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Helicopter Feedback (Dev branch)

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What's up guys,

Please take a look at a thread I just posted regarding Air to Air missiles and how a few simple changes could totally overhaul the way they are used in combat.

I know only the Blackfoot fires AA missiles, but some of this also relates to how some missiles could be avoided by helicopters in terms of flying under the radar, etc.

Air to Air Missiles and Why They Need to Change

Cheers,

the_Demongod

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Any ideas when RotorLib FDM will hit the dev branch?

/KC

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I'm getting a very distorted, so bad it almost sounds like 8-bit, explosion sound when I crash the helos. I already had the main effects volume on about 25% as it was too loud to use with TeamSpeak otherwise but I've just tried setting everything else (VON, Radio, etc) down to the same level and it hasn't made any difference.

Anyone know how to fix this as it's very annoying?

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So after some flying, I've realised an issue that's always bothered me, especially regarding helicopters like the MH-9/AH-9. Firstly, Helicopters are nimble aircraft, and I've always had an issue with rudder authority since Arma 3, where as it worked as intended in Arma 2. Flying at a steady speed, and applying rudder has nearly no effect, or athe least not as much as it should. This needs to be tweaked a bit so that if I do apply rudder whIle in steady flight, changing the speed of the atrq will have a more noticeable effect on stability and sway.

Secondly, As for the MH/AH-9, they feel like they fly too much on rails, still. Fast, steady, and not as nimble as that helicopter should fly. Trust me, I've seen Little birds do their thing in real life, they can move. In Arma 2, it felt quite decent, but in Arma 3, it feels stiff as a frightened deer. This should also be tweaked. 

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Why are the AI helicopter movements limited to  minimum distance?

For a chopper to move from one location to another the distance needs to be more than 75 meters aprox.

Using the Lift cargo WP they will move to the exact location so it can be done.

A new waypoint for choppers so they could be more precisely controlled would be an excellent addition.

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I believe that's because of the move waypoint completion radius for aircraft. It's set pretty wide by default, presumably to avoid planes and helos trying to pass exactly through a waypoint and ending up circling it endlessly. Might be as much as 75m. "Lift Cargo", on the other hand, doesn't complete until the cargo is actually lifted. 

 

There might be an override for this somewhere, but I'm not sure of that.

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That it exactly  dragon01 but it's also a hindrance at times when you just need to move it a few meters. A chopper isn't a plane so will usually get much closer without issues.

 

Is there a way to use "Lift Cargo WP" and use a command to terminate it without it lifting anything, I think it works when it's deleted but this is a little clumsy.

 

Edit.

In further testing I noticed that the  "Drop Cargo WP" works and doesn't need to be deleted, just place it at the exact spot you want along with a "Move WP" it's a little slow but will get there.

 

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I feel the helicopters front lights are next to useless. They point downwards pretty steeply, so much so that you don't see anything illumintaed once you are on the ground. The lights need to point forward with enought residual light illumintating the ground below and to the sides. Franze/Nodunits's AH-64 mod has it done pretty well.

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I admit I did not trawl for an answer and this was probably addressed. is there no way the rough landing feature on the afm can be used in the standard flight? it's way more fun and interesting.

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and no one can see main bug about heli. Ai can`t fly at height above 350-400m

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