Game Discussions Microsoft Flight Simulator

One question... When creating a bush trip, is there anything that one does with the planes themselves? I noticed that the 172 seems skittish on the ground, pulling to the sides much more than it does when I am free flying, and I had to give up on the Patagonia bush trip because there the Cub pulls so sharply to the left on the ground as to make it almost unplayable, and again, I've flown the Cub in free flight and it's fine on the ground. Yours is nowhere near as pronounced as the Patagonia one, and won't prevent me from continuing with it. :)
Thanks for the comments and feedback on the Bush Trip - something I am finding in third party ones is they are severely lacking in information! Also, no reason you can't be educated whilst flying. ;-)

Aircraft track on the ground has nothing to do with the bush trips but physics and engine torque.

As the engine spins, the propeller actually wants to stay still and the engine rotate (simplification) so you end up with a twisting motion on the air frame that grows as the revs rise. This will slew the aircraft off to the side on the ground as there is not enough air passing over the wings to counteract it. Once in the air, you generally throttle back at cruise and you have a counter acting force (lift) holding it more steady...

You need to get handy with rudders on the ground. :eek:
 
Yep, looking forward to continuing the trip. :)

The reason I asked about the planes handling is because it appears to be different in the bush trips to when I just select that plane and use it for a 'free' flight. I understand about propeller torque / pull and while I'm far from perfect, I don't generally have any major issues steering planes on the ground or having to correct so strongly on take-off and landing. :)

I did the USA bush trip a while back and didn't have any issues, but the Cub is un-handleable on the ground in the Patagonia trip, and I specifically went and took it out to try it in a 'free' flight and it handled fine, and it just felt to me that the 172, a plane I use a lot, seemed to be pulling more on the ground in the bush trip. It may be my imagination, it's nowhere near as extreme as the Cub in Patagonia and won't prevent me continuing the trip. :)
 
Wind strength and direction will also be a factor, sorry I should have stated that too. In the Bush Trips that came with the game, especially the Patagonia one, the wind is strong, about 13knots if memory serves, the Cub is only rated at 11 knot side wind so it makes take-off and landing difficult and sometimes you have to see what direction the runway lies and actually go past and come back so you are into (or more into) the wind for landing.
 
Yes, thanks, I understand all that, and to be clear, it's not flying or landing the plane that's the problem, simply the fact that the plane (I'm referring to the Cub here) veers to the left as soon as I start to move beyond a very slow speed, and veers sharply left when I accelerate for take off and also when I touch down as I'm going fast enough for the issue to occur. Always to the left, so I'd have to check whether the wind was always coming from the right which I doubt. And to be clear also, the issue is nothing like as serious / dramatic in your bush trip and there may well just be my imagination. :)

While when I first started playing the sim I kept wind speeds down, I have been flying in higher winds recently, and I understand the principal of taking off and landing into the wind where possible.

Anyway, the reason I asked initially was simply that I wondered why I had the issue with the Cub only in the Patagonia bush trip and not if I simply created a flight from the map with the same plane, so wondered whether the bush trip programming involved any settings to the planes themselves, which it seems there aren't. And in any case, if it were a universal problem I'm sure it would have come up on the MSFS forums, which it hasn't as far as I've seen, so I'll put it down to user error, or something glitchy in my install. :)
 
Not followed the news lately, are there any leaks on how the sim is running in VR?

Edit:
Oh, they just published this. The claim the they reduced hardware requirement without loss of fidelity (?) sounds great, but it seems the cockpit environment doesn't support touch controls. :(
 
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My HOTAS is buried somewhere in storage, if I buy this now during the Steam Winter Sale will I get much use out of it just playing it with a gamepad like a console scrub?
 
My HOTAS is buried somewhere in storage, if I buy this now during the Steam Winter Sale will I get much use out of it just playing it with a gamepad like a console scrub?
I'd suggest subscribing to Microsoft Gamepass, MSFS 2020 is free with the subscription. As for playing with a controller...I've heard it plays decently with an Xbox controller on PC but haven't had first hand experience. I started off playing ED on the Xbox back in 2015...I managed around 3000 hours of playing Elite with a controller before returning to PC and the safety of a HOTAS :D
 
I'd suggest subscribing to Microsoft Gamepass, MSFS 2020 is free with the subscription. As for playing with a controller...I've heard it plays decently with an Xbox controller on PC but haven't had first hand experience. I started off playing ED on the Xbox back in 2015...I managed around 3000 hours of playing Elite with a controller before returning to PC and the safety of a HOTAS :D

Ironically, I tend to play E: D with a PS4 controller now, even though I specifically bought a HOTAS that was compatible with the PS4.

