I’m using normal FOV. I’ve only tried the r22 so I’m not sure if it’s an issue in other aircraft. I guess it’s because the viewpoint is so close to the rendered door frame.
I just received my pimax headset. The large field of view is causing cockpit clipping on the periphery of the lenses. Parts of the door frame of the r22 disappear from view as you look to the right. Is there anyway this could be addressed?
Forget real world helicopters for a moment. In the simulator there is no feedback on the controls so trim is only useful to fight the physical joystick centering spring tension which is being used to control the cyclic. I used to use this method when I started out with traditional gaming joysticks. I soon learned that a much better solution is to remove that spring force from the joystick all together.
It’s a drastic step but if you’re serious about mastering control of a well simulated helicopter then that spring is the biggest blocker to progress. Without it you no longer need trim and can focus on keeping the cyclic where it needs to be without any tension working against you.
In my experience, short of buying proper helicopter controls it is a much better solution than using trim.
Yeah but I want to land in the green area right after the jump. A ski jumper mostly falls like a rock, so given we gain the same speed we should fly just as far.
Oh you can do that alright. There is a small flat area just before the landing zone starts to climb again to slow down the skier. You just need to mind your tail in the flare.
Can you autorotate from a sliding start autogyro style .... cut the engine once you move?
You could if you had a steep enough drop off to gain airspeed and sufficient altitude to allow time to manage the energy. It’s not possible from that ski jump though. The rotors don’t have enough energy to clear the climb at the bottom of the run off area. You’d run out of altitude before you’d cover the distance. With the autogyro you have forward thrust from the propellor. With a helicopter you are always trading altitude for energy.
A helicopter hovering one skid low has nothing to do with the direction of the rotor blades.
“The direction the rotor spins makes a difference. In a system the turns clockwise when viewed from above, the tail rotor thrust causes the helicopter to drift to the left. Tilting the main rotor disc to the right to counter this causes the right skid to hang low. A counterclockwise turning system will cause a right drift and a left tilt making the helicopter hover left skid low.”
My reference to rotor direction was to illustrate the difference in the direction of drift. Not to suggest it was the cause. I think I’ll leave the dynamics to the expert on this forum. I seem to be corrected every time I post on the subject lol.
It's just wierd that it's 100% isolated to the R22 only in VR and easy mode.
Everything else (also all other gametitles) works perfect.
I will be patient and hope for some fix in the future. It's hard though with this new masterpiece
Is it possible to run the update again to fix this possible corruption (not integrity check in Steam)?
I just turned on easy mode and tried controlling the anti torque pedals with the stick on the touch controller to replicate your issue. I’m afraid I couldn’t. In pedal turns the speed was the same in both directions. I know it’s not much consolation but wanted to report my findings.
Aaaaaaaah, now that's interesting! Never knew this! So if I would make flying a heli in AFS2 a hobby of mine I should get a joystick without a centre position...?! And it's also normal to take off/hover with (in this case) the left skid low? I had the idea you would have to move up and hover as straight as possible, so both skids horizontal. (That's how remember it from video's and movies...) I get the idea I've been trying to do things that simply are impossible...?
There are no cheap joysticks without a centering spring. You can buy a dedicated cyclic but they are expensive. I use one from Komodo Simulations. The easiest option is to remove the spring in your existing joystick or, depending on the model, you could use cable ties to compress it so it does not interfere with the stick.
To hover, the helicopter needs to adopt an attitude that balances the forces acting on it. They can be external forces such as wind or thrust forces from the helicopter itself (including the tail). That does not always equate to a horizontal attitude.
I agree. Disabling touch thumbstick axis assignments when another physical axis is mapped to that function would be a good idea.
Just hold slight left cyclic. There is no centre position on a cyclic. That’s why it’s hard to use a joystick with a spring because you always have to fight that unnatural tension. The tail rotor is creating thrust which wants to move the helicopter to the right. You counteract this with cyclic. You will notice a lot of American helicopters hover with the left skid low whereas European models hover with the right skid low. This is because the main rotors spin in the opposite direction on most European models and require right pedal to counteract torque.
Not sure if videos are allowed. I just wanted to share a little skiing adventure I had in Innsbruck
Have you tried turning ASW on and off and seeing if one is better than the other? Some apps for me work better with ASW OFF (CTRL+KP1) and some with it ON (CTRL+KP3). I notice warping in some and this for me is fixed by turning ASW OFF.
CTRL+KP1 - Disable ASW and USE ATW
CTRL+KP2 - Force apps to 45hz, DISABLE ASW
CTRL+KP3 - Force apps to 45hz, ENABLE ASW
CTRL+KP4 - Enable ASW to operate automatically
A bit more info here: https://forum.il2sturmovik.com…rift-to-remove-artifacts/
I’m very familiar with those settings. I’ll try turning off ASW to test. Unfortunately, that won’t work as a long term solution for me. I can’t use VR below 90hz without ASW turned on or I get very ill due to the judder in positional tracking. If it is an ASW artifact then I’ll just accept it. It’s better than having judder. I’ll report back.
Just to update. I think the issue with warping was related to ASW. Unfortunately, the blurring of ground textures at low level around the helipad and along the track at the glider runway in Innsbruck is not ASW related. That seems to be an Orbx scenery bug.
2Ghz 1080ti with 11Gb Vram
I’m also seeing blurring of ground textures around the aircraft (r22) when flying at low level (Orbx Innsbruck)
It doesn’t look like ASW artifacts and frame rate is good. I’ll try updating Nvidia drivers and see if it helps.
I have a problem of my scenery warping as I move my head. It is only obvious in distant scenery. The mountains around Innsbruck airport is a good example. If I fix my eyes on a mountain top and move my head from side to side the mountain warps (bends) as I move.
Is this a known issue?
If you fly low g as the label on the cyclic tells you not to do then you'll get the r22 to roll around it's longitudinal axis. This happens in the real aircraft too and the best action to escape death is to use positive collective input and cyclic aft input to load the rotor and stop that roll.
Yes as I said in my original post. I get the right roll.
Mast bumping is implemented, currently a hard reset takes place when it occurs and you are send back into the air.
I must not be trying hard enough! It’s a subconscious thing, It’s too good to intentionally want to break it!
I’ve been really impressed with the Profi flight modeling but there are two edge case conditions that seem to be missing which would be nice additions but by know means are they must haves.
- Mast bumping. A negative G push over (which is a big no no with a rotor system like the one in the r22) has no adverse effect other than an associated right roll. If it was modeled it might prevent some of the crazy maneuvers currently possible such as loops and rolls. Perhaps this requires the addition of a damage model?
- LTE. Even with wind at maximum and at high density altitude it’s not possible to lose tail rotor effectiveness. Full tail authority seems to be always present. Yaw rate is affected by wind but not yaw ability.
It takes several hours to learn to coordinate the basics of hovering a real helicopter. In that scenario you have better reference due to peripheral vision and better feedback of what’s happening in the seat of your pants.
It takes lots of practice to do it in a sim but it’s a nice achievement when you can put it exactly where you want it and you know you are in full control.
I would love to see a roadmap or maybe a developer blog. As a new user who came for the r22 and decided to stay thanks to its quality I’d love to know what the short term priorities are. For example, I wanted to see if I could green screen a mixed reality VR flight so went looking for the replay function. A search reveals it’s been on the to do list for over a year but is still not available in VR. It’s a small team and I know other things take higher priority. I’m not complaining. I would just love to know what’s on the short term schedule.
EDIT- and I just found the blog thread