And also keep in mind that rotor brakes are not meant to be used from 100% of rotor speed. Not like a car where you can apply brakes at any speed.
Most helicopters rotor brakes are to be used from around 40-45 % with engines off on the ground. It is specified in the POH of each helicopter.
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Hello !
āIndeed, not 5-6 pulse IRL 
Iāve re read your post and will try your binding when having time, thanksā
Iām French, and I canāt understand what ānot 5-6 pulse IRLā means? Can you tell me if there are Keyboard and Mouse assignments in the Helicopter profile? Thanks a lot !
Refer to @OMICO4146 post Helicopters are hard - #202 by OMICO4146 for binding
Perhaps do you already know how the rotor brake works in real life, if not do a search on youtube which bring some action sample
Sorry for the french part guys:
āPas 5 ou 6 click dans la vie rĆ©elleā IRL = In real life
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What exactly the problĆØm is? Have you any footage of the problĆØm?
This Gamepad (Helicopters) profile does not seem very well implemented. The right stick for the collective and throttle are still also bound to the camera views. It looks like they just started with the old profile and edited or added some of the new functions without unbinding the old ones.
It looks like Rotor Brake ability is included in the mod since v0.5, checked inside, itās now on 80 scalar
- Rotor Brake, at least on a Robinson R44 :
- on a Bell 429 watching the new blinking event saying āROTOR BREAKā :
- on a H145 using right hand Rotor breaking after engine cooling :
Real world commercial helicopter pilot with over 3k flight hours here. Yes, helicopters are hard. They do things that donāt make sense unless you understand the physics behind their behavior. But also, Asobo have fallen on their face with this release. These models do not fly like real helicopters at all. Their systems are lacking. Their behavior is lacking. And the sim doesnāt seem to have the basic code required to get helicopters right. As both a pro pilot and a longtime sim enthusiast, Iām very disappointed.
Honestly, if you want to get the āas real as it getsā feeling for helicopter behavior, DCS or X-plane 11 are where you need to look. Sucks that such a big studio as Asobo and Microsoft canāt be bothered to get the details right with systems and aerodynamics.
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.
I think you are way off here, the fm is in pair whit other sims, a lot of other heli simmers are impressed. Is it perfect, no, but for a first release i think they pretty much nailed it.
And, check your settings, like assist and so onā¦
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After inicial bug with flight model that forced us to switch between modern to legacy and vice versa I can perfectly hand both defaults choppers. Found an amazing place, itās a heliport near Niagara Falls, stunning and challenging cause theyāre located between buildings. All of my pilot skills are performed with Xbox series S controller. But i use the right analog to free view and A and B button to control collective. With a little practice it can handle better than default collective that uses right analog. If you wanna some tips please feel free to ask me, will be my pleasure to help
Ok. So⦠Just to reiterate. I fly these things for a living. I have also been an avid simmer since FS98. I currently own and use X-plane, MSFS2020, DCS. I know my way around the settings.
Iāll run down my list of issues with the flight model:
Real world helicopters donāt have a neutral control position once the desired pitch or bank has been achieved. What I mean by this is that in an airplane, your controls are connected to a control surface, where in a rotor wing, the whole disk is the control surface, so you move the cyclic to the desired position and then leave it there, rather than initiate a movement and then return the control to a neutral position. This flight model seems to respond like an airplane, not a helicopter.
There is no apparent behavior for Effective Translational Lift or vertical fin effectiveness with increased airspeed. Both of these would reduce the amount of anti-torque pedal required in forward flight.
Rotor RPM and collective seem oddly decoupled. In a real helicopter the rotor system has an overruning clutch that allows the rotor to spin even if the engine has failed, but this also means that itās possible to overspeed the rotor system in powered flight.
Overall I find it a very unconvincing experience for something that calls itself a simulator. Given there are a number of other simulators that do it far better, I donāt see a reason for them to execute this so badly other than itās too complicated to bother, and that ultimately, the vast majority of users would complain that helicopters with accurate behavior are too difficult to fly (I see that complaint endlessly on forums for simulators that got helicopter behavior correct).
