This is a great learning video with a good amount of humour. What people tend to forget is that flight sim is not plug and play. Every combination of hardware and software must be configured to suit your virtual aircraft, which costs time!
This is what model aircraft pilots know as expo. The amount of expo can be set for each stick direction (aileron, elevator rudder) with a modern transmitter; typically it might be set at 20%. The idea is to make the movement of the sticks near to the centre position less sensitive to small movements but still reach full control surface deflection at full stick movement.
Great video and a huge help! I am a RW pilot new to home swimming and the sheer number of settings and screens is daunting. I am building my own flight controls so I wasn't sure if it was me, the sim software or my homebrew controls. After watching this video I was able to make some adjust ments and everything is working well! Thanks Austin!
@@carloscruz7317 I was really trying to see if there was any useful information in the video you see. Sensitivity curves are not really, um, rocket science ;P That's all I found ;P
I have been flying XPlane since version 10 and I never really understood the concept of these sensitivity curves until now. I always blamed my hardware controls on my inability to fly & land. Thank you so much for sharing.
I just started simming with X-Plane 11 (my laptop won’t support X-Plane 12). A big problem was the gigantic vertical moves. This video was just in time for about my fourth or fifth flight. I adjusted the response curve and it made a world of difference. It was MUCH closer to when I flew thirty years ago. Thanks. I’m going to adjust the roll and yaw also as they are fairly “sensitive “ as well.
Can someone please take Austin on a observer seat in a larger plane such as the Airbus A320 or Boeing 737. Suspect a lot of new code can come out of such an experience
We are more excited about Xplane12 than the rest of simulators out there and is because the work and customer service that you guys put in this simulator. Thank you
What about visually simulating g-forces? I know it from race games, where you see every bump by moving down within the cockpit. I know there's an extension already, but it doesn't really do much in that regard.
Could you guys do a review of the fulcrum yoke vs the yoko yoke. Would love to see a in-depth video of the difference from the dissemble perspective, comparing the craftsmanship and the feel of the yokes.
The resistance in the elevator is caused by the forces on it. Higher speed causes it to be harder to pull back. There should be a response curve based on the airspeed at all speeds essentially. Right?
X% input = Y% * (sensitivity factor) output no matter the air speed, the only thing that changes in real life is the resistance on the yoke. Lower airspeeds it is easier to push/pull, at higher airspeed it becomes harder to push/pull. The sim still simulates the reaction of that Y% output which does vary at different IAS which is correct for which the sensitivity curve has no bearing. Sensitivity curve only affects input/output ratio, different airspeeds affect the stiffness of the yoke or whatever control your using which most can't simulate. Perhaps, allowing the user to simulate virtual stiffness for lower tier controls by decreasing control sensitivity as air speed increases. It might have some bearing on realism or it might not help at all. It's one of those things where the limitations of technology and the interfaces used to interact may limit the ability for such a thing and there's just no getting around it.
Maybe something Austin didn’t realize is you can make the curve more smooth by adding in more change points. I think I have a total of 6 adjustment points on my curves. Basically every 20% I have an adjustment point. So 1 at 0, 2 at 20%, 3 at 40%, 4 at 60%, 5 at 80% and 6 at 100%. I know I also have some that are 0%, 25%, 50%, 75%, and 100%.
@Black Jack 62 Sorry, but I didn´t understand what you mean by "So 1 at 0, 2 at 20%, 3 at 40%, 4 at 60%,etc" . I have mine like: Roll Catmull Rom 0.00 0.00 0.50 0.35 1.00 1.00 Pitch Catmull Rom 0.00 0.00 0.50 0.35 1.00 1.00 Yaw Catmull Rom 0.00 0.00 0.50 0.35 1.00 1.00 Is this what you meant? Because for me , even with this settings is NOT OK in terms of sensibility.
@@xdiver01 take a look at Michael’s newest video, ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-9Aj2o17lupA.html This is what I meant, adding in extra points.
This is a great video but one thing to note is that the VSI on most GA aircraft are not instantenous (unlike the IVSI in the 737, e.g.) due to the mechanical construction of the probe itself so there is a delay and if you move up and down fast the VSI might not show anything or it might show a smaller output (like a dampened oscillation).
I guess my question is this. Should we use linear curves when adjusting the curves? There are 3 different curve response settings and after 4 years of using X-Plane curve response adjustments still seems like some kind of voodoo to me.
