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| IL-2 Sturmovik The famous combat flight simulator. |
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#1
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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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#2
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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. |
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#3
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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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#4
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Quote:
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#5
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Quote:
Had a good laugh, thx janpit. |
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#6
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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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#7
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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 07:03 PM. |
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#8
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[QUOTE=. But... the delay is not the problem i'm talking about
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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#9
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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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#10
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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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