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  1. For Immediate Release Toowong, Australia, March 21st, 2018 Bill Womack Rejoins the Orbx Team Orbx today announced that renowned flight simulation developer Bill Womack has rejoined the Orbx team and all his iBlueYonder titles for FSX/P3D and X-Plane will now be published through OrbxDirect.com Orbx CEO John Venema today said “I am absolutely thrilled to welcome Bill back into the Orbx family! He and I have remained great friends for the past decade and I was delighted when he approached me to have us publish his iconic airports he has developed under his own brand iBlueYonder in the intervening years.” Bill Womack said “My goals have always closely tracked with those of Orbx; to create small airfields that are full of character and long on immersion. Lately though, I’ve been branching out to larger, more complex projects that require more time and energy than one person can give. It takes a team to get work of this caliber done, and Orbx certainly has the right developers for the job.” Bill continued “I’ve also been expanding my reach to target new simulator platforms such as X-Plane 11. Here again, Orbx is on that same wavelength, not only with X-Plane, but Aerofly FS2 as well. The combination of our years of experience with the potential of these new sims is incredibly exciting.” John Venema added “We been discussing some of his projects that are planned and I can say we are all excited at what is coming down the line. Bill is very enthusiastic about the X-Plane platform so that fits with our expansion plans for 2018/19 perfectly.” Bill concluded with “So why rejoin the Orbx development team? In short, it’s just the best fit I could imagine. My work has always been built to fit nicely into the Orbx ecosystem, and with their support and that of the huge Orbx community, the potential for creating increasingly amazing products is unlimited. I’m so tickled to be back!” Venema finished with “Please join me in welcoming Bill back to the team and to celebrate we will be holding a ‘Bill’s Back!’ special discount on all his airports for Orbx customers and also providing a free license transfer service for all iBlueYonder.com customers who will be able to transfer their previous purchases from iBlueYonder to OrbxDirect and also benefit from new PeopleFlow and ObjectFlow upgrades to their airports”. Nantucket Island and Minute Man & Plum Island for FSX/P3D and X-Plane 11 will soon be available on the OrbxDirect store. End Release
  2. 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!
  3. Well then chaps Thank you all for entering this contest, Some fantastic shots again in the contest. Now the winner is..... Neptune6. Well done one fantastic shot this . Now if you shoot Ed an email ed@orbxsystems.com with your Orbxdirect account details and what prize you would like he will add this to your account. cheers Iain
  4. It's Orbx's 10th Anniversary! To celebrate, we've set all pre-2018 products to 50% off! This sale will end on the 13th of March at 01:00 UTC. Learn more and buy now: https://orbxdirect.com Want to learn some of Orbx's history? Check out John's topic here:
  5. 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.
  6. The Orbx venture into X-Plane begins! This release marks the start of Orbx's exploration into the world of X-Plane. Expect to see to a steady stream of releases as we look at converting some of our existing products for X-Plane 11 and some new products elusive to X-Plane 11! Buy Here If you have already purchased KCGX for FSX/P3D or AFS2, then you will automatically be eligible for the 40% Cross-Platform discount. As we do not currently have a version of FTX Central available for Linux or MacOS, you will see a CROSS-PLATFORM DOWNLOAD option in your account. This is a simple zip that you can extract into X-Plane 11 in the mean time until FTX Central is available for those other platforms.
  7. Now on to Desolation Sound and YRC Refuge Cove Seaplane Base and another classic from Larry Robinson! Refuge Cove is the main source of supply in Desolation Sound, located near the northwest end of the Strait of Georgia in British Columbia. It serves as a convenient pick up and drop off location for those coming to or leaving from boats via seaplane in what many regard as the ultimate destination for cruising in the Pacific Northwest. Refuge Cove remains the quintessential ‘Up Coast’ marina; the type that has mostly disappeared from the PNW and it oozes character. There are a number of boaters who spend one to two months in this area year after year and some have been doing it for 30 years or more. Refuge Cove is run as a co-op by the members of the small community of permanent residents. There is no lodging available. In general, people fly there to join boats cruising in the area. https://orbxdirect.com/product/yrc
  8. Hi all, 1.10 update for KSAN San Diego is now available Changelog New GSE vehicle, unique for KSAN with the iconic purple-blue luggage vehicles, TUG, push-back vehicles etc.. Dynamic lights (P3Dv4 only). New Jetways (Control Panel option) Better blending of the photoreal of the airport zone with the photoreal of the surrounding Better night illumination near the airport
  9. 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 .....
