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stevem

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  1. Kevin, thanks for letting me know about signing the message. And, thanks for your suggestions about aircraft.cfg -- I'll try those. Matt, I agree -- I don't notice the pitch/thrust reactions as much anymore as I did when I (like you) jumped from a turboprop (BE1900D) to the 737-800. Back then, I thought it was a pretty massive difference in controllability (I slammed the plane into the runway pretty hard at MDW back in 2003 with my first landing, with a tailwind, and that's where I learned that the plane requires more pull force during the flare than the simulator indicated during newhire training). I also think our current fleet of Level-D sims are more sensitive than the real plane. That said, I'm trying to make my PMDG react more like our Level-D sims for proficiency-sake. Dan, I thought you made an interesting comment about engine-out controllability in relation to light twins. I've always actually thought that the 737 reacted a LOT like like twins... meaning, an engine quits, and the thing yaws pretty agressively. You have to be on top of it, and you have to apply a lot of rudder. Of course, I'm talking about a V1 cut, medium-weight airplane, 27K engines. Maybe I just expect directional control to be easier than it is! : ) Vernon said I should hang out in the Level-D at work more often... if only I could! I get only one event per year, with no practice session. You jump in cold, ready to do it all... V1 cuts, engine failures, high dive, all that stuff. I try to be prepared for that, hence the PMDG sim. So, thanks again for all your comments.
  2. Hello, I've searched the forum for answers, but I haven't found one. If there are forum threads addressing this, please let me know. I fly the real plane... when applying thrust, the nose pitches up aggressively. When reducing thrust, the nose drops aggressively. This is true during the flare: when thrust is reduced to idle, one has to "pull, pull, pull" on the yoke to raise the nose. But, in the PMDG simulation, the pitch really doesn't change much with thrust changes. The simulation is far too easy to land. In some cases, I don't even have to pull back to raise the nose. If I tried this in real-life, the nose would smack into the runway, nosewheel first. Additionally, with an engine failure, the real 737 yaws aggressively into the dead engine. But, the PMDG simulation doesn't have much yaw at all with an engine failure. Is there a patch, a modification, etc., to make the pitch and yaw be more reactive (i.e., aggressive) to thrust and engine-out situations? Thank you!
  3. For a 12,000-foot runway, like you mentioned, the plane should be very stoppable. I can land the real thing at 155 knots and have it stopped, even at a heavy weight, in 4,000 feet using heavy braking. The stopping capability also seems to be very weak to me when I land on a 9,000-foot runway. I'm not sure what the cure is for this sim.
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