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  1. /images/notams/notams22/lock1201.jpgLockheed Martin has a long history of innovation, including manyfirsts—the U-2, the world’s first spyplane in 1955; the Blackbird, thehighest-flying, fastest aircraft of its time in 1962; and the Viking1, the first spacecraft to successfully land on the surface of Mars in1976. Nowadays, Lockheed Martin also provides a number ofsoftware-based solutions for both the aerospace industry and thegeneral public such as immersive training, digital twins, andcybersecurity. To stay ahead of the curve and offer best-in-breed products,Lockheed Martin has naturally gravitated towards promising new usesfor technology. To this end, the company is currently engaged inlong-term R&D efforts to create next-gen simulation solutions based onUnreal Engine. “Unreal Engine allows us to leap ahead and focus on the things thatwe’re good at—like integrating avionics systems and creating immersivelearning environments,†says Adam Breed, Strategic TechnologiesArchitect at Lockheed Martin. “We don't have to worry about thevisualizations, or the architecture of the simulation environment. Wecan focus on the differentiators that Lockheed Martin brings to thetable.†Creating A Joint WorldTypically, Breed explains, immersive training for differentphysical areas requires multiple virtual environments, each isolatedfrom one another. For example, a ground vehicle training devicefocuses on high-quality visuals from the ground perspective, butflight training requires a wider perspective of the landscape. The twotypes of training have always had to be developed differently becauseany one graphics engine could handle only one type of environment orthe other, but not both. Now, he says, Lockheed Martin can do it allin Unreal Engine, and create a joint world. This convergence of worlds goes beyond building a singlemultiple-use environment. “There are two key paths,†Breed says. “Oneis the platform-specific user, such as a person driving a vehicle orflying a plane. In these cases, we’ve always wanted higher fidelityand better visuals.†This, he says, correlates to a single-playergame. But there’s another side, for force-on-force coordination. “We needlarge-scale environments to train pilots and co-pilots in interactionswith civilians, or how to manage large groups of operators, or how tointeract with aerospace systems in general,†Breed continues. This leads to what Breed refers to as a “tapestry†in a singleenvironment, all living in Unreal Engine. Rather than having to boltdozens of plugins to an OS with a disk or high-level architectureinterface—and unavoidably losing some capability or fidelity along theway—the engine can handle all virtual instructor capabilities, such astriggering an action or reaction of another role player, and thusimpacting all the role players in the scenario. “Having everything in Unreal Engine hits the points we want toreach,†says Breed, “including the persistent nature, the scalabilitynature, and the collective training aspects of it as well.†Monolithic Versus Open ArchitectureBreed is quick to stress that moving from multiple applications toa single platform isn’t a return to the monoblock, monolithicsimulation applications of 30 years ago. While a monolithicarchitecture comes with many benefits, such as simplified processesand better performance, the open nature of Unreal Engine means thatdevelopers can also create individual pieces and swap them out asneeded. Breed states that having the advantage of both monolithic and openarchitecture means that Lockheed Martin can use either approach, orboth, when creating a solution—and do it better, faster, and cheaperthan ever before. “I think it’s the first instance where we can reallyleverage both sides of that coin and create a product that meets thecustomer’s needs either way,†he says. Taking such an approach means that Lockheed Martin can also formmore partnerships and leverage a lot more of the commercial industrythan ever before. “Using Unreal Engine has made partnering and evenworkshare much easier,†Breed states, “because both teams can work inparallel and then join together, and still be confident it willwork.†Because Lockheed Martin recognizes that the aerospace industry isfocused on stability, accuracy, and repeatability, the goal is not tothrow out existing systems, but to retain what’s working andincrementally improve it. “We're looking to do bits and pieces andenhance our systems as we progress,†says Breed. “And then, as timegoes on, we’ll be able to simplify and enhance our systemsfurther. “We support systems that go on for decades—in fact, we’re stillmaintaining some systems from 10 years ago as well,†he says. “UnrealEngine is showing that maybe the old way of doing things can beenhanced by some new pieces.†Staffing Up For A New PlatformMoving to a new platform tends to lead to staffing challenges, butwith the foothold Unreal Engine has in colleges and the talentpipeline, Breed says he’s seeing candidates that come with a level ofexperience where they can instantly launch themselves into a role onthe aerospace team. He cites this ease of staffing as one of thecompany’s key drivers in moving to Unreal Engine. “It’s great to beable to pull experienced people from the game development industry,â€he says, “and give them the opportunity to make an impact in theaerospace world.†The evolution and the diversity of the teams working in theseprograms is attracting a new community of developers and artists, andBreed feels a certain kinship with these new staff. While his familyhas a long history in the military—his brother and grandfathers haveserved—he always wanted to make games, but games with a purpose. Hecredits his skill at playing games, combined with experience inaerospace, for landing him where he is today. “I think it’s the same attitude of a lot of people we’reseeing—they would love to make games, but they also want to makesomething that has a societal impact,†he says, “and this is a greatway to accomplish it.†Breed also notes the culture change that has come about as a resultof hiring Unreal Engine developers at Lockheed Martin. “I thinkthere’s a lot to be said about how fun it’s become in the aerospaceindustry,†he says, “in a large part, due to the adoption of gameengines.†Artistry In Simulation“Artistry†isn’t a term that was much seen in the aerospaceindustry for a long time, but times have changed. “Our customers areexpecting those next-generation visuals because the game industry hasraised it to such a high level,†Breed says. “What's really excitingis that we can find experienced game artists, and they can take it onelevel further and enhance it. And that allows us to make much moreaffordable solutions but much more realistic solutions. It’s theecosystem that Unreal has put together that facilitates that in manyways.†In the past, there was a gap between the quality of visuals ingames and those in simulations due to the heavy data load carried bysimulations. It was easy to make excuses for this gap a few years ago,Breed says, but not so now. “I don’t think that excuse is there anymore,†he says. “The engineshave matured in many ways—from the lighting systems to the physics tothe special effects. That’s where that blend between engineeringaccuracy and photorealism becomes really tight.†Not that art is the only part of the equation—Breed points out thatC++ programmers are still needed to customize the engine’s code orwork with GIS data—but skilled artists are equally important. “Whenthose two come together,†he says, “you create a super-positivetraining experience.†Beyond The Polygons With Unreal EngineFor the aerospace industry, one of Unreal Engine’s key features isthe ability to store data related to assets and incorporate AI tocreate a semantic environment that interacts with virtual sensors. In the past, Breed says, a large-scale virtual globe was simply a3D model with color, what he calls a “soup of polygons.†With UnrealEngine, his team is able to annotate any part of the model and evenapply properties to materials—such as reflectivity and heatabsorption—and incorporate this data into training products. “You have a 3D road, but it’s not just a polygon,†Breedsays. “It’s a road that has a speed limit, made up of different typesof materials. It has road signs and traffic lights.†The team can feedthis data to an AI system, he says, to create a highly realistictraining experience. But best of all, Breed says, is the ability to support diverse usecases. “It’s not just one-off solutions—we can collect and make aunified approach that was not possible before,†he says. “We can buildthings once, and share it across our 100,000-plus employeebusiness. That makes us a lot more efficient.†The opportunities that Unreal Engine opens up has Breed excitedabout the future of simulation training. The fact that corecapabilities are already in place, that the engine can deliverunprecedented levels of realism in visual quality, itsinteroperability, customizable code, scalability, and the large talentpool available for hire—all combine to provide a platform thatLockheed Martin can use now, and in the future. “The capability of the engine has gone so far, it solves the usecase from the individual platform level to the space level,†hesays. “It allows us to focus on the differentiators we want to work,rather than rebuilding something that Unreal has alreadyperfected.†Source
