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Document Created By JHzlwd- January / 2014
Most recent update: 2014/Jan 13
Black Shark is a superb simulator providing a realistic helicopter
flight model and combat experience. It is also a very complex product
and, despite good documentation, there are some pitfalls to
confound the newcomer.
This article is a selection of personal experiences, remedies
and observations you might find useful when installing, running and
flying Black
Shark, especially if you are inexperienced with the simulation. The
target audience is visitors still a bit unfamiliar with the product and
helicopter flight dynamics. Consider also reviewing
the Beginner's page
which can be chosen from the menu to the left. It complements the
informaton provided here.
The following gets you to the main page for Eagle Dynamics (Black
Shark developers). You'll find product downloads there and, of course,
the starting point for everything else:
http://www.digitalcombatsimulator.com/
Here's a direct link to the forums:
http://forums.eagle.ru/
- You are running up-to-date Windows 7/8/8.1 - 64 bit and your display
drivers are current. Yes, DCS World
and the individual aircraft modules work perfectly in Win 8/8.1.
Furthermore, the Logitech and Saitek products mentioned here do as
well but you'll have to download the Win 8 drivers and other
software.
- You have Administrator privileges.
- Your keyboard (KB) is a Logitech G110 or G510
(preferred). If you use
something else, just ignore the keyboard information or adapt to you
own situation.
- Your flight control system (FCS) is the
Saitek X52 Pro. If you
use something else, ignore FCS information or adapt.
- You have facilities adequate to run the simulation without
running out of memory or experiencing poor frame rates, control lag,
etc. The simulation is very demanding.
- You have good basic skills in PC use ... for example you are
comfortable with Control Panel and know how to manage system
security/access settings.
This is very straighforward. Install DCS World, then any
aircraft modules you have purchased. DCS World provides the common
components for all aircraft and scenarios, greatly reducing the size of
individual aircraft downloads. It's an interesting and clever
architecture.
I strongly recommend you set up a
custom folder for DCS World rather than installing into default
\Program Files.
For example, under C: you could create a directory
...
\$DCS-EAGLE-DYNAMICS as the
high level directory. I install DCS World directly into that which
results in a \DCS World sub-directory appearing. Under
\$DCS-EAGLE-Dynamics I allocate:
\$$MISSIONS for the missions I write.
\$KB-LAYOUTS where I put a semi-graphical file describing what my
programmed keyboard keys do. This is not used by any of the simulation
software but just for my reference.
\$PROFILES where I save (in
sub-folders for each aircraft module as indicated below) all my profiles generated by the simulation
OPTIONS itself and by the Logitech keyboard profiler. Note the Logitech
profiler stores its working version of profiles somewhere else but I
EXPORT a copy to this folder so that when I backup DCS, a good copy of
the Logitech profiles is automatically included. Profiles can be
downloaded from the Missions and Profiles page.
Under each of those folders I have an additional level of folders for
files used by each aircraft module ... \01-Black-Shark,
\02-Warthog etc.
$$MISSIONS and $PROFILES are "active" in the sense I use them instead of
the DCS defaults for the same contents. The reason? They are easier to
find than where the simulation would like to put them. After the first
time you reference these locations while setting up the simulation it
will remember where they are and there is no further inconvenience. This
scheme provides a much cleaner organization and you see the directory
immediately upon opening the root in Explorer. Makes it much
more convenient to edit, backup and examine files having them all in one
place rather than having to rummage around in the DCS folders.
Once DCS World is installed simply let each aircraft module take the
default installation path and it will go where it is supposed to.
Here's a screen shot of my directory structure. This has proved very
enjoyable to work with while reducing the frequency of mistakes when
saving and loading items:
This is a rather old screen capture. These days the exported Logitech
profile would be a .xml file.
As with practically every other software product there is from time
to time a lower cost upgrade route offered to current owners of DCS World and
the individual aircraft modules. I am going to be a bit controversial
now. Upgrades almost always cause some frustration. The DCS forum is
full of postings regarding annoyances and confusion with the process. You have to have the
precedents installed and licensed first and possibly fool with other
requirements. As far as I can determine there are no bugs in the upgrade
process but for various reasons there are irritations associated with
activation key management, file locations, etc. This is unavoidable. The full versions are so inexpensive I simply do not
want to be bothered saving a few bucks with the upgrades. Keep your
blood pressure down and just buy a full new version when it comes out.
This advice does not apply to ordinary patches providing minor upgrades
in place.
Note: The latest version of DCS World incoporates an improved update
process which appears to address some of my annoyances with installing free
upgrades. It automatically upgrades not only DCS World but your
installed aircraft modules as well. You still should consider
manually downloading all such upgrades so as to have them in your local
archive.
Before your first flight you will want to set up your preferred
configuration for keyboard (KB) and Flight Control System (FCS). Choose
OPTIONS from the simulation start-up screen.
- FULL SCREEN will yield better performance than windowed mode but
is not as convenient. It's easy to experiment.
