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ok, I still use MSFS-98, however I cant do anything with the choppers, I
cant even get off the ground before it goes haywire ![]() might be a glitch in the chopper they gave me, so I downloaded another chopper, still have the same problem, what do I do? -- RIW Steel Wing, Saterday nights at midnight ET, |
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FS2004 has made a big difference in how helicopters are operated. Get a
book on FS for instructions on how to fly. For example, you tip forward as if you are going to run into the ground in order to gain speed. Quite a flip from other planes. John Stewart "Sovek" wrote in message news:01c3a494$c6b0daa0$0400a8c0@soveks-computer... ok, I still use MSFS-98, however I cant do anything with the choppers, I cant even get off the ground before it goes haywire ![]() might be a glitch in the chopper they gave me, so I downloaded another chopper, still have the same problem, what do I do? -- RIW Steel Wing, Saterday nights at midnight ET, |
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"John Stewart StewartWeb.org" John@NOSPAM wrote in message
... FS2004 has made a big difference in how helicopters are operated. Get a book on FS for instructions on how to fly. For example, you tip forward as if you are going to run into the ground in order to gain speed. Quite a flip from other planes. Which other planes? None I know of. Not to imply that controlling a helicopter is anything near the same as controlling an airplane but, the "push forward on the stick to go faster" is one of the few ways that helicopters and airplanes are the same. Pete |
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![]() Peter Duniho wrote in message ... "John Stewart StewartWeb.org" John@NOSPAM wrote in message ... FS2004 has made a big difference in how helicopters are operated. Get a book on FS for instructions on how to fly. For example, you tip forward as if you are going to run into the ground in order to gain speed. Quite a flip from other planes. Which other planes? None I know of. Not to imply that controlling a helicopter is anything near the same as controlling an airplane but, the "push forward on the stick to go faster" is one of the few ways that helicopters and airplanes are the same. Well if you want to KEEP flying your plane instead of flying a field, then keeping the nose down is generally not a good idea... ;o) Whereas with a helicopter, if you push the nose down and keep it just slightly tipped downwards, while making careful increases to the collective, you should be able to increase speed AND keep your altitude roughly the same. A good tip I was given was to face into the wind on takeoffs and landings in helicopters. If you don't have rudder pedals, then keep the "Realism" slider quite low, or you most often find yourself spinning rapidly on the spot. Pedals are needed to keep making the fine adjustments required for flying helos. And yes - slow, careful, gentle movements are needed. -- Graeme Porter -^-_ _ / [_][_]_:_ Proud owner of a 1978 /| _||_ v Pearl Fiberglass Shell kit | / \ | -=/=\\____//=\=jaa "I married Miss right, I just didn't know her first name was 'Always'" -- Anonymous |
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"Anonymous" wrote in message
... Well if you want to KEEP flying your plane instead of flying a field, then keeping the nose down is generally not a good idea... ;o) That all depends. But if the airplane is about the stall, the only way to avoid "flying a field" is to push on the stick. Keeping the nose down is *exactly* the good idea. Whereas with a helicopter, if you push the nose down and keep it just slightly tipped downwards, while making careful increases to the collective, you should be able to increase speed AND keep your altitude roughly the same. Note your use of "while making careful increases to the collective". Likewise, in an airplane, all that's necessary to maintain altitude is to make "careful increases to power". Pete |
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"Peter Duniho" wrote in
: "Anonymous" wrote in message ... Well if you want to KEEP flying your plane instead of flying a field, then keeping the nose down is generally not a good idea... ;o) That all depends. But if the airplane is about the stall, the only way to avoid "flying a field" is to push on the stick. Keeping the nose down is *exactly* the good idea. Whereas with a helicopter, if you push the nose down and keep it just slightly tipped downwards, while making careful increases to the collective, you should be able to increase speed AND keep your altitude roughly the same. Note your use of "while making careful increases to the collective". Likewise, in an airplane, all that's necessary to maintain altitude is to make "careful increases to power". Forward flight on a helicopter is achieved by having the rotor disk tipped forward, which has to be done by tipping the body as well (to a lesser extent with a rigid hub, but still necessary). This is regardless of the power settings, altitude, rate-of-climb, et cetera. And you *will not climb* in any fixed wing aircraft with the nose pointed down. In a helo, this is typical behavior. - Al. -- To reply, insert dash in address to separate G and I in the domain |
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"Sovek" wrote in
