Stick Sensitivity
-
I think you are simply experiencing what almost everyone goes through when they first start playing BMS. The jet is uncontrollable because you are so used to how you have played other sims in the past and the FLCS is so much more sensitive/realistic in BMS. When I switched from Flacon 4 AF to BMS it was impossible to fly, much less land or even attempt to refuel becuase the plane would jump all over the place with a whisker of input! It is your muscle memory that is telling your hands what to do and how much you are conditioned to thinking what your hands need to do to fly the plane. You have to "forget " all that. it takes some time and frustration to get thru it but after a couple game hours you will improve. You ay be able to tweak some settings with your joystick, but the sim is modelled correctly and the F-16 is therefore very sensitive to input. Good Luck.
-
Doesn’t Saturation have to do with basically the total travel of your stick inputs from top to bottom, and has nothing to do with sensitivity? Depending on the stick you have, you can use curve statements. But honestly, that only helps in some situations.
-
from what i’ve seen, in the real f16 the stick indeed is very resisting to movement and it only moves a little bit. if that’s what the people who made this sim wanted to encapsulate, it is a wrong choice, simply because the average user’s joystick is not like the f16 hotas! how do you programme a game thinking that the average user will have a 300$$$ f16 replica to fully meet the sim experience you personally find best? good sim ruined by lack of flexibility.
-
it is a very small percentage of the players out there that have the very expensive joysticks, x65 or Warthog. Most do not and have adjusted to BMS. Take a look at Krause’s video tutorials for example, read what he uses to fly. I know it is frustrating but give it time, it is well worth it.
-
from what i’ve seen, in the real f16 the stick indeed is very resisting to movement and it only moves a little bit. if that’s what the people who made this sim wanted to encapsulate, it is a wrong choice, simply because the average user’s joystick is not like the f16 hotas! how do you programme a game thinking that the average user will have a 300$$$ f16 replica to fully meet the sim experience you personally find best? good sim ruined by lack of flexibility.
No offence mate … but remember, BMS is not a commercial society … they made the choice they “want” … as soon as FM (or more simple the entire simulator) is developed to be as close as possible to real one … it could required “some specific” hardware … CPU, GFX, and Joystick also … today, a track IR is almost mandatory to enjoy at maximum all simulators … you have to live with that.
Because we have no skill, no time, or no wishes to add a axis curve editor in the sim, you will have to find an alternate solution…
Sometimes I play BMS (mostly for B Tests purpose on my laptop) with a very cheap Joystick (10€) … no possible curve edition … I have no problems to fly with (not as good as with my Cougar FSSB of course!)
-
what do you mean “axis curve editor”? anyway, a setting about the rate of change of motion is not something tragic. all kids learn it in high schools.all games i 've played have this option. you are suggesting the programmers who made this whole project could not include this simple option? doesn’t seem very reasonable to me.of course the original falcon didn’t have it,too. but that don’t mean it’s not a necessary addition that they could have easily included
-
i was talking about expo function, 2nd derivative. of course they know very well about the setting. or else how did they change the original game’s handling to the new one? they just didn’t have any interest about making non-replica joysticks compatible so now there is this handling problem most people like me have
-
I know this doesn’t fix your problem but this may help explain why it is the way it is
https://www.benchmarksims.org/forum/content.php?45-documentation
-
If you are using a stick with a twist handle for the rudder. take off the twist axis for Rudder in the bms settings/advance menu… click the drop down and choose keyboard, for the rudder this will help you to stable your jet better. give it a try
-
a setting about the rate of change of motion is not something tragic. all kids learn it in high schools.all games i 've played have this option. you are suggesting the programmers who made this whole project could not include this simple option?
Pointless here since we are modeling the real F-16 FLCS curve. No point to allow to tweak these curves inside the game.
Did you read corresponding articles and development notes about flight model ? :
Good information for you here: https://www.benchmarksims.org/forum/content.php?45-documentation
-
thanks to all. stargate’s suggestion helped. hope the devs sort this out somehow
-
I don’t think there is anything to sort. The real response curves are coded and maybe can/should not be changed cause that’s how the FLCS works. I’m sure Mav will bust in here any minute now warning of all sorts of mayhem to appear when messing with the FLCS inputs. It takes some time to adapt, but seriously there is no joystick except a broken one with which it would be unflyable.
-
what’s so difficult about allowing the choice of setting the input to follow instead of an equation y=x an equation y=x^2 or ^3? has nothing to do with flcs. flcs is a procedure the game follows. i’m talking about a setting for what the game gets as input beforehand. sorry to be mean but it sounds really easy for a program mer to do. if i knew little programming i would do it myself but i have no idea
-
A thing you need to understand, is that ANY change on the UI is very tricky because UI edit is not “Falcon friendly”. So make a curve viewer seems really tricky to do.
