprehensive. Curiously, it does not distinguish between the real aircraft and the simulation. It tells you what all the buttons do, but not which are simulated, or how to use them, e.g. what parts of the ADF are needed and/or simulated? It explains the loop, ANT, BPO modes and how they work in the aircraft, but not if they do anything in the sim. There are many animations both inside and out. In the cabin you can open or close overhead bins, raise and lower armrests and window blinds etc. Take a wander into the galley. Park the 727, deploy the stairs and hostesses appear to welcome your passengers onboard. The freighter version has its own loading animations and controls which are very nice. As is becoming more common these days, there is no 2D panel. The VC is very good, and although I like 2D panels I am getting used to living without them. The 727 has many pre-defined views so you can, for example, jump to the engineers panel quickly to tend to things there. But I prefer the look of the
Dreamfleet 727s 2D panels and VC they are just that much more impressive. If only it existed for FSX! In FS9 the CS727 had a voice package for running through the checklists, but not so in the FSX version. Why not? Flying this plane is a lot of fun. The system simulation is fantastic. But please, why not a tutorial on how to start the engines? Sure, its in the checklist, but that is not the best way to learn. The package desperately needs a tutorial for a simple flight to help you get to terms with the complexities of what is basically a hand-operated jetliner (there is a tutorial for the FS9 version at avsim.net which can be used). Its a beautiful and unique bird it deserves better documentation. Overall, this is a very good package that could be fantastic with just a little more effort. Even as it stands, its one of my favorite aircraft. What a pity that they did not perfect this potential masterpiece. Price is 49.99 Euros. Available from www.captainsim.com
MINI-REVIEW
3D MODELLING OF VC
ith a huge Pratt & Whitney R-2800 radial engine combined with a payload that took its GTOW to some eight tonnes, the early razorbacks were designed to be fast and maneuverable at high altitude. Capable of 400mph at over 30,000ft, they were often deployed as escorts for allied bombers, with optional external tanks extending their range to 1800 miles. The Jug has now been rebuilt from the ground up for FSX as part of A2As new Wings of Power 3 range of aircraft, which in addition to highly-realistic flight dynamics and enhanced graphical fidelity over its predecessors, offers an optional Accu-Sim expansion module, for a premium. Three variants and eight liveries are included and a Photoshop paint-kit is also available. Designed to be flown-by-the-book, maximum realism settings are recommended and the flight model purports to be so accurate that if time acceleration is used, it is limited to just 4x that of normal. Compared to the original (WoP II/Solo) P47, there is a significant, though not massive improvement to the graphical appearance of the aircraft. Rivets, for example, can look a little flat, but the skilful use of lighting and bump-mapping still results in the overall appearance being pleasing to the eye yet retaining excellent (frame-rate) performance. The bodywork has a believable sheen, while weathered paintwork adds to the realism. Internally, the gauges and controls are well modelled, extremely smooth and even shake in time with vibrations during start-up and taxi.
The effects built into the P-47 include varying intensity and color of engine smoke together with a remarkably distinctive sound package. Real-time loading improves control over weight distribution which impacts on flight characteristics and the proprietary 3D M lighting system is a vast improvement over default offerings. The air file creates a flight experience that certainly conforms to the numbers and the aircraft is fairly easy to fly; with auto-lean indents and with a popup pilot notes system providing all the in-flight data you need, youll be an Ace in no time. The included manual is impressive: running to nearly 100 pages it covers everything you need to know in just the right amount of detail - clearly, a lot of thought went into it. If you crave a challenge and even more realism, the Accu-Sim expansion pack is available (for an additional $29), adding improved sound effects and a more complex, dynamic flight model, aimed at ensuring that no two flights are the same. The Accu-Sim manual offers an additional 40-page manual and judging by feedback on the forums it may well be worth a look. Overall, this package definitely deserves a place in the hangar of any fan of historical aircraft or WWII fighters, and at US$35 for the base model, although not cheap, it is certainly reasonable. It is available for download (155 MB) at the PCAviator download store or from good flight sim retailers. A2A Simulations website can be found at www.a2asimulations.com
DETAILED VC
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A lot of people find that photoreal scenery looks flat. I never found that. Like all photoreal scenery, this looks lousy down low and improves as you climb. At an altitude of a few thousand feet it looks very nice, although in some places I was hoping the textures would get a little crisper. Nevertheless, it all looked very good. Its a substantial improvement to the default scenery. I was particularly impressed with the cars sticking to the photoreal roads! This really did add a lot to the immersion to see the cars and trucks in the middle of the realistic scenery. I did notice them once driving across a river I assume the bridge is missing in FSX! In any event, the traffic looked very good to me and added a lot to the experience. There is a clear boundary at the edges of the scenery, as expected. But there is no way around this at
least not until the whole continent is covered! I also flew around the region at night and it looked very good. Night photos do not reproduce well in the magazine but I have included a couple taken at dusk which just took my breath away! To be fair, the sky and cloud textures were a large part of that (thanks to FEX and REX) but the combination with real ground scenery was very impressive. The sand seemed a bit bright though, especially at night. Maybe its floodlit? So overall, I liked this product. Its not expensive and it does the job as advertised. Climb to a few thousand feet and it looks great. What more do you want? So off you go explore Perth! Photo-Real Perth X is compatible with FSX and developed by Tyler Newport. It is available from the PC Aviator Australia Download Store at www. pcaviator.com.au/dlstore and retails for AUD$26.95.
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ike Ray is well known within our little community. Most of us know he is a retired United Airlines Boeing 700 series airliner pilot, and that he writes fantastic books for real pilots facing their checkride, as well as guides for sim-pilots trying to control the detailed add-ons that we crave so much. But there is much more to tell about Capn Mike!
