PinnedLockedAnnouncements

New Beta - 1.3.1 Adds lots more support for Moza + many new features.

6 replies 314 views started 4d ago
#1

FFB-Bridge 1.3.1-beta.9

https://ffb-bridge.com/beta

What’s new

  • MOZA hardware control is gathered in one place.

Hardware → MOZA owns the base output envelope, health telemetry, and isolated damping, friction, inertia, and progressive-stop tests. Aircraft-specific values remain under Tuning → Aircraft control feel. AY210 and AB9 isolated mechanics have been verified on real Windows hardware.

  • Force trim can use a separate Windows USB grip.

A Warthog or similar controller can supply FTR and its optional toggle while the force-feedback base remains the actuator. AP-follow roll direction is corrected, and elevator/aileron aerodynamic loading can be balanced independently.

  • Flap and engine feel follow more of the real aircraft.

Actual flap travel drives movement, drag, and buffet, with a separate arrival bump. The default X-Plane C172 flap buffet is gentler. RPM, combustion, vibration, and reverse now aggregate every installed engine—MSFS engines 1–4 and X-Plane engines 0–7.

  • Stall and overspeed cues can build progressively.

Valid AoA together with a plausible stall reference ramps stall buffet before the binary warning. Structural ice conservatively advances that envelope. A valid dynamic redline/Vne ramps overspeed buffet. Existing simulator warnings remain the fallback.

  • Configuration effects use actual aircraft state where available.

Real gear and left/right spoiler deployment drive sustained drag and buffet. Measured wheel skid drives brake shudder, allowing ordinary non-skidding braking to remain smoother. MSFS native shaker intensity and surface condition are also used.

  • X-Plane helicopters gain native blade-slap input.

The X-Plane 12 blade-slap ratio supplements the existing two-per-revolution model.

  • MSFS Slew mode is a hard force-neutral state.

Constants, springs, textures, one-shots, and device-local condition metadata all drop to zero while Slew mode is active and recover when Slew mode ends.

  • Optional telemetry cannot take down the core stream.

Each new MSFS value has an isolated definition, X-Plane zero-only unsupported signals retain their existing fallback behavior, and cached values clear when the aircraft changes.

Helpful 3Report
#2

Hi, is there a link to try this version?

Report
#4
In reply to FFB-Bridge's post

I found all force feedback devices a little like "touching in the dark" to config. So much variables to modify. It will be interesting to have a step by step setup, like: 1 - Cable, Fly By Wire or Hydraulic, I will choose Cable. 2 - Weight of the elevator? 3 - Friction of the pulley (with the weight choosed). 4 - Prop wash + (3 + 2). 5 - Cruise speed selection (a value), VNe (a value), slider to select speed and a curve to modify the force applied in the elevator, aileron and rudder. All this with 4 + 3 + 2. Then add the rest, effects, trim, spring, etc.

Report
#5
In reply to ArturoJGT's post

Yes, it is quite complex, but the goal is to give people full control with adequate documentation. And of course people are sharing profiles that will make this easier.

I may look at making things easier later on, once the program is fully stable.

Helpful 2Report
#6

In real life I flight in a C182, PPL, so I can only give you my opinion about cable-pulley control surfaced controlled in small planes (also C152 - PA28 - C172).

I don't remember to feel a constant vibration in the yoke from the engine, of course when the engine start all the plane vibrates. I know that is a way to simulate and enhance a sensations but I think that achieve the correct behavior of the basic control in all the phase is important.

Your flight check is amazing, It will be nice to have an option to check the basic settings without the need of a simulator, just the check the force needed to move the yoke with the engine off, with the prop wash at idle 900-1000 rpm, takeoff like 80mph, mid cruise like 110 and cruise 140mph.

I have a nice setup (i9 14900k + 5090 + 128 Gb Ram + etc.) with VR. I'm upgrading my rudders with a WinWing FFB (hoping that will be supported by you FFB-B).

Arthur form Argentina.

Report image
Helpful 1Report
#7
In reply to ArturoJGT's post
I don't remember to feel a constant vibration in the yoke from the engine, of course when the engine start all the plane vibrates. I know that is a way to simulate and enhance a sensations but I think that achieve the correct behavior of the basic control in all the phase is important.
โ€” ArturoJGT
It will be nice to have an option to check the basic settings without the need of a simulator, just the check the force needed to move the yoke with the engine off, with the prop wash at idle 900-1000 rpm, takeoff like 80mph, mid cruise like 110 and cruise 140mph.
โ€” ArturoJGT

Yeah.. on that one, if I don't have engine rumble in the yoke, it feels weird. You can hear the engine, but the yoke is dead. Of course in the real plane the whole plane vibrates, so you feel it, but that can't happen here. It's a compromise to get something that "feels" ok, but is not necessarily real.

You can always disable engine rumble in the tuning if you find this annoying.

Regarding improving flight check - sure, I'll look into this. I'm sure something can be done to make it better.

Helpful 1Report