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Everything posted by DnA
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The manual should include information on how to apply default schemes for your joystick, or generic schemes if your specific joystick is not listed yet. Please see if that helps you :)
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It could be one of the CfgPatches definitions in one of the add-ons changed since Beta. Can you check the list in the mission.sqm file? Possibly manually delete the list from the SQM, load the mission in the editor again, and then save it once more (back it up before to be safe).
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Try RCtrl + G for the GPS (mini-map, while you can still see the game and without loading). You can even customize it to be larger in Game Options > Interface Layout.
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Try having a look on your map for some of the areas they may be cruising :)
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I definitely recommend backing them up, just in case they do work. We cannot guarantee they will be fully compatible (especially savegames!). Video options, controller schemes, etc. should work fine though.
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getting rid of the annoying traffice
DnA replied to dustoff's topic in TAKE ON HELICOPTERS - PRE ORDER BETA
This feature is only available since the experimental beta patch 2 (and the full game of course). You should be able to disable it by setting the video option for ambient traffic to its lowest value. There's also script commands to disable / adjust the traffic in isolated areas of the environment (keep an eye on the community WiKi). -
Can I bind keys to my x-box controller
DnA replied to lucasdigital's topic in TAKE ON HELICOPTERS - PRE ORDER BETA
If you want to configure your own Xbox 360 controller scheme, try this: Disable the controller as default Xbox controller in the controller menu (bottom list) Enable the controller as standard controller (top list) Go to Schemes and map the default scheme for the Xbox 360 controller (or alternatively map it entirely yourself) Tweak the mappings to your liking -
From which distribution platform did you get the game? Sprocket, Steam, something else? We offer an experimental patch for the Sprocket version which has improved stability for many people, and of course the full release will have the same fix applied :)
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Experimental Beta Patch 2 - 85628 - Feedback
DnA replied to royaltyinexile's topic in TAKE ON HELICOPTERS - PRE ORDER BETA
Known issue (exists also in CIT) - they work fine in the full game. Side-effect of these patches being experimental ;) -
Demo won`t start - "this build has expired"
DnA replied to Sig_Husker's topic in TAKE ON HELICOPTERS - COMMUNITY PREVIEW
Please can you tell us which version you are running exactly (revision number)? Did you download the latest version from http://takeonthegame.com/download/community-preview/ ? -
We've already fixed this crash in-house meanwhile (missing destruction effect), so it's not your hardware.
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Just to clarify: do not expect to be able to instantly merge previous games and TKOH upon release. What was meant: add-ons for A2 / OA are very similar, so making them compatible should not be hard for people who are familiar with the engine. Some add-ons may work straight away even. Different add-ons may work, but do not support the new features. Other add-ons will not work because technologies have changed, have been added, or are requiring new data and / or configuration.
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Don't worry. The main game will not be encrypted.
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mouse problems & joystick X65F
DnA replied to steffj's topic in TAKE ON HELICOPTERS - PRE ORDER BETA
Using the saveJoysticks script command. In the editor place a unit on the map and in its initialization field put this command. Then preview the scenario. Your My Documents TKOH user folder should now contain a joysticks.cfg file with all controls mapped to your joystick. -
You can expect a very similar DRM situation as with your previous releases, which we believe is fair to both you and us :) No permanently online system for example.
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Handling Qualities and First Impressions
DnA replied to buznee's topic in TAKE ON HELICOPTERS - PRE ORDER BETA
Fair point; it should be there already, but will check why it's not triggering :) -
Handling Qualities and First Impressions
DnA replied to buznee's topic in TAKE ON HELICOPTERS - PRE ORDER BETA
No need to apologize; I was only pointing out what types of indicators exist, but may be hidden. It depends on which landing you're referring to ... the quick insertion training? In that case, it should allow 15 degrees offset either way. You do need to land near the indicated position; that PMC is a bit of a stubborn fellow ;) -
Potential bug on rooftoop helipads on the MD500
DnA replied to Isaac's topic in TAKE ON HELICOPTERS - PRE ORDER BETA
Is your collective fully down? Throttle to idle is also recommended before getting out, though even then a real pilot will probably slap you for abandoning the aircraft with the engines running ;) -
And in the full version we've added a control you can map to a key / joystick button to do all rope interaction actions (e.g. deploying ropes). This should make it much easier to control from just your joystick.
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Handling Qualities and First Impressions
DnA replied to buznee's topic in TAKE ON HELICOPTERS - PRE ORDER BETA
There are quite some indications for all of the information above. Perhaps you're not seeing some of them because of your difficulty settings, but then it's up to you to really read the briefing, tasks, map and cockpit instruments to know where to go and how high to fly for example :) Examples: The specific landing pad is marked on the map by marker and as task indicator in the in-game UI (with range). The specific flight ceiling is mentioned in your tasks, and shown on the analogue UI instruments (with color indication of whether you're under or over). The same as above for the landing heading. The flight route is shown on the map, and as task indicator in the UI. We'll have a look at the landing trigger and other issues. -
mouse problems & joystick X65F
DnA replied to steffj's topic in TAKE ON HELICOPTERS - PRE ORDER BETA
The X52 has a mouse-like control on the throttle; does the X65F have it as well? Perhaps it's being recognized as a mouse and constantly providing input? Have look at the Saitek options in Windows to see if some axis is always on; or try the same in the in-game controller configuration (active axes are highlighted). -
Yes, you can play with keyboard & mouse, a controller like the Xbox 360 controller for Windows, simple joysticks, and full flight peripherals. If the default control mappings are not quite right for you, you are free to re-map them :) For keyboard & mouse we do recommend the auto-trim helper to be enabled, because controlling anti-torque using the keyboard is a bit tricky.
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Try going to Schemes and selecting Generic joystick to map at least some defaults. We're working on including peripheral-specific schemes in the full version; as many as we can get our hands on ... or gather from these awesome forums :P
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I have the button behind the safety catch on: http://saitek.com/uk/imgs/gallery/x52pro_4.jpg, but it's already mapped to firing people ;)
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The Pre-Order Beta is limited to only run our signed add-ons, but the full version will most certainly allow the full range of modding everyone knows from previous titles; including all of the new engine functionality of course!