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blackgold

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  1. Sign me up!
  2. The shock absorbers don't absorb energy, despite their name. If there's too much energy on touchdown, you're going to bounce. They bleed off some energy with movement but not a whole lot. It doesn't take much to bounce a plane in real life. Been there, done that. It's terrifying. If you're bouncing, you have too much energy. Airspeed, sink rate, combination of both, same thing, inertia....
  3. I can help you out. I don't have any aircraft building experience but I can do systems logic, calculations, ect.
  4. The wings can produce uneven lift and still be controllable if you have enough control surfaces to maintain level flight. Example, you can get uneven slat and/or flap deployment and you might not spin out. Level flight is achieved with control surfaces, not airplane design. Conditions are never perfect to the point the airplane flies dead level with no trim and no correction. With a damaged wing, it's just a question of how much control the airplane has (left) and if that is enough to maintain level flight.
  5. True, but I meant buttkicker in the sense of the technology (move your seat) over moving the stick. You can still be clever with it. The buttkicker series, at least the one under my couch, will resonate at sub-audible frequencies, which certain movies do have integrated into the sound track. Assuming equipment that can process below 20hz, you can cheat a little by sending the vibration effects as a analog audio signal under the audible band of 20-20k and the buttkicker should respond when your speakers do not. But that's on the programming side.
  6. The only time the stick will vibrate irl is if the is damage and/or imbalance to the rotors, which you will feel in the stick as you try to fight this vibration. (Hydraulic controls are capable of transmitting force back to the user/pilot). Or maybe if the rpm is too low. But mostly vibrations come from the airframe and a buttkicker or similar is what you're looking for. Stick shaking will make flying very hard and is mostly unrealistic.
  7. One big card is fine. Gtx 680, 780, ect. As long as you have enough ports on it. You'll be CPU limited
  8. 1: When you're close to the ground and in ground effect, rotor efficiency is reduced and requires much greater degree of power to maintain a steady hover. Some weaker/heavier helicopters require near full power to hover while much less to cruise. You've got to preemptively counter this with collective or else you'll drop quickly. 2: Maintain altitude with pitch. Don't watch the climb rate, watch the altitude. The collective should be thought as power output, not "up and down." The collective setting will produce your cruise speed. 3: You're over-correcting. Curves may help. But regardless, in the real thing, you only need to move the stick about a millimeter in any direction to maintain a cruise. Don't "move the stick" but rather "apply some pressure to the stick." All of these drastic connections are causing you to lose altitude. Any kind of (substantial) stick movement requires an adjustment to the collective to maintain altitude and/or speed.
  9. Great model! This would be a fantastic match for the 262. I'd be interested in helping out on your team and learning what does into DCS planes. Don't have previous DCS module experience but I have an engineering degree and am proficient with programming and logic.
  10. You need full saturation for full control of the aircraft. I have some helicopter time irl and with that you really only apply pressure, you don't move the stick, for hovering and maneuvers. That said, you might need to yank the stick 4 inches to the side compared to the usual 1mm if you get a gust of wind, ect. So you need full saturation and 0 curve. The hard truth of it is, you can't properly flight sim without aircraft quality simulation controllers. Warthog, crosswind, ect.
  11. You need to do a CPU test that checks the calculations for accuracy. With high clock CPUs you can get errors like you've explained.
  12. FSX can be made to be very realistic, the interface is pretty open. The reputation of bad physics is really because of eye candy developers who make a pretty model and just submit it to FSX default flight code. Check out a2a, pmdg, to name two, that extensively use their own code. I recall a2a saying more than 50% of the simulation was offloaded from FSX into their own proprietary code. That said FSX is dated and flawed in many ways. Being 32 bit is a real setback.
  13. You don't really need something really strong. The money goes into video cards and heat dissipation. You only really need a good CPU. Any mid range graphics card is fine. Your main concern with your gaming laptop is heat dissipation. Do research and get something that has a good cooling design (downward facing vents) and has a good reputation online for running cooler than other laptops.
  14. Don't beat on sith too much, we don't want him to switch his avatar again.
  15. Oh, i seem to be mistaken. Regardless ED is being quite generous to offer so many of us a number of $20 planes so I am quite grateful, alpha access or not.
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