[PR] Flying Helos

Ronin Storm

Administrator
Staff member
I've spent a good two/three hours practising flying helos on a standalone server. Figured I'd share a little of what I've learned so far.

Controls:

Unless you're a god with your joystick, use keyboard and mouse! I'm not kidding. The controls are clearly optimised for the keyboard and mouse combination and the chopper naturally hovers in that setup (with only a very slight, very slow descent). I started off with my Saitek X52 and I was crap. On keyboard and mouse, after all that practice, I mostly get where I'm going and usually only die when I have a total flid.

Assuming you're using the ol' keyboard-mouse combo from now on...

Different Helos:

I've practised in the Little Bird, Little Bird Gunship and Blackhawk. I've also taken the Cobra up for a spin but I can't claim to have "practised" in it. Both Little Bird variants work pretty much the same and there are some generic things that appear to apply to all those helos.

For all...

General Helo Flight:

When you take off, expect the nose of the helo to tilt forward slightly. If you don't control this, you will roll straight over and die. Sucks. Be warned. The Little Bird has a more extreme version of this.

Remember, helos have three freedoms they move in.

  1. Pitch (that's nose up/nose down) -- I suggest sticking with non-inverted controls here so pushing forward on the mouse pushes your nose up. In a helo, pitching forward gives you forward acceleration.
  2. Yaw (that's nose left/nose right) -- left/right turns are handled on the A and D keys. I found this the hardest thing to get to grips with as a helo in hover flies a little different to a helo in motion.
  3. Roll (imagine this as tilting your head left/right) -- roll in a helo slews the helo left/right in a straight line. It's like pitch, just sideways.

You've also got thrust/torque. Apply torque with W. Torque gives more pull to the rotors. In a level helo, this results in the helo gaining altitude. PR (and BF2?) have a "negative torque" as well, by pressing S. This allows you to drop power from the rotors a bit so that you tend to float downwards, in a level helo.

The helo can take up to 30 seconds to power up when you first get in to the pilots seat (with a pilot kit, right?). Wait 'til you here a steady whop-whop-whop sound from the rotors. It's distinctive and obvious when it's steady and you're good to go.

Basic Maneuvers: take-off, straight up:

Apply torque (W), push your nose up gently (mouse forward) to keep your horizon level, hold torque and watch your altitude go up.

Basic Maneuvers: take-off, combat stylee

Apply torque, push your nose up just a little, release torque and then tap-apply torque (slowly press W, then release, then press, then release).

You'll have a slight forward tilt, meaning your rotors are pulling you forward, and the tap-application of torque means you shouldn't gain too much altitude and so not make yourself a huge target.

Basic Maneuvers: simple landing:

I figure there's various methods of doing this, depending on the terrain. Let's assume a flat, straight approach to a flat landing zone (e.g. sea approach to a beach, or to a carrier).

You're not flying high, because that'd make you an easy target for AA, but let's say you're a bit higher than your LZ and coming in fast (nose down, torque maximum, level flight).

Release torque; your speed will drop and your altitude will start to bleed away. Slowly push your nose up. Your speed will drop further but you'll maintain altitude. Judge your line of approach so that you're not going to be sitting 10/20 metres above your LZ (you're landing, remember?).

If you're coming in low and short, apply a little torque and tilt your nose forward, but not too much or you'll over compensate. If you're coming in long and high, apply some negative torque but keep your nose tilted forward so you keep approaching. Alternate between these to keep on approach aiming to be 2-5 metres above your LZ.

As you arrive at your LZ, push your nose up carefully above your horizon just a touch to bleed off the last of your speed. Come to be level and at as much of a complete stop as you can manage. Apply negative torque to bleed off the last of your altitude.

As you come within 1 metre of landing, stop applying negative torque. If you over apply negative torque when landing then expect PR to flip your helo over and/or do other crazy shit that causes it to explode. You should drift slowly to the ground without any further intervention.

Some pilots argue that you should just remain in hover and let people jump in. That's good if you're over rough terrain and confident in your control. If not, a drift-landing is probably just as good.

I've also seen some recommend jumping out to stabilise the helo. My recommendation: don't! The helo powers down as soon as you leave the pilot seat and will take 30 seconds to power up again. That's suicide in a hot zone. Drift-land or learn to hover.

Once you've got the timing right, you can use negative torque to land all the way but that'll take more practise.

