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Chriz6662

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Everything posted by Chriz6662

  1. spotting airplanes is better, but rockets are so big and better to spot and track. When used in Multiplayer I see it as cheating, because i can see all rockets easily as a big dot.
  2. hey, I want to watch youtube videos in the sim. I pinned a virtual Window in the Oculus Dashboard, but as soon as i close the dashboard the window disappears in DCS. Is this a normal behavior? and why is it disappearing?
  3. FSX@WarBeta destruction Med FSX@WarBeta destruction Med
  4. Flight Sim and Community Dynamics
  5. VRS TacPack Now Available as Standalone The VRS TacPack(v.1.4+) no longer requires the F/A-18E Superbug as a prerequisite for purchase. TacPack (end-user) and TacPack SDK (developer) is the de facto standard amoung combat aircraft developers who wish to leverage true military systems, including multi-player-compatible weapon systems, radar warning receiver, terrain-sampling A/G radar, FLIR video and HMD support in their FSX commercial and freeware projects. The current list of active (disclosed) TacPack developers include: Vertical Reality Simulations ( F/A-18E SuperbugX) - released Aerosoft (F-14 TomcatX) - active development Bear Studios (SU-30) - active development Dino Cattaneo (F-14 Tomcat, F-35 Lightning II, T-45C Goshawk) - released Iris Simulations (A-10 Warthog Driver II) - just released! Metal2Mesh (F-15 Eagle, Mirage 2000C) - active development Milviz (F4 Phantom) - active development http://forum.avsim.net/page/index.html/_/pr-ann/vrs-tacpack-now-available-as-standalone-r2067
  6. IRIS A10-A TacPak Tutorial
  7. 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 Flight” has been removed or clarified in all documentation UISettings.xml has been moved to “AppData/Roaming/Lockheed Martin/Prepar3D v2/” 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
  8. 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 Freeze” where only the position of the ownship is frozen Added a new pause mode “Entities Freeze” 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
  9. Its the other way around for me. I will buy more DCS Modules if it supports the rift :-)
  10. When will the "ALT SCE" switch be implemented?
  11. FSX News When the FSX@War project Is released, users will get the full-combat experience they’ve been looking forward to since the start of the VRS Tacpack project. FSX@War will implement war theaters full of SimObject targets for the VRS TacPack add-on. FSX@War will feature an Air Tasking Order (ATO), Naval Tasking Order (NTO) and Order Of Battle (OOB) within a dynamic campaign a la Falcon. And all of this in FSX with the whole World and ORBX Sceneries. I Love it. What do you think about this project? YouTube Channel http://fsxwar.net/
  12. it would be great if it has support for fullscreen. i have bad frames in window mode
  13. I think i found a bug in your install routine: [EXPORT_LUA] "./AriesWings/AriesRadio.lua" should be: [EXPORT_LUA] "./AriesWings/AriesRadio.luac" its not working with this line in the export.lua: dofile("./AriesWings/AriesRadio.lua") with this line its working for me: dofile("./AriesWings/AriesRadio.luac")
  14. is it working with TS3 3.0.10?
  15. is it possible to use this templates in a Generated Missions with the node system?
  16. I have a Question for the BFT01 Ground Handling. Why is it required to turn the Oxygen Regulator to ON? In the offical Document "A10A Flight Manual OCR2" it says "Oxygen Regulator – AS REQUIRED" at the before takeoff phase. Is there a reason why its requiered to turn on Oxygen Regulator at the before taxi phase in your mission?
  17. yes you use the radios in the aircraft. Look at that video:
  18. can anyone confirm that this feature is in the module? Its an instant buy with this feature for me.
  19. tested yesterday with 1.2.2 it worked.
  20. That would be a great feature for training!
  21. thanks for the info! nice work
  22. thank you for your help. i will try it and report back.
  23. yes i can trigger switches, but i dont know the command to let the Engine Temp rise.
  24. Is it possible with lua scripting? Is it possible to reverse a Failure during Flight via triggers?
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