dene maxwell wrote:

> 
> Hi Josh
> Ah, this is the clue I think I needed.... trying to fly with
> auto-coordination "on" would explain why i'm hearing alot of that
> sickening "crash" and view the runway lying on my side?
> 
> Regards
> Dene
> 


Well, the reason that you keep hearing that crashing sound is probably
that it's really really hard to fly helos. I would suggest reading the
dynamic flight pages, then try the following exercises with auto
coordination turned off and no wind. You will not be able to do these
without a 4 axis joystick. Most people recommend having pedals as well,
I wouldn't know I don't own any :)

1. Hover. From the ground, ease up on the collective while holding the
tail rotor pitch about where you would expect it to be at takeoff. This
will probably be around 89%-90% in the direction that the blades are
rotating. Wiggle them back and forth. As the ship gets lighter, the
skids will start to get mushy, and you will see some yaw from the
wiggling. You are just shy of liftoff now. Add a little collective, and
a tiny bit of tail rotor pitch to counteract the extra torque and you're
in the air. Now, keep crashing until you can hover at about 1m without
any drifting. Then crank up the wind and repeat.

2. Hover up and down. Just like hover, but change your altitude in a
controlled fashion. Stay in ground effect. As you add collective, you
will generate more torque, so apply tail rotor pitch as appropriate. The
converse is also true.

3. Translate. From a hover, try and very slowly fly a box forward, left,
backward, and right back to the starting point. Do it slow and
controlled, without any change in altitude. Try doing it faster and in
more wind, but be careful because there is a limit to how fast you can
fly backwards without the ship spinning into the wind.

4. Convert to forward flight and back. Flying over about 40 kts works a
lot different than hovering. The tail rotor is no longer as important,
and it starts flying like an airplane. Increase collective to speed up,
use pitch to control speed. Bank to turn, and give a little pedal
pressure to coordinate the turns.

5. Convert to hover. This is a little trickier. Cut back on collective
and use the cyclic to keep the nose up and the altitude constant. Your
forward momentum is what is keeping you in the air now. When you run out
of forward energy, get ready to pitch forward and apply collective, or
you'll fall out of the sky. Be ready on the tail rotor too, once you
start adding power you have to counteract the associated torque.

6. Flare and landing. Like flying an approach in an airplane, but
steeper. As you approach the ground your speed should eventually get
very low. Keep your descent rate in line with the speed so you fly a
straight line to the landing point. At about 10m you should flare to
bleed off extra energy. If you're good you will come out of the flare
just as you touch down, but you will probably end up in a hover.

It takes a lot of practice, and I suspect that it is harder to fly a
helo sim than a real helo, though I don't know. Luckily YASim has a
pretty simple helo model so a lot of the really nasty stuff just doesn't
happen. The biggest problem that I have had is dynamic rollover. I have
also found that external views are a lot easier to learn with, and
shadows are a must since there is no other way to gauge exact altitude
near the ground.

Josh

_______________________________________________
Flightgear-users mailing list
[email protected]
http://mail.flightgear.org/mailman/listinfo/flightgear-users
2f585eeea02e2c79d7b1d8c4963bae2d

Reply via email to