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slidebite
Nov 6, 2005

Good egg
:colbert:

That's kind of cute :3:

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e.pilot
Nov 20, 2011

sometimes maybe good
sometimes maybe shit
It’s good fun to fly too

Enos Cabell
Nov 3, 2004



This looks like exactly what I wanted, something fast with a huge canopy for sight-seeing in VR. How does paid DLC work with the gamepass version of the game?

FunOne
Aug 20, 2000
I am a slimey vat of concentrated stupidity

Fun Shoe
I thought we were getting some freebie combat planes as part of the marketing synergy between MSFS and the new TopGun movie.

azflyboy
Nov 9, 2005

FunOne posted:

I thought we were getting some freebie combat planes as part of the marketing synergy between MSFS and the new TopGun movie.

We are, but the release got moved back until whenever the movie comes out next year.

Scruff McGruff
Feb 13, 2007

Jesus, kid, you're almost a detective. All you need now is a gun, a gut, and three ex-wives.

FunOne posted:

I thought we were getting some freebie combat planes as part of the marketing synergy between MSFS and the new TopGun movie.

I'm guessing those are launching with the movie release which was pushed back to May 2022.

e:fb

Sapozhnik
Jan 2, 2005

Nap Ghost
Thinking of buying the little Logitech throttle quadrant that hangs off the edge of your desk. Is this a terrible mistake?

Space is the primary consideration so the Honeycomb Bravo is right out.

Scruff McGruff
Feb 13, 2007

Jesus, kid, you're almost a detective. All you need now is a gun, a gut, and three ex-wives.

Sapozhnik posted:

Thinking of buying the little Logitech throttle quadrant that hangs off the edge of your desk. Is this a terrible mistake?

Space is the primary consideration so the Honeycomb Bravo is right out.

You could also consider the new THQ module from VKB that's releasing on the 20th. Very small footprint.

PT6A
Jan 5, 2006

Public school teachers are callous dictators who won't lift a finger to stop children from peeing in my plane

Sapozhnik posted:

Thinking of buying the little Logitech throttle quadrant that hangs off the edge of your desk. Is this a terrible mistake?

Space is the primary consideration so the Honeycomb Bravo is right out.

That’s what I’m using (times two because twins are great), it works fine. The Honeycomb Alpha I have is great, but at this point I don’t see a need to upgrade my throttles.

GutBomb
Jun 15, 2005

Dude?
I second the logitech one. It's pretty cool.

tater_salad
Sep 15, 2007


GutBomb posted:

I second the logitech one. It's pretty cool.

this is on my birthday list becuase I had boring stuff on it and was told I needed more fun poo poo for my kids to pick from.

TerranRaida
Feb 3, 2010

I installed this game because I have a Thrustmaster hotas and a desire to hate myself even more. Whew this is a tough one, i'm having trouble even getting in the air with the SU25

Sapozhnik
Jan 2, 2005

Nap Ghost
Bought the throttle quadrant, works very nicely and doesn't take up much space either.

Wish I knew what the blue lever was for though! Maybe that's just something MSFS doesn't simulate correctly, like I think I read somewhere that turboprop ITT is supposed to rise with altitude, and you're eventually supposed to reduce RPM and increase throttle to keep ITT from going into the red, but even under the updated turboprop simulation in MSFS the ITT seems to actually fall instead. So yeah at least in the Caravan it's all the prop rpm all the time even though presumably that's not how it works in real life. As for pistons, no idea.

plester1
Jul 9, 2004





Sapozhnik posted:

Wish I knew what the blue lever was for though!

It's traditionally the propeller pitch, i.e. the angle at which the propeller blades are 'biting' into the air.

https://www.gleimaviation.com/2020/04/27/the-blue-lever/

Dr. Video Games 0031
Jul 17, 2004

Enos Cabell posted:

This looks like exactly what I wanted, something fast with a huge canopy for sight-seeing in VR. How does paid DLC work with the gamepass version of the game?

It's just like mods. You drop the content into the community folder and you're good to go. The community folder:

C:\Users\"Username"\AppData\Local\Packages\Microsoft.FlightSimulator_8wekyb3d8bbwe\LocalCache\Packages\Community

Sagebrush
Feb 26, 2012

TerranRaida posted:

I installed this game because I have a Thrustmaster hotas and a desire to hate myself even more. Whew this is a tough one, i'm having trouble even getting in the air with the SU25

Do you mean DCS? This is the MSFS (and X-Plane, I guess) thread. Though there's so much overlap and such a small community that I think the threads are pretty much interchangeable.

What trouble are you having with the Su-25?

plester1 posted:

It's traditionally the propeller pitch, i.e. the angle at which the propeller blades are 'biting' into the air.

https://www.gleimaviation.com/2020/04/27/the-blue-lever/

Acshually in most planes it controls the propeller RPM setting. :eng101: You are not controlling the propeller blades but the prop governor, which adjusts the propeller pitch (and therefore the load placed on the engine) automatically as required to keep the prop spinning at the selected RPM. You use the throttle to set power output by reading manifold pressure, and the RPM lever to set prop RPM to the value that will give the best performance at your current airspeed. This is called a constant-speed propeller, because the RPM doesn't change with airspeed as it does with a fixed-pitch prop.

