zimms 22 Posted August 7, 2014 damage stuff shall be part of the Advanced Damage Model ... but when and if ADM happens that only that Ninja behind me knows and he don't talk much , atm. seems to be sharpening something sharp You really love to mess with us. Btw how is the implementation of your avatar going? ;) Share this post Link to post Share on other sites
dr. hladik 231 Posted August 7, 2014 ...damage stuff shall be part of the Advanced Damage Model ... Nothing like Advanced Damage Model exists/is planeed/ is in progress. (I mean today, I'm not implying anything about tomorrow). Anyway rev. 126612 - helicopters should be able to land in higher speeds, should not explode when rotor hits something and some other minor tweaks. More will come. Waiting for feedback. Also please when writing feedback, add revision number so we are talking about the same version :) Share this post Link to post Share on other sites
worldsprayer 0 Posted August 7, 2014 Well I said in my earlier post: "Note that discussions here are NOT tracked by BI except by curious employees and moderators of whom they have too few. The tracker is where legitimate feedback is presented, logged, and dealt with. If you see a feature/bug that you agree with/dont agree with, you vote it up or down." I feel like I need to eat my words now a bit :p Anyhow regarding your post: Nothing like Advanced Damage Model exists/is planeed/ is in progress. (I mean today, I'm not implying anything about tomorrow).Anyway rev. 126612 - helicopters should be able to land in higher speeds, should not explode when rotor hits something and some other minor tweaks. More will come. Waiting for feedback. Also please when writing feedback, add revision number so we are talking about the same version :) I've already amended a post on the tracker that 2 helos are now survivable though one still rolls due to odd cyclic/yawing action going on, while the rest still go solid red if not boom boom. Edit: Just now saw that i've been a member for 7 years but only made 8 posts...well I guess w see what part of this game gets ME involved in the community....*whistles innocently* Share this post Link to post Share on other sites
metralla 19 Posted August 7, 2014 Nothing like Advanced Damage Model exists/is planeed/ is in progress. (I mean today, I'm not implying anything about tomorrow).Anyway rev. 126612 - helicopters should be able to land in higher speeds, should not explode when rotor hits something and some other minor tweaks. More will come. Waiting for feedback. Also please when writing feedback, add revision number so we are talking about the same version :) I hope you can do something about the damage system in general for all vehicles including helicopters. It would be another major step forward in this arma3. Share this post Link to post Share on other sites
nodunit 397 Posted August 7, 2014 (edited) Soooo much better, great job devs! Also learning that landing is a bit more tricky than just lining up but that makes it fun in a masochistic way.Nothing like Advanced Damage Model exists/is planeed/ is in progress. (I mean today, I'm not implying anything about tomorrow). This is VERY relevant to my interests.. Is there chance we could get caution lights on dashes or MPD symbology for brake and gear being up or down? I like to fly without the UI most of the time since the majority of Arma 3 helicopters have the information necessary to fly (though the blackfoot and kajiman are lacking some) but the only thing I don't know is if my gear is down or for that matter if the brakes are on without looking at the UI. Edited August 7, 2014 by NodUnit Share this post Link to post Share on other sites
kremator 1065 Posted August 7, 2014 Damage models are a little rubbish to be totally honest. With normally one damaged state and one destroyed state. Looking at other games and their damage modelling, it does put Arma3 to shame. If we are going to have a high quality DLC for helicopters then it would massively benefit from high quality damage models. Share this post Link to post Share on other sites
