Prepar3D V2.0 ist in der Beta

news_prepar3dDiverspe Spatzen pfeifen es von den Dächern: Prepar3D V2.0 ist in der Betaphase und soll auch noch dieses Jahr veröffentlicht werden. Es gibt derzeit keine offizielle Info dazu, man muss sich alles ein wenig selbst zusammenklauben. So sagt ein Entwickler im offiziellen P3D Forum: “Howdy.  V2 this year, yes sirs.”. Ausserdem bestätigen John Venema von ORBX und Stanislaw Drzewiecki in kurzen Statements in ihren Foren, dass die Betatests laufen und sie Teil dessen sind. Etwas gebündelte Infos gibt es auf AVSIM.

 

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Was soll ich dazu sagen? Yeeeaaaaaaahhh! 🙂
Ich hoffe, dass damit ist dieses Performancemonster endlich gezähmt ist. 🙂

Yippeeeeee !!!! Aber was soll ich sagen, ich habs ja hier als erstes gemeldet.

bzgl. der ungefähren Wartezeit:

The beta testing phase is time limited – each beta testing license will tentatively expire on 11/01/2013 or when v2 is released commercially, whichever date comes sooner. Findings and feedback are required to be reported on the Prepar3D v2 beta testing subforum (locked forum protected by the PIA and limited use license above). Distribution or communication of feedback on Prepar3D v2 in any other manner is in direct violation of the PIA and limited use license.

We appreciate your support and look forward to hearing your feedback on Prepar3D v2! We have continuously evolved Prepar3D based on community feedback and will continue to do so in the future. We wanted to let you know that while we are working towards the 4th quarter 2013 commercial release, there are no guarantees that Lockheed Martin will implement any of the individual Beta findings or consider any findings a requirement for the 4th quarter 2013 commercial release.

Thanks again for your support

Prepar3D v2.0 brings many exciting updates to the Prepar3D simulation platform
A new DirectX 11 rendering engine
SimDirector – a brand new, modern training scenario generation tool suite
The introduction of a new Professional Plus version of Prepar3D for military training
Updates to the digital rights management and licensing process
User interface updates, as well as many other exciting updates to the core platform
An updated SDK including many requested features and a new iSimObject API that allows developers full control over their SimObjects
Known issues resolved list
Rendering and Performance Improvements
The core rendering system in Prepar3D has been completely overhauled and updated from DirectX9 to DirectX 11. Prepar3D is now able to better take advantage of modern graphics hardware. This has two main benefits to the user, increased performance and control over what is displayed, as well as the ability to have modern rendering features added to the rendering engine.
Performance Improvements
Object Instancing

Instancing allows the rendering system to have graphics cards draw multiple copies of the same entity just once. This greatly improves autogen building and tree performance.
GPU Particle and Effect System

Effects are now simulated through the new GPU (graphics card) particle system
Training scenarios with much more effects rendered on the scene are now possible
Tessellated Terrain on the Graphics Card

The previous work being done to generate terrain mesh is now done on the graphics card.
Fully dynamic night and day light cycles
Terrain lighting is now able to be done dynamically on the card, whereas previous shadows and lighting had to be baked into the textures and reloaded when time changed
Terrain paging performance greatly improved
Trainees in fast flight scenarios will see their terrain paged in much quicker as it is being done on the graphics card
Multi-Threading Support

Visual scene and rendering optimizations are now be done on background threads
Shader compilation is now threaded out which greatly reduces stuttering effects that some users had with previous versions
Resources are now able to be shared between views
A single update can be shared across virtual cockpit views greatly increasing performance with multiple views open
Round world coordinate conversion now able to be done on the GPU
Visual Rendering Engine Improvements
Prepar3D Now Has an Updated Real-Time Shadow System

