Little tip - place the boom nozzle just above horizon line on the hud and stabilize there before moving in for the contact. This is so it’s a forward instead of climbing motion. Freaks us booms out lol
@@RaptorRising F117 was my favorite. Stupid easy is the 22 cuz it just parks there and complex is a B-1 at night due to the placement of the receptacle
@@RaptorRising Absolutely, I found that too. Since adjusting those new settings & having another go, I managed to connect with the tanker first go! Onwards & Upwards 😎
F-16 was the first true fly by wire. The hornet has counter weights along with mechanical backup, but the F18 should have no force feedback and be like a joystick.
I’m going to try this out because I figured it would have been easier to refuel in the viper , but it was actually quite easier to refuel in the hornet with the probe
The Hornet is super easy to get onto the basket for sure! It's just such a stable and easy to use flight control system. The Viper isn't easy like that, but at least now it's more responsive so you can correct your mistakes without over correcting as often.
@@RaptorRising I’m good graphics wise it’s my screen mirroring that I record that has a really zoomed in fov and yours doesn’t. So I was wondering how you were recording your gameplay… ps I watched the graphics video too lol
In my graphics video, I go over my VR settings in DCS. There are some options on the bottom there for mirroring to your monitor, cropping and choosing which eye gets recorded. That's what you're looking for. Cheers!
When you say "force feedback" do you mean Force SENSOR stick? Like the FSSB, similar to what the real Viper has? Because a 'force feedback' is something else.
@RaptorRising gotcha. I know the force feedback sticks are popular with the helicopter crowd as it can behave more like a collective so wasn't sure. Thanks for clarifying.
@shredder108 that's a spring centered stick, so you should turn off pitch and roll axis gradients. Tweak your dead zones but be careful not to let it get too sensitive or else it'll throw off your autopilot because the F-16 is much more responsive now.
I went back to "On", didnt like it at all, was twitchy, then i had a bug where it would get stuck in deflection, then i trim out, control the other way and would lock back that way. Coulda tweaked more but im happy with how it was, each their own though
Interesting. It definitely takes getting used to. The real F-16 is also quite twitchy, I was surprised to learn that PIOs are a normal thing, even if minor, in the F-16. Check out the video Insane Engineering of the F-16 by Real Engineering, it's really well done!
They added an option to make the Viper's stick input not simulate the force input required pitch or roll the plane. Before this it simulated a force sensing stick, but since the vast majority of flight simmers use spring centered sticks, this caused a significant issue with input delays. With the added option to disable that, the F-16 feels incredibly more responsive when using a spring centered stick with the pitch/roll axis gradients disabled. It responds to user input instantly now!
I'll have to check, I don't often play in pancake mode anymore but I could have sworn headtracking worked the same way. It's been a while though so I couldn't say that with certainty
Nothing really useful changed here besides the dead zone. "responsiveness and negative dead zone" could have been manually tweaked with user curves since forever and you could have same responsiveness as you have now. F-16 FLCS still flies like crap like it always used to.
Hard disagree. While you could somewhat work around it by using negative curves, there are negatives to using curves in and of themselves, like how the handling changes as you get closer to one extreme of an axis. The addition of the feature to disable the pitch/roll axis gradient provides a natural feeling, responsive simulation that feels more in line with your input decice without the weird handling that curves give you.
Little tip - place the boom nozzle just above horizon line on the hud and stabilize there before moving in for the contact. This is so it’s a forward instead of climbing motion. Freaks us booms out lol
What is/was your favorite jet to refuel? Aside from the touchy stuff like the B-2, was any particular aircraft just stupid easy vs really complex?
@@RaptorRising F117 was my favorite. Stupid easy is the 22 cuz it just parks there and complex is a B-1 at night due to the placement of the receptacle
Thanks for sharing! That's amazing
I agree! New changes make AAR in the F-16 manageable, even for mere mortals such as me 😎
SO much easier. That input delay before made it so hard to correct position
@@RaptorRising Absolutely, I found that too. Since adjusting those new settings & having another go, I managed to connect with the tanker first go! Onwards & Upwards 😎
F-16 was the first true fly by wire. The hornet has counter weights along with mechanical backup, but the F18 should have no force feedback and be like a joystick.
Falcon BMS are furious and seething at somebody playing DCS, especially for the F-16C
I don't get why we have to be so divisive. Both DCS and BMS offer great experiences. If anything, we should be happy that there are different options.
