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Posted (edited)

After a weeks time trying different things i have now finished up my own profile for the FFBeast for the Mosquito. It currently demands that you DISABLE force feedback in the main setup menu.

It incorporates forces on:

  • X and Y stick axis depending on speed and engine RPM
  • Forces on Elevator depending on engine RPM
  • Forces on aileron and elevator depending on speed

Jolts on:

  • gear extended and retracted
  • landings

Shakes on:

  • Rolling on the ground depending on speed
  • Gear extended - depending on gear extension percentage and speed
  • Flaps extended depending on flaps extension percentage and speed
  • Bomb bay open - depending on bay open percentage and speed
  • Machineguns fire
  • Canons fire

 

-- 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;

 

 

TODO:

  • Make it shake on Rockes fire
  • Make it Jolt on Bombs release
Edited by Mav87th
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