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