Today announces the release of the first update to Prepar3D v3!
The Prepar3D v3.1 update is available now and can be downloaded from your Downloads page. If you currently own a valid Prepar3D v3 license, there is no charge to update to Prepar3D v3.1.
For the first time, we will be offering separate updates for the Client, Content, and Scenery. This will make updating faster and easier than ever before. Please be sure to read the Prepar3D v3 Download and Installation Directions for more details on how to update to the v3.1 release.
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 featured developers to continue to bring added features, enhancements, and optimizations all while bringing additional backwards compatibility, bug fixes, and stability to Prepar3D v3.1. The new v3.1 introduces improvements to the water system, a new controller calibration screen, OGG audio support, and numerous bug fixes.
You can find a full list of What’s New below.
Prepar3D v3.1 – Release Notes
The following list of updates has been categorized based on the installer required.
The Client installer is required for Prepar3D v3.1, however the Content, Scenery, and SDK installers are optional. You must first have Prepar3D v3.0 installed to utilize the Client only installer. To install the Prepar3D v3.1 Client, you must first uninstall the Prepar3D v3.0 Client via Programs and Features in Windows Control Panel. The Prepar3D v3.1 Client update will require you to reactivate your product, however if you have an internet connection or have not made any major hardware changes between installations this should not be an issue. For more information please view the Prepar3D v3 Download/Installation Instructions from the Prepar3D.com Downloads section.
If this is your first time installing Prepar3D v3, you can simply install Prepar3D v3.1 directly.
Prepar3D v3.0 will no longer be available from Prepar3D.com.
General Platform Updates
- Added OGG audio file support
- Added Scaleform sound support
- Added axis calibration screen to the Control Settings Calibration tab
Fixes and Improvements
- Fixed issue where BoatSim attached weapons would not transform correctly
- Fixed bug that prevented AircraftPilotWaypointAI from correctly loading the WaypointTouchDistance property
- Added “IgnoreInvalidLocale” option to Prepar3D.cfg
- Fixed issue that would prevent the ATC window from opening when using certain vehicles
- Fixed issue that caused input messages to not be received for an extended period of time on first launch
- Fixed crash that would occur if mission page in Kneeboard window referenced file or directory that did not exist
- Content Error Reporting now off by default
- Improved Select Airport search functionality
- Fixed issue that would cause doors to automatically close when near a fuel parking spot
- Fixed bug that would cause avatar fall animation to display too often
- Fixed bug where picture-in-picture view opened by scenario would become active when opened
- Prevent On Screen Text from showing on secondary views
- Fixed visual bug that could cause weapons to lag behind for one frame
- Fixed bug that would cause realism overrides to get overridden with current system settings when saving scenario
- Fixed additional UI layout bugs
- Improved readability of InfoGen text
- Fixed crash that could occur when autopilot key was triggered when no autopilot was present
- Fixed bug where ATC message area would expand when no options were present
- Fixed bug that altered menu appearance at high DPI settings
- Fixed crash that would occur in scenarios when closing a MultiChoicePopup window that was opened through a MenuPromptTrigger
- Fixed bug where weapons would not register mass and force properties when attached to pylons
Rendering and Performance Updates
- Added dynamic reflections on objects by replacing the static environment map with a dynamic cube map
- Special Effects can now be rendered on terrain and water
- Enhanced visual quality of water offering greater fidelity at high altitudes and better wave dynamics with high winds
- Boats now move with water surface elevation
Fixes and Improvements
- Fixed issue that caused weapon trails to not animate correctly at long distances
- Triton water updated to Cuda 6.5 and performance improved
- Fixed issue where sea foam texture would not display across multiple graphics cards
- Fixed bug where 3D water would not correlate correctly between multiple views
- Fixed terrain spikes that would occur with multiple moving views
- Reduced black textures when switching views showing previously requested objects
- Fixed crash that would occur when more than 24 2D views were opened
- Fixed issue with bump mapping where tangent was calculated incorrectly
- Fixed color of emissive night only materials
- Fixed lighting value used for nighttime reflections
- Prevent sun and moon from fogging when volumetric fog is disabled
- Fixed issue where last emitted extrusion would become detached from the emitter
- Fixed bug that caused light effects to be overridden to use incorrect effect file
- Control modes now have hotkeys
- Focal points can now be drawn outside the vehicle and placed in the world
Fixes and Improvements
- Fixed bug where using gizmos near edge of screen would cause object to move unexpectedly
- Fixed issue where objects with AI behaviors would not process without being assigned a waypoint list
- Fixed crash that would occur when using MenuPromptTrigger to change user vehicle
- SimDirector command line switch now takes precedence over the startup screen
- Fixed issue that prevented large Sphere Areas from rendering correctly
- Fixed bug where AGL property would be out of sync with actual placed object
- Target Player can now be set to specific players within SimDirector
- Fixed cases where visualization auto-center would position incorrectly
- Fixed crash that would occur when running scenarios using legacy focal points
- Fixed crash that could occur when quickly entering and leaving the backstage menu multiple times
