In windy conditions, you can’t steer the plane.
That’s the issue.
This is not realistic compared to the real C172.
I see. I just tried it a couple of crosswind speeds. With a ~10 m/s crosswind I can steer in both direction. But around 20 m/s I can’t steer against the wind once my direction is orthogonal to the wind. But it’s a 39 kts cross wind! Is it really unrealistic be unable to steer at such wind speed? I’m genuinely asking, not trying to prove a point.
Well, yes, the wind significantly affects the aircraft, but the main property manifests itself in climbing, flight and during landing. In a crosswind of 20 knots, even an ultra-light aircraft can still be turned on land. My Cessna hits the grass on a wide runway with a crosswind of approximately 15 knots. Which of course is strange.
I have a video showing the takeoff exit during a strong crosswind. https://www.youtube.com/watch?v=oCTOeTqeXvk
But I’m not sure if he used the brake when turning in the training video. He would say I think. He only explains how to set the ailerons when turning with the wind.
Interesting thank you
So in the game, at 10 m/s (~20 kts) I was able to turn and this (kind of) matches your experience as a real-life pilot. And in the video the wind is at 18 kts (I’m unsure, I’m not used to listen to radio comms). This seems to match the game behavior.
However I understand that using differential braking for gamers not having fancy controllers (like rudder pedals) is annoying. So from from a gaming point of view the complains are justified. But from a “simulation” point of view Asobo seems to have done a good job, right?
Most likely he did not use the brakes in the video. For tailwheel aircraft, the effects are quite a bit more involved. Of paramount importance in a light plane is to keep the wind from lifting either a wing or the tail.
In general, for all light aircraft, the stick is pushed in the direction the wind is blowing. So, for a right quartering tail wind, the stick is pushed towards the the left and front side of the aircraft. I am inclined to believe that the Cessna can be turned at 18 knots without differential braking with a with a slight skid, at least 90 degrees without problems. In the game, the plane very glides while taxiing. By the way, this is connected specifically with the Cessna. I downloaded a mod for Bf-108. And it handles 15 knots very well without differential braking. The weight of the aircraft is slightly different.
By the way, about differential braking. I tried to configure the gamepad to brake the wheels separately. And as it turns out, there is another bug in the game. I can’t add brakes binding for LB and RB. I tried this, left brake LB+X and right brake RB+X. And these keys don’t work.
When Asobo get around to documenting these Ground Handling parameters in the SDK, then maybe it will make more sense !!!
While it seems that Asobo have included these parameters in 2-3 of the Planes in the Current Beta, the parameter values they 'seem" to be using, effectively turns off any additional ground handling effects !!!
So really, nobody is any wiser …
While many Computer GAMES only require very simple documentation and instructions to “Press any key to play”, something like a complex Flight Simulation, need a lot more to be of any use, and reduce the
“I assume (incorrectly ) that this how it works , Issues”
In a quartering headwind or direct crosswind the stick/yoke is turned toward the wind so the upwind aileron is up. Elevators can be neutral in tricycle gear aircraft, but should be stick aft (fully up) in tailwheel aircraft. Think “climb into the wind.”
In a quartering tailwind the stick/yoke is turned away from the wind so the upwind aileron is down. The elevator should be fully forward. Think “dive away from the wind.”
The tailwind elevator positioning is a bit more complicated in a tailwheel aircraft, where you have to consider propwash. Generally, if the tailwind is stronger than the propwash, stick forward, if it’s not, then stick aft.
And as always, the POH for some aircraft will call for different procedures, and you should always follow that.
Yes, all very true in RL, but this is not modeled or simulated in MSFS at the present time
if it is, and I am somehow missing it, I’d love to see you stream a demo, where you show this working in current MSFS…
Try this:
The only oddity I’ve found is that you can accidentally lock one of the brakes ‘ON’ and you have to release it by turning the rudder the opposite way. I have no idea if real Cessna can have locking toe brakes. Also - check for accurate flaps before takeoff.
Aileron assist when taxiing, in principle, already plays an excellent role in improving controllability on the taxiway. You can safely turn without brakes with individual wheels. In MFS, I’m not sure that the physics is so plausible. That is the problem.
Thanks for help. I’ll try your config)
My response was to the blanket statement that light aircraft controls are always to be pushed in the direction the wind is blowing. But it doesn’t specify “in the sim,” it just says “in general,” which is not true.
Do you have the same issue if you follow the OP’s steps to reproduce it?
YES
Provide extra information to complete the original description of the issue:
Unable to steer when (light or not) crossing wing > 10 knots.
If relevant, provide additional screenshots/video:
Do you have the same issue if you follow the OP’s steps to reproduce it?
Provide extra information to complete the original description of the issue:
Absolutly. The 172 on takeoff roll is completely un airworthy. aircraft weathervanes heavily. P factor on takeoff roll is completely out of wack. Airplane reacts wildly to any kind of rudder input.
If relevant, provide additional screenshots/video:
The only problem I have with this aircraft is the turning ratio has diminished considerably in one of the last few updates. Not sure when or what update. Xbox Series X.
Well, after SU15, it seems nothing was fixed. With as little as a 10kt cross wind coming from 45 degrees to the right of my nose, “Weathervaning” negates the forces of the left yawing tendencies of my single engine prop planes. When taking off, I am giving near full LEFT Rudder with this right cross wind example. When I land, after all tires are on the ground, my plane steers hard into the wind.
With no cross wind, I give right rudder as normal. But cross wind weathervaning is just stupid.
Kinda crazy that the World’s Most Produced Aircraft isn’t right in Sim yet. You’d think this one would be "spot on’ accurate and “dialed in” already. At this point, I’m ready to switch to X-Plane to see if it is any better. I need a sim to compliment real life flight training in a 172.
Is everybody else still experiencing ridiculous wethervaning?
Were you in the G1000 or the classic steam gauge version? I experimented last night in a 15 kt crosswind (heavy, I know) with the steam gauge version and it was still off. But today I read that it’s only applicable to the G1000. Anybody know if it’s applicable to either/both?
I originally started practicing with the 172 that has the G1000. Since my flight school uses old school steam gauge planes, I tried that variant more recently. Also tried the Diamond DA40NG that another school I am looking at uses. They all pull hard into the wind. After talking to a corporate pilot, also a CFI, and a flight simmer, he said that the ground handling characteristics within MSFS are far from accurate. so, it is what it is.
My solution for now is to turn off the wind when flying. Asobo will never fix it. They’re done with 2020. I doubt 2024 will be any better in terms of realistic flight and ground handling characteristics go. I just bought X-Plane and will be configuring that this week and getting to know it. We’ll see if it’s any better in terms of ground handling.
I flight sim for fun, but as I am studying for my Private Pilot license written exam, I wanted to practice some of what I have learned… procedures and navigation and also using my yoke, throttle and pedals in “harmony”. Learning to steer with your feet takes practice. But, Unfortunately, MSFS missed the mark when it comes to ground handling in wind.
The point I was trying to make is they say they’ve added flight model variables to address it, but since the release of SU15 it’s only applicable to two aircraft so far, the Guimbal G2, and the 172. However, I’m not 100% sure if that means both stock 172s or just one or the other.
All the other aircraft will need revisions to their flight model to address the changes, and nobody really knows how it works yet, so it will take time to implement and test it all out. I wouldn’t give up on it yet.
But you’re right in saying that realistic crosswind handling in the sim has been borderline abysmal to this point.
It’s just the G1000 172. The steam gauge version is still almost unmanageable with a crosswind of more than 6 or 7 kts.