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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.

10-29-18

The Prepar3D team is continued to be impressed by all the major recent airport developments by third party developers using our SDK. We’d like to showcase a great example from PILOT’s and their Almeria airport scenery add-on. Take off from scenic southeast Spain with PILOT’S Almeria airport scenery. Winner of the Mutley’s Hangar Gold Award, this popular holiday destination is brought to life with highly-detailed updates to the airport as well as the surrounding scenery. The possibilities are endless in Prepar3D with our recent enhancements provided in Prepar3D v4.3.

For more information visit https://www.pilots.shop

06-25-18

The KC-130 – One of six C-130 variants included in v4.3!

Prepar3D v4.3 is available now!

The next update for Prepar3D v4 is here! Prepar3D v4.3 takes simulation to the next level offering new features including interactive panel windows in virtual reality (VR), improved scenery dynamic lighting performance, several new C-130 user-selectable aircraft, as well as numerous user interface (UI) enhancements, various stability and performance improvements, multiple bug fixes, and much more.

In addition to the numerous core features and enhancements, Prepar3D’s open development architecure keeps expanding with multiple new updates to the Software Development Kit (SDK). Developers have even more power and freedom to create new and exciting content blurring the lines between simulation and reality. Additional tools are available including the ability to place windows and panels in 3D space, improved scenery placement accuracy, as well as multiple new services, functions, and callbacks with even more robust error reporting and handling.

The Professional Plus version also features many updates including basic support for Common Image Generator Interface (CIGI) version 3.3 and 4 along with numerous improvements to the Distributed Interactive Simulation (DIS) interface. Multiple improvements have also been made to SimDirector, Prepar3D’s built-in advanced scenario creation tool, including AI enhancements, trigger and validation improvements, greater stability, and improved usability.

The Prepar3D v4.3 update is available now and can be downloaded from the Downloads page. If you currently own a valid Prepar3D v4 license there is no charge to update to Prepar3D v4.3. To purchase Prepar3D v4, please visit our online Store.

Prepar3D offers separate updates for the Client, Content, and Scenery. This will make updating faster and easier than ever before. Please be sure to read the Prepar3D v4 Download and Installation Instructions for more details on how to quickly update to the v4.3 release. Please refer to the What’s New below to see what each installer contains. Most users will only want to use the Client installer to update.

You can find a full list of What’s New below.


Release Notes

The next update for Prepar3D v4 is here! Prepar3D v4.3 takes simulation to the next level offering new features including interactive panel windows in virtual reality (VR), improved scenery dynamic lighting performance, as well as numerous user interface (UI) enhancements, various stability and performance improvements, multiple bug fixes, and much more. Many updates were also made to the Software Development Kit (SDK) giving developers more power to create new and exciting content blurring the lines between simulation and reality.

The following list of updates has been categorized based on the installer required. The Client installer is required for Prepar3D v4.3, 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 v4.3 Client, you must first uninstall the previous Prepar3D v4.0/v4.1/v4.2 Client through Programs and Features in Windows Control Panel.

The Prepar3D v4.3 Client update will require you to reactivate your product, however if you have an internet connection it will be automatic. Please view the Prepar3D v4 Download and Installation Instructions for more information.


Prepar3D Client

General Platform Updates

New Features

  • Vehicle panels can now be used in VR.
  • Window Definitions can now be created and applied to Prepar3D windows.
  • Added Scenery Library and Add-ons to the Startup Screen.
  • Added interactive Map to the Airport Selection Screen.

New Features (Professional Plus Only)

  • Added basic Common Image Generator Interface (CIGI) support.
  • Distributed Interactive Simulation (DIS) entity appearances can now be customized per bit via XML file.

