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Soft Clouds Integrated Into REX4 Texture Direct

30 Jan 2015
Posted by Tom_Weiss in Flight Sim News (12 Views · 0 Comments)

PHOENIX, AZ - REX Game Studios is pleased to announce the release of the REX Soft Clouds Integration Add-on for users of BOTH REX 4 Texture Direct and REX Soft Clouds.

The add-on provides users of both REX 4 Texture Direct and REX Soft Clouds the benefit of integrating the two packages into one complete package!

Customers of both REX 4 Texture Direct and REX Soft Clouds may download and install the package for FREE via the REX support forum located here:


You must own a valid copy of both programs in order to install. Verification required! About REX 4 - Direct and REX Soft Clouds
REX Soft Clouds is the new volumetric-like soft cloud texture add-on for FSX, Prepar3D and FSX: Steam Edition.

REX 4 Texture Direct is the newest environment add-on application from award-winning REX Game Studios. REX 4 Texture Direct is compatible with Microsoft's Flight Simulator X, FSX: Steam Edition and Lockheed Martin's Prepar3D version 1 and 2. See the difference that REX 4 Texture Direct will bring to your flight simulator experience by visiting the dedicated web site.

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Prepar3d v2.5 news

21 Jan 2015
Posted by Tom_Weiss in Flight Sim News (20 Views · 0 Comments)

01-21-15 Requested Features and Enhancements Implemented in Prepar3D v2.5
We are currently finishing development on the first update to Prepar3D v2 for 2015, Prepar3D v2.5. This version has several rendering and performance updates, a few general platform updates, and a pretty substantial update to SimDirector, Prepar3D’s intelligent tutor, virtual instructor, and scenario generation tool.
We wanted to thank our development community, and especially our Prepar3D.com forum moderators Rob and Saul, for your continuous feedback and effort to help make Prepar3D v2 the industry leader in flight simulation and virtual instruction.
We will be sending a beta of v2.5 to our beta team this week, and once we are satisfied with v2.5 we will then release the update.
General Platform Updates

