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What's the wobbling thing ?


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Posted (edited)

It would be useful to see some video examples of what "wobbling" is. I've seen many many BoS videos over the years. I don't see wobbling in any of them.

 

I understand what you mean. I've seen the same thing happen over the years. But I'm not too worried, what I'm asking for actually replicates reality better ;).

Everybody wants reality. But that's not what you might get with the unintended consequences of asking for FM changes. Since all the FMs are related or at least parts of them, making one wobbly aircraft more stable could result in another becoming super stable. Or correcting one plane means nerfing another. The last round of FM changes in RoF are an example.

 

I have a problem though, in my evaluation of the wobbling effect, since I do not own a Force Feedback controller, and so, I can't tell if the effect is present when such a device is used instead of a conventional joystick ? Honestly, I would be very glad to learn that indeed the effect results mainly from the fact that this simulation was designed and is optimized for the use of such hardware, and would then probably try to get a 2nd hand MS FFB2, if I could...

Based upon the discussion earlier, it's possible ffb sticks have a problem when it comes to incorporating response curves, since the stick centers itself aerodynamically and not geometrically. That's solveable in RoF with the custom curve menu, perhaps this would be a good reason to add this feature to BoS. Edited by SharpeXB
6./ZG26_5tuka
Posted (edited)

We are not talking about a single case here apparently. All pkanes ingame suffer from this effect to a certain degree. It's jzst very noticeably with the 109, possibly due to it's further back shifted CoG.

 

Does it has anything to do with joystcks? Unlikely, centering the stick is as easy as that. Does curves and input lag change anything? No, that's just a pain reliever, not solver.

 

It's also strange that this effect ingame is weaker on heavier aircraft than some lighter ones. It does seem that heavier aircraft ingame behave more like lighter aircraft in reality, which is odd.

Edited by Stab/JG26_5tuka
Posted (edited)

If you want the flight models adjusted there's a process that's already been posted by 1CGS for considering that. It requires actual data and sources. See #18

http://forum.il2sturmovik.com/topic/3-forum-rules-v104/?do=findComment&comment=12

 

Just saying that the planes "wobble" is not sufficient. Niether is citing the flight model from another sim. So unless you're up to providing information like that it's not worth complaining about these things.

Edited by SharpeXB
Posted

Well, there you have it. Capt Eric Brown, quite possibly one of the most experienced test pilots (particularly for WWII-era aircraft), suggested far more restrictive control surface deflections. And this was in IL2 FB, which was far more "on rails" than what we have now.

 

Looks that with this curves settings Capt Brown are reducing joystick authority - I remember at time that "UbiZ00" dogfighter's dont like this settings - in videos of other real pilots, e.g. that Russian test pilot that fly Mig-3, I-16 flying the simulator, he hold the joystick with finger tips and do very small movements. Maybe food for flight, but not for "fight".

Posted

I have a full range of sticks. Warthog, x52, 3d pro and a very low level genius stick.

 

I tested from top to bottom and unsurprisingly the wobble is a direct fiction of the cheapness of the stick and also the lightness of the stick.

 

I use no curves with the warthog and up to 70% with the genius.

 

But the wobble can be directly cured out with the curves!!! Just play with them and u will be surprised

Posted

I see a lot of talk on this subject but i don't see any pictures of peoples curve settings with in this game . Some say 70% other say 30% , what dead zones are you using and what edge zones are you using to get that good flight feel .

A picture paints a thousand words.

By the looks of it people without spring loaded joysticks are benefiting better and can perform manoeuvre with out going into flat spins and constant stalls , make snap shoots and roll away easily .

I've seen some really fancy flying on-line in this Sim .

Things i can not do with my set up and maybe my skill .

Will the FM get tweaked ..??? ...The G2 is hardly flown its always in stock on-line . lol.

 

This is not at all a knock against your flying, but please, let's not combine the "wobbling" issue with "I'm having issues flying (x) aircraft."

 

The issues raised in this thread have nothing to do with pilot skill / ability to fly and fight in a certain airplane. 

 

JCOMM -- I currently own a Warthog HOTAS and a MS FFB2. I've also flown this sim on a CH Products Fighterstick. I actually prefer the FFB2 for WWII sims and the Warthog for DCS (not just for all the buttons, but for the feel as well). I wouldn't say one is better than the other for the wobbling, though. And, again, wobbling has nothing to do with turbulence etc.

Posted

I remember old IL-2 days, pre v4.0 patch.

Game at that time may not be best visually nor had some jaw dropping DM (by today's standards) but the stable FM really worked for me.

 

And being total noob regarding real life flying I couldn't say that is what flying in sim should look like.

I can only say that it is more or less what I would expect if I fly a real airplane.

 

Irony of the whole story is, that v4.00 game was marketed as  having a new polished, breaktrhu next gen sim Flying Model.

 

Old farts will surely remember, that it wasn't took long for "I have wobbling issues" topics start to appear at UBI forums.

 

http://forums.ubi.com/showthread.php/538390-Wobble-poll

Posted

Back to rubberbanding. Imagine rubberbanding like a second force that as soon as you apply pitch works against it. It's not like an inertia, which dampens the acceleration, but a constant force. As soon as you center your stick this force pushes the nose in the opposite direction of your input depending on how much you pulled/pushed the nose. I'm not talking about nose drop due to exeeding AoAs or liftloss here. It's literally like the plane is stabilised by springs counteracting and pitch movement you make with a steady force.

Now, pull the stick, abruptly or not, and then return it to it's present neutral position. The nose will fall trying to catch the trimmed AoA very rapidly, as if it was tied to the flight path plane by a rubber band. That's what most of us call the "rubber band effect" or wobbling.

Thanks for explaining, I'm able to reproduce this:

- Pull the stick slightly: aircraft will assume new attitude and stay there until airspeed drops off, in which case it will drop the nose slowly.

- Pull the stick slightly: aircraft will assume new attitude. Release stick to trimmed position: aircraft will drop nose slightly below trimmed attitude, then pick up speed and assume trimmed attitude.

 

Like I said I'll try the same in a real aircraft next time I'll go up and will report.

Posted

Old farts will surely remember, that it wasn't took long for "I have wobbling issues" topics start to appear at UBI forums. http://forums.ubi.co...390-Wobble-poll

Great find, I couldn't stop smiling... Seems folks back then thought that "wobble" described oscillations around the yaw axis, i.e. swinging back and forth after the rudder was released.

Guest deleted@50488
Posted (edited)

Thanks for explaining, I'm able to reproduce this:

- Pull the stick slightly: aircraft will assume new attitude and stay there until airspeed drops off, in which case it will drop the nose slowly.

- Pull the stick slightly: aircraft will assume new attitude. Release stick to trimmed position: aircraft will drop nose slightly below trimmed attitude, then pick up speed and assume trimmed attitude.

 

Like I said I'll try the same in a real aircraft next time I'll go up and will report.

 

... unless their real counterparts exhibit neutral stability for pitch up inputs, in which case we could expect the "attitude" to be maintained for longer, this should, after all, be the correct behavior of a stable aircraft - what you describe in you post to be the result from a pitch perturbation, up or down, as we both know only too well from RL experience and I believe you're describing here more in a sarcastic way ( sorry if I'm wrong ) probably meaning you actually find the response in BoS to be just ok.

 

But the problem with il-2 bos is that after you release / return the stick to neutral, and before the phugoid starts, there is an initial sudden drop or rise of the nose, more evident when it drops due to the stick being pulled ( pitch up perturbation ).

 

Usually the aircraft also start wobbling around the other axis when this happens... looks not plausible to me, that wobbling, not the return, in a series of oscillations of diminishing amplitude, that result from the perturbation, as any typical aircraft, built to be speed stable, will exhibit IRL.

 

Since you fly for real, and have a good camera, could you, in your next flight, pick some scenes from a trimmed level flight, followed by a perturbation in pitch induced by you, by pulling on the yoke, and then letting it return to neutral, just to see how it responds ?  Thx!

 

P.S.: I do not want to "waste" money in FRAPS because recording videos is something I only do from century to century, but I'll try to install Nvidia Geeforce Experience and try to get some sequences using Shadowplay...  I'll then try to show the differences in this responses in Condorsoaring, DCS World and IL-2 BoS to try to finally show what I mean by wobbling....

Edited by JCOMM
Posted

I have no curves nor deadzones set on my VKB Cobra.It has magnetic sensors and very good and clean response in complete range without any spikes around center.Everything is linear.When I exchanged it for my years old Seitek Evo,it was like transition from dark ages into renaissance :)

Guest deleted@50488
Posted (edited)

I had an old X52 Pro who went wonks..., then bought a X55 Rhino, but ended up selling it because I never liked the way it felt... even with the various springs...

