Milviz Pilatus PC-6 Porter

The only way it should float like that is if you still have too much speed.

One other thing you can try is add 50 to 100lb in the rearmost cargo slot to adjust the CG, along the lines of what they talk about here:

Right, that’s what he’s been saying. He’s landing at high-idle, and can’t get the speed down.

Still not all the 3rd party developers are the same. Even the interested amateur can figure, if a plane is a minimal job in the flight model department, compared to devs who go to some lengths to simulate realism.
Like when reading the flight model .cfg one can tell if a lot of crucial variables are at the default value… or if crucial variables are at Asobo’s recommended defult value, AND are spelled wrong in the config… or if the stall speeds are far off, much too high, from the real thing… or if there is virtually no adverse yaw for a plane that has a high wing aspect ratio and is reported by IRL pilots to demonstrate strong adverse yaw…
All that gives the flightsim amateur indications, if the plane is a minimal effort from e.g. porting an older version from an older sim over to the new MSFS, to make some bucks in the new sim. Or if they are a serious effort by people who are passionate about what they are doing…

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So, I’m not sure, given all your comments, why you bother to use planes you don’t like.

Be that as it may, this is not an argument over how accurate this plane is. This is a discussion of how to fly this model as realistically as possible within the bounds of the flight model we have. Not the one we wish we have.

I appreciate your desire to help developers realize how important it is to get every detail right. Trust me, I go through all the planes I have and fix them up all the time and see all kinds of errors.

But this thread is about what we have. There are people here who enjoy flying this plane as is, and there’s one person asking them how they accomplish it. There are other threads on the other subject you so enjoy discussing here on the board.

Thanks.

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nobody stops a developer using the variables that are already there. instead of blaming Asobo. I guess such blame only would reap some merit, if the dev was already maxing out the options available to him, not even spelling variables wrong in the config, and leaving them at default values. :wink:

Some developers are better than others, particularly when it comes to the fundamental flight model math, the under the hood values, the stuff that goes beyond the bells and whistles. the features that separate the toys from the serious attempts at simulating an airplane.

I don’t have an argument with you here.

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Some good points there Plato :slightly_smiling_face:

Totally agree with you and well said :+1:t2:

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Do you have any mods running that might effect behaviour? FSRealistic, for example?

Or maybe a controller unexpectedly commanding thrust in some way?

I just cant understand why it should be like this for you. Any chance of a video showing the problem?

youtube vid on the beta approach is amazing its good they managed to turn the “realistic turbulances” off

Hi everyone! In the real pc6, landing in Beta range is recommended to be done in flapless configuration. With the flaps extended they could cause the elevator to stall.
In the real pc6 you can adjust the drag “intensity” of the beta by moving the power lever which, once engaged the beta, goes directly to act on the RPM regulator. You can keep RPM between 1900-1400 RPM/min, the lower the rpm the more it will brake. Of course, each Pc6 has a different beta setting. So during the flare I usually try to have high RPMs so as to avoid a hard landing.
I have to notify you that with the latest version of stage 2, once the beta has been engaged and landed at the next take-off, I can no longer engage it

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I forgot, beta range in flight have better braking action on low idle.. For my jump operatin i fly everytime on low idle.

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Thanks for the insight. Fascinating.

Beta range is well modelled on the SWS Kodiak, where it actually forms part of the throttle axis allowing that fine prop rpm control. But that’s only for ground use and I understand it’s a challenge to do in the current MSFS SDK for turboprops.

Can I ask, what’s your preferred t/o and landing techniques in crosswinds? My sim testing suggests 3 point landings are best and for take offs, letting the tail fly offafter getting above 40knts or so.

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Ok, let me clarify that porter is a plane that had to be flown also when is on the ground, so take off with crosswind : if the wind comes from your left side i’ts a little bit tricky.
When you are lined up on runway you have to lock your tailweel and put your aileron on the wind, than 10 PSI trq and trim check, after that icrease gently your power lever between 45-47 and continue your ground roll with aileron on wind and mantaining the 3 point. Also on landing same tecnique! I don’t like taking off in two point expecially with crosswind.
Remember that the real Porter have aileron and rudder interconnect whit a spring, so if you move your stick on right side also the rudder moves on your right ..these to help you to coordinate your turns but you are at a disadvantage during crosswind take off-landing

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Thanks! That accords with what I’d observed in the SIM - you really don’t want to spend much time on the mains in a crosswind.

Hey man, thanks for stopping by :slight_smile:
Didn’t know you were hanging out here.
And for answering the question.
I love the Porter, that’s why I get so hung up on this little issue.

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Tuning the flight dynamics of any aircraft is tough in the SIM. So many interconnected variables. But when some exist that may change performance then, yes, we would hope Devs would be receptive to feedback. And I know from personal experience the quality developers are. After all, it only makes sense to harness the knowledge and enthusiasm that the community brings with it.

We just have to be careful with how we (as a community) express it - as Charlie F says, we don’t know what we don’t know For example, I didn’t know about the rudder-aileron linkage to counter adverse yaw in the PC-6. The H2-4B publically available PIM does not mention this. Does it apply to the H2-4B (I imagine it does, but I can’t know for sure). And that is the only detailed technical source available to me for this aircraft. A few words from a type-rated pilot is like bars of gold…

To take one example, I know the SWS Kodiak does not have CFD enabled. But having discussed directly with the Dev, I know that’s because the FM was considered well enough modelled not to need it. So the absence of that feature in that aircraft is not an issue. And from what I’ve experienced of the PC-6 so far, I suspect the same to be true here also.

Of course the fact that Asobo have not tuned many of their own stock aircraft for (to take one example), lateral tire friction says something. Maybe the models don’t really need it? It’s that gap between knowing an option exists and whether it is meaningful or not to that aircraft - that is the rub.

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The condition I found is that the throttle MUST be at Zero in order for reverse thrust to be engaged. My problem is that the encoders in my Logitech throttle quadrant are cheap and ■■■■■■, so even when my lever is at idle or in the reverse detente, the throttle input will still bounce around back up to 1% or whatever, which prevents me from using reverse. I can see this happening when I’m looking at the controller curve adjustment options, and can see the little dot jittering around on the line even when I’m not touching anything. It’s absolutely made me fly this plane less, because the frustration with using this feature that’s essential for short landings.

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The solution to this is simple: set up an extremity deadzone on the jittery axis.

But mapping your below-detent button to DECREASE THROTTLE as described should work to give max reverse thrust regardless.

I’ve done this, as well as also mapped decrease throttle to the rocker switch below the lever. None of that has made it work consistently. I didn’t try the deadzone thing though, so i’ll try that.

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If it doesn’t, you could try the HOLD REVERSE mapped to a rocker as described by Sonic. Press and hold to make your main axis command reverse.

Hey everyone,

Just tried the skydiving simulation for the PC-6 for the 1st time tonight. Didn’t seem to have any success with it as far as getting them to “jump” I got a crew of 4 jumpers with a weight of 799 lbs to board the plane and was given an assigned jump altitude of 11,000 ft. I zero’ed the jump altimeter on the ramp, climbed to 11,000 feet and opened the door. The “jump” button remained dimmed out and the recorded weights and crew member tally remained as they were on the ground. Anyone ever have any luck with this? Am I doing something wrong? Is it bugged or even working at all these days? Thanks for any advice you can give. Fly safe!