Microsoft Flight Simulator 2024 announced.

Come on Asobo, if a browser based flightsim can get ground details this accurate (only tested a couple of locations but they were phenomenal regarding building correctness and ground details) why can't we have it in MSFS too? Yeh, I know, google versus bing data etc etc, just sad to see that we could have something utterly mind blowing with the right systems in place.

Have a play: https://worldflightsim.com/beta/
For where I live it reminds me of flight simulators 20 years ago. Everything is dead flat, no 3d anything except the terrain itself. Ok the ground textures are better quality than the original Horizon Simulations one but I'd rather fly over fake rendered 3d buildings now than a completely flat area.
 
You can use google or apple maps instead of bing maps, it’s been possible since 2020 first came out, you just have to get the mod.

It’s a waste of time though imo, some parts of the world google looks a bit better, other parts bing looks better.
 
Last edited:
You can use google or apple maps instead of bing maps, it’s been possible since 2020 first came out, you just have to get the mod.

It’s a waste of time though imo, some parts of the world google looks a bit better, other parts bing looks better.
To be fair, it's more the building generation that really cements it, it actually looks like the area and not a bunch of mis-placed generic constructions.
 
I get your point - I can't take the area I live in seriously in MSFS and aside from some jankiness with things like trees, the Google 3D map does accurately represent the area where 3D data exists - but aside from the town I work in and the immediate surroundings everywhere else for miles around on Google is flat low res terrain.
 
The point I hate the most are how it just stuffs a bunch of flat textures down when it doesn't have anything to put there. Car parks where all the cars appear to have been seared into the floor by a nuke being a prime example. It's the jarring inconsistency that gets me the most. Some of FS looks positively awesome, some other bits positive rubbish.
 
The point I hate the most are how it just stuffs a bunch of flat textures down when it doesn't have anything to put there. Car parks where all the cars appear to have been seared into the floor by a nuke being a prime example. It's the jarring inconsistency that gets me the most.

I think you need to cut them a bit of slack with some of this stuff. While it may be obvious to a human that cars should be removed from the satellite images of a car park, doing that on a global scale is far from trivial.

There are similar complaints on the official forums about the state of trees in photogrammetry areas and wanting them 'removed'. I've suggested these are the sort of things that - in theory - AI should be able to sort out, but it would still be resource intensive and therefore $$$.

One of my biggest grumbles is the vehicle traffic being absolutely dreadful with no improvement since 2020. No localisation in terms of vehicles types, weirdly high speeds everywhere and places where things drive up and over buildings. Meanwhile, they went to loads of effort to add and boast about animals for 2024.

I don't even have 2024 since my game pass subscription expired last year. Keep an eye on the state of things but there's no way I'm spending £70 to get back in.
 
Last edited:
There are similar complaints on the official forums about the state of trees in photogrammetry areas and wanting them 'removed'. I've suggested these are the sort of things that - in theory - AI should be able to sort out, but it would still be resource intensive and therefore $$$.

Vehicles baked into 2D surfaces in theory is something AI should be able to do really well and relatively quickly and relatively inexpensively with the amount of AI power available on tap these days - AI is very very good at identifying a vehicle in an image and which pixels belong to it, identifying the surrounding, and filling in with something suitable for where the vehicle is. It might get a little more tricky where vehicles are partially obscured by infrastructure which exists over a larger area like a gantry but with a little tuning shouldn't be a huge issue and something which can be refined later.
 
Vehicles baked into 2D surfaces in theory is something AI should be able to do really well and relatively quickly and relatively inexpensively with the amount of AI power available on tap these days - AI is very very good at identifying a vehicle in an image and which pixels belong to it, identifying the surrounding, and filling in with something suitable for where the vehicle is. It might get a little more tricky where vehicles are partially obscured by infrastructure which exists over a larger area like a gantry but with a little tuning shouldn't be a huge issue and something which can be refined later.

Fingers crossed eh.
On a similar note, I'm looking forward to AI powered ATC. I think that it would be great if ATC could respond with different accents and localised styles of responses.
 
