Ihr liebt Flugsimulation.
Wir berichten darüber.

Ihr liebt Flugsimulation.
Wir berichten darüber.

Die nächste Open Beta steht bereit. Seit heute um 17 Uhr deutscher Zeit (15 Uhr UTC) kann das 10. Sim Update des Microsoft Flight Simulator als Open Beta heruntergeladen und getestet werden. „Wir sind dabei, die Release-Notes zur Beta-Version fertigzustellen, die Foren vorzubereiten“, heißt es im Development-Update auf der Flightsimulator-Website. „Zu diesem Zeitpunkt wird die Feedback-Kategorie des Sim Update 10-Forums veröffentlicht, in der ihr weitere Informationen über die Teilnahme an der Beta, unsere allgemeinen Ziele, die Art des gewünschten Feedbacks und gezielte Feedback-Umfragen finden werdet.“

Gleichzeitig ende der Xbox-Stabilitätstest: „Alle Xbox-User, die derzeit am Xbox-Stabilitätstest teilnehmen, werden innerhalb weniger Stunden nach dem Start der Sim Update 10-Beta automatisch zum Sim Update 10-Beta-Build weitergeleitet“, heißt es weiter. Weitere Details würden morgen über die in den Foren bereitgestellten Informationen beschrieben, so Asobo.  

Wie ihr an die Open Beta von Sim Update kommt? Einfach die Windows-App „Xbox Insider (Hub)“ öffnen und dort für die Beta des Microsoft Flight Simulator eintragen. Beim Start des Sims wird dann die Open Beta wie ein normales Update installiert – achtet darauf, dass der Pfad zum Content-Ordner (mit den Unterordnern „Community“ und „Official“) korrekt ist. Danach wird die Open Beta installiert.

Release Notes:


  • Several crashes have been fixed across the title (Ex. Thread 1

  • Ongoing performance optimization work including fixes for several memory leaks

  • Fixed a performance drop when more than 4 World update photogrammetry packages are installed 

  • Faster loading sequence after the Press any button screen

  • Fixed a bug where Javascript WebSockets were not closed and released properly when connection failed

  • New essential package update flow introduced on Xbox: to reduce risks of crashes, update will now occur during the boot process

  • Fixed potential performance issue over time caused by lights on some 3rd party planes

  • Fixed intense write operation that occurs during initial flight on Steam as the cloud save system was making too many requests (Forum Thread) 1 


  • Fixed ATIS reporting wind speeds in Feet per Seconds instead of Knots (Forum Thread) 

  • Simvar ON ANY RUNWAY will now work even without following ATC procedures

  • Flight Planner will now try to keep the procedures transitions when loading an external flight plan (Forum Thread) 1 


  • Added interpolation out of METAR data when getting away from the METAR data (distance, altitude or time) (Forum Thread) 1 

  • Added gusts to live weather: Added data pipeline between live weather
    (meteo blue & metar) and sim for gust data so that the sim features
    real world gusts in live weather (Forum Thread) 1 

  • Added additional dynamic pressure and air density debug data

  • Increased density calculation extreme temperature limits by 10% to
    allow extreme temperatures at altitude to generate correct densitie

  • Per feedback, turbulences & drafts have been reduced by 90% at
    0kts wind speed and 50% at 1kts wind speed (no change above 3kts wind
    speed). Turbulences and drafts have also been reduced by 50% at high

  • Various fixes and improvements on the weather panel (Forum Thread) 1 


  • Fixed potential issues during replay (glitches)
  • Fixed loading FLT files from the cloud storage (Forum Link) 

  • Fixed countdown remaining on screen when animations are disabled in low altitude activities (Maverick) (Forum Thread) 

  • Fixed some statistics not updating

VFR Map:

  • Added a navaid ident search bar to pull up navaid and airport data

  • Added ability to click on navaids and airports to pull up navaid and airport data

  • Accessing navaid and airport data will now open a pane with the following details:

    • Intersection: Ident and location

    • NDB: Ident, location, name, and frequency

    • VOR: Ident, location, name, frequency, and magnetic variation

    • Airport: Ident, name, region, location, runways with surface type and
      length, available COM frequencies, available ILS frequencies, METAR


