Do you have any add-ons in your Community folder? If yes, please remove and retest before posting. no
Are you using Developer Mode or made changes in it? no
Feedback/Bug Description: The movement of the in cockpit yoke/controller on screen does not match the movement of a physical controller. This is especially evident with yokes, for example the Fulcrum One and Honeycomb yokes. If the controller axes are set up completely linear then any movement of the physical yoke should match the in cockpit one as per other simulators.
You can get the yoke movement to match up by increasing the ±response curves by 50 but this means it is no longer linear. The current best fix is to leave it linear and ignore the incorrect movement or hide the in cockpit yoke. This is not good for VR users though as it breaks immersion.
Provide Screenshot(s)/video(s) of the issue encountered: n/a
Detail steps to reproduce the issue encountered: Make sure controller response curves are linear and move yoke 90 degrees each way and watch the on screen yoke not move in a linear manner.
PC specs for those who want to assist (if not entered in your profile) i7600k 1080ti 32GB ram Windows 10
Build Version # when you first started experiencing this issue: All builds from the start
Are you on the Steam or Microsoft Store version? MS store
Did you submit this to Zendesk? If so, what is your ticket #?#110485
Yes I have experienced too and found a fix online. This has to do with your Windows Joystick/hardware configuration settings. Reset everything there, recalibrate and it should work like a charm again.
When I bought my Honeycomb yoke I set the sensitivity curves to linear but when I turn the yoke 90 degrees to one direction the yoke/stick in the sim first turns a little bit and in the end makes a massive jump to max input. I checked the ailerons and they seem to work in a linear fashion so nothing wrong there.
Does anybody know why it’s like this? I have to hide the yoke because it bothers me too much.
Yes I agree, I removed all curves and now the ailerons and elevator move perfectly smoothly in line with the full range of motion on the Fulcrum yoke. However the cockpit animation is so far from being linear I too have to remove the yoke from view. I don’t get it, all others sims seem to get this right.
Is it the same in all aircraft?
The Arrow III in particular I fly with linear controls, whereas I use pretty heavy adjustment on most stock planes, so it seems to work rather different. I would not at all be surprised if the Arrow itself adds nonlinearity.
This has nothing to do with the hardware.
100% deflection with the virtual stick/yoke matches 100% joystick deflection in all cases.
It’s simply the weird non-linear stick/yoke animation which creates this problem.
What I meant was the animation still accelerates when hardware with the same degree of movement is used. My Yoko only has around 45 degrees, so it would make sense there, but even then the acceleration is not spread across the entire range, only at the extremity of movement.
On a yoke with 90 degrees of roll there should be no acceleration whatsoever but its exactly the same from what I’ve read.
I hate to bump such an old topic, but it’s been brought up in the Milviz 310 thread and it’s something I’ve seen in other aircraft recently as well such as the Globe Swift by AH. It’s very annoying and I’m wondering if it’s been determined that this is a problem that Asobo needs to solve, or if there’s a way for developers to adjust the animation somehow? It’s distracting enough for me that I’ve taken to moving my view up enough to hide the yoke or remove the yoke (when possible by the addon) by clicking it.
To be clear since this thread is old and has a few different types of complaints, the issue I see is that while my hardware is set up correctly with no curve, and I can confirm smooth movement across the axis in the calibration settings (in Windows) and axis settings (in MSFS), the yoke/stick in the VC will very slowly move, then suddenly accelerate to its full deflection in a way that does not match the hardware. It’s also true and very important to note that the physical control surfaces all deflect correctly. This means it’s purely an animation problem with the virtual controls.
My suspicion is they have applied the same animation no matter your yoke. My yoke doesn’t have a full 180 degrees on roll, so this is kind of what I would see. But you should see 1:1 with yours, and clearly don’t.