  2. /images/notams/notams22/p3d0120.jpgPrepar3D v5.3 Hotfix 2 Now Available. The Prepar3D v5.3 Hotfix 2 contains additional resolutions for highpriority issues identified after the Prepar3D v5.3 release. Only the Client installer is required for the majority of fixespresent in Prepar3D v5.3 Hotfix 2. The Content, Scenery, and SDKinstallers are optional. Each fix listed below is categorized perinstaller. Please note, you must first have Prepar3D v5 installed toutilize any of the standalone installers (Client, Content, andScenery). The Prepar3D v5.3 Hotfix 2 update may require you toreactivate your product, however if you have an internet connection orhave not made any major hardware changes between installations thisshould not be an issue. Client Fixes and ImprovementsFixed issue causing intermittent stuttering and performance drops in some cases.Fixed issue causing atmospheric scattering to be misaligned from the sun position in some cases.Improved performance when processing vector shape data.Fixed issue causing stars to be dim when Enhanced Atmospherics is disabled.Improved HTML5 panel performance.Fixed bug where having mouse yoke active when entering full screen would keep mouse cursor confined to window's previous size.Fixed crash when reloading a scenario after entering and exiting VR using HTML5 infogen.Added documentation for new affinity mask capabilities.Fixed issue preventing visual runway approaches from being available for all runways.Fixed issue where OpenDIS VariableDatum class did not support more than 128 bytes of data.Added acceleration to DIS Entity State PDU.Content Fixes and ImprovementsFixed issue preventing HIMARS textures from displaying correctly.Scenery Fixes and ImprovementsRemoved several unused textures.Fixed position of PAKT runway.Source
  3. /images/notams/notams21/p3d1221.jpgThe Prepar3D v5.3 Hotfix 1 (5.3.15.28130) is now available and canbe downloaded immediately from the Purchased Downloads section of thewebsite. The Prepar3D v5.3 Hotfix 1 contains resolutions for high priorityissues identified after the Prepar3D v5.3 release. The Client and Scenery installers are required for the fixespresent in Prepar3D v5.3 Hotfix 1. Therefore, the Content and SDKinstallers are optional. Each fix listed below is categorized perinstaller. Please note, you must first have Prepar3D v5 installed toutilize any of the standalone installers (Client, Content, andScenery). The Prepar3D v5.3 Hotfix 1 update may require you toreactivate your product, however if you have an internet connection orhave not made any major hardware changes between installations thisshould not be an issue. For more information please view the Prepar3Dv5 Download and Installation Directions. The newly posted Prepar3D v5.3 (5.3.15.28130) Full Download on thePurchased Downloads page includes Hotfix 1. If Prepar3D was installed before updating to the hotfix it isstrongly recommended to run the “Delete Generated Files†shortcut inPrepar3D’s installation directory after installing the hotfix andbefore running Prepar3D for the first time. This will revert Prepar3Dto its default settings but may also impact the installation ofadd-ons. Please be aware that some third party developers may have to updatetheir add-ons to be compatible with this hotfix. Please contact thethird party developers directly for any compatibility questions. Client Fixes And ImprovementsFixed issue where loading would take longer when in SimDirector backstage.Visual runway extension approaches are now enabled per aircraft instead of globally.Fixed crash that could occur when using the PduBuilder::GetRawData function.Fixed issue where gun attachments were not correctly updating over DIS.Performance improvements to various airport geometry flatten operations.Additional improvements to GPS final approach passage criteria.Fixed bug preventing 4th information text line from displaying.Improvements to intersection smoothing and taxiway rendering at sloped airports.Single magneto performance drop is now configurable.Added capability for aux boost pump to override mixture cutoff.Improved road traffic and light performance and fixed issue preventing exclusion areas from being checked with road traffic.Fixed issue causing flashlight to flicker in some cases.Fix erratic GPS approach CDI/CRS when passing missed approach point.Improved sloped airport performance.Fixed issue preventing horizon haze from rendering with Enhanced Atmospherics disabled.Fixed issue causing runway marking textures to shimmer in some cases.Fixed issue causing the application to hang at startup in some cases.Improvements to piston engines including exposing the ability to tune mixture, fixed how piston engine mixture works with boost pump active, and implementing altitude compensating mixture flag.Updated GPS to get reference stall and cruise speeds from ISimObjects.Fixed issue causing sun to be slightly misaligned with reflections with Enhanced Atmospherics active.Prepar3D Scenery Fixes and ImprovementsFixed performance issues in certain areas including around KMCO.Fixed issue preventing jetways from moving.Fixed various issues with missing facility objects and departures.Fixed issues with Charlotte coastline areas.Fixed rendering issues with various road traffic models causing reduced performance.Various scenery fixes in the DC and Hawaii areas.Source
  4. /images/notams/notams21/p3d1202.jpgThe Prepar3D v5.3 update is packed with numerous performance,visual, and usability improvements. Updates to weather systemsincluding optimized cloud and terrain blending, dynamic lighting onprecipitation, improved sun and moon lighting, and better fog visualsmake training in difficult conditions and locations even moreimmersive. Performance has been improved across the whole platformincluding areas with dense content, traffic, and weatherrendering. Additionally a vast amount of default content includingbuildings, landmarks, and airport vehicles have been updated to PBRtextures. New development features including clear coat support, additive PBRmaterials, PBR support for autogen annotation, and multipleimprovements to sloped airport creation give developers even moretools to create high quality content. Additionally the in-applicationDevelopment menu has been expanded adding additional tools andfeatures designed to streamline content development and testingincluding access to the Visual FX and Traffic Toolbox tools within theapplication and real-time HTML5 content debugging with webkitinspector views. Source
  5. /images/notams/notams21/p3d0610.jpgPrepar3D v5.2 brings a large number of features and improvements tothe Prepar3D platform. Continual improvements have been made to theEnhanced Atmospherics system offering better visuals while reducingmemory usage. Improved atmospheric lighting and shadows, bettervolumetric cloud generation and enhanced precipitation effects tofurther improve realism and training fidelity. Additional enhancements made to the DirectX 12 rendering systemcontinue to improve performance and stability to enable support ofeven greater detail and scale in training scenarios. Light up thenight sky with the addition of road lights and improved airportlighting. Developers have access to more tools including built-insupport for viewing models and resetting various system states duringprogram execution. Additionally multiple improvements have been made to DIS and CIGImaking large scale training scenarios easier to configure, more robustand performant, and offering greater interoperability across variousother systems. Source
  6. /images/notams/notams20/p3d1029.jpgThe Prepar3D v5.1 Hotfix 1 contains additional fixes for highpriority issues identified after release. Only the Client installer is required for the majority of fixespresent in Prepar3D v5.1 Hotfix 1. Therefore, the Content, Scenery,and SDK installers are optional. Each fix listed below is categorizedper installer. Please note, you must first have Prepar3D v5 installedto utilize any of the standalone installers (Client, Content, andScenery). The Prepar3D v5.1 Hotfix 1 update may require you toreactivate your product, however if you have an internet connection orhave not made any major hardware changes between installations thisshould not be an issue. For more information please view thePrepar3D v5 Download and Installation Directions. Source
  7. /images/notams/notams20/p3d1029.jpgPrepar3D v5.1 brings a slew of new features and improvements acrossthe entire platform. Enhanced Atmospherics is now default withimprovements made to the entire system including better performance,lighting, reflections, and fidelity. The DX12 rendering engine hasbeen further optimized offering additional performance and stabilityenhancements. Developers now have the ability to create panel and UIcontent using HTML5 and JavaScript opening up new possibilities forcontent creation and improving workflow. Multiplayer updates includingvastly improved wingman and AI performance and the capability forheadless mode hosting make multiplayer training scenarios even moreimmersive and scalable. More Info...
  8. Review: Prepar3D V5By MrYorkiesWorldIntroduction /images/reviews/p3dv5/t/prepar3d-v5-05.jpgHello there everyone, my name isMrYorkiesWorld and it's been a while since I last posted any contentin terms of videos, reviews or anything like that either on my ownYouTube channel or on FlightSim.Com. I decided to make a comeback anddo a little review of Lockheed Martin's new P3D V5 (with Hotfix1). I first heard about P3D V5 coming out towards the end of April 2020- until then I'd essentially been absent for quite a few monthssorting out a few things in my own life. Family and loved ones had totake priority, as did my job working for the NHS in such uncertaintimes with the ongoing COVID-19 pandemic. Nevertheless, I decided to give P3D V5 a review, and I'm extremelygrateful to my friend Dom Smith from FlightSim.Com for contributingtowards the cost of P3D V5 - I'm extremely grateful for his support onmaking my return to YouTube and to my reviews here on the site. As with all my reviews, I like to keep things short, to the pointand easy to understand - I don't believe in going too far in depth -it's always fun to find certain things out for yourself as well, justlike I have with this new version of the simulator. InstallationInitially, the interface for P3D V5 is very similar to that ofprevious versions, albeit with a new logo and splash screen which, inmy opinion is a huge improvement on the old, tired-looking visuals ofprevious P3D versions such as P3D V4. Within 24 hours of me initially installing P3D V5, Hotfix 1 cameout, and so I had to download everything again and update it manuallywhich was a bit of a pain, however I can certainly say it was allworth it to be able to check out this new version of P3D which, in myopinion is very exciting to review indeed. The installation was self-explanatory - it was quick and easy on myparticular system, and I didn't really notice, apart from the visuals,much difference in the process at all compared to previousexperience. The time taken was around the same, and the whole processof choosing which directory to install to was pretty much the same aswell. Interface /images/reviews/p3dv5/t/prepar3d-v5-04.jpgSeeing as this is a new version of P3D, I expected to see a new andimproved user interface within the simulator, and I haven't beendisappointed. The color scheme, I have to say suits the simulator alot better and helps to make it look a lot simpler. The start-upwindow itself looks to be a little smaller than before, and it mightbe confusing at first if you're used to previous versions of P3D,however you should quickly get used to the new layout, and it onlytook me a few minutes to feel right at home again. One of the things that interested me is that the "Weather" sectionin the options menu now sits inside of the "World" section, which Ifound a little confusing at first, but later realised it made sensefor everything related to the world, atmosphere and weather to comeunder the same umbrella. /images/reviews/p3dv5/t/prepar3d-v5-06.jpgThe settings screens also seem to have a few new features such asthe option to enable Variable Refresh Rate, Dynamic Texture Streamingand Enhanced Atmospherics (Beta). I did eventually decide to enablethe Enhanced Atmospherics (Beta), and was quite impressed howdifferent it made the clouds look in the sim. It takes away theability to manually customize some of the cloud options, but it seemsto work really well and add more detail and realism to thesimulator. Visuals - Weather, Scenery, Etc. /images/reviews/p3dv5/t/prepar3d-v5-01.jpgOn my first try with the simulator I decided to go "bare bones" interms of add-ons or scenery. I wanted to see what the simulator lookslike straight out of the box. The only add-on aircraft I had installedwas myA2A Simulations Cessna 172so that I could have a look around and see what things look like upclose in terms of the visuals. I started off looking at some stock airports around the world suchas Dubrovnik (LDDU), Heathrow (EGLL) and Stockholm (ESSA) to see whatthings look like straight out of the box, and I was reallyimpressed. Compared to P3D V4.5, V5 looks so much better. We've got the newatmospheric effects up and running, and it really helps to make thesimulator look realistic and eye-catching. The scenery itself doesn't look massively different, but somehow itdoes still have some obvious changes. It looks a lot better in termsof resolution, and even sharper than usual - even with FXAA turned on,and I did notice things felt a lot more fluid and easy to work with,with very little in the way of stutter or lag - we'll get more ontoperformance in just a little bit. /images/reviews/p3dv5/t/prepar3d-v5-02.jpgThe ground textures look a lot better in my opinion, although itmight just be my terrible memory (it's been a while since I did aflight at all really in the simulator). The textures look moredetailed on the buildings, the ground scenery, the grass and therunways - everything just looks better in my opinion, and I think youcan get away with turning up those in-sim sliders a little now withoutthe constant worry of major performance difficulties. When I first started testing out V5, I made a P3D V5 settings videoon my channel. Since then I've decided to tweak things even more andchange some of the things I previously did in that video, and I'm soglad I enabled the atmospherics! I'll probably end up making a revisedsettings video similar to what I did when V4.5 was released. The weather has changed quite a bit too. The clouds look a lotnicer in V5, and that's without the need to install any third-partycloud add-ons. They work great right out of the box and they bring anextra level of immersion that I don't think we've really seen in P3Dwith the old stock clouds. I'd say it's an update that has beenwell-overdue for some time. I like how the sim now has more realistic time zones as well - Ipreviously had to use a third party tool to get the time zones to workproperly, but from what I can see - things are a lot better in V5. /images/reviews/p3dv5/t/prepar3d-v5-03.jpgI did notice how beautiful the sky textures look out of the box aswell, especially during the morning and evening time (see images). Iwas simply in awe at how amazing things look now in the simulator - ahuge improvement over previous sim versions! PerformanceSo, finally on to the most important aspect for many people -performance. I'm happy to say I was extremely impressed with how wellthe simulator performed on my system straight out of the box. It feltvery smooth and fluid without the need to change anything in theconfig files or use any external tools like Nvidia Inspector forexample. The only time I did notice some lag and stuttering was actuallywhen I enabled the Godrays. I suspect this is my GTX 1080TI telling meto tone things down a little (time for an upgrade soon I think!), butthe sim still looks and performs great when this option is turnedoff. It's important to note that, at the time of this review, theadvanced options such as Godrays are still in Beta, so there's a goodchance improvements will be made in the future and performance issuesthat are brought on by this option may indeed disappear. If you do have a newer GPU such as a 2080 or 2080TI, I would assumeit might be fine to have Godrays on without too much of an impact,although I'll leave that for the community to decide, should anyoneout there wish to point that out. Again, when it comes to settings, my settings depend on what typeof flight I'm doing, and what time of the day that flight will be, socertain situations might be more demanding than others, and you mightfind even with a similar setup to mine that V5 works better for youthan it does for me or vice versa. Issues / BugsIts important to bear in mind when considering this review that Ihave a fresh installation of P3D V5 with Hotfix 1 installed. A lot ofpeople have slated this hotfix and said that it brings about moreissues than good, however I somewhat disagree with this statement. Having initially installed the base V5 and tested that for a whilebefore the hotfix was released, I have to say there have been someimprovements. For example on my own system I was suffering fromcrashes to desktop as soon as I entered the sim, problems with certainaircraft, issues that caused the sim to freeze or crash when changingthe time of day, etc. None of which have happened since the update toHotfix 1. I was going to completely uninstall the entire simulator, formatthe SSD and do a fresh install with Hotfix 1, but I found upgradingeach component individually was actually OK and it worked great. The majority of crashes that I've experienced since installingHotfix 1 have been caused when I've been using third party aircraft orscenery, and so in terms of blaming P3D I can't really get away withthat. A lot of people are publishing tutorials and guides on how toforce P3D V5 to work with add-ons that aren't natively compatible, andto those people who get it working - great, but for the majority ofpeople I would say the best bet is to simply wait until those add-onshave been made officially compatible with V5. Most add-ons that are being updated to support V5, will work a lotbetter once they finally get released, because they won't be trying torun "in compatibility mode" (if you can even call it that). They willbe natively supported and will therefore run better. On the other hand, some developers have said their products willwork fine in P3D V5 natively, but the majority will probably bereleasing updates, so my advice is to wait. Maybe go back to V4.5until V5 is fully supported like some people have done already. Overall / Final VerdictSo as with all my reviews, I like to keep things quick and easy. Iwould say P3D V5 is definitely worth the purchase, simply because it'squite obvious a LOT of work has been done to make it better thanprevious versions. It performs better, looks better, feels better, andworks pretty well without much tinkering (at least for me). No doubt there could be some more updates to V5 coming soon,especially with the atmospherics currently being in Beta, but we willhave to wait and see what Lockheed Martin has in store. If you're looking for a great simulator to stick with, or even ifyou're just wanting something to tide you over until the new MicrosoftFlight Simulator comes out, I would say it is definitely worth thepurchase, and worth the wait for add-ons to become compatiblenatively. Some people might have issues, especially if your GPU isn't up toscratch and you're wanting to use advanced atmospherics, but overallyou should be able to run the sim pretty well and get a goodexperience out of it on mid - high end computers. Happy flying everyone! MrYorkiesWorld Prepar3D Web Site
