

birdstrike
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[RESOLVED] FFB-suggestions for future implementation
birdstrike replied to birdstrike's topic in Bugs and Problems
ok with todays update in regards of ffb...i think we are almost there! you hear me fat creason? its nice to have finally a moving stick center with trimming the aircraft... and its really awesome, to have 2 different strenghts on pitch and roll axis. (finally a dev team that really tries to get the most out of ffb) 2 things i have noticed though: -when i first spawned...i almost thought that there is no ffb at all...it felt way too weak. so i jumped into the ffb settings and set both trimmerforce and shaking to 100%...went back into the mission and....still too weak for my taste. felt like 50% of the normal stick's forces...well, but after a while, all of a sudden the ffb seemed to really kick in, and i had like 2times the strenght...and from that point on it was almost perfect. the higher forces also remained when i reloaded the mission, but after restarting dcs, the weak forces were back again, and i had to fly for a couple of minutes until it kicked in. i still have to verify, but might be connected to running engines mid air? once i was out of fuel and sailed through the air, all of a sudden the ffb really kicked in.i have yet to make a cold start with it and see if the normal forces are there from the beginning that way... and the second thing -buffeting: i think its actually nice, that we dont have any buffeting anymore while flying straight with super sonic speeds.i thought it was a little annoying to have the stick shake continuously only because i fly fast with afterburner, without pulling. furthermore, i felt thats waste on the ffb motors lifetime of the stick(shaking all the time literally) but, it might be, that the buffeting effects when actually pulling g's, kick in a little late. not dramatically, but maybe its better to have them slightly earlier noticeable. but fat creason, your approach to ffb is already the best we have in any fixed wing bird in dcs! now lets see whether we can get those remaining items fixed! thx a lot sir for listening. -
cant really comment on fly-by sounds or external sounds in general, because of,...well im sitting in the cockpit of the f-14....and there i have to say, they have imo the best sounds of all the modules i own...some things might be overdone, like the sound volume of flicking switches...BUT: this is all there to give us feedback we have in real life, but not in a simulation. same with the buffeting sounds. in real life we will feel it with our butts, with our hands, heck with the whole body once you bull g's. the F-14 has by far the best sounds when its about getting feedback from from it. i love it tbh, and i cant quite get why this thread even exists, especially since cobra pointed out, that fly-by sounds are not final...for the cockpit part...i think they nailed it, or at least made the best possible with the current dcs sound engine, which is not good to begin with.
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[RESOLVED] FFB-suggestions for future implementation
birdstrike replied to birdstrike's topic in Bugs and Problems
i agree that the previous ffb implementation felt much better. now the stick shaking seems to lag behind, and doesnt match the visual shaking anymore. with the previous patch this was perfect. also the spring effect felt better before. hard to describe, but i could feel better whether i was giving aileron inputs during turns or not, whereas now, there is little feedback in this regard. im convinced that fat creason will get it right it in the end though! -
Wait....seriously!!!???!!! The HUD doesn't show airspeed????
birdstrike replied to gmelinite's topic in DCS: F-14A & B
i like the fact, that the f-14 is in fact mostly a plane with analoge gauges tbh...gives it character. -
[RESOLVED] FFB-suggestions for future implementation
birdstrike replied to birdstrike's topic in Bugs and Problems
funnily, they already managed to make ffb implementation better than what ED did with the warbirds. buffeting is much more precise, and u really can feel when u pull too much, rather than be surprised by a sudden hard stick-shaking like on the warbirds. i really like what they did so far, and its only a place holder. cant wait to see what they come up with in future. -
yes, even this temporary hotfix works already pretty good. cant wait to see what they come up with in the end.
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Dear Heatblur, holy cow, what an amazing job!
birdstrike replied to TheHighwayman's topic in Heatblur Simulations
well, i think they made me quit with the warbirds in dcs, its that good. -
i know, this is not a f-14 specific problem, but the whole track system is completely bugged in dcs....but nevertheless, there are some modules that work better, while others work worse, but im afraid, at least for me, the f-14 doesnt work at all...i didnt have 1 working track so far.
