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Does airport aprons dry up 15 sec after rain stops ?

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  • Author
24 minutes ago, eslader said:

but if I'm choosing between that and improved framerates and physics modeling? No contest.

The team that works on physics and code changes to improve framerates has nothing to do with other teams who's doing other things

MSFS2020, 24, Fenix A320,  Ryzen 9 9950X3D, ASUS TUF RTX 5090 ,G.SKILL 64GB 6000MHz CL28

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  • 1st world problems 

  • Georgleboui
    Georgleboui

    *streaming platform for gigabytes of assets on the fly* *real-time CFD model to simulate atmosphere and wake turbulence* *AI tessellation data to create detail where its lacking on ortho*

  • Lol at all the usual hyperbole. The only things "adding up" as far as I can see are various net positives over MSFS 2020 in various core simulation areas let alone non-core areas (flight dynamics, gro

7 minutes ago, roi1862 said:

The team that works on physics and code changes to improve framerates has nothing to do with other teams who's doing other things

The money that pays those teams comes from the same pool, and if the choice is between shrinking the core team so they can hire an evaporation team...

Ryzen 7 7800X3D/B650 X AX | 5090 | 32gig | Win10 | Pimax Crystal Light

  • Author

Its not evaporation team, its the same team that working on other visuals aspects of the game

MSFS2020, 24, Fenix A320,  Ryzen 9 9950X3D, ASUS TUF RTX 5090 ,G.SKILL 64GB 6000MHz CL28

Great. Once they're done getting the light stanchions off the middle of the taxiways, they can worry about disappearing water. Let's not hire more graphics people to work on disappearing water in lieu of hiring more people to work on core sim functions. 

Because you seem invested in this, I'll be delighted when puddles behave realistically, but I'm willing to wait while they work on more pressing matters, as they've evidently been doing. I.e., the "omg the puddles don't disappear this amateur team sucks" crowd is vastly off base.

Ryzen 7 7800X3D/B650 X AX | 5090 | 32gig | Win10 | Pimax Crystal Light

18 hours ago, spearmint_flyer said:

Remember, Tech Alpha is not a final build. It really was washed down even compared to MSFS2020 standards 

This is what everyone said about the garbage buggy releases we got in the 2020 TA and it’s exactly what we got at release. There’s no reason at all to believe this time will be any different. They aren’t holding back a ton of core sim features and fixes.

Tired of Streetlights everywhere? Try MSFS DarkStreets today!
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2 hours ago, eslader said:

Exactly. I'd love to have realistic water evaporation rates from tarmac as much as the next guy, but if I'm choosing between that and improved framerates and physics modeling? No contest.

I don't believe that is a direct trade off that is having to be made

2 hours ago, eslader said:

The money that pays those teams comes from the same pool, and if the choice is between shrinking the core team so they can hire an evaporation team...

why would they have to shrink the "core team" to deal with this? 😄

  • Author

Its funny how many people understood from my post, which was a simple question if an issue still exist in FS2024, that this is the thing i am most annoyed about in the sim.

You really want me to go into the physics and such ? 🙂 

Especially ground physics 

MSFS2020, 24, Fenix A320,  Ryzen 9 9950X3D, ASUS TUF RTX 5090 ,G.SKILL 64GB 6000MHz CL28

The whole fuss in this thread comes from one guy who said yes it does, based on a stripped down tech alpha. None of us knows if the alpha really used the new FS2024 live weather data (might have been new server infrastructure, but FS2020 data - who knows). Also, ground conditions that rely on the weather of the last 2 hours are not soo easy to implement. Sure, it should not dry up after 15 s during the game session, but if implemented right, there should be puddles when at the session start there's no rain, but 30 mins before. The same with snow...

So, I assume they were considering that and decided to postpone it until the infrastructure for past weather is there.

