SimShaker for DCS World and Falcon BMS support thread
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@Red:
Thanks for that André, that’s exactly what i was looking for and knowing the kind of support and devotion you showed this community i am confident this will be something i will really look forward to.
I’ll study the links you provided and if whenever you come close to Belgium, my door is open
On the other hand if you find something you need and not currently implemented in the shared memory, i certainly can try to make it happen over the next releases. So make sure i know about anything you need.Hi Red Dog,
thanks a lot for your support.
BMS shared memory is a pretty good source of data, so currently I have just few wishes
http://dreamsimteam.blogspot.ru/p/falcon-bms-shared-memory-wish-list.html -
From me, the best G feedback we can have in sim is a inflating G suite. Maybe, as an additional/second option, pallets on the seat (roll & positif Gs) and/or “dynamic” harness (only able to simulate deceleration)
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Any interest in something like this?
http://thesubpac.com/subpac-s2-2/
Difference would be it uses audio input and would require a separate audio output (via USB or whatever) to independently trigger it if you don’t want to simply mirror the main outs of your system. Can think of a few methods to create an independent trigger which references shared memory…
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Any interest in something like this?
http://thesubpac.com/subpac-s2-2/
Difference would be it uses audio input and would require a separate audio output (via USB or whatever) to independently trigger it if you don’t want to simply mirror the main outs of your system. Can think of a few methods to create an independent trigger which references shared memory…
I might be mistaken, but I think Simshaker sound module can do this. IIRC the software launches custom made wav files for the Jetseat, but could be adapted to send adjusted wav files for that subpacS2 for events read out of shared memory (so independent of in pit audio & comms).
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I might be mistaken, but I think Simshaker sound module can do this. IIRC the software launches custom made wav files for the Jetseat, but could be adapted to send adjusted wav files for that subpacS2 for events read out of shared memory (so independent of in pit audio & comms).
Pretty much what I was thinking… Requirements would be an independent audio output and some code to bridge shared memory conditions to specific audio samples which give the desired kinetic effect through the transducer(s).
You can purchase bass shakers quite easily and bolt them to a suitable frame/chair…
http://www.parts-express.com/aurasound-ast-2b-4-pro-bass-shaker-tactile-transducer–299-028
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Gents, may I ask you to put in the thread SimShaker support related posts.
Thank you. -
From me, the best G feedback we can have in sim is a inflating G suite. Maybe, as an additional/second option, pallets on the seat (roll & positif Gs) and/or “dynamic” harness (only able to simulate deceleration)
Direct Gz feedback, probably. However on a practical side, the Jetseat I think can give some of the the feedback of Gz and maybe some of the the axes. There is many practical reasons we aren’t using G Suits already. But I also won one of the 3rd Space Vests cheap off eBay so I will be sing if I can use it to overcome my old nemesis of pneumatics to make a viable G suit solution if I can A. somehow get a simple software solution going and then B. carefully cut it up and tailor it into a G Suit solution (I’ll crate abother thread on that when I know more). But again, honestly my G state SA is so much better than previous versions with the combo of HMCS G readout, BMS pilot grunt, and SimShaker high AOA shudder.
FWIW, a G Seat can give Gz, Gx, and Gy feedback and a harness still can give negative Gz info too.
I might be mistaken, but I think Simshaker sound module can do this. IIRC the software launches custom made wav files for the Jetseat, but could be adapted to send adjusted wav files for that subpacS2 for events read out of shared memory (so independent of in pit audio & comms).
Yep, which also gives the advantage of not making things rumble at wrong times for those using bass transducers like Buttkickers. Also my question on the subpac would be what does that do that the Jetseat doesn’t do and for cheaper.
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Can you elaborate on what “G-feeling effect (switched off by default) spreaded to cover BMS F-16” is please?
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Can you elaborate on what “G-feeling effect (switched off by default) spreaded to cover BMS F-16” is please?
That has been discussed a bit above
https://www.benchmarksims.org/forum/showthread.php?24665-SimShaker-for-DCS-World-and-Falcon-BMS-support-thread&p=367297&viewfull=1#post367297 -
That has been discussed a bit above
https://www.benchmarksims.org/forum/showthread.php?24665-SimShaker-for-DCS-World-and-Falcon-BMS-support-thread&p=367297&viewfull=1#post367297Aha cool. Will test this evening
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Just want to give a big +1 to Andre for his efforts. I ordered my JetSeat from him on 10-Feb, and it arrived today. Just about two weeks, and it’s working perfectly. Thanks!
Andre, I had a question about the low speed/stall effect. Is it purely driven off of AoA? Although all the other effects behave exactly as I would expect (the rumble on the runway during landing/takeoff is my favorite - so cool), I’m finding the stall effect counterintuitive. Sometimes it happens, sometimes it doesn’t. I’m not sure I understand under exactly what conditions it does. I can drive AoA up to 14 degrees or higher without the motors activating sometimes. But I have no real-world piloting experience, so perhaps it’s realistic and I just don’t know what to expect.
Anyway, thanks! Thrilled it has arrived.
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Hi Andre,
Just want so say the new G-Force effects are really well done. Loving the way positive and negative G’s are implemented. (First time making a roll really put a smile on my face)
Now for my question, I noticed the G-force effect is only switched off completely when 0 G. This sounds ok but flying straight and level actually has 1 G default.
Result is the rotors will be permanently on the whole time. (pushing the stick forward to 0 G indeed stops the effect)
Will it be possible to make it an option to actually start applying G-Force effects at 1+ G’s instead of 0 G? So the user can decide if he wants the permanent rumble or only when >1 G
Or some other smart option to still have the option to switch between the 2 options.
Hope you see what I try to explain
Also really like to hear what would be actually the most realistic force feedback when flying straight and level, what you guys think? Only start rumble from 0+Gs up, or 1+G up?Cheers Obi1
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Hi Andre,
Just want so say the new G-Force effects are really well done. Loving the way positive and negative G’s are implemented. (First time making a roll really put a smile on my face)
Now for my question, I noticed the G-force effect is only switched off completely when 0 G. This sounds ok but flying straight and level actually has 1 G default.
Result is the rotors will be permanently on the whole time. (pushing the stick forward to 0 G indeed stops the effect)
Will it be possible to make it an option to actually start applying G-Force effects at 1+ G’s instead of 0 G? So the user can decide if he wants the permanent rumble or only when >1 G
Or some other smart option to still have the option to switch between the 2 options.
Hope you see what I try to explain
Also really like to hear what would be actually the most realistic force feedback when flying straight and level, what you guys think? Only start rumble from 0+Gs up, or 1+G up?Cheers Obi1
Aha-ha-ha, I’ve just finished to prepare special offline distributive package for you, mate
Glad to hear that you’ve managed to install SimShaker at your flight PC!Yes, we can add some options to the G-feeling effect. Let’s disscuss that.
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@candera:
Just want to give a big +1 to Andre for his efforts. I ordered my JetSeat from him on 10-Feb, and it arrived today. Just about two weeks, and it’s working perfectly. Thanks!
Andre, I had a question about the low speed/stall effect. Is it purely driven off of AoA? Although all the other effects behave exactly as I would expect (the rumble on the runway during landing/takeoff is my favorite - so cool), I’m finding the stall effect counterintuitive. Sometimes it happens, sometimes it doesn’t. I’m not sure I understand under exactly what conditions it does. I can drive AoA up to 14 degrees or higher without the motors activating sometimes. But I have no real-world piloting experience, so perhaps it’s realistic and I just don’t know what to expect.
Anyway, thanks! Thrilled it has arrived.
Hi Craig,
great news
Cheers!Stall effect is AoA based. I agree, it’s not perfect in BMS. Try to observe AoA readings from shared memory and compare it with the effect produced.
