• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

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FSX Help us squash FSX bugs once and for all (Official)

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unitedkingdom
Some of you may already know that Dovetail Games Flight Simulator is based on an updated version of the FSX engine . As part of continued development, one of our top priorities is addressing known bugs and glitches.

No one knows more about this complex simulator than you, the flight simulation community, which is why we want your help identifying these bugs and glitches so we can build a more stable simulator.

When we say “bugs and glitches” what we mean are processes within FSX which do not function as they should. We do not mean features that you would like to see in a simulator.

In order to tackle these bugs, we need reproduction steps from you, or a list of instructions which results in the bug or glitch occurring.
  1. For example:
  2. Click menu item A
  3. Select Aircraft B
  4. Once the game loads fly from C to D
  5. And so on
Please post these along with any other information you deem useful in the comments section below. We understand that it is not always possible to communicate repo steps for every single bug or glitch. In such cases, it would be helpful if you could provide as many details as possible along with a description of what you were doing in the simulator when the error occurred.

We want to thank you for being such a helpful and engaged community, and look forward to hearing from you.

DTG Flight Simulator Team
 
Ok, I'd like to give one that comes up in my mind at first. The landing lights issue.

Load a default aircraft in FSX (for example the Cessna 172) and place it far away from the tower. Switch on the landing lights and look head on from the tower (or any far-away exterior view).

The image shows in red where the light dots are, and in green where they should be.
upload_2016-8-8_12-15-57.png


When I advance the plane towards the tower, the spots get closer to where they should be:
upload_2016-8-8_12-17-26.png


And from very far away:
upload_2016-8-8_12-18-12.png


Very minor 'bug' but annoying. I believe there are ways to get it better, but default FSX does this.

Summary:
Landing light hotspot moves away from it's 'should-be' location when the plane moves out-of-sight. Zoom doesn't make a difference, distance does.

Great you're involving us folks!

Cheers, Daan
 
Something that is quite annoying too is the bug FSX seems to have in its VAS management.
During long haul flights terrain the user moves away from is not dumped from memory correctly so at some point the VAS is simply full and the sim crashes.

Thanks a lot for involving us also from my side!
 
1: Load the default F-18 and look down at the seat.
2: Enter slew mode and start rotating the aircraft around the vertical axis (ie yawing it) through all 360 degrees.
3: You will notice the camera appears to move around in a circle.

This same behavior affects attach point effects as well if I recall correct. Or smoke/light effects in the aircraft cfg. I don't recall. Might be both.
 
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of course the landing and taxilights. they usually are misaligned. this is the most annoying one since the first flight in Fsx. from Windows 7 the way to load/actívate a new scenery in the scenery library became a Little tricky, though it's no a big problem but new user could have problems.
 
1) Try to add a scenery to the scenery library in the UI. As Bernado said, it's much too tricky to be convienient.
2) Clickspots become unusable under certain lighting conditions (dusk/dawn) when the panel lights are not on.
3) Engine sound does not turn off after shutdown. This has to be worked around by changing into the exterior view and back in again. The sound system is generally very buggy.
4) As Daan mentioned, light effects tend to "run away" from their assigned locations. This is extremely prevalent when flying near the poles.
5) Clouds become squished the farther up north (or down south) you're flying.
6) Sudden wind shifts.
7) The garbage collector during program shutdown sometimes does not do its job when FSX-related files, like textures, are present in the page file. This prevents refreshing a plane's textures even after restarting the simulator. Huge hindrance for developers. DTFS should always read airplane textures from disk when the "refresh aircraft" function is used and thoroughly clean up after itself even when the simulator is running. With SSDs and fast hard drives, there's more room for increased read/write operations.
8) Non-working tooltips and lots of other visual bugs in DirectX 10 mode.
9) Windows 10's Desktop Window Manager prevents in-game menus from being drawn when in full screen mode.
10) Losing joystick assignments after plugging it into a different USB port.
11) ATC engine does not keep planes seperated enough to properly stack them.
12) ATC sometimes won't switch runways fast enough due to shifting winds, producing head-on landing situations.
13) ATC vercoring you very far out on approach in some circumstances or not vercoring you in at all.
14) APU not using fuel. Not quite a bug, but I'd like to have a "APUFuelConsumption=nn [gph]" line in the aircraft.cfg.
15) Smoke and contrail effect emitters do not respond to the simulator's "pause" status.
16) No proper EPR and EGT tables in .air files. In FSX, these are calculated from other tables via scalars, which is unrealistic.
17) Autogen popping into view instead of fading in.
18) Propeller feathering does not work from the proper EventIDs (TOGGLE_FEATHER_SWITCH_1) and requires manually pulling back the levers.

