Nov 18, 2021
Wobbly Life - RubberBandGames
Hello all Wobblies!

Welcome to v0.7.0 Update!

Just want to say a massive thank you for all the support, we understand that it is hard waiting for the updates, but we hope that this update is worth the wait.

Thank you so much to everyone who has continued to support us so far, we hope you will join us for the rest of our journey!



New Islands!

Take a visit to Paradise Island! Relax with a cold ice cream on the beach, play some golf or go see the wonders of the universe at the observatory.

Or live your Wobbly Life in style in one of the 4 new mansions on the new Mansion Island. These fancy pads have brand new gadgets and some even have their own helipads!

There’s lots of new places to explore, secrets to find and things to unlock!



Ice Cream Job

Go get a job at Ice Cream World, make some awesome ice cream sundaes. But just make sure you don’t drop the ice cream on the floor!



Taxi Job

Know the streets of Wobbly Island like the back of your hand? Why not put that knowledge to the test and drive some Wobbly’s around!

You can start a Taxi job from Paradise Island, the Village and the City. Or just jump in any taxi and press the ‘start job’ button prompt!



Air Rescue Job

Sometimes Wobbly’s need rescuing from places that an ambulance just can’t get to. Now you can join the Wobbly Air Rescue service and air lift them to safety!



Golf

After a hard day's work why not go and chill out at the Wobbly Golf Club. Take in the beautiful scenery and hit some golf balls around!



The Paradise Island Museum Collection

While exploring Paradise Island keep an eye out for new artifacts for the Museum.



New Vehicle Shop

Take a visit to Magic Motors, the new vehicle shop on Paradise Island. They deal exclusively in fancy vehicles, so make sure you bring your wallet with you!



Physics Precision Mode

We have added a new option called Physics Precision, this setting controls how much time is spent calculating Physics on the CPU. We’ve been experimenting between two tick rates but both have their merits and downsides. So we have put out this setting to allow you guys to pick which mode you prefer for your computer spec. The default is High.

Note: The user who hosts the game will have the physics priority.

High

This sets the physics rate to 60 physics ticks per second.

Advantage
  • Helps prevents objects going inside each other
  • Improves the latency of the network (As our network syncing is fixed to our physics tick)

Disadvantages
  • More demanding on the CPU

Low

This sets the physics rate to 45 physics ticks per second.

Advantage
  • Better CPU performance

Disadvantages
  • Objects have the potential chance to go through each other
  • More weird physics issues
  • More network latency



Socials

Don't forget to follow us on our Social Media for previews of what's to come.

Facebook:
https://www.facebook.com/gaming/WobblyLife
Twitter:
https://twitter.com/WobblyLifeDev
Instagram:
https://www.instagram.com/wobblylifedev/
Discord:
https://discord.com/invite/apqDWzm

Update Notes
New Content:
- New islands! Take a visit to Paradise Island or live your Wobbly Life in style in one of the 4 new mansions on the new Mansion Island.
- New Jobs! Ice Cream Shop, Taxi Driver, Air Rescue.
- Added Golf course: Grab a club and play a round with your friends.
- Added Observatory: On a clear night why not gaze into the wonders of the universe!
- Added new car shop with new vehicles to buy.
- Added new NPCs around the island!
- New Pets: Golf ball, Snake, Unspeakable.
- New vehicles: Golf Kart, Large Plane, Fighter Plane, Air Rescue Helicopter, Muscle Car, Old Car, Sports Car.
- New museum collection: The Paradise Island collection.
- New Clothes: Golf Clothes, Merch shirt 1 & 2, Taxi outfit, Ice Cream Tester outfit, Ice Cream Scoop Hat. Wobbly Island Football shirts, Moon Boots, Hawaiian Shirts, Shorts and flip flops, Breadface, Observatory Glasses.
- Added waypoint path system - click to add a waypoint to the map and a path will appear to guide you to the nearest road! (This is experimental)
- Added option to change the Physics precision, setting this to High will help prevent objects going through the ground and getting stuck in doors but does cost more CPU. One thing to note, setting physics precision to high also affects multiplayer, it should have less latency but you'll be using more bandwidth. Default setting is High.
- Xbox Series consoles now support 4 players.