- Frame rate on my system is most affected by RESOLUTION,
CLUTTER/BUSHES and TREES VISIBILITY. My monitor is 2550 x 1460
but frame rate is much better at 1920 x 1200 and I really can't see
any difference at all in detail. You'll have to experiment.
:
- In the upper left corner is a drop-down box. Choose "KA50 Sim".
This box is easily over-looked. The default will NOT use your customized FCS
profile but a default. This can prove very puzzling. It is
not sufficient to have realistic options set in GAMEPLAY.
- To the right of that box is another drop-down. This provides
choices for filtering the displayed KB and FCS assignments.
Especially important is AXIS Commands which
isolates the pitch, roll, yaw, rudder and throttle/collective FCS controls so
you can easily find and customize them.
A shortcoming in the sim documentation is cursory treatment of the
CONTROLS profiling facility. It's very powerful and easy to use but easy
to misunderstand. Consider the following:
- There is a separate profile for each of
KB, FCS and Mouse. (I don't do anything special with the
mouse so do not use a profile for that. It won't be discussed
further.) In fact, the KB has two profiles - one for the
macro keys (described in the "Logitech" section below) and another for the standard keys.
Each of these profiles must be saved
under its own, unique name. It is all too easy when saving to
use the wrong profile name and clobber (for example) the FCS profile
with a KB profile. It is also very easy when first using CONTROLS to
assume when you SAVE that a composite profile containing settings
for both KB and FCS is being saved but this is not the case. You
must save each individually.
- When editing or building a profile the first step is to bring
into focus the set of controls you want to work with. Click anywhere
in the KB (to choose keyboard profile) or FCS (to choose FCS
profile) column and notice it is now highlighted at the top.
- If you are going to edit an existing profile, LOAD it now. The profiler does NOT protect you against
inadvertently loading an FCS profile into the KB column and vice
versa, nor does it protect you against SAVEing a KB profile as an
FCS profile (and vice versa). Although you can tell which is which easily enough
(stick settings showing up in the KB section make no sense, for
example), it's also not that difficult to overlook, make some
changes and then SAVE, in which case you have broken a profile.
I recommend you adopt a good naming convention to clearly identify
profiles. Perhaps a "KB" prefix for KB profiles and "FCS" for the
FCS (my choices). For the FCS you could use the Saitek profiler which is
excellent but the Black Shark profiler is equally competent and,
because it is customized for a helicopter, more intuitive in use.
Unless you have a compelling reason to do otherwise, build your FCS
profile CONTROLS in the simulator. Even Saitek recommends this and
it's what I do.
- For new profiles, highlight the control you are building a
profile for (KB or FCS) and, when done, SAVE using your naming
convention. I keep all my profiles in the special folders as
described earlier in this document.
To Summarize:
There are three profiles to build and maintain ...
- Keyboard macro keys -
Build/maintain with Logitech profiler (you have no choice). I use
these for weapons and general flight setup
- Keyboard standard key assignments
- Build/maintain with DCS profiler found in Options. These are mostly the DCS
defaults except for auto-pilot controls.
- Flight Control System
switches, buttons and axis controls - Build/maintain with DCS
profiler.
- For the Logitech "G" series gaming KBs you will want to compose
macros for the programmable function keys. These keys aren't accessible
from the simulator CONTROLS facility. The Logitech profiler is a
marvel of inutitive design and won't be extensively described here.
- One of many nice things about these profiles is that they are
compatible between the G110 and G510. As the 510 has more
programmable keys, the mapping will be different but it's almost
trivially easy to fix this. Load the profile into the Logitech
editor, then edit by dragging/dropping etc.
- Logitech profiles are auto-stored somewhere in the Logitech
folder, in a weird format.
If you want to make backups and/or
share profiles among machines, use EXPORT/IMPORT instead of trying
to find profiles in their native format. An
EXPORTed profile appears as an ordinary XML file in a folder of your
choice. From there it can be IMPORTed to another (or the same)
instance of the Logitech software.
- A profile can be associated with an executable so that it is
automatically loaded when the simulation is launched.
Logitech warns this is not 100% reliable and -
it isn't.
There is an option in the utility for having a profile load
independently as a default (which always works) or, if you are using the G510, you can
load a profile manually using the menu on the LCD. That's the way I
do it rather than relying on the somewhat flaky automated process.
Apart from the left side macro keys you may want to re-program some
conventional keys for common actions. You do this using the simulation's
profiler under CONTROLS as described earlier. This profile is saved from
within the CONTROLS panel. Beware the risk of saving it as an FCS
profile.
These observations might stir controversy but bear in mind much has
to do with personal flying style, manual dexterity and psychological
factors. To each his own. I have extensive experience with both systems.
They are each fine products - easy to install and configure, highly
reliable, durable and functional.
- Helicopter piloting requires frequent small precision
adjustments of the cyclic and collective. The Thrustmaster has an
exceptionally smooth but also very stiff joystick and I simply
cannot obtain the degree of delicate control I demand when flying
the Ka50. The throttle side where the collective is assigned is
fine. The Thrustmaster does not provide a twist axis for rudder so
you must use pedals or configure another control to do the job (this
is described in my Layout page found elsewhere). Some much prefer
pedals. For sure, they are more authentic. I have them but find the
hand far superior to the foot when it comes to accurate control.
