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What simulator will you be using end of this year?


Aerosoft Team [Inactive Account]

What sim will you be using at the end of this year? / Welcher Simulator wird von dir am ende des Jahres genutzt?  

1129 members have voted

  1. 1. What simulator do you expect to be using at the end of this year? / Welchen Simulator wird von dir am ende des Jahres genutzt?

    • FS2004
      23
    • FSX:SP2
      333
    • FSX:STEAM
      103
    • P3D V2
      86
    • P3D V3
      611
    • XP 9
      1
    • XP 10
      225


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  • Aerosoft

Gents, would you be so kind to click (one or more) choices in this quick poll? Please note we are NOT interested in what you use right now but what you expect to use at the end of this year. With Prepar3D V3 we are looking at a vastly improved version of that simulator so the landscape is again changing!

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Würdet Ihr bitte so freundlich sein eine odere mehre Simulatoren auszuwählen, welcher Ihr am ende des Jahres glaubt zu nutzen.
Wichtig, nicht was Ihr derzeit nutzt.

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"vastly improved version"

I have been struggling in the last few weeks whether i should buy Prepar3D v.2 or not. What is so special about v.3? Right now i am using the FSX SP2 with DX10 Preview and it seems that i am at the end of the performance scale. Which means with my system (in the signature) i get a really great looking sim with about 20-30 frames.

Prepar3D v.2 seems to have better lighting and way better performance than the FSX version. So i would like to know what v.3 will do.

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  • Aerosoft

Requested Features and Enhancements Implemented in Prepar3D v3


The Prepar3D v3 update brings all new features to the platform, rendering and performance, SimDirector, and the SDK. The platform has been overhauled to take advantage of the latest development tools to increase performance and stability while streamlining future development. Optimizations and visual improvements to the rendering engine increase immersion to a whole new level. New development features, including the Scaleform SDK, provide developers even more flexibility to create new and exciting content for Prepar3D's ever increasing user base. A completely new way to interact with the platform has been added with the addition of Avatar mode. Avatar mode opens up endless new training possibilities including vehicle inspection, maintenance, and safety scenarios. Prepar3D's scenario creation tool SimDirector has also been enhanced with a new scripting system opening up possibilities to create more complex training scenarios.


General Platform Updates

Autodesk® Scaleform® Integration

  • Gauges and panels as well as scenario object content can be built using Adobe® Flash® and integrated using Autodesk Scaleform.
  • Several UI screens have been replaced with Scaleform implementations such as the ATC window, the Menu System, the InfoGen, and Menu Prompts. These aforementioned UI can be themed by third party developers.

Avatar Mode

  • Enter and exit vehicles in Avatar Mode
  • Avatar fully controllable in first and third person views
  • Third party avatar support