Updated Content:
- Added more Pizza and Emergency jobs.
- Added Automatic Gate sounds.

Graphical Improvements
- Added Shadow blobs on characters when shadows are disabled.
- Added Particle to Newspaper Delivery Job when hitting target.
- Added new night lighting to street lights.
- Updated Minimap/Map background.
- Updated Money Counter Icon.
- Improved Xbox Series consoles graphics

Bug Fixes
- Fixed Tutorial Jelly gets destroyed when placing it in water
- Fixed options button un-focusing when using controller
- Fixed issues when kicking a player before they actually connect
- Fixed floating water balloon tank
- Fixed stuck in Vehicle customize shop if you cannot afford it
- Fixed audio stuttering issues
- Fixed Treasures spawning in locked houses gardens i.e Mansion in City
- Fixed Duplicate gate issue in buyable Mansion in City
- Fixed Respawning when talking to Louie
- Fixed Museum rewards not unlocking for split screen players who joined after the reward stage
- Fixed Cannon not working correctly
- Fixed map showing minimap orientated icons
- Fixed when going into pause or map the player keeps moving forward
- Fixed FOV slider sensitivity when using gamepad and removed Enable P1 Gamepad from Split screen settings (This will only show on Player 1)
- Fixed sleeping in a locked house
- Fixed Wobbly character doesn't destroy after player leaves game
- Fixed seeing two or more pets in a single pet bed
- Fixed Rabbit pet now shows on the minimap
- Fixed Sound Room audio instances leak
- Fixed datetime error when using Saudi Arabia language
- Fixed Xbox One cutscene bug

Known Issues

- The Taxi Job NPC at the Village train station is in the same spot as a Taxi delivery point.
Turmoil - 1000 Gibibit
A small hotfix to yesterday’s update to fix some minor bugs.

Changelog
  • The campaign AI will now purchase upgrades in a logical order again, which may slightly impact difficulty. Shout-out to Stuff+ for pointing this out. Yes, the AI does need to purchase upgrades in order to improve their profits.
  • Town upgrade scroll tooltip now appears on the correct position for resolutions other than 1920x1080
  • You can now use the enter key to purchase upgrades in town when selected.
World of Warships - WoWarships Admiral

Captains!

It has been two months since we published an important message for the community, which you can find here. Today, it's time to share our progress on our commitments and the plans for the foreseeable future.


Monetization
  • An important change has been the disclosure of drop rates for items: from November 2021, all new containers and random bundles that go on sale will also be provided with the complete drop rates. Initially, we promised a much less precise deadline (basically somewhere in 2022). There were a lot of open questions and we were not certain that we will manage to get all the details and descriptions clear in time. The upcoming Black Friday and New Year monetization activities will also be affected by this change as well as all new activities involving containers from now on. You can read more about this change here and here.
  • Subsequently, after these publications, there was another frequent question: how will New Year containers work? They will work in a similar way to our current WH40k containers, with different categories of drops and all content within a category having the same chances.
  • On top of this, we also have two more initiatives that we also promised to implement—warning about the nature of randomness and additional protection for children. This year, for all containers and random bundles sold for real money or Doubloons:
    • We will add a warning about the nature of randomness and the need to approach the purchase reasonably.
    • We will add the requirement for a user to confirm the age of 18+ to make such a purchase.
  • We continue to search for alternative monetization mechanics. For example, in Update 0.10.9, we used the auction mechanics to sell Early Access to new German Tier X battleship Schlieffen instead of random bundles or containers.
  • Update 0.10.10 kicks off Black Friday. We have carefully considered your feedback from the previous Black Friday regarding missions that return some Doubloons or resources when obtaining a Black ship, if you already have the original version. This mission was added from our side to reward our loyal customers who already purchased the standard version of the ship and provide them with an opportunity to earn extra Doubloons or other resources. In order not to confuse players, on the upcoming Black Friday we will not position this mission as part of the bundles that can be sold, especially when the original ship is no longer available for purchase. The mission will be credited only if you have both ships on your account—the original ship and the black version. You'll be able to complete the mission playing both variants.
  • The New Year celebrations in Update 0.10.11 will feature not only the disclosed drop rates for items from containers, but also reworked victory bonuses. You will be able to play Tier X ships to earn New Year Certificates—a special temporary resource that can be exchanged in Update 0.10.11 for Santa's Gift containers, as well as Santa’s Big Gift and Santa's Mega Gift containers, which include more rewards and have higher chances of dropping a Premium ship. The bottom line is that now you have a choice of different types of containers and all the information you need to make a decision. More details are available here.
  • An important change in the coming year will be the replacement of Khabarovsk and Grosser Kurfürst by Delny and Preussen in the Tech Tree. More details are available here and here. The replacement is similar to the one that was made for Moskva and Alexander Nevsky. But last time, players who had a permanent camouflage for Moskva didn't receive a similar camouflage for Alexander Nevsky, and we decided to change our approach. Now all players who own any permanent camouflage for Khabarovsk or Grosser Kurfürst at the time when the ships are removed from the Tech Tree will receive the Type 20 permanent camouflage for Delny or Preussen, respectively. All players who had any permanent camouflage for Moskva on their accounts at the time when Update 0.9.5 was released received the Type 20 permanent camouflage for Alexander Nevsky within a week of Update 0.10.9 being released. Those who already have the Type 20 permanent camouflage received 5,000 Doubloons as compensation.



