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zaelu

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Everything posted by zaelu

  1. There is no insult, I just told you directly that if you test "by eye" moving your stick and watching the screen you are wrong. Are you offended if someone tells you are wrong? First thing is that you assume I "want planes nerfed to your personal preferences and lack of ability". You could have read what I wrote in this thread and you could have seen that I said I can get used even with the big sensitivity it had before and which was due to how my FFB stick is working by design and also I posted a movie which can show the basic ability to fly this. Then you said that you tested something that if you are not a dev to use special tools and you don't provide a description and a method is basically uncertain certainty. You see... people here say: "I feel the roll is insane" or "I feel the roll rate is too fast" or "I feel the maximum roll rate is attained too fast" etc... that's OK... people feel. You say you measured some decimals? Wait... What? How are you sure you measured that degree of aileron travel? Have you seen the first movie I posted where I show how you can shake the ailerons A LOT even in transonic speeds? Do you think that 1 degree matters? Do you test with all the parameters locked? Meaning you can actually input joystick controls digitally (quantifiable) and you can isolate other movements? Can you actually control your plane to be in the absolute same situation as that polish plane? Are you sure Dolphin has the same plane? What is you FPS during your tests? Not even watching live stream from TacView is reliable to be certain something is wrong. You can say 'you feel' based on your test that something is wrong but unless you test the same as the devs and you post your method so it can be reproduced by devs you can't be sure. There are to many variables and all are uncertain so is exactly like in that formula to find out how many extraterrestrial civilisations are... all uncertainties has to multiply one with the other and will "certainly" not give you a certainty . The devs use a tool of their own to test parameters like on a bench. They don't fly around and gauge by the eye how many times the plane rolled if they tilted the stick a bit this much...
  2. How do you know EXACTLY the FM was changed due to some pressure? Is this the same way you came with the numbers you followed? How do you test those 0.4 radians per seconds etc??? Don't tell me you fly the plane in game and move the stick. Please don't!
  3. Sorry to bump it, is Discord still used? Any other invites? Maybe not set to expire that fast?
  4. I actually like the FM now after latest patch. The roll rate I am not sure if is on the numbers... feels slower than before but more natural and it does feel the inertia. Besides that I still feel the nice control in tight turns, I mean I can keep it on yellow all day long without it wobbling out of control like before! This is great! If for this I need to sacrifice a bit of roll rate... fine for me. I really don't plan on making to many rolling scissors with F5s anyway. I also like that now I can again control the plane well during take off and also at landing. When The nose goes up it doesn't jump to over 30° like it did before. Now you can smoothly stop it. It felt great especially since the plane was actually dancing on the suspensions a bit but without being scary. I did my test on a mission with some lateral wind and was OK. I recorded the landing (and botched it :D as I had to wave off because of lack of attention and no chute because it was already used... so I had to come back Spitfire style being also low on fuel). The plane is very light and in wind performed "controllable". I liked it. I don't know if this is how the real mig "feels" but...
  5. Now this I am certain wasn't tested by Gazelle pilots :megalol::thumbup:
  6. I think you misunderstood me. I meant why do you think they are just some values to fix? From what I understood the FM is quite "magical" (joking) and for example a value (rate of climb might be the result of some computational formulas based on a lot of input numbers and very sensible to "unpredictable variables... hence the strange bugs we get when one thing is fixed and 2 broken :) . So it could very well be a formula that is wrong totally or partially not a value (number for it).
  7. You mean you can descent with it upside down? like this:https://www.youtube.com/watch?v=IIXxJ-RA3bA Or fly without touching the cyclic with huge asymmetric load? I have a FFB stick and yes the trim is awful... disabling FFB option would simply disable trim (for all modules)... thank you but that is not a solution... for me.
  8. In all seriousness, don't bother. Jump directly to OVGME and you will not regret it. https://forums.eagle.ru/showthread.php?t=171956 JSGME is just cumbersome to setup and use and without future development.
