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  1. In this thread we'd like to track all the 3rd party add-ons that are being updated, not new releases! Below are a list of add-ons we know will work in Prepar3D v4. As you find add-ons that are compatible, please don’t hesitate to post in this thread so we can update the growing list of add-ons and Developers that support P3D v4. Fun fact, in v4 your add-ons are kept OUTSIDE of the P3D directory, allowing for swift re-installs in the future and much better curation of your library!   Did you find an add-on that works? Please submit it in a post below!
  2. ------------------------------------------------- URP v1.1 for P3D v4 RELEASED ------------------------------------------------- So under the shadow of new (and maybe "fake") PTA Tool for v4, we are releasing URP v1.1 for v4. Prithvisagar Shivaraman did 90% of the job, converted the shaders and developed the tool, so you should thank him with a round of applause. I just tested the tool and visuals, and did some advising, honestly I had the time only for that, due to known reasons. https://ultimaterealismpack.weebly.com ------------- IMPORTANT --------------- - The urp-p3dv4.exe should be used to configure URP, located in "Documents\Prepar3d v4 Add-ons\URP v1.1 for P3D v4" - urp-p3dv4.exe can also be accessed from Start Menu as URP v1.1 for P3D v4.0, or via the desktop icon. - URP is now located in Documents\Prepar3d v4 Add-ons\URP v1.1 for P3D v4, and it will act as P3D ADDON, no files will be overwritten whatsoever! - Install ReShade separately! URP ReShade presets and custom files are included in this pack! -------------------------------------------- The pack includes: - A Configurator tool, which allows you to properly install and apply URP. - URP sky textures, completely reworked for v1.1 - Three variants of URP Sun glow mods from URP v0.9 - Two ReShade presets (Cold and Warm) -------------------------------------------- *** IF YOU HAVE ANY ISSUES, VISIT TROUBLESHOOTING SECTION ON THE WEBSITE WITH MAJORITY OF ISSUES COVERED! ***
  3. Cheers Guys! I created a new PTA and ReShade preset that, i think, looks very neutral and realistic overall and i would like to share them with you and hear your opinions! Down below you`ll find a short video that gives you some impressions. Download links are in the video description. Also there is a link to my Tutorial video on how to install ReShade the way i use it, with an additional effect from Mr. Predrag Drobac's URP1.1. (Lightroom.fx) I implemented as much of the ReShade shaders directly into the PTA preset. So ReShade isnt really needed, but recommended to get the exact same result as me. ReShade effects in use: "Ambient light", "Lightroom" (From URP1.1) It is REALLY, REALLY HIGHLY RECOMMENDED that you use my PTA preset together with the Sky Textures that are linked in the video description! Credits go to Mamedov Gennadiy. If you have any questions or inputs feel free to ask, i will try to help... SkyFive!
  4. Following the release of P3D v4 and the new Dynamic Lighting, I explored various areas of the sim that uses the new feature. One of the things that were not updated from all other versions of the ESP sim is the way aircraft are lit when there are thunderstorm around. With the new Dynamic Lighting, the old effect looks atrociously awful. Ath the end of this thread, you can download a replacement effect for that. Here's a quick comparison video of the difference between default and the replacement: DOWNLOAD the effect: Backup the fx_plane_lightning.fx file in P3Dv4/Effects Extract the effect attached to this thread in that same folder Launch the sim and enjoy! Have fun with the new effect, it looks much better! BONUS: - Tune your rain to LOOK much much better with a few lines of code here: - Tune your rain to SOUND much much better with this mod:
  5. UK2000 Heathrow and Humberside now available for v4. thanks to @sparks_smudge for the heads up. smurf_john
  6. Have come across a issue even when applying the quickfixes for FlyTampas sceneries. When flying in or out of OMDB and LOWW the sim will eventually crash even when the quickfixes has been added. Have removed both sceneries and tested and the sim no longer crash to desktop. Also, EKCH with the quickfix gives me a tremendous stuttering as soon as nightfall starts to arrive and lights come on and it has big problems loading in autogen and lights. If you experience the same, the fix is to simply uninstall them and wait for a proper release.
