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Hello, and merry Christmas This is a plugin for JoystickGremlin to map an analog slider and rudder pedals to work like a typical Russian WWII fighter, Spitfire and many GA aircraft. Or simply to have proper braking in any sim when using T-Rudder pedals What's needed is: A stick (or a throttle) with a an extra analogue slider or rotation to work as brakes (I have a WinWing F-16 stick with enough sliders) VKB T-Rudder pedals (any pedals will obviously work, but none as well as a T-Rudder ) vJoy software JoystickGremlin software The plugin itself (further down) For the basics of vJoy and Joystick Gremlin I suggest reading this excellent post. In addition HidHide could be useful in general, but it's not needed for the purpose here. First you need to set up vJoy. The only thing needed is two axis. Any axis will do. As a minimum one vJoy device with 2 axis is needed. Then Joystick Gremlin and the plugin must be set up. There is no need to configure anything at this point (like remapping, curves etc), because the plugin will handle everything. I tried this a year or so ago looking at plugins, but gave up because I couldn't for the life of me figure out how these plugins even were supposed to work. Looking at the plugin examples, they have no detailed hardware addresses or anything... It turned out that this Gremlin software is truly amazing, although lacking in documentation. In the mean time I made my own brake pedals that works, sort of, but with none of the precise control you get with a proper brake/rudder mix. The plugin itself is a small Python script. I merely "hacked" one of the examples. It can be downloaded below, or simply cutn paste. An important thing is that the plugin does not work by itself. It must be imported and configured into Joystick Gremlin. This is done by opening Joystick Gremlin, chose the plugin tab and the Add Plugin button at the bottom. Once the file is chosen, it will look like this: At this stage the plugin must be configured. Just push the configure button, and a set of configurable setting (all that is needed) pops up to the right. There you map the physical brake and rudder axis to the corresponding virtual axis that was made in the first step. The activate button can be on or off. Remember to save the configuration, or Joystick Gremlin will forget all about it when you close, and there is no reminder before closing. You can view if everything is working in the viewer in the tools menu. I found that sometimes when a tried a new plugin, I had to push the activate button on and off a few times etc before it worked, but that could easily have been due to my plugin not working properly (with a working plugin, it just works). For those who have tried IL-2, this brake/rudder mix works exactly as that (which is exactly as it works in the real aircraft). It requires a tiny bit of getting used to if you have tried only brake pedals, but we're talking minutes, not hours. A real Piper Cub has heel brakes, also fundamentally different from toe brakes, but more intuitive actually, and easily adopted. It's fully possible to tweak the brake input to use 2 or 3 buttons instead of a slider, or even just one single button, but the finer feeling and precise control will then be limited. import math import gremlin from gremlin.user_plugin import * mode = ModeVariable("Mode", "Mode in which to use these settings") pa_brake = PhysicalInputVariable( "Physical brake Axis", "Physical brake axis input", [gremlin.common.InputType.JoystickAxis] ) pa_rudder = PhysicalInputVariable( "Physical rudder Axis", "Physical rudder axis input", [gremlin.common.InputType.JoystickAxis] ) va_leftBrake = VirtualInputVariable( "vJoy left brake Axis", "Virtual left brake axis output", [gremlin.common.InputType.JoystickAxis] ) va_rightBrake = VirtualInputVariable( "vJoy right brake Axis", "Virtual right brake axis output", [gremlin.common.InputType.JoystickAxis] ) # Decorators for the two physical axes dec_brake = pa_brake.create_decorator(mode.value) dec_rudder = pa_rudder.create_decorator(mode.value) # Storage for the last known axis values brake_value = 0.0 rudder_value = 0.0 def update_vjoy(vjoy): leftRudder = rudder_value rightRudder = -rudder_value if leftRudder > 0.0: leftBrake = min(-2.0*leftRudder + 1.0, brake_value) else: leftBrake = brake_value if rightRudder > 0.0: rightBrake = min(-2.0*rightRudder + 1.0, brake_value) else: rightBrake = brake_value vjoy[va_leftBrake.vjoy_id].axis(va_leftBrake.input_id).value = leftBrake vjoy[va_rightBrake.vjoy_id].axis(va_rightBrake.input_id).value = rightBrake @dec_brake.axis(pa_brake.input_id) def axis1(event, vjoy): global brake_value brake_value = event.value update_vjoy(vjoy) @dec_rudder.axis(pa_rudder.input_id) def axis2(event, vjoy): global rudder_value rudder_value = event.value update_vjoy(vjoy) brake_sticknrudder.py
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I was on the ground and just trying controllers before take off. I have noticed that when I was pushing rudder right or left I can see the rudder pedals visually reach to max before I can max out the my rudder input. I looked at external view and rudder is also behaving visually exactly like that. So if I set my saturation 70% I can visually command the full range of rudder which gives me the precision I need. Since spitfire rudder is already super effective I cannot conclude in flight tests to see if more rudder gives more control input after visual limit modeled. It is the first time I noticed it so I don't know if this is an issue for an update. I'm running TPR rudders. No drivers or software in between. 70% saturation seems to give 100% input range even though controls in game show I only put 70% deflection. Visual model shows full range is utilized.
