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As the Italian Air Force prepares to mark its centenary on March 28, 2023, it hosted a training exercise focused on fifth-generation fighter tactics, Joe Campion visited Amendola Air Base in Northern Italy for Exercise Falcon Strike 22 and spoke to those involved
Despite the spike in fifth-generation operators across Europe there has been no exercise dedicated to the latest combat aircraft. The Italian Air Force (ITAF, Aeronautica Militare) recognized this and launched Exercise Falcon Strike 22 (Ex FS22). Its focus was to execute air operations in highly contested and congested scenarios, leveraging fifth-gen capabilities and fostering coalition effectiveness by planning, briefing, flying and debriefing in a classified environment suitable for the Lockheed Martin F-35 Lightning program. It also aimed to consolidate co-operation among users with cross maintenance activities and logistic footprint optimization, to push the Lighting capabilities to the limit.
When I'm taxiing down the runway, I notice that my planes are either pulling right or left, and I would have to use the YAW/RUDDER controls to try and keep it centered. But it seems extreme a bit too extreme. I don't recall this happening in Prepar3D.
I have tested this with Flightfactor's 777, Carenado, Justflight, and it happens on all of them. I have properly calibrated my joystick which is a Logitech Extreme 3D Pro. I'm not sure what's wrong. When I use other flightsims such as DCS World, taxiing down a runway is pretty much straight. But in X-Plane 11, the pull effect is very strong. If I let off the joystick, my plane will completely steer off course. This type of behavior is extremely annoying, and it seems to have always been a problem in X-Plane, even the previous version 10 as well.
The yaw should really only be confined to small GA aircraft. This is down to to engine power, and airflow from the prop/s over the airframe, it is not straight, but a cyclone effect, battering the side of the stabiliser.
I agree @frankfis, I have the following aircraft - JF Turbo Arrow, JF Dutchess, DA62, Eclipse 550, Robin, TBM900, AFL King Air, Rotate Mad Dog, FJS 732, FJS 727, Zibo, REP's for B58, F33, C172, VFA Twinkie and some others I can't remember at the moment - 72 years old so please understand. I always fly with real WX - ASXP - and I have no issue with keeping to the centerline. XP is not perfect - it's a $60 flight sim. Having said that XP11 is closest to what I experienced as a RW pilot with GA (hands down, by the way). I get tired of hearing how "this is an issue that's been known for years" ? from folks who just can't make the transition from MSFS and/or P3D - or - don't realize that a $100 stick is still not equal to the yoke/stick in a RW aircraft. OK, done now. Every once in a while it feels good to be cranky...?
Is it the gyroscopic effect of the engine at all? Nothing to do with that fact that, during an acceleration, (throttle up, on a single engine) your aircraft will pull to the left due to the gyroscopic effect of the engine? That is why you have to put your foot down on the rudder to the right to compensate. Or is your problem nothing to do with that?
Hi, this is my first post so hello to everyone from the UK, I'm having a similar problem but worse, when I lift off all control is lost and I crash, on the ground all controls on my thrustmaster t16000m are working as they should then in the air they go haywire, as I'm brand new to this I'm at a loss and I suppose being an old guy doesn't help. Ps this is on xplane 12 demo.
But my very first suggestion is to stop using v12 which is at a very early beta stage & use v11 - if you purchased the digital download version from Laminar your key works for both. Someone new to X-Plane needs to stay far away from betas.
I believe what you are describing is a well known phenomenon known as p-factor. Wikipedia has a good explanation of p-factor. In a nutshell p-factor is a well understood aerodynamic force caused by uneven thrust of a propeller at a high power setting on an aircraft beginning a takeoff roll (i.e. one at low speed). The effect requires opposite rudder to counteract. In a clockwise rotating propeller (from the perspective of the pilot), an aircraft will move to the left, requiring right rudder to counteract. This is a bit of a simplification of p-factor but is what is most commonly experienced during take off. The Wikipedia article can be found here. -factor
I use two and four-engine airliners and this happens every time also. I will try to verify the exact power N1 on the engines and see if they are exactly balanced or not. Otherwise, there is definitely something too sensitive either in my controllers' configuration (which I have played with to no avail) or X-Plane 12's simulation of the single prop effect which doesn't simulate multi-engine air cyclone effects properly perhaps. Aren't two-prop aircraft (not jets) supposed to have the propellers rotate in opposite directions to theoretically cancel out this prop yaw effect? The same should happen in jets I think, no? See my signature for my controllers used.
I do find it useful to have a proprtianal joystick control for nose / tailwheel steering at very low speeds. As soon as the speed builds up though, it's rudder to keep straight, aileron to keep the wings level and up elevator to keep the tailwheel stuck for a bit longer on a taildragger...
However, there doesn't seem to be anything wrong with my hardware joyticks, though I am uncertain. The deflection of the flight surfaces is delayed with respect to the deflection of the joystick. So 1.000 on the joystick is also 1.000 on the flight surface, but slightly delayed. I think this may be the reaction time of the flight surface mechanism that is being simulated. I re-calibrated my pedals and yoke, and the default 737-800 by LR went pretty straight down the runway on a clear weather setting. I'll see how it performs on my payware planes like the ToLiss A321, A346 and the Felis 747-200.
I also wanted to try a fully linear joystick axes response for all the axes of all the joysticks, to see how this performs in my case. It used to be one of the non-linear behaviours; now they are all linear response curves.
For quite some time I have been looking for a good scenery of the Fantasy Of Flight FA08 facilities in Polk City Florida, for X-Plane. I have not found any that meets my expectations, since what was available so far was quite simple in my opinion.
This is why, after discovering that there was a very good one for FSX created at the time by Mr. Vassilios Dimoulas, I decided to try to convert it to X-Plane. And that is what I present here after obtaining his kind permission.
"Credits:
The fist big Thank You goes to my wife for her patience.
Special thanks go the John Terrell (Bomber_12th) for his motivation and assistance and valuable infor and material during the development and testing.
Equally special thanks to Kevin McNulty of NetWeave Social Networking, handling the FoF Social Media, for his assistance. A lot of pictures of details were taken by his team specially for me and helped immensely.
Many thanks also to Randy Daniell for helping me out with the AI plan and testing of the scenery. Also all the members at SOH who supported me with their comments on the forum.
Credits for objects used:
Static L1649 Supper Connie: Original AI FS9 model by Manfred Jahn, Hansjoerg Naegele, and others. Converted to static .mdl using SAMM v2.
Repainted by me using the Lufthansa paint included in the AI package. Original filename for the FS9 AI version is ai_starl.zip.
Static B-25, PBY and Stearman: Guy Diotte repainted by myself to represent the collection aircraft as much as possible
Static DC-3 billboard on south side: My apologies, I could not locate the author's name in the zip file and I could not for the life of me remember where I downloaded it from years ago. Repaint and adjustment to billboard state by myself. Many thanks as it proved valuable in this and other sceneries I have produced."
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