That's just me, perhaps, but it is what it is :~
- The Saitek provides a very light, exquisitely precise joystick
action that is perfect for a helicopter. It's an easy choice.
- When flying A10 "Warthog" the Thrustmaster is better. This is,
after all, what it is really designed for. The much heavier stick
action suits a fixed-wing which has a very less demanding
requirement for frequent, finicky control input. The heavy joystick
feels entirely natural in this environment in part because it helps
avoid inadvertent small inputs. Pedals work well and the absence of
a twist axis isn't missed. Rudder action is much less important in a
fixed wing to begin with.
Because this is a helicopter resource site I won't spend any more
time on the Thrustmaster FCS, in consideration of my preference. This is
not to disparage the unit at all. You should evaluate other advice
before making a purchase decision or - get both - especially if you
intend flying both helicopters and fixed-wings.
I use the simulation profiler under CONTROLS for the X52 Flight
Control System (FCS). It's even what Saitek recommends. The simulation
profiler is excellent in every way. Set your controls up the way you
want them. You will want the collective on the left side controller,
however, with the axis reversed for most realistic action. Later I
provide a link where you can download my personally built profile for
this FCS.
My preference for axis commands is to build curves with a very flat,
almost horizontal central region, becoming more extreme at the far ends
- like a reversed, flattened "S". This provides refined control for
pitch/yaw/bank near the center positions which is the sort of response I
like best.
- Choose cockpit language ENGLISH (or whatever).
- For the ultimate experience you should learn to play in
authentic mode. Click SIMULATION to load authentic defaults which
you can then customize.
- Uncheck MIRRORS.
- Now you can cheat a bit ... Choose RADIO ASSISTS, LABELS, and TOOLTIPS.
I don't see how any of these, apart from LABELS, compromise realism
a whole lot.
Unless you play 12 hours/day its hard to remember what every one of the
dozens of cockpit controls does so why not use TOOLTIPS? LABELS
are a clear cheat but without them you may find locating small targets
or even vehicles next to impossible. Until you get the hang of it,
LABELS can accelerate learning (you won't be shot down early in a
mission so often).
Choose options to suit your taste. I cheat a bit by turning on
sub-titles. Music can get annoying so turn that down. When building my
own missions I provide my own musical themes when appropriate.
Again - personal taste for the most part. I enjoy External Views.
External views are unrealistic but a lot of the fun is derived from
taking an outside look once in awhile. Why not enjoy the scenery? Be
sure GUI THEME is appropriate to your aircraft.
The trimmer has two modes of operation discussed at length in the DCS
forums. I uncheck CENTRAL POSITION TRIMMER MODE because I find the
alternative much easier to use. To each his own. Experiment.
Here's a recap, to this point, of some things that can go wrong and
what to do about it. The first two items do not apply to 1.2.3 version.
- After install the sim hangs and/or there
is a screen full of gibberish. ... Review the installation
procedure. Be sure to run as Administrator. Installing to custom
folders as described earlier in this document may provide a more
stable environment than using default \Program Files because this avoids
some access privilege problems.
- UNPAUSE does not work. The
sim launches but you are grounded on the helo-pad. ... You have
almost certainly loaded a bad KB profile where the PAUSE key (and
probably others) has been cleared. You may have inadvertently
clobbered your KB profile by SAVE-ing a FCS profile to the location.
Fix the profile and try again.
- Everything seems to work except that your
chosen FCS profile, even though you may have explicitly LOADed
it in CONTROLS, is not being used. ... You do not
have "KA50 Sim" selected in CONTROLS.
- A KB or FCS profile as displayed in
OPTIONS/CONTROLS has the wrong things such as AXIS controls (rudder,
stick) appearing in the KB section. ... You have
inadvertently LOADed an FCS profile into the KB section (or vice
versa). Don't SAVE but if you already did, restore broken profiles
from backup (let's hope you have some). I cannot emphasize
too much the importance of keeping known good backups for your
profiles, especially given the ease with which KB and FCS
profiles can be incorrectly loaded or saved. You can always re-build
profiles but it is very aggravating having to do so.
Go into OPTIONS every time after launching the
sim just to verify you have the right flight mode and that the desired
simulation profiles are loaded. Ditto for the Logitech profiler. Things
are easily changed/overlooked and sometimes stuff changes for no reason
at all.
DCS has a remarkably good mission builder. It's easy to
learn and largely intuitive in use. The best way to get started is to
load up an existing mission, perhaps one supplied with the sim, and tinker with it
(be sure to backup the originals). It won't be long before you have made
it your own.
There are a few pitfalls worth keeping in mind. Some are actual bugs
and others are just operational details easy to overlook. Note that ED
is always fixing things so by the time you read this, some of the
glitches may have been addressed:
- Your mission launches but instead of
finding yourself in the cockpit, you are stuck with an external view.
