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Do plane controls seem a little nervous?


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Posted

Well there you go, clearly everyone commenting on the issue are idiots who have no clue.

 

Enough.

Next time you try to bring the discussion to the personal level, you get a ban.

That was the last warning.

  • Upvote 5
Posted

I have been playing Rise Of Flight daily for many years now, and I think the planes in BOS reacts similar to the ww1 planes in ROF. The "wobble" feeling people are refering to, is the typical feeling of the ww1 planes in ROF. At least to some extent. I always thought ROF simulated the ww1 planes very realistic. Now I am confused since the FM and "wobble" feeling is similar in BOS with ww2 planes. :unsure:

 

That said I am confident that the developers will make BOS as enjoyable as Rise Of Flight. Again we have to remember that this is only a Alpha.

 

And one more thing. I have yet not seen any other simulator that have simulated the ground feeling as good as BOS.......And thats even in this Alpha state. Way to go 1C Studios and 777!! :cool:   

DD_bongodriver
Posted

Ground physics are very good

  • Upvote 1
Posted (edited)

Sternjaeger said:

 

which even if it's in alpha stage already has by far the best FM and physics ever seen in a WW2 simulation.

 

Good to hear for those of us who waiting for the finished article, especially when you know the devs consider it sub-40% complete.

 

In an odd way, even the fact that real pilots are 'discussing' the finer points of the FM and other 'degree' aspects is encouraging...demonstrates that there is plenty of  correct detail to get teeth into...not 'the plane wont turn left and the ground keeps showing through the cockpit...'.

 

To me that suggests the flight-models are a priority and have already received a lot of attention.

Edited by falstaff
DD_bongodriver
Posted

Strangely I agree, I don't get this weird anxiety whenever a real life pilot comments on the current state of things, it's simply feedback given during this alpha testing period.

  • Upvote 1
Posted

Bongodriver said:

 

I don't get this weird anxiety whenever a real life pilot comments on the current state of things,

 

 

(Does anyone? Has anyone suggested it? Relevent?)

 

Either way, it must a good thing if experienced simmers are discussing the finer points of the FM at this stage, and RL pilots too.

 

I've seen (and beta tested) games where the main topics of conversation at sub-50% completion are fatal memory and kernel-level/api and driver issues.

 

At the moment the differences seem a question of calibration and fine-tuning rather than fundamental characteristics. If there are any fundamental flaws, they should be more visible over the coming weeks as more variables are introduced.

DD_bongodriver
Posted

Bongodriver said:

 

 

(Does anyone? Has anyone suggested it? Relevent?)

 

yes they do, yes they have, yes it is.

  • Upvote 1
Posted (edited)

Nobody seems to have appreciated that there may be a world of difference between flying an aircraft and then trying to fly an aircraft with the object of shooting down another aircraft.

 

It seemed as if everyone agreed that the 109 was pretty close to perfect (maybe I exaggerate) when it first came out, nobody said anything about noses bobbing around, it is only since weapons were introduced that anyone has found a problem.  For all of the experience of even the most adventurous and skilled pilots who might frequent these forums I doubt any have tried to shoot another aircraft down.  For all we know it might be the same in real life as it is in the sim, unless you are actually trying to shoot another aircraft down many of the finer points raised might also not be obvious until you have to try ?

 

Nothing was change between updates and springing nose was from the begining of alpha test both in 109 and Lagg. Look for topics about flight model and you will see. I noticed it in my first test flight once i got plane in the air. I wrote that ground handling in BOS is very good but once plane get in the air planes are flying like hanging on gums or springs.

 

I reported it in bug section after my first test flights in BOS

 

http://forum.il2sturmovik.com/topic/2085-flight-and-damage-models-physics/

Edited by Kwiatek
DD_bongodriver
Posted

 

:)

 

 

 

You do realise that was a discussion on the take off and landing don't you? I hope you didn't spend too long looking for a quote from me, that would just be tragic.