  7. Straight from Gary of UK2000, there is a quick way to get UK2k sceneries working in Prepar3D Version 4. It is as follows: You need to do DELETE all BGL file in the UK2000 Products scenery folder that have file names with this text: *FS9CODE*.bgl *sockradars*.bgl *Animate*.bgl *timer*.bgl Other Specific files: "EGLL_Specials.BGL" Heathrow Xtreme This is stricly a temporary fix, the UK2000 guys will be working backwards through their catalog to add P3Dv4 compatability out of the box. In doing so, they will be working backwards, I.e. Norwich Extreme first. Hope this is helpful, Rob
  8. FSUIPC 5 is available as Freeware only at this moment in time. When you install and get to registration details, click later! Refer to FSUIPC website for details of whats available in this version. http://forum.simflight.com/topic/83448-fsuipc5-status-and-what-is-missing/ Smartcars works with this. weejohnj DOWNLOAD: http://forum.simflight.com/topic/80977-updated-modules/ p.s WideFS is not avail at present.
  9. Site Temporarily Down This website is temporarily down - moving data to another server. Migration Tool can be downloaded from here (13 MB). And yes, there will be a free update for Prepar3D v4. — Flightsim Estonia
  10. Poppet Moderator Prepar3D Scenario Screen A comparison between the v4 and v3 Scenario Screen. v4 on the left and v3 on the right As you can from the red box we can now access the Options directly from the Scenario screen We will now click into the the new Options tab and i will start at the top and Included Images of each of the Option's. All Options are at a default state Left: Application Right: Information Left: Sound Right: Traffic Left: Realism We can now Ignore Avatar Crashes by Un-Ticking the check box Right: Display Prepar3D v4 has now built in powerful anti aliasing abilities (AA) 8xSSAA Max. Note High settings will Impact performance Frame Rate by Default is now set to Unlimited Left: World We now have a new Autogen draw distance slider, By Default this is set to medium, this Default setting is the equivalent of previous versions of Prepar3D. Adjust the slider up to achieve greater draw distances, This settings has little Impact on Performance Dynamic 3D Autogen Vegetation can to toggled off and on here Right: Lightning Dynamic Lightning can be toggled off and on using the check box Left: Weather Prepar3D v4 now has a New 3D Rain/Snow system Right: Key assignments We can now locate our Event using the Search window Left: Axis Assignments We can now locate our Event using the Search window Right: Calibration Other Left: Select Vehicle Additional Aircraft and Avatars have been added, 140 in total. As you can see from the Image the Lockheed Martin F-16 is Included also the Lockheed Electra included Right: Select Airport has been given a nice Face lift Here is a simple video showing you all of the above, Video is silent 2) Images of High definition Runways BY Default, Runways are now in High definition, Below are some Screenshots comparing v3 and v4 Prepar3D v3 Prepar3D v4 Prepar3D v3 Prepar3D v4 A comparison between the v4 and v3 Access Tab's, You will notice we now have a Navigation Tab with all your Navigation Options close to hand. You will also notice the Tex is lighter in color and the drop down Menu is now transparent, It looks really good 2) Prepar3D v4 Install Structure Download Size Currently Prepar3D v4 is a 12.1 GB Download. Prepar3D v3 is a 9.95 GB download Data files and Component Installers, v4 on the left, v3 on the right You will see from the v4 download folder on the left we now have 2 Cont.cab data files and 7 Scene.cabdata files, These extra data files make up the 2.1 GB download size between the 2 Versions. ------------- Default Install Path The Default Install Path has been changed from "C:\Program Files (x86)" and is now "C:\Program Files". If you Install to the default location your folder extension path will read C:\Program Files\Lockheed Martin\Prepar3D v4 The v4 Installer will Install 26 GB of data to the Install location -------------- Note: Prepar3D v4 now Installs Microsoft Visuals 2015. Prepar3D v3 Installs Microsoft Visuals 2013 Also, Currently Net Framework 4.6.2 is needed ------------- Prerequisite and Repair v4 Installers On an Operating System that is Up to Date, These Installers will Copy to the below location, These are used as back-up and Repair Installers. You do Not need to touch