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Posted

Hi, Guys, I am returning to Black shark after a nine month lay off. Before left, I was just about up to speed with using the trim and auto pilot.

 

I have patched my game to version C. However I understand that trim is now implemented differently. Is there a succint and concise explanation of how to use the new trim function anywhere? Or am I going to have to spend the next few days ploughing back through threads here to find the info ?

 

Does it also interact differently with the autopilot now? I carefully downloaded and printed out the KA50 autopilot notes earlier in the year and dont want to start learning stuff again that is wrong.

 

Thank you, 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.

Posted

Most of the systems explained; http://forums.eagle.ru/showthread.php?t=36246

Other general trim threads:

http://forums.eagle.ru/showthread.php?t=46142

http://forums.eagle.ru/showthread.php?t=41851

http://forums.eagle.ru/showthread.php?t=44165

 

There's quite a bit of threads covering trim, can be a bit confusing which ones to read. I hope those can get you started again ;)

The mind is like a parachute. It only works when it's open | The important thing is not to stop questioning

Posted

Ok, it looks like lots of reading time.... ! I just started reading some of the linked threads, but its tricky to see which info is correct and what is outdated by the new patches.

 

Can I just ask, does the new manual product ( which I have, but have not yet read ) take into account the patch changes?

 

Is it possible to summarize the changes ? Is there a read me for the patches installed anywhere that details the changes?

 

I am not being lazy, its just I have very little spare time for this and every minute is valuable...

 

thanks, 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.

Posted

Then my suggestion would be;

- Go to the options, remove the checkbox for "New trimsystem" or what it's called.

- Fly just like like you did pre patch.

;)

The mind is like a parachute. It only works when it's open | The important thing is not to stop questioning

Posted

But is it better? I might need the new system? I just want to know what the changes are !!

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.

Posted

Define better. For whom?

It's relative. ;)

 

Basicly what the readme says;

NEW TRIMMER IMPLEMENTATION

 

In addition to the original trimmer implementation, in which control input is disabled for 1 second to allow the player to quickly re-center his controls, a new method is included in version 1.0.1, using a different re-centering logic. In the new method, control input is disabled until the player returns the controls to their neutral position. This allows the player to re-center his controls smoothly, minimizing unwanted control input.

 

The new trimmer logic is optional and is selected ON by default upon installation of the patch. Selection of the trimmer implementation is available in the GAMEPLAY menu of the game options.

 

The Yaw (heading) autopilot channel functionality has also been redesigned. If the yaw rate is under 3 deg/sec. when the trimmer button is released, the autopilot will stabilize the helicopter heading. If the yaw rate is greater than 3 deg/sec., the autopilot will stabilize the yaw rate to maintain the turn.

 

The control deadzone for the new trimmer implementation can be adjusted in the following configuration file:

...Scripts\Aircrafts\_Common\FMOoptions.lua

 

The relevant variables are:

 

HelicopterTrimmerMethod - trimmer implementation option: 1 - original, 2 - new (selected by default).

 

The default neutral positions (deadzone) to which the player must return his controls to reactivate control input (in % of half of the controls' full motion!)

HelicopterTrimmerZonePitch = 0.05 (5% in pitch)

HelicopterTrimmerZoneRoll = 0.05 (5% in roll)

HelicopterTrimmerZoneRudder = 0.1 (10% in yaw)

 

HelicopterTrimmerTauInverse = 7.0 - time factor for the period given the player to re-center his controls when using the original trimmer implementation.

 

Which spins down to;

"If the yaw rate is under 3 deg/sec. when the trimmer button is released, the autopilot will stabilize the helicopter heading. If the yaw rate is greater than 3 deg/sec., the autopilot will stabilize the yaw rate to maintain the turn."

The mind is like a parachute. It only works when it's open | The important thing is not to stop questioning

Posted

The old trim scheme applies (nearly) instantly your current joystick input after trimming on top of the new trimmed position. This has the benefit of being fast and not requiring you to recenter the controls after trimming to regain control. The downside is you can produce very sudden "jerks" at the controls.

 

The new trim scheme scheme applies your current joystick input only after you return your joystick axis to center. This has the benefit of being smooth and avoiding the jerk of an instantly displaced joystick after trim. The downside is the controls are inoperative between trim release and joystick centering.

 

I don't like the new trimmer scheme with the default deadzones as they are quite narrow and I have difficulty getting my axes back to 0 to regain control but I imagine that editing the deadzones could make it very flyable. In fact if you set all the dead zones to = 2.0 that would be the same as the old scheme.

 

The "hold constant yaw rate >3°/sec thing is just a general autopilot upgrade and applies no matter what trimmer scheme you use.

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