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Jack McCoy

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Everything posted by Jack McCoy

  1. Enigma, I thought the same thing, but from the nature of the question (valid, but helo-newbish), he's not that "Ugly". (accidental pun!)
  2. Another side-benifit, for me at least, is I can pan diagonally (horiz and vert simultaneously) using the analogs. Very useful the track the occasional air target. For some reason, maybe my stick firmware, or Windows prevents me from doing so with the hat, specifically, up-left. :( As far as the mouse, I place in the middle, so I can use it with either hand, depending on where the controls are in the virtual cockpit.
  3. The axis control is quite fast. I also have the key-command mapped to my HOTAS cyclic's DMS (a hat) button for fine tuning. -- To all, thanks for the comments so far. I'll definitely use the HMS more often in my routine.
  4. I'm curious to know how many of you use the HMS. I have TrackIR4 and I don't find the HMS that useful. I find my target by manually panning the Shkval with the Radar Cursor of my Cougar HOTAS. For the out-of-HUD targets, I do pan-[pause]-pan. The pause is to let the Autoturn to Target start its turn toward the target. Comments?
  5. Turning / coordinated flight Very interesting. :book: For other people's sake: this does not reflect the Ka-50 coaxial rotors system. I trust your experience. I had a "too much rudder" issue when switching from glider to powered fixed-wing. :helpsmilie: Yes, good thread. -- Would you agree that regardless of the method to achieve it (which may be different depending on the aircraft), the GOAL is to achieve coordinated* flight in turns? Of course, intentional side-slips to drop altitude or hold heading on final (in fixed-wing) are OK. -- Notes to new flyers: *Coordinated flight is when the longitudinal (length-wize) axis is aligned with the oncoming air (due to wind and/or movement). This usually, if not always(?), offers the the least drag possible from the fuselage. To coordinate a turn, learn to "read" the movement of the ground; do not keep your eye on the "ball". Use to ball to confirm you trimmed nicely. In a Ka-50, below 50kph (and above 4m radar-alt), you can use the horizontal velocity vector on the HUD: when the line is straight up, you're coordinated. For "turn pratice" flights, switch OFF the Heading Hold autopilot channel. I prefer this method to the Flight Director. Even when doing mild aerobatics, I use only Bank and Pitch Hold (Hdg and Alt OFF). -- Side-thread: I haven't flown any helos (yet :D), but I figure that a level (constant altitude) turn in a forward-moving helicopter requires zero or even forward cyclic to maintain airspeed. This is very different from airplanes! Is this your experience?
  6. I don't think it makes sense to NOT use the rudder in a turn. Depending on the ratio of helicopter mass to surface of the tail fin (airframe design), you'll more or less apply rudder. A heavy helicopter like the Ka-50 or Apache will need more rudder and/or higher speed to stay aligned with the flight path (i.e. velocity vector). "Stomp/squeeze the ball" is the old adage: if ball is to the left, you need left rudder and vice-versa. This is more important in a fix-wing aircraft as the lift is generated by the wings. In a helo, flying uncoordinated is an intrinsic asset which can be put to good use. It'll only cost you more fuel as you increase drag, but then again, you don't fly cross-country with 80 degrees of "crab". If you don't have to use rudder to keep a turn coordinated, it's because the helicopter is designed (or it just so happens) to weathervane just the right amount when at a specific speed, probably cruise speed. In a Cessna 172 and the like, very little rudder is use to keep the turn coordinated as the engine/prop "pulls you into the turn" (and also increase the airflow over the fin/rudder). You'd use rudder to minimize adverse-yaw caused by asymetrical drag produced by the upper and lower aileron in a turn. In a glider, the rudder is much more important throughout the turn. As far as being delicate with the Ka-50, personally I'm more careful above 200kph. Below that, you can (gently) rough it up. :) EDIT: For my fellow engineers, I mention mass to keep it simple, but it should be "First moment of inertia", which is indirectly related to mass as you know.
  7. In-game, use RCTRL-ENTER to visually test the axies' assignments. :joystick: And do make sure you configure for "Ka-50 Real", not "Ka-50 Game".
  8. Hi Coolts. I'm left handed myself (although with ambidextreous tendencies) and I'm a private and glider pilot. Most gliders have center sticks and everybody flies with their right hand. Most General Aviation aircraft have yokes that are flown typically with the left hand. Instructors in these same aircraft have to learn to fly with the right hand, since they sit to the right and so having the throttle/prop/mixture levers to their left. Professional pilots in new-generation side-stick aircraft, fly both left and right depending on their post on that flight. Accept it, and start creating new pathes for your synapses in your brain. Good luck.
