-
Content Count
778 -
Joined
-
Last visited
-
Medals
Posts posted by royaltyinexile
-
-
-
Lack of festive spiritAww :(
Next you'll be telling everyone that Santa doesn't have a Concealed Weapon License. :(
-
Hello, holly-jolly hovering holiday helicopteers!
It's approaching the end of a busy week for us here at Team Take On, as we’ve been putting together a whole bunch of goodies here in the Mnisek grotto!
Recently, we've released a whole bunch of new updates and info, so to make sure you don't miss it, we've ever-so-conveniently placed it all in this here warm forum sack. Hmm.
Patch 1.03, Bainbridge! - Our latest patch with a number of cool new features and fixes!
Benchmark scenario! – Did you know Patch Bainbridge included a new benchmark scenario? - put your hardware to the test now!
new! Behind-the-scenes images! – Check out some of our favourite pictures from 2011′s development!
new! Environments interview! – An interview all about environments in Take On Helicopters!
new! Narrative Developer’s Blog! – We’ve be musing about narrative!
Java in the new year! - Methinks a nice hot cuppa java will do just fine!
Taking On The Editor! - We recently deployed part two of our freely downloadable editor guide!
On behalf of the Take On Team, we’d like to thank the community for their awesome support and dedication, and wish you all a very merry Christmas and a happy new year! Let’s Take On 2012; let's Take on aaaall the things!
Best,
RiE
-
mutleyshangar.com Review, no score, but I like that guy's style!
Scoring ToH as a flight sim is not really any easier as you can't compare it with any of the routine virtual flight packages currently available. But, I'm going to stick my neck out and say that if you've the time to invest in getting to know ToH, you will be rewarded with a valuable and radically different flight sim experience.
:cool:
-
OP updated with Steam Patch news and Changelog.
Note: working on hotfix for dedicated servers, due soonâ„¢.
Best,
RiE
-
And if you still aren't convinced... :cool:
yceE17SRJPY
Best,
RiE
-
Afternoon, all!
Today, we're releasing another patch for Take On Helicopters. You can grab a selection of download links from the official website.
Note: we have released a hotfix for Windows Dedicated Servers, as well as an updated Linux Server Beta.
Download hotfix (only needed for server hosts - 20,9MB)
MD5: 27F7FB95F606A1D1220BC3FF585090E6
Important Information
- This patch is for non-steam versions of the game, requiring v1.02 (i.e. Patch Alki).
- This is a non-steam patch, which has its own update.
Patch Highlights
- Reduced Ground Effect strength - engine-based improvements
- Small flight model tweaks - based on community/ internal feedback
- Heliport character animations – mission briefings include new animations
- Czech language support – more languages to be added asap
- Benchmark added - challenge your hardware!
- Picture-in-Picture quality setting - select the quality of PiP
Changelog
1.03 CHANGELOG:
---------
ENGINE
------
- Reduced extreme ground effect.
- Picture-in-Picture video setting extended to include levels of quality.
Value - Viewing distance (km) - Average time per frame (ms)
Disabled - 0 - 0
Very Low - 1 - 8
Low - 2 - 10
Normal - 4 - 13
High - 6 - 15
Very High - 10 - 22 - Fast Approximate Anti-Aliasing (FXAA) support added (http://community.bistudio.com/wiki/arma2oa.cfg).
- Better multiplayer support for vehicle doors opening / closing.
- Helicopter animation states could mismatch when running on the server.
- Custom memory allocator support added (http://community.bistudio.com/wiki/ArmA_2:_Custom_Memory_Allocator).
- Ambient traffic was not drawn in PiP RenderTargets.
- There now is zero fuel consumption when only starters are on.
- The engine no longer stops when you take control from the AI on the ground.
- Dedicated server armed helicopter models would change (http://dev-heaven.net/issues/26298).
ENGINE (MERGED FROM ARMA 2: Operation Arrowhead)
-----------------------
- [87274] Improved: Airborne airplanes now rendered in larger distances.
- [87273] Changed: AI airplane always using lights during landing, taxiing and takeoff.
- [87270] Fixed: Lens flares positioned badly when 3D resolution different from 2D resolution.
