August 25, 20232 yr Just now, Sethos said: Heh, just like they said they would include, while a select number of people glossed over it and kept moaning and complaining that it was completely useless without AI control, already doomed to fail etc. To be fair, before now traffic control was to be included in version 2 of the product, which was planned to release after MSFS 2024; Now it's part of version 1. Take-offs are optional, landings are mandatory.The only time you have too much fuel is when you're on fire. To make a small fortune in aviation you must start with a large fortune.There's nothing less important than the runway behind you and the altitude above you. It's better to be on the ground wishing you were in the air, than in the air wishing you were on the ground.
August 25, 20232 yr Fantastic news! Great they finally changed their mind and make AI control a top priority now. Several people here have pointed out repeatedly that an ATC-addon needs to control AI traffic to be considered serious - and received a lot of hostility for that. I am glad the developers of BeyondATC were smart enough to listen. Now it looks this will really be a game changer. Edited August 25, 20232 yr by RALF9636
August 25, 20232 yr 29 minutes ago, RALF9636 said: Fantastic news! Great they finally changed their mind and make AI control a top priority now. Several people here have pointed out repeatedly that an ATC-addon needs to control AI traffic to be considered serious - and received a lot of hostility for that. I am glad the developers of BeyondATC were smart enough to listen. Now it looks this will really be a game changer. All they would have to do is limit AI flights to one or two per hour and voila, no more AI issues. 😉
August 25, 20232 yr Really looking forward to this one, can't wait! Now we just wait untill FSHud is going to add 100 premium subscription voices also..... 🤣 Edited August 25, 20232 yr by rob0203
August 25, 20232 yr Guys coding an AI-controlling traffic tool is a HUGE task, and they are seemingly starting from zero. It's not only the actual "orders" to the AI traffic, it's the communication with them and with the user, all has to be put together in an immersive way. Also when externally injecting AI aircraft' position you get problems like AI traffic not being able to pushback or use jetways (like in FSHud). And - at the very last - any functional AI traffic controller will absolutely kill your CPU for anything more than 20 aircraft at the same time, so you'll probably see empty big hubs (like in FSHud). So tldr it's absolutely impossible that this will be anywhere close to useful in version 1. That said, I haven't watched the video yet, so correct me if I'm wrong. For transparency: I'm a community mentor at the BATC discord. However, I do not get paid for it in any way.
August 25, 20232 yr 3 minutes ago, Fiorentoni said: Guys coding an AI-controlling traffic tool is a HUGE task, and they are seemingly starting from zero. It's not only the actual "orders" to the AI traffic, it's the communication with them and with the user, all has to be put together in an immersive way. Also when externally injecting AI aircraft' position you get problems like AI traffic not being able to pushback or use jetways (like in FSHud). And - at the very last - any functional AI traffic controller will absolutely kill your CPU for anything more than 20 aircraft at the same time, so you'll probably see empty big hubs (like in FSHud). So tldr it's absolutely impossible that this will be anywhere close to useful in version 1. That said, I haven't watched the video yet, so correct me if I'm wrong. Flight Unlimited 2/3 did it properly more than two decades ago, so it's certainly not impossible
August 25, 20232 yr 13 minutes ago, Fiorentoni said: Guys coding an AI-controlling traffic tool is a HUGE task, and they are seemingly starting from zero. It's not only the actual "orders" to the AI traffic, it's the communication with them and with the user, all has to be put together in an immersive way. Also when externally injecting AI aircraft' position you get problems like AI traffic not being able to pushback or use jetways (like in FSHud). And - at the very last - any functional AI traffic controller will absolutely kill your CPU for anything more than 20 aircraft at the same time, so you'll probably see empty big hubs (like in FSHud). So tldr it's absolutely impossible that this will be anywhere close to useful in version 1. That said, I haven't watched the video yet, so correct me if I'm wrong. What I would expect from a perfect offline ATC is like this: is being in a row on a ILS approach with 3nm seperation between aircraft, while there is a separate row of aircraft on the parallel runway next to me. All being controlled by the sofware. The only software which created such a believable environment was VoxATC. FSHud is with latest versions really believable on the ground there is a lot of aircraft departing and arriving but like really separation like real ATC does I did not see yet, like a believable row of of lots of traffic on the ILS. I must say also that there is a lot of times other traffic on the ILS already. And it is actively developed also..... So I am really wondering also how Beyond ATC is going to achieve this in a version released this year, but really hope somebody of the above will nail it sometime! Competition enough and that is allways good for us the endusers....... Edited August 25, 20232 yr by rob0203
August 25, 20232 yr 23 minutes ago, Fiorentoni said: any functional AI traffic controller will absolutely kill your CPU for anything more than 20 aircraft at the same time, so you'll probably see empty big hubs (like in FSHud). He said that they only lost 4 FPS when they tested it with 50 AI aircraft. I also loved how he said they were going to "optimize the hell out of it". 😉 So he seems quite confident regarding the FPS hit.
August 25, 20232 yr If they can keep the fps down like they said (4fps with 50 aircraft) then definitely a game changer. I use FSHUD and just injecting a few aircraft hugely affects the fps and adding a realistic amount for me is a fps killer.
August 25, 20232 yr 1 hour ago, RALF9636 said: He said that they only lost 4 FPS when they tested it with 50 AI aircraft. Well "only 4 FPS" depends on whether you have had 60 or 24 to start with... also not sure if that included the actual AI traffic (models, textures) or was the ATC algorithm only. I mean, logically it will not have more FPS than FSLTL standalone with the same amount of aircraft, so it can only be worse. For transparency: I'm a community mentor at the BATC discord. However, I do not get paid for it in any way.
August 25, 20232 yr 5 minutes ago, Fiorentoni said: logically it will not have more FPS than FSLTL standalone with the same amount of aircraft, so it can only be worse. Not necessarily. They use a different method and run all calculations outside the sim. He explains that in the interview. Edited August 25, 20232 yr by RALF9636
August 25, 20232 yr 47 minutes ago, RALF9636 said: They use a different method and run all calculations outside the sim Which would still take CPU power away from the sim.
August 25, 20232 yr Get ready for VRAM performance issues (< less then 12 GB VRAM majority out there) (biggest FPS killer with AI) which FSTL has already lol Personally switched over to AIG and o boy night and day difference with the new MSFS stuff 😉 Not to talk about sound issues with to many sound objects in current MSFS Edited August 25, 20232 yr by virtualstuff André
August 25, 20232 yr This looks very promising but one thing is not clear to me. Will this control only real-time traffic (à la FSLTL) or also canned traffic (à la AIG). The latter is very important to me as live traffic is sparse where and when I like to fly.
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