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04-07-14

Today Announces the Release of the Second Update of Prepar3D v2

Updates to Prepar3D v2.2 are available in both a patch to an existing v2.1 installation, or as a new installer from your Purchased Downloads page. If you are a current Prepar3D v2 user, as with all v2 updates, there is no charge to upgrade.  Please be sure to read the download and installation instructions so that you have a seamless upgrade and update process.

The Lockheed Martin Prepar3D team loves hearing about your experiences with Prepar3D at our forums. The forums also give us an opportunity to listen to your feedback as we continue Prepar3D development.  We’ve partnered with our forum users and with several 3rd party solution developers to continue to bring added features, enhancements, optimizations as well as additional backwards compatibility, bug fixes and additional stability to Prepar3D v2.

“Prepar3D V2.2 is a milestone release. Apart from the many bug fixes and performance improvements particularly around autogen, the new cloud shadow rendering system finally realizes our vision for a simulator platform that creates truly believable and immersive environments. We are in the final development stages of a number of airports which specifically take advantage of 2.2 and will truly shine. Orbx has fully supported and embraced Prepar3D since its announcement and we appreciate the close ongoing relationship that we have with LM and the development team. We see only one forward path for our customers and that is P3D, undoubtedly.”

-John Venema, Orbx CEO

We hope you find Prepar3D v2.2 continues to bring you the most immersive learning, simulation and training platform available.  We are excited to bring this patch and update to Prepar3D v2 to the community today, and have already begun development on several new and exciting features for Prepar3D v2.3.  Keep an eye out on Prepar3D.com for new developer blogs in the future outlying the new features coming in v2.3.

Below is an exclusive screenshot gallery that shows some of the new features of v2.2 leveraged by the Orbx development team:

Below are also two videos from one of our beta testers Rob Ainscough showing extended flights and the enhancements featured in v2.2 paired with several Prepar3D development ecosystem addons:

A full transcript of what’s new in v2.2 is available for reference below:

Requested Features and Enhancements Implemented in Prepar3D v2.2

At a very high level, the Prepar3D v2.2 update has the following updates and addresses the following issues:

  • Autogen out of memory crashes
  • The inclusion of the v2.1 panels ‘hotfix’ that reverted changes to the ContentErrorLogging system that caused previously compatible aircraft to not work
  • New cloud shadows feature as well as several new shadow system optimizations
  • A new sample for the Prepar3D Development Kit (PDK) API – Oculus Rift integration
  • Native radar support for Prepar3D developers
  • A redesign and refactor of the legacy Flight Recorder system
  • A new FlightInstructor mode for SimDirector, as well as several other SimDirector enhancements
  • Several other community and developer issues resolved

Autogen Re-Architecture

The instancing system for trees was given a massive overhaul to improve memory usage, to increase performance, and to reduce stutters. The system (VAS) memory footprint per tree was reduced from 276 bytes to 16 bytes (that is a 17x reduction in system memory per tree). Some of the work previously done each frame was completely eliminated while other work was reduced or moved onto background threads and the GPU (graphics card). Visually, trees can now LOD (Level of Detail) in progressively while still scaling in to prevent popping. Random rotation of trees was also fixed, which means that trees will be more varied looking and will again load in at the full density near the camera. A max autogen default flight has had it’s system memory reduced by over 550 megabytes!

Cloud Shadows and Shadow System Improvements

The biggest challenge we faced in shadow mapping the clouds is similar to the challenges we face with ground shadows. It stems from Prepar3D having very large viewing distances and the requirement to cover that view distance with enough shadow map texture coverage. It becomes a balancing act of performance and memory sacrifices to achieve acceptable visual fidelity. One big challenge of clouds in particular is clouds were not created with shadow mapping in mind and they rely on being blended into the image without writing depth. However, most modern shadow mapping techniques rely on the depth information to resolve if an object at a given depth is in shadow or not inside the pixel shader. These techniques require bounding volumes to be created around shadow receivers that project the range of these depth values between zero and one in DirectX applications. This could not be done easily for clouds, due to optimizations that are being done for the ground shadows bounding volumes, without losing quality on the ground shadows. So we’re required to use a multiple channel resource to determine things like the depth and alpha of the current cloud per pixel inside the bounding volumes. We’ve found ways of reducing ground shadow only memory and having cloud shadows on will be equivalent memory usage to before v2.2. Cloud shadows do come with increased GPU work, which comes from having to render the clouds into multiple shadow maps and evaluating that information per pixel for the scene. Because of this, cloud shadows may cause a FPS hit on lower end graphics cards, which may already be pixel shader bound, but should perform well on most modern graphics cards.

A New Recording and Playback System

The new recording and playback system was developed around the idea of giving instructors, developers, and users the power to record and playback data that is relevant to their training scenario. The goal was to convert the traditional flight recorder into a tool that could be used as an after action review of training scenarios. With that goal in mind, the flight recorder was overhauled and updated. It is now a full simulation recorder. The new system will record and playback more capabilities and interactions; no longer is it just the user’s flight position. For instance, the new record and playback system has support for mission features, air traffic, boats, ground vehicles, weather, weapons, and a swath of other simulation capabilities. The user will be able to specify what simulation variables, along with what gauge variables, to record and playback. A new playback control window has been developed that displays relevant recording information. It allows users to play/pause, change simulation speed, and select bookmarks. Bookmarks are a completely new feature that allows seeking to a specific location of a recording. They can be inserted in recordings by creating checkpoints (AutoSaving) in missions.

Oculus Rift Development Kit Integration SDK Code Sample

Prepar3D v2 introduced a very powerful interface for developers, the Prepar3D Development Kit (PDK) API. The Prepar3D Development Kit (PDK) API is a service provider for obtaining services to the Prepar3D platform. The PDK functions similarly to SimConnect but is tied into Prepar3D at a lower level, which allows better performance and more direct interaction. Unlike SimConnect, there is not a network interface for PDK plugins as they must be developed as in-process dlls. Data can be injected into and received from the simulation by interfacing with a user-written .dll. Uses for the PDK include creating custom SimObjects, adding custom textures and post-processes, and modifying cameras. We have added a new sample to the SDK to show the power of the new PDK API by integrating Oculus Rift support through the new PDK. This example and code sample is available in the v2.2 SDK and allows those users with Oculus Rift Development Kits to use them with Prepar3D v2.2.

Native Radar Support for Content Developers

Prepar3D now provides an air-to-ground radar simulation and visualization. Because every radar system is different, it is provided as a highly configurable service which can be controlled via C++ plugins and XML gauges. Some examples of controllable parameters are Range, Sweep Angle, Sweep Rate, Zoom Level, Image, and Data resolution. Some of the advanced capabilities of the Prepar3D radar include accurate radar shadows, far-shore-enhancement, and Doppler-beam-sharpening. Also, we developed the radar service entirely through our SDK to showcase the power and flexibility that 3rd party developers have when developing content specifically for Prepar3D v2.

A New FlightInstructor Mode for SimDirector

With the SimDirector mission creation tool introduced in Prepar3D v2, instructors and trainees both could rapidly create rich training content faster than ever in Prepar3D. The virtual instructor modes allowed the creation of in-cockpit learning and training scenarios, but it was hard to create graded maneuvers and graded flight segments. SimDirector’s new FlightInstructor mode now makes it easier than ever to rapidly create graded flight segments, so that instructors and trainees can create, grade, and debrief flight segments and flying maneuvers in real-time. If you haven’t looked into the extremely powerful, yet easy to use, SimDirector mission planning tool in Prepar3D v2 yet, access SimDirector from your Flights menu to see what you’ve been missing out on. SimDirector is included in every copy of Prepar3D v2.

