Prepar3D v2.1 – дождались!!!

v21banner-640x105Ну что… дождались господа мы патча которого так сильно ждали. Поздравляю! Так же FlyTampa подтвердили что с выходом этого патча, все вопросы которые они задавали в адрес LM относительно новой версии симулятора были решены. Дело теперь за малым: PMDG, ASN и прочие разрабы,  ну и конечно же ждем 64-битную версию сима :). Да, забрать патчик размером 129 Мб или полностью новый инсталлятор можно в личном кабинете на сайте локхидов. Под спойлером список исправлений и пофиксенных багов.

Rendering, Performance, Backwards Compatibility, Weather and Clouds

Rendering Features Added

  • DirectX® 10 fallback hardware support for DisplayLink and other monitors
  • Dynamic shadows now can be enabled to render when you do not have tessellation (GPU Terrain) enabled
  • Further optimizations and enhancements to prevent microstutters that were reported
  • Further optimizations to the autogen and terrain paging system

Rendering/Performance Issues Resolved

  • Lessened the specular shine on terrain to help alleviate anti-aliasing on runways, roads and terrain
  • Fixed an issue where the HDR lighting feature could get into bad rendered states with extreme darkness
  • Lightened star and other reflections at night
  • Fixed an issue where Effect EffectParams didn’t turn off lights or effects
  • Fixed an issue where airport light beacons cast shadows
  • Fixed an issue where cloud and fog visibility was rendered at about half of what was set
  • Fixed an issue where terrain lighting and shadows could be in wrong direction
  • Fixed an issue where windsocks did not visibly change at all, always pointed North
  • Fixed a rendering issue where a white square was visible around the moon
  • Fixed an issue where boat wakes were not being rendered on certain AMD graphics cards
  • Fixed an issue where clouds could be seen through the horizon through thick fog
  • Fixed an issue where a black screen could occur with HDR Lighting feature enabled
  • Fixed an issue where a black screen could occur going in and out of fullscreen
  • Fixed a rendering issue where progressive taxi arrows were not rendering
  • Fixed a rendering issue where emissive objects were fogging inappropriately leaving artifacts on the sun and moon
  • Fixed an issue where the new dynamic shadows did not respect tiled textures
  • Fixed a large performance loss when main Prepar3D window did not have primary focus
  • Fixed a large performance loss when moving panel(s) to a second monitor
  • Resolved a few memory fragmentation issues

Additional Backwards Compatibility Features Implemented

  • Resolved a rendering issue where white boxes could be seen around Orbx FTX Global lights during the daytime
  • Resolved an issue where the Orbx FTX Global lights were not rendering along roads
  • Resolved an issue where Orbx FTX Global lights cast shadows
  • Resolved several legacy night apron/taxiway/runway approach lighting issues
  • Resolved an issue where custom photosceneries weren’t blending well with shorelines
  • Resolved an issue where light cone effects were rotating incorrectly about the z-axis
  • Resolved an issue where shadows and batches were rendering off on zero altitude batches

Weather and Cloud Issues Resolved

  • Fixed an issue where weather and cloud coverage issues with 7/8 in the UI not applying
  • Fixed an issue where cumulus type clouds received NO cloud bottoms from the cumulus01 bitmap
  • Fixed an issue where stratus and other clouds render at incorrect heights than what was set via the UI or SimConnect
  • Fixed an issue where only one texture from each cloud group was being used
  • Fixed an issue where during any WeatherSetObservation from SimConnect there was a “zero” altitude wind layer inserted at 75°C
  • Fixed an issue where in the basic weather UI, setting wind speed to none did not clear wind speed
  • Fixed an issue where rain and snow effects did not render across entire widescreen or multiple views
  • Fixed an issue where rain and snow effects did not render when moving locations within the same airport
  • Fixed an issue where temperature changes worked differently when set the same from SimConnect vs the in-simulation UI for non-GLOB observations
Controls

Additional Default Controller Profiles Added:

  • Saitek X52
  • Saitek X52 Pro
  • Saitek Rudder Pedals
  • Saitek Cessna Rudder Pedals
  • Saitek Combat Rudder Pedals
  • Saitek Pro Flight TPM System
  • Saitek Pro Flight Cessna Yoke
  • Saitek Pro Flight Cessna Trim Wheel
  • Saitek Pro Flight Yoke
  • ThrustMaster T.160000M
  • ThrustMaster T.Flight Stick X
  • ThrustMaster T.Flight Hotas X
  • ThrustMaster Joystick – HOTAS Warthog
  • ThrustMaster Throttle – HOTAS Warthog
  • Redbird JAY Rudder Pedals
  • Wireless Controller (Playstation 4 Controller)

