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#4297579 - 09/19/16 11:07 PM P3D V3.4 Released  
Joined: Dec 2010
Posts: 2,654
trindade Offline
Mach2 Club
trindade  Offline
Mach2 Club
Senior Member

Joined: Dec 2010
Posts: 2,654
Portugal
"Prepar3D v3.4 is available now!

The Prepar3D team has been hard at work making the most stable and performant version yet, as well as integrating emerging technologies and fixing issues reported by the community and developer network.

Prepar3D now supports the consumer versions of the Oculus Rift and HTC Vive. Both Virtual Reality (VR) headsets are seamlessly integrated into the application. New VR enabled views automatically become available when a headset is connected to your PC and fully support head tracking and positioning and immersive stereoscopic rendering. New VR views can also be easily added or configured through the Camera SDK.

A new Cinematographer control mode is now available giving unrestricted and precise camera control to capture any angle at any time. Direct Input support is back alongside Raw Input giving users more options on how to configure their input devices. Additionally, a new Navigation Visuals screen can be used to toggle facility and airspace overlays directly on the 3D world.

New features have also been added to the Professional Plus version including weapons support for avatars, multiple enhancements to DIS including multiplayer support, voice communication, and easier configuration, as well as improved Multichannel stability.

Developers have even more tools available at their disposal including easier Scaleform integration into views, Lua support in ModelDef.xml files, custom light rendering via the PDK, the ability for plugins to register with internal events in the application, as well as numerous other advanced features.

Prepar3D Client
General Platform Updates
New Features

Oculus Rift runtime 1.7 support
HTC Vive support
Navigation Visuals UI showing facility, airspace, user, and AI overlays in the 3D world
Scaleform gauges now support multitouch
Avatar now supports weapons and designators including the ability to fire and aim guns
Scaleform overlays can now be assigned to cameras
Added Cinematographer control mode enabling high fidelity camera control
Added new control events to rotate cameras without snapping back to original orientation when released and to linearly zoom cameras
Control input method can now be switched between Raw Input and Direct Input

Fixes and Improvements

Fixed issue that prevented gauges from handling quick successive mouse clicks
ATC panel is now always on top of other open panels
Mission timer panel now supports negative numbers
Fixed issue where scenery items added through new add-on process could prevent layer ordering of other items in the Scenery Library UI
Expanded .fxml documentation in Learning Center
Added key commands to set the ADF standby frequency
Increased max zoom level for Observer cameras
Added more robust error messages for errors encountered during startup
Fixed crash that could occur when clicking docked views repeatedly
Fixed bug that prevented airport scenery added using an add-on.xml from correctly loading
Scenery added using an add-on.xml now defaults to the top layer
Fixed bug where scenery added using an add-on.xml would be removed when making changes in the Scenery Library
Fixed bug where default map layers would not appear when initially opened
Fixed bug where switching between different avatars would not update available cameras
Controller trigger can now be mapped to fire guns
Scaleform panels no longer pass key events to main application when focused and keyboard interactivity is enabled
Better control support for throttle and rudder based devices
Camera rotation speed adjusts based on zoom level when using avatar
Selected view group is now persisted
Fixed issue where weapons and pylons could cause a memory leak if configured incorrectly
Fixed bug where drag-selecting multiple weather stations modified global weather settings
Fixed crash that could occur when closing a child window while using view groups
Fixed issue that would cause the avatar to still render when HideUserAvatar was set in the camera
Fixed bugs with menu where incorrect items could be activated or focused when using the keyboard
Fixed input issues seen with X-Grip devices
Fixed bug in the Fuel and Payload UI where the center of gravity would be displayed in the wrong location when using certain aircraft
Fixed inconsistencies with zoom values and object visibility when using custom fields of view
Undocked panels now always stay on top of other views by default
Fixed typos in various UI screens
Fixed startup crash that would occur if the ShadersHLSL path is invalid
Child views within view groups can now be closed
The ATC window no longer processes key input when the menu bar is focused
Fixed bug that could prevent certain UI screens from displaying properly when reading corrupt .xml files
The Scaleform Menu Window (used for ATC, SimConnect, and Multiple Choice windows) now supports DPI settings
Fixed bug that prevented the Scaleform Menu Window from being resized on the right side of the window
The Scaleform Menu Window now shows when additional menu items are available but not shown due to the window’s size
Fixed bug where ATC menu items could continue to be activated when holding keys down
Added Binocular and Compass avatar views
Added new camera categories for First Person, Third Person, and Equipment views
Fixed bug that prevented gauges from handling right mouse button double click events
Fixed bug where vehicle could receive mouse yoke values when using mouse look mode
Fixed bug where advanced weather settings would not be applied to stations in certain cases
Fixed crash that would occur when setting APU Fire failures on certain aircraft
Updated framework to .NET 4.6

