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MD500Enthusiast

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Everything posted by MD500Enthusiast

  1. MD500Enthusiast

    Flight dynamics (important issues)

    yeah well it's how i deal with it until they fix it, i'm just sayin' LOL.
  2. MD500Enthusiast

    Operating the landing gear

    i don't know if that landing gear can be raised, otherwise it'd be in the action menu when you scroll your mouse wheel.
  3. MD500Enthusiast

    Flight dynamics (important issues)

    to nightstalker, i usually just trim that right out, but it is kind of annoying when you transition from cruising to landing you have to keep trimming it out or just deal with the heavy workload on your stick. and it's extremely annoying for me because i have an x65 and the only hat switches that work are on the joystick itself, i have like 4 other hat switches on the throttle that won't work on this game. so whenever i trim it messes with my pitch because the stick is pressure sensitive.
  4. MD500Enthusiast

    Flight dynamics (important issues)

    actually i disagree about medium helicopter to be the worse, i think it's the easiest one to fly. it actually descends some what near what a real helicopter would descend like if the throttle was full down. you can see over torquing on the helicopter and it starts to shake and rattle constatly until the point where it stops flying all together if you're not easy on the controls and just throw the helo around i.e using lots of rudder to assist in high speed turns adds a lot of stress on your tail rotor and transmission or raising the collective from idle to full power really fast.
  5. ok guys i'm no expert but i can perform an auto just fine in real life, here's a video of me doing it and here's a video of a hovering autorotation meaning you're hovering a few feet above ground, . first of all the reason why you initially want to push the collective all the way down is to prevent your rotor rpm from decaying to the point of rotor stall, a rotor stall is when the rpm gets past a certain % that it's unrecoverable. once you have the collective full down make sure you're watching the rotor rpm as to not exceed the green arc by pulling up on the collective slightly, otherwise you'd blow out a ball bearing in your rotor hub by over speeding the rotors if you're unlucky. then you need to keep speed around 75-60 depending on the helicopter, i don't have the manual for these helicopters so i can't give you an exact speed. keep your helicopter in trim is very important to reduce the drag and keep in control of your descent. at around 40ft from ground start your flare to reduce airspeed and arrest your descent, at around 8ft level out the helicopter and increase collective to cushion the landing. you don't have to be at 0 airspeed for the landing, but you do need to be nice and level. in real life it's actually better to have a slightly nose low attitude because the front end of the skid is softer than the rear end which will reduce the impact of landing a bit. also keep in mind that in real life when you need to roll the throttle to idle position to initial an autorotation but in this game if you do that i dont think you can perform it correctly. out of like 10 attempts rolling the throttle to idle i've only been able to make 1 successful autorotation but that was in beta and not full release, i shall try a few and report back. i haven't done any of the training yet but in that career mission where there was an engine failure after sling loading that container it was very difficult to gain control of the helo if i rolled throttle to idle, so i just didn't bother and let the engine run normally and performed a normal landing LOL.
  6. MD500Enthusiast

    Blake's Autopilot

    good job with an addon already! keep it coming. maybe you can make some multiplayer coop missions? like use a tack board at the larkin base and you can pick up multiple reflyable missions that randomly generates objectives in the seattle area like in the single player mode? maybe even make it so that multiple helicopters can participate etc.
  7. yeah man i feel you, i felt ripped off when the credits started rolling in and i was only able to do the same contract missions over and over again and it's so bland.... i was hoping for more variety like the real missions where they tell you to do something and then you have to divert to somewhere else to refuel etc etc. i finished the campaign on expert in 1 sitting and i was so disappointed it's so short for a "carerr mode".
  8. how about a multiplayer coop scenarios that work?
  9. MD500Enthusiast

    Ion Fast Landing Insertion

    if you read the instructions on where you need to land it tells you that you need to be heading direct north which is 360 or 0 with + or - 15 degrees deviation. the second landing you need to land facing south which is 180 with + or - 15 degrees deviation.
  10. MD500Enthusiast

    Thinking about buying...

    are you guys kidding? bf3's helicopter flight model BLOWS! and no you won't be fine with just a stick, you need a throttle quadrant and a pedal to fly these helicopters properly and probably track ir as well. if you're looking for a great game with a lot of variety then this is it. and yes there's already military game play with this game on multiplayer server where you can shooting AI taliban guys etc with littlebird with mingun and rockets or the huey with door gunners and rockets. the flight model here compared to arma2 is night and day. you'll have your hands full just landing safely, plus BIS hasn't even implemented vortex ring state effect. once they do you'll need to fly even more precisely so that "danger" part is just keeping your bird in the air while performing your mission.
  11. MD500Enthusiast

    All right, small gripe...

    learn how to go from hover to foward flight and recover to hover or hover to sideway flight and recover to hover again and you won't even care about the autosaves.
  12. MD500Enthusiast

