worldsprayer
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The issue which I fully understand is that "early access" should not mean "Doesn't work for more than 5 minutes" which unfortunately for a great many people...is the case. Regarding the first response of "Well, that's the basic idea behind Reforger" The issue is that on thesteam page...this is not indicated. It's advertised as a game that's in early access. NORMALLY this means "The game basically works, but its not complete" which is not the case here. When your fundamental network system is unable to maintain a connection, sometimes even for more than a minute (has happened numerous times to me) then your core system isn't even working. While I disagree with the method of response of the OP, to be fair there have been a WHOLE lot of white knights giving BIS far too much defense here. Early Access is not meant to be a "Hey we know this doesnt work at all but please give us money to make it possibly work" but rather means "Hey we've got the basis of this game going, with more money we'll finish this out to something awsome!" When it's obvious BIS never tested reforger outside an isolated LAN...well...they played the community and a WHOLE lot of people are out of money because steam won't refund easily after 2 hours of recorded game time. So...there's a lot of people who are rightfully angry at the moment. And "It's early access" doesn't cut it when the core technology was never tested and is not working. And no, it's obvious it was never properly tested.
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worldsprayer replied to aluc4rd's topic in ARMA 3 - DEVELOPMENT BRANCH
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worldsprayer replied to aluc4rd's topic in ARMA 3 - DEVELOPMENT BRANCH
Ive been gone for a while, but I need to point out that for low-intertial rotor systems like modern attack helos (they allow greater response time) that's actually how it works. if you don't drop your collective immediately, say good bye to your RPM. Helos designed for stability like bells (xh9 series in game) or hueys use high intertia systems, meaning that their blades maintain their momentum and don't lose their energy immediately on loss of power. My understanding is most helos are going to low inertia for anything military related these days. Second, I just tested several helos like the ghosthawk and mh9 for the first time in a couple of weeks and damn the system has seen some improvement. Ghosthawk flies like a real helo, and I performed an utterly flawless auto in an mh9 just like in real life. Kudos to the dev team. i havent tested everything, but right now things look much better. -
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worldsprayer replied to aluc4rd's topic in ARMA 3 - DEVELOPMENT BRANCH
Good god what do you fly? I've 60 K/L/M friends who don't hover that high, my 47 friends laugh at our hover requirements...only thing I know of so power limited these days are -58s. ---------- Post added at 10:21 ---------- Previous post was at 10:20 ---------- Since this game is simulating 20 years of advanced technology...frankly it wouldnt be to ofar off to say those aircraft should be screaming with fancy electronics to make things easy. -
Wow I never would have thought of some of those.
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worldsprayer replied to aluc4rd's topic in ARMA 3 - DEVELOPMENT BRANCH
I assume you're talking about the ghosthawk, but dis-symmetry of lift as you're discussing is not a factor except at extreme airspeeds by all modern helicopters due to flapping and cyclic feathering now. That was a problem fairly quickly defeated in the helicopter development world. Since the thing rolls to the left in game no matter what your airspeed is, I'm willing to say there is an incorrect value in something somewhere, since it's fairly obvious now that BI is NOT simulating air or anything related to it, but rather simply attempting to mimic the effects of helo flight. This can be seen by flying a modded aircraft in the engine...it doesnt see the advanced flight changes. It'd be nice if it was a universal system, but all it is is variables tacked onto the aircraft that are watching speeds and directions and trying to make input based on what it sees. That means every aircraft has to be edited individually instead of changing an overlaying system. -
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worldsprayer replied to aluc4rd's topic in ARMA 3 - DEVELOPMENT BRANCH
just rechecked...I was definitely wrong...not sure how I wound up thinking that was the case regarding the anti-torque. ---------- Post added at 08:05 ---------- Previous post was at 07:59 ---------- The rolling of the ghosthawk has been brought up. There is something wrong with the aircraft, as real helos are designed to be as stable as possible, not leaning like that. And that canting of the tail rotor in real life is for CG (center if gravity) reasons. Since the TR is on such a long lever arm, just a little upwards force (relatively speaking) results in much more actual toque, which means the aircraft is allowed to have more weight aft (usually in the form of troops or fuel). You would get lateral translation (as with all tail rotors) and some pitch effect combined because of it, but it wouldn't create a rolling motion. The would require either an offset CG to the side, or a vertical thrust to the left or the right (think of those helos from the movie pandora!) ---------- Post added at 08:07 ---------- Previous post was at 08:05 ---------- Nor does the apache...on a very good day at sea level I hover around 69% DE. I frankly would love to see single engine failure capability in this game *drools* -
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worldsprayer replied to aluc4rd's topic in ARMA 3 - DEVELOPMENT BRANCH
Thanks to the restart nt happening, autorotations are working GREAT now. I just knocked out a bunch in different helos. However, I found an odd situation with the PO-30. When the engine goes out in flight, unlike the other helos the PO-30 orca does its absolute dangist to roll left. I literally had my joystick all the way to the right trying to keep the aircraft level. The first time it went into a tumble so fast I couldnt see it and my computer crashed, likely from a physics fault. (Its anti-torque also needs to be reversed!) But the rest perform quite well. Im finding my control touch needs a very specific setting with my joystick, which is getting a lot of focus. I think thats a major problem for me, since flying a real helo and flying a joystick...requires very different handling of the device. -
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worldsprayer replied to aluc4rd's topic in ARMA 3 - DEVELOPMENT BRANCH
To whomever asked before about adjusting joystick sensitivity in game, if you go to edit the axis in the controller screen, there is a multiplier you can select if you click "show"...this will multiply the max sensitivity. I just upped mine to an amount that i can barely tap the joystick. Oh and is anyone else missing engine sounds in the cockpit now? -
With the latest patch, did interior vehicle sounds go away? Flying a helo and driving a vehicle is dead silent for me now. Anyone else? It happens regardless of mods or no mods. you can hear fine in 3rd person mode, but not from 1st.