Some rather old airplanes have an actual propeller pitch control, which directly changes the blade angle. In that situation you have to manually reset the pitch any time you make a throttle change (or vice versa), so it's a lot of work. The constant-speed propeller system, which separates the two concepts into their own levers, is much better.

Wolfy
Jul 13, 2009

Are we taking bets on what SU6 will break?

MrYenko
Jun 18, 2012

#2 isn't ALWAYS bad...

Scruff McGruff posted:

You could also consider the new THQ module from VKB that's releasing on the 20th. Very small footprint.


Speaking of which, does anyone make anything like this for twins?

What I really want is just four axis controls. I don’t even need buttons, I already have a warthog. I’d just like prop and mixture controls for flying twin engine warbirds.

Scruff McGruff
Feb 13, 2007

Jesus, kid, you're almost a detective. All you need now is a gun, a gut, and three ex-wives.

MrYenko posted:

Speaking of which, does anyone make anything like this for twins?

What I really want is just four axis controls. I don’t even need buttons, I already have a warthog. I’d just like prop and mixture controls for flying twin engine warbirds.

Most throttle quadrants, VKB and Logitech included, are designed so that you can combine two (or more) of them together to give yourself as many axis as needed with swappable knobs.

MrYenko
Jun 18, 2012

#2 isn't ALWAYS bad...

Scruff McGruff posted:

Most throttle quadrants, VKB and Logitech included, are designed so that you can combine two (or more) of them together to give yourself as many axis as needed with swappable knobs.



Thanks!

:siren: HOLY poo poo :siren:

https://youtu.be/HdvXSGCnacs

:getin:

PT6A
Jan 5, 2006

Public school teachers are callous dictators who won't lift a finger to stop children from peeing in my plane

Hooooooly gently caress! L-39, P-51, T-6.... unggghh.

Get it out already, Asobo!

I cannot wait to do dumb, ridiculous things in an L-39.

plester1
Jul 9, 2004





Sagebrush posted:

Acshually in most planes it controls the propeller RPM setting. :eng101: You are not controlling the propeller blades but the prop governor, which adjusts the propeller pitch (and therefore the load placed on the engine) automatically as required to keep the prop spinning at the selected RPM. You use the throttle to set power output by reading manifold pressure, and the RPM lever to set prop RPM to the value that will give the best performance at your current airspeed. This is called a constant-speed propeller, because the RPM doesn't change with airspeed as it does with a fixed-pitch prop.

Some rather old airplanes have an actual propeller pitch control, which directly changes the blade angle. In that situation you have to manually reset the pitch any time you make a throttle change (or vice versa), so it's a lot of work. The constant-speed propeller system, which separates the two concepts into their own levers, is much better.

Big thanks for this post, I always love when you drop knowledge bombs. :science:

PT6A
Jan 5, 2006

Public school teachers are callous dictators who won't lift a finger to stop children from peeing in my plane

plester1 posted:

Big thanks for this post, I always love when you drop knowledge bombs. :science:

I'll jump in here too, then.

There are/were older airplanes with adjustable propellers, but you could only adjust them prior to flight (like, manually, from outside the plane), so you'd adjust them based on what you planned to be doing on any specific flight (climbing versus long cruise).

Another interesting thing is that the prop governors usually work in reverse on single-engine and multi-engine aircraft. They typically work through oil pressure in the engine, so an engine failure will also cause the prop governor to fail. In a multi-engine, you want this to result in the propeller feathering (meaning that the blades go straight forward and back, to minimize resistance) because in the event of an engine failure, you want to minimize resistance from the dead engine. In a single, you want a failure to give you max RPM so if the governor fails independent of the engine you can still generate the most power.

The process of setting the prop RPM seems confusing at first, but it's basically like selecting a gear in a car, functionally speaking. You'll want higher RPM when you want more power, and lower RPM at cruise for economy and comfort. You can think of it like a continuously variable transmission in which you could select the RPM you want the transmission to maintain independent of the throttle setting.

Beef Of Ages
Jan 11, 2003

Your dumb is leaking.

Wolfy posted:

Are we taking bets on what SU6 will break?

They fixed the reversal of the altitude climb/descend rate selection knob on the autopilot of the A320 which, while certainly minor compared to the other glaring deficiencies in the simulator, was driving me loving bonkers. So we got that going for us.

Bedurndurn
Dec 4, 2008

Do we actually get to fly them or is this like the thing where you could move around the inside of the DC whatever the heck it was for that eyeball charity thing?

Bentai
Jul 8, 2004


NERF THIS!


I really wish they would just batch download a zip file with the update, instead of hundreds of separate .fspatch files, it would probably be a more efficient use of bandwidth on both sides.

Don't forget to rename your community folder before updating, just in case!

skooma512
Feb 8, 2012

You couldn't grok my race car, but you dug the roadside blur.
RELEASE NOTES 1.20.6.0

To celebrate the launch of Windows 11, Microsoft Flight Simulator is lighting up some of the world’s most famous points of interest in Windows 11 colors! There is also a free livery for the EXTRA 330LT.

Stability



Several crashes have been fixed across the title
More optimization work has been performed including performance issue with Real-time AirTraffic after a long period of time
Improvements of the installation logic for outdated / missing packages

Navigation



New AIRAC cycle 2110 is now available
Improvements on offset localizer/LDA approaches for the Navdata
Updated the in-sim Magnetic Variation model
Fixed ATC announcing a DME Arc approach with 10 times the radius
Separated different airways with the same name in the Navdata
Fixed cases of corruption in Title and Descr fields in flight plans

Weather



Activated gust tweaking in custom weather settings
Ambient pressure is now smoothly calculated across the entire air column
Improved ATIS Cloud layer reporting

VR



Fixed aliased menus and ingame panels
Fixed some lighting issues in VR
Fixed wrong camera initial rotation in some cockpit
Fixed “dot” cursor when using the mouse
Fixed mouse cursor depth when hovering the toolbar
Improved general stability in VR mode

Activity



Fixed Friends status as offline friends were still marked as online
Better handling of edge cases when loading save files
Fixed Balkan bushtrip which could not be completed due to missing airport
Fixed conversion error in POH takeoff speeds in the Flight assistant panel
Fixed issue where the altitude displayed on the nameplates was incorrect
Fixed VFRMap icons disappearing during bushtrips
Fixed bug causing the female voice to be heard instead of MALE voice in the Deadstick Landing tutorial
Fixed ICAOs on main path disappearing from the VFR map after resizing it

Planes

General:



Fixed a bug that prevented Live/AI aircrafts lights from showing
Reduced the effect of clouds water density on air density (source of drag when flying through clouds) by a factor of 10x
Altimeter reading should now properly coincide mathematically with atmosphere ambient pressure
Fixed physical altimeters so they can now display different values
Fixed UseTemplateValue put inside an Action for custom checklists
Corrected issue that would cause trim keys to start repeating instantly when held down
Fixed shared large cameras for hangar sequences so they no longer display the ground only
Analogic external HUD now supports negative altitude values as the interior instruments
Reworked gear advisory audio warning system for floating planes
Improved water rudder and water handling at low speeds. Plane now turns into the wind
Increased aerobatic max rotation speed and acceleration which improves aerobatic handling
Improved auto rudder assistance crosswind cancellation to make it smooth over 0 to 500ft, instead of brutal on/off on takeoff
Improved pfactor for tail dragger airplanes
Improved free full castering for tail dragger airplanes
Removed backward limitation for flap lift center displacement. (Effect on lift center and Cm)
Added system to precisely define lift center motion across ranges of AOA
Fixed a bug with the spoiler/speedbrake lever animation not being in the correct position when using an external device to control it
Fixed a bug with external devices AP keys not doing exactly what they should on some aircraft
Fixed some camera issues with aerobatics: Inverted flight camera transition between normal & inverted flight and fast rolls behavior in 3rd person view
Fixed issue where Waypoint generated on WorldMap were not flown along by the Autopilot
Fixed existing flyback issue on KLCT KBVT flight
Reference QNH can now be changed during flight
Autopilot will no longer automatically transition to altitude capture when in avionics managed mode
Fixed corrupted VFR & PFD 2D Terrain in some cases
Corrected an issue that would cause the trim keys to behave incorrectly when used on a plane which has a trim switch but no trim wheel
Fixed the altimeter not displaying the correct altitude at the start of a flight (especially in some missions)
Made reverse flight transition smoother so that one can take 90° turns or a bit more than 90° without weird roll transitions
Connected all the transponders from the base sim to the new transponder IDENT simvar
Added a link an Ident and a type to the radio frequency. Ident is ICAO code. Type is one of the following: ATIS,UNI, CTAF, GND, TWR, CLR, APPR, DEP, FSS, AWS, Blank
Fixed custom airports are displayed twice on navigation instruments

Boeing 747-8 Intercontinental / Boeing 787-10 Dreamliner



Minor fix in the way ILS frequency are displayed in Boeing FMC
Minor fix in the way Flaps are displayed in Boeing FMC
Fix Boeing Flaps behavior at handle 9
Fixed a bug with the Boeing yoke by Thrustmaster failing to toggle “hold” AP modes
Fixed icing art issue
Fixed rain on both interior and exterior
Added geometry when reverse thrust is on
Fixed cockpit camera collision

Boeing 787-10 Dreamliner



Limited max steering angle to 70 degrees as per POH to make ground taxiing easier and more realistic
Fixed issue that could introduce an inverted elevator control causing the A320 and 787 to crash into the ground
Altitude reference on HUD is now synced with other instruments
Partial improvement of FBW (does not use trim anymore)
Minor display fix on FMC Approach page
Fixed Incorrect flaps positions
Fixed missing reg number under wing

Boeing 747-8 Intercontinental



Fixed occurrence of autopilot failing to capture GS
Fixed external HUD Airpseed with cockpit Airspeed
External HUD Airspeed tapes now has speed ranges similar to cockpit tapes
Fixed minor display issue on FMC Legs page
PFD airspeed now displays speed for current and next flap setting in approach

Airbus A320neo



Fixed issue that could introduce an inverted elevator control causing the plane to crash into the ground
ND altitude restrictions are now more accurate

Diamond DA40NG / Diamond DA40 TDI



Corrected an issue which prevented the fuel transfer pump from working
Fixed “LOW FUEL” warning not showing for the correct amount of fuel remaining
Fixed master knobs not reflecting actual simulated state in some cases

