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PurdueKev

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  1. For anyone who has had stutter problems with SU3, I saw the same when I was using the latest (58X+) Nvidia drivers. Also terrible scenery loading. I had to roll back to earlier drivers and after that everything has been fine in terms of graphics rendering. Not saying that will fix it for everyone, but it is what I had to do. I first went all the way back to old reliable 566.36, which fixed the stuttering. I have carefully progressed to 572.42 (I think, maybe it is 572.24 LOL) so that I could get the more useful DLSS options. It boggles the mind that updating to latest Nvidia drivers consistently makes things worse, but there ya go.
  2. While I agree the new interface has its quirks and confusion and is not necessarily intuitive, once you figure it out it is much more powerful than 2020. You don't have to manually change profiles each time you switch to different aircraft, for example, which was a pain. This concept is a bit more like DCS in that profiles will persist specific to each aircraft, though you have to take some time to understand the interface to make the most of it, I agree. It is also a pain that you have to set the profile for each peripheral separately - though I think that makes it easier to assign a profile that you already have for a new plane, rather than have to go through and set up every control assignment from scratch for each aircraft which is a drag with DCS (in MSFS you just select the profile and all the assignments come with it). Believe me, I hated it at first too and I don't dismiss the frustration at all. But for someone who has a lot of different controllers and likes to fly a variety of aircraft, it is a better approach once you learn it.
  3. The selection is now "Apply to All Airplanes", which you can see in the choices in the video that YMMB shared. If you assign that to a profile, all your aircraft will load that profile by default, until you select a different profile in that aircraft specifically. And if you do then make a different profile for a specific aircraft, it will load it automatically every time you load that aircraft. You can also assign profiles to load for all variants of a specific aircraft type (like for all Bonanzas, or all Barons, or whatever).
  4. Generally speaking, I am seeing very minor improvement in melted buildings, but the PG foliage still looks horrible. This is on a 1 Gbps connection (measured on my system with Ookla) on 6GHz wifi band. I won't say that SU3 did much of anything with this issue.
  5. My experience is that "PG Off" completes in a matter of seconds, but when I try to turn "PG On" the system which will just sit and spin for minutes at a time. So for me, if I turn PG off and perhaps want to turn it on again, I have to restart the sim.
  6. I don't disagree with you. Of course, that would require them to curate the 80,000 procedurally-generated helipads with autogen substitutes, which I am not holding my breath for. We don't need super-duper accurate duplicates of the buildings or anything (unless you are paying for a bespoke scenery package), just something better than buildings and trees that look like you stumbled into Minecraft by mistake.
  7. To be fair, a lot of users do understand how to consider network speed in addition to the quoted service speed from your provider to your router. When you run a speed test from your computer, it typically includes everything in the pipeline including your wifi or LAN. People are still seeing issues even with hard-wired ethernet.
  8. If you fly helicopters, turning PG off is not a fix, because most of the helipads that were added in MSFS 2024 are defined based on the underlying PG scenery. With PG off, you end up with helipads that are either buried under an autogen building, floating in the air 100 or 200 feet above the ground (because the PG building that the helipad is supposed to sit atop is gone), or completely non-existent. IMHO, Asobo needs to improve the prioritization of PG rendering based on distance, so that PG-generated scenery closest to you renders in higher fidelity than PG farther away. That does not appear to be the case right now. We don't need to be able to zoom in with virtual binoculars to see some building 20 miles away being perfectly rendered while flying at 20,000 feet - we just need the stuff closest to us while we are near the ground prioritized. TLOD seems to be a very blunt instrument at the moment. The foliage that happens to be PG (vs the autogen foliage) is particularly ugly and immersion-killing. I am eagerly awaiting SU3 to see if this addressed as some of the beta users are reporting.
  9. I use Low setting, not because I think it is a spot-on replication of real-world turbulence but because I find Medium and High to be far too exaggerated in the sim. High might be technically "realistic," but when you don't have a way to physically feel the sensations of air moving the aircraft around then those higher settings are diffcult to fly through. I would kind of like something in between Low and Medium if I had my druthers. Granted I fly mainly GA and helicopters, so this might be different if you fly airliners. YMMV of course.
  10. This is very good advice. I ultimately ended up buying a collective because I couldn't get the precise collective control with my standard throttle, and changing the springs on my stick to lower resistance ones, now I am hooked on flying helos. My favorite aircraft type to fly in both MSFS and DCS. The coordination you need is frustrating at first, but once it clicks it is really satisfying and a fun way to engage with the scenery. What can throw you is if you switch from an H125 to a Huey or a Bell on the next flight, and don't remember that the anti-torque is reversed and you need to apply rudder in the other direction when you lift off! 🤢😁 If flying a plane is like riding a bicycle, then flying a helicopter is like riding a unicycle during an earthquake LOL.
  11. I am not a real life pilot and have not flown as a pilot in any plane, let alone the 172 (though I would love to get my PPL and do that!). But in all of the online aviation content from real pilots talks about being able to focus on the far end of the runway and gently pull back on the yoke at the flare to bleed off airspeed with power at idle, which allows the aircraft to settle. The tendency of some 2020 aircraft to float when you pull back on the yoke in the flare was not consistent with that at all - you almost had to force the aircraft with forward yoke to get the aircraft back down on the runway, rather than allow the loss of lift and the weight of the aircraft to bring it about. This was true even if you were just above stall speed. You couldn't follow basic flight instruction in the 172 in FS2020 and see the expected behavior. In FS2024 however, I think it is interesting how the flight instructor in the PPL learning missions gives you that same instruction, i.e. once over the threshold you are told to cut power to idle, focus on the far end of the runway, gently pull back on the yoke and allow the rear landing gear to settle onto the ground in a nose-high attitude - and lo and behold it works!
  12. This latter point I agree with. The "floatiness" in the flare in 2020 just does not seem realistic with so many of the aircraft. 2024, at least with the 172, is the first time I feel like there is a sense of mass and inertia in that phase of flight.
  13. I think it is certainly a potential cause, yes. At least there is some compelling circumstantial evidence. I think it was a bad choice for Asobo to port over all that 2020 content so quickly without first ensuring they have been debugged and compatible. I can't imagine that all of them work flawlessly at this early stage.
  14. I think it is under Flight Interfaces in the settings - you can turn off the HUD separately in both cockpit and external views.
  15. Good grief - no one is "deferring" to Sergio, he puts in a lot of time and effort to provide news and information useful to a lot of people. If you don't like what he is writing, you are free to ignore it.

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