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Posted (edited)
On 4/8/2025 at 12:00 AM, NineLine said:

We are in talks with a few of the manufacturers of the newest FFB devices now coming onto the market, we want to make sure the experience is everything it needs to be. While some modules have basic support, we want to improve it, especially for modules like Warbirds that will really be impacted by them. 

@NineLine That sounded so good that i had Vitaly (GVL224.com) build me a crazy nice FFBeast. Took him about 2 month for full completion. Shipping took around 4 days from Germany to Denmark. Experiencing the same described issues with trim of the Mosquito, So looking very much forward to the future implementations here. I know i took a chance, but i have all my faith in you guys!!! 😄

Price tag for one full spec stick ended around 1000 euros and its extremely well build.

 

Just for the heck of it i have started to test some of the other WWII fighters:

P-47D-40 trim does not work well here either

F4U-1D - Trim works perfectly fine

...more to come

Edited by Mav87th
Posted (edited)

ok - update on the Mosquito

Got it to fly somewhat controllable now by deselecting ForceFeedBack in DCS - Misc menu as suggested by "Rifty_Business" on r/Hoggit on Redit.

 

I have dialed a bit around with the different effects to get something that is to my likening. Attached is my FFBeast Commander effects profile for the mosquito.

 

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image.png

 

Edited by Mav87th
updated post
  • 2 weeks later...
Posted

Hi all -

I got the bomb bays extended state working so a shaking effect can be used - As the FFBeast commander user interface does not have a bomb bay open effect, I used the speedbrake effect coupled with DrawArg 26 from the Mosquito model

-- Structure: [draw_argument_id_of_damage_animation] = damage_multiplier
-- use damage_multiplier to make effect of specific damage stronger or weaker
-- KEEP LIST OF DAMAGE VARS AS SHORT AS POSSIBLE!
local damageVars = {

}


-- main guns
local function getGunTrigger0(trigger)
    if (trigger == 30) or (trigger == 50) then
        return  1
    else
        return 0
    end
end

-- small guns
local function getGunTrigger1(trigger)
    if (trigger == 10) or (trigger == 50) then
        return  1
    else
        return 0
    end
end


local _api = {}

function _api.getCommonData(mainPanel)
    local result = FFBeast.getCommonData()
    result.sp_br = FFBeast.round(LoGetAircraftDrawArgumentValue(26) * 100)
    result.gun_trg0 = getGunTrigger0(trigger) -- Hispano 20mm Mk II
    result.gun_trg1 = getGunTrigger1(trigger) -- Browning .303 MkII
    result.dmg = FFBeast.getDamage(damageVars)
    result.name = "MosquitoFBMkVI"
    return result
end

FFBeast.modules["MosquitoFBMkVI"] = _api;
-----------------------------------------------------------------------------------

Still missing out on bombs release though and jolt on Rockets firing, but that work is on the way.
 

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