Disable Auto Rudder

One of the things I have found difficult from day 1 has been the way the plane swerves on the takeoff run, needing a lot of rudder which then has to come off suddenly as soon as you rotate. I’ve always felt it was a more extreme effect than in the real world. Listening to this weeks Dev Q&A, Jorg mentioned the Auto Rudder feature in assistance options which I hadn’t tried. Definitely a “DOH!” moment. It certainly makes taking off a whole lot easier and - for me - more believable. I’d assumed it was like the auto co-ordination feature in FS-X but its rather different. If you’re experiencing take off problems its worth a try, although it does negate the effect of cross winds on approach…

1 Like

Yes it will remove the need to correct for P-Factor but it will also keep all your turns coordinated removing the need for pedals.

You could switch it off once airborn I suppose if you want that effect back.

The pedals do still seem to have an effect in the air, though - I haven’t really tried to see the difference between the two when airborn yet.

Yes, they absolutely will still work, I just mean when you make a turn, you don’t need to use the pedals to stay coordinated like you would have to with rudder assist off.

But yes, just using the pedals in the air still works.

1 Like

The secret is dont run down the runway at full throttle to take off, start your roll with minimum amount needed for forward momentum, now aim down the runway till you can hold it straight, push forward on the stick just a bit to keep the nose down, push the throttle forward to enough to gain real speed, and wait for the plane to lift off all by itself. Now if you dont do the above fast enough your gonna have a OMG moment and pull back on the stick but you should still be able to climb out with out issue.

If your flying a plane with a var pitch prop, keeping the rpms in the low levels helps alot…

And last but not least, dont let a machine do it for you, learn to do it yourself ;p Salute!

Good advice! Bubba Blitz7348 (And, it’s how I’ve been flying) I still think that the ground to air behaviour in the sim could be better - as Jorg acknowledged in the Dev Q&A - and that many less experienced flyers could be helped by this…

The airplane makes a big difference too. Some airplanes are just super twitchy. Larger and twin engine airplanes seem less jumpy. The A320 is a joy to taxi, it feels like it’s on rails.

Another thing to try is adjusting the sensitivity settings on the pedals under the controller options. I have opened up the center dead done and dampened the sensitivity.

Making sure you don’t have rudder bound to a stick also helps. Micro movements can happen from having your hand on the controller.

Looking at the end of the runway provides better feedback for the level of adjustment you need.

I also need to fly barefoot with my tm16000. Otherwise I just don’t have enough feel.

I’m becoming less opposed to using assistance for perhaps this, trim, and mixture since we are at a bit of disadvantage in a sim vs. real life to get a proper feedback loop. But I still do it all manual.

Ive been doing it that way since the olden times, I flown more then once in real GA and dont remember it being such an issue but it doesnt appear to be that much different in the sim.

The real hard one is switching over to Xplane because then you have a tiller to add in on that, and in MSFS the control I use for RPM is the one that controls the tiller in Xplane.

And the A430 doesnt have props and does have twin engines this isnt an issue at all with jets, baron, king air etc…

I find it also helps to set the ailerons towards the winds as well, seeing that advice made my take offs much better in crosswinds.

Title edited to make thread more understandable at Topic View level, and moved to #student-pilots:basic-gameplay-help

1 Like

This topic was automatically closed 30 days after the last reply. New replies are no longer allowed.