

Cgjunk2
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About Cgjunk2
- Birthday 01/01/1969
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I’m fine with rumble effects, even on a FFB joystick. The problem is that there seem to be more and more folks that think rumble effects are FFB. Unfortunately I recall seeing this with “influencer” review videos when the Moza FFB stick came out. Slick professional “hey guys” videos by people who had no idea what FFB was supposed to be modeling as it relates to airplanes. I saw reviews that basically seemed like they were unaware of what they should be feeling, skipped commentary on FFB, and instead worried that the gunfire effects werent very strong, and “geez it’s big, probably cant use on on a desk” comments. I’d hate for Moza or other FFB manufacturers to feel pressure to appeal to influencers or other gamers that don’t understand airplanes and how to model forces. But I feel like I’m taking this off topic. Wouldn’t want to turn into an old man yelling at clouds with my ranting lol.
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I agree about the need for tuning. How they work their magic to tune I;m not sure, but hopefully it will be made a bit less "touchy". As an aspirational force feedback stick and rudder owner (dang that stuff is expensive!), I really hope that the FM gets properly done with regard to force feedback. The lack of trimming/stick position changes is disappointing. Hopefully it's not an oversight, but just something they haven't gotten to yet. As far as the amount the displacement forces as a function of speed, I guess I'd have to research more on the Corsair's handling. Even heavy planes could theoretically have very light forces at all speeds based on the mechanical and aerodynamic design of control surfaces. Regardless, I hope that just as much research goes into figuring out a good force feedback profile as the FM itself. Force feedback is the largest untapped flight simulation advantage there is to increase realism, and I really hope that developers get serious about it soon. If they don't, the ship may sail and there will be nobody left interested in simming with old airplanes that have aerodynamic forces. I fear that time is already near given how many people think force feedback is about feeling the gun make the stick vibrate... sigh. lol
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I actually suspect that the Corsairs FM is just fine, but we have trouble "feeling" it because most of us are flying on spring centered joysticks that give the same pressure at 80kts as they do at 300kts. It's the same for rudders, it's super easy to overshoot how much movement you'd need causing wild yawing. I had a lot of problems with the huey and how it felt fake, until I really thought about how much movement I was commanding with my stick. And since every overcorrection on one axis affects all other axes, it just felt bad. In a way, I had to train myself to imagine forces on my joystick that weren't actually there, once I did (and when I got a joystick extgenstion), things started to feel more real. Most warbirds in DCS have a one to one relationship between the movement of the joystick and the movement commanded to the control surfaces, regardless of the speed. There is good reason for this because that's how it works in real life. The only exception is the Bf109 once airspeed gets high, where the virtual stick becomes stuck in cement despite your input...in order to simulate very high IRL control forces. The whole idea of keeping a one to one relationship between joystick movement and control surface movement is really a philosiphical choice in how airplanes are simulated. You could argue that forces are more important to model and then model things to where you have to move the stick more at speed in order to simulate forces experiences. Either way, you can't have both displacement and force accurately simulated at the same time...unless you have force feedback. I suppose there's something to be said for a "filter" of sorts that would dampen your input a tiny bit in order to minimize the effect of micro-movements on our light spring-centered sticks, which could be done by delaying the transmission of signal from the stick to the simulation very slightly.... I could see a variable filter where micromovements are increasingly damped out with speed, but don't ultimately affect total control throw range. It could give the impression of "weight". I suspect that some modules might use something like this. This isn't the same as curves, because curves just shift the sensitivity of the stick from center point and shift it to the extremes.
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Hmm, but the pilot and stick animations in the Tomcat don’t suffer from this delay. Even if I yank the stick or move my head as fast as possible, it tracks immediately. This goes for all other modules as well. What is different on the F4 that makes this smoothing delay necessary? For example, the pilot head reflection in the F4 often starts moving only after I finish a 45 degree head turn. By the way, I don’t notice any delay in stick movement in the F4 at all. The only thing I notice is decoupling between the physical stick and simulated stick, in the attempt to simulate stick force on non-FFB sticks (through increased physical stick displacement). It’s not simply visual smoothing, rather the virtual stick will move past the position commanded by the physical stick, and the aircraft will move based on the movement corresponding to the virtual stick’s position. That’s why I was wondering if the OP is experiencing the force modeling for non-ffb sticks, and why I suggested he double check his settings in the special options menu to make sure he has it set up for FFB.
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I’m not sure if gradient step sounds during startup is related to the loss of the turbine sound in external view. Whenever I see a tomcat fly by or taxi by me, all I hear is the sound of the rushing air expelled by the engines, but not the whining sound of the turbine. It’s been gone at least since the previous update for me. Anybody else notice this?
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My impression was that the stick position in game should actually be one-to-one if you are using a FFB stick. Is that not correct? @frumpyhave you checked to make sure you selected the correct FFB special menu settings? Also, I thought that spring joystick positions (non-ffb) are decoupled from actual control surface and stick positions in the game on purpose in order to simulate forces from the bob weight/bellows system by making you displace your spring joystick more (as a way to simulate force). Or do I have this all wrong? Is the stick visual animation referenced here a totally different thing (like pilot head animation delay in mirror reflections)?
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My impression was that the stick position in game should actually be one-to-one if you are using a FFB stick. Is that not correct? Also, I thought that spring joystick positions (non-ffb) are decoupled from actual control surface and stick positions in the game on purpose in order to simulate forces from the bob weight/bellows system by making you displace your spring joystick more (as a way to simulate force). Or do I have this all wrong? Is the stick visual animation referenced here a totally different thing (like pilot head animation delay in mirror reflections)?
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Two years is essentially imminent, at least as far as DCS goes Everything else is "soon", which means that it may release within a human generation. This thread is an awesome history lesson on this module. I've been flying eagle dynamics way back since I was a kid in the 90s. I still see the mig21 as relatively recent, but I guess it actually is kind of old if I were forced to admit to the passage of time. Yet, yesterday I grabbed a mig21 and raced an online buddy in a Fulcrum from Kutaisi to Tsiblisi, Tsiblisi to Anapa, and Anapa to Batumi. I won two out of three legs! One of them dead stick lol. But I only won because I knew how to fly it exactly by the numbers. It's awesome that the Mig21 is modeled nicely enough that it rewards a pilot that knows how to fly it. After all these years, the Mig21 is still a great time. It goes to show that a good product is a good product, even if it's old. The devs should know that they made something lasting, and something that can be deeply appreciated by discerning pilots.
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Comparing the price of the Quest 3 to any other headset is probably difficult. Facebook/Meta essentially subsidize these for the consumer on the hope they buy in to Zuckerbergs vision for a virtual world ecosystem where users can buy games, and where data can be collected to be monetized. While technically they are very good headsets, they work on PC only at Zuckerberg’s pleasure. And in my case, the consistency of the PCVR experience with the Quest 3 has been infuriating frequently. Zuck could remove PCVR functionality via update once they see it’s not beneficial to sell to PCVR users who never use it within their ecosystem (mine runs with the wifi connection turned off). It might be worth noting that Zuck, Bezos, etc are also currently beholden politically to someone they are afraid of, so chances are good that whatever data a Quest, Iphone, Alexa can collect will be released to whomever the dear leader wishes. He won’t get in the way of that, as there is no benefit for him to stand up for the user when the consequence is a yuge orange scorched-earth tantrum.
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Do you remember where that mod can be found?
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I'm struggling to enjoy the F1 due to the sparkles as well. I understand that the physical texture of the real cockpit has a bit of a "spray on bed-liner" look, but it's almost as if the bumpy textures of the cockpit are literally modeled as tens of thousands of tiny individual bumps in 3 dimensions. It seems a bit too much in terms of granularity of details, no pun intended. Maybe they can make a VR friendly cockpit texture for all of the offending surfaces? I'm running pretty high resoulution on my quest3 (at the expense of frame rates) but this is the only cockpit with such distracting shimmers. And it's been exactly the same since day 1 of release. Was MSAA broken when this module released? I used to use DLSS and just tolerated the ghosting, but after trying to fix stutters, I noticed MSAA was better all around. I went back to DLSS recently and it seems just as broken in a different way....everything is immensely fuzzy compared to what I remember. In any case, I don't remember DLSS fixing anything when I was using it. It was still pretty bad shimmer.
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Thanks for the help and ideas! I found my issue after a bit of troubleshooting using the simappro software to track what was going on. I was able to recreate the “pause” or hitching as I moved the throttles quickly through it’s range. Then I noticed 2 virtual buttons briefly light up everytime the throttle had a hiccup. One of those buttons was assigned to “chute deploy”. After a bit if thinking, I double checked the cable connection that goes externally from the base to the bottom of the f18 throttle grip. It wasn’t super loose, but it definitely wasn’t tight. About a half turn to tighten it up, then I retested, and had completely smooth throttle with no ghost activations of the virtual buttons!
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So I flew around and noticed that at certain times, movement of the throttles as they went from mil to ab power, the throttles paused in between. It acted as if I had a throttle detent (I don’t). This “step/pause” did not always occur, it seemed to happen randomly. But when it did, the chute plunger was pulled back. i have an Orion2. The throttles levers did not show up as being bound to anything else (besides throttle axes) when I moved them around in the assignment menu. And they did not cause the chute binding to light up. A fellow online player suggested deleting the binding for chute (bound to a rocker axis on the f18 throttle grip). Once deleted, the throttle axes no longer moved as if there was a detent on the axis, and the chute no longer deployed. I bound it to another rocker switch on the other f18 grip, and I get good actuation with no detent on throttle axes, and no uncommanded chute deployment. It might be related to the throttle base itself…still need to check in simapp pro to see if something lights up when I move the throttle. I’ll update if I find the source of that signal.
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I will try that thanks. Is there any other bind action in the F5, besides “drag chute”, that I should check within the DCS bindings menus? Is there a dialog within the game, or file I can access that records actions/commands and what was used to command the action to help me trouble shoot this?