  • Fixed a crash that would occur if licensing check on startup failed
  • Fixed a bug where thumbnail images for missions and aircraft were not matching up properly
  • Renamed missions to reflect their content
  • Restructured path configuration files
Rendering and Performance Updates
  • Added post process for night vision that includes bloom
  • Added a light scalar to camera so that NVG cameras can have a brighter scene
  • Added a configuration option to the Prepar3D.cfg and Camera Definitions that allows cameras to share a single terrain view
  • Added an option to specify whether or not a panel should write alpha when rendering into a texture
  • Improved long range sensor capabilities by allowing plugins to set the scenery load origin for a camera independent of its location
  • Fixed a bug that would prevent the HideAircraft flag from hiding aircraft attached effects
  • Fixed a bug that would cause all extrusion effects to draw with a visible sawtooth pattern
  • Fixed a bug where the exclude VC panels sensor setting was not working as intended
  • Fixed issue that caused clouds to face vertically
  • Fixed out of memory issues with the Load Flight Screen
  • Fixed an issue that would prevent effects from visually displaying if the effect was at a low level of detail distance
  • Fixed issues with shaders failing to compile if material is created without setting a specular map
  • Fixed an issue that would cause some aircraft to load with the engines turned off
SimDirector Updates
  • Added an Undo feature in SimDirector. Undo allows a user to undo and redo most actions in their mission. A history window provides visual feedback of what actions have been done
  • Added a Measure Tool to SimDirector. This allows the user to measure distances in several different unit types.
  • Added a setting that allows the user choose whether or not they would like to load their mission in Prepar3D after closing SimDirector
  • Added the ability to preview actions from the visualization window in Preview Mode in SimDirector
  • Added an option for hiding icons and bounding boxes in SimDirector
  • Added catalog preview into the catalog and created object preview
  • Added ability to edit mission while in Preview Mode
  • Added a setting that allows the user to filter object references by group
  • Added the ability to copy values from the condition editor
  • Added better error handling and error reports for mission Mission Briefing files
  • Added a unit converter to several distance related properties
  • Added the ability to read friendly names for third party models
  • Added option to set whether SimDirector controls or Prepar3D controls have precedence when hovered over the Prepar3D window in Virtual Instructor, Flight Instructor, and Preview Mode
  • Fixed a bug where saving scenario alters camera orientation
  • Fixed bugs dealing with multiple item selects.
  • Fixed bug that effected saving properly observation profiles
  • Fixed a bug that would prevent the file name from updating and saving properly in different modes
  • Fixed a bug that would prevent pop-up windows from scrolling through all the options
  • Fixed a bug that would prevent the context menu in the logic editor from opening properly when using non-standard DPI settings
  • Fixed a bug that would remove referencing of an ownship if the ownship aircraft was changed
  • Fixed a bug that would prevent multiple external properties from updating in monitoring
  • Fixed a bug that would cause issues with loading missions located in Program Files
  • Fixed a bug that would prevent visual model from updating orientation changes reflected in the property grid
  • Fixed a bug that would prevent catalog friendly names from loading properly
  • Fixed a bug that would prevent single row text box to extend scrolling with the cursor
  • Fixed a bug that would cause backstage to hang when clicking the arrow
  • Fixed a bug that would prevent property observation profiles from saving
  • Fixed a bug that would prevent build object list from increasing the count
  • Fixed a bug that caused bulk lasso selection to not appear as one selection
  • Fixed a bug that would not progress the object list count
  • Fixed a bug that would prevent visibility from resetting when toggling the weather on/off
  • Fixed issues with broken timer validation check
  • Fixed an issue where object preview would not display mobile scenery
  • Fixed an issue where mission menu windows would close prematurely
  • Fixed issues with Virtual Instruction recording while in inner group visualization
  • Fixed SimDirector window sizing issues
  • Fixed an issue that prevented Mission Preview from re-enabling the user interface
  • Fixed issues with search boxes in SimDirector. All search boxes now search for any part of search phrase
  • Fixed issues with selecting actions inside of a Virtual Instructor session
  • Fixed issues with observer look-at and look-at-ground functionality
  • Fixed issues with monitoring in Virtual Instructor mode
  • Fixed issues that would cause the Preview window to stop working
  • Fixed issues that would cause a slow down when dragging objects around in SimDirector
  • Fixed an issue where the Preview Window would cause crash when resetting scenarios
  • Fixed issues with waypoints being placed too close to each other or other objects
  • Fixed issues with mouse cursor state not changing as expected
  • Fixed issues that would cause crashes if user sim was null
  • Enhanced translate, rotate, and scale gizmos
  • Enhanced speed of object selection from validation window
  • Enhanced speed of switching between viewer sim and vehicle
  • Enhanced drag and drop feature in SimDirector
  • Enhanced preview subset feature in Preview Mode
SDK and SimConnect Updates
  • Added ability to manipulate visual effects during runtime through the PDK interface
  • Added ability to retrieve attach point data via SimConnect
  • Updated documentation regarding supported pylons, objects, and their interactions
  • Added scenery load origin settings to camera definitions and PDK development

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REX Soft Clouds released

28 Dec 2014
Posted by Tom_Weiss in Flight Sim News (106 Views · 1 Comments)

REX Soft Clouds is the new volumetric-like soft cloud texture add-on for FSX, PREPAR3D and FSX:Steam Edition. Get ready to be amazed! This soft cloud pack gives a true volumetric feel to your flight simulator clouds.


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REX Soft Clouds takes advantage of the core features of PREPAR3D v2 while realistically enhancing the FSX, FSX-Steam Edition and PREPAR3D v.1.4 cloud environment. This package is compiled from years of feedback from current REX customers to meet a specific demand! You will truly experience volumetric haze and fog as never before seen within a flight simulator environment.
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REX Soft Clouds is tailored to low and high-end systems alike. You may easily switch between simulator preference (FSX, FSX-Steam Edition, P3Dv1.4 & P3Dv2) and is fully network capable.

  • 512 cloud textures, compiled into 16 full sets
  • A large, easy to read user-interface
  • Lightning-fast texture installation
  • Ability to auto-start simulator after texture injection
  • Network capable
  • Unique types of cloud base structures
  • Low/Mid-level 3D clouds, including Stratus, Cumulonimbus, Cumulus, Stratocumulus, Altostratus and Altocumulus
  • DX9, DX10 and DX11 compliant
  • Built-in check for updates feature
  • Easily switch between simulator preference (FSX, FSX-Steam Edition, P3Dv1.4 & P3Dv2)
  • HDR option included for Prepar3D v2!
  • There are texture options for 32bit and DXT5 (for low-end systems)
  • REX Soft Clouds takes advantage of the new DX11 technology as seen in PREPAR3D v.2, as well as providing for DX9 and DX10.
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  106 Views · 1 Comments

PrecipitFX 1.2 released

10 Dec 2014
Posted by Tom_Weiss in Flight Sim News (153 Views · 1 Comments)


PrecipitFX is a set of new realistic textures and effects that will change your flying experience! Indeed, most default effects in FSX and P3D are drab and doesn’t look like anything realistic. PrecipitFX will bring your simming experience to new heights with completely revamped contrails, rain and snow textures as well as overhauled effects wheels spray and engine wash effects.

  153 Views · 1 Comments


10 Dec 2014
Posted by Tom_Weiss in Flight Sim News (134 Views · 0 Comments)

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CHATHAM, KENT – December 9th, 2014 – Dovetail Games, the multi award-winning developer and publisher of the Train Simulator series and Dovetail Games Fishing, today gave flight sim fans a lift for the holiday season with the announcement that Microsoft Flight Simulator X: Steam Edition will launch on December 18 at a spectacular introductory price.

Microsoft Flight Simulator X: Steam Edition delivers an authentically accurate aerial experience for simulation enthusiasts and those with a passion for all things flight. Pilots can climb into the cockpits of over twenty aircraft, from commercial and fighter jets to single-engine private planes and helicopters. More than 80 missions will test players in a variety of ways, including search and rescue challenges, test pilot scenarios, races and more. The game features updated multiplayer functionality, Windows 8.1 support and over 24,000 airports, delivering a beautiful, connected world and vast horizon begging to be explored.
First released in 2006, Microsoft Flight Simulator X’s arrival on Steam marks the first exciting steps in the global licensing deal between Dovetail Games and Microsoft announced earlier this year. In addition to distributing Microsoft Flight Simulator X: Steam Edition, Dovetail Games is also working on its own original titles based on Microsoft’s flight technology, carrying on nearly three decades of tradition established by this award-winning franchise. Dovetail Games and partners will also be launching a range of add-ons for Microsoft Flight Simulator X: Steam Edition on Steam in the New Year.
Microsoft Flight Simulator X: Steam Edition will be available on Windows PC via Steam on December 18. This title is rated E (Everyone) by the ESRB.
For further information, please visit www.dovetailgames.com or contact:

  134 Views · 0 Comments

Aerosoft Pre release F-14 topic

01 Dec 2014
Posted by Tom_Weiss in Flight Sim News (127 Views · 0 Comments)

MMathijs Kok, on 30 Nov 2014 - 06:18 AM, said:
Expect this to be released Dec 3rd. And expect it to be the best military add-on of the year (heck of the last three years).

Feature List

• Three generations of the A model F-14 as well as the more refined B model
• Drive up front or scan the skies from the RIO seat
• Payload Manager with Checklists

-Payloads can be loaded and jettisoned dynamically in the simulator, changing visual models, weight, and fuel
• Automated Checklists for Pre-Start, Start, Post-Start, Taxi, Run-up, Take-off, Approach, and Post-Landing
• Approach Rating system which evaluates how well pilots set their aircraft up for a visual approach
• Sim Start Options which allow users to set and remember the F-14's loading state.

