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Sim Update 10 beta is out!

Featured Replies

  • Author
2 minutes ago, ckyliu said:

Weather is very much an exception in my view, it's a core part of the sim. I don't want to be stuffing my sim full of expensive third party addons to get basic functionality, I had enough of that nonsense with P3D. Also I don't think the existing weather is anywhere near as bad as many people make it out to be, and half the issues stem from a subset of users banging on about exact accuracy to METARs.

Yes, I agree with you.  I don't like my sim to be full of expensive 3rd party add-ons either, for what should be a core feature of the simulator.  I thought we are moving past that stage with MSFS.  I dislike how you have to buy all those add-ons in P3D and XP, to enhance the graphics, and then you have to buy weather add-ons, etc.  Not to mention that 3rd party add-ons often introduce additional bugs to the simulator, and if they are optimized poorly, can drag down the FPS.   I'm glad that Asobo is working to make live weather better and we don't have to pay extra money to get an improvement for live weather.

i5-12400, RTX 3060 Ti, 32 GB RAM

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1 hour ago, ha5mvo said:

A team like HiFI had transformed the weather system in fsx/P3D, no reason for them not to do it here

As @abrams_tank said earlier, I'm also unconvinced HiFi (or anyone else, e.g. REX) could meaningfully improve the weather for years, and that's after however many months/years it would take Asobo to develop a sufficient weather API. Look how many incarnations (and purchases!) ActiveSky went through: AS6, ASE, AS2012, ASN, AS2016, ASCA, ASP4/ASP3D. And that was working on top of essentially the same weather engine and API since FS9 of 2004 (the only big change I can think of is TrueSky with P3Dv5 in 2020), MFS weather is essentially all new so they're almost starting from the beginning again.

Edited by ckyliu

ckyliu, proud supporter of ViaIntercity.com. i5 12400F, 32GB, RTX4070, more in "About me" on my profile. 

support1.jpg

@ckyliu

I'm surprised you hold this opinion. Unlike others, you've been around long enough to know how things work. 

Sure, nobody's against a top notch feature out of the box. Unfortunately you'll need to turn to a third party if you want top notch. It's up to the platform to provide them with enough tools so they are able to take it from there. That's the way it has been since FS2000 when larger scale addons started to pop up and I don't see that changing as users expectations get higher and higher.

Hence what I said, Asobo should polish its weather engine and leave the implementation to others. Very much the same way it should fix its AI traffics behavior rather than attempting to replace the likes of AIG. 

2 hours ago, Sethos said:

Did you disable the EyeAdaptation post process effect for VR or is it something else?

Tried and as others have found out this is not working in the beta, if they could make that work again (not that it's ever worked for me mind) then that'd be something.

Pico Neo3 Link VR - Windows 11 64bit, Gigabyte Z590 Aorus Elite Mobo, i7-10700KF CPU, Gigabyte RX 9070 XT OC 16gb (AMD GPU), 32gig Corsair 3600mhz RAM, SSD x2 + M.2 SSD 1tb x1

Saitek X45 HOTAS - Saitek Pro Rudder Pedals - Logitech Flight Yoke - Homemade 3 Button & 8-directional Joystick Box, SNES Controller (used as a Button Box - Additional USB Numpad (used as a Button Box)

Has the "Connection Lost - You have been switched to offline mode" issue gotten any better with SU10?  This is my main issue with the sim right now.

Gary M.

| PPL ASEL |

System Specs: W11 Pro, Corsair 4000X Mid Tower, Z790 Aorus Master Motherboard, i9-13900KF, 64 GB DDR5 SRAM, RTX 4090, Dell AW3821DW Monitor, Honeycomb Alpha & Bravo, MFG Crosswind Pedals, TrackIR

19 minutes ago, TexasGary said:

Has the "Connection Lost - You have been switched to offline mode" issue gotten any better with SU10?  This is my main issue with the sim right now.

Their server is Busy, check the Latency of your  IP

8 minutes ago, jbdbow1970 said:

Their server is Busy, check the Latency of your  IP

Yeah, last night I even got that for a second and I am still on SU9

Tyson Rose

@ha5mvo I respect your view and it would be great to "have our cake and eat it" getting both a great base weather implementation from Asobo plus a very expansive API for third party developers to do even more with. But I just don't think the resources are there, with Asobo or HiFi. The MeteoBlue global weather model is very different to the spot weather station based stuff we had before, it's definitely the future but I don't think it will be easy for a small third party developer to work with, you need to be inside to access all the data. It was something of a miracle HiFi was able to control precipitation and generate reasonably accurate weather radar returns with P3D's weather station system, but it took them over a decade to get there.

Edited by ckyliu

ckyliu, proud supporter of ViaIntercity.com. i5 12400F, 32GB, RTX4070, more in "About me" on my profile. 

support1.jpg

I just tested the SU10 beta and the performance gain is amazing! I will leave my report.

With DX12, DLSS Quality, 1440p monitor, on the RTX 3070 and an AMD 5800X, it's finally possible to fly the PMDG 737 on KLAX without any drop in performance (almost everything on ultra), and best of all, super smooth. And this in that fog earlier in the day.

Flytampa's KLAS is also smooth with photogrammetry.

There's just one catch... the cockpit letters are still a little blurry in the DLSS, but I think the final version should improve. TAA never again!

The future is promising.

1 hour ago, ha5mvo said:

Unfortunately you'll need to turn to a third party if you want top notch.

