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Offline AI traffic (BGL files), broken in SU10 ?

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Was doing a little project for a friend but then, as usual and most of the time, when i try something in the sim i run into problemsย ๐Ÿ™ˆ, so then i come here looking for good souls to ask for a confirmation (the traditional 'oh is it only me ?' question ๐Ÿ˜œ๐Ÿ˜). Oh well this is a bit technical and most people are now using 'injectors', I probably won't get much feedback on this and it's no prob but let's try anyway ๐Ÿ™Š.

When traffic is set to 'Offline AI' and no other traffic injector activated (to make things easier and not misc things up) do you see any departures ?

For me it seems that with SU10 (not sure earlier version) this is just 100% broken, i tried with some manually made 'traffic BGL files' and the cool ready to use GA package available on flightsim.to by @Phantoms . The aircraft are spawned correctly but they will always stay in the 'sleep' state forever. I guess it's the same with 'simple traffic' which is BGL based but i don't have that one so i can't test. Maybe it's also why JustFlight traffic have not release their traffic package yet (i think it's BGL based too).

Very important note is that some aircraft might start moving and depart as soon as you spawn in the sim, so that may lead you to think that it works correctly (and then you usually depart yourself so it looks like all is working and you will never notice the problem). But then, if you ignore those aircraft that start moving as soon as you spawn in the sim, no aircraft will move/depart anymore for me (i can let the sim at 4x speed for hours and no planes will ever depart).

i read about setting 'airport vehicle %' to at least 1% to help with traffic problems when using live traffic, with offline traffic it does not seem to make any difference though in my tests

would be grateful if someone who is familiar with this kind of stuff and is using some BGL based traffic package with offline AI could confirm (or not) what i'm experiencing ๐Ÿฅฐ

Thank you ๐Ÿป

Edited by Bad_T

@Bad_T There's a program called AIFP (http://stuff4fs.com/open.asp?Folder=AIFP&JS=TRUE) that will allow you to create bgl flight plans as well as open them. It is what I used to make the GA flightplans. You can use it to view arrivial and departure times and see if the in sim aircraft perform accordingly. Most planes only have 1 to 2 departures a day.

I use the GA traffic along side AIG & FSLTL and had not noticed any problems with GA traffic departures, but hadn't really looked for it either as the commercial traffic was arriving/departing fine. I will now keep an eye out for problems with the GA traffic.

James

Bad_T

A quick replication of the simple test. Using Chicago Oโ€™Hare KORD, loaded the airport with docked AI airliners. (Using Just Flightโ€™s Simple Traffic models, but presumably Asoboโ€™s standard AI traffic system.) Sure enough, three aircraft taxied to a runway and departed. But for the next several minutes, nothing but a few arrivals.

Went to 4x to see behavior over time. For almost the next two hours sim time (1:51), plenty of arrivals but no departures. But finally, after 1:52, departures started up. Over the next 0:30, a total of 5 departures.

Is the problem the relative infrequency of departures per AI aircraft? Or a sense that the system is entirely broken?

Hope this helps triangulate.
M

--Mike MacKuen
MikeM_AVSIM.png?dl=1

ย 

  • Author

Thank you for your replies @Phantoms and @MM

Phantoms : yep if you have multiple injectors, lots of traffic moving around and are not specifically looking for those potential problems (like i did now for some reason ๐Ÿ™ƒ) you will absolutely not notice. I was just looking for it and that's why i noticed that on my end. During normal operations where you spawn, prepare your own aircraft and do your own flight, 2 little GA aircraft not departing as they should would not be very bothersome ๐Ÿคฃ and go completely unnoticed. If i brought this up, it's because i think this might be an issue for people using only BGL files for traffic.

MM : Appreciate for sure you taking the time to do that little test. It seems to confirm what i saw, as soon as you spawn some aircraft will be leaving their gate/parking (i think it's because they are late and so the sim does not spawn them in the 'sleep' status but probably in another status that allows them to move) but after that initial movement nothing moves anymore.. Arriving aircraft are fine though so the airport just fills up. Not sure what brought them to life after 2 hours though but probably it's better now to know to not scratch the head any more ๐Ÿ˜

Oh well, we better not spend too much time on this ๐Ÿ˜ฑ, we all know AI has big limitations in MSFS, commercial vendors that sell already or will soon publish BGL based traffic will probably put some pressure on MS/Asobo if it's really broken (at least Just Flight that are usually committed in bringing good products and i don't think they would release their new BGL based product unless it works properly).

Thank again ๐Ÿป

ย 

Edited by Bad_T

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