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TacPack now available as a stand alone

05 Mar 2014
Posted by Tom_Weiss in Flight Sim News (42 Views · 1 Comments)

Now Available As Stand-alone Purchase!
http://www.vrsimulat...com/tacpack.htm

The Superbug Xis no longer a prerequisite for purchasing the TacPack, however in order to fully enjoy all the features the TacPack
has to offer, VRS strongly recommends using the product with a TacPack-Powered aircraft. A number of TacPack powered aircraft
are already either completed or in the final stages of development. See our front page for the latest news regarding compatible aircraft.

  42 Views · 1 Comments

OPUSFSX 3.4 released

03 Jan 2014
Posted by Tom_Weiss in Flight Sim News (136 Views · 0 Comments)

Release Version 3.40.0 Available
The new improved and coordinated Dynamic Wind Targeting and Control measures are capable of completely eliminating wind shifts whilst still allowing accurate, dynamic, and varied real-world weather to be used within the simulator. These new measures allow both wind and temperature targets to be maintained accurately during all phases of the flight.

New 'Actual' indication added to the Destination Weather Report to indicate when the weather inside the simulator matches the reported weather at the destination.

A Reverse Axis option has been added to the LCC Shortcuts Left/Right, Up/Down, Forward/Backward, Pitch Up/Down, Bank Left/Right, and Yaw Left/Right controller axes.
GPS Output feature for 3rd party Navigation and Flight Planning packages such as the excellent real-world SkyDemon PC software.
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Greatly improved coordination of all weather layering (i.e. winds, temperatures, visibilities, and cloud) within the Live Weather Engine including cloud smoothing layers. Improved Bump Aircraft turbulence and ButtKicker audio output control.
Extended Cloud Smoothing software introduced which helps minimise cloud popping during weather updates at all altitudes.
Eliminated view flickering in changing VC and 2D views especially noticeable in Prepar3D.
New Anti Wind Shift measures introduced which helps FSX cope with the wind gradients and prevent wind shifts during the climb up to FL200 and on up to your specified Max Cruise Altitude.
Volumetric Fog option introduced for P3D v2.
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Bump Aircraft Turbulence improved with new 1,2 or 3 DOF options.

  136 Views · 0 Comments

REX 4 Texture Direct Now Available

21 Dec 2013
Posted by Tom_Weiss in Flight Sim News (165 Views · 1 Comments)

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http://www.realenvironmentxtreme.com/

ANNOUNCING REX4 TEXTURE DIRECT HD!
 
REX4 Texture Direct is a NEW integrated global environment texture utility and effects add-on for Microsoft FSX, PREPAR3D v1.4 and v2 and is DX9, DX10 and DX11 compliant! Texture Direct takes advantage of the new core features of PREPAR3D v2 while enhancing both FSX and PREPAR3D v.1.4 to never before seen heights.

Tailored to low AND high-end systems, REX4 Texture Direct is comprised of over 16GB of material ranging from standard resolution to high-definition choices.

All NEW textures... over 16,000 files, most with enhanced algorithms. Texture Direct has a large, easy to read user-interface, and texture installation is lightning fast!

  165 Views · 1 Comments

Active Sky NEXT released

09 Dec 2013
Posted by Tom_Weiss in Flight Sim News (212 Views · 1 Comments)
Active Sky NEXT
Brings An Entire New Level Of Weather Realism
To Your Flight Simulator X Experience

Instant Download, Available For Purchase Right Now
Be Enjoying This Product Within Minutes

Every once in a while a product that transforms your flight simulator experience comes along... Active Sky NEXT is one such product. It takes your FSX weather realism to a whole new flight level.
Advanced weather simulation technologies enable incredible levels of accuracy and smoothness. Realistic radar simulation, cloud position awareness and synchronized ambient effects, brand new air effects, brand new thunderstorm depictions, microbursts, thick overcast, smooth cloud transitions, variable cloud areas, voice weather briefings, hurricane simulation, and forecast data integration are just some of the features that await you!
Your Flight Simulator skies are now more realistic than they have ever been.
Advanced Features Include:
  • Hybrid Weather Depiction System
  • Smooth Cloud Theme Transitions
  • Newly Designed High-Fidelity Air Effects
  • Cloud Sprite Awareness For Accurate In-Sim Depiction Synchronization
  • New Precipitation Radar Graphics
  • Graphics Compatibility
  • Included Radar and Weather Mapping Gauge
  • New Thunderstorm/CB Simulation
  • Uncoupled Audio/Voice System
  • Comprehensive Weather mapping With New Overlays:
  • Integrated Real-Time Sigmets, Airmets and Pireps (Both USA and International)
  • Aloft Inter-layer Interpolation
  • Weather Cell Awareness and Depiction Control
  • Forecast Weather Integration Including New Forecast Aloft Data
  • Brand New User Interface
  • Accurate Winds Aloft
  • Hurricane Simulation
  • Full Flight and Weather Planning
  • Hail Simulation with Audio Effects
  • ... And A Whole Lot More

