Glider feedback thread - help me get Gliders working right.

11 replies 4047 views started Jun 22
#1

Opening this thread to collect all the feedback from the glider pilots. Post stuff here and we'll work together to get this working well.

I personally have never flown gliders in the sim, so I couldn't add it myself. Need your help!

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#2

I have a constant center spring, using ffb bridge with the moza ab9. No matter what speed i fly, it always feels the same. I tried all the available sliders. None of them will change this.

What's interesting is, that this auto center spring always feels the same even when reducing the master gain. It only disappears at master gain 0, but even if i set master gain to 1% it feels the same as on 100%

Here's a video of the problem

YouTube video

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#4

Hi guys,

I've just downloaded FFB-Bridge and will test it out over the coming days. I was a real life glider pilot and fly competition gliders in MSFS 2024, as well as the glider I learned to fly on, the venerable Blanik.

I almost always fly in VR with a Pimax Crystal Super 50PPD. My rig is a 5800x3D and a 4090 with 64GB Ram, Win 11. I have both the Moza AB9 stick and AY210 yoke.

I'll do a custom set up for the AS 33 ME from GotFriends first and report back here with my impressions and probably a profile for that glider.

Cheers.

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#5

Thank you. I'm collecting lots of feedback on gliders and copters, and can then start to build better support for both of these. I expect to release the update with initial support around the 15th of July.

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#6

Hey, the new 1.3.1-beta13 has a lot of things added for gliders; I'd like to get gliders as close to 100% as possible now that helicopters are mostly done. Looking for feedback !

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#7

I'm a MSFS glider developer. For gliders I guess the given FFB stick functions are

(1) the stick 'loosening' towards the stall and 'tightening' as airspeeds increase. Right close to the stall the stick can feel almost "floppy" - I guess these curves should be adjustable. (2) optional recentering of the stick given the elevator trim setting

A more nuanced issue in MSFS is the "prop vibration" - for gliders it's very hit and miss that we can use the engine/prop support built into MSFS as gliders need the thrust/drag to go to zero when the engine is not in use but that's not possible with the stock MSFS engine/prop support.

(3) So the *default* design to include a prop vibration in the stick would be to scale that with simvar A:GENERAL ENG RPM:1 or A:PROP RPM:1 but actually it would be super helpful if the FFB-Bridge alternatively supported a custom variable (e.g. L:GLIDER_RPM or, maybe more general L:BRIDGE_VIBRATE_RPM) that we could include in our glider models.

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#8
In reply to B21's post

Hey thanks for the insightful explanation and help. This is exactly the kind of thing I need. I’ll see how to incorporate these in.

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#9
In reply to FFB-Bridge's post

cool, thanks - BTW I've been reminded on the SSC Discord the next most important FFB for gliding is:

(4) the landing/ground rumble stick shake. I guess this is similar to the power planes (same MSFS simvars) but more pronounced. There's a G-shock on landing felt through the stick and then a rumble on the ground depending on surface and the ground speed. Maybe awkwardly gliders main wheel is the CENTER wheel to MSFS (vs left/right mostly for power planes) so for gliders (A:GEAR ANIMATION POSITION:0, percent) is 0 in the air when retracted, 50 when gear is down, then bounces to around 75 when on ground. Other interesting var will be common to power planes i.e. vertical (ACCELERATION BODY Y, feet per second squared) (also X for side-to-side, Z for forwards backwards), also (A:G FORCE, gforce) which I believe is similar to accel Y but centers on 1, also (A:GROUND VELOCITY, knots). ACCELERATION BODY Y and G FORCE are both quite good for bouncing around if you land e.g. on grass instead of the runway. Simple one-size-fits-all useful simvar is (A:SIM ON GROUND,bool) which is simply binary for whether the plane (i.e. normally gear) is touching the ground or not.

Small extra point, it's not uncommon for gliders to mistakenly land "wheel up" (i.e. SIM ON GROUND = true && GEAR HANDLE POSITION = 0) which does actually affect the size of the spike in ACCELERATION BODY Y when you hit the ground.

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#10

Thank you, working on building all this in.

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#11
In reply to B21's post
I'm a MSFS glider developer.
B21

Question -

On your glider models, which of these actually read non-zero when the engine is running — GENERAL ENG COMBUSTION:1, GENERAL ENG PCT MAX RPM:1, GENERAL ENG RPM:1, PROP RPM:1, ENG VIBRATION:1?

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#12
In reply to FFB-Bridge's post

Sorry, was slow to see this. In gliders as many sim planes prop rpm and engine rpm are linearly connected i.e. either non-zero means the prop and engine are both turning.

MSFS support for engines/props STOPPING in the air is seriously flawed, so motor gliders need fairly careful treatment.

For a glider, (A:PROP RPM:1,rpm) is by far the best indicator for fairly technical reasons.

This should work with the standard MSFS engine/prop support, and then for gliders we have important modding options to fake the thrust of an engine and WRITE the PROP RPM simvar so everything looks normal, but unlike stock MSFS we can STOP the prop while in the air (in MSFS the prop always windmills and, counter intuitively, generates thrust which screws the flight model... it sucks, but no power pilot ever turns their engine off in the sim while airborn). With stock MSFS support the prop will stop if you're parked on the ground though.

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