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tekwoj

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Everything posted by tekwoj

  1. Rhino or FFBeast. If you're not in a hurry to get it then Virpil and WinWing announced they are releasing their bases next year. Moza... has issues, mostly software issues, but they are annoying and the updates are rather on the slow end compared to Rhino or FFbeast. It seems like right now Moza is focused on getting as much of the market as they can by pushing influencer marketing hard with new products, and the software is left way behind in priority.
  2. I had a girlfriend but then I started playing DCS.
  3. I think you're right. I tested the tf-51 and stall there seems to have normal frequency. Here's a very short track showing 1.9g on the runway before even lifting the nose jf-17-ground-g-force.trk
  4. f1-nav bug.trk track of the issue happening on the Caucasus map.
  5. I have it at 50. It's not about intensity, it's about the frequency. Flying corsair at 10 AoA feels like holding a vibrator.
  6. I wonder if there was a wider change to ffb on ED side maybe. The Corsair's ffb has issues too even though it was fine on release.
  7. Rather yes, it's present in direct input only mode, disappears when I switch to telemetry only. I've also tested in mirage f1 and F/A-18 with using the same preset and there was no shake. Something I've noticed in telemetry logs is that JF-17's gear seems to move the most of those modules when rolling on the ground, which might be the cause if the effect is calculated based off that. Moza just fixed one part of a bug in their firmware, so I'm getting a full power of the effects, but even before there was enough shake to make my head tracker go crazy.
  8. I think the vibration during taxi and take-off might be a bit too violent. On a 9 Nm base it shakes really hard.
  9. I'm on Moza AB9. I remember distinctly being surprised that gun vibration comes from the direct input, cause most modules in DCS didn't have it. I use only Direct Input for the corsair, no telemetry. I"m pretty sure the vibration had lower frequency because I flew it quite a bit when it came out and it was very enjoyable on ffb.
  10. The stall buffet frequency was fine when the module released, but now it's way too high and makes the plane unflyable. Also the gun firing vibration used to be there but now it's gone. Honestly it feels like the stall is using the gun firing frequency.
  11. T'est sur que t'as activé navigation HNS, et pas jusque INS ? Il y a des bug du pod mais il s'affichent autrement (le majeur c'est l'area track qui ne marche pas au quelques premiers activations). Mauvais coordonnes ca me semble un erreur du navigation gyro.
  12. @uboats Bad news and good news. Bad news is that the bug? is still there. Good news is I reproduced it and have a track and mission file. It happens when the plane is cold started with heading 000, but the pilot is too lazy to enter 000 during nav align because the heading field is already set to 000. The mission file already has the 2 waypoints added so they don't have to be input by hand like I do in the tracks. The jf-17-000-heading-ok.trk shows that behavior is ok if I input the 000 heading during nav align. 17-nav-test2.mizjf-17-000-heading.trkjf-17-000-heading-ok.trk
  13. In my experience the none option does what it says, it sets no trim and the magnetic brake remains in the center position, not in the newly set position (probably has to do with polychop's implementation of magnetic brake combined with manual trimming), so your ffb stick is centered and you can't do anything. For ffb sticks the option that works better is instant trim, the option that works best is flying with magnetic brake off.
  14. sliders are set to 0. The final position of the stick is correct, there's just that annoying pull at button release.
  15. Seems good, I've flown quite a bit lately and didn't see the issue repeat.
  16. There's no need to do that on modern ffb bases or at least not on moza ab9, the force direction is correct. If I check the swap axis the stick stays in the wrong position after releasing the trimmer. I've checked the ffb gain curves - it seems to just work as a curve for input. If I set it then the neutral input is not anymore where the trimmer is. The problem remains, those few frames when old trim value is present after release is causing the base to pull to the old trim position. Either the trim has to keep moving with the stick when trimmer is depressed or the event order has to be changed - when player release trimmer the trim position is moved first and the magnetic brake is engaged after.
  17. I'll check the sliders tomorrow, it's getting too late to launch dcs.
  18. If you're talking about Module Individual Force Feedback toggle option in the gazelle's special options then I have it checked, without it the trim is VERY broken, having double input (1 from trim, second from stick position offset forced by trim)
  19. yes: instant is what I described, fade in/fade out is same but slow, so a jolt to trimmer press position then slow move to the release position none is same as instant (wtf?) central position just puts stick back in center after trimmer release. None of the modes move the trim position while trimmer button is depressed and stick is moved. The move happens when trimmer is released, if you're lucky it moves between signals sent to the base, if not then there's a strong jolt when the stick goes back to old center for a fraction of a second.
  20. Currently when trimmer is pressed only the stick position moves while trim position stays in place, this is visible on the input overlay. When the trimmer is released the trim position is moved to the current stick position over a few frames. I'm not sure if there's a jolt because of it when using a spring loaded joystick, but with FFB joystick this causes a strong jolt of force as the stick tries to jump back to the old trim position and follow it over the few frames to the new position. A fix for this would be the trim position constantly following the stick position while the trimmer button is depressed.
  21. I would say that's the least important thing at the moment. Between machine translation getting better and chuck's guide being there, I'm not really sure there's a point spending time on it while there are still a few annoying bugs there. They might mean the quality when flying sideways or away from the missile. It's important to fly in the missile's direction when doing MIL guidance.
  22. You want to say the +1 were adding anything to the discussion? They were too lazy to even write the current sum. And calling people, who demand news after they were told the news will come when the team is ready to share, entitled, is not exactly an insult.
  23. I've launched the replay to see if maybe it was stealth fixed. Nope. Also copying wpt 1 to 36 and launching the bombs in PP mode somehow makes it even worse... But hey, it's marked as reported over half a year ago and soon we can launch an anniversary party for this thread. @BIGNEWY invited. This time I won't go asking on discord why they won't let 3rd party devs deal with weapons.
  24. You're bumping it in the wrong forum, the correct place is the weapon bugs forum.
  25. JDAM has a CEP of 5m, so 50% chance of falling within 5m and 50% chance of dropping further away. So the question is, how far were the ls-6 falling from the target, and which bombs op was using cause they talk about blast radius.
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