Feature Request: Pilot-Centric Automated Pushback System (GSX-style Implementation)

  • Dear IPACS Development Team,

    First, I would like to express my appreciation for the incredible work you have done with the physically simulated pushback system in Aerofly FS. The realism of the tug’s physics and the immersion of the driver camera are outstanding features that set this simulator apart.

    However, I would like to propose a "quality of life" evolution for this system to better reflect real-world cockpit operations. Currently, the manual control of the tug (using throttle and rudder inputs) requires the pilot to act as both the flight crew and the ground equipment operator simultaneously.

    The Proposal: Automated Ground Crew Assistance
    I am suggesting an optional, more automated pushback solution similar to the one found in GSX (Ground Services X). Instead of the pilot steering and powering the tug, the system would allow us to:

    1. Select a pre-defined path: Choosing "Nose Left" or "Nose Right" toward the nearest taxiway.
    2. Delegate the maneuver: The ground crew handles the steering and power automatically based on the selected exit.
    3. Focus on the Cockpit: This allows the pilot to dedicate their attention to what they do best: performing engine starts and completing pre-flight checklists without the risk of mishaps or "forcing" the throttle while looking outside.



    In the real world, the pushback is a coordinated effort where the pilot remains "in the loop" but is not physically steering the tug. An automated option would bridge the gap between Aerofly's high-fidelity physics and a more natural operational workflow.

    I have attached a screenshot of how this is implemented in GSX to illustrate the simplicity of the selection menu.

    Thank you for your time and for your continuous dedication to making Aerofly FS a top-tier simulation experience. I look forward to hearing the community's and the team's thoughts on this!

  • I like this idea as an extension to the pushback.

    From my point of view, the current pushback in the FS 4 is a "pushback light", because in principle the aircraft drives backwards and pulls a pushback tractor behind it (therefore there are, for example, the restrictions on the angle and the exclusive reverse driving of the aircraft).

    I have activated the FS 4 pusback tractor so that it can also drive independently - also in the pushback function. I now call this variant "pushback normal", because the pushback tractor is actually driven here and collisions can occur very quickly if used incorrectly.

    The third variant would then be from my point of view the proposed "pushback automatic".

    For the implementation of "pushback automatic" I suggest offering this only at selected positions, because otherwise it can quickly come to a lot of problems. By this I mean that at these positions every aircraft that can be positioned in the position can also be automatically pushed back cleanly along the existing taxi lines without colliding with any objects (buildings, aircraft, vehicles, ...). From my creation of over a thousand airports, I know that this is not trivial.

    And I suggest expanding the pushback icon. Marked with a black "A", the pushback icon could indicate that an automatic pushback is possible. And then, as with the gliders, the user could choose which type of pushback should be carried out.

    Tschüss, Michael (🍎🚁)

    Configurations:

    - MacBook Pro (16", 2024); Chip: Apple M4 Max; actual macOS
    - Controllers: | WinWing: URSA MINOR-Fighter-Joystick R, EFIS-L & FCU & EFIS-R | Thrustmaster TCA AIRBUS EDITION: 2x Quadrant, 2x Quadrant Add-On | Pro-Flight-Trainer: PUMA X | Steelseries: Nimbus+

    - iPad (12,9", 4th Generation, RAM: 6 GB); actual iOS | Steelseries: Nimbus+

  • The issue is not controlling the pushback automatically, we designed the system to eventually be fully automatic. The issue is that the lines at the airports are currently just dummy lines without any logic so there is no "centerline" we can just taxi to, it's just visual, living on the graphics card. A major redesign of all airports is due which would mean the lines actually have function and are connected by nodes and are not just visual objects. But that's a major obstacle we have to overcome first and automatic pushback will fall right out as a byproduct.

  • The issue is not controlling the pushback automatically, we designed the system to eventually be fully automatic. The issue is that the lines at the airports are currently just dummy lines without any logic so there is no "centerline" we can just taxi to, it's just visual, living on the graphics card. A major redesign of all airports is due which would mean the lines actually have function and are connected by nodes and are not just visual objects. But that's a major obstacle we have to overcome first and automatic pushback will fall right out as a byproduct.

    So does this mean that additional ground services will be added like cargo, catering, passengers etc?

  • The issue is not controlling the pushback automatically, we designed the system to eventually be fully automatic. The issue is that the lines at the airports are currently just dummy lines without any logic so there is no "centerline" we can just taxi to, it's just visual, living on the graphics card. A major redesign of all airports is due which would mean the lines actually have function and are connected by nodes and are not just visual objects. But that's a major obstacle we have to overcome first and automatic pushback will fall right out as a byproduct.

