Yes, the default curves were not linear, that’s why I used an “opposite” curve to correct for that, so the physical yoke movement matched the in-game yoke movement.
After SU7, I don’t need that “opposite” curve any more for the Asobo aircraft I fly (C172, TBM9, DA62).
For 3rd party aircraft, I still need the correction curve.
I’m pretty positive that something changed, but I’m not sure whether it’s something in the sim or just how Asobo set up their own aircraft since SU7.
And, since you mentioned it, I haven’t launched P3D or XP in a year. My brain, spoiled by MFS, does no longer accept their environments as believable, which makes quite a difference in immersion when flying in VR. The vast majority of features a sim needs is present in MFS and working. Asobo is still struggling to find a good release rhythm, a compromise between quick development and not breaking shit with every release; they’re making progress though, e.g. by offering access to beta builds to all users for the first time now. I do hope either Lockheed-Martin or Laminar are able to provide a realistic (and pretty) world by the time Microsoft loses interest in flight simming once more, so I’m happy about anybody who’s sticking with those sims and keeping them viable.