these unless you have a specific reason to do so Location: Local Disk C ► ProgramData ► Package Cache 1) Microsft Visuals 2015 vcredist_x64.exe + x86.exe Version 14.0.23026.0 2) Direct X Setup DXSETUP.EXE Product Version 3) Prepar3D Setup.exe Installer 3) Install_Content.msi 4) msxmI6_x86.msi Version 6.10.1129.0 5) Install_Client.msi 6) Install_Scenery.msi ------------- Register editor The Setup key has been taken out of the WOW6432Node location and now resides below Setup: HKEY_LOCAL_MACHINE \ Software \ Lockheed Martin \ Prepar3D v4 \ SetupPath - Client - Content - Scenery AppPath: HKEY_CURRENT_USER \ Software \ Lockheed Martin \ Prepar3D v4 \ AppPath ------------- Control Panel "Programs and features" Your 4 entries, Prepar3D v4 Client, Content, Scenery and the v4 Installer, Just the same as v3 ------------- Core v4 Install folder You will now have 18 Default Yellow folders, Prepar3D v3 had 17 default folders Your new folder is Scripts I have also outlined the file "Delete Generated folders" as well, we will come back to this later Generated folders As per v3 the generated folder's for v4 will Install to the below locations, I have Included Images embedded in the "Prepar3D v4" links In ProgramData a new .cfg file "Scripts.cfg" In Roaming a new .xml file "CustomCameras.xml" You can now set up Custom 3d panel view's and save them Global ---------------- Documents ►Prepar3D v4 files \ Prepar3D v4 Add-ons Local Disk (C:) ►ProgramData ► Lockheed Martin ► Prepar3D v4 Local Disk (C:) ► Users ► You ► AppData ► Roaming ►Lockheed Martin ► Prepar3D v4 Local Disk (C:) ► Users ► You ► AppData ► Local ► Lockheed Martin ► Prepar3D v4 -------------- To set up a Custom 3d panel view Open VC Panel window Press Shift+5 to enter cinematographer mode, Navigate around using your Controller, Right Click > Custom Camera > Create New, Enter a name for the view, In bottom left corner of Manage Camera Views screen, change Save To from Scenario to Global, Click Save Now Custom Cameras will always show up in your Context Menu instead of saving only to your Scenario file To compare the 2 Images below, v4 and v3, You can see this Option on the bottom left 3) New Maintenance feature "Delete generated files" Delete generated files is a file located in your core Prepar3D v4 folder, By double left clicking on this file it will remove (delete) the generated content from the 3 Prepar3D v4 folders in the Roaming , Local and Programdata path. This will bring Prepar3D v4 back to a default state, Note: It will also temporarily disable your 3rd Party Software (Add On's) Below is a video showing this 4) New Updating Client feature For future reference we can now update Prepar3D v4 to a more recent version with a Client update and Not need to deactivate the v4 License. You will be prompted an Option to "Deactivate the Prepar3D v4 license or Not" during the Client Uninstall, This will allow users to quickly update from version to version without needing to deactivate and activate there license again Here is a quick video showing you this in action That is just a quick look at the Lockheed Martin's Prepar3D v4 SOURCE: https://www.avsim.com/forums/topic/510624-prepar3d-v4-images-and-install-structure/
  11. Mathijs Kok Just a quick word on P3D V4. We have been testing this internally for some time and are very enthusiastic about this new release. It's stable, it's fast and it compatible to a certain degree. Scenery seems to be rather easy to 'make work', aircraft of course have to be compiled again got 64 bits. This is NOT a trivial task. At Aerosoft however we rather not make things 'just work' without making use of the new features us the sim. So how older products are updated depends. Most older stuff will be made compatible, but newer stuff most likely will be changed to make use of the new features. New releases will most likely be made compatible from day one. Just keep in mind we have over 300 add-ons and not a handful as most of our competitors. As a principle (not a rule) we will work from the newer or most important products backwards. That means the A320 is one of the first that we'll work on. It's also by far the most to convert btw. How enthusiastic we are is best shown in an image showing our Bali. That is not at max settings or anything, but if you check the image you see it is looking more then okay. And it does so at 180 fps. P3D V3 did the same at 90 fps.
