September 10, 20223 yr Just now, Vel said: Do you disagree? Is it not that pronounced? No it’s there and very pronounced, unfortunately. Just haven’t noticed it before as I haven’t started using it on every flight until recently. Just saw an airliner coming in to land, and it was a strange thing to behold. Every other second it sort of “stepped down” to a lower altitude. Strange. Not had that happened with default live traffic or AIG injected using TG. 7950X3D | RTX 4090 | 64GB DDR5
September 10, 20223 yr 13 minutes ago, Cpt_Piett said: No it’s there and very pronounced, unfortunately. Just haven’t noticed it before as I haven’t started using it on every flight until recently. Just saw an airliner coming in to land, and it was a strange thing to behold. Every other second it sort of “stepped down” to a lower altitude. Strange. Not had that happened with default live traffic or AIG injected using TG. Ah, thanks for the update and sorry for bringing it to your attention.. sadly you cant unsee it now!😟. Given that the traffic controlled by the sim can sometimes circle constantly on the same spot, vanish, stop completely, taxi at a snails pace etc, perhaps it is not a huge deal. I just found this reference to the issue on their website: Q. In MSFS – at times it appears AI aircraft are “jumping”, or not smoothly moving forward? A. This is due to an MSFS SDK bug that doesn't allow aircraft to follow the path presented for it - therefore, the application updates the AI Aircraft position according to estimations every second. This behavior would be fixed once the MSFS SDK bug is fixed.
September 10, 20223 yr Well, it is what it is. A work in progress. Strange that AIG TC doesn’t have the same limitation. Or perhaps they found a workaround. I would expect the pirouettes on taxiways to still be there with FSHud as I understand that’s an Asobo issue. I’ll keep a lookout. Perhaps @tup61 can elaborate. Just when I was getting used to the voices, lol. They’re not that bad I guess 🙂 7950X3D | RTX 4090 | 64GB DDR5
September 10, 20223 yr 2 hours ago, Cpt_Piett said: Perhaps @tup61 can elaborate. I'm afraid I can't LOL Afaik it's indeed cause by a MSFS bug. I hhope (and so does the dev) this gets solved with SU10. 2 hours ago, Cpt_Piett said: Just when I was getting used to the voices, lol. They’re not that bad I guess 🙂 😄
September 10, 20223 yr That's allright @tup61, thanks for popping by anyway 🙂 I've been using FSHud on all my flights now and like I said earlier, it's growing on me. 7950X3D | RTX 4090 | 64GB DDR5
September 11, 20223 yr 19 hours ago, Cpt_Piett said: Well, it is what it is. A work in progress. Strange that AIG TC doesn’t have the same limitation. Or perhaps they found a workaround. 🙂 No, both are using 2 different type of implementation of traffic injection which both have different limitations. AIG is injecting using the internal MSFS AI. With this the planes behave like the ones injected by internal MSFS AI but follow routes from AIG. Downside: External ATC tools can not control the traffic fully and only with limitations. FSHud is not injecting traffic with the AI. They technically simplified are placing the planes ad objects into the sim. With this they can control them directly. Downside: The update frequency is so low that they look like you have it observed which for me is a nogo currently. So both ways are not comparable, means if FSHud changes the implementation they can not control traffic anymore like this. The idea of FSHud was good but now is limited by some constraints.
September 11, 20223 yr 1 hour ago, MelBourbon said: No, both are using 2 different type of implementation of traffic injection which both have different limitations. AIG is injecting using the internal MSFS AI. With this the planes behave like the ones injected by internal MSFS AI but follow routes from AIG. Downside: External ATC tools can not control the traffic fully and only with limitations. FSHud is not injecting traffic with the AI. They technically simplified are placing the planes ad objects into the sim. With this they can control them directly. Downside: The update frequency is so low that they look like you have it observed which for me is a nogo currently. So both ways are not comparable, means if FSHud changes the implementation they can not control traffic anymore like this. The idea of FSHud was good but now is limited by some constraints. I learnt this to be the case just the other day here when I was asking @Kaiii3 and @kiek about the methods AIG TC and PSXT inject traffic - Link is here; The thing that I find interesting is that although I've never seen FSHUD AI traffic in the sim, everybody says it updates once per second. PSXT inserts its aircraft as object but according to the developer it updates 30 times per second. I'll be the first to say that the PSXT traffic can stutter and appear jittery...but its certainly better than 1 update per second. So if PSXT can do it, why can't FSHUD? Cheers Edited September 11, 20223 yr by KL Oo Kael Oswald 9950X3D/ 64GB DDR5 6200 @ CL30 / Custom Water Loop / RTX 5090 / 3 x 48" LG C4 OLEDs
September 11, 20223 yr 1 hour ago, KL Oo said: The thing that I find interesting is that although I've never seen FSHUD AI traffic in the sim, everybody says it updates once per second. PSXT inserts its aircraft as object but according to the developer it updates 30 times per second. I'll be the first to say that the PSXT traffic can stutter and appear jittery...but its certainly better than 1 update per second. So if PSXT can do it, why can't FSHUD? Good question. When I noticed the jerky behavior of FSHud aircraft, it reminded me of PSXT with RealTraffic. The jittery behavior led me to not use it further. It’s not a complete deal-breaker, but at the same time not ideal. FSHud has a lot going for it. Yesterday I did a couple of flights around the Kota Kinabalu area, and it was very sweet. Lots of AI traffic arriving and departing I could choose the arrival and approach as I was getting closer to the airport I got descent instructions that made sense as per the approach By the way, anyone else find it a bit cumbersome to enter flight plans with ILS or RNAV approaches with FSHud? Perhaps I’m not used to the format. But I can never seem to do it correctly. Even with a simple airport - waypoint (IAF) - ILS/RNAV - airport/runway. But then again I don’t mind at all leaving the approach out of the flight plan, if I can select it en route. 7950X3D | RTX 4090 | 64GB DDR5
September 11, 20223 yr 3 hours ago, Cpt_Piett said: By the way, anyone else find it a bit cumbersome to enter flight plans with ILS or RNAV approaches with FSHud? Perhaps I’m not used to the format. But I can never seem to do it correctly. Even with a simple airport - waypoint (IAF) - ILS/RNAV - airport/runway. But then again I don’t mind at all leaving the approach out of the flight plan, if I can select it en route. Importing a flight plan from Simbrief it is easy peasy imo. Otherwise the syntax is a bit unusual but not such difficult. Try some simbrief imports to get used to the syntax. Meanwhile the software has matured but as you said using it in MSFS is not ideal because of its jittery behavior. In P3D it runs very smooth. So it is not necessary an add-on issue but rather a MSFS ai engine problem. - Harry 9800x3D (Strix x870e-E) - 64GB RAM (DDR5 6000, CL 30) - RTX 5090, 34'' 1440p OLED HDR - Windows 11 Pro (1TB M.2) - MSFS 2024 (MS Store, 4TB M.2).