Rendering and Performance Updates
New Features

Screenshots can now be saved out in multiple formats including: bmp, png, jpeg, and tiff
Added built-in network video streaming
Support for alpha blending for custom zbias layering

Fixes and Improvements

Fixed issue where changing texture resolution did not cause textures to reload
Fixed bug that caused add-on scenery to appear washed out at certain times of the day
Fixed minor precision errors in certain LLA conversions
Fixed visual and performance issues with the aircraft skid mark effect
Fixed bug that caused runway lights to flicker in dynamic reflections
Fixed bug where certain bloom properties were still being applied with HDR disabled
Fixed bug that could prevent beacon sprites from rendering
Axis indicator is now red to be seen easier at different times of day
Improved stability when using ultra water
Added OpenCL support to ultra water increasing performance on AMD cards

SimDirector Updates
New Features

Virtual Instructor now records gauge variables set via user interactions
Camera objects and the user’s virtual cockpit can now be previewed while editing
Added PlacementObject, an object with position and orientation that is capable of advanced waypoint following
Added SetObjectPlacementAction, an object that can reposition an object’s position and orientation to another position and orientation
Added ChangeObjectPlacementAction, an action which allows objects to change position relative to other objects
Added context menu and ribbon item to Activate/Deactivate all selected objects
Added ability to fire actions when an object reaches a waypoint or finishes a waypoint list
Added new mappable events to position and reposition objects
Added ability to set Prepar3D’s default scenario to the scenario that’s being edited

