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Found 16 results

  1. FSX/P3D Freeware Focus By Nirosan Pragash It's been a while since my last freeware article (studies getting in the way), and so I thought it was high time I sat down and wrote another! This time around I will be looking at a magnificent ship modelled by Erwin Welker, an international airport by Johan Peeters, and finally, a rather small flyer by the talented A.F. Scrub. All of the models can be used with FSX and P3D, with the added bonus that Erwin's model can also be used with FS2004! So, without further ado, let's begin... FS2004/FSX/P3D v3 German Polar Research And Science Vessel Polarstern (meaning pole star) is a German research icebreaker of the Alfred Wegener Institute for Polar and Marine Research (AWI) in Bremerhaven. Polarstern was commissioned in 1982 and is mainly used for research in the Arctic and Antarctica. The ship has a length of 118 metres (387 feet) and is a double-hulled icebreaker. She is operational at temperatures as low as -50°C (-58°F). Polarstern can break through ice 1.5 m (4 ft 11 in) thick at a speed of 5 knots. Thicker ice up to 3 m (9.8 ft) thick can be broken by ramming. This replica created by Erwin Welker is a wonderful recreation of the Polarstern. Not only does it incorporate an easy to use 2D panel, but it also includes a complete virtual navigation bridge! The model also includes a host of animations and sounds, and these can be viewed from the 25 cameras situated around the model. Animations include the bow breaking the ice (complete with broken ice at the stern), a Bell Jetranger helicopter, that can be pushed out of the hangar, animated cranes lifting objects, plus, if that wasn't enough, you even get a polar bear and its cub for company! You can find this model in the file library: ICEBREAKER-POLARSTERN.ZIP FSX/P3D Scenery--Antwerp International Airport Antwerp International Airport is a small international airport serving Antwerp, Belgium. Located 2.9 nautical miles south of the city, it is used for some scheduled and charter flights as well as business and general aviation. During World War II the airport was used by the Luftwaffe, and also served the nearby Erla aircraft factory. After the German retreat in 1944, it saw brief use by Allied air forces, who called it Advanced Landing Ground B-70. Today the airport consists of one small passenger terminal with basic facilities including service desks and a restaurant. There is one runway, with a length of just over 1,500 m (4,900 ft). Due to this, it is not possible to operate aircraft larger than the Boeing 737 at the airport. This model of Antwerp International Airport by Johan Peeters, is the result of two years work, and over 2000 photographs! The realism Johan has managed to achieve, is quite remarkable, as both the textures of the buildings, and the scenery they are positioned on, look absolutely fantastic! So good are they, you'd be forgiven in thinking that it was a payware product. A couple of the buildings also have accurately modelled interiors, which is just simply superb! As well as the above, there is also custom AI traffic (Fokker 50), static SV-4Bs, and animated windsocks. Johan has mentioned that this is 'Phase 1' of the project, so expect to see more additions in the future. You can find this model in the file library: EBAW_JP2019.ZIP FSX/P3D Stits SA-2A Sky Baby The Stits SA-2A Sky Baby was a homebuilt aircraft designed for the challenge of claiming the title of "The World's Smallest". The Sky Baby was designed by Ray Stits and built with Bob Starr as a follow-on to the Stits Junior midget racer. The aircraft is an enclosed single engine negative staggered cantilevered biplane with conventional landing gear. The fuselage is constructed of welded steel tubing with aircraft fabric covering. The upper wings have flaps, the lower wings have ailerons. The powerplant was a sourced from an ERCO Ercoupe, modified with water injection to produce 112 hp (84 kW). The aircraft was test flown by Bob Starr on 26 May 1952 at Palm Springs, California. The aircraft required a 170 lb (77 kg) pilot to remain within the center of gravity and was only flown by pilots Starr and Lester Cole that met the criteria. The aircraft was eventually donated to the National Air and Space Museum for display. The model presented here has been created by A.F. Scrub, one of my favorite freeware aircraft designers. The Stits SA-2A Sky Baby is compatible with FSX and P4D v4, except in the latter you have to modify a few files (it is not compatible with FS2004). It's fair to say that the Stits SA-2A Sky Baby isn't going to win any beauty awards, as it really is quite a stubby and unattractive aircraft, but...this is where looks can be deceiving, because once in the air this little aircraft comes into its own. It's light and nimble, and there is enough power to have quite a bit of fun. Visibility is also good, as is the panel. Sounds are from the default Cessna 172, but work well. On startup there is engine smoke and exhaust flames, and go fast enough and you'll get vortex effects! All in all...one of the most enjoyable aircraft I have flown for quite some time! You can find this model in the file library: STITS_SKYBABY.ZIP I hope you enjoyed reading through what I consider to be three exceptionally enjoyable add-ons. I had a great deal of fun using them (continue to do so), and I think you will too. Nirosan Pragash
  2. Prepar3D Freeware Focus: A.F. Scrub By Nirosan Pragash /images/reviews/afscrub/t/af-scrub-panther-07.jpg In this freeware focus article, I willbe looking at three Prepar3D add-ons (also compatible with FSX),which I feel are well worth your time investigating. Before I talkabout each one specifically, I wanted to explain my reasons forwriting a freeware article based around Prepar3D, and not FSX. Unlike many of you reading this, I am a relatively new convert tothe world of flight simulations, having first experienced Microsoft'sFSX flight simulator about four years ago. Prior to that, I was aconsole only gamer (mostly Second World War first person shooters anddriving games), but after seeing a friend land at an airport I knowwell from vacations, I was hooked! FSX is a great simulator, and one which has served mewell. However, now that my computer hardware is up to scratch, I havefinally made the move to Prepar3D, and the changes (in places) isquite remarkable. For me personally, I think the biggest difference Ihave found between FSX and Prepar3D, is that Lockheed Martin'splatform seems to work a lot better from the off. Less tweaking meansI can enjoy my flying (and simulated training) more often. However,many of the aircraft I have purchased for FSX, are not compatible (orlicensed) for the latest release of the simulator (at present, version4), and so this has led me to look for freeware alternatives. /images/reviews/afscrub/t/af-scrub-il4-05.jpg /images/reviews/afscrub/t/af-scrub-il4-06.jpg As my particular area of interest lies in military aviation, Idecided to look for aircraft that fell into this category. Modern