I’m not sure, but people were complaining about VRS. To me it was just obvious that ground effec is not right.
No need, really. SimShaker software that drives my transducers gets RPM data from MSFS and generates very convincing engine vibrations, wich you can adjust to your taste. It knows it’s a helocpter and loads a heli profile. And if you want movement, and not just vibration, then FlyPT Mover is very powerful in what you can program. You can actually program nested functions that do anythin you like based on 30+ parameters that it gets from MSFS. For example, in airplanes the takeoff roll felt anemic to me, as airplane is not pitching and rolling much, and very small movements are dampened by the functions, in order to feel smooth in the air. So I just added a random noise function to feed roll and pitch, limited it to a very small movement range, and modulated it by ground speed, then connected it to the ground source only (so when airplane is airborne it doesn’t get data). And now I have a very convincing takeoff roll that actually feels like a roll. Vibration transducers add some HF vibration, and the feeling of concrete plate seams speeding up. Together it’s very immersive, and then there’s calmness when you take off, and then you feel the vibrations of gear going up and flaps retracting, very realistic. Also, I felt that the moment of the touchdown is too weak, becuse it was only transducers and they can only do so much with a single “bump”. So I added a large noise peak, modulated by the negative vertical acceleration but only from the ground source, not air. And the only way you can actuallly have a serious negative vertical acceleration on the ground, is just after the moment of the touchdown. So now, if I do a sloppy landing I really get shaken on the touchdown. It’s really affected my flying. I’m trying to be very light on the landing now, so I barely feel it at all.