Special Aircraft Service

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2 3 4 ... 8   Go Down

Author Topic: Helicopters 2.0  (Read 40485 times)

0 Members and 1 Guest are viewing this topic.

benitomuso

  • SAS Team
  • member
  • Offline Offline
  • Posts: 2587
  • P.A.L.
Helicopters 2.0
« on: October 26, 2015, 07:18:26 AM »

Updated 2015/11/02 (Download available for CUP or v4.12.2):


Dear All,

              after a long time of not being interested on them, I have retaken something that always produced on me a big unsatisfaction: the helicopters of this game.





We have worked on  Wasted’s Mi-24V and several improvements were achieved, but now finally and after many new tests, I think that I got an almost realistic genuine representation of helicopter physics.

Continuing the Mi-24V experimentation and development, I have reached a very responsive and an "as it should have been"  Hind working. The same principles would be extendable to any other helicopter.

Something that more or less we previously knew is that the FMs of this game:

-Don’t manage properly things that have something else than positive axial velocity.
-Pitch control of propellers is essentially a fiction, so simulation of cyclic and collective real effect is impossible.
-Applied momentum effect to create spin doesn’t generate any impact at all.


What now I have achieved through alternative workarounds is:

-First good realistic simulation of cyclic.
-Much more fluent and natural collective.
-Real hovers possible.
-Good simulation of inertia and rpm soft transitions in rotors.
-Better representation of problems in tail rotor and not compensated torque.

For the while, if anybody already knowing about helicopters and FMs is interested on Beta Testing, please contact me by PM. Specially welcome would be real helicopter pilots.



Public Beta on 2015/10/27:

It is Wasted helicopter, I don't take any claim for it, but I have worked a lot on code and FM.

You need original Wasted work. If you have C.U.P. you're all done, if not check original post here:


 Main features on it:

-Klimov TV3-117 turbines (turboshafts) now are working at 12000rpm as they should have always been.
-Collective quite precisely simulated.
-Cyclic quite precisely simulated.
-Rotors turn at appropiated speeds (around 192rpm Main and 1125rpm Tail one).
-Rotors have inertia to start.
-Rotors are represented at genuine rotation speed.
-Startup clutch is more realistic, even too fast yet.
-Pedals and Tail rotor effect is "inertial" and feels more natural (I still had to simulate this, because adding Moment to the FM is a nonsense).
-Front Wheel steers.

Public Beta on 2015/11/02:

-Solved problem when Power was close to 100% (observed by Koty)
-Adjusted rotor (and Thrust) direction and angles to better reproduce cyclic
-Adjustments in FM (more "like a stone" falling, engine parameters refinement, etc)
-Several code touchups to allow even more stable collective
-Included all loadouts known for this bird
-First 3D editing. Removed weird Arrestor Hook and Horizontal Stabilizer meshes.


Collaborations wanted:
  Several 3D fixes are required:
  -Collission boxes are completely unrepresentative.
  -Damaged propellers are misplaced and out of scale of D0 meshes.
  -Wheel are primitive, would be very benefited by a Jeronimo intervention.
  -A real representation of pitch adjustable blades (five meshes one for each blade) plus the rods would create an amazing effect:






You should be able to perform without much effort everything what is on display here:




Regards,
                    Pablo
Logged

RooMan296

  • member
  • Offline Offline
  • Posts: 365
Re: Helicopters 2.0
« Reply #1 on: October 26, 2015, 08:28:34 AM »

Fantastic news!!!!
Logged

Koty

  • Mr. MiG
  • Modder
  • member
  • Offline Offline
  • Posts: 2274
  • It's a MiG!
Re: Helicopters 2.0
« Reply #2 on: October 26, 2015, 10:47:52 AM »

From what I've learnt so far - the lift is not gained by throttle/RPM (those are kept basically stable) but by prop. pitch (or - it's helicopter equivalent) and forward speed (so it does not drop how it was until now, but rise).