    Flight dynamics (important issues)

    agreed to OP, but you forgot the stupidly annoying overly exaggerated ground effect. the ground effect ballooning of the helicopter is still there but it's not as bad as before, i don't think they understand when we tell them it's a cushion of air when we're IGE and that it requires LESS collective/blade pitch to hold a steady hover. i do agree that there is a ballooning effect in helicopter flight during hovering but it's not caused by ground effect. this is the only reason that i have encountered the ballooning effect. say if we do a left pedal turn and do not add more collective which means more power is transferred to the tail rotor to rotate the helicopter and there's less power available for the main rotor so we slowly descend, and when we see that descend we add more power but add too much and now we're gaining altitude and we just keep chasing the collective up and down. same thing for right pedal turns and not decreasing collective because we're using less power on the tail rotor so the main rotor has more power so we raise up a little bit and forget to lower collective, then we lower the collective when we realize we're ascending and we lower too much and we drop down again etc. however none of that is a big springing effect that bounces the helicopter back up 20ft when we're coming to IGE while descending down to the ground. how it should look like is we're descending and maybe 25ft above ground and we slowly increase collective to arrest the descend, as we're coming near the ground but still descending we stop adding collective at around 10ft or so and let the helicopter settling itself into IGE and that extra cushion of air will arrest our descend and we come into a hover. what it does NOT do is bounce us back up into the air unless we've added too much collective in the descending process which would result in us flying straight and level instead. it's not so bad when we're landing into solid ground but when you're trying to land on top of a building it gets ridiculous and totally throws you off your approach. i've landing on top of a building before in real life and there's no bouncing up when you get close to the top of the roof.
  13. MD500Enthusiast

    Question about Flight Model

    the right rolling tendency happens even when you're below the VNE(never exceed airspeed) limit. it also happens as you flare to drop airspeed, you drift to the right with alarming speed and requires stupidly large amounts of left cyclic input to correct for it, you can see this in the heavy helicopter. the ground effect ballooning of the helicopter is still there but it's not as bad as before, i don't think they understand when we tell them it's a cushion of air when we're IGE and that it requires LESS collective/blade pitch to hold a steady hover. i do agree that there is a ballooning effect in helicopter during hovering but it's not caused by ground effect. this is the only reason why i can see it ballooning, say if we do a left pedal turn and do not add more collective which means power is transferred to the tail rotor and there's less power available for the main rotor so we slowly descend, and when we see that descend we add more power but add too much and now we're gaining altitude and we just keep chasing the collective up and down. same thing for right pedal turns and not decreasing collective because we're using less power on the tail rotor so the main rotor has more power so we balloon up a little bit and forget to lower collective, then we lower the collective when we realize we're ascending and we lower too much and we drop down again etc. however none of that is a big spring that bounces the helicopter back up 20ft when we descend down to the ground. how it should look like is we're descending and maybe 25ft above ground and we slowly increase collective to arrest the descend, as we're coming near the ground but still descending we stop adding collective and let the helicopter come into IGE and that extra cushion of air will stop our descend and we come into a hover, what it does NOT do is bounce us back up into the air unless we've added too much collective in the descending process which would result in us flying straight and level anyway. another way it can balloon up and down is if the helicopter is in a hover and the wind is gusting 16-24 knots and the helicopter is pointing directly at the directing of where wind is coming from. the wind will basically bring the helicopter into ETL and out of ETL when hits the rotor blades and when it stops and that can potentially create a ballooning effect. also they still haven't fixed the helicopters needing too much nose up attitude to slow down in a reasonable amount of time. they also still haven't fixed full collective down and you're barely descending in the light helicopter, but the medium and heavy helicopter seems to be reacting better but it still needs more sink rate. also there's almost 0 torque effect in expert mode, i don't even need to use my pedals when i take off in the light or medium helicopter, only when i fly the heavy i notice small amounts of torque effect and i actually need to use a little bit of left pedal to keep the heading constant.
  14. MD500Enthusiast

    Landing in Expert Mode (Video)

