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Showing content with the highest reputation since 07/06/2017 in all areas

  1. 56 points
    G'day everyone, It is with a great deal of excitement that the team is proud to announce our latest region for FSX & Prepar3D, Orbx AU Australia V2! A monumental redesign of one of our most beloved products, AUv2 brings to life the entirety of the Australian continent with the latest region-based technology. Clocking in at a staggering 8 million square kilometres, AUv2 incorporates an enormous diversity of topography and geography. From the tropical rain forests of far-north Queensland to the wind-swept coastline of south-west Tasmania; from the temperate urban metropolises of the east coast to the desolate beauty of the red centre, explore a variety of stunning landscapes not seen anywhere else in the Orbx world. AUv2 is a landclass-style region that brings together everything on a massive scale. Almost 700 airports have been upgraded or created from scratch, giving you the perfect opportunity to criss-cross the country in true VFR style. Coastlines, waterbodies, road, rail and powerline networks have been recreated from scratch, using the latest high-fidelity data to vastly improve accuracy and detail across the continent. Towns, urban centres and other settlements have been reworked too; diversity, realism and accuracy greatly improve the immersion, whether that be flying cross-country long-haul or local VFR hops. Terrain elevation mesh has been brought to the next level; incorporating the latest data from the Australian Government, the new HD mesh makes a huge difference on both a small and large scale. In addition to these major re-workings, over 50 large-scale photoreal points of interest have been created from scratch to represent well-known geographical and man-made features. Mine sites, dry lakes, tidal water bodies, unusual geographical formations and more have been expertly edited, colourised and blended to the surrounding terrain. The largest of these features is the Great Barrier Reef; recreated in complete photoreal quality, this feature alone is larger than many of our existing regions! The centrepiece of AUv2 is undoubtedly our high-definition Melbourne Cityscape. The inner suburbs of Melbourne have been lovingly brought to life in full photoreal detail. 30cm ground textures, complete custom modelling for CBD blocks, high-detail POI, beautifully hand-placed autogen vegetation, and stunning night lighting combine bring to life the city that is, in many ways, the spiritual home for Orbx. We will go into much further detail on this exciting component of AUv2 in coming weeks. We have all been very much looking forward to showing this latest work off to you; for a long time we have been listening to your requests for more P3D projects, and more Australian projects - we have been listening! We also hope you enjoy exploring just a small taste of what this huge scenery has in store for you. FEATURES Melbourne, Victoria Kalgoorlie, Western Australia Adelaide, South Australia Great Barrier Reef, Queensland AUv2 FEATURE LIST Our largest and most popular region; 8 million sq km in full Orbx region quality Ultra-HD Melbourne Cityscape 370+ upgraded and 280+ all-new airports Over 50+ large-scale photoreal areas of interest such as salt lakes, mine sites, tidal areas and many more High-quality mesh, with high-resolution LIDAR data for the majority of the eastern/southern seaboard, major cities and Tasmania Completely new lakes, rivers and shorelines - much improved quality and accuracy Entire Great Barrier Reef in photoreal Completely new road and rail networks Improved and new landclass types Hundreds of thousands of new geographical features; dry lakes, parks, railyards, industrial areas etc Much-improved populated area shape accuracy Completely new powerline networks, windfarms and other man-made features Improved and updated bridges, harbour objects and marinas Complete seasonal variations Airports optimised for use with AI traffic, particularly our enormously-popular AI Traffic for Australia Designed to work seamlessly with all 32 Australian HD airports and Cityscapes (on sale until the end of May!) Completely compatible with FSX, FSX:SE and P3Dv1-v4 COVERAGE MAP Note: this map represents the current development version of AUv2, with more features likely to be added for release. THE TEAM As to be expected from such a monumental project, many developers have been working tirelessly to get AUv2 prepared for you all. First and foremost, Holger Sandmann is the Project Manager and Lead Developer for the project; as our resident GIS guru, he has undertaken all major vector, raster, elevation editing and processing. Frank Schnibben has been in charge of the Melbourne Cityscene component, many of the exciting new features seen in this part of the product are his handy work. Contributing several of the ultra-HD landmarks located within Melbourne, including the beautiful MCG, is Jordan Gough. Chris Clack, alongside Graham Eccleston and Ken Hall, have been looking after the upgrades to all the airports included in the project. Mark Halliwell has cast his eye towards colourising, editing and blending the large photoreal points of interest. Lastly, it is very important to acknowledge the work of our good friend and colleague, Neil Hill. Before Neil passed away last year, one of his last projects was laying the groundwork for the complete AUv2 airport database. We'd like to recognise the huge contribution Neil made to this project. FAQ Q. I own FTX AU (v1), am I eligible for some kind of discount? A. As long as you have a copy of FTX AU v1 in your OrbxDirect account, a discount of 40% will be automatically applied at check-out. Q. How much disk space will AUv2 take up? A. Current installed size is approx 21GB, though this is subject to change for final release Q. Will all my Orbx payware Australian airports work with AUv2? A. Yes. Graham is currently working through all HD airports to correct any compatibility issues. Q. I have a third-party mesh installed, will I need this for Australia? A. No. The mesh shipped with AUv2 is the best quality and resolution currently available on the market. COMPATIBILITY Orbx Australia V2 has been designed to work with all versions of FSX and Prepar3D. An up-to-date installation of the OrbxLibraries is a must. AUv2 is a stand-alone product and as such absolutely no other Orbx products are required. We do recommend using AUv2 alongside our freeware Australian AI pack. All Orbx HD airports, freeware airports and CityScene products will be fully compatible with AUv2. PRICING Orbx AUv2 will be available exclusively via OrbxDirect for AUD $54.95 (approx. USD $38.50/ €34.25 / £29.50). AUv1 customers who have a copy in their OrbxDirect account will receive a 40% discount. The team are working extremely hard in the background putting the final touches on this huge project, but in the meantime be sure to check out the following screenshots from across the country. Cheers! Use your mouse to explore this 360-degree view of Melbourne Cityscape Shark Bay, Western Australia Kalgoorlie, Western Australia Cocos (Keeling) Islands Hunter Valley, New South Wales Lake Eyre, South Australia Blue Mountains, New South Wales Great Barrier Reef, Queensland Melbourne CBD, Victoria RAAF Pearce, Western Australia. Also shown are new upcoming freeware AU AI Traffic updates (for P3Dv4 only) The Olgas, Northern Territory Adelaide northern suburbs, South Australia Victorian High Country Mount Warning, New South Wales Melbourne CBD, Victoria Jervis Bay Territory Near Alice Springs, Northern Territory Adelaide Airport and CBD, South Australia Near Byron Bay, looking towards Mount Warning, New South Wales Melbourne CBD, Victoria Darwin, Northern Territory Glasshouse Mountains, Queensland Adelaide Salt Lakes, South Australia Flinders Island Airport, Tasmania Port Melbourne, Victoria Brisbane CBD, Queensland Far North Queensland Melbourne CBD, Victoria Lake Amadeus, Northern Territory Keep an eye for more updates and info in the coming weeks!
  2. 54 points
    Hello everyone, Here's a quick sneak preview of TrueEarth US Washington for X-Plane I've put together. It really shows the incredible diversity of this amazing new region. Bush flying is finally on the agenda for XP11 users! A full announcement is coming next week with all the info you need. Enjoy!
  3. 51 points
    Toowong, Australia. 1st of April, 2019 FOR IMMEDIATE RELEASE Orbx today announced support for the industry-leading simulator, Microsoft Flight Simulator 2004 (FS9). All titles will be ported to FS2004 within the year, with extra features added to fully support the eye-candy that FS2004 offers. “Ever since VOZ was released, I’ve missed the FS9 days” said Orbx CEO John Venema. “The Microsoft/ACES developers were ahead of their time in the VR department. There is no other consumer flight simulator that can deliver a VR experience as good as FS2004 can.” Throughout 2018, Orbx has supported seven simulators simultaneously: FSX (including Steam Edition), P3Dv1, P3Dv2, P3Dv3, P3Dv4, AFS2 and XP11. The community have reacted very positively to Orbx’s ventures into Aerofly FS 2 and X-Plane 11, especially with the TrueEarth series of products. “The only simulator sorely missing from that list is FS2004” added John Venema. Support for FS2004 has already been added to FTX Central: Orbx has already started to explore other highly requested flight simulation platforms. Ed Correia, Orbx Production Manager, confirmed: “we have a whole team dedicated to new simulator technologies. FS2002, FS2000, FS98 and Fly! are all under our microscope at the moment” Developers throughout Orbx are extremely excited about the change. Senior Developer, Jarrad Marshall said “I’m very happy about FS9 support. We’ve had to hold back on a lot of features because of engine limitations in Prepar3D and X-Plane” Misha Cajic added “the scenery development bar is constantly being raised. It’s nice to not worry about things like PBR, ObjectFlow or material scripting. We can finally get back to adding features that everyone really wants” Jarrad has provided some teaser screenshots from his upcoming Perth Airport product for FS2004:
  4. 49 points
    G'day All, Whilst John has been mercilessly teasing you all with early alpha shots, the team are very proud to officially present the first of our next generation of region products; TrueEarth Netherlands! This is a game-changing product for the team; for the first time we are combining the full suite of features from our FTX Region sceneries, with a completely photoreal terrain base, a feature previously limited to our airports. It is important to understand that Netherlands TrueEarth is far more than a traditional photoreal product; comprehensive (and complete) building and vegetation placements, thousands of hand-placed landmarks and POI, complete seasonal and night variations, integrated GIS components and hand-edited textures only scratch the surface of the complete feature list. Ground-breaking technology has gone into bringing you the most detailed and accurate terrain product ever seen in a flight sim to date; we are very excited at what this product represents. ORBX TrueEarth TrueEarth is the name that we will be giving to our new line of photoreal region products. An ORBX TrueEarth scenery will combine the best features found in existing Region products, with the added benefit of full photoreal terrain. Many of the components found in TrueEarth packages are a natural evolution from our existing lines; for example we are leveraging CityScene technology found in CityScene Gold Coast, expert GIS technology found in our latest Regions, advanced night lighting from ORBX Global Base and openLC, propitiatory autogen techniques previously seen at Innsbruck, Berlin (GEN) and Munich (GES), and many more. TrueEarth regions will also sit alongside landclass-based regions; both types of Regions will be continued to be developed into the future. As John has already mentioned in other discussions, several other TrueEarth titles are currently in production for locations in Europe and the United States. TrueEarth pricing will mirror our existing regions; Netherland will be released for AUD$54.95 (~USD$42 / £30 / €34 ) TrueEarth Netherlands As our first TrueEarth photoreal region, Eugene and the team have pulled out all the stops to bring the best product possible. Rather than describe all the details (there are just too many!), please find a partial feature list below: The entirety of Netherlands depicted in complete detail! 85,000km2 of photoreal terrain at 1m resolution (nb the same resolution as traditional landclass textures) Complete seasonal variation: 5 hand-coloured seasons! Full 3D night lighting and night ground textures 43 updated airports, including 18 not found in the default scenery. CityScene building technology for all major cities, towns, villages and urban areas. CityScene tech improves on traditional autogen by adding unusual footprints, higher detail (roof details etc) and better long-range visibility Incredibly dense autogen vegetation. Far superior to automated OSM technology, our agn is compiled from multiple data sets, and hand-edited to ensure maximum fidelity, accuracy and density. Beautifully edited terrain textures - colourised, edited, cleaned up. Blemishes such as cloud cover, water sun glare, seamlines, discolouration and some vehicle footprints have been removed. Colour palettes have been edited to match ORBX Global texture sets. Custom-painted rural variations, including tulip fields during spring Ultra HD mesh at 5m resolution. Netherlands may be flat, but incredible details such as tailings dumps, sand dunes and even highway overpass ramps are visible Accurate road, waterway, bridges, transmission line and other vector/GIS components. Road AI traffic also included to regular Region standards Beautiful custom building textures for all autogen buildings Hundreds of custom landmarks and POI Traditional Dutch windmills Major churches and cathederals custom modelled Custom models for all major TV and radio masts Many major bridges custom designed Custom ship models unique to Netherlands Thousands of hand-placed wind turbines, refineries, harbours and other library objects Hand-edited and colourised water textures, including complete watermasking Fully compatible with neighboring regions (GES, GEN), ORBX Global and OpenLC Europe Netherlands will launch for AUD$54.95 (~USD$42 / £30 / €34 ) The TrueEarth Netherlands Team As to be expected from such a huge project, many developers have been working tirelessly to get Netherlands prepared for you all. First and foremost, Netherlands TrueEarth is the brainchild of Eugene Krikunov, the lead developer of many other best-sellers such as Global Base and our Open Landclass series. Holger Sandmann has contributed his considerable GIS expertise to the scenery, in between his long list of other projects. Chris Clack and Neil Hill bring the airports of the Netherlands to life; as our regular "region airports" specialists, their work can be found at each landing zone around the country. Richard Bui, Frank Schnibben and Sylvain Delepierre are the "special detailing" team; the custom landmarks, ships, bridges, radio towers, windmills and thousands of other custom placements are their work. Frank has also designed the custom building autogen texture sets found exclusively within this region. Finally, Allen Kriesman has brought components of his CityScene technology over to the urban and city centres of Netherlands. Iain Emms and John Lovell have been hard at work capturing many facets of the Netherlands, please find a small taste of the screenshots below. As always, we don't give any release dates. The team are working extremely hard in the background; we look forward to sharing more info with you over the coming weeks. Most importantly for you guys, Emmsie and JL will be posting even more shots later in the week... but in the mean time, enjoy! Cheers, Jarrad
  5. 44 points
    ORBX BUYS FORMER EARTH SIMULATIONS ASSETS - PLANS CHANNEL ISLANDS REDUX August 1st, 2018 - Toowong, Australia: Orbx Simulation Systems has recently purchased all digital assets from Earth Simulations Ltd, which ceased trading in 2015. Over the coming year, the Orbx team will be developing completely refreshed versions of their popular Channel Islands and Isle of Man titles for Prepar3D, Aerofly FS2 and X-Plane 11. Orbx CEO John Venema today said "This is a great result for both the former users of Earth Simulations and also the Orbx community.. It has been a desire of mine for some years to carry Darren and Vicki's benchmark scenery titles forward and give them a new lease of life." The sceneries will be split into four products: Alderney Guernsey Jersey Isle of Man Each will be priced competitively based on their land mass and features, and all will be completely rebuilt from the ground up using freshly licensed imagery from 2015 and 2016. We will add a vast selection of Orbx library objects and completely overhaul the performance of the autogen and models in order to provide state-of-the-art destinations for simmers. John added, "Our colleagues at Turbulent Designs have been tasked with these projects for FSX and P3D and I am confident their team will produce a rock solid set of products." Following the FSX/P3D releases, the scenery will be ported to XP11 and AFS2 and the usual 40% cross-platform discount will apply for Orbx customers. Because this project has involved a substantial investment in new imagery, contractor, and other license fees there will be no free upgrades for previous owners of the ES versions of these islands from 2015 and earlier. These titles will be exclusively available from OrbxDirect. Darren Vincent - the former director of Earth Simulations - said today, "I'm very pleased that Orbx have taken custody of our work and will give it a new lease of life across these simulator platforms. I am sure our previous ES customers will embrace this redux of our sceneries which we are very proud to have made back in the day. I wish John and his team all the best with their plans!" John concluded with "We will make use of the many digital assets that are available from the ES files, which you will see in products like TrueEarth Great Britain and elsewhere." The first channel island to be released will be Alderney for FSX/P3D which you can expect within the next 3-4 months. Previews will be shown once it has entered into beta testing.