Eh, Third party developers save for the big release planes, custom airports and a few gems are often okay at best, expensive, performance hogs, and unnecessary.  What is active sky going to do? Jam in some metars and winds aloft that read right from a table so everyone can calculate fuel to the nanogram with no surprises? That seems realistic.  People want to simulate a flight in perfect predictable weather for realism. That’s like the anthesis to realistic. 
 

Metars are not gospel nor perfect in real life.  Simulating global weather is an insane undertaking.  I get the argument for opening it up and letting everyone have a crack. That’s fair. But 3PD don’t make everything better.

Ya I also have to agree here that weather is best maintained/refined at the core level which is what MS/Asobo are doing now, also in partnership with experts like Meteoblue. If anything, like with Working Title, they could bring on expertise into the team if/when needed. Just because legacy sims established a pattern of 3rd party add-ons being needed for nearly all aspects to enhance the experiences doesn't mean MSFS needs to do the same.

Also, the other key thing to keep in mind is the client/server nature of MSFS. So providing APIs at a read-only level to get whatever information/data is one thing (i.e. new SU10 APIs), but providing APIs to write/update/override weather behaviour and data is a whole other thing in a distributed system like MSFS, much more complex and probably full of technical hurdles, where a bulk of the processing/data is on the server end.

Edited by lwt1971

Len
1980s: Sublogic FS II on C64 ---> 1990s: Flight Unlimited I/II, MSFS 95/98 ---> 2000s/2010s: FS/X, P3D, XP ---> 2020+: MSFS
Current system: i9 13900K, RTX 4090, 64GB DDR5 4800 RAM, 4TB NVMe SSD

1 hour ago, MarcG said:

Tried and as others have found out this is not working in the beta, if they could make that work again (not that it's ever worked for me mind) then that'd be something.

What do you mean it's not working? Is the adaptation effect gone completely in the beta or is it still overdone? I read reports that it's there in the beta but less intense so you can see better out the window in VR.

Looks like SU10 is the beginning of the various improvements planned for ground physics/handling: https://forums.flightsimulator.com/t/any-update-to-the-ground-physics-friction-model/528945
 

  • Added new parameters to [FLIGHT_TUNING] section to control the static friction at high speeds and set how sticky the wheels should behave when rolling at higher speeds. These parameters are not used yet on any aircraft


Guess none of the default aircraft have been updated to start using these yet.. would be interesting to see if any of the aircraft developers start to use these and push out updates for their add-ons. These particular parameters seem to address the slipperiness in ground movements especially at higher speeds.

ground_high_speed_steeringwheel_static_friction_scalar = x
ground_high_speed_otherwheel_static_friction_scalar = x

 

Edited by lwt1971

Len
1980s: Sublogic FS II on C64 ---> 1990s: Flight Unlimited I/II, MSFS 95/98 ---> 2000s/2010s: FS/X, P3D, XP ---> 2020+: MSFS
Current system: i9 13900K, RTX 4090, 64GB DDR5 4800 RAM, 4TB NVMe SSD

  • Author
46 minutes ago, lwt1971 said:

Looks like SU10 is the beginning of the various improvements planned for ground physics/handling: https://forums.flightsimulator.com/t/any-update-to-the-ground-physics-friction-model/528945
 

  • Added new parameters to [FLIGHT_TUNING] section to control the static friction at high speeds and set how sticky the wheels should behave when rolling at higher speeds. These parameters are not used yet on any aircraft


Guess none of the default aircraft have been updated to start using these yet.. would be interesting to see if any of the aircraft developers start to use these and push out updates for their add-ons. These particular parameters seem to address the slipperiness in ground movements especially at higher speeds.

ground_high_speed_steeringwheel_static_friction_scalar = x
ground_high_speed_otherwheel_static_friction_scalar = x

 

Interesting changes to the ground effects.

I also thought they were going to add the flow of air movement within some 10 or 20 NM around the plane, including thermals, updrafts, downdrafts, and other air flows around the vicinity of the plane, as Seb showed in a picture in one of the past Q&As.  I thought it was going to make SU 10? I didn't see anything in the patch notes about it, so I guess it didn't make SU 10?

Edited by abrams_tank

i5-12400, RTX 3060 Ti, 32 GB RAM

39 minutes ago, abrams_tank said:

Interesting changes to the ground effects.

I also thought they were going to add the flow of air movement within some 10 or 20 NM around the plane, including thermals, updrafts, downdrafts, and other air flows around the vicinity of the plane, as Seb showed in a picture in one of the past Q&As.  I thought it was going to make SU 10? I didn't see anything in the patch notes about it, so I guess it didn't make SU 10?

Ya I could've sworn they said in one of the earlier Q&As they'll enable the atmospheric airflow visualizations in SU10... but I believe the enhanced CFD treatment to atmospheric airflow within a 20 miles (km?) cocoon around the aircraft to simulate proper up&down-drafts, thermals, vortices, interplay with mountains & terrain etc was always planned for SU11/40th-anniversary-edition, along with the full support for gliding/soaring (see https://www.twitch.tv/videos/1308771411?t=01h19m02s). Perhaps they'll also provide the atmospheric/world airflow visualizations feature then in SU11, like the current CFD visualizations directly around the aircraft

 

Edited by lwt1971

Len
1980s: Sublogic FS II on C64 ---> 1990s: Flight Unlimited I/II, MSFS 95/98 ---> 2000s/2010s: FS/X, P3D, XP ---> 2020+: MSFS
Current system: i9 13900K, RTX 4090, 64GB DDR5 4800 RAM, 4TB NVMe SSD

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