Yes I’m this happens to me too regardless of what traffic injector I use I have FSLTL and AIG. It’s unfortunate because I like to do turn-arounds from one airport to another back to my the original airport just like a real airline. It also happens when you restart the flight from the pause menu as I do this sometimes to practice procedures or troubleshoot other items.
I really think it’s the sims inability to cull AI traffic properly after it’s out of range. I think the traffic does get removed by the sim but the parking spot/gate/ramp are still considered occupied. Upon returning, the sim is told to inject a new set of AI traffic even though all the parking spots are “occupied” but a plane is not actually in those spots. So it just puts the new injection of planes right on the ICAO of the airport. (You can see this in the VFR map.) I also noticed a massive fps drop when injecting a lot of traffic. Which makes sense when you have too much traffic but half of them are invisible but are still being processed by the CPU. The sim needs to actually remove traffic and not just make them invisible. The sim deletes the object but not entirely.
It’s like the sim saying to injector, “Hey sim, I need a new set of 30 airliners for KLAX because the pilot is approaching it.” And the injector says, “Ok heres your order.” And then the sim says, “Oh it turns out the parking spots are still occupied by the previous injection of airliners.” The injector says, “Well I already processed and delivered your order.” Then the sim says, “ Oh ok, well let’s just put them all here in this one spot for now”
I may be completely wrong but that’s my two cents. Happy Flying!
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They sold us an incomplete simulator. We paid for something unfinished.
haha! Interesting way of explaining. Hopefully they will figure out a way to fix this. This was never an issue before SU10. I always do multiple back and forth flight and have had this issue only since SU10 beta.
I find the same issue and it is absolutely annoying not being able to complete a turnaround without interrupting the simulation. All the AI appears at one random spot one aircraft within another (+30), then Fps plummet and VAS skyrockets, almost getting me a CTD.
Some users, suggested returning to the MSFS main menu, and launch the simulation before doing the return leg to the initial airport. I can confirm this did not work for me, as the very same issue spotted when I was on approach (around 6nm on the ILS).
This is a serious bug Asobo needs to solve quickly, not even with the SU12, but with a hotfix - more importantly if in previous SUs this never happened.
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Just to keep this alive and in the Devs’ mind, in the unlikely event they read these forums, this is still happening, yesterday evening. EGBB - EHRD - EGBB. Upon return to EGBB all the AI stacked up in the middle of the runway.
Having to return to the main menu, or quit and restart spoils the whole point of doing a return sector. Is anyone in the Beta? Wondering if this is still happening?
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Yes, everyone should try to keep this alive! I hope Asobo acknowledges this and fixes it! It may also have to do with the limit on Simobjects and the way the software clears it cache! This started with SU10 and has not been resolved yet!
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I agree, hope this gets addressed.
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Same thing here…
Seems like that SU10 messed so many things (wasnt using sim back then)… But as I read…
Those of you doing multiple sectos, can you in any way connect this problem also to the fps drop with time? Not particularly related tto this bug, but still… They must had messed up something with that SU10, if all these things got bad since then…
Sim runns perfectly cool first few hour or 2, then thing get worse and worse… I’m really not fan of restarting it on every turnaround… that kills all the immersion
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If I don’t run any AI, I don’t loose fps or if I do, it’s fairly minor! When I have active AI planes, the fps drops specially when I fly back to the original airport! The fps gets close to zero in that scenario. It appears to me and others that the limit on Simobjects and the way Sim cleans it cache may be to blame! The fact that objects disappear shows that there is some type of a limitation in the game and when you reach that, you get significant stutters and fps drops. The Sim most likely runs just fine as a base package! But as soon as you start adding Addons, the Simobject limitation, etc. become a problem. GSX Pro, Addon airports, AIs all contribute to this! So MSFS/Asobo should look into this and determine what causing these issues since I am confident that their intention is not to have everyone only run the basic Sim without any addons! They want the addons and they want this to grow… So hopefully this will get addressed!
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Some really interesting posts on this one. Given that ATC and AI Traffic (however injected into the sim) must surely be fairly complex processes to fix - just think about the parameters to code…then consider how that interacts with dynamic weather. Personally I’d echo comments made some time ago on another thread - fix the bugs first, personally that’s WAY more interesting to me than constant ‘eye candy’ planes and scenery. We can if we wish already freely update a HUGE amount of both (paid or free) to keep us entertained with the ‘novelty factor’ for ages. Slow down Asobo - take your time. One or two more updates and my otherwise empty 500Gb SSD won’t even be able to take another update anyway.
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Yup, I use FSTL and have the same issue and glad to see it isn’t just me.
So until it’s fixed, am I correct in understanding, that the only sure fire way to prevent the problem is:
Break the immersion and fully restart MSFS or,
Just use MSFS live traffic - does that use the FSTL models?
I’d suggest to hold fire until SU12 drops as there have apparently been some improvements made - in the meantime I’m injecting FSLTL static only…but that’s just me
This has already been logged and reproduced by the devs.
Up to them to fit into their development timelines.
If you see the #bug-logged tag on a topic, generally no further input is needed from the community unless a post is made requesting it. 
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Guys, I can confirm as well. It tooks a long time until I realized that FSLTL is the problem of my FPS drops. I was sometimes very angry because I didn’t understand why my FPS drops down during the approach/landing to 5 or 3 FPS. So I was not able to land because everyhting was stutter. And then I tried to fly without FSLTL and I didn’t have FPS drops. Does anybody knows if this issue is still also with FS traffic?
Understood - thanks for the clarification.
Andy
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With Su12, I no longer see the planes stuck at one location upon arrival at the original departure airport! I just don’t see any AI planes, period! And of course lots of stutters and fps drop! I think MSFS has a problem with clearing cache, AI planes and objects in general and this limitation is creating lots of issues including performance degradation. Let me know if you all are experiencing something different!
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My issue is that they either don’t call for clearance and taxi or they spawn on departure or takeoff. Arrivals also only spawn right on final or they spawn after having landed. This is with Asobo’s traffic. Using other options the entire visible area around the user is full of planes. With Asobo’s it’s just the immediate area.
I did have this, but now I have another issue instead. Whenever I turnaround and fly back to the origin airport, there is no AI traffic on the ground. I have to go back to the menu to force AI traffic to show up. Has anyone else seen this?
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yup i have this aswell, I just restart the sim every flight 
Pretty sure the fps degredation bug is back aswell 
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Yep! Same issue now! Don’t see the planes anymore, the stuttering is there but no planes on the return flight! I am not using AI at all right now until Asobo figures it out and we can have AI just like we did in FS2004!!!
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