 

anyway it's all the wrong way around, it's too easy to take off and land and it's awful to fly.

Posted

If the 109 is awful to fly -according to you- what is the LaGG3 then?

Posted

I think this discussion is very interesting and relevant at this stage and to me it seems that most of us even understand the alpha status of the game so far. I don't know if this public alpha exercise is more of a thing to make early funders happy for 1C/777 or if they really want feedback, but considering development this is precisely the correct time for feedback. 

 

As I mentioned earlier I've never really flown real planes let alone warbirds, but I'm pessimistic about the "realism" achievable in a desktop computer simulation. The feeling is just going to be so completely different no matter what you do. That's why although it's interesting to read about real pilots (especially WW2 ones) try out our simulators I think their opinions should be taken with a huge grain of salt, because they haven't played a lot of simulators.

 

I remember reading about one P-51 pilot who flew some early Il-2 version and he was only happy with the feel when he had adjusted the maximum control response to something like 30%, probably because the stick felt so light to him. Also one fighter pilot rather sheepishly (as far as that's possible for a fighter pilot) admitted that to him Hawx felt most like the real thing - because of the radio calls and the acting that made him feel he was part of an operation. Apparently the difference in feel of flying the real deal or a simulator was so vast that the simulated characteristics of a proper simulator and an arcade game didn't feel significant enough to have an effect.

 

Since - unfortunately for me and fortunately for everyone else - I'll never pilot a real warbird or even a modern high performance aircraft I'll just have to try to get inside the head of someone who does both in significant amounts. I have personally noticed the rather wobbly nature of BoS compared to for example DCS. I remember a few years back participating in a discussion about the original Il-2 and the wobbliness therein, I felt that there was a somewhat rubbery feel at some point. I think the difference is mainly in the reaction to quick elevator movements, both wobble a bit when kicking the rudder.

 

First of all, I think the bouncy nature of the flight model in BoS is really only perceivable when you throw the plane around, flying neatly makes the plane act very neatly IMRO. The bounciness happens when you throw the controls around rather violently and since you can't feel anything at all the movements are actually possibly more severe than you think. Also as far as I know the controls are supposed to be much heavier than what most of us have on our desks so it would be interesting to know how control forces are actually modeled. If for example a 109's control system was designed to give positive, solid feel at normal human strength levels and then in comes a He-Man -level desktop superman with the strength to move control surfaces at will, very strange things might happen.

 

It would be interesting to hear from the flight model developers themselves what they think is going on, but I can imagine they may be sort of busy. Anyway, the discussion has been very interesting to read, so here's hoping it stays clean and interesting in the future as well.

 

PS. To anyone interested or participating in this discussion: Make sure that the perceived wobbly behavior you feel is not due to propwash from the enemy plane you are chasing. BoS seems to model a quite severe propwash effect so I suggest trying to replicate any finding in for example the takeoff/landing practice missions that don't have AI units in them.

Posted

I have been playing Rise Of Flight daily for many years now, and I think the planes in BOS reacts similar to the ww1 planes in ROF. The "wobble" feeling people are refering to, is the typical feeling of the ww1 planes in ROF. At least to some extent. I always thought ROF simulated the ww1 planes very realistic. Now I am confused since the FM and "wobble" feeling is similar in BOS with ww2 planes. :unsure:

 

That said I am confident that the developers will make BOS as enjoyable as Rise Of Flight. Again we have to remember that this is only a Alpha.

 

And one more thing. I have yet not seen any other simulator that have simulated the ground feeling as good as BOS.......And thats even in this Alpha state. Way to go 1C Studios and 777!! :cool:

 

I too have been flying ROF for years and agree 100 percent with your comments

Posted

Sternjaeger, I think I'm getting the wrong picture here. The following comments gave me the impression, that you haven't had a chance to try out the Alpha yourself:

 

[...]

