Archive for the ‘News – Archive’ Category


“Coming 2020, Microsoft Flight Simulator is the next generation of one of the most beloved simulation franchises. From light planes to wide-body jets, fly highly detailed and stunning aircraft in an incredibly realistic world. Create your flight plan and fly anywhere on the planet. Enjoy flying day or night and face realistic, challenging weather conditions. Available with Xbox Game Pass.”


We’re happy to announce that after spending some time in internal testing, Experimental Beta and Public Beta, the Euro Truck Simulator 2 Update 1.35 is now ready for all trucking enthusiasts!

As we have said before, this update is really huge so we’d like to thank all those who helped us in testing it. Due to its size, we won’t describe all the details here again (read the Public Beta article please).

Instead, we’d like to address some questions regarding a new feature that was added only a few days ago; GPS voice navigation. As with many other features, please do consider this to be the initial phase. For now, you can choose from 9 different language options (English, French, Italian, German, Spanish, Russian, Polish, Turkish and Mandarin Chinese), but we do plan to add more in the future, in addition to other improvements. The beta feedback we’ve received so far has been really positive, but don’t be shy about adding your own on our forum. Your opinion is important to us!

And for those who like short recap videos, here’s ours for this content-packed update!

To enjoy the 1.35 update, make sure to OPT OUT of beta branches and your game will be automatically updated on Steam.


For the legacy non-Steam edition of ETS2, the update should be ready in a few days.

Some mods, however, may have not caught up yet – this update may effectively break them. So remember that you can always stay on 1.34 or an even older branch. The way to access and select them is: Steam client → LIBRARY → right click on Euro Truck Simulator 2 → Properties → Betas tab → select the version you want.

Also, check our modding wiki to get details pertaining to mods for the game.

Changelog:

MAP


VEHICLES

  • Purchased container trailers
  • Purchased logging trailers
  • Browse purchased trailers & accessories
  • Double trailers in Germany and Netherlands
  • Krone Boxliner for 40ft or 2x20ft containers (Krone DLC)
  • Purchased Schwarzmüller reefer, curtain and log trailers; also traffic (Schwarzmüller DLC)
  • Adjust purchased trailers without service visit (extendable trailer, sliding tandem)
  • Copy truck/trailer configuration across fleet
  • Wiper settings improved


FEATURES

  • GPS Voice navigation
  • Use your own purchased trailers in External Contracts (WoTR)
  • Online garage purchase
  • Emergency refuelling service
  • Input improvements (Steam controller support, Tobii eye tracker support, controller hotplug support, better FF on Linux)
  • Razer Chroma support (RGB)
  • New options: truck stability, truck suspension, cabin suspension, dual localization of names in map
  • Faster job generation for hired drivers
  • Lots of new drivers to hire
  • Experimental DX11 support


MOD

  • Curve item (new editor item)
  • Walker/mover item improvement
  • Multiple LODs for models
  • Modded trucks support (in-game function)
  • Traffic data improvement
  • Vehicle data improvement (COG, wipers, transmission names, bracers sound)
  • Randomized cargo model (eg. container color)

Check out the teaser trailer for our new racing simulator – Automobilista 2, scheduled for release in December 2019!

Automobilista 2 is the culmination of a project developed over the course of nearly a decade. At its core, it is a comprehensive simulation of the brazilian motorsports scene, featuring all major brazilian racing series, race tracks and manufacturers.

Automobilista 2 will also celebrate Brazilian motorsports heritage by featuring some of the country´s most iconic heroes and achievements through its rich history in the sport.

Packing an even larger roster of diverse cars and tracks than its predecessor, Automobilista 2 will venture further into the best of international motorsports, including prestigious brands such as Mclaren and BMW along with iconic venues such as Brands Hatch and Imola, at the same time continuing to explore the more exotic and exciting forms of motorsports from around the world.

Boosted by a new technical partnership with the developers of the award-winning Project CARS series, Automobilista 2 is built on the MADNESS engine, providing incredible graphical quality, the most advanced dynamic weather and track condition systems in a racing simulator and superior VR support, to deliver a substantial realism upgrade and a fully immersive visual experience.

With Automobilista 2 we aim to combine the strengths that made its predecessor unique with major evolutions in all areas. The sim will offer some exclusive features for both single player and multiplayer, which we look forward to sharing over the remaining months of development!

