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I've made some test to demonstrate the behavior of the Heli
this test are made with constant cyclic forward at 0.1
you can see on the ground the rotor is producing a torque roughly "100" to pitch forward at 0° pitch
and a slight torque to the right because the main rotor is slightly tilted to the left
https://i.gyazo.com/2d24eb976e1938053778b5c6b82635ec.png
when I'm raising the collective, the torque is increase all over the rotor
https://i.gyazo.com/78f50afcb1e8ab25e48ac4458bd9aa9f.png
as soon as I've leave the ground and get some forward speed, the torque value is decreasing (pitch at -20°)
https://i.gyazo.com/4cc6dd30ab01a94a429fecd2ad96f3f8.png
the torque decrease so much that it will become negative (I highly thing that's the pendulum effect you are talking about)
https://i.gyazo.com/3598dd9177de6a3ca7167187102ee916.png
https://i.gyazo.com/def2f1b47b0eb9ff71ceb590af60214e.png
until the point the helicopter is at the opposite pitch (20°) and the torque start to increase again
https://i.gyazo.com/6f4247bc8fe366e507eeec60342cd858.png
remember the cyclic is on a constant value
the effect seems to be less present for cyclic X because of the Inertia momentum which is lower on that axis,
but the effect is still present.
I've try to implement a pendulum effect equation at first, but due to the weight of the heli,
it was totaly stable and uncontrolable (the torque produce by the main rotor cannot counter act a pendulum effect)
the flight model is physically based, that's all maths running in the background, so if you found some ressources
about that effect in deeper mathematical way, please let me know, and I'll check it out
The pendulum effect I mentioned is not something caused by the rotor, but solely by the fuselage being pulled down by gravity. I've created this terrible little image to illustrate:
https://drive.google.com/file/d/1pA1WcnMcFlDEEDotq5Abx8ZltFktQcq3/view?usp=sharing
The effect is also briefly mentioned on a few sites, for example here:
https://www.danubewings.com/helicopter-pendular-action/
please do the maths behind this effect
as I say, I've allready implement this equation into the game
for a R22 it's ultra stable (far too much)
for a CH53, it's so stable that you will only make it move up and down
I deduce it doesn't work like that
As to the pendulum affect mentioned earlier, this really comes into affect if you start to ham fist the controls as you setup an oscillation that can, if unchecked, crash the aircraft. An unskilled pilot will push the cyclic in a direction a little too hard and then push hard in the opposite direction once they realize their mistake. This causes the body to swing wildly back and forth as the pilot attempts to gain control. Eventually the swinging will go outside the tolerance of the rotor and cause it to dip loosing lift and then down you come. This is why when hovering or taxing it is so important to extremely small inputs to the cyclic. You should be able to hover with only one finger on the cyclic, that is how much press it should take. I know I haven't provided any math equations to describe this but I hope my experience helps to understand the effect a little better.
Just trying to provide some of my personal experiences.
I Must say i want pure realism like Stalker wants ....
But i dont' think ( personally, perhaps i'm wrong ???? ) the pendulum effect a parameter who helps to control a chopper in a hover ....
Like Sirtraven says very well, a chopper is hard to keep stationary, is a constant "balance" of several controls and parameters ....
My experience : very little, but I have flown a Schweizer/HUGUES 300 Cbi for almost 20 hours, it's a 3 blade, but i can tell you the hover is like all the chopers , a constant balance of controls !!
When i can configure my "scale 1" USB controller on this sim, i'll test the flight model and i'll tell you what i think about .... but for instance i must play with a little joystick which is not able to let me "feel" the real reactions of the helo modeled ... Yes "muscle-memory" is important ....
Okay this is a long post , sorry i just want to expose my point of view and ( Little ) expereince of real flight on a chopper ...
This sim is great and if all the guys like you continue to inform the developper regularly, we'll have a very good simulator to work with !! Fly safe, regards ... Fabrice
Second and not least , it's well known since several year, in MSFS ( FS9 - FSX etc ) X-Plane DCS and ALL the helo sims ... that the size of the stick is IMPORTANT .... to control a helicopter ( specially in a hover ) you MUST have a stick wich is the SAME size and travel than a real Cyclic for exemple ... With real cyclic in a hover the inpts are very small 1 or 2 centimeters ... it correspond to a very little "angle" to the cyclic gimbal ... imagine the lever arm corresponding .... Now imagine the same angle on a 10 cm long joystick !!!! you'll must imput only a millimeter !!!
So peoples who complains iy's hard to hover is because :
1 Yes it's Hard !
2 It's Accurate !
3 you have probably not the good controls ...
All said before is of course for "accurate mode" with no assistance !!
Ok it's my " 2 cents" Just to help .....
I promise as soon i can test the model with my controller i tell you what i think ....
And I flew a little ....
First thing : Its better than the basic HOTAS joystick !!!!
Second : I put the Assistance of Pedals and Collective OUTS .....
I only use the Cyclic assistance .... I think there is a problem with cyclic is way TOO reponsive !!
Third : I think there are some problems into the fligjht model, but i'll speak about that another day ....
'MY" Conclusions (just my opinion) :
- Except one or two things the flight-model seems to be accurate
- You need REAL controls if you want to fly as close as real chopper, specially if you have a Real flight experience on helos before .... traditional Joysticks, whatever their quality, are playables but not adequate to REAL sensations .....
- You need to calibrate correctly your controls and choose the right curves .... and mostly absolutely NO deadzones , that they are from "Hardware" or"Software"...
Personnally, i control the bird into hover with no problem more than the 30" required ...
With the folowing configuration :
Scale ONE hardware controller (here is DIY but hardware like Proflight trainer is strongly advised) ....
All Axes = NO deadzones ( 0.0 )
All Axes Linear ( or 3rd curve NOT second .... need a try between Linear and 3rd).
Rudder Assistance = NO
Collective Assistance = NO
Cyclic Assistance = Yes
Collective and Power ( gazs ) are "Progressive real axes ".....
Hope this helps !!
Fab "EYF"
Hello I do not agree, but i understand what you explain !
I agree with the fact the cyclic assistance do "too much work" , but in otehr hand, cyclic response without assistance is way too reponsive and irrealistic ....
So if i want to fly in this Sim i must put cyclic assistance ....
What i do not agree is when you say you don't need to touch the stick ....
I think we do not have comparable hardware ..... Can i ask to you wich joystick you use please ??
As it a spring return to center ??
Fab
I'm rocking Thrustmaster T16000+TWSC Throttle+TFRP and it's not sprtingloaded it's some kind of magnetic ♥♥♥♥ I dont understand
Sorry i'm not English native, I'mfrench, so I may be misunderstood ....
by " springloaded" i mean, the joystick return automatically at centre when released ....
Like most of Joystick ....
If it's the case, it explain a part of the problem .... ( I'm Ok the flight model is not very accurate, and the input system is bad ...i'm also Ok the assistance are too strong, but flight model without assistance is too sensitive too ..!!!! ).
The problem is that we don't need any return to center, and NO deadzone on a helicopter cyclic.
When we moove the cyclic forward for example to go forward ... in real copter, we put the cyclic forward a little and we MAINTAIN the position ... so the Helo tilt forward a certain amount and stay at that amount and we go forward ....then to stop we pull the cyclic backward, the helicopter "tilt back", then we immediately but gently put the cyclic in the middle and the copter stops ...it's always a "search of balance" and this is very difficult to do with a regular joystick ....
If we want to fly "real simulation" we need proper controls ...and of course good flight model....
Other side if we need to fly with a joystick , we need to accept to fly a little "arcade" and that the developper has implemented an adequate mode....
I read in the recent Devlog, the developper plan to implement the 2 modes in the sim ...
The dev also told me he understand there is a problem with the joysticks and the flight model and it will be a lot of work, but he plan to correct all this in a big update .... we don't know when, but it's worth the wait ....
Fabrice