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#1729137 - 04/09/06 10:08 AM Flight-model and camera tweaks!  
Joined: Mar 2005
Posts: 1,124
Shadow=ASP= Offline
Member
Shadow=ASP=  Offline
Member

Joined: Mar 2005
Posts: 1,124
Norway
After playing around some with CA.ini I've now gotten the bird alot more agile and camera-movement is more responsive.

Edit the following sections in CA.ini and you'll see:
(altered values are in bold)
Quote:
[CAMERAS]
MaxCamDist=1000
MinCamDist=10
LinearSpeed=150
AngularSpeed=180
HelmetYawSpeed=180
HelmetPitchSpeed=135
MinHeight=1
ObjectCamPitch=10
ObjectCamYaw=170
ChaseCamPitch=15
WorldCamFOV=60
DeathCamTime=7
CamTextTime=3
MissileCam=0
IncomingMissileCam=0
DeathCam=0
Linearspeed is the overall vertical and horizontal panning speed for external view.
Angularspeed is the diagonal panning speed for external view.
Helmetyawspeed is the horizontal panning speed in the 3d cockpit and Helmetpitchspeed is the vertical panning speed.
Objectcampitch is the default Y-position in degrees of the camera when hitting F6/SHF+F6 (90 is above looking straight down). Objectcamyaw is the default X-position in degrees of the camera in the same external view (0 is behind, 180 is infront, 90 is left and 270 is looking from the right of the object).

Now the flight-model (HOTAS) sensitivity tweak:
Quote:
[Joystick]
XMin=-128,XMax=127,
XDead=100
XSat=18000,
;
YMin=-128,
YMax=127,
YDead=100
YSat=18000,
;
TMin=0,
TMax=127,
TDead=500,
TSat=9500,
;
RMin=-128,
RMax=127,
RDead=1000,
RSat=19000,
Min and max ranges are total working area of the actual axis (higher number means a larger resolution (smoother movement). For the throttle, which used to be -64 to 64, this means higher top-speed when pushing the pedals to their extreme.
The Dead-values are deadzones, lower value = less deadzone. This value is added to whatever value you have set up for your HOTAS in Windows.
I'm still trying to figure out what the xSAT means. On the x-axis it contributes to increased sensitivity for both left and right yaw, but on the y-axis its more for pulling the nose up (back on the stick) than nose down (nose down is still alot better than it used to be though). On the rudders (rSAT) it behaves the same way as the x-axis. Even though I've minimised the x- and y-deadzones you still need the same amount of stick-input to disengage the hover-hold and autopilots.

Let me know what you think and please experiment some more. Maybe I've missed something.

Inline advert (2nd and 3rd post)

#1729138 - 04/09/06 01:34 PM Re: Flight-model and camera tweaks!  
Joined: Dec 1999
Posts: 539
The Punisher Offline
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The Punisher  Offline
Member

Joined: Dec 1999
Posts: 539
Hey Shadow:

So far it works great, specially at higher speeds.....

Thanks:
Me!
;\)

#1729139 - 04/09/06 10:16 PM Re: Flight-model and camera tweaks!  
Joined: Mar 2005
Posts: 1,124
Shadow=ASP= Offline
Member
Shadow=ASP=  Offline
Member

Joined: Mar 2005
Posts: 1,124
Norway
Franze and I flew for 3-4 hours today with the tweaks. They worked perfectly.
The bird can do alot of tricks now. Easier to maneuver except you have to watch out even more so you dont stall the blades. But if its done right I'd say its amazing now.

#1729140 - 04/11/06 05:49 AM Re: Flight-model and camera tweaks!  
Joined: Apr 2006
Posts: 10
MJ12 Troop Offline
Junior Member
MJ12 Troop  Offline
Junior Member

Joined: Apr 2006
Posts: 10
USA
Thanks. I only use external view to assist in landing since I have not played the game in years, but its good to know.


LB2 Handle: Reaver
#1729141 - 05/30/06 11:00 PM Re: Flight-model and camera tweaks!  
Joined: May 2000
Posts: 2,536
AV8R Offline
Senior Member
AV8R  Offline
Senior Member

Joined: May 2000
Posts: 2,536
Southern California USA
Bumpity


AV8R
#1729142 - 06/01/06 05:15 AM Re: Flight-model and camera tweaks!  
Joined: May 2000
Posts: 2,536
AV8R Offline
Senior Member
AV8R  Offline
Senior Member

Joined: May 2000
Posts: 2,536
Southern California USA
Shadow,

This is what Ive experimented with and works
pretty well. Still the ALT-JOYSTICK moves the
views faster than with a joystick hat that
employ the numeric view commands

[CAMERAS]
MaxCamDist=1000
MinCamDist=10
LinearSpeed=300
AngularSpeed=120
HelmetYawSpeed=300
HelmetPitchSpeed=300
MinHeight=1
ObjectCamPitch=20
ObjectCamYaw=150
ChaseCamPitch=15
WorldCamFOV=90
DeathCamTime=7
CamTextTime=3
MissileCam=0
IncomingMissileCam=0
DeathCam=0


As for my Joystick, I had this
[Joystick]
XMin=-128,XMax=127,
XDead=1000
XSat=9000,
;
YMin=-128,
YMax=127,
YDead=1000
YSat=9000,
;
TMin=0,
TMax=127,
TDead=500,
TSat=9500,
;
RMin=-200,
RMax=200,
RDead=1000,
RSat=9500,


XSat and YSat may mean the points where the
response curve saturates, or flattens out its response so that it no longer responds to input in that axis.
This would be the outter extremes of the stick movement. Does that fit?


AV8R
#1729143 - 06/02/06 07:43 AM Re: Flight-model and camera tweaks!  
Joined: Mar 2005
Posts: 1,124
Shadow=ASP= Offline
Member
Shadow=ASP=  Offline
Member

Joined: Mar 2005
Posts: 1,124
Norway
The xSAT and ySAT could very well be a number indicating the response-curve. Same thing as in the Cougar control panel.
The xMIN/xMAX and yMIN/yMAX is definitely the actual axis resolution. I never tried higher than +/- 128 for some reason. I will try to push it as far as I can and see what happens.


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