  9. /images/notams/notams20/p3d50408.jpgThe Prepar3D v5.0 Hotfix (5.0.24.34874) is now available. It can bedownloaded immediately from the Purchased Downloads section of thewebsite. The Prepar3D v5.0 Hotfix contains fixes for high priority issuesidentified after launch. A full install of all components is recommended for this update. Toinstall the update you must first uninstall your current Prepar3D v5install via Programs and Features in Windows Control Panel. Each fixlisted below is categorized per installer. Please note, you must firsthave Prepar3D v5 installed to utilize any of the standalone installers(Client, Content, and Scenery). The Prepar3D v5.0 update may requireyou to reactivate your product, however if you have an internetconnection or have not made any major hardware changes betweeninstallations this should not be an issue. For more information pleaseview the Prepar3D v5 Download and Installation Directions. Source
  10. /images/notams/notams20/p3d50408.jpgPrepar3DA® v5 - The Foundation of Next Generation Simulationand Training. Coming April 14th. Prepar3D v5 is the first step in the development of an all newplatform built for next generation simulation and training. Thisfoundational release is the cornerstone for continuous development andevolution, bringing new capabilities and features to solve tomorrow'straining needs. An all new DirectX 12 rendering engine bringsunparalleled performance fully harnessing the latest graphicstechnologies. See the world like never before with groundbreakingweather visuals including volumetric clouds with localizedprecipitation and atmospheric haze. Train across a fully updated globewith the latest airport and geographic data including sloped runwayswith full AI support. An overhauled water system brings the seas tolife with accurate wave simulations and ocean effects. See everydetail with new high resolution physically based rendering (PBR)textures. Challenge yourself in an array of new vehicles including theLockheed Martin Civilian Utility Aircraft and the F-35B developed byIndiaFoxtEcho with representative STOVL capabilities. Additionally, aslew of new updates across the entire SDK open up even morepossibilities for every type of developer. Simulation and training isredefined with Prepar3D v5. Source
  11. Review: Lockheed Martin Prepar3D v4By Michael Hayward /images/reviews/p3dv4/t/1.jpg /images/reviews/p3dv4/t/2.jpgPrepar3D v4 is the latest of the LockheedMartin Enterprise Simulation Platform (ESP) simulators. Having first beenreleased in April 2011, there have been four generations of this platform,each improving on the version before, with v4 adding numerous newfeatures. We finally have a full 64-bit platform to work with along withother tweaks to the CPU and GPU usage - something we will definitely becovering in this article. In this review, we will take a deep look into this simulator and where thistakes the world of flight simulation.Which Licence?There are five separate packages available for P3D, with each onecatering for a differing consumer market. The first is the professional license, used by flight schools and majorcorporations that work in the aerospace industry. This is the mostexpensive version costing $199. Then there is the Academic License, used bystudents and pilots in training, and this costs $59.95. Finally, there arethree different developer licenses each with their own tiers and benefits,ranging from $9.95 per month to $2,300 in total. As I will be working towards my NPPL this year, I decided to go for theAcademic License as this suited my needs best. /images/reviews/p3dv4/t/4.jpg /images/reviews/p3dv4/t/5.jpg64 Bit?The biggest stand-out upgrade on the P3D platform is the fact that itnow runs as 64-bit. Unlike 32-bit programs, which on modern hardware can be quite limitingdue to the fact that a program can only use up to 4 GB of ram, P3D v4 cannow access the entirety of your computer memory. It can also access muchmore of your graphics card, providing less strain on the CPU, andminimising the chances of a crash to desktop. While not perfect due to theage of some of the code, I personally have seen the improvement this bringsto the simulator. GPU Or CPU?As well as providing 64-bit support, Lockheed Martin has been able tounlock additional GPU features, along with multi core implementation. FSXused to suffer from the fact that it could only access a single core onyour system, essentially making 7 of an 8-core PC redundant. By sharing theload of the simulator across all of your system cores, the simulator can beprocessed at a much faster rate. /images/reviews/p3dv4/t/6.jpg /images/reviews/p3dv4/t/7.jpg As mentioned above, Prepar3D unlocks additional features of yourGPU. This means the platform can now render graphics directly off yourgraphics card, rather than on the CPU like before. This allows for muchhigher quality models and details. When combined with the 64-bit upgrade,the simulator now runs far smoother than its ageing predecessor, and has alot more room to spare. Included VehiclesPrepar3D v4 comes with 24 aircraft, helicopters and submersibles (yesyou read that right!) as standard, each with different variants andliveries. These are all very well-made with highly detailed modelling andplenty of functionality throughout. While FSX suffered from a set of rather'basic' aircraft, Lockheed Martin went to town and has produced a number ofgood quality aircraft to experience right out of the box. A number of these aircraft also come from highly regarded third-partydevelopers. Teams from Just Flight,Lionheart CreationsandMilvizgave some of their older, yet still high-quality add-ons to LockheedMartin, ensuring that you enjoy the full experience of the ESP platformfrom the get-go. /images/reviews/p3dv4/t/8.jpg /images/reviews/p3dv4/t/9.jpgYou do however lose out on default commercial jetliners. FSX came with aBoeing 737 and 747, a CRJ-700 and an Airbus A321, all of which did not makeit across to the Lockheed Martin platform. While they do have the rights tothem through the ESP source, they have not been included due to the factthat they (Lockheed Martin) are in direct competition with the American andEuropean aerospace giants. While this may disappoint some, there are manyadd-ons both free and payware that you can use for commercial flying. The default aircraft list is as follows (third-party aircraft are inbold): Alabeo Extra 300sBeech Baron 58Beech King Air 350IRIS Simulations F-22 RaptorIndiaFoxtrotEcho F-35A Lightning IIFury 1500Just Flight C69 "Constellation"Just Flight Electra Model 10Just Flight L049A "Constellation"C-130Orion Maule M7Milviz P-38 LightningLionheart Creations Mooney AcclaimMooney BravoPiper J3 CubRobinson R22 Beta IISikorsky MH-53 "Blackhawk"Virtavia Sikorsky MH-60 "Blackhawk"Virtavia Sikorsky UH-60 "Blackhawk"Virtavia Sikorsky CH-46 "Sea Knight"General Dynamics Ohio Class SubmarineNeptune SRM /images/reviews/p3dv4/t/10.jpg /images/reviews/p3dv4/t/11.jpgEach of these aircraft can also be used as AI that populate the virtualskies, including some extra unbranded aircraft in the place of commercialliners. These include the 'Passenger Jetliner' A321, the 'PassengerTurboprop' Q400 and the 'Regional Jet' CRJ700. These use the same fictionalairlines from FSX, meaning the likes of World Travel and Orbit Airlinescontinue to fly to this day. Air Traffic Control is also the same as default FSX. While not capableof SIDS and STARS, it does an all right job at guiding your flight andvectoring you into an approach. It's acceptable, but could definitely beimproved upon. When on the ground, you also get the chance to walk around your aircraftthrough an 'avatar' mode. This spawns a model character of your choosing,and allows you to look around both your aircraft (useful for pre-flightchecks) and airport environment, and is a mode in Prepar3D that I feel isvery underrated. /images/reviews/p3dv4/t/12.jpg /images/reviews/p3dv4/t/13.jpg Flight Dynamics And SystemsAircraft dynamics in P3D are defined through a number of data referencetables. This is where the aircraft capabilities and limitations are definedin what is essentially a large fancy spreadsheet. While they may not soundlike a great way of doing things, it can be very effective if doneright. It's true that FSX used the same method, but this was based on theflight model of a Cessna 172. The consequence of this was that unless youwere flying a 172 or something very similar, your aircraft wouldn't feelquite as realistic as it should be. Lockheed Martin, in this case, worked on improving this by allowing morevariables to be adjusted in the flight model. While not perfect, it doesmean that aircraft now fly much better than what was possible prior to theenhancements. Prepar3D however has always been much stronger in systemsimulation. Many of the high-end