Sternjaeger, I realise with your PC down you have not experienced this in the game yet. I am interested to hear your opinion after you get a chance to fly the latest iteration.

 

Waiting for the new rig ATM mate, [...] 

But that can't be right, can it? I mean, how could you make comments like the following, without having tried the Alpha:

 

[...], which even if it's in alpha stage already has by far the best FM and physics ever seen in a WW2 simulation.

I'm not trying to be a smart@$$, because it could easily be that I got the wrong impression or missed some info in other threads (I can't keep up reading all threads anymore) about your status.

 

Like I said, you must have had a chance to try it, otherwise one could not make such comments, right?

Correct me, if I'm wrong.

Posted (edited)

Wobbling and swinging nose of planes in BOB is not depend of joystick or curves. It is how planes react in game on controls movements expecially in pitch and yaw movemements.

 

And nothing has changed in these update - it was the same before just people didn't notice it so much casue they dont need to aim and shoting.

 

For me it was obvious since i made first take off in BOS and get plane in the air. My first impression was that planes were flying like hanging on gums.

 

 

Well nothing change here comparing these update to previous one. Just i think you haven't noticed it before like now.  Planes wobbling and swinging the same way before like it do now.

 

 

Stern, take it from me, they have a point, it really doesn't feel too good ATM, it's like there is no proportionality in control inputs but instead you get all or nothing.

 

 

It may not feel different, it hasn't necessarily changed, it's only being noticed now we are trying for firing solutions, it may have been wrong from the start.

 

 

anyway it's all the wrong way around, it's too easy to take off and land and it's awful to fly.

 

 

Would you guys be so nice, and just tell us, where you see the faulty FMs  "nose wobbling" on this vid ?  (Funny, that the landing is the weakest part in this vid, after he was shooting down one 109 after the other)

 

 

 

http://www.youtube.com/watch?v=MOSjcqu9rXg

 

 

.

Edited by Quax
  • Upvote 1
Posted

Sternjaeger, I think I'm getting the wrong picture here. The following comments gave me the impression, that you haven't had a chance to try out the Alpha yourself: 

 

But that can't be right, can it? I mean, how could you make comments like the following, without having tried the Alpha:

 

I'm not trying to be a smart@$$, because it could easily be that I got the wrong impression or missed some info in other threads (I can't keep up reading all threads anymore) about your status.

Like I said, you must have had a chance to try it, otherwise one could not make such comments, right?

Correct me, if I'm wrong.

Okay. You're wrong. His PC went down in the last week or so. He has played earlier sessions.

Posted

Would you guys be so nice, and just tell us, where you see the faulty FMs  "nose wobbling" on this vid ?  (Funny, that the landing is the weakest part in this vid, after he was shooting down one 109 after the other)

 

 

 

http://www.youtube.com/watch?v=MOSjcqu9rXg

 

 

.

Quad - people are going to have different impressions of how it handles based upon a multitude of factors, ranging from equipment, to expectation, to experience, to mood.

There's no need to get quite so forensic about comments people have made on the fortum. They're just giving their opinion.

 

Personally I think it's fairly wobbly too (like RoF), but I'm just going to deal with it and compensate accordingly. I've never flown a WW2 fighter in combat so I don't know any better I can only assume the devs have put all the data into their model and come up with this. That's more than good enough for me.

  • Upvote 2
15/JG52_Genie
Posted (edited)

Personally I think it's fairly wobbly too (like RoF), but I'm just going to deal with it and compensate accordingly. I've never flown a WW2 fighter in combat so I don't know any better I can only assume the devs have put all the data into their model and come up with this. That's more than good enough for me.

 

exactly. fairly wobbly in comparison to what? thats the main queston and you already answered it.

 

I find it very right.. it actually reminds me to IL2 4.0 patch (anybody remember tha tbaby? :) ).. that was a really wobbly patch with major FM changes in right direction. it made my heart rush because they were on the right track..but later unfortunally they decided to dumb FM once again..(too much forum screamers that were not able to shoot planes in their new shiny spitfires left and right :P :P :P )

Edited by 15/JG52_Genie
Posted

Okay. You're wrong. His PC went down in the last week or so. He has played earlier sessions.

