I have tried out the Beaver after a few months. It looks like it had an update since last time. Now I can read the gauges, the whole cockpit looks good - but - the flight behaviour seems strange. It has an extreme dihedral effect, maybe a faulty number was typed when it was programmed - and it seems to have a tendency not to fly straight. Any experiences?
not having flown it myself lately I donât know if it has been borked - or if the recent updates to the sim have increased the need for proper trim adjustments - both horizontal and vertical, along with engine and prop management - to keep the aircraft correctly balanced in flight.
**Edit **
I just flew it - you have to use trim. The control wheels are overhead and if you donât have them mapped you can just use the mouse - only need one or two clicks of each to get the Beaver situated. Remember to also use your prop, throttle and mixture controls to get the best performance from the front end - then adjust trim afterwards for cruise.
guess what - next time I flew it, the problem was not present, as if it was the yoke that had been the culprit. Letâs close this topic then. What persists though is the incredible acceleration from zero to take-off speed in the water that is quite unrealistic.
yes - there appears to be no correlation of drag applied to any float or fuselage contact with bodies of âwaterâ in MSFS.
It could be faked with lets say a 10% - 20% application of the âparking brakeâ effect being triggered by the contact of any float or fuselage area (flying boat) with any body of waterâŠbut without accurate âwater physicsâ being modeled in the sim with its own simulated relationships with aircraft and ship surfaces it might not be possible yet to have even a workaround - and certainly nothing consistent.
Makes you wonder about MSFS2024 and just how it might be different to this sim -
If they care about us users. Besides offering planes with floats and flying boats, they should also create an environment for this type of aviation. I still feel the whole sim is considered a âGameâ by MS.
the research has been done on this. The market for high fidelity flight simulation is only a sliver of the market for aviation enthusiasts and a somewhat easier representation of âflight simulationâ as entertainment.
Most of the folks even in here do not want to spend hours getting âtype certifiedâ for each aircraft in their virtual hangar, or the additional hours to master all aspects of IFR, VFR, single, multi, rotor, and jet aircraft requirements.
IF then you want to talk about some âmiddle groundâ your definition of what that is will be different to nearly everyone elseâs.
Where does that leave us? Looking for ways to encourage 3rd party developers to create modules and workarounds that get us closer within the structure of MSFS.
Iâd like to introduce you to Ace Combat.
You can just look at the changes that have been made to the sim to realize what an unfair and unrealistic take that is. It has nothing to do with marketing it as a âgameâ and everything to do with allocating and prioritizing limited development resources.
Yes, MSFS has issues. Itâs also the most ambitious civilian sim ever. And it also has to span making everyone from demanding users who just want reality and donât understand the complexity of software development to new users interested in aviation or exploring the world, and everyone in between, happy enough to keep playing.
In this case, itâs just that water handling/physics hasnât reached the top of the task list yet, given all of the desires/demands/fixes already in the works.
I want to see this fixed too; I was just griping about the simplistic water handling in the P6M Seamaster topic myself. But to attribute it to a focus on gaming is just unfair to the team. If you want to see what happens when a team is forced to focus on game vs sim, Iâd invite you to take a look back at Microsoft Flight..
sorry, something else was wrong here. Also, after installing GotFriends the flight model is super good.