I have said that I would do up an article explaining what Apache Havoc
does both right and wrong when it comes to the flight model, so here it
is. I will say up front that this isn't a list of things that should be
fixed in Apache Havo, rather it is for those who asked for a comparison
of the simulated model to real helo flight. (A good starting point to
make it more realistic to fly would be to run at 2X game speed, Ctrl+
.)
Apache Havoc is in my opinion the best helicopter flight model on the
PC. For me, this (and other things) makes it hands down the best helo
sim out there. While I want to talk only about the flight model here,
you need to know where I am coming from. I am a huge Apache Havoc fan
and Todd Gibbs has done a super job with his work on this sim. (So has
the rest of the team, but Todd has done some very special stuff.)
Some of the things that are going to get better when 1.1e is installed:
torque will go the right direction for the helos now. Torque is now a
dynamic variable that is dependent on how much collective is pulled
(the more collective pulled the more torque you will have to deal
with). Tail rotor use will no longer kill your ability to gain forward
airspeed (this will have to be done through a command line addition).
In addition, there will be some other command line additions I will
talk about that I have used to tweak the flight model to make it a bit
better. Many thanks go to Richard (Flexman) Hawley for his great
command line list for this sim that can be found on his site: Chapter 8.
Here is how I have my game set up: wind is on, cross coupling is off
and retreating blade stalls are on. The command line additions I use to
tweak the flight model are as follows: /drv:2
/dra:5 /drd:0.5 /dtrd:0.0 /drbs:1.5. I also use a few other options
that tweak other parts of the game. Just check out Richard's site and
decide for yourself what you want to add. There you will also find an
explanation as to what I have tweaked on the flight model (FM). Some of
the listed commands will not work until you have the 1.1e patch.
From Lift Off Forward
I will start from the time of lift off and move from there. The
first problem is well known and you see it the moment that you start to
lift off; the total lack of ground handling. It is of course not right
that your helo sticks to the ground until you are airborne. This is one
of the things that we helo pilots use to be sure that we have not
snagged on anything or to pack down snow that is being landed in.
A rolling or sliding take-off is also used in a helo that is loaded to
maximum weight, especially if you are at a high density altitude. The
same can be said for landing a helo, there are times when sliding on
landing can be very useful. Needless to say this is one item that I
hope is fixed for Comanche Hokum.
New for 1.1e Patch
New for 1.1e the helicopters will now perform correctly when
they are lifted off the ground. The nose will now swing opposite to the
main rotor direction and you will have to work the pedals much harder
to keep the helicopter going where you want it. The pedals can no
longer be put in one spot and held there until you are ready to let
them off all together.
I found the climb rate of the helicopters to be excessive in the hover
as most helos get a best rate of climb at 45-60kts. This is not the
case in A-H; rather you lose ability to gain altitude as you speed up.
Here are the real numbers for the AH-64D Longbow. Maximum rate of climb
vertical in average conditions 1255 feet per minute, maximum rate of
climb 2370 feet per minute. As you can see there is a gain of over 1000
fpm (almost double!) by being at the Apache's optimum climb speed
instead of a climbing hover. These numbers are the official ones coming
from its makers so they are probably taken without a weapons load so
that they look good. I would expect normal performance to be under
these numbers by a bit.
Apache-Havoc seems to get climb rates right when moving, I got just
over 2000 fpm with full load at 60 knots and about 1850 fpm at 75
knots. Things go very wrong, however, when you stop and try the same
climb. I was hitting climb rates of 3000 fpm in a hover, more then
double the actual numbers. I have included a picture of a common power
chart for helicopters. It may not perfectly match the Apache or the
Havoc but it is an average across most helos.
As I see it A-H gets the climb rates right once beyond 50 knots, but if
you go much below that, things are not right. I would have given the
same examples for the Havoc but I can't find the numbers for that bird.
Keep in mind that all speeds I talk about are actual airspeeds, since
wind has a big effect on flying.
The wind has some very noticeable effects on the helicopter when in the
hover. These effects are very toned down in A-H to what a real helo
pilot sees, but we can just assume that it is not very windy. Your helo
will get blown around by the wind with both gusts and a steady wind. It
will cause weather cocking in heavy wind and it has even been know to
put guys into a tail rotor vortex spin. The only problem with the wind
in A-H is that it doesn't have enough effect on the helicopter when in
normal cruise flight. More on that later.
In the real world when you put the helicopter in transition to
forward flight you should need a little extra power to hold your
altitude depending on how far you tip the helo forward. As you hit
15-20 knots airspeed the helo will hit translation, where you gain
lift. At this stage the nose should kick up while you should need a
drop in power to not gain unwanted altitude. Through all this movement
pedal adjustment will be needed to keep the nose of your helo in the
right direction. There is a noticeable movement to the pedals when
translation is hit, the tail rotor acquires translational lift gains
just as the main rotor does.
Most of this isn't modeled in Apache Havoc. As I mentioned, however,
with 1.1e you will no longer have a problem with the tail rotor causing
odd drag that keeps your helo from going over 90kts while it is in use.
This helps with the transition to forward flight and is more realistic.
The power required to make the transition and the changes in pedal
movement are very well done, except for when translation should occur.
Another place where things depart from realism in Apache Havoc
is flight to either side. It is very hard to pick up any speed while
moving the helicopter sideways. In a real helo I have flown sideways at
80 knots. A helo will pick up speed in this direction just as they do
in forward flight.
This is one of the big things about helo flight; it doesn't matter what
direction you move the cyclic the helo will respond basically the same
as if you pushed forward to accelerate. The only difference in response
for sideways movement is that the air is being encountered in a less
aerodynamic manner.