I've only recently got the HOTAS back out and cleaned/dusted it because of MSFS. I don't know what that's like with a controller, but I can't honestly see it as being a problem once you get used to it - and as long as you have a keyboard for the more esoteric functions...

Incidentally, the VR update is out. It's about 13.6GB to download. Installed it - not tried it yet. Apparently lots of fixes too, especially to the airliners.
 
Question about saving: is it possible to shut the game down mid flight and return to it at a later date, or is it "land or die?" I'm a non-retired gaming dad who rarely has more than sixty minutes for any given game session and often have my sessions interrupted by real life responsibilities.
 
Question about saving: is it possible to shut the game down mid flight and return to it at a later date, or is it "land or die?" I'm a non-retired gaming dad who rarely has more than sixty minutes for any given game session and often have my sessions interrupted by real life responsibilities.
In theory, yes, in practice its difficult as you can save a flight at any point but returning to it can start you with no forward momentum and you'll probably end up in a dive. You can actually start a flight from anywhere too, you don't have to be at an airport...
 
OK. After the game update today and the new SDK version, I had a few problems after spending a good few hours writing the text for my next Bush Trip (Scotland - Part 3) but it seems to have compiled correctly at last! :geek:

I've just run the first sub-leg and am quality assuring it and will do the next sub-legs tomorrow. Once I'm satisfied it will be released before Christmas - a trip up to Royal Deeside! 😁

I'll post here when available.

By the way, the free liveries from Asobo are now in the Marketplace in game too - go get 'em!
 
Downloading the update now and looking forward to wrestling with the settings to try and get acceptable VR performance for G2 resolution. Maybe two graphics cards down the line it'll work well!
 
Question about saving: is it possible to shut the game down mid flight and return to it at a later date, or is it "land or die?" I'm a non-retired gaming dad who rarely has more than sixty minutes for any given game session and often have my sessions interrupted by real life responsibilities.

Depends what you're doing. If you're doing a "bush trip" which has several hops of varying length (from a few minutes to up to an hour) it saves your last landing position only. If you have to abandon a leg, you need to restart it when you come back to it.

But in free flight, you can start from any lat/long location you like, and if it's not at an airport, you start in mid-air (you can specify the height). So, in theory, yes.
 
I figured there was a chance VR performance would garbage but 27fps average with a 3080 at medium settings with a Rift S? Really? SteamVR at 100% and game scaling at 100%. Just a quick airport to airport flight over water. I'm using a 3600x so maybe I'm bottlenecking but my GPU is in the 90-95% range and CPU is 40-45%. Not looked a per core usage yet. I've noticed a few VR settings guides recommended but I've not had a chance to try any of them. But if you're getting ready to try VR just go ahead and find a guide. Setting everything to medium and hoping for the best doesn't seem to work. Not for me anyway.
3600x, 32gb 3200, EVGA 3080 ultra, NVME
 
Well, I finally joined the club. As I mentioned in this thread, I was waiting for VR and now it's here. 16 hours to download (including the VR update), that was a hell of a wait. :D Once it was up and running, immediate problems with my Oculus. Was able to get them resolved and now not perfect but acceptable.

That said, first flight was out of my home town. Impressive. Imperfect (as expected) but impressive. Second flight was over a town in the mountains where I have a summer home. That flight (also as expected) looked nothing like the town I know.

Next trip, the Grand Canyon... for starters. :)
 
In case anyone had missed it (like me) - the Aviator's Club Livery pack is now available as a free download in the marketplace. Also there is a sale on in there - the only reason I found out that they had finally issued the freebie livery pack.
 
In case anyone had missed it (like me) - the Aviator's Club Livery pack is now available as a free download in the marketplace. Also there is a sale on in there - the only reason I found out that they had finally issued the freebie livery pack.
How essential are the marketplace items to the overall experience?
 
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