Ihr liebt Flugsimulation.
Wir berichten darüber.

Ihr liebt Flugsimulation.
Wir berichten darüber.

Nach dem Sim Update ist vor der Open Beta. So auch bei der Open Beta von Sim Update 11, die ab heute über den XBox Insider-Hub zur Verfügung steht. Neben grafischen Verbesserungen für Nvidia- und AMD-Grafikkarten, wurde auch der Flugverkehr angefasst – nächst langer Liste anderer Fixes, die jetzt getestet werden können.

Wie immer gilt: Testen auf eigene Gefahr. Gerade in einem vollen Community-Ordner könnten Add-ons liegen, die mit dem 11. Sim Update vielleicht nicht klar kommen. Asobo empfiehlt hier folgendes: 

Wenn ihr auf dem PC spielet, sind einige Pakete im Community-Ordner möglicherweise nicht aktualisiert worden und können daher unerwartete Auswirkungen auf die Leistung und das Verhalten des Titels haben.
Bitte verschieben Sie Ihr(e) Community-Paket(e) in einen anderen Ordner, bevor Sie den Titel neu starten, wenn Sie unter Stabilitätsproblemen oder langen Ladezeiten leiden.

Frage an unsere Leser:innen: Werdet ihr das Sim Update 11 testen? Wie sind eure Erfahrungen? Schreibt es uns gerne in die Kommentare.

New Features
  • Live traffic has been updated with various quality of life fixes (details below)

  • New memory fragmentation system has been implemented for DX12 to limit maxed out VRAM

  • New Dpad / keyboard arrows navigation accessibility feature is enabled by default in the menus(alternative to the cursor)

  • AMD FSR2 graphic option is now available for PC

  • Title now supports new NVIDIA technologies such as DLSS3 (including Frame Generator) and Reflex on supported NVIDIA graphic cards on PC. We also added support for 2 DLSS modes Super Resolution: Auto and DLAA

  • Improved atmospheric simulation with a big focus on Thermals and general tweaks for the CFD

  • We added a new CFD airflow display visualization in game for aircraft that are CFD-enabled (accessible under assistances and can be mapped to a button/key)

  • 3D thermals visualization can be toggled via the weather panel

  • New mapping for the Back to Fly feature, including height gain depending on the plane situation and current altitude (below 1000ft, 5000ft and 10 000ft), allowing to quickly adjust your flight in a variety of contexts. Very useful during glider runs if you do not wish to restart the flight after having landed

General Bug Fixes
  • Several crashes have been fixed across the title

  • Ongoing performance optimization work including fixes for several memory leaks

  • HDR10 is now properly applied when launching the title in fullscreen mode on PC

  • Improved transparent UI readability on HDR screens

  • Fixed a scenario when road traffic disappeared when multi-monitor is active

  • Various fixes and improvements for the screen reader accessibility feature

Navigation/Traffic
  • Co pilot will no longer request push back service when it is only managing ATC communications

  • Fixed a scenario when some ILS were misaligned; some missing procedures are now in the sim

  • Fixed an issue with ATC being on the wrong airport when having a VFR flight plan and landing at another airport

  • ATC UI is now enabled with COM Radio for planes lacking NAV radios

  • Live traffic planes no longer turn and fly over the airport at low altitude before the initial climb

  • Added Departure procedures to air traffic

  • Fixed live traffic planes always using the same runway in world map

  • We are now using the flightplan to interpolate position of live traffic planes

  • Fixed live traffic cruise altitude

  • Wind direction information is applied before selecting the runway for live traffic

  • Fixed an issue where loading navdata packages with BGL navdata deletion flags could cause ident search and other navdata lookup failures

  • Fixed an issue where an overriding package containing navdata loading the same facility ICAO as an earlier loaded package would be unable to change the QMID of the facility and would receive “facility in a different QMID than the ICAO index list thinks” error

