• 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.

MSFS24 MSFS 2024 SDK

Asobo has been working on the Blender exporter to tie up some errors. That's good news. The sim has a bug in that emissive display is only about 1/10th emissive. In Blender, you can set the Emissive Scale to 10.0 to 50.0 to get the desired brightness. ( I haven't tried 100.0... might actually make sense as a percentage). This also applies to parallax windows and portholes.
The latest versions of the Blender exporter set the Emissive Scale to 1000! A little to bright. Apparently there is no fix in the sim itself, so they just went overboard with the default scaling in the glTF.
 
In MSFS2020, we could create biomes that supplemented the default or even replace the default biomes in a non-destructive manner. This cannot be done in MSFS2024. Any added biome definitions are ignored in the sim and are not added to the biome list in DevMode.

There are lots of incorrect EcoRegion assignments in the sim that could be corrected by an addon, but not until Asobo fixes this problem. There shouldn't be pine forests in St. Louis, or Chicago, or Milwaukee, or all of Illinois. It's 95% Deciduous. All of this area has been cut down and replanted due to agriculture or residential/commercial development.
 
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Thanks to all good contributors here I was able to start converting my sceneries to MSFS2024, especially the lights! Now I have faced a new light problem that I wonder if anyone here knows more about.

The problem has to do with light rows using custom mesh for the light fixture. In 2020 I was able to bind the light with a 3d model that also included a punctual light so that for example the taxi lights also shed light on the surrounding ground. This seems to be ignored in 2024. In the pic below you can see my taxi light model which on the left is bound to the light row while on the right it is on its own. The blue punctual light (too much I know, still playing with intensity...) shows when the object is placed on its own but it is ignored when the object is bound to a light row.

yVy6cOj.png


Any input would be appreciated.
 
why are these links going to facebook - just hover over them.
Instead of seeing the conspiracy... just point it out and I would have edited the link again. It was just an unwanted mistake that I didn't mean to make. That's okay though.
 
As a Canadian it's best now a days to be paranoid and not trust anyone or anything.
 

Microsoft Flight Simulator developer survey


The link to this was posted by someone on this site previously, I'm unable to find it.

"The survey will be open for a few weeks." posted 17SEP25

Here is part my wishlist related to Scenery editing.

1. What: Live aerial image reloading, while the sim is running, like other scenery objects. Why: Color-correcting and other work has to be done currently with QGIS&tiles2bing loop outside the sim. Having to restart sim after every change is bad.
2. What: More flexible Water color adjusting. Why: Color seems to be always based on default aerial imagery's color. For example, let's say a lake is divided in 2 by separate photos. You cannot match the color by creating your own aerial/texture. Even if the area beneath the water polygon you're trying to create, by default, was not recognized as water. Example this lake right next to the airfield https://flightsim.to/file/95724/ng-wazi-airport-htor-tanzania
3. What: Ability to work more on Photogrammetry Why: In some areas, like on aerodomes I like to work on, it causes massive issues with working on terraforming. For example a rectangle/polygon based "disable PG here" option would be nice. And a possibility to snapshot PG data to be saved with scenery. In this scenery of mine, weird squares appear on the surface with PG enabled, which I don't know to fix. https://flightsim.to/file/98890/dome-de-la-lauze-altisurface-lf3823-france
4. What: More GUI features to get rid off text file editing. Why: For example, adjusting Worldscript waypoints and ground services requires editing outside the sim.
5. What: Improved Terraforming tool. Why: Mesh editing in GUI is difficult. It would be nice to have a "snapshot this area" DEM feature for terraforming tool. It could make the lowest elevation in grid as "0" baseline and adjust the XY-grid's elevations based on grid square's average elevation, for example.
6. What: Added Runway options for flexibility. Why: For example, if you choose runway edge lines, you cannot set runway textures to extend x metres from the edgeline - you have to create a polygon or something beneath the runway which is bad. Also the hardcoded 3000 foot limitation for touchdown zone markings, among others, could be adjustable.
7. What: Snow generation algorithm changes. Why: In this another scene of mine, the helipad area on the mountains is always covered in show even in summer & any set temperature. This is not good obviously. https://flightsim.to/file/55311/scar-creek-airfield-cba7 LatLong 51.373748 -125.164212 altitude above ellipsoid 2702m. Perhaps tune settings and/or add an "exclude from snow during following months" option to a polygon or something? A "snow depth" setting would be cool as well.
8. What: Tree generation fix. Why: Some (tree object?) trees seem to always spawn in same location despite trying to remove them https://www.fsdeveloper.com/forum/threads/removal-of-unwanted-trees-fs24.460193/
9. What: Option to disable/remove/adjust autogenerated grass. Why: Some areas like this bushstrip area annoying to work, because you can't tune the grass https://flightsim.to/file/96180/tsar-mountain-airfield-british-columbia-bc-canada In this case I'd like to remove grass altogether, but some other times lenght and color would need to be tuned.
10. What: Ability to add (simple) sound effects to scenery and and triggers to them (in GUI or by external file editing). Why: Added immersion.
11. What: Ability to trigger animations in Avatar mode. Why: It would be cool to control opening hangars and stuff like that in game.
12. What: Ability to control scenery functions on EFB, for example. Why: Controlling runways lights, visibility of certain scenery elements and so on. Adds immersion.
13. What: Ability to spawn Simobjects/Worldscripts based on certain automatic triggers. Why: Related to 12, but without user interaction.
14. What: Ability to set Natural LandmarkLocation objects visible during flight. Why: Splitting hairs here, but I'd like sotimes to have an option to use Natural instead if POI.
15. What: Ability to prevent lights from passing solid objects. Why: Placing emitters is difficult, because lights don't care about surfaces. For example in this scene above the small door https://flightsim.to/file/97042/cirque-airstrip-galore-creek-british-columbia-bc-canada You can also see the light above the large door passing though.
16. What: Ability to adjust traffic. Why: It would be cool to adjust routes, density, speed and so on manually. Also add a "pedestrian traffic" option.
17. What: Ability to remove (OSM?) based roads easily from view. Why: Roads seem to rendered on top of aerial images. I've only managed to remove the roads with transparent textured polygon, which isn't an ideal solution.
18. What: Ability to fix water elevation easily. Why: Water bodies' profiles are horrible in certain places. There's even a massive hill on river next to LFPO. Perhaps add a similar tool such as the runway profile editor for water.
19. What: Feature to add grass / shrub / bushes with polygons. Why: Now only trees are possible.
20. What: Improments to snap-to-ground option. Why: On photogrammetry areas, the feature doesn't seem to work. Also, when theres like 1 metre of snow cover, for example, (scenery) objects stick to ground instead of snow.