It's not too bad for my area, I live in a rural area and the countryside isn't too far off.

The only thing is it can't tell the difference between hedge rows between the fields and trees, and assumes way more trees than there is.

It also thinks a concrete playing area in the village is a small block of flats but whatever.

I should really play this soon, I'll have forgotten everything.
 
I purchased ChasePlane and FSRealistic+ the other day... What an improvement to the sim!

At first I thought hmm not sure about the movement but now I couldn't go back to just how stationary it was before.
Well worth a look.
 
I purchased ChasePlane and FSRealistic+ the other day... What an improvement to the sim!

At first I thought hmm not sure about the movement but now I couldn't go back to just how stationary it was before.
Well worth a look.
ChasePlane is such an improvement over the games camera system. As I often stream the game, it is nice to be able to go through some nice camera angles.

FSRealistic+ has been on my list to maybe get in the future.
 
Interesting news on the FF/LL aircraft updates from FSWeekend. A good selection of aircraft for me in this first batch and it is to be hoped that some more come through soon. I am especially looking forward to trying the An-2 as that has had major problems in 2024.
 
To be fair, it's more the building generation that really cements it, it actually looks like the area and not a bunch of mis-placed generic constructions.

Pretty sure the building generation is the same regardless of what map provider you use, the only thing that changes is the ground textures.

The only places where buildings are genuinely accurate are in photogrammetry areas and they look and remain the same regardless of whether you use google, apple or bing maps.

One of my pet hates of Msfs 2020/2024 is how much better the photogrammetry areas look, and how bad everything else looks when you eventually fly outside the photogrammetry area and see all the ground textures become low res as well as all buildings switching to generic autogen.

I want the entire world in photogrammetry dagnammit
 
Last edited:
Bought my first GA aircraft for FS2024 yesterday, i.e. a COWS DA-40. Once I'd worked out how to start it (mainly trying to work out which way round on the switches signified "on"), I took a quick 200 mile jaunt to what was built as a WW2 airbase, on which I first learned to drive (at which time it was disused). Now, seems that they've re-laid two runways and have a small airfield. Interesting to see.
 
What airfield was that out of interest? I'm still slowly making my way along my world tour, currently in Angola heading south, have had some fairly epic storms in the last few flights, lightning in VR can be quite the jump scare lol :D
 
What airfield was that out of interest? I'm still slowly making my way along my world tour, currently in Angola heading south, have had some fairly epic storms in the last few flights, lightning in VR can be quite the jump scare lol :D

LOL, I'm part way into doing the same in a P38. Only made it as far as Dakar so far.
The airfield was Hibaldstow, a little north of Lincoln. It's an ex-RAF satellite airfield.
 
Heh, I picked the L39 to use as it's reasonably fast. I'm not sure I could cope using anything much slower...

Has the airfield been re-laid in real life or just the sim? Looks pretty defunct on google maps though there are a couple of flight related businesses on site so could just be old satellite images.
 
Dunno is the answer. I've not been there in over 30 years.
The website did imply that they currently use it for parachute events, which does imply that it's now in reasonable condition. Last time I was there, it was a bit rutted.
 
SU5 is out:

Have been running the beta for a while and it was giving better VR performance for me :)

