Time stamps: 0:00 - Ze Beginning 0:15 - Helicopter Definition 2:38 - Helicopter Pros and Cons 3:56 - Steps of Helicopter Building 11:49 - Example Helicopter Build 24:44 - Major Derp
also damn that choppa looks amazing mine look like penetrative beans with a cannon ALSO ALSO: every costco I go to from now on I will surbscribe to you on the devices damn commenting alot but.. I use turning thrusters and mainly have the back heliblade for decor which my craft severely lack
Fun fact: I've repaired way too many of the huge rotor blades of the Sikorsky H53, so there are blades out there with black on black tribal patterned paint jobs on the black stallion's birds out of sigonella sicily. 👌 *See pic in my profile for an example. Also because I'm a sailor: 14:03 😏TWSS!!!!!!💥
@@Spacemarine658 not exactly, you have to think about the engines having dynamic loads based on environmental factors and how that effects thrust generated by different pitch angles, air speeds, atmos density/humidity/etc... the rear rotor does counter the torque, but both have variable pitch, and different configurations exist that could preclude a tail rotor entirely by using counter rotating main rotor blades to balance out the torque generated by their rotation or in the case of the chinook that has offset counter rotating rotors, or the osprey... Vtol is a fascinating platform for alot of reasons, but mostly its ability to do just that, land anywhere. It all really depends on application and such, to say nothing of innovation and generally rich or powerful people just doing weird shit to say they did. XD The FAA has all the manuals available for rotorcraft licensing for free on their site if you're into that stuff. Also check out the navair manuals NA 01-1A-01 02 and so on... It's all pretty deep... I particularly like the composites manual and the o1-1a -16 as it's on inspection, the 2 most complicated specialist schools I had the privilege of going to dealt with those. All the airframes and powerplants have their own as well, all of which are pretty awesome.
'oh, helos, thatll be fun. Beyond my grasp currently but I'll be able to figure out rotateyprops which will carry over to everything with pushers so yeah let's do this' My thoughts as a wee babby builder. This game is amazing.
I appreciate the ACB and Mass advice. I've been making wonderful looking helis for ages, and trying to keep them.... 1-2 blocks from mass, but just hiding dedi blades inside the helo has somehow NEVER occured to me
Would you say that this is still a valid example of how to setup a helicopter? What do I mean by that exactly? Well . . . I played this game a lot about 4 years ago. Must've been a couple hundred hours actually. I think I had decent mastery of the game back then and if memory serves, most all of my constructs functioned as I wanted them too: with some degree of automated AI control and mostly all with the capacity for the player to hop on and drive too. My designs overall were terrible but that is a different story compared to just basically functioning! Now I find that very few if any of my constructs function and in particular mapping thrusters and getting air stuff to handle properly. This video is priceless for someone who is trying to figure out how the "AI" in the game functions because you actually show most all the steps you followed to get that thing functioning.
Assuming I javen't forgotten most of the things in this video... yes, this still is a decent guide for how to make a heli. 👍 Worth noting that dediblades are due to be (or already have been) replaced by propeller systems that function pretty much the same way.
Not strictly true regarding mass and lift centers. With hovering things, yes, you want the COM as close as possible to the COL. With planes and the like, you want the COL to be close, but just behind the COM, unless you're using more aggressive PID settings to keep the aircraft stable. With the COL behind the COM, an aircraft has positive stability, meaning that it tends to return to its original attitude when perturbed. With it in front, it has negative stability, meaning that perturbations tend to force it further from its original attitude. Positive stability is great for, well, stable aircraft, but has the drawback of being less maneuverable. Negative stability makes for more maneuverable aircraft, but requires more aggressive control systems to keep it stable and controllable - such is the case with the F-16 Fighting Falcon.
Lol. Hundreds of hours in the game, does tutorials on how to play. 17:22 sees a less commonly used block that's been around for a long time "What the hell is that?" For anyone who doesn't know (I don't blame you) it just lets you control the main, secondary or tertiary drives when using complex controllers.