Feedback and Communication
We have done our best to significantly improve our communication lately and will continue to work in this direction.
  • We have recently shared our planned balance changes for Update 0.10.10. In the future, we will continue to gradually adjust the parameters of ships if needed. Since last year, we have been using this approach to balance the ships that have already been released.
    • These changes are part of our approach to balancing. We would like to incrementally influence the balance in the game, instead of a few huge changes to the released ships as possible. Thus the ship may be changed several updates in a row, but by a little margin.
  • In the first half of November, we will publish a special video, which will tell you more about how we are working on the balance of ships in our game. We will continue to release videos on issues of concern to you on a regular basis.
  • We have noticed your positive reaction to the voting on the choice of appearance for the future map. Thanks to all voters. We will keep holding similar activities in the future.
  • The Update 0.10.8 release became a serious challenge for us. The final build contained several bugs that had a negative impact on the festive update. We explained in detail why these errors occurred and how we planned to fix them. We will do our best to avoid making errors like this, but should this happen again, we will inform you in detail about the cause, expected time of fix, progress update. Read more in this post.
  • Also, this month we released a Clan Season review where we gave a detailed breakdown of the reasons for format selection and changes that we had implemented during the season. We are planning to tell you about the entire restriction system in Clan Battles and inform you more thoroughly about the decisions we make.
Submarines
  • After the test of submarines in Ranked Battles, we made some major changes, many of them based on your feedback—the biggest one was the addition of anti-submarine weaponry to almost all ships in the game. As our next step, we added submarines as rentals to Random Battles to be able to assess which additional changes we have to make in the future. In our announcement we tried to tell you as thoroughly and as openly as possible about the changes and the reasons behind them. After publishing that message, we decided to prepare another post with additional statistics to answer your frequently asked questions.
  • While we continue testing submarines in Random Battles, we do our best to respond to your feedback as quickly as possible. We would like to thank everyone who leaves their feedback. Based on your feedback we‘ve been working on changes for the next update. Many of you highlighted that the Sonar Ping mechanic provides too many advantages, so we decided to divide the benefits into two types of torpedoes. Players will have to choose in the future between homing torpedoes or unguided torpedoes with higher damage output. We also doubled the distance at which the guidance for homing torpedoes is disabled for both cruisers and destroyers.
To implement this plan and continue moving towards better transparency and communication, we also made many changes to our internal processes. We strive not only to answer your pressing questions and concerns, but also to become a better team that creates a better game for you. Over the past months, we have made a leap together with you, and to turn it into sustainable and long-term growth, we may need new people with fresh ideas who love video games. If you are interested in working at Wargaming, check out our vacancies page.

We are currently looking for the following positions at our office in Prague. If you think you would fit and want to give it a try, feel free to apply and learn more at the following links:
We also still have open positions in our publishing team in Austin, Texas. Unfortunately, at this time we can only consider candidates who are currently authorized to be employed in the United States of America. If that applies to you, feel free to check out this page.

