Not sure what the issue is with abrupt AOA. It’s not a MSFS flight model complaint I have heard before. Maybe it is the characteristic of the plane and JF Flight model. JF are usually on the numbers for their planes so if something is off for speed or flight model then I am sure they will comment/address.
It’s a general characteristic of MSFS IMO. The aircraft in MSFS exhibit strong positive static stability in that they are resistant to displacement and they also exhibit fairly strong positive dynamic stability, where they return to where they are displaced from strongly.
So, how this feels to me is that you need to pull the stick somewhat firmly in order to get an aircraft to start doing something and, when you let go, it feels like it “snaps” back as I think someone else has already said.
This is why the same plane in MSFS feels a little more difficult to fly precisely than, say, DCS which actually has a pretty good feeling of the fluidity of air, AOA, etc
I will say that the Hornet is really a step forward from the FSX days.
I know that control settings and curves address this somewhat. But, by changing X, you ultimately change Y.
This isn’t a rant about MSFS or the Hawk. However, MSFS is still primarily a GA sim and talented devs do a very good job of working within the limitations of that sim to bring us every type of airplane from the Wright Flyer to the Dark Star.
But those limitations do still exist and can be difficult to circumvent entirely. Again IMO.
Just got this, so I’ll be using the experiences here quite a bit to help get acquainted. Cheers!
Does anyone else have difficulty keeping the jet straight on take off roll?
I have set the wind to 1kts but still struggle, it always seems to veer a bit to one side and I have to counteract with rudder…
Not sure if its a sim thing, I also find it hard to keep straight with other aircraft - there is no drift on my pedals and are centered correctly…
Yes. I ended up making a rudder pedals profile with a heavy curve to allow for greater sensitivity at the low end of inputs. I don’t use the rudder much during normal flight so it is ok. Not the best solution but not much else I could do.
would you be able to screenshot your rudder profile so I can try this?
Sorry for the late response. Please know that I fiddle with this a lot and please don’t take it for gospel, you may not agree with the settings at all. Also, I tend to not do aerobatics in the Hawk so I don’t need a lot of rudder.
Thanks I will give it a try!
I don’t use rudder pedals in the air in the sim either, just for taxiing and take off/landing!
Rudder is handy at low level too, can just give it a little squeeze to move the nose up/down a little when you’re sideways. Only tiny movements though, you could roll & pull too a lot of the time - just might take a while longer - so not something to go and obtain pedals for
Also, and more generally ( probably wouldn’t work in a Hawk anyway ) - sometimes if you’re on the edge of stalling & a wing is starting to drop you can give a boot of opposite side pedal & unstall the wing momentarily. Also not an amazing reason to buy rudder pedals on it’s own
MSFS seems not to currently model anything ground related - feels like it’s just a point moving over the collision surface, and what physics engines tend to do in that situation is bounce, so the faster you move, the more bounce, the less grip there is. You could try aileron into the wind a bit to see if you can force the inside “wheel” down more, maybe.
Anyway of turning off the breathing noise of the pilot on high g manoovers?
Give him a strong laxative. He wont dare bear down after that
Hi any news on updates for this?
I’ve made a quick vid to show the problem I’m having.
I’ll see that I’ve got the suggested sensitivity settings and I’ve compared my rate of roll at 400kts with that of cgaviator.
I’m getting a 360 degree, fully deflected aileron roll in about 6 seconds, which is double the time taken for cgaviator to do this.
I’m using the Thrustmaster HOTAS and the latest version of the Hawk.
Any ideas please?
Does Auto rudder setting in-game, which coordinates turns in the air, interfere with ground operation… or is it disabled on the ground ?
Thnx
Hmm, just tried it -
in fact I have so much roll rate that it departs… that was not an easy recovery. Probably a good thing there’s no compressor stalls modelled…
I like the desperate ATC calls ( usually they’re either off or not recorded ) - can we get it called something other than “British Aerospace” by default though?
I have no idea honestly. I would think it would be disabled on the ground but I got know.
@VanDisaster you have the same as cgaviator, i.e. about 3 seconds for a roll at 400kts. That is what the Hawk should do, but something on my setup is stopping it from behaving correctly and I’ve no idea what.
You can see why spinning isn’t authorised in the Hawk
Can you not just increase extremety dead zones to reduce the role rate?
I have the right roll rate ( I don’t think it should depart like that from rolling! either that or the a/c has too much roll authority at times - someone else upthread had the same problem I think but had missiles loaded ), BAW24P doesn’t have enough.
@BAW24P you did the basic test in the joystick setup panel to see if your stick is actually hitting it’s limits, yeah? sorry to ask obvious questions but sometimes we forget the obvious
Does reducing reactivity make any difference?
Just curious I only bought the hawk yesterday