Toe brakes animation missing?
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@retiredman93231
As an aside, is the auto rudder during flight (i.e. coordinated turns) actually working in MSFS ... as it is a seperate option in P3D/FSX ?I currently use "Assisted Rudder during" takeoff, but my GAs 'appear' to pretty coordinated as well.
Thnx
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@gabe777 You no longer need "rudder assist" now that you have actual pedals... I recommend turning off all rudder assist options. You will find that many aircraft like this one, don't actually exhibit very much adverse yaw anyway, because of thier use of differential ailerons. So they don't really need much rudder input, if any, for coordinated turns.
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@retiredman93231 But is rudder still needed for coordination of turns ?
P3D has an option to have auto coordination... but no-one seems to know what is actually happening in MSFS.
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@gabe777 It depends on the aircraft... some exhibit more adverse yaw than others. A good test is to turn off all assist options, then establish level flight and rock the wings back and forth with ailerons, while observing how much the aircraft nose moves left or right... If it does move, you will need to apply just enough rudder in the direction of the turn to make it stand still.
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@retiredman93231 sorry. Not making myself very clear.
It's not individual aircraft I'm concerned about. It's the insides of the sim engine.
Some say turns are auti coordinated so rudder pedals are not necessary for coordinated turns.
Other say it is required as tgere is no "auto coordination " built in to the actual engine.
In FSX/P3D/XP11, there is a setting where you can choose to have auto-rudder ON or OFF.
There is no such setting in MSFS... which begs the obvious question.
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@gabe777 Auto coordination is not built into the sim engine by default, because many aircraft in MSFS do exhibit adverse yaw, as they should... Asobo even recently added some new parameters in flight_model.cfg for adjusting the aileron drag in the up and down position to tune the adverse yaw effect for any aircraft so that it will match the real acircraft.
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OK. That's good to know.
So if I disable "auto rudder on take off" in the main settings, then depending on the aircraft... I will get to use... if not 'need'... my new rudder pedals, and rudder trim etc. ?
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@b3lt3r Fair enough mate :face_with_tears_of_joy:
It really bothers me a bit that there are such accurate details like where the pilots models are looking at, but the brakes don't move....
Speaking of rudder... I read that the Hawk doesn't have a front steering wheel, and taxi turns should be done using differential brakes... (here we go again... these brakes really need remodelling) therefore the plane shouldn't turn if I use the rudder... but it does :man_shrugging:
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@frankattilio you probably wouldn't believe how much time and effort went into getting the free castering nosewheel to work (which it is supposed to) but the end result is that the core sim does not support it - it worked in FSX, but not MSFS so far unfortunately.
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If you want the MSFS devs to spend more time on fixing the ground handling, consider voting for this Q&A session question:
https://forums.flightsimulator.com/t/when-will-ground-friction-be-fixed/443149 -
@frankattilio I agree that having the rudder steer is technically incorrect but my gut feel is that the whole thing is skewed by the overall flawed MSFS ground handling.
I upvoted the MS forum post to fix that but it's been noted as an issue since day 1 so I'm not hopeful.
In the interim I like the rudder steering as a work-around but accept that's a very personal preference.
I also feel the rudder doesn't have enough authority during take-off or landing rolls. My understanding is it should be effective above around 50kts but for me I end up with full right/left boot in and still drifting so don't use it at all now - only diff brakes.
A mate told me there's a modified hawk flight model on flightsim.to which changes rudder auth so I may try that but I'm loathe to break something else in the process tbh.