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recoilfx

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Posts posted by recoilfx

  1. Has anyone seen the STEM System motion tracker system in development from Sixense? It looks like it would provide a better solution than TrackIR. It's designed to work with the Oculus Rift and motion controllers as well. I think this might be the future of head tracking if the DCS devs decide to support it. At the very least maybe we can get a FreeTrack plugin that support it.

     

     

    If the accuracy is still the same as the old Hydra, then no, it's not good enough for TrackIR style tracking. I've tried FreePie + Hydra using TrackIR emulation: 1:1 tracking is no problem, but we need something like 1:10 ratio if we are not using an VR headset, and Hydra's output is just too damn noisy.

  2. This looks much better than the Nevada pics. Either this map is farther along, or the graphics settings were better (or postprocessing happened).

     

     

    It's been post processed - noticed the vignetting on the edges? It's a typical trick for photographer to create a moody picture.... I don't think this map is further alone, it's a high altitude shot and distinctly lack of light so we don't see much details....

  3. I had the same issue, did not pick up a G breath sound (flying Su-27). I even kept pulling to the point of blacking out, still didn't hear it. I'll keep messing with it, see if I can hear it. I might just be doing something wrong, though I can't imagine the pilot wouldn't be huffing on the way to blacking out.

     

    I only hear it in the MIG-29... where is the smoke??? :-(

  4. If you want WW2 planes there's already a WW2 simulator up to DCS standards called IL-2 cliffs of dover. It also comes with a WW2 map, so no more pretending to be flying over northern Italy while flying through the Caucasus mountains.

     

    I've totaled over 550hrs on Cliffs of Dover and it's real fun, but no way in hell any single plane in CLoD is up to DCS standard. The only part CloD has DCS p-51D beat is probably the damage modeling....

  5. NO , the heel rest can not be removed. It is molded to the main section of the pedal piece. The toe ( upper foot rest is adjustable). For me the pro pedals work very nicely and I have not been able to justify moving on to the combat pedals.

    It appears to me the only difference between the pedals is the pedal designs only. I am sure you will find that the pro flight pedals was a good choice.

     

     

    I can't speak for the regular version, but the combat pedals can be removed safely by the user. The process is not easy though :)

     

    The key is to remove the Allen screws on the sides to loosen the top pedals, then wedge the black side bushings off (takes a bit of force) from the heels so you can remove the pedals completely. Finally, slide off the textured heel covers (also takes a bit of force). From then, everything is just simple Phillips screws.

     

    Here is an older picture of my modded rcs with Saitek combat pedals... Much better this way. As the Saitek's electronic is very jittery and causes stuck brakes in DCS. With new electronics in place (I used U-HID Nano), the pots no longer cause spikes.

     

    OynHIqE.jpg

  6. 777 Studios (the developers of Rise of Flight) announced that they had merged with the former Cliffs of Dover team. So these Maddox Games remnants mentioned in the O.P. are people who didn't stay on to work with 777 Studios, but chose to go for DCS instead?

     

     

    From what I understood, some artists joined 777/1C, but the lead programmers wanted nothing to do with it...

  7. 1.

    2. But I also DCS fan, and I see that no matter if you are Fighter or Attack Aircraft pilot - resolution is crucial. It is essential to everyhting you do in DCS. An yes, I also have high-rez monitors.

     

    Unless you fly WWII birds, 1080p will be doable :)

     

    I hope they will release two models though - one 1080p for ~$300, and one 1440p for ~$600

  8. I asked Thrustmaster before, they quoted $25 shipped.

     

    I think the O-ring is for both reducing wear & tear and center detent. Mine got really mangled too, so I used the WH without it for a while. I noticed that the center flat transition is strong without the rubber gasket. The old gasket eventually shrank back to it's original shape after a while so I super glued it to the piston...

  9. Hey all, I've played with the TFS3 for awhile now and noticed some bugs with the native IntelliVibe support. I've reported them but so far it seems that the IntelliVibe forum is unresponsive. Instead, I tried to fix these bugs by customizing my own LUA export code.

     

    So here are the chief complaints with the native IntelliVibe support:

     

    1.) The G load effects are wrong as they are aligned to the world axis, not the plane axis. What this means is that when pulling the plane straight up or down, we get the G effects, but if we turn the plane 90 degree side ways, then pull hard and stay in the same altitude, we get no G load effects...

     

    2.) Engine power is tied to RPM. This doesn't work well with planes with constant speed propellers. The P-51D reaches full 3000 RPM with less than half of the throttle, so you don't feel more oomph from the TFS as you go past second half of the throttle.

     

    3.) Stall boost is poorly modeled. It's based on air speed and throttle settings. (IE. Stall effect comes on when the air speed is less than 100 mphs with throttle greater than 70%...). This isn't how real planes behave. DCS world actually models stalls effects via acceleration units.

     

    What I did:

     

    1.) LUA export correctly handles axis data, so now the G load works regardless of the orientation. The axis mapping and polarity has to be changed for each TFS profile though. See the attached TFS profile for the P-51D.

     

    2.) I've tied the RPM effects for the P-51D to the manifold rating instead, so more throttle equals more oomph, through the whole range.

     

    3.) Stall effects now work! The script detects minor changes in acceleration units, and creates a speed brake effect to simulate buffeting.

     

    Drawbacks:

    There are some drawbacks due to the nature of data sets available to LUA exports. The biggest one is that the gears/flaps effects are not tied to the mechanical system, but the cockpit switches. So if the hydraulic system failed and you press the flaps key, the flaps effect will come on even though the flaps are not moving.

     

    Attached is a LUA and the P-51D TFS profile. I've made the export.lua to only work with the P-51D and the A-10C. FC3 planes and helicopters will still utilize native IntelliVibe support (I don't fly them much...).

     

    Try the attached script/profile, especially for the P-51D. With proper G loading and buffeting effects, flying the P-51D with the TFS3 is a real joy now! At least, in my humble opinion :)

    TFS3 Files.zip

  10. So after doing some more research....the stick will indeed be FFB. This does however increase the cost/development substantially. Due to the additional development work required on the stick, I will be releasing the throttle quadrant first with the stick to follow. You can buy one piece or the other.... or both at a discounted price. Anyone who buys the quadrant prior to the stick release will have the option to get the stick at the discounted combo price.

     

    I'm awaiting some equipment delivery and then will be begin prototyping the quadrant components. I'll be able to give a better quadrant pricing estimate, once the prototyping is complete. Hopefully I'll have some more news to share in the near future...

     

     

    If the FFB stick is ~$500 count me in too!

  11. what are you smoking sir?

     

    did you read my post before throwing me the "bullshit" line? What don't you understand about a rudder will deflect regardless of what device you use?

     

    now you dont get the real pilot deal do you. Rudders are used because of the force required in a real airplane , could you imagine flying a DC3 with a twist or trying to keep a mustang straight with a twist stick ROFL! snap out of it we are not in the real world!!

     

    The op is having problems with stalling and not rudder input anyway. I have absolutely no problem keeping the ball centered and maintaining balanced turns and either will the OP if puts in the time to learn to fly it

     

    By your logic, fly by wire planes don't need rudder pedals then? After all, they don't need 40 pounds to push the pedals.... but we still got pedals instead of twist sticks...

     

    Twist may suffice, but the throw of the rudder pedals will improve your accuracy.... I'm sure a few talented players using an xb360 controller can school me in the p-51, but there will always be greater number of rudder pedal users to school those players...

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