Jump to content

MD500Enthusiast

Member
  • Content Count

    216
  • Joined

  • Last visited

  • Medals

Posts posted by MD500Enthusiast


  1. New version, with updated moments of inertia.

    Fix of torque gauge is independent on XML and flight model physics.

    It will be done in model.cfg + new packed p3d model so experts that fly without artificial gauges are not confused.

    well there's at least some torque that requires left pedal on take off but not enough, also the right roll is now out of control. you might be simulating translating tendency but the helicopter doesn't roll like that, it drifts. i think it's due to the FM not programmed correctly in terms of how the blade and the airframe is connected together. see here's how it should work, imagine if you bought a small model helicopter and you removed the main rotor blades from the helo and tied a string to it on one end and the other end to the top of where the main rotor is suppose to connect to the airframe. now hold the rotor blades and let the helo dangle, the helo should be level. now move the main rotors around like if we were moving the cyclic, the helicopter doesn't bank when you move the rotors around and that's how it should behave. the reason why we're able to bank the helicopter in real life is because the airframe is following where the rotor disc is flying to. there's a saying when you fly helicopters you don't fly the airframe you fly the rotor disc.

    ---------- Post added at 09:21 AM ---------- Previous post was at 09:19 AM ----------

    -Ziggy-;2067198']I remind you' date=' my input is that of a non-pilot using keyboard/mouse. (more pilots using flight sticks should try this and give feedback, imo.)

    The only change I can detect is the medium helicopter feels lighter, like you reduced its empty weight. It has a more twitchy control.

    I feel like it has too much tendency to roll right at about 50% collective with no trim set, and not enough yaw left with collective down to zero (landing).

    ? Doesn't landing require some right pedal?[/quote']

    landing doesn't require right pedal, descending requires right pedal. the actual hover to landing requires left pedal because you're maintaining a hover and slowly setting your helo skids to touch down.


  2. NTRUDER;2057364']It's time to get back to Shapur!

    But this time supported by those awesome hi-res TOH choppers! Unbeatable concept' date=' I know :)

    [b']Story:[/b]

    Insurgent forces have established a stronghold in the city of Shapur e-Dalanper. They are heavily armed and have been conducting several deadly attacks against coalition forces as well as the local people.

    We have to push them out of the Shapur area as quickly as possible, before more lives are lost.

    You and your team have been assigned three critical tasks inside Shapur.

    Mission features:

    -Urban and CQB military combat mixed with helicopter insertions/extractions

    -Light, Medium and Heavy US military helicopters

    -Urban Patrol script by Kronzky

    -Vehicle Respawn script by Rauni

    -Universal Weapons Respawn script by toadlife/norrin

    -Respawn on Team leader

    shapurrev1.jpg shapurrev2.jpg shapurrev3.jpg

    Changelog:

    v.1.00

    *Changed: The AA vehicle is now 'boxed in' so it should be harder to take out from the air (prove me wrong aces :D)

    *Changed: Blufor team now has two designated pilots

    *Changed: Intro message

    *Added: Red smoke grenades to all Blufor

    *Added: More enemies at all objectives

    *Added: More vehicles throughout Shapur, both manned and unmanned

    *Improved: Randomized spawning of enemies and vehicles

    Download link (v.1.00):

    CO12 Shapur Revisited

    Download link, addon version (v.1.00a):

    CO12 Shapur Revisited

    As always, have fun! :D

    mediafire is not letting me download it.


  3. Thank you Jedra!

    This weekend i'll try to fix all found bugs. Those informations from you will really help me do this. I didn't know that every script runs on each client and on server! I was wondering how to run a script on server :confused: while it seems it already does run on server! Great.

    Tnx MD500Enthusiast, glad you like it! But what you can play now is just the concept mission. The more complex one will be released after removing bugs which we found yesterday evening with Jedra and my two squad m8s (Rahonavis and Paweu).

    khan me pl8 wit ju gais??? plox?


  4. Brain food:

    The more collective (power) you add, the more torque you are applying to the airframe through the drive train. So as you pull more power to accelerate, you will need more left pedal to compensate. The amount of left pedal needed is NOT linked to airspeed. In fact, one of the issues I am sussing out is there does not seem to be an increase in tail rotor efficiency as the helicopter gains speed. In a real helicopter, alot of left pedal is needed in a hover, and also if the relative wind is blowing into the rotor, it can make it less efficient so you would need even more left pedal to compensate. When the helicopter moves into forward flight, both the main and the tail rotors start to become more efficient, so almost immediately the pilot needs to start REDUCING left pedal (or applying right pedal, however you want to think about it) as airspeed increases. My current mod is not reflecting this. I spent the last few hours reading through RTD's flight dynamics wiki that explains what all the values are and what they do. I have a few ideas, but nothing so easy as "HERE it is! This is the value you need to change!". It's more like I have a few things that I know affect it in some way and I need to find a balance between several values.

