

GTFreeFlyer
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No stick displacement in Force feedback ?
GTFreeFlyer replied to FZG_Immel's topic in Bugs and Problems
Yup, the control surface is free-floating on the hinge and just aligns itself so that pressure on the top and bottom are equal. If you want to trim the nose up, the trim tab on the elevator actually moves DOWN, which causes more pressure underneath the elevator, lifting it up until the aerodynamics are balanced again, and now you have a little bit of up elevator to pitch the nose up. The control cables go from the yoke/stick to the elevator, so when that elevator takes a new position it pulls the stick along as well to a new center point. Hope that makes sense Note, things are different when it’s fly-by-wire. But we don’t worry much about that in Warbird threads -
There’s already a thread on this one here:
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No stick displacement in Force feedback ?
GTFreeFlyer replied to FZG_Immel's topic in Bugs and Problems
I don’t think it’s implemented yet. I’m with the AB9 base and don’t have the trim working like that either. Also, the stick shakes much too much in small G maneuvers not close to stall. It’s better than nothing and I’m happy there’s this initial implementation to play with for now. -
DCS crashes when hard landing on Essex class carrier.
GTFreeFlyer replied to Jexmatex's topic in Bugs and Problems
Land softer. I see this happen all the time in multiplayer sessions with the planes that come in too hard, too fast, and/or not at the right attitude. The tail hook does get damaged easily and parts fly. I’ve had a few bolters myself where I left my tail hook on deck I’m not sure yet if the parts that fly around originate from the aircraft or the carrier deck, but either way, it’s from a less-than-optimal landing. -
Gear and flaps fully down, trim to 10 deg elevator pitch on the downwind. That should put you right at 90-100 knots. Maintain climb rate with throttle. Your goal is to touch the elevator stick almost never. Throttle inputs all the way down to the deck. At 90 knots your plane is at the right attitude to catch a wire. No flare needed. I’ve watched the same training videos as you where it talks about dropping the nose and then flaring. This approach is dangerous unless you are quick to act on the rudder pedals. I never use this technique. I just fly it down at a stable 90 knots until hitting the deck and it works great. Correct technique or not, I would have to assume that the real pilots only cared about the end result… “Did I catch that wire?”
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Yup, it’s been happening to me as well.
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No, world slider is for all the environment sounds around you. It will affect the volume of wind, other nearby aircraft, etc. It doesn't change everything, but yes, it will increase the volume of your engine when your canopy is open because that is a sound coming from the outside environment. I keep mine around 50% or less. I absolutely love it at 100%, but since I'm mostly doing multiplayer, it makes it tough to hear my buddies... especially when you're in an external view.
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Maneuvering On The Ground With Differential Braking
GTFreeFlyer replied to AG-51_Razor's topic in Bugs and Problems
You can’t get it to spin around one of the mains with full brake, rudder, and lots of engine power? You can try pushing forward on the stick a little to lift the non-pivoting tail wheel up. No issues here even though the wheel can’t freely pivot yet. Just takes LOTS of power. It will turn left better than right due to the slipstream effect (not sure if this is actually modeled yet, but just info for general taildragger stuff). I hope these tips help. Not sure why it would be different for us. If you turned down the saturation of your rudder axes, then you won’t be getting full turning authority. Maybe that too? If there’s a lot of wind, or you’re on the moving carrier, turning is more difficult as it should be with the plane wanting to weathervane due to the vertical tail. Everyone has different priorities for what they want to see implemented first. If M3 shared the list, there will be lots of arguments. It’s a great module and they are aware of what’s happening in the forums. It will come eventually. I have faith. In the meantime I enjoy the plane much more in the air than on the ground. It’s such a joy to fly -
unplayable with meta quest 3 controllers in VR
GTFreeFlyer replied to nir's topic in Bugs and Problems
Asked for a refund…lol. It’s an early access module, still in development. Try asking for these things in the wish list section and you may get more traction. These aren’t bugs. -
The binding for "Directional gyro cage" uncages the gyro, and vice versa. Cheers! P.S. I'll throw this one is as well because its very minor and not worthy of its own thread: When the starter switch cover is up, and the cowl flap lever is pulled all the way aft, it passes through the cover. I now close the cover after using the switch and no more issue. Amazing how that works
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From watching old real world training videos and reading the handbooks, it said to push the throttle forward as the engine was cutting off during shutdown in order to let it draw some fuel into the cylinders to make the next startup easier. Yes, priming makes it easier to start IRL, but if there's fuel already in the cylinders and you crank the engine with mags on, it may be enough. It's also warm outdoor temperatures in the DCS world, requiring less priming than a cold day. You can use this info to pretend your plane already had enough fuel in the cylinders from the last pilot who shut it down.
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Just to answer this… No, it does not help with any feeling in regard to keeping the ball centered or holding your altitude more constant. I fly with the Moza AB9 and Simshaker driving a bass shaker attached to my chair. Pilot IRL too. However, I can’t fly without the FFB or simshaker anymore. It just adds so much more to the VR experience, and all the little feedback you get for everything in game is amazing. I can feel my bombs come off the racks, landing gear “cah-chunk-ing” into the uplocks and downlocks, etc. You’ll even feel the bumps on ground during slow taxi. And the gun… oh, the gun That’s what FFB is good for. It’s not for getting your plane trimmed, although in some DCS modules you will notice the center position of the stick move based on your trim, which is accurate to IRL. I also get a feeling of how fast I’m going based on stick force required to deflect the control surfaces. Perhaps when someone makes feedback that pushes your butt left or right, we’ll be able to use that to help keep the ball centered. Sure, motion platforms can tilt you for this, but your brain also interprets a roll motion at the same time. We need G-forces to sense small changes in vertical acceleration to hold altitude more accurately. It’s a no-brainer thing IRL to hold altitude, but in any sim it’s always a challenge as you have to constantly look at your VV gauge. Easier when you are in close formation as you have a visual reference for vertical velocity. The M3 Corsair holds altitude well without touching the stick or throttle once you have the trim dialed in, but you still can’t leave it unattended for long and go grab coffee or a bio break. Make sure to keep an empty cup nearby if you need true realism Anyway, hope that helps in case you are considering FFB in your future… I say go for it
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I remember seeing another post about this message being used for dev purposes. I think the bug to report here is that the training still prompts us to look for that message, not that the message fails to appear.
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All planes are like this. Restricting the movement would become very nauseating once the movement in VR doesn’t match IRL. I like realism, so when I lean too far over by mistake, I simply come back a little. Never considered the side of it being used as a cheat in MP (I don’t really do any PVP) so I totally understand that now. Hopefully nothing changes, but if it does, I like the idea of a fade, kinda like a G blackout maybe? That would also help simulate your pilot blacking out from being afraid of heights
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Awesome, thanks for the feedback!