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05-13-19

The hotfix update to Prepar3D v4.5 (4.5.12.30293) is now available. It can be downloaded immediately from the Purchased Downloads section of the website.

Only the Client installer is required for the majority of fixes present in Prepar3D v4.5 Hotfix. The Content, Scenery, and SDK installers are optional. Each fix listed below is categorized per installer. Please note, you must first have Prepar3D v4 installed to utilize any of the standalone installers (Client, Content, and Scenery).

To install the new Client, you must first uninstall your current Prepar3D v4 Client via Programs and Features in Windows Control Panel.

The Prepar3D v4.5 update will require you to reactivate your product, however if you have an internet connection or have not made any major hardware changes between installations this should not be an issue. For more information please view the Prepar3D v4 Download and Installation Directions.

The newly posted Prepar3D v4.5 (4.5.12.30293) Full Download on the Purchased Downloads page includes the Hotfix.

Please be aware that some third party developers might have to update their add-ons to be compatible with the hotfix. Please contact the third party developers directly for any compatibility questions.

Prepar3D v4.5 Hotfix

    Client Fixes and Improvements

    • Fixed performance issues seen on some systems and configurations.
    • Fixed issue where the interpolated wind direction value would be invalid in some cases.
    • Added configuration option to toggle UI hardware acceleration mode (UIHardwareAcceleration).
    • Fixed crash when re-enabling Virtual Reality (VR) while using the Oculus headset.
    • Fixed crash that could occur in some cases after a plugin removed its textures from the system.
    • Varjo eye tracking is now supported.
    • Improved performance when using the Varjo headset.
    • Fixed issue where CreateEffect callbacks would not be issued unless both xyz and pbh offsets were present.
    • CIGI ownship ID now set to 0 for versions prior to CIGI 4.0.
    • Fixed error with empty EntityAffiliation tags being written out in saved scenarios.
    • Fixed issue where sound volume could be incorrect when switching between interior and exterior views.
    • Fixed issue where PBR textures could be black in interior views when first entering a vehicle.
    • Fixed incorrect unit conversions for camera eyepoint altitude P variables.

    Content Fixes and Improvements

    • Fixed missing PBR texture in F-16A.
    • Removed light scaling from beacon effects.

    Scenery Fixes and Improvements

    • Increased beacon light visibility distance.

    SDK Fixes and Improvements

    • Fixed an issue where the PBRMaterial’s effectFile property would not be updated during load.
    • Fixed an issue where 3ds Max exports would throw material mismatch errors when P3DMaterial and PBRMaterial were being used in the same scene.
    • Fixed issue with drawing and loading Annotator vegetation polygons.
    • Fixed several minor errors in documentation.

Thanks again for your support!

04-09-19

Cities come to life with more detailed night lighting in v4.5

The latest update to Prepar3D is now available! Prepar3D v4.5 continues to build upon the solid foundation and advancements made to the platform by bringing new features, improvements, and fixes across the board.

Terrain night lighting has been overhauled adding greater visual detail and clarity. Highways illuminate through cityscapes like never before and sprawling urban environments come to life extending to the horizon with higher resolution night textures.

Major optimizations have been made to model loading vastly reducing load times for complex scenery add-ons. Additional enhancements were made across the entire platform ranging from smoother multiplayer animations, greater Virtual Reality (VR) performance, to improved Physically Based Rendering (PBR) lighting and color balance.

Immersive cutting-edge training across the globe in v4.5

Expanded developer features including support for PBR autogenerated vegetation, greater effects customization, and various interface updates and new services further expand Prepar3D’s open development architecture enabling richer and more customizable content.

New features added to the Professional Plus product include Distributed Interactive Simulation (DIS) auto-connection, DIS engagement lines, and Common Image Generator Interface (CIGI) collision detection expand Prepar3D’s interoperability between professional simulation platforms. Additionally, multiple improvements to SimOperator including full sound support, a real-time progress log, and object visual ribbons, helps bring interactive scenarios to life while enhancing operator situational awareness.

Take your training to new heights with Prepar3D v4.5!

For those wishing to use the Oculus Rift, please see this forum posting for important information.

For the complete details on the release, please see the What’s New below.


The following list of updates has been categorized based on the installer required. The Client installer is required for Prepar3D v4.5, however the Content, Scenery, and SDK installers are optional. You must first have Prepar3D v4 installed to utilize the Client only installer.

To install the Prepar3D v4.5 Client, you must first uninstall the previous Prepar3D v4.0/v4.1/v4.2/v4.3/v4.4 Client through Programs and Features in Windows Control Panel. Do not deactivate your license when prompted. If you selected to deactivate your license during uninstallation of your current Client, your will be prompted to reactivate Prepar3D. Please view the Prepar3D v4 Download and Installation Instructions for more information.


Prepar3D Client

General Platform Updates

New Features

  • Added Network Test UI screen.
  • Application can now be run over remote connections.
  • Added native eye tracking support with the HTC Vive Pro Eye.
  • Added native support for the Varjo VR-1 headset.

New Features (Professional Plus Only)

  • Added Distributed Interactive Simulation (DIS) auto-connect capability.
  • Engagement lines can now be drawn in DIS.
  • Added Common Image Generator Interface (CIGI) collision detection.
  • Sound now supported in SimOperator.
  • The scenario Progress Log is now available in SimOperator.
  • Visual ribbons now render in SimOperator.

