PC review: Verticalsim Southwest Florida Int'l KRSW (MSFS/FS2024)

Test machine specs: MSI X670E, AMD Ryzen 7 7800X3D, AMD Radeon RX 7900XTX, 48gb RAM

Add-ons: FSLTL, GSX Pro, REX AccuSeason (which may misrepresent some colours in certain light conditions)

Available for both sims (although not natively for FS2024… yet); this review concentrates on the MSFS version.

DETAIL

I won’t go into great detail as those who’ve bought Vert’s last few airports will already be aware of what they can expect. I will say, though, that this seems a step up from the last Florida airport, KPIE (which itself was very well crafted). The texturing this time around seems to be more photorealistic and, in parts, ‘grittier’ — very similar to what Flightbeam and Marcus Nyberg offer. Almost everything (certainly inside the perimeter fence) has been rendered in high-res, with the only obvious drop in resolution being found in landside areas that a pilot won’t get anywhere near.

The terminal looks great with that fine detail holding up exceptionally well, even at close quarters. Like Verticalsim’s last few airports, the interior is described as ‘basic’… but I’ve seen far worse described as ‘extremely detailed’. It’s got everything you need (ticks all boxes, as I now like to say): static passengers, detailed signage, beautiful floors/carpets, abundant seating, etc. The only negative (if you want to call it that) is the majority of retail outlets are simple 2D images but this isn’t’ unusual, even in the work of the very best devs.

Out on the apron, the quality theme continues. In fact, the GSE clutter is some of the finest I’ve seen, and ground textures/markings are all flawless. The runway is grooved and, like the taxiways, features a convincing level of wear-and-tear (including accurate-looking tyremarks).

Moving landside, we eventually stumble across the typical weakest point of Verticalsim scenery, which is the abundance of default-looking satellite ground imagery. However much of it around the terminal building has been sort of masked by the work that’s been placed on top of it, so I’m not going to complain too much. All structures have been modelled to the same level of detail as those airside, and only when you move into the more peripheral areas do they become noticeably more basic. Sadly, many of the landside roads and car-parks are low-res default but they are at least populated with decent custom vehicle models — and the roads that run past the terminal entrances have been custom-modelled, as have the ramps that elevate them.

As usual, Verticalsim have included much of the airport’s surroundings, in the form of car-hire lots, hotels, offices and retail parks (or malls, since we’re discussing a US airport). Some of them are actually done in pretty impressive detail, but others are clearly meant to be viewed from a significant distance. This approach to scenery design is absolutely fine by me — I’d always rather see the detail where it matters most, while having a bit of lower-quality stuff to look at from a few hundred feet.

Finally, night-lighting… which is excellent. The terminal interior — when viewed from the outside, in darkness — has to be one of the best I’ve seen. The dev has clearly attempted to recreate the effect of tinted glass and it results in a gorgeous bluish hue that looks incredibly realistic.

PERFORMANCE

I’m surprised by how well this airport runs, given the extensive detail. It performs so well that I upped my TLOD settings (always a good test!)… and it was still much smoother than I expected! Impressive stuff since this is one of Florida’s biggest international airports.

VERDICT

What can I say? Another solid release from Verticalsim (as if we expected anything less). While it’s not going to win any awards for innovation, almost everything it does, it does really well. The only improvements I’d recommend are more custom modelling in place of the default ground imagery, and better AI traffic tracks (compatibility with FSLTL is largely fine but I did spot a 321 taxiing slightly onto the grass). Even the perimeter fence goes all the way around the airfield — I haven’t been able to say that too often lately!

Being in a PG area, the descents/final approaches are aesthetically pleasing and the dev has done a great job of blending KRSW into its surroundings. For those conflicted by the existence of the same airport by Fly2High, there’s a detailed comparison on Contrail — but I think most of us could’ve guessed the result before viewing it!

If you enjoy flying in this part of the US, this airport’s one of the essentials. It’s a nice addition even if you’re not enamoured by this region of the world, though probably not absolutely essential. I feel I must mention Asobo here, whose PG really adds to the immersion when arriving at or departing from so many airports in the US. Vert has KPBI up next; and after that, KFLL — another two that will fill out the varied Florida landscape and make flying in this neck of the woods even more appealing!

Ground textures: 10/10
Building textures: 10/10
Apron clutter: 10/10
Terminal interior: 8/10
Outdoor landside detail: 8/10
Jetway connection: 8/10
Performance: 10/10
FSLTL compatibility: 8/10
GXS compatibility: TBC
Night-lighting: 10/10
Overall immersion: 9/10

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6 Likes

Just want to add that while I understand it’s not native for 2024 yet, the texture issues are pretty disappointing for 2024.

This is an issue to put on Asobo, it’s a bug with CGL custom orthoimagery. It’s already fixed in the SU3 Beta.

Very good FPS at KRSW with FG and DLSS set quality even with terrain LOD at 400 on my Lenovo Legion 5 with an Intel Core i9-14900HX and RTX 4060.

Unfortunately, I will never buy another Verticalsim product. I went on to their Discord server one time to report a bug. They weren’t rude to me, but the people in the server were outwardly hostile to me within 5 minutes of joining the server.
Verticalsim saw it (people were reacting to every single one of my posts with the ■■■■ emoji right in the middle of the conversation I was having with Verticalsim) and did nothing to moderate it. I won’t patronize a company like that.

I’ve only ever contacted them on FB — no one to interfere and they’ve always been great on there.

1 Like

I know the airport from the RL and I’m a big fan of VerticalSim’s work, so even though I also own the Fly2High’s rendition of KRSW this was a no-brainer. And they didn’t disappoint - it’s awesome (I even recognized the carpet inside the terminal) and they blew the other rendition out of the water (although that’s not so difficult with the sloppiness that Fly2High shows sometimes).

That’s certainly a good topic for another debate!

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Have they added the promised GSX profile yet? Curious why that would not have been included within the original release…

The GSX Profile is both available here, and within the Contrail App on the Configuration tab. :slight_smile:

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Wasn’t the GSX profile available from the beginning?

Definitely wasn’t when first released (I always check the config tab), however I installed it via the Contrail app a good few days ago.

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FSElite’s review specifically said that (at the time of writing) the GSX profile wasn’t available.

Ok. I’ve bought so many airports recently that I don’t remember. Well, it’s available now anyway.

Purchased KRSW. It’s impressive, one of the most detailed airports I’ve seen with some really great visuals. Downloaded the GSX profile and just took a quick flight out of it. Had a few comments (note that I’m running BATC for traffic):

Aircraft landing on 24 for some reason opted to take a right to exit the runway (in the direction away from the terminal), taxi to the end of the runway and then cross over and taxi back to the terminal. I assume that in RL, they would simple exit the runway left and just taxi direct to the gate?

Saw a couple of jets taxying with their gear up.

Had a business jet parked at Gate D7.

In the middle of boarding, the jetway retracted and I couldn’t get it to reconnect.

While taxying near the terminal headed to 24, I noted new grass textures appearing in ~ 100’ x100’ sections. It was pretty annoying to see these blocks popping up the whole time I was taxying. If I changed views, they disappeared, only to repopulate as soon as I looked forward again. As I got to the end of RWY 24, this issue went away. No idea what the issue was, I’ve never seen this happen at any other aftermarket airport. I’ve got a pretty powerful PC, using DLSS, if that matters.

Some of the issues above may be due to BATC and/or GSX but figured I’d flag them to see if anyone has experienced anything similar.