Prepar3d V2 Changelog (supposedly)

Read and report on flightsim developers progress of upcoming or completed products

Postby Kelvinr » Sat Sep 28, 2013 9:39 am

Hey guys,

Given my overwhelming interest in Prepar3d I scour the web for updates daily and found this, not straight from LH but looks convincing nevertheless.



Prepar3D v2.0 brings many exciting updates to the Prepar3D simulation platform
A new DirectX 11 rendering engine
SimDirector – a brand new, modern training scenario generation tool suite
The introduction of a new Professional Plus version of Prepar3D for military training
Updates to the digital rights management and licensing process
User interface updates, as well as many other exciting updates to the core platform
An updated SDK including many requested features and a new iSimObject API that allows developers full control over their SimObjects
Known issues resolved list
Rendering and Performance Improvements
The core rendering system in Prepar3D has been completely overhauled and updated from DirectX9 to DirectX 11. Prepar3D is now able to better take advantage of modern graphics hardware. This has two main benefits to the user, increased performance and control over what is displayed, as well as the ability to have modern rendering features added to the rendering engine.
Performance Improvements
Object Instancing

Instancing allows the rendering system to have graphics cards draw multiple copies of the same entity just once. This greatly improves autogen building and tree performance.
GPU Particle and Effect System

Effects are now simulated through the new GPU (graphics card) particle system
Training scenarios with much more effects rendered on the scene are now possible
Tessellated Terrain on the Graphics Card

The previous work being done to generate terrain mesh is now done on the graphics card.
Fully dynamic night and day light cycles
Terrain lighting is now able to be done dynamically on the card, whereas previous shadows and lighting had to be baked into the textures and reloaded when time changed
Terrain paging performance greatly improved
Trainees in fast flight scenarios will see their terrain paged in much quicker as it is being done on the graphics card
Multi-Threading Support

Visual scene and rendering optimizations are now be done on background threads
Shader compilation is now threaded out which greatly reduces stuttering effects that some users had with previous versions
Resources are now able to be shared between views
A single update can be shared across virtual cockpit views greatly increasing performance with multiple views open
Round world coordinate conversion now able to be done on the GPU
Visual Rendering Engine Improvements
Prepar3D Now Has an Updated Real-Time Shadow System

Fully dynamic variance cascaded shadow maps
Supporting an unlimited number of objects receiving and casting shadows inside shadow range
Full support for object self-occlusion, including virtual cockpit self-shadowing
Terrain able to receive and cast shadows in real-time
Soft shadows support through separable blur pass filters
Day and night cycle support within the shadow system
Weather support (lightning able to affect shadows) (currently in work, not in this beta)
Clouds able to cast shadows (currently in work, not in this beta)
A Modernized Lighting System

Through tone mapping, views are now able simulate the effect of your eyes adjusting to the brightness of a scene
Improved simulation of night visibility
Bloom lighting effects greatly improved
A Vibrant New 3D Living Water Surface

Dynamic 3D waves and water surface based on weather conditions and wind speed
Water lighting and shading improved for greater realism
SimObjects will extrapolate their position off the waves (currently in work, not in this beta)
Volumetric Fog and Cloud and Weather Improvements

The appearance of flying through fog and clouds has been greatly improved
Light is now simulated as it passes through visibility and cloud layers defined in the Prepar3D weather system
Specular Lighting Terrain Support Enabled

Land classes now have specular values that will affect how they reflect light (for example, snow and roads now reflect light differently, snow is shinier, etc.)
Improved control over anti-aliasing up to 8x MSAA and FXAA support
Global anisotropic filtering support up to 16x
A Modernized Full-Screen Mode
Fullscreen mode is now non-exclusive

The mode switch is much faster
Windows can span more than one monitor in full-screen mode
Plugins can create their own windows
Bringing up the kneeboard or ATC windows won’t cause delays in fullscreen mode as they used to
Prepar3D Professional Plus for Military Training
In addition to the academic and professional licenses of Prepar3D, a new Professional Plus license has been released to support military training. Professional Plus brings an extensible military weapons training capability, as well as Learning Management System interfaces.
A fully-configurable, dynamic weapons system has been added to Prepar3D to allow our military-focused customers the ability to perform weapons-based training using Prepar3D. Support for targeting, bombs, missiles, guns, and countermeasures are included, as are examples to show you how to implement features in your training.
Generic and Extensible Weapon System Functionality