I dont have my ppl, but years ago when I did a intro flight after flying in the sim for most of my adult life I found it easier in a real plane, but the same thing. Knowing theres a "delay" in the sim from the lack of the g force that you would feel in the real plane.
So if the controls get less sensitive vs air speed, why not have a curve that takes speed into account. So at low speeds we have large deflection and high speed we have smaller?
I am trying to adjust the response curve the get the rudders not so sensitive. I am still having some issues. The flight controls work ok in Xplane -11 but it's super sensitive in Xplane 12
The major difference between the sim and the real aircraft is that in the sim you have to move the control to get a response. In a real aircraft you get a response by applying pressure to the control. The yoke or stick does move but that is not what you are mentally trying to do, you apply pressure to the control. If you want a greater response you add more pressure. If you ever give the controls of an aircraft to someone who has only flown in a sim you are in for a wild ride, he only knows to move the control not to feel the control.
On one side, very instructive video, on the other hand, playing with the response curve I wouldn't have expected this behaviour in the virtual yoke, but in the different rudders on the plane, i.e. the HS, the rudder and the flaps themselves. I would have expected the virtual yoke to bejave always as the physical one.
Genuinely very excited for X-Plane 12! MSFS’ graphics are amazing, but it’s skin-deep. It’s just hard going back to X-Plane 11 now after experiencing Hokkaido from the air in MSFS. X-Plane 12’s new lighting engine should massively help in the graphic department 😊
I've got to be honest, MSFS (mostly) looks amazing and "feels" more entertaining than XP but as along time simmer and real life Private Pilot (more than 10 years) I have to agree that XP has passion poured into it. We are dealing with Austin and with people that actually love and care of this sim. XP is NOT a game. Its a Sim. It is not meant to be played but to be experienced. Ergo you need to dedicate some time to configure it to your controls and make sure you emulate your controls as in the real planes. Good job Austin! Great explainer vid. Keep up the great work guys!
In the comparison of flying a real airplane and the sim, as well as the acceleration is the pressure feedback. Flying a Socata TB20 at 140 knots, you could not expect to get anywhere near full stabilator or aileron movement without hurting your hands, and that makes sense as it could damage the plane, but it is fine to do in the sim. Does anyone know of a yoke that can provide suitable force feedback that works with C-Plane 11?
Thanks for this! Really smart stuff. I have a few questions for each of you. For Austin: How do I get to see & hear Austin at FlightSimExpo 2021 talking about the new Flight Sim Program that he and Laminar Research will be rolling out soon? I can't attend in person, but I have already paid for virtual attendance via FlightSimExpo's offering. I see a couple of seminars on the agenda for X-Plane, but they seem more about developers etc, nothing that looks like Austin will be the speaker and revealing these important details of the new Flight Sim Program. For Michael: Since we don't know a lot about the new Flight Sim Program, we are also in the dark as to what that program will want for computer hardware. It would be especially great Michael if you could identify what the minimum performance computer one should consider and even more importantly, what the apex in bang for the buck would be in computers that you offer. Personally, I would be most interested in that max bang for the buck computer from X-Force PC that COMFORTABLY handles 4k performance on 3 displays. Two key pointers here: 1) I BELIEVE I've seen you, Michael, in previous videos state how much the workload increases running 3 instances of X-Plane, vs 1 instance. However, I know I saw Austin, along with one of his software engineers state that that is not the right way to do it, but rather, to run a single instance of X-Plane, but divvy up the 180º image among the 3 displays. This way there's only 1 instance running and as a result, it doesn't hammer the GPU as hard but represents only about a 10% increase in workload to the CPU. 2) Ideally, I mean a computer that not only can run 4k content x3 displays, but also can run AirManager on a couple of touchscreens for the instrument panel as well. Or... maybe the new Flight Sim Program that will replace X-Plane 11 will incorporate something like AirManager built right into it??? Anyway, if you have time to address these questions, I'm really interested in those answers as they apply to the new Flight Sim Program, more than for X-Plane 11. Will you be addressing these details at FlightSimExpo 2021 Michael? Will you be doing it via a seminar on their agenda, or should I keep an eye out on your channel? Sorry for so many questions, but thanks for all that both of you do and I am REALLY excited for what's around the corner from X-Plane (or Laminar Research) and X-Force PC!!!
I set up the hat on the left yoke to control some views. Can I carry these settings to a new aircraft or do I have to set them up from scratch? Thanks... Love X-Plane 12
Your revised default control curve settings become the "new" default - a constant with every aircraft you fly unless you change them. That much said, different aircraft can require slightly different curves, e.g., prop torque. I'm too lazy to adjust curves for different aircraft when I've found that touchy sweet spot for the first one.
