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Author Topic: Prepar3D V3-ketju  (Read 19816 times)
Petri Koivisto
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Date Registered: 21.07.04

Re: Prepar3D V3-ketju
« Reply #80 on: 02.06.16, 12:12 »

ja päivitysmetodi toimii kuten ennenkin  thmbup
Eli miten? Vasta saanut asennettua tuon V3.2 joten ei kauheasti tee mieli taas alkaa poistamaan ja asentamaan kaikkia uusiksi. Saiko sen jotenkin päivitettyä ilman että tarvitsee vetää kaikki uusiksi?
Mikael Leinonen
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Date Registered: 19.06.07

Re: Prepar3D V3-ketju
« Reply #81 on: 02.06.16, 13:07 »

Saa tietysti  Grin Poistat clientin ja asennat uuden. Sama contentin ja sceneryn kanssa. Eli nuo yksittäiset moduulit voi päivittää eikä tarvitse asennella kaikkea uudelleen. Jos haluaa pelata varman päälle niin päivittää pelkän clientin thmbup

Tällä hetkellä Asn vaatii päivityksen toimiakseen mutta Hifillä on se työn alla.
« Last Edit: 02.06.16, 13:11 by Mikael Leinonen »
Petri Koivisto
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Date Registered: 21.07.04

Re: Prepar3D V3-ketju
« Reply #82 on: 02.06.16, 17:55 »

Saa tietysti  Grin Poistat clientin ja asennat uuden. Sama contentin ja sceneryn kanssa. Eli nuo yksittäiset moduulit voi päivittää eikä tarvitse asennella kaikkea uudelleen. Jos haluaa pelata varman päälle niin päivittää pelkän clientin thmbup
 
Tällä hetkellä Asn vaatii päivityksen toimiakseen mutta Hifillä on se työn alla.
Ok, eli kaikki asennetut lisäosat pysyy silti kunnossa jne? Onko väliä missä järjestyksessä noi poistaa?
Mikael Leinonen
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Date Registered: 19.06.07

Re: Prepar3D V3-ketju
« Reply #83 on: 02.06.16, 18:07 »

Kyllä ainakin minulla kaikki toimivat ihan normaalisti, saattaa olla jotain lisureita kuten GTN750 mitkä eivät vielä toimi mutta päivityksiä odotellessa   Wink

Itse poistin ja asentelin uudet client-content-scenery-järjestyksessä mutta ei tuolla varmaan väliä ole.

EDIT: Jos sceneryn päivittää niin tämän jälkeen täytyy Orbx Global asentaa uudelleen koska päivitys ylikirjoittaa Orbxin tiedostot

« Last Edit: 04.06.16, 04:23 by Mikael Leinonen »
Mikael Leinonen
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Date Registered: 19.06.07

Re: Prepar3D V3-ketju
« Reply #84 on: 02.06.16, 20:50 »

P3D:lle julkaistu ilmainen twiikkaustyökalu
http://www.avsim.com/topic/489018-prepar3d-tweak-assistant-pta/


Tähän ohjelmaan on tullut P3D V3.3 yhteensopiva päivitys http://1coder.ru/PTA/index.html
Mikael Leinonen
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Date Registered: 19.06.07

Re: Prepar3D V3-ketju
« Reply #85 on: 04.06.16, 14:06 »

Sitten varoitus heille ketkä sattuvat käyttämään UK2000, FlyTampan, LH Sim tms.  scenuja. P3D V3.3 päivitys "rikkoo" maisemien pohjat siten että esim. kiitotietekstuurit eivät näy täysin oikein. Syynä tähän on se että LM on tässä versiossa luopunut tietyistä sdk-ominaisuuksista mitkä ovat alunperin lähtöisin FS2002-ajalta.

Lähinnä ongelma johtuu siitä että jotkut lisurikehittäjät käyttävät ikivanhoja(vanhempia) kehitystyökaluja ja tämä yhteensopivuus on nyt LM:n toimesta kuopattu. Nähtäväksi jää miten ja mikä taho tähän luo fixin.

http://www.avsim.com/topic/489577-serious-ground-layering-bug-in-33/

UK2000 on luvannut korjauksen parin kuukauden kuluessa http://www.uk2000scenery.org/forum/index.php?PHPSESSID=361cd514ce35241c73f0fa9f66d0d91f&topic=8548.msg59653#msg59653
« Last Edit: 04.06.16, 20:01 by Mikael Leinonen »
Joona Väisänen
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Date Registered: 27.10.01

Re: Prepar3D V3-ketju
« Reply #86 on: 05.06.16, 17:10 »