Bee8190 10 Posted August 7, 2014 damage stuff shall be part of the Advanced Damage Model ... but when and if ADM happens that only that Ninja behind me knows and he don't talk much , atm. seems to be sharpening something sharp Knowing the devs are looking into it is very good news indeed RotorLib feedback - Dyslexi did a great job pointing out some of the areas of what can be improved in his youtube video, mainly the over sensitiveness, so looking forward to additional refinement but other than that rotorlib is a brilliant addition to the game BI and while I still sit on 114 hours play time ( Yes the incomplete vehicles physx keeps me frustrated ) but I see the hours skyrocketing due to inclusion of TOH model alone and can't wait for rope physx. Few things that I have noticed as a keyboard & mouse flyer - Even though the option to set manual trim to mouse wheel down or up is there it interferes with the ingame menu Binding the Collective right and left to mouse wheel menu also activates the ingame menu instead, even though the option to do so is officially offered in the keys configuration Its very hard to hit the right amount of collective - manual trim on keyboard; would it be possible to #1 lower the sensitivity and #2 being able to apply the force on the rear rotor incrementally, just as is the case with throttle? Also and I appreciate this would be low-er priority but something that shouldn't be too time consuming to redo - The textures on some helicopters are extremely low res and also very inconsistent and the contrast of difference between the dashboard is bit too much http://cloud-4.steampowered.com/ugc/576778170764548242/2D055193A66F4228BFAA28DB47D619E364040F6A/ (341 kB) http://cloud-4.steampowered.com/ugc/576778170764545763/ED2EE4C748BFC8109261615863C154828C97F944/ http://cloud-4.steampowered.com/ugc/576778170764543480/17FAE60E2CF60851082C24036F5A6A6012C209D9/ http://cloud-4.steampowered.com/ugc/576778170764547104/52A8DED21E0CBE12D25A5A527FAD739B8D9D309E/ Share this post Link to post Share on other sites
nodunit 397 Posted August 7, 2014 If we are going to have a high quality DLC for helicopters then it would massively benefit from high quality damage models. Yesss, people would lose their ever loving minds if they could lose their tail or something...;) Share this post Link to post Share on other sites
dr. hladik 231 Posted August 7, 2014 (edited) Nothing like Advanced Damage Model exists/is planeed/ is in progress. (I mean today, I'm not implying anything about tomorrow).Anyway rev. 126612 - helicopters should be able to land in higher speeds, should not explode when rotor hits something and some other minor tweaks. More will come. Waiting for feedback. Also please when writing feedback, add revision number so we are talking about the same version :) I will increase crashing speed limit little more. ---------- Post added at 12:36 PM ---------- Previous post was at 12:34 PM ---------- Yesss, people would lose their ever loving minds if they could lose their tail or something...;) There is a HitTail hitpoint ready. Also tail rotor can be destroyed. Edited August 7, 2014 by Dr. Hladik Share this post Link to post Share on other sites
Variable 322 Posted August 7, 2014 Nothing like Advanced Damage Model exists/is planeed/ is in progress. (I mean today, I'm not implying anything about tomorrow). I hope that would change because I think a lot of us would trade the whole new flight mechanics with a better damage model for vehicles in Arma. Share this post Link to post Share on other sites
Sniperwolf572 758 Posted August 7, 2014 I hope that would change because I think a lot of us would trade the whole new flight mechanics with a better damage model for vehicles in Arma. Indeed. Share this post Link to post Share on other sites
samb 15 Posted August 7, 2014 After you press Set trim the actual position of pedals and cyclic is set as a new "center" and you should return controls to neutral position. Than when you again change the controls input, this value is added. I think that functionality is also available in DCS in case one does not use FFB. Do You plan to add Force Trim function for FFB users? Simply map one button to set new center, so FFB keeps joystick in that area (not so I need to return joystick to a new center), and another button to release (reset) Trim Center. I have additional program to handle it in DCS (simFFB.exe), but it doesn't work with Arma. Maybe if it had an option to remove FFB all together (thats another request). Share this post Link to post Share on other sites
nodunit 397 Posted August 7, 2014 (edited) I will increase crashing speed limit little more.---------- Post added at 12:36 PM ---------- Previous post was at 12:34 PM ---------- There is a HitTail hitpoint ready. Also tail rotor can be destroyed. Oh I mean full balls to the wall destructive splendor. (wanted to use something in engine for example rather than dcsIt's fun to build a helicopter but its also soooo much fun to rip it to shreds. Although more focus on systems rather than HP would be a huge plus, the idea that its not so much about destroying the helicopter entirerly as much as damaging its weapons to be unuseable, rotors being destroyed or engine cutting out.... *wipes drool from mouth* Does anyone know for sure if setting trim is a 0-1 operation or would it work with a knob? Edited August 7, 2014 by NodUnit Share this post Link to post Share on other sites
