Just a little more patience… from the weekly recap :
In Sim Update 5 news, the development team is continuing to polish the first pre-release test build, and the public beta is targeted to begin this month. We’re excited about the many upcoming bug fixes and other improvements in SU5 and are eager to get the first beta build into the hands of volunteer community testers for your feedback and bug reports!
Let’s not forget “transversal” in the controller profiles. Sure, it’s a word in English, but I don’t think I had ever seen it before the sim used it. Could definitely be translated better.
I’ve posted this before as a wish list item but it seems like it would be an easily coded change that would really benefit those of us that switch back and forth between the resource eating heavy airliners and the lightweight GA flights. That feature is a way to save graphic settings in profiles and assign those profiles to individual planes much like a livery. I think that developers would really enjoy this feature too because during testing they may wish to tweak settings a great deal to test various scenarios. It would be quite the time saver and ensure that the exact settings they desired are chosen.
I’m using a X360ce as a emulator, so I can use my Saitek Yoke, Throttle / Mixture Levers and Rudder pedals. I also have a Saitek “Cessna”panel with Bat, ALT and all Lights, which I can’t use due the limitations of my Ps5 controller. That would be solved with the keyboard comands.
Keychron, amongst others, have a range of Hall Effect, or a variant called TMR, keyboards where you can set the actuation point. An analogue keyboard, in effect.
3000 points of resolution, which is higher than the original Honeycomb Alpha, which had 256 if I recall.
A manual push/towbar function should be standard on all GA aircraft. We rarely park nose-in and often have to push the plane tail-in to its parking spot. But that’s also require pretty much all the parking spots to be revamped in the sim as they rarely follow any sort of reality (unless they’ve been edited by a human).
Not sure how it defines anything under the hood. There are a lot of parking tees in aerial imagery, but AI doesn’t follow them. Sometimes they even end up “painted” as such in the scenery, but still nothing.
I know that during the beginning of the world hub, they didn’t like when parking spots were “zippered” or alternating because the sim parking spot itself is round and as such the boundary overlaps with the adjacent, but alternating spot (unless you make the radius incredibly small, which excludes aircraft). Whereas in real life, parking spots take into account the shape of an airplane (large span on the wing, small span on the horizontal stab), and a round boundary doesn’t apply.
I think the overlap screws up the AI. Where I did end up implementing it (they allowed it eventually) - every other spot is devoid of AI static aircraft, so only half the spots are taken. My guess is this is why the AI just puts parking wherever and ignores reality, so it can populate every spot.
To make it more realistic, parking spots (and the resulting exclusions) should be aircraft-shaped or maybe even diamond-shaped instead of round. Or just treat any aircraft parked at a spot as an independent entity with appropriate collision boxes.
I don’t understand how it’s physically possible to assign an axis to a button. An axis, by definition, has a gradient scale of input - a button is 0 or 1, on or off.
As mentioned above, a very niche number of high end keyboards have axes on each key, but I hardly think that’s worth dev time that could be spent on functionality the whole community could benefit from.