Order Active Sky NEXT Right Now From PC Aviator And You'll Be Enjoying Your New Flight Simulator Weather Within Minutes.

That's right you'll be enjoying your new FSX weather within minutes with instant download delivery of Active Sky NEXT. Simply click on the link below, place your order and your download will be available immediately. It's a small download at 100 Mb and will only take a minute or two to download.
Active Sky NEXT is priced at just $49.95. If you own previous recent versions of Active Sky, you are eligible for a reduced price upgrade of just $29.95. Simply follow the links below to view comprehensive information, including demonstration videos, and to order. If you have trouble with the links, simply go to www.pcaviator.com/store and you'll find the product right at the top of the home page.

Price: $49.95 Media: Instant Download Compatibility: FSX (P3D coming soon)
By: HiFi Technologies Inc
Upgrade Price For Previous Owners $29.95

MORE INFO/ORDER

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  212 Views · 1 Comments

FsDreamteam is happy to announce a Black Friday sale

27 Nov 2013
Posted by Tom_Weiss in Flight Sim News (145 Views · 0 Comments)



FsDreamteam is happy to announce a Black Friday sale for the whole weekend. All FSDT and Cloud9 products will be discounted as follows:

FSDT Products 30% OFF
Cloud9 Products 70% OFF

To get advantage of the sale, use the following Coupon Code when ordering (both on the Web or inside the sim):

TURKEY2013

Cross-Sell

Yes, this Coupon CAN be cumulated with the Cross-Sell option, which will give you a discount if you purchase more than one product in the same order.
Expiration

This offer lasts only until December 2nd 2013, so be quick to get your Black Friday sale!

Coupon usage alert

The "Coupon ID" field will NOT stay if you go back or forward during the purchasing process. This can happen if you change the billing currency, for example. If you go back/forward you HAVE to re-insert the Coupon code, otherwise no discount will be applied.

BEFORE confirming the order, you will see a final page with the final price, allowing to check if the Coupon has been accepted. PLEASE, verify it has been accepted BEFORE confirming the order. There will be no refunds if you fail to check this.

We support Prepar3D V2

Starting today, all our products installers have been updated to support the new Prepar3D V2 sim, without having to do any conversion or manual install procedure. Just download the updated installers, they will detect if you have Prepar3D V2 installed, and will prompt if you want to install there. There's no additional cost or different licensing required to use our products in Prepar3D, your existing license is still valid.

To unsubscribe from these announcements, login to the forum and uncheck "Receive forum announcements and important notifications by email." in your profile.

You can view the full announcement by following this link:

http://www.fsdreamte...hp?topic=9469.0

Regards,
The FSDreamTeam forum Team.

  145 Views · 0 Comments

Twin Otter Extended final released

21 Nov 2013
Posted by Tom_Weiss in Flight Sim News (145 Views · 0 Comments)

The Twin Otter Extended project is completed. We have just uploaded the files to the sales server and the boxed production department is hard at work to get the boxes done. We expect them to be available in about 2 weeks. This complete version has 11 (!) models.

