Roll rate

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Postby Cagles » Tue Dec 20, 2011 10:43 am

Hello,

Hey guys.. I was wondering if any of you knew of a fix to help with the snappy and quick stop of the roll rate on the aircraft in FSX.

Whenever you make a slight roll to the right or left.. its met with a quick stop which doesnt seem to be very realistic.

I would have thought that you would need to add a bit of opposite back pressure to get out of a roll.

Is there something in the aircraft CFG that would allow this to be changed.

Thanks.
Cagles
 

Postby dart15 » Tue Dec 20, 2011 2:13 pm

Cagles wrote:
QUOTE (Cagles @ Dec 20 2011,11:43 AM) <{POST_SNAPBACK}>
Hello,

Hey guys.. I was wondering if any of you knew of a fix to help with the snappy and quick stop of the roll rate on the aircraft in FSX.

Whenever you make a slight roll to the right or left.. its met with a quick stop which doesnt seem to be very realistic.

I would have thought that you would need to add a bit of opposite back pressure to get out of a roll.

Is there something in the aircraft CFG that would allow this to be changed.

Thanks.


A roll will cease as soon as control deflection ceases and the stick is returned to a "neutral" position. NB in real life this will not be a fixed position but dependent upon the forces acting upon control surfaces. Some aircraft with inbuilt stability eg more pronounced dihedral wings, will tend to "self correct" if some pressure is not held to maintain the desired angle of bank whilst others may require slight opposite stick (and back pressure) once the desired angle of bank is achieved to maintain a constant turn. So... I am saying that the "quick stop" that you have described is entirely consistent with real life. The rate of roll will depend primarily upon the amount of control deflection and airspeed. Rapid centralisation of aileron after deflection to induce the roll will result in equally rapid suspension of the roll (the roll won't continue without any aileron (or rudder - secondary effect) deflection). Reversing the roll will of course require opposite stick!

Hope I haven't misunderstood your question ?? unsure.gif
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Postby Cagles » Tue Dec 20, 2011 4:35 pm

Thanks you have answered most of the Q.

But, IF I was flying the Extra 300 around and I throw it into a very fast roll to the left, you would have to apply back pressure, to the right, to stop it from rolling. As physics describes that something that is in motion will continue until acted on by an external force. So, the pressure built under the wing is not going to be enough to stop the roll in less then a second. This being said the pilot needs to add back pressure to stop the roll with more precision.

Is there anything in the aircraft CFG to turn this up? As the Extra just stops when you let the joystick go. I believe this feature would add another step in the right direction for truly real flight dynamics.

Thanks.
Last edited by Cagles on Tue Dec 20, 2011 6:37 pm, edited 1 time in total.
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Postby Cagles » Tue Dec 20, 2011 10:44 pm

Anything?
Cagles
 

Postby Ian Warren » Tue Dec 20, 2011 11:07 pm

Roll rates , most models work within a parameter and as close to the nearest possible , if you are using default models outta the box they can be less than desired ( my mind prity ridiculous ).. this is were you spend a little to get the more realistic value if you are into the sports planes ... example the A4 Skyhawk has an outstanding roll rate measured in split seconds .

In the real world you have to correct the stick to adjust were you are in the real world- requires you to place the stick to center or the next action , motion dynamics can be modeled but in with reason you dont get that physical return .
Last edited by Ian Warren on Tue Dec 20, 2011 11:09 pm, edited 1 time in total.
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Postby nzav8tor » Wed Dec 21, 2011 9:49 am

Cagles wrote:
QUOTE (Cagles @ Dec 25 2011,4:35 AM) <{POST_SNAPBACK}>
Thanks you have answered most of the Q.

But, IF I was flying the Extra 300 around and I throw it into a very fast roll to the left, you would have to apply back pressure, to the right, to stop it from rolling. As physics describes that something that is in motion will continue until acted on by an external force. So, the pressure built under the wing is not going to be enough to stop the roll in less then a second. This being said the pilot needs to add back pressure to stop the roll with more precision.

Is there anything in the aircraft CFG to turn this up? As the Extra just stops when you let the joystick go. I believe this feature would add another step in the right direction for truly real flight dynamics.

Thanks.



Not really correct. The roll is caused by the deflection of the aileron's so taking this deflection away will stop the roll. The time it takes the rolling motion to stop depends on lots of factors, probably the most significant being the inertia of the aircraft in the roll which will want the roll to continue.
To stop a roll precisely aerobatic pilots get used to the inertia their aircraft carries, which varies depending on the roll rate, which is determined mainly by the amount of aileron deflection.

To compensate they neutralise the aileron's at a point just prior to that which they want to stop on. Nothing is ever instantaneous.

In some aircraft where the aileron's are not overly effective, some reversal of the aileron's will assist in slowing the roll rate down to a precise stop but in most purpose built aerobatic aircraft the aileron's are so effective as to not require this extra deflection. In fact if you go back the other way the aircraft will go with you so your precise stop will be more of a wobble.

FS doesn't demonstrate the real physics of this very well as the dynamic relationship between your desktop joystick and the FS aircraft in it's simulated FS world is detached. In the real aircraft you can feel the physics at work acting on the stick not to mention the acceleration acting on your body.

Example -

From about 1:25 till 2 mins you can see quite a bit of stick position vs. roll rate relationship footage in the hesitation rolls.
Last edited by nzav8tor on Wed Dec 21, 2011 9:52 am, edited 1 time in total.
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