Other issues resolved:

  • Resolved an issue where force feedback joysticks would not continue to rumble after an initial vehicle crash
  • Resolved a backwards compatibility issue where DTX 5 vegetation would flicker in several Orbx addons
  • Resolved a backwards compatibility issue with the airport lighting in Aerosoft airport addons
  • Resolved an issue where aircraft labels were not being drawn at the distance that was expected
  • Resolved an issue where ground visibility was limited to 50 miles
  • Resolved a crash where constantly spamming the pause and unpause in certain addon aircraft could crash the Prepar3D sound system
  • Resolved an issue where AI aircraft could swap texture sets
  • Resolved an issue certain stock airports were not rendering their taxiways
  • Resolved an issue where the modeling tools would not respond to EventID and CallbackJumpDragging tags
  • Threaded out several jobs to help prevent stutters in rendering the autogen systems
  • Resolved an issue where trees would render in and out with the camera rotating
  • Resolved a legacy issue with setting brake SimVars via SimConnect would not work as documented
  • Resolved an issue where render to texture views were not scaling correctly in 2D panels
  • Resolved an issue where IR views showed the sun as large squares
  • Disabled AA on clouds, particles and faded edges
  • Added additional sliders to the lighting settings page to independently control terrain and shadow draw distances

Wesley Bard
Software Manager, Prepar3D Development Team

03-24-14

Hey Everyone,

Our progress updates on the forums have been a little quiet lately because we have been hard at work on the next revision to Prepar3D v2, Prepar3D v2.2. We are extremely proud about the optimizations and new enhancements available in v2.2, and are excited to share it free to all v2 users in the next few weeks.  We will be seeding a beta copy of v2.2 to our beta testers this week (we’ve also added a few commercial ecosystem beta testers to our team as well, thanks and welcome aboard to those of you who are new and again thank you to our entire beta test team).

At a very high level, v2.2 has the following updates and addresses the following issues:

  • Autogen out of memory crashes
  • The inclusion of the v2.1 panels ‘hotfix’ that reverted changes to the ContentErrorLogging system that caused previously compatible aircraft to not work
  • New cloud shadows feature as well as several new shadow system optimizations
  • A new sample for the Prepar3D Development Kit (PDK) API – Oculus Rift integration
  • Native radar support for Prepar3D developers
  • A redesign and refactor of the legacy Flight Recorder system
  • A new FlightInstructor mode for SimDirector, as well as several other SimDirector enhancements
  • Several other community and developer issues resolved

Autogen Re-Architecture

The instancing system for trees was given a massive overhaul to improve memory usage and performance and to reduce stutters.  The system (VAS) memory footprint per tree was reduced from 276 bytes to 16 bytes (that is a 17x reduction in system memory per tree).  Some of the work previously done each frame was completely eliminated while other work was reduced or moved onto background threads and the GPU (graphics card).

Visually, trees can now LOD (Level of Detail) in progressively while still scaling in to prevent popping.  Random rotation of trees was also fixed which means that trees will be more varied looking and will again load in at the full density near the camera.

The picture below details the changes made to the autogen system in Prepar3D v2.2.  The red to yellow effect shows the trees progressively loading and scaling in.  System memory usage is displayed to show the autogen memory has been reduced 17x.  A max autogen default flight has had it’s system memory reduced by over 550 megabytes.

Autogen Dev Blog Slide

Autogen Re-Architecture and Optimization for Prepar3D v2.2

 

Cloud Shadows and Shadow System Improvements

The biggest challenge we faced in shadow mapping the clouds is similar to the challenges we face with ground shadows. It stems from Prepar3D having very large viewing distances and the requirement to cover that view distance with enough shadow map texture coverage. It becomes a balancing act of performance and memory sacrifices to achieve acceptable visual fidelity.

One big challenge of clouds in particular is clouds were not created with shadow mapping in mind and they rely on being blended into the image without writing depth. However, most modern shadow mapping techniques rely on the depth information to resolve if an object at a given depth is in shadow or not inside the pixel shader. These techniques require bounding volumes to be created around shadow receivers that project the range of these depth values between zero and one in DirectX applications. This could not be done easily for clouds, due to optimizations that are being done for the ground shadows bounding volumes, without losing quality on the ground shadows. So we’re required to use a multiple channel resource to determine things like the depth and alpha of the current cloud per pixel inside the bounding volumes.

We’ve found ways of reducing ground shadow only memory and having cloud shadows on will be equivalent memory usage to before v2.2. Cloud shadows do come with increased GPU work which comes from having to render the clouds into multiple shadow maps and evaluating that information per pixel for the scene. Because of this, cloud shadows may cause a FPS hit on lower end graphics cards which may already be pixel shader bound, but should perform well on modern graphics cards.

cloud shadows

Clouds Casting Shadows onto the Terrain in Prepar3D v2.2.

