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Posted (edited)

I just revisited the DCS headroll in the P-51 and think any of you can confirm that there is excessive lateral displacement of the pilot torso as a result of aircraft roll. In fact it's so strong that initially it's the dominant force on the virtual pilot even if you kick a boot of rudder while flying straight and level! Thanks to yaw to roll coupling, kicking a lot of rudder but not adding aileron will produce some left aircraft roll, but obviously this should not be the dominant force, as there is far more significant left yaw produced by doing this and the pilot will experience this as a lateral shove towards the right side of the airplane. In DCS: P-51 the virtual pilot will be thrown initially to the left when you yaw left briskly, ie. inside of the skidded turn, instead of the outside, and then an instant later it switches to throwing him to the outside. The overall result is the pilot flopping around much more than is realistic, especially in situations with rapid roll transitions, and pitch and yaw inputs.

 

 

Lol. I have to disagree, I understand you can tilt your head without trackIR as well ofcourse, but here's an example...

 

 

I don't know what you disagree with. I've repeatedly acknowledged your freedom to tilt your head with abandon and I don't understand what your point is with your example, or see anything that there's any disagreement on.

 

I'm quite familiar with looking though a turn and there's no reason you can't do what you are suggesting without the in game headroll, and with 1:1 scaling for roll in TrackIR.

Edited by TX-EcoDragon

S! TX-EcoDragon

  • 8 months later...
Posted

Mine is very turned down as well.. you can modify it here.

 

\Eagle Dynamics\DCS World\Config\View\View.lua

 

function NaturalHeadMoving(tang, roll, omz)

local r = roll

if r > 90.0 then

r = 180.0 - r

elseif roll < -90.0 then

r = -180.0 - r

end

local hAngle = -0.25 * r

local vAngle = math.min(math.max(0.0, 0.4 * tang + 45.0 * omz), 90.0)

return hAngle, vAngle

end

 

head_roll_shaking =

head_roll_shaking_max =

head_roll_shaking_compensation_gain =

Fly it like you stole it..

Posted

And the effects - or lack of - of gravity in a turn are not realistic either, trouble is, a lot of effects are beyond the scope of a desk based flight simulation. Lets face it, if you don't like the head rolling effects, just turn them off. Problem solved!

Posted (edited)

ITT not-real-aero-pilots dismiss the feedback of multiple real-aero-pilots. : /

 

I've seen some aerobatic vids on yt of some world champs and they actually roll their head too if not doing a complete roll.

 

"Some aero champs do it sometimes" doesn't mean that most aero champs do it, nor does it mean that it is the best way to do it. "Some do it" truly fails to justify the simulated "everyone does it," wouldn't you say?

 

if you don't like the head rolling effects, just turn them off. Problem solved!

 

Problem not solved. There's currently no way to turn off the head rolling without also turning off the other head movement effects, as Ecodragon already pointed out in one of his earlier posts in the thread.

Edited by Echo38
Posted (edited)

Hey,

 

I dunno if this helps but this is how actual motor cyclist racers judge other hobby riders:

 

A: keep their head ( and most of the body ) straight up = Novice ( its a must for dirt racers but thats another story )

B: keep a straight line ( bike to head to toe ) = experienced hobby rider/racer

C: lean your head and body to the inside = he knows what he does and keeps control

 

 

As far as vectors come into calculation... a vector perpendicular to natural G greater than 1G eliminates the natural force G..and vice versa... thats why any normal car without sticky tyres and /or wings ( which only work when at a certain minimum speed ) cannot under no circumstances accelerate faster than 1G, it is impossible by natural law. Now apply that to your head in coordinate turns with a higher G load than 1 and you know why you don't feel any more natural G pulling towards mother earth. ( the vice versa from above applies here ).

 

Thats why you can pull the blanket and the dishes remain on the table, just pull with far more than 1G :D

 

Also..when my friend circles his turbine powered jet at about 2m while going full throttle, he can only maintain altitude because he constantly pulls more than 1G on the stick, thus eliminating the natural 1G pulling his Jet down. As soon as your perpendicular pulled G's drop below 1G, your AC falls towards mother earth.

He comes into the circle with minimum speed, opens throttle and as soon as the turbine delivers enough thrust ( a mere 1-2 seconds ) he banks 90° and does a full circle with incredible acceleration ( beyond 9G, GPS logged ) and leaves the circle with about 350km/h after like 3-4 seconds. The height is constant, the plane keeps at a locked 90° bank angle and it seems gravity is absent. Plain logic vector laws :)

Edited by BitMaster

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