Adverse Yaw | Slip | Aircraft list

Thank you, added
Nemeth Designs - Partenavia P68B Victor.

Most airplanes are doing good when the developer implemented CFD+NPS correctly, maybe Nemeth Designs did a good job there. :slight_smile:
They increased the adverse yaw a little bit, that should be noticeable while rolling in/out of a turn (when you use the ailerons) and yes it has a low aspect ratio, so the adverse yaw shouldn’t be very strong anyway.

Overall adverse yaw is not that much noticeable because of MSFS limitations.

More information about that in the wishlist topic:
Adverse Yaw - more improvements necessary

1 Like

i figured something out:

The main parameters for adverse yaw during turn are:

rudder_lift_coef = 1 (default: 5)
fuselage_lateral_cx = 3 (default 0.4)

The aileron drag coeficients only apply if you really roll with aileron, which is not the case during the entire turn.

fuselage lateral cx is the main factor. but you really need to set it out of the default range to see an effect. Try the above values in any aircrat and you will see a BIG YAW during turns. Just copy them into the AERODYNAMIC section, if they dont exist already.
and rudder_lift_coef seems to have an impact on how much rudder you need, to counter the yaw.

Kind Regards

2 Likes

Very interesting, thanks for sharing your findings!
Gonna take a look at the values.

I found a very good short video explaining all the important points.

While turning/rolling left or right:

  • the aileron that moves up causing the wing to produce less lift
  • the aileron that moves down causing the wing to produce more lift

The wing that produces more lift, is also creating more drag.
That’s inducting the adverse yaw
(at the beginning and the end of a turn, where you are mostly using the ailerons both in a opposite position).

And then comes your finding into play: the fuselage.

‘‘when the airplane slips sideways through the air, the wind hitting the side of the fuselage
creates extra drag’’ which means more/ continuous adverse yaw. Boom :sparkler:

1 Like

Maybe I’m misreading your post, but I’ve never heard of a sideslip being described as adverse yaw. Adverse yaw is a transient effect of both roll rate and aileron useage that’s countered by coordinated use of the rudder. Once the roll is stopped and the ailerons are neutral, then any remaining slip doesn’t create adverse yaw, it’s just a slip. It’ll actually tend to weathervane the nose into the relative wind (the essence of a turn), but centrifugal force and the horizontal component of lift are out of balance (the nose is lagging the turn).

That said, adverse yaw can briefly cause a sideslip, but it’s not used to describe the continuous condition of a slip or caused by a slip.

However, if your airplane has strong dihedral (stability that wants to return it to wings level) or wants to overbank in certain turns, then you have to keep aileron in throughout the the turn, which will cause adverse yaw while they’re deflected.

3 Likes

I shouldn’t use ‘‘continuous adverse yaw’’ for sideslip, sorry for that :sweat_smile:

I’m adding this from another forum:

The act of rolling the aircraft creates adverse yaw, which generates sideslip. This is a transient effect which is explained here:

There are three sources of adverse yaw:

  1. Difference in induced-drag due to ailerons: down wing aileron reduces lift while the up wing aileron increases lift, which generates a difference in induced drag in each wing. This yaw moment counters the desired yaw motion.

  2. Yaw-roll damping: as roll rate builds up to steady-state, the down wing experiences a larger flow incidence while the up wing experiences a smaller flow incidence due to the rolling motion. This is a twisted-lift concept: because of the difference in the local AOA, the lift and drag vectors are twisted. At steady-state roll, the total lift on each wing is equal, so the yaw moment really comes from the twist.

  3. Converted sideslip: if there is a non-zero AOA, the rolling motion will convert some of the AOA into sideslip; this sideslip is opposite to the direction of the turn. This effect is especially pronounced when the roll rate is large. Some high performance FBW systems will address this by implementing stability-axis roll instead of body-axis roll, especially on fighter jets whose roll rates are high.

1 Like

When you’re experimenting, don’t forget to take into account that in a single-engine airplane, a lot less left rudder is needed rolling into a left turn than right rudder is needed rolling into a right turn.

1 Like

Very good point, thanks for the advice!


In the SDK they say:

Default is 0.4 - which is about the perpendicular drag of a cylinder - and the value should usually fall between 0.2 and 0.8 for most aircraft.

usually between 0.2 and 0.8
 Now comes the funny part

I checked the MSFS ‘‘golden standard plane’’ Cessna 172 G1000,
because there I wanted to begin with the test


Then I saw the value:
fuselage_lateral_cx = 4.3

freaking 4.3 !!! And they suggest 0.2 - 0.8 for the developer! :exploding_head:

I checked a few community and other MSFS base airplanes
and they are all using these low values around 0.4

No wonder we have weird aerodynamic bahvior everywhere,
because with low fuselage values like this, the fuselage doesn’t exist in MSFS :sweat_smile:

very interesting. what other effects does this variable have? crosswind?

(am I the only one for whom the search function in the SDK website doesn’t work?)

btw there might be a typo in the SDK.
https://docs.flightsimulator.com/html/mergedProjects/How_To_Make_An_Aircraft/Contents/Files/Flight_Model/Fine_Tuning.htm

it says

Fuselage CX has a default value of 4.0 and should ideally fall between the range of 0.2 and 0.8. This value helps give more YAW stability (ie: how easily the aircraft will return to center).

either 4.0 should be 0.4, or 0.8 should be 8.0.