Controls Issues Resolved

  • Fixed an issue where joysticks could disconnect mid-flight on Windows 8
  • Fixed an issue where flights started with full throttle regardless of the vehicle’s throttle position
  • Fixed an issue where SimDirector control settings were not importing/exporting from the user interface
  • Fixed an issue where joysticks remapped for iSimObjects but the keyboard did not
  • Fixed an issue where imported control setting profiles got merged with existing settings instead of overwriting them
SimConnect and Software Development Kit (SDK)

Added Features

  • Added additional getters for new methods to the camera system

Bugs Resolved

  • Fixed an issue that prevented the included ExternalSim sample from working
  • Fixed an issue where the included Cabdir tool in the SDK was not working

Documentation Updates

  • The PDK Rendering documentation was overhauled and several examples were added
  • The SimDirector documentation was overhauled and several examples were added
  • Fixed an issue where ISimObjectAttachments.h was left out of the SDK
  • Made several clarifications to the weather documentation that was causing confusion
  • The Weapons documentation was clarified and updated and the weapons and targetting gauge was included as an SDK sample

SimConnect Issues Resolved

  • Fixed an issue where SimConnect value “ELECTRICAL MASTER BATTERY” cannot be written
  • Fixed an issue where SimConnect FlightLoad was not working with .fxml files

Professional Plus Bugs Resolved and Documentation Added

  • Resolved a crash when setting Health Points with an Int datatype
  • Fixed an issue where SimConnect exceptions where thrown when removing an AI Weapon entity
  • Fixed several rendering issues where attached weapons could render behind aircraft
  • The weapons documentation was clarified and updated
  • Include weapons and target gauge as an SDK sample
Updates to Included Air Vehicles

IRIS F-22

  • Internal stores added to the visual model. (AIM-9X, AIM-120C, GBU-31 and GBU-39)
  • Left and Right AIM-9 bays coded to be independent of each other. Now work on Exit 3 and 4
  • Right Afterburner flame effect now independent of the left afterburner
  • Elevator effectiveness reduced for more stable pitch authority
  • Roll effectiveness reduced for more stable roll authority
  • Increased airspeed overstress value to more realistic values
  • Various internal code changes made to on-board systems
  • Updated various audio elements

Dino Cattaneo F-35A

  • More responsive auto-pilot
  • New effects
  • New, more-detailed pilot
  • New textures
  • Addition of a 2-D panel
Additional Features, Crashes and Issues Resolved

Installer Optimizations

  • Resolved an issue where the installer would report that it could not write value to complete to key

Added Features

  • Reverse order of sorting on favorite and date/time on load flight screen
  • Scenario startup screen enhancements

Resolved Crashes Within Prepar3D

  • Resolved the reported ‘Pure Virtual Function Call’ crash with AI traffic enabled
  • Fixed several issues where the scenery library could be causing crashes
  • Fixed several instances where the flight planner was causing hard crashes
  • Fixed a crash caused by sending incorrect object names through SimConnect
  • Fixed a crash caused by running Prepar3D.exe with the -cfgdir command line option
  • Fixed a crash where addon aircraft with incorrect LUA code could cause a crash in select vehicle screen
  • Fixed a crash where virtual cockpit mip/mapping could cause crashes with vehicles that cannot re-initialize their gauges

Miscellaneous Issues Resolved

  • Fixed an issue where instruments could disappear when using multiple monitors
  • Resolved an issue where boat pitch could be rendered incorrectly
  • Resolved an issue where planes could bounce on runways
  • Resolved a memory leak with aircraft sounds not being freed if no sound devices are present
  • Resolved an issue where the Scenery Library allowed for duplicate folder entries
  • Resolved an issue where the Scenery Library had un-removable required=false scenery.cfg entries
  • Resolved UI rendering spacing and visibility issues in the fuel and payload UI screen
  • Resolved UI rendering spacing and visibility issues in the Facility UI screen
  • Resolved an issue where some graphic settings were not getting written out to profiles
  • Resolved an issue where sound settings and deviced selected did not save out to profiles
  • Resolved an issue where users could not hear DME (morse) ident sounds
  • Resolved and issue where weapon cameras would not go to static when the weapon detonates on impact
  • Resolved several texture.cfg spacing issues in included aircraft
  • Resolved an issue where clickspots in Virtual Cockpits weren’t working
  • Resolved an issue where under bathymetry dynamic water a user could switch from sub to aircraft and could end up in an infinite crash loop
  • Fixed a growing memory leak entering and exiting UI screens
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