Nope - at least 90 degrees …
I almost always turn off the in cockpit yoke on all the planes I fly anyway.
I gotta say, I kind of have a love hate relationship with the C170 so far.
Did some pattern work this evening and I get the takeoff right ok. Release the back pressure on the yoke and let it accelerate. Be really concentrated on countering the swerve with rudder once it sets in (Still the linear rudder helps despite the overall twitchiness. I also find a lot of elevator back trim and first notch of flaps help to get off the ground quickly and accelerate in ground effect with the stall horn blaring.
Now, i am still fighting with the landings. First, I find the C170 very hardly loses speed, so I need to put in the flaps pretty early to descend and decelerate. Then the final approach is still very hard. Either I come it too hot and with two much sinkrate and bounce like hell, or I come in high and float, which at low speed also quickly leads to a stall and a hard landing. Getting the sinkrate just right so that i come in with the stall horn on and keeping the back pressure on the yoke to set down on all three wheels is very hard to achieve (But I am getting there). I never even tried wheel landings…
Any advice on the landings?
I suppose that works.
Still the real aircraft has something like 200 degrees of aileron movement and at least 10" in and out on the elevator, maybe more, but the 170 visually seems to have more like 90 total aileron (45 each way) and 3" on the elevator - why do that ?
I think most people seem to agree not to worry too much about the virtual yoke as its movement is not proportional to your hardware movement
My guess would be that they decided it was easier for them and probably less distracting for the user to have it roughly match up with the amount of travel that most Sim peripherals have.
Not really - my fulcrum has 8" elevator and 180 on the aileron. Even the Honeycomb has 180 aileron though it is a bit limited on elevator.
Or are you saying they built the plane to match the movements of a cheap plastic yoke from Walmart because it is not really a simulation just a game ?
Sticks dwarf yokes in popularity (not a judgement of relative merit, just a statement of fact, and there are a number of reasons for it) and they only have a few inches of travel in each direction.
Any peripheral setup, short of salvaging the yoke of the actual aircraft and building something around it from scratch, is going to require certain levels of abstraction and compromise.
I am not going to play this “sim vs game” game with you. If this pedantic detail is what separates the two for you that only illustrates what a meaningless distinction it is, and if it keeps you from enjoying this beautiful model then to the extent I care all I can say is I’m sorry for you.
Just saying there is no reason for it to be that way. Most likely the dev in question is not a pilot and did not know better.
It is probably a really easy fix. People complained about the C140 being the same and it was fixed within a day or two.
There are possible reasons for it to be that way. You may or may not agree with them.
I find on aircraft that do model 90 degrees or more of yoke deflection the animation is rarely linear and proportional so the yoke tends to abruptly snap to the limit of it’s rotation and back during maneuvering, out of sync with the amount of aileron input actually being applied. This is distracting to me and part of why I usually hide the virtual cockpit yoke.
If it bothers you that much submit it as a suggestion through their ZenDesk. They usually respond rapidly, at least to actual bugs.
Really nice! I wish I could put the tan interior in all the liveries.
Did you mean to make the thumbnails for your livery override the default ones for the plane, though?
They don’t override… I just like to put the liveries I fly first in line.
If you select “Liveries” to the left, you can choose the one you like to use.
If you don’t want this one first, change the name of the directory in the SimObjects\Airplanes Directory and update the Layout.json of the livery to reflect the new directory name. MSFS orders planes packages by their directory name under Airplanes.
The other thing this does, though, is reorder the plane in the hangar by manufacturer (another reason I put it first). I hate that all the Carenado planes aren’t named by manufacturer (and all the other developers that do it, too). I just don’t think of my planes by the author of the simulation, I think of the planes like I own each one and go fly it out of my local airport…
I know how to use the liveries selection, thanks. I’m just not used to new liveries overriding the default thumbnails in the aircraft selection. My personal preference is to maintain the consistent white-background look as much as possible. I agree with you that developers making themselves the manufacturer is kind of irritating though.
You can change the Thumbnail, too. I usually do make a MSFS style Thumbnail, I liked the pics this time.
Thumbnail image size is 1618 x 582 and 600 x 216 for the small one.
Looks really nice!
You can put the tan livery in all the planes. Back up the ALCCSB_INT1_ALBD.PNG.DDS and ALCCSB_INT2_ALBD.PNG.DDS files in the default texture.base directory in the main plane and replace them with the two files from my livery (it’s the same files for Tundra and Regular).
They’ll get replaced again on update, but, that’s life ;).
You can also create a package with these files in it. Then they won’t get replaced. Use the “Just Flight Arrow Clean Interior” packages as a model for how to create the package.
Does anyone else find it is very front heavy on the ground? Even at lower speeds braking leads to the plane tipping over forward.
The braking could definitely use a little tuning.
Moving the stick backwards helps quite a bit to keep the tail on the ground.