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DCS World February Newsletter

27 Feb 2015
Posted by Tom_Weiss in Flight Sim News (397 Views · 0 Comments)

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DCS World 1.2.15 and DCS MiG-15 Bis!
Both DCS World 1.2.15 and DCS: MiG-15bis are now available.

You can download DCS World 1.2.15 using the automatic updater or download the installer files here.
DCS: MiG-15bis can be purchased from DCS E-shop.
DCS: MiG-15bis product page.
We also have a series of videos to help you get started with the MiG-15bis here: http://www.youtube.c...nLZpw-f-OTGOknR

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DCS World 2

We are nearing a point where DCS World 2 will be available for a public, alpha release. The primary work remains with sorting out some issues with the unified .exe (no longer will the front end and simulation end operate as two separate exe). We have also been using this time to give mission builders better control of AI weapon jettison, afterburner use, and restrictions of when they can attack air and ground targets. Now that the 1.2.15 update is released, the team will be focused on final testing and preparing DCS World 2 (and the NTTR map) for its debut.

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DCS: Nevada Test and Training Map

The actual art construction (elevation mesh and textures) of this map is more-or-less done with the remaining work being performance optimization and getting the AI units to operate within the map correctly (such as airfield taxi operations). As with DCS World 2, once 1.2.15 is released, this map will be the focus of testing to get it ready for its alpha, public release.

In parallel with the new map, Red Flag campaigns for the F-15C and A-10C are in active development.

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DCS: L-39 Albatros

The next aircraft to be released by the developer will be the L-39C and the L-39ZA. Both aircraft are in a later stage of development with most of the work now focused on the various cockpit systems and flight dynamics. This will be a fully-realized module with mouse-interactive cockpit and professional flight model. Although it will not be available at launch, two-players in the same aircraft is planned for the L-39. We see this as an important feature, not just for the L-39, but other current and future DCS modules.

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DCS: P-47D Thunderbolt
The next World War II aircraft for DCS World will be the Thunderbolt. As you can see by the images in this newsletter, the cockpit is quite far along and overall project status is moving along nicely. Once the Bf 109 K-4 is out of beta (good progress as you can see in the 1.2.15 preliminary change log), progress on this module will further accelerate.

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DCS: Spitfire IX
Following the Thunderbolt, the next of our World War II aircraft will be the glorious Spitfire IX. While not as far along as the Thunderbolt, aspects of it are underway as evidenced by the early cockpit renders seen in this newsletter

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DCS: F/A-18C Hornet
No, it’s not a myth. Work on the Hornet continues with great progress on the air-to-surface radar. The real beam mapping mode is just about done, and once complete, the team will start work on the various sub-modes. This has been a critical new technology that had to be developed from scratch for this project.

Included in this newsletter is the current status of the 6 DOF cockpit. It is still very much a work-in-progress but project development is now accelerating.

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Hawk for DCS World
We are working closely with VEAO Simulations on preparing the Hawk for sale on the DCS e-shop. There have been a few remaining bugs that need to be resolved, but once complete, the module will be available from the DCS e-shop. In the meantime, you can download the VEAO installer here.

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P3D v2.5 compatible ASN beta released

24 Feb 2015
Posted by Tom_Weiss in Flight Sim News (74 Views · 0 Comments)

See here for the beta thread with download links: http://www.hifitechi....FSX-SE-and-P3D


- Adjusted initialization process in ASConnect to avoid potential issues
- Made P3D version compatible with 19243 hotfix of P3D as well as original 2.5 version
- as_btstrp_config_manager fix to properly handle as_btstrp.dll configuration/compatibility layers for both FSX and P3D versions in all cases (fixes problem with as_btstrp.dll being blocked)
- Adjusted ASConnect init delay for improved stability
- Adjusted SimConnect load process - FSX SP2/Acceleration simconnect version is now priority and chosen first for FSX, FSX:SE or P3D (For FSX:SE, 62608 is used in 61259 is not installed) - If the valid version(s) are not found, user is now given error message using new server message log broadcasting (Installing 61259/FSX SP2/ACCELERATION simconnect client is easy via the simconnect.msi provided in each sim's install folder)
- Adjusted logging processes for btstrp.txt to avoid file sharing/locking violations
- Added new server message log broadcasting within ASN so important server error messages are seen by user
- Adjusted log export process to include latest 2 asn logs instead of just the latest one (if 2 exist)
- Fixed documentation error regarding Warnings Options and Visual Fixes
- Adjusted in-cloud visibility reduction for better reduction in most cases
- Added new as_btstrp_config_manager utility application that loads within exe.xml to verify that as_btstrp.dll is properly configured and not blocked by compatibility layers settings (if it is blocked, it is automatically fixed and the user is asked to restart the simulator to load as_btstrp properly)

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Prepar3D v2 Hotfix (2.5.12943.0)

24 Feb 2015
Posted by Tom_Weiss in Flight Sim News (93 Views · 0 Comments)

Hello All,
Below is a hotfix to bring 2.5.12942.0 to 2.5.12943.0.
Academic/Professional: http://www.prepar3d....load.php?id=162
Professional Plus: http://www.prepar3d....load.php?id=163
The hotfix addresses the following issues:

  • Corrects issues with library object shadows
  • Respects effects flagged as on ground vs. ground normal (contrails)
  • Fixes issue with Scenery Library requiring a restart
  • Properly handles the cursor position in SimDirector’s text boxes
Extract the appropriate zip file and copy the contained files on top of your default installation. You should accept all prompts to overwrite files (Yes or Yes to All).
The full Prepar3D download links will be updated in the near future to include this hotfix, but you are encouraged to use this hotfix patch whenever possible. Please be aware, if any third party software modified any of the dlls included in the hotfix, you will need to reinstall their content/add-on. Additionally, when using this hotfix, any Prepar3D repair or reinstallation will need the hotfix reapplied.


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Soft Clouds Integrated Into REX4 Texture Direct

30 Jan 2015
Posted by Tom_Weiss in Flight Sim News (109 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 (144 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 (192 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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  192 Views · 1 Comments

PrecipitFX 1.2 released

10 Dec 2014
Posted by Tom_Weiss in Flight Sim News (252 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.

  252 Views · 1 Comments


10 Dec 2014
Posted by Tom_Weiss in Flight Sim News (245 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:

  245 Views · 0 Comments

Aerosoft Pre release F-14 topic

01 Dec 2014
Posted by Tom_Weiss in Flight Sim News (216 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 (226 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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