I spent about two hours in TO:H tonight arsing about. Firstly my experience for the record: flight simming since MSFS1, helo sims since Longbow 2, a lot of time in DCS:Black Shark and helos in FSX. Real Life front seat time on Squirrel, Iroquois, Blackhawk, Kiowa. Kit was X52 in cyclic/collective configuration, trackIR4, CH pedals.
In no particular order:
- TrackIR isn't bounded inside the cockpit. If you have X/Y/Z translation on, you end up with your head in the breeze. Need to limit this.
- Asymmetry of rotor lift seems to be a bit too aggressive. Noticeable right roll with even slight forward movement. I know that you can offset this with auto trim, but you could dial it down a little without losing realism.
- The wee helo seems to run out of left pedal way too easily. It feels like a heavy huey rather than a little sportscar. Could be my pedal axis sensitivity, but it feels like it has an underpowered antitorque rotor (or high density altitude). Are you modelling "hot and high" conditions, requiring hover power checks, etc?
- Good to see wind modelled. Doesn't seem very effective though? Didn't seem to make a lot of difference? Would like to see weathercocking and downdrafts over ranges etc, encouraging proper mountain flying and pinnacle approaches. Also we need better wind indications on the ground, e.g. lakes, dust etc.
- HUD is good, and I'd say pretty essential given lack of inner-ear feedback.
- Regular vibratey burbles don't seem to be linked to any particular flight state. Is this meant to be turbulence or what? Initially thought this was a translational lift burble (though too aggressive), but it happens (too?) regularly, at lots of different speeds and always feels the same.
- Translational lift isn't obviously implemented, might just be me though.
- Vortex ring doesn't seem to be modelled. Straight down from a few hundred meters, pulled stick, hover.
- Much easier to fly with auto trim set - need to be able to bind manual trim/release to keys. Ideally hold button/key for trim release, sets trim on release key/button.
- Option for knots/feet on the HUD would be nice.
- Autos definitely doable, feel ok. Didn't really respond as expected to a collective "check" after flare, was a bit more Arma-ish. Also it would be nice to be able to hear Rotor RPM as a guide when autorotating.
- Cyclic correction to stay level when slide landing doesn't seem to help. Once you start tipping over, you tip. Might just be me though.
- There is no Vne modelled (well, I got it up to 1000m and pointed straight down, and pulled out fine at 350+ km/h). It's also fully aerobatic, including hovering cyclic snap rolls. Feels a bit weird.
- It's robust as hell (in a bad way). Full deflection cyclic, mashing axes, unusual attitudes etc, nothing breaks it. Couldn't get the main rotor to cut my own tail off no matter how hard I tried
- Not sure if there's the ability to bind analogue axes to the throttles, but that would be nice. Allows you to model governor failures etc.
$0.02. Thanks for this, I'd definitely be happy if this FM made it into Arma2.