[Helicopter] Abrupt induced yaw when flying over edge of elevated helipad

Sorry mate but in the linked post he is talking about when ground effect is activated in game and that it happens when the main rotor axis position is over the object bounding box (except in the Alouette custom model), instead of when the rotor tip position starts to be over the object bounding box as it should do. But this is not meaning you are not going to suffer the unestability you see in game after the effect is activated, that is what you claim as a bug. They are different things even if they are related. He means the ground effect should be activated much earlier in game.

Once the effect is in place because the helicopter has crossed the helipad edge you will roll and pitch, so this is not wrong in game. Once you leave or enter the two ground effects areas (the one at terrain level and the one at rooftop level) the intensity of ground effects will also change in game becuse you face the two areas at different altitudes. Indeed in the linked post that pilot explains the same thing I did. He said there:

For example, when crossing over the stern for a deck landing on a ship at sea, the increased ground effect wants to push the main rotor back

You will see the opposite when leaving helipad (main rotor will be pushed forward). That“s why you see acceleration and ballooning in your videos when leaving helipad and deceleration when entering helipad. When you try departing or landing in the opposite direction you have changed your relative direction to existing wind, so that“s why you see different results because wind is contributing to yaw corrections naturally or even making things worse, resulting in the need to use different pedal inputs intensity in each scenario, that is what you also claim as another bug. The resulting yaw will be also the opposite depending on american and european helicopters (Bell and Cabri) in game because the blades rotate in opposite directions in those designs, which is the last thing you claim as a bug. This is also correct in game.

You would normally want to face wind always for both take off and landing, also at helipads, as you do at runways, not departing like there“s no tomorrow ignoring wind, unless you have no other option because obstacles are ahead. But in both cases there“s an airflow change when you cross the helipad border which means the air speed will change in rotor even if you don“t manually change that speed using the controls, so a pitch and roll will happen and it will result in yaw unless you use pedals because the rotor plane will be modified.

If you want to understand the situation I suggest some deep reading like the following:

It“s a complete simulation of interaction between rotor and ship decks that explains all. It“s equivalent to the rooftop helipad, except that the hangar door effect will not exist.

Cheers

How difficult is to understand that I’m not questioning the change in ground effect, I have a problem with how this change is implemented in FS2020.

You conveniently forgot to quote the relevant part of the linked post:

instead you get no ground effect until you move that one, central trigger point over the same surface (hover too far over the outcrop) at which point you get ALL of the ground effect at once and the heli launches 20’ into the wild blue yonder.

Like here, this is what you describe as ā€œdeceleration when entering helipadā€: https://drive.google.com/file/d/1IJmycSN4qXZTKS9j31ZPZqZznuvQVHx4/view?usp=drive_link
This is 300ft/min up 50’ in the air, with no change in collective.

And since I’m confident that you thoroughly read and fully understood the scientific paper you recommend to read, could you point me to the section which explains such an abrupt change in lift? The helipad example would correspond to the stern landing case in that paper, in no wind. When looking at the diagrams, I expect a steep change somewhere between P2 and P3, or in other diagrams, around X = 0 mm, can’t see any. What am I missing?

Sure:

As shown in Fig. 15(a), thrust is increasing as the helicopter approaches the landing point, owing to the ground effect induced by the ship deck. The thrust variation is more significant in hover (wind-off) condition, where an increase of about 15% of the OGE value is obtained at the landing point for the stern landing

For the stern landing at point P3, the slight peak of the pitching moment can be due to the non-symmetrical ground effect as the rotor disk is only partially inside the flight deck.

This is why you shall always consider wind conditions and use headwind whenever possible, rotating once at the TLOF or short before reaching/leaving it for a safe touchdown or takeoff, specially under significant wind conditions.

Regarding the in-plane moments in wind-on tests, there is a significant variation of pitch moment along the landing trajectory which remains almost unchanged in case of headwind and R30. However, the variation of roll moment shows a strong dependency to the wind direction.

Remember: it doesn“t matter what causes a change on the rotor plane or its airflow (your controls, a big surface like a runway, a partial ground effect on rooftop helipads or a sudden change in wind conditions). Anytime rotor angle or airflow changes a bit, the induced effects will increase very fast as blades will find changing conditions also very fast due to their high rotation speeds (interval between two changes for a given blade will be very small), making things worse if you don“t compensate those effects in time.

