Traffic changes - implications to simconnect (FSLTL / AIG)

Just installed the Beta and immediately noticed Ai low flybys directly on the airport. Not looking good so far. Not seeing this on SU10.

I’m kinda wishing they hadn’t touched the traffic because what we have now is significantly worse than what it was.

  • Airliners in the stratosphere.
  • Planes still not climbing out properly after takeoff consistently or diving down to low altitude after spawning
  • Arriving and departing on unsuitable procedures then looping back over the airport
  • Aircraft on approach at 10k ft
  • Landed traffic still crawling along on the runway,
  • Abysmal model matching, significantly worse than su10 with even the base aircaft type not being identified correctly.
  • atc no longer using airline callsigns / flight numbers and instead identifying everything by registration. Probably related to the above issue.
  • Departing traffic spawning on taxi ways and just general chaos at airports due to tons of poorly handled traffic.

This all feels like a last minute implementation given almost all the items in the ai release notes are non functional or poorly implemented.

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You know, if you’re okay with losing your ATC, downloading PSX and making sure you have either AIG or FSLTL for models, then using RealTraffic for your ADS-B data with up to one week historic data, 100% of these issues would disappear.

Not really going to happen anytime soon. MSFS pulls from FlightAware the callsigns, dep/arr, times and injects that into the sim. On average the traffic in MSFS is about 8-10 behind it’s counterpart which is the activation time I would assume. The moment it’s active then the rest is on the game. Same with arrivals. Once they hit their 10-15 min from destination you’ll see them on the “approach”. Again, a fix to all these issues sans having ATC would be use the model packs you have and pay a subscription fee to access ADS-B data that offers up to 7 days historic data and fly with that. That’ll do everything that’s not working right or missing, you just won’t hear it. Could pull up the liveatc feed to supplement, assuming it’s live and not historic.

Hope people are also aware of this issue that AI planes stack up on top of each other on the return flight to an airport! This is very annoying and it happens with both AIG and FSLTL injectors! Flight Simulator doesn’t clear the airports it seems like or something happens leading to this. Even if the injectors are closed, the planes are not cleared!

Another simconnect issue that seems to have appeared. Goes into some kind of loop inserting aircraft even though the simconnect application (e.g. FSLTL injector) isn’t sending anything or has even been closed.

Yeah! And this issue has been going on since SU10! I don’t recall having this issue before that! Hope they resolve it! It also causes significant stutters!

I hope they don’t release SU11 with all these traffic bugs, therefore they should delay the release and fix all the main issues.

I ran some tests over the weekend and noted all the new/old issues I found in SU11B.

The biggest one seems to be the altitude on arriving issue with the new STAR stuff added, I am not sure what they changed on the offline AI stuff here, since it was working in SU10 quite well.
Based on the findings I am not sure if a workaround can fix the issue, but might be worth to have a look at it when the bug will not get fixed till release.

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Surely it’s time for devs to roll back to SU10 AI traffic and put this new changes into ongoing beta/optional experimental mode. We don’t need regression from what we have already, breaking current traffic tools in the process. It’s infuriating that they haven’t fixed taxi speed off of runways, that was one of the main issues. Not on the beta, but it really sounds like it’s worse than what we already have.

Fingers crossed they resolve the actual noted changes because I’ll take that at a bare minimum without any further regressions to sim connect injected traffic.

Rapidly running out of beta time though, the first update was lackluster with only one ai fix noted (which doesn’t even work).

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I just wish they’d park the AI traffic bit tbh. It’s evident they need longer. Best to break that part off and release it in su12 perhaps rather than have it mess up other traffic programs.

This traffic ai fix sounds like a nightmare. How negligent can they be. All the biggest issues they leave it like that. They will do us the same way they did with the weather radar. Its starting to be annoying. We literally paid 80$ in this game and we are still pouring in some money

Hi Trex, Fsltl released an update last night and ive been testing it today and the same error we were both getting hasnt popped up since the update :slight_smile:

If you’re not in the beta how can you say they didn’t fix it? Taxi speed is much faster in the beta than in SU10. It still needs to be a bit faster, but it’s much improved.

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I’ve heard others say the contrary. I hope it is.

traffic speed is more or less the same, based on my oberservations - but since the “spinning” issue has been reduced the overall traffic flow is faster.

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Taxi, vacating runway speed are all the same on SU11 Beta and I haven’t seen any difference between SU10 whatsoever. That should’ve been the first change I guess.

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Why can’t the AI traffic simply follow the published procedures? For every active (eligible) runway there exist SID and STAR and approach with clear entry and exit points with altitude restrictions, for great majority of the airports with commercial traffic.
Ages old ATC simulators (ATC sim, London Control) can simulate traffic in the TMA perfectly.

because it did not work in FSX and now they need to add all of this into their new AI System, which is still early development.

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