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Saturday, May 19, 2012 12:29:28 PM
FlightSim Commander 9.2 enjoys further enhancements, Version 9.2 is now available and comes with some new features such as the compatibility with the platform “Lockheed Martin Prapar3D”, a brand new DataBase Manger and many more. The favorite flight planner offers a most professional automatic or manual route planning with a link up to Google Earth© being a superb highlight. Flight plan and your position will be displayed in Google Earth© making FSC an essential tool for your simulation experience. As always existing customers can download the full version from their shop account history. The separate update version is available from the support data base.

Yekaterinburg, extends coverage of Russia with fourth largest city. Founded in 1723, known to many as the place where the last Russian Tsar was killed after the Russian revolution. Yeah, it’s a historical piece of art somehow. This first release is for FS2004, an FSX and Prepar3D version will follow soon and it will be a free download for people who bought this FS2004 version.


Airport Enhancement Services has just been updated to version 2.22, more airports can now be used with AES. Beside the new airports, AES 2.22 will now support airport related texture sets for the vehicles. In the next days AES will provide repaint kits for AES Vehicles, so that interested repainters can create Textures with a Airport related look and feel and can provide them to the other users via the Download section in the Aerosoft forum. As always this is a free download and very easy to update, just run the installer.
Saturday, May 19, 2012 11:42:05 AM
The Just Trains Voyager joins the Advanced fleet, Boxed, Download and Upgrade on pre-order - released 31st May!

The Voyager has been upgraded to the latest Advanced specifications to take advantage of all the new features and updated graphics capabilities available in RailWorks 3: Train Simulator 2012 - advanced operating controls, realistic systems, authentic sounds and much more! The Super Voyager 221 in the package now features tilting round high-speed curves.
See the Voyager Advanced pages for the full list of features.
The Download & Boxed editions of Voyager Advanced will be released on Thursday May 31st,

An Upgrade for existing owners of the Voyager will also be available the same day.
The Download and Boxed editions and also the Upgrade are all now available to pre-order.
All scenarios packs which currently use the existing Voyager will work with the Voyager Advanced once it has been released. Bundles which include the Voyager will be fully updated and will be back on sale with the new Voyager Advanced software.

Four new Scenario Packs for US RailWorks 3 routes
If you enjoy US-based rail sim activity, a selection of new Trains & Drivers Scenario Packs are now on sale for US routes in RailWorks 3: Train Simulator 2012.
You can also get all four volumes in the Trains & Drivers Scenario Collection Vol. 1 - US Railroads collection; this will give you all 34 scenarios
Vol. 2: Horseshoe Curve in the 1950s & 1960s
(8 scenarios for the Horseshoe Curve route)
Vol. 5 - Horseshoe Curve V2 / Return to The 60s
(8 scenarios for the Horseshoe Curve route)
Vol. 8 - Barstow to San Bernadino in the 2010s
(10 scenarios for the Cajon Pass route)
Vol. 9 - Castle Rock Railroad in the 2010s
(8 scenarios for the Castle Rock Railroad route)
The Horseshoe Curve add-on route is the only one not supplied with RailWorks 3, but this 45-mile Pennsylvanian line is available to buy as a Download from the Get Games website.
Saturday, May 19, 2012 11:21:05 AM
FSInventions announce the release of FS Instant Approach v 1.5 for FSX and FS2004
You can now optionally set the altitude for your approach if you do not wish the program to compute it automatically.
A new set of filters allow you to set the minimum and maximum length of a randomly chosen runway. This is a great way to practice short field approaches... or to make sure there is enough room to land that big airliner!
This new version is a free update to registered customers, to find out more, watch movies, download a free demo, etc, visit the FS Instant Approach website.
Saturday, May 19, 2012 11:12:20 AM
Flight Simulator X - Aircraft Repaints, Textures and Modifications
Private Livery (Black and Grey stripes) Default Boeing 737-800 (N314DF) by Tyler Lawrence
Air Springfield Boeing 737-600 (fictional) by Peter Fabian, PMDG
Czechoslovak Air Force (2707) MiG-21 MF by Pavol Augustin
Slovak Air Force (1209) MiG-21 MF by Pavol Augustin
Southwest Airlines Boeing 737-7H4(WL) "The Spirit of Kitty Hawk" by Chris Hicks, PMDG
Slovak Air Force (2707) MiG-21 MF by Pavol Augustin
Czechoslovak Air Force (7702) MiG-21 MF by Pavol Augustin
Czechoslovak Air Force (8208) MiG-21 MF by Pavol Augustin
Slovak Air Force (7801) MiG-21 MF by Pavol Augustin
Slovak Air Force (8208) MiG-21 MF by Pavol Augustin
Slovak Air Force (7713) MiG-21 MF by Pavol Augustin
Aer Lingus CS737-248 (EI-ASH) by Bruce Martin and Captain Sim
VASPEX CS737-2A1(F) by Bruce Martin and Captain Sim
Eastwind Airlines CS737-2H5Adv by Bruce Martin and Captain Sim
Pace Hooters CS737-2K5Adv by Bruce Martin and Captain Sim
Aviacsa 15th Anniversary CS737-219Adv by Bruce Martin and Captain Sim
KLM old colors (NW alliance) Boeing 737-800 by Dion Methorst/Prosim737/Jetstream
Omni Air International Boeing 777-200 by Garrett Rowley

Flight Simulator X - AFCAD Files
UKBB Boryspil (Borispol) - Kyiv, Ukraine by Menno C. Robert

Flight Simulator X - Scenery
EDTQ Pattonville by Joe Herwig
Leonardo da Vinci-Fiumicino Airport - LIRF2005 by Hamda Houcine
LICJ - Palermo Punta Raisi Airport by Francesco Salsano, Houcine Hamda

Flight Simulator X - Miscellaneous Files
PilotenPost26 by Joost Visser
Longer contrails by Jeff Favignano

Flight Simulator 2004 - Original Aircraft
AerMacchi C.202 FOLGORE (Lightning) EXPANSION PACK 1 by Manuele Villa / Italianwings

Flight Simulator 2004 - Aircraft Repaints, Textures and Modifications
US Airways Airbus A320-232 (N657AW) by Stephen Groom | Project Airbus

Flight Simulator 2004 - AI Aircraft
Thomas Cook Belgium (Kabouter Plop c/s) A320-200 by Robert Williams
VietJet Air Airbus A320 by Gabe Bierbach - United Traffic team, DJC
Italian Navy Sikorsky SH-3D by Giorgio Perotti
Russian Mikoyan MiG-31 Foxhound - PACK (46 repaints) by Giorgio Perotti
ITAF (old livery) Lockheed F-104 Starfighter by Giorgio Perotti
Tuifly (albino paint) Boeing 737-800 (D-AHFA) by Manuel Querencias
Italian Eurofighter Typhoon (36th Wing) and LIBV Gioia del Colle Air Base by Giorgio Perotti
Xian MA60 Okay Airlines (Entire fleets pack) by Maksim Rudakov,UnitedTrafficTeam

Flight Simulator 2004 - AI Flight Plans
EVA Air Cargo - Summer 2012 by Michael Babitskiy,UnitedTrafficTeam
China Airlines CARGO - Summer 2012 by Michael Babitskiy,UnitedTrafficTeam
Alaska Airlines - Summer 2012 by Michael Babitskiy,UnitedTrafficTeam
PenAir (Peninsula Airways) - Summer 2012 by Michael Babitskiy,UnitedTrafficTeam
Uzbekistan - Airways 2012 by Michael Babitskiy,UnitedTrafficTeam
UTair Express - Summer 2012 by Michael Babitskiy,UnitedTrafficTeam
Tomsk Avia - Summer 2012 by Michael Babitskiy,UnitedTrafficTeam
Tatarstan Airlines - Summer 2012 by Michael Babitskiy,UnitedTrafficTeam
Tajik Air - Summer 2012 by Michael Babitskiy,UnitedTrafficTeam
Somon Air - Summer 2012 by Michael Babitskiy,UnitedTrafficTeam
Rossiya Airlines - Summer 2012 by Michael Babitskiy,UnitedTrafficTeam
Polet Airlines - Summer 2012 by Michael Babitskiy,Toulkine Vladimir,UnitedTrafficTeam

Flight Simulator 2004 - Scenery
Piacenza San Damiano - LIMS by Giorgio Perotti

Flight Simulator 2004 - Scenery Design
Library Thumbnails for ADE9 by Giorgio Perotti

Flight Simulator 2004 - Sounds
OpenSkies Callsign MISTRAL by Bruce Nicholson & Alpha India Group
Eastern Sky Jets Callsign EASTERN SKYJETS by Bruce Nicholson & Alpha India Group
Royal Flying Doctor Service Callsign FLY DOC by Bruce Nicholson & Alpha India Group
Mena Aerospace Callsign RAHAL by Bruce Nicholson & Alpha India Group
Somon Air Callsign SOMON AIR by Bruce Nicholson & Alpha India Group
Livingston Compagnia Aerea Callsign JONATHAN by Bruce Nicholson & Alpha India Group
Astra Airlines Callsign GREEK STAR by Bruce Nicholson & Alpha India Group
Silver Airways Callsign SILVER WINGS by Bruce Nicholson & Alpha India Group
Dalian Airlines Callsign XIANGJIAN by Bruce Nicholson & Alpha India Group
Sol Lineas Aereas Callsign FLIGHT SOL by Bruce Nicholson & Alpha India Group
Vincent Aviation Callsign VINCENT by Bruce Nicholson & Alpha India Group
AirAsia X Callsign XANADU by Bruce Nicholson & Alpha India Group
Belle Air Europe S.R.L. Callsign BELLEAIR EUROPE by Bruce Nicholson & Alpha India Group
Compass Airlines Callsign COMPASS ROSE / COMPASS by Bruce Nicholson & Alpha India Group
EastarJet Callsign EASTARJET by Bruce Nicholson & Alpha India Group
Jeju Air Callsign JEJU AIR by Bruce Nicholson & Alpha India Group
Jin Air Co., Ltd. Callsign JIN AIR by Bruce Nicholson & Alpha India Group
Air Busan Callsign AIR BUSAN by Bruce Nicholson & Alpha India Group
Aeroservicios California Pacifico Callsign AEROCALPA by Bruce Nicholson & Alpha India Group
Hachijojima Airport ICAO RJTH by Bruce Nicholson & Alpha India Group
White Airways Callsign WHITEJET by Bruce Nicholson & Alpha India Group
Western Air Callsign WESTERN AIR by Bruce Nicholson & Alpha India Group
Sky Bahamas Callsign TROPICAL SKY by Bruce Nicholson & Alpha India Group
National Air Cargo Group Callsign NATIONAL CARGO by Bruce Nicholson & Alpha India Group
Tianjin Airlines Co., Ltd Callsign CHINA DRAGON by Bruce Nicholson & Alpha India Group
Helitt Lineas Aereas, S.A. Callsign ALBORAN by Bruce Nicholson & Alpha India Group
SyphaxAir Callsign SYPHAXAIR by Bruce Nicholson & Alpha India Group
Estelar Latinoamerica, C.A. Callsign ESTEL by Bruce Nicholson & Alpha India Group
AeroVIP S.A. (Air Class) Callsign ACLA by Bruce Nicholson & Alpha India Group
Embaer EMB-505 Phenom 300 Model E55P by Bruce Nicholson & Alpha India Group
Embaer EMB-500 Phenom 100 Model E50P by Bruce Nicholson & Alpha India Group
AIG Alpha India Group Tower Package Release 11 by Alpha India Group
Friday, May 18, 2012 5:26:16 PM

We are pleased to announce that the new AVSIM File Library will open sometime during the day of June 1st. Between now and then, we request that all upload authors continue to add files to the existing library system. They are being ported over daily to the new library, so that when the new library comes online, it will be fully synced with the uploads made between now and then. Statistics and images are also being ported over, so that no data will be lost during this transition period. In the coming days we will be posting images, helps and hints on the use of the new file system so that our community members can immediately put the library to use.


Keep on top of File Library news and developments in the File Library Transition forum here.
Friday, May 18, 2012 11:10:18 AM
A new version of Fly! Legacy is available for download on Fly.Simvol. This version brings important new features like the possibility to generate the 3D objects (buildings, forests, walls, ramparts, hedges, lighthouses...) of a determined area from the land registry with OpenStreetMap and bugs fixes for the Saitek yoke and pedals.
Friday, May 18, 2012 11:02:32 AM
Flight Simulator X - Aircraft Repaints, Textures and Modifications
Varig McDonnell Douglas DC-10-30 (PP-VMB) by Gustavo Aguiar
Atlantic Airways Airbus A319 (OY-RCG) by Carl Poul Brager
Aeroflot, Boeing 737-700NG WL by Igor Kostin, PMDG
Europe Airpost Boeing 737-700 PACK (F-GZTC/ G-ZTD) by Brice Garros, PMDG
Singapore Airlines 'Mega Ark' Boeing 747-400 by Jon Murchison, Microsoft
Singapore Airlines 'Star Alliance' Boeing 747-400 by Jon Murchison, Microsoft
Singapore Airlines 'tropical' Boeing 747-400 by Jon Murchison, Microsoft
Singapore Airlines 'big' Boeing 747-400 by Jon Murchison, Microsoft
Singapore Airlines Boeing 747-400 by Jon Murchison, Microsoft
Macedonian MAT Bombardier CRJ-700 by Jon Murchison, Microsoft
Aurigny.com Bombardier CRJ-700 by Jon Murchison, Microsoft
Aurigny Bombardier CRJ-700 by Jon Murchison, Microsoft
Adria 'hit stars' Bombardier CRJ-700 by Jon Murchison, Microsoft
Air Vanuatu 'New' Boeing 737-800 by Jon Murchison, Microsoft
Air Vanuatu 'White' Boeing 737-800 by Jon Murchison, Microsoft
Virgin Blue '50th Aircraft' Boeing 737-800 by Jon Murchison, Microsoft
Virgin Blue Boeing 737-800 by Jon Murchison, Microsoft
Delta (new) Boeing 737-800 by Jon Murchison, Microsoft
Continental Boeing 737-800 by Jon Murchison, Microsoft
Air New Zealand 'hybrid' Boeing 737-200 (ZK-NAM) by Jon Murchison, Captainsim
Air New Zealand 'hybrid' Boeing 737-200 (ZK-NAP) by Jon Murchison, Captainsim
Transaero Airlines Boeing 777-200 by Garrett Rowley

Flight Simulator X - Scenery
Alaska Airfields Kodiak by Torbjorn Kuntze

Flight Simulator 2004 - Aircraft Repaints, Textures and Modifications
Piper PA32 Saratoga SP (N8129H) by Adrian Thompson
Mustang Mk.IVa, 3 Squadron RAAF, CV-A, KH670 by Marcel Ritzema

Flight Simulator 2004 - AI Aircraft
Thomas Cook Belgium (K3's Alice in Wonderland c/s) Airbus A320-200 by Robert Williams
Air Antilles Express DHC6 Twin Otter (F-OHJG) by Symon Long
Thursday, May 17, 2012 10:32:57 AM
Flight Simulator X - Scenery
British Columbia Floatbases by Chris Peschke
EDTQ Pattonville by Joe Herwig

Flight Simulator 2004 - Original Aircraft
AIR BERLIN Airbus A330-200 by Andreas Meyer

Flight Simulator 2004 - Aircraft Repaints, Textures and Modifications
Air Algerie NC Boeing 767-3D6 (7T-VJI) by Stefan Bree / FSRepaintsGER, SkySpirit2010
Air New Zealand (All Black Livery), Boeing 777-319/ER (ZK-OKQ) by Abdullah Rahman, Project Opensky
Delta Connection EMB-175 by Steve Drabek
Iberia 'Calderon de la Barca' Boeing 747-200B (EC-GAG) by Xudeva Irribarra/ Project Open Sky

Flight Simulator 2004 - AFCAD Files
Ben Gurion V2 FS2004 AFCAD Update by Kevin Schutz

Flight Simulator 2004 - AI Aircraft
Thomas Cook Belgium (K3's Alice in Wonderland c/s) Airbus A320-200 by Robert Williams
J-Air Bombardier CRJ-200 (new colours) by Federico Permutti
Thomas Cook Belgium (10 Years Celebration c/s) Airbus A320-200 by Robert Williams
RF-4C Phantom, 106th TRS, 117th TRW, Alabama Air National Guard by Jason Rogers
RF-4C Phantom 153rd TRS, 186th TRG Mississippi Air National Guard by Jason Rogers

Flight Simulator 2004 - AI Flight Plans
Aero Mongolia - Summer 2012 by Michael Babitskiy,UnitedTrafficTeam
Air Cargo Germany - Summer 2012 by Michael Babitskiy,UnitedTrafficTeam
Danube Wings - Summer 2012 by Michael Babitskiy,UnitedTrafficTeam
Eznis Airways - Summer 2012 by Michael Babitskiy,UnitedTrafficTeam
Helvetic Airways - Summer 2012 by Michael Babitskiy,UnitedTrafficTeam
MIAT Mongolian Airlines - Summer 2012 by Michael Babitskiy,UnitedTrafficTeam
Mongolian Airlines - Summer 2012 by Michael Babitskiy,UnitedTrafficTeam
WOW air - Summer 2012 by Michael Babitskiy,UnitedTrafficTeam
Thursday, May 17, 2012 12:07:28 AM

Reviewed By: Contributing Reviewer - Ray Marshall
Format: Download (278MB)
Simulation: FSX

Posted Image


This is my first Avsim review of a strictly military high performance add-on. Wouldn’t you know it would be one at the top of the heap and the envy of most hot shot military and simulator pilots? The F-15E Strike Eagle has an exemplary survival rate of ‘zero losses’ in air-to-air combat and very low losses by any means. This is not your ordinary fast mover, it is something truly extraordinary and very special and it certainly is nothing like your Grandmother’s Cessna.

Air to ground, Air to Air, Mach 2.5+, 9 G’s, All weather, 2-place, big weapons load, conformal fuel tanks, ejection seats, 50,000 Ft/Min climb rate. Whoa.

With its huge twin tail, the F-15 Eagle is probably the most recognizable military jet fighter in the skies today, and is undoubtedly the most successful jet fighter of all time, having never been shot down in aerial combat. Flown not only by the US Air Force, but by the air forces of Israel, Saudi Arabia, Japan, Singapore and South Korea. With 25 years of service the F-15 is still the world's leading operational air superiority fighter and interceptor.

Military Visualizations (Milviz) states that we can load it up with weapons – smart bombs, dumb bombs, big missiles, little missiles, etc – shoot down anything in the sky and bomb anything on the ground. This breaks totally new ground for FSX with active, working Radar – both airborne and ground targets - and full use of missiles and bombs. All impossible for an FSX add-on as we have been told for years. They further state that you can takeoff and fly around with your hair on fire without shooting anybody or anything, just having a good time exceeding the speed of sound in an exemplary FSX add on with systems depth up the wazoo. This should make a great diversion for those simulator pilots that occasionally get bored flying those 8 hour cross-ocean flights in their airliners or would like to take the weekend off from fly fishing in Alaska in their amphibian.

This offering doesn’t just push the envelope with new and exciting features, it rips it open by adding elements that were never intended for a mild mannered civilian flight simulator. FSX is now a full blown multiplayer combat flight simulation if that is what you choose to do. They may have over done it a bit as they modeled the F-15E as close to the real one as possible, a few warts and all. All those real ones flying out there have still have a few quirky McDonnell design decisions that should have been updated long ago, but weren’t.

