Air Simulator Battles - General Discussion / Support HUB

I realized that WTRTI’s Aileron% feature allows for an objective demonstration of the difference between movement tab’s “Roll sensitivity” (which most recognize acts as a damping/filter instead) and axis sensitivty (set directly under the axis definition or under mousejoystick tab).

As we can see on this graph, setting axis sensitivity under mousejoystick header and and leaving it at 100% makes no difference in how long it takes for ailerons to deflect fully (landed P-38G without any trim). Returning to 0 is technically faster than to 100/-100% because I have a key that resets my virtual stick to center. Testing was done with STANDARD Mousejoy, 100% aileleron, 100% screensize, 0% deadzone.

Now, what if we instead look at setting it to roll sensitivity directly?

If you wonder why your plane wobbles like crazy (you pull nose onto target, and you seem to keep pitching up, which you compensate by pitching down and cue oscillation), this might be it if the text-based explanation on damping and filtering did not make sense.

Now, “What does the axis sensitivity do then?”

For mousejoy, it seems to, at first intention cause the mouse itself to move much faster as if you increased your DPI.

It has no effects beyond this.

Non-linearity does not appear to affect mousejoy inputs (moved my cursor to edge of gunsight, got same% roll at 4 and 1 non-linearities alike).

However, instead it looks like the “Aileron%” under mousejoy corresponds to maximum deflection (at 50% aileron, I can only get max 50%/-50% roll according to WTRTI.)

Further observation: Decreasing screensize significantly reduces mousejoy cursor sensitivity, making it feel very sluggish. Larger screensize increases cursor sensitivty.

Mouse joystick cursor screen place determines height of the cursor window. At 100% screen place and 0% size, it’s all the way down at your flight stick/yoke. This might be quite convenient for reducing screen-blocking/blindspots when using mousejoy but you can’t see your instruments as well (it conveniently seems to be right where your Turn & Slip indicator sits in most planes.)

Deadzone behaves as expected, it seems to offset the location of 50% aileron deflection by a centimeter or so on my screen (inside of the armoured glass frame to outside of it.)

Figured out how to screenshot WTRTI display,

tl:dr - Circle mousejoy more sensitive than square mousejoy. Circle mousejoy more sensitive towards deviations from 90 and 45 degree inputs respectively. 90 points overlap between square and circle, deviations from 90 lead to increased sensitivity.

Consider:

Imgur: The magic of the Internet Outer circle f4u-4, 45 degree line. 16:16 for square

Imgur: The magic of the Internet Outer circle f4u-4, 45 degree line. 23:23 for circle

Imgur: The magic of the Internet Tip of 45 degree line f4u-4, 27:27 for square

Imgur: The magic of the Internet Tip of 45 degree line f4u-4, 37:37 for square

Square increased from 16:16 to 27:27 (11 step) for 45 degree movement.

Circle increased from 23:23 to 37:37 (14 step) for 45 degree movement.

For pure inputs,

pure left roll, circle

Outer circle: Imgur: The magic of the Internet 23

Tip of line: Imgur: The magic of the Internet 37

pure left roll, square

Outer circle: Imgur: The magic of the Internet 23

Tip of line: Imgur: The magic of the Internet 37

pure pitch up, circle

Outer circle: Imgur: The magic of the Internet 23

Tip of line: Imgur: The magic of the Internet 38

pure pitch up, square

Outer circle: Imgur: The magic of the Internet 23

Tip of line: Imgur: The magic of the Internet 37

It looks like Circle and square correspond 1:1

Therefore, it is impure inputs (that have both roll and aileron) that appear more sensitive than either which is logical given a circle’s sides intersect a square at 90 degree points, but fit inside the square at 45 degree points. Technically, it’s more correct to say that square loses sensitivity when it deviates from 90 degree inputs (since the input maximum increases to intersect with the square’s corners.)

Takeaway: Use square mousejoy can potentially stall you when reducing roll/pitch mixing with square joystick.

Going from 27% to 37% for 45 degree inputs to 90 degree inputs might well be the reason you stall in a spitfire.

Hello, I’ve just played Sinai on top tier and got quite frustrated by the issue of tanks being hidden under the ground even at close distances.

That is why I came here to ask: Is there any graphical setting I can turn up, or other way to help me target convoys or frontlines?

For context I was using JH-7A, TGP daylight/thermal, GPS bombs (they hit, but I was aiming at tank antennas from 2km).

Thanks for any response.

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I have been summoned

Are applications like vJoy count as cheating/hacking?

I don’t want to buy a joystick as they are expensive.
I only want to use vJoy as a middleman to other customization apps for my mouse.
I want to use the customization app to make ASB gameplay feel like ARB gameplay while using mouse control.

Warthunder has a pretty decent native vJoy setup interface. Why is it not sufficient? Set it to Standard if you find it stops you from rolling or looping.

I want the controls to ‘reset’ when i stop moving my mouse just like in ARB.

Bind “Center Mouse Joystick” to MMB. It lets go of the “stick” so to say and puts your plane into whatever attitude your trim and current conditions should leave you in.

Yes, but i actively have to push it. In the case of ARB however, you don’t need to press anything for the mouse to ‘reset’.

Even with third party virtual joystick, at least the one I fly with in IL2:GB, you still need a button to “let go” of the stick. I prefer Warthunder’s built in model though (mostly because it has a screen overlay so I have some feedback on how much I am pulling before I kill myself.)

Maybe “Relative Control” would work for you? I dunno how it works exactly other than mouse becomes camera and WASD does stuff.

I have tested my program in nuclear option and it works quite well. The mouse control acts similar to the one you would find in ARB.

So, can I use my custom mouse to joystick setup in warthunder without being banned?

I’d ask @Schindibee

Personally, I admit I’m not a fan of any control option that isn’t a good faith best-effort attempt to replicate having an actual flight stick or rudder pedals with 1:1 input emulation. Reason to use mousejoy is being poor or lack of space rather than seeking an advantage.

Nah, ask someone who can answer that, as this is out of my knowledge scope and authority range to say…

Maybe better a tech mod?

What do you say @Gunjob?

The problem isn’t with you or your settings; the vehicles are physically going under the map. This bug affects almost every map and is directly related to the game.

There have been several bug reports, but nothing has been done yet (the problem is that this only affects sim players or helicopter PVE players, so it doesn’t affect the majority of the community).

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Thanks for confirming the issue. To be more accurate, they aren’t physically underground, just visually. That is why I thought there might be a setting to improve the resolution of the visual ground mesh.

Also Sinai is the worst offender, I played Denmark too and I had no problem seeing the units (probably because it was flat).

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Sinai is pretty notorious for it.

I have a 2 year old report for exactly that map

https://community.gaijin.net/issues/p/warthunder/i/8kgfQntnJyXP

The Convoys just path underground. There is a finite range in which things will render in Tpods, but its about 30-35km. So shouldnt be any issues on that front as you begin to approach.

If you ever play Heli PvE. Then you’ll see this a fair bit there too

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I felt like the entire vehicle model was going under the ground because it’s impossible to hit them at those times. Then again, it’s possible my aim was bad enough that I missed them.

Otherwise I think the worst map for this bug is Afghanistan, some bots just go through moontagnes under the ground.

I think its both.

They are going underground but its possible to still hit them because they arent going entirely underground

1 Like