  6. 43 points
    Hello all, We have been working with the (now in-house) Turbulent Aviation team on establishing a true end-to-end PBR workflow for the creation of P3D/XP11 airports. You will soon be shown some spectacular preview shots of our first airport to be built using 100% compliance to the correct PBR standards for all materials. This workflow allows us to release for both P3Dv4 and XP11 at the same time, or near enough to the same time, scheduling permitting. In the meantime, let me preview you two screenshots which highlight the details not only on the ground services equipment but also on the apron on which they sit. To view these full size, click on each so it appears in its own broswer tab, then click again to zoom. The incredible level of detail on the baggage lifter does not mean it is an FPS hog. The original model was made up of over 24 million polygons and that model was used to create the PBR map for a lower poly target. This means you get the benefit of insane amounts of detail without the high-poly penalty. Likewise, with the entire airport being PBR, the apron reflects light based on each material used such as asphalt, paint, metal grates and puddles etc. The lighting changes depending on the time of day, level of cloud cover, rain etc. Please don't ask where this airport is; we won't reveal it until it is in beta, which should be around the end of this month or early May.
  7. 42 points
    In another topic about future regions I hinted about an Orbx Netherlands. Since this will soon be in early beta testing I've decided to show these alpha build shots to get people excited about our very first completely photoreal FTX region! This incredible region will feature every house, building, tree, mast, power line, windmill, industrial area and wind farm in the entire country in 3D and perfectly annotated and positioned. Many POIs. Every water body. Every airport upgraded. 5 Seasons. Night lighting. Vehicle traffic. 5m mesh. And more ... And a few screenshots of the amazing night lighting. Emmsie, John and the beta team will be doing proper previews soon enough.
  8. 36 points
    Hello everyone, Firstly, please allow me to thank all our customers for the continued loyal support which you've given Orbx through 2018 as we rolled out brand new technology, further tuned our delivery platforms, and embraced a new simulator platform. Orbx revenues are continuing to show very robust and healthy growth and in 2018 most of our profits have been invested back into the company for R&D, new staff and acquisition of IP from other companies. In 2019 we embark on a major expansion programme with our our new UK development centre which will focus on TE regions and airports, and our IT Centre in Melbourne which will focus on new product delivery infrastructure. I'd like to wish everyone and their families a fantastic festive season these holidays; please stay safe and in good health as we welcome 2019. If you missed tonight's OrbxLive Twitch stream where we covered the roadmap for 2019, here it is again in "hard copy" format. You can also revisit the Twitch stream again when the video is made available. *** Please note! *** Many of the screenshots shown here are from pre-alpha, alpha and beta stages of development and are not necessarily indicative of the final product. Inclusion in this roadmap does NOT indicate a commitment or promise by Orbx to deliver the mentioned product in calendar year 2019; all software projects are subject to delays and resource requirements are sometimes out of our control. I am going to start by focusing firstly on our core systems in terms of product delivery and customer experience, then onto our core sim platforms. Goodbye FTX, It's Been Real! Next year we will completely drop the "FTX" tag from our products, website, apps and documentation. FTX was an acronym based on the original 2007 product line "Full Terrain Experience" and whilst we still endeavour to bring you the most authentic terrain possible for each platform, we going to focus on the single Orbx brand to avoid confusion to customers. You will already have noticed that FTX has all but disappeared from the OrbxDirect website; for example we now refer to the former FTX Global as Global Base Pack. Orbx Central Completely new for 2019 is Orbx Central, the multi-platform version of what used to be called FTX Central 3. This is a complete re-write of the code from the ground up and it now runs on Windows, MacOS and Linux. Here's a sneak preview of the login screen shown on all three platforms. Customers using Orbx addons for XP11 on Mac and Linux will now have the same seamless experience as their Windows cousins. The number of changes and enhancements to Orbx Central is just too long to mention here and early in 2019 Ben will be sharing a detailed in-depth announcement topic on the new version and all the benefits that it brings. We're very excited about many of the features that have been added to Central including many that stem from customer feedback and requests. If you thought it was simple and painless to buy addons from Orbx now, you ain't seen nothing yet! OrbxDirect We will be making changes to the OrbxDirect website/store mostly to improve the browsing and selection experience. In 2018 we have already introduced multi-currency pricing shown on product pages, and also the ability to filter the site by simulator platform: This greatly speeds up your ability to hone in on the products for the platform you are interested. We have many improvements planned for the website in the coming year, so stay tuned! Prepar3D V4 The majority of new content we're working on now is for Prepar3D. This is still the dominant platform used by over 70% of all our customers. Whilst it may have appeared that over the past year we have lost focus on P3D in favour of XP11, this is a perception mostly based on ports of airports from FSX/P3D. Most of that ported content is six years old. In 2018 we released twenty brand new content products for P3D, versus 12 products for XP11, most of which were ports from P3D. Last year we clearly signalled our intent to embrace new simulator platforms and we have delivered on our promise. However, this should not be viewed as a "threat" to those of you who use P3D as your main platform, because any content released for P3D first will come to XP11 eventually - and vice versa. As we begin to hire more staff to cope with the demands of multi-platform development, you'll begin to see the gaps between platform releases come closer together until we will almost have concurrent releases.. A heads up though - we will slowly be phasing out support for FSX as developers begin to implement new tech such as PBR and the use of larger textures. You saw this trend start with TrueEarth Netherlands for P3D only, and the recent Tyabb airport is again P3Dv3/4 only, as well as some upcoming releases I'll show below. Here are some of the P3D products in development (not a complete list): openLC Africa - FSX/P3D The highly anticipated next instalment of our openLC series is due in Q1 2019 and here are some preview shots. New landclass textures New autogen buildng types Arid city night lighting Arid city More unique landclass textures NZNV Invercargill - P3D Tim Harris is working on another iconic airport for New Zealand. NZNV will be a fully modelled airport featuring the new terminal, 540km sq of pristine photoreal imagery, full city of Invercargill with many POIs, Bluff Harbour including the town and seaport, Flat Hill windfarm and the Tiwai Point aluminium smelter. KSGU St George Regional Airport - P3D Misha Cajic's next project is a desert airport in Utah that only opened in 2011. It hosts GA and airline services for the area, and will come with an enormous coverage area covering the beautiful red coloured plateaus and mesa's all around the airport, as well as multiple lite renditions of smaller airports in the area. KSBA - SODE Jetway update - FSX/P3D LDDU - SODE Jetway update - FSX/P3D Channel Islands Alderney - P3D The first of the Earth Simulations Channel Islands series given a new lease of life by Turbulent Designs, Alderney is progressing very well and has many enhancements over the original release. Expect a release early in 2019. CityScene Honolulu - P3D Holger Sandmann and Frank Schnibben have been working on a project sure to delight most simmers - a complete coverage of the Honolulu area! Here is a render of the cityscape And overlaid onto the photoreal imagery This is then combined with landclass enhancements Australia Version 2.0 - FSX/P3D The one that has been eagerly awaited by thousands of you for a long time, here are the first sneak previews of this monumental upgrade of the oldest continent on Earth. Here are some of the highlights to look forward to: Wooramel River, Western Australia Telfer Mine, WA Sunrise Dam Gold Mine, WA Sunrise at the Olgas, NT Shark Bay, WA Port Phillip Bay, Victoria Lake Eyre, SA Lake Eyre facing south Kalgoorlie Mines, WA Great Barrier Reef, comparison to AUv1 Cadia-Ridgeway Goldmine, NSW Boddington Gold Mine tailings, WA Boddington Gold Mine pits, WA One of the major undertaking of AUv2 is the upgrade of all 400+ default FSX/P3D airports and additionally the inclusion of 400+ grass strips. A lot of the work that went into these airport upgrades is the final legacy of Neil Hill before his sad passing. YBUN Bunbury WA enhanced Flinders Island, Tasmania - Terminal day Terminal night YHSM Horsham VIC enhanced Also included in AUv2 is a comprehensive cityscape of Melbourne, covering the CBD and reaching well out into the suburbs. Melbourne cityscape model (before texturing) Global BuildingsHD - FSX/P3D Work continues on BuildingsHD, a project with a very long gestation which is finally coming to completion in early 2019. This will transform the look of every town and city on the planet in a single install. Asia Central Apartment complex Russia South America East Africa Central KSUN Sun Valley by Turbulent Designs - P3Dv4 Exclusive A custom modelled airport area with sloped runway and taxiways, dynamic season textures using v4 native scripting, light reflections in puddles, custom modelled autogen around airport area, bonus 1ID5 Lukes Wood River Medical Center Heliport, many POIs and Turbulent RealFlora around the airport area LEAS Asturias - P3D This is the next project from Marcus Nyberg     ESSA Stockholm Arlanda - P3D - major update This SP will be quite big with lots of new models and textures and some areas of the airport has been updated to reflect the changes that has been made since the airport was released. Also all vehicles and clutter has been redone with new models & high-res textures, all of this with no significant performance loss, also this update includes SODE-jetways. CityScene Orlando - P3D CityScene Orlando is the biggest CityScene project to date - developed by Allen Kriesman, this scenery package covers a whopping photoreal area and includes two major airports - KMCO Orlando International Airport and KORL Orlando Executive Airport. We have also included Lockheed Martin's HQ east of the main coverage area. CAE3 Campbell River Water Aerodrome - FSX/P3D Here are a few screens from Larry Robinson's CAE3 Campbell River Water Aerodrome which also includes the town of Campbell River and some other odds and ends. During the 1960’s CAE3 was said to be the busiest SPB in the world. This will be freeware. Cityscape Cote d'Azur - P3D Maurizio Georgi continues to make progress with his epic hand-crafted mini-region in the South of France. Boulder City 61B -FSX/P3D 61B services tourist flights around Hoover dam and Lake Mead, short flight from Las Vegas, surrounded by some of the most colourful rock formations in Nevada. Scenery includes a huge photoreal covering lake Mead and surrounds and over 30 POI's. Main terminal is a very unique building faithfully modelled. A major release from Ken Hall based on photos taken by Orbx staff after FSExpo 2018. LIEO Olbia city & airport - P3D Matteo Veneziani's next airport includes a large photoreal area with dozens of POI's and a full recreation of the airport with 2019 layout, new 2019 runway extension and SODE animated jetways.  KBUR Burbank Bob Hope Airport - P3D A quick sneak peek of Matteo's other project for 2019 ENBO Bodø - FSX/P3D Tore Stranden continues to make progress with this complete re-make of his original project and is currently focusing on airside static vehicles, aircraft and ground polygon. No vegetation in place yet. Here are some screenshots from the airport area. KDAL Dallas Love Field - P3D Bill Womack shares some early renders of his next project TrueEarth Great Britain South - P3Dv4 This has now entered official beta testing, so lots more screenshots incoming soon. Here are some pre-beta snaps. TrueEarth Pacific Northwest - P3Dv4 Very early build shots from some time ago but scheduled for a 2019 release. X-Plane 11 The new kid on the block (for Orbx at least), XP11 has made a big splash onto the VFR scenery scene in 2018 with our TrueEarth regions and ports of iconic small-to-medium sized airports. We are absolutely delighted with the extremely positive reception to Orbx's move to the XP11 scenery market and sales volumes have been very encouraging to say the least. Most importantly, we have not seen any major hostilities between enthusiasts from the main sim camps, with most people welcoming thousands of new forum members to the fold and sharing screenshots and videos from all the platforms we support. We have seen quite a few long time Orbx customers try XP11 for the first time as well. Our opinion is that each sim has its own strengths and weaknesses and many simmers have them all installed on their PC to suit what experience they are after for any given time. Long may this trend continue! Our plans for XP11 in 2019 is to continue to port our legacy Orbx airports from P3D to XP11, concurrent to releasing brand new content as well. We will also continue to develop TrueEarth regions, with TE Pacific Northwest for XP11 being the first in North America. Also today's issue of PC-PILOT magazine features scenery on its front cover for the first time ever, with their review of TrueEarth Great Britain South for X-Plane, hading us their their Platinum Award with a score of 95/100! Here's some upcoming stuff for XP11: TE GB South SP1 - XP11 No less than several hundred more POIs and bug fixes/improvements! Below is the third road colour option 'Darker X-Plane Roads' which blends in much more seamlessly into the Ortho. TrueEarth Netherlands North - XP11 There is a poll still underway on the forums to see if there is demand for the northern part of the Netherlands to be released as a budget region to allow Schiphol to Heathrow flights. Once we get to a over 200 votes it will tell us whether to green light this. Here's a good indication of what it will look like: TrueEarth GB North - XP11 Work is well underway for the final instalment of the Great Britain series, and here are some sneak preview shots from the Oban area: Eagle County Regional Airport - XP11 Jarrad Marshall's classic high-altitude airport nestled in the heart of the Colorado Rockies, Eagle-Vail is notorious for its challenging terrain and difficult weather. As gateway to many nearby mountain villages and ski resorts, the airport is busy with airline and GA traffic, the attached National Guard rotary-wing base, as well as being one of the largest corporate jet bases in the country. Often listed as one of the world's most dangerous airports, be sure to test your mettle with the well-known and highly-unusual Gypsum Five and Meeker Two departures. Unannounced Project for X-Plane 11 A single shot from an upcoming X-Plane project, which Jarrad is very excited about EGSG Stapleford - XP11 Continuing our ports of the legacy airports from England, Scotland and Wales, the next one in line is Stapleford. A few from Jon Murchison while performance testing during the beta (so not long now!) Orbx Global for XP11 R&D work has begun on providing a global replacement texture solution for X-Plane11. We are still at the experimental stage and looking at different approaches on how to solve the technical implementation. We are aiming for a release sometime in 2019. XP Default textures Orbx Global new textures Aerofly FS 2 Our plans for AFS2 in 2019 are less defined than for P3D and XP11, although we will continue with some ports of the most popular airports which fall within an IPACS region DLC coverage, and perhaps porting the TrueEarth GB series to the sim. It remains our favourite sim for the smoothest VR experience due to its incredible frame rates, made even faster with the recent Vulkan support. We are constantly in communication with IPACS and thus have insight into some exciting new developments in store for 2019. Sedona Airport, Arizona - for Aerofly FS2 An iconic airport set atop a red-rock mesa, located in one of the most scenic destinations in the United States. A short flight from the Grand Canyon, and within the default AFS2 scenery coverage zone, Sedona is popular with GA, helicopter, military and corporate flyers alike. So that wraps up our 2019 Roadmap, and it's by no means an exhaustive list of some of the 50 projects we are working on behind closed doors. As you can understand we do keep some cards close to our chests so that we don't dilute the impact of announcing major new products in the first quarter of 2019. There is some very exciting new releases due in the first half of the year! As a team we are very excited about the state of the consumer flight simulation software market, with many new developers entering the scene for the first time in 2018 and what we feel is a significant groundswell towards XP11 since 11.2x was released. We are seeing many younger people entering the hobby and a large part of our customer base is now made up of the 18-34 bracket. This is a very encouraging sign and bodes well for the future. 2019 will be an expansion and growth year for Orbx as we endeavour to meet the demand for our regions and airports from an ever-growing customer base. We hope that we can meet all your expectations! Thanks again for your unwavering support, we truly do appreciate it! JV
