Depends on your settings in injector too, and knowing what airport you are spawning at. I would try it out on a regional airport initially if I were you and watch the comings and goings. It is live so you have to pick the correct timezone for it to be busy as that won’t be changed by time of day slider in sim. So I am currently flying GMT +8hrs in the morning so say Japan, and GMT -8hrs in the evening so say western US.
Also make sure Additional Parked Aircraft setting is set low otherwise gates get jammed up and can’t be used by live traffic.
Also make sure ‘IFR’ setting is high enough to get some in flight arrivals (which take 10 minutes to arrive due to being more than 50km out, anything less gets set to being at the gate). If say you spawn at a busy hub - say KLAX and have IFR set to 40 then all 40 IFR aircraft may be allocated to “sat at the gate”. I have IFR set to 85 and the allocation still fills up around KLAX.
Also worth checking from their FAQ -
"A bug exists in MSFS that prevents traffic from pushing back if your in-game Airport Vehicle Slider setting is set to zero.
Yes it is. I find ‘1’ more than enough for static aircraft. Too much on smaller airports like KBUR which requires ‘0’. My current settings for FSLTL are-
**** Current settings ****
Max Active IFR Aircraft (0=disabled): 85
Max Active VFR Aircraft (0=disabled): 5
Additional Parked Aircraft (0=disabled / 10=max): 1 {changed to ‘0’ for smaller airports with only a few gates}
Max Radius to Inject Aircraft (50-200km): 120
Blocked Aircraft Removal Time : 60
API key for routes : {enabled with key}
Blank liveries / generic models will NOT be used
Seems to work fine. Did a 2hr flight from KMIA to KIAD tonight, and ample traffic at both ends. Just spent and hour after arriving watching incoming traffic at Dulles. More than ample traffic at the gates with Additional Parked Aircraft = ‘1’. The dev on their discord even said they only use ‘1’ or ‘2’ and the default is set to ‘5’ “because people would complain about there not being enough traffic” at the gates otherwise. Trouble is at ‘5’ the gates block up with static traffic and also slow my system down too much even with a 3090.
Traffic is a cpu loader for sure, but all those 4k textures and extra animations and extra ground vehicles servicing ai traffic take up resources. Using DX12 I’m up at 75%(18GB) VRAM utilisation at a large airport.
People previously reporting on this thread that manually changing textures from 4k to 1k frees up their system running fsltl. Personally I prefer running 4k textures and dialing back static traffic as it serves very little purpose other than full looking airports, but with locked gates and higher resource hit. Cpu will be loaded with traffic certainly, just not sure if thats true with static traffic.
I have also dialed back my ground vehicles as they too take up cpu resources. There is apparently also a max internal in sim limit of all moving vehicles (air and ground combined I think). I read about this somewhere and have now forgotten where, must go look for this info again. So if you have a big airport and have ground vehicles set at "100’ then there won’t be enough space to accommodate lots of animated aircraft too. I think I reduced ground vehicle and ground worker ‘traffic’ setting to about ‘20’ which is still fine for me.
Was in Twin otter as only a short hop to Castlegar, so had a fairly long taxi to 8L. Saw a few departures, they don’t half get up to speed quickly! Anyway, was nice to see departing traffic. Was cleared by ATC and after a quick look left to make sure no incoming traffic, I departed. Of course, the Otter isn’t the quickest and as I was climbing towards 100ft, I heard ‘Cargojet (insert flight number) go around’. I looked behind me and there was a rather intimidating 767 hurtling toward me.
Not sure how that happened as it certainly wasn’t on approach when I lined up to wait.
This is the relevant passage from FSLTL FAQ that can affect incoming traffic if you aren’t seeing any. There is a max number of sim objects in MSFS -
“Another cause {for no sign of landing traffic} can be the max sim object limit that exists in MSFS. There is only so many objects MSFS can depict so the sim will cull above a certain setting. At busy airports with lots of parked aircraft, this can affect arrivals. To counter this reduce your sim ground vehicle settings (not lower than 1) and your parked aircraft setting in the injector.”
Yeah it’s easy to forget that cars, ships, airport vehicles - all affect the main thread. I really like Henrik Nielsen’s global ship package, but overall I’d probably need to tune down some of these. I have airport vehicles at 3. I’ll probably tune down road traffic.
Road traffic still looks fine on my system turned down.
Not sure road traffic is an ‘object’ though. Airport vehicles and presumably workers are. All need turned down.
Keep in mind FSLTL is adding service vehicles in for preflight departing AI aircraft too, so it all adds up. Something has to give to balance it all out.
I might need some help here again Unfortunately there’s no departure on my end. I see lots of landings but no departure. I see the nav lights from aircraft at the gate, and the injector says pushback from gate whatever but they are still at the gates and not moving whatsoever. Below I post a screenshot to display the situation better.
This aircraft is here for the past 40 minutes and not moved an inch.
I really recommend reading their FAQ-
"A bug exists in MSFS that prevents traffic from pushing back if your in-game Airport Vehicle Density Slider setting is set to zero.