  • DHC6-100 Floater Cargo
  • DHC6-100 Floater Passenger
  • DHC6-100 Wheel
  • DHC6-300 Amphibian
  • DHC6-300 Float
  • DHC6-300 Ski/Wheel
  • DHC6-300 Tundra Wheel Cargo
  • DHC6-300 Tundra Wheel Passenger
  • DHC6-300 Standard Wheel Cargo (3 blade prop)
  • DHC6-300 Standard Wheel Cargo (4 blade prop)
  • DHC6-300 Standard Wheel Passenger (3 blade prop)
The download version does not include the extended paint kit (because it is very large), but it is available as a separate download on your order history page. The boxed version does include the paint kit in the standard installation. Please share your liveries here: http://forum.aerosof...ended-repaints/

We decided to release this as a complete build, not an update, because we have seen some problems with the updates. This way all users will be on the same platform and version (1.10). If you have any liveries installed just use the livery manager to back them up. It should be easy to see what are non standard liveries as the thumbnail will be different. Installing them afterwards will be very easy and fast.
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The price has no been set to the standard (29.46 Euro plus EU VAT tax when applicable), the discount we had until the full version was available is now no longer available.

You will find the new build on your order history page and we are trying to alert our sister sites to the new version as fast as possible. From this moment on only maintenance will be done on this project, no other changes or updates are planned.

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  145 Views · 0 Comments

TacPack/Superbug v1.4 is now available

06 Nov 2013
Posted by Tom_Weiss in Flight Sim News (151 Views · 0 Comments)

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TacPack/Superbug v1.4 is now available!

The primary focus of the TacPack v1.4 update is to provide third-party aircraft support via the TacPack SDK. Developers currently focusing on TacPack development include Metal2Mesh, Dino Cattaneo, Aerosoft, and Iris Simulations. TacPack v1.4 also adds a number of additional weapon types, including support for varying ballistics, as well as HMD support. Major changes include:
  • Major SDK back-end infrastructure changes
    • Full support for third-party aircraft integration
    • No longer requires the Superbug and thus may be installed interdependently
    • Aircraft-specific TacPack.ini for developer configuration of weapon stations and countermeasures
    • Developer security signing and validation for protecting designer-specified files from unauthorized modifications. Note that altering protected files will cause TacPack-enabled aircraft to fail validation in multi-player, thus forcing a user kick from sessions in which the host has enabled anti-cheating.
  • New weapons
    • AIM-54 A/C Phoenix AAM
    • A/G rockets of various types including WWII/Korean and modern-era variants
    • Selectable gun calibers, number of guns, and firing rates
    • Additional bomb types including WWII/Korean and modern-era variants
    • Additional drop-tanks including F-14 and F-86
  • Graphic Enhancements
    • Assets now feature enhanced geometry up to 2K poly/object
    • Assets now feature dedicated 1024 baked textures
  • HMD support
    • A/G target designation
    • A/A target acquisition and tracking
  • Gyroscopic gunsight support
  • Other New Features/Improvements
    • Greatly improved CIWS targeting prediction code
    • Greatly improved CCIP prediction accuracy
    • Tanker improvements (better racetrack, follows carrier if spawned within 10nm of locally controlled carrier)
    • Improvements to radio tuning
    • After successful carrier trap, brakes will be auto-applied until tailhook is raised, to prevent rolling off the deck
    • Gun firing rate now selectable
    • Flight Director/Auto Pilot performance/behavior improvements
  • Bug fixes
    • Fixed bug that had limited the simultaneous number of objects the TacPack could handle to <500 (Now it's <1000 as per SimConnect limitations)
    • Fixed issue where FSX would delete weapons that got too close to the ground, preventing them from exploding
    • Fixed issue where strict version checking was kicking people incorrectly in MP
    • SAM sites now properly removed when all their members are destroyed
    • FLIR should no longer cause severe FPS hit on extreme-widescreen (EyeFinity, Surround, TH2G, etc) setups
    • Object creation policy now properly respected for all objects in MP (previously crash objects were still being created, leading to issues on non-TP servers)
    • For more see individual version notes, below

  151 Views · 0 Comments

Prepar3D v2.0 Developer Blog – SimDirector

15 Oct 2013
Posted by Tom_Weiss in Flight Sim News (730 Views · 0 Comments)
10-15-13

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Becoming a SimDirector: Scenario and Mission Generation

