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Posted

Hello Polychop, I am enjoying your product. However, I cannot fly any prolonged missions yet. The reason for this seems to be the fact that the engine will be killed by too sudden collective movements. While this is a very nice level of detail, it makes it borderline unplayable for players with bad/cheap throttle units. Since mine becomes de-calibrated after a while, the axis tends to jump around a bit. This is no problem in the Huey or the Ka50, because they don't have engines that blow up on when your collective twitches a bit, but it very much is here. It is very annoying to be flying around, making a small adjustment to the collective, which causes a split-second jump, and fall out of the sky. Very infuriating.

 

Now, it could be that this is all due to some other aerodynamic or engine management phenomenon, but I'm pretty sure it isn't as it happens during all flight regimes and even with the tiniest adjustments.

 

The easiest fix to me would seem to simply give us the option disable this simulation. (I believe it is engine/rotor desync simulation) This would make it playable for people with lesser set-ups, who can't really do anything about it other than buying a new throttle unit. (you can't apply dead-zones to the collective)

 

Anyway, thanks for delivering this awesome module and I hope I will be able to get some proper flight time soon! I know this isn't really a bug, but is a problem, so therefore I thought this belonged in here. My apologies if it doesn't.

Posted

You could try giving yourself about 80% Y saturation and a -10 curve on the Collective, or maybe even more aggressive curvature. That'd give you a much smoother collective in the main power band for flight, though it might reduce your top speeds slightly due to being stuck at 80%. It'll make it more sensitive for landing, though, so your mileage may vary.

Posted

So at Polychop our goal is realism. We aim to model the Sa-342 to behave just like the real deal. We work very hard at this and are constantly working with real pilots and real world advisors to ensure that our model is always as realistic as possible.

 

But I has understand having odd behaving controls as well. My Saitek X65F would occasionally get what I called "ghost movements" which was pretty much right or left stick full. Normally it lasted for a spit second and then went away so wasn't too had to deal with. But I remember one time I flew the F-15 and somehow lost one wing....I was doing a pretty decent job of keeping the bird flying until this ghost movement happen and I crashed.

 

So what I would suggest is trying to set your saturation down if possible at first to make it work. The other suggestion would be to request the feature in the enhancement thread. While we can't guarantee everything on the enhancement thread will get added - it will at least be looked at an evaluated.

 

Hello Polychop, I am enjoying your product. However, I cannot fly any prolonged missions yet. The reason for this seems to be the fact that the engine will be killed by too sudden collective movements. While this is a very nice level of detail, it makes it borderline unplayable for players with bad/cheap throttle units. Since mine becomes de-calibrated after a while, the axis tends to jump around a bit. This is no problem in the Huey or the Ka50, because they don't have engines that blow up on when your collective twitches a bit, but it very much is here. It is very annoying to be flying around, making a small adjustment to the collective, which causes a split-second jump, and fall out of the sky. Very infuriating.

 

Now, it could be that this is all due to some other aerodynamic or engine management phenomenon, but I'm pretty sure it isn't as it happens during all flight regimes and even with the tiniest adjustments.

 

The easiest fix to me would seem to simply give us the option disable this simulation. (I believe it is engine/rotor desync simulation) This would make it playable for people with lesser set-ups, who can't really do anything about it other than buying a new throttle unit. (you can't apply dead-zones to the collective)

 

Anyway, thanks for delivering this awesome module and I hope I will be able to get some proper flight time soon! I know this isn't really a bug, but is a problem, so therefore I thought this belonged in here. My apologies if it doesn't.

Coder - Oculus Rift Guy - Court Jester

Posted

Thanks for the reply Poly Roie.

 

I will try fiddling with the saturation a bit, but as you can imagine the collective is a bit of the odd one out when it comes to tuning, as you basically need the full range, and holds non-zero/center positions for long times, unlike most other axis that idle in the middle. It is also an axis that isn't the most precise on most controllers, but some are worse than others.

 

Right now, I can manage flying it in single player, as I can just pause the game and calibrate it (move it back and forth a few times) like every 30 minutes.

 

I will make a request in the enhancement thread.

  • 1 month later...
Posted

I just wanted to chime in that I suffer the same issue. I unfortunately can't really play the module in my situation despite not having similar issues in UH-1, Mi-8, and Ka-50. If this is the cause then it would be great to have some kind of opt-out available.

Posted
So at Polychop our goal is realism. We aim to model the Sa-342 to behave just like the real deal. We work very hard at this and are constantly working with real pilots and real world advisors to ensure that our model is always as realistic as possible.

 

But I has understand having odd behaving controls as well. My Saitek X65F would occasionally get what I called "ghost movements" which was pretty much right or left stick full. Normally it lasted for a spit second and then went away so wasn't too had to deal with. But I remember one time I flew the F-15 and somehow lost one wing....I was doing a pretty decent job of keeping the bird flying until this ghost movement happen and I crashed.

 

So what I would suggest is trying to set your saturation down if possible at first to make it work. The other suggestion would be to request the feature in the enhancement thread. While we can't guarantee everything on the enhancement thread will get added - it will at least be looked at an evaluated.

Poly_Roie, is there a possibility that it could be fixed with an optional spike filter/smoothing filter in software?

 

So that spikes from not so good quality controllers simply gets filtered out?

 

People with better quality controllers could then disable the filter to get a more "direct" response.

 

This way you would not need to touch anything in the FM or systems model.

System specs:

 

Gigabyte Aorus Master, i7 9700K@std, GTX 1080TI OC, 32 GB 3000 MHz RAM, NVMe M.2 SSD, Oculus Quest VR (2x1600x1440)

Warthog HOTAS w/150mm extension, Slaw pedals, Gametrix Jetseat, TrackIR for monitor use

 

Posted

With the 1.5.4 now is harder to have this problem. I am not against any help but, i am fine with the helo as it is now!! You just need to get use to it and an eye in the Instrument!. Is it due overheating or why it happens?

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