How so? I'm not familiar with the pedals (or much of anything sim-racing related), but my understanding of what a load cell does, doesn't seem to have an application here. But I'd be happy to glue one in there somewhere if it meant I could charge $2200 for a collective ... I thought flight sims were expensive
FWIW, the dampening/friction effects on the Rhino are pretty damn good.
I haven't played with this personally yet but I imagine that the loadcell would provide a lot more accurate motor load sensing. You would figure out a formula for the relation between the motor amperage and loadcell output weight then just use the loadcell output for regular use and and a hall sensor for motor protection or calibration
This is the collective I designed. There are several build videos of the base unit assembly. I will do some videos of the heads in the coming weeks. I'm using Teensy 2.0 boards because they are small and easy to personalize with your own PID/VID combo, as well as name it. I will do a vid of the programming procedure and provide the modded librar...
the benefit from adding a motor would be much greater on a pedal set or joystick that can have multiple uses like simulating the rudder or stick of a helicopter vs a ww2 plane vs a plane that uses force sensing or creating your own spring profiles etc
because if I could just buy one rudder set for example that can do everything that would save me a lot of money or time if I like to fly different stuff
like I would only use my collective for only flying helicopters and its easy enough to make a mechanical system that works really well just for that specific purpose
I mean.. I'm not going to try to convince you that you need a FFB collective. By that same logic, a throttle quadrant serves fine as a collective too. Many people who don't focus on heli's do so.. and thats fine.
a throttle quadrant isnt the best as a collective because it has no spring so you have to use a really high resistance to keep the collective head up which doesn't feel very nice and can have stiction
thats why people make counterbalanced designs. Hydraulic dampening is superior to friction as well. My current (DIY) collective is counterbalanced and uses a rotary damper to provide dampening. Its a 3D printed monstrosity, but it performs better than anything you'd get from Virpil or elsewhere.
This 'FFB' design I am working on will be far superior to my current in-use design.
Its totally fine if you don't see the point. It doesn't hurt my feelings. It won't hurt my feelings if nobody ever makes one either. The design will be made available regardless...
the only diference between a spring and counter balance is that you can fly upside down with the counter balance irl and the stick would stay where it is while with a spring it would fall
I feel like I would want to have that if I was building a replica cockpit of a specific helicopter that has that feature and I want it to operate exactly the same way
I know in the KA50, the whole "break out" zone where you can overpower the collective to break out of alt hold is a DCSism because IRL you press the collective brake disengage button to move the collective and that is what disables the alt hold