Die nächste Open Beta steht bereit. Seit heute um 17 Uhr deutscher Zeit (15 Uhr UTC) kann das 10. Sim Update des Microsoft Flight Simulator als Open Beta heruntergeladen und getestet werden. „Wir sind dabei, die Release-Notes zur Beta-Version fertigzustellen, die Foren vorzubereiten“, heißt es im Development-Update auf der Flightsimulator-Website. „Zu diesem Zeitpunkt wird die Feedback-Kategorie des Sim Update 10-Forums veröffentlicht, in der ihr weitere Informationen über die Teilnahme an der Beta, unsere allgemeinen Ziele, die Art des gewünschten Feedbacks und gezielte Feedback-Umfragen finden werdet.“
Gleichzeitig ende der Xbox-Stabilitätstest: „Alle Xbox-User, die derzeit am Xbox-Stabilitätstest teilnehmen, werden innerhalb weniger Stunden nach dem Start der Sim Update 10-Beta automatisch zum Sim Update 10-Beta-Build weitergeleitet“, heißt es weiter. Weitere Details würden morgen über die in den Foren bereitgestellten Informationen beschrieben, so Asobo.
Wie ihr an die Open Beta von Sim Update kommt? Einfach die Windows-App „Xbox Insider (Hub)“ öffnen und dort für die Beta des Microsoft Flight Simulator eintragen. Beim Start des Sims wird dann die Open Beta wie ein normales Update installiert – achtet darauf, dass der Pfad zum Content-Ordner (mit den Unterordnern „Community“ und „Official“) korrekt ist. Danach wird die Open Beta installiert.
Release Notes:
Several crashes have been fixed across the title (Ex. Thread 1)
Ongoing performance optimization work including fixes for several memory leaks
Fixed a performance drop when more than 4 World update photogrammetry packages are installed
Faster loading sequence after the Press any button screen
Fixed a bug where Javascript WebSockets were not closed and released properly when connection failed
New essential package update flow introduced on Xbox: to reduce risks of crashes, update will now occur during the boot process
Fixed potential performance issue over time caused by lights on some 3rd party planes
Fixed intense write operation that occurs during initial flight on Steam as the cloud save system was making too many requests (Forum Thread) 1
Fixed ATIS reporting wind speeds in Feet per Seconds instead of Knots (Forum Thread)
Simvar ON ANY RUNWAY will now work even without following ATC procedures
Flight Planner will now try to keep the procedures transitions when loading an external flight plan (Forum Thread) 1
Added interpolation out of METAR data when getting away from the METAR data (distance, altitude or time) (Forum Thread) 1
Added gusts to live weather: Added data pipeline between live weather
(meteo blue & metar) and sim for gust data so that the sim features
real world gusts in live weather (Forum Thread) 1Added additional dynamic pressure and air density debug data
Increased density calculation extreme temperature limits by 10% to
allow extreme temperatures at altitude to generate correct densitie
valuesPer feedback, turbulences & drafts have been reduced by 90% at
0kts wind speed and 50% at 1kts wind speed (no change above 3kts wind
speed). Turbulences and drafts have also been reduced by 50% at high
altitudesVarious fixes and improvements on the weather panel (Forum Thread) 1
- Fixed potential issues during replay (glitches)
Fixed loading FLT files from the cloud storage (Forum Link)
Fixed countdown remaining on screen when animations are disabled in low altitude activities (Maverick) (Forum Thread)
Fixed some statistics not updating
Added a navaid ident search bar to pull up navaid and airport data
Added ability to click on navaids and airports to pull up navaid and airport data
Accessing navaid and airport data will now open a pane with the following details:
Intersection: Ident and location
NDB: Ident, location, name, and frequency
VOR: Ident, location, name, frequency, and magnetic variation
Airport: Ident, name, region, location, runways with surface type and
length, available COM frequencies, available ILS frequencies, METAR
Camera auto exposure now adapt to a reduced area in the center of the
screen in VR. This avoids too dark cockpit instruments when looking at
them, or over brighten exterior when looking through the windowAI Antistall no longer cuts the engine
Planes will now only save in the FLT LocalVars that have been
modified since loading the plane. The Behaviors debug window can also
now toggle between showing all LocalVars or only those that have been
modified since loading the planeAdded Simvars the following simvars to read cfg parameters :
SIMVAR_MAX_EGT,
SIMVAR_RECIP_MAX_CHT,SIMVAR_MAX_OIL_TEMPERATURESIMVAR_TURB_MAX_ITTCorrected an issue that would sometime cause the FBW to be enabled by mistake at the start of some missions
Fixed contrails no longer visible on multiplayer planes
