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About sniperton

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  1. I have no problems with mine. Maybe your settings got screwed with the update. Delete the assignment, apply, then re-assign the axis, apply, and see what happens.
  2. @UufflakkeI wonder what type of ammunition was used. Several times I see stray tracers spiralling before the burst is shot (e.g. 0:30 or 0:45). Anyway, compared to the game the footage shows (1) a much lower percentage of ricocheting shells, (2) having a much higher trajectory angle after the impact than before, and (3) changing direction arbitrarily as if they were firework launched from the target (e.g. 0:04). Strange and interesting.
  3. Very important, cheap switches with a short lever (<17 mm) are "hard" and uncomfortable to operate.
  4. Correct me if I'm wrong, but water and oil radiator control assigned to a lever won't work for all planes as there are a few (e.g. the Spit or the Bf-110) where either the water or the oil radiator works in steps only (up/down). So if you want the least number of controls able to operate all possible rads on all planes you need 3 pairs of up/down switches or 2 pairs of switches (for water/outlet and oil) and one lever (for inlet cowl flaps).
  5. Yep, unfortunately major updates render old tracks unusable. There's nothing you can do so far as I know. Next time edit your tracks and capture them to video format before you run the launcher and update the game.
  6. I have a 2 years old budget PC: i5-6500 @3.2 GHz, 8 GB RAM DDR4, GTX 1050 Ti 4GB, 128 GB SSD. It has roughly double performance compared to yours (CPU single thread 140%, GPU 155%). At 1080p the game runs fine and smooth on 'high' or 'ultra' with a few settings tuned down (shadows, distance) or turned out (SSAO). Under normal game conditions I have a stable 60 FPS.
  7. What about the deadband? In my experience commercial controllers all have a deadband enforced by firmware. You can't remove it. And it's particularly annoying when you have a deadband at 50% on throttle, mixture, or RPM.
  8. Lucky you that you found one for that price. https://www.amazon.com/Lutema-Heligram-Simulator-Helicopter-Technology/dp/B00M0UAWSI I have an RC heli, but it has such a crap controller that I've never felt the temptation to cannibalize it...
  9. With mixed votes enabled 4 options would have sufficed in section #2: LW / RAF / USAAF / not interested in late war. I would have checked all four
  10. No disagreement here. I'm convinced that for general flying and acrobatics 256 or even 128 steps would be just enough. My question was related to small adjustments near the neutral position. You know, when you're trying to put the crosshair onto the wing root of a small target plane or the track of a tank. I'm really curious about your testing experiences.
  11. I'm glad you like it, I found your solution highly inventive and worth considering, my only concern is/was that what you can gain through the longer stick and the lack of deadband is going to be lost due to the courser input. How does it feel towards the centre when you're adjusting your aim? S!
  12. Yep, but if you divide 512 into 30 parts (the resolution of a traditional controller) = 17 steps per degree, which is more precision by 60%. It doesn't matter how many steps the stick is outputting if the input is much coarser. You'll need a strong filtering to counteract jittering IMO. And you have to optimize your device in order to be able to use the whole 640p region of the camera. If tracking doesn't range from edge to edge, you lose steps. Anyway, I look forward to your flight experiences
  13. I'm definitely right-handed, but for desk ergonomy reasons I have been using a left-handed mouse for over a decade even for FPSs. Now that I had to change mouse position, I find that my dominant right hand is much less skilled than my left one when it comes to precise mouse motorics. If you're new to flight sims (so that you don't have to un-learn anything), I'm pretty sure you have almost equal chances with your right hand on the stick and the left on the throttle.
  14. Interesting solution, Planky. I see one major drawback: the resolution of the camera (640x480 max) is still lower than that of an average controller (1024x1024), meaning that the feel of smoothness doesn't translate into an equally smooth control movement. Still the lack of any enforced deadband might be a great advantage over traditional controllers. BTW, don't you feel the need for some dampening effect?
  15. Fomerly I had a fully linear 1:1 curve with a max roll limit of ca. 25 degrees. The problem with the roll axis is that you can't realistically roll your head without affecting yaw and pitch values, hence your problem I think. Recently I simply switched it off to make my virtual head movement more simple and better under my control.
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