Crosswind handling on the ground

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 I’m not talking of driving a massive semi like they have in the states, 7.5 ton was my limit.

It’s harder to judge the needed aileron input in the sim because there is no force feedback.
In a real plane (c150 for me) It’s 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, that’s why you can’t keep it on the centerline.

Boom roasted :rofl: :rofl:

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 “yEaH, I’m a rEaL WoRlD PiLoT” and they can’t see basic physics flaws 
 speechless

Still roasted in my opinion. You’re basing your understanding of the way airplanes move off of other sim games you’ve “flown”. Maybe once you’ve actually landed in a 15 kt crosswind you could accurately judge, but for now you’re basing THIS sims flight model off X-Plane or something. You gotta actually be in the plane to understand. It’s a lot about FEEL, which is impossible to model in an office chair playing a video game.

Your answer shows you’ve read nothing in this thread, you haven’t watched the videos and furthermore I’m not sure you’ve understood the bug I’m talking about.

I suggest you to try yourself as I said before and then post your opinion: I don’t give a ■■■■ about feeling, how it should feel in the real world and all this kind of stuff and I don’t care about Xplane. Here we are talking about MSFS and how a default aircraft behaves in crosswind.

I’m just saying the max demonstrated xwind feels fine to me in the 150 and 172.

I’m not sure about the CJ4 as I don’t fly it in the sim or IRL. But the 52 and 72 feel okay to me if my memory is serving.
Tell you what, I’ll load the sim up in a 152 and try to land w 15 kts at 90 degrees to the rw.

I can see where you’re 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 it’s 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 haven’t 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 it’s in the air it behaves as expected.

I’ve 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, it’s 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. It’s almost like the wheels have way too much grip or something, and it doesn’t 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 I’ve 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 can’t crosswind land a small plane because I can’t cross the controls to do crab controls or put full aileron onto the wind and use rudder to line the machine up. Heck I can’t 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 doesn’t mean the models shouldn’t 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?

You’re 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 “close enough.” 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?