Fair enough.

  • Upvote 2
ll./JG77_JadeBandit
Posted (edited)

We also don't have full access to all the trim functionality, I was also having a hell of the a time keeping the nose of the Lagg on target it would just bounce around, and I still have trouble sometimes when I'm turning at low speed or if my angle of attack is to aggressive and I suspect most of that is due to the fact that we can't trim the elevator/stabilizer on it yet and it has a wicked habit of nosing up when you least want it to.

 

 Tweaking my joystick though did help a lot more so for the 109 then the Lagg, I found a setting that helped me from over compensating my movements while in a fight, I find I'm a bit ham fisted because I get excited and my adrenaline get's the best of me. I had this same problem in War Thunder, in that game there is also a wobble and everyone complained about it, so much so that people were ditching their joysticks for the mouse (yuk). Well it turned out that the in game joystick support was overly sensitive in some areas, once they added more options to tweak the curves the majority of that wobble went away.

 

I have an idea that this is also what may be happening here, there are a lot of different joysticks on the market and it may take some time for them to get the options robust enuf to get that fine tuning for everyone that's so important to sims in general.

 

In addition, dose anyone know if they modded the weight of the guns and ammo in the first few sessions? It's probably a long shot but I wonder if the they didn't then that added weight of the guns/ammo might be having an impact on the FM's as well, but this is a total shot in the dark on my part.

Edited by ScottyOnTheSpot
  • Upvote 1
DD_bongodriver
Posted

Would you guys be so nice, and just tell us, where you see the faulty FMs  "nose wobbling" on this vid ?  (Funny, that the landing is the weakest part in this vid, after he was shooting down one 109 after the other)

 

 

 

http://www.youtube.com/watch?v=MOSjcqu9rXg

 

 

.

 

If my experience of the game was even remotely like the fluid motion shown in the video I wouldn't be raising any concerns, you can show as many videos like that you want, it will not change the fact that I am not getting anything like that, it has nothing to do with my hardware, nothing to do with my expectations, everything to do with my experience.

Posted

Fair enough.

 

what FlatSpinMan said (unfortunately!).

 

What surprises me is that there seem to be such a varied feedback from different people, and if the alpha software is the same for everyone, my conclusion is that it's either a matter of settings, peripherals or how you handle your joystick  :joy:

  • Upvote 1
Posted

Bongo do you think they've changed the flight model with the introduction of guns? Me thinks I'm gonna force my neighbour to install the alpha before I go mad  :wacko:

DD_bongodriver
Posted

Bongo do you think they've changed the flight model with the introduction of guns? Me thinks I'm gonna force my neighbour to install the alpha before I go mad  :wacko:

 

I have no idea what has happened, all I know is that for me no matter how much I chance curves and settings I am finding a problem that I don't experience on other sims.

Posted

which if I understood correctly it's a feeling like the plane is hanging on a string by its CoG and wobbles about?

Posted

I found the Spitfire in the old IL2 to feel like it was sitting on top of a pencil.

However, I don't really care. For all I know, that's what it was like. I'm not going to let it trouble me.

  • Upvote 1
DD_bongodriver
Posted

which if I understood correctly it's a feeling like the plane is hanging on a string by its CoG and wobbles about?

 

Well that was someone else's impression, not sure if it relates to my experience.

Posted (edited)

ROFs FM is also "controversial". As modern and advanced as it is, its still has some unbelievable flaws like completely unrealistic stall behaviour in most planes (which btw Oleg commented on one occasion)....DM with planes flying without all?!! wings.....I hope BOS's FM wont be a step backward from original IL2....that makes no sense....unless...

