MSFS2024 very twitchy controls and trim
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Depending on hardware I have had descent success recommending elevator Extremity Dead-zone of positive 0.35 and leaving everything else linear/default. Downside is that trim will need to be used to get full deflection of the controls, however in-flight it is extremely unlikely to be able to get full deflection of elevator without trimming. For rudder it is really dependent on hardware, -0.65 curves is actually what I am using now. Adding extremity dead-zone will help with twitchiness, but not with sharp turns on ground and high XW landings...
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I too find the controls in MSFS 2024 to be waaay too sensitive compared to MSFS 2020. The aircraft are already impossible to control with realistic rotational inertia values, so we use a scaler. Unfortunately, now the two sims are different, so I either have to modify the aerodynamics for each version, or users discover this on their own and adjust the input sensitivity curves. I never know what the correct move is in such a situation, but it seems that most users learned this lesson early on and I haven't heard many comments about it since MSFS 2024 was first released.
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Thanks, that's reassuring (re 2024 vs 2020) ... I know now it's not just a 'me' thing.
I use the Honeycomb Alpha Yoke (and Turtle Beach rudders) - any suggestions for the parameter settings on the sensitivity curve, neutral, and dead zones for us in MSFS2024?
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Thanks, that's reassuring (re 2024 vs 2020) ... I know now it's not just a 'me' thing.
I use the Honeycomb Alpha Yoke (and Turtle Beach rudders) - any suggestions for the parameter settings on the sensitivity curve, neutral, and dead zones for us in MSFS2024?
@Captain_J I've flown a lot of GA aircraft irl and use the alpha as well. I strongly recommend that +0.35 extremity dead zone.
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Thanks, I'll give +0.35 extremity dead zone a try. Would you recommend that for both elevator and aileron? Would you also suggest leaving the curves as linear for both as well, or bend that down too ?
@Captain_J Just the elevator, the ailerons are already 1:1 with 180 degrees of rotation on the Alpha. If you want to try with rudder I wouldn't recommend using higher than +0.15 extremity dead zone and I would keep the curves at around -0.65 with that as well. Just note it won't feel great doing sharp on the ground and you'll have to use dif. braking, but it may be worth the trade off to hold a rwy centerline... I also recommend Turbulence to Medium in MSFS settings as Realistic makes GA aircraft pretty much uncontrollable. If you want more turbulence than Medium the best options are Realturb and ActiveSky in passive mode.
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I'm wondering if there's also a way to reduce the electric trim rate as it's similarly 'twitchy'. I feel like I have the direct elevator control reasonably good now, but when I use the electric trim on the Honeycomb Alpha, it moves so quickly it's very difficult to get the required smaller adjustments.
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I'm wondering if there's also a way to reduce the electric trim rate as it's similarly 'twitchy'. I feel like I have the direct elevator control reasonably good now, but when I use the electric trim on the Honeycomb Alpha, it moves so quickly it's very difficult to get the required smaller adjustments.
@Captain_J said in MSFS2024 very twitchy controls and trim:
I'm wondering if there's also a way to reduce the electric trim rate as it's similarly 'twitchy'.
@Black-Square Do you make any attempt at matching the electric trim speed in your aircraft to the real aircraft? I don't know how difficult/effective this would be to implement with how MSFS treats trimming compared to real life...
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I wouldn't have a clue how to modify the electric trim speed.
I think part of it may be the difficulty in simply trimming the aircraft ... it seems very difficult to trim correctly, requiring constant adjustments (not sure whether that's real life or not though) - but I do have a lot of trouble trimming to a perfectly stable state. Perhaps it's just very power/torque sensitive.