FSLTL - FS Live Traffic Liveries is live!

Why do you think the FBW installer is not supported?

The installer is a method to deliver updates to various software provided through it and is updated whenever there is something to release.

The software released through the installer is supported through the Discord of each title, not here as it’s a 3rd party app to MSFS, here is a place for community discussion.

Using the NXi I can see GA traffic and departures from my airport of origin on TCAS, but nothing else.

Curious if there is a way to implement removal of individual fights either thru Little Nav Map, the FSLTL command prompt or some combination.

Could make a difference in the # of go-arounds, slow-pokes, stuck AI and such. At least until/unless Asobo finally gets the AI/ATC clown-show sorted out.

Just a thought.

Doesn’t the option (from the in-game toolbar) to remove nearby aircraft work for you?

It does, but I’m reffering to fights anywhere in the area, not just close to my plane.

For example, if on Little Nav Map I can see that there are 4 planes on final to an airport and it is obvious that 2 of them are way too close to the others and could remove every other plane and provide more space/time between landings.

Likewise, if I see a plane stuck on the runway after landing I could remove it instantly rather than wait for FSLTL to do it, which could take quite a while. This again could help avoid go-arounds for landing aircraft or delaying departures (which again could initiate a go-around).

Might not be possible or could be more trouble than it is worth but I think it would be a great tool if it can be done.

I’ve tried a bunch of recommended settings & i either don’t (sat at KLAX & KJFK for 30mins waiting) or very rarely get arrivals & airports (big one’s especially don’t kick into life until after I’ve landed & I’m taxiing. I’ve flown over smaller airports & seen aircraft taxiing but on the bigger one’s like KLAX, KJFK, EGLL etc. there’s never any other air traffic around the airport, lined up at the runway or taxiing until after I’ve landed.

I finished a flight between RKSI and ZSPD. At both airports a lot of traffic dep, arr, taxi and park. All work fine with FSLTL,

Same, not sure why this has changed because I am almost positive that this was not the case when I first installed FSLTL.

I take it you have this set -

No aircraft taxi or depart Collapse

A bug exists in MSFS that prevents traffic from pushing back if your in-game Airport Vehicle Slider setting is set to zero.

Set “Airport Vehicle Slider” to at least 1%.

For me another factor is time (say 10mins and airport is more alive). Also keep static traffic (additional parked aircraft) setting low so you have plenty of gates open. Aircraft will be spawned at blank gates then push back depart.
Also keep in mind that when you initially spawn at an airport all close proximity non landed traffic are set to have landed/arrived and are placed at the gate already (default sim behaviour apparentl!).

What is the advantage by using the flightplandatabase?

With the flightplandatabase the AI Flights will follow a correct plan from the saved Data’s for this flight. Without the flightplandatabase the flights will go straight from A to B.

Okay, thanks for the quick response

What’s the range that AI Traffic become visible from cockpit View? I Wonder if the 50km or 100km range in the settings is enough…

It depends on your graphic settings. On higher settings you will see the traffic earlier. I think 50 miles or 80Km would be enough. As a VFR pilot I can tell you that you have often problems to find the traffic even it’s much closer…

The 200km setting is useless then right?

If you can spot an aircraft 27NM away you’d best report at 6am sharp on Monday morning to your local airforce recruitment office because they’re going to want to speak to you! :grin:

Right, I do have the ground traffic set to 1.

For me it just seems like something has changed. Very little (maybe nothing) seems to be departing from airport along your route of flight. I could be wrong on this and need to test it specifically. Even then, as stated, nothing really starts moving at your arrival airport until well after you land and park.

It could just be me getting more used to (i.e. paying more attention to) how the system is actually operating as I fly along. Regardless, not a knock at all on FSLTL, great add-on. Much apricated.

Very true, it is not as easy as some may think to ‘see and avoid’ in actual flying. I have actually had 2 VERY NEAR mid-air collisions flying VFR. FS makes it MUCH easier (too easy imho) to see traffic than real life. Go outside on a sunny day and look up at an airliner cruising at 35k, tell me if you can see the strobes and beacon lights.

Even with flight following I’ve had ATC call traffic at 3 o’clock (or closer) and 500 ft above but never saw them. Can get really tenses when they use the phrase ‘X o’clock, LESS THAN 1 MILE, opposite direction’.

The easiest way to check is to compare it to FR24.

Other than the busiest airports (LHR, JFK, LAX and so on) most airfields do have significant lulls where not much is going on. Most large airports have the first ‘wave’ early departures and then there’s often a big gap until those aircraft return, with perhaps only a couple of movements in the meantime. Point being that everywhere isn’t a constant movement fest.

Ok, I’m going to make a recommendation. I’m finding that additional parked aircraft is still keeping gates too busy at a value of ‘1’, So try setting it to ‘0’ (disabled) instead.

Example

KBUR (Orbx), has 14 gates, not all usable at once. With ‘additional parked aircraft’ set at ‘1’, 6 out of 14 gates were filled with static traffic (it listed this in the injector log) and as a result, when injector tries to spawn a new aircraft ready to depart at a gate it has very few gates to spawn into so gets stuck cycling the aircraft and liveries instead and the aircraft are labelled “unassigned” and don’t ever go anywhere, they just sit there cycling.

This situation can be made worse with one gate also filled with for example my parked 737 doing nothing!
I’ve now switched ‘additional parked aircraft’ to ‘0’ (disabled) and the airport is behaving more normally now. Traffic spawning, pushing back departing, arriving etc. Much better.

Too many static aircraft seems to hobble this mods function, which makes perfect sense to me. Still not sure why they defaulted this setting to ‘5’. Must be like I said for eye candy purposes and big airports only.

Give it a try on ‘0’ and see if your experience improves any, mine has.

KBUR with ‘additional parked aircraft’ = ‘0’ (disabled)