It can’t be just too much traffic as I’m flying the same area, with FSLTL and a lower spec machine and have no issues. Very strange. Which aircraft are you flying and I’ll try and recreate it?
Doesn’t GSX also add a bunch of 3d objects? Maybe it’s a mix of both GSX and AI Ship objects causing the sim to struggle?
I don’t have GSX, or the ATR tbh. I’ve flown that route several times in the 146 and others, but the 146 would probably be the aircraft I’ve flown on that route with the biggest impact on resources and it’s been fine. Would you say the ATR adds a similar load to the 146? Would that be a fair comparison?
I’ll try it with the 360 tonight again as it’s one of the routes I’ve been using during testing and let you know how I get on. ![]()
the version for the public will get some performance tweeks that are not yet in the beta version (we got those tweeks from the AIG Traffic Controller and will import them in GAIST-Software as well).
Regarding a release of any kind:
Henrik and I are currently talking about possible options we have, and there is one that we are focsing now on - this version will be fully independend from the data provider issue we have at the moment.
I’m curious how the recent news about live shipping being a default part of fs24 affects future plans for the mod.
Likely in no way as MSFS (2020) does not feature live ship traffic and won’t feature it by default. Development will likely move forward on this end.
Also on MSFS 2024 there likely will just be a limited number of ships so there still is a place for the ones from this pack ![]()
yep, kinda like how the 2020 shipped with “ground breaking” “realtime AI” - and we know what that was (and is still) like.
This will come in any case - I will soon be on holiday so it will be a realistic moment to compile and launch. Yesterday I was on a long haul flight and used it to do the SS Badger - a classic ferry serving the Lake Michigan so there is also an update on its way for the Great Lakes package.
Over the years we have gone from FSX to P3D v1 to v2 to v3 to V4 to V5 and to MSFS2020 allowing for the old MDL files and effects and then to MSFS suddenly not allowing MDL files so we had to recompile all models and create thousands of new PBR textures sheets etc… Now MSFS 2024… If they keep the system open we will probably also manage that
For now we will as Kai mentioned above focus on some alternative solutions in MSFS 2020… The day AI generated ship models will be fantastic and light on performance we will probably be outcompeted but not yet… We still have be far the biggest collection of low poly models and we will utilize them as long as we can.
I had no doubt that the models would remain relevant, I was just wondering about the relationship with Kepler. I’m grateful either way.
Wondering. To work around the data provider issue, is there a way you could use the new injector but instead of using live traffic, have it pull from a local database? The traffic won’t be ‘live’ in the true sense of course, but you’d get the benefits of injection and getting away from the bgl format stuff.
Means we will be in a desperate need to reduce the overall numbers, e.g. with a slider allowing for example to show only 50% of the traffic. Furthermore, I fear to see issues due to this annoying simobject limit…
I’ve deleted a number of my posts as, to be fair, this is still in beta and a major aspect of it currently can’t be tested. With the best of intentions I made a mistake. Sorry about that.
All good things come to those who wait ![]()
Anyone have a link to download the GAIST Great Lakes?
As mentioned by Kai above a slider is part of the project, but could not be implemented in the last Beta we have and for the moment nothing we can do about that. Our ship library has continued to grow while the tool has not evolved while the data supply has been on hold. In practice it means that we have added models covering gaps in sizes and types of ships. Half a year back those gaps would result in our algorithm not being able to find a model match and thus not injecting anything, but with the latest library file shared with the beta testers there are not many gaps, so the number of injected ships has increased tremendously.
For the alternatives Kai and I discuss - or if we get back on track with Fleetmon - a slider will be implemented either to reduce numbers or we will simply reduce range of detection as we currently do get items loaded which are so far away that LOD rules means that they won’t be seen anyway - when flying over the ocean this long range detection might be nice so you can see eg in LittleNavMap where to fly to see the ships, but in Rotterdam it is counter productive as you beyond the ships in the port will currently get ships injected all the way to the Coast of England…
It isn’t available right now. I am updating it. Yesterday I was working on the SS Badger and there will also be a few other additions. I expect to reupload etiher next Sunday or once I get holiday in three weeks time.
I agree that being able to find ships at distance in ocean areas with Littlenavmap should be a consideration. Rather like maritime patrol aircraft find vessels using long range search radar.
it is an option yes. if I am not mistaken Kai already tested it and it is between our alternative development paths. But we like the real time.
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MSFS2024 claims to feature global live ship traffic - Are you/your team the ones working on this?
Dude, the answers you seek are in this very thread. Just, you know, read a few posts?? ![]()