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Hunin

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Everything posted by Hunin

  1. Hunin

    Aircraft Rudders

    I have just bought a new pair of paddles ( Saitek this time) and there is an easy workaround for using a second controller. Just use your programming application and assign the rudder axis to work like the X-axis of the mouse. In case of Saitek open the Profile Editor and klick on the "rudder" tab. There are four options you can choose "axis, bands, mouse X axis and mouse Y axis". Select one of the mouse axis and activate the profile. Then just map the rudder to this axis in the games controll setup. Works perfectly.
  2. Hunin

    Aircraft Rudders

    This is outstanding and great news! Thanks a lot.
  3. Hunin

    Aircraft Rudders

    Great stuff. Check out the new GA movie "Egde". http://www.virtual-jabog32.de/index.p....bcat=28 or on youtube http://www.youtube.com/watch?v=qywam5omwO0
  4. Hunin

    Aircraft Rudders

    All the better
  5. Hunin

    Aircraft Rudders

    For the sake of independent smart ammunition alone this will be one addon to hold a centre place on the harddrive. Do you plan to fake an ADV ( meaning no stretched fuselage but AA armament)? It wouldnt make sense over Sahrani but once the bigger maps appear it sounds like a very cool idea - and feasible without major redesign.
  6. Hunin

    Aircraft Rudders

    You are free to believe what you want. It's off topic and I'm tired to repeat the same thing again and again . You have had the last word, let it rest. PS Yeah, the Tornado looks fine. And since it is a two seater in real life it will probably be one in this incarnation. I wonder about the workload of the WSO though. Hell cool anyway.
  7. Hunin

    Aircraft Rudders

    Of course it can and yes the rudder can be used but as I stated its rarely used. Including dogfights you will see why when you check the above link. I agree with the idea of having separate FMs for each aircraft but the rudder depends on the aircraft type and how its used IRL. I seem to lack the brainpower to explain to you why your statement is wrong. Rudder was used in BFM from the Fokker E.III to the F/A-22 and it will be used until FBL systems can automaticaly manouvre into lead positions. At that time there won't be a pilot in the cockpit anyway. Nevermind mate...gone off topic for to long...
  8. Hunin

    Aircraft Rudders

    In capitals this time ( forgive me mods): THE FCS DOES NOT AUTOMATE RUDDER INPUT: IT AUTOMATICALY REACTS TO CHANGES MADE TO THE OTHER INPUT DEVICES. Another example to show you what I am talking about, just answer the question: Can the F-16 make a barrel role? Yes/No?
  9. Hunin

    Aircraft Rudders

    The Fly by Wire FLCS does all that for you, can still use rudder though in situations such as landing in a crosswind etc. Try asking here http://www.fighterops.com/ As I mentioned the A-10 still uses rudder in certain situations but in most F-16 sims its rarely used. I don't want to offend but please re-read my post. I did not imply that the FCS canno't coordinate rudder input. My point is that you are wrong about rudder beeing hardly used in high speed jets. It is hardly used in normal flight yes - but to say rudder *may* be used *sometimes" in certain situations is not true. In every single combat manouvre you will need to apply yawing motion manualy in one way or another. Even the Typhoon has no completely automated rudder and it's FCS systems are by far superior to Block 52 Vipers. As to the question what has to be changed pratically by BIS: Seperate the plane and helo FM and get rid of the rudder ineffectivness at speed ( meaning setting this speed to a higher value). If you want to have even more realism create true torgue; f.e. influence of collective changes to yaw.
  10. Hunin

    Aircraft Rudders

    IIRC the comanche was designed that way. Should you try something like that in an Apache you'd be sure to break something. Then what exactly ( besides the MMI ) is the difference that allows the Comanche to pull of this stuff?
  11. Hunin

    Aircraft Rudders

    Depends on what jets exactly we are talking about. It's easy to get the impression that rudders are not really needed in modern jet aircraft because jets don't tourge much. Rudder trim is mostly automated nowadays. If you count trim as rudder work then, yeah. The airplane does it by itself. Think about it: Assume that you fly a combat jet and you rudder is completely automated. Nice for flying from waypoint to waypoint. But what do you do in a knifefight? Trying to place lead with ailerons and elevator alone?
  12. Hunin

    Aircraft Rudders

    I don't see how you can say that rudder is rarely used in high speed aircraft. Rudder input is just as common as it was back in the day of WW2. You cannot make coordinated turns without rudder input - and FBW doesn't controll rudder for you. You will have to use constant rudder adjustments in aircombat if you want to fly energy efficient. Trim is used to keep the aircraft level and straight in flight. Just because modern aircraft have automated trim doensn't mean that rudder is rarely used. And speed of the airflow is completely irrelevant to rudder effectivness as an aerodynamic term. It affects the needed input force on the controlls. What we have now in ArmA is simply unrealistic. Rudder changes the direction of movement - period.
  13. Hunin

    H&K MK23 1.0

    Most welcome, thanks a lot! Look great allready ingame.
  14. Hunin

    Lock On Mod ?

