MSFS News

Not flown since Feb 17th…

89.5 GB.

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Take the pain…

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When they add ‘Armchair 3000’ as a stock plane I’m getting in touch with my expertise! :wink:

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I remember @BeachAV8R doing extensive write-ups in the official forum when it came out. Seems he got a kthx…baiii. reply. I don’t know anybody reached out to him.

Nobody was particularly interested in acting like a free QA rep, which is what they wanted. Lots of people wanted to write essays on how they thought everything should work as a real pilot, but that’s fairly useless, at least in terms of testing software or making specific changes.

The act of getting involved properly, so that it takes hours of retesting, single change tweaks, repeatable testing and builds downloading essentially lost the drive-by experts (which is fine, I mean at that point it starts to get like real work).

Getting it down to a group that wants to put in the hours and knows what is expected of them was always the plan, but it’s taken a long time to get there.

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No default Global XRS and it’s been a decade since I last flew a King Air so my knowledge of the airplane is clouded at best. I guess I’m off the hook… :wink: .

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Some potentially exciting performance news for the PC version

This is still the DX11 build as well. Optimizing for the Xbox has helped a lot of things by the looks of it.

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The source for the article above - lots of good info in here:

A clip of the interesting bits :wink:

TL;DR version:

Going to Sim Update 5 increased framerate from 30-35 over Manhattan to about 55-60 fps, with a better balance between CPU and GPU, with the GPU being used 100% now. Memory reduce 50% as well.

Going to be great for VR as well. Update out July 27th.

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Really impressive!
Good news indeed…

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I’m very curious how improving the CPU utilization will affect GPU-bound systems (my own in VR). I’m not wise enough to fully understand, but from what I’ve gathered frame times should improve-even if FPS doesn’t move a great deal.

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Yep, it’ll move the bottleneck elsewhere, and in VR (like in 4K+) it tends to eventually be the GPU. It should be more stable and stutter free though even if similar frame times, as often that’s caused by the CPU just deadlocking the main thread and not feeding the GPU things to do rather than the other way around.

Their video showed a lot of the optimization is just fewer draw calls (about 50% less), so in dense areas (like NYC they showed) that’ll help both CPU and GPU.

The other big changes in how the CPU efficiency was improved was in moving the cockpit glass off to its own thread - the CoherentGTUIThread will help a lot with complicated aircraft (anything not just dials really).

Consoles tend to have a lot of threads at lower clock speeds than PC’s, plus a new Xbox X only has 16GB RAM. The optimizations they did to get it working provided a really nice overlap for mid-range and up PCs.

Also, should say, this is on DX11 - the DX12 update they did for the Xbox platform is not really using any new features of that, but it’s obviously easier to test with. The DX12 for PC will follow later on, and should hopefully improve things a bit more, especially in the areas of threading/batching calls to the GPU.

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Overview

It has been an amazing journey over these past ten months here at FlyByWire Simulations. We have some exciting things that are on our development branch! In this NOTAM we are going to give you an overview of changes that have been implemented:

  • flyPadOS v2! Brand new UI and features available.
  • Sound implementation + upcoming planned audio effects.
  • Hydraulics implementation and state.
  • Progress of custom FMGC/LNAV/ND.

Development Updates

flyPadOS v2

The latest update of our flyPad has received:

  • Landing performance calculator.
  • New user interface design.
  • More options in the settings page.
  • Navigraph charts integration.

You heard it right! We’re excited to deliver Navigraph charts functionality in the EFB. Getting started is simple - all you need to do is to:

  1. Select the Charts tab on the EFB.
  2. Scan the QR code to authenticate.

NOTE: The use of Navigraph charts requires an active Ultimate subscription with Navigraph. You can check the current price at Navigraph Subscriptions.

We are also planning to add Chartfox integration to the EFB at a later date.

As briefly touched on before, we have done a major redesign to the look and feel of the entire EFB for a more refined appearance and improved usability.

While exploring the EFB you may have noticed that the settings page is now no longer greyed out. We have moved all the settings from the MCDU into the EFB. On a final note, the default keybinds no longer trigger when using an input while using the EFB natively, meaning you no longer have to “pop-out” the EFB window to type.

Development Credits: Antiso, Blurpyx, Holland, Falcon, Saschl, TheMightyMat, and ZeroKaa.

Latest Sound Implementation and Plans

We recently merged major improvements to our sounds module in the A32NX.