Fixes and Improvements

  • Improved terrain night lighting.
  • Improved rendering performance.
  • The IP address box is now focused when entering the Direct IP multiplayer screen.
  • Slightly reduced the light energy on PBR objects to better match non-PBR object lighting.
  • Fixed bounding box calculations for models.
  • Fixed Learning Center button in the Virtual Reality (VR) Settings screen.
  • Fixed mouse picking on Physically Based Rendering (PBR) textures.
  • Fixed crash seen in aircraft with fewer propellers than engines.
  • Fixed issue that caused scripted textures to not refresh correctly.
  • Fixed memory leak that occurred when models contained invalid animations.
  • PBR is now supported for autogen trees.
  • Loading a scenario from the Startup Screen will now return to the Startup Screen instead of immediately launching the scenario.
  • Fixed offset reflections in VR single pass mode.
  • User objects with 0 hit points will now collide into objects instead of ignoring crashing.
  • Fix for texture caching to prevent incorrect terrain tile textures from loading in certain cases.
  • Improve animation smoothness in multiplayer.
  • Doubled default send update rate frequency in multiplayer.
  • Fixed issue preventing the C-130 from respecting the unlimited fuel setting.
  • Fixed issue causing effects to not draw in some cases when multiple views were open.
  • Fixed issue preventing the multiplayer host from switching vehicles during a scenario if option was enabled.
  • Fixed loading issue that could sometimes prevent various buildings from loading.
  • Errors in custom weather settings are now displayed when opening the UI window.
  • VR now remains enabled after a scenario reset.
  • Fixed issue where players could join in the wrong vehicle in some cases in multiplayer.
  • Various performance improvements to single pass VR.
  • Currently open views are now preserved when entering multiplayer unless specified by the scenario.
  • Fixed various cases where the main application window was not blacked out when opening certain UI views.
  • Added default VR window positions for global panels.
  • Autorudder is now disabled by default.
  • Fixed minor visual artifacts with focal points in VR.
  • Fixed incorrect handling of several escape characters in aircraft configuration files.
  • Fixed issue preventing panels positioned in 3D space from respecting the ignore input setting.
  • VR gaze controls now support right clicking.
  • Fixed various UI issues with saving and loading seasons in the southern hemisphere.
  • Removed Multiplayer HostControlsScenarioEntities setting. This is now always defaulted to true.
  • Scenario objects are now serialized by the host instead of loaded from the scenario file by each connected client.
  • Fixed unwanted collisions between host scenario objects.
  • Fixed issue preventing scenario entities owned by the host from being damaged.
  • Fixed issue preventing global custom cameras from refreshing correctly after changing vehicles.
  • Fixed HMD menu toggle button.
  • Fixed issue where muting sounds would stop and resume sounds instead of playing at zero volume.
  • Added temperature checks to particle emitter velocity calculations.
  • Fixed minor visual issues with tree reflections.
  • Fixed issue in some ground vehicles where vehicle would attempt to steer when not moving.
  • Objects will now animate even when not being drawn if they have an object such as a weapon attached to an attachpoint.
  • Various updates to multiplayer interfaces.
  • Fixed issue where add-ons placed in the Prepar3D v4 Add-ons folder would not write to the app data configuration file.
  • Fixed an issue where sounds would not always disable when hitting ‘Q’ or pausing the simulation.
  • Ribbons added in the Navigation Visuals menu can now have their width configured in the UI.
  • The multiplayer chat window button now works as a toggle.
  • White space is now prevented from being sent in the multiplayer chat window.
  • Various layout and icon changes made to the multiplayer chat UI.
  • Fixed issue where local client’s chat window player icons would not update as they were talking.
  • Fixed sound issues when switching views.
  • Scenario panels can now be opened while viewing an AI aircraft.
  • Fixed crash that could occur when playing back recordings with effects.
  • Fixed radio frequency display in the multiplayer chat window.
  • The chat window no longer closes when entering multiplayer.
  • Fixed performance issues with the chat window when receiving new chat messages.
  • Info text is now displayed when using multiplayer voice communications.
  • Fixed effect placement issues when objects were frozen.
  • Added Direct Voice key mapping to talk to players directly regardless of radio frequency settings.
  • Optimized model loading times.
  • Object visual ribbons can now have unique colors per association ID.
  • Fixed the ClientEnableVoice setting in multiplayer.
  • Unprocessed voice data is no longer sent over the network.
  • Added an additional optional timeout value to ribbons to prevent them from remaining after an object is no longer moving.
  • Fixed an issue that could cause particle effects to incorrectly emit if the attached model wasn’t animating.
  • Multiplayer chat notifications are no longer sent when players join the lobby.
  • Added content errors for duplicate autogen IDs.
  • Fixed issue with docked panels not displaying correctly when loading a view group.
  • Voice communication is now enabled by default in multiplayer.
  • Visual ribbons no longer cast shadows.
  • Added configuration option to group navigation visual icons.
  • Added documentation covering the missionpanels.cfg file.
  • Navigation visual icons are now positioned based on the object’s bounding box.
  • Added key event to refresh shaders.
  • Added multiplayer “Ready Players” button so host can request each player enters the ready state when joining the session.
  • Added additional tooltips to multiplayer UI windows.
  • Reverted render mode for UI windows back to software-only.
  • Fixed issues with attached objects being out of sync with parent object.
  • Fixed an issue where shared cockpit voice intercom could not be disabled by owner aircraft.
  • Fixed batching issues with objects using two UV channels.
  • Fixed crash when opening a new docked view with window titles on.
  • Fixed bug preventing the HideTerrain camera configuration entry from functioning.
  • Fixed UI hang when closing the Save Scenario screen using the X button.
  • Fixed crash in the Vehicle Select screen when trying to preview a vehicle with no preview data when in the viewer object.
  • Fixed issue with the “Use System Time” setting not being respected in some cases.

