August 8, 20241 yr 5 hours ago, Greazer said: I've been simming for a long time, but only recently invested in rudder pedals. I got the Logitech G Flight model, and it's calibrated.i reduced sensitivity to -50% I had hoped to be getting a better experience and better landings. But actually it's the opposite. Landings are sometimes all over the place. It's awful. Anyone got any tips?? What settings do you use? I'm an old hand when it comes to using pedals in a fight simulator and before MSFS I had no problem getting my rudder pedals working satisfactorily. In MSFS, however, no amount of playing with sensitivities , dead zone, etc. seemed to make any difference. Then I stumbled upon a video that made a huge difference (It was on YouTube but I don't recall who posted it) that changed all that. It was about setting the extremity deadzone (who'd have thought) that was a game changer for me. I have the Thrustmaster Pendicular Pedals and with the following settings they are working beautifully. No more squirrelly take offs or landings. My settings are: Sensitivity - 0% Sensitivity + 0% Dead Zone 2% Neutral 0 Extremity Deadzone 32% Reactivity 50% As mentioned, the Extremity Deadzone was the one important setting for me. Play around with it. Most likely somewhere between 25% and 35% will be about right. Lloyd Noel (Ontario, Canada) Intel i9 [email protected] / NZXT Kraken X73 AIO / MSI MPG Z590 Gaming+ / 64GB DDR4 3600 Corsair Vengeance LPX / Gigabyte RTX4080 Super Gaming OC / Dell S3422DWG Monitor / Corsair RM1000e 1KW PS / 1TB WD Black M.2 (Win 11 Pro) / 1TB Sabrent Rocket M.2 .(MSFS2020) / 512GB Sabrent Rocket M.2 (XP12) / 1TB TimeTec SATA (Misc. & FS Support)
August 8, 20241 yr 1 hour ago, SuperKaro2014 said: @NoelI think you wrote about this another thread about me converting a USB volume knob into a trim wheel? Based on that I also tried it as rudder control… and it does indeed work! I wished for a third arm and hand though but it is possible 😂 I am better with the pedals. I was afraid since I also have the trim wheel assigned to tiller/ground steering but fortunately it works fine for me. Cheers Noel System: 9900X3D Noctua NH-D15 G2, MSI Pro 650-P WiFi, G.SKILL 64GB (2 x 32GB) 288-Pin PC RAM DDR5 6000, WD NVMe 2Tb x 1, Sabrent NVMe 2Tb x 1, RTX 4090 FE, Corsair RM1000W PSU, Win11 Home, LG Ultra Curved Gsync Ultimate 3440x1440, Phanteks Enthoo Pro Case, TCA Boeing Edition Yoke & TQ, Cessna Trim Wheel, RTSS Framerate Limiter w/ Front Edge Sync. Aircraft used in MSFS 2024: Fenix A320, Aerosoft CRJ, FBW, WT 787X, I-Fly 737 MAX 8, Citation Longitude.
August 8, 20241 yr 6 hours ago, Greazer said: I've been simming for a long time, but only recently invested in rudder pedals. I got the Logitech G Flight model, and it's calibrated.i reduced sensitivity to -50% I had hoped to be getting a better experience and better landings. But actually it's the opposite. Landings are sometimes all over the place. It's awful. Anyone got any tips?? What settings do you use? One thing that you must understand with the MSFS flight controls...or any flight sim controls...is that the game controller movement may not match 1 to 1 with the real airplane or the simulated airplane. For example, on my PFC yoke (a very expensive yoke), I can only move the control wheel 60 degrees, left or right, either side from center. The real airplane yoke can move 90 degrees left or right. So, the simulator must scale 90 degrees of the airplane's control movement into 60 degrees of movement of the flight controller's yoke. If you use linear scale, the amount of flight controller movement in degrees will be exaggerated in the movement of the actual aircraft's control yoke in the simulator. That leads to over controlling of the airplane. With your new rudder pedals, they likely do not have near the fore and aft movement (throw) of the real rudder pedals. In the real airplane, they can move 6, 8, maybe 10 inches. Your rudders move fore and aft maybe 3 inches? Again, a linear scale will exaggerate the movement of your rudders on the floor and the movement of the rudders in the simulator. That leads to overcontrolling. There are some solutions. First, with rudders buy a set with the longest fore and aft throw. Same goes for any controller. If you cannot find or afford one, then you can use the MSFS Controller Sensitivity settings to set a "negative sensitivity" that flattens the response curve for initial small movements and larger movements as you move the rudder more. Sometimes, with controllers you need to use the Extremity Dead Zone to allow your rudder controller movement to match the airplane's rudder movement in the simulator. However, this means that you give up full rudder movement in the airplane. One way to see how this all works is to sit in the cockpit and set the controllers sensitivity settings so that the controller movement matches the flight control movement in the simulator through the initial 50% of movement. You will then have more sensitivity with the later 50%, but that may be an area of flight control movement that you seldom use. Again, trial and error will help. Also, consider moving the reactivity to lower levels. MSFS is way too sensitive. Every airplane flies like a Pitts in MSFS with reactivity set to 100% It is hard to find flight controllers that have the full control movement that match the aircraft. Same process holds in XPlane. Rich Boll Richard Boll Wichita, KS
August 8, 20241 yr Very dull, but just spend an hour or two taxiing round an airport. It sounds stupid but it really improves feet to eye coordination. Practice with he brakes as well to get a nice even application, practice turns with differential braking. It will all become automatic in no time.
August 8, 20241 yr It sounds to me like you maybe over controlling with your new rudders, just guessing without seeing you in action 🙂 Certainly on airliners don’t use the rudder at all unless you have to, and that would be in a cross wind with a noticeable crab angle, and then of course during the roll out to keep on the Center line. On the smaller GA stuff it’s still just a gentle and small squeeze is all that’s required, don’t be stabbing making rapid , large rudder inputs, or you will be all over the place. 787 captain. Previously 24 years on 747-400.Technical advisor on PMDG 747 legacy versions QOTS 1 , FS9 and Aerowinx PS1.
August 8, 20241 yr It'll take some practice, just keep at it and don't get discouraged. It's not something that comes naturally for a lot of people. It's just a sim, nothing to lose if you screw up and practice is cheap!
August 8, 20241 yr The first time I flew a real plane I was surprised on how little rudder was required to make a coordinated turn. It's very easy to use too much rudder when you first start using pedals, especially the cheaper pedals that don't have much resistance. On a twist stick it's a bit harder to use too much rudder when landing since twisting and pulling back on the stick is a bit awkward. Unless you're doing a slip or landing with a heavy crosswind, you don't need a huge amount of rudder, so maybe start by lightening up on the pedals a bit. I'll never forget my tailwheel endorsement training... what felt like only about an inch of right rudder after lifting the tail off the ground during takeoff on a calm day was the difference between staying on the centerline or careening toward the grass/zigzagging down the runway. It became muscle memory after a while...
August 9, 20241 yr Author 16 hours ago, Noell said: I'm an old hand when it comes to using pedals in a fight simulator and before MSFS I had no problem getting my rudder pedals working satisfactorily. In MSFS, however, no amount of playing with sensitivities , dead zone, etc. seemed to make any difference. Then I stumbled upon a video that made a huge difference (It was on YouTube but I don't recall who posted it) that changed all that. It was about setting the extremity deadzone (who'd have thought) that was a game changer for me. I have the Thrustmaster Pendicular Pedals and with the following settings they are working beautifully. No more squirrelly take offs or landings. My settings are: Sensitivity - 0% Sensitivity + 0% Dead Zone 2% Neutral 0 Extremity Deadzone 32% Reactivity 50% As mentioned, the Extremity Deadzone was the one important setting for me. Play around with it. Most likely somewhere between 25% and 35% will be about right. Will try this later. Thanks... http://youtube.com/c/Greazer
August 9, 20241 yr Well, as a glider pilot I have always been rather familiar with the use of rudder, in all phases of flight, so maybe because of that using rudders in flight simulation was actually a bit like feeling at home... although I never had expensive models, including the newer force feedback rudder control systems. One of the major limitations of rudders in flight simulation is the feel of force they give to the user, and in that respect I see you're doing the right thing buy tweaking the feel through "SENSITIVITY" / "REACTIVITY". SENSITIVITY is actually a really nifty characteristic of the MSFS controller settings that can somehow help in trying to more closely approach the real lag in the initial reponse to a given control input, while in the desktop sims the roll / yaw / pitch rates almost immediately get to their limit almost instantly... Edited August 9, 20241 yr by jcomm 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)
August 9, 20241 yr 6 hours ago, jcomm said: while in the desktop sims the roll / yaw / pitch rates almost immediately get to their limit almost instantly... Exactly. Which is why I’ve reduced sensitivity for pitch and roll for all aircraft, some more than others. For rudder however I have a linear axis with 3% deadzone, that’s it. Edited August 9, 20241 yr by Cpt_Piett 7950X3D | RTX 4090 | 64GB DDR5
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