These departures from the real world made it very difficult to do some
basic training moves in Apache Havoc. For instance, doing a circle
around an object while keeping the nose of the helo facing it. This is
a good training exercise to help control the helo in wind but it is
very tough to do because of the way that Apache Havoc handles sideways
flight. You should be able to input enough pedal while flying to cause
the helo to fly way out of trim.
This brings me to what the wind really does to a helicopter in
cruise flight. When flying in even a 10 or 15 knot wind you do not fly
with the nose pointed right where you are going. To keep in trim you
must use pedal input to keep the helo in trim and to keep traveling the
direction you want to go. If you were to fly right down the compass
heading required you would find yourself way off course.
Now I will admit that most players wouldn't want this in sims until a
company will release proper pedals meant for helicopters. (These would
have no spring return on them as helo pedals are very often left out of
center while flying.) Apache Havoc really doesn't allow for the
airframe to go off of the line you are flying, I assume for that very
reason.
I will not even try to compare how either helicopter handles to
its real life counter because I have never flown them. For general
handling characteristics they handle as well as one could expect from a
sim. If you want to talk about a real helo you have to have a joystick
that doesn't center and a helicopter that would be much happier if its
rotor was below the airframe. The reason a cyclic doesn't center is
because the center changes as you fly.
This is one of the nice little features that is in Apache Havoc. You
will notice as you gain speed that the cyclic must be moved off to the
advancing blade side. You can trim this away just like you would in the
real thing.
Retreating Blade Stalls
It is very nice to see a company put retreating blade stalls in a sim
even though the crash caused by this is not modeled correctly in the
game. I will give you the full explanation for RBS so you can see its
real cause and effect for a single rotor helo.
The speed at which the retreating blade tip will stall is dependent on
the total pitch of the blade. This pitch is the product of the
collective setting as well as that of the cyclic. The collective
setting will vary according to the load of the helo, the atmospheric
density and the rotor RPM.
As speed of the helo is increased the cyclic requirements
increase and retreating blade pitch is built up until finally the
stalling angle is exceeded. Since the relative airflow meets the
retreating blade at the steepest angle at the tip, it follows that the
outer segment of the blade will be the first part to stall due to
excessive pitch. The effects have shown to take place slightly aft of
the lateral position. 90-degree phase-lag delays the maximum flap to
just beyond the full rear position.
The pilot feels this stall as the nose pitches up and the helo has a
tendency to roll towards the advancing blade. The roll can happen
towards the retreating blade but it is fairly rare. None the less the
roll will be vicious and could well be beyond control. If the pilot
ignores the vibrations that lead up to this condition they must avoid
trying to counter the nose pitching up by using the cyclic. This will
increase the angle of attack and make the stall worse. If collective is
lowered the blade will not have a sufficient AoA (angle of attack) to
remain stalled.
In Apache Havoc RBS is not something that you can recover from,
but in most cases you probably wouldn't anyway. Just keep a close eye
on your speed and all should go well. Hopefully Comanche Hokum will
allow you to lower the collective when you see the vibrations to keep
the rotor from entering this state.
Apache Havoc does other things right, like the ground effect
model. The ground effect is just the cushion of air through which your
helo will acquire extra lift while it is close to the ground.
There are several different theories as to how high a helo may rise
with ground effect still present, but it is generally one to one and a
half rotor lengths from the ground. In A-H the effect from rising
beyond ground effect is a little weak but it would have been right when
this sim had vortex ring state in the flight model. (Most of you know
that this was removed at the request of beta testers because it was
killing them on a regular basis.)
On the other hand, the effect on the main rotor if you are to fly over
a building is pretty well done but it really shouldn't happen when you
fly over trees. This is an area that can be a problem for helicopter
pilots. If you stop to hover above trees with a heavy helo you could
easily sink into the trees because you will not have help from the
ground effect.
Apache-Havoc also handles tail rotor failures very well; I only wish
that there were a throttle modeled so that they could be handled with
proper procedure. Many people may not know that it is possible to land
a helicopter without the tail rotor but it is an emergency that we
train for.
I bet a lot of you thought that a helo would lose control the
moment a tail rotor failure happened. This is correct if you are in a
hover, but as long as you have airspeed the airframe aerodynamics will
prevent the helo from spinning out of control.
A real danger, however, would be that tail rotor failure might take a
large section of the tail boom with it. This would cause a loss of
balance and the pilot might not have enough movement in the cyclic to
hold the helicopter from going over forwards. Any total failure of the
tail rotor would have to be landed with what might be a very ugly
autorotation.
The flight model in A-H handles combat maneuvers very nicely. Smooth,
quick stops are fairly easy to pull off. (When a pilot wants to stop
fast, the cyclic is pulled back and the collective is dropped so that
the helo will stop without altitude gain. Collective is then reapplied
along with pedals as needed so that the helicopter doesn't lose
altitude or change heading.)
Steep turns can also be handled in A-H without loss or gain in
altitude. Apache pilots are limited to 60 degree banks and + - 30
degrees forward \ rearward tilt. Pop-ups can be done with relative ease
and terrain masking is no problem at all.
Descending from mountaintops can be done properly by lowering the
collective, not by diving. That is a good way to get into a RBS
situation.
Slowing down for a landing is very well done in A-H, and
getting right above your set landing spot is as tough as it should be.
Landing has the same ground handling problems as take off, but they are
more obvious here in A-H because the helicopter will not fall so that
all wheels are touching the ground. Again, this is stuff I hope to see
fixed in Comanche-Hokum.
I am sure that there are parts of the flight model that I left
out because they are just where they should be so I don't even think
about them. If you see anything I missed let me know. Questions and
comments are welcome as always, just post them in the COMBATSIM.COM™
forums or to Zero G.