What We Want

One time I was flying the Daher TBM9 and another I was flying the Longitude. Both times I was about 5 feet off the ground wanting to make a smooth landing. Both times there was an airliner behind me. Both times tower, instead of telling the airliner to go around, it lets it land and tells ME to go around. What the heck? At both times, I just landed. I hope they fix that in FS2004.

An easy-to-use but not too simple mission editor please.

And a marshaller we can insert for Helipads, hook and a lot of other actions (helicopter I know , but shouldn’t heli pilots have the same option as those who love fixed wings?

I wish I had found this thread earlier.
It looks like the first 130+ posts are more or less implemented for msfs 2024 already, even we haven’t heard anything of mission editor, ATC and Multi Monitor stuff yet.


Hello,
what i really need is a better Control of the additional Windows for my 3 Monitor setup. It works in the MSFS2020, but there could be more Options to setup the Windows and the Alingnment !!

I would like to have the ability to start anywhere in the world, in the air or on the ground, at any altitude, in any direction and to set your own locations as POI for easy access later on. FStarter24 has all this now, but it would be nice to have it directly implemented in MSFS2024.

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There’s still a day to go before it’s three weeks to launch, so this is exactly the right time to suggest a new feature.

Before I came to MSFS I played the space ‘sim’ Elite Dangerous, and its binding system allowed me to use one button on my throttle and one on my joystick as a SHIFT key for the other controller, all but doubling the number of bindings I had available.

Allowing a button on each MSFS controller to be bound (if you so choose) as a UNIVERSAL SHIFT key which could be used with any controller to create an alternative set of controls for that controller would hugely expand the bindings options available to players.

How about it, devs? Give us a UNIVERSAL SHIFT key. I’m sure you’ve nothing better to do this close to launch.

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Yeah, on the ground front I would love to choose my starting point, particularly at small airfields. In 2020 most small airstrips don’t have cold/dark start points so it’s engines go on the runway starts.

I find this one of the most frustrating things In 2020 as someone who likes GA and searching out small airstrips and prefers to start cold and dark, im not as keen to investigate these small airstrips, so search for ones with a cold/dark spot which can be hard in some areas.

It’s odd because you can land/fly anywhere possible, yet not start the sim where you would like, seems like a simple feature to me.

I take it 2024 is still the same on this front :frowning_face:

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True, it would be nice to be able to do that natively rather than missing around with the .FLT files, and the plane config so that it spawns at 0 AGL. And you can get differing results per plane.

Totally agree that it should be an option to choose any spot on the ground and in the condition you want it (cold and dark, preflight complete and ready to start, ready to taxi, ready to takeoff).

However, if/when the world hub comes back, we need a master request list. It wouldn’t be hard to add a parking spot to most of these strips.

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FStarter24 does all that.

Hahaha I see what you did there. I can see this become much more valuable in MSFS2024 though, where starting on a beach in a Cub or using a water plane at a marina will be much more common and interesting.

Now say you can actually have a cloud library of nice startup locations, where you can select one by tag (ie. water plane, beach, village, etc). Maybe such a startup location can include things like a time/date and a weather preset too.

You can really have a great tool where people can actually share the most beautiful startup locations in the world.

It would be even better if you can actually inject some scenery objects using the tool too, like a tent with a campfire or a second static plane with a person next to it.

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Solid multi-monitor implementation

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NOT so easy to do, as most countries (if not all) do not have official Databases relating to airport Taxiways – Just Runways

This results in both incorrect taxiway layouts, as well as incorrect taxiway names …

NOT an easy situation to find a good solution for … :frowning_face:

– although there is one MSFS/P3D/ XPlane ATC addon program that has managed to solve this issue WORLDWIDE !! :+1:

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When Seb mentioned you could enter planes at FSExpo, I was expecting you could walk onto planes. I had already convinced myself walking was possible from the trailer the previous few weeks.

The reason walking onto/inside planes is important for me is to, host other members of your party, unlock wider shared cockpit experiences, allow traversing and operating features beyond the cockpit, exiting the plane from the air I.e. parachuting.

Of course it’s really the third party community which will build this feature out, but Asobo would need to provide the foundation and it would have been a perfect opportunity with the launching of the MSFS 2024 platform.

Shared cockpit in particular would be more elegant this way., you could fudge it but it would be cool if you joined somebody elses plane, or invited them to join yours having just landed at the airport you’re at.

You mean like you could in FSX !!

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I’d love to see it be a pilot-selectable option to “lock the door” or not. If unlocked, it can allow as many people to get into the plane as it can handle for a realistic mode, or maybe limited only by server space for an unrealistic mode.

Weight and balance could be affected as a realism option (limits would need to be set, possibly by the pilot, but definitely by each open spot and/or the current payload capacity - again, tied to the desired realism setting). If a passenger leaves/disconnects mid-flight it does not affect the W&B until the next flight (there’s a point in the preflight where the pilot will have to “lock” the flight plan).

Another lockable/unlockable option would be for the pilot to allow shared controls. If activated, any passenger may ask to share controls, which is then only allowed if the pilot chooses to accept.

Lastly, if the pilot chooses to get out, they have the option to give control to the passenger who shared the controls, who then becomes the primary pilot.

I imagine this could also be great for exploring and for mission-style scenarios.

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Straight up Star Citizen esque walking and being able to stand on moving platforms (the inside of the plane) would be cool. Could actually be the skydiver if that ever came to fruition!

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P3D has most of that , and has for many years !

This would be wonderful, but this is a very complicated system. So many people don’t understand how far SC is ahead of the rest of the gaming industry in many aspects. Their spaceships are actually game levels/maps complete with their own local physics simulation and systems, but existing within the complete game world.

I don’t think a flight simulator is going to ever invest creating something like this and it will also increase complexity for 3rd party developers. Something SC doesn’t have to take into account.

Maybe 3rd party devs can create something less sophisticated like what is implemented in games like “Stormworks”. A bit more glitchy, but it still does the job for most use cases.

But to be honest, this might deviate from a simulator title a bit too much. Planes aren’t the most spacious vehicles and traversing through the smaller one might be hard to implement right.

Maybe they can make a system where you can traverse over fixed paths through an airplane. Where walking in a direction automatically moves you over a fixed path that goes in that direction. This could enable traversing both very small planes as well as jetliners. You could then enter seats by clicking on them. For as far as I understand these paths will already be included for letting passengers move through the cabin.

Unless I’m misunderstanding you, I’m fairly certain they said there are internal pathing maps being introduced in 2024. They call them “aircraft navigation graphs.” But it doesn’t seem like they’ve implemented a multiplayer/shared controls aspect yet.