Available now:

  • New avionics fans audio for a more immersive power up and shutdown.
  • Added yellow and blue electric pumps sounds (audible in the cabin mostly)
  • Added sounds for wipers.
  • Added sound of the ground service bus (everytime you load in you will hear a clunk and a small whine).
  • Added custom FCU sound effects.
  • Enhanced engine spool up.
  • Reworked engine sounds from idle to TOGA (heard externally and internally).
  • Reworked engine startup completely (interior and exterior).
  • Reworked fuel pumps on the outside and inside.

Not only have we pushed noticeable changes that you can hear, but we’ve added in events that allow developers to implement the logic at a later time.

Events added without logic:

  • TCAS wwise events.
  • ROPS wwise events.

Hydraulic Implementation

We have completed major steps recently towards a more accurate hydraulics system in the A32NX. Some of these features include:

  • Brakes available when engines are off.
  • Hydraulics connected to electrical system.
  • Replaced default brakes with custom hydraulic brakes.
  • Custom autobrake to match conditions and dynamic deceleration targets of the real A320neo.

For a great summary of everything available in our development version check out 320 Sim Pilot’s A32NX hydraulics video below:

There are so many aspects of the hydraulic system to implement that we can’t cover them all here, but some of the next steps are:

  • Tuning brake forces to match real plane performance figures.
  • Modelling the blue hydraulic/electric emergency generator.
  • Modelling the RAT accurately.
  • Creating a physical model of the PTU.
  • Connecting and modelling all actuators one by one.

Custom FMGC/LNAV/ND

The custom FMGC and navigation display are being developed in the autopilot-custom-fpm branch of the A32NX repository. This build is not yet available for general use (although you can compile it yourself, to check it out; but keep in mind that no support/assistance will be provided). As a reminder, this change includes the following:

  • Initial custom FMGC and LNAV implementation.
  • Better handling of flight plan modifications, SIDs, STARs, DIRECT TO.
  • Custom navigation display (ND).

The current focus is on finishing up the custom navigation display, which brings more accurate graphics and less performance impact on the simulator framerate.

General Information

Stay up to date with information from FlyByWire Simulations by following our social media!

If you require support or would like to submit a bug report please see the links below:

When submitting an issue or asking for support to do the following:

  • Visit our Reported Issues Documentation for common problems and workarounds.
  • Ensure that your issue has not already been reported on our GitHub.

Download the latest version of the A32NX:

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JULY 29TH, 2021 DEVELOPMENT UPDATE

Posted by: Microsoft Flight Simulator Team

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What a week it’s been! Thank you to the entire community for supporting us during launch this past Tuesday, and welcome all new Xbox Series X|S players! We hope you are enjoying the sim. Our team has been collecting your feedback, first impressions, and more and we would like to share that a hotfix will be live tomorrow, July 30th, at 8 am PT (1500 UTC) to download on both PC and Xbox Series X|S consoles. Here are the release notes:

STABILITY/PERFORMANCE
  • Fixed various crashes in game and on the world map
  • Fixed crashes related to the offline AI traffic
  • Fixed minor memory leaks
INPUT
  • The title should no longer freeze for a very long time when connecting / disconnecting peripherals
NAVIGATION
  • Fixed broken flight plan for Garmin devices when adding an enroute waypoint that was inserted as a destination
  • Fixed flightplanner not resetting when going from one activity to another
  • Fixed flightplan from flight assistant not displaying on certain planes when VFR map is open after the destination is set
  • Fixed freezes happening when using the flight assistant when setting a new destination
UI
  • VR options should no longer be duplicated in the Option menu
  • Marketplace “Get and download” and “Download” buttons will now function as expected on the Content Page
  • User unable to interact with UI elements with the in game cursor for free flight in some cases
PLANES
  • Improvements of pitot static system to fix altimeter bugs, improve accuracy and correctly simulate temperature impact
  • Fixed AutoBrakes Button Behavior on the Airbus A320Neo
ACTIVITY / GAMEPLAY
  • The correct runway is now taken into account for the Landing challenge at Nice
  • Pilots are now displayed in external view at the Isafjordur Landing challenge
  • Title will no longer become unresponsive after using Fuel Supply and using a fuel or payload as a numerical value via ATC Ground Services
  • Some achievements will no longer be awarded in error for certain landing scenarios
WEATHER
  • Fixed big temperature spikes at high altitudes
SDK
  • Added new airspace to nearest facility JS API
  • Fixed crashes on WASM modules for older CPUs

We are actively working on making this sim the best experience possible, and look forward to seeing videos, comments, and more from you about this release.