In conclusion, we would like to thank you for both your constructive criticism and your support. Criticism allows us to identify our shortcomings, and your kind words help us understand when we are on the right course.
    We will continue to keep you informed about our plans and important updates. See you soon!
Soul Tolerance: Prologue - Chaosmonger Studio
I'm happy to announce that I started the developing of my new game Soul Tolerance!

For now you can wishlist it: https://store.steampowered.com/app/1820430/Soul_Tolerance/
Or support it on Kickstarter: https://www.kickstarter.com/projects/piovesan/soul-tolerance/

Soul Tolerance is a sci-fi investigative RPG with turn-based combat, unique in its genre, set in the city of Sapporo 2214. Explore a beautiful world in voxel art, populated solely by robots. Speak with a plethora of characters, hunt for clues, craft your own minions, and solve a mystery that can change the world.

Here the very first trailer:


After ENCODYA and Clunky Hero, this will be my third game. And what do they say? THIRD IS THE CHARM!

I hope you can support it on Kickstarter or wishlist it here on Steam. I'll keep you update with the development and release date, that for now is set for late 2022.

Warm regards.
The developer,
Nicola Piovesan
Democracy 4 - cliffski
1) Fixed bug where some effects stopped working, notably from Environmentalist Percentage, where inertia was applied to the effect.
2) Fixed bug where the Share IPO Cancelled event triggered too often.
3) Voter analysis grid now shows voters who cast a protest vote for a smaller party as multicolored.
4) The election results column for protest parties now has an explanatory tooltip.
5) Added support to the mods content editor so you can now create sim values (blue circles) too!
6) Effects you right click on no longer show a misleading chart if they are decaying impacts from a one-off event.
7) Dilemmas, Coalition offers and donor demands should now be more prominent in next turn reports.
8) Reduced the frequency of the foreign neighbor missile test event.
9) Changed the order of missions to have Japan feature earlier, as an example of a harder mission.
10) Technological advantage situation is now slightly harder to trigger.
11) Added stars (out of 5) on the mission selection screen to show the player the approximate difficulty for each country.
12) Adjusted many policies so their impact on the crime rate tapers off slowly as the policy slider rises.
13) Adjusted many policies so their impact on the violent crime rate tapers off slowly as the policy slider rises.
14) Adjusted policies so that its harder to make Environmentalists and retired people happy.
15) The in-game mod editor now allows you to create a new media spin event and a new pseudo-random event.
Nov 18, 2021
General War Memories - jtggame


When you cosume a certain amount of gold in Improvement, you will get rich rewards accordingly. *Gold spent in other fields IS NOT couted.



Improve your troop, become stronger and get many rewards.




Good Luck. Best regards, JTGGame Team!
Nov 18, 2021
General War Memories - jtggame
During this event, your in-game purchases will become even more enjoyable. The event is limited in time, don't miss your chance to get additional rewards.



* Now we will launch (in the game) an event of 2-3 days, each time before the date specified in the description. [/]


Best regards, JTGGame Team!
Nov 18, 2021
General War Memories - jtggame
Try your luck in the Lucky Draw event, every day you get x1 free attempt to spin the wheel, and the spent gold coins are awarded to you in the form of points, which can also be used in this event.



Good luck be with you!

Best regards, JTGGame Team
Disco Elysium - The Final Cut - ZAUM_Dani


Hello again, friends. We’re happy to announce that Disco Elysium - The Final Cut will be available to play in Polish language on December 9th, 2021!

We’ve been working hard on this localisation with the dedicated and talented team at QLOC. Translating over a million words is no easy feat and they’ve done a fantastic job. We'd like to say a huge thank you to them and hope that you will join us in celebrating and supporting their efforts.

We’re thrilled that we can soon welcome all Polish speakers to enjoy our game in a language that is near and dear to our hearts.

Stay tuned!
Microsoft Flight Simulator 40th Anniversary Edition - FlightSim_OlieT




RELEASE NOTES 1.21.13.0
If you are playing on PC, some packages in your community folder may not have been updated and, as a result, may have an unexpected impact on the title’s performance and behaviour.
Please move your community package(s) to another folder before relaunching the title if you suffer from stability issues or long loading times.


