2021 MSFS **SDK Change Logs** - Part 3 (unofficial)

This is my Personal Understanding of recent Updates & Change Logs (work in progress)

Yes, all this information is already in the forum, but it is spread out all over the place, and it makes it difficult to get a “Big Picture”

Also, MAJOR benefit of having it all in One Post, is that it is “Searchable

ie You can search on “Boeing” or “CTD” and get useful search finds.

:sunny: 2020 MSFS SIM UPDATES & SDK - Part 1 Change Logs (unofficial) Aug-Oct

:sunny: 2020 MSFS SIM UPDATES & SDK - Part 2 Change Logs (unofficial) Nov-Dec

:sunny: 2021 MSFS SDK Change Logs - Part 1 (unofficial) Jan-Jun

:sunny: 2021 MSFS SDK Change Logs - Part 2 (unofficial) Jul-Sept

:sunny: 2021 MSFS SDK Change Logs - Part 3 (unofficial) Oct-Dec (This One)

:sunny: 2021 MSFS SIM UPDATES - Part 1 (unofficial) Jan-Jun

:sunny: 2021 MSFS SIM UPDATES - Part 2 (unofficial) Jul-Dec

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:star: 10/07/2021 SDK Update)

:star: 10/14/2021 SDK Update)

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10/07/2021 SDK Update

COMMUNITY TRIAGE UPDATE

Click here to see our Known Issues list.

  • Black Screen/Avionics : Earlier we mentioned there are likely multiple root causes. We have confirmed one of those root causes is related to battery draw. No update on the fix and release but stay tuned!

SDK UPDATE

  • Dev Mode
    • We developed a new Aircraft Thumbnail Capture Manager which allows you to take several preset screenshots of one or several aircraft and automatically save the result in the folder of your choosing.
    • Regarding gauges, we added a new option to switch between GDI & NanoVG at runtime.
    • We improved the UI of the Objects window: it now has 2 columns, one for packages & one for objects. They have separate filters to make it a lot easier to find an object in particular.
    • Project Editor
      • We removed the ArtProj type from the list of asset group types. Existing ArtProj assets groups will be automatically converted into ModelLib asset groups.
    • Scenery Editor
      • We are currently developing a “top/down” camera that will be particularly useful when editing an airport.
      • We added and optimized the debug OSM point features.
      • We disabled the gizmo while editing the heightmap.
      • We further optimized the exclusion polygons.
      • We fixed an issue where the windows would pop-up out of the screen when opened from the far right side of the main screen.
    • Visual Effects Editor
      • We fixed node graph display issues when editing a newly created effect (e.g. white output pins, links disappearing upon edition).
      • We added a constraint on name when creating or renaming a visual effect.
      • Confirmation pop-up is now displayed when trying to create a new VFX with unsaved modifications on the one currently being edited.
      • We fixed several issues on the BezierCurve.
  • SimConnect
    • We enabled Key Events:
      • KEY_AILERON_RIGHT
      • KEY_AILERON_LEFT
      • KEY_ELEVATOR_UP
      • KEY_ELEVATOR_DOWN

======== End of 10/07/2021 SDK Update ========

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10/14/2021 SDK Update

COMMUNITY TRIAGE UPDATE

Click here to see our Known Issues list.

Thank you for reporting and providing details on specific issues in the forums.

  • Black Screen/Avionics : Multiple root causes are being investigated.
    • One issue being investigated for Xbox potentially links to a memory leak. Xbox users with this problem usually report the avionics go black and then a few moments later have a CTD. Disabling avionics (screens going black) allows the console to have enough memory if it’s low. This also applies to scenery (some won’t display if there isn’t enough memory on the console). This is being investigated for validation.
    • For PC, if you are experiencing this issue, try the following workaround:
      • Flip the ENG switches off prior to starting a flight. This only applies to the piston aircraft (e.g. C172, DA40).
      • Unbind the “Set Starter” from the ENG 1 switch
      • Unplug the TCA Airbus Quadrant

The following bugs will be fixed in Sim Update 6 (Oct. 19th) based on direct Community Feedback from the forums:

SDK UPDATE

  • Audiokintec Wwise
    • If you use Audiokinetic’s Wwise middleware to build sound banks for MSFS then you’re most likely aware that your key has recently expired. In order to use Audiokinetic’s Wwise audio middleware to build sound banks for FS, you will need a license. A license provides you with a key that is periodically updated and allows you to create content using their tools. Microsoft provides this Wwise license to our 3rd party content creators free of charge and all you need to do is register on the Audiokinetic website to receive yours. There are several methods of doing this based on the scope of your need. Please choose the method that best suits your development needs:
    1. If you’re making a single non-commercial mod, visit the website, and under the Get Wwise menu, click ‘Register my Project’. Then, choose ‘Non-Commercial’ and ‘More than 200 sounds’, then fill out the form. Once approved, you’ll have a non-commercial key to cover your development time.
  1. If you’re making a single commercial mod, visit the website, and under the Get Wwise menu, click ‘Register my Project’. Then, choose ‘Commercial’ and ‘More than 500 sounds’, then fill out the form. Once approved, you’ll receive a free Commercial license, covering your development time.
  2. However, if you’re a company making multiple commercial mods, then register a single commercial project for your company. This just makes things easier, as you can use the same license key for each of your mods. visit the website, and under the Get Wwise menu, click ‘Register my Project’. Then, choose ‘Commercial’ and ‘More than 500 sounds’, then fill out the form. Name the project 'MSFS Mods for ', to make it clear that it is for multiple mods. Once approved, you’ll receive a commercial license for a 6 month term, which will be renewed if needed later on. Just contact Audiokinetic to let them know you still need an active key, and they’ll take care of it. If you’re within 30 days of your expiration date, every time you build soundbanks you will receive a warning about the impending expiration. To contact Audiokinetic, you can use the ‘Contact your AK representative’ button that is in each project.
    • Please note: If you are currently using the Wwise license key that was provided in the SDK demo project you will need to follow one of the above paths to receive a new key as this one has expired.
  • Dev Mode
    • We fixed a gamma correction issue on the gauges rendered with NanoVG.
    • Action waypoints are now prefixed with the action name when drawn on the screen.
    • We fixed the action waypoint links rendering.
    • We fixed the conflict between drone camera and developer camera.
    • Project Editor
      • We removed the ArtProj type from the list of asset group types.
    • Scenery Editor
      • We made the “Hide and lock by type” window a sub window instead of a popup to be able to dock it.
      • We fixed the switch to developer cam when launching the Scenery Editor.
      • We fixed the light update when moving taxipoints.
      • We added more color for taxiparkings and taxipaths.
      • We are developing a Validation process which will perform several checks on your airport:
        • Taxiways connectivity check
        • Duplicated runway check
        • More to come!
      • We optimized the Scenery Editor CPU usage.
      • We are creating a top down camera to ease the airport creation process.
    • Visual Effects Editor
      • We fixed a gap at particle emission with high velocities.
      • We fixed crashes that could happen when editing BezierCurve with no points (node creation and adding first point)
      • We refactored the particle emission and update. Emission is done after update so old particles may die before we try to emit new one; particle count is significantly more stable.

======== End of 10/07/2021 SDK Update ========

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