Aces High Bulletin Board
Help and Support Forums => Help and Training => Topic started by: vafiii on June 28, 2010, 05:15:31 PM
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Can anyone help me with stick scaling? Been flying Zero's and Niki for months with stall limiter on and have done pretty well but looking to go to the next level. Tried turning off stall limiter and find nose dips, loss of control or violent spins at most inopportune times. Any help would be appreciated.
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It will take time to fly w/o stall limiter. Start flying around in the TA learning how to contral pulling the stick to hard.
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you would have been better off if you never started off flying with stall limiter to begin with :( . At least you would have already been past that hump.
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after a week you should have it figured out, as for stick scaling i went with Mtnman's setup and have all my sliders at the top all the way across. Not sure if it's a good idea but hell you can always reset it back to default. btw i use a X52 stick, sure someone will ask you what you use to further help.
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Everyone has there own preferences and stick scaling. Personally I use something very similar to what AKAK uses and he was kind enough to lend to the trainers site for download. I find it to be a nice graduated scale, there is going to be a bit of a hump to get over whenever you turn off stall limiter regardless of what stick scaling you use, a lot of it comes down to comfort and preference so try a few different things and see what works best for you.
http://trainers.hitechcreations.com/ (http://trainers.hitechcreations.com/)
scroll down to the "Miscellaneous" section and cilck the link for trainers files.
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Can anyone help me with stick scaling? Been flying Zero's and Niki for months with stall limiter on and have done pretty well but looking to go to the next level. Tried turning off stall limiter and find nose dips, loss of control or violent spins at most inopportune times. Any help would be appreciated.
As others said, the stall limiter is great at supressing a newcomer's frustrations at learning how to fly, but when it comes time to move on without the "training wheels" the painful process of learning to ride a bike all over again begins (and many here share opinion that if you have to go through a painful process once, avoid doing it twice, but still don't let this deter you).
Welcome to stall recovery 101 and advanced energy management. To make your evening tonight go past the painful stages as quickly as possible, take the aircraft you will be most likely flying in the days to come and up them offline or in the TA for a bit (if you run into a problem in learning th recovering process the TA is a good place to find a quick answer too). Get some compfy altitude somewhere and then intentionaly do maneuvers that you know will result in a stall, intentionaly stall yourself out for a while and work on recovering from them. Eventualy it goes from a nightmarish experience to one resolved with a well-timed flick of your wrists (or rudder pedals). You will stall while dogfighting from this point forward, you will stall a lot, but learning to recover (and just how far you can push the limit) from a stall quickly or to float in a stall to your advantage is now the soup dejur until you get compfy enough with it that a recovery becomes instinctive habit. It will be easier if you experience stall recovering from some bad stalls without the added pressure of bullets flying at you. Once you've had a taste of recovering then you can improve upon it and gradualy add on the other pressures of dogfighting. Also use varying loadout/fuel weights while practicing too as they effect the stall speeds and behavior of your craft a lot.
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Thanks guys!
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Just a quick note about my stick scaling, the main intent was to help with the nasty nose bounce that I noticed when I first started AH. That the scale also helps out with turning was just an added, unintended bonus and it does work with any stick though with some of the newer ones some slight adjustments maybe needed.
ack-ack
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Just a quick note about my stick scaling, the main intent was to help with the nasty nose bounce that I noticed when I first started AH. That the scale also helps out with turning was just an added, unintended bonus and it does work with any stick though with some of the newer ones some slight adjustments maybe needed.
ack-ack
Your scaling is entirely different than mine. I don't see how your scale helps with the nasty nose bounce, as your first value for pitch is at around 50%, which means when you move your joystick within 0-10% of its deflection you are engaging 50% of your elevators. That will throw your nose very quickly. My elevator scale sees my first couple values very low in the 2-10% range so I can have nose precision when lining up tater shots.
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Your scaling is entirely different than mine. I don't see how your scale helps with the nasty nose bounce, as your first value for pitch is at around 50%, which means when you move your joystick within 0-10% of its deflection you are engaging 50% of your elevators. That will throw your nose very quickly. My elevator scale sees my first couple values very low in the 2-10% range so I can have nose precision when lining up tater shots.
Try it and see for yourself, virtually no nose bounce and excellent stick responce at low speeds which was something I didn't initially intend for.
ack-ack
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Try it and see for yourself, virtually no nose bounce and excellent stick responce at low speeds which was something I didn't initially intend for.
ack-ack
I've tried a similar setting, but moved my initial couple values very low for ultra fine sensitivity in aiming. My tanking scales are even more fine, with the first 4-5 values barely creeping up from the bottom.
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I've tried a similar setting, but moved my initial couple values very low for ultra fine sensitivity in aiming. My tanking scales are even more fine, with the first 4-5 values barely creeping up from the bottom.
If you wouldn't mind, open up your stick .cfg file and post the string of numbers you have under "pitch" to this thread. Interested in seeing them.
ack-ack
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Do what he says...he helped me a lot with mine a few years back. Speaking of which, could you give us cfg settings ack-ack?
Thanks!
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AKAK, What stick will this setting work best. I have x53 pro and have a lot of bouncing. Could you post a pic of the setting so i can better understand what you are talking about.
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Your scaling is entirely different than mine. I don't see how your scale helps with the nasty nose bounce, as your first value for pitch is at around 50%, which means when you move your joystick within 0-10% of its deflection you are engaging 50% of your elevators. That will throw your nose very quickly. My elevator scale sees my first couple values very low in the 2-10% range so I can have nose precision when lining up tater shots.
Grizz, it doesn't work like that.
At 100% across the board, you'd get a linear response throughout the entire range, such that by moving the stick 10%, you'd get 10% deflection of the rudder/aileron/elevator, at 20% you'd get 20%, etc.
Each "band" in the stick scaling applies a multiplier of X% to any stick movement in that band, such that with Ack-acks settings where the first pitch band is 45%, at the point where you've moved the stick 10%, you get 4.5% of the deflection (45% * 10%). And since the band of 40 to 50% of the stick deflection is set to a scaling of 62%, as you hit 50% you get 36% deflection with Ack-Acks settings. (Etc for the other bands) Note that the last band - 90 to 100 is set to 100%, so you get 100% at 100%.
What I don't like about scaling is that it's a trade off - you can scale for more precision around center, but (at least in every game I've every played that supported it, since none that I know of ever smoothed the curve) you trade this for an "odd hitch" as you move between bands. The name of the game is keeping them as even as possible so that when it jumps from one band to the next and the scaling factor changes, the incremental change in deflection is as small as possible.
Using the settings you've described, even at the 10% setting for the first band, moving the stick 10% will only register a 1% deflection - and you'll almost have to have a "big jump" somewhere where a little movement registers a large change in deflection (compared to other areas of stick travel) if you want to get to 100% by the last band. And at 2%? Fugetaboutit. You are essentially registering a 10% deadband around center, since 2% of 10% is only .2%.
OakRanger, pics are in this zip file http://trainers.hitechcreations.com/files/murdr/stickscale.zip
Max, cfg is in the same file.
<S>
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Grizz, it doesn't work like that.
At 100% across the board, you'd get a linear response throughout the entire range, such that by moving the stick 10%, you'd get 10% deflection of the rudder/aileron/elevator, at 20% you'd get 20%, etc.
Each "band" in the stick scaling applies a multiplier of X% to any stick movement in that band, such that with Ack-acks settings where the first pitch band is 45%, at the point where you've moved the stick 10%, you get 4.5% of the deflection (45% * 10%). And since the band of 40 to 50% of the stick deflection is set to a scaling of 62%, as you hit 50% you get 36% deflection with Ack-Acks settings. (Etc for the other bands) Note that the last band - 90 to 100 is set to 100%, so you get 100% at 100%.
What I don't like about scaling is that it's a trade off - you can scale for more precision around center, but (at least in every game I've every played that supported it, since none that I know of ever smoothed the curve) you trade this for an "odd hitch" as you move between bands. The name of the game is keeping them as even as possible so that when it jumps from one band to the next and the scaling factor changes, the incremental change in deflection is as small as possible.
Using the settings you've described, even at the 10% setting for the first band, moving the stick 10% will only register a 1% deflection - and you'll almost have to have a "big jump" somewhere where a little movement registers a large change in deflection (compared to other areas of stick travel) if you want to get to 100% by the last band. And at 2%? Fugetaboutit. You are essentially registering a 10% deadband around center, since 2% of 10% is only .2%.
OakRanger, pics are in this zip file http://trainers.hitechcreations.com/files/murdr/stickscale.zip
Max, cfg is in the same file.
<S>
If that's how it works, then the stick scaling help article on the trainer's page should be rewritten.
Nvm, I somehow misread that epicly wrong. Wow. <kicks self>
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Honestly this whole problem is due to the 30 year old technology in our joysticks. 8 bit axis results in 256 discreet values, so we're stuck trying to put more of them in the important places and leave fewer of them in the places we care less about. That's what stick scaling is.
Even 10 bits on an axis would result in 4 times the resolution. Its high time we take up our pitchforks and head over to CH and Microsoft and all the other manufacturers and demand some better hardware. The upcoming Hotas Warthog is the first and only stick that I know of that has improved in this area. Stick scaling deserves to be a thing of the past.
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If you wouldn't mind, open up your stick .cfg file and post the string of numbers you have under "pitch" to this thread. Interested in seeing them.
ack-ack
where would I find this file?
semp
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AKAK, Thx. i have used that scale and really do not see much difference. Unless i did something wrong on the setting.
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AKAK, Thx. i have used that scale and really do not see much difference. Unless i did something wrong on the setting.
In your AH settings folder, locate your controller .jsm file (it will be named the same as displayed in the Windows Game Controllers) and open it. It will look something like this. Remember to back up this file before making any changes so you can revert back to it if necessary.
CH Control Manager Device 1 <---Controller name
3,1
X Axis
255,32767,65535,0.000000,0.000000,0.250000
AXIS,ROLL,0,1 <---Aileron
0.45,0.49,0.53,0.57,0.62,0.67,0.73,0.83,0.93,1.00 <--These are the stick scale setting numbers
NOTUSED,NOTUSED,0,0
NOTUSED,NOTUSED,0,0
NOTUSED,NOTUSED,0,0
Y Axis
255,32767,65535,0.000000,0.000000,0.250000
AXIS,PITCH,0,1 <---Elevator
0.45,0.49,0.53,0.57,0.62,0.67,0.73,0.83,0.93,1.00 <--These are the stick scale setting numbers
NOTUSED,NOTUSED,0,0
NOTUSED,NOTUSED,0,0
NOTUSED,NOTUSED,0,0
Z Axis
0,0,0,0.000000,0.000000,0.000000
NOTUSED,NOTUSED,0,0
NOTUSED,NOTUSED,0,0
NOTUSED,NOTUSED,0,0
NOTUSED,NOTUSED,0,0
Button 0
NOTUSED,NOTUSED
NOTUSED,NOTUSED
NOTUSED,NOTUSED
NOTUSED,NOTUSED
Copy the stick scale numbers and paste them into your controller's .jsm file under Roll (aileron) and Pitch (elevator) and save it.
Make sure that your controllers have been properly calibrated in both Windows and AH. Remember in AH there are two calibration routines, one in the map controllers section (Calibrate Axis) and the general Calibrate Controllers in the Options/Controllers section of the clipboard.
I have my dead bands and dampening turned all the way down on the bottom.
The only significant change I've done to the stick scale is that I no longer scale the ailerons, just the elevators. I left the scale numbers for the ailerons in this example because that's how I originally created this stick scale and didn't want to confuse anyone.
ack-ack
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Honestly this whole problem is due to the 30 year old technology in our joysticks. 8 bit axis results in 256 discreet values, so we're stuck trying to put more of them in the important places and leave fewer of them in the places we care less about. That's what stick scaling is.
