There's also a section on how to install the limiter. TLDR: it goes under the dust cover frame, unscrew the 4 screws holding it and slip the limiter underneath then screw them back on.
Is there any place referencing what is supposed to be the feel of the flying stick in real life for each of the different modules available in DCS? Such a repository would be very helpful when trying to configure each module with as much realism as possible. The other day I came across a post in DCS forum for instance, and I discovered that IRL the Huey stick is very light to the touch, can be moved with one finger and is supposed to stay in place with no spring effect centering it back, and therefore it does not need any force trim (except in case of hydraulic pressure), this came very useful for me to totally reconfigure what i had for the Huey for FFB response, and came as a surprise as I would have never guessed that.
TelemFFB is a very useful software, but it just sliders you can move and configure for each one own taste, on the top of profile you call from FFB_Configurator. and the one coming from telemetry data sent by DCS. But, it does not tell you who heavy or spring loaded the real stick is supposed to feel in each module.
The same applies to elevator drop effect for instance that you can configure in TelemFFB: older planes had their elevators actually dropping due to their own weight when the plane was parked, with the stick dropping forward as a consequence. ThenΒ upon switching on the engine, the propeller wash would raise the elevator into a centered position. It is very cool that this can be implemented through TelemFFB, but who knows to which planes this actually applied in DCS or IL2? https://forum.dcs.world/topic/369069-position-of-elevators-when-the-plane-is-parked/#comment-5603524 Parked F-14s seem to be with elevator dropped for instance, but it is hard to know for sure without clear references.
Hello, I understand that many of the older planes had their elevators actually dropping due to their own weight when the plane was parked, with the stick dropping forward as a consequence. Then upon switching on the engine, the propeller wash would raise the elevator into a centered position. I u...
Not to my knowledge. I can only recommend aviation literature. If, for example, Huey is your favourite, then read Chickenhawk and learn how Robert Mason described the control feel.
You can also take a bunch of discovery flights but most of us are/were former pilots in real life so most of us just sort of go by how things βused to feelβ
Itβs never going to be true simulators unless we had some sort of G force seat belts with some other sort of Level D platforms
I actually tried to warn people at the Moza announcement on r/WarThunder. https://www.reddit.com/r/Warthunder/comments/1dy5lip/check_out_the_moza_ab9_ffb_base_in_action_with/ One WT fanboy who doesn't even have FFB or know anything about it tried arguing with me using the stock "War thunder supports FFB" copy paste reurgitated nonsense from website/wikipedia (My claim of him being a fanboy is thus substantiated), yes I answered with more knowledge than I shoulda bombed in one post, but for a reason, Gaijin has a proven track record of deleting or blocking any more commenting the second they smell bacon burning on the pan. And yep, sure enough, Gaijin proceeded to immediately block any more discussion on that post
I don't even know why Gaijin coop'ed with Moza, full knowing War Thunder's FFB has been dodgy for almost a decade, Grasownik makes the 5th known case of a Moza owner who can't get it working for War Thunder, and I absolutely sympathize. But at the same time, it shoulda been easy spot for anyone who does a modicum of research before putting this much money into a product (it's #2 on Page 1 google search results, and Gaijin support bug reports on FFB issues are sprinkled throughout as well), apparently nobody is taking heed, so it's as much on them as on Moza and Gaijin IMO, though they should ofc be due their money back if they bought the Moza for War Thunder.
Also there used to be a line to edit in controls input file to get FFB working, but that line was removed somewhere around.. 3-4 years ago? FFBeast seems to get it working, more than one video of FFbeast players in War Thunder, so I downloaded FFBeast Commander software to see what differences there are between VPForce configurator and FFBeast Commander in order to make a substantiated suggestion to VPForce. ...But, thwarted again, FFBeast Commander throws error and wont even run if no FFBeast PCB is connected to your computer.
I've tried 3 MSFFB2's + my Rhino, across 5 different computers, different O/S's and HW configurations, and haven't got FFB working. A friend got an MSFFB2 recently, instantly got it working in War Thunder zero issues. I haven't yet figured out what combination of HW/Software/OS causes FFB issues with War Thunder's FFB, it's completely random whether it works or not, inexplicably it works only for a handful.
War Thunder certainly has no issue sharing Telemetry data, that's how the game's cloud-based replay system works, it's also how WTRTI (a overlay to get things like engine power, thrust numbers, compass, etc) works, and whenever I use Replay or WTRTI = No issues. I've tried on fresh installs, fresh OS installs, etc.. no dice, maybe it's a Windows registry thing?
Plenty public bug reports dating back years and years, the most comprehensive one is here: https://community.gaijin.net/issues/p/warthunder/i/svuBJF4gzunN But as per Gaijin's usual style when it pertains to uncomfortable subjects, they steer clear, they've never even bothered to acknowledge the issue. Aces of Thunder will probably be way better written and have proper FFB support, issue is it's gonna be VR only.
Of course important to note (a.k.a disclaimer): I originally bought the Rhino for other sims, having had no success with my MSFFB2's in War Thunder I knew the Rhino likely wouldn't work. Thinking on it leaves me with a small pang of disappointment, there are aircraft & ww2 theaters War Thunder covers that other available sims don't cover at all or not to the same extent except il2 46 but graphics are too dated, War Thunder is the only viable option. So that's one scratch in the paint of one of 2 similarly priced FFB solutions (around the 800-1200E mark), it doesn't work with War Thunder.
I can only appeal here, I gather from Walmis's end he isn't too keen on trying to get VPForce to work with War Thunder? There's a growing market here, customers of high end FFB products are in fact playing War Thunder. VPForce has a customer base and a documented number of customers, Gaijin would be monke not to pursue their FFB issue if approached by VPForce. And it's gotta sting for Walmis at least a little, knowing FFBeast (seemingly) has one up on him?
(Also sorry for the wall of text, I don't have it in me to leave the issue until I at least throw in my bet, you're just gonna have to sue me)
If I understanding well (please correct me if I am wrong). In DCS, the game send a set of parameter for each plane. I am assuming that this define values for parameters of Spring/Damper/Inertia/Friction/Constant. First question, is this correct? Can DCS send values for all these parameters? Is it just a value or it can also define gain curve? Are these values known/documented/or can they be reverse engineered?
Then on the top of this parameters sent by DCS for each module, TelemFFB (a part of adding additional effects) is recalling the values set-up in the VPForce Configurator Profile for the associated module (even if we may directly overwrite these through TelemFFB as well). Now what I am not fulling understanding is how this parameter set in VPForce Effect Limits under Global Effect Limits are interacting with the parameters sent by DCS? If DCS is determining that spring for F14 shall be 40%, and VPConfigurator has it set to 50%. Does it imply that the resulting value will be 20% and that the only way to get the default configuration coming from DCS is to leave Global Effect limit to 100%? Or I miss something? I tried leaving some parameters to 100% but the response seemed excessive to me, so I must have got something wrong. Thanks in advance for your lights
The manual says this: Each slider allows amplication or reduction of the effect set in the previous Effects tab. The total effect felt by the user will be the product of these two numbers. So for example if the spring effect is set to 50% in the effects tab, and the slider on the settings tab for spring is set to 50%, then the user will feel 25% of the maximal force. There is a reason for providing these two controls separately. (I dont know what the reason is but Walmis certainly does) - I thought that the game was anyway overwriting the values in effect tab
That's the TLDR version, basically almost all games only control only the spring effect (center point and stiffness). Other effects can could be created from telemFFB - such as low hydraulic pressure effect for example.