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How about a bit of a bio? Mike was born in 1940. Most of his early recollections were colored by the great world war. His father was in the US Navy, and was a Grumman TBF radioman-gunner and served as an instructor at NAATC Memphis, Tennessee. As a result of being around those beautiful and stimulating airplanes and the excitement that goes with all that Mike developed a really deep-seated love for airplanes and aviation that was to govern the rest of his life. Mike picks up the story: After the war, I grew up anticipating that someday I would like to be a real Navy pilot. So, when I graduated with a Mechanical Engineering degree from the University of California at Berkeley in June 1962, three days later I was running on the Quay wall at the Naval Air Station Pensacola, Florida. I ew the Beechcraft T-34 Mentor and North American T-28B/C Trojan in Primary and Basic Training and went on to the Grumman TS-2A Tracker in Advanced. My rst Squadron assignment was on the USS Hornet with an Anti-Submarine outt, VS-35. We ew the Grumman S2-D/E Trackers. The airplanes were called the Stoof by the crews and today I call myself a Stoof Driver. Q. But how did you get involved with commercial aviation? After the US Navy, in 1967 I got a slot at United Airlines. I ew for them until I retired in 1999. The airplanes I ew were the Douglas DC-6B, Boeing 727 series, DC-10 series, Boeing 737-300/500, Boeing 757 series, Boeing 767 series, and the Boeing 747-400. Pretty near everything they had. It was a great career. And to cap it all off, I married my high school sweetheart and we have two beautiful daughters and four absolutely fabulous grandkids. What more could a guy want? I had the privilege of ying the last of the prop airliners and then being a part of the pilot group that actually ushered in the jet age. The transition between the two modalities is striking and many of the old guys I ew with struggled with the methodology of the jet envelope. What I mean is that things happen in the jet environment that push the extremes of the envelope in terms of speed and altitude and complexity. When the Glass EFIS was introduced - Holy Mackerel! The change was so revolutionary that pilots used to the old steam gauges found themselves overwhelmed by the sheer difference. I point this out to let the simmer know that I recognize the difculty in attempting to operate these systems when they are realistically replicated in the new sims. It is virtually impossible when taken as a whole. You just have to nibble away at it, a small part at a time. Q. When did you start writing books about airplanes? Real airplane pilots were required to go to a Training Center twice a year where they would undergo a Prociency Check. The check-ride was a detested and dreaded evolution with a lose-lose feature. If you were deemed un-procient you were recycled through a re-training program and re-checked. Failure to complete the re-evaluation successfully resulted in potential loss of license and hence employment. As a result, pilots referred to it as You bet your job! The training materials were (and probably still are) pretty awful, and were generally nothing more than reference manuals that didnt give any true guidelines for operational techniques or methods. So, I started collecting stuff that helped me, and put it all in one place that was easier to access. I cut out most of the non-essential details and focused on the important stuff, made little pictures and diagrams, gouges and ways to remember stuff. Eventually fellow pilots started borrowing and copying my information trove.
CAPN MIKE IN CA RICATURE FORM AND EXAMPLES BELOW OF MIKES FAMILIAR STYLE
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These were early days of computers, but using spartan programs, I started grouping the ideas into what looked a lot like a book, and I learned how to print them up for friends. By the way, this printing process is EXTREMELY expensive, particularly when you do color. My last book, the Unofcial Airbus A320 Manual which was 400 pages in color was so expensive to produce it nearly put me out of business. Pilots and simmers just dont want to spend the amount of money necessary to support short run printing. That is one of the reasons you dont see a lot of books about simming in the marketplace. There are simply not enough potential customers to support the larger print runs necessary to keep the unit cost down. Eventually, before I stop doing this, I hope there will be a breakthrough in digital printing that will make it easier and cheaper. Anyway, I said all that to apologize for my stuff being so expensive! Q. What made you start ight simming?
I am a crossover from real aviation. I rst started ying ight sims in the airlines. It was a cost driven alternative to using actual airplanes. In the old days, every demonstrated ight check required procedure was done in a real airplane. United actually had some designated airplanes for that purpose and it was very expensive for them to maintain a eet of them. So they used line airplanes during lay-overs. The crews would deadhead to the city where there was an airplane available and y the maneuvers during the night and early morning. Cumbersome and also expensive. The introduction of what is called section H training by the FAA allowed for the use of simulators for some of the training and check maneuvers. One of the rst ones I ew was a HUGE DC-10 sim. On one whole wall of the building was an airport depicted in miniature with houses and trees and roads. A TV camera was mounted on a moving base and it mechanically ew around the airport giving the crews a view that replicated their position relative to the runway. Its considered crude now, but was simply amazing back then. When I rst ew early Microsoft ight sims on my rudimentary home PC, I was pretty unimpressed. But when I ew Hardy Heinleins PS-1 747 simulation I was really impressed. After that, it was a rapid development cycle. And we are still in that cycle which has seen stunning developments. My rst approach using the PMDG 737NG on FS2004 took my breath away. Then I started combat simming. Two or more airplanes relating to each other in a 3D environment. My jaw dropped. Today, I am one of the rst to get in line for the next sim. I love them all! Q. What do you like most about ight simming? For me, it is the visuals. When I y the sim airplanes, I am actually replicating something that I did for years. It is like a living photo album. I will frequently use the sim to y into some of the obscure places where I used to go for real. FSX is truly amazing. There will be the landmarks and physical features that I used to see right where they should be. It is a lot like being in a dream, but being in control and totally awake. But my favorite part of simming is being able to step outside the airplane and look back at the beautiful machine in ight. I think airplanes are absolutely gorgeous creations and I love to look at them, and listen to them, and smell them, and touch them, and feel them when they y. Some of that is available in the sim. Making screenshots is like being able to create a work of art. I ll my hard drives with pictures, and have them as backgrounds and screensavers and as printed pieces. 74
