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I was never able, in any version of Flight Simulator from MS tune the aerodynamics of aerobatic aircraft to the point of being able to instantly stop a roll.
There's always a lot of lag / inertia / momentum when I promptly return my HW controller to it's neutral point, and the virtual one follows it at that exact pace.
Tried again in MFS, using the "Modern" flight dynamics, and unfortunately, even after fixing the default data which is filled with bugs ( like fuselage_length = -1 ) and trying to adapt
the editable variables, and using Dev mode in the sim, copying the suggested values obtained through their "virtual tunnel test" into the "flight_model.cfg", but still no go - at least
not even by far as realistic as I get it in X-Plane or Aerofly FS 2 with similar aerobatic aircraft models.
Ah! And btw, same applies to knife edge manouvers...
Any suggestions really appreciated.
A friend told me he had seen something about an "historical problem" with SIM1.DLL ( I even thought this one was no longer being used unless Legacy FM was enabled ? ) and roll physics at higher roll rates ?
There's always a lot of lag / inertia / momentum when I promptly return my HW controller to it's neutral point, and the virtual one follows it at that exact pace.
Tried again in MFS, using the "Modern" flight dynamics, and unfortunately, even after fixing the default data which is filled with bugs ( like fuselage_length = -1 ) and trying to adapt
the editable variables, and using Dev mode in the sim, copying the suggested values obtained through their "virtual tunnel test" into the "flight_model.cfg", but still no go - at least
not even by far as realistic as I get it in X-Plane or Aerofly FS 2 with similar aerobatic aircraft models.
Ah! And btw, same applies to knife edge manouvers...
Any suggestions really appreciated.
A friend told me he had seen something about an "historical problem" with SIM1.DLL ( I even thought this one was no longer being used unless Legacy FM was enabled ? ) and roll physics at higher roll rates ?
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