

tekwoj
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Normally you get the best feel when you mix both, but in case of Corsair the native FFB actually feels well done, which is a bit surprising considering the state of the other components of the module...
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Nope, there's difference. at 160kts it's noticeably softer than 200kts.
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Yes, I've just tested to make sure I'm not imagining things. Engine off - maximum spring force at full deflection is around 1.5k units. Engine on, MAN 20 - about 2.5-3k units MAN 30 - 5k units MAN 40 - 6k units In flight at 200 kts - max force (10k units) was reached long before full pitch up input. About the units - MOZA has a range of 0-16.5k, but they have a bug in firmware which doesn't scale properly direct input signals, resulting in max of 10k for anything coming from games. Yes, because it's direct input only, no telemetry involved, which I have written above.
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I'ts different for me. I'm on AB9 and while on the ground the stick is limp, in the air the resistance changes with speed and maneuvers, and I'm flying corsair without telemetry because I found the built in ffb good.
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There's an OH-6 profile so I assumed it's recognized out of the box. But if it isn't, yeah, you just got to figure out how to read the values needed by the script.
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Maneuvering On The Ground With Differential Braking
tekwoj replied to AG-51_Razor's topic in Bugs and Problems
We would see that in external view during take-off with 0 trim, wouldn't we? -
Maneuvering On The Ground With Differential Braking
tekwoj replied to AG-51_Razor's topic in Bugs and Problems
I found it very similar to what I'm used to in IL-2, except the break strength being stronger. -
Maneuvering On The Ground With Differential Braking
tekwoj replied to AG-51_Razor's topic in Bugs and Problems
High rudder inputs, throttle strong forward for a short time and very gentle brake tapping works for me. -
That's the most comprehensive manufacturing number list I could find http://cgibin.rcn.com/jeremy.k/cgi-bin/gzNavySearch.pl?target=F4U
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We need that other military game players to use their superpowers
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Even with 9Nm an extension is questionable. Their base is already too soft in the middle and doesn't center properly.
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The built in FFB feels pretty good IMO, I would say telemetry is only needed for feedback like mechanic parts moving or guns firing.
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Do you know which F4U variant is this for? The 1D is slower (by about 15kts IIRC) than the other variants.
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Never had any mods, still had issues with the pod. Do a few hard rudder inputs or pretend you're dodging an SA-15. Pod loses target - normal, gyros can't keep up. Pod can't reslave back to target even though target coords are still in memory - not normal. Also the pod should be stabilized in short range in the rear hemisphere, not what it is now.
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I do, regrettably. Software is bad, firmware is bad. Hardware, the base is ok, I don't have the MH-16 stick but there are multiple reports of hat switches popping out and people having to glue them. If you want concrete examples that are related to DCS: modules without full telemetry support : Phantom, Kiowa, Chinook, Corsair base is not using full power and range for the Direct Input effects, the force cuts off at around 90% axis with 10/16th of power VRS effect for helicopters is modeled so poorly everyone should keep it disabled. Active regardless of your IAS and pitch, just depends on your vertical speed, but activates both up and down. Heli telemetry effects in general feel not working as they should A lot of users reports frequent loss of effects - I've experienced it mostly in FC3 modules when alt-tabbing. Takes a moment before the effects are back. Options to adjust force curve are VERY poor, so regardless of what you set up, you end up with a stick being mushy in the center