- 18 replies
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- rudder
- input range
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Hi All, New user trying to get into the air. I have the F18 and having major issues getting into the air. I have learnt the startup procedure. All good. I have the TM warthog throttle and F18 stick, stream deck, saitek side panel and velocity one pedals. Long story short here is my issue. 1. The pedals show up twice in the controls list (Same thing happens in MSFS but they work there) 2. The warthog throttle works with the throttle in the plane. Great. 3. But the pedals also work the throttles and not the rudder!! Have cleared the bindings from the pedals (I think) but still they work the throttles. Any advice welcome. Thanks Josh
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After 10 - 60 minutes the rudder becomes unresponsive, pedals in cockpit do not move, rudder does not move. Rudder hardware is Thrustmaster TPR rudder. Track file too big to attach, log attached. dcs.log
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I think I found multiple bugs which might be VR related. First bug: when in VR, the rudder pedals only use about 1/4 of the range of my actual rudder pedals. I only need to press them slightly in to get full rudder in game when I look at the ingame pedals and the rudder surface. When trying something not in VR I noticed they worked fine and used all the range in my pedals. it's not something to do with calibration or axis tune because in the control panel everything works just fine. Second bug: Elevator trim. The elevator trim has no effect on the flight model when I'm flying in VR. The trimwheel in the game does work so my bindings are correct but it just doesn't do anything. I've only flown the tutorials and I had this problem in all of them. Rudder and aeleron work fine it's just the elevator trim. I haven't tried this one in non-VR yet so I don't know if this has anything to do with VR or not but other people didn't seem to have this problem whe I asked on reddit so I'm guessing it's something with VR again. And no I don't have anything with force-feedback plugged in. I use the VKB T-Rudder Mk.IV pedals and Gladiator NXT and my VR headset is an Oculus Quest 2 with third party cable.
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- rudder
- rudder trim
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Hornet rudder movement is seriously overcorrecting and flapping hard when there is light wind and turbulence. This starts when the FCS is in landing mode -> when flying on speed AoA. The shaky movement is unrealistic for any actuator, and sometimes it can actually make your landing worse by moving the plane sideways. In the track there is a "realistic" turbulence and weather setting but the rudders move unneccessarily fast which makes the approach and landing shaky. In the video you can see how smooth the movement should really be. There are plenty of landing videos on Youtube for reference material. I also want to emphasise that I do know that there needs to be large and quick corrections when there is wind and turbulence but currently the rudder is overcorrecting and shaking a lot. The movement just needs to be dampened quite a lot. rudder movement.trk
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I have set up a new HOTAS I got, TFlight Hotas x. But i do not think that matters as, no matter what I do the rudder do not function. They LOOK like they do, the pedals turn and rudders turn, but the plane does not move. I tried it with Joy-RZ, z and x and another combo. And once again, the visuals work in game showing that my controls and bindings are not wrong, but nothing happens. I cannot taxi. So obviously I do not think it is a hardware issue so I am unsure what to do. Please advise.
