Whats the really problem to add MS-FFB2 support?
I think there a lot pilots own one and want support.
For FS2020 i use XP-Force to add FFB (20Euro)
So FFB is possible to add also in FS2024.
Whats the really problem to add MS-FFB2 support?
I think there a lot pilots own one and want support.
For FS2020 i use XP-Force to add FFB (20Euro)
So FFB is possible to add also in FS2024.
The difference between XP-force and the real FFB is that the real FFB comes from the interaction of the game to the aircraft and that needs to be designed in.
The others are just generic subsitutes.
Yes, the issue seems to be that Asobo when importing the original FSX code to create FS2020 left out FFB as they assumed it was just unnecessary effects a bit like XBOX rumble.
This means the best you can get is software that emulates FFB from data like airspeed rather than working with the actual forces on the airframe.
Thanks for you observations Patrik, I come here just to say that and you said beautifully.
How do you do to make XPforce works with FS24? Thanks
If you still have FS2020 installed and have the auto-start FS2020 option activated in XPForce, you provably want to deactivate this option first (right click on the XPForce icon in the system tray and then uncheck the auto-start option). From then on, you just need to make sure that FS2020 is not running, and make sure that you launch XPForce before you start FS2024. XPForce will show its âloading screenâ instruction you to launch FS2020. You can then start FS2024 instead and it should recognise the new simulator instead.
PS: In the mean time Iâve uninstalled FS2020 and with the autostart-option enabled, XPForce seems to try to launch FS2020 via Steam which returns an error message (probably because I had FS2020 installed via the Microsoft Store and itâs not in my Steam-Library). This can simply be ignored (and Steam closed if you have it installed in the first place).
I agree. I want to highlight why proper force feedback needs to be implemented in the base sim using the following scenario:
You are flying straight an level at 2000 ft and at 80 knots. You then increase the engine power to speed up to 100 knots but want to maintain altitude.
In real life, you would have to gradually push the stick/yoke forward to compensate for the additional lift that the wing is producing due to the increased airflow. You would the use the elevator trim to remove the forward force you have to apply to the stick/yoke. Which means that the stick/yoke will remain where it is as you trim the aircraft because you are just eliminating the force you need to keep it there.
If you are using a ânormalâ spring centred joystick in a simulator, you (or more accurately, the developers of that sim) have the problem that the only position in which the user does not have to exert any force (and the aircraft would therefore be trimmed) is of course the centre position. So what a simulator without force feedback support does when you are trimming to circumvent this problem is to add some additional layer in between the physical joystick input and the simulated control input. Going back to the original example, when you are accelerating and try to maintain altitude, you will (as you would in real life) push the joystick forward. When then try to trim nose down to reduce that force that you are applying to the joystickâs spring, the simulator will make you move your physical joystick back towards the centre and thereby reducing the amount of pressure you have to exert on the physical joystick. So the joystick and the simulated stick/yoke will get displaced against each other. Itâs basically a stick force simulation placed on top of the true to life simulation.
The way I understand it, an external force feedback software has to try to reverse engineer this âstick force simulationâ and remove it.
Yes there should definitely be an option in the sim to disable the default behavior that doesnât make sense with a FFB device. I suppose it shouldnât be a big development, but would bring great value to concerner users.
In the meantime there is a possibility I described here : Any Brunner Yoke Folks out there? - #98 by EconomyArc31614
Not very handy but it works.
vpforce gets around the trim issue pretty well. since the axis are set up in its own program and sent via simconnect, it reads the game trim and offsets the axis output by an adjustable amount (each plane has to be tuned a little bit because of differences of stick vs trim travel) - the result is that you trim to relieve pressure (the stick in-game will appear to move while your real stick does not, no avoiding that)
WAAA. This is a flight sim! most simmers would love to have a Force Feedback stick and Flight sim has supported them (not ridiculous xbox controllers) since they were released. This sim can, and should absolutely support it as FS has since 1997. We are the customer, and have every right to be âEntitledâ as we paid our hard earned MONEY, and ALOT of it I might add, for a half baked sim. I care not at all about the devs and how hard they are working to squash the bnugs from their lazy coding and terrible QA. Go simp somewhere else.
Youâre replying to a 4 years old post. Trust me in 4 years you should have learnt to bind your stick. Or at least read topics: this is not about support, itâs about binding keys.
Call others lazy and canât even read the thread nor the date. Wtf.
Just had some success with XPforce in MS24 and the olâ FFB2 joystick.
The take-off rumble is interesting!