The whole colective thing is possible to do, I think, but - we have to stop being narrow minded (I mean no offense, let me explain) - now we take that as simply throttle and prop-pitch. Trying to do that using the already in-game effect sure would be impossible. But there are some more things that have simmilar effect (I suppose - like wing area, lift characteristics, ...) - if we manage to operate them, we're good to go.
Logged
If I don't have to do it, I won't. If I have to do it, I'll make it quick.

Draken

  • member
  • Offline Offline
  • Posts: 1116
Re: Helicopters 2.0
« Reply #3 on: October 26, 2015, 02:09:08 PM »

Great news !
Logged

KingTiger503

  • Legendary History Luftwaffe Elite Ace ,,,
  • Supporter
  • member
  • Offline Offline
  • Posts: 1993
  • KT503 Elite
Re: Helicopters 2.0
« Reply #4 on: October 26, 2015, 10:54:34 PM »

Thats Great news :)
Logged
My Greatest and Best Regards KT503

4S_Vega

  • Modder
  • member
  • Offline Offline
  • Posts: 3748
Re: Helicopters 2.0
« Reply #5 on: October 27, 2015, 02:09:36 AM »

Grande Pablo! Ottima notizia!
Logged

Kilo

  • Modder
  • member
  • Offline Offline
  • Posts: 548
  • Hold my beer!
    • Sqn. 71 fighter-bombing Silver Wings
Re: Helicopters 2.0
« Reply #6 on: October 27, 2015, 03:40:31 AM »

NICE! But will it incorporate the updates planned by Wasted? (eg: Cockpit and single slot for AI and player)
Logged
Fortune favours the bold; disaster even more so

benitomuso

  • SAS Team
  • member
  • Offline Offline
  • Posts: 2587
  • P.A.L.
Re: Helicopters 2.0
« Reply #7 on: October 27, 2015, 06:30:33 AM »

NICE! But will it incorporate the updates planned by Wasted? (eg: Cockpit and single slot for AI and player)

Kilo,
             I was not aware of any update planned by him. I'm going to contact Wasted to see if we can integrate everything.

  Regards,
                   Pablo
Logged

4S_Vega

  • Modder
  • member
  • Offline Offline
  • Posts: 3748
Re: Helicopters 2.0
« Reply #8 on: October 27, 2015, 12:22:07 PM »

Pablo, this upgrade will fix also AI behaviour?
Logged

benitomuso

  • SAS Team
  • member
  • Offline Offline
  • Posts: 2587
  • P.A.L.
Re: Helicopters 2.0
« Reply #9 on: October 27, 2015, 07:03:21 PM »

Pablo, this upgrade will fix also AI behaviour?

No Vega, while we don't clearly establish a hole modelling of helicopters, enough reliable and precise, everything would be a non-sense. Helicopters controls are totally different, and just AI trying to reproduce the same thing of planes adapted to the helicopters physics is like impossible. Conceptually AI has to be different.

I have uploaded the first Beta to the main post:

https://www.sas1946.com/main/index.php?topic=48864.msg534507#msg534507
Logged

SAS~Malone

  • flying as #46 with the FAC
  • Editor
  • member
  • Offline Offline
  • Posts: 14562
  • proud member of that 'other' site
Re: Helicopters 2.0
« Reply #10 on: October 28, 2015, 12:01:15 AM »

great to see heli FM's still being worked on, it is one aspect which has not been 'right' so far.
i will be testing over the weekend, thanks Pablo :D
Logged
.....taking fun seriously since 1968.....  8)

tarakanz

  • member
  • Offline Offline
  • Posts: 170
Re: Helicopters 2.0
« Reply #11 on: October 28, 2015, 05:37:40 AM »

can you guys give a link to L-159G? I don't have this mod, and this thread deleted already.  :(
Logged
Pages: [1] 2 3 4 ... 8   Go Up
 

Page created in 0.034 seconds with 28 queries.