 

In between a friend gave me his hold Cougar HOTAS with pots, which was too heavy for my liking, and soon got full of spikes. Replaced the pot's, but after a few months it got spiky again....

 

So, now I have a great and inexpensive T.16000, with the same HAL technology used on the Warthog :-)

 

Rudder is Saitek Combat Pro... In the past I used Saitek Pro and CH rudder pedals.

 

My settings are now at 10% pitch, 20% rudder, 0% roll, and I am fine other than when it comes to the wobbling thing...

Edited by JCOMM
Posted (edited)

This is not at all a knock against your flying, but please, let's not combine the "wobbling" issue with "I'm having issues flying (x) aircraft."

 

The issues raised in this thread have nothing to do with pilot skill / ability to fly and fight in a certain airplane. 

 

JCOMM -- I currently own a Warthog HOTAS and a MS FFB2. I've also flown this sim on a CH Products Fighterstick. I actually prefer the FFB2 for WWII sims and the Warthog for DCS (not just for all the buttons, but for the feel as well). I wouldn't say one is better than the other for the wobbling, though. And, again, wobbling has nothing to do with turbulence etc.

Deleted  . .I must of misread i thought you were on about curve settings and the wobble effect around the axis on some aircraft . My bad .

Edited by II./JG77_Con
Posted (edited)

Thanks for explaining, I'm able to reproduce this:- Pull the stick slightly: aircraft will assume new attitude and stay there until airspeed drops off, in which case it will drop the nose slowly.- Pull the stick slightly: aircraft will assume new attitude. Release stick to trimmed position: aircraft will drop nose slightly below trimmed attitude, then pick up speed and assume trimmed attitude.Like I said I'll try the same in a real aircraft next time I'll go up and will report.

Why does that seem abnormal?

When you're applying force to the stick to change the attitude of the plane, when you stop applying this force why would the plane continue on exactly the same path?

Edited by SharpeXB
Guest deleted@50488
Posted (edited)

Why does that seem abnormal?

When you're applying force to the stick to change the attitude of the plane, when you stop applying this force why would the plane continue on exactly the same path?

 

I believe andy248 wrote that with the same meaning he could have written something like:

 

- I'm able to reproduce: The aircraft takes off, I pull the landing gear lever up, the gear starts to move up until retracted...  As I pull the gear lever down, the gear down sequence starts ending with the gear down and locked...

Edited by JCOMM
Posted

Thanks for explaining, I'm able to reproduce this:

- Pull the stick slightly: aircraft will assume new attitude and stay there until airspeed drops off, in which case it will drop the nose slowly.

- Pull the stick slightly: aircraft will assume new attitude. Release stick to trimmed position: aircraft will drop nose slightly below trimmed attitude, then pick up speed and assume trimmed attitude.

 

Like I said I'll try the same in a real aircraft next time I'll go up and will report.

 

!!!!!!!!!!

 

So it's that what you call rubberbanding !!

 

From description it is completely normal.

 

If you fly a trimmed aircraft at level flight and you suddenly feel like climbing :

 

You pull up on the stick, the stick at this point is "soft" and does not offer resistance,

 

As a result the airplane changes his angle of incidence and start bleeding speed. With its speed bleeding the resistance of the stick increases.

 

You should wait for the equilibrium speed to be reach. For instance 80knots for the plane I fly correspond to a 4 degree climb at full power (120 knots is level speed)

 

At the equilibrium you have to apply a quite significant force on the stick to hold the plane on the climb. So to prevent this disagreement, you trim the plane to this new speed and attitude.

 

But if you don't trim it and release the stick, the plane nose will drop and the plane go into fligh level again. So rubberbanding...

Guest deleted@50488
Posted

Alkyan,

 

of course that's the expected behavior, on an aircraft with positive pitch stability, and that's certainly not what we refer to as wobbling in this thread....

 

The problem is a sudden return towards the trimmed AoA as we release the stick and it get's back to it's trimmed neutral position.  I'll try to get Nvidia Shadowplay working in my sim PC, and make a short sequence with 3 different simulators - DCS, CONDORSOARING, IL-2 BOS - to try to show what I mean...

