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Galinette

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Everything posted by Galinette

  1. Hi, I recently noticed some of the effects are missing. I'm trying with the M-2000C, I have feedback with, for instance, G-Force, gun, turbulences, while I have nothing for afterburner and some others. I checked of course in the SimShaker effects settings, that afterburner is checked and with 100% volume. This affects both the JetSeat and the Sound Module. Could you check if you have afterburner feedback with the M-2000C and other modules?
  2. Check the above video for upcoming exterior sound. For interior sound, the above change will be audible. But don't expect a loud whirl from inside in-flight. Engine is barely audible inside in the real thing. We made it audible to compensate the lack of acceleration/vibration/feeling in a desk chair. Returns have been so far very positive (including from actual ground and air crew) so it's difficult to please everyone. Levels are really easy to mod if you want to make it more audible from inside (sdef files). Don't hesitate to share your mods, they may suit other people. It would be definitely more easy to suit everyone if there was an "engine" gain slider in the options.
  3. Hi, I noticed that simshaker gives no feedback of afterburner. I tried with both M-2000C and F/A-18. I use both the jetseat and soundmodule output (to a subwoofer). I have feedback from other events, for instance G-Effect and Gun Fire work well. Any idea? Thanks!
  4. The use of mono sounds actually comes from my understanding on the DCS sound engine, it's supposed to be a 3D sound engine that take 3D point sound sources and does generate stereo/multichannel from it. These engines do anyway downsample any stereo sample to mono and then generate all the multichannel levels/eq/phase procedurally from 3D orientation. Maybe it's not the case and I assumed too much from the sound engine.
  5. Best is using the special menu slider, rather than a curve! You can set the threshold to match your physical detent.
  6. I forgot to add, that internal sounds you mention were added, precisely because engine wasn't audible enough from inside, and we have no control over canopy closed muffling (which is a DCS core setting). There is still some levels work to be done.
  7. Hi, No offense taken, your message is detailed and constructive! Yes, IRL you barely hear the engine inside. I agree that there are pro and cons for making the engine more audible from the cockpit. And there are actually pro and con users regarding this, the beta testers that helped us adjusting levels actually liked them... and were maybe not representative of the full user base. And on the other hand we had ground crew feedback asking us to shift the whirl by a halftone as it wasn't matching... everyone tends to focus on a different detail And yes we have no professional sound designer in house! The big work done here was coding an "engine sound engine". I agree there is still some work to be done in samples and levels, you can hear in the video above some upcoming changes. Cheers!
  8. Improved in possibly the most useless way, but this was a 5 minutes work... If you are nerd enough to add a potentiometer to your headset Dcs.Closedbeta 2022-12-19 15-50-04-1.mp4
  9. Hi there, Razbam here. Please stay constructive. "But in my humble opinion it is fake" is rude. We are open to critics if argumented, you could, for instance, document differences in pitch, tone, sound characteristics, with examples, etc... in a constructive way. Engine sound has been designed as a model, and not a simple set of samples for startup sequence, idle, cutoff... It generates the sound instead of playing it. This allows it being perfectly responsive to different startup sequences, failures, etc... On the other hand, recreating the exact sound is more difficult, and requires careful adjustment of every sound layer and parameters. It can certainly still be improved, but we have SMEs (pilots, ground crew) that liked it. Please find attached a WIP improved version. What do you think of it compared to your experience? Idle-1.mp4
  10. This is a question for @jojo
  11. Just wait for January OpenBeta Release
  12. Updated the color, and I think it needed a little more style SunVisor.mp4
  13. Hi, I'm doing my own custom grip for a Virpil base which is warthog grip compatible. Is anyone selling PCBs? I know these are rather simple, but I would rather spend time doing what I do best rather than learning PCB software I'm mostly interested by a full board with everything, but I can solder. Thanks!