add-ons, as well as a number of thedefault aircraft, come with fully functional cockpits, where all gauges,switches and functions, work as they should in the real world. This hasalways been a defining factor of the ESP Platform and is something P3D v4keeps strong to this day! /images/reviews/p3dv4/t/14.jpg /images/reviews/p3dv4/t/15.jpgGraphics And Virtual EnvironmentUnfortunately this is where P3D starts to fall short somewhat, as the landclass, textures, roads and even airports, remain unchanged from FSX, which is a shame considering the other improvements. Prepar3D uses the same default database that was common on FSX, FS2004and even FS2002. This means that airports are very outdated and don't looktoo appealing to fly from. Textures are also the same as before, with theground environment matching exactly that of the older simulator. It doesunfortunately all look rather dated, and as a result, you're going to wantto find an add-on that can change that to something much more modern. Airports are also very dated. While a small selection of major hubs havebeen worked on to modernise them, the majority of medium, small andregional airports have been left behind and are in dire need ofre-working. The biggest upset for me has to be London Heathrow, whichdoesn't even have Terminal 5 and still features the long-closed crosswindrunway! This is a shame, especially as airports are one of the main factorsthat come into play on a flight simulator. /images/reviews/p3dv4/t/16.jpg /images/reviews/p3dv4/t/17.jpgOne thing FSX did suffer from was autogen popping, but this is somethingthat has now been address in P3D. Before, buildings on the ground would popinto view and disappear instantly, leading to the 'popping' effect thatoccurred over large chunks. Now buildings slowly fade into view and thenfade out, allowing for the system to render distant buildings withoutkilling the immersion of the simulator. While only a small change, it doeshelp with the environment life below, especially in densely populatedareas. The only major graphical change I have found, is with the simulatorlighting - it is not as bright as before. However, in my opinion this is agood thing. Both FSX and previous versions of P3D were always saturated andlight, which may look good for a game, but as a simulator attempting torecreate real-life, it just didn't look right. By toning this down, theteam at Lockheed Martin have managed to balance worldwide lighting, as wellas color correcting the skies, and generally making the simulator muchmore visually appealing. If you do however want to increase the color in the simulator, thenthis can easily be achieved, as Prepar3D introduced High Dynamic Range(HDR) lighting as an option. This allows you to customise everything fromthe sky's brightness, right down to the darkness of the shadows. This isreally useful in ensuring that your lighting matches that of your chosenenvironment, as well as allowing you to customise the skies to suit yourown needs. /images/reviews/p3dv4/t/18.jpg /images/reviews/p3dv4/t/19.jpgThe world environment in Prepar3D is in much need of some additionallove, but unless you are lucky enough to own something like Orbx GlobalBase orREX Texture Direct 4,you are, for now, stuck with something that really has been time-locked. WeatherPrepar3D comes with 17 pre-set weather themes. These include all theoriginals from FSX, along with seven presets by Orbx. The Orbx themes are well-made and provide an extra challenge, while atthe same time ensuring the weather stays realistic in terms of visibilityand cloud layers. If you enjoy flying in stormy situations or wantrealistic static weather, then these additional themes definitely trumpthose of the default presets! /images/reviews/p3dv4/t/20.jpg /images/reviews/p3dv4/t/21.jpgThere is also a full weather customisation tool, allowing you to createyour own worldwide weather within P3D. This includes customisingvisibility, cloud layers, cloud types, temperature, wind direction, windspeed, precipitation and air pressure, to name a few. This is a reallycomprehensive tool and can be used to create just about any weather patternyou can think of, from clear sunny skies to that of the apocalypse! There is however no 'Real-World Weather' option. While FSX had theability to source this from real-world METAR information, this feature wasdropped by Lockheed Martin, presumably to save licensing costs of thesource data, especially while there are better payware options available. Freeware And PaywareThere are thousands of add-ons available for Prepar3D v4, but initiallywhen the platform was released, there was definitely a gap in compatibleaircraft and scenery! As Prepar3D v4 compiles scenery in 64-bit and uses Microsoft DirectX 11,a number of popular add-ons had compatibility issues (gauges werenon-functioning and some exterior models were invisible). This meantdevelopers had to re-compile these through the new Prepar3D v4 SDK,ensuring that everything in the simulator back-end would be functional. /images/reviews/p3dv4/t/22.jpg /images/reviews/p3dv4/t/23.jpgMost if not all major FSX developers now work on Prepar3D, includingPMDG, Orbx, Aerosoft, Milviz, Just Flight, REX and Flight1 amongstothers. This had lead to some incredibly highly detailed aircraft withfunctionality not too dissimilar to real-world training tools - somethingthat Lockheed Martin pride themselves on. What about the freeware scene? Unfortunately, it's not so big. WhileX-Plane 11 has a plethora of quality freeware add-ons to choose from,Prepar3D lacks in this area. Personally I feel this is mainly down to thefact that as a platform, Prepar3D is only built to have high-end aircraftwith full systems cockpit simulation, something that the majority of FSXfreeware lacked, and therefore does not fit their ethos. There is almost an imbalance to this, as while P3D has plenty of verygood payware add-ons, it lacks in the freeware department, whereas X-Planeexcels in the freeware category, but falls behind slightly with thebetter-known payware developers (up until very recently at least). What Have We Lost?Looking back at FSX, there are only two things that I can see that hasgone astray. /images/reviews/p3dv4/t/24.jpg /images/reviews/p3dv4/t/25.jpgThe first, as previously mentioned, is real-world weather. You can nolonger tell the simulator to pull data from METAR stations to populate theworld with updating realistic weather. While not a major loss as there areadd-ons that can do this (and let's be honest, FSX didn't do thisparticularly well anyway), it still would have been nice to see Prepar3Dwith a feature that did this or similar, especially as Lockheed Martinpackages P3D as a training tool. The other I have noticed is multiplayer. FSX had a massive multiplayerscene built-in through the former Game Spy network and later via Steam,with people connecting to servers and flying together in both serious andlight-hearted scenarios. This however, is understandable as to why itdidn't make it to P3D, mainly as Lockheed Martin do not have the provisionsto run multiplayer servers, and those who are looking for a serious setuphave options like VATSIM, IVAO and PilotEdge already available to them. Besides these two, a lot has been added to P3D in which to ensure itbecomes the next-generation ESP simulation. Opinion And Closing RemarksPrepar3D v4 for me is the next step in flight simulation on the ESPsource code. As more and more developers drop support for 32-bit simulators(PMDG being the latest big name), people who are familiar with the FSX andearlier P3D versions can easily move across to this simulator and feel athome. For users of the platform, there is a degree of comfort in knowingthat their 'same old' simulator still sees regular updates nearly 15 yearson. /images/reviews/p3dv4/t/26.jpg /images/reviews/p3dv4/t/27.jpgI personally used FSX as my main platform up until very recently, andmoving onto P3D was as simple as can be. The relocation of the add-onsfolder made for some searching, but underneath everything else was thesame, and the majority of my add-ons were compatible, while those thatweren't, required only a small 'upgrade fee' from developers to gaincompatibility. While visually P3D may not look too dissimilar to FSX with a fancy newmenu, the ESP platform have always relied on add-ons to keep themgoing. This is something that hasn't changed, but by making the simulator64-bit, it gives us a lot more room to play with! Over the last five years, two simulators have really come out ontop. While older platforms like FSX and FS2004 start to fall behind andothers like Flight Sim World and Aerofly have attempted to make their wayinto the market, Prepar3D and X-Plane 11 have dominated. Seeing that a lotof people would have been familiar with the former Microsoft platform, itwould make sense for many to move to this simulator. If you're looking for a flight simulator that keeps close to theoriginal platform that defined this genre, then Prepar3D v4 is the way togo. /images/reviews/p3dv4/t/28.jpg /images/reviews/p3dv4/t/29.jpgThe Technical BitMinimum RequirementsMicrosoft Windows 7 SP1 (64-bit) +CPU: 2.0 GHzRAM: 2 GBGPU: 1 GB with full DirectX 11 supportHDD space: 30 GB, with at least 10GB on C:\(3 GB for the SDK)Solid State Drive (SSD) is strongly recommendedDirectX 111024x768 minimum screen resolution for primary displayReview PC SpecsWindows 10 Professional6th Generation Intel® Core™ i7 6700K Processor16 GB RAMNVIDIA® GeForce® GTX 745 Michael Hayward Prepar3D Web Site