... You have not allocated a helicopter for PLAYER (that's you).
Doh! There's a glitch you must deal with: you cannot assign
PLAYER to a helicopter until AFTER you have placed the helicopter on
the map and done a mission SAVE. After that, choose the helicopter
again and the PLAYER option will become available for assignment,
then SAVE again.
- Your helicopter has a really
weird color scheme you wouldn't want to be seen in. The color
scheme/pattern are selected in the Mission Builder loadout
option where you choose weapons.
- You cannot get EDIT to work for an
existing unit. This rarely happens and I'm not sure why when
it does. For example, it might prove impossible to edit a unit
count. Open the unit display table chosen from near the bottom of the
left-side menu, then highlight the un-cooperative unit. Editing should now work.
- Units (GROUPS) can be specified in a way that causes them to
appear (ACTIVATE GROUP) in response to a trigger, such as your
flying into a certain trigger zone. For this
to work, the Group LATE ACTIVATION box must be checked. It's easy to
overlook.
- Some self-propelled vehicles can't
actually move. At least one of the motorized anti-aircraft units (I
don't remember exactly which it is) is this way. If you include
such a unit in a convoy, the entire convoy mysteriously refuses to
move although according to specs they are all capable. This can be
very frustrating. Inspect un-cooperative convoys for the culprit(s) and
remove or replace with something equivalent that really does know
how to move. For unkown reasons a convoy still may not move. Try
deleting first waypoint and replacing it or replacing the entire
convoy.
- If you want a trigger zone to move along with an assigned unit
this is done from within the CONDITIONS panel for configuring the
trigger. It would be more intuitive (IMO) to have this done when the
trigger is first placed on the map.
- Player assigned mobile units
often have difficulty crossing bridges, especially if they
are in convoys. They fall off the sides, get stuck cross-wise or try
to ford the waterway as if they were amphibious. This can be
hilarious but ends up being a big nuisance at times. The only
workaround for now is to design the mission so units having this
problem don't have to cross bridges.
Apart from that there's not much to say about Mission Builder
pitfalls. It's pretty clean. There are a number of oddities but
generally you can work around them.
There are lots of resources in the manual and on the Web concerning
helicopter flight and control. The best advice is practice, practice,
practice. After a considerable time it all becomes second nature and you
will find it easy to perform complex maneuvers even while engaging the
enemy.
- Be patient and persistent. Flying a helicopter is difficult
compared to fixed-wing. You will have to fight discouragement. Many noobies think there is something wrong
with the flight model because of all the out-of-control situations
they get into, the crashes, wild spins, rotor blades snapping off and brutal
landings with hardpoints broken off, tires blown and sometimes even
a fatal explosion. It's frustrating but there is nothing wrong. After a
lot of flying you will improve. Just keep at it - eventually the control inputs become
second nature - you fly smoothly in all circumstances, pull into a
nice hover without changing altitude (or needing auto-hover), engage
targets without loss of control and, when it's all over, land gently
as a leaf back home. It can be done and there is a great sense of
satisfaction in becoming really good at this. A useful trick
recommended by psychologists: If you find yourself on a learning
plateau while developing any skill - not getting any better - give
it a rest for a few days or even weeks. When you return there is a
high probability you will find yourself miraculously improved in the
meantime. It worked for me. The theory is that the brain keeps
reviewing the challenge, off-line as it were, and refines the skill
without needing additional input from you.
- Use the auto-pilot options.
Bank, Heading, Roll and Pitch should always be engaged.
- Trim often. There is some
controversy surrounding how best to trim. Hold the cyclic steady with
the helicopter in desired attitude, click TRIM quickly and it will
normalize the control for that orientation of the aircraft. In some situations I find it works better to hold TRIM down
continuously while adjusting the helicopter's attitude, then release
TRIM and let the cyclic re-center. The latter works much better when it is the first trim after take-off.
Holding TRIM down continuously during a turn can improve
responsiveness of the helicopter by temporarily disengaging the
auto-pilot. You'll have to experiment a lot to get the hang of it.
- Anticipate. For example, gradually begin turning before
you get to the point where you really want to turn. Similarly, begin gently easing out of a
maneuver such as a turn before you want it completed. Do
everything gradually, starting out very slowly then progressing to a
more aggressive control input and, finally, finishing with a
gradually slowing action.
- Wait. This is related to
"anticipate". Give the aircraft time to respond to control inputs
before thinking you must panic and supply a severe correction.
Over-reaction will prove your worst enemy. The unit has a lot of
intertia and this is accurately modelled.
- Counter-intuitively, perhaps, is that
learning sensitive, appropriate
adjustment of the collective is more important than fully mastering the more complex cyclic.
Think of the collective as supplying power along the axis of
the rotor (which it does). This is where the power comes from for all
maneuvers. There is no direct equivalent in a fixed-wing. Pay a lot of attention to rate of ascent during any
maneuver, trying to maintain fine control of altitude primarily with use of
the collective. You will be adjusting the collective frequently. It's an art.
