October 1, 200223 yr I thought it better to open a new thread, as the pictures in the other thread take a long time to load everytime.To come back on the questions of Firmo in the other thread: "I hope you will have the time to do a more detailed document on adding force feedback to home-build yoke"---> I try to document all my projects when finished. However, this project still has some serious loose ends, related to your other questions: "Is it realistic to have a yoke or joystick jumping in your hands and resisting every move you try to make?" ---> I don't think so. Some explanation: 1. I'm no pilot, so the real pilots out there, please comment when I'm wrong.2. I'm using Flight Unlimited III with FF enabled. FU-III models the basic forces on the yoke, but I would think FS2002 has more FF features implemented. (Maybe FF stick / driver dependent?) The small GA aircraft yoke will vibrate somewhat with engine at idle.(this can be done by a small transducer on the yoke, fed by engine sound) At high RPM, the vibration gets less, as the transducer cannot follow the high freq anyway. I think that's still realistic.During taxi, the yoke should not show strong centering force. (The signals from my logitec FF electronics do indeed follow this in FU-III, as the centering forces are airspeed dependent, so the yoke feels loose during taxi)Side wind should give some offset feeling on the aileron, but I have not noticed this in my FF signals, even when setting crosswind at max.I read in other forums that even the wheels rolling over the center runway lights is modeled in FS2002 force feedback. True?FU-III models the wheels touching the runway, so a bumpy take-off/landing is felt. however, I don't think the forces are proportional with the force of wheels touching. Then again, shouldn't landing forces be more felt in the rudder pedals or motion platform? Crashes are quite spectacular in FU-III. The yoke will jolt at every bounce you make. (I connected these FF signals to my motion platform yesterday, and it was fun :-lol )Yoke feeling should be tight (esp on elevator) during cruise and high speed. In FU-III this is modeled rather well, although the airspeed dependency behaves in steps. When going towards stall, the yoke feeling should become sloppy again. This is modeled well in FU-III. The buffeting that should be present is not modeled by FU-III. How about FS2002? Turbulence should give varying forces on elevator and aileron. FU-III does not model any turbulence. How about FS2002? Long story short: Force feedback is very difficult if you want to do it good. So far I've only build the electro mechanics, and relied on the FF stick software to get "some" flight force input signals. Good thing is that it works with many other software games as well. The loose ends on my yoke force feedback project (and motion platform project as well) are indeed the many missing cues and flight parameter interactions. FS2002 and some other sims have possibility to extract many parameters, and interface them to the outside. Figuring out how to use them to drive the yoke, rudder and platform is the hard part. RgdsRoland
October 17, 200223 yr Some more updates: I finally started experimenting with FS2002 (It just runs on my P200MMX, don't ask how ;-) )Anyway, the Force Feedback with Logitec Wingman Force 3D works, but seems to suffer some drawbacks. Experiments based on the Mooney Bravo, and some tweaking in the aircraft.cfg control force settings. The centering force does not seem to accurately follow the airspeed, even at low airspeed, the force difference between low and high airspeed is not so much. Especially when doing approach, the final elevator pull close to touch down still requires lots of force. This is not very realistic. I did tweak the spring force settings, but so far no satisfactory results. FS2002 has some kind of "recoil" action when making elevator or aileron movements against the force. (not sure how to describe it) that is rather hard to fly with. I have not found a tweak that can change this. The taxi wheel bumps force can be tweaked via aircraft.cfg anyway you like. Defaults are too strong. This effect is quite nice, although I would think is is more suitable to have this action on a motion platform than on the yoke. (Connecting the signals to my platform worked well)In FS2002 there is a dynamic vibration when going through rotate. This is a very nice force effect, both on the yoke and on the platform. I could not feel the dynamic weather effects, like turbulence, windshear, etc, even when setting the weather to very heavy turbulence/windshear. This is a pity, as these effect could add much to the flying experience. Strange, as other people have found this to be working on their FF stick. Am I missing something in drivers/system?(I use the logitec wingman CD drivers and Win 98)Next step now is the extraction of flight data from FS2002 via FSUIPC.Anyone who has done similar FF experiments with FS2002?Roland
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