SDK and SimConnect Updates
- Updated window PDK with additional targeting controls
- Special effects can now be flagged as decals
- POV events can now be registered for ISimObjects
- Added “ignore_input” panel config entry enabling mouse clicks to pass through docked panels
- Panels can now support both xml gauges and Scaleform concurrently
Fixes and Improvements
- Added missing window PDK unregister callback functions
- Cleaned up Simvar documentation
- Fixed bug where setting global weather through SimConnect would not update at all altitudes
- Fixed crash that could occur when detaching avatar while using Window PDK
- Pick results requested through PDK now clarify if point is offscreen
- Added ISimObjectManager function to get all objects within radius excluding traffic
- Fixed bug that caused SimConnect_MapInputEventToClientEvent to behave differently than in previous versions
- Added content error reports for common Window PDK errors
Fixes and Improvements
- Enhanced ISimObject multiplayer support
- Updated multiplayer documentation
- Fixed bug where host would not correctly serialize the visibility state of client avatars
- Fixed bug where saving a scenario and then entering multiplayer would cause a blank Menu Window to appear
- Removed 30 second wait that would occur when starting non-race structured multiplayer scenarios
- Fixed Beech Baron virtual cockpit light offsets
- Additional updates to the India Foxt Echo F-35A
- Minimal accuracy changes for five south-eastern United States of America airports
- Updated coastlines, lakes, rivers, and elevation model in Singapore
- Scripts will now utilize user temporary directory preventing the need to run as administrator
- The user now has an option to reference a local modeldef.xml in the same directory as there .max file
- Fixed an issue where the Shader Tool rollout would fail to load
- Fixed an issue where documentation would fail to load
- Improved Shader Tool in 3DS Max to preview more dynamic options including diffuse, specular, day/night textures, and alpha testing
Thank you for your continued support for Prepar3D.
We hope you find that Prepar3D v3.1 continues to be the most immersive learning, simulation, and training platform available.
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– SimReview, September 2015
Original G1000 Prodigy glass cockpit system
– Original Phenom 300 status screens
– Multiple CAS messages
– Weather radar embedded
– TCAS and terrain awareness systems
Automatic Flight Control Unit (AFCS)
GCU 477 keyboard interphase control unit
Multiple real Phenom 300 aural warnings sounds
Original Phenom 300 systems
3D knobs technology for operating 3D knobs
HD quality textures (4096x 4096)
Cold and Dark start option
Original HQ digital 3D stereo sounds
Complete back cabin
Customizable panel for controlling windows transparency, instrument reflections and static elements such as wheel chocks and sights props.
Real behavior compared to the real airplane. Real weight and balance. Tested by real pilots.
Realistic night lights effects on panel and cockpit.
For more information about Carenado EMB505 Phenom 300 P3D visit:
UPDATE: Deadline has been extended to January 4th, 2016!
In January 2016, Otronicon will take place in Orlando, FL at the Orlando Science Center. Otronicon is the premiere technology event that you can’t afford to miss. At Otronicon, guests walk on the cutting edge through state-of-the-art gaming and simulation technologies, including military and medical simulators not typically available to the public. The four-day event features:
- Interact with industry leaders and educators and learn about STEM careers
- Experience the future of games and design
- See the latest in medical and military technologies
- Check out workshops and panels led by industry pros
- Look at art from a new and exciting angle with the fusion of art and technology
- And so much more!
Regardless of your background, whether you are in the tech industry or just have a passion for learning, Otronicon engages guests of all ages to imagine the possibilities of the ever-growing and diverse digital media industry. Otronicon is Orlando’s biggest interactive technology expo and Prepar3D is a huge part of the event!
To celebrate, Prepar3D is launching our first ever scenario design contest. We encourage our entire community to participate in developing short scenarios that teach Science, Technology, Engineering, and Math (STEM) concepts. The scenario selected will be featured during the event, included in a future release of Prepar3D, and its creator will receive some great swag!
- Must be relevant to STEM topics
- Must take less than 5 minutes to successfully complete (scenario should ‘fail’ at 5 minutes)
- Should be educational and fun for all age groups
- Must only use default Prepar3D content (No add-on models, scenery, or third party applications)
- Scenario must validate correctly inside SimDirector and produce zero Content Error Logs
- Should be accompanied by a html Scenario Brief (see current Scenario examples)
- Scenario must be compatible with Prepar3D v3
- Must follow all licensing and intellectual property laws and rules
The scenario must be sent to firstname.lastname@example.org by
December 7th, 2015 January 4th, 2016. The Scenario should be sent as a compressed zip archive with all necessary scenario files included (xml, fxml, wx, html, swf, and images). The winning scenario will be selected by the Prepar3D development team and the Orlando Science Center team.
The winning scenario will be a showcase Prepar3D scenario for the Otronicon event. Additionally, the winning scenario will be included in a future release of Prepar3D with the scenario creator credited in the Scenario Brief. Finally, the scenario creator will receive a Prepar3D Development Team polo shirt and four tickets to Otronicon.
For any technical development support, please post in our SimDirector forum.
Please see the full contest rules for more information.
