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Found 13 results

  1. Sorry for criticism but I just want to help. Arma 3 helicopters FM not only terrible, but also initially wrong. In advanced FM mode when you pull joystick(cyclic stick) to do G-turn, rotor RPM is dramatically decreasing. IRL rotor RPM doesn't decreasing by G-turns(maneuvers), but instead they(RPM) increasing, because autorotation happens. Fix this problem please, because its ruining all flight experience in advanced mode.
  2. Terrains of Bohemian Interactive for Take on Helicopters ported to Arma 3. This Mods is an adaptation of the old ToH map for Arma 3, but trying to preserve the old spirit of the map. Without major modifications, with new functional additions and without pretensions to create a new map and if a reliable adaptation. I know this is nothing new, but in this case the difference is that added roads in South Asia: After 6 months of work, research and testing tools, a first functional version of more than 7000 sections of real roads has been achieved. Now the AI circulates through them, looks for roads and they are visible from the GPS. Thank the QGIS Game terrain tools plugin by @adanteh for their wonderful work. and skyscrapers and other buildings in Seattle: Thanks to the teacher @.kju for his patience and advice. You can download from now in Workshop, enjoy: @ToH Core https://steamcommunity.com/sharedfiles/filedetails/?id=1865403034 (Available via WorkShop). http://www.armaholic.com/page.php?id=35509 (Available via Armaholic). @South Asia https://steamcommunity.com/sharedfiles/filedetails/?id=1849403283 (Available via WorkShop). http://www.armaholic.com/page.php?id=35465 (Available via Armaholic). @Seattle https://steamcommunity.com/sharedfiles/filedetails/?id=1865395754 (Available via WorkShop). http://www.armaholic.com/page.php?id=35511 (Available via Armaholic). Optional: @ToH noRoads South Asia https://steamcommunity.com/sharedfiles/filedetails/?id=1900844835 (Available via WorkShop). @ToH noRoads Seattle https://steamcommunity.com/sharedfiles/filedetails/?id=1900845247 (Available via WorkShop). Todo.txt @ToH Core @Seattle @South Asia Olds Minimum recommended visibility setting: setViewDistance 12000; setObjectViewDistance [6000,400]; setTerrainGrid 8; More images: https://imgur.com/a/Rcl4nnS Known Bugs: -Incompatibility with "@CUP Terrains - Core" that causes visual errors in the detail textures of some buildings. -There is a problem related to the size of the roads. If you overload a lot of Mods and you have a PC with little Ram memory*, it is possible to get a fatal error of "many virtual blocks requested" due to the saturation of information loaded into memory. *I have 16GB of DDR3 and I have not had problems with a number of normal mods (CBA + ACE + CUP's + CFP + US MILITARY + TFR + others). I hope to further optimize the road file for a better load in the future. Another questions: Any advice on the old map of ToH to give a greater resemblance to the original, will be welcome. Arma Public License Share Alike (APL-SA) Take On Public License Share Alike (TOPL-SA) Take On Helicopters is made by Bohemia Interactive. based on Take On Helicopters Data Pack
  3. 122klm x 122klm South Asia terrain from "Take On Helicopters" ported to Arma 3 version 1.5 . -------------------------------------------------------------------------------------------------------------------- - No Errors!!! https://steamcommunity.com/sharedfiles/filedetails/?id=1571581816 - Changed the Runway/Concrete texture to a better suited dirt coloured file from A3 Stratis.The A3 texture matches the satmap much better.:) - Enhanced clutter. - Enhanced Insects etc. - Enhanced Dust Efx. - Enhanced "Take on Helicopters" Weather. - Enhanced Haze efx. - Uses A3 lighting and sky. - Massive 122x122klm South Asia Terrain from Bohemia Interactive's Helicopter Flight Simulator "Take on Helicopters". - Worth every dollar for the Flight Engine!! Buy/try today !! (or tomorrow..) -https://store.bistudio.com/products/take-on-helicopter-hinds-dlc-bundle - This terrain is designed for a flight Sim and focuses on aircraft. - Roads are painted so AI dont follow them the same as in Arma terrains.Extra waypoints are required for ground vehicles. - Water areas are painted and are purely visual. Larger pics,some showing the near textures fix. http://www.mediafire.com/file/7685a7ed120caaz/ANZACSASSouthAsiapic10.jpg/file http://www.mediafire.com/file/ctgqtwg2x8by1ds/ANZACSASSouthAsiapic11.jpg/file http://www.mediafire.com/file/cec8kvv22pg5i21/ANZACSASSouthAsiapic3Large.jpg/file http://www.mediafire.com/file/l3sl31klmr3y5lf/ANZACSASSouthAsiapic12.jpg/file http://www.mediafire.com/file/lcczm59qbrn2272/ANZACSASSouthAsiapic13.jpg/file http://www.mediafire.com/file/jahc5czide4bn0y/ANZACSASSouthAsiapic2Large.jpg/file http://www.mediafire.com/file/riuenk9vga1g1t9/ANZACSASSouthAsiapic6.jpg/file http://www.mediafire.com/file/su89q1na2yq41ct/ANZACSASSouthAsiapic7.jpg/file http://www.mediafire.com/file/r4bbolr8z14io0f/ANZACSASSouthAsiapic8.jpg/file http://www.mediafire.com/file/6tdfjtft12dxtd9/ANZACSASSouthAsiapic9.jpg/file - Version 1.5 - Fully compatible with CUP Mod. - Tinkered with the cloud lighting and clouds/weather. - Edited objects to be seen from further distance. - Tinkered a bit.:)
  4. Are there any plans for a new release of Take On Helicopters? There is definately a market for it in the Helicopter Simulation community, and options are few. We have to make do with DCS where there are some missions available, or FSX, P3D and X-Plane that don't really include missions. The graphics in Take On Helicopters are ancient compared even just to Arma 3 and the voice acting sucks. And for the most part it seems these forums have dead for near 5 years. I do hope you have something new in the works for this title. Regards SpeedBirdNam.
