Posts by John Hargreaves

    It's a bit odd at first I agree. On the ground, at idle, the engine is just ticking over and the throttle would be twisted towards you, it's like a motorcycle throttle that goes the other way. Once the engine is warm you would twist the throttle away from you, the rpm rises and you will see the engine rpm needle rise too on the instrument panel. You twist the throttle to about 75% and then the engine revs run away from you for a second and then settle again as the governor takes over, but you don't need to touch the throttle any more, the power comes automatically now when you need it.

    So the collective pitch lever is down, engaging the clutch involves belts tightening behind your head, and the thing makes a few weird noises and vibrates a bit, as the rotor starts to come up to speed. At this point the other needle on the rpm gauge rises and they match each other in position, that's when you have a happy helicopter.

    Then, as you raise the collective it increases the pitch of all the rotor blades, which needs more power to maintain engine rpm, supplied via the governor as it senses the engine rpm dropping.


    Edit: sorry delphin, I was writing this post at the same time you were writing the one above, but also, yes, the rotor rpm always stays the same during flight, it's the pitch of the blades that moves it in any direction. Collective moves all the blades of the main rotor at once to go up and down, cyclic moves them differently to each other, making you go sideways and forwards/backwards etc. The tail rotor changes its own collective pitch via the pedals to give lift but at right angles to the rotor disc.

    The main rotor rpm remains constant in a helicopter, so it's a bit counter intuitive at first when you are used to more power/faster prop/aeroplane goes up in air.

    The clutch comes in for when the engine stops while you are still up in the air, it allows the rotor to keep spinning and give you some control even though you may have no engine power. That allows the helicopter to sort of act like a big parachute and get you down safely, it's called an auto rotation.

    There are lots of good tutorials on youtube, but Nick Murray has an excellent channel of helicopter reviews, Smarter Every Day did some good stuff, and there's one called 'helicopter lessons in ten minutes or less', that's really good. I'll post some links when I have a bit of time.

    I've just lost 40min of my life flying around Manhattan. Absolutely wonderful. You can land on any surface big enough to take the aircraft, so I've been hopping from roof to roof for ages, settling and enjoying the view. A slow take-off and slipping over the side of a skyscraper in VR is a truly wonderful thing.

    +1 for the yaw string too, it's a great detail.

    That's pretty much what it's supposed to do, so as the main rotor spins, it creates opposite torque that wants to drill you into the ground, you need the left pedal to balance that, but once you get moving, the weather vane effect means that you no longer really need the rudder (anti torque pedal). I'd suggest persevering with your pedals, it's more realistic for starters and I think you would soon get the hang of it.

    It's worth having the sensitivity quite low to begin with for helicopters. The real cyclic is usually a very long instrument, so a small movement is a really small movement in a real helicopter. Our 6" long toy joysticks overcontrol the helicopter until you get used to it. It's absolutely micro movements that will enable you to fly, plus there is a bit of a delay between an input and a movement of the aircraft as you have a big gyroscope spinning above your head.

    You have the right idea using the throttle pulling back to simulate the collective pitch increasing. What are you using for rudder (tail rotor)?

    I think one of the problems is that rudder pedals just have one axis that each pedal gives you +/-, whereas good driving pedals have three. I tried once to set up my G29 pedals to do this but it never really worked. Also, you would miss the toe brakes. I ended up getting some TFRP ones, which were great for fixed wing, but not quite sensitive enough for helicopters.

    The VKB ones are more expensive and lack a toebrake (although you can do a software workaround) but are fantastic for helicopter flight.

    Oh boy, just got in from work to find the R22 downloaded on Steam, took her out for a maiden flight around Monterey. Really, really good aircraft. 90fps in VR, smooth as you like, it handles beautifully straight out of the box with the pro flight model. Excellent work guys, well worth the wait. On first impressions it feels right up there with the best of the X-Plane helicopters.

    If I had to pick a slight downside it would be the sound for me, it felt a little muted, but other than that it's a wonderful piece of work. I can feel another helicopter wishlist thread coming, I think my last one got deleted :thumbup:

    Ah, you could be onto something there, I did click on task manager to have that on my left screen while FS2 was launching.

    I was puzzled as after a few restarts and letting Windows update, it started working again and I was still none the wiser.

    Hi chaps

    I seem to have an odd situation here, in 2D all my controllers are working ok, but when I switch to VR, none of the input devices appear to be recognised. Here is the control options page in 2D and in VR. Everything works as expected in 2D, and the last time I flew in VR, everything was fine, but I've just loaded a flight in VR and I can't control the plane. No input registers in the game and all the controllers are undetected when in VR. Any ideas anyone?

    Trouble is with DCS and the established flight sims, that they just don't make full use of our hardware, so you sit at 30% usage on cpu/gpu while seeing 35fps in VR. Almost nothing is running at 100%. This is what puts AFS2 above the others in terms of performance in that it actually uses the hardware properly.

    I've just gone from a 1070 to a 2080 and gained about 50% fps on average in the likes of AFS2, Project CARS2. However, those game engines like X-Plane and DCS, that don't fully use current CPUs properly aren't giving anything spectacular. I haven't tested much DCS yet, but XP11 sits at about 40% cpu/gpu usage and just looks at me refusing to work any harder. I get about 45fps using Flyinside and 32fps using native VR (I was on about 26fps in native VR on the 1070). DCS now gives a nice smooth 45fps where before I was dipping below that. For me on a 1070 the 2080 has been a decent upgrade, but from a Titan I don't think you would see a big difference for the cost personally.