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Got a question regarding trim?


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2nd_TAF/602Sqn_Puff
Posted (edited)

Hi folks..I know its been talked about on the forums etc, but does anyone know if there are plans to allow the use of an axis for trimming in any future updates ?? I have a new spitfire cockpit setup that has wheels for both rudder and elevator and would love to utilise them. Tried looking but couldn't find any definite answers. Many thanks :)

Edited by 602EAF_Puff
Posted

No there are no plans to make such a change. It’s that way by design, not accident.

Posted

 

 

No there are no plans to make such a change. It’s that way by design, not accident.

 

Yes you are right, but to me this policy is one of the worst mistakes by the developers. And they are alone  doing this. With the multiple choice controlinterface, it really should not be any problem having this option. If someone find a key assignment on a keyboard more historical than a trim axis witch some of the planes did not have be my guest and do it.

I would think the B 20 will have this option since it is historical correct

  • Upvote 1
Posted

I really don’t mind either way. As long as they never put flaps on an axis, I’m good.

Posted

No there are no plans to make such a change. It’s that way by design, not accident.

Seems pointless to do that.

 

Key assignments should be left to the player.

Posted

Yeah this kills immersion, joystick trim like a modern airplane on a WWII plane.

I have the Cessna trim wheel and enjoy using it in the 109.

Posted

 

 

I have a new spitfire cockpit setup that has wheels for both rudder and elevator and would love to utilise them

Is it this by any ch ance? 

4597730857_460x457.jpg

 

I would have bought it if I had a budget for a seperate sim dedicated spit and Hurricane and Tempest.


 

 

Thanks for the info, unfortunately its already pre-built when I bought it and its been used with pots.
 

I think you can buy sensors to replace those


I really don’t mind either way. As long as they never put flaps on an axis, I’m good.

I use axis on cod for undercarrige , flaps ,bomb bay , elevator trim, rudder trim aileron trim , fuelchocks , proppitch, throttle  And it all works perfectly, and quite immersive, but Iguess RAF and LW planes are most suited for such things

2nd_TAF/602Sqn_Puff
Posted

If only I had the three grand needed for the kit..its this one, I'm assisting with its development.

post-54116-0-41618400-1514731681_thumb.jpg

Guest deleted@134347
Posted

wow.. where can you get this?

 

Is it this by any ch ance? 

4597730857_460x457.jpg

 

I would have bought it if I had a budget for a seperate sim dedicated spit and Hurricane and Tempest.


 

 

 

I think you can buy sensors to replace those


I use axis on cod for undercarrige , flaps ,bomb bay , elevator trim, rudder trim aileron trim , fuelchocks , proppitch, throttle  And it all works perfectly, and quite immersive, but Iguess RAF and LW planes are most suited for such things

Posted

You should be able to use software like Autohotkey or Bome Midi Translator to translate your axis movements into keystrokes.  It might take a bit of trial and error but if you should be able to achieve what you're looking for.

unreasonable
Posted (edited)

I really don’t mind either way. As long as they never put flaps on an axis, I’m good.

 

I actually do not mind what controller people use to change any particular setting - as long as the trim, flaps or whatever, changes at the RL speed, not as fast as you can move your axis.

 

Given that we have trim reset for most planes, the argument that the hands should be occupied for as long as in RL does not seem to be applied consistently. If it was I would be happier.

 

Edit - this is one reason why having a pilot in the cockpit would be a good thing. If the hand animation was, for instance, turning the trim wheel, for some time after you had finished moving the axis to the desired end point, then you could move your HOTAS control to change the RPM lever with the same hand - but nothing could happen until the hand was "free" ie the trim action had been completed. Bit like turn based vs real time rpg combat .   ;)

Edited by unreasonable
Posted

unreasonable,  "anatomic control" was an option in one of the older sims.   Could not make multiple control movements at once, as you describe.

 

It was roundly rejected by players, and servers that attempted to enforce it online soon found themselves empty.

unreasonable
Posted

unreasonable,  "anatomic control" was an option in one of the older sims.   Could not make multiple control movements at once, as you describe.

 

It was roundly rejected by players, and servers that attempted to enforce it online soon found themselves empty.

 

I believe you. (Which one was it? I cannot remember that and I have played most of them).

 

When I say that people (at least on MP) do not actually want realism I always get "roundly rejected" as well. ;)

Posted (edited)

Well, it's about how far you go with "realism", isn't it?

 

While I certainly think that options of all kinds are a good thing, especially for the single player community, so including this would not bother me, as I'd never use it.

 

Having had a go in a real WW2 era training aircraft, my thoughts on "realism" have changed a lot from my older days of wanting everything as hard as possible.  Almost nothing about what we do in our comfy home playing with pixel planes comes in any way shape or form close to really flying.  So I opt for a more enjoyable, less complicated experience, up to a point of course.  I still want to control my engine, etc... but I'm not kidding myself that this is anything close to really flying.  It isn't.

Edited by BlitzPig_EL
unreasonable
Posted

Certainly the procedures of flying a WW2 plane in the sim are less complicated than in a real WW2 plane, especially in start up, preflight etc. - you only have to look at a RL manual to see that.  On the other hand, what we have to do to fly our virtual aeroplanes in BoX is considerably more complicated than the task facing pilots of WW1 era aircraft.  So we will just have to disagree about the last point. IMHO it can be more or less close to real flying, depending on the design of the sim, there is no absolute cut off.  

 

Where I think the main chasm between reality and sims lies is in combat, not flying per se.  What people do in MP bears only a very passing resemblance to what happened in WW2 fights, it is a fantasy dogfight simulator more than anything, and not being able to instantaneously change trim, flaps, and type abuse in the chat box would certainly spoil those adolescent rushes of euphoria. (Which I have also enjoyed :) ). Hence the rejection, IMHO.

Posted

 

 

Where I think the main chasm between reality and sims lies is in combat, not flying per se.

 

Oh, but that is exactly where the difference is, in the flying, and there is no amount of force feedback or VR implementation that will change that.

 

But there is no way we will agree on this, however, I do share your thoughts on the differences in combat... so all I will say is I hope we all enjoy the sim in a way that we find acceptable.  

Guest deleted@134347
Posted (edited)
What people do in MP bears only a very passing resemblance to what happened in WW2 fights, it is a fantasy dogfight simulator more than anything

 

This is a moot point. You're stating the obvious but I think the gap is getting smaller and smaller thanks to the technological advancement in simulation. Just because we don't need to bog ourselves down with the flight check-lists, formations, coordinated maneuvering, etc, doesn't mean it's a fantasy. They were simply put to use to increase the safety of flying as without it there's a high change you'll end up dying. In games you obviously don't suffer from such constraints hence you can easily concentrate on the romanticism of the whole concept, i.e. the "fantasy" of it. But again it's no less realistic than the real thing in one person's mind. In other words:  who cares? It's fun and it's supposed to be fun! If it's not it won't be played and enjoyed.

Edited by moosya
VBF-12_Snake9
Posted (edited)

:)

This is one of the many mistakes that was made in the beginning of this game that hasn't YET been fixed. :)

Edited by VBF-12_Snake9
Jason_Williams
Posted

As we have said many times. We will eventually do this.

 

Jason

  • Upvote 3
2nd_TAF/602Sqn_Puff
Posted

Thanks Jason

VBF-12_Snake9
Posted

Just re downloaded Clod again because the squad was playing around with it.  It's alright, something different.  Not Russia right.   ;)

 

The thing I noticed right away, is mapping the controls was excellent.  The game has it's own axis tab where all the axis controls are kept together.  Nice, simple, easy.  Anything from trim, to landing gear, to (God forbid flaps  :o: . . .  :P ) can be mapped.  I can actually use up all my axis boxes if I wanted to.  

 

I know Clod was an awful bust ( I think I bought it the first week) but the programmer that did all the controls was spot on.  If you guys are looking at how to rework axis controls, go with something like Clod.  In my opinion it's almost the perfect control layout.  :salute:   

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