I agree that building big helicopters is pointless, I made a very small helicopter (no longer than 10m) with missiles and a projectile avoidance routine, the result was an annoying fly for any enemies without AA and very cost-effective, while my larger helicopters can't survive as long despite being well armored. I initally made it as a little experiment, but I ended up learning that bigger isn't always better. I still like to make oversized ships tho
That’s fine, it’s all personal preference. I just like big ships because they look a lot more intimidating, my largest is about 250m long and barely can defeat the Tyr. My problem is, I can’t build small ships comfortably like I can with other type of vehicles.
I built a medium sized frontsider helicopter and really liked it and it could dodge up and down well so could defeat the crossbones with less and now I'm building a huge thruster craft that will hopefully be able to kill twin guard craft
i wish they added larger penalties for inner dediblades and buffed the health of 'external' ones so that we can actually have exposed dedis for a reason :(
You can also use 2 spin blocks to use the top rotor for your forward and sideways thrust, like IRL. The pitch rotor would be where your PID is, with your roll right below that rotor. It also lets you even more easily control those two axis with the rotor head, especially if you add a very slight always up fraction.
@@Njordin2010 You need to place one spin block pointing forward, and attach one to that pointing left-right. Set the one pointing forward as roll, and maybe slightly yaw, but go very small until you have the craft completed. Set the one pointing left-right as pitch, and a small amount forward/backward. Once again, start small, with the lateral movement angle controls at most half the rotational.
I don't know how to do that exactly, but sticking a propeller on a spinblock set to change angle in response to forward propulsion commands could work.
@@BorderWise12 I accidently found out how. If you increase the max pitch for forwards/backwards movement in the AI the helicopter (or at least mine) will pitch downwards at a greater angle when moving, then you simply adjust the upwards force fraction on the main up/down dediblade to suit your needs whether you want more forwards speed or more altitude power. I'm a nub so maybe there's something up with my heli that allows this freaky behaviour... but it flies like a real heli now.
Yup. It is possible to mount dediblades on a spinblock set to change angle based on propulsion commands, so the main rotor provides forward proplusion like it does for real helicopters.
The thing with helicopters is you aren't supposed to be hit, most of the time you aren't even supposed to be seen. Helicopters are supposed to use terrain as cover and attack with missiles from their maximum range. But considering how combat looks like in FTD they are pretty useless in the game. And now I think about building stealth heli with long-range missiles.
nice tutorial mate. i was wondering why my heli was doing somersault over and over without knowing that i messed up point of mass and rotor placement lol
I hope they eventually add antiradiation missile seekers that follow enemy radar signals back to their source. They've got lots of other real-life guidance systems, and that would be an interesting one that could take the wind out of radar's sails, considering it's already pretty much the best general-purpose detection system.
in theory it definitely could. I've personally reworked one guy's design of an Avatar (blue people) attack helicopter to really be annoying and less glitchy. I have it hidden here: steamcommunity.com/sharedfiles/filedetails/?id=2183637995 The person in question had not allowed any reposts, so I just keep it hidden for personal use.
Well, real-life helicopters use the tail rotor for steering too, except with them of course it has to be constantly running to counteract the main rotor torque. But if it is adjusted to produce more or less thrust than normal, it's going to result in a net yaw torque on the helicopter.
The tail rotor is also closer to the rotation force of the main rotor, as opposed to the center of mass. Something useful for real life physics but not present in FtD.
this is not really a tutorial to me. this is just watching you build something so fast that i don't really see how you build it. hope you can make one where you actually go through building it step by step so i can actually learn how to do it.
I put together a very ghetto cargo transport tiltrotor for logistics and speed and later made a very poor combat modification thereof, suitable really only for WF and DWG combat. I can confirm that it is very vulnerable to being shot, though in full throttle with the rotors pitched fully forward, it caaan survive well enough thanks to some fixed wings (tilting wings in FTD do not behave very nicely)
Why do you have to build in lightning speed? All you builders do this. It's not impressive, its just annoying because we came here to *LEARN!* How about saying out load what you are thinking and why you place each block the way you do? I'm not here to make a copy of your build, I'm here to learn how to build my own.
