Context: Using AI Traffic spawning tools, aircraft do not spawn in a correct manner compared to FS2020. This will affect other programs such as AIG, FSLTL, or JustFlight Traffic etc. interfacing with airports. This behaviour is present at all of our FS2020 packages loaded in FS2024
Bug description: Goodtobadmatchrate seems unimplemented in this build or is a bug. Examples include:
CargoJet 767 parking at a remote cargo stand when they have their own coded apron.
Icelandair 737MAX8 parking at gate 40 coded to Air Canada (ACA) when there are 4+ other empty gates coded to it.
Noticeable lack of aircraft spawning via simconnect compared to FS2020
Repro steps: Spawn AI traffic at airports with properly coded parking spots.
Attachments:
Issue 1, aircraft not spawning at coded gates
1a. Cargojet 767 parked at the wrong location FS2024
Yup that’s correct. In the case of image 1 the CargoJet 767 (airlinecode: CJT) is parking at a parking spot with airlinecode “KALC” (Korean Air Cargo). There are over 5 other ramp_cargo gates with airlinecode “CJT” and are all empty. This behaviour worked fine in FS2020 and the CargoJet in question would park at those 5 other ramp_cargo gates.
This is not an isolated issue either, almost all AI planes ignore the airlinecargo designation and spawn more or less randomly.
Do you also see regressions on the aircraft.cfg->atc_parking_types / TaxiwayParking object type mismatch as well or this is limited to airline codes?
Also, is the behavior any different when spawning AIs through SimConnect apps versus default offline traffic?
There are no regressions to the ATC_parking_type or taxiwayparking, planes that do spawn still follow its cargo/gate restriction as well as wingspan radius.
This behaviour happens with simconnect however I am unable to test with the default-AI as those don’t have airlinecodes; Custom FS2020 BGL-AI traffic is also unimplemented in this build as I have reported over in this thread and therefore I cannot test with BGL spawning.
From further testing it seems like there is some sort of blocker limiting AI planes from spawning at airports. As soon as AI-traffic aircraft pushes back another aircraft spawns immediately at the gate it departed at. I have also tried force-spawning AI through simconnect which also fails to spawn additional planes when there are still gates available.
As a result, it is probable that AI is not following airlinecodes because there is a potential limiter or bug where AI is restricted to park at certain gates. Aircraft are then forced only to spawn at those certain gates. Do keep in mind that these packages have not changed from FS2020 and all AI airplanes continue to spawn properly in FS2020.
Just tested with 1.0.84.0 and here are some additional observations:
Testing with BGL AI Traffic that works in FS2020 breaks FS2024 (infinite loading loop, left on loading for over 30 minutes and flight did not load). The console stops at these errors:
[fcr_embedded_system.wasm] New Flight Loaded:
[fcr_embedded_system.wasm]
Loading object from BGL FAILED: {3A5AFFE1-5CB6-43E9-B5D3-00DFC3B86E78}
at LLA: 49.077319, -123.149072
with source identifier: 'GetRegion Qmid(L:11, U:242, V:232) pck=fs-base-nav'
Playing with Traffic Airport Quality slider spawns static aircraft in unoccupied parking spots however when turning it back off, simconnect aircraft do not populate those unused parking spots.
Here is a video of the AI Traffic after turning off Traffic Airport Quality slider and subsequent spawning/despawning of aircraft. In FS2020 this was a symptom of inadequate aircraft parking spots; In other words, there were not enough spots for aircraft to spawn. However, in FS2024, additional usable parking spots are not filled yet aircraft are spawning/despawning.
Not sure how to take a video (as the XBox video button is greyed out with the alpha), but I have made similar observations about “funny” AI behavior and aircraft overlapping/disappearing re-appearing.
Here’s an extreme example with plenty of overlapping aircraft popping up after some moving around:
A notorious example would be gate B14 in the Aerosoft EDDB package from the marketplace where there is almost always an AI aircraft overlapping each other or flickering when moving around (although I couldn’t find anything that would be specific for the gate entry itself):
You may want to check this other discussion on a related topic:
I believe Issue 3 will be fixed with the mid-December patch. I need to better understand Issues 1 & 2 to check whether the same fix will fix them or not (I don’t believe so for now).
The Piper Cubs at Jetways is a killer, lol (usually due to authors labeling their livery atc_parking as “ANY”). I realize it’s a difficult problem to solve, especially since the parking spot radius only controls the max wingspan size, and making a min wingspan size doesn’t really work, either…
Maybe if ATC_Parking is labeled “Any”, that should mean “None”? Not quite the intention I know, but there aren’t many planes that should ever be allowed to park at “ANY” parking spot; the option should maybe be removed?