• Visual Systems

-HUD - A models: vintage type that is projected on the windscreen
-HUD - B model: Sparrow Hawk model with integrated combiner
-HUD - Both Models: All Flight and Steering modes have been created, including A/A and A/G with CCIP, shows Carrier TACAN and ILS symbology
-VDI (Vertical Display Indicator) - in-the-cockpit aircraft attitude instrument with ground and sky textures
-HSD (Horizontal Situation Display) - compass rose and steering symbols (TACAN, CRS, ADF)
-DDD (Detailed Data Display) - shows raw radar data in azimuth and range-rate
-TID (Tactical Information Display) - presents radar targets in a computer-generated, synthetic, clutter-free format
-RWR (Radar Warning Receiver) - shows ground and sea based radar emitters
AWG-9 radar - 8 modes of operation (including STT, RWS, TWS, PLM), adjustable azimuth scan and elevation bar patterns, ranges from 5 to 200nm
All displays have the authentic F-14A type symbology and functionality is programmed according to the NATOPS Manual

• Engine Management (TF-30)

-Compressor stalls (aero): Poor management of the aircraft will result in random compressor stalls which can induce a dreaded flat spin. Stall algorithm is random; stalls will onset, clear, and engine restarts based on a continuous supply of random numbers, while aircraft state (Altitude, Mach, Angle of Attack, and Sideslip) as well as aircraft configuration increase or decrease the chances of pitfalls and recoveries
-Compressor Stalls (throttle): Rapid throttle movements in the IDLE region can saturate the combustion chamber and stall a compressor
-Mach Lever: During Air Combat Maneuvering; Engine IDLE RPM is automatically increased at high AoA to increase stall resistance (both types)
-Engine Fires: Hot starts and compressor stalls dump fuel into the combustion chamber even though no thrust is being generated. Exceeding a transient temperature limit for critical time or heating beyond an absolute limit will cause the blades to melt and the engine will be lost
-Sump Tanks: Turbines are directly supplied by gravity fed sump tanks which only hold a combined 600lbs of fuel. Negative G maneuvers and high thrust settings can starve the engines in a hurry

• Flight Systems

-Complete wing sweep implementation with all four modes of operation: Auto, Bomb, Manual, and Emergency (with Oversweep). Auto Mode uses two sweep channels with dependencies on Mach and Altitude to determine optimum wing sweep angle
-Maneuver Flaps: Both automatic and pilot controlled (separate system from main flaps)
-Glove Vanes: Extend with Maneuver Flaps at sweep angles greater than 25° and also at very high Mach
-Approach Auto Throttle: The F-14 is a notoriously difficult plane to land, Approach AutoThrottle maintains the aircraft at optimum AoA.
-Direct Lift Control: Pilots can toggle a partial extension of the inboard spoilers to adjust AoA during approach
-Ground Roll AeroBrake: When armed, Inboard and Outboard spoilers fully extend with weight on wheel and throttles at Idle
-Speed Brake: Blows shut at speeds greater than 400KIAS or auto-retracts at MIL thrust
-MiniHUD: Optional 2D gauge gives access to information which would be readily available in a pilot's peripheral vision

• Auto Flight Control System (AFCS)

-Three channel passive Stability Augmentation System (SAS). Pilot inputs and control surface deflection rates are reduced, which allow better control in the normal flight regime
-Aileron-Rudder Interconnect designed directly from NASA source documentation
-Built from scratch Autopilot with Control Stick Steering in Pitch and Bank Hold Modes
-Vector mode follows a loaded flight Plan
-Auto Carrier Landing System combines with Auto Throttle for a hands free carrier landing. 2D Alignment gauge for AFCS can be used give precise feedback on ACLS lineup

• Flight Mechanics

-Thoroughly tested by retried Fleet F-14 pilots and a software engineer involved with a professional F-14 simulation. Performance and control response & stability data were sourced and matched as closely as possible to NATOPS and NASA technical archives
-The F-14's notorious flat spin has been recreated along with the 'Hoser' method of spin recovery
-Simconnect enabled Axis Manager (AM) precisely sets the aircraft's lift based on the configuration of six lift devices; Wing Sweep, Primary (outboard) flaps, Auxiliary (inboard) flaps, Slats, Spoilers, and Glove Vanes
-(AM) Separate control output for Stabilator and spoilerons; wings swept aft will produce less lift, less roll, and notably increased adverse yaw
-(AM) Authentic catapult launch speeds on any carrier as well as a custom trap physics on recovery