Even 10 bits on an axis would result in 4 times the resolution. Its high time we take up our pitchforks and head over to CH and Microsoft and all the other manufacturers and demand some better hardware. The upcoming Hotas Warthog is the first and only stick that I know of that has improved in this area. Stick scaling deserves to be a thing of the past.
I have to respectfully disagree - it's mostly necessary because a joystick isn't an aircraft. In an aircraft, you have feedback from the controls - you can make precise adjustments because you the stick pushes back against you in a non-linear fashion as you move it away from equilibrium. A (non-FF) joystick provides a nearly static centering force throughout the entire deflection range. Without usable feedback, it's extremely difficult not to overcontrol, which is where scaling comes in.
(And most FF is broken in most flight sims - I've only really had one truly working FF stick/sim combination in over a decade and a half of flying sims)
As you've noted, it can also be used to compensate somewhat for limited precision of the detection circuitry in the average joystick, but if you think about it, 8 bits mean 128 "steps" from center to full deflection. One step even at 8 bit (if linearly scaled) is 0.78%.
No, by far and away the most common reason most people need the ability to scale is that they can't move the stick that necessary "one to three clicks" in the first place - they can't feel where it is.
Which is not to say that more precision doesn't benefit the highly skilled pilot - it does. But scaling tends to benefit the less skilled far more for the reasons described.
All IMHO...
<S>
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So with the stick scale, it's apparently impossible to get more than 10% elevator authority out of the 0-10% deflection range right? Even if it's set at 100% it will only be 10%. That seems like a flawed system, the way I had it worked out in my head seemed a lot more logical.
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So with the stick scale, it's apparently impossible to get more than 10% elevator authority out of the 0-10% deflection range right? Even if it's set at 100% it will only be 10%. That seems like a flawed system, the way I had it worked out in my head seemed a lot more logical.
That's true, but the only time I've ever heard of anyone wanting a steeper curve was when using a floor mounted stick - they wanted more deflection for less stick travel because of the "amplification" of the (30 inch??) extension they were using. In almost all cases, the goal is taming the response, not enhancing it.
Perhaps you could manually change the numbers in the cfg file to greater than 100 ... The GUI of course "caps" at 100, but I don't know whether the program would read a multiplier of greater than 100% - nor of course that it wouldn't be all wonky if it did.
<S>
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What I don't like about scaling is that it's a trade off - you can scale for more precision around center, but (at least in every game I've every played that supported it, since none that I know of ever smoothed the curve) you trade this for an "odd hitch" as you move between bands. The name of the game is keeping them as even as possible so that when it jumps from one band to the next and the scaling factor changes, the incremental change in deflection is as small as possible.
This can actually be seen if you look at the stick while slowly pulling back or pushing forward through it's range. You'll see the little "hitch" every time it gets to a new scaling percentage.
To minimize the effect, I think I keep mine to around 5 or 6 between the bands.
In AW, I used to use a curve from around 80% (left) to 100% (right), like a "J" turned sideways, but that didn't work for me here.
mir
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So with the stick scale, it's apparently impossible to get more than 10% elevator authority out of the 0-10% deflection range right? Even if it's set at 100% it will only be 10%. That seems like a flawed system, the way I had it worked out in my head seemed a lot more logical.
Grizz you might be able to approximate that by limiting how far you move the stick when calibrating it as long as the stick doesn't auto calibrate when you move it past your initial calibration point.
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What would be a some good stick settings for the Z axis on a twist stick?
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there isn't a real need to scale your rudder input.
ack-ack
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there isn't a real need to scale your rudder input.
ack-ack
Is that just with a twisty stick, or does that also apply with pedals?
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the z axis on the twisty stick is usually the Yaw (rudder) and that doesn't need to be scaled. Only the elevators and ailerons need scaling.
ack-ack
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Thanks AKAK.