MSFS flight models, aerodynamics, etc

That’s one of the things I can’t square away easily, but there might be an explanation.

Which is worse? Too twitchy or too slow/sluggish?

Compare two yokes. One with 5" of travel, and a resolution of 256 (8bit). The other with 8" of travel, and a resolution of 4096 (12bits).

Now consider the developer was building their plane, and just happened to have one of those higher specced yokes, and used that to test their flight model.

A user of the higher end yoke is going to find this acceptable, but the user with the lower spec will find it more twitchy.

If the developer had used the lower specced yoke instead, a user of the same hardware may think it feels fine, but a user of the higher specced yoke may find that they have to make more aggressive inputs to get the same response.

Out of the two, I would guess the more twitchy feeling would perhaps feel worse than the sluggish feeling.

What would be really cool is if the flight model could be dynamic, and here I am assuming that the developer had used a real world pilot of that plane to confirm it behaves exactly as it should, and the flight model would adjust itself based on the detected hardware so it felt the same no matter which yoke you used.

But at the end of the day, the physics of it can’t be changed. 5" of travel, with 256 discrete settings is never going to feel as good as 8" of travel with 4096 discrete settings.

I hope my maths are right here.

If you divide 4096 by 8, you get 512. For every inch of travel you have 512 discrete positions.
If you divide 256 by 5 you get 51.2. For every inch of travel you have 51.2 discrete positions.

To move from the centre position on the lower end yoke to either extremity, you have 2.5" of travel.
To move from the centre position on the higher end yoke, you have 4 inches of travel.

The higher end yoke will always feel smoother because of this, and if those figures above are correct, about ten times smoother.

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