  12. /images/notams/notams18/p3d0626.jpgThe next update for Prepar3D v4 is here! Prepar3D v4.3 takessimulation to the next level offering new features includinginteractive panel windows in virtual reality (VR), improved scenerydynamic lighting performance, several new C-130 user-selectableaircraft, as well as numerous user interface (UI) enhancements,various stability and performance improvements, multiple bug fixes,and much more. In addition to the numerous core features and enhancements,Prepar3D's open development architecure keeps expanding with multiplenew updates to the Software Development Kit (SDK). Developers haveeven more power and freedom to create new and exciting contentblurring the lines between simulation and reality. Additional toolsare available including the ability to place windows and panels in 3Dspace, improved scenery placement accuracy, as well as multiple newservices, functions, and callbacks with even more robust errorreporting and handling. The Professional Plus version also features many updates includingbasic support for Common Image Generator Interface (CIGI) version 3.3and 4 along with numerous improvements to the Distributed InteractiveSimulation (DIS) interface. Multiple improvements have also been madeto SimDirector, Prepar3D's built-in advanced scenario creation tool,including AI enhancements, trigger and validation improvements,greater stability, and improved usability. The Prepar3D v4.3 update is available now and can be downloadedfrom the Downloads page. If you currently own a valid Prepar3D v4license there is no charge to update to Prepar3D v4.3. To purchasePrepar3D v4, please visit our online Store. Prepar3D offers separate updates for the Client, Content, andScenery. This will make updating faster and easier than everbefore. Please be sure to read the Prepar3D v4 Download andInstallation Instructions for more details on how to quickly update tothe v4.3 release. Please refer to the What's New below to see whateach installer contains. Most users will only want to use the Clientinstaller to update. For full details, visit the Prepar3D web site: https://www.prepar3d.com/latest-news/
  13. Interview: Wesley Bard Of Lockheed Martin By Victor Baron Will Prepar3D be supporting multiple platforms or just Windows based? Because of our hard dependency on DirectX we will be Windows based for the foreseeable future. We're excited about the Windows platform, where it is heading, and how easy it allows for customers and trainees to get started with Prepar3D and a whole host of Windows compatible joysticks, touchscreens and other training devices. How are you addressing concerns for future compatibility with new Windows versions? We have a variety of hardware and software we compile and test Prepar3D on. As Windows gets updated, so do we. Are there plans to include Real Weather in Prepar3D? There are several great add-ons that provide our customers the option of real or live weather. We encourage our customers who have those requirements to seek out some of the great add-ons that can pull in live weather data. Any plans to incorporate OpenGL support? Not at this time, we are all-in on DirectX for the foreseeable future. Are there minimum system requirements for optimal usage? We publish and update the minimum system requirements on our web site. Now that the platform is able to use more and more of the graphics card for greater immersion and added features, the old adage of having the best CPU you can buy still holds true, but we are also able to do more and more with faster graphics cards as well. Is there a 64 bit version of Prepar3D in the future? It's on our roadmap definitely. However, 64-bit is a very demanding technical challenge, and not something easily obtained. We still feel there is a lot of room left in the 32-bit envelope. Our recent refactor of the autogen system was a great example of this. We were able to reduce the memory footprint of an autogen tree by 17x. As we get smarter and the DX11 engine continues to evolve we will pursue many new opportunities for memory savings and performance increases. We've already had developers reach out to us and tell us how they are now able to pack more and more autogen into their solutions and add-ons because of the recent changes. Will 2.0 model icing? We've added in ways for developers to define their own simulations and systems, and incorporate them into the Prepar3D world. Other companies have figured out ways to do this in previous platforms by using direct memory access, but those methods will have to be tailored every time an update occurs. That isn't a problem for other platforms that are end of life, but in a platform like Prepar3D that is constantly evolving and being updated it makes it hard for the developer to keep that add-on compatible. We've partnered with all the add-on developers that have reached out to us to provide formal interfaces and APIs to previous parts of the system they used to have to use hacks or memory access to reach. In addition to simconnect we've added a new PDK (Prepar3D Development Kit) API that brings much greater control to all aspects of the system. Small examples of this include full control over the cameras, so add-on developers can render custom camera into rear-view mirrors for example, and they can choose what not to render in those mirrors to keep the performance hit to a minimum. They can then apply a custom post process to add some glare or a fisheye effect to the mirror. Our new APIs really allow a whole new level of immersion to developers to create Prepar3D content. Is there a difference in the damage model in 2.0? We've added the simulation of vehicle health and damage characteristics in the Professional Plus version of Prepar3D to support our military customers. If you're not using that version, then you still have the same damage model from previous platforms. Shadows add greatly to the realism of flying along with a performance hit. Has the implementation of DX11 affected this area? It has, greatly. With v2.2 we recently added in the ability for clouds to cast shadows. Dynamic shadows really add to the immersion of the student and trainees, and we are very proud of our shadow system we've engineered for Prepar3D v2. We had a lot of challenges with the shadows that most developers don't face, as we have to simulate and shadow the whole world. Shadows are a perfect example of a new feature that takes advantage of modern day graphics cards. The faster your graphics card, the less fill-rate bound you will be and the more graphics card dependent features you can employ. The cloud and terrain shadow distances available in the UI might seem unattainable now, but in a year or so the graphics cards out then might be able to handle them with ease. We want the platform to continue to be able to scale as hardware improves, both CPU and graphics cards. Have any changes been made to AI traffic in 2.0? Not in the core platform. We have added additional AI "behaviors" to support military training in our Professional Plus version. For the general student or trainee, there are several great add-ons that can fill your Prepar3D with AI aircraft if you have those requirements. For the things that ecosystem and Prepar3D solution developers are able to develop, we want to support and enable them to make the best add-ons they can, we don't want to enter their space. Does Prepar3D plan to support sloped runways? We will support sloped runways, and provide the mechanism and interfaces for developers to support sloped runways in the future, yes. We're actually already excited to see some of the sloped runway add-ons the Prepar3D Development Networks companies will come up with! How will DX11 affect mesh resolution in 2.0? With us now being able to render the terrain on the graphics card, we can employ tessellation to refine the terrain mesh. This also allows us to do some neat things like assigning specular values to landclasses, so that snow is shinier, etc. This also allows us to put in things like the new Time Preview functionality which allow you to dynamically change the time of day. Having the GPU handling the bulk of the graphics processing obviously frees up the CPU. How will this translate in terms of quality and performance? There are two ways to bottleneck a 3D simulation platform like Prepar3D - overloading the CPU causes you to be CPU-bound, and overloading the graphics card causes you to be fill-rate bound, you are essentially having the graphics card draw more than it can render at any given frame. Most everyone is familiar in ways that the previous platform was CPU-bound, as it required the CPU to most of the simulation and scene processing. With our new rendering engine, we are able to move traditional CPU work over to the GPU, freeing up the CPU to do other things. Traditionally since the graphics card was not being used, users would override the anti-aliasing settings and primarily only use the graphics card for AA. With v2 we are able to tessellate the terrain and 3D 'ultra' water waves on the graphics card, instance the autogen trees and building on the graphics card, utilize the graphics card for lighting effects like HDR, or custom AA processes like FXAA, not to mention our new dynamic real-time shadow system. Have any changes been made in multi monitor support - both full screen and windowed mode? We continue to work to make sure that multi-monitor and multi-touchscreen simulators have the support they need to be operational. This ensures making sure we handle touch inputs the right way, as well as ensuring we save off monitor and panel positions and locations across devices. Coming under the heading of "Tooting your own horn" - what would YOU like to say about Prepar3D 2.0? V2 really has so much new capability in it, it's hard to just toot once. Most of our customers are familiar with the graphical or performance improvements, but there are so many things we've added for developers and options now available that aren't being utilized yet, that