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IL-2 Sturmovik The famous combat flight simulator.

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  #21  
Old 01-20-2011, 05:49 PM
kimosabi kimosabi is offline
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I believe what Faucon asks is NOT how the aircraft reacts, or how axis setup works.

If you press full rudder in game as fast as you can while noticing how the rudder surface reacts, you'll see that the rudder will not SLAM in position like it would on a real aircraft that has direct linkage between your pedals and rudder surface. Instead the in-game rudder moves gradually and progressively.

Doesn't matter how you set up your axis at all, it could even have been an on/off switch from 0 to 100% travel for all I care. The game doesn't allow "direct link" between your control surfaces and stick/pedals. Movement always happen gradually after stick/pedal input. Control delay is a whole different matter.

As for answering your question, Faucon, I don't think there's a way around this in IL-2 but as you, I hope there's a more direct feel in CoD:IL-2. Atleast in simulator mode. Should toughen up the difficulty quite a bit. It would also force people to handle the planes like they should(IMO) be handled. Right now, in IL-2, the progressive and gradual surface movement is practically saving you from messing up your airplanes attitude, when you jerk the stick around like many do.

Last edited by kimosabi; 01-20-2011 at 06:03 PM.
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  #22  
Old 01-20-2011, 06:48 PM
Seeker Seeker is offline
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[QUOTE=. But... the delay is not the problem i'm talking about [/QUOTE]

I know what you mean.

Some products do this. I think Target ware was the worst - they delay all inputs to what they think a guy operating mechanical/wire linkages could do in a 350 MPH wind.

Of course this is false. In real life the rudder moves as fast as the pedal.

Of course this is true. In real life the rudder moves nowhere fast at 350 MPH.

I guess the answer is, in the end, real force feedback pedals. Until then, the delay should be modelled, and we should argue about it.

How about a model where joystick filtering is speed dependant? Or do we have that already?
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  #23  
Old 01-20-2011, 07:32 PM
NLS61 NLS61 is offline
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Default auctually they shoudent

Controll surfaces are never directly linked to the stick or foot peddals.
In the link between those and the control surface there are sevral joints.
All ofthese have a certain amount of play so the when the stick is moved this play is, much like a train departing where the tug is at at some speed already when the last wagon is still at a stand still, played out.
The same goes for the sytem with cables and rollers here cable tension is in play.
so the conection between stick aillerons, and elevator is ann the stick
cannot be ridgid.
Maybe the visual pause between actaution and actual visible movement is a bit overdone.
But I cannot believe the plane is actually reacting to the rudder position in the game.
Morelikely the world outside is directly influenced by the user input with a delay computed for the situation, height speed atittude and so on, and type of plane,

chers,

Niels
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  #24  
Old 01-20-2011, 09:40 PM
Art-J Art-J is offline
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I hope you remember Faucon, that Il-2 does not model direct link between joystick movement and control surface movement. A colour square you see in your input setup screen does not represent the movement of your virtual control stick, but a force your "pilot" applies to it (at least that's how it worked up to 4.09, the new patch changed something over here, but I don't know what exactly, becase the readme is a bit messy to understand in this regard ).

Perhaps that shouldn't result in a respose delay anyway, but you have to keep all these little details in mind when doing your tests.

Cheers
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