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#3367252 - 08/15/11 02:46 AM Gunship! collective problems
dtra Offline
Junior Member

Registered: 06/17/10
Posts: 8
Hi,

I've recently re-installed Gunship! (+patch) on a Windows XP PC and I'm having weird problems with the collective. It seems that I cannot get more than 82-83% torque. I've tried 3 different joysticks with throttle axes and they all behave the same. Windows reports full range movement on the controllers.

Anyone with similar problems? Any clues?

Thanks!

Dtra._


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#3367995 - 08/15/11 11:03 PM Re: Gunship! collective problems [Re: dtra]
WB Offline
Member

Registered: 06/01/01
Posts: 539
Loc: U.S.
Do this:

  • Click the Search link on upper right.
  • Type or copy/paste this exactly in the search term box: +torque +gunship
  • Tell it to search this forum (Air Combat - Helicopters » General - Combat Helicopter Simulations)
  • Specify to search for the last 8 years.
  • Click 'Submit'


I got a number of hits that way.

General Gunship! search tips:

  • Gunship! was released in 2000, so generally, you want to search back as far as the Search engine allows (currently 8 years)
  • You might need to try to search for both Gunship and Gunship! (with and without the '!') and maybe 'GS'.


good luck.

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#3368097 - 08/16/11 02:14 AM Re: Gunship! collective problems [Re: WB]
dtra Offline
Junior Member

Registered: 06/17/10
Posts: 8
Thanks, I was only looking back three years in my search. Seems to be a Gunship! bug after all. What a pity...

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#3368208 - 08/16/11 08:08 AM Re: Gunship! collective problems [Re: dtra]
Flyboy Offline
Senior Member

Registered: 11/29/06
Posts: 3232
Loc: England, UK
I was going to say, there's no need to do an extensive search of the forum back to 8 years ago. As far as I'm aware, the limited collective is just part of the GS! game. Bear in mind that this sim in no way even tries to model realistic engine or rotor operation. However, 80-odd percent is a fair rough estimate of what the torque would be set to maximum in a 'normal' combat environment flying in a 'normal' manner - so for that it can be excused.

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#3368508 - 08/16/11 03:53 PM Re: Gunship! collective problems [Re: Flyboy]
dtra Offline
Junior Member

Registered: 06/17/10
Posts: 8
Well I'm no chopper pilot but as far as Apache flight model and weapon systems fidelity, LB2 'feels' right to me. It is just that I sometimes long for better graphics, and more immersive battlefield and an easier way to build custom missions, hence Gunship!/TOS. Perhaps the modded EECH is a fair compromise (no mission editing though) till Combat Helo comes along.

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#3370375 - 08/19/11 06:50 AM Re: Gunship! collective problems [Re: dtra]
Flyboy Offline
Senior Member

Registered: 11/29/06
Posts: 3232
Loc: England, UK
Ah, another LB2 fan! You think that LB2 doesn't have an immersive-enough battlefield? What do you call 'immersive'? You should try some of the custom missions!

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#3372150 - 08/22/11 04:58 AM Re: Gunship! collective problems [Re: dtra]
dtra Offline
Junior Member

Registered: 06/17/10
Posts: 8
It is just that in LB2 although I do feel very involved and 'in' the aircraft as far as the Apache is concerned, I don't feel I'm part of a total dynamic war effort the way I did with Falcon 4.0 or EECH for that matter (what is your opinion on the latest modded EECH btw?) Regarding the custom LB2 missions, it is just that, the 3rd party editor is very cumbersome and limiting.

Cheers.

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#3372208 - 08/22/11 08:13 AM Re: Gunship! collective problems [Re: dtra]
Flyboy Offline
Senior Member

Registered: 11/29/06
Posts: 3232
Loc: England, UK
I don't play EECH at all. I never could get into it, even modded, it just didn't feel right. And with limited time nowadays, I just have to play what I want when I can. Although a lot of work has been done to improve EECH (and much respect to those involved), it still lacks the feel of sims such as LB2 and when I last played the modded version it still lacked fundamental improvements that should have been done from the start.

If you want an immersive battlefield experience, try the 'Chicken-Run' custom mission for LB2 from my website. It has air and ground elements all heading towards the main, massive target area. I also did edits of that mission to make it easier, and a night conversion to make the original even harder!

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#3569215 - 05/08/12 12:10 AM Re: Gunship! collective problems [Re: dtra]
Reticuli Offline
Member

Registered: 06/12/05
Posts: 1809
Loc: Dayton, OH, USA
I think it's the old gameport versus USB joystick problem. Similar issue to Longbow 2, only there is no joystick configuration spot like in the CA.ini we can edit. It needs to be told to see a different throw range. I believe it should be able to go up to 112% torque, and possibly less than 28% at the bottom. No ground impacts is also likely a glitch. I don't see any mention of either in the original reviews.
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#3571184 - 05/11/12 01:07 PM Re: Gunship! collective problems [Re: dtra]
Flyboy Offline
Senior Member

Registered: 11/29/06
Posts: 3232
Loc: England, UK
How many reviewers do you know who know what they're even looking for in a Longbow sim?

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