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Joined Sep 2002
2,136 Posts
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In default heli setup the governor is on. That means, when the RPM reaches 40% from the governor target RPM, the governor takes control. Once the governor has the control, the head speed remains at the governbor RPM, unless you activate throttle hold for autorotation.
If you want to control the head speed, go and turn the govenrnor to 0 in advanced setup. Then, the head speed is controlled by the throttle curve in advanced setup. When you ask for better crashes, what exactly do you mean: - visually more convincing chicken dance in a crash - or damage estimation - or more control over what results is crash - fine tuning how sturdy the heli is and when will it crash - for example, how hard the landing must be before the sim triggers the crash Stefan http://rcflightsim.com |
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Joined Sep 2002
2,136 Posts
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Quote:
Example for constructive feedback is this: - I have helicopter model xxxx with yyy engine, zzz blades etc. etc. It is set for mild 3d. I am progressing to holding the heli inverted low to the ground and can do tumbles and stationary rolls. I use ClearView model zzzz with the original settings. I think that this , this and this manuevers are quite different on the sim than on my real heli. My real heli does this and the sim heli does that. Can you improve the sim heli so it's more like mine? Once I know the pilot capabilities and what he flies, we can go back and fort exchanging the setup file for the model in question. At the end, I can provide improved params.txt file so the CV model flies more like the real model. Over time, all this changes will tricle down in the new releases. Stefan http://rcflightsim.com |
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Joined Sep 2002
2,136 Posts
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Thanks for detailed feedback. Try the new version 4.60. This version address 1, 2 and may be 3 from your post. I have changed some parameters for Blade CP, TRex and Raptors helis. Now they are not that twitchy and the drag coef is closer to what should be.
The plane flight model is changed as well to improve on the flat spins. Now both edges (25% and 33%) do real flat spins quite nicelly. Another change is switching the camera between the models using keyboard key "c" - now if you do net multyplay, you can switch the camera to follow the other model. The same if you have many models flying using the "Play flight path" feature. You can switch the camera to any model by repeatedly pressing "c". Stefan http://rcflightsim.com |
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Now, with the 4.60:
The general feeling is better then my previous 4.58 version. I feel comfortable with the Raptor 60 (again, I have an eRaptor 50, that's my real heli reference, not a 60). Default tail and cyclic are similar to my real heli's settings for normal forward flight. (just lowered torkRotCoef as my heli has a very calm tail, Futaba GY401 and digital servo). Maybe forward speed is a little bit low. The general feeling is pretty good. The T-Rex is ok in hovering, but the forward speed and acceleration is too low. And there is a strange behavior: if I pull the elevator, it rapidly accelerates, it feels much faster in entering the loop, then in the previous forward flight. (It's just my subjective opinion, maybe my mistake etc.) I am curios what are the other pilots opinions. --------- I tried to modify the color scheme of the helis. I downloaded AC3d, but not familiar with it at all. I was able to modify the color of the skids etc. but not the cockpit transparent glass. What is the trick? My primary target was a high-contrast, luminous front side, anything but black, to improve visibility for better, easier orientation. |
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Joined Sep 2002
2,136 Posts
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dragCoef xxx Lower value results in less drag and higher top speed. Let me know what are your values for Raptor 60 and for TRex 450. Feeling faster in the loop - this is because the top speed was probably restricted by to high drag coeficient. Let me know if lowering the drag makes in loop feel better. Did you notice less twitchy hover (more controllable) and more prononced pitch control? Regarding changing models with ac3d: Since all model parts are texture mapped, the color of the part depends on the base part color and the color from the texture map. If you add a small collored square to the model texture and texture map the windshield to that square, you will be able to change the screen color. Thanks, Stefan http://rcflightsim.com PS: I think the best part of ClearView is the ability to load models created in ac3d. If you open another thread for creating CV models, I will be more than happy to assist with any help there. |
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Joined Mar 2005
32 Posts
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Great Job Stefan! The edge's are really flying great now. One thing I have noticed is that I can enter the flat spin with left rudder which is fine for right side up spins and for inverted it needs to be entered with the right rudder and with right rudder the plane just slides across the screen. Any suggestions?
-Russell |
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Both the Raptor and the T-Rex is less twitchy now. The T-Rex is probably too calm. The upward acceleration on high pitch is better now. What exacltly Idle up is doing, I can't see any diferrence if it is on or off (Raptor60). Quote:
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Joined Sep 2002
2,136 Posts
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Make sure you don't have forward speed. The flat spin needs almost zero forward speed and the plane must start falling while being in flat position. To enter a flat spin, you must get the plane low on forward speed, in flat angle and falling down. The best way at least for me is to start with normal spin (left rudder, left on ailerons, throttle off) and then pump a throttle a bit, up elevator to bring up the nose and easy on ailerons to get the plane spin flatten. Another way to enter flat spin is from high alpha, balance with the throttle,add some rudder and control with the ailerons. Stefan http://rcflightsim.com |
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