Re: [Flightgear-devel] Human conquers helicopter
David Megginson [EMAIL PROTECTED] said: Finally. On the roof, with the engine shut down, after taking off from a nearby airport: http://www.megginson.com/flightsim/roof.jpg Wow! Now _that_ looks like fun! I was trying to do that with the downtown skyscrapers (knowing I couldn't actually land) when the bo105 first appeared without much luck. Another one that was quite challenging was trying to land in the football stadium. Airspeed management is very different in a helicopter than in a plane -- I'm still trying to get a handle on it. Pull back on the cyclic stick. Depending on what speed you are going dropping collective too. I like to swoop down to create some downward momentum and then pull back. I'm not sure if this is a legal move :-), but if you are going really fast and want to stop quickly, pull the stick way way back and raise the collective all the way up for a few seconds. Kind of like reverse thrust on a jet. Part of the problem is the ground effect isn't modeled. It is in FlyII and that helps quite a bit with hovering as for a landing. I've read that flight training in the real world usually involves hovering around the field at about 10-20 ft for quite some time (until it becomes second nature). By the way, I always have to put on the parking brake (!!) to stop the skids from acting like wheels. Is there an easy fix to the YASim model? We could force the breaks on...but it is also possible for a skid to skid...isn't it? Anyway, I'm off to find a roof. :-) Best, Jim ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Human conquers helicopter
Jim Wilson wrote: Pull back on the cyclic stick. Depending on what speed you are going dropping collective too. I like to swoop down to create some downward momentum and then pull back. I'm not sure if this is a legal move :-), but if you are going really fast and want to stop quickly, pull the stick way way back and raise the collective all the way up for a few seconds. Kind of like reverse thrust on a jet. Thanks. I do understand that part, but I'm still trying to get a feel for the exact speed effects, especially through the transition from cruise to hover. Part of the problem is the ground effect isn't modeled. It is in FlyII and that helps quite a bit with hovering as for a landing. I've read that flight training in the real world usually involves hovering around the field at about 10-20 ft for quite some time (until it becomes second nature). It does, from what I've seen at airports: not just hovering, but hover-taxiing and (especially) gazillions of autorotations. To learn to control the bo105, I made up a little exercise for myself to climb to 5 ft, hover-taxi forward, land on the next runway stripe, and repeat to the numbers at the end of the runway. Anyway, I'm off to find a roof. :-) Try to make sure that you're down around 15 kt before you get too close to the roof. In the bo105, at least, if you have to raise to nose to lose speed, you can also lose sight of your landing spot. All the best, David ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Human conquers helicopter
David Megginson [EMAIL PROTECTED] said: Pull back on the cyclic stick. Depending on what speed you are going dropping collective too. I like to swoop down to create some downward momentum and then pull back. I'm not sure if this is a legal move :-), but if you are going really fast and want to stop quickly, pull the stick way way back and raise the collective all the way up for a few seconds. Kind of like reverse thrust on a jet. Thanks. I do understand that part, but I'm still trying to get a feel for the exact speed effects, especially through the transition from cruise to hover. Yep, it is a feel, how much collective lift to add. The thing that usually screws me up is the tail rotor when hovering. In general the rudder control on my X45 sucks, partially because it is my left hand and I'm very right handed, but also because it is a rocker. How are the helos with the pedal controlers? Part of the problem is the ground effect isn't modeled. It is in FlyII and that helps quite a bit with hovering as for a landing. I've read that flight training in the real world usually involves hovering around the field at about 10-20 ft for quite some time (until it becomes second nature). It does, from what I've seen at airports: not just hovering, but hover-taxiing and (especially) gazillions of autorotations. To learn to control the bo105, I made up a little exercise for myself to climb to 5 ft, hover-taxi forward, land on the next runway stripe, and repeat to the numbers at the end of the runway. Autorotation is good practice for approaches, since that's pretty much what you do to land (the engine just happens to be running giving you a little more leeway for errors). Anyway, I'm off to find a roof. :-) Try to make sure that you're down around 15 kt before you get too close to the roof. In the bo105, at least, if you have to raise to nose to lose speed, you can also lose sight of your landing spot. Yeah...and hitting the ground with the tail is always a distinct possibility. That seemed to be a frequent occurance when I was doing this in Fly. I usually angle the view sharply downward (out the bottom windows) and use the heads up display to check on attitude. Approaches are with the nose high but not too high to see the target. I try to get the approach angle at about 30kts...so that it'll slow down steadily, which seems to work really well when I get it. Keep in mind that I'm not a pilot and don't _really_ know what I'm doing ;-) Here's a couple shots from downtown. I also tried it with a 20kt wind. Couldn't even get close to landing in that. http://www.spiderbark.com/fgfs/101california1.png http://www.spiderbark.com/fgfs/101california2.png Best, Jim ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Human conquers helicopter
David Megginson wrote: By the way, I always have to put on the parking brake (!!) to stop the skids from acting like wheels. Is there an easy fix to the YASim model? First off, we should stop mapping a brakes property to something that doesn't have brakes. Put a value of 1 somewhere in the property tree using the -set.xml file, and map that to the brakes instead. :) With just a little code work, we could add a stump attribute (or whatever) to the gear tag that tells the wheel to ignore the rolling action. Andy ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Human conquers helicopter
Andy Ross wrote: First off, we should stop mapping a brakes property to something that doesn't have brakes. Put a value of 1 somewhere in the property tree using the -set.xml file, and map that to the brakes instead. :) With just a little code work, we could add a stump attribute (or whatever) to the gear tag that tells the wheel to ignore the rolling action. Never mind. Someone already added a skid attribute to the parser (or maybe I did long ago and forgot). Just set skid=1 on the gear objects and remove the brake mappings from the property tree. Andy ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Human conquers helicopter
Jim Wilson [EMAIL PROTECTED] wrote: David Megginson [EMAIL PROTECTED] said: Airspeed management is very different in a helicopter than in a plane -- I'm still trying to get a handle on it. Pull back on the cyclic stick. Depending on what speed you are going dropping collective too. I like to swoop down to create some downward momentum and then pull back. I'm not sure if this is a legal move :-), but if you are going really fast and want to stop quickly, pull the stick way way back and raise the collective all the way up for a few seconds. This actually _is_ called the quick-stop :-) Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Human conquers helicopter
Jim Wilson wrote: Yep, it is a feel, how much collective lift to add. The thing that usually screws me up is the tail rotor when hovering. In general the rudder control on my X45 sucks, partially because it is my left hand and I'm very right handed, but also because it is a rocker. How are the helos with the pedal controlers? I haven't tried that recently -- it's such a pain to set up the yoke and rudder pedals that I rarely bother. I just use the two little sticks on my WingMan, or alternatively, drag the mouse left and right for the rudder. All the best, David ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Human conquers helicopter
Andy Ross wrote: Never mind. Someone already added a skid attribute to the parser (or maybe I did long ago and forgot). Just set skid=1 on the gear objects and remove the brake mappings from the property tree. Done. All the best, David ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel