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Derbysieger

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Everything posted by Derbysieger

  1. Derbysieger

    TOH Demo corrupted? HELP

    Everything on the lowest possible setting and turn off AToC in your TakeOnH.cfg. You will find it under Documents\Take On Helicopters (Demo?). Open it with Notepad and change the value for AToC from 7 to 0. But even then I doubt that you will get a playable framerate and it won't even look good. Simply put: your computer isn't good enough. The RV engine is very demanding. In fact it is one of the most demanding engines there is. To get the best experience you don't only need a fast (quadcore) CPU and a good GPU but also a fast HDD. I would definitly recommend that you DON'T buy anything newer than ArmA that's running on the RV engine.
  2. Derbysieger

    increased terrain ?

    I thought the landmass was something about +-400km² with the whole map being 900km² €: quote's from arma 3.com so I assume you're right.
  3. Derbysieger

    Development Blog & Reveals

    I don't see shadows cast by the headlights. It just seems a little darker in front of the first vehicle but I don't see a real shadow.
  4. Derbysieger

    Development Blog & Reveals

    Seems like the chemlights cast shadows. €: Ninja'd
  5. Derbysieger

    Take On: Hinds!

    Of course. That's why a multiplayer trainingsession was suggested. Video is up with detailed description on how to assign targets for your gunner:
  6. I'm not quite happy with my landing. I can do better. Base Assault Challenge with the SuperHind: www.youtube.com/watch?v=LLx1vxcMviA
  7. Derbysieger

    Take On: Hinds!

    @Gabriel: I've got a video of a Base Assault challenge upcoming. Maybe it helps with your problems. You can target static defenses with missiles btw - don't know why it didn't work before. Maybe because it was an other Hind version...
  8. Derbysieger

    Anyone enjoy driving a car in TOH?

    You can do this but that's not what I did there. I was simply flying very low (not taxiing because that would've taken ages). I land just in front the hangar.
  9. Derbysieger

    Anyone enjoy driving a car in TOH?

