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Dimebug

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About Dimebug

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  1. Hello, My first post here, and for feedback. Well, i must say that i've been involved in many flight simulators development as a beta tester or a little bit more but my main job in this computer area is mainly create flight sim controllers and software. I've piloted several kind of flying stuff in real life and practice RC helo and planes. From this little introduction to Take On, i fell good improvement of the flight model but still have some frustration. The way axes are managed was good enough for Arma, but if the axes are still managed like this for a software closer to an helo simulator, there's a serious risk of waste of energy somewhere. You can have the best flight model, the most realistic one, if you cannot control the helo the right way, you will never be able to take advantage of the quality of the flight model. It's also important for the customer to feel "at home" at the first launch of the software, axes must be easy to map. Yet, the way axes are internally managed is totally different from all other software. For example, to control the rudder, You need to map one direction of the rudder movement to "Pedal Left" and the other to "Pedal right".. that can be a way but in flight, the result is a totally non linear reaction to axes movement not very compatible with smooth control, probably due to internal deadzone to avoid conflict. The throttle analog mapping is a pain, most of the people will only get 50% of the range working. The simple (and chosen by others simulators developers) is simply to have an axis binding to command (for example rudder). You map the controller axis on it and that's all. When the axis reach is minimal value, you're at maximum deflection pedal left, when at max value, you're fully pressing the right pedal. If you need to invert the axis direction, you simply check a box. If you want to have a deadzone, there's an adjustable parameter in the axes fine tuning menu or you can do it with the controller programming software. Today 99% of the controller of the market have an internal deadzone. Why add a deadzone on another one, this just create poor control sensations and hide your work. This is the first steps to have a better idea of the improvement and quality of the flight envelope. Add a real time view of the axis value coming from the joystick and the one used by the simulator after Take On internal tools fine tuning (deadzone, sensibility...) could be a great feature. For the other point, i totally agree with Mr Vaaf_rup, i would also like to point the fact that the speed vector doesn't seems to work like a real one, at least, the way it moves is much too mechanical, too straight, it should be floating a little bit, more reactive to external parameters like wind ect... here it seems to be the direct (and too quick) result of calculation between inputs and speeds without any care of intertia. Small and Smooth corrections on controller are the keys of Helo piloting. Please makes thoses parameters easy to reach.
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