1. Aerodynamic Effects¶
The effects driven by airflow and angle-of-attack telemetry, in the order they appear under the Aerodynamics section of the Settings tab. Each entry shows which simulators and devices the effect applies to, what it does, and its sub-settings - the badge line and sub-setting tables are generated from the application’s settings catalog, so they always match the app.
1.1 Prop Diameter¶
MSFS XP · Joystick, Pedals
Not an effect - a reference value. The propeller diameter feeds the dynamic airflow calculations for the prop-flow effects below. Shipped aircraft profiles set it; set it yourself when building a profile for a new propeller aircraft.
1.2 AoA Reduction¶
DCS BMS MSFS XP · Joystick
Simulates the increased forward stick pressure some fighter aircraft apply when a critical angle of attack is exceeded. The effect monitors AoA and applies a linear force - starting at the Critical AoA Start angle and reaching Max Force at the Critical AoA Max angle. The force is a percentage of the constant-force value in VPforce Configurator.
| Sub-setting | Sims | What it does |
|---|---|---|
| AoA Reduction Max Force | — | Max constant force to apply for AoA Reduction Effect This is a percentage of the constant force value in VPforce Configurator |
| Critical AoA Max | — | AoA at which applied force maxes out |
| Critical AoA Start | — | AoA at which to begin applying force |
1.3 Elevator Droop¶
DCS IL2 BMS · Joystick
At very low speeds (below ~20 kt) there is not enough airflow over the tail to hold the elevator up, and the stick slumps forward under the elevator’s weight. This effect simulates that droop force for the sims with native FFB.
| Sub-setting | Sims | What it does |
|---|---|---|
| Elevator Droop | — | Simulate Elevator droop at low speeds <20Kt |
1.4 Elevator Droop Moment¶
MSFS XP · Joystick
The MSFS/X-Plane counterpart of Elevator Droop: sets the strength of the forward stick force at rest, fading out as airspeed builds and the airflow takes the elevator’s weight.
1.5 Elevator Prop Flow / Rudder Prop Flow¶
MSFS XP · Joystick
On propeller aircraft, the prop blows air over the tail - so the elevator and rudder feel firmer than airspeed alone would explain, especially at high power and low speed. These two ratios scale how much of that propwash contributes to the dynamic forces on each axis. Prop Diameter (above) feeds the same calculation.
MSFS XP · Pedals
1.6 AoA Effect¶
MSFS · Joystick
A constant force that builds with angle of attack - back pressure grows as the aircraft flies at higher AoA.
| Sub-setting | Sims | What it does |
|---|---|---|
| AoA Effect Max Force | DCS, BMS | Maximum constant force to apply for the AoA effect |
| AoA Effect Gain | — | Amount of calculated AOA effect to apply |
Per-sim behavior
The exposed settings differ per sim, as the Sims column shows: MSFS uses the enable toggle and gain, while DCS/BMS configure the effect through its max-force value.
1.7 ETL Effect¶
DCS BMS MSFS XP · All devices
Helicopters: the shudder as the rotor transitions through Effective Translational Lift. The effect plays while airspeed is between the start and stop speeds, shaking hardest in the middle of the band - matching the ETL vibration felt when accelerating through roughly 10-25 kt.
| Sub-setting | Sims | What it does |
|---|---|---|
| ETL Effect | — | Effective Translational Lift Shimmy Intensity |
| ETL Start Speed | — | speed at which the ETL effect will start |
| ETL Stop Speed | — | speed at which the ETL effect will stop |
1.8 VRS Effect¶
DCS BMS MSFS · All devices
Helicopters: Vortex Ring State rumble. The effect arms only below the Airspeed Threshold (VRS cannot occur with forward airspeed), then ramps with sink rate - starting at the Onset Vertical Speed and reaching full intensity at the Full Vertical Speed.
| Sub-setting | Sims | What it does |
|---|---|---|
| VRS Max Intensity | — | Max intensity of VRS effect |
| VRS Airspeed Threshold | — | Airspeed above which VRS will not occur |
| VRS Onset Vertical Speed | — | Vertical Speed where VRS effect rumble will start |
| VRS Full Vertical Speed | — | Vertical Speed where VRS effect rumble will max out |
1.9 Blade Slap¶
DCS MSFS XP · All devices
Helicopters: the signature ‘wop-wop’ of blade-vortex interaction, rendered as sharp kicks through the controls at blade-passage rate (rotor RPM x blade count). The effect fires where you hear blade slap in the sim: shallow descents at moderate speed, decelerating approaches, flares, and loaded turns - and stays silent in level cruise, climbs, and on the ground. Two-bladed teetering rotors slap hardest; higher blade counts produce a faster, softer texture.
