Ai leaves the runway very slowly after the planes land. is there any way for him to leave faster?
And they brake too quickly and too briefly, they would have to coast much longer, and then of course quickly leave the runway ⦠exactly !!!
The AI - only AFTER LANDING - should not stop completly but reduce speed till xx kts (maybe 50?), and this way ātaxiā on the Rwy until reaching the next node of rwy and taxiway(-exit) and THEN slow down to the required MAX. 20kts WHILE taxiing
AI planes hogging the runway has been an issue since FS2004 or earlier
Getting AI on and off the runway realistically ( 5x faster ) would be the number one improvement Asobo could make to traffic.
I had pointed this one of the Q&As though there was not a discussion about this. Indeed it is so annoying that they cause too many go arounds since they donāt vacate quickly. Yet I believe the gameās AI Traffic is already known problematic functionality and I guess itās one of the backlog issues.
@Kaiii3 must have investigated this once if Iām not mistaken, but Iām not sure if that was a deep investigation since theyāre already dealing with many things in AIG.
I looked whether itād be possible to change something via one of the .cfg files that is related to the traffic but couldnāt came up with anything.
Indeed, this is an issue that most everyone I would dare to assume wants fixed. And there will be much rejoicing once it finally gets done.
Iāve tried using the old method that was used in fsx adjusted a few things in the aircraft cfg⦠min throttle set to -.5 or -.05 seems to give the planes longer rollout on landings as well as adjusting empty weight and some of the reference speeds⦠just play around with it til you get a desired distance for landings
there are always ways to āmanipulateā the internal FDE to get stuff working as it should. But this is an core-sim issue and should be fixed there and not by editing cfg files^^. Each CFG change might have impect on some other performance during the flight
In my case, the airplanes just disappear after landing
yep, same here
Iāve been doing some work with the values in the CFG files, but it didnāt work.
depending on the airport this has different issues:
- no free parking spot for the SimObject (most common issue)
- no Hold Short node
AI planes used to slow down almost instantly and then taxi at ⦠5kts or something, until ALL approaching a/c had to go aroundā¦
Now they just disappear - no more goarounds.
Letās hope itās the first step they took towards improving the algorithm. Canāt be that hard!!!
IIRC, in another thread @Kaiii3 mentioned that the airport parking layouts that were generated by AI from satellite pictures, suffer in the parking spot configuration and thatās a major problem in AI trafficā¦
Unless I want to practice missed approaches I usually ignore the aircraft on the runway go around command and land anyway. Usually the aircraft in question is gone when I get there and if not I pass right through it. Iāll pay more attention when we can cause a crash hitting an AI (or one of those forklifts going 90 mph down a taxi)
Unfortunately the air traffic is rubbish. So called ālive trafficā canāt even leave the gate. Asobo havenāt even acknowledged the problem let alone fixed it.
As for the slow landing roll-out, they havenāt acknowledged that either.
I must say that the Traffic in FS2004 and X were far more realistic than FS 2020. I never saw a plane taking off as traffic tell now.
They need to fix the paths where ai are exiting the rwy. Alot of goarounds because of ai is to slow to leave the rwy.
Itās not just AI traffic, Iāve noticed it with live traffic too.
Live Traffic is AI Traffic
I completely disagree, AI Traffic is Live Traffic
Tastes Greatā¦less filling,
Chocolate on my my peanut butterā¦peanut butter on my chocolate,
Your right, they are basically the same thing.