Repro steps:
Subscribe to system event Pause. Choose airport, click fly. Pause state immediately goes to unpaused. In the tech alpha this also happened when not in an airplane in career mode (cannot test now)
External motion systems and force feedback rely on detecting pause to not move during those times. The results can be violent.
From what I see here (1.0.84.0 build), the âPause_EX1â system event is being sent, but always returns zero in dwData field. For example when the game is paused with âEscâ key or with the menu pause button.
In the past (FS20) I have used AIRCRAFT IN PARKING STATE to determine whether the user was in the menu or not since the system pause state was âunpausedâ.
In FS24, it appears that the pause flag is true while in the menu, however it goes into an unpaused state as soon as you click Start.
During the tech alpha (I am not in dev alpha), while in the career mode menu, both system pause and the parking state var were false. It also seemed that during this time the aircraft was taxiing around in the background (as it does before you start a flight). This causes issues with apps that use telemetry to drive FFB devices, motion platforms, bass shakers, etcâŠ
Bottom line is there needs to be a way to determine whether the user is actually in control of the aircraft so applications can key off it and ignore telemetry during those times.
After clicking âStart Flightâ, as the world zooms in, loads data, and puts you on the runway, there is clearly live telemetry coming through. Before clicking âReady to Flyâ, the aircraft does its automated taxi (right off the field i might add, but thats a different issue!)