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Kassu62

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  1. There is quite big gap between unpowered stick and zeros for all forces. I think that the minimum centering force is too much for the most helicopters.
  2. I did made small project for MSFS2020 using a PC program and Arduino UNO hardware for but kicker. PC did send telemetric information from Simconnect to UNO which was used to drive but kicker. The big thing was the effect which I get when I scale rumble effect with gear compression information. When the plane gains speed, the gear compression decreases and rumble effect is fading very realistic way. Another bonus is, that when you make hard landing or use gear breaks, the gear compression increases and you get strong rumble effect automatically. I would like to see similar effect in your FFB software.
  3. The beta-2 does not start at all. Now the Win11 Smart App Control blocks the application from running.
  4. My first tests are not going well. I did tested Windows 11 version's Mock Sim several times and the program crashes every time when I hit Arm.
  5. In Marine Traffic SW all ships are in right positions and headings. MSFS2024 uses same AIS data, but the headings are totally wrong. Why?
  6. The pre cashing is problematic because the touch down position is not known in advance. In the air the polygon data flow would be continous and you would not even use it. After touch down the speed is typically decreasing (= smaller data flow) and the data is used for rendering and ground physic. So it is better to start data download when you need it.
  7. Earlier MSFS2024 frame rate did drop at the point when the gears hit the ground. Could it be possible, that high resolution ground mesh was the problem? Too much new data in short time. The logical mesh loading trigger is the ground contact so the simulator cannot preload the high resolution ground mesh.
  8. I can't get airborne with gliders in beta releases. When I try it in beta 3, the towing plane did not even start motor. Now in current beta, towing plane starts, but it does not gain speed and then stops at end of the runway.
  9. I have 5800X3D, 4090, and Varjo Aero. With the dynamic foveated rendering (resoluution 25%) I get huge positive frame rate impact.
  10. If you select US server instead of UK manually, you get lower speed without the VPN?
  11. I haven't tested glides for a while. Now, when I did test, I could not even take off from the ground because the tow plane did not move. Is this a SU4 beta specific problem? I also noticed several times "standing" pilots outside the planes. Are they back or have they been there all the time? Then I did try to fly those low flying challenges. I did have very bad shuttering. Frame rates were about one frame / sec. I have VR glasses. This might be a problem in my own setup...
  12. For me the Foveated Rendering Scale adjustment is an improvement. I have Varjo Aero, 4090 and 5800X3D. I can drop the rendering scale to 34% with a minor artifacts, 25% is too low. With the default rendering scale 50%, the foveated rendering performance boost is not so big. Next I will study if I could increase the peripheral area PPD value without significant performance hit.
  13. Another immersion killer is cathedral sized churches in small villages. At least in Finland...
  14. The ground friction does not seem to vary from one surface type to another. When you taxi with a GA plane there is no difference between grass and asphalt. You should need more throttle outside the asphalt. Now there is just more bumps. What is the problem? Incomplete ground friction implementation in MSFS2024, insufficient airfield surface material definitions or airplane wheel modelling?

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