Yeah if you make the forces sticky it will βworkβ the only effects you get from the game though are vibrations. Moza has claimed they are working with War Thunder on FFB, and Star Citizen for that matter, but they make many claims
I am not sure but It will work if you set telemetry output port to teleffb with il2 setting ? if teleffb detects exe file it will not work but just try.
This goes into the issue with the other bases coming out, looks like the simnautica pedal will not have a lot of effects. I suppose with pedals it isn't as much of an issue, but if you look at the work in TelemFFB even for something as niche as pedals there is substantially more telemetry read.
In TelemFFB all the effects (stall shudder, engine rumble, gun and so one are simply output on the pedals, the same way they would be put out on the stick. Which works great imho.
Hi, same question with other words ... On DCS, what parameters or settings should be applied with a plane with mechanical controls (Fw190-D9, Fw190-A8, Bf109-K4, Spitfire MK-IX, P-51D) so that the joystick is completely free with the engine stopped and then the resistance (spring) increases according to the engine power and obviously the speed? (.lua, TelemFFB, ...?)
He meant, that with most prop aircraft you donβt need to tune anything to do that. They domthat by default. (Maybe you can tune the strength and onset with telemFFB, but generally that is a build in feature)
Has anyone mounted their rhino in a Sim fab pit? Iβm about to order a DIY kit and was curious about the mounting solution as this is much larger than my VPC CM3 with a 200mm extension.
I didnβt change or tune any settings, and for the spitfire, p51, and p47, the stick is dead when parked, and as I accelerate on take off, it stiffens up. Not sure if this is what youβre referring to or not
airspeed should have a huge impact on control forces. at slow speed, controls generally feel mushy and unresponsive with hardly any centering force while high speed can make the stick almost impossible to move with human strengh.
afaik, dcs does some axis scaling to simulate the maximum force a human could produce, but i dont like the way this interferes with FFB. (source here is the DCS forum, i dont know for sure how they implemented this) if somebody knows more about this and if there is a workaround, id like to know
Forget about TelemFFB here. It has nothing to do with dynamic spring forces in DCS. That is completely handled by the native FFB implementation in each DCS module, which is something we have zero control over.
The spring effect gain values in VPforce Configurator will dictate the actual felt forces at any sim commanded "force coefficient", but we can't control how the sim tells the joystick to apply the forces.
Ok, thank you for your reply (Hiob, amadeus, Broko and Number481) my settings was too low, i set almost 100% on Spring, Master, etc, and effectively i have this kind of behavior.
Donβt forget that elevator droop is modeled which is super cool. What this means is that on the ground if you put the stick in the center, it will move forward to the stop all by itself. This is because without air moving over them, the weight of gravity on the elevators will make them droop which pulls the stick forward. This is modeled on the P-51 for sure, not sure about the other warbirds.
yeah, they probably add some sort of effect, and if not TelemFFB can definitely add it. Was more just speaking rhetorically about the general nature of the spring force being applied gradually based on air speed
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