The quick start has 5 steps, Load weapons, open cover, flip Nuclear Consent switch, wait for engines to spool up, Fly. In contrast, my favorite airliner tutorial is on Page 81 when it gets to engine start. Duh.

This is obviously the most complex or one of the most complex simulations ever conceived so any deficiencies will most likely be the operator and not the machine. My goal as an experienced Cessna Pilot is to perform a startup, systems check and configuration, taxi, takeoff, climb to altitude, acquire an airborne target, take it out, find a ground target, take it out, find a tanker, refuel, evade a squadron of bad guys looking for a lone renegade Strike Eagle, return to base to find it near minimums and low on gas and make an ILS landing. Of course, I plan to break the sound barrier and test my g-suit a few times in the process. That ought to do it. I should mention up front this simulation has full working Multi-player capabilities but I think that should be a follow-on review. I am going to be busy enough just flying this thing that I don't want to worry about being shot down by a fellow sim pilot. Can you imagine landing gear-up after all that? Now, where is that checklist?

My approach to reviewing this Milviz simulation of the F-15E Strike Eagle is to have you first look at some of the capabilities of the real world version. Then we can evaluate together how well the design team succeeded with the simulated edition. The next several pages were written by then Capt. Randy ‘Hacker’ Haskin for a magazine article several years ago; afterwards ‘Hacker’ was deployed to Operation Iraqi Freedom as a Strike Eagle Driver. He is now, Lt. Col. Randy Haskin, a T-38 instructor at Vance AFB. Thanks to Scott Germain at WarbirdAeroPress.com and Hacker for permission to use the full article here.

Editor’s Note: If you don’t want to read about the real F-15, jump down to “Back to the Review”

Big Bird

From the moment you walk up to the McDonnell Douglas (now Boeing) F-15E Strike Eagle, you know that this is an airplane that means business. At 64 feet long and 42 feet wide, this twin-engine, twin-tailed, twin-cockpit fighter is about the same general size as the North American B-25 bomber of WWII! Even compared to other contemporary fighters, the Strike Eagle is large. The F-15E is the multirole brother of the F-15C, which is a purely air-to-air fighter. The job of the F-15E is to haul iron into enemy territory and place it very precisely on his front door. The Strike Eagle is uniquely endowed to carry out these duties, and is currently the only airframe in the world to carry and drop the AGM-130 (a 2,000-pound rocket-powered standoff bomb) and the 4,700-pound GBU-28 bunker buster bomb. The Strike Eagle is visually distinguishable from the C-model by its dark gunship-gray paint scheme, conformal fuel tanks which bulge out under the wing roots, 12 bomb racks that pepper the bottom of the airplane, and LANTIRN navigation and targeting pods that hang under the engine intakes. In addition, since the F-15E is flown by a Weapon Systems Officer along with a fighter pilot, they all have 2-place cockpits. F-15Es have been built at Boeing’s St Louis, Missouri, plant since 1987 (when it was run by McDonnell Douglas) and are still being produced in very low volume today. There are currently 230 F-15Es in the US Air Force inventory.

As you stand behind the F-15E, you notice that the fuselage is wrapped around two Pratt and Whitney F-100-PW-220 engines, which produce 24,000 pounds of thrust each. The view from the front of the jet is dominated by the large nose, where the million-dollar antenna for the AN/APG-70 radar makes its home, and a huge bubble canopy covering the 2-seat cockpit. Flanking the cockpit area are two giant variable-geometry air intakes for the jet engines. Note: All recent versions now use F-100_PW-229 engines, which produce 29,000 pounds of thrust each, has an 11 stage afterburner, and several other improvements. (RayM)

Front Office

Entering the cockpit of the F-15E is accomplished either via a crew ladder hooked over the left-side canopy rail between the front and back cockpits, or an integrated (and considerably more austere) boarding ladder that drops down from the side of the fuselage at the same place. It’s a tall climb - about 9 feet - to the top of the ladder and over the canopy rail. At the top of the ladder, you enter the front cockpit by stepping left on to the ACES II ejection seat, then sitting down. Instantly you’re stuck by the fact that the Strike Eagle is a war machine through and through. In any civilian aircraft, the panel is generally organized around the instruments required for IFR flight. In the F-15E, the instrument panel is dominated by three large Multipurpose Displays (MPDs) arranged in a Y-shape, an Up-Front Controller (UFC) placed in between the top two MPDs, and a single-plate Heads Up Display (HUD) perched on top of the glare shield.

There are two 6" green monochrome MPDs (on the left and right sides) and one 5" color MPD in the center. A collar around the outside of the screen holds 20 pushbuttons where the pilot can select from any of nearly 30 screens to be displayed, making the cockpit customized for each pilot for each different mission. The UFC is a large keypad with 6 LCD text lines for digital data display and entry. This serves as the avionics control head and where all data is manually input into the navigation system and central computer.

Below the glass cockpit displays are two rows of 2" standby gauges on the left, and an LCD engine monitor display and analog fuel gauge on the right lower panel. A panel centered between the foot wells in front of the stick houses a large air conditioning vent and a small circuit breaker panel (most of the CBs are in the rear cockpit). The cockpit side panels are wide by any standards, and contain literally dozens of switches and knobs to control anything from exterior and interior lighting to power for the radar and Fighter Datalink systems. These side panels are also nice when it comes to needing a place to set down approach plates, checklists, water bottles, Night Vision Goggles, or anything else.

The flight control configuration is standard, with the control stick anchored to the floor between the pilot’s knees and a large two-throttle quadrant on the left side panel. Compared to almost any other aircraft, the F-15E’s control stick grip is large and seems awkward. The reason for this is a design feature called "HOTAS", meaning Hands On Throttle And Stick. The HOTAS philosophy is that vital avionics functions (like operation of the radar or weapons selection) can be accomplished during flight without requiring the pilot’s hands to leave the stick and throttles or his eyes to look away from whatever he’s fighting. As such, the stick and throttles are covered with 14 different switches and buttons.

Strapping into the Strike Eagle is a complicated process - certainly more involved than your average civilian or commercial aircraft. I first connect my G-suit to the pneumatic hose on the left cockpit side rail, then connect the two survival kit buckles located on either side of the seat to the bottom of my parachute harness. The seat offers a 4-point restraint; a standard lap belt originating from near the survival kit straps goes across my lap and two short shoulder straps buckle to clips on the top of my parachute harness. Unlike older ejection seats, the parachute is built in to the ACES II seat, so the shoulder straps are actually the parachute risers. Finally, I connect my Gentex HGU-55/P helmet and MBU-20/P mask to the ship’s oxygen supply and hook up the communications cord via two leads on the right side panel. Adjusting seat height is accomplished via an electrical switch on the left cockpit wall and the rudder pedals can be adjusted forward and aft with a knob below the instrument panel. Once strapped in, the pre-start checklist is a simple clockwise flow around the cockpit. Without power on, there’s not much to set in a glass cockpit, except standard items like making sure the gear handle is down, circuit breakers are in, and engine fuel pumps are on.

PREFLIGHT OPERATIONS

Starting engines in the Eagle is far more simple than in other turbojet aircraft. First I crank up the Jet Fuel Starter (JFS), a small jet engine which connects to the engines through a gearbox and turns them for starting while providing limited electrical power. The checklist calls for the #2 (right) engine to be started first so that a hydraulic pump operated by the right engine can be checked. I engage the JFS connection to the engines by a finger lift on the front of the right throttle. As the JFS spins the engine through 20% RPM, I push the throttle forward out of cutoff and into idle. The digital electronic engine control takes over from there - I simply monitor the RPM and FTIT during the process to ensure there is not a hot start or other malfunction.

As the engine spins up past 56% the right generator comes on line and the right engine intake ramp, which has been locked in the full-up position, slams to the full down position (this scares a lot of first-time passengers in the back seat!). After testing the fire detection loops for continuity and a few other checks, the same process is repeated on engine #1. With both engines at ground idle and all three hydraulic systems are showing the proper pressure, I close the bubble canopy with a lever on the left side of the cockpit. The canopy is hydraulically lowered and slid forward about two inches to lock closed. Once the canopy lever is pushed all the way forward, engine bleed air is diverted to the canopy seal and the cockpit begins to pressurize.

Pretaxi ground operations following engine start include 3 separate flight control checks, 3 radar and avionics self-tests, plus all the normal ground checks of flaps, lights, and the like. The crew chief wears a headset that connects to the cockpit intercom, so we’re able communicate without hand signals for flight control, engine nozzle, wheel brake, and other ground checks. While I’m checking out and warming up the basic aircraft systems, the WSO is busy in the back seat reading the Data Transfer Module (DTM) and the Mission Cartridge. Both the DTM and MC allow us to program our route of flight, radio frequencies, avionics setups, and other mission variables from a missionized computer system on the ground. Once we get into the airplane, the WSO simply reads the information into the airplane’s Central Computer, saving a considerable amount of time compared to "hand-jamming" the information via the UFC. Start-to-taxi time is generally about 10 minutes, including programming of all the avionics systems for the day’s mission.

Taxiing the F-15E is accomplished via a hydraulically actuated nose wheel and the rudder pedals. A switch on the control stick toggles between the high-gain and low-gain steering. The unique thing is that you sit very high and the cockpit is forward of the nose gear, so the perspective is different than any other aircraft I’ve been in. We generally taxi out for takeoff with over 20,000 pounds of fuel, giving us about a 65,000-pound curb weight - quite heavy for a fighter aircraft. Pre-takeoff checks include a final check of the flight controls, turning the radar, INS navigational system, and pitot heat on, and arming the ejection seat. The WSO will also confirm over the intercom that his seat is "hot" and that the ejection seat sequencer is positioned in "Aft Initiate," meaning that regardless of who pulls the ejection seat handle (front or back seat), both of us will be ejected from the airplane.

Once I taxi the Strike Eagle into position on the runway for takeoff, I hold the brakes and run the engines up to 80%. I then perform what is called an "8-6-4-2-4" check, meaning I’m looking for the engines to be at 80% RPM, 600° FTIT, 4,000 GPH on the fuel flow, 20% open nozzles, and 40 psi oil pressure. Once the engines check within limits, I release brakes and push the throttles up over the detent into MAX afterburner. The 5 stages of burner take a few seconds to light off, with a good burner light indicated in the cockpit by the nozzles opening on the Engine Monitor Display.

TAKEOFF

Take Off and Landing Data for an 8,000-foot runway generally shows a 2,500-foot takeoff roll and a maximum abort speed (refusal speed) of around 120 KCAS. Single Engine Takeoff Speed for a 65,000-pound Strike Eagle with no external stores is generally near 197 KCAS.

With the burners lit, acceleration happens fast and I’m generally above 100 KCAS in the first 1,200 feet of runway. At my rotation speed of 135 knots, I pull the stick back halfway and rotate to approximately 10° nose high. A few seconds later, the jet is airborne at around 165 KCAS. As soon as I show two positive rates of climb, I retract the gear via the handle located on the lower left side of the instrument panel. Flaps are retracted simultaneously with the gear with a small switch on the left side of the throttle quadrant. The F-15 has two flap positions - up and down - and takeoffs are always accomplished with flaps down. Actual VLE on a "clean" F-15E is 300 KCAS, but with the LANTIRN pods hanging under the jet, the disturbed airflow buffets the gear doors and reduces VLE to 250 KCAS. Under normal takeoff acceleration the red light in the gear handle extinguishes (indicating the gear are up and the doors locked) around 230 KCAS. With the nose still 5-10° high, we continue to accelerate in afterburner until 300 KCAS. On the 11,000-foot runway I fly from here in North Carolina, I’m pulling the throttles out of afterburner at about 1000’ over the departure end overrun most of the time. Tech order climb-out occurs at 350 KCAS for an air-to-air configured jet and 330 KCAS on one with air-to-ground ordnance. You’ll note that this is significantly higher than the 14 CFR speed restriction of 250 knots below 10,000 feet. The F-15E, like most fighter aircraft, falls under the Letter of Agreement between the DoD and FAA allowing some military aircraft a waiver to that speed limit. The LOA also allows the Eagle to fly nonstandard cruise, penetration, and approach speeds, but more on that later.

FLIGHT PERFORMANCE

A "clean" F-15E cruises comfortably at anywhere between .75 and .9 Mach, depending on fuel weight. This translates to speeds in the 350 to 450 KCAS range in the mid 20s - where we usually like to cruise. Top speeds are technically in the Mach 2+ category, although those speeds are not realistically possible when carrying ordnance loads on a typical mission.

Standard cruise altitudes are in the mid-20s, with a regulation-mandated operational ceiling of FL500 (meaning that, if we were able to wear pressure suits, the F-15E is able fly higher than that). We prefer to fly in the 20s and 30s because the air is thicker, meaning better engine performance, better turn performance, and more available G.

Control inputs given to the F-15E result in what most GA or commercial pilots would consider rapid and crisp maneuvering. The F-15E is larger, heavier, and has more parasitic drag than other fighters like the F-16 and F-18, so compared to those airplanes the Strike Eagle isn’t so nimble. The Strike Eagle uses a pseudo fly-by-wire system, and the flight control computer decides where to place the ailerons, rudders, and differential stabilators differently depending on airspeed, G, altitude, and angle of attack. With all those surfaces digging into the air, even a 65,000-pound behemoth like the Strike Eagle moves nimbly as a cat and with minimal stick force.

Both basic and advanced aerobatics are easy to fly in the Eagle. A loop can be accomplished in 5,000-6,000 feet, with an entry of 500 KCAS and an "over the top" airspeed of 250, depending on how much G was used in the pull-up. A loop can be accomplished with as little as 250 knots as long as you’re not ham-fisted and you don’t mind the airspeed getting below 50 knots over the top. A 4 or 8-point hesitation roll is equally as easy, as the jet stops rolling almost immediately after the stick is neutralized. To add extra crispness, a quick inch of stick movement in the opposite direction after neutralizing the stick makes the roll rate halt with a pop. Negative G inverted flight is limited due to the fuel and engine oil systems, but this is never an operational limitation since most fighter maneuvering takes place under heavy positive G in the vertical axis. Maneuvers requiring only a short amount of inverted time, like a square loop or a Cuban Eight, are easily accomplished within the duration of the limitation.

One of the most enjoyable aspects of flying the Strike Eagle through these maneuvers is that it really appeals to a pilot’s sensory inputs. The "seat of the pants" feeling is very definite, and the sounds the jet makes when it is maneuvering are just incredible! When I haul the stick into my lap in a hard turn or climb, the wind rushing over the wing at high AOA creates a giant WOOOOSH sound and I can feel the entire airframe humming and buzzing. These attributes are important for a combat aircraft, because of the need to be able to fly by feel while looking outside the cockpit during a dogfight engagement.

Eagle drivers talk about the airframe buffeting in terms of different types of animals "dancing" on your wings. If it feels like there are mice dancing on the wings, that is light buffet. If it feels like elephants dancing on the wings, that is severe buffet. Somewhere in the middle is the optimum turn rate.

Fighter aircraft are frequently yardsticked against how much G they can pull and how long they can sustain it. In an air-to-air visual maneuvering engagement (dogfighting), the airplane that can turn tighter than the other one will generally have an advantage. The F-15E is definitely not one of the best dogfighting jets in the world today - the airplane is designed to fight beyond visual range with radar-guided missiles and tote around a lot of bombs. Our best "maneuvering" airspeed is anywhere in between 350 KCAS and 450 KCAS. This gives us enough airspeed to reach our maximum G of +9.0 and give us a turn radius of around 2/3 of a nautical mile. When matched up with other multirole fighters like the F-16 and F-18, the F-15E has a distinct advantage in engagements taking place at ranges outside 10 miles. Once the furball starts at close range, the scales tip in the other direction because the Hornet and Viper can noticeably out-turn the littered-with-parasite-drag Strike Eagle.

INSTRUMENT FLYING

The glass cockpit is at once the Strike Eagle’s best asset for instrument flying, as well as it’s biggest drawback. The digital displays, in combination with the HUD, give the pilot positional and flight attitude awareness that is unmatched in most civil aircraft and is equal to newer systems in commercial airliners. Unfortunately, someone used to flying off round dials will find little comfort in those digital displays. When I was first learning to fly the Eagle, I spent many instrument approaches staring at the digital instrumentation in what must have looked like the RCA dog watching television - it made no sense to me whatsoever. Fortunately, once you get used to it, the glass cockpit is really nice!

The main navigational instrument in the F-15E is our EGI system, meaning Embedded GPS/INS. The EGI system is a combination of a Y-coded (military accuracy and anti-jamming coding) GPS signal that gives constant updates to a ring-laser gyroscopic Inertial Navigation System. If all that sounds too technical, what it means is that the F-15E knows where it is, anywhere in the world, without any reliance on ground-based radio navigational aids - pretty handy when you’re flying over a hostile country where, chances are, they won’t keep their VORTACs on for you.

Unfortunately, though, the GPS in the airplane doesn’t give us enough information to fly a GPS instrument approach.

The only other radio NAVAIDS we can use in the F-15E are TACANs and standard localizers and glideslopes. NAVAID information is processed through the central computer and the EGI, then sent to the cockpit. The "raw data" for TACANs and Localizers is displayed on a digital HSI, while the glideslope data is displayed on the digital ADI.

The Heads-Up Display (HUD) is a wonderful tool for flying instruments. In some avionics modes it combines basic flying parameters with HSI-like instrument steering information all in one spot. What’s unique about the instrument cues in the HUD are that they are steering bars, rather than the raw instrument data displayed on the HSI and ADI. Simply centering up the localizer and glideslope steering bars on the computer-generated velocity vector will fly the airplane to a perfect instrument final. Unfortunately, the HUD is not certified for use as a primary reference during IFR flight, so we must back up what we’re doing using the "raw" navigational data on the MPDs.

Another great feature that the HUD adds to a pilot’s ability to fly approaches is that velocity vector I just mentioned. The VV, computed by the jet’s INS, is a small circle displayed in the HUD that points to the precise point in space where your aircraft is flying. This allows you to visually correct for crosswinds if you can see the ground or to establish a precise glide path on an approach using the pitch ladder.

Additional positional awareness is provided by a color moving map display which shows any number of map scales all the way down to a 1:50,000.

APPROACH AND LANDING

Instrument holding airspeed is a 250 KCAS, and we can hold off a TACAN fix or a notional INS waypoint. Penetration airspeed is 300 KCAS and, depending on the descent gradient, is accomplished with nearly idle power and 10° nose low. Approaching the Final Approach Fix, we again reduce airspeed below the landing gear white arc (even though there are no round dials where a white arc is marked, you get the idea) and simultaneously drop the gear and flaps. Once configured with the gear and flaps down, the Eagle is a little more sluggish to control inputs, but still vastly superior in maneuverability to your average Cessna 172 or 182.

Approach and landing is flown referencing an angle of attack, rather than a particular airspeed. In an airplane that can vary as much as 40,000 pounds in landing weights, approach and landing speeds can be anything from 155 KCAS all the way up to the 190s. The "perfect" speed for approach and final correlates to 20-22 "cockpit units" of AOA. You can compute a "backup" airspeed for final approach by starting with 155 KCAS and adding two knots for every thousand pounds of fuel or ordnance on board the jet.

