Arma 3 & The Art of Crashing - Art of Flight, Episode 20
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- čas přidán 1. 06. 2024
- 0:00 Intro
0:56 Basic Autorotation
2:15 Failed State
3:00 Recognizing Failure
5:44 The Secret of Autorotation
9:21 New Technique
9:28 Engine Loss
10:40 Descending
14:45 Landing Sites
16:20 Landing
19:13 Advanced Techniques
19:43 Excursions
22:21 Dips & Nudges
23:08 Loss of Tailrotor
25:22 Special Considerations
25:33 Obstacles
27:43 Rotors
29:48 Water
30:32 Steep Terrain
31:14 Damage Model
32:01 Closing Thoughts
Transcript: ttp3.dslyecxi.com/aof/art_of_...
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DCS Huey video mentioned:
• Flying & Landing the H...
Bohemia Interactive, the creators of the Arma series from Operation Flashpoint to #Arma3, can be found here: www.bistudio.com - Hry
Now I can finally say I'm a certified professional at crashing helicopters in arma
Finally a worthy opponent our battle will be legendary
I may not be flying in ARMA anytime soon, but it is still fascinating to see how the quirks of a specific flight model can lead to very different strategies and options in a crash. Great video as always Dslyecxi!
I loved the gag with landing on the small boulder.
24:10 that rabbit was just as surprised as we were. Hello rabbit.
This series is an absolute masterclass. This video explains so many frustrating autorotate crashes I've experience lately in prairie fire. Thanks for always uploading such quality stuff!
This cracks me up. 'Now that you've forgotten everything, let's go over some of the stuff you used to know'.
Gold.
Seven seconds ago? Don’t mind if I do :)
Noice
dang it. I don't even play Arma. But this was so fascinating that I nearly watched the whole video.
same, ive only played it a little bit and it seems like too much to really get invested in, but every time i watch his videos i wish i was playing it lol
Damn. At first I remembered that you already did a video like this, but you already mentioned once towards the beginning to scrap everything we learned from that one.
This really went in-depth and feels like you really spent some days, if not a couple weeks trying to figure out what really goes into Crashing. Like finding out exactly that anything from a 7° dive forward will decrease rotor rpm and what-not.
Out of interest - what was the actual time invested for this project? In days and working hours, since maybe you started recording first footage 2 months ago or sth.
The first footage was recorded June 23rd, and prior to that I was working on the written script. The script file has a creation date of June 12th. The script originally started out as a short video, but then I started discovering things that dramatically changed the scope of it. I did a *lot* of iterations on it, including two major rewrites.
When it comes to arma, I thank god that I can always find quality content on the things I need from dslyecxi
What is really interesting (and imo wasn't mentioned in the video) is that the AI pilots dothis when forced to do auto-rotation landings. They are actually pretty good at it. They pitch the nose up and descend in a prolonged slope. The old method of trying to gain speed by nose down never really worked for me and once I saw how the AI did it I got better at auto-rotation.
“Do what the AI does” is not advice I would ever give for this game, certainly not for aircraft.
@@dslyecxi Oh no definitely not!! No way haha. Just find it interesting that the "competency" of AI doing auto-rotation is based on the same principles you describe to not loose rpm.
No wonder I had so much trouble with autorotations in ARMA, I tried to mimic the IRL method of dumping collective and diving for the nearest landing spot. I always figured I was just bad and that's why I couldn't pull up in time lol
I have a little addendum to your keyboard/mouse collective tip. When you release the collective up/down key it applies as much of the "virtual scale" of the collective range to maintain altitude. If you turn the engine off at a hover in a helicopter with the collective movement modeled (Eg. the RHS UH-60), you can see it raise with RPMr decay. In a normal hover with engine power, you can see it move up and down if you pitch and roll to mess with your airspeed. I would say that under most circumstances, assuming you're using keyboard and mouse control, that merely releasing down collective is more effective than hitting collective increase.
3:50 yeah id love to but I decided to dunk my hands into superglue before flying. Turns out I cant remove my hands from the stick now.
