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Finally a feeling of inertia

Featured Replies

Extremity helps a lot, especially with trim axis, haven't try reactivity yet, It is like a new game, much better feeling.

System: I ASRock X670E | AMD 7800X3D | 64Gb DDR5 6000 | RTX 4090 | 2TB NVMe | Seasonic Vertex 1000W I LG Ultra Gear 34 UW I

1 minute ago, vbazillio said:

It happened to me because I have the [UIMOD] mod installed : https://forums.flightsimulator.com/t/sensitivity-screen-for-my-peripherals-is-blank/338733/12

Thank you! I also have that mod installed!

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15 hours ago, captain420 said:

I don't really understand wha the 2 new settings do. I fly with a Logitech Extreme 3D Pro, what settings would you recommend I start off with? I am curious about the more realistic feelings that these 2 new settings give us.

I set both of the sensitivity settings to -75.  It feels greatly improved, but I wonder if it's realistic.  I'd love to hear from real GA pilots on this.

 

Curt Branch

8 hours ago, curt1 said:

I set both of the sensitivity settings to -75.  It feels greatly improved, but I wonder if it's realistic.  I'd love to hear from real GA pilots on this.

 

This is what some RL GA pilots on the official forums have suggested as starting points:

Yoke:

  • sensivity for pitch : -20 on both
  • reactivity : 5%

Pedals:

  • sensivity for z-axis (ruder) : -30 on both
  • reactivity: 5%

I tried reactivity wound up and it was disconcerting,  The 5% mentioned might work better. You moved the rudders during ground roll and a short time later your plane suddenly swerved.

The new deadzone setting is a little odd but came in useful on my CH pedals which are nearly worn out.

For me the biggest improvement in FS2020 came from downloading XPForce and winding the forces on my FFB2 up really high. With stick forces set at maybe double what a standard non FFB stick spring tension is by default, I found Fs2020 with no sensitivity at all (set to 0%) was actually pretty spot on.  I suspect the issue with a lot of common joysticks is they are designed for combat where fast movement to the extremes of deflection is far more important than precision and hence the springs are too weak.

Anyone that feels like "this is a new game" want to screenshot their settings for various axis? Pitch, roll and yaw? For me, I can't get the taxi feeling correct especially at high speed ground roll before rotation.

I would appreciate if someone can post their settings for those who flies with a stick only, such as the Logitech Extreme 3D Pro. I don't use dedicated rudders or anything.

These are more current settings. I haven't messed with any of the new settings introduced from the latest update yet.

image.png

Edited by captain420

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14 hours ago, Glenn Fitzpatrick said:

For me the biggest improvement in FS2020 came from downloading XPForce and winding the forces on my FFB2 up really high.

Hmm...that's a pretty good suggestion Glenn. Will try ramping up the spring rate.

I can't wait until this afternoon, for when my Daughter gets here for Christmas. She is an engineer who works for Boeing and maybe she can explain this "inertia" you all are talking about.

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For all the requests for real pilot(s) to test this will get on it tomorrow as time allows. Bear in mind it really depends on the plane and specs/load etc. E.g. the WT CJ4 flies like a dream as-is. More to come standby.

SAR Pilot. Flight Sim'ing since the beginning.

I've been testing this as much as time allowed between Xmas dinners 🙂 

IMO the reason why this is never going to work well is because each palne have very different characterisitcs, a jet flies very differently to a prop plane let alone an aerobat. I've been flying remote controlled planes for over a decade and the only way to accomodate this is to setup profiles on the controller for each type of plane and subcategories for each plane. 

I don't have the time to contact Asobo about this but if you fine fellow simmers have some spare time I believe this is the the way it could be properly implemented nd would be a treat to have it done this way so all planes would handle as was intended. 

Cheers and very happy Xmas 

Simming since FS 98. MSFS rig - Ryzen 3600 4.2Ghz - 32GB RAM 3600Mhz - Motherboard MSI 570 A Pro - RTX 2080 Ti -all overclocked - 2xNVME storage. PSU Corsair HX850i platinum. Average 30Fps on 4K ultra.

  • Author
2 hours ago, Bandyka said:

... the only way to accomodate this is to setup profiles on the controller for each type of plane and subcategories for each plane. 

... this is the the way it could be properly implemented and would be a treat to have it done this way.

Not sure if I understand what you mean.

You can already have different profiles for different aircraft. Use the "Preset Manager" in the Controls menu.

 

On 12/24/2020 at 2:26 AM, DylanM said:

This is what some RL GA pilots on the official forums have suggested as starting points:

Yoke:

  • sensivity for pitch : -20 on both
  • reactivity : 5%

Pedals:

  • sensivity for z-axis (ruder) : -30 on both
  • reactivity: 5%

Those settings also working great with TM Hotas Warthog, absolutely the best part of the latest patch if you ask me.

System: I ASRock X670E | AMD 7800X3D | 64Gb DDR5 6000 | RTX 4090 | 2TB NVMe | Seasonic Vertex 1000W I LG Ultra Gear 34 UW I

For me PIO is far, far easier to encounter in MSFS than its real world counterpart. The overall effect of 5 percent flight control input is really what I want at 50 percent, and despite the helpful tutorials in this thread, nothing has changed that.

What the sim needs is the 'mass' values to be increased a hundred times over.

Take-offs are optional, landings are mandatory.
The only time you have too much fuel is when you're on fire.
To make a small fortune in aviation you must start with a large fortune.

There's nothing less important than the runway behind you and the altitude above you.
It's better to be on the ground wishing you were in the air, than in the air wishing you were on the ground.

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