Fully dynamic variance cascaded shadow maps
Supporting an unlimited number of objects receiving and casting shadows inside shadow range
Full support for object self-occlusion, including virtual cockpit self-shadowing
Terrain able to receive and cast shadows in real-time
Soft shadows support through separable blur pass filters
Day and night cycle support within the shadow system
Weather support (lightning able to affect shadows) (currently in work, not in this beta)
Clouds able to cast shadows (currently in work, not in this beta)
A Modernized Lighting System

Through tone mapping, views are now able simulate the effect of your eyes adjusting to the brightness of a scene
Improved simulation of night visibility
Bloom lighting effects greatly improved
A Vibrant New 3D Living Water Surface

Dynamic 3D waves and water surface based on weather conditions and wind speed
Water lighting and shading improved for greater realism
SimObjects will extrapolate their position off the waves (currently in work, not in this beta)
Volumetric Fog and Cloud and Weather Improvements

The appearance of flying through fog and clouds has been greatly improved
Light is now simulated as it passes through visibility and cloud layers defined in the Prepar3D weather system
Specular Lighting Terrain Support Enabled

Land classes now have specular values that will affect how they reflect light (for example, snow and roads now reflect light differently, snow is shinier, etc.)
Improved control over anti-aliasing up to 8x MSAA and FXAA support
Global anisotropic filtering support up to 16x
A Modernized Full-Screen Mode
Fullscreen mode is now non-exclusive

The mode switch is much faster
Windows can span more than one monitor in full-screen mode
Plugins can create their own windows
Bringing up the kneeboard or ATC windows won’t cause delays in fullscreen mode as they used to
Prepar3D Professional Plus for Military Training
In addition to the academic and professional licenses of Prepar3D, a new Professional Plus license has been released to support military training. Professional Plus brings an extensible military weapons training capability, as well as Learning Management System interfaces.
A fully-configurable, dynamic weapons system has been added to Prepar3D to allow our military-focused customers the ability to perform weapons-based training using Prepar3D. Support for targeting, bombs, missiles, guns, and countermeasures are included, as are examples to show you how to implement features in your training.
Generic and Extensible Weapon System Functionality

Add weapons features to existing vehicles or build features into newly developed vehicles
Weapons can be generic or implemented through the new SimObject API
Targeting can be accomplished programmatically or through mouse-clicking
Attached objects dynamically influence the owner object until release
Dynamic scoring and object health system implemented
Including damage to objects in the area surrounding a point of weapon impact
Weapon Control system implemented
Includes aiming, safety enable/disable, and weapon select added
Supports Manual and Automatic Aiming/Targeting
Two new SimObject types have been implemented
Weapon SimObjects: Projectiles, Missiles, Bombs, etc.

Configurable Propulsion and Aerodynamics xml files to quickly develop and configure created weapons
Easily attachable to parent SimObjects through xml
Externally to a modeled pylon or right to the vehicle model
Internally to a modeled weapons bay
Countermeasure SimObjects

System implemented for measures or actions taken to counter or offset another one (i.e. chaff and flare)
Countermeasures affect weapon targeting
Guns

Manual and Automatic Turret aiming
Configurable Ballistics Tables for customization of ballistic characteristics
Configurable impact effects based on impacted object type
Included Weapons Gauge Sample

Example Gauge interface to weapons, guns and countermeasures
All Weapons controls integrated into gauge
Populate and display nearest targets
Show weapon configuration for specific SimObject (station and load out information)
Military AI Content added to Help Users More Rapidly Build Military Scenarios
Military AI Behaviors Added

Attacker
Combat Air Patrol
Combat Air Support
Pursue
Search and Track
Wingman Formation Flight
Learning Management System Tools

Implemented interface for launching flights
Created services for Flight/Lesson Status
Updates to the Digital Rights Management and Licensing process
The Prepar3D licensing and digital rights management (DRM) has been updated to allow users greater control over their licenses and to make the process easier for users to uninstall and reinstall or change their computer hardware.
New digital rights management (DRM/licensing) control:

Automatic license deactivation during uninstall. Allows users to uninstall Prepar3D and transfer the license to another computer without having to contact technical support
Increased hardware modification leniency allows users to modify their hardware without always triggering a need for reactivation
Licensing interface clarifications to better describe activation options
User Interface Updates
We have received a lot of feedback on the user interface of Prepar3D and have made many changes to improve the layout, the functionality, and the look and feel of how you configure Prepar3D.