Prepar3D has always had a way to create missions but the Object Placement Tool (OPT) was unwieldy at best (object editing) and frustrating at worst (logic editing). The main goal for SimDirector was to bring more refinement to editing the Prepar3D mission world and to pull back the curtain from the mission logic. On top of both of these goals SimDirector has added in an instruction element that now means learning and teaching can be more easily accomplished with Prepar3D. Prepar3D now meets it’s ‘learning missions in minutes’ goal we set out for from day one.
With SimDirector (free in all versions of the Prepar3D v2.0 SDK) users will be able to rapidly and easily create and share structured learning experiences. Teachers, instructors and students can easily create lessons, instructions, flight scenarios, all with dynamic feedback to the user. Developers of complex addons can now easily record and save virtual instructor lessons with their aircraft to show their users how to operate the aircraft or perform complex procedures, instead of having to just refer them to flight manuals or pre-flight checklists. There are now many new exciting opportunities to make this more interactive.
Even with the improvements to the interface, the last major piece for us was allowing users to debug their missions and to really follow how the pieces that get put together are going to behave in actual execution.
To handle all these new ideas we’ve created three distinct modes for SimDirector that give you all the control and insight you’ll need to create incredible missions. The three modes, which are explained below, are:
Posted Image World Editor is used to place the required world objects, define mission logic, and create the framework and core of the mission. Posted Image Virtual Instructor is used to create detailed instruction for instrumentation and create sessions that will interact with a virtual cockpit. Posted Image Mission Preview allows the mission to be played through while monitoring the simulation and the logic for success; essentially giving the ability to debug missions.

Directing in World Editor Mode

When SimDirector opens, World Editor is the default mode. It is important to touch on some of the most significant features of the mode that really give you full control over the mission and understanding into the logic. While the opened windows and their locations can be configured for the user, we feel that the windows that start open are the windows you will need the most.

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Mission Catalog Window

Along the left side the Mission Catalog and the Mission Objects give what we feel is cleaner control over all of the objects available to add to the mission and the objects that are already placed in your mission.
In the catalog you are able to search based on category using the quick reference list with identifying colors and icons, or use a text search to find exactly what you are looking for. Don’t know what you’re looking for? Well now the mission preview shows the rendered object before adding it to the mission and your placed objects list.
Adding objects to the mission has never been easier, you can drag-and-drop to an exact location or you can just double click to add it to the center point of the map view. Either way it gets added to your placed objects list.


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Mission Objects Window

I think my favorite feature of SimDirector object control is being able to add an object, select it, and hold shift to intuitively drag it around the scene. What is even better is adding the object, hitting duplicate in the Selected Object pane, and holding shift to drag the copy. Rinse repeat and you have an entire set of race points, gates, scenery, etc.
The last thing to mention about the object windows, because there is a lot that I haven’t mentioned that the included SimDirector tutorial in the SDK will cover, is the ability to group and organize your placed objects. Now instead of having a list of hundreds of objects that you have to scroll through constantly you have the ability to organize them. This is also convenient when we get to the visualization which will be touched on later.
Moving right across the screen we get to the 2D Map mode or the main Prepar3D window. Navigating the scene was cumbersome in the OPT and our goal was to make moving around the mission easier. The 2D Map mode allows you to pan (middle mouse button) and zoom (mouse wheel) while interacting and selecting your placed world objects (left mouse click). Working with and manipulating the objects in the scene no longer needs an extra controller and still gives more control than ever before. Miss the 3D interaction that the OPT offered? Don’t worry just go to Object view and the familiar, but updated, interface is back.

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2D Map View

So now that objects are in the world, actions and triggers have been added but creating the mission requires a bit more work and logic. All of the objects need to be connected and all of the object properties need to be configured to correctly have that timer go off and the dialog to fire. All of this can be done in the Property Window along the right side of the screen. If you are familiar with the OPT all of the fields will look similar and you’ll know exactly what to do but what we wanted to do was make this less of a black box to figure out. As you select properties in the Selected Properties window you’ll notice the gray box at the bottom will update and tell you exactly what the property you’ve selected does. You won’t need to flip open the Learning Center or the internet just to guess what the field is used for.
The last major leap forward for properties window is really at the core of how missions are created both for the OPT and SimDirector and that is ObjectReferences.

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Selected Properties Window

No longer are ObjectReferences just a duplicate list of everything in the mission but they are now filtered based on what the correct references will be.