New Content and Features

  • PSVR2 is now available on PlayStation 5 and PlayStation 5 Pro platforms! Enjoy!
  • “Heavy” certification and “Oversized” certification are now available in career!
  • VTOL certification is now unlocked.
  • Added Avidyne IFD540 and IFD550 sim attachments for use by aircraft developers.
  • Added sim rate under minimap
  • Upgraded Tobii SDK to version 9.0.4.26.
  • Added aircraft statistics comparison to the side panel when hovering over other aircraft.
  • The aircraft variation type is now displayed on the aircraft selector tile
  • “Enter aircraft” and “Exit aircraft” prompts are now enabled in game modes other than World Photographer. (It is possible to disable these prompt with the HUD options in the flight interface settings)
  • The prompt “Exit aircraft” is now properly hidden when the HUD is hidden in the settings menu.
  • Added an option to hide the HUD while in walkaround view.
  • Added a feedback when a world photographer collection has been fully completed
  • Added a text when transitioning to the “configure” menu in aircraft configurator
  • Added a hover state on the live slider in flight conditions when selecting it with a gamepad rather than directly selecting the live slider.
  • Following community feedback, we now offer you the possibility to enable or disable the movements of ground services in the airports. Find this option in the “Assistances” section, at the very end.
  • Added new tag on aircraft newly purchased from the market in plane selection menus
  • Flight Model improvements for storm updrafts.
  • Flight Model improvements for helicopter ground effect
  • Optimization of airport parking lots parked cars system.
  • Memory and performance optimization of building generation.
  • Memory and performance optimization of the particle effects system.
  • Optimization of memory usage of NPC aircraft.
  • Optimization of culling in the renderer.
  • Optimization of electrical system code for large electrical systems.
  • Optimization of cockpit code.
  • Fixed crash occurring when executing the engine autopilot with no engines.
  • Performance optimization in the texture system.
  • Performance optimization of the boat and bridge systems.
  • Avoid freeze when mounting/unmounting packages with lot of exclusion rectangles
  • Fixed a memory corruption that could lead to a memory leak and random crashes
  • Fixed a potential crash and stutters using FSR Frame Generation on NVIDIA Cards.
  • Improved performance in forest areas.
  • Improved the way the game switches in virtual reality to avoid excessive memory usage.
  • Fixed race condition when loading key events associated to XML Gauges (could lead to random crashes)
  • Fixed Model Instance being potentially destroyed upon a Build Package while reloading active LODs (could crash the sim when building the package of the currently used aircraft)
  • Fixed the sim crashing during boot when both Frame Generation and smart docking system are enabled
  • Fixed a bug where the option to disable city landmark visibility was not functioning correctly.
  • Fixed a bug where city and town names were missing their POIs markers. Thanks, Community!
  • Fixed input action with MOD_UP being active while key was not released
  • Fixed an issue where the airport name was no longer displayed after selecting an airport or a point on the world map in free flight
  • Fixed an issue where the “Times flown around the world” was not properly displayed in the user profile page
  • Fixed an issue where the live traffic altitude information could be incorrect and display an unrealistic value
  • Fixed an issue where the “Total flight time” was empty when no flight were completed in the pilot profile
  • Fixed an issue where the marketplace icon was missing on the world map filters
  • On PS5, fixed an error that wrongfully reported insufficient available storage.
  • Fixed the panel camera was sometimes blocked loading.
  • Fixed click sound playing twice when clicking in the input bar.
  • Fixed red band in one frame when toggling off HDR on PS5 with <4k output resolution
  • Modified configure binding in freeflight aircraft selector to select the aircraft currently hover before starting the configuration.
  • Fixed the worldmap was cut in the Market airports when resizing the window
  • Fixed Framerate Multiplier always resetting to x2.
  • Fixed the market notifications now update live when they are displayed, for example the notification of the number of items being downloaded/installed.
  • Changed “Enter” no longer validates input area in the market to allow new lines, you now have to use “ESC”
  • Fixed an issue where some bindings were not displayed in the virtual reality setting menu
