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JG27_PapaFly
01-04-2014, 08:11 PM
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!

Artist
01-05-2014, 02:06 PM
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.

jameson
01-05-2014, 06:39 PM
Artist, maybe you should reread the post?

Artist
01-05-2014, 07:27 PM
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

jameson
01-05-2014, 08:05 PM
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.

Artist
01-06-2014, 05:13 AM
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
removing some of the force feedback filesThat'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.

JG27_PapaFly
01-06-2014, 07:55 AM
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.

Artist
01-06-2014, 08:11 AM
Pity, could have been... :(

Say, which plane did you test the "heavy cannons" with?

jameson
01-06-2014, 06:30 PM
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.

Woke Up Dead
01-06-2014, 11:56 PM
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?

notafinger!
01-18-2014, 12:08 AM
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.

Is there some kind soul who could post the "good" version of fedit? All that seems available via search is the 1.0.0.1 version which does not save changes to spring.

Woke Up Dead
01-22-2014, 07:22 PM
Is there some kind soul who could post the "good" version of fedit? All that seems available via search is the 1.0.0.1 version which does not save changes to spring.

I have the same problem, it saves the setting for the x-axis but not the y-axis.

KG26_Alpha
01-22-2014, 08:31 PM
Is there some kind soul who could post the "good" version of fedit? All that seems available via search is the 1.0.0.1 version which does not save changes to spring.

http://forum.1cpublishing.eu/showpost.php?p=220262&postcount=3

Woke Up Dead
01-27-2014, 06:08 AM
Thanks Alpha, but that version doesn't save one of the axes in the spring file as well.

Is there another way to edit these files?

KG26_Alpha
01-27-2014, 04:40 PM
IIRC

It only uses Spring Axis 0 for the tension adjustment sliders Positive and Negative saturation.

Any adjustments in Spring Axis 1 is ignored and moved to Spring Axis 0.

;)