A startup screen option has been introduced that allows trainees to pick initial conditions and graphical profile settings (currently in work, not in this beta)
The graphical user interface design has been refreshed for version 2.0
The default graphical setting profiles have been removed, and users now have the ability to configure and name their own custom graphical setting profiles
A new Quick Time menu option that lets the trainee dynamically change the time of day of their training
The select vehicle screen has been redesigned with a 3D preview, a new way to browse, and the ability to add favorites
The load and save flight screens have been redesigned to make it much easier to organize large collections of flights
Controls Settings Interface Update
Added a search capability to quickly find relevant controls
Added sorting for SimObject Events
Added sorting for Weapon Events
Additional General Updates to the Platform

Added the ability for customers to customize the menu and context menu items that trainees see and are able to access by allowing them to remove menu options via a config file or the command line
Added a new pause mode “Host Freeze” where only the position of the ownship is frozen
Added a new pause mode “Entities Freeze” where the position of all entities in the simulation are frozen
Consolidated the in-app Learning Center and the SDK Learning Center into a more friendly windows help format
Flight File (.flt) is replaced with an XML wrapped version (.FXML) to support great flexibility and customization
An error is now displayed to the user when their dll.xml is corrupt and cannot be loaded
Across the board updates to the windows and panels system

Users can now create and customize cameras at run time through a dedicated user interface
The Virtual Cockpit can now be made transparent
Cameras can now pan to defined points of interest
Per-view Render able Object Filtering has been added so users can filter out what should be and shouldn’t be drawn in specific views
Field of View settings for Cameras have been added and can be configured in the camera.cfg entries
Camera definition options in the camera.cfg have been streamlined
Custom post-process effects can now be added to windows and chained together via the Camera.cfg or at runtime
SimDirector: Mission Creation Tool Suite
A new set of tools was required for the rapid creation of training scenarios. SimDirector eclipses the legacy Object Placement Tool and adds drag-and-drop support and a new virtual instructor for more dynamic delivery of training feedback to trainees using Prepar3D.
General Information

A WYSIWG Modernized User Interface
Ribbon Interface for tool organization
Dock-able Framework to enable a user customizable workspace
Objects and actions and triggers are able to be dragged and dropped into the world
Dynamic Mission Validation Provides Feedback as Missions are Created
Areas of Interest support for quick navigation of the Prepar3D world
Object Transform Gizmos for translation, rotation, and scaling of Mission Objects
Snap to selected object button to enable quick object editing
Mission Object and Logic Property Editing

Attributes including description and location
Mission Object and Logic references are easily accessible and updated
Mission Object List Interface

Separate Lists for Library and Mission Objects
Expandable Tree view based on object type for quick navigation through lists
Text based filtering based on Object Title
Object placement using Drag-and-Drop (with drag gable previews)
Preview object in thumbnail so reviewing objects is accessible
Two Separate Views for editing the world
Map View

Mouse wheel zoom and pan for effortless world navigation
Icons for mission objects when zoomed out
Object view

3D view of placed Objects
Waypoint Editor Interface

Dynamically create multiple Waypoint Lists
Create waypoints by clicking on Map view or from user interface
Waypoint connectivity visualized for manageable list editing
Waypoints are draggable for effortless list creation
Move Waypoints from one list to another
Easily assign Waypoint lists to AI Objects
Two Separate Modes for Mission Creation
World Editor Mode: Object Placement and Interaction