jetsare okay, but I far prefer aircraft from World War 2, up to theVietnam war era if I'm honest. This was where aviation saw its biggesttechnological advances, so it provides a real interesting period for arelative newcomer like myself. Luckily for me, it didn't take too long at all to find what Iwanted, and so mentioned below are three military aircraft by thetalented A.F. Scrub which I feel represent some of the best militaryfreeware files available for Lockheed Martin's Prepar3D. Grumman F9F Panther /images/reviews/afscrub/t/af-scrub-panther-01.jpg /images/reviews/afscrub/t/af-scrub-panther-02.jpg Grumman F9F Panther The first aircraft on our list is the Grumman Panther. The Grumman F9F Panther is one of the United States Navy's firstsuccessful carrier-based jet fighters, as well as Grumman's first jetfighter. A single-engined, straight-winged day fighter, it was armedwith four 20 mm (0.79 in) cannons and could carry a wide assortment ofair-to-ground munitions. The Panther was used extensively by the U.S. Navy and Marine Corpsin the Korean War. It was also the first jet aircraft used by the BlueAngels aerobatics demonstration team, from 1949 through to late 1954. This excellent model for Prepar3D and FSX includes three detailedliveries, with each one representing a particular aircraft fromhistory. All three are extremely pleasing to look at and are bothsharp and detailed (without going overboard). /images/reviews/afscrub/t/af-scrub-panther-03.jpg /images/reviews/afscrub/t/af-scrub-panther-04.jpg The sounds for the Grumman Panther are provided by Martin Schwankeand are in fact from the Red Arrows display team. Even though they arenot an exact match, they work exceedingly well, and provide a greatdeal of character to the aircraft. A particular feature of this model I really liked, was the openingnose cone (water rudder key by default). Little details like this makeall the difference, so a big thank you to A.F. Scrub for includingthis. /images/reviews/afscrub/t/af-scrub-panther-05.jpg /images/reviews/afscrub/t/af-scrub-panther-06.jpg You can find this model in the file library:grumman_panther.zip Grumman F11F/F-11 Tiger /images/reviews/afscrub/t/af-scrub-tiger-01.jpg /images/reviews/afscrub/t/af-scrub-tiger-02.jpg Grumman F11F/F-11 Tiger Our second model is the Grumman F11F/F-11 Tiger, an aircraft nineyears younger than the Panther...but as you can see, significantlymore advanced! The Grumman F11F/F-11 Tiger is a supersonic, single-seatcarrier-based United States Navy fighter aircraft in operation duringthe 1950s and 1960s. Originally designated the F11F Tiger in April1955 under the pre-1962 Navy designation system, it was redesignatedas the F-11 Tiger under the 1962 United States Tri-Service aircraftdesignation system. /images/reviews/afscrub/t/af-scrub-tiger-03.jpg /images/reviews/afscrub/t/af-scrub-tiger-04.jpg The F11F/F-11 was used by the Blue Angels flight team from1957-1969. Grumman Aircraft Corporation made 200 Tigers, with the lastaircraft being delivered to the U.S. Navy on 23 January 1959. As with the Grumman Panther, this is another well performing modelfrom A.F. Scrub, and one I enjoyed almost as much. It comes with twodistinct liveries: a US NAVY VF-21, and of course, the Blue Angelslivery as seen in the video above. Both are very nicely done andprovide a good likeness of their real-life counterparts. /images/reviews/afscrub/t/af-scrub-tiger-05.jpg /images/reviews/afscrub/t/af-scrub-tiger-06.jpg The sounds for this particular model are from FS Sound Studio, anddo a fantastic job at bringing the roar of the engines to life! I useheadphones when flying as I tend to have the volume way up, and assuch, the engines sound incredible (I'll probably be deaf by the timeI reach 20)! /images/reviews/afscrub/t/af-scrub-tiger-07.jpg /images/reviews/afscrub/t/af-scrub-tiger-08.jpg You can find this model in the file library:grumman_f11_tiger.zip Ilyushin Il-4 /images/reviews/afscrub/t/af-scrub-il4-01.jpg /images/reviews/afscrub/t/af-scrub-il4-02.jpg Ilyushin Il-4 Our final aircraft is the Ilyushin Il-4, a twin engined Sovietbomber from the Second World War. Developed in 1936 from the IlyushinDB-3, over 5000 were built, with the aircraft seeing service with theSoviet Union, the Chinese Nationalist Air Force, Finnish Air Force,and Germany's Luftwaffe. Although the Ilyushin Il-4 was only a medium bomber, it had therange to be used on strategic missions and was used on severallong-range bombing raids against Berlin in 1941. Two liveries are included with this vintage model, and whilstseemingly dull at first sight, do a great job at showing off theutilitarian virtues of the aircraft. /images/reviews/afscrub/t/af-scrub-il4-03.jpg /images/reviews/afscrub/t/af-scrub-il4-04.jpg Another area of the model I enjoyed, were the sound samples used toportray the Ilyushin's twin engines. Now, I'm not sure if these are anexact match to those of the real aircraft, but they were mostconvincing, and so good enough for me! /images/reviews/afscrub/t/af-scrub-il4-09.jpg /images/reviews/afscrub/t/af-scrub-il4-10.jpg Even though this aircraft is the last model to be mentioned in thisarticle, it is without doubt my favorite. There's just somethingabout the styling which I find interesting, and suffice to say, it'sthe one with the most flying hours! /images/reviews/afscrub/t/af-scrub-il4-07.jpg /images/reviews/afscrub/t/af-scrub-il4-08.jpg You can find this model in the file library:ilyushin_il4.zip So there you have it, three incredibly enjoyable aircraft fromA.F. Scrub, a genuinely talented freeware developer! I can honestlysay that each one of the aircraft mentioned above is well worthinvesting time in, with the added bonus that each one performs wellwith both Prepar3D and FSX. True, none of the above models are study level, but it's also truethat they weren't designed to be (for that you have expensive paywaremodels available). What these aircraft do offer however, is some goodold fashioned fun; just right for when you want to put that studyingbook away! Nirosan Pragash Browse other A.F. Scrub aircraft Read our interview with A.F. Scrub
