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szymv

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  1. Hello there, long time - no see ;) I came to you with my new build, 1st post updated. Feel free to comment/ask. Later, i will come with a video describing the whole thing.
  2. I have noticed it too, and I feel that this might be a feature. Maybe it's just me, but I also feel that A10 have a bit more "snappier" performance, especially pitch-wise... I wonder if the FM or world physics have changed a bit. It may be due to upcoming hornet release and merge to v2.5.
  3. I thought this thread was dead for a long time now... :D I was writing my post, but people already quite stated what I had to say... anyway: I agree that videos of A10's IRL show that this plane is much more "forgiving" when it comes to stall, and near-stall scenarios. I also agree with the statement mentioned by several people here, that when flying sims, you don't really sit in the plane... bear with me. What I'm trying to say here is the fact, that when flying a real plane (or driving a car, or riding a bicycle for that matter) you experience something more than just referencing and reacting to stuff shown on screen. There is always some force acting on your body (sometimes a severe one, and your body is very good at being an "accelerometer"), there is peripheral vision, stick forces feeding back, noise of the wind blowing onto the canopy, wing buffeting, your experience as a pilot who has some hours... majority of these things is happening very fast, and you don't even consider what are you doing, you just keeping flying straight or whatever is your aim. Now, I know that with sim we do exactly the same, but the whole feedback we got is our eyes, which are slow as opposed to the feeling of the forces acting on our body. Even with experience, all that we have got is our eyes, and that experience is faulty according to flying the real thing. I know that I may be stating the obvious, though I noticed the converation missed that point. Imagine yourself driving a car - you mainatain a straight course, you know when to brake, you feel when tyres lose their grip, you know when you are going too fast or turning too sharp; now - all these things feel natural, you don't really "think" about them happening. Now, given you run a car simulation, that simulation is nothing compared to driving a real vehicle. The simmed cockpit design is perfect, the systems and switches are 1:1 compared to the real thing, but you do not ever really "feel" it. Back to A-10, stalling and flying near stall is acting on the flight envelope edge. This is a fine line which changes every second or even faster, the air is never the same. Pilots flying A10's know their machines well and react swiftly to all things that the aircraft is tryig to do. Going a bit further - they fly the plane - they are not "reacting" but with their senses, they manage their flight through flight controls. Near-stall scenario is flying on that edge, and requires very fine inputs from the pilot. These inputs combine what the pilot can see, feel and expect from the machine. In the sim, you don't feel the wing dropping, but you can see it; and if you see it, it is already a bit too late to react. Seek some videos of stall training - many of these folks induce a stall, recover from it and then talk about it - both stall and recovery are happening really fast and are barely visible on the camera. As phylosophical as it may seem, my tl;dr statement is that flying the simulation will always be inferior to the real thing. To back up the community manager, with no hard data, saying that something is incorrect will not do anything. On that subject, I don't really think we will ever resolve this matter. Again - I agree that both real pilots and videos of A10's show that this plane is capable of doing quite more than what we are able to achieve in the sim, but then again - you will never really know whether simulation is completley accurate or not. It may be the "world", not the plane itself. Current flight model takes into account almost every aspect of aircraft's model - it may be very accurate within the simulation environment, but you can't really check it in reality. I feel that simply making the A-10 more stall-resistant would be a huge shortcut, and I don't think it's even possible. Given the flight model, handling is dependant on a variety of factors. Changing the handling would affect them too, making the whole thing... different. I imagine it would take an immense amount of time and changes to the world itself. Not worth it, since most combat scenarios, when properly executed, do not require the pilot to stall the aircraft (I may be wrong here though... but my previous points remain the same) Also, what Yo-Yo said (and one real pilot backed it up, but I can't recall which one ATM) - chopped tone means you are already in a stall, real pilots don't really feel the plane stalling - chopped tone reminds them of it, so to speak. I even recorded my own video of riding the chopped tone just to show, that there really is a wide margin for flying it on the edge and mismanaging the plane. Of course, I don't have that video right now. I will record it again, since the thread is still valid. Cheers! :)
  4. Hi, By all means, do it! :) I don't know how is your knowledge on the subject, but hacking a joystick isn't that complicated. Do you plan to change stick grips, or do one by yourself? You can put a x52 grip on msffb2 - you need to figure out how to attach that. Also, from what i read in your post, you won't be needing a teensy board (or any other for that matter). DCS supports multiple controllers, and you may use main axes from msffb2 and then buttons from a rewired x52 board. You'll have additional axes, which you can use for trim, zooming etc. True that it won't be ready overnight, and depeding on advancement of your build, it could take quite long (especially if you just started to look into that kind of stuff). From my experience: take your time, don't rush. As you said, if you screw something up, you have a backup stick anyway. Try not to though ;) Good luck then, keep posting the results and progress. That could be also useful for other people seeking information about controller building/hacking. This isn't something you find on the net right off the bat, unless you have a good idea what are you looking for. Cheers!