  9. 34 points
    Hi all, Orbx and our Melbourne-based development team (Josh, Mitch and I) are very excited to announce the next generation in flight simulator software installation. We are also looking for a group of people to help us test the functionality across Windows, macOS and Linux. If you're interested, please submit an application. Quite a few commonly requested features have made it into Central. We hope you enjoy them! Cross-platform We realise Windows may not be the first choice for many of our customers. For our X-Plane releases, we currently offer the cross-platform zip (available via your account page) for macOS and Linux users. However, for our X-Plane TrueEarth products, that means manually running scripts to convert the files into the format that X-Plane reads. Orbx Central is the first program to allow a product (e.g. KCGX Merrill C. Meigs Field) to be installed into FSX, Prepar3D, X-Plane and Aerofly on Windows, macOS and Linux. We think that’s pretty cool. Orbx Central on Windows and Linux Orbx Central on macOS Modern UI refresh We’ve taken the best parts of FTX Central 3, and improved them in Central. You’ll see large screenshots, clear text, and a responsive interface. The UI will appear the same on Windows, macOS and Linux. If you know how to use Central on one operating system, you know how to use it on all operating systems. When logging into Central, you’ll be presented with a beautiful screenshot. This screenshot will be updated each month thanks to our screenshot competition. The Central log in screen Home When you start Central, you’ll be presented with a beautiful Netflix-style homepage. We’ll use this to let you know what we’re working on, and also for inspiration towards completing your Orbx collection. Category view Finding a specific product in our haystack of products can sometimes be difficult. To make this easier, we’ve added a whole bunch of real-time filtering options. For the power users, you can press Ctrl + F to focus on the filter box (or Ctrl + Shift + F to search products in all categories). Filtering the category list in Central "My Products" view Central’s My Products view is a great way to see all of the Orbx products you own from all regional categories. This makes it easy to immediately start installing your products. Central's library view showing owned and installed products In-app purchasing Products can be easily purchased in Central in just a few clicks. The Orbx store experience is now fully integrated. Your browser does not support the video tag. That’s not all - we’ve taken it a step further. If you save your card in Central, you’ll be presented with a one-click purchase and install button. This takes away all the hassle of multiple menus and confirmation screens you may have experienced in the past when purchasing a product from us. Your card data is saved securely with our payment gateway. For more information, please see this link. Your browser does not support the video tag. Automatic updates If you own a lot of Orbx products, keeping them all up-to-date can be a pain. But now, products automatically update themselves to the latest version when your simulator is not running. If you don’t want automatic updates, you can disable them either per-product, or globally. Central's update settings page Add-on packages Recently, Lockheed Martin introduced the add-on package system into Prepar3D. This has a myriad of improvements over the traditional system of installing into the simulator directory, then hooking up the scenery in the scenery.cfg. We can now distribute immutable add-on packages, which install in their own directories outside the simulator. This means that if you choose to reinstall Prepar3D v4, you will not need to re-install your Orbx add-ons. After reinstalling Prepar3D v4, the next time you start the sim, your add-ons will be added again automatically. This can cut down the time for a completely fresh install of Prepar3D from hours to minutes. Another advantage of using the add-on package system is that you can enable and disable products that previously did not support that functionality. As an example, in FSX-P3Dv3, Global BASE will overwrite the core simulator’s textures. Whereas now, in Prepar3D v4, it just adds an additional texture directory that the simulator will use for textures instead. This means that you can enable and disable Global BASE with a single click. If you want to see what the sim looks like without any Orbx products, simply disable all of the Orbx “add-ons” from Prepar3D’s add-ons menu. It’s as simple as that! Libraries Now that we have truly massive products exceeding 120 GB, a common request is to install products to a custom location. With Orbx Central, this is now possible. The library settings page We have implemented a library system, similar to Steam’s libraries. When you install a product, you will be prompted to select which library you’d like to install that product to. You could have one library on a large HDD for storing region products, then have a smaller SSD for airports. It’s completely up to you. Central supports libraries for Prepar3D v4, X-Plane 11, and Aerofly FS 2. All other simulators will install into the simulator’s root directory. In Prepar3D v4, libraries make use of the add-on package system mentioned above. In X-Plane 11 and Aerofly FS 2, Central will automatically handle symbolically linking the relevant directories into the simulator. Downloader The download component has been re-engineered. It is now faster and more robust. We have done a lot of optimisation under the hood to ensure that installs don’t take any longer than necessary. As an example, the “scanning” stage for EGCB in FTX Central 3 took 4,080 milliseconds. Whereas in Central, it takes only 24 milliseconds. Although EGCB is a small product, the performance benefits here will be seen with products like Global VECTOR which contain over 60,000 files to scan. Furthermore, JPG to DDS conversions are now done whilst the product is downloading. This cuts down an installation of TrueEarth Great Britain South Demo from 9 minutes (in FTXC3) to less than 3 minutes in Central. More optimisation has also been applied to the various data formats Central uses when communicating with OrbxDirect’s API. This will mean less time between clicking install, and the actual install process starting. The download code is now also multithreaded, whereas previously only one file would be downloaded at a time. We now download multiple parts of the files simultaneously - similar to how a download manager works. Another improvement we’ve made is regarding the download queue. Previously, in FTX Central 3, you could only pause and cancel if the job was in the “download” state. But now, you can pause/cancel at any part of the installation process. Backup and restore In FTX Central 3 you have the ability to save and restore product backups - avoiding downloading them from the internet. However, it’s clunky, hard to use, and not very obvious. In Central, we’ve completely rethought how product backups and restores work. They are now seamless and happen in the background. When you install an Orbx product, we automatically backup the files to a location you designate (a cheap external backup HDD, for example). Then, if you install that product again in the future, we’ll automatically use the files from the backup without user intervention required at all. In addition to specifying the backup location, you can also specify a maximum size. So if you only want to allocate 50 GB for backups, Central will intelligently handle the files it backs up to avoid going over that limit. The backup settings page By automatically handling the backup process, this reduces the time it takes to install a product, amount of data you download (and therefore cost to us) and finally allows us to continue offering lifetime free downloads and a large library of freeware products. Account management You can now perform most account management tasks from within Central, including changing your password, opting in or out of Fastlane, and enabling Multi-Factor Authentication. The account settings page Multi-lingual support Don't speak English? That's okay! At launch, we will be offering the main Central UI in German and French too! Have any other language suggestions? Let us know (even better if you can help translate it with us ). Thank you to Richard Bui for the French translation! The Central UI in French. Once again, if you want to get early access and help us test Central, please submit an application. Expect a release of Central within the coming months! We're happy to answer any questions you may have
  10. 34 points
    Hello everyone, We have been hard at work since November to further enhance your experience when flying over TrueEarth Great Britain South for XP11. Many of the fixes, additions and improvements have been a result of customer requests and our desire to improve the realism of the region even more. Here are the main improvements in SP1: Removed buildings from airports (as long as they have a boundary set in X-Plane) Added Ambient Occlusion (AO) ground and wall effects to autogen Updated autogen to PBR Upgraded tree placement algorithm (forests are now even more accurate) Updates to autogen placement, fixed reported building rotation bugs Made the roads darker to better match the ortho, and these are now enabled by default Added supermarkets (Sainsbury's, Lidl, Morrisons, ASDA and IKEA) Added fast food outlets Numerous small bug fixes with object placements Some optimisation to London buildings to improve performance In addition we have added 192 344 new Point of Interest (POI) 3D models to the regions including: Many castles Stately homes Every stadium over 7,500 seats Many cathedrals Bridges Other POIs The majority of models are new, others are redone versions of previous models. Also note that we have enhanced many ports and harbours including boats, ports and cranes, shipping yards etc. Here is the complete list of POIs added to TEGB South SP1:Various Gasometers (London)Various Static Boats, CranesCastles Beckington CastleSalisbury CathedralSaint Michael MountGloucester CathedralCanterbury CathedralMacLaren TechClifton Suspension BridgeBristol CathedralNATS RadarGuildford CathedralRoyal CrescentWinchester CathedralEden ProjectRochester CathedralKidderminster Viaduct 1Kidderminster Viaduct 2SatcomCastles Christchurch CastleCastles Pevensey CastleColchester CastleChilham CastleScotney CastleLeybourne CastleHastings CastleKinnersley CastleAllington CastleLongford CastleTonbridge CastlePlace HouseUpnor CastleSutton Valence CastlePendennis castleIOW FerryMarisco CastleRose BowlSouthwold PierWeston Grand PierCity GroundSt Andrews StadiumSelhurst ParkBET365 StadiumLondon StadiumAmex StadiumAshton Gate StadiumStamford BridgeThe HawthornsEmirates StadiumSt Marys StadiumStadium MKWembley StadiumThe ValleyVilla ParkMolineux StadiumOxford City CenteBanwell CastleEastnor CastleWolvesey CastleCooling CastleRougemont Castle ExeterChiddingstone CastleSherborn CastleSecond Severn BridgeNorris CastleKim Bolton CastleKing Power StadiumBrampton Bryan CastleWilton CastleCooling CastleBeckington CastleChiddingstone CastleBanwell CastleCaverswall CastleWolvesey CastleBrampton Bryan CastleNorris CastleLongtown CastleWalton CastleStourton CastleBramber CastlePortman RoadStraddle carrier4Dean CourtPriestfield StadiumSandy ParkRoots HallBurnham on Sea High SomersetPevensey CastleInce CastleElvaston HallPengersick CastleHurst CastleKimbolton CastleLewes CastlePortsmouth Naval MonumentSubmarine bunkersSmeatons TowerRoyal CitadelMount Batten TowerTavy House BlueTavy House GreenTavy House RedFort AlbertFort MoncktonFort GilkickerSt Helens FortNML FortFort BrockurstFort CumberlandSpitbank FortHorse Sand FortFort VictoriaGolden Hill FortFort RownerDungeness Power StationBigbenCoventry CathedralHarringworth Rail ViaductSixways StadiumKassam StadiumBrewery FieldBescot StadiumLiberty StadiumPenydarren ParkPontypool ParkMillennium StadiumHuish ParkTottenham Hotspurs StadiumColchester Community StadiumTwerton ParkCardiff Arms ParkParc y ScarletsCardiff City StadiumMemorial StadiumSt James ParkSWALEC StadiumRodney ParadePride Park StadiumKenilworth RoadNew MeadowCroydon TowerCrystal PalaceT owerBAE Complex on Portsdown HillRoyal GarrisonPyramids CentreIOW BuildingClocktowerD-Day MuseumSpice Island May Rose MuseumM33HMS BristolBritish American Racing HQPortsmouth CathedralStill & West PubOld PortsmouthRound TowerHMS WarriorCastles Pembridge CastleLizardNorth ForelandLundy Island SouthPakefieldDovercourt HighLongshipsEast Nene Sutton BridgeTater DuDuIlfracombePortland BreakwateBurnham on sea lowgorlestonHunstantonWatchet HarbourAnvil PointPortland BillLyde RockPendeenSt Andrew s ChurchFolkestone PierShorehamRoyal SovereignLundy Island NorthSouthwoldNab TowerBerkeley Pill RearBelle ToutHartland Pointcrow pointdungeness 2Start PointOrfordnessBow CreekLowestoftBerry Headdungeness 1Gorleston South PierRamsgate West PierBull PointSouth Foreland LowDubris PharosRound IslandBlack Nore LighthouseHurst PointSt AgnesPortland Bill LowSt AnthonyTeignmouthWolf RockPortishead PointEddystonePortland Bill HighLynmouth ForelandBishop Rock LighthouseHappisburghHarwich LowGunfleetBerkeley Pill FrontPlymouth BreakwaterLundy IslandSt Cartherines OratoryWintertonSt CatherinesSmeatons TowerChapel RockSouth Foreland HighHarwich HighCromerDovercourt LowGodrevyPeninns HeadWest Nene Sutton BridgeTrevose HeadCarrow RoadHome ParkCraven CottageNew Den StadiumFratton ParkMeadow LaneTrent BridgeMadejski StadiumLoftus RoadWelford Road StadiumSkyStudiosTescosSthBkTowerShellCntr100BishopsgateScalpelSGAptsBT TowerHeron TowerCubeSky News HubSky Gillette22 Bishops gateOXO TowerTwickenhamSky Carp arksNational TheatreSky CentralSky Out Buildings (Near Heathrowe)Tate ModernGillette CentreCastles Hurst CastleBrighton MuseumBrighton StationShoreham Power StationBrighton PavilionShoreham WarehouseCastles Tintangel CastleColchester CastleRochester CastleBrownsea CastleCarn Brea CastleStar CastleHedingham CastleCromwells CastleElvaston CastleDeal CastleHertford CastleDownton CastleFort HooHartlebury CastleTreago CastleLulworth CastleOdiham CastleST Mawes CastleGoodrich CastleLaunceston CastleSnodhill CastlePorchester CastleHadleigh CastleCalshot CastleStarkey CastleWalden CastleMackworth CastleRye CastleFranklins GardensCentre CourtCrystal Place National Sports CentreRecreation GroundCounty GroundKingsholm StadiumSt Lawrence GroundLondon Road StadiumCastles Kentchurch courtCastles Clifford CastleLangstone Tech ParkMarchwood IncineratorMedina MosqueeWilton CastleGrace RoadLongtown CastleWithdean StadiumAbbey StadiumNO 1 COURTAdams ParkPembridge CastleCaerhays CastleBerry Pomeroy CastleRufus CastleCompton CastleCorfe CastleWoodsfordPowderham CastlePlympton CastleCroft CastleGidleigh CastleHemyock CastleArundel CastlePortland CastleOkehampton CastleKingswear CastleSt Catherine CastleAffeton CastleSalcombe CastleLongthorpe CastleDrogo CastleWatermouth CastleBickleigh CastlePennsylvania CastleTiverton CastleLydford Castle Here are some screenshots of the improvements and POIs: New PBR autogen models with reflections, bump textures and new night lighting: New darker roads that integrate much better into the ortho: Many cities are improved, such as Portsmouth: Missing items such as bridges have now been added: Too many castles to mention, such as Arundel in West Sussex: Many new stadiums, such as Amex in Brighton: And much much more .... SP1 will be announced as available released shortly, and you can update using Orbx Central.
  11. 34 points
    G'day All, I am delighted to make three introductions to you all; a new member of the Orbx Team, a new line of Orbx Products, and a much-anticipated new scenery project for Australia! Allen Kriesman is a legend of the Flightsim community; a master of his craft for several decades, you will know from his company Scenery Solutions, and highly popular products such as Ultimate Terrain X (UTX). We are delighted to have him on the team; not only will you see new scenery projects from Allen during 2018 and onward, but his technology will be making it's way into many of our other product lines over the coming months. Orbx CityScene is a new line of scenery products that will recreate urban centres and cityscapes around the world in incredible detail. Building upon thousands of hours of R&D over several years, Allen's ground-breaking new technology enables highly-detailed scenery, coupled with highly improved performance and optimisation compared to default city centres. Bypassing traditional autogen methods, buildings correctly replicate unusual footprints, improve on building height and type accuracy, and even add more details for an immersive experience. Vegetation, lighting, terrain, traffic, are all fully integrated. Most importantly, CityScene technology uses next-gen optimisation techniques to ensure the very best performance. The CityScene line will sit alongside bespoke hand-made Cityscapes such as Maurizio's Canberra and Cote d'Azure; likewise some components of this new tech will be utilised in upcoming region and airport products. In short, features you can expect from an Orbx CityScene product: - Highly detailed city and urban landscapes brought to life - Accurate and detailed buildings that go far beyond the limitations of the P3D autogen system - Realistic photoreal/satellite orthoimagery base - Dense and highly-accurate vegetation placement - Road traffic, vector, mesh (DEM) and landclass where required - Full 5 seasons (where applicable) and complete night lighting - Important POI, landmarks and features modeled - Optimised for the best balance between performance and detail CityScene Gold Coast is Allen's first project with Orbx, and recreates the entire City of Gold Coast and surrounds. A long-awaited return to our Australian roots after a hiatus of several years, Goldy has been designed in parallel with Matteo's YBCG Gold Coast International Airport (more news on that soon!). The CityScene captures one of Australia's favourite tourist destinations in complete detail; explore 600 sq km of beautiful beaches, urban landscapes, hotels, towers and waterways. As a bonus, Allen (with the help of Jordan Gough) has included lite renditions of several helipad locations, and Southport Flying Club (YSPT), perfect for launching low-and-slow flights over the coverage area. As Australia's largest non-capital city, Gold Coast has long been famous for it's beaches, surfing and weather. After a massive development boom in the 1980s, the population of the area is now over 600,000, as well as being home to dozens of skyscrapers, including Q1, the tallest building in Australia. The area straddles the New South Wales - Queensland border; Brisbane lies 65km to the north, whilst major NSW regional centres such as Balina, Byron Bay, Coffs Harbour and Port Macquarie lie just to the south. One of the features of the calendar is the Gold Coast 600 Supercar Motor Event; held in the centre of the city, the event is a launching stage for spectacular aerial displays from the RAAF (recommended flying inspo here, here and here!). Given it's southern Queensland location, Gold Coast is the perfect centre for short airline flights to well-loved ORBX destinations such as Brisbane, Coffs, Port Mac, Hervey Bay, Bundaberg, Cairns, Tamworth and Bathurst. Talking of airline flights, CityScene Gold Coast is prepared and ready for the upcoming Gold Coast Intl; a simple placeholder airport representation has been included as an interim measure until the full HD airport is ready as a separate product. CityScene Gold Coast has been designed to blend with ORBX Australia. ORBX CITYSCENE GOLD COAST FEATURES - Highly detailed, accurate representation of the City of Gold Coast and surrounds - Beautiful ground textures at 60cm, with bonus 7cm ultra-HD at Southport Flying Club - Huge 600km2 coverage area - Next-Gen CityScene Technology - Custom 3D lighting, road traffic, and vector components - Bonus Southport Flying Club (YSPT) lite airport - Bonus light helipads: Marina Helipad and Gold Coast University Hospital - Custom DEM mesh - POIs including Q1 (Australia's tallest building), Jupiters Casino and more - Over 69,000 custom objects! - 119,000 accurately-placed buildings - 1.12 million trees! - Expertly optimised using ground-breaking techniques for best performance. - Compatible with all versions of FSX and P3D, designed for use with ORBX Australia - The exciting first product for Allen Kriesman! - Price will be AUD$24.95 (approx. USD$19.50 / €16 / £14 ) COVERAGE AREA MAP Please enjoy these first screenshots from Emmsie, and stay tuned for plenty more shots and information over the coming days! Cheers, Jarrad
  12. 33 points
    To those few who may have missed me, I am happily back, after some challenging events. I was gone from here, since early last summer, I believe. A few years back, I was wounded in action, and suffered some serious injuries as a result. I never disclosed that to anyone on here, except maybe a few of you privately. Well, last summer, I started to experience some serious medical issues related to my wounds. As a result, using a computer (and hence, flight simming) became extremely difficult and sometimes downright uncomfortable. Short story is they found out I was having low grade seizures due to a brain injury I suffered when I was wounded. Computer use was heavily aggravating it. Lots of specialized rehab later, I have been cleared to 'fly' again....yay! I have missed you all here, and I have missed my simming. I do have some residual side effects, like memory loss, word processing issues and various other cognitive 'things' but in general, I am doing much better. Once I explained the whole flight sim process to one of my occupational therapists, they actually said it would be a good thing to do for my brain because of all the processes and routines involved. I just won't ever be flying any real planes...lol. Anyhow, just wanted to let you all know where I was. I am here now, and although I may process things slower now, and I might need some help to remember things, it's still me, Sniper31...happy simmer to be back with you all.
  13. 33 points
    Happy Easter everyone! Whilst we are very excited to bring you TrueEarth Netherlands for FSX/P3D in April, we are also hard at work on many other TrueEarth regions for FSX/P3D, AFS2 and X-Plane 11. This teaser trailer shows EGCB Barton Manchester Airport fully integrated into TrueEarth Great Britain, the first of our UK+Ireland TrueEarth series for X-Plane. When our company decided to commit to the X-Plane platform, we meant business. EGCB is the first Orbx product we are releasing first for X-Plane. Expect dozens more X-Plane 11 products from us in 2018 and even more in 2019! We commissioned renowned video producer Thomas Rasmussen to create this teaser trailer, and I hope you enjoy it!
  14. 33 points
    Good day to all, Welcome to San Diego v2! I'm very happy to announce my new project which I’ve been working on since Gold Coast Intl was launched. I've put all of myself to give to you a much-improved version of KSAN. Using the latest optimization techniques this version is almost 100% new compared to the KSAN you are all currently flying. Performance increases, plenty of new details and a few new major features are all part of the update. I’ve taken on board all of your feedback, and have channelled this into the new version. I hope you all get even more enjoyment out of this new version! Of course, the most exciting part of this news is that KSAN v2.0 is an entirely free update for all existing users! If you haven’t had the chance to try KSAN yet, now is the perfect time as the scenery is currently on sale. What's new in this version? First of all, I spent a great deal of time trying to understand how to improve this huge scenery, using latest techniques. This has been achieved by re-working almost every 3D component of the airport, extensive optimisation and consolidation, whilst at the same time adding more detail. Our testing team have all shown big performance improvements across the board, with a few testers even showing double the performance when used with Orbx FTX Global! Whilst the performance has been a large focus of my efforts, I have added many other features as requested by you: Massive optimization efforts to greatly improve performance New animated jetways! (CTRL-J) Far more terminal detailing (P3D only) New modelled interiors for main terminals (P3D only) Totally replaced static aircraft – new types unique to KSAN Updated ground poly (with new textures), New ground imagery (higher quality, better colors and blending) Updated and revised GSE placement and types Added lite versions of surrounding airports: KMYF, KNRS, KNZY, KSDM, KSEE Major updates to POI and downtown textures Improved autogen Improved clutter and details Dynamic lighting (P3Dv4 only) Compatible with FTX GLOBAL, openLC North America or Southern California For Microsoft Flight Simulator X and Lockheed Martin Prepar3D v1-4 A little bit of info about beautiful San Diego city: San Diego is a major city in California, United States. It is in San Diego County, on the cost of the Pacific Ocean in South California, approximately 190km south of Los Angeles and immediately adjacent to the Mexican border. The city has a population of 1,419,516. As well as the airport, this scenery covers the entire city in detail, including dozens of POI and a detailed rendition of downtown. San Diego International Airport: San Diego International Airport, formerly known as Lindbergh Field is an international airport very close to downtown San Diego, Many of you will know it for its famous approach, and for challenging landings over the short runway, coming very close to the well-known parking lot. The airport serves domestic, transcontinental and international destinations. You can see at the airport almost all types of aircrafts, from Boeing 737 to Boeing 747. Don't miss the opportunity to pick up this scenery whilst it is on sale, and of course, keep an eye out for more previews coming soon! Enjoy!
  15. 32 points
    Hello all, Normally Orbx does not announce projects until they are at least in alpha or beta stage and we have something to show. However in the case of this announcement, a lot of exploratory pre-alpha work has already been done and indeed I've shown some sneak preview shots already. Moving forward I think in the current climate of multiple sim platforms we will likely be giving more advanced notice of future projects. What I can announce today is that we have secured pristine aerial photography for all of the UK and Ireland and this now paves the way for projects to commence in earnest. Jarrad Marshall will be announcing the name of these series of addons this weekend so I won't reveal the Orbx product series name yet, but they will be made entire from aerial photography orthoimagery and not landclass based. In addition to the Netherlands for FSX/P3D coming in a matter of weeks, we will be releasing photoreal regions for England, Wales, Scotland, Northern Ireland, Ireland, Pacific Northwest USA and Germany in 2018/19. These will be released as a region each, allowing you to pick and choose which ones you want and also manage the footprint sizes on your drives. We may split Germany into halves to contain the installation size. The prospect of flying from Ireland to the eastern part of Germany in a contiguous photo based scenery is now very real. The first sim platforms these UK/Ireland regions are to be released on will be X-Plane 11, followed by Aerofly FS2. This is because the pre-work has already been done and they will be summer season only. FSX/P3D will follow but there is a lot of work to produce 5 seasonal variations of each regions therefore extra development time will be required. We will be producing a test compile somewhere in the Midlands soon, and we can then share a few further sneak preview shots. These regions will be "install-and-fly". Everything will be managed by OrbxDirect and FTX Central so you can focus on just enjoying the regions themselves. We plan to include every house, building, tree and structure in all of the UK/Ireland and the regions will also include (based on each sim's functionality) night lighting, traffic, power lines, water masking, light houses, cityscapes, POIs, marinas, ships and thousands more 3D objects. Airports will be upgraded in the FSX/P3D version but we are not 100% decided on XP/AFS2 for airports at this stage. Those may follow in a service pack or we take a different approach (more details TBC). So imagine doing an approach with scenery that looks like this: This will soon be possible across multiple sim platforms and I am sure you are just as excited as we are about the prospects of seeing this level of detail in your favourite sim. More information to come in due course!
