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