    About to dive in again. If I make any noteworthy changes I will upload them and post the link.

    ah yes i haven't even stopped to think about the streamlining effect in foward flight and was wondering why my heading's all over the place in forward flight. with muscle memory i keep letting go of the left pedal and end up out of trim when i pick up speed, hopefully you'll find the values for it and be able to fix it.


  5. so just a note to the non pilots with the new torque effect that resembles real life. whenever you pull collective you have to add more left pedal, the more you pull the more left pedal you add to keep the same heading. opposite is true if you lower collective, more you lower more you need to add right pedal. practice climbing and descending in slow flight while maintaining the same heading to get the "feel" for it.


  6. ok NS i've got your mod to work, and it feels REALLY good compared to the default FM! THANKS! there's finally torque now when i take off and the sync rate is some what true to life and i don't notice too much ground effect, i think there's still a little bit. also can you tell me if you've programmed in the three kinds of LTE? because the tail feels slightly twitchy when in a hover and i have to adjust for it constantly which is great. though that just might be my old pedals playing tricks on me. i also did a quick auto with full engine shutdown and it's SOOOO much easier to perform now since there seem to be more engine rpm after the flare so when i pull collective i get a lot more "air" time to settle the helicopter down, though that air time seems a bit unrealistic because if i pull too much collective i can actually gain altittude. all in all great work and i hope you can fix the excessive translating tendency during foward flight which i've noticed quite a bit.

    ---------- Post added at 11:18 PM ---------- Previous post was at 11:02 PM ----------

    i have a ton of Torque with just your file MD,to the point i have hardly any left rudder pedal ,i can fly and turn with just pitch alone,to the right,anything over say around 60% to 100% just spins the chopper around to the right with full left rudder.at 50% below its better but still riding the left pedal a heap like constantly ,i actually find it nearly imposable to fly the helicopter smoothly at all,trimmed in forward flight and hovering trimed,the left pedal is week as like slight turn with hard left ,there seems to me there is far to much torque? like below 60% below 50% ,but yeah above 60% to 100%% i would expect a big hit in torque as you hardly would ever go there ,i will have to show you in a server or via a video,but as far as every thing else gos its seems ok chopper is responsive,its just the torque is huge for me ???

    but also another thing if i could control my RPM that would make a huge difference as im use to setting my RPM to suit or compensate torque that would be a huge + but i haven't ever been able to set a throttle to anything on my x 52 ???

    keep up the great works lads

    Have u tried increasing your pedal sensitivity?


  7. Hello I've used repacked pbo file with Nighstalkers first update from the other thread, now when I put new files intro TOH root I don't have enough left pedal to compensate for torque. I just spin arround and eventually crash. Can anyone help?

    Sam

    EDIT:

    NVM It must be some controlls releated problem as it is now gone and I get other strange behaviour with heli.

    really? i have the opposite problem, there's no torque at all. maybe with the changes it's different for everyone?


  8. If you do not use the config.bin file that was with the xml then the effective power at rotor is too high giving ~450hp vs. ~375hp.

    So you may want to look into making sure the config.bin and xml are paired up correctly, or not being overridden by something in the Hsim folder if you have put the config.bin/xml elsewhere, as they may be overiden by what is in your \hsim\\\ folder

    yeah i basically replaced the config.bin and xml with nightstalker's version when i unpacked it.


  9. before i go into my observations i just want to thank you for your work hard even though you have a limited amount of time. so after i unzipped it to my toh root directory it had absolutely no effect. then i decided to unpack the original pbo and just replaced the files you worked on and repack it and put it into a mod folder called @nslite and loaded the game. so it seems there's not too much difference for me between the original and this one for some reason, maybe i unpacked it wrong or something. seems i get less descend rate with full down collective with this one than your original and still no translating tendency. also is there a way for you to reduce the ground effect even further so that it's almost zero? because as i come to a hover infront of a house then stabilize. i slowly creep forward towards the roof my helo still bounces up once the center point of my main rotor shaft hits the roof of the house. also as far as torque goes i think if you add some weight to the helo fm it'll be pretty good because as it is right now when i take off i don't need pedals but if i pull up collective quite a bit more then that's when i see my nose yawing to the right. plus i don't think a real md500 can take off with 35-40% or so power with 2 passengers in the front seat. it's really one stone two birds type of thing because with added weight=more descend rate as well. there's still the nose up right roll when i pull high pitch/collective not sure if it's fixable at this point.