 

A New Recording and Playback System

The new recording and playback system was developed around the idea of giving instructors, developers and users the power to record and playback data that is relevant to their training scenario.  The goal was to convert the traditional flight recorder into a tool that could be used as an after action review of training scenarios.  With that goal in mind, the flight recorder was overhauled and updated.  It is now a full simulation recorder.

The new system will record and playback more capabilities and interactions; no longer is it just the user’s flight position.  For instance, the new record and playback system has support for mission features, air traffic, boats, ground vehicles, weather, weapons, and a swath of other simulation capabilities.  The user will be able to specify what simulation variables, along with what gauge variables, to record and playback.

A new playback control window has been developed that displays relevant recording information.  It allows users to play/pause, change simulation speed, and select bookmarks.  Bookmarks are a completely new feature that allows seeking to a specific location of a recording.  They can be inserted in recordings by creating checkpoints (AutoSaving) in missions.

recorderUI1

The New Load Recording User Interface Screen

 

recorderUI2

The Modernized Recording Playback User Interface

 

Oculus Rift Development Kit Integration SDK Code Sample

Prepar3D v2 brought with it a very powerful interface for developers, the Prepar3D Development Kit (PDK) API.  The Prepar3D Development Kit (PDK) API is a service provider for obtaining services to the Prepar3D platform. The PDK functions similarly to SimConnect but is tied into Prepar3D at a lower level allowing better performance and more direct interaction. Unlike SimConnect, there is not a network interface for PDK plugins as they must be developed as in-process dlls. Data can be injected into and received from the simulation by interfacing with a user-written .dll. Uses for the PDK include creating custom SimObjects, adding custom textures and post-processes, and modifying cameras.

We have added a new sample to the SDK to show the power of the new PDK API by integrating Oculus Rift support through the new PDK.  This example and code sample will be available in the v2.2 SDK and will allow those users with Oculus Rift Development Kits to use them with Prepar3D v2.

P3DOculus1

Oculus Rift Development Kit Support in Prepar3D v2.2

 

Native Radar Support for Content Developers

Prepar3D now provides an air-to-ground radar simulation and visualization.  Because every radar system is different, it is provided as a highly configurable service which can be controlled via C++ plugins and XML gauges.   Some examples of controllable parameters are Range, Sweep Angle, Sweep Rate, Zoom Level, Image, and Data resolution.  Some of the advanced capabilities of the Prepar3D radar include accurate radar shadows, far-shore-enhancement, and Doppler-beam-sharpening.  Also, we developed the radar service entirely through our SDK to showcase the power and flexibility that 3rd party developers have when developing content specifically for Prepar3D v2.

radar1

Native Radar Support in Prepar3D v2.2

 

radar2

Zoomed Out View of Native Radar Support in Prepar3D v2.2

 

A New FlightInstructor Mode for SimDirector

With the SimDirector mission creation tool in Prepar3D v2, instructors and trainees both could rapidly create rich training content faster than ever in Prepar3D.  The virtual instructor modes allowed the creation of in-cockpit learning and training scenarios, but it was hard to create graded maneuvers and graded flight segments.  The new FlightInstructor mode in SimDirector now makes it easier than ever to rapidly create graded flight segments, so that instructors and trainees can create, grade, and debrief flight segments and flying maneuvers in real-time.  If you haven’t looked into the extremely powerful, yet easy to use, SimDirector mission planning tool in Prepar3D v2 yet, access SimDirector from your Flights menu to see what you’ve been missing out on.  SimDirector ships built-in to every copy of Prepar3D v2.

Other issues resolved:

  • Resolved an issue where force feedback joysticks would not continue to rumble after an initial vehicle crash
  • Resolved a backwards compatibility issue where DTX 5 vegetation would flicker in several Orbx addons
  • Resolved a backwards compatibility issue with the airport lighting at Aerosoft airport addons
  • Resolved an issue where aircraft labels were not being drawn at the distance that was expected
  • Resolved an issue where ground visibility was limited to 50 miles
  • Resolved a crash where constantly spamming the pause and unpause in certain addon aircraft could crash the Prepar3D sound system
  • Resolved an issue where AI aircraft could swap texture sets
  • Resolved an issue certain stock airports were not rendering their taxiways
  • Resolved an issue where the modeling tools would not respond to EventID and CallbackJumpDragging tags

Conclusion

From myself, and the rest of the development team, we would like to take this opportunity to thank everyone for their continued support of Prepar3D, as we continue to optimize and enhance Prepar3D v2 to be the best training platform available.