  • Removed mention of ISA temperature from weather panel
  • Fixed issue with time slider setting incorrect day when local time goes after 23:59
  • Fixed tail number not taking into account the 9 character limit on console.
  • Fixed the timer stopping during low alt races when spamming pause
  • The fuel gauge in “Fuel and payload” is no longer displayed for aircraft not carrying any fuel
  • Fixed a small visual inconsistency when hovering cloud layers in the weather panel.
    • Fixed an issue where the cloud indicator cloud disappears after being hovered in the weather panel.
  • Fixed the hover state of the icons of the toolbar
  • Disabled the photographer mode zoom level slider when in virtual reality.
  • Fixed an issue where the “Write here…” in the chat box was not properly localized in non-English languages
  • Fixed an issue where the wrong aircraft thumbnails were used at several places in the game (mainly for activities)
  • Fixed an issue where the selected tile was no longer marked as selected after hovering it either with the mouse or a gamepad
  • The departure and arrival card now have more accurate information in Free Flight and career.
  • Fixed challenge ghosts not being transparent when it was very close to the player
  • Modified toolbar system to show all 3rd party in-game panels by default.
  • Added way to ban a 3rd party panel in specific game mode or mission.
  • Added audio feedback when changing tab with a gamepad
  • Removed sound when hovering over in-game panel header to prevent useless haptic feedback.
  • Fixed an issue where the selected runway was not displayed under the “Runway” UI
  • Fixed an issue where the seaplane base markers were only appearing when the “Airport” and “Seaplane base” filters were enabled at the same time
  • Fixed IAS being approximated when setting simvar AIRSPEED INDICATED.
  • Fixed an issue preventing to use WASM DLC aircraft on Xbox.
  • Fixed simvars AIRSPEED INDICATED and AIRSPEED TRUE not being set immediately upon loading an FLT that uses ZVelBodyAxis_IAS
  • Following community feedback, fixed Tobii default parameters for rotation responsiveness and camera boost.
  • Following community feedback, fixed an issue when, if the cockpit interface is set to legacy with visual indicators off, the visual indicators could appear anyway.
  • Fixed node lookup when merging XML files in a Modular SimObject (could cause crashes when a RemoveEntry tag targeted an unknown node)
  • Fixed an issue where the mission steps panel and the discovery objective panel could be truncated after switching between full screen and windowed using the ALT+ENTER shortcut
  • Fixed text in logbook that was not correctly translated
  • Fixed the slider “Drone rotation speed” in the showcase tab of the camera panel was not behaving correctly. Also added the unit of the slider in the title of the line.
  • Fixed DLSS AA available on unsupported devices.
  • Thanks to community, we disabled AI copilot control when using the virtual cursor in the ‘All Assists’ Assistance preset.
  • Fixed an issue where searching for certain POIs using their full name would sometimes not properly find them when they existing the world.
  • Blocked update of key motion parameters for user aircraft (position, orientation, translational and angular velocity vectors, translational and angular acceleration vectors, total force and total moment vectors) while the user is in the in-game menu.
    • Additionally, blocked update of translational and angular acceleration vectors, as well as total force and total moment vectors, while in Active Pause mode.
    • This change ensures export of fixed (last valid) motion parameter values via SimVars in situations where motion is not actually being simulated, and also fixes a G-LOC issue during Active Pause.
  • Fixed performance issue caused by VFX execution
  • Improved localisation.
  • Fixed an issue where going back to the homepage from the free flight page, challenge page or activities page would have the focus be on the wrong tile
  • Added the names of airport parking lots and gates when hovering over them on the world map.
  • Fixed a bug where the time does not advance while the weather panel is opened.
  • Fixed several options not being properly reset in the “Effects and Animation” category of the settings
  • Changing the interaction system with a gamepad or the keyboard no longer breaks the cockpit interactions until the mouse is used
  • It is no longer possible to switch to the pause menu while in a transition
  • It is no longer possible to switch in and out of the photo mode while in a transition
  • Fixed AI aircraft failing to keep a stable altitude
  • Deactivated the showcase tab of the panel camera when outside of the aircraft
