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Posted

Hi there,

 

 

I was trying to tune my helicopter's collective axis (mapped to my Warthog throttle's Z axis) so that 1/ it works as in a real helicopter (full aft = zero) and 2/ the full aft position corresponds to my throttle's afterburner detent (roughly 70% of the course).

 

 

Doing this, I noticed a few inconsistencies that I'd like to report, for the community to decide if these are bugs or if simply I haven't used the options as I should have.

 

 

TL;DR: I think there is a bug when combining the "Invert" and "Slider" checkboxes.

 

 

First, the configuration that I had set up, regardless of my afterburner detent, and which works well.

 

 

  • "Invert" checkbox ON
  • "Slider" checkbox ON

"Slider" is supposed to work in this way : if OFF, the axis values are considered centered around 0 (i.e. from -100 to +100, with 0 being at the middle of the physical axis course); if ON, the axis values will go from 0 to 100 (with 0 the start of the physical axis course, and 100 the end).

 

 

According to the documentation, "Invert" simply reverses (mirrors) the axis values around.

 

 

The Invert radio button will swap the axis of the device.

 

 

Now, the behavior of the curvature options.

 

 

With "Slider" OFF, all the curvature options apply as mirrored around the center. With this ON, they apply linearily.

 

 

Here are some pictures ; according to the documentation, the red point are the raw (physical) axis positions, and the black square is the actual axis position (computed, the one transmitted to the flight model).

 

2HDw7U0.jpg

 

 

"Slider" OFF :

 

eMHwmEF.jpg

"Slider" ON :

 

N8sRVZt.jpgThis is correct imho.

 

 

With "Invert" ON, the actual output value (the square in the graph) moves relatively to the inverse of the raw value (the red dot in the graph).

Again, this seems correct imho.

 

 

 

I did set a 70% "Saturation X" value to try and keep the actual value at 0 when the raw is greater than 70% (i.e. my throttle is beyond the afterburner detent)

PYVeDNi.jpg8O3hw4Y.jpg

 

 

Again, this seems correct imho. At least on the graph...

 

 

When going back in the game, the behavior is not at all the one shown on the graph.

 

 

I cannot show this with screenshots, but it seems that the collective axis in the game behaves this way :

 

  • from 100% raw axis to 30%, actual collective axis moves from 0% to 100%
  • from 30% raw axis to 0%, actual collective stays at 100%

This is where I think there is a bug when combining the "Invert" and "Slider" checkboxes.

 

 

@Bignewy, what do you think about that ?

Zip - VEAF :pilotfly:

 

If you want to learn, talk and fly with french-speaking friends, the Virtual European Air Force is here for you ! Meet us on our Discord and our forum

If you're a mission creator, you may want to check the VEAF Mission Creation Tools (and its GitHub repository) a set of open-source scripts and tools that make creating a dynamic mission a breeze !

Posted

I think the graph is just misleading when Inverted - so yes that's probably a bug. Though the bug might be our brains trying to properly comprehend what "inverted" really means.

 

 

 

It looks to me like you can do what you want using the Deadzone setting rather than Saturation X. At least I got it to ignore the top 50% of the travel range of my throttle with these settings: deadzone 50%, sat x + y 100%, no curve, slider enabled, invert enabled.

Posted

Interesting, thank you.

 

I'll try this and report.

Zip - VEAF :pilotfly:

 

If you want to learn, talk and fly with french-speaking friends, the Virtual European Air Force is here for you ! Meet us on our Discord and our forum

If you're a mission creator, you may want to check the VEAF Mission Creation Tools (and its GitHub repository) a set of open-source scripts and tools that make creating a dynamic mission a breeze !

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