If you’d like to discuss this blog, please use this thread in our Client Application Support Forums.

Wesley Bard
Software Manager, Prepar3D Development Team

03-13-14

gallery_orbx_nca

Prepar3D v2 supports an ecosystem of very talented developers and designers who build addons for Prepar3D.  A great highlight of this partnership is Orbx.  Orbx develops extremely high fidelity, award-winning environment and scenery expansions for Prepar3D.

Orbx has recently released their new FTX terrain region, NA Gold Northern California.  Their Northern California region supports and takes advantage of many of the new rendering engine features in Prepar3D v2, including the new ultra water, dynamic shadows, and enhanced reflection settings.  The new autogen instancing system allows for even more trees and buildings to be rendered than ever before for increased immersion in VFR flying, learning and training.

Highlights of NA Gold Northern California include:

  • Superb ground textures from local sources
  • Hand-placed landclass covers ever square mile
  • Custom autogen textures and objects
  • New (FTX Global) 3D night lighting effects
  • Accurate roads, rivers, lakes, powerlines
  • Over 360 airports have been upgraded
  • Custom models of eight major Bay bridges
  • More than 30 windfarms and many hydro dams
  • Over 25 photoreal natural and urban areas
  • Includes Yosemite, Mt. Shasta, Crater Lake
  • 10-m USGS terrain mesh with LIDAR inserts
  • Continues coverage south from Orbx PNW

Head to the Prepar3D.com image gallery to see an exclusive gallery of Northern California in Prepar3D v2.1.

To see Orbx FTX Northern California in action, see the video produced by Orbx Below.  For more information on Orbx and their other products for Prepar3D see the Orbx FTX website.

To purchase the Northern California expansion for Prepar3D v2, see the FTX NA Gold Northern California product page.

02-14-14

The Prepar3D team is proud to announce a partnership with Saitek where default profiles have been added for the latest Saitek Pro Flight hardware in Prepar3D v2.1.

We encourage you to check out a recent blog post by Saitek for more information on their Pro Flight Simulation Range of training hardware.

See an unboxing of their new X-55 Rhino H.O.T.A.S. System here:

See an example of the full range of Pro Flight simulation products offered that now support Prepar3D v2.1 here:

02-11-14

Today announces the release of the next evolution of Prepar3D v2 with Prepar3D v2.1.  Updates to Prepar3D v2 are available in both a patch to an existing v2 installation, or as a new installer from your Purchased Downloads page. If you are a current Prepar3D v2 user, there is no charge to upgrade.

The Lockheed Martin Prepar3D team loves hearing about your experiences with Prepar3D at our forums. The forums also give us an opportunity to listen to your feedback as we continue Prepar3D development.  We’ve partnered with our forum users and with several 3rd party solution developers to continue to bring added features, enhancements, optimizations as well as additional backwards compatibility, bug fixes and additional stability to Prepar3D v2.

“All issues FlyTampa raised with regards to Airport development, have been fixed in Prepar3D v2.1″FlyTampa

We hope you find Prepar3D v2.1 continues to support your learning, simulation and training objectives.  We are excited to bring this patch and update to Prepar3D v2 to the community today, and have already begun development on several new and exciting features for Prepar3D v2.2.  Keep an eye out on Prepar3D.com for new developer blogs in the future outlying the new features coming in v2.2.

A full transcript of what’s new in v2.1 is available for reference below:

Requested Features and Enhancements Implemented in Prepar3D v2.1

After receiving great feedback from our user community, we have implemented new application enhancements and made a large number of fixes to improve the stability and usability of Prepar3D v2.

