SDK Q&A: Guided Question

Are there any plans to enable multi-threading support in WASM?


Will there will be profiling tool similar to X-Plane profiling tool that could help third party creators to troubleshoot performance issues?
This would be good to get a tool that tells us function or call that is utilizating each thread for example.


When will third party developers get access to terrain and weather data via Simconnect?


HTML and Javascript are very powerful to code an entire complex add-ons, unfortunately it got a little love in terms of the documentation, will this be added?


What is the roadmap and improvements plans for CoherentGT engine?


Will we have more opportunities to customize snow representation especially on the aprons and runways without the need to deliberately darken the surfaces?


Will we have access to more types of light for scenery objects other than the current ASOBO_light (farther display distance, no shining through surfaces)?


Is it planned to introduce conditional objects display or behavior (i.e display an object if it’s winter (or date-based) and hide it during other seasons)?


Is it planned to introduce rain interaction with all normal maps, not only default one placed above custom apron materials/projected meshes?

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Is it planned to make the double-sided materials to not be transparent to light? Currently if one side of the material is lit, the other one on the opposite side will be lit too.

Is it planned to make the default vector data such as street-lighting and roads excludable?


Is it planned to bring the projected mesh resolution up to par with imported scenery objects and keep original normal map and not merge it with the default in-sim one?


While I know it was originally stated that Blender was not going to be officially supported, have there been any thoughts about changing that mind or maybe helping FBW who are struggling with the exporter/importer development?


I would like to know if it would be possible to have the sim populates the aircraft and liveries appropriately to each gates. Will there be a feature that allows us to assign specific ICAO airline codes to Airport’s Gates and Parking Spots? That way the sim can do an ICAO airline code matching between the liveries and the allowed parking spots and gates that they will be spawned. Perhaps matching the ATC_Parking_Code parameters in the aircraft.cfg files.

That way, we can add more immersion to the sim, where only specific Airlines are able to spawn and park at certain gates at a specific airport, rather than randomly distributed throughout the entire airport.

  1. WX/Terrain radar functionality in SDK
  2. Windshield wipers combined with rain effect
  3. Realistic icing model: rime, clear, mixed
  4. Turbo/supercharger implementation
  5. Native honeycomb bravo quadrant integration including course adjustment

Is it planned to stop the Non Real world action in GPS system where using Direct_To an AIRPORT, deletes the current Flight Plan( list of waypoints) from the GPS ?

Is it planned to restore the Broken Insert Waypoint into a GPS’s Flight Plan (List of waypoints)

Is it planned to correct the Name selection process in GPS system with rotary selection dials from

0123456789ABC_XYZ ----> ABCD___XYZ0123456789

ie to the Real World Garmin order

Hi, I want to create a new airport via SDK, but there are a few problems with it:

  • Power Poles, lights, … which cannot been removed from the original scenery
  • AI traffic which cannot been removed from the original scenery
    Please put this on your SDK agenda to get these items removable - thanks :slight_smile:

Non-removable power poles

Traffic running thru the airport runways


Is it planned to have high resolution painted-lines, taxiway and custom ground textures?