December 11, 20241 yr Am I right in thinking BATC is the only ATC/traffic injector that injects and moves traffic? Asobo has nothing to do with it? I'm a bit confused in the relationship between traffic injection and movement. Do traffic injectors like FSLTL / AIG inject traffic and then leave it to Asobo to move them about? FS2024 • PMDG 738, 77F • FSL A321 • A2A Comanche, Aerostar • BS Baron, Bonanza, Caravan Pro • JF Tomahawk • TAOG H500C BeyondATC • GSX Pro • ChasePlane & Flow Pro • TDS GTNXi • FSUIPC • AutoFPS • RealTurb 9800X3D B650E • ROG OC RTX 5090 • 64GB DDR5-6000 • VKB Gladiator, STECS, T-Rudder • Tobii 5 • ISP 1 Gbps
December 11, 20241 yr Author 6 minutes ago, G-YMML1 said: It was an update automatically installed yesterday. Is it the update they were talking about or we still need to wait for additional package? It's not yet released for the main branch. That should happen soon (coming days I would guess) though based on the latest update.
December 11, 20241 yr 1 hour ago, jcomm said: I'm on EXPERIMENTAL, does this announcement mean I should change to Early Access instead ? Still looking forward into being able to use default FS 2024 AI traffic, because I don't want to use either AIG or FSLTL, at least for now... You like those ugly aircraft?
December 11, 20241 yr Author 6 minutes ago, flyingscampi said: Am I right in thinking BATC is the only ATC/traffic injector that injects and moves traffic? Asobo has nothing to do with it? I'm a bit confused in the relationship between traffic injection and movement. Do traffic injectors like FSLTL / AIG inject traffic and then leave it to Asobo to move them about? I think PSXT is the only other one that fully controls/"moves" traffic in the sim but you have to buy a pretty expensive subscription to RealTraffic to get the data feed to show the traffic in sim. The rest still rely on Asobo and the sim to move stuff around. Not quite sure how the AIG Traffic Controller works but my understanding is that FSLTL and AIG still use more "traditional" ways to inject traffic. BATC injects with their own Flightradar24 snapshot form a sample week earlier in the year and moves AI Traffic around as objects. That means it doesn't need anything from the sim to control the traffic and so has a lot of opportunities vs default. It also parks aircraft at their real gates based on the FR24 data, so it doesn't rely on the ADE which often has wrong parking codes.
December 11, 20241 yr 4 minutes ago, Speedbird 217 said: I think PSXT is the only other one that fully controls/"moves" traffic in the sim but you have to buy a pretty expensive subscription to RealTraffic to get the data feed to show the traffic in sim. The rest still rely on Asobo and the sim to move stuff around. Not quite sure how the AIG Traffic Controller works but my understanding is that FSLTL and AIG still use more "traditional" ways to inject traffic. I think FSHUD injects it's own traffic as well. Never used it though.. .. G Gary Davies aka "Gazzareth" Simming since 747 on the Acorn Electron
December 11, 20241 yr 17 minutes ago, Speedbird 217 said: I think PSXT is the only other one that fully controls/"moves" traffic in the sim but you have to buy a pretty expensive subscription to RealTraffic to get the data feed to show the traffic in sim. Indeed, and that's because PSXT is real time live traffic. The real time data comes at a price.
December 11, 20241 yr 5 hours ago, BIGSKY said: I have it set on off, still see the ugly traffic... Go into your graphics settings and set 'Traffic Airport Quality' to OFF
December 11, 20241 yr 36 minutes ago, Bobsk8 said: You like those ugly aircraft? They're referring to the brand new AI models in 2024. They added hundreds of new AI aircraft models with 2024, actual real licenced aircraft, and they're high quality. Maybe a bit too high quality for some of them (the hovering is an issue with the scenery, not the aircraft) 1 hour ago, jcomm said: because I don't want to use either AIG or FSLTL, at least for now... Why? At least with AIG/FSLTL you'll have proper liveries. the Default AI aircraft only have a dozen or so Edited December 11, 20241 yr by Tuskin38
December 11, 20241 yr 13 minutes ago, Speedbird 217 said: I think PSXT is the only other one that fully controls/"moves" traffic in the sim but you have to buy a pretty expensive subscription to RealTraffic to get the data feed to show the traffic in sim. The rest still rely on Asobo and the sim to move stuff around. Not quite sure how the AIG Traffic Controller works but my understanding is that FSLTL and AIG still use more "traditional" ways to inject traffic. BATC injects with their own Flightradar24 snapshot form a sample week earlier in the year and moves AI Traffic around as objects. That means it doesn't need anything from the sim to control the traffic and so has a lot of opportunities vs default. It also parks aircraft at their real gates based on the FR24 data, so it doesn't rely on the ADE which often has wrong parking codes. Thanks for the detailed reply! So would I be accurate in saying PSXT and BATC are the only programs that move traffic as objects based on geographic coordinates and ignore the scenery, whereas the rest let Asobo move traffic using scenery data? FS2024 • PMDG 738, 77F • FSL A321 • A2A Comanche, Aerostar • BS Baron, Bonanza, Caravan Pro • JF Tomahawk • TAOG H500C BeyondATC • GSX Pro • ChasePlane & Flow Pro • TDS GTNXi • FSUIPC • AutoFPS • RealTurb 9800X3D B650E • ROG OC RTX 5090 • 64GB DDR5-6000 • VKB Gladiator, STECS, T-Rudder • Tobii 5 • ISP 1 Gbps
December 11, 20241 yr 40 minutes ago, flyingscampi said: Do traffic injectors like FSLTL / AIG inject traffic and then leave it to Asobo to move them about? Mostly yes. Edited December 11, 20241 yr by Tuskin38
December 11, 20241 yr Author 5 minutes ago, flyingscampi said: Thanks for the detailed reply! So would I be accurate in saying PSXT and BATC are the only programs that move traffic as objects based on geographic coordinates and ignore the scenery, whereas the rest let Asobo move traffic using scenery data? That's my understanding. Someone mentioned FSHud recently added a traffic injector. They previously used FSLTL I believe. I don' have FSHud and therefore don't know the details of how they do it and whether they use the traditional sim way or the object based way outside the sim.
December 11, 20241 yr Author Just to add some nuance - you say "ignore the scenery". BATC still uses the scenery you have installed as a reference in their method, so you shouldn't see aircraft land/take off/taxi/park where they shouldn't as long as the scenery is designed properly and in line with the SDK. For example, if the scenery you have installed doesn't have a new runway yet then BATC wouldn't use that runway. You might still see aircraft stuck because of missing taxi links and poor scenery design (developer's responsibility to fix). I don't think PSXT does that so they're slightly different in that regard but Kiek might be able to explain more.
December 11, 20241 yr PSXT does not care about taxiway links, as it uses actual position of a real plane at a specific time/location. That's why i like it, since I don't have to mess with ADE files in MSFS. PSXT also have 2-weeks historical mode. Plus, if you have AIGm then all liveries and models are being selected correctly. Think of JBU or FFT. 9950X3D, X870E ROG CROSSHAIR HERO, Corsair Dominator Titanium 64GB DDR5-6000 PC5-48000, ASUS RTX 5070Ti 16GB, 9100 PRO 4TB Samsung ,990 PRO 4TB Samsung, AX1600i 1600 Watt 80 Plus Titanium ATX, ASUS 360 ARGB EXTREME 360mm Liquid CPU Cooling Kit.
December 11, 20241 yr Author 13 minutes ago, G-YMML1 said: PSXT does not care about taxiway links, as it uses actual position of a real plane at a specific time/location. That's why i like it, since I don't have to mess with ADE files in MSFS. PSXT also have 2-weeks historical mode. Plus, if you have AIGm then all liveries and models are being selected correctly. Think of JBU or FFT. Yes, it all has pros and cons. At the same time - if you're at an airport scenery that does not reflect real life (try KORD and report back) you will see aircraft taxi in the grass where taxiways have moved/been built that are not reflected in the scenery yet or you might see aircraft land and take off in fields where a new runway has been built that is not in the sim scenery yet. I'd summarise it as follows: Traditional method: Traffic controlled by the sim, using scenery data as the reference, aircraft moved as aircraft. In my experience this is the worst method as it's very resource hungry, causes odd behaviours due to flaws in the traffic engines (constant go arounds, stuck traffic, planes taking off and landing in opposite directions...). I believe this is used by the sim itself when using the AI slider, FSLTL in some form and also AIG though not sure how the Traffic Controller fits into this. TLDR = the sim engine moving around the aircraft based on the scenery layout. PSXT method: Completely ignores the sim scenery and moves aircraft around as simobjects based on live traffic or historic live traffic. Imagine taking the FR24 moving map and overlaying it into your sim without respect for what your scenery actually looks like and whether that taxiway/runway exists. Most accurate to real world, go arounds only if that aircraft had a real go around, amazing to see all the arrivals lined up on a long chain at EGLL like in reality and good on resource but downside is that it causes odd behaviours where scenery doesn't match real world. Also doesn't really work with ATC as you conflict with other aircraft that don't know you're there. BATC "hybrid" method. Uses custom traffic engine to inject sample week FR24 data into the sim and controls it whilst still using the installed scenery data to define "rails" for the traffic to move on using its own engine. Upside is that traffic behaves much better than default, no odd behaviours and effective ATC control, good on resources and real as of the sample week it represents. Downside is that it's only 1 week of data (I believe there was a plan to add another week to have a Summer/Winter season split). An upside that's also a downside is that it reads your scenery data to create the boundaries it moves aircraft around in, so you won't see aircraft landing in fields where a new runway is missing or a taxiway has been moved but it relies on the scenery developer to comply with the SDK to avoid aircraft stuck or having issues. Edited December 11, 20241 yr by Speedbird 217
December 11, 20241 yr 18 minutes ago, Speedbird 217 said: Yes, it all has pros and cons. At the same time - if you're at an airport scenery that does not reflect real life (try KORD and report back) you will see aircraft taxi in the grass where taxiways have moved/been built that are not reflected in the scenery yet or you might see aircraft land and take off in fields where a new runway has been built that is not in the sim scenery yet. I'd summarise it as follows ...: Great explanation, thanks 👍 FS2024 • PMDG 738, 77F • FSL A321 • A2A Comanche, Aerostar • BS Baron, Bonanza, Caravan Pro • JF Tomahawk • TAOG H500C BeyondATC • GSX Pro • ChasePlane & Flow Pro • TDS GTNXi • FSUIPC • AutoFPS • RealTurb 9800X3D B650E • ROG OC RTX 5090 • 64GB DDR5-6000 • VKB Gladiator, STECS, T-Rudder • Tobii 5 • ISP 1 Gbps
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