x3kj 1247 Posted August 7, 2014 Although more focus on systems rather than HP would be a huge plus, the idea that its not so much about destroying the helicopter entirerly as much as damaging its weapons to be unuseable, rotors being destroyed or engine cutting out.... You need the hitpoints first before you can make damages to systems. What should go is the "spillover" to the global HitPoint Value that causes explosion when limit is reached. Same for other vehicles like tanks. Share this post Link to post Share on other sites
spanishsurfer 58 Posted August 7, 2014 Quick question, when the AFM feels "complete" will BIS release this on stable branch or with the Helicopters DLC package? Share this post Link to post Share on other sites
tinter 186 Posted August 7, 2014 Helicopters behave oddly with this one building in particular, possibly more too. Getting too close will cause you to explode on contact. http://a.pomf.se/jumudv.mp4 Video here. Share this post Link to post Share on other sites
hoizen 18 Posted August 7, 2014 Edit: Just now saw that i've been a member for 7 years but only made 8 posts...well I guess w see what part of this game gets ME involved in the community....*whistles innocently* Pretty much the same here. This helo DLC/AFM is what's getting me more involved as it has so much potential and I'm terrified at the idea of it not being as great as it could be. Share this post Link to post Share on other sites
nodunit 397 Posted August 7, 2014 (edited) Luffing the the additional detail of rolling wheels which is why I must point out that the mohawk wheels seem to still be static. Also is there any chance that the landing gear audio might make its way from TKOH? I know its not necessarily a "realistic" feature as you likely wouldn't hear it as much but it offers an extra sense of feedback. Kind of similar to that feeling you get when an airplane is landing. Overall I have to say I'm ecstatic, when I heard A3 wasn't going to have TKOH's flight model and stuff I figured it would never happen so needless to say I'm beyond joyful that we have the flight model, collective power, as well as the ability to taxi with rolling landings and takeoffs. Edited August 7, 2014 by NodUnit Share this post Link to post Share on other sites
liquidpinky 11 Posted August 7, 2014 Was going to ask if transmission damage would be added, today's update beat me to it. :o Is hydraulic damage going to be added to the FM as well? Can we look forward to all cockpits receiving interactive switches and full instruments? Will there be proper start-ups and the ability to select quick start-up for those who can't be arsed (missing out BTW) ? Will the rotor blades on models be updated too, nothing better than watching the functional collective inputs? Can the ToH Hinds please, please, pretty please be part of the DLC? The Superhind needs to strike fear into all and sunder once more. Enjoying cruising around in helis once again, keep up the good FM updates and try to surpass where ToH finished off. Share this post Link to post Share on other sites
CaptainObvious 95 Posted August 7, 2014 Can we look forward to all cockpits receiving interactive switches and full instruments?Will there be proper start-ups and the ability to select quick start-up for those who can't be arsed (missing out BTW) ? That'll be a no. Share this post Link to post Share on other sites
dr. hladik 231 Posted August 7, 2014 Helicopters behave oddly with this one building in particular, possibly more too. Getting too close will cause you to explode on contact.http://a.pomf.se/jumudv.mp4 Video here. Location? Share this post Link to post Share on other sites
nodunit 397 Posted August 7, 2014 Tail rotors of all helo's spin near full speed after the engine has been turned off. The main rotor of the ghost hawk spins at the same speed and the kajimans topmast rotors weathervane. Share this post Link to post Share on other sites
samb 15 Posted August 7, 2014 That'll be a no. There was a mod in development that adds switches (icons) to cockpit somewhere here. Share this post Link to post Share on other sites
CaptainObvious 95 Posted August 7, 2014 There was a mod in development that adds switches (icons) to cockpit somewhere here. For vanilla helos? :eek: Share this post Link to post Share on other sites
roberthammer 582 Posted August 7, 2014 (edited) For vanilla helos? :eek: http://forums.bistudio.com/showthread.php?162022-Advanced-Cockpit-Interaction it was really cool - i wish BIS could do the same for Heli DLC , no need to have moving switches tho Edited August 7, 2014 by RobertHammer Share this post Link to post Share on other sites