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For some amount the input must be handled by flight model itself.
Deadzone is specifically for when joystick gives some degree of input when it is supposed to be centered: this isn't a problem in Warthog unless there is some problem with the stick sensors.
Curvature is similar that depending on joystick the analog input handling with a limited stick travel does translate well to simulation where stick travel might be very different in "ideal" model.
The MiG-21BiS, for example, has a table in the PDF manual on page 19, with the precise values to better simulate the response of this particular aircraft to your inputs.
And in general, with any joystick, a deadzone will allow for pilot/input error and curvature will provide precision near the center and the needed acceleration in the response towards the outsides, thus quicker response in a dog fight but a more precise one for landings, air to air refueling, and aiming with guns and other non guided HUD assisted aiming munitions.
So, what I'm saying is that it's not just for joystick "problems", misalignment, you can further work those out with saturation and user curve, in addition to the dead zone.
But each aircraft ideally must have some dead zone and curve, and those values, even with a perfect joystick, are needed to better simulate the input response for that particular aircraft, but for all in general, some dead zone and curve is not only helpful but essential.
I highly recommend trying to experiment with some and see for yourself. It's easier to manage the energies so to say as well.
You have time to look at the stick while flying..? O_o
;D
Some of us to take calm, smooth flights while listening to classical music and drinking hot tea you know ;)
Earl Grey? ;)
http://www.youtube.com/watch?v=R2IJdfxWtPM
For my Saitek Pro Flight Rudders a deadzone of 5-10 (depending on module) plus for some modules I 'disarm' the maximum rudder a bit so that I can make more fine adjustments.
Honestly I am never happy with rudder axis setting, any advice here? (Big Deadzone because they are 2nd hand and are not as precise anymore...)
http://steamcommunity.com/sharedfiles/filedetails/?id=413778086
Unless you really invest in proper pedals like MFG Crosswind or Slaw Device you won't get around this problem in pedals.
For helicopters you do not want a deadzone at all. You will do small corrections all the time anyway.
Using any curvate kills my hovering skills, so I avoid those also.
I use 2 joysticks regularly (helo):
1. Cheap T. Hotas X - Sensitivity 80, no deadzone, no curvature. (Sensitivity is down due to bad precision otherwise). This stick must be used with pilot-trim anyway, so this is acceptable.
2. Logitech G940 - Sensitivity 100, no deadzone, no curvature. Since this is a force feedback joystick, you do not need pilot trim. (e.g. not re-centering - the stick just stays where you moved it due to FFB)
(You may want to differ between helo and plane though.)
The stick has a slop of about one centimeter from the center (even after you move that center with the trim). I believe this is a problem with DCS, since the motors can give a friction force (not available in DCS) no matter where the stick is, indicating that they can reach it anywhere.
Also, aircraft sticks have a lot more play in real life than the G940 stick, so a small curve for small, precise movements could be desirable.
The problem is that, while the physical center of the stick can be changed with the trim, neither the dead zone or the curve centers follow it.
This means that the stick ends up being ultra sensitive to even the slightest tic in the hand, and keeping the hand perfectly steady all the time to fly straight and level is tiring.
The only time where I leave the stick is while using co-pilots gunsight with autopilot enabled.