Posted

Yes I think people are talking a little at cross purposes. Would be really useful to see a comparison video, so we can clarify what the potential problem actually is!

Guest deleted@50488
Posted (edited)

Some examples, from RL... and professional sims...

 

 

 

 

 

Interesting one on control stiffening with "q", with pitch perturbation followed by phugoid starting around 25:55...

 

Edited by JCOMM
Posted

Alkyan,

 

of course that's the expected behavior, on an aircraft with positive pitch stability, and that's certainly not what we refer to as wobbling in this thread....

 

The problem is a sudden return towards the trimmed AoA as we release the stick and it get's back to it's trimmed neutral position. I'll try to get Nvidia Shadowplay working in my sim PC, and make a short sequence with 3 different simulators - DCS, CONDORSOARING, IL-2 BOS - to try to show what I mean...

Ok ! I got a little scared.

I still don't understand your problem, just that I misunderstood it. Video will help indeed.

 

Just to add fuel on the fire, is it normal that trimmed plane in BoS barely turn ?

In reality to turn I roll to 30 degree, plane turns.

In BoS I roll to 30 degree then I have to pull on the stick to turn.

Posted

Alkyan,

 

of course that's the expected behavior, on an aircraft with positive pitch stability, and that's certainly not what we refer to as wobbling in this thread....

 

The problem is a sudden return towards the trimmed AoA as we release the stick and it get's back to it's trimmed neutral position. I'll try to get Nvidia Shadowplay working in my sim PC, and make a short sequence with 3 different simulators - DCS, CONDORSOARING, IL-2 BOS - to try to show what I mean...

I'm curious to see replays, it would help explain a lot. I have DCS, BoS and X-Plane (haven't tried this in RoF but I'm sure it will be like BoS) and they all exhibit the same behavior in this regard. They're not precisely exactly the same. They're different game engines and different planes in different game engines but the basic behavior is all the same. BoS feels a bit more lively but the difference is only to a degree.
6./ZG26_5tuka
Posted

Why does that seem abnormal?

When you're applying force to the stick to change the attitude of the plane, when you stop applying this force why would the plane continue on exactly the same path?

Force isn't moving the nose, it's accelerating it. If the force cuts of suddently, acceleration will begin to decelerate from 100% to 0. The key factor that's damping both acceleration as well as decelleration is mass inertia.

 As said even in a 450kg glider inertia is very noticeably while manouvering.

Posted

!!!!!!!!!!

 

So it's that what you call rubberbanding !!

 

From description it is completely normal.

 

If you fly a trimmed aircraft at level flight and you suddenly feel like climbing :

 

You pull up on the stick, the stick at this point is "soft" and does not offer resistance,

 

As a result the airplane changes his angle of incidence and start bleeding speed. With its speed bleeding the resistance of the stick increases.

 

You should wait for the equilibrium speed to be reach. For instance 80knots for the plane I fly correspond to a 4 degree climb at full power (120 knots is level speed)

 

At the equilibrium you have to apply a quite significant force on the stick to hold the plane on the climb. So to prevent this disagreement, you trim the plane to this new speed and attitude.

 

But if you don't trim it and release the stick, the plane nose will drop and the plane go into fligh level again. So rubberbanding...

Shouldn't stick resistance decrease as you bleed speed and not increase? Slower airspeed=less trim force=less force needed to deflect control surface away from trimmed position. 

 

I have a FFB stick so here is how the sim behaves for me:

As I pull back and bleed airspeed the stick becomes less and less stiff, if I keep the pressure on the stick the same as when I deflected the elevator I will naturally deflect the stick further and further away from the trimmed position maintaining the AoA naturally until stall or I release pressure on the stick. 

If I pull and keep the stick in the exact same position as when I initiated the climb I the plane will climb for a short while but as airspeed decreases the deflection of the elevator will not be enough to sustain the AoA and the rate of climb will decrease and nose will go back down until speed picks up again. 

Posted

If the force cuts of suddently, acceleration will begin to decelerate from 100% to 0.

Right. That makes sense. It's not going to stay at 100%. Just like letting go of the steering wheel in your car, your car will not keep turning at exactly the same rate when you let go.

Ok. Game example footage.

I'm using a CH Fighterstick with 30% sensitivity set. Where is the bouncing?