STANDING IN FRONT OF HIS DISPLAY AT THE WORLD AIR LINE TRAINING SYMPOSIUM 2008. THE CONVENTION FOCUSED ON WHAT MIKE LOVES TO DO : TALK ABOUT AIRPLA NES
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The accuracy of the depictions is remarkable and fascinating. I NEVER tire of the constantly changing environment and situations. Truly, some of the add-on simulations rival and challenge even the most complex and expensive of the big airline simulations for ability to replicate weather and quality of the earthly detail. Q. What do you dislike about simming? My list is short. 1) I am annoyed by dead pilots. You know what I mean you view the aircraft from the outside and there is a mannequin at the controls! I am also particularly annoyed by twin dead pilots. Some sims have done a great job in this area; Third Wire with their Wings Over Vietnam is my favorite combat sim. I was ying in Vietnam during the war so I recognize some of the airplanes. MAAM and their TBM/B25 have great pilot treatment, and so on. So I know that it can be done. 2) I also am puzzled by the default airplane cockpits in the Microsoft Flight Sim series. The instrumentation and EFIS (Electronic Flight Instrument System) of these default airplanes mislead the beginning simmer to believe that their gameplay is like ying the actual airplanes. While the airplane exteriors are simply gorgeous, and the instrumentation is beautifully rendered artistically, the operation and layout of the ight instruments are NOT accurate depictions. But I dont need to go on, because as I speak, every shortcoming I can think of has some terric software geniuses working on a x or an addon program to address that specic issue. Q. What projects are you working on right now? I have a whole list, but right now I am trying to complete a PMDG-specic Boeing 737NG project. My idea is to make a document that will take a simmer through the whole operation of the airplane with that specic simulation program as the focus. Before, I have written about a specic type of airplane with a broad spectrum of simulation packages in mind. Next, I will be nishing up a CRJ project. I want to do a Professional version for pilots and a simmers version that just treats the items simmers want to know about. After that I want to complete a Boeing 777 project. By then I may just want to play with the simulations awhile. There just never seems to be enough time to play! Q. What do you see for the future? I have two views. First, reality-based simulation as a general topic is so HUGE. I dont think we can even begin to grasp the enormity of its potential. As the speed of the processors and video cards increase, the rates at which we can drive the images to visual devices will allow resolutions unimaginable just months ago. I can envision depictions of the Earths surface blending into ight simulations. Autogen will be replaced with true 3D replication of surface features. Polygons will be invisible, and the vertical surfaces such as mountains will be generated with such tight elevations that they will look like photographs. Using some of the Google and Spyglass style products, the ability to drive and y over the virtual Earth in real time will become reality. We will be able to generate, on command, accurate replications of the Earth at different times. Imagine ying around during the Jurassic period, or over Europe during World War II, or Italy in the time of the Romans.
CAPTAIN MIKE WITH HIS GRAN DSON JONNY VAN NYHUIS EN JOYING THE PA RADE AND FLYOVER ON VE TERANS DAY 20 08
THING E ONE S ILY: TH IS FAM AN AIRPLANE H E AND TH IN MIK EVEN MORE CAPTA LOVES E THAT H
CAPTA IN MIK E LEAN OTHER S ON A GREAT N EXA L 1970 C OVE: OLD CA MPLE OF HIS HEVY C RS. TH IS IS H HEVEL IS LE CON VERTIB LE
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Second, I think the ight simming part of reality based simulation is just beginning to catch on. Most sim experiences currently occur in the fantasy realm of simulation. While not everybody wants to be a pilot, there are literally millions of potential pilots that have never even been exposed to ying who would LOVE it. One of the things that is going to make this hobby explode is the development of training materials that are simple to understand and apply. Things like Angle of Attacks series of training DVDs and manuals designed specically for the simmer. Q. What is there about ight simming that is most compelling? Here we have a total immersion teaching tool. In order to get the airplane to go from point A to point B, a tremendous amount of energy and information must be processed by the operators brain. For kids the benet is great and for older people it is potentially even greater. There is math, logic, hand and eye coordination, spatial perception, geography, physics, dynamics, thought process management, memory, and so forth. Here is a fascinating tool that requires you to use virtually every intellectual asset humans possess to create an extremely rewarding experience. I have talked to a lot of parents who are concerned about their kids using the computer to play on. I tell them about ight simming and suggest that here is software that can actually have a positive result. Mostly, they are not impressed, until I suggest that the kid might even be able to get a job ying as a result. Q. Your books are full of great cartoons. How did you get started drawing? Sometimes a person will nd they have a useful knack for some things, and drawing funny pictures has always been something I could do. So for a while I did a cartoon strip for a major pilot union magazine. I even won an award for the strip. I also populated my stuff with characters that seemed to give the writing some additional visual impact. When I do articles for Computer Pilot Magazine, I try to put cartoon characters in them to defuse the ponderous nature of the subject matter. Pilots and simmers are good natured people and like cartoons, usually. I dont pretend to be a real cartoonist but I think that learning the details about ying is so demanding and complex that a cartoon here and there can lighten the load a bit. As an aside, ying is so much fun that it seems a shame not to include that side of the equation when attempting to describe some boring and complex issue or system. Frequently, pilots and simmers get excessively involved in details and perfection and what is absolutely correct or not. It is denitely a pilot trait. The cartoon thing seems to be a way to look at ourselves and laugh a bit. Whether a simmer or a pilot, this aviation and airplane profession is absolutely entertaining, enjoyable, exciting, fascinating, totally immersive, and so forth, ad nauseum. Lets enjoy the ride! Q. What is your favorite airliner and why? While this is a fairly complex question, the answer is easy: the Boeing 757 was my favorite airplane. I must say that I will ALWAYS treasure my rst Captain airplane, the Boeing 737-300. She is a sweetheart and a real pleasure to y. Being CAT IIIa, she has great capability to handle restricted visibilities and gave you lots of options to achieve a successful ight. Great airplane. But the Boeing 757 was, for me, the most satisfying airplane I ever ew. I simply loved the way she looked - so beautiful and trim. To this day, I love to y the sims and watch her slip through the air. So gorgeous! 76