New Aircraft: We are adding 5 brand new aircraft to Microsoft Flight Simulator:

Boeing F/A-18 Super Hornet: Our first military jet and a highly requested feature from the community. The Top Gun: Maverick expansion will release with the movie next Spring, but we wanted simmers to have the opportunity to be able to test their need for speed this holiday.


VoloCity: We partnered with well-known German company Volocopter, which is working on an eVTOL called “VoloCity”, a vision for an urban air taxi. We worked closely with the Volocopter engineering team to develop an authentic version of the aircraft for the simulator. This is our first aircraft that can perform pinpoint landings and is a teaser of what you can look forward to in 2022
when we intend to launch helicopters in the sim.


Pilatus PC-6 Porter: This legendary short takeoff and landing (STOL) utility aircraft is a highly versatile plane from Switzerland, and our close collaboration with the manufacturer and the development efforts by famed developers Hans Hartmann and Alexander Metzger resulted in a great and fun new aircraft with exception capabilities in the simulator.


CubCrafters NX Cub: Yakima-based CubCrafters recently introduced a nosewheel option for their flagship CC-19 XCub Aircraft, popularly called the NX Cub, which we are pleased to introduce to the flight sim audience to further enhance our bush flying and off airport options.


Aviat Pitts Special S1S: One of our most popular planes gets a single-seat option with the release of this aircraft.


New Airports
We are adding 8 handcrafted airports in Central Europe and the United States:

  • Leipzig/Halle Airport (EDDP)
  • Allgäu Airport Memmingen (EDJA)
  • Kassel Airport (EDVK)
  • Lugano Airport (LSZA)
  • Zurich Airport (LSZH)
  • Luzern-Beromunster Airport (LSZO)
  • Patrick Space Force Base (KCOF)
  • Marine Corps Air Station Miramar (KNKX)

The Game of the Year release is adding information about 545 previously missing airports in the United States

New Missions
Based on the popularity of the recently introduced Discovery Flights, we are adding an additional 6 locations (Helsinki, Freiburg im Breisgau, Mecca, Monument Valley, Singapore, and Mount Cook) to this popular series

New Tutorials (produced in partnership with FS Academy)
To further expand the onboarding experience, we are adding 14 new tutorials, introducing simmers to Bush flying (in an Icon A5) and IFR (in a Cessna 172)

New Features
We are also pleased to introduce several highly requested features by the community: an updated weather system, early access to DX12, and a dev mode replay system (more info below)

New Photogrammetry Cities
As part of our ongoing collaboration with Bing Maps, we are pleased to add a number of new photogrammetry cities: Helsinki (Finland), Freiburg in Germany (Germany), Brighton, Derby, Eastbourne, Newcastle, and Nottingham (UK), ), Vers-Pont-Du-Gard, Chambord and Port-Vendres (France) and Utrecht (Netherlands)

Stability
  • Several crashes have been fixed across the title
  • Fixed sim being stuck while loading the world data in rare cases
  • Improved online multiplayer plane trajectory accuracy and stability
  • A first implementation of DX12 can now be activated via the Option menu (requires a reboot of the title)

Navigation
  • New Arinc424 Cycle 2111 is now available
  • Flight plans that were externally loaded or manually edited on the world map will no longer be recomputed from scratch when changing the instrument procedures or the parking spots
  • AI controls ATC will no longer automatically send the updated flight plan from the aircraft’s instrument whenever a change is made

Weather
  • Improved METAR ingestion into live weather
  • You can now consult real airport METARs during flight from the Weather panel (only when Live Weather is active)
  • Updated .WPR file versionning for weather preset edition. Now handles both coverage and density for cloud layers (Formerly density became coverage). Backward compatibility has been handled
  • It is now possible to put clouds below sea level (-400m) for regions such the Dead Sea
  • Fixed AGL / MSL UI display in weather panel
  • Setting wind with weather panel is more coherent with in-game wind near ground
  • Fixed unit conversions in weather panel
  • Minor ui improvements in weather panel