Fixes and Improvements (Professional Plus Only)

  • Added delete object callbacks for High Level Architecture (HLA).
  • Client roles are no longer reset when the scenario is restarted in SimOperator.
  • Fixed issue preventing SimOperator from executing certain scenario actions.
  • Attachments are now updated after the loadout is loaded instead of waiting for the first simulation update.
  • Weapons and countermeasures that fail to register in multiplayer are now removed.
  • Fixed issue where weapon effects would not draw in some cases after they were detached.
  • Fixed an issue where “Pause On Lost Focus” would not stop the simulation time in SimOperator.
  • Updated AttackerBehavior to support firing weapons multiple times within a second.
  • AttackerBehavior no longer fires against enemies with no health.
  • Countermeasure System now utilizes the system on flag.
  • Fixed crash that could occur when ending a scenario with ongoing delay actions.
  • SimOperator now always starts the scenario paused.
  • SimOperator will now display the correct player name and “Observer” role in lobby.
  • The Measuring Tool is now available outside of staging mode in SimOperator.
  • SimOperator now correctly persists Editor ribbon button and window states.
  • Fixed inconsistent pause states when staring SimOperator.
  • ControllableCameras now track weapon system targets.
  • SimOperator can no longer enter roles or change user ownship.
  • Fixed issue preventing “Center On” from working correctly in SimOperator.
  • “Snap to Ground” is now available in SimOperator.
  • Moving aircraft in SimOperator will no longer cause them to fly.
  • Fixed issue when canceling an exit in SimOperator could cause the UI to freeze.
  • Fixed issue that could cause the SimOperator confirmation prompt to appear multiple times on exit.
  • Fixed issue where both multiplayer and SimOperator confirmation prompts would appear on exit in some cases.
  • Fixed issue where launching a SimOperator session would sometimes return to the login screen.
  • Fixed issue preventing recording from playing back correctly in multichannel.

SimDirector Updates

New Features

  • Added StopFlightRecordingAction to stop a currently playing flight recording on an object.
  • Play and stop recording actions can now be triggered on player objects.
  • ScaleformObjects can now be added in Virtual Instructor mode.
  • Added wait cursor to display when SimDirector is saving the scenario.
  • Added ControlEventTrigger to process actions based on control input.
  • Added Association ID object with friend/enemy support.

Fixes and Improvements

  • Improved performance when making modifications to objects in large scenarios.
  • Added angular data to the measure tool.
  • Added additional validation to area objects.
  • Crash detection is now correctly restored when leaving Virtual and Flight Instructor modes.
  • Fixed bug preventing tail numbers from being set on entity objects.
  • Fixed incorrect speed tree rotations when using the rotation gizmo.
  • Scenario menu prompts can no longer be manually closed by the user without selecting an option.
  • Simplified AI creation by removing unsupported types.
  • CylinderPathAreas can now be moved with the mouse.
  • SetTargetActions can now be applied to player objects.
  • Goals objects can now be configured to pause the scenario when bringing up the goal completion popup window.
  • Fixed issue with ObjectActivationActions not updating the next point of interest if applicable.
  • Touch zoom now continuously updates instead of zooming only when touch was released.
  • Fixed cases where alert messages would show below the Prepar3D window.
  • Fixed object placement issues when using touch controls.
  • Fixed issue with action triggers re-firing before child actions completed.

Prepar3D Content

New Content

  • Leopard APC AI object.
  • Tiger APC AI object.
  • Animated Focal.swf file for use in scenario development.
  • Donkey and cart scenery objects.

Fixes and Improvements

  • Added dynamic lighting to fire, explosion, and firework effects.
  • Updated S-97 external AI model with pilot silhouettes, added configurable tail numbers, and improved rudder animations.
  • Several C-130 fixes to switches and lights.
  • Added missing afterburner effect to the R-11 Scud missile.
  • Improved R-11 Scud Transporter vehicle handling.
  • Fixed missing light effects on beacon lights and extended the dynamic lighting range.
  • F-16 wing rails are now always visible instead of being added as an attachment.
  • Tuned several explosion and impact effects.
  • Fixed F-16C HUD text to only display when looking through the glass.
  • Fixed illogical stall speed in F-16A.
  • Corrected pylon positioning to fix gaps.
  • Added dynamic lighting to muzzle flash effects.
  • Fixed issue with Pilot and Sensor reticles missing elements when opened on multiple displays.
  • Updated autogen models to reduce flickering at long distances.
  • Updated roles in the example multiplayer scenario to include the C-130 and F-16.
  • Beacon lights now scale based on distance.
  • Fixed F-16 afterburner effect to no longer bleed through certain areas of the model.
  • Updated Indago to reference common pilot and sensor reticle files.
  • Additional minor tuning to various weapon objects.
  • Updated Jet Fighter Time Trial scenario to prevent speed build up before selecting aircraft.

Prepar3D Scenery

Fixes and Improvements

  • Added more building scenery objects.
  • Added several SpeedTree variants.
  • Fixed visual errors in various tree models.

Prepar3D SDK

New Features

  • 3ds Max 2019 is now supported.
  • Added functions to get bounding and crash boxes for objects through the Prepar3D Development Kit (PDK).
  • Added flag to inhibit rudder input with nose wheel steering on tiller-equipped airplanes.
  • Kill effects are now customizable for all SimObjects and support different effects when on the ground or in the air.
  • Additional global panel configuration files can now be added through the add-on system.
  • Added various PBR material templates and updated model template documentation.
  • Added function to enable and disable the sending and receiving of DIS packets to the DISManager PDK.
  • Added simulation and program variables to retrieve position freeze states.
  • Added InitPosition function to IBaseObject.
  • Added TargetLeadTime property to the WeaponSim guidance system.
  • Particle effects emitters can now be configured to scale based on distance.
  • Added VR PDK Service.
  • Added Gaze Data Capture PDK sample.
  • Added GUID validation for modeldef.xml files. Errors will be displayed during 3ds Max export.
  • Added Unicode support to several SimConnect functions and events.
  • Added ControllableCamera function to track the current target from the fire control system.