Updated User Interface

  • New default theme for v3
  • Fixed UI layouts, position bugs, and improved overall usability
  • ATC window now transparent and can be docked into main view
  • Menu system performance and appearance improved
  • InfoGen readability improved
  • Fixed bug in menu system where blank entries could be created
  • Fixed a bug where drop-down menu state would not always update while open
  • Added close buttons to docked views when window titles are enabled (feature was always present but no visual indicator existed)
  • Default scenario is now visible in Load Scenario screen
  • Fixed a bug where Prepar3D.cfg setting 'ShowATCText' was not enabling ATIS captioning
  • Fixed a bug where Prepar3D.cfg settings for ATC message color customization was not being respected
  • Fixed bug with InfoGen where text would not appear when pausing or entering slew after changing start page to 0 in scenario
  • Fixed issues with modifying default and favorites in save and load screens
  • Load scenario page now shows vehicle name along with scenario description
  • Trimmed down amount of menu items in certain cases including multiplayer and the context menu
  • Fixed bug with Flight Planner that would prevent a flight plan from saving out if it was between two airports with no intermediate waypoints
  • Fixed bug with certain text boxes where pasting text would not respect current selection and incorrectly move cursor
  • Fixed bug where undocking a message view would instead undock the main view
  • Fixed bugs with Scenario Startup screen where weather theme changes would apply when clicking cancel and user defined weather would not get applied when changed
  • Fixed bug that prevented multiplayer menu items from being added to customized menus
  • Fixed bug with Scenario Startup screen that prevented vehicle selection background from updating with the time of day
  • Enhanced ATC window to provide feedback when ATC communication is disabled, i.e. Sim Paused, No Electric, etc.
  • Fixed bug with ATC window that prevented UI from refreshing when switching from an AI camera back to the user
  • Updated graphics profile UI and added prompt when attempting to save over existing profiles
  • Time Preview window now takes up less space and readability improved
  • Updated visual style of scroll buttons to be more clean
  • Instrument Panel menu option now disabled if vehicle has no panels
  • Added restrictions on what items can be accessed during Structured Scenarios (default restrictions can be overridden by developer)
  • Removed redundant UIs used when importing and exporting controls
  • Reassigned menu shortcut keys to remove duplicates
  • Added Settings button to main menu screen
  • Fixed bug where "Esc", "Spacebar", and "Enter" keys would not function in Scenario Startup screen
  • Changing full-screen resolution while in full-screen now immediately changes resolution
  • Fixed bug with category selection in Settings menu
  • Fixed bug with UI scaling at low resolution and high DPI settings
  • Made OK/Cancel button alignment consistent across screens
  • Updated About Menu

Platform Improvements

  • "Flights" terminology has been changed to "Scenario" better reflecting Prepar3D's full land, sea, and air training capabilities
  • Fixed controller/joystick dropping issues with Windows 8.1
  • Fixed multiplayer issue preventing user log out when exiting
  • Multiplayer NET_VERSION correctly incremented to prevent different versions connecting with each other
  • Fixed a bug where the main view could be closed while window titles were enabled
  • Fixed bug where crash would occur when entering invalid license
  • Fixed bug where thumbnail images for scenarios and aircraft would not match correctly
  • Fixed bug where piston engine failure could reverse itself back to 100% health
  • Fixed and updated multiple areas in the Learning Center
  • Added more options in Scenery.cfg to accept more variables
  • Fixed bug causing certain library objects to be rendered in wrong locations
  • Fixed issue with multiplayer weather serialization
  • Oculus Rift VR headset fully integrated into core. Headset now appears in camera mode list if connected.
  • Fixed scenario reset bug where full scenery reload would occur when not required
  • Added content error reporting for gauge loading errors
  • Fixed an issue when deleting a scenario from the Load Scenario screen, the xml file would not get deleted from the Prepar3D v3 Files folder
  • Fixed focus issue with multiple views. Would sometimes cause the camera to change on the wrong view when using context menu
  • Panel-only prevented from being set on non-main views
  • Fixed bug that would cause frame drops when hitting escape during instant replay playback
  • Fixed bug that would cause full scenery reload to occur even when not moving vehicle
  • Fixed bug where application icon would not appear in taskbar when booting into multiplayer
  • Fixed bug that would always prevent user from entering lobby when booting into multiplayer
  • Fixed bug where TowerController could spawn on the ground in multiplayer
  • Added greater customization of InfoText appearance
  • Scenario captions now on by default
  • Fixed bug where child views could become panel-only after being opened
  • Scenery library items which cannot be found are now prompted for removal
  • Fixed bug that would prevent Scenario Briefing from being displayed in certain cases
  • Fixed bug that would prevent pilot records from updating
  • Fixed crash that would occur from misconfigured weapons and pylons
  • Fixed weather serialization bug in multiplayer
  • Fixed bug that would cause custom camera zoom levels to save out incorrectly
  • Invalid flight plans are now prevented from being saved
  • Fixed bug where non-unicode languages would alter starting location
  • Fixed bug with booting into multiplayer from command line that would prevent scenario from loading
  • Fixed bug that prevented cockpit button picking from working in FS9 BGL models
  • Changing default scenario now immediately writes out to the Prepar3D.cfg
  • Fixed bug that would prevent thunder sounds from being audible
  • Updated vehicle load failure popup to relay when user will be placed in viewer sim
  • Fixed issue that caused instability when using hoist and sling features
  • Fixed docked view positioning bug when undocked views were opened
  • Undocked views now position themselves on top of other open views
  • Change low speed thrust limit on propeller in order to better blend the low and high speed thrust calculations
  • User tips now enabled by default
  • Fixed bug that would cause the WindowPlugin system to hang when changing between certain vehicles during a crash sequence
  • Fixed bug where slew would not disengage when entering Instant Replay
  • Fixed bug where changing the assignment of the "esc" key would not register
  • Fixed bug that caused XBox 360 controller triggers to register as z-axis on first assignment
  • Added Camera Center Offset to camera configuration