• AI Scenarios

-In-sim menu allows users to spawn randomly generated scenarios anywhere near a carrier TACAN signal
-Includes radar Intercept, escort, wandering (civilian) pilot, Random, and a Tanker for when the tanks run empty
-Included aircraft that have been generously donated by our collaborators:
. KA-6D: Razbam Simulations (http://www.razbamsims.com)
. Su-27 : ALS-Sim (http://www.als-sim.com)
. Tu-95 : Samdim Designs (http://samdimdesign.free.fr/)

• USS Kitty Hawk CV-63

-Built from scratch Fresnel Lens Optical Landing System (FLOLS) which can be applied to any naval aircraft using the Kitty Hawk
-11 moving carrier tracks from around the world centered around on historically significant locations. Each track has a corresponding saved flight which allows users to load the simulation directly on a moving carrier.

• Moving tracks includes a carrier task force

-USS Jarrett and USS Vandegrift by Alberto Garcia
-USNS Patuxent by Javier Fernandez
-Owners of the Deltasim DDG (http://deltasimstudio.com/ddg.htm) will have the option to substitute the destroyer into the Carrier Task Force

TacPack by Vertical Reality Simulations is needed for some of theses functions tp.png

o Users who own TacPack will be able launch payloads including the F-14's potent beyond visual range capabilities
o TV Camera set (TCS) will focus on any radar locked target and enable visual target identification at a range of 10nm



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P3D Fiber Accelerator released

06 Nov 2014
Posted by Tom_Weiss in Flight Sim News (140 Views · 0 Comments)

FSPS returns once again to shake the Flying Simulator world.

This time for the simulation platform of the future , Lockheed Martin's Prepar3D, with our latest product P3D Fiber Accelerator.

Following the unparalleled market success of FSX Fiber Accelerator, the myriads of positive comments and the – to say the least – demanding feedback from Prepar3D users that Fiber Accelerator would be a 'must have' for their simulator , our team worked hard the last months and finally is able to present you the ultimate solution for Frames per second improvement, graphics smoothing and better texture loading for Lockheed Martin's Prepar3D (ver 1.x or ver 2.x). Overcoming the differences between FSX and Prepar3D – which on graphics part, are huge – we are able to deliver you...

P3D Fiber Accelerator

Like in FSX's version, FSPS team using unique techniques at tweaking – in real time – without the need to edit prepar3d.cfg file, the Prepar3D graphics to provide you better Frames when you need them hard (i.e. at a busy , fine quality payware airport) while driving the computing power of your system to better quality and smoother graphics – textures loading when you are flying in less demanding situations.

Finally a way to enjoy smooth approaches with descent fps , without the need to have tweaked Prepar3D for frame gain, and get 60fps at remote areas without getting the best graphics. A way to enjoy nice graphics all around and not only on remote areas because if you try this setup near the “fine quality , busy airport” you would get 10fps...

Using revolutionary techniques we draw power from where you DON'T need (in example while you are on the ground, from drawn graphics 80 miles away) and bring you this power to where you DO need (in example to better frame rate and better graphics quality around the airport).
By – in other words – rewriting Prepar3D's graphics engine, now you get what you need , when you need it !

Better frame rates, better graphics quality, faster texture loading, smoothness in motion all together in the same flight! Maximizing the CPU and GPU power for Prepar3D was never easier.
Doing what? Something like updating Prepar3D with a new prepar3D.cfg every millisecond !

How it works:
You start Prepar3D and set a "Target Frames" in Prepar3D display settings. (This will be the max number your Prepar3D will get on the less demanding situations) i.e. 50fps.
You then start P3D Fiber Accelerator, and you set a "Lower Frames per second" target. This will be the number of frames Prepar3D will try to catch up, according to your needs, lowering graphics quality (always gradually from places you cannot see anyway, moving closer to your position).

You then should pop to the hardest (i.e. the most frame-killer you got) airport you own. You test some settings until you find the best one. A classing scenario if you get maximum 20fps is to set i.e. 25fps in Lower setting. On "Middle Frames per second" you can set a higher fps target for not too much demanding situations, i.e. when flying at cruise level. For example 35fps.
All is later done afterwards by P3D Fiber Accelerator and it will work perfectly on all other airport as you configured it for the worst possible scenario. If needed you can swap between presets without leaving Prepar3D.
Next time you just start Prepar3D and P3D Fiber Accelerator... Nothing more to setup, made to be as simply as possible, it is almost start-and-forget. Just cycle between presets according to your needs, or use the automated AGL altitude function to let the application automatically swap between presets Low-Mid-Deactivated according to the altitude you are flying.