    No, I ment AIM-120, but not commenting on it's performence as a AAM but as a "punchline" that BVR kills are rather the exeption then the rule. If I wrote Sparrow only half of the users would have known what I ment. PS Of course you could argue that the Aim-120 is still pretty effective under 10 klicks ( maybe even moreso then the Aim-9 in the C incarnation), but that's not why I made that comparsion.
  15. Hunin

    Lock On Mod ?

    Dogfighting is hardly BVR mostly. Only a hand full of all kills made after the second World War were achived beyond 10 km range. Sidewinders kill - Amraams hardly do. The reason why I brought the range aspect to this in my first post is that even a 500*500 km map is hell small for modern air warfare. But a huge map with low details is a great idea for realistic combat all over - how many 3 km tank engagements have you seen in ArmA? And about the load time thing; The PMC maps take that long to load because their format doesn't allow streaming. They'd load as fast as Rhamadi once they were converted to the new file format ArmA utilizes.
  16. Hunin

    Lock On Mod ?

    You must be using a different ACE island then I do.
  17. Hunin

    Lock On Mod ?

    I think the overall idea of this is pretty cool. The scenario you suggested doesn't fit into the game though. A modern AAM ( Amraam,Meteor, Adder) is capable of taking out targets flying up to 140 km away from the weapons carrier. What would really make sense would be such a map in connection with a WWI, WWII or Korean War mod, were it's still "guns & turns".
  18. To my knowledge it's the other way around. The AH-1Z is still handled as a Supercobra at Bell, but the Marines nicknamed the variant Viper - as happened with the F-16. Only the pilots call it Viper, official nick is still Fighting Falcon. Oh, funny sidemark: The crews actualy did call it Viper because of Battlestar Galactica - cause it was this incredible high tech monster back then. At least that's what legend says.
  19. I'm 90 % shure that the Viper has FBW in reality now. No idea about the Little Birds.
  20. That aint true. The collective IS proportional if you fly with a decent stick and tweak the input curves. In that sense, ArmA works about the same way as all other commercial flight sims on the PC market.
  21. Come on guys - it's probably his first. And I'm gratefull for not having to look at Blackhaws 24/7 anymore. Besides - great attitude to say words like "shit" to comment on something someone gave you for free....
  22. Absolutely no offense taken mate - and none intended in any of my previous posts. About the throttle thing - I have no idea wether it is common on all modern helicopters or not. My background is a pure military one ( in case of the helicopters a friend who serves with the Heeresflieger of the German Federated Army) - and I know that a big part of combat helicopters since the Apache, maybe before -should be easy to find out- have the "connected" collective ( no idea what the english expression is). Reason is pretty obvious: pilots of combat vehicles in general have a extremely high "brainload". So any device taking part of this load of is the most precious thing. The Typhoon for example is always praised first for it's men/machine interface, even before the exellent flight characteristics. On the other side you really can't afford to loose any kind of possible lift in a combat helicopter - so a preset RPMs might have been seen as a substraction from neccesarry performence. Same reason why the UH Tiger ( for example ) is build with huge tolerances for overreaving - makes it able to make these last couple of height meters that can be vital in an engagement. Oh btw: Thankx alot for the comments on simulators - I will see if I can get my hands on one of those. But anyway - I was talking about real blade simulation - a thing that a game that has to deal with so many different things other then FM ( like ArmA) is impossible on current hardwares. I think I gotta be more precise in my posts in the future. EDIT I see what you meant on the ingame colllective now. I took that you only have two ways on the collective: -100% and + 100% - wich was the case in the first 1 or 2 versions of this game ... EDIT 2 Maybe a thing you'd like to try is editing the joystick input in your arma.cfg ( my documents\ArmA folder). Not shure if the collective is editable, but with the 45 you won't need it anyway I guess. Btw - have you tried these new Saitek simpeds? My CH peddals broke about 2 years ago and I may try them ...mixed feelings because they are their first peddals.
  23. Anyway thanks a lot! The NH90 must be the sexiest transport helo ever build.
  24. 1. I wasn't refering to you above. 2. I think it was pretty clear that my comment was about the time s when the pilot had to adjust RPM and blade angle manulay all the time and for every adjustment before the interface was able to automaticaly increase and decrease RPM with pilot input on the collective. This is not the case for the choppers in ArmA ( not shure about the Mi 17), wich are military machines with an M/MI far superior to civil helicopters. 3. To simulate a heli throttle is impossible. Because it meant to simulate blade angle seperatly aswell. There is no piece of software that can simulate these aerodynamics wich we on our PCs can get our hands on. Maybe BS. EDIT PS How do you see the collective always returning to neutral? Don't tell me you use a keyboard to fly.
  25. I don't want to discredit anyone; but one of them was nowhere near a real helicopter pilot... And about the "true" collective; none of the helos in ArmA have this old setup in reality. So having RPMs and blades seperated would be less real then the thing right now.
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