Flying a straight-in final with or without instruments is very simple. All you have to do is place the velocity vector in the HUD over the top of the runway threshold and maintain approach airspeed to fly down final. If you make sure that, when the velocity vector is on the end of the runway, it is sitting 3 degrees low in the HUD pitch ladder, you’ve just given yourself a 3° glide path all the way down to the runway!

Of course, the preferred way to arrive at an airport in the F-15 is not via the Localizer straight-in (for wimps!), but via the overhead break (Man style!). Generally initial is flown at 1,500’ and 300 KCAS. Once over the approach end runway numbers, I roll into 80° of bank and perform a 3-4G level turn while pulling the throttles back to idle. Once I’ve rolled out on downwind, I’m below 250 KCAS, so I drop the gear and flaps and continue to decelerate for the final turn. Prior to the perch point, I confirm my landing configuration by saying, "4 green, good pressures, brakes off, antiskid on, lights on" (translation: gear and flaps down, all three hydraulic systems are showing good pressure, the holding brake is off, the antiskid braking switch is activated, and my landing light is on).

The "perch point" is where most pilots would turn base in a normal box pattern. In the Eagle, though, instead of a squared-off base and final leg, I fly a constant-rate descending turn to final. To do this I dip the nose 8-10° low, roll into 60° of bank, and maintain about 190 KCAS. Something that might make the hair stand up on the back of your average civilian pilot’s neck while flying the final turn is how much the airplane buffets. This is normal, and is just another one of those great sensory cues that the pilot can use to evaluate his speed and bank in the turn. If there are "mice dancing on the wings," you’re okay. If the elephants have come out to play on your wings, you’re about to stall in the final turn - bad news. If I’ve judged my pattern spacing and pattern winds correctly, the descending 180° turn should spit me out on a 1 NM final at 300 feet AGL and my computed final approach airspeed. From there, the approach and landing picture is the same as described above for a straight-in…you just looked a lot cooler getting to that point.

Once the airplane is over the runway over-run, you shift the velocity vector to the departure end of the runway and softly flare. The landing picture in the F-15 is very different than any other aircraft I’ve ever flown due to the nose-high attitude in the flare and the length of the landing gear. In fact, in the landing attitude, the cockpit is almost 30 feet off the ground! With the main gear tires on the pavement, the preferred method of slowing the Eagle down is the aero brake. This is where we both save wear and tear on the wheel brakes and take advantage of the Eagle’s huge wing area to slow down. To aero brake, simply hold the nose 10°-12° high until 90 knots, increasing aft stick until it is all the way back to the seat pan. Once at 90 knots, briefly neutralize the aft stick to get the nose lowering, then haul it back to soften the impact on the nose strut. With the nose gear on the ground, you can honk on the toe brakes as hard as you want and watch the antiskid braking work wonders. After exiting the active runway, I safe up my ejection seat, turn the radar to standby, and turn off other power-hungry avionics like the LANTIRN pods.

Once I leave the active runway, the flight’s not over. There are still post flight tests of avionics to be accomplished, an update to the inertial navigation system to be accomplished, and finally I will download the flight data to the same Data Transfer Module that I brought to the jet. The DTM download accomplishes two things; one, the airplane assesses it’s own maintenance issues and puts that information on the DTM, and two, the central computer has kept track of the parameters of every gun and missile shot that I’ve taken, as well as every bomb I’ve dropped.

After the flight, maintenance doesn’t have to fuss with talking with pilots to assess the maintenance condition of the airplane - they just read the DTM codes. As for the weapons parameters, they are infinitely valuable for use in post flight debriefings of the day’s missions.

Back to the review

Whoa. Sounds like Milviz has their work cut out for them. Let’s start with a few comparisons between the real world Strike Eagle and our FSX version.

  USAF F-15E Strike Eagle Milviz F-15E Strike Eagle for FSX In Production since 1986 2008 (released in December 2011) Unit Cost $108 Million dollars (2007) $32 Million (1998) $40 dollars Max Weight 81,000 Pounds 278 MB download Minimum flight gear Flight suit, G-suit, Parachute harness, Survival vest Underwear & tee shirt; socks optional Max Speed Mach 2.5+ (1,650+ mph) Same Service Ceiling FL600 (60,000 ft) Same Rate of Climb 50,000 Ft/min Same Power plant 2X P&W F100-229 - 29,000 lbs thrust each Same Weapons Most everything in the USAF inventory Same (see lists)

The original F-15 Eagle was designed to handle only air-to-air targets (other planes). It wasn't built to bomb targets on the ground, but when the Air Force needed a fighter bomber to replace the aging F-111 until the new stealth F-117 was ready, they decided to modify the F-15 for air-to-ground missions. The result was the F-15 Strike Eagle, designated F-15E.


The Strike Eagle is not a replacement for the original F-15, but a supplementary bomber plane. Surprisingly, the Air Force's temporary solution turned out to be one of the best fighter bombers ever made. In Operation Desert Storm, the Strike Eagle proved it could successfully fight its way past enemy planes, hit several ground targets, and then fight its way out of enemy territory.


HOTAS - Hands On Throttle And Stick. One of the key design elements of the McDonnell Douglas (now Boeing) F-15E Strike Eagle.
HOTAS - expressly designed for the F-15 Eagle.

In 1968, during the Viet Nam conflict, it took 12 switch actuations and an average of 5.2 seconds for an F-4 Phantom pilot to fire a Sparrow missile. This chaotic cockpit ergonomics was the primary factor responsible for the poor USAF kill ratios. The F-15 cockpit was thus designed with maximum armament delivery capability in mind and specifically to allow the pilot to look, detect, acquire and fire at an approaching target without ever having to take his hands off the throttle and stick. The Hands On Throttle And Stick – HOTAS – was born. Later improvements updated a new throttle design and added more buttons - 14 now and counting.


HOTAS is comprised a collection of switches and buttons that controlled the Eagle’s radar, weapons systems and self-defense countermeasures dispensers. While involved, the various switch actuations needed to lock up the enemy target and fire the most appropriate weapon soon became second nature, as in learning to play the piano, knowing through practice just which switch was under each finger. However, in the heat of battle, many of the manipulations were required to be accomplished in such a rapid fire manner that the flurry of finger motions was sometimes known as ‘playing the piccolo’. A good piccolo player made for a deadly Eagle Driver.

With the HOTAS system, every switch and button on the controls has a different shape and texture. This way, the pilot can control all the major aspects of the plane without ever looking down into the cockpit.

The photos shown here are the Mad Catz/Saitek Pro Flight x52 PRO control system, a mid level FSX compatible HOTAS that appears to be custom built just for such an add-on with one minor exception – it only has one throttle control. Dual throttles are found on the top of the line Saitek x65F, Combat Control System.

2 Man Crew for the Strike Eagle

There are lots of Eagles in the air but only the F-15E Strike Eagle has a back seat position – the WSO, Weapons Systems Officer- usually called the Wizzo. The WSO can actually fly the Strike Eagle from his/her rear position.

F-15E Strike Eagle is equipped with an array of new avionics and electronics systems for ground attack deployment. It has to have the capability to fight its way to the target over long ranges, destroy enemy ground positions, and fight its way back to base day at low altitude, day or night, and in bad weather.

The WSO’s task and workload depends on the type and phase of flight operation. Air-to-air radar is usually a pilot's job, except when flying at low altitude. Air-to-ground mode of the radar is almost exclusively operated by the WSO. WSOs also work the Link 16 Fighter Data Link (FDL). The WSO is equipped with four multi-function displays (MFD) - CRT monitors surrounded by buttons. This position has a full set of flight controls, but this is only a back-up provision -- normally, the WSO doesn't help fly the plane. Both the pilot and the WSO sit in high-tech ACES II ejection seats, which launch them clear of the plane in an emergency. All WSOs are trained as navigators but get some OJT stick time. Having dual flight controls makes it nice if the pilot needs a short break on the way back to base.

All of this expensive equipment serves one basic purpose: It is designed to deliver various missiles, bombs and bullets, known in military circles as ordnance, to enemy targets. Now let’s look at what the F-15E is actually packing when it goes to war. The F-15 Eagle is loaded up with weaponry that can take out almost every aircraft in existence. It sports eight air-to-air missiles of different designs. It can carry various combinations of AIM-120 advanced medium range air-to-air missiles (AMRAAMs), AIM-9L/M Sidewinder missiles, or AIM-7F/M Sparrow missiles (currently being phased out of the inventory)

The AMRAAM and Sparrow missiles are both radar-guided. The AMRAAM has its own radar unit and flight control system. Before firing the missile, the flight computer transmits radar information specifying the intended target, and the missile's radar unit locks on. After the missile launches, its one goal is to steer itself (by adjusting flight fins) toward that target. The Sparrow missile works on a similar principle, but it doesn't have its own radar transmitter. The pilot has to keep the plane's transmitter aimed at the target, to "paint" it for the missile. The sidewinder missile uses an infrared sensor to pick up on an enemy plane's hot engine exhaust. The flight controls simply steer the missile toward the hottest area in sight.

The F-15E also has a built-in machine gun, an M-61 20-mm 6-barrel cannon, mounted inside the starboard (right) wing. The gun has an efficient Gatling gun design that can fire about 6,000 rounds per minute. It never gets the chance, however, because its magazine only holds a maximum of 510 rounds. It can empty its entire magazine in less than 10 seconds!

The pilot selects a different targeting display on the HUD for each weapon. The machine gun display, for example, consists of a funnel shape. The pilot maneuvers the plane so that the target is in the center of the funnel and then opens fire.

The F-15 Strike Eagle can carry just about any air-to-ground missile in the Air Force arsenal. It often carries guided munitions, such as the GBU-15 bomb. All in all, it can carry approximately 23,000 pounds (10,430 kg) of ordnance.

It also has a number of high-tech defenses - radar warning receivers, which detect enemy radar from ground stations, planes or guided missiles, and an advanced radar jammer to confuse these radar units. They also have a chaff dispenser, a device that shoots out a cloud of metal strips. Enemy radar picks up the chaff and temporarily loses its lock on the F-15.

The F-15E's combination of high maneuverability, sophisticated electronics and powerful weaponry have made it a hugely successful weapon in the United States arsenal (and a number of other countries' arsenals, as well).

Weapon Loadouts

One of the big items that the real world Strike Eagle Drivers & Crew Chiefs do on a daily basis is work on the daily Loadouts. This is something the hard core flight Simmers can attempt to replicate with their Milviz FSX version.

www.f-15e.info/ has tons of very detailed information about operations of the Strike Eagle. One subject that is covered is various loadouts. Here is just one loadout that I selected to show the depth of data available. You can find a gold mine of info at this site.

Operation Iraqi Freedom (OIF) started after the finish of the long Operations of Northern Watch (ONW) and Southern Watch (OSW). Under the umbrella of the war on terror, United States and its allies started a war to remove Saddam Hussein from power and put an end to his regime.

OIF started on 19th March 2002 with F-15E Strike Eagles attacking key military command and control targets with AGM-130's. After the beginning of the ground offensive (called Shock and Awe) Close Air Support (CAS) missions were flown as well. CAS missions were often flown in a manner that Strike Eagles patrolled a pre-planned zone (called 'killbox') and supported the fight of ground troops in that zone. These kind of missions were called Killbox Interdiction ( KI), which - coupled with CAS - soon took the name of KI/ CAS, or 'kick-ass' as aircrew simply called it.

Another typical mission profile was SCAR (strike coordination attack and reconnaissance) during which Strike Eagles utilized their long range and advanced sensors to find and pinpoint targets for other types of jets, like F-14 Tomcats or F/A-18 Hornets.

It was not only this Forward Air Controller (FAC) role, which was new to the Strike Eagle community, but they often used laser guided bombs (LGB's) to attack and strike moving targets. This required honed skills and great experience from WSO's.

Hacker tells me the most frequent loadout in OIF was simply 9 GBU-12s. It was only after the fall of Baghdad in the 2nd or 3rd week of the war that they started limiting the GBU-12 use and loading up GBU-10s, MK-82s, etc. Not every single weapon in the USAF inventory is modeled but many are available for us to simulate real missions.

Loadout #1 - Kick Ass A - for Operations Iraqi Freedom (OIF)

This loadout contains 5 GBU-12's and 6 Mk-82's, which allow the jet to strike a multitude of targets. The usual A/A payload (that is 2 Sidewinders and 2 AMRAAM's on the wing launchers) is used.


The Military visualizations (Milviz) FSX Flight Simulator edition.


The F-15E Strike Eagle model depicted in this package is a highly detailed replica of its real-life counterpart. The model was created by using high quality digital photos and many, many countless hours of testing, revising and testing again! This is, bar none, as close as most of us will ever get to the real thing! The aircraft has a max range of 2100 nautical miles and a top speed of Mach 2.4 so you can travel far and fast with ease. Other outstanding features of this aircraft are:
-Realistic startup and shutdowns
-Quick start (two clicks, wait for spool up and you're off)
-Realistic weapons, radar and targeting procedures
-Realistic weapons release and hits with destruction of targets and all that entails
-Realistic systems and avionics

-High quality VC using normal and specular maps
-High quality external model using normal and specular maps
-9 HD different liveries created by Gunnar Meeren
-High resolution paint kit

-Highly detailed Pilots Operating Handbook: includes all performance charts and figures. If you choose to, you can fly by the numbers, or fly as casual as you wish!

-High quality sound set recorded from a real F-15E.
-Realistic night lighting, landing lights and custom effects.
-Flight dynamics tested and tuned by a real pilots. The aircraft flies just like its real world counterpart!

-Aircraft features an exterior model manager that enables you to load different weapons and fuel tanks. Weight distribution and fuel will be added or subtracted as you add or remove items.
-Many different weapons including but not limited to, Aim-9's, Amraam's, CBU-87's, Mk 82's and GBU-12's
-All weapons can be fired and or dropped
-All weapons and tanks can be jettisoned
-Weapons add weight to your plane
-Ability to hide the stick in 3D VC enabling the pilot to access certain switches normally obscured from view by the yoke.
-Multiplayer capable so you can fight and shoot each other down

-Operating hook

-AI pack with enhanced airbases!

System Requirements
This product requires FSX Acceleration. It is also designed for newer systems. Minimum requirements are 2.6 Core 2 Duo, 512mb Video Card and 1.2 Gigs of free disk space. Optimal requirements are much higher.
Only people who can provide purchase information will get support. Please note you will be asked to provide proof. Please contact roadburner@milviz.com for information.
This product has certain limitations. These are included in the manual. It is highly recommended that you read this before purchasing.


This is a very impressive list of features. I suggest you read it one more time before proceeding. I have read it several times and each time something new seems to jump out at me, saying “Let’s try that the next time we are up flying”.

Recommended Videos for the F-15e Strike Eagle

A link is provided for product videos at http://www.youtube.com/user/milvizinc?feature=mhum (more like tutorials, no music, have your pencil and notepad ready)

I like this video used by the USAF recruiters in their promotions. http://www.patricksaviation.com/videos/future%20f-22raptor%20pliot/3068/ (4 min)

This is an entertaining news type video starring Jeremy Clarkson, a UK TV personality, from his 'Extreme Machines' TV series on a 90 min ‘personality flight’ in the WSO seat. It is a little long but interesting. (10 min) http://www.youtube.com/watch?v=KwTXPQfGCpQ&feature=related

My favorite line is at 5:22, with Top Gun music playing in the background, Clarkson says “I’ve never even held the stick of a Cessna, and they’re going to turn me loose in an F-15. That is very worrying.” And at 8:48 “Oh, this is just absolutely, unbelievably, fantastic,” and then he barfs, again. (13 times in all)

“The F-15E is one of the most realistic jet fighter bombers out there today and tomorrow and, if we do say so ourselves, breaks new barriers in looks, feel, systems and weapon! That's right! You can shoot down aircraft, bomb buildings and bridges and, if you are in MP with a buddy or two, you can try and shoot them down too. (or get shot down!!)”  Milviz News


My first F-15E flight

The quick Start is super simple if you pay attention to the “wait for spool up” and “don’t do anything while waiting”, otherwise there is a good chance the left engine will not start as planned or something weird and unexplained will spoil your flight. Provided you let it do its thing, after about 30 seconds, you can taxi out like any other FSX twin engine plane, line up on the runway and apply full throttle. No right rudder needed today. The eleven stage afterburner will begin an acceleration that you will most likely not forget for a long time. Slight backpressure on the stick and ‘gear up’ as you leave the airport area. Looking at the HUD, the number with the most change is the altitude, 7,000, 9,000, 15,000, and 23,000 in less than a minute from brake release. Oh man, this is going to be fun. Maybe I better retard those throttles a bit to get out of afterburner. Look at that view. Ease the nose over to near level, now the airspeed is the moving number in the HUD – 350, 420, 470. Oh man, what a plane!

A slight flick on the stick and I just did an aileron roll, not one roll but two rolls - that was easy, let’s do a roll and a Split-S. I could get used to this.

A little background on the review.

Ok, let’s back up a few steps. I was writing the Avsim review for the Mad Catz/Saitek Pro Flight Cessna Yoke and Pedals and looking for a FSX Cessna that looked most like the Saitek/Cessna yoke. Not finding an exact match, I extended my search to FSX Cessnas outside my hard drive. Lo and behold, the first Google return was the Milviz Cessna 310R and at first glance I knew I had found the match.

About ten minutes after pressing Send for an email to Milviz asking for a media evaluation copy, I not only get a positive response back from Canada, but a question for me – Would I be interested in doing a review of their new F-15E Strike Eagle?

Answer: Yes, but not right away. I have a few commitments to clear up and a lot of reading and research to complete. But, Yes, I would love to do it! There is no better way to learn about an add-on than by writing a review for it.

My next incoming email is the pass code for the Flight1.com wrapper and a link for the 278 MB download. (Just in case I would like to get an early start). Kind of like “Would you mind keeping this extra cute little puppy over the weekend for me?”

It turned out to be a good motivational ploy for me to complete two reviews and clean off my desk.

Installation.

As straight forward as it comes. Flight1.com wrapper. Win7. No problems. I checked the minimum system requirements and figure I’m in the low to middle of the standard off the shelf setups for FSX. < i7-870 quad core, 8 GB RAM, 2.5 TB HD, Nvidia 460 GTX/1 GB >

Big problem. I need a HOTAS flight stick for this evaluation and review and I don’t have one. Hmmmm. I wonder what Mad Catz thought of my Saitek Pro Flight Cessna Yoke and Pedals review? They must have a HOTAS flight stick just waiting for show time with the most up-to-date advanced fighter in the FSX inventory. Two birds with one stone. Drat. Email returned, contact out of office for a few days. I’ll check back early next week. Keep my fingers crossed.

Not to worry. Mad Catz was receptive to my request and provided not only their Pro Flight X52 PRO control system for my use but also included their top of the line, award winning Pro Flight Combat Rudder Pedals. Let’s hope that I’m worthy of such high tech goodies.

Saitek Pro Flight Combat Rudder Pedals

OK, we are all loaded in FSX and I bring up the selection box and wow, look at all that new stuff. Wait a minute, what are all these bombs and missiles doing in my FSX selection boxes? I have a few helicopters listed under the Military Visualizations but no Strike Eagle, ah, here they are under Milviz . What about all those pages of bombs and missiles that take up a box like an airplane normally does?

A quick search of the Milviz F-15E forum reveals the answer. This is so the Multi-Players guys and gals can see their weapon inventory. It further states they will write a batch file to hide all these entries for the non MP players. Neat.

