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Posted
In flight I nose forward just a bit and I tap (just tap) the Numpad +/ raise collective key and the durned Rotor Pitch Indicator keeps sounding. I tap B to acknowledge it, and then my bird starts wobbling then disintegrates in mid-air.

 

I just tried to fly with the keyboard. Damn, that's hard!

 

But the bird didn't show the behavior you described. I could more or less fine-tune the collective movement and even achieved something close to a landing.

 

You should upload a track of your flight.

 

To do this, you should first of all replicate the problem in a short flight, then quit after the problem is showing. In the debriefing screen, hit "Save track" and save it to some place on your computer where you can find it (like "My documents").

 

Then come back here. When replying, click "Manage Attachments" below the editor and upload the previously saved track (if you use the simple editor, you may have to "Go advanced" first). Feel free to ask any questions about uploading if you encounter any problems.

 

Please also note which version you are flying (BS1 1.0.2 standalone, BS2 1.1.1.1 standalone and BS2 1.2.2 for DCS World are the most common ones).

 

As a novice to helo sims, I am at a loss to even begin researching what I'm doing wrong. That said, I have one theory: I am flying with four B-8V20 pods attached. Could my having ordnance attached be the cause? On something as simple as climbing?

 

Nope. The chopper is easier to fly without external payload, but it should definitely not break apart during a climb even when fully loaded. :)

Posted

Attached is the track.

 

But I now see in the Rotor RPM Indicator (I was mixing up its name with that of the Rotor RPM warning push-light), that my RPMs were falling below the minimum.

 

@ZaltysZ. You were correct in that I was applying too much collective. Until I was able to just now map my joystick's slider to the collective, I've been having to use either the keyboard or the buttons on my j'stick to manipulate the collective.

 

@Yurgon: Yeah, using the keyboard to manipulate the important controls (collective and cyclic) just doesn't work well enough.

 

Thanks, everyone for your help.

rotorRPMtroubles.trk

Posted (edited)
But I now see in the Rotor RPM Indicator (I was mixing up its name with that of the Rotor RPM warning push-light), that my RPMs were falling below the minimum.

 

I just watched the track in DCS World 1.2.2.7570. Advance note: Replay is not very reliable, it's quite possible that what I witnessed is not what originally happened Edit: It obviously isn't, see next post.

 

So, here's what I saw: Vertical take-off with full collective. After climbing a bit, nose down pitch was applied. Then some more nose down pitch, and the chopper just crashed into the runway nose first.

 

As ZaltysZ already suggested: With full collective, your blade pitch angle is waaay too high. The engines can't deliver enough power to maintain rotor RPM, that's why the RPM warning zebra light goes off (including the audible beep beep beep). However, the reason for the crash, as I witnessed it, was simply pitching down too much.

 

The solution, in any case, is quite simple: Don't apply too much collective. On the overhead panel, there are warning lights for the engine: LH PWR SET LIM and RH PWR SET LIM (LH = Left Hand engine, RH = Right Hand engine). As soon as these come on (they do almost instantly in your track), you should gently lower the collective a bit until they both come off.

 

What you should do instead is to gain forward speed by gently pitching the nose down. The Ka-50s optimal climb speed is 150 kph IIRC (that is: at 150kph forward airspeed, the chopper can climb faster than at any other forward airspeed). In a hover, your maximum climb rate is very limited.

 

Another bit of advice, as Ich666 already mentioned: don't be hectic on the controls. Do everything gently and smoothly.

 

One of the best videos about basic maneuvering I've watched so far:

Edited by Yurgon
Posted

Okay, new post because editing the previous one wouldn't make too much sense.

 

I also watched the track in BS2 1.1.1.1 - same result. And I just watched the track in 1.0.2 - plays out differently. Remember how I asked you to note the version number? Thanks for wasting 10 minutes of my life.