  16. 31 points
    Hello guys, this is a map that I've created for myself, but I found it quite cool so decided to share. It is basically a copy of the official Orbx product map, but I made several changes: - added standalone freeware airports - added airports from the 2018 roadmap - color coded the airports. This is to easier decide which ones are suitable for different kind of airplanes. The coding is as follows: BROWN - grass strips ORANGE - small paved GA airfields, LIGHT GREEN - bigger GA / small regional airports suitable for Dash 8 or a bizjet DARK GREEN - airports suitable for 737 BLUE - regional and international airports, with enough runway and parking place for at least 757 I did not use any fixed criteria for this classification, rather a combination of runway length, apron size, real world schedules and common sense. So there can be some errors or you may not agree with the classification. But I hope you'll find it useful https://drive.google.com/open?id=1-fqf4PZR7FHf0M7L3M_d2t5o2AuFgO22&usp=sharing
  17. 31 points
  18. 30 points
    Never let it be said that Orbx does not listen to its customers. We most certainly do, and with regard to the lack of seasons in TE GB for P3D, let's have a discussion about it openly and in consultation with you all ok? Firstly, to dispel some rumours and FUD: I made the decision to not have seasons in TE P3D during the TE Netherland beta, and made this public knowledge not long after. Why? Purely based on business economics. There is no technical reason we can't do it at all. Compare the size of a 5-seasons TE product like TE Netherlands for P3Dv4, and extrapolate it out for larger regions: TE Region Size in Sq Miles Size on Disk Netherlands 16040 72GB Great Britain 80823 360GB Washington 71362 320GB Oregon 98466 440GB California 163696 730GB TOTAL 2TB So we'd be at 2 terabytes just doing Netherlands, GB and part of the US west coast with 5 seasons at LOD15 for P3D. The cost to deliver that level of data to tens of thousands of customers would literally run into the millions. We are already spending well into 6-figures right now on our data delivery bill, let alone move into crazy new territory like you see above. And we want to cover a large chunk of the world with this tech. This would pretty much bankrupt Orbx on data delivery infrastructure costs alone. Remember - we give customers unlimited lifetime downloads. Who else does that? Either we begin to charge for data delivery, or we have to compromise on product spec to contain costs. So what options are there? OPTION 1. Use the current LOD15 TEGB in beta testing for P3Dv4 and use trees for seasons. The TE GB regions in P3D will support tree colouring based on seasons. Here I am using Global Trees HD Summer Fall (Autumn) Spring Another location, lower to the ground. Spring Winter Summer Just the change in sun position, lighting and tree colours do a very convincing job of seasonality in P3D OPTION 2. Add 5-seasons but at LOD14 - this keeps the product size the same as LOD15 1-season Believe it or not, we can squeeze five seasons into a TE region at LOD14 and keep the installer the same size as LOD15. Thank P3D's efficient bgl compression for that benefit. Here is a shot of the current LOD15 beta: And here is the same area at LOD14 If you click to enlarge the above shots, you can use your keyboard arrow keys to switch between them to notice the difference in quality. It's discernible below 500FT, but hard to pick at 2,500FT which is the average altitude for VFR flying. Also look near the blue/green strip of scenery at the horizon and below it - there is zero difference in quality because P3D uses lower LOD imagery further away from your aircraft anyway. So that is the current state of play internally - we are doing a bunch of test seasonal colouring at LOD14 and we'll share those results on the forums to get feedback. What will likely go on sale is: TrueEarth GB South LOD15 Summer Edition TrueEarth GB South LOD14 Seasons Edition They will both be the same price but there will be a 40% cross-grade discount between them. You decide what is more important to you and install what suits your needs. Install them both and switch them on/off as needed. We deliver seasons as the community wants, but without breaking the company's back in data delivery costs. The customer has the option of both editions but pays for the download costs. I will open this up to discussion, but please be nice to each other. UPDATE 02-JAN-19 : LOD14 SEASONS SCREENSHOTS Some shots from testing a LOD14 5-seasons build. Season show in red top centre of each shot.
  19. 30 points
    The History Of Orbx – Part 1/7 – Early FS forays As part of the 10th anniversary celebrations and the week-long sale event we're having, Ben suggested I should write a series of articles on the history of Orbx. I thought it was a great idea so here goes nothing. This will be quite a personal walk down memory lane. I'll add a new chapter during each day of the sale event. So where to begin? Before Orbx, before VOZ, before anything that had a public face, I was mainly a flight simulation enthusiast. I had always been fascinated with aircraft and flying. An Aviation Family As a young boy in the early 1970's my father would give my mum a break from the kids by taking all his sons (about six of them at home at the time) to the newly built YMML Melbourne International Aiport which had an observation deck at the top of the terminal. We'd sit there for hours planespotting and trying to imagine where all those aircraft had come from and were going to. My parents brought my siblings to Australia from Holland in 1971 and they flew back to the Netherlands every few years. Every departure and arrival at YMML was a major event for us, and they would always treat us to new boxes of Lego and Dutch licorice when they came back! I loved being at airports. In my later IT career decades later I would spend 300 days in one particular year flying around the world for my job. At one time I had over a million frequent flyer points. My father was involved in aviation with the Missionary Aviation Fellowship (MAF) and had experience in flying in Cessnas around Australia. His love for aviation rubbed off onto his sons because three of them ended up with their PPLs and one became a CFI. Many thousands of hours of stick time is shared between them. Me? I was the dreamer of the bunch, never doing more than playing with flight simulators from the pre-FS1 module for the Apple II called A2FS1 by Bruce Artwick. This allowed me to model the trench run scene from Star Wars and I thought I was at the pinnacle of 3D animation at the time! Then came FS1, colour graphics on the PC and various iterations of FS2/3/4/5 etc until I sort of lost interest in the mid 1990's. Rediscovering Flight Simulator Then in 2000 I rediscovered Flight Simulator again in the form of FS2002 and I began to resume interest in the hobby. When FS2004: A Century of Flight was released in July 2003 I began to collect aircraft and scenery addons, admiring the skills of those early developers and gaining an appreciation for bush flying. I loved Bob Bernstein's Orcas Island and Harvey/Monroe - the little details made the airports seem like microcosms and little universes. I would spend hours looking at the detail and doing circuits. Then I discovered Holger Sandman's early projects both payware and freeware - amazing stuff like Misty and Tongass Fjords and Glacier Bay and many lovely other sceneries around B.C. and Alaska, the early Ultimate Terrain series by Allen Kriesman, great little airports by Bill Womack - all legends of the hobby in my eyes. I became quite the flight sim hoarder, downloading hundreds of freeware addons, scouring forums, buying every new aircraft and scenery that my budget would allow, filing everything into neat folders and filling up hard drives with a vast collection. Each new acquisition would give me the pleasure of discovering something new and admiring the authors’ skills. My morning coffee at work would involve reading forums, product reviews and looking for more destinations to visit. BEV It was during this time of enjoying flight simming again that I stumbled upon a guy called Stephen Stever sharing some amazing new ground textures for FS9 on the Ultimate Terrain support forums. I commented on how great the screenshots looked. At the time he hinted it was a personal project and they were just some "alpha shots". I sent him a PM and told him if it ever went to beta I'd be keen to help out. Sure enough, he replied a little later and after a few teething problems with logins etc, a crew of about 12 people assembled in a private forum called "AREA 51". So the BirdEyeView (or BEV) project was born. Stephen was great texture artist, but had very little clue about sales, marketing, forums, websites or generally a business model at all. Being a sales and marketing executive for IT companies, I set about organising things in the background, creating little logos and banners and working a (lot!!) of hours in my spare time. Here's one of my early creations, a forum signature image for the testing team So BEV occupied an enormous amount of my time and I'd often be found at work editing textures, logos, website, and testing - much to the dismay of my bosses! Eventually after finding a work colleague of mine to code a switcher app, we had some sort of a product on our hands and the website began to take shape and interest grew in the product. KoorbyGen Because Stephen was using standard FS9 autogen building textures I set about sourcing building textures, learning the autogen SDK, editing texture sheets and creating a whole new set of autogen, which I dubbed "KoorbyGen" (my forum nickname has always been koorby for many years). Koorbygen textures are in fact still used in Orbx NA regions, believe it or not. That's because I had created HD textures four times the resolution of FS9, not knowing that would be the native resolution of FSX some years later. In fact you can still download KoorbyGen from AVSIM BEV ended up using my KoorbyGen for its North American products which was released just before I left the team, because real life got in the way and the hours I was spending on BEV were getting too crazy. I learnt so much from the experience though and generally had a great experience working on a project and seeing it come to life. I also learnt that FS development could be a huge time sink and you needed discipline and structure to make commercial releases, or relax a bit and make freeware stuff. The first release of BEV The BEV website So after BEV I sort of lost interest in flight simulation for a while, I needed a break. Of course, a bit later I decided to begin my PPL and began lessons. The problem was, FS9's depiction of my local area in Australia looked like the Gobi Desert so trying to practice my navs and circuits was a joke. What happened next is for part 2 tomorrow .....
  20. 30 points
    Hi everyone, All you all know we released KCGX Meigs Field for X-Plane 11 yesterday, and it's proving to be a HOT seller, certainly on par or if not better than small to medium airports for our other platforms. So please allow me to say a big THANK YOU to the X-Plane user community for embracing "the new Orbx kid on the block" and I hope it has met your expectations! We don't have delusions of world domination but we hope to see many other FS developers embracing XP moving forward as well. You may be wondering about the choice of Meigs Field as our debut. The reason is fairly simple - we hired a contractor to port this over a year ago as part of our evaluation of XP11 and to see what was involved. We then sat on the 80% completed work for various reasons as well as working on enhancements to the existing FSX/P3D/AFS2 versions to vastly expand the cityscape well into the suburban areas and add a larger photoreal terrain coverage. So basically, we've added the last 20% to make it on par with the other platforms and released it. However, we have 2-3 more Orbx airport ports coming in a short while and also a new first-for-XPlane release; EGCB Barton Manchester Airport by Tony Wroblewski, which looks just ridiculously stunning I have to say! (There are many more shots but I don't want to steal Tony's thunder - needless to say it looks gobsmackling good ) 2018 X-Plane (sort of) Roadmap We don't yet have a formal roadmap to announce yet but here is the rough plan: Hire more XP experienced developers to add to those already recently joined Port our most popular small to medium airports to XP11 Potentially port some of our larger more complex airports and their attached 'micro-regions' Develop a photoreal Pacific Northwest region Port the PNW airports across to establish a bush-flyer's paradise Work with Ben Supnik and the guys at Laminar to try and add bone animations to the sim so we can add some Flow technologies Release more 'first-for-XPlane' titles (yes, we may end up porting XP airports back to FSX/P3D/AFS2, how about that eh? ) Port across our Netherlands photoreal region Investigate further US regions Investigate a UK photoreal region with ported and brand new airports Some pre-alpha shots of a UK region exploratory work: What we don't plan to do: Create an Orbx Global, openLC or Vector product; for now this is too ambitious in scope for the platform Create land class based regions; XP doesn't have seasons and we are not yet up to speed with the XP internals just yet Hopefully this post will be welcomed by the XP community as a sign of our commitment to the platform. Orbx is morphing into a multi-platform FS developer and whilst we remain focused on our core sims (FSX/P3D) we also recognise that there are new sims emerging as choices for the FS community (XP/AFS2/FSW) and it makes good business sense to expand the scope of our offerings to them.
