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Yaw in MSFS2024 and X-Plane 12

Featured Replies

3 hours ago, Simicro said:

Thanks for your extensive reply. I was not aware for the WW2 aviators. Yes I have rudder pedals and it might surprise you but I used to fly the Dodosim and Huey in DCS. Left rudder needed indeed for take off or hover. I was just asking for GA prop aircrafts comparatively for X-Plane and MSFS and indeed you gave your opinion. Yes I am aware the effect does exist IRL, my point was about the intensity.

Well, thank you - I didn't understand your post at first, then.

Since youve flown the Huey in DCS with rudder/torque pedals, you're certainly familiar with the  significant deflections required in that manual bird. And a B206 seems similar.

When simming, I rarely notice deflections in re the various sims, and am usually paying attention to what the addon itself requires.

And again, it's a lot more dependent on the aircraft class than the simulator, IMHO.

The point is highly subjective, especially since most aircraft in real life have considerably higher control and rudder forces than even the most sturdy flight control peripherals available for the flight simulation market provide to you when sitting at your desk.

If you ask a real Cessna pilot how "much" he needs to step on the pedal to keep the plane straight, you will only get an anecdotal answer. He won´t be able to state a force (in Newton), nor will he be able to tell you a percentage of the total rudder travel available or how far the pedal deflects in centimeters or inches. The default Cessna in X-Plane is rigged to need about 30% of full rudder travel to keep straight at full takeoff power.

Both flight simulators have means to set up the individual behavior of not only the aircraft itself (how large is the rudder, how large is the vertical stabilizer, how far does the rudder deflect,...) but also individual response curves for rudder pedal input (how far does the rudder deflect for a given control input).

There used to be a time decades ago (think FS2004) when the Microsoft line of flight simulators were unable to simulate uncoordinated flight - you would step on the rudder and the nose would swing (yaw), but the the heading would then swing back to coincide with the initial flightpath again (despite keeping full rudder input) - so a prolonged sideslip was not possible. This limitation was long since fixed and I believe that the aerodynamic simulation of rudder inputs is on the same level of fidelity in both simulators these days.

As to how well an individual aircraft and the associated control response is set up, depends on the developer and the user.

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