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OChristie

Community Feedback Thread - TOH:CP

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Never gotten that far. I've only ever explosively crashed, totally unable to fly this thing. :( I just don't get it.

Did you leave the starter running or battery on?

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Nope. I turn starter off right after throttle to idle before takeoff, and then turn batteries off. The only thing that is "on" is the rotor brake - but that doesn't make noise, right? Try landing somewhere other than the final waypoint (like Rasman airport), shutdown completely, get out, and listen.

I saw the grim, flashing, sky artifact when running near the Rasman control tower:

http://forums.bistudio.com/showpost.php?p=1983613&postcount=38

---------- Post added at 08:00 AM ---------- Previous post was at 07:58 AM ----------

Never gotten that far. I've only ever explosively crashed, totally unable to fly this thing. :( I just don't get it.

You'll get it. Don't give up!

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Really been enjoying this community preview so far. Today I was practicing autorotation landings but one didn't go quite as planned. :eek:

:o

Lol, had a few of those myself, especially flying at Mana Island.

They need to let you be able to bail out when you get stuck up a tree, maybe giving you serious injuries and requiring rescue. Just for the realism of course.

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Do you have auto-trim enabled? Check your Options > Difficulties and try disabling it.

Thx for your answer. I ever fly with default veterans settings and auto-trim is off. I rechecked it today and yes Torque-Induced Yaw is there, but I thought I would need to give left pedal while take off. In the previous versions I would need to give left pedal immediately after the skids are off the ground. I just wondered, it may be the realistic behavior now... :)

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After you land, shutdown everything (throttle off), and get out, the copter is still making a turbine sound. What is that?

Yep, getting the same. If you jump in and out of the heli again it is gone.

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;1984044']Thx for your answer. I ever fly with default veterans settings and auto-trim is off. I rechecked it today and yes Torque-Induced Yaw is there' date=' but I thought I would need to give left pedal while take off. In the previous versions I would need to give left pedal immediately after the skids are off the ground. I just wondered, it may be the realistic behavior now... :)[/quote']

I confirm that, need left feet (in this case) when lifting collective, not the case here on normal going to hover, Torque Induced Yaw present only on large increase of torque here in preview

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Sorry if this was mentioned before or is WIP:

I don`t need more Collective and Torque (Torque around 18 percent) to lift up with 3 passengers (Euro Man) on board, than with pilot only. Is this correct?

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Forgot to mention, is it possible to extend the custom UI colour over into the crosshairs and switch icons etc.

One of my biggest pet hates is that you can never see the green icons etc thanks to being flying/driving/running over grass or woodland.

It is nice to see them, especially when using TrackIR as you can lose your reference point to centre and it is a bugger to see your location marker, resulting in having to tilt your head right back or to the side to see the arrow and line yourself up with it.

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;1984801']Sorry if this was mentioned before or is WIP:

I don`t need more Collective and Torque (Torque around 18 percent) to lift up with 3 passengers (Euro Man) on board' date=' than with pilot only. Is this correct?[/quote']

I think a bunch of things are still WIP. Feeling the FM and keep reporting things should be good for BIS (and us :) ).

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Yeah noticed the battery sound thing myself. Exiting chopper wile running (battery off) and walking away from it, the battery sound was still going.

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83006 is much better for the deadzone (but see this thread for problems with sensitivity). Unfortunately the graphics performance seems to be terrible compared to the previous version :( I'm getting continual stutter as I fly over Zargabad.

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i get stange landscape flashing from black to what look likes flir to what look slike pure texture no lighting when flying at night.

also confirm a noticeable stutter,

but even so damn hell it is so very enjoyable to fly with the lack of deadzone and joystick settings! awesome

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Thanks BIS i'm kind of getting addicted to this FM, so much so that my first ever HOTAS purchase is becoming very likely.

IMO it's the only FM for a helicopter that i really felt connected to, it's not just the FM it's self.. ambient, engine & interior sounds really add a lot of immersion in other words the little touches are really appreciated for a long time helicopter enthusiast. Keep tweaking!

Also, if the ability to control/manipulate characters & crew etc is the case for TOH? (i presume yes?),

this feature alone put's it ahead of the other benchmarks eg: Xplane, Blk Shrk, FSX, Janes series etc

Sure it might be irrelevant to the die hard 'sim' type, but in terms of overall game-play (storytelling) it counts a lot towards immersion. Static characters just don't cut it!

I don't think there's been a 'serious' attempt by any dev to incorporate a 'dedicated' realistic FM be it fixed or rotary and coupled it the physical character attributes of a FPS environment?

Just another reason why i support BIS in it's attempt to provide the complete and long awaited dedicated helicopter simulator and all it's likely practical applications. :o

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Trying the latest beta for the first time. My throttle (collective) axis on my old Logitec Sidewinder stick doesn't light up as the other axes, although it works fine in game. Also I need some peculiar setup for my CH pedals, where I need to reduce the max sensitivity in order to avoid sudden jumps in the low end, no matter what I choose for dead zone.

And finally, what happened to having to use pedal input during close to ground operations? Feels to me like there is some kind of pedal trim defaulting to takeoff to make it easier on us or something. More aggressive use of collective again requires countering with pedals, but still... I'm not a helicopter pilot, but it just feels wrong. This is on expert setting btw.

Edit: Have some severe lighting issues on Utes, default Utes parameters then skipTime 4 for some darkness. At certain viewing angles the landscape completely lights up. The cone of effect is probably less than 5°. Can anyone confirm this (airport area)?

