X-Plane switch from Airfoil Labs to Reality Expansion Pack Cessna 172

X-Plane comes with a Cessna 172 by default. It’s an competent plane and it is what I have flown since I got X-Plane 11 back in May of 2017. I wanted more realism so I purchased the after-market Cessna 172 by Airfoil Labs.

It was buggy and presented several challenges to flying. I had to learn how to land all over again. There were several graphical issues that prevented me from flying the AFL 172 at all. I got fed up and uninstalled it.

After reading posts from other sim pilots on X-Plane.org’s forum, I discovered another approach. Now, I fly the default Cessna 172 with the Reality Expansion Pack ($19.99) installed on top of it.

The aircraft experience feels more immersive, because I’m not just flying a virtual plane, I’m managing the entire aircraft from when I approach it on the tarmac to take-off to flight to landing and finally when I park it. I even conduct maintenance on it like I would a real airplane.

The REP has been very stable, too. There was one sound error that occurred, but removing the Cessna 172 from the list of possible AI aircraft fixed the problem.

So far, I’m very impressed with this approach.

Crosswind landings in X-Plane

I’ve spent several hours practicing pattern work, but I’ve always done it with clear weather and no wind. Lately, I’ve attempted to add crosswinds to the mix to simulate more real-world conditions. It hasn’t gone well.

I set up a 6 kt 90 degree crosswind at Aurora Muni (KUAO) and took off in the X-Plane default Cessna 172. Take-off and flying the left-hand pattern went relatively well, but when I came in on final and entered the glideslope, things seemed to get wonky.

My approach was made on runway 35 so the wind should have been directly from my left. The windsock showed this to be true. However, my plane seemed to be drifting to the left. I attempted a forward slip with a little right aileron and a small amount of left rudder, and things went wonky even more.

It was crazy trying to get the plane lined up with the runway, yet the wind was only 6 knots, with no gusts configured. I gunned the engine, raised my flaps, and conducted a go-around.

As I was flying the pattern again, I paid close attention to what the wind seemed to be doing to the aircraft. At pattern altitude of 1,000 feet AGL, it seemed to be getting blown to the west. That’s incorrect — the wind was configured to be blowing from the west. I turned onto the base leg and the groundspeed slowed, again indicating I had a headwind from the east. When I turned onto the final leg, once again I had fits getting a line on the runway.

I’ve heard that X-Plane 11 has notoriously inaccurate ground effect winds and handling. This seems to be the case. When I got my wheels on the ground, I turned my ailerons fully to the left, to the west and the direction the windsock indicated the wind was blowing, and got shot far to the right and onto the grass.

I can’t confirm it, but it very much acted like the wind was blowing the exact opposite direction the windsock was indicating (and the weather configuration specified).

UPDATE 01-29-2018: I have confirmed the wind and windsock are behaving correctly in X-Plane. It’s operator error on my part.