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Post by Hawkeye on Jun 3, 2014 8:24:29 GMT -6
There has been some interest in this recently, and due to the imminent start of the FiF event, I again wish to offer RoF airplane response curves files to anybody who may be interested. I can email you a zip file containing optimized response curves for all RoF aircraft, plus a readme.txt file included, explaining how to back up your original files and install the new ones. Here are some examples for you to look at: Fokker D.VII and D.VIIf ailerons:Sopwith Camel elevator:Nieuport 17 and Nieuport 17 GBR rudder:Fokker Dr.I elevator:If you wish to try any or all of the files, PM me here with your email address. S!
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Post by FM_SnagglePuss on Jun 3, 2014 20:07:24 GMT -6
They are definately worth the look. Testing them and they are far superior to what I had previously.
Well done Hawkeye!!!
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Post by Hawkeye on Jun 4, 2014 7:34:51 GMT -6
Should you have any issues or complaints about any axis on any particular plane, please let me know what that might be and I will work with you to adjust it to your preference after verifying proper stick calibration or other mitigating factors.
S!
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Post by BH_thedudeWG on Jun 7, 2014 13:18:33 GMT -6
Hawkeye, Thanks for the curves! I'll be putting them to the test in the days to come. I tried the Dr.1 and it's definitely nice when you're in flight. Landings will take some practice, and even my take-offs need some work, but it's great flying around without constant forward pressure on the flight stick. My only wish is that I could add my head zoom curve to all the planes in one step. I think I found the command line within the Dr.1 file after adding it in RoF, but I suppose I'll need to copy and paste those lines into all the other planes' files (or do each plane in RoF). Did you guys need to deselect "use for all planes" box for the aircraft that weren't previously customized? There was mention of that in the "read me" file. In RoF, most of my other planes are checked and they don't appear to be showing the new curves, but I think all I need to do is un-check that box ... S!
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Post by BH_loopy on Jun 7, 2014 15:22:36 GMT -6
yes, if you have not previously saved a response curve for a particular plane then it defaults to all planes.
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Post by Hawkeye on Jun 8, 2014 17:38:28 GMT -6
Dude, I'm confused as to what you mean by "head zoom curve". Just judging by what my guess is to what you're saying, it appears that you're associating a view function with a plane responses curve. The two have nothing to do with one another.
The things that most affect things that you see, including zoom speed, are listed under the "camera" tab of the RoF game launcher, or under the same heading, in-game. The sliders that control "FOV changing speed" and "FOV changing inertion" would be what I consider to control what you're talking about. Also remember there are two modes, so all the settings that you're concerned with are listed under "snap mode" or "pan mode". I just make the sliders the same for either mode, but I believe that "snap mode" is the one that matters if you're using TIR.
A long time ago I just left all the sliders in their default positions, because every time there was a game version update, they would change back to that anyway; that is, what their default positions were, back then. For me, that means a setting of 40 on every slider. Now, it appears that the sliders remember what their position was before the update....at least I think so, because I never have to reset them....
The problem is that the game and the TIR software duplicate functions. So, having left the game settings at 40 for everything, I develop my TIR curves for that condition. That way, the two do not fight each other. So in-game, it works the way I have set it to without changes, every time they make a game update.
Now each time I get a game version update, I just double-check that all the sliders are still at 40, and there is no problem. Even so, I'm still unsure as to what you mean by "head zoom curve". In terms of FOV changing speed, the only thing that affects this are the two sliders mentioned above, FOV changing speed, and FOV changing inertion; there is no "curve" in the game....
However you "could" make a curve for that axis in the 6 dof curves within the TIR software; but that is completely independent of the game, and works equally for all planes regardless of which one you are flying, in the game.
Personally I disable that axis in the TIR software, and control it totally manually in the game using the "FOV +" and "FOV -" functions in-game. Moving my head fore and aft has NO effect on it from TIR, in-game.
Please advise if I have the wrong idea as to what you meant. S!
