@TELLURICO1975 as logical as your approach would seem, NLR and many others apparently haven’t managed to get the G-immersion of your profiles, which makes you a natural Guru - in that subject at least.
While I’m still waiting for the day I can finally order my V3, I would still like to check on one more aspect with you: are you eventually also into racing, maybe even iRacing in particular? When the day comes, it would be just awesome to have exactly this kind of G-force-focused profiles also for racing.
@TonyTazer1504 I’m also into race simming (AC and ACC more than else) and I have to say all the stock driving profiles I’ve tested are very good and accurate in terms of accelerations. You should be good with the stock profile for iRacing when the day will come
Really impressed by your work with these profiles and that you have shared them.
Would you be able to provide your updated profiles again (or at least one of them) with the default tactile audio feedback code included?
The reason I ask is that I was able to use your profiles with the new PM application and firmware, but I have been unable to include any previous tactile settings in your updated profiles. Essentially need a template to figure it out! For flight sims I use a single BKG2 and have been satisfied with the most recent PM tactile audio settings (for racing sims I use other hardware and software).
Thanks again, as others have commented the profiles really add considerably to using the platform with MSFS.
@BadBrainRasta thank you.
I had to remove the tactile part because that was throwing errors with the new FW+App version. I am using SimShaker for Aviators ( SimShaker Family — SimShaker) with my Buttkicker, which gives a much wider array of tactile feedbacks and options compared to the basic support offered by the app.
I am not in front of my PC at the moment, but you can look in the stock FS2020 profiles’ scripts (which should not be deletable) and look how they handled the tactile feedback in the new versions. Using SimShaker I didn’t put time on that.
It seems the latest update of the Platform Manager, version 2.123, broke some of your changes.
Could you maybe take a look should you find the time?
Or do you have the C++ code itself available?
As I take it, the mosypro files are compiled from the original C++ code. Correct?
This sim update is causing a small annoyance for my v3 motion platform…it moves/vibrates randomly when MSFS first starts up to the menu…and doesn’t stop until launching a flight. During the flight it works normally. NLR is aware and told me it’s a MSFS problem they can’t solve as it’s a bug in the telemetry data sent by MSFS upon startup. Not a huge problem but when setting up a flight the chair is moving all over the place. It doesn’t happen between future flights but only when first starting up the sim.
@QBziZ can you please tell me what problems are you experiencing? I used it yesterday evening and everything seemed normal for FS2020. It gives me an alert for the DCS profiles and I will try to see what’s wrong in the weekend.
I don’t know exactly how motion platform specific profiles are compiled, but what I do is only in the C++ configuration files.
@tempestornado23 I noticed this as well, but apparently it depends on the selected plane/heli. With the Cabri the problem persists even when in game, before turning the motors on.
I suggest you to map a joy key to the Pause function of the platform to avoid useless shakings
Thanks for replying this quickly. So to be 100% clear, this is not about MSFS 2020 Updates, it’s about the update of the Platform Manager.
The latest profiles you published were mosypro files. Definitely not C++. These files contained a specific syntax only known to the platform manager with series of number and identifiers, quasi human readable. ( Or is the C++ buried in there somewhere? )
One of these profiles was the one for the Kodiak 100 ( which I also use for the Caravan ).
Now the platform manager starts to complain about undeclared methods. I am not at my game pc, but it was something about getters for rpms that were not known. From my super shallow analysis it seemed as if they changed their API a bit.
Also I did not re-import the profiles after the PM update, they were still featured on the main screen.
All settings - roll, g, pitch, … - in your profiles are shown in orange, which probably means that they do not work.
Side note : I first uninstalled the old PM software and then installed the new version.
The default profiles for MSFS 2020 from NLR themselves also had some problems as some of their settings are also displayed in orange.
Maybe I am missing something completely obvious here, but I will go back to the previous version of the software until more is known about this problem.
My flight this morning with the default profile had a horrible take-off, I was completely disoriented as I did not feel instinctively was the plane was doing
@QBziZ thanks for the details. I will check everything in the weekend.