Add weapons features to existing vehicles or build features into newly developed vehicles
Weapons can be generic or implemented through the new SimObject API
Targeting can be accomplished programmatically or through mouse-clicking
Attached objects dynamically influence the owner object until release
Dynamic scoring and object health system implemented
Including damage to objects in the area surrounding a point of weapon impact
Weapon Control system implemented
Includes aiming, safety enable/disable, and weapon select added
Supports Manual and Automatic Aiming/Targeting
Two new SimObject types have been implemented
Weapon SimObjects: Projectiles, Missiles, Bombs, etc.

Configurable Propulsion and Aerodynamics xml files to quickly develop and configure created weapons
Easily attachable to parent SimObjects through xml
Externally to a modeled pylon or right to the vehicle model
Internally to a modeled weapons bay
Countermeasure SimObjects

System implemented for measures or actions taken to counter or offset another one (i.e. chaff and flare)
Countermeasures affect weapon targeting
Guns

Manual and Automatic Turret aiming
Configurable Ballistics Tables for customization of ballistic characteristics
Configurable impact effects based on impacted object type
Included Weapons Gauge Sample

Example Gauge interface to weapons, guns and countermeasures
All Weapons controls integrated into gauge
Populate and display nearest targets
Show weapon configuration for specific SimObject (station and load out information)
Military AI Content added to Help Users More Rapidly Build Military Scenarios
Military AI Behaviors Added

Attacker
Combat Air Patrol
Combat Air Support
Pursue
Search and Track
Wingman Formation Flight
Learning Management System Tools

Implemented interface for launching flights
Created services for Flight/Lesson Status
Updates to the Digital Rights Management and Licensing process
The Prepar3D licensing and digital rights management (DRM) has been updated to allow users greater control over their licenses and to make the process easier for users to uninstall and reinstall or change their computer hardware.
New digital rights management (DRM/licensing) control:

Automatic license deactivation during uninstall. Allows users to uninstall Prepar3D and transfer the license to another computer without having to contact technical support
Increased hardware modification leniency allows users to modify their hardware without always triggering a need for reactivation
Licensing interface clarifications to better describe activation options
User Interface Updates
We have received a lot of feedback on the user interface of Prepar3D and have made many changes to improve the layout, the functionality, and the look and feel of how you configure Prepar3D.

A startup screen option has been introduced that allows trainees to pick initial conditions and graphical profile settings (currently in work, not in this beta)
The graphical user interface design has been refreshed for version 2.0
The default graphical setting profiles have been removed, and users now have the ability to configure and name their own custom graphical setting profiles
A new Quick Time menu option that lets the trainee dynamically change the time of day of their training
The select vehicle screen has been redesigned with a 3D preview, a new way to browse, and the ability to add favorites
The load and save flight screens have been redesigned to make it much easier to organize large collections of flights
Controls Settings Interface Update
Added a search capability to quickly find relevant controls
Added sorting for SimObject Events
Added sorting for Weapon Events
Additional General Updates to the Platform

Added the ability for customers to customize the menu and context menu items that trainees see and are able to access by allowing them to remove menu options via a config file or the command line
Added a new pause mode “Host Freezeâ€￾ where only the position of the ownship is frozen
Added a new pause mode “Entities Freezeâ€￾ where the position of all entities in the simulation are frozen
Consolidated the in-app Learning Center and the SDK Learning Center into a more friendly windows help format
Flight File (.flt) is replaced with an XML wrapped version (.FXML) to support great flexibility and customization
An error is now displayed to the user when their dll.xml is corrupt and cannot be loaded
Across the board updates to the windows and panels system

Users can now create and customize cameras at run time through a dedicated user interface
The Virtual Cockpit can now be made transparent
Cameras can now pan to defined points of interest
Per-view Render able Object Filtering has been added so users can filter out what should be and shouldn’t be drawn in specific views
Field of View settings for Cameras have been added and can be configured in the camera.cfg entries
Camera definition options in the camera.cfg have been streamlined
Custom post-process effects can now be added to windows and chained together via the Camera.cfg or at runtime
SimDirector: Mission Creation Tool Suite
A new set of tools was required for the rapid creation of training scenarios. SimDirector eclipses the legacy Object Placement Tool and adds drag-and-drop support and a new virtual instructor for more dynamic delivery of training feedback to trainees using Prepar3D.
General Information

A WYSIWG Modernized User Interface
Ribbon Interface for tool organization
Dock-able Framework to enable a user customizable workspace
Objects and actions and triggers are able to be dragged and dropped into the world
Dynamic Mission Validation Provides Feedback as Missions are Created
Areas of Interest support for quick navigation of the Prepar3D world
Object Transform Gizmos for translation, rotation, and scaling of Mission Objects
Snap to selected object button to enable quick object editing
Mission Object and Logic Property Editing

Attributes including description and location
Mission Object and Logic references are easily accessible and updated
Mission Object List Interface

Separate Lists for Library and Mission Objects
Expandable Tree view based on object type for quick navigation through lists
Text based filtering based on Object Title
Object placement using Drag-and-Drop (with drag gable previews)
Preview object in thumbnail so reviewing objects is accessible
Two Separate Views for editing the world
Map View

Mouse wheel zoom and pan for effortless world navigation
Icons for mission objects when zoomed out
Object view

3D view of placed Objects
Waypoint Editor Interface

Dynamically create multiple Waypoint Lists
Create waypoints by clicking on Map view or from user interface
Waypoint connectivity visualized for manageable list editing
Waypoints are draggable for effortless list creation
Move Waypoints from one list to another
Easily assign Waypoint lists to AI Objects
Two Separate Modes for Mission Creation
World Editor Mode: Object Placement and Interaction

Allows for free movement around the world detached from own ship
Preview Mode: Preview Mission and use the Virtual Instructor

Dynamically change simulation speed
Pause AI Objects during Mission Preview
Monitor simulation variables to support debugging missions
Mission Step Recorder

Configurable recording of flight and user inputs
Converts user inputs (discrete and continuous) to Mission Steps
Mission Environment Editing enabled from within SimDirector

Own ship
Location
Weather (User-defined or theme)
Time and Season
Software Development Kit (SDK) Enhancements for Developers
The Prepar3D software development kit (SDK) has been greatly enhanced for v2.0. A new iSimObject API has been created to allow developers full control over the SimObject implementations. Several enhancements have also been made to the modeling tools, the gauges and panels system, as well as requested additions from our developer network and forum users to the SimConnect interface.
General Updates

Streamlined the SDK content and examples to make it easier to find relevant information
External SimObjects can now participate in ATC
SimObject API Implementation

Create a simulation object (SimObject) complete with customized behaviors, input properties (also referred to as events or triggers), and state properties (also referred to as simvars or simply properties)
Custom events created for your simobject implementation can be configured for joystick, keyboard, and mouse use
Samples and Prototypes Included in the SDK
SimpleCar: Basic SimObject implementation
Car: Medium Complexity SimObject implementation
SimpleAirplane: Flight Dynamics Example
Professional Plus Specific Samples:
Countermeasure: Countermeasure Object implementation
Missile: Missile Object implementation
WheeledTank: SimObject with weapons
SimConnect interface enhancements

Added METAR readable parameters to SimConnect weather requests
Added -RA, RA, +RA, -SN, SN, +SN, TS, TSRA, +TSRA, -FZRA, FZRA, +FZRA to METAR output that will readable be between winds and clouds data
Added additional interfaces to read
Aircraft carrier properties
Scenery Complexity slider settings
Shadow settings
The actual eyeposition in LLA PBH
Joystick controller enable/disable functionality to SimConnect
Prepar3D version and license type information
SimConnect can interface with camera views and can now move, size, undock, dock, zoom, rotate, open, close, change and update the FOV.
Gauges and Panel SDK updates

XML gauges can now draw curved paths
LUA scripting can now be used for Gauges and Panels
Added the ability to create custom Render Textures and Post Processing for Windows and Cameras.
Plugins can define a texture and render into it using D3D11
Plugins can apply custom D3D11 Rendering to the output of a view
Custom post process can be defined via XML and XLSL without requiring a plugin
Added Render To Texture Gauge type and Removed DirectX 9 C gauges. (Replaced by Render To Texture Gauges)
Added Prepar3D Development Kit (PDK) interface for window and camera control.
Window Control: Open, Close, Resize, Move, etc.
Camera Control: Position, Orientation, Field of View, etc.
Modeling SDK Updates

Modeling tools updated to include 64-bit support
3D Studio Max 2012 and 2014 modeling tools support
XtoMDL tool updated to allow more than 65,000 polygons
RadarSignatures can now be used as an object filter for gauges

XML Gauge Maps: ObjectDetailLayerVehicles – 0×10=Vehicles with a Radar Signature
ITrafficInfo:Filter – TRAFFIC_FILTER_RADAR_SIGNATURE=128 (Takes precedence over all other filters)
Field of View (FOV) can now be defined in the Camera.cfg
Terrain Import Tutorial Added
Known Issues Resolved
The Prepar3D development team constantly monitors the support forums for improvements to the platform, as well as leveraged feedback from the Prepar3D developer network. The issues below were brought up by various developers or forum members.

The ATC and other windows now allow keyboard controls to be passed through to the simulation
Fixed a bug where terrain was reloaded when you changed graphical settings that did not need a terrain reload
Fixed a user-reported issue where the ATIS frequency and Tower Frequency were conflicting for AYPY
Multiple Issues with the Flight Planner Have Been Resolved:
The Flight Plan Default title now populates and saves correctly
Flight Plans saved from a legacy application without titles now show in the Prepar3D Flight Planner
Fixed an issue where many joysticks would have their throttle mapped to an incorrect axis by default
Fixed an issue where the SimConnect variable SIMCONNECT_GROUND_INFO_LATLON_FORMAT_METERS returned the lat value in radians instead of the correct value of meters
Fixed an issue where planes with multiple engines weren’t having their flight hours saved in the log book
Fixed an issue where the Scenery Library could crash if the scenery.cfg file had a “Required= entry
Fixed an issue where the Kneeboard and ATC window could render with an incorrect orientation if a monitor had its screen orientation rotated in Windows
The phrase “Free Flightâ€￾ has been removed or clarified in all documentation
UISettings.xml has been moved to “AppData/Roaming/Lockheed Martin/Prepar3D v2/â€￾
Fixed an issue where the ShowUserLabel flag in the Prepar3D.CFG file was not getting properly saved
Aprons and Taxiways will now respect the drawSurface flag to disable their rendering in the simulation if specified by a scenery developer
Fixed an issue where there was a 4x rotational limit enforced even when a user selected a runtime sim rate greater than 4x
Fixed an issue where the multiplayer port range would change back to 6112-6122 when changed to be outside of that range
Fixed an issue where you could be sent to the wrong StartPoint from the SelectAirport screen
Fixed an issue where IFROnly was not getting properly saved to the Prepar3D.cfg


Source: http://www.simflight.de/2013/09/23/prepar3...-beta/#comments
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Postby Ian Warren » Sat Sep 28, 2013 9:56 am

This may become the sim of this early century , but to many holes in it still , all the payware out there and or the freeware sites , you don't see any design built on this FS base .. bit like a cold fish at the mo ...
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Postby scaber » Sat Sep 28, 2013 11:45 am

Sounding good. I've been thinking that V2 will be the one to go for and this information tends to confirm that. Will wait and see with eager anticipation!! biggrin.gif

Thanks for sharing.
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Postby toprob » Sat Sep 28, 2013 12:04 pm

If this ever eventuated, it would be a very impressive sim. Some of these features have been mentioned by P3D on their forum, but the rest I'm a bit wary of. A couple of things stretched my credibility a bit, not least of which is that a couple of the features attributed to FSX/P3Dv1 are not actual features, and I'm always careful when I see Weirdly Capitalized Words randomly Interspersed for No particular Reason...

Even looking at the few comments from LM developers, it'll be a game-changer.
From Zach Heylemun:
QUOTE
The new rendering engine is significantly more modern than the engine from Flight.[/quote]
A lot of people liked the Flight rendering engine compared to FSX...