Installation of the Pro Flight Control system and Combat Rudder Pedals.

The Combat Rudder Pedals. The Saitek.com web site states the pedals were Inspired by pedal designs found in modern fighter aircraft, and are constructed from a highly robust Di-cast alloy, providing durability and authenticity for the most demanding of aspiring pilots. That would be me, the “aspiring” part.

You can adjust the pedal angle to suit all styles of flying or for short or long legged flight crews. Of course, they have precise independent brakes to assist in moving these big guys around on the ground and the rudder axis is self centering. The big round knob in the center is the damping adjuster that allows the users to define just the right amount of pressure or tension needed to operate the rudder controls.

Like all the Pro Flight Simulation items, the provided Smart Technology (ST) programming software allows us sim pilots and gamers to configure our controls to suit our individual style and then save the configuration as individual and personal profiles.

Saitek Pro Flight Combat Rudder Pedals – a perfect match for Milviz F-15E


One USB connection is all that is needed to install the Combat Rudder Pedals. A CD with drivers and a short manual is included. As a step in the installation, each pedal is checked for proper axis and movement. A turn of the big center knob will increase or decrease the tension and the pedals can be set at 3 different angles.


I screwed my pedals down to a piece of MDF to fix them in place. I don’t want them sliding around in the heat of battle. A couple of strips of Velcro is included to assist in keeping them in place otherwise. The foot extensions are great when you want to fly with only your socks on. This is good for those long ferry flights across the ocean or when you are on station and ready to go but the call to attack never seems to come.

The installation of the Saitek Pro flight Control system required some thought as to the exact placement of the throttle unit for my left hand and the flight stick for my right hand. They throttle unit connects to the computer system with one USB connection then connects to the flight stick with a fairly short PS2 male to male cable. I used an unused keyboard holder made of MDF, my favorite wood substitute, for both by cutting it in half and mounting each piece to my desk. This made a nice generous sized holder that I could place at the proper height and distance from my pilot chair. Each day my desk looks more like a cockpit and less like a computer desk. Of course, this is a good thing.


I have a few more Saitek instruments to add in the future and my desk/cockpit will be approaching the ‘as good as it gets’ phase. For today, it is a perfect setup with the x52 PRO throttle unit securely fixed in the position near my left hand like the real world equivalent and the flight stick set for my right hand operation that is not exactly like the real world F-15E center stick, but realistic enough in the look, movement and HOTAS button operations.


b>Milviz Documentation.

Let’s checkout the Milviz documentation. Here are two pdfs in a Manuals folder under the Milviz F-15E folder. A small 12 page Quick Start Guide and a monster POH with 544 pages. Oh my, do all the Boeing birds come with these huge manuals? Nice Table of Contents. Let’s start at the back. Appendix B, Credits, Wow, the Development Team reads like a Who’s Who plus a whole lot of other new names to me. I see Bernt Stolle, so I know from experience it will fly well, Ken Stallings, Chuck Jodry, Bill Leaming, Gunnar Meeren, my friend from Bergen, Norway. Big team of heavyweights. I wonder about someone named KrazyColin in Canada though; rumor has it he is the Base Commander when his wife gives him permission.

Now the disclaimer. I promise not to use any of this information to fly an actual F-15E or to use it for a multi-engine or type rating training with the FAA and I will not confuse this FSX add on with the real product from McDonnell-Douglas or Boeing or the USAF. Agreed.

Limitations

Now the part I was looking for - LIMITATIONS. OK, sounds like we have to click a few Yes boxes to get it going. There are evidently a few bugs in the weapons and radar system that are not fixed and are not going to be fixed. Hmmm, this manual is slightly out of date. The latest patch fixed those things that they just said that they weren’t going to fix. The Radar and Weapons are now working correctly. There are two pages with 20 listed items of importance to us – the end user. Looks like a good candidate for the printer with a sheet protector.

I see I need to brush up on my abbreviations and acronyms. Something about dumb bombs flying off into space, and the GBU’s might also, so try the LGBs, but only if not in Auto and not descending. OK. The fuel system is a little ‘dorky’. That is their word, not mine. You got to slide the fuel slider back and forth at least once to ‘fill’ the tanks. If the system says switch tanks, then switch tanks. Got it. This may be easier than I thought.

Number 19 states that if you can’t figure out how to use the radar and or fire the weapons, they have some video tutorials available and Number 20 says more effects and other good stuff is yet to come in a patch or two.

Flipping the electronic pages backwards, I see there are a couple of hundred pages that I can permanently skip – All of Appendix A - Performance data for the engines and a gazillion curves and graphs that I can’t read anyway. Well, there are a few pages of text that may be useful to me. The resolution of the tiny, tiny numbers in most of the curves and graphs is somewhere between poor and really poor. Looks like they were copied from old microfiche then reduced. Now the front end of the Pilots Operating Handbook (POH) appears to be packed with tons of good information. I guess a complex, modern jet fighter takes a few pages to describe. The description is 162 pages of detail for each display or instrument and provides an overview of the systems. This section also looks like a good candidate for printing and adding to a handy binder.

The shortest chapter is the 20 pages of Normal Procedures. This section has all the normal checklists and procedures. It appears to be ideal for those who will want to start with the ‘cold and dark’ and the ‘Good Morning, Crew Chief’. Add this section to the print list. These checklists will be a must have.

Then comes the Emergency Procedures – about three times as long as the Normal Procedures. Oops, I was wrong. The Crew Duties section is two total Paragraphs – One to explain the pilot, Crewmember in Command, duties and the other for the duties of the Crewmember Not in Control of the aircraft.

There is a section on Operating Limitations that we should probably read also. It looks like they want you to be doing less than 500 knots when doing rolls while loaded with weapons. Duh.

What a revelation.

I just read that the minimum crew for safe flight in the F-15e is ONE. I’m sure glad it’s not NONE. I guess it also says someplace not to eat matches or maybe no smoking while on oxygen. It uses JP-8 for go-juice for those like me that didn’t know that.

I forgot to mention, the Strike Eagle is totally self sufficient. No external power or air conditioning stuff is needed. It has its own built-in Jet Fuel Starter (JFS). All it needs is some hydraulic pressure that it stores in an accumulator, electrical power provided by the JFS generator and some JP-8 fuel that is taps from the main tanks. It will spin up either engine but not both simultaneously. It can be used for in-flight restarts. Later on I found the proper sequence is to start the Right engine first due to the hydraulics system design. Milviz designed a super slick method of adjusting the individual throttles during startup to mimic the real world startup method. One well placed mouse click on the finger lift is all that is needed to move a throttle from cutoff to idle and start.

There is a short section on Flight Characteristics that mostly says it is a bad idea to get the Weight and Balance out of kilter or to have an asymmetrical load problem. Negative G, inverted spins are also to be avoided.

Caution – Avoid High Speed, Low Altitude maneuvers

The final paragraph has to do with the Maverick Maneuver – ‘Due to the low-wing loading and high lift wing characteristics the aircraft is susceptible to gusts during low-altitude, high-speed flight. Buzzing the tower in mountainous desert terrain above 0.8 mach may induce abrupt vertical motions. None of these disturbances significantly alter the aircraft flight path.” It goes on to say, if you are still loaded with external stores, that is a good thing as it increases wing loading and reduces the effect of gusts on the aircraft.

Just remember not to do a ground hugging barrel roll at that speed because you may accidently put a breakaway missile up the Admiral’s daughter’s dress, and that is a bad thing.

The Military Visualizations Design Team

During the more than four years in development several members have come and gone, but the stalwarts are Colin and Kat Pearson that managed to hold the team on track and finally pushed it out the door late last year. As with any long term, complex high tech project, it had many up and downs but as a whole the team did a tremendous job. This is arguably the most complex military fighter ever produced for any flight simulator and very possibly the most complex in any category.

Some details

Not every system is fully implemented due mostly to limitations of the desktop simulation or they are still classified by the Department of Defense or it just would not justify the amount of work for the return. I continue to be astounded at the level of detail some of the systems do exhibit. This one is the hardcore simmers dream or nightmare, depending on whether he or she has mastered the specific task at hand. I would venture a guess that if you flew only this one airplane in FSX every day, you could spends years learning the intimate details of the coding and implementation while enjoying every minute. I will only be scratching the surface of the capabilities and nuances. There’s an almost unlimited combination of sequences, methods, and results available with the multitude of weapons, countermeasures and self-protection systems, basic flight systems and maneuvers; air-to-air and air-to-ground ordnance delivery and procedures and actions. After all this is the USAF’s premiere all-weather weapons delivery platform and has been for 20 years or more.

What you get.

Not only do you get this fabulous fighter/bomber in many glorious paints and colors, you also get a world full of AI military aircraft to chase, shoot at or just watch, detailed new scenery add-ons for all military bases that house the Strike Eagle, a whole series of exciting FSX missions specific to real world equivalents, and a USAF tanker that is always in the air and waiting to fill you up with JP-8 if you are good enough to ease up and make the necessary bond. Fortunately for us, this is a real fast loading tanker and we only have to maintain our connection for a few seconds. But, even that is no gimme.

I spent a lot of time and got dangerously low on fuel many times trying to chase down and ease up behind the KC-135. I can’t imagine how difficult this is in a real world battle zone, at night in a thunderstorm with a whole squadron needing to fuel up either before or after a mission. One of the F-15E Strike Eagle books goes into great detail about this phase during the attacks on Iraq and to complicate things even more, the tankers were in full blackout – no lights anywhere. Most of the pilots agreed, this was much scarier than the SAMs, AA, or the French and Russian-built fighters defending Bagdad. Whoa.

So how do you learn to fly the Milviz F-15E?

First, there is not a written tutorial where you startup, taxi, takeoff, do some basic navigating, turn on the radar, shoot down and airliner or two near Portland and return to Seattle with an ILS landing. I really wish one of the honed-in Milviz forum regulars would write and publish a simple, yea right, flight tutorial for us Newbies. Probably not going to happen anytime soon.

The Milviz decision to provide the gorilla sized POH with a bunch of overviews, checklists and graphs for those that choose to read the written word, and to provide links to a series of YouTube tutorial videos for those with that slant is what we find. I would like to see something in the middle but, the videos are necessary due to the complexity of the tasks and also the number of tasks. So if you are interested in air-to-air combat you will find a dedicated video, same for air-to-ground, but each goes into great detail of using the Radar and the UFC (Up Front Controls) which feed the MFDs (Multi Function Displays). Fortunately, these videos are sans music and not too long, although I have fallen asleep a few times while watching them late at night.

Weapons Inventory


Here is a complete list of the Air-to-Ground weapons that comes with the Milviz F-15E Strike Eagle and a short description.
• AGM-65 -- Maverick laser or TV guided air-to-ground missile. About 500 pounds total weight, but varies between 462 to 670 pounds.
• AGM-130 -- Air to surface missile. About 3,000 pound total weight, designed to be launched from inside 40nm range and guides to a pre-determined target.CBU-87 -- Cluster bomb unit. Once released in real life the canister opens up and spins out many small bomblets of various types. In our virtual version is works like a dumb bomb.
• GBU-12 -- 500 pound laser guided bomb (LGB)
• GBU-15 -- 2000 pound glide bomb – laser or optically TV guided
• GBU-16 -- 1000 pound LGB
• GBU-32 -- 1000 pound satellite guided bomb called a Joint Direct Attack Munition (JDAM)(Usually a Navy selection but works here)
• GBU-38 -- 500 pound JDAM
• GBU-27 -- 2000 pound LGB bunker buster (deep penetration and delayed fusing optimized to take out buried and hardened structures) – pierces through the hardened concrete and dirt and blows up deep inside
• GBU-28 -- 5000 pound LGB and/or JDAM bunker buster (perhaps the ultimate bunker buster bomb in the world!) Current versions are dual capable of being dropped by satellite guidance or laser guidance.
• Mk-82 -- 500 pound dumb bomb
• Mk-84 -- 1000 pound dumb bomb (usually reserved for the Navy but still works and makes a big hole in the ground)

The Air-to-Air inventory is as follows:
• M-61-A1 - 20mm 6-barrel Vulcan cannon – 500 rounds, 6,000 rounds per minute rate of fire.
• AIM-120C – Advanced Medium Range Air-to-Air Missile (AMRAAM), semi-active and active terminal guidance radar guided missile.
• Actual range (classified). Range in FSX ~ 40nm.
• AIM-7M – Sparrow semi-active radar homing guided missile. Effective range about 31nm.
• AIM-9M – Sidewinder infrared guided missile. Effective ranges are closure speed dependent. However, generally a head-on aspect shot should be taken inside 10nm. A rear-aspect shot should be taken within 5nm unless the closure speed is below 50 knots, in which case shoot within 2nm.


The F-15E comes complete with an advanced multi-system avionics system that sets it apart from other fighter planes. The electronic warfare system provides both threat warning and automatic countermeasures against selected threats.

The tactical electronic-warfare system, upgraded in all existing models of the F-15E, includes: advanced radar, radar jammer, “identification friend or foe” system, head-up display, inertial and tactical navigation system, instrument landing system, electronic countermeasures set and a central digital computer.

The F-15E has a “look-down/shoot-down” radar that can distinguish low-flying moving targets from ground clutter. Using this pulse-doppler radar system the aircraft can identify small high-speed targets beyond visual range. The radar feeds target information into the central computer for effective weapons delivery. For close-in dog fights, the radar automatically acquires enemy aircraft, and this information is projected on the head-up display.


The “identification friend or foe” system informs the pilot if an aircraft seen visually or on radar is friendly. It also informs U.S. or allied ground stations and other suitably equipped aircraft that the F-15 is a friendly aircraft. To supplement the radar jamming system, a Fiber Optic Towed Decoy (FOTD) offers protection against radar-guided missiles. The device is towed behind the aircraft whilst emitting a stronger radar signal than the plane itself. These are the type real world systems that are not practical to attempt to model for FSX. They would drag all but the heaviest processors to their knees.

The head-up displays projects all essential flight information on the windscreen. The display, which can be viewed in any light, eliminates the need to look down at the controls. This is fully modeled by Milviz.

Comparing the Milviz model to the various real world models is a real task at times. I have asked for specific information on which systems are modeled and which are not modeled. A quick check with the Milviz support forum will get you a definitive answer to what the model is capable of and any limitations. These guys know their stuff and are quick to give you a straight answer. Remember, some of this stuff is classified and some educated best guesses have been made.

Milviz version with the speed brake deployed.

The real deal – Nellis ’08 Airshow.  Amazing display for an airshow. Top 2 photos are Milviz.

The F-15E has a serious Air Brake.  Check the size of this guy. Looks like the size of the spinnaker on my old sailboat.


References

Cost data and sources:

The F-15E Strike Eagle is no longer in production for the US Air Force, so no current production prices are available, while total program costs are now outdated and not significant. However, at the direction of Congress, the Pentagon included $108.2 million in the Air Force’s FY07 budget request to fund a single attrition reserve aircraft, and this is the most recent price available for the aircraft.

Source:

US Air Force FY07 budget request:
https://www.saffm.hq.af.mil/FMB/pb/2007/afprocurement/3010_Aircraft_Procurement_v1_FY07_PB.pdf See page 77

F-15E Strike Eagle cost = $32 million in 1998, in 2011 close to $100 million to replace.

For low-altitude, high-speed penetration and precision attack on tactical targets at night or in adverse weather, the F-15E carries a high-resolution APG-70 radar and low-altitude navigation and targeting infrared for night pods.

The F-15E is a two-seat, dual-role, totally integrated fighter for all-weather, air-to-air and deep interdiction missions. The rear cockpit is upgraded to include four multi-purpose CRT displays for aircraft systems and weapons management. The digital, triple-redundant Lear Siegler flight control system permits coupled automatic terrain following, enhanced by a ring-laser gyro inertial navigation system.

One of the most important additions to the F-15E is the rear cockpit, reserved for the weapons systems officer. On four screens, this officer can display information from the radar, electronic warfare or infrared sensors, monitor aircraft or weapons status and possible threats, select targets, and use an electronic "moving map" to navigate. Two hand controls are used to select new displays and to refine targeting information. Displays can be moved from one screen to another, chosen from a "menu" of display options.


I always like to ask some of the development team members what they most like or dislike about a long term complex project like this one. Jonathan Bleeker, the young coding Phenom, had this to say:

It has to be the navigation system. While it is not a true INS we implemented being able to add steer points/target points/aim points/offset points, change their IDs including route designation and edit their lat/longs on the fly from the UFC just like the real thing. Another highlight is that it interfaces with the weapon system in the AUTO release mode in that you can enter a steer point as a target from the A/G Delivery submenu on the UFC and then steering cues will be provided and the bomb will automatically release if the pickle button is held down.

I was able to perform this second item satisfactorily (after several false starts) during a cell phone lesson with Ken Stallings. I did everything correctly, but my bomb would not release. It turned out to be my FSX control button setting was only partially correct in the ‘Release Weapons’ key stroke mapping. It takes some detailed cockpit input on the UFC/MFD and a good memory of the proper sequence but it is very rewarding to make a bomb run at 10,000 feet and be able to hold the flight path using the HUD and have a countdown meter that tell you when to press and hold the pickle button (for 10 seconds). If you can manage to keep the flight path correct the bomb will be automatically release and explode on your target within a meter or two. The target is a lat/ long input using the UFC. Hacker says this is not how the Auto release mode actually works in real life but hey, we can’t have everything all the time.


It is items like this that make it hard to believe this is the same FSX/Acceleration that I have been flying for the last couple of years.

While researching a few of the F-15E systems, I am amazed at the amount of detail available on the internet with a simple search. One would think it should be at least restricted but I guess all our enemies already have the original prints anyway. I would say once you start exporting a weapons platform you are in effect giving up any advantages that you may have once held.

I asked my friend Gunnar van der Meeren for some full sized screenshots showing off his extraordinary painting talents. These I quickly received and have added many for your enjoyment. Then I went looking for a series of inside shots showing off the cockpit stations and various panels and instruments. Mr. Greg German stepped up and over a weekend gave us a full new set of shots.

Refueling

In terms of the in-flight refueling, you need to configure the jet prior to calling up the tanker, or at least prior to reaching pre-contact position.

1. Turn your radar to standby.
2. Turn your weapons master arm to safe.
3. Toggle the slipstream door to open (switch is on the forward part of your left console just below the box where you turn on your anti-skid.

Then, you activate the request tanker option by bringing up the FSX toolbar and under the Modules you select the command for the tanker. At this point, at precisely 25,000 feet an AI KC-135 will appear and will initially fly away from you, but then perform a 180 degree turn as though he is flying what is called a parallel in-flight refueling track. This allows you to fly toward him and turn around as he passes by you. Your target speed will need to be about 280 KIAS.


Since Milviz did not model the tanker formation lights (the two black bars under the tankers’ nose) you will need to use visual references on the F-15E’s HUD. First, line up the W symbol on the HUD (called the watermark) with those two black bars of lights under the tanker’s nose. Then, ensure that the two inboard engine nacelles on the tanker are lined up with the left and right sides of your HUD glass frame. This should put you in the contact position and the AI boomer on the tanker will slot the boom into your refueling receptacle.

Give it a shot – it is challenging but one heck of a reward. If you can get a hook up, it only takes a few seconds or so to refuel given the rate of fuel that is passed.

