Rudder effect during TO with X-wind and nosewheel airborne

Are you using Developer Mode or made changes in it?

No.

Brief description of the issue:

X-wind. During TO run the rudders works fine. When the nosewheel lift off the ground the rudders have no more effect. When the main wheels are airborne the rudders have effect again.

Detailed steps to reproduce the issue encountered:

Lift off during X-wind condition with a normal rotation rate.

PC specs and/or peripheral set up if relevant:

High end computer with rtx3090


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Do you have the same issue if you follow the OP’s steps to reproduce it?

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could you be more specific with which aircraft this happens to you ? is it all of them, or one in particular ?
Is it and add-on or ingame aircraft ?
Have you checked the settings ( sometimes after an SU, it goes all back to “factory” settings)?
Have you checked the hardware used ( e.g Thrustmaster Airbus sidestick, or rudder pedals ), if it’s defect or not?
P.S I’m not questionning your knowledge in MSFS nor IT here, just trying to help out a fellow simmer

Do you have the same issue if you follow the OP’s steps to reproduce it?

Provide extra information to complete the original description of the issue:

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Funny empty bug report @hharvey1! :rofl: Welcome to the forums!

This is a bug in MSFS for all aircraft, has been since one of the very early sim updates, if not from the start. There’s a misconception or wrong implementation of how the aircraft behave through the air once the wheels touch down. Once the wheels touch down the sim completely ignores mass inertia and aerodynamic forces and immediately gives the wheels directional control, requiring you to stomp on the rudder, get the nosewheel on the ground ASAP, and possibly differential braking.

This is not how aicraft work. As the aircraft settles with more and more weight being transferred from the wing to the wheels the wheels should gradually become a larger factor in directional control, but “flying the aircraft” is required until you’re at taxi speeds regardless (and at taxi speeds for light GA in strong winds). With MSFS there’s something funky going on with rudder or stabilizer effectiveness once the wheels touch and it makes for very zigzagy landings, making a 10-15kt crosswind look more like >40kts.

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Couldn’t agree more…I was an original Alpha and Beta tester back in early 2020.
I reported it a number of times…but still they will not address it…it is one reason why I also have kept my original sim on my PC.

Maybe there’s some issue here but I’ve done really well just using IRL crosswind corrections.

Is that in default aircraft or add ons?
Interesting…I have no probs IRL with crosswinds…have to be competent because the airport I fly out of is notorious for them.
I’ll recheck my controller settings and have another lash.

The weathervane effect is also way overdone. A five knot quartering crosswind, so a crosswind component of maybe two or three knots, requires significant rudder input to counteract. That, combined with ridiculously twitchy rudder control, makes landings pretty squirrelly in the yaw axis.

Even weirder is that on some approaches with a much stronger crosswind, very little crabbing is required on the approach, while a single-digit crosswind on another approach requires a significant crab angle. Somethin’ ain’t right.

Hi. After some investigation i discovered that it might be due a 3rd addon that uses a tiller. I noticed that the tiller was still functional when nosewheel was airborne and main wheels grounded.