Helicopter responsiveness

Vegetal
Posts: 6
Joined: 2017-06-06 16:25

Helicopter responsiveness

Post by Vegetal »

Hello guys, started playing this some days ago and am enjoying it quite a lot. Hard to believe this has been going for such a long time.

So, I've had some experience flying helicopters in real life, not much though. But enough to draw some conclusions.

I tried flying them in game, but I think they have the same problem I've seen on pretty much every milsim that I've played: they are really sluggish to respond. Not so much yaw, that seems good enough. More critically, pitch and roll rates are too low. They also seem to vary a lot with airspeed, which isn't quite like how they fly in reality.

Another thing: I could reach speeds above 500 km/h on one of them. That is flat out wrong, and I can explain why if you want.

I didn't follow this game through development, so maybe I don't know something...
AlonTavor
PR:BF2 Developer
Posts: 2991
Joined: 2009-08-10 18:58

Re: Helicopter responsiveness

Post by AlonTavor »

The speed meter in the bf2 engine is bullshit.
Vegetal
Posts: 6
Joined: 2017-06-06 16:25

Re: Helicopter responsiveness

Post by Vegetal »

[R-CON]AlonTavor wrote:The speed meter in the bf2 engine is bullshit.
I figured that could also be the case. The ground was passing too slow beneath me =P
UTurista
PR:BF2 Developer
Posts: 985
Joined: 2011-06-14 14:13

Re: Helicopter responsiveness

Post by UTurista »

Also we're well aware that the flight model is not realistic or even near it, you can't forget we're just a modification, we're limited to what we can modify.

Even if we could we, just like most games, would probably not go for a realistic flight model as it probably not very fun and very performance heavy.
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Dont question the wikipedia! Just because it reports different things on different languages does not make it unreliable source!
Vegetal
Posts: 6
Joined: 2017-06-06 16:25

Re: Helicopter responsiveness

Post by Vegetal »

Ah I'm not suggesting a realistic flight model, that would be total nonsense for a game like this. What I'm saying is that it feels like you are flying a barge instead of an aircraft. I presume pitch and roll rates are some of the things that could be modified, maybe even easily? Because that would make a world of difference already.

I'm posting this because I feel people in general have this feeling that, because they are flying through a fluid, aircraft controls in general are mushy, imprecise. In reality, they are as responsive as in a car.
X-Alt
Posts: 1073
Joined: 2013-07-02 22:35

Re: Helicopter responsiveness

Post by X-Alt »

Nobody plays DCS for a reason

realistic helicopters are cancer
Vegetal
Posts: 6
Joined: 2017-06-06 16:25

Re: Helicopter responsiveness

Post by Vegetal »

X-Alt wrote:realistic helicopters are cancer
You are talking to a pilot ;-)

Again, I'm not proposing realism. I'm saying that, in the current state, they are harder to fly than if they were more responsive.

Perspective: MS flight simulator's flight model has the same problem. The R22's controls are hilariously different from the real thing.
X-Alt
Posts: 1073
Joined: 2013-07-02 22:35

Re: Helicopter responsiveness

Post by X-Alt »

Vegetal wrote:You are talking to a pilot ;-)

Again, I'm not proposing realism. I'm saying that, in the current state, they are harder to fly than if they were more responsive.

Perspective: MS flight simulator's flight model has the same problem. The R22's controls are hilariously different from the real thing.
An OH-58D pilot once came in and asked for the helicopters to revert to a more vBF2 like state.

Play it and see what you think.
rPoXoTauJIo
PR:BF2 Developer
Posts: 1979
Joined: 2011-07-20 10:02

Re: Helicopter responsiveness

Post by rPoXoTauJIo »

Modding by self always an option, helicopters being pain in *** as for me for quite time already.
Changing their rotation rates on pitch and roll axis is quite easy through.
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assetruler69: I've seen things you smurfs wouldn't believe. Apaches on the Kashan. I watched burned down tank hulls after the launch of the single TOW. All those moments will be lost in time, like tears in rain.

Time to give up and respawn.
Vegetal
Posts: 6
Joined: 2017-06-06 16:25

Re: Helicopter responsiveness

Post by Vegetal »

X-Alt wrote:An OH-58D pilot once came in and asked for the helicopters to revert to a more vBF2 like state.