6 HE 196 RING T T SEA DU THE AIRCRAF AY AT T MIKE R T CRUISE OF HORNE S R USS FAR-EA CARRIE
LT MIKE RAY AN D HIS TRUSTY GR UMMAN S-2 TRACKER. MI KE IS WEARING A MARK 5 POOPY SUIT COLD WEATHER FLIGHT GEAR, SURVIVAL FOR FLYING OV ER THE CHILLY WATERS OF TH E PACIFIC OCEA N
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She had plenty of power and the ight controls had a certain feel that was absolutely sensuous. She was responsive and mostly forgiving. I am a yoke kind of guy, so the side-stick mentality of some airplanes leaves me wanting more connection to the airplane. The feel of the yoke control pressures gave me a sense of being a part of the actual ight algorithm. It was as if the airplane and myself were working together. There is a lot of information that is passed to the pilot from the feel of the yoke. But I would also have to comment on the Boeing 747-400, since it is a much more sophisticated airplane, and there is much to love about that huge ying machine. The engineers were careful to make it light on the controls, so you never got the feeling that it was heavy or sluggish. To the contrary, a light 747 would literally dance in response to light control pressures. It was actually a delight to y, whether heavy or light. The thrust levers gave you command of an enormous amount of power. When you push up the thrust levers, particularly when ready to take off and from a standstill, it became obvious that the airplane wanted to y. If it was a light airplane (say a trip segment from LAX to SFO) it was like a rocket ship. I have a friend who says, Pilots love the airplane, but hate the mission. By that he means that the 747 ies extremely long legs and most of the ying is predominantly done on auto-pilot so a lot of the fun factor is taken away. There is simply not a lot of yoke time in the big bird, and the number of approaches and landings are limited. From a historical perspective, ying airplanes such as the DC-6s and Boeing 727s was also exciting and interesting, and I didnt mean to overlook them. But once I was exposed to the glass cockpit and the moving map displays I was hooked on the technology of the newer airplanes. There is just no comparison between the complex and demanding navigation systems of the older Jurassic airplanes and the exibility and capability of the modern airliners. Q. You said once that the key to writing good books was to realize that the simulations are NOT real planes, and simmers are not pilots. What did you mean, exactly? Here is my take on the whole SIM versus REAL paradigm. Sometimes when I am communicating with simmers I will tend to refer to something that cannot be simulated ... such as a tactile response or a seat-of-the-pants feeling. For example; I would just take it for granted that any pilot would naturally recognize the sensation on an impending stall just from the way that the airplane feels. Another example would be the peripheral vision or other visual situational awareness cues as to the airplanes relationship to the air-mass. A SIMMER, however, will not experience any of that touchy-feely stuff ... so when writing about some event such as that, one has to emphasis the visual and aural indicators that the simmer would experience. A simmer will develop a sense of the airplanes attitude predicated on a stationary platform supplemented with cues from the LCD screen. On the other hand, a REAL pilot does not have the ability to assume an out-of-airplane point of view and cannot appreciate the absolutely wonderful capability to actually visualize what the airplane is doing from a position other than the cockpit seat. This is probably the greatest positive of a SIM experience. I also feel that the PC is superior as a training tool in some instances BECAUSE the student is NOT distracted by some of the features of a REAL airplane (crashing and dying for instance). I dont rate one above the other when comparing REAL versus SIMULATED, but I do want to encourage the reader to appreciate the fact that they are indeed different. Lets face it... simming is NOT ying, and actually ying is NOT a simulation. The Full Motion systems on a real world simulator represent about 80% of the costs. In my view, it is largely wasted, since the actual operation of the systems (such as a home PC) represent about 80% of the pilots skill level. So, indeed, I think that we are at a crossroads where home PC simulators can accurately and positively affect the way that pilots learn. I will even go further... at the initial stages of training, the huge imposing and expensive full-motion simulators actually IMPEDE training and have a negative effect on the student by adding too much information to the situation and drawing the students attention from the details that they should be making a part of their perception envelope. I LOVE my simulations... but there is simply NO sensation like actually ying a REAL airplane! PERIOD! Mike, I could go on for hours, but I think we have to leave it there. Thanks for your time, as always John Lattanzio (Computer Pilot) 77
courteous and knowledgeable individual as well as a talented pilot. The tour opened my eyes to the real-life simulators of today. The air base has three primary ying missions. Lt. Col. Sernels squadron is part of the 314th Airlift Wing and that unit is charged with training C-130 pilots. The primary component on the base is the 19th Airlift Wing which covers expeditionary missions worldwide. The base is also the home to the 189th Airlift Wing of the Arkansas National Guard and they train instructor pilots.
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A BIT OF HISTORY
The rst simulator I ew was the Link Trainer during U.S.A.F. pilot training. As you can see from the photo (Figure 1), the airplane perched on a pedestal and was free to dip and tilt in reaction to the pilots control input. Figure 2 reveals the instrument panel. The next sim I ew (C-11) was designed for the Lockheed T 33 Shooting Star. Next I moved on to a gunnery sim for the North American F-100 Super Sabre. This cockpit sat at the center of a huge screen that formed one-quarter of a sphere. From there the pilot could chase the enemy around the sky.
