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worldsprayer

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Everything posted by worldsprayer

  1. worldsprayer

    Fix arma reforge

    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.
  2. worldsprayer

    Advanced Helicopter FDM Feedback

    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.
  3. worldsprayer

    Advanced Helicopter FDM Feedback

    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.
  4. worldsprayer

    Audio Tweaking (dev branch)

    Wow I never would have thought of some of those.
  5. worldsprayer

    Advanced Helicopter FDM Feedback

    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.
  6. worldsprayer

    Advanced Helicopter FDM Feedback

    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*
  7. worldsprayer

    Advanced Helicopter FDM Feedback

    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.
  8. worldsprayer

    Advanced Helicopter FDM Feedback

    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?
  9. worldsprayer

    General Discussion (dev branch)

    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.
  10. worldsprayer

    Audio Tweaking (dev branch)

    Is anyone else missing engine sounds from inside vehicles? helos and tanks are completely silent inside for me.
  11. worldsprayer

    Advanced Helicopter FDM Feedback

    Here you go https://community.bistudio.com/wiki/Helicopter_Flight_Model_Config_%28XML%29
  12. worldsprayer

    Advanced Helicopter FDM Feedback

    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?
  13. worldsprayer

    Advanced Helicopter FDM Feedback

    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.
  14. worldsprayer

    Advanced Helicopter FDM Feedback

    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.
  15. worldsprayer

    Advanced Helicopter FDM Feedback

    Any chance on knowing on what caused the crash? It's such an interesting and specific thing that I'm curious :confused:
  16. worldsprayer

    Advanced Helicopter FDM Feedback

    For those discussing VRS and settling with power, the two are effectively one and the same. Settling with power requires three factors: high rates of decent (greater than 300 fpm), low forward airspeed, and 20-100% power remaining with insufficient power for recovery. The reason its called settling with power is because you HAVE power power to use (that 20-100%) but it simply can't accomplish the job. That would be because of the helo falling into the downwash of its own vortex rings...which is why the official name is VRS. Frankly if the helicopter is not capable of stopping a decent that isn't being effected by VRS, then the pilot did a really bad job either) loading the aircraft's weight (which wold likely be a transmission limitation...it cant move the power) or the aircraft's max power is limited by environmental conditions and the engines hit their upper limit for temperature and wont work any harder. Exceeding the aircraft limitations and settling with power are two different things.
  17. worldsprayer

    Advanced Helicopter FDM Feedback

    I also use my pinky trigger on my G940. The hat switch trimming is for fine tuning trim for long flights when you have time to do so, not tactical flyinh...not sure why they put it in there. And I agree that delta velocity is the leading cause from crazy yaw behavior to lack of lift from forward flight to unlevel flight. The issue I suspect is they are trying to make it LOOK like physis like that exist...but they really dont. I added in the helicopters from the HAFM pack, and none of them behave with the new physics, which suggests its just some variables they're sticking here and there on the helos instead of a system wide thing that everything flys through.
  18. worldsprayer

    Advanced Helicopter FDM Feedback

    Well I sit corrected and my lsat post is edited, the ah9 is much better regarding torque spin. The mh9 has a very VERY slight spin, about 1/3 the ah9 at a guess. ---------- Post added at 08:45 ---------- Previous post was at 08:30 ---------- Something else for someone to test. After flying an mh9, I hopped out and shot out the tail rotor. Tailrotor stopped spinning I hopped back in, ATRQ icon is red, but I can still restart engine, so I restart and lift off The helo is not spinning hardly at all, I look in 3rd person, see tail rotor is now spinning, try and succeed at some pedal turns. tail rotor is working I land...hop out...and tail rotor instantly stops as if its broken. Also, I hovered backwards into some buildings in AH9 and MH9...took out the tail rotor, and when it went out I never experienced torque effect from its loss. Anyone able to duplicate?
  19. worldsprayer