Fixes and Improvements

  • Fixed issue where right clicking the ATC and closing would cause the ATC window to reopen on a view change.
  • Fixed inaccurate heading when broadcasting to ForeFlight.
  • Invalid camera settings no longer save out when saving in VR.
  • Various VR Performance improvements increasing overall framerates and stability.
  • Virtual Cockpit (VC) rendering performance improvements.
  • Fixed visual bug where UI windows would flash at the wrong location when opened.
  • PreVC post processing optimized with new VC rendering techniques.
  • Updated Colorizer post process to correctly use stencil buffer.
  • Fixed numpad view panning when using SimConnect applications.
  • Fixed rare bug in Oculus initialization that could cause visual anomalies.
  • Fixed visual errors when using Oculus with SteamVR.
  • Fixed VR issue which prevented the proper single pass stereo mode from updating based on settings.
  • Fixed bug preventing the ShowMessageText setting from persisting.
  • Fixed issue with undocked views not focusing and accepting input when closing their context menu.
  • Fixed bug preventing add-ons from loading properly with trailing slashes ‘\’ in file paths.
  • Added a VR settings UI screen and reorganized VR menu items.
  • Oculus VR headsets can now be used with SteamVR.
  • Added VR emulator option to test VR without having a headset connected (requires installing SteamVR).
  • Cinematographer camera movement speed is now updated based on joystick sensitivity settings.
  • Fixed issue that could cause the ATC window to be disabled unexpectedly.
  • Fixed issue that caused keypresses to be processed on SimConnect menu windows when opened.
  • Zoom is now available in VR.
  • Installer is now digitally signed.
  • Fixed crash that would occur in vehicles with a large number of VCockpit panel entries.
  • SimConnect menus no longer register for key presses larger than the menu option count.
  • Reduced lag when opening context menus.
  • Fixed bug where numeric keypresses to SimConnect windows would also be sent to the main application.
  • Custom camera menu items are now displayed in their view category and can be applied to views when opened.
  • Deleting a custom camera now only resets views that had that specific custom camera applied instead of all views in that category.
  • Default settings for VR, ViewGroups, and Multichannel are now written out to configuration files.
  • Added reset camera menu option in context menu and menu bar. Reset also reapplies custom camera values if set on the view.
  • Updated default zoom levels for cockpit and virtual cockpit entries to 0.3.
  • Fixed issues with certain sensor views in VR singlepass with MSAA enabled.
  • Fixed bug that caused voice communication issues over multiplayer.
  • Added -rolename command line option. This lets users specify the rolename for multiplayer scenarios.
  • Startup screen is no longer displayed when using the -net command line option.
  • Both structured and unstructured scenarios can be selected when booting directly into multiplayer using the -mp command line option.
  • Fixed visual issues with focal points.
  • Placed dynamic lights are now processed in clusters with additional distance-based checks improving performance.
  • Added ability to create custom voice control phrases from VR.
  • Renamed Selection key events in the Controls UI to Selection/Zoom so that the key binding for zooming is easily searchable.
  • Added magneto increment/decrement to Controls UI.
  • Removed redundant work in water texture processing.
  • Fixed hybrid unit display errors in UI.
  • Added checkbox for disabling cockpit momentum effects.
  • Fixed margin errors, tooltips, and minor visual bugs in several UI screens.
  • Fixed issues where custom scenery could cause invalid data to be written in land classes.
  • Fixed bug where secondary view group windows would not fully expand to the left and right of the display.
  • Fixed bug where maximized windows on secondary monitors would not cover the taskbar in full screen on Windows 10.
  • Fixed bug with vehicle doors opening after a SimConnect menu was opened.
  • Added additional fallback case when loading control mappings to disregard any GUID in the title. This is useful when exporting controls on one machine and importing on another where GUIDs may not match.
  • Fixed resizing issues with the timer panel.
  • Changed default observer focus type to local instead of world.
  • Updated installer to reduce potential hangs when installing DirectX.
  • Fixed enter key not working with Activation UI windows.
  • Fixed crash when opening the Save UI if any installed aircraft were missing titles in their aircraft.cfg.
  • Fixed crash when originalID was missing from scenario file.
  • Updated generic buildings to do more accurate position calculations.
  • Redesigned the Custom Camera UI.
  • Fixed bug where sensor mode would not be cleared when removing IR post processes from views.
  • Post processes no longer render one additional frame after being removed.
  • Fixed error preventing email activations from persisting on restart.
  • InfoGen is now updated in panel only views.
  • Fix bug with rotatable landing light PBH in ISimObject vehicles.
  • Fixed Flight Planner UI bug with cruising altitude not automatically being calculated after a departure/destination is selected.
  • Fixed collision bug with avatar.
  • Distant vehicles are more accurately displayed.
  • Fixed bug where VC only views would be white when set to the starting view in a scenario.
  • Fixed issue preventing User Interface windows from blacking out the application on newer versions of Windows 10.
  • Fixed bug where Payload UI would save changes when pressing escape.
  • Fixed issue with attached effects that could cause them to disappear at certain viewing angles. This also affected attached dynamic lights.
  • Fixed turbo prop shaft torque time constant preventing errors causing incorrect net negative torque values.
  • Fixed crash that could occur when crashing vehicle.
  • Fixed issue preventing the host machine in multiplayer from correctly serializing content to client machines. This would occur when the host did not have content that connected clients had.
  • When multiple UI windows are open only the window accepting user input is enabled.
  • Improved handling of autogen extrusion object intersections including bridges.
  • Fixed bug which could cause night terrain textures to be incorrect for one frame in some cases.