 

Posted

Shouldn't stick resistance decrease as you bleed speed and not increase? Slower airspeed=less trim force=less force needed to deflect control surface away from trimmed position.

 

I have a FFB stick so here is how the sim behaves for me:

As I pull back and bleed airspeed the stick becomes less and less stiff, if I keep the pressure on the stick the same as when I deflected the elevator I will naturally deflect the stick further and further away from the trimmed position maintaining the AoA naturally until stall or I release pressure on the stick.

If I pull and keep the stick in the exact same position as when I initiated the climb I the plane will climb for a short while but as airspeed decreases the deflection of the elevator will not be enough to sustain the AoA and the rate of climb will decrease and nose will go back down until speed picks up again.

No, the force needed increases until the plane reach its "equilibrium". The force is then constant and the trimming remove it. it is not linked to speed, if you want to descend it will be the same and you will be gaining speed.

Guest deleted@50488
Posted (edited)

I'm curious to see replays, it would help explain a lot. I have DCS, BoS and X-Plane (haven't tried this in RoF but I'm sure it will be like BoS) and they all exhibit the same behavior in this regard. They're not precisely exactly the same. They're different game engines and different planes in different game engines but the basic behavior is all the same. BoS feels a bit more lively but the difference is only to a degree.

 

 

Ok. I'll try to show that both in CONDORSOARING and DCS World, the effect is close to first video on this post:

 

http://forum.il2sturmovik.com/topic/19480-whats-wobbling-thing/page-4?do=findComment&comment=312925

 

After the pilot let's go of the stick ( around 00:20 ), see how the nose of the aircraft seeks the trimmed AoA... There's an initial short period oscillation, but it's uncomparable to what we have presently in IL-2 Bos when aircraft ( any of them ) are perturbed in pitch...

 

Also check video #4 on that post, in a Cessna equipped with G1000, and watch the reflex of the pilot hand as he releases the yoke... Check at what rate the nose returns to the trimmed AoA / speed initially...

Edited by JCOMM
Posted (edited)

No, the force needed increases until the plane reach its "equilibrium". The force is then constant and the trimming remove it. it is not linked to speed, if you want to descend it will be the same and you will be gaining speed.

So the slower the plane travels the stiffer the stick gets? That doesn't sound right?

Edited by =LD=Penshoon
Posted (edited)

FM in BoS seems to vary with different joysticks. MS FFB,like mine seems to trnslate FM the worst , but can be tamed a bit by using sensitvity & input curve modifications.I've found that yaw ( rudder) input the most egregeous offender.Also in most of the 3rd party missions you can customize settings to help out performance,This is esp nice with PWCG utility.I've stopped flying Official campaigns for this and other reasons having to do with predictability.

Speaking about FFB I wonder when they truly will be enabled? :huh:

Edited by Blitzen
  • Upvote 1
Posted

Ok. I'll try to show that both in CONDORSOARING and DCS World, the effect is close to first video on this post:

 

http://forum.il2sturmovik.com/topic/19480-whats-wobbling-thing/page-4?do=findComment&comment=312925

 

After the pilot let's go of the stick ( around 00:20 ), see how the nose of the aircraft seeks the trimmed AoA... There's an initial short period oscillation, but it's uncomparable to what we have presently in IL-2 Bos when aircraft ( any of them ) are perturbed in pitch...

 

Right. That's what I see trying this in every sim including BoS. The plane will return to trim after letting go of the stick. I'm sure the WWII fighters are much less stable than modern GA planes. In any case the difference between sims is only by a degree. So it's pretty difficult to disprove unless you've got a 109 G-4 and a GoPro.
Posted (edited)

So the slower the plane travels the stiffer the stick gets? That doesn't sound right?

It's not directly related to the speed. The further the position your imposing to the plane is far from the trimmed position, greater is the force you need to apply. I won't risk myself in a physic/ fluid dynamic attempt to explain why it increase as the equilibrium approach

 

It's totally different from the stiffening that happen when flying faster.

 

And it's why it's easy to trim a plane in real life compared to a video game. You just keep trimming until the force disappear.

Edited by Alkyan
Posted

It's not directly related to the speed. The further the position your imposing to the plane is far from the trimmed position, greater is the force you need to apply. I won't risk myself in a physic/ fluid dynamic attempt to explain why it increase as the equilibrium approach

 

It's totally different from the stiffening that happen when flying faster.