I’m going to try this out because I figured it would have been easier to refuel in the viper , but it was actually quite easier to refuel in the hornet with the probe
The Hornet is super easy to get onto the basket for sure! It's just such a stable and easy to use flight control system. The Viper isn't easy like that, but at least now it's more responsive so you can correct your mistakes without over correcting as often.
Curious how your recording your VR gameplay ? The fov is perfect
I have a graphics settings video I dropped a couple weeks back which shows my settings, you can check that out to see how I have it setup
@@RaptorRising I’m good graphics wise it’s my screen mirroring that I record that has a really zoomed in fov and yours doesn’t. So I was wondering how you were recording your gameplay… ps I watched the graphics video too lol
In my graphics video, I go over my VR settings in DCS. There are some options on the bottom there for mirroring to your monitor, cropping and choosing which eye gets recorded. That's what you're looking for. Cheers!
When you say "force feedback" do you mean Force SENSOR stick? Like the FSSB, similar to what the real Viper has? Because a 'force feedback' is something else.
Correct
@RaptorRising gotcha. I know the force feedback sticks are popular with the helicopter crowd as it can behave more like a collective so wasn't sure. Thanks for clarifying.
@@RaptorRising should I turn it on with the Thrustmaster Warthog HOTAS?
@shredder108 that's a spring centered stick, so you should turn off pitch and roll axis gradients. Tweak your dead zones but be careful not to let it get too sensitive or else it'll throw off your autopilot because the F-16 is much more responsive now.
I went back to "On", didnt like it at all, was twitchy, then i had a bug where it would get stuck in deflection, then i trim out, control the other way and would lock back that way. Coulda tweaked more but im happy with how it was, each their own though
Heading there now to check it out. I will report back with my findings. As if you give a shit lol
Interesting. It definitely takes getting used to. The real F-16 is also quite twitchy, I was surprised to learn that PIOs are a normal thing, even if minor, in the F-16. Check out the video Insane Engineering of the F-16 by Real Engineering, it's really well done!
@@valuedhumanoid6574 what are your findings?
Sorry i did not understand this. So i could make viper super responsive previously by adjusting the graph type box in the settings. Is it different ?
They added an option to make the Viper's stick input not simulate the force input required pitch or roll the plane. Before this it simulated a force sensing stick, but since the vast majority of flight simmers use spring centered sticks, this caused a significant issue with input delays. With the added option to disable that, the F-16 feels incredibly more responsive when using a spring centered stick with the pitch/roll axis gradients disabled. It responds to user input instantly now!
My mom’s dms are monitored by surface to air missiles not sure if you still slid in?
Big like....
the mom joke xD got some how
😂
What type of stick are you using…..pretty important to know……
My entire setup is in the description.
My mom said that you would teach me how to fly the f16 in DCS.
I will, I have to schedule it with my wife's boyfriend first
How do you get the camera following head movement in 3rd person. I wonder if itd work with eyetracking like it does with your VR headset
I'll have to check, I don't often play in pancake mode anymore but I could have sworn headtracking worked the same way. It's been a while though so I couldn't say that with certainty
@@Bucketnate There's a checkbox for it in TrackIR settings in the "Special" options category IIRC
What are your graphics settings?
I have a video I released a week or so ago that goes into those details. Search it up if you are interested.
sad we couldn't see your hand on the stick so we could have an idea how much movement you were giving
You can see the stick move - it's very subtle. The stick does not move much at all, having the pilot arm rendered in might make it even harder to spot
which curves are u using now ?
None, it's 1:1
Nothing really useful changed here besides the dead zone.
"responsiveness and negative dead zone" could have been manually tweaked with user curves since forever and you could have same responsiveness as you have now.
F-16 FLCS still flies like crap like it always used to.
Hard disagree. While you could somewhat work around it by using negative curves, there are negatives to using curves in and of themselves, like how the handling changes as you get closer to one extreme of an axis. The addition of the feature to disable the pitch/roll axis gradient provides a natural feeling, responsive simulation that feels more in line with your input decice without the weird handling that curves give you.
@@RaptorRising I ain't speaking about negative curves.
I'm talking about "user curves", you can literally make plane behave any which way you want.
i know , is not never been easier ..
eff me, that's why it felt so distgusting to fly
Yeah, tons of input lag on the previous system