Rendering, Performance, Backwards Compatibility, Weather and Clouds

Rendering Features Added

  • DirectX® 10 fallback hardware support for DisplayLink and other monitors
  • Dynamic shadows now can be enabled to render when you do not have tessellation (GPU Terrain) enabled
  • Further optimizations and enhancements to prevent microstutters that were reported
  • Further optimizations to the autogen and terrain paging system

Rendering/Performance Issues Resolved

  • Lessened the specular shine on terrain to help alleviate anti-aliasing on runways, roads and terrain
  • Fixed an issue where the HDR lighting feature could get into bad rendered states with extreme darkness
  • Lightened star and other reflections at night
  • Fixed an issue where Effect EffectParams didn’t turn off lights or effects
  • Fixed an issue where airport light beacons cast shadows
  • Fixed an issue where cloud and fog visibility was rendered at about half of what was set
  • Fixed an issue where terrain lighting and shadows could be in wrong direction
  • Fixed an issue where windsocks did not visibly change at all, always pointed North
  • Fixed a rendering issue where a white square was visible around the moon
  • Fixed an issue where boat wakes were not being rendered on certain AMD graphics cards
  • Fixed an issue where clouds could be seen through the horizon through thick fog
  • Fixed an issue where a black screen could occur with HDR Lighting feature enabled
  • Fixed an issue where a black screen could occur going in and out of fullscreen
  • Fixed a rendering issue where progressive taxi arrows were not rendering
  • Fixed a rendering issue where emissive objects were fogging inappropriately leaving artifacts on the sun and moon
  • Fixed an issue where the new dynamic shadows did not respect tiled textures
  • Fixed a large performance loss when main Prepar3D window did not have primary focus
  • Fixed a large performance loss when moving panel(s) to a second monitor
  • Resolved a few memory fragmentation issues

Additional Backwards Compatibility Features Implemented

  • Resolved a rendering issue where white boxes could be seen around Orbx FTX Global lights during the daytime
  • Resolved an issue where the Orbx FTX Global lights were not rendering along roads
  • Resolved an issue where Orbx FTX Global lights cast shadows
  • Resolved several legacy night apron/taxiway/runway approach lighting issues
  • Resolved an issue where custom photosceneries weren’t blending well with shorelines
  • Resolved an issue where light cone effects were rotating incorrectly about the z-axis
  • Resolved an issue where shadows and batches were rendering off on zero altitude batches

Weather and Cloud Issues Resolved

  • Fixed an issue where weather and cloud coverage issues with 7/8 in the UI not applying
  • Fixed an issue where cumulus type clouds received NO cloud bottoms from the cumulus01 bitmap
  • Fixed an issue where stratus and other clouds render at incorrect heights than what was set via the UI or SimConnect
  • Fixed an issue where only one texture from each cloud group was being used
  • Fixed an issue where during any WeatherSetObservation from SimConnect there was a “zero” altitude wind layer inserted at 75°C
  • Fixed an issue where in the basic weather UI, setting wind speed to none did not clear wind speed
  • Fixed an issue where rain and snow effects did not render across entire widescreen or multiple views
  • Fixed an issue where rain and snow effects did not render when moving locations within the same airport
  • Fixed an issue where temperature changes worked differently when set the same from SimConnect vs the in-simulation UI for non-GLOB observations
Controls

Additional Default Controller Profiles Added:

  • Saitek X52
  • Saitek X52 Pro
  • Saitek Rudder Pedals
  • Saitek Cessna Rudder Pedals
  • Saitek Combat Rudder Pedals
  • Saitek Pro Flight TPM System
  • Saitek Pro Flight Cessna Yoke
  • Saitek Pro Flight Cessna Trim Wheel
  • Saitek Pro Flight Yoke
  • ThrustMaster T.160000M
  • ThrustMaster T.Flight Stick X
  • ThrustMaster T.Flight Hotas X
  • ThrustMaster Joystick – HOTAS Warthog
  • ThrustMaster Throttle – HOTAS Warthog
  • Redbird JAY Rudder Pedals
  • Wireless Controller (Playstation 4 Controller)

Controls Issues Resolved

  • Fixed an issue where joysticks could disconnect mid-flight on Windows 8
  • Fixed an issue where flights started with full throttle regardless of the vehicle’s throttle position
  • Fixed an issue where SimDirector control settings were not importing/exporting from the user interface
  • Fixed an issue where joysticks remapped for iSimObjects but the keyboard did not
  • Fixed an issue where imported control setting profiles got merged with existing settings instead of overwriting them
SimConnect and Software Development Kit (SDK)

