The KA-50 shows a fuel quantity of 743. but I can't find this in the code (which has 1600) or dynamics files (which has 1478). Is this set in the gwut?
I remember looking into the fuel for the KA-50, as it has 2 tanks. The fore tank holds 705kg, and the rear holds 745kg, so a total of 1450kg. I was going to try and model both tanks, but hadn't got round to it yet.
#4512984 - 03/27/2005:23 AMRe: New release - what add ?discussion
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Don't worry - it's a feature. Fuel weight re-calculated on mission start and depends on the route length. If you open payload screen, you'll see that only half amount of fuel loaded.
Multiple fuel tanks implemented in 1.15.4, code not really complicated so if you really need it - it can be copied to stable release. But, dyn files structure has to be changed after that so old dynamics files will be no longer compatible, I guess it will be fair to do it with major update.
#4513057 - 03/27/2004:07 PMRe: New release - what add ?discussion
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I think I remember someone posting about the yaw rate of the coaxial helos, and were going to improve it. I can't find the post though. It would be good if that could be included.
#4514285 - 04/03/2009:10 AMRe: New release - what add ?discussion
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Bouncing helos on helipad solved setting vSync on adaptive, apart of flight model that makes you blow in the sky, i have a strange trees in the sky flyng in winter environment, anyone notice this?
Last edited by SKIP2008; 04/03/2009:32 AM.
#4514286 - 04/03/2009:14 AMRe: New release - what add ?discussion
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I'll send a screenshot as soon as possible, the issue consists that you see trees in the air from cockpit view, when you switch to external view all looks ok, but only in winter environment. In 1.16.0 game freeze exiting a flight session, solved in 1.16.1, at least for now.
Last edited by SKIP2008; 04/03/2009:36 AM.
#4514291 - 04/03/2009:43 AMRe: New release - what add ?discussion
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I noticed in the Hind, when in the pilots cockpit and you press Esc (to move to CPG cockpit) the view moves as if it's switched, but there's no CPG cockpit.
clouds rendering uses same technique as trees, yes
Originally Posted by messyhead
I noticed in the Hind, when in the pilots cockpit and you press Esc (to move to CPG cockpit) the view moves as if it's switched, but there's no CPG cockpit.
guess it happen because of wideview, place switch was disabled for Hind
I can test that FM is not like before, same russian helos turn very slowly at low speed, by the other wise american helos can do it at hight speed. Now I feel very difficult to land. When I take off and I do nothing, the helo goes forward as time fastest. That is real? Is not like before. Things like that... I dont know if the problem is FM or Javelin mod or both Sorry with my english
There is a way to change the dynamic flight characteristics of the helos directly. You go into the dynamics settings files and adjust the inertial values.
In the code, it's in here in a text file: \EnemyEngaged\EECHSourceCode\setup\common\data\dynamics\hind.dyn
In the installed simulation, it's in here: \EnemyEngaged Comanche\common\data\dynamics\ka50.dyn
WARNING: Be careful and don't add any spaces, don't edit the file in any way, just the last number. Keep the number of digits in the number the same. Any alteration to the file and it won't work, the rest of the file including the alteration will be skipped by the program if you get it wrong.
Edit the following values, the last number in the string. If the helo isn't turning quick enough, lower the number for the heading_inertial_value, the 38.200000 heading_inertia value = 0.000000, min = 0.000000, max = 0.000000, modifier = 38.200000 pitch_inertia value = 0.000000, min = 0.000000, max = 0.000000, modifier = 76.500000 roll_inertia value = 0.000000, min = 0.000000, max = 0.000000, modifier = 58.400000
Don't go below the original values for the Apache helicopter, these are the low end if you want the helo controllable. These are the Apache values. heading_inertia value = 0.000000, min = 0.000000, max = 0.000000, modifier = 20.000000 pitch_inertia value = 0.000000, min = 0.000000, max = 0.000000, modifier = 40.000000 roll_inertia value = 0.000000, min = 0.000000, max = 0.000000, modifier = 30.000000
There are a couple of helos that don't respond to the dynamics files, I never figured out why. I think I listed them in another thread, in the Hover Controls thread. You should be able to find them in the thread somewhere.
Sorry, but no. For regular flying I didn't alter the way the physics calculations are performed on any of the helos, I simply adjusted the physics parameters. I haven't changed anything related to the tail rotor simulation.
On hovering, I did rewrite the entire code. On Altitude Hold/Terrain Following I also rewrote the entire code. Is the problem during normal flight, or while hovering or in altitude control? There is a heading dampener in Hover/Altitude control.
Sorry, but no. For regular flying I didn't alter the way the physics calculations are performed on any of the helos, I simply adjusted the physics parameters. I haven't changed anything related to the tail rotor simulation.
Not in the code, but you enabled tail rotor calculation by changing "tail_rotor_diameter value" from zero. I can't say what is really wrong there, have no time for deep analyze, but Ka-50 Ka-52 Ka-29 and, for some reason, Mi-28 does not have realistic flight model for sure.
Originally Posted by Javelin
On hovering, I did rewrite the entire code. On Altitude Hold/Terrain Following I also rewrote the entire code. Is the problem during normal flight, or while hovering or in altitude control? There is a heading dampener in Hover/Altitude control.
no problems with hovering that I can find, except some custom heading angle speed manipulation (maybe it's heading dampener you mentioned?), it does increase tail rotor force rapidly in some conditions, I had to disabled it ("Flight model issues" commit, if you are interested to fix it). When any kind of controls automatics simulations is being implemented, dynamics forces should never be manipulated strictly - instead, modifiers for pilot controls variables should be applied.
As we have working hovering/altitude hold modes, I thought any of you may be interested in automatic heading correction (toggleable) feature:
a) while hovering, helicopter will turn to the active target b) while in altitude hold mode, helicopter will head to next waypoint. so it will be fair autopilot in some way.
Thanks for putting together the release candidate. Does this just need further testing of the install before it's posted as the next release?
Also, what do you think about using the issues section on github for tracking bugs that get raised? It would allow anyone to see the visibility of anything that's been raised, and if they're being fixed, as sometimes the posts get lost in the forum?
I have proceeded to in-game testing, found several minor issues and fatal error so far. If no bug reports will be posted, it can be marked as release and copied into separate branch quite soon, 1-2 days maybe.
Are you planning to ask players to post issues, or we (anyone who works with the code) will do it? I remember how we tried to use issues tracker years ago, it was a total failure.
Actually, it's a private repo, so people would need to have access to it. Players can have issues posted here, and then maybe if someone's working on it, they could post it on github to track progress. It's no big deal.
I'm going to start in game testing too for a bit. I've not played the game for a while, so it'll be a nice change.