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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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Yes, it can visibly be seen, although not 'stare you in the face' obvious due to the small amount.
I made a typo in the fig.2 illustration. It should read "underneath green", not red. ![]() |
#12
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I set the roll and pitch axes of my stick to 50% dead band (in IL2), no filtering, and all 100% sensitivity sliders. I saw the green square move in the input setup section, for both roll and pitch, when the real stick was crossing the centre.
I then watched a Beaufighter's and P-51's stick when on the ground, and could not see any movement at all in the column/stick, when doing the same movements as above. I use a 4096 step BU0836A and hall effect sensors. Due to it's long throw, I normally use 100% sensitivity and no filtering, and have noticed (when keeping the wings level) that IL2 has a noticeable step around joystick-centre, when at any other position, it a tiny joystick movement yields a tiny in-game joystick movement. I've always thought something was a little wrong... along with the strange interpretation of power/pitch axes (I know from DIView that the stick is giving 4096 steps for these axes as well, yet IL2 gives me 2-3% increments). |
#13
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Yes, I can reproduce this.
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#14
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Well for what its worth I did a screenie of my MSFFB2 centring in hotas.
After moving the stick full around and then letting it centre it shows perfectly in the middle of the cross-hair red square under the green square, I can only assume that these other peoples sticks have faults of some kind or are not setup properly. My stick is 9 years old and works faultlessly after daily usage of around 4-5 hours, shame they stopped making them ![]() Here's my settings if anyone wants to try them ![]() [rts_joystick] X=0 1 4 9 16 25 36 49 64 81 100 0 Y=0 1 4 9 16 25 36 49 64 81 100 0 Z=0 10 20 30 40 50 60 70 80 90 100 RZ=0 10 20 30 40 50 60 70 80 90 100 0 FF=1 U=0 10 20 30 40 50 60 70 80 90 100 0 V=0 10 20 30 40 50 60 70 80 90 100 0 1X=0 10 20 30 40 50 60 70 80 90 100 0 1Y=0 10 20 30 40 50 60 70 80 90 100 0 1RZ=0 100 100 100 100 100 100 100 100 100 100 0 1U=0 100 100 100 100 100 100 100 100 100 100 0 1V=0 100 100 100 100 100 100 100 100 100 100 0 ![]() Last edited by KG26_Alpha; 02-26-2010 at 08:28 PM. |
#15
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Question to everyone (Letum, Julian, Aviar, KG26_Alpha etc): what version of the game do you have? As in, DVD, steam, direct2drive or whatever else is out there. Mine is the STEAM version.
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The yaw axis is offset because it reads my G940 stick TRIM1 wheel as yaw axis, and I had not centered it. Quote:
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Using deadband makes it go off-set, but it does not go back to center when one's joystick leaves the actual center. So, do it with zero sensitivities and zero deadband. Quote:
The 2-3% thing seems to be the way IL-2 reads the axes. I get it as well on devices that have 256 positions (while in-game throttle might have 120 positions). Quote:
However, the hardware isn't faulty, for I have tried connecting and assigning all kinds of controllers to all kinds of functions in IL-2. It affects the rudders for example, and trims, throttle, pitch, roll, FLAPS - anything that can use an axis. Even using the Saitek Quadrant (as only connected device in an experiment), using a lever each for pitch and roll, shows the bug behaviour 100% reliably as any other controller. It is something to do with IL-2 itself as it only appears using controller tweaks native to IL-2; place the red square in the middle with any controller and it goes off-set. It does not exist when not using them. |
#16
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Interesting about the boxed DVD version. Maybe this turns out to be affecting all steam versions, for example? It's not the first time steam and other versions have had quirks. The steam version already broke the setup executable (it is not possible to launch it and set up your hardware stuff before launching the game, everything must be done in game or in the conf.ini file).
Regarding your erronous edited thingy, it's nothing special ![]() _____ To be specific, my steam version, first downloaded (and later redownloaded) was the one pre-patched to 4.08, which could make a difference, because they provide the whole folder, as if it was already installed from a DVD and patched to 4.08. Someone having a steam version which was pre-patched to an older version might have been able to avoid getting the same (possibly broken) files, as they patched to 4.08 and onwards manually. Last edited by MikkOwl; 02-27-2010 at 03:59 AM. |
#17
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Whilst there is a certain amount of misunderstanding of the input options around, as a mechanical engineer by qualification, with strong interests in electronics and programming, and having designed and made my own hotas, I don't think I have too many misunderstandings of this topic.
Because I don't use filtering, and set all sensitivity sliders to 100%, with no dead band, I don't see the original problem shown by MikkOwl when flying in IL2. However, I could reproduce it by following MikkOwl's steps, but only in the axis configuration screen, and not in the cockpit. The problem I mentioned regarding level flight might not be related to the one being discussed. Quote:
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I definitely don't have a hardware fault either, I have never seen this in other games or setup screens, or DIView. |
#18
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Did you try it without deadband in the cockpit? Especially using the view I suggested in the Me 262. It should be noticable obviously in most aircraft, but some more than others. One problem I found is that it's not easy to hit the dead center position of a stick on my G940 in particular, when trying to do the cockpit testing (since there were no squares to guide me and it has 'slop'). Putting in some curves from outside of IL-2 made it much easier though.
The control impact is small. It's most easily seen when flying time accelerated. If you did it all then, move along ![]() |
#19
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#20
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It matters enough for me not to ever subject myself to it, certainly. It is annoying when the plane moves in a direction opposite to control inputs, for example, especially during gunnery. Others do possibly not suffer from it either, which is a concern in multiplayer.
When flying hands off, in a plane that does has the required trims, it is a non-issue, since one can just trim it away when flying hands-off. In planes that don't have trims, it can be a real pain in the ass during cruising as the only option is either to fly at a much lower (or higher) RPM on the engine to counter the left-roll input, or to constantly hold the stick and apply tension on it to the side. I've tried it and could not deal with the strain on the wrists. I just use external programs for it instead now, so for me the impact is very small: only a loss of some tweaking ability. EDIT: Do tell more about how the systems work and should behave like, it is something I have not heard much about. I love learning about aircraft all across the past 25 years ![]() |
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