1 Like

on another page the SDK states:
https://docs.flightsimulator.com/html/Developer_Mode/Aircraft_Editor/Tabs/The_Flight_Model_Tab.htm#Fuselage%20Lateral%20CX

  • Fuselage Lateral CX: Defines the perpendicular drag coefficient of the fuselage, which occurs when the airflow is going perpendicular to the front axis (ie: sideways - left to right or right to left) but also going up and down. This coefficient has an impact on drag when side slipping, as well as a general impact on yaw stability and pitch stability. The default value is 0.4 - which is about the perpendicular drag of a cylinder - and the value should usually fall between 0.2 and 0.8 for most aircraft.

so which is it? is Asobo confused themselves?

and would you say the 172 G1000 is realistic there?
in other words, would for such a plane a 4.0 factor be more like the default, than 0.4 in your opinion?

1 Like

Fuselage CX has a default value of 4.0 and should ideally fall between the range of 0.2 and 0.8. This value helps give more YAW stability (ie: how easily the aircraft will return to center).

Yes that even confirms it’s an typo all over!
the point of the value is simply in the wrong place,

it should be: 2.0 - 8.0
instead of: 0.2 - 0.8

then the suggested default value of 4.0 would also make much more sense.

  • It also matches with the Cessna 172 G1000

    if this airplane has 4.3 and is relatively small,
    then a big aircraft can’t have 0.4 unless it’s an
    RC-Airplane ! :joy:

And as @JayDee6281 pointed out correctly, this number is counteracted by rudder_lift_coef /
how much rudder you need, to counter the yaw.

If rudder_lift_coef default is 5 (which makes sense, when you use it for a big stable aircraft) and you use this in combination with a small fuselage value of 0.4 you create a completely twitchy aircraft unless you use a very small Rudder Effectiveness value to counteract this, but it’s still gonna result in a twitchy mess, exactly what we currently have.

I created a bug report:

SDK - Fuselage CX - wrong default values for all developers!

Typically, barring other settings, setting fuselage_lateral_cx higher than about 1 will make a plane an absolute rock in a forward or side slip. I’ve found that 0.8 is a nice starting point for most planes but I’ll increase it to 1 for things with a lot of fuselage side area and up to 1.4 for things that are very draggy in a slip (such as the AN-2 on floats). Combine a properly-set fuselage_cx with the newer crosswind/wheel friction numbers also set properly (and proper control response, elasticity, inertia, etc) and you get something wonderful. FWIW the G1000 172 does NOT have those new crosswind/friction numbers in place.

Also, re: adverse yaw and this thread in general, things that I’ve changed in various planes that do, in fact, have an impact on it include things like aileron_up_limit, aileron_down_limit, wing_camber, aileron_area vs aileron_span_outboard, etc.

To say the sim doesn’t support adverse yaw outside of “custom” coding is completely false.

I’m all for realism and making planes fly like real planes (as that’s what all of my mods strive for) but the easy out is to blame Asobo when the blame is firmly on the devs either being unwilling or unable to use the numbers correctly.

2 Likes

Nobody said that, mostly there is no realistic adverse yaw behaviour outside of custom coding, if it’s achieveable is another question, we are just looking at the results.

So it looks like some values are off and developers are using the wrong values and creating their flightmodel around it/ compensating the wrong values.

That’s also just a guess, we need Asobo to clarify if they did something wrong with the Fuselage CX default value and range suggestion. But so far it’s looking like this is the case.
That’s why I opened the bug report thread.

1 Like

FWIW I just gave a quick test drive to the 172 with its 4.3 fuselage cx and, as predicted, it drops like a rock in a slip. I can get 2400 fpm clean and 3100 fpm dirty which is grossly exaggerated. For comparison, the real life Porter in inflight beta with full flap will descend at 4000 fpm. The 172s I’ve got hundreds of IRL hours in might hit 1500-1800 fpm with full flap in a slip but certainly nowhere near 3000+.

Ha. If you quickly add/remove rudder in the G1000 172 you can quickly lose/gain 20-30 knots of speed like a yoyo.

2 Likes

“A bad workman always blames his tools”, so they say.

Some developers have a solid grasp of the SDK, others not so much, would be another way of putting it.

For sake of argument, if 0.4 is incorrect, and really should be 4.0, then you find that other aspects of the simulation are wrong, that could just be that those other values already mentioned are wrong as they are built around 0.4 being the value for “fuselage_lateral_cx”.

I do wonder though if that value is changed, and you then adjust the others to compensate, you may end up back where you started with regard to how the simulation is expressed.

2 Likes

The other values define how ‘‘easely’’ you can counteract the fuselage airflow effects,
how effective the rudder and ailerons are and what effect do they have and lots of other stuff.

However, what they don’t affect is the general airflow drag on the fuselage:

  • when the airflow is going perpendicular to the front axis (left to right, right to left, up and down)
  • sidedrag when slipping
  • yaw & pitch stability

This is defined by the fuselage_cx. And that’s what’s missing with all these aircraft, they feel like they don’t create any drag by the fuselage and it’s no wonder if the number is way too low in general, thanks to typo suggestions.

1 Like

Because that drag is assuming nose on, not laterally I guess, so you would feel that in coordinated flight.

1 Like

The wind creates drag on the fuselage when hitting it from different directions.

But appart from that, even with no wind, as soon as you use the ailerons and you create adverse yaw, it also increases the drag on the fuselage, causing a slip (in uncoordinated flight).

1 Like

This is why I’m suspect of messing with the fuselage values. All these things work in concert and there may very well be more values we haven’t discovered or simply a lack of some interactions that don’t allow granular control of this particular variable.

But if you still have it tweaked, try doing a sideslip (wing-down) crosswind landing. I’m betting with it tweaked, the drag will be way more than is present irl. And that’s a no-go for me.