Automobilista 2


F16

Pre-purchase -20%  $64.99

STEAM

he F-16C is a single seat, single engine multirole fighter that was developed in the 1970s. More than 4,500 units were manufactured and are operated today by 26 countries where the aircraft performs numerous missions that include air superiority, close air support, precision bombing, air defense suppression, reconnaissance and more. Few other aircraft can match its versatility, maneuverability, firepower, and huge production numbers.

Nicknamed the Viper by its pilots, the F-16 was designed with a reclined seating position for high G tolerance and a single-piece bubble canopy for exceptional visibility and comfort. Its lightweight and powerful F-110-GE-129 engines provide a greater than 1:1 thrust ratio.

Housed in the nose of the Viper is a multifunction APG-68(V)5 radar. The aircraft can also be equipped with multiple sensors such as the LITENING targeting pod and HARM Targeting System (HTS).

The Viper is armed for air-to-air combat with Sidewinders, AMRAAMs, and an internal 20mm 6-barrel Gatling gun. It can also be loaded with a wide range of air-to-ground weapons that include general purpose bombs, rockets, canister munition, Mavericks, laser- and GPS-guided bombs, and more. The F-16 provides endless gameplay in DCS World!

Key Features of DCS: F-16C Viper

  • Professional Flight Model (PFM) and authentic fly-by-wire Flight Control System (FCS).
  • The most realistic model of the F-16C imaginable, down to each bolt and flake of paint, animated controls surfaces, lights, damage model, and landing gear.
  • Detailed simulation of the Viper’s many sub-systems like engines, fuel, electrical, hydraulic, radios, lighting, emergency, and many, many more. Although features like “auto start” are available, the sense of accomplishment cannot be overstated after learning to operate this state-of-the-art machine.
  • Dozens of air-to-air and air-to-ground weapons and sensors. From simple rockets to high-tech GPS and laser-guided bombs, experience what only F-16C pilots have experienced ‘til now.
  • A highly realistic and exhaustively researched cockpit that is mouse interactive with 6-degrees of freedom. Interact with the cockpit by pressing buttons and moving switches. You will feel like part of the aircraft with our Advanced Systems Modeling (ASM).
  • Authentic F-16C sounds.
  • Virtual Reality support. Take advantage of the latest VR technologies to immerse yourself in the simulation. Other than the G’s, you will feel like you are there!
  • Multiple liveries for the United States Air Force and Air National Guard, Air Force, Turkey, Greece, Israel, and others.

Localization:

Cockpit English
Radio English
Documentation English
$79.99
$64.99
STEAM Incompatible
Keyless product

Minimum system requirements (LOW graphics settings): OS 64-bit Windows 7/8/10; DirectX11; CPU: Intel Core i3 at 2.8 GHz or AMD FX; RAM: 8 GB (16 GB for heavy missions); Free hard disk space: 60 GB; Discrete video card NVIDIA GeForce GTX 760 / AMD R9 280X or better; requires internet activation.

Recommended system requirements (HIGH graphics settings): OS 64-bit Windows 8/10; DirectX11; CPU: Core i5+ at 3+ GHz or AMD FX / Ryzen; RAM: 16 GB (32 GB for heavy missions); Free hard disk space: 120 GB on Solid State Drive (SSD); Discrete video card NVIDIA GeForce GTX 1070 / AMD Radeon RX VEGA 56 with 8GB VRAM or better; Joystick; requires internet activation.

Recommended VR systems requirements (VR graphics settings): OS 64-bit Windows 8/10; DirectX11; CPU: Core i5+ at 3+ GHz or AMD FX / Ryzen; RAM: 16 GB (32 GB for heavy missions); Free hard disk space: 120 GB on Solid State Drive (SSD); Discrete video card NVIDIA GeForce GTX 1080 / AMD Radeon RX VEGA 64 or better; Joystick; requires internet activation.



BSE logo

Directly From Motorcycle Physics and Dynamics Text Books

The roots of BSE have been intertwined from the very beginning with the most important academic papers regarding motorcycle dynamics (eg. V. Cossalter). We worked really hard to understand the physics regarding motorcycles to be able to replicate it as accurately as possible in this project. This is not pulled out of the air: everything is validated by industrial simulation formulas, such as Magic Formula by Pacjecka, which we used as foundation to create our tire physical model. Our intention was to build a game that could give an experience as faithful to real life as it can be.

Realism but with fun!

