EECH's "pseudo-real" flight model is fairly realistic if you have a pole cyclic, only fly the older choppers in EECH, and ignore the fact that its roll & loop performance is wanky and that you can be as rough with the cyclic or collective as you want. You can utilize PPJoy, GlovePIE, and some of my scripts to make it closer to a modern (think Comanche, Zulu, and what was supposed to be Blk3 Apache but is now moved to Blk4) attitude command, attitude hold system using a joystick that LB2 mimics sans VRS and RBS, of course. Hell, even sub-$2000 video UAVs (like the Phantom 2 Vision+) can do this now and also have GPS-based positional stabilizing and excellent terrain following. Pretty sad that the Army's implementation of these AFCS/SAS advances got pushed back when they have so much skin in the fight compared to the Navy ships we're dumping billions into.
I can't fix the lack of Yaw Damping, since GlovePIE doesn't know the state of the aircraft, but yaw axis nonlinearity in the script also helps with that to give you more finesse around the centering when crosscoupling is On. You just have to counter-yaw the raw momentum or be very gentle and expect some drift.
Interestingly, early Enemy Engaged beta testers were responsible for VRS being deleted from the code, which was thankfully brought back. I would not be surprised if that's why VRS is not present in the Janes helo sims.
By the way, you can turn off or delete the sections of the GlovePIE script that automatically shuts down the engines when you overtorque for too long or are too heavy handed with the side controller. I enjoy these, but others may find it annoying, especially when in a heated situation they may think being rough with the controls is necessary. I like the occasional reminder that is the need to quickly hit < and > rapidly when I've not been careful and the OS voice tells me the engines are powering down. Keeps me on my toes and restraining my inputs. Ditto with the portions of the script that increase lag on collective response, exaggerate collective effects in the negative, and de-emphasize it in the positive. It forces you to use slower movements in collective and feels more accurate to me. My Comanche Gold scripts also have a crude VRS written in ;-P
You have to clear the auto trim state (pinkie button on my X65) prior to switching on hover.
PPJoy virtual stick assignments
Axis 1 (Analog 0): X Axis
Axis 2 (Analog 1): Y Axis
Axis 3 (Analog 2): Z Axis
Axis 4 (Analog 3): X Rotation
Axis 5 (Analog 4): Y Rotation
Axis 6 (Analog 5): Z Rotation
Axis 7 (Analog 6): Slider
var.tolerance = 1 - (abs(joystick1.zrotation) / 4 )
var.warning = .75 - (abs(joystick1.zrotation) / 4 )
if var.overtorque < 20 and Smooth(PPJoy1.Analog2, 100) > 0.5 then begin {
var.overtorque = var.overtorque + 1 * (Smooth(PPJoy1.Analog2, 100) - 0.5)
if var.overtorque > 20 begin {
Say "Overtorque, Engine Shutdown"
type("<")
type(">")
type("<")
type(">")
type("<")
type(">")
type("<")
type(">")
type("<")
type(">")
} end
else if var.overtorque > 0 and Smooth(PPJoy1.Analog2, 100) < 0.2 then var.overtorque = 0
}
if shift+t then begin {
var.xhold = 0
var.yhold = 0
if joystick1.zrot = 0 then {
var.pedalfix = -1
else
var.pedalfix = joystick1.zrot
}
PPJoy1.Analog5 = Joystick2.slider/2 + (var.pedalfix)
}
var.xchange = abs(Smooth(PPJoy1.Analog0, 20) - PPJoy1.Analog0)
var.ychange = abs(Smooth(PPJoy1.Analog1, 20) - PPJoy1.Analog1)
if var.xchange > var.warning or var.ychange > var.warning then begin {
BeepDefault
}
if var.xchange > var.tolerance or var.ychange > var.tolerance then begin {
Say "Handling Limits, Engine Shutdown"
type("<")
type(">")
type("<")
type(">")
type("<")
type(">")
type("<")
type(">")
type("<")
type(">")
}
if joystick1.zrot = 0 then {
var.pedalfix = -1
else
var.pedalfix = joystick1.zrot
}
var.nlzrots = sign(var.pedalfix)
var.nlzrotm = abs(var.pedalfix)^(1.3)
var.nlzrot = var.nlzrotm * var.nlzrots
var.yhold = EnsureRange(Joystick2.y/ 30 + var.yhold, -.75, .75)
PPJoy1.Analog1 = var.yhold + Joystick2.y
var.xhold = EnsureRange(Joystick2.x / 30 + var.xhold, -.70, .70)
PPJoy1.Analog0 = var.xhold + Joystick2.x
var.collchange = abs(Smooth(PPJoy1.Analog2, 100) - PPJoy1.Analog2)
PPJoy1.Analog2 = Smooth(Joystick2.z - abs(Smooth(Joystick2.z, 100) - Joystick2.z), 0)
PPJoy1.Analog5 = Joystick2.yrot/2 + var.nlzrot
var.bank = PPJoy1.Analog0
var.pitch = PPJoy1.Analog1
var.collective = PPJoy1.Analog2
var.yaw = PPJoy1.Analog5
Oh, and right now if you fly the scout-configuration of the Comanche you need to fly it to mission completion. As far as I can tell, the pure scout Comanche may have been replaced with the Kiowa (if they wanted to replace something, they could have replaced the attack Comanche with Kiowa), and there's a bug that brings the attack configuration's wing stubs back onto the aircraft after you jump back into the game. I guess that's one way to force you to run the sim from takeoff to landing... which is how I like it. I don't like jumping into aircraft mid-flight or cheats. Also in scout configuration, it appears you need to be "all buttoned up" at all times or be prepared to run as soon as you open bay doors. The enemy behaves omnipotent once your radar signature becomes big enough until you are completely out of their sensor range. There doesn't seem to be modeling of scan sweeps by the enemy or anything like that. Wingmen are not particularly good at being utilized for taking the shots from a safe position while you are lasing, and artillery is usually unresponsive or too slow to be called in. Perhaps LOAL of the Romeo Hellfires is the way to go from behind cover and then pop up and lase? You also have to get stupidly close to the X waypoint in order to just transmit recon data. Anyway, be aware of these quirks.
Also, here's my GWUT I recommend you use:
https://app.box.com/s/f30f6urax1fj58qjc6vhRecon maximum allowable transmit range from Waypoint X is now set to 4000 meters in this GWUT.