  • Camera auto exposure now adapt to a reduced area in the center of the
    screen in VR. This avoids too dark cockpit instruments when looking at
    them, or over brighten exterior when looking through the window 

  • AI Antistall no longer cuts the engine

  • Planes will now only save in the FLT LocalVars that have been
    modified since loading the plane. The Behaviors debug window can also
    now toggle between showing all LocalVars or only those that have been
    modified since loading the plane

  • Added Simvars the following simvars to read cfg parameters :

  • Corrected an issue that would sometime cause the FBW to be enabled by mistake at the start of some missions

  • Fixed contrails no longer visible on multiplayer planes

  • Fix ANTI_ICE_GRADUAL_SET key event to set value on all controlled engines

  • Animation Position can now be used in the sound.xml file to trigger sounds and for RTPCs

  • Corrected an issue that could cause a crash when a Fuel System was designed with a pump not having a correct line

  • Added the PropellerPct parameter to the SimVarForSpawningInTheAir FLT parameters

  • Corrected an issue that could cause the Yoke to still be interactive when hidden in VR (Forum Thread) 

  • Adding the missing FLT Parameters to set the value of Nav 3 & 4

  • Corrected an issue that cause fuel pressure to be incorrectly reduced
    by junction. Also added a versioning system to the fuel system which
    should ensure the behavior of planes does not change unless their
    Version number is changed in their cfg.

  • Changde airliners Weather Radar beam angle to be 180°

  • Fixed OBS leg not displayed when direct to an airport

  • Added VR support for Vcockpit rendered on screen

  • Fixed missing cockpit interaction foleys

  • Fixed support for negative flaps drag including the CTSL

  • Change cursor management with GUI and ModelBehavior to fix the cursor disappearance after hovering a devmode GUI

  • Added a new section in cameras.cfg to configure the new camera ray
    collision system. This system is to be able to identify when the camera
    ray is intersecting with configured nodes (see SDK for more info)

  • Autopilot should no longer flyback when activating approach (Forum Thread) 

  • Improve GNS 430 & 530 navaid selection

  • Improved parameters of existing cockpit camera physics so that the vertical camera shake at touchdown is more important

  • Reduced ground effect on all 3 airliners from 25% to 10%

  • Added a new parameter itt_maxcorrection to allow adjusting the
    maximum rate of change of the turbine itt and achieve faster itt changes
    when the itt_tc is high

  • Added a new parameter to control the collision between the CFD and the ground and adjust the CFD generated ground effect

  • Cleanup of glide slope code. Harmonized upped and lower bounds of
    glide slope correction to integral accumulation to avoid overflow &
    overshooting and make tuning easier. Added glide slope error smoothing
    to avoid PID bounces on turbulences

  • Debug AP now displays glideslope PID

  • Added new parameters to [FLIGHT_TUNING] section to control the static
    friction at high speeds and set how sticky the wheels should behave
    when rolling at higher speeds. These parameters are not used yet on any

  • Max thrust limiter now has a TC and needs 5s to go from 100% to 0%
    when throttle is reduced. Bug 3748756 Fixes jet engine sound at full
    throttle stops too abruptly when quickly reducing power

  • Fixed increasing/decreasing the whole nav frequency carry the decimal part

  • Corrected an issue that would make the VNAV button of some glass
    cockpits not update its state when another VNAV button was pressed

  • Fixed a bug where the Weight and Balance would be set to about a quarter of the chosen value when using Hybrid/Metric system

G1000 NXi Changelog (from current Makretplace version):
Feature additions:

  • Added weather radar to aircraft with it enabled (Forum Thread) 

  • Added radio altimeter to aircraft with it enabled

  • Added RA mins option to aircraft with radio altimeter

  • Added back-course support to autopilot

  • Added the current remaining active leg distance to the FPL page for the active leg

  • Added ability to edit all flight plan altitude restrictions and not just arrival/approach procedures

  • Added support for handling NAV/COM Volume knobs

  • Added support for slew mode; instrument will pause when in slew to
    prevent crazy flight path drawings or erroneous advancing of legs

