Live Q & A via Twitch

No offence taken I assure you. :grinning:

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I believe the lady asking questions what not very good at asking about AI therefore they did not get the right question therefore they did not answer it.

Solved != solved

Solved simply means the issue has been reviewed, and moved to the internal QA tool for triaging, no further information is needed from the bug reporter at this time.

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Hey @Jummivana – Sebastian said on yesterday’s Twitch Q&A that he didn’t see the LOD issues or Photogrammetry issues that some of us are seeing and to keep showing examples


Just downloaded latest patch, at JFK airport – all settings on ULTRA. Using an RTX 2080 Ti, 32gb of RAM.

This is what I’m talking about with LOD distance – it doesn’t draw out the buildings unless you’re literally right on top of them. It just doesn’t look right, in my opinion.

For what it’s worth


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Very good point. There is a definite “Communications issue here”, going far beyond any English-French language factors.

To me, its largely an issue being cause by Asobo ( Sorry, but it is)

One moment they are using highly technical and specific (Scrum Specific) terms, like Resolved, BackLog, which to those outside of the Software Dev World, mean very different things.

Then at other times, they go in completely the opposite direction, and start using terms like “Twitchiness”, which might well conjure up some sense of what the are referring to to the general public, but is really totally meaningless from a technical view.

While the forum is learning the correct meaning of this varying level technical langage, for most, it is still very confusing & misleading.

And please, do not cop out of answering a technical question what you are either unprepared to answer, or unable to answer, with the reponse “no point in talking about that, its too difficult for YOU to be able to understand” 
 that is such a Give away !!!

That was definitely the LOW point of the recent Q&A 
 I was amazed when I heard it ~!!!

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I’ll say the same thing to anybody to encourage constructive criticism and feedback - the fact it followed your negative views you probably inferred as an attack but it was nothing of the sort. So thank you for your contributions that is appreciated, your sarcasm not so much.

Not sure where you’re from, but wishing someone a good day is not sarcastic where I am from but either way nothing negative meant from my side if that clears it up for you.

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It gets funnier when the release notes say ‘the twitchiness has been improved’
Haha -I love getting even more twitchiness’

I’d like to throw my hat in. This is my post in bugs that has over 225 votes and is climbing. From the video chat you said there were no changes to the LOD,

Ok so it has to be something else. I believe I have the answer. I have studied all my pictures of before and after and have come to this conclusion. In a post I saw, might have been after the second update here in this forum, I saw a before and after picture of a tree up close, (Fur Tree), Those 2 images showed clearly that the tress at distance were now sharper looking after an update. I believe this to be the issue as trees at distance now look “grainy” in detail which ultimately spoils the realism. Un-sharpen the trees, as they were before and this will bring back the naturel look it had before I’m certain. You can thank me later if that’s the cause


UPDATE"“”"
You can now set the Terrain LOD in a file called UserCfg.opt, The max value in game is 2 but you can extend how far trees pop up using that setting to as high as 5 which I set and that brought my system to it’s knees. So the LOD problem is now fixed. As I mentioned I saw a before and after picture of a tree up close, (Fur Tree), I did find other posts that reported this and it effects the entire image. So would have to say the “grainy” trees I see is very much and most likely a sharpening filter or the sims graphics were sharpened or antialiasing was changed and what appears to be the shape of the fur tree also changed. Looks like an acorn now. This obviously had undesirable effects. This is definite progress at least for tree LOD. I have mine set to 2.5

C:\Users\you\AppData\Local\Packages\Microsoft.FlightSimulator_8wekyb3d8bbwe\LocalCache\UserCfg.opt

PACO572

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If somebody can confirm this, somebody higher up may have to share this info with Asobo. I doubt they will find this specific post.

@MikePapa4008
Did I miss it or did they skip the “aerodynamic improvements” topic which was ranked quite high?

Jayne asked the question in conjunction with the SDK. Sebastian was aware of the whole thing and gave a detailed answer, but focused on the pitch authority which is only one of the many issues. At least they said they are improving the planes.
Twitchiness and elevator authority is improved on the 787 after yesterday’s update. But a lot more needs to be done. For example what happens on the real birds:

  • A320 slowing down - everything is fine - slow down more touching the yellow tape - SPEED SPEED aural and pitch responsiveness reduces - slow down more touching the red tape - Alpha floor (the plane “goes around” by itself).
  • 787 slowing down - everything fine - slow down more touching yellow tape - stick shaker

At all these times the plane is still able to perform a goaround manoeuver (otherwise wouldn’t be certified to fly) so elevator works but in a limited fashion. You cannot fly the plane at the brink of stall when landing, these are not cessnas. This behaviour coding needs to match the current AOA and not speed!

I’ve been told that’s what the airbus does IRL. Sebastian also said you need to do your approach at 30% above this speed.

Will the developers fix or update the language support issues in China? Now the mainland China needs to modify the system language to play games in English.

The 30% comment is a generic rule of thumb but not the way it works on an Airbus (that’s the one I can talk about), because you cannot get to the stall speed on an Airbus, A.floor will kick in at 10% over that.
Vls (REF Speed) is the speed for a specific flap configuration which provides adequate stall margin for landing. Vls is computed by the FMGC to provide 23% margin.
Vapp (Target Speed) is the speed at which the approach is flown. Vapp, as computed by the FMGC, is Vls + 5 knots plus 1/3 the headwind component.


But I will agree that detail is probably for FSlabs crew :wink:

They mentioned the USA world update. What happened to the sim update?

Agree
that is way too much to expect from ANY flight simulator default aircraft.

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