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[RESOLVED] No FFB support (not even center spring effect)
birdstrike replied to OnlyforDCS's topic in Bugs and Problems
sounds good! would it be possible to also imlement this: https://forums.eagle.ru/showthread.php?t=235417 ? would bring ffb to a new level imo. -
[RESOLVED] Auto wing sweep not working under G's
birdstrike replied to Hummingbird's topic in Bugs and Problems
nice video u posted. quite informative. -
they will implement a basic ffb center force with the next patch. until then, i would recommend to use simffb.exe for the f-14. i would not recommend to fiddle with the registry settings, as this as you already assumed will kill all the ffb effects for the other planes. https://forums.eagle.ru/showpost.php?p=2419366&postcount=152
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[RESOLVED] FFB-suggestions for future implementation
birdstrike replied to birdstrike's topic in Bugs and Problems
ah yeah definitely...the feedback part of the forcefeedback shouldnt be missing. i didnt mention things like stickshaker(dont know whether the f-14 had this tbh),moving center with trim, and different forces at different speeds in my op, as honestly, i take these things as granted once they implement their proper ffb support.(the other modules which have ffb support have these things implemented as well) with my op, i tried to point out things that are missing in all the other ffb supported modules, which would at least in my opinion, bring ffb to a whole different level. -
+1 noticed this too...otherwise its working really good in vr
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ok i understand we will get a basic ffb support with the next patch, and if i understood correctly, there will be a proper ffb implementation at some later point. so i think, its the right time to bring up some suggestions. im using the msffb2 sidewinder for all my modules, and seeing how the ffb is implemented there, the jets as well as the warbirds, there are a few things that i really miss, which i think would make ffb much much better, and i would love if you guys from heatblur, could also take ffb to the next level, just like u did with the rest of this bird. now the features i really miss on all the other modules are pretty much only 2 things: -seperate spring force for pitch and roll: in the other modules, it immediately overwrites the 2nd axis as soon as you adjust the 1st one. so you can't have for example elevator force set to 100, and ailerons to 80. (with the fedit.exe program, this is possible, and gives quite a distinctive feeling to the stick, making fine adjustments over only 1axis much more precise) really this feature is the one i miss the most, and sometimes makes me miss my old ch fighterstick, which had seperate springs for both elevator and ailerons. -friction and damper forces: in the other planes, there is only the spring force and the shaking force u can adjust. friction and damper forces are completely missing. would be awesome if we were able to adjust those two forces as well for the f-14. (again in fedit.exe, as well as in simffb.exe, you can add friction and damper forces to the stick, which makes the stick feel more like a real life stick) implement these, and im gonna buy every module from u guys. :D
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jester is indeed awesome! they really made him a character i dont want to miss in this aircraft anymore.
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pilot position too advanced in vr oculus rift
birdstrike replied to bozflyer's topic in DCS: F-14A & B
no need to delete the snapviews.lua.... just spawn in the aircraft, hit Ralt+Num0, that should create an entry about the F-14 in your snapviews.lua. then quit the game and open the file for editing. this way, all your other modules wont be affected. -
trying to do AAR, jester talking about the basket "you're teasing it man ***giggles*** just stick it in ***giggles again***"
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i set up the trim controls, but for some reason, binding it to my joystick, only the elevator trim works. aileron and rudder trim dont do anything... they work however when i map keyboard buttons to it...anybody has/had the same problem? EDIT: scratch that...had a double mapping in the GUI layer settings, thats why it wasnt working
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pilot position too advanced in vr oculus rift
birdstrike replied to bozflyer's topic in DCS: F-14A & B
what i did to fix the issue... put myself in the tomcat, pressed Ralt+Num0. shut down dcs, went into user/saved games/dcs/config/view/snapviews.lua opened the file and edited the relevant section accordingly: [14] = {--default view - VR viewAngle = 90.000000,--FOV hAngle = 0.0, vAngle = 0.0, x_trans = 0.0, y_trans = 0.0, z_trans = 0.0, rollAngle = 0.0, setting all the values to 0 feels pretty perfect for me. -
[NO BUG] Lack of binding to physical buttons?
birdstrike replied to imaner76's topic in Bugs and Problems
i havent set up much buttons yet tbh, but yeah...i have a few axis to spare, and especially things like the flaps are a must on a slider tbh...with the mouse you can control the lever smoothly...with a button its just full down or retracted. the button presses should work like an axis too imo, so that you can move the lever smoothly with the buttons too, but an axis to set would be most welcome. -
the tomcat is awesome...but rudder pedals you can use for any module, and should use! besides, the tomcat without rudder pedals is a no-go imo, as she wants plenty of rudder inputs. but...you might want to save some more money, and get some quality stuff like the crosswinds.
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i thought so too at first...but i had no problem at all...even enjoyed it immensively. having said that, i never had any problems with nausea in the rift, nor in real life flying.
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im a sidewinder user here as well...and having proper ffb implementation in this bird would be nothing short of amazing. but even now, with simffb.exe, that just has a spring centering effect, the F-14 is already awesome. dont hesitate, its already worth it.
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vr works good with the F-14. and what i didnt expect....its fu**ing awesome to sit in vr on the rio seat, and let your friends take the front seat...not that i had the slightest clue what to do on the backseat yet, lol, still just amazing. only the watch the pilot animations in multiplayer is great.
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cant say it often enough...best module ever! as im a lazy guy, i didnt read the manual yet, so i thought i jump into the training missions to perform a cold start....i failed. now im in vr, and i dont know whether this makes it slightly harder than on a monitor, but i seem to face the same problem like i did back then with the a-10c.... at first, it tells u "press the spacebar to proceed" once u have read the wall of text...thats fine. but after the first few steps, its mainly jester talking to u, and the visible messages dont remain visible. as i was lost in the cockpit details searching for this and that button, after a while i couldnt remember what jester actually wanted from me.... i would prefer for all training missions, to only have 1task at a time, and the visible text remain visible until the task is completed, confirmed with the "press spacebar to proceed". in the cold start tutorial, i was lost with i think 4 yellow squares pointing at switches, but overlapping each other... i gave up and watched a youtube tutorial...that worked the first time.