-Hawkeye- Posted July 24, 2018 Report Posted July 24, 2018 Reaction from real Dr1 pilot (he is flying replica) about FC Dreidecker flight model: https://forum.il2sturmovik.com/topic/38067-fokker-dri-discussion/?do=findComment&comment=645151 Very interesting, and encouraging. Note that for FC, he is using an extended joystick though. This is what I predicted earlier. Lacking any fully capable response curve utility, this is the only thing that is going to mollify the inherent over-sensitivity of any standard gaming joystick. That's fine, because even lacking that, I find the FC Dr.I easier to control by far, than the RoF one, without curves. I still hope they'll come out with a response curve utility that equals or exceeds RoF's; but if they don't, you'll find that the people with extended joysticks will be able to fly the Dr.I and all other planes better. So it will be an important thing to know if they ever plan this, because the money spent to overcome that problem will be well worth it, in my book; but it will necessitate a big hardware reconfiguration in my case, and I would guess most others. Quote
-Hawkeye- Posted July 24, 2018 Report Posted July 24, 2018 I found the article that Baron posted up about the FM of the DR1 to be very enlightening. The 3 of us actually had a discussion last night about the forward stick pressure, and to discover that the WWI pilots DID actually have to deal with that, proving that its NOT a flaw with the in-game FM is awesome. I decided to leave the curves alone, and proudly earn my carpel tunnel syndrome. You can't do anything about that aspect anyway, with what's currently available to you. In fact, if you were to "desensitize" the pitch axis, in other words a departure from fully linear toward an S-curve, you would actually have to push further forward on the stick, because it moves the elevator less at the beginning of it's throw, and then catches up later. Go ahead, try it....it's easy to put back to full linear. The point is that what's available in the game, is unable to be moved up or down on the Y (pitch) axis. Only that would change where the neutral part of the stick is with respect to the in-game elevator's position. Just keep in mind that although you would have to actually hold the stick further forward with a long joystick, the effort to do so would be less, due to the lever advantage of the long, over the short stick (given the same springs in the base). It was very interesting to see Chill confirm this, detailing the ease of movement of the real Dr.I's balanced controls (the ailerons being the most difficult to move). It's more of a position change in the joystick, than a hard effort to have to constantly overcome....at least that's the way I took his explanations. Also, if you have a long stick, the accuracy of your control is increased throughout the entire range of the stick's movement. If you use a response curve to do this, the accuracy is only increased in the center of it's movement....it's actually less than normal (linear) at the end. Response curves do offer you options that you don't get just using a longer, fixed stick. You can increase or decrease sensitivity, or response speed. Think of it as being able to lengthen or shorten your joystick at will, as you're moving it. That aspect departs from reality....but is better than having no other option. Quote
Snaggle Posted July 24, 2018 Report Posted July 24, 2018 @Lee, I went to the FC directory structure and made a short cut to the .exe so I can skip the launcher. It to me seems much like the launcher in RoF and I did the same in RoF started game directly from the *.exe Launch hangs on shut down for me. S! Quote
Kliegmann Posted July 24, 2018 Report Posted July 24, 2018 You can't do anything about that aspect anyway, with what's currently available to you. In fact, if you were to "desensitize" the pitch axis, in other words a departure from fully linear toward an S-curve, you would actually have to push further forward on the stick, because it moves the elevator less at the beginning of it's throw, and then catches up later. Go ahead, try it....it's easy to put back to full linear. The point is that what's available in the game, is unable to be moved up or down on the Y (pitch) axis. Only that would change where the neutral part of the stick is with respect to the in-game elevator's position. Just keep in mind that although you would have to actually hold the stick further forward with a long joystick, the effort to do so would be less, due to the lever advantage of the long, over the short stick (given the same springs in the base). Also, if you have a long stick, the accuracy of your control is increased throughout the entire range of the stick's movement. If you use a response curve to do this, the accuracy is only increased in the center of it's movement....it's actually less at the end. Response curves do offer you options that you don't get just using a longer, fixed stick. You can increase or decrease sensitivity, or response speed. Think of it as being able to lengthen or shorten your joystick at will, as you're moving it. That aspect departs from reality....but is better than having no other option. Right, I keep forgetting about the limitations of table-top joysticks. I have and fly with a yoke system which gives me a large Y axis "throw". I haven't measured it, but I'm guessing I have a good 6" - 8" Y-Axis. Quote