  3. Freeware Focus: Shoreham/Gull/Campbeltown Written by Nirosan Pragash Having had the pleasure of reading quite a few informative 'freeware focus' articles here at FlightSim.Com, I thought I would offer my own thoughts on three MSFS add-ons that I have recently enjoyed. Being relatively new to the flight simming community, and also as a student with limited funds, I have been amazed at how good a lot of the freeware contributions are. The three add-ons I will be looking at today are: Shoreham Airport by Alf Denham, the Percival Gull by Keith Paine, and lastly, Campbeltown Airport by Dmitriy Kozrev. Shoreham Airport Brighton City Airport, also known as Shoreham Airport, is an airport located in the parish of Lancing in West Sussex, England. Founded in 1910, it is the oldest airport in the UK and the oldest purpose-built commercial airport in the world. The 1930s Art Deco terminal building was designed by R Stavers Hessell Tiltman. During the First World War, the aerodrome was used by the Royal Flying Corps. During the Second World War the airfield operated a variety of military aircraft including Westland Lysanders that were later replaced by Supermarine Spitfires, Hawker Hurricanes, Boulton Paul Defiants and a pair of Bristol Beaufighters. It was also an air-sea-rescue base with Supermarine Walrus aircraft joining other wartime activities in the nearby harbor. Today the airport is used by privately owned light aeroplanes, flying schools, and for light aircraft and helicopter maintenance and sales. A number of operators provide flying lessons, sight-seeing and pleasure flights, including the experience of flying in two T-6 Harvard World War II training aircraft. Wikipedia Shoreham Airport by Alf Denham The FSX version presented here, has been created by the highly respected and hugely talented Alf Denham. No stranger to creating small atmospheric airports; Shoreham is Alf's latest scenery and one that I am sure will delight many flight simmers. One of the main features of Shoreham, and perhaps its standout feature, is the Art Deco styled main terminal building. If you've ever had the pleasure of visiting the airport yourself, then you'll know firsthand what a beautiful site this is. Luckily for us simmers, Alf's carefully modelled FSX version of Shoreham includes this wonderful grade II building, and as such, has been modelled in exquisite detail. Other details include nicely modelled hangars and maintenance buildings, plus bridges over the River Adur. All of these objects lie on a photographic overlay of the area and the end result is most pleasing. Lastly, if you wish to add additional static aircraft to the scenery, then these can be downloaded via a link in Alf's documentation. These work well and add a 'busy' feel to the airport. Note: these were not included in the screen shots as I wanted to show the original scenery only. Download Alfs UK Airfields Volume 36 - Shoreham EGKA for FSX Percival Gull The Percival Gull was a British single-engine monoplane, first flown in 1932. It was successful as a fast company transport, racing aircraft and long-range record breaker. It was developed into the Vega Gull and the Proctor. The Percival Gull was the first aircraft of the Percival Aircraft Company, formed in 1932 by Edgar Percival and Lt. Cdr E.B.W. Leake. It was designed by Percival himself, and was strongly influenced by the Hendy 302, designed by Basil "Hendy" Henderson, that he had previously owned and raced. Although Gull variants were powered by five different engines, those were all inverted inline air-cooled types driving two-bladed propellers, making for a neatly faired installation. The rear fuselage was of square cross section with a rounded top. The glazed cabin joined smoothly into a raised dorsal fairing, and placed the pilot in front and two passenger seats, slightly staggered behind. Entry into the early models was via the sliding canopy. The main undercarriage was fixed and spatted, each wheel mounted on three struts in the early models; there was a small steerable tail wheel. Gulls sold well to private owners, offering speed and comfort. Others were bought by charter companies, and were used for photographic and newspaper work. Out of the 48 aircraft originally manufactured, two are still operational, with a further three on display. Wikipedia Percival Gull by Keith Paine The FS2004/FSX Percival Gull presented here has been created by Keith Paine, one of the community's most respected freeware aircraft modellers. Keith's model of the Gull, like most of his aircraft, has been recreated in wonderful detail and is a fine example of a Gull 4. The exterior texturing, while not Carenado or A2A quality, is more than adequate and adds authenticity and realism to the model. Stepping inside the aircraft, you'll find a basic, yet pleasing virtual cockpit with most controls within easy reach. The instrument panel is very reminiscent of the period, so you won't find any modern avionics (be prepared for a lot of hands on flying). Side windows can be slid open, and your passengers, depending on payload, can be removed or added, which is a nice touch. The included sounds are perfect and really match the character of the Gull. I think they are modelled on a Gypsy Six, but I can't be certain. It's in the air though where the Percival Gull really excels, as she is truly a delight to fly. While not sporting by today's standards, she is all the same quite speedy! Both takeoffs and landings are enjoyable as long as you remember there are no flaps! The Gull does however sport a handy speed-brake, which comes in useful during enthusiastic landings! Lastly, due to the large glass area, visibility is really good, so if you're in the mood for a spot of country flying, the Percival Gull makes a great partner! Download Percival D3 Gull 6 for FS2004/FSX Campbeltown Airport Campbeltown Airport is located at Machrihanish, 3 nm west of Campbeltown, near the tip of the Kintyre peninsula in Argyll and Bute on the west coast of Scotland. The airport was formerly known as RAF Machrihanish (after the village of Machrihanish) and hosted squadrons of the Royal Air Force and other NATO air forces as well as the United States Marine Corps. The airport is at a strategic point near the Irish Sea, and was used to guard the entrance to the Firth of Clyde where US nuclear submarines were based at Holy Loch and where Royal Navy Trident missile submarines are still based at HMNB Clyde (Faslane Naval Base). The United States Navy handed the airfield back to the MoD on 30 June 1995, marking the end of its service as a NATO facility since 1960. The airbase was sold to Machrihanish Airbase Community Company (MACC) in May 2012, and two thirds of the runway is leased to Highlands and Islands Airports for Campbeltown Airport. Wikipedia Campbeltown Airport by Dmitriy Kozrev Campbeltown Airport for FSX/P3D by Dmitriy Kozrev, like Alf's Denham's Shoreham, represents another fantastic freeware scenery. Here a photographic overlay of equally good quality has been used, and situated on top of this are numerous nicely modelled objects. These include the control tower, numerous maintenance buildings and hangars, vehicles, and lastly the rather small passenger terminal. Having viewed the real airport on Google Maps, it's clear to see that the 3D models used in the scenery are not exact replicas. However, they are placed accurately and make the airport feel authentic. Campbeltown Airport is situated on the western fringes of Scotland and so is often subjected to extreme conditions. With real weather conditions loaded in FSX, I was amazed at how real the airport and its surroundings looked, and is one of the reasons why this wonderful scenery is mentioned in this freeware focus. Download Campbeltown EGEC for FSX/P3D Conclusion Like I mentioned at the beginning of this article, I am relatively new to the flight slimming world, but find it hugely enjoyable (great learning experience too). I hope you have found the article useful and I look forward to reading your comments.
