The Helicopter Mechanism needs to be THIS

burger1113

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#1
First, Thank you devs for such a long haul to 1.0 and the control scheme update,
making aerial vehicles viable. Can't stop playing the game :(
With all due respect though, the helicopter's main rotor is not what it should be at the moment.
The link below might give you an idea how it works in a simple manner.

(*2:10 is where the rotor mechanism is touched on.)

So basically, the main rotor gives you LIFT, ROLL, and PITCH all at the same time. Pretty crazy stuff.
Each one of the fins do a little turn independantly at a particular spot in the rotation and voila.
The vertical tail fin, only serves to give you YAW and stop the vehicle from spinning in the opposite direction of the blades, obviously.

Also, most helicopters do NOT generate more or less lift by changing the rotor speed. the angle of the fins does that. The rotor speed just needs to stay at a reliable constant. (although the engine would need to work harder for a steep attack angle.)

I think it is pretty useless for the game to implement the actual airfoil movement, though. It just needs to provide the torque in those directions when there is a corresponding input. Please consider implementing this into the game. It would be marvelous!

Thank you again for everything.
 

ZeroGravitas

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#2
most helicopters do NOT generate more or less lift by changing the rotor speed. the angle of the fins does that.
I'd certainly like the new throttle settings to be able to respond far more quickly, when I want them to. And the slow rotation speed of the rotors at a low setting does lot a little odd...
 

burger1113

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#3
I'd certainly like the new throttle settings to be able to respond far more quickly,
Wow cool to get your input there, man.
Love your channel.
And yes, things are pretty weird with everything being controlled by the rotor speed. I'm glad the throttle isn't "on or off" anymore, but it also takes way too long to go from 0 to 100% thrust and back down.
 
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zanzistar

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#4
Heyo,

Yeah, @higekun was talking about adding the pitch and roll controls to rotors too. We already have split rotors off as different to props now, so when we get a chance, you might see these abilities added.

With the good, you also have to have the bad too, we could also apply rotation torque from the rotors making stabilising tail props essential... we'll see.
 

Soviet_Samuelson

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#5
Heyo,

Yeah, @higekun was talking about adding the pitch and roll controls to rotors too. We already have split rotors off as different to props now, so when we get a chance, you might see these abilities added.

With the good, you also have to have the bad too, we could also apply rotation torque from the rotors making stabilising tail props essential... we'll see.
could we get a check box next to the hotbar that dictates whether or not to use throttle or manual input?
 

ZeroGravitas

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#6
could we get a check box next to the hotbar that dictates whether or not to use throttle or manual input?
I definitely want a throttle control override option to disable and enable it for all the linear control axis. To use propellers for throttled lift, airplane power and cruising for long distance driving. (I'm hopefully posting more about this later.)
 

bedbathandbrett

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#7
This is a fantastic suggestion, hope it gets added. Love the basic "how a helicopter flies" video lol, the devs need to watch one for planes, too.

To add to your suggestion, I'd love to see propellers spin up in a more realistic manner. No matter how light your craft is, you shouldn't be able to fly when the prop is rotating at about 3 RPM. It's just a visual thing but it's always bothered me when propellers look like they're moving through jello instead of air.
 

ZeroGravitas

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#8
'd love to see propellers spin up in a more realistic manner. No matter how light your craft is, you shouldn't be able to fly when the prop is rotating at about 3 RPM.
Apparent rotor speed was greatly boosted in 1.0.1.6 (not documented).

They looks far more realistic now, but I worry that they may be strobing too much when flying over bright ground areas (e.g. R&D and Salt Flats).
 

MrTwister

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#9
The most unrealistic thing about the rotors - and the wheels too to be honest is that there are no "engine" blocks in the game.

The rotor as the block doesnt have any visible "engine" protrusion so we presume all power is generated magically within the blades themselves.

Pretty silly overall, but I guess its too late now to comment on this design choice or ask for turboshaft engines or whatever.
 

NotExactlyHero

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#10
The most unrealistic thing about the rotors - and the wheels too to be honest is that there are no "engine" blocks in the game.

The rotor as the block doesnt have any visible "engine" protrusion so we presume all power is generated magically within the blades themselves.

Pretty silly overall, but I guess its too late now to comment on this design choice or ask for turboshaft engines or whatever.
it was tried