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Everything posted by RealDCSpilot
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If that's where you are coming from then yes, you don't get the angle. You're still not able to differentiate between a good or bad helicopter FM, even if you have already 4 perfect examples from ED in front of your eyes. With the Mi-24P, ED has proven the 4th time now, how a helicopter should work in DCS. If PC would want to make it easy for beginners, they should include something like the "Control Helper" option from the Hind for the Gazelle and this would be the mode her current 5 year old FM would fit to. It's like a remote controlled AI pilot that does all the thinking for you. I prefer to be in full control, like with Huey, Ka-50, Mi-8 and Mi24P and their respective flight model options under "Special Options". Yep, that's how it is.
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Good VR Performance, but only when "Window is out of focus!"
RealDCSpilot replied to a topic in Virtual Reality
Just encountered this problem all of a sudden. Never had this kind of issue within 5 years VR. The solution on my side was a clean reinstall of SteamVR, following this procedure: https://steamcommunity.com/app/250820/discussions/2/1640917625015598552/ -
Exiting TL and imminent VRS shaking is already getting exported via telemetry output from the game (for motion seats, bass-shakers / Simshaker for Aviators). I guess, because of EA, the visual cockpit animation will be added later.
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If you try some more realistic scenarios, then hover and firing doesn't make any sense anyway. Basically, if you are in range to fire, the enemy has the same chance. Hit and run is the best strategy for survival. Come in low for approach, go high enough to find the target, shoot and break away after missile impact. https://www.nva-flieger.de/tl_files/images/taktik/arfk/angriffsmethoden/horizontal1.gif
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Have fun, the Mi-24P is such a pleasure to fly with FFB.
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Actually no, the Gazelle collects dust since 2016. I only check it once a year, but only to realize that most of the issues aren't fixed. I only came here because i watched the Shturm missile in the excellent first release of the Mi-24P is behaving correctly and remembered that the HOT3 was floating by magic for 5 years. I'm happy it works for you now.
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Go to axis settings, choose the G940 Column and check under FF options if X and Y axis are set to inverted or not. I have to set them to inverted (unlike the other heli modules from ED). Also check if force is set to 100.
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HOT3 missiles don't rotate for self-stabilization (since 2016).
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I find it also strange that DCS FFB on/off has an effect on how CLS2Sim reacts. It shouldn't be affected. Directinput FFB has 2 settings for each aircraft: Force and effects. 1. Force is basically the same for each module (intensity goes from 0-100%). On jets you have stick positioning for neutral control surface position in the center or offset mode for control surface position (like in A-10C, F-14, F-5 etc.) on top of that trimming also affects stick position (DCS moves the stick around depending on your trimming inputs or autopilot features (Mig-21)). For WW2 birds you also have force intensity depending on air pressure on control surfaces (on ground stick goes limb, the faster you get the more force builds up and the stick moves to it's neutral position). In helicopters (only the 4 good ones) force is applied like magnetic trim or force trim would work like in real life. 2. Effects (intensity 0-100%) is used for secondary effects on the airframe, like runway rumble, stalling, gun rumble etc. - but here each module acts different. Some have more, some have a less number of effects. Telemetry output is used for all kind of secondary effects, some run parallel to effects on the stick (stall for instance, VRS on helicopters, G-force intensity and direction, runway rumble and such). Telemetry can be more widely used for certain stuff but it doesn't hold any stick position data, it only holds information of what the aircraft is doing. One pretty cool effect is main rotor oscillations on helicopters for instance. In my setup, as personal preference, i have set effects to 0% on the stick and get all the secondary effects via Simshaker on my Forcefeel seatpad (this way i'm disabling the stalling shakes on the stick, but that is my personal preference).
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I think this might have become my favorite helicopter module!
RealDCSpilot replied to sirrah's topic in DCS: Mi-24P Hind
Yeah, i really like that i have to think more about tactics, be more creative and strategic as a pilot. Every engagement contains more risk and more reward at the same time. It's definitely more thrilling than attacking from a much more safer distance. I'm absolutely enjoying it since release. -
Just for info, DCS uses two different systems for haptics. FFB and telemetry output, independent from each other. FFB is meant for Directinput compatible joysticks, telemetry output is for motion seats, simpits, haptic mats (Jetseat, Buttkickers etc. via Simshaker for Aviators) - in general everything that is able to process that data. As far as i know, CLS2Sim only uses telemetry output. Telemetry output needs to be defined with via Export.lua in your Savegame/Scripts folder.
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Brunner Force Feedback Joystick Base
RealDCSpilot replied to Mozart's topic in PC Hardware and Related Software
Atm, their products are not targeted for the consumer market anyway. Custom built simulators, for the military or aviation industry are their market, where the Brunner I/O gets deeply integrated. In Germany you'll find them in Eurofighter training simulators for instance. -
[Official] SimShaker for Aviators
RealDCSpilot replied to f4l0's topic in PC Hardware and Related Software
Thanks for the new SSA beta 2.2.3, i hope the 30mm gun problem will be solved later. -
Brunner Force Feedback Joystick Base
RealDCSpilot replied to Mozart's topic in PC Hardware and Related Software
If Brunner would step up and make it a native FFB stick for Directinput i would buy it right away, it's hardware part is surely worth the price. But as long as the software part lacks certain functionality for DCS i'm happy with the modding route i chose for my G940. -
There is nothing wrong with FFB in DCS, it's the problem with no native support for Directinput from Brunner like i already told you in the other thread. It's really sad that Brunner doesn't implement it, people are asking them for years. Your only solution will be the Arduino "FFB translator". The overcorrecting issue may come from using curves, if stick input isn't linear - FFB comes out of sync. Always use linear input settings without curves and with default saturation.
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@Cthulhus Try to get rid of everything WMR related (drivers and WMR for SteamVR) on your system and retest the other two HMDs.
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Oh yes, it's so ready! Perfect match with the FFB stick.
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Brunner Force Feedback Joystick Base
RealDCSpilot replied to Mozart's topic in PC Hardware and Related Software
@zerO_crash The Arduino mod gives full control for DCS over the stick. All you get with Brunner's solution is only stuff from DCS's telemetry output ("just" effects) and Brunners trimming solution is only glued on top of it. With true Directinput FFB, DCS can also control the stick position and move it around. Which is one of the best features i see in FFB in DCS. -
Look at his sig... It's VR performance not pancake 2D.
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I see a performance hit in frametimes, ~40% more than in other modules.
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Question about the optical sight stabilisation
RealDCSpilot replied to BlackPixxel's topic in DCS: Mi-24P Hind
Yeah, it doesn't have ground stabilisation. Those gyros are already working as much as they can. The rest is pilot's and operator's work for precision ATGM strikes. -
@DmitriKozlowskyDeactivate Control Helper in special options to fully control it on your own.