– The MSFS team

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DEVELOPMENT ROADMAP

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FEEDBACK SNAPSHOT

To learn more about Accessibility in Microsoft Flight Simulator, click here.

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KEY:

SU = Sim Update (3, 4, etc.)

WU = World Update

ASAP = As Soon as Possible

TBD = To Be Determined

Several Releases = Fixes will come over a series of updates

Ongoing Fixes = An item we will continually be working on

Planned = Scheduled to be worked on

Under Investigation = The team is currently looking into the issue

Not Planned = We will likely not work on this

Started = Work has started on this item

SDK UPDATE

  • General
    • We changed the way LODs behave to get massive performance improvements. Now, on Xbox, this is how LODs work:
      • Objects with one single LOD disappear if their screen size is lower than 5%. MAJOR CHANGE as it used to be 0.5% in previous versions
      • Objects with two LODs disappear if their screen size is lower than 2%.
      • Objects with three or more LODs disappear if their screen size is lower than 0.5%.
    • We strongly advise people to create 4 different LODs for their models, as it is stated in our Xbox guidelines here.
    • We have temporarily reverted the LOD selection mechanism to its previous state on PC. However, because it is important that you can check the state of your add-ons with the Xbox LOD selection mechanism, we have added an “Xbox LOD Selection Mode” option in the DevMode.
  • Documentation
    • With the SDK update, there are also significant improvements to the documentation. Here’s what we have prepared for you:
      • Material Editor documentation
      • element (previously ) documentation
      • More documentation for our SDK samples
      • Living Things SimObject documentation
      • Boat SimObject documentation
      • Content Configuration section for Textures
      • Models content configuration section
      • New nodes in the Visual Effects Editor section
      • Statistic Profiler documentation
      • Coherent GT Debugger documentation
      • New Xbox Samples
      • Additional information for the 3DS Max Plugin
      • Additional documentation to the Scenery Editor & the Project Editor
      • Updated information for the Aircraft Electrics Systems
      • Changes and additions to the Flight Model Config Definition page
      • New sections to the Flight Model Physics page
      • Additional documentation on the Reverse Polish Notation page
  • Dev Mode
    • General
      • We renamed “Model behavior” labels to “Behaviors”.
    • Project Editor:
      • We fixed the “Add asset group” command that would not revert asset groups.
    • Visual Effects Editor:
      • We added a Simple FX sample to the SDK.
      • We’ve made big progress in terms of stability.
      • We’re currently adding keyboard shortcuts, which will allow you to copy (CTRL+C) and paste (CTRL+V) one or several nodes inside an effect, and even from one effect to the other!

3RD PARTY UPDATE

  • As of 07/26, we have now approved 205 (+4) third parties into the in-sim marketplace and – so far 115 (+0) have released 510 products (+12).
  • In total, 1,178 products (+20) have already been released in 3rd party stores and the in-sim marketplace. Beyond that, another 361 products (+2) from 3rd party developers are in production (227 announced, 134 unannounced). In total, over 1,539 3rd party products (+22) are either released or are in development.
  • Airports:
    • 970 airports (+21) are either released or are in various stages of development.
      • 752 airports (+17) have been released on the platform so far in various stores.
      • 407 airports (+1) have been released in the in-sim marketplace.
      • 107 airports (+2) beyond the released airports have been announced.
      • 111 airports (+2) are not announced, but the dev let us know that an airport is in production.
  • Aircraft:
    • 189 aircraft (+1) are either released or are in various stages of development.
      • 58 aircraft (+2) have been released on the platform so far in various stores.
      • 35 aircraft (+1) have been released in the in-sim marketplace.
      • 108 aircraft (+0) beyond the released aircraft have been announced.
      • 23 aircraft (-1) are not announced, but the dev let us know that an aircraft is in production.
  • Scenery:
    • 341 sceneries (+0) are either released or are in various stages of development.
      • 329 sceneries (+1) have been released on the platform so far in various stores.
      • 34 sceneries (+2) have been released in the in-sim marketplace.
      • 12 sceneries (-1) beyond the released scenery have been announced.
  • Mission Packs:
    • 39 mission packs (+0) are either released or are in various stages of development.
      • 39 mission packs (+0) have been released on the platform so far in various stores.
      • 4 mission packs (+0) have been released in the in-sim marketplace.
      • 0 mission packs (+0) beyond the released missions have been announced.