You order up the tanker by using the module placed on the FSX toolbar which you call up by pressing and holding the ALT key for a few seconds and then on that toolbar, clicking on the Tools option. You will see a command to order up the tanker in Easy mode, or you can even switch to Pro mode which requires you to hold realistic contact position and see the boom on the AI tanker actually plug into your UARSSI receptacle and pass gas.

The Pro mode is about as close to the real thing as one can get in FSX. The workings of the boom is one of the most amazing things I have seen done for FSX. What makes it difficult is that the way your physical controllers work is simply not as fine as throttles and flight sticks on real aircraft. And that lack of fine tactile dexterity really makes hooking up and staying that way a real challenge.

I have tried it several times at night and, without the peripheral vision and lights, the best I have been able to do is get hooked up and stay that was a couple of seconds. But, if you can get hooked up on the Pro mode you get the boom operator's voice on the AI tanker over your speakers announcing connection and disconnect.

If you can stay hooked up long enough, you can no kidding refill your tanks at a realistic fuel transfer rate. I don't mean having a menu appear and type in your added fuel either. I mean you can actually look at your fuel quantity gauge and see it tick upward as long as you stay hooked to the boom!

This is an amazing piece of code work in this jet and anyone who isn't using it is truly denying himself some serious FSX challenges. (KenS)

For the record, the approach method is to come in from below and not too fast otherwise she will retract and refuse. You can dampen your stick movements for finer control. You have to match speeds with the tanker and get the flight path marker level and then with fine adjustments to the stick and throttle inch forward into position and once you are in position, get your speed right and let go of the stick and stay there. (JB)

How the real guys in the real planes do it. How the Milviz version does it.
Air-to-Air Weapons

For those of you drawn to the art of survival in modern air warfare, you will choose wisely if you select the F-15E Strike Eagle. The pure air combat machines such as the F-16 Eagle or F-22 Raptor are more suited to strictly air to air but then they can’t do all the other things this one can do in addition to the A-A.


You can simply witness a dog fight, join in and show your mettle or get blown out of the sky, or choose to be a wingman for a real hot shot and learn by watching and witnessing. Multiplayer is a working feature for the Milviz F-15E.

As listed elsewhere you have the 20mm Vulcan – 6 barrel cannon for close in work, but most use the 40 NM range AMRAAM 120C, or the 30 NM 7M Sparrow and the close in 9M Sidewinder missile. All these weapons can be fired and usually ends with destruction of targets with all those neat graphics and sounds of explosions.

You have all these realistic weapons, radar and targeting procedures, high quality sound sets from a real F-15E with flight dynamics tested and tuned by real pilots. This one flies just like the real world counterpart according to the literature.

The weight and balance is directly affected by the release of weapons and the fuel load. As you add weapons you witness the aircraft tilting as the weapons are added. Tanks and weapons can be jettisoned, fired or dropped.


I did an all A-A load out with several AIM-120C missiles and a couple of AIM-7 (Sparrows) and AIM-9 (Sidewinders), added extra fuel, and took off from KFXE pointed toward Fort Lauderdale. The Radar lights up with targets galore looking at the line of commuter airliners queued up for landing on 27R at KFLL. Easy pickings. I selected SuperSearch (SS) mode and waited a few seconds for the Lock and Shoot indicator to start flashing. The AIM-120 uses the APG-70 Radar lock for its initial course, then when about 10 miles from target, it switches to its own internal Radar - known as the active guidance or terminal guidance mode. Once engaged, you are free to lockup and fire on another target.

This little exercise is fun but probably not very popular with the JetBlue and US Air crowd waiting for arrivals in Terminal 3.

Air to ground

For those who prefer to blow up the bridges, silos, buildings, tanks, cruise ships, etc, you have also chosen wisely. The F-15E excels in this department also. The ordnance list is even larger and includes the basic dumb bombs, smart bombs and really smart bombs (laser, optical and satellite guided), cluster bombs, glide bombs, bunker buster bombs, and a just for F-15E bunker buster as well as a couple of specialty laser or video guided missiles that can be used on targets up to 40 nm away.


You have to pay attention to the details when punching in a Lat and Long in the UFC. Sometimes it is looking for an extra zero, sometimes not.

This is a specialty within a specialty. You will need to study all your weapon choices and their intended and best use, range, sizes, etc. Then there are the various methods of delivery – manual, auto, semi-auto, etc. Then comes the speed and altitude for optimum delivery for maximum damage and you need to consider your own survivability. You don’t want to blow you own tail off by being too close to a large blast.

This is exactly why a WSO was designed into this weapons delivery system. Of course, in FSX, you are the one flipping all the switches, and making the command decisions on when, what, where, how much and how many. This is all in addition to flying the airplane at up to Mach 2.5 and 60,000 feet.

Maybe this is why the Air Forces takes 2 full years for their training program, after the pilots are already qualified in twin engine high performance jets. And you want to master this over the weekend? Not likely.

After a few routine bomb runs, you can load up with any combination of ordnances and go fly. You can pick your targets as the urge hits you. This screenshot is my version of ‘Shock and Awe’ for the Orbx Anacortes 74S Deception Pass bridge. I did not intend to blow up the bridge as it took Jarrad Marshall (no relationship) so much time and effort to build it as a scenery add-on. I just wanted to get close and mess up the traffic. This is not something you normally see in FSX, especially in the FTX/Orbx Pacific Northwest. You can grab the Lat and Long of potential targets many different ways in FSX. The built-in Map feature is one way or the old standby Shift+Z keystoke that adds the red text in the upper left of the screen should you make a scouting run. Feed those numbers into the UFC as steer points and you are good to go for some precision weapon delivery. You can drop the dumb bombs anywhere anytime and they will make a big colorful splat and wake up the neighborhood.

Somewhere along the way, I mapped the Radar cursor range controls, the lock target, discard target, Laser arm and the release weapons keystrokes to my Pro Flight x52 controller. I even added the Shift-3 keystoke that is required for all loadouts to the flightstick. Now all these commands are at my fingertips and I can concentrate on navigating and playing friend or foe.

Training Videos

Due to the complexity of learning how to perform all of the above and our natural urge to jump in and take off, Milviz has chosen to use videos as the training medium. You can find a simple overview, or detailed air to air or air to ground or specific system training in their Youtube vault. You can also log on to the general or support forums to ask questions or search for knowledge related to your chosen task.

The ILS/Tacan approach

A low visibility precision approach was on my to-do list when I started but this review is taking way to long and getting longer by the word. I assumed I could get it on the ground in bad weather so I could live to fight another day. I spendt most of one evening and half a weekend learning a lot more than I intended about approaches, navigation and basic autopilot operations in the Strike Eagle. In order to get this to press so you can read it, I am greatly abbreviating this section. The short story is there are no, none, nadda, autoland or auto anything type approaches. What you have is manually flown approaches but with pointer assistance for ILS and Tacan. Fortunately, the Strike Eagle is easy to fly and the nose tends to stay where it is pointed. The HUD is super clear and easy to understand, packed with useful flight information and the UFC input is easy, once you have the roadmap. The Milviz team must think I am the dumber one in the ‘dumb and dumber’ category, but they never gave up on me.

About the 8th email, I started to catch on to the lingo and where to look for what between the 30 or so MFD screens and the UFC. There is no doubt all the answers to all the questions can be found somewhere in the 544 pages of the POH. I just did not have the time or energy to read that sucker. I took the easy road and just fired off a few innocent emails asking for assistance or clarification.

Bottom line – don’t turn on the Autopilot and expect things to work like a Cessna. They don’t and won’t. Your choices are read the manual, have a friend that is an experienced F-15E pilot tutor you, or head to the forums and look for the search box. I did all of those and still couldn’t get it right for a long time. Finally that young coder phenom felt sorry for me and got down to my level – use this finger to push that button located next to the big knob, then type this and then . . . . This was after Ken Stallings stuffed by email with way to many screenshots of how it works for him and not for me. Of course, he apologized.

I knew there was light at the end of the tunnel when he stated “Press the A/P button labeled A/P and turn that sucker OFF”. OK, it is possible, even easy, to import FSX flight plans, change them on the fly, do all the stuff concerning flight planning, navigation and such even with poor eyesight if you know a few of the basics. I have already sent my recommendation to KrazyColin for a simple text type tutorial document with a couple of screenshots and a few tables that bring the general aviation and slow military sim pilots up to par with 3 or 4 pages of Q and A. I have the answers in my email inbox and should Milviz decide they had rather spend their nights and weekends and rainy days on future projects then I will post some of it at the support forum. This would be one of those ‘ah ha’ moments for many.

Let’s just say, I am extremely pleased with the capabilities of the add-on and I feel quite comfortable in the cockpit today. Yesterday I wasn’t so sure. Now I can’t wait to press the Send button to forward this review to Avsim.com so I can get back to zipping around the countryside looking for targets. If you fly in the same sky as me, watch your six. If I just ease up along side and give you my patented salute and go to military power, roll right and split-S, then that was your lucky day.

Full working VC Pilot’s cockpit and rear WSO cockpit.


The free download for AI aircraft and Airbase Scenery


Can you tell which fighter is the flight model and which is the AI wingman?

The HUD is the key. Notice the different weapon loadouts.

Neat stuff and free.

Scenery upgrades with AI traffic for FSX is included for the following F-15E Strike Eagle airbases around the world.

1. Edwards AFB, CA
2. Seymour-Johnson AFB, NC
3. Mountain Home AFB, ID
4. Lakenheath AB, UK
5. Bagram AB, Afghanistan
6. Elmendorf AFB, AK
7. Nellis AFB, NV
8. Edwards AFB, CA
9. Luke AFB, AZ
10. Hatzerim AFB, Israel
11. Prince Sultan AB, Saudi Arabia
12. Riyad AB, Saudi Arabia
13. Kandahar AB, Afghanistan
14. Jalalabad AB, Afghanistan


Airbase in North Carolina overflowing with Strike eagles (FSX).


Missions

A pack of exciting missions have been written and included for your download. These take advantage of the additional airbase scenery and show off some of the capabilities of the Milviz Strike Eagle. These are full blown, professional level assault missions with handsome rewards for successful completion, nothing like the typical FSX mission. It would not surprise me to see additional missions added from time to time. Check the Milviz forums to keep up to date. You can earn a couple of Air Medals, the Distinguished Flying Cross, the Air Force Cross and even the Israeli Medal of Valor. Thanks Ken.

• Counter Air Mission – Provide combat air patrol and counter air support IAW published Desert Storm guidance
• Desert Storm Interdiction – Fly a low level single-ship sortie attack on Talil Air Base, Iraq
• Desert Storm SCUD Hunt - Fly a single-ship sortie overhead Western Iraq and hunt for SCUD missile systems.
• Operation Enduring Freedom CAS - Provide close air support IAW published Joint Close Air Support (JCAS) guidance.
• Raid on Iranian Nuke Facilities – A night mission to fly from Hatzerim AFB on a vital and secret mission to attack two Iranian nuclear facilities.

Did you ever wonder how big those external fuel tanks are? Big. A dozen guys can almost move an empty one. Watch your toes.

Don’t Save that Favorite Flight using the FSX File Save feature.

Due to all the extra coding outside the FSX box, a saved file will only save the FSX part of the file and create problems when you try to load and run. Milviz says, it is better not to Save a file, due to the volume of special code modules that have to be executed for all the systems to run properly some of the systems may not have their code executed properly. Just make notes for some of the finer places and things you like to do and redo.

How does it handle?

Perfect, from my point of view. I’m sure someone will criticize the review for not conveying the exact feel of the controls in a given maneuver, but, I don’t know how to write such statements even if I could gather the data. Remember this is a flight simulator and you have an old Cessna pilot flying a $30 million dollar jet (in real dollars and a $100 million dollar jet in recent dollars) from a desk. I will tell you, that the controls feel really solid and predictable and the Saitek x52 PRO control system works like a charm. By this I mean it is not jumpy, not shaky, and not flimsy. It has a nice stable, solid, and well built feel to it. How will it feel on your desk using your setup and your control system? Beats me, but it will cost you nothing to find out. Using the Flight1.com 30 day, no questions asked return, how can you lose?

The Saitek Pro Flight Combat Rudder Pedals have also no doubt contributed to the excellent flight characteristics of the simulated Strike Eagle. They start by giving me good solid feedback as soon as I press an individual brake or rudder when I start to taxi. I think the excellent response is matched to the Strike Eagle flawlessly.


I can honestly say that I have not crashed one time during this review. I did let a bunch of bad guys get away and I missed my ground targets most times but the joy for me is just being able to shoot at the other guy and make an authentic bomb run on a local power plant or interstate bridge. Accuracy will come with time. You can always load in the exact Latitude and Longitude of a target and be assured of a direct hit every time.

All the necessary systems and so much more are designed into this add-on. The sounds are excellent. That includes the engine spin up, the roar of the eleven stage afterburner, the sound of a switch clicking on or off or a knob being turned. The canopy opening and closing has its own special sounds. The sounds of the wind over the wings at various angles of attack can be heard. The bumps and dips in the runway can be heard and felt during acceleration for takeoff.

I have been using the A2A Accu-feel throughout the review so I really can’t say for sure what it has contributed to the sounds, vibrations, and shutters. Accu-feel provides so much for so little that I can’t imagine any serious sim pilot not having it running all the time. The tire sounds and brake squeal is coming from someplace and it is a nice sound to my ears.

Conclusions

There is so very much packed into this package and the developers are so excited about their work that if you are only casually interested in owning and flying a ground breaking, state-of-the-art, advanced mach 2 weapons delivery platform, then you should take a look at it. The package most likely has something of interest for everyone and many things for many folks. Whether you just want to simply zip around the extended sky at twice the speed of sound in your very own personal two seat jet or fly historically correct military missions in Iraq, Iran and Afghanistan and receive the Distinguished Flying Cross or shoot your friend or neighbor out of the sky or bomb the local casino, it is all available to you.

You can stay up all day by chasing down that tanker, hooking up and performing the in-flight refueling procedure. Once you get really comfortable with in-flight refueling you can move up to the Pro mode and really strut your stuff.

Not only that, but, the scenery for every airbase in the world that the F-15E calls home has been updated for FSX and visually correct AI traffic flight plans and aircraft are installed for your pleasure. You can shoot at them, fly formation with them or just follow them until they disappear, but they are truly value added.

The internal model is Virtual Cockpit only, no 2d panels here, but it is among the highest level that I have seen in FSX. And yes, I do own and fly the PMDG 737 NGX and the VRS SuperbugX. The exterior model is evidently spot on also with the screenshots often mistaken as photos of real Strike Eagles.

None of this stuff comes easy for me. I have to watch the videos several times and take copious notes and visit the forum often and send emails to previously unknown friends to figure out some of the procedures and sequences. These systems are really deep and detailed and are still being refined with updates and patches. It is refreshing to witness a large development team that remains so interested in the success of the project. These guys and girls are honest in their responses and are willing to bend over backwards to help a user.

Some sort of structured study program would be beneficial if one wanted to fully master the aircraft and all coded systems. I suspect once some of the basic systems and procedures seem second nature, then the more complex ones will be a little easier also. Help is available just for the asking at the general and support forums - not only from the development team members and moderators, but from excited users around the world. A large and growing video library of tutorials is available online. This is where you find the details of air-to-air combat or air-to-ground procedures or formation flights or how to fire a specific missile.

Recommendations

If some of these things excite you, then by all means, download the Strike Eagle, do the simple install, perform the 5 step quick start and go flying. If you are just casually curious what it feels like to bust through the 50,000 foot altitude barrier and fly at more than twice the speed of sound or to fire realistic, visually correct missiles and bombs then download it, watch a selected video or two and go fly and shoot, fire and drop. If you always wanted to be a hot shot military pilot but missed the opportunity, then download it, watch several videos, read the manual, find some other users and set up a multiplayer flight, pick a good ‘handle’ and show Tom Cruise and Hacker how it is really done.

If you don’t have a good HOTAS control system you will be at a disadvantage from the get-go. I recommend you take a serious look at the offerings by Mad Catz with their Saitek Pro Flight series. They have a controller for every pocketbook and for every discriminating fighter pilot. The Pro Flight Combat Rudder Pedals say it all with just their name. They are top notch and teamed up with the x52PRO make a dynamite duo for the serious flight simmer.

For everyone else, I recommend you browse around the F-15E tab at the Milviz.com site for a day or so, download the free pdf POH manual, peruse the 544 electronic pages, buy one of the Amazon.com F-15E Strike Eagle books at a discount ($0.01 + $3.99 s/h), read that book, then download the Milviz F-15E and try it out for 30 days using the Flight1.com no questions asked return policy.

If none of these recommendations fit your fancy, then I suggest you reread this review until it does. Otherwise, there are probably some fine folks out there that are just not interested in fast, complex jets, no matter how well designed, well made and well supported they happen to be. For those folks, thanks for reading the review.

The Future

There is nothing out there that you can hang your hat on but I have heard bits and pieces about the possibility of a high level PRO mode version of the Strike Eagle intended for those super hard core simmers and military pilots.

Milviz is working on the single seat model of the Eagle, the F-15C, and that should be available as a separate FSX add-on maybe later this year. Owners of the F1 version of the Eagle E will get a discount on that one! Like all smart developers, they can’t promise a release date so they say it will be out when it’s done, not before.

How about compatibility with the almost released TacPack from Vertical Reality Simulations (VRS)? First, TacPacK is not released so it is impossible to know exactly what can and can’t be done with the weapons and actions in FSX. The big cheese at Milviz has stated they do plan on integrating TacPack with their F-15E Strike Eagle. With luck it will work with the ‘Drop In TacPack’. If not, with the TacPack SDK once it is available to developers.

Links

Milviz F-15E link http://www.milviz.com/fs/item.php?id=F-15E
TacPack link http://www.vrsimulations.com/tacpack.htm
F-15E.info.com link http://www.f-15e.info/joomla
Mad Catz/Saitek link http://www.saitekusa.com/?utm_source=MC_Saitek&utm_medium=website#

Suggested Improvements

Just for eye candy, the PW-229 engine has a bluish color for the afterburner flames as opposed to the previous PW-220 engine that has the yellowish-orange color of the Milviz model.

A premier of sorts would be handy for those new to military jets. Especially this one with the 1970’s systems design from McDonnell-Douglas. If nothing more, a short series of ‘How To’ and a few examples would be very beneficial. Dropping a 550+ page military POH in ones lap is not my idea of a friendly start. A simple one page cockpit layout of switch panels and such would save a lot of digging through the POH when following the manual start checklist. Another page could be frequently used abbreviations and acronyms. I bet if Milviz had a forum contest for the ‘best tip’ for flying the F-15E Strike Eagle and then took all the entries and made one pdf for download they would have a winner. I would volunteer to be on the judging panel.

A big leap of knowledge for me was a hint from JB to think of NAV Mode as GPS Mode, GT is like HDG Mode but better, and the TCN is like VOR hold. A Steer Point is a Waypoint and STR MODE-NAV is the button to engage the Autopilot to follow a flight plan.

Quality

The Military Visualization’s F-15E Strike Eagle add-on for FSX/Acceleration obviously meets and exceeds all the criteria for recommendation for the Gold Star Award. Therefore, I enthusiastically recommend the Milviz F-15E Team be rewarded with the coveted Avsim Gold Star. It is not just the team and the add on, it is the attitude of delivering the best of the best at a reasonable price and backing it up with outstanding service and support.