  14. Here is it! It's ready for Prusa Slicer (there is a modifier to enforce supports at one strategic place) If you print on another printer, you may have to set support to the pointy overhang at the afterburner detent, which can't be properly bridged throttle-detent2.3mf The idea behind this detent, is the afterburner detent should not be a groove that locks the throttle in place and require effort to go either directions, but rather a stop ; if you go up to the detent without going beyond (mil power) you should be able to throttle down without feeling any resistance. The drawback is, it eats up a little bit of axis range. I have another design in mind with a movable part that should be better, no axis range lost and much more firm detent. I'll post it here once finished!
  15. Yes. Depress unlocks in A/A. A/G undesignation must be done with Aft and Forward (to exit and return to A/G)
  16. M91-M93 were removed on purpose, they are not a thing on the M-2000C I'll check HUD brightness
  17. Perfect! We made the random G/D change some times ago upon request from an IRL M2000 mechanic that had OCD seeing the switch at the same position every time
  18. It could be the igniter plug selector. This one is just between fuel cutoff and starter press button. This switch has three positions : Vent (disabled), G(left) and D(right). For startup, you need an igniter plug so you need to be either on G or D. On Vent things will go as you describe, no flame, so starter will stabilize RPM at about 30% and after a timeout it will stop. The igniter switch is randomly set on G or D at cold start. That's because they should be worn evenly, so pilots switch between G and D at each startup. They don't set it to "Vent" at shutdown. Normal procedure would be changing position between G and D every time, but you can let it as is. Now what may happen, is you are used to do a left click every time. If the switch was on D it goes to G and that's fine. If it's on G you set it on VENT.
  19. No, a constant force stick would be basically unusable in a plane pitch control as you wouldn't have any muscle feedback on where your stick is. You are confused with other systems. Some FBW aircraft have a "force only" stick that only senses force and does not move. This is the case on the F-16 for instance. The stick action is always increasing with applied force on those. It can be linear or non-linear if this makes handling better but, the action is always a strictly increasing function. This exists for the sim world, RealSimulator does sell one. Other FBW systems have a more traditional stick that moves, also with an increasing function of force (like most our sim sticks), like the M-2000C. I think Airbus sticks are in this category. Only helicopters have mostly no force in the stick (but damping instead : force isn't a function of position but movement rate)
  20. From memory it's 0-8kg progressive force to go from center to the elastic limit (9G in A/A mode) I had the occasion to test the real one on the ground and fly in a sim having the real one. BFM is definitely arm workout
  21. No problem! If it works well I will change the minimum slider value to 1
  22. You can even set the value to zero in Saved Games (Config/options.lua) without modifying your games files. But again, I know the throttle logic, and it expects an actual cutoff axis range with a non zero threshold. Because we wanted to be able to move continuously the throttle to the cutoff position while pressing the red button, and not having a "jump" of the throttle position in game. 3% axis loss was an acceptable trade off.
  23. You can change the slider limits, it's a dlg file. And you will likely have issues
  24. Okay, I see We still need a minimal non zero idle detent, since the M2000 bind does only unlock the idle range, and does not actually move the throttle. But it's 3%, not 15% I'll see if we can move it to 2% or even 1%. 3% was chosen because the idle position is critical as you burn your engine when starting on idle, and people with old jittery throttles have spurious cutoff unlocks and then claim it's a bug...
  25. 15 is the maximum, the minimum is 3. Why not 0? Because cutoff was designed to work like IRL, which means cutoff is an actual throttle range. The red button being only an "unlock" that prevents moving into that range. Pressing it doesn't shutdown the engine, but only allows moving the throttle to the range where it will shutdown. So an actual axis range must be reserved for cutoff. If you have a CM3, save yourself a button! Set the slider to 3, add an "axis to button" below 2%, bind it to "Cutoff unlock" and set a mechanical detent that requires pulling the unlock trigger to go below 3%. This way, you get the exact behavior of the real thing. The sliders were precisely, developped with the CM3 in mind. And if you want, I have a 3D printable M2000-C style detent for you specially designed as well (Unlock required to go cutoff, no unlock required to go idle, and symmetric afterburner detent stop with no required unlock action)
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