Cessna 152 / Cessna 152 Aerobat



Fixed the inversion with flaps interaction using a gamepad
Fixed left strobe light not turning on
Fixed checklist autocompletion failing to start engine
Fixed missing reg number on the Aerobat base version

Cessna Citation Longitude



Removed some outdated glass cockpit alerts
Added missing tooltips for speed mode and speed units knobs
Corrected an issue that would cause the aircraft to incorrectly indicate the Yaw Damper is active
Fixed display Messages when Reverse Thrust is engaged on Cessna Longitude EICAS instead of COM/NAV frequencies
Glideslope improvement
Corrected an issue which would prevent light controlling push buttons from properly updating when toggling all lights
Fixed the Up and Down button that were no longer working on Flight Plan page on TSC
Updated cabin pressure warnings and aircraft configuration with real values
Adjusted H nav PID to reduce nav horizontal oscillation
MAIN GEN warning now checks the simvar GENERAL ENG GENERATOR ACTIVE

Zlin Savage Cub



Fixed master knobs not reflecting actual simulated state in some cases
Disabled some unused electrical circuits improving overall battery lifetime when idle
FlightPlan no longer missing from VFRMap
Fixed VFR Transponder key

Cub Crafter X Cub



Minor improvements for the checklist
Fixed tail wheel steering

ICON A5



Icon A5 have now access to the new Aera interface
Fixed steering animation issue

Flight Design CTLS



Added access to the new Aera interface
Fixed sync external HUD Tachometer with cockpit Tachometer
Fixed VFR Transponder key
Fixed steering animation issue

JMB VL-3



Fixed steering animation issue

Cessna 208 B Grand Caravan EX



Lowered the minimum N1
Added dynamic Red Line Torque Engine gauge
Add blue Torque Engine gauge to indicate the Maximum cruise torque
Added turboprop condition lever implementation
Reduced rudder stability for more realistic yaw simulation
Checklist was modified to work with the new condition levers

Beechcraft King Air 350i



Added turboprop condition lever implementation
Reduced rudder stability for more realistic yaw simulation
Significant reduction of flap & gear drag to increase ROC at LDG. now closer to 2000fpm (used to struggle to maintain 700fpm)
Fixed prop drag idling and adjusted flap drag
Checklist was modified to work with the new condition levers

Zlin Shock Ultra



Engine temperatures and pressures were adjusted to have a better behavior
Adjusted gear advisory alarm trigger speed to better match the different float planes

Beechcraft Baron G58



Fixed cockpit camera for hangar sequence

Diamond DA62



Updated animation issue in the cockpit
Update all airframes animations
Fixed rain issue in the cockpit
Reduced the light popping effect in the cockpit

Cirrus SR22



Fixed airframe for the nosewheel

Pipistrel Virus SW121



Fixed QNH setting bug

Cessna 172 Skyhawk



Fixed animations issue for skis
Glass cockpit: Arm standby battery in custom departure
Reduced rudder lift coefficient from 2.0 to 1.5. Will reduce rudder twitchiness and increase adverse yaw
Adjusted elevator twitchiness & authority

Daher TBM 930



Specific FX files moved to SimObject folder
Fixed the autostart/autostop procedure
Reduced rudder stability for more realistic yaw simulation
Reduced excessive flap drag
Tuned Flight IDLE state Torque, RPM and ITT
Fixed overspeed (barber pole) strip incorrect on Standby Airspeed Indicator

EXTRA 330LT



Improved aerobatics behavior
Fixed idle RPM causing an engine stall at some altitudes / temperatures

Avionics



Fixed Wind vector not accounting for MagVar on Garmin screens
Fixed issue where FLC behavior using the NOSE UP/DN buttons was reversed on the G1000
AS3X, GNS430 & GNS530 now have automatic backlighting depending on the hour of the day
Runway icon rotates depending on the orientation of the map
Fixed duplicate waypoints with the same distance & bearing
Aera Flight Plan has been completely remodeled to better match the real Aera
The external view of the Aera in portrait mode is now in the right orientation
Corrected an issue that could cause the avionics switch simvar not to match the physical switch state
Engine monitor instrument with small form factor updated on Vigilus
Vigilus now can display turbine engine data and units set are saved between flights
New Fuel Flow monitor instrument template added for the Miniflo/digiflo
Automatic backlight depending on time of day on the Vigilus
Adjusted engine monitor color ranges for equipped planes on the Vigilus
ISA temperature reading is now more realistic on the G3000
Minor frequency color fix on the G1000
G3X no longer show NaN bearing when flying a DirectTo toward an airport
Fixed occurrence of Garmin-featured plane not catching LOC/ILS
Fixed G3000 scrollbar stuck at bottom after selecting a Direct To
Nearest Waypoint/NDB/VOR does not flicker on the GNS530
Fixed corrupted VFR & PFD 2D Terrain in some cases
Fixed incorrect values for Bearing (BRG) and Distance (DIST) data fields on G3X
Fixed issue where G1000 outer COM knob would only increment the frequency no matter the direction it was turned

VFR map



Fixed corrupted VFR & PFD 2D Terrain in some cases
VFRMap now capped at > 80° in latitude instead of 75°
Fix rare occurrence of VFRMap flickering
VFRMap no longer fails around Longitude 180°
Minor enhancement of VFRMap FlightPlan display
We now prevent some cases of VFRMap waypoint loading stalling