  5. Hello! Title says most of it. Attempting to port the TOH Seattle map over and noticing some buildings lack texture because of missing shaders. Can setObjectTexture be used with the object ID of the building to replace the texture? I can't really think of another way to do this. Alternatively if you do I'd love to hear it!
  6. Hey everyone! After noticing someone ported the South Asia map to A3, I decided to take a similar try at the Seattle map as I quite enjoy it. It mostly worked out, but there were two stand out issues - the ambient cars weren't on the major roads (can figure that out myself most likely), and all the skyscrapers weren't really there, they were big blocks of blue nothing! What I'm talking about So, I figured I would ask here if anyone had this figured out before me. I believe I know why this happens, as the large buildings on this map don't have typical textures like all the others; they're real time reflections, a first for a BI game. I've tried moving the shader files I found into A3's bin.pbo, but that didn't help anything. I've also looked extensively through the TOH pbos and can't find anything useful or related. I really wanna see this map ported, does anyone know or at least have an idea on how to either get the reflections in or just replacing them with normal textures? Huge thanks in advance!
  7. Hi test pilots! We are finally rolling out our beta patches for TKOH :) Be aware that these are experimental patches, and should only be installed if you are willing to encounter potential crashing and broken features. :icon_exclaim: Please visit the official website for more information. Changelog:
  8. In Seattle, there is much visual contrast between terrain on which objects are rendered (<= object view distance) and terrain with no rendered objects (> object view distance and <= visibility distance). Generally, objects (especially trees) make terrain look much darker than distant terrain with no objects. Reduction of such visible contrast would improve appearance of distant views by making them more seamless with closer terrain having objects. Two ideas to reduce contrast: 1) Darken distant terrain beyond object view distance so that overall histograms (brightness/contrast) match those of terrain with objects. 2) Have a reduced-resolution map (like distant raised grass layer in A2OA, but in this case derived from map of terrain with objects) display in areas beyond object view distance.
  9. How can you check whether a human controlled infantry unit is lying on the ground?
  10. Dearest community, We are finally able to provide a nice little package for those of you out there looking at creating their own helicopters for TKOH. It contains: Livery templates for the light, medium and heavy helicopters Unpacked model and configuration sources for the medium helicopter Packed version of the sample model as a working in-game expansion Find detailed information, as well as the download link on the Community Wiki We will endeavor to keep updating this page with more documentation, links and in future possibly more samples. License :icon_exclaim::
  11. So did anyone else notice that BIS fixed the AI-sees through grass issue and didn't bother telling us? Go try it now, on the Balota runway or something. You can run into the enemy's sights, drop into the grass, and he won't know where you are when you crawl away. Unless he's standing up, of course, in which case you can try crawling behind one of taller tufts of grass that covers the full height of your helmet. Doesn't everyone remember how much wailing and gnashing of teeth there was over this issue? One of the most-voted tickets on the bugtracker (first place was warping, how's that for service?) Every day you would get someone moaning how the grass issue was the single biggest flaw in the SP and co-op game, preventing them from enjoying a fair fight against the AI. And at long last, they sneak it into a beta patch and I learn about it months later. So let's hear it for BI, and what this ticket is really about. Because honestly, now the grass works almost too well. It hides prone people from prone people very well on Utes and Chernarus, but sometimes it makes the AI more blind that it should be. In particular, they should be better at seeing standing opponents when they are lying down. Before I realized what was going on, I spent a lot of time cussing out an AI sniper who wouldn't fire.
  12. Hi there international flight community! We've recently had the game translated into various languages. Since we didn't want to make you wait for the next patch, we decided to put some effort into releasing a dedicated Language Pack. It will give access to the following languages in primarily the digital online and Czech DVD versions: Spanish German French Italian English (already present) Czech (already present) Important information :icon_exclaim: This pack requires patch v1.03 (i.e. Patch Bainbridge). Steam will update automatically.
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