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Grouped Mission Visualization

Now, to touch on what I consider the best part of SimDirector for debugging a mission, Mission Visualization. The OPT allowed for some complex logic but I always found myself drawing out how everything was connected, what the logic tree was and when everything needed to be activated and deactivated. It was hard to follow and I almost never got it right because what I had on paper didn’t match what was in the tool. SimDirector takes this visualization of the logic and puts it to practice.
Now the guts, the magic, the logic, of the mission are shown. The object references are shown and how the flow of your mission is created and executed is now visualized in the Mission Visualization tab. There are quick interface buttons to delete, duplicate, and change the activation state of an object quickly. Selecting an object in the visualization will pull up the correct selected properties. Now instead of placing all of my objects and furiously writing things out on paper and trying to figure out the logic it can be done in the tool with updates happening real time to the graph.

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Inside Group – Mission Visualization

Also for those who are unsure whether they are connecting things correctly there is always the option of showing the validation window which will identify errors in your mission. Just like in other applications if you double-click on any error or warning the appropriate offending object will be selected and show in your properties window. This allows for quick fixing of errors before even attempting to run.
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Mission Validation Window

World editor we feel lives up to its name and allows the user more control and insight than ever before for mission creation. Virtual Instructor: Taking Control of your Flight
Where World Editor Mode is more about all the objects external to the aircraft the Virtual Instructor is about the cockpit. There are three things that make up Virtual Instructor: sessions, focal points, and view changes.


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Focal Point Example

The session editor is really a new paradigm in Prepar3D missions. It allows the mission creator to actually program interactions with the cockpit that can be triggered at any point in the mission. The session editor allows the mission creator to record any number of clicks in the virtual cockpit that can then be later played back when the mission is being flown. Dialogs and delays can then be added to the session to allow for a full demonstration for flight tasks.
The next two items, focal points and view changes, are part of the Virtual Instructor Object editor. Focal points allow the user to create box highlights that can be activated and deactivated during the mission. Need to indicate to the pilot to look at their attitude and to pay attention to whether or not they are slipping or skidding through a turn? Draw a box around it.


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ViewChangeAction Properties

The view change action is the last major piece for the Virtual Instructor and it allows the mission creator to control the camera. The greatest feature is the ability to quickly preview the transition from view to view. Once you add a ViewChangeAction you can set where it is in the world by using mouse look (holding spacebar and moving the mouse). Then as you click between the view change actions on the left the transition will show in the main window.
All of these objects allow the mission creator to artificially interact with the person flying as the end user. It is important to note that all of these objects need to be linked into the mission logic in the world editor.



Mission Preview: Finding Faults

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Mission Progress Window

Back in the OPT once you’ve struggled through placing your objects, hooking everything up, and drawing your logic out by hand it would be time to play your mission and all the satisfaction of nearing completion is wiped away by the hopelessness of finding the problem when something goes wrong. SimDirector fixes all the pieces for creating your Mission and it delivers for testing it as well. In Mission preview you can actually follow the logic and how it is firing in two discrete ways. The Mission Visualization that you used to create the mission now is a visual indicator for your objects firing as the mission is tested.
There is also an output window which will actually indicate in sequential order when objects are fired. On top of both of these automatic methods for debugging your missions there is the capability to monitor simulation variables during the preview. Once you start monitoring you can configure profiles for each of the vehicles you want. This allows you to add things like altitude and heading as simulation variables to monitor and then watch them change real-time as you fly your mission.
With all three of these methods of looking behind the curtain as you test your mission it becomes a relatively simple exercise of finding the faults in your mission.

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Mission Preview Monitoring

SimDirector: In a nutshell

SimDirector is about giving the mission creators, all of you, the ability to control as much as you want. It is about ease of access to all of the information you need and the ability to quickly and efficiently edit and test those changes. Everything that was touched on is just a quick insight to what we have done for Mission Creation in Prepar3D but there is so much more available!
We are really excited about the opportunities this will open for mission creation and training in Prepar3D and cannot wait to see what you SimDirect!
Thanks for reading this week’s developer blog for Prepar3D v2.0, stay tuned for additional developer blogs in the future as we continue to outline some of the new and major enhancements for Prepar3D v2.0.
Wesley Bard