  10. cool tweak there NS, though i did notice some oddities. first the torque effect seems to be reversed? i actually need right pedal now to keep it straight when taking off and i was like lol? also there's no more translating tendency for some reason.... though i do love the reduced bunny hop ground effect and higher sink rate =D. also if possible see if you can loosen the skid traction. someone also said something about autorotation is now a different game, it seems to be the same for me. only difference is that i don't need so much lateral cyclic to keep the heli leveled.


  11. For myself the attraction is the gameplay.

    Remove that and I would never even launch the software.

    I have plenty of sim titles that while they fire my intellect do not inspire me to launch them. They are sort of like owning a book about Spitfires or something. I like to own it but I will almost never have the inclination to open it, let alone read it over just looking at the pictures.

    What the toybox element of this game adds to me is longevity. Something to do when I have finished the game.

    In order to get my friends to play with me I need games that have a decent pace.

    If the bulk of my time in any game is spent running 5 miles over mountains or or with one person driving for 5 miles while my mates are bored as monkeys in the back....

    I've lost their intrest 100% by the time there is anything for them to participate in.

    I don't feel that any realism has to be lost in order to get good gameplay.

    If I was to give examples like H&D2 or Ghost Recon, I feel that both of these titles were realism games/simulations, but both were excellent games with strong gameplay

    Micromanagement is another problem for gameplay in multiplayer. If one person is the AI leader, that person is spending all their time manipulating the AI and simply can't keep up with the actions/intentions of the human players.

    They just end up bored and waiting, and once again mass boredom = the end of the game session.

    So it's not just realism that I require but also immersion.

    There needs to be plenty of action that requires my continuous input or my mind drifts.

    ArmA provides all the tools and mechanics required for a decently crafted game.

    But for the most part, it's a single player experience for serious army nuts.

    not to be rude but kind of sounds like you and your friends have ADD? what would it hurt to spend spending a couple of mins looking at the map/terrain and planning your attack instead of running in guns ablaze?


  12. Not only are the controls clunky, but even *looking* is laggy. I can be running at 60fps but turning quickly seems to have a slight delay on it. And it's worse online when the server fps seems to dictate how well the game will run on my PC, even though my PC is very powerful. The mouse control is also a bit odd. It seems to force you to use mouse acceleration or something. Whatever it is, it feels strange, and it's different to ALL other FPS's. Once you get used to it, it's ok. But for the first week or so of playing, I felt like I was constantly battling with the mouse to make it do what I wanted, and I was never satisfied with how it feels.

    Besides the clunkyness, it is amazing how even quite experienced gamers cannot understand the link between size and graphics quality. They look at screenshots of Arma and say, "It doesn't look that good, Crysis is better." What they fail to understand is that Crysis can look better because the maps are smaller, your computer has to process far less, and load less in to it's memory and has few AI's running around etc. I can explain this to one of my friends, but I can't explain it to an entire generation of gamers. I don't know what the solution to this is.

    I think Arma 3 has a better chance though, because the graphics are really good. I think Arma 2 would have been far more popular if the release was Operation Arrowhead instead of the original. I find that Chernarus is a bit ugly, and it's also quite stuttery. The OA areas however I find are gorgeous to look at and also run nice and smooth.

    I think Arma 3 has a good chance of having more mass appeal. They just need to do things right this time. Especially making a good single player campaign, or just don't have one at all. Release another game with another horrible campaign like Harvest Red and it's just not going to be good news.

    you can get quick mouse movements if you get rid of mouse smoothing, just make sure to decrease your sensitivity in x/y axis after. mouse smoothing sort of simulates real life movement if you were to turn from side to side aimimg a rifle, you can't turn 180 degrees in a blink of an eye, the human body just doesn't work like that.


  13. Going with the original poster's definitions, I really think ArmA needs to be more of a game. If ArmA 3 provides gamers with some more highspeed action the likes of the Battlefield series, I think ArmA 3 really has the chance to not only attract a ton of new fans but crush Battlefield 3.

    I tried ArmA and didn't like it for the reasons outlined at length in this thread. I was hoping for a bigger and more realistic version of Battlefield but instead I got clunky controls (you can't jump, you have to hit a button to climb a ladder, etc., etc.).

