Mav87th Posted October 11 Posted October 11 (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 October 11 by Mav87th
Mav87th Posted October 17 Posted October 17 (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. null Edited October 29 by Mav87th updated post
Mav87th Posted October 29 Posted October 29 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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