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Posts posted by TheCrysinator
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That's why I was so irritated by the current implementation. Glad to hear it's WIP.Isn't that what the emergency hydraulic accumulator is for? I thought flight controls were mechanically linked to the rotor blades with hydraulic augmentation. Flight controls should respond. From all I have read, normal flight characteristics are expected during autorotation, except of course the yaw to the left and the fact that you have no torque. Rotor RPM needs to be maintained by diving. Sinkrate is minimized by maintaining aerodynamic trim.
Hydraulic or power failure is not mentioned anywhere near the dual engine failure in the TM. In fact it says that hydraulic pressure is enough to allow for 6 minutes of flight with no control inputs or 30 seconds with ridiculous inputs (cycling flight controls to full deflection left and right every second), which should be avoided. -
vor 48 Minuten schrieb kgillers3:
TerribleAuto.trk 621 kB · 1 Download
There's 2 in there.
Not a great one, made a lot of mistakes, almost lost all my rotor initially, had to get it back. I noticed for me how my controls are, it's hard to go from where my power levers are bound back to my collective control in time.
I learned from the huey, that you have to have some collective in for directional control in dcs
Thank you very much for the track file. I could find the culprit. When I'm trimmed for cruise speed I don't have the necessary cyclic travel left that is required to arrest the nose down movement. Usually I don't have to worry about resetting trim because e.g. the Hind needs very gentle inputs even during auto-rotations. Today I learned..
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That would be very helpful. It seems like cutting the collective completely and recover RPM while slowing down just doesn't apply for the Apache. When I cut the collective the nose drops and cyclic won't arrest it until I add collective again. However, that just drains my RPM.If you’d like I can share a track file so you can see my control inputs -
I had the time to check again:I think you might be underestimating the importance of keeping rotor RPM up - 75% is extremely low. It's also necessary for hydraulics, it prevents the rotor blades from coning up/bending, and most importantly without it you won't be able to arrest your descent at the end of the auto anyway.
Lowering the collective in the event of power loss must be IMMEDIATE. If you let rotor RPM drop below 90% you're probably too slow.
If you drop collective immediately after the "RPM low" warning you can still save it but RPM will drop to ~85% and won't recover even with 0 collective.
Don't get me wrong I just want to understand the Apache. Autorotation is easy in every other helicopter (Hind, Hip, Gazelle, Huey, Ka-50) and you have plenty of time to react. But the most modern one of them is unrecoverable if you're reaction time isn't perfect? -
Exactly. Because it's hard for me to understand why you would lose all control when the generator bus goes out. That would be a major oversight that at least two cold war era helicopters didn't have.Not trying to be rude. But you're telling me that it doesn't auto like a hind or a mi8- 1
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I knew when the power loss would occur so I waited a second because anything else would be unrealistic and by that time I had ~75% rotor RPM, no generators and no control authority. I know it's a bad comparison but the Hind/Hip will lose both generators and you still have enough control authority to get it down even if the generators stay out (usually they come back with rotor RPM).I auto'd it no prob, you're not lowering the collective fast enough nor managing your nr
Not saying it' auto's well in game but it auto's.
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Can confirm. Once you lose both engine or put them to idle you lose control over the aircraft. No reaction to cyclic or collective inputs. I (obviously) haven't flown a real Apache but this can't be realistic behaviour.
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If think that's a common theme with attack helicopters. For example I never take 100% fuel in the Hind. Maybe take less fuel or a lighter loadout when you plan to hover.
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I can't offer you any solution to your troubles but I want to say that it's super easy with VR and decent rudder pedals. Have you tried the coop mode?
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Definitely the Apache. The ASE saved my ass more than once already and it feels so good to have that additional situational awareness. The capabilities of the sensor suite is also a dream to work with. Even more so when the Apache is feature complete.
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Sorry for the late response but that's exactly what I meant. I mapped the second laser stage on a switch and that works fine for now. I understand that you want to limit the time the laser is on but when I'm using the gun on the move I don't want to keep pressing another trigger all the time.I think the OP is asking if there is a way to keep the laser active without having to hold the button the whole time, so it behaves like a "latched" button, and not a "momentary" button.