Fix ANTI_ICE_GRADUAL_SET key event to set value on all controlled engines
Animation Position can now be used in the sound.xml file to trigger sounds and for RTPCs
Corrected an issue that could cause a crash when a Fuel System was designed with a pump not having a correct line
Added the PropellerPct parameter to the SimVarForSpawningInTheAir FLT parameters
Corrected an issue that could cause the Yoke to still be interactive when hidden in VR (Forum Thread)
Adding the missing FLT Parameters to set the value of Nav 3 & 4
Corrected an issue that cause fuel pressure to be incorrectly reduced
by junction. Also added a versioning system to the fuel system which
should ensure the behavior of planes does not change unless their
Version number is changed in their cfg.Changde airliners Weather Radar beam angle to be 180°
Fixed OBS leg not displayed when direct to an airport
Added VR support for Vcockpit rendered on screen
Fixed missing cockpit interaction foleys
Fixed support for negative flaps drag including the CTSL
Change cursor management with GUI and ModelBehavior to fix the cursor disappearance after hovering a devmode GUI
Added a new section in cameras.cfg to configure the new camera ray
collision system. This system is to be able to identify when the camera
ray is intersecting with configured nodes (see SDK for more info)Autopilot should no longer flyback when activating approach (Forum Thread)
Improve GNS 430 & 530 navaid selection
Improved parameters of existing cockpit camera physics so that the vertical camera shake at touchdown is more important
Reduced ground effect on all 3 airliners from 25% to 10%
Added a new parameter itt_maxcorrection to allow adjusting the
maximum rate of change of the turbine itt and achieve faster itt changes
when the itt_tc is highAdded a new parameter to control the collision between the CFD and the ground and adjust the CFD generated ground effect
Cleanup of glide slope code. Harmonized upped and lower bounds of
glide slope correction to integral accumulation to avoid overflow &
overshooting and make tuning easier. Added glide slope error smoothing
to avoid PID bounces on turbulencesDebug AP now displays glideslope PID
Added new parameters to [FLIGHT_TUNING] section to control the static
friction at high speeds and set how sticky the wheels should behave
when rolling at higher speeds. These parameters are not used yet on any
aircraftMax thrust limiter now has a TC and needs 5s to go from 100% to 0%
when throttle is reduced. Bug 3748756 Fixes jet engine sound at full
throttle stops too abruptly when quickly reducing powerFixed increasing/decreasing the whole nav frequency carry the decimal part
Corrected an issue that would make the VNAV button of some glass
cockpits not update its state when another VNAV button was pressedFixed a bug where the Weight and Balance would be set to about a quarter of the chosen value when using Hybrid/Metric system
Feature additions:
Added weather radar to aircraft with it enabled (Forum Thread)
Added radio altimeter to aircraft with it enabled
Added RA mins option to aircraft with radio altimeter
Added back-course support to autopilot
Added the current remaining active leg distance to the FPL page for the active leg
Added ability to edit all flight plan altitude restrictions and not just arrival/approach procedures
Added support for handling NAV/COM Volume knobs
Added support for slew mode; instrument will pause when in slew to
prevent crazy flight path drawings or erroneous advancing of legsAdds support for VNAV guidance to an airport when no approach is selected (allowing users to use VNAV with VFR flights)
Improved calculation of intercept legs
Improved rendering performance of airspace boundaries
Adjusted max bank angle for some aircraft
Added LNAV vector turn anticipation to eliminate oversteer, particularly when exiting a turn
The Garmin traffic map range layer will now always display ranges in nautical miles
Fixed flight director not turning off in C208
Fixed bug where OBS would not work on a flight plan with only origin or destination
Fixed missing TOD/BOD markers on map
Fixed bug where TAS/TIS did not initialize to operating mode if starting flight in air
Fixed bug where default Bravo bindings would not change the selected altitude on KAP140 equipped G1000 aircraft
Fixed bug with path rearming due to changes in LNAV sequencing
Fixed bug where GS/GP activation would not fully deactivate vnav
Fixed bug where loading a visual approach would add a disco leg to the flight plan
Fixed bug causing ‘VNAV UNAVAILABLE’ message to show after the FAF
Fixed truncation of frequency transfer when using 8.33kHz spacing
Fixed slow response of AP pitch control to pitch inc/dec button events
Fixed incomplete CDI tooltips
Fixed missing NEXRAD on HSI map