Moving into multi-engine, I ew Boeings KC-97G Stratofreighter and the KC-135 Stratotanker simulators. This last one was carried in a railway car and parked on a siding at the air base. These later ight simulators had realistic cockpits, but were tethered to the ground. I was aware ight simulator development was leaps and bounds beyond those I ew, but I wasnt prepared for what I found.
BACK TO TODAY
I drove to Jacksonville, Arkansas, home of the air base, and stopped for a cup of coffee at a McDonalds restaurant just outside the base. As you can see in Figure 3, most everything in Jacksonville is about the C 130 aircraft. From here, its a short drive to the front gate of Little Rock Air Force base where I was greeted by the static display shown in Figure 4. This C 130A is on loan from the U.S. Air Force Museum and was being own by the South Vietnamese Air Force in 1975. One day before the fall of Saigon, it was own to Utapao Royal Thai Air Base carrying 452 people to freedom including 32 in the cockpit area.
Looking over my shoulder (Figure 8), you can see the glass cockpit instruments. Immediately in front of my face is the Heads Up Display (HUD) indicated by the red arrow. Lt. Col. Sernel began adding information to the HUD, to the point I had to call Information Overload. He said after ying the plane for a while pilots get used to handling all the data available. Well compare these images with the desktop computer ight simulator later. I turned control over to Lt. Col. Sernel and he pointed us toward a Landing Zone (LZ) depicted in the scenery. He lined up on nal, dropped gear, added full aps and we touched down, smack at the beginning of the 3000 foot strip of runway. He applied reverse thrust on all four engines, and I got another surprise from the generated scenery. CPM. V13I04
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Dust swirled up around both sides of the plane until we were enveloped in rust colored cloud. Coming out of reverse, the cloud dissipated and we braked to a stop. The simulator I ew was scheduled for maintenance so the hydraulic legs were locked. I didnt experience the cockpit movement, but the spectacular scenery passing by gave me the feeling I was actually airborne. The two pilots, there is no navigator, have distinct duties. The pilot-ying is Heads-Up scanning the HUD and outside the plane. The non-ying pilot is busy inside the cockpit with Heads-Down duties. Dont know how they do it one of the last planes I ew it took TWO navigators to keep me out of trouble. In the squadron planning room, there are no maps spread out on the tables; nobody pouring over the charts with plotters and dividers. Desktop computers lined the walls and thats where the planning takes place. Flight plan data is downloaded to a PCMCIA card which can be plugged into the airplanes ight computer.
I hated to leave the air base, but Id taken up enough time of professionals with real day-jobs. I cant thank the men and women of Little Rock Air Force Base enough for a professional tour of the base and airplanes. From my point of view, U.S. tax dollars are being well spent. Back home, I cranked up the old desktop with the dinky monitor so I could compare the real world with the planes that reside on my computer. There are a number of freeware C-130s on the net, but Ill stick with a payware version. I loaded the Captain Sim C-130 from Just Flight. I purchased an FS2004 version, which can be upgraded to include a more realistic J model (more payware), which I added. A separate FSX version is now available and also includes the FS2004 software but doesnt include a J upgrade. At this point, Im not positive the J-upgrade will integrate into the FS2004 part of this FSX combination software package. Without that upgrade, all planes listed as J models sport an E instrument panel and contain a non-existent navigator station. I had installation issues with the FSX version, however, Just Flight Tech Support walked me through a solution. 81
OTHER PROBLEMS
The C-130J in Figure 13 (and the image in the story opener) is part of the 48th Airlift Squadron (Lt. Col. Sernels squadron and he tells me this birds nicknamed Dorothy). The E model instrument panel is depicted in Figure 14. Its a good panel, shows wear and tear on the paint job and is a photorealistic modeling job. This is also the panel youll see in the J models unless you have the FS2004 J-upgrade package. I prefer the cockpit modeled in the J-upgrade for FS2004. Take a look at Figure 15 to see it. Its denitely not photo realistic because it doesnt match the real thing, but its a great panel to y. Refer back to Figures 8 and 9 to see its a reasonable depiction of the actual instrument panel. The left gauge (attitude indicator and HSI in Figure 15) is available in the actual plane, but the Nav-Radar display gauge (circular instrument seen to the left in Figure 9) is used more often. The representation of the HUD (Figure 16) is one of the best Ive seen in a ight simulator. I took this screen shot with the time of day set to Dusk, but it is still easy to read in daylight hours.
FIGURE 18 - PARATROOP DOORS AND EMERGENCY HATCHES (BLACK CIRCLES ON TOP OF FUSELAGE) OPEN
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I have so little stick time in the real-world C-130 simulator its hard for me to judge the ying characteristics of the desktop sim. It does, however seem to y like a four engine transport and handles well.
A FINAL CHALLENGE
If you want a major challenge, go for the in-ight refueling. The C 130J (FS2004 only) in this sim sports an air refueling probe it can mate with a plane equipped with a drogue system. Other FS2004 C130s dont show a probe, but can be refueled. To try it out, I suggest you climb to 10,000 feet MSL and turn to a heading of 090 degrees, because no matter where you start, the tanker will be 10 miles east of your position.
Start the air refueling via the menu system and then request heading cues. Audio is included, and visual text shows the course of the tanker and the heading needed for an intercept. I gave it a shot in daylight and even at night and managed to swing in behind the tanker and take on fuel. In real life, the U.S.A.F. C-130J doesnt come equipped with an in-ight refueling probe.
