Alan King writes: > Yes it is. But the control feedback in the simulator EXACTLY > matching real life is not critical. For that matter a Cessna rudder > probably doesn't exactly match a P-51 rudder either, but I have no > doubts that learning rudder on said Cessna prepares you for 80 or 90 > percent of how to use a P-51 rudder. Exact matches aren't critical, > simply having some feedback and learning that you must pay attention to > the feedback and develop a feel for what is right for a particular plane > is most of it. With the sim plane being a bit different from the real > plane, you're simply learning two different planes. It's still quite > useful to have the basic feedback even if it's not exact. > > And I'm not aware of any even $10 mil simulators that are more than > approximately real, even with a driven motor proper G forces have a > noticable effect on your legs, yet are incompletely modeled. There's > only so much you can effectively do without getting in a real plane, I'm > just going for the basic 80 percent of it and leaving the other 5 or 10 > percent that could possibly be done on the ground alone. It should > still be quite effective for the cost.
The FAA defines tolerances that a sim builder needs to meet in order to be certified. Control forces are something they definitely pay attention to. Rudder force for some manuever might need to be within 5 lbs of the real thing for instance. But if it takes 4 lbs of force in the real airplane, that leaves you a bit of latitude. Regards, Curt. -- Curtis Olson HumanFIRST Program FlightGear Project Twin Cities curt 'at' me.umn.edu curt 'at' flightgear.org Minnesota http://www.flightgear.org/~curt http://www.flightgear.org _______________________________________________ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel