At Sim Racing Studio, we are always listening to your feedback. We have heard from some professional pilots that although motion platform works with flight simulators, there are a few things that can enhance the experience even more for games such as XPlane, Condor, DCS and more.
For example:
Ability to use Pitch rate, roll rate and yaw rate instead of their actual values.
Smooth return to 0, etc...
If you are interested in participating in our enhancement program as part of the Sim Racing Studio flight experts, please do the following:
1) Add a new post to our tuning forum (Motion section) with your current hardware and configuration (screen shot appreciated). Do not forget to include max telemetry values if you changed from default. See other posts for examples.
2) Enter the top priority features you would like to see enhanced for each flight sim game in the following form: https://www.simracingstudio.com/flight-sim-form.
PS. Since this is a community, we will only consider feedback from people who also help others. Hence, if you do not post your tuning profile in step 1, we will not consider your feedback request...
We will evaluate feasibility and start compiling a roadmap for flight sim enhancements.
Thanks in advance for all your support
Thanks so much for your quick respond. As most of our Motion Simulators do not provide 360 Degrees on each axis, usually the Simulator makes a quick move to the other side when executing a role for example. On our experiences doing Trainings for gliderpilots we think it is much better to make use of the Pitch rate, roll rate and yaw rate. All our experiences are based on DOFReality P3.
1.) Pitch down lets the Simulator move forward on pitch rate. When pulling the stick back the nose goes up again. There shall be no return to Zero on this axis, it is all based on the Position of the stick.
2.) When rolling to one or the other side and flying a coodinated curve, the chair has to move back smoothly again to normal Position (return to Zero), even when it is in a curve cause the G Forces compensates the angle Forces.
3.) And when you press the rudder, yaw rate is all you need. When yaw rate is Zero, Motion stops and waits for the rudder signal to go back. There is no return to Zero on this axis - the Chair Position follows the rudder position.
So that's quit easy, I guess. This behavior can be used for all Simulators like DCS, Condor, Aerofly FS2 or FS10.
My configuration is: I7 9x, rtx2080ti, 32 GB, VR Oculus Rift S, DOFReality P3 (2 times), Thrustmaster Warthog and Stick. I'm using Condor 2 (mainly), Aerofly FS2 , MS10, DCS and XPlane from time to time.
Best regards from Berlin,
Stephan
Beta for improvements ready.
https://www.simracingstudio.com/so/e5N00zsiF?cid=1e4a130b-38a0-4808-98ff-a81b6c89d4f5#/main
Would be excited to see this extended to DCS and FSX sometime in the near future! As an addendum, does the motion sim commercial sector have any inkling of the upcoming Microsoft Flight Simulator 2020 support for integration? Thanks!
Every game that sends pitch rate and roll rate will be incorporated. Fs2020 will be added as soon as its available
Here is my next try to change from simtools to simracingstudio.
It is an advance to make a difference beween rate and angle, thanks.
I guess it is just another mapping for the tool:
- For aerofly FS2 Roll/rate would mean to get the input value from "lat g sway" instead of using Roll/Angle. But that does not seem to work. Could you change it or is there any way how we can change it?
- In aerofly FS2 pitch seems not work (at least if Roll/Rate (which is essential to all plane games) is turned on?
Best regards,
Stephan