I need a recommendation - I'm building monster.tech chair and will do center position stick - I have VPC constellation alpha. Do I need any extension for the VPC? And if yes, what size? Virpil offers 50mm,75mm,100mm and 200mm.
DCS's native FFB implementation handles the dynamic spring force/stiffening in warbirds. A custom override feature for TelemFFB is in development but isn't quite ready yet.
It is but the implementation isnβt very good. It is probably made with the old weaker FFB sticks in mind and the maximum force is reached already at around 200 kts. That means you get stiffening stick during take off but not in the flight regime you actually fly and fight in those things. I think that the module makers should improve the FFB implementation in this regard. Of course it will be an excellent substitute if we get a possibility to adjust this in TelemFFB.
I'm not aware of any warbirds where it isn't implemented. There should be no spring force on the ground, increasing with airspeed. Make sure you don't have "sticky" enabled in the spring setting in configurator, else the base will ignore what DCS is telling it.
As sysdot says, many find the native gain curves lacking.
The TelemFFB feature will allow you to define the spring gain curve across whatever speed envelope you wish.
There's an important concept to understand about force feedback: When set to 100% force, the resistance is distributed across the entire range of motion - the motors only reach maximum output when the stick is fully deflected, meaning there's no saturation point. If we increase this to 300% for a stiffer feel, the motors will reach 100% output at just one-third of the stick's travel. This creates what we can call a "dynamic range" limitation. The game sends a "set spring gain to 100%" command at relatively low airspeeds, reaching maximum stiffness early without further increases. Most DCS modules (with the exception of the F-4 Phantom) don't provide adjustments for this behavior, so we'll need to rely on external implementations to create realistic force-versus-airspeed relationships. The key limitation: once the force gradient saturates, the stick won't produce additional resistance beyond that point since the motors are already operating at maximum power earlier in the range of motion. This effectively reduces the stick's ability to communicate different force levels through the full range of travel.
Additional points: The Rhino operates within the standard 100% range by default. However, you can boost this using the spring gain mapping tool, which offers two approaches: * Remapping spring strength versus displacement to achieve higher overall gain * Remapping the game's percent gain to a custom response curve
Be aware that higher spring gains make the system less stable, making proper damper and LPF (Low Pass Filter) settings more critical: * If gain is too high, the stick will vibrate rapidly ("brrrrrt") and trigger a "FAULT_UNSTABLE" error * If damping is too low, the stick will oscillate back and forth without finding a stable position
Later telemFFB have the feature to set our own force vs airspeed curve
In relation to this topic - I'd wish for a more detailed "how to" on how to properly adjust/tune/optimize the various filters. I get the basic idea and work concepts but I struggle with the proper adjustments anyway. And the trial and error approach leaves me with some anxiety. If such already exist - excuse my ignorance and point me to it please!
You're a little off. First, remove the MOZA Ab9 base. This thing came so fast that I didn't have to get ready. I'm going through the manual now. Thanks for the response.
Recently received my Rhino motor kit and absolutely loving the diy build process, Iβm surprised at the lack of diy Yoke builds, does the telemffb software support such applications or is there more fundamental implication issues?
What do you mean? force trim release is a built in function of the configurator, you just need to enable it and asssign a key. (use loopback for the pedals)
yeah im meaning a way to turn off the force trim system, IE like the dash switch in the huey, i flip that off but I still get DCS' FFB effects, Id like to turn it off for hovering, to save fighting the spring, then turn it back on in stable flight