After a few days with MSFS, I have to say the control sensitivities are completely unmanageable. I have followed threads about the keeping sensitivity at zero, those that suggest decreasing it significantly (which only makes for an exponential curve). Deadzones do not function correctly because once you transgress the end of the deadzone, the controls jump suddenly to where they would be if there were no deadzone.
Watching the external view I see very rapid control surface deflection for such small movements of the yoke overall. This is true for aileron and elevator deflection. In addition, the rudder is hypersensitive, requiring the tiniest fractions of inputs as I zig-zag down the runway in a borderline out-of-control take off.
Itās true across most of the aircraft Iāve tried to date and I canāt comprehend how this hasnāt been addressed much better. I love MSFS and am a long term flight simmer since the first version. But honestly this current controls situation makes it almost unflyable for me.
I have a Cirrus PFC yoke and throttle setup with CH rudder pedals. X/Y/Z axes are all extreme in sensitivity. Moving my yoke 0.5cm of pitch will make my C172 leap off the runway and peg up at 15 degrees of pitch.
I am a real world GA pilot and so I know what types of control inputs go with what kinds of responses and how this varies depending on where you are in the flight envelope. This is completely unrealistic on my setup.
My controls are functioning and calibrated normally outside of the sim and I have not had this experience before. Reading so many threads about the sensitivity is disheartening. Asobo, please prioritize this otherwise the credibility of this being a sim will be shot. I feel like Iām flying an arcade game at the moment, and it agonizes me to say that.
I am having the same issue as well and its just horrible to try and fly anything. messed with my control sensitivity like you have and its no help. really ruins the flying experience.
Iām sorry that youāre having to wrestle with the control sensitivities. Weāve got quite a few threads from RW pilots that have gotten pretty realistic control feedback. My advice is to disregard external control software except maybe for calibration (I run without any of it) and use the sensitivity setup in the MSFS Controls config screen. Admittedly it doesnāt solve every problem but most longer term testers have found it sufficient.
Good idea, I tried this though and had a very weird experience. Using the c152 extreme sensitivity remained on X and Z axes. Elevator was fully deflecting but almost no effectāie. I could barely takeoff until hitting 80 knots and even then barely cleared the trees. Trim was in normal range. Itās like the flight model was barely detecting the movement even though visually it was full.
Sorry, I have an other solution. In option menu commands for your joystick go to sensibility and move several times your joystick to the max for X and then for Y.
For me this manipulation calibrate the joystick and then all is OK and the flight model Modern is fine.
The problem is that I have to do that each time I restart my PC.
Edit: In fact you can do this action in the plane, before take off, like a check list, and itās work.
Elevator trim in all aircraft seems to be an issue as it is almost impossible to trim an aircraft for level flight manually, the trim on the 172 as an example, little adjustments take a while to transfer to the aircraft.
My Father was using a CH yoke and pedalsā¦He was having the same problemsā¦they are not well suited to windows 10ā¦he switched to a different setup ( a flight stick)ā¦problems went away. CH is ancient and their software in antiquated
Make sure you arenāt fighting with the autopilot, you could unknowingly have a key that youāre using for āxā thatās also mapped to the autopilot on/off toggle.
Thanks - it didnāt occur to me that the joystick axisā could have their sensitivity adjusted. Boy, what a difference! Iāve got the simulatorās 172 pretty close in feel to what I remember flying a RW 172 during training years ago.
When lowering your input sensitivity, you apply a exponential response curve, which is not natural. IRL your control surfaces move proportionally to your input. With a lowered sensitivity it will first move slower, then faster.
The actual problem seems to be too much control surface authority (too sensitive to dynamic air pressure). They are too efficient. Especially at low speeds. Thatās something that certainly needs to be reviewed.
I have the same issue. Ironically the nosewheel refuses to turn. Full rudder deflection yet the aircraft barely turns, yet on the runway, if you so much as imagine a rudder input in any direction, the plane veers off instantly in that direction. Frustrating, to say the least.
I thought this was the old deflection vs pressure argument that crops up in pretty much every flight sim at some point or another but what you said makes more sense. When flying the little bush planes actual rudder deflection with a stab of the pedals looks okay but the reaction on the airframe feels way out of proportion.
One more thing:
It might actually help that MS/ASOBO addresses the inertia issue with the next patch.
Maybe the control surface force is actually OK, but the lack of inertia makes the plane too responsive. Which could also explain why the planes are affected by wind a little too much.
Trim. Keep trimming. Just like in a real airplane. Itās harder in MSFSM2020 because of the poor aerodynamic modelling, no āfeelā, and limited controller parameters.
Set an exponential curve, keep the elevator trimmed in all phases of flight, and you will be in the near-horizontal portion of the response curve. No excess sensitivity, no overshoots, no PIOs.
Hereās a technique I use in a real taildragger. Rather than pushing on a rudder pedal to turn or make a correction, keep pressure on both pedals, and release pressure on the opposite one when you want to turn or make a correction. When the airplane starts to react, take half of the correction out, and wait. Repeat. Continuously. Your feet are especially busy with a taildragger. They call it āhappy feet!ā
Ideally, we would have a library of presets that match a particular aircraft to a specific controller. Also, the aerodynamic and performance modeling would be realistic, and more like a flight simulator than an arcade game.