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Most annoying for me personally

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Apart from the restricted peripheral vision problem (I'd need a much better powered PC and TripleHead2Go to resolve this since I'm no VC flyer), the thing that annoys me the most in FS since day 1 is that the more I bank my planes, the more I need to pull on the yoke.I think depending on the type of plane, it's quite normal to pull on the yoke, but I cannot imagine that it's realistic when I bank my airliners 30 degrees I need to pull on the yoke like crazy -- sometimes elevator authority isn't even enough and I need to add trim. This waqy flying approaches like LOWI rwy 08 end up in a yoke pulling session.I faintly remember to once have seen something in an FDE editor regarding a relationship between bank angle and lift. Can someone provide me with more information about this so I can possibly make some changes in the air files?

Andreas, LOWW

- Nihil sumus et fuimus mortales. Respice, lector: In nihil ab nihilo quam cito recidimus.

I don't think changing the airfiles is the good solution. The problem must be elsewhere since you are the only (?) one to experience it. Besides it may require specific modifications for each aircraft. Maybe someone can come up with a more helpful reply. Good luck.

Some back pressure is normal, and the greater the bank, the greater the back pressure needed.I've done 60 degree turns in a C152 in real life and the yoke is right back to the stops.Could of course simply be that your controller is not properly callibrated, to big a nul zone or sensitivity settings too low.IAN

Ryzen 5800X3D, Nvidia RTX5080 - 32 Gig DDR4 RAM, 1TB & 2 TB NVME drives - Windows 11 64 bit MSFS 2024 Premium Deluxe Edition Resolution 2560 x 1440 (32 inch curved monitor)

FYI, ALL fixed wing aircraft require elevator back-pressure during a banked turn. The reason for this is because when you put the plane into a bank the vector of the "lift" component of flight changes. The steeper the bank, the more yoke back-pressure required to maintain a given altitude. You must also remember that this is virtual flight so the forces on each joystick and yoke will not be vastly different based on the way they are built and your settings in MSFS. The force it takes or doesn't take for the yoke to move control surfaces is in no way proportional to the surface. As a matter of fact the same two joysticks or yokes can require different levels of effort depending on how its set up.With that said, you should play with the sensitivity settings. The more sensitive the setting the less effort and the less sensitive the more effort.

the thing that annoys me the most in FS since day 1 is that the more I bank my planes, the more I need to pull on the yoke.I think depending on the type of plane, it's quite normal to pull on the yoke, but I cannot imagine that it's realistic when I bank my airliners 30 degrees I need to pull on the yoke like crazy -- sometimes elevator authority isn't even enough and I need to add trim. This waqy flying approaches like LOWI rwy 08 end up in a yoke pulling session. Can someone provide me with more information about this so I can possibly make some changes in the air files?
From the MD-80 manual:-bank angle limits are:30° (normal 25°) above maneuvering speed (Vman = 1.5 x Vs (Vs = stall speed)), and 15° below maneuvering speed. A turn of 25° bank made at the Vman creates a descent rate (Vz) of about -250 ft/min orrequires a power increase of about .05 EPR for two engines or .15 EPR for one engine.It is absolutely not necessary to "pull on the yoke like crazy".So - two things.. first ensure that you are flying it as the aircraft designers intended it to be flown, and secondly - as Ian suggested (if not the above) then there is something radically wrong with your stick setup/calibration.


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Apart from the restricted peripheral vision problem (I'd need a much better powered PC and TripleHead2Go to resolve this since I'm no VC flyer), the thing that annoys me the most in FS since day 1 is that the more I bank my planes, the more I need to pull on the yoke.I think depending on the type of plane, it's quite normal to pull on the yoke, but I cannot imagine that it's realistic when I bank my airliners 30 degrees I need to pull on the yoke like crazy -- sometimes elevator authority isn't even enough and I need to add trim. This waqy flying approaches like LOWI rwy 08 end up in a yoke pulling session.I faintly remember to once have seen something in an FDE editor regarding a relationship between bank angle and lift. Can someone provide me with more information about this so I can possibly make some changes in the air files?
This is something I also have found frustrating. In fact, about a year or two ago I went up with a CFI friend for some "exploratory" flying. I very specifically paid attention to this issue to see if FSX was similar to real flying in this respect. We flew a piper Arrow I believe. In making at least standard turns, there was no where near the need for pulling the yoke back as there is in FSX. I went home and fiddled with sensitivity settings, calibration, etc. and still find that aircraft lose too much altitude too quickly when turning in FSX.Now having said that, if you are finding that you need to pull back excessively, like almost to the limit of the yoke, then yes, you have calibration/sensitivity issues going on. I'm not sure messing with airfiles will be helpful. The only thing you might want to tweak is elevator effectiveness in the aircraft.cfg.
  • Commercial Member