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There seems to be a problem with the Thrustmaster Pendular Rudder's default axis in DCS. After launching a custom mission in which the plane starts in the air, it will immediately kick left. Depending on the plane (e.g. most pronounced with F-5E), the plane will then go out of control. It will only regain control once the rudder is moved. Looking into the Axis controls for the rudder, it seems DCS defaults the rudder to the JOY_RZ axis, when the one it should use, and the one I assigned to it should be the JOY_Z axis. This will repeat every time the mission is restarted. I found there is a "default.lua" file which contains axis default values, and there are entries for other market rudders, but none for this TPR. I tried to add this to the Lua file on my own, but was not able to as the exact name of the entry seems to be required from the vendor. Without its own entry in this file, it seems the TPR defaults to the general setting, which has the Rudder assigned to the JOY_RZ Axis, and the Thrust to the JOY_Z Axis, which may be causing the kick left at start, since the throttle may typically be placed in the off or max setting, which may map on the Rudder as "left". This is currently causing a lot of crashes at the start of the mission.
- 26 replies
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- thrustmaster
- pendular
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Hey guys. So out of the blue, my aircraft rudders hard right on taxi and hard roll in flight. No idea why. not a trim issue. My deadzone on HOTAS is 3 never had any issues. Is it because i had Cat 1 with GBU 10 and 12? Should be cat 3? Any ideas? thanks
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Like the title says to have the ability to turn the rudder trim off in the special menu like the ka-50 and huey. Helps for people that don't have rudder pedals to easier control the rudder.
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I am not sure if this is intended or its a bug, but playing with rudder pedals cause blackout and spin. In any asymmetric loadout, such as 1 extra Sparrow in 1 wing, for example in left wing, it is even worth, and opposite rudder cause opposite role meaning in left bank, right rudder cause left roll Tomcat Spin behaviour.trk Tacview-20221223-150813-DCS.zip.acmi
- 8 replies
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- spin
- flightmodel
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The Apache is the first module where the "Rudder trimmer" option is more then a checkbox in special options. I wondered if the Rudder in the real chopper is also trimmed to a new center position when using the Force Trim Release button?
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Ciao parlando con Pelmo su Stick e pedaliera sono andato a vedere le Crosswind che non risultano più disponibili sul loro sito. Su Amazon ho trovato l'articolo descritto nel titolo. (VelocityOne Rudder Pedals Per simulazione di corse e di volo | Turtle Beach – Turtle Beach® Italia) Qualcuno lo ha provato o ha qualche opinione al riguardo? Punti di forza: 1. è su Amazon un giorno ed è a casa 2. Tutti gli assi hanno sensori HallEffect 3. Sembra che si possano facilmente togliere le molle che regolano il centraggio rendendola ottima per gli elicotteri. 4. completa sia di diverse molle che pedane 5. Sembra essere molto stabile a terra senza doverla fissare. (Possibili) Contro: 1. Il costo non è certo da prodotto "comsumer" 2. L'attacco del cavo USB è frontale, considerando che la dovrei "poggiare" alla finestra potrebbe essere un problema. 3. Non conosco la marca e non so se vale 4. A quel prezzo forse si trovano altri prodotti (ma con gli stessi punti di forza?) Voi cosa dite?
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Windows 10 LTSC, US language. GameDias gaming keyboard, no problems with other sims. --------------- Setting up for Spitfire TRIALnow testing ... Rudder, and elevator trimming; i can't get it to work so far; tried the default settings, and some of my own, but it does not see to react as f.i in Cliffs of Dover where it's also needed. ADDED just tried it again, seems the modifier R-cntrl or R-Shift do not work; just tested inputting it again (for elevator and rudder). They react in the control settings sub window when pressed and get registered it seems.. Maybe my PC's Keyboard is not recognized for modifiers while the game is running in F4 Chase , but also not in cockpit F1 view ... PS default setting for notch trimming also does not work. Can it be that it has to do with a windows setting for keyboard layout? thnx for looking.
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I installed the mod into my Mods folder under User/Saved Games/Mods, just as the Grim Reaper has recommended in one of his videos. The mod itself seems to be installed properly, since it shows up in game and can be flown, although when I fly it the pitch controll is not working despite the controlles being assinged in the game menu. Also bots have no problems in controlling the pitch. I have already tried unplugging the unnessacary devices (only KbM, Hotas and TrackIR plugged in) since maybe my game controller could have interfered with the controlls. After that didn't change the outcome I tried reinstalling the mod, which once again did not change anything. I'll attach a short video to let you see what I mean by the pitch controll bug. I hope some of you can help me fix this problem. Have a good day, simfisch Unbenanntes Video – Mit Clipchamp erstellt.mp4
- 4 replies
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- f22
- grinnelli designs
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