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The next airport I tried, Mega Airport Barcelona, is one I picked because it should reportedly be simple to copy. Aerosoft is working on a remake of Brussels, which will support P3D natively. It’s more than likely a lot of old FS9 stuff was used here, which would explain the compatibility issues. Do remember that this was the first Mega Airport released for FSX. Maybe I missed something when copying, maybe some special features or registry information is missing, or maybe it just doesn’t work with P3D v3. Light poles, runway and taxiway light fixtures, jetway bridges, fences… No luck. The ground layout shows up correctly, as do the terminal buildings and some other major buildings. At least not without using migration tools, which I chose not to use. I checked and double checked, and I copied everything correctly, but I just can’t get it to work correctly. Not all buildings are showing up as they should either. There should be a whole lot of jetways here, along with some other details. However, when we look closer, we see there is a lot of stuff missing. This means that if you use a product in another sim than the one you bought it for without permission from the developer or publisher, you’re in breach of a legal document (the EULA) which you agreed to.
#P3d v3 scenery large blue blocks software
Without fail, every software EULA (End User License Agreement) states that you bought a license to use the product in the way intended. Some might say: “What do I care, I bought the product, I’ll do what I want.” Well, nobody can stop you, but remember those EULA’s you agreed to when purchasing and installing a product? Still other developers and publishers expressly forbid using their products in P3D, even if they don’t sell P3D licences for their products. Even if developers are open minded to this approach, they usually don’t provide support if you use their products this way.
#P3d v3 scenery large blue blocks how to
Indeed, some developers even give instructions (or allow other users to share instructions) on how to do this on their forum. Others don’t immediately issue updates, but have no problems with users manually porting their products to P3D v3.
#P3d v3 scenery large blue blocks update
This can either be a free update or a paid new version, depending on the developer. Some go out of their way to bring some or all of their products up to date, with new installers and support for P3D v3. When we take a look at how third party developers have handled P3D in general, and P3D v3 in particular, there are lots of different approaches. Products made for P3D v1 and v2 are likely to do even better.Įxploring a default airport with just FTX Global and REX Texture Direct installed. Most ‘normal’ add-ons, which are the vast, vast majority of both aircraft and scenery, made for FSX do work in P3D v3. Sometimes there are workarounds for this, other times a program update is required.īut those are the bad examples. As for external tools, a possible problem is that, although they would work normally, they just don’t know about P3D and hence can’t connect to the sim. One very good, but quite extreme example here is the VRS TacPack, which will break functionality even with a simple update to the sim, let alone changing simulators entirely. Or they do so only partly, which is no better than not working at all in my opinion. This means that often, these products will not work with P3D. Many advanced products for FSX actually bypassed some FSX limitations by either working partly outside the sim, by connecting to the sim on levels not supported by the SDK or by using version-checking code. When very high fidelity add-ons are your thing (think PMDG, Orbx, VRS and many others), there are also consequences. While they might work, there are no guarantees. Many FSX add-ons were created (partly or in full) using SDK’s that came with even older versions of the sim for various reasons. This is actually more important of a distinction than many people may think.

Everything that’s created for FSX within the limitations of the SDK (software development kit) for FSX should work in FSX. So, in theory, everything that works in FSX should work in P3D v3. One of the big ‘features’ and selling points of Prepar3D has always been backward compatibility with FSX add-ons. But before we look at it all in practice, let’s talk theory.

FlyTampa’s Corfu has the distinction of, as far as I’m aware, being the first to support P3D v3 SpeedTrees in a commercial scenery product.įurther on, this review will be mostly based on screenshots, with my comments and remarks with those screenshots.
