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OChristie

Community Feedback Thread - TOH:CP

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I think that if you hit M for Map view, it should automatically pause the flight. If there is going to be a GPS or map function while flying it should be integrated into the panel or cockpit somehow and seperate from the Map view.

Just my two bits.

Well, in real life there is no pause, so I recommend looking at the map rather quickly without pause. Mainly the real map should be consulted before takeoff. The additional beauty of the small GPS map window a-la A2 is that you can still fly well with it there. I like the new transparent overlay also, but having the additional GPS window would be optimal IMHO.

Edited by OMAC

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I think that if you hit M for Map view, it should automatically pause the flight.

I prefer the thrill of no pause myself, but the new GPS in TOH doesn't offer that thrill. :D

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Well, in real life there is no pause, so I recommend looking at the map rather quickly without pause. Mainly the real map should be consulted before takeoff. The additional beauty of the small GPS map window a-la A2 is that you can still fly well with it there. I like the new transparent overlay also, but having the additional GPS window would be optimal IMHO.

There may be no pause in RL but there is no peripheral vision in the game. Also, real life does not have Auto Trim, and beginner settings, and you don't get to respawn if you crash. Its a game. Getting a good look at you're map while flying in game might be tough to replicate.

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Getting a good look at you're map while flying in game might be tough to replicate.

3 words to describe a potential solution.

picture

in

picture

see that monitor attached to the dash? that monitor could display a forward looking camera AND/OR a GPS display :j:

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Oh please, aviation map in printed form is a must for any civil aviation activities.

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Ok here's my feedback regarding the TOH:CP with the lastest 82503 version:

- It's bad, very bad! Simply the worse helicopter game with the worse helicopter flight model that I ever played. Unfortunally yes, it's that bad!

The helicopter (Hughes 500) is as agile as an overloaded truck! Helicopter, specially light ones like the Hughes 500 modeled in TOH:CP should respond to small cyclic (joystick) inputs but it doesn't! The helicopter only responds to large inputs and it reacts late - only after some time after the player input is when the helicopter starts to respond and the same thing happens with the collective control!

Honestly it's much easier to fly a helicopter in Black Shark which is considered the best helicopter sim than it is in TOH:CP!

Hell, currently the ArmA helciopter flight model is far more realistic than the TOH:CP flight model!

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feedback on new revision from today:

-still deathzone on joystick axis (=no respond to small joystick inputs)

-no helicopter sound at all

-better handling (smaller torque effect, better vertical ability)

Edited by JumpingHubert

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-still deathzone on joystick axis (=no respond to small joystick inputs)

I can confirm this (and that it was also present on the earlier revision). I'm using X52 with no external profile set and maximum sensitivity on all axes set in ToH. The correspondence between the x52 joystick and the games response is easy to check by looking down at the in-game joystick held by the avatar. I can move the X52 over an inch to the left or forward before the in-game representation moves at all.

Interestingly the effect is NOT symmetrical - moving the x52 backwards (nose-up) results in an immediate movement of the in-game joystick. Moving the x52 to the right by about half an inch results in the in-game joystick moving.

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-no helicopter sound at all

There is sound if you do manual startup procedure but even then the sound disappears within a minute. With debug startup there's no sound at all.

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I confirm no sound from heli, but for the starter.

And The torque effect is no more present at lift off !, no need of left pedal no more...only on full input of collective to max once in flight.

The torque effect is reduced too much in this version, right and Left !

The rollover is lost as well for same reason ...

It is normal to fly with some pedal input, and to have the heli bank on its right side if not corrected with the pedals, please try to not cut it off too much ;)

Edited by ocramweb

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There is sound if you do manual startup procedure but even then the sound disappears within a minute. With debug startup there's no sound at all.
yes, its the sound of starter.

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Start sound is there and then silence. Same here.

I also still have the stutter when in the helicopter. As soon as i step out the stutter goes away. Remember that the FPS is about the same so its not a problem with too low FPS. It is the exact same kind of stutter as when ARMA2 didnt work well with HT (Hyper Threading). However i disabled HT in BIOS and still the same annoying stutter. Hope this problem is found. It should have something to do with PiP as its only when its active that the stutter comes on (player in heli).

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Oh boy. Lots of changes in beta 82503.

Auto trim is not available now on Veteran. I think this is good.

All sound is gone except for starter and outside crickets and wind. :icon_cry:

Functionality of collective key has changed, in that 50% "thrust," as measured on bar at upper left, will allow craft to hover. I think this is good. Easier to land now, only brake is needed, with no constant, nervous pushing of collective key to slow descent.