Weather
  • Added METAR interpolation every 10 minutes to avoid haze apparitions being too abrupt

  • Better handling of METARs in areas where there are many available METARs

  • Proper temporal fading over 1 min when new data arrive

  • The clear sky preset is now cleared of all clouds

  • The sun disc is no longer visible through thick clouds (does not affect overall lighting conditions

Activity
  • Auto refuel at the end of the leg is no longer activated by default across all existing bush trips (can be set via RefuelOnLegStart)

  • PLN files can now be loaded during a flight on PC

  • “Wing Commander” achievement can now be unlocked passing 1000 flight hours

Planes
GENERAL
  • Fixed an issue that would cause Morse sound not to work properly on some plane

  • Fixed an issue on the VNAV button that caused it to not properly sync when present on 2 glasscockpits on the same plane

  • Fixed some scenarios where we could have camera glitch when flying under bridges

  • Fixed a scenario where clicking and manually dragging the zoom slider does not change the zoom level in all Camera options (Cockpit, External, and Showcase)

  • Added RotorIndex & default RTPC for Rotor sounds

  • Unable to set NAVX_SOUND for NAV3 & NAV4

  • Added a parameter to prevent the template ASOBO_HANDLING_RudderTrim_Template from being disabled when AP is enabled

  • Added the PctPressurePerPump parameter to the Modular Fuelsystem’s manual pump to allow it to only provide part of the maximum amount of pressure

  • Added Electric Engines

  • Fixed reverse PITCH_INCREMENT on VS knob on some aircraft

  • Added the KEY_SPOILERS_INC/KEY_SPOILERS_DEC keys that give incremental control of the spoiler lever

  • Added KEY_PROP_LOCK_SET/TOGGLE/ON/OFF which can be called to lock the propeller in position while it is at low speed. Matches with the simvar SIMVAR_PROP_LOCK

  • Added keys that were present in ADF1 to ADF2

  • Added an option to the modular FuelSystem that allows fueltank to generate their own pressure

  • Fixed an issue that would cause the ASOBO_HANDLING_Spoilers_Template template to incorrectly interpret a value in percent as if it was in degrees

  • Fixed a scenario where setting an aircraft’s wheel to have 0 compression or radius may cause a crash

  • Fixed the SIMVAR_PLANETOUCHDOWN simvars to ensure they work for water landings

  • Fixed the behavior of KEY_MIXTURE_SET_BEST to ensure it more accurately sets the best mixture

  • Fuel no longer resets to 0 unless set with slider in weight & Balance

  • Cruise Altitude can now be edited if SimConnect calls flightSave

  • Added keys that were present in ADF1 to ADF2

  • Added the keys that were present only for Nav1/2 to Nav3/4

  • Corrected the template ASOBO_INSTRUMENT_Needle_Altimeter_SubTemplate to allow for the unit used to be overriden

  • Added the INTERCEPT_INTERACTIONS param to the ASOBO_GT_Material_Emissive_Code template to ensure any screen can easily intercept clicks to prevent them from interacting with elements beind the screen

  • Icing slider no longer affects aircraft body and windows when icing is deactivated from the assistance men

  • Filled up debug variables for cylinder friction and torque for piston engine

  • Smoothed ground normal and ground position in CFD simulation to make ground effect smoother

  • Thermals simulation now simulates ground slope orientation. Sun exposed slopes receive more heat

  • Ground effect in CFD simulation now accounts for objects, helipads, rooftops…

  • CFD simulation now support sloped ground surfaces adjusting ground effect automatically to the sloped surface

  • New system to choose the reset mode for PIDs. Applied to pitch & roll on the Cessna 172

  • Improved ground heat based thermals for a better balance of up and downdrafts

  • Fixed an issue where engines could not be started with engine bleed air, and could only be started with APU bleed air

  • Fixed an issue where having multiple active Bing Map graphics could cause a CTD while getting elevation data under high load

