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RealDCSpilot

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Everything posted by RealDCSpilot

  1. @TomVR Like finch said, for this mod i'm using just the main PCB of the G940 base, it's motors and the magnetic sensor. fred41 made a special firmware modification for me, to disable the "deadman sensor" functionality that is implemented in the grip of the G940 stick. For the grip i used the PCB of a WarBRD base.
  2. RTX3090 on a native SteamVR HMD (Index) running fine here. I guess switching to OpenXR is the best next option for DCS's engine.
  3. Finished the active cooling design:
  4. My problem is, i can't bind this function to HOTAS (greyed out).
  5. Works on my end with a G940. You have to set trimming to "default" for a FFB stick. "Joystick without springs and FFB" means joystick without springs and without FFB!
  6. To make it simple, cyclic input does not result in roll rate in a helicopter.
  7. @Alan Fistwood Don't forget to include an active cooling solution, especially for your x-axis motor. An open air vent with a 40 mm fan directly underneath the motor should fit your design.
  8. Here is how i solved the implementation of the G940's MLX90333 magnetic position sensor (Melexis): It's basically a "mini joystick-within-a-joystick" to scale the huge movements of the big gimbal to a much smaller one. The magnetic sensor is turned by 180° to mirror the X/Y input from the main stick, the contraption "slides" within the big gimbal's T-connector to compensate moving on the z-axis. The ball joint has a little friction so the magnet's position is always very precise. Due to new motor arrangement their polarity had to be reversed.
  9. Prototype finished. Worked right from the start.
  10. Was vielleicht noch hilft, kurz bevor der vortex ring state wirkung zeigt, fängt die kiste an zu "rappeln" :) Da weiß man sofort das mehr collective zu geben ist. Ich hab auch ein force pad unterm Hintern und Rücken (Gametrix Jetseat/ Realtus Forcefeel etc. über SimShaker app), damit hat man haptisches feedback für alle möglichen Vibrationen am Flugzeug/Helikopter. Man spürt also körperlich das es gleich losgeht. Cool sind auch die rythmischen Vibrationen des Hauptrotors im Rücken.
  11. Yeah, sure. My plan is also to ask @propeler to put it on his github page. Don't forget to rework the thread with a M36x2-6g threading die after printing. GIMBAL_Virpil_Connector.stl
  12. I'm also on a different path, in my case the electronics were already finished a decade ago. I'm basically just using the massive gimbal, because i'm working on a total conversion kit for the G940.
  13. Not exactly, but i usually expect a good flight model for a paid module first before everything else in DCS.
  14. No, i don't think we get Vulkan with 2.7. Only a slightly optimized DX11 render pipeline with raymarching feature for the clouds. They also mentioned "pre-raytraced cockpit lighting" - i'm very curious about this. In general, jumping from 2.5 to 2.7 could mean to be a big step for everything that's working under the hood. They didn't name it 2.6 for a reason.
  15. My version for a Virpil Connector. (printed with carbon filament and thick layers for prototyping...)
  16. Sadly, no input axis info is shown. Weapon systems work like you expect from a DCS module. A good information on the side is that DCS 2.7 might get us a performance increase on top of the new clouds.
  17. I think Fri13 is a brilliant guy. What i find far more concerning, a "real" pilot that doesn't even raise an eyebrow while flying the Gazelle in DCS and thinks that some real world aerodynamic feature could hold an explanation. I'm sorry, but the only explanation i have for this behaviour is absence of knowledge. And you also will not be able to find any real world physics reference, because the problem doesn't exist in the real world. It was solely created with the release of the Gazelle module for DCS five years ago and hopefully be gone with a future patch that would raise the level of the Gazelle module to DCS's standards.
  18. Yeah. With that rulebook, everything that just moves somehow with stick and throttle input has the right flightmodel, nice. Who needs flight models anyway? Flight simulators? Ahhh come on... forget about flight sims, they are just games like everything else. What a waste of time and money on developing something that only tries to imitate something from reality with numbers and calculation mumbo jumbo.
  19. Just another perfect video showing cyclic control and airframe reaction. You move the cyclic, aircraft reacts and it's attitude stays where cyclic input commands it to stay. If you want to make the heli bank at a certain angle to the right, you put cyclic to the right and hold it there. It's so easy to understand and all we want for the Gazelle in DCS.
  20. @Rogue Trooper Goodness... Please don't be the clueless gamer, you obviously only scratched the surface of DCS. Switch from the Gazelle with super simplified joystick mode to ED helicopters with a Komodo Simulation or Puma PAS cyclic in springless trimmer mode or a FFB stick in default trimmer mode first before posting such nonsense. You'll get the experience how a cyclic works for the first time and it will definitely work as an eye opener and gamechanger for heli flightsims in general for you. You'll see for the first time what DCS really has to offer. It's like going from a gamepad in Mario Kart to a racing wheel controller in a racing sim. The difference is that even Mario Kart gets most of it's basics right, the Gazelle module... not. Then come back here please, we can start talking on the same level.
  21. Hmm... You want to test our knowledge but deny being tested yourself? Why don't you share with us what you know, so that we can see how qualified you are?
  22. Yeah, sure. The effect of gyroscopic precession is actually modelled in DCS, but i don't tell you which helicopter module. Can you tell me which one?
  23. @cromhuntCan you do it? I'm really interested in the part where you think the continuous roll from minimal cyclic input comes from. (Hint: it's not gyroscopic precession)
  24. First rule for helicopter flying is "fly the aircraft" all the time. In flight and during maneuvering, the cyclic is basically never centered (neutral) - you're always moving the stick in an offset area from center. To answer the question about roll, it is a short "No!". And Cromhunt is right, the Gazelle in DCS is a pretty dumb reference, because no real helicopter works like it is depicted in game for the Gazelle module. Since the only real life reference we have here is videos, how about this (fixed 360 camera in cockpit of an Alouette II) you can clearly see how much and how far the stick is moving and how offset never leads to a continuous roll during hover, transitioning to forward flight or in turns: https://youtu.be/MxyF2Gf0gwA
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