- [87077] New: Ground effect computed for airplanes (0-10% depending on height)
- [87075] New: Ground effect computed for helicopters (based on http://www.cybercom.net/~copters/aero/ground_effect.html)
- [87073] Fixed: Helicopter autohover was wobbling a lot (http://dev-heaven.net/issues/4478)
- [87067] New: Commandline -checkSignatures to provide thorough test of all signatures of all loaded banks at the start game. Output is in rpt file.
- [86971] New: -beta=xxxx as alternative to -mod=xxxx to allow using beta files without affecting mod handling.
- [86965] Changed: Mod list configured by ModLauncher is saved inside game config instead of user profile.
- [86944] Added: HitPart event now contains Ammo type name
- [86916] New: Player name validation when editing a profile name.
- [86882] New: Scripting command visiblePosition to obtain object position as visible on screen (http://dev-heaven.net/issues/26591)
- [86880] Fixed: Helicopter slow after GET OUT waypoint when CYCLE was used as well.
- [86876] New: Editor: Visual indication of the selected target for CYCLE waypoint.
- [86851] Fixed: Vehicles attached on ships attached to objects sometimes destroyed (http://dev-heaven.net/issues/26668)
- [86839] Fixed: Cannot manipulate doors after game was aborted with doors in transit. (http://dev-heaven.net/issues/26702)
- [86704] Fixed: "Direct" chat sometimes not working (http://dev-heaven.net/issues/26422)
- [86702] Fixed: Dead body temperature was not saved (http://dev-heaven.net/issues/25466)
- [86647] MP: Fixed: When a player was JIP-ing, traffic for all other players was significantly reduced (http://dev-heaven.net/issues/26408#note-48)
- [86643] Fixed: Massive network traffic optimization during Join in Progress (http://dev-heaven.net/issues/26408#note-48)
- [86620] Fixed: Searchlight turning itself off for non-server clients (http://dev-heaven.net/issues/4449)
- [86566] Fixed: Action taking magazine from a backback has sometimes failed (http://dev-heaven.net/issues/25927)
- [86520] Fixed: Gamespy Server signature list contains often twice "bi" (http://dev-heaven.net/issues/23752)
- [86491] Improved: MP: Diary statistics not available in MP when NetStats is disabled (http://dev-heaven.net/issues/26435)
- [86484] Improved: Dedicated server console now supporting Unicode and long output (using Rich Edit Control).
- [86431] Fixed: Issues with v2 signatures - causing random check to fail (http://dev-heaven.net/issues/26323)
- [86296] Changed: AI gunner is no longer firing at friendly units when ordered to target them.
- [86271] Fixed: Locked MP role slots after BattlEye kick.
- [86257] Fixed: MP: Countermeasures released automatically for a player commanded tank (http://dev-heaven.net/issues/17458)
- [86257] Fixed: MP: Countermeasures released by AI were multipled by the number of other connected players.
- [86233] Fixed: MP: Loosing gear due to water no longer multiplied for each player (http://dev-heaven.net/issues/26162)
- [86217] Improved: Thermal imaging for models with no TI data (http://dev-heaven.net/issues/16673)
- [86159] Fixed: Server response unreliable with long keys (e.g. mod lists) (http://dev-heaven.net/issues/23389)
- [86128] Fixed: Soldier running instead of crawling through holes (http://dev-heaven.net/issues/25348)
- [86122] Fixed: AI without weapon stuck when crouched (http://dev-heaven.net/issues/16229)
- [86114] Prevent crouched AI from sprinting (http://dev-heaven.net/issues/24405)
- Fixed: helis not slowing down before doMove destination.
- Fixed: helicopters with no waypoint moving slow (http://dev-heaven.net/issues/26814).
- Fixed: crash possible when heli was piloted by a unit without a group.
- MP: Init event handler using publicVariable failed.
- Fixed crash with NULL target list (http://dev-heaven.net/issues/26356).
- Fixed: camera simulation of attached objects (first aid animations jumpy).
DATA
----
- Seattle performance benchmark added (Challenges > Benchmark (Seattle)).
- Czech language support added.
- Japanese character support added (not the translation itself).
- More character animations added and implemented into Heliport (de)briefings.
- Main menu online news feed added.
- Medium: improved torque 3D instrument ranges.
- Medium: flight model tweaked.
- Light: flight model tweaked (also thanks to community efforts!).
- Helicopter head movement limits tweaked.
- Helicopter ground contact points tweaked (also thanks to community efforts!).