    There will be all arma 2 stuff (including maps) available in TOH in a future patch. And tbh I like Chernarus much more for cars and stuff than TOH terrains. Chernarus is by far my favourite map although Seattle looks very good and SA has some beautiful spots especially from above. Check out Hon0's channel here for good TOH vids - especially his videos of chernarus are worth watching. He's is a very skilled pilot so go have a look. You can also check out my channel for TOH impressions: http://www.youtube.com/user/MrSchalke04
  10. Singleplayer -> Challenges -> Take On Hinds... You will find four challenges there that are different everytime you play them. 1. Hinds is NOT included in the 1.05 patch so you didn't pay for something that is available for free. 2. There was a pre-order bonus in the first week when it became available on sprocketidea.com but you could pre-order before BIS announced the bonus so players who pre-ordered for the full price got a partial refund. €: Ninja'd :/
  11. It's Monday morning and frickin' summertime (CEST) again which sucks and serves no real purpose apart from tormenting students, causing accidents and irritating cows (you know, the ones that are responsible for milk). To make things even worse I got up early for nothing. Now I'm back home, sitting in the garden and I thought before I do the real work I clear my head and lighten my mood by writing down my thoughts about Hinds DLC. The Mil Mi-24 has always been one of my favourite aircraft in Arma 2 - that is until TOH ruined Arma 2's helicopters for me (I haven't touched one since TOH Beta). So I was really excited when BIS announced Hinds DLC and I preordered soon after it became available at Sprocket. My first impression of Hinds is very positive even though there are things that need improvement which became more noticable after I got familiar with the new flight characteristics. Now let's start with the positives. I put about 5 flight hours into Hinds over the last weekend - that's at least 3 hours more than I should have which just proves that you guys at BIS have done a great job recreating the flight experience of a heavy gunship. This brings me to the point I most like about Hinds DLC - I simply love the handling. Now I'm not a helicopter pilot and I'm not going to analyse the flight characteristics in detail but the general feel of the helicopter is very convincing and seeing that the Hind pilot who helped BIS with the FM is truly impressed by the final result one can assume that it doesn't only feel convincing but that it is actually very close to the real thing. The cockpits are a big step up from Arma 2. The textures of the working gauges are very good and even the non-functional parts of the cockpit have better textures than the models in Arma 2 - still, I always have to remind myself that TOH doesn't have the same focus as DCS when I quit DCS and start TOH. The biggest improvement over Arma 2, visually and gameplay wise, is certainly the SuperHind's cockpit with working displays that can be used for targeting if you play as a gunner. But here is the first thing that I think could use some improvement. Using the PiP display it is very hard to target vehicles with guided missiles because it is missing a crosshair in the middle. You can bring up the optics like in Arma 2 using numpad 0 but then we are back to Arma and I just love using the PiP display to do the job. There already is a small indicator but that is not enough to reliably paint targets for missiles from a distance of 2km-3km. Since there already is this small indicator present it should be possible to get something along these lines: If you play as a pilot with AI as the gunner, the pilot's display becomes way more than a pure gimmick. You can see where the gunner is looking with a glimpse of an eye. For example: When you order your gunner to target a vehicle using missiles you can confirm that he is targeting the vehicle by looking at the display and then order him to fire. You don't get the green box around targets as a Pilot in the Mil Mi-24 Mk.III when using missiles so this confirmation is essential . I don't know if the missing box is intentional but I like it very much (if it is a bug please don't 'fix' it!). To make things a little easier it would be nice to get an audible feedback when the gunner has locked the target. There is no question about it that the SuperHind is my favourite of the three variants but I also like the challenge the old Mil Mi-24P offers. Lining up that mighty gun isn't easy at all and if you manage to bring down an enemy chopper with that thing you just feel like a boss. Now to the things that in my opinion definitely need improvement. First of all there is the pilot's HUD. The most annoying thing about it is that it isn't collimated. Something you should expect from a dedicated helicopter simulation game. But apparently it's not only that. As others pointed out, the one we get in TOH isn't even the standard HUD for the Hind - it's the backup sight in case the other system fails. This definitely needs attention and I think BIS is already looking into it. Then there is the "magic radar". I wouldn't mind it as much if it didn't display the position of units (vehicles and static defenses) and only worked as a RWR. A functional RWR as proposed by Yoyo here would be the icing on the cake. If it is too complicated to animate it soonâ„¢, I would suggest that we get the option to use the current solution as a RWR only. I like to find targets on the battlefield myself or in cooperation with friendly (ground) forces (with Take On Arma Patch and other players operating as FAC that should be epic!) but the radar takes that possibility away for the most part (doesn't work for infantry). As a pure RWR it would be a very usefull game mechanic but in the current state it displays too much information for my taste. I enjoy TOH: Hinds a lot but there are times when I really notice the presence of the radar and the non collimated sights. I think the latter will become more noticeable or even really annoying once I can afford to get TrackIR. Maybe someone who owns TIR can comment on that. When these two major things get addressed I'll be absolutely happy with this already very enjoyable DLC and I'm so much looking forward to the Take On Arma patch, I literally cannot wait: Now back to Hinds! eh.... I mean homework :D Cheers
  12. Derbysieger

    Aerofly FS [Flight simulator]

    This looks amazing. I can imagine flying for hours just watching the scenery. To all the germans complaining: It is very easy to bypass this... Just say f*** you GEMA and watch it anyway :p
  13. Derbysieger

    The "magic" radar

    Very good point. The thing is just that I like to find my targets without much artificial help like this. As stated before I'd be fine if this would only work as a RWR. Part of the fun (for me) is finding and identifying targets which becomes obsolete with the radar. When I fly missions in DCS I often spend way more time looking for targets than shooting things which is something I miss here. Operating with a FAC in MP to find and eliminate targets using smoke would be really cool for example. There is just no point in doing this if the radar shows enemy positions.
  14. Hi, After few seconds ingame the FLIR gets washed out and it becomes very hard to distinguish anything apart from vehicles with running engines or people on the ground. I played around with my video settings - PiP detail, Texture detail, viewdistance, AF, ground detail and so forth, I even changed video memory from default to very high, to high, to normal, to low, to default again and tried older video drivers - nothing (I'm now on Catalyst 12.3). PC specs are in my sig. This is how it should look like (moments after loading the game): And this is how it looks after 1 or 2 seconds:
  15. @Jedra: It's definitely possible unless a patch changed something. I disabled this before but that was still with v1.03 I think.
  16. I'm sure you can because I did so before. In the light heli there becomes an interaction point available at the screen once PiP is activated and I'm sure there is something similar in the heavy chopper. Have a look around in the cockpit ;)
  17. I'm fine with the RWR funktionality of the radar, what I don't like about it is that I'm instandly aware of the position of enemy forces. I would be more happy with a vague position so I have to actually acquire the precise position of the forces like it is with infantry units right know. I usually only use the rockets in manual mode for everything else I order my gunner around. Are the rockets really only controlled by the gunner? It seems to me that it would be much more efficient if the pilot is in control of unguided rockets and the gunner handles missiles and guns.
  18. Derbysieger

    The new review of HINDS dlc.

