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Posted
1) To be procedurally accurate and fly realistically, keep the autopilot channels on (blue buttons for Pitch, Bank, Heading). You may find that turning the Heading channel off may provide you with a quicker yaw response and seem more natural, but it will only build bad habits. In real life, turning off the autopilot channels is not permitted under normal circumstances.

 

What are these "bad habits"?

 

Let me explain the reason I ask. Firstly I bought this game because it is the first helicopter sim I have seen that is in fact not a steaming pile of ^@ but in fact truly awesome and "feels" like I think it should. May be way out but there you go, I love it.

 

So I figured I am going to learn to fly a heli' before I learn to fight in one. So I use the laughably easy to use mission editor to create some missions called "Free Flight" that have weather varying between dead calm to stuff that would literally destroy a real world Shark.

 

I then started training in the calm one and practiced circuits, hover etc. All the stuff I think a real world pilot would have to do. The progressed on to the rough ones with storms, created obstacle courses and "tracks" etc.

 

But something didn't feel quite right and then I discouvered those blue buttons. Turning them off caused and almost emidiate loss of control that I had a lot of fun recouvering from and then to me I have discouvered the "sweet spot". I absolutly love flying with all the assists off. It feels real to me now way more then it did with the autopilot controls on.

 

I have an absolute blast flying around the cities at 250kph (mp3 cranking lol) and trying to hover and maintain position in extremely turbulent weather.

 

Then I read the "Bad habits" bit and became concerned I am forming... well bad habits. Can anyone explain what these bad habits are? If it something as simple as making combat harder because of no computer assist then I can live with that, in fact I want that. I fly not my cpu damn it !. But maybe there is something I don't see yet?

i9-9900K,Z390 Aorus Master, 32GB GSkill Trident F4-3600 DDR4, ROG Strix RTX 2080 Ti, Oculus Rift S. Thrustmaster Warthog T&S, TPR Pedals.

Posted
What are these "bad habits"?

 

Let me explain the reason I ask. Firstly I bought this game because it is the first helicopter sim I have seen that is in fact not a steaming pile of ^@ but in fact truly awesome and "feels" like I think it should. May be way out but there you go, I love it.

 

So I figured I am going to learn to fly a heli' before I learn to fight in one. So I use the laughably easy to use mission editor to create some missions called "Free Flight" that have weather varying between dead calm to stuff that would literally destroy a real world Shark.

 

I then started training in the calm one and practiced circuits, hover etc. All the stuff I think a real world pilot would have to do. The progressed on to the rough ones with storms, created obstacle courses and "tracks" etc.

 

But something didn't feel quite right and then I discouvered those blue buttons. Turning them off caused and almost emidiate loss of control that I had a lot of fun recouvering from and then to me I have discouvered the "sweet spot". I absolutly love flying with all the assists off. It feels real to me now way more then it did with the autopilot controls on.

 

I have an absolute blast flying around the cities at 250kph (mp3 cranking lol) and trying to hover and maintain position in extremely turbulent weather.

 

Then I read the "Bad habits" bit and became concerned I am forming... well bad habits. Can anyone explain what these bad habits are? If it something as simple as making combat harder because of no computer assist then I can live with that, in fact I want that. I fly not my cpu damn it !. But maybe there is something I don't see yet?

 

Because there is no chance in hell you will be able to take your hands off the HOTAS long enough to flick switches and fire weapons when you are flying the helicopter "traditionally" without the assists.

 

It's just too much to do with too few hands! :D

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Posted

It depends on what you want to do. If you want to fly realistically, as real pilots do, learn it the way the guys who fly this machines for real do - leave those AP buttons on - ESPECIALLY while you're learning.

 

When you learn, you develop habits. When you learn for the first time, those habits stick with you forever - whenever you become over-tasked or stressed, you will revert to them.

 

If you start by learning to do things the wrong way, you will revert to bad habits when you're in trouble, and bad habits in aviation tend to get you killed.

