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Black Square Dukes--> anyone have a cfg fix for xwinds?

Featured Replies

Was just wondering if anyone has a link to a modified flight model which might fix the Dukes' inability to fly a proper crosswind approach?

Edited by hangar

What’s wrong with it?

  • Author
Just now, ATRguy said:

What’s wrong with it?

Not going down the rabbit hole, as I'm not here to flame...it's well documented...just wanna know if there's a quick 3rd party fix for those that know about it thats all.

19 minutes ago, hangar said:

...it's well documented...

Lol. 🤔

  • Author

wow, so I can't even come here and ask such a clear & simple request without the Opinion Brigade swagging their "mine is bigger than yours" hangups?

grow up guys would you please? I have different needs from my flying than you do...obviously.

Can we move along now, great!?

If anyone knows the fix im referring to please post a link if you know it...much appreciated.

  • Author

I got it, thanks...not all of you are boneheads!

If anyone else needs it, feel free to message me and I'll send it off to you :wink:

Edited by hangar

3 minutes ago, hangar said:

If anyone else needs it, feel free to message me and I'll send it off to you.

Thanks.  I’ll pass.

-B

I think the dukes land pretty well in a crosswind.  Maybe it's a controller to controller issue?  A lot of MSFS 2020 planes don't.  But in 2024 the planes handle a xwind a lot better imo.  Landing in a stiff crosswind is a lot more realistic in 24 as well.

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12 hours ago, hangar said:

Not going down the rabbit hole, as I'm not here to flame...it's well documented...just wanna know if there's a quick 3rd party fix for those that know about it thats all.

You can try using these entries:
 
[CONTACT_POINTS]
 
max_speed_full_steering = 20 
max_speed_decreasing_steering = 60 
min_available_steering_angle_pct = 0.5 
allow_stopped_steering = 1
 
 
;Wheels
point.0 = 1, 8.25, 0.0000,-4.04,750,0,0.623,20,0.3,2.6,0.7,4.0,4.6,0,180,220
 
 
 
 
 
[AERODYNAMICS]
CFD_EnableSimulation = 1
CFD_ReinjectBody = 1
CFD_AirViscosity = 0.05
CFD_AirInCompressibility = 1
CFD_VoxelSizeScale = 1.0
CFD_VoxelNbVoxels = 20.0
CFD_GroundCollisionVoxelOffset = 0
[FLIGHT_TUNING]
 
modern_fm_only = 1.0
cruise_lift_scalar = 1
parasite_drag_scalar = 0.63
induced_drag_scalar = 1.15
flap_induced_drag_scalar = 1.0
elevator_effectiveness = 0.25
elevator_maxangle_scalar = 1
aileron_effectiveness = 1.2
rudder_effectiveness = 0.90 
rudder_maxangle_scalar = 1
pitch_stability = 3.0 
roll_stability = 2.5
yaw_stability = 8.0 
pitch_gyro_stability = 0.5
roll_gyro_stability = 0.5
yaw_gyro_stability = 0.15
elevator_trim_effectiveness = 1.0
aileron_trim_effectiveness = 0.5
rudder_trim_effectiveness = 0.5
hi_alpha_on_roll = 0
hi_alpha_on_yaw = 0
p_factor_on_yaw = 1
torque_on_roll = 1
gyro_precession_on_roll = 1
gyro_precession_on_yaw = 1
engine_wash_on_roll = 1
rudder_engine_wash_on_roll = 0.3
 
ground_high_speed_steeringwheel_static_friction_scalar=4.9
ground_high_speed_otherwheel_static_friction_scalar=5.0 
 
ground_crosswind_effect_max_speed = -1000
ground_crosswind_effect_zero_speed = -1000
 
 
 
 
 
 
Delete this
 
ground_new_contact_model_rolling_stickyness = 0.4; default = 1.0, ratio, further reduces sideways friction on wheels due to the effects of the rolling weel
ground_new_contact_model_up_to_speed_lateral = 1000.0 ; default = 0.1, feet per seconds, speed up to which the new contact model will be used, above we revert to the legacy contact model (lateral friction)
ground_new_contact_model_up_to_speed_longitudinal = 1000.0 ; default = 1.0, feet per seconds, speed up to which the new contact model will be used, above we revert to the legacy contact model (longitudinal friction)
ground_new_contact_model_up_to_speed_lateral_steering = 0.1 ;  default = 1.0, feet per seconds, speed up to which the new contact model will be used, above we revert to the legacy contact model (longitudinal friction)
ground_new_contact_model_gear_flex = 0.007 ; default = 0.0, compliance in feet per pound of force, defines the added compliance (inverse of the stiffness) of the gears with the new soft contact simulation physics
ground_new_contact_model_gear_flex_damping = 5 ; default = 0.0, damping force pounds per feet per seconds, defines the added damping (energy dispersion in heat) of the gears with the new soft contact simulation physics
enable_high_accuracy_integration = 1; default = 0, enables more accuracy of the physics simulation (1 = accurate to the nanometer, 0 = accurate to the millimeter), required to simulate micro vibrations
 
This will cause no problems with 25 knots of crosswind. One thing to consider with this ASOBO is that when you enter a wind velocity on the ground, they actually reduce it by half. For example, if you select 25 knots, the actual surface wind is cut down to half. I think this is done intentionally to compensate for the faulty aircraft aerodynamics or, more accurately, airflow dynamics. So, if you select 20 knots, ASOBO will only give you 10 knots. If you select 30, you will get 15, and so on; they really need to get their act together. 
 
 
 
 
 

747 Captain for the last 39 years, and still learning. 

  • Author
1 hour ago, ryanbatc said:

I think the dukes land pretty well in a crosswind.  Maybe it's a controller to controller issue?  A lot of MSFS 2020 planes don't.  But in 2024 the planes handle a xwind a lot better imo.  Landing in a stiff crosswind is a lot more realistic in 24 as well.

Im still in 2020 Ryan (boo! heh), might pick up2024 over the summer 🙂

 

47 minutes ago, LRBS said:
You can try using these entries:
 

Thanks so much, will try it! Just need to be able to shoot 25kt approaches while keeping nose straight down runway before touchdown. The default model gets pushed way too easily once you kick rudder out and dropping the wing just doesnt do enough to compensate as it should...its almost as if there's either too much rudder effectiveness or not enough aileron effectiveness, hehe. I have it behaving much better now and I will also try what you've posted here as well...thanks again!

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