  12. gamesyns Staff 647 posts Posted Tuesday at 05:08 PM Hello All! With the announcement of v4, we can finally tell you the official plan for v4. At this time, the 717 does not work in v4. We have not had the opportunity to compile and test for v4. We plan to bring you the 717 for P3Dv4 soon™ but are focused on finalizing for the currently supported platforms. If you have not already, please read Lockheed Martin's announcement on the new platform. http://prepar3d.com/news/2017/05/114164/ Cheers
  13. Some information about P3DV4 64 bit upgrades for all our products: We have been working for the past months during the V4 Beta testing period, upgrading all our support software, to be sure we would be ready for the V4 release. While we were at it, we took the time to take a serious look at all things we wanted to do better/differently in the software, and what the new platform could offer, to make the experience as good as possible, and ensure a smooth transition to our users. First and foremost, all upgrades will be entirely FREE of charge. Some of our sceneries, like O'Hare, or KLAS, started their life when FS9 was still around, moved on FSX, passed through P3D V1, V2 and V3, and you'll still be able to carry them in the 64 bit world, without spending a penny! Yes, it took time and work to make sure they would work, but we firmly believe that it's best for everyone if users are facilitated upgrading to a new platform, especially when it's so much better than the previous one. The most important thing that need to be updated, is the support software. We ported the Addon Manager to 64 bit because, as a .DLL, it had to be ported, otherwise no FSDT, no GSX, nothing...but now it works just fine and, while we were at it, we made a ton of changes and enhancements, trying to follow every feedback we got, including the nasty ones... Single FSDT folder installation Until today, if you had to install an FSDT scenery, it went in the main sim folder, without the ability to choose it freely. And, if you had to install into multiple simulators (like FSX, FSX:SE and P3D), you had to run the installer multiple times, for each sim, with lots of duplicated files and wasted disk space. The new installers will install *outside* the sim (by default, under C:\Program Files, but you'll be able to choose freely ), and it will install into several simulators at once, in a single installation run, without any duplicated files. You can install into any folder, or any drive. New add-ons configuration system on P3D3/4 Starting with P3D V3, LM offered developers a new way to install add-ons, without the need for installers to touch the main sim configuration files, such as the scenery.cfg or the DLL/EXE.XML files. Each addon can have its own private XML files, which will hopefully fix once and forever the issue of installers failing because some other rogue installer corrupted those files. We'll have our own private configuration files for scenery, textures, simobjects, effects and sounds so, under P3D V3 and V4, we can install without touching ANY of the default files of the sim. This also has the added advantage that you will be able to uninstall and reinstall the sim entirely, and all your FSDT add-ons will be still be there, with no need to reinstall them. The sim will give you the ability to momentarily disable/enable an add-on installed this way, to troubleshoot, without having to mess with config files manually. We hope this will result in a greatly improved reliability and installation convenience, both for users and for our support. We can only hope that more developers will switch to this method, because the benefits will be obvious, once you'll try it out. And, in order to ease the transition, and not forcing anyone to re-download all installers, we gave all new installers the ability to "migrate" the one already installed in the "old way", to the new system so, for example, if you run the new GSX installer, with lots of other FSDT products already installed, and you had them installed in multiple copies across multiple simulators, you'll find out you'll have more hard drive space at the end, since the new installer will look into all the sim, and will consolidate all files from all FSDT products into the new single location, moving them to the new system, without requiring a lengthy reinstall process and without having to redownload full installers. Of course, we'll have updated installers ready anyway, if you want to start afresh. Addon Manager changes Keeping it up with the concept of trying not to touch the sim configuration files, we made the following changes to the Addon Manager: - Its own settings, will now stored into a separate .INI file in the %APPDATA%\Virtuali folder, instead the [fsdreamteam] section of the FSX/PREPAR3D.CFG file. - If you WANT to use it for tweaking the main .CFG file, you will have to enable every tweak explicitly, and only those that have been enabled, will then be saved to the sim .CFG file, and only after you press the Save button. New Memory management for sceneries 64 bit changes everything for a scenery developers. We were always worried about crashes and OOM, and keeping high fps, that we had to compromise on smoothness, because we decided that some stuttering is always best than an OOM. Now, with the OOM ceiling raised quite a bit, we'll have more leeway and give you back smoothness. Remember the "Anti pop-up" setting in the Addon Manager ? Years ago, it did a lot, because we used to have most of the scenery handled