January 7, 20242 yr From their discord @everyone **FSLTL Traffic Injector Stable 1.6.4** available in FBW installer **New Features** - At injector startup, if the injector cannot find any valid model/liveries to use, the injector will report that to the screen and exit. This should help people with model/livery installation issues but aren't aware of it because the injector appears to run normally. - The injector will also now report the number of model/liveries it found to use on startup - At injector startup, if the injector finds multiple versions of the sim installed (or partially installed), the injector will report that to the screen and exit. This should help people in scenarios where they have switched from one version to another (Steam to Store or vice versa) and the injector can't determine the correct Community folder to use. If this occurs, completely remove the unwanted MSFS installation and rerun the injector. **Bug Fixes** - SID/STAR setting selection should now save correctly **Match Rules** - Modified fallback match rules to look for reg-match first, then a random selection of liveries with no reg, then a random selection of all liveries (reg & no reg) - Added a new match rule that will attempt to find a 'generic' AIG GA match (GA4, GA3, GA2) before looking for a model fallback - Corrections and tweaking of model fallback for certain models (A320 series, E75L/S, etc) **Improvements** - Injector will now pay attention to the runways the sim is using at an airport and use those runways when creating a flightplan - Added better handling of aircraft turnaround scenarios, such as when an in-sim aircraft is assigned a new flight number or an in-sim aircraft receives a new route but the flight number stays the same - If the injector receives updated origin/destination data from FR24 on an enroute aircraft, the injector will now remove that aircraft and reinject it using the updated origin/destination - We have noticed instances where, during the injection of an aircraft, the sim will assign the objectId of an existing aircraft, not assign a new objectId as it should. This then causes an existing in-sim aircraft to act like a different aircraft. In this scenario, the injector will now remove the aircraft with the duplicate objectId and reinject that aircraft. - Change in METAR provider as previous provider was no longer reliable **Miscellaneous** - Added KFCI, MMTL & VEAY to the internal database of airports - Corrected RPEL airport to the correct ICAO code of RPEN **For support, PLEASE review the Support FAQ and User Guide first and create a ticket in the support-forum if you still need help.** Frédéric Giraud
January 7, 20242 yr I'm still seeing massive runway incursions daily, planes not holding short, planes taking off in opposite direction to me when landing, overtaking me on finals you name it. And that's with running AIGround and AIFlow too. Regards, Max (YSSY) i7-12700K | Corsair Vengeance LPX 64GB 3600MHz DDR4 | Gigabyte RTX4090 24Gb | Gigabyte Z690 AORUS ELITE DDR4 | Corsair HX1200 PSU
January 7, 20242 yr 2 hours ago, flyhalf said: I'm still seeing massive runway incursions daily, planes not holding short, planes taking off in opposite direction to me when landing, overtaking me on finals you name it. And that's with running AIGround and AIFlow too. Exactly the same experience for me. It’s a shame because I love seeing the busyness of other airliners but it’s a complete immersion killer when you’re coming onto final and see the oncoming lights of other planes ahead of you also lining up directly in your path.
January 7, 20242 yr 3 hours ago, flyhalf said: I'm still seeing massive runway incursions daily, planes not holding short, planes taking off in opposite direction to me when landing, overtaking me on finals you name it. And that's with running AIGround and AIFlow too. Same. AIFlow and AIGround make new difference. It feels like we're going backwards with AI Traffic Kael Oswald 9950X3D/ 64GB DDR5 6200 @ CL30 / Custom Water Loop / RTX 5090 / 3 x 48" LG C4 OLEDs
January 7, 20242 yr Isn't all that to do with MSFS and not the injector itself, as far as I know, FSLTL have done everything they can to avoid these but ultimately the rest lies with the sim.
January 7, 20242 yr MSFS/ASOBO must rewrite the complete AI airplane code if we ever shall have a change to get a decent solution. Trying to fix a bad code implemetation is seldom going OK. It is a waste of time and resources.
January 7, 20242 yr 41 minutes ago, andymandy said: MSFS/ASOBO must rewrite the complete AI airplane code if we ever shall have a change to get a decent solution. Trying to fix a bad code implemetation is seldom going OK. It is a waste of time and resources. I think that's the plan eventually, but it's all about priorities, but this should be right up there along with much better default ATC. AMD 9800X3D, NZXT X73 RGB AIO COOLER, Gigabyte X870 Aorus Elite WIFI7, 64GB 6000MHZ RAM, 4TB Samsung Pro NVME, 4 TB Crucial P3+ NVME, 4TB Crucial SSD, Gigabyte Gaming OC Geforce RTX5090, Antec C8 ARGB Case, X55 JOYSTICK/THROTTLES, LG 4K C4 42" TV/Monitor 120 Hz, 2 Dell 1080 monitors. Honeycomb Alpha Yoke, Bravo Throttle. Thrustmaster TPR Pedals. Moza AB6 FFB Joystick, Pimax Crystal Light VR, Tobii Eye tracker, Steelseries Arctis 7+ Wireless Headphones.
