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Posted
4 hours ago, CommandT said:

No matter what curves you have the behaviour is just off atm. 1.2 did bring significant improvements but it's still not possible to be super precise with it. I'm holding off on flying this before more FM improvements are made to make it more realistic. 

 

3 minutes ago, tobi said:

I recommend not to use curves. You should also check if there is a problem with double aassigned axis.

I would rather suggest to reduce saturation instead of increasing curvature. 

A stick with light springs and long throw is helpful (or even ffb if possible).

Use fingertips instead of „gorilla grip“.

From there, with a bit of „getting used too“ it actually flies very nice!

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"Muß ich denn jedes Mal, wenn ich sauge oder saugblase den Schlauchstecker in die Schlauchnut schieben?"

Posted
43 minutes ago, Hiob said:

 

I would rather suggest to reduce saturation instead of increasing curvature. 

A stick with light springs and long throw is helpful (or even ffb if possible).

Use fingertips instead of „gorilla grip“.

From there, with a bit of „getting used too“ it actually flies very nice!

I'm sorry but big improvements need to be made to the FM no matter what curves or saturation you have - I agree that saturating the curves is a good idea for most stick set up especially with short extensions and that will definitely gain some benefits but the mod is really far off feeling realistic in terms of controls or hover. I'm really hoping big tweaks are on the horizon.

Posted
2 minutes ago, CommandT said:

I'm sorry but big improvements need to be made to the FM no matter what curves or saturation you have - I agree that saturating the curves is a good idea for most stick set up especially with short extensions and that will definitely gain some benefits but the mod is really far off feeling realistic in terms of controls or hover. I'm really hoping big tweaks are on the horizon.

Well, I can’t agree with that verdict. It is a bit twitchy, yes. But I think it flies nicely. It is easy to upset, and when you upset it, it is close to impossible to recover, but for me, given how light, powerful and not augmented the little guy is - feels right.

We don’t need to agree though. 

Just wanted to share, what helped me after the first shock. 😅

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"Muß ich denn jedes Mal, wenn ich sauge oder saugblase den Schlauchstecker in die Schlauchnut schieben?"

Posted
10 minutes ago, CommandT said:

I'm sorry but big improvements need to be made to the FM no matter what curves or saturation you have - I agree that saturating the curves is a good idea for most stick set up especially with short extensions and that will definitely gain some benefits but the mod is really far off feeling realistic in terms of controls or hover. I'm really hoping big tweaks are on the horizon.

Could you please give more details on this?

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Posted

First of all. Great mod. Thanks for all the hard work that went into this!

My tips...

If you use curves to get the hang of it, undo them over time. (same advise I give for air to air refueling in fixed wings)

Flying at speed, just take your feet off the peddles. You don't need them unless you're trying something drastic.

All other flight regimes, it's all about the footwork. We sim pilots can't feel the onset of torque, so we must anticipate it.

It takes a couple of hours, but as the muscle memory builds you can overcome the difficulty, and just enjoy this great, full featured project.

 

 

 

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  • 2 months later...
Posted

I've been trying to learn to fly some helicopter modules and mods and this may help.

In real flight videos, it involves very small movements to the cyclic of a long stick. Similar to flight demo teams such as the Blue Angels and Thunderbirds when flying in tight formation. Typically a slight squeeze in a direction. In contrast Hollywood movies show large stick movements for visual effect.

Most DCS users will have a short joystick. A way to scale down the movements and simulate a longer stick is to add linear saturation to both the pitch and roll. For both pitch and roll, click on "axis tune", then set "Saturation Y" originally 100 to 30-50 and leave the other settings with original defaults. A setting of 50 desensitizes it to 50% of the original. At a setting of 50 an actual stick deflection of 6 degrees will be treated as 3 degrees. You don't want any curvature since deflection of an actual longer stick is linear without any curvature.  Each module/mod has different sensitivity to pitch/roll.

The rudder (joystick twist axis or pedals), collective and throttle should use the default settings.

You may need to invert pitch, roll and rudder in "axis tune" depending on your joystick. The OH-6 mod has a red box at the upper left indicating detected stick position. Stick forward should move it up. Stick back should move it down. Stick left and right (roll) should correspond to the same direction. Likewise for joystick twist rudder. For pedals, pushing left pedal turns left and pushing right pedal turns right. Same direction as differential wheel braking.

From the videos, you will always see a center stick. When holding the center stick the wrist is against the thigh allowing finer movement. This is where a pit setup may make the most difference. A sidestick or desktop center stick doesn't provide this unless you have some sort of wrist rest. Try putting the stick between your knees to simulate the actual stick position of a helicopter without any pitch/roll axis tune saturation.

Lastly, use small gradual adjustments for stick, collective and throttle.

 

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