  9. Yes, it is badly designed. I'm sure half of the people had a "What the...?" moment while configuring their axies, delaying their initial flight by 5 minutes. :(
  10. In the config screen, but sure to select Ka-50 Real and Axis Commands. BTW, you should be mapping your COLLECTIVE to your axis, not the THROTTLE. Leave the throttle assigned to PgUp/PgDn as it is only used during manual startup or during some emergencies.
  11. Yes, great answer. --- Somebody did "sticky" it, in the Flight Manual PDF document.
  12. +1 We are lucky to be able to bring our thoughts directly to the ED Team. It's the closest you can get to sitting in a ED board meeting. In this day and age, publishing such a product for the PC home user is a huge financial gamble. ED, I'm sure has read all the forums, and cares about the hands that feed them. With the price of your purchase, 39$, you can't even hire a 3D artist for more than an hour. Quality Assurance is VERY complex for this type of application, and if we don't want a troublesome patch, they need to take time. The product is as interesting as what you can put into it. Some find FSX absolutely boring, some find it fascinating, most likely because they know better. I too can't wait for the patch. But I'm waiting, and trying to be constructive in my comments, and maybe see a feature I (we)'ve been waiting for exactly how we requested it via this forum.
  13. Wow... Not one serious response! Too long to -1 everybody... The head animation feature is already implemented in the code. And from my 3D-programming experience, taking the actual line of sight and transforming it in the yaw-only equivalent takes more code than just use the original transform matrix. In a close multi-ship formation, I like to see if my human wingmen have their heads burried in the Shkval, or looking up/down, at me, the other way... I would like to see only 3 DOFs (the rotation matrix) applied, since translations would make the head hover inches over the pilot's unanimated torso. If you can't find any pratical use for what I request, just ask "why?", out of respect, and go **** yourself with your cup holder. EDIT: Some points are valid, but kind of "hijacky". Search forums, open new thread "Rain/bugs on windshield". We could then find a use for the wiper system. Cup holder, still, **** ***!
  14. "and now I wonder how much longer I get to enjoy it!" 'Cause if I get to choose between BS and your B***S***, baby, the choice is clear!
  15. This is minor, but I noticed that the animated pilot of my MP wingman only has one degree of freedom (yaw). I'd be nice to see all 6 DOFs implemented. (Open Falcon does it, although not in external views. :music_whistling:)
  16. Analog solutions: Curtains? Moving your computer?
  17. This is a known bug that'll be turned into a feature. To find what you're looking for in version 1.0.0, make sure you see the yellow cross (LALT-c toggle). When you do, hit Esc, then click Cancel on the exit dialog. The cursor will be active (where you hit the Cancel) and mouselook enabled. It think you can also center the mouse where you like and hit Esc a second time instead of Cancel.
  18. This known issue will be addressed in patch 1.0.1.
  19. Hi Zakk. Why don't you set up your own server? You have the hardware.
  20. Works nicely. Thanks a lot. Now if ED Team can program the left right shift of the reticule to match our real-world head when using TrackIR...
  21. Indeed, I am also bothered by the zoom which is centered on the center of the screen. I changed the snap angle. Nice tweak! How in the world did you figure this out? Did you modify the 117 vAngle values one by one? This also creates problems when one uses the Helmet-Mounted Sight at high zoom level. Do you think it's possible to move the HMS reticule down to the center of the screen?
  22. TrackIR is also somewhat sensitive to lights in front of the camera such as 60W+ lightbulbs or indirect sunlight bouncing off a window frame.
  23. This reminds me of a point I brought up before. Yes, egress/ingress time will allow for cool-down of the laser. Do people who experience frequent burnouts use Unlimited weapons? If you just fire your real-life loadout, you should be within the laser limits. ED Team, I think if Unlimited weapons is selected then the laser burnout feature should be disabled.
  24. Which mission are you flying? Shooting Range? The targets in there are static objects and are much tougher to kill. This is a know issue. Wait for the patch if this is your case. Target aspect angle has very little to do in this case. Static tanks will happily take 3-4 Vikhrs in the engine. EDIT: I agree with Ether: I usually don't bother with target aspect (except when struggling with Shooting Range). A single missile will do it. Maybe the US M1 Abrams might require 2 in the front.
  25. Because something unexplained happened during that flight, and you'd want to review it... So you would have saved the track, no? :doh:
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