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ANZACSAS Steven

Enhanced Advanced Helicopter Flight Model Mod

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http://rzc43cdy9ngznbm4g.jpg

 

Enhanced Advanced Helicopter Flight Model mod for Arma 3 by ANZACSAS Steve.


- An enhanced flight model mod for helicopters with an emphasis on modelling torque and ground effect.

 - More challenging flight characteristics.

- Sim level tolerances for RPM and rotor stress.

- Take on Helicopters Sim level.

- Works for the following helicopters - UH-80,MD500,CH-29.

 - May work for addons based off these units/classes.

- Signed and has server key.

- Works in SP/MP.

- Can be used by client only.

 - Enjoy. 🙂

 

 

Link - 

https://steamcommunity.com/sharedfiles/filedetails/?id=1923464093

 

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Wow that's awesome! Imagine this coupled with the upcoming ultra-realistic UH-60... It will make DCS helicopters collect dust on my hangar. 😅

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is this compatible with your other mod "Enhanced Helicopter Tailrotor Effect Mod"  ?

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AirShark,Yes it is bud.But its not really needed if you run this AFM mod due to the torque effects are better handled by the AFM.

Thanks.:)

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Updated. v1.1

 - Tinkered with the torque,Horsepower and tolerances.

 - Next update will be the CH-49 Mohawk.:)

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Updated - 1.3.

- Tweaked UH80 flight model.

- Fixed ai behaviour issue introduced in last patch.

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Love where this is going! Thanks for all the hard work. One question regarding the lift still being generated when dropping the collective. It seems it takes quite a while to bleed this. Is it possible to tweak this further? The helicopter theoretically should "nearly" drop like a rock when dumping the collective.

P.S regarding the MH-9 

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Please don't take this as a "bump" I have just been doing some experimenting across the board with all arma helicopters and it does seem they exhibit the same fixed wing tendency taking a bit of time to bleed speed almost as if the blades are acting more like a high lift wing rather than rotor blades when power is reduced. Just a rambling thought!

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Is it possible to make the Arma helicopters to ,at the push of a button,place a square at a designated landing spot and `shoot harpoon` at all corners and in the middle and `reel`in the lines and make that helicopter land at a set speed and attitude?

 

To make it not baloon during landings.

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@Cochise333, Thanks for the feedback and interest.:)

 

I'am honestly not sure about rectifying the rotor disc lift like your describing.I have thought the same thing on occasion,but figured i was just carrying too much momentum.Ill keep it in mind though.:)

 

@John111 and all, The problem with the ai landing crappy is they are going too fast for a nice landing.Use this code in the init of the heli, a waypoint or a trigger to set the AI's max speed. -

 

this limitSpeed 150;

That will help immensely.The terrains aren't that big so there's no real hurry to get places.This speed also allows for much easier formation flying with AI.:)

 

@Cochise333, I've seen the ai do that trick ingame, Its only when something is going really wrong somewhere though..lol

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@Cochise333, I just watched that linked vid again and realised i didnt watch it till the end.I was refering to the chinook doing a "handbrake" turn when i said i seen the ai doing that.Wouldnt know how to re-enact it though.:)

 

The above code i posted will solve most of your troubles and start to get the ai to look cool while landing.:)

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Awesome thanks for the advice! 

 

If you look at the CH53's quick stop. Trying to do that in game right now with the current rotor dynamics even if you dumped all the collective (power) and pulled the nose up to that angle every helicopter would balloon regardless of weight. Having looked at some of the rotorlib values I do find them extremely hard to decipher so none the less kudos to your work so far!

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The value you may be interested in, is most likely the one below (if I understand the problem correctly):

<DragDueToAoA scale="1.0">

It can be found in AFM config file (xml) under "Fuselage" section. You may either tinker with a table of values related to the class or basically scale the whole table up/down using that scale="1.0" multiplier and see if it works. You may also need to adjust <PitchingMomentDueToAoA>, <MomentsOfInertia> and <ControlSystem>. However, it all depends on <Mass>, <CenterOfGravity> and overall agility of said helo, at least. Not so easy and simple task, I guess.

PS. BTW, helicopter rotor does work like a plane's wing above some speed (from aerodynamical point of view), otherwise it wouldn't be possible to do loops and barrels in helos and some of them are certainly capable of doing such maneouvers, right? 🙂 That's why helos are called rotary-wing aircraft 😉

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@NightIntruder, Thanks for the info m8.Any and all insight welcome.🙂

 

Thats right, the rotors spinning creates a disc which has all the attributes of a wing.I got a lil lazy with the answer regarding that and just said i thought it was just a case of me having too much momentum/speed.(therefore creating lift from the rotor disc)

Ive done a lil experimenting with the scale values, interesting stuff.:)

Also,Ive heard of a uh-60 AFM file floating around ,do you know anything of it and if so where abouts can i get a download?

 

Thanks again m8.🙂

 

For all interest this fellows youtube channel training vids are super cool - 

https://www.youtube.com/channel/UCo9VDn3PyXhdDY57e764HGw

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Totally agree with both of the above posts to certain degrees. It's been nearly 17 years since I flew actual helicopters (my old man ran a helicopter tour company and I was fortunate enough to grow up around the hangar with a few ex army Hughes 300s, a civilian Hughes 500 and Bell 206 getting my feet wet before learning to fly myself) I haven't kept my rotor-wing licenses current but there are some things you never forget, like dropping the collective during a  autorotation and that initial feeling of being light in the seat! This obviously as stated above changed with the size of the helicopter and weight etc but was especially noticeable with the lighter categories with lower inertial rotors that required you to trade that airspeed or altitude for rpm very quickly to avoid blade stall.

 I sense that since this isn't a dedicated flightsim that BIS has done this intentionally for the "game factor" especially when experiencing an engine out. 

I did not realize, probably foolishly that tweaking this would be so complex. Hats off to all of you independent mod makers that have enjoyed / suffered through hours of experimentation. I shall try a little tweaking and no doubt hair pulling! Thanks for all the input guys.


 

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