Credits

Scotty Germain at WarbirdAeroPress.com for permission to use Hacker’s article as formatted. Lt. Col. Randy Haskin, Hacker, for permission to use the introductory article and for reviewing the draft for technical correctness.

Tom Harris "How F-15s Work" 04 June 2002. HowStuffWorks.com. http://science.howstuffworks.com/f-15.htm

Colin and Kat Pearson for providing the download and the invitation for the review. Also for responding to the many emails.

Mad Catz/Saitek Online, San Diego for providing the Pro Flight Combat Rudder Pedals and x52 PRO control system.

Ken Stallings for all the support, detailed information and cell phone dual flying lessons. The guys at www.F15einfo.com for all the weapon and loadout charts and such and all the technical data available to everyone.

Szabolcs "Sabc" Serflek, Editor-in-Chief, F-15E.info for permission to use any copyrighted data at the website.

Gunnar van der Meeren for providing the repaint screenshots used throughout the review Greg German for all the interior/cockpit screenshots and the morning formation screenshots Enrico BJ for sharing is Saitek x52 pro codes and his screenshots taken from the forum and some screenshots

Dmitriy (ViperVFX) for use of his screenshots from the forum.
Greg Bisset for use of his AI screenshots from the forum
Matt (jeansy) for use of his screenshots
Jonathan Bleeker for his explanations of systems and lots of other information

Photo Credits

All photos were captured on the Wide World Web. Credit to Photographers is as follows:
Page 10, thumbs up crew, canopy open, Page 26, airbrake, Copyright Bernard Zee, written permission granted.
Pages 11 -13, USAF, DOD official photos
Page 26, close up of weapons, http://www.hottail.nl/airforces/usa/usaf/F-15E.html public use
Page 29, F-15E refueling, 100 ARW, Daniel Karlsson, photo credit
Page 30, How the real guys do it, five F-15E’s waiting for fillup, Airman 1st Class Nichelle Griffiths, Andersen AFB Gallery.
Page 35, Dozen men moving F-15E fuel tank, Airman 1st Class Jeffrey Schultze photo credit, Andersen AFB Gallery.

Test System
Intel Quadcore i7- 870 2.93 Ghz
8 GB Installed Memory
Win7 – 64 bit OS SP1
2 TB SATA II HD, 500 GB USB HD
nVidia GTX-460 w/1GB Graphics
Dell 24 WS, Dell 18 LCD monitors
Logitech Z-5500 5.1 Speakers
Realtek HD 5.1 Audio, Grado SR-60
Newly added Saitek Cockpit items
x52PRO Throttle & Flight Stick
- Pro Flight Combat Rudder Pedals
- Pro Flight TPM Panel, Switch Panel




This post has been promoted to an article
Wednesday, May 16, 2012 10:56:14 AM
LivingFS has released 30m Aster mesh for Sri Lanka. This product covers entire country with high quality 30m mesh. By default Sri Lanka, like most of FSX world is covered with very low quality (306m) mesh which makes especially mountainous areas look very blurry and unrealistic. This mesh brings both flat coasts and mountainous middle of Sri Lanka alive by using 30m ASTER elevation data that has been developed by METI and NASA, and improves your flying experience in this area significantly.
Please visit the LivingFS Product Page for comparison pictures between Default FSX mesh and this product.
Features:

  • High quality 30m mesh coverage for whole Sri Lanka
  • No airport plateau or other problems with Colombo International airport
  • Great performance, no FPS issues.
  • Easy to use installer
  • Compatible with other addons
Wednesday, May 16, 2012 10:33:33 AM
Flight Simulator X - Aircraft Repaints, Textures and Modifications
Alaska Wild Seafood 737-800NGX (N560AS) WINGLETS by Marcelo Fabian Veneziale, PMDG
Transmile Boeing 737-200ADV by Wan Zamir Zakwan
Citation X (G-SPOT) by Johnny Rosario
Orenburg Airlines Boeing 777-200 by Garrett Rowley

Flight Simulator X - AFCAD Files
Santa Ana (KSNA), CA by Mike Funk, AFX

Flight Simulator X - AI Aircraft
Safair (OpFor: SAAC) Boeing B737-200 by Mariano Bonaccorso

Flight Simulator X - Scenery
Slovenia - LOD11 (19 meters resolution) Mesh by SST - Slovenia Scenery Team

Flight Simulator X - Miscellaneous Files
Aqaba (OJAQ) updated - FMC by David Bayyari

Flight Simulator 2004 - Aircraft Repaints, Textures and Modifications
Star Alliance Avianca Airbus A319 by Manuel Jose Larrahondo Burgos | Project Airbus
Tyrolean Airways Dash 8-100 by Maximilian Gruber
Air Curacao "World of Aviation" Alliance livery, Boeing 747-400 (PJ-WOA) by Stefan Bree / FSRepaintsGER, ProjectOpensky
Air Curacao Boeing 747-8F (PJ-MFL) by Stefan Bree / FSRepaintsGER, ProjectOpensky
United Express Bombardier CRJ-700 by Gabriel Guzman, POSKY

Flight Simulator 2004 - AI Aircraft
Thomas Cook Belgium Airbus A319 (OO-TCS) by Robert Williams, DJC
Safair (OpFor: SAAC) Boeing B737-200 by Mariano Bonaccorso

Flight Simulator 2004 - AI Flight Plans
Transaero Airlines - Summer 2012 (May Update) by Michael Babitskiy,UnitedTrafficTeam
Air China - Summer 2012 by Michael Babitskiy,UnitedTrafficTeam
Blue1 - Summer 2012 by Michael Babitskiy,UnitedTrafficTeam
EgyptAir Express - Summer 2012 by Michael Babitskiy,UnitedTrafficTeam
EgyptAir - Summer 2012 by Michael Babitskiy,UnitedTrafficTeam
Gulf Air - Summer 2012 by Michael Babitskiy,UnitedTrafficTeam
KLM Cityhopper - Summer 2012 by Michael Babitskiy,UnitedTrafficTeam
KLM - Summer 2012 by Michael Babitskiy,UnitedTrafficTeam
Lufthansa Cargo - Summer 2012 by Michael Babitskiy,UnitedTrafficTeam
Martinair Summer - Summer 2012 by Michael Babitskiy,UnitedTrafficTeam
Okay Airways - Summer 2012 by Michael Babitskiy,UnitedTrafficTeam
Turkish Airlines - Summer 2012 by Michael Babitskiy,UnitedTrafficTeam
Iraqi Airways - Summer 2012 by Zafer El-Khatib,UnitedTrafficTeam

Flight Simulator 2004 - Sounds
Miscellaneous ATC_TYPE vcpmod - Vol. 3 by Bill Grasha
Tuesday, May 15, 2012 2:44:08 PM
We are pleased to announce the opening of the AVSIM X-Plane 10 Global Screen Shot Contest! The contest opens today, May 15th and runs through 2330 EST on June 15th. You can read the rules and make your submissions to the screen shot contest here:

http://forum.avsim.n...n-shot-contest/

Initial Prizes:

1st Prize - three copies of X-Plane Global 10
2nd Prize - two copies of X-Plane Global 10
3rd Prize - one copy of X-Plane 10

Additional prizes will be announced once a week through the month long contest.

Show your X-Plane artwork! Join in the competition! You can keep up with the competition and participate in the conversation here.
Tuesday, May 15, 2012 12:49:23 PM
Just Flight released a demo of the English Electric Lightning F.6 . This demo features English Electric Lightning F6B in the markings of XS895 H 74 Sqn RAF. All avionics and control surfaces are fully working and no graphical spoilers have been added when used on the ground and during take-off. The only limitation in this evaluation version of the English Electric Lightning is that the model and cockpit will become unusable once you reach 1000ft. The demo can be downloaded via the English Electric Lightning F.6 product page.

Just Flight sent notice their 737 Professional - 737-100 Expansion Pack is available to expand your 737 hangar, this pack provides the 737-100 model and ten new international airline liveries in super-resolution.

The 737-100 was the first variant of what turned out to be the biggest selling jet airliner of all time. The aircraft was developed as a shorter and lower cost derivative of the popular 707 and 727, and with Lufthansa secured as the launch customer, work on the aircraft began in 1964. The maiden flight took place in 1967 and the first aircraft entered service in 1968.

Features include a new model, the 737-100 , New liveries - Air Florida - American West - Ansett - Boeing - Continental (circa 1986) - Condor - Faucett - Lufthansa - People Express - Singapore
Tuesday, May 15, 2012 12:15:25 PM
FScene improves some Hard Winter Grounds. Ruud Faber developer of the FScene replacement ground textures sent notice another free addition is available for the FSX Total-Pack and TwinPack#2 (Europe + Africa). Once installed the landscape pattern in Europe will show more diversity in Hard Winter. You can download it for free from the FScene Homepage
.
Tuesday, May 15, 2012 12:08:27 PM
The Airport Guys release Myrtle Beach 2012 for FSX the first fully detailed scenery of Myrtle Beach International Airport for Microsoft Flight Simulator.

Myrtle Beach and the surrounding "Grand Strand" area is one of the most popular vacation destinations on the east coast, bringing in nearly 15 million visitors every summer. The Myrtle Beach area is a host to a vast array of shows, attractions, conventions; and is a hugely popular golf destination with over 250 courses in the area.

Originally the Myrtle Beach Air Force Base, the airport began commercial operations as a joint-use airfield known as the Myrtle Beach Jetport. The commercial facility was renamed the Myrtle Beach International Airport in 1989, and the aifield became fully civilian in 1993, the Air Force flight line facilities having since been converted into the general aviation complex, and the rest of the base turned into a variety of homes and shops known as The Market Common. In recent years, there has been an explosion of new developments on the airport. The old base operations building used as the general aviation terminal has been replaced with a new state of the art facility; and the huge increase in passengers has necessitated the expansion of the airline terminal. The airport is serviced by several major carriers and their regional partners, as well as a selection of low-cost and charter airlines.

The Airport Guys' rendition of Myrtle Beach International Airport includes all of the newest real-world upgrades to the airfield; and the scenery will cater well to pilots of airliners, props, business jets, cargo flights, and even military operations. For more information, check out The Airport Guy's website.
Tuesday, May 15, 2012 11:42:43 AM
Flight Simulator X - Aircraft Repaints, Textures and Modifications
Southwest Airlines, Boeing 737-8H4 - 2 pack by Chris Hicks, PMDG
Zambia Airways DHC-2 Beaver by Graeme Swart
Zambia Air Force DHC-2 Beaver by Graeme Swart
Air Malawi DHC-2 Beaver by Graeme Swart
Central African Airways DHC-2 Beaver by Graeme Swart
Abx Air Boeing 767-383F/ER by Pedro Rodriguez, SkySpirit2010

Flight Simulator X - AFCAD Files
KSNA Santa Ana, CA by Mike Funk, AFX

Flight Simulator 2004 - Aircraft Repaints, Textures and Modifications
Karadeniz VA, Airbus A321 CFM by Evren Ozbilen, Wilco/Feelthere

Flight Simulator 2004 - AI Aircraft
Monarch A321-200 (2 variations) by Robert Williams
Thomas Cook Airbus A321-200 by Robert Williams
Thomas Cook (Egypt Promotion c/s) Airbus A321-200 by Robert Williams
Eurolot, Dash 8-Q400 by Kamil Fryzol
Varig fleet circa 1995 by Eduardo Villanueva

Flight Simulator 2004 - Scenery
Aklavik CYKD in the Northwest Territories, Canada Revised by Roger Wensley
Sachs Harbour CYSY in Northwest Territories, Canada by Roger Wensley
Tuktoyaktuk CYUB in Northwest Territories, Canada by Roger Wensley
Inuvik CYEV update in Northwest Territories, Canada by Roger Wensley
Monday, May 14, 2012 5:09:57 PM

 

 

The CRJ-200 by JRollon is considered to be one of the best regional jet available on a flight simulator. It is highly detailed and comes with a functional FMS. As the CRJ-200 by JRollon turns 1 year old this week, it will be available at 50% off all week. This is a great opportunity for anyone willing to see what X-Plane aircraft have to offer.

You will need X-Plane 10 to run the CRJ-200. Get X-Plane 10 here.

 

Visit the Avsim store today.

Monday, May 14, 2012 10:46:17 AM
Flight Simulator X - Aircraft Repaints, Textures and Modifications
Virgin Australia Airlines Airbus A330-200 (VH-XFC) by Ryan Gabuyo, Thomas Ruth
American Airlines Boeing 767-200ER v1.1 by Kyle Schurb | SkySpirit2010
Transavia Airlines-cs Boeing 737-800 by Mathieu Vos (APSS)
Greek de Havilland Dash 8-400 FS2004/FSX by Astrios Tso
Greek de Havilland Dash 8-200 FS2004/FSX by Astrios Tso
Greek de Havilland Dash 8-300 FS2004/FSX by Astrios Tso
Greek de Havilland Dash 7 FS2004/FSX by Astrios Tso
Greek de Havilland Dash 8-100 FS2004/FSX by Astrios Tso
Van's RV-7 - (LV-X360) by Simon Jungenkrueger
Delta Connection EMB-175 by Steve Drabek

Flight Simulator X - Gauges
JELAIR - Pedal Free Auto Rudder for Helicopter - (20120514) by Jacob Larsen

Flight Simulator X - Scenery
Brunei International Airport v1.0 (WBSB) by Christophe Bouville

Flight Simulator X - Utilities
GoFlight PMDG NGX Interface by Stephen Munn

Flight Simulator 2004 - Aircraft Repaints, Textures and Modifications
Korean Air Cargo Boeing 777-200F by Mathieu Vos (APSS)
Korean Air Cargo Boeing 747-800F by Mathieu Vos (APSS)
Kalitta Air Boeing 747-4HQF by Mathieu Vos (APSS)
American Airlines Boeing 767-200ER v1.1 by Kyle Schurb | SkySpirit2010
Transavia Airlines-cs Boeing 737-800 by Mathieu Vos (APSS)
Zambezi Airlines Boeing 737-500 by Mathieu Vos (APSS)
KLM Boeing 737-300 (Leased to Transavia Airlines) by Mathieu Vos (APSS)
Mea Middle East Airlines Airbus A330-200 by Mathieu Vos (APSS)
Pharmair Corporation Airbus A319-115X (CJ) FS2004/FSX by Mathieu Vos (APSS)
Jet Alliance Airbus A318-112 FS2004/FSX by Mathieu Vos (APSS)
Air UK Virtual Boeing 737-800W by Darrell Hyde
Astra Airlines Airbus A320-232 by Antonis Kosmadakis
Air UK Virtual Boeing 737-300 by Darrell Hyde
Canadian Airlines Boeing 747-8I by Brian Chau

Flight Simulator 2004 - AI Aircraft
Easyjet Airbus A319-111 (named planes) by Juergen Baumbusch
US Navy (VP-4 Association) P8-A Poseidon by Maik Voigt, www.kaese2002.de
Thomas Cook (opb Smart Lynx) A320-200 by Robert Williams
EasySky Airlines Pack "Patch" by Luis A. Flores
Swissair Retro 1990-2000 - Bae146 A313 MD81 by Stephan Faessler / ImpulseAI
Japan Air Commuter SF340B (JA8649) - 2012 Colors by Gabe Bierbach , UTT team, TFS
GoAir A320-200 package 2 (updated) by Steve Tran
AirUK Leisure AIA B737-400 by Stephan Faessler / ImpulseAI

Flight Simulator 2004 - AI Flight Plans
Travel Air PNG Summer 2012 by Dick Johnson & Alpha India Group
Primera Air Summer 2012 by Dennis Lyng Desezar & Alpha India Group
Polynesian Airlines Summer 2012 by Dick Johnson & Alpha India Group
KLM Summer 2012 by Silvester van Wijk & Alpha India Group
Jetstar Airways Summer 2012 by Dukgeun Lee & Alpha India Group
Indigo Summer 2012 by Rob Corp & Alpha India Group
GoAir Summer 2012 by Rob Corp & Alpha India Group
easyJet Switzerland Summer 2012 by Klemen Kaltnekar & Alpha India Group
easyJet Summer 2012 by Klemen Kaltnekar & Alpha India Group
Copenhagen Air Taxi Summer 2012 by Dennis Lyng Desezar & Alpha India Group
Condor Summer 2012 by Klemen Kaltnekar & Alpha India Group
Bangkok Airways Summer 2012 by Rob Corp & Alpha India Group
Atlantic Airways Summer 2012 by Dennis Lyng Desezar & Alpha India Group
Air North Regional Summer 2012 by Dick Johnson & Alpha India Group
Monday, May 14, 2012 12:27:34 AM

Publisher: FranceVFR

Format: Download (4.86GB)

Simulator: FSX & FS9

Reviewed By: Drew Sikora


Introduction


Located in northern France, the region of Haute Normandie spans 4,756 sq mi, borders the English Channel and is divided by the winding river Seine. This area has largely been recreated in stunning detail for FSX by FranceVFR, including aerial photo coverage of the region along with thousands and thousands of custom and Autogen objects to add relief to the otherwise flat textures. This is definitely a great leap forward in photo-real scenery technology and is certainly not a common sight to see over such a huge expanse of photo-real textures. Why? Let's take a moment to recap (or learn) the difference between photo-real scenery and land class scenery to understand the reason photo-real suffers in comparison to land class with regard to including 3D objects.


The default method Flight Simulator uses to create the world is known as land class scenery. This method re-uses a limited number of various ground textures (city, field, forest, desert, etc) in a way that helps to hide the fact that you are really seeing the same ground features over and over again across the region. This recycling method means developers have a smaller amount of textures to "annotate" or define areas where Autogen objects should appear. It also means that the amount of disk space needed to store textures for an entire region is relatively small.


Each square block tells FSX what sort of texture to use to define the ground around the Haute Normandy area


I'm going to make up some numbers just to help put this annotation work into some perspective. Consider again that the region of Haute Normandy is 4,756 mi2. I'm going to say that there are 35 unique land class textures totaling 275MB that are used to create the various fields, cities and forests over this entire region. If you stuck all of them side-by-side I'm going to say that they collectively cover only a meager 250 mi2. But now the simulator breaks them up and patterns them over the entire 4,756 mi2 area as defined by the land class file. You're seeing the same 35 textures over and over again as you fly around but the simulator does its best to make them all appear unique when you take everything in all at once.


Here we have the exact same viewpoint with FranceVFR on the left and default land class on the right. Comparatively, both seem perfectly realistic at first glance with their scattered fields and forests. The illusion of land class scenery only falls apart if you go looking for its flaws. Even then, they are not easy to spot, and it's not to say FranceVFR doesn't have plenty of its own similar hard-to-spot-unless-you-look flaws as well.


As you can see from the example above, land class scenery does an extremely good job creating realistic-looking ground environments. Other than things like the repetitive texture flaw that takes some effort to spot (see the red circles in the above right image), the only major giveaway to the image on the right not being a region of France is the coloration of the fields. Unfortunately there is a limit to generic textures, but this has created the niche in which products like FTX, FScene4x and Ground Environment now sit. All of these aim to create region-specific generic textures to ensure you're seeing, for example, a North American type of field versus a European one.