...if BOS is targeted as a combination of old IL2, ROF and Warthunder...somethign for eveybody...like a new family packed adventureus blockbuster in cinemas....I hope not..

Edited by Tvrdi
  • Upvote 1
Posted (edited)

ROFs FM is also "controversial". As modern and advanced as it is, its still has some unbelievable flaws like completely unrealistic stall behaviour in most planes (which btw Oleg commented on one occasion)....DM with planes flying without all?!! wings.....I hope BOS's FM wont be a step backward from original IL2....that makes no sense....unless...

...if BOS is targeted as a combination of old IL2, ROF and Warthunder...somethign for eveybody...like a new family packed adventureus blockbuster in cinemas....I hope not..

 

I really don't know how BOS FMs could be seen as a step backwards from original Il-2 ?? :huh:

 

I'm not a real life pilot but ROF, CloD, DCS P-51 and BOS all seem to me a step forward drom Il-2 and others sims from the time.

 

Telling how close or how far each of them are now from flying those planes IRL, that's something I can not tell personally....

Edited by SYN_Ricky
Posted

ROFs FM is also "controversial". As modern and advanced as it is, its still has some unbelievable flaws like completely unrealistic stall behaviour in most planes (which btw Oleg commented on one occasion)....DM with planes flying without all?!! wings.....I hope BOS's FM wont be a step backward from original IL2....that makes no sense....unless...

...if BOS is targeted as a combination of old IL2, ROF and Warthunder...somethign for eveybody...like a new family packed adventureus blockbuster in cinemas....I hope not..

 

I asume you havent tried the game yet.

 

Already from it presents Alpha state, I can assure you that it will be nothing like Warthunder. :happy:

Posted (edited)

Basically the way I see it the main difference in for example the DCS P-51 is this: When you pull hard on the stick, both raise the nose fairly violently. When you let go of the stick or push to neutral quickly, the DCS plane has changed trajectory accordingly and settles on the new heading without much wobble whereas the BoS plane has accumulated quite a bit of angle of attack and subsequently snaps back through a few wobbles. Unless I'm mistaken (and I very well might be) the question here is whether or not the plane should change direction as efficiently as the DCS Mussy or slide nose up like the 109 and LaGG in BoS.

 

I've noticed that most of the time when I wobble in BoS I'm doing rather violent movements with the stick - but I do those in the DCS P-51 also. I don't think BoS feels extremely bouncy using a modified and extended Cougar Evenstrain base with Warthog throttle and MFG Crosswind pedals, but it feels bouncier than some other simulators. Here's a little video clip of my first attempts at shooting stuff in BoS; whenever I bounce I'm either maneuvering at slow speed and/or mashing the stick. The biggest bounce was when I hit the propwash of the LaGG in front of me.

 

Like many I don't really know. My model planes can kind of do either depending on the shape and weight, but I have nothing that comes close to being big and heavy enough to be considered comparable to the real thing in any way (and if I had I probably wouldn't dare try such violent maneuvers). However, I would very much like to know, because I'm extremely interested in the subject.

Edited by AndyHill
Posted

It seems to me that there are two camps of players post-patch.  One side is experiencing no problems and the other side is having control issues.  I believe that players from both sides are discounting the others' experiences because they do not match their own.

 

I just wanted to give my impressions since the last patch.  I am a real life pilot but I have also been a flightsimmer for a long time.  Currently, I am experiencing extreme elevator authority similar to what another poster described as "all or nothing" input.  I am using a CH Fighterstick and reach full elevator deflection with only about an inch of throw.  While slowly pulling back on the stick, I am able to watch my elevator rise slowly and suddenly snap to full deflection.  This causes huge problems while in the air as even basic turns are hard to achieve without going from a gentle bank to a full elevator induced spin with only the smallest back pressure on the stick.  I also oscillate while trying to get a firing solution on the enemy while trying to go from small corrections with the elevator to rapid, large corrections.