news:01c3a494$c6b0daa0$0400a8c0@soveks-computer: ok, I still use MSFS-98, however I cant do anything with the choppers, I cant even get off the ground before it goes haywire ![]() might be a glitch in the chopper they gave me, so I downloaded another chopper, still have the same problem, what do I do? First off, the default Bell 206B in FS98 has some pretty serious issues with unrealistic instability. Most especially, the body roll with anti-torque (rudder) input is too pronounced, but there are other problems as well. I would recommend not using it, or any model that uses its .air file. Second, helos *are* hard to fly. They're inherently unstable, largely like balancing the aircraft on the top of a flagpole, and take a long time to learn how to fly correctly. Inputs have a delayed affect, and it needs a soft touch. So essentially, you need to enter a small amount of stick or rudder input and get back to neutral *before* it apparently takes affect. If you're still holding the stick over by the time the bird starts to respond, chances are you're overcontrolling and will soon pitch it out of control. You *need* to have separate rudder ability, even if just a twisty- stick. Disable auto-coordination, it's impossible to fly properly with it - helos work entirely differently than fixed wings. Also, you may find it better to set null zones on your joystick/rudder controls to nothing. Boost sensitvity to max on aileron/elevators, somewhere around 50% for rudder and throttle. Get the frame rates as high as you can, at least when learning. Dump all non-essential secenery details - the most I would have is ground textures, to see when the aircraft is starting to drift (and it will). It also helps to have a high visibility control panel (i.e., NOT the Bell). I also often use the refueling areas as helipads, positioned so that the pumps are visible, because this gives one of the best references for aircraft movement. As you increase throttle in a hover or takeoff, you will induce some yawing, and this is typical and perfectly realistic, so you need to apply a little rudder input to counter it. With the Bell, this will also induce roll (too much), so be ready for that. Gentle touch, wait for it. The FS models are usually pretty sensitive to translational lift too, which is the tendency for the aircraft to have more lift in forward motion. When forward motion halts, the aircraft will begin to descend, so extra throttle input is needed to control this. So, taking off. Apply enough throttle to start lifting off, and be ready for some rudder input as soon as it's airborne. Gentle, bump it and return. Takes a while to get a feel (less than the real thing, though). Keep increasing throttle and let the nose drop a bit - this will induce forward motion, a much more stable condition than hovering. Don't be concerned if you lose all sight of the horizon as this occurs, as long as you're increasing throttle and the climb indicator still registers positive (think of all those fast takeoffs you've seen in action movies - the nose can drop a hell of a lot, but you're not flying forward yet, you're flying straight up). As you start serious forward movement, you may then start to descend slightly, so ease back on the nose now. You'll find it becomes very stable with airspeed above 35 knots or so. A little steady rudder input is necessary during higher speed flights to remain straight and level, which is also realistic (throttle versus drag versus anti-torque). Landing, hoo boy! Expect a lot of crashes. A wheeled aircraft can give you a slight edge in landings as you do gentle run-on landings while getting the hang of it. You can also maintain slight forward airspeed during descent and lose this just before touchdown, for more stability, but it will still be hard. Don't aim for anything at first, just line up on a runway. Lower the throttle to start a gentle descent and keep the nose just a little below the horizon. You'll be losing airspeed as well - the goal is to shed both airspeed and altitude at about the same rate so you end up in a hover at 10' AGL or so. Takes practice. If you start losing control, increase throttle to abort the approach and go around again. But as you get close to the ground, lift the nose enough to dump the airspeed (may need to go quite high) and *be ready* for that loss of lift when you hit zero - increasing throttle will be necessary so you don't just plummet. Gently on the stick and rudder, just nudge them to correct the drifting as soon as it occurs, level the nose as soon as you hit zero, let the throttle down gently to set it down. If you hold the stick back too long, you may start backwards flight, which does not register on the airspeed indicator and will be very hard to see with the nose up. When you crash, replay it from spot plane position and watch what went wrong. Sometimes it will seem total nonsense, other times it provides valuable input ("Ah! I was sliding sideways at touchdown!") Two reasonably forgiving aircraft to try out for learning: The Hughes 500 model by Ian Standfast (who quite simply made *the best* helicopter models for FS98) named "mesa_pd.zip", available at www.flightsim.com, and the MH-60G Pave Hawk model by Phill Stokes, no slouch either in design, extremely stable, finest touch on the throttle I've ever seen. Filename "mh60g.zip", but I don't know where I got it, Flightsim doesn't have it. Try a search, or I'll send it direct if you like. Ask me nice, and I'll send my US Customs Service repaint with custom panel and proper sounds ;-). Overall, be patient, be gentle, and get lots of practice. - Al. -- To reply, insert dash in address to separate G and I in the domain |
#9
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ok, first off, I do not have a joystick, thats on my want list, second,
where is a good sight to download a *good* chopper? I did have a steady hover a couple of feet off the ground, but that fowled up too ![]() question is, how many of you circle the airport before landing? I never do and have a good landing record, course some of em were pretty rough :/ -- RIW Steel Wing, Saterday nights at midnight ET, Al Denelsbeck wrote in article .. . "Sovek" wrote in news:01c3a494$c6b0daa0$0400a8c0@soveks-computer: ok, I still use MSFS-98, however I cant do anything with the choppers, I cant even get off the ground before it goes haywire ![]() it might be a glitch in the chopper they gave me, so I downloaded another chopper, still have the same problem, what do I do? First off, the default Bell 206B in FS98 has some pretty serious issues with unrealistic instability. Most especially, the body roll with anti-torque (rudder) input is too pronounced, but there are other problems as well. I would recommend not using it, or any model that uses its .air file. Second, helos *are* hard to fly. They're inherently