Allows for free movement around the world detached from own ship
Preview Mode: Preview Mission and use the Virtual Instructor

Dynamically change simulation speed
Pause AI Objects during Mission Preview
Monitor simulation variables to support debugging missions
Mission Step Recorder

Configurable recording of flight and user inputs
Converts user inputs (discrete and continuous) to Mission Steps
Mission Environment Editing enabled from within SimDirector

Own ship
Location
Weather (User-defined or theme)
Time and Season
Software Development Kit (SDK) Enhancements for Developers
The Prepar3D software development kit (SDK) has been greatly enhanced for v2.0. A new iSimObject API has been created to allow developers full control over the SimObject implementations. Several enhancements have also been made to the modeling tools, the gauges and panels system, as well as requested additions from our developer network and forum users to the SimConnect interface.
General Updates

Streamlined the SDK content and examples to make it easier to find relevant information
External SimObjects can now participate in ATC
SimObject API Implementation

Create a simulation object (SimObject) complete with customized behaviors, input properties (also referred to as events or triggers), and state properties (also referred to as simvars or simply properties)
Custom events created for your simobject implementation can be configured for joystick, keyboard, and mouse use
Samples and Prototypes Included in the SDK
SimpleCar: Basic SimObject implementation
Car: Medium Complexity SimObject implementation
SimpleAirplane: Flight Dynamics Example
Professional Plus Specific Samples:
Countermeasure: Countermeasure Object implementation
Missile: Missile Object implementation
WheeledTank: SimObject with weapons
SimConnect interface enhancements

Added METAR readable parameters to SimConnect weather requests
Added -RA, RA, +RA, -SN, SN, +SN, TS, TSRA, +TSRA, -FZRA, FZRA, +FZRA to METAR output that will readable be between winds and clouds data
Added additional interfaces to read
Aircraft carrier properties
Scenery Complexity slider settings
Shadow settings
The actual eyeposition in LLA PBH
Joystick controller enable/disable functionality to SimConnect
Prepar3D version and license type information
SimConnect can interface with camera views and can now move, size, undock, dock, zoom, rotate, open, close, change and update the FOV.
Gauges and Panel SDK updates

XML gauges can now draw curved paths
LUA scripting can now be used for Gauges and Panels
Added the ability to create custom Render Textures and Post Processing for Windows and Cameras.
Plugins can define a texture and render into it using D3D11
Plugins can apply custom D3D11 Rendering to the output of a view
Custom post process can be defined via XML and XLSL without requiring a plugin
Added Render To Texture Gauge type and Removed DirectX 9 C gauges. (Replaced by Render To Texture Gauges)
Added Prepar3D Development Kit (PDK) interface for window and camera control.
Window Control: Open, Close, Resize, Move, etc.
Camera Control: Position, Orientation, Field of View, etc.
Modeling SDK Updates

Modeling tools updated to include 64-bit support
3D Studio Max 2012 and 2014 modeling tools support
XtoMDL tool updated to allow more than 65,000 polygons
RadarSignatures can now be used as an object filter for gauges

XML Gauge Maps: ObjectDetailLayerVehicles – 0x10=Vehicles with a Radar Signature
ITrafficInfo:Filter – TRAFFIC_FILTER_RADAR_SIGNATURE=128 (Takes precedence over all other filters)
Field of View (FOV) can now be defined in the Camera.cfg
Terrain Import Tutorial Added
Known Issues Resolved
The Prepar3D development team constantly monitors the support forums for improvements to the platform, as well as leveraged feedback from the Prepar3D developer network. The issues below were brought up by various developers or forum members.