I use Xplane only for one plane, but this is exactly why I didn't like Xplane for years. Adjusting the controls to feel like the real airplane was almost impossible. I could adjust it better in the other sims. Hopefully now with this change it will be better!
I feel like there must be a way to compare the sim plane's yoke or stick swing, and the controller's swing and find an "Ideal" Curve for each given aircraft. Course......Force Feedback not being limited to old Sidewinder FFB 2s would help that too.....
Hello Austin how are you I bought the Xplane 11 and I have a lot of questions about the simulator but for now I need to know . How I have to do to get a full view in my main front monitor I have a separate instrument and I don't need to see another instruments in front of mine
Please Austin you can code x-plane camera to show impression of g-effect, so that the camera is not sensitive to pitch delta and tilt delta, in same way a human head response
I have an idea that might interest you, put scheduled flights for us, take passengers to their destinations so that the simulator gives us the itinerary something like having a job as a pilot I think that would make it very addictive
Also in a real plane you set a certain yoke pressure, not deflection. Unless you have a force feedback yoke hooked up you don't have that in a Simulator.
@5:23 "making it not realistic..." Making it not realistic in order to make it realistic. Strange to think of it that way, but that is what you have to do in order to overcome the simulator's shortcoming of not having gravitational feedback. Phoenix, AZ.
My personal preference is to use PlaneMaker to decrease the control surface deflection speeds. This is because I use a tiny xbox gamepad instead of a joystick. Just a personal preference, not for realism.
But yet people complain about the physics dynamis in msfs2020 but yet like you just proved here even in xplane you will not get realistic dynamics cause you still can not feel it. Excited for xplane12 getting some great flight Sim competition.
Just take a look at how the guys at Digital combat simulator do it. You could always learn a couple things from competitors (not that they are a real competitor.)
Wait, at 13:25 does Austin say the next X-Plane update will be the major next gen update? I must have misheard that, he wouldn't just say that in a mumbled sub-clause, right? Anyway, great and informative video, thanks for sharing!
I will be so glad if next gen is going to be default Xplane11 with an option of "Use next gen" button via sim's settings, my current laptop barely gets 15fps on xplane11 at the moment tho...
@@hakanr339b Nope, he talks about X-Plane 12, it is mentioned in the description of the next video. There is a possibility that your laptop won't be able to run the next version at all (mine 100% won't), as the support for the OpenGL will be dropped and only Vulkan will be supported.
@@rijenkii but they still dont want to call it Xp11 or Xp12, they haven't decided yet and they're to explain the name during next flight sim expo event
@@hakanr339b Maybe it's a mistake, but the next video on this channel (ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-9Aj2o17lupA.html) has the following in the description: > This is a follow-up to the video below. This covers using multiple points as well as different types of curves. This is going to be revised to *X-Plane 12* as Austin thinks he can do better with the intuitiveness of the interface.
I'm Back, 'wow" the varjo aero vr really looks good IN X-PLANE. I'm maxed out in msfs with rtx 3090 4.0 cpu ect. and all the tricks and fixes but still jitterery yikes. I tryed ms but really enjoy X-PLANE again
@Michael Brown, XForcePc, Just got X-Plane 12, no problems with pitch, with a new CH Yoke, but no matter how many videos, I watch, I can't get the Logitech foot pedals, to get the YAW setting, where even a Cessna 172, goes all over the runway, should I just disconnect the pedals, and have not much YAW, or rudder? How come X-Plane 12 does not have auto-rudder like MSFS 2020?
The problem with the Yoko, it‘s one of the very best Yokes which you can buy for flight simulation and it‘s absolutely not representative of the yokes 99% of the people own. It especially distinguishes itself with some of the longest pitch travel available. I would say easily 40% more pitch travel distance than the already very good Honeycomb Yoke. Because the problem you discuss is very real, but it‘s the worst yoke to show it off as an example as the Yoko is so close to real airplane pitch travel. The difference of resistance and the absence of G forces being the other real turnmoil in the perception.
Now I know I will set the Sensitivity to Zero so that I can get a what you see is what you get r response from the curve. Will test and see if it works on the new X-plane 13
Maybe I'm stupid. I watched the entire video and still don't understand why I can't replicate the control feel in my real airplane. Microsoft can do it. Why is it so difficult in X plane?