1C Home   |   Register   |   Today Posts   |   Members   |   UserCP   |   Calendar   |   Search   |   FAQ

Go Back   Official 1C Company forum > 1C Publishing > IL-2 Sturmovik > Daidalos Team discussions

Reply
 
Thread Tools Display Modes
  #1  
Old 01-04-2014, 08:11 PM
JG27_PapaFly JG27_PapaFly is offline
Senior Member
 
Join Date: Jan 2010
Posts: 109
Default Force feedback suggestion

Hello Team Daidalos,
thank you for putting so much effort into this sim, your work is HIGHLY appreciated.

One thing that has bugged me for very long is the stick shake ffb effect produced by firing cannons in general and particularly heavy cannons.

The problem is that the stick (MS FFB2) tends to shake strongly enough to produce so much stick displacement that the plane starts to pitch and roll. I got around most of the problem by removing some of the force feedback files.
Now only the effect coming from the heavy cannons (30mm and bigger) is left, and this is the shake effect also used by stall/near-stall. For obvious reasons, I don't want to delete this effect.

Could you guys maybe either
A) Make weapon-firing-induced stick shake a user-selectable or modifiable option

or

B) Delete any connection between weapon firing and ffb effects?

Weapons had significant recoil, but real control columns had more displacement and much heavier stick forces required to move them compared to our joysticks. I think having ffb effect-induced plane pitch is quite unrealistic.
S!
Reply With Quote
  #2  
Old 01-05-2014, 02:06 PM
Artist's Avatar
Artist Artist is offline
Approved Member
 
Join Date: Jan 2010
Posts: 362
Default

Have you tried editing the force-feedback files? There's an editor around called "fedit.exe" (version 05.04.00.2904 is bug free, veision 1.0.0.1 is not) which once was part of the directinput SDK from Microsoft.
__________________
Ceterum censeo the mixture axis should be supported in IL-2 1946' DeviceLink.

-------------------------------------------------------------
Reply With Quote
  #3  
Old 01-05-2014, 06:39 PM
jameson jameson is offline
Approved Member
 
Join Date: Feb 2010
Posts: 221
Default

Artist, maybe you should reread the post?
Reply With Quote
  #4  
Old 01-05-2014, 07:27 PM
Artist's Avatar
Artist Artist is offline
Approved Member
 
Join Date: Jan 2010
Posts: 362
Default

Quote:
Originally Posted by jameson View Post
Artist, maybe you should reread the post?
I am not sure what you mean...

fedit allows to adjust the strength and pattern of every effect to exactly what is wished/needed:

So, suggestion A or B would be solved by setting the strength of th ff-effect to 0 in the appropriate ff-file(s).

Artist
__________________
Ceterum censeo the mixture axis should be supported in IL-2 1946' DeviceLink.

-------------------------------------------------------------
Reply With Quote
  #5  
Old 01-05-2014, 08:05 PM
jameson jameson is offline
Approved Member
 
Join Date: Feb 2010
Posts: 221
Default

Now only the effect coming from the heavy cannons (30mm and bigger) is left, and this is the shake effect also used by stall/near-stall. For obvious reasons, I don't want to delete this effect.
Reply With Quote
  #6  
Old 01-06-2014, 05:13 AM
Artist's Avatar
Artist Artist is offline
Approved Member
 
Join Date: Jan 2010
Posts: 362
Default

Quote:
Originally Posted by jameson View Post
Now only the effect coming from the heavy cannons (30mm and bigger) is left, and this is the shake effect also used by stall/near-stall. For obvious reasons, I don't want to delete this effect.
Yes, after
Quote:
removing some of the force feedback files
That's why I suggested editing instead of removing...

If, however, TD confirms that '46 in fact uses the same ff-file for cannon and stall (provided all ff-files are present), you're right, of course: Editing won't help then.
__________________
Ceterum censeo the mixture axis should be supported in IL-2 1946' DeviceLink.

-------------------------------------------------------------
Reply With Quote
  #7  
Old 01-06-2014, 07:55 AM
JG27_PapaFly JG27_PapaFly is offline
Senior Member
 
Join Date: Jan 2010
Posts: 109
Default

Quote:
Originally Posted by Artist View Post
Have you tried editing the force-feedback files? There's an editor around called "fedit.exe" (version 05.04.00.2904 is bug free, veision 1.0.0.1 is not) which once was part of the directinput SDK from Microsoft.
The heavy cannons and stall shake use the same ffb file. As i am perfectly happy with the stall shake editing the file is not a solution.
Reply With Quote
  #8  
Old 01-06-2014, 08:11 AM
Artist's Avatar
Artist Artist is offline
Approved Member
 
Join Date: Jan 2010
Posts: 362
Default

Pity, could have been...

Say, which plane did you test the "heavy cannons" with?
__________________
Ceterum censeo the mixture axis should be supported in IL-2 1946' DeviceLink.

-------------------------------------------------------------
Reply With Quote
  #9  
Old 01-06-2014, 06:30 PM
jameson jameson is offline
Approved Member
 
Join Date: Feb 2010
Posts: 221
Default

I tried to test it with a 109g6 and the 30mm nose canon only to discover I was using a "modded" version without that file, downloaded from M4T. I haven't been flying with it for at least a couple of years I now recall, as it's one of the first things that goes when setting up a new install. I did replace it with the stock FFB file and I confirm that the weapon and stall effect use the same file, and yes it's annoying!
Second the idea these should be split by TD if possible. Even better would be a complete overhaul of FFB using ingame data to drive FFB but fear there's no chance of that ever happening. Would like TD to add possibility of more than one FFB controller (don't know if that's possible). FFB rudder pedals would be nice! Happy new year everyone.
Reply With Quote
  #10  
Old 01-06-2014, 11:56 PM
Woke Up Dead Woke Up Dead is offline
Approved Member
 
Join Date: Dec 2011
Posts: 209
Default

It's odd that the heavy guns should use the same force feedback file as stalling...

I used fedit to edit the regular cannon and machine gun feedback effects down to zero, but I still feel a tiny bit of vibration in my MS FFB 2 when I squeeze the trigger, any idea why?
Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 06:14 AM.

Based on a design by: Miner Skinz.com

Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2019, Jelsoft Enterprises Ltd.
Copyright © 2007 1C Company. All rights reserved.