  21. 30 points
    They shall grow not old, as we that are left grow old: Age shall not weary them, nor the years condemn; At the going down of the sun, and in the morning, We will remember them. Please just take a moment chaps to remember all and everyone lost from all the world. Thank you Iain
  22. 30 points
    Hi, Earlier this year we announced ESSD Dala Airport, a small regional airport in Dalarna, Sweden. Today we are happy to announce that it will be part of an airport bundle and I'm eager to also show you some screenshots of ESNQ Kiruna Airport. Kiruna is a mining town in the far north of Sweden, located beautifuly in the wild landscapes of Lappland. There are daily flights to Stockholm Arlanda and just across the border you'll find Narvik, so you will for sure be able use your Orbx-sceneries to commute. With this package I'm also very proud to announce snow as rarely seen before in the simulator. As a native Swede, snow is close to heart and we bring you 3D-snow that will make the airports really come to life during wintertime with hardly any performance hit. I hope you will enjoy the screenshots, remember it being work in progress and things might change. So, enough talking, here we have ESNQ Kiruna Airport and ESSD Dala Airport. Regards, Marcus
  23. 30 points
    Hello, Gold. Near LOWI yesterday Morning p3Dv4.1 Rex sky Force & PTA
  24. 29 points
  25. 28 points
    The most anticipated X-Plane announcement of 2019 is here! Following on from last week's sneak peek video, here are the details. TrueEarth US Washington (TEUSWA) covers a huge 91,875 square miles (237,956 km²) which is most of the state of Washington, USA and also parts of British Columbia, Canada and Oregon, USA. Please refer to the coverage map below for the specific boundary. The place markers shown are where we have added cityscape 3D models for Seattle/Bellevue, Everett, Victoria, Spokane, Tacoma, Olympia and Yakima. There are many hundreds of POI models also throughout the entire state. We have continued to develop PBR autogen technology especially for X-Plane which allows for region-specific houses to be placed accurately to ensure maximum immersion. What really makes TrueEarth Washington unique are the Points of Interest. We have over 1,000 iconic landmarks - from Victoria and its beautiful harbour to the Seattle city skyline, its stadiums and vibrant waterfront – all based on 2018 and 2019 data. You won’t find a more comprehensive and up-to-date Washington flying experience anywhere! Features: 91,875 square miles (237,956 km²) of hand-corrected, crisp, color-matched aerial imagery New PBR autogen technology developed especially for X-Plane 11, allowing thousands of realistic looking PNW-themed houses and buildings to be placed at a realistic height with minimal impact on performance 1,174 custom-modeled PBR 3D POIs! Over 500 million trees placed correctly based on detailed land use and high-resolution height data 42.6 million buildings at their correct height and location where data is available Major Cityscapes for Seattle, Bellevue, Victoria, Tacoma and significant buildings added to Everett, Olympia, Spokane, Kennewick and Yakima VFR landmarks such as masts, wind farms, churches, power-lines, and lighthouses are all accurately placed. Hand-placed and custom modelled 3D landmarks placed throughout the scenery such as bridges, skyscrapers, stadiums, cranes, tanks, piers farms, and monuments – this is especially noticeable in city areas Sharp and detailed 10-meter mesh brings out stunning detail in natural features such as mountains, coastlines and valleys Superb watermasking along the entire coastline and most rivers and lakes Accurate road and rail network blended into the aerial imagery with moving traffic Summer season only with full night-lighting supported TrueEarth US Washington will be exclusively available via the new Orbx Central 4 to take advantage of all of the new features and Windows/macOS/Linux support out of the box. Central 4 includes many highly requested features including faster downloads and custom install locations. Look for a separate announcement for Orbx Central 4 soon! In addition to these features, users will get free service packs for life as well as more POI models in future updates. Coverage Map: TrueEarth US Washington will be available mid-June from OrbxDirect for AUD $69.95 (approx. USD $49.70/ €44.25 / £38.20). Please note this does not include the optional HD pack which will need to be purchased separately - see below for more details. Here are some screenshots of TrueEarth US Washington taken by JV - enjoy! * Please note that due to the inclusion of a full and comprehensive Seattle Cityscape, TrueEarth US Washington is not compatible with the DD Seattle City addon for XP11. We will endeavour to make it compatible with DD Seattle Airports for XP11 and more information will be posted closer to release. Optional HD Pack TrueEarth USA Washington uses efficient and optimised autogen, tree, 3D model and building facade textures for great performance on almost all mid-spec PCs, however for more powerful PCs with GPUs with at least 11GB of VRAM, we recommend purchasing the optional HD pack for better fidelity and clarity. This pack includes: 1024 and 2048 texture options for all 3D models and autogen 2048 textures for the Terraflora trees BONUS WA56 Israel's Farm Private Strip included Enhanced replacement and additional 3D buildings for the Seattle urban airports, designed to enhance the XP11 Gateway airports A control panel so you can toggle between SD, HD and UHD textures We recommend a PC with an i5/i7/i9 class CPU clocked to at least 4.6GHz or higher and a Nvidia 1080 class GPU with at least 11GB OF VRAM to use the HD Pack. We will be previewing more detailed screenshots from the HD Pack as development continues. The TrueEarth US Washington optional HD pack will be an additional $14.95 AUD (approx. USD $10.60/ €9.45 / £8.15) The following screenshots have been taken by JV using the HD pack:
  26. 28 points
    A little mix of caps from TEGB South & TEGB Central in X Plane 11.32... Also using XVision with my own modded preset. I would like to extend a huge thank you to Ken Hall for the help and kindness he has given me... you are a star and these first caps are for you mate Thank you for looking
  27. 28 points
  28. 28 points
    Hi everyone, After far too long, I am very proud to finally (re)introduce to you all my absolute largest project to date, KSBA Santa Barbara Municipal Airport for P3D and FSX! I've taken the last few months during my travels and student exchange in the United States to complete this incredibly scenic and unique destination just up the coast from Los Angeles in FTX Southern California. This is also the tenth Orbx airport product that I have directly worked on, so it's quite a milestone for me. KSBA is surrounded on all sides by beautiful approaches, with the beach and shore immediately to the south, and the mountains to the north posing a bit of an challenge . The unique architectural style of the terminal really makes this airport pop, as you will see below, with various artwork and designs all faithfully recreated in this addon. KSBA is a short flight from other Orbx airports like L70 Agua Dulce and KPSP Palm Springs, as well as a short airliner flight down the coast from KSTS Sonoma County and KTVL Lake Tahoe further inland. KSBA is served by 5 airlines on a regular basis by CRJ's, 737's, A320's and more, and is the perfect combination of airline and GA destination. With its main 6000ft runway and two 4200ft GA runways, this airport caters to pretty much whatever your favourite type of flying is. As usual, I've spend a long time tweaking the performance and making sure that it runs with as little impact as possible, so everyone can have a great experience no matter what they fly. Aside from the high detail airport, I have also included a HUGE area of 500sq km of fully annotated and detailed scenery around the airport, covering the entire city of Santa Barbara, Goleta, and the stunning mountain range that can be seen from the airport and city. You certainly won't run out of things to explore here! Stay tuned for updates over the next week on this - it's very close to complete FEATURES - Ultra-detailed rendition of KSBA Santa Barbara Municipal Airport - HUGE 500km2 coverage area at 30cm/60cm /1m - Beautiful rendition of the terminal, including interior modelling for maximum depth - Additional "lite" landing area - 0CA3 Crawford Airport - Custom vegetation and trees native to area - Advanced rendering, ambient occlusion and night-lighting methods used for maximum realism - Plenty of VFR landmarks and POIs to explore including schools, shops, factories, custom bridges and others. - Full suite of ObjectFlow, PeopleFlow2, TextureFlow and more included - Extensive control panel with options for alternative APX/AI configurations - Strongly optimized for good performance with complex aircraft types Please note that KSBA Santa Barbara is designed to blend seamlessly with FTX NA Southern California for P3D/FSX - can also be used with FTX Global Base only, but may contain a few small anomalies KSBA will be available to purchase from OrbxDirect soon for AUD $39.95 (approx. USD $28.60 / €24.75 / £21.75) COVERAGE AREA Enjoy the previews Cheers, Misha
  29. 28 points
    The History Of Orbx – Part 7/7 – Global Series And Beyond 2012 was an eventful year for me personally, with my 26 year marriage coming to an end, then relocating to the UK and despite Orbx's momentum, the company not being in a great financial shape. I do pride myself on one thing though; Orbx has no debts, has never borrowed from a bank and has never failed to pay any invoice on time (usually well before they are due). With an expensive divorce behind me and living on the other side of the world with an empty personal bank account, it seemed like I needed a reboot and a refocus to get the company back on track. I thought about how to expand our offering to beyond just regions and airports. The most logical thing to do was to repurpose the five years of R&D in terrain textures into a global product. As I was musing about how to achieve this, something remarkable happened. An Orbx user posted some screenshots on our forums where he had combined textures from a bunch of Orbx regions and created a whole new super-region, mainly to cover eastern Europe where he lived. Of course he was not aware this was against our EULA so I immediately contacted him - not to threaten legal action but to offer him a job. Eugene is a rare talent and has the chameleon-like ability to adapt to new methods and technologies like he's breathing air. So in secret as a side project without telling my staff, he and I set about creating FTX Global. Going Global FTX Global sounds like an easy thing to do; throw all our textures into a big bucket, swirl them around and out comes a mega world-covering region. But with anything covering such a vast area there comes challenges. We needed to unlock not dozens more land classes, but hundreds. We needed Global to 'play nice' with our regions and their customised system files. We needed thousands of new unique textures to depict terrain in all corners of the world. And we needed to convince our customers that Global was something they needed. So that is where the now-famous unified LClookup came into play. It took a lot of painstaking reverse engineering on Eugene's part to get all the pieces to work with each other but slowly but surely it came together. About 14 months after we began, the FTX Global Base Pack was released - and boy did it strike a chord with our customers! Now there was a way to get the Orbx regions look and feel for the entire planet. It wasn't a perfect solution of course, but it certainly made a huge improvement over the bland and dated default terrain of FSX and P3D. About the same time as FTX Global was released we struck a deal with the guys from PILOT'S in Austria and licensed their vector product which they helped to enhance further and package it as FTX Global Vector. It was released in December 2013. Not content with just texture and vector products, we saw the need for better worldwide landclass. So the openLC series was born out of that and soon Europe and the US began to look closer to our full-fat regions The Ben Factor Around this time I received an email from a young guy who had started university, criticising our website as being clunky and high maintenance. Instead of telling him to p__ off, I had to agree with him! As the CEO I was still editing the site by hand - it was made up of thousands of images, didn't use XML and it had become clunky an cumbersome. Ed Correia had to hand craft new thumbnails, headings and graphical elements in PhotoImpact each time a new product has due to be released. The solution was easy - I offered Ben a job and in the time since then he has finished his Computer Science degree and we've had the benefit of continual revisions of the Orbx website, the introduction of FTX Central and OrbxDirect and countless other invaluable apps and tools behind the scenes which the developers and management rely on every day. Ben McClintock joined Orbx in 2014 and introduced a new web design language to Orbx. The site continues to evolve, each time finding ways to cope with an ever-increasing catalog of products and sim platforms FTX Central and OrbxDirect Ben's talents as a coder really came to the fore with FTX Central. I had always wanted to create a simple and easy-to-use front-end to the Orbx products, sort of like how the Steam Store works. I mocked up sketches and conceptual ideas and he began coding. Matt Davies worked on the GUI elements. Fast forward to 2018 and FTX Central has evolved from a simple way to manage Orbx addons to a front-end to the OrbxDirect store. I set Ben a goal - customers had to be able to purchase a product with just a few clicks - and after a few years of continual development we finally got there when we opened the OrbxDirect.com online store in November 2016. The combination of our own online store deeply integrated with an easy to use management tool has really been incredibly well received by our customers. With faster internet download speeds becoming prevalent it is entire possible to use FTX Central to decide on a new Orbx product and have it purchased and self-installed onto your PC completely automatically within literally minutes! This was a revolution to many customers who hated dealing with ZIP files, extractors, download managers, serial numbers - the whole cumbersome approach that basically got in the way of enjoying the hobby. We've probably made it too easy and many customers on the forums seem to refer to terms like SWMBO and 'Her Indoors' or The Good Wife when trying to explain their addiction! Of the new products coming, I am very excited about our Netherlands project and after that PNW. To fly over the beta is like nothing I’ve experienced before, especially in VR. It sometimes is hard to discern from reality at certain altitudes. The sheer amount of objects we are cramming into the scenery is like nothing before it, it truly is a game changer! We have some very cool airport projects coming and some long overdue destinations. 2018 is set to be a great year indeed! So here we are in 2018 and I hope you've enjoyed a little bit of my self-indulgence in sharing the journey that got us here. I know I have left about 90% of the story untold, and to be honest the cast of characters is large and varied and I apologise to the many amazing people that contributed and didn't get a proper mention. There are guys on the team who have been with us through much of the journey like Chris, Neil, Wolter, Tim, Andreas, Maurizio, Sascha, Ken and Alex; new talent like Tore, Marcus, Finn, Richard, Frank, Scott, Jordan, Thomas and Richard. Then we have our amazing support and screenshot team like Emmsie, John, Nick, Doug, Richard and Matt. Our beta testers are too numerous to list here but their contribution is absolutely invaluable. I could probably write a book about the whole saga truth be told. It has been a decade of highs and lows, success and despair, good times and bad times, but mostly it has been ultimately fulfilling for many people, and I hope I've been able to add to the enjoyment of many people's love for this hobby. The Future I've posted our 2018 roadmap last December: I think with 115 screenshots, new tech and platforms and a lot of new challenges we are taking on including some exciting new concepts for regions you will soon be able to experience, you probably get the picture that we are not resting on our laurels and taking a breather for the next decade. Future star gazing, the end of the sim platforms Indulge me a bit here. I spent a lot of time in my IT career presenting future trends to CIOs and in 1999 I predicted that by 2009 people would be using touch screen smartphones to do internet banking and video calls. Those executives that did not laugh me out of the room and invested in infrastructure early had e-Banking apps ready for the iPhone in 2007. I am a voracious reader; I devour biographies of successful entrepreneurs, companies and businessmen and spend a few hours a day reading fiction, non-fiction, e-News and trends. You're never too old to stop learning. So what does the future hold for our hobby and for Orbx? Let me try to forecast a little and give some insight into the next decade. Firstly we will see VR and AR finally become mainstream and affordable, with cheap wireless 16K resolution headsets becoming the norm and sold for not much more than a smart phone. You will have a least a 220 degree field of view (FOV) with 8K+ resolution per eye, weighing a few hundred grams and using haptic feedback gloves as input devices. You will 'feel' the yolk as you hold it, feel the resistance from levers and switches and be totally immersed in the flying experience. For those who get motion sickness from VR there will be flexible 5mm thick wrap-around 8K or 16K monitors spanning about 10 feet in diameter. Nvidia will continue to lead the GPU war with cards so powerful they will make todays Titan-X look like a bundled on-board $5 Intel chip. The CPU will be less relevant versus the GPU as APIs mature to offload more and more physics and terrain handling to GPUs. Flight simulation engines will become more efficient and the interim platform winners will be the ones that are the most tightly coded and embrace new modern technology and systems without dragging the sim to its knees. Sim companies that don't foster a healthy third party developer community from inception will lose out (remember the MS-Flight debacle?). Flight sim addon developers will become increasingly platform-agnostic and new tools will emerge to compile content across many simulators and operating systems at once. The consumer won't be locked into a single sim, but will pick and choose addons for all his installed sim platforms to suit whatever mood they are in for the flights they want to do. And they will be most loyal to publishers that make buying choices easiest and provide support across the most platforms. The days of fan boys devoted to a single platform will die quickly as more and more new sims enter the market. There will be no guarantee that the darling favourite sim of 2018 will be the dominant platform of 2028, not by a long way. Simmers will become more fickle about which sim they use, even more so than some of the flip-floppers we see posting on forums today about how they switched away, and then switched back. The new minimum frame-rate will be 90FPS. There are kids less than 14 years old today who will be CEOs of companies that introduce remarkable new simulator engines and technology this coming decade and will uproot and disrupt the status quo of the our industry. The simple rule is: 'adapt or die'. Eventually the actual flight simulator engine will be marginalised and not relevant anymore. It will be all about the content which will run across a bunch of different simulators. The best performing most open standard sim will be the most commonly used. Closed proprietary platforms will die off. It has always been about the content. There is a reason we guard our IP so diligently at Orbx; all those assets can be used on future platforms without knowing what those platforms are today. Orbx's value as a company is not how many sims we support, but how many assets we produce that will eventually run on anything. A lot of Flight simulators will be cloud-based; meaning you will install a small base app and all the content you need and addons you purchase will be kept in the cloud and delivered on demand. A huge scenery addon won't be loaded all at once, but streamed on-demand based on your FOV, current position and distance to horizon. You will have multiple accounts from various vendors in the cloud and a standard FS addon format will likely emerge based on Vulkan and DX12 APIs or some other emerging 3D standard, terrain, weather and physics tech. To get an idea of what on-demand cloud based simming is today, trying using Google Earth's flight simulator mode or the Google Earth VR version and you'll see what I mean. It is total immersion and you can jump to anywhere on the planet almost instantly and zoom from the stratosphere to street level in seconds. You will run some sims on your smartphones and view them wirelessly on 8K VR headsets using haptic gloves, pretty much anywhere on the planet or in aircraft, trains, boats or in your car (which will likely not have a steering wheel anyway). By 2028 1-terabyte flight sim scenery addons will be the norm, and that is because PCs and other smart connected devices will have 30-50 terabytes of storage with five times the transfer rate of today. This storage will use new forms of memory far more dense and efficient that the type being used now. Battery technology will mean incredible power in handheld devices that only need charging once or twice a week. Internet download speeds will be multiple Gb/sec in 50% of western world homes, and mobile data will be using 6G technology with 500Mb/sec almost anywhere on the planet. Texture sizes for terrain will likely be 2048 or 4096 in size and new satellite imagery will be so clear you will make out newspaper headlines on cafe tables. The distinction between flight simulator and first person games will blur. You will be able to combine time in your virtual cockpit to time in your virtual car, house, land-based missions, water based missions and massively multiplayer worlds where flight is just one aspect of the experience. If you think we are in a simming golden age now, you ain't see nothin' yet! Does this all sound too fanciful? Save this text somewhere and read it again in 2028, that's my challenge What about Orbx? What will it look like in 2028? Well I can safely say I won't be its CEO, and apart from still being a shareholder, I won't be involved in the running of the company on a daily basis. By then I would have handed the mantle and vision onto the next generation who will have fresher ideas and sharper minds and business agility than me. I will likely be sitting on a boat in the Med somewhere, enjoying the sun, or exploring the world somewhere. I'll be almost 65 and well and truly retired. Because I am a serial entrepreneur (I have been involved with starting five companies here in the UK since I moved here in 2012, and I own one and am a part owner of two of them), I am sure I will have fingers in many pies and always keeping my mind active in that respect. The FTX brand will disappear, replaced by a unified Orbx brand. So FTX Global becomes Orbx Global and so on. The new Orbx Central will have intelligence added to scan your host device for any sims installed and will configure itself to offer addons that run on them. You will be able to have Orbx addons from the cloud and download them on-demand when needed. You will be able to pull up Orbx Central mid-flight from inside your virtual cockpit, then buy and install scenery for your flight destination in real-time, ready for you to land there. Orbx will likely be a publicly listed company by then, still be very much cloud-based but have actual bricks and mortar offices in almost every continent and have a staff of well over 100. Many of you will be shareholders in the company and enjoying dividends and feeling part of its future. It will have a board and management team of both old and new faces and will have released perhaps another 500 products across probably 15 platforms by then, including VR, consoles and whatever new mediums are available. The changes in Orbx have already begun with the FTX brand slowly disappearing from the website. Management changes will begin from the middle of this year so stand by for some announcements from FSExpo 2018 in Las Vegas. Better still, why not come and join us there and chill with us for the weekend? It's our annual pilgrimage to relax and chat to customers and drink a few bourbons If you've stuck with me all this way - thank you. It's been quite an exercise this past week digging into my fading old brain cells to recall some of the history, and it's made me smile, frown and experience a mix of emotions with the walk down memory lane. Last words: Thank you. Thanks for making Orbx what it is today and your continued loyalty and support. Long may we be able to serve you.....
