Ai Traffic Needs Fixing Wishlist Thread

Just looking over some old P3D screenshots and how much further ahead the FSX ai traffic was to MSFS . It really adds immersion that you can’t offline or even with Vatsim sometimes, when Vatsim’s dead somedays, it would be nice to fly with traffic and not fly in an empty world.

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I’ve lost my belief, that this will be ever fixed …

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We’ve been dancing around this subject for over 2 years now and nothing is even being attempted to be addressed. They’re fixing everything and anything, but not the AI or the ATC. I wish they focused on a glaring issue here. How much longer do we have to wait for this? Throw us a bone, Jesus.

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Although imperfect (some of the issues cannot be handle via the SDK), the free (FREE !) FSLTL improve GREATLY the things !!

What really bothers me is how the FSLTL app is so awesome while simultaneously unearthing terrible problems with the AI logic. I know you’ve all seen this before, but I need to write this just to make myself feel better. :grin:

KBUR just now. FOUR planes pushback at the same time. Cool, right? Not so fast. First plane moves normally. Second plane stops for no apparent reason and does the Asobo Spin. Third and fourth planes are behind it and have to stop. Eventually, the spinning plane disappears (I assume because of the FSLTL logic). But yeah, the third plane never starts taxiing again. Eventually, it disappears, but guess what? The fourth plane never moves, and it disappears as well.

25% success is not good. The logic involved to have a plane spin in place continuously escapes me.

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Today I saw a landing plane going around with FSLTL, but the runway was clear :person_facepalming:
I hope the redesign of AI Traffic increases taxi speed, stop spinnings and spawn aircraft in every state of flight nearby.

Although the AI traffic dynamics appear to be getting a little smoother, and more realistic these days, it would be great if Asobo could also cure their hiccups too! The small, vertical jumps they intermittently exhibit during taxiing, as well as take-off and landing rolls, really spoil their realism!

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Need to use “decaffeinated” jet fuel.

BobM.

:slightly_smiling_face:… or ask ground crew to wind them before pushback by patting their fuselage roofs?

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We need a sim update 100% dedicated to AI traffic and ATC. These are the current issues:

  • AI aircraft are landing and taking off from opposite ends of a runway, even though they should be following wind patterns (Bug)
  • Too many go-arounds because ATC is not smart enough to space aircraft by distance and speed on landing, and sync ground traffic
  • There is no high speed turn off for landing aircraft, so they come to a crawl on runway then slowly “turn on next taxi way”
  • There is no longitudinal spacing by ATC on landings.
  • There is no landing sequence by ATC for inbound AI traffic at busy airports (think London Heathrow, a plane lands every every 45 seconds)
  • Landing glide slope for landing AI aircraft is wrong

It’s been over 20 years of MSFS. It will be amazing to get AI traffic solved.

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i was wondering why my aircraft are using wrong end of runway..lol…Maybe ChatGPT can figure it out for Asobo?

Thanks,
BobM.

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Simple request: improve ground traffic algorithms. e.g. in big airports with two parallel runways, the IA should find the best way to minimize go-arounds like in the reality.
if you go to Newark, where the airport is located to the side of two parallel runways, your algorithm concentrate all the flights, departing and arrivals, only on the nearest runway of the airport, while in reality the arrivals are on the farthest one so they don’t interfere with the departures.
Another annoying thing is that airplanes don’t wait properly, go over the threshold while an airplane is arriving, and this causes a go-around.
Go-arounds should be realistic in the procedure and re-landings.
I summarize some requests:

  1. planes on the ground that stop over other airplanes at holding point and doesn’t keep the right distance plane to plane.
  2. planes that don’t wait at holding point, causing a go-around
  3. wrong go-arounds (nobody on the runway)
  4. not optimized use of parallel runways that causes long wait lines
  5. let inject landing airplanes that are near the airport (for example FSLTL can’t inject airplanes that are landing in a radius of 30 miles due to FS )
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while I agree with all of what you said, Ive been able to minimize those faults by using fsltl with aiflow which supprts sid and star if you have navigraph sub) and aiground

Yes it’s true, but this is a forum for the official version of FS and I ask to the developers to fix the game. Some problems are impossible to solve for FSLTL team as I’ve heard from them. e.g. the point number 5 in my wish list above.

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Most of us want a working AI traffic that doesn´t freeze or do high and very unrealistic approaches etc. Please , try and sort this out. :slight_smile:

// Anders

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Way too many AI go-arounds.

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I’ll have to agree with the usage of parallel runways. I was flying to CYVR and both runways (to me) seem to be open (8L and 8R), yet ATC was sending everything to 8R (takeoffs and landings). I had to go around 3 times before I gave up and diverted to CYYJ.

You are a good man! I would just scare off the AI planes by landing anyway and let them do the go arounds :wink:

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