VR
Microsoft Flight Simulator is now compatible with VR controllers on PC !
  • Main menu: Use the raycast mode to navigate and interact with the menus
    Cockpit
  • Instruments: Switch between the proximity mode (you interact with the instruments by grabbing them) and the raycast mode (you use a raycast to pinpoint the instrument you want to interact with). Beware of the autopilot as it overrides your inputs.
    Yoke/stick: In the VR options, you can choose between ‘Hold’ mode (hold the interaction button to grab the yoke) and ‘Toggle’ mode (press the interaction button once to grab the yoke and press the button again to release it) to interact with the yoke at your convenience.
    Toolbar: Use the raycast mode to interact with the toolbar and the in-game panels.
  • Implementing support for VR controllers has required a few updates in each plane. If a plane has not been updated, a pop-up message informs you that it is not fully compatible with VR controllers.
    You cannot grab the yoke with the VR controllers and control it with hand gesture.
    You can control the yoke with the stick of the left VR controllers.
    You can interact properly with the instruments using the VR controllers.
  • Lighting issues are fixed.
  • VR is compatible with DX12. You might encounter a few issues as the implementation of Dx12 is still WIP.
    Known issues in VR:
  • Only one controller is active at a time, so you cannot interact with two instruments at the same time. However, you can control the yoke and interact with an instrument simultaneously. -A few planes, such as the Volocopter, have a very specific configuration (throttle or other instruments on the yoke for example) which makes them currently more complicated to control with VR controllers. We will work on a way to make these planes fully compatible with VR controllers in the future.
  • The HUD in Reno Races may appear in the center of the field of view. Switching out of and back to VR fixes the problem.
  • A large white dot appears in the center of the screen during the loading after completing a landing challenge.
  • You may experience a visual glitch when loading the main menu back from the cockpit.

Accessibility
  • Audio Customization: Option to convert to Mono for people deaf in a single ear
  • Option to Adjust Background Contrast in HUD has been added

Activity
  • New Live event landing challenge is available. You can land the Boeing F/A-18 Super Hornet at Miramar
  • G-Effect and G-Suit preference assistances have been added in the option menu
  • New assistance has been added to disable the automatic logbook at the end of a flight
  • Fixed Bushtrip progression not saved when completing a bushtrip leg
  • Fixed Germany bushtrip which could not be completed
  • Fixed Take Off Airliner Flight tutorial that cannot be completed with the keyboard only
  • Completing a landing challenge will no longer change Assistance settings

Planes
GENERAL

  • Fixed a bug with water rudders at high speeds and with water rudders incorrectly affecting aerodynamics in air
  • Made ITT simulation engine specific on multi engine turboprop aircraft
  • Modular fuel system now supports CG based triggers
  • The primed level of the piston engine does not reset anymore when no combustion happens
  • Added a new parameter to use in the flt files for turbine engines : CorrectedFF
  • Added TACAN related inputs
  • Added a SimVar that shows the effective flaps handle position when some logic makes it different than the physical position
  • Checklist’s highlights will now properly use the HIGHLIGHT_NODE_ID rather than the NODE_ID if specified (Previously only affected the hover highlight)
  • Added a parameter to specify whether or not a plane’s autothrottle attempts to maintain the Vertical Speed when controlling the airspeed
  • Title no longer crashes when trying to invert a one-waypoint flightplan
  • Added SIMVARs for TACAN Navigation
  • Improved accuracy of FLC speed hold system on aircraft with a calibration difference between IAS and CAS
  • Corrected an issue which would cause the fuel capacity of planes using the modular fuel system to be displayed as 0gal
  • AUDIO : added flaps drag sound effects
  • AUDIO : added passenger ambiences cabin in airliners
Boeing 747-8 Intercontinental / Boeing 787-10 Dreamliner
  • MCDU now support waypoint insertion in Leg Page

Boeing 787-10 Dreamliner
  • Fixed HUD projection
  • MCDU has all its buttons highlighted on hover
  • ND flightplan display now has correct color
  • REV indication on EICAS is now display when in reverse mode

