Recently Eric Marlow was conversing with Zero_G on the topic of helo
sims in the industry, in particular focusing on the flight model (FM).
Here is part of that conversation. Watch for more from Zero_G soon!
Current Helo Sims:
Apache (Digital Integration)
Apache Havoc (Empire Interactive)
Team Apache (SIMIS)
Comanche 3 (Novalogic)
Longbow Gold (Janes)
Longbow II (Janes)
Coming Soon:
Ka52 Team Alligator (SIMIS)
Comanche-Hokum (Empire Interactive)
Longbow III
By leaving out many important FM aspects developers miss a big part of that system. Here are my own top ten:
1) Torque effects. This can be the nasty little thing that bites
you in the ass. To run the pedals in a helo is constant work when at
slow speed and somthing that needs attention at higher speeds. They
even need to advance from Apache Havoc the more collective you pull the
more torque you have thus the more pedal you need. Quick pulls of the
collective can be a terrible problem: more so with a heavy load on the
helo. This needs to be modeled.
When I was training I was learning how to come out of translation to a
hover. I was coming in high to my spot of landing so I thought I would
just let the collective down and fall a little faster. My big concern
was not getting into a vortex ring state so I watched my rate of
descent very closely.
Once you come out of translation the helicopter needs more power to
stay up. I never caught the need to pull collective for a moment till I
was droping quite fast. Instinct tells you to pull collective, lots of
it and fast, so I did.
That is why they have an instructor in the helo with you, the
helicopter snapped around so fast that I just froze for 1-2 seconds.
That would have been enough for me to get into an almost unrecoverable
spin [for someone with low hours] Let's just say I owe my instructor a
big one, he reacted very fast to stop the problem then right away made
me finish my landing. One quick practical lesson on torque and all the
class room speechs about it made perfect sense.) This leads us to #2.
2) Translation. Translational lift is what happens when a helo
gets an airspeed of 15-20 mph.The rotor becomes much more effective
since it is getting clean air to cut.This makes the helo do a strange
kick backwards when moving forward into translation and the helo will
want to start to climb. It also makes you need more power when slowing
to a hover this addition of power along with the reduced airflow past
the helicopters body is why you need to add pedal when slowing and
hovering.This is very important to flying but it my be out of reach
with todays computer power.
3) Weight. The Apache is rated to carry just over 6000 pounds. This
doesn't mean that with a full load like this it can just up and take
off. Most helicopters when loaded to full weight must either do a
rolling take off much like a plane (the Hind does this for most
missions) or they push forward and stay under 6-8 inches in the air
until they get translational lift.
If a helicopter is is allowed to slow down while it is loaded heavily
it can do a thing called settling with power. This just means that you
are too heavy for the helo to hold itself up and it will sink untill it
hits something.
This causes many helo crashes when combined with wind. When a pilot is
looking for a place to set down, or in the case of a gunship a place to
stop and peek over a hill, if all the pilot watches is his\her speed
and not airspeed they can get below translation when they have a tail
wind. The same happens to pilots moving slowly who then turn down wind.
If the wind speed takes their airspeed below translation they can sink
into the trees/buildings/rocks below. Doing a proper weight model is
very important.
4) Wind. Wind can be a big help if used right and it can kill if you
don't pay attention to it. For a better post on some things that wind
can do read the post in the Choppers forum called "Odd Apache-Havoc
FM Quirk." Though my thoughts on why it wasn't in A/H turned out to be
wrong I now am pretty sure some of this is modeled in A/H. Don't forget
what wind did to the Apache pilots in the gulf war: it blew them off
course enough to make the first kills a friendly APC. Wind is a must
have in sim modeling.
5) Vortex ring state. Sadly this was in Apache Havoc but at the
request of beta testers it was removed. This is a big must as far as I
am concerned.
The reason it was killing so many beta testers is that it is
just that dangerous.The rules to avoid this problem are simple and if
it happens with enough altitude the escape rules are simple enough
also.
What happens is this. If when flying you bring your helo into a
slow enough speed, usually 20 mph or less, and you have a sink rate of
500 feet per minute or more you get the helicopter into its own wake
and down wash. This makes the helo drop fast and the worst part is the
more collective you pull the faster you fall. It may sound like alot to
have a 500 fpm sink rate but it isn't: most guys flying helo sims do it
all the time.
I have watched helicopter pilot instructors encounter the
vortex ring state in sims because they are doing somthing that seems
more important. Remember the first rule of flying is to pay attention
to that task above all else. The only way out of this mess if you get
into it is to lower the collective and push forward to add airspeed. If
you are too low for that then you must lower the collective to the
bottom and enter autorotation and hope you don't hit too hard.
6) Blade stalls. There are three types of these: retreating blade tip,
reverse flow and compressibility stall. For the most part only the
retreating blade tip stall will have an effect on normal helos and
pilots. I will have to see how it is fixed in Apache Havoc 1.1d. It
didn't seem to work at all in 1.1c. It should make the helo vibrate
when it first starts then if the helo is allowed to speed up it should
pitch nose up and roll over causing a massive loss of control. This
also is a must.
7) Throttle. I would kill for a helo sim that lets you control the
throttle. It would allow for proper start ups which are easy to mess up
and if done wrong you can burn out a turbine in just a few seconds.
Proper throttle modeling also allows for autorotations if a clutch is
modeled. These are two wishes a bit lower in priority though.
8) Dynamic roll over. I see no reason why it isn't present in todays
sims. What happens is as you lift off or land you dig a skid into the
ground because of an uneven attitude. Because of the way a rotor moves
air as the helo tilts the rotor starts pulling over in that direction.
There comes a point when there isn't enough cyclic movement to correct
this and the helo rolls over. The only way to correct this is to lower
collective and let the helo resettle on the ground and start over.
9) Ground resonance. This happens when a helo on wheels is set down
fairly hard and at an uneven attitude. Spin a quarter on end and watch
what happens when it runs out of energy. That funny roll around its
outside edge is the same thing that will happen to a helo: it can pull
the machine apart in a very short time. The best way to fix this is to
get it back up in the air. If enough power isn't there to allow lift
off then the helo should be shut down right away. This is another thing
that is lower on the wish list.
10) I almost forgot about tail rotor failures. They can be controlled
if they happen in flight and they made for some of my most sweat filled
training. This could only be done if they add in throttle and
autorotation controls.