[BMWorld+AmSim] - KSEA Seattle–Tacoma International Airport

Ryzen™ 9 3900X 12-Core 3.8 - 4.6GHz Turbo, AM4, 105W TDP, Processor
GeForce RTX™ 2080 Ti XC ULTRA GAMING, 1350 - 1650MHz, 11GB GDDR6, Graphics Card
64GB Kit (4 x 16GB) Trident Z DDR4 3200MHz, CL16, Black-White, DIMM Memory

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To be honest I didn’t care for it and went back to Asobo. I don’t see much of an upgrade. And yes, this is the first airport I’ve had FPS problems with in MSFS. I run the sim at half refresh rate(30FPS) and I’ve never had an issue with airports but there is something about this one. But it seems to be only when I have the camera facing a certain direction. There is something about the eastern part of the airport in the middle where I’ve noticed FPS issues.

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We checked the airport on a weaker computer than yours. Probably there are some conflicts in your system. Similar cases were encountered earlier by our users with various other airports. The problems went away on their own. No one has been able to explain why.

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I went back to default as well. Soon as I turn left off 16L frames tank to a slideshow. 3070 ti 10700k. Lead in lights for the 16 runways are overdone. The actual runway lights are underdone. Any kind of haze and the transparent glass sections pop out miles away (I know, a sim problem but looks awful). Night lighting on the aprons is good but all the buildings windows are dark at night (apart from the ones where you’ve put in the transparent glass). Like the modelling on the light rail but for this money, I’d prefer that you modelled a moving train rather than spending the time putting in a food court. The SSR tower to the west of the airfield appears to be modelled in the Asobo version but not this. That’s the one building I can actually see from the main body of the airport and you’ve not done it. All the above is of course my own opinion.

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Out of interest. Did all the people having issues with this Airport, uninstall the Asobo KSEA from the Content Manager, before installing this one? I was interested in getting this, but noticed in the description for it the Asobo KSEA needed to be removed first

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If you don’t delete the Asobo airport in the content manager, you may not see our airport. And your computer will have to deal with two scenes at the same time. Of course, this is difficult for a weak computer.

Fps look good so far

I actually don’t have fps issues with this scenery, but I am running into some sort of invisible object on final to 16C that crashes me. Anyone have run into this invisible wall / object?

Thanks!

Dennis

Was wondering this. Noticed I have two control towers and other scenery issues. Thanks for highlighting what your instructions state is required for this airport.

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Finally bought this with the small discount on Orbx sale a few days ago. I have no fps issues and overall I’m happy with this as a “mid-tier” quality airport even though it is missing a number of details landside and limited interior modeling given the high price. There are certainly much better airports in this price range but as I lived for many years in the area and often “fly” the west coast routes this was worth it to me. I especially like they added the new suspended walkway and a number of details like the “walk-in” Q gates which work very well with the excellent GSX profile available on flightsim.to.

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I"ve only landed there once in the rain, I believe on 16L. After turnoff went right to the gate and did not notice the terrain issues until I watched XP72’s live stream. I went back to check my scenery and sure enough i have the terrain issues as well.

@BMW969 Could you update the gate codes / parking sizes to work well with FSLTL? Currently many larger aircraft corresponding to international arrivals and departures don’t show up, which appears to be due to lack of parking.

The S terminal often gets Spirit airlines and United aircraft instead of the various international airlines that should populate most of those gates.

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Hello! All parking codes have been assigned. I often notice that FSLTL doesn’t line up planes correctly. I have repeatedly tested this by assigning one airline to park. And completely different airlines appeared in this parking lot.

Hello!
We will add interior details in the next update.
What details of the airport would you like to see additionally?
With which airports do you compare Seattle, indicating its “mid-tier” quality ?

If the gate codes are correct, then perhaps the parking spot radii are too small? I tested by falling back to the Asobo KSEA with the AFCAD for KSEA in this flightsim.to package and the International terminal immediately started getting populated by the larger airliners.

See comparison in the shots below, both taken around the same time with the same FSLTL injector + aircraft setup:

Would really appreciate a fix!

Thanks for asking! I would prioritize interior modelling of terminals that are visible from the aircraft/gates.

For example, the new North terminal (N gates) has a very basic interior but you can’t see it from aicraft/gates (e.g. N1). There is a lot more detail that could be added in that terminal.

Other terminals as well don’t have any interior modeling at all visible from gates (e.g. C, B, A gates).

A good GSX profile can animate the interiors of some of these with walker waypoints so you don’t even need to animate people as GSX can do that.

The land-side arrivals/departure area is also very sparce (e.g. no cars or signs) and missing the large walkways that connect the parking garage to the terminals. I don’t think it’s as important to model the interiors here but would be nice if the land-side areas more closely resembled the real layout as is often visible from approaches.

Also would be nice to have a tower interior.

That’s a starting point. I realize it’s a large airport so not possible or necessary to model interiors everywhere so I would prioritize those which are most visible from gates/planes.

Thank you!

As far as example airports which I consider “top tier” that would be anything from NZA, iniBuilds (e.g. EGLL, KLAX, KDTW), Pyreegue (EGAA, EGPH, EGPF), or airports like Aerosoft EBBR and EDDK.

If the problem is in the parking radius, then it is easy to fix. We’ll take that into account in the update.

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As I said, Terminal “N” will get a nice interior in the next update. We did not clutter up the stage with interiors in buildings without panoramic windows. We try to strike a balance between the number of parts and performance. We will also add the interior of the tower. We also plan to add custom ground vehicles and cars in parking lots. Could you tell us more about the departure and arrival area? What cars and signs would you like to see?

Great to hear! Looking forward to the updates. If you go to google maps to “street level” at airport you can see in detail what the departure area looks like (with cars and very simple airline signs) and the connecting “walkways” between the parking and terminal currently missing from scenery. I don’t think this needs to be anything too fancy but is very bare-bones at the moment.

Also, the surrounding landside area has some custom generic buildings (e.g. one with a bmworld-amsim sign on outside) that seem out of place so not sure if it’s better to blend with existing photogrammetry to show the buildings/hotels if they aren’t going to to modeled. Less important, but still visible on some approaches.

Thanks for your work on this important airport. I still use it a lot and appreciate that you did it as it’s way better than the Asobo default.

Thank you! Now I understand what you meant. We always look at the airport through the eyes of a pilot. But small details from the side of the parking lot are also not a problem. We also need to animate the train.

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