    DICE/EA has decided to sellout in favor of attracting the teeniebopper Call of Duty fanbase. BF3 will have no commander mode, despite complaints for a host of BF2 fans and DICE/EA requires the use of "Battelog" (a Facebook-meets-train-wreck web browser-based server browser). Their are countless other problems with BF3 has that dedicated Battlefield fans are complaining about.

    Battlefield 3 is looking so bad to me that I might just close down my clan and wait for ArmA 3. :(

    I strongly suggest that Bohemia Interactive takes a good hard look at Battlefield 2's features and gameplay and the positive things that are coming out of DICE's Frostbite engine and in creating ArmA 3present it as an awesome FPS game with the toybox hidden but completely accessible for those that want to use it.

    why not just goto bf3 forum and ask dice to make an open world map and leave our precious game alone?

    ---------- Post added at 01:00 AM ---------- Previous post was at 12:52 AM ----------

    No, clunky controls do not equal realism. What is realistic is something like Track IR (i.e., you turn your head and your character's head turns instead of requiring more keys, mouse, etc., to produce the same effect). Making something complicated or clunky does not create a more realistic feeling.

    In fact, it does quite the opposite.

    In real life, if I want to climb a ladder quickly I can run at it, jump and grab onto a rung. In ArmA you can't jump and you can't fluidly grab onto a rung...and that's only one small criticism among others.

    I'm trying to help here by offering my view from someone that is attracted to ArmA but was disappointed. Unfortunately, I sense that I'm just going to be hit with comments such as yours that are intended to insult my intelligence instead of expand on the dialog of how ArmA can increase it's player base. How sad.

    oh really? how fast do you think you can personally run and jump around with a gun slinging from your shoulder with about 80 pounds of gear on your back and a big ass helmet and straps all over your body and still be able to shoot accurately at a moment's notice? give me a break. go on youtube and look at war footage from middle east and see how clunky our soldier's movements are compared to bf3 when they breach and enter houses or hunkered down in a firefight. you won't see anyone jumping around, or any of that hollywood shit you're used to seeing on tv or in the theater and comparing it with real life.

    ---------- Post added at 01:11 AM ---------- Previous post was at 01:00 AM ----------

    Pretty sure a whole lot of people don't agree with you when it comes to ArmA's controls. Clunky isn't hard to understand. Let's put it this way: there are fluid controls and there are clunky controls. Fluid, realistic human movement vs. animations that don't seamlessly transition, animations that are at times robotic. For one, the player should be able to break certain movements (i.e., if I'm moving to a sprint from crouch and I stop, I should not run a couple feet, then stop.). .

    try carrying a 60 pounds bag on your back, crouch then sprint and stop all of a sudden. i bet you'll face plant on the pavement and all thanks to what's called momentum.


  14. i haven't played the game in awhile, i'll download nightstalker's fm and play around with it and i'll upload a video when i've figured it out.

    so i've briefly tried nightstalker's fm and autorotation is actually a bit easier because you can level the helicopter without so much lateral cyclic input. just follow my youtube channel for autorotation. search for md500enthusiast on youtube.


  15. Hi, the neutron bomb that Jello Biafra & The Dead Kennedys sang about could be that secret whatever, or some of the Nicolai Tesla's invents... suppossedly, he made a junk that created a small earthquake back in 1906 or so, in an area of between 1'6 to 3Km.

    Japan still blaming the EEUU for the Kobe's earthquake; and in the 71' the EEUU and the URSS, signed (under God & Richard D. Nixon) an agreement for don't use this kind of weapons (the cathegory involves: volcano, tsunami, quake, floods, hurricanes etc. I just don't remember the exact name), they revised the agreement with Russia to include China on the 94' under the same conditions and finnaly they said that reached an agreement to stop the development of such ones and don't use 'em; this was on the 2004'. There's alot of field to exploit the Teslas invents on the video games, this could be one of 'em; are far more scientific that the 96% of the bullshit that surrounds the video games background historys. Let's C ya

    Nicola tesla helped the us develop particle weapons, but back in those days they couldn't figuree it out I think. The other thing tesla wanted noone to have was his invention of free energy by harvesting electricity frrom our atmosphere. He knew that in the wrong hands it could be used as a weapon so he divided the schematics into 3 or 4 different parts. Us has 1 part, russia has another, I think china or canada has another. The power of that said weapon is much more powerful than a nuke and leaves no radiation.

×