We are fully committed to creating a game that could offer the maximum realism available, but that could also be enjoyed with a simple Joypad and without frustration. BSE surely isn’t an Arcade game, which means that you will make some mistakes. A late braking, a wobble, an unwanted wheelie, one too much skid will ruin your lap. Thanks to a learning curve within anyone’s’ reach, the more you will race the more you will learn your limits and become a better rider with each lap. We surely want BSE to be the peak of the simulative experience, but also something to have lots of fun with!

Tire dynamics wear

Tires have a dynamic wear, that are physically simulated through the patch of contact of the rubber on the asphalt. Through the track conditions and your riding style you can determine the tire performance.

High quality tracks an bikes models

Our all tracks are reproductions of real circuits, made with the closest fidelity and high visual impact, thanks to the High Definition Render Pipeline. Even our bikes are reproductions of real motorcycles, made taking into account all the real sizes: tires, suspensions, forks, steer, wheelbase, all data are all faithfully reported in the simulation.

Not only big wheels

In BSE we don’t want to only simulate standard bikes, but we love to explore other growing branches, such as the one of the small wheels. We have been supported by a leading brand in the field such as Ohvale, which makes us feel extremely lucky. The Gp-0 is nowadays used as an official motorcycle to train a lot of professional riders, and we are happy to have it in official capacity in our game. The small wheels will allow us to move the challenge to kart tracks and therefore open a whole new prospective over motorcycle simulation.

Dynamic damage

Bikes have dynamic damage: they will respond to the entity of the impact and they will influence the performance of the motorcycle

Site www.bikesimxp.com

 




AMS logo

Automobilista v1.4.5 is released – includes new free content as the Stock Car 2017 season & Curvelo race track are now included!

Below is the Changelog for v1.4.32 -> v1.4.5:

CONTENT

  • Added Curvelo circuit (“A” & “B” layouts)
  • Added Stock Car Brasil 2017 series

UPDATES & FIXES

  • Revised AI overtaking risk calculations – AI now constantly looks for a way past a slower car ahead (no longer backs off overtakes) *
  • Revised & Expanded Push-to-Pass functionality, simulating Stock Car 2017 season (including windshield lights indicating activation / availability)
  • AI now also uses P2P to overtake / defend from opponents
  • Added new car-specific AI risk calculation parameters for overtaking – AI now factors corner radius ahead to decide whether to try switch lines to overtake
  • Added new AI function to prevent AI car from trying to rejoin the track after a spin until there is no oncoming traffic
  • AI now affected by grass / gravel grip levels & dirt on tires (it will lift a bit until tires are clean again)
  • Added new controller damping sliders & presets for better keyboard & gamepad control **
  • Moved camera settings to DISPLAY UI screen, & added a “Lock to Horizon” slider (where 0% is pre-v1.4 setting, and 100% is latest setting)
  • Added Garage UI warning message for series in which race refuelling is not allowed, & disabled HUD pit menu fuel adjustment for those series ***
  • Several minor UI fixes & adjustments
  • Adjusted audio occlusion, low pass & wind filters
  • Adjusted AI drafting, slip reaction, aggression levels
  • Changed default cockpit FOV from 50 to 45 degrees
  • Adjusted traction control functionality (as a driving aid)
  • Added PLR file setting to disable track scoreboards (known to cause some issues in live streaming)
  • Track state regression between sessions & overnight reduced from 2% & 10% respectively to 1% & 5%
  • Corrected excessive fuel consumption in Caterhams, MCR, Marcas, Lancers
  • Updated sunrise/sunset lighting values for all tracks
  • Updated Cadwell, Brands, Imola, VIR, Curitiba. Cascavel, Kansai, Velocittá, Taruma, Goiania, Spielberg, Santa Cruz, Guaporé, Londrina, Interlagos terrain & road textures to latest quality standard
  • Minor road & curb updates at Curitiba, Tarumã, Goiania, Santa Cruz, Londrina, Interlagos to match their 2017 layouts
  • Fixed F-Ultimate tire options for Interlagos, Kansai
  • Karts: Fixed handling-breaking suspension bug from last hotfix
  • MCR: Fixed RPM LEDs not working in left-hand driver side
  • Camaro: Added 2017 Stock Car Safety Car skin

* For this build Medium aggression is generally recommended for best AI racing; higher settings may be suitable for tin tops in which more bumping & rubbing is acceptable; Low aggression disables all new risk bypassing functions and effectively reverts to their pre v1.4.5 behavior with regards to overtaking.