  • Adds support for VNAV guidance to an airport when no approach is selected (allowing users to use VNAV with VFR flights)

Bug fixes:

  • Improved calculation of intercept legs

  • Improved rendering performance of airspace boundaries

  • Adjusted max bank angle for some aircraft

  • Added LNAV vector turn anticipation to eliminate oversteer, particularly when exiting a turn

  • The Garmin traffic map range layer will now always display ranges in nautical miles

  • Fixed flight director not turning off in C208

  • Fixed bug where OBS would not work on a flight plan with only origin or destination

  • Fixed missing TOD/BOD markers on map

  • Fixed bug where TAS/TIS did not initialize to operating mode if starting flight in air

  • Fixed bug where default Bravo bindings would not change the selected altitude on KAP140 equipped G1000 aircraft

  • Fixed bug with path rearming due to changes in LNAV sequencing

  • Fixed bug where GS/GP activation would not fully deactivate vnav

  • Fixed bug where loading a visual approach would add a disco leg to the flight plan

  • Fixed bug causing ‘VNAV UNAVAILABLE’ message to show after the FAF

  • Fixed truncation of frequency transfer when using 8.33kHz spacing

  • Fixed slow response of AP pitch control to pitch inc/dec button events

  • Fixed incomplete CDI tooltips

  • Fixed missing NEXRAD on HSI map

  • Fixed bug where map range compass layer could be missing heading labels after a map resize

  • Fixed broken on-screen keyboard interaction on Xbox

  • Fixed issue where adding duplicate legs after an intercept leg could cause the flight path to move incorrectly

  • Removed screen flash upon entering or exiting reversionary mode based on real unit reference

  • Fixed issue where Engine page softkeys could be missing or become stuck when entering or exiting reversionary mode on the PFD

  • Fixed bugs with BackCourse and Approach tooltips/hardware indications

  • Fixed bug with the visual approach preview not showing the STRGHT and FINAL legs

  • Fixed bug where the pitch ref would decrease while executing unrelated autopilot commands

  • Fixed bug where VNAV would sometimes not re-arm on level legs

F/A-18E/F Super Hornet
  • HMD has been added
Boeing 787-10 Dreamliner
  • Corrected an issue that caused the flight officer’s Baro Knob to not make any sound when rotated
Boeing 747-8 Intercontinental
  • RTO does not disable after a full stop on runway anymore

  • Altitude callout now take landing gear in account

Airbus A320neo
  • Corrected an issue that caused Autobrake not to properly disable after the gears are raised

  • TRK mode is no longer changing map North reference

  • Change handling of JS waypoint in FlightPlanManager to avoid function
    call on null objects that were causing freezes on Constraints mode and
    VFR map

  • CDU STAR selection now defaults to NO TRANS

  • Fixed TCAS Icons not displaying correctly

Cessna 172 Skyhawk G1000
  • Adjusted new ground collision parameters to improve ground handling in cross wind and at high speeds

  • Added new parameters to [FLIGHT_TUNING] section to control if and at
    what speeds the crosswind effect is cancelled out on ground. Removed all
    crosswind cancellation on the aircraft

  • Trimmed rudder 1° more to the right to fix left rolling tendency of aircraft during cruise

  • CDIs in the Classic version are now fully independant to display GPS or VLOC source

  • Corrected the Default AP Pitch Mode

  • Toe brakes now animate when brakes are applied

  • Corrected an issue that would prevent the validation of a checklist step relating to the Standby Battery state

  • Fixed issues with NAV, VLOC, and GPS indicators on CDI lighting in
    incorrect conditions: indicators and flags should now match
    corresponding GNS CDI state

  • Correction landing light angle

  • Airframe paintings and textures improved. Some paintings was missing

  • Some Wear and Tear added in the cockpit

  • Correction Light position airframe

  • Better cockpit lighting

Beechcraft King Air 350i
  • Fixed glideslope PID for better glideslope following

  • Ground Power can now visually connect (Forum Thread) 

  • Added the Ground/Fine Throttle section to ensure the plane can be setup to not move without parking brake

