MarcE wrote: ↑20 May 2023, 07:39
einherz wrote: ↑19 May 2023, 23:43
so we close... hope accu-sim will not touch or make better msfs dynamic air flows and different way above desert and between hills turbulent and wings go heavier:) in fsx that's was possible only in certain mission, where pressure go down in mountains, there you should found crashed ac with your maule... for me that live air in msfs most advantage over any "realistic" stuff, what i'm stay skeptical about, as i said before, for me a2a do best stuff, best realistic as possible today i guess, but i stay think is overkill, like another edge of line at another - fully casual,,, i hope, after you create your overkill accu-sim, all other birds will born faster, 3 years guys, 3 years of hard work for create realistic things, that, i'm sorry will not much more real than other good things on the market like pmdg or milviz or flyingiron, sure that's subjectively, like time's relativity... and what most sad in that situation, we got so many good ga for now, but no one good enough mustang, and first will comanche... better be that comache would rah-66 than just one more slow piston however good it is:)
any way big big thank you... with understanding not too many people with fighter's obsession like i have... and i really hope all wires birds you will create will have dynamic surface and virtual joysick/yoke, pedals depend on airflow not on physical joystick/rudder position... i mean if we trim ailerons at 170knts that's mean not only left trim tab go down, but aileron go up at angle that need for compensate banking out horizon... same about rudder and elevator... because if not this is really not realistic and very noticeable:) btw afaik in other models today nobody do this, and even your models for p3d didn't model it, you can move ac in msfs only by trimmers, and see that's crazy thing virtual controls and surfaces stay in neutral and that's horrible...
but in any way as i said, all of you and your colleagues from other companies do incredible work i know that you know that we know that:)
Trim is a very difficult topic in flightsim since our hardware doesn't replicate what's happening in the sim. With the aileron as an example: If you fly an aircraft that has aileron trim and you set the trim significantly to either side (which would indicate a problem with your plane rather than a normal situation) your INGAME yoke would tilt to this side. So the input forces would be neutralized with this yoke position. Now you look at the yoke in front of you and it's perfectly centered. I wouldn't like this, would you?
Regarding the rudder trim in the sim and the ability to directional control on the ground... that's obviously utter nonsense made up by Asobo for no sensible reason except a total misunderstanding of trim. What Asobo seems to do is simply add a trim value to the control input instead of changing the behaviour of the plane. There are addon aircraft where you can even increase the effectiveness of the rudder by adding trim. And that's why you can steer many aircraft with rudder trim. Another big issue in this sim is the advice of many developers to add trim before takeoff IN ORDER TO BE ABLE to stay on the runway during the takeoff run. That's nonsense again. Of course you'll notice a different zero force position when you apply power in a Spitfire that has 6 units rudder trim applied against one that has zero but the actual rudder POSITION has nothing to do with where the trim is set, only with what your feet are doing. You'll have to keep the plane straight regardless what you do with your trim. You'll just have another neutral force position. That's again not possible to recreate correctly in the sim as our rudder pedals don't have force feedback. They are always centered and the devs have to work with that.
yes i do. as user x65f pro i do. and if i'd use something else i'd will do. physical joystick on my table as joystick in f-16 for some f-16 pilot don't show ailerons/elevator position, if we told about cub, physical pedals and joystck haven't show that too, but virtual in the virtual cockpit should... that's way it's works, if you don't use ffb joystick, you don't show by joystick where to moves dynamic surfaces, you move dynamic surfaces from position that trimmers or torque effect or flat spin's air flows moves that surfaces, so by physical joystick you just correct that not show how it must looks like... that's what to do good model, most of aircraft just won't still spin after overcritical aoa if joystick will moves to neutral, but good model create situation, where that's airplanes spins and that's mean ruder will moved by airflow, but in fsx p3d msfs all that things show where your physical controller, and that's very very big dissonance of mixture reality. that's why for easy take high power taildruger we use trims in simulator because if that airflow deflection modelling, if not modelling grows force we need for push on pedals trims in simulators will have not any sense, because any our physical position will turn to same position surfaces at any air speed. and that's will calling simple model, by this way we will not have spins, overspeed grows dive vector, and that's model will not force us to give more push or pull, and as mentioned trims will lost any sense... all that modeling, some devs do it better some not very good, but nobody give attention to authentic surfaces and or virtual controls position, our physical joystick exist in our room reality, everything else, that happens behind the monitor that's another reality where we have not to see craziness stuff like banking with neutral ailerons or lever flight with 5* ailerons autopilot trims with same neutral position because physical joystick in neutral position... i just want to say if we talking about simulation of real stuff we have to see real behavior behind monitor, whatever we do in front of it... i hope example of f-16(x65f pro(or any other force sensor joysticks)) some helps to understanding even better:)
p.s. this is not asobo fail, they do what the have to do, add some effect what you do in real, in real when speed grows, feedback of joystick/pedals grows too, so we have to use trimmers or push on joystick/pedals more, when more of airspeed... so problem only cosmetical, virtual controls and deflected surfaces must move by real airflow created by wind, different airflow vectors, trim's tabs, airflow from torque or p-factor... we need simulator with simulation of reality, not simulation of controls position somewhere from operator's universe...