Maybe is easy for a fresh software, but remember that’s not the case for Falcon. Coder need to make with what we already have ;). -
what’s so difficult about allowing the choice of setting the input to follow instead of an equation y=x an equation y=x^2 or ^3? has nothing to do with flcs. flcs is a procedure the game follows. i’m talking about a setting for what the game gets as input beforehand. sorry to be mean but it sounds really easy for a program mer to do. if i knew little programming i would do it myself but i have no idea
Touching UI is never easy and could be very a nightmare!
Again, no point to do that since it wills “pork” the model of FLSC.
I case of real problems (really unable to control your a/c)… I may recommend you to use the old flight model or set FM in “Easy” mode.
-
I recommend setting the deadzone to huge for the rudder, I did that with my Logitech stick and now can keep that darn twist ****er ah, rudder with no further edits. I only use it on emergencies and crosswind landings
.
What’s astonishing to me is that I can come up with the exact different issue: For me, not related to FM, my stick responds to slow-as if the movement zone prevents the coded fast control reactivity. I wish I could tune it up to reach full speed of deflection surfaces. I already gave pitch and roll the highest possible saturation.The planes behave good and the flying is fantastic, yet I wish my inputs could be more speedy translated…I wish I had frizstyler’s prob hehe.-I assume it depends on the spring strength of the stick as well for non HOTAS cougar style of devices. Mine is still quite strong.
I cannot say it prevents me from fighting or controlling. Yet the sidekicks, aka F-15s/F/A-18s respond a nice tad faster to my device (…that still doesn’t make an F-15 superior to an F-16 or M2K-it just responds differently). -
I recommend setting the deadzone to huge for the rudder, I did that with my Logitech stick and now can keep that darn twist ****er ah, rudder with no further edits. I only use it on emergencies and crosswind landings
.well bigger deadzone ain’t your solution than… sensitivity is… deadzone tell the prog to start have input after some distance. this way u make it more sensitive when it starts giving data… meaning has less distance on the axis for the same amount of data…
Maybe u think u use rudder but actually u do nothing as of rudder input?
-
yet I wish my inputs could be more speedy translated…I wish I had frizstyler’s prob hehe.
i have this problem too and indeed other planes respond faster and less sensitively
-
well bigger deadzone ain’t your solution than… sensitivity is… deadzone tell the prog to start have input after some distance. this way u make it more sensitive when it starts giving data… meaning has less distance on the axis for the same amount of data…
Maybe u think u use rudder but actually u do nothing as of rudder input?
No Arty, I did that stunt to prevent the rudder from overreacting, and yes, I wanted an area without input. Other than that, yes, once the input starts it’s sure too fast on a too small area.
BTW tested default stick settings for roll and pitch and no: No matter what speed, I can almost in all cases count “one Mississippi, two Mississippi” through one roll. That is too slow for an F-16.
I also cannot re-enact Mav’s FM demo video roll behaviour on fast jinks.- It 's just slower and way slower than in the now vintage F-16FMs from FF.
Just stating the facts and I assume that is also why the M2Ks roll and pitch too slow for me. Not me not being able to fly them lol.
F-15s on the other hand roll like a biatch-very fast and snappy.That is all related to input sensors IMO and rather not FM related I assume…
Tom
That’s all, nothing more to mention here from my side there, keep flyin’…
-
what’s so difficult about allowing the choice of setting the input to follow instead of an equation y=x an equation y=x^2 or ^3? has nothing to do with flcs. flcs is a procedure the game follows. i’m talking about a setting for what the game gets as input beforehand. sorry to be mean but it sounds really easy for a program mer to do. if i knew little programming i would do it myself but i have no idea
You miss the point completely here.
First the curve you are asking for is already built in the flcs. Read the article about it on the article section of the website.
Secondly this response curve has been studied during the f16 développement to garantee the best response in all the flight domain and all gain modes.
Let me give you an example. Right now you think the sensitivity is too high around center so you decide to make it less sharp around center. By doing that automatically you Will have sharper response for instance in mid up section . That means in the 5/6 g command region. That means you Will have a lot of difficulties to adjust a target exactly in a g region typical of a gunzo fight.
there are been years of research on the stick response of the f16 (remember it was the first flcs ac) PIO was a challenge to control at that Time and you CAN find YouTube f16 vidéo of pio testing on f16 prototype .
So to make a long story short the real response curve is build in the system that is why i recommand the user to use a strict linear response in their set up. Trying to deviate from it Will provoke PIO in some flight régions .
So now stop focusing on jour joystick, it is not in cause, trust what people say here, train train get your brain used to the system , at the end you Will amaze yourself with the accuracy and précision you Will get