| Sub-setting | Sims | What it does |
|---|---|---|
| Blade Slap Intensity | — | Strength of the blade slap kicks |
| Use Native Slap Telemetry | XP | Drive blade slap exclusively from X-Plane’s own computed blade-slap signal (recommended) Disable to infer blade slap from flight state instead, which activates the tuning sliders below |
| Blade Slap Band Center | — | Airspeed where the blade slap response peaks. Heavily disc-loaded helicopters slap at higher speeds; lightly loaded rotors lower |
| G-Induced Slap Factor | — | How much maneuvering load (flares, loaded turns) contributes to the blade slap signal 0 = blade slap from descent wake geometry only |
Per-sim behavior
X-Plane computes blade slap natively, and by default the effect is driven exclusively by that signal (including tail rotor slap). Disabling Use Native Slap Telemetry switches to the inferred method and activates the tuning sliders. MSFS and DCS have no native signal, so the effect infers slap from flight state: an airspeed band centered on Blade Slap Band Center (higher for heavily disc-loaded helicopters, lower for light rotors), a descent-gradient gate that matches wake re-entry geometry, and a G-loading term weighted by the G-Induced Slap Factor (set it to 0 for slap from descent geometry only). Per-model tuning ships for the default helicopter profiles.
DCS BMS MSFS XP · All devices
Shakes the stick as the aircraft approaches the stall. Intensity builds from the buffet-onset angle of attack to the stall AoA, and scales with dynamic pressure relative to the aircraft’s own stall speed - so a slow trainer buffets as fully at its stall as a jet does at its, and an accelerated stall at higher speed buffets harder.
| Sub-setting | Sims | What it does |
|---|---|---|
| AoA/Stall Buffeting | — | Peak AoA buffeting intensity |
| Buffet Style | MSFS, XP | How stall buffeting is rendered. ‘Classic’: steady single-frequency shake - the original effect. ‘Dynamic’: irregular, gusty shaking that surges and ebbs like real separated-flow buffet, growing heavier and slower as the stall deepens. |
| Buffeting Frequency | — | Frequency of the buffeting effect (Hz). In ‘Dynamic’ buffet style this anchors the character sweep: the shake runs slightly above this frequency at buffet onset and slides a few Hz below it as the stall deepens. |
| Buffet Onset Aoa | DCS, BMS | AoA when buffeting starts |
| Stall AoA | DCS, BMS | Stall Angle of Attack |
Per-sim behavior
The AoA thresholds come from different places per sim. MSFS reads the aircraft’s stall AoA directly from telemetry. X-Plane reports the aircraft’s stall-warning threshold, and TelemFFB estimates the band around it. DCS/BMS provide neither, so the manual Buffet Onset AoA and Stall AoA settings define the band.
Buffet Style (MSFS/X-Plane): Classic is a steady single-frequency shake - the original effect. Dynamic is irregular and gusty, surging and ebbing like real separated-flow buffet and growing heavier and slower as the stall deepens. The Buffeting Frequency slider applies in both styles; in Dynamic it anchors the character sweep.
1.10 Overspeed Shake¶
DCS BMS MSFS XP · All devices
Airframe shake when the aircraft exceeds safe speed: the effect ramps up from the Start Speed toward maximum intensity as speed continues to build.
| Sub-setting | Sims | What it does |
|---|---|---|
| Overspeed Shake | — | Maximum overspeed shake intensity |
| Overspeed Shake Start Speed | — | Threshold at which overspeed shake will start to ramp up |
1.11 Turbulence Effect (Experimental)¶
MSFS XP · Joystick
Simulates the small, rapid wind disturbances of turbulent air. The simulator’s relative-wind telemetry is analyzed for short-term fluctuations; rapid wind shifts are isolated through a high-pass filter and converted into randomized force impulses on the stick - a tactile “gusty air” feel. In calm weather the effect is minimal by design, since it works from real wind data.
| Sub-setting | Sims | What it does |
|---|---|---|
| Gust Memory | — | How long each wind gust continues to affect the controls — higher values feel more “rolling” and bumpy. |
| Attack Speed | — | How quickly new gusts take effect — higher values make turbulence feel sharper and more immediate. |
| Sensitivity | — | How easily small wind changes create motion — lower values pick up finer gusts, higher values react only to stronger ones. |
| Intensity | — | The overall strength of the turbulence forces — controls how powerful each gust feels on your controls. |
Tip
Start with moderate values: Gust Memory 70%, Attack Speed 40%, Sensitivity 50%, Intensity 30%. Raising Intensity without balancing Sensitivity makes turbulence feel harsh and random.
1.12 Wind Effect¶
DCS BMS · Joystick
Wind-driven forces on the controls for the native-FFB sims, scaled between the overall scaling factor and the maximum intensity cap.
| Sub-setting | Sims | What it does |
|---|---|---|
| Wind Effect | DCS, BMS · Joystick, Pedals | Adjust the maximum intensity the wind effect can attain |
| Wind Effect Scaling | — | Adjust the overall intensity of the wind effect |