Time stamps:
0:00 - Ze Beginning
0:15 - Helicopter Definition
2:38 - Helicopter Pros and Cons
3:56 - Steps of Helicopter Building
11:49 - Example Helicopter Build
24:44 - Major Derp
On this episode: Borderwise demonstrates the tactical superiority of helicanoes!
also damn that choppa looks amazing mine look like penetrative beans with a cannon
ALSO ALSO: every costco I go to from now on I will surbscribe to you on the devices
damn commenting alot but.. I use turning thrusters and mainly have the back heliblade for decor
which my craft severely lack
Forgot you could make helicopters...
Time to go designing I guess 😉
Finally, a good ftd heli tutorial!
Thank you
Hi Krists 😼
Fun fact: I've repaired way too many of the huge rotor blades of the Sikorsky H53, so there are blades out there with black on black tribal patterned paint jobs on the black stallion's birds out of sigonella sicily. 👌 *See pic in my profile for an example.
Also because I'm a sailor:
14:03 😏TWSS!!!!!!💥
Nice question helis turn by speeding or slowing down that rear rotor in comparison to the baseline that stops it from following the main blades right?
@@Spacemarine658 not exactly, you have to think about the engines having dynamic loads based on environmental factors and how that effects thrust generated by different pitch angles, air speeds, atmos density/humidity/etc... the rear rotor does counter the torque, but both have variable pitch, and different configurations exist that could preclude a tail rotor entirely by using counter rotating main rotor blades to balance out the torque generated by their rotation or in the case of the chinook that has offset counter rotating rotors, or the osprey... Vtol is a fascinating platform for alot of reasons, but mostly its ability to do just that, land anywhere. It all really depends on application and such, to say nothing of innovation and generally rich or powerful people just doing weird shit to say they did. XD
The FAA has all the manuals available for rotorcraft licensing for free on their site if you're into that stuff. Also check out the navair manuals NA 01-1A-01 02 and so on... It's all pretty deep... I particularly like the composites manual and the o1-1a -16 as it's on inspection, the 2 most complicated specialist schools I had the privilege of going to dealt with those. All the airframes and powerplants have their own as well, all of which are pretty awesome.
@@seanwarren9357 neat thanks for the info!
'oh, helos, thatll be fun. Beyond my grasp currently but I'll be able to figure out rotateyprops which will carry over to everything with pushers so yeah let's do this'
My thoughts as a wee babby builder.
This game is amazing.
I appreciate the ACB and Mass advice. I've been making wonderful looking helis for ages, and trying to keep them.... 1-2 blocks from mass, but just hiding dedi blades inside the helo has somehow NEVER occured to me
Would you say that this is still a valid example of how to setup a helicopter? What do I mean by that exactly? Well . . .
I played this game a lot about 4 years ago. Must've been a couple hundred hours actually. I think I had decent mastery of the game back then and if memory serves, most all of my constructs functioned as I wanted them too: with some degree of automated AI control and mostly all with the capacity for the player to hop on and drive too. My designs overall were terrible but that is a different story compared to just basically functioning!
Now I find that very few if any of my constructs function and in particular mapping thrusters and getting air stuff to handle properly.
This video is priceless for someone who is trying to figure out how the "AI" in the game functions because you actually show most all the steps you followed to get that thing functioning.
Assuming I javen't forgotten most of the things in this video... yes, this still is a decent guide for how to make a heli. 👍
Worth noting that dediblades are due to be (or already have been) replaced by propeller systems that function pretty much the same way.