Taitaa olla aika merkittävä bugi. Mikäli FlyTampan ja FS DreamTeamin kentätkään ei toimi niin niihinhän lukeutuu jo esim Dubai, Vancouver yms huippuluokan kenttiä. Ilmeisesti vielä ihan P3D v3 yhteensopivissa kentissä tuo ongelma. Toivottavasti LM korjaa vian nopeasti. Tosin, minua se ei haittaa. Simukone on pakattu jo aikaa sitten ja varmaan mennään v3.6:ssa jo, kun pääsen taas simuilemaan Wink Siihen mennessä nämä lastentaudit on toivottavasti jo korjattu Grin
Teemu Kokkonen
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Date Registered: 25.10.08

Re: Prepar3D V3-ketju
« Reply #87 on: 05.06.16, 17:13 »

Taitaa olla aika merkittävä bugi. Mikäli FlyTampan ja FS DreamTeamin kentätkään ei toimi niin niihinhän lukeutuu jo esim Dubai, Vancouver yms huippuluokan kenttiä. Ilmeisesti vielä ihan P3D v3 yhteensopivissa kentissä tuo ongelma. Toivottavasti LM korjaa vian nopeasti. Tosin, minua se ei haittaa. Simukone on pakattu jo aikaa sitten ja varmaan mennään v3.6:ssa jo, kun pääsen taas simuilemaan Wink Siihen mennessä nämä lastentaudit on toivottavasti jo korjattu Grin

Jossain luki, että esim. FlyTampan Dubai toimisi aivan normaalisti.

Edit: FS Dream Team -> FlyTampa
« Last Edit: 05.06.16, 20:19 by Teemu Kokkonen »

Intel i7-6700K MSI GTX1070 16 GB DDR4
Joona Väisänen
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Date Registered: 27.10.01

Re: Prepar3D V3-ketju
« Reply #88 on: 05.06.16, 20:16 »

Jossain luki, että esim. FS DreamTeamin Dubai toimisi aivan normaalisti.

Entä FlyTampan Dubai? Grin
Teemu Kokkonen
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Date Registered: 25.10.08

Re: Prepar3D V3-ketju
« Reply #89 on: 05.06.16, 20:18 »

Entä FlyTampan Dubai? Grin

Näköjään tuli kirjotettua vähän vasemmalla kädellä.  Grin

Intel i7-6700K MSI GTX1070 16 GB DDR4
Tomi Renberg
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Posts: 164
Date Registered: 22.02.16

Re: Prepar3D V3-ketju
« Reply #90 on: 05.06.16, 21:18 »

Taitaa olla aika merkittävä bugi. Mikäli FlyTampan ja FS DreamTeamin kentätkään ei toimi niin niihinhän lukeutuu jo esim Dubai, Vancouver yms huippuluokan kenttiä. Ilmeisesti vielä ihan P3D v3 yhteensopivissa kentissä tuo ongelma. Toivottavasti LM korjaa vian nopeasti.

Ilmeisesti näitä laatukenttiäkin on tehty vanhalla SDKllä. Mielenkiintoista luettavaa tuo avsimin ketju aiheesta, mutta tämä lienee vain valitettava, mutta välttämättömän vaihe päästä kaikesta antiikkisesta painolastista vähitellen eroon. Lisäosien tekijätkin kenties saadaan ruotuun ja nuodattamaan jatkossa LM ohjeistuksia.

Itse opin versiosta 3.2, että en ihan ensimmäisenä ole päivittämässä, koska tuossakin kesti muutaman viikon ennen kuin Rex sai korjattu popcorn-pilvensä.
Mikael Leinonen
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Posts: 3769
Date Registered: 19.06.07

Re: Prepar3D V3-ketju
« Reply #91 on: 06.06.16, 00:56 »

P3D Tweak Assistantiin tullut päivitys v1.2 http://1coder.ru/PTA/releases.html

06 June 2016. Version 1.2 for Prepar3D v. 3.1 - 3.3

Release notes:

1. New custom shader "DXP Cineon" adapted from Reshade (SweetFX).
 2. New core P3D shaders tweak "Saturation of urban areas at night". (With some textures the urban areas lighting at night takes a red tint. You can reduce red shift with this tweak).
 3. Shader tweak "Boost urban areas luminosity at night" redesigned in accordance to new tweak. Maximum boost ratio increased to 15.
 4. Fixed bug in tweak "Turn off HDR adaptation effect".
 5. Default values for custom shaders Curves, Vibrance, LumaSharpen corrected.
 6. Added the ability to specify the order of applying custom shaders to cameras. (Order can be important depending on the set of shaders used. Just set the order by using drag-n-drop or Up, Down buttons.)

