Jump to content

DarkCrow

Members
  • Posts

    184
  • Joined

  • Last visited

Everything posted by DarkCrow

  1. Here is a video I made illustrating what I was saying above.
  2. After some reading and testing the Huey tonight I believe that the direction of the turn is not relevant but the direction you pull or push the cyclic and how that effects the torque. I will attach this FAA guide on helicopter flight that I read before testing it in the Huey. In the section where it talks about turns it only states to apply anti-torque pedals in the direction needed to counteract the torque and not necessarily the direction of the turn. https://www.faa.gov/regulations_policies/handbooks_manuals/aviation/helicopter_flying_handbook/media/hfh_ch09.pdf I tested the theory in the Huey: I began a left hand bank, as I applied left cyclic I needed less left anti-torque. As I applied aft cyclic I need less left anti-torque. The more aft I pulled the cyclic the more right anti-torque I needed. I began a right hand bank and needed drastically less left anti-torque. As I applied more and more aft cyclic I needed more and more right anti-torque just as I did in the left hand bank.
  3. Like I said I'm not sure if the behavior is correct, just trying to think through it. After work tonight I'll play with both of them to see what I can find. That being said I wouldn't imagine the slip indicator being accurate in violent maneuvers as shown in the video above. If I roll quickly to the left my body would go to the right and would expect the slip indicators ball to go to the right as well. Not due to yaw but centrifugal force rather. Just the same, if I was in a right bank and went rapidly from 100 fpm climb to a 500 fpm descent my body would feel light in the seat and I would expect the ball to go left not because of yaw but negative g's. These are just thoughts and something to think about. Not saying this is correct. Sent from my iPhone using Tapatalk
  4. I'm not sure whether it correct or not in the huey but I would imagine that comparing to fixed wings would be like comparing apples and oranges. The reason you need to apply rudder into the turn on fixed wing aircrafts id due to adverse yaw. For example when you roll left your right aileron deflects down while your left deflects up. This increases the drag on the right side of the aircraft causing it to yaw to the right so to counteract it you will need to rudder to the left. I'm not sure a helicopter would react the same but I don't know. Just thinking about it when you move the cyclic to the left it will cause the rotor to be at an increased pitch only while on the right side of the helo and a lesser pitch on the left. However the rotors are spinning freely from the fuselage of the helicopter so if there is increased drag on the right side how would this yaw the helicopter? I don't believe it would. But in theory, a roll to the left less power from the engine than a roll to the right because a roll to the right would need more pitch on the left to increase lift because the blade is retreating from your foward airspeed. With more power comes the need for more anti-torque or "rudder" to counteract the torque. I may be completely wrong on this though. Sent from my iPhone using Tapatalk
  5. I shot a video last night of a quick circuit in each of the four WW II fighters we currently have in DCS to show a buddy of mine. This may interest some of you so I decided to share it here. I turned on the controls indicator so you can see how much I'm working the controls especially the rudder. Sent from my iPhone using Tapatalk
  6. Hello Fellow DCS-ers, This Christmas my wife got me a GoPro and my in-laws got me a RC Plane. I asked my wife for one because a buddy and coworker of mine just recently got into flying them and has been wanting somebody to fly with. He loaned me the controller and batteries so all I needed was the airframe. He had a Yak with retractable landing gear and flaps and he also had a go pro that he just got for Christmas and mounted it to it. Unfortunately he had a nasty crash and we were only able to salvage the SD card from it. He will be uploading the FPV to youtube and I will link it here. Here is my recording of it (I had my GoPro sideways all day not realizing it :cry:): And here is the Slow Motion of the Crash: After such a heartbreaking event it was scary to proceed with my first flight where I had an instant discovery after take off that my aileron controls were reversed. This lead to a pretty fast crash of my own: Slow motion of my crash: The good news is that my buddy who was not only in the Airforce, but is now a mechanical engineer and quite handy. He had spare parts, glue, wood sticks and some know how to get us back up and running in no time. Even though the whole nose of the fuselage broke off. I started getting used to the controls and flew half way descent for the remainder of the flights. I had no left nose gear steering after smacking the ditch. He helped me trim because I was getting used to where the controls were. I was even able to perform some tricks such as Hammer Heads, Immelmans, and a loop! He put a heavier battery in and a 3 blade prop from my original 2 blade that we chipped on "landing". I have been trying to get him into this sim but he hasn't got the computer to handle it right now. He attributes me picking up the RC quickly to all my sim time. I thought I was going to run into us a couple times. It truly was a blast. He suggested that I get a more advanced (expensive) plane but I said I will practice with this one much more first. :smilewink:
  7. I see now I took too long but anyway I created a quick tutorial video for those who are visual learners. :)
  8. Single player Sent from my iPhone using Tapatalk
  9. Glad you liked it, I've been side tracked, first by the Gazelle, then started to try and learn a little Lua scripting and now the F-5 has got me. Still love the Huey though so I'll be back to making some more. Sent from my iPhone using Tapatalk
  10. For me it depends on load out. For instance with bombs or wing tanks it is pretty stable. I also added a dead zone of 2 for both roll and pitch which I normally never do but it seems to make it not so twitchy around my joysticks center. I'm using a X-55. Sent from my iPhone using Tapatalk
  11. Just bought the F-5 yesterday and must agree, this plane is awesome. A lot of fun to fly and study. Already have read most of the manual and done some range practice with bombs and rockets. Excellent job Belsimtek. I have all of your modules and you never disappoint. Sent from my iPhone using Tapatalk
  12. I was able to get the infantry to run to the helicopter using the mist.ground.buildWP and mist.goRoute functions instead of the mist.groupToPoint function. Here is the script: do local group = Group.getByName('InfantryGroup001') local startPoint = Unit.getByName('InfantryUnit001'):getPoint() local endPoint = Unit.getByName('PlayerUnit'):getPoint() local path = {} path[#path + 1] = mist.ground.buildWP (startPoint,'Off Road',5) path[#path + 1] = mist.ground.buildWP (endPoint,'Off Road',5) local route = mist.goRoute(group, path) end
  13. Finally got something that works!!! By works I mean the infantry does what they did when I tested the mist.groupToPoint with a static zone set in the Mission Editor. They ran around in circles never making it to their assigned point. But this script at least gets them doing that with the vec3 position of my helicopter. do local group = Group.getByName('InfantryGroupp001') local unit = Unit.getByName('PlayerUnit'):getPoint() local InfantryMovement = mist.groupToPoint(group, unit) end Anybody have any idea why they won't actually run to the location using the mist.groupToPoint function? Thank you again nomdeplume and Grimes for your help and guidance.
  14. Ty nomdeplume, I will dissect and try to digest what you have written here when I get off work. Sent from my iPhone using Tapatalk
  15. This is the latest iteration of what I have been trying. I'm guessing that the global values must first be called into a local function otherwise their values would still be nil. Is this correct? do local groupNames = mist.DBs.groupsByName vec3 = mist.getLeadPos(PlayerUnit) -- or vec3 = Object.getPoint(PlayerUnit) function mist.groupToPoint (InfantryGroup001 , vec3) end end I get a error saying that either the mist.getLeadPos or the Object.getPoint is trying to index a global value that is = to nil. Or something along those lines. So, after looking through the MIST manual, I wrote this following code to simulate what I think these functions are trying to do to get the vec3 value of a specified unit. I am still getting a nil value return. Am I thinking about this right? do local -- Simulate mist.DBs.groupsByName -- groupNames = { { InfantryGroup001, blue, USA, Vehicle, 1, -- example (unknown) 1, -- example (unknown) uncontrolled, false, -- not hidden (not sure if this is boolean) startTime, { InfantryUnit001, InfantryGroup001, x, -- vec2? y, -- vec2? point, --vec3? blue, USA, vehicle, infantry, skill, unitId, 1, -- example (unknown) 1, -- example (unknown) startingPointVec2 } }, { PlayerGroup, blue, USA, helicopter, 2, -- example (unknown) 1, -- example (unknown) false, -- says "uncontrolled" assuming it is boolean? false, -- says "hidden" assuming it is boolean? startTime, frequency, modulation, radioSet, { PlayerUnit, PlayerGroup, x, -- vec2? y, -- vec2? point = {x,y,z}, --vec3? blue, USA, helicopter, SA342M, player, unitId, 2, -- example (unknown) 1, -- example (unknown) startingPointVec2, speed, livery_id, onboard_num, callsign, psi, AddPropAircraft, } } } -- End Simulate mist.DBs.groupsByName -- -- Simulate Object.getPoint or mist.getLeadPos by returning point as Vec3 -- print (point) --> returns nil value -- End Simulate Object.getPoint or mist.getLeadPos by returning point as Vec3 -- end Any guidance is greatly appreciated as I begin this long journey of learning this stuff :smilewink: edit: I just tested my simulated code in a much simpler way and found out that I can't print values from inside a table the way I did it above. I'm guessing that there is more complex way of extracting the values from a table :doh: do local table = { vec3 = {x,y,z} } print (vec3) --> returns nil end
