• 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:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

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

44) The FSX engine starter can only run for a limited time (few seconds).

I've had starters merrily run for as long as I needed them (or having forgotten about them). You could try to add the default APU logic to your T.5, which will avoid battery drain and thus the starters seizing once their voltage drops below minimum (minimal voltage is an aircraft.cfg parameter *Hint* *Hint*).

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

As far as I know, this can partially be worked around by adjusting the battery voltage and ampere load of connected systems. I, however, agree that an investigation into FSX' handling of electrical systems is necessary.




48) Splitting the main bus into a bus for each engine and the APU and incorporating bus tie switches would offer more posibilities for of aircraft larger than general aviation types.

49) The list of default systems connected to the electric buses does not account for multiple electric hydraulic or fuel pumps. Currently, only the voltage and amperes of the first pump in the aircraft is taken into account, regardless of the number of hydraulical or fuel pumps present.
 
50) the ability to have more than four engines and be able to combine both reciprocating and turbine engines on the same aircraft. I have shelved projects because of both of these conditions.
 
51) The minimum length of aircraft carrier runway lights is greater than the length of the angled deck of the most numerous (fleet)carrier class ever, the Essex class, and many other small to medium sized carriers.

An easy fix would be to omit the deck lights if attachpt_runway_edge is not present, or the width is zero, but keep the optical landing system.

The optical landing system glide slope is also slightly too steep, ideally this would be adjustable.
 
50) the ability to have more than four engines and be able to combine both reciprocating and turbine engines on the same aircraft. I have shelved projects because of both of these conditions.

XML Tools can apply an offset to the aircraft velocity. I've successfully tested this in the context of JATO and want to simulate brake chutes with it. Way less elegant than a true mixed propulsion implementation, but it does the job.
 
52) Avionics bus or Avionics switch equals radio switch. In other words, your avionics will only be available if the radio is turned on. It's probably just like in real world, I don't know, but I find it annoying. For example, I have a hidden autopilot in my Fokker T.5 (in fact it's simulating the behaviour of the pilot after the bombardier's commands), but this can only be switched on if the radios are on. GPS won't work without radios on either.
 
There is a Bug in FSX-Steam when you apply an Effect Param in order to display that effect just at night, dawn and dusk.
When you switch from night to day and you are close to the effect it disappears, but if you move back from the effect the effect appears in spite of it should no be displayed at day.

More information:
http://www.fsdeveloper.com/forum/threads/effect-doenst-disappear-at-day.437992/#post-751450

Regards
Alfredo Mendiola Loyola
Lima, Peru
 
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53) IK Jetways: The 'hook' that is supposed to lock the wheel geometry/assembly to the ground during animation has been broken since the release of FSX. As a result, animated jetways using the default 'inverse kinematic' system will have their wheels sunk in the ground, instead of having them locked to the ground. Most users think this is just a limitation of the bare-bones animation system, but support for wheel grounding is actually built in...just broken or bugged somehow.
 
MultiplyBlend self illumination materials are not illuminated in daylight, even if a shadow is cast across the surface.
 
You Sir have the eyes of hawk, but you are totally right. Once you see it...

Thank you,

- Martin

I agree with Daan - the effects in general, when placed to attachpoints, do not stay anchored, but deviate - their location depends on the viewing angle. this is easily reproduced by attaching an effect "GreenDot" (used for debugging, I believe) and then viewing the model in FSX from different angles. You will notice that the green dot is not "Sticking" to the location assigned.

Another SFX bug is a visual sorting bug on particles... Z-sorting is in reverse. I can provide an example if needed, It;s been a while since I've noticed this but I can definitely re-create it. Please let me know!

Misho
 
I agree with Daan - the effects in general, when placed to attachpoints, do not stay anchored, but deviate - their location depends on the viewing angle. this is easily reproduced by attaching an effect "GreenDot" (used for debugging, I believe) and then viewing the model in FSX from different angles. You will notice that the green dot is not "Sticking" to the location assigned.

Another SFX bug is a visual sorting bug on particles... Z-sorting is in reverse. I can provide an example if needed, It;s been a while since I've noticed this but I can definitely re-create it. Please let me know!

Misho
On the light effect and also mentioned earlier the wobble noticed in the VC when rotating view is something I posted about quite a while ago. After a lot of testing including the use of some addon software we came to the conclusion that it is related to how the main code interprets magnetic deviation. The affect varies in intensity based on your location in the virtual world. Maximum deflection seems to be about 2.2 degrees.
Go to Egypt, Cairo International and check your results. I found no deviation at this airport. I did not test lights only VC distortion when rapidly rotating the view horizontally.
This same affect was noticeably in the old Arrestercables software for FS carriers, when adding the carrier ILS. It would always be 2 degrees off from what was reported by the sim.
 
The runways cant be sloped no matter how much one tries!!! serious unrealistic glitch imo..:scratchch And please fix the famous SVAS airport glitch, even though i know i could fix it myself :rotfl:
 
OH i remember an annoying bug !! It has to do with scenery placement.. even though with the default sdk object placement tool there is an option to pitch and bank the scenery object, FSX doenst allow you to do so! I tried placing a DC-3 at an angle in one of my AFCADs to simulate a broken down abandoned vintage airplane....and FSX wouldnt pitch and bank it even though i had put in pitch and bank angles in the Object Placement Tool.
 
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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


What really annoys me is the fact that the stock FSX aircraft have not been updated to be able to click on the yoke to remove it for viewing dials and buttons that are blocked by the yoke.
I realize it is hard coded in but is there not a way to rewrite the code?
 
I realize it is hard coded in but is there not a way to rewrite the code?
This is embedded in the compiled .mdl file(s) and would require modifying both the .max source files and the modeldef.xml scripts used, then re-exporting and compiling the models.
 
This is embedded in the compiled .mdl file(s) and would require modifying both the .max source files and the modeldef.xml scripts used, then re-exporting and compiling the models.

So that everyone knows, it is possible to run a MDL file through Arno's ModelConverterX program (old version compiler/exporter) and convert it to OBJ or 3DS, then import that into Max and rework details, re-apply the animations and coding, then export as an updated model. So, Dovetail, you could make improvements on your planes, such as the KingAir, giving it a more updated, nice interior, etc. Some people here are working on the Airbus. You might be interested in that. So much can be improved on the fleet in FSX Steam.
 
Mouse rectangles and visibilities can be applied to a model in ModelConverterX without any need to export it into a modeling tool. Granted, you need to find the part in question, write the ncessary code for the modeldef.xml and make sure that no other visibilities and mouse rectangles in the model are destroyed in the process, but it is perfectly possible.
The FS9 model conversion crowd usually adds visibility conditions to external stores that way.
 
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