SpeedTree Integration (IDV Inc.)

  • Platform now supports SpeedTree models which are high quality 3D trees, with wind animations and smooth LOD transitions
  • SpeedTree models can be placed using SimDirector

New Content

  • Virtavia Sikorsky H-60 Black Hawk
  • India India Alpha Foxtrot Echo F-35A
  • 18 new scenery library models of 3D trees (powered by SpeedTree)

Rendering and Performance Updates

Updated Visuals and Performance

  • Updated HDR to increase default brightness and enhance color clarity
  • Developed animation blending support enabling lifelike avatar animations
  • Cube map render added to system enabling real-time reflections on objects
  • Fixed issues with water reflections that were affected by secondary views
  • Fixed bug with non-tessellated terrain that would prevent ground detail flag from being respected
  • Fixed visual bug with ground normal particles
  • Fixed bug where taxiway lights would shift at large airports
  • Removed old sun glare effect
  • Fixed issue where virtual cockpit night lighting would not work as expected
  • Fixed issue where global environment map would fail to load in some cases causing aircraft to look dull
  • Fixed shadow issues seen with bathymetry enabled
  • Added alpha write option for virtual cockpit panel textures
  • Fixed bug where GPU terrain would shift at high altitudes
  • Fixed light scaling issues
  • Fixed issue that would prevent models from instancing in certain situations
  • Fixed bug where applying vsync with triple buffering would cause rendering to freeze
  • Fixed bug where shadows would not display properly on non-tessellated terrain
  • Improved memory management reducing overall VAS usage and spikes
  • Fixed bug that caused different objects to burn through fog including the sun, moon, galaxy, airport lights, and lens flare
  • Fixed bug where material NO FOG setting was not always respected
  • Multiplicative particles now fog correctly
  • Fixed bug where pre-lit objects disabled fog
  • Fixed water rendering issues while using non-tessellated terrain including reflection appearance and shadow brightness
  • Optimized texture unloading during loads
  • Unused terrain detail textures no longer loaded
  • Added modifiable saturation effect to HDR enabling greater customization of visual appearance
  • Fixed bug that would cause panel transparency to also affect virtual cockpit panels if Mipmap VC Panels was enabled
  • Fixed issue where certain clouds would disappear at certain camera angles when on the ground
  • Exposed bloom material scalar to Prepar3D.cfg to allow finer control of bloom
  • Fixed bug that would cause fog to flicker when changing views
  • Fixed bug where fog would not respect ShowWeather flag in camera config
  • Fixed bug with fog appearance in reflections
  • Overall shader optimizations for increased performance
  • Fixed bug where certain scenery effects would only occur during the day
  • Fixed bug where landing lights would draw incorrectly at steep angles
  • Fixed bug where HDR and FXAA would not applied for one frame when switching views
  • Fixed crash bug that could occur when opening multiple views in quick succession
  • Fixed bug with wave animation wind offsets

Enhanced Particle System

  • Optimized particle system by better utilizing GPU and system resources by reducing CPU side work, supporting indirect draw calls, and improving sorting algorithms
  • Fixed issue where certain particle effects would not render due to prioritization errors
  • Fixed bug with particle lifetimes
  • Fixed z-fighting issue with particles using same emitter
  • Fixed issue where certain aircraft light emitters would not be deleted
  • Fixed bug where extrusions would not connect properly with certain effects

Enhanced Multiple GPU Support

  • Fixed bug where lights would not draw correctly multiple GPUs
  • Fixed bug where batched scenery objects would flicker across multiple GPUs
  • Fixed bug where scenery objects would not correlate correctly across multiple views
  • Fixed issue where effects would not synchronize properly between multiple GPUs
  • Fixed bug where particles and extrusions would flicker and get out of order in SLI

SimDirector Updates

  • Added Lua scripting support to SimDirector. Scripts can be fired through actions and ScenarioVariables can be used enabling more complex scenario logic
  • Full avatar support in scenario creation. For example, the avatar can be referenced by other objects and can be given waypoints.
  • Added scenery import and export support in SimDirector. BGLs can now be created from scenarios with scenery in SimDirector which greatly simplifies the scenery creation process
  • Visual Path object added which can be attached to moving objects or waypoints
  • Fixed bug where hang would occur occasionally when exiting backstage
  • Updated internal error checking to prevent intermittent crashes
  • Fixed bug that would prevent mobile scenery from appearing in preview window
  • Fixed waypoint placement issue that would prevent waypoints from being placed close to other objects
  • Fixed validation bug with timers
  • Fixed issue where mouse cursor state would not change in certain cases
  • Fixed bug with Menu Prompt Trigger that caused windows to close prematurely
  • Fixed bug that prevented Jet Fighter Time Trial from loading in SimDirector
  • Fixed tabbing issues in Catalog UI
  • Fixed crash that would occur when attempting to play back VI session while in Virtual Instructor mode
  • Fixed bug where sound would distort when entering SimDirector
  • Fixed hang that would occur when booting directly into SimDirector
  • ATC menu no longer stays open when entering SimDirector or switching SimDirector modes
  • ThreatDome models added to object catalog
  • Color property now supports alpha (e.g. Focal Point Color, Area Definition Color, On Screen Text Color)
  • Fixed bug where SimDirector camera would be changed when switching the time of day
  • Fixed bug with failure system index that would cause all instances to trigger when index of "0" was used
  • Fixed bug where effects played in preview mode would persist when leaving preview mode
  • Removed empty scenery objects
  • Fixed bug that would cause a crash when entering SimDirector with auto validation on
  • Fixed issue with ViewChangeAction that would prevent camera list from repopulating when loading new scenarios
  • Fixed bug with POI scaling
  • Fixed bug that would cause app to be disabled when pressing Ctrl+V in a group
  • Enabling mouse yoke no longer prevents SimDirector controls from functioning
  • Triggers now have OneShot set to false by default
  • Improved scenario save and load times
  • Scenario no longer unpaused when starting recording playback
  • Fixed issue where help button was not selectable in undocked views
  • Fixed catalog view to show selected object when using arrow keys to navigate through menu
  • Fixed issue where SimDirector could crash if closed while changing modes
  • Scenarios can now be saved in .spb format
  • Snap to ground is now a global setting
  • Minor errors in scenario .xml files no longer prevent scenario from loading
  • Updated SimDirector settings page appearance and added options to enabled error logging
  • Scenario error logging now on by default
  • Fixed resource path issues that could occur when modifying scenarios in both core Prepar3D and SimDirector
  • Fixed issue where sounds in sound subfolder would prevent scenario from being previewed
  • Improved scenario loading times
  • ScenarioMetaData no longer required but still recommended
  • Validation window now opened if validation errors are reported during a mode change and user cancels
  • Fixed issue that could cause SimDirector to slow down after prolonged use
  • Object titles in Scenario Visualization now show ellipsis when string is too long to fit instead of just clipping out
  • Fixed crash that could occur on shutdown caused by invalid objects being accessed
  • TargetPlayer now settable in actions that can occur in multiplayer scenarios
  • Fixed bug that would prevent DisabledTrafficAirports Descr from updating
  • Failure Action no longer shows systems that are not applicable to current vehicle
  • Fix crash that could occur when loading scenarios with invalid containers
  • Modified FlightRealism object to prevent users from opening the Flight Planner, entering slew, and changing location, vehicle, or fuel during Structured Scenarios
  • Added WorldRealism object to prevent users from changing world settings (weather, time) during Structured Scenarios
  • Fixed bug where SimDirector UI styles would be applied to core application when leaving SimDirector
  • Updated OnCompleteActions to support multiplayer concepts including IsGlobal and Triggering
  • Triggers now have one shot set to true by default
  • Fixed bug where switching between an entity and scenery object would not correctly update the preview window
  • Fixed bug where Scenario Name and Description would be changed when leaving Preview mode with legacy flight (FLT) files
  • SimDirector window title now uses the File Name instead of Scenario Title
  • Fixed crash that could occur when bringing an item in the History into view
  • Failure Action can now be applied to specific subsystems
  • Fixed bug preventing weather settings from being respected in SimDirector
  • Added message box to show when LoadScenarioAction would fire in Preview Mode
  • Fixed issues with resource path when saving the same scenario both in and out of SimDirector
  • Fixed bug that caused placed objects that were scaled in SimDirector to cull out prematurely