Reminds me of the days I was flying helos for the 506th IR RU, me and a few other rotorheads managed to figure out the core concepts of autorotation in ArmA 3, but we never quite understood how RPM was lost. I had a general idea of "not dipping the nose" will make my rotor spin longer, but I never figured out you could actually gain back some RPM by pitching up. Had I knew this bit, I could have saved at least a few exfils and inserts.
Once again a tremendous vid Dslyecxi. It's clear and professionnal as always. Thanks a lot for your time and dedication to the community.
More great visualisations! Thanks for making the time to make this,
I love watching these - I always come away learning something new. Thank you! o7
Another Fantastic presentation from you.... great job. keep em coming! Cheers Westy!
As always, the most professional analysis. Very interesting content. I was wondering why in certain situations I could not avoid a catastrophe. Everything is clear now, thanks a lot !!!
Dude this is Amazing! Thank you so much for making this.
Dang bro you're narration is like NatGeo of Arma!!! Always a great vid!!!
Doctor Professor Commander Dslyecxi reporting for duty!
I've ran LOR and LOE trainings plenty of times for new pilots, but I feel brand new watching this video 😂 the number of times I've dipped to avoid fire and was confused why my RPM suddenly wouldn't recover.
lovely video Dslyecxi
Very helpful! Thank you
Huh, angle of attack is the critical factor in autorotation? Wow, somehow I subconsciously knew this based on ARMA jank. The moment I lose engine power I pitch up and drop collective and it's a habit of mine since back in ARMA2. I've got 1700 hours in ARMA2 and 2600 hours in ARMA3 and flying for that long my brain picked up the odd behavior just automatically. Thanks for pointing it out! I never knew this was why I was always great at recovery
As I mention in the video, the technique that has been given for years is completely valid. What you’re describing is basically that technique. This video explains why that works, and also reveals that there is more going on beyond that. My original Arma autorotation video was released in 2013, to put things in perspective.
Grate video..and some good humor. ( "Now that you've forgotten everything.." )
Would there happen to be a raw script version of this video available, anywhere? There's a lot to parse and take notes on here and even more for someone who's done a lot of flying in Arma. It'd be nice to be able to easily reference and cross-reference. All around an incredible video, as expected.
I can do that, yeah. I've been doing that for prior AOFs on my TTP3 page, and I can add this one soon.
@@dslyecxi You're the best, thanks a thousand. Keep up the good work.
ttp3.dslyecxi.com/aof/art_of_crashing/
@@dslyecxi wow you are so thorough and take the time to make things look really good
That's crazy. I used the same title six years ago, inspired by your first Art of Flight videos. I was crashing an MH9 into a hill to damage it then landing it lol
This Man is a Legend !!!
Great video. Reminds me of one my fav’s of yours: :clint:
My back and knees hurt just looking at this video. lol, but it is better than the alternative. ai seems to have no problem GTFOing after the landings. Great video and content as always.
0:57 - "This is just some info that I used to know."
Cool video, Dslyecxi. Compared to DCS, arma is just too..well arma (at least in Vanilla). Which mods do you recommend for better (more realistic) flight characteristics?
I like it how it is, even if it has some idiosyncrasies. If I want to fly simulation helos, I play DCS.
excellent vid as always. is the advanced flight model any better at this?
Presumably.
Mmm at least the title is straight forward and doesnt shy away from the fact you ARE crashing!! Also yes, thanks for touching on regular ARMA damage modeling lmao
Thanks Dyslexi!
I already knew how to do this, But I watched the video cause you can always learn
Have you noticed if horizontal airspeed matters more for lift in the advanced flight model? Seeing how the sfm handles rotor rpm is a bit of a disappointment as a dcs rotor wing enthusiast.
How do you make the heli not explode when hitting a tree? What settings have you changed?
this is standard flight model for arma or the take on helos advanced one?
Standard. I'll never do an Arma-based guide on the AFM for reasons discussed in czcams.com/video/qZWEWasExZ4/video.html
@@dslyecxi thanks for the reply, love your videos and style!
hey i was talking with my friend the other day about scav karma and i came up with the idea of having your scav mumble something when he looks at other scavs. something only you could hear quietly under his breath he says like "comrade" or something for friendly scav and this could also apply to their total scav karma if the have - karma and are marked for other AI scavs why shouldn't it be for player scavs. youd still have to pay attention and learn what line mean what but its a way of giving more info without breaking immersion
I'm really interested in the velocimeter and altimeter next to the squad radar, is it from the DUI mod or is it another one?
