Are you seriously comparing the area on which crosswind acts on a plane with that of a truck?
Thinking of the Cessna Caravan then probably yes. Btw Iâm not talking of driving a massive semi like they have in the states, 7.5 ton was my limit.
Itâs harder to judge the needed aileron input in the sim because there is no force feedback.
In a real plane (c150 for me) Itâs a lot easier to maintain centerline on takeoff and landing cause you can feel resistance in all controls and you can feel exactly how much input you need.
Maybe a lack of feeling is the issue here, thatâs why you canât keep it on the centerline.
Boom roasted
![]()
Roasted what? He just made himself like a fool because the video posted by himself and the other videos clearly show the issue.
Real world pilots flexing âyEaH, Iâm a rEaL WoRlD PiLoTâ and they canât see basic physics flaws ⊠speechless
Still roasted in my opinion. Youâre basing your understanding of the way airplanes move off of other sim games youâve âflownâ. Maybe once youâve actually landed in a 15 kt crosswind you could accurately judge, but for now youâre basing THIS sims flight model off X-Plane or something. You gotta actually be in the plane to understand. Itâs a lot about FEEL, which is impossible to model in an office chair playing a video game.
Your answer shows youâve read nothing in this thread, you havenât watched the videos and furthermore Iâm not sure youâve understood the bug Iâm talking about.
I suggest you to try yourself as I said before and then post your opinion: I donât give a â â â â about feeling, how it should feel in the real world and all this kind of stuff and I donât care about Xplane. Here we are talking about MSFS and how a default aircraft behaves in crosswind.
Iâm just saying the max demonstrated xwind feels fine to me in the 150 and 172.
Iâm not sure about the CJ4 as I donât fly it in the sim or IRL. But the 52 and 72 feel okay to me if my memory is serving.
Tell you what, Iâll load the sim up in a 152 and try to land w 15 kts at 90 degrees to the rw.
I can see where youâre coming from. Lots of rudder needed for 15kts gust 17 but for me it still stays on the runway. Makes sense to me since the max demonstrated is 12kts.
The maximum demonstrated crosswind component for the C152 is 15 knots, same as the C172.
It must vary then cause my POH actually says 13, and when I google it it says 12. I guess different test pilots or something? Weird
Actually yeah, it varies between 12 and 15 knots. However you found out that itâs extremely hard to keep it on the centerline during takeoff or landing rollout.
This effect is irrealistic in MSFS I think, but there are certain aircraft that can be controlled like for example the C172; other aircraft like the CJ4 are out of control and cannot keep the centerline.
The fact is that the weatervane effect is exaggerated.
I havenât done any empirical testing or anything like that, but speaking from my experience as a real world pilot, I would agree that there is something amiss. I think it mostly has to do with how it behaves when the wheels are touching the ground. Once itâs in the air it behaves as expected.
Iâve noticed that even in really light crosswinds, the aircraft tends to weathervane far too much on the ground. Situations where, in real life, you would be giving it ample right rudder on takeoff to compensate for left-turning tendencies, can require some left rudder in the sim because the wind is pushing it so strongly. Obviously, itâs possible for the wind to overcome the left-turning tendencies but it seems like it is a bit exaggerated considering the wind speed involved.
Once the wheels leave the ground, the control input required changes a lot. Itâs almost like the wheels have way too much grip or something, and it doesnât slowly decrease as the aircraft begins to develop lift. It just disappears entirely once the altitude above the ground becomes greater than 0.
Just some observations Iâve noticed.
You are right. While flying any MSFS aircraft is behaving as expected: I calculated WCA during many tests to see if the aircraft was crabbing too much, but everything is correct.
It has something to do with takeoff roll and rollout after landing.
Rudder in general in msfs is poor. Taxi, take-off etc. I canât crosswind land a small plane because I canât cross the controls to do crab controls or put full aileron onto the wind and use rudder to line the machine up. Heck I canât even use rudder input to coordinate a turn, and that IS with autorudder off. These are major flaws. As some have pointed out you do feel a plane, like side slipping on crossed controls you feel it " in the seat of your pants" but not being able to feel it in my desk chair doesnât mean the models shouldnât reflect the way planes actually fly. At the moment it is a game with nice ground photos.
I wonder how many of you have killed off any proper deflection in your sensitivity settings?
Youâre talking about the friction model which has as much to do with the aircraft as it has the sim. Just Flight has managed to solve it with the arrow and most default aircraft are close enough IMO so maybe your ire is pointing in the wrong direction?
I would disagree that the default aircraft behavior is âclose enough.â My ire, if you insist on describing it as such, is appropriately directed, I assure you.
How can you say default aircraft are close enough? Have you tried yourself?