A FINAL WORD
If youve deleted FS2004 from your computer, the FSX version is a good package and fun to y. I still prefer the J-upgrade version of the C-130 in FS2004 because it has the best panel available. As a last word, again I must thank the men and women of the U. S. Air Force at Little Rock Air Force Base whose assistance was indispensable to my preparation of this article. Well done, and a big Hand Salute to all of you. Photo Credit: The rst Link Trainer photo (Figure 1) is courtesy of Don Boettcher, a friend and pilot training classmate. 83
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any years ago, when I was a U.S. Naval Academy midshipman, I experienced a full month of introductory ight training at Pensacola Naval Air Station. The training included classroom work, exercises related to ying and escaping from aircraft, and seven training ights in three types of aircraft, including a jet trainer. More than forty years later, I have vivid memories of the entire month, and the most memorable of all was the day I spent on an aircraft carrier, taking a turn riding in the back seat for several landings and takeoffs in a T-28 Trojan high-performance piston engine trainer.
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T-28 TROJAN HIGH-PERFORMANCE PISTON ENGINE TRAINER
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2. The second category of aircraft carrier locations in FSX includes several AI aircraft carriers, all of which are identical to the aircraft carrier in FSX missions. These animated scenery objects follow AI trafc ight plans to depart and arrive at various U.S. naval facilities and other locations, as summarized in the following table: *Note: In cases of early morning Zulu time departures, youll likely need to select the day before whats shown in the table below. In the asterisked case, I needed to select Monday 0211Z instead of Tuesday 0211Z to see the carrier departing from outside the Golden Gate. It appears that in the FSX date and time user interface, the day setting is based on local time, not Zulu time. The AI aircraft and mission carriers have working Fresnel Lens Optical Landing Systems and lighted landing decks, and they support launch and recovery operations if you y carrier-capable aircraft such as the F/A-18 Hornet from the Acceleration pack. The accompanying image shows an AI carrier anchored outside the Golden Gate Bridge; this works well for practicing launches and recovery because its not at a pier, as are the other AI carriers, though its doubtful this would really happen.
There are several categories of aircraft carriers in FSX, as well as additional carriers that can be added by software products. In this article, well focus on where to nd and use the four categories of aircraft carriers in FSX, if you have the Acceleration Pack installed:
1. A single carrier is provided as an FSX mission feature. You can use this carrier for both launching and recovery with the Carrier Tutorial, Carrier Practice, and Carrier Landing IMC missions, in which the default FSX Acceleration Pack FA-18 Hornet is provided as the user aircraft. But if you check the box on the mission menu for Enable changes in selection Mission (no rewards given), you can select any other aircraft that is carrier-capable.
MISSION SELECTION UI, WITH CARRIER PRACTICE AND ENABLE CHANGES SELECTED
ROUTE
US east coast Hawaiian islands US west coast
DEPARTURE
lk Naval Station Norfo lk Naval Station Norfo Pearl Harbor Pearl Harbor San Francisco Bay te) (outside Golden Ga
ARRIVAL
Tue 07:35z Fri 19:35z Tue 14:40z Mon 02:40z Sun 00:38z lk Naval Station Norfo lk Naval Station Norfo Pearl Harbor Pearl Harbor
z h Island Wed 12:38 Naval Air Station Nt *San Francisco Bay te) (outside Golden Ga tt Naval Station Evere *Tue 02:11z Fri 14:11z
z h Island Sun 18:18 Naval Air Station Nt San Francisco Bay Thu 06:18z te) (outside Golden Ga tt Naval Station Evere San Francisco Bay te) (outside Golden Ga Wed 13:07z Sat 01:07z
US west coast
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3. In the third category, there are new highly detailed stationary carriers at ve locations. These carriers have no support for user or AI aircraft launch and recovery, though their ight decks include a realistic collection of static aircraft. You could perform touch and go landings on these carriers, but youd likely lose your naval aviators wings, because thats strictly prohibited! The stationary carriers can be found at these locations: Naval Air Station North Island (KNZY), California, USA Naval Station Norfolk (KNGU), Virginia, USA Apra Harbor (southwest of PGUM), Guam Puget Sound Naval Shipyard (northeast of KPWT), Washington, USA Naval Station Everett (northeast of KPAE), Washington, USA The accompanying image shows both the static and AI aircraft carriers near Naval Air Station Norfolk, Virginia (KNGU), on any Friday, at 1930Z. Five minutes later, per the table above, the AI carrier gets underway, somewhat unrealistically turns in place, and then proceeds out to sea, where its available for carrier landing practice.
Single carrier. Cruiser or destroyer. Oil tanker eet three ships. Cruise ship eet four ships. Single carrier task group, with cruiser, and destroyer. Double carrier task group eight ships including oiler. Single carrier task group, with cruiser, destroyer, and oiler. You can also pop up single and small task groups with numbered aircraft carriers: CVN68 USS Nimitz. CVN71 Teddy Roosevelt. CVN72 Abe Lincoln. CVN73 George Washington. CVN78 Ronald Reagan. The controls for AICarriers2 are located on the FSX toolbar under the Add-ons heading. Press Shift+J and choose your selection and where you want it to appear 1, 5, 10 miles ahead of user aircraft (at time of selection) or at pre-programmed waypoints. A subsequent press of Shift+J provides motion controls, which include Forward (25 knots), Stop, or Turn 10 or 90 degrees. The program also works in Multiplayer mode. Other players can see your ships if they make the same choices when downloading and installing the program (i.e., choose Acceleration ships, etc.). Another feature provides the location of these ships if you need help nding them. Alternatively, you can delete your current carrier or group, and then again select carrier or group to appear ahead of your user aircraft.
