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jonfog

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Everything posted by jonfog

  1. Yeah, I agree that it might be ridiculous. But why not try? You don't need any new hardware and all the pieces should already be in the software. So the code to implement this should not be too hard to do. Also for the idea of a chord is that music is something we humans tend to like, even if we have no clue why. We''re in some way neurologically prepared for it. Anyone here that doesn't listen to music? But the main problem is (as told in the video, also by youtuber "Mover" in another video) the lack of feedback. And I think Casmo TV (a real chopper guy) also said this. So how do we simulate the forces acting upon your body and joystick and pedals? Exactly. But we don't wan't a simulator of a real "USAF simulato"r where you're not supposed to dogfight.
  2. A suggestion for the developers that shouldn't be to hard to try out. The main problem with any PC simulator today is that it relies to much on visual cues only, whereas in real life you would feel forces acting upon you, and thus give feedback of whats happening. From what I understand, see clip below, you feel how the aircraft moves before you actually see it. That's why it's so hard to hover in a chopper or taking off in a Spitfire. And in a similar way when you fly a warbird, you can judge the speed by how stiff the controls get. Now there is some expensive solutions to this, motion platforms and once upon a time force-feedback joysitcks, but how to get feedback to the masses? Well what's built in today is sound, so why not move the sensory input to the ears? For movement we need a cue in the 6DOF. If you grab a say Emaj13 chord from music theory you have six notes that can be mapped to the 6DOF. The volume of each note would then match the acceleration in a given axis. For negative values you could shift the note down a halfstep. In this way you would be able to fly withour having to look at your instruments all the time and wonder if you're decelerating or not. For control stiffness you could have a hearbeat that goes upp as you start to press the rudder or stick hard. And maybe the input of your joystick shouldn't map to the axis in question, but would be an indication of how hard you're pushing. Now as you get tired the actual axis input would decrease, you cannot yank and bank forever without resting. In outher word a stamina factor would be considered. Or maybe we could use the "blackout" effect that exists today but use another colour? All this would add a lot of sounds, but maybe not more than having music in the background. This shouldn't be to hard to program since the movement is already calculated in the sim. The sound engine is there too, so really nothing new. Well this is somewhat wild but I do think it would add a critical part that is lacking today.
  3. Question to 8kx owners: would you trade the FOV for higher resolution? The Varjo seems to have a very good resolution and so optimised drivers that it runs as fast as the current headsets. (You tuber VRflightsimguy runs it faster than a G2 in MSFS). But in DCS I can imagine that having a good FOV is better for say hovering in a Huey. Better resolution on the other hand would make all the warning lights readable apart from the ability to spot enemies etc. The new 12kx, we’ll do we have the hardware to drive this headset in a year?
  4. jonfog

    Unit Guide?

    Hi, I find the Encyklopedia somewhat hard-boiled, so I wonder if there is a "Units User Guide" somewhere? With a more laymans description of the units. Which units do I use for what? How do I use them etc. Something I could use when designing missions without having to leave the ME.
  5. I mainly tried it with the Me109 and P-51. Today I tried it with the spit and it seemed to work okay. Although I haven't been in the spit for a year I managed to start her up, taxi and take-off (my landing was ... I didn't explode at least). I think I shouldn't been able to do that if the Bravo behaved the way you described it. If it's working okay in other sims and the windows joystick panel (joy.cpl) then it really is strange. Maybe something else is bound to these axis too?
  6. Yes I flown them all and I agree that DCS is head and shoulders above the others. DCS is a proper sim and the others more game like. The drawback of being so good is the amount of buttons and axes you have to map. And then you have to remember them... I was just wishing that it was just a bit easier to configure the input devices since new aircraft is in the pipe.
  7. Whoops I guess I didn't read the manual... Apparently you save the a profile per controller, at least it seems to work with SU-27 and 33 which should be an easy task. So I guess I have to make some generic profiles per controller and go from there.
  8. A little tool that prints out the button assignments across all aircraft would be nice. Normally you would like to a have similar function assigned to a specific button for all the aircraft you own (or where it makes sense). So Btn 1 is assigned to this for SU-33, that for F-16, this for Viggen and so on.
  9. From the answers above it seems like you always have to create a new profile for each new aircraft. And it's a pain. You should be able to assign default axis and button per input device. I.e. my rudder pedals should always be rudder and toe brakes (except for when the aircraft doesn't have toe brakes). Another example is that all controllers get views assigned to the buttons, I use VR so I never have any use of these assignments. It would be nice split the categories to plane specific stuff and general stuff. As the number of aircraft increases in DCS, so does this configuration mess.
  10. Eh, I just bought the WarBRD base and put on my thrustmaster stick. And there is a difference. When flying the Mi-8 it is a huge difference around the center. Much easier.
  11. Encoder, but it "feels" right. There is also a increase/decrease rotary encoder that's supposed to work with the autopilot in MSFS. In DCS it could be anything appropriate.
  12. Yeah I got it. Mainly because of MSFS and X-Plane but it works in DCS too. I exclusively fly in VR so keyboard commands are a pain. What I like about the Honeycomb is the gear up/down lever and the trim wheel, it feels so "natural". Also it seems to be easier to handle all the levers in the prop planes. So yes I would recommend it if you already have a Hotas, it cannot replace a Hotas for the modern jets.
  13. Here's an old example of when it was working. The exported html file could be parsed by the macro an generated the file included. DCS_a-10a_FirstLines.txt
  14. Hi, somehow the exported html files look somewhat funny (If you in settings->controls press the "Make HTML" button). This is what a line looks like: 1 (1) Navigation Modes Modes d105pnilunilcdnilvdnilvpnilvunil The last column is a Hash value. Obviously it has no value to the human eye. It screws up the "make thrustmaster macro file" script that I have downloaded long ago. Any thoughts on this?
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