While gusts are more prevalent, they have only really given me trouble on take off once, and that was when it was a 30kt crosswind, which is above the max. crosswind limit for the aircraft of 25kts. But hey, I'd set my hardware up to go flying and loaded the sim, and I wasn't about to let that small detail stop me Suffice to say, I couldn't quite stay on the runway, and just edged onto the grass before lifting off. It was a wild ride. Overall, having the wind and gusts NOT dramatically drop off to nothing during landing - or kick in during the take-off acceleration roll - is a big improvement for me. Every other sim before MSFS was too tame at all times, and nothing like the handful of real flights I've had in a GA aircraft where it was far from smooth right down the last moment of landing.
There's a poll on the new turbulence on the official forums, for anyone interested:
https://forums.flightsimulator.com/t/th ... /544851/57
Spoiler alert - the positive votes massively outweigh the negatives.
As mentioned before, one or more of the C172 models have the new ground friction variables included in the aircraft.cfg. I've read that upping the friction coefficient can help the aircraft 'stick' to the ground to make it more controllable on the runway. Once they fine tune these for different aircraft I think we will be in a better place:
https://forums.flightsimulator.com/t/pl ... /455009/69
Code: Select all
ground_crosswind_effect_max_speed = -1000 // feet per second, default is 80
ground_crosswind_effect_zero_speed = -1000 // feet per second, default is 5
ground_high_speed_steeringwheel_static_friction_scalar = 1.4 ; 1.0
ground_high_speed_otherwheel_static_friction_scalar = 1.4 ; 1.0
The bottom pair determine how sticky your wheels are while rolling - so it would seem. A value of 10 makes a noticeable difference, apparently.
As an aside, and in line with what einherz said, the more realistic our simulators get, the more we disbelieve them. It's like computer-generated people in films or games. When they're far from realistic, our brains fill in the blanks and work to make them feel real to us in some way - much like how we could be immersed in old wireframe flight simulators and feel we were there. Now that simulators look and act 95% realistically, that missing 5% really catches our attention and we find even more faults than we did with the earlier versions. It's a little ironic in a way!