Main Features:
  • Best possible fps at any given situation with maximum possible graphics quality.
  • Best possible graphics quality in Prepar3D, according to the frame rate you set for the hard cases.
  • Best possible smoothness on texture loading during even the hardest viewpoint change.
  • Maximum CPU and GPU allocation to Prepar3D during the whole flight.
  • Dynamically applying (every millisecond) the best possible tweaks to Prepar3D.
  • Cycle between 3 presets (Lower – Middle – Fiber Deactivated) without need to swap to desktop to do that on Fiber Accelerator's main window.
  • Support for FSUIPC's registered users so they would assign joystick buttons for each preset or for cycling between modes.
What P3D Fiber Accelerator cannot do? Well it is not buying you new hardware. It just makes absolutely sure that the one you have will present Prepar3D to the zenith , as best as it can do. To hard to believe it?
We agree. Download the demo from HERE to get the free “try-before-you-buy” chance to believe and make sure that application works on your system... (10 single uses of the application , for 60 minutes each)

Do your tests where you know you PC barely makes it, and be amazed by the results.

Then we are sure, we will welcome you to FSPS family as the only possible next step would be you become a proud owner of FSPS – P3D Fiber Accelerator.

Requirements section:

P3D Fiber Accelerator, can run at any PC that is able to run Lockheed Martin's Prepar3D.
  • Windows: XP SP3 / Vista / Win 7 – 32 or 64 bit / Win 8
  • Latest version of Prepar3D (V1 or V2) - (For version 1.x : 1.4 , for version 2.x : 2.4)
  • Microsoft's NET Framework 3.5 SP1
  • Latest Version of FSUIPC by Peter Dowson. (Unregistered is enough for main features ,registered version is needed if you need to map a joystick button to swap between presets)
  • Up and running internet connection for activation and license checking of the product on each application's start-up.
  • PDF viewer application for reading the manual.
  • P3D Fiber Accelerator is compatible with:
ALL tweaking applications (i.e. P3D Booster 2013) , ALL tweaking guides available on webpages or forums, ALL websites that use web-services where user could submit his PC specs and get back a recommended prepar3d.cfg etc…

• One active installation on only one PC at any given time. (Checked via online validation after every installation.) Users can have the application installed on multiple computers moving the active license around, using the “Transfer License” function.
• P3D Fiber Accelerator must run on the Prepar3D PC in order to communicate directly with Prepar3D.(Not possible to remotely install).


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Yankee Air Pirate presents Strait of Hormuz

03 Nov 2014
Posted by Tom_Weiss in Flight Sim News (182 Views · 0 Comments)

When it happens, it will happen this way

Yankee Air Pirate has always presented historical fact. Now we are releasing what is likely an unavoidable future. Experience what modern air war is like, the stress of combat, the threats real pilots face during a mission.

It's not just about "pushing buttons." The danger is real and this is how it will happen. Strait of Hormuz is your front row seat to history before it happens.
Strait of Hormuz G Rock the Casbah

Strait of Hormuz for Thirdwire's Wings Over Vietnam
Persian Gulf Terrain

Iran is the mortal enemy of Israel. Iran was rushing to create nuclear bombs when the world stopped them with sanctions. It is impossible for Israel to accept a nuclear armed Iran. Those are the facts. Twice in the past, they have attacked facilities feared to be making atomic bombs, in Iraq and in Syria. Now, negotiations are being held between world powers and Iran to end their nuclear program and rejoin the community of nations. In the end, it is Israel who must be willing to accept an agreement and trust it to be vigorously enforced forever. Forever.

We contend those negotiations will fail to satisfy Israel security needs even if they placate an oil-hungry Europe and American politics. On a day in the near future the Israeli Air Force will take to the sky at night, refuel somewhere near Lebanon and turn east to the Persian Gulf. Whatever route they take, they will arrive at their targets at dawn; Arak, Natanz, Isfahan and Fordow.