I think one factor is in the sim we’re more casual about using steeper turns, because of the lack of feedback in our eyes, ears, and seats ;)In the sim the difference between say a 10 and 30 deg bank doesn’t really come across.In real life there are a lot more cues...and you’ll tend to keep shallower turns.The sim appears to take more back-pressure because your turns are more steep. (...maybe ;)I love armchair flying with John King :)Below, he demonstartes how to use back pressure in turns. ( btw, watch the gauges...he still loses alt)http://www.dailymotion.com/video/x9gemt_cessna-steep-turns_travel

Consider also the "Co-ordinated turn" situation.If that feature in enabled in FSX you get 'automatic' rudder to help with the turn.The turn rate might be a bit slower with it off, so the tendency is to bank harder which should also cause more loss of altitude than with the rudder assisting. You could try both methods and see which one appeals to you the most. Loyd

Hooked since FS4... now flying: FSX Acceleration on Win7/64, Core Duo E8400; GA-EP45-DS3R; GTX 460-768MB; 4G RAM; Freezer 7 Pro

This is something I also have found frustrating. In fact, about a year or two ago I went up with a CFI friend for some "exploratory" flying. I very specifically paid attention to this issue to see if FSX was similar to real flying in this respect. We flew a piper Arrow I believe. In making at least standard turns, there was no where near the need for pulling the yoke back as there is in FSX. I went home and fiddled with sensitivity settings, calibration, etc. and still find that aircraft lose too much altitude too quickly when turning in FSX.
Since this is something I haven't paid particular attention to (complaint wise), I've had no real gripes concerning the amount of back pressure required for FSX turns. I just took the default 172, Baron, and 737 into simulated airspace..........and didn't find the amount of required back pressure to be excessive. Since I do fly real aircraft that require varying amounts of back pressure to remain level, it's kind of ingrained in my mind. I do it automatically. FWIW--- If I'm banking my RV, taking pictures, and not paying attention to back pressure on the stick, it doesn't take long to see 1000' a minute, downhill on the VSI.And my RV uses less back pressure than the typical Cessna or Piper.L.Adamson
This is something I also have found frustrating. In fact, about a year or two ago I went up with a CFI friend for some "exploratory" flying. I very specifically paid attention to this issue to see if FSX was similar to real flying in this respect. We flew a piper Arrow I believe. In making at least standard turns, there was no where near the need for pulling the yoke back as there is in FSX. I went home and fiddled with sensitivity settings, calibration, etc. and still find that aircraft lose too much altitude too quickly when turning in FSX.Now having said that, if you are finding that you need to pull back excessively, like almost to the limit of the yoke, then yes, you have calibration/sensitivity issues going on. I'm not sure messing with airfiles will be helpful. The only thing you might want to tweak is elevator effectiveness in the aircraft.cfg.
When I learned to fly, after simming (before FSX), I was always busting altitudes by climbing in a turn. I get and understand the lift vector thing (basic to understanding flight/drag, etc.), but in a real airplane, the need to add back pressure is both less than FSX (may be a controller issue), and also is delayed in real flight (that is, it takes longer into the turn to need that back pressure). This may be some inertia. However, and it's related to all sims, there is a basic issue with pitch attitude stability that is not present in real flight.Just from my experiences. Thanks, Bruce.

ASEL, Instrument.

KBJC, Colorado.

When I learned to fly, after simming (before FSX), I was always busting altitudes by climbing in a turn. I get and understand the lift vector thing (basic to understanding flight/drag, etc.), but in a real airplane, the need to add back pressure is both less than FSX (may be a controller issue), and also is delayed in real flight (that is, it takes longer into the turn to need that back pressure). This may be some inertia. However, and it's related to all sims, there is a basic issue with pitch attitude stability that is not present in real flight.Just from my experiences. Thanks, Bruce.
Well I for one have appreciated everyone's knowledgeable replies. Thanks!

Have you added the stick sensitivity mode tweak to your fsx cfg file?

Apart from the restricted peripheral vision problem (I'd need a much better powered PC and TripleHead2Go to resolve this since I'm no VC flyer), the thing that annoys me the most in FS since day 1 is that the more I bank my planes, the more I need to pull on the yoke.I think depending on the type of plane, it's quite normal to pull on the yoke, but I cannot imagine that it's realistic when I bank my airliners 30 degrees I need to pull on the yoke like crazy -- sometimes elevator authority isn't even enough and I need to add trim. This waqy flying approaches like LOWI rwy 08 end up in a yoke pulling session.I faintly remember to once have seen something in an FDE editor regarding a relationship between bank angle and lift. Can someone provide me with more information about this so I can possibly make some changes in the air files?
this is a controller problem .. ... 

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