  30. 28 points
    Yes it’s an active project. Australia V2 will be next year and be a paid upgrade (big discount for existing customers though). New tech, new textures, new vector, every airport upgraded and possibly photoreal Great Barrier Reef as well.
  31. 27 points
    CAE3 Campbell River Water Aerodrome is coming to Prepar3D v3 & v4! So... you have been to CAC8, CAX6, CAG8 and YRC; where to next? How about Campbell River Water Aerodrome and the city of Campbell River BC? CAE3 Campbell River Water Aerodrome was said to be the busiest seaplane base in the world during the 1970’s. It’s not so busy now but instead has the character that no polished facility can match. No PA system with that well modulated voice you can’t understand. A look at the odds and ends on the seaplane docks tells you that it’s a working SPB. CAE3 is located on Tyee Spit at the mouth of Campbell River just north of the centre of the city by the same name. It is the home of Corilair, Grizzly Helicopters,Vancouver Island Air and West Coast Helicopters . Campbell River, the “Salmon Fishing Capital of the World” and in particular Tyee Spit are famous for the salmon fishing. At Tyee Pool the fishing is done from rowboats which you will find modeled in the scenery. The city of Campbell River lies at the junction of the more populated southern part of Vancouver Island and the mostly undeveloped northern half. It has the feeling of a little bit of both. Key Features All of Tyee Spit as a large model, including Corilair, Grizzly Helicopters, Vancouver Island Air, West Coast Helicopters, associated docks and other buildings. The city of Campbell River North Campbell River Nystar buildings and dock with detailed static ship Ocean Wind John Hart Generating Station Five Campbell River marinas with custom boats Campbell River ferry terminal Quathiaski Cove ferry terminal Cape Mudge Lighthouse and grounds April Point Marina and Spa, with helipad The AI cruise ship Norwegian Jewel going from the Campbell River Cruise Ship Terminal to Victoria BC and back. The AI boat CCGS Cape Palmerston attending a sailboat aground An AI Ranger 29 powerboat that crosses Discovery Passage Models of Whitehall rowboats used for salmon fishing around Tyee Spit A couple of ‘Extras’ to amuse you Developed by @Larry_R And now what you really want to see - the screenshots by Larry and Emmsie:
  32. 27 points
    Thanks for your incredibly well thought-through and insightful contribution Doug. I also fly in real-life and for decades any flight simulator I’ve used has been found wanting in terms of visuals. It’s the precise reason why I started developing scenery twenty years ago, to strive for a true depiction of the real world. The sole reason Orbx exists is because simulators didn’t ‘simulate’ the real world well enough. We’re not there yet, but getting closer. I was invited into a level-D simulator in February and the scenery looked like a dog turd pie. I laughed and walked out. The three TrueEarth GB regions are not far off 200GB combined and tens of thousands of customers would disagree with you, since they are quite immersed in that scenery. It looks like eye candy is very important to people then, Doug. By the way, we’re installing C172 and B737 simulators into our development centre for our commercial sales team. You’re welcome to come and visit and try them, but you’ll have to put up with that awful, off- base, laughable immersive eye candy called TrueEarth. Shame. Oh and if you ever visit EGHR Goodwood, the Boultbee Academy has a full-scale, motion Spitfire Simulator you can use for £300 per hour. Oh...sorry, it’s also using TrueEarth GB. Damn...
  33. 27 points
    Neil will be sorely missed; his energy and enthusiasm put many of our younger team members to shame. His legacy will live on through the untold countless hours of enjoyment he has brought to people arriving at thousands of airports worldwide. Even though Neil never regarded himself as being old, if the community agrees we’d like to rename the Old Coots Club the Neil Hill Memorial Lounge. RIP Neil, our dear colleague...
  34. 27 points
    Hi, Just wanted to share two screenshots of ESSD Dala Airport, part of my upcoming Swedish bundle package also including ESNQ Kiruna Airport. With that said, may I add that all good things comes in threes? Still a major surprise to reveal. Stay tuned. And oh, yes, soon done! Regards, Marcus
  35. 26 points
    Hello everyone, I hope you are enjoying the fruits of our labour with TEGB Central! I am looking forward to seeing your screenshots and watching your videos. However, we have more work to do. In addition to SP1's for TE Netherlands, GB South and GB Central being worked on right now, we have already made good progress on TE GB North. We are hoping to license 10M elevation mesh to make the Scottish Highlands area just stunning to explore. Here are a few cheeky shots that TonyW made for me a few days ago. Notice how the clarity of the ortho improves the further we go north? Obviously our data provider improved their QA as they progressed further north with their aircraft, and the results are impressive. The last one is my current desktop wallpaper. Just to remind me we have more work to to ...
  36. 26 points
    Hello everyone, You may remember ages ago that we announced that developer Marcus Nyberg was creating two Swedish airports - ENSQ & ESSD - for FSX and P3D. I'm here to tell you that we lied... it's actually a triple pack, and the third one is a biggie! Not only does this airport pack feature ESNQ Kiruna Airport and ESSD Dala Airport, but ESSV Visby Airport as well. This is especially significant for those who fly in the area frequently due to the vast number of commercial flights to Stockholm, Malmö, and Gothenburg. This pack also features a unique 3D snow effect at ESSD & ESNQ, making these airports a great place to... chill. ESSV Visby Airport Visby is located in Gotland, an island located southeast of Stockholm in the Baltic sea. Sweden is normally a rainy place, however Gotland may be the exception! Famous for nice weather, beautiful landscapes and world heritage sites, it is a hugely popular destination for Swedish nature lovers, tan-seeking beach goers, party people, and the Swedish political elite. Famous Swedish director Ingmar Bermgan used to live here and a lot of his movies are set in the surrounding area. ESSV itself is a busy airport made up of three main areas: Swedish military operations run out of the northern part of the airport, a buzzing commercial airport takes up the majority of space in the middle, and there is also a GA area in the southern region with a cross-direction grass airstrip straight under the approach to the runway. Visby Airport has been developed with great care and is highly detailed featuring high res textures throughout the airport and advanced modeling to ensure maximum realism. Marcus spent a lot of time trying to make atmosphere as true-to-life as possible around the city of Visby, the harbour and the old town with custom objects and coloring, really capturing the unique Swedish vibe around the airports. He has even included custom vehicles that you would normally find in the area! ESSD Dala Airport Across the Baltic Sea and northwest of Visby is Dala Airport, located in Dalarna County just outside the city of Borlänge, and 25 minutes drive from where Marcus grew up in Falun. This county is famous for tourism as well, however as it is close to Stockholm, Dala Airport is primarily used for charter flights & general aviation - commercial traffic is very limited. It also hosts a model airplane club and has a very active glider community. Dala Airport is an important milestone for Marcus, as he once developed it for FS9 years ago as freeware - he is incredibly excited to bring ESSD up to date for the modern simulation market. This airport features a very cool approach with approach lights located in a nearby horse paddock as well as animated horses (I've never heard of a horse strike before but nevertheless, make sure you aren't coming in too low!) Another cool feature of Dala is the replication of the famous red houses in the surrounding area, which have been modelled in-sim. ESNQ Kiruna Airport For our final airport, we are taking you waaaaay up north - 1,200 kilometers north of Dalarna County - to ESNQ Kiruna Airport, a mining town towards the far tip of the Norwegian border. Kiruna is situated in the middle of the vast Swedish tundra, however it is vital to the Swedish economy. Kiruna is the key city in the northern inland part of Sweden and is an important source of iron ore as well as a popular tourist destination for hikers and climbers en route to the nearby Scandinavian Mountains which boasts the highest mountain in in Sweden, Kebnekeise. ESNQ Kiruna Airport has been developed with high detail, high resolution textures and even 3D-snow to create an immersive feeling that really captures the nordic spirit. As Kiruna is close to the Norwegian border, it has frequent links to Stockholm-Arlanda which feature primarily private jets and cargo traffic. A lot of work and precision has been put into details such as a whole new fleet of Swedish airport vehicles and flora unique to the surrounding area.The town has also been updated with 100,000's of handplaced houses and trees as well as the nearby mining area. Key Features: Ultra-detailed renditions of Dala Airport, Kiruna Airport, and Visby Airport Advanced baked ambient lighting PeopleFlow throughout the three main airports Custom vehicles and objects typical to Swedish aiports 30/50cm airport and approach coverage Introducing new unique 3D Snow effect at ESSD & ESNQ High resolution textures throughout the airports Towns of Visby & Kiruna For the best experience, FTX Global should be purchased and installed prior to using this airport pack. Coverage maps: The ESSV Visby Airport pack will be available to purchase from OrbxDirect soon for AUD $39.95 (approx. USD $28.80 / €24.60 / £21.95 ) Here are a few screenshots from Marcus and Emmsie. Don't forget to stay tuned here and on our Facebook and Twitter pages for plenty more shots over the coming days!
  37. 25 points
    Hello all, Just a heads up that we have service packs aplenty coming in the coming week. First up is SP1 for TE Netherlands AFS2, followed by SP1 for TE GB South for P3D. Finally we have a MASSIVE set of upgrades coming for TE GB South and a Central for XP11. A full preview post is coming on Monday, listing the literally hundreds of new POIs, bug fixes and improvements, but I thought I would show you a little teaser of what is in store, Here is Arundel Castle in West Sussex, complete with PBR textures: Note how the light affects the walls and surfaces? PBR is a major element of the service packs and we’ll show you more on Monday.
  38. 25 points
  39. 25 points
    As we work hard on getting TrueEarth GB Central to beta, we are concurrently working on the first service pack (SP1) for TE GB South. As has always been the case with Orbx regions, we continually update them to fix bugs and add new and improved content. For TE GB South here's a list of things to come (and Richard BUI has already posted a preview topic of some of what he's been working on): Hundreds of new castles in England and Wales More unique models in London and other cities Many upgrades to ports like Dover, Southampton and Portsmouth to add ships, cranes, containers, forts and other detail A new ZL18 ortho imagery for central London spanning from Hyde Park to EGLC London City Airport. This will make the capital really look amazing especially doing those Thames runs down low, and approaches to EGLC. Improved ZL18 ortho for Portsmouth Possible new Dover cliffs and detail Many more 3D models along the coast to improve the look of coastal towns More variety of light houses and correct placements Many more POI models of important structures, including bridges Here is a quick sample of some of the castles and cathedrals going into SP1. Remember, this is just a few out of the hundreds being added: Raby Castle Hartlebury Castle Halton Castle Blackburn Cathedral Beverley Minster Barnard Castle Barnwell Castle The good news? All Orbx service packs are free, and automatically delivered to you via FTX Central. Just look for the announcement and you'll see the little red icon next to the region's thumbnail to install the SP. Here's a sneak peek at London in SP1: Rest assured that your initial license fee for TE GB South is used to spend further R&D into the region over many years. With this cycle of continual improvement you're investing in a region that will get much more detailed over time. As a sneak preview of TE GB Central, here's the view of Liverpool from Bidston Hill, comparing a real-life photo to TrueEarth.
  40. 25 points
  41. 25 points
  42. 25 points
    Hello, straight from the updated ESSA. Really cold here.