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TWITCH UPDATE

Join us for our weekly community fly-in tomorrow as Coffee_haus plays host for a fun group flight!

COMMUNITY VIDEO

https://www.reddit.com/r/MicrosoftFlightSim/comments/otkaeh/loving_the_new_wake_effects_in_water/?utm_source=share&utm_medium=web2x&context=3

SCREENSHOTS

Participate in our next screenshot challenge: Unique Landscapes!

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NEXT DEVELOPMENT UPDATE BLOG – August 5th, 2021

Sincerely,

Microsoft Flight Simulator Team

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Live Dev Q&A Oct 20 Summary

I’ll steal it from the above link, just in-case they change their minds :slight_smile:

Game of the year edition

Jorg – Yesterday we released the SU6 and are happy to see all the positive feedback – special thanks to testers. We are going to have longer flighting period starting next year.

Timestamp – New visual ID + new content

GOTY version will also includes enhanced airports.

We have a new partner, Flight Sim studios contributing to these enhanced airports.

David reminds the chat that all these contents are for free.

Chat question – Is the Game Of The Year edition will be replacing the standard edition of the sim?

Jorg – It is, all versions of the SIM (Standard, Premium, Deluxe Premium) will benefit from it for free.

Community question – Does the arrival of the Super Hornet in MSFS mean native supersonic flight and support of collimated HUDs?

Seb – The F18 is fairly realistic in the flight model. The maximum airspeed curve goes from mach 1 at sea level to mach 1.6 around 30,000 feet just like the real one. The fuel consumption and acceleration are correct. It has the holographic cockpit.

Regarding the F18 Hud David precise that we did some improvement on the engine allowing us to display the holographic cockpit. This is also accessible for third parties.

Community question – “DX12 preview“: What does it mean and what can we expect from DX12?

Seb – This is going to be in the option menu. Basically, when you boot up the sim you’ll be in 11. If you decide to opt-in you’ll have to switch it on in the option menu. Unless any optimization in drivers or graphic card, the performance should be the same. We didn’t do anything special. Currently it’s the DX12 version of the same sim. The goal is to find issues.

As we can’t test all configurations, there will be issues to report.

Chat question – Are the Windows 11 celebration locations are a secret or is there a list we can find somewhere?

Jorg – Good idea to make them secret, but unfortunately places have been shown in a video.

Community question – Will the new GOTY/SU7 planes included be easy to mod by the community or will they be DRM restricted?

Jorg – We are not quite locked on giving access to the file as mentioned in a previous Q&A. We like how mods shape the sim, so I’m all for it. We still need to find the right balance. To be clear, some of the manufacturers don’t want us to this. We would need to double check with them before doing anything. We’ll keep you updated on this.

Community question – Regarding the new tutorials, will there be any expanded tutorials for the A320 / default 747 to help new simmers?

David – We are not yet focused on Airliners. We basically added 2 types of tutorials: on with the Icon and the Cessna, the key aspect of it is the G1000, this will help beginners to fly IFR and get a deeper knowledge and aviator’s skill. Airliner tutorials will come later.

Chat question – What do you mean by rework weather system for this GOTY edition?

David – We knew that we needed to rework the weather, especially for Vatsim simmers because the METAR implementation wasn’t perfect. We took advantage of the rework of the weather to improve the whole system. The intent is to get fresher data than the current half a day forecast data.

The METAR will be merged/blended with this new forecast data system.

Chat question – Are there going to be any more videos or footage released of the F-18 before it comes out?

Jorg – Yes, we are going to make a trailer at some point.

Chat question – Do we know if there is an afterburner effect on it already?

David – Yes

Timestamp RENO Air races:

Jorg – Why RENO, we try to embrace our history. FSX had the acceleration pack (including F-18). Before we launched on PC, we wanted to do this again.

David – We are proud and excited to release the RENO air races expansion soon. RENO is the fastest motor race in the world. Pilots are close to the ground and piloting skills are up to their extreme limit. This is exactly what we tried to reproduce in the sim. Each plane is unique and customed by passionate teams of engineers.

We have improved the place where RENO is happening. We enriched the area. Mountains are sharper, the airport is better and crowded. The speaker (the same caster of the actual RENO) will comment your race.

Chat question – Will the race work in VR

David – Sure.