AI AIRCRAFT CARRIER IN FOREGROUND, WITH STATIONARY CARRIER BEYOND, MOORED AT NAVAL AIR STATION NORFOLK (KNGU)
4. Fourth, theres the stationary carrier USS Kittyhawk (CV-63), which has been positioned outside the San Francisco Golden Gate for the last several versions of Flight Simulator, including FSX without Acceleration pack installed. You can land on this carrier, but youll need to execute a touch and go because there are no functioning landing systems, arresting wires, or catapults on this carrier. Youll also see that the level of detail of this carrier is low.
Remember the freeware F-14 Tomcat developed by Dino Cattaneo for previous FS versions? Dinos back in the game and has been busy with development of his freeware T-45C Goshawk, which is used for training U.S. and other naval aviators. Its available from www.avsim. com and www.ightsim.com.
The Razbam EA-6 is also available in seven models with eleven liveries. With conguration choices, there are 24 models available on the aircraft selection menu. The package also includes an AI KC-135 tanker aircraft, for aerial refueling. Though missions are not included in the release that is available at time of writing, the author intends to release a free update pack with missions for this aircraft. The Razbam A-6 and EA-6B models include highly detailed and fully functional and clickable virtual cockpits, with no 2D cockpits provided. RazBam also sells a vintage F2H Banshee thats fully compatible with FSX carriers. The catapult animation of the front landing gear is different for this older aircraft, reecting earlier aircraft and catapult technology.
A source of high quality commercial FSX carrier-ready aircraft is www.razbam.org, with A-6 Intruder and EA-6B Prowler models. The A-6 collection includes seven models with three congurations and ordnance loadouts, some of which are mission-specic, with 11 liveries a total of 48 versions in the aircraft selection menu. This package also includes six missions along with droppable ordnance. Note that at time of writing the A-6 launch bar animation is not modeled, though the Shift+I function works to attach the aircraft to the catapult.
F2H BANSHEE READY TO LAUNCH FROM FSX CARRIER
Abacus Publishing describes their commercial Flight Deck 5 product at http://www.abacuspub.com/catalog/s760.htm. This package works with FS2004 and FSX with or without Acceleration and it includes six carrier ready aircraft, the aircraft carrier USS Gerald R. Ford, a unique catapult and recovery system, over 60 FSX missions, and ight les to start with the Gerald R. Ford in ve worldwide locations: Bay of Bengal English Channel South Pacic Coastal San Diego Persian Gulf 87
This package also includes AI trafc that ies to and from the included carrier in all ve locations, but because this trafc was compiled with the FS2004 AI trafc compiler, it cannot be run in FSX at the same time as trafc compiled with the FSX AI trafc compiler, or one of the two sets of AI trafc will disappear in scenery areas where both are active. This can be easily managed with the scenery library editor by placing the trafc les in a unique scenery folder and enabling this trafc only when youre using the Flight Deck 5 carriers.
Note that the names of the commands in the brieng for the Rocket Launch Air Cover mission are slightly different. You may also wish to enjoy another animation by setting the Wing fold/unfold command to a keystroke of your choice. I use Shift+W, which by default is set for Panel (view previous). Shift+W is easy to remember and I can do without the default setting.
Freeware Mission
Ive also enjoyed a freeware mission by Ed Olander. You can nd this mission at le library sites with title CarrierOpsFsxF18.zip. Heres a brief description: F18 Hornet carrier mission using FSX Acceleration default F18 and high denition landable carrier: Off the coast of Kuwait in the Middle East, you are part of a Carrier Task Group performing the commands missions. Your mission this afternoon is to escort SP677(Sierra Papa Six Seven Seven), an unmarked Boeing 737, to an undisclosed airport in Iraq. Youre not sure what they are carrying, nor do we care. You just need to escort it successfully all the way to the airport. Once the 737 lands and parks, the control tower will give you clearance to the refueling point. When nished, you return to the Carrier Group and choose to land on either the busy non-moving Carrier or the moving Carrier. Reward badges are available as follows: Completion of escort duty and landing on a carrier. Flying within 0.1 nm of the 737 for a period of three minutes. For catching the various carrier arresting wires total of four different.
In the accompanying image, the user aircraft, callsign AE4, is parked in the foreground with wings folded. If you havent already done so, youll need to set up a keyboard command for Wings fold/ unfold before you y the mission. The three FA-18s forward of the user aircraft and two EH101 helicopters (one not visible) starboard aft will realistically depart from the carrier before the user aircraft, with appropriate radio communications. This mission provides some difculty, particularly achieving the second reward of trailing the 737 within 0.1 nm. I recommended saving the mission often as you proceed, so if you fail, you can go back to an intermediate point. As always, check for the latest version of the mission when you download it. CPM. V13I04
Taxi into position over the launch end of the catapult. Press Shift+U to drop the launch bar from the nose landing gear of the aircraft. This is an animated feature of the F/A-18, and the launch bar should be visible. Press Shift+I to attach the launch bar to the catapult (which is not animated). If the aircraft is not in the correct location, the connection will not be made. If all goes well, the connection will be made, and the blast shield will be raised. Youll also see a text box in the lower left of your screen that reads HOLDBACK Bar Deactivate takeoff assist mode to release. Thus, you can release the aircraft from the catapult by pressing Shift+I again, followed by Shift+U to retract the launch bar. If you continue, the Shift+Space key combination is used to fire the catapult. The user cannot control the position of the aircraft until the aircraft clears the deck. If for any reason the assist arm (launch bar) is unset by using the Shift+I keystroke, the blast shield will also be retracted. The aircraft can then be taxied away from the catapult. If you launch successfully, retract the launch bar with Shift+U before retracting the landing gear with keystroke G.
For details on U.S. Navy carrier landing procedures, see the (unclassied) 2007 version of the Landing Signal Ofcer Manual at: http://www.vaw120.navy.mil/NATOPS/UE_Instructions/ LSO%20NATOPS.pdf This updated manual includes words in blue that are hyperlinked within the manual. Chapter 6 describes Shipboard Operations.