World



Terrain level of detail can now be increased up to 400 (instead of 200) in Graphics options on PC
Fixed jetways not spawning in some cases
Fixed bug during animation when the pilot call the jetway in an airport
Fixed scenery not being reloaded when adding or removing a package from the Content Manager / Marketplace
Fixed blurry lights on ultra-wide/4k resolutions
Optimized photogrammetry erase function by adding a quadratic approximation of earth curvature -Improved clipping issue with close trees close to poles by dynamically extending the LOD 14 draw distance
Optimized conversions for world processing using quadratic lat long conversion approximations
Fixed gaps between some ground surfaces
Improved LOD display in game at LFPG
Reflection cubemap resolution and reflected clouds details have been increased
Fixed a bug provoking SSR to ghost when rotating camera
Fixed autogen buildings that were sometimes absent or of low quality in the UK
KPFN is now closed as real life
Fixed missing light at KECP
Fixed approach light too long at ENBR
Fixed windsocks bad orientation on some bespoke airports
Fixed control tower archetype to match with real life at EDFH
EDDI & EDDT are now closed as real life
Fixed floating night lights in some locations in England
Fixed tower building near Stuttgart
Fixed trees in front of the runway at EGGP & EGCC
Fixed terraforming at EDRS
Fixed jetways issue at RCYU
Fixed Taxi Ribbon can go underground when taxiing to runway 35 at HUEN Entebbe Airport
Fixed despawn of the World map when changing the rolling Cache amount
Fixed wind turbine night light fade out when getting close
Fixed camera pan in the Manual cache menu

UI



Minor quality of life improvement on Marketplace
Fixed ATC Options will be cleared when the User attempts to enter another in the Customization Menu
Gust speed input slider uses a logarithmic range for better precision
Fixed previously loaded airports aren’t displayed in the history of the airports list
Fixed top menu ‘Arrow’ Graphic does not Fades During Flight
Fixed Photogrammetry low resolution in manual cache
Fixed missing Axis Y from the Select An Input list when mapping actions to the mouse or searching for an input
Fixed cursor snap to top left corner whenever you change in cockpit camera with keyboard controls
Fixed important changes to sliders on in-flight menu don’t appear to have any effect (now increments accordingly)
User should no longer get stuck in the Freelook view and be unable to bring the cursor back up on Xbox
Fixed endless result screen with no prompts to leave when user cancels touchdown and after completion of a landing challenge
Fixed all profiles blanked when clearing a custom profile for the HOTAS One
Fixed reset for the mouse sensitivity to default values on a custom profile
Fixed unable to select the last ICAO searched in the search result
Fixed disconnection pop up failing to appear when unplugging the ethernet cable before or after press any button screen

Peripherals



Reduced the increments of the mouse wheel on the elevator trim
Added Thrustmaster TCA Boeing support
Added Turtle Beach VelocityOne Flight support
Fixed a wrong freelook assignment on the Virtual Fly Yoko+
Fixed mappings shown in Controls screen for T.Flight HOTAS One doesn’t align with the actual buttons / axes on Xbox
Fixed Joystick events on Simconnect
Fixed wrong biding on the Hotas One prior World update 6
Fixed mapping of cockpit view Yaw Axis for CH Pro Throttle USB as the axis was reversed
Fixed warning appears when user tries to map an axis to the Elevator Trim Axis (0 to 100%) command
Fixed default mapping for Left / Right Brake axes on CH Pro Pedals
Fixed default mapping for View Yaw, View Pitch, and Throttle axes on CH Pro Throttle doesn’t work
Fixed default mapping for Ailerons axis on CH Fighterstick doesn’t work
Fixed default mapping of Propeller and Throttle axes on CH Flight Sim Yoke are incorrect
Fixed default mapping for Elevator, Ailerons, and Mixture axes on CH Flight Sim Yoke doesn’t work
Fixed default mapping of axes on CH Throttle Quadrant are incorrect
Fixed unresponsive Joystick L-Axis Y on CH Throttle Quadrant
Fixed unable to exit Pause menu using Menu button on T.Flight HOTAS One

SDK

JS API



RNAV approach type (LPV, LNAV/VNAV, LNAV) data now available from the JS airport facility approach information
Added raw approach type, approach suffix, runway number, and runway designation to JS airport facility approach information
Added “SEARCH_BY_IDENT” (ident, facilityType, maxFacilities) call to JS facility listener, which will search for facilities of the specified type that start with the provided partial ident string
Added “GET_METAR_BY_IDENT” (ident) call to JS facility listener to get a METAR by airport ident
Added “GET_METAR_BY_LATLON” (lat, lon) call to JS facility listener to get the closest METAR by latitude and longitude
Circling approaches should no longer include incorrect runway 0 in the provided approach name
Center runways should no longer be missing “C” designator in runway name
Added threshold length and runway end elevation data to airport facility runway information
Fixed bug where primaryILSFrequency and secondaryILSFrequency were almost always blank even when the runway had a valid ILS ICAO specified in the data
ILS frequencies in JS airport facility API frequency list now include the station ICAO

