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Posts posted by buznee

  1. Hi.

    As i began to fly at TOH, i wondered how the flight model was working.

    First i thought, all i know about real / rc helicopters is wrong, so i didn´t

    write my opinion about the FM in this forum.

    But now, when i see all the other peoples posts, i know i´am not the only

    one who thinks the FM is done wrong.

    It feels like that the main rotor blades pitch is axactly the same at each

    blade and the direction of the helicopter is controlled by the hulls position.

    I think behemia didn´t understand how this rotorheadsystem works that

    are used at the TOH helicopters.

    As far as i know, this rotorhead was invented by MBB (Messerschmitt

    Bölkow Blohm) and were first used at the legendary Bo-105.

    The TOH FM looks like it is using a fixed rotorhead with only collective

    pitch and totally ingnores the of cyclic controlls.

    Thats why the helicopters in TOH shows such sluggish controlls.

    Its also correct that - as someone posted before - that you have to keep

    the stick in forward position to keep the heli flying forward.

    When you center the stick, the helis speed should decrease slowly till it

    starts to hover and caused by mass of the helicopter that is placed under

    the rotor, it must be much more keep a stable position.

    Watch this video, at 8:50 the off voice says the pilot can get the hands

    off the controlls withouth the heli is getting out of controll and at 9:00

    you´ll see a Bo-105 doing a stunt that would behemia make thinking

    about the TOH flight model ;)


    And watch this to see how agile a helicopter with cyclic pitch should

    response to the controlls.

    Not sure what you are talking about there. The 3 helicopters in TOH are modeled off of the MD500, Bell 412, and EH101/NH60. None of which have any link to the Bo-105. The MD500 has a fully articulated rotor, the Bell 412 has a flex beam for flapping, and the EH101/NH60 rotor heads I believe are fully articulated as well. Bo-105 is considered a semi-rigid rotor design in which the feather, flapping, are not hinged, not sure on the lead-lag portion. Also the aircraft flight dynamics have the basics quite well modeled. The models need tweaking mostly with respect to power, drag, and stability characteristics which can be best enhanced by comparing to real world flight test data. I have no issues doing loops and rolls with the MD500 model. Half the battle is setting up the controls so that the sensitivities are realistic and performing the manuever under the right flight conditions. I would mess around with your dead zones and sensitivities and practice a bit more with energy management and piloting before knocking on the flight model. Also... trim is your friend.

  2. The problem I have with the GPS is that there are no zoom controls so I can't zoom out and see where the next waypoint is. Kinda defeats the whole purpose.

    Please add a zoom in and zoom out feature for the GPS map!

    Also enable the option of allowing you to keep waypoints on screen for expert mode. Right now I have to keep hitting escape to getting the waypoints to keep reappearing.

  3. Another game play mode I just thought of. Imagine a large boat wreck or fire and multiple injured people that need to be rescued. You have teams of 2 or 3crew in a helicopter working together to rescue people and take them back to the hospital / specified helipad. You will be competing against other helicopters with their own crew. It would be a race to save as many people in a certain amount of time. Your team gets points for different things. For example. 5 points for getting a man on basket. 10 points for getting him on board. 10 points for keeping him in above average health state while transporting back, and 20 points for dropping him off at your helipad. I can see this being really fun and intense. Imagine 3 helicopters trying not to run into each other while hovering near the boat and picking up people in the water. Rescue swimmers everywhere. Helicopters hauling back people and then coming back for more.

    This can totally be done. We should push to get this in a future patch.

  4. Thats correct the load should be subjected to drag. Should be simple enough. Apply a drag coefficient let the sim figure out the frontal area which will allow you to calculate the flat plate drag which can then be multiplied by dynamic pressure and bingo, drag force. This is then added to the sum of the forces on the object and the load should now lag behind the helicopter. If wind and gusts actually go into the physics model this can also affect the dynamic pressure on the load and therefore cause the load to bounce around due to wind and turbulence.

  5. Setting up the controls correctly is crucial. minimize deadzone on the joystick and i would add a bit of added sensitivity for the cyclic control. I would then focus on flying the aircraft with minimal control input but focusing on anticipating all aircraft movement.