by the Addon Manager. Nowadays, the Addon Manager doesn't really do much, other than being an interface to buy and activate the products, because what used to be done by the Addon Manager (creating most of the objects you see), it's done by Couatl, which is far more powerful and flexible, allowing for complex things like objects changing depending on the weather, season, time, AI presence, simulator used, and lots of other things. The downside of this was that, once we moved the main scenery creation task to Couatl, the "Anti pop-up" setting didn't do much, simply because there wasn't so much stuff that was handled by it. Objects created by Couatl scripts had their own loading ranges, and there wasn't any control possible for users. We *knew* that, if we raised the loading ranges, the scenery would be way smoother, but it would likely OOM, because it wasn't simply possible to fit it entirely in the limited 32 VAS address space. This was particularly true for KMEM, which was designed taking into account a very aggressive memory optimization. Destroying/Creating objects is the same thing that SAVES you from an OOM, but reduce smoothness. But in the upcoming update, we linked the setting between the Addon Manager and Couatl, so this slider will now control the memory management strategy entirely, both for the Addon Manager, and for Couatl. Which means, if you turn it up to the maximum, *everything* will be loaded at once at 15-20 NM out, and nothing will ever be loaded/unloaded again, until you exit the airport area entirely. The setting will work for FSX and earlier P3D version, just to let you experiment with it, but you'll likely see OOMs on 32 bit simulators. But on 64 bit, it will be your best friend, removing any pop-ups and stuttering formerly caused bv the aggressive memory management, which was originally made to prevent OOMs. Live Update Due to the increasing number of users, we found our existing server couldn't keep up with the increased traffic anymore, and this was clearly apparent when we had the last GSX update: lots of user assumed the software had problems, just because they got corrupted files or partial installs, because the servers were overloaded by too many users at the same time. So, we replaced the Live Update system ENTIRELY, wrote a whole new updater program, and moved over to Amazon Web Services to host the updates. We believe it will be almost impossible to crash Amazon due to traffic, and the downloads speeds should be much better and constant, regardless of the traffic. Also gone will be the confusing concept of "minor" and "major" updates, and scenery patches and vehicle patches, etc. The single new Live Updater, when started, will be able to update ALL your installed FSDT products in one go. Everything: small files, large textures, vehicles, liveries and program code. All in one go. GSX major update - Version 2.0 We have been holding out on GSX updates for the past 4 months, the whole duration of the V4 Beta, because the changes to the main software were so many, the Live Update servers and support software are entirely new, so it would have been a big mess trying to support the smaller bugfixes while we were working on the new update so, you'll get a significant update in the next days, because it contained all the feedback obtained by users during the past months. It was a bit frustrating not being able to push updates for trivial things, and we couldn't even fully explain why, since we were under a strict NDA, and we took it very seriously. The Future We think Prepar3D V4 is the most important release of the past years but, the most exiting things are those you cannot see, yet. The P3D SDK always was much better than the FSX one but, with 32 bit, there wasn't much we could do to exploit these features, because there wasn't much space to put what was already possible. And, the V4 SDK has been vastly upgraded, allowing things that could really push forward realism and immersion. Some of them were already available in our software, but we haven't used so far, but will surely plan to, once the community at large will realize how much better V4 is. Lastly, I wanted to thank Lockheed Martin for the terrific support they gave us during the Beta. Remembering the old flight sim Betas (I think the first one I got involved with was FS95, the first Windows version), they were mostly bug hunting and finding installation issues. Microsoft always said that, once a product hits Beta, it's too late to add new features. This one was different, and LM really did their best to LISTEN to us and our ramblings, and added things, even to the last minute, because we asked for it. Some of these suggestions, will open the door for exiting new product features, which weren't planned or even possible before. We are very optimistic for the future of the hobby. Now, users will have to do their part, and just DROP that old crusty 32 bit sim that accompanied us for the past 11 years. Yes, FSX will turn 11 this October...as they say, all good things must come to an end. Umberto Colapicchioni SOURCE: http://www.fsdreamteam.com/forum/index.php/topic,15592.0.html