  • Removed weather panel humidity slider since humidity is no longer used.
  • Fixed broken rendering of objects with Ghost material, fixing rendering of VR controller models.
  • Added support for textures for objects with Ghost material.
  • Added a pop-up while changing language.
  • Temporary fix for visual glitch on AMD Radeon RX 9xxx due to badly read exposure in divergent code path.
  • Fixed Incorrect text size rendering for XML Gauges
  • Fixed sound clip distance too low with FS2020 packages
  • Added VarSet capabilities for Hydraulic and Pneumatic valves’ target positions, to replace their respective malfunctioning Key Events.
  • Simvars are: HYDRAULIC_VALVE_TARGET_POS and PNEUMATICS_VALVE_TARGET_STATUS
    • ModelBehaviors: To reflect this change, new “EX1” parameters have been added to functions “ASOBO_Hydraulic_Valve_Parameters” and “ASOBO_Pneumatics_Valve_Parameters” that uses proper simvars to set the targets positions of valves.
  • Fixed simvars used in system definitions cfg not using requested units but default one instead. Version 2.2 and up required.
  • Fixed an issue causing aircraft using BUS LOOKUP INDEX simvar in different XML variable to sometimes cause some of the simvarread/writes to receive invalid indices.
  • Fixed an issue causing named-based indices not to work properly for Key Events.
  • Fixed Wear & Tear info not fully loaded from cfg file
  • Fixed suppliers having no load when directly connected to a consumer
  • Added consumers list in battery details panel in debug window
  • Added batteries in consumer list of suppliers
  • Fixed breakers not having any load when on a line leading to a bus. Minor version 1 or above of the electrical system will have to be set in the settings.cfg definition
  • Fixed an issue where electrical APU starter would be able to run when there is no power available.
  • Fixed an issue causing crashes on aircraft with a very number of lines and circuits.
  • Fixed an issue that could cause the flight surfaces to take damage while the aircraft was loading.
  • Added a way to indicate the speed level at which gears take damage when immersed in water.
  • Fixed an issue on the FSX fuel system causing the fuel level of tanks to be overridden on FLT loads even if that FLT does not provide any fuel tank information.
  • Fixed Fuel Pump AutoCondition parameter not working when using decimal values.
  • Fixed an issue that could cause the fuel system state to be incorrectly loaded when using the SimFile FLT parameter
  • Fixed an issue causing helicopter hydraulic assistance to be enabled even on aircraft not on the FS2024 Hydraulic system, potentially making them uncontrollable.
  • Fixed system behavior for looping fluid systems.
  • Fixed an issue causing hydraulic rudder actuator to be inoperative if the hydraulic system either does not have an elevator actuator, or that actuator is not operative.
  • Fixed “OpeningNames” initialization to properly take them into account
  • Added simvar PNEUMATICS_ENGINE_BLEED_AIR_PRESSURE_EX1 that actually gives the bleed air exiting from the engine, whereas PNEUMATICS_ENGINE_BLEED_AIR_PRESSURE gave the pressure of the air inside of the engine.
  • Added missing tooltips to MPA_ASD57 radio (LS-8 glider).
  • Fixed an issue that caused Vcockpits meant to be displayed on the screen (i.e. the F18’s HMD), to still display while in Photo Mode.
  • Heliports are now displayed on the map with the correct icon.
  • Adjusted the styling of PFD/MFD softkeys to better match the real unit.
  • Improved the logic used to generate smoothed VNAV descent paths.
  • Fixed an issue where in rare cases FMS speed targets would sometimes not be applied correctly.
  • Hovering over a waypoint with the map pointer using the GTC Map Pointer Control popup will now allow you to open the Direct-To dialog or waypoint information for the hovered waypoint.
  • Fixed an issue where TAWS could sometimes improperly issue a “don’t sink” alert during approach and landing.
  • Fixed an issue where the GTC nearest waypoint pages would sometimes not update their lists correctly.
  • Heliports are now included in the GTC nearest airports page if the runway surface setting is set to “Any” and the minimum runway length setting is set to zero.
  • The various tabs on the GTC airport information page now display a text message when no data are available for an airport instead of just displaying a blank list.
  • The GTC airport information page now correctly displays “HELIPORT” in the usage field for heliports.
  • Heliports are now displayed on the map with the correct icon.
  • Fixed an issue where the “Display” button on the GTC Weight and Balance page was not visible when using Vertical GTCs (GTC 57x).