1 hour ago, EGLD said:

why would they have to shrink the "core team" to deal with this? 😄

I'm not going to explain business economics to you. 😉

Ryzen 7 7800X3D/B650 X AX | 5090 | 32gig | Win10 | Pimax Crystal Light

I would honestly like to think it's an issue of performance. Adding something like that in would need to include some type of timer event that ticks down once the rain stops. This will add to the already running processes with the weather modeling, aircraft physics and a load of other things. So, right now, it is basically hard coded to appear when there is rain and when the rain ends, it goes away. 

Thats just a guess mind you. Can it be done, sure, but it could tank performance and/or take away from other areas of the sim.

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12 hours ago, eslader said:

I'm not going to explain business economics to you. 😉

how would that be relevant? this is just a feature request that could conceivably be performed by the "core team"?

maybe they could divert resources from the team that's coding the ability to pick your clothes?

11 hours ago, Lotharen said:

I would honestly like to think it's an issue of performance. Adding something like that in would need to include some type of timer event that ticks down once the rain stops. This will add to the already running processes with the weather modeling, aircraft physics and a load of other things.

You don't use a timer for this kind of thing. You remember at what time the rain stopped, then each time you render the runway, you compute the difference between the current time and the time the rain stopped and use that to decide whether the runway should be wet or dry (or even how wet the runway should be). This is a) simpler than using a timer, and b) unlike a timer, it does the right thing if the user pauses the sim or uses time acceleration.

In terms of performance, this is trivial (also, it's likely being done already anyway, see below). The reason it hasn't been addressed is simply "someone needs to realize it needs to be done and get round to doing it".

11 hours ago, Lotharen said:

So, right now, it is basically hard coded to appear when there is rain and when the rain ends, it goes away. 

Except that the rain doesn't go away immediately, but only after 15 seconds or so (see the OP). So the sim _already_ appears to be keeping track of how long ago the rain stopped -- it's just that the time frame until the runway dries up is unrealistically short. (Maybe this is as simple as someone accidentally entering seconds instead of minutes?)

Way back in 2017 Slightly Mad Studios released a sim RACING game that amongst other physics models included a 'live' evolving weather /track surface system called Live Track 3.0.

Although not METAR based (obviously) it used a random seed to create a starting weather /track moisture snapshot then the conditions EVOLVED during a race session. You would get puddles, standing water, dry and wet spots all accurately appear and disappear reacting to the actual weather system (sun, rain, night day etc). 

My point is that this has been done before very well, and even this version imported into the sim but using real weather as a trigger for condition changes would be very interesting. 

Planes DO aquaplane! Would be great if atc could actually inform you of the runway condition before landing. Obviously you need the condition to change like it does all the time in the real world first. 

I couldn't find a tech manual for LT3 but if you're serious about live weather affecting runway conditions this video explains very well how it worked in the racing sim. 

 

Russell Gough

SE London

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On 10/22/2024 at 3:06 PM, Georgleboui said:

Oh no the puddles are drying too fast!
What amateurs🫠

They are presented with massive improvements in texture resolution to the tune of 4,000x polygon density via multithreading enhancements, lighting, weather, clouds, flight dynamics and all they can see is fast drying puddles. Fortunately these whiners can go fly P3Boring or XtraOld12 where everything is so compelling and perfect. 🙃

Noel

System:  9900X3D Noctua NH-D15 G2, MSI Pro 650-P WiFi, G.SKILL  64GB (2 x 32GB) 288-Pin PC RAM DDR5 6000, WD NVMe 2Tb x 1, Sabrent NVMe 2Tb x 1, RTX 4090 FE, Corsair RM1000W PSU, Win11 Home, LG Ultra Curved Gsync Ultimate 3440x1440, Phanteks Enthoo Pro Case, TCA Boeing Edition Yoke & TQ, Cessna Trim Wheel, RTSS Framerate Limiter w/ Front Edge Sync.

Aircraft used in MSFS 2024:  Fenix A320,  Aerosoft CRJ, FBW, WT 787X, I-Fly 737 MAX 8, Citation Longitude.

 

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