Now I understand your question better: the mosypro files are generated when I export the profiles from the motion platform software to avoid users to go and fiddle with the profile C++ files directly. I don’t know if there is a way to “explode” them to access the code inside. I can provide the C++ files if needed, anyway
By the way, I realized you can access the C++ files of any profile after importing it, just click Edit in the profile, then View in the Motion Scripts folder.
Thanks a bunch!
Yeah it was weird that the error was something in C++ but the file was mainly numbers etc…
So there had to be a way back to C++.
Anyways, I will try it as soon as I find the time. Probably later this week.
After a bit of testing I can confirm that it works!
Thanks again for the help.
A couple of weird things that I noticed along the way.
MSFS started from the dreaded initial default startup. I have a feeling this is related to the way NLR PM now starts the game. Could be a steam glitch as well
Numbers in orange in the config apparently mean that they are not the default value
The play buttons on the configs are gone in the PM. You have to now go into the profile and run it from there.
@QBziZ I never run FS2020 from the NLR app as I have a custom Batch on desktop which makes me skip the video presentations to make things a bit faster. I just activate the profile I want to use if it’s not already active.
I confirm the orange values are the modified ones
This is the only one giving me the problem of shaking in the menu and on the ground, I have added a condition not to send data to the platform when the heli is on the ground (which also includes when you are in the menu).
Just a general question if you guys don’t mind. I’ve had my Motion V3 for a little while and i bought it primarily for racing sims but I also love a bit of FS2020 from time to time and just got round to trying it with motion. @TELLURICO1975 Your profiles are like some kind of which craft compared to stock. Thank you.
Regarding my question, I noticed that while doing anything that pitches upwards the V3 is silky smooth. It feels amazing. However when pitching down there’s a slight notchiness to the motion. Almost like it’s moving in increments instead of in a smooth motion or perhaps something slightly sticking. It’s not major by any means but it’s kind of bugging me at the moment. I never noticed it in driving sims presumably because you have little to no slow sustained movement. I was curious if other users have noticed this? Is it normal and something i just need to get used to? I tried lubing the connecting rods bit it didn’t help.
@DazzyB2X this is very strange. Can you replicate the feeling also moving the slides in the “Tools and Diagnostic” (right sidebar of the NLR Platform Manager) → “Platform Diagnostic” tool? Because for me it’s totally smooth in any direction.
If you feel the movement smooth here and jerky in Flight Simulator it may be a problem related to low frame rate in FS2020 and consequently sporadic data received from the platform, which translates in jerky movements. If you think about it, pitching up towards the sky usually increments the frame rate because you look “more sky and less ground”, helping the FPS a lot. When you have “more ground than sky” (pitching down for example) you clog the CPU and GPU with much more elements to render and calculate.
A solution would be to set your graphic settings (especially the LOD slider) to a lower setting, until you get at least 45-60 fps in the worst cases and see if things get better.
You can also try to fiddle with a hidden parameter: open the profile you are using and press the “Edit” key, then click the “Configure” button you find on top, beside “Diagnostic”. Try to put 20 instead of 10 and see what happens.
Thanks for the reply. Very much appreciated and some great advice there. It does exhibit the same behavior in the diagnostics (i tried it earlier today actually) so I’m suspecting a hardware issue of some kind…weather it’s worth the hassle to fix I’m not sure. As i said , while definitely noticeable, it’s not major. I’ve reached out to NLR support just in case they can shed some light.
If i use the default profile along with the latest platform manager i can mitigate things to a certain extent by using the new smoothing function but it doesn’t eliminate it completely and well…compared to yours, the default profile feels terrible.
I’ll try fiddling with a few settings and see what happens.
If it’s of any comfort, mine is similar. Not bad, but sometimes jerky (in the diagnostics mode too). I have noticed that when ‘pushing against the load’ … i.e. UP, it seems to be pretty smooth; moving ‘away from the load’ - DOWN, more jerky. This doesn’t surprise me for the geometry of the V3 platform.
Still spent a sublime couple of hours flying circuits at dusk in St. Louis yesterday. Today, I can’t make MSFS work at all (CTD every launch) despite nothing having changed. Go figure. Can’t blame the V3 for that though!