SDK and SimConnect Updates

  • The ATC, Menu System, and InfoGen support third-party skinning through the Scaleform SDK
  • SimConnect_WeatherRequestCloudState now returns correct range of values
  • Fixed bug with SimConnect_AIReleaseControl not fully releasing control of AI
  • Enhanced ISimObject property management
  • Additional improvements to path configuration files to support third party developers
  • Multiple configuration files added to support the path configuration system
  • Added command line parameters for developers to add or remove additional paths to core content
  • Sample projects updated to use Visual Studio 2013
  • SetupAcesRoot.ms script added back to 3dsMax SDK
  • Fixed incorrect Learning Center scenario names in documentation
  • Cameras can now be attached to model attach points
  • Base scenery can now be overridden without being deleted
  • DLL.xml can now be modified through command line
  • Scenery.cfg now supports command line activate and deactivate operations
  • Added Weather System PDK allowing developers to set weather related settings and interface with weather station data
  • Updated Learning Center descriptions for goals and mission objective SimConnect enumerations
  • XToMDL tool now displays exceptions more clearly
  • Updated carrier documentation
  • Restructured Add-Ons documentation
  • Added function to CabDir tool to strip trailing slashes or quotes from end of path
  • Corrected how up events and up/down data are returned when using SimConnect_MapInputEventToClientEvent with joystick buttons and POV hats
  • Added new blend mode for instrument panels to better support HUDs.

Installer Updates

  • Installer now split into three separate components which can be updated and installed independently: Client, Content, and Scenery.
  • Folder organization scheme modified to support new content and scenery installers
  • Updated versioning scheme for installed files
  • Legacy SimConnect clients no longer installed with Prepar3D installer. Separate installers for these are provided in install package if needed.
  • Process of activating from another computer has been simplified
  • The licensing and Digital Rights Management (DRM) system has been completely overhauled
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  • Aerosoft

As far as I know (but I a not very knowledgeable about other companies add-ons) there are only very few companies who do separate sales for FSX and P3D.  For sure we will not do so. Your product will work in all sims we can make it work in for a single payment. 

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Aerosoft, maybe you can give me an assessement? P3D seems to be very interessting but I don't have the time to read dozens of forum-posts to trigger out, which could be the main advantages to switch to P3D. I've read that

 

- VAS Usage is better / improved.

- Performance is worse than FSX??

 

If the performance in P3D v3 is better than in FSX SP2 I will surely switch by the end of this year, since there are more and more addons, supporting P3D! I would appreciate any comment und "FSX vs P3D v3" - just because 199$ for a license is huge bid.

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I'm using FSX right now and I guess that won't change in the next few years. Got a number of add-ons wich are not compatible with newer simulators (P3D and up) and wich I want to keep using.

