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OChristie

Community Feedback Thread - TOH:CP

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Thanks.

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-Ziggy-;1997301']I observed about 20-25 fps less inside the Special Heli01 compared to outside. (~35/~60)

Zargabad' date=' south of city, looking north

outleft.th.png outright.th.png 3rdi.th.png

outside

inleft.th.png inright.th.png

inside

Wow, that's a big difference. What are your video settings?

settingsur.th.png

AToC=6

Win 7 Ultimate 64bit

1659532.png

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in Il2 Cliffs of Dover the mirror of the spitfire eats lots of performance (60fps vs 95fps). But its as long theory as we can´t deactivate mirror in TOH. I hope we see in the next revision an option to deactivate the deathz....ähm...the mirror :p

@ziggy

exactly same results here. Thanks for documentation

Edited by JumpingHubert

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Thanks, DirtyDeeds.

83450 Comments:

Why has on-screen text turned to white from green? This is a bad idea, as the sky is often white with clouds, and thus the speed/azimuth/alt. indicators at top (Veteran) are often very hard to see. It is also much harder to see which instrument panel controls are workable with the white icons. Green was perfect.

Also, I'm having issues with my screen in that the options menu (mouse wheel) is now in the upper center of the screen instead of at center left, and the mini GPS map is offset from the border of the GPS. Should I delete my profile and .cfg?

http://tinyurl.com/3rxzodx

Also, what happened to the full-screen, transparent map (right ^m)?

Edited by OMAC

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in reference to the new mini gps change with community preview release v83450, the border of the gps and the mini map do not line up properly.

arma2oa2011080511114819.th.png

*ninjaed, but i haz screenshot ! :rolleyes:

I tend to agree with OMAC on the color change to the Veteran HUD and on-screen text.

The characters themselves have a dark outline and are visible, but the white border surrounding them can be washed out completely.

seen here, oh noes! where'd my throttle indicator go!? lol :p

arma2oa2011080511334560.th.png

Edited by [DirTyDeeDs]-Ziggy-

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Thanks, DirtyDeeds.

83450 Comments:

Why has on-screen text turned to white from green? This is a bad idea, as the sky is often white with clouds, and thus the speed/azimuth/alt. indicators at top (Veteran) are often very hard to see.

Also, I'm having issues with my screen in that the options menu (mouse wheel) is now in the center of the screen instead of at center left, and the mini GPS map is offset from the border of the GPS. Should I delete my profile and .cfg?

i have to say i quite like the "on-screen text" in white, true it is harder to see on a white background but you could argue the same with green on-screen text on a green background or with NV use, with the use of green, blue, white or brown on-screen text there are always going to be things in the "natural world" that Arma/TKoH are mimicking that the on-screen text will blend into.

I concur about the “options menu (mouse wheel/buttons)†having moved from being positioned central to the left screen edge ware it has always been since OFP to being ~25% of the screen width away from the left screen edge and ~10% down from the screen top edge.

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Also, I'm having issues with my screen in that the options menu (mouse wheel) is now in the upper center of the screen instead of at center left

It's an intention, moving it to top left corner would put it too far away to read comfortably. We're still trying to find better position which would be compatible with all UI sizes and aspect ratios. Right now, it's alligned with analogue gauges.

GPS map is offset from the border of the GPS. Should I delete my profile and .cfg?

After copying new texture, I actually forgot to update GPS minimap config. Sorry, better looking version next week :o

Also, what happened to the full-screen, transparent map (right ^m)?

Remap you controls, no key is assigned to GPS in Arma 2 by default. Set following values in "All Controls" section of controls menu:

GPS: RCtrl + M

GPS (Toggle): RCtrl + 2xM

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== Revision 83450 ==

** Top heading and speed elements disabled

Well, the heading box is now empty but speed still works along with altitude and throttle. Any chance of removing all these HUD elements completely for expert setting ? If you must keep them, I much prefer the old green which at least is the right kind of colour for a real HUD :)

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I prefer green too, although best would probably be user defined color. The two color approach better distinguish actions which have multiple entries though (such as throttle off or full when already at idle).