Little Bird specifics:

The Little Bird is small, light and agile. She has a good rate of yaw and, I find, she's twitchy on the roll. Small moves have big effects.

Her top speed isn't as good as some of the bigger birds but she'll still pick up enough speed to get you where you need to be.

Be very careful when you flare (i.e. push your nose up with torque high) as you'll gain altitude very quickly and expose yourself.

Stay low, move quickly, don't take fire if you can avoid it.

More so than any other bird I've flown, remember to push your nose up on take off or you'll flip over forward and die embarrassingly inside 3 seconds.

There is a state the Little Bird gets in where she's moving fast and losing altitude and her nose is really slow to come up. In that state, you're going down fast. Solution? Stop applying torque. Your nose will come up much easier all of a sudden and you can pull yourself out of this death-dive (though that same maneuver is great for rapid escape behind a hill).

Watch your tail rotor when yawing in tight spaces. Remember to turn the tail away from obstacles. This can feel counter-intuitive at first as your nose seems to head there instead, but it's easier to keep your nose out of trouble than your tail (which you can't see).

The Little Bird carries 6, including the pilot, or 2 in the gunship.

Black Hawk specifics:

Where the Little Bird is twitch, the Black Hawk is sluggish. Slow rate of yaw but still has a powerful roll. Can get a very good top speed but is slow to lose that speed.

Never, ever over-commit the Black Hawk to any particular direction. If you over-maneuver then you're probably screwed as she doesn't recover well. Just as with the Little Bird, use small moves and accept you're a big bird and not dancing through the air.

Look for big, flat ground to land for pickups/drop-offs. Alternatively, rumour has it that the Black Hawk has a fast-rope system for cool belaying out of helos. Not seen this work, though, so it might be just a rumour.

The Black Hawk carries 7, including the pilot, where 2 man side-facing miniguns. This means she can carry a full squad and still fly away afterwards.


That'll do for starters. Maybe I'll take a break from squad leading and fly the transport instead? :D
 
E

elDiablo

Guest
That was an awesome little guide there! Sounds like you're good at the old flying copters, and know what you're talking about!

I might give jets a go :D
 

Piacular

In Cryo Sleep
How did you manage to fly them?!

I can't get a pilot kit unless in a squad of 4 on a standalone server... not to mention the fact the ga,e won't start :)
 

Ronin Storm

Administrator
Staff member
While I'm at it, some other tips that I didn't include in the original...

How not to die when landing on rough terrain:

Noticed this one mostly in the Little Bird. You're coming in to land but the ground is uneven -- curbstones, railway tracks, small rocks, whatever. You've got your spot marked but you miss it just a bit and as you try to touch down you start to tilt off to one side and it's not you...

Commit to the landing and you're dead. Helo rolls over and explodes.

As soon as you notice the roll, torque up and get off the ground and immediately roll (carefully!) the opposite way to your unintended roll. Not maximum torque, just enough to lift you off again. Maximum torque risks punting you straight into an obstacle. Your aim here to get back to hovering at your 5 metre marker.

You've got to catch this one quick. Practice landing in rough terrain and get to know when your undercarriage has hit something before you're properly down.

Beautiful take-offs:

Seen those Little Birds just dusting off and drifting away in a clean arc without hoping up into the sky? Here's (roughly) how...

This is all in the use of torque. You want to pulse torque on with a slow but brief press. Hit around 40-60% torque (in the Little Bird) and do this two or three times. You'll be airborne now and drifting away.

Easy ain't it? :)

Blackhawk rolls forward when touching down:

Noticed when you take the Blackhawk in for landing that if you've got forward velocity on touching down that she pitches forward and almost seems to speed up? Two ways to hand this...

First, make sure you're at as near a stop as possible before touching down. This is the easiest but probably the least practical -- only good for the carrier. In a hot zone, hanging about like this'll get you killed.

Second, touch down, then nose up firmly (but not too far!) and negative torque for a second. Your speed should bleed off very quickly. Remember: negative torque on the ground can lead to your bird flipping over madly and exploding, so be brief!

"Driving" the Little Bird:

This one's stunt flying and honestly I've not got this licked yet. However, a tip if you're flowing streets low in the Little Bird...

Remember that to fly forward you pitch forward? Remember that when you pitch forward with no extra torque you also lose altitude? If you're already low and you pitch forward and lose altitude that metre or two you had spare rapidly disappears. The front of the undercarriage then catches on the ground and you pitch over forward and explode.

