Jump to content

Fergus

Member
  • Content Count

    22
  • Joined

  • Last visited

  • Medals

Community Reputation

1 Neutral

About Fergus

  • Rank
    Private First Class
  1. Is there anyone working on integration of oculus rift in Take on Helicopters be it official or otherwise. Will it be possible, likely to see compatability in the near future?
  2. I haven't been on this forum in a while. Just checked the flight dynamics thread to see if anything had been done to improve TOH handling only to find a link to this thread. Wow. Great work Fred. I will be reinstalling the game and adding your mods. I look forward to trying them. Thanks for your efforts to improve a game which has always had the potential to be a great helicopter simulator.
  3. Fergus

    Flight dynamics (important issues)

    Hi Guys, Just checking back in here. I haven't bothered with toh since march due to the poor flight model. Has the flight model been improved upon since the initial hinds release? Debating if I should reinstall the game. Thanks
  4. Fergus

    Flight dynamics (important issues)

    What about the lack of any yaw requirement when hovering the medium Heli and severe under representation of yaw requirement on the light? Surely this can be fixed as it was ok after rotorlib 4 and cougar patch. It only got messed up after 1.05. I'm new to BIS games - anyone here familiar with the ticket bug reporting mechanism that could report this through the proper channels? - mentioning it here doesn't seem to be getting anyone at BISs attention! Two torque issues identified and for the most part agreed are: 1. Lack of torque induced yaw 2. Unrealistic tail rotor authority at speed. The other thing I'm seeing is what appears like exaggerated pendulum reaction on cyclic rather than over sensitivity. Relatively small inputs result in large swinging. We get bank angle followed by drift rather than drift followed by bank if that makes sense! Anyone agree?
  5. Fergus

    Flight dynamics (important issues)

    Devs, Any plans to fix this issue? Just hover the medium on 1.04 then on 1.05 and you should immediately see that the torque induced yaw is now broken. Ive purchased hinds but can't install it and still play the civilian helis in TOH because of this issue. Please let us know when you plan to fix it or else contact me about a refund for hinds! Id much prefer the realistic flight model of 1.04 over a shooter. Thanks.
  6. Fergus

    Flight dynamics (important issues)

    You're welcome Sylvain, When doing so delete any HSim folder you may have left over from previous community updates. I think that may have been my problem to begin with. ---------- Post added at 12:57 PM ---------- Previous post was at 12:06 PM ---------- I spoke too soon. I hadn't noticed you said you were on 1.05. I did the test above on 1.04. I just updated to 1.05 and now have zero yaw on the medium in the hover and about 25seconds for a 180 degree turn in the hover on the light heli :mad: I wanted to try hinds so updated. Now I will have to skip hinds for a while and roll back to 1.04 :(
  7. Fergus

    Flight dynamics (important issues)

    Guys I was the first to report this. After a clean install the problem went away. I just tested 180degree turn speed with no pedal input from a ground effect hover: Light about 12-13 seconds Medium about 3-4 seconds Hope that helps.
  8. Fergus

    Flight dynamics (important issues)

    Oh this light heli is good. It's really really good. Well done BIS.
  9. Fergus

    Flight dynamics (important issues)

    You do need left pedal Hon0. I think you have a similar issue to mine.
  10. Fergus

    Flight dynamics (important issues)

    Hmmmm I'm quite red faced right now. I did a fresh install and now have a completely different light Heli on 1.04. It seems my origional update didn't go right. Torque is now present as is drift. Time to do some flying and see how I like it.
  11. Fergus

    Flight dynamics (important issues)

    Hover and past ETL. No change in torque. I'll reinstall later today.
  12. Fergus

    Flight dynamics (important issues)

    I have no torque induced yaw when making large changes to collective. I can basically crank on the collective and the heading doesn't change at all even with feet off the pedals.
  13. Fergus

    Flight dynamics (important issues)

    In that case my FM is somehow corrupted. I will try a fresh installation. There is no way the flight model for the light which I have now could be described as accurate. There is zero torque induced yaw on my installation of 1.04. I can manage dodo sim well and also fly RC helicopters since as far back as the days of mechanical rate tail gyros so I know how yaw is needed to balance torque. I'll report back once I try it with a fresh install.
  14. Fergus

    Flight dynamics (important issues)

    I just installed the 1.04 update and tried the light heli. Is it just me or has this thing become insanely easy to fly? I have expert settings selected. It seems now there is zero torque induced yaw. The heli has also become way too stable. I can go from full positive to full negative collective in the hover without any need for a rudder input. The heli also seems to fly completely hands off. I can adopt an attitude and release the cyclic and the attitude is maintained (like some kind of phantom autotrim feature). Where is the ground effect gone? No translating tendency at all either. (I have auto trim disabled and wind effects enabled). Has anyone else noticed these issues? I'm wondering if my flight model has been corrupted some way from installing previous patches. Surely this is not the intended FM that we have been waiting for!! Maybe this was intended for keyboard and mouse gamers but as a helicopter simulator using proper analogue controls things have gone backwards. Is there any way I can ensure my installation is as it should be. I am really hoping that something got messed up and that this isn't the end result of the developers work. If it is then please devs try dodo sim on fsx so that you can get some idea of how a helicopter simulator should behave. Does anyone else agree?
  15. I've just found I have the same issue with the jumping crate. I've tried every angle, tried nudging the jumping crate out of the way and even planting the nose wheel on it while attaching - nothing works! I'll park this game until a patch fixes the bug. Back to dodosim for me :(
×