Not strictly true regarding mass and lift centers. With hovering things, yes, you want the COM as close as possible to the COL. With planes and the like, you want the COL to be close, but just behind the COM, unless you're using more aggressive PID settings to keep the aircraft stable. With the COL behind the COM, an aircraft has positive stability, meaning that it tends to return to its original attitude when perturbed. With it in front, it has negative stability, meaning that perturbations tend to force it further from its original attitude. Positive stability is great for, well, stable aircraft, but has the drawback of being less maneuverable. Negative stability makes for more maneuverable aircraft, but requires more aggressive control systems to keep it stable and controllable - such is the case with the F-16 Fighting Falcon.
Lol.
Hundreds of hours in the game, does tutorials on how to play. 17:22 sees a less commonly used block that's been around for a long time "What the hell is that?"
For anyone who doesn't know (I don't blame you) it just lets you control the main, secondary or tertiary drives when using complex controllers.
I know, right? That's why I love this game. I swear I've never seen that before. XD
Border powering heli’s? Motorwise
I agree that building big helicopters is pointless, I made a very small helicopter (no longer than 10m) with missiles and a projectile avoidance routine, the result was an annoying fly for any enemies without AA and very cost-effective, while my larger helicopters can't survive as long despite being well armored. I initally made it as a little experiment, but I ended up learning that bigger isn't always better. I still like to make oversized ships tho
I'm the other way. I hate large ships. My biggest ship is only 75M long
That’s fine, it’s all personal preference. I just like big ships because they look a lot more intimidating, my largest is about 250m long and barely can defeat the Tyr. My problem is, I can’t build small ships comfortably like I can with other type of vehicles.
I built a medium sized frontsider helicopter and really liked it and it could dodge up and down well so could defeat the crossbones with less and now I'm building a huge thruster craft that will hopefully be able to kill twin guard craft
i wish they added larger penalties for inner dediblades and buffed the health of 'external' ones so that we can actually have exposed dedis for a reason :(
I thought you couldn't place dedi-blades anymore?
True! This video is old. Principles are basically the same for the newer air propellers, though.
helicopters are very fun to make, one day ill finish one : D
If you want to make a chopper that move by pitching forward or rolling sideways to move, check my breadboard in loafboard repository in discord
The word "basic" is a misnomer... The constant flicking around and not explaining why setting are being changed.
That being said, cool video :)
Heli goes brrrrrrrr
Major derp indeed XD
You can also use 2 spin blocks to use the top rotor for your forward and sideways thrust, like IRL. The pitch rotor would be where your PID is, with your roll right below that rotor. It also lets you even more easily control those two axis with the rotor head, especially if you add a very slight always up fraction.
Could you explain in detail? I just can't get it work for stable flying
@@Njordin2010 You need to place one spin block pointing forward, and attach one to that pointing left-right.
Set the one pointing forward as roll, and maybe slightly yaw, but go very small until you have the craft completed.
Set the one pointing left-right as pitch, and a small amount forward/backward. Once again, start small, with the lateral movement angle controls at most half the rotational.
Hello BorderWise, i upload some constructs on WorkShop did you see them ?
No. Haven't gotten around to it.
@@BorderWise12
Just type for BorderWise :)
any way to get a heli to actually move forwards using the main dedi blade? like in real life?
I don't know how to do that exactly, but sticking a propeller on a spinblock set to change angle in response to forward propulsion commands could work.
@@BorderWise12 I accidently found out how. If you increase the max pitch for forwards/backwards movement in the AI the helicopter (or at least mine) will pitch downwards at a greater angle when moving, then you simply adjust the upwards force fraction on the main up/down dediblade to suit your needs whether you want more forwards speed or more altitude power. I'm a nub so maybe there's something up with my heli that allows this freaky behaviour... but it flies like a real heli now.
Helicopter paracopter!
Btw, your helicopter design look like a torpedo.
The virgin helo with thrusters
The CHAD helo with forward movement through pitch
borderwise "helicopters aren't that durable" *angry MI-24 noises*
Can you add MIMIC air intakes to the rotor ? So it would look nicely
11:49 I am not sure, timestamp, that plane looks a bit funky to me, looks like a helicopter
Oh bollocks, you're right, I need to fix that.