Daher TBM 930
  • Fixed glideslope PID for better glideslope following

  • Panel light knob does knot change screens brightness anymore

Cessna Citation Lonitude
  • Corrected an issue that caused the taxi light not to work when starting in apron (Forum Thread) 

  • Changed display logic of reverse transition title on EICAS display to remove flickering of the title during transition

Cub Crafter X Cub
  • Added AP disconnect button
  • The touch back button of the Aera doesn’t hold the Gamepad cursor anymore
Beechcraft Bonanza G36
  • A part of the landing gear was not animated and was clipping with the fuselage (Forum Link) 
Robin DR400/100 Cadet
  • Toe brakes now animate when brakes are applied

Aviat Pitts Special S2S

  • Fixed radio knob sound not emitted
Extra 330LT
  • Adjusted new ground collision parameters to improve ground handling in cross wind and at high speeds

  • Fixed fuel tank selector


  • Removed trees before runway 25R at EDDF (Forum Thread) 

  • Several small airport improvements


  • General Marketplace Debug

  • Fixed an issue where the cursor would act as in panel movement mode in the pause menu

  • Fixed deported VFR Map widget on a lateral screen couldn’t zoom

  • Create an “Experimental” tab for experimental features – available only on PC

  • Change framerate option description to better explain what the option
    actually does when the screen refresh rate is different than 60Hz

  • Added options to customize subtitles

  • Various improvements to Screen Narration throughout the menus,
    installation, onboarding, cockpit instruments and notifications during
    flight. For further details, see www.flightsimulator.com/accessibility

  • Added a Remove Friend option in game (Forum Thread) 


  • Fixed issues with keyboard secondary binding. (Forum Thead 1, 2

  • Fixed action trigged when hatswitch is used on a combination with a button

  • Added a new “Short Keyboard” preset, aimed to support 60% keyboards

  • Added the LED and SIP support for the TurtleBeach Velocity One on Xbox


  • Depth Reprojection Option added to get smoother experience

  • Adding a world scale perception option slider in the VR graphics settings (Forum Thread) 

  • Frustum Culling support for canted displays

  • Fixed In-game panel size (Forum Thread) 


  • Added support for 3DSMax 2023 in glTF exporter

  • Added a sample for custom RTC animations

  • Added support for Visual Studio 2022 in MSFS Platform Toolset


  • NEW FEATURE: Smart Docking System is available! The game is embedded
    in an ImGui window while using devmode. Default layouts for each editor
    will soon be made available.

  • NanoVG is now the default rendering method (instead of GDI) for XML
    gauges on PC (still can be changed in devmode Options->Use NanoVG
    for XML Gauges)

  • Clarified asset group Type field by renaming it to Asset Group Type

  • Fixed console group filter UI elements overlapping with other elements

  • WasmDebugWindow now shows dll full path instead of CRC

  • Debug draws (e.g. “Display FPS”) now renders on top of ImGui

  • Improved teleport window and added camcode

  • Added Debug road vehicles

  • Added a warning when a polygon has an invalid shape and it failed to subdivise it in the BGL compiler

  • Teleport window: fixed teleport to EHAM

  • Improved developer camera (orbit around target)

  • Fixed rare crash when parsing ModelBehavior XML

  • New window transparency option in Devmode->Manage Windows menu

  • Reworked windows opacity system to make it more consistent

  • Fixed no inputs after exiting devmode while scenery editor is opened

  • Making the launch alert popup display only when loading is over

  • Fix Icao selector not closing when clicking Cancel

  • Saving settings upon checking/unchecking the “Don’t show again” checkbox

  • Marketplace Data scrollers and sliders are now limited to 15 media (images) each

  • Marketplace Data backgrounds are now limited to 5 media (images) each

  • Fixed ellipse rendering issue when using NanoVG or GDI+ over NanoVG

  • Default aircraft project now includes a thumbnail with correct dimensions

  • Removed ContentInfo and MarketplaceData from the available types when creating a new Asset Group

  • Fixed the Project Editor “Save As” option

  • Fixed super cells positioning when creating Weather Preset in SDK

  • Fixed occasional crashes when deleting materials through the Material Editor

  • Making the console dockable while using the devmode, and also make it respect devmode windows opacity setting