    I like to find my targets like in DCS where I have a vague idea about where my targets should be - finding them (without getting shot) is part of the fun. I would agree that the warning on the radar is quite nice but it annoys me that I always instandly know where the enemies are. I avoided to use tab lock in the last mission I flew with the SuperHind and used your addon. It helped a bit but it was still not quite how I would like to have it as I had no visual warnings - only the beeping sound that told my to get low. €: Review looks very good btw. Google somehow manged to translate it in a way I could understand which is not always the case^^
  19. Derbysieger

    Take On: Hinds!

    Ehhhm... you give up quickly, do you? I'm sorry you feel like you wasted time. Maybe you should take a break, relax and find someone who has time to help. I explained in detail how you order your gunner to shoot things. If you didn't understand, just ask! A multiplayer training seesion needs to be coordinated. Don't expect to get help on a random server even though you might get lucky. I admit that it can get frustrating for new players but if you have a little patience and ask around I'm sure you will find help. As I said before I'd be willing to help out but I need to find some time. It's not going to be this weekend anymore. Maybe you can find someone quickly but this is a very small community. Best regards Derby
  20. Derbysieger

    Take On: Hinds!

    It needs to be coordinated of course. I'd be willing to help you but it would be cool to get some more players to join and I don't have much time to play atm so no promises here. I already played too much this weekend - I'm behind with important stuff xD Hinds are addictive :p
  21. Derbysieger

    Take On: Hinds!

    Multiplayer ;) learning to play with players that already know how things work.
  22. Derbysieger

    Take On: Hinds!

    That's actually a very good idea. Take On brings in new players that are not familiar with the UI and how weapons work. For longtime Arma players there is not much new in that regard but we all know that it is not that easy to get into BIS games. I quite like the tutorials for the civilian helicopters and it would certainly help if there were tutorials for the Hind as well. One tutorial for each type of helicopter featuring different weapons (guns, rockets, missiles,bombs) from a pilot's perspective as well as from a gunner's perspective.
  23. Derbysieger

    Take On: Hinds!

    You cannot 'lock' rockets. Rockets are unguided (except for DAGRs). You can only tell your gunner to target an enemy vehicle (even with missiles btw). He will shoot at it as soon as you're lined up. Thats why I prefer manual fire for rockets. It means I am in full control of the weapons ;) You have a maximum of 8 guided missiles (depending on the loadout). Technically you can't even lock the missiles because they're manually guided missiles. That means your gunner (wingman would be another helicopter) has to be able to see the target in order to hit it. If he loses sight of the target the missile won't hit. For missiles you need to order your gunner to fire by pressing the fire button (left mousbutton/trigger on your joystick...) each time you want to fire a missile. Your gunner will use guns and rockets once he can aim at the target (guns on Mi-24V and Mi-24 Mk.III) or the target is lined up (rockets with all three types, and guns and rockets with Mi-24P) unless you ordered him not to fire. The cannon on the P variant also needs to be aimed at the target by the pilot. The V variants's cannon is easier to line up but the SuperHind has the most versatile gun. I would say it comes down to practise. Use the editor to create your own small szenarios. Just place a Hind with yourself as the pilot and then a few enemy vehicles somewhere on the map. Simple as that. You don't need more than that to practice your gunruns etc.. You can add a waypoint at the enemy's location but that's not necassary. Once you're able to properly control the helicopter and keep the sights on target you can move on to the challenges which truly are challenges for unexperienced players and some even for experienced arma players like myself. Shooting down an enemy helicopter with the Mi-24P is really hard for example. regarding the expansions menu: http://forums.bistudio.com/showthread.php?132715-Hinds-and-Expansions-Setting €: Or even better a MP training session. Haven't thought of that.
  24. Derbysieger

    Refueling Heavy helicopter

    regarding taxiing: first release the wheelbrake (default rctrl+w which is really not optimal so I rebound it to a joystick button) then raise the collective a little. Heli should now start to roll forward.
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