Boeing 747-8 Intercontinental
  • NavAids indicator on PFD now have adequate color
  • NavAids indicator symbol are removed
Airbus A320neo
  • Fixed a problem that prevented auto start (Ctrl+E) without external power unit
  • Autopilot now updates its target Vertical Speed while in VS mode
  • Autopilot now updates its target Altitude while in VS or Managed mode
  • Corrected an issue which allowed setting the Autobrakes to the MAX position in flight, when it should be disabled

Cessna Citation Longitude
  • Corrected an issue which caused push buttons for lights not to change state when toggled using a key
  • Fixed ITT alarm is ringing and caution message is displayed on PFD while ITT graph and numbers are green on PFD
  • Fixed aural warning related to parking brake cannot be silenced without disengaging the brake

JMB VL-3
  • Correction lights in the airframe

Cessna 208 B Grand Caravan EX
  • Correction of some textures for airframe
  • Condition lever has new keys to bind. Preexisting bindings to mixture keys can also be used to move the lever without any change in settings
  • Fuel flow controller PID was tuned to avoid FF spikes when using the condition lever

Beechcraft King Air 350i
  • Condition lever has new keys to bind. Preexisting bindings to mixture keys can also be used to move the lever without any change in settings
  • Throttle levers animation gives incorrect lever position

Cessna 172 Skyhawk
  • Pushback service was removed from the Floats version

Daher TBM 930
  • Fixed aural warning related to parking braking could not be silenced without disengaging the brake

EXTRA 330LT
  • Removed some electrical circuits from the E330 that were not used in the plane but could be enabled using the TOGGLE_ALL_LIGHTS key

World
  • Fixed a crash that could occur when flying near cities with a lot of autgen buildings
  • Various watermasks have been added around the world
  • Improved night lighting by reducing the intensity of the distant sepia layer
  • Fixed an issue with windturbines lights sometimes no display at the right altitude
  • Fixed terminal missing at KSFB
  • VGHS airport has been renamed
  • Collision pass has been performed on most of the bespoke aiports
  • Vegetation has been twicked around Christ the Redeemer
  • Improved LODs on CYTZ Toronto

UI
  • Fixed mouse click sometimes didn’t workon external windows
  • Added a Minimized hud assistance under option
  • Moved Ingame news and Release notes at the bottom of the main menu
  • The Marketplace is now accessible directly from a dedicated widget in the main menu
  • Allow inputs to be mapped on key/button release
  • Community-made activities now have their own dedicated page. They are grouped by their mission type, which can now have any custom value

Peripherals
  • Tobii eye tracker is now supported
  • Added a new gamepad preset : Gamepad (Fighter Jet) to complement the F/A 18 release
  • Added the Afterburner controls to the commands list
  • Added the G Limiter controls to the commands list

SDK
Devmode
  • The Replay system can be activated via the devmode on PC only / Options / Experimental / Enable replay panel. More info here: NEW: Replay Feature 16
  • ArtProj asset groups are now automatically converted to ModelLib upon loading a project
  • Fixed various UI issues in Project Editor
  • Expose the electrical system debug window (Windows > Behaviors > Systems > Electrical system)
  • Remove arbitrary limits for electrical component definitions
  • Added draw debug helipads
  • Extra parameters linked to the selected material code can now be edited through the Material Editor
  • Fixed corrupted node positions in graph when cloning an FX
  • Improved teleport window
  • The Output node of the Visual Effects Editor now exposes extra material parameters
  • Added debug OSM point features
  • Added top down camera
  • Added the Aircraft Thumbnail Capture tool. Allows to customise and capture aircraft thumbnails (see SDK doc)
  • “Advance Capture” button in Package Inspector has been replaced to a button which opens the Aircraft Thumbnail Capture tool
  • Fixed random crash in Material Editor when building a package
  • Fixed export to Community folder
  • Fixed “Remove Package” and “Remove Asset Group” buttons in Package Editor / Inspector
  • Fixed random textures flickering in Material Editor
  • Old material files are now properly deleted upon renaming a material through the Material Editor"
  • Added the selection of the default VR API used (Fake or OpenXR) in option menu
  • Fixed conflict between drone camera and developer camera. Now the two options are incompatible
  • Xbox Lod Selection mode will be replaced by the new model LOD limits system. Since they are exclusive, the UI now reflects this by disabling the Xbox Lod Selection Mode when the new model LOD limits are activated
  • Improved the export window interface in the Project editor
  • Add more data validation for invalid and out-of-bounds Color and UV data, to help avoid rendering issues such as black screen flickering during the Package tool
  • Bugfix: A flight could be started even if wasm module and/or wasm gauge weren’t loaded (more visible if a flight is restarted) -Fixed fspackagetool,exe not displaying console FlightSimulator’s console output, Added two commands : -outputtoseparateconsole : allow users to have FlightSimulator output to a separate console, -nopause : Prevent FlightSimulator to pause at the end of the proccess

