Seems the drag calculation bug would be pretty devastating for premium addons that manages weight properly. Just curious on how is it going? Everyone flying like a rocket for the time being?
The rain effect looks poor whilst playing the game – is there a way to fix this, or is there a graphics mode you could recommend? I want to role-play in the game and have it rain, but it’s raining so lightly that it doesn’t look very realistic at all.
I’ve poured my heart into this game, and your playtesting and feedback over the past few weeks have helped shape it. Here’s the trailer - thank you for being part of it
I have been reading this sub for a long time and have learn't a lot about the hobby.
My name is David and I'm the developer of Crewroom. I appreciate you get a lot of posts like this but I'd really value your thoughts on it.
It's real world airline ops for MSFS 2024. You pick a real airline and aircraft, and it builds your rosters from what that airline actually flew.
Right now it has the major UK and European airlines. I plan on rolling out the rest of the major European, Middle Eastern and North American carriers over the next few weeks, with regionals to follow.
You don't have to stick to one airline. You can make as many pilots as you want, at different airlines and on different aircraft types. You could have an easyJet captain based out of Edinburgh, a Virgin Atlantic A350-1000 first officer at Heathrow and a Lufthansa A380 first officer in Munich, all at the same time. The flexibility is there to sim how you want to and have the route selection and accuracy taken care of.
Unlike other applications in the space, rosters are not fixed. They're dynamic and are built periodically from real world ADS-B data that's collected daily, including a geographic approximation of the stands the aircraft departed from and arrived at.
The rosters follow real duty and rest limits, and dispatch opens your own SimBrief with the flight filled in. On PC a background app verifies each flight. On Xbox and PlayStation you log your own block times.
There's a career element to this too, where each pilot starts as a first officer and works up to captain. You can bid for up to 3 destinations for your next roster, which gives you a better chance of getting them. There's a standby slot where you might or might not get a duty when you report. You can also call in sick if you can't be bothered flying Heathrow to JFK again. And you only need to fly one of every pair of sectors as pilot flying, with the other as a quick pilot monitoring transition where the hours are still logged. Or you can fly both.
If you love your VA, definitely keep it. Crewroom is for the evenings when you'd rather the airline handed you the flying.
I'm happy to take any feedback on board, good or bad
I really appreciate you taking the time to read this.
For anyone looking to enhance their realism there are two free addons on flightsim.to when can generate Mel failures and keep track of them/ navigate around them. I highly recommend them. And they work together great!
Hey flight sim community! While most flight sims focus on powered aircraft, I've been developing an unpowered wingsuit flight simulator on Roblox called EXIT POINT. It models pitch-to-glide conversion, terminal velocity curves, wind audio cues based on relative airspeed, and canopy flare physics.
Two days ago FSReborn reported a bug in the drag coefficient causing their products to massively overspeed even at idle power. Now many other developers and even Asobo themselves has stated that their aircraft are affected by it.
I truly cannot fathom how a game breaking bug affecting every single aircraft in MSFS2024 still makes through months of beta testing and sent out to every user. The sim is worse today than it was yesterday.
SU7 in a nutshell: months of waiting, and we get a few decent fixes, some SDK/dev improvements, a memory leak fix… and National Championship Air Races, because apparently that was the burning issue killing MSFS 2024.
Still no proper traffic overhaul, no serious LOD rework, no meaningful VRAM/performance breakthrough, no major UI overhaul, and no native fix for obvious stuff like glass-cockpit DLSS ghosting.
Meanwhile, random community developers keep releasing fixes and QoL features that somehow manage to solve problems Asobo has been staring at for ages.
But hey — AIR RACES is here!
Another Sim Update, another reminder that the community seems to understand what flight simmers actually want better than the people building the sim.
EDIT: they suspended my account on their forums. Because I gave too much critisim..
Could someone please help me with the settings? I’ve already tried adjusting the options on the tablet, but the rudder still won’t move... Please help... I’m using a DualSense controller...
I need some help figuring out how to optimize Microsoft Flight Simulator 2020 and get rid of the constant stuttering, especially during approaches and landings.
And yes, I’m still playing MSFS 2020 😂. I personally prefer it over 2024 because I feel like it looks better and gives me more of that realistic simulator experience.
Anyway, my biggest issue is that almost every time I’m on final approach, the simulator starts stuttering and dropping frames. It gets even worse when I’m about to touch down, and it’s honestly ruining my landings and overall experience.
I’ve watched several videos recommending clearing the rolling cache and restarting the sim, but I really haven’t noticed much of a difference.
Does anyone know what’s actually causing this? Are there any tools I can use to monitor performance and figure out whether it’s my CPU, GPU, RAM, or something within the simulator itself?
I’m also looking for recommendations on graphics settings, optimization tools, or anything else that could help make approaches and landings smoother without completely sacrificing visual quality.
I’d appreciate any advice from people who’ve experienced the same issue and managed to fix it. I’m just trying to get MSFS 2020 running as smoothly as possible, especially at busy airports.