  14. Lefteris Kalamaras Hello everyone, Lockheed Martin's official announcement of Prepar3D v4 means we are finally free to share and discuss what we've been quietly working on for the past few months. Keeping up with LM's familiar methodology of incremental upgrading of the core platform, P3Dv4 brings a lot of small updates but also a few very significant ones, with the transition into a 64-bit code base being the most important. This means the platform is now able to take advantage of the underlying hardware without being artificially limited by the 32-bit memory space of 4 Gigabytes. Word of caution, however: This does not mean "no more OOMs" - if add-on developers are not careful, we will soon realize that as soon as users turn everything to maximum, there is still a very real possibility of 8GB or 16GB of installed RAM not being enough any more to support 4096 texture sceneries, full autogen, ultra 7cm resolutions, etc - not to mention that nagging will now be transformed from "oh - my bleeping thing OOMed!" to "oh - my bleeping thing is crawling at 4 Frames Per Year (tm)". This is what progress is all about, however and we welcome it wholeheartedly. As a matter of fact - and with the NDA finally lifted - we're now free to disclose that we've been working closely with LM on the v4 beta for quite some time now, so as to make the transition as smooth as possible for our A32X product line. Here's what our road-map looks like for the remainder of this year and into 2018 therefore: FSLabs A320-X - As soon as Prepar3D v4 releases, we will be able to share our x64 compatible A320-X version with our beta testers. There has been very significant and complex code changes to allow for x64 support so we want to take some time to ensure that everything works out smoothly before rolling the product out to our customers. - Once the P3Dv4 A320-X is released, it will be available FREE OF CHARGE to all existing A320-X P3Dv3 customers *** as of that date ***. - Once the P3Dv4 A320-X is released, the upgrade discount path from FSX into P3D (any version) will be discontinued. - We have been working on the A320-X Service Pack roll-out for quite some time now. A lot of the bug fixes will find their way into the A320-X x64 release as well as into an interim update for the 32-bit versions. This update will be in the hands of our beta testers very soon as well. - Support and bug fixes of all versions of the A320-X will continue normally - we expect that Service Pack 1 will be the last major update with new functionality for 32-bit versions of the product line and our focus will shift to the 64-bit platform(s) afterwards. - We are working to identify and correct the Enigma protection error that has been an issue with a few customers. This is very much on our cross-hairs and we're doing our best to fix it. FSLabs Application Manager Facility - We have been working on our FSLabs Application Manager facility which will be our one-stop installation and product support facility for our aircraft and liveries. Once this facility goes live, all updates and support of our products will be provided online through this feature. - We anticipate releasing the FSLabs Application Manager facility sometime after the initial x64 A320-X release. FSLabs A319-X - We have been working on the A319-X add-on to our A32X product family. As of today, we expect that the A319-X will be offered on both 32-bit and 64-bit platforms, but we'll make a more firm commitment on the platforms once the A319-X is at a later beta stage. Pricing for the A319-X will be announced around that time as well. FSLabs XXXX-X - There is another FSLabs aircraft add-on product in the initial stages of development at the moment. We will not say much more about it however, except that it can take... well... more fuel than the A320-X series :). ---- Some more bits of information that I'd like to share with everyone that don't fit our road map above: - Prepar3D v4 is a major release and as such, it is bound to be followed by a few fixes or updates. We have been working with LM to get some internal simulator functionality exposed and will continue to do so for their later updates. Once those appear, we have a few new lovely features to showcase that we are still keeping secret in our continuing efforts for innovation. - A note for our FSLabs A32X Home Cockpit and Professional Versions future customers: We are working with select hardware providers who have been eager to lend us their products so that we can ensure full and correct compatibility. Delays in releasing compatibility kits have been inevitable due to the various simulator platforms being released simultaneously. We hope and expect to have something for our customers by the end of the year. - We understand that our Concorde-X customers might be feeling a bit left-out with the absence of any information regarding the Concorde-X for P3Dv4. We are looking into that possibility but at the moment, we need to focus entirely on our A32X product line as we need to be very carefully administering our development resources. We would love to revisit the Concorde-X however, so that door is not closed for good yet. We will make a decision on this matter once the new x64 platforms have been stable for awhile. - Some of our friends noticed that we updated the text on our Facebook page to include Dovetail simulators as part of our target platform group. We enjoy a close relationship with Dovetail developers but at the moment, we do not have any significant news to offer on that front as the platform is still in early release mode. ---- As a way of saying thank you very much for your continued support, we added a couple of A320-X images from P3D v4 for your viewing pleasure! Cheers! SOURCE: https://forums.flightsimlabs.com/index.php?/topic/13055-prepar3d-v4-roadmap-and-compatibility/