once they are, I'm sure folks will continue to be amazed by what is possible in this platform. SimDirector is also a pretty amazing new feature we've added that the online community hasn't really begun to rally around, but I think would have some amazing use cases that could be leveraged. It is a modern tool that makes creating missions or learning experiences in Prepar3D much more robust and much, much easier. A lot of add-on developers ship complex manuals and procedures, but they could easily create tutorials or startup procedure tutorials in SimDirector. You could start the plane in any state, and then guide the user through smooth camera zooms and panning, as well as new on screen text and graphical callouts to go through a startup procedure. You can have it be interactive as well and grade the student on how they are doing, or also disable user input and show the student in Prepar3D how to start it up. You can also use SimDirector to take control of the flight dynamics as well and show students how to handle stalls or other complex situations. Can you expand a little on the reduction in VAS footprint with the autogen trees? You all should head over to the Prepar3D forums and thank Beau for that one. Beau is extremely innovative and really dug in and refactored the autogen system. This is a great example of what is now possible in the Prepar3D v2 platform and with our new DirectX 11 rendering engine. As I mentioned before, we feel there is still a lot of untapped potential to continue to improve what is possible with Prepar3D v2, and with each revision of v2 we will continue to blend in existing performance improvements and enhancements as well as new features for both end users and developers. What type of performance hit can be expected with cloud shadows enabled? That depends on what graphics card you're running, and what graphics card dependent features you are also running. The great news is that graphics cards are continuously being updated. We didn't limit the functionality in the platform so that a current computer could run everything at max settings. We are a platform, so we need to support a variety of uses and users. Some are flying at 30,000 feet and want great weather effects asd volumetric fog, others might be in an ATC room and only need to render the scene very close. How do YOU rate P3D as far as keeping on track with your development plan? I'm very proud of what we've been able to accomplish in the last five months that v2 has been out. We've essentially published three versions, v2, 2.1 and now 2.2, with patches, as well as a few hotfixes mixed in there. I'm extremely proud of my development team and what new and innovative features and solutions to existing problems they've been able to come up with. I would also like to take a moment to thank the ecosystem of developers and sites like FlightSim.Com that help and inform users about Prepar3D and also provide help and troubleshooting support for our users. You all are an invaluable resource for the Prepar3D community and we sincerely appreciate all you do. I also wanted to take a minute and let the FlightSim.Com users know a little bit more about our development plans for 2014. We are planning a couple more updates to v2 this year. A couple of things we are currently working on is making the dynamic and ultra water perform and look better, adding formal SLI support (though through the existing implementation we've outlined on our forums some users are already seeing some very nice performance gains) as well as terrain paging performance. We are also currently looking into a variety of issues that users have been reporting, the cloud 'spinning' is a good example. Again, thanks for taking the time Vic to let us speak to your users! Wesley Bard Software Manager, Prepar3D Program Lockheed Martin Corporation www.prepar3d.com Read previous interview
  14. Interview: Wesley Bard Of Lockheed Martin By Victor Baron About Wes Bard Q: What is your role for Lockheed Martin and the Prepar3D team? A: I am a software manager at Lockheed Martin's Mission Systems and Training business, and I am the technical lead for the Prepar3D® team. In this role, I manage our development team and ensure that we are incorporating feedback from the Prepar3D community into future releases. Q: When did you first start working with flight simulators? Do you have an interest in real aviation and are you involved in it in any way other than what you do for Lockheed Martin? Tell us about any experiences you've had in Real World Aviation? A: My background is in software engineering, but aviation has interested me for quite awhile. I look forward to getting up in a Cessna 172 whenever I can. In fact, several of us on the Prepar3D development team are studying towards various licenses. I'm enjoying ground school at the moment. About The Company Q: What was Lockheed Martin's reason for deciding to develop a flight simulation program? A: Lockheed Martin continuously looks for new and cost-effective ways to help our customers rise to the challenges of tomorrow. Thirty years ago, Lockheed Martin worked with customers to introduce simulation to maximize the training experience. Our Mission Systems and Training business currently provides training systems for 36 military aircraft variants, including the most advanced training system ever developed, the F-35 Lightning II. These training systems are engineered to provide the shortest path to learning by incorporating simulation. In 2009, Lockheed Martin had an opportunity to enter an intellectual property licensing agreement with Microsoft to further develop its ESP™ technology. Lockheed Martin launched our version of the simulation software, Prepar3D®, in 2010 for immersive learning and training. This is a natural fit for our business as we look to reduce costs for our customers by moving training tasks from aircraft to full mission simulators, and from full mission simulators to part-task and desktop trainers for the right level of technology to meet the learning objective. Q: Does Lockheed Martin use the simulator in the real world aviation side of the company and if so how? A: Absolutely, we work across our corporation to advance global security technologies every day, including with our Aeronautics business which develops mobility aircraft like the C-5 and C-130, fighters like the F-16, F-22 and F-35 and trainers like the T-50. Here's an example. Recently, the U.S. Air Force noted an opportunity to provide cockpit familiarization and procedures training to C-130J aircrews before they enter full fidelity simulators for mission-based training. Lockheed Martin developed a quickly reconfigurable platform called the Multi-Function Training Aid to provide familiarization and procedures training for aviation and ground vehicles. This training tool uses Prepar3D and commercial-off-the-shelf hardware, and it has integrated touch screen panels, switches, dials and simulated controls. For C-130J training, we worked with our Aeronautics business to equip the Multi-Function Training Aid with the operational flight program of the actual aircraft. Today, Air Force Special Operations personnel train on the systems at Cannon and Kirtland Air Force Bases. Q: Where does the Prepar3D department sit in the structure of Lockheed Martin? A: Our Prepar3D program team is part of Lockheed Martin's Mission Systems and Training business area which develops training systems for the aviation, ground, maritime and cyber domains. Mission Systems and Training also provides platforms like the Aegis Combat System, Littoral Combat Ship and unmanned K-MAX as well as alternative energy solutions. Q: In what ways does your team interact with the real world aviation side of the company? A: Vic, let us know if the MFTA example also addresses this question. We work across our corporation to address our customers' challenges every day! About The Product Q: Please tell us what you personally feel is one of the most interesting or exciting uses you have seen for the Prepar3D product? A: We are really proud and excited that Prepar3D is inspiring the next generation of engineers and technologists through our academic license. Our decision to offer an academic license at reduced pricing is an extension of our philanthropic support to encourage kids to explore science, technology, engineering and math (STEM) careers. In our increasingly complex global environment, economic health and national security relies on cultivating a pipeline of trained and capable technical talent. The National Flight Academy is one of the organizations we support, and their mission is to engage young people in learning through stories of aviation. Over the next five years, the National Flight Academy plans to reach more than 60,000 students through their classroom, community and in-residence programs. Q: Prepar3D furthers the development of Microsoft's ESP product while maintaining compatibility with Microsoft Flight Simulator X. Can you tell us in what ways Prepar3D has been enhanced? A: Beyond our military customers, we saw applications for training by private pilots, commercial flight schools, civil agencies and students. To transport users to any place on earth, from underwater to suborbital space, we expanded the simulation to support ground and maritime missions. Here are some of the enhancements we've made in the 1.0 to 1.4 releases of Prepar3D: Global land class update - Millions of square kilometers of the earth have been checked and upgraded appropriately to represent the urban environment more accurately. One of our developers had this idea and worked on the update for a little over a month. After reviewing the datasets involved we were able to make correlations that helped identify which of the