Here’s the thing - how do I get my alpha yoke to just match what’s on screen? XP11 can do this no sweat, but in MSFS apparently just turning a digital yoke 90 degrees in one direction is unreasonably hard.
What are the settings for proper 1:1 control? Because everything I try, the yoke on screen gets way more sensitive the closer it is to an extreme.
Are you talking about the flight dynamics after the latest update or before ? Coz if its before, then i along with several others will have to disagree. When you say large deflections at lower speed, do you mean aircraft deflection or control yoke deflection ? Because the aircraft is supposed to have very sluggish controls at lower speed.
If your observations are after the latest update then i cant wait to go back and check , coz that would be a great news if they fixed the dynamics.
Before, and I meant exactly that, large control deflections required at slow speed to change aircraft attitude (just like in real life. Slow speed mushy controls and aircraft).
This has been the like this since a long time
I fully agree and understand there are issues for most people (I was one of them) but my point is these issues are entirely with the way peripherals work which is entirely opposite to how aircraft controls react in reality.
FFB peripherals don’t have that issue and thus show the actual flight model which is surprisingly good
I noticed this as well. above approx 50-60 degree deflection the yoke suddenly goes hard to 90 degrees even with the linearity curve (“sensitivity”) set at 0. Another strange behaviour is a lag between controller input at in game yoke movement. This can be seen especially well when going from full aileron deflection in one direction to the other. There is a 1 strange delay that cannot be removed or influenced through any of the in game joystick settings.
Would love to fix this issue, not sure how to do it, however.
EDIT: Another lovely quirk, is the elevator/aileron (Actual surface animation) moves at in a linear fashion with the yoke. The Yoke does the rapid acceleration thing (animation), and the plane response as mentioned below is linear vs input at all air airspeed unless there is tuning in the individual flight model elasticity curves.
SO MUCH focus on the game-pad crowd and high-end visuals. Seems the rest is just noise in the conversation.
Defiantly not the case for most people. The elevator/aileron authority is independent of airspeed out of the box for all planes. E.G. Same input at all speeds results in same reaction of all aircraft.
LOTS of moders have been tuning flight models to remove this as well as LOTS of jumping through hoops with crazy curves to dampen it out.
Would really love to do what @CADman544777 did, not sure how tho…
i am still wondering why ‘Microsoft Flight Simulator 2020’ doesn’t do anything about the sensitivity of all the other aircrafts. causing : Dramaticly unrealistic flightmovements.
Knowing the Xplane-11 and especially the Zibo -mod B738, Microsoft is still unbelievable childisch/ unrealistic sensitive flying
Well, to be fair Xplane has long been plauged by overly twichy controls. I spent a lot of time tweaking the joystick curves, even for the zibo. Though i do miss the more fluid aerodynamics. But it wasnt perfect either. Most GA planes had little or no ground effect. The carenado aircraft had an odd issue where it was if the ground effect was reversed, almost sucking you into the ground instead
This video was made in november, long before the new settings came so this video is not really helpfull in trying to answer the author of this topics questions…
…until you found out that there is a good topic in Skymatix install guide for the Zibo , explaining settings in the Zibao tablet aswell eh?! ( i am still member of the zibo group of Skymatix check the new Stream of ‘real pilot Saso’ : Twitch ) In the meantime i must admit, ASOBO/MS fs2020 have added some extra posssiblilities for the settings of the joystick now. ( without warning or reacting to my neverending critics they have changed the way one can set sensibility …on what date that was introduced …i don’t know…can’t be long ago…because i try FS2020 once in, lets say 2 weeks). I am still struggling with the sensibility and the realism (and all the bugs) , but i think its going to get there some time. Nou only waiting for the complete ‘acception by ASOBO and integration’ of the Flibywire A320 NEO MOD !
I kept seeing a random rudder spasm after any control input - aileron, elevator, or rudder. Sometimes it would twitch after the control input, sometimes not but generally it would. Seemed like a damaged pot or receptor in the control stick. Only trouble with that is that it doesn’t happen in IL2, or DCS, or ROF or Elite Dangerous. So I bumped up the null zone to 8% and reduced the sensitivity to 50% on the rudder axis and now all is well. I always approached these extra JS settings as a way to compensate for old or naff joysticks…or to compensate for the fact that a game joystick has a short throw compared to what the 2.5 -3’ long ones in an actual aircraft have.
Just found this thread after finding the new settings in MSFS. One thing I could never remove was that “slam” at the outer reaches of the stick. Making a turn (or just testing the controls during warm-up), after the stick reaches a certain spot - in my case usually about 55-60% - the yoke slams full in that direction. Smooth turn to begin with, and then - BANG!
It seems that the reactivity will probably fix that. Saw a YT video where the user moved the settings to 75%, but some of you up here are going as low as 5%. I guess I’ll have to start adjusting things and see what happens.
What you also likely want is to use extremity deadzone so that you don’t have full 90 degree capabilities with your yoke that is likely only a 45 degree yoke. Otherwise, every degree you turn the yoke is 2 degrees in the game. Not realistic. Id rather have my yoke rotation degrees = sim yoke rotation degrees, regardless of whether that prohibits me from turning the in-game yoke a full 90 degrees (which would be my fault anyways for buying a yoke that only rotates 45 degrees, but I have a honeycomb now that has a full 90 degrees).
I hear you on the extremity dead zones. Hadn’t got to that yet. But to make things clearer, it’s the yoke in the sim that slams over - I’m using a Logitech X-56 HOTAS, so it’s a stick. All the same, when I push the stick left or right past a certain point, the sim yoke slams over. The extremity dead zones will probably let me limit that so no matter how far I push the stick past a certain point, the sim yoke will stop turning.