You can fix some of it with key mappings, but it's clear that this experience is not the priority. Over the years it has gotten less and less enjoyable to fly xplane with that kind of a setup because of the emphasis on making it look cool over making it behave realistically (I don't consider having to click a graphic of a physical switch on the screen with my mouse more realistic than hitting a key on my keyboard). But most of us don't and can't have that kind of thing, at most a joystick and often just a keyboard and mouse. The full sim setup people have built with yokes, pedals, and other controls are absolutely astonishing and it's so cool that xplane supports that. I've always enjoyed xplane but one thing I find annoying is that it seems like sometimes they emphasize visuals and cool effects (like 3d cockpits) at the expense of making the planes fun and practical to fly from a normal computer setup. I have a keyboard, mouse, and cheap joystick, I'm not going to get a realistic flight experience out of these, period, and spending 80% of the development effort on getting the airplanes to feel like their real counterparts isn't important to me. I don't care as much about having the airplanes handle like real airplanes. I really like the idea of a flight simulator that tries to enable realistic things to happen, like stalling or being able to loft missiles, etc. It was none of my concern though, it wasn't part of my mission, at least not until I got into the air. The game was simulating an actual, unplanned, attack 30 miles away and nearby air defense was responding. The dynamic campaign was so cool, one time I was taxiing, preparing to take off for some routine mission when a bunch of Patriot SAM missiles nearby start firing off into the horizon. I was really hoping it was going to have a dynamic campaign like Falcon 4, an old MicroProse game, where players took part in a vast AI driven war campaign. Thanks for mentioning Tiny Combat Arena, that looks really cool. > In real life, there'd be feedback on the flight stick or yoke due to all the air hitting the control surfaceĪlso, 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. To help mitigate this, most sims offer a scalable conversion factor for controller input, but it's never perfect. Moving the stick a few mm's could result in an uncontrolled roll in-sim. It's even worse for things like joysticks that have a very low available deflection already. 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. 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. It's been a problem with flight sims since day one.Įach "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.
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