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FSLTL - live traffic finally released

Featured Replies

4 hours ago, kkbelos said:

It works really well, as soon as it starts the aircraft begin to move, and it spawns traffic at the correct altitude (not the case for AIG).

I would like to know how they accomplish that. The GA mod still has the tower flybys even when using FSLTL and I'd like to know how to change that in the GA Mod. It may have to do with injection as the GA mod uses just a traffic bgl.

James

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7950X3D | RTX 4090 | 64GB DDR5

1 hour ago, Tuskin38 said:

It pulls both, but only for aircraft FSLTL is missing.

If FSLTL doesn't have a model, then I believe it pulls both as you mention.  If FSLTL has a model but no correct livery for the flight, I don't believe it will fall back to the AIG version which has both a model and correct livery. In that instance I think you get the white plane FSLTL version.

James

1 hour ago, Tuskin38 said:

That’s being fixed right now.

Can you elaborate on the cause and the fix?

James

18 minutes ago, Alvega said:

According to the FAQ, that's with the scenery developers, they need to add the correct parking codes for the airlines, most don't care about that.

Ugh...that is what I figured.  To me, its very important and I've been tempted many times to dip into gate modding...I know...Its not that hard! 🙂 

Nothing kills immersion for me like...as I mentioned, and at KLAX for example...a few SWA's over at UAL's spots, as they are complete opposite sides of the airport and would NEVER happen....Maybe one or 2 at DAL gates if they were overflow or something.

Grateful for seeing nice looking aircraft models, we just need to get to that next step of placing them in the right places. 🙂   I know....get and configure AIG with XYZ, using ABC for the 123 and EFG for the 678, download this, compile that, edit such and such, but 1st you need to get the ABC app to mod the 123.bgl files and make sure you use version 12.345vC41.33 and ONLY when modding files from XZY developer.  Does that sound about right? 😂

Regards,
Steve Dra
Get my paints for MSFS planes at flightsim.to here, and iFly 737s here
Download my FSX, P3D paints at Avsim by clicking here

9Slp0L.jpg 

34 minutes ago, Steve Dra said:

Nothing kills immersion for me like...as I mentioned, and at KLAX for example...a few SWA's over at UAL's spots, as they are complete opposite sides of the airport and would NEVER happen....Maybe one or 2 at DAL gates if they were overflow or something.

That's nothing compared to the ridiculous AI behaviour e.g. spinning on taxiways and buzzing the tower though 😅

It's a good idea to vote on this here: https://forums.flightsimulator.com/t/improve-ai-traffic-at-airports-and-in-the-air/307490

Edited by Cpt_Piett

7950X3D | RTX 4090 | 64GB DDR5

Just now, Cpt_Piett said:

That's nothing compared to the ridiculous AI behaviour e.g. spinning on taxiways and buzzing the tower though 😅

Agreed.   I wish MSFS would make an effort to give us rational functioning AI traffic, and open it up to let 3rd parties work their magic.   That and weather radar are the 2 things (IMO) that would put MSFS at the "I can sim with this without anymore major updates, thank you" level.  Well..there is the equally ridiculous ATC, but I don't really care about that as if I want ATC, there is only one logical solution that already exists. 😉 

Regards,
Steve Dra
Get my paints for MSFS planes at flightsim.to here, and iFly 737s here
Download my FSX, P3D paints at Avsim by clicking here

9Slp0L.jpg 

I know that FSLTL is just injecting and MSFS controls the traffic. but since I installed FSLTL I have Take Offs and Landings on the same Runway.
I made a screenshot with Pilot2ATC. I never had such a behaviour. very Strange.


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31 minutes ago, Steve Dra said:

Nothing kills immersion for me like...as I mentioned, and at KLAX for example...a few SWA's over at UAL's spots

I've see that FlyTampa is the only dev that has done this correctly. I've only checked at YSSY and KBOS though. But at least they took the time to put those in there for future use.

AMD 9950X3D | 64 GB RAM | RTX 5090

FMR: 747 FO, 757/767 CAPT, 737 Check Airman
Current 777 CAPT

 

16 minutes ago, V1ROTA7E said:

I've see that FlyTampa is the only dev that has done this correctly. I've only checked at YSSY and KBOS though. But at least they took the time to put those in there for future use.

ooh thanks for the heads up....off to check out KBOS

Regards,
Steve Dra
Get my paints for MSFS planes at flightsim.to here, and iFly 737s here
Download my FSX, P3D paints at Avsim by clicking here

9Slp0L.jpg 

1 hour ago, roland_lfor said:

That's the goal, yes.

  • Menu Tools->Batch conversion
  • Input panel: Select Add Folder and choose FSLTL SimObjects directory
  • Action panel: Add action->Resize with Fit / keep ratio / follow orientation / Reduce only options
  • Output panel: Output to source folder, filename to {Filename}, replace if already exist, keep extension, preserve metadata

=> Convert button at right bottom

Make a backup before of course 😉

EDIT: I've just checked that AI are still visible with correct textures

Nice tip! Tried it and the performance is better. Thanks!

AMD Ryzen 7 7800X3D, 64GB DDR5 6000MHZ RAM, RX7900XT, FreeSync 165hz 1440p display 

Regarding parked AI: 

Quote

For all who are wondering how parked traffic number is calculated:
For me this is fixed Number of aircraft depending on 0-10 value →

Number of parked aircraft = value * 13

→ so 0 means 0 parked aircraft
1 means 13 parked aircraft
10 means 130 parked aircraft

Not depending on any other number (ifr or vr value)

In the command window you will see the exact number of injected parking aircraft in the first line after starting the injection.

https://forums.flightsimulator.com/t/fsltl-fs-live-traffic-liveries-is-live/546014/498?u=cptpiett8113

7950X3D | RTX 4090 | 64GB DDR5

1 hour ago, Alvega said:

Probably you have the parked aircraft percentage configured too high and there are no free gates for those aircraft. Then they disappear after landing.

Hi, no that is not the issue. There are no sprites/models at the airport at all that's the issue.

AiG loads them in far away even up to 50 nm off. FsLtl does load them up only within 5 nm or so. This gives load cpu lag on landing.

I9 12900K @ 5.1ghz P-cores/ 4.0 ghz E-cores fixed HT off / Corsair iCue H150i Capellix Cooler/ MSI Z690 CARBON WiFi / 32GB Corsair DDR5 RAM @ 5200 mhz XMP on / 12GB MSI 4090 RTX Ventus 3 / 7,5 total TB SSD (2+2+2+1+0,5 all NVMe)/ PSU 850W Corsair / 27" (1080P)

1 hour ago, Phantoms said:

What is your airport vehicle density set to? Airport ground vehicles must be set to at least 1 (not 0).

It was already set to 1, 20, 50 and also tried 100....Thanks!

1 hour ago, Phantoms said:

Can you elaborate on the cause and the fix?

No idea, Kai just said it's being fixed with a future Traffic Controller update.

It happens with all offline traffic, it's a base sim issue not an AIG issue. FSLTL must have found a way around it as well.

Edited by Tuskin38

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