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About khaast

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    Flight Student - Groundwork
  1. Roger that Mathijs, too bad. Oh, yes...please make it a minor glitch by only mentioning the dolly and disregard all the other stuff, please do ;-)
  2. - If you want a detailed scenery of Sola, go for his one. - If you want an accurate/complete/non fictious scenery of Sola with good resolution ground textures, wait for someone else to do it. Manual says the scenery will show everything at full monthy on "very dense", set that to "extremely dense" instead. Probably the thinnest manual ever btw. Other features (based on the fact that this scenery looks like Sola from early 2010): - Heli dolly parked on taxiway boundary on TWY G4. Illegal. - Static aircraft on apron 13 parked nose out. Not done for real. They have tie downs in the concrete for nose in parking. - No TACAN. - Very inaccurate VOR/ZOL - At Sola traffic cones are used on wingtips/engines on larger aircraft, not light twins/singles. It depends a bit onthe handling agent. Cylindrical orange traffic markers are used to mark curves and sometimes closed areas. Permanently closed manuvering-areas are marked with "danger markers", triangular in cross section and around 2m long/50 cm high. These are of plywood and coloured orange/white striped and can be furnished with red marker light/sandbags. These are collapsible and can be run over without major damage to aircraft. In the ENZV scenery there is an indiscrete use of what I interpret as representation of our so called "jersey pigs" used around permanent/semi permanent installations on non manuvering areas and car parks. These are of concrete and weighs in excess of 100 kg. Those placed on a closed bit of taxiway intersecting TWY A2 (wrongly labeled TWY A3) and TWY C2 and the closed portion of TWY C, would be considered FOD/dangerous obstacle, for instance. - No markings for stand 30 through 36. - Indiscrete use of green containers placed at various places, one near shelter E and one near the engine test barn. One outside hangar 2 and probably one just north of the COB hall between shelter C and D would be better. - Textures on apron 2/3 and taxiways on the air station looks like gravel and boundaries between grass and same are diffuse to say the least. A very weak feature of the whole scenery. - SAR PAD and Helipad North completely missing from scenery. This is where the Sea King Mk.43Bs (called Westland WS-61 Sea King in the manual !!) of 330 skv are operated from. - The 3D grass is "disturbing" and looks oversized, should be gotten rid of completely. - The Avinor operations building, housing among other things, the fire station is textured strangely on the air side. Also, the driveway for the fire tenders are marked in white but the marking does not correspond with the 4 doors associated with the fire station. Likewise there is a service road going around this same building. If you try that, you'll end up running through one of the garage doors in that same building. - Block numbers on the doors of the CHC/Heli One hangar are no. 1 for all blocks (!) And, there's more... Where I want to congratulate the devs and testers is on the features of the terminal. It looks good. I understand that the guy that did this scenery cannot have had good access to this airport and I also sense beta testers with a less than average knowledge of this airport.FPS is around 17 near the terminal area with relatively high slider settings, taxiing on TWY L in the aerosoft F-16AM. Approaches at around 20-21. FPS unlimited, Intel i7-860, AMD/ATI5870, 4 GB RAM, Win 7 64bit.
  3. Hi, I have successfully altered the ground textures on the runways to something remotely similar to our real runways. I cannot find the textures for the aprons and the like, I want to do something similar to them. Any ideas? Are the apron effects controlled by bgls ? Next task is to alter taxiway markings and RWY threshold markings/distance markings to something closer to ICAO standards.
  4. TWY J/K now all gone. TWYs P, Q, R, S are now the ones intersecting TWY G and L from south to north. P and Q will be opened in a very short while, an electrical transformer kiosk was moved today, it was too close to the CL of TWY P. Likewise, some CL lights on P and Q were cracked already, might be production problems and needed change. P and Q will have both yellow and green CL lights, yellow for active de-ice and green for normal taxi. They now show up with both yellow and green due to the fact that the activating system for them is not in place yet and that they are on the same loop as TWY G4 at the moment.
  5. I think the concrete and bitumen/asphalt looks like gravel.
  6. Tow bars are about 3 times the size they should be and the apron texturing, especially the concrete, looks unrealistic. There is no friction pattern in the concrete used at Sola. Shelter B is missing (located as no 2 from the North, partly obscured from trees on top and at the sides). You have Shelters A C D along taxiway C2 and I hope you have Shelters E through H on 3 of the corners of Apron 3 and at the end of F2 (H). Shelter B can be seen on sat images like Google imagery.
  7. You need to upgrade your Tapatalk plugin, unable to login using it.
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