G1000 NXi
  • Fixes GPS SimVar ‘GPS WP DISTANCE’ showing 0 when in a random Direct To

  • Corrected label on the Departure page that said “Arrival”

  • Fixed issue with VNAV PATH arming while ALT CAP autopilot mode is active

  • Fixed incorrectly highlighted areas during Checklist evaluation

Airbus A320neo
  • Fixed the behavior of the landing and taxi lights keybinds
Boeing 747-8 Intercontinental
  • Glareshield, Dome, and Floodlight brightness knobs are now functional
Cessna 172 Skyhawk G1000
  • Added new system to choose the reset mode for PIDs. Applied to pitch & roll

  • The stall speed was 10 kts slower than what it should have been

Darkstar
  • Improved cockpit rendering
Beechcraft King Air 350i
  • Fixed a visual issue with the behavior of the AP/Disc bar
Flight design CTLS
  • Fixed the Negative flaps setting
World
  • Fixed an elevation hole in Spain between LEAD and LEMD

  • Fixed car size and changed car density for low settings on parkings

Airport
  • Fixed Trees in path to Runway 10 at TFFJ

  • AFB has old name and is now KCOF Patrick SFB 

  • Fixed Terrain Spikes Between N47 and O03

  • Fixed a scenario where cars go across taxiways at KMCO

  • Fixed elevation issues on terrain around CAJ3 airpor

  • Changed ICAO for Caselnuovo Don Bosco airport to LILF

  • Fixed terrain tssues in north-west of General Santos

  • Fixed missed buildings at MMMX

  • Fixed beacon on runway 9TE6 

  • Fixed beacon on runway at 57D 

  • Fixed scenarios where jetway update were too slow

  • Fixed Lod issue at KDEN 

  • Fixed building issue at LEMD

  • Fixed terminals 2 and 5 at EGLL

  • Fixed building on taxiway at EHAM

  • Fixed YCOP name and location

  • Fixed missing buildings at KHTS

  • Fixed some wrong airport codes in Papua New Guinea

  • Fixed road vehicles appearing on KLAX runways 

Peripherals
  • Tobii Eye Tracker 5 should no longer stop working when changing windows

  • Added Turtlebeach VelocityOne Flightstick support (PC & Xbox)

  • Added dedicated Helicopter gamepad preset

  • Added dedicated Helicopter inputs

  • Added some missing ADF2 inputs

  • Devmode inputs are now remappable and localized

  • Added dedicated Glider gamepad preset

  • Added an input to toggle on or off the variometer sound

  • Added Honeycomb Alpha Flight Controls XPC support on PC & Xbox

  • Added Honeycomb Charlie pedals support on PC

  • Added an input to trigger the Back to Fly feature

  • Added digital inputs to increase & decrease the spoiler

  • Added an input to toggle the water ballast

  • Added an input to release the tow plane while in a glider

  • Added plasma control inputs

  • Added propeller lock inputs

  • Added mac cready setting inputs

  • Added an input to toggle the CFD

  • Added an input to toggle the Thermals display

  • Fixed a bug where it was impossible to zoom the VFR map while using the the drone camera

  • Fixed a bug that was toggling the landing gear while browsing fixed cameras

  • Added Pro Flight Trainer Puma X support

  • Added Thrustmaster MFD Cougar support

  • Added a dedicated Thrustmaster T16000M helicopter preset

  • Added a dedicated Logitech Extreme 3D Pro helicopter preset

  • Added a dedicated Thrustmaster TCA Flightstick X helicopter preset

  • Added a dedicated Thrustmaster T.A320 helicopter preset

VR
  • Fixed VR default panel opening position 

  • Toolbar panels opened in VR are no longer open when switching to normal mode

  • Flight panel windows positions are now saved after closing and reopening from the toolbar

