Bill Galbraith wrote:
> A brief review: Helicopter controls (longitudinal cyclic, lateral
> cyclic, collective, and pedals) will all be trimmed at different
> locations for different conditions of airspeed, altitude, weight,
> center of gravity, and pilot weight. Joysticks and spring-and-pot
> control systems for simulators can't replicate this, thus making
> simulation of helicopters in a low-cost flight simulator difficult.

But you can sorta-kinda fake this by using the joystick input to drive
stick force, and not position.

Even worse, IMHO, is the lack of precision of PC throttles when used
as a collective.  A high performance helicopter's rotor might be able
to produce an acceleration in the range of -1G to 2G, but a typical
joystick only has about 6-7 bits of precision, so let's say it can
represent 100 discrete values* -- that means that the collective can
represent any given vertical acceleration (say, 1G -- a hover) to
within +/-0.03G, which is a rather high acceleration.  Definitely
not a "hover".

* In practice it's even worse, as most sticks have jumps and skips in
  their response curve.  Those "100 points" aren't even spread evenly
  across the input range.

Andy



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