Control sensitivity way to sensitive, same for trim wheel

The movement of the stick in sim is a animation made in Max and is not showing the actual response. Its a visual representation and thous not accurat enough. I would not relay too much on that for calibrating

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I’ll have to go back and see things again… Although I remember the action of my aircraft matching my yoke quite well, even with that quick turning motion that the yoke makes past a certain point, the aircraft seemed to reflect that in it’s bank.

Hi cello, i am not talkiing about the movement of the sitck in the game animation, We are talking about our real controllers (joysticks etc) and how they cannot fully work with some automated systems without some form or feedback, etc.

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Having flown DCS, P3D, Xplane11, and Aerofly2 for years I can say the response to stick movements is too much or said another way twitchy or extreme. I hesitate to use sensitive because that implies it can be fixed by adjusting the sensitivity. Yes the way many of us have compensated is to drop the sensitivity to minus 70 but this creates an unrealistic curve at the last 25% of stick or pedal movements because the curves are so steep there. I have modified many configuration files over the years but hesitate to start hacking up the new sims files in the first week. So to be clear I use a high end VKB stick and MFG rudder pedals and all planes in MSFS over react drastically to inputs unless these large sensitive curves are set up which distort the stick and peddle inputs in the second half of their travel because the curves become so steep. Perhaps when the Simconnect issues are resolved and we can use the great FSUIPC7 addon it will calibrate better as it does in P3D. For now I believe the sensitivity adjustment is a way to compensate for overly sensitive flight control inputs set in the flight models but it causes other unnatural stick behaviors at the ends of travel. Again I do not see the behaviors I see in MSFS in any of the other 4 flightsims I have flown for many years.

Hopefully Asobo will address this by providing in game calibrations or better input modeling.

Joe

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I tried a second mouse. Unfortunately the two mice are not differentiated - it just appears as one device.

No it doesn’t unfortunately, the first half or a roll input gives a noticeable slower rate of movement on the yoke than the second half, so yes don’t look at it.

Can someone post how they improved it? I see someone suggesting to edit the Flightmodel.ini, than another to put sensitivity to normal, one stating to put it at 60%, im a bit lost here on what to actually do to improve the sensitivity.

Start with normal sensitivity with your control settings and change the flightmodel FlightModel.cfg as suggested from 1 tot 0.2 (see OP for the details). Try it out and change your control sensitivity to tweak it more per personal preference. Keep in mind that the 27th of Augusts they will release a first patch which might fix the issue. Also, any update could overwrite the flightmodel.cfg file and therefore removing your changes, it’s something to keep in mind.

They said that they will on 27.08. Communicate when the patch will be released

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When your flying a real aircraft, yoke movements are small as you have the air forces over the surfaces. Yoke movement scales with speed, the slower you are the sloppier the controls are and further they move

I’ve flown the 777-200 D sim a few times and the pitch and roll axis are Uber sensitive, doesn’t take much movement and the aircraft is pretty agile.

I think the main issue with fsim hardware is the lack of feedback or control force loading

Just like with my FFB2… oh wait, doesn’t work in FS :smiley:

Until now I’ve just seen the trim of the TBM to be very much oversensitive. It’s literally “DON’T TOUCH!”. Just pulling it barely out of the notch (TMWH friction slider) will make the thing over-G instantly. The other planes I’ve flown so far, which are the Icon and the Savage Cub, however have a very solid trim range that’s actually usable.

I’ve had to turn down the sensitivity on my Thrustmaster TWCS throttle to -90%. With it set to normal sensitivity, it was pretty much unusable, it would send the aircraft 60 degrees up or down with the tiniest of adjustments.

Might I suggest you try Joystick Curves (Joystick Response Curves Utility) works wonders for me, until they provide better sensitivity curves in game, see here: Control Sensitivity - #63 by mikerolowski :+1:t2:

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To get realism, you have to research the control surface actuation on the real airplane.

I’ve got the Roll, Pitch and Rudder proportional ( straight line ) for the C152, cus its a simple bellcrank system.
AFAIK, there shouldn’t be hysteresis. Linkages are good fits.

That’s all nice if you are chasing perfect realism with your controls, but the current controls are nothing but realistic…

****** Talking SPECIFICALLY about the GA planes.******

EXACTLY … the FUDGE with setting a non linear (sensitivity) is to cater for beginners, who tend to over control.

Spent the morning reading the MSFS SDK (not a lot to read at this time, - most is TODO)
Now a little older, a little wise, and a LOT MORE UPSET.

For anyone who has even a small amount of RL or Sim time, this reduced sensitivity should be totally unnecessary.

The REAL issue is that the plane is too responsive to even very small yoke deflections.
The planes is too responsive for a given small control surface deflection so:
(a) It is too Responsive for the Yoke (ie YOU the Pilot)
(b) It is too Responsive for the AP ( which is why the AP is so unstable)

Now the Really BAD news

This traditionally (in FSX) could be adjusted by the USER, by editing parameters in [FLIGHT TUNING]
The same work in MSFS2020, but the file that contains these parameters in no longer available to the user, because it is now in an ENCRYPED file format.
( to protect the IP of plane developers – so the Asobo planes are encrypted, as is the Carenado 2020 Cessna :frowning: (the “Model.fsarchive” file)

So MSFS2020 users can no longer “tweak” their planes, as they were able to do in FSX,

Asobo (or Carenado, or any 3rd party developer who chooses to encrypt their plane) now are the only ones who can change any of this.


Now, some GOOD People created Free 152X, and they were good enough NOT to Encrypt it !! (Thanks)
So at least with that Model, you can go in as a user, and tweak its [FLIGHT TUNING] .
Interestingly, it is heavily modified from the Asobo generic single engine prop Model (that is NOT Encrypted), as it is the starting point for any new plane of that type.


4 weeks ago, in blissful Ignorance, it all appeared that it was going to be pretty simple— (FSX Version 2.0 ) but the more you learn, the more you start to realize, just how little you really know .

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The amount of how little you can adjust your yoke and the plane always moves about is just too much in this game, especially if you compare it to P3D that i was accustomed to. I checked the flightmodel.cfg that OP suggested and it was back again to default values. elevator_trim_effectiveness was set to 3.2!

Are you sure you were checking that for the actual Asobo Planes ? or just in the example “default” plane folders ?

I was under the impression, after considerable researching that all these parameters used by the actual Asobo planes in the sim, were Now (after release), all contained in ENCRYPTED file(s) – away from Prying eyes of any competition ?

NOTE: If the original information came from someone (Alpha team) before the product was released, at that time I believe that these parameters were visible, and could be adjusted by the testers.

The files under Official\OneStore our Steam\ are still open to be edited for me. the flight_model.cfg’s from all planes are also not encrypted.

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Only Standard Edition aircraft are readable, the others are encrypted.

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