Fixes and Improvements

  • SimConnect weather observation queries will now return global weather station data if the specified station does not have weather defined.
  • Fixed incorrect reticle alignment in the Targeting Pod Sample.
  • Fixed issue where changing global weather over SimConnect would not properly clear clouds and precipitation.
  • A controllable camera is now automatically created when any corresponding variable is requested from an XML gauge or Scaleform.
  • Fixed null return case in GetCurrentWindow with multiple views.
  • Added GetGroundAlt to CameraPDK.
  • Updated the Oil Rig sample .x and .max files.
  • Updated AIR sample files in documentation.
  • Use of global terrain view can now be set using the CameraPDK.
  • Added CameraSystem PDK functions to control single pass rendering.
  • Corrected return values in the Sound PDK service.
  • Fixed an issue where 3D sounds created through the PDK would always loop.
  • Added missing latitude and attitude key events to the gauges header.
  • Fixed issue preventing some sample projects from building correctly in debug.
  • Fixed XtoMDL error that could cause certain elements to be incorrectly flagged as animated.
  • Updated outdated documentation referencing dll.xml files instead of add-on.xml files.
  • Fixed issues with camera sensor mode not updating when set using SimConnect.
  • Updated helicopter sample flight model with min/max collective angles.
  • Fixed crash when trying to create non-aircraft objects with the SimConnect_AICreateNonATCAircraft function.

The Lockheed Martin Prepar3D team loves hearing about your experiences with Prepar3D at our Forums. The forums also give us an opportunity to listen to your feedback as we continue Prepar3D development. We’ve partnered with our forum users and with several featured developers to continue to bring added features, enhancements, and optimizations all while enabling additional backwards compatibility, making bug fixes, and improving stability.

Thank you for your continued support for Prepar3D.

We hope you find that Prepar3D v4.5 continues to be the most immersive learning, simulation, and training platform available.

03-06-19

More than 45 flight simulation developers—including Prepar3D—are confirmed for FlightSimExpo 2019! After a sold-out inaugural event that saw more than 1,100 attendees, the second-annual show is being held on June 7-9, 2019 at Renaissance Orlando at SeaWorld®.

Lockheed Martin will be in attendance to represent Prepar3D, a visual simulation platform that allows users to create training scenarios across aviation, maritime, and ground domains. Prepar3D has become the go-to platform for serious flight simmers, and developers creating top-tier simulation add-on products.

The main portion of FlightSimExpo takes place from 9:00am on Saturday, June 8 to 3:00pm on Sunday, June 9. In 2019, the show will feature a second speaker room to allow for even more interaction with flight simulation developers. Meanwhile, a larger event floor will welcome more exhibitors with interactive exhibits including virtual reality displays and landing competitions. Of course, the event will still feature a social—with free appetizers and drinks—on Saturday beginning at 5:30pm.

New this year, FlightSimExpo will be running Captains’ Corner, an informative series of seminars on Friday, June 7. This series is designed for the hard-core simmer and developer and will discuss topics about getting the most out of Prepar3D.

FlightSimExpo is truly community-driven: the venue, host city, and event activities have all been determined by feedback from the community and developers. FlightSimExpo is an all-ages event, in one of America’s most family-friendly cities.

Conference organizers are proud to be working with local organizations and airlines to offer discounts for attendees traveling to Orlando for the show. Airline discounts are available from Delta, Southwest, and WestJet, and there are deals available at more than 70 area restaurants. Visit http://flightsimexpo.com/venue.html to learn more.

Attendees planning to attend the show are encouraged to book their hotel rooms now and register for the event at www.flightsimexpo.com. More information about FlightSimExpo 2019 is available at www.flightsimexpo.com. Interested attendees are also encouraged to connect with the event on Twitter (@FlightSimExpo) and Facebook (facebook.com/FlightSimExpo) for updates.

01-18-19

The first region in the Orbx TrueEarth line, this rendition of the Netherlands is nothing like what Orbx has developed before. The entirety of the country is included, all 85,000km2 of photoreal terrain at 1m resolution, and has been meticulously brought to life with 5 seasonal texture themes, full night lighting and ground features, and incredibly dense vegetation. Thousands of custom objects from buildings such as bridges, churches and even tulip fields contribute to a living region which rivals the accuracy and detail of real-world aerial imagery.

The TrueEarth range takes full advantage of the advanced capabilities in Prepar3D v4 and the best Orbx tech including CityScene building generation processes, the latest advanced GIS data, advanced night lighting techniques, and advanced autogen techniques previously seen in popular airports such as Innsbruck. All of this, combined with the photoreal texture enhancements in Prepar3D v4.4, bring flying over the Netherlands to life like never before.

For more information visit https://orbxdirect.com/product/nld

11-28-18

Take to the skies like never before with Prepar3D v4.4! Groundbreaking features and improvements make this the largest and most comprehensive Prepar3D point release yet. Prepar3D v4.4 not only adds extensive new features to the platform, but also includes numerous user and developer requests including multiple fixes identified by the community and further expansion of Prepar3D’s open development architecture.

Physically based rendering brings next level realism in v4.4

A focal point of this release is the core rendering engine has been updated to fully support Physically Based Rendering (PBR) laying the groundwork for next-level realism and unparalleled graphical fidelity in a full earth simulator. New content created using new PBR capabilities will allow all different types of materials, including metals, plastics, concrete, and glass, to be rendered and lit based on their unique physical properties.

