There are 2 independent systems in play: vibration transducers (aka “butt kickers”) and motion simulator. Former is done via SimShaker for Aviatiors software. It does detect turbulence in the MSFS data and sends strong shake to the transducers. The motion simulator is driven by FlyPT Mover software, which also is fed the MSFS data, so it does everything the aircraft in MSFS does. So if there is a turbulence and it affects pitch, roll, yaw, vertical or horizontal acceleration forces - it gets reproduced by the motion sim. So what I feel is both systems working together. Motion works best for the large-scale movements, while transducers reproduce small-scale events better. It’s seamless and feels very natural. The systems complement each other.
In SimShaker you can only adjust the force of every kind of event, while in FlyPT Mover you cah really do anything with any variable data, and there are like 30+ variables - positional data, acceleration data, acceleration+gravity vectors etc.
Do anything that happens is dependent on MSFS - whatever MSFS models will be reflected in the motion, and basic events like turbulence - in the vibration too. There isn’t much difference if it’s a heli or not, beside the ground physics bug that means I have to disable ground part of the motion sim functionas. But as heli doesn’t roll on the ground that’s not really a huge issue, other than I have to do extra clicks before I fly in a heli. Otherwise it uses the same data and same settings.
Ah, not at all! Those are all controls that I myself built and programmed. The joystick looks weird because it’s an extra attachment to the pendular yoke that I built - you can see the yoke pendulum right behind the joystick. I can take the yoke off and attach the joystick that uses the pendulum for pitch, and extra axis for roll. Yoke has its own axis when attached to the top of the pendulum. I 3D-printed the joystick and reused the body of a Saitek yoke. It’s driven by an Arduino as a 3-axis Joystick + 11 buttons. Both yoke and joystich are very large throw and very precise. I designed and 3D-printed parts for cheap bearings, magnets and hall sensors (magnetic field sensors) so they are frictionless, no potentiometers are involved, and very precise. Feels great!. I also designed and 3D-printed a left module that has a switch+pots box, and HOTAS-style throttle that is easily convertible to collective by just replacing a pin that limits the arc either to airplane throttle range (facing upwards) or to a collective range (facing forward). It’s driven by another Arduino board and the same pot is programmed to actually send data on 2 axes simultaneously, so in Windows both modes are calibrated as separate axes, allowing to easily map them for heli/plane controls. I also bult a Boeing style reversers throttle quadrant, so together it covers everything I need or ever want to fly, in a very convincing and realistic way. You can see how it works for planes in my video here: