The better the flight model is tuned, the harder the bird will be to hover steadily in a single spot. Every control input, whether cyclic, collective, or rudder, not to mention the engine torque, will affect every other control's effect on the bird. A slight movement of the stick, suddenly you need a touch more or less blade pitch, and the rudder is suddenly all wrong. A puff of air from the ground back up through the blades, suddenly the pitch will change, and the bird will start to descend. It's endless.
You have to be on top of all three control inputs any time you're trying to hover, whether over a single spot, or taxiing someplace. Some pilot once said hovering is like trying to balance a spinning plate, on top of a broomstick, while standing on a basketball, which is balanced on a beach ball.
All this presumes, of course, a relatively realistic flight model, and fairly high realism settings. Sure, you can make a helicopter "easy" to hover in one spot, but the easier it hovers, ther less realistic it is.
I fly helicopters in FSX:SE, using Helicopter Total Realism, a fantastic add-on program designed by a Aeronautical Engineer, and updated according to the inputs of a number of real helicopter pilots, and sim helicopter pilots. As long as you have a good config file for that particular helicopter, it will make it fly very realistically. NOT at all easily, but realistically.
MSFS, whether FS9, FSX, whatever, is horrible at modeling the flight of helicopters, but CAN be adjusted to make it work better. There are a couple of articles by Jordan Moore, a really superb MSFS helicopter designer, about how to adjust what to improve the way that the sim models/flies helicopters.
They can still be found on the net, one here:
Article 1 , and one here:
Article 2 . They were written for FS9, but work quite well for FSX as well. You might want to look them over.
I'm sorry, I ramble. I do hope something in all this helps a little, though...
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