Aircraft editor



Added rotation acceleration to aircraft tracking debug screen
Improved aircraft tracking and sim curves debug pages for more clarity on drag & lift calculations and values
Allow negative wing camber values in the flight_model.cfg file
Clarification of debug aircraft speed, legacy and simtuning pages
New aircaft drag debug screen
Added Cd breakdown per surface set to drag debug page
Added ground effect debug page
Added elevator_trim_up_limit et elevator_trim_down_limit optional variable to CFG
Improved wheel debugging window: Added steering angle and mode information about friction
Updated FLT loading for Engine parameters preventing accidental override of some parameters when loading a mission flt
Fixed a bug with ADF frequency DEC keys that could cause the frequency to undeflow rendering the ADF system unusable
Fixed a crash when saving an airplane with no pneumatic system
Added an option in cfg files to exclude an aircraft from AI Traffic
Fixed the “light types” dropdown list in the Lighting section of the Aircraft Editor
Implemented a new version of a supercharger for piston engine with multi speed support and an affine boost curve
Implemented a manifold pressure regulator for piston engines
Electrical System – More realistic battery discharge for batteries with a different capacity but a similar voltage
New primer electrical pushbutton template and covered magneto switch template
Added new table for jet engines fuel flow vs altitude tuning

Devmode



Fixed potential corruption in some CFG files when saving your project
Fixed crashes caused by the Resync function in the Aircraft Editor -Added a close button to the “Debug position” window
Added a new devmode option to switch between GDI and NanoVG at runtime for XML Gauges rendering. The option is found under ‘Options->Use NanoVG for XML Gauges’
Added close button to SDK updates window
Added collisions debug draw to devmode’s options
Added dev mode communication prompt at launch
Added dev mode communication prompt display in SDK updates window
Fixed SDK versions buttons sublabel display
Fixed the download button that was not starting any download
Added devmode windows’ background behavior setting, “opaque when docked” as default
Along with the new Model LOD Limits feature, 4 new columns in the Statistics profiler allowing you to better understand which LODs should be better optimized
Fixed an issue where encrypted packages could freeze the game
Fixed some occurrences of textures not being found
Fixed documents with some saved and some unsaved modifications no longer prevent closing an edition tool
Renamed “Model behavior” to “Behavior”
Behaviors window now allows you to modify L-Vars, I-Vars and O-Vars by clicking on them and inputting a new value
Pressing Ctrl+G while hovering an interactable component as the Behaviors window is open will now set it to that component
The Behaviors window now has an Error tab which lists the issues recorded while loading the current XML file (only if the behavior window was open during the loading)
Restored the DevMode font that had disappeared from the latest version
SDK release notes are now downloaded individually to reduce downloading times
Windows are now opaque when docked to the game’s window and transparent when floating inside
Added debug tools to identify memory-consuming LODs
Added option to freeze LOD selection
Fixed gamma correction issues with the NanoVG for XML gauges

Project editor



Fixed Package Editor filter not checking all package groups
Added “Save as” action, binded to Ctrl+Shift+S
Improved project creation window: now requires projects parent folder and generates the new project folder, new project name field is correctly emptied after the window’s closure
Recent projects which fail to load or have a non-normalized path are now deleted on selection
Made default creator name not mandatory when creating a project from the –menu
Added auto save on project, package and asset group creation
Added package thumbnail validation after build
Fixed asset group asset and output directories modification: absolute paths were set
Fixed crash when cleaning a package that has been already cleaned
Fixed Ctrl+Y on asset group creation not setting back asset and output directories values
Fixed custom asset group template instantiation path
Fixed custom wizard generated asset groups paths: now correct for build
Added a clean package operation when a package or an asset group is removed
Fixed editor’s popups not showing when editor’s main window is hidden
Post build and post export prompts are only displayed if user did not agree to them
Fixed non-normalized path saved to recent projects list
Fixed the removed package that were still appearing in export window package list
Fixed asset group type combo list empty in wizards if the project editor window was never shown before
Fixed package’s name and company name not updated in Inspector if it is not shown when selection changed
Replaced automatic package name modification by an “Update package name” button
Improved Inspector summary tab with titles and sections
Fixed SimObject template
Improved clean package: now checks for locked files before trying to delete them all

Scenery editor



Fixed a crash when closing the scenery editor
Gizmo window can’t be edited if no object is selected OR all selected objects are locked
“Has 3D Mesh” checkbox in FUEL TaxiwayParking properties to allow removing the 3D object attached to it by default
Added flipUV & offsetUV for aprons
Added tiling, rotation, coloration, falloff and opacity for material applied to polygons
Automatically reload biomes when mounting/building a package containing biome or species definitions
Color Extractor window is no longer available as it was causing some crashes
Fixed a crash in the Scenery Editor when deleting a package with pending modifications
Fixed pink airport when moving far away
Fixed rectangular apron rotation
Fixed Scenery Editor soft lock when closing and trying to save
Fixed sim object bounding boxes
Fixed update object list after building a package with models
Generate Taxiway Signs no longer crashes when the package is not built
Hiding and Lock system rework. New icons to make buttons more intuitive to use. More info check the official documentation on the Scenery Editor
Improved Text rendering on NanoVG, in particular stretched text
Moving a group that contains standalone towers no longer crashes the game
Clicking the “Create Hierarchy by Type” button no longer crashes the game
Optimized projected meshes
Projected Meshes can now be selected by clicking on it in the viewport
Projected Meshes no longer randomly disappear in Edition
Removed all the sub-edition options (add/remove points, subdivide edge, etc) from the squared apron right-click menu
Removed irrelevant options (tire mark, end cap, tire gum, etc) for material type of Taxiway Path
Removed the ‘Scripts’ section of TaxiwayParking properties
No longer see a ‘ghost’ of the object when unchecking ‘One-click placing’ checkbox