Visual Effects Editor
  • Added a constraint on the name when creating or renaming a visual effect
  • New GroundDirection node, return directions relative to the plane orientation projected on the ground. See documentation here [SU6] Changes you must make on your FXs - MSFS DevSupport
  • Fixed node graph display issues after creating a new effect
  • Fixed new effect creation when there are unsaved modifications on the currently opened document. Will now display the usual confirmation popup
  • Fixed particle emission flow to get a more stable emission and particle count with high rates and velocities
  • In the Bezier Curve Editor, use Shift+Click to add a point
  • -Node graph inspector shows more user friendly names when possible for properties that can be added and removed in blocks
  • Fixed bugs & made major UX/UI improvements to the Bezier Curve
  • Allow spawning Visual Effects with no node and no contact point seup. The effect will spawn attached to the root node of the object
  • Fixed obsolete properties shown in node graph inspector
  • New primitive type GroundRibbon will create a fixed orientation ribbon that follows the orientation of the ground
  • Added a StaticMesh node
  • Fixed the deformation shader
  • Fixed a crash when closing the editor for an effect after moving a node then deleting it

Scenery editor
  • Added road, street light and power lines exlusion to polygons. -Added power line debug
  • Disable gizmo while editing heightmap
  • Fixed apron resume edition when there is a spline
  • Fixed light update when moving taxipoint
  • Fixed floating object that take too much time to be snapped
  • Fix DEM update when updating terraforming
  • Added airport checks
  • Added taxiways connectivity checks. Show hold-short orientation
  • More color for taxiparkings and taxipaths
  • Making the Hide and lock by type window a subwindow instead of a popup to be able to dock it
  • Fixed floating taxipoint
  • Fixed and improved color extractor
  • Fixed gltf textures not updated automatically

Aircraft editor
  • Cylinder displacement now correctly converted to cubic inches in the AircraftEditor

3DS max exporter
  • Fixed typo in ui of 3dsmax material
  • Pearl parameters are now restricted to only Standard Material

Model behaviors
  • Improvements to the usability of the Behaviors Window
  • Addition of ParametersFn feature to model behaviors
  • Addition of Process="“String”" to process a parameter as a string using RPN

Known issues
General:
  • TrackIR may sometimes stop working properly during a flight. Press F12 to reset the position.
  • Glass cockpit remains off when starting from cold & dark with the Volocity
  • Save custom weather presets is not operational
  • High temperature spikes happen above 44000ft
Audio
  • Added SONIC_BOOM Trigger Event in MiscellaneousSounds
  • Added mach cone zone & degree RTPC in the WwiseSampleProject

VR:
  • Only one controller is active at a time, so you cannot interact with two instruments at the same time. However, you can control the yoke and interact with an instrument simultaneously. A few planes, such as the Volocopter, have a very specific configuration (throttle or other instruments on the yoke for example) which makes them currently more complicated to control with VR controllers. We will work on a way to make these planes fully compatible with VR controllers in the future.
  • The HUD in Reno Races may appear in the center of the field of view. Switching out of and back to VR fixes the problem.
  • A large white dot appears in the center of the screen during the loading after completing a landing challenge
  • You may experience a visual glitch when loading the main menu back from the cockpit
  • Clicking on the Toolbar does not work (mouse, VR controller)
  • There may be some issues with the VR controllers when setting the interaction model to Legacy
Devmode:
  • Aircraft can no longer compiles because of glTF errors

You can leave feedback on various topics here - https://forums.flightsimulator.com

https://store.steampowered.com/app/1250410
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