  4. Freeware Focus: Vladimir Gonchar Recently we had the chance to interview Vladimir Gonchar who has a long history as a creator of aircraft and panels. His earliest designs go back to the days of Microsoft Combat Flight Simulator (CFS) and his latest are for FSX but most have in common that they feature classic planes, many from the biplane and golden age of aviation era. When did you start developing for flight simulators? I started developing in 2001 with the panel for CFS Yakovlev Yak-9 fighter. How many designs have you done? CFS panel--Yakovlev Yak-9 (yak9pnl.zip) based on pictures taken at Yakovlev Design Bureau Museum CFS2 Soviet Air Force Hawker Hurricane IIC (rushurri.zip) and CFS2 Soviet Air Force Hurricane IID (rushurr2.zip) - stand-alone packages based on the original plane by Mauro Giacomazzi and Corrado La Posta CFS2 T-28D-10, Det2A, 1st Special Commando Squadron, USAF (T-28D-10), stand-alone package based on the original plane by Tim 'Piglet' Conrad Optional panels and standalone packages based on D18S and AT-11 by Milton Shupe: FS2004 Optional VC Panel For D-18S (d18_opvc.zip) for FS2004 Beechcraft D18S Modern Panel (d18s_vcpanel.zip) FSX Beechcraft D18S 3NM Floatplane (fsx_d18s_3nm_fl.zip) FSX Beech C45H Expeditor Cargo Plane (fsx_beech-c45h_expeditor.zip) FSX Beechcraft D18S (fsx_d18s_n412k.zip) FSX Beech 3NM Expeditor N9540 (fsx_beech3nm_n9540.zip) FS2004/FSX Beech AT-11 Optional VC (beechat-11optionalvc.zip) FS2004/FSX Beech AT-11 N92KC (fsx_fs9at-11_n92kc_pack.zip) FSX Civilian Beech AT-11 New VC And Livery (fsx_civ_at-11_vc_livery_v2_.zip) FSX Beech C-45H Expeditor (fsx_beech_c45h_v2.zip) FS2004/FSX Optional VC For JBK DC-4/C-54 (jbk_dc-4_opvc.zip) Optional standalone packages based on the Golden Age Simulations freeware models FSX WACO ATO Taperwing (waco_ato_cf-bpm.zip) FSX WACO ATO Taperwing NC 8576 Package (fsx_waco_ato_nc_8576_v2.zip) new at FlightSim.Com FSX/FS2004 Northwest Airways WACO Fleet What do you consider your best or most popular work? According to download figures it is the FSX Beachcraft 3NM float planes, FSX Beech C45H Expeditor Cargo Plane (fsx_beech-c45h_expeditor.zip), FSX Beechcraft D18S (fsx_d18s_n412k.zip), FS2004/FSX Beech AT-11 N92KC (fsx_fs9at-11_n92kc_pack.zip), FSX Beech C-45H Expeditor (fsx_beech_c45h_v2.zip). To be frank I have no idea why these projects are most popular. Perhaps because the originals are made by Milton Shupe, a very talented designer. And my works are just more options of the original project. What do you find to be the most challenging aspect of a project? To make a panel workable as an integral system. What are some of the unique or special things your designs have or can do? I did not think about it. Generally all my works are just a compilation. Only a few gauges I can consider as unique. The most part of them are reconfigured products. Often it is a "what if" concept. Meanwhile working on any panel I am trying to make it as much as close to the real life origin. I am very much a pedant. To create one item I normally have to find not less than ten pictures of the original. And of course a short story about the plane I am working at must accompany the package. Actually what I like to work at most of all is a VC panel. For me personally an instrument panel is a major point of communication between a pilot and a plane, so it must be as much realistic and functional as possible. It is like eyes of a plane spirit. What are your favorite projects? VC panels for C-45, AT-11, C-54 and WACO planes. I like these projects because of their complexity. The task was to create brand new panels and adopt them to exciting design, to develop the range of brand new gauges for them and - in some cases - new procedures for engine start-up and to make my panels as realistic as possible (very close to original images I had found in the internet). This is a breathtaking creative work. As a former military analyst and a graphical designer as well (after my retirement). I like working with information and images compiling them in a proper way - it is real fun. What software packages and tools do you use to develop? Adobe Photoshop/Illustrator and FS Panel Studio. Who would you consider to be your mentors or inspiration in the development world? Milton Shupe and Tim Conrad. they made the the most succesful FS options of Twin Beech and T-28 Trojan respectively, which are my favorite planes. It is a very personal feeling which is rather difficult to explain, I just like them because of their work and because of their personalities. Do you develop payware/freeware or both and why? Freeware only. First of all I do it for fun. I work on my projects alone. What started your interest in real aviation and developing for flight simulators? My interest in real aviation started from WWII planes. I like these planes because I like propeller planes in general. And most of them, precisely those which appeared in 1943-45, I consider as a culmination of the propeller plane era, because a war as it is works as a powerful booster for a technical thought. They are real items of beauty and perfection. Do you have any experience in real aviation? I am a glider pilot. I started my glider training couse in 2005, got a glider pilot licence in 2007, have about 300 flying hours. I am a member of the 2nd Moscow Aeroclub (www.aeroclub.msk.ru), we normally fly in the area 130 km to the south of Moscow from early June through late October. In 2008 and 2009 I made 2-week soaring tours to the French Alps (La Motte du Caire). Any memorable flights in real life? Being a military cadet of the Military Institute of Foreign Languages I made several tours to the Atlantic Ocean (1976-1977) as a crew member of Tu-95 naval reconnaissance plane (in a role of board interpreter). Once on a 13,000 km route between Conakry (Guinea) and Murmansk, somewhere 400 km far away from North Africa coast, our Tu-95 autopilot failed. So I got an opportunuty - together with other crew members - for one hour to hold a yoke to control heading and altitude. Among other most memorable episodes are low level flying over US and NATO aircraft carriers in the Atlantic, night meeting with NATO F-4 Phantom interceptors ecscorting our plane over Northern Sea and of course Polar light. Have you ever considered doing flight simulator development full-time? All my projects are very spontaneous. First of all I must fall in love with a plane. I love classical aviation. And Twin Beech is a leader. For me flightsim development is just a hobby. Several years ago it was rather close to my job as those days I worked as a graphical designer. Today it is too far - now I am a yoga teacher. How do you feel about the future of flight simulation in general? What are some of the most important things a site or community can do to help the developers? What would you like people to know about you or your team and work? I think flight simulation is a good start for those who begin to feel a growing interest towards aviation. It is a useful and not so expensive tool to try the nature of flight from one hand and can be a booster in your creativity as a flightsim designer from the other one. As for me it inspired me to dig deeply into aviation history (normally I do a wide search on exact model - its history and technical details - before starting a project) and one day brought me to a glider club. As for your site I think it is already doing a lot for the flightsim world community. Vladimir Gonchar blanik@bk.ru View Vladimir Gonchar add-ons in the FlightSim.Com file library