Yet for all the benefits of land class scenery (like seasons, which I will cover later) the largest and most obvious drawback is that it's merely a simulacrum of how the world looks, hence the use of photo-real scenery. Created originally from satellite images but now more commonly through higher-resolution aerial photos, photo-real scenery lets you see the world as close to as it actually appears (you have to take into account that the photos were taken in the past and the world changes constantly) but it does so with some major drawbacks as well. While the previous land class example showed that only 250 mi2 of textures were unique, using photo-real textures means the entire 4,756 mi2 area of Haute Normandy is unique. This is why photo-real sceneries take up several gigabytes worth of space on your hard drive and it is also why creating Autogen annotation for photo-real textures is an incredibly daunting task given that the default tool provided by Microsoft requires you to do it manually.


To get around the menial task of manual annotation FranceVFR has created what it dubs "3DAutomation®" technology. This has allowed them not only to automatically create Autogen over photo-real textures but goes the additional step of making sure the 3D objects are efficient enough that they don't drag your frame rate down so much it defeats the whole purpose of using Autogen to begin with. I’ll discuss whether they were successful at this in my Performance section later on. While I don't doubt there is still plenty of manual work required the final effect is no less dramatic and offers an enticing view of where FSX photo-real scenery could be heading in the future.


Installation and Documentation


Normal Installation


The initial installation of the scenery was a little confusing. You download three compressed archives totaling just under 5GB and when you open them you are presented with a single installer in each. At this point I was left wondering if I needed to unzip them all to a folder prior to launching installer #1 so it could auto-run the other two or if I had to just run the installers one at a time. I shrugged and opened the first installer, not bothering to unzip any of the others first. After switching the language over from French to English and entering my license key the scenery was installed into my default FSX folder the installer tracked down for me. Once the process was finished the installer informed me I should now proceed to install Part 2. It noted this in plain text towards the bottom of the main window though, the one I often just click "Finish" on without really reading too closely. I think a pop-up dialog would have been better to inform the user that they are on the right track with the install process. So I loaded up and installed parts 2 and 3 in a similar manner (sans the license key step) with no issue. After the install I was pleased at being offered to have the manual displayed – in doing so up popped the English manual, which I felt was a nice touch most likely done out of respect for the language I chose in the installer. Merci beaucoup!


The product is installed in the Addon Scenery folder, but it did so in its own folders instead of the Scenery and Texture folders already provided. So when I loaded up the sim for the first time I was met with default land class and had to add the folders to the scenery library myself. Make sure you place the Objects layer above the Ground layer.


Custom Installation


If you try to place the scenery outside the default FSX folder during the installation a dialog box will pop up informing you that this is not possible. It does tell you however that once the install is complete you can move the scenery folders to a location of your choosing. This is no doubt to ensure that the program can properly install the custom Autogen files it also needs as well as ensuring all three parts go to the same place.


Uninstallation


Removing Haute Normandie was as simple as going into the Start Menu and selecting the uninstall program from the FranceVFR/Haute Normandie folder. You can also remove it through the Control Panel. After it confirms your decision to remove all files everything was cleaned from my system, although I had to manually remove the scenery layers I added after install.


However, I discovered afterwards that the uninstall process had failed to replace the Autogen and texture files which had been overwritten during install (in my case the default files since I was not using other products that tweaked Autogen). The manual mentions that there is supposed to be backups made during the install process but a search of my main FSX directory for "backup" and "back up" yielded no results. Thinking the folders were removed with the uninstall I re-installed the scenery and still could not find any folders containing backed-up Autogen files. Seeing that I had planned to reformat my computer anyways I did so and after reinstalling a clean FSX I put Haute Normandie back on my system after first backing up the files myself. I noticed this time (it was there last time too I just didn’t recognize it) there was a /Descriptions folder in the main FranceVFR folder installed to your FSX directory. Inside were specific files from the /Autogen and /Scenery/Global/scenery folders. However I realized these were not the default files but copies of the files the installer placed in the folders. Perhaps the backup process mistakenly ran after the installation and backed up the new files instead of the originals? I’m not sure but I do know that there were no original backups made.


Manual and Documentation


The manual is a 5-page PDF that covers the product installation (which would have been nice to have when I was installing the product), technical requirements, recommended simulator settings with notes on performance, coverage area map, and the location of the included charts - this last of which was still in French so I had to copy it out and head over to Google Translate. The included documentation are PDF high and low airspace charts, the French VFR/IFR aviation regulations, and the necessary approach, departure and aerodrome charts for the various airfields included within the scenery's coverage area.


The coverage area map in the manual was a bit on the bare side - it showed you where the airports were and that was about it. There are yellow areas defined as well and I couldn't find a key in the manual to explain what they were - upon visiting the areas in the sim I believe these are just defined city areas. It would have been nice to have had a Google Earth KMZ file to see the exact region border and get a better idea of what was in the area as well as highlighting any interesting/useful VFR landmarks and objects in the scenery.


I was also surprised by the lack of a chart comparable to the US Terminal Area Chart, which is used for VFR flying by indentifying features like major roadways, power lines, railroads, waterways, obstructions and other defining features you can navigate by. I was unable to find any sort of free online resource either similar to SkyVector which means if you want VFR charts you will have to purchase them.


Flying Around Haute Normandie


My first thought after getting the scenery set up and displaying properly in the simulator was - how am I going to see everything?? I figured my best bet would be to just fly as normal but plot my routes to cover as much ground around the region as I could. Hopping from airport to airport with a variety of equipment would let me test the scenery at varying altitudes and speeds, and since this was VFR scenery I stuck primarily to VFR flying at low altitudes with one exception. Because I largely use SkyVector to chart my flights here in the US and didn't have any comparable tool at hand to help me find my way around France, I turned to Google Maps to give me ideas for visual aids to use on my flights. Since I couldn't readily see stuff like landmarks, towers and power lines on Google Maps I fell back to using waterways, major roads, landmarks like golf courses and industrial areas, and railways.



My various flights around Haute Normandie
View France VFR in a larger map


You can click on a flight path to see what type of equipment I flew along that route, my cruising altitude and speed along with any notes I made about the flight. All flights were done during daylight using real world weather when it was within VFR minimums and the pre-defined Fair Weather setting when it was not. While I was flying I made additional notes of anything I noticed along the way by dropping a pin over the area on the map I saw it. A lot of these pins have been removed since I have used them simply to note issues in this review, but a few related to the flights themselves remain. To make my use of Maps closer to that of an aeronautical chart I never used the Satellite or Earth views while in flight to help me navigate.


Ground Textures/Mesh


First thing I want to note on the ground textures is that I seem to be missing some. When I compare the coverage chart in the manual with a zoomed-out map view of the scenery area in the simulator I noticed there seems to be a decent chunk missing from the lower-right corner.


The coverage area the manual says I have (left) and the coverage area I actually have in the sim (right)


The next thing that I went looking for in the ground textures was color consistency. One of the more difficult aspects to photo-real scenery over such a large area is that the source imagery developers use can come in all variety of color variation thanks to the type of camera used, the lens used, the time of year, the weather on the day the photo was taken, etc. Matching the various source images to create a consistent balance of color over the entire region can be a challenge and FranceVFR does a very good job throughout the majority of the region in maintaining a deep, warm rich tone to the ground textures. There are a few areas where a contrast in color is noticeable, you can see the larger ones in the FSX map view above right, but these transitions are largely done in a seamless manner. I only noticed one "hard edged" transition line in my various wanderings through the countryside. I'm not a texture artist so I can't comment on whether some areas could have been better color-corrected but it's unfortunate that in some places the contrast is rather extreme.



Color variation evident but smoothly transitioned using a railroad track as well as the town to separate the two areas. Roads and field borders are used elsewhere as well

Another seamless color variation transition - although notice some fields are over-exposed (see the color bleed around the edges) perhaps from being photographed on a sunny day

One of the few times I looked down and went "ugh!". This was the only place I found such a hard-edged transition, however. Note it gets better up top.

By and large this is the lush and vibrant color tone that makes up the ground textures


Next item that drew my attention was north along the coast of the region, which is known for its sheer cliff faces of chalk that drop off straight down into the waters of the English Channel. In some areas there's actually a rocky shelf extending from the base of the cliff out into the water and this latter aspect is recreated very well. My only gripe here is that the textures of the cliffs in some areas are largely just stretched out ground textures folding down over the mesh. It would have been nice if the developers had been able to replace those areas of ground texture with aerial photos of the cliff faces, which are striking features in real life. This may have been impossible during development due to lack of source imagery but perhaps some can be procured for a later update. A 3D model of the natural rock arch near Étretat would have been a great visual landmark as well.



Excellent cliff textures around the bend from Le Havre extending northeast towards Étretat

The white cliffs of Étretat - not as famous as the white cliffs of Dover across the Channel but still France's highest. Sim recreation is... okay

Further northeast the coastal cliff textures get more stretchy and less well-defined although the rocky shelves at the bottom stretching out into the water look great

One aspect of the scenery that I never had a problem with and enjoyed immensely was the terrain mesh. The developers did a superb job modeling this mesh, which for FSX contains a resolution of only 4.75m between points and really brings the Normandie country side to life. You may have trouble picking out some of the smaller streams and rivers winding through the scenery amongst all the trees and buildings but you can certainly see the valley it's either carved itself or is running down the middle of. Any perception of the land beneath you being flat is extremely short lived in this region and although there are no mountains you can always see the slight elevation change as you cruise around. It is especially fantastic in the small towns and cities where you see one road on a totally different elevation level than the one several meters away. Enjoying this mesh is just another excuse to fly low around this scenery.



You can clearly see the broad valley which the river Seine has carved out of the landscape as it winds its way north towards the English Channel

A broad valley cradling a small town, the river itself now just a small stream

The mesh resolution is fine enough to allow for stepped elevation as demonstrated here where we can see three distinct road levels in the foreground with further rises in the background

Another valley, deeper and narrower, cutting through the landscape also with just a small stream winding through it these days

I also stumbled across another "ugh!" moment while choppering around Le Havre when I noticed that a large portion of the refinery texture areas along the Seine canal outlet were not sharpening. I went back later and left myself parked in slew mode over the area long enough to see the surrounding textures sharpen to a point where they didn't refresh any more, and yet some of the refinery areas remained a blurry mess. It's unfortunate because 1) it's not really within the developer's control and 2) despite the developer's best efforts to blend them seamlessly into the surrounding higher resolution textures they still stick out like a sore thumb. The only thing I can think of is that they needed to be blurred for security reasons although why exactly I am unsure - Google Maps satellite photos for this area in the two top photos below are not blurred. On the other hand, the military airfield St Andre De L'Eure (LFOE) has blurred textures both in Maps and the sim, as you might expect from a government facility.


Top Secret government refineries??


A Top Secret military airfield makes sense at least


Another area the scenery excels at is the water masking. Where the dynamic water shows through there are textures beneath in the appropriate places to provide coloration and bed features. I only noticed small streams and ponds that weren't masked out and overall I did not consider this to be a bad thing. Photo-real water can look pretty good - it's enough that the larger bodies of water are masked out properly to allow for aircraft to land on them. You've already seen some examples in the images above, here are a few more eye catchers I came across while flying:



A large river delta at the northern edge of the scenery

Marshy landscape speckled with ponds and streams

Check the texture of the lake bottoms

Various coloration of the water bodies

Let's have a look now at the land when the sun starts dropping below the horizon. While night time VFR is not as popular a pursuit as day time VFR given the general inherent dangers of flying at night, let alone by visual aid, it's still a valid real world navigational option and hey - this is a simulator after all! Danger? Pah! Unfortunately adding night lighting to photo-real scenery is another arduous process similar to Autogen annotation because that same area of texture needs to be supplemented with another hand-created layer of texture to show all the night lighting. Hopefully this will be FranceVFR's next focus of automation technology although when I looked over the textures at night it's not like they were pitch black and invisible. In fact they were as visible as they would be under a full moon. The buildings are all lit so you can easily spot cities and towns, various obstructions like radio towers and smoke stacks have lights on them, and water towers being white are more visible against the darker ground. Really if FranceVFR would include night lighting it could improve the experience a lot by simply adding lighting only to the major roadways snaking across the landscape (vehicle traffic enabled helps a little bit but is still hard to see). The only major issue with the textures when the light fades is that there seems to be areas missing level of detail (LOD) textures, so that when you move far enough away default lit textures are displayed but then turn into darker FranceVFR textures as you approach.



Dusk falls and we can see dark textures beneath us but lit default ones off in the distance

Night arrives and the city is lit up along with towers and smokestacks. Can you spot the water towers? Also notice the lit areas

Here are several lit areas in the coverage region. #1 is the dusk image and #2 is the night image. Note how these areas have largely gone dark once I get over them

I will note that there may be some hope for night lighting if you happen to own Ultimate Terrain X: Europe, as it has been suggested on the AVSIM forums that layering the UTX night lighting atop the photo-real scenery will give you acceptable results. I do not have the ability to test this however.


The final issue and one of the areas land class scenery still has a huge advantage in is the lack of seasonal textures. That's not to say all photo-real scenery that is produced for FSX can't have seasonal variation, but in the case of a product like this that covers an entire region we are back to the unique texture problem I covered at the start of the review. Not only would the developers have to recreate the entire region 4 times over (5, if France would require a Heavy Winter variation as well) but you are also increasing the data size of the product by a similar factor. So the Haute Normandie region with seasonal variation could be a 20-25GB product! (In comparison, again going back once more to the earlier example, the land class product with 5 seasons would be roughly 1.4GB). Even with the nature of today's high-speed data transfers and large storage capacity 20-25GB is quite a hefty amount of data. The developers would also have to jack the price way up to cover the extended development effort required. Therefore, changing the seasons in the sim will only have the effect of changing the position of the sun, moon and stars in the sky and give you Autogen objects to match.


Buildings and Objects


So far this has been a normal, routine photo-real scenery review. Let's drop down to the dirt now and examine the real meat behind this scenery - the 3D objects that make the environment come to life like very few other photo-real products of this scope. How well does the 3DAutomation tech actually work in practice? Pretty damn good. Are there mistakes? Yes. Is this surprising? No. Despite how far FranceVFR has come with their technology there is always still further to go and they haven't reached perfection yet but they have gotten it close enough for the effect to be largely believable and immersive. They mainly rely on the same thing land class scenery does - take it all in at once and you won't notice the flaws. If you want to go around hunting for things that don't look right you will find them, but there are very few instances where things will simply jump out at you. Most of the time you'll be too busy flying the aircraft and enjoying the overall view to notice.


Scenery Gems


There is so much to look at when you fly around Haute Normandie thanks to the photo-real textures making it so that everywhere you look, unless you've flown over that area before, will contain something new to see. Actually even flying over the same area at new angles can reveal new features. There were several moments when flying the faster aircraft like the Tailwind and the Bonanza that I regretted the fact I was zipping along too quickly to really spend time looking around and enjoying the various sights. I'm sure I've only scraped the surface of what's out there in my various flights but I marked down on the Google Map what I saw and returned later for pictures. Some of the objects, like power lines and toll plazas and windmills, appear all over the scenery while others like bridges, large buildings, and landmarks, are largely unique and can only be found in their specific places. The majority of these objects are pulled from the obstacles database maintained by the French air administration and so are both accurately placed and at the proper height.



Two examples of the type of power line poles you can follow around if you know where to look for them and where they go

A large plant making for a great visual landmark, along with power lines strung with marker balls

If you swing by Dieppe at the right time of day (with Ferry traffic on) you can catch the Newhaven, UK ferry boat enroute

Another large plant landmark - check the stepped quarry-like walls behind to the left and right. This mesh is awesome!

You'll also find around small towns these transformer stations pulling in the juice to deliver out to the buildings

There are places where you look down and are just stunned by the level of accuracy the 3DAutomation tech can achieve

This large smokestack provides a great visual marker for the grass strip of LFFY near this small town of Étrépagny

An example of one type of water tower you will find scattered across the landscape

Broadcast antennae like this one are found atop hills near large cities. The guy wires are visible with marker balls attached

This distinctive tower is a great visual marker for finding your way to Boos Airport (LFOP) when flying low

What a fantastic way to mark the mouth of the river Seine. Note the bridge jumps over the canal as well further on

Not only will you see the toll plazas recreated, but some of the larger rest stops along the highways as well

Another amazing mesh detail example: The roadway bridges over a railway and then further on a railway bridges the road!

The meeting point of several lines of power poles, a great VFR intersection if you know where each line of poles goes to

Wind turbines mark the ridge over the town of Étretat. You can find them elsewhere as well if you know where to look

Road signs are visible over some of the highways

Likewise, electric lines for trains are over some of the railways

A ton of great detail went into the docks and refineries that line the canal leading from the river Seine out to the Channel

A stunning bridge spanning a valley - imagine driving across that in real life. What a view! Reminds me of this bridge in the US that just sticks straight out across a river far below.

The cathedrals and many other landmark buildings in Rouen have been recreated and accurately placed here and in the other detailed city areas of Le Havre and Évreux

Scenery Flaws


For all the gems I came across while flying about I noticed a slightly greater number of flaws. As I already said it's inevitable in a product like this that things are not going to be perfect - with so many thousands and thousands of objects all over the place it's inevitable for some to be passed over or mis-placed. While the developer may have done a check of the area to look for any problems it’s largely acceptable to push out a product that won't break the user's system and fix minor issues with version updates. Fortunately all I ever came across were just that - minor issues, no showstoppers. They are of course worth pointing out for you, the reader, to get an idea of what can appear wrong with the scenery and also for the developer to hopefully be able to address some of them in a later update. The scenery actually sort of shoots itself in the foot in attempting to bring the simulator world so close to reality because most of the time you'll look down and see a perfect landscape with trees and buildings and objects so perfectly placed, and then you might look down again later and notice a strand of trees in a road or missing building objects when the rest are there or the lack of a road/rail bridge and you can't stop yourself from thinking "Why?! Why are you not there?? Why is the world below me not perfect??". It's hard not to want it all to be real and perfect all the time. Like the scenery gems, a few of these flaws, like missing bridges or trees in the road, are found in more than one location.



No idea why the Autogen has mostly forsaken this large area just north of LFOH. I flew over this area and didn't notice the first time, actually

This is something you may notice from time to time, though hardly covering as large an area of field as this example

A missing road bridge; some sluice gates farther up the canal would have been nice as 3D models

I noticed a few other areas where these groves of small trees seem to be ignored by the Autogen vegetation although it is only noticeable when there are a lot missing as in this image

Lack of an object actually makes this look like a sunken ship, so that's pretty cool. Hope it wasn't loaded when it went down!

While this looks like an error with the Autogen placement it's actually most likely a masking issue hiding land that is supposed to be there

Just a random house in the middle of the woods, sort of like random trees in the middle of a field

I came across this floating railroad bridge on the outskirts of Rouen. It was the only floating bridge I noticed

Floating buildings are an Autogen issue for any scenery but were rare and only visible if you happened to be close (and low) enough

Quick call Carmen Sandiego! Someone stole these power lines!

Another missing bridge that is supposed to be spanning this shallow valley area going across the image

Another example of the small tree groves lacking Autogen, as well as a conspicuous vegetation absence in the nearby town

An example of an error but one that requires you to look closely to see, which fortunately covers a lot of these scenarios

It would have been nice to see the tunnel entrance this road vanishes into, on the opposite side as well

Not the best place to plant trees. Or build a road. Whichever came first

Sometimes thanks to the lack of alignment between the fields and the trees you can't trick yourself into accepting stuff like this as being correct

Here a similar example where improper tree line orientation draws your eye

Flying around low in a chopper can reveal smaller flaws like these trees in the harbor water

A few instances arose where the Autogen didn't know what to with campgrounds/trailer parks, similar to the groves of small trees. Only looks wrong because the existence of everything else looks so right!