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Post by BH_thedudeWG on Jun 9, 2014 10:50:49 GMT -6
Hawkeye, I think because I assigned my zoom function to my toe brake I have a response curve that's not in any of the individual aircraft files. I set my view to be fully zoomed at 50% pedal depression, because it's much harder to use my toe brakes with the crosswind pedals (higher tension & higher rotation axis + limited knee/desk clearance). Anyway, I manually edited the Dr.I file in RoF, and I can see the new lines within the text file. I could either copy and paste those lines in the other aircraft files, or just edit the curve for each aircraft. It's not too big a deal, because I just end up with 1 to 1 zoom/pedal rotation if I forget to edit it for any plane.
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Post by Hawkeye on Jun 9, 2014 15:12:03 GMT -6
Within the response curves for a given plane (Dr.1), exactly what named axis in the list do you see moving when you depress your toe brake?
I can understand how you'd be able to assign your toe brake axis to the zoom + and - in the controls section; but I don't understand how you have any editable curve for it, especially in the group of files that I sent, which should only relate to flight controls responses. There is a separate location for files having to do with game controls, and I left those alone.
Still confused.
You are correct that you can copy any individual plane's curve from any one of it's axis', and replace the appropriate line in the plane's file which you wish the duplicate to overwrite. The lines of interest are the ones that have an "&" in front of the parameter line, they define the curve, the lines without define the dead zone(s). This is the fastest way to make exact curve duplicates for other planes. To be honest, there should be a way integrated into the curve utility for copying/pasting them inside the game....
Best of luck Dude!
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Post by BH_thedudeWG on Jun 9, 2014 20:39:05 GMT -6
&deadZones=action,from1,to1,from2,to2| BC_HEAD_ZOOM,1,0,0,1| RPC_YAW,1,0,0,1| RPC_MIXTURE,1,0,0,1| RPC_ROLL,1,0,0,1| RPC_MIXTURE2,1,0,0,1| RPC_PITCH,1,0.019836639439907,0.019836639439907,1| RPC_THROTTLE,0.98,0,0,1| RPC_MIXTURE1,1,0,0,1| RPC_THROTTLE1,0.98,0,0,1| RPC_THROTTLE2,1,0,0,1|
&BC_HEAD_ZOOM=x,y|0,0|0.2075,0.5025|0.495,1|1,1 &RPC_YAW=x,y|0,0|1,1 &RPC_MIXTURE=x,y|0,0|0.25,0.25|0.75,0.75|1,1 &RPC_ROLL=x,y|0,0|0.5,0.5|1,1 &RPC_MIXTURE2=x,y|0,0|0.25,0.25|0.75,0.75|1,1 &RPC_PITCH=x,y|0,0|0.30675,0.184916619|0.3815,0.226291619|0.44975,0.252282868|0.50166666666667,0.26911620133333|0.55325,0.275782868|0.6,0.28244953466667|0.6515,0.294032868|0.705,0.31069953466667|0.75325,0.32744953466667|0.8015,0.35625|0.855,0.41225|0.901375,0.499625|0.955,0.669032868|1,1 &RPC_THROTTLE=x,y|0,0|1,1 &RPC_MIXTURE1=x,y|0,0|0.25,0.25|0.75,0.75|1,1 &RPC_THROTTLE1=x,y|0,0|1,1 &RPC_THROTTLE2=x,y|0,0|0.25,0.25|0.75,0.75|1,1
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Post by Hawkeye on Jun 10, 2014 14:52:50 GMT -6
BC = Brake Control? Question is, what is it called in-game? In the list of all the axis for any plane, where you pick one to edit, that is. You've discovered something that is certainly new to me, Dude. My guess is the parameter doesn't exist in the list until you assign a game controller axis to it in the controls section. I further guess that anything that is controlled by an actual game controller axis, is editable. Interesting
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BH_Vfw_Dudley
Established Forum Member
Spandaus???... SPANDAUS!!! -- I thought you said Spandex!
Posts: 407
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Post by BH_Vfw_Dudley on Jun 10, 2014 22:55:21 GMT -6
Hawk, thank you for the Response files. I've applied them but made some changes that I personally prefer. If I was flying with a full size joystick (no comments from the peanut gallery please -- Gawd I'm old, that's a Howdy Doody reference!) it would have a relatively large throw of motion from full left to right and from full forward to back. A small movement of the real stick is all that's needed to make a fine correction in aiming the aircraft. However, our desktop controls don't allow the same type of delicate adjustment. What would be a few inches of movement on a real stick must be emulated by tiny fractions of an inch on my MS-FFB2 stick. (For those of you in the audience who do have a big stick, take five and smoke em if you got em.) This is especially crucial when the controls are near the neutral position. There, you need fine adjustments to aim the gun, sight a low-level bomb drop, or correct your glide path for landing. To allow such minor flight adjustments, I like to have an extended section of the response curve that has a very gentle slope when it crosses the neutral area of the Y-axis. This is already the case with nearly all of Hawk's response curves for Pitch. You probably don't want a flat section, unless you want a "dead zone", but a gentle slope of the curve, just near the neutral area, lets you make minor corrects to the Pitch. You can see this above in Hawk's posting of images for the elevator curve on the Camel and DR1. I like to have the same feature on my Roll and Yaw curves. For example, here's how I've modified Roll for the Albatros DII: and the DR1: If you have rudder pedals, you might prefer a straight linear response rather than a curve, but even with my Saitek pedals, I like to have a gentle slope near neutral rudder. I find it's easier to make fine adjustments when dive-bombing a ground target. Here's my typical Yaw curve, in this case from the Alby DII: If you find that your aircraft still bounces around too much when you're trying to line up a shot, use Hawk's response files and try adding some minor adjustments to Roll and Yaw.
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Post by Hawkeye on Jun 11, 2014 15:31:26 GMT -6
Good work Dudley! You've applied the S-curve philosophy to all the flight axis. The main difference between sticks or pedals is the relative sensitivity that they have to each other. Most times you can judge the accuracy or speed by the amount of physical throw they have in each direction; more equals more accuracy, less equals faster response times. This is only what is happening between the zero and 100% deflection limits. All devices begin and end there.
I can see that you feel your stick's response to roll, and your pedal's response to yaw, are too fast. I don't have that problem with the hardware I use, except in the pitch axis, so those are the one's I've concentrated on. You've done good work and I'll bet it meets all your requirements.
One thing that I've always tried to avoid, is sharp transitions in the response curves. I've seen people who have used only two points or so, and IMO that leads to sharp transitions in responsiveness, or creates a point of operation that is highly noticeable during linear motions in that axis. It would be noticeable as a sudden acceleration in response that would be hard to regulate accurately.
Remember the large dead zones at the end of the roll axis' are designed to get the control surface to 100% more quickly on planes that have a sluggish roll. If you don't feel like the roll is as sluggish to you because you have a more responsive stick, perhaps you might want to reduce or even eliminate the dead end-zones. This can be done by just changing the number in the window, and adjusting the transitional dots leading to the 100% points for a smooth transition.
Thanks for your input Dudley!
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Post by Hawkeye on Aug 11, 2014 15:09:00 GMT -6
Hanriot HD1 now developed. That is a glorification, really. Just the usual S-curve for pitch, nothing more than the game generated one when the box is selected, then lowered to correct the trim of the pitch axis for level flight at 3 Km, full fuel load. All other axis left linear. This plane doesn't need much done to enhance or correct it. I see it as much like an Albatros, does nothing outstanding but everything reasonably well; and of course the speed is better, but the armament weaker, although a single gun is a thing that never seems to hinder me in RoF.
Have yet to do the HD2 but will get to that when time permits. I hope this does not end up being the last plane I'll ever adjust in RoF.
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