    Thank you for the detailed explanation regarding the current limitation with taxiway lines and the lack of node logic. I do understand that a proper airport graph system is a foundational requirement for many advanced features.

    That said, I would strongly encourage you to take a look at the add-on Better Pushback for X-Plane 11/12. (Github here)

    This add-on provides a fully automated, hands-off pushback system without requiring the user to manually steer or power the tug. Instead, it offers an overhead planning interface where the user can visually define the pushback path before execution. Once confirmed, the ground crew handles the entire maneuver automatically — including complex turns, pull-forwards, and arbitrary routing — while the pilot can focus on cockpit duties such as engine start and checklist procedures.

    In addition, it significantly enhances immersion through realistic ground crew communication in multiple languages and regional accents. The system feels authentic because it behaves like real-world operations: the pilot coordinates, the ground crew executes.

    The key point here is this: the pushback system does not have to be dependent on a complete taxiway node redesign to deliver meaningful improvement. A route-planning overlay and automated tug execution, independent from full airport AI taxi logic, would already represent a major step forward in usability and realism.

    Pushback is not a secondary feature. It is part of every single commercial flight. Currently, having the pilot steer and power the tug feels entirely like operating ground equipment than commanding an aircraft. Automating this process would:

    • Increase realism
    • Reduce workload during a high-task phase
    • Improve immersion significantly
    • Align AeroFly with modern simulator standards

    I fully understand that development priorities must be balanced. However, quality-of-life features that impact every flight should not remain perpetually postponed behind large infrastructure refactors.

    Even an intermediate solution, such as a 2D planning overlay independent of full taxiway logic, would already demonstrate progress and commitment toward deeper operational realism.

    AeroFly FS 4 has an excellent flight model and performance base. Enhancing the ground operation experience to the same standard would complete the picture.

    I genuinely believe this deserves higher priority consideration.

    Thank you for your continued work and openness to community feedback.

  • I think it's better if an automatic pushback function is gradually integrated directly into the airports, because an overlay only works satisfactorily where there are no disturbing objects.

    From my many hundreds of airport projects, I know the challenge of creating a detailed environment with objects that can be fully "played" at the same time. There may be a relatively large amount of time to find out how the individual objects look optimally, that it looks good, offers many possibilities - and at the same time as many users of all kinds get along with it as well as possible.

    Tschüss, Michael (🍎🚁)

    Configurations:

    - MacBook Pro (16", 2024); Chip: Apple M4 Max; actual macOS
    - Controllers: | WinWing: URSA MINOR-Fighter-Joystick R, EFIS-L & FCU & EFIS-R | Thrustmaster TCA AIRBUS EDITION: 2x Quadrant, 2x Quadrant Add-On | Pro-Flight-Trainer: PUMA X | Steelseries: Nimbus+

    - iPad (12,9", 4th Generation, RAM: 6 GB); actual iOS | Steelseries: Nimbus+

  • In my personal opinion the need for manual adjustment by the user is the opposite of good software that just works. So instead of implementing a menu to configure the pushback which takes a lot of time and just 'covers up' the underlying issue, we should just invest that development time into making the actual pushback experience better in the first place.

  • I can imagine this logic:

    When clicking on the pushback button the four buttons appear L - B - R - M:

    L = Pushback automatically pushes the aircraft backwards to the left

    B = Pushback automatically pushes the aircraft backwards straight

    R = Pushback automatically pushes the aircraft backwards to the right

    M = manual pushback

    Tschüss, Michael (🍎🚁)

    Configurations:

    - MacBook Pro (16", 2024); Chip: Apple M4 Max; actual macOS
    - Controllers: | WinWing: URSA MINOR-Fighter-Joystick R, EFIS-L & FCU & EFIS-R | Thrustmaster TCA AIRBUS EDITION: 2x Quadrant, 2x Quadrant Add-On | Pro-Flight-Trainer: PUMA X | Steelseries: Nimbus+

    - iPad (12,9", 4th Generation, RAM: 6 GB); actual iOS | Steelseries: Nimbus+

  • This is a very good idea AeRodri , however I fear it is necessary for the moment, given that there is no traffic and animation on the ground, except for those of ORBX, so there is no danger of risk of accidents at the moment on this simulator, so let us continue calmly pushing back manually and in complete freedom. Unlike the density of ground traffic on X-Plane or MSFS. :)

    "For better or for worse" ;)

    Win11 / i7-12800HX / RTX 3070 Ti 8 GB / 32 GB RAM / 2 x 2 TB SSD M.2 2280

    PC GAMER : FS 2004 - FSX - MSFS 2020 - 24 - AFS1 - AFS2 - AFS4

    Regards, Pascal