The ATC and other windows now allow keyboard controls to be passed through to the simulation
Fixed a bug where terrain was reloaded when you changed graphical settings that did not need a terrain reload
Fixed a user-reported issue where the ATIS frequency and Tower Frequency were conflicting for AYPY
Multiple Issues with the Flight Planner Have Been Resolved:
The Flight Plan Default title now populates and saves correctly
Flight Plans saved from a legacy application without titles now show in the Prepar3D Flight Planner
Fixed an issue where many joysticks would have their throttle mapped to an incorrect axis by default
Fixed an issue where the SimConnect variable SIMCONNECT_GROUND_INFO_LATLON_FORMAT_METERS returned the lat value in radians instead of the correct value of meters
Fixed an issue where planes with multiple engines weren’t having their flight hours saved in the log book
Fixed an issue where the Scenery Library could crash if the scenery.cfg file had a “Required= entry
Fixed an issue where the Kneeboard and ATC window could render with an incorrect orientation if a monitor had its screen orientation rotated in Windows
The phrase “Free Flight” has been removed or clarified in all documentation
UISettings.xml has been moved to “AppData/Roaming/Lockheed Martin/Prepar3D v2/”
Fixed an issue where the ShowUserLabel flag in the Prepar3D.CFG file was not getting properly saved
Aprons and Taxiways will now respect the drawSurface flag to disable their rendering in the simulation if specified by a scenery developer
Fixed an issue where there was a 4x rotational limit enforced even when a user selected a runtime sim rate greater than 4x
Fixed an issue where the multiplayer port range would change back to 6112-6122 when changed to be outside of that range
Fixed an issue where you could be sent to the wrong StartPoint from the SelectAirport screen
Fixed an issue where IFROnly was not getting properly saved to the Prepar3D.cfg

WOW … ich finde es einfach fantastisch, was hier alles verbessert wurde.

Leider kein 64bit…. aber die Auslagerung von Terrain, Mesh,etc sollte der VAS -Usage trotzdem ein wenig helfen. Aber ich bin ein bisschen unsicher ob bei den ganzen Änderungen die bisherigen FSX-Produkte überhaupt laufen werden?!

Gerade das ist wohl das größte Problem. Jeder wollte den FSX so, dass er seine FS9 Produkte drin nutzen kann. Und den FS9 wollte jeder so, dass man FS8 Produkte nutzen kann etc. Das ist ein Teufelskreis. Daher wärs mir fast lieber, wenn man die Produkte nicht nutzen kann, dafür aber die Engine soweit verbessert wurde, dass diese einfach auf heutige Hardware abgestimmt ist und man nicht über x-Tausend tweaks jedes halbe Frame rausholen muss. Aber vielleicht wird es ja reichen, bestimmte Sachen einfach neu für den P3D V2 zu portieren. Das wär sicher mit etwas Aufwand für die Publisher und etwas Aufpreis für die Kunden verbunden, aber immernoch besser, als dass wir nur um alte Add Ons zu nutzen mit den selben alten Problem leben zu müssen.

Da steht ja was von 64bit, aber das habe ich noch nicht so ganz (von der Technik her) verstanden…wer kann helfen?

Das bezieht sich auf die Modelling Tools, d.h. die Werkzeuge, die Addon-Hersteller nutzen. Die sind jetzt in 64 Bit, sodass die Addonhersteller keine Abstürze mehr beim Arbeiten an speicherintensiven Addons zu befürchten haben.

P3D selbst ist noch _nicht_ 64 Bit.

P3D v2: mit einem wort:

das ist das ende von x-plane

Wie kann man in unserem Nischengenre so eine Schadenfreude durch klingen lassen? Das kann man sich als Flusifan doch nicht wünschen…

Jachaschtänke !!! 😀

Ich hab immer den Eindruck, die Leute denken, X-Plane gibt es erst seit zwei, drei Jahren.

Warum sollte P3D v2 das “Ende von X-Plane” sein, wenn X-Plane zwanzig Jahre lang parallel zum MSFS existiert und eine stabile Nutzerbasis hatte?