Fixes and Improvements

Fixed bug where CylinderPathArea joints could be misaligned when attached to scenery objects
Fixed bug where key commands could be sent to Prepar3D when typing in text fields
Fixed bug where certain objects would rotate when moved if attached to other objects
Fixed bug where new panels would be created during validation when using Scaleform panels and never destroyed
Fixed memory leaks that could occur when using Scaleform Objects, Camera Objects, or Focal Points
Fixed bug where selected panel object’s ID would reset to 0 when switching modes
Fixed bug where camera direction would change when saving after rotating the camera
Fixed bug where changing the display unit type would register as an undo edit
Fixed bug where camera object would rotate when using certain move operations
Objects can now be dragged to a group and added
Fixed bug with translation gizmo that would prevent moving object if origin was not in view
Attached objects can now be positioned and oriented relative to their attached object
Fixed “Fatal Error Occurred” crash on startup that was occurring on certain configurations
Renamed Descr property to Object Name
Improved SimDirector load time
Fixed crash that would occur when changing a waypoint’s elevation with a waypoint list selected
Fixed bug where waypoints will not move when their waypoint list is selected
Fixed bug where the waypoint model draws in the wrong location when switching AltitudeIsAGL on or off
Fixed bug where changing the elevation of waypoint objects does not work correctly when altitude is set to AGL
Fixed bug where updating a waypoint list’s attached object would incorrectly update waypoint positions when waypoint altitude was set to AGL
Added more robust error reporting
Fixed bug where a camera object set to picture-in-picture would sometimes not open on scenario load
Camera object’s origin can now be set to render the Virtual Cockpit
Improved rendering of waypoint lists
Fixed bug where unselected focal points would render in Virtual Instructor
Open undocked panels now close when entering SimDirector
Fixed bug where Preview Action Only would still fire OnCompleteActions
Improved performance with scenarios containing large numbers of objects
Waypoint Lists can now be referenced as object references making them easier to integrate into existing objects
Fixed cases where scenery objects would incorrectly return AGL altitude
Fixed bug where if you modified a waypoint while the object it was attached to was selected, the waypoint modification would be ignored and it would snap back to the original location
Fixed bug where moving an object with attached waypoints would make waypoints continuously calculate new offsets causing them to move away from the attached object
Fixed bug where waypoint lists could have AGL set independently of contained waypoints
Fixed bug where drag/dropping to add a reference in the visualization would add two undo edits if the source object was already referencing a different object
Fixed bug where OnScreenText would appear in the incorrect location with the wrong background color in certain cases
Fixed bug where OnCompleteActions could not be added or modified in VI sessions using the property grid or visualization
Fixed bug where holding shift in other applications when SimDirector was open would cause the zoom ribbon button to change states
Fixed bug where player objects would not render when loading a scenario or copying existing objects
Fixed bug where canceling out of the multiplayer UI when entering SimOperator would cause undefined behavior
Focal points drawing is more smooth and is also drawn when the mouse is dragged
Fixed bug where objects could be incorrectly loaded when opening scenarios in Preview Mode
Fixed bug where Virtual Instructor reset mode was not respected when loading a new scenario
Updated Waypoint speed property setting to be more clear
Added Staging Mode button in home tab in SimOperator
Reposition Object disabled when in non-staging mode in SimOperator
Fixed crash that could occur in SimOperator when modifying certain objects
Fixed bug where Center On object would snap to incorrect altitudes
Fixed bug where player staging objects would show on SimOperator clients
Fixed bug that could cause SimDirector scenario loading errors in some cases
Fixed bug where staging objects could appear when clients join SimOperator sessions
Fixed bug that prevented scenery models from loading when importing .sxml files

Multiplayer Updates
New Features

Avatar can now attach to scenario entities in multiplayer structured scenarios
Avatars can be damaged by weapons in multiplayer

Fixes and Improvements

First person avatar animation states now update in multiplayer
Fixed crash that could occur when using weapons over multiplayer
Multiplayer options now saved out where applicable
Aircraft carrier elevators now work in multiplayer
Fixed bug where vehicle control would not transfer correctly when the master player detached from a vehicle shared by three or more players
Fixed bug where multiplayer cameras would not be removed from the camera list when exiting multiplayer when attached to another player’s vehicle

SDK and SimConnect Updates
Note: Some of these features will require installing the v3.4 SDK
New Features

Exposed world space based ray tracing through the PDK
Screenshots can be captured through SimConnect
Added new Event Service to the PDK enabling generic callbacks to be registered to chain events
Added new Custom Object Rendering Service to PDK
Added PDK sample showing custom light rendering capability
Added base multiplayer and SimOperator sample scenario
Visibility scripts can now be executed on non-sim objects
Network video streaming of views through SimConnect
Lua scripting now supported in Modeldef.xml

Fixes and Improvements

Fixed bug where SimConnect would return the wrong application version
New rendering and window control functionality added to PDK.
Added program variables for camera pitch, bank, and heading
Added program variables for the lat, lon, alt, and distance of point targeted by camera (center of screen)
Fixed bug where setting a camera’s horizontal or vertical fov independently would distort the view
Fixed bug where incorrect camera field of view was returned by RequestCameraFoV function
Content error reporting added for missing Scaleform files in gauges
3dsMax 2017 now supported
Fixed various typos in documentation
Updated ISimObject documentation with list of provided samples
Updated Scaleform keyboard support to include punctuation and modifier keys (ctrl, alt, shift)
Fixed bug where releasing POV hat would not return -1 when using the SimConnect_MapInputEventToClientEvent function
Fixed bug that would cause Render to Texture views to activate when using the SetCameraDefinition PDK function
Updated pertinent samples to .NET 4.6