I think the answer is no; probably because you don't want your targets to be able to sense they are being lased any longer than is necessary. I've got my XBox controller setup with the two triggers for lase and fire, which seems to work well.
You could, of course, set that up as a toggle outside of DCS using one of the many remapping programs available.
Also thank you all for the insight and replies. The only point left on my list is the Image Auto Tracker but I figured that it's not implemented yet. -
That is good advice thanks.Because he used the level switch instead of BRT. BRT only affects IHADSS (if selected sight is helmet) -
I mean yeah you can turn the brightness down but you can see that the TEDAC brightness is also affected.Wags just showed how to do it in this video at min 1:17
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One option is to flip up the monocle with the I key. I'm currently trying to figure out if there is another way in another post.Is it possible to use TADS as sight in CPG cockpit, without the TADS image appearing in the IHADSS? It's quite obstructive. -
Hello,
after my first sorties I now feel like I start to get the hang of the Apache but there are still some questions left unanswered:
Pilot:
- How do you change waypoints?
- Is there a NVG mode besides FLIR for the PNVS?
- Can you see George's stored targets?
CPG:
- When would you use the IHADSS with the TADS as sight IRL (this combo messes with my brain)?
- Can you temporarily turn off the IHADSS like in the fixed wing counterparts or is folding the monocle up (key: I) the way to go?
- Tracking moving targets is something I didn't try so far. Is it straight forward?
- Is there a way to latch the laser e.g. when engaging with the gun? Would you do this IRL?
If you have anything else to add feel free to do so. I might add more points as I progress as well.
Thank you in advance. Your input is much appreciated!
- Crysinator
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I really wish they would add more functionality to Petro in the future. I had Petro look at possible targets over at Engima's Cold War server and gave Petro the fire at will order. Well he opened fire and killed a friendly tank.
While closing in on the target you should get additional info e.g. 10 km out it's a tank, 6 km out it's a T-55 and 5 km out it's a friendly unit.
In most scenarios the second step would be enough to decide between friend or foe. -
Thank you very much for the explanation. I might try your method some day but I hope that ED has a second look before I get to it.
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That is unfortunate but thank you for the info.No, you can't mod the maps. -
Hello,
I'm currently trying to learn realistic navigation with the Hind and want to utilise landmarks to update the map box. I've been looking for a huge lake near Hataya in Syria just to find out that there is no lake on the F10 map or Google Maps. Also town names aren't readable at all. So my question is if one could create better maps and use them over the standard ones.
- Crysinator
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I found that it has something to do with the zoom. Sometimes it's fine and sometimes it's a slideshow.For me its ok, max FPS as before (45). -
Today was the first time I got back into the copilot seat since launch to try out the new ATGMs we got yesterday. First of all the current sight is a much needed visual improvement over the initial one but now I suffer from single digit FPS using it in VR. Because it's not flat and static like the last one it's also very shaky in VR. Is there something I can do from my end to fix/improve this?
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Okay I will give it a try!You need to shut down the valves, not fuel cut off levers -
I've conducted some more tests in a somewhat controlled environment (set engine fire in the missions editor).
In the cases where I managed to safely autorotate to the ground I immediately died afterwards due to the spreading fire.
Even if the fuel is cut immediately the turbines will ignite again and again. Sometimes one of them stays out to the ground but there was always at least one turbine that kept burning after the second extinguisher is fired. -
Can you lock the tail wheel in the Mozzie? I experienced a similar outcome as you described when doing single engine landings and it's definitely something I don't want to repeat!Since you can't lock or steer the tail wheel, what else can you expect?
On the ground, there is no way you can turn towards the good engine unless you are already moving and can use differential brakes.
However to get moving, you can only start move in a circle into the dead engine. There is absolutely no way to turn towards the good engine as the thrust and braking are in the same line.
I flew DC-3s many years ago and soon learned that when you land with only one engine the flight ends where you stop if the tail wheel is unlocked.
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