Weil Austin Meyer sich plötzlich entschließt, zu P3D zu wechseln? 😉

Was aber wahrscheinlich ist, dass diejenigen, die nicht schon jahrelang zu dieser stabilen Nutzerbasis gehören, die Wechselwähler sozusagen :D, zu P3D gehen.

Aus den ersten 30 Punkten hätte Microsoft den FS 11 oder FS12 machen können und alle wären happy gewesen.

da war die entwicklung bei MSFT ja aber leider schon beendet. so sind alle alle sogar noch happier, da der leidensdruck umso größer wurde mit der zeit. das wird einen enormen schub für die add-on entwickler geben. rosige zeiten liegen vor uns. die ersten haben sich ja schon teilweise drauf eingestellt (Carenado mit deutlich detaillierteren Außenmodellen und noch höher auflösenden texturen)

“Wie kann man in unserem Nischengenre so eine Schadenfreude durch klingen lassen?”

wo liest du da was von Schadenfreude? ich verstehe es als eine prognose und befürchtung zu gleich. aber im positiven sinne. denn jetzt gibts erstmals wieder wettbewerb in diesem “unserem Nischengenre”, ein ansporn für andere sich auch anzustrengen und besser zu sein.

Naja, in Foren wie heise.de oder golem.de wird die Aussage “Das ist das Ende von X” oft tatsächlich in diesem Sinne gebraucht 🙂

Da scheint jemand wirklich zu wollen.
Nur eins vermisse ich. Weiterentwicklung bei der Flugdynamik. Aber schauen wir mal.

can someone post some screenshots ??

Wird wohl doch langsam Zeit ein wacheres Auge auf Prepar3D zu haben 😉

Wie immer gilt: Abwarten und Tee (Kaffee, Single Malt…) trinken. Es wurde schon sooooo viel geschrieben wenn neue Flusi Versionen (egal welche) erschienen…

Börries

Eben! Gottseidank gibts ja noch FSX und X-Plane … 😀 Prost!

“Weapon Control system implemented” oder “Military AI Behaviors Added”

Uiuiui, jetzt wird’s ernst 😉

Boris

Jaja … man darf nie vergessen, worum es P3D eigentlich geht. Und dass es nicht nur ein Flugsimulator ist…

Wenn das wirklich so wird wie beschrieben………… würde mich echt freuen!
Da kann ich nur Randazzo zustimmen; “Womöglich ist es für uns das Beste, dass MS NICHT mehr die Finger im -Spiel- hat”

Ich möchte darauf hinweisen, das die List die hier gepostet wurde, nicht stimmt ! Der User der diese Liste veröffentlicht hat wurde sofort in AVSIM gebannt und die Quelle ist außerdem seitens Lockheed Martin nicht bestätigt. Es wollte jemand nur Aufmerksamkeit auf sich ziehen…. deppen gibt es immer wieder.

dann lies mal diesen thread von anfang an durch. die liste klingt jedenfalls ziemlich glaubwürdig, sie ist auch auf http://www.avsim.su/digest/topic/132273-prepar3d-v2/ nachzulesen incl. screenshots die ja original erscheinen. der user “Hannes” weiter oben in diesem thread hat die liste hier auch schon aufgeführt.

” deppen gibt es immer wieder. ”

stimmt.

meins auch nicht, deshalb verwenden manche menschen ein “geheimes” translation tool einer gewissen firma google. das erfordert jedoch gute maus-klick-kenntnisse.