Light switch works again, which is good.

I would expect full GPS when holding gps key also when it has already been toggled to mini GPS.

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Any chance of removing all these HUD elements completely for expert setting ?

signed. To have to look to the animated instruments makes sense :p

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I prefer green too, although best would probably be user defined color. The two color approach better distinguish actions which have multiple entries though (such as throttle off or full when already at idle).

Light switch works again, which is good.

I would expect full GPS when holding gps key also when it has already been toggled to mini GPS.

The choice of white for text at top of screen is a bad one, as the background color that will most often occur there (in addition to sky blue) is obviously the white of clouds, and this will very frequently make the text hard to read. Green is the best choice, as it was in A2, although having user-selectable text color is probably optimal, as suggested by CarlGustaffa.

We are having many votes here to return green as the default text color. If NV goggles are needed, the text color could automatically switch to white. Two-color is a great idea for multiple-entry actions - but choosing which colors should be carefully considered.

Green is MUCH better for the little switch symbols on the instrument panel, as white conflicts with the white text on the panel and bright sun reflections off the controls. Having those colors green at first is best (as it was before), as it will most readily guide pilots to which buttons are operable. Once the mouse is hovered over them, the color should change to something like yellow or red to indicate that it is now ready to be used (they turn green now). White as the initial color is a poor choice IMHO.

Why were "Top heading and speed elements disabled"? Speed has not been disabled. Why disable speed and heading if altitude will still be there? Blank boxes up there is not optimal at all. If you want to disable these elemets, remove the box also. I think that all three should be there on Veteran, none on Expert by default. However, such options should be user selectable in options (except on Expert). Enhanced HUD analog gauges are already not available on Veteran, so why remove the limited remaining hud info? The way it was up to now is consistent with A2 - the current method is a departure, and I am not sure if it is a good one.

I got used to the full screen transparent map, a cool new feature of ToH, which now can only be shown (r^M) and not toggled, requiring (r^M) to be held continuously to see it. Is this intended? I think that it will almost never be used if keys have to held to see it (at least using kb/mouse only as I do), and only the excellent mini-map (r^MM) will be used. Off the top of my head, I prefer that (r^M) toggle the full-screen transparent map, not just show it. Just hit (r^M) again to remove it! What is the rationale for the new "show only" behavior?

Please consider kb/mouse users! Using mouse with my right hand, holding the (r^M) to show the full map is NOT AT ALL FEASIBLE when performing extreme flying or careful landings when continuous mouse control is required.

CarlG is also right on about the full-screen transparent map being shown when keys held even when mini-gps is shown. But a toggle option for the full-screen map should also be available!

What about this:

r^m - toggle full-screen transparent map (as it was in previous betas)

r^mm - toggle mini-gps map

hold r^m anytime - show full-screen transparent map (holding these keys will not do anything when full-screen map is already displayed)

It used to be that the final waypoint is almost permanently displayed on Veteran, making it easier to point the heli towards it on landing. That behavior was nice, but does seem to conflict with the standard disabling of permanent waypoint info on Veteran and Expert. Now, the final waypoint is only briefly displayed when all other waypoints have been cleared. Is this intended?

Questions:

1) What lights do the “Lights†button turn on? The collision lights appear to turn on all 3 under carriage and skid lights.

2) When should Rotor Brake be used? I’ve used it after I turn throttle to idle to hasten rotor slowdown, but that may be wrong. I know that having it on prevents use of Starter.

---------- Post added at 10:20 PM ---------- Previous post was at 10:05 PM ----------

It's an intention, moving it to top left corner would put it too far away to read comfortably. We're still trying to find better position which would be compatible with all UI sizes and aspect ratios. Right now, it's alligned with analogue gauges.

