You keep repeating this, when I already clearly explained that yes, of course having Seated Passengers in addition to Walking passengers, will clearly put more strain on the system, that’s the worst possible moment, even regarding fps impact, because while before, we were just walking a passenger inside the cabin and then removing it ( decreasing the Simobject number when this happened ), now we are removing AND replacing with a seated one, so the net number of Simobject won’t change, which means that, while before the number of passengers visible at the same time was ONLY related to the LENGTH of their walking path and the Passengers Density slider, now you will have as many Simobjects as total number of passengers planned to board, so it’s clearly higher, which means you are getting closer to reaching the Simobject limit.
You keep repeating it “didn’t happen before 3.0”, as if this was a kind of “bug” in 3.0, because you seem to ignore the Simobject limit (which is a combination of ALL running add-ons, it’s difficult to reach it with just GSX running), which is real and it’s just nothing we can do, the only one which can do something about it, it’s you, by stop assuming it’s a “GSX bug” and instead work with your settings trying to stay away from it.
It’s your decision if Seated passengers are more worthy than lots of AI, and they all contribute to reaching the Simobject limit and/or breaking Simconnect because of too much traffic, but you can’t fault GSX because you want to eat your cake and have it too, because we have no solution for this, the only real solution would be Asobo/MS acknowledging the problem and doing something about it.
And if this wasn’t clear enough: having this popular feature in a popular program like GSX, might increase the chance the problem would be seriously looked at, something that might never happened if we even tried this feature, because of the Simobject limit.
It already happened once, with the Navdata API which arrived with SU10 first and was completed in SU12. The product which benefit the most from it was, you guess, GSX, because before that, it only worked on unencrypted airports, with users buying airports on the Marketplace questioning their purchase, because they couldn’t use GSX there. You can be sure that, if GSX wasn’t very popular, the request from having a Navdata API to extract data from encrypted airports without any hacks might have not been taken very seriously, but of course this API can now benefit every add-on, such BATC, which uses it to get information about taxiways, parking spots, etc.
Now, we have TWO major improvements we are hoping for in MSFS 2024 that would make the Seated Passengers so much easier and usable, which are:
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An “Attach API”, that could allow us to attach stuff on airplanes (or other objects), without having to modify the airplane files. It’s a very similar situation as the Navdata API: you can’t have Seated Passengers on airplanes bought on the Marketplace, because we can’t patch those encrypted files. Having an “Attach API” would fix this, would allow users to create their own airplane profiles to add Seated Passengers to any airplanes, and would make the somewhat confusing “Add new Livery, go back to the Installer to re-patch the new files” go away entirely. Ironically, P3D does have an Attach API, so we could have added Seated Passengers to P3D way more easily, but of course that’s not what the market want’s, isn’t it?
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A serious look at understanding the Simobject limit, and getting rid of it, or make it smarter, because while we surely need to add lots of objects, they are extremely well optimized.
So we are again in a similar situation, where a popular new feature in a popular add-on might eventually lead to an general improvement that will benefit everybody: GSX users, users of Marketplace airplanes and other developers that I’m sure will find useful use cases for an Attach API and will be very happy to not be hampered in what they do by the Simobjects limit.