** Users of digital inputs should review their settings for steering, throttle and brake rates.

*** All cars / tracks still allows race refuelling for all classes, so users looking to get around series refuelling rules should use that for both single & multiplayer races (be advised that AI fuel strategy for longer races may not be ideal).

Important note for Logitech G29 / G920 users: Support for auto rotation is still on a dedicated Beta Branch labeled v1.4.5_G29. Further instructions as to how to switch to a beta branch here.

GENERAL NOTES:

If you have an online race tonight, you may stick to or revert to the previous v1.4.32 by selecting that branch from the Steam Beta tab. Further instructions as to how to do that here.

If you have a bug to report please use the new bug report thread (make sure to check the opening post first).

If you experience any issues running the game following the update, it´s worth running a Steam Integrity Check to make sure all files have been added / updated correctly.

.


KRP logo

http://store.steampowered.com/app/415600/Kart_Racing_Pro/

ABOUT THIS GAME

Kart Racing Pro is a realistic karting simulator.
The aim is to create a software useful as a training tool for real drivers, based on a scratch built physics engine that accurately simulates kart dynamics and setup options.
As such a steering wheel is strongly recommended, although keyboard, joysticks and gamepads are fully supported.

Kart Racing Pro also allows to host and join online races, with an integrated matchmaking server. During events data is collected, to provide statistics for drivers’ comparison.

More features:

  • automotive industry-standard tyre model
  • chassis flex simulation
  • dynamic track surface groove buildup
  • wet track simulation and dynamic drying
  • dynamic marbles generation
  • tyres pickup of marbles, grass and dirt, affecting grip
  • user-selectable driver gestures
  • output of CSV files with telemetry data to analyze driving sessions
  • a plugins interface allows external programs to receive realtime data from the simulated kart
  • LAN and online racing. Dedicated server available
  • support of custom paint schemes for kart, helmet and suit
  • full modding is possible: advanced users can build new tracks, karts, engines, helmets, … and integrate them with the provided tools
  • Oculus Rift and HTC Vive ( SteamVR ) support
  • FreeTrack support
  • TrackIR support
  • EDTracker support

AMS logo

the changelog:

  • Added Hockenheim RX layout (not compatible with DynHUD at the moment)
  • Integrated initial batch of Steam Achievements (more info & related discussions here)
  • Season Tool: Improved handling of errors related to reading of series/track images; All series vehicle filters are now added to seasons (these can be further limited/customised when starting the season in game)
  • Radio Spotter: Audio files now cached in memory to try prevent stutters loading the files during gameplay on some systems
  • Expanded track GDB tire compound parameters to set different compound restrictions for different series, and define which of the allowed compounds AI qualifies & start race on *
  • Added AIRaceCompoundSwitch parameter to series files – if set to 1 AI is forced to switch to the next tire compound allowed in a tire stop (if set to 0 or not present AI will continue on the same default compound) **
  • Made softest compound default for F-Extreme. F-Reiza, F-Ultimate
  • DynHUD: Added option to switch Track Map state from stactic, rotating & off (CTRL + M switches between the states)
  • Replaced tacho texture in native HUD
  • Revised & expanded default championship calendars for several series
  • Reduced pitlane speed limit in races from 100 km/h to 80 km/h in all GP layouts to match real rules
  • Fine tuned drag effects for each car, correcting some previous exaggerated values
  • Fixed F-Truck & ARC Camaro wrong ID for TT leaderboards
  • Fixed bug that would cause excessive AI tire wear when TireManagement parameter wasn´t present in driver RCD file (now defaults to 80, 100 being default tire compound wear)
  • Fixed bug in AI tire pitstop thresholds not working causing the AI to run tires to canvas
  • Fixed bug that could cause AI to slow down too much in cool down lap after checkered flag
  • Global AI adjustments: Slightly reduced qualifying performance gap vs race / slightly increased AI tendency to move out of the draft from car ahead; Adjusted AI reaction to be more combative when another is close by or side by side
  • Fixed AI fuel slightly over fueling in qualifying (now AI does 3-4 lap runs and takes just enough fuel in between for the next run)
  • Changed AI strategy for fixing damage in pits – now AI only fixes damage when wings are missing (no longer doing long pit stops for minor bodywork fixes)
  • Further fine tuning of fuel consumption & estimates for several cars
  • Reduced AI performance variation in Supertruck layouts
  • Adjusted tire wear & degradation rates for all compounds in F-Ultimate, F-Extreme & F-Reiza
  • Brands Hatch: Fixed safety car position in pit lane; Updated AI paths; updated curb textures
  • Hockenheim: Disabled Safety Car for 77 & 88 layouts
  • Karts: Adjusted POV to avoid clipping with driver model
  • Caterham: Fixed missing driver arms in external view for 360R models
  • Montana: Fixes to pitgroups & talent files
  • Mini: Fixed Celtic teams missing vehicle IDs for Time Trial
  • LancerX: Moved default brake bias forward; Fixed bug with driver arms in external cameras
  • F-Ultimate: Adjusted steering wheel height; Increased DRS drag reduction; Increased tires´ pneumatic trail (should make FFB slightly stronger)
  • F-Truck: Updated driver suits & Gloves
  • F-V10: Updated driver suits & Gloves
  • F-V12: fixed sound going mute between 4-5k RPM
  • Ultima: Fixed graphics glitch in headlights from external cameras
  • Superkart: corrected moving arms lodout distance
  • F3: fixed steering wheels LODs of F301
  • MCR: fixed rpm lights and LCD glass
  • Marcas: Added missing talent files; Reduced AI skill range for more consistent performance