Helipad will act as an artificial and additional collective input to your manual input, if you want to see it like that. Once you enter ground effect it will increase your current collective input due to extra lift and once you leave helipad it will reduce it due the loss of extra lift. Just take that it into account and perform the same corrections you would do when you are at a standard surface like a runway and you are the one that moves that collective manually. This is the easiest way to understand what happens and to be prepared to compensate effects in advance or early enough. If you don“t compensate them helicopter will always try to find the equilibrium between forces acting on it naturally and that can result in an out of control situation and an eventual crash.

Cheers

This bug makes it extremely difficult to land at pads like this:

The entire discussion of this thread is saying that it’s not a bug.

It’s not strictly a bug. But it’s not ā€œcorrectā€œ either. IMO.

You mean that force turning the helicopter 90 degrees when crossing the edge of a pinnacle? Asking because the upwards kick was already acknowledged as a bug by the developers here: Helicopter ground effect transition is abrupt and requires large inputs to recover - #5 by FlyingRaccoon - Aircraft - MSFS DevSupport.

Are you flying helicopters in MSFS2020? Ever tried such a landing?

I don t know how to call it………a bug, an incorrect behavior, maybe an excessive representation of real physics, but i m pretty sure that what happens landing an heli on an elevated area is the worst approximation of a flight model i ve ever seen in a flight sim.

yesterday a friend of mine, wich is an expert heli pilot, tried landing the Cowan H125 on the Hornlihutte platform in the swiss alps and he is still laughing today because his poor heli was suddenly rocketed into the sky while hovering on the landing pad and then crashed into the ground.:joy::joy::joy::joy: Apart from this, he was very impressed by the realism of the simulation and stated that the ground effect on flat surfaces is pretty realistic but is definetly unrealistic on elevated areas.

The fact that this is only a home game is not an excuse in my opinion:
i own a PPL licence and i m certified on the piper PA28 archer: the counterpart from justflight is a nearly perfect representation and closely behaves like the real one in flight dynamics during takeoff and landing.
So why shouldn t be the same with helicopters departing from or arriving to elevated areas?

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Thank you for confirming this isn’t how it should be.

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Topic moved back to bug reports as sufficient confirmation of issue has been demonstrated.

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Thank you for re-activating the bug report voting for this issue as the previous one was closed due to it being ā€œresolvedā€ on the SDK forums. I’ve gotten so frustrated with the issue that I haven’t flown in game in over three weeks… not being able to land on elevated platforms is a game breaking issue for me and I hope it is fixed soon. According to Taog (maker of the Alouette and Lama) this is due to the calculation of ground effect being taken from a single point with no smooth transition into ground effect instead of calculating it over the rotor diameter with a gradual change into ground effect.

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Career military helicopter pilot here. There’s a lot of discussion on aerodynamics, flight controls, and the like. This game will be vastly improved and far more fun if left pedal or left tail rotor control was beefed up in the game.

At its present state, on the Xbox at-least, helicopters are not simulated in a manner that enables normal helicopter maneuvering and flying. Hoping this topic gets enough attention to update the game, as it’s a blast with fixed wing aircraft.

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Looks like SU 15 Beta fixed both the violent yaw and the upward kick on ground effect transition.

Bad news for those who insisted this isn’t a problem :slight_smile: , for the rest of us, we can finally turn aircraft damage ON again when flying missions like https://flightsim.to/file/67754/hpg-airbus-h145-action-pack-seymour-inlet-heli-logging-mission

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Nicely done. I can confirm these issues are resolved with the latest update (Beta SU15)
There is still a noticeable transition, but no abrupt yaw or aggressive ballooning on elevated platforms or around objects.

After having avoided landing at confined spaces or elevated platforms, the latest update will make helicopters more appealing in this sim.

thanks for addressing this. :clap:

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Moved to User Support Hub User Support Hub > Aircraft & Systems since OP confirmed it has been fixed and solution marked.

As feared, exact same bug is present in 2024…

Wonder did anyone ever test this? Anyone before release tried to land on a rooftop helipad? How about that spray truck? Weren’t they thrown up in the air hundreds of feet and turned around 180 degrees?

Yeah. I made a landing pad on top of a hospital in Blender. Works well in 2020, but very weird behavior in 2024…

I’m new to helicopters though, never experienced the pre SU15 state, but understand it’s a regression