It's something I made for ST, otherwise unreleased.
@@dslyecxi Ohh I see, that's a bummer, either way thanks!
How do you turn on the pitch and roll indicators?
Vanilla Arma iii seems to be extremely different from your version. The only way I can reliably autorotate is by flying over 110kmh in a littlebird and flaring slightly maybe 30m above the ground, stoping flaring and starting to raise collective at 10m. if I fly below 100 kmh, I don't even remotely have enough rpm to slow the descent. Raising collective at 30m like you did in the video slightly cushions the fall (at 30m) and then makes you plummit like a rock.
This is the normal flight model. If you're running advanced, that's something else entirely.
havnt played aram in a while jumped back on and man the flying felt so different. lol I used to b so good
the heli alarm sounds like my alarm clock, I've played arma for a mere 2.5k hours or so and I've noticed I've required multiple alarms set at the same time to wake me up lol
Does the auto rotation still work if u turn the engine off... because I tired that and I just fell and died
2000 hours glad i could learn somthing even tho I thought i knew it all
Genuinely curious here and not trying to armchair quarterback (I only have experience flying low-inertia rotorcraft so it may be different for birds like the MH-6) but at 6:48 it's said that forward cyclic doesn't reduce RPM IRL, but in my experience, it does the opposite. Aft cyclic and nose high flight builds rotor RPM. Now obviously if you're in an OGE hover and lose power, once an auto is established reducing collective and pitching forward for airspeed is useful for building your energy buckets for your flare and settle but I would never initially respond to an auto with forward cyclic to build airspeed.
Is that different for high-interia helicopters?
I may be wording that poorly. The underlying point is that diving IRL will build RPM, whereas in Arma, it will continually degrade it. Going into a shallow dive as part of an IRL autorotation is normal, going into one in A3 is fatal.
@@dslyecxi Ahh, I think I see what you mean. Thanks for the clarification; Loving the content.
Ohh, now I think I really understand. It's not about aft v. nose *cyclic* , A3 only cares about pitch attitude. So IRL you can pitch your tip plane path aft with aft cyclic to build RPM *while* in a dive, in A3 you can't apparently and it just assumes a level TPP. Huh, I've just been reflexively pulling aft cyclic in A3 for years, I haven't even noticed this phenomenon. Super cool stuff Dslyecxi!
Does this apply only to SFM, or also to AFM?
Dslyecxi should work with Bohemia on the Arma 4 flight model.
does anyone remember the name of the video where dslyecxi flew around for like 30 mins in a transport helo with no tailrotor?
czcams.com/video/y64Mgw8Ocg8/video.html
@@dslyecxi thanks :)
Catastrophic crashing helicopters in ARMA is the only thing I mastered...
how can i practice this solo? can i just turn off the engine mid flight and have the same resault as an engine failure?
I believe there are helo practice scenarios on the workshop that should have this kind of functionality in them. If not, you can also use the debug console to run either of these commands:
(vehicle player) setHit [getText (configOf (vehicle player) >> "HitPoints" >> "HitEngine" >> "name"), 1];
(vehicle player) setHit [getText (configOf (vehicle player) >> "HitPoints" >> "HitVRotor" >> "name"), 1];
@@dslyecxi wow thanks : )
Didn't the basic technique use to work in A2? I recall pitching down to build RPM and lift to cushion the fall. Arma just never liked high velocity impacts for some reason lol.
I think ACE2 had a module that tried to do this, but the vanilla FM was almost certainly the same as described here.
@@dslyecxi Ahhhh you're right. Had ACE2 most of the time I played it so that would be why.
