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IL-2 Sturmovik The famous combat flight simulator. |
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Thread Tools | Display Modes |
#11
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It depends by many factors such as inertia, control link friction, and control effectiveness, not to mention how much stability you need to overcome. A plane may react instantly at control input or not, and may stop reacting instantly when you return the stick to centre or not. In many cases, you do have a residual roll rate, requiring a little contrary stick input. In any case, roll rates have huge differences from plane to plane. |
#12
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I dont know how to tell. In input settings, IL2 recognize only one joystick (my pedals, and dont even show the rudder axis). I should be able to set it in the conf.ini, but where it is?
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#13
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Each axis goes from 0 to 100, behind the 100, there are another two digits - filtering and deadzone, if both are 0 it's off. |
#14
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If the Su-26 is included then I can't see why the reaction of the control surfaces won't be modelled as close to the real thing as possible. Those reactions don't compare to the reaction of the warbirds in IL-2, where so many other variables come into play.
A few examples would be; position of fuel tanks, fuel load, weight of guns, weight of ammunition boxes, ditto armour plates; size and composition of control surfaces (whether covered with metal or canvas), ditto airframe. And so on. The Su-26 is built and rigged for extreme, short-duration aerobatics. I don't see any reason why this won't be reflected in the game.
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Another home-built rig: AMD FX 8350, liquid-cooled. Asus Sabretooth 990FX Rev 2.0 , 16 GB Mushkin Redline (DDR3-PC12800), Enermax 1000W PSU, MSI R9-280X 3GB GDDR5 2 X 128GB OCZ Vertex SSD, 1 x64GB Corsair SSD, 1x 500GB WD HDD. CH Franken-Tripehound stick and throttle merged, CH Pro pedals. TrackIR 5 and Pro-clip. Windows 7 64bit Home Premium. |
#15
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I already had filtering at zero.
Remember, the problem is not the reaction of the plane. It's very very very very simple compared to all the stuffs you are explaining. It's just how fast the aileron will react to the action on the joystick. Btw this is something you can test on the ground. Try to do 2 or 3 left-right rudder inputs in 1sec with your pedals (or any other axis), on the ground, and watch how the rudder of the aircraft react. The reaction is way too slow compare to your inputs. |
#16
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I think zour problem is in the CPU. I had the same little delay for many years. Recently I upgraded to a new PC with 4GHz overclocked i5 and the reaction on the stick is instantaneous now.
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#17
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![]() Last edited by DD_crash; 01-20-2011 at 02:33 PM. Reason: more info |
#18
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#19
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Had a good laugh, thx janpit. |
#20
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Are we of the opinion that the control surfaces of the aircraft in the game are responsible for controlling said aircraft in its virtual environment? I seriously doubt this is the case. I'd be more inclined to test the timing of the response of the aircraft to the control input itself.
Having brought up response variables, I might, again, bring up the lack of initial roll rate modeling in game. It makes no difference how your aircraft is loaded, it will achieve its max roll rate in the same period of time. Try a p-47 empty versus 500lb bombs (+ ammo). |
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