  5. Freeware Focus: Craig Richardson We recently had the chance to interview freeware aircraft designer Craig Richardson. Craig has created quite a variety of both old and new light planes which have been very popular with downloaders. Development When did you start developing for flight simulators? My passion for aircraft comes from my father who makes flying model aircraft, radio controled and free flight (rubber powered). From a very young age I was taken to airshows at RAF Halton and Old Warden here in the UK. I was in awe of those vintage planes! The pops and crackles of the engines gave me goose bumps all over. I remember back in June 1995 and I was given BAO Flight Shop for my 17th birthday, I was so excited! I loaded it up and (tried) modeling something; this was 6 AM before my day at school So with BAO Flight Shop (which I still have), the first add-on I created was a Messerschmitt Me-163. All I can remember is that it was very blocky.... The first model I uploaded to the web was a Flying Flea here at FlighSim.Com which is from 2003. I soon bought FS2002 Professional which had Gmax included on the CD which is basically 3ds max without a renderer, and I soon started creating add-ons. The learning curve of this software was very steep for me as I had never used anything like it before, but with a little determination and SEVERAL years later I can say that I'm happy how my planes look in the sim. How many designs have you done? I've made around 40 unique aircraft models for both FS2004 and FSX, but most of my planes have different variants within the packages. For example the Heinkel He-51 has two variants; the production model with wheel spats and tail skid and the prototype variant which has a tail wheel and no wheel spats. The Erco Ercoupe has several options for different configurations by using a clipboard on the passenger seat, with a single click you can add and remove parts including wheel spats, hub caps and landing lights. Pretty much anything can be done by making custom animations and visibility in the model such as the Corby Starlet's daggable canopy and the Optica's winter kit. Although this sounds quite easy I can assure you it isn't unless you are fluent in XML, it's like learning a different language. What do you consider your best or most popular work? Probably my most popular aircraft would probably be the Heinkel He-51 for FSX which took over a year in development, showing 1482 downloads from my site alone. The Heinkel was one of those projects where you start on the exterior model and then you start researching the interior... that was the problem! Between myself and Huub Vink I think we had about three or four photos of the cockpit and panel, In the end I think it turned out pretty close. The most difficult part about modelling the Heinkel was getting the fuselage the correct shape, so many different angles on that nose, all I can say is that it took a few goes to get it right... I really tried to push my modelling abilities on this project seeing how the virtual bar has been raised so high these days by other development groups. What do you find to be the most challenging aspect of a project? Finding data on older and rare aircraft including good cockpit diagrams and photos can be very difficult and sometimes requires artistic license. What are some of the unique or special things your designs have or can do? My Ercoupe has a clipboard on the passenger seat which you can select different airframe options and extras including wheel spats/pants and different canopy configurations. On some of my aircraft the red button on the control stick does certain things. For instance, in the Heinkel He-51 it displays or hides the bombs and in the Corby Starlet it removes the canopy, and in the Optica it adds the "Winter Kit". What are your favorite projects? I'm not sure if I have a favorite as I'm passionate about all of them but I do prefer the older aircraft because of their visual character and the fact that most of them haven't been modelled in Flight Simulator before, which gives myself and others the chance to get a feeling of what it was like to fly a plane that is either in a museum or non-existent. What software packages and tools do you use? The main packages I use are: 3ds Max 9, Photoshop, AirWrench, FS Panel and Sound Studio. Who would you consider to be your mentors or inspiration in the development world? Probably the master of flightsim was Bill Lyons. His aircraft and sceneries were something very special and I wanted to make planes like his. The Team What other developers or teams have you worked with and what where their rolls? How many people work with you or your team? What do the various members of the team do? I have worked with a few developers including Huub Vink and Damian Radice (painters) Pam Brooker (flight dynamics) and William Ortis (Lionheart Creations). I don't really have a team as such, I do most of my own work but if I'm really struggling to get something right I'll ask on the forums for help. Real Life Do you have any experience or interest in real aviation? Any memorable flights in real life? Would you like to share what you do in real life? Have you ever considered doing flight simulator development full-time? My first flight in a light aircraft was a de Havilland Tiger Moth, which was an amazing experience which I thoroughly recommend if you get the chance. My full time job is a baker. I have thought about developing for flight simulator full time but from what I can see it's not very lucrative. Future How do you choose your next new design or project? When choosing the next project I usually look through my collection of 3-view drawings I have and if anything catches my eye I'll start researching. What simulators do you design for now and what ones do you plan to develop for in the future? I currently design aircraft for FSX and Prepar3D. I did give X-Plane a try but didn't get on with their system. I will continue to develop for FSX/Prepar3D as those are the main sims in my book. In what ways do you see development changing in the future? With the release of Prepar3D to academics, professionals and developers this has given the simulator community something to look forward to as it's being constantly updated every six months or so, and rumors of version 2.0 maybe this year (2013) this gives developers more time as they don't have to race against the next major version of Flight Simulator. Aircraft models and systems are becoming more and more complex. When I started designing you didn't have a virtual cockpit, click switches, reflective glass, bump maps, the list goes on and who knows what will be in future releases of Prepar3D or the next GA sim but the future is definitely a lot brighter than three years ago. Your Thoughts What can sites like FlightSim.Com do to support the hobby? FlightSim.com is a great resource for the community with the huge file library and forums for almost anything FS related. The payware reviews are also a great addition. How do you feel about the future of flight simulation in general? I believe the future of flight sim is with Prepar3D although there is AeroFly and X-Plane among the civilian simulators and I'm sure there will be more to come... What are some of the most important things a site or community can do to help the developers? I have seen in a lot of forums, people commenting about things not working on such and such aircraft/scenery, the key here is to be constructive in your comments to help us developers make a better end product. We're not perfect and things do slip under the radar. What would you like people to know about you or your team and work? I make planes for Flight Simulator because, well I love it! I put a lot of effort into the planes. Development can take as little as two weeks for the Jeannin Taube or up to one year for the Heinkel He-51. Craig Richardson www.classicwings.net View Craig Richardson add-ons in the FlightSim.Com file library