  10. Rules 1. One entry per forum member. 2. You can submit edits whatever you like. 3. The shot must be using an Orbx region or Orbx Airport no restrictions on aircraft. 4. The shot must show some Orbx scenery in it that can be identified as Orbx. 5. Please only submit your screenshot via a reply to this topic , No comments from any other forum members please. 6. Any no screenshot post ie comments will be deleted. 7. Entries close at midnight 31st of March GMT. 8. You can not vote for your own shot. 9.Winners will be chosen by a poll by you the members who have entered the contest. 10.When the contest closes on the 31st of this month everyone that has entered a shot will have one vote each to choose the winner of the contest, i will open the voting soon after the contest closes.You will then have six days to cast your vote until the 6th of April 2018 11. The winner must have an OrbxDirect account to claim your prize. cheers Iain
  11. The next-gen CityScene tech is here! CityScene Gold Coast is Allen Kriesman'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. 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 has included lite renditions of several helipad locations, and Southport Flying Club (YSPT), perfect for launching low-and-slow flights over the coverage area. 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 its way into many of our other product lines over the coming months. Key Features Highly detailed representation of the City of Gold Coast and surrounds Beautiful ground textures at 60cm 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, 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 or FTX Global The exciting first product for Allen Kriesman! Note: this does not include YBCG Gold Coast Airport which will be sold separately and also includes YSPT. https://orbxdirect.com/product/cityscenegoldcoast
  12. 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!
  13. Hi all, We have just released FTX Central v3.2.5.4 to Fastlane users. This version of FTX Central has support for the newly released Prepar3D v4.2. If you have not already opted-in to our Fastlane program, you can do so here: https://orbxdirect.com/account/fastlane Other changes: Backend changes to support X-Plane. Support for Aerofly FS 2 DVD edition. Fix case sensitivity issue with the ObjectFlow 2 add-on.xml. Fix errors when uninstalling products. Fix incorrect "FTX" entry placement in scenery.cfg in certain conditions. Button to toggle local mirror scanning. Added a confirmation dialog before uninstalling a product. Made category switching faster. If only one category is visible, automatically select that category. Don't force a product category to be selected if the user has already navigated to the another page. If you experience any issues related to ObjectFlow with this version of Prepar3D (missing buildings at Orbx airports etc), please post them in the ObjectFlow 2 forum: https://orbxsystems.com/forum/forum/236-objectflow-2-open-beta/
  14. Well then chaps another cracking set of entries, And Thank you all for entering this one. Now the winner is. ydelta. Now if you send Ed email ed@orbxsystems.com with your prize choice and OrbxDirect account details it will then be added to your OrbxDirect account. cheers Iain
  15. Hi all, A quick update for KSNC is now available to fix an issue with the photoreal during the autumn months
  16. Hi all, The Orbx website and FTX Central will be unavailable from 12:00 PM AEDT until 3:00 PM AEDT on the 4th of February 2018. This is part of an effort to strengthen and consolidate the Orbx infrastructure. Here are the full details. Start time: 2018-02-04 01:00:00 UTC (12pm AEDT) End time: 2018-02-04 04:00:00 UTC (3pm AEDT) Affected services: OrbxDirect (orbxdirect.com) FTX Central v3 Unaffected services: Orbx forum (orbxsystems.com/forum) Zendesk ticketing (support.orbxdirect.com) Orbx products you have already installed in the simulator
  17. Quick patch is available for KHAF via FTXC3. This resolves these two reported issues: https://orbxsystems.com/forum/topic/148638-double-shadows-at-khaf/ https://orbxsystems.com/forum/topic/148421-khaf-anomaly-2/
  18. One airport that Is not done only in 2004 and is very busy is KBUR. The other one to request is KDVT
