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Everything posted by armored_sheep
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Flight dynamics (important issues)
armored_sheep replied to nightsta1ker's topic in TAKE ON HELICOPTERS - GENERAL
Let set things straight. We dont call Take On Helicopters a SIMULATOR. It is a helicopter game that brings complex helicopter pilots experience, and we like to have things as real as it gets, but still enjoyable as a game. This can be comparable aproach like Codemasters games "F1 2010/2011". We are happy that this game attracts so many helicopter enthusiasts and even real pilots. We also like to attract newcomers without any prior experience with flying helicopters and allow them to learn and enjoy its beautiful variety world. We implemented in our game a library for helicopter flight modeling (RotorLIB) and we expanded it with things like damage, maintenance, weight, wind... The way how this library "simulates" helicopter flight is in some cases different than other simulators on the market. Our goal in this game was not to compete with DCS or X-plane simulation in terms of authenticity and precision of simulation. On the other hand we like to bring open sanbox environment that allows player to experience helicopter not just from the pilot seat and enjoy flying with more narrative driven gameplay and with increased replayability. We will proceed improving flight model together with our partners in RTD. We definitely do care a lot about community feedback, but it would be foolish to think that some software for 40 Euro can match or substitute real life experience. Enjoy and have fun with flight! -
Autorotation training: you've got to be kidding
armored_sheep replied to OMAC's topic in TAKE ON HELICOPTERS - GENERAL
Yes weight of the fuel, passengers and cargo (sling load) is calculated in TKOH flight model. -
(solved) Encourage Brother?? -- SPOILERS
armored_sheep replied to thyp92's topic in TAKE ON HELICOPTERS - OFFICIAL SCENARIOS
You have to fly the way that passenger you picked on that boat will get scarred and start talking. For example hard G turns (high speed, steep bank) do scare people. -
You can of course use an joystick that works with Windows. There is only one limit - our game recognizes only first 16 buttons per each controller, so you can expect that there will be some buttons/hat switches not recognised on your type.
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new CIT: remove pilot head translation restriction
armored_sheep replied to jcgam's topic in TAKE ON HELICOPTERS - GENERAL
You cannot read them if you ZOOM? I doubt that ;) -
Latest "Take On Helicopters" Press Coverage | NO discussion here!
armored_sheep replied to Dwarden's topic in TAKE ON HELICOPTERS - GENERAL
Another, much longer Czech review (8/10) http://www.zing.cz/recenze/598/take-on-helicopters-civilni-zalezitosti -
Mission 10 - The Take Down
armored_sheep replied to Bothersome's topic in TAKE ON HELICOPTERS - OFFICIAL SCENARIOS
Fly close to him for a while. (50-70m) He should get scarred and will stop. -
Latest "Take On Helicopters" Press Coverage | NO discussion here!
armored_sheep replied to Dwarden's topic in TAKE ON HELICOPTERS - GENERAL
Czech review 8/10 http://games.tiscali.cz/recenze/take-on-helicopters-recenze-57440 -
The "V" symbol should represent direction of the helicopter nose. The "O" symbol is helicopter velocity vector. Unfortunately at the release version these two symbols are offset anytime you move with your head. This will be improved in upcoming patch.
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No, there is no such indicator. Manual trim sets actual axes offset from center (cyclic and rudder). After pressing this key, there is small time, when you shall return your stick to center position otherwise you will sense "doubled" offset. If it is used more times it still adds new offset to the previous setting. Another 6 keys can be found in controls that can be mapped for incremental change of each separate axis (pitch, bank and yaw). Last key - Manual trim reset will resume center of your hardware controller. If you use autohover helper, I recomend to reset trim prior to engaging autohover. Than you can still compenate crosswind by new manual trim while "autohovering".
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If you did not buy the game (it is installed) you can use link on Steam http://cdn.steampowered.com/Manuals/65730/TKOH_Manual.pdf?t=1319747155
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The easiest way of landing is described on manual page 21. Basicaly you can use "autohover" action from action menu (helicopter will pitch up to reduce forward speed and gain also some altitude) and lower altitude with "Z" key (collective).
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If you never flew real helicopter and you are used to fly some simulators, such as DCS or FSX and still like to start on max difficulty I recomed to lower sensitivity of the analog axes on cyclic (1/4 should be fine). I also strongly recomend to reduce any deadzones on cyclic and collective axes.
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The blur does not "eat" framerate. Actualy it is oposite - it becoms visible the more, the lower framerate you have. It cannot be switched off independently, it is bind with other posteffects. If you have low FPS, try to lower also other video options.
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how to include OA/Arma2 islands?
armored_sheep replied to jumpinghubert's topic in TAKE ON HELICOPTERS - GENERAL
True. Addon of an island itself usualy does not contain models of all objects that were placed on the map. -
You dont need any knowledge from our previous game to enjoy Take On Helicopters as a player. Such knowledge might be usefull for advanced mission editing or making a new user addons.
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Look for game manual in pdf ;)
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There are doors on the left side behind cabin. Use ALT to highlight action points (described in game manual).
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There are even more 3D actions available in game that dont have keys yet in controls. For example in SUV car we made some too. One can expect that comunity will configure more user 3D actions in their various vehicle "cockpits". Anyway we will consider which helicopter actions might be added also to controls keys.
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RTDynamics - Real-time helicopter dynamics library
armored_sheep replied to .kju's topic in TAKE ON HELICOPTERS - GENERAL
Yes. Flight model settings are in separate *.XML files. Plus for our extra engine features (fuel consumption, dynamic weight load, maintenance and damage simulation) there were added new parameters in addon *.cfg files. -
Controlling the Aircraft
armored_sheep replied to stayalive's topic in TAKE ON HELICOPTERS - PRE ORDER BETA
I suggest that users with twist handle joystics, use autotrim ON. (game difficulty settings) -
Take On same way like Arma will allow runing user made content/addons. Arma addons, such as maps, weapons and other vehicles, can be used. This feature will be available in full version after 27.10.
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How do you guys trim effectively?
armored_sheep replied to whiskeytango's topic in TAKE ON HELICOPTERS - PRE ORDER BETA
The manual trim in Take On works this way: * you fly some attitude (colective set, speed, bank and pitch as you need) * if you want to rest your hand and dont keep pushing your joystick, that offten has some centering forces, you can press manual trim key * after you press the key, new "center" is set for all cyclic and antitorque axes and you should return your controls in centered position * each time you make new controls adjustment you can trim controls by pressing manual trim buton * there are also available keys for incremental triming of each specific axis (see controls menu) * than there is buton for reset trim, it removes all trim adjustments. I use that for example before "autohover" is engaged. -
You can enjoy any Arma map addon that you run with Take On ;) if you like to have much more detailed ground. Ground detail is allways compromise with size of the map - total amount of ground shape points/vertices is fixed. Also painting the satelite map takes some time. The base satelite textures size on each Take On map is 61440x61440 pixels. Take On is about flying most of the time. We started with same technology as Arma for ground textures mix. We have much larger map and we choose to use 4 types of "generic" ground surfaces everywhere, based on satelite images (mask). On top of this we added new shiny material to draw water (rivers) and we have brand new technology for night scenery ("emmisive" texture).
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Controlling the Aircraft
armored_sheep replied to stayalive's topic in TAKE ON HELICOPTERS - PRE ORDER BETA
You are. http://forums.bistudio.com/showthread.php?t=125647 There is no force feedback in real helicoppter. Rotor blades move very fast compared to control surfaces of fixed wing aircraft, and their pitch angle is usualy set by hydraulics.