Left-Skid-Low
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I don't like doing it either Dudester, but at the current version its all we got. You can either have people saying "wtf are you waiting for take off!!!111!!" or "wtf you noob pilot where are you going, you are lost." I'd rather say "give me 30 seconds I'm figuring out how to get there." Of course knowing BF2 noobs, they probably wouldn't read it, then they would get out and shoot me through the window to steal it.
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-IF you can call that walking than okey... thats more how fruit cakes walk and not soldiers in combat... - Flying a helicopter is nothing like that... i should know especialy the Mi-8/17 thers no way in hell a 12 ton helicopter like that can rolle i dont know W.T.F you are talking about or in what move you saw that, te only helicopters that can role are teh samall attack helicopters liket the cobra which are suposed to role and not side wards no helicopter rolles side wards... ony the attack helicopters can do a back flip and nothing els, flying a helicopters in not that had and its is nothing like in ArmA, hoverin can be hard, but not flying this game is not half the game that OFP was whne it first came out.... Flying a helicopter is nothing like that you should know? Why should you know, its quite obvious you don't know jack shit about helicopters. Any helicopter that is fully articulated is responsive as hell regardless of weight. Oh btw only smaller helicopters can roll, guess you forgot to tell these guys that http://youtube.com/watch?v=VZlqfYLFR-4 A CH-53 is a hell of alot bigger and heavier than an Mi-8 and its still responsive. Please stop spreading your uniformed, almost unreadable crap about helicopters. You have no idea what you are talking about.
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Not saying I like doing this, but you are stuck using pilotage for now. Before you lift off, look at your map, choose several visual waypoints easily recognizable by air and try to get an accurate heading as possible to get there (maybe even write the way points down on a notepad). Nothing wrong with following roads or power lines to your destination either. Another thing that helps is a passenger on voice com to navigate you there. Edit: For anybody interested, I have another method for long distance direct routes that involves using a compass heading. I drew a diagram on the map to show how I do it, pretty simple stuff, all you need is a straight edge.
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There are already Chinook sounds in the air.pbo, not sure if there is anything else.
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Call him back and ask him what input on the controls he makes if sees that the yarn on the windscreen or turn coordinator indicates that he is flying out of trim. Answer = the pedals, thats where you hear the saying "step on the head of the snake" or "step on the ball" to get back into trim. I think he might not have been sure what you are asking, it isn't going to turn you in the sense that it will really change your track over the ground, but you can fly in and out of trim using the anti torque pedals. Yeah they are waaaay less effective, you practically have to mash them into the chin bubble but you can change the heading (not course).
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One thing I've been wondering about, is that people keep saying you can autorotate in ArmA. The only way I can figure out how to do it correctly is if you already have the collective full down before the engine quits. They way I've been experimenting is setting minimum fuel (about 6 seconds or so) and it can be done without the collective bottomed out if you are low and slow enough but you don't get any effect from the collective input after the engine quits. The only way to cushion the landing with the collective is to have it bottomed out beforehand from what I've seen so far. Anybody else have different results?
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We have here a 17 year old "expert helicopter pilot" who barely got out of high school. Mind telling us how are helicopters handling "realistic" in ARMA? I must admit that there is an improvement in 1.02 over 1.00, but far from enjoyable. Other than flying around, and landing, theres not much you can do with a chopper. Being accurate with a chopper and hitting something while flying is close to impossible. (Using mouse and keyboard). And because of that, the helicopter is in control of you. Conclusion: OFP helicopter handling was better than ARMA, and more fun. Whoa buddy calm down, relax, and start breathing. Who said it was realistic, I don't think I did. I haven't found any sim you can get on the PC that is "realistic" in the sense that is just like flying in a real helicopter, it can't be done unless its a full motion sim and even then it wouldn't be the same. If you are using a mouse and keyboard I recommend getting a stick, I haven't actually tried the mouse and keyboard method but I'm pleased with the stick. I will say though, I wish the tail rotor wasn't as ineffective as it is at higher speeds, would make hitting targets with FFARs easier. Oh BTW, I made it through High School just fine but I have to admit that I was a slacker at times. I didn't know I was only 17, glad somebody is keeping track, just don't tell that to the FAA.
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Plan ahead and anticipate when you need to adjust power, a UH-60 moving at 130 knots is going to take some time to stop. Remember, you don't need to fly around at full power, in fact I'd recommend cruising around 70% for a few reasons. 1. When you are flying low level and need to get over an obstacle or hill you still have 30% power in reserve with your airspeed to get over it. 2. Your airspeed will be slightly slower but you will be able to make tighter turns. 3. You have better visibility out of some helicopters because you are more level, like the UH-60 has that crossbar in the windscreen that obstructs the view if you are pitched down too much. This is how I slow down for a landing. 1. Adjust to a speed a little slower than you normally cruise at, whatever you are comfortable with, and judge when you will need to slow down more to make the landing. 2. On the inside view, look all the way down at your feet, lower the collective (amount depends on how quickly you want to stop) and instead of letting the helicopter descend, use aft cyclic to maintain the same altitude or a slight descent, you can use the vertical speed indicator gauge inside to see if you are climbing or descending. You can also look straight out at the horizon and get an idea if you are climbing or not. This is how you are gonna slow the helicopter down. 3. Again depending on how quick you want to land, slow it down to maybe about 60 kmph with the method in step 2, and eventually it will start to fall through, the trick is to know when its going to fall through and bring the power in early and should terminate into a hover or slight running landing. Don't forget that you have a huge tail boom behind you when you get near the ground, you will need to level out accordingly so you dont stick it into the ground. The numbers aren't exact and I'm still getting the hang of it like everyone else, but maybe Ill go ingame and get some speeds for you but they don't matter that much once you get the feel for it.
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I fly helicopters in real life also and agree with you 100%. It's actually kind of fun flying in 1.02 now that we are in control of the aircraft and not the other way around. I haven't noticed the power increase with forward cyclic, I'll have to check that out. I know this is pushing it, but I wish there were a way to correctly fly out of a tail rotor failure, either cut the throttle and do an auto or get airspeed and fly out of it. Also would be nice to do running landings in the UH-60 without taking a ton of damage.
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So I finally got patched to 1.02 and I have to say its 10 times better than before. Is it realistic? Not really but now we actually have positive control of the aircraft instead of just altering our course to the scene of the crash.
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I didn't know FSX simulated this, but the left rolling tendency at overspeed (Vne) must have been a retreating blade stall, though, it should have pitched up first then rolled left. I don't know why the robbie in fsx gets sluggish at higher speeds, I've never noticed that in real helicopter but I don't have any r-22 time either.
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Replacement Sound PBO question
Left-Skid-Low replied to Left-Skid-Low's topic in ARMA - ADDONS & MODS: DISCUSSION
For anybody interested here is some ingame footage of the sounds I've been working on, they are little distorted by youtube but pretty accurate. Both are actual recordings of the real aircraft. http://www.youtube.com/watch?v=fd7KIXQMcns -
Harrier sound mod for ArmA
Left-Skid-Low replied to Zeinger's topic in ARMA - ADDONS & MODS: COMPLETE
Would you be interested in combining efforts to make a realistic ArmA air soundpack, I already have the AH-6 and MH-6 done, and working on the UH-60 now. Figured it might be better to do one bigger mod than a bunch for each individual aircraft. -
Replacement Sound PBO question
Left-Skid-Low replied to Left-Skid-Low's topic in ARMA - ADDONS & MODS: DISCUSSION
Just an update, I haven't figured out the PBO stuff yet but I did tinker with a sound file to get the Littlebird ingame to sound just like a real Hughes 500 (which it basically is). Anyone who has ever heard the real helicopter will immediately recognize this one. rI'm still working with the UH-60 sound because the sound file I created sounded totally different ingame. -
I'm trying to make a small .pbo to replace the default helicopter sounds with realistic ones ie (UH-60 shouldn't sound like a Huey, A/MH-6 should sound like a Hughes 500 etc). Anyway I'm not sure how to go about it, I figured I could just create a pbo similar to the air.pbo with my new wss sounds file and config.cpp (with new directory to the sounds) but I got an error. I believe it said "required addons not an array." Am I even approaching this the right way? I want to make it so players don't have to unpack and repack any PBOs.