Prepar3D v2.1 Cleared for Landing

Today announces the release of the next evolution of Prepar3D v2 with Prepar3D v2.1.  Updates to Prepar3D v2 are available in both a patch to an existing v2 installation, or as a new installer from your Purchased Downloads page. If you are a current Prepar3D v2 user, there is no charge to upgrade.

The Lockheed Martin Prepar3D team loves hearing about your experiences with Prepar3D at our forums. The forums also give us an opportunity to listen to your feedback as we continue Prepar3D development.  We’ve partnered with our forum users and with several 3rd party solution developers to continue to bring added features, enhancements, optimizations as well as additional backwards compatibility, bug fixes and additional stability to Prepar3D v2.

“All issues FlyTampa raised with regards to Airport development, have been fixed in Prepar3D v2.1”FlyTampa

We hope you find Prepar3D v2.1 continues to support your learning, simulation and training objectives.  We are excited to bring this patch and update to Prepar3D v2 to the community today, and have already begun development on several new and exciting features for Prepar3D v2.2.  Keep an eye out on for new developer blogs in the future outlying the new features coming in v2.2.

A full transcript of what’s new in v2.1 is available for reference below:

Requested Features and Enhancements Implemented in Prepar3D v2.1

After receiving great feedback from our user community, we have implemented new application enhancements and made a large number of fixes to improve the stability and usability of Prepar3D v2.

Rendering, Performance, Backwards Compatibility, Weather and Clouds

Rendering Features Added

  • DirectX® 10 fallback hardware support for DisplayLink and other monitors
  • Dynamic shadows now can be enabled to render when you do not have tessellation (GPU Terrain) enabled
  • Further optimizations and enhancements to prevent microstutters that were reported
  • Further optimizations to the autogen and terrain paging system

Rendering/Performance Issues Resolved

  • Lessened the specular shine on terrain to help alleviate anti-aliasing on runways, roads and terrain
  • Fixed an issue where the HDR lighting feature could get into bad rendered states with extreme darkness
  • Lightened star and other reflections at night
  • Fixed an issue where Effect EffectParams didn’t turn off lights or effects
  • Fixed an issue where airport light beacons cast shadows
  • Fixed an issue where cloud and fog visibility was rendered at about half of what was set
  • Fixed an issue where terrain lighting and shadows could be in wrong direction
  • Fixed an issue where windsocks did not visibly change at all, always pointed North
  • Fixed a rendering issue where a white square was visible around the moon
  • Fixed an issue where boat wakes were not being rendered on certain AMD graphics cards
  • Fixed an issue where clouds could be seen through the horizon through thick fog
  • Fixed an issue where a black screen could occur with HDR Lighting feature enabled
  • Fixed an issue where a black screen could occur going in and out of fullscreen
  • Fixed a rendering issue where progressive taxi arrows were not rendering
  • Fixed a rendering issue where emissive objects were fogging inappropriately leaving artifacts on the sun and moon
  • Fixed an issue where the new dynamic shadows did not respect tiled textures
  • Fixed a large performance loss when main Prepar3D window did not have primary focus
  • Fixed a large performance loss when moving panel(s) to a second monitor
  • Resolved a few memory fragmentation issues

Additional Backwards Compatibility Features Implemented

  • Resolved a rendering issue where white boxes could be seen around Orbx FTX Global lights during the daytime
  • Resolved an issue where the Orbx FTX Global lights were not rendering along roads
  • Resolved an issue where Orbx FTX Global lights cast shadows
  • Resolved several legacy night apron/taxiway/runway approach lighting issues
  • Resolved an issue where custom photosceneries weren’t blending well with shorelines
  • Resolved an issue where light cone effects were rotating incorrectly about the z-axis
  • Resolved an issue where shadows and batches were rendering off on zero altitude batches

Weather and Cloud Issues Resolved

  • Fixed an issue where weather and cloud coverage issues with 7/8 in the UI not applying
  • Fixed an issue where cumulus type clouds received NO cloud bottoms from the cumulus01 bitmap
  • Fixed an issue where stratus and other clouds render at incorrect heights than what was set via the UI or SimConnect
  • Fixed an issue where only one texture from each cloud group was being used
  • Fixed an issue where during any WeatherSetObservation from SimConnect there was a “zero” altitude wind layer inserted at 75°C
  • Fixed an issue where in the basic weather UI, setting wind speed to none did not clear wind speed
  • Fixed an issue where rain and snow effects did not render across entire widescreen or multiple views
  • Fixed an issue where rain and snow effects did not render when moving locations within the same airport
  • Fixed an issue where temperature changes worked differently when set the same from SimConnect vs the in-simulation UI for non-GLOB observations

Additional Default Controller Profiles Added:

  • Saitek X52
  • Saitek X52 Pro
  • Saitek Rudder Pedals
  • Saitek Cessna Rudder Pedals
  • Saitek Combat Rudder Pedals
  • Saitek Pro Flight TPM System
  • Saitek Pro Flight Cessna Yoke
  • Saitek Pro Flight Cessna Trim Wheel
  • Saitek Pro Flight Yoke
  • ThrustMaster T.160000M
  • ThrustMaster T.Flight Stick X
  • ThrustMaster T.Flight Hotas X
  • ThrustMaster Joystick – HOTAS Warthog
  • ThrustMaster Throttle – HOTAS Warthog
  • Redbird JAY Rudder Pedals
  • Wireless Controller (Playstation 4 Controller)

Controls Issues Resolved

  • Fixed an issue where joysticks could disconnect mid-flight on Windows 8
  • Fixed an issue where flights started with full throttle regardless of the vehicle’s throttle position
  • Fixed an issue where SimDirector control settings were not importing/exporting from the user interface
  • Fixed an issue where joysticks remapped for iSimObjects but the keyboard did not
  • Fixed an issue where imported control setting profiles got merged with existing settings instead of overwriting them
SimConnect and Software Development Kit (SDK)

Added Features

  • Added additional getters for new methods to the camera system

Bugs Resolved

  • Fixed an issue that prevented the included ExternalSim sample from working
  • Fixed an issue where the included Cabdir tool in the SDK was not working

Documentation Updates

  • The PDK Rendering documentation was overhauled and several examples were added
  • The SimDirector documentation was overhauled and several examples were added
  • Fixed an issue where ISimObjectAttachments.h was left out of the SDK
  • Made several clarifications to the weather documentation that was causing confusion
  • The Weapons documentation was clarified and updated and the weapons and targetting gauge was included as an SDK sample

SimConnect Issues Resolved

  • Fixed an issue where SimConnect value “ELECTRICAL MASTER BATTERY” cannot be written
  • Fixed an issue where SimConnect FlightLoad was not working with .fxml files

Professional Plus Bugs Resolved and Documentation Added

  • Resolved a crash when setting Health Points with an Int datatype
  • Fixed an issue where SimConnect exceptions where thrown when removing an AI Weapon entity
  • Fixed several rendering issues where attached weapons could render behind aircraft
  • The weapons documentation was clarified and updated
  • Include weapons and target gauge as an SDK sample
Updates to Included Air Vehicles


  • Internal stores added to the visual model. (AIM-9X, AIM-120C, GBU-31 and GBU-39)
  • Left and Right AIM-9 bays coded to be independent of each other. Now work on Exit 3 and 4
  • Right Afterburner flame effect now independent of the left afterburner
  • Elevator effectiveness reduced for more stable pitch authority
  • Roll effectiveness reduced for more stable roll authority
  • Increased airspeed overstress value to more realistic values
  • Various internal code changes made to on-board systems
  • Updated various audio elements

Dino Cattaneo F-35A

  • More responsive auto-pilot
  • New effects
  • New, more-detailed pilot
  • New textures
  • Addition of a 2-D panel
Additional Features, Crashes and Issues Resolved

Installer Optimizations

  • Resolved an issue where the installer would report that it could not write value to complete to key

Added Features

  • Reverse order of sorting on favorite and date/time on load flight screen
  • Scenario startup screen enhancements

Resolved Crashes Within Prepar3D

  • Resolved the reported ‘Pure Virtual Function Call’ crash with AI traffic enabled
  • Fixed several issues where the scenery library could be causing crashes
  • Fixed several instances where the flight planner was causing hard crashes
  • Fixed a crash caused by sending incorrect object names through SimConnect
  • Fixed a crash caused by running Prepar3D.exe with the -cfgdir command line option
  • Fixed a crash where addon aircraft with incorrect LUA code could cause a crash in select vehicle screen
  • Fixed a crash where virtual cockpit mip/mapping could cause crashes with vehicles that cannot re-initialize their gauges

Miscellaneous Issues Resolved

  • Fixed an issue where instruments could disappear when using multiple monitors
  • Resolved an issue where boat pitch could be rendered incorrectly
  • Resolved an issue where planes could bounce on runways
  • Resolved a memory leak with aircraft sounds not being freed if no sound devices are present
  • Resolved an issue where the Scenery Library allowed for duplicate folder entries
  • Resolved an issue where the Scenery Library had un-removable required=false scenery.cfg entries
  • Resolved UI rendering spacing and visibility issues in the fuel and payload UI screen
  • Resolved UI rendering spacing and visibility issues in the Facility UI screen
  • Resolved an issue where some graphic settings were not getting written out to profiles
  • Resolved an issue where sound settings and deviced selected did not save out to profiles
  • Resolved an issue where users could not hear DME (morse) ident sounds
  • Resolved and issue where weapon cameras would not go to static when the weapon detonates on impact
  • Resolved several texture.cfg spacing issues in included aircraft
  • Resolved an issue where clickspots in Virtual Cockpits weren’t working
  • Resolved an issue where under bathymetry dynamic water a user could switch from sub to aircraft and could end up in an infinite crash loop
  • Fixed a growing memory leak entering and exiting UI screens