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autorotation

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About autorotation

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  1. If you are referring to the start-up procedure, you are doing it too fast. You should push the starter until the rotor reaches 12% rpm. Then you roll the throttle to idle and wait to the rotor rpm stabilizes at around 65%. When it does, you should turn off the starter and wait for roughly 15 seconds. First then can you apply full throttle and wait for the rpm to settle at 100%. During shut-down you should roll the throttle to idle and wait 15 seconds after the rpm reaches 65%. Then you close the throttle. I haven't tried to start the engine up again after shut-down in awhile, but I seem to remember that you have to wait a little for the oil temperature to go below a certain level before start-up again. If you are referring to damage being done while raising the collective to full while in flight, you're not doing anything wrong other than raising the collective to the stop. If you exaggerate the amount of collective, either by raising it to the stop or by applying it too fast/violently, you will give the engine a hard time keeping up the rotor rpm due to the enourmous stress on the blades. Thus you will lose rpm and the engine will over-torque in an effort to keep the chopper flying. This happens in real-life too, so there's nothing wrong with the set-up in your controls based on that.
  2. Pardon moi for being a noobster, but what is RTE and, more importantly, how can I get it? :D
  3. I've done some more testing, and I've found that this game is quite interesting in terms of scaling. In the first post I was using very low settings compared to what one should play at, mainly because those settings were pretty much the maximum I could afford to use while playing Chernarus at an acceptable framerate (20 frps at minimum). It turned out that the difference between the XFX 6970 and the GTX 680 were negligible in the benchmark-test. While the numbers itself (min 43, average 71, max 94 for 6970 compared to 40, 78 and 147 for 680) wasn't bad, one should keep in mind that the settings are basically unplayable due to lack of viewdistance and no anti-aliasing, making the game look like flight simulator 98. This negligible difference between the two cards made me quite disgusted with the game because I literally upgraded the graphics card to improve visual performance in this game alone. But since then I've done some more testing. It turns out that drastically increasing some of the settings, the GTX 680 performs admirably compared to the 6970. It should however be noted that an overclock of my CPU to 4,6ghz is also a factor. With these settings: I get these numbers for my 680, albeit overclocked to 1200mhz core, 3086 memory: Min; 36, Average; 58, max; 105. While I don't have the numbers for the 6970 at these settings, I can say that the 6970 was hit pretty hard while toying with the anti-aliasing settings. Right now the game looks absolutely gorgeous in Seattle, with the rough edges completely gone and the nasty fog-like slur over the screen disappeared when turning the FXAA to high, making the colors seem clear and crisp. I could of course increase some settings to make it look even better, but I prefer to fly around downtown with around 50 fps because fluidity while flying is the most important factor to me. I have to point out though that I can't possibly keep these settings for Chernarus, which still bugs me. But I have a feeling that the imported ARMA map isn't optimized for TOKH. What bugs me the most about having to reduce the viewdistance is the return of the fog-like slur. The vibrant, strong colors of the beautiful island disappears in a grey mist when the viewdistance drops below 4000m. So I have three questions for the developers; 1. Is it possible to reduce the grey mist effect in a future update, because it ruins the beautiful potential of the game. I know it's there to make the transition between what you can see and what you can't more fluid, but the loss of strong and vibrant colors is greater than the need for ultra-smooth transition. 2. Is it possible to reduce the glass-effect of the cockpit bubble? While a nice detail, it actually reduces he visual quality so much so that changing viewpoint to outside the helicopter reveals almost a different world graphics-wise. 3. When should I expect the update that includes TOKH's official Chernarus? I would also point out that I would gladly (and THE ROCK means GLADLY) pay 50 dollars to be able to use a map-making editor! You know, the kind where you can insert buildings, roads, trees and elevation/mountains in an easy manner. If this could be done, the community would wet themselves me thinks :bounce3:
  4. No problems with Video Memory on default, but the framerate drops around 10 frps on default.I don't want to play at those settings, which was my original point ;) I've discovered that I can drastically increase settings without shutting the framerate completely down. With visibility set to 10 056 and object view to 6172, I got an average of 47, with 26 minimum and 93 max. The problem for me is that even at those lowest settings mentioned above this post, Chernarus is basically unplayable as a sim due to framerate drops to around 20-25 frps around the main city in the south. And I want to fly at Chernarus at a smooth framerate AND be able to see where I'm going while I'm doing it :cheers: I understand the brain-ackingly difficult issue you as producers have when you have to develop something that has to be compatible with thousands of different set-ups. But I don't understand why one would ignore the fact that most pc gaming platforms out there today has more than two-thread-processors. Perhaps it isn't ignored, but nevertheless it's not utilized. In such a CPU heavy game, I cannot for the life of me figure out why such a call was made. I do know though that BI is class-leading in aftermarket support and optimizing, which is why you have faithful followers that are willing to give you time to update, expand and improve on your games. It is also why I write instead of ditching the game. The comparison to battlefield was only to demonstrate the difference in performance scaling with new vs old hardware between the two games. And 90% better scaling performance vs 5% scaling performance indicates that something is "wrong", if I may use that expression. And watching the load on the CPU, I can see that it's not being utilized much compared to its potential, which means the game(engine) is badly optimized for such hardware. Or maybe I'm missing something?What I'm really wondering is if there's a possibility for BI to tweak the engine in such a way as to make it more hardware-friendly? It seems like there's a performance-roof, where you get to this point where faster graphic-card doesn't matter too much. It could of course be some kind of driver issue or some other fancy thing that I don't know anything about. I will continue to test though, to see if there's a significant difference to be made somewhere:cool:
  5. I understand that a simulation is CPU heavy. Which is why one should expect that a new simulator would actually be able to use multithreaded CPUs, which are basically the norm among gamers today. And while an average framerate of 78 is exceptionally good, it doesn't really say anything unless you're comparing it to the actual graphical settings you have the game running at. And these settings are what I ran the benchmark on; Video Memory: Very high Texture: Very high Objects: Very high HDR quality: Very high Visibility: 3515 View: 2037 Shadow view: 100 Traffic: 921 Antialiasing: Disabled Terrain: Very high Shadow: high Antisotropic: Disabled Postprocess: Disabled Cloud: Normal I would be very interested to see other people using the same settings, or give me their settings and framerate numbers so we can compare and see how much hardware really affect the game.
  6. I recently upgraded my XFX 6970 to Nvidia GTX 680 for two reasons; better framerates and less noise. In other games, like Battlefield 3, the GTX is averaging about twice the framerate as my overclocked 6970 did, with 1/3 of the noise. But in the game I play and enjoy the most, ToH, the framerate remained almost identical, regardless of overclocking or standard 680, with the exact same settings. Incredibly, the minimum framerate actually dropped compared to my 6970, albeit with only a few frames. The maximum framerate jumped from 94 to 147, but average came in at 78 compared to 72 in favour of the GTX. So I have to wonder; Is the engine THAT poor in ToH? And, is there something you developers can do about it to optimize it? Because, frankly, it is a little more than a little bit silly to run a game-engine uncapable of utilizing more than 2 threads in the 4 thread/core CPU's in a modern game. I feel a bit cheated, to say the least, seeing as ToH is the main reason I even have a computer. I know it's not my system that's keeping the performance down, but here's the set-up anyways: Asus Maximus IV Extreme b3 8 gb Corsair Dominator 1600mhz Intel 2600k @ 4,6 ghz Corsair SSD Force Series 3, 240GB
  7. autorotation

