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aphelion79

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Everything posted by aphelion79

  1. Or does anyone know how to perhaps edit LUA files in the meantime? (or whatever files need edited? lol) :book:
  2. Hey, trying to get somewhat back on topic (which hopefuly is still possible after reading through much of this thread =/) I would like to know if the following functionality is avaliable in 1.01: For FFB users when moving the stick out of center and hitting the trimmer, the forces orient to keep the stick in that position. However, the deadzone set up in the axis option remains in the center of the joystick, thus becoming useless. Can/will the deadzone also orient itself to the sticks location when the trimmer is pressed? Link to my thread in game controllers.
  3. If this is true I will be the happiest Ka50 pilot! xD Anyone know for sure?
  4. Hello all, again! I've just recently purchased a bunch of new parts for my PC so I can run BS at lovely high details! xD However, I'm still having problem with my FFB2 joystick: :joystick: When the joystick forces make the stick 'centered'* there is a decent sized circular area that my stick is very loose before the forces resist my movement. In this area, I am VERY prone to over correcting. In BS, this is very bad trying to hover, as only constant very small inputs will affect a helo with big results! Normally I could remedy this by setting a deadzone where the control inputs would be ignored until the stick reached the beginning of the centering force. This works well, until you realize that when I hit the trimmer button, the force feedback 'center'* changes to a new position, out of where the true CENTRAL POSITION of the joystick + my deadzone are. *(I say 'centered' because trim in BS can have the force feedback of the joystick want to 'center' itself in the top left corner for example.) I've also tried to set the curves, which makes it even worse when trimmed towards the edges, as the curve makes it EXTRA sensative so my small input has an even LARGER effect! So, my question to you as a community, and to the DEVs of BS: Is there a way, to follow the FFB 'center' after hitting the trimmer and have the deadzone reset to the center of the trimmer force feedback zone? I.E. The stick's new center can actually be anywhere after hitting the trimmer! Leaving the deadzone back at the middle 0,0 x,y axis. Where as the new center the forces want to push the stick to could be say, 50x, 50y! After hitting trim, is there a way to make not only the forces center around 50x, 50y, but the deadzone too?
  5. Is the "center" of your force feedback in blackshark a little "loose" or is it nice and strong from center to edge? Mine seems to have a bit of play in it, which I don't know is from blackshark itself or just my FF2 getting old!?
  6. Yes! I would LOVE to have pedals, but my current setup doesn't allow for me to move very far away from my pc, thus no room for pedals! Sucks :( :doh:
  7. Ah that may help! I guess I can try that in the meantime... Otherwise my flying looks like this: :joystick: lol
  8. Actually I want it to do the opposite of what you were saying, the heading hold does a MUCH better job of "trimming" the rudder (e.g. keeping a heading) whilst flying around than I ever could with a twist handle on my joystick... and trying to find that sweet spot of rudder trim manually is waaaay to complicated ... so I'd just like to disable rudder trim all together if I could! lol
  9. Well I've just gotten used to yawing to a new heading, slapping the stick back to neutral hitting trim and reyawing it back to the heading I want after the heading bug readjusts... its annoying but it works! lol And why is everyone getting defensive? I've already spent 200 bucks on this game, to have a better experience, however I have no room for rudder pedals, otherwise I would buy some of those, instead I would just like to know if its possible to de-couple the trim to the rudders without everyone getting all defensive! I *know* that's how it is in real life! However, in real life they dont twist their cyclic to use rudder! :D
  10. Well I would like to disable it... I have yet to purposly trim my rudder while playing BS, the autopilot does its job quite well with heading hold
  11. Speaking of which, is there a way to DISABLE the rudder being trimmed when you hit the trim button? Its REALLY annoying!
  12. In which case I've been using my x52 throttle with my ff2 ... anyone know how to get the deadzone to follow the trim's new "center"? :thumbup:
  13. I had a microsoft ff2 and that is dying lol... the "center" of the force feedback zone is VERY weak, ignoring the fact that it's not a HOTAS I decided I wanted to get another joystick. I went with the Saitek X52, I love it... the HOTAS with the throttle combo is SO useful in this game, however I REALLY miss the force feedback that the FF2 provided. So my question to you all is: Is there a HOTAS Joystick LIKE the x52 but has force feedback like my FF2? :helpsmilie: :joystick: :D Thanks all!