Günter, klick einfach auf der russischen Seite im 4. Beitrag von “Addcrew” auf den Spoiler, dann ist die komplette Liste in englisch zu lesen. Ich bin mir sehr sicher, dass hier ein Beta-Tester das NDA gebrochen hat. Eine solch umfangreiche und detailierte Liste wird kein “Depp” mal eben so zusammenschreiben – und vieles davon passt zu dem, was man in den letzten Monaten im P3D-Forum lesen konnte.

http://translate.google.de/translate?sl=ru&tl=de&js=n&prev=_t&hl=de&ie=UTF-8&u=http%3A%2F%2Fwww.avsim.su%2Fdigest%2Ftopic%2F132273-prepar3d-v2%2F

Zumindest etwas eingedeutscht, was dort auf russisch steht…. Ich hoffe, dass der lange Link funktioniert, ansonsten in translate.google.de einfach die URL angeben und russisch –> deutsch anwählen.

ich hatte das in diesem russischem Forum gefunden und dachte es wäre aus dem Prepar3D Forum … auf einer anderen Seite dort las ich dann später, dass die Informationen und die bilder, die dort zu sehen sind wohl aus dem whatsnew im learningcenter stammen

Also ist ja alles schön und gut. Aber ich komme einfach nicht damit klar das PMDG Produkte niemals richtig oder GAR NICHT, wie die T7, im PREPAR3D laufen werden. Soll wohl daran liegen das PMDG eng mit Boeing zusammenarbeitet. Boeing und LM sind nun einmal Konkurrenten. Dennoch: Es wäre für mich das größte die T7 von PMDG im Prepar3d zu fliegen.

Denn ich arrangiere mich zwar mit dem FSX, aber ich kann es eigentlich nur schwer akzeptieren das mein high end pc, für den ich sehr lange gespart habe, nicht optimal vom FSX genutzt wird und es zu Performanceproblemen kommt! Das dürfte eigentlich nicht sein. Ich meine da kauft man sich z.B ne Grafikkarte für 600 Euro mit 4GB Videospeicher und nen super Prozessor, alle anderen Games laufen auf Ultra und den FSX beeindruckt die Hardware nicht im geringsten.

Auf jeden Fall muss sich da jetzt was tun! Ich finde es aber schade das man diese Verbesserungen nicht als freien Patch herausbringt.

Nunja, Boeing hat die Lockheed-Martin F-16 für Dronen Einsatz modifiziert.
Boeing und Lockheed-Martin haben am Ende zusammen an der F-22 Raptor gebastelt… von daher ist es nicht unmöglich (wenn auch unwahrscheinlich) dass eine Boeing in P3D umgesetzt werden könnte mit Boeing Support wenn die schon an wesentlich teureren, realen Flugzeugen etc gelegentlich zusammen arbeiten.

Best regards,

Phil

Ihr wollt es anscheinend nicht verstehen, oder?
PMDG verweigert den P3D nicht weil Boeing ein Konkurent von LM ist!
Sondern weil PMDG von Boeing und weiteren nicht näher benannten Vertragspartnern wie Airlines etc. nur eine Lizenz für Entertainment Produkte auf dem Endbenutzermarkt erhalten hat, ohne diese Lizenz könnte PMDG nicht auf Daten zurückgreifen die Produkte wie die NGX oder 777 in der Güte möglich machen.
P3D ist durch sein Lizenz Model welches sie von Microsoft erhalten haben garnicht in der Lage für sein Produkt eine Entertainment Lizenz für den Endkundenmarkt zur Verfügung zu stellen. LM hat nämlich nicht den FSX sonder den Microsoft ESP gekauft.

kleiner Auszug aus dem was der ESP ist:

“Of specific interest to the Flight Simulator developer community is the opportunity to expand on the powerful Microsoft ESP serious games simulation platform which is licensed to be sold by third parties and used in commercial, non-entertainment settings.”
Zitatquelle:
http://www.microsoft.com/Products/Games/FSInsider/developers/Pages/

Auch noch mal darauf klicken:
http://www.microsoft.com/en-us/news/features/2008/oct08/10-29esp.aspx

Und hier mal etwas über Lizenzen die PMDG hält:
http://forum.avsim.net/topic/384876-pmdg-releases-statement-regarding-eulas-for-p3d/

Aber was viel wichtiger ist, WAS SOLL DER SPASS KOSTEN?? Ich habe schon die 1.4 Version.

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