SimCopter was more stable then MSFS ever was

..change my mind.

Why do I say this?
Last flight, 80 feet before touchdown, plane hits an invisible hump… Lost all speed, fell to the ground.

Today, crash to desktop while loading the sim.. Access Violation C0000005.

Second attempt, MCDU programmed, pushed back, engines started.. Nose wheel stuck to the left in a constant left turn.

How friggen frustrating.

You must be holding your thumb wrong.

I’ve never had a CTD, unexplained aircraft crash, or any other major problem in my year with FS2020. My PC works beautifully. Are there some things that could be better? Sure. But frustrating? Quite the contrary.

The only problems I’ve ever had were after installing a problem nVidia driver (easy fix) and crashing when using a certain Reshade filter (again, easy fix.)

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I think I also had CTDs only on one bad day and that was caused by a bad Nvidia driver (that also crashed other games btw.).

From what I understand from all the problems in the SU13 beta, those CTD and other problems are caused if memory is overwhelmed.
I don’t have a lot addons, especially very few airports and liveries. Maybe that’s why my system (very old btw.) is more stable than others.
Give it a try, uninstall some big addons you may anyhow don’t need for the flight you want to do and check if it’s better.

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Sim Copter was that one game that attempted to show the entire globe in 4K detail and real terrain as well as injecting realistic weather and allowing online play right? Oh wait :roll_eyes:

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Hold your breath, it doesn’t end there!

For months I, every so often, started to get this really bad choppyness that started on approach, completely ruining the experience.

Turns out that its caused by the rolling cache. When the file fills and starts to overwrite itself, it seems to not work well.

A basic feature that three years after release still doesn’t work right.

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yeah that’s why most people turn off rolling cache. it serves no purpose other than to frustrate you

And you find this acceptable?

Rolling cache is there for people who may have limited internet bandwidth, disk space, RAM and/or typically intend to fly offline most of the time but still want HQ textures. This is why there are limits you can set as to how much the rolling cache can hold based on an individuals circumstances. Not denying this feature is currently broken, but all i’m saying is some people might not need it.

For me, I have gigabit internet, a fast CPU, plenty of RAM, GPU that can hold its own and a couple hundred gigs of overhead on my m.2 solid state. The game has no problem streaming data in and out of my computer. For someone with maybe a slower internet running on a weaker system, they may have issues with RC turned on as the data coming through is coming faster than what their computer is able to process, leading to issues with RC and subsequently a crash to desktop.

I agree, it should not be broken. But it makes me wonder how many people submit feedback about it have a computer and internet connection that can handle the data coming through as is instead of having to be pre-cached then loaded again.

But you’re in a situation where RC benefits you. If someone sets it to 100gb but still flies all over creation i would suspect some issues trying to load and unload data in and out of the cache especially on a weaker system and internet connection.

It sounds like you might be playing on a laptop so my presumption is you’re working off a solid state drive of sorts (NVME or SATA). I think for you you’re offset with faster read/write speeds from slow internet speeds. I can’t say for how much but i don’t know what experience you have with CTDs directly related to rolling cache issues. You’re also using RC as intended so the margin of error objectively narrows (save for the kookiness of the game anyway lol)

Personal Comments and Observations

Seb said on one very early Dev Q&A Rolling Cache was intended for places that were frequently flown to, as opposed to downloading the scenery directly and building a mapped out area.

MSFS has always been buggy since FS for Windows 95, the first one that I played. Ask other seniors who probably had one in Amiga or Commodore machines. SimCopter also crashes very often, but games were very simple back then. It is very well-documented why it crashed, and people tend to avoid it.

Flight Simulator has always been the cutting-edgiest “game”, given its nature as “open worlder” and its ambition to represent the entire planet earth in the best computer graphics representation a possible. That ha been Bruce Artwick’s mission. Not even Elder Scrolls II: Daggerfall or Heroes of Might and Magic series can compete with their attempt to make the entire world a “sandbox”.

There are many competing PC sim platforms, but the graphics is like this in mid 2000s:

Airline Simulator 2 (AS2) by Nomissoft - realistic, but look at that “2020s Captain Sim” paneling. Awful. But people who played with this understood that AS2 is all about flight dynamics realism: realistic flying behaviour and characteristics, realistic performance figures, realistic fuel burn, etc. So it is pretty much not a CS Boeing widebodies for MSFS.

Sim elitist mocked MSFS 2004 (FS9) and FSX (FS10) users that we are too “spoiled” by eye candy (graphics and effects) while flying on rails. Yes, it is true you can slap an FDE into a 3D model of a goat, and it might fly like a Mooney Bravo. But that’s the price we pay for immersion and fidelity. When I decided to go back to my flight simming hobby back in 2018, I bought XP11, and was rather disappointed at its slightly sharper FSX-style graphics. But that’s what you got for a proper simulator platform. And yes, it is not even a stable or predictable platform despite its graphical limitations.

It is unstable, crashes very often, produces janky result, and for sim purists - it is what you get for using a throughbred software - kind of like driving F1 car: it is pushing the boundaries of technologies available. It is understandably unreliable, not for regular users that doesn’t know what they are doing, it is a little bit dangerous as well despite the safety measures. For us, who are “modding” our MSFS platform like crazy, the risk is in our own hand if after 8 hours of crossing Atlantic, the sim froze and crashed while we are on short final.

To be a consumer in this era of this confusing post-information age, you need to be well educated and well immerssed in information processing mental capacity. Otherwise, you will have weird expectations, like those rich folks who boarded OceanGate submersible or Space Tourism modules. Those are “experimental” builds sold to overly confident and gullible crowds with money - don’t expect airline level of safety from such kind of transactions. You might very well not return safely, and that’s the risk that anyone should understand very well before going onboard.

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