I know now why the airline’s call-sign is “Bluestreak” - it’s because the pax are swearing in this fashion.
That is some aggressive maneuvering - I literally saw him go butt over teakettle several times.
I know now why the airline’s call-sign is “Bluestreak” - it’s because the pax are swearing in this fashion.
That is some aggressive maneuvering - I literally saw him go butt over teakettle several times.
I think this has something do with how the sim “simulates” the live traffic versus the actual data they’re getting from the server. For example, the sim could download the data with the traffic set at 10,000 ft. Then the ATC simulates a descent to 5,000 ft. The AI follows suit.
By the time it reaches at 5,000 ft… The sim downloads another set of data from the server on that traffic location and altitude. Turns out, the aircraft in real life hasn’t been given the same altitude change instruction so they’re staying at 10,000 ft… So when the new data download completes, there’s this conflict of data between what’s in the real world and what’s simulated. So the aircraft tries to match that real world data then pulls 10 Gs vertically up to match that 10,000 ft altitude in a short amount of time.
This is just my guess though, based on the observation between the ATC calls in the sim and the real flight radar data.
Sometimes I see them behaving diving down to the airport because the real data has the aircraft landed on the gate already while the aircraft in the sim is still in the air.
It doesn’t help the fact either if we’re landing to a runway it’s already approaching and since we’re still braking and they’re on short final, The ATC tells the live traffic to Go Around (and the AI traffic does so) but the data in the real world has shown it’s already landed and on the way to the gate. Then the next traffic data gets downloaded and the AI traffic now trying to dive into the gate as specified on the data.
It’s too bad, but the AI traffic was killing my fps rate, esp. in the glass cockpit GA planes, which is what I mostly fly. The only way I can have traffic is using Live.
I’d love for Asobo to explain why AI traffic offline is killing the rate. I can fly at good refresh rates, but be the only plane in the sky.
Set your AI traffic setting to use Generic Models. (or even reduce the density in the Traffic Settings)And your glass cockpit refresh rate to medium helps too.
Thanks, but those are actually the settings active in this screenshot. To your point, I think I need to lower traffic density further, after more back-reading on the forum last night.
@CasualClick that’s tooo funny was landing at KBKV, I heard that on ATC because of name “Bluestreak” , kept having missed approach / go around, I think 3-4 times… should have screenshot too remember for next time lol…
The reason AI traffic kills performance is because the CPU is being used as if each aircraft is similar to yours. So if some people haveissued with fps, imagine it multiplied.
Live traffic is only a cpu hit when the ATC functions for them, which most of the time it doesn’t. Otherwise it is just a graphic hit, same as planes in airport, but probably less even since they often will be flying further away.
I am assuming ofcourse, but used the live traffic mod in x plane and this was how it was explained.
Therefore:
I would love the option to have more live traffic. As it is now, it sucks. You might see 25 planes on glightrafat but only 3 in the game.
Seconds, Ai traffic sucks!!!
They make no s ense. I use the ai mod and although dozens of aircraft, they are stupid.
I never seen any takeoff, they get stuck behind each other. The landings become go around 90% of the time for no good reason.
90% of the landings become go around because they’re too slow to exit the runway.
Well those are the ones “for a reason”. LOL. yEAH THE planes take for ever to leave the runway. But more often I notice they do go arounds when there is no plane actually on the runway. It is senseless. They then start circling REALLY low.