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molleh

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Everything posted by molleh

  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.
  14. more or less the same for me - basically the 'functionality' side of things like that, including AI taxi paths, parking spot configurations (is it the right 'size'? is it the correct type? does it have appropriately assigned airline codes?) etc are my main pet peeve. honestly i'd happily pay for an addon that is little more than all those things correctly and reliably configured, matching current real-world ops to the extent that it's humanly possible, along with night lighting and reasonably accurate terminals and jetways. i find exquisitely modeled terminal interiors or the McDonald's two blocks away utterly useless, both in terms of developer resources and the resources they consume on my PC. this is all precisely why i was excited for the 'Gateway' scenery system Asobo announced many moons ago that's supposed to operate similarly to the XP Scenery Gateway, which IMO is exactly what is needed for baseline sim operations.
  15. GSX is an incredibly powerful addon with a huge amount of functionality and versatility... but with the complexity comes a learning curve and it also requires effort on the user's part to get the most out of it (such as finding and installing profiles for airports and aircraft.) personally i find myself not using it much, simply because all i really use 90% of the time is pushback and i'd rather save system resources for other aspects of the sim.
  16. Can you guys explain how this is a problem if you're running uncapped framerate? This is a good thing because it means the sim isn't CPU bound and is making maximum use of your GPU. In this scenario if you want to lower your GPU util, you have to cap your frames to something lower than your average maximum FPS. (issues with GPU util when window not in focus aside)
  17. basically, the amount of "jank" is kind of shocking. it really feels like it's been cobbled together by two dozen different developers, each tasked with something that is critical to the sim but then given about three days to make everything work together. it just needs a lot of a polish... like, a LOT. edit: also the default (non-hand crafted) airports are terrible. Asobo should be embarrassed.
  18. how does someone read the windows 10 requirement and assume it means windows 10 only and not 11?? 😕
  19. i agree with all your points! i forget which creator it was - Jeff Favignano or XP72 maybe - but they took off from a default airport and it looked just as bad as the 2020 ones. 😕 excited but concerned is how i'd describe my feelings as well.
  20. i'm really disappointed by the footage shown by content creators so far. i know nothing can be 'confirmed' based on the footage alone for various reasons, such as how the recording software was configured, the PC specs they were playing on, etc, but the performance looked god awful - a stuttery mess. really, really reeeeeally hope there are actual improvements in this area over FS2020.
  21. the MS Flight Sim community is very 'mature' (i mean that in more ways than one...) and it's been done a very specific way for so long that i think people have a hard time imagining ways the software could grow outside of more realism, better graphics. the simple fact is that it's a game as well as a sim, and as games go, there's very very little meat to MSFS2020's bones. my hope is that the 'missions' in 2024 won't just be a bunch of scripted, hand-crafted scenarios but part of a robust system that can take advantage of the entire global scenery, live weather, multiplayer, and so on, and also provide some sense of progression and reward leading to more challenging scenarios. aircraft should never be completely locked out from use in the sim for free flights, but doing little sightseeing gigs in two seater helicopters or cropdusting operations and slowly moving up towards flying commercial aircraft (if that's your thing) would be so cool and such a breath of fresh air. it would need to be done *well* though and not feel like just a tacked on thing.
  22. monitor your cpu core usage, especially core 0 and see if it maxes out (100% load) during these stutters.
  23. the long and short of it is you need a good hand crafted GSX profile for a specific airport scenery (e.g. there are separate GSX profiles for the Asobo version of KLAX, there's another for the FeelThere version of KLAX, another for the iniBuilds one etc, so pay attention to that) and if it's well done it should be set up so GSX vehicles won't collide with the static scenery elements like parked vehicles. obviously you can make your own GSX profile but it is a painstaking process. beyond that there is nothing you can do about it.

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