Cross-SDK compatibility could be better. You'll probably publish FS2x at some point. It would be great to be able to edit projects, created in the newer sim, back in FS24. If it is somehow possible to enable editing projects across sims, it would make life a lot easier.

Aerials: There should be a tool for creating source files instead of having to rely in tiles2bing. Even better, a QGIS plugin would be great. b) Simplygon plugin, or it's counterpart, should be supplied for Blender. c) It would be nice of the Blender plugin worked in current 4.x version, as it has more plugins.
 
As a Canadian it's best now a days to be paranoid and not trust anyone or anything.

Indeed, look at what has happened with your Neighbors to the South, who forgot that (...according to Google AI, at least ;)):

"John Philpot Curran: The phrase "Eternal vigilance is the price of liberty" is historically traced back to a speech given by Curran in 1790 while discussing the election of the Lord Mayor of Dublin. His original, lengthier quote was: "The condition upon which God hath given liberty to man is eternal vigilance; which condition if he break, servitude is at once the consequence of his crime and the punishment of his guilt".

GaryGB
 
just throwing this out there for an fyi
the 'flighting' docs for su4 are available here (so the most complete maybe?)


use with caution they warn its a WIP and there may be features not yet in the stable branch
 
FYI: SU5 Beta just went live and with that the Asobo Blender Export now supports Blender 4.5 :)

Exporter Blender

  • Fixed incorrect material export on instanced objects when background export is disabled.
  • Added Cancel Export button.
  • XML generation is now more conservative, aiming to preserve user-defined custom setups whenever possible (e.g., animation declarations, auto-LOD configurations, etc.).
  • Fixed an issue where the XML was missing LOD entries when re-exporting a model with only a subset of its LODs.
  • Fixed lods not in correct order in generated xml when lods have different name prefixes.
  • Added button to show exporter in a floating window.
  • Added a new Export Selected option to the exporter right-click menu.This allows users to export selected items without checking or unchecking list entries.
  • Added checked/unchecked filters to the Objects, Presets, and Layers list views.
  • Added “Reset Filters” button in filters panel.
  • Added “Check All” and “Uncheck All” buttons to the list view right-click menu. Available in all list views containing checkable items.
  • Added support for deleting multiple presets using multi-selection.
  • Light types are now exposed in the Light Data panel. The light type can be changed on the fly without needing to recreate the light.
  • Added logs to inform user when gltf, bin and xml files are set to read-only. If gltf or bin files are set read only, then export is cancelled.
  • Drastically reduced export times on big scenes : ( 1min30 to 11 seconds per gltf in a scene with more than 17k objects) . Added export time logs.
  • Material animation export has been fully reworked and now works reliably in all cases, including animated materials on static objects.
  • In Blender 4.5, material animations can be exported using both “Action Mode” and “NLA Tracks”. In Blender versions earlier than 4.5, material animations can only be exported in “NLA Tracks”. Material animation export is not supported in Blender versions earlier than 3.6.
  • Fixed incorrect mask preview when a material uses a blend mask.
  • Removed unsupported animation modes from export settings. “NLA Tracks” and “Actions” are now the only supported modes.
  • Added new pre-export log messages to warn about empty presets, empty LODs, unset export folders, invalid texture directories etc
  • Exporter now correctly handles object and image names with Blender’s numbered suffixes (e.g., “.001”).
  • Added “Select All” and “Deselect All” options to all exporter list context menus.The menu appears when right-clicking an item.
  • New Image Flag Tool: set flags on multiple images at once. Access it from menu “MSFS2024” > “Set Image Flags”.
  • Refactored collision primitives: they are now curves using a dedicated Geometry Nodes modifier.Collisions can now be selected directly by clicking on their gizmo shapes.
  • Resolved a rare issue where export progress would freeze when “Export in Background” was enabled.
  • Fixed export of unwanted objects when working with multiple scenes in a single Blender file.
  • New logging system implemented.
  • Fixed incorrect conversion from light temperature to light color.
  • Fixed Light color not working correctly in Kelvin mode.
  • Fixed missing presets when loading scenes created with older SDK versions.
  • Fixed UI list filters not displaying items that are children of collapsedentries.
  • Added an error when user try to export an empty collection or if the resulted glTF is empty
  • Fixed glass material not correctly imported
  • Exporter is now compatible with Blender files that contain multiple scenes.
  • Added support for Blender 4.5 and the new Action Slots feature.
  • Fixed invalid tire material type when importing into Blender.

 
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