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Thanks for the offer of help. Just to clarify: I can fly it just fine. I just find that it isnāt even close to accurate to the real thing. I have full helicopter controls for my sim. I have everything set to make it as realistic as possible. It is missing some key behaviors that make it seem very un-helicopter like. I was really hoping they would put some real effort into making a flight model that was realistic. They missed the mark.
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Hi, I remember you from Hovercontrol times back in the day. Good to have you here!
I have just one thing to say- it seems they actually do have a code to simulate helicopter accurately (as you can see in CFD feature displaying it at work; btw it works at 1000 samples per second, super neat) . Cabri is far from perfect, but it already simulates a lot of behaviors inherent to helicopters. If you are flying with extended stick, you might want to check flight model cfg. There are two values that might interest you:
cyclic_roll_control_scalar
cyclic_pitch_control_scalar
I increased them to 3 and 2 and it is much more like XP. And one more thing- make sure you have Modern flight model turned on (there is a bug people are reporting where it is using legacy flight model despite modern one being turned on- you can fix that by starting a flight with legacy FM, exiting and then turning modern FM back on). Also with this update there are two assists turned on by default even if you had all other assists turned off before (I already encountered fellow helicopter simmers not being aware of this option and having a bad experience with MSFS because of that).
EDIT: Also, what you described here:
āyou move the cyclic to the desired position and then leave it thereā
Is what MSFS is doing. I am pretty sure you are NOT using new FM, and/ or have two helicopter assists turned on!
Yes agree with U, but itās billions way better than every model Iāve flew since fs2004, but surely great times are coming
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these ones : New axis binding for helicopters since 40th Anniversary build - #2 by lynx33635
we can set to OFF the following parameters in ASSISTANCE OPTIONS / PILOTING :
HELICOPTERS: ASSISTED TAIL ROTOR
HELICOPTERS: ASSISTED CYCLIC
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Yeaaā¦
I am not shure what you are saying here, i also fly in dcs, and the only thing i am missing here is proper ( not like the dcs overdone) vrs, rbs, and downwash. And of course, some tuning of the helis performence and systems.
I still think you should check your settings.
Thanks for the extra details there. Whilst in no way am I disagreeing with your observations (youāre clearly far more qualified to talk about this than I!) I would like to point out a few things that I thought:
-
Regarding leaving the stick in position. Yes I know that is how a real helicopter would work but how can they do this when they know 99.9% of players are going to be using a self-centering joystick of some kind? The only way is to trim it so that gradual release to the centre will still maintain the desired inputs.
-
About the tail fin effectiveness. I definitely feel that once I start moving forward, and with greater forward speed, I need to synchronise release of rudder pedal (rudder torque) to the point that I need no pedal input to fly straight. This does seem linear with forward speed (in the Cabri) so not sure I understood your point here exactly?
-
About rotor RPM āoverspeedā (again talking about the Cabri as I spent most time on that so far), not sure how this effect would or should present itself in the sim but I definitely can run the engine too high if I just blast full collective. It goes over 100% on the left gauge (maybe that is not the RPM though?) so you do need to be careful. But yeah the gauge on the right doesnāt seem to go into the upper warning zone. It drops down if mixture is too rich and Iāve seen it drop when Iāve tried to put too much energy into a fall recovery. But you mean in some normal flight situations that should be able to go higher if you do the wrong thing? How?
As you can tell Iām a heli-noob but keen to learn!
I will repeat myself from another topic- the biggest issue IMHO for people comming from DCS and XP is they way FM restricts cyclic authority in terms of rotor movement range. It seems it is made with short joystick in mind, so it is not simulating full size cyclic/ movement range. You can see that when you move cyclic sideways violently. It does not respond as if it was moved to the extreme. Here is what I mean by that:
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I miss the cockpit vibration that we have IRL, specially the concentrated vortex sounds vibrations
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