  • Fixing rendering issues using canted displays 

  • Fixed Raycast not aligned with cursor in main menu

SDK
  • Fixed progress text in SDK installer

  • Added support for 3D Studio Max 2023 in SDK installer

  • Relative path fixed in the options of the multiexporter for 3dsmax

Devmode
  • A link to DevSupport has been added to the DevMode bar

  • Opening “Online Documentation” using DevMode now opens “flighting” online documentation if the build is a beta one

  • Weather Debug : New developer debug window to display and debug detailed weather data

  • Added new “Aircraft data” debug window

  • The editor no longer crashes when trying to add new items

  • Fixed an issue where having multiple active Bing Map graphics could cause a CTD while getting elevation data under high load

  • Fixed an issue where loading navdata packages with BGL navdata deletion flags could cause ident search and other navdata lookup failures

  • Fixed an issue where an overriding package containing navdata loading the same facility ICAO as an earlier loaded package would be unable to change the QMID of the facility and would receive “facility in a different QMID than the ICAO index list thinks” error

Visual Effects Editor
  • Alt+LeftClick now properly destroys a link in the effect data, not only visually until the graph is refreshed

  • Unit dropdown menu on the SimVar node inspector is now tall enough to display unit list below the filter

  • The BezierCurve node has a Loop parameter to wrap the sampling of the curve when the input is outside the boundaris of the points of the curve

SimConnect
  • It is now possible to request a Vor, a Ndb or a Waypoint knowing only its ICAO. In case of conflict, the API will return a list of possibilities

  • It is now possible to request ICAO, REGION and IS_TERMINAL_WPT while requesting waypoint

SimVars
  • AUTOPILOT AVAILABLE now returns the correct value (returned always 1)

  • Added TURB ENG THRUST EFFICIENCY LOSS, TURB ENG FUEL EFFICIENCY LOSS, TURB ENG N1 LOSS, and TURB ENG COOLING EFFICIENCY LOSS simvars, to aid in simulating turbine engine bleed air efficiency losses and mechanical wear/failures

Scenery editor
  • Adding a better way to edit taxisigns directly in their properties window. Check the official documentation for more informations

  • The editor no longer crashes when trying to add new items

  • Fixed gizmo scaling value in “Gizmo” window not updating properly

  • Added helipad start edition

  • Improved dev camera focus on object

  • Fixed polygons that are not refreshed when opening a project

  • Fixed material button

  • Fixed little shifting when resizing large rectangular aprons

  • Fixed rectangular apron picking

  • Show warning for vector placement with several meshes

  • Improved polygon picking

  • Added helpers for LightPreset “direction” and “direction2” vectors

  • VASI/PAPI better placement on the first spawn

  • Fixed vehicle not hidden by tunnels or exclusion polygons

  • Now it reset display name when replacing model

  • Added option „“Disable TIN color correction”

  • Fixed debug OSM feature points and OSM power lines debug

  • Fixed debug terraforming

  • Fixed a scenario where delete nav command that remove nav data from its own package

  • Fixed gizmo scale axis

  • Fixed large independent proj mesh disappearing when moving them

Aircraft editor
  • Fixed “Teleport on camera” and “Save&Reload” and “Camera save” button in tab Cameras

  • New parameters were added to the aircraft config-files

  • Added support for negative drag on negative flaps. Tuned negative drag for CTSL

  • Added new parameter recip_stop_min_acceleration“ for minimum acceleration below which we completely stop the propeller. Default to 2.0

  • Filled up debug variables for cylinder friction and torque

  • Debug wheels now displays longitudinal and lateral friction forces separately

  • Added legacy_fm_only option to allow plane makers to force the exclusive usage of the legacy flight model

  • Required parameters are now force written

  • Fixed bug on indexed parameters moving, duplication, adding and removing

  • UI/UX improvement regarding float3 parameters

  • Fixed Undo/Redo; Added min size of Indexed parameters; fixed duplicating camera GUID

  • Fixed fuel tank and station load debug visualization

  • Fixed parameters labels

  • Fixed display of lift_coef_aoa_table parameter

  • Added manifold pressure settings to engines.cfg (manifold_pressure_correction_by_rpm ; manifold_pressure_min )

Project editor
  • NEW Bundle/Pack objects available in the project editor, check official documentation for more information

  • Fixed bushtrip save behavior in case you have multiple bushtrips in the same package

  • The Package Builder now automatically lists Airports, POIs and Missions in “ContentInfo\ContentHistory.json”

  • Timestamps are now properly updated when removing files from previously compiled asset groups

  • Fixed the Material Inspector message that stated “Editing material ‘M’ from library ‘L’”, It now states “Editing material ‘M’ from package ‘P’”

  • Removed “Update Package/Group name” button, instead do the update on enter or when loosing focus

  • Added a “Back/Next” flow for a lot of successive popups in the project editor

  • Fix some metadata and release notes not being correctly copied during a project “Save As”

  • Fix thumbnail not being loaded in project until drawing it in the inspector, fixing potential issues

  • The “Export & Build” window no longer resizes each time the export mode is changed

  • “Remove Filter” window is now properly resized on first opening

  • The input ints to change release notes version no longer loose focus each time a character change

  • Adding a new release note version now selects it

  • Using undo/redo while changing release notes versions now keeps the current version selected

  • Input ints in release notes tab now prevents user from entering irrelevant values

  • Fixed “Build & Export” duplicating or adding files from packages that are not selected to the .zip archive

  • Fixed sources paths for BGL, Mission and Visual Effects asset groups that could result in a bug when adding several packages/asset groups of the same type in a project

  • Post Build/Export user agreement windows are now properly resized on first appearance

  • Added “Heliport” section to “World” category for Marketplace

  • Import item Feature to import an existing package or bundle/pack to the current project. Check official documentation for more information

Package Tool
  • Fixed compilation error for models with more than 9 model attachments

  • glTF compilation now fails in case of duplicate animations in the source file

  • Improvements on Package order tool

  • Submodel merging now also fails when there are duplicate animations in the base model

  • Misleading timestamp error message has been removed when compiling an empty Material Library through the Package Builder

WASM
  • SimConnect_AISetAircraftFlightPlan and SimConnect_AICreateEnrouteATCAircraft used in a wasm environment, are now linked to the work folder

  • It is now possible to make HTTP request through Wasm. See documentation for more information

  • Set 2D custom LLA uses now geoid reference

  • Optimization of Wasm module is now forced by default while compiling in Release Mode through Visual Studio

  • Compilation time performance improvements, translating to faster loading times the first time an aircraft is loaded

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11 Kommentare
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Elgreco111
Elgreco111
2 Jahre zuvor

Muss schon sagen irgendwie bewundere ich die MSFS Nutzer ob ihrer Leidensfähigkeit.
Seit Release vor glaube ich 2Jahren gab es immer wieder Probleme. Vielleicht bin ich zu intolerant aber irgendwann hört sich der Spaß auf und dann interessiert mich die Sache nicht mehr.
nach jedem Update zittern, ob das Programm noch funktioniert ist nicht mein Fall.

Eckehard
Eckehard
2 Jahre zuvor
Antwort auf  Elgreco111

Also ich hatte trotz zahlreicher Add Ons kaum größere Probleme nach Updates. Das es bei einer Beta zu Problemen kommt ist, wie oben geschrieben, völlig normal. Deshalb ist es ja eine Beta.

Andreas
Andreas
2 Jahre zuvor
Antwort auf  Elgreco111

Naja, ehrlich gesagt gibt es diese Probleme (soweit ich weiß) nur bei den beta-Nutzern, worauf sich ja dieser Artikel hier auch bezieht. Alles in allem läuft der MSFS bei mir wesentlich (WESENTLICH!!) stabiler als es der p3d in allen Versionen von 2.0 bis 5.1 bei mir je getan hat. Die ständigen Update-Orgien wenn mal wieder eine (kostenpflichtige) X.0 herauskam waren damals doch um Welten nerviger! Also ich bin mit der aktuellen Versorgung durch MS und Asobo glücklich. Betas muss man nicht nutzen, (diese Option gab es übrigens bei LM erst gar nicht, da wurden neue Versionen oft ohne Vorankündigung in den Äther geschossen und die (p3d-)Flusi-Welt stand erstmal eine Woche unter Schnappatmung.
Verglichen mit den letzten 20 Jahren in denen ich dieses Hobby betreibe kann ich sagen: es war nie besser als jetzt. Klar gibt es Verbesserungspotenzial, das gibt es immer! Bedenkt man wie offen Asobo auf die Probleme der Community eingeht, finde ich aktuell wenig Reibungspunkte.

Grüße aus MUC,
der Andi.

Sennah
Sennah
2 Jahre zuvor
Antwort auf  Andreas

Unterschreibe ich so. Bin auch extrem zufrieden mit MSFS. Die Changelog‘s und die Dynamik in Updates kenne ich so nicht von keinem anderen Simulator. Ich nutze die Beta und ja, alle Airliner die ich nutze streiken bei mir. PMDG hatte es ja proaktiv gemeldet. Bei Fenix steigen im Laufe eines Fluges die Screens im Cockpit nach und nach aus. Es werden Updates folgen und dann wird der Simulator wieder etwas besser werden.

Eckehard
Eckehard
2 Jahre zuvor
Antwort auf  Sennah

Kleiner Tipp: Der Wechsel auf DX 11 soll wohl viele Probleme mit Fenix, PMDG etc. verhindern.

Niels
Niels
2 Jahre zuvor

mit Carenado Fliegern gibt es auch Probleme, genau so wie mit anderen Addons. Bis jetzt ist das die schlimmste Beta die ich erlebt hab.

Christian
Christian
2 Jahre zuvor
Antwort auf  Niels

Ich habe auch iwie das Gefühl, dass MS/Asobo da von nVIDIA auf dem falschen Fuss erwischt wurde. Oder die Kommunikation zwischen den Beiden eine Katastrophe ist, jedenfalls sicher nicht geplant, dass man von der SU11 Beta über nVIDIA Kanäle erfährt, statt über die MS/Asobo Kanäle. Eventuell wollte man da der Meldung von nVIDIA zuvorkommen (die sprach ja vom 17. Oktober, soviel ich weiss) und hat die Beta nun ein paar Tage zu früh auf die User losgelassen.

Darüber, dass nun zig User in die Röhre gucken, kann ich nur milde lächeln. Wenn man an einer Beta teilnimmt, muss man jederzeit damit rechnen, dass gar nichts mehr geht. Beim MSFS sind die Betas aber ja längst zum lustigen Vorab-Release verkommen, wo 95% der Beta-Nutzer einfach den Content früher wollten und sich um die Aufgaben eines Beta-Testers sowieso foutierten. Selber schuld.

Niels
Niels
2 Jahre zuvor
Antwort auf  Christian

Ja nu, irgendwo her müssen ja die Feedbacks kommen. Da macht man vorher ein Backup und gut ist es.

Steven
Steven
2 Jahre zuvor
Antwort auf  Niels

Sich ein Beta drauf spielen und dann beschweren das etwas nicht funktioniert. Das sind die Richtigen. Vielleicht einfach noch mal nachlesen was ein Beta ist und wofür es da ist.

Niels
Niels
2 Jahre zuvor
Antwort auf  Steven

Klar, die sich beschweren sollten die Finger davon lassen, aber man sollte auch erkennen wann es sich nur um eine Mitteilung handelt. Davon mal abgesehen ist diese Zeigefingermentalität mit den Kommentaren hier auch völlig fehl am Platze, da das Thema nun mal die Betaversion ist. Also haben hier auch eher Berichte bzw. Meldungen zu der aktuellen Beta Version ihren Sinn.

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