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LeftSkidLow

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Posts posted by LeftSkidLow


  1. Holy crap... just tested AH-6... BLOODY HELL it's slow to inputs. What did You do? O.O It should be agile small helicopter!

    The optics on mi-48 are overdone with the dirtiness. I wouldn't go to combat with such dirty optic.

    Oh... and flying sideways is copy/paste... mi-48 and comanche. In real life comanche was awesome with that, being able to turn 90 degrees at over 150kmh. Mi-48 with coaxial would probably also be very good. I'm starting to think that they are changing things because "harder" means more realistic, while it isn't like that. TOH was easy, the choppers were predictable and agile. AH/MH-6 is horrible.

    Yes, it's really difficult to fly with such sluggish pitch and roll rates but don't make the mistake that M/AH-9 would be significantly more responsive than a helicopter that weighs 10,000 more pounds. These rates don't vary that much from one helicopter to another unless a Stability Augmentation System is in the way. Aside from old or rare rotor systems that you might find on something like a Hiller H-12, you could get just about any helicopter on it's side faster than the pilot can pucker his seat in.

    I'm sure this is kind of a tiring debate for BIS and they have indeed listened by investing time and money into the much improved flight model in Take on Helicopters. I think a big part of getting ToH approved for development was using it's technology in Arma 3 but only time will tell if BIS still sees it as worthwhile. Whatever happens though, I think we will always have this default model as an option, so it just needs some adjustments in responsiveness so that joystick players aren't getting shafted for mouse+kb like EA would do.


  2. The pitch and roll rates are way to slow. Roll is the biggest problem, I had to assign full left and right roll to joystick hat keys because I can't turn the sensitivity up all the way either. I haven't played since April and now I'm using the dev beta but it seems much worse than I remember. This was not a problem in Arma2.


  3. Fred, most likely someone from BIS has been through this thread at some point. I think they are pretty busy right now with Arma3, DayZ, etc but they still will answer addon developer's questions if possible. My advice would be to ask specific questions in the "editing and scripting" sub forum and you'll probably get a response. I think they would really like to foster some modding for TOH but I wouldn't expect them to make changes to the game engine if that's what you're thinking.


  4. Moach, you're on to something with this. We're lucky that you picked this game to play around with. Once I figured out how to use the mission system I was able to play for a couple hours last night. I hope that someone does make that JetRanger addon eventually but it's really hard to dive into modding this game without Arma/Arma2 experience. I started on a Bell 407 a long time ago but I don't really finish anything I start and the game seemed to be kind of floundering, maybe this will help.


  5. That drifting is known as translating tendency. In a helicopter with a counter-clockwise rotating main rotor, the tail rotor thrust will cause the helicopter to drift to the right if the helicopter were to remain level in a hover. So the pilot has a slight amount of left cyclic in a hover. That's why you'll see american made helicopters hovering with the left skid lower than the right. So obviously the opposite is true for a AS-350 with a clockwise rotating main rotor and you would see no translating tendency in something like a chinook.


  6. I have a new X-52 and have had huge problems with centering spring mechanism. It feels like metal on metal whenever I move it. I've tried all the tricks with using silicone lubricant, zip tieing springs together, and I eventually even cut a few rings of the spring with a dremel. I had to take the throttle apart to remove the detents at 10% and 90% but that was pretty easy. My stick is pretty loose now but that's a little more accurate to the helicopter cyclics I've used.


  7. I haven't tried the medium or heavy yet in 1.04 but the light flight model is a lot better. I was able to hold a really stable hover right away without tweaking any settings. My biggest critique would be that I'd like the transition through ETL (Effective Translational lift) to be more prominent, usually there is an audible shudder with a noticeable and measurable boost in performance when you pass through it.


  8. Ok, got it finally. This seems to work good for a helicopter and slingload already attached and both sitting on the ground. The line is 150 ft (46 meters).

    my_rope = ropeCreate[heli1, 'slingload0', cargo1, [0, 1, 0], 20,46] ;

    It seems you had the line length in the correct area but something was missing so it was bumped back. The only problem is the attach position coordinates of the cargo don't seem to do anything.


  9. I'm stuck, I was trying to have mission start with a 150 ft longline attached to cargo and a shutdown heli. I can get it to work with your example but I can't figure out how to specify where to attach the rope on heli1.

    I've tried this, but the rope won't attach when the mission starts:

    my_rope = ropecreate [heli1,[0, 1.3, -1.65], "cargo1",46,20,true]; [cargo1,[0,0,0]] ropeAttachTo my_rope;

    I can get it to work if I just omit the [0,1.3, -1.65] (which btw is a good position for the light heli) but it attaches near the main rotor. Also I found that 46 is what specifies the distance not the 20.

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