Multichannel Updates
Fixes and Improvements

Fixed crash that could occur in Multichannel with remote entity attachments
Fixed crash in Multichannel when joining a multiplayer session with an aircraft with a single COM radio
Fixed crash that would occur when changing view groups on Multichannel child views
Fixed issue where the Multichannel master would be set to zero airspeed when joining a multiplayer session
Aircraft carrier elevators now work in Multichannel
Fixed bug where user would respawn at the location of a crash when running Multichannel in multiplayer
Fixed bug that could cause the Multichannel host to start at 90% throttle when vehicle was on the ground
Fixed bug where the active view group’s field of view was being saved out into the scenario file
Fixed issue that could cause remote multiplayer clients to display incorrectly on slave machines
Added more robust error messages when configuring MultiChannel
Moved configuration files to %ProgramData%
Fixed synchronization issues with avatar visibility and animation state in Multichannel over multiplayer

DIS Updates
New Features

Added multiplayer support within DIS
Added DIS support for avatar, gun based munitions, AI traffic, Electromagnetic Emissions, designators, and transmitters
Added ability to transmit navigation aids through Transmitter PDU in DIS including VOR, DME, TACAN, ILS Glideslope, and ILS Localizer
Added DIS voice communication support
DIS munition fire and detonation effects can now be configure in the UI
Added toggle key event to connect and disconnect from DIS sessions

Fixes and Improvements

Added new camera category for DIS entities
Improved DIS configuration UI
Dead reckoning, entity appearance, and articulated parts can be disabled in DIS
Fixed issues with DIS using Multichannel that prevented certain states from serializing correctly
Ground, surface, and life form types can now be forced to pull to ground in DIS
Entity positions now based on center of bounding box for DIS
Fixed DIS issue that could cause objects to start dead reckoning when nearly stationary
Several DIS settings can now be modified while connected
Fixed bug which caused camera to shake when viewing remote DIS entities in Multichannel
Fixed bug which prevented multiplayer entities from showing on DIS clients

Prepar3D Content
Fixes and Improvements

Fixed issue with dialog action in Foul Weather scenario
Removed unused ATC entries from The Deep scenario
Added red and green marker smoke effects
Added white phosphorus smoke effect

Prepar3D Scenery
Fixes and Improvements

Updates to Twentynine Palms, Randolf AFB, and Iwakuni airports
Fixed terrain crack and spike in northern Alaska"

http://prepar3d.com/news/2016/09/113700/

Inline advert (2nd and 3rd post)

#4297675 - 09/20/16 02:26 PM Re: P3D V3.4 Released [Re: trindade]  
Joined: Feb 2005
Posts: 499
mynameismatt Offline
Turn Dinosaurs into Noise
mynameismatt  Offline
Turn Dinosaurs into Noise
Member

Joined: Feb 2005
Posts: 499
Hudsonville, Michigan
Looks like a great update!


"For the scientist who has lived by his faith in the power of reason, the story ends like a bad dream. He has scaled the mountains of ignorance; he is about to conquer the highest peak; as he pulls himself over the final rock, he is greeted by a band of theologians who have been sitting there for centuries." - Robert Jastrow
-----------------
Currently Playing: Kerbal Space Program, P3d, and brainless 360 games.
#4297679 - 09/20/16 02:46 PM Re: P3D V3.4 Released [Re: trindade]  
Joined: Mar 2002
Posts: 14,410
Tom_Weiss Offline
Veteran
Tom_Weiss  Offline
Veteran

Joined: Mar 2002
Posts: 14,410
3rd Planet, Sun
I love P3D.

#4297713 - 09/20/16 06:14 PM Re: P3D V3.4 Released [Re: trindade]  
Joined: Dec 2008
Posts: 597
Boomer Offline
(v) Viper Driver
Boomer  Offline
(v) Viper Driver
Member

Joined: Dec 2008
Posts: 597
On it.


