Realistic Rudder and Nose Wheel Steering Transition.

Rudder vs Nose Wheel Steering – How Does the Transition Work During Takeoff and Landing ?

Hey everyone!

Here’s a topic I feel doesn’t get enough attention: the difference between the rudder and the nose wheel steering, especially how the control transition happens during takeoff and landing phases.

Most pilots (virtual or real) know they both help keep the aircraft aligned, but when exactly does control switch from one to the other? And how does Infinite Flight simulate this?

• Rudder vs Nose Wheel – What’s the. Difference?

System Main Role When It’s Used Controlled By (IRL)

Nose Wheel Steering : directs the aircraft on the ground taxi, early takeoff roll, late landing Tiller or linked pedals.

Rudder : Controls yaw via aerodynamic surfaces Takeoff (above ~80kt), flight, early landing Rudder pedals only

• Takeoff – When Does the Rudder Take Over?

  1. During taxi and early takeoff roll (below ~40–60 kt), nose wheel steering is used to maintain runway alignment.

  2. As speed increases (around 80 kt), the rudder becomes aerodynamically effective.

  3. At that point, the rudder takes over for directional control—especially important with crosswinds.

  4. Nose wheel input becomes minimal or unused to prevent instability.

• Landing – How About the Reverse?

  1. During flare and initial touchdown, rudder keeps the aircraft aligned with the runway.

  2. As the aircraft slows below 60 kt, the rudder becomes less effective.

  3. Nose wheel steering gradually takes over, allowing the pilot to taxi safely.

  4. Brakes are used in conjunction to stop the aircraft in a straight line.

• How Infinite Flight Handles It

In Infinite Flight, both systems (rudder and nose gear steering) are combined into one control. The rudder slider or cockpit pedal.

There’s no separate tiller system like in MSFS or X-Plane.

At low speeds, the slider also controls the nose wheel.

At high speeds, it transitions to controlling the rudder.

While simplified, it works well for most players — but isn’t fully realistic.

• Feature Suggestion?

What if Infinite Flight introduced a separate nose wheel tiller?
It would allow more realistic ground handling, especially for larger aircraft that use tillers instead of pedals to steer on the ground.

Moreover, I don’t find it realistic that the nose wheel is moving during the flight control check while the plane is stationary, this should be remedied.

I’d like to propose a new system that would bring more realism to ground handling in Infinite Flight: a smart and automatic transition between nose wheel steering (tiller) and rudder, depending on the aircraft’s speed.

:brain: The Concept

In real life, pilots use the tiller to steer the aircraft during low-speed ground operations, and the rudder becomes active at higher speeds during takeoff and landing. However, in Infinite Flight, both controls are combined into one slider, which limits realism. My idea is to introduce an automatic behavior switch, based on airspeed, that changes how the rudder slider behaves depending on whether you’re taxiing or taking off/landing.

:counterclockwise_arrows_button: How It Would Work

From 0 to around 40 knots, the rudder slider would control only the nose wheel steering, allowing precise turns while taxiing.

Between 40 and 80 knots, both tiller and rudder could respond together in a smooth transition phase.

Above 80 knots, the system would gradually disable nose wheel steering, and the rudder becomes the primary control, just like in real-world takeoff runs.

On landing, the system would work in reverse: rudder first, then tiller as the aircraft slows down on the runway.

:video_game: Control System

This could be done without adding any new buttons. The same rudder slider would adapt its function depending on the speed of the aircraft. For those who want full manual control, an optional toggle in the settings could allow switching between automatic and manual mode.

:white_check_mark: Why It Matters

This feature would:

Bring a much more realistic experience during taxi, takeoff, and landing.

Avoid unrealistic rudder deflection while taxiing.

Help pilots better manage directional control in different flight phases without needing extra interface elements.

Be intuitive and clean for both beginners and experienced users.

:pushpin: In Summary

This system would make Infinite Flight ground handling far more realistic, without making the interface more complex. One slider, smart behavior, better immersion. I believe this kind of innovation fits the vision Infinite Flight is heading toward.

:airplane: What About Aircraft Without a Tiller?

Not all aircraft have a separate tiller. Many small aircraft and business jets rely only on the rudder pedals for both ground and flight control.

:white_check_mark: How it works:

The rudder pedals are mechanically or hydraulically linked to the nose wheel.

At low speeds on the ground, pedal input turns the nose wheel.

At higher speeds, the same pedals control the rudder aerodynamically in flight.

The steering angle is limited (usually 10–20°), so turns are wider compared to airliners.

:small_airplane: Examples:

Cessna 172, 208

Cirrus SR22

Beechcraft Bonanza

Embraer Phenom 300

Cessna Citation CJ4

Light military jets

:counterclockwise_arrows_button: Realistic in Infinite Flight:

For these types of aircraft, Infinite Flight’s combined rudder/nosewheel control is actually accurate, since a tiller isn’t used in real life for them.

Let me know your thoughts and feedback.

  • I think this will improve our flight experience !
  • I think it is not useful !
0 voters
4 Likes

This already exists the tiller feature request?

1 Like

I know the tiller request, but here I was talking more about the interaction between the rudder and the tiller depending on the speed, like in a real airplane. Moreover, my request was approved.

1 Like

Alright voted

1 Like

Thank you !

1 Like

Here is a very concrete example of an a320 (irl)turning during taxiing we can clearly see the nose wheel changing direction and the rudder remaining stationary because it is not useful for moving the plane on the ground at this speed, on the right we can see my plane (an a321) entering a runway (therefore at low speed ≈11kts) and we can clearly see that the rudder is being used but it’s of absolutely no use if I refer to reality. This makes the flight simulation experience less realistic.

3 Likes

isn’t it the same thing here also?

1 Like

Thanks for your feedback! I’m aware of the tiller’s request, but what I’m proposing here is a little bit different.

The idea is to have a realistic separation between the nose wheel (tiller) and the rudder depending on the speed and the phase of flight.

For example, during a flight control check while stationary to test the rudder, the nose wheel should not move; the nose wheel is activated on the ground when the aircraft is moving.

Then, during takeoff below 80 knots, only the tiller acts, and above that, the rudder takes over.

So my suggestion is more about an automatic and realistic transition logic between the two, rather than adding the tiller itself in the user-interface. :slightly_smiling_face:

1 Like

The main thing with the steering system of the Sim is more visible when flying in crosswind condition whether in the takeoff or the landing phase.

I would point here more the taxi physics than the rudder transition eventhough sometimes it feels responsivless. We do not feel and visually see the effects of the wind on the aircrafts UNLESS you are about to rotate…
There are plenty of videos of planes fighting the wind while taking off or in landing with clear strong effects, without +30kts Xwind needed.

In addition, that weird nose wheel deflection when you have to maintain the center line of the runway in such contions is frustrating + the wierd taxi physics

I would crash a vote for you for real, mostly in order to rework those weird physics the Sim still has so far

1 Like

As in those takeoff at 0:30 and 2:20?

1 Like

I’m glad you made this feature topic since I’ve been thinking this exact same thing and it’s kinda niche

1 Like

I think this is something very important for the realism of Infinite Flight and it must happen as soon as possible on IF.

1 Like

What about an option in the menu? If you don’t mark the option, it stays like it is right now. But if you mark it, the tiller only moves the nose wheel while below 35kts. If above 35kts, it works like now. Why 35kts? It’s the top taxi speed. If above 35kts, you are probably taking off or you trying to get a violation during taxi. And with 35kts we also respect smaller planes. This way it should be easier for devs to implement it.

Option off: nothing changes compared to now

Option on: only nose wheel steering below 35kts, above 35kts it returns to actual mode. If the aircraft stands still, it only moves the rudder. Therefore you can simulate a flight control check.

1 Like

the maximum taxiing speed being 35kts, a transition from the nose wheel to the rudder is not very useful because the nose wheel is no longer effective from 80kts, moreover below this same speed the rudder will be useless so the best transition in my opinion is from 80kts. I would like us to find together a solution adapted to all types of aircraft while respecting realism. On this subject I present my idea and my pov but it is possible that by discussing we find an idea that which will interest developers so you must continue to propose your ideas to me so that we can put them together. I hope I answered you well.

Better opinion would be to have separate controls hence less workload for optimising each aircraft.

1 Like

Yes, but we shouldn’t overload the user interface by adding this functionality to separate the tiller from the rudder, and then it wouldn’t be very easy to use.

How about this? In my opinion it looks neat and the best way they can implement.

1 Like

Thanks for your suggestion. It’s visually clean, but I was thinking more of an automatic transition between tiller and rudder depending on the speed.

In reality, you don’t manually select the mode:

Tiller operates at very low speed,

Then around 60–80 knots, the rudder becomes dominant,

And vice versa during landing.

It would make the experience smoother, more realistic, and, above all, more intuitive, without having to press a button at the wrong time. Moreover, manually changing a mode during a critical phase (such as takeoff or a runway excursion) is impractical.

Ergonomics (tapping, holding, selecting, etc.) add unnecessary friction.

I find your visual interesting, but it would be perfect if it were automated rather than manual.

2 Likes

I’d vote but I’m out and I can’t remove my votes, maybe if Volaris gets added I’ll vote.

1 Like

no worries!