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Update 14 (v1.3.21412.0) Now Live

Discussion in 'News, Announcements & Forum Guidelines' started by DTG Cryss, Oct 12, 2017.

  1. DTG Cryss

    DTG Cryss Staff Member

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    It's a pretty mixed bag this week, with tweaks to a lot of mission content based on user feedback thus far. We've also got a hefty update to the Pro Mission Editor, with a variety of recipes being added to the sim to make creating missions just that little bit easier.

    That's not all, but read on for the full patch notes.

    Missions
    • Low and Slow
      • Correct airports now listed on the flight planner
      Scud Runner
      • Prevents the aircraft going backward once the mission’s completed.
      Burning the Candle at Both Ends
      • Removed compass on end cinematics.
      MEP Lesson 3 - Engine Failure Takeoff
      • Aircraft can no longer be operated in failure cinematics.
      • Leaving the runway no longer leaves the plane spinning.
      MEP Lesson 4 - Skills Test
      • ATC text now correctly references runway 24 as the landing target.
      LAPL Lesson 5 - Approach and landing
      • Re-balanced difficulty.
      PPL Lesson 8
      • The lesson now ends if the player misses the runway.
      PPL Lesson 9 - CheckRide
      • Tweaked steep turn checks to rebalance lesson difficulty.
    Aircraft
    All

    • Reduces windscreen darkening when Advanced Weather is enabled
    RV7
    • Tweaked cabin light position to improve instrument legibility during night flights.
    Frontend
    • Quitting a C&D flight no longer causes the UI to show C&D as enabled
    Engine
    • Fixed instances of free-flight time not recording when landing whilst accelerating and above stall speeds.
    • Reset recycled voices where the 3D audio may affect volume and pitch.
    • Fixed throttle null zones to allow throttles to hit their 100% maximum reach.
    • Fixes transparent white square artifacts attached to cars and various land vehicles.
    • Application shuts down addon exes if the game exits unexpectedly
    Pro Mission editor

    Additional mission creation recipes.
    Added basic categories and favourites handling for recipes.

    A full list of recipes can be viewed here.
    • Fix drag/drop of Scenery and Waypoints onto the map.
    • Added ability to resize area boxes using a mouse.
    • Fix incorrect model elevation for MobileSceneryObjects, if an attached model is AGL.
    • Menu items can be unfavourited if in multiple categories.
    • Realism node now enables collisions.
    • Block mission publish without a default image.
    • ‘Friendly Names’ switch now operational when using action palette’s ‘Object Type’ list.
    • Using hardcoded text in Menu Items no longer causes text corruption.
    • Prevents editor from minimising when clicking the first dialogue box seen when editing.
    • Fixed instances of model viewer window not being visible on certain configs of O/S and screen resolution.
    • Fixed instances of the scrollbar not appearing on the attributes dialogue under certain conditions.
     
    Last edited: Oct 12, 2017
  2. Sublivion

    Sublivion Member

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    sdk and jets? ;(
     
  3. Sublivion

    Sublivion Member

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    and the traffic is pretty fucked too lmao

    but nice job guys ;)
     
  4. Paul Blythe

    Paul Blythe Active Member

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    Nice ...
     
  5. lorenzoguidotti

    lorenzoguidotti New Member

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    next month
     
  6. daithecwm

    daithecwm Member

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    Any chance of moderating your language, Sub? Keep it clean, eh, mate?!?
    Cheers - Dai. :cool:
     
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  7. Hypercide

    Hypercide Active Member

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  8. Chris@BlueSky

    Chris@BlueSky New Member

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    Great update, thanks Cryss
     
  9. Ekar

    Ekar New Member

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    Love watching this sim grow. Thanks Cryss
     
  10. Sublivion

    Sublivion Member

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    hell yeah
     
  11. Ekar

    Ekar New Member

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    Think SDK on the horizon... not sure about jets just yet.
     
  12. C.a

    C.a Member

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    It will depend on how easy will be to port the planes from other platforms. The aircrafts are already "there" waiting to be ported.
     
  13. flyforever

    flyforever Active Member

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    I have to assume that it's pretty easy to port them over. Afterall, it's fsx with some 64 bit changes.
     
  14. EchoKilo

    EchoKilo Member

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    From what I have understood after following various discussions, I don't think that is entirely correct. Quite a few things seem to work differently, and some serious work is needed for the conversion. FSW ain't just 64 bit FSX as you say.
     
  15. C.a

    C.a Member

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    You´re right, it's not just a 64Bits FSX, but even the developers are waiting the SDK to talk about it. It can be easy, it can be hard, we will have to wait until 3rd parties have access to the SDK and they say something.

    The guys on BlueSkyfs said it was being easy to port to FSW, but I know jets are way more complex than what we saw being ported until now.
     
  16. flyforever

    flyforever Active Member

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    Of course we don't know, but with the exception of xplane, developers for fsx, p3dv4 and fsw are not too concerned about conversion.
    That's what they say, but I agree that we wont know for certain until the sdk comes out.
     
  17. Hypercide

    Hypercide Active Member

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    Porting goes only so far. When FSX superceded FS2004, there was a flurry of eager portovers at the time, but as they weren't optimized for FSX's at the time updated architecture, they tended to be balky (certain companies are actually still offering these in their back catalogues). They were completely eclipsed by what came to market once developers started producing add-ons specific to FSX. I'd expect the same now: straight portovers will be passable, but who has time for passable with what FSW is shaping up to be? Freeware portovers, sure, but not payware.
     
  18. flyforever

    flyforever Active Member

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    I agree. I just noticed how quickly many p3d3 planes were ported over to p3d4. I assumed, therefore, that fs2004 and fsx were much different than p3d3 and p3d4. I say this as a casual observer. In fact, Just flight didn't spend much time porting over their arrow to fsw.
     
  19. Lew

    Lew New Member

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    May you explain "sdk" i cant figure it out to save my life
     
  20. Hypercide

    Hypercide Active Member

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    It was JF who were the most energetic "porter-overeers" back in the day (they are my "certain companies"). I really don't have a hate on for JF, but their business model has always exceled at exploiting the kind of impatience that tortures the wallets of flight simmers when they're waiting for other developers to populate a new sim (as opposed to, for example, the imperious and sniffy posturing of PMDG that eventually gives way to something really jaw-dropping, the NGX is still a masterpiece). I know that JF have been doing a great job partnering with DTG, but as you say, that Arrow was a pretty easy "flip." Let's see JF do something great and out of left field: how about that DC-3, or the old Battle of Britain collection--made to be just as FSW-worthy as the Arrow? That would make me a believer.
     
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  21. EchoKilo

    EchoKilo Member

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    Software Development Kit. A set of tools and documentation required for creating content, such as aircraft, scenery or missions.
     
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  22. EchoKilo

    EchoKilo Member

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    Going seriously off-topic for the thread, but when it comes to JF, I seriously hope that they will bring their recent DHC-3 Otter into FSW as well. I'd buy that one in a heart beat, what a perfect airplane for bush-flying with some interesting mission possibilities. And best of all, it has nice, big, round radial engine at the front!
     
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  23. flyforever

    flyforever Active Member

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    it's clear that JF has changed strategies with regard to upcoming aircrafts. Their decision to go in house for development may be indicative of the fact that they, too, were not so happy with the planes that Airplane Heaven kept producing.
     
  24. Lew

    Lew New Member

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    Ok, thank you lol
     
  25. flyforever

    flyforever Active Member

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    The sdk is also an end point for the sim. Once an sdk is out, it's assumed that the core engine is more or less stable and ready for addons.
     
  26. C.a

    C.a Member

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    Not an end point, for sure, you always can update your SDK, but I agree when the developer release a public SDK he has almost everything figured out.

    In the aircrafts matter, DTG is really advanced, they improved a lot in that area, I'm confident to say they have the best set of stock GA aircrafts in a sim and JF Arrow proves good things are ready to come.

    In the other way, in the scenery matter, for example, they didn't advanced much in the public versions they released until now. They can have an internal improved version of course, but I really think they will have to update the SDK soon for better sceneries development, unless they have improved it internally already.

    Anyways, just some thoughts of a sim enthusiast, I have no deep knowledge of add-ons development.
     
  27. flyforever

    flyforever Active Member

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    Perhaps we can all agree that, so far, we're in good hands.
     
  28. rjlf

    rjlf New Member

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    Why has it all gone quiet in FSW avsim forum last post 19th no word on the promised SDK at Cosford by Steven.
    Ray Fry.
     

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