hundreds of landclass types should be improved. The datasets were processed in both GIS and SQL databases that are used to handling datasets with over 500 million points so we had technology on our side! We also went through a few iterations to make sure the changes are unique to the regions. Downtown Norfolk scenery - Prepar3D offers the most accurate city representation, scenery that was created directly from aerial photos and contains 12 cm imagery. Our friends at Pictometry developed this scenery through a process they developed. The land class changes mentioned above also made a huge difference - the scenery is more detailed, accurate and crisp than offered before. We also have the ability to go underwater with the bathymetry scenery on the U.S. coastlines and the ability to adjust the transparency of the water so you can better see the shorelines. Shader 3.0 and increased texture sizes - A modernized shader model is offered for higher quality graphics and increased texture limits to 4096 x 4096. If you compare this texture upgrade in digital camera terms, we increased the maximum resolution from 1 megapixel to 16 megapixels. This allows for much higher fidelity visuals. Specifically, the Shader 3.0 update allows for more instructions per shader, which we leveraged to create our new translucent water surface. It also improves performance on some hardware due to driver optimizations. Bathymetry - Users can take their simulation experience under water with submarines and the U.S. Geological Survey's coastal bathymetry. This feature includes the ability to import users' custom bathymetry models using the Software Development Kit (SDK). The bathymetric data is the equivalent to an underwater digital elevation model and provides the ability to add underwater terrain anywhere in the world. This adds new perspectives for submarine, aerial water landings and boating training. Multi-channel - Users can harness the power of multiple computers to increase the quality of Prepar3D's graphics, stability and performance on huge monitors or multiple monitors. Prepar3D offers multi-player and shared cockpit modes, and we wanted to expand those features and rev up the program's performance for large or multiple monitors. We leveraged the existing software code to allow for multi-screen simulation, spreading out the graphics processing across several computers. Multi-channel works in two modes. The first option allows monitors to be placed individually, allowing for full 360-degree wraparound display systems and offering more than one view per computer. The other mode can be used for flat or nearly flat video walls and supports perspective-correcting technologies (OmniMap from Scalable Display Technologies and EasyBlend from Elumenati). IR sensor camera options - Users can experience night vision and infrared sensor camera options to enhance military mission or night flying training. We filter the vehicles, auto generated elements and other scenery objects based on relative heat values and color the screen based on that information. The challenge lies in separating all the vehicles and scenery objects into temperature categories, and we developed a new process for that when developing the camera options. Performance - We continually focus on improving performance to create a user experience second to none. Throughout our version 1 series of Prepar3D software, the team has improved upon many legacy issues for performance gains. The community plays a vital role in improving performance by citing their experiences in our online forums; the forums are a venue that allows our developers valuable insight into performance of the software. The statistics are showing better and better performance and that is something all of us on the Prepar3D development team believe illustrates a great partnership with the user community. Q: Tell us how you go about your product/software quality assurance how you find and resolve any issues found during the software development process? A: Prepar3D has a varied customer base that uses the program in different ways, which in turn provides a continuous feedback loop to the software development team. Another key to our software quality assurance is our forums where end users and developers alike are active and are keen to provide their feedback and ideas about the product. Feedback from forums have helped shape features in Prepar3D, such as the multi-monitor capability, saving a multi-screen cockpit layout on start-up, additional sensor and camera options and numerous performance improvements and bug fixes. Also, we are focused on ensuring our main Prepar3D developers are a key part of our release process by providing them with beta software in advance of major releases. We look forward to this summer when our new beta software is active in the development community. Q: ModelConverter helps convert static models from other simulation systems, and Model Placer helps people place large numbers of models in the scenery. Could you tell us a little about these and if you have plans to create a product to help create aircraft add-ons? A: The ModelConverter and ModelPlacer are additional tools we sell on our web site that make it easier to convert and place large numbers of models. These tools are optional and they aren't required to use the Prepar3D SDK or build content for Prepar3D. We are excited about the future of the Prepar3D SDK Modeling Tools for 3D Studio Max 2013, which will allow content creators and developers to use the 2013 version and all of its latest modeling features to develop for Prepar3D. Involving the development community is a key part of shaping the software, and we plan to offer these new tools for beta testing. Q: What is the most challenging aspect of the project? A: We are listening to our user community and increasing performance. Prepar3D is well on a path to take advantage of modern day computing hardware, moving away from the tradition of being CPU bound. We are now updating our rendering system to support DirectX11 and development is progressing nicely. With DirectX11 support, Prepar3D can leverage features such as hardware instancing, shaders, GPU-based particle systems, tessellation and multi-threaded rendering. Q: Can you share with us more (in general if possible) about where you see Prepar3D going in the future? Tell us more about what we will be able to do or features you might have planned? A: Every day, we see more and more developers who are creating peripheral products that work with Prepar3D to enhance the simulation experience. We love developers and encourage the development of software add-ons and hardware. They are creating amazing aircraft, weather effects and scenery. Developers' work expands the options available to the Prepar3D community for tailored learning experiences. One of the key reasons we wanted to make sure we maintained backwards compatibility with FSX was to facilitate an easy migration of developer content over to Prepar3D for more immersive learning and training. Our team's development work is now directed to further amping up performance and adding weapons training for our military customers. Performance - As we mentioned earlier, feedback from developers and users in the community indicate that performance is a high priority. We're excited about the future of Prepar3D's new rendering capability and are eager to be able to release it to the community in 2013. Weapons training - Prepar3D will soon offer weapons training to allow our military customers a training capability for weapon selection and target acquisition. We're honored to be part of engaging people all over the world in learning through simulation. Thanks for this great interview, Vic, and we welcome feedback about Prepar3D at our web site, www.prepar3d.com Vic, we are sometimes asked if Prepar3D can be used for entertainment. If you'd like to include a question about entertainment, here is an answer. A: Lockheed Martin does not offer Prepar3D for entertainment, and we have no plans to enter the entertainment space. Our end-user license agreement explains that Prepar3D can be used for purposes other than personal/consumer entertainment. Our development focus is on learning and training. We are sometimes asked where Prepar3D can be used. Location is not a consideration in the end-user license agreement; it only matters how the software will be used. We see the core audiences for our products as: Professionals - This license is intended for professional skills training. This group could include private pilots, commercial flight schools, military personnel, civil organizations such as firefighters/emergency response or students pursuing a technical degree or an advanced degree such as a masters or PhD. Students - We launched an academic license recently at a reduced price for educational purposes at the undergraduate college level and below (students in elementary, middle, high school or pursuing a bachelor's degree). This is an extension of our philanthropic support for STEM education to engage the next generation of technologists and engineers. Developers - To provide the best experience for all companies and individuals working with Prepar3D, we provide a standardized interface and tools so that anyone can create Prepar3D-compatible products. Encouraging development is the driving force behind offering open access to an online SDK, tools and simconnect interface. For the individuals or companies who are interested in developing aircraft models, scenery, terrains and weather effects for Prepar3D, we offer a Prepar3D developer license. Wesley Bard - Lockheed Martin Review conducted by Vic Baron Learn more about Prepar3D at: www.prepar3d.com
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