Edit2: After a not that gentle landing (oh shut up already! :p), the main rotor come off. But it doesn't seem to affect particle generation that would have been caused by the main rotor.

Edit3 (lol): Opening map in flight leaves some of the sounds behind. Really weird. And why is elevation contour lines removed from the map?

Edited by CarlGustaffa

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@CarlGustaffa

what happened to having to use pedal input during close to ground operations? Feels to me like there is some kind of pedal trim defaulting to takeoff to make it easier on us or something. More aggressive use of collective again requires countering with pedals, but still... I'm not a helicopter pilot, but it just feels wrong.

Read my first post in the 'Flight Dynamics Feedback From Real Helicopter Pilots' thread; under the first point about flight dynamics, I describe my experience with this in real helicopters

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Few answers regarding user interface:

Edit3 (lol): Opening map in flight leaves some of the sounds behind. Really weird. And why is elevation contour lines removed from the map?

Contour lines were removed for testing purposes, but they're back in internal version. They gonna stay in final product.

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.

We're planning to keep transparent full screen map while holding the key, but toggle smaller variant by double-tapping.

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.

I'm afraid this might not be possible. But mission tasks and custom waypoints are displayed on analogue compass relative to your current direction and you can use them to navigate.

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Thank you for the responses Karel - that is all OK for me. Looking forward to the finished product.

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Contour lines were removed for testing purposes, but they're back in internal version. They gonna stay in final product.

We're planning to keep transparent full screen map while holding the key, but toggle smaller variant by double-tapping.

The image background in the real M map is great. I'm very glad that contours will return and stay!

I'm not sure what is meant by transparent map shown "while holding the key." What key? ^M? Hopefully no keys will have to be held to show that map. And MM will toggle minimap?

Overall 83006 is fantastic. Sounds go away completely now after landing and shutdown. I loaded a new saved game, finished flight, and exited with no crash. Will keep testing.

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Transparent map = GPS. Personally I hope we get to have four keybind entries:

* Show Small GPS

* Toggle Small GPS

* Show Full GPS

* Toggle Full GPS

Edit:

@RUBIX: Rgr. Maybe it will be configurable at least in the sense of an addon mod?

@Gaia: Rgr on the contour lines.

Bug: Someone put glue on the ball in the ADI :p

Had several hours of flying today (expert difficulty, no pax or edited weight), with countless landings on flat ground and buildings, until I finally crashed - into a damn tree of all things, and I wasn't even trying to fly low, lol. So yeah, it's either getting more easy or practice really helps. Too bad I'm so old it takes a lot of practice :D

Manual trim on/off bound to different joystick switches is a godsend and make everything easier. I'm still not good enough to anticipate what will happen when I release manual trim though, and tend to overcompensate. Any tips on when to release manual trim?

I hope the action menu graphics can be turned off, and that when you have multiple options (on idle throttle you have throttle off and throttle full, defaulting to full - was this always there?), the fact that you have multiple options are more clearly shown. With the current icons, it just tend to look messy when displaying both at the same time on top of eachother.

On planes, it is usual to have separate switches for different kinds of lights. In TAKOH, I find some lights to be missing, and too much to be connected to the same switch(es). In the full version, it would be nice to see lights reflect off of the new volumetric clouds in a realistic (and often annoying) way ;)

Skid shoes missing from the model. Current assembly looks a bit off.

Since mouse wheel is currently occupied by the action menu, are there any thoughts on how to approach knob twisting? Like setting an OBS course or dialing in a radio frequency etc? I always thought MSFS approach to 3D cockpit interaction to be pretty slick, but the action menu kind of interferes with that kind of design.

Well, enough for now. Probably more to come. :p

Edited by CarlGustaffa

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Transparent map = GPS. Personally I hope we get to have four keybind entries:

* Show Small GPS

* Toggle Small GPS

* Show Full GPS

* Toggle Full GPS

Well, the transparent map (^M) does not show gps coords, but the main map (M) does.

Current:

M - toggle main (opaque) map showing GPS coords

right^M - toggle transparent overlay map

Future?

MM - toggle minimap GPS (as in A2)

Optional future?

?? - Show minimap GPS

?? - Show transparent overlay map

-----------------------------------------------------

Graphic appearance on loading saved game is now correct - no funkiness there with the ToH logo and clouds. I have had no crashes yet of this beta. I assume that you have fixed graphics errors related to rabbit rendering - Suma knows what I mean - haven't seen any artifacts yet in this beta.

CarlGustafa mentioned manual trim set. I haven't used that for ages in last two betas. Mouse is all I need to correct trim on landing. Will manual trim set be needed for complex rescue/lifting tasks? It sure isn't needed now on Veteran and Expert difficulty. It is a hell of a lotta fun roaring at 242 knots 10 m off the deck next to a power line. AWESOME. Gotta add those miniguns, tho. ;)

Edited by OMAC

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83244:

All is good. Remapped analog collective raise/lower to Left Shift/Left Windows in new heli controls. So those won't be mapped to keys by default? I think they should.

So, for kb/mouse, there is no thrust (throttle) control other than the option menu throttle off/idle/full? Will that be the case for the real game release? Off the top of my head, I would think that analog throttle control could be added and mapped to Q/Z. Why is that not the case, or am I missing something?

FPS average is generally around 35 for my settings (see signature). That's a little low for Takistan, no? I assume that will go down with richer environment like Seattle. Running with AToC=7.

Edited by OMAC

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I use manual trim only for prolonged flight to remove the need to constantly apply pressure to the controls. Once I'm done slowing down and have little collective, I release it. Seems neutral trim is more tuned to default takeoff condition at no added weight.

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