Timestamp RENO Races videos

Timestamp In-game introduction

Timestamp FX

Timestamp G-force

David precises that G-suit and level of training (resistance to G forces) are options impacting pilots in different ways just like in reality.

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Do you need the Xbox live Gold for Xbox and PC or Just Xbox?

Jorg – On PC you can play without Gold, but on Xbox it’s locked behind gold

If you buy the base Reno expansion and then later want the full version, is there an upgrade patch?

Jorg – The answer is yes. If you get the 20$ bundle, it will be taken into account if you want to upgrade. You can buy each class and you can also buy each plane.

Are all 40 planes modelled the same? What is the difference besides the liveries?

Jorg – We got plane stats from pilots and mechanics and they are as authentic as we can make them.

David – regarding races, everyone will have the same performance, but as soon as you play in trial or free flight, you’ll have the exact same plane as in real life. Keep in mind that each plane is different.

Will aircraft to aircraft crash detection de added?

David – Yes, it’s the case in RENO. If 2 players crash into each other, we have a ‘ back on track ’ feature allowing them to continue the race.

If users don’t have the extra models, will they still see then or generic aircraft?

David – Even if you haven’t purchased the plane, you’ll see them in the menu. If you play against players who have different plane that you don’t own, you’ll still be able to see them. The only restriction is that you won’t be able to play with it.

Will the race timing functionality also be released as part of the SDK for the use by developers?

Jorg – That’s our goal, but for the beginning it might not be enough robust to do so.

Will the Reno DLC be multi-player only, or will you be able to race against AI?

David – No, there is no AI in RENO, the intent is to focus on the competitive aspect with real players.

Can mods and 3rd party planes be used for Reno races?

Jorg – Longer term, that’s the goal

Is there private matchmaking in RENO air races?

David – It wasn’t the intent initially because we wanted to have as many people in the lobby, but yes, we will probably add custom game modes. However, this won’t be the case for release.

Are going to be able to spectate races?

David – It’s not the case right now but it will be part of future content we may add to this game mode.

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Seb - Helicopters – The goal with helicopters is to make these tiny little surfaces being able to move very fast. On a propeller, for instance, a surface can do several spins in one frame.

We started simulating that.

Helicopter plates have several different effects.

Jorg – Chinese localization – It’s going to be done for January and delivered in February.

Jorg - Replay functionality – We are going to use the same tool as out video team is using, and this is part of Sim Update 7 (November 18th). We are going to improve the UI and UX over time.

Jorg - DX12 – It’s coming

Jorg – Scenery Getaway system – Asobo will hire somebody

Jorg – Glider, Sailplane – We have picked up partner that will be announced for the next Q&A

Jorg - Disappointing Mountain Terrain – As mentioned before, this is related to the quality of DATA we get and we’ve planned out the next 2 years for world updates and I’m optimistic that we’ll get some data from 1 to 3 meter range. It’s currently 30 meters range which would explain the rounded aspect. As we do World Updates, it’s going to be better and better.

Jorg – AIG – Now that we have more time, this is something we are going to do.

Seb – Shared cockpit – We’ve been working on RENO multiplayer feature lately. Shared cockpit will benefit from this but no update on this topic for today.

David - Ability to change Meteorological Visibility on VR – It’s something we are working on. You will see great improvement on this side.

Seb – Vegetarian Render Distance slider – It’s been on the Sim, if you go to options and go into vegetation, there low/medium/high/ultra, that’s the vegetation render distance. Maybe the question is can we go further than ultra? Ultra means everything we can do at maximum capability. We trying to push it further and further.

Timestamp New development Partner

Andrei Tsvirenko from ATSimulations – Antonov announcement

Jorg – This new aircraft is also the start of a new serie of aircraft “Famous Flyers”. Aircrafts from these series will come out for Sim Updates. Famous Flyer are fascinating planes (largest/fatest and so on).

The estimated price is 15$, we are trying to be as friendly as possible when it comes to prices.

Jorg – Manuals – Simmers like the checklist system but would like to have traditional manuals. My goal is to deliver this. We don’t know when yet.

Can you update us on the status of the issue where avionics go black after a long flight mostly on the Xbox Series X|S?

Seb – We posted a message on this on the website. What we found is that several root causes can result in having the black avionics issue. One is Xbox related, it’ most likely linked to a memory leak. When the system runs out of memory it shuts down the glass cockpit.

There was an issue on planes where the starter button doesn’t automatically turn off and drains the battery. If there’s no battery, avionics go black.

