June 21, 201510 yr I've been flying this bird all day on FSCloud and in FSE ferrying her from Alaska to California where I will base her. I have no RW Comanche time. I have a lot of RW GA time in taildraggers and trainer Cessnas and Pipers. I've done about 10 landings today. They were every one beautiful. I experienced no porpoising. She was easy to flare and hold off until the wheels just kissed. The last landing, at Big Icy, was at -36 vfpm, FSCloud tells me. She has a very realistic mushy feeling as she runs out of airspeed just above the runway. I set up on final with 15" and trim for 90. She stays there with very little input from me. Flare and landing are predictable and realistic. I've done these in calm winds and up to 12 knots crosswind at 45 degrees. Simply not a problem to put this bird down smoothly.This is an incredibly realistic plane in terms of flight characteristics, and particularly in terms of landing characteristics, which most GA aircraft in FSX, including payware, don't do all that well. I've only flown it this one day, but I like it the best so far of all my hundred or so aircraft. I'm not sure what issue some of you are having, but it's not the plane.I use CH rudder pedals and a TM 16000M stick, for the record. I do have FSUIPC control my throttle inputs, but everything else is controlled by FSX, and I have no deadzone and max sensitivity, and have never messed with any adjustments to any of these in FSUIPC. Full sensitivity equals linear input. I'm pretty sure most addon aircraft will work best with zero deadzone (null) and full sensitivity. You certainly can't fly the Dodo with any other settings than those (unless you're a masochist). Of course, in real life, we'd want the control surfaces to move, exactly with the stick/yoke. I really don't see the value of having it any other way in the sim. Better to learn how to control the surfaces directly than to introduce arbitrary interference between the controller and the surface.
June 21, 201510 yr Just to dispel any confusion, because this is a critically important issue, I made this quick video (using a default MS airplane) to demonstrate the sensitivity slider adds delay, something that has no place being inserted between your controller and your control surfaces: Thanks Scott. That helps me understand what you're referring too. Odd the way this works. Again - great discussion guys. I know I've learned a lot. Scott
June 21, 201510 yr Well I apologize about my misstatement about the sensitivity slider being curvature... I thought this was the case ever since FSX came out, and I remember reading about it, but obviously I was wrong! Sorry if I confused anyone!! At least the end result/final point is the same, far right is one to one controller to sim input which is the ideal case as Scott - A2A said.
June 21, 201510 yr I really don't see the value of having it any other way in the sim. Better to learn how to control the surfaces directly than to introduce arbitrary interference between the controller and the surface. Sometimes, there has to be a delay. Take the B-17 for example. It won't be maneuvering like an Extra 300, if you were to deflect the control surfaces the same. Without delay, there is no sense of heaviness in the controls. The sensation of feel from a sim, is almost entirely from what we see on the screen. I once described older X-Plane models as puppets on a string. The nose just went up & down with the yoke movement. Large airliners felt the same as an Extra 300. A large airliner could technically fly like an Extra 300 if the wings, control surfaces, servos & hydraulic systems could support it. But they don't. If delay isn't used within a sim when required, those airliners WILL give the same impression as a highly maneuverable aerobatic airplane.
June 21, 201510 yr I think we must be talking a little past each other. I don't think you ever want control delay. You just want slower responses to control input. That's up to the developers. They build that into the models. If they don't, I don't think artificially, and arbitrarily, introducing slower responses through delayed control inputs is a good solution. I think a good solution is not to fly such a terribly made simulated aircraft. I have no delay on my controls and fly the A2A B-17 and get what seem to me to be reasonable responses. I've never flown IN a B-17, much less been at the yoke of one, so I can't assess its realism. But I feel absolutely no need for an artificial controller delay to make it respond in a way that feels appropriate.No, we can't feel the forces acting on our control surfaces in the sim as we do in real life. That's a shame. I wish there was some way to introduce the same kind of FFB in sticks and yokes as I feel in my T500 when I'm racing. But the best sim aircraft model the look, of not the feel, of control speed and response. You don't need artificial controller delay to make my pitch input take an appropriate amount of time, you just need proper programming of the response curves to input in the simulation itself.