How to upgrade from previous PTA versions:

All presets from versions 1.X are compatible with 1.2. Just replace old PTA*.exe to file from new distribution archive and use new features.
Tatu Kantomaa
Patu Cantona
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Date Registered: 14.02.02

WWW
Re: Prepar3D V3-ketju
« Reply #92 on: 06.06.16, 18:25 »

Kysehän ei ole siitä, etteikö varmaan suurin osa lisäosamaisemien suunnittelijoista haluaisi tehdä "Groundpolya" (eli juuri noita kenttien pohjia) jollain muulla tavalla, kuin tähän asti. FSX muutti asioita aikoinaan siten, että lähestulkoon kaikki maisemasuunnittelussa käytettävät muuttujat (esim. vuodenajat) poistettiin 3D objektien osalta. Samoin pyöreä maapallo aiheutti oman ongelmansa, tähän saakka FS maailma oli ollut lätty. FSX tyyli tehdä kenttien pohjia on se, miten default kentät on tehty. Joissakin saattaa olla photomaisema kentän alla, jotka sitten "komeasti" peitetään "AFCAD" tyylisillä rullausteillä ja rullausteiden viivahässäköillä. Tongue Nyt käsi ylös, kuka on sitä mieltä, että FlyTampa, Aerosoft, FSDreamTeam, ORBX jne. olisi ihan hyvin voinut tehdä vain tällaiset default-tyyliset "pohjat" kentillensä.  Wink Eipä taida montaa kättä nousta....

Olivat Microsoftilla kai miettineet, että uusi photoscenetoiminto ajaisi asian. Eli päästäisiin 7cm/pikseli tarkkuuteen. No ensinnäkin 7cm photari on julman iso, eikä sellaista materiaalia ole tarjolla moneen paikkaan. Tämän lisäksi FSX ei näytä 7cm tarkkuutta ennen kuin todella läheltä, eikä muutenkaan photopohjalla saa tehtyä yhtä hyvää kenttää kuin tällä tähän asti käytössä olleella tyylillä käyttäen vanhempia työkaluja.

P3D peri nämä jutut FSX:stä. Ymmärrän hyvin, että eteenpäin täytyy mennä, toivottavasti LM kehittää jotain uutta ja helpompaa tilalle. Sinänsä kentän pohja on suht helppo tehdä gMaxilla tai muulla vastaavalla ohjelmalla, mutta sen siirtäminen simuun on se hankaluus. FSX koodilla ei toimi ollenkaan, eikä ilmeisesti tähän mennessä P3D SDK ole taipunut tähän myöskään. Jospa tähän tulisi nyt muutos....

'Don't panic'
Mikael Leinonen
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Date Registered: 19.06.07

Re: Prepar3D V3-ketju
« Reply #93 on: 06.06.16, 22:43 »

LM:ltä tulossa parin päivän sisällä hotfix tähän P3D V3.3 ongelmaan  Wink

http://www.prepar3d.com/forum/viewtopic.php?f=6312&t=119544&start=45#p137137
« Last Edit: 06.06.16, 23:00 by Mikael Leinonen »
Mikael Leinonen
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Date Registered: 19.06.07

Re: Prepar3D V3-ketju
« Reply #94 on: 09.06.16, 20:42 »

P3D V3.3.5 hotfixi on julkaistu. Sitten odotellaan Orbxia, ASN:ää yms. päivittämään omat modulinsa
http://www.prepar3d.com/forum/viewtopic.php?f=6312&t=119678
« Last Edit: 09.06.16, 21:39 by Mikael Leinonen »
Mikael Leinonen
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Date Registered: 19.06.07

Re: Prepar3D V3-ketju
« Reply #95 on: 10.06.16, 11:44 »

Noniin, ASN:lle on julkaistu päivitys B6004 ja Orbx on päivittänyt objectflown joten kumpikin ovat yhteensopivia v3.3.5 kanssa  Wink
Mikael Leinonen
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Date Registered: 19.06.07

Re: Prepar3D V3-ketju
« Reply #96 on: 19.09.16, 16:55 »

Päivitys V3.4 julkaistu  thmbup
http://www.prepar3d.com/news/2016/09/113700/


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
 
« Last Edit: 19.09.16, 17:39 by Mikael Leinonen »
Jouka Ahponen
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Date Registered: 03.07.09

Re: Prepar3D V3-ketju
« Reply #97 on: 19.09.16, 17:26 »

Avatar now supports weapons and designators including the ability to fire and aim guns

Jätän tän tähän  Grin


UPL
Mikael Leinonen
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Date Registered: 19.06.07

Re: Prepar3D V3-ketju
« Reply #98 on: 20.09.16, 03:25 »

Jätän tän tähän  Grin

Tuo ominaisuus koskee lähinnä Pro Plus-version käyttäjiä joten...
Mikael Leinonen
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Date Registered: 19.06.07

Re: Prepar3D V3-ketju
« Reply #99 on: 20.09.16, 07:15 »

PTA (P3D Tweak Assistant) on päivitetty V3.4-yhteensopivaksi http://1coder.ru/PTA/ 
Orbx toimii, lähinnä odotellaan Active Sky:n päivitystä ja Fsl Spotlightia  Wink
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