  15. A Note on iBlueYonder P3D4/FSW Compatibility BY IBLUEYONDER ON MAY 23, 2017 1 COMMENT I just got back from a week of family business to discover that LM has announced the P3D v.4 release will be on May 30th. And of course, the preview of Dovetail’s Flight Sim World is already available on Steam as of May 18. This is great news for the sim community, and we’re really excited about it as well. However, with any new sim comes the big question: will my existing add-ons work? In the case of Nantucket and The Heron’s Nest, the answer is a temporary no. No, because we rely on third-party technology to provide functionality that even at this stage of sim development isn’t available from the base simulators; things like seasonal texture swapping, conditional animations, and so forth. Temporary because our plan is to upgrade everything we sell to full P3D4/FSW compatibility in the very near future. When these new compatibility mods appear exactly will depend on the work required and when the the maker of SODE can create a version that works with the new sims. Our requests for development insight and assistance from Lockheed Martin went unanswered, so we’re no more in-the-know than anyone else about how porting to their new P3D will work out. Fortunately, Dovetail were more forthcoming, and we’re working right now on versions of everything for FSW. In the medium term, have no fear – if you bought one of our airports, your investment is safe. In the short term, all we ask is that you keep whatever sim you’ve been using active on your hard drives until we can work out the new versions, and please be understanding about the time it takes to transition. We’ll do our best to make the gap as short as humanly possible. SOURCE: https://iblueyonder.com/a-note-on-iblueyonder-p3d4fsw-compatibility/
  16. Dear REX Customers and Flight Simmers - With the release of Laminar's Xplane 11, AeroFly 2, Dovetail's Flight Sim World, and the upcoming expected release of Lockheed Martin's P3Dv4 we felt it necessary to address REX's thoughts on each upcoming platform. These are exciting and somewhat scary times. Exciting in that we can remember some very dry times when only one platform was available. It is great to see such a resurgence in this genre. Scary in that many of us have invested not just $100's, but some of us $1000's of dollars into add-ons and hardware. So the question is "will what I have invested in, work in the future?" We are committed to providing support of these platforms as much as possible. Though our development team, as of right now, has been focused on finishing several new products, it is our goal to advance our technology further to try to give the best experience possible for the past as well as the new platforms. We have been in contact with each developer group and it is our goal to maintain a reasonable working relationship that goes well into the future. Each platform will offer its own unique challenges and we aim to try to meet those challenges by providing a greater sense of reality in the environment that surrounds us within the sim. Your investment is our investment. We will continue to strive to meet the need as they develop. Sincerely, The REX Management Team https://www.realenvironmentxtreme.com/forums/index.php?%2Ftopic%2F44983-rex-response-to-xp11-fsw-and-p3dv4%2F
  17. Statement from PMDG about V4 https://www.avsim.com/forums/topic/510636-23may17-prepar3d-v4-compatibility-and-pmdg-products/
  18. Hifi sim technologies announced a free update for AS16 for P3DV4 http://hifisimtech.com/asp4announce/
  19. Lockheed Martin today announced their new 64-bit version of P3D on their website . Prepar3D v4 New Features 64-bit Application Unicode Compatible New User Interface Design Compiler and SDK updated to Visual Studio 2015 Regions of updated Airport & Terrain Data New 3D Rain/Snow system Scripting capabilities (Scenery/Model/Material) Dynamic lighting support Added PDK functions to draw primitive objects Updated Documentation with new SDK and samples Support for loading managed dll add-ons Support for local SpeedTree wind effects New TEXTURE_SIZE_EXP= .cfg parameter for extreme ground texture resolution Please see here for more Details http://www.prepar3d.com/news/2017/05/114164/ Orbx has been testing V4 for some months now and we're pleased to report that almost all Orbx addons work very well in the system. Please be aware though that we have to add new code to FTX Central and some of the installers to deal with new file structures, autogen, SpeedTree and a few other anomalies we have found. Please don't ask for our products to be ready on day one, but we promise to have to ready for you as soon as possible after V4 is released - and for free! Here are some snaps I've been taking throughout the beta period, showing Orbx products running beautifully in the new sim. I will also show you the difference for ground textures using the new TEXTURE_SIZE_EXP= .cfg parameter. Randoms with FTX GLobal + openLC EU ... All your classic Orbx favourites really shine in V4 ... 3rd party aircraft using XML work fine in the sim. Insane ground texture quality with TEXTURE_SIZE_EXP=10 param in p3d.cfg.. Full support of Orbx night lighting I am using my custom sky, cirrus and REX soft clouds set in these shots. Forget VAS and OOMs, and FPS is excellent (see the FPS counters in some shots above with all sliders maxxed). Furthermore, AI and road traffic has been super optimised without no FPS impact so you can roads and skies filled to the brim. SOURCE
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