- User Since
- Mar 6 2013, 3:07 PM (376 w, 6 d)
May 10 2016
I have the same.. Might be usefull to state which headphones you use.
I have a Logitech G35
Hello? anybody still down here?:D
Anyway I made a visual vid of the problem:)
As you can see the yaw-speed in Arma2 is a bit faster than Arma3 with standard FM. But if you look at Arma3 with Rotorlib ON and TOH you'll see how fast it should be.. In full forward flight the rudders of both rotorlib and TOH also react more realistic to full inputs.
What do I want now? For Arma3standard to have higher yaw-speed comparable to rotorlib/toh speeds!
This issue is months old and not even reviewed so there is not alot of hope anyway..
Only new thing I found is that a chopper yaws just as fast with or without tail rotor. So basically when your tailrotor goes out and you start yaw'ing to the right(in ghosthawks case)it matches the yawspeed of when you have the tailrotor and just give 100% input for right yaw... Which profes tailrotors are just to weak :)
Jets are propelled to go forward so no I didn't mean anything that suggested that(somehow)
-you can fly any direction for a bit THEN outta no-where the helicopter spins violently pointing its nose in that direction.
Yes it spins violently pointing its nose in that direction, which ALL I want is to be more gradually instead of "outa no-where".
And to be clear on the rudders. In hover if you press X or C (default 100% rudderinputs) the spin goes to slow(in TOH you will spin 10x faster if you do the save thing) and ALL I want is choppers to spin a bit faster in A3. I am not saying the chopper should be able to spin 180 or even 90 in the Commanches case when in full forward flight. Picture yourself in the AH littlebird and you want to spray a target from a distance while going fast, rocking the rudders fromt left to right is not doing anything(while it DID do something in A2 and TOH so why not in A3)
Thats WHY it should swing arround TOWARDS the given momentum if its anything other than forward................But ATM this is not happening hard enough, only at high (to high) speeds. How can I be wrong in that? Why do you think the Kamov and other contrarotating heli's without a tailrotor still have the tailfin? NOT for it to be this useless ;)(AS IT IS NOW!!!)
It is the drag on the fin that stabilises! Think of a helicopter in hover, and now think of it putting the cyclic to the left. When done the aircraft will gain momentum to the left, still with me? Now at this point the air is hitting the craft over the entire side and most will hit the main body of the craft, the rest will go under,over or past the craft AND past the stabilising fin. Think of it as an arrow. The sleek/lighest part(feathers) want to be at the back while the heavy part(the arrowtip) which also has all the momentum wants to be in front which is why an arrow always fly's straight and always lands with the tip first(nose of the helicopter. If you have something heavy and connect it with something less heavy the heavy part will dictate where it goes when you throw it and the less heavy part will follow behind(in ideal conditions) and the mainbody of a heli and its tailsection have the same relation.
And the rudders are just dull:) Compared to the TOH rudders they go a LOT slower.
@ JSNFARREL the Anti-TQ is supposed to be MORE effective and the tail-fin should be more stabilising with sideways momentum.
@ Lunatico9 didn't we all want the TOH flightmodel? Because in TOH the tailrotor will knock you round when you give it a 100% input and the tailfin is more stabilising. Not that I want expert TOH flying in Arma 3, all I want is that the tailparts do their work:)
@downvoters: why all the downvotes? what happened to reasoning? if you don't agree or don't know what we are discussing then please go some place else. There are more gamethreatening issues like Akimbo and female characters that actualy could use your downvotes...
What is supposed to do what?
Thanks once again, Hladas :D
You can't know and therfore you can't judge ;) it says "assigned" so possible a fix within month.
May 9 2016
Raistlen007 try the latest developmentbuild ;)
@Fireball: in the latest devbuild this issue is fixed 100%, atleast for my hardware. So if any of the Saitek guys can also have a look to confirm this we can close this case and thank the devs :)
The collective seems to be fixed, atleast the descent/ascent rates, both anologue and normal, are the same on joystick and keyboard. I am not sure if there has been a change in the FM but all the choppers are slowed down and they feel heavier which I consider improvement since I could reach 730kmph in a Mohawk with the sleighest dive..
Only one thing, the descent/ascentrates are fastly improved (for me) to the point that it is atleast flyable but I still get that feeling that only 95% of the range is used, but well need the opinions of our other pilots to comfirm this.
For me it was almost fixed. Normal collective was still numb but analogue collective actually worked but didnt have a neutral point(if i didnt gave input it would stay stuck on downcollective)aka its still not perfect aka we remain crying :D but appreciating the work on it!
I did, and no the rates still don't catch up with the same keyboard action.
Same here, but fix is close! :)
Madman the problem is fixed when you put raise/lower on the anologue keys. On those my joystick button ascents faster than pressing Q :) But like I said, the collective is not neutral when not pressing anything, causing the chopper to descent
It seems to be working perfectly for raise and lower collective analogue/
I assigned it to a joystic button and I get the proper rates!
EDIT: It works fine but it seems the neutral point is more on collective down.
When I dont press anything the chopper descends, that is on 106951 tho..
When will this ever get resolved? 41 true pilots in need of proper controlls!
And I was just confirming your stuff :P Did not mean to sound "attacking"
You should check out your facts before talking rubish. This will solve your personal whining problems. And by the way this ticket is one of the first to talk about this matter. The other ones are from keyboard heroes who already fly shit, who want to fly even more shit when TOHFM is implemented. And voting down is not helping anybody since the problem remains (collective raise analogue doesnt do anything at all)
Like DisorderedMind said, if you bind the actions of default Q and Z to joystick buttons you won't get 100% collective up/down but less than 50%. And even holding Q/Z is not 100% collective up/down because my analog collective will still beat it with gaining hight/decending.(I only use the analog slider on my joystick for this testing purpose, I HATE flying with it)