Added Features

  • Added additional getters for new methods to the camera system

Bugs Resolved

  • Fixed an issue that prevented the included ExternalSim sample from working
  • Fixed an issue where the included Cabdir tool in the SDK was not working

Documentation Updates

  • The PDK Rendering documentation was overhauled and several examples were added
  • The SimDirector documentation was overhauled and several examples were added
  • Fixed an issue where ISimObjectAttachments.h was left out of the SDK
  • Made several clarifications to the weather documentation that was causing confusion
  • The Weapons documentation was clarified and updated and the weapons and targetting gauge was included as an SDK sample

SimConnect Issues Resolved

  • Fixed an issue where SimConnect value “ELECTRICAL MASTER BATTERY” cannot be written
  • Fixed an issue where SimConnect FlightLoad was not working with .fxml files

Professional Plus Bugs Resolved and Documentation Added

  • Resolved a crash when setting Health Points with an Int datatype
  • Fixed an issue where SimConnect exceptions where thrown when removing an AI Weapon entity
  • Fixed several rendering issues where attached weapons could render behind aircraft
  • The weapons documentation was clarified and updated
  • Include weapons and target gauge as an SDK sample
Updates to Included Air Vehicles

IRIS F-22

  • Internal stores added to the visual model. (AIM-9X, AIM-120C, GBU-31 and GBU-39)
  • Left and Right AIM-9 bays coded to be independent of each other. Now work on Exit 3 and 4
  • Right Afterburner flame effect now independent of the left afterburner
  • Elevator effectiveness reduced for more stable pitch authority
  • Roll effectiveness reduced for more stable roll authority
  • Increased airspeed overstress value to more realistic values
  • Various internal code changes made to on-board systems
  • Updated various audio elements

Dino Cattaneo F-35A

  • More responsive auto-pilot
  • New effects
  • New, more-detailed pilot
  • New textures
  • Addition of a 2-D panel
Additional Features, Crashes and Issues Resolved

Installer Optimizations

  • Resolved an issue where the installer would report that it could not write value to complete to key

Added Features

  • Reverse order of sorting on favorite and date/time on load flight screen
  • Scenario startup screen enhancements

Resolved Crashes Within Prepar3D

  • Resolved the reported ‘Pure Virtual Function Call’ crash with AI traffic enabled
  • Fixed several issues where the scenery library could be causing crashes
  • Fixed several instances where the flight planner was causing hard crashes
  • Fixed a crash caused by sending incorrect object names through SimConnect
  • Fixed a crash caused by running Prepar3D.exe with the -cfgdir command line option
  • Fixed a crash where addon aircraft with incorrect LUA code could cause a crash in select vehicle screen
  • Fixed a crash where virtual cockpit mip/mapping could cause crashes with vehicles that cannot re-initialize their gauges

Miscellaneous Issues Resolved

  • Fixed an issue where instruments could disappear when using multiple monitors
  • Resolved an issue where boat pitch could be rendered incorrectly
  • Resolved an issue where planes could bounce on runways
  • Resolved a memory leak with aircraft sounds not being freed if no sound devices are present
  • Resolved an issue where the Scenery Library allowed for duplicate folder entries
  • Resolved an issue where the Scenery Library had un-removable required=false scenery.cfg entries
  • Resolved UI rendering spacing and visibility issues in the fuel and payload UI screen
  • Resolved UI rendering spacing and visibility issues in the Facility UI screen
  • Resolved an issue where some graphic settings were not getting written out to profiles
  • Resolved an issue where sound settings and deviced selected did not save out to profiles
  • Resolved an issue where users could not hear DME (morse) ident sounds
  • Resolved and issue where weapon cameras would not go to static when the weapon detonates on impact
  • Resolved several texture.cfg spacing issues in included aircraft
  • Resolved an issue where clickspots in Virtual Cockpits weren’t working
  • Resolved an issue where under bathymetry dynamic water a user could switch from sub to aircraft and could end up in an infinite crash loop
  • Fixed a growing memory leak entering and exiting UI screens