  6. Freeware Focus: Alex Feldstein The Photos Where do you go to get the photos? My local airfields mostly plus any air show within driving distance. I am fortunate to have several GA fields within 50 miles plus a couple of international airports with good access to shoot the flight line. To name a few, as I live in South Florida, I have fairly decent access to Miami International (KMIA) and Fort Lauderdale (KFLL), both with good viewing angles, and general aviation fields like Kendall-Tamiami (KTMB), Opa-Locka (KOPF), Homestead Executive (X51), Ft. Lauderdale Executive (KFXE), and more. How many aviation related photos do you think you have taken? Easily thousands. Those are the ones that I publish. On a typical airshow visit I shoot at least 500-600 in one day, but only a few will make the cut. I find that as I grow as a photographer I become my worst critic. Have you ever had any of them published in a magazine? Not on print magazines but have published in aviation-related web sites on occasion. Also some of my bird photography has been published in conservation-related group sites and newsletters. Do you sell your photos for commercial use? Not usually as I do not make a living out of this. It is just a serious hobby. That said, I have sold a few selected images for advertising purposes (not for stock-photography). Have you done or considered doing photography for use by flight simulator developers? I have done this on ocassion. I was asked by a prominent company in the FSX space to give them 360 degree angles of a few planes used for modeling static AI in some of their sceneries. What do you consider your best or most popular work? Bird photography, some landscapes and architecture, and my aerial photography (something I don't get to do enough of). What software packages and tools do you use to process the photos? I shoot exclusively in Nikon RAW format. I use Nikon's Capture NX2 to process the RAW images. I use Paint Shop Pro for minor adjustments and as a base to host other utilities like Topaz Adjust or Silver Efects and the like. Most of the PS-compatible programs work fine in PSP which is a much more accessible choice to Photoshop. I can't justify the cost of full Photoshop when I do not use photography as a profession. PSP and CNX2 can do 80% of what PS can do. How do you decide what you are going to photograph next or where you are going to go? Depends on the mood of the day, the light and the weather. If the light is right, I'm there. The Equipment What type of equipment do you use? Nikon equipment plus a couple of other manufacturer's lenses (Sigma/Tamron). Do you use special filters or lenses to get the effects you want? No filters other than a circular polarizer when required. I shoot only digital nowadays. I used filters in my old film-days. They are mostly not neeeded anymore except in very few situations. How many different cameras do you use and do you have a favorite? Three Nikon cameras. A full frame D700 used for landscape, architecture and low-light situations such as museums. A cropped frame D300, which has more reach due to the cropped sensor size, used primarily for wildlife and air-shows. I still have and use my old D80 which is small, light, and unobstrusive and can take all my collection of lenses (I do have quite a few). The old manual lenses do not meter in the D80 so I seldom use them with it. What is special about taking photos of aircraft than anything else? I find it challenging and fun. Wildlife is more challenging due to the unpredictability, but aircraft wide-angles, dealing with reflections and prop-blur is always a challlenge. About You When did you first start taking photos? I learned photography while very young. At age 10, my father used to take me to some of his local photo-club outings and although young I had my ears open to all the teacher was saying. My father discontinued it as a hobby early on. I didn't. At 15 I had my own black and white development lab at home. I did some weddings and events while still a teenager and hated the work and the pressure. I stopped doing photography for several reasons, for a long time mid-1970s to very late 1990s, when I discovered digital and never looked back. Has this become a passion for you and if so what do you think triggered that desire? Yes indeed! Living in south Florida you have countless opportunities to shoot all year round, plus the ease of digital, and the relatively affordable prices on hardwarwe (compared to 1960s and 70s film equipment that I could not affford at the time) make it easy to want to go out and shoot, then share and get contstructive criticism online. Do you do this for a living or would you like to do it as a living? No I do not. I would not do photography for a living. I like my images the way I like them. Once you start selling your work, the client has the right to demand changes and tell you how they want it done. Not me. They are the way they are. Would you like to share with us what you do now in real life? I am a software developer for a major corporation and have been doing software professionally since the late 1980s. Who would you consider to be your mentors and inspiration when it comes to aviation photography? I can't name any particular person but I have been looking at other people's work online, at aviation-related forums and at general photography forums, one of which I am active daily and have been a mod in for some time. I have improved my photography by showing my work online, getting constructionve criticism, and asking questions of other photographers when I see something I like, on how did they do it or how did the handle a special situation. I learn every day. Aviation Do you have any experience, interest in real aviation? I am not a pilot. I have a couple of friends with small aircraft and do not miss an opportunity to fly when invited (not often enough in my opinion--grin). I have taken the controls on occasion, but never for take-off or landing. Having been a flight simmer since the early 1990s (Microsoft FS exclusively), I know my way around an airplane so I find it fun to try in real life the little I know from simming. Any memorable flights in real life? My first air-to-air photo-shoot was a blast. Any memorable experiences while taking photos of real aircraft? Every time I find an unusual aircraft I am excited, like the time a couple of years ago when a friend called me to tell me a Russian Beriev Be-200 had landed in Ft. Lauderdale for a few hours on the way to Central America. I rushed to the airport. I did not have inside access for that particular location but got a couple of decent images of this unique and rare aircraft through the fence. What it's like to do the aerial/air-to-air photography? Is it harder, easier? Do you like it or not and why? What makes it difficult from taking a photo on the ground. I do the little aerial photography I get to when I am invited by a friend, from a Piper Super Cub. It is a wonderful and stable photo platform, as you can open the clamshell door and the window on the other side so you have both sides unencumbered by windows. Most windows in aircraft are scratched and/or dirty and even when they are not, they distort the colors. The Super Cub can fly low and slow, and being a narrow tandem sitting arrangement you are equally close to either side opening. You are of course strapped in and you should also have the camera properly strapped to you (I use Rapid Strap). No lens hoods are recommended as they catch the wind and can even fly away. Shorter barrel lenses are better as they have less wind resistance. Even at the slow Super Cub speeds you are still fighting a 70 to 90 mph wind when you point the lens out the window. I love aerials. They are fun, and you are in control as you can tell the pilot what to do and how high to fly, within legal limits of course. While shooting buildings or features along the coastline I have on occasion had to tell the pilot to circle around to re-shoot. No problem. I have also had the opportunity to ask him to bank steeper so I can get to something nearly below us. It is definitely fun if you are not afraid to fly. I love it. Alex Feldstein alexfeldsteinphotography.com
