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#1 Posted at 2011-05-10 16:59        
     
I bought operation arrowhead and installed it. All helicopter flight characteristics were normal. Later, I installed Arma 2. I noticed that in Arma 2, the helicopters fly extremely slow(like 5mph kinda slow). the two games were not intergrated bc I installed OA first. I just bought a new computer and reinstalled Arma 2 first and OA second. Now ALL of my helicopters fly slow. So I believe that this narrows down the potential problem to scripting in Arma 2. Is there a patch that corrects this? or how could i do it manually, i am not experienced with scripting so please bear that in mind when offering advice. Thank you for any and all help.


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#2 Posted at 2011-05-10 17:08        
     
Are they slow when you put the nose all the way down and increase thrust with Q?


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#3 Posted at 2011-05-10 17:11        
     
forgive me for not specifying. they slow forward flight is only apparent in editor with the AI in control.


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#4 Posted at 2011-05-10 17:30        
     
The Helos fly nothing like the real thing.

They turn and fly like fixed wing planes not helicopters.
For the game its ok as most people use keyboards and the amount of small tactile input to keep a helo
stable would drive you insane tapping keys. In the book "Chickenhawk" he describes flying Hueys like
"standing on a football and juggling at the same time" and the Hueys are really stable helicopters.
The worst part is the rudder/tailrotor/yaw/pedal turn. If you push the rudder key the aircraft yaw about 10
degres and that it. you should be able to turn 360s with pedals all day long. Also remember the tail rotor is a
counter torque rotor that offsets the forces of the main rotors so if you add more power you should have to
add more pedal or the torque would make the Aircraft yaw. This is not modeled at all.

All the aircraft use way too much angle of bank to make turns. The AI throw the C130 into a greater than 60
degrees of bank turn, the nose drops they pull back agressivly add power and make potatoe chip turns in the
sky and ussually crash into a tree or mountain while trying to recover. A steep turn in Aircraft is 45-50 degrees
and I believe 60 is considered aerobatic flying (high load factors). You will bleed off lots of speed in steep turn
and stall speed doubles at 60degrees of bank, so yes it does require alot of power to maintain or recover a steep
bank angle and tight turn radius.

To scratch the surface....Lift is always pointing out of the top of the wing, when you bank you change the lift
vector from straight up to say 30-45 dgrees using some of that lift to pull you sideways in through the turn.
SInce your using some of that lift to turn the nose will drop and the aircraft starts to decend. At this point you apply
back pressure on the controls (pitch nose up) but when you do that the combination of forces cause the plane to be
heavier (load factor) and you are inducing more drag with the higher angle of attack(AoA) required to maintain
altitude. If you do not add power the drag will slow you to a stall and possibly a spin condition, you must add power
in the turn to maintain a safe flying airspeed. Thats why the AI fly potato chip turn profiles, because the never learn
that the nose drops when they bank so they are always correcting behind the action as opposed to making control
inputs prior to the nose dropping etc. to keep a nice level turn.

If you would like to see what happens with excessive load factor, google/youtube that CDF C130 doing the forest fire
drop. His wings folded like a mousetrap. *(no not Chedaki Defence Force...California Dept of Fire.....lol... I saw some
CalDeptFire trucks on the highway and laughed because all I could think about was the Chedaki. I mean, they
have CDF decals everywhere on theyre trucks)

Actually..Here it is...
http://www.youtube.com/watch?v=4bDNCac2N1o

On the good side, the have really captured to atmosphere of flying low level. The Helos and Aircraft look great both in
and out and the sounds are cool. I watched Bear Grills jump from a hind and was amazed at the detail in game after
seeing the cockpit of the real one. (I love the fans)

Some bank limiting and more pedal turn capability would make the AI fly better and certainly add
more realism to the flight model. Having said all that, its not a flight simulator and I do play this to get away from
the Flying Work that I do so I dont fly too much in A2. I think if a few minor things were sorted its a very fun flying
experience, but not realistic in flight model.

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#5 Posted at 2011-05-10 20:19        
     
When in the editor, they move like they have been set to "Limited" speed even though I can have them set to Full speed. the Helos crawl along. My character can run at a speed faster then the helo even though i can have the speed set to full (using waypoints). I narrowed the problem down to something in the Arma 2 settings. We all know how fast they are supposed to move during normal and fast speeds, but in this case they move at "limited speed". With a player as pilot they move at the correct speed, but while under AI control, they craw at "foot-mobile" speed. Any ideas?