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Take off run and Landing

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1 hour ago, HighBypass said:

However, I bet the ground handling of the real planes would be easier that the sim due to proper physical feedback among other things

That's a bet you would win. For Sure!!

Jesse

Jesse Cochran
"... eyes ever turned skyward"

P3D v5.3 Professional, Windows 10 Professional, Jetline GTX, Gigabyte Aorus X299 Gaming 7 mobo, i7 7740X @ 4.9 GHz, Corsair H115i Liquid Cooling, 32Gb SDRAM @ 3200MHz, Nvidia GeForce GTX1080Ti @ 11 GB

ORBX Global + NALC, ASP3D, ASCA, ENVTEX, TrackIR, Virtual-Fly Yoko Yoke, TQ6+, Ruddo+ Rudder Pedals

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Well!! - it sure looks as if I have asked an interesting problem question at last - maybe it will help others

@ fedev - so far I haveย  - in P3D - with my cheap Thrustmaster pedals - maxed them in calibration

and have taxied and taken off with much less a problem than I had before - on all the said aircraft

I have not yet tried XP11 - which by using their calibration curves - I didn't have as much a problem as with P3D

I have tried the numbers game you suggested - because I don't have the computer skills to understand you unfortunately

but as to the new suggestion and discussion on nose wheels - it is good to note that XP11 has a key stroke to turn them

onย  --- or off

4 hours ago, jaytee73 said:

I have tried the numbers game you suggested - because I don't have the computer skills to understand you unfortunately

but as to the new suggestion and discussion on nose wheels - it is good to note that XP11 has a key stroke to turn them onย  --- or off

Just to make sure, I hope you only played with the steering numbers, not with the inertia and stability values.

Turning the steering off does make xwnd takeoffs basically impossible, so that's not a real option either IMO. Xwnd handling is one of the big problem areas in xplane since day one.

I'm pretty sure that MSFS will be way more realistic than both 'other' sims ๐Ÿ™‚

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