boneboys 0 Posted July 9, 2011 (edited) Stuttering sound - not sure if someone has mentioned it but if you turn the batteries and starter off it stops. There is silence after as no sound effects for main engine in this one? Yes, I've lost my "engine sounds", after turning the batteries and starter off. I'll look and see... EDIT: I've tried again, sounds definatly gone awol... X-Fi gamer, E8400 3ghtz, 3 go ram, W7pro, TrackIR5... I loaded without Track IR; no change. Thanks. Edited July 9, 2011 by BoneBoys Share this post Link to post Share on other sites
OMAC 254 Posted July 9, 2011 By mistake with this beta, I think I hit some key combination that changed my view to the centerline of the heli (inside the cabin). What is that key combo, and how do I get back to normal view? Share this post Link to post Share on other sites
PELHAM 10 Posted July 9, 2011 (edited) 82503 causing an error in original Arma2:OA shortcut? Just tried to play Arma 2:OA and got an error: Error compiling pixel shader PSSSSMSpecularAlpha:1 Arma 2 and the 82503 TKOH were working ok. I uninstalled TKOH 82503 and the error went away OA started fine. Anyone else had this? edit: I have reproduced this error after reinstalling 82503 Edited July 11, 2011 by PELHAM Share this post Link to post Share on other sites
Alex72 1 Posted July 9, 2011 By mistake with this beta, I think I hit some key combination that changed my view to the centerline of the heli (inside the cabin). What is that key combo, and how do I get back to normal view? You hold left ctrl and move your mouse. Share this post Link to post Share on other sites
OMAC 254 Posted July 9, 2011 (edited) You hold left ctrl and move your mouse. Great, thanks. --------------------------------------- Comments on new hud: Font size should be increased a little, to at least the same size as the fonts in the normal speed/heading/altitude readout at top of screen (only shown when hud is off). Rotating lines in horizon/roll indicator need to be bolder - too hard to see, and they seem to flicker. Edited July 9, 2011 by OMAC Share this post Link to post Share on other sites
boneboys 0 Posted July 10, 2011 The latest preview broke the engine sound for myself and certainly for some others. I've tried a couple of tricks to get it working but without success so far. If you start up engines (auto) all is fine until the batteries are reset, If I remember correctly. I have reverted back to the previous release and all is working fine again. Thanks. Share this post Link to post Share on other sites
Contra 10 Posted July 11, 2011 just a small note, the apparent bug, also broke all helo sounds in ARMA 2 I tried a basic mission and had the same problem(with mod active). ill try without but I doubt itl still be a problem. Share this post Link to post Share on other sites
PELHAM 10 Posted July 11, 2011 Same here - all sounds for helicopters apart from starter/startup in "Light Heli" not working. Share this post Link to post Share on other sites
CarlGustaffa 4 Posted July 12, 2011 (edited) And here, no vehicle sound except starter. Environment sounds ok though. Doesn't seem to cause anything bad on my OA w/mods. A couple of times, I wouldn't get the extended hud (w/new instruments) up and running. Using default bind rctrl+h didn't do anything. When this happened, I also would get no vehicleChat during autostart (debug). Did anyone try landing in hangars? What goes on there doesn't take place in OA. Edited July 12, 2011 by CarlGustaffa Share this post Link to post Share on other sites
themaster303 22 Posted July 12, 2011 Did anyone try landing in hangars? What goes on there doesn't take place in OA. that is not a bug, thats the calculated aerodynamics. the rotors downwind can´t go anywhere exept from sidewall to ceeling and pushes you down. also try to fly through the open hangar left of the closed hangars on takistan south airfield. if you get 1-1,5m close to the ceeling you get suckup ;) try it. i really like the aerodynamic. hope the sound is back in next preview :D Share this post Link to post Share on other sites
OMAC 254 Posted July 12, 2011 And here, no vehicle sound except starter. Environment sounds ok though. Doesn't seem to cause anything bad on my OA w/mods.A couple of times, I wouldn't get the extended hud (w/new instruments) up and running. Using default bind rctrl+h didn't do anything. When this happened, I also would get no vehicleChat during autostart (debug). Did anyone try landing in hangars? What goes on there doesn't take place in OA. Are you playing on Regular or easier difficulty? No hud available on Veteran and Expert. Share this post Link to post Share on other sites