- The single most important instrument is rate of ascent/descent. Make it a habit to check this
often. It's projected on the HUD in navigation mode but the round
gauge is more precise, easier to read and never disappears (the HUD
version displays only in navigation mode)..
- Learn to hover without using auto-hover. In fact, at some level
of skill acquisition it is easier to hover manually than using
auto which you can sometimes end up fighting with. If you can
reliably establish manual hover you will be demonstrating mastery of
fine control input useful in all other maneuvers.
- Low and fast. Practice
flying low and fast over varied terrain, using primarily the
collective to pop up over hills and drop into low spots.
- Don't be a one trick pony.
We all develop favorite ways of doing things. For example, you might
find you always prefer landing by means of a counter-clockwise
turning approach. Discipline yourself to do straight-in approaches
and clockwise turning approaches as well. This will round out your
skills. Employ similar discipline for other maneuvers. In combat you
never know what you will need. Practice flying low in urban
environments where you must avoid structures. Plan a route and stick
to it rather than taking the easy way at altitude. Practice flying
under bridges and power lines rather than over them. Fly into a
hangar, rotate, then fly out again without striking the floor or
sides. Land on bridges, buildings and oil platforms.
- Landing can be a nerve-wracking challenge
at first. Maintain some forward speed and a
slightly nose-up attitude just before contact. This avoids the
dreaded vortex effect. You can descend 100% vertically but must do
so slowly owing to the vortex. Practice with a simple mission where all you
do is repeated "touch and go" on the runway. Prior to landing burn off
altitude at higher speeds (while still maintaining forward motion) by reducing the collective and pulling
back on the cyclic then, as you approach a near-hover increase the
collective to descend very slowly while maintaining position with
the cyclic and rudder. You can burn altitude off very quickly by diving. This
increases speed so be careful not to overdo it and break something. Be especially
cautious when pulling out ... there will be enormous load on the
rotor.
- Don't be a lazy lander. On
runways and other large open areas it is tempting to land any old
place where you feel the helicopter is stable and going slow enough.
Why not grab a safe opportunity? But ... you will build important skills more quickly by choosing a specific
landing spot (such as a particular FARP pad) and making a determined
effort to land there and only there. When landing on a ship's
platform, aim for the "H" and touch down exactly there. Work at touching down without bouncing or
rolling backwards.
- If you do end up getting caught in the vortex let's hope you are
at sufficient altitude that this works: You will notice onset
of much vibration combined with an alarming rate of descent. Decrease the collective and push
the nose down with the cyclic until you recover control in clean air. That's about all you can
do. You get caught in the vortex by descending too quicky at very low (or zero) forward speed. You can
sometimes get
caught during a tight, banked combat turn as well where your speed quickly
reduces to zero during rapid altitude loss. You can prevent this by
ensuring adequate collective input while completing a tight turn. A
rate of descent > 4m/s is the usual vortex trigger point at low
speed. Once in the vortex increasing collective only makes
things worse.
- If you do use auto-hover, remember to switch off the auto-pilot
ALTITUDE HOLD when resuming normal flight or you will
encounter mysterious stability problems.
- Similarly, when dis-engaging from a target
where you have used the SKVAL (Vikhr, for example),
turn off
AUTO-TURN which otherwise causes the helicopter to automatically face
where you last pegged the designator. If you have not reset the targeting system or
turned off AUTO-TURN, the helicopter will fight your control
settings as you fly away, trying to face back in direction of the
most recently designated target.
New pilots often find that negotiating a hard turn at higher speed
with a helicopter will result in undesired altitude change,
instability or even a rotor blade snapping off. Most of us started out
flying in fixed-wings which are handled differently and it is necessary
to overcome fixed-wing habits.
Fixed-wings ...
- Tolerate very high "G" forces.
- Exceptional roll axis agility.
- Very good pitch axis agility.
- Poor rudder response (weak yaw axis agility)
- Thrust is along the roll axis.
- Lose lift as speed drops, risking stall or spin.
Helicopters ...
- Intolerant of high "G" force
- Limited roll axis agility (although the Ka-50 is pretty good and
complete rolls are possible if not very useful).
- Limited pitch axis agility. Try doing a loop and see what
happens.
- Superb rudder response and yaw axis agility.
- Power is provided along the rotor axis. It is divided between
providing lift and lateral thrust by means of the cyclic. Important
point: as you pull back on the cyclic power going into forward
thrust is reduced and redistributed to enhance lift.
- Full lift is available at zero speed. Can't stall but there is risk of
vortex trap.
Fixed-wings ...
- Roll in direction of the turn. A roll of more than 90 degrees is
common in combat maneuvers.
- Haul back on the
stick.
- In higher performance aircraft the rudder will prove of limited
usefulness.
Helicopters ...
- Roll in direction of the turn. The Ka-50 can tolerate
considerable roll.
- Apply rudder.
- You can pull back on the cyclic to sharpen the turn but beware of overloading
the rotor and of unwanted altitude gain.