 

I believe the cause of these issues are NOT a problem with the flight model, or with my controller set up, but the controls within IL-2.  I have no problems with my joystick in other sims and during last week's testing phase I had no problems with elevator control.  Changing the sensitivity curves in the settings doesn't help either.  Something changed for me between last week's and this week's alpha sessions.  I have no doubts that this will all be fixed but I'd like to see everyone keeping a level head week to week during the testing and remembering that there are real people behind the names on the screen.  Just because someone is having trouble flying doesn't mean they're bad pilots or their controllers are garbage.  Also, just because you are having trouble flying doesn't necessarily mean that the FM is bad either.

 

I'd also like to thank the devs for the product they've produced so far.  The level of communication between the developers and the fans has been stellar and I am excited for the future of the sim.

  • Upvote 6
Posted (edited)

Ok, lets have a look onto this from the PHYSICS side...

 

real world physics...

 

a plane flies straight because of the forces of air pushing the tail of a plane parallel to the airflow around it.

When you apply force to the controls (elevator and rudder in this case) you will force the tail out of the place the airflow is holding it in. the further you move the more airpressure will rise. if you apply full rudder and keep it then the force of airflow and pedal input equal each other (they basically do it all the time..). you dont feel that on your joystick at home... When you then release the force from the pedal the airpressure still remains and ACCELLERATES the tail UNTIL it is parallel to the airflow again. The tail has a weight and gained velocity through the acceleration by the airpressure and it will move THROUGH the neutral position and swing to the other side because of it's inertia, then airflow will generate airpressure again. This time forcing the tail back into the other direction, again accellerating it..and so on. there is a whole aircraft attached to the tail and that will in effect change course with control input, this is why we have a damped oscillation. but it's STILL AN OSCILLATION.

 

If you control your input gently then you will damp the oscillation by yourself, stopping alot of that "wobbling".

 

I would definately see the problem with the missing force on flightcontrollers at home...you pull and release, you cannot feel the effect, but you can see it on your screen. there might be some tweaking around that input thing but the FM looks alright and input might also still contain some bugs, would be very surprised if there would not be such bugs in an alpha...

 

 

PS: The wight of a plane is an important variable in that problematic. A glider will probably not "wobble" around half as much as a heavy engine driven aircraft.

Edited by Jordan
  • Upvote 1
Posted

 

 

Currently, I am experiencing extreme elevator authority similar to what another poster described as "all or nothing" input.  I am using a CH Fighterstick and reach full elevator deflection with only about an inch of throw.  While slowly pulling back on the stick, I am able to watch my elevator rise slowly and suddenly snap to full deflection.  This causes huge problems while in the air as even basic turns are hard to achieve without going from a gentle bank to a full elevator induced spin with only the smallest back pressure on the stick.  I also oscillate while trying to get a firing solution on the enemy while trying to go from small corrections with the elevator to rapid, large corrections.

 

I believe the cause of these issues are NOT a problem with the flight model, or with my controller set up, but the controls within IL-2.  I have no problems with my joystick in other sims and during last week's testing phase I had no problems with elevator control.  Changing the sensitivity curves in the settings doesn't help either.  Something changed for me between last week's and this week's alpha sessions.  I have no doubts that this will all be fixed but I'd like to see everyone keeping a level head week to week during the testing and remembering that there are real people behind the names on the screen.  Just because someone is having trouble flying doesn't mean they're bad pilots or their controllers are garbage.  Also, just because you are having trouble flying doesn't necessarily mean that the FM is bad either.

 

 

 

If you check the DCS boards there are some posts by Yo-Yo, ED's physics guru about stick travel from the neutral position to stall. He's reported recently that from NACA reports the stick travel from neutral to stall on the elevator in the Spit XI was 3/4" around 25mm. That's with a full length stick... translate that to a short throw stick and you're reduced to what, 10mm???? It seems the controls in these planes were/are very sensitive.

