![]() When I'm raising the collective, the torque is increase all over the rotorĪs soon as I've leave the ground and get some forward speed, the torque value is decreasing (pitch at -20°) You can see on the ground the rotor is producing a torque roughly "100" to pitch forward at 0° pitchĪnd a slight torque to the right because the main rotor is slightly tilted to the left This test are made with constant cyclic forward at 0.1 I've made some test to demonstrate the behavior of the Heli ![]() If something is unclear, I'll be happy to elaborate. I hope I've made this as clear as possible, but English isn't my native language. If you're not working with actual forces and torques, simply apply an angular acceleration based on the the helicopter's current roll and pitch angles, but inverted. This is what needs to be implemented: Gravity applies a downward force on the fuselage, which results in a torque on the rotor hub. Even under constant (but slight!) cyclic X input, the roll rate doesn't increase into infinity, because the pendulum action works against it, stabilizing the helicopter. This is what makes real helicopters (and helicopter in other sims) easier to control in a hover than the one in this sim. Since the neutral position is underneath the rotor hub, this pendulum effect always acts against the current roll angle. And just like a pendulum, the fuselage will try to swing back to its neutral position due to gravity. Since the rotor is what keeps the helicopter afloat, the helicopter's fuselage hangs off of the rotor hub like a pendulum. This is what makes it hard for people to control the helicopter, because this is neither the case in the real world nor in other sims. In the sim, the helicopter will continue to increase its roll rate when cyclic input is constant, which means that you have to apply opposite cyclic just to stop the rolling motion. The problem is that roll rate seems directly linked to cyclic X input. ![]() This led to the dev implementing input curves and dead zones, which is a nice addition, but it won't solve the problem. ![]() I'm not talking out my ass here, is what I'm trying to say.Ī lot of people have expressed problems controlling the helicopter in a hover, but have had trouble pointing out what specific issues they encountered. One physically correct one where actual AoA, lift and drag values are calculated at different portions of the rotor disc and another more arcade-style one where inputs are applied directly to the helicopter's movement vector. I have some experience myself implementing different helicopter flight models. I wanted to put this in a more exposed place because I think it's really important for the dev to read this. I already posted something similar in a different thread, but my reply probably went under in the noise. ![]()
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