- To achieve a very sharp
turn using both rudder and cyclic I usually find myself greatly
reducing collective through the first half of the turn to prevent
unwanted altitude gain, then increasing collective to pull out of
the turn and avoid a drop in altitude (plus avoid vortex in case
speed drops to zero). By this means you can practically turn on a
dime even when entering the turn at high speed (speed will reduce
dramatically).
- As you level out it may be necessary to adjust the collective
again to compensate for the rotor axis going vertical.
There are plenty of variations, of course, depending on your
objectives but the thing to note is high effectiveness of rudder input
in accomplishing a turn and need to modulate collective constantly
throughout the turn. In a hover or at very low speed the rudder will
be the only way to turn.
Note that unlike a fixed-wing where we don't often apply a lot of
throttle input, the collective on a helicopter gets used a lot to make
fine adjustments in altitude, rate of turn and rotor loading.
I have set up my KB and FCS to be a compromise between authenticity
and minimum requirement to remove hands from the FCS. KB and FCS
profiles are heavily subject to personal taste so don't take mine as
gospel. They might prove useful as suggestions, however. They have
served me extremely well.
As a general observation, you do not need to master the majority of
cockpit instrumentation and controls in order to fly challenging,
simulation mode missions although over time you will obtain more
enjoyment by acquiring a comprehensive understanding of this complex
machine and environment.
Remember the Logitech Profiler profile for macro keys must be IMPORTed
from wherever you decide to store the EXPORTed versions (which the
downloads are). Once a profile has been imported, the Logitech
profile editor will display titles for the programmable keys which
describe the action taken or you can always look up the key sequences
in the macro editor. The Black Shark profile for standard keys must be
LOADed using the Black Shark OPTIONS/CONTROLS facility.
LOAD the profile for the Saitek FCS using Black Shark
OPTIONS/CONTROLS and then click through the controls (on the FCS) to
find their descriptions on the left side of the panel. The controls are
also described later on this page.
Download from this link, then IMPORT using the Logitech profile
editor..
(Reminder: There are two profiles for the keyboard ... this one
prepared using the Logitech Profiler for the programmable keys and the
one prepared using the Black Shark OPTIONS/CONTROLS Profiler, which is
for the standard keys.)
These are set up in two memory banks: M1/M2 chosen from above the programmed
keys. (Example: M1/G1 indicates M1 bank selected, G1 clicked).
M2 Bank -
G1 - Immediately after taking off this macro retracts gear and
performs many other functions necessary for successful non-combat
flight, such as turning on the ABRIS, turning on cockpit lights,
adjusting turbine output and so forth.
There are no other programmed key functions in M2.
M1 Bank -
- M1+G1: Engages basic combat options such as arming the
weapons system, choosing outboard hard-points, turning on LASER,
turning on MOVING TARGET mode and more. Other programmed keys are
set up for ...
- Counter measures deployment
- Weapon select (hard points).
- Helmet mounted sight deployment.
- Auto-Turn, Moving Target, LASER toggle and RESET
Other macro keys are programmed as follows:
G5 - Begin dispensing decoys
G4 - Cease dispensing decoys
G7 - Select outboard weapons
hardpoint
G8 - Select inboard weapons
hardpoint
G10 - Toggle: Helmet mounted
targeter on/off
G13 - Toggle: AUTO-TURN on/off
G12 - Cancel weapons RESET
(G17) but helmet mounted targeter is not restored. You can do that with
G10. Does not choose a hard point. Use G7/8.
G14 - Toggle: Moving Ground
Target. I always have this on.
G16 - Toggle: LASER on/off
G17 - Weapons system reset.
Good for on the way home when you want your normal HUD display. Also
useful if you have been using guided munitions and want to use rockets.
This does not turn off arming. Cannon remains available but you will
have to manually choose inboard/outboard hardpoints, auto-turn, moving
ground target and (if required) the helmet targeter. LASER remains
active. You can revoke G17 with G12 ... consider that a short-cut for
most of the foregoing manual operations.
That's all you really need on the programmed keys for most missions.
I will eventually program more macros but this configuration has served
well.
The M1 bank can remain engaged throughout the mission, including
during RTB.
Download from this link, then LOAD to "Keyboard" using
OPTIONS/CONTROLS
All Black Shark defaults used except for numeric keypad where:
1, 2, 4, 5
are programmed to duplicate auto-pilot Heading Hold, Altitude Hold,
Bank Hold,
Pitch Hold respectively. This is same as the cockpit layout and all
are toggles. The only one you might normally need is Altitude Hold. This
gets turned ON by Auto Hover and has to be manually toggled OFF upon
cancelling Auto-Hover.
The keyboard profiles provide "boiler-plate" settings which are
easily changed later using cockpit controls. Note that some settings are
engaged whether or not needed for the specific target. I have not
discovered any down-side to always having the LASER on and/or MOVING
TARGET (which works just as well on stationary targets).
Download from Missions and Profiles page, then LOAD to "Saitek" using
OPTIONS/CONTROLS. (This assumes the Saitek X52 Pro has been successfully
installed earlier.) Buttons identified with letter "T" (9 through 14)
are the spring-loaded toggles along the bottom of the joystick unit.