    actually you're right, in real life it's said the making landing approaches is the hardest maneuver to learn. there's shallow, normal and steep approaches the latter being the hardest to learn and the most dangerous. it also doesn't help that these helicopters don't behave like the real ones which makes it that much harder to perform a decent landing approach. although i have found that if you fly the medium helicopter it flys a lot better than the heavy or the light model in terms of how it behaves. the excessive right roll during flares is still present, on top of that i think BiS programmed in what i was talking about where it doesn't roll but drifts right during flares. now it's drifts way too much, and requires too much left cyclic input to correct. the ground effect ballooning of the helicopter is still there but it's not as bad as before, i don't think they understand when we tell them it's a cushion of air when we're IGE and that it requires LESS collective/blade pitch to hold a steady hover. i do agree that there is a ballooning effect in helicopter flight during hovering but it's not caused by ground effect. this is the only reason why i can see it ballooning, say if we do a left pedal turn and do not add more collective which means power is transferred to the tail rotor and there's less power available for the main rotor so we slowly descend, and when we see that descend we add more power but add too much and now we're gaining altitude and we just keep chasing the collective up and down. same thing for right pedal turns and not decreasing collective because we're using less power on the tail rotor so the main rotor has more power so we balloon up a little bit and forget to lower collective, then we lower the collective when we realize we're ascending and we lower too much and we drop down again etc. however none of that is a big spring that bounces the helicopter back up 20ft when we descend down to the ground. how it should look like is we're descending and maybe 25ft above ground and we slowly increase collective to arrest the descend, as we're coming near the ground but still descending we stop adding collective and let the helicopter come into IGE and that extra cushion of air will stop our descend and we come into a hover, what it does NOT do is bounce us back up into the air unless we've added too much collective in the descending process which would result in us flying straight and level anyway. in response to sarcastic's video, i too use an x65, i have my pressure settigs at .78kpi or something i can't remember the unit name. it seems to me that your joystick settings are either too sensitive or you're just using too much pressure on the stick. it's expected for new helicopter pilots to flying or hover with the pendulumn effect but as you learn to relax and gain proficiency in coordinating your control inputs you'll get better.
  15. actually it's more than just the wind, it's called a wind gust. the wind might change directions rapidly. if you look at your wind sock you might be able to see that it's swinging around the poll. plus the in free flight you might have a stock helicopter where in career your helo might be fitted with specialized equipment which could cause the helicopter to fly differently.
  16. MD500Enthusiast

    Winch Ops?

    Id just be happy if bis can makes the custom missions in single player available to multiplayer where teamwork is required. Or a bit more variety in different kinds of missions, like crop dusting and landing on top of a flat bed with a helo platform to replentish the pesticide in your tank, or fire fighting, or medical evac for people in car accidents or police chase of vehicles and not just boats. Or filming breaking news etc.
  17. MD500Enthusiast

    Arms dealer template

    so i tried making a mission with the template but the code doesn't make respawned vehicles come with the weapons.
  18. MD500Enthusiast

    Controlling the Aircraft

    glad you've manage to get the helicopter under control!
  19. MD500Enthusiast

    General Flight Model

    well, a porsch and a honda civic are both cars, they both operate on the basic principals and follow the same physics laws. sure one might have better performance than the other but they drive the same way just like comparing helicopters. so piston and turbine is pretty much the same thing except for the different components required to make them operational, mainly the engine with pistons and a carburetor for piston engine and a turbine for turbine engines.
  20. MD500Enthusiast

    Controlling the Aircraft

    you need an actual pedeal because twisting with trying to fly is just too unnatural. if this game implements realistic pedal movements all twisters without autotrim will spin out during collective pull or push manuevers i.e. landings, take offs, quick stops, pedal turns or hovering in gusty wind. it is highly recommended to buy actual pedals, shit if you've got a steering wheel with gas and break pedals use that if you can't afford a set of flying pedals.
  21. MD500Enthusiast

    Controlling the Aircraft

    actually i wouldn't use the toe pressure one, because you can unknowingly press both pedals at the same time very easily. where as in a real helicopter you can basically rest your feet on the pedals and apply pressure when needed. plus the gas/break type system adds strain to your feet because of the awkward angel your feet is put into.
  22. MD500Enthusiast

    Do you use auto-hover?

    you should only use auto hover because you need to take your hands off the stick to perform some other ingame function. or when just starting to learn to hover and you're swinging out of control.
  23. MD500Enthusiast

    Controlling the Aircraft

    wind speed and direction can change from different altittudes so depending on height of the clouds that might not be too useful, unless bis didn't program that in there.
  24. MD500Enthusiast

    Controlling the Aircraft

    yes the huey for sure is more of a handful to fly, especially with the rotor disc tilting foward in neutral stick configuration so during speed reduction and flares or hovering it requires more nose up attitude. also the big ass cockpit panels infront that reduces foward and down visibility makes it really difficult to fly precisely without a large amount of practice. plus the right rolling tendency is even greater and the rotor system seems to take damage more easy.
  25. MD500Enthusiast

    Controlling the Aircraft

    you can tell by how the helicopter handles while hovering, if you've got enough experience with how real helicopters react to wind you can pick up the cues from this game such as the helicopter wants to pitch foward or keeps moving foward with slighty nose up attitude you have a tailwind, if the helicopter slows down more rapidly or the ground speed seems lower than normal during landing then you probably have a headwind, or if the helicopter tends to drift to either of the side then you have crosswind etc. but in this game it doesn't even matter because there's no vortex ring state and no effect on helicopter while going into and getting out of ETL-effective translational lift.
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