January 7, 20242 yr I got this after todays update [/url Edited January 7, 20242 yr by charliearon embed picture
January 7, 20242 yr Commercial Member 12 minutes ago, melatronsky said: I got this after todays update [/url This is due to this: 11 hours ago, grandfred29 said: - At injector startup, if the injector finds multiple versions of the sim installed (or partially installed), the injector will report that to the screen and exit. This should help people in scenarios where they have switched from one version to another (Steam to Store or vice versa) and the injector can't determine the correct Community folder to use. If this occurs, completely remove the unwanted MSFS installation and rerun the injector. Bad decision imho from FSTL because it makes it the tool unuseable for many who run both installations.
January 7, 20242 yr 12 hours ago, flyhalf said: I'm still seeing massive runway incursions daily, planes not holding short, planes taking off in opposite direction to me when landing, overtaking me on finals you name it. And that's with running AIGround and AIFlow too. If you really want to bring AIFlow and AIGround into it, did you even try AIFlow's AIForceLandingSupressRecip=1 ? That should stop planes taking off in the opposite direction. AIPlaneSpottingOnly=0 (turning ON user-AI separation) will prevent AI overtaking you on final. You can increase AIArrivalSpacing if there is really an arrival spacing problem at your traffic density. Also, if the live weather and runways selected by the MSFS AI program are not satisfactory, you can specify the landing runways using AIFlow's forced landing feature and the departure runways using AGround's forced taxi-out feature. I can assure you, there will be NO go arounds whatsoever. There are other mitigating steps you can take, but it requires a willingness to open an .ini file and read the documentation, so not for everyone I realize. I agree with other posters that the root cause here is the long running omission by MSFS to provide even basic controls over AI operations (like selecting runway operations, turning go-arounds on or off). It you want to slag off on someone, choose that rather than freeware authors who are trying to mitigate it. Did you try PSXT?
January 7, 20242 yr 33 minutes ago, Clipper Ocean Spray said: If you really want to bring AIFlow and AIGround into it, did you even try AIFlow's AIForceLandingSupressRecip=1 ? That should stop planes taking off in the opposite direction. AIPlaneSpottingOnly=0 (turning ON user-AI separation) will prevent AI overtaking you on final. You can increase AIArrivalSpacing if there is really an arrival spacing problem at your traffic density. Also, if the live weather and runways selected by the MSFS AI program are not satisfactory, you can specify the landing runways using AIFlow's forced landing feature and the departure runways using AGround's forced taxi-out feature. I can assure you, there will be NO go arounds whatsoever. There are other mitigating steps you can take, but it requires a willingness to open an .ini file and read the documentation, so not for everyone I realize. I agree with other posters that the root cause here is the long running omission by MSFS to provide even basic controls over AI operations (like selecting runway operations, turning go-arounds on or off). It you want to slag off on someone, choose that rather than freeware authors who are trying to mitigate it. Did you try PSXT? Where exactly do you actually type in the AIForceLandingSupressRecip=1?
January 7, 20242 yr Aircraft using "wrong" runways for takeoff/landing is an Asobo issue unfortunately, not FSLTL. Yesterday at KLAS the active runways for takeoff were 01R and 01L by the real world ATIS. The wind was 220/7 so the sim was directing the FSLTL traffic to rwy 26R. It's very common for the active runways in the sim to be different to real world ops. It's a pain in the behind and is never addressed in sim updates or road maps (unless I've missed something?). It's unfortunate that FSLTL is at the mercy of this broken system. B450 Tomahawk Max / Ryzen 7 5800x3D / RTX 3060ti 8G / Noctua NH-UI21S Max Cooling / 32G Patriot RAM / 1TB NVME / 450G SSD / Thrustmaster TCA & Throttle Quadrant / Xiaomi 32" Wide Curved Monitor 1440p 144hz
January 7, 20242 yr 1 hour ago, EnSnellHest said: Where exactly do you actually type in the AIForceLandingSupressRecip=1? As mentioned in the post you quoted, there is an .ini file you can open and edit, and a manual you can read.
January 7, 20242 yr 1 minute ago, JacquesBrel said: As mentioned in the post you quoted, there is an .ini file you can open and edit, and a manual you can read. Thank you
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