  43. 25 points
    Press Release – For Immediate Release Toowong Australia - June 19th, 2018 Orbx sponsors Max Bird Racing Orbx is pleased to announce our sponsorship of young 18 year old racing prodigy Max Bird. Winner of his class in the Dubai 24 Hours and recently a race winner at Thruxton UK, we are thrilled to have our company's logo on his Ginetta GT5 race car! Max is a professional racing driver currently racing in the Ginetta GT5 championship and hoping to progress into British GT in 2018/19. You can follow his season at his personal website to see his results and important updates. http://www.maxbird.co.uk/MaxBirdRacing/ . Be sure to follow his FB and Twitter feeds to get live updates from his events! Max and the Orbx logo at full speed at Silverstone last week Orbx CEO John Venema today said "I've known Max for a few years now (we train at the same gym) and after being invited to see him race at Thuxton recently where he impressed me hugely with a spectacular race win from 8th place on the grid, we agreed that Orbx would be thrilled to provide a modest sponsorship to support the rest of his 2018 season" "Max shows a maturity and level head way beyond his 18 years and I am confident he will have a stellar racing career ahead of him". Max's history Max started karting at 8 years of age racing at local kart tracks Camberley and Forest Edge, building up a good selection of trophies. As a father and son team he first raced at a National Level in 2010. Max continued racing at a club level in 2011 becoming vice champion at Forest Edge, and taking 4th in the club championships at Shenington and Whilton, before joining Fusion Motorsport for 2012 to compete in S1 and Formula Kart Stars. In this final year as a cadet, Max took a number of podiums and fastest laps at National level before moving onto Mini Max in 2013. Competing predominantly at National level Max was 10th in the S1 Mini Max championship, after achieving a number of top 6 finishes. For 2014 Max moved to Rotax Junior Max and again competed in the National S1 championship, finishing 12th overall once again achieving top 6 finishes and fastest laps during the year, including at the Britsh Kart GP at PFI. After winning the prestigious TVKC karting championship for Junior Rotax in 2015 Max entered car racing in 2016 competing in the highly competitive Ginetta Junior championship before moving on in 2017 to the Ginetta GT5 championship where he finished 4th overall after 1 race win, 4 second places, 2 third places a pole position and 2 fastest laps. Max says "2017 was an extremely good learning year for me as I had a 1st in the opening round of the season, then followed by 6 further podiums across the season and also 2 fastest laps and a pole in the final round. A productive learning season with limited testing to ready for the 2018 campaign." Max’s aim is to become a professional racing driver and race sports cars worldwide with his ambition to compete at the Le Mans 24 Hours. Some of Max's races are broadcast on UK television when the Ginetta championships joins the BTCC races. We hope our sponsorship will provide funding for to have a successful 2018 and move to a higher level championship series in 2019. Good luck Max, and we'll be watching your performances keenly and of course enjoy seeing the Orbx logo whizzing around the circuits of Europe!
  44. 25 points
    Happy new year everyone! 2018 is gonna be one hellavu ride! Question: We now have access to pristine new imagery for Germany. How many of you would be interested in a photoreal version of the whole country of Germany? It would be about a 120GB download but would contain all the POIs from our landclass based regions and we’ll make it for FSX/P3D/AFS2/XP. Launch platform would be AFS2, would be summer only to begin with. This would join seamlessly onto our Netherlands products. Your feedback would be welcome. Wishing you and your families a happy and safe 2018!
  45. 25 points
    Hi all, New patches available for both Germany regions - 1.20 for Germany North & 1.10 for Germany South. General changes for Germany North: * GES compatibility * Improved compatibility to R¸gen and Barth ORBX airports * new landclass type for villages to better represent small settlements and improve the blending of village polygons with the surrounding raster landclass. Similar to FTX Germany South, four sub-types with different facades and roof textures represent regional differences in building styles, such as half-timbered, brick, slate, or plaster facades. * updates to several existing landclass types to enhance mix & density of local vegetation and types & facades of buildings * three additional agricultural landclass types for lowland areas to improve realism and diversity * an additional golf course type with high density of trees * significant reduction in the number of small landclass polygons to improve landscape visuals * Added GA and passenger AI traffic between airports (deactivated by default, can be activated through control panel) Specific changes for Germany North: * Removed wind turbines that were actually placed in GES coverage area around Goerlitz and Dresden * fixed all reported cases of corrupted (i.e., overly long) polyline buildings (relevant only to P3D) * added forested areas at Wittmund and Jever airbases * added missing Muehlen/Oldenburg * added missing Altena * added mine tailings near Eisleben * added access road and landclass polys at Hermannsdenkmal * placed additional flattens for Berlin landmark buildings * removed disassembled wind park "Alte Schanze" near Kassel-Calden (EDVK) * local landclass improvements in Kiel, Rostock, Bremen, Hannover, and other cities * EDHI: Tunnel entrances and shoreline altered to gravel LC type * EDDH: Tunnel entrances added and updated LC type for car park * EDHL: One apron changed to gravel * EDHM: Removed aircraft from tennis court * ETNS: Second (closed) runway added * EDHN: Missing fuel browser added and apron moved clear of railway line * EDCR: Improved sloped flatten * EDXP: Runway designators changed to 08/26 * EDXJ: Missing military hangars added * EDWP: Wrong LC texture changed * EDXM: Runway designators†changed to†25/07 * CS06: Static aircraft†removed and X markers added to†runway†and added some†missing solar panels at eastern end.†Adjusted landclass. * EDWM: Flatten adjusted * EP47: Flatten adjusted * EP22: Replaced blastpad by offset yellow chevrons and added solar panels * EDWU: Replaced asphalt runway†with grass runway * ETNP: Closed markers added, static aircraft†removed * ES26: Missing airport buildings added * EDWD: Closed runway markers added, static planes removed * ETNJ: Adjusted forest LC around hangars * CS15: Removed concrete vectors from PR (makes 2D museum aircraft become visible again) * EDDI: Remove everything except runways - remove/orphanize ILS frequencies - add X markers to runway * EDDT: Taxiways† matched to PR * EDBP: Added missing hangars * EDUW: Updated flatten and LC adjusted to solar panels * EDBW: Added solar panels * EO05: Fixed flatten plateau with static aircraft * EDHE: Airfield†flattened and AI parking added General changes for Germany South: * additional landclass type for villages in the northwestern section of GES that features the typical grey slate facades and roofs of the central Rhein valley and Mosel river area. * updates to several existing landclass types to enhance mix & density of local vegetation and types & facades of buildings * adjustments to the Munich photoreal areas to improve color matching with the GES custom waterclass (color) types * adjustments to some of the photoreal areas to better match seasonal changes and reduce baked-in shadows Specific changes for Germany South: * new landmark building: Landgrafenschloss (castle) in Marburg/Lahn * fixed all reported cases of corrupted (i.e., overly long) polyline buildings (relevant only to P3D) * added missing Mittenwald * improved urban landclass in Suhl and other towns and cities in Thueringen * improved urban landclass of several towns and cities in Hessen, including Dillenburg, Stadtallendorf, Ziegenhain, Fritzlar, Melsungen, Bebra, Bad Hersfeld, Bad Wildungen * improved urban landclass of several towns and cities in Nordrhein-Westfalen, including Siegen and Kreuztal * improved urban landclass of several towns and cities in Baden-Württemberg, including Villingen-Schwenningen and Schwenningen * improved urban landclass of Zittau und Bad Schneeberg/Aue, Sachsen * improved urban landclass of several towns and cities in Bavaria, including Landau an der Isar, Pfaffenhofen, Schrobenhausen * added Verenafohren Windpark * added missing Alatsee * EDGA: Fixed elevation of buildings * EO56: Fixed flatten elevation of Bosch Entwicklingszentrum (caused a mesh peak) * CS36: Fixed tunnel entrances * LKCB: Runway designators removed * EDQM: New taxiways added * EP48: Added * EDKU: Mesh problems fixed * EDTD: Trees between tower and runway removed * EDTQ: Fixed zero elevation flatten vertex * EU31: Fixed flatten problem * LSZH: Jetway not connected to terminal fixed * LFXG: Sitting girl put on chair * Z11L: Airport closed, warehouse added on runway * EDQE: Fixed taxiways covered by grass * EDDK: Fixed sunken taxiway A1 to Rwy 14L * ETHM/EDRE: Changed ICAO code to EDREG
  46. 25 points
    Kia ora, welcome to NZWR Whangarei Airport, Orbx's first North Island airport; located in the northernmost city in New Zealand in the Northland region of the North Island. Whangarei has been on my radar for several years now, and with the assistance of one of our forums members (tuisong) for on-site photography this beautiful NZ destination has been made possible. This project includes the airport itself along with a large amount of photoreal coverage of the bay and valley that the city of Whangarei itself is in. There are some additional locations included in this package, including 3 helipads and many important points of interest for navigation and visiting. Whangarei is the northernmost city in New Zealand, and the regional capital of the Northland region. Situated in a river valley at the back end of its large harbor, Whangarei is an important industrial area producing cement, refining oil, and shipping industrial goods via its ports. The city is host to Northland Emergency Services Trust (NEST) which operates helicopter rescue operations in surrounding Northland. The NEST Helicopter Base north of the city, NZJR Whangarei Hospital Helipad, and McLeod Bay Rescue Helipad have all been modeled in addition to the airport. Whangarei Airport is situated on the Onerahi peninsula, southeast of the city center. While limited by the geography of the area, it has two runways, a sealed asphalt runway of 3,599ft and a grass runway of 1,558ft. The airport is served by regular flights to Auckland operated by Air New Zealand Link on Dash 8 Q300 aircraft. A smaller air taxi service, Sunair, operates flights to Claris, Hamilton, Tauranga, and Rotorua using Piper PA-23 Aztec's and Cessna 172's. The airport has been previously served by Beechcraft 1900's and ATR 72's. This project has just entered beta, so all going well it should be available this holiday season. Compatibility Available for FSX, FSX:SE, and Prepar3D v1, 2, 3, and 4 Requires FTX NZ New Zealand North Island (NZNI) Coverage 60sq mi/155sq km of photoreal coverage at 10cm/30cm/60cm/1m Airports and heliports NZWR Whangarei Airport - HD airport NZJR Whangarei Hospital Heliport - helipad atop the city hospital, west of the city center NEST Helicopter Base - rescue helicopter base north of the city center McLeod Bay Helipad - new helipad at the entrance of Whangarei Harbor, built for rescue operations Features Detailed rendition of NZWR Whangarei Airport Three additional helicopter pads around the city and surrounds Color blended and fully autogen annotated photoreal coverage of Whangarei airport, city, and harbor Advanced rendering techniques for realistic materials at the airport, including precipitation effects on the ground surfaces, specular shine, and bump mapping Dynamic lighting in Prepar3D v4, provided by Jon Murchison APX designed for AI Traffic Australia and New Zealand package, designed by Graham Eccleston POI's including Marsden Point refinery, Portland cement plant, Te Matau bridge, and detailed city center ObjectFlow, PeopleFlow2, TextureFlow, and StaticFlow included Airport modeled with on-site photography provided by Roger Alchin. And without further ado, screenshots. Many of these shots were produced for these previews by our very own Adam Banks. His New Zealand screenshots are finely tuned to reflect the real locations and as such I wanted to have his input by providing preview images that look the closest to setups that flight sim users from New Zealand might have for their daily flying. NEST Helicopter Base NEST Helicopter Base NEST Helicopter Base NZWR 24 Approach NZWR 24 Approach Advanced materials for precipitation on sealed surfaces NZWR terminal area NZWR terminal landside entrance NZWR landside parking area NZWR fueling NZWR Air New Zealand Link gates NZWR Sunair terminal and parking NZWR Skywork Helicopters operations area NZWR general aviation area NZWR 06 holding point NZWR 24 approach NZWR overview NZWR 06 overview Te Matau Bridge Whangarei city center, looking south Whangarei suburbs, looking north NZJR Whangarei Hospital Helipad NZJR Whangarei Hospital Helipad Marsden Point refinery Marsden Point refinery McLeod Bay helipad area (helipad is by the road on the right)
  47. 24 points
  48. 24 points
    Well then chaps to day i have been here for ten years, It does not seem this long though as people say time flys when your having fun. Ten years ago i had only been using FSX a short time and was looking online and came across this little outfit called Orbx from Australia what i saw looked great and a lot better to what i had seen before so i dipped my toe in and bought the regions FTX: AU Blue Temperate South,FTX: AU Gold Subtropical East,FTX: AU Green Tropical North,FTX: AU Red Central Outback. Then came a few Airports for these areas and i was hooked i could not get enough of these products they were just fantastic i started to take a few screenshots along the way and post them on the forum after awhile i became i think the first member to become a VIP, Then i was asked to join the Team and take official screenshots for you all to see in the preview forum.This i jumped at i can tell you its been a privilege to do this for a number of years now and something i love doing. Now up to date and just a few posts later ha ha i moved to P3D and it was like starting flightsimming all over again, i now have AFS2 and XP11 installed, With Orbx supporting these platforms our simming world can only grow and grow. Along the way i have met some fantastic people here on the forums not in real life you understand but its so friendly here its like one big extended family you get help when and if you need it from the other forum members and from the guru of the forum Nick whos knowlage is second to none. I follow the screenshot forum all the time and the shots you put up are second to none and i Thank you all for supporting the Screenshot contests that i put up ever month i see this grow all the time. I would like to Thank JV who started all this and had the vision to bring us to where we are today with the best Developers and the best scenery in the business, Also the people you dont see the Beta Testers who pound these new products for us all to find any faults before being released. Here at Orbx things will get better and better as time marches on and Emmsie will be here all the way. Thank you all for being here on the forums and supporting Orbx as i say to me its been one outstanding time ive had here and will be for many years to come. cheers Iain
  49. 24 points
  50. 24 points
    Hello everyone, It does not seem that long ago that we released FTX AU BLUE, the very first Orbx product. It was in fact, a decade ago on March 6th, 2008. I remember being in the (then) Orbx office as Adrian pressed the button at FSS and we had a live TeamSpeak call between the devs in Melbourne and Sydney and drank a few well-earned beers that evening. In the lead up to the 10th anniversary I am going to share some old videos we made over 13 years ago for the Vista Australis (VOZ) project and then some early Orbx trailers. Here is the very first VOZ trailer I made in 2005, a few months before we released. We released VOZ on the day my family went on a camping holiday on the Australian east coast. I recall checking my phone every few hours to see how the downloads were going and was astonished to see it pass 1,000 in less than an hour, then 10,000 - 20,000 - 30,000 - it was an incredibly satisfying period for the VOZ team after years of hard work. It's amazing to see how far we have come today and my goodness - what are we going to see in our sims in 2028 eh? Contrast the above VOZ video to seven years later when we previewed PeopleFlow2: Or Jarrad's LOWI masterpiece in 4K ... And here is the very first Orbx preview trailer, made in FSX for our Tamworth project More nostalgia to come!
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