September 11, 20223 yr Commercial Member On 9/10/2022 at 5:15 PM, Cpt_Piett said: Well, it is what it is. A work in progress. Strange that AIG TC doesn’t have the same limitation. Or perhaps they found a workaround. I would expect the pirouettes on taxiways to still be there with FSHud as I understand that’s an Asobo issue. I’ll keep a lookout. Perhaps @tup61 can elaborate. Just when I was getting used to the voices, lol. They’re not that bad I guess 🙂 Hello, I think I've mentioned it many times in another posts - but I will explain it again. AIG Traffic injects schedules and not aircrafts - while it is completely don't care what is aircraft exact position and where aircraft would be - then default ATC handles it on it's own with all "circle flying formations around the runway". For FSHud - it is important to control aircraft on low level - providing lon/lat coordinates of exact points that aircraft should pass. Those coordinates are continuously calculated by FSHud for separations and proper flight paths (AI Aircraft performs procedures on the same level as user aircraft). Now - the point is that injecting aircraft and providing list of coordinates that aircraft should follow is broken in SDK - the aircraft simply don't follows those coordinates - there is a forum topic about it:https://forums.flightsimulator.com/t/does-anyone-have-any-examples-of-simconnect-aicreatesimulatedobject-working/330569/17 There are several things need to understand - if aircraft was injected in style of AIG (by schedules) - it is closed system and there is no way even to know what are intentions of aircraft - where it would be parked or what flight path it will perform - and I'm not talking about absolute no way to change it. One more things - several times I've seen here says like "Other ATC are adapts to built in AI Traffic" - well, it works in kind of way of "The dogs are barking, the caravan is passing" - while caravan is AI Traffic aircraft (injected by schedules) - completely controlled by simulator and there is no technical way to interfere into it's flight or change it. You may choose which of those "evils" more suits for you - but in terms of FSHud - nothing prevent you from disabling FSHud AI Traffic and turn on MSFS Traffic or AIG injected traffic. You will see "nice smoothly passing caravan - but the dogs will not bark". Hope this information brings more lights on this saga. Thank you
September 11, 20223 yr 19 minutes ago, FSHud said: Hope this information brings more lights on this saga. It does. Thanks for explaining! FSHud has taken some getting used to, but I've been using it consistently for my last 10 flights or so, and based on its current state, I would recommend it. Having an ATC addon control all aircraft is pretty huge, IMO. And I will follow the suggestion earlier in this thread of importing Simbrief plans vs. doing them manually in FSHud. The ideal situation though, would be to leave out the STAR and approach in the pre-planning, and select these when getting close to the airport. As has happened now on numerous occasions, which is a great feature. 7950X3D | RTX 4090 | 64GB DDR5
September 11, 20223 yr Commercial Member 2 minutes ago, Cpt_Piett said: And I will follow the suggestion earlier in this thread of importing Simbrief plans vs. doing them manually in FSHud. The ideal situation though, would be to leave out the STAR and approach in the pre-planning, and select these when getting close to the airport. As has happened now on numerous occasions, which is a great feature. It definitely would be done in further release. Technically, the application has all infrastructure to assign and change procedures for departure and arrival. (It already does it when you change it in departure/arrival settings) - all need to be done is adjustments of consistency for runways in use and forecasts (in terms of arrival).
September 12, 20223 yr Hi @FSHud, Are you able to make any comment about the injection frequency of the AI? Can it be increased like PSXT is to 30 times per second to make the AI move smoother? Kael Oswald 9950X3D/ 64GB DDR5 6200 @ CL30 / Custom Water Loop / RTX 5090 / 3 x 48" LG C4 OLEDs
September 12, 20223 yr Commercial Member 6 hours ago, KL Oo said: Hi @FSHud, Are you able to make any comment about the injection frequency of the AI? Can it be increased like PSXT is to 30 times per second to make the AI move smoother? I'm not sure what they're doing in 30 amount of times per second - but I think, their mention was to inject different aircrafts up to 30 per second (which is done by FSHud also). More frequent aircraft update will cause huge performance impact (only because too many SimConnect operations calls) - besides that it will not help to simulate aerodynamical physics - at the end it is simulator responsibility to move aircraft. We are continue to investigate different directions regarding that.
September 14, 20223 yr Cleared to land NZWN rwy 34... but why is there an aircraft on the rwy? Edited September 14, 20223 yr by Cpt_Piett 7950X3D | RTX 4090 | 64GB DDR5
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