MarcE wrote: ↑07 Jun 2021, 15:54
Wayne,
If I understand your question correctly then the big problem is the situation that they switch from the taxi behaviour to flight behaviour at some speed during the takeoff run. The rudder authority suddenly decreases extremely abd the nose veers violently into the wind. And then in flight there is absolutely no adverse yaw. So you basically use the rudder to steer, then keep it on the runway with minimum input until rhe airplane at some point suddenly turns its nose. Depending on the rudder settings this is hardly controllable.
I saw in one of the developer Q&A sessions that the crosswind component is reduced to zero at low speeds to avoid issues with weathervaning on the ground. That was a conscious choice because their tyre ground friction model needs improving. The crosswind slowly ramps up to the true value as you pick up speed, reaching 100% by the time you reach 50kts or so, if I recall.
That likely explains some of the 'weird' behaviour you see during the initial ground roll. There's no 'switch' from taxi model to flight model though. The flight model is active at all times (i.e. forces acting on surfaces), they just fudged the wind for now to allow you to taxi well enough at low speeds on windy days.
That said, I quite like the ground handling and friction as it stands. Not perfect, but far greater than default FSX where aircraft seem to slide around and don't really exhibit any grip or 'bite' from the wheels when they first touch the ground, especially in crosswinds.
The issues I do have with the flight model are the huge amounts of engine power needed in most aircraft to maintain slow flight when on the 'wrong side' of the drag curve (near full-power when on final approach at times!), and the fact most aircraft seem to be able to fly well below stall speeds in the landing configuration and can be slow to touch down. The yaw controls are far too twitchy out of the box for sure and reducing sensitivity it is a must as per this thread!