Thanks for letting us assign separate axes for rudder left and rudder right. There is one imperfection: Currently, if you apply full left rudder axis and hold, then apply full right axis and hold, the rudder goes to full right. Conversely, if you apply full right rudder and hold, then apply full left rudder, the rudder goes to full left. In short, the second rudder application overrides the first one.
Please make it so that, regardless of input sequence, the Rudder Left Axis and Rudder Right Axis inputs are summed into one combined value, then fed to the sim. The result would be, if you are holding both axes fully, the two axes cancel out each other, and the rudder remains centered.
The great benefit is, we can then double assign the split rudder axes also as left and right toe brake. And we are able to simultaneously manipulate both brakes and control the rudder through differential braking. This is the perfect way to deal with differential braking on gamepads or racing pedals.
The smaller benefit is, if we somehow applied pressure to both inputs, the rudder is a predictable and controllable merged value that is independent of axis application sequence.
Won’t this make it impossible to apply rudder on takeoff?
I think you can get something like this working anyway using Universal Control Remapper.
Join the two pedals to one axis using UCR and assign the new axis to rudder in-game, then assign the original, separate axes to toe brake left and right.
No it’s not impossible. I play X-Plane with a plug-in called X-ToeBrake2Yaw that does exactly what I describe. It’s very useable.
Yes it is possible with external programs, but that is added complexity when we are extremely close to a clean solution. The difference is “second input overrides first input” becoming “two inputs are summed, neither overriding”.
Plus, like I mentioned, if you’re somehow holding both inputs, or maybe their deadzones are not enough, you still get predictable and controllable rudder input.
I thought all the runways were icy, until I finally figured out the default control method had changed for the rudder from left and right axis to just left and right. Changing defaults tsk tsk
If you use a HOTAS stick with twist rudder and no pedals, you have to enable diff braking on most planes manually. In the systems.cfg, find the Brakes section and set differential_braking_scale to “1” and then when you combine rudder deflection with whatever button you have for brakes, you’ll get diff. braking.
From my experience using it in X-Plane, kind of, maybe, not really.
First of all you’re (mostly) compensating for spiral propwash hitting one side of the vert. stab., not p-factor.
Say you want to increase right yaw on take off roll, right rudder does it, but a bit of right brake helps it as well. Note that brake is progressive like rudder, not on/off. Yes, the brake does slow you down, but so does rudder. Is it optimal? No. Is it optimal for some controllers? Pretty much.
I don’t subscribe to controller elitism. Asobo doesn’t either.
Asobo shouldn’t. Consider that FS will be released on XBox, and instantly there will be more players using split rudder axes on gamepads than single rudder axis on whatever else.
Having the second rudder input override the first input simply makes no sense. Summing the inputs is the standard practice for any flying game that uses split-axis rudders, and is the standard practice for combined racing pedals.
We’re attacking the same problem from two angles. The problem is we have 2 axes, and we want to control 3 axes. With single brake and single rudder axes assigned, what you describe can indeed decouple them into left and right brakes.
On the other hand, when we have left and right brake axes assigned, like LT and RT, we can couple them into the rudder channel. This is what’s unavailable right now, as either of LT/RT overrides the other.