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10-10-19

Prepar3D Professional Plus has many additional advanced capabilities. SimOperator is a key component of the Professional Plus package enabling native Instructor Operator Station (IOS) capabilities built into Prepar3D. This functionality enables a host, generally an instructor, to monitor a multiplayer session while also having the ability to add scenario objects and change scenario conditions in real time! These features allow for instructors to model many different realistic scenarios, including changing weather conditions and failure recovery, which enhances the training experience for students in real-time.

SimOperator is included in Prepar3D Professional Plus available here.

Procedure: Creating a Basic Multiplayer Structured Scenario

  1. Enter SimDirector by navigating to Tools -> SimDirector.
  2. Create a ScenarioMetatdata object, setting the “IsMultiplayer” property to True.
  3. Create a Player object, name it Player1 accordingly, and position it on a runway. Use the Heading parameter in the Orientation field to properly align the aircraft with the runway. Repeat for additional players, if desired.
  4. Rename the scenario under File -> Scenario -> Overview to anything desired.
  5. Save the .fxml in Documents\Prepar3D v4 Files.
  6. Now the scenario can be loaded, be it for a multiplayer structured session or a SimOperator session!

Procedure: Setting up a Session

  1. On the SimOperator host:
    1. Navigate to Tools -> SimOperator to begin hosting the session.
    2. Enter a user name and click Sign In.
    3. Fill in the Basic Options and Additional Options (optional) tab on the Create New Session screen.
    4. Choose to host as Structured, Standard, or Current Scenario. If hosting as a Structured Scenario, select the desired Multiplayer scenario to run, hit OK, and choose the Structured Scenario Options and hit OK If hosting as a Standard Scenario, choose the Scenario Options and hit OK.
    5. Once all players are ready, begin the session. While the SimOperator screen has many windows, this guide can help with navigating through them. For more information on setting up a session, refer to this as a reference, since SimOperator uses Prepar3D’s multiplayer system.
  2. From the perspective of a Player joining a SimOperator session, simply join the session as if it were a multiplayer structured session, navigating to Network -> Multiplayer to begin this process.

Staging Mode vs. Live Mode

SimOperator can be used in two different modes, each with their separate functionalities. Staging Mode, activated by using the Staging Mode button, enables the operator to add, remove, or modify objects within their initial state. Then, the Operator can commit these changes to all of the clients, which will see the updated changes live. Within Staging Mode, all world objects will have a staged version appear at the initial staged scenario object. Note: Before committing, it is recommended to Run Validation using the Validation Output panel to ensure that the objects will function as intended. Live Mode is more restrictive than Staging Mode, as the operator can only modify their live properties, including location. However, these changes in Live Mode are instantaneously updated on all clients without needing to commit changes.

On the left  is a screenshot of SimOperator in Live Mode, note that there are only icons for scenery objects and active players. On the right is a screenshot of SimOperator in Staging Mode, note the increase in icons and how the Player 1 icon moved to its default start position.

SimOperator in Live Mode (only scenery object and active player icons present)

SimOperator in Staging Mode (more icons present, Player 1 icon now at start position)

 

Procedure: Simulating Live Failures

SimOperator has the unique capability of allowing the operator to simulate aircraft failures in real-time. This is especially useful when modeling failure recovery scenarios. The following procedure creates an action object that can be executed live whenever the operator desires, requiring players to react immediately.

  1. Once the session is set up, enter Staging Mode using the toggle on the Editor tab.
  2. Use the Catalog to add a FailureAction object with the following non-default properties:
    • Health Count: 0
    • Object Name: FailureAction1
    • TargetPlayer: Player1, All Players, or a different specific player
    • System: Fire (Eng 1) Note: This can be anything in the list , like instrument failures, but the fire offers a clear visual.
  3. Commit the changes by navigating to Objects -> Commit All (1).
  4. Select FailureAction1 from the Objects panel on the left-hand side and execute it by navigating to Objects -> Execute (FailureAction1).
  5. At this instant, Player1’s aircraft will go from looking like the image on the left to the image on the right.

Player 1, functioning as normal

Player 1, now with an engine on fire

 
Note: To revert a failure, change the HealthPercent property to 100 and repeat steps 3 and 4.
 

Procedure: Weather Manipulation through Objects

SimOperator not only has the capability to host Multiplayer Scenarios, but objects can be created live during an active session. The following step-by-step procedure creates two areas a player can fly through to completely changing the weather from clear skies to thunderstorms and back.

  1. Once the session is set up, enter Staging Mode using the toggle on the Editor tab.
  2. Use the Catalog to add the following objects:
    • 2 SetWeatherStationAction objects with the following non-default properties:
      • Object Name: SetClearWeather, and SetThunderstormWeather, respectively
      • Metar Data: KRND 27007KT 15SM SKC and KRND 27007KT 7SM +TSRA BKN055CB, respectively
        For a breakthrough of Metar Data strings and more information on customizing weather through these strings, refer to this guide.
    • 2 SphereArea objects with the following non-default properties:
      • Object Name: Sphere_Clear and Sphere_Thunderstorm, respectively
      • Area Radius: 500 meters for both spheres
      • RGB Color: Green and Red, respectively
      • Draw Style: Outlined for both spheres
      • AttachedWorldPosition: Location of choice, but keep them close together for easier navigation
    • 2 ProximityTrigger objects with the following non-default properties:
      • Object Name: Trigger_Clear and Trigger_Thunderstorm, respectively
      • OnEnterFilter: Player 1 for both Note: If there are more than one player present, add “Player 2”, “Player 3”, etc.
      • OnEnterActions: SetClearWeather and SetThunderstormWeather, respectively
      • OneShot: No for both
      • Areas: Sphere_Clear and Sphere_Thunderstorm, respectively
    • (Optional) 1 Point of Interest object located very close to the 2 spheres (leave other parameters as the default). This will help with navigation, especially when flying through the thunderstorms.

    Partial screenshot of the SimOperator host, with the 7 additions highlighted

  3. Commit all the additions by navigating to Objects -> Commit All (#).
  4. Enjoy flying through and around these interactive objects that were created in real time, a small taste of what SimOperator has to offer!


 

Closing

Create a dynamic learning experience in Prepar3D utilizing the versatility of SimOperator today!

Try it now by purchasing Prepar3D Professional Plus at our online store.

09-26-19

The second hotfix to Prepar3D v4.5 (4.5.13.32097) is now available. It can be downloaded immediately from the Purchased Downloads section of the website.

Conquer the skies in the latest update to v4.5

The Prepar3D v4.5 Hotfix 2 contains numerous new features and improvements. Multiple changes have been made to improve the Virtual Reality (VR) experience including automatically hiding the VR mouse cursor when not in use, providing additional calibration options, and adding the ability to enable eye tracking by default. A new Eye Tracking Demonstration scenario is included that showcases VR eye tracking and guides a new pilot through a representative aircraft startup procedure. Distributed Interactive Simulation (DIS) ground clamping has been completely overhauled bringing enhanced realism to live, virtual, and constructive (LVC) events. Developers now have access to several new Prepar3D Development Kit (PDK) services including advanced VR interfaces that help streamline Mixed Reality (MR) integrations. Additionally, multiple bugs reported by users and developers were fixed, further improving the usability and stability of Prepar3D v4.5.

Only the Client installer is required for the majority of fixes present in Prepar3D v4.5 Hotfix 2. 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 may 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 (4.5.13.32097) Full Download on the Purchased Downloads page includes Hotfix 2.