    Flight dynamics (important issues)

    While it is very sensitive, keep in mind that it's possible to alter the sensitivity of the joystick as you see fit. Also, one should keep in mind that one millimetre of movement on the joystick doesn't equal one millimetre of movement on the cyclic in a real life helicopter. Perhaps one millimetre would be more like one inch in the real thing. It's also important to avoid comparing the light model directly to the robinson r44 :) However, the efficiency of the pedals at speed should probably be looked at...
  8. Oh man, this is great news! I'm especially intrigued about making the fantastic Chernarus come alive! Perhaps it will be optimized in this patch where it'll demand a little less from our graphics card?
  9. autorotation

    What a Beatuiful Game

    I totally agree. I've played this game for 45 hours now, through all the patches, and I got to say I genuinely love how the light helicopter flies now. I can't be arsed to play with the medium and heavy because I like to fly low, ducking and dodging trees and powerlines (Chernarus) and finding myself some small roads between the forests where I challenge my flying skills by following the road below the treetops, hoping to survive! I have to say that extreme flying became much more difficult with patch 1.04 due to more realistic behaviour under high-stress manouvers, like loss of rpm and power during rapid increases in collective. I find landing smoothly and stationary hovering to be far simpler now than in previous patches due to more predictable behaviour in ground effect and, more importantly, less pendelum effect while adjusting bank while hovering. To practice landings and hovering, I fly around landing on any small surface just big enough for the light chopper to land, like small garages. My only real gripe with the game right now is that Seattle is very boring to fly around in, because it's totally flat. No elevation changes, no mountains, nothing except buildings to make it interesting. Which is why I only fly the Chernarus map from Arma. On that island I find forrests, elevation-variety, detailed ground-landscape (asphalt, crashable power-lines, interactive buildings) and hundreds of different natural challenges. If the island would just come alive somehow, with traffic, animals, air-traffic, birds and moving people, it would absolutely become perfect. I hope BIS will realise the potential in an island like Chernarus and include it in a free download/patch with optimized treatment for ToH, because it's rather silly to expect people to cut and paste all kinds of different files between two games to fulfill the potential, especially when the menu's get distorted as a result. Perhaps it's just me doing it wrong/not including enough of the files, but I just did what a thread told me to do. I tend to think that most people are like me, they just can't be arsed to spend hours reading up on how to add this and that to a game, so I really hope BIS will include different landscapes to the game, or, even better, give us the tools to make our own in a simple manner :) I love this game, and I play it every day. Thank you, Bohemia.
  10. autorotation

    patch 104 something broken?

    Logitech g940. The patch resulted in hyper-sensitive control settings for me, which was a simple fix. There's a convenient "Default" button to push to solve them things! Edit: Oh, it didn't mess with the pedal settings, though those controls are now far more responsive as the chopper spins wildly when pushed all the way down. Which is what probably will happen if you're that stupid in real life.
  11. autorotation

    Flight dynamics (important issues)

    When should I expect Steam to update the flight model?
  12. autorotation

    Flight dynamics (important issues)

    Man, going crazy waiting for Steam to update TOH. Me wants to fly them new dynamics already!:bounce12:
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