instagoat 133 Posted July 12, 2011 Not having flown helicopters myself, and being told by a friend who read "The art and science of flying helicopters" that trying to hover a helo is like trying to balance a ball on the tip of a needle, I am wondering if Helos of the light size the demo helicopter is in really behave so sluggishly to control inputs. The framerate is dysmally low, which may be contributing to this perception, however, while I understand the engine being sluggish in response to control inputs, collective, anti-torque and roll/pitch response should be a bit quicker than they are right now. Any thoughts on this, anybody? Share this post Link to post Share on other sites
PELHAM 10 Posted July 12, 2011 The framerate is dysmally low, which may be contributing to this perception, however, while I understand the engine being sluggish in response to control inputs, collective, anti-torque and roll/pitch response should be a bit quicker than they are right now. Any thoughts on this, anybody? Not flown them in real life but from reading, controls are often sluggish. It's a common mistake for student pilots to move the stick and expect an instant response, then move the stick further and find they have over controlled. There is always a delay of a second or two for the disk to move and for the air column to react and overcome the inertia of the aircraft. Try not moving the stick so much - when trying to hover - a few millimetres out of the dead zone on the joy stick is plenty. Got to say my landings are terrible - often roll over no matter how gently I put it down lol. Share this post Link to post Share on other sites
liquidpinky 11 Posted July 12, 2011 Not having flown helicopters myself, and being told by a friend who read "The art and science of flying helicopters" that trying to hover a helo is like trying to balance a ball on the tip of a needle, I am wondering if Helos of the light size the demo helicopter is in really behave so sluggishly to control inputs.The framerate is dysmally low, which may be contributing to this perception, however, while I understand the engine being sluggish in response to control inputs, collective, anti-torque and roll/pitch response should be a bit quicker than they are right now. Any thoughts on this, anybody? Yep, I have a Walkera 4-3Q remote heli (one of the lightest helis built that has a proper tail rotor) and you still have to think ahead a little to give controls time to react and in return not end up in a vicious circle of over compensation. Share this post Link to post Share on other sites
Sundowner 11 Posted July 12, 2011 Any thoughts on this, anybody?That Hughes-like light helicopter we have in preview feel sluggish, although I'm not sure this is only because of it's programmed dynamics as some may think. I noticed, that it's unresponsive to small inputs, like there was some axis deadzone set for controls. It's especialy visible when I'm flying, as my Joystick is modified (5" longer) and flying in the TKOH preview feels like stiring a stew :D In comparison - Dodo 206 in FSX - I control it with just fingertips on the stick, moving it lightly, and it behaves like it should. The preview is an insight into what will be a flight sim (at least for some of us), yet there is no detailed controller setup available which I consider essential in those kind of games. The controller slider only correspond to sensitivity, but there is no deadzone control, or response curve adjustment. With out it, it doesn't matter if I fly with my custom made flight controllers, or a cheap gaming pad. Share this post Link to post Share on other sites
jumpinghubert 49 Posted July 12, 2011 (edited) I noticed, that it's unresponsive to small inputs, like there was some axis deadzone set for controls. It's especialy visible when I'm flying, as my Joystick is modified (5" longer) and flying in the TKOH preview feels like stiring a stew :DIn comparison - Dodo 206 in FSX - I control it with just fingertips on the stick, moving it lightly, and it behaves like it should. . I hope the developers notice this. Main issue for me in the preview version. edit: sorry, overseen a statement from a developer http://forums.bistudio.com/showpost.php?p=1967479&postcount=6 Edited July 12, 2011 by JumpingHubert Share this post Link to post Share on other sites
twisted 128 Posted July 13, 2011 I noticed, that it's unresponsive to small inputs, like there was some axis deadzone set for controls. at first i thought it was my controller in TKOH but then i went to check my controllers control panel and noticed that it read tiny movements on the stick but TKOH wasn't using them. Share this post Link to post Share on other sites