-Hawkeye- Posted July 24, 2018 Report Posted July 24, 2018 You'll still want to have a means to use the launcher though, so you can update. The game does notify you when your version isn't the most current, which is nice, instead of just giving you some error message, like RoF does. Snaggle 1 Quote
-Hawkeye- Posted July 24, 2018 Report Posted July 24, 2018 Right, I keep forgetting about the limitations of table-top joysticks. I have and fly with a yoke system which gives me a large Y axis "throw". I haven't measured it, but I'm guessing I have a good 6" - 8" Y-Axis. Ah! That is an advantage. Is it correct to assume the yoke has no centering spring or detent? Quote
Kliegmann Posted July 24, 2018 Report Posted July 24, 2018 The yoke does center back when I release it Quote
Lee Posted July 24, 2018 Report Posted July 24, 2018 Launcher not closing is solved here: https://forum.il2sturmovik.com/topic/38237-launcher-stay-running-after-shutdown/?tab=comments#comment-644925 -Hawkeye- and Snaggle 2 Quote
Lee Posted July 24, 2018 Report Posted July 24, 2018 @Luftritter The first time l launched the game my CH controllers were picked up as individual direct devices. The second time they were mapped. No problem as I sorted it. Had I been thinking a bit further ahead, I would have activated the mapped configuration before starting the game for the first time. Quote
-Hawkeye- Posted July 24, 2018 Report Posted July 24, 2018 Launcher not closing is solved here: https://forum.il2sturmovik.com/topic/38237-launcher-stay-running-after-shutdown/?tab=comments#comment-644925 Haha, I always wondered what that "seeded" setting was for I still don't know.... It did solve the problem, though. Thanks! Quote
Snaggle Posted July 25, 2018 Report Posted July 25, 2018 Launcher not closing is solved here: https://forum.il2sturmovik.com/topic/38237-launcher-stay-running-after-shutdown/?tab=comments#comment-644925 Lee Thanks perfect!! Quote
Dudley Posted July 25, 2018 Report Posted July 25, 2018 Haha, I always wondered what that "seeded" setting was for I still don't know.... It did solve the problem, though. Thanks! I think seeded means it allows your computer system to "seed" (like torrent?) other users when they download the game. Quote
-Hawkeye- Posted July 25, 2018 Report Posted July 25, 2018 I think seeded means it allows your computer system to "seed" (like torrent?) other users when they download the game. Uhhg....no wonder I had no idea. That should NOT be checked by default! The people who do that kind of stuff would certainly know to check that, if they wanted to. Thanks for the education, guys. S! Quote
Klaiber Posted July 25, 2018 Author Report Posted July 25, 2018 Played around with Flying Circus and Tank Crew last night. Got all my controls set up. Really enjoy it in VR. I could never get into the SPAD in Rise of Flight. It seemed cramped and way too much. But in VR I finally "get it". It's a great ride. And I can finally look around and see. I also was practicing turning the Dr.I on a dime at low alt. It was a hoot. Regarding, Tank Crew, it took a bit to get all the controls set up. But now I'm ready. Can people multi-crew into the same tank? Or is it 1 player / 1 tank? Snaggle and Baron 2 Quote
Kliegmann Posted July 25, 2018 Report Posted July 25, 2018 Its suppose to be multi-crew. Klaiber 1 Quote
Klaiber Posted July 25, 2018 Author Report Posted July 25, 2018 Cool, we'll have to try that out. Quote
Butzzell Posted July 25, 2018 Report Posted July 25, 2018 S! Slowly working into this. We have been on shooting star server. 4 AI on each side which is ok for a few players. I see no need to re-invent the wheel. I took the program and loaded it onto the Kuban map at some bay. I added ships in the bay for eye candy and AAA. It looks spectacular. Will eventually add some truck convoys to shoot at. Server is JG1 server fc kuban test. Kliegmann, Baron, Snaggle and 1 other 4 Quote
Snaggle Posted July 26, 2018 Report Posted July 26, 2018 FYI: FC updated for me tonight, what the update we??? 125 MB I think Posted a question to Vaal about stats, did see anything initially related to FC (edit:) From the forum: SAS_Storebror said: FC planes are in since 1.2.23, current version is 1.2.25. I guess I will have to start looking at this soon!! Quote
Schäfer Posted July 26, 2018 Report Posted July 26, 2018 What can't you get to work, and why do you have white background? The white background is the snow covered land. lol As to what isnt working, I cant map fuel mixture radiator and head movements to my joystick. Anyone else having this problem? Apart from this flying is great, graphics are cool and enjoyed the DR1. Quote