Photoreal scenery has never looked better in Prepar3D v4 with new high-resolution texture support offering up to 16 times the detail in previous versions.

In addition, scenery objects can now be drawn at further distances, most add-ons will no longer require a restart when enabling or disabling them inside the application, moon lighting and cloud appearances at night has been overhauled, and to showcase the new PBR pipeline, the native F-16 aircraft materials have been updated to PBR. The release also features an AC11 Commander provided by Carenado and an update making the Indago Unmanned Arial Systems (UAS) a user controllable vehicle. Both vehicles are great examples of how Prepar3D can be used for diverse training and simulation goals – from training classic single engine propeller planes to simulating advanced unmanned systems.

F-16 night takeoff with dynamic aircraft lights and afterburner

Prepar3D Engineering Project Manager Adam Breed commented on the v4.4 release saying, “this is the most significant point update we have made in Prepar3D’s nine year history. We have pushed the platform forward in a major way with this release.” Prepar3D Commercial Lead Rob McCarthy added, “we are looking forward to seeing what the ecosystem creates with the new PBR system. The PBR prototypes we have seen have blown us away and we can’t wait until our end users get their hands on the finished product.”

Experience next generation training now with Prepar3D v4.4!

For the complete details on the release, please see the What’s New below.


Prepar3D Client

General Platform Updates

New Features

  • Updated rendering engine to support Physically Based Rendering (PBR) content.
  • Photoreal textures can now be rendered at 512×512 and 1024×1024 resolution.
  • Scenery draw distance, including airports, can now be configured.
  • Enhanced night lighting based on moon phases.
  • Most add-ons can now be activated and deactivated at runtime without requiring a restart.
  • Multiplayer hosts can now change the time and weather during a session.
  • Added visual notifications when chat messages are received in multiplayer.
  • Added scroll wheel zoom control to map screens.
  • Emitters can now emit particles underwater.
  • Added support for placing panel windows in 3D space.
  • Added Augmented Reality (AR) support using pass-through cameras on standard Vive headsets.
  • Added menu bar and context menu support when using Virtual Reality (VR).
  • Added gaze selection control mappings and mouse dragging functionality to VR. Now you can use head movements to control the mouse and select buttons in Virtual Cockpits.
  • Cockpit tooltips are now available in VR.
  • Added voice control debugging to show phrase detection in real time.

New Features (Professional Plus Only)

  • Added debug label drawing for Distributed Interactive Simulation (DIS) and High-Level Architecture (HLA) interfaces. Currently shows various parameters including name, entity ids, and IP address.
  • DIS can now be configured while in SimOperator.
  • Added the ability to enable, disable, and modify DIS dead reckoning in real time.
  • Added Common Image Generator Interface (CIGI) 2.0 and 2.1 support.
  • Added CIGI packet interception interface.
  • Added generic directed energy (laser) weapon support.
  • Added generic torpedo weapon support.
  • Submersible SimObjects now support weapons.

