Traffic changes - implications to simconnect (FSLTL / AIG)

but the traffic doesnt have a right livery and also, the default system fills the aiporrt with 50 planes and the FPS feel it

With FSTL there is also another issue in the beta. Most planes wont even start taxiing. They announce it, the tug is there, but they will never move. For some reason, some small airliner was able to push, but bigger planes just stay there. In the debug menu of FSTL, I see everything happeningā€¦it is not just transfering to the reality on the display.

Not an issue i see on SU11. Have you set ā€˜Ground Vehicle Densityā€™ to 1 or greater? That seems to be an existing bug.

Come to the discord for more support. Or just look at the FAQ on the websiteā€¦ Support FAQ ā€“ FSLTL ā€“ FS Live Traffic Liveries

This is a harder task than you think. Though just picking the first one alphabetically like it currently does is probably a poor way to go about it.

Was just thinking out loud and wondering if something like this may work. e.g. on departure.
Plot a direct course from the departure runway to first enroute waypoint then pick the SID with last waypoint (including transitions) that lands closest to the line and closest to the first enroute waypoint. This eliminates all the SIDs that go nowhere near the aircraft desired course.
There should also be a distance cutoff so that if all the SID exits are located well away from the desired enroute waypoint then just fly runway heading and go direct.
If a plane needs to double back, fly a small pattern around the airport then go direct instead of just looping back over it.

Arrival works similar, except it uses the last enroute waypoint and IAF, biased to pick STARs that land closest to the direct course line and the IAF.

Obviously not that simple but something similar may help make the AI selection of procedures make more sense.

AI behavior is now the number one game breaker for me, please comment and vote on this issue as well

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Personally I would just like to see the default approach to be vectors - the flight plan includes the ability to specifiy a STAR - if you donā€™t give it one, vectors makes more sense to me than assigning any STAR let alone the first one in the list alpha wise.

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Is this what itā€™s doing today - taking the first procedure alphabetically? It means the code was written by a person with zero interest and sense of product ownership. A decent programmer with some interest in the matter could write the code for what you are describing in an afternoon.

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I take it you are a decent coder or does your comment belong in the bucket of flippant remarks? ā€¦ I imagine there is a lot more going on here than is apparent especialy as other companies softwares are involved.

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Just when youā€™d think Asoboā€™s traffic couldnā€™t get any crazier:

This is with FSLTL models. I didnā€™t run the injector.

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Unfortunately unless Asobo pull a rabbit out of their hat come the final release of SU11 this will be the state AI traffic will be left in until some time next year I suspect. Weā€™ve been given official word that no further updates will be made in this beta period.

How immensely disappointing.

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The sad part is, AI planes worked almost perfectly fine in FS2004, FSX, ā€¦ Itā€™s disappointing to see that after about 15-20 years, we canā€™t have a product that can do as good as it did back then. Hope they figure this out or at least work with AIG and FSLTL to have their products work properly with the Sim. No stacking up, proper elevations, ā€¦

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This is actually not true. They said they will not update any further during the Beta. This does not mean they donā€™t work on the most voted topics in Beta forum until release of SU11. My guess is that they will fix some stuff we will see on Release Date.

I hope youā€™re right. I read the statement to mean that the last released beta will turn into the official release, just like they did on SU10, and anything not addressed goes on the SU12 fix list. Maybe theyā€™ll surprise and release a final beta on 11/4 and that will turn into the 11/11 official release?

This happens equally with default Asobo models. It has nothing to do with using 3rd party models and liveries using Asoboā€™s live traffic.

Any way to prevent it? Thereā€™s also the issue of Asobo AI not getting cleared i.e. remaining on the next flight even AI traffic is off. Have to restart the sim to get rid of AI.

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Yep unfortunately thatā€™s the only way! AI, as is, is worthless! I donā€™t even have it on anymore because of these issues!

I donā€™t think so. I think this is a side effect of Asoboā€™s new AI improvements.

That means non-injected default AI? I would expect the default AI added airplanes should do the same thing. I hope so at least as it would be more likely to be fixed. And the FSLTL devs are in contact with Asobo.

Itā€™s funny that it seems to get noticed by people on FSLTL. But I think Iā€™m paying more attention to the traffic.

I discovered it as I was doing a quick test to compare performance with FSLTL models with generic models, all settings equal with real-time traffic, no injector.

The main 2 issues raised with SU11 as regressions from SU10:

  • Approach always uses the first alphabetically ordered approach in the list for an airport and sends aircraft that are close to the airport back to the transition point.
  • Incorrrect approach altitudes lead to airport fly bys and increased go arounds

Both these issues are still present in the SU11 build. Neither have been confirmed for fix in the final release build, so we will just have to wait and see. But there has been no further communication from Asobo regarding them since I raised them in the dev support forum at the beginning of the beta.

From continued testing and attempts to work around the issues, have as yet to deliver any workaround because the internal AI system is making the decision to take the incorrect approach.

If these remain at go live of SU11 it will make landings in FSLTL rare, very unrealistic and essentially make the injector unworkable until Asobo delivers a fix or some magic workaround can be found.

After almost 2 years of dev effort on FSLTL it will be a sad day if the first SU after release puts that effort to waste.

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