Sundowner 11 Posted July 13, 2011 edit: sorry, overseen a statement from a developer http://forums.bistudio.com/showpost.php?p=1967479&postcount=6 I hope, we will get a chance to evaluate fixes to those issues soon, so we could focus on other aspects of the flight mechanics before the game goes out. Share this post Link to post Share on other sites
CarlGustaffa 4 Posted July 13, 2011 that is not a bug, thats the calculated aerodynamics. the rotors downwind can´t go anywhere exept from sidewall to ceeling and pushes you down. also try to fly through the open hangar left of the closed hangars on takistan south airfield. if you get 1-1,5m close to the ceeling you get suckup ;) try it. i really like the aerodynamic. Well, I'm hoping this is true. But even simplified flow dynamics is quite hard to compute. I noticed there are some commands for adding force generators etc, I was wondering if those may be used to simulate these effects for simplicity of application in these world objects, rather than fluid simulations. Guess what I'm wondering is, is this sim an aerodynamic sim or a table based one or a hybrid? Are you playing on Regular or easier difficulty? No hud available on Veteran and Expert. Oh, thanks. Might have been using veteran. Share this post Link to post Share on other sites
blu3sman 11 Posted July 13, 2011 Hi there, I am a bit late with feedback. Here are some autorotation issues that were not mentioned: -rotor rpm reacts only to collective input and does not depend on attitude of rotor disc to airflow (You can fall upside down with lowered collective and dont loose rpm) -rpm always stays at fixed position (bottom of green zone) with full down collective, impossible to overspeed. For now autos are too easy, the damn heli just wont go down! @Carl It's definitely a table sim. Otherwise we'd all be in trouble running CFD calculations on our PCs. Counting not 'frames per second' but 'days per frame'.:) Share this post Link to post Share on other sites
Master85 1 Posted July 13, 2011 (edited) Is it only me or does the helicopter tend to tilt back when landing? Guess what I'm wondering is, is this sim an aerodynamic sim or a table based one or a hybrid? Edited October 10, 2011 by Master85 link removed due to http://forums.bistudio.com/showpost.php?p=2035465&postcount=2 Share this post Link to post Share on other sites
PELHAM 10 Posted July 14, 2011 Quick note on the full screen GPS - now that I have used it for a week and learned to look though it - I am beginning to like it. It would still be a good idea to have a smaller version as an option though. Orientation - more importantly would it be possible to orientate the GPS to the helicopter so that up is always forward? It's difficult to use it when not flying south to north. When flying on another heading you get confused because although the LZ is in front of you the marker on the GPS may be moving side to side or even in the opposite direction. You lose situational awareness and end up flying the wrong way or losing control. 82503 -I am suffering with the joystick deadzone/sensitivity problem too and overcontrolling. -The aircraft is too light now? (was too heavy in previous version lol). -Does auto-trim off always have the same effect? I find that if I push the joystick half way to the 10oclock position and add 1/4 turn left rudder, then set the trim it flies straight? It's always rolling right, pitching up and yawing right so that counteracts it. Share this post Link to post Share on other sites
nightsta1ker 10 Posted July 14, 2011 I hope, we will get a chance to evaluate fixes to those issues soon, so we could focus on other aspects of the flight mechanics before the game goes out. +1 on that Share this post Link to post Share on other sites
wolfbite 8 Posted July 14, 2011 What happened to the auto trim? Now getting into forward flight is very hard... and when I try to turn the helicopter will just corcscrew at least once... Luckily its normally recoverable but in between some cliffs its just auto death... I'm using keyboard so lack of autotrim is very scary... Share this post Link to post Share on other sites
-DirTyDeeDs--Ziggy- 0 Posted July 14, 2011 What happened to the auto trim? Now getting into forward flight is very hard... and when I try to turn the helicopter will just corcscrew at least once... Luckily its normally recoverable but in between some cliffs its just auto death... I'm using keyboard so lack of autotrim is very scary... that feature is tied to difficulty now, try using regular or recruit. Share this post Link to post Share on other sites