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OChristie

Community Feedback Thread - TOH:CP

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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?

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 by BoneBoys

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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?

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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 by PELHAM

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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.

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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 by OMAC

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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.

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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.

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Same here - all sounds for helicopters apart from starter/startup in "Light Heli" not working.

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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 by CarlGustaffa

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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

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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.

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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?

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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.

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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.

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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.

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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.

.

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 by JumpingHubert

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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.

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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.

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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'.:)

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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 by Master85
link removed due to http://forums.bistudio.com/showpost.php?p=2035465&postcount=2

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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.

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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

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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...

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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.

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