The default aircraft are also buggy, but I assume that DTFS will feature new or updated default aircraft anyway, so there's no point in mentioning them.
 
(if you don't mind Bjoern, I expand your list)

19) Don't know if it's really a bug, but the static ground friction coefficient is not realistic (too high IIRC).

20) I don't know if others had this experience as well, but when I was working on the carburetor heat levers and cowl flaps animations, both will instantly flip from one to another keyframe, even after adding a Lag in the modeldef.xml. So, the carburettor heat lever is controlled by a bool, so will be 0 or 1, and the animation will then be 0 or 100, but it should take a short while for the animation to go from keyframe 0 to 100. As is with the cowl flaps. They are motorised but don't move instantly in RL.

21) Lights can be switched on on a cold and dark aircraft with battery switched off. Not very accurate IMHO.

22) Read this: http://fsdeveloper.com/forum/threads/simple-animation-the-hard-way.434016/ Strange scaling/bias for the control surfaces animations.

23) Probably more a feature-thingy, but there's no flap-deflection dependent stall AoA.

24) Some aircraft need more fuel tanks than the standard available number in FSX.

256) There's a maximum of 4 engines currently and they only can be of the same type. Many still struggle with planes from the 50's which had mixed propulsion.

26) Poor supercharger simulation.

It might be difficult to distinguish between 'lacking feature' or 'bug', so please forgive me ;)

Daan
 
These are really helpful everyone. All of the examples are great.

Please keep them coming, this is exactly what we need.

- Martin
 
There is a problem when adding a new scenery folder on the "Snenery Library" with Windows 7,8,10. You have to make click on the pop up screen to make it work.

Regards
Alfredo
 
Light - electricity interactions are a model design matter. Granted, this behaviour should not exist in default aircraft (as well as inverted switches, nonworking animations, etc, etc...), but it's not a core sim engine issue.

Good catches though, especially for the ground friction, flap stall and superchargers.

Not sure if it's practically achievable with the flight model, but in theory, it should be possible to make the number of engines, fuel tanks, payload stations, etc... procedural, i.e. not limited to a set upper value (engines, payload stations) and not tied to a specific name (in case of the fuel tanks).


27) Mixture affects turboprops and jet engines on an on-off basis. Either make these engine types independent from the sim's mixture setting or affect output power

28) The icing model is much too timid. In FSX, the current weather requires an "icing" flag to have that dreaded stuff build up on the airframe. This flag is, however, rarely set by either the internal real world weather or third party tools, which renders icing basically harmless in FSX. In the rare case of working "icing" flags, ice will only apply a weight penalty on the aircraft instead of also affecting drag. Carburetor and pitot icing does also not gradually affect your engines, but will simply fail them after a certain amount of ice buildup. Engine icing (i.e. inlets) also does not gradually affect power output. If a better icing system is implemented, it would be nice to be able to scale ice susceptibility in the aircraft.cfg.

29) Fuel injected engines still suffer from carburetor icing.

30) I'd like to see a more dynamic flap system, where you can assign a pitch and drag offset to a specific flap position instead of a general offset evenly divided by the number of positions.
More supported positions would also be nice. Currently, the limit is 8 or so which is not practical for aircraft using a flap system without detents (e.g. DC-3).

31) Gear drag influenced by position (=50% drag at 50% extension) instead of a simple offset at full extension.

32) Atmospheric modeling from 36000 ft until the edge of space might increase popularity with pilots of high performance aircraft as well as increasing the current mach limit of 3.2 times the speed of sound.

33) System failures, e.g. for the hydraulic system can not be toggled via write-type variables (i.e. EventIDs) and there is no variable to read the current failure state of a system save for the engines or some avionics. If you cross-check the failiure menu with the official simulation variable and EventID lists, you will notice that a lot of systems failures can only be accessed from the menu.

34) There's not even a simple simulation of oil or hydraulic fluid use and leakage. Unless you toggle a failure from the menu, the gauges indicating quantities will never move. A scalar in the aircraft.cfg, akin to "Max_oil_quantitiy=nn" and "oil_use_nominal=nn" (with oil consumption scaling with engine RPM) and "max_hydraulic_fluid_quantity=nn" and "hydraulic_fluid_leakage_rate=nn" (with leakage rate dependant on the use of hydraulic-powered systems) could help here. Current quantities can be tracked in the flight save file and refilling the reservoirs can be done from the fuel menu or with the fuel truck or on refueling parking spots.
 
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35) Bleed air can not be drawn from specific engines. There currently is a single selector with "engine - apu - auto - off" positions, which does not work for anything other than an Airbus. Having a separate toggle switch for each engine as well as the APU (and maybe an "auto" function) would help.

