Jump to content

SAB0T

Members
  • Posts

    33
  • Joined

  • Last visited

Everything posted by SAB0T

  1. When you enable the trimmer, Just like in real life you lose the stiff resistance of the stick (for a traditional spring joystick it would feel as if the springs in your joystick disappeared), however when you release the trimmer instead of the stick staying in the position you had it and regaining resistance, the the joystick re-centers as if you hit the trimmer reset. The stick should stay where it is when you take it out of trim, not snap back to center position. So essentially no functioning trim with a springless force feedback stick . The only workaround I found is to get your aircraft at the pitch/roll and speed you want it, enable the AI auto-flight then take back controls. This essentially does what the trim is supposed to do but again the joysticks stays in the center but at least it keeps the pitch and roll where you want it. This is properly modeled in every other helicopter module, please keep in mind there are no springs in a force feedback stick it is controlled with an electromagnetic motor, and is a much more accurate representation when properly modeled.... I.E. If i trim nose down on an aircraft you can watch my joystick slowly creep forward by itself, creepy and cool.
  2. There is no Force Feedback modeled for the chinook in my Microsoft FFB2 joystick. Because my joystick has no springs and runs using an electromagnetic motor it is virtually impossible to fly with the stick 100% dead and certainly renders the trim completely useless. Folks I know its an old joystick but its modeled for every other module in the simulation. Don't knock it before you try it cause you can literally feel the air baffling on the wings before the stall, air speed relative to stick stiffness in WWII planes, differences in stiffness for different planes, hydraulic fluctuations, Trim positions, armaments being placed on the pylons, the immersion list goes on and on making it undesirable to go back to typical spring setups
  3. @Gunfreak Yessir..... I've seen rockets, mortars, AT4s and missiles impact in real life, sometimes was on the receiving end. They are WAY TOO BIG, and WAY TOO MUCH FIREBALL. Hell I don't even think I've ever seen any of them even have a visible fireball or flash during the day time. Just a bang and a cloud of smoke and dust. It's really my only gripe about immersion breaking effects. I'm not sure how many people here have actually got to play with this stuff in real life.....But OMG would it be awesome if they could be the first to make it look actually real. Those DCS guncam youtube vids would be a lot more convincing lol
  4. Rockets currently have an unrealistically large fireball effect when impacting, same for tows/rpgs/s8/ and so on. If you were to take the effects from something like the apache 30mm, and upscale it like 300%, increase the smoke and you would have a much closer representation of what it looks like in real life. Little quick flash...lotta smoke, sometimes no flash. The current rocket effects would definitely be realistic as-is for a thermobaric warhead IMHO. I know this is probably much easier said then done to do
  5. With a player gunner the missile tone disappears after pressing launch ATGM, the Missile loaded/ready light goes off but no missile launches. If I switch to the gunner seat while player moves to the back seat or door gunner, I am able to launch missiles. This was reproduced with multiple players from different regions.
×
×
  • Create New...