  7. Freeware Focus: Rodolfo Estrella Development When did you start developing for flight simulators? I started back in 2006, before that I had no previous experience repainting and asked my friend Alex Colka (who has some of his work uploaded to FlightSim.Com by the way) that used to paint for FS98 to make them for me, however my wishlist was so big that I asked him to teach me how to paint instead of making repaints for me. Even though we didn't meet each other in real life and living in different cities he gave me the general idea of how to repaint and then it has been a process of "self-educating" since then. How many repaints have you done? It is hard to account how many repaints I've done so far and some of my unpublished work was lost after my old computer broke down, but so far I've uploaded 195 files, plus I've done some other work for third parties that even paid me. I've made work for an air crash investigation and made the Ecuador Presidential transport repaint after a request from the original designer. What do you consider your best or most popular work? I've a personal attachment for every work I've done and sometimes I remember a few challenges I had to face with some things I didn't know how to do and have memories of every repaint since there is so much time I invest in the making of each and this includes research for photographs and detailed information for background. But my most popular work for sure is my 737-200 panel with more than 6000 downloads, It was a fantastic experience since it involved a lot of research, modifications and the help of a real airline that used to fly the B732 here. What do you find to be the most challenging aspect of a project? Regarding repaints for sure I think is the matching parts, when you have a project most of the time it has many parts and those parts are put together in the aircraft to be shown in flight simulator, and you have to paint those parts separately and it is rather difficult to make them match in continuity with the other parts a task even more difficult when you are painting camouflaged patterns like my Ecuadorian Air Force C-130. What are your favorite projects? As I said I have a special attachment for all my work, but my favorites are definately the repaints of old extinct airlines. People tend to forget them and flight simulator is a great way to keep them alive in the minds of the old people that remember them and the young people that never heard of them but are interested in aviation history. What software packages and tools do you use? Repainting in terms of "what you need" is simple, I use: The good old reliable Adobe Photoshop CS2. Abacus FS Repaint. I don't use this to paint but it is so helpful when I have to match lines and what I paint in each separate part. DXTBmp the only tool I know to convert painted bmp's to Flight Simulator recognizable files. For my few panel designs I use Abacus FS Panel Studio which I love since it is so simple and intuitive. Who would you consider to be your mentors or inspiration in the repainter world? As I said before my friend Alex Colka from Guayaquil, he ignited the spark that in the past years had made done almost every aircraft I want for flight Simulator. The Team Do you work with any teams? Yes and no. I don't work with people who are directly involved in my many projects however I'm part of Tame Virtual, the Ecuadorian most important virtual airline, one of the oldest in the region and we have formed an enormous community of flight simulator and aviation fans in my country, and there are a few people who had made a lot of work for the community. What other developers or teams have you worked with and what where their rolls? I've received request from many developers, but the most important were the Caravelle developers. That sadly dissapeared after their Caravelle release. I've made a lot of repaints even before the release of their models. And I worked with Historic Jetliners Group that asked me some of my work for old and extinct aircraft. Real Life Do you have any experience, interest in real aviation? Yes, I'm starting my aviation career early next year. I don't have aviation experience yet but as many people I've learned a lot from flight simulator and I'm really hoping to apply everything I know in my new career. I've a Finances Engineering and I'm currently studying law too, but at last I have my necessary funds to start doing what I love to do the most... flying. Any memorable flights in real life? I had the chance early this year to fly jumpseat in a flight from Loja (SECA) to Guayaquil (SEGU) in Tame's ATR 42-500. It was memorable apart from the fact that I was in the cockpit that the procedure and the flight plan was the exact same thing I've experienced in Flight Simulator before, and that is really encouraging. Would you like to share what you do in real life? Now I'm currently unemployed since I quit my job a few weeks ago because I'm in the final stages of applying to the flight school abroad. That is why I wanted to update all the work I had pending for flight simulator and pubilish them. But professionally I was working as a contractor for the local electrical company replacing energy meters and reducing costs due electrical failure and energy stealing. Have you ever considered doing flight simulator development full-time? Yes, I even give it a try a few years ago but it demanded a lot of time I didn't have to learn and I encountered many things I could not resolve so I didn't go further on that. Future How do you choose your next new design or project? Now that I'm currently retired from doing repaints or work for flight simulator I'm interested in teaching how to repaint. Many people seem to be interested and sincerely since I'm one of the very few people making repaints for flight Simulator in my country I would like for someone to continue making them. What simulators do you repaint for now and what ones do you plan to do repaints for in the future? All my work was done for Flight Simulator 2004. Many people have said that I should repaint for FSX but I always say that FS2004 offers me everything I want to have and FSX does not. Sadly now that many developers quit making good stuff for FS2004 I guess in the future I will continue to paint for FSX. In what ways do you see development changing in the future? For me development has been a sad issue, specially after seeing many developers not making anything for FS2004 anymore, except from Carenado that made a lot of people like me very happy, I guess we all have to move forward but development of good free stuff for FSX or any future flight simulators will never be as good or we will have as many work like we have for FS2004. Your Thoughts What can sites like FlightSim.Com do to support the hobby? I never thought about that, since I always consider FlightSim.Com the top site and with everything a new or experienced flight simmer may want. But in my developer wannabe moments I found it difficult to find step by step tutorials to make sceneries and aircraft, forums and sites I found they all talk between people that already know how to do them and for newbies like me by the time was so difficult to understand or try. How do you feel about the future of flight simulation in general? I'm not really sure about this matter, since I'm a hardcore FS2004 user I'm not really into looking for alternatives, however I found the latest MS simulator more like an arcade game than the learning tool we are used to and that is really sad. I hope one day in the near future serious flight simulator developers continue to offer more advanced flight simulators instead of "gaming-style" flight simulators. What are some of the most important things a site or community can do to help the developers?. As I said before the best thing would be something like "repaints for dummies" or "aircraft/scenery developing for dummies" forums and tutorials. Then this will encourage people to start developing and sharing good stuff for free. What would you like people to know about you and your work? I always developed and shared my work for free, and I always considered that if life put me in the path of flight simulation that helped me knowing hundreds of good friends, tons of nice experiences, and has lead me in the path of making aviation my way of living in the future I had to contribute somehow. My contribution to the flightsim community is there for free, to fly, to enjoy and to remember the past and the present of our aviation. I wish this encourages many people to think beyond their own desires and wishes by sharing. There's nothing as receiving emails from people saying thank you for your work or thank you for contributing or watching your first 1000 downloads of a good work you've done. The art of repainting is like a drug, once you start it is really difficult to quit. Sometimes I spent more time repainting than flying and sometimes I even dream of how to improve my repaints or how much I wanted to paint one or other aircraft. All I want for people to know is that I'm thankful for your appreciation, support and acceptance of my work. Rodolfo Estrella View Rodolfo Estrella add-ons in the FlightSim.Com file library
