PL_Harpoon Posted yesterday at 08:31 AM Posted yesterday at 08:31 AM 15 hours ago, =475FG= Dawger said: You probably want to compare the rate of control surface deflection to see if there is a difference. At 300 knots for example. Move the stick back as rapidly possible and observe if there is a rate of deflection difference. Wait, I thought DCS does not simulate stick forces so it should be 1:1 in all cases, right?
=475FG= Dawger Posted yesterday at 09:18 AM Posted yesterday at 09:18 AM 45 minutes ago, PL_Harpoon said: Wait, I thought DCS does not simulate stick forces so it should be 1:1 in all cases, right? It depends on the module.
tekwoj Posted 9 hours ago Posted 9 hours ago On 7/20/2025 at 10:50 AM, Gunfreak said: The stick does not get noticeably heavier with speed using my brunner force feedback. The only force feedback effects I have that i feel is shaking on the stick when close to staling. I can dive to 400+ knots and the stick is the same as if I was flying at 200 knots. Now generally force feedback effects on warbirds in DCS isn't that great. They have stall warning, movable stick with trimming (missing from corsair) abd on slight stiffening at high speed. I know with other force feedback sticks you can use their native app to force more powerful FFB effects. But DCS native warbirds FFB isn't great. In several other ww2 sims the effects are much more noticeable. Diving past 500mph in a p51 will make you work to pull that stick back. You'll find if you're outrrimmed you'll have problems placing the gunsight on the enemy because the sticked has moved so much during trimming during violent manovours. I'ts different for me. I'm on AB9 and while on the ground the stick is limp, in the air the resistance changes with speed and maneuvers, and I'm flying corsair without telemetry because I found the built in ffb good.
PL_Harpoon Posted 8 hours ago Posted 8 hours ago 10 minutes ago, tekwoj said: I'ts different for me. I'm on AB9 and while on the ground the stick is limp, in the air the resistance changes with speed and maneuvers, and I'm flying corsair without telemetry because I found the built in ffb good. Just out of curiosity, when you're on the ground, with brakes on does the resistance change with increase in power?
Hiob Posted 8 hours ago Posted 8 hours ago 8 minutes ago, PL_Harpoon said: Just out of curiosity, when you're on the ground, with brakes on does the resistance change with increase in power? No, because the telemetry on which the effect is based is Airspeed. (Meaning the speed your whole aircraft is moving through the atmosphere. Propwash isn't a variable that is exported (if it even exist in the sim) 1 "Muß ich denn jedes Mal, wenn ich sauge oder saugblase den Schlauchstecker in die Schlauchnut schieben?"
tekwoj Posted 7 hours ago Posted 7 hours ago 46 minutes ago, PL_Harpoon said: Just out of curiosity, when you're on the ground, with brakes on does the resistance change with increase in power? Yes, I've just tested to make sure I'm not imagining things. Engine off - maximum spring force at full deflection is around 1.5k units. Engine on, MAN 20 - about 2.5-3k units MAN 30 - 5k units MAN 40 - 6k units In flight at 200 kts - max force (10k units) was reached long before full pitch up input. About the units - MOZA has a range of 0-16.5k, but they have a bug in firmware which doesn't scale properly direct input signals, resulting in max of 10k for anything coming from games. 51 minutes ago, Hiob said: No, because the telemetry on which the effect is based is Airspeed. (Meaning the speed your whole aircraft is moving through the atmosphere. Propwash isn't a variable that is exported (if it even exist in the sim) Yes, because it's direct input only, no telemetry involved, which I have written above.
Gunfreak Posted 7 hours ago Posted 7 hours ago 2 hours ago, tekwoj said: I'ts different for me. I'm on AB9 and while on the ground the stick is limp, in the air the resistance changes with speed and maneuvers, and I'm flying corsair without telemetry because I found the built in ffb good. Yes the stick is limp on the ground and siffens as you gain speed(this is in alø dcs warbirds) but there is next to no change in stiffness based on speed above basic flying speed. 120 or 400 knots feel the same. 1 i7 13700k @5.2ghz, GTX 5090 OC, 128Gig ram 4800mhz DDR5, M2 drive.
tekwoj Posted 7 hours ago Posted 7 hours ago 3 minutes ago, Gunfreak said: Yes the stick is limp on the ground and siffens as you gain speed(this is in alø dcs warbirds) but there is next to no change in stiffness based on speed above basic flying speed. 120 or 400 knots feel the same. Nope, there's difference. at 160kts it's noticeably softer than 200kts. 1
Hiob Posted 6 hours ago Posted 6 hours ago 1 hour ago, tekwoj said: Yes, I've just tested to make sure I'm not imagining things. Engine off - maximum spring force at full deflection is around 1.5k units. Engine on, MAN 20 - about 2.5-3k units MAN 30 - 5k units MAN 40 - 6k units In flight at 200 kts - max force (10k units) was reached long before full pitch up input. About the units - MOZA has a range of 0-16.5k, but they have a bug in firmware which doesn't scale properly direct input signals, resulting in max of 10k for anything coming from games. Yes, because it's direct input only, no telemetry involved, which I have written above. I stand corrected then. My bad. Maybe I should have distinguished between native FFB implementation (where the module creator of course can implement FFB feedback from the ground up) and "3rd Party enabled" effects. I'm a little biased towards the latter in my thinking, because there are a lot more of them usually. "Muß ich denn jedes Mal, wenn ich sauge oder saugblase den Schlauchstecker in die Schlauchnut schieben?"
tekwoj Posted 4 hours ago Posted 4 hours ago (edited) 1 hour ago, Hiob said: I stand corrected then. My bad. Maybe I should have distinguished between native FFB implementation (where the module creator of course can implement FFB feedback from the ground up) and "3rd Party enabled" effects. I'm a little biased towards the latter in my thinking, because there are a lot more of them usually. Normally you get the best feel when you mix both, but in case of Corsair the native FFB actually feels well done, which is a bit surprising considering the state of the other components of the module... Edited 4 hours ago by tekwoj
Hiob Posted 4 hours ago Posted 4 hours ago 5 minutes ago, tekwoj said: Normally you get the best feel when you mix both, but in case of Corsair the native FFB actually feels well done, which is a bit surprising considering the state of the other components of the module... I can't confirm that. Maybe not specific to FFB, but the control range scaling is way off in my perception. What I mean is, you pull mm on the stick with almost no resistance and immedietly reach 4+ Gs..... I can't really put a pin in the problem, but it doesn't feel right for me. But I don't blame the Devs, things like controls feeling (with and without FFB) is incredible difficult to nail and needs some tweaking over time. I'll be patient and see how it develops. "Muß ich denn jedes Mal, wenn ich sauge oder saugblase den Schlauchstecker in die Schlauchnut schieben?"
PatrHasle Posted 3 hours ago Posted 3 hours ago Still no real FFB support implemented as of today‘s update (2.9.18.12722). Very disappointing
MAXsenna Posted 2 hours ago Posted 2 hours ago Still no real FFB support implemented as of today‘s update (2.9.18.12722). Very disappointing Additional features like trim you mean, as it does have some features according to this thread. Sent from my SM-A536B using Tapatalk
PatrHasle Posted 1 hour ago Posted 1 hour ago 1 hour ago, MAXsenna said: Additional features like trim you mean, as it does have some features according to this thread. Sent from my SM-A536B using Tapatalk Exactly. Effects like buffet during a stall are nice but the most important thing when it comes to FFB are trim forces. Without the aircraft feels dead to me who is used to having true force feedback implemented
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