Edit: fixed, thanks for that. 👍
Oh God just when I need to build a heli. Thank you so much
Yer welcome. 😁
We really need a swashplate block to make a proper heli.
Haha emp go brrrrrrr
Your moving way to fast for some people.
mine just flips and drowns
:(
You need some Jet thruster/Ion/ custom jet hidden inside to make the main rotor "unnecessary"
Yup. That's really how to meta-choppa. XD
WOW IT CAN MOVE DAMN !!!
Is there any way to make a heli without using jet engine for propulsion?
Yup. It is possible to mount dediblades on a spinblock set to change angle based on propulsion commands, so the main rotor provides forward proplusion like it does for real helicopters.
If I use a jet instead of a large dediblade, is that a helicopter?
I would say no. That's a thrustercraft, or an airship.
The thing with helicopters is you aren't supposed to be hit, most of the time you aren't even supposed to be seen. Helicopters are supposed to use terrain as cover and attack with missiles from their maximum range. But considering how combat looks like in FTD they are pretty useless in the game.
And now I think about building stealth heli with long-range missiles.
Thanks. This helped
How was your day?
Paint it yellow
nice tutorial mate.
i was wondering why my heli was doing somersault over and over without knowing that i messed up point of mass and rotor placement lol
First ?
Right, helicopters are a thing, that apparently exist
can you make a sub next please i can't make one
You mean a tutorial or a building video? 'Cos I already did a sub Let's Build...
ua-cam.com/video/7dfF8wYuoFo/v-deo.html
@@BorderWise12 thank you
I hope they eventually add antiradiation missile seekers that follow enemy radar signals back to their source. They've got lots of other real-life guidance systems, and that would be an interesting one that could take the wind out of radar's sails, considering it's already pretty much the best general-purpose detection system.
Would two axis rotor work on helicopter design, and would it work ? Also will the tilted -V- work ? if spin block would be rotated to 45* ?
in theory it definitely could. I've personally reworked one guy's design of an Avatar (blue people) attack helicopter to really be annoying and less glitchy. I have it hidden here: steamcommunity.com/sharedfiles/filedetails/?id=2183637995
The person in question had not allowed any reposts, so I just keep it hidden for personal use.
is this outdated or am i too stupid to make something work?
This is pretty up to date. You sure you didn't miss a step somewhere?
@@BorderWise12 i cant find anything wrong with it except i cant make it move
@@misteriora Did you put thrusters on it? Having it move using only the main rotor is very difficult and requires fancy spinblock shenanigans.
@@BorderWise12 yep
@@misterioraYou got engines, fuel, and AI with behaviour loaded? You didn't build the thing backwards?
I wonder if you can install useful PAS in the turret instead of simple weapon ?
PAC?
Nice Video. Very helpful as always
Not flying tanks ? Go see MI-28 armor scheme
Rookie numbers. Check out the KA-50
Early gang wya
Well, real-life helicopters use the tail rotor for steering too, except with them of course it has to be constantly running to counteract the main rotor torque. But if it is adjusted to produce more or less thrust than normal, it's going to result in a net yaw torque on the helicopter.
The tail rotor is also closer to the rotation force of the main rotor, as opposed to the center of mass. Something useful for real life physics but not present in FtD.
this is not really a tutorial to me. this is just watching you build something so fast that i don't really see how you build it. hope you can make one where you actually go through building it step by step so i can actually learn how to do it.
Droop snoop
I put together a very ghetto cargo transport tiltrotor for logistics and speed and later made a very poor combat modification thereof, suitable really only for WF and DWG combat. I can confirm that it is very vulnerable to being shot, though in full throttle with the rotors pitched fully forward, it caaan survive well enough thanks to some fixed wings (tilting wings in FTD do not behave very nicely)
Why do you have to build in lightning speed? All you builders do this. It's not impressive, its just annoying because we came here to *LEARN!* How about saying out load what you are thinking and why you place each block the way you do? I'm not here to make a copy of your build, I'm here to learn how to build my own.