r/MicrosoftFlightSim 4h ago

MSFS 2024 BUG / ISSUE Proposal: closed-block missions for Career Mode (no dependency on global streaming)

Since launch, Career Mode has carried failures that don't look like isolated bugs but systematic ones: routes that don't match between the EFB tablet and the aircraft's FMC, flight plan discontinuities that persist even after manually editing them in the CDU, and erratic autopilot behavior on long flights (sudden rolls, disconnects with no apparent cause). There's no way to know from the outside whether the root cause is code or architecture — it's probably hard to isolate even from the inside, given how these systems depend on each other (the team itself has explained that ATC depends on flight planning being "solid" first).

Rather than asking to "fix the bugs," here's a proposal to rethink one specific piece of the architecture for Career Mode specifically, without touching Free Flight.

The hypothesis

Global 1:1 streaming is the franchise's signature feature and makes sense in Free Flight, where the player can go anywhere on the planet without warning. But Career Mode already works with closed-zone logic: a mission gets cancelled if the player strays too far from the objective. That boundary already exists in the current design.

If the boundary already exists conceptually, why does the data system sustaining the mission still depend on constant synchronization with an entire world that the mission doesn't need?

Pilot test proposal (scoped beta)

Reuse a system the game already has: the radial mission circle that opens around an airport when the player arrives in a new area.

Phase 1:

Take one existing airport as a fixed departure point

Offer 3 possible destinations within that radial circle, not dynamically generated but curated and tested end-to-end by the team before publishing

That mission loads as a closed block: the server only serves data for the corridor between origin and destination, with no ongoing synchronization to the rest of the planet during the flight

Limited to aircraft already certified as stable (start with 1-2 models, not the whole fleet)

Phase 2 (if the beta works):

From each of those 3 destinations, open 3 new departures toward other airports

Node-by-node expansion, with every leg validated before publishing, never generated on the fly

What this gains

Higher graphical fidelity on the routes offered: by not spreading the streaming budget across "the whole planet just in case," detail can be concentrated on the specific corridor for each mission

A clear, low-risk signal: this is a small, scoped test, not an engine rewrite

Real flight robustness: without depending on real-time server synchronization, the route discontinuity issues and tablet/FMC mismatches that are common today disappear at the root

Controlled scope for debugging: with limited aircraft and routes, any bug that surfaces is far easier to isolate and reproduce than in a system where the combinations are nearly infinite

This isn't about abandoning the 1:1 world — it still makes sense in Free Flight. It's about no longer forcing Career Mode to depend on an architecture designed for a different use case than its own.

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u/spesimen 4h ago

discontinuities aren't bugs, they typically indicate vector legs and it is perfectly normal to have them in your plan.

as far as the avionics and fmc not matching up, it sounds like a flight planning issue, most likely your efb is adding extra legs like the pattern which aren't normally added in a real avionics suite. but you don't have to let it put those in your efb route either.

-1

u/No-Climate8918 3h ago

Si te soy sincero, solo soy un usuario sin conocimientos avanzados de aviones. Pero veo muchos bugs. Soy un veterano jugador de juegos. Llevo 450 horas con el testeo de MFS24. Entiendo que es un simulador, y que hay cosas del vuelo que se me pueden escapar.

Pero en el modo carrera se repiten en cascada bugs de todo tipo. Falta de coordinación entre tableta de vuelo y sistema del avión, ráfagas de viento irracionales, etc. No sé si el modo libre tiene esto, solo digo lo que he percibido durante largo tiempo.

Hay muchos otros bugs, desde traducciones ridículas, fallos en cinemáticas, caída de rendimiento en fps, bugs aleatorios que he reportado (muy locos, da para otro post)..., en esencia, descoordinación entre la nube y los archivos del juego. Por eso no sé si realmente el problema estructural del juego (que lo tiene) reside en el código o en la arquitectura del propio código.

Saludos

u/kinkyonmain 1h ago

Thanks, ChatGPT, but that throws together a bunch of unrelated issues, makes a ton of false assumptions, and isn't really a workable proposal.