Fixes and Improvements

  • Made optimizations to water rendering by removing unneeded emissive samples on water-only tiles.
  • Fixed flight planner issues including waypoints being cleared and various problems with third-party created flight plans.
  • Improved SpeedTree rendering performance.
  • Added additional checks preventing black dynamic lights from being processed.
  • Fixed inconsistent specular and emissive values between land, water, and land+water shader variations.
  • Added distance-based texture requests for vehicle and library objects.
  • Fixed issue where terrain texture tiles could be incorrect for one or two frames at night.
  • Fixed issue where some terrain tiles were missing on max settings in some parts of the world.
  • Improved water appearance in cube maps used for reflections.
  • Fixed several scenery library sorting issues.
  • Fixed issue where flight planner waypoints would not load correctly from a scenario causing ATC errors due to a failed departure airport look up.
  • Fixed issue that prevented some bridge segments from drawing.
  • Fixed issues with dynamic reflections distorting when zooming camera.
  • Fixed issue preventing global custom cameras from saving and loading correctly.
  • Fixed issue that could sometimes cause missing autogen at scenario start.
  • Vehicle/avatar changes can now be done in a multiplayer session depending on host settings.
  • Fixed issue causing transparent objects in virtual cockpits to draw incorrectly in some cases.
  • Fixed issue that could cause minor visual artifacts in some aircraft models.
  • Fixed 2D panel transparency when using multiple render-to-texture views.
  • Fixed issues with certain taxiway and apron path intersections preventing beziers from drawing and layering correctly.
  • Various avatar movement improvements.
  • Fixed several multiplayer chat bugs that prevented players from communicating using the chat window and voice communication.
  • Fixed sound distortion issues at high framerates.
  • Fixed panel texture elements not rendering below other elements when window was undocked.
  • Fixed issue with attachments preventing simulation logic from disabling for SimpleSimObjects.
  • SimObjects can now use mobile scenery models by mapping the appropriate visual model GUID.
  • Fixed issue that could cause the Window Definition menu item to be disabled.
  • Fixed issue where VC texture’s alpha was not respected in Scaleform-based VC panels.
  • Prevented redundant control settings saves.
  • Added errors reporting if controls settings fail to load.
  • Fixed sizing issue with instrument panels when loading a scenario with an active view group.
  • Increased max frame rate limit from 60 to 120.
  • Added additional clarification to license activation errors.
  • Added finer resolution to Helicopter autopilot altitude hold.
  • Ambient wind is now factored into hover logic for helicopter AI.
  • Fixed case where extreme collective movement could occur in altitude controller for helicopter autopilot.
  • Changed the default HDR Brightness, Bloom, and Saturation levels back to 1.0.
  • Sim rate overrides can now be configured for AI vehicles.
  • Updated beacon lights to use dynamic lighting and removed cone geometry.
  • Fixed an issue where detached avatar control mappings were not loading correctly when switching between avatar objects.
  • Fixed 3D panel aspect ratio bug that could occur when exiting VR.
  • Increased default camera LateralMoveRate, LongitudinalMoveRate, and VerticalMoveRate which slightly increases cinematographer camera movement.
  • The Panel Manager window is now available on all vehicles.
  • Moved video capture location to the My Videos directory.
  • Fixed issue where Scaleform overlays would not be captured in video recordings.
  • Fixed issues with the piston engine damage timer.
  • Fixed issue that could cause large onscreen text blocks to have missing characters in some cases.
  • Fixed PDK shutdown error when a C-130 variant was the user vehicle.
  • Fixed issue that prevented mouse up events from being properly handled on virtual cockpit elements if the mouse was no longer over the object.
  • Fixed crash in map system that could occur when making changes to the scenery library.
  • Fixed crash that could occur during startup if error conditions were present.
  • Fixed crash that could occur when changing DPI settings without logging off.
  • Fixed crash that could occur when using controllable cameras.
  • Fixed crash that could occur in multiplayer under certain connection conditions.
  • Fixed potential crash with Scaleform Panels in VR.
  • Pausing will now also pause the timer for message windows.
  • RTT views will no longer show in the Manage Cameras user interface (UI) screen.
  • Various improvements to the Manage Cameras screen including closing the window with the escape key and correctly focusing the window when opened.
  • Various improvements to the Add-ons UI screen.
  • Added button to Manage Camera screen to pull in data from the active view’s camera.
  • The Vehicle Preview window now preserves the zoom level when switching vehicles.
  • Adjusted width of the End Scenario screen.
  • Fixed bug with pause state not loading from fxml files correctly when loading from the startup screen.
  • Added map and vehicle preview windows to the multiplayer host and mini-chooser UI screens.
  • Fixed issue with Show On Startup setting not saving correctly for the Scenario Startup screen.
  • Focal points and on-screen text have improved support for multi-line text.
  • Removed the Restore Time On Move checkbox from the startup screen.
  • Updated the Observer Management UI.
  • Updated Time of Day and Weather UI images with higher resolution versions.
  • Moved multiplayer realism and change location settings in multiplayer UI.
  • Updated render mode for UI windows to be hardware accelerated.
  • Added voice controls for VR gaze clicks.
  • Updated soft particles and decals to support single pass VR depth reconstruction.
  • Fixed issue preventing the ATC window from showing up in VR.
  • Fixed issue with Scaleform panel background being black in VR.
  • Added key command for toggling the VR Menu bar and context menu.
  • Windows placed in 3D space now persist their locations when entering and exiting VR.
  • Made minor adjustments to VR window controls.
  • Added more precise VR error reporting when using Oculus headsets.
  • VR cursor is now scaled to remain the same size on screen regardless of where hit was detected.
  • Added max distance configuration for VR mouse picks.
  • Added voice controls to change views and view categories.
  • Added global certainty override to VoiceControl configuration.
  • Updated core compiler.
  • Updated framework to .NET 4.7.2.
  • Reorganized Cinematographer control documentation.
  • Added CIGI link to Network Overview documentation.
  • Update Learning Center table of contents (TOC) titles.
  • Fixed flight planner documentation to correctly refer to the updated flight planner UI layout.
  • Added quick reference guide to default voice control phrases.
  • Added documentation covering AR, portals, and gaze mouse control.
  • Created VR documentation section in the Learning Center.

Fixes and Improvements (Professional Plus Only)

  • Made several CIGI weather control fixes.
  • Fixed CIGI shutdown crash.
  • Post process lists for sensors now supported within CIGI.
  • Fixed CIGI issue that caused polarity effects to remain on screen even after sensor was turned off.
  • Fire control system now sends updates in multiplayer keeping the current target in sync.
  • Added DIS enumeration for Torpedo (Mk 48).
  • Added laser fire and detonation DIS PDUs.
  • Fixed DIS tail number fallback logic.
  • Fixing an oversight in DIS with a dead reckoning value of 0.
  • Added new DIS enumerations to various objects.
  • Added the ability to choose between World or Body space for dead reckoning in the DIS options menu.
  • Prevented invisible objects from broadcasting across DIS when first being created.
  • Weapon cameras will now be the nose view of the weapon by default.
  • DIS UI window is now modeless.
  • Fixed crash that could occur on a CIGI IG when closing a docked view.
  • Fixed cases where HLA entities were not being created.
  • Fixed CIGI issue causing IG Short Art Part packet contents to be overwritten in some cases.

SimDirector Updates

New Features

  • Added white list capability allowing scenario creators to limit the amount of available objects in SimDirector.
  • Added Com1/Com2 frequencies to MultiplayerRole in SimDirector and SimOperator
  • Added CreateCamera option to entities allowing AI objects to automatically create a tracking camera attached to these objects.
  • Added Simulate bool to entity objects allowing objects to stop simulating but still render.
  • Added EntitySimulationAction to change the simulation state of entities dynamically in scenarios.