You can use for that purpose SimShaker -> View -> Show Flight Data window. -
@candera:
Just want to give a big +1 to Andre for his efforts. I ordered my JetSeat from him on 10-Feb, and it arrived today. Just about two weeks, and it’s working perfectly. Thanks!
Andre, I had a question about the low speed/stall effect. Is it purely driven off of AoA? Although all the other effects behave exactly as I would expect (the rumble on the runway during landing/takeoff is my favorite - so cool), I’m finding the stall effect counterintuitive. Sometimes it happens, sometimes it doesn’t. I’m not sure I understand under exactly what conditions it does. I can drive AoA up to 14 degrees or higher without the motors activating sometimes. But I have no real-world piloting experience, so perhaps it’s realistic and I just don’t know what to expect.
Anyway, thanks! Thrilled it has arrived.
I think there may also be a speed value to the the high AOA shudders, can’t remember right now and away from the computer. Stall characteristics are different in every airplane, it is possible to have an accelerated (High G stall) shudder less than a low speed stall partly because of the amount of time it takes you to get to the critical angle of attack, but I really don’t know how an F-16 feels in a stall or high AOA.
Yes, we can add some options to the G-feeling effect. Let’s disscuss that.
I would prefer no shake at 1 G, we are all experiencing 1 G when flying our sims.
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Stall effect is AoA based. I agree, it’s not perfect in BMS. Try to observe AoA readings from shared memory and compare it with the effect produced.
You can use for that purpose SimShaker -> View -> Show Flight Data window.Will do. I have some of my own shared memory utils I can use, too. I’ll report back.
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@candera:
Will do. I have some of my own shared memory utils I can use, too. I’ll report back.
OK, I tried it. It’s perfectly consistent: AoA above 17 degrees produces stall vibration. I guess I’d like to see mild buffet onset before that, maybe configurable, or at least something that matches the coloring in the AoA gauge in the cockpit, which starts to show orange at, what?, 13 degrees? One of the things I want from the JetSeat is better awareness of the performance of the aircraft, and 17 degree AoA is pretty severe. I’d like to be able to, for example, execute an overhead break by pulling to a certain level of buffet.
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@candera:
OK, I tried it. It’s perfectly consistent: AoA above 17 degrees produces stall vibration. I guess I’d like to see mild buffet onset before that, maybe configurable, or at least something that matches the coloring in the AoA gauge in the cockpit, which starts to show orange at, what?, 13 degrees? One of the things I want from the JetSeat is better awareness of the performance of the aircraft, and 17 degree AoA is pretty severe. I’d like to be able to, for example, execute an overhead break by pulling to a certain level of buffet.
But then you will be getting the buffet at pretty low threshold for other maneuvers. The CAT1 limiter has a max AOA of 25 @1G and still above 20 AOA until about 7.5G. Don’t know if/when buffet happens in the real plane though. AOA gauge color codes are just for approach AOA, not stall.
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But then you will be getting the buffet at pretty low threshold for other maneuvers. The CAT1 limiter has a max AOA of 25 @1G and still above 20 AOA until about 7.5G. Don’t know if/when buffet happens in the real plane though. AOA gauge color codes are just for approach AOA, not stall.
Yep - I have no idea either. But if you read the T-38 manuals in the docs folder, they talk about using various buffet amounts to gauge manuevers, so I suspect that in RL there is some sort of feel to non-insane levels of AoA. The colors on the gauge were just me throwing out the only AoA-related thresholds I have access to - agree that they may not be relevant.
Anyway, if someone here has a clue how it actually works, I’d love to hear it. Regardless of what real buffet is, I might still want to ditch realism and set a lower threshold in SimShaker anyway, just to have some sort of feedback, so my feature request stands. A perfect world would have sensible defaults and give me configurable thresholds for onset and max, so I could set, say, linear increase from 0 to 100 percent from 13-17 degrees, with max above 17.