@stefan750 Do you think you can somewhat remaster the Strato 720 a little and give it variable props and PBR? Would be great
Working guages, interior lights, pretty realistic controls (i think). Great job you, and the original author.
You've done an amazing job with the controls. It always drove me crazy being the only decent helicopter mod but now its actually possible to "get good" at this thing. My personal preference was to switch the left and right sticks controls but other than that it's an absolute blast now and more fun than frustrating. I wanna try to make a trailer or something to showcase how good the controlsare now if thats ok to post here.
Hey, I really like this mod, but I think its too manouverable. I can do stunts without anything breaking. Could you make it maybe slower or more breakable?
for some reason the collective stops inputting sometimes and i have to press up button again. how come this is happening?
So i've tested this new version now and have a few points to mention: First of all, thank you for updating this pretty unique mod in BeamNG ! I had the old version installed and what you did to improve the steering made it a thousand times better and also the improved cockpit animations are really cool, but i also have some points of criticism: - the engine is WAY too powerful, compared to a reallife helicopter and that's really immersion breaking...you REALLY should change that...the original mod had this right! - The helicopter doesn't break under stress and aerodynamic forces...it's just indestructible, unless you crash, of course...i was flying at 280km/h and made a FULL STOP within a second by making a backflip and it didn't even bend...it should have been torn to pieces by such an extreme maneuver... - aerodynamic effects on rotor are missing...rotor stalling (air stream stall at blades), or bending the blades, etc - the standard bindings aren't ideal...HOTAS on keyboard would feel more natural AND more comfortable with "W+S"= collective, "A+D"=yaw, "arrow keys" = pitch+roll AND for controller steering (Xbox): "LS" = pitch/roll, "RS" = now free for camera movement, "LT/RT" = yaw, A/X = collective+/-, and maybe add "B" = "gear" N/D. BUGS: - sound problems...after starting from the ship, i "lost" the "flap flap flap" rotor-sound and only the mechanical gear-whine noises remained...the rotor sound got "stuck" at the location, where i started...meanwhile the ship moved on a few hundret meters, but coming back to the location, where i once started (now 300-400m behind the ship), the "flap flap flap" sound returned, but only at this location over the ocean...it literally got "stuck" and remained at one location on the map EDIT: had a complete loss of sound now, one day later, after tab-switching from a car, to the heli...seems to be a major issue - as long as the helicopter is selected as vehicle, the F8 free camera doesn't work - a minor issue is, that if you crash, or explode the helicopter on purpose, the rear rotor starts to burn...there is no reason for this part of the heli to catch fire OVERALL: You improved the steering a lot, but took away most simulation-aspects of the original mod! It has a very arcady feeling now...it is too powerful, too strong/resilient against aerodynamic and g-forces and the standard bindings are suboptimal (just think about having both hands on WASD and TFGH at the same time on keyboard, as you made it, instead using the arrow keys...it's very uncomfortable...and using both sticks on controller, instead of "LT/RT" for yaw, as you did, takes away the option to control the cam with the "RS"). I hope and wish for this mod, that you will go back to more realism again and undo the changes to the massively overpowered structural strength and engine power, as well as to bring back aerodynamic effects to the rotor...and what i said about the standard bindings is just my personal opinion for better handling and camera control while flying.
it doesn't have openable doors...but that's no major problem...i was more concentrating on flight model and major bugs in my review...