How do you make a mission where the engine only breaks after some time, the vehicle player setHitPointDamage ["hitEngine1", 2.0]; script doesnt work
This will make it so that your engine will cut out between 30 and 150 seconds after executing this command. :
[] spawn {
sleep (30 + (random 120));
(vehicle player) setHit [getText (configOf (vehicle player) >> "HitPoints" >> "HitEngine" >> "name"), 1];
};
@@dslyecxi thanks
@@mikko8579 The Hell-Heli scenario in the workshop will do this all for you in SP if you want to save the effort :)
This is so counterintuitive. It violates conservation of energy in so many ways
now crashing i can do , flying and landing are welllllllllllllll XD
Man this would help if I didn't fly at tree top level in a huey
anyone knows how to put the comands to damage the engine, the rotors, etc?
These will handle most helicopters:
(vehicle player) setHit [getText (configOf (vehicle player) >> "HitPoints" >> "HitEngine" >> "name"), 1];
(vehicle player) setHit [getText (configOf (vehicle player) >> "HitPoints" >> "HitVRotor" >> "name"), 1];
@@dslyecxi thank you very much
@@vansan4271 The scenario "Hell Heli" on the Steam workshop is pretty useful for helping you react to unexpected loss of power/tailrotor by taking all that effort away from you, you just fly and try not to crash!
@@williamstrachan yeah, I tried some similar scenarios (maybe even that one), but thank you for telling me
Since when do helos float?!? In Arma vanilla I always remember them sinking and exploding.
I guess it was a fix that broke the sinking crash
We use RHS and CUP ones primarily, so I can't really say re: the vanilla ones.
the title had me Confused for a Second, not gonna lie
hell let loose in public servers because they keep shooting us so you accidentally panic then cant do this manouvers
Great video, but I think your explanation is not quite right. In an autorotation, you're trying to store energy in your rotors via RPM and trade that RPM for lift close to the ground. This means to maintain RPM you must manage the angle between the rotor pitch and your *velocity vector*, not the horizon. The horizon is irrelevant. Generally speaking, your rotor pitch is above your velocity vector, you will increase RPM (minus a drag coefficient for the rotor blades). This does often correlate to the horizon, but only because you're most often traveling in level flight.
There's a reason I emphasized right at the start that what I am talking about is exclusively for Arma 3 and not real flight. How I describe it is how Arma works. What you're describing is not how A3 behaves in the normal FM. The deciding factor is your attitude compared to the horizon, not to your velocity vector.
@@dslyecxi I was under the impression that was also the case in Arma but sure enough I just tried it with vanilla helis and it's definitely the horizon. Wild.
does the real life procedure work in AFM?
Yep, but keep in mind ground physics are still arma, you can randomly flip
nya i learned from gta
As well done as this video is, it's just frustating to see how little sense Arma's flight model makes.
I'd rather fly with the "realistic" physics turned on for autoration that makes some sense.
DCS style would still be best as that gives you the most control over the aircraft and does what you'd expect from it.
There's the advanced flight model, it feels as good as DCS Huey's. However some mods and DLCs (*ahem* Prairie Fire) reduce the performance of the aircraft compared to basic flight model. It's so bad in Prairie Fire, the Mi-2 will barely takeoff with full passenger load, or UH-34 will rollover just after getting in.
@@chameleonh sadly nowhere close to DCS's Huey. I tested auto rotation yesterday with Armas advanced model and it does the same thing with loosing RPM based on pitch.
so no gyrocopters in arma
if you like arma helicopters play take on helicopters
:)
I just smoke nipnip then crash :c
I'll be honest Dslyecxi, I'm a bit disappointed about the explaination of rotor RPM loss.
I would expect an explaination that takes only attitude in consideration to be something in a 5 minute tutorial on how to autorotate for beginners.
You completely omitted the relationship between main propeller and direction of travel. If you are going 200kph and decreasing altitude at 10m/s, having an attitude of -5 degrees stalls the propeller. If you were to do the same without any horizontal speed you wouldn't have any issue with it.
This is because what it's considered is the perpendicular component of the airflow through the main propeller which is what it's meant to speed up the blades (like blowing through a computer fan to speed it up. If you blow sideways, equally on both sides, it goes nowhere)
This isn’t how Arma behaves. Like I said right at the start, this video is about how Arma behaves.
Yeah... fair enough, I just tested it and even going perpendicular to your direction of travel will not spin up the blades much faster but it will drastically reduce your ground speed, which doesn't make any physical sense ^^