LOL mine was doing that too during taxi, I figured they turned it into a “787 - Low Rider” lol. I even went back to make sure the CG was within limits.
Increased the CG to >20…
The stock airport or a third party one? I have the same issue with CYTZ standard edition airport since SU4.
Same space in disk
Same stutters
Im so happy they have finaly fixed the weather radar
And it could be that the whole simulator is programmed by UI/UX developers and not developers that are proficient in physics and mathematics for serious simulators like level D…
In addition to the fact that you can see what are the dates for all the jobs on their website :
I am only guessing here, but with a professional software development background I figure they use a lot of parallel development branches for world updates, hot-fixes, sim updates and xbox support. Whatever the roadmap calendar demands is merged back into the mainline and published. That explains the various regressions that re-appear after they have been fixed in previous patches. Not all branches are apparently current. They proudly mentioned in one of the Dev Q&As that they have X branches (forgot the exact number but it was a lot). This is not something to be proud of at all. You want only short-lived branches with a single commit merged back into the one mainline as soon as possible. You don’t want multiple people to work on feature branches, a single developer uses a distinct branch for fixing exactly one issue. This is the Github workflow popularized a decade ago. Also, their QA team easily gets overworked having to test issues on many different branches. Issue X is fixed on branch Y, while branch Y still has issue Z that was already fixed in master a week ago. So they mark issue X and Z fixed because devs promised it will end up in master. Just that a certain merge removed code that was previously fixed. This is very bad development practice but seems to be what is happening here. I’ve seen this in multiple companies outside the game industry.
Of course this is just my assumptions from what I can observe. It doesn’t have to be the whole truth but matches it rather well.
Spot on regarding the branches. I’m shocked to hear they were bragging about having a high count.
I’ll agree with you here. I also think the same thing applies to writing a performant game. The dates on the reqs (wow!) to me could imply a few things…
1: They realize they don’t have the talent on staff to deal with the issues, so they want to hire.
2: They have a high degree of churn.
In either case, there will likely be months/years before significant progress is made.
You know that these are your zendesk tickets and no one else can see them, right? Also you know that the patch list tells you what they’ve fixed and that probably isn’t a one to one correlation to the issues you’ve raised on Zendesk?
So you can’t see their content? Interesting, because community managers seem to be able to. Either way, that’s why I include their titles in posts here. The links are just to provide a bit more order to the mess.
And yes, Zendesk tickets are closed immediately. That merely indicates they saw it and maybe copied into their internal bug tracker. The official patch release notes have never been complete so far. It’s often just a snapshot on bugs they fixed. Very often, other issues have been addressed as well but not mentioned. Sometimes, issues marked as fixed in the patch notes are actually not. So yes, no correlations anywhere. Not sure how this is relevant for the current discussion though.
I really feel for those of us who have issues with the update and inaccurate patch notes. But it’s not my experience, just like all other updates on the whole. I removed all mods from the Community folder and launched the sim, it tells me there is an update with a click box to go to the store; store opens and, after a few seconds, option to update; click update; small 1GB patch loads in; click play; sim loads and in game the rest of the patch loads - about 5GB. Load up a flight then close down; add back Community mods and restart sim; sorted. I fly 90% with the A32NX FBW mod and it’s spot on from the start; I see significant performance improvement at EGLL on the ground and I’m immediately happy. Will work my way through my list of what I expect from the patch notes.
Hate to be a stickler but I noticed in both videos you landed on the wrong runway. At LAX, runway 25L and 24R are used for arrivals while 25R and 24L are for departure. Other side 7R and 6L for arrival and 7L and 6R for departure.
Don’t know why many flyers do that, but it would hell to understand the traffic pattern at certain airports. Ingame ATC often gets things wrong.
KPAO is my home GA airport. Even though the airport has IFR approach procedure, it was never available until this latest update. That made me so happy 
I’m sure the inclusion of the FAA data has helped in this regards.
Yes and no. ATC allows for other runways when traffic permits. That’s why there are IFR approach procedures for all the runways. ATC will usually accommodate when it doesn’t cause major disruptions.
The extra330 doesn’t spin realistically at all now. It was better before this update (although not perfect, as it recovered naturally with no inputs after 3/4 turns).
This is how it should be:
Had my first CTD for a long time, flying from Heathrow to Manchester with live weather. and I haven’t changed anything after the update. Sad…
I had to reinstall to solve this issue! It gave me a lot of headaches on the 747 a 787, I just ended up reinstalling and everything worked perfectly.
The flight planner is 100% bugged in this update.
So, can you please show me a video of your simulator working without bouncing with the full loaded forward CG at max normal range?