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

Prepar3D v4.5 Hotfix 2

    Client Fixes and Improvements

    • Fixed Startup Screen UI issue where the incorrect date would be displayed after loading a scenario.
    • Fixed bug preventing SSAA from being applied on PBR objects.
    • Fixed issue where AI cargo doors would not close before taxi/takeoff in some cases.
    • Fixed issue where AI baggage carts could get stuck in the TAXI state causing AI aircraft to remain in the PreFlight state.
    • Fixed issue preventing pylons without attached weapons from serializing in multiplayer.
    • Tracer rounds now render in multiplayer.
    • VR recalibration origin can now be configured including an option to calibrate with a custom origin without triggering calibration from OpenVR.
    • Fixed crash that could occur when DIS labels were active with high traffic settings.
    • Improved fallback logic when a container title is not found in the DISEntityTypes.xml.
    • Fixed bug where attach points would not animate in some cases.
    • Fixed several positioning bugs with mixed reality portals.
    • Improved portal editing including the ability to modify their PBH and name.
    • Added FOV edit mode for VR controllers.
    • Different shapes can now be used for portals including cylinders, spheres, and rectangles.
    • Gaze detection can now be enabled in VR settings.
    • Fixed crash that could occur when crashing the aircraft while using a Varjo VR-1 headset.
    • Fixed light and text sizing, g-effects, and inverted eye openness values in Varjo VR-1 headsets.
    • Fixed bug preventing 3D airport navigation visuals from drawing in some locations.
    • Fixed crash that could occur during scenario validation if VI sessions were empty.
    • VR mouse cursor is now hidden when not in use.
    • Tooltips are now stored in each pick request.
    • Fixed bug preventing VR tooltips from appearing if other external pick requests were active.
    • Added an AllowLoopback DIS option to allow processing of packets sent by the local machine.
    • Any VR interface can now be enabled on startup.
    • Fixed bug affecting the visibility of attached effects.
    • Added eye panel data to VR settings.
    • Fixed issue causing brightness in HDR to be too low in some cases.
    • Fixed issue where objects with PBR materials would have incorrect vertical positions in some cases.
    • Scaleform panels now serialize local variables (L:Vars) in multiplayer.
    • Added VR passthrough camera settings screen.
    • Fixed issues preventing weapon targets from recording and playing back correctly in some cases.
    • Simplified playback complete dialog text.
    • Entities will now maintain their current course when a PlayFlightRecordingAction completes.
    • Added CIGI auto-start capability.
    • Fixed issue where OnCompleteActions would not fire after AI completed a waypoint list.
    • Improved VR tracker calibration including the ability to use a tracker puck as the camera origin.
    • Fixed bug where add-on airport LLA would not be updated in some cases.
    • DIS pull to ground is now on by default.
    • DIS pull to ground now uses CG height instead of the bounding box for placement.
    • DIS pull to ground transition is now smoothed as well as clamping pitch and bank.
    • Added button to calibrate eye tracking for Varjo VR-1 headsets.
    • Fixed issue where add-on land class textures would not be loaded in some cases.
    • Stereo mode now supported for Vive Pro Eye passthrough camera.
    • Improved handling of alpha values in terrain vector textures.
    • Eye tracking in supported VR headsets is now automatically enabled.
    • Fixed issue where airport runway secondary landing attributes would be ignored and processed as primary landing attributes.
    • Added VR Tuning Guide to the Learning Center.

    Content Fixes and Improvements

    • Fixed incorrect fire weapon voice control binding and added default fire gun command.
    • Fixed DIS enumeration for wander boat.
    • Fixed text display, target distance, and target aspect angle issues in the F-16 HMD overlay.
    • Removed the momentum effect from the Virtual Cockpit Only camera.
    • Fixed visibility issues with the explosion flak effect.
    • Added Eye Tracking Demonstration Scenario.
    • Moved F-16 eyepoint forward slightly.
    • Fixed default DIS entity mappings for Lowboy Semi-Tractor Trailer and Tanker Truck Yellow to prevent collisions.

    Scenery Fixes and Improvements

    • Fixed incorrect transparency values in several autogen objects.