    Advanced Helicopter FDM Feedback

    I couldnt find the area of the pier that didn't crash. a manned helo touching the pier anywhere caused a crash for me. But if it happened for you too, I'll submit a ticket for it. I do enjoy the physics at lower airspeeds. Flying inbound to the pier for example at 100kph feels very natural (minus sudden death at touch down). The Mh9 series still has improper torque though, at a hover you barely rotate while the pedals are centered.
  20. worldsprayer

    Advanced Helicopter FDM Feedback

    Can someone test something for me? I've attempted this about 5 times now and its resulted in a crash of the game: I take an mh9, fly at 100kph from the stratis airfield to the nearby port city, at which point I attempt a landing (obviously ie slowed a bit) at a tactical speed on the docks at stratis 28236101. So far, I've blown up e very time, but each time I blow up, the game crashes. I just tried landing on the docks again nice and slow, and if you land on them the helo vanishes and the game crashes. And then again just now I tried to start a mission where I placed a helo on the pier with me in it...and the game crashed. Then I started a mission, helo on pier with me next to it, mission started but crashed as soon as i got in the helo. I've tried now with mutiple helos. So...can someone verify this? I'd post it now but someone on the bug tracker is annoyed at my volume of posts atm. ---------- Post added at 06:20 ---------- Previous post was at 06:19 ---------- I feel like everything happens too fast in arma3. Some maneuvers should just take some time to happen, not this swinging around all over the place at the drop of a pin. I don't think the game is simulating inertia, which is a fairly important element in helicopter flight.
  21. worldsprayer

    Advanced Helicopter FDM Feedback

    The post one or two above yours discusses this and is how I've been flying: Go into configure-> controls-> controller -> customize. You get the option there to flatten out your sensitivity curve. ---------- Post added at 05:33 ---------- Previous post was at 05:27 ---------- Yes and yes. The theory behind autoing is that you fall at an airspeed that allows enough air up through the rotor to spin it, freewheeling it as you said (the other post was correct, its a clutch in the transmission that decoulples the engine(s) when the power demanded is a certain amount less than current rotor rpm) about 130 feet above the ground you pull back flaring up a bit to slow your decent and forward motion, and then before your rotor rpm decays you pitch into a level attitutde, and apply your collective (and compensating pedal) prior to impact as your final cushion. Its that final collective pull that is broken as you can hear the engine try to spool up, at which point it then sets thrust to 0 (its been simulating thrust during your fall) and stops the blades (yay!). Note that landing from an A/R to a single spot via hover is damn near impossible. The point of an A/R is to survive falling from the sky, not survive AND wind up on a pinpoint spot. Its easier to try and auto if you're attempting to do a run/roll on landing. ---------- Post added at 05:42 ---------- Previous post was at 05:33 ---------- I'm not sure exactly what all you're talking about here: First, when in a hover, IGE or OGE..you will pivet about the vertical axis...its because in a hover you require anti-torque to counter the torque from the main blades...so you input pedal (usually left for western designed helos) I have yet to turn ON auto trim, and with each patch flyability gets improved...except for odd behavior from specific aircraft (ghosthawk I'm looking at you with your left lean/nose over issues!) or others that dont behave right (hellcat not needing anti-torque to hover) or the mi-48 not getting its highspeed trimming fixed...things ARE performing better. the xh-9 series is running very well at the moment.
  22. worldsprayer

    Advanced Helicopter FDM Feedback

    Ah gotcha, Same issue everyone has with multiple issues: Touch a building..explode. Roll on too fast...explode. That I think is far more than a rotorlib issue because rotorlib is a physics system, where as this would involve completely redoing how their models are built I suspect. They have working models, damaged models, and destroyed models, and simply swap them out depending on damage levels. To do as we both showed in our videos (bassicly ripping the aircraft apart) would involve multi part models, each with physics sensors/values...bassicaly lots of work when BI has demonstrated (and mentioned earlier in this thread I think) that they have had no intention of changing their system. {Perhaps they will, but something tells me they arean't going to redo the visual element of their game just for helicopters, since if you do it for the helis, you'll need it for vehicles too (since all the helis are are floating vehicles to the engine...its why they're having such issues using rotorlib. its not a flight simulator, its a flight simulator simulator.) ---------- Post added at 14:19 ---------- Previous post was at 13:56 ---------- Well I just realized something: The autorotations we're doing right now ARE impossible because we're trying to start up a functioning engine again during the A/R. The system FOR the A/R works perfectly well as I just autoed in 3 aircraft all the way to the point of needing the final cushion after the flare, so the only issue is not forcing the engine to fire up when the collective is applied. Now, first off: Ground Vehicles don't HAVE collective controls mappable so I'm curious what the mapping system is doing to cause a conflict between vehicles (are helos simply flying trucks that look like helos?) Second: If your programmers can't think of a solution for this super easy then you need new programmers. The code to check if it's a helo...in flight...with a working engine...should be easy. If all the above is true, then the code to NOT start the engine, yet still apply rotor thrust but with a decreasing thrust strength based on collective position, pulling from a pool of potential thrust determined by the combination of aircraft speed, decent, and rotor rpm should also be easy (sorry for run-on). I can almost see the function layout in my head. Finally, what I can't test very easy since I dont have access to multiplayer where I'm at is whther or not the A/R system works right now if you engine is shot out. if you can't start the engine, will the helo let you auto like it did before? (And didnt it work a few days ago? I'd swear I did an auto in an mh9 after the first release). Ok that's my spiel :) Oh and another bug (I'm posting them here since there's an obvious dev here) Helo thrust for the pitch axis is inverted when on the ground with no power applied. Hop in a wheeled helo, release the breaks, start the engine, and push forward on cyclic....you'll go backwards.
  23. worldsprayer

    Advanced Helicopter FDM Feedback

    If Orca's engine is shutoff in flight, the helicopter rolls over to the left when collective is dropped to 0. Also, Orca like hellcat seems to have no yaw forces while at stationary hover. ---------- Post added at 12:06 ---------- Previous post was at 12:04 ---------- Actually you can, I did it by pushing the collective to 0 and then pulling up again. This actually sucked because I was practicing autorotations to see how they worked, and the engine kicked on and messed up my maneuver. I just tested it again, and yes the engine comes back online. Edit: Ok it's not constant, I had 2 times it worked, 2 it didn't. Odd. Also I just realized that the helicopter shouldn't start up again. In real life if you ahd just cut your engines in flight, the air starter that wouldnt normally start ONE of your engines wouldn't be able to exert the force neccesary to start an engine AND turn the blades against moving air. Not being able to restart mid-air makes perfect sense.
  24. worldsprayer

    Advanced Helicopter FDM Feedback

    Ok I tested the trim out, and it has been significantly improved. I took each helicopter up to 200kps (my standard test speed) and hit full left and right pedal. You only get about 35-45 degree deflection now. Except for the Mi-48. I take it you changed a tail rotor system...which the 48 doesn't have, and as such I can push it to red line, hit a pedal, and instantly flip around to 0kph and began a plummet to my death. Further, I've had most of the issues being addressed here listed in the bug tracker at http://feedback.arma3.com/view_all_bug_page.php yet it seems things are being dealt with here instead, so i'll post findings to each place. The interesting bug to add on is that the Hellcat does not have yaw forces properly set. If you pick it up to a stable hover (any altitude) to hover and release all trim and auto hover and center controls, it will just sit there. If you decend, it'll turn left. If you climb it'll turn right. It's like the forces are balanced for the power needed to hover instead of at 0 rotor rpm. But yay for the yaw fix, it makes flying easier as it's harder to flip the helos while turning now. Edit: I'm assuming the odd yaw force settings is also what causes the hell cat, when in forward flight with no pedal inputs, at any speed, to constantly fly to the right. If you go to auto hover and release, it stops, but as soon as you fly forward it starts flying rightward until you give an autohover command.
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