Play it and see what you think.
Haven't played BF2 in ages, so I dunno.
chupachup
Posts: 30
Joined: 2017-06-08 17:24

Re: Helicopter responsiveness

Post by chupachup »

BF2 helicopters were a lot of fun, very responsive and easy to use.
Would be pretty cool if we could find a middle between the BF2 pitch and yaw responsiveness and PR's. If you have it too much like BF2, people will start doing silly flips and such, as evasive maneuvers (they were very effective in BF2 against anti-air).
And maybe also bump up in vertical speed for helicopters because the roll in PR helicopters is more sensitive than BF2's. You can't really yaw+pitch+roll and vertical to pull up & away at an angle from a slope.
Last edited by chupachup on 2017-06-09 09:51, edited 1 time in total.
Vegetal
Posts: 6
Joined: 2017-06-06 16:25

Re: Helicopter responsiveness

Post by Vegetal »

I also noticed they tend to roll to one side when descending, for no obvious reason.

To avoid making it work like BF2, roll and pitch authority could fade away when the angle became too steep. Like, rolling until 90 degrees, you lose authority. That would even be kinda realistic for semi-rigid choppers like the Huey....
Jabil_One
Posts: 135
Joined: 2017-03-11 18:01

Re: Helicopter responsiveness

Post by Jabil_One »

This guy in BFSP forum, BlueHawk, added some cool stuff to an helo that make him a bit more realistic in behaviour when speed up. Maybe the Devs getting inspired by it.

Heli with new flight Dynamics - Battlefield SinglePlayer Forum
rPoXoTauJIo
PR:BF2 Developer
Posts: 1979
Joined: 2011-07-20 10:02

Re: Helicopter responsiveness

Post by rPoXoTauJIo »

That's pretty easy one, heck i've even done same with chinook in past :P
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assetruler69: I've seen things you smurfs wouldn't believe. Apaches on the Kashan. I watched burned down tank hulls after the launch of the single TOW. All those moments will be lost in time, like tears in rain.

Time to give up and respawn.
DogACTUAL
Posts: 879
Joined: 2016-05-21 01:13

Re: Helicopter responsiveness

Post by DogACTUAL »

Can you give the littlebird its previous flight model back again?
rPoXoTauJIo
PR:BF2 Developer
Posts: 1979
Joined: 2011-07-20 10:02

Re: Helicopter responsiveness

Post by rPoXoTauJIo »


That's the only one i knows different from current one, but it's hardcoded in players.
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assetruler69: I've seen things you smurfs wouldn't believe. Apaches on the Kashan. I watched burned down tank hulls after the launch of the single TOW. All those moments will be lost in time, like tears in rain.

Time to give up and respawn.
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: Helicopter responsiveness

Post by Rabbit »

'[R-DEV wrote:rPoXoTauJIo;2169508']
That's the only one i knows different from current one, but it's hardcoded in players.
I remember this release vividly. I still have nightmares.
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AfSoccer "I just don't see the natural talent."
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viirusiiseli
Posts: 1171
Joined: 2012-02-29 23:53

Re: Helicopter responsiveness

Post by viirusiiseli »

For real though, PR helis need more responsiveness and speed. The two things taken away and now all helis are useless after mr. ironclad was done with his "revamp".
HOLLYWOODY
Posts: 88
Joined: 2017-07-04 17:18

Re: Helicopter responsiveness

Post by HOLLYWOODY »

I think certain helicopters should be faster than they currently are. I can go into specifics if developing this will be considered for official implementation. Is there any official opinion?
Avenged_Fate
Posts: 40
Joined: 2015-03-29 02:06

Re: Helicopter responsiveness

Post by Avenged_Fate »

Vegetal wrote:
they are really sluggish to respond. Not so much yaw, that seems good enough. More critically, pitch and roll rates are too low.

Another thing: I could reach speeds above 500 km/h on one of them. That is flat out wrong, and I can explain why if you want.
I know exactly what you mean, specially in jets. Ever since I've started playing a few years back, I've been getting my hands on the jets, trying to be half decent with CAS, but I've never got the hang of the controls. Pitch and roll are slow, and the turning radiuses for each jet are absurdly large. In fact, in reality and other games, you have to brake to make sharper turns, but in PR, you actually have to speed up.
I've brought the sluggishness up in the forums, but all I got was "check your sensitivity".
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