[RELEASED] Miltech Simulations CH47D

Thanks for caring about the details, great helicopter package.

5 Likes

In case you haven’t heard it in a while: you guys absolutely rock. Outstanding product, outstanding post-release maintenance/updates. Thank you!

8 Likes

I bet you all are excited with the new MSFS 2024 Trailer - we are excited too!

In case you are wondering, we don’t have access to insider information or the SDK yet. We’re eagerly anticipating the release as much as you all are. As more details become available, we’ll explore integrating the native firefighting and sling loading features into our CH47D.

We’re also thrilled and honored to announce that Miltech Simulations CH47D has been selected for the first-ever “Top-Rated Aircraft Sale” on the MS Marketplace.

Our CH47D is the newest item on the list, and among the best-rated from the selection. We will continue striving to improve and expand our products for months to come. Keep an eye out for new announcements coming up shortly :eyes: :eyes:

17 Likes

Congrats! It’s a fantastic aircraft.

1 Like

I am using the Quest 3 with virtual desktop software. When I am sat in the cockpit my eye point is perfectly aligned. As soon as I press READY TO FLY my eye point rotates 45 degrees towards the floor and it is impossible to correct it. I have tried everything imaginable but nothing works. For me it is currently impossible to fly this aircraft. Can anybody offer a solution? Thanks in advance.

You should try in the Miltech Discord for direct support.
They are very very helpful chaps

Did you try resetting the view from the camera options?

How do you intend to partially or gradually migrate, considering the elephant in the room?

Seems to me like going from 6 bladed main rotor + virtual tail rotor to two three-bladed main rotors is a pretty all-or-nothing deal. Either you do it and adjust everything in line with that, which may take time but needs to be done then and there, or you don’t. I suppose you could completely migrate to good twin rotor flight performance in one update, and deal with weird gauge indications over time in subsequent updates

I was under the impression (and I may have misread something) that it was already done in the SU15 Beta, and they were just waiting for it to go public to be in a position to push this change out to the product.

I am not really complaining - I think it flies nice (and believably?) already. But we simmers always all want something more, right :slight_smile:

I think the current model is guilty of what I call “taking the shortcut”
IRL these machines have very complex aerodynamics that are compensated for by equally complex automations

Due to being unable to model some parts of either aerodynamics or automation instead we get simplified FM that doesn’t need to be mitigated by automation. Theoretically you end up in the same spot - helicopter flies straight with minimal control input.

I don’t think that’s realistic, but modelling both aspects of this equation to match up requires much more effort.

For the record, no, nothing was done that would make it a native tandem rotor so far. In cfg it’s still a six-bladed traditional main rotor with minimized torque and a token virtual tail rotor.

I’m same, although I did get the IndiaFox Tornado

It is indeed a “all or nothing” deal. Hence why we have decided to take the time to continue improving the FM (and everything else that has to change along with it) until we are satisfied enough to push the update out. This is still very much a work in progress, and we are closer to a final result that we are happy with.

Moving forward to FS2024, the only reasonable approach is to finally make the change to a fully native tandem FM.

This is indeed what we are dealing with now. Any attempt to successfully create a native tandem FM as resulted in a “more unstable helicopter”, which may be accurate from a physics approach but inaccurate from a real CH47 Handling perspective, due to the automation and augmentation systems on the real heli. Now, how do we approach that behaviour without injecting any extra code into the FM? That’s the question, and for it we do have to move away from realistic figures in some areas (eg. MOIs) and dampen the FM further until we get the desired results. We have the experience with a single-rotor, but the tandem rotor is still very recent and we continue tinkering with it. It is a very time consuming task, but as mentioned, we are getting closer.

Correct, nothing has changed in the rotor config per se. However, several changes have been made to the engines, systems and other areas that will inevitably have to change to finally migrate to the new FM. This is btw what I’ve been calling “partial migration” - all underlying systems are now ready, so its just a matter of replacing the CFG file and adjusting a couple of gauges.