June 21, 201510 yr Showing the ability to do a spin in this plane. ATP MEL,CFI,CFII,MEI. Type Ratings B-737, ERJ-190,ERJ-170
June 21, 201510 yr Speaking of spins, is there anyway to turn the Sink Rate warning in the GTN 750? Cheers, Rob.
June 21, 201510 yr I carried over the line from fs9, it was Stick_sensitivity_mode=0 Not even sure it works in fsx but I keep it there Is that what you mean? Exactly that ! Thx 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)
June 21, 201510 yr This is certainly more than well known to all of us, but I think it's not too much to remember it... At Hervé's site, this particular link pointing to AVSIM's Library will give you access to what I consider the most complete text about MSFS's internal flight dynamics model ever made available: "Flight Dynamics in MSFS V1.0" by Yves Guillaume. On sections 4 and 5 there is a LOT of interesting info on this matter, and if you didn't yet, you'll be surprised to find out how it works inside of MSFS. Just to give you an example, did you know that trim ( in pitch ) for MSFS works more like in an airliner or ww2 german fighter with a stabilator? "The main pitch control system in MSFS consists of an elevator and a stabilizer trim surface. The pitch trim concept is basically more the one of a moving horizontal stabilizer than that of an elevator with trim tabs. However, the additional lift and drag generated by the deflected stabilizer is not simulated in MSFS. Furthermore, the default autopilot only uses the stabilizer for trim and not the elevator. For consistency with the SDK the term Cm_detr is used although the elevator is not directly involved in trim. " Hence, my suggestion at another thread. Devs like A2A, RealAir, ... ( these are the only I ever used for prop aircraft... with the remarkable exception of a Carenado B1900d... ) should really start to consider exterior flight dynamics, and totally forget about what's offered by MSFS's core flight dynamics. They can perform their own gimnastics, and some external stuff for engines, and fine tune their AIR files as much as they can, but they'll all, always be limited by the intrinsic limitations of MSFS... ( or X-Plane, for that matter... which, with due respect, is even more difficult / hysterical to fine tune....) 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)
June 21, 201510 yr Fsuipc controls are linear by default then you can modify from there on a "per Plane" basis. Just another great reason to register this fantastic software.
June 21, 201510 yr I think I finally starting to get the hang of this aircraft ... what a great challenge. Nice vid- Vr @ 110 though?? H e l p k e e p A V S I M f l y i n g
June 21, 201510 yr Speaking of spins, is there anyway to turn the Sink Rate warning in the GTN 750? Reading the manual now, I get the warning even when gtn is removed. <p>Dassault Falcon, Lear, Embraer and Challenger and Cessna Mechanic.Broadcasting live from former Soviet Missile Silo.Rhys Legge
June 21, 201510 yr Reading the manual now, I get the warning even when gtn is removed. Speaking of spins, is there anyway to turn the Sink Rate warning in the GTN 750? Cheers, Rob. Reading the manual now, I get the warning even when gtn is removed. I tried the inhibit button when I was flying around CZST as hit kept giving me terrain warnings when I was flying because of all the mountains. Even that didn't shut it up. So I'm not sure. ATP MEL,CFI,CFII,MEI. Type Ratings B-737, ERJ-190,ERJ-170
June 21, 201510 yr @z06z33: nice video. On one of the long legs I did yesterday w/o passengers, I did several power on and power off stalls. They were the most realistic I've experienced in FSX so far, particularly with respect to dropping a wing and incipient rotation. Both in the feel of the stall and recovery, this plane finally does believable stalls in FSX. I didn't take it into a spin, but I've never felt a spin to be lurking in the stall before like I did in this plane.
June 21, 201510 yr Thanks for the video demonstrating the slider issue, Scott (A2A). Like ttocs said, this helps to explain away some of the confusion surrounding those calibration sliders. Muscle memory adapts fast, so it's no big deal to accomodate the change, but it is sort of shocking that it appears many of us have been flying in FSX for years with our controllers set up this way by default, and didn't even realize what was happening.
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