Software Manager, Prepar3D Development Team

  730 Views · 0 Comments

Prepar3D v2.0 Developer Blog – DirectX11

08 Oct 2013
Posted by Tom_Weiss in Flight Sim News (764 Views · 0 Comments)

10-07-13 Prepar3D v2.0 Developer Blog – DirectX11
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Volumetric Fog and HDR Lighting in Prepar3D v2.0
As many of you are aware, since the release of Prepar3D v1.4, and even earlier actually, parts of our development team have been working on Prepar3D v2.0. With Prepar3D v2.0 coming out later this year, it has many new and exciting features which we will begin to highlight in developer blogs, and the spotlight of this first developer blog will be on Directx11.
The core rendering engine in Prepar3D has been completely overhauled and updated from DirectX9 to DirectX11. The biggest benefit to this is that now Prepar3D is able to better take advantage of modern graphics hardware. In a nutshell, upgrading your graphics card will now increase either your performance or the fidelity of what you are able to see in the simulation. It also allows us to implement new and modern rendering features.
Regarding performance, I’ll briefly talk about some of the features of DirectX11 and how taking advantage of them in Prepar3D v2.0 will allow for a better simulation, training or learning experience. Object Instancing
Instancing allows the rendering system to have graphics cards draw multiple copies of the same object at once. This is most noticeable where many of the same objects are displayed multiple times. A great example of this is in the autogen trees. With the right video card, be ready to max out those autogen sliders with much less impact to performance. Not only do trees perform better, they also transition in smoothly rather than popping in. The system can actually instance model parts such as wheels and switches too.
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Dynamic Aircraft Self-Shadowing in Prepar3D v2.0 Tessellated Terrain on the Graphics Card
The previous work being done to generate the terrain and its mesh is now able to be done dynamically on the graphics card. This allows two very noticeable differences, the ability for fully dynamic day and night cycles, and greatly improved terrain paging performance.
With the terrain lighting now able to be done dynamically on the card, shadows and lighting are updated in real-time, whereas previous shadows and lighting had to be baked into the textures and reloaded as the time of day changed. Multi-Threading Support
Multi-threading essentially allows more work to be done on background threads as opposed to the main processing thread. In Prepar3D v2.0 we are now able to do optimization in parallel on background threads, as well as perform shader compilation on background threads which in addition to the tessellated terrain helps to greatly reduce those stutters so many people were seeing in the legacy engine as the CPU tried to page in all that terrain and all those textures.
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Self-Occlusion Shadowing in the Virtual Cockpit View GPU Particle and Effect System
Effects are now simulated on the graphics card. Training scenarios with many more effects rendered in the scene are now possible.
As I mentioned before , with more of the work being done now on your graphics card, we are able to open up new rendering features for v2.0. In the future with each point release we can now more rapidly and easily update and add new visual features as well. Real-Time Shadows and Lighting
Prepar3D v2.0 now has support for fully dynamic variance cascaded shadow maps. The Prepar3D shadow system is fully customizable, including configuration
of the number of shadow cascades, their draw distances, and their logarithmic spacing. We of course simplify all of these things into a handy slider, but the options to tweak the shadow system to your heart’s content is there. Some of the other shadow system features we are excited about include full support for object self-occlusion,
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An Example of Dynamic Shadowing in Seattle
including virtual cockpit self-shadowing, the terrain being able to receive and cast shadows in real-time, as well as day and night and weather support. Seeing the moon or lightning affect the shadows in the virtual cockpit really adds to the immersion. Regarding everyone’s favorite request for cloud shadows, we are working on them, and if they don’t make it in for v2.0 we will get them in for v2.1, but we’re hopeful to have them in for v2.0.
Regarding lighting, one of the biggest features we have implemented is the support for specular terrain lighting. What that means is that land classes now support specular values that will affect how they reflect light (snow and roads now reflect light differently, snow is shinier, etc.). Another lighting feature is a redone bloom system and a new HDR lighting system which better simulates the effects of lights on your eyes as you train. The new HDR system includes both a more realistic bloom model, as well as dynamic tone mapping, which adjusts the color palette of the screen based on the overall brightness. This means that when you are in a virtual cockpit the outside will appear much brighter than the relatively dark cockpit. 3-D Waves and Water Surface
While in v1.0 of Prepar3D we added the bathymetry feature to allow users to simulate and train under the water surface, our water surface was still flat. We now have support for a vibrant new 3D living water surface. Dynamic 3D waves are based on weather conditions and wind speed. SimObjects like boats and planes have more options to calculate their normal so with a little updating they will be able to realistically flow and rock on the waves.
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Prepar3D v2 3D Water Surface Example 1