The problem with flight models is that it is incredibly difficult to please everyone. Bare in mind that we have to please both the PC “hardcore simmer” crowd, and the Xbox “casual simmer” crowd. Xbox guys are not looking for a hard-to-fly helicopter. PC guys are looking to fly a realistic helicopter. Thing is, the CH47 is inherently a stable, heavy, yet maneuverable helicopter, and this has been captured reasonably well in the current FM implementation. Satisfaction for this FM is very high among both the casual guys and the more hardcore simmers. Our Ch47D Product is currently the highest-rated rotorcraft on the MS Marketplace and among the best rated products, and any significant change that may affect such a key aspect is a great deal of risk. Anything we update moving forward must be as good or better than what we currently have out, hence the bar internally is very high and as such it won’t be a matter of a “few days” for the native FM update to be finally released.

11 Likes

I want to take the time to say that I appreciate your honest answer. A lot of people go silent or start trying to “weasel out” under such criticisms - you didn’t. I respect Your attitude in addressing this stuff publically.

It is possible to code control laws/rules that would keep the helicopter trimmed and stable in XML and probably wasm as well, I’ve done that for Cera Mi-17. The question is if output of such code is something you want to pursue, because accuracy and speed isn’t perfect.

2 Likes

Indeed it is possible. Never done it on XML but we have quite a bit of WASM experience on that end, given that we did develop an entire FM for the Osprey, and have also developed a custom WASM autopilot for the CH47. We are trying to avoid that as much as possible due to various reasons - mainly due to people disliking the fact that these enhancements tend to make the heli “fly on rails”. Again, incredibly difficult to please everyone.

Btw, I’ve been following your Mi17 Mod closely, you have improved upon the product significantly - great work. Feel free to reach out to us directly, would be great to discuss your ideas further.

2 Likes

Rails probably aren’t my problem, my rails are still quite wobbly :smiley: Thank You for the kind words.

To bring others up to speed, this is what can be done in XML:

(That’s hands off, stick jitter is the code moving the controls)

Despite the pixels you can see that:
a) it can be done at least in principle
b) it’s seems at least a little slower and less accurate than the dedicated professional hardware device IRL
c) It definitely doesn’t make the pilot redundant, but allows for some cool maneuvers like matching speed with a ship :wink:

WASM would probably be faster, unfortunately I’m not proficient with it. I’ll be happy to contact you about details in private

1 Like

Really? There’s no need to be so condescending towards Xbox users, great way to alienate a large number of your customer base.

2 Likes

To say that in a more nuanced way. Xbox guys in general do not have the tools to fly a full fidelity realistic helicopter without automation. On thumbsticks full fidelity CFD will kill them and they will consider it unflyable

4 Likes

You seem to think we’re all sitting there in front of the TV with our little Xbox controllers and nothing else. And there’s me just the other day telling a PC user that they really needed to get a yoke or joystick for their setup at the very least, because flying with a keyboard isn’t the most nuanced way to experience the sim
 But what do I know, eh? He’s probably one of these experienced hardcore simmers that’s us lowly Xbox users should look up to.

Ho hum.

4 Likes

No, it’s just much nastier to control unassisted than you seem to think :sweat_smile:

I’ve been in the situation @LikedHare478430 described. I meticulously recreated stick and rudder positions in different flight conditions, to learn that it feels all wrong to an actual pilot because the assistance he had IRL is not in the sim.

He didn’t even know it’s the automation, but he could tell the helicopter demands inputs he doesn’t do IRL - which were taken straight from test flight chart. He didn’t do them but SAS system did.

PC hardcore simpit pilots, myself among them, want full realism that will very likely drive away casual audiences, I believe this is the expressed sentiment - and it’s unfortunately valid. I just hope the studio can find a way that would retain accessibility, but provide something more for the hardcore crowd

1 Like

Not being condescending - but the fact is that majority of Xbox users (backed by various metrics we measure and gather from different sources) are looking for a more “fun, easy to use product” rather than a complex simulation and systems. Most Xbox users fly on an Xbox controller, and as such, FM must be easy to fly and controller friendly.

Similarly, not all PC users are looking for a super complex simulation. We may have a casual simmer who got the sim on Xbox Game Pass and hence doesn’t have any complex hardware. However, this is the minority of PC users.

Now, this of course doesn’t align with 100% of the customer base, but rather with the majority. Apologies for making it sound like I was putting all the Xbox guys on the same bucket - I was referring to the “subset” of Xbox users that are more inclined towards an arcade experience, as well as the “subset” of PC users that are looking for a more “study level” experience, rather than the Xbox/PC Community as a whole.

Ultimately we are trying to please everyone regardless of platform, hardware setup and complexity desired. Make our products accessible for everyone.

14 Likes