Prepar3D v3 has introduced numerous new features, including the addition of Adobe® Scaleform®. We’ve utilized this technology inside of our application to provide a more visually appealing and responsive experience with our menus, on-screen information, and modeless user interface windows such as the Air Traffic Controller (ATC) window. This technology isn’t just for internal use and in this blog post, it will be described how scenario developers can use it too!
Our scenario creation tool, SimDirector, has been updated with new objects that aid in creating a rich content experience. To help integrate Scaleform content creation into the existing scenario framework, SimDirector’s scripting capabilities have been updated! Now, you can use new scripting and scenario variables concepts to customize your scenarios.
As previously mentioned, Adobe Scaleform has been included to the Prepar3D tool set. For content developers this means that creating panels and gauges can now be accomplished using Scaleform and re-theming existing Scaleform user interfaces is now possible.
For scenario developers, there are two types of Scaleform content that can be created in SimDirector: Scaleform Panels and Scaleform Objects.
Panels are an important part of Prepar3D’s simulation experience and are used to implement not only vehicle panels (e.g. GPS, PFD, and MFD) but scenario panels (e.g. Countdown Timer and Points of Interest) as well. With the release of v3, this has been expanded to include Scaleform Panels whose purpose is to allow scenario developers to insert rich content into their scenario at any point. Scaleform Panels can be opened, closed, and manipulated in the same fashion as other panels by the user or programmatically using SimDirector objects. Some common uses of this feature include the following:
- Displaying pertinent diagrams, documents, and videos
- Providing informational displays containing useful simulation variables
- Creating your own scenario panel (e.g. custom timer and scenario objectives)
- Gathering user input (e.g. custom UI form with a submission button)
There are many different types of scenario objects that can exist at a physical location in the world. For example, scenery, entities, and cameras are implemented as world objects and have been available to place since SimDirector’s inception. Many of these objects support attaching to either a fixed location or another object which could potentially be moving. Scaleform Objects allow Scaleform content to be placed in the world with the same level of customization as these other world objects. Additionally, there a multitude of properties that the Scaleform Object supports such as sizing constraints, camera facing, material settings, and more! The possibilities of this object are endless as it allows the scenario developer to bring to life concepts such as:
- Creating life-like digital displays (e.g. arrivals and departures display)
- Providing annotations to the user (e.g. arrows, hints, highlighting)
- Any of the previous Scaleform Panel use cases in 3D space
A new section on Scaleform, found in the Learning Center, has been included in our SDK for third-party developers to learn more about this process in detail.
Scenario Variables and Scripting
Scenario Variables are a new addition to SimDirector in Prepar3D v3. They allow scenario creators to store and recall custom named variables of various different data types during the lifetime of a scenario. Scenario variables are incredibly flexible and can be utilized in SimDirector’s visual scripting, LUA scripting, RPN scripting, and Scaleform content.
In order to accommodate the integration of Scaleform into Prepar3D, scenario variables can also be instanced. Some objects are aware of their instance name (such as the new Scaleform Panel or Scaleform Object), so that generalized scripts can be written to manipulate multiple instances of the same object type.
The easiest way to interact with scenario variables is through scripts contained within the new Script Action and Script Trigger in SimDirector. Inside of the Script Action and Script Trigger objects, LUA or RPN scripts can be written to store and recall any of the variables exposed through Prepar3D, including any scenario variables that have been created. The addition of scripting to SimDirector adds a world of new possibilities to scenario development, making complex interactions finally within reach!
A Comprehensive Example
A sample scenario has been included in the Scenario SDK, located in your \Prepar3D\SDK\Scenario SDK\ folder in Prepar3D v3, which shows how to play the classic game of Tic-Tac-Toe using all of the features outlined above.
In the sample scenario, a full featured game of Tic-Tac-Toe with scoring can be played either in 2D-space or in 3D-space. The scenario is divided into the following three parts: game data, game visuals, and game logic.
All of the game data is stored in the scenario variable system. The new Scenario Variable object is used for each variable to automatically create the variable with an initial value and instance name. The game data that is stored and updated includes information such as each player’s score, each game square state, and the current player’s turn.
The game visuals use Adobe Flash®. Each game square is implemented as a separate Scaleform Panel or Scaleform Object depending on the playing style chosen. The game square uses the Prepar3D Interface to query for the scenario variable that represents whether that game square has been played on. If it has been played on, the appropriate nought or cross is drawn. By clicking the game square, the state is updated and redrawn.
The game logic is implemented using LUA script. A Script Action is executed whenever the Scenario Variable relating to the current player changes. This LUA script checks win and tie states and awards points and potentially clears the board.
Using all of these features in orchestration allows for generalized content such as Tic-Tac-Toe to be implemented, but don’t be fooled! These capabilities (Scaleform, scripting, and variable access mechanisms) provide the essential mechanisms to create high quality educational content in the flight, maritime, and ground training domain.
We hope you enjoy using SimDirector in Prepar3D v3, and we’re looking forward to seeing the scenarios that you create!
For any technical development support, please post in our forums.
Prepar3D v3 is available now!
It can be purchased directly from our online Store.
Please see the Introducing Prepar3D v3 announcement posting and the Lockheed Martin press release for more information.