"Learning to fly the Falcon is just your ticket to the dance" - Pete 'Boomer' Bonanni.
#4298448 - 09/23/16 05:05 PM Re: P3D V3.4 Released [Re: trindade]  
Joined: Oct 1999
Posts: 1,271
specialksl Offline
Member
specialksl  Offline
Member

Joined: Oct 1999
Posts: 1,271
Baltimore, MD USA
They must have done some serious recoding because I am now playing with most everything maxed out and haven't gotten any studders. I do have the target FPS at 20 so I don't know if that has anything to do with it. I have tried it at 1920x1080 and 2560x1440 and they both look great.


Main PC: ASUS P8Z77 - Intel I7 3770K OC to 4.4GHZ - Thermaltake Water2.0 Pro
GeForce GTX 970
16 Gig G.Skill Ares DDR3
Samsung EVO SSD 500GB
Plenty of storage
Windows 7 64bit
ASUS PB278Q @ 2560x1440

SIMPIT: ASUS Prime Z370-A, I7 8700K, H80i-V2 watercooler
ASUS ROG STRIX RTX 2080
Windows 10 64bit
32GB 2400 DDR4 memory
Thrustmaster Warthog - 2-TM MFDs
Saitek Combat Rudder Pedals,4 -FIPs, TPM, Radio, Multipanel, Switch Panel, Pro Flight Yoke
3 - 32" Samsung monitors-1920x1080, 22" Samsung monitor
#4300457 - 10/03/16 12:14 PM Re: P3D V3.4 Released [Re: trindade]  
Joined: Dec 2001
Posts: 4,840
ricnunes Offline
Senior Member
ricnunes  Offline
Senior Member

Joined: Dec 2001
Posts: 4,840
Portugal
Yeap, I also seem to notice a considerable performance improvement with patch 3.4

#4300459 - 10/03/16 12:26 PM Re: P3D V3.4 Released [Re: trindade]  
Joined: Mar 2002
Posts: 14,410
Tom_Weiss Offline
Veteran
Tom_Weiss  Offline
Veteran

Joined: Mar 2002
Posts: 14,410
3rd Planet, Sun
One of the things I noticed over the years is that P3D gets improved without the developer bragging about it - and they patch bugs also very quickly, if you check the downloads regularly you will see new builds uploaded.

#4300544 - 10/03/16 06:14 PM Re: P3D V3.4 Released [Re: trindade]  
Joined: Jul 2001
Posts: 4,804
ST0RM Offline
Senior Member
ST0RM  Offline
Senior Member

Joined: Jul 2001
Posts: 4,804
Ten Mile, Tn
The machine I initially built to run DCS, is now going to get P3D in it's place.
Nice to see a dev keeping things fresh and current.

#4300560 - 10/03/16 07:04 PM Re: P3D V3.4 Released [Re: trindade]  
Joined: Mar 2002
Posts: 14,410
Tom_Weiss Offline
Veteran
Tom_Weiss  Offline
Veteran

Joined: Mar 2002
Posts: 14,410
3rd Planet, Sun
you will find yourself smiling a lot more now while you fly smile

I've started 9-10 years ago and it keeps getting better and better ...

#4300583 - 10/03/16 08:35 PM Re: P3D V3.4 Released [Re: trindade]  
Joined: Jul 2001
Posts: 4,804
ST0RM Offline
Senior Member
ST0RM  Offline
Senior Member

Joined: Jul 2001
Posts: 4,804
Ten Mile, Tn
I'm sure, Tom. Combined with FSX@war, I can get my combat fix in any global setting.

#4300587 - 10/03/16 08:48 PM Re: P3D V3.4 Released [Re: trindade]  
Joined: Mar 2002
Posts: 14,410
Tom_Weiss Offline
Veteran
Tom_Weiss  Offline
Veteran

Joined: Mar 2002
Posts: 14,410
3rd Planet, Sun
and have a lot of fun while doing it smile


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