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You just can't resist P3D V3. No matter where you look at :)

Well I have to stay by Rafal in this case, as it seems to just move on in a expensive way. No one know how far the next versions would last as P3D V2 is only to 2.5 then we jump to 3.0 what would the next be 3 to 3.4 then version 4 gets out.

At 1 moment they talk about 64bit then they don´t, they really need to stand clear, but that´s another story but I guess more would have accepted if they have taken the 64bit direction right now insted of pushing it to maybe never. As some add-ons are free to use in P3D like   Mathijs say but we also have some that is not. As they keep talk backwards compatible I say they do us a bad favor, as for some add-ons you pay and guess some would start the upgrades again for some of the add-ons.. as it takes time to develop for P3D..

What I find most odd is some that charge you and say compatible by a version of P3D and they made some notes about stuff that did not work for P3D v 2+.. but this is not based on aerosoft let me clearly point that out, as they give it for free and you dont pay extra but you have to accept the odd things you might see. here I recall the airbus where for you for odd reasons can have problems by view system as it is not working like in FSX by the S key if you like to use that to switch view and turned off the view system in the MCDU of the co-pilot.

So It can be we say FSX disk version is old and unsupported in regards of updates and versions but at the end of the day easier to develop for as a stand point of a developer, as you know what the sim is about and dont have updates that comes and spoil  your work like in P3D and X-plane where I have seen developers got headache to support. I fact I seen 1 developer try catch up by some updates and had to revert programing forward and backwards to keep costumers happy..

So that's why I say P3D no thanks it´s just expensive in the end both for the end user and developer.

Okay that's my point on that case and hope some would consider it also that P3D is not build for most of us even we want it to be, and LM did seems like they have interest in the more general public purchases by version 2 as they promoted stuff and such where you might ask your self if this is for commercial use and not for a desktop user well why do they then support what´s more in the hobby range.. but that's another story and where you feel what is it really LM want as costumers, even they on paper say they dont sell for consumers/Privat users. so I mean it´s really hard to say what would be the best direction to go now and for future.. and why aerosoft do this to see where the market is expected to go..  

   

 

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I am very happy with my FSX SP2 (DX9) and do not plan to move to any other 32-bit sim. For testing, I run FSX Steam with DX10 fixer on a second PC and it works just fine.

 

Mladen

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I voted for P3D v3, although I am happy with my current FSX installation, switching to a brand new platform is overdue. My FSX folder is a 250GB mess those days and it might be worth to perform a complete restart regarding simming. BUT: so many addons (even from last year) I bought would not be officially supported and I really do not want to buy them all again...

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I will stay with FSX SP2 DX10. I spent a quite big amount of money and time in it, and it runs stable and smoothly. I tried the Xplane demo and was not very impressed. And since the other options are still 32 bit, I don't see the point in switching, especially as some addons will require to be purchased again for a quite high price, some may be incompatible.. And then in a year or so the next version comes out, and the game starts again; reinstalling, retweaking, customizing.. No thanks. Even if they were 64 bit, I would throw a whole lot of money out of the window as no addon will work. So I guess I will stay with FSX the next years. Happily!

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I'm really sorry LM but I cannot keep up with this. V3 is nothing more than a pack of fixes and VAS improvements that I will have to re-purchase from the beginning.

Would it also be safe to assume that PMDG will now make a v3 "native" version of their products, that will cost even more ?

XP10 that I first hated, has become the future for me.

 

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Lo siento mucho LM pero no puedo seguir con esto. V3 es nada más que un paquete de arreglos y mejoras VAS que voy a tener que volver a comprar desde el principio.

¿Sería también seguro asumir que PMDG ahora hará un v3 "nativo" versión de sus productos, que le costará aún más?

XP10 que primero odiaba, se ha convertido en el futuro para mí.

 

Hello!

X-Plane 10 is an excellent simulator. I used FSX P3D and then when I tried the X-Plane decided to change! I recommend X-Plane 10 100%! Sorry for my English.

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