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Thread: The new headshake behavior in Update 5.026

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    Team Fusion OBT~Mikmak's Avatar
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    The new headshake behavior in Update 5.026

    Here is a comparison between original headshake behavior and new headshake behavior of Update 5.026.

    The new head roll behavior is now angular acceleration dependent instead of angular velocity dependent and this is more realistic.
    A pure roll comparison (Control inputs are displayed in the small square on the left):



    A G effects comparison :



    A pure yaw comparison (notice in the new, the small deviation at the rudder kick instant):


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    Re: The new headshake behavior in Update 5.026

    It definitely 'looks' right now!

    Thanks

    M

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    Manual Creation Group Maru's Avatar
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    Re: The new headshake behavior in Update 5.026

    Great job guys, it does feel much more realistic!

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    Supporting Member Karaya's Avatar
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    Re: The new headshake behavior in Update 5.026

    Excellent, this is a great improvement

    PS: After testing it, imho the G effect is a bit exaggerated. The cockpit moves up/down too much when pushing/pulling on the stick.
    Last edited by Karaya; Sep-10-2021 at 10:25. Reason: Added feedback after thorough testing

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    ATAG Member ATAG_JackMaxx's Avatar
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    Re: The new headshake behavior in Update 5.026

    Will these new gravity effects address the imbalance between the blackout limits for spitfire pilots Vs 109 pilots. apparently spitfire pilots blackout quicker then their opponents in 109s, thus negating the supposed ability of the Spitty (and Hurricane to outturn the 109), this is, I'm told because of the seating position in the different aircraft. Spitfire pilots in RL did apparently change the posture/position of their bodies to reduce the incidence of blackout , but this is not modelled in game.
    Don't let Grudges fester and poison your future happiness......get your revenge as quickly as possible.

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    Team Fusion OBT~Mikmak's Avatar
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    Re: The new headshake behavior in Update 5.026

    The blackout and redout aren't modified.

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    Supporting Member Karaya's Avatar
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    Re: The new headshake behavior in Update 5.026

    Quote Originally Posted by OBT~Mikmak View Post
    The blackout and redout aren't modified.
    1) Is it possible to tone down the movement of the cockpit itself when pulling/pushing the stick?
    Now in 5.026 this seems far too pronounced.

    2) Also the way the pilots head shifts up/down with G should be looked at. Pilots were normally strapped to their seats, otherwise they wouldnt be able to fly upside down so there shouldnt be much freedom of movement.
    I can see the pilot being pulled out of his seat a little bit when pushing the stick foward, however when pulling on the stick there shouldnt be much movement because pilots arent made of jelly.
    Try this: Sit straight on your chair, back against the backrest, now try to lower your head position without moving your pelvis. Pretty much impossible.

    If both of these things would be toned down to maybe 50% of what they are right now then I think this would be perfect
    Last edited by Karaya; Sep-10-2021 at 18:16.

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    Novice Pilot Pinguim's Avatar
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    Re: The new headshake behavior in Update 5.026

    First of all, I think overall the change was in a nice direction, congrats! I really appreciate that this game is becoming constantly better.

    But I concur with Karaya, the head movement is too sensitive.

    Check this video (it's unlisted), I completely lose the sight when making last second adjustments (still got the pilot though lol). Yes, it's very zoomed in, still it was a surprise to lose the sight there.

    https://youtu.be/RfldSOMk1J8

    Keep up the great work!
    Last edited by Pinguim; Sep-10-2021 at 19:01.

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    Re: The new headshake behavior in Update 5.026

    Yeah Karaya nailed it. I just played without even realizing there was a new patch and I thought my TrackIR was messed because my pilot kept getting crunched down in his seat.

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    Combat pilot Little Bill's Avatar
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    Re: The new headshake behavior in Update 5.026

    Quote Originally Posted by MrSteven View Post
    Yeah Karaya nailed it. I just played without even realizing there was a new patch and I thought my TrackIR was messed because my pilot kept getting crunched down in his seat.
    Same here, I did not notice any change until I got into a turning fight with a G50, I was in a Spit, and wondered what was wrong with the TrackIR vs the gunsight. I did not have time to reset the sight while in that fight, -- I could not get the sight onto target no mater how I moved my head up and down, forward and back. I am not sure if things are suppose to go back to normal when flying straight and level as I did not wait that long, but I think this setting needs a slight adjustment.

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    Supporting Member Karaya's Avatar
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    Re: The new headshake behavior in Update 5.026

    And while we're at it:

    Can the gun shake please also be toned down?
    Some aircraft like the Kittyhawk behave like washing machines in spin cycle when firing guns.
    Here too a reduction of 50% would be a good measure.

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    Manual Creation Group DerDa's Avatar
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    Re: The new headshake behavior in Update 5.026

    Quote Originally Posted by Karaya View Post
    And while we're at it:

    Can the gun shake please also be toned down?
    Some aircraft like the Kittyhawk behave like washing machines in spin cycle when firing guns.
    Here too a reduction of 50% would be a good measure.
    I'd rather be able to land the Kitty a bit easier. It only ever slows down on the landingstrip when you reduce the prop pitch to zero, but if you do this the engine will shut down and you can't raise the flaps for rr. And when it finally gets slower at the very end of the runway it drops first one wing then the other often resulting in a perfectly unnecessary crash.

    Sorry for derailing. Back to topic.

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