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FSHUD 2.0 for MSFS Users

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Haha, no the job HiFlyer failed to do by posting screenshots that can actually help to tell if those landing gears are indeed missing or, how he claims, are drawn to a reasonable distance. Which is where we disagree, for me, the distance is not reasonable, but way too close, also in comparison to MSFS2020 and earlier sims. Never had the issue of "floating" AI planes around me when sitting on an airport until now...

Greetings, Chris

AMD Ryzen 7 9800X3D, 2x32GB DDR5 6000MT/s RAM, MSI RTX 4090 Ventus 3X, Windows 11 Home, MSFS2024

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  • All I can say is, you cannot beat the seemingly endless and continued support from FSHud!👌

  • Good call! I’ve bought every traffic solution I could find. BATC and Si keep regressing more and more, FSHUD seems to be the only program that is able to sequence and flow the traffic properly, and it

  • I have used FSHud for a few years and loved it. But imho BATC has overtaken the throne now. After using both for almost a year I decided to not install FSHud anymore after my latest OS reinstall and g

  • Commercial Member
11 minutes ago, AnkH said:

Haha, no the job HiFlyer failed to do by posting screenshots that can actually help to tell if those landing gears are indeed missing or, how he claims, are drawn to a reasonable distance. Which is where we disagree, for me, the distance is not reasonable, but way too close, also in comparison to MSFS2020 and earlier sims. Never had the issue of "floating" AI planes around me when sitting on an airport until now...

I guess it is related to LOD distance settings in MSFS.

3 minutes ago, FSHud said:

I guess it is related to LOD distance settings in MSFS.

correct, ASOBO is informed and made already first improvements on LODs in SU3. Sadly those did not had any impact on AI models.... At AIG we are aware of the issue but have so far no clue how to workaround it, while mantain fully SDK guidelines. Our main modeller has not yet moved to FS2024, but is planning to do this later this year. Maybe at that point we have more luck with workarounds or tell ASOBO what needs to be changed.

 

And before some asks: The provided LODs of each airplane have the wheels included - it is just the Sim that ignores the LOD files and cuts them anyway....

Edited by Kaiii3

AIGtechBanner_Kai_AVSIM.png

  • Commercial Member
4 minutes ago, Kaiii3 said:

correct, ASOBO is informed and made already first improvements on LODs in SU3. Sadly those did not had any impact on AI models.... At AIG we are aware of the issue but have so far no clue how to workaround it, while mantain fully SDK guidelines. Our main modeller has not yet moved to FS2024, but is planning to do this later this year. Maybe at that point we have more luck with workarounds or tell ASOBO what needs to be changed.

 

And before some asks: The provided LODs of each airplane have the wheels included - it is just the Sim that ignores the LOD files and cuts them anyway....

Perhaps there can be rendering performance issues if MSFS will start to render every aircraft landing gear on far distance  - it's pretty detailed part of aircraft (just guessing).

4 minutes ago, FSHud said:

Perhaps there can be rendering performance issues if MSFS will start to render every aircraft landing gear on far distance  - it's pretty detailed part of aircraft (just guessing).

well, the issue was introduced in one of the "performance" updates by ASOBO...

AIGtechBanner_Kai_AVSIM.png

  • Commercial Member
12 minutes ago, Kaiii3 said:

well, the issue was introduced in one of the "performance" updates by ASOBO...

I'm not much experience in 3D gaming development - but take a look on latest Unreal Engine (for example) - it is light years ahead from what MSFS gives us (in terms of rendering).
For me it feels like Asobo still patching and tweaking legacy FSX 3D engine 😁

Is it? Or would the Unreal Engine fail miserably if the "Level" of the game is not limited to some hundred meters maybe slightly more but the whole word not allowed planet? 

Besides this: Unreal Engine brings current rigs to its knees already with those very limited enclosed levels. Imagine the whole world... 

But there are things that are phenomenal, like Lumen or Nanite. 

Greetings, Chris

AMD Ryzen 7 9800X3D, 2x32GB DDR5 6000MT/s RAM, MSI RTX 4090 Ventus 3X, Windows 11 Home, MSFS2024

7 hours ago, HiFlyer said:

Until we all have supercomputers, all sims will have their compromises and sacrifices to the Gods of FPS.

 

So, you’re saying that landing gear rendering will make or break the sim’s fluidity? lol do you read before posting? Or are you just hellbent on being right?

AMD 9950X3D | 64 GB RAM | RTX 5090

FMR: 747 FO, 757/767 CAPT, 737 Check Airman
Current 777 CAPT

 

14 minutes ago, V1ROTA7E said:

So, you’re saying that landing gear rendering will make or break the sim’s fluidity?

I'm saying that many factors contribute to a sims fluidity, one of the most obvious being the LOD system some are complaining about. Consequences of the chosen system may include some sacrifice of selected (or occasionally inadvertent) finer details in the name of fluidity.

  • In MSFS I see some objects popping in at various distances
  • In Microsoft FLIGHT I saw a circle of detail that followed beneath the plane
  • In XPlane I see shadows popping in at close range
  • In War Thunder I see popcorn trees.
  • In earlier times, pop-in was traditionally hidden by fog

So I return it to you: lol do you think before posting? Or are you just hellbent on being rude?

Edited by HiFlyer

We are all connected..... To each other, biologically...... To the Earth, chemically...... To the rest of the Universe atomically.
 
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32 minutes ago, AnkH said:

Is it? Or would the Unreal Engine fail miserably if the "Level" of the game is not limited to some hundred meters maybe slightly more but the whole word not allowed planet? 

Besides this: Unreal Engine brings current rigs to its knees already with those very limited enclosed levels. Imagine the whole world... 

But there are things that are phenomenal, like Lumen or Nanite. 

I'm not an expert in 3D game development, but I definitely know that distance matters less than the amount of detail (unless Unreal Engine has some limitation related to physical draw distance).
MSFS doesn’t render the whole planet either—it still struggles to render landing gear at about 1 km, and when it does (e.g., from very high altitude), the level of detail is very low.

Other question, missing ground vehicles for ia planes is causes by fshud?

 if it's. Will be fixed in future?

39 minutes ago, FSHud said:

I'm not an expert in 3D game development, but I definitely know that distance matters less than the amount of detail (unless Unreal Engine has some limitation related to physical draw distance).
MSFS doesn’t render the whole planet either—it still struggles to render landing gear at about 1 km, and when it does (e.g., from very high altitude), the level of detail is very low.

No, it is streamed. Something other engines do not even provide because they can only load "levels". That is why in many games except those Open World titles, you see loading screens when switching between "levels". And that is why any Open World game is remarkably reduced in regard of details per square meter. And in MSFS2024, you can fly to every place on the whole planet without any loading screen or "level" change, this is what I meant. It is a huge thing and not many engines are capable of something like that with the details MSFS2024 provides. Maybe the newest Unreal Engine is capable of because of all those gimmicks it includes, but the thinking that it would be possible with more detail than what we have in MSFS2024 and still offering the same performance or even more is slightly naive and I honestly doubt that it will be possible. 

Greetings, Chris

AMD Ryzen 7 9800X3D, 2x32GB DDR5 6000MT/s RAM, MSI RTX 4090 Ventus 3X, Windows 11 Home, MSFS2024

  • Commercial Member
32 minutes ago, motishow said:

Other question, missing ground vehicles for ia planes is causes by fshud?

 if it's. Will be fixed in future?

When injecting an aircraft that is controlled by another application (which is mandatory for FSHud) - MSFS doesn't assign any of ground vehicles or jetways.
To "fix" this problem - FSHud needs to start to inject, control and manage ground vehicles and jetways (similar to what GSX does).

Just got the upgrade. Its been awhile.

MSFS 2024

FSLTL planes loaded in MSFS

I thought we no longer needed to use the Flybywire injector.

Its only way I could get traffic to show up.

Is there something else should be loading.

That video did not help at all. 

Ron

MSFS 2024 -Too many airplanes to name. Too many airports to name.

  • Commercial Member
10 minutes ago, Ron Lefebvre said:

Just got the upgrade. Its been awhile.

MSFS 2024

FSLTL planes loaded in MSFS

I thought we no longer needed to use the Flybywire injector.

Its only way I could get traffic to show up.

Is there something else should be loading.

That video did not help at all. 

Everything is explained in the traffic settings updated manual:

https://www.fshud.com/site/knowledge/traffic-settings-v2

I think we do provide many options for traffic - as long as you've installed FSLTL models, you can turn on MSFS native traffic which can be also intercepted - and it will work without FSLTL injector.
FSHud is ATC program, not traffic add-on.

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