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APRONLIFE, give life to airports
I tried ApronLife (the latest version) last night. It was very cool to see all the traffic around me at the airport. Performance was fine, but I'd already turned down many of the settings before even trying it. Only problem was that using it at EGLL, I didn't see any passengers entering my own aircraft after I'd started running it. I have a feeling the sim had hit its maximum simconnect object limit, and so refused to render any additional objects after all the other aircraft gained their own vehicles?
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What are your impressions of the inibuilds A340?
So I went for it and I’m not disappointed. It’s a lot more in depth than I expected it to be. My first payware iniBuilds aircraft, and after a single flight so far, I’m not disappointed! There were a couple of oddities (such as the AP shooting through my FCU altitude limit) but I think that may have been the plane being just different enough from the Fenix that I didn’t configure those things correctly. One question with the WinCtrl setup I have a single Ursa Minor throttle (with only two switches for starting engines). It appears to control engines 1 & 2 only. Is there a way I can configure them to start 3 & 4 as well? Thanks again all for the recommendation!
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What are your impressions of the inibuilds A340?
Thanks for all the feedback. Unfortunately my weekend looks like it just got more expensive! 😄
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What are your impressions of the inibuilds A340?
Thanks! How does it compare to the A350 in terms of flight model, sounds and system fidelity in your view? Or, I guess more importantly for me, can you compare it to the PMDG 777-300? As that's the only other long haul reference I have.
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What are your impressions of the inibuilds A340?
I've been flying pretty much nothing but the Fenix A32Xs for a while now, and am wondering about delving back into some long-haul action. I have the PMDG 777-300, and have enjoyed using it in the past, but over the past year I've built out my home cockpit components to be very Airbus specific (thanks, WinCtrl! 🤨) I haven't used the 2024 native inibuilds A330-300 much, and was wondering whether I should just do that (and find a workaround for the WinCtrl MCDU screen support issue), or maybe give ini's A340 a go. The cockpit is the same as my home setup, and the A340 systems and modelling seem to be a lot more in-depth than the default A330 at least, but from what I've heard still not near the level of the Fenix A320 (or ini's other aircraft such as the A380 and A350). It looks like it's been a while since the A340 received an update, and I've seen that not everyone is very happy with the sound set. As a regular Fenix user, would existing owners of both recommend the A340? Or would I be better off skipping it, and get something else instead, like the A350 or A380, even though their cockpits don't match my lovely home setup? Thanks!
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Redge started following What are your impressions of the inibuilds A340?
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Second Ini a380-800 Airbus Video Released
I didn't see the latter's stream, but those two streamers are at opposite ends of the hardware configuration spectrum. A330driver I believe has a beast of a desktop system, while easyjetsimpilot uses a 3060 or 4060 graphics card. That could be some of the difference?
- For Anyone Who Wants Weather Improvements
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MSFS 2024 - Aerosoft EDDS Stuttgart
If you recall in the early years of MSFS2020, EDDS was inexplicably missed out from the MSFS airport database — only being added after a few updates. So depending on the data source and age, that this developer was using, it could be related to that.
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What does Navigraph Ultimate do for BATC?
I find that live traffic is much busier than the non-live option in BATC. I have everything set to 10 (except for parked traffic at 7), and I can get stuck in the queue for KFJK or EGLL's evening departure rush for upwards of 20 minutes, but only with live traffic. Incidentally BATC handles it all pretty well.
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Glass Out is here!
Thanks. There must be something specific about my network setup that’s impacting it. I’ve been away from MSFS for about a year and just updated everything recently so it’s possible that something became corrupted after all those updates to the sim itself and all the addons…
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Glass Out is here!
I bought this to use locally on my MSFS machine, but am having trouble with it continually “losing” the connection to MSFS 2024. I put that in parentheses because behind the “Connecting to MSFS…” message that appears after a couple of minutes, you can see the glass panel continuing to be streamed correctly. I’ve not seen anyone else mention this on their discord unfortunately.
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MSFS2024 SU4 Beta v1.6.13
Anyone else also seeing a nightlighting regression in the latest beta build? The gorgeous night lighting of the last (two?) builds is gone with “real” lights limited to a very small circle around the user, and much lower resolution textures than we had last week in the distance?
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Wow! *This* is how you do volumetric clouds
I can't speak for the exact KSP implementation (I'm going to download it and try it out this weekend), but in general, rendering and weather simulation are separate. If you can create clouds that look this realistic, the same rendering techniques could be applied to a dynamic weather engine that drives convection, wind, and cloud evolution. The visual fidelity is independent of whether the clouds move or grow in real time — so in the case of MSFS, I think the answer should be, yes, if the weather engine allowed clouds of this fidelity to be rendered and lit accurately, then the underlying dynamic weather engine could be used to take care of the rest. I'm sure it's not trivial, but I think the principle is sound.
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Wow! *This* is how you do volumetric clouds
I think a lot of people in this thread are potentially missing what I am trying to show here... Which is the way that the clouds are rendered. The lighting and realism of the rendering of the sky looks massively more realistic than any other volumetric clouds I've seen in games. Whether or not they work dynamically or their compatibility with a live-weather injector is irrelevant. First you figure out how the physics, lighting and shaders work to render the clouds in this way, then after that you decide how to generate the clouds using your underlying dynamic/live weather injectors etc. These KSP clouds that I showed above, are a community add-on effort by a single person (who is probably the cloud rendering equivalent to the legendary, @Biology who got our MSFS2020 atmospheric lighting corrected and is behind the massive upgrade in XP12.2's weather and lighting). Take a look here to see his blog, and examples of what he has achieved. Different game engines use different ways of handling lighting and shaders etc, but, seeing as Seb, Jörg and co said in a recent livestream, that they are considering future upgrades to the weather rendering, then I'd say they should see if they can have a word with this guy, before someone else scoops him up, like Laminar did with Biology. https://www.patreon.com/posts/true-volumetric-139879553
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Wow! *This* is how you do volumetric clouds
I’ve often wondered whether people disagree about clouds in the sun so much because it’s so subjective based on where they live and the clouds they see around them all the time. I mean, this looks 100% like what I see outside my house all the time. But I know when I’m where my wife comes from the clouds there are totally different, shaped by the surrounding mountains. Either that, or some people see more of MSFS clouds than real ones to be able to judge properly anymore 😜
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