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Thadiun Okona

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  1. Are you sure it's 4dof? most 4 actuator systems are 3dof, pitch/roll/heave. While 4 actuator 4dof units do exist, they are very uncommon. Only a few commercial offering and a handful of diy's 4 actuator 4dof look like this (tall actuators in the corners that pivot at the base as well, this allows yaw movements) 4 actuator 3dof look like this (actuators in the corners are fixed at the base, no yaw movement possible)
  2. This is definitely how people that are calm behave. You can stop trying to save us simps of the flight sim community anytime you like. We're obviously too dumb to understand how BIG JOYSTICK is trying to scam us so you are wasting your energy tilting at windmills
  3. Yes, you should calm down. It's possible for you to be given misinformation without a nefarious plot. Not everyone that works somewhere knows what's going on at their job or even cares enough to find out or might just be terrible at it. There are many possibilities aside from 'they lied/malfeasance', which frankly is a silly conclusion to even come to in this context
  4. This thread is dumb op you should delete it
  5. So many people fixate on 1:1 forces without considering how miserable it would be in many cases and how unnecessary it is for a good experience. Most cases would require replicating the seating 100% as well due to ergonomics of the design and you would also need to be strapped in the same way because that's part of req for pulling/pushing those forces. This seems like one of those things people spend too much time wondering if they could without wondering if they should
  6. What an embarrassing take on the situation..
  7. You should check out the P51 peripherals from Authentikit https://authentikit.org/p51d/ ...can save a lot of time on some of the critical cockpit parts if doing a full replica type build
  8. This was an estimate I came up with based on similar motors since I couldn't find specs for the stock motors, though seems consistent with the feel of the stick and stand by the numbers
  9. This is not a 'for VR vs not for VR' thing. Motion comes in 2 distinct flavors, arcade or realistic. Arcade motion is where the platform assumes the pose/attitude of the vehicle, realistic uses the platform's envelope to replicate accelerations and any sustained forces it's capable of recreating. Occupants in both scenarios can be using using projectors, monitors, VR etc and that has nothing to do with the platform's capabilities or design goals. Lag in motion platforms refers to the difference from 'signal to motion', and like most time sensitive activities, less is more. All motion platforms work on compromises and are focused to achieve a limited set of optimized goals and anything outside those gets unrealistic. If someone chooses acceleration poses that take too long to get into and out of to feel believable, that's not 'lag' that's just bad motion cuing. Large excursions can be useful for corner cases as well as for *motion compensation, but you are correct most of the action happens in a small/precise manner though. I used to work for E2M Technologies, assembling high end (1500-3000kg load, 300-600mm stroke, $100k+ platforms) 6dof platforms and running them through their paces to fill out their 20 page performance reports. Range of motion, frequency testing, latency (our systems were under 20ms signal to motion, often half that). These were used in FAA level D and military training etc. *using large envelope to interpolate the rotation point to the occupant's head/inner ear for example. Or using some amount of surge combined with pitch to create fore/aft accelerations with minimal false cuing etc, but also leads to needing 'washout' cycles where the platform slowly resets its position without creating more motion cues.. and it's always a matter of compromise and you can always find ways to break the illusion if you're looking for them.
  10. The first video of it posted (Blu Gaming?) showed the software towards the end. There's a page with the usual sliders (spring/damping/inertia/friction/gain..) for DirectInput and with a checkbox for telemetry mode that has a separate page of sliders to adjust. I'm sure the DI version works the same as any other stick using it and as of now it's anyone's guess how well or not the telemetry tools work.
  11. Using the M36 stem at the top as a known measurement, the enclosure of the base looks appx 240mm long, 200mm tall and 175mm wide
  12. https://packaged-media.redd.it/z11e...=1d9f1efc0786cc049189b7b4e46c18a0acf7a0e0#t=0
  13. Walmis's VP Force shift register boards are already stocked with chips and only cost like 10Eur.. they're also the smallest footprint at 20x45mm. Multiple can be daisy chained together if you want more than 32 buttons https://docs.google.com/forms/d/e/1FAIpQLSflUrHfM9AB0f-0WGyhOLxvXQNMr7E8TBDSYYJUBQ8kqaDC7g/viewform
  14. Took me a bit to get used to Fusion coming from SW but man it does so many things I wished I could do in SW and I ended up liking it better
  15. Use something like Joystick Gremlin to emulate the stock kb inputs for all cockpit functions aside from axes. You can assign whatever joy buttons you want to whatever kb strokes you need. Another advantage of doing it this way is if your controls ever get wiped for whatever reason the only thing you have to rebind is axes
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