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molleh

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  1. except apparently it isn't, since they're working on it for SU5.
  2. yes, it's a chaseplane feature. you can tweak it by going to menu -> groups, click the little pen icon for whichever group, then scroll down to camera physics. intensity would be the main setting to play with but there are some others there as well.
  3. i think the TFDI MD-11 is one of the very best addons available for MSFS at the moment. certainly in the class of "you can't go wrong"-type purchases IMHO.
  4. continued VRAM management improvements... i really struggle with my 3080 Ti, complex aircraft, 3rd party scenery, and AI traffic, even at 1440p with very modest settings.
  5. having used both, they're both excellent tools/addons and do what they're supposed to for the most part. if you fly XP as well as MSFS, then SI is the no-brainer choice since it works with XP (although it doesn't have injected traffic... yet.) once SI has traffic in XP12 i'll consider it a MUST HAVE tool for flying in XP. both tools can be pretty buggy at times, but SI can be a bit moreso. that being said i consider it an acceptable tradeoff because SI is a lot more advanced in terms of features and the flexibility you have in communicating to ATC (or your copilot/cabin crew etc.) the voices in both (using "premium" in BATC) are quite good, but i would definitely give the edge to SI. a lot of times it doesn't even sound like AI in SI, but BATC tends to have a strange cadence with stops and pauses that don't make sense and make the speech sound stilted and robotic.
  6. it was the one thing holding me back as well!
  7. i would just wait for the official update, i doubt it'll be that much longer.
  8. ghosting is still present on glass displays with DLAA but it's definitely a bit better. good enough to actually use now IMO.
  9. the newest DLSS with transform model (preset K) consumes a lot more VRAM than older DLSS versions with CNN model.
  10. I'm just getting into using VR in MSFS 2020 with a Quest 3 headset, and one of the first things I noticed is that the mouse cursor is configured to be accurate to the left eye, not the right (and most people are right eye dominant.) In other words, I have to close my right eye while interacting with cockpit elements or the cursor will appear offset to the right a good bit. Is there a way to fix this? Secondly, sometimes I get stuck in this "mode" of interaction where the "cursor" becomes the center of wherever I'm looking with the headset, and then the A button on my gamepad "clicks" wherever it currently is. How do I turn that off? Googling this led me to a setting for "gaze cursor" that's in the Meta Quest 3 headset settings under Devices -> Gamepad, but it's already turned off. Is there a way to disable this gaze cursor feature? Thanks!
  11. IMHO these Q&A streams where literally almost every answer is something along the lines of "it's complicated, a lot of work, we'll see, no promises, we hear you" have been a thing going back to MSFS2020's launch. there are SO many aspects of MSFS2020 that were barely addressed despite being a constant focus of the community, like better ATC and AI (among many, many other things, obviously) and for some reason we just don't hold them to account for it. i guess it's more or less because MSFS is the only modern civilian flight simulator that has real appeal to average folks and so we "take what we can get" as they say. and that's not to say it's not an amazing sim packed with great features already, but it has far more potential than what we actually got IMO. i think sometimes what happens in game development is a core team of "MVPs" creates a game and is responsible for the most challenging and time consuming aspects of development, like rendering technology or artwork like modelling and sound, and once the game releases, the talent and/or the resources that talent relied on are taken away and from that point on, it's no longer feasible to continue developing core features in a significant way. it feels like that's what happened with MSFS2020 and 2024 (except with 2024, it feels like even during the core development phase, it was more of a 'B team' project...) all just my humble opinions, take it or leave it, take it with a grain of salt, yadda yadda yadda.
  12. the first thing i would ask is if you're happy with how TAA looks (and presumably performs), why would you bother changing it?
  13. despite the "rant-y" nature of Greazer's topic, i tend to agree. i don't understand why more of us haven't held Asobo's feet to the fire, even if you set aside FS2024 as though it didn't even exist - there are so many things they promised but never delivered, or issues and bugs that have been there since the day FS2020 released. for example, how on earth is it STILL not possible to have the sim remember your selected worldmap filters?! it boggles my mind. that's obviously a small issue in the grand scheme of things, but it does illustrate a problem endemic to how Asobo has conducted updates and bugfixing to the sim. now if you take 2024 into account as well, the picture is even clearer. i gave 2024 another shot yesterday evening to see how things had progressed and i was just flabbergasted by how many issues slapped me in the face constantly for ~75 minutes until i gave up and refunded again. it's still an amazing simulator for many different reasons, don't get me wrong - i'm just disappointed because there is/was SO much potential that's been wasted. and that's not even getting into the ethical aspects of it all.

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