3 ms·
It's been a problem with flight sims since day one. Each "controller" be it your mouse, a joystick, flight yoke, game controller, etc, all have a different amo
by Alupis 4y ago
It's been a problem with flight sims since day one.
Each "controller" be it your mouse, a joystick, flight yoke, game controller, etc, all have a different amount of available deflection on the physical device, and that has to be translated into deflection in-game.
Take a flight yoke for example - you might have say 120 degrees of rotation available physically on the device, but the actual aircraft has 180 degrees. This means the sim-pilot doesn't have a connection with what is happening in the real-world vs what is happening in-sim, making minute changes a lot more challenging.
It's even worse for things like joysticks that have a very low available deflection already. Moving the stick a few mm's could result in an uncontrolled roll in-sim.
To help mitigate this, most sims offer a scalable conversion factor for controller input, but it's never perfect.
> In real life, there'd be feedback on the flight stick or yoke due to all the air hitting the control surface
Also, not all aircraft are direct linkage anymore, and most (all) commercial airline aircraft (your Boeing 737, 787, 777, Airbus A320, etc) will either have simulated feedback or no feedback.
- garaetjjte 4y ago>your Boeing 737 Not that one :)
- Alupis 4y agoGood catch. I wasn't sure if the newest variants were still mechanical linkage or if they had been "updated" with fly-by-wire systems. It seems it's still predominantly mechanical, with fly-by-wire sprinkled in here and there.[1] [1] https://en.wikipedia.org/wiki/Boeing_737_MAX#Structural_and_other_changes https://en.wikipedia.org/wiki/Boeing_737_MAX#Structural_and_...