Fixes and Improvements (Professional Plus Only)

  • Various updates to DISEntityTypes.xml.
  • Fixed potential infinite loop when two or more DIS entities were colliding.
  • DIS articulated parts and entity appearances are now configurable via XML file for both native objects and ISimObjects.
  • Fixed audio choppiness when using DIS radios and intercoms.

SimDirector Updates

Fixes and Improvements

  • Fixed bounding issues when zooming with double click in SimDirector.
  • Fixed bug causing SimDirector to lock up when canceling out of the SimOperator UI.
  • Fixed crash that would occur when closing SimDirector when starting Prepar3D in SimDirector mode.
  • Fixed bug where SimDirector icons would not render with post processing disabled.
  • Improved tab key handling in SimDirector catalog view.
  • Windows in SimDirector can now be activated using the keyboard by pressing Ctrl + Tab.
  • Updated SimDirector course documentation.
  • Fixed bug where the SimDirector window title text would not display file names containing multiple periods correctly.
  • Added “ShowText” property to Dialog Actions.
  • Added clarification to goal objects to highlight that completed goals can still be failed.
  • Fixed bug where wingman behavior would still move AI when position freeze all was active.
  • The current AppVersion will now write out to fxml from SimDirector instead of the loaded scenario’s AppVersion.
  • Added confirmation prompt when exiting SimDirector.
  • The AirportLandingTrigger IDENT field now correctly validates against all airport ICAOs and is treated as a validation error instead of warning.
  • Fixed SimDirector bug with Zoom Mode resetting to Standard after pressing shift while in Precise mode.
  • Fixed bug where opening the Select Vehicle UI would cause all placed objects to disappear.
  • The SimDirector window position and size now persist when switching between modes.
  • Fixed issue with mouse look behavior for docked views in SimDirector Preview mode.

Prepar3D Content

New Content

  • Added six flyable C-130 aircraft as default selectable vehicles:
    • AC-130 ‘Spectre’
    • C-130H
    • C-130J
    • C-130J-30
    • HC-130
    • KC-130
  • New placeable 3D scenario objects added:
    • Outrider Unmanned Aircraft System (UAS) vehicle
    • 74K Aerostat lighter-than-air vehicle system and mooring platform
    • Miniature Hit-to-Kill (MHTK) missile
    • Javelin missile
    • Surface-to-Air Missile ground vehicle
    • TPQ-53 Radar System ground vehicle
    • Multi-Mission Launcher ground vehicle
    • High Mobility Artillery Rocket System (HIMARS) ground vehicle

Fixes and Improvements

  • Removed duplicate sound in AIM-120 missile.
  • Fixed issue that caused Jet Fighter 27 and 29 to appear as selectable vehicles.
  • Model and texture updates for the CH-53.
  • Removed broken duplicate firetruck SimObject.
  • Some Scaleform mission panels were missing window_size cfg entries leading to sizing errors in some cases.
  • Fixed missing sounds for several AI ground vehicles.
  • Updated CH-53 and UH-60 exterior models with more accurate crash boxes.
  • Updated CH-53 interior textures.

Prepar3D Scenery

Fixes and Improvements

  • Fixed scenery errors causing trenches to appear along Cyprus.
  • Fixed elevation and exclusion issues at YBUD.
  • Fixed elevation issues in Guam.
  • Added American Elm and Acacia mild winter SpeedTree variations.