Sample



Templates.xml: Fixed a bug that caused some interactions hints to show incorrect bindings
Added missing content info thumbnail on simple aircraft sample
Updated sample jetway model and animation

Material editor



Fixed valid bitmap label displayed in red in Bitmap Manager. Fixed bitmap size fisplay in Inspector
Improved material deletion warning prompt clarity

Simvars



Added a new simvar: COM_RECEIVE_EX1 (with the target com receiver as index) returning the state of the com receiver without checking the transmitter state
Added a new [settable] simvar: INTERACTIVE_POINT_GOAL (with the target interactive point as index) which let developpers set an in bewteen position to an interactive point instead of the default open/closed
Fixed a bug with the COM_RECEIVER simvar initialisation which would badly initialize COM and NAV circuits switch state within the electrical system
Added simvar RECIP ENG SUPERCHARGER ACTIVE GEAR
Fixed several simvar Getter and Setter. Lots of Getter were false and referenced the same simvar. Lots of setter were missing. Now, every simvar about “BREAKER” should be gettable/settable
Fixed FLAPS_HANDLE_INDEX simvar behavior on increment/decrement events
Added simvar “GPS OVERRIDDEN”, which disables the sim GPS engine update and allows the user to write to the GPS simvars
Made simvar “GPS DRIVES NAV1” writable
AUTOPILOT NAV SELECTED can now be written to select a different nav radio index
Added AUTOPILOT DEFAULT PITCH MODE and AUTOPILOT DEFAULT ROLL MODE read-only simvars

Console



Several UX/UI improvements to the console: multiple messages selection, “Log to file” feature, more visibility to the Details section, new “Copy” button

Script editor



Fixed editor not closing if a modification has not been saved before

WASM



Removed some math optimizations in wasm which created inaccuracies

VFX editor



Coordinate systems have been standardized for positions and velocities. They now use the same system, ECEF world or local, depending on a single parameter
Position and rotation offsets are now always expressed in the space local to the attachment (node or contact point)
Clamping of manual inputs in the node graph is now handled properly
Added “Graph Parameters”, which allows to specify an RPN code in a model behavior, to execute it in a VFX graph using the new “Graph Parameter” node
Added an “EmitInLocalSpace” parameter on the Emitter block to control the spaces where your VFX lives
Added a “LocalDirection” node to initialize position & velocities relative to your local space for effects that live in world space
Added an “Age” attribute for the GetInstanceAttribute node
Added a “Color” node with a color picker
General stability improvements. Duplication, Deletion, Copy & Paste shortcuts now available in the node graph editor
Copy and Paste are now supported across documents
New Document, Undo and Redo shortcuts now work properly
It is no longer possible to connect the output of a node to the input of an upstream node
New Visual Effects now have a working material by default
Fixed a crash when a multiplayer plane spawns an effect setup on a contact point
Fixed occasional wrong triggering of water landing effect
Fixed offset display in VisualEffects spawner tab, feet converted to meters
Removed “visible” and “enabled” properties from node edition data
Removed the confusing “Add…” drag and drop button to create new Object References in node graph inspector
Removed the edition data tab in node graph inspector, it does not display any relevant information
Removed the edition data related to deleted nodes
Removed the redundant “Items Tree” window
Removed unnecessary nodes from VFX template
Removed “AttachToEmitterTranslation/Rotation” parameters in the Emitter block (replaced by EmitInLocalSpace)

Source: https://www.flightsimulator.com/release-notes-1-20-6-0-sim-update-vi-now-available/

Sagebrush
Feb 26, 2012


The most charming thing about this to me is that each one of the individual planes appears to have its own unique panel, which I assume (hope) they replicated from the real aircraft. Some of the Mustangs are running fancy glass panels and others have the original WW2 steam gauges, and there's everything else in between. Flight simulators can give you the idea that every Cessna 172 has exactly these gauges and radios in exactly these positions, and that is absolutely not true. Every time you get into a new plane, even of a type you've flown many times before, there's a little bit of familiarization with its particular panel configuration.

Sagebrush fucked around with this message at 20:03 on Oct 19, 2021

MrYenko
Jun 18, 2012

#2 isn't ALWAYS bad...

Sagebrush posted:

The most charming thing about this to me is that each one of the individual planes appears to have its own unique panel, which I assume (hope) they replicated from the real aircraft. Some of the Mustangs are running fancy glass panels and others have the original WW2 steam gauges, and there's everything else in between. Flight simulators can give you the idea that every Cessna 172 has exactly these gauges and radios in exactly these positions, and that is absolutely not true. Every time you get into a new plane, even of a type you've flown many times before, there's a little bit of familiarization with its particular panel configuration.

Agreed. Pretty stoked just to go fly the T-6s around, honestly.

Enos Cabell
Nov 3, 2004


Dr. Video Games 0031 posted:

It's just like mods. You drop the content into the community folder and you're good to go. The community folder:

C:\Users\"Username"\AppData\Local\Packages\Microsoft.FlightSimulator_8wekyb3d8bbwe\LocalCache\Packages\Community

Excellent, thanks!