Right side control unit -
Highlighted button notation is
taken from the simulation profiles in OPTIONS/CONTROLS. The letter
designations inside quotes are Saitek's terms.
- JOY BTN5 Trim ("C" button)
- JOY BTN3 Cannon select/deselect ("A").
Rotate between cannon and selected hardpoint.
- JOY BTN2 Weapons release ("Fire"
- red with safety cap) for other than cannon.
- JOY BTN1 Fire cannon if
selected by JOY BTN3. This is the index finger trigger.
- JOY BTN4 SKVAL cage/uncage ("B") (Target designator)
- JOY BTN6 Center View ("pinky").
Instant return to normal forward view.
- JOY BTN POV View up/down etc.,( main hat, right side)
- JOY BTN20-23 Targeting box slewing (secondary hat, right side)
- JOY BTN9 and 10 Gear
toggle (Up) and wheel-brakes (Down) ("T1/T2")
- JOY BTN11 and 12 Targeting box re-size ("T3/T4")
- JOY BTN13 and 14 TV zoom (T5/T6)
- On the stick itself (the usual)
Pitch, roll, rudder (twist)
Left side control unit -
- Big hand-grip control
Collective. The slope of the curve
has been reversed so that pulling back increases the
collective, as on the real helicopter.
- JOY BTN8 Toggle helmet
mounted targeter ("E")
- JOY BTN7 Target lock ("D")
- the button that falls naturally under your thumb.
- JOY BTN24-27 Wingman
Commands: Attack Air
Defenses (click up), Cover Me
(click right), Engage Ground Targets (click down), Complete
Mission and Rejoin (click left).
For everything else I use the mouse to click actual cockpit controls.
- With helmet mounted site engaged and LASER on (Master Arm ON
assumed) ...
- Click JOY BTN4 (as often as necessary) to cause the target designator
to float to your center-of-HUD bull's eye marker (which should be
aimed in vicinity of target). The designator will now stick there as
you move and auto-turn, if engaged, will try to aim the Ka50 that way. Try to get
the designator closer to the target (if necessary) by maneuvering so
as to place bull's eye close to the target and clicking JOY BTN4 again.
- While holding down (optional ... but you may need to do this
when attempting to lock a subsequent target) JOY BTN7 (Lock), slew the targeting gate precisely over
the target and release JOY BTN7. The gate should now stick there and the
letters "TA" appear in the SKVAL if the target is within
range/heading constraints. The target is now locked. If you
see "TT" in the SKVAL the target is not locked. Try again. You can
fire at an unlocked target and the guided weapon will still fly to
the LASER but the latter will move ... possibly off target. You can
try holding the LASER in place manually but this is tough. The letter "C" appears in the HUD and on
the SKVAL when the target is within the weapon's deployment
constraints ... in range but not too close, etc. ... and the
weapon's targeting symbol will overlaps or encloses the designator
circle.
- Note that desgnating a target is not the
same as locking it. Designating means the LASER is in
position and the guided weapon will go there but, not being LOCK'ed,
the LASER may move off-target with motion of the helicopter, causing
the weapon to miss. See Combat Notes farther down the page for what
to do if you cannot lock a target.
- If the Vikhr guided weapon is selected you will see a circular
weapon constraint symbol with a couple of min/max range ticks on the
circumference floating on the HUD. Maneuver the helicopter so this
circle encloses the smaller, circular target designator locked on
the target in the steps above. If within range constraints, "C" will
appear in HUD and on the SKVAL. You are clear to fire so long as you
have "C". Try to
ensure the Ka50 remains faced more or less toward the target until
impact. The LASER is gimbal mounted and, within reason, will attempt
to stay on the target as designated/locked, guiding the Vikhr throughout
its flight. Occasionally you will miss. Apparently, this a
simulation of the fact these weapons are not infallible, that wind
interfered or whatever.
- The cannon is similarly guided if that's what you want. That
is, at the time of firing, the targeting system aims the
cannon taking into account target range and helicopter motion to
guarantee (usually) a hit. Once the rounds leave the cannon they
are no longer guided, of course, so if the target moves more than
expected, you are likely to miss. The
HUD symbology will display a rectangular box within which the cannon
is automatically stabilized toward the locked target. You can
disengage the cannon from the guidance system by disengaging the
helmet sight and RESETing. A big "X" with any weapon means range and/or aiming
constraints have been exceeded.
- Rockets cannot be guided. When chosen they simply fire along
bore-site toward their circular impact point designator. It's tough
hitting small targets with rockets. Being unguided in any way their
flight path is subject to inputs from not only gravity but the
helicopter's motion along all axes. Rockets are best against massed
targets like aircraft sitting beside a runway, large targets such as
fuel tanks and buildings or convoys where you
do not need great precision to do a lot of damage. With much
practice you can learn to predict the flight path of rockets and
anticipate when to fire even during strenuous maneuvering. This is more art than science but with
practice it is amazing how accurate you will become. While still
acquiring the knack you will have most success by stabilizing the
helicopter toward the target before firing. This takes time,
however, and may expose you to enemy fire.