36) FSX had dropped support for raindrops on windshields (unless the plane is a FS9 portover). This should definitely be implemented into DTFS as it adds quite a bit of atmosphere. Default provision for a windscreen wiper system (like in DTTS) would be even better.

37) The effect for snow spray during taxiing does not take the surface condition into account and will therefor show even when taxiing on a dry surface in the sim's winter season.

38) Rain and snow spray effects are sometimes drawn near the contact points of the aircraft when airborne. This should not occur.

39) Rain and snow spray effects are too strongly influenced by wind speed. Even a slight breeze will bend and stretch the spray as in a class 5 hurricane.

40) ATC does not take the user aircraft's "atc_parking_type" and "atc_parking_code" aircraft.cfg parameters into account when guiding the user to a parking spot.
 
I'm not sure I want Heretic's (27) touched. In many of the military and other jets that I work on, the mixture control provides a handy secondary fuel valve for the throttle cutoff position.

The sim variables BRAKE LEFT POSITION and BRAKE RIGHT POSITION are listed as settable in the SDK. But when I try to set them using simconnect using "Position" units (value range of 0 to 1.0f) they don't work.
 
I'm not sure I want Heretic's (27) touched. In many of the military and other jets that I work on, the mixture control provides a handy secondary fuel valve for the throttle cutoff position.

Well, if mixture worked for jets (manual fuel control unit) as it does for prop aircraft, you'd still get to use it as a cutoff valve (which I'm doing as well, by the way). Tie a default mixture-dependant engine smoke effect (leaner - more transparent) into the mix and you'd have a nifty standard feature that would save devs quite a bit of work.


The sim variables BRAKE LEFT POSITION and BRAKE RIGHT POSITION are listed as settable in the SDK. But when I try to set them using simconnect using "Position" units (value range of 0 to 1.0f) they don't work.

Good one. Setting the K vars works as well, but produces ugly twitching when run in a XML gauge.
 
Positioning of Generic Buildings and autogen is hit-and-miss deending upon world position and terrain altitude.
 
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42) The Moments of Inertia are said to be calculated incorrectly. Stating Yves Guillaume*:

MSFS reads the empty weight MOI values from the aircraft.cfg and attempts to adjust them for payload and fuel weight. Unfortunately, MSFS partly fails to do a reasonable approximation for payload MOI which results in too low MOI values. This becomes noticeable in flight when the plane feels less sluggish than it is supposed to be at a certain weight. A manual correction to the empty weight MOI entered in the aircraft.cfg is therefore required. This chapter describes this in detail.
...

Work around:
As a work around, the real world payload MOI values should be incorporated in the empty_weight MOI values. In other words, the MOI values provided by the designer should be those for a typical zero fuel weight instead of empty weight.

One remaining problem is that changing payload directly via the MSFS menu will not adjust MOI values correctly.

43) Probably not a bug but a lack of feature, but post-stall behaviour is unrealistic.

44) The FSX engine starter can only run for a limited time (few seconds). I needed an 'infinite' starter for my Fokker T.5 bomber, because the engine would only start if the booster coil is enabled. This is an isolated knob from the starter, so I had to come up with a custom starter, custom animation, custom RPM reading, (custom battery use), extra sound via Doug Dawson's sound gauge... And I'm not the only one.

45) I'm not really into electrical systems, but the battery life is said to be too short.

46) Fuel dumping is not realistic.

47) Navigation lights don't produce a splash on the ground.

Cheers, Daan

* Flight Dynamics in Microsoft Flight Simulator, An Analysis of the Aircraft Specific Input Parameters of FS 2004 and FSX, Version 1.0, July 2012, Yves Guillaume, http://library.avsim.net/download.php?DLID=170811
 
48) In a FSX C gauge, when we receive the mouse coordinates X and Y, in the MOUSE_MOVE event, inside the VC only(not the 2D panel), the X and Y coordinates are wrong,t hey are not as expected. It seems that the matrix calculation is somehow wrong. MOUSE_LEFTSINGLE seems to return the correct coordinates. This was also reported to the P3D team and it was fixed, so we know for certain that this is a bug.
 
The 'red beacon' flashing inside the plane (even though its outside, like underneath the plane) is a bothersome bug. The issue is built into the platform. Bill Leaming can explain it better. This might already be listed above.

It would be nice also to see the KingAir interior updated to a more modern quality. That would really bring some 'zing' into the simulator and bring the model up to date with the quality that the airliners have.

Great to see you doing this, DTG. Shows you are really into this sim and want it to really improve and sell well.
 
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