With full flaps extended and landing gear down, press Shift+Q to extend the tail hook into position for landing. Land on the appropriate spot on the carrier. There are typically four arrestor cables (wires), and pilots typically try to hook the three wire. In real landings, pilots apply full military power as the wheels touch, so if the aircraft is not trapped by the arrestor cables and thereby bolters, the pilot can go around and try again. Thus, it makes sense to go to full power in FSX also because like the real skill, simulated carrier landings in FSX are difficult to master. If the aircraft does not land with excessive speed, it will be brought to a halt and pulled back a short distance. If it does land with excessive speed the cables will not prevent the aircraft going off the deck. Power is brought to idle as soon as the pilot feels the deceleration of catching a wire and is confidentdeck. Also, note that cable brakes are not simulated. If trapped, the aircraft can be taxied away from the landing area, parked on deck, and then wings folded with the keystroke set above.
The meatball, in navy slang, is the primary glideslope reference that carrier aircraft pilots use to control their approach to carrier landings. The lens can be adjusted to compensate for any type of aircraft and varying glideslopes, though it is typically set to provide a glideslope of 3.0 to 3.5 degrees. When looking at the FLOLS, your aircraft position in relation to the glideslope is depicted by a yellow light (ball), called the source. The source is a set of lights arranged vertically, which are called cells. Each cell in the source covers 1/3 of a degree of vertical angle, with the center cell being pointed directly up the glideslope. The lower two lights are red in color to provide the pilot with an extra warning that the aircraft is low on the glideslope. 89
With a new Improved Fresnel Lens Optical Landing System being installed on U.S. Navy carriers, the cells use ber optics rather than Fresnel lenses to provide better illumination and sharper ball denition. Also, there are more cells arranged vertically, so the ball will appear to move more often and more rapidly to indicate the need for glideslope corrections. The glideslope position is represented by a horizontal array of green lights, which are called datums, and the entire system is inertially stabilized to compensate for the carriers pitch, roll, and yaw motions in the water. Thus, the glideslope is stationary in space, and the aircraft doesnt need to chase the glideslope as the carrier moves. When the source is aligned with the datums, the aircraft is on glideslope. To the left and right of the source are additional red lights, which are the wave-off lights. The wave-off lights are controlled by the Landing Signal Ofcers pickle switch. When the LSO depresses the pickle switch, the wave-off lights ash, and the pilot aborts the landing. The four larger green lights above and inside the red lights are called the cut lights.
CHORD
STALLED
a FLIGHT PATH
ATTACHED
STALL
LIFT
ANGLE OF ATTACK = a
PHOTO OF IMPROVED FRESNEL LENS OPTICAL LANDING SYSTEM (IFLOLS) WITH LIGHTS NOT OPERATING.
ANGLE OF ATTACK (SMALL RED A) IS THE ANGLE BETWEEN THE FLIGHT PATH AND THE CHORD OF THE WING DRAWING COURTESY OF NASA GLENN RESEARCH CENTER
U.S. Navy carrier pilots make their approaches to landing on carriers with the aid of a gauge called an Angle of Attack Indexer. It is provided with three indicator lights, with the center light being a yellow doughnut. When the pilot is on speed, the aircraft is at the optimum angle of attack, which is indicated by the doughnut being lighted. If the aircraft is slow, the upper green light is on, signaling that the pilot should lower the nose and decrease angle of attack. If slightly slow, the upper green light and yellow doughnut are lighted, as shown. Similar indications are provided for slightly fast and fast, as shown. The easiest way to remember how to use the AOA indexer indications is to visualize the donut as the target for the nose of the aircraft. Consider the slightly fast indication. The lighted donut and red arrow together suggest pitching the nose up slightly, toward the donut, which should slow the aircraft to the on speed angle of attack. CPM. V13I04
SLOW
SLIGHTLY SLOW
ON SPEED
SLIGHTLY FAST
FAST.
Fast
The Angle of Attack Indexer gauge helps the carrier pilot y on speed, at the optimum angle of attack, for approach and landing. An AOA Indexer gauge is available in most of the FSX compatible carrier aircraft mentioned above, including the default FA18, Dino Cattaneos T-34C, and Razbam A-6 and EA6-B aircraft. Note that the T-34C has simple square green, yellow, and red lights instead of chevrons and circle.
Summary
There you have it. Many ways of enjoying simulated ights and missions with aircraft carriers and carrier-ready aircraft. Ive been ying Flight Simulator for 19 years, and practicing simulated carrier operations is one of the most fun and challenging times Ive spent over these years. Keep your eyes on popular FS le library sites, as I expect more aircraft and carrier options will be available in the coming months from the sources mentioned above and others. 91
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August/September 2009
X-Plane Uprising!
We look at what X-Plane has to offer with its recent releases, and what we can expect from it following the demise of Aces Studios.
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Who would have thought that artistry is alive and well in the flight simulation community? Well, it certainly is, in the form of flight sim screenshots. There is some real skill put into some of the screenshots being displayed on flight sim forums and websites. Find out how some of the better shots are created and how to produce your own masterpieces next issue.
Angelique Van Campen offers a look at the real A320 aircraft, highlighting aircraft characteristics and function, then takes a look at what sim version offerings are available for you to fly.
It is perhaps one of the most under-used and under-rated functions of Flight Simulator. Peter Dodds discusses the function and benefit of sharing your virtual cockpit, and more importantly, how to get it operating yourself!
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Spec It Up!
Making aircraft models in X-plane can be quite technical but if done correctly, they match the real world aircraft and fly as realistically in X-plane as any other sim. Chuck Bodeen explores relicating models in X-Plane.
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