 

So what do you do, implement some sort of controller fudge or make it real. Both DCS and 777 seem to have gone for the make it real solution, we just have to get used to it or apply curves, but I really don't like curves so I just practice...

 

Not wanting to ruffle anyone's feathers too much but I enjoy driving. I don't feel the experience of driving my modern VW around town qualifies me to speak authoritatively on the driving model of the GP Legends 1967 Lotus 49 :)    

  • Upvote 2
Posted

Hum...if this wobbling/oscillation stuff you think of, is what i think of...it is a lot more noticeable when flying plane and watching it in F2 view than staying in cockpit view.

Going in F2 view (even F4) and making some manoeuvres with different commands inputs (normal and hard) give me that global picture, and if the plane reactions/behavior match what i could be able to see on a RL movie.

In F2 view plane should react with a kind of smoothness around its central axe IMO, but not "bouncing" in the air around it.

It's kind of  hard to explain what i really mean in English here, but maybe you'll understand.

I think all virtual planes in any sims are more or less affected by this behavior. Anyway, i've always seen it since my first simulation, quite long ago. 

It's existing in ROF as well, and with the same modelling team here, in BOS too...actually probably at the same level.

While in DCS and CloD it's less noticeable to me, but still existing. 

 

I can feel it through my joystick too, and since i've changed for the Warthog, it's even more pronounced.

For instance, for a small force/input in ROF and BOS, plane reacts very fast, while in DCS and CloD with same force/input, plane doesn't "jump" right away.

DCS P51 is probably the less affected by what i'm trying to explain, in F2/F3 view. Very "natural" behavior to me.

Ok, it's hard to compare all those different planes with all those different caracteristics...but the feeling is here. 

DD_bongodriver
Posted

The theory that some of us are failing to account for stick travel is a little weak, no matter how long the stick is the deflections are still proportional and we are perfectly capable of applying small inputs on a short stick.

Posted

We really need the same planes modelled in each sim to compare properly. I'm sure the dev's will enjoy that :lol:

Posted

guys, why don't you do the test Overlank did and see if you have the same control response on your ailerons/tail surfaces?

DD_bongodriver
Posted

It's a shame he didn't mention it earlier because we now have to wait until the next round of access.

Posted (edited)

Well we will have to wait for the next testphase but it seems very well possible that there are input bugs that will cause (more) violent behavior of the plane. 

Filtering is not implemented right? maybe there is a way to test that with an external program enableing it again. (aka manipulating what BOS gets of flightstick input)

Edited by Jordan
Posted

I just wanted to give my impressions since the last patch.  I am a real life pilot but I have also been a flightsimmer for a long time.  Currently, I am experiencing extreme elevator authority similar to what another poster described as "all or nothing" input.  I am using a CH Fighterstick and reach full elevator deflection with only about an inch of throw.  While slowly pulling back on the stick, I am able to watch my elevator rise slowly and suddenly snap to full deflection.  This causes huge problems while in the air as even basic turns are hard to achieve without going from a gentle bank to a full elevator induced spin with only the smallest back pressure on the stick.  I also oscillate while trying to get a firing solution on the enemy while trying to go from small corrections with the elevator to rapid, large corrections.

 

Your elevator going from slow deflection to a sudden snap to full deflection sounds like a control input issue, for sure.  When you are in the Controls config where you assign your inputs, you can click on the S-axis modification icon (at far right, as I recall) where you can then modify the control input to be either linear or some form of S curve.  But you can also see an animation showing a control surface move with your stick input.  Does THAT animation also jump suddenly to full deflection when you gradually move your stick?  Unless you have a severe S curve, that should not be happening.  Spiking inputs might be the cause of that also.  But I have not seen the sim respond in the manner you describe, with this sudden jumping to full deflection.  All my input curves are default, flat lines.  So it is one-to-one with my joystick movement and the simulated control surface movement.

 

The issue I see is that it is very easy to move the joystick a little, even when moving at high speeds, and those small inputs create unwanted oscillations.

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