The other issue comes from some external devices.

There are maybe some other issues but for now we are looking at these 3 issues mentioned.

Will we ever get cirrus clouds and other types of cloud formations?

Seb – Cirrus clouds are high altitude clouds; they can take any form and shape. You can already set you own cirrus clouds using the cloud preset. Clouds shapes are infinite.

In the future, our plan is to improve anything related to sky and clouds. We are going to introduce more options.

David – It’s part of the improvement for the weather.

There is shine/shimmering on buildings and trees. What have you found out about this issue?

Seb – We found one issue. If you increase the render scale, it tends to reduce a little bit. Basically, the lower the render scale the more you see it but you’ll see it anyway.

Xbox liveries - Do we plan on adding more in the future?

Jorg – Yes

Will the terrain shifting, and morphing be investigated or fixed?

Seb – As mentioned, it’s all related on data and location. In the longer term we could improve this so it’s not that abrupt.

Jorg Our goal is to have the best DEM representation of the planet you can get.

Why do we have outdated Bing Maps?

Jorg - It depends on what do you mean with ‘Bing Maps’. There are 3 things, TIN cities, Areal, DEM data.

3D cities: We are congruent with what they have. There are some cities that we have that are on Flight Sim and not on Bing map and vice versa. There will be a time when Bing will have some cities that we don’t have yet on Flight Sim, and some work will need to be done to those cities to work in MSFS (tree removal/Watermask/Color correction).

On the DEM side, Bing team need is not necessarily the same as our. Therefore, we are building this new team now on the Flight Sim side. Also, Bing map is 2,5D, we are 3D and some extra work needs to be done.

Will AI and live traffic be further developed by Asobo or will you let other devs help with it?

Seb – Martial would be the best person to answer this question – Live traffic goes through a similar system to multiplayer planes. I know that they work on improving missing data as wee need to augment the data to be able to display planes sometimes. It can be a piece of trajectory missing on AI live traffic.

Jorg – Flight Aware has a bunch of live data and we are currently not displaying all flights which is something the team is looking into. We talked about the actual meshes which we are virtually building and that we call our library of ‘passive planes’. We need to be careful of not impacting our Framerate. Imagine an international airport with all the different planes there. It needs to be carefully done. Models are being made; livery contracts are being signed with airlines. It will take time and we don’t want to rush.

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Interview with Jorg.

Seems to be doing ok and explains some of the thinking for Thursdays GOTY edition update:

Giuseppe: Of course, I know you can’t give numbers, but how are the economics of all this working for Microsoft?

Jorg Neumann: It’s working well. With confidence, I can say there have never been this many people playing Flight Simulator ever before. We haven’t released numbers in a while but it’s great.

That’s the reason for the Game of the Year Edition. It’s really a reflection on hey, we’ve launched 15 months ago on PC. We said it’s the beginning of a journey. We’ve hit as you said with an update every month. Then we did the Xbox version and it was kind of humbling in almost every way: the core simmers embraced us. The press was super-friendly and welcoming… At some point, I was sitting here in the summer and decided that it was time to say thank you, and that is what this is. The GOTY Edition is essentially just that. It’s a thank you for playing, for caring, for helping us, because honestly, the community makes us better every day. And that’s good for everybody.

It’s just a small token for Christmas. The Porter at some point was supposed to be a payware plane, but we decided “nah, let’s just give it away for free. Why not?”

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Edition review. I don’t think we’re getting the MUMI page or the FLRP with this Super Hornet… :wink:

I’m actually pretty excited for the updated weather system.

It’ll be nice to hopefully have observed weather at the airport more closely match the real-world METARs.

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Yep, it’ll be interesting to see how they deal with the ‘merge’ with missing data, as that’s always been the trick. I’ve found something like REX Weather Force not so good where it used METARs, where the jump was too sudden between good and guessed data. ‘Everything from a Weather Model’ sort of avoided that, but then it was annoying to not get a line up with real METAR in supposedly real weather.

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Live Dev Q&A starting on twitch, for those that don’t want to work etc

  • World Update 7 will be Australia! Down under, mate etc. :australia: January 25th 2022.

  • The next Local Legends aircraft with from OrbX and is the Southern Cross Fokker F.VIIb/3m Trimotor. It’ll come with missions etc.
  • PMDG DC-6 coming out on Xbox. That’s a sentence I didn’t think I’d ever have to type.
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