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[CORRECT AS IS] Inbuilt Deadzones/Dullzones


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Posted

I've been complaining for a while about the sluggish feel to the vipers controls, so I decided to test it.

 

Conditions:

-all axis 0 curve, 0 deadzone, 100 saturation

-both planes starting at 400 kt TAS, 10,000ft

 

Conclusion:

As you can see in the tracks attached, when doing small circles with the stick, the viper does not appear to move at all and only begins to 'wobble' when the circles become larger.

However the hornet can be seen to start wobbling even with the smallest circles.

 

This indicates that the viper has some kind of dulling or deadzone near the centre of the axis, the results of this deadzone mean that precise movements are very hard to achieve as one must swing the stick around to get any movement at all.

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Posted

Unlike every other aircraft, the F-16 has a pressure stick. If you want the real plane to roll hard, you have to ROLL HARD. I'm sure the "built-in" curve is kind of simulating just that. I like it.

Intel i9-13900K : ASUS TUF RTX 4080 : 32GB G.Skill RipjawsV 4000 : TM HOTAS Warthog : HP Reverb G2

Posted

Negative curve doesn't make the axis linear. It means the response for the first 10% percent is ok, but after that there is a weird non-linearity going on.

 

[Correct as it] I guess I will just put viper away with the modules that I don't fly then.

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Posted

F-16 FLCS is not linear. It has a response curve. (Multiple, gain dependent).

 

If ED has done their job, the linear input from your stick will translate to the correct rate command from the FLCS.

 

However, real FLCS has different forces required to reach those 100% values.

I don't know if ED is taking inputs literraly, or translate them.

 

My personal FCC3 is running a custom controller to emulate the different forces required, and from the little I tested it seems that the ED FLCS is taking in raw values and computing rate commands as expected.

 

So 0 curve should give you correct rates.

Posted
Unlike every other aircraft, the F-16 has a pressure stick. If you want the real plane to roll hard, you have to ROLL HARD. I'm sure the "built-in" curve is kind of simulating just that. I like it.

 

Totally agree. That's why I added heavy springs for the pitch axis, a little less heavy for the roll axis, and used a stick with a short throw (see below). Rolling hard is indeed what it takes now - love the feeling of it!

 

T1VM8SH.png

PC: AMD Ryzen 9 5950X | MSI Suprim GeForce 3090 TI | ASUS Prime X570-P | 128GB DDR4 3600 RAM | 2TB Samsung 870 EVO SSD | Win10 Pro 64bit

Gear: HP Reverb G2 | JetPad FSE | VKB Gunfighter Pro Mk.III w/ MCG Ultimate

 

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VKBcontrollers.com

Posted

Correct as is? Can we get a little more explanation from ED about this than just that?

 

Why is this an intended feature and what does it simulate? How does this work for those of us with regular, non force feedback sticks?

i5 7600K @4.8GHz | 1080 Ti | 32GB 3200MHz | SSD | DCS SETTINGS | "COCKPIT"

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