Fixed bug where map range compass layer could be missing heading labels after a map resize
Fixed broken on-screen keyboard interaction on Xbox
Fixed issue where adding duplicate legs after an intercept leg could cause the flight path to move incorrectly
Removed screen flash upon entering or exiting reversionary mode based on real unit reference
Fixed issue where Engine page softkeys could be missing or become stuck when entering or exiting reversionary mode on the PFD
Fixed bugs with BackCourse and Approach tooltips/hardware indications
Fixed bug with the visual approach preview not showing the STRGHT and FINAL legs
Fixed bug where the pitch ref would decrease while executing unrelated autopilot commands
Fixed bug where VNAV would sometimes not re-arm on level legs
- HMD has been added
- Corrected an issue that caused the flight officer’s Baro Knob to not make any sound when rotated
RTO does not disable after a full stop on runway anymore
Altitude callout now take landing gear in account
Corrected an issue that caused Autobrake not to properly disable after the gears are raised
TRK mode is no longer changing map North reference
Change handling of JS waypoint in FlightPlanManager to avoid function
call on null objects that were causing freezes on Constraints mode and
VFR mapCDU STAR selection now defaults to NO TRANS
Fixed TCAS Icons not displaying correctly
Adjusted new ground collision parameters to improve ground handling in cross wind and at high speeds
Added new parameters to [FLIGHT_TUNING] section to control if and at
what speeds the crosswind effect is cancelled out on ground. Removed all
crosswind cancellation on the aircraftTrimmed rudder 1° more to the right to fix left rolling tendency of aircraft during cruise
CDIs in the Classic version are now fully independant to display GPS or VLOC source
Corrected the Default AP Pitch Mode
Toe brakes now animate when brakes are applied
Corrected an issue that would prevent the validation of a checklist step relating to the Standby Battery state
Fixed issues with NAV, VLOC, and GPS indicators on CDI lighting in
incorrect conditions: indicators and flags should now match
corresponding GNS CDI state
Correction landing light angle
Airframe paintings and textures improved. Some paintings was missing
Some Wear and Tear added in the cockpit
Correction Light position airframe
Better cockpit lighting
Fixed glideslope PID for better glideslope following
Ground Power can now visually connect (Forum Thread)
Added the Ground/Fine Throttle section to ensure the plane can be setup to not move without parking brake
Fixed glideslope PID for better glideslope following
Panel light knob does knot change screens brightness anymore
Corrected an issue that caused the taxi light not to work when starting in apron (Forum Thread)
Changed display logic of reverse transition title on EICAS display to remove flickering of the title during transition
- Added AP disconnect button
- The touch back button of the Aera doesn’t hold the Gamepad cursor anymore
- A part of the landing gear was not animated and was clipping with the fuselage (Forum Link)
- Toe brakes now animate when brakes are applied
Aviat Pitts Special S2S
- Fixed radio knob sound not emitted
Adjusted new ground collision parameters to improve ground handling in cross wind and at high speeds
Fixed fuel tank selector
Removed trees before runway 25R at EDDF (Forum Thread)
Several small airport improvements
General Marketplace Debug
Fixed an issue where the cursor would act as in panel movement mode in the pause menu
Fixed deported VFR Map widget on a lateral screen couldn’t zoom
Create an “Experimental” tab for experimental features – available only on PC
Change framerate option description to better explain what the option
actually does when the screen refresh rate is different than 60HzAdded options to customize subtitles
Various improvements to Screen Narration throughout the menus,
installation, onboarding, cockpit instruments and notifications during
flight. For further details, see www.flightsimulator.com/accessibilityAdded a Remove Friend option in game (Forum Thread)
Fixed issues with keyboard secondary binding. (Forum Thead 1, 2)
Fixed action trigged when hatswitch is used on a combination with a button
Added a new “Short Keyboard” preset, aimed to support 60% keyboards
Added the LED and SIP support for the TurtleBeach Velocity One on Xbox
Depth Reprojection Option added to get smoother experience
Adding a world scale perception option slider in the VR graphics settings (Forum Thread)
Frustum Culling support for canted displays
Fixed In-game panel size (Forum Thread)
Added support for 3DSMax 2023 in glTF exporter
Added a sample for custom RTC animations