Fixes and Improvements

  • Fixed issues with bounding box placements and sizes on some objects.
  • FailureAction now updated to match failures available with currently referenced vehicle.
  • Virtual and Flight Instructor modes now show all scenario objects.
  • Fixed crash when selecting objects while the Attachments window was open.
  • Fixed several focal point drawing issues.
  • Focal points no longer draw icons in Sim Editor mode.
  • The MDLGuid property now displays the model’s GUID in addition to the model combobox.
  • Fixed minor validation issue with ViewChangeActions.
  • OneShotSoundAction now plays correctly if called after a 0 second timer at the beginning of a scenario.
  • Added SpeedKnots property to ownship entity options.
  • Entities and MobileScenery will now default IsOnGround to true when first placed preventing them from being displayed underground.
  • Added tooltip explaining why sound recording is disabled based on Sound Type for SimDirector sound actions.
  • OneShotSoundActions now save elapsed time and resume properly if scenario is saved during playback.
  • Fixed file read errors when booting directly into SimDirector via command line.
  • PanelWindow object now works with mission and UI panels.
  • Moved the Snap to ground button to the Edit tab.
  • Altitude and PBH changes now remove IsOnGround flag for AI, UserOwnship, and UserAvatar.
  • Fixed issue with AGL not adjusting for ground elevation with vehicles.
  • Moving objects now preserves IsAGL altitude rather than recalculating altitude based on elevation.
  • Gizmo state is preserved when deselecting and reselecting objects.
  • Increased translation gizmo mouse hit area to match rotation and scale gizmos.
  • Fixed issues with audio recording within SimDirector.
  • Center on object now positions camera directly over the object.
  • Mouse icon now changes when hovering over object icons to indicate they can be moved.
  • Fixed crash that could occur when trying to browse for a OneShotSound.
  • ViewChangeActions are now disabled on the main window when in SimOperator.
  • Fixed issue that caused VI sessions to not play back mouse events correctly.
  • Fixed issue with AI recording playback not starting if an ownship recording is playing.
  • OneShotSoundRecordings and FlightInstructor recordings are now moved when saving from the P3D default directory. This will move relative files from %APPLOCAL% to the new scenario location.
  • Fixed issue that could prevent camera views created in SimDirector from playing sound.
  • Added AGL toggle to ownship object.
  • Removed PointOfInterestActivationAction and merged it with ObjectActivationAction.
  • Animal SimObjects can now follow waypoints.
  • MobileSceneryObjectController is now defaulted to a non-zero value.
  • Fixed issue with SimDirector catalog view being cut off at certain resolutions.
  • Fixed case where setting IsGlobal to true would prevent actions from firing in single player scenarios.
  • Fixed stack overflow that could occur in certain scenario configurations.
  • Fixed issue preventing OnCompleteActions from firing on PlayFlightRecordingActions in some cases.
  • Fixed issue where OnCompleteActions would fire when a PlayFlightRecordingActions was executed instead of when playback was finished.
  • Fixed various visual issues seen when opening SimDirector.
  • Fixed collision triggers not firing in Preview Mode.
  • Standardized Focal Points to always be activated when created.
  • Fixed issue where crash detection would be permanently disabled after entering preview mode.
  • Removed new line which caused extra space in property grid description for TargetPlayer objects.
  • Updated SimDirector Course documentation.
  • Updated MenuPromptTrigger documentation.
  • Added additional clarity to MobileSceneryObject behavior in documentation.

Prepar3D Content

New Content

  • AC11 Commander 114 user-selectable vehicle provided by Carenado.
  • Indago UAS is now a user-selectable custom vehicle with auto-land capabilities, tracking camera, and custom UAV control scheme.
  • Several large explosion effects.
  • Generic torpedo weapon.
  • Reintroduction of VEH_air_firetruck that was removed in a previous release.
  • Generic 60ft Pusher Drone AI object with PBR textures.
  • Drone 3 AI object with PBR textures.
  • MHTK Launcher box AI object with PBR textures.
  • S-97 AI object.
  • 81mm mortar weapon and launcher with PBR textures.

Fixes and Improvements

  • F-16 aircraft fully updated to PBR for both the interior and exterior models.
  • Added example targeting pod to F-16 cockpits with controllable camera, IR sensor modes, zoom control, ground and entity targeting, and weapon target syncing.
  • Tail numbers can now be modified on F-16s, C-130s, MH-60s, UH-60s, and CH-53s.
  • Added laser weapons as an example to LCS variants.
  • Added friendly names to F-16 controls.
  • Added dynamic lighting to the F-16 afterburner.
  • Added the new torpedo weapon to the Ohio Class Submarine AI object.
  • Fixed texture errors on C-130 fuel tanks.
  • Fixed flag textures on C-130s.
  • Added RecordAndPlayback.xml file and necessary set/get functions for Driver ISimObjects. Updated/removed unused control mappings.
  • Fixed ghosting tail number for 3 different F-16C variants.
  • Slightly repositioned eyepoint in C-130.
  • Updated MH-60s and UH-60s with animated Turn and Slip ball indicators.
  • Updated the AC-130H gun effect so that it no longer lags behind the aircraft.
  • Updated AC-130H gun effects and moved attach points.
  • Fixed issue preventing Howitzer from firing in the correct direction
  • Corrected several Desert Hawk 3 animations and materials.
  • Additional tuning and stability updates for Desert Hawk 3 including improved waypoint following.
  • Added pilot camera to Desert Hawk 3.
  • Removed ground bump from Orion and SLS.
  • Fixed typo in C-130 payload.
  • Updated S-97 AI object animations and tuned contact points, lights, weapons, and various other properties.
  • Added missing DesignSpecs section to various animals.
  • Fixed crash seen by some users when opening the ACM panel in the P-38.
  • Updated mouse pad textures in control towers.
  • Removed all Beechcraft (Textron) related aircraft and scenarios.

Prepar3D Scenery

Fixes and Improvements

  • Fixed trench running through large areas in Iran.
  • Added several representative military jets to AI traffic. These require military cargo/combat parking spaces to appear.
  • Fix for specular value of bare desert that caused background globe to be brighter than generated textures.
  • Golf courses can be layered on top of airport backgrounds.
  • Added several new scenery objects including warehouses, wooden pallets, wooden shipping crates, and military tents.

