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Everything posted by armored_sheep
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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.
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To much torque induced yaw
armored_sheep replied to Scorlhov's topic in TAKE ON HELICOPTERS - SUGGESTIONS
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. -
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.
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Take on Hinds : Gunner not firing vs other helos
armored_sheep replied to jedra's topic in TAKE ON HELICOPTERS - TROUBLESHOOTING
You should see the selected weapon in the top-right corner. -
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.
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Take on Hinds : Gunner not firing vs other helos
armored_sheep replied to jedra's topic in TAKE ON HELICOPTERS - TROUBLESHOOTING
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. -
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.
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You should probably release the wheel brakes first ;)
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Support for colorchange on G940 buttons
armored_sheep replied to lorgarn's topic in TAKE ON HELICOPTERS - TROUBLESHOOTING
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. -
Water solid as land in Asia map
armored_sheep replied to sniperone's topic in TAKE ON HELICOPTERS - TROUBLESHOOTING
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. -
Take On Helicopters Beta Patch 89299
armored_sheep replied to DnA's topic in TAKE ON HELICOPTERS - BETA PATCH TESTING
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? -
Take On Helicopters Beta Patch 88791
armored_sheep replied to DnA's topic in TAKE ON HELICOPTERS - BETA PATCH TESTING
The new flight model improves torque induced yaw. I can imagine that your spin is normal - caused by missuse of pedals -
Take On Helicopters Beta Patch 88791
armored_sheep replied to DnA's topic in TAKE ON HELICOPTERS - BETA PATCH TESTING
New flight model version brings also new XML configuration. Time trials, sling loading and basicaly all missions are affected and need play-testing. -
Analog sticks
armored_sheep replied to mrlukascz's topic in TAKE ON HELICOPTERS - QUESTIONS & ANSWERS
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. -
TKOH Patch 1.03 - Release Candidate
armored_sheep replied to DnA's topic in TAKE ON HELICOPTERS - BETA PATCH TESTING
Steam key is different, you cannot use it for DVD version. -
Analog sticks
armored_sheep replied to mrlukascz's topic in TAKE ON HELICOPTERS - QUESTIONS & ANSWERS
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. -
Flight dynamics (important issues)
armored_sheep replied to nightsta1ker's topic in TAKE ON HELICOPTERS - GENERAL
XML tweek release candidate for patch nr.3 http://forums.bistudio.com/showpost.php?p=2072646&postcount=63 -
flight model editing
armored_sheep replied to heli_flying's topic in TAKE ON HELICOPTERS : ADDONS - Configs & Scripting
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. -
flight model editing
armored_sheep replied to heli_flying's topic in TAKE ON HELICOPTERS : ADDONS - Configs & Scripting
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. -
Flight dynamics (important issues)
armored_sheep replied to nightsta1ker's topic in TAKE ON HELICOPTERS - GENERAL
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). -
Flight dynamics (important issues)
armored_sheep replied to nightsta1ker's topic in TAKE ON HELICOPTERS - GENERAL
XML patch release candidate nr.2 is out - check http://forums.bistudio.com/showpost.php?p=2071992&postcount=58 -
flight model editing
armored_sheep replied to heli_flying's topic in TAKE ON HELICOPTERS : ADDONS - Configs & Scripting
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. -
Flight dynamics (important issues)
armored_sheep replied to nightsta1ker's topic in TAKE ON HELICOPTERS - GENERAL
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? -
no, engine expects name of the selection
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flight model editing
armored_sheep replied to heli_flying's topic in TAKE ON HELICOPTERS : ADDONS - Configs & Scripting
Animation of the stick in the cockpit is visual state/efect that is not processed in absolute sync with flight model simulation.