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Pitch almost non existent on takeoff

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the TriStar has rapidly become one my favourites in the sim. However, the one thing that really irritates me is when I rotate at my Vr speed, almost nothing happens. I need FULL back pressure and then the nose will rapidly rise. It will only rotate once it’s beyond its calculated takeoff speed. I can’t get that smooth 3 degrees per second.

my weights and speeds are set and accurate so I am not trying to rotate too early. My thrust is set accordingly, and flaps are where they’re supposed to be. Spoilers are not up either.

once in the air, it’s very nice to hand fly.

same applies for landing. Once the mains touch down, tying to keep the nose up for a smooth touchdown on the nose is a full back pressure process and even then, it slams it down. Even without auto brakes.

Solved by richboy2307

  • Staff

@willwest43

If you have one, that also shows your control inputs simultaneously on screen would be ideal. Also mention the hardware you're using for control.


You could use something like the input viewer from your toolbar to show inputs in real time.
Enable the "Simple" layout with numbers as well for reference.

image.png

Thanks!

Vrishabh Sehgal @Richboy2307 )
Community Team Member & Tester
iniBuilds Ltd. | inibuilds.com

  • Author

Not seeing my reply, so I'm gonna post the video link again.

As you can see from the video, after Vr, I slowly begin to rotate until I can't pull back anymore. Then, maybe a second or 2 later, the nose starts to rise. LONG after the calculated Vr speed as shown in the video.

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On 7/2/2026 at 7:08 AM, richboy2307 said:

@willwest43

If you have one, that also shows your control inputs simultaneously on screen would be ideal. Also mention the hardware you're using for control.


You could use something like the input viewer from your toolbar to show inputs in real time.
Enable the "Simple" layout with numbers as well for reference.

image.png

Thanks!

I am seeing the exact same behavior in the exact same way.

Same. It's been like this since the beginning. Incredible that no one picked up on this sooner.

As a temp work around you can modify the elevator effectiveness in the flight model. This is mean you are making an experimental mod to the aircraft and INI wont be able to render support to the mod you made. Basically your on the hook if you make the mod but if it doesn't work out you can always just put in the default value again and get back to where you started.

If you open up

\packages\community\inibuilds-aircraft-l1011\SimObjects\Airplanes\inibuilds-l1011\common\config\flightmodel.cfg

search for

elevator_effectiveness which is under the [FLIGHT_TUNING] section. The default value is 0.5. I upped mine to 0.8 which seems like it might be a bit too effective but made it much better with no other adverse effects noted.

Also I will not provide support or aid in making the mod as I don't have the time to help out on a 1 to 1.

Edited by Mike

  • Author
5 hours ago, Mike said:

As a temp work around you can modify the elevator effectiveness in the flight model. This is mean you are making an experimental mod to the aircraft and INI wont be able to render support to the mod you made. Basically your on the hook if you make the mod but if it doesn't work out you can always just put in the default value again and get back to where you started.

If you open up

\packages\community\inibuilds-aircraft-l1011\SimObjects\Airplanes\inibuilds-l1011\common\config\flightmodel.cfg

search for

elevator_effectiveness which is under the [FLIGHT_TUNING] section. The default value is 0.5. I upped mine to 0.8 which seems like it might be a bit too effective but made it much better with no other adverse effects noted.

Also I will not provide support or aid in making the mod as I don't have the time to help out on a 1 to 1.

Now that's an idea! I used to dabble with the .cfgs in 2020 for some of the GA stuff from being too twitchy. I'll play around with that! Thanks.

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