 

Now, back on topic. In 1.0.2, take-off with (almost) full collective is successful, and after take-off you're flying a slow right hand turn. It actually looks pretty good except for the fact that you keep the collective raised to the max for almost the entire flight (note "LH and RH POWER SET LIM" on the overhead panel in the first screenshot). When the airspeed exceeds some 230kph, the rotor blades intersect. Check the screenshots, especially the third one: The advancing blade on the lower rotor disc gets tilted up so heavily that it intersects the retreating blade on the upper disc. Et voila, rotor blade salad. :)

 

The solution remains the same as noted in the previous post: Lower the collective. It's quite possible to fly 300kph without blade intersection. When nearing that speed, the IAS MAX warning will go off on the left hand warning panel, accompanied by a high pitched beep.

 

Oh, and always a fun thing: Climb to 3000m or higher. Then, drop collective, pitch down to a vertical descent. You can easily go 450kph without rotor blade intersection. The tricky part is to recover from the dive. :D

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  • 2 weeks later...
Posted

I just bought the game (few hours ago) and decided to try taking off without any help. I got it off the ground just fine so i started flying in a straight line. "How hard can it be" i thought. Then THAT happened. Exactly like you said Yurgon. How clueless i was about what just happened hahaha. I'm glad I now know why it happened.

i5 4590 @ 3.77GHz | GTX 1060 6GB | 16GB 1600MHz DDR3 | 1TB HDD+500GB HDD | Win10 Home X64

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  • 2 weeks later...
Posted

Something strange happened today while flying the Shark... I was dodging missiles, moving left to right (was pretty epic) but then my helo started shaking like it was having a seizure! I still had full control over it but it kept shaking uncontrollably, i had no idea what caused it or how to rectify. What happened?

i5 4590 @ 3.77GHz | GTX 1060 6GB | 16GB 1600MHz DDR3 | 1TB HDD+500GB HDD | Win10 Home X64

[sIGPIC][/sIGPIC]

Posted

It definitely felt like a rotor was off balance. Maybe i went a bit overboard avoiding those missiles. I was amazed none of them hit, coming from an armor they had to be guided, right?

i5 4590 @ 3.77GHz | GTX 1060 6GB | 16GB 1600MHz DDR3 | 1TB HDD+500GB HDD | Win10 Home X64

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Posted

Hello another newbie here, I have just purchased this game the other day and have been trying to follow some of the tutorials people post like how to take off and blow stuff up for example, I'm not sure if they were created using a different version because I am not getting the messages like prepare weapon systems for example. Finding it quite frustrating trying to follow a guide step by step but getting different results. I'm running version 1.1.1.1 or... something of this nature.. I can mange to take off and hover fly around a little but trying to use the weapons I am at a complete loss.

Posted

The guides were probably made for the older Black Shark 1. Most stuff can still apply but you're right, some dont. You could watch the training videos found here but i think they were also made on Black Shark 1. Still, it should give you a good idea on how to operate the weapons. If you're confused about something, try to look in the manual or ask here.

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Posted
I was amazed none of them hit, coming from an armor they had to be guided, right?

 

Most likely, but they are based on wire and laser guidance and are less maneuverable than surface-to-air or air-to-air missiles.

 

gryghost: If the chopper is up and running correctly: Weapons system switch to on (to the right of the ejection seat armament), master arm on (weapons console, top left, next to the stores indications), select a weapon and you should be all set.

My DCS stream

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Posted

Along with DCS World I have installed BS1 for a boxed version. Could someone provide me with a list of updates and patches I should be installing along with BS2.

Thanks.

Win7 Pro 64 bit SP1

AMD Atlon 64x2 5000+

8 GB DDR2

M2N-ESLI

2048 GB ATI AMD Radeon R9 200

335 GB Corsair Force GS ATA device (SSD)

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Track IR 5

Posted

weapons employment problem

 

Hello everyone!

 

i am trying for several days to train the ka50 weapons employment, but nothing happens when i pull the trigger. I am quite sure everything is set up right ( i tried the training lesson, let the AI set everything up, then took control and tried to fire), but nothing actually happens.. still i have the awkward feeling i do something wrong and see enemies laughing :joystick: Can someone help me?