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Prepar3D v2 3D Water Surface Example 2

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Prepar3D v2 3D Water Surface Example 3

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Prepar3D v2 3D Water Surface Example 4
Volumetric Fog
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Volumetric Fog in Prepar3D v2.0 – Example 2
The fog and cloud system also got a new feature with the ability to now have volumetric fog. This greatly improves the appearance of flying through fog.
While these are only a few of the highlights of moving the legacy rendering engine to DirectX11, upgrading the platform so that it can scale to take advantage of modern graphics hardware is a big milestone for the platform, and one we are very excited about.
As always, thanks for your interest in and support of Prepar3D. Our development team actively monitors our support forums for feedback and feature requests.
I have also created a thread on our forums, where you can discuss this developer blog and interact with Beau Hollis, our Rendering Engine Lead and his very talented development team. We have a lot of features and fixes we are still working on for v2.0, so give them some time to respond if you have questions.
Wesley Bard
Software Manager, Prepar3D Development Team
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http://www.prepar3d....s/2013/10/4507/

  764 Views · 0 Comments

TacPack 1.4 Now Available

06 Oct 2013
Posted by Tom_Weiss in Flight Sim News (240 Views · 0 Comments)
TacPack 1.4 Now Available
Posted Imageby VRS Varmint » Thu Oct 03, 2013 5:17 pm
A major new version (1.4) of the TacPack is now available.
To check your current version, run the TacPack manager and look in the upper-left area of the splash screen).

Get it from:
This version of the TacPack officially opens the door for third party aircraft development. Committed third-party developers have been working with VRS over the past few months in order to get a jump-start on development, and debug the SDK. Several developers including Aerosoft, Dino Cattaneo, Iris Simulations, and Metal2Mesh, and have already publicly announced TacPack support for their upcoming projects. Additional established developers have also been participating in the TacPack SDK beta, but have yet to announce anything publicly that we have seen, so we shall be patient while they establish their plans and intentions.

Note: If you own the Superbug, you must also download and install the latest version AFTER installing the TacPack.

  • Major SDK back-end infrastructure changes
    • Full support for third-party aircraft integration
    • No longer requires the Superbug and thus may be installed interdependently
    • Aircraft-specific TacPack.ini for developer configuration of weapon stations and countermeasures
    • Developer security signing and validation for protecting designer-specified files from unauthorized modifications. Note that altering protected files will cause TacPack-enabled aircraft to fail validation in multi-player, thus forcing a user kick from sessions in which the host has enabled anti-cheating.
  • New weapons
    • AIM-54 A/C Phoenix AAM
    • A/G rockets of various types including WWII/Korean and modern-era variants
    • Selectable gun calibers, number of guns, and firing rates
    • Additional bomb types including WWII/Korean and modern-era variants
    • Additional drop-tanks including F-14 and F-86
  • Graphic Enhancements
    • Assets now feature enhanced geometry up to 2K poly/object
    • Assets now feature dedicated 1024 baked textures
  • HMD support
    • A/G target designation
    • A/A target acquisition and tracking
  • Gyroscopic gunsight support
  • Other New Features/Improvements
    • Greatly improved CIWS targetting prediction code
    • Greatly improved CCIP prediction accuracy
    • Tanker improvements (better racetrack, follows carrier if spawned within 10nm of locally controlled carrier)
    • Improvements to radio tuning
    • After successful carrier trap, brakes will be auto-applied until tailhook is raised, to prevent rolling off the deck
    • Support for variable gun firing rates
    • Flight Director/Auto Pilot performance/behavior improvements
  • Bug fixes
    • Fixed bug that had limited the simultaneous number of objects the TacPack could handle to <500 (Now it's <1000 as per SimConnect limitations)
    • Fixed issue where FSX would delete weapons that got too close to the ground, preventing them from exploding
    • Fixed issue where strict version checking was kicking people incorrectly in MP
    • SAM sites now properly removed when all their members are destroyed
    • FLIR should no longer cause severe FPS hit on extreme-widescreen (EyeFinity, Surround, TH2G, etc) setups
    • Object creation policy now properly respected for all objects in MP (previously crash objects were still being created, leading to issues on non-TP servers)
For more detailed changes on a point version basis, please see the version history section of the TacPack documentation

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