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A2A Piper Comanche 250

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You guys are making the wait tough GRRR

 

:t0116:

My Liveries | FAA ZMP | PPL ASEL |
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As far as I'm concerned for GA it's the RealAir Turbine Duke for twins and the A2A Comanche for singles.   Both are stunning representations.   That leaves the A2A Cherokee for fun touring(it's slow, but flies real, real well)and the A2A C-182 for semi-bush flying.   

 

TT

Ryan - what's the wait for bud......go get it......

 

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Stuff like that hehe

My Liveries | FAA ZMP | PPL ASEL |
| Windows 11 | MSI Z690 Tomahawk | 12700K 4.7GHz | MSI RTX 4080 | 64GB 6000 MHz DDR5 | 500GB Samsung 860 Evo SSD | 2x 2TB Samsung 970 Evo M.2 | EVGA 850W Gold | Corsair 5000X | HP G2 (VR) / LG 27" 1440p |

 

 

I'm a little late to the controller sensitivity settings party but I've been having issues with the A2A 182 ever since I bought it recently. As Ryan mentions mostly in elevator sensitivity during flare, makes it very hard to not point the nose straight into the air during this time.

 

I have always used FSUIPC for controller settings should I not do this any more? 

 

What would be a comparable FSUIPC setting to the FSX/Prepar3d setting of full right sensitivity and full left null zone?

 

Should the S curves be straight or "0"?

Try turning FSUIPC off and set the FSX Controls setting to max sensitivity and zero nullzone for both aileron, rudder, and elevator.

 

Then try to fly a bit... that should give you the effect.

 

As best I know, the FSX curve is linear... but I'll wait for others to fill in the details  :huh:

Bert

So if I do this and other aircraft need adjusted I have to go in to the settings and change each aircraft individually right? Unlike FSUIPC where I save different profiles.

FSUIPC  is linear if you leave the curves alone. No need to set controls in FSX to get the desired effect.

ZORAN

 

I have never used FSUIPC for controls, I have a CH flight stick and Pro throttle, very low null zones, high sensitivity, the comanche controls are perfect, trims nicely and flies the glideslope precisely without porpoising or pilot induced oscillation. 

 

The only problem I have had with it so far was forgetting to remove the pitot cover, half way down the runway I aborted and went off onto the grass at the other end.  First mishap in FSX for years, wont't forget again!

-Iain Watson-

Don't abort. Just fly the pattern and keep her a little hot for safety margin.

 

I've done this several times in the sim. Once, in real life, the pitot pivot on my Chief got stuck on takeoff. I just flew the pattern...with a little anxiety, sure, but it's not that hard to judge speed from all the clues.

My Quick Review Part 1.

 

 

Part 2 Damage modeling and night lighting.

ATP MEL,CFI,CFII,MEI. Type Ratings B-737, ERJ-190,ERJ-170

 

My Thoughts

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1.Looks great, inside and out.

 

The Debonair (and Bonanzas in general) are really sweet on landings. I haven't flown a Comanche, but I've heard it's a dog to land compared to a Bonanza. So it may be realistic. 

 

I had to mess with the control sensitives/null zones for the Cherokee because it was just too responsive and not heavy enough compared to my experiences in the real thing. That helped. Might help you here.

Should the S curves be straight or "0"?

 

I would set the up 'center' values in FSUIPC4 settings to zero on the elevator, ailerons and rudder, (and the Cessna trim wheel if you have one ). . you can do this in the calibration or from the FSUIPC config file in the modules folder. leave the curve alone.

bob

 

ps that's the middle set of three, the one between the max and min values, ie .. -16384 0 16384

0

I'm unfamiliar with the actual operating system for elevator and aileron in the Commanche, but doubt it's a variable-geared assembly in either case. This means that deflection rate of the control surface will remain at a fixed ratio proportionate to the control device. Or Full = Full, if you want to compare total travel.

 

Any requirement for an S-curve should only be to cater for sim equipment deficiencies of for specific users devices that don't maintain a fixed ratio because of internal design and construction.

 

The problem is that almost no basic sim controller (joystick and yes, even many yokes) replicate the full range of movement of the equivalent real-world device, so there may be a need for a ratio of controller-movement-to-virtual-surface-movement depending on how the designer of the sim aircraft has chosen to replicate the response curves.

 

Clearly A2A favour the `straight` method.

 

While I can see a benefit to modulating the virtual yoke movement from inside the VC as part of setting up the sensitivities, the only real correct functionality comes from making full (real world) virtual controller reach its extreme of travel at the same time as the virtual control surface in the sim. This is how I've always set up my controllers because if you have less than full replication of the range of movement, you skew the proportional response disproportinately with S-curves.

 

For this you set it up OUTSIDE the aircraft, not inside and you compare the desktop controller range of movement to the full movement of the virtual control surface, NOT the VC control device. Full = Full and the numbers don't matter, so you always start from maximum +/- 16384.

 

You only observe the VC to make sure you don't have the virtual controller `twitching` as a consequence of poor pot design or extraneous input. This is what the null zone setting is for, and it should always be set from minimum or `0` until thw twitching stops. That's it. 

 

And there can be no one setting fits all, because QA and QC in the controllers we purchase is practically non-existent, and every computer they plug into is different. This is where FSUIPC really scores, as it enables a degree of accuracy from multiple options not present in the GUI setup.

Louisdecoolste, I guess I don't understand why you ever need to go outside the airplane in order to calibrate your controllers. The movement of the control surface is a 3D animation. You could have no animation at all, but the sim is still seeing control input.

 

If I understand what you just wrote, you're proposing using a curve to make the extreme limit of your joystick correspond with the extreme limit of the virtual control surface. But an S-curve in FSUIPC doesn't change the limits of the controller's range anyway. No matter how extreme the curve, and how shallow the slope in the middle ranges, it's always going to "curve" back up to the limits of say +/- 16384. When you move the controller all the way, you're going to get the maximum deflection of the virtual control that is possible, and I just don't see what is achieved by going outside the airplane and altering input curves based on what you see there.

 

There is the concept of "saturation" in Digital Combat Sim, which is closer in concept to what you seem to be referring to, but I don't think a discussion about it applies to FSX/FSUIPC because I'm not aware of any way that FSUIPC allows you to change that. Maybe there is, and I've just never noticed it, but the only point I'm making is that use of an S-Curve is not going to change the limits, it's only going to change the instantanous slope of the input at any point on that curve.

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