David Megginson wrote: > I'm controlling the (simulated) bo105 helicopter much better by > picking an airspeed (say, 10 kt when maneuvering for a landing) and > holding it as closely as possible with the cyclic.
Out of curiosity, how do pilots do this in real helicopters? I wouldn't think a traditional ASI would work very well at 10 kts... > Even as slow as 10 kt, the bo105 barely needs any input from the > anti-torque pedals. How realistic is this? It certainly makes flying > easy. Here's a candidate solution for that problem (I didn't test it). It's not that the aero force is too high, it's that the moment of inertia of the helicopter is too low. I see the following in the YASim definition: <airplane mass="2813"> ... <ballast x="-3.0" y="-.0" z="1" mass="1820"/> So 2/3 of the craft's weight is modeled as a point mass at a location that, one presumes, is right under the rotor. Point masses don't oppose torques very well. :) Really, what's needed here is a "shell" configuration, where several point masses are placed on the edge of the fuselage where the weight is concentrated. YASim's built-in fuselage and wing declarations models the airframe as strings of point masses. This works OK for long-aspect things like (heh) wings and fuselages. It's not going to produce good results for a spheroidal helicopter fuselage. It wouldn't be too hard to write an "ellipsoid" declaration for low-aspect fuselages, I guess. But a quick hack would be to split out that ballast point into, say, a square of masses of the right size and centered on the c.g. (the c.g. is really easy to find on a helicopter, BTW: by design, it has to lie very close to axis of the rotor). Andy _______________________________________________ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
