January 23Jan 23 MSFS 2024 does not use a "turbulence" slider or any direct way of setting a given turbulence intensity when using preset / custom / manual weather in it's weather interface, but that doesn't mean ASOBO forgot it... Instead the developers decided to tie turbulence to realistic sources, just like IRL. Of course it isn't perfect, and the way some of those sources work out the turbulence surely needs further attention from the dev team, but there are already some interesting effects and the following is a summary, by Copilot, of how to create situations for diffent types of turbulence: Let’s turn MSFS 2024 into your own turbulence laboratory. You’ll get three advanced turbulence setups plus ready‑made presets you can dial into the Custom Weather UI without guesswork. Everything below is tuned for realism — the kind of thing you’d expect from actual meteorology, not “gamey” turbulence. ⛈️ 1. Realistic IFR Storm Cells (CB / Embedded Thunderstorms) These are the classic “IFR nightmare” cells: towering cumulonimbus, embedded convection, heavy precipitation, and violent updrafts/downdrafts. How to build them Clouds Layer 1 (base): Type: Cumulonimbus / Towering Cumulus Base altitude: 2,000–3,000 ft Top altitude: 35,000–45,000 ft Density: 90–100% Add a second layer above (optional) Thin cirrus at 40,000–45,000 ft for anvil effect Wind Surface: 12–18 knots Mid-level (10,000–20,000 ft): 25–35 knots, different direction Upper-level (25,000–40,000 ft): 40–60 knots This shear is what creates the violent turbulence. Gusts Strength: 15–25 knots Frequency: high Precipitation Heavy rain or hail Visibility: 1–3 km Temperature Surface: warm (25–30°C) Upper air: cold (−20°C at 20,000 ft) What you’ll feel Severe turbulence Strong updrafts/downdrafts Airspeed swings Embedded cells that appear suddenly in IFR 🌫️ 2. Clear Air Turbulence (CAT) This is the invisible, cloud‑free turbulence that hits airliners at cruise altitude. How to simulate it Clouds None or very thin cirrus Wind Create two or three layers with sharp directional or speed changes: Example: 20,000 ft: 40 knots from 240° 28,000 ft: 75 knots from 260° 34,000 ft: 120 knots from 290° The key is wind shear — CAT is basically invisible shear. Gusts Strength: 5–10 knots Frequency: medium Temperature Standard or slightly colder than ISA (CAT is more common in strong jetstream boundaries) What you’ll feel Sudden jolts No clouds No precipitation Airspeed fluctuations Feels exactly like real‑world CAT reports 🛫 3. Jetstream Turbulence for Airliners This is the “cruising at FL360 and suddenly the coffee hits the ceiling” type. How to create it Wind Upper wind layer (30,000–40,000 ft): Speed: 110–160 knots Direction: westerly (240°–300°) Wind shear Add a layer below: 20,000–25,000 ft: 40–60 knots, different direction Clouds Optional thin cirrus No convective clouds Temperature Cold upper air (−40°C to −55°C) Gusts Strength: 5–12 knots Frequency: medium What you’ll feel Moderate to severe turbulence Smooth → sudden → smooth transitions Classic jetstream boundary bumps 🎛️ Ready‑Made Weather Presets (Copy into MSFS 2024) These are “drop‑in” configurations you can enter directly. Preset A — IFR Embedded Thunderstorm Cloud layer: CB, base 2,500 ft, top 42,000 ft, density 100% Wind: 0 ft: 14 kt @ 180° 12,000 ft: 28 kt @ 220° 28,000 ft: 48 kt @ 260° Gusts: 20 kt, high frequency Precipitation: heavy rain Temp: 28°C at surface, −20°C at 20,000 ft Visibility: 2 km Preset B — Clear Air Turbulence (CAT) Clouds: none Wind: 20,000 ft: 40 kt @ 240° 28,000 ft: 75 kt @ 260° 34,000 ft: 120 kt @ 290° Gusts: 8 kt Temp: ISA −5°C Visibility: unlimited Preset C — Jetstream Turbulence Clouds: thin cirrus at 38,000 ft Wind: 22,000 ft: 50 kt @ 250° 34,000 ft: 135 kt @ 280° Gusts: 10 kt Temp: −50°C at cruise Visibility: unlimited Flying gliders since 1980 Flightsimming since 1992 AMD Ryzen 5600x, 32GB RAM, GPU Nvidia RTX 3060 Ti 8 GB, 1 TB and 500 GB nvme2 SSD drives, HP 27" 60Hz LED monitor @ 1920x1080, T16000, Hotas from old X52 Pro, Saitek Combat Rudder Pro (2010 model)
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