PT6A
Jan 5, 2006

Public school teachers are callous dictators who won't lift a finger to stop children from peeing in my plane

MrYenko posted:

Agreed. Pretty stoked just to go fly the T-6s around, honestly.

Yeah, I feel like this slate of planes is going to be really, really fun and good for simulation. Maybe they are finally starting to "get" what makes flight sim fun.

azflyboy
Nov 9, 2005
This seems like the first sim update that hasn't fundamentally broken something that'll require a hotfix.

There's a couple of 3rd party mods that need some tweaking, but it looks like they actually tested this one properly, and nothing big slipped through the gaps.


What'll be fun is Sim Update 7, the Reno expansion, and the GOTY content all hitting at the same time, since there's some significant changes (taildragger ground handling, wake turbulence, and ground effect, and possibly supersonic flight and afterburners) coming, so there's no way those won't catastrophically break something.

MrYenko
Jun 18, 2012

#2 isn't ALWAYS bad...

PT6A posted:

I'll jump in here too, then.

There are/were older airplanes with adjustable propellers, but you could only adjust them prior to flight (like, manually, from outside the plane), so you'd adjust them based on what you planned to be doing on any specific flight (climbing versus long cruise).

Another interesting thing is that the prop governors usually work in reverse on single-engine and multi-engine aircraft. They typically work through oil pressure in the engine, so an engine failure will also cause the prop governor to fail. In a multi-engine, you want this to result in the propeller feathering (meaning that the blades go straight forward and back, to minimize resistance) because in the event of an engine failure, you want to minimize resistance from the dead engine. In a single, you want a failure to give you max RPM so if the governor fails independent of the engine you can still generate the most power.

The process of setting the prop RPM seems confusing at first, but it's basically like selecting a gear in a car, functionally speaking. You'll want higher RPM when you want more power, and lower RPM at cruise for economy and comfort. You can think of it like a continuously variable transmission in which you could select the RPM you want the transmission to maintain independent of the throttle setting.

If you think of a constant-speed prop as an adjustable-speed CVT, you’re not far off.

Also, there were a handful of variable-pitch in-flight-adjustable props. Among them, Hamilton Standard built a two-position variable prop to hang on R-985s attached to BT-13As. My grandfather described it as “a clunky thing that reminded me of driving a 1920s delivery truck.”

Sagebrush
Feb 26, 2012

PT6A posted:

Maybe they are finally starting to "get" what makes flight sim fun.

:hmmyes: the answer was "steam gauges and radial engines"

Wolfy
Jul 13, 2009

azflyboy posted:

This seems like the first sim update that hasn't fundamentally broken something that'll require a hotfix.

There's a couple of 3rd party mods that need some tweaking, but it looks like they actually tested this one properly, and nothing big slipped through the gaps.


What'll be fun is Sim Update 7, the Reno expansion, and the GOTY content all hitting at the same time, since there's some significant changes (taildragger ground handling, wake turbulence, and ground effect, and possibly supersonic flight and afterburners) coming, so there's no way those won't catastrophically break something.
Yeah, I'm pleasantly surprised. FBW had to put out a hotfix, but had it ready to go, they were just waiting for the drop.

PT6A
Jan 5, 2006

Public school teachers are callous dictators who won't lift a finger to stop children from peeing in my plane

Sagebrush posted:

:hmmyes: the answer was "steam gauges and radial engines"

Yeah, honestly the decision to go "mostly G1000" was a bit poo poo. My favorite add-on is the Carenado Seneca because it's got a cockpit that's more fun to fly. I'd take a G1000 in real life, but fiddling with poo poo and not having easy-mode is fun in the context of what is essentially a game.

Combat Pretzel
Jun 23, 2004

No, seriously... what kurds?!
This update still doesn't unfuck multiplayer. If I approach other players, if I get too close to them, they'll disappear, until I haul it and get considerable distance again. If I somehow manage to match vector and speed and stick in the vicinity, they eventually show up close.

If I spawn in with other people close and stay close, everything's fine. If I split of the group and then catch back up, this poo poo starts then, too.

It's like the game's loving up some kind of dynamic instance switching or whatever. It's been going on for 2-3 months now at least.

azflyboy
Nov 9, 2005
That'll get fixed next month, since "unfuck the multiplayer" is on the fix list to make the Reno content work.

Sashimi
Dec 26, 2008


College Slice
MSFS is on sale on Steam and I'm probably going to pull the trigger, but I'm wondering if my PC is up to the task. I'm running a 1070 and i5 7600K @ 1440. Will I have a chance at running it at a decent frame rate without resorting to potato-level detail settings?

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Wolfy
Jul 13, 2009

Sashimi posted:

MSFS is on sale on Steam and I'm probably going to pull the trigger, but I'm wondering if my PC is up to the task. I'm running a 1070 and i5 7600K @ 1440. Will I have a chance at running it at a decent frame rate without resorting to potato-level detail settings?
I was running on a 1080 for awhile, before the huge performance upgrades in SU5. You're going to have to fiddle with settings to find the right frame rate for not looking like poo poo tradeoffs, but the game didn't look terrible. Like, it could have looked a lot better, but it was okay. Pretty sure it's still on game pass, so my recommendation would be to try it there first.

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