  8. Freeware Focus: JetManHuss Development When did you start developing for flight simulators? A: When I got X-Plane v5.53 software back in the year 2000, I was thrilled by Plane-Maker. As a real-life pilot and aircraft performance and flight model analyst, it "spoke" familiar language to me: You build a complete aircraft, then you test-fly it in the simulation and compare its performance to real-life aerodynamic phenomenons. In 2010, after a decade of using and testing X-Plane, mapping its strong and weak points, I decided to dedicate a web site to experimental and prototypes aircraft for X-Plane flight sim, called it WWW.VSKYLABS.COM. VSKYLABS is Virtual Sky Labs. The first developing projects were the lifting bodies projects, with the approach, final and landing handling as the main focus. How many designs have you done? A: I have designed about 25 original projects, and until now shared 6 of them: The UL-104 Ultralight bush plane prototype. The PJSP-1 FireFly Valveless PulseJet engined sport plane. The DFSP-1 Ultralight Ducted-Fan sport plane. The BioFly, a testbed for CG and thrust vectoring configuration of a fly replica simulation. The Ballistic Lander concept for Mars aerial exploration. The Personal Lander concept for Mars. In addition, about 15 more replicas of real-life and science fiction aerospace vehicles and cars. What do you consider your best or most popular work? A: Definition of "Best" or "Popular" depends on the users; As it says: "someone's garbage is someone's treasure". For example, the XB-70 Ducted-fan R/C model project was the most complicated and long-lasted project I have made, involving a lot of real life field-work experiments and dozens of simulator evaluation hours and "backstage" tuning of the flight model. It is a real treasure in my collection. When I developed this project I knew it's not going to be a popular one, because the lack of R/C models interest among the X-Plane community. Another example is one of my most popular project: The Gerry Anderson FireFlash (from the T.V. show "Thunder Birds"). It is a simple minimal freeware project, without any 3D cockpit or systems, and somewhat of poor appearance quality. I wrote a brief aerodynamic explanation of it (in a spoken language...), asking the question "is it a plausible design?". I got a lot of responses to this project, and it is the most downloadable project in my hangar. I consider the PJSP-1 FireFly (Pulse-jet sport plane prototype) as the "Best" project, that corporates complete aircraft design, high quality appearance, 3D cockpit and original features in its design (as the portable retractable landing gear aerodynamic tank, which I intend to build for real-world R/C models experiments). What do you find to be the most challenging aspect of a project? A: The most chalanging aspect of a project is determining its purpose and objectives. Project objectives, as narrow as they can be, will force you to do research and focus. Another challanging aspect of a project is adding it an extra value by "seeding" inspiration seeds in it. That's the reason why I like experimental prototype and research aircraft. Example for following and focusing on a project purpose: When I developed the R/C Ferrari F40 and the Lamborghini LP500, the main purpose of the project was "Drifting". A lot of questions came up during the research: Can a ground vehicle in X-Plane drift? Will the drifting handling be accurate? Will it be the same on different scales and weights of cars? What are the limitations of Plane-Maker in this concept? And much more... On the development phase I realized that in order to get the "look and feel" of a controlled drift in X-Plane's environment, the car should be scaled down to about 40% in size and much more in weight, making it a large scale R/C car (full scale physics had a poor handling quality X-Plane environment). The drift was the objective, and the result was an addictive add-on in a form of a semi-scale car. Car size was not the objective. Addictive drifting was! Flight simulation environments are not real-life. There are lot's of "dead spots" in it. As a developer, you should know most of them. Sometimes, aircraft performance in the simulator is limited by the "dead spots", and the design will behave great on one side of the flight envelope, but really wrong on the other side of the flight envelope. In that case, project objectives are essential. For example, There is nothing wrong in designing a complete aircraft for landing simulation purpose only. What software packages and tools do you use? A: AC3D, Freeware software such as gimp and free sound editing software. The Team What other developers or teams have you worked with and what were their rolls? How many people work with you or your team? A: One man's work (myself), with help of some of my colleagues (test pilots, R/C pilots, aeronautics engineers). External help is usually consulting flight characteristics qualities and aerodynamics phenomenons of the model. Real Life Do you have any experience, interest in real aviation? A: Yes. I am a real world pilot with almost twenty years of experience including instruction. I have flown several types of airplanes including ultralights, general aviation and high performance jets. In addition, I'm deep into R/C model airplanes, with almost 30 years of experience, including scratch building and flying almost any kind of flying R/C form. In my actual work I am an aircraft performance and flight model analyst in a small research and consulting company. Have you ever considered doing flight simulator development full-time? A: Yes, I have. It will probably happen in the future. The quality and power of simulation tools nowadays is going to create an "egg/chicken" dilema for me: should I consider developing real-world aircraft? Future How do you choose your next new design or project? A: Replica project is usually started with this: Creating it to check the simulation environment for future developing purpose. Creating it to learn about a unique aircraft design (like the FireFlash or the XF-85 Goblin). Original project usually starts with: Give my thoughts a "real" presentation. Check its plausibility. (A little secret: if there's an original model of mine flying in X-Planes skies - It will eventually fly in some form in the real skies, starting as a R/C version of it). What simulators do you design for now and what ones do you plan to develop for in the future? A: X-Plane is the only design platform for me, for now. The reason is that I'm interested in flight model and aircraft performance, and X-Plane is the most flexible and reliable for this purpose. (It's not perfect but it's the most accurate in my experience to real-life performance). In what ways do you see development changing in the future? A: It seems that people are having a steep learning curve in the last couple of years. Designing complicated 3D animated models and complicated virtual cockpits is going to be a common ability among amateur developers (like me). Freeware projects quality is on the rise and I think it will affect the path of the payware projects. We will see companies moving the focus of their projects to professional/airliners simulations, rather than "small sized" projects as we saw a few years ago (for example: light and GA airplanes). Another territory which I think will grow bigger is scenery development. We saw a hyper-speed-process of visualization in Google; from sat imaging to street view in half a decade!. I thing that mass community behaviour and technological resources will give birth to a real evolving global scenery as a base environment in flight simulators in the future. Your Thoughts What can sites like FlightSim.Com do to support the hobby? A: Aim for the most advanced enthusiasts, but do not forget the ones that are slower or old fasioned. Also connect the simulation aviation world with the real-life aviation world. By doing that you'll mark the hobby not only as a gaming hobby but also as a virtual aviation hobby. What would you like people to know about you and your work? A: I am planning to expend my X-Plane development to real-life world, build scaled down R/C models of the projects. The UL-104 Ultralight is on the drawing board, also the portable retractable landing gear aerodynamic tank that is a part of the FireFly. Many more original and replicas aircraft are on the way to VSKYLABS hangar. JetManHuss
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