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Yaw, in and of itself, does not turn an airplane. It changes the direction the nose is facing, and as I described above, will bank the aircraft, which is what actually makes the airplane turn.
On topic: I find the thing with the airbrake to be be a little too pronounced. I've seen it in AC6 and other games, but not at the level that VT does it.
Also, KSP's flight model is silly.
*loads Ferram Aerospace Research*
Wanna try again?
But to end the offtopic sillyness: Ferram helps with realism as it takes into account More than just Part amount when it comes to drag. It has (AFAIK) somewhat realistic Stall simulation, which makes canards useful
I've noticed this too.
And you're right. The Rudders acting like that is very annoying in gunruns. It shouldn't be doing that, at least here. We're aiming for a arcade flight game Like Ace Combat. Not a Realistic Flight Sim like Flaming Cliffs or Falcon 4.0.
Wanna try what again? Maybe if you weren't posting things in a passive aggressive manner, I would know what you're talking about without having to ask.
Back on topic though, roll with yaw is a real thing that occurs in real planes. You can compensate for it by banking the other way and slipping, like you would have to do in a real plane. Just because this game has slightly more attention to detail in the flight model than Ace Combat doesn't make it any less an arcade sim.