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Thread: Take On Helicopters Beta Patch 88791

  1. #11
    The new flight model improves torque induced yaw. I can imagine that your spin is normal - caused by missuse of pedals
    well ultimately i only ever start Helo in flying if its AI there is and i believe always going to be a problem with starting in flying mode, unless a scripted or engine based Velocity is added to stabilise helos for first .3 seconds when a helo is started in flying, quite simply with the flight model being so precise ,well its going to happen that all the factors kick in because you started at _x height , in _x wind _ with _x throttle ? , afterall its a SIM ,for me start in flying should only be for AI .

    However this spin is very very dramatic if someone wanted to start as a player, it really is about 6- 7 full revolutions per second from .01 seconds of loading game , so i dont think even if you have full pedal correction its fixing it.
    Last edited by Thromp; Jan 30 2012 at 20:08.

  2. #12
    Is it possible to details / a changelog on the RTD 4.0 changes please?

  3. #13
    Quote Originally Posted by Armored_Sheep View Post
    The new flight model improves torque induced yaw. I can imagine that your spin is normal - caused by missuse of pedals
    So then I can't use Free Flight (I don't use it anyway ) for medium helicopter, heli start automatically spinning and only what you can do is lower collective, helicopter start to be "calm", but then collective, control (or whatever) is too sensitive, I can't control heli, I think that this behavior is not feature, or it is so because I control pedals with twist handle joystick.

    Aren't pedals now too powerful? for medium helicopter, at full speed I can turn helicopter with pedals.

    ------
    added:
    Screenshots can be captured from the game
    Keyboard shortcut: RAlt + RWin + Home
    Saved in same dir as *.exe: name = ScreenshotX.bmp, without gamma correction
    Anyone have luck with new screenshot function? No luck here.
    Last edited by BoboCZ; Jan 30 2012 at 19:47.
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    Take On Helicopters - video options #.

  4. #14
    will this beta work for steam verisons of the game ?

  5. #15
    sounds great. cant wait to test this one. thanks BIS! does it have java capability in yet?

  6. #16
    Java was supposed to come in a later (hopefully next) beta.

    Further updates will target the other two pillars of the next large patch: Java and one we’ll talk about soon.

  7. #17
    CWR² Chief Beta Tester OMAC's Avatar
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    Quote Originally Posted by PvPscene View Post
    Is it possible to details / a changelog on the RTD 4.0 changes please?
    +1, big time. It would be great if a quick summary of the principal changes to the FM, those that a user will first notice and must adapt to, were posted. That should have been done with the HUGE FM changes in 1.03.

    Has the beta RTD 4.0 FM been tested using kb/mouse only? Is the official BIS line still that kb/mouse is fully supported?

    Does BIS prefer that we file issues in CIT, in this thread, or both?

    As I'm done with the ToH campaign and challenges, and at least Silver on all time trials, all