Thing to remember? Pulse torque carefully to give yourself more power so you don't lose altitude.

Little Bird gunship "on point" cover:

This one's good for Muttrah City for, say, covering your squad as you assault the mosque. Hang out to sea, hovering level and low, just fractionally above the seawall. From here you can cover the alleys, cloisters and buildings either side of the mosque with your miniguns. You'll need to pulse torque to maintain altitude, now and then, but otherwise you'll just use yaw to scan left right and pan fire across your targets.

Note, I've not tried this under live fire and if they get AA or an RPG on you then you might be in deep shit, but at least the theory works. Figure that you'll just hang around only for 15/20 seconds, but that could be enough!

Roof-top deliveries:

This one's kinda obvious but when you get a little better at flying those hard to reach places seem to call to you saying "land on me, land on me". Ignore that call. If you're thinking "hey, that'd be hard to land on" then it's too frickin' hard to land on!

You can hover over it and pick-up/drop-off just fine. Instead of trying for the uber-cool landing get your rapid arrival, flare (nose up, negative torque), hover and rapid departure practised!

Pick a spot (top of the crane at the docks in Muttrah City is good), aim for it, head in at speed, come to a halt over the point, count to five while holding position on that point, then bug out at speed.



There's some more from the Ronin Storm school of combat helo piloting. :D

I have to admit I've still not had chance to put any of this into live use, yet! Got probably five hours practice under my belt, though, 75% Little Bird, 25% Blackhawk.
 

Macca

Member
I had a quick 20 minute go of the helicopters there and all in all there not too bad. They are a bit harder than the choppers in BF2. They are more much more sensitive, this does make it harder but also gives you the option to bank much harder than you could in BF2.

All in all I didn't find them too challenging. If you can fly a chopper in BF2 well enough, you shouldn't have too much bother adapting to them in PR :).
 

Ronin Storm

Administrator
Staff member
Some more from the Ronin Storm school of "I've actually flown in combat now, fellahs"...

Combat Landings in the Little Bird:

All that "slow down, drift to land" is all very well but there's no time for farting around when you're under fire. Time for combat landings...

Muttrah City is perfect for this practise. Imagine you're delivering to the docks at the beginning of the game. Mount up in the Little Bird (this doesn't work with the Blackhawk) and blaze off westwards towards the docks, but not directly; stay out to sea!

Stay low. Really low. The carrier is at 23 metres. The dockside is at 6 metres. Ideally, you want to be travelling around 10 metres up and hitting 400+ on the speedo. This keeps you away from AA fire from the guns towards the back of the city (which will be lighting up early in the game and randomly firing). You need to stay below the building tops.

Aim to pass the crane with about 30 metres to spare and bank left (a mix of a left yaw and a left roll, at speed). Try to stay in the shadow of the west-most warehouse so enemy AT fire can't lash out from the dunes.

Watch for the lamp posts! They'll kill you dead just as sure as any inbound fire.

After that bank, straighten up, full negative torque and flare firmly (nose up). Your tail will be dipping dangerously close to the ground so watch your altitude (7/8 metres). Get your speed down to 60ish (that'll happen quickly with flare and negative torque), slack off the flare almost all the way and keep negative torque on. Hit the ground around 50ish and you'll lose all your speed and be firmly down. Immediately let off negative torque.

You may need to nose up to prevent a forward roll if you came in too fast, but at 50 with just a fractional flare you'll generally be fine.

When you take off, remember where those pilons were when you arrived and watch your tail. I suggest flying along the dock eastwards and leaving just before the building at the east-most end.


... I should produce some videos on how to do this stuff, really... anyone got any suggestions how I do that? Would BattleRecorder do it?
 

thatbloke

Junior Administrator
hehe looks good... I got in a chopper full of 7 people earlier on an aircraft carrier. and the pilot tried doing a backward flip. starting on the deck. Apparently you can't land choppers upside down without them blowing up...
 

Ronin Storm

Administrator
Staff member
Heh, I'm up to around seven hours flight practice, mostly in the Little Bird, with about 10 minutes combat time. Not enough combat time, frankly, but plenty of raw theory and unencumbered practise. It's weird how some of it gets harder when you're flying other people into a hot zone! ;)
 
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