- Reminder: Turn off auto-turn to prevent flight control
interference when flying between targets because the helicopter will
otherwise want to turn back toward the last designated target. Or,
reset the weapons system. You may find
auto-turn not that useful under any circumstances, especially as
your flying skills improve.
- Resetting the weapons sytems is useful after deploying Vikhrs
and wanting to use rockets next. After reset, you must manually
choose the rocket hard-point (or Vikhr if that is your choice
again). IMPORTANT: Reset also disengages Ground Moving Target and
Auto-turn feature so
you may need to enable these manually or use the RESET cancel
(KB = G12 with my profile) before using guided weapons
again. If you don't, you will probably miss moving targets.
- To take-off pull back on the collective while slightly pushing
forward the cyclic. That forward push prevents an embarrassing
backwards take-off. There are, however, times whn taking off
backwards may be the best way - such as off the back of a ship.
- As soon as aloft, click "M2" on the G510, then "G1". Gear will
retract and a whole lot of other useful things will happen like
cockpit lights and ABRIS power-up. Wait for the sequence to finish
which is when your decoy dispenser unit is configured.
- Click "M1" then "G1". This prepares the Ka50 for combat. Master
Arm comes on, the LASER turns on and, finally, the helmet mounted
targeter deploys (along with outside hardpoints carrying the Vikhrs). You will probably want to stow the latter for now
by pressing "G10" (this is a toggle) or the "E" button on the X52.
- Use G7/8 to select inboard/outboard wing-mounted weapons. From
the mission briefing you should have some idea which of these you
will need to use first.
- By now you should be heading toward your first waypoint. Check
the ABRIS and adjust zoom level to suit your needs.
- Trim a few times while adjusting speed and altitude to your
needs.
- You might want to modify your decoy options (upper right of
cockpit) using the mouse depending on
expectations.
- Click JOY BTN3 to activate the cannon. This is a carousel type
control ... the next click will choose whichever of your
wing-mounted weapons has been selected by G7/8 and the next click
chooses the cannon again. It is always good to have a weapon ready
to use at a moment's notice.
- When landing be sure to deploy landing gear with JOY BTN9. You
may need the wheel brake on JOY BTN10. If you are really good you
can touch down without deploying landing gear or incurring damage.
This is just showing off and thoroughly un-professional. Worst of
all, an observer might understandably suspect you forgot about
landing gear altogether. That sort of amateurish blunder is difficult to live
down.
Too easy. With the macro keys numerous cockpit control inputs have
been managed by your computerized "co-pilot".
- During combat you may find
targeting does not work or you cannot fire a guided weapon.
For example, there is no targeting gate. ... Ensure the LASER has
not been disengaged. Also note the helmet mounted targeter must be
deployed. You will not get a "fire" cue ("C") if
the target is too far or
too close for the guided weapon, including cannon ..... OR .....
- If a wing mounted weapon such as the Vikhr
will not release, make sure the cannon is not deployed. It
gets priority.
- You cannot lock a target despite putting
the gate on it and attempting lock. ... Ensure the gate is not too
big. Ideally it should fit within the target itself or just enclose
it. A minimum size gate always works but may be difficult to see in
some conditions. The targeting system needs some detail to work with. You
cannot lock on a blank wall, for example. Include something with
contrast, such as a door-frame.
- Finally, you may not get a lock or a
weapon of any type may not release if the weapons systems have been
damaged by enemy fire. Time to head for home.
- The cannon is a surprisingly effective weapon. It has a rapid
rate of sustained fire and the rounds spatter a good deal around the
intended impact point, providing something of a shotgun effect ...
useful even against small targets such as MANPADS. At short range,
especially, the rounds travel faster than rockets, making the cannon more accurate with moving targets
and less susceptible to motion of the helicopter. Accuracy when
used with the helemt mounted targeter is excellent.
- In vicinity of hostiles, keep low. This is the
helicopter's great strength. You can avoid attacks by using buildings
and terrain as cover. Pop up to fire your own weapons, then duck down
before the enemy can get a shot away. Out in the open you are
extremely vulnerable.
- When engaging armed infantry keep moving.
The damage sustained from their rifle-fire will accumulate and bring
you down sooner than you might think. Make repeated passes or employ
a funnel maneuver. This will compromise their aim. Alternatively,
stay out of their range altogether and use the targeting system with
cannon to pick them off while you hover. Won't work if they have
Stingers ;~
- SAM's are your greatest hazard. Stay behind cover and pop-up
only briefly when it's necessary to risk exposure to these weapons.
Ensure counter-measures are ready for deployment. You can sometimes get MANPADS
to use up their three rounds without hitting you by making very low,
fast passes over them while deploying decoys and turning quickly to
make the next pass. Your aspect with respect to the missile changes
so rapidly it may not be able to track at all and the decoys are
simply insurance. With practice, very effective. It always takes the
guy a few seconds to prepare his launcher and as you approach you
might be able to pick him off with the cannon or rockets.
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