    SDK Fixes and Improvements

    • Fixed incorrect ordering of C-gauge tokens.
    • Fixed variable naming for ISimObject attachment units and updated documentation.
    • Fixed missing GetGeneralTimeOfDay function in the IGlobalDataV430 interface.
    • Custom SimObject properties that override native SimVars now work over SimConnect.
    • Added an OpenGL Panel sample.
    • Updated the picking sample with an example of using world ray interrogation.
    • Fixed a memory leak in the Custom Icon sample.
    • Fixed bug preventing columns from being customized in the Traffic Toolbox tool.
    • Added an Eye Tracking SDK sample.
    • Fixed UV channel optimization issue causing vertex count mismatches in some cases.
    • Added addition simulation categories to SimConnect_RequestDataOnSimObjectType.
    • Added additional VR SDK interfaces.
    • Added world object PDK service to create, place, and remove objects by GUID.
    • Added world object PDK service sample.
    • Added OpenCVStereoCamera PDK sample.
    • Fixed crash that would occur when using the panel system InitializeVarByName function.

Thanks again for your support!

08-30-19

Disclaimer: Links to third-party websites are provided for convenience only. The fact that LMC has provided a link to a third-party’s website does not constitute an implicit or explicit endorsement, authorization, sponsorship, or affiliation by LMC with respect to such website, its owners, content, products, or services. By clicking on a third-party link, you will leave the LMC website and will be subject to the privacy and security policies of the third-party website.

The Prepar3D Software Development Kit (SDK) has numerous functionalities enabling users to customize their Prepar3D experience. One of these features allows users to import imagery to create a more immersive flying experience with geo-specific data. Prepar3D’s terrain system utilizes geographic information system (GIS) data techniques enabling realistic flights over accurate terrain across the entire earth. However, it may be desired to use satellite imagery in specific scenarios. To address this, not only does Prepar3D have 40 (and counting) high-detail cities around the world, but also has SDK tools letting users choose which areas they want to replace with custom imagery.

Importing imagery into Prepar3D consists of the following steps: First, the satellite imagery itself must be downloaded and converted to the proper file format. Following this, a third-party tool will reproject and reformat the file into the proper coordinate system that Prepar3D uses. Then, using the SDK’s resample tool, a .bgl file will be created, enabling the user to replace default terrain data. Once this is finished, the new terrain data can be seen in Prepar3D and scenery objects can be autogenerated onto the existing terrain through other SDK and third-party tools.

Setup

First download and install FWTools, an open-source GIS tool made by Frank Warmerdam.
Using the USGS National Map (recommended for geospatial data within the US), requires downloading the following items. Using geospatial data from other sources may also require these items as they’re used for various file conversions.

Download and extract the USGS_Raster_Conversion_Scripts.zip file from here, which are geospatial file conversion scripts.
The above scripts require the use of GDAL (Note: the correct installer will be the gdal-[version]-core.msi).

ScenProc is a third-party tool that can speed up the process of adding large amounts of scenery objects (buildings, vegetation, etc.).

Procedure: Updating Terrain

    USGS National Map

  1. If using the USGS National Map, download a JP2 file(s) from here. To do this, select an area using the “Draw Rectangle” tool and then select “Imagery – NAIP Plus (1 meter to 1 foot)” option on the left before hitting “Find Products”. Multiple options may appear depending on how large of an area is selected so be sure to view the footprint of each .jp2 file before downloading to know what area of imagery is being downloaded.
  2. If using the USGS National Map or have other geospatial data that is not in a GeoTIFF format, use the USGS Raster Conversion Scripts to make this file change. Navigate in command line to the …\…\USGS_Raster_Conversion_Scripts\JP2_Source folder and run this command:
    GDAL_JP2_2_GeoTIFF.bat "Input JP2 file location & name" [Output TIFF file location & name]For more information on how to convert to GeoTIFF, refer to this guide.
  3. Reproject the GeoTIFF with FWTools by opening up “FWTools Shell” from the Start menu and running this command:
    gdalwarp -t_srs “+proj=longlat +ellps=wgs84 +datum=wgs84 +units=d” -s_srs EPSG:3857 "Input TIFF file location & name" "Output TIFF file location & name"
  4. Reformat the GeoTIFF file with FWTools by running this command in the FWTools shell:
    gdal_translate -b 1 -b 2 -b 3 -co “TFW=YES” "Input(Output file from prev. step) TIFF file location & name" "Output TIFF file location & name"
    Note: Skip this if your scenery is majority water.
  5. Create an INF file in any text editing program (i.e. Notepad or Notepad++) with the following content:

    [Source]
    Type = GeoTIFF
    SourceDir = <Input GeoTIFF File location>
    SourceFile = <GeoTIFF file name>
    Layer = Imagery
    Variation = Day
    NullValue = 0,0,0
    [Destination]
    DestDir = <Export BGL file location>
    DestBaseFileName = <BGL file name>
    DestFileType = BGL
    LOD = Auto

    Note: If adding scenery objects, ensure the folder with the BGL files is titled “Scenery”.
  6. Run the resample tool by navigating to the folder containing resample.exe and dragging the .inf file on top of it. For more information on running the Resample tool refer to the Resample section of the Learning Center
  7. Once in Prepar3D, navigate to the Scenery Library (click on Scenery on the startup screen or go to World, then Scenery Library once in a scenario), click on “Add Area”, navigate to the folder with all the BGL output files and hit OK. For more information on adding new files to Prepar3D scenery, refer to this guide in the Learning Center.
  8. Enjoy the new terrain, where viewing a mountaintop went from looking like the image on the left to the right!

Default Scenery

Updated Scenery

 

 

 

 

 

 

Procedure: Adding Autogeneration Objects

Note: If generating a small amount of buildings or vegetation the Annotator tool can be used instead of the steps listed below. Refer to theautogeneration overview page in the Learning Center for an in-depth tutorial on the Annotator tool.

    OpenStreetMap Overpass

  1. Run a query on OpenStreetMap data using Overpass. For example, the query on the right is finding all the buildings and natural landscape (forests, ponds, wetlands, etc.) within an area bounded by the window of the map itself. The output is shown on the map with different areas colored accordingly. For more information on writing queries to access different types of data, consult the OpenStreetMap wiki.
    Note: OpenStreetMap is open-source so there is a chance to come across missing or erroneous data, however this is rare.
  2. Export raw OSM data once satisfied with the Overpass output.
  3. Using ScenProc, write a script (or utilize a template) to transform the raw OSM data into AGN files that Prepar3D can use. Documentation for ScenProc is in“ScenProc.pdf” which should be in the .zip file downloaded earlier. When configuring ScenProc upon startup, select the latest version of Prepar3D (currently v3 and v2) that’s supported by this tool. While ScenProc doesn’t officially support Prepar3D v4, the tool still works correctly. Below is an example script that uses building and natural landscape OSM data to generate houses and trees in a neighborhood. Important: Ensure that the EXPORTAGN command directs the AGN files to a folder labeled “texture” that is in the same folder as the “Scenery” folder from Step 5 of Terrain above.

    ImportOGR|C:\Users\test\Downloads\export (2).osm|*|landuse;building|NOREPROJ
    ImportOGR|C:\Users\test\Downloads\export (2).osm|*|landuse;natural|NOREPROJ
    #
    SPLITGRID|AGN|*|building="*"
    SplitGrid|AGN|*|natural="*"
    SplitGrid|AGN|*|landuse="*"
    #
    # Add attribute to indicate the type of building
    # 1 = ALMOST RECTANGLE (BASED ON AREA RATIO)
    # 3 = REGULAR SHAPED (MANY PARALLEL EDGES)
    # 4 = CONVEX POLYGONS
    # 5 = CONCAVE POLYGONS
    ADDATTRIBUTE|FTYPE=POLYGON;building=*;FAREARAT>0.80|BUILDTYPE|1
    ADDATTRIBUTE|FTYPE=POLYGON;building=*;BUILDTYPE!1;FNUMVERT<10;FNUMPERPANG>3;FNUMNOTPAR<2|BUILDTYPE|3 ADDATTRIBUTE|FTYPE=POLYGON;building=*;BUILDTYPE!1;BUILDTYPE!3;FCONVEX=1|BUILDTYPE|4 ADDATTRIBUTE|FTYPE=POLYGON;building=*;BUILDTYPE!1;BUILDTYPE!3;BUILDTYPE!4|BUILDTYPE|5 # # Classify industrial/commercial buildings ADDATTRIBUTEIFINSIDE|FTYPE=POLYGON;building=*|LUCODE=16|BUILDCAT|INDUSTRIAL ADDATTRIBUTEIFINSIDE|FTYPE=POLYGON;building=*|LUCODE=15|BUILDCAT|COMMERCIAL # # Add attribute for roof type ADDATTRIBUTE|FTYPE=POLYGON;building=*;FWIDTH>5|ROOFTYPE|PEAKED_ALL
    ADDATTRIBUTE|FTYPE=POLYGON;building=*;FWIDTH>5;FLENGTH<12|ROOFTYPE|PEAKED_SIMPLE ADDATTRIBUTE|FTYPE=POLYGON;building=*;FWIDTH>20|ROOFTYPE|PEAKED_LOW_PITCH
    ADDATTRIBUTE|BUILDCAT=INDUSTRIAL|ROOFTYPE|PEAKED_LOW_PITCH
    ADDATTRIBUTE|BUILDCAT=COMMERCIAL|ROOFTYPE|PEAKED_LOW_PITCH
    #
    # Remove complex buildings
    REPLACEPOLYGONBYBUILDINGRECTANGLES|BUILDTYPE=3|0.8;4;4|0.25;2.0;0.5|BUILDTYPE|2
    #
    # Create buildings autogen
    CREATEAGNGENBUILD|BUILDTYPE<2;ROOFTYPE=PEAKED_ALL|{5ae04eb6-934c-4f63-bb48-5e7dee601212}|MAXRATIO=2
    CREATEAGNGENBUILD|BUILDTYPE<2;ROOFTYPE=PEAKED_SIMPLE|{2a7b473f-6203-4a5e-ac06-338ef40037db}
    CREATEAGNGENBUILD|BUILDTYPE<2;ROOFTYPE=PEAKED_LOW_PITCH|{e3967d70-e470-44c2-8866-4e9be443d575}
    #Create vegetation
    CreateAGNPolyVeg|natural=wood|{367cdf30-54f0-4093-a2f7-7f473417704f}
    EXPORTAGN|P3D v2|C:\Users\test\Documents\Prepar3D v4 Add-ons\Addon Scenery\texture


    Note: Depending on what data is imported from OpenStreetMap, the GUIDs at the bottom may be different (e.g. larger buildings, different climactic zone, etc.). There are .xml files located in World\Autogeneration\Autogen source xml that have other GUIDs that can be copied over to the appropriate areas of the ScenProc script.
  4. Annotator Tool

  5. Run the script and navigate in File Explorer to the “texture” folder and ensure the AGN files are present.
  6. To confirm that the script worked, open the BGL file from Step 6 of Terrain through the Annotator tool, which is in …\SDK\World\Autogeneration. The file should look similar to this, although it depends on the exact query and script.
  7. Open Prepar3D again (if its open, close it before opening), navigate to the area with autogenerated objects, and increase the Autogen Vegetation/Building Density settings in Options->Graphics->World
  8. Enjoy the more realistic surrounding landscape by transforming the terrain and autogen as shown below!

Original Scenery

Updated Terrain

Updated Autogen

 

 

 

 

Closing

In just a few steps Prepar3D default scenery and terrain can be enhanced to improve and customize the Prepar3D flying experience! Try it now by purchasing Prepar3D and downloading the SDK.

For more information on the Prepar3D SDK and content creation refer to the Learning Center SDK Overview. Our online forum is also a great source for additional help from both Prepar3D developers and users.

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.