  9. I am not sure is about axis or ailerons deflection, I didn't test it. If is the later then the saturation tweak will only hide the problem.
  10. Oh, no. I didn't know you updated it. I will do a test today. Thanks for heads up!
  11. Yes, everything good takes time! :thumbup:
  12. Actually is exactly the other way around. Everybody wanted to chop trees and be thrown away like a puppet by the rotor like in "Chickenhawk" but BST said they had only a newer Huey with composite rotor blades to work with. So there goes this too.
  13. look in the above movie
  14. There is a "feed-back" loop from the ffb engines that have also an input curve that remains linear and is not being affected by the curve you set in the game. It's independent. So if you set up your curves so 50% move of your stick in one direction means only 25% in game and you want to trim with buttons... if you command "25%" trim and expect the stick to deflect by its ffb engines 50% you will be wrong because the engines will only move the stick to 25% which means... maybe 12,5% or less (depending on how the curve looks). Also the rest of ffb inputs (shakes tensions etc) will be off and out of sync. Now as I said... I can deal with this by training (never underestimate the power of repetition) but this also means that someone could exacerbate the curves response (for a normal joystick) and have ultra fast controls with little penalty from FM because the plane does respond faster and faster without any limit I think. I don't know the numbers of how fast the controls should move freely from one side to the other but it seems to me that you can do it really fast now. I will try to make a short recording. If you reverse the curves you will have extra fast response at the start but less precise. --- something like this. first part is at high speed then lower speed Is this possible in real life? I did had low FPS because the image is downsized when recording and my system is on its knees almost at 4K anyway... not sure what influence really has but if any... also can't be good.
  15. This 50$ argument is not good at all. A game (as opposed to a contract with a single client/government) might sell with 50$ but it can be sold to thousands or millions in case of a AAA title so at the end... the money bag might not differ in orders of magnitude but really be comparable.
  16. As you probably should know the FFB joysticks are "forced" to use linear input because how they work. I think Mi-8 module has something that allows adding curves to FFB response but I am not sure. But that is just one thing. The second thing is that the controls shouldn't move faster than they can in real life. There is a inertia and friction and hydraulic forces that don't allow them to move faster than a given rate. Because of the sim being limited in depth of simulation (we can simulate so much) having exaggerated input speeds can have undesirable effects, from bad flying to cheating. Saying the manual recommends using curves is like saying it recommends no to cheat or to have 2 hands and 2 legs. Sometimes you can't have those so you need to take into consideration that.
  17. I have a long (and maybe wrong thought). If Tacview could load a miz file then maybe it could be used with some more "magic" to do what 2 DCS world installs can do with a mod like this: https://forums.eagle.ru/showthread.php?t=149769 Meaning to show live modifications in the Mission Editor. Later... maybe a side of tacview could actually "inject" templates in a live going mission by reversing the roles and thus becomes a strategic command software that could enrich the multiplayer.
  18. I use linear input controls because I have a FFB stick and for me the aircraft is extremely nervous and twitchy. Now... I guess I can adapt to this but I don't find it satisfying. Any player can modify the input curves and gain super powers in multiplayer. IMHO Controls should be tuned with linear inputs when setting the FM and then the curves to allow only adding delay not gaining speed in moving the control surfaces. I am sure you can't move the controls in real life as fast as I can do it in sim.
  19. Thank you gents! I found the problem, I had this mod: https://www.digitalcombatsimulator.com/en/files/2274926/ activated and wasn't aware of it. I knew it was a problem initially with the edm file for the cockpit but now this mod was modifying clickable.data.
  20. My red lights are not working anymore since last 2 updates. With or without the fix from the first post (the cockpit EDM file). Anyone else with this problem?
  21. Hello Vyrtuoz, I was wondering, how hard it would be for you to make Tacview to load also MIZ files... missions files? Thank you!
  22. Why do you think they are some "values"? :D
  23. how about today update? any changes?
  24. I don't think you needed to double post that, we got it..
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