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Thread: TKOH Patch 1.03 - Release Candidate

  1. #11
    Quote Originally Posted by MadDogX View Post
    Does it also include the mythical new scripting tech we've all been pining for?
    Updated the OP and roadmap again, with the patch 1.03 RC and initial info on the scripting upgrade (which was pushed to the next patch).
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    is this the answer

    nice patch !

  2. #12
    Ground effect is much better with the Beta patch. I can hover IGE, transition to forward flight and climb with transitional lift then return to low speed which causes a decent and return to ground effect hover without moving the collective from it's original position. No bouncing in and out like before.

    I'm still not mad about the perceived CofG and some other flight characteristics but I appreciate they are planned for patch 3.

    I am going to try the community release with the current beta patch and see how things go.

    (I'm using expert setting and light helicopter)

    The benchmark feature is also very useful.

  3. #13
    CWR² Chief Beta Tester OMAC's Avatar
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    http://forums.bistudio.com/showpost....3&postcount=77

    I strongly suggest/hope that a real beta program will be implemented in the future as promised. RCs are more of a hassle for users.
    Last edited by OMAC; Dec 16 2011 at 14:17.

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  4. #14
    CWR² Chief Beta Tester OMAC's Avatar
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    RiE mentioned that modifications to several Career missions (Bullseye, Arrowhead) were in the works. Are they in this RC?

    On Expert with kb/mouse, touching down softly with no autohover is almost impossible, even when moving very slowly in all 3 axes. Are you sure that ground effect wasn't reduced too much? Or is there something else that could be tweaked just a little bit? I'm getting the ol' crunch 'n' rollover 90% of the time.

    And again, I had mastered this in 1.02.

    Note: I'm a little surprised at the dearth of comments and suggestions on this RC. If this was an easy-to-install beta rather than a hassle RC, you'd have more posts, I'll bet.
    Last edited by OMAC; Dec 17 2011 at 02:36.

  5. #15
    I haven't had the chance to test this a lot (Real Life, Work, Arma RC3...), but I have noticed that the ground effect difference. I can still land all of the time, but it is harder. Also missions like BeePee's cowboy missions are now a lot harder as it is not so easy to use the ground effect to hover close to the ground.

    I am not a pilot so I feel uncomfortable commenting on the flight model as I know one of the aims is to make it more realistic. However I have noticed that the collective now seems to be a bit more brutal than it was. It is harder to find a 'sweet spot' in between descending/ascending very quickly. I am using the throttle control on a G940, and it seemed less brutal in the vanilla (and previous modded flight models released in the forums by AS, NS and B101 ).

    Also, I am still having problems with attaching crates etc, there seems to be quite a strong ground-force still apparent when over buildings or objects. It seems to be no different in the RC than in vanilla though - and I can't work out if it is just my imagination or not!

    So far I have only flown the light helicopter, but I will test more over the weekend.

    To test multiplayer properly I guess I will have to install the RC on my dedicated server?

    EDIT---->

    Some (non scientific) tests of PiP.

    Flyng over the highrises in Seattle I get around 48fps with PiP off. If I set this to VERY LOW it immediately drops to 28fps, then there is no fps difference between Very Low and Very High (around 28fps regardless). As soon as I turn off PiP I get back to 48 fps.

    Flying around Southern Asia I get hardly any performance hit with PiP - but then again, that island is easier on my setup anyway.

    So, at the moment I can see no real reason to select anything other than very high or off. I will contimue testing...

    Tried to be more scientific and run the benchmark, but PiP obviously does not affect the camera script as I got identical 15/38/60 results all the way through from PiP off to PiP Very High.

    More EDITs ---->

    Just checking out the medium helicopter and again it seems a bit more feisty generally than it was before. It actually feels lighter than the light helicopter. It seems to require a lot more pedal than it did before - there seems to be much more of a right spin when applying collective than there was, requiring quite a heavy left pedal? Again the collective is more immediate and brutal than previously. I can still land, but I think my passengers may be flying another airline next time!
    Last edited by Jedra; Dec 17 2011 at 13:08.
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  6. #16
    I notice an improvement with ground effect. I can hover IGE transition to forward flight and climb using transitional lift then reduce speed to a hover and decsend back into ground effect all without touching the collective. There is no bouncing in and out like before. This is using the light helicopter.

    I too struggle over crates and buildings but thought it was down to poor skill. Lol

    The benchmark test is also a good feature.

  7. #17
    CWR² Chief Beta Tester OMAC's Avatar
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    Just played the Emergency Response challenge, and the medium heli flew well and smooth, had fun!

    In the last part, when I am rushing to the hospital with timer ticking down, I get comments from the passenger telling me to fly faster ("Ummm, are you trying to fly slowly?"), even though I am cranking at around 250 kph! ?? I think the the trigger for such comments may have a problem. I also saw that happen in 1.02, I'm pretty sure.

    I do think that the medium heli feels too light, especially when compared to the light heli.

    I also like the FM for the heavy heli better than the one in 1.02: less twitchy.
    Last edited by OMAC; Dec 18 2011 at 18:26.

  8. #18
    Can I use my Steam key on a physical copy if I got the disc so I can try this patch?

  9. #19
    Quote Originally Posted by Philosoma View Post
    Can I use my Steam key on a physical copy if I got the disc so I can try this patch?
    I don't understand what it is you are trying to do? If you have the Steam version you can't use this RC patch unfortunately (not sure why - perhaps the exe has been locked to Steam?).

    If you have bought a physical copy as well, you could always delete the Steam copy and install the physical copy instead and then patch that.

    I am not sure if you can install a second copy to co-exist with the Steam version as the registry entries are not Steam specific.

  10. #20
    Well the Steam version comes with a key, was wondering if that key works on the DVD version too, then I could un-install the Steam version, borrow a disc and use this patch. Have been waiting for some fixes for quite awhile.

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