Released for Prepar3D just about a week ago, FSimStudios have today taken to their Facebook Page to officially announce the release of the X-Plane 11 variant of Vancouver International Airport (CYVR).
The scenery has been developed in cooperation with Canada4XPlane who released the scenery three days ago on the X-Plane.org Store. Based on the feature list present on the product page, every building on Sea Island, as of October 2020, is recreated in the scenery.
Furthermore, ground textures are in 4K resolution as well as volumetric vegetation. The terminal interior is present in the scenery together with dynamic lighting, custom airport-specific jetways, and seasonal variations being possible with running SAM Seasons. The complete feature list can be found below in the article.
The scenery can be purchased for the same price of €20 from the X-Plane.org Store and the FSimStudios website. There is a 20% discount available for owners of the Prepar3D variant of the scenery that can be claimed on the FSimStudios website.
Vancouver International Airport is located 12km from Downtown Vancouver, in Richmond, British Columbia. The airport is actually situated on a stretch of land known as Sea Island. Interestingly, it also has a terminal for floatplanes. It is one of the only international airports in the world to have that.
- Custom Models for every building on Sea Island (As of Oct. 2020)
- 50+ Custom assets
- 30cm per pixel colour corrected orthophotos for the entire area of Sea Island
- 4K vegetation. Frame friendly volumetric grass
- 4K asphalt, concrete, dirt and grunge
- 4K taxilines and ground details
- Extremely detailed terminal/hangar models
- Terminal interior (installed by default)
- Brand new international terminal extension
- 4K building textures
- Ambient occlusion
- Dynamic lighting
- Optional winter, deep winter, autumn, spring and summer seasons (supported by SAM seasons)
- Custom airport specific jetways (operated by the SAM plugin)
- Custom marshallers
- Optional static aircraft package
- Frame rate friendly LOD (manipulated using the object density slider)