Gregor99 Key Veteran Location: Western Wa
| Awesome, great to be at the point of moving on from the basic orientations. I'm still a ways off from this point but I can't help pondering this a lot of thought myself.
In preparation I've been trying a few things on the sim that will be both interesting and not that much of a stretch skill wise from the 4 orientions. Here are my candidates in order of preference.
1) Stationary back flip - In a hover, add a little collective to start some upward movement. Pull the cyclic all they way back. As the nose starts to come up reduce the collective so that by the time the nose is pointed at the sky you are almost to 0 degrees. Start adding in negative collective so that by the time the heli is almost inverted, you are close to full negative pitch. As the nose is pointing straight down, start to move back toward positive pitch. If its done correctly, you end up right where you started and haven't moved at all forward/back or side to side. In the sim I can't get the exit timing right and always seem to be to hard on the positive pitch, and late correcting. What usally happens is the heli zooms backward. If there's enough room and altitude, there's plenty of time to correct.
2) The basic roll with forward motion - Get some forward motion. Not a lot is needed. Just enough to keep you moving. Add some right cyclic while at the same time reducing the collective to 0. The forward motion will keep you moving. As you go inverted keep the right cyclic on hard. If you are decending at this point you can add a little negative collective. Be quick with it because you don't want any pitch as the heli starts to come up. Start adding positive pitch as the heli returns to the upright position. If you've done it correct, your heli will have not changed course from when you entered the roll and will have appeared to pivot around the nose of the heli. This is my last selection because
3) Loop - The correct definition of a loop as I've read is to enter the bottom of the loop with a fair amount of speed. Pull up, not too much an start your assent. Toward the top optionally pull back to zero pitch or add some negative pitch. As the heli rounds the circle and comes back toward the ground pull back on the cyclic to make the bottom of your loop nice and round. If you've done it correctly, your loop was a perfect circle and your exit was the same point as your entrance. If you get it wrong, you've pulled out too quickly and made a nine, or you've misjudged the ground and now have a broken heli. On the face of it, this appears to be an easy maneuver. However, because of amount of speed and momentumn required to carry up over the top, this ends up being a risky move. Of all the moves I'm listing here, this one is the only one I crash on and its usually very horrific. BTW, the crash model in Phoenix is very fun and reacts differently to momentum. Hit the ground at speed and parts going flipping and flying all over the place.
Bare in mind I'm just paraphasing a dozen or so tutorials combined with some SIM experience. Some day I may be able to say I've done it. |