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Is anyone else missing engine sounds from inside vehicles? helos and tanks are completely silent inside for me.
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worldsprayer replied to aluc4rd's topic in ARMA 3 - DEVELOPMENT BRANCH
Here you go https://community.bistudio.com/wiki/Helicopter_Flight_Model_Config_%28XML%29 -
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worldsprayer replied to aluc4rd's topic in ARMA 3 - DEVELOPMENT BRANCH
Since this is about the helicopters of arma 3 dev right now, I would like to point out that in the latest patch, you can no longer hear the engines/blades in the cockpit anymore. If you go to 3rd person mode you hear them fine, but if you switch to first, it quickly fades away to completely silent. ---------- Post added at 09:19 ---------- Previous post was at 09:15 ---------- Also I want to say that roll on landing survivability...MUCH BETTER. The helos still try to flip out on you on the ground from weird traction physics, but that'll probably just have to be us being careful on the pedals. Much improved. ---------- Post added at 09:30 ---------- Previous post was at 09:19 ---------- And question to the dev if this is seen: I've been browsing the rotorlib documentation from their website and looking at the part copied on the Arma wiki page, and a lot of the issues we are having in the game are supposed to be answered by the rotorlib middleware. It seems their is a vast amount missing that rotorlib is supposed to provide (at least according to the docs). Is there a specific reason for this that is known? -
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worldsprayer replied to aluc4rd's topic in ARMA 3 - DEVELOPMENT BRANCH
So it gives the cyclic more effect at higher airspeed. The faster you go, the rate of cyclic to blade change changes a bit. Same effect, different words. Ive replaced so many of those back when I was avionics it was nuts. I think now the flight managers are taking over the job, since a PBA was sensitive enough to voltage changes that the 9volt batteries we used to test them could burn up a slightly weak one. Obviously the stab had a big effect as well, I think the pba was an add on idea someone had at some point. ---------- Post added at 06:08 ---------- Previous post was at 06:02 ---------- I think the reason many don't stop with the FAA definition is because its not complete. According to that definition, vrs is settling with power because it does describe the final consequence of vrs. But it doesn't limit the definition though. Hitting your max limits during a takeoff for example and falling back down would be an example of settling with power that isn't vrs, but you won't find an example of vrs that isn't settling with power. so one is the other, but the other is not necessarily the first. -
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worldsprayer replied to aluc4rd's topic in ARMA 3 - DEVELOPMENT BRANCH
You're corect, you can exceed limitations even if you are careful, especially considering some of the places we've been flying the last decade. It's why we came out ith the uh-60m and ah-64e, to give the power that simply wasn't there and forced extra conservative (and sometimes not conservative enough) flying. Besides some wikipedia posts and a helicopter flight handbook and my word on what my flight instructors SAY...well I don't have any solid source. The logic given to me that I use is this: When you're light and dropping fast but can't stop, you can enter VRS because you caught up later rather than sooner with those nice big vortices your bladetips made. When you're heavy and dropping slowly but suddenly can't stop, its because you caught up with those vortices sooner rather than later...if that makes sense. End the end though...same difference...helo goes whammo. ---------- Post added at 09:44 ---------- Previous post was at 09:41 ---------- To answser your question, no it doesn't simulate the roll from retreating blade stall, though it is effectively simulating the blowback tendency caused by high airspeed which is ALSO a part of retreating blade stall. The stick being all the way forward at full speed is natural in any helo and is why force trim was created, to allow the pilot to work less on holding the cyclic in a certain area and more on making the fine adjustments to the stick wherever it is. Some helos like blackhawks even have a PBA (pitch bias actuator) that advances blade position at higher airspeed to allow the cyclic to have more effect without having to move so far.