Added support for Visual Studio 2022 in MSFS Platform Toolset
NEW FEATURE: Smart Docking System is available! The game is embedded
in an ImGui window while using devmode. Default layouts for each editor
will soon be made available.NanoVG is now the default rendering method (instead of GDI) for XML
gauges on PC (still can be changed in devmode Options->Use NanoVG
for XML Gauges)Clarified asset group Type field by renaming it to Asset Group Type
Fixed console group filter UI elements overlapping with other elements
WasmDebugWindow now shows dll full path instead of CRC
Debug draws (e.g. “Display FPS”) now renders on top of ImGui
Improved teleport window and added camcode
Added Debug road vehicles
Added a warning when a polygon has an invalid shape and it failed to subdivise it in the BGL compiler
Teleport window: fixed teleport to EHAM
Improved developer camera (orbit around target)
Fixed rare crash when parsing ModelBehavior XML
New window transparency option in Devmode->Manage Windows menu
Reworked windows opacity system to make it more consistent
Fixed no inputs after exiting devmode while scenery editor is opened
Making the launch alert popup display only when loading is over
Fix Icao selector not closing when clicking Cancel
Saving settings upon checking/unchecking the “Don’t show again” checkbox
Marketplace Data scrollers and sliders are now limited to 15 media (images) each
Marketplace Data backgrounds are now limited to 5 media (images) each
Fixed ellipse rendering issue when using NanoVG or GDI+ over NanoVG
Default aircraft project now includes a thumbnail with correct dimensions
Removed ContentInfo and MarketplaceData from the available types when creating a new Asset Group
Fixed the Project Editor “Save As” option
Fixed super cells positioning when creating Weather Preset in SDK
Fixed occasional crashes when deleting materials through the Material Editor
Making the console dockable while using the devmode, and also make it respect devmode windows opacity setting
Fixed invalid warning messages about alpha values for invisible collision materials
Removed Camera Editor tool. Camera are now to be edited with the Aircraft Editor
Display message groups names when hovered in the console
Rework the way scenery packages are ordered, the content.xml will no
longer store the list of all packages. It will now allow to set
priorities to some packages. The user can edit these priorities via a
new tool available in experimental menuFix screenshot tools soft-locking the game when an HDR screen was connected & HDR was activated inside the OS
Fixed crash upon closing an ImGui window from Windows taskbar
Fixed reloading of libraries in Material Manager
Improvement of the rendering of XML Gauges when using NanoVG:
Image mask now works as they should
Elliptical drawings (arcs and pies) fixed
String formatting is supported (\t, {md}, {lsp}, etc)
String overall rendering improved to better match GDI rendering
Properties of the GraphParameter node have shorter names in the graph
Fixed a crash when opening an effect in the editor after deleting another effect
UX improvements to editor popups (Create, Clone, Rename and Delete
effect): Enter and Escape keys can be used to cancel/validate the popups
and text fields automatically grab focusFixed SetScale node always displaying unknown input type
Fixed GetParticleAttribute & GetGroundAttribute & Color nodes not displaying the right output type
Plugging a graph to an effect wide property no longer causes static
invalid values to be cached for particle specific computations (see Strange VFX problem in SU8 – MSFS DevSupport)Fixed double vertical scroll bar in the SimVar units drop-down menu
Material Diffuse & Emissive colors are now available on the
particle Output block. They replace AfterBurnerColor1 & 2 for the
StaticMesh blockProperties related to specific material codes are hidden when the material used does not match
Fixed occasional glitches in ribbon-based FXs rendering
Fixed a crash when plugging a graph using a GetInstanceAttribute node into a StaticMesh block input
Added SimConnect_AddToFacilityDefinition to build a facilityDataDefinition and SimConnect_RequestFacilityData to request it
SimConnnect_Close now cleans events, unbound inputs…
SIMCONNECT_STATE_OFF now disables event
SIMCONNECT_WAYPOINT_FLAGS can now be removed
Added SimConnect_TransmitClientEvent_EX1 function which can trigger Key_Event with multiple arguments
VR: headset view now recentered when writing 1 to CAMERA_REQUEST_ACTION simvar
- Fixed issue where NAV GSI NEEDLE would report lateral instead of vertical deviation when in GPS DRIVES NAV1
Fixed issue with VOR/NDB name not being returned from facility lookup
Added SET_NEAREST_EXTENDED_AIRPORT_FILTERS call to enable ability to
