Mainly for Mav-JP - 12 degrees stick axes offset
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oops,
does your ARI work in the chocks? -
oops,
does your ARI work in the chocks?ARI is not active in WOW because alphalag is nulled
ARI is active when not in WOW and alpha < 29 and Wheelspeed < 60 kt ( this is to be sure to disconnect ARI during aerobraking and at take off phases, pretty clever isnt it )
At take off, ARI is not active until wheels have slow down to 60 kt, you can accelerate the ARI kick in by braking the wheels in Air …and yes this is simulated in BMS because BMS FLCS = REAL
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What I’ve read about the gyroscopic effect is that it is small, I think that the Harrier engine was designed to counter this effect, blades turning in opposite directions or similar, to have more stability during hovering.
Cheers
Yeah, its mentioned here
http://www.flightglobal.com/pdfarchive/view/1960/1960%20-%201299.html
and you can see that the low pressure section would turn counter clockwise, and the HP section turns clockwise, looking toward the front of the engine. Pretty neat, didn’t know about that.
http://upload.wikimedia.org/wikipedia/commons/1/15/Aircraft_engine_RR_Pegasus_cut-out_RH.jpg
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Hey Arty, good, fast and sleak solution there, thats also a way to do it cool.
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That does not answer my question; if you put roll , will it mix it with pich as well ?
Mav, I can confirm that the axes remain perpendicular to each other, as shown in the schematics posted before.
The source for this information is the same guy from F-16.net who turned out to be a structural flight test engineer for General Dynamics on the YF-16 and F-16 programs from 1973 until 1985. I addition I have seen at viperpits a foxy screenshot of the real SSC which shows not only the pitch axis but the roll as well and it´s offset to the horizontal and perpendicular to the pitch axis.
I hope this answers you.
Cheers
Tulkas
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hey arty, why only 6 degrees?
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hey arty, why only 6 degrees?
6??? in the pic it’s above 10… and if u put the instrument in the correct position it’s almost at 12.
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6??? in the pic it’s above 10… and if u put the instrument in the correct position it’s almost at 12.
the correct position places the raised base at about 6 degrees.
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slightly back to the CW rotation,
This concept should do the trick.
http://www.simpit.co.nz/item/thrustmaster-warthog-extension.htmlas the stick connector is a standard PS2.
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mine is tilted down a little bit down to 8 oclock,and rotate clockwise about 5 degree relative to 12 - 6 oclock.
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I’ll see what i can do anyway (it does not seem to be a big deal to include an option in the cfg )
Did it make to the .cfg of the 4.33?
Just curious…
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You still have the problem of the stick. You either get a custom made force sensor with the stick connection rotated regarding the sensor (where do you get that) or design and make (anyone?) a custom adaptor to connect the stick rotated to a normal force sensor. And that adaptor needs to be damn strong because you are going to exert all the control forces on it. Not easy to fabricate.
This is my setup:
http://i174.photobucket.com/albums/w90/Tulkas_5Js/Cockpit/IMG_5584.jpg
Cheers
Tulkas
Drool
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nope , completely forgot
Ok, I had to ask
Then I will see what TARGET can do for me…
Cheers
Tulkas
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Ok, I had to ask
Then I will see what TARGET can do for me…
Cheers
Tulkas
Looks like the same for me
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Maybe you have found the answer already, but I’ll post this just in case.
This may help your COUGAR/WARTHOG stick axes to offset like real F-16 SSC.Virtual Axis Rotation with RotateDXAxis
RotateDXAxis is a little illustration of the power of the script. This function has been created for people who want
to twist the joystick grip a little. You may need it if you use the joystick as a center stick (rotated counterclockwise)
or as a side stick slightly twisted (clockwise). T.A.R.G.E.T will calculate and project the X and Y axes to keep the
direction of axes realistic, whatever the twist angle you’re going to apply.Syntax:
RotateDXAxis(DirectX axis Name, Second DirectX axis name, twist angle value);
Examples:
RotateDXAxis(DX_X_AXIS, DX_Y_AXIS, 5); //simulate a 5° twisted side stick like F-16
RotateDXAxis(DX_X_AXIS, DX_Y_AXIS, -15); //simulate a -15° twisted centred stick for A-10, for example.
RotateDXAxis(DX_X_AXIS, DX_Y_AXIS, 90); //transform X to Y and Y to X
NOTE: As this is an important setting, we recommend that you to place it at the top of the MapAxis function list.
This will make it easier for other users to see.(quoted from T.A.R.G.E.T Script Editor Basics User Manual v1.5 – 13/60)
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Just my Warthog Stick with FSSB-R3 & 13deg FW lean adapter, prepared a moving gif of before_vs_after.