The Microsoft helicopter model is quite an accurate simulation of the real thing. For that very reason you may want to try another model and then progress to the Bell 206. This tutorial is more of a response to the overwhelming requests we receive for Operation Anaconda and other mission scenery. The missions require a lot from you in terms of mastering the flight dynamics and airspeed. We'll try to take you from beginning to end of a successful mission. As a virtual helicopter pilot for the Allied Forces you'll fly in some pretty rugged terrain, and the techniques described here can make your job a little easier. This guide was developed as an aid for pilots flying the operation Anaconda missions and focuses more on tough rocky mountainous terrain and unsupportive ground.
The cyclic control is the actual "stick." It tilts the main rotor assembly through 360 degrees, allowing forward, backward and sideways flight. When the cyclic is centered I'll refer to that as the neutral position.
Most helicopters have no form of adjustable trim. For example, if you pitch down when leveling off from a climb, the aircraft will continue descending unless you make an opposite cyclic input from the neutral position. Once you've leveled out, you need another input to take out that correction. This characteristic applies to forward, backward and sideways flight, and on a smaller scale in a hover. Performance in any "mode" will be more responsive to input. Whereas a fixed wing may become sluggish and hard to control at slow airspeeds a chopper stays just as responsive if not more so. Power reductions require some attention. The main rotor blades are your only means of creating lift, so if you drop the collective completely there's nothing holding you up, even though the throttle is wide open. All helicopter pilots are taught to "glide" the helicopter with little or no power to the ground. A little known fact (much like those seeds that fall off trees- "twirlybirds" I think kids call them) is that a helicopter will still "fly" or glide by the simple fact that the blades will spin on the way down. The landing may be hard but as you will see not impossible. Winds and turbulence play a large role in how you control and master the dynamics. Much as a fixed wing takes off in the direction of wind so too should your chopper. One of the things that remain constant in fixed and non-fixed wing aircraft is that in a turn you loose altitude and go nose down without correction. This doesn't apply to "side" stepping in a hover.
This increases your level of control tremendously. Some people actually remove the springs inside the joystick, although I don't go quite that far. What's left when you disable feedback forces is a fairly good simulation of real stick sensitivity. Two problems you can't overcome are the mechanical friction left in the joystick, and its unsupported weight. This can make some of your flying seem "jerky," but after all this is a simulator. A computer joystick can't duplicate the smooth hydraulics of the real thing but with these adjustments, it's close. A set of rudder pedals is the best control method, but if you can't afford that here's a good substitute. Try using the twist function on the joystick for rudder control during initial takeoff, landing or hover, but also have rudder control assigned to some handy keys. This lets you make more subtle tail rotor inputs once you're established in forward flight. If your joystick doesn't have a twist function you're probably already using some keys. These sensitivity and realism settings are adjusted for FS2002 based on what we've seen in the real 206. Set the joystick aileron, elevator and throttle to full sensitive / zero null zone. Set rudder sensitivity to 95% of the slider scale, zero null zone. FS2002 will leave these where you set them when you shut it down. If you decide to use the rudder keyboard assignments mentioned above, remember to make a corresponding adjustment to rudder sensitivity under the "Keyboard" tab in FS too, after you set the "Joystick" sensitivity. With FS2002, moving the realism sliders to just under 100% ("Hard"). In the Flight Model box under Aircraft Realism, push the sliders all the way up, then back them off by two mouse clicks. For the most part it has to be said that 100% is a tiny bit closer to real performance. For helicopters in Flight Simulator, you have to make subtle control allowances. The fact is you're not using hands and feet and vision together as closely as you can in the real thing. Your joystick is an electric control and doesn't have the balanced stability of a real hydraulic cyclic. So although FS2002 is an excellent piece of software, the helicopter control responses aren't exact, they're "a very close simulation." The last thing about settings, it's been said that enabling "auto-rudder" will greatly increase response and reduce those wild "spins" people find themselves so often going into.
That's all fine and dandy in open spaces like an airport but isn't always practical in the "hotzones" where a speedy exit is the safest one! A safe way out of confined spaces is a climbing hover. You'll want begin to hover in the same way as above but add no forward momentum if obstacles are present. If things are too tight straight up works too, it just presents more of a risk if the engine cuts out or you've got dangerous wind conditions. Increase power to 40 torque to climb sharply until any obstacles pass below the nose. As that happens, use the tail rotor(by default on my keyboard "0" on the numpad and "Enter" on the numpad)to slowly (don't center off immediately) turn into the wind and push the nose down to start forward flight. If you turn quickly you'll need more collective - the tail rotor is bleeding power from the main blades when you do this. Taking off on a steep or angled incline(LZ 3) I believe makes the climbing hover a must!
Think of the approach as you might in a fixed wing by imagining a glideslope and a touch point that you want to arrive at.
Approaches in the zone are the opposite of airport landings. Maintaining target speeds becomes the most important factor. The type of terrain is also important, but secondary. Below is a sequence of Garreth approaching LZ3 "The tip" There are some corresponding images you can refer to. Every approach is a little different and you may have to alter things accordingly. 1) Plan on being at
about 200-500ft. above ground or obstacles .5km from the
landing area. Try to gauge your rate of descent by a
reference on the ground(if possible I know some of the
terrain can all look the same.) If you reach this target
altitude early, hold it until you reach about .2km from
the landing area. With your first couple of tries
remember to keep an eye on your airspeed. it's very
common for pilot in training to overshoot the LZ.
2) Slow to 40 knots
35-37% at about .2km from the LZ and begin to slowly
descend. Things will start to happen fast. Check your
descent rate. It's very important that you don't let your
vertical speed get past 300' per minute - adjust power as
required. Obstacles permitting, you want to be roughly as
high above ground as the width of the rotor blades when
you arrive at the edge of the landing area. As you get
closer and closer to the edge, gradually slow to 30, then
20. You may loose sight of the LZ briefly while bringing
the nose up to bleed off some of that airspeed. Whether
you're descending or not while doing this, you'll still
have to carefully coordinate pitch and power. Next to
hovering, that's probably the biggest challenge of the
approach. In the following pics I'm using a tree as a
reference. 3) As you
cross the edge of the landing area, you should be
leveling off and continuing to slow below 10 knots. You
may have to reduce power slightly and bring the nose up
to do that. Watch the ground to ensure you remain moving
forward as you drift into position. When the exact spot
you want to land on appears to slide beneath the nose,
you'll be in a good position to reduce collective. Make
sure your parking brake is armed.
Okay, so
are you ready for Afghanistan? We have a new mission for
Operation Anaconda that will test your new skills! |