* AI will now qualify on softest compound available in all default tracks;
** In case of modern Formula series in default tracks, AI will start on softest compound available and switch to the next in range in a tire stop

Further info regarding above changes: for ex. F-Ultimate @ Montreal, AI will now qualify and start race in UltraSoft compound; since series has AIRaceCompoundSwitch=1, AI will then switch to SuperSoft if / when it stops for tires as per 2017 compound options & strategy; If it´s a F-Extreme race @ Montreal, AI will start on SuperSoft and switch to Softs as per 2015 compound options & strategy. If it´s tracks with no compound restrictions, AI will always run the softest compound and switch to the next up in tire stop. F-Classic will qualify on qualifying tires but will always race on C race compound; if it does a tire stop it will just switch to a new C set.

Series that don´t have multiple tire compounds and / or don´t feature in the track GDB will continue using the default compound as before. Mod tracks should be updated to use this latest syntax in order to feature compound restrictions.

Important note for Logitech G29 / G920 users

Support for auto rotation has been initially implemented on a dedicated Beta Branch labeled v1.4.3_G29. Further instructions as to how to switch to a beta branch here: http://forum.reizastudios.com/threads/how-to-select-a-previous-version-branch-for-ams-on-steam.1269/

For the next release we expect to have it fully integrated into the main branch.

GENERAL NOTES

If you have an online race tonight, you may stick to or revert to the previous v1.4.05 by selecting that branch from the Steam Beta tab.

If you have a bug to report please use the new bug report thread (make sure to check the opening post first).

If you experience any issues running the game following the update, it´s worth running a Steam Integrity Check to make sure all files have been added / updated correctly.

For further difficulties related to installing, running or setting up the game, please refer to USER MANUAL present as a launch option from Steam If you need further assistance please post it in the troubleshooting topic or email support@reizastudios.com (please allow for up to 1 business day for a reply).

Last but not least: AMS Base, Season Pass & individual DLCs are all on the Steam Summer sale with great discounts – if you´re missing anything make sure to check them out!


Elite Dangerous logo

Greetings Commanders,

First up, thank you to everyone who has taken time testing and reporting issues with the 2.3.10 beta. It is very much appreciated for your assistance. We’ll be releasing 2.3.10 at 10AM UK, 5AM East US this morning.

Please note that the 2.3.10 update will bring with it an extended server downtime. As with previous updates, this downtime could last for seven to eight+ hours at the start of 10AM UK. We apologise for any inconvenience caused and thank you for your patience! 