  • Fixed invalid warning messages about alpha values for invisible collision materials

  • Removed Camera Editor tool. Camera are now to be edited with the Aircraft Editor

  • Display message groups names when hovered in the console

  • Rework the way scenery packages are ordered, the content.xml will no
    longer store the list of all packages. It will now allow to set
    priorities to some packages. The user can edit these priorities via a
    new tool available in experimental menu

  • Fix screenshot tools soft-locking the game when an HDR screen was connected & HDR was activated inside the OS

  • Fixed crash upon closing an ImGui window from Windows taskbar

  • Fixed reloading of libraries in Material Manager

  • Improvement of the rendering of XML Gauges when using NanoVG:

    • Image mask now works as they should

    • Elliptical drawings (arcs and pies) fixed

    • String formatting is supported (\t, {md}, {lsp}, etc)

    • String overall rendering improved to better match GDI rendering

Visual Effects Editor:

  • Properties of the GraphParameter node have shorter names in the graph

  • Fixed a crash when opening an effect in the editor after deleting another effect

  • UX improvements to editor popups (Create, Clone, Rename and Delete
    effect): Enter and Escape keys can be used to cancel/validate the popups
    and text fields automatically grab focus

  • Fixed SetScale node always displaying unknown input type

  • Fixed GetParticleAttribute & GetGroundAttribute & Color nodes not displaying the right output type

  • Plugging a graph to an effect wide property no longer causes static
    invalid values to be cached for particle specific computations (see Strange VFX problem in SU8 – MSFS DevSupport)

  • Fixed double vertical scroll bar in the SimVar units drop-down menu

  • Material Diffuse & Emissive colors are now available on the
    particle Output block. They replace AfterBurnerColor1 & 2 for the
    StaticMesh block

  • Properties related to specific material codes are hidden when the material used does not match

  • Fixed occasional glitches in ribbon-based FXs rendering

  • Fixed a crash when plugging a graph using a GetInstanceAttribute node into a StaticMesh block input


  • Added SimConnect_AddToFacilityDefinition to build a facilityDataDefinition and SimConnect_RequestFacilityData to request it

  • SimConnnect_Close now cleans events, unbound inputs…

  • SIMCONNECT_STATE_OFF now disables event

  • SIMCONNECT_WAYPOINT_FLAGS can now be removed

  • Added SimConnect_TransmitClientEvent_EX1 function which can trigger Key_Event with multiple arguments

  • VR: headset view now recentered when writing 1 to CAMERA_REQUEST_ACTION simvar


  • Fixed issue where NAV GSI NEEDLE would report lateral instead of vertical deviation when in GPS DRIVES NAV1

  • Fixed issue with VOR/NDB name not being returned from facility lookup

  • Added SET_NEAREST_EXTENDED_AIRPORT_FILTERS call to enable ability to
    filter airports by surface type, runway length, approach type, and

  • Terrain and weather map APIs updated to match new WASM map APIs, including extended color definitions and breakpoints

Scenery editor:

  • Airports now correctly update after hiding them

  • When unhiding an object, it now unhides its parents as well

  • Made the Hide/Lock by type window sorted alphabetically

  • Object list and filter by type list are now sorted alphabetically

  • Added a cylinder to visualize control tower positions + allow pickup for towers without scenery

  • Link runways and runway-taxipaths automatically

  • Only one gate type and ramp type for taxi parkings

  • Easily use default sceneries for jetways

  • Fixed snap on ground for control tower without scenery

  • Fixed carparks can be moved in the air

  • Fixed custom display name for vectorplacement produce corrupted xml

  • Added “adjust scaling along path” for vector placement

  • Fixed mesh heading in light rows

  • Fixed conflict between polygons and aprons for vegetation exclusion

  • Added default taxi edge and taxi center light for light rows

  • Fixed car parking update

  • Taxi sign: Reduce emissive by 50%

  • Added “exclude projected mesh” to exclusion rectangles

  • Removed taxisigns exclusion from exclusion rectangles

  • Rename deleteAllBlastFences to deleteAllVectorPlacement

  • Fixed vegetation update after loading a package that contain a materialLib or biome files

