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newbie2k

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  1. Hey community, got a problem since the update to 1.2.8 in terms of no more quick missions for the huey available. It's all empty where one can actually choose which quick mission one's going to fly. For the other a/c including mi8 everything's fine..... maybe someone has any kind of advice ;)
  2. To be honest, I don't feel any change on the FM.... it's the same for me as it was in 1.2.6. maybe someone can give details on what has been really changed. would be great!
  3. Is he talking about the DODO 206 for FSX? If so, than that guy is somehow contradictory. Because the DODO 206 is actually very easy to fly. According to the statement, it would be harder to fly the DODO than the DCS Huey, but the DODO's flight model lacks of so many things as lateral roll and drift, only to mention two. But what do I know, I am not a pilot, so it's just my personal feeling about things :music_whistling:
  4. I noticed yesterday (it was my first flight and I was unaware about the fact that there are breaks because of the wheels :music_whistling:) that the Mi-8 begins to stutter in the vertical axis while taking-off with brakes still activated. It feels as if something hits every two seconds on top of the H/C to push it down. I suppose that's a bug (the brakes aren't connected to the mainrotor, aren't they? ;-) )
  5. After some weeks, I finally found the time to fly a little bit yesterday an to test 1.2.6. I find that the Huey is a very stable plattform now, but I'm wondering myself if it isn't too stable. For example: I was in a perfect hover in ground effect without doing much cyclic input. Just very minor corrections. Recalling the previous versions, there was much more input needed to hold a stable hover. The same with transitioning into forward flight. Is this how the real thing behaves? Because months ago, the Huey was already said to be a pretty good simulation with a near-to-reality flight model. What about the flight model now? Is it even more close to reality or is that the result of all the complains about the "too hard to fly flight model with too much VRS and so on" from all the guys who don't want to practice? ;-) Another thing seems to be an increased durability. I tested some very very very hard landings and not even the skids broke. Could that be?
  6. Well, thanks for that constructive discussion. :-) Let's se if I got things right.... when flying a coordinated turn, let's say a right turn, I would add right pedal to prevent slip (or release left pedal when flying with a lot of torque), afterwards pushing the cyclic right and forward and adding collective at the same time to stay at flight level. Would that be the correct way? By the way, right now I am flying without rudder pedals, because my CH Pro Pedals annoying me. I hate that self-centering and the fact that you have to put your whole feet on it. After 10 minutes of flying it's getting very uncomfortable. I pendered about modifying them, but then I decided to build my own pedals and when doing so, I will also assemble some kind of collective. I have nothing to do, anyway :-) I'm eager to see how flying "feels" with the new stuff ;-) by the way, jay43, those US Army films are nice ;-) Do you have some more links to valuable ressources like this one?
  7. Well, I know there are more important things with much more priority to be done, but why shouldn't that feature be usable if it is already considered by the devs? (Oterwise, there would be no key for disembarking, wouldn't it?)
  8. +1 :-) I had the same idea some days ago and opened a thread about it in the Belsimtek part.
  9. Hey guys, I am somehow not able to fly a coordinated turn correctly. :-) What do I have to do to fly a 90 or 180 or whatever degrees turn without gaining or loosing to much height and/or speed? The way I do it right now is while flying a turn I add as much pedal input as required to keep that little black ball in the middle. But when doing so whether the height or the speed changes dramatically. Any hints on that? How would one fly that procedure in real life? Thanks in advance!
  10. Sounds reasonable to me :-) But honestly, disembarking and walking around is already available for other aircraft. So why not integrating this into the huey? When disembarking in the current version, all you see is an empty huey. I don't even know how to get back in. That's actually not what that function should do... at least not in my opinion.
  11. Will there be the possibility to exit the huey properly someday? Like ejecting from the SU-25t for example? It would be great to actually walk arround and have control of the pilot itself when disembarked. That would be awesome for multiplayer missions in the future when pilot, co-pilot, gunners and pax can be real human beings together in one Huey. A mission example with that feature could be the rescue of a downed Huey pilot by another one. The rescued one could be the new co-pilot or a gunner or whatever. Another funny thing would be leaving the aircraft and entering another one while ingame, in case you are condemned to operate the guns and you are forbidden to fly because the pilot wouldn't hand the stick over to you :cry: In summary: it would be great to add that in the final version :thumbup:
  12. From what I know, having the games on steam delay the update process. Because before a update will be released, it has to be verfied by steam first. At least that's the case for arma 2 now.
  13. Well, of course it is possible... obviously :-) Everytime I am in a huey at least one door is open because I am jumping out there. But the pilots would never fly more than 60 kts. What I'm interrested in is the fact if you could fly at max. speed without/open doors in the same way as with them closed. Or if you even can reach max. speed... Edit: I know, there is always a maximum speed :-)
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