    You then have to be picky about landing site and approach. Find an open location that is on level flat ground. Be patient when coming in and try to get yourself in a 5 ft hover over the spot you want to land. Do not touch down until you have zero relative horizontal movement between the helicopter and the ground. Its better to have forward movement than side movement since that tends to tip the helicopter over. Once you are in a 1 ft stable hover over a point on the ground lower the collective and plant yourself on the ground. Initially this may be a bit rough but you'll slowly get to the point where you can soften up the landing.

  6. I was curious as to any hints the devs can provide on how winch ops will be performed in singleplayer and in multiplayer.

    I was hoping in multiplayer you would have a player controlled winch operator who will have a fantastic view peering down over the edge and have control of the winch. This would work great to give the pilot some feedback as to where to position the helicopter. "Move forward, left... steady... hold your hover, hold your hover. Man on basket, winch coming up... hold your hover, hold your hover..... Man onboard, lets go!". If the person being rescued is injured we can even have a rescuer that comes down on the winch to carry the injured man onto the basket or sling and comes back up with him. This would be great teamwork fun and would involve 4 players in 1 operation. Pilot, Winch Operator, Rescuer, Rescuee. For coastguard missions this could allow the rescuer to be a rescue swimmer that can swim over to the victim and drag him back over to the basket.

    For singleplayer we can have different modes depending on difficulty. For the easier modes the pilot can have a crosshair view or a picture in picture that pops up showing a view looking down as if you were the winch operator that will show where he has to fly to get over the desired point for pickup. Other aides could be limited authority control to the winch operator of the aircraft position over the ground. In full scale helicopters this is actually common when in auto hover. The winch operator will actually have a pendant control that will allow him to tweak the position of the helicopter to get the winch line in the right spot. For advance/expert mode we can have the AI winch operator give you instructions just like what i propose would work well in multiplayer.

    I can see this being quite fun if executed properly. Lots of team work between crew in helicopter.

    We can even add failure modes such as the winch getting jammed up or broken as well as pulling too much load, or getting the line tangled on a mast on a boat which will break the line on the winch. Imagine having this happen while you have the rescuee on the line. If it jams up you will have to raise the aircraft to avoid any obstacles and drop him off in a safe location. For external loads like the winch or block there should be a speed limitation before the load/rescue becomes unstable and the line breaks or rescuee falls to his death. Not sure how difficult this could be but adding a drag coefficient to the external load such as a block or rescuee will add some interesting dynamics such as the external load swinging with wind gusts or increasing speed. There should be fatalities if a person touches the tail rotor as well as loss of tail rotor control. Who knows, maybe the winch operator can even have a timed function that can be used to fix the jam on the winch. Some aircraft are even equipped with a dual winch setup just for these reasons. If the winch line gets stuck on something the winch operator should be able to cut the line to help avoid the helicopter getting tangled up and crashing. Modern winches have this very safety feature.

    While taking the injured man back to the hospital there can be a timer or life signs meter that will give you an idea if the man is going to die soon and how much time you have to get to the hospital. Meanwhile the rescuee and winch operator can try certain things to keep the man alive depending on the equipement that you purchased, such as oxygen, morphene, and defibrillator. This will give the crew guys something to do and not get bored. Ofcourse it would be simplified, like if life signs start to drop off, use this equipement and the life signs will improve and give you some more time to get to the hospital.

    Very exciting!

  7. oh thats what you meant. :) Doh! Yes I agree VNE decreases with airspeed.

    This is primarily due to blade stall as you go higher in altitude. Thinner air means you need more pitch for the same thrust output. Higher pitch means higher blade loading which inturn translates to getting into blade stall at lower and lower airspeeds. I think the FAA regulations also has a minimum VNE (40 KCAS) as well which at the end caps the altitude capability of the aircraft. Just in case your curious, FAR Part 29 has all the certification requirements for rotorcraft.

    Reference FARS


    I appologize for the geeky math and references since I am a helicopter flight test and design engineer. Doh! =)

  8. The other important part is knowing when you get on tension. I think the foreman or someone should tell you something like, forward... forward... left.... steady steady.... 10 ft slack, 8 ft, 3 ft, 1 ft... you're on tension. Knowing how much slack you have is pretty important so that you know to come up slowly onto tension. It would be neat for the rope or cargo hook to break if you get on tension too hard.