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Most

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  1. Like other people have said, an RPM gauge rather than just a light on the virtual instruments would be great, but I would like to see something similar for torque as well instead of the light so you had more of an idea of how much headroom you had. Can we get some specifics on how the torque system works? Is stress based failure determined by a hp system where every time you over torque you lose some of that hp and once you run out you crash? Or is it more so a system where the helicopter crashes after a certain amount of time is spent in the over torqued state continuously? Is yellow on the meter considered a lesser state of over torque or is it just a warning? It also seems very sudden to me to go from a perfectly working helicopter to suddenly falling out of the sky with no indication of what happened. I was flying a hummingbird the other day at max collective because I assumed since I hadn't yet encountered stress based damage it wasn't added or modeled correctly or whatever, and the rotors just suddenly stopped and it took me a few moments of plummeting to my doom to figure out what happened. It seems odd that it happens so suddenly but if it's going to be that way it would be nice to see the MROT go red or give some other indication of what happened. Could someone who knows a little more weigh in on whether this should be so sudden without warning, or are their signs that the rotor system is about to fail? While the virtual gauges are great I would like to see an option to remove the little crosshair thing in layout options that you get when they're enabled. It's nice to have the virtual instruments enabled because no trackIR, low screen resolution, etc. etc., but When flying low at high speeds I find myself having a hard time seeing and distinguishing thin objects such as light posts and telephone polls when the crosshair is right on top of them or they are just inside of it which usually ends badly. The Orca has one already, and it just adds more elements to my screen I don't really need. All that being said would it be possible to get all the actual gauges in the cockpits to work in at least some of the helicopters to a similar fashion as we had in TKoH? It would be nice if you could fly just by those if you chose to for the added immersion or challenge. Right now the hummingbird/pawnee is about the closest to this but flying with no torque indicators seems silly when it can cause your helicopter to catastrophically crash.
  2. I definitely agree that ToH is a good starting point for how the helicopters should handle and I hope that the helicopters in Arma 3 will include some of the details that made ToH helicopters challenging but fun to fly. One thing I really thought would be a good implementation into Arma from ToH was the fact that a helicopter's rotor could only withstand a certain amount of torque and would then take damage. You were given the agility that you needed but if you overstepped your bounds there were consequences. Now in ToH the consequences weren't too bad but with some tweaking adding this into Arma would in my opinion greatly enhance flying so that the pilot had to be a little more careful in how they reacted to fire, or how quickly they could accelerate/decelerate. This feature also means that at higher speeds you had less mobility as more extreme maneuvers would cause too much stress so you had to think about speed versus mobility. Right now it seems to me that at higher speeds especially with some of the newer larger helicopters you have very little ability to turn due to extremely slow cyclic response. I'm no expert and maybe with large choppers that's how it's supposed to be but I think rather than something like such a slow response from the flight model, giving players the ability to preform quick violent maneuvers but with the soft limits of over torquing is a much more pleasing feel when flying. I think the agility of choppers from their current state should be increased quite a bit even before stress based damage because as it is now they don't feel as responsive as they should. I would also like to see the amount of difficulty represented in the expert mode of ToH to come back at least at some difficulty level (difficulty options in game) because in my opinion that was where flying really got interesting when the player had to have many slight inputs to keep the helicopter flying correctly. Another thing I think would be really cool is working engine gauges that showed the RPM of your engine(s). Imagine taking engine damage and seeing the needles dip and having the helicopter lose some partial power when shot instead of the all or nothing system now. Autorotation right now is currently broken and is a very important part of flight for a military simulator where you're probably going to get shot down a lot. As of now as far as I remember the blades don't pick up a lot of speed when the collective is pushed all the way down as you fall, meaning you have no way of slowing yourself down as you approach the ground. The rotational torque on the helicopter by the engine is still simulated while falling. When your engine is blown or when you turn it off there should be no torque generated so even if your tail rotor is out you shouldn't have to fight against the spin of the helicopter when you're preforming an autorotation. While ToH was great there were still a lot of things that were either incorrectly simulated or were not yet added to the game. A few of these things include retreating blade stall, vortex ring state, and in some ways how the helicopters handled. Retreating blade stall as I remembered had some pretty serious problems in ToH. I could never seem to have it occur with the medium or heavy models of helicopters under normal conditions even past the do not exceed speed, and with the light helicopters this would only occur if you went well past the DNE speed and was only triggered when you pulled up slightly instead of when the helicopter reached the proper speed for this to happen. Vortex ring state was never fully introduced in ToH and I think it would be another great addition to immersion and increasing the challenge while flying helicopters. Each of these things would add additional difficulty to flying in combat situations and make pilots a little more wary of the maneuvers they preformed. I'm not sure if ground effect is modeled in arma3 right now and I can't seem to tell if it is but I think that's something that should definitely be added as it effects quick insertions quite a bit. The light helicopters in ToH were great, but the medium and heavy classes still needed work. The medium helicopters had a tendency to become very very unstable when you applied rudder for some reason and were overall very unpredictable from what I remember. The heavy helicopters couldn't be over torqued no matter what you did and were generally far too forgiving compared to the light and medium. I'm not saying ToH was terrible I think it laid a lot of good groundwork that can be worked from but I think it does still need tweaking for use in arma3. Seeing that Arma 3 is not a helicopter sim as ToH was I think that with all the work already still needing to be done to the helis in arma3 there are some things I think just don't need to be focused on for a military sim and I think that we should recognize that we probably won't have every feature available in ToH that really made it immersive. Features like complex start sequences, trimming, helicopter performance based on fuel consumption and the advanced inspection/repair features. I don't think features like this are really necessary in a military simulator where advanced technology is being used some of these features may not need to be modeled. Those are just a few examples I can think of right now but I'm sure there are more. So in conclusion, More available agility but limited by soft limits imposed by better simulated helicopter physics and the possibilities of doing damage to the helicopter by getting too aggressive. Now obviously the player shouldn't be given unlimited agility with damage but I think the agility of the helicopters should be partially limited by stress based damage meaning that if the helicopter was in really good shape and you desperately needed to stop right now you could, but with consequences. I don't exactly know how some of my opinions fit in with how helicopters actually work and these are just my opinions from flying helicopters in ToH and Arma3. I know that all of what I proposed in addition to all the wonderful ideas that have been proposed about locking, hud, and radar is a tall order for the remaining time before release but these are some of the things I would really like to see added to make the helicopters more fun and challenging to fly. At this point I'm starting to worry that maybe a lot of what was promised for helis isn't going to be added before release as far as flight models go so I'm really hoping a lot of this is already known by the devs and is slated for upcoming patches.
  3. I recently got take on Helicopters and I've really been enjoying the game but I seem to have encountered a strange problem where I can no longer correctly start up the helicopter. If I tell it to auto start it will turn the batteries on, and APU if applicable, then the startup procedure just stops. The starter never turns on. If I try to do the start up manually, when I press the starter nothing happens. Blades don't begin to spin up, needles on the engine RPM don't move, and no sound effect. The controls in the helicopter say that the starter is on but nothing happens. Sometimes I can go straight to idle and into full throttle like normal and the engines will start but then the torque and RPM of the engines don't display correctly on the gauges. More often than not I can't get the helicopter to start at all no matter what controls I try. Anyone have a solution for this?
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