Below are the changes for this update…

Stability Fixes

  • Fixed a Commander Data error that could occur when two players switch to a Fighter at the same time in Multi-Crew
  • Fixed a crash that could occur when in High Intensity Conflict Zones for extended periods of time
  • Fixed a crash that could occur when leaving Supercruise in a busy area
  • Fixed a crash that could occur when activating Silent Running in a CQC match
  • Fixed a crash that could occur in the Capital Ship Encounters

General Fixes & Tweaks

  • General text fixes
  • Updated some translations
  • Fixed a target-able location in the Howard system
  • Audio: Fixed an issue with inbox message alert audio not playing
  • Audio: Fixed an issue whereby the audio would continue to loop when holding the fire button, after your shield cell bank had run out of ammo
  • Audio: Fixed an issue with the discovery scanner audio – Honks are back!
  • Audio: Various audio tweaks and fixes
  • Players will now be consistently moved safely out of asteroid rings when logging in, which should hopefully prevent asteroids from spawn killing players

Camera Suite

  • Fixed an issue that caused the ‘Frameshift Charging’ indicator to become stuck on screen if you cancelled a hyperjump whilst in the camera suite

Celestial

  • More factions have joined the Colonia region of space

Holo-Me Creator

  • Implemented various changes to improve the appearance of Holo-Me in extreme lighting conditions

Installations/POIs/USSs

  • Fixed an issue whereby the Technology 06 codex entry was missing from Ancient Ruins

Missions

  • Mission board generation optimisations

Multi-Crew

  • Added the ability for Helm to limit the functionality of the Gunner role if desired (for example, preventing the use of utility style modules or deploying/retracting hardpoints)
  • Added the ability for Helm to disable the Fighter Control role if desired
  • Fix to allow the Helm access to turret mode options when they do not have a Gunner in their Multi-Crew session
  • Multicrew activities that have crew slots available are now highlighted with ‘+’ symbols
  • The ‘Switch Roles’ button will now be greyed out if your SRV is carrying more cargo than the ship has capacity for

Network

  • General network tweaks and fixes


Outfitting

  • Fixed an issue whereby the Engine Detailing slot did not appear when using the the Detailing filter tab

Player Journal

  • Fixed an issue with NPC names becoming garbled in the Player Journal
  • Faction Pending and Recovery state information is now included in the Player Journal
  • Addressed an issue whereby certain events were missing from the Player Journal
  • New “EngineerContribution” event for making donations to unlock an Engineer

Server

Ships
General Ship Fixes and Improvements

  • Anaconda

 

Fixed some visual issues with the Anaconda’s cockpit and made some improvements

 

  • Asp

 

Moved the camera closer to prevent clipping in livery outfitting

 

  • Imperial Courier

 

Fixed an issue with the Imperial Courier’s Slipstream paint job

 

  • Python

 

Python ship kits no longer appear worn when fully repaired


General Ship Audio Fixes and Improvements

  • Audio: Improvements to the “Rotational Correction” voice lines when returning to the helm from a fighter




FSW logo

Our second community update has now been cleared for take-off! The update is approximately 205 MB, and should download automatically once you have opened Steam. Here is a quick reminder of what to expect this week:

PA-18 Super Cub

  • Airspeed indicator calibration has been corrected
  • Reconfigured instrument panel to improve eye-line
  • Contact point adjustments to improve tire/ground contact

PA-28 Cherokee

  • Starter torque has been increased to aid cold starts
  • Airspeed indicator calibration has been corrected
  • Contact point adjustments to improve tire/ground contact
  • Optimizations across cockpit instrument selection models

PA-34 Seneca

  • Contact point adjustments to improve tire/ground contact
  • Attitude functionality improvements
  • Optimizations across cockpit instrument selection models

PA-46 Malibu Mirage

  • Annunciator PROP HEAT functionality corrected along with two overhead switches
  • External glass visibility improved
  • Fixed compass/dial/VOR gauge functionalities

DA40/DA42

  • G100- functionality improvements
  • Corrected tooltips
  • Optimizations across cockpit instrument selection models

RV7

  • Optimizations across cockpit instrument selection models

All aircraft

  • Gauge highlights now functional across all aircraft.
  • Additionally, we have implemented logic improvements across aircraft auto-pilot systems.

Additional Fixes

  • Addressed erroneous paths in Pro Mission editor startup
  • Fix crash related to use of Sidewinder 2 joysticks. Please note force feedback has been disabled for these joysticks.
  • ATC can now be closed with the hotkey.
  • Comms widget is now auto-closed if it doesn’t contain tabs.
  • Server name and password dialogues now sort correctly with flight planner in Multiplayer mode
  • Various localization fixes
  • Various crash fixes

We have had to delay a performance improvement for players using full screen and multi-monitor set ups due to the need for further testing. You can, however, expect to see it in a future update.

If you experience any issues, please contact the support team at dovetailgames.kayako.com

We look forward to hearing about what you think about this update. Thanks again to all of you who have been working with us to make Flight Sim World better!