I think eventually MS is going to have to step in and get ASOBO some more help or pull the plug. One or the other. At any rate support for this sim going on for ten years is just part of the hype I seriously doubt it will happen.
This is not the first time I’ve seen this mentioned, but it’s also not something I’ve experienced for myself. What exactly are the symptoms, and am I just looking right at it but not seeing it, or does it not affect everybody?
NB: all the ones listed above are not only reporting the problems but are also offering solutions which could be implemented with the current tech right now, and also would satisfy the customers (since these suggestions come from the customers).
Yeah, I haven’t noticed that. Whether it’s because it’s pretty subtle, or because I rarely venture outside my cockpit, or just because I’m lucky and it’s not affecting me, it’s not something I’ve seen.
Of course, leave it to the gawds of chance and circumstance, sure as canine excrement occurs, now I’ll be seeing it everywhere, kind of like how when you buy a new car, all of a sudden you notice that particular car is everywhere you look.
Configuration Management is a process development companies use to manage what gets released to production essentially, keeping track of what has been delivered to the field where, what’s in prototype, and what’s in development.
Clearly, they are not keeping good track of their “versions”, and what is supposed to get released and what is just supposed to be in development. A “Development” portion of code was added to the “Released for Production” code base, hence we got the flaps lift scalar code in the released code.
There are programs software coders can use, and they are supposed to manage the versions of the various code they write, and this software keeps track of what’s supposed to go where.
Clearly, there is a pretty major breakdown in their configuration management process, as this appears to keep happening, that unfinished and unchecked code makes it into the released codebase.
You realize we could have the best of both Worlds, right? Currently, the signs themselves are unrealistically large. Before, the signs were normally sized, but the digits too small. Before, there was a lot of spacing between digits and edges of sign. A great compromise would be to just increase the font size on the signs. This would make wording more legible, yet keep the signs at a realistic size.
In my opinion, a simulator for simmers can’t do anything else than providing accurately sized signs with accurate font size and placement. This is well documented and normalized IRL (for the most part).
Anything else is gamification which sole purpose is to make the content fit the way people think they should be, or because users are not using high res enough monitors (like XBox on 1080p).
Now instead of artificially changing the sign and font size, they shall offer an augmented reality system which makes the signs more legible if needed, like they already do with the Taxi direction.
If they do, please Asobo, consider all these augmented aids must also have a binding so that we can use keyboard shortcuts or hardware buttons to toggle them without having to go to the menus and pause the sim (let alone suspending one self from MP sessions). You might have made these options a misery to use only because you didn’t thought how we’d use it, or you intentionally didn’t provide a binding because you felt these are options fitting the “accessibility” field, but whatever you’re game design process was for these, I can bet I’m not alone saying these must be easily togglable on/off without going into any menu.
These are meant to augment legibility certainly for people with certain accessibility needs well defined in the MSFT accessibility 101 for game developers guidelines, but in practice, they are use as a momentary aid for many simmers in order to compensate for the lack of resolution.
PS: if accessibility is as important as Jorg is saying in the Q&As, can you please also consider supporting mouse wheel to change any UI slider? Because honestly try grabbing a small dot on a slider in VR and you’ll immediately see there is an accessibility problem even for people without any particular disability preventing them to use the mouse precisely.
The font sizing was never that accurate to begin with though. In real life, the font fills up most of the sign. In MSFS (before the update, and even after) the font proportions is the same, they just scaled up everything. What would really help with legibility, without sacrificing realism, is to also lower the brightness and increase the contrast of the signs. The current yellow is way too bright.