I'm a bit confused, the 86BLF series https://www.promoco-motors.com/products/BLDC/86BLF%20Series.pdf seems to show different specs to that listed in the faqs pages for the DIY motors. The body length is shown in the faqs page for the 86BLF04 as 94mm, but the specs in the promoco data sheet shows the motor body length as 57mm. Is this the wrong data sheet? is there a typo somewhere? Can somebody advise, as I'm trying to model these parts up.
You're welcome! It's really a great grip. Only 1 thing I must do is contacting Virpil for the right Hat. It's moving a little despite the fact that I pushed it all the way in
I started using it now because I could not wait. I selected the Alpha Grip profile. What doesn't work are the swappable Buttons. There not all positions are recognized or I get double inputs. But for me that is Ok right now.
ah, just checked your videos. it basically is the same for me. the cursor controller and the brake axis aren't working at all. I think I will switch back to the Constellation until Walmis gets hands on his FLNKR
Basically dial the gain up in DCS F4 special options to something you find comfortable at low speed and lower overall Rhino gain if you find it too stiff at high speed. And that's it. I don't think any other stick special options make a difference with FFB enabled, but I have them unchecked to be sure, and my gain is 200% roll, 250% pitch
Heatblur simulation of the bellows system does not make much sense unless you have a stick 10x more powerful than stock Rhino, but it is what it is and we're stuck with it
Having never flown the real thing or a real plane, I have no idea what anything is supposed to be like. So everything is just what feels right to me. But I’ve also always been on desk mounted spring centering sticks so I always wonder if that makes me biased to what feels right.
More or less what Heatblur did, but much heavier overall. The real system works in a something like 0-60 kgf range, so it goes from "quite heavy" at takeoff speed to "very heavy" at high speed. But with the same force gradient that Heatblur copied from the real world, our joysticks go from "almost nothing" at takeoff speed, to "okay" at high speed.
Sounds like then the overall implementation is good like you said. It’s just that because of the various forces available they gave us the gain adjustments. I understand now. I definitely feel the pitch get heavier at high speed. But have adjusted gain so it’s not too heavy.
The problem is that if you crank up the gain in DCS settings you can get 'okay' force at low speed, but quickly saturate ffb and loose the dynamics at high speed
well, that's an option too, play with rhino settings to alter spring gain there. The thing is that F-4 at 100% gain outputs only something around 10% FFB spring force at 200 kts, so you need to bump it considerably on the VPconfig side
So basically they’ve designed it for someone who has a FFB stick that can output 60kgf at max. And us mere mortals have to use the gains to try to bump the curve up to actually feel it.