Asked

Since there is no downloadable manual for MSFS 2020, is there a short file explaining the sensitivity settings?

There are multiple sliders, and I keep hearing different explanations of what it means to move a slider in one direction or the other. Is there any detailed explanation for each setting, or guidance on how to adjust them so you’re not fighting against settings already in place?

Thanks

Expert Answered

Sensitivity in MSFS: what each slider actually does (and how to set it sanely)

Yeah, the sensitivity page in MSFS is confusing because it mixes a few different ideas (response curve, deadzone, and a couple of “filters”) on one screen, and the sim doesn’t really explain it.

Below is the “short guide” version I use when helping folks get a yoke/joystick/rudder feeling right.

1) Sensitivity +/- (the response curve)
This is the big one. It changes how much control input the sim applies for a given amount of stick/yoke movement.

  • Negative sensitivity = softer around center, more precise for small corrections (you move the stick a bit, the airplane reacts less at first). This is usually what people want for hand-flying and landing.
  • Positive sensitivity = more aggressive around center (small movement gives a bigger reaction). This can feel twitchy unless your hardware has a long throw.

Practical tip: if you’re “chasing” the airplane and overcorrecting, go more negative. If it feels sluggish and you’re moving a lot just to get a response, go less negative / slightly positive.

2) Dead Zone
This is how much movement around center the sim ignores.

  • Use this only to mask noisy hardware (where the axis “jitters” even when you’re not touching it).
  • Too much dead zone makes you constantly “break out” of center and then overcorrect.

Rule of thumb: set it as low as you can while still getting a steady center (no twitching in the cockpit control surfaces).

3) Neutral (center shift)
This shifts where MSFS thinks the center of the axis is.

  • Normally this should stay at 0.
  • Only change it if your device is mechanically off-center and you can’t fix it via calibration.

4) Extremity Dead Zone
This reduces/limits the last bit of travel near the ends.

  • Think of it as “I don’t want full deflection even when I hit the stop.”
  • Usually leave at 0 unless you’re hitting full aileron/elevator/rudder too easily and it’s causing unrealistic snap inputs (common on short-throw sticks).

5) Reactivity
This is basically a smoothing/filtering of how quickly the input is allowed to change.

  • Lower reactivity = more smoothing (less twitch), but can feel delayed/“mushy.”
  • Higher reactivity = more immediate response (more “raw”).

If you’re getting tiny oscillations on final, try a bit less reactivity (more smoothing). If it feels like the airplane is responding a beat late, increase it.

A simple “don’t fight the sim” setup process
Do this per axis (pitch, roll, yaw), one at a time:

  1. Start with Dead Zone=0, Neutral=0, Extremity Dead Zone=0, and put Reactivity somewhere mid/high so it doesn’t feel laggy.
  2. Load a simple GA plane you know (C172 is fine) in calm weather (no gusts), and hand-fly straight and level.
  3. If it’s twitchy/overcorrecting: make Sensitivity more negative in small steps.
  4. If it jitters when hands-off: add just enough Dead Zone to stop the jitter.
  5. If you’re constantly “bumping” full deflection (especially rudder): add a touch of Extremity Dead Zone.
  6. Only after that, if you still see tiny wobbles: reduce Reactivity slightly.

A couple quick questions so I can tailor numbers to your setup

  • What controller are you using (yoke/joystick/gamepad) and which axes are giving you trouble (pitch/roll/yaw)?
  • Which aircraft are you mainly flying (GA, airliners, something twitchy like a light taildragger)?
  • Are you seeing physical jitter in the sensitivity page/axis indicator when you’re not touching the controls?

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