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Posted
Neat idea!

 

I think this has come up a couple of times in the past. Not sure if anyone's ever tried to implement it, though.

The DCS Mi-8MTV2. The best aviational BBW experience you could ever dream of.

Posted
What you expect the flight model to be like and what the aircraft actually flys like may not be the same.

True, feedback from pilots flying the real aircraft is the most important and don't suggest ED's flight model is wrong.

 

However, as we players are mostly using non-force feedback joysticks, our stick input may be modelled as a 'command request' reflecting the pilots forces on the stick and rudder (rather than the sticks absolute displacement).

 

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Otherwise the player's joystick isn't sensitive enough and small inputs are harder to make than reality and large inputs too easy.

 

Blending the movement of a real stick with aileron forces to a computer joystick is probably more an art than a science and involves making compromises i.e. for greater stick force the player sees less sensitivity and increased movement, while the real pilot sees less movement and a lot more force.

 

If the L-39 is really this easy to put into an accelerated stall, then everything is fine and players just need to treat the aircraft with respect/care like real pilots do.

StickForces.thumb.PNG.81a5524d7b03afe3ed7dd6c676b0e086.PNG

i9 9900K @4.8GHz, 64GB DDR4, RTX4070 12GB, 1+2TB NVMe, 6+4TB HD, 4+1TB SSD, Winwing Orion 2 F-15EX Throttle + F-16EX Stick, TPR Pedals, TIR5, Win 11 Pro x64, Odyssey G93SC 5120X1440

Posted
I think this has come up a couple of times in the past. Not sure if anyone's ever tried to implement it, though.

 

It's done in the F-86 Sabre, hence the complaints about poor rudder response at high speed.

 

However, IIRC the Sabre has hydraulic boosters to aid the pilot that are limited by counter acting aerodynamic forces.

 

The L-39 has pushrods that AFAIK are directly connected to the 2 flight sticks.

 

ED already model the forces on the stick - the trimmer switch moves control surface tabs which cause the control surface to move (due to air flow), moving the pushrods/control sticks.

 

The question is how do they model the pilot/player input and if it is something they can easily tweak.

i9 9900K @4.8GHz, 64GB DDR4, RTX4070 12GB, 1+2TB NVMe, 6+4TB HD, 4+1TB SSD, Winwing Orion 2 F-15EX Throttle + F-16EX Stick, TPR Pedals, TIR5, Win 11 Pro x64, Odyssey G93SC 5120X1440

Posted
The DCS WW2 aircraft already do a form of this.

 

Thanks for the reminder, they do indeed, as actually do others in this sim as well already. So the question remains that...?

The DCS Mi-8MTV2. The best aviational BBW experience you could ever dream of.

Posted

Good replies

 

Thx for the replies,

 

I'm understanding a few things better...

I'm using X55 and it's no FF and so I realise RL would feel much harder to yank the stick around ...

 

I bumped curves up to 30 and Y saturation = 90 and dead zone = 4

Seems more natural...

 

I love the flight modelling of L-39 ; I remember when ED first gave us a decent Su25T... whoa that was insane... unbelievable... then about a year ago I was amazed at the Su27.. it was stalling and got flame-out.. whoa that was amazing (may have been in S mode)... now I'm not as keen on the Su27... it seems less quirky, and I can never rock it out of an inverted spin any more... boring.

 

But L-39 has got some feeling IMO

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