Project info: https://www.kickstarter.com/projects/pphan/the-huey-gunship-3d-vietnam-war-for-iphone-ipad
Interesting project ![]()
Realy nice helicopter movements!
is the game finished?
I liked that,looks realy interesting :).
dave
That looks cool and interesting and I hope you’ll take this constructively. I’m a helicopter pilot and I generally dislike helicopter games because they’re generally airplane games with a different skin. A helicopter does not fly like an airplane, does not have the same controls and the controls it does have do not mimic airplane controls. Sorry for the length…
Cyclic – The joystick between the pilot’s knees; tilts the rotor disc in the direction of flight desired; push forward to go forward, pull back to stop and go in reverse. This is all about the path the helicopter takes over the ground. This controls how fast you go.
Collective – The lever to the left of the pilot’s left knee, hinged at about where the pilot’s waist is; altitude control; pull up to go up, push down to go down. This is the control that you let go of to mess with your radios and whatnot.
Throttle-- twist-grip on the end of the collective (what the pilot is actually holding when grasping the collective); changes fuel flow to maintain engine rpm to maintain main rotor rpm; in most real world applications the throttle is automatically controlled by a governor, meaning you don’t need to worry about it in a game (unless you lean more towards simulator rather than game). Rolling on throttle does not make you go faster.
Anti-torque pedals – two pedals at the pilot’s feet; increase/decrease thrust generated by tail rotor; pulling up on the collective requires the engine to work harder to maintain rpm, which requires the throttle to open (add more gas), which creates more torque, which wants to yaw the helicopter’s fuselage around. The anti-torque pedals are used to counter this. What you actually see is the pedals maintain heading in a hover (where your nose is pointed as you sit there or move under ~30 knots) and keeping the helicopter in trim during flight (nose pointed where you’re flying, rather than pointed off to one side). They are not used to make coordinated turns.
In the real world, making a control input on any one of these controls requires all of the other controls to be adjusted.
There are no ailerons, elevators or rudders and the helicopter does not fly through the air the same way. A two-bladed helicopter in a roll is about to fall out of the sky.
Yes, you do see horizontal and vertical stabilizers at the rear of the tailboom. That’s for a weathervaning effect; the horizontal stabilizer keeps the tail from pitching up and down and the vertical stabilizer keeps it from yawing left and right. The vert stab sorta works like the anti-torque pedals, but it requires airflow over the airfoil to happen, meaning airspeed.
If I were to design a helicopter game with that camera angle, I would strongly consider this control scheme:
Cyclic – iDevice accelerometer/gyro – tilt forward to move forward; pull back to stop and go reverse; tilt left/right to bank/turn left/right. Again, this is your primary airspeed control. You could change the left/right tilt to left/right rotation (like a steering wheel).
Collective – up and down slider bar on the left; slide up to climb, slide down to descend. There are maximum climb rates and minimum descent rates. You should generally pick a setting and leave it til you’re done with that elevation change, then set it back to neutral.
Throttle – just assume it’s governor controlled and call it good. Don’t include a control for one; it does not change your speed.
Anti-torque pedals – left and right buttons on the bottom-right. You need these in hover and slow flight (< 30 knots) because this is what’s letting you keep you nose pointed at the tank as you circle around him. Not really needed in faster flight (unless you’re modeling winds).
Unless you’re really going for a simulator feel, manipulating one control should not require manipulation of another. That is, the system should assume that you’d want it done. As a player, your control inputs should be about deviating from flat, steady flight, not trying to maintain it. For example, raising collective should not require a pedal input.
3x weapon buttons in a triangle at the bottom-center. Bottom left button for left machinegun, bottom right button for right machinegun, top center button for rockets. Multiple-tap rocket button for ripple firing larger volleys. Assume auto-targeting for door-gunners. Or define some other button scheme for weapons.
Hope you’re able to get something useful from that. Good luck with your project.