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Skysim DC-9 controls P3D

I just checked the contact point info for all my biz jets and commercial airliners and noticed something rather interesting. The value shown below in column 7 in red for your aircraft seems excessively large:

point.0 = 1, -8.11, 0, -6.05, 1574.803, 0, 1.2, 80, 0.4, 3.0 , 0.5, 10, 11, 0, 260, 230

This value represents the steer angle for the nose (or tail) wheel in degrees (if it says 180 it is for a castoring tail wheel) and in all my checked aircraft this is somewhere between 35 and 65 degrees and this value is to either side of the center-line of the aircraft. This means that your nose wheel can effectively turn almost completely sideways to the normal direction of travel on either side! This excessive amount could cause some issues like the ones you describe for the steering. I suggest you reduce the 80 value to say 65 (or less) then save the file and test (don't forget to reload the aircraft in the sim, change aircraft type and change back or restart the sim if you don't have a 'reload aircraft' key assigned yet). You can play around with this value until you find something you like. Hopefully that will help with the nose gear problem.

If you are interest this is what all the other values are for:

[contact_points]
//0 Class (1= landing gear/2= scrape point/3= skid point /4= float/5= water rudder)
//1 Longitudinal Position (feet from reference datum)
//2 Lateral Position (feet from reference datum, minus=Left, plus=Right )
//3 Vertical Position (feet from reference datum)
//4 Impact Damage Threshold (Feet Per Minute)
//5 Brake Map (0=None, 1=Left, 2=Right)
//6 Wheel Radius (feet)
//7 Steer Angle (degrees)
//8 Static Compression (feet) (0 if rigid)
//9 Max/Static Compression Ratio (max compression/static compression)
//10 Damping Ratio (0=Undamped, 1=Critically Damped)
//11 Extension Time (seconds)
//12 Retraction Time (seconds)
//13 Sound Type (0=Center gear 1=Auxiliary gear 2=Left gear 3=Right gear 4=Fuselage scrape 5=Left wing scrape 6=Right wing scrape 7=Aux. scrape#1 8=Aux. Scrape#2 9= Tail scrape
//14 IAS limit gear retraction (KIAS)
//15 IAS gear damage at (KIAS)

The 'load' question I asked was referring to the status of the autopilot when the aircraft first loads into the sim and whether any of the noted items (Autopilot Master (AP), Flight Director (FD) or Yaw Damper (YD)) were activated as soon as the aircraft initializes. If they are active then that/those could be causing the rudder movement.
For the record, it turns out that your contact adjustment did not need to be changed. The root of my issue with this plane was with a couple of
hydraulic switches (addressed ^) that needed to be turned on. The nose gear steering works swimmingly well (for me) when left alone. :US-flag:
 
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Glad it works for you, nevertheless that amount of nose wheel steering is excessive. As a developer of FSX models I have yet to see an aircraft (real or sim) with it's nose wheel turned almost 90 degrees away from it's normal operating position no matter how tight the turn it is making. I have models with way less turn angle than that which refuse to turn correctly when taxiing as the front wheel wants to skid rather than turn.
 
Glad it works for you, nevertheless that amount of nose wheel steering is excessive. As a developer of FSX models I have yet to see an aircraft (real or sim) with it's nose wheel turned almost 90 degrees away from it's normal operating position no matter how tight the turn it is making. I have models with way less turn angle than that which refuse to turn correctly when taxiing as the front wheel wants to skid rather than turn.
I get your drift...(y)
 
This is what max nose gear steering to the left is looks like with the
point.0 = 1, -8.11, 0, -6.05, 1574.803, 0, 1.2, 80, 0.4, 3.0 , 0.5, 10, 11, 0, 260, 230 <<<<Before
point.0 = 1, -8.11, 0, -6.05, 1574.803, 0, 1.2, 45, 0.4, 3.0 , 0.5, 10, 11, 0, 260, 230 <<< Now

Capture.jpg
 
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