Prepar3D SDK

New Features

  • Target frame rate can be applied to specific cameras in camera configuration files and through the PDK.
  • Added INetworkServices.h and IMultiplayerService.
  • Added TextEventDestroyed SimConnect notification for when text windows are closed.
  • Windows and panels can be positioned in 3D space using the PDK.
  • Added damage state variable to ModuleSim. Variable can be set via scenario, PDK, or SimVar and will be serialized in multiplayer. Developers can use this variable to control model appearances.
  • Added 3ds Max 2018 support.

Fixes and Improvements

  • Added PreScene pass to SDK for custom render objects.
  • Changed several QueryBaseObject interfaces to return void** instead of the specific version in the PDK.
  • Fixed build error in SimpleHelicopter PDK sample.
  • Updated SDK to have input stencil available for the PreVC render pass.
  • Stencil flag added to primitive drawing.
  • Added attachment SetOffsetFeet and SetOffsetRadians functions to the PDK.
  • Added create and destroy callbacks for effects to the PDK.
  • Added pylon accessibility to weapon system PDK.
  • Fixed crash that could occur on shutdown if execute_calculator_code was called from within panel callbacks.
  • Fixed light SimVar inconsistencies and added Headlight, Brake, and General Light key events.
  • FLOAT2 has been added as a Simprop type/property option.
  • Added content error report for missing models.
  • Improved content error reports for DLL loading errors.
  • Aircraft panel folders will now take priority over global gauges folders.
  • Fixed file path bug with SimConnect_CaptureImage.
  • Fixed SimConnect_OpenView to open a view with the correct camera and window title.
  • Corrected rotation issue when setting attachment orientation.
  • RUDDER POSITION SimVar now settable on GroundVehicles.
  • Fixed error preventing ISimObjects from signalling weapon fired events.
  • Fixed various camera sensor mode SimConnect functions.
  • Fix edge case in PDK callback list that could cause a crash on shutdown.
  • Added function to change the color of the AG radar scan.
  • Added several new SDK samples.
  • Add GetDeviceWindow function to IRenderingPluginService.
  • Fixed window focus bug when opening an observer view with SimConnect_OpenView.
  • Fixed issue where SimConnect data requests with the same definition ID would collide even though they were different request types.

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 v4.3 continues to be the most immersive learning, simulation, and training platform available.

04-23-18

Our very own Adam Breed spoke at length with helisimmer.com discussing his role on Prepar3D, challenges faced in development, helicopter features, and much more.

You can read the full interview here.

04-02-18

FSFlyingSchool PRO 2018 is now available for Prepar3D v4. FSFlyingSchool’s AI instructors give instant interactive instruction to pilots on any flight, in any airplane, anywhere in the world. The instructors watch and comment on over 70 different areas of airmanship and maintain full pilot logs of each flight. These logs can then be analyzed by the pilot to identify potential issues.

The chief instructor will also watch and give instruction on other ground and air traffic, taxiways at the current airfield, and weather conditions. Pilots can even talk to the instructor getting helpful information and advice on demand. “On Approach” functions are also available to set up approaches to any land runway in the world in seconds, choosing intersecting final, final, downwind, and base leg approaches with a few mouse clicks.

FSFlyingSchool PRO 2018 gives additional detailed instruction in 15 popular aircraft. The instructor knows these aircraft’s checklists and details including power settings, fuel management, v-speeds, carburetor heat, cowl flaps, primer, fuel pumps, propeller levers, and much more.

FSFlyingSchool is continuously developed, with the latest additional features being the GPS Tutor and Autopilot Tutor. These new items support full interaction during each session to guide the pilot toward expertise in their understanding and use. The instructor gives advice on their operation and closely observes and comments on their use.

In addition, the latest version contains a host of smaller new features including help with ATIS, AWOS, and ASOS, advice on displaced thresholds, flap speeds, proactive checking of flight controls, random payloads, avoiding overheating, and much more.

To learn more about FSFlyingSchool PRO 2018 visit their website at www.fsflyingschool.com/.
Prepar3D pilots can also try out all of FSFlyingSchool’s features with a free downloadable demo by visiting www.fsflyingschool.com/demo-p37.asp.

FSFlyingSchool is used by thousands of both real and simulator pilots worldwide and has won five consecutive PC Pilot Magazine Classic Product Awards, scoring 95% in its last review. FSFlyingSchool has been published for FSX and FS2004 since 2006 and for Prepar3D since 2012. FSFlyingSchool PRO 2018 for Prepar3Dv4 is the 7th version for the Prepar3D platform.