Israel does not have the ability to sustain a long distance campaign and can only set the Iranian program back, some say making the rush to a bomb a certainty. This would lead to an arms race in the least stable part of the world. But Israel will have to attack and attack alone. They can hope that the United States will bring its power to bear against Iran but that support is no longer certain.

But with or without friends, they will attack and with their usual creativeness, they will succeed for that one day.

Iran will respond. Possibly they will fire missiles at Israel. They might make good their threat to fire missiles at American installations in Gulf states. But their most powerful weapon is to attack shipping and close the Strait of Hormuz. Doing that will throw the world's economies into a free fall. It will activate the United States' long term commitment to Freedom of the Seas. The US Navy will commence to reopen the Strait with overwhelming firepower. Iran will not be a pushover.

Strait of Hormuz is an add-on to the Thirdwire game, Wings Over Vietnam. The 60 missions included are the logical first days of that event. We use the exact units in the field and at sea the day of game release, October 31, 2014 at dawn, Persian Gulf time. We use their serial numbers and bases and ships...for both sides in the conflict.

Make no mistake, militarily Iran will lose as you will see in SOH. But we present only 6 days. We do not know how it will end as wars are very easy to enter. As General David Patraeus stated about Iraq, "Tell me how this ends." We do not know. We think this is how it will begin.


Iran: F-14A, MiG-29A, F-4E, F-5Em, F1QE, F7M, AH-1J, C130E

Israel: F-15i, F-15C, F-16i, C-130E, MV-22, KC-707

US: F-22A, A-10C, F-16C/40, F-16C/50, F-15C, F-15E, FA-18E, FA-18F, AV8Bplus, , F7M, C130J, C17, B1B, KC-10, EA-18G, MV-22, CH-53E, AH-1Z, AH-64D, MH60R, MH60S, HH-60, UH-60, AH-6E, MH-6E, X47B, MQ9.

Ships: CVN-77, LDH-5, LSD-44, LPD-15, LPD-22, DDG, CG, FFG


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OpusFSI Release Version 4.10.0 Available

30 Oct 2014
Posted by Tom_Weiss in Flight Sim News (210 Views · 0 Comments)

OpusFSI Release Version 4.10.0 Available

Multi-Layered Clouds are now enhanced within the Live Weather Engine. The LWE references additional cloud, surface, and atmospheric data to determine its low level (up to 6000 feet AGL) and Mid level (6000 to 26000 feet AGL) cloud coverage which is blended with the 'actual' METAR data. The high level cloud data is also used to control (enable or disable) localised cirrus cloud.
Panning Sequences such as aircraft 'walk arounds' and 'fly arounds' may now be imported or created. A set of pre-configured examples are provided for you to try. The LCC can be used to define each eyepoint in the sequence and tools are provided to copy, flip and duplicate sections of the sequence which makes the creation of panning sequences quick and easy.
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OpusFSX is fully compatible with the latest release of P3D version 2.4. Click on the image below to view a video.
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OpusFSI is a paid upgrade to OpusFSX and includes the following new features and enhancements,

  • Enhanced Live Weather Engine.

  • Live Weather Assistant (LWA) enhanced with various zoomable geographic map options together with superimposed flight plan route, wind speed arrows, turbulence data, aerodrome locations, customisable aircraft symbols and much more.

  • LWA weather maps and reports can now be generated before a flight has been loaded.

  • New Cloud Associations option creates pseudo cloud layers that are not often reported in the METARs but are typically associated with certain cloud types and conditions to provide an even more realistic weather interpretation.

  • Coordinated wind and temperature target schemes have been introduced to greatly reduce the number of forced weather updates during the climb and descent.

  • Selective Update mode introduced to minimise cloud shifts.

  • Faster GRIB decoding and processing.

  • Improved Live Camera editing and management. The Live Camera Control (LCC) feature has been enhanced with new Adjust and Create functions.
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OpusFSX is fully compatible with the latest release of P3D version 2.3. Click on the image below to view a video.
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  210 Views · 0 Comments

Active Sky Next Service Pack 1 Now Released Officially for FSX and P3D!

