Iuse an XBOX controller. So my comments here may or may not apply to you as well. But I just discovered that I get far more realistic control over my aircraft's aerosurfaces when I use the Legacy Flight Model than with the Modern Model. It shouldn't be this way of course, but currently, it is this way. For example, when I'm rolling down the runway, steering is almost impossible with the Modern Model. The slightest movement of your rudder will send the plane lurching uncontrollably to one side or the other. With the Legacy Model, however, things behave more realistically. You can steer down the runway without chaotically spinning out of control. Likewise in flight: The plane behaves more smoothly and predictably using the Legacy Model than the Modern Model. So if you've been suffering controller problems like I have, you might switch for the moment to the Legacy Model. Now, if the Modern Model worked perfectly well and truly represented the behavior of an aircraft, then I would say that regressing to the Legacy Model would be cheating. But for me, at present, the Legacy Model is more realistic and true to life than the Modern Model. Let's hope this problem is addressed in future patches from Asobo, especially since the XBOX controller will be the controller predominantly used with the XBOX release of the sim.
Back in the 90's with my initial flight training I was banned from flightsims by my instructor as he called them "navigation simulators" and said they taught people bad habits, especially in flare and landing.
The current sim seems better though the default Cessna's remain oversensitive to approach speed and tend to float. However the one really unrealistic thing that has carried over from older flight models is the insane amount of elevator authority at low speeds. You can pretty much do an Immelmann with too much back pressure whereas in the real thing the yoke is pretty much in your chest at the end of flare.
As someone who gave up on this sim because of controller issues I can definitely say its got zero to do with control sensitivity. There were very long threads about this within days of the sim coming out. If you try to muck with control sensitivity all it does is create an exponential movement of a control surface relative to controller joystick movement which might make for better flying within a tiny envelope of very small control surface deflections but then even worse in something like a landing flare and fighting significant variable winds at low speed.
There is definitely a huge issue with handheld controllers and this sim that has not effected any other flight sim I have used in all my years of simming. How much of that issue is to do with a software / flight model issue and how much it has to do with a handheld controller having a very small range of physical movement is of course endlessly debatable.
I found the OPs post very interesting though since as mentioned I completely gave up on this sim as it was just uncontrollable yet all previous MS sims as well as other sims like X-Plane, the older IL2 combat sims, Cliffs of Dover, Rise of Flight do not have any issues whatsoever when used with handheld controllers.
MSFS fly the same as IL2 and X-plane for me using the same controls TM Warthog and CH rudder. I did have similar issue described above in alpha when I bind control wrong! Primary flight control must be using to axis (pitch, bank, and yaw); otherwise, airplanes will be unflyable
I mainly flew the A320 (Vanilla and Modded and it made no difference which) - as soon as I deployed Flaps 1 on approach, the aircraft went into an almost uncontrollable steep ascent which completely threw the final approach out the window. To add insult to injury, from Flaps 1 to Flaps 4 (Full) the aircraft would nose down with trim all the way down.
Despite attempting to trim it back to normal manually using my assigned trim controls, the flight model would force revert trim all the way back down. Mind you I learnt how to land it without destroying the aircraft and all lives on board despite this handicap. But the immersion was well and truly killed in legacy mode.
I have the same issues. Especially noticable with elevator being far too responsive. Small inputs - even at low speeds - cause big reactions. It helps to reduce sensitivity below 50%, but that's not a natural 1:1 transmission.
The fundamental mechanics of the modern flight model are amazing. Never had a more authentic feel of those small bumps and movements in air. But it does seem like dynamic pressure affecting control surfaces too much.
Not daft Pete... It's a good question. I think originally there might have been the possibility of porting over FSX aircraft a lot easier, maybe even automatically through a converter program (a freeware one did exist and maybe still does).
Some of us (like me) hoped they might be accepted natively. But there were probably legal issues, and of course, people love making us pay for the same thing again, discounts or not (mainly not! ).
However, with the new flight model changing so much with new features, it isn't worth persevering with the legacy one really, and people are successfully upgrading the old FSX flight models to MSFS modern anyway, such as with Rob Richardson's recent Sea Hawk and Banshee.
I wish they would remove the legacy option now as it can cause problems. Apparently some people have had it switch to it after an update, creating confusion.
If it needed to be done it should have been done from the aircraft config file, and then it would have been on a per aircraft basis individually and would have avoided these problems.
There is now also the possibility of confusion with the 'legacy' UI in the cockpit to avoid those dreaded XBOX prompts.
Maybe Asobo will remove the legacy flight model completely soon. SU8 with all of the big bug fixes might be a good time for them to do it.
Because some aircraft work better with Legacy settings. Most work fine with the modern model. The modern one handles many params in a different way. Actually more than two thirds of "legacy" parameters have been deprecated and do not work in the "modern" flight model. Instead there are other methodologies to achieve roughly the same things. However there is still quite a lot of detail that the Legacy f/m still does better in my opinion, but things are gradually improving with each Asobo update.
Wisely, in May we checked to see if an update to the SF-260 had been published by Sim Skunk Works. In the official MSFS forum thread, there were numerous comments about the flight model AND a statement by SSW about a possible update in July. So, we decided to wait and review any updated flight model.
This part 2 of our SF-260 review will focus on the 3D model and texturing. Before launching into that discussion, please note we have added some additional references to Part 1, including the official SIAI-Marchetti flight manuals provided by the SF-260 developer.
The specific product we are looking into is the AERMACCHI SF-260 Siai-Marchetti Leonardo developed by Sim Skunk Works. It was purchased in August 2023 thru Orbx for approximately $25 US. Subsequently, it was updated to the current version 1.1. SSW (Sim Skunk Works) has publicly discussed at least one more update and an expansion to include the SF-260EA model, but these are not available as of this writing.
In our opinion, one of the best ways to analyze the quality of an MSFS model (and its textures) is to paint a livery for it. The liveries supplied by SWS are nicely detailed 8K resolution textures. However, the paint kit they provide is only 4K resolution. Although it is no big deal to upscale the paint kit, we had to take some 8K details from the default liveries to get comparable quality with our re-paints. On the SWS Facebook page, we inquired about an 8K paint kit but, as of today, we have not gotten a response.
The paint kit itself is very good. The geometric layout of the textures is excellent for both straight line artwork and doing camouflage patterns. Almost all the screws and fasteners in the model had their own texture parts. This is really important when doing multiple colors on, say, the wing. The paint kit include 3 variations on the fuselage access panels to account for some of the real-world variants.
Near the end of last year, the developer of the Grob 115E Tutor posted on social media about doing a refresh on the model after the release of MSFS SU12. Because of the uncertainty of our health situation, we offered them our work on the flight model for their use (or non-use) in the coming SU12 refresh. We offered with no restrictions and the developer graciously accepted.
I have about 1000 hours in them. Great aircraft, only problem we seem to have is in the go-around, they are so overpowered they will roll left if you do not add right rudder in when you go around with the application of full power.
As a result of this the aircraft always seemed to want to slew off to the left once you got the nosewheel down on landing. This was particularly evident on applying power during a touch and go. This caught me out somewhat in the first landing (but the runway at Brize is about a mile long so no real dramas!) but subsequent landings were pretty good.
Today averaged a 15-19 kt crosswind as a high-pressure front moved into the area. The Grob did a reasonable job, more so than its pilot ? Ground handling is too sensitive and hard to tell if that is the sim or the flight model. Rudder was good and effective in both takeoff and landing regimes. Flying a heading to maintain a ground track was consistent and stable no matter the track angle relative to the wind. All testing was done without rudder or elevator trim (except for elevator trim in landing regime).
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