  • Fixed an issue where the NRST waypoint pages would sometimes not update their lists correctly.
  • Heliports are now included in the NRST airports page if the heliports setting toggled on, the runway surface setting is set to “Any”, and the minimum runway length setting is set to zero.
  • Enabled the “Heliports” setting in the options menu for the NRST airports page.
  • The Waypoint Information airport weather tab now displays the closest available METAR to the selected airport (within 15 nautical miles) if a METAR for the selected airport is not available.
  • Added the “Sunrise/Sunset at Waypoint” flight plan data fields.
  • Added the “WX ALTIM” CNS data bar field, which displays the altimeter setting from the nearest METAR reporting station.
  • Heliports are now displayed on the map with the correct icon.
  • Fixed an issue where if you closed the CNS data bar field selection dialog without changing the field you would be unable to open the selection dialog for the same field again.
  • Fixed incorrect volume-to-weight fuel conversions in the CNS data bar fields and flight plan data fields.
  • GPS OBS mode can now be enabled when navigating using the G3X’s internal flight plan.
  • Fixed an issue where flightplan waypoints were not clickable with a gamepad.
  • Fixed an issue where erroneous GPWS alerts were triggered on approach at some airports.
  • Fixed an issue where the GND PROX GPWS alert was not removed from the PFD when clear of terrain.
  • Improved the logic used to generate smoothed VNAV descent paths.
  • Fixed an issue where VGP did not work for visual approaches.
  • Optimized the PFD’s artificial horizon for memory savings.
  • Fixed an issue where the FMC could become frozen when accessing some PERF pages and then attempting to open a different page.
  • Fixed the incorrect display of initial fix segments on the FPLN page.
  • Fixed an issue where procedure names would disappear from the FPLN page after executing a MOD plan on the other FMC.
  • Added correct limitation of max 8 frequencies shown on the MULTIPLE sub-pages of the FREQUENCY DATA page.
  • Added correct sorting of frequencies on the MULTIPLE sub-pages of the FREQUENCY DATA page.
  • Added correct interactions with SEL APT field on the FREQUENCY DATA page (pilot-entered airport can only be cleared when it is selected).
  • Fixed FREQUENCY DATA page not showing when an airport had no frequency.
  • Fixed CDU paging indicator being the wrong color and size.
  • Fixed the FLIGHT LOG page not displaying after landing when the setting was enabled.
  • Fixed an issue that caused the MFD to be blank if third party developers hadn’t created a takeoff and approach ref page in their avionics plugin.
  • Improved the logic used to generate smoothed VNAV descent paths.
  • Fixed a bug that caused the UNS to not publish AP modes to the FMA LVars.
  • Improved the logic used to generate smoothed VNAV descent paths.
  • Fixed collision issue when the plane is moving under bridges
  • Fixed an issue where flight level cruise altitudes were not always properly respected or converted when filing a plan with ATC
  • Fixed an issue that caused the flight plan ribbon to not leave the ground for some aircraft without flight performance data.
  • Added optional dependency of constant-speed propeller blade pitch change rate on oil pressure. See SDK for details.
  • Added support for two types of propeller RPM limiter:
    • Pitch angle governor–based (for constant-speed propellers only)
    • Fuel flow governor–based (for turboprop engines only)
    • The limiter is configured via newly added parameters in the [PROPELLER] section of the engine.cfg file. See SDK for details.
  • Fixed an issue causing the Liquid Tank displays to indicate random numbers rather than a name.
  • Added a warning in the Mass and balance when the aircraft is overloaded
  • EFB apps which are not compatible with the currently loaded aircraft are now hidden
  • Fixed mass and balance empty tab to allow negative CG.
  • Added pressure setting
  • Fixed Turkish capitalization of special characters “i” and “i”
  • Enhanced rain visuals
  • Fixed logbook not reloading new statistics until restarting the game
  • Planner App - Fixed sending flightplan to ATC not always selecting correct runways
  • Planner App - Fixed various texts not being translated to the user’s selected language.
  • Planner App - Fixed an issue where stale chart data could sometimes overwrite chart data from a newly selected airport.
  • Planner App - Changed default MZFW to be MTOW (if present) or max gross in cases where CFG value is missing, to fix issues with the payload slider on many aircraft
  • Planner App - Fixed an issue where Direct To bearing was not converted to magneticbearing.
