MSFS 2020 Injected ground vehicles waypoints bad behaviour

Version: 1.0.72.0

Frequency: Consistently

Severity: Blocker

Context: Injected Custom Ground Objects, mounted from Community

Bug description:
When injecting custom ground vehicles such as cars, vans, stairs cases, etc. and assigning waypoints to them via simconnect specifying the ground speed, these speeds are not being respected under many circumstances.

It appears when they switch from certain waypoints that are very close to the target, or they miss a waypoint for some reason, they change speed to the minimum possible, making the vehicles extremely slow and sluggish and taking forever to reach their destination.

I am using the flags: SIMCONNECT_WAYPOINT_ON_GROUND | SIMCONNECT_WAYPOINT_SPEED_REQUESTED

But once they hit a sharp turn, they slow down and never engage the speed again… the behaviour also occur when they get close to the previous last waypoint…

This doesn’t occur in MSFS 2020, it feels like the logic to calculate turns and pass over waypoints have been changed.

Repro steps:
Load FSR500 at EGKA default airport at ramp 32, open the EFB, select ground ops, call for load realistic to bring passengers, you will see the SUV doing the behaviour.

Attachments:

Will send FSR500 via private attachment, also will update this ticket tonight with two videos comparing MSFS 2020 vs MSFS 2024 so you guys understand better.

1 Like

Update

I found out the cause in MSFS 2024 for this behavior, it seems inside MSFS 2024 if you leave the default setting inside the sim.cfg for SlowDownOnLastWayPoint makes then to slow down to the minimun speed instead of starting a slowdown process, basically they brake and go to 0.1 mph.

A workaround I found is to set this inside their [waypoint.cfg]

SlowDownOnLastWayPoint = FALSE

I will be pushing this as a fix from MSFS 2020 for my products, so if you guys want to divert resources towards other bugs, go ahead.

Best,
Raul

Hello @SimbolFSReborn

So they slow down this way after they pass the second to last waypoint and never reach the last one?

Regards,
Sylvain

Hi @FlyingRaccoon kind off,

They slow down, to like 0.1 mph… and continues at that speed until the last WP despite the flags speed is set to like 10mph, or 20mph.

But if you set the config file to SlowDownOnLastWayPoint = FALSE they respect the speeds of the last 2 WP properly.

I have implemented now the config file like this to my MSFS 2020 ground vehicles to ensure compatibility in case this doesn’t make it by the 19th, will be pushing the update to MP this week. This change makes the vehicles behave consistently between MSFS 2020 and MSFS 2024, so feel free to push this bug to a lower priority if you need to.

All the best,
Raul

@FlyingRaccoon Sylvain,

These videos will explain it better, this is the behavior when you don’t set any value for SlowDownOnLastWayPoint. Note how it slows down to a stand still and don’t proceed…

This is the behavior when you set the SlowDownOnLastWayPoint=FALSE, which is the expected behavior as per MSFS 2020.

Hope this helps to ilustrate better and clarify, in any case as I said I edited all my ground vehicles back in MSFS 2020 to include the setting = false and now the vehicles are behaving exaclty the same on both simulators.

I am pushing this fix to market place as we speak, so if you guys need to prioritise other things, go ahead.

All the best,
Raul

1 Like

Can confirm this behavior in the release version. We are using default GroundVehicles that makes it impossible for use to set the value to false ourselfs.