 

And it's why it's easy to trim a plane in real life compared to a video game. You just keep trimming until the force disappear.

Of course you'll need more force the further away from trimmed position but it's still just a multiplication of the current airspeed that the plane is traveling at. A 50 degree deflection at 100 mph is much easier than 50 degree deflection at 1000 mph, right?

Posted

Sure but I maintain that when your plane is level at 120 knots, changing its aoa to let's says 4 degrees is easy. But as the plane decelerate, keeping the 4 degrees ask more and more force. Once you plane stop decelerating the force remain constant and is maximum.

6./ZG26_5tuka
Posted

Small, quick test of pitch "rubberbanding". Basicly level flight with throttle set for constant cruise speed (324 km/h) and stab for level flight hands off (+31%). Very slight and calm movements in the beginning, those are more correction movements than real manouvering. If you watch closely you can still see the "pitch-back" effect after the nose comes to a stop.

https://youtu.be/mFdYiPm_v20

  • Upvote 1
Posted

Sure but I maintain that when your plane is level at 120 knots, changing its aoa to let's says 4 degrees is easy. But as the plane decelerate, keeping the 4 degrees ask more and more force. Once you plane stop decelerating the force remain constant and is maximum.

So you need to add more and more force as the plane decelerates to maintain the 4 degrees of AoA during the climb but the stick/yoke stays the same position in your irl plane? Or do you need to deflect the surface more and more as well together with the added force? 

Posted

So you need to add more and more force as the plane decelerates to maintain the 4 degrees of AoA during the climb but the stick/yoke stays the same position in your irl plane? Or do you need to deflect the surface more and more as well together with the added force?

More and more force but the stick and the surfaces remain in the same place.

It surprised me as well the first time.

Posted

So it's still not clear what's wrong in the Stuka video, if you release the pressure on the stick, plane nose will come back to level..

Is it going back to fast or what ? What's the problem ?

Posted

So it's still not clear what's wrong in the Stuka video, if you release the pressure on the stick, plane nose will come back to level..

Is it going back to fast or what ? What's the problem ?

I don't see anything wrong either, it looks believable to me. Unless the next video posted is somebody doing the same thing in a real 109 and getting a different result I think we're done here.

Posted (edited)

So it's still not clear what's wrong in the Stuka video, if you release the pressure on the stick, plane nose will come back to level..

Is it going back to fast or what ? What's the problem ?

 

An explanation from Stuka would be good, but what I'm noticing are two things compared to JCOMM's first video. First, the 109 is pitching back much more quickly in response to the control input than JCOMM's first and second videos. In JCOMM's videos it takes quite a while after the pull before the plane starts pitching back whereas it's almost instant in Stuka's 109 video.

 

Secondly, no obvious phugoid in Stuka's video. JCOMM's videos it very clearly slowly oscillates around the trim, this is really really obvious in the second video. Whereas in Stuka's video it seems to do a little pitch back and then "stick" at that pitch. Could be why (to me) it's feeling like the plane lacks momentum.

Edited by Tomsk
Posted (edited)

First, the 109 is pitching back much more quickly in response to the control input than JCOMM's video.

No kidding. That's because it's replicating a WWII fighter plane and not a Cessna.

 

I'm no real pilot but you guys crack me up with this stuff comparing modern GA planes with Warbirds. That's like comparing your family sedan with an F-1 race car.

Edited by SharpeXB
  • Upvote 1
6./ZG26_5tuka
Posted (edited)

So it's still not clear what's wrong in the Stuka video, if you release the pressure on the stick, plane nose will come back to level..

Is it going back to fast or what ? What's the problem ?

You named it! :) I guess you think this is all correct but from my expirience it truely isn't. Even after those small pitch actions you see in the beginning the pitching back occurs.

Again, pulling with a constant force results in steady acceleration of the nose. When releasing joystick pressure, ie centering the stick, the acceleration is stopped but not the movement. It's like driving slightly uphill in a car and taking the foot from the gas pedal expecting it to come to a halt immedently. It won't because it still has a lot of kinetic energy it needs to reduce + inertia damping the decellaration.

 

I can understand how hard it is to believe this if you have not actually flown a plane in real live yet and assume this is a great "feauture" because it adds more "difficulty", ie must be more realistic. But as someone else mentioned once, more difficult does not equal more realism in every case.

Edited by Stab/JG26_5tuka

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