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AlloyRabbit

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About AlloyRabbit

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  1. AlloyRabbit

    Arma II/OA aircraft behavior

    Wow. Did you have to make that change in A2/OA (since ToH seems to read those profiles for imported craft keybinds) or did you set that in ToH? It's a shame BIS will likely never get a chance to fix this stuff. =/
  2. AlloyRabbit

    Arma II/OA aircraft behavior

    Aye, that's the only way to get them to tilt completely vertical in OA. I kind of wish there were separate keybinds for the nacelles and the flaps, as you can't control the flaps in auto-hover mode--unless you go through the scroll menu.
  3. AlloyRabbit

    Arma II/OA aircraft behavior

    Are you able to vertically land an osprey in auto-hover mode in ToH? In A2/OA, it falls out of the sky at anything less than about 95% throttle. I can hold the throttle all the way to zero with no effect. Ditto for the keyboard input. Frankly I can't ascend, either. The only way I can descend while in that mode is to tilt the aircraft and hope it doesn't float back up after bouncing the wheels off the ground. Or cut the engine, but that rarely goes well. =P As soon as I exit auto-hover mode, though, everything works as it should. I can land it like a plane just fine, but that negates the fun of using a tiltrotor aircraft. Sorry if I come across as harping on the osprey too much; it's both my favorite bird to fly in A2/OA and a prime example of the problems I'm having here.
  4. AlloyRabbit

    Arma II/OA aircraft behavior

    Yes, those are what I've been using. They generally work fine, and I do get analog control over the throttle of ToH choppers and of the osprey in normal flight, but the game assumes control of the throttle when you put the osprey into auto hover mode for some reason. A2/OA choppers will ascend/descend based on analog throttle input, but will, when there is no input, hover in place (given level flight). They don't sink like they should when the throttle is at its midpoint. Both of these cases lead me to believe that the game is controlling the throttle (probably via some kind of PID loop) of A2/OA aircraft to create stable altitude as best it can. This would bug me a lot less if it were possible to override it with control inputs--which you sort of can in the case of helicopters, but which you can't do at all in the osprey.
  5. AlloyRabbit

    Arma II/OA aircraft behavior

    Er...Like I said, I've been using analog inputs all along. Yes, that includes the throttle. It doesn't fix the problem. For what it's worth, I've discovered two other things in the course of fiddling with controls prior to posting: 1: The A2/OA aircraft apparently take their control setups from A2/OA profiles (I'm not sure which one exactly), at least partially. They seem to ignore the control settings for ToH aircraft (and yes, throttle and everything else are bound to analog controls in A2/OA). I'm not 100% sure on this, as I'd rather not wreck my ToH controls to test it completely, but the A2/OA aircraft are definitely responding to the controls I have setup for them in those games. 2: ToH crashes if you try to adjust the flaps of A2/OA aircraft that don't have any flaps--namely helicopters. Edit: Something about putting the osprey in auto-hover definitely causes the throttle to become AI-controlled. I have full analog throttle control over the throttle when it's in normal flight, and the plane behaves like it should overall. But once it's in auto hover (which is sadly the only way to get the nacelles to tilt manually), it still pitches and rolls and yaws as it should, and it'll sink properly if you do so (hence me mentioning the need to fly level in order to experience the problem in my first post), but it completely ignores any throttle inputs. It neither gains nor loses any altitude when level. You can even hear the blades chopping into the wind rather loudly in the external camera view--a noise it only makes when you're at nearly-full-throttle (which is exactly how you get the Osprey to hover without losing/gaining altitude in A2/OA).
  6. AlloyRabbit

    Arma II/OA aircraft behavior

    I've been using an analog input device (it would be kind of dumb not to, in a game about flying). I've also tried the keyboard, out of desperation. Neither one will let me lose altitude in the osprey, although I have managed to descend rather arbitrarily (that is, -only- when negative input is used, rather than letting them settle down on their own via gravity) in some of the A2/OA helicopters. Any tips on how I can make my virtual osprey pilot listen when I tell him to go down? =P
  7. Aircraft borrowed from Arma II and/or OA seem to be almost completely unaffected by gravity, at least for me. Once I'm off the ground in any given helicopter, it tends to stay that way with no additional inputs needed. Auto hover on or off doesn't make a difference. Is this the way it's supposed to be, given the differences in the physics engine between ToH and A2/OA (I thought the A2/OA stuff was supposed to use the flight model from those games)? If so, it seems almost pointless to have imported them into ToH. If not, can anyone lend insight into what might be wrong? Try the following for yourself and see if you get what I get: 1: Go into ToH's editor 2: Set yourself up as the pilot of an osprey, in flight 3: Start the mission 4: Enter auto-hover mode, tilt the nacelles all the way vertical 5: Fly level and try to lose any altitude whatsoever In A2/OA, the osprey sinks like a rock in auto-hover mode with nacelles vertical. In ToH, I can't get it to sink at all. Judging by the engine/propeller sounds, it seems like the throttle becomes automatically controlled to maintain altitude while hovering. There is no response to throttle inputs, either. Switching auto-hover off will let the bird sink as normal (usually nose-down straight into the ground if you've been hovering), and returns throttle control to the player, but if you fly level with auto-hover on, you can't drop altitude at all. Other A2/OA helicopters exhibit more or less the same behavior independent of auto-hover mode. Am I the only one having this problem? Surely someone else would have noticed it otherwise.
  8. Thanks, guys. I've been messing about with it for a little bit, and there's just one problem I've encountered so far: The Arma 2 vehicles refuse to gain or lose altitude without increase/decrease thrust inputs (which only work as long as you hold them down; let go and your altitude stops changing. This only works with the key/button ones; analog inputs for thrust don't do anything.). Any idea what might cause this? Auto hover on or off, helicopters can remain quite perfectly stationary. I can even go get a sandwich with the osprey in the air (in auto hover mode of course), come back, and still be flying. Is this a bug with the physics engine or something? Or maybe my controls need tweaking? Edit: If it's any use in diagnosing my problem: the A2/OA helicopters' controls are affected by the "aircraft" control sets rather than the helicopter ones, and inputs for flaps on aircraft that don't have them cause the game to crash.
  9. I wasn't aware. That sounds promising, though. How might one go about doing that (with the Osprey specifically), exactly? I'm kind of a noob =P
  10. In a bout of desperate curiosity, I found the MV22 in the A2free pbo files and copied some of them over to ToH's addons folder. Among other things, I'm now able to fly around in an osprey in the editor. Sort of. It seems to be using the default A2/ToH control schemes even though I have my own custom ones set, and the physics are nothing short of wonky. The model and animations and landing gear and hover mode (that is, locking the nacelles in the vertical position when auto-hover is engaged) all work properly, though! Unfortunately I have no earthly idea how to go about tweaking it to work better with ToH's flight model and get it to plug into non-default controls. Oh, and there's no sound. Though I don't much care about that right now. =P
  11. Is there any chance of an MV-22 Osprey showing up in ToH? I love flying it in A2, and it'd be nice to be able to do missions in it that don't involve being shot at. =P That said, since it has such a different flight model from a normal helicopter (Is it even classified as a helicopter in the game engine? Or is it considered a fixed-wing aircraft?) because of the tilt-rotors, my hopes are not high. Still, this would be about my favorite thing ever, in this game. So is it even likely/possible/etc?
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