-Hawkeye- Posted July 26, 2018 Report Posted July 26, 2018 The white background is the snow covered land. lol As to what isnt working, I cant map fuel mixture radiator and head movements to my joystick. Anyone else having this problem? Apart from this flying is great, graphics are cool and enjoyed the DR1. This info was given to me by Vonrd last night. I actually didn't remember about this file until I saw it again....my purpose in dealing with it in RoF was to back up different controls maps. However, he told me that you can map controls in this file, if the in-game controls mapping utility doesn't recognize your inputs properly. The path to the file using file explorer is enclosed in red. Use Notepad to open the file, if it asks you what to use. The first column is the action; you'll notice the same action can be there up to 3 times consecutively....because in the game you can have up to 3 different button assignments, per action. The second column is the entry for the actual control. These vary depending on whether it's a keyboard key, an axis, or some kind of game controller button. The last column is for inverting an axis; it is just either a 1 or a 0, 0 being non-inverted, and 1 being inverted. The stuff after the double slashes is just notes describing what the control does in the game, and has no bearing on making the control work....it's just for informational purposes. First you'll need to determine what controller ID the game sees for each of your controllers. You can tell that by looking at the entries and seeing what it says for a function that you know. Next you'll need to determine what the game recognizes as the button number or axis designation for the button or axis you wish to assign. One way to do that is to go into the game, and just go to any field that does recognize the control movement, and see what it puts into the window (don't save it of course). If the control won't register in any area at all, you can use the logic of how you see other controls recognized, and apply that to what you're trying to use. For instance, for my throttle quadrant, I can see that in the game, it registers the button numbers as one number less than what my game controller software designates them as. In other words, button 11 in my game controller software is registered as b10 in the game; button 12 is b11 in the game. In any case, you'll see that it's going to take some observation of other examples within the file or detective work, or apply the same convention that the game seems to be using. When done, you probably shouldn't save the file directly with the same name (current.actions) until you have first saved the original, unaltered file under a different name (such as old_current.actions) in the same location. That way, if something gets screwed up, you can just rename your original file back to current.actions, and get things back to the way they started. Here's the path, and what the file looks like: Lastly, do not mess with any of this stuff if you don't feel capable of using or fully understand Windows File Explorer or Notepad. One little omission of a comma or slash, using an improper controls name, or adding a space somewhere by accident could mess up your game (hence, saving the original). Pay attention to detail! Good luck to you, sir. S! Quote
Butzzell Posted July 26, 2018 Report Posted July 26, 2018 The white background is the snow covered land. lol As to what isnt working, I cant map fuel mixture radiator and head movements to my joystick. Anyone else having this problem? Apart from this flying is great, graphics are cool and enjoyed the DR1. S! like all new sims, there will be a learning period. Some controls are set by server, some are still left to the pilot. It depends on server settings. You may be able to map settings to joy stick but then the server has them on auto. With server set to auto your controls do not work. Sometimes it can be switched by pilot from auto to manual. JG1 server is using the Kuban map. Mountains, water, ships, trucks and green land. Best to check graphics settings. Super Sampling and some other high end HD features may be on by default. This could cause low frame rates. Quote
Dudley Posted July 26, 2018 Report Posted July 26, 2018 When I was first setting up the engine controls in FC, I tried to use the generic controls available for all engines (such as throttle mixture and radiator), but these didn't seem to work. However, I did have success mapping the the controls specifically for Engine 1. Quote
-Hawkeye- Posted July 26, 2018 Report Posted July 26, 2018 When I was first setting up the engine controls in FC, I tried to use the generic controls available for all engines (such as throttle mixture and radiator), but these didn't seem to work. However, I did have success mapping the the controls specifically for Engine 1. For me, it works that way in RoF too. You may not realize it if you have both "engines" and "engine 1" controls mapped to the same buttons or axis'. It's my belief that the controls for "engines" are used when you're in a multi-engine plane, and then select common engines control (controls all engines simultaneously with one control) instead of individual engine controls. Quote
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