Here is my MSFS pitch oscillation and

Here is my MSFS pitch oscillation and settings... please help if you notice anything wrong in my settings...
12 Replies
Number481
Number4813mo ago
As I said in https://discord.com/channels/965234441511383080/965234441511383083/1298311166073770004, add some dampen and reduce your constant force. You can do this all from TelemFFB.
Use the "override configurator sliders" feature to reduce the constant force down to roughly %50.
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Number481
Number4813mo ago
then enable the "Damper override" and set the effect to something like %30
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Number481
Number4813mo ago
this will start a damper effect. Keep in mind this %30 is factored by the damper gain slider in configurator. So with that slider at %30, the "actual" applied value will be 0.3 * 0.3 or %9 of the full dampen force that the device is capable of. Note that high levels of dampen, friction or inertia can lead to instability. Play with the dampening gain until the stick "feels good", it will also help dampen out the oscillations.
*NOB*Aries
*NOB*AriesOP2mo ago
Thanks a lot!!! Will try later today...
TheAmazinGreat
TheAmazinGreat2mo ago
He doesn’t have damper turned on in effects tab of configurator, only spring. Will this still give him damping or does the effects tab get thrown out by game/TelemFFB?
Number481
Number4812mo ago
It works like this... - The settings tab sliders define the max strength for a given effect type - It acts as a factor to an applied effect. - If a given slider is at %50 and an effect is started, whether from the effects tab or from TelemFFB/game, with a strength of %80, the actual applied effect will be 0.5 * 0.8 = %40 of what the device is actually capable of. - The effects tab checkboxes and and x/y values for spring/damper/inertia/friction simply start local effects on the device that are active when the device is "just a joystick".
- Any one of the enabled effects on the effects page will be overridden as soon as the device receives a command from TelemFFB or a game. Not having an effect enabled on the effects tab does not preclude an effect from being started. It simply means that there will be no effect of that type unless a game or TelemFFB starts one.
TheAmazinGreat
TheAmazinGreat2mo ago
That’s good to know, thanks! It’s not super clear in the effects tab portion of the manual that they get overridden when TelemFFB/game starts one. Appreciate the clarification.
Number481
Number4812mo ago
Are you still having issues with oscillations with the PC9/MSFS?
*NOB*Aries
*NOB*AriesOP2mo ago
dampening and force reduction helped a little... but I still dont understand why that behaviour should be there by default? is it related to the way spring effect reacts to stick deflection? it's the same on PC-21, Blackbird T-6A & IRIS T-6B,T-6C... 😅
Number481
Number4812mo ago
Theres a g component to the dynamic forces calculation. When the aircraft pitches up (increasing G load), a constant force effect is generated that increases resistance on the stick by forcing the stick forward. Same occurs in the negative direction. Particularly with heavy grips on extensions (lots of inertia when moving), with little or no dampening and/or with low spring forces, the constant force will cause the stick to shoot past center, putting the aircraft into a pitch-down scenario which causes negative G, which forces the stick back the other direction. Oscillations ensue. Its also worse on some aircraft, particularly those that are fast (where small inputs result in elevated G forces) or aircraft with pitchy flight models. Its not intended behavior. I've been tweaking the code a bit and can provide a test build if you want to see if it is any better.
*NOB*Aries
*NOB*AriesOP2mo ago
Send it... Will gladly test... Thx!
Number481
Number4812mo ago
I will DM you sent
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