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Posted

so I've poked around on the forums, and all i can find about this is a similar issue with the a10 hitting invisible potholes... anyways what happens is, anytime i try to taxi the ka50 after startup, the nose wheel sticks or something... only way to get the helo to move is to lift the nose slightly when first starting the roll... if i just push the stick forward, the nose gear just snaps off... and yes, i released the brakes.... i attached a track of it happening... tried to fire the helo up as fast as possibe just to show the nosewheel breaking off, so please no criticizing my startup... i know it was dirty. :helpsmilie:

nosegear fail.trk

Posted

didn't view the track (not able at this time) but are you lifting the collective or leaving it down when you taxi? Taxi should be performed with about 3 degrees collective pitch.

 

If you're feeling really brave, you can hover-taxi. get the wheels about 1m off the ground and proceed at a slow hover. if you get any higher than a couple meters, the ATC will think you are taking off and start grumbling at you.

  • Like 1
Posted
didn't view the track (not able at this time) but are you lifting the collective or leaving it down when you taxi? Taxi should be performed with about 3 degrees collective pitch.

 

If you're feeling really brave, you can hover-taxi. get the wheels about 1m off the ground and proceed at a slow hover. if you get any higher than a couple meters, the ATC will think you are taking off and start grumbling at you.

 

just enough collective to get her rolling, then i usually lower it... when the nose wheel sticks however, it takes 50-60% just to get it moving... it like someone glued the wheel to ground... :megalol:

Posted

I didn't look at the trk, because I'm in a rush ;). However, each time that's happened to me it's because the front wheel is at right angles to the direction I wanted to go .... with me it's my old bodge joystick that gets a bit sticky on the yaw axis ... and when I gun the engines to try to force the wheel to swivel it breaks instead.

When I notice it now, I do a few twists on the joystick (rudder) and that usually centers it .. then push forward on the stick to taxi .. right as rain.

Hope that helps. Cheers

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"A true 'sandbox flight sim' requires hi-fidelity flyable non-combat utility/support aircraft."

Wishlist Terrains - Bigger maps

Wishlist Modules - A variety of utility aircraft to better reflect the support role. E.g. Flying the Hornet ... big yawn ... flying a Caribou on a beer run to Singapore? Count me in. Extracting a Recon Patrol from a hastily prepared landing strip at a random 6 figure grid reference? Now yer talking!

Posted
I didn't look at the trk, because I'm in a rush ;). However, each time that's happened to me it's because the front wheel is at right angles to the direction I wanted to go .... with me it's my old bodge joystick that gets a bit sticky on the yaw axis ... and when I gun the engines to try to force the wheel to swivel it breaks instead.

When I notice it now, I do a few twists on the joystick (rudder) and that usually centers it .. then push forward on the stick to taxi .. right as rain.

Hope that helps. Cheers

 

 

thanks for answering, but i don't think that's the problem... the wheels are straight, and I've got a saitek x52 joystick... :joystick: i know its not the best, but it doesn't do odd things in other games.

 

if you watch the track it does a crazy seizure dance right before snapping off... think its a bug or something... hoping one of the devs will look at it :helpsmilie:

Posted

Funny, I've never experienced this. The chopper does feel a bit more "sticky" than in, say, v1.0 where I could taxi around at zero pitch, but to me she still behaves as expected, provided that I raise the collective a tad before releasing the brakes and letting her roll. Are you _completely_ sure you've done everything as instructed?

The DCS Mi-8MTV2. The best aviational BBW experience you could ever dream of.

Posted
Funny, I've never experienced this. The chopper does feel a bit more "sticky" than in, say, v1.0 where I could taxi around at zero pitch, but to me she still behaves as expected, provided that I raise the collective a tad before releasing the brakes and letting her roll. Are you _completely_ sure you've done everything as instructed?

I've got literally *hundreds* of hours into this sim... I see checklists for this bird in my dreams... i'm pretty sure i'm not doing anything wrong :P

Posted

I watched your track, and problem is too low collective and too much force on cyclic.

 

When you start track, I have included to this post, there should popup small, red window (if not, RCTRL+Enter). This shows your cyclic (diamond) and on its left side, collective (straight vertical line).

Use that to compare what you did, and I (I took control after camera was changed to external).

Ka-50 taxi.trk

Posted
I watched your track, and problem is too low collective and too much force on cyclic.

 

When you start track, I have included to this post, there should popup small, red window (if not, RCTRL+Enter). This shows your cyclic (diamond) and on its left side, collective (straight vertical line).

Use that to compare what you did, and I (I took control after camera was changed to external).

i used too much force on the cyclic on purpose to make it break to illustrate the stickiness.... it didn't do this at all before the dcs world upgrade... i can get it to move sometimes by hovering a foot or 2 off the ground and then landing again... then the stickiness goes away. its like the wheel is stuck in the ground... im no programmer, but it looks like a collision detection thing...anyways, thanks for looking into it :)

Posted
i used too much force on the cyclic on purpose to make it break to illustrate the stickiness....

 

 

well, then that is why it broke! "hey, hey, i tried to break it and it broke! wtf is going on!?"

 

it didn't do this at all before the dcs world upgrade...

 

taxi behaviour before 1.2.0 was probably incorrect. The flight manual distinctly states to use 2-3 degrees collective in order to taxi.

 

Just think about the physics for a moment: this is a ten-ton aircraft. If you try to taxi by pushing forward on the cyclic and not raising collective, what you are doing is pushing the nose of the helicopter into the ground while lifting up on the ass. of course the nose wheel breaks off under this condition, it was designed to support nowhere near the entire ten tons of this helicopter.

Posted

I get the whole physics/weight thing.... What I meant is it takes alot more collective than it used to, and and the wheel didn't used to freakout like it does now....and it only behaves this way sometimes.... I'm not sure if the track I uploaded is showing whats happening.... I'll see if I can get it to do it again tomorrow and make a video with fraps or whatnot... Thanks everyone for trying to help :)

Posted
I get the whole physics/weight thing.... What I meant is it takes alot more collective than it used to, and and the wheel didn't used to freakout like it does now....and it only behaves this way sometimes....

 

 

Like i said, i suspect they changed the ground handling physics. in 1.1.1 i was astonished that i could taxi with no collective input, especially since the manually explicitly said to use 2-3 degrees.

 

The intermittent hanging i would strongly suspect is, as others have mentioned, the wheel needing to caster around to the direction you are telling it to go. I have noticed that (at least on my install) the heli frequently spawns with the nose wheel turned fully to one side or the other.

 

anyway, YT video is a good idea with track replay being what it is: i've never uploaded a track that played the same for anyone else as it played for me.

Posted

 

Originally Posted by ShuRugal

The intermittent hanging i would strongly suspect is, as others have mentioned, the wheel needing to caster around to the direction you are telling it to go.

 

as you can see in the video, the wheels are straight... until i start moving, (again...straight)then they freak out and turn all over the place... doesnt seem like it should do that....and it didn't used to do that..i dont think the real aircraft would do that either.... anyways, thanx to everyone that tried to help :)

Posted

was just doing some testing on this myself. the only way i could recreate the condition you are describing (and it looked exactly like what shows in the video) was by attempting to taxi with the brakes engaged.

 

on the right-hand rear-wall-panel there are some pressure gauges, one of them is brake pressure. if the needle in this gauge is not at the bottom you'll have problems.

Posted
was just doing some testing on this myself. the only way i could recreate the condition you are describing (and it looked exactly like what shows in the video) was by attempting to taxi with the brakes engaged.

 

on the right-hand rear-wall-panel there are some pressure gauges, one of them is brake pressure. if the needle in this gauge is not at the bottom you'll have problems.

im 99.9% sure the brakes were off... is it possible for the brake to stay engaged after you pull the release ? some kind of cable linkage failure or whatnot? ... cuz that would explain why it only happens *sometimes* ...

Posted

Moonboy you have an X-52? I do too. With the latest driver version sometimes you can get random spurious key/axis bindings on buttons/hats/axis that you never programmed them to. It's quite rare and random. A couple of weeks ago it decided to cross bind the airbrake toggle from the thumb slide axis to the throttle hat for A-10c. Everytime I TMSed or DMSed the damn airbrakes would open. It would have been easy to say I just stuffed up when programming in the profile editor, but I had not done any profile editing for ages before it started happening.

 

It might be worth looking into just to eliminate that as a cause.

I don't test for bugs, but when I do I do it in production.

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