Michael,
Captdoug here, thank you for clarifing some important issues with the blackhawk, and please formost...do not take any of my above comments peronally. I couldn't design a square box in any version of MSFS so your work and talent is certainly appreciated.
I opened this pandora's box, but not as a technical support request, I would have addressed that directley with AlphaSim. I was fishing for suggestions to alter the flight dynamics of the blackhawk. Your information covered a few things I had not considered.
I mentioned what appears to me as the helo's easy ability to seesaw, which in my case permited without extreme care an entry in pitch osilation conditions. I did not check my weight and balance so this may be a factor.
My realism is set to full real so now i know that is correct, relevant to your design intent.
I tryed the air.cfg mod mentioned above and it seemed to help significanlty in my case. I did make the BH feel heavier witch I believe you mentioned. I'll switch back to the original .cfg data set my weight and balance more carefully and reconfirm my sim settings.
That may make the helo better than I had originaly experienced.
As for the sounds, my opinion is they are not deep Bass enough, but that's not a complaint just a thought seeing that a comment was made.
Perhaps the Blackhawk is recieving this much scrutany is because of it's overall value to our FS fleets, it's such an impressed piece of equiptment
with so much FS flying potential, that we are trying to make it all it can be. It's one of those potential benchmark FS addon's. if not that already.
Thanks for all of your help
Captdoug
Ok theres two values we can alter in the cfg to effect pitch oscilations and adj as required, the first one is the low realism scalar, this is the scalar for the input, a value of one will equate to an input force of 1 on the joystick which equates to an output of 1, reduce the scalar and the input remains the same but output becomes greater, so if the scalar is 0.5 the the output is 2.
The other value we can alter is the MOI, this is basically the masses resistance to movement and once moving its resistance to stopping, a low MOI will make for a twitchy airframe. Keeping the scalar as 1, with a low MOI an input will give an instant movement and when input is removed the movement will stop, a larger MOI will resist initial movement, but once moving will take longer to stop.
If your issues are in pitch only then I suggest a value of 0.8 for the scalar and I'd suggest a value of about 18,000 for the pitch MOI. This will make oscilations in pitch less easy to induce and dampened by the MOI, of course it may be that it is the MOI thats inducing the oscilation, ie its not stopping fast enough and thus the user is over compensating with reverse forces, so bearing that in mind I'd suggest leaving the scalar at 0.45 and reducing the MOI to say 13,500.
Ironically the tanks do not effect the pitch forces, they are longitudally in line with the CoG, the tank masses tend to effect roll a great deal and a little yaw but no pitch, the four guys body mass in the back will effect pitch as they are aft of the CoG.
So three set ups I'd try are
Scalar 0.45 very tight control and snappy response
MOI 13,500
Scalar 0.8 loose control and normal response
MOI 16,500
Scalar 0.8 loose control and snappy response
MOI 13,500
Pitch scalar is the first of the three figures in the low realism scalar, pitch MOI is just above and easy to spot.
I'd suggest making a back up of your cfg first....just in case, if your happy with the roll and yaw then we're two down and one to go, ironically most people feel discomfort with the yaw first, then roll and I've not heard of pitch issues before, but theres always a first time :mixedsmi:.
See how you get on and let us know which you feel is best, there are some more in depth figures I can change if these dont work.
Best
Michael