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armored_sheep

Former Developer
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Everything posted by armored_sheep

  1. armored_sheep

    Take On: Hinds!

    TKOH code will be most probably merged in Arma3 when it is out, but dont expect it will be used completely for helicopters there. Making flight model for Hind took a lot of effort. It was based on real world helicopter references and feedback of real military pilot. Arma3 fictional helicopters will most probably not have such authentic flight models and all interactive features like TKOH. TKOH is not civilian helicopter simulator like FSX or X-Plane. It is helicopter flight game. Hind was developed for those who like to challenge authentic flight model and blow things up.
  2. armored_sheep

    To much torque induced yaw

    Flight model of hind was done in cooperation with real world display pilot from Czech "Tiger" squadron. He was able to fly the same menauvers with aprox same use of controls as with real aircraft. He claimed that the flight model is at least 90% the same behavior. The only difference in use of tail rotor I know about is that real Mi24 has a system that limits pedal / tail rotor angles depending on altitude.
  3. armored_sheep

    Take On: Hinds!

    Hind cabin and rotor can survive 12mm hit, but not the tail and the engines. You can be also hit by tank main gun (while hovering) or AA heat seeking rocket (soldiers with IGLA). Notice the sounds of your Warning Reciever - one is for "laser" detection (i.e. by tanks), other for "rocket" launch (use flares). Your own targeting system also provides specific sound. Keep safe distance whenever possible and choose aproach route into "hot zone" carefully. You can evade missiles and gunfire by flares and wise flight maneuvering.
  4. You should see the selected weapon in the top-right corner.
  5. armored_sheep

    Take On: Hinds!

    Nice, how much time took you to play the 3 SP missions so you have experienced all its generic variants ? Because those missions ARE GENERIC. Each time you play one of the 3 types (the fourth mission is just random selection from those 3), the route, Hind armament+skin, and targets are generated different. I confirm that sometimes the generator offers a lot of tanks, which might be a challenge in case you have just some P version of Hind with S13 rockets. We will tweek the settings for each mission type.
  6. What weapon you selected? (F key) Hind usualy fights with other helicopters using cannon, but the P version has no turret mount for cannon, so gunner cannot aim.
  7. armored_sheep

    Take On: Hinds!

    Weapons are changed by default with "F" key like in arma. Is it possible that you also flew "unarmed" variant, that has only main gun. From the view of the pilot the AI gunner targeting is simillar to arma. Most of the "improved targeting" system is noticable if you play as a gunner in versions that have a gun turret. Try the MP deathmatch mission.
  8. armored_sheep

    Take On: Hinds!

    You should probably release the wheel brakes first ;)
  9. Do you know any other game/sw that can change button colors on this controler? As I know, Logitech does not support this in their own SW and colors do change only in startup.
  10. armored_sheep

    Water solid as land in Asia map

    There are two kinds of "water" in the game. Surfaces that could not be modeled in shape of the terrain use only material that looks like water. It is not bug, it is intentional result of the game engine production limits.
  11. I cannot reproduce this. If I place flying Medium Heli in editor and play on hightest difficulty, I MUST use pedals to compensate, otherwise the helicopter will spinn quickly out of control. I have default linear sensitivity on pedals controler. In steady hover I use aprox 15% of left pedal pressure. The amount of required pedal presure also varies on actual colective settings and forward speed (fuselage and stabilizers aerodynamics are simulated too). Maybe your problem is that you expect that you will be kicking 30-50% percent of pedals just because of torque?
  12. The new flight model improves torque induced yaw. I can imagine that your spin is normal - caused by missuse of pedals
  13. New flight model version brings also new XML configuration. Time trials, sling loading and basicaly all missions are affected and need play-testing.
  14. armored_sheep

    Analog sticks

    I dont see a clear solution for analog collective on gamepads. Some can prefer buttons for increas/decrease collective. Some can still live with the centered analog collective and map analog sticks in the same order that he is used to control RC helicopter.
  15. Steam key is different, you cannot use it for DVD version.
  16. armored_sheep

    Analog sticks

    Analog controls on gamepad work well in TKOH. Don´t forget that all additional controls must be manualy maped. For XBOX controler, there is predefined a scheme that can be used. KlidnÄ› to hraj na gamepadu, analogové páÄky na nÄ›m hra pozná. Nezapomeň si je ale namapovat v controls menu.
  17. armored_sheep

    Flight dynamics (important issues)

    XML tweek release candidate for patch nr.3 http://forums.bistudio.com/showpost.php?p=2072646&postcount=63
  18. armored_sheep

    flight model editing

    I tweeked the tail rotor ranges a bit on Light and Medium heli. If anyone will not find any serius issue here (braking gameplay in original missions) theese will be final patch values. Also one more note to OMACs observations - Ground effect will be reduced in patch 2. This is done in program not by any XML settings.
  19. armored_sheep

    flight model editing

    Sorry but you probably have wrong expectations about expert difficulty. I would never expect that someone will try to control compex flight model of helicopter with mouse/keyboard. Those controlers can be used on lower dificulty settings where the game autotrim assists. Increased torque/pedals use and increased descent speeds with collective at 0 are intentional for this patch.
  20. armored_sheep

    Flight dynamics (important issues)

    Light helicopter uses some of the tweeks from comunity but not all as they are not working on all difficulty game modes / with all types of controlers (autotrim and start in the air was broken).
  21. armored_sheep

    Flight dynamics (important issues)

    XML patch release candidate nr.2 is out - check http://forums.bistudio.com/showpost.php?p=2071992&postcount=58
  22. armored_sheep

    flight model editing

    We found an issue with Light heli settings when performing take off training from rooftop on trainee difficulty - some strange torque damage apeared on main rotor when helicopter become light on skids. Attached a new version with reduced main rotor swash plate range (revert to original). The collective limits and tail rotor settings remain as in RC1. Also Medium helicopter remains the same as RC1.
  23. armored_sheep

    Flight dynamics (important issues)

    b101 notes are right, but for patch there are no better values. New RLIB4 is comming, but not this year. So what do you prefer, this tweek of light heli, or no change?
  24. armored_sheep

    CoG

    no, engine expects name of the selection
  25. armored_sheep

    flight model editing

    Animation of the stick in the cockpit is visual state/efect that is not processed in absolute sync with flight model simulation.
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