A slight error in the traffic routing sending these vehicles across a field probably would have gone unnoticed if it wasn't literally right next door to LFOH

I was disappointed this cruise ship and smaller private yachts I spotted with heli pads on them were not hard surfaced allowing you to land on them

There is a missing bridge in the foreground and the bridge further up the river doesn't get used by vehicle traffic causing them to cross on the water

As amazingly detailed as the city of Le Havre is, note where the green comes to an abrupt stop at the top of the image. Rendering the rest of the city without vegetation makes it appear a bit drab - Rouen is a bit like this too

Properly placed bridge but the elevation is in need of some adjustment

In addition to everything above the only other thing I noticed while flying around was the lack of road and boat traffic. I had my sliders set to 50% each, which is above what the manual recommends, and did not see a lot of vehicles on many of the roads, especially around cities where flying in your helicopter over a lot of empty roads is a bit disappointing. Major highways were all covered in a barely decent amount of traffic throughout the region but only a few of the smaller main roads contained any vehicle traffic. Boats out on the water also did not become easy to spot until you started to crank the density up higher past 50%. I can imagine there were performance concerns that led the developers to restrict the overall density of the ground traffic but my main problem here is that I didn't feel like I had a good deal of control with the sliders to really tweak the appearance of these objects to best match the capabilities of my machine as well as my own preferences towards performance. "Good performance" is an extremely relative term.


Airports


The developers have taken the time to make sure that the various airports included within the coverage area have been enhanced from their default versions to properly match the ground textures, which is a great plus to the product. These enhancements include things like static ground vehicles, animated wind socks, airport buildings modeled in the likeness of the real structures, ground markers like grass runway cones, fuel areas and properly aligned runways, taxiways and aprons. There are 12 of these enhanced airports included in the scenery region and all of them look very good when you fly over or arrive and depart from them. The texture resolution does not improve in the immediate vicinity of the airports but I consider the overall texture resolution to be adequate enough when on the ground taxiing around. The variety of the airports in the region is excellent, from commercial to private with both hard surface and soft surface runways. I was a bit disappointed though to see static aircraft only at the airbase LFOE when you can plainly see aircraft parked on the ground textures at some airports.



LFOP is a commercial airport with a nice looking terminal building

LFAB is a general aviation airport with both a hard and soft runway

L2721 is a private airfield

The added cosmetic details to the airports are excellent but the operations side of things could have seen a lot more attention, and I'm not talking about improvement over the already enhanced quality of things but issues like LFOY having two start locations that are completely off the runways, both of LFFD's runway starts will place you on the edge of the runway, LFOH and LFOE have helipad start locations a few dozen feet away from the actual helipads (the helipads themselves are placed correctly), and L7622 has both its start locations set for Runway 08 so only one runway start location shows up in the Go To Airport window. Some of the grass runways sported unrealistic threshold markings and some of the markings textures (like Xs for closed runways, chevrons for actual grass threshold markers) were placed flush to the ground rather than slightly above so they flicker when viewed in motion even a few hundred feet up. There are also fuel parking and fueling stations that don't have a trigger to fill up your tanks but this could be on purpose to let the user set the exact amount they want using the Payload and Weight dialog. In addition:



There's a parking spot at LFOE directly beneath a static aircraft that is there even on Normal scenery density

Look at the ground movements for LFOP (3 pages down) and try to make sense of those last set of taxi instructions

Bizarrely, every single parking location (and only the parking locations) at L7622 will make your plane bob in the... water?

There was also the lack of AI aircraft at most of the airports, but this was largely due to me having the simulator set up to better service US flights. To help with this issue FranceVFR is working on a traffic pack.


I also noticed that there were a couple of obstacle references on the various airport VFR approach charts that I could not find in the simulator when I looked for them - these consisted of towers and power poles and were only noticeable absences at the smaller airports. But still these should have been included as previously mentioned using the obstacles database should they have not? Specifically: LFAB, LFAE and LFPD are all missing power poles while LFAE and LFPD are both missing tower objects.



There should be a tower here, note the shadow cast to the left of the bright area

Missing power poles are visible on the ground textures

There are two final things here I would like to note:



This is Saint-Gatien (LFRG), which is a commercial airport in the coverage area south of Le Havre across the river Seine but for some reason it is not enhanced like all the rest of the airports included in this scenery region

The hospital heliport here in Le Havre is visible on the ground textures, as is the one in Évreux, and the hospital building in Rouen is there but without a rooftop pad. These three seem to me like simple inclusions that could have been enhanced a bit to provide extra options for helicopter pilots

Performance


I bet a few of you just skipped straight to this section. After seeing all the fancy eye candy along the way you’re telling yourself “how is all this possible at decent frame rates??” The manual comes with a list of settings it recommends you select for the best experience given an undefined "powerful configuration". It informs you that these may need to be tweaked depending on the power of your computer but it fails to mention that some of them should be modified before others. For example, mesh resolution and texture resolution are the last two things you would want to degrade in order to save on performance. I suppose this isn't a huge issue though given that I was able to surpass the recommended settings and still have reasonable frame rates on my machine even when it wasn't running overclocked (though during flight testing it always was). I have a comparison of the settings below:


Setting
Recommended Value
My Value
Level of Detail 4.5mi (Max default) 6.5mi (fsx.cfg edit) Mesh Complexity 100% 100% Mesh Resolution 2m 2m Texture Resolution 60cm 60cm Water Effects Low/Med 2.x Max 2.x Ground Detail On On Scenery Density Dense/Extremely Dense Extremely Dense Autogen Density Dense/Extremely Dense Extremely Dense Ground Shadows Off Off Road Vehicle Traffic 10-25% 50%

In addition to exceeding the recommended settings where possible I also flew with aircraft ground shadows and self-shadowing enabled, as well as leisure boat and ferry traffic also at 50%. AI traffic was running as well, with 100% of Daily (general aviation only) flights enabled through Ultimate Traffic 2. I'm also running with 4096 HD sky and cloud textures from Real Environment Extreme with maximum cloud coverage and 80mi draw distance. This is the result while flying over the sprawl of Rouen, the regional capitol city, in a high-detailed Carenado aircraft:


Additional note: My frame rates are capped externally at 30FPS


I was incredibly pleased by the performance throughout all of my flights around Haute Normandie. Over cities I could drop towards 15FPS but out over the countryside getting up above 20FPS was common. I can count on one hand the number of times I looked down and noticed the textures sharpening beneath my aircraft - even flying at only 1,500' at 150kts never made the textures blurry enough to make me notice. There were never any serious stutters or hangs as I flew about, even when approaching a large city from over the country side - frame rates would gradually degrade but never abruptly enough to cause stuttering.


One time, on my very first flight across the region, I actually got an Out Of Memory error that crashed me to the desktop. This is the first time I have ever experienced this issue with FSX but the manual does give you fair warning that you may come across this problem. On a second flight right afterwards, without touching any settings, I had no issues. The only difference was the weather was clearer than the last flight so I guessed that the increase in cloud coverage had caused the crash. After I lowered my cloud draw distance from 110mi to 80mi I never had a problem throughout the remainder of my review flights. (I generally fly at a much lower cloud draw distance but I was stress-testing the product)


Generally when you talk about VFR flying you're talking about "low and slow". I decided to hop into the default F/A-18 and see what happens when you go low and fast. As you would expect, skimming 5,000' over the ground at 500+ knots doesn't do the scenery much good :) Amazingly the ground textures remained clear enough to make out major road features, although the real problem was the Autogen objects could not keep up with the airplane and would pop in behind you as you zoomed along. Obviously as you got higher (even if you got faster) things got better since with less detail needed the texture blocks that load are much larger so a greater area is being sharpened faster than many small areas of detail. Certainly do not feel like you need to turn off this scenery if all you are doing is making a high-pass flyover on some long-haul flight (unless you are not flying in the summer and want consistent seasonal variation along the way if part of your flight uses default textures).



Leveling off at 10,000' 1 minute after takeoff. Texture degradation already started but hasn't become a complete blurry mess yet. Autogen already struggling to keep pace with the aircraft

Moving even faster at 10,000' but the sim has caught up to our speed and although we've left Autogen behind and the textures are a bit blurry, you can still make out even secondary roadways cutting through the region

Faster still at 20,000' and things below don't look bad at all. You can rest assured that you'll still have a great experience looking down at Haute Normandie during long-haul flights that have you high up in the atmosphere if you do that too

Summary / Closing Remarks


This is a product that has its problems like any other but the core of it is solid – the creation of an immersive highly realistic 3D environment. The quality of the textures, the amazing performance given the huge amount of 3D objects in a scene, not to mention the quality of said 3D objects, and the overall presentation of this region of France is just spectacular. It still has notable issues that need addressing but it's also only the very first of what will be many more iterations of this 3DAutomation technology in action. For a debut product, I applaud the developers greatly for their efforts and now I am looking forward to seeing them continue to improve the technology as they release more regions in France that use it. My granting of the coveted AVSIM Gold Star award goes mainly to the 3DAutomation technology underlying this scenery, rather than this specific region product, which will continue to play a role across many more releases.


Speaking of region releases, allow me a moment to soap box and say that I greatly hope the FranceVFR developers are considering the licensing of their 3DAutomation technology to allow other developers to create regions elsewhere in the world. I know of other scenery companies that have refused to license proprietary technology and I feel this only hurts the consumers in the long run and the developers owning the technology in the short run. I have no doubt that FranceVFR could go on to envelope the major areas of the world in their VFR photo-real scenery - but how long would it take them to do it on their own? Will sales of the scenery support a team growth to allow them to work on more regions at once? Wouldn't it be better to increase income, if not overall revenue, by getting more scenery regions out on the market through licensed external developers? Is quality control really a major issue with external development?


Despite all these questions I'm sure of one thing: the add-on market for photo-real scenery just got a lot more interesting. The only major (and most likely lasting) advantage land class scenery now has over photo-real scenery is seasonal variation, with a close second related to that issue being data size. FranceVFR have a lot of power in their collective hands to take the photo-real scenery category in a whole new direction - I'm excited to see where this all goes in the months and years to come.


Computer Specs
• MSI P67A-GD65
• Intel i5 2500K @ 4.5GHz
• Corsair 8GB DDR3 1600
• Radeon HD 5870 1GB
• Catalyst 12.3
• WD VelociRaptor 10k RPM SATA 150GB
• Windows 7 x64
• FSX Acceleration
• Saitek X52, Pro Flight Yoke, Pro Flight Rudder Pedals

Screenshots enhanced with
REX, ENB, Shade


Test Time: 16 hours

What I Like About Haute Normandie VFR
  • Amazing performance across the entire region
  • Largely consistent color balance to the ground textures
  • Enhanced airports to match ground textures
  • Incredible mesh quality and resolution brings the terrain to life
  • Largely accurate Autogen object placement
  • Excellent water masking, with coloration and bed textures
  • Included charts are great, especially the airspace regulations

What I Don't Like About Haute Normandie VFR
  • Relatively few but notable Autogen placement errors are even more destructive to immersion than usual
  • Night flying is possible but not fully supported
  • Enhanced airports all have various bugs in design, operation and missing visual obstacles
  • No landmarks or points of interest noted in coverage chart
  • Helicopter support could have been better outside airports without much extra effort
  • Uninstallation does not properly replace Autogen files overwritten on install
  • Lack of English support on website and forums
  • A single installer (sporting multiple data files if needed) would have been better than three separate installers
Sunday, May 13, 2012 12:55:46 PM
This latest version of FSFlyingSchool Pro adds another layer of interaction between the pilot and the instructor as FSFlyingSchool now monitors GPS operation, giving you the option to use your GPS during the flight in a way that interacts directly with your instructor. These have been developed using the (simulated) Garmin GPS 500, the Garmin G1000 Glass cockpit and the Garmin GPSMAP 295, but other GPS simulated units are also likely to work.

Some of the optional features of interaction with the GPS are: Set the GPS to indicate a "Direct To" flight plan (fly direct to an airport or NAVAID) this will clear any flight plan loaded into FSFlyingSchool and, if it is an airport, will set the destination airport in FSFlyingSchool to the one selected with the GPS.

If the pilot selects and activates an "Approach" with the GPS, then this will clear any flight plan which was loaded into FSFlyingSchool and set the destination airport in FSFlyingSchool to the one selected with the GPS, as well the instructor is watching and commenting on GPS operation by the pilot and calls out such actions as changes to "Direct To", selection or loading of an approach and which waypoints are coming up.

You can download absolutely free demos of their products and read the full manuals. FSFlyingSchool products offer a team of instructors for 5 different flight simulators:

FSX
FS2004
X-Plane 9 (for PC)
X-Plane 10 (for PC)
Prepar3D

موضوعات

Site under beta testing

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اخبار

راه اندازی آزمایشی سایت جدید ایرانسیم 

Posted by گروه خبر
Sunday, August 28, 2011 7:43:00 AM

سایت اصلی ایرانسیم بعد از وقفه ای نسبتاً طولانی در جهت تمرکز هر چه بیشتر توان بر سایتهای شاخه ایرانی شبکه ایوائو و انجمنهای ایرانسیم مجدداً فعال می شود.این راه اندازی اولیه به منظور بررسی نواقص می باشد همچنین محتوای سایت آماده شده است و به مرور افزوده خواهند شد.

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اخبار هوانوردی

Sunday, May 20, 2012 6:06:34 AM
رییس سازمان هواپیمایی کشوری از عملیاتی شدن رتبه بندی شرکت‌های هواپیمایی در نیمه دوم امسال خبرداد.
Sunday, May 20, 2012 6:06:33 AM
اطلاعیه ثبت نام مسابقه طراحی و ساخت هواپیمای بدون سرنشین اعلام شد.
Sunday, May 20, 2012 6:06:32 AM
نقص فنی در هواپیما تبریز ـ مشهد مسافران را پنج ساعت در فرودگاه بین‌المللی تبریز سرگردان کرد.
Sunday, May 20, 2012 6:06:32 AM
روسیه هشدار داد که برای مقابله با طرح سپر موشکی ناتو در اروپا ممکن است دست به یک حمله پیشگیرانه بزند. نیکولای ماکاروف، رئیس ارتش روسیه گفت: گسترش سلاح های جدید در جنوب و شمال غرب روسیه برای تخریب طرح سپر موشکی، شامل گسترش موشک های اسکندر در منطقه کالینگراد است و این یکی از چند گزینه ما برای تخریب زیر ساخت طرح سپر موشکی اروپا است.
Sunday, May 20, 2012 6:06:31 AM
گروه تحقیقاتی در اندونزی ، امروز سه شنبه جعبه سیاه هواپیمای روسی را که شش روز پیش در این کشور سقوط کرده بود پیدا کرد.
Sunday, May 20, 2012 6:06:31 AM
Sunday, May 20, 2012 6:06:30 AM
برترین‌های بخش ویژه هوافضای دومین جشنواره فیلم‌های صنعتی امروز - دوشنبه - در دانشگاه صنعتی شریف معرفی و تقدیر شدند.
Sunday, May 20, 2012 6:06:29 AM
عضو شورایعالی انقلاب فرهنگی از نهایی شدن سند هوایی و هوانوردی تا یک ماه آینده خبر داد و گفت: در جلسه کارگروه هوایی و هوانوردی پیشنهاداتی برای تبیین اهداف کلان هوایی مطرح شد که تبدیل فرودگاه امام خمینی به هاب منطقه‌ای و ساخت هواپیماهای سبک از آن جمله است.
Sunday, May 20, 2012 6:06:29 AM
فرانسوا اولاند رئیس جمهور فرانسه که به منظور دیدار با مرکل صدر اعظم آلمان عازم برلین شده بود به دلیل برخورد صاعقه با هواپیما مجبور به بازگشت شد.
Sunday, May 20, 2012 6:06:28 AM
وزیر دفاع و پشتیبانی نیروهای مسلح از روند همکاری و تعامل وزارت دفاع و صنایع وابسته به این وزارتخانه با دانشگاه‌های کشور ابراز خرسندی کرد و این همکاری را اقتدارآفرین و آینده‌ساز دانست.
Sunday, May 20, 2012 6:06:28 AM
سال گذشته تعداد مسافران ورودی و خروجی فرودگاه بین‌المللی امام خمینی (ره) به ترتیب 15 و 11 درصد افزایش یافت.
Sunday, May 20, 2012 6:06:27 AM
ماهنامه نجوم در طول یکسال گذشته چند برنامه ی ترویجی- علمی را در بام تهران برگزار کرد.
Sunday, May 20, 2012 6:06:26 AM
معاون نظارت و عملیات فرابورس ایران گفت: سازمان خصوصی سازی 100 درصد از سهام شرکت سهامی خاص گروه هتل­ های هما را یکشنبه 31 اردیبهشت در بازار سوم فرابورس عرضه می­کند.
Sunday, May 20, 2012 6:06:25 AM
خورشید منبع عظیمی از انرژی است و این حقیقتی خوشحال‌کننده برای بشری است که بتدریج وارد بحران بزرگی به نام «کمبود انرژی» می‌شود. از این رو می‌توان گفت پیدا کردن هر راه تازه‌ای برای بهره‌‌گیری از انرژی خورشیدی می‌تواند وضعیت بحرانی یادشده را به حالت طبیعی بازگرداند.
Sunday, May 20, 2012 6:06:24 AM
منابع خبری از برخورد دو هواپیمای اموزشی ذر پاکستان خبر می‌دهند .
Sunday, May 20, 2012 6:06:24 AM
یکی از پرجاذبه‌ترین دلایل سفر به فضا برای بسیاری موضوع تجربه لذت بی‌وزنی است.بی وزنی اما علاوه بر جاذبه٬ مشکلاتی نیز برای زندگی از نوعی که ما می‌شناسیم به وجود می‌آورد.یکی از این موضوعات٬ بحث رفتار آتش در فضا و چگونگی پخش آن در محیطی است که همه چیز شناور می‌شود.
Sunday, May 20, 2012 6:06:23 AM
تمام اجرام منظومه شمسی مانند زمین از مواد معدنی و شیمیایی مختلفی ساخته شده‌اند که خیلی از آنها در زمین نایاب هستند. از طرفی بهره‌برداری از معادن فضایی می‌تواند شرایط را برای سفرهای فضایی طولانی‌تر آماده کند. به نظر می‌رسد که گنجهای فضایی سفره‌ای گسترده از زر و زیور هستند. آیا شما هم مایل به برداشت از آنها هستید؟
Sunday, May 20, 2012 6:06:23 AM
ویتنام دومین ماهواره خود را با نام VINASAT-2 با موفقیت به فضا پرتاب کرد.
Sunday, May 20, 2012 6:06:23 AM
فضاپیمای 'سایوز ТМА-04М' حامل دو فضانورد روس و یک آمریکایی که دو روز پیش از پایگاه فضایی بایکانور روسیه در قزاقستان به فضا پرتاب شده بود، بامداد امروز پنجشنبه به ایستگاه فضایی بین المللی پیوست.
Sunday, May 20, 2012 6:06:22 AM
مدیر انجمن نجوم آماتوری ایران گفت: پس از هشت سال انتظار روز چهارشنبه 17 خرداد پدیده گذر سیاره ناهید و یا همان زهره را از مقابل خورشید خواهیم داشت که تا 105 سال دیگر شاهد نمونه دیگری از آن نخواهیم بود.
 
 

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