I THINK that crash on exit after loading saved games has been fixed. If true, GREAT JOB, BIS!!!!!!!! :bounce3: :clap:

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

Edit:

No, crash on exit is still there after loading new save. Crashes reported. Oh, well. :icon_cry:

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

Quite easy and fun to fly on Veteran.

More testing to come.............

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

What is "* Feet IK supported"?

My overall sentiment regarding ToH and latest beta:

BIS Rules.

Edited by OMAC

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no slutter for me, XP HOME 32bit NVIDIA 8800 GTX 764mb, dual core 5600 4GB.

What is "* Feet IK supported"? >> You mean the way the feets now stick to the pedals, same as hand on cyclic and collective

Edited by ocramweb

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Oh, do you mean using a joystick and real pedals? I'm using only keyboard and mouse.

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BUG: In the latest CP after taking off the helo makes no noise, it has startup sounds but not flying sounds

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Oh, do you mean using a joystick and real pedals? I'm using only keyboard and mouse.

No, just the animation ingame of the feets , that stay attached to the pedals, that is IK and probably mean (in game Kinetic)

If that was your question.

And yes for the sound it is a bug of the new version, no sounds but the starter...

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No, just the animation ingame of the feets , that stay attached to the pedals, that is IK and probably mean (in game Kinetic)

If that was your question.

Yes, that was my question, and you answered it. Thanks. I'll check for cool pedal movements in ToH.

Edit:

Foot animation is there and awesome. Looks real good.

Edited by OMAC

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No, just the animation ingame of the feets , that stay attached to the pedals, that is IK and probably mean (in game Kinetic)

Almost. It's inverse kinematics. Legs animation is driven by feet attached to the pedals. Same thing with arms controlled by collective and cyclic animation.

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I also still have the stutter when in the helicopter. As soon as i step out the stutter goes away. Remember that the FPS is about the same so its not a problem with too low FPS.

all settings very high, 2000m viewdistance, 2000m objectdistance, utes editor, Arma2 on SSD, Q6600 @3,8GHZ (has no hyperthreading):

heavy stutter (38fps feels like 12 fps) AND significantly lower fps inside the new chopper (roughly 50% lower). Outside all ok.

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Inverse kinematics is as opposed to forward kinematics. In forward kinematics, if you take a bone chain, say the leg, and move the hip joint, all other joints below the hip will move with it. With inverse kinematics, if you move the IK handle at the end of the chain (let's call it a foot), the other bones connected to the IK chain root (let's call it the hip joint) the bones move according to the positions of those two things limited by some rules. So, in FK, the bone pivot angles are solved in relation to the bones further up the chain, and in IK, they are solved in relation to the position of bones further down the chain (and other things). In this case they have IK chain roots at the hips of the character (if it's similar in practice to what's usually found in 3d animation suites), and IK handles in the feet, constrained to some node that's animated with the pedals.

Edited by Max Power

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i do not like the new analogue hud dials - grey on white is so hard to read. rather have authentic looking dials than what is put on screen now. be nice to have much more sensitivity to joystick inputs - i have a thrustmaster 1600m which is supposed to be very sensitive and be good to have that senstivity used.

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-Ziggy-;1976471']3 words to describe a potential solution.

picture

in

picture

see that monitor attached to the dash? that monitor could display a forward looking camera AND/OR a GPS display :j:

I was suggesting this IN ADDITION to a map view. My suggestion was that with MAP VIEW ON' date=' the game should pause. [i']But[/i] we could also have a GPS panel or something for reference in game.

And dont roll your eyes at me young man! LOL

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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?

Hmmm I'm not sure about release 82503? I preferred the digital HUD and the helo has a mind of it's own in this one. As soon as you try to correct one set of problems with the manual trim a whole set of other control problems start.

If you get the helicopter hovering with auto-hover, then turn it off, the helo violently pitches up, rolls to right and spins downward and crashes. Is this intended behaviour?

I have a Microsoft Sidewinder Precision 2 which is long in the tooth but never had this kind of trouble before. I have recalibrated it twice and get no problems with the standard helicopters.

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all settings very high, 2000m viewdistance, 2000m objectdistance, utes editor, Arma2 on SSD, Q6600 @3,8GHZ (has no hyperthreading):

heavy stutter (38fps feels like 12 fps) AND significantly lower fps inside the new chopper (roughly 50% lower). Outside all ok.

Interesting. However i didnt notice much fps lowered, but just heavy constant stutter while in the chopper. The PiP will of course take some fps but what im noticing is not lag due to strain on the rig. It's something else.

Also running about the same i7 930, SSD (sata3) but im running high/normal. The quick selector says "very high", but most to high and some to normal @ 1920x1080. I tested turning all gfx down plus resolution - no change in stutter. So this comes from some thing but i have no idea what.

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