- Pick a low speed range, I recommend 25-45kt, to be a transition speed range for the behavior of helicopters
- Below this transition speed range, you can hover and translate/fly in any direction with ease (like hovering with the current physics and pressing UHJK)
- Above this transition speed range, which we'll consider to be 'cruising', the helicopter will behave more like an airplane as they do IRL:
- Rolling (H or K) will cause the heli to turn like airplanes would
- Pitching (U or J) will cause the heli to climb or descend like airplanes would, but also dependent on collective & airspeed to an extent that would need to be tested to really feel what's right
- Yawing (A or D) will be more ineffective the higher the airspeed is
- Within this transition speed range, the two behaviors (2. hover & 3. cruise) are mixed proportionally to how close you are to each end of the range
- This would prevent a sudden change in the way the helicopter feels and make flying feel good
- Attempting to fly sideways or backwards at speeds higher than this transition range will cause the nose to 'weathervane' in the direction of travel
- The range could be faster for maneuverable helis like the Bo-105
Issues with current model:
- Acceleration is way too fast and overly dependent on collective % rather than cyclic input
- Significant speed loss when rolling in cruise
- Cruising requires >4 degrees nose down pitch which looks bad and not realistic
- Hover out of ground effect and even at service ceiling possible with only 25% collective input LOL
- Hover ceiling nonexistent: no helicopter can hover at its SERVICE ceiling, it must have forward airspeed like an airplane
- Autorotation not possible, helicopter falls like a brick instead of gliding using remaining main rotor RPM
- Fuel use currently based on collective instead of throttle which makes no sense, but we can't even control throttle so whatever
- Losing tail or a main rotor does nothing but decrease top speed lol


