Traffic in MSFS2024

Hello everybody,

Can somebody explane how traffic works in MSFS2024?
Hown to create own BGL’s with timetable?

Thanks

This forum is only for questions/issues related to the SDK so not the correct place. Please use the other official forums: https://forums.flightsimulator.com
I would recommend to post your question there, could be in this one: ATC, Traffic & NAVAIDs - Microsoft Flight Simulator Forums so that community can review and help.

Shouldn’t this forum explain these questions? The creating own traffic files not related to SDK?

You’re probably right, discard my answer then. Hopefully devs or users can point or guide you to the right process since SDK related.

There is currently no option inside the SDK that supports BGL based traffic. The big AI Traffic developers are moving away from BGL and use SimConnect.

3rd party tools can stillbe used to generate BGL files, but there are some issues with them.

But still msfs2024 has .bgl method as stock ai offline solution. But you are right, there is propably only one app that makes .bgl files ans still works with msfs2024.

correct, sadly there has never been any official SDK-Software to create such flightplan-BGL files. And with the amount of issues with BGL based traffic in MSFS I wonder if there will be any in the future or if offline BGL based AI might be even set to deprecated at some point?

Can you clarify how they would move an object using simconnect? My understanding is the simconnect SLEW events are still broken in MSFS 2020 & 2024 and AFAIK that’s the only efficient way to move an object in MSFS (i.e. set slew velocities/rotations and update via simconnect relatively slowly e.g. once/second). The usual first attempt is to try and use simconnect to update the absolute position and orientation of each simobject every frame but that causes jitter. Any clues ?

“The usual first attempt” has been used to implement behavior in multiple addons from flight models to traffic without issue.

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Lol yeahh
Me flooding Simconnect with 30 calls per frames for multiple Simobjects :joy::aerial_tramway::face_with_peeking_eye:

The only issue is that Simconnect doesn’t really like concurrent requests -.-

if you tried BGL I assume you are fine using the defualt ingame AI Engine to handle the AI Traffic? If yes, you can simply inject the AI via one of the AI functions of SimConnect and let it be handled by the Sim.

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Thanks, that’s interesting to know. My use case is replaying dozens of recorded flight logs in real time flying the same ‘task’ as the in-game pilot, so the planes are often quite close. It’s a common gliding racing requirement but the same idea would apply to e.g. formation flying in an air show.

Every time so far that’s been tried with absolute plane positioning there’s always been visible stuttering between you and your nearby planes. Maybe MSFS or simconnect has got faster recently and that’s no longer an issue.

The method that has worked in the past is to use the sim built-in slew animation to move the planes, i.e. turn AI off and send slew velocities and rotations. It’s a bit more complex to program as the math is all about calculating those required values to reach a target position and orientation at a future time point e.g. a second away. But for me that was much more efficient than the per-frame move via simconnect, and could smoothly animate 100+ aircraft.

Of course the sim is just doing per-frame movement with the slew animation, but with much less overhead than those updates coming in via simconnect. But it’s a fair point, maybe I should check with absolute positioning from simconnect again, that could have improved.

This repository may be useful reference. GitHub - tml1024/flying-brick: Silly sample aircraft for MSFS built from scratch

Current Su3 traffic is better. Asobo has fixed the “follow taxi path problem” and the taxi traffic is now very good. You can see the new features with dev mode. Every single Gamod model has been followed to taxi path without problems so far! Great stuff!

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I really hope Asobo can fix the bug where sim tries to inject aircrafts even there is no parking spots left = tanks performance when aircrafts are constantly changing in that last parking spot.