  14. This is my concern: The Helicopter's POV (White Arrow) is blocked by the Tree, since we - as the humans playing the game can't see "through" it we need to hover HIGHER than the terrain masking to see over it. The Tank's POV, however disregards the tree, thus can see us clear as day when hovering above the hill's terrain masking. Thus if we turn off the trees - we can hover just above the hill and be relatively safe (compared to as high as we had to be before hand). Since we can turn off trees all-together this is not a problem! It just makes the game look less visually appealing.
  15. Ok so if trees don't provide a collide object, then I would assume munitions would be able to go through them. Does this include radar or lasers (targeting systems) as well? How about AI line of sight? If those answer a 'yes', (especially the AI line of sight!) then the AI for all practical purposes doesn't SEE the trees at all. Which puts us - the player - at a disadvantage. To remedy this, there should be an option to turn off the trees. Is this available?
  16. Ok so if trees don't provide a collide object, then I would assume munitions would be able to go through them. Does this include radar or lasers (targeting systems) as well? How about AI line of sight? If those answer a 'yes', then the AI for all practical purposes doesn't SEE the trees at all. Which puts us - the player - at a disadvantage. To remedy this, there should be an option to turn off the trees. Is this available?
  17. I would guess for at least two different reasons: Well unless you don't HAVE rotor blades you can usually still always land a helicopter due to auto-rotation. The other reason would be you just simply blew up... :D which would definitely render ejection useless! :thumbup: Edit: LoL Ejecting into a house isn't a good idea either Tharos! :)
  18. Here's my setup with TrackIR3 I also have a 19" flatpanel CRT to my right that I use as a secondary monitor (main if im not gaming) that I'm gonna put the ABRIS on or the TV (Schval?) Very interesting :) I'm also Tempted to SLI this baby and get a touchscreen monitor lol 4 monitor ports :joystick: :D
  19. contract = contrast? :) Duh, Wags is right... the schval already does what we want so just take same tech and use it in the cockpit... definitely make it a checkbox in the options menu then! :)
  20. It pissed me off the first few times I used it until I started fooling around with the deadzones. Make the view right in front of you a pretty decent deadzone and make the curve slow down around the middle (i.e. straight ahead view) and it solves the problem of "not being able to look exactly ahead" This deadzone depends on how closely you sit to your monitor and how much you move your head to look around at your monitor compared to how you use your eyes to view it. After you set it up comfortably for yourself it becomes second nature! My only problem is when I look up I loose tracking which makes the view do funny things... lol I'm thinking of getting that USB headset attachment and that should work better for me I think! (Also I don't use the TrackIR Hat... I use the vector attachment and put it ontop of my headset band! this is why I think the one meant for the headset would work better) The vector clip (mines older style than this one even!) The TrackClipPRO (headset attachment) TrackIR 3 needs a Vector Activation (comes with the first image) to work with TrackClipPRO TrackIR 4 already has Vector Activation and can be used with the TrackClipPRO
  21. It doesn't have to stay exactly on one spot... just on a 2d grid of your monitor... I guess this is how it already works! lol I see what you are saying now... you want the cursor to stay on top of a switch for example.. that'd be a bit tricky to do in a 3d 6DOF cockpit I'd think!
  22. Forget all the buttons... just have the cursor "cage" to your view. E.G. You have the cursor pointing directly at your HUD and you're looking straight ahead. You look up at the top row of switches to turn on your Navigation Lights and you still have the HUD in your view at the bottom of the screen where the mouse cursor has stayed. You move the mouse cursor up to the top of your view to click the lights. Now you need to look to the back and behind you for the panel switches by your right shoulder so you move your head/trackIR... and as you move the mouse gets caught by the top left edge of your screen and moves down with your view. You can then take the mouse cursor and aim at your switches after you have your view roughly centered on the back panel. Make sense? I.E. the edge of the screen grabs your cursor and moves it... however as long as you don't let the edge of the screen touch the cursor it will stay fixed on whatever you were pointing at!
  23. :D You guys are just goin' at it arn't ya?! lol At any rate, thanks GG for some of the explanations they were quite helpful to understand the environment that Black Shark will take place in!
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