filter airports by surface type, runway length, approach type, and
towered/untoweredTerrain and weather map APIs updated to match new WASM map APIs, including extended color definitions and breakpoints
Airports now correctly update after hiding them
When unhiding an object, it now unhides its parents as well
Made the Hide/Lock by type window sorted alphabetically
Object list and filter by type list are now sorted alphabetically
Added a cylinder to visualize control tower positions + allow pickup for towers without scenery
Link runways and runway-taxipaths automatically
Only one gate type and ramp type for taxi parkings
Easily use default sceneries for jetways
Fixed snap on ground for control tower without scenery
Fixed carparks can be moved in the air
Fixed custom display name for vectorplacement produce corrupted xml
Added “adjust scaling along path” for vector placement
Fixed mesh heading in light rows
Fixed conflict between polygons and aprons for vegetation exclusion
Added default taxi edge and taxi center light for light rows
Fixed car parking update
Taxi sign: Reduce emissive by 50%
Added “exclude projected mesh” to exclusion rectangles
Removed taxisigns exclusion from exclusion rectangles
Rename deleteAllBlastFences to deleteAllVectorPlacement
Fixed vegetation update after loading a package that contain a materialLib or biome files
Fixed framerate drop due to offline air traffic
Added spacing parameter for PAPI
SimObjects can now be hidden
Fixed airport not loading when an independent projected mesh is close
Fixed Sim Objects not taking their given scale into account
Fixed inconsistent update of airport upon hiding/unhiding objects
Hiding/Locking jetways and taxiway parkings now applies the same operation on their children
Scenery objects (scenery/simobjects/worldscripts/fx/etc) that are
children of a projected mesh/control tower/jetway are now ignored by the
filter by type and the hide/lock by type options to avoid confusion
with other scenery objectsImproved filter by type and search filter consistency with recursive hierarchy
Remove irrelevant “Draw before” option from independent projected meshes
Fixed runway length edition that doesn’t move runway starts
Fixed runway warning “heading mismatch”
Fixed undo/redo apron flip UV
Improved undo/redo command
Added ability to create a path between parking and a taxi point
Fixed vector placement elevation
Fixed POI landmark that are moved when going back to main menu
FX object are deprecated, can’t place new
Fixed editor wasn’t correctly showing element from other packages (aprons, painted lines, control towers…)
Optimized scene tree for large airport
Real time edition for exclusion rectangles
Fixed bugs with polygon point altitudes
Fixed polygon with material rendering when the material is not loaded yet
Fixed object focus
Fixed jetway links that disapear during edition
Fixed TIN color correction not correctly applied during edition
Fixed “add a jetway” button that create invalid jetway
Fixed car parking update & optimze vehicle rendering
Fixed buildings that never come back when editing jetways
Fixed car parking add point and resume edition
Creation of a new Aircraft Editor with better handling of cfg files
and a complete list of parameters (links to doc once available)Loading a project to access Aircraft Debug Windows is no longer
required. They are now available in the devmode menu under
“Options/Debug Drawing/Aircraft/”
Fixed airport reloading after building a package
Force reload of gameplay airports after building BGL package
No longer copy source .loc files from SimObject folders to built package
Added a new sample about how using Terrain/Weather API
Implemented Terrain/Weather API
[Beta] Added a Visual Studio Debugger Extension which improves Wasm Debugging (Especially inspecting callbacks)
Implemented trigger_key_event_EX1 to trigger key events with mutilple arguments (See documentation for more information)
Fixed reloading of standalone WASM modules after sign-out / sign-in
Was für ein Changelog, da soll mal einer sagen die machen nichts.
Tja, Quantität über Qualität ist auch nicht das Wahre, oder? Bin gespannt, was das SU10 Update alles zerhaut, gibt schon erste Hinweise in den Foren…
Schnellere Ladesequenz beim Start. Cool das die da noch „fine tuning“ machen können.
DLSS ist wohl leider noch nicht dabei. Ich hoffe das kommt noch mit SU 10.
Doch, es ist dabei.
Wäre interessant zu wissen ob es in VR funktioniert und wie viel Leistung es bringt
Hat das jemand schon getestet? Läuft das stabiel?
Sollten doch „neue Wolken“ kommen. Habe ich das überlesen?
Das mit dem AI Traffic ist aber sehr unglücklich….gerade jetzt nachdem ich durch Euch den Live Traffic kennen gelernt habe würde ich es mehr als schmerzlich empfinden den AI Traffic zu verlieren.