What progress has there been with the Blender to MSFS 2020 tool kit please? Any dates yet?
Are there any plans for better terraforming? There are currently two main issues that make terraforming cumbersome:
- mesh resolution too low / should be affecting higher LODs
- falloff for heightmaps should be on the inside
Late edit because it probably needs a better explanation: the latter issue above is responsible for all funky behaviour of terraforming primitives in the falloff area. The falloff area is where there should be a transition/blend between the base mesh and the terraforming primitive. Having the falloff area on the outside of the primitive necessitates extrapolation/guessing, how the terraforming would continue outside of its boundaries. This extrapolation is not well done, it really only works for flattening primitives. As soon as there are slopes involved it becomes a headache.
addendum: also make it an option for runways to NOT terraform.
Will there be any provisions for higher resolution ground textures / decals (for markings, painted lines, manhole covers etc.)?
At the moment the high detail markings on aprons have the same resolution as the sand in the middle of the sahara. There should be an option for ādecalsā that do not get composited onto the base texture or alternatively to designate areas with increased texture resolution. Some creators are using 3d objects hovering at 1cm above the ground for small things like manhole covers - that canāt be the solution.
Weād like to know if the simconnect issues at high speed (external flight models) will be resolved any time soon. (along with that, getting Asobo to stop āfightingā with thoseā¦
Improvements for WASM API to make it possible to create complex aircraft without JS/HTML at all. Just for example: websockets, navigation ā¦
Can we have a way to adjust lod draw distance on airport objects like taxiway signs, animations and clutter objects? The way it is now is that its seems to be a fixed drawdistance on the objects no mather how you adjust the graphic settings and its way to low. This all happened post SU5.
Can we expect to get more control of mount strategie of the sim parts and mods?
Developing with the SDK ist pretty time consuming due to the fact, that the sim loads everything whatās in the official directory and the community directory. When checking the packages in the dev mode menu, there is a status called mounted or sometimes error or shadowed during the active sdk dev of a comonent (airport/scenery/,ā¦). It should be pretty easy to allow mounting and unmounting mods to prevent the developer from performing a restart of the whole sim. Restart costs 3-5 minutes depending on the system performance. Or it should be possible to set an addon to inactive in the content.xml file to decide wether a mod should be loaded/mounted.
Will there be better control of vegetation?
For instance:
- Grass: proper control of length (by polygon?), possibly other types of crops (wheat, corn,ā¦)
- Trees/Shrubs: placement of individual trees/bushes
+1 This would be really useful! If we could add the ability to force the sim to reload the mounted folder this would help a lot. My addon uses a custom gauge and xml behaviour defs to have state saving of all switches etc and custom spark modelling.
The only way I can make changes and test is by rebooting the sim every time. This would save me hours, and hours of work!
I would like better communication for Xbox. Some snapshot problems are just pc or Xbox.
Also when will you open the Xbox Version up to simbrief and other 3rd party Addons that are not on the Xbox.
Will there ever be a way to occlude the light? Currently all light sources(including indirect) except sun illuminate all surfaces right through other surfaces.
Do you plan to improve the system of snow depiction and give more control to 3PDs over snow appearance?
Please give an update on the state of the official Blender exporter. What features are in the pipeline, what shaders will be implemented, how much on par will it be with the 3ds max Babylon exporter? Will you provide SDK samples in .blend files?
It would be great to have a comment on VGDS , which in many peopleās opinion is crucial for any realistic jetway docking.
Already some 3rd party alternatives start to immerge (even very expensive commercial solutions) which was never the way Asobo wanted to handle this. You CANāT dock to a jetway correctly if you donāt know where to stop your aircraft.
Will there be native support for multi-monitor (multi-projector) setups?
When will you add more documentation for mission creation? Specifically an explanation of FlowStates and FlowEvents, which are new in MSFS.
When will we get read and write access to BVars?
Are you planning to introduce a way for custom objects to receive effects from rain (wetness, reflectivity, puddles etc). Currently only projected meshes can display these effects.
I asked a question about ILS ranges on the sdk forum here but have not seen any answers:
Recently Navigraph have updated their nav data package to allow for extended ranges for some airportsā ILS Localiser. These extended ranges (eg 09R and 10R at KORD) are showing as being injected into the sim using littlenavmap. The two ILS quoted now have a range of 50nm. However, while in the sim I am unable to see the avionics on the default A320, FBW A320 or the C172 G1000 detect these localisers at a range greater than 28nm.
Question: Are the avionic suites in aircraft within MSFS somehow āhard codedā to only detect a localiser at a distance of 28nm, or less, irrespective of the range that may be set for the localiser using the sdk?
When we will get an In Depth rundown of the AI.CFG ?
Like - How would we adjust Rotate speed, Approach Speed, Climb and descent rates, VTOL+L etc etc