mrtube Posted February 8, 2009 Posted February 8, 2009 Hello again guys, wonder if anuone can give me a quick insight as to why I am experiencing the above problem. I am using a cougar hotas and after a short while in flight, I have to start applying left pressure on the joystick to correct a tendency to bank to the right. I have tried trimming ( but am very much learning this at the moment and in all probability am not doing correctly) I have flight direction turned on and also using the right control / enter to show the axix of my controls on the screen. Another problem I have come across quite often is the rotors snapping suddenly and crashing, usually preceeded by a flashing button on the left of the front panel. Any ideas ? I can see that learning to fly this helo is going to be a long road.... most of it spent here in the forum!!! cheers, Mark My rig: Asus P6D, watercooled, Intel i7920 cpu O/C to 4GHz, 6GB Mushkin redline PC3 DDR3 1800MHz memory, BFG TECH gtx 295 GPU. Crucial 256GB SSD, Windows vista64 ultimate on vertex 60GB SSD. Dell 30inch monitor. Cougar HOTAS.
CAT_101st Posted February 8, 2009 Posted February 8, 2009 the warning in that you have too much colective. Back off on your speed keep it down to 220 or slower. Flying a helo is not a race, it take time to go places and use that time to set a plan of action at the target site. As for the rotors snaping they are coliding with each other. You are apling to much force on the blades (right side most likely). I find that reseting the trim and settling the helo on a lvl flight path helps and keep the speed down. Home built PC Win 10 Pro 64bit, MB ASUS Z170 WS, 6700K, EVGA 1080Ti Hybrid, 32GB DDR4 3200, Thermaltake 120x360 RAD, Custom built A-10C sim pit, TM WARTHOG HOTAS, Cougar MFD's, 3D printed UFC and Saitek rudders. HTC VIVE VR. https://digitalcombatmercenaries.enjin.com/
Zembla Posted February 8, 2009 Posted February 8, 2009 Hello again guys, wonder if anuone can give me a quick insight as to why I am experiencing the above problem. I am using a cougar hotas and after a short while in flight, I have to start applying left pressure on the joystick to correct a tendency to bank to the right. I have tried trimming ( but am very much learning this at the moment and in all probability am not doing correctly) I have flight direction turned on and also using the right control / enter to show the axix of my controls on the screen. If I recall correctly what you're saying has to do with the following: both rotors create lift. However, because the helicopter picks up speed, the blades of the helicopter that turn into the direction of flight will produce more lift than those that turn away from the direction of flight. So, to describe very very rudimentarily (|) In case of forward flight and a counter clockwise rotation. So, there's that, both sides don't produce equal lift, but there's also the fact that the bottom rotors, who rotate in the opposite direction, produce forces at a shorter arm in comparisson to the helo's center of gravity, than the upper blades. Which means a momentum is created, that will roll the helicopter in the direction you described. I hope this made some sense, and I hope I didn't miss/err too much. -Z [sigpic][/sigpic] I aaaaaam ... a banana!
DragonRR Posted February 8, 2009 Posted February 8, 2009 Agree with the previous two posts. The faster you fly the more left stick you need to apply, generally I trim this in so that I don't keep having to hold the cyclic left. Because of the issue with the rotors the faster you fly the more the rotors on one side close up to the point where they collide. Be VERY careful of turning/banking right at high speeds. [sIGPIC]Click me to go to the post[/sIGPIC]
mrtube Posted February 8, 2009 Author Posted February 8, 2009 Thank you for your quick help and advice My rig: Asus P6D, watercooled, Intel i7920 cpu O/C to 4GHz, 6GB Mushkin redline PC3 DDR3 1800MHz memory, BFG TECH gtx 295 GPU. Crucial 256GB SSD, Windows vista64 ultimate on vertex 60GB SSD. Dell 30inch monitor. Cougar HOTAS.
ericinexile Posted February 8, 2009 Posted February 8, 2009 Fly fast but the faster you fly (above 280 indicated) the more gently you should apply control input--especially right rudder and right cyclic. The lower the rotor rpm, the more likely flapping will get extreme enough for rotor intersection. When in doubt--lower collective. Smokin' Hole My DCS wish list: Su25, Su30, Mi24, AH1, F/A-18C, Afghanistan ...and frankly, the flight sim world should stop at 1995.
eV1Te Posted February 8, 2009 Posted February 8, 2009 Look in external view during high speed flight (F2) and you will see how close the blades are to each other :thumbup:
fox_111 Posted February 8, 2009 Posted February 8, 2009 Also, to help you turn, this is how it should be done. I got that tip on a real helicopter flight lesson. Bank the helicopter in the direction you want to make the turn. Add collective so he helicopter start to turn. The vertical speed indicator should remain at 0 or where you want it. Use rudder to keep the nose where you want it on the horison. (Up to slow, down to accelerate). The collective is used to provide the lift for the turn, contrary to an fix wing aircraft, that require more trust and pulling on the stick. If you make your turn the right way, you should not have to pull on the stick, or very little to turn, just adding collective and controling the turn with a little rudder will make you turn in a very controlled fashion. Even at high speed. Since I learned that trick, I do all my turns like that and I can do it without loosing speed and turning and bouncing around. Trimming after each turn is essential so you don't have to fight the helicopter tendancy to move around, even with all the computer assists.
eV1Te Posted February 8, 2009 Posted February 8, 2009 Also, to help you turn, this is how it should be done. I got that tip on a real helicopter flight lesson. Bank the helicopter in the direction you want to make the turn. Add collective so he helicopter start to turn. The vertical speed indicator should remain at 0 or where you want it. Use rudder to keep the nose where you want it on the horison. (Up to slow, down to accelerate). The collective is used to provide the lift for the turn, contrary to an fix wing aircraft, that require more trust and pulling on the stick. If you make your turn the right way, you should not have to pull on the stick, or very little to turn, just adding collective and controling the turn with a little rudder will make you turn in a very controlled fashion. Even at high speed. Since I learned that trick, I do all my turns like that and I can do it without loosing speed and turning and bouncing around. Trimming after each turn is essential so you don't have to fight the helicopter tendancy to move around, even with all the computer assists. Looks like a good tip, I will try that! :thumbup: What I have been doing so far is to: Turn both Cyclic and Ruder to the right (but not aiming at any specific rudder input, only to help the turn) Increase Collective to maintain height And using forwards/backwards collective to maintain airspeed (not needed if you use the rudder for that?!)
Reticuli Posted February 8, 2009 Posted February 8, 2009 In forward flight with FD on, the shark will seem to want to roll right slightly, or roll out of left banks. You have to slightly trim it away from doing that manually or hold the stick when doing that. Otherwise, my GlovePIE scripts will do it for you gently ;-P X65 and X52, Glide, Winx3D, and GlovePIE Profiles http://library.avsim.net/search.php?SearchTerm=reticuli&CatID=miscmisc http://library.avsim.net/register.php X52 + Silicone Grease = JOY stick
WynnTTr Posted February 9, 2009 Posted February 9, 2009 Another trick to making nice turns - keep the ball in the center lines (underneath the attitude director indicator and also under the standby attitude indicator). Combine rudder, cyclic and collective to try keep the ball centered.
drummer Posted February 9, 2009 Posted February 9, 2009 I had a similar problem which turned out was caused by my twist grip saitek having some play in it ad causing spurious inputs. I found the problem after someone here suggested using the Right control and enter keys which brings up a box showing what inputs your stick/pedal etc are putting in. Worth a look if only to check your gear is accurate. drummer
beers Posted February 9, 2009 Posted February 9, 2009 Noticed an odd thing; was looking via F2 and how close the blades get on the one side... then I looked via F2 at my wingie, who's following meters behind me at the same speed et al, and the rotor disks are quite parallel. Is it that they are flying differently or that their airframe is not as accurately simulated? If they are flying differently, what's their trick? 2600K @ 4.2GHz, MSI P67A-GD55, 16GB G.Skill @2133 , GTX 970, Rift, SSD boot & DCS drive [sIGPIC][/sIGPIC]
sobek Posted February 9, 2009 Posted February 9, 2009 Noticed an odd thing; was looking via F2 and how close the blades get on the one side... then I looked via F2 at my wingie, who's following meters behind me at the same speed et al, and the rotor disks are quite parallel. Is it that they are flying differently or that their airframe is not as accurately simulated? If they are flying differently, what's their trick? *sigh* :) Flapping is not modelled in ai aircraft. You might want to search the forum for further reading. Good, fast, cheap. Choose any two. Come let's eat grandpa! Use punctuation, save lives!
DragonRR Posted February 9, 2009 Posted February 9, 2009 Im pretty sure that you don't SEE the effect with other players in MP too. [sIGPIC]Click me to go to the post[/sIGPIC]
sobek Posted February 9, 2009 Posted February 9, 2009 Im pretty sure that you don't SEE the effect with other players in MP too. IIRC it was explicitely stated that it's not modelled in ai AC because they would constantly wreck themselves ;) Good, fast, cheap. Choose any two. Come let's eat grandpa! Use punctuation, save lives!
eV1Te Posted February 9, 2009 Posted February 9, 2009 IIRC it was explicitely stated that it's not modelled in ai AC because they would constantly wreck themselves ;) I would guess that it also would require loads of more CPU to model that for every unit, so it's probably a optimization as well :thumbup:
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