- Special shadow LOD added for interior views of helicopters.
- Doors closed by default for luxury helicopters.
- Ambient traffic cars now have head and tail lights.
- Ambient boats and aircraft have lights at night now.
- Roadway LODs added to military ships.
- Improved materials for water surfaces.
- Various unlocalized texts localized (training scenarios, Time Trials and MP).
- Spelling error reported by wOMAC fixed.
- Type column in MP server browser was too narrow.
- Logitech G940 controller scheme tweaked.
- TrackIR scheme improved.
- Career Free Flight is no longer ended when disembarking. Instead use "Skip" from the interrupt menu (Esc).
- Scenarios would not terminate correctly when an important NPC was killed.
- Automatic savegame system tweaked to avoid saving in dangerous situations.
- Crashing in training scenarios after failing a stage is now handled better.
- Career 08: player was able to get in as copilot.
- Career 09: one of the tasks was not marked as completed.
- Government 01: suspect lookout would sometimes be on the ground.
- Training 07: feedback and IGUI indicators tweaked.
- Memory 02: CAS task now is canceled when CSAR takes over.
- Memory 02: OPFOR forces now correctly move to the crash site.
- Memory 02: CSAR takes longer to get to the crash site, allowing more time to provide CAS.
- Memory 02: Crashed crew does not try to complete its mission on foot.
- Memory 03: the player now dies when landing on the water surface.
- Memory scenarios can now be more easily skipped ("Skip" from the interrupt menu - Esc).
- Memory scenarios can now be reverted to a savegame after failing a task.
- MP 03: host is now forced to be the pilot.
Once you're all up to date, don't forget that we’ve released two free sample missions and a corresponding guide to help introduce the features of the Editor, and encourage more players to join the strong community of mission and mod makers on our forums!
Furthermore, you can take part in the community’s efforts to tweak the flight models by consulting the documentation of Take On’s flight model, and downloading and applying custom FM modifications!
Finally, DnA has updated our roadmap for future patches.
Happy Flyin',
RiE
- This patch is for non-steam versions of the game, requiring v1.02 (i.e. Patch Alki).
-
They say it's faster than SQF, so I'm pretty sure they have tested it. (Would be pretty stupid if they didn't, right? :D)At the moment, the extra overhead for calling Java may offset the performance gains it provides (and in some cases it's astronomically faster than SQF). :cool:
Like with most things, it's about sensible use, for example, scripts running in loops benefit much more from this new ability.
Best,
RiE
-
I made a little addon and a mission to help me get used to the flight models for TOH and keep a nice simple mission to observe patch differences and xml enhancements.That's very impressive so far! Thanks to Ziggy for the video, too! :)
Keep up the good work, guys - and we're glad to see you enjoying the game!
Best,
RiE
-
Hello, all!
It's the Bohemia Christmas party tonight, so we're in the mood for handing out some presents! ;)
We've updated the community wiki with another sample mission guide. This one builds directly on top of the original mission, adding some more advanced scripting techniques, and showing you how to make the mission feel more 'complete' with tasks and briefings.
You can download a complete version here, and find the written step-by-step guide here.
Have fun, and let us know here if you run into any problems!
Best,
RiE
-
Bohemia Interactive, Stribrna Lhota studio, is searching for a 'coder'.
This role will chiefly involve the creation of configuration files and post-production automation tools.
Candidate Criteria:
- Czech/Slovak native/fluent speaker
- Strong/fluent English language skills - documenting and communicating
- Knowledge of object-oriented programming languages
- Experience with Arma modification
- Strong time-management skills - Responsible for finalising and releasing data to the public (able to work overtimes, keep schedules)
Benefits
- Accommodation
- Bonuses for project completion
- Working in young, friendly team as the biggest in Czech/Slovak game development company
Application Process
- Applicants should write directly to jobs@bistudio.com
- Czech/Slovak native/fluent speaker
-
Did someone say that there is a PiP facility inside a Heavy? If there is I can't find it in any of the missions. Is there a key I am missing to turn it on?The
shows the way that PiP is automatically set up for you with certain scripted waypoints, like slingloading. It's also in the mission 'The Shadow of the Blade' and, unless I'm mistaken, 'The Hand that Feeds'. It'd also be in the 'Sling your Hook' challenge, if you're ridin' dirty in the heavy. ;)Of course, if you have it disabled in the video settings, it won't pop up. The heavy is actually my favourite PiP, because 1) you really need it and 2) its conveniently placed in your view without the need for an extra UI layer.
