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Everything posted by Hiob
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Why don’t you turn it off in the special options if it bothers you so much? As I understood all the stuff you described above is optional for non ffb-users.
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Ok, so I tested putting the ingame gains for roll and pitch (special options) over 100. That works well. Roll 250-300, Pitch ~150 seems a good setting for me. The workaround with the balancing spring isn't further necessary. (feels similar though) Putting the friction to 10-15% (effect gain 100%, master gain 100%) works good for me.
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First ever DCS: F-4E Phantom II Feedback Thread - May 22nd 2024
Hiob replied to IronMike's topic in DCS: F-4E Phantom
Yeah, that freaked me out, too. Until I noticed that the ladder wes gone, I thought he didn’t comply….. -
solved DLSS and DLAA not available when launching DCS.exe directly
Hiob replied to ClydeBigBird's topic in General Bugs
No, works perfectly normal here with starting dcs.exe directly from the /bin-mt folder. I assume he starts the wrong .exe from the regular /bin folder. -
I asked, because those "spazzed out" effects can be tuned away with the rhino from my experience. It's mostly a matter of gain for different effects - but I have no idea how the Sidewinder works.....
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I think the only effect that is completely overridden by the game is "Spring". But when you make it sticky, you loose the proper feedback in the game. You can get around this by NOT making it sticky and instead use "Balance Spring" for that. Make use of aircraft individual .conf files! Those are my settings for the Phantom so far (still wip), if that is of any use to anybody (disregard the static force - that is only to compensate for my heavy grip): What kind of FFB stick are you using?
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Hmmm, okay. Then I have no ideas left currently. As I said, I don’t know the Brunner unfortunately.
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Have you checked the special options and adjusted the gain for pitch and roll? (go straight to 100% on both - and in the VP discord someone suggested, you can even go above that like 300% on roll. Haven’t tried that myself yet)
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Yes, there is s chute. The green handle on your left side (opposite of the canopy lock).
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Can’t copy that. (talking about pitch only). The faster I am, the stiffer the controls get. Eventual it will start to shudder when I approach critical AOAs and when I bleed of to much speed or stall, the force will go away - as expected. Of course I don’t own a brunner and can’t tell the differences between different ffb sticks.
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@Super Grover Hey, don’t worry. I‘m not hitting on the modelling or anything. It‘s just that us desk pilots fly different aircraft frequently (other than real pilots) and on top can‘t feel the aircraft through our pants. Its just a mixture of adapting to the new module and adapting the module to my taste!
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Hey, I found a great hack to make the roll axis a bit more pleasant (even though it may be unrealistic). You can use the „balance spring“ option in the VP controls and only apply the y-axis (up to 100% if you want to).
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Yeah, that‘s just aerodynamic forces at play there - nothing out of the ordinary. Why would you ever yank on the stick like that?
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I don’t know if it the same, but I had a similar problem in the Mirage, where I got this fluctuations (or pumping). For me the reason was to much gain on „constant“ force which then engaged in a feedback loop with spring. When I tuned it down, the problem stopped. Other than that, I can only think of aerodynamic forces, that act as a „spring“ with abrupt deflection of control surfaces…..
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Check if the pulley on the motor axis doesn’t have play. I had problems with the roll axis in the beginning until I noticed that I forgot loctide on the pulley fixation. Trim?
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Have you tried to adjust the LPF? I don’t have problems. I think I set it to 100% * 15% (main gain is on 100) and put it on one of the potis. It is plenty strong enough to hold even my heavy warthog metal grip in deflection. (with extension)
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How did you that? Do you mean physically broke it in pieces or crashed the software?
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Au contraire, mon amis! Friction, Stiction, Inertia, Damping, Spring and constant force can all be set individually and tuned endlessly with the Rhino. Its software is great. Problem is, that the control over those effects is usually handed over to the application. But each effect on its own can be set to „sticky“, meaning the application can‘t override it.
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Try higher speeds and a descending spiral, you should be able to reach up to 8-9 G (momentarily, not sustained)…..
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Hmm…. the stick (in pitch axis) is rather weak at slow speeds, but at TO speeds mine has enough force (barely) to center itself (even with the heavy TM grip) from there the forces increase gradually up until 400-450 knots IAS or so…… Frickin‘ great! Perfect!
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… got it! Thank you! then it is simulated perfectly! If it is any help - I used the Mirage F1 profile as baseline, but increased the spring force in the roll axis.
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Hi all, I can't detailed technical descriptions like some of the above posters - my impression(!) is, that, yeah, in pitch at slow speeds it's rather weak - but that doesn't matter so much to me. What I find more irritating is the rather limb and feedbackless roll axis. The forces doesn't seem to change with airspeed as well. Is this due to servo-augmented actuation in the real AC? Not judging (because I don't have a clue how it 'should' be), just explaining my experience. Thank you!
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Ja, schon. Bei Virpil auch. Aber nur zum programmieren - danach nicht mehr. Muss also nicht nebenher laufen. Ist das bei Target auch so?
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I'm pretty sure, in the eyes of the typical Bell manager there is no difference between Ace Combat and DCS. If they even know either of them. I assume 99% of people that are concerned with the semantic difference between "game" and "simulator" are right here in such forums.