  • Fixed framerate drop due to offline air traffic

  • Added spacing parameter for PAPI

  • SimObjects can now be hidden

  • Fixed airport not loading when an independent projected mesh is close

  • Fixed Sim Objects not taking their given scale into account

  • Fixed inconsistent update of airport upon hiding/unhiding objects

  • Hiding/Locking jetways and taxiway parkings now applies the same operation on their children

  • Scenery objects (scenery/simobjects/worldscripts/fx/etc) that are
    children of a projected mesh/control tower/jetway are now ignored by the
    filter by type and the hide/lock by type options to avoid confusion
    with other scenery objects

  • Improved filter by type and search filter consistency with recursive hierarchy

  • Remove irrelevant “Draw before” option from independent projected meshes

  • Fixed runway length edition that doesn’t move runway starts

  • Fixed runway warning “heading mismatch”

  • Fixed undo/redo apron flip UV

  • Improved undo/redo command

  • Added ability to create a path between parking and a taxi point

  • Fixed vector placement elevation

  • Fixed POI landmark that are moved when going back to main menu

  • FX object are deprecated, can’t place new

  • Fixed editor wasn’t correctly showing element from other packages (aprons, painted lines, control towers…)

  • Optimized scene tree for large airport

  • Real time edition for exclusion rectangles

  • Fixed bugs with polygon point altitudes

  • Fixed polygon with material rendering when the material is not loaded yet

  • Fixed object focus

  • Fixed jetway links that disapear during edition

  • Fixed TIN color correction not correctly applied during edition

  • Fixed “add a jetway” button that create invalid jetway

  • Fixed car parking update & optimze vehicle rendering

  • Fixed buildings that never come back when editing jetways

  • Fixed car parking add point and resume edition

Aircraft editor:

  • Creation of a new Aircraft Editor with better handling of cfg files
    and a complete list of parameters (links to doc once available)

  • Loading a project to access Aircraft Debug Windows is no longer
    required. They are now available in the devmode menu under
    “Options/Debug Drawing/Aircraft/”

Project editor:

  • Fixed airport reloading after building a package

  • Force reload of gameplay airports after building BGL package

  • No longer copy source .loc files from SimObject folders to built package


  • Added a new sample about how using Terrain/Weather API

  • Implemented Terrain/Weather API

  • [Beta] Added a Visual Studio Debugger Extension which improves Wasm Debugging (Especially inspecting callbacks)

  • Implemented trigger_key_event_EX1 to trigger key events with mutilple arguments (See documentation for more information)

  • Fixed reloading of standalone WASM modules after sign-out / sign-in

Benachrichtige mich bei

9 Kommentare
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Ronny Grundmann
Ronny Grundmann
1 Jahr zuvor

Was für ein Changelog, da soll mal einer sagen die machen nichts.

1 Jahr zuvor
Antwort auf  Ronny Grundmann

Tja, Quantität über Qualität ist auch nicht das Wahre, oder? Bin gespannt, was das SU10 Update alles zerhaut, gibt schon erste Hinweise in den Foren…

1 Jahr zuvor

Schnellere Ladesequenz beim Start. Cool das die da noch „fine tuning“ machen können.

Eckehard Küntzle
Eckehard Küntzle
1 Jahr zuvor

DLSS ist wohl leider noch nicht dabei. Ich hoffe das kommt noch mit SU 10.

1 Jahr zuvor
Antwort auf  Eckehard Küntzle

Doch, es ist dabei.

1 Jahr zuvor
Antwort auf  Björn

Wäre interessant zu wissen ob es in VR funktioniert und wie viel Leistung es bringt

1 Jahr zuvor

Hat das jemand schon getestet? Läuft das stabiel?

1 Jahr zuvor

Sollten doch „neue Wolken“ kommen. Habe ich das überlesen?

1 Jahr zuvor

Das mit dem AI Traffic ist aber sehr unglücklich….gerade jetzt nachdem ich durch Euch den Live Traffic kennen gelernt habe würde ich es mehr als schmerzlich empfinden den AI Traffic zu verlieren.

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