  5. Hi, Please note the CCIP gun cross and 4k gun cross are mixed. Other than that, pretty good ;)
  6. Anecdotal evidence: I launched an A-10 and switched to Shift+F4 view, then moved a camera to be inside static external-view pilot's head. Looks like that: Back to F1, this what I came up with, trying to match the position above: It's very close to what has been presented here. Also, it's true that on many videos of attacking A-10's, pilots are leaning forward quite much. I think the default position resembles that point of view, more or less (so the whole HUD is visible).
  7. Hi! This little sound mod introduces the exhaust nozzle position change (or simply CENC - convergent exhaust nozzle controller) noise. Here you can hear what I'm talking about: Modification itself isn't very sophisticated and not very "high tech". It just replaces odd "AfterburnStage" file, so it can be heard when you turn on afterburners in F-15. The sound is very distinctive for PW F-100 engines. There are sound files for that in the folder structure, but they are not utilized yet. The biggest con of my mod is the fact that you can hear it only while engaging afterburners, and if you do that slowly enough to let it go through all stages, the result is quite funny. Yet again - it's rather a nice addition than a full blown sound modification; I cannot magically make CENC sound files come to life ;) Sound in game can be heard only from the back (obviously), up to 200-300m or so. Now, depending on whether you are using or not any sound mods, you may need to adjust gain of the sample being played. Do that by simply going into sounds -> sdef and go for "AfterburnStage.sdef" There you will see gain option. Modify it to your liking. Can't give any guidelines though; it's trial and error. 1.1 value works for me and modded sounds I use. Installation: Simply copy the "Sounds" directory into your DCS root folder. Make sure to backup original files. This mod is provided "as is". You may use it, modify it and republish it as you wish (though I would prefer linking to this thread at least ;) ). Short video of mod in action: Grab mod here: https://www.digitalcombatsimulator.com/en/files/2318356/ :)
  8. Hello everyone, It's my first post here and I figured it would be a good place to start. I have been lurking this forum for quite a long time and now I decided to unreveal myself. Old stuff: New stuff: I would like to show you my new control setup. I've decided to rebuild my previous project. My goal was to make everything a bit tidier, and with improved control loading feel. I think I managed to do that. Whole mechanism is loosely inspired by an A320 sidestick assembly. Stick centering is obtained via cam-based system, with separate cams for roll and pitch axis. I was aiming for assymetrical forces, so more force is used to turn left, less for turning right; big resistance at extreme positions, soft feel around center position for fine adjustments. Gas springs are used both for damping and resistance. Rudder pedals are a bit different - gas spring is used for centering. For toe brakes gas springs are also used. I have added some rubber rings for additional, progressive resistance. This is working great and the feel of the pedal (while braking) is very similar to a car brake pedal. Here you have some photos from initial build and test-fitting (gallery): https://www.jottacloud.com/p/szymv/851c391713e04127850a915314245cd9 and the finished product: https://www.jottacloud.com/p/szymv/8292c52cc15c4472a7c29b21e7255fc9 I initially prepared a wall of text, but I thought of a better idea - I will do a video explaining this and that... I think this will be a bit more interesting. meanwhile - a short video of a thing in action: Any questions to follow - I'm happy to answer.
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