Too far away from what? Having it in the middle of the screen degrades visibility - not a big deal at all, but where it was before, at center of left edge, seems optimal, and is consistent with A2. Just my 1.5-2 cents.

---------- Post added at 10:50 PM ---------- Previous post was at 10:20 PM ----------

Remap you controls, no key is assigned to GPS in Arma 2 by default. Set following values in "All Controls" section of controls menu:

GPS: RCtrl + M

GPS (Toggle): RCtrl + 2xM

Worked great - thank you!

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1) Lights turn on cockpit courtesy lights and landing lights. Some "light theory":

* Navigational lights (aka positional lights) would be the colored skid lights and a tail light.

* Instrument lights would be internal lights within the instruments. Often red/amber, and typically engages NVIS compatibility in glass displays (like Sandel EHSI, certain GPS devices etc).

* Panel lights would be lights illuminating the instruments from "outside". Intensity can be controlled, and some instruments (LED based) may have sensors to react to external lights to dim the LEDs when dark. I believe some Bendix King avionics have this, but don't take my word for it.

* Anti collision lights is typically a very bright white strobe, you turn it on just prior to takeoff. It can be outright blinding if used in clouds, so some turn it off (depends on OP).

* Red flashing or rotating beacon light is turned on prior to starting up engine or APU. The rotating version can cause disorientation in clouds.

* Landing lights, well, kinda self explanatory :)

* Search light should be separate from landing light, and connected to head movement (otherwise hard to control).

* Cockpit courtesy light is a light intended for the pilots, like being able to read maps etc.

* Cabin lights are lights more intended for passengers, but I guess depends on aircraft size for application.

* Tail/logo light, not very applicable here. Showoff light that doesn't serve any real flying purpose.

* Taxi lights also not very applicable here. Typically will pivot around with nose gear.

* Ice/wing lights also not very applicable here. Allows visual inspection of ice buildup on the wing/wing leading edge (you don't want to boot prematurely, which only builds a cavity and further booting is ineffective).

If there are other operational procedures for choppers regarding lights, I would like to know. But at least in the preview version, there are far too few working switches. Hey, I'm a switch fanatic :D

2) Not a chopper expert, so I'm unsure. But I would expect during shut off, or even before startup in very windy conditions. At setWind [30,30,true] (which is plain nuts of course :D) the rotor brake wasn't efficient enough to prevent rotation. In the end the chopper drifted forward into the wind :D

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Thanks for the info. In the current preview, do the courtesy lights in the cabin work when you hit the Lights switch? Which light is the landing light? The red light on the center bottom of the craft? I thought that the collision lights turn that one on, in addition to the skid lights.

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For the first time I decided to try some night flying. Unfortunately 83450 exhibits very bad lighting glitches; whole sections of the landscape flicker between dark and almost fully lit. This is easily seen by starting at the airport on Zargabad with time set to 23:30.

Graphics information:

Gfx: Radeon 5800 Series

Driver Packaging Version 8.872-110707b-122569C-ATI

Catalyst Version 11.7

Provider ATI Technologies Inc.

2D Driver Version 8.01.01.1171

2D Driver File Path /REGISTRY/MACHINE/SYSTEM/ControlSet001/Control/CLASS/{4D36E968-E325-11CE-BFC1-08002BE10318}/0000

Direct3D Version 7.14.10.0847

OpenGL Version 6.14.10.10907

Catalyst Control Center Version 2011.0707.2346.40825

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About the new text placement (Veteran), if you zoom in on the instrument panel, the yellow text that was formerly in the lower left corner of the screen is now partially blocking the gauges - it is WAY too "in the way." I don't see how having it anywhere other than the lower left corner is a good idea at all.

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1) Lights turn on cockpit courtesy lights and landing lights. Some "light theory":

* Navigational lights (aka positional lights) would be the colored skid lights and a tail light.

* Instrument lights would be internal lights within the instruments. Often red/amber, and typically engages NVIS compatibility in glass displays (like Sandel EHSI, certain GPS devices etc).