And in the same thread, from Beau Hollis:
QUOTE
Sorry. I can't post any v2 screenshots just yet, but here is a little info. In V2 we do terrain lighting and mesh generation dynamically on the GPU. Fast flight terrain paging performance is much improved as a result. By leveraging D3D11 texture arrays, hardware instancing, and tessellation, we can draw the terrain and water for the entire globe in one draw call. (No promises that we will ship it as one draw call because it may be more optimal to break up, but it's pretty exciting that it's possible with D3D11.) In addition, we encode the land class into the elevation model which allows us to shade differently for each land classification. (e.g. snow will appear shiny in the regular scene and cold in the IR sensor scene.)[/quote]

If used for autogen, instancing should give a major improvement in performance over FSX, just for starters. There's always the risk of going overboard with D3D11 features at the expense of realism -- if you've seen the Unigine Valley benchmark/demo, then you'll probably know what I mean -- it's stunning, awesome etc, but the real world isn't always like that, sometimes it's just plain dreary, and I like to see it that way sometimes. There's also a shift to more procedural visuals, which is great in video games, but isn't as acceptable in a simulator -- a lot of people don't like X-Plane because of it's procedural emphasis at the expense of custom photo textured airports etc.

Still, a modern simulator built on FSX would certainly keep simming alive for a long time.
Last edited by toprob on Sat Sep 28, 2013 12:06 pm, edited 1 time in total.
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Postby cowpatz » Sat Sep 28, 2013 12:33 pm

Kelvinr wrote:
QUOTE (Kelvinr @ Sep 28 2013,9:39 AM) <{POST_SNAPBACK}>
Updates to the digital rights management and licensing process


If this is what I think it means then Hallelujah!!! Finally sanity can return to the FS various forums.
Remember the 50-50-90 rule. Anytime you have a 50-50 chance of getting something right, there's a 90% probability you'll get it wrong!

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Postby AdrianPetford » Sun Sep 29, 2013 9:16 pm

If that turns out to be genuine, it'll be a big step up from v1.x which was already a marked improvement on FSX.

I've dropped my P3D subscription for now but have always intended to go back when v2 is released. According to their forum, it will definitely be out this year.

I'm eagerly looking forward to the first reviews.
Last edited by AdrianPetford on Sun Sep 29, 2013 9:17 pm, edited 1 time in total.
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Postby Timmo » Mon Sep 30, 2013 8:53 pm

Wow, some nice enhancements to the terrain and lighting system there.....here's hoping that the majority of what is written there is actually true. Any update on when V2 lands?
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Postby Kelvinr » Mon Sep 30, 2013 9:33 pm

Timmo wrote:
QUOTE (Timmo @ Sep 30 2013,9:53 PM) <{POST_SNAPBACK}>
Wow, some nice enhancements to the terrain and lighting system there.....here's hoping that the majority of what is written there is actually true. Any update on when V2 lands?


Sometime between now and January 1st 2014.

Looks like this is what most people have been waiting for, for years. If they actually bring back the start screen like in FSX you know they're on the right path because this would indicate they're listening to the community. Looking forward to it, looks like developers will have their hands full with the apparent enhancement possibilities.

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Postby AdrianPetford » Tue Oct 08, 2013 11:13 am

Lockheed Martin have released some official information on P3D v2.0 including screenshots - and it looks awesome!

http://www.prepar3d.com/news/2013/10/4507/
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Postby toprob » Tue Oct 08, 2013 11:22 am

Yes, considering the screenshots are 'default' P3D, it'll be a major step forward.
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Postby Kelvinr » Tue Oct 08, 2013 12:14 pm

Oh yeahhhhh!!
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Postby cowpatz » Tue Oct 08, 2013 12:25 pm

Time to update that graphics card and regret not buying a hyperthreading CPU because FS9, FSX couldn't utilise it smile.gif
Remember the 50-50-90 rule. Anytime you have a 50-50 chance of getting something right, there's a 90% probability you'll get it wrong!

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Postby Charl » Tue Oct 08, 2013 4:05 pm

All right, so is anyone working on Reincarnation III of NZ mesh, landclass and all airports yet??
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Postby cowpatz » Tue Oct 08, 2013 4:38 pm

Yeah what will and what wont work with DX11?
Remember the 50-50-90 rule. Anytime you have a 50-50 chance of getting something right, there's a 90% probability you'll get it wrong!

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Postby Timmo » Tue Oct 08, 2013 6:14 pm

I would assume most of the terrain stuff would work as is as that's just changes to how it's shaded/rendered? The base data format is pretty good/efficient from what I understand of it.
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