Compared with
Great Battles, all algorithms used to calculate Force Feedback effects have been completely reworked. They are now significantly more realistic and take many more factors into account when calculating the resulting force on the stick. In particular, control forces now increase with the square of airspeed. The system takes into account control boosters, control-surface mass balancing, and feel springs in the control system, as well as the effects of gravity. In addition, it correctly simulates the dynamic shift of the stick’s force-neutral position under the influence of the airflow, taking into account its speed and angle of attack.
Communication with an FFB joystick also runs at a significantly higher update rate than in
Great Battles. The polling rate for axes and buttons on all joysticks—not just FFB devices—has been increased to 200 Hz to minimize input latency.
All of this has allowed us to achieve the most realistic flying feel possible. We also validated it with pilots who fly aircraft represented in our project. In one of our
recent development videos, we already showed excerpts from an interview with them, and we are now preparing the full version of that conversation for publication.
It is also worth mentioning that we have added a whole range of in-game FFB settings that were not available before. Players can now adjust the balance between different FFB effects to their liking, choose the Built-in Response Curve, and configure Control Surface Loading.