MSFS GOTY Edition,review

Haha, you’d expect people would find Jorg’s insight a lot more interesting than my personal opinion. :sweat_smile:

Well, they have arrived. Two of the mustangs in Reno are made by them :stuck_out_tongue:

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Could you also say anything about the sepia mask at high altitudes ?

Ouch that must of hurt :rofl::joy:

Could you elaborate on what exactly you mean?

I was soo anxious about the Porter. It’s developed by Hans Hartmann who is also working on the ATR (can’t wait for that btw). I was so relieved to find that the Porter is an in-depth simulation. This is great news IMO. Now I’m even more excited for the ATR.

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Sure, sorry for not being clear. At high altitudes, on night flights, we see yellow mask while passing over the cities.

An example could be seen in the link above.

Umh, I haven’t noticed it, to be honest with you. Further testing required.

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Great review! Were you able to test DirectX12 and is there any performance difference? Not sure if you tried in VR but if so, how is it running now? For me, it’s improved dramatically since SU5 and running very well with SU6, hoping SU7 continues the trend!

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Thanks for your very quick and kind responses. I’m really excited already for the SU7. Read the interview and made me feel more excited( not in general about the SU7 but throughout the journey of MSFS in the coming months and years).

Unfortunately, I don’t have a VR headset. I tried DX12 and didn’t notice a difference, so I simply kept it off. If it doesn’t give you anything, may as well keep the tried and true path and the stability that comes with it. Haven’t had a CTD yet with SU7, and I’m happy to keep it that way :smiley:

I lack the technical tools to truly gauge the DX12 implementation and its potential on a variety of hardware, so I prefer not to comment on what I have no expertise about. You’d need Digital Foundry for that. Hopefully, someone who knows better will give it a go.

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I hate to burst your bubble, but that’s not exactly true. Scott says they did the modelling, and I assume the texturing, of the panels in the mustang. But no flight dynamics.

Check out their site:

https://a2asimulations.com/forum/viewtopic.php?f=23&t=72996

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Thanks for the reply, well not crashing or being worse is a good start! I always figured DirectX12 is kind of being implemented with a long term goal rather than doing anything right now. Over the next nine years I’m sure they will get a lot of use out of it.

They worked on it, so that’s their official debut in the sim, whatever their contribution amounts to.

By the way, Strega is my favorite Mustang, and they did a great job with the cockpit indeed.

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That’s great news!

Even Jeff Bezos says, “You have to remember that contrarians are usually wrong .” There’s often a good reason the vast majority of people take one side when it comes to solving a problem or making a decision. It isn’t necessary, or even very helpful, to always take the opposing view.

I am absolutely blown away by this edition and I’m now super hyped for the release, they’ve really outdone themselves. The Porter is completely out of the blue and I’m incredibly impressed that they pushed something like that out for free.

But also fixed HUDs, super sonic flight, wake turbulence, higher fidelity weather system, DX12, better multiplayer code… this is shaping up to be one hell of an update, but as expected the negativity brigade caught onto one potentially minor thing and suddenly nothing else matters?

Did you get any insight into the AI traffic system, I notice you’ve got AIG or some form of model matching traffic at the airport in the last screenshot. I hope it departs now and flies at correct altitudes.

Understand if you can’t say any more, I’ll wait and see soon enough.

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It’s not AIG. It’s a different freeware system that I’m helping test. Can’t really say anything about it because it isn’t my circus to run :smiley:

Unfortunately, in my experience, SU7 doesn’t solve the issue with departing live traffic. I have anecdotically noticed better usage of runways, but I think that actually started with SU6.

Hmm that’s a bit disappointing, though I’m quite happy with AIG at the moment using offline traffic, it’s a circus but at least planes land and depart.
In any case the AIG crew apparently have a workaround for the live traffic depart bug waiting to see what happens in SU7.

I just hope the planes fly at the right altitude instead of buzzing around at 5k ft. when you’re on the ground, it appears to be caused by some odd limitation which keeps offline AI traffic around your altitude.

Cheers for your insights,

This kind of elitism is what makes flight simming so niche, that a single simple addon airplane costs $30 and more detailed ones up to $100.
I say as soon as there is a way to do a serious simming, let it be some arcade elements for those who wants/needs them. More people start to fly → some become more serious pilots → larger the community → more products/better prices/more fun

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I imagine the current issues with live traffic will be for Sim Update 8 to fix alongside the other bugs that aren’t considered critical. To be fair, they had bigger fish to fry, like the issue that caused airports not to load, which has thankfully been solved.