09 Oct 2014
Posted by Tom_Weiss in Flight Sim News (153 Views · 0 Comments)

Service Pack 1 Now Released Officially for FSX and P3D!
Active Sky Next has just been upgraded officially to SP1 and brings dozens of new features, improvements and adjustments to raise the bar even further in high fidelity weather simulation for both Flight Simulator X and Prepar3D v2.4:

  • Higher Performance
    New cloud depiction techniques, new storm depiction variations, and improved smooth theme reloading brings new levels of performance with reduced cloud-drawing overhead
  • Increase Data Resolution and Coverage
    Enhanced global gridded weather data synthesis provides new kinds of data and over 10 times the previous resolution, offering much improved realism and coverage for all kinds of conditions in all areas, regardless of availability of METAR reports
  • Improved Oceanic and Sparse-Coverage Weather Accuracy and Variation
    Utilizing the new data resolution and coverage, oceanic and sparse-coverage flights now include realistic weather conditions and cloud coverage that does not rely solely on interpolation
  • New Overcast Pattern Fix
    Overcast stratus cloud layers in FSX are no longer subject to ugly and obvious rectangular patterns during dawn and dusk lighting scenarios when using the new Overcast Pattern Fix, part of the new Visual Fix options
  • Improved cloud-based effects
    A new local cloud detection process greatly improves the synchronization of cloud-based effects including visibility reduction and turbulence
  • New in-sim Weather Request Menu
    Receive weather updates for local area, flight-plan stations, and winds aloft via an integrated SimConnect text menu that can be used directly within the simulator
  • New Prepar3D-based Enhancements
    ASN for P3D is now compatible with P3D v2.4 and includes additional performance tuning specific to P3D
  • New Dynamic Positional Variation for Sigmets and Airmets
    Airmets and Sigmets are now fully dynamic and provide variable conditions simulation for turbulence and icing in addition to convective activity
  • Improved Stability
    New installation and configuration routines provide a smoother user experience
  • Dozens of additional features, enhancements and fixes that are too numerous to list here!

Active Sky Next (ASN) is the next weather simulation engine from HiFi Technologies, Inc. In development for 3 years, this new version of Active Sky has a completely new depiction system to enable enhanced visuals, accuracy and smoothness never before possible.

Using new low-level weather control techniques, the new depiction system eliminates many problems faced in the past, including inaccurate cloud locations, inaccurate coverage, thin overcast and excessive coverage gaps, non-smooth cloud transitions, inaccurate winds, and required compromises in depiction settings.

With ASN, your skies will be accurate, smooth, visually stunning and uncompromised. No longer must you configure complicated settings to achieve accuracy in certain areas while compromising others. You can have it all, all the time.

ASN also introduces, for the first time ever in a weather engine: Complete cloud position awareness, synchronized cloud-based ambient weather effects and an integrated accurate radar simulation. Precipitation is accurately depicted in the proper locations within and below appropriate cloud structures. Entering or exiting a cloud brings an appropriate change in precipitation, visibility and turbulence. The exact position of clouds and precipitation cells are always synchronized between the simulator depiction and the radar display.

Thunderstorms have been given great attention, utilizing the new depiction system, ambient effects, radar and cloud position synchronization. Completely new microburst, updraft and downdraft, enhanced turbulence and wind-shear effects combine to make thunderstorms beautiful yet dangerous. Using the new radar system will be key to safe piloting in the vicinity of these storms.

Full International Airmet/Sigmet simulation is now provided in real time weather mode, with airmet/sigmet areas shown visually on the map and/or gauge. These areas are now also synthesized, influencing weather depiction appropriately. If a Sigmet warns against severe turbulence, convective activity, or icing, you can expect to encounter this appropriately during your flight.

New voice weather briefings, a new intuitive user interface with resizable/undockable and multi-window support, redesigned high-resolution wake turbulence simulation and enhanced air effects are just a few of the other new features in ASN.

ASN is now officially available for both FSX and P3Dv2.4. An ASN license entitles users to use both FSX and/or P3Dv2 versions, as long as they are used on the same computer.

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