  • Planner App - Fixed route string input dialog textbox lacking a scroll bar and having avisual artifact.
  • Planner App - Discontinuities in the flight plan are now drawn as dotted paths.
  • Planner App - Improved the logic used to calculate the geometric descent path to better avoid prolonged excursions from the default flight path angle.
  • Planner App - When importing a route, the option to automatically calculate cruise altitude will be toggled off if the route has a defined cruise altitude in order to prevent the imported cruise altitude from immediately being overwritten.
  • Planner App - When exporting a route, the cruise altitude unit selection (feet or flight level) is now respected.
  • Planner App - Fixed an issue that could sometimes lead to poor performance when automatic cruise altitude calculation was toggled on.
  • Planner App - Removed the black arrows from numeric input boxes.
  • Planner App - Fixed an issue where filing the plan with ATC could erroneously get the wrong IFR/VFR flight type if the Flight Rules dropdown was not toggled at least one time.
  • Planner App - The EFB no longer strictly enforces the selected cruise altitude to be less than or equal to the selected aircraft’s altitude ceiling. Among other things, this stops the EFB from automatically changing the cruise altitudes of flight plans imported from external sources (including from avionics, PLN files, or plans saved to the cloud). If the selected cruise altitude exceeds the aircraft’s ceiling, a warning will now be displayed on the performance page.
  • Planner App - Replaced the generic FAA contingency fuel option with a more specific FAA part 121 option since the FAA does not require contingency fuel under part 91.
  • Planner App - Removed the AUTO contingency fuel option because it was redundant (it was functionally identical to the EASA option).
  • Planner App - Added warnings to the performance page when problems are detected with the selected cruise altitude.
  • Planner App - Added new options to configure performance for holding operations. These data are used by the new automatic final reserve fuel calculations.
  • Planner App - Added warnings when the planned trip, alternate, or block fuel is estimated to be insufficient to meet the requirements of the flight plan.
  • Planner App - Added a warning when the planned block fuel exceeds the selected airplane’s fuel capacity.
  • Planner App - Added a new option to automatically calculate contingency fuel according to ICAO requirements.
  • Planner App - Added support for automatic final reserve fuel calculations. You can now choose to have final reserve fuel calculated according to ICAO, FAA, or EASA requirements.
  • Fixed EFB causing runway light flickers
  • Fixed pilot weight resetting to 0 when trying to load weight on the pilot position on the world map
  • Fixed flight plan discontinuity not shown on minimap.
  • Fixed issue introduced in Sim Update 4 causing visibility behavior code to still be running even when current LoD does not contain the linkednode
  • Added 2 new buttons on the Animations tab of the Model Behaviors to filter in/out animation which are missing events and those that are not in the GLTF.
  • Fixed “disable_assistances” implemented through an assistance preset (would fail in Career mode when other presets were applied)
  • Fixed an issue that caused ATC to sometimes assign cruise altitudes above the service ceiling of the aircraft.
  • Fixed ATC VFR landing clearances when landing on a helipad
  • Fixed an issue where the ATIS message repeated at high frequency when the text-to-speech voice was unavailable.
  • Allow the player to queue a message for sending in the ATC panel.
  • HUD Is now affected by the Accessibility Minimum Text Size option
  • Fixed an issue causing the HUD Helicopter Power Indicator to limit the max power displayed to the max command level
  • Fixed an issue causing the tooltip of the Rudder Trim to be invalid
  • Modified the hold short validation in career to validate the mission step before the aircraft crosses the hold short line.
  • Improved messages when entering career is locked because of aircraft dependencies
  • Fixed missions filter not being applied correctly when looking at the Airport Missions list.
  • Changed misleading name of the Super Heavy specialization and Heavy certification to Oversized
  • Improved cruise altitude selection for missions.
  • Added a step to remove windshield cover
  • Changed parking and hold short system to be synced with code.
  • Changed holdshort area from rectangle to line.
  • Fixed aircraft selection flow when entering a freelance mission
  • Fixed wrong weather information for arrival airport in mission briefing
