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kakihara123

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Everything posted by kakihara123

  1. I generally agree with that, but one glaring issue really can't be explained like this. The EFB in VR. How can an issue with a new core feature make it into the release build when it can be reproduced with a 100% rate in about 5 minutes, including the launch of the sim? I really blame the management here, since this should have been delayed at least until February. Launching the sim in this state right before the holidays was a total failure.
  2. A paid beta test would be fine, this is an alpha. Beta generally means feature complete with a few bugs and some polishing needed.
  3. Yeah totally disappointed that they fixed none of the really game breaking stuff in VR. So many random niche fixes that no ones cares about. Stalker 2 and POE devs did a lot better job at addressing important issues.
  4. They explained why they were doing this pretty well in the dev stream. While some people have 1,5TB available disc space, this isn't the cast for the vast majority of customers. And downloading such an enormous amount before even being able to launch the sim is unrealistic as well. Also they now have the ability to update parts of the sim without a scheduled patch. So it makes sense for the future considering that 1,5TB would be only the base sim, not including any add ons. And the size would only grow in the coming years. I remember people being upset about COD reaching more than 100gb... So while it has some growing pains this decision makes sense. What doesn't make sense is how obvious and reproducible some of the bugs, especially in VR are. If game breaking bug occurs in 100% of the cases, no matter what hardware is used there is something seriously wrong with either their Q/A and/or there deadlines. It is perfectly fine that a plane spawns inside a tree for the new missions when all is procedurally generated and this happens on only a small fraction of locations. It is not fine if a passenger gets stuck on a wing of a low wing airplane in one of the first missions and takes a ride outside every single time.
  5. I have a basic understanding how you can create checklists. The problem is, that when I try to add any kind of checklist the ingame internative checklist panel stays blank. I put the XML file here: F:\Microsoft Flight Simulator\Packages\Community\fnx-aircraft-320\SimObjects\Airplanes\FNX320\Checklist This is the place where MSFS is installed. Checklists for default planes work normal, so I don't think it is something setting related. I used the most basic example from here: https://docs.flightsimulator.com/html/Content_Configuration/Checklists/Checklist_Examples.htm Which is: <?xml version="1.0" encoding="Windows-1252"?> <SimBase.Document Type="Checklist" version="1,0"> <Checkpoint> <CheckpointDesc SubjectTT="TT:GAME.CHECKLIST_PARKING_BRAKE" ExpectationTT="TT:GAME.CHECKLIST_SET"/> </Checkpoint> </SimBase.Document> Can anyone with the Fenix try to create a working example like that? There is nearly no information on Google about that issue, so troubleshooting is very hard.
  6. Yeah I agree. I use Onair but thunder only. I don't see the point of managing AI planes that are not present in the sim itself. Also transporting stuff is kind of meaningless. People are simply cargo atm. And cargo spawns and disappears with not furher interaction. Although I have no idea how that could change. It's not like one of those sims where towns develop based on deliveries of goods because well... those are ready there.

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