I flew from KELM to KDCA yesterday around 1730. It was one of the most amazing flights I have ever had, and I have around 400 hours into msfs24. Everything was perfectly smooth, BATC worked perfectly, and the clouds were absolutely amazing. Ascending up to FL300 and descending down in the Vision Jet. The different cloud layers, the lighting, the colors, all incredible. Even the lightening looked incredible. It was simply one of, if not the, most incredible flights I have ever had in msfs24.
This was in VR with clouds at ultra. There is a big difference with cloud visuals from high to ultra imo.
Just to play devilâs advocate, how would a cloud sim prevent you using specific physical gear? Isnât that 100% a question of how the sim and its interface are implemented?
Iâm obviously also for sims to be as local as possible, although certain aspects are of course improved by the cloud (digital twin etc.).
Yes, in theory you could build a cloud version of the game where SimConnect etc still worked so you could run add-ons locally on your PC while the game itself ran in the cloud, but the latency would likely make that impractical. Youâd also need to be able to make persistent changes to the cloud instance filesystem to allow some mods to work, or else create a real-time bridge between cloud and local filesystems that merge the two, and again, latency would be a major problem there.
Thereâs little to no incentive to do any of that, because the whole point of cloud gaming is that you donât need to have local processing power and can use a low-power client device. If you want to enable local add-ons - as opposed to just supporting local controllers - then youâd stick with the game running locally with some degree of streaming for assets and high-latency calculations; which is largely what we already have.
I struggle to see how add-ons like FSUIPC and Spad.neXt or even Chaseplane would function on a fully cloud-native sim platform.
You can often see where the PAPIs should be as 4 marks on the ground next to the runway, and itâs never where they are on the procedurally generated airports. Extended thresholds cause the worst problems. Like you say, roll on World Hub
Yes. And itâs only correct as such if the aerial is up to date. Iâm surprised the PG AI isnât able to detect the locations of VGSI, but also scared of
what kooky spots it might come up with if it mistakes something else as the VGSI, haha.
I donât know how common this is, but I also imagine there are some VGSIâs where the glide slope is not 3 degrees by default, so the PG / AI algorithm could conceivably get the location right, but not the glide path angle.
I think it currently pulls the type and angular data from a (remarkably old) database. If you go into the SDK with base airport data, the VGSI angles are generally correct (as long as they havenât been changed in the last 15 years).
It just doesnât know the location and itâs not kept up to date. I have a feeling the location was never accounted for to begin with - itâs a common misconception that theyâre always sited in the same place on every runway. This issue has plagued FS since time immemorial. BUT the VGSI location data did not exist in a known, publicly-accessible database until very recently, and only in the US, afaik. So itâs always required hand-honing until just recently.
The outdated issue also applies to approach lights and general runway lights.
So, I started poking around Javascript graphics using Canvas. Then I installed Visual Studio Code and enabled Copilot. Then I asked Copilot to create an attitude indicator. It created a demo for me from start to finish. It wasnât production ready code, by any means, but the basic structure was there. This is a great way to get started making basic steam gauges.
For me, the future of 2024 is having an offline mode like 2020. Just look at yesterdayâs service interruption post; with 2020 I could have kept playing. I donât care if it takes up 160GB if they do it; Iâll gladly download it. Even if I were an Asobo developer, Iâd be sad the day they disconnect the servers and all my work goes down the drain, turning it into another The Crew or Anthem. I want it preserved. Itâs ironic that MSFS 2024 and the future MSFS 20xx versions will die if this situation doesnât change, while the original, 2020, prevails.
If any, as a developer, youâd be probably happy, because shutting off one product, means more incentives for customers to buy the next one. Which in return will give you work to do and money to earn.
But, the job of a developer is probably not very future proof anyway with regards to AI.
I went all in with my sim and itâs turning out pretty nice, but I really hope they could make it easier to make adjustments like other programs do. I spend hours researching and tuning, then an update comes out and itâs either leave it as-is and maybe miss out on something better, or update then have to spend days to figure out what I have to adjust because it doesnât look the same.
Yes, it usually ends up better than it was, but it takes me many days to get it there because Iâm not as savvy as most here.
Although MSFS is not mentioned, here are 2 interesting and generally positive videos about Xbox CEO Asha Sharma on her first 100 days, discussing decisions to change direction on hardware, gamepass, industry, rethinking how AI is used in gaming, etc.
The funniest thing about your post is that when I first glanced at the first video posted by @GimbalAxis, I was like wow, whatâs this video, that chick looks really stoned. Then I clicked your link. lmbo!
Two of Microsoftâs most senior managers overseeing Xbox Game Studios are departing the business, itâs been reported.
Head of Xbox Game Studios Craig Duncan and chief of staff Louise OâConnor are leaving Xbox after decades at the firm. Both previously served long tenures at celebrated British studio Rare, which Duncan headed up for more than 10 years.
The departures were first reported today by The Game Business. No reason was given for their joint exit, though it comes at a time of intense concern for the future of Xbox Game Studios and its many staff members â after a dire warning from new Xbox boss Asha Sharma over the divisionâs slim profit margin.
I expect most users will have not so big hopes to a version after 2024,
after all years of 2020/2024 versions. My decision to select MSFS was real ground texture system (quit satisfied and happy) but bugs with planes⊠Clear horror.