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DnA

BI Developer
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Everything posted by DnA

  1. That does it, the full version of the game will not allow saving missions in the editor without at least one helicopter present ;)
  2. Next to toggling them on and off, you can also move them in Game Options > Interface Layout.
  3. The ambient road traffic in the Beta is one of the main features which we're still working on a lot for the full release, including the (de)spawning at the cross roads :)
  4. DnA

    Update for Beta

    We do intend to provide some patches to the Beta before release, but as was indicated above: resources are limited and providing a patch usually isn't just a matter of pressing a button :)
  5. Hi, The Beta does not feature the Career mode, which has a wide variety of such contracts and scenarios (more linear ones and randomized scenarios). There are three scenarios extracted from the Career available as Challenges, including the sling loading contract with changing locations.
  6. Yes, we know about this issue and will get it back to working as it should :)
  7. DnA

    First Thoughts

    Appreciate your feedback! Disclaimer: just because we don't respond to every post / request, does not mean we're not carefully reading it all ... but we're all hard at work crunching to get the game done :) In Game Options, you can find a switch to select showing units in the IGUI as Metric, Imperial or Mixed (selected where appropriate for various types of vehicles and situations). The 3D cockpits should always use the units as expected in actual aircraft. Based on discussions with pilots: we determined our light helicopter is less affected by this and other stalling behavior, as it is more powerful for its size and has a more effective main rotor system compared to its weight.
  8. We may have tracked this down to the respawn as Steven Seagull system. Has anyone been successfully commandeering a bird yet? Is somebody able to set up a scenario with this type of respawning, to see if it crashes also in that case?
  9. DnA

    Low FPS?

    And some of the usual candidates: Ensuring you're running the latest graphics drivers Defragmenting your HD (the terrain textures make up the majority of data: ~8 GB; and are streamed in and out frequently) :)
  10. We're looking into this. Is it happening for everyone, all the time?
  11. DnA

    Terrain Detail

    The Pre-Order Beta only has Seattle (Lite). That mostly means that about 25% of the environment has objects and the rest was removed. Of course in the full version the entire environment is covered by objects.
  12. DnA

    General Impressions

    Thanks for your feedback. Just a quick note on this one: there are actions in your cockpit to change the musical genre or turn it off (the location depends on the helicopter, but on the light it's the MP3 player at the bottom of the center panel). Your choice is persistent, even after shutting down the game, so you should not have to keep turning it off.
  13. Some firewalls will pop up a request to access the network / Internet in the background. It may conflict with the game. Is this the case for you? You can try manually allowing the game's EXE access.
  14. The Pre-Order Beta for other platforms is coming, please be patient as we set them up :)
  15. Yes, there is a set of commands related to the start-up and shutdown sequences, which can be used to modify them for community-made helicopters or mods. We are providing our take on helicopters in the initial release, but the community is more than free to modify the experience and share with us their take on helicopters :)
  16. I'll also add that there's a suite of rope-based script commands people can use (some already available in the CP, but undocumented). There could easily be other uses than what we initially launch with: fast-roping, winching and sling loading. Additionally, if a talented add-on maker would like to overhaul the mechanics and make it a lot more in-depth for example, it's flexible enough to allow that. Our mechanics are at a level of abstraction we selected to suit our gameplay (a similar approach seen in the engine start procedure), but nothing is stopping the awesome community to modify / expand them :)
  17. Haha, clearly the best piece of machinima for Take On Helicopters so far :p
  18. There are two types of collective controls: analogue and digital. The former is meant for controllers with analogue axes like the X52. The latter is for keyboard pulse input. Try assigning the throttle axis (Z I believe) to the analogue controls.
  19. Hi there! Have you updated the games list in the TrackIR control panel, so that it can recognize the game?
  20. Some things to keep in mind: PC performance directly affects the detail of any texture and also the ground texture. While playing, the game simply needs to handle the massive amount of data being streamed in and out, and it will not show the most detailed level all the time. We are doing our best to optimize the engine to handle this the best it can, but not all imagery you see published on the Internet will be showing the game at the best available detail of course :) There are data size limits we run into and had to make decisions about. The amount of pixel data necessary for a 60 by 60 km (let alone 120 by 120 km) texture quickly becomes unmanageable for: development (editing tools), distribution (amount of DVDs) and the streaming engine (internal memory).
  21. We'll try to post some more elaborate sneak peak at documentation for the XML soon, but for now I can only say that: the XML contains most of the aerodynamics configuration, the CfgVehicles entry defines things like engine timings, and the model itself contains yet more data like mass, collisions, etc.
  22. Just to clarify: it will often seem that way because the vibration coincides with passing through ETL, however the shaking in CP is purely random. This heavy random shaking is gone in the full version, but we cannot easily port it back into CP. One place we added turbulence is when flying through the new volumetric clouds.
  23. Of course access to the Pre-Order Beta will be made available to all those who pre-ordered so far, including before this was announced. Especially those who used Sprocket! ;)
  24. DnA

    Recommended joystick?

    Personally I've been developing using: Keyboard and mouse Logitech Extreme 3D Pro Saitek X52 Pro (stick and throttle) Xbox 360 controller I like the additional buttons I can map on the X52, such as more POV switches for looking around and moving my head. But as a regular player the fairly simple Logitech has my vote. It provides all the analogue control I want (small throttle slider and twist-grip for pedals), works very well and does not clutter my desk :)
  25. DnA

    Pedal idea

    Since the latest Community Preview (84444), there are pedal manual trim controls you can map. These trim the pedals left and right in fixed steps.
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