August 26, 201411 yr Hi: I have been a long time FSX/FS2004 flyer, but decided to give X-Plane a try, since Microsoft has ditched their FS development...I love the X-Plane interface, the scenery, the constant development, etc...However; At the risk of being flamed and told to "search the forum" (which I have done for hours), I want to put a final and deciding question to the community. I have learned many things about FSX and FS2004; one of these things being that, through editing of certain files, any aircraft behavior can be changed...So, I have been wondering...Surely, someone has come up with a way to edit some obscure aircraft file that will remove the horrible "left turn" problem from many of the aircraft...Yes, I have tried trim, wind, fuel re-distribution and all of the other "fixes" I have come across, but I still end up turning left...I have flown with several general aviation pilots and, while there is certainly some torque involved, not one of them has had to wrestle the pedals to keep the aircraft on the runway...I have been flight-simming since the stick figure days and have never seen a problem that couldn't be solved with some simple configuration adjustments...I am really hoping that someone here will share their editing expertise with me before I turn my X-Plane DVDs into drink coasters and go back to FS2004...Thanks for listening to my rant and I hope to hear from someone... Steve Steve 7 Miles NW of KGCK
August 26, 201411 yr Eheh, just today that I returned here to ask for any experience with XView, because I am installing X-plane 10, again, just for the sake of using it with Aerowinx PSX, as a scenery and weather depiction generator for my external views :-) I have been away from X-Plane 10 for quite a long while, and the feature you mention is one of my main debates here at many threads in the past. I know there are already some datarefs available in XP10.30 that will allow the aircraft designers to fine tune the "left turning tendencies". Setting an aileron trim tab ( fixed like in mostreal GA ) is a good way, and you can actually use Plane Maker to do it... Since I am right now in the process of painfully installing the 8 DVDs, and then will go through the Internate update processo to get to 10.30b8, I do not have X-plane and Plane Maker available right now, so, from my mind, it's in the control geometry section of plane maker ( I believe ). You will then have to set your fixed aileron trim tab to match your cruise speed and engine regime. You'll need a few flights before you find the right match. Then, there is the possibility if a tweak to lessen the torque effects, through a dataref, but that implies using a script, and can stop being effective if the authors ever change that dataref which was not meant to be used that way. Anyway, you will find here the initial news about it's use by Dan Klaue. Honestly, I ended up, after many many years of "civil" flight simulation, using 3 combat flight simulators, DCS World, IL2 BOS and Rise of Flight, just because I was tired of incomplete, inconsistent or less plausible FDMs on all of the civil sims I had used. Guess what? Those powerful ww2 and ww1 fighters certainly have torque effects, and for instance the recently released FW190 Dora for DCS World, which, just like teh real thing, didn't have aileron or rudder controlable trims, but only trim tabs set while on ground, is a pain to fly out of it's cruise settings, requiring rudder and aileron input - continuous.... Rudder ( continuous ) input is also required for instance ate cruise and higher regimes in the Me109, and RW ww2 pilots mention it quite a lot! The Russian fighters like the Yak-1 and the La5 had rudder and aileron trim, and you really needed to use them! I will most probably never know the right answer to the correct modeling of the torque effects in flight simulators. Then,while a pilot for more than 30 yrs IRL, I only fly gliders... One thing that keeps comming to my mind is how much more soft the yoke / manche are as opposed to the rudder pedals, so, RW pilots easily become aware of having to use their rudder at higher power settings / AoA, but they can easily just twist their yokes, deflt their sticks a tiny bit to compensate for roll due to the prop effects - this is maybe wahy they say they don't have to compensate for it ? One of these days while flying in a Pw-6, I thought about X-Plane 10 and my torque effects "war". That glider really requires a lot of foot work, and it's heavyon the rudder, while the manche is gentle like a cyclic in an helicopter... I believe that in most GA aircraft the compensation for the roll due to torque effects may be almost imperceptible, while the need to coordinate with the rudder is much more evident. With this I do not say X-Plane 10 was after all right! The mild yaw due to prop effects is still a problem, while the roll is too evident... But, I think there may be some hope... Not really a problem for me right now because I intend to use X-plane 10 just as a scenery generator for my Aerowinx PSX :-) which is not a prop aircraft :-), and has it's flight and systems model completely outside of X-Plane 10. I really don't know, and I am happy using those controls to compensate for torque effects in my new simulators. I guess that with the new datarefgs made available by Austin, future prop aircraft projects for X-plane will probably feel just fine in this respect ! Flying gliders since 1980 Flightsimming since 1992 AMD Ryzen 5600x, 32GB RAM, GPU Nvidia RTX 3060 Ti 8 GB, 1 TB and 500 GB nvme2 SSD drives, HP 27" 60Hz LED monitor @ 1920x1080, T16000, Hotas from old X52 Pro, Saitek Combat Rudder Pro (2010 model)
August 26, 201411 yr I have been away from X-Plane 10 for quite a long while JCOMM, It is good to see you back - even if just experimenting. After you get things set up, be sure to update to b8. Is it me, or have things gotten better? Also, Carenado has released the CT206H and there is hardly any torque effect at all. If you are willing to invest a few $, I really do think you will like that and the GNS 530 (not installed, but included with instructions for installing). John John Wingold
August 26, 201411 yr Thx John, I have upgraded to b8, and while it's been a long time, and my memory fades... I do find better performance overall for the same rendering settings. Since I had SkyMaxxPro, I decided to give v2 a try, and I really like it! I haven't yet installed any add-on aircraft, other than a 744 that is used specifically with Aerowinx PSX, but I will, as soon as possible, install the Carenados and the Mu-2J. Will probably consider the CT206H - a beautiful airplane that a friend used to operate for aerial photogrammetry... José Flying gliders since 1980 Flightsimming since 1992 AMD Ryzen 5600x, 32GB RAM, GPU Nvidia RTX 3060 Ti 8 GB, 1 TB and 500 GB nvme2 SSD drives, HP 27" 60Hz LED monitor @ 1920x1080, T16000, Hotas from old X52 Pro, Saitek Combat Rudder Pro (2010 model)
August 27, 201411 yr Well, last night I had a good time using both XP10 and PSX. The combination works very well, and although I am just using default XP10 scenery, maxed out, I am getting certainly higher frames than I recall having seen in the past. Another mandatory addition was SkyMaxxPro v2. I decided to get into my X-Aviation account and get it's updated version and install it over a plain XP10.30b8 install. Well.... it really is a MUST HAVE! Not only do the clouds look a lot more realistic, but under a few OVC scenarios I played in PSX, it looked very convincing! Since I am running PSX and XP10 on the same PC, and in only 1 monitor, I will use XP10 only for the close to / on ground operations. As soon as I get climbing to cruise, I switch off XP10, unless the are I will be flying across will justify looking out of the window :-) Of course, with XP10 installed again, I will get back a few aircraft I own and was missing :-) Flying gliders since 1980 Flightsimming since 1992 AMD Ryzen 5600x, 32GB RAM, GPU Nvidia RTX 3060 Ti 8 GB, 1 TB and 500 GB nvme2 SSD drives, HP 27" 60Hz LED monitor @ 1920x1080, T16000, Hotas from old X52 Pro, Saitek Combat Rudder Pro (2010 model)
Create an account or sign in to comment