* Panel lights would be lights illuminating the instruments from "outside". Intensity can be controlled, and some instruments (LED based) may have sensors to react to external lights to dim the LEDs when dark. I believe some Bendix King avionics have this, but don't take my word for it.

* Anti collision lights is typically a very bright white strobe, you turn it on just prior to takeoff. It can be outright blinding if used in clouds, so some turn it off (depends on OP).

* Red flashing or rotating beacon light is turned on prior to starting up engine or APU. The rotating version can cause disorientation in clouds.

* Landing lights, well, kinda self explanatory :)

* Search light should be separate from landing light, and connected to head movement (otherwise hard to control).

* Cockpit courtesy light is a light intended for the pilots, like being able to read maps etc.

* Cabin lights are lights more intended for passengers, but I guess depends on aircraft size for application.

* Tail/logo light, not very applicable here. Showoff light that doesn't serve any real flying purpose.

* Taxi lights also not very applicable here. Typically will pivot around with nose gear.

* Ice/wing lights also not very applicable here. Allows visual inspection of ice buildup on the wing/wing leading edge (you don't want to boot prematurely, which only builds a cavity and further booting is ineffective).

If there are other operational procedures for choppers regarding lights, I would like to know. But at least in the preview version, there are far too few working switches. Hey, I'm a switch fanatic :D

2) Not a chopper expert, so I'm unsure. But I would expect during shut off, or even before startup in very windy conditions. At setWind [30,30,true] (which is plain nuts of course :D) the rotor brake wasn't efficient enough to prevent rotation. In the end the chopper drifted forward into the wind :D

Was thinking exactly about this. Been bit annoying to turn on the pit lights and get those light reflections on the glass when wanting to see outside in the dark. Thanks for making an in depth post about it. :)

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I made a nighttime mission in editor, and the lights turned on by the "Lights" button are only visible at night - interior cabin lights, and forward-pointing "headlight".

I also saw the yellowish flashing of nighttime terrain in the custom mission - that is a major bug.

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We realized there's no universal ingame UI layout which would suit everyone, so we're implementing basic IGUI editor, where you can position elements by yourself.

Also, IGUI elements' color (currently white, previously green) gonna be customizable in same way menu color is.

If nothing goes wrong, it's gonna be available for testing on Friday ;)

Edited by Moricky

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We realized there's no universal ingame UI layout which would suit everyone, so we're implementing basic IGUI editor, where you can position elements by yourself.

Also, IGUI elements' color (currently white, previously green) gonna be customizable in same way menu color is.

If nothing goes wrong, it's gonna be available for testing on Friday ;)

Very nice!

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Yep indeed. Good job!

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that sounds awesome. Really glad i preordered this - going to be a blast. and pretty darn customizable too.

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We realized there's no universal ingame UI layout which would suit everyone, so we're implementing basic IGUI editor, where you can position elements by yourself.

Also, IGUI elements' color (currently white, previously green) gonna be customizable in same way menu color is.

If nothing goes wrong, it's gonna be available for testing on Friday ;)

Fantastic! Can't wait to try it out. I realize it must be a challenge to create a GUI that works and looks good both with and without the analogue gauges.

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Is there an easy way to use the "Clickable" cockpit feature ? Seems a little too cumbersome at the moment....

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Any chance to get some content (map, mission) out of the gamescom preview version for the community preview? Or will CP "only" be about the light helicopter?

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;2001980']Any chance to get some content (map' date=' mission) out of the gamescom preview version for the community preview? Or will CP "only" be about the light helicopter?[/quote']

Currently, we've only had time to configure the light helicopter in our community preview pipeline, but, moving forward from GC, we'll certainly be evaluating what other content would be useful and appropriate to release into the wild (something like the medium flight model, for example).

Currently, we're really busy preparing for GC, so we're not sure if it'll be possible to get another iteration of the CP out today, but I would encourage everyone to check out some of the missions and environments made by the community!

Best,

RiE

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