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David Mills

Legacy Flight Model More Realistic Than Modern

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2 hours ago, wim123 said:

and not mine..lol

amasing how we can get so contradictory expereinces.

i play with xbox controller and have no issues with controlling. (modern flight model)

good to hear.....I'm using the saitek yoke and throttle combo and I don't have any issues controlling but that wasn't always the case.  I cleared the defaults and remapped the elevator/pitch controls which seemed to fix some weirdness I was having early on

Edited by Isaiah53six

Kind regards,

Tim

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Strangely enough, the x-box controller works, but is overly sensitive on all axis in my case. Even lowering the ( now working) sensitivity didn’t do a whole lot, just a tiiny bit. Same went for the center sensitivity. Makes for tiring control, having to constantly wiggle the stick in its internal dead-spot to keep level.

And to boot, the buttons have a serious bit of delay. Annoying. Còuld be my USB3 card, though.🤔

On the other hand, my Cessna Yoke works like a charm. Though the game stìll has some problems recognizing the throttle, mix and prop as ‘ analog’ , despite seeing a controllable throw in the axis-screen. Sometimes it can immediately be fixed by disconnecting and reconnecting the USB plug ( game séems to crash/lock, but after a few seconds comes back to life) In other cases waiting for a minute while idling does it. Odd, vèry odd.

But, once it works, it keeps working without hitches.

Edited by stefbuik

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Very intereseting indeed. Xbox pad works quite well but is indeed too sensitive when you'r nearing full deflection. And the rudders are basically useless, so i will defo try to switch flight models to legacy. Thanks for the tip

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Options>General>Flight Model


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I'm not sure what the Legacy model is actually modeling. I've 'imported' a couple of FSX aircraft into the new sim, including going through the lengthy exercise of translating all the config and airfile data and tables into the MSFS format. I found their flight characteristics to be quite similar in the new sim with the Modern flight model as they were in FSX/P3D (not exact, and thrust in particular was off, but otherwise quite close). With the Legacy model though, they were unflyable.


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1 minute ago, odourboy said:

I'm not sure what the Legacy model is actually modeling. I've 'imported' a couple of FSX aircraft into the new sim, including going through the lengthy exercise of translating all the config and airfile data and tables into the MSFS format. I found their flight characteristics to be quite similar in the new sim with the Modern flight model as they were in FSX/P3D (not exact, and thrust in particular was off, but otherwise quite close). With the Legacy model though, they were unflyable.

I guess this is something we could ask Asobo/MS in the next Q and A. It seems nobody knows what it's for.

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One version should be for those using linear potentiometer controllers and the other for Xbox controllers. Perhaps that WAS their intentions?

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The problem is the very twitchy nature of FS2020, at least for GA planes.  You've got to turn your sensitivities way down and even then things are a little too twitchy.  Go into the sensitivity for every flight axis and turn it down to -50% and see how that feels.  You still just have to be much smoother with your controller.  

This is something we've been hoping for Asobo to fix since day 1.  If not them, then hopefully 3rd party aircraft can help fix it.  


-------------------------

Craig from KBUF

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It might be worth trying to fine tune controls be adjusting a couple of settings in the flight model file. I have done this on a number of aircraft and have them tuned in very nicely. Below is a link with some guidance on how to alter elevator and rudder effectiveness. 

 

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11 hours ago, Glenn Fitzpatrick said:

Back in the 90's with my initial flight training I was banned from flightsims by my instructor as he called them "navigation simulators" and said they taught people bad habits, especially in flare and landing.

The current sim seems better though the default Cessna's remain oversensitive to approach speed and tend to float.  However the one really unrealistic thing that has carried over from older flight models is the insane amount of elevator authority at low speeds. You can pretty much do an Immelmann with too much back pressure whereas in the real thing the yoke is pretty much in your chest at the end of flare.

 

Have you tried adjusting your control sensitivity ?

 

To be honest re your flight instructor - she was either really inexperienced or had her head up her @ss or was on a power trip over students. Bad habits - bs. I started flying for a living in the mid 1970s, found flight sims in the min 1980's and thought what a fantastic tool plus it was fun. It's been very helpful over the years right up to retirement. Now it's for fun.

I think once mfsf2020 gets a little more development time under its belt, some decent add-on aircraft appear, weather aspect gets sorted out, it will be very good.

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That's why I prefer realistic control peripherals. If I can't use a yoke and pedals or a well tensioner joystick I wouldn't enjoy it. Yoke/stick, Pedals, Quadrent, or not at all. Flight dynamics is indeed core but how you tactically connect to them is a thing to.

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I've used both Modern and Legacy, and neither one I find to be satisfactory, control settings aside.

For example, I often run crosswind landings at an on-shore airport.  In XP11, a steady 16kt crosswind with minimal gusts acts as it does in real life flying: the plane (GA) steadily pushes off track and aileron and rudder are required to maintain centerline.

In MSFS with the same wind setup, regardless of the flight model chosen, the airplane is all over the sky.  It's as if there's little actual wind, but ridiculous gusts.  The nose of the aircraft will be repeatedly thrust anywhere from 10 to 45 degrees off center, as if the nose is being hit with Thor's hammer, first one direction, then the other.  This happens frequently, perhaps 4-5 times on short final.  Pitch variations are present as well but not nearly as bad.  I've not found it possible to set up any sort of even semi-realistic crosswind conditions.

I'm not sure if it's due to the flight model or the weather model (it's certainly not the controllers), but I've decided that MSFS is a good for navigation practice and looking pretty, where ground reference (including crosswind) and maneuver practice is best done in XPlane.

Edited by jackdleach

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Has anyone experimented using the latest version of FSUIPC? Maybe setting all controllers in that program will help?

Thanks

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What I find particularly difficult to understand about these over-sensitivities with the XBOX controller is that these controllers are designed and built by Microsoft itself, the same company that produces the sim. It's not like "Fred's Controller" won't work well with the sim. It's Microsoft's own controller -- the same controller that's going to be the predominant controller used throughout the world once the XBOX version of the sim is released. And, again, it's not like some new technology has to be discovered to make the XBOX controllers work well. I used this same controller for years with P3D (and many other games) with no issues at all. I just don't understand.

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