  19. Welcome to the Heart of Colorado Rockies! Situated deep in the heart of the Colorado Rockies, Eagle County is as famous for it's challenging approaches as it is for it's dramatic scenery. Surrounded by difficult terrain and prone to bad weather, KEGE is a high-altitude airport that will test even seasoned pilots. The airfield itself is a regional airport located several miles east of Gypsum, Colorado, and hosts five airlines serving destinations across the US and Canada. As much of the airline traffic caters to ski-season tourist, Eagle County is Colorado's second busiestairport during the winter months. In addition to the airline terminal, KEGE lays claim to one of the largest FBOs in the country - Vail Valley Jet Center, which caters to an enormous amount of corporate charter and GA traffic. For the military aficionados amongst you, explore the Army National Guard High Altitude Aviation Training Site, located on the north side of the field. Whilst the high altitude and terrain prove challenging at all times of year, the airport is designed to handle aircraft up to Boeing 757 in size. Located a short flight to many of the best-designed default Aerofly Airports seen to date; take your Q400 or A320 to Denver, Salt Lake City or ( the upcoming ORBX) Jackson Hole, or jump in something smaller and pop over to Aspen, Telluride or Monument Valley, all short flights away. Eagle County has been designed to best blend with the freeware Colorado DLC from IPACS, if you haven't downloaded your copy yet from Steam, you're missing out! As mentioned in various posts over recent weeks, there is a flurry of activity going into Aerofly development as I speak; Eagle County is the perfect destination to explore some of the most dramatic scenery in the United States and sets the tone of what is to come. FTX EAGLE COUNTY REGIONAL AIRPORT for AEROFLY FS2 FEATURES: • Highly-detailed rendition of KEGE airport • Massive 1500sqkm coverage area • Incredible ground textures at 30cm/1m • 2x bonus lite airfields • Gypsum Creek Ranch & Avon STOLPort • Amazing sloped runway • Detailed ground poly with complete spec/bump mapping • Extreme high-density vegetation cultivation • Accurate hand-placed buildings for the entire coverage area • Animated PeopleFlow2 technology • 3D night lighting for the entire city • New generic building textures to better suit Colorado environment (not currently depicted) • Detailed grass and vegetation at airport • Animated airport ground vehicles • Many landmarks and POI • New soft-blend terrain to surrounding ASF2 • Dozens of custom aircraft, vehicles and GSE created specifically for Eagle County • Runway and taxiway lighting • 100% compatible with IPACS Colorado DLC • Amazing performance on even mid-range machines! https://orbxdirect.com/product/kege/afs2 40% discount will apply for existing KEGE FSX/P3D customers and vice versa.
  20. Hi all, We've done a small restructuring of the product categories on the website and FTX Central. You'll now find all of the airports in their respective geographical category. For example, previously KCGX Meigs Field was located in FTX Global Range, but now it is located in the North America category. We primarily made this change to make it easier for new users to find our products
  21. Hi all, This small service pack for KMRY-AFS2 users is now available and addresses several customer requests and a few minor fixes: - New building autogen textures: colours more representative of Californian architecture - Water blending issues resolved (previously only an issue for those who had the IPACS US high-res ground textures DLC installed) - Added swimming pool to Naval Post-Grad Academy - Moved starting positing for RWY 10R to enable easier start for taildragger aircraft This service pack is for customers who have purchased via OrbxDirect. This content is already available for people who have purchased via Steam.
  22. Pacific Coast & Bay Fog! Half Moon Bay is a unique airport located on the Pacific Coast in San Mateo County just south of San Francisco, and just over the ranges from KSFO. Being so close to the Bay Area, the airport sees a lot of GA traffic throughout the year, as well as some air taxi services. Taking you back to the days of Flight Unlimited II, the spectacular coastline around the airport makes for a truly amazing approach, and when you land, you’ll surely have a great meal waiting for you at the Three-Zero café. During the summer months, you may want to brush up on your IFR skills, as the airport is clouded by low lying fog for many days of the season, making the approach a little trickier! The airport has been faithfully recreated from imagery taken over multiple visits to the airport by the developers in the last few years, and is also not far away from many other Orbx airports, such as KSTS Sonoma County, KMRY Monterey, and KSQL San Carlos, all of which are nearby, as well as other airports a bit further inland, such as KTVL and KBLU. We hope you enjoy our recreation of this iconic airport! https://orbxdirect.com/product/khaf
  23. Hi all, New Libs version is available, only minor changes and removal of redundant files.
  24. Well done and Thank you all for taking part in the contest some really striking shots in this one. Now then, 3rd place was Medx 421. 2nd place was Bugdanni. First place goes to Taz1. A grand shot indeed mate, Now if you drop Ed a email ed@orbxsystems.com with your Orbxdirect account details and which prize you would like he will add this to your account. cheers Iain
  25. 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