Test machine specs: MSI X670E, AMD Ryzen 7 7800X3D, AMD Radeon RX 7900XTX, 48gb RAM
DETAILS
For an older airport, there’s plenty here to admire. Sure, it’s not up to late-2024’s standards but still aesthetically pleasing, nonetheless. The terminal is nicely textured (even if it’s not in the highest resolution) and features a partial interior. I particularly like the quality of the airbridges, which are an unusually snug fit for regional types such as the CRJ and E-Jets. The terminal landside is quite impressive, with most nooks and crannies sufficiently detailed. The roads in this area and around the wider airfield perimeter are custom-modelled and feature street lighting. Many airside structures away from the terminal have been carefully modelled, including the ANG base (which features a handful of very nice static Hercs).
Ground textures are decent, without being anything exceptional. The brickwork at the end of RWY05 has been very well done; as has the custom approach lighting at the opposite end (RWY23).
Perhaps the biggest draw with this airport is the inclusion of surrounding and Charleston city POIs. Some are better than others but most are reasonably textured and feature signage where appropriate. It’s quite an approach to RWY05, which necessitates a low pass over the city, before the terrain rises sharply to greet your aircraft. Not much room for error here!
There are however, two quite annoying things that need addressing. First is a tendency for some FSLTL aircraft to park with their noses breaching the perimeter fence. It’s rare to see this (think it only occurs at one stand) but it does happen. Second, there are some trees very close to the taxiway that leads to RWY23. So close that, in a CRJ or E-jet, you’ll clip them with a wing. There’s no crash detection but that doesn’t make it any less irritating. I suspect this was introduced with a recent World Update, since there are reports of random trees appearing elsewhere lately.
There is a third issue (flickering texture tiles in the airport’s vicinity) but it is beyond the developer’s control.
PERFORMANCE
As you’d expect, performance is flawless. KCRW isn’t as detailed as the current crop of airports, and it’s not a busy place in the real world.
VERDICT
KCRW is a fantastic little airport, in a very beautiful, rugged part of the USA. It’s not far from Verticalsim’s Huntington or Pacsim’s Columbus, both of which could easily feature in flights around this fabulous area. The modelling is of a surprisingly good standard, given the scenery’s age, and the natural terrain surrounding this airport makes the approaches very challenging — not to mention extremely satisfying from an aesthetic point-of-view. The approach to RWY 05 over the city of Charleston is quite breath-taking, and the numerous city and surrounding POIs add much to the immersion. Arrival from the north isn’t quite as impressive but you will at least be greeted by similar terrain and those gorgeous custom approach lights.
Unfortunately, the immersion is spoiled by some clumsy AI aircraft parking, and literally two trees that are much too close to a taxiway edge. Disappointingly, Orbx are not known for providing timely updates (if they update at all) so it’s entirely possible the scenery will remain in this state indefinitely. A pity if so, because this airport and city package is a real gem!
For what its worth, I still love this airport and am still happy to recommend it. Just don’t say you weren’t warned about a couple of annoying but easily-fixable flaws…
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