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Here is how the sim is working for me for example. https://www.youtube.com/watch?v=s81yK4R7Kbc
When I take of from the gound, in game, and watch the altimiter it seems pretty close, but when I'm falling and try and arrest the fall is where is seems off to me. I've timed it at over a second before it stops falling and starts moving upwards again. I'll admit I dont know the terminal velocity of a quad, but it can't be more then 25m/s and even the heavy, real life vortex pro can stop and start moving back up from terminal velocity in .3 of a second.
I'm not dogging on the sim at all, I love liftoff. This is not meant to be a complaint. It's by far my favorite sim, and the most realistic for me. As i've gotten better as a freestyle pilot though I'm starting to feel the limitations. If it stayed in its current state indefinately I'd still be a happy customer. I'm just trying to help make it better. That is the point of pre-release, no?
I know how to fly too
https://youtu.be/3JVTlJUjgng
Specifically I've been working on inverted yaw spins over trees, and proxy power loops. This is where the acceleration issue is noticable to me, the nature of these tricks means you pull out of them fairly close to the ground and alot of times it just doesn't have the power to not hit the ground. I thought maybe it was perceptual like the floatyness. but if you start at the top of an object, then zero throttle and fall while facing it. Then try and throttle out of the drop. You will see what I'm talking about. You continue falling a fair amount. About a second is what I found it took to come to a stop and start moving upward. A racing quad has more power then that.
I've been thinking about it and i wonder if it could be tied together with the people saying the game feels floaty. If it's the inertia that "feels" off it could be what I'm feeling as well as what people who complain about it being floaty are feeling. A baseball flies higher and consequently longer then a wiffle ball because it has more inertia. It's also harder to stop for the same reason. People think something heavier falls faster but that is not true, gravity accelerates everything at the same speed. So what feels like a light underpowered quad could actually be a heavy powerful quad since it would be harder for gravity to stop, and harder to overcome once gravity got it moving.
Another theory is perhaps it's ground effect with the props that's missing. IRL there is a pocket of compressed air under your quad that keeps it off the ground. And when you goose the throttle a pocket of compressed air is formed under the quad that it pushes against.
The difficulty of this is that most of the flight behaviour feedback seems to be based on "feeling", often is inconsistent or sometimes just completely wrong. In the past, with every change we made there were always players who said "what did you do? It was perfect!" and other who say "its still completely wrong". A lot of feedback we get is based on personal opinions and a comparison between experience of a real life quad compared to our digital Vortex, that would not compare in real life either. It's like comparing your personal car to a car in a racing game, it's likely that they might feel different because they are likely different cars.
Liftoff does not "replicate" flight behaviour as some other drone games do, as a result we can't simply change a parameter to get fast results.
Liftoff actively simulates, based on physics, drone configuration, flight controller settings.. simply the combination of many factors and parts. As a results its very hard to get feedback like "its floaty" or "its too heavy" to translate in actual development action points. What we would need is someone with complete and detailed knowledge of the behaviour of every drone part, aerodynamics and real world physics to look at all are simulation systems in detail. To be honest, I think it's fair to say that our simulator programmer is one of the most knowledged people I know in this regards, as he's been researching and working on replicating it almost fulltime for a whole year. We've also worked with masterminds like BorisB, some great technicians at ImmersionRC and some amazing drone pilots. Ofcourse thats not going to change the fact that some people will still be very angry at us for everything we do.
The difficulty I had starting off is tuning rates, PIDS etc. as well as tuning the work bench set-up. It becomes a multiplier of complexity, and I similarly struggled not to feel underpowered.
So - what is the the best workbench set-up for power to weight and throttle responsiveness?
Battery, props, motors.
If we can answer this, then it might help us to unpack these questions.
I love the modular workbench system (and it will continue to get better) but the current defaults and tuning requirement may continue to present a bit of a hurdle for pilots coming in and not spending the time to optimise their build.
Yes, it's obviously partly down to personal feel, but i'd love to know what Boof and Cory are using as their set-ups above so we can have an objective discussion on differences in preference... ;)
Pitch [ 2 ] [ 2.2 ] [ 0.02]
Roll [ 1.8 ] [ 2.3] [0.02]
Yaw [ 1 ] [1.2] [0.02]
Today after this discussion I set up a custom throttle curve in the Taranis that I feel makes the quad feel more responsive at lower values. It keeps the lowest throttle value to activate control at re-spawn but sharply increases in the first third then becomes linear. Here are some pictures showing the pertinent screens in the Taranis:
https://drive.google.com/open?id=0BwgIlsHXFf2bcHZOWXhmZHg5djA
Setup a new curve, Set it to "Custom" andt edit pints to values shown. Then select the new custom curve in the Trottle channel edit screen. It wil be applied to the special Liftoff setup automatically.
Pids are
Roll - 1.6, 1.5, .02
Pitch - 1.8, 1.5, .02
Yaw - 1, 1.5, .02
Rates are 1100 for pitch and roll, 750 for yaw. 1.5 expo on pitch and roll.
I have an idle up switch set up on my taranis to simulate air mode.
That's a great idea Boof, I'm going to give that a try. I've been thinking about just using some negative throttle expo. But yours seems better.
For some reason the lobster motors are terrible on my game. Not sure why, it barely gains altitude at max throttle. Maybe I should try a reinstall.
On quads i'm used to operating mostly in the bottom 50% of my stick and in Liftoff i'm having to push it up to 70-80% and finding it harder to react fast enough, especially accelerating through corners.
LuGus - maybe something to think about with the throttle curves and settings here... and hopefully this describes 'the feeling' a bit better.
I would suggest you stay under 40° of camera angle as per the advice of Mr. Steele and FinalGlideaus. The Lobsters are great with the 5030 tris for me. The more aggressive props prevent the motors from spinning up in time t catch he fall.
I would suggest using more aggressive PIDs this does have an affect on throttle.
I would make one further suggestion that you set your rates to a number divisible by 180.
I have found that doing this allows for rotation to stop easier on the original angle as before the rotation or 180° out. That way you can train to count seconds or parts of seconds while holding a stick command.