On Friday 21 Jan 2005 14:52, Vincent Trouilliez wrote: > > FlightGear uses the most realistic flightmodel it can and as such the > > helicopter has to be finely controlled in 3-axes at all times to remain > > in the hover / slow flight (As in real-life) > > > > Dave Martin > > About the FDM for the Heli, I would not mind having the opinion of a > real Heli pilot (hopefully there is one on this list ?). > The only reference point I have, is a few weeks flying the Bell 206 in > Microsoft flight simulator, and that was 5 years ago, but in Fligh Gear, > I feel that two things are "wrong". > > 1) If I climb to say 2,000 feet then set collective pitch to 0%, and > maintain a constant and very high speed of say 120 or 140 knots, it > nonetheless takes litterally several minutes before I reach the ground, > almost feeling like I didn't zeroed the collective pitch at all. Feels > really weird.
It 'floats' quite a bit; it would be worth asking the opinion of a real-world heli pilot on this (several frequent this list). > 2) If I climb to say 2,000 feet again, then turn the engine off, I > instantly lose control big time, going all over the place, instead of > entering "auto-rotation" (sorry for the French word, don't know how it's > called in English) and let me land smoothly. AFAIK the bo105 doesn't yet have a modelled clutch so when you cut the power, the engine stays connected to the rotor and causes it to slow. > The bo105 looks about the same size/kind of heli as the Bell 206, so I > was expecting the heli in FG to behave in the same way as the Bell 206 > in MS Flight Simulator. > The bo105 is actually quite different to a Bell 206; things such as non-flapping blades on the bo105 give it very different flight characteristics. Dave Martin _______________________________________________ Flightgear-users mailing list Flightgear-users@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-users 2f585eeea02e2c79d7b1d8c4963bae2d