  16. groupToPoint in Mist for the complete newbie to scripting Seems that no matter how I write it it gives me an error saying that I'm trying to index a global object = to a nil value I also , instead of using mist.getLeadPos, tried object.getPoint which also returns a Vec3 table. Another question I have is where are the global values written? In the mission lua file I can't find unit names. What I attempted to do was run the mission lua in ZeroBrane by dofile then try to print a 'simulated' function that calls on global values and they were also = to nil. I then searched the mission lua and realized the unit names were not in there. A simple example of what I did in ZeroBrane to test if it could be done = -- File Name = globalValue.lua -- a = 10 --------------- -- File Name = globalValueCall.lua -- dofile ('globalValue.lua') print (a) --> 10 Sent from my iPhone using Tapatalk
  17. Ty Grimes for taking the time to help me. I won't have time until this weekend to play with it again so I will let you know. I downloaded the lua binaries on my work laptop and installed lua on it and downloaded the free first edition of Programming with Lua by Roberto in hopes to learn more about coding/scripting so I can understand the syntax logic if that makes any sense. Thanks again this has sparked my interest. Sent from my iPhone using Tapatalk
  18. No problem. Normally I would but I currently don't have internet at my house. My cell service is also poor where I'm at so I can't use it as a hotspot. Sent from my iPhone using Tapatalk
  19. I want to learn simple scripting functions in DCS but I am having a very difficult time with what I think should be a simple task. I've been at this simple task for 2 days and I haven't made any headway. So am I even in the ballpark. My goal is to have a ME trigger the script (which I already have that down) for the infantry unit to walk to my helicopter. I have tried creating moving zones. All kinds of stuff but I always get a scripting error. I was able to use the goToPoint function with a static zone setup in the mission editor without any scripting errors but the infantry unit just ran in circles. My goal for the script below when ran was : Detect helicopters position and create a trigger zone there for use in the goToPoint function. Execute goToPoint function using created TriggerZone Am I even close? Sent from my iPhone using Tapatalk
  20. For some reason the playerAltitude.lua file did not upload into the mission file using the DO SCRIPT FILE. So I copied the function an put it directly in to the ME triggers and used the DO SCRIPT and it worked perfect! Also using the INITIALIZING SCRIPT in the ME did not work. Sent from my iPhone using Tapatalk
  21. I tried many different altitudes and worked my way up to 80 meters with no luck. I thought I was doing something wrong then tried it in 1.5 and it worked fine. Sent from my iPhone using Tapatalk
  22. Works perfect in 1.5 but I get this error in Nevada: By the way, your mission was fun to play with. Sent from my iPhone using Tapatalk
  23. Just got the chance to download this and start looking at it. I don't have internet at my house right now so had to wait until I could take my pc over to the in-law's house. Thank you for breaking this down for me. I'm dissecting it now. Sent from my iPhone using Tapatalk
  24. I know setting internal cargo as an impact at least on hover performance. I tested it when I wanted to make transport missions. I made a trigger to set internal cargo 20 seconds after mission start, I got in a stable hover and as soon as the internal cargo got put in the helicopter dropped until I counteracted with increased collective. Depending on what you're doing and where you're doing it, it can matter very much. With full fuel and no weapons I have had many places in Nevada where I can't hover until I'm down in ground effect. Even then my torque meter is just below max and I have probably 75% right anti- torque pedal in. Sent from my iPhone using Tapatalk
  25. I've been having a lot of trouble getting the d = l sin a sin b / sin ( a + b ) to work since the first time I did it. I tried that other formula d = l * tan A and boy was that a lot easier. I did it within a range I could verify with the laser (roughly 13500m) and I was within 500 meters. I think it's really hard to get accurate enough angles without actually seeing the target though. Basically it can give you a general idea of the area to search but not to call in an artillery strike. Sent from my iPhone using Tapatalk
×
×
  • Create New...