Hi, as the title says controls_reactivity_scalar seems to be broken. have you
guys tried? -Tommy
https://gyazo.com/d7e13e8345440bdb483eab55ce55644f.mp4 here i have it set to
20 and its still slow
Hello @MrTommymxr
This parameter is capped to 1.0.
Edit: it’s not, see my follow up answer: Is "controls_reactivity_scalar" broken? - #5 by FlyingRaccoon_xblms
@Nocturne for documentation
Regards,
Sylvain
Hi Syl, Why is it capped to 1.0? When and why was this changed/removed?
Hello @MrTommymxr
Coming back to this. My apologies, I was wrong about this, this parameter is not capped to 1.
What I suspect is happening instead is that in your input options, you have a “reactivity” value too small for your controls_reactivity_scalar parameter to have any meaningful effect.
The controls_reactivity_scalar parameter is not applied on the controls position directly but rather on the maximum variation the control can have in a given time.
So if your input reactivity setting is very low, this maximum variation will never be met anyway.
Try to increase this setting and you should start seeing a difference.
Regards,
Sylvain
Should the Reactivity function/setting have stopped working for default aircraft? I’ve tried several aircraft and Reactivity has no effect:
TM.16000M FCS in Safe Mode. In the Sensitivity Menu, the Reactivity slider doesn’t have any effect at all on Pitch nor Roll. The position symbol follows the line exactly even with Reactivity set very low (always looks like it’s at 100%). In cockpit, the yoke moves exactly as if Reactivity is set at 100% (no effect on how the yoke moves). Seems like the Reactivity function is not working at all regardless of which aircraft is selected.
They way I thought it was supposed to work at 8:20 in this vid:
(3) MSFS - Adjusting Controller Sensitivity Curves - YouTube