 

Grtz from Belgium

Posted
i am trying for several days to train the ka50 weapons employment, but nothing happens when i pull the trigger.

 

Have you tried How to take off and blow up stuff? It'll probably answer your question. :)

 

If not, you should post a track (after the flight, click "Save track" and then upload the track in a new post, look for "Manage Attachments") so that we can take a closer look.

Posted
Have you tried How to take off and blow up stuff? It'll probably answer your question. :)

 

If not, you should post a track (after the flight, click "Save track" and then upload the track in a new post, look for "Manage Attachments") so that we can take a closer look.

 

thnx for your reply Yurgon! Well, i just scrolled through the blow up stuff tutorial, everything seems fine:

 

laser standby, moving ground target button=on, weapon mode=auto. I drop the HMS, press "o" near the tanks, lock one, and THEN... the TA symbol is on the HUD, but the NA symbol dissapears after several seconds and i see something is counting down on the HUD.. i suppose its the laser that is counting down? I tried firing when counting down, and afterwards but without result.. i suppose the "fire cannon" button is the same firing button with VIKHR missiles and rockets??(cant fire them neither) :pain:

 

thnx for your help! :thumbup:

 

Frisko_

Posted
thnx for your reply Yurgon! Well, i just scrolled through the blow up stuff tutorial, everything seems fine:

 

laser standby, moving ground target button=on, weapon mode=auto. I drop the HMS, press "o" near the tanks, lock one, and THEN... the TA symbol is on the HUD, but the NA symbol dissapears after several seconds and i see something is counting down on the HUD.. i suppose its the laser that is counting down? I tried firing when counting down, and afterwards but without result.. i suppose the "fire cannon" button is the same firing button with VIKHR missiles and rockets??(cant fire them neither) :pain:

 

thnx for your help! :thumbup:

 

Frisko_

 

forgot to mention turn to target mode is also on and SHKVAL is working fine :D

Posted

Maybe you were too far away? The Vikhr missiles have a maximum range of 8km

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Posted

The countdown on the hud is the cooldown period of the laser. After the ranging as well as the lasing during a missile launch it is advised to let it cool down to prevent damage from overheating.

Posted
i suppose the "fire cannon" button is the same firing button with VIKHR missiles and rockets??(cant fire them neither) :pain:

 

thnx for your help! :thumbup:

 

Frisko_

 

 

No, fire cannon is only for firing the cannon. You want to use "Weapon release", default "Enter"-key I think for any weapon you have armed. You also need to select a weapon (inner or outer hardpoints indicators should be green).

My DCS stream

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Past broadcasts, Highlights

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Posted

Correction, its the right ALT + Space bar to release weapons. Enter is to lock a target.

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Posted
No, fire cannon is only for firing the cannon. You want to use "Weapon release", default "Enter"-key I think for any weapon you have armed. You also need to select a weapon (inner or outer hardpoints indicators should be green).

 

then i think the key-mistake was the problem :doh:! I try it now and let you know if it worked! thnx anyway :)

 

Frisko_

Posted

It was indeed a mistake in key-mapping hahaha! thnx for your help guys! i'll keep in touch, too much interesting and learnfull stuff overhere.

Posted (edited)

Continuity after crash landing

 

Hello all.

 

First post here in this forum. I am new to the game (actually bought the game 2 years ago but shelved it when I didn't have a computer that could get me enjoyable performance...)

 

I have a few questions I want to get to but first one on my mind right now is....

 

When I crash land and I am safe, can I continue the game? I cannot send a radio command to my wingman even though I still have the radio on. He hovers in the last formation he was supposed to be in, and I can hear my voice give the command but he doesn't respond, and just sits there hovering.

 

When the mission objectives are almost complete, it would seem logical that I can instruct my wingman to "Mission and RTB", therefore completing the mission.

 

The AI seems to think that if I haven't died or the chopper destroyed, I am still flying. But simultaneously the AI thinks I'm out of the game, since I cannot give commands.

Edited by Peabot
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