unstable, largely like balancing the aircraft on the top of a flagpole, and take a long time to learn how to fly correctly. Inputs have a delayed affect, and it needs a soft touch. So essentially, you need to enter a small amount of stick or rudder input and get back to neutral *before* it apparently takes affect. If you're still holding the stick over by the time the bird starts to respond, chances are you're overcontrolling and will soon pitch it out of control. You *need* to have separate rudder ability, even if just a twisty- stick. Disable auto-coordination, it's impossible to fly properly with it - helos work entirely differently than fixed wings. Also, you may find it better to set null zones on your joystick/rudder controls to nothing. Boost sensitvity to max on aileron/elevators, somewhere around 50% for rudder and throttle. Get the frame rates as high as you can, at least when learning. Dump all non-essential secenery details - the most I would have is ground textures, to see when the aircraft is starting to drift (and it will). It also helps to have a high visibility control panel (i.e., NOT the Bell). I also often use the refueling areas as helipads, positioned so that the pumps are visible, because this gives one of the best references for aircraft movement. As you increase throttle in a hover or takeoff, you will induce some yawing, and this is typical and perfectly realistic, so you need to apply a little rudder input to counter it. With the Bell, this will also induce roll (too much), so be ready for that. Gentle touch, wait for it. The FS models are usually pretty sensitive to translational lift too, which is the tendency for the aircraft to have more lift in forward motion. When forward motion halts, the aircraft will begin to descend, so extra throttle input is needed to control this. So, taking off. Apply enough throttle to start lifting off, and be ready for some rudder input as soon as it's airborne. Gentle, bump it and return. Takes a while to get a feel (less than the real thing, though). Keep increasing throttle and let the nose drop a bit - this will induce forward motion, a much more stable condition than hovering. Don't be concerned if you lose all sight of the horizon as this occurs, as long as you're increasing throttle and the climb indicator still registers positive (think of all those fast takeoffs you've seen in action movies - the nose can drop a hell of a lot, but you're not flying forward yet, you're flying straight up). As you start serious forward movement, you may then start to descend slightly, so ease back on the nose now. You'll find it becomes very stable with airspeed above 35 knots or so. A little steady rudder input is necessary during higher speed flights to remain straight and level, which is also realistic (throttle versus drag versus anti-torque). Landing, hoo boy! Expect a lot of crashes. A wheeled aircraft can give you a slight edge in landings as you do gentle run-on landings while getting the hang of it. You can also maintain slight forward airspeed during descent and lose this just before touchdown, for more stability, but it will still be hard. Don't aim for anything at first, just line up on a runway. Lower the throttle to start a gentle descent and keep the nose just a little below the horizon. You'll be losing airspeed as well - the goal is to shed both airspeed and altitude at about the same rate so you end up in a hover at 10' AGL or so. Takes practice. If you start losing control, increase throttle to abort the approach and go around again. But as you get close to the ground, lift the nose enough to dump the airspeed (may need to go quite high) and *be ready* for that loss of lift when you hit zero - increasing throttle will be necessary so you don't just plummet. Gently on the stick and rudder, just nudge them to correct the drifting as soon as it occurs, level the nose as soon as you hit zero, let the throttle down gently to set it down. If you hold the stick back too long, you may start backwards flight, which does not register on the airspeed indicator and will be very hard to see with the nose up. When you crash, replay it from spot plane position and watch what went wrong. Sometimes it will seem total nonsense, other times it provides valuable input ("Ah! I was sliding sideways at touchdown!") Two reasonably forgiving aircraft to try out for learning: The Hughes 500 model by Ian Standfast (who quite simply made *the best* helicopter models for FS98) named "mesa_pd.zip", available at www.flightsim.com, and the MH-60G Pave Hawk model by Phill Stokes, no slouch either in design, extremely stable, finest touch on the throttle I've ever seen. Filename "mh60g.zip", but I don't know where I got it, Flightsim doesn't have it. Try a search, or I'll send it direct if you like. Ask me nice, and I'll send my US Customs Service repaint with custom panel and proper sounds ;-). Overall, be patient, be gentle, and get lots of practice. - Al. -- To reply, insert dash in address to separate G and I in the domain |
#10
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"Sovek" wrote in
news:01c3a4ec$a2ea3140$0400a8c0@soveks-computer: ok, first off, I do not have a joystick, thats on my want list, second, where is a good sight to download a *good* chopper? I did have a steady hover a couple of feet off the ground, but that fowled up too ![]() landing? I never do and have a good landing record, course some of em were pretty rough :/ Without a joystick, you won't get anywhere with a helicopter unless you're unbelieveably good. It takes a lot of control input and, as I said, separate rudder work, so look for at least a rudder-capable twisty-stick, or a separate set of pedals. Keyboad or mouse commands aren't too likely to cut it, and will increase the frustration level unnecessarily. mesa_pd.zip at www.flightsim.com, login and Search File Library mh60g.zip at http://sim-stuff.00game.com/military.htm Circle the airport? Not unless ATC directs it ;-). - Al. -- To reply, insert dash in address to separate G and I in the domain |
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