Prepar3D SDK

New Features

  • Updated modeling tools to support creating Physically Based Rendering (PBR) content.
  • Added material scripting support to PBR materials.
  • Added PBR support to autogen tools utilizing Materials.xml/spb.
  • Engine supports mixed materials enabling content to have PBR and non-PBR materials on the same object.
  • PBR materials can be previewed in real time within 3DS Max.
  • Model version will automatically update if PBR is used to prevent models from loading in previous versions.
  • Added support for multiple autogen description files. Files can now also override subsets of autogen content.
  • Native SimObjects can now register custom properties and events.
  • Added panel.cfg entries for 3D placement of panels in Virtual Reality.
  • Scenario panels can be added to application menu.
  • Updated SDK samples to Visual Studio 2017.
  • Real-time subsystems can now be attached and configured to any SimObject.
  • Added SLI and texture format options to Rendering System in PDK.
  • Update image tool to have RGB per channel viewing.
  • Added IMultichannelService to the PDK.
  • Added custom DIS PDU support to the PDK (Pro Plus only).
  • Add an EVENTTYPE_NOT_MAPPABLE for ISimObject events that should not appear in the Controls Assignment UI.
  • Consolidated all PDK code samples into a single SDK Samples solution.
  • Added accessors and mutators for the world space offset, size, and camera reference in the Window PDK.
  • Exposed Fuelflow -> N1 controller table in .air file allowing more control over the FF-N1 relationship.
  • Added stop sound function to PDK. Can stop one shot and looping sounds.
  • Added PDK call to get tooltip text for windows.
  • Added 2D and 3D text drawing to the PDK.
  • Added send/receive callback functionality through the PDK for intercepting DIS packets.
  • Tail number colors can now be configured.
  • Added ability for add-ons to override native key events.
  • Added eyepoint (lat, lon, and alt) SimVars.
  • Added SimProp and Configuration services to SDK.
  • Added fallback script directories for SimObjects (similar to how texture directories are handled).
  • Added horsepower as an available unit of measure.
  • Added various new SDK samples, including:
    • CIGI Custom Packets
    • Linux Simulation Integration
    • Simulation Rate Modification
    • Supplemental Subsystems (Engine Model)

Fixes and Improvements

  • Material scripts for placed BGL scenery objects now have access to adjacent texture directories when loaded.
  • Corrected several internal QueryInterface and QueryService calls preventing ISimObjects to correctly respond to service requests.
  • Streamlined PDK headers.
  • Fixed issue with model exporter producing invalid values with certain models leading to minor visual artifacts.
  • Fixed issue preventing elements from previewing correctly in the Ace tool.
  • Changed name of external forces to explosion forces for clarity.
  • Fixed externally registered Force/Moment management for SimObjects.
  • Added check to prevent registering duplicate services through the PDK.
  • Titles can now be modified for sim configuration UI windows.
  • Fixed QueryInterface issue with IRenderData in the PDK.
  • Added ISimObject RegisterSimulation overload that takes in a min/max simulation rate parameter.
  • Simulation rate for objects can be modified using the PDK.
  • Updated the SetData SimConnect sample to show how to use structs with different data type members.
  • Fixed Visual FX tool issue where incorrect values would be loaded after reopening a saved effect.
  • Fixed PDK sample art scripts.
  • Fixed incorrect return values with create and remove texture PDK calls.
  • Removed invalid SDK sample code build configurations and standardized output directories.
  • Moved ISimObject samples to PDK ISimObject sample directory.
  • Fixed an issue where PDK mouse rectangle ID’s would not persist between loads.
  • Added non-version specific queries for ISimObjectManager queries for user, avatar, and other IBaseObjects.
  • Fixed SDK Scaleform Autopilot sample to support Units of Measure = Metric. This applies to Altitude Hold and VS Hold.
  • Added Managed Voice Control sample back to SDK Samples.sln.
  • Simplified the Camera PDK sample.
  • Renamed car ISimObject sample to SimpleCar for consistency.
  • Added basic waypoint following to SimpleCar sample.
  • Fixed crash in targeting pod sample if vehicle did not have a FireControlSystem.
  • Refactored HMD sample to use new 3D panel functionality.
  • Converted radar panel callback to use an add-on.xml for installation.
  • Added fix for the Show Location marker not appearing correctly in the FX Tool.
  • Fixed crash that could occur when using SimConnect_AttachExternalSecondarySimToSimObject.
  • Updated InterrogateWorldRay documentation.
  • Clarifying DIS entity priorities documentation.
  • Added TargetFrameRate in camera configuration documentation.
  • Correcting mod operator description in RPN documentation.
  • Added visual model GUID documentation in SimObject configuration.
  • Corrected weapon xml file documentation.
  • Improved documentation for SimConnect_SetDataOnSimObject.
  • Consolidated SimConnect sample overview tables.
  • Fixed table formatting in documentation for special effects.
  • Created PDK sample overview replacing ISimObject sample overview.
  • Updated missing units for feet per second and feet per minute in documentation.
  • Fixed incorrect add-on installation path in documentation.
  • Added parameter to SimConnect_PlaybackRecording to prevent dialog from displaying when playback finishes.

The Lockheed Martin Prepar3D team loves hearing about your experiences with Prepar3D at our Forums. The forums also give us an opportunity to listen to your feedback as we continue Prepar3D development. We’ve partnered with our forum users and with several featured developers to continue to bring added features, enhancements, and optimizations all while enabling additional backwards compatibility, making bug fixes, and improving stability.

Thank you for your continued support for Prepar3D.

We hope you find that Prepar3D v4.4 continues to be the most immersive learning, simulation, and training platform available.