Best,
RiE
-
I thought that there were more memories (I had read in some review that you even got to fire some Hydra rockets somewhere)Well..
In memory mission 2 (Operation Arrowhead) you get the chance to defend the crash site (with your rockets) - however, the failure conditions are currently quite strict (there is a mission flow where you land, pick up your buddy, and ride home).
Patch 2 is aiming to make this a little easier!
Overall, these missions were meant to help bind the story to the rich (Armaverse) history of Takistan, where the 3 missions in Take On take place before, during, and after the conflict portrayed in Arma 2: Operation Arrowhead.
And since you've reminded me, here's a sneaky behind-the-scenes image from early in development:
Best,
RiE
-
Hi, I'm not exactly sure what the problem you are describing is but:
once you have shaken all the information out of him, you receive a task to land anywhere (just put the chopper on the ground) and it will kick him out, and you continue with your mission!
Hope that helps! :)
Best,
RiE
-
Each time I play it and end it, I get it again in the mission list, so now I have three "Operation Bullseye" listed :j:.
Hi, I'm not quite sure what you mean. Operation Bullseye (and all the missions on south asia) are your brother's memories, so after the mission, it's normal that you are returned to the heliport.
You can replay the mission as much as you want, so it's also natural for it to again appear in the mission list. It's also the final (3/3) of the memory missions.
The gameplay progression system in Take On is much different to Arma, in that you don't have to play it in a linear fashion. There are also the Government and Corporations contracts to play too, which should be available to you and which can be selected from the heliport menu (press escape when in the heliport) or by talking to either Kelly or Carmichael.
Best,
RiE
-
The playable demo of Take On Helicopters is now live, live, live! :)
Check out our brand new forums section for all the info to get started!
Best,
RiE
-
Hello, potential pilots!
The playable demo of Take On Helicopters is now up and running.
Once you're good to go, make the most of your experience:
- Check out the manual!
- Set up your difficulty options!
- Set up your Video options!
- Read about our future plans!
- ????
- PROFIT!
...and enjoy your flight!
Best,
RiE
- Check out the manual!
-
Hi,Can anyone who has completed this mission successfully confirm whether or not they landed on the ground or in the water?
Cheers,
Boneman
When you are auto-rotating to the ground, 'landing' on the water currently breaks the mission-flow.
Mission logic currently depends upon detecting the player landing on the 'real' ground surface type.
The issue is being resolved for an upcoming patch.
Best,
RiE
-
"It's really only when you step back and look at what the game offers that the true potential of the game comes into focus"
Nice to read a Seattleite's point of view!
-
No way man Perl for the win!You can keep your perls and your rubies, not to mention your snakes. I much prefer a strong cup of coffee in the morning.
;)
-
All in all I really enjoyed Take on Helicopters; it made a flight simulator more enjoyable and accessible for me. There are a few niggles that I’m sure will be sorted over time, I’m sure the modding community will keep the game fresh and going for a long time to come. But if your into flight simulators, especially helicopters then I think this is a must buy game.
-
I updated the general information to include making sure your drivers are up to date, including Marek's tip about his Graphics Card:
I had some weird performance problems on my notebook with Geforce in Take On for long time. Unfortunately, I could not update the drivers so far easily (unsupported product, usual notebook problem with custom device drivers handling by manufacturers).Finally, the new http://www.nvidia.com/object/notebook-win7-winvista-64bit-285.79-beta-driver.html installed on my laptop and Take On runs really well on it now.
For reference, it is Asus G53S notebook, with Geforce GTX460M, Windows 7 x64, I am playing the game on default settings and it runs at stable 30 fps now.
I certainly recommend trying this new beta in case you have performance problems on Nvidia cards in Take On Helicopters (note that there are two releases, one for notebooks and one for desktops).
Best,
RiE
-
I knew I shouldn't have included that option ;)
-
Wow, it's easy to forget how amazing Chernarus can look! Now with Jazz! :cool:
Good job!
Best,
RiE
Latest "Take On Helicopters" Press Coverage | NO discussion here!
in TAKE ON HELICOPTERS - GENERAL
Posted
d22-zone Review
Best,
RiE