April 24, 20242 yr Hi Nico, I use your app a lot and have very good traffic immersive and coverage with realtime data. One thing I want to check. I use the option to remove AI traffic from collision ground and air. All these are checked. But on ground AI desapear only when Im a few meter from them. On air today I was landing on final a AI come over me and Land before me. Thanks for help.
April 25, 20242 yr 10 hours ago, HewPilot said: But on ground AI desapear only when Im a few meter from them. Yeah, that's how it is supposed to work. It prevents collsiions. 10 hours ago, HewPilot said: On air today I was landing on final a AI come over me and Land before me. Yeah that's okay too, you did not collide, did you? If you wanted, you could have prevented that guy overtaking you by blocking it's callsign. You must have seen him on the TCAS and in LittelNavMap a while ago already (unless it really popped up out of nowhere).
April 25, 20242 yr Author So Im thinking an option like no traffic around 5 miles during take off and landing. On ground its like hit me then desapear Kindle.
April 25, 20242 yr 2 hours ago, HewPilot said: So Im thinking an option like no traffic around 5 miles during take off and landing. No sorry, that would let too many aircraft disappear, as well in your sim as in your TCAS. You better not use PSXT if you do not want real live traffic around you. 😉 2 hours ago, HewPilot said: On ground its like hit me then desapear No, they don't hit you. It is a "near collision" If I would use larger distances, you would wipe out too many parked aircraf too. Note that PSXT exists for almost 10 years now. These collsion avoidance functions have not changed since then
April 26, 20242 yr Author 14 hours ago, kiek said: No sorry, that would let too many aircraft disappear, as well in your sim as in your TCAS. You better not use PSXT if you do not want real live traffic around you. 😉 No, they don't hit you. It is a "near collision" If I would use larger distances, you would wipe out too many parked aircraf too. Note that PSXT exists for almost 10 years now. These collsion avoidance functions have not changed since then yeah understood but 10 years good flight and it will be better and better with our feedback and advices!
April 26, 20242 yr 54 minutes ago, HewPilot said: yeah understood but 10 years good flight and it will be better and better with our feedback and advices! I know and appreciated, but some advices are contradictory. One wants to go left and another wants to go right.... 😉
April 29, 20242 yr Quote I do understand what the OP is referring to though... very often I dont see them disappear until I have literally breached the other plane and then I see it flash off. Assume your calculations are from a single centered point for the plane, I wonder if its possible to increase the distance just a little more to something like 50-70m just for a little more spacing if possible?
April 30, 20242 yr 9 hours ago, Tremaine said: I do understand what the OP is referring to though... very often I dont see them disappear until I have literally breached the other plane and then I see it flash off. Assume your calculations are from a single centered point for the plane, I wonder if its possible to increase the distance just a little more to something like 50-70m just for a little more spacing if possible? Same here. If someone runs into you head-on it won’t disappear until I’m well inside that plane. Cheers, Søren DissingIntel i9-13900K @5.6-5.8 Ghz | ASUS ROG RYUJIN III | ASUS ROG Astral RTX 5090 OC | ASUS ROG Maximus Z790 Hero | 64Gb DDR5 @5600 | 1Tb Samsung M.2 980 PRO (Win11), 1Tb Samsung M.2 980 PRO, | ASUS ROG Helios 601 | 32” ASUS PG32UCDM 240hz 4K | Chaseplane | TM TCA Captain's Edition, Winwing FCU + EFIS L/R, Tobii 5 | Win 11 Pro 64 | MSFS 2024 | BA Virtual | PSXT, RealTraffic w/ AIG models
April 30, 20242 yr 2 hours ago, SierraDelta said: Same here. If someone runs into you head-on it won’t disappear until I’m well inside that plane. The problem with enlarging is that it might wipe out live aircraft that are on a paralel taxiway too. Currently the direction of both aircraft are not taken into account, just the wingspans of both. It will need a more complicated algorithm if you want earler removal of aircraft that are about to collide with the user aircraft. EDIT: in 6.7.1 I have increased the test length (half wingspan_user + half wingspan live ac) with 10% (redownload if you are already on 6.7.1) Edited April 30, 20242 yr by kiek
April 30, 20242 yr Oh very cool. I will redownload and test it out. Appreciate it, Nico! That is what I was thinking too...won't help when you are on a taxiway and on a collision course with another plane, but any little bit might help.
May 14, 20242 yr Author On 4/30/2024 at 9:14 AM, kiek said: The problem with enlarging is that it might wipe out live aircraft that are on a paralel taxiway too. Currently the direction of both aircraft are not taken into account, just the wingspans of both. It will need a more complicated algorithm if you want earler removal of aircraft that are about to collide with the user aircraft. EDIT: in 6.7.1 I have increased the test length (half wingspan_user + half wingspan live ac) with 10% (redownload if you are already on 6.7.1) yeah understand it can be difficult also because when you are queuing behind other aircrafts for take off, we dont want other to disappear. But will test new version sure its better. thanks Nico
October 31, 20241 yr On 4/30/2024 at 9:14 AM, kiek said: ... It will need a more complicated algorithm if you want earler removal of aircraft that are about to collide with the user aircraft. EDIT: in 6.7.1 I have increased the test length (half wingspan_user + half wingspan live ac) with 10% (redownload if you are already on 6.7.1) Nico, I wonder if the old collision algorithm (pre 6.7.1) has sneaked back in? Recently, I have a few head-on encounters on the ground and the other a/c only disappeared after as was well inside it. Cheers, Søren DissingIntel i9-13900K @5.6-5.8 Ghz | ASUS ROG RYUJIN III | ASUS ROG Astral RTX 5090 OC | ASUS ROG Maximus Z790 Hero | 64Gb DDR5 @5600 | 1Tb Samsung M.2 980 PRO (Win11), 1Tb Samsung M.2 980 PRO, | ASUS ROG Helios 601 | 32” ASUS PG32UCDM 240hz 4K | Chaseplane | TM TCA Captain's Edition, Winwing FCU + EFIS L/R, Tobii 5 | Win 11 Pro 64 | MSFS 2024 | BA Virtual | PSXT, RealTraffic w/ AIG models
October 31, 20241 yr 2 hours ago, SierraDelta said: I wonder if the old collision algorithm (pre 6.7.1) has sneaked back in? Not that I'm aware of, but I'll look into it.
March 2, 20251 yr Hi Kiek! I have checked the box User ground on the Collision Avoidance function, but when I approach other aircraft sometimes they disappear and other times don`t. It seem like it has something to do with the AI model. I am only using AIG models and have deactivated the AI-models that is included in the MS2024. Regards J1
March 3, 20251 yr On 3/2/2025 at 9:43 PM, JazzyOne said: It seem like it has something to do with the AI model. The collision avoidance function is independent from the model. The only condition is that the object must have been spawn as an aircraft in Simconnect. All AI packages are aircraft. So strange that you get this behaviour. Are you close enough to the AI aircraft? Maybe the wingspan of the aircraft you encounter is not correct? Does it disappear if you run through it? Edited March 4, 20251 yr by kiek
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