 

That's what bad habits are - and disengaging the AP is a VERY bad habit. It is there to make flight safe (a real pilot WANTS to be safe) and manageable during combat.

 

Of course, it's a game, so take the above with a grain of salt.

[sIGPIC][/sIGPIC]

Reminder: SAM = Speed Bump :D

I used to play flight sims like you, but then I took a slammer to the knee - Yoda

Posted

Well in a few commercial fixed wing airlines I know of, the AP+Coupler must be engaged before 200ft height after takeoff and then remain engaged until landing is complete (for normal line flights). If the AP is disengaged in this period the pilots have to submit reports explaining why (basically it better have been an emergency of some description).

 

Helicopters (and pilots of those) are a bit different in that they operate in places and ways where an autopilot cannot always be used effectively - but where the AP can be used it probably should, because helicopters are trickier to keep under control, particularly when you are "head down" getting targeting done and various other combat tasks.

 

So getting the AP to do the things you want will ultimately make you a more effective combat pilot. Having said that, hand-flying is still fun and luckily something that hasn't been completely removed from the hands of helicopter pilots in comparison to their fixed wing brethren...

 

r.

Posted

Sweet, nothing I am missing other then possibly making it more difficult for myself. :thumbup:

i9-9900K,Z390 Aorus Master, 32GB GSkill Trident F4-3600 DDR4, ROG Strix RTX 2080 Ti, Oculus Rift S. Thrustmaster Warthog T&S, TPR Pedals.

Posted
Well in a few commercial fixed wing airlines I know of, the AP+Coupler must be engaged before 200ft height after takeoff and then remain engaged until landing is complete (for normal line flights). If the AP is disengaged in this period the pilots have to submit reports explaining why (basically it better have been an emergency of some description).

 

God, I'm so glad we don't have that restriction! As if being sat in the cruise isn't boring enough. I suppose thats one of the benefits of flying older technology, there's a much higher workload and more "hands-on" flying. Granted, I accept that in commercial aviation the use of the autopilot is thoroughly encouraged though and it is indeed a good idea. Thankfully, we are still allowed to disconnect everything and fly it manually if flight conditions permit it to be done safely.

 

One of the most common failings early in a First Officer's career is that they have little experience of autopilot and flight director systems and when they are "maxed" out (keeping up with learning the aircraft and thinking "whats next? have I forgotten something?" the whole time) they tend to disconnect the very things that will actually help them. It's about understanding the capabilities of the systems and using them to your advantage, not fighting against them or discounting them altogether.

 

And this is for two pilot aircraft! For single pilot operations, the use of the autoflight systems is a MUST.

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Posted

I'm flying a 737-200 and LOVE the old steam driven machine!

 

We have one -200 with an MCP and auto-throttles... nice to see that side of technology every once in awhile.

Posted
Because there is no chance in hell you will be able to take your hands off the HOTAS long enough to flick switches and fire weapons when you are flying the helicopter "traditionally" without the assists.

 

It's just too much to do with too few hands! :D

 

Don't forget flare button :D, which oddly enough isn't on HOTAS.

 

I tend to use full stabilization while flying on route or when firing from stand off position. However, I like to disable stabilization and leave only dampeners switched on when I have to use cannon or unguided rockets while maneuvering over target.

Wir sehen uns in Walhalla.

Posted
Don't forget flare button :D, which oddly enough isn't on HOTAS.

 

Given that you're supposed to use it pre-emptively, I don't think it's a huge loss :D

 

I tend to use full stabilization while flying on route or when firing from stand off position. However, I like to disable stabilization and leave only dampeners switched on when I have to use cannon or unguided rockets while maneuvering over target.

 

If you mean you're engaging the flight director, then you're disabling Auto Pilot, and keeping stabilization (ie. dampers). And this is the correct way to do it :)

[sIGPIC][/sIGPIC]

Reminder: SAM = Speed Bump :D

I used to play flight sims like you, but then I took a slammer to the knee - Yoda

Posted

While we're on this subject - the manual says to keep the pitch, bank, and lateral dampener on always, but when I have the lateral dampener on, I find the helicopter just tries to fight me in a turn and makes it difficult to actually turn, as I would expect it to if it were trying to hold a heading. Should this be kept on only when flying in a straight line (i.e. on course between waypoints) and turned off when flying through a winding valley or something like that when you need to turn quick? I can see the advantage of using it all the time unless your trying to maneuver relatively quickly (but still within limits).

Stupid thermals...

Posted

It should ALWAYS be kept on. Read the manual and this thread to figure out what your options are for preventing the auto-pilot from fighting you. In fact, see the above post ;)

[sIGPIC][/sIGPIC]

Reminder: SAM = Speed Bump :D

I used to play flight sims like you, but then I took a slammer to the knee - Yoda

Posted
While we're on this subject - the manual says to keep the pitch, bank, and lateral dampener on always, but when I have the lateral dampener on, I find the helicopter just tries to fight me in a turn and makes it difficult to actually turn, as I would expect it to if it were trying to hold a heading. Should this be kept on only when flying in a straight line (i.e. on course between waypoints) and turned off when flying through a winding valley or something like that when you need to turn quick? I can see the advantage of using it all the time unless your trying to maneuver relatively quickly (but still within limits).

 

Always leave the channels on. When you move the controls, press the trimmer button. When you're done, let go of the trimmer button. If you're constantly moving the controls, then constantly hold down the trimmer button. Even with the button pressed, the autopilot will still help with stabilization. With the trimmer button NOT pressed, it will try to hold your heading/attitude.

Posted
It should ALWAYS be kept on. Read the manual and this thread to figure out what your options are for preventing the auto-pilot from fighting you. In fact, see the above post ;)

Alright, now you've made it too easy. Guess I'll have to learn to shoot stuff now... :D

Stupid thermals...

Posted

When I get to playing in "full simulation" mode (You know, helmet on, lights out, wife standing behind the chair shaking it, lighting fires and hitting me with a baseball bat from time to time) I will probably have the blue buttons of boredom engaged but that will most likely be when I get a version in a language I can understand.

 

But until then they actually get in the way of me having the most fun I have ever had on simulated flight.

 

Ubber Fun No1: Custom Mission. While paused click the autopilots and turn them off (It does work, just doesn't make any noise) Wind at 25mps, Turbulence at 6mps (max). The mission is to take off just high enough to raise gear and then hold position and height as well as possible for as long as possible. Then when I have had enough I drop gear and land with no damage (or lots of damage sometimes).

 

For added fun then shut down engine and watch the wind force the blades to intersect and smash up when they slow down. Ubber hard challenge part B is to fire her up again and see just how long you can fly shaking and lurching cow before the very high probablility of virtual death (rotor hub in cockpit and blood on windows, lol nice touch!!)

 

Watching it struggle to start up in high winds and some broken blades is just awesome, I could swear you can see the effects of the gearbox having dramas. it can "clunk" back and forwards. Truely awesome!!

 

Ubber Fun No2: First mission in the list with the convoys. Auto's off, activate weapons system and select the cannon only, no unsporting missiles or shkval. Come screamin in over the hill as low as possible (If the gear was down I would probably hit a hummers roof) and see how many vehciles in the convoys you can destroy. In your face.

 

I have actualy survived rolling the first 2 convoys and had a lot of fun getting what was left back to a pad and landing it. Unfortunatly the poor busted up girl couldn't extend what was left of her landing gear, rolled over on the pad and broke up but I lived (That time heh).

 

ED, best flight sim ever. It was worth the wait :thumbup::thumbup::thumbup::thumbup::thumbup::thumbup::thumbup::thumbup::thumbup:

i9-9900K,Z390 Aorus Master, 32GB GSkill Trident F4-3600 DDR4, ROG Strix RTX 2080 Ti, Oculus Rift S. Thrustmaster Warthog T&S, TPR Pedals.

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