  • Fixed hold short changing position.
  • Fixed ATC “Acknowledge handoff” step remain displayed after a skip to descent
  • Fixed Analytics overview titles being empty
  • Fixed characters hovering or moving partially in the ground in RTC in career missions
  • Fixed Special missions timer not being hidden on missions without time limits
  • Fixed Missions Steps panel title not being retranslated when changing language
  • Fixed My Companies graph not displaying correctly when first entering the page
  • Fixed fleet overview sorting options not working
  • Changed career missions database to avoid night missions on airport without lights.
  • Added a check on altitude to trigger FL100 overspeed warning
  • Fixed announcing Final when ready to land via radio
  • The “Reset career” binding is no longer displayed when not in the overview category in the profile page
  • Fixed switch input missing to access search bar when transferring aircraft from MyCompanies.
  • Fixed screenreader reading each digit individually when reading certification price.
  • Fixed screen narrator reading debug value when reading career briefing screen.
  • Fixed aircraft store not resetting correctly when backing to Change Aircraft screen.
  • Changed FLT used for IFR landing back-on-track. Changed final.flt for approach.flt.
  • Fixed taxi to parking back-on-track teleport holdshort line.
  • Fixed clouds moving when entering and exiting the pause screen in mission
  • Fixed Acknowledge reach altitude step after a skip to descent
  • Fixed incorrect aircraft pitch when skipping to landing
  • Added a new “UseSimStatePitch” option in RequestTeleportAction to load pitch from sim state FLT
  • Fixed taxi to gate clearance sent twice when infringed.
  • Added “Stop after hold short line” step validation if overpassed but not infringed.
  • Fixed Announce taxi to helipad flow not available.
  • Fixed acknowledge frequency change not automatically completing when infringed
  • Fixed ATC broken after taking off without clearance
  • Fixed part of the flightplan not displayed in some IFR missions
  • Fixed several different ribbons visible at the same time in some missions
  • Fixed infinite loading to the briefing page of some missions
  • Fixed “Stop after hold short line” step not skipped if overpassing it
  • Fixed acknowledge clear to land when landing on a helipad
  • Added an exclusion area near important gameplay areas to remove vegetation.
  • Added a fallback if aircraft crashes when spawning on parking
  • Fixed the flightplan in familiarization flight not displaying its first leg
  • Fixed the taxi ribbon on the runway sometimes displaying an unrequired U-turn
  • Fixed the specialization tile sometimes staying locked after passing the PPL
  • Modified the way the departure parking spot is chosen is career to ensure that the aircraft spawns without colliding with any building or vegetation
  • Fixed Local Time not updating when fast traveling
  • Fixed an issue where the aircraft could spawn with the engine running instead of in cold and dark state when using a custom “on ground” spawn location in the World Map.
  • Fixes the Fuel Range display on the World Map so it is directly projected onto the Earth giving an accurate visual indication of the aircraft’s range with the supplied fuel.
  • Fixed player aircraft spawning at the wrong runway when launching a freeflight in some airports.
  • Fixed wrong voice used for the player’s ATC communications when th ‘AI Radio Communications’ setting is disabled.
  • Modified the ‘Fly Now’ button to be grayed out when selecting an helipad while an airplane is selected
  • Fixed aircraft fuel resetting to its default quantity when selecting a fuel amount then exiting and going back in the aircraft configuration screen
  • Fixed remove parking brake step remaining displayed
  • Fixed runway Excursion Landing if no parking space available
  • Fixed after a skip “Fly to Water”, the plane appears with too much speed, preventing the player from slowing down the plane.
  • Fixed clear to landing player response Audio does not play and does not display in communications tab.
  • Fixed the doctor’s final dialogue triggering twice
  • Fixed scoring for reroute flow
  • Fixed medevac boarding cinematic can show NPC under the aircraft.
  • Fixed parking brakes step displayed after bush take off
  • Fixed vegetation around target preventing to complete the rescue objective
  • Fixed flightplan altitudes to match spawn position
  • Fixed Stop after hold short line validation
  • Fixed mission failure during pre-flight
  • Fixed aircraft going out of reward screen
  • Fixed missing notification when receiving a friend invitation
  • Fixed a rare crash when losing internet connection
 
Back
Top Bottom