Controls too laggy

Nah, it’s the same on my warthog and the stick in the cockpit + the readouts in the dev console are responding correctly.
I’m increasingly convinced that it’s not a bug, but that they want it to behave this way.

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Must be. I’m a IRL helicopter pilot and it doesnt fly anything like I have flown which are all Robinsons. Maybe we can ask for a variable that we can directly adjust, as it behaves differently from easy to realistic. It’s like we are sling loading a tank. The model is gorgeous and very realistic. It’s just impossible to fly

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With regards to physics and response, I’d be happy with a blend of the freeware airbus 135 project and FI’s 47g

If the freeware 135 had the tail rotor yaw feel of this 47g, I think it would be a winner (and vice versa)

Maybe both developers are stuck with the limits of what MSFS gives them to work with?

I’ve only got 30 minutes flying helicopters “for real” (R22) but have a lot more “for real” hours on fixed wing (PA28s mostly) and flexwing microlights.

And I’ve got probably 30 hours flying the FlyInside Bell 47G.

All of them have different delays between putting an input in until the aircraft reacts. The flexwing microlight I once owned and flew was extremely responsive in roll; so close to immediate response it required care to not overbank (very bad in a flexwing microlight!). In pitch it was quite slow to respond, so much so that on the approach I’d start the flare at 20 feet (!!) because it would take that long for the aircraft to pitch up to a landing attitude. I’d have to make secondary corrective pitch inputs almost before I thought about them, so once the nose even thought about pitch when I didn’t want it to I’d already be putting in a correction. With a bit of practice I could grease it on pretty much every time even with such a delay, and I could fly it in turbulent conditions with the altimeter barely moving. Because if I did need to make a quick pitch change I’d use a lot of input and once the nose started to move I’d be putting in opposite pitch input to control it very precisely. My instructor was excellent; he explained all this and so it wasn’t difficult to do.

So the Bell 47G… yes, the cyclic takes time to react. It’s almost like the pitch of my flexwing!

It’s taken me tens of hours of practicing to get the 47G to do it what I command it to do; it’s still requiring almost total concentration especially at low speed and in the hover but I’m getting there. I’ve noticed that I’m having to anticipate - so if for example the nose even starts to rise I’ll put in some nose down cyclic, and as the nose starts to pitch down I’ll already have the cyclic stick back to neutral and even be bringing it back and then back to neutral or even slightly forward to stabilise the nose. Sometimes I’ll be oscillating the stick (slight back, slight forward) once or maybe twice but I try to get the cyclic input such that I don’t need to do that.

As I’ve said I have no real life experience flying a 47G but it’s not unflyable; it just requires practice and OMG concentration.

To the folks who fly helicopters for real - does this make sense??

Edited to add: I have managed to land the 47G on top of The Great Pyramid at Giza… :smiley:

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It can make sense, but that doesnt make it realistic.

Ooc, are you just using a joystick and a throttle, or are you using a legit cyclic and collective with actual travel distances of like 7 inches like a real helicopter?

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It takes a full 1.5 seconds for the helicopter to react to any input change. IRL is under .25

Its flying like the hydraulics are off.

I would say that no, it does not make sense in real world. I had no problem at all to mantain pitch, even in my first flights (not a big deal). You can keep the wrist resting on your thigh, barelly moving it. Change of attitude is pretty coherent and previsible. Obviously when hovering, you have to fight the controls all the time, but it gets natural with time, to the point you don’t even think you’re fighting. But I’m getting more relaxed with the 47 after I turned down the controls sensibility (by a lot), to compesate for the excessive input response from my cheap joystick. I managed to land in pretty tight heli spots, but nothing like the Qeops Pyramid! I have to try it someday :slight_smile:

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Hydraulics off doesn’t make it slower to react, just harder to move the controls.

Yep. But my setup doesnt have real hydraulics, so I wondered if they simulated “off” by adding delay since it’s harder than hell to move IRL there IS a delay.

This is what I suspect. But if so, it’s extremely poorly done. The delay is nowhere near as big and the biggest problem is really more overcontrolling when you go from hydraulics on to hydraulics off, but nothing that you can’t get used to.
But as you can see, there’s complete radio silence on this issue apart from blaming it on people’s stick setup.

Good news! We’ve modified our time-step to normalize control lag-rates across low frame-rates. Some of you seeing laggy controls may have been due to FPS (common complaint from people running 25fps or lower). We’ve got a build coming this Friday that makes the helicopter much nicer to fly at low FPS, and also some improvement at mid-FPS. I’ll be interested in everyone’s feedback once we roll it out.

Thanks,
Dan

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Hi, Dan!
This update will be wellcome, because I just found a new and weird problem. I’ll post it in a new topic.

Looking forward to the update!.. Interestingly since SU5 my fps has gone up (VR, was low 20s, now high 20s-sometimes low 30s) and it seemed to be easier to fly. Not sure if i’m just getting better at it but i was able to lower the cyclic stability quite a lot and didn’t PIO all over the place.

New update V1.36 when you start heli manager changelog =

  • Enhanced physics time-step logic for consistency at low frame-rates
  • Reduces Heli Manager resource utilization
  • Co-pilot avatar pose corrected

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Tony

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So I’ve only had about 15-20 minutes to try it out so far and I don’t want to jump to any conclusions, but initial feedback is that it feels significantly better in VR.

I get about 25FPS on a Valve Index at 100% in-game resolution scaling. I have an R9 5950X CPU and a GTX 1080 Ti GPU, running in VR on Medium settings.

This is the first time the helicopter has felt good in VR, like I could actually control it and transition in and out of hover without PIO and overcorrections.

Again I’ve only had a few minutes to sort of faff about at the airport so I’ll have to come back when I’ve had more seat time, but so far so good. Thanks for the update, Tony.

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I was actually back flying the (real) Bell 47 for the first time since October today and if anything, it feels more like the Huey in DCS. More nimble, sure, but in terms of stability, they’re very similar, which makes sense since the main & tail rotor designs are virtually identical.

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To FlyInside team - thank you very much for changing the responsiveness in the latest update. It is now so much more like what I would have expected and still has it’s lovely tail rotor feel (not rigid or flying on rails)

I also now fall out of the sky as punishment if RPM is too high when descending rapidly ( was also in last update). Thank you.

:+1: :ok_hand:

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I’ve had a chance to do a few actual flights in the 47 over the last few days. Really pleased to say that my initial impressions are still holding. It feels really good to fly now, especially in VR. I’ve done a bit of pattern work, some cross country, low-and-slow sight-seeing, transitions in and out of hover at various altitudes, terrain following, confined area landings, and even had a surprise visit from Vortex Ring State :stuck_out_tongue:

I’ll have to let someone like Implicit speak to how it compares to the real world version, but from my perspective the controls feel about as responsive as I would expect them to be.

(I still have a few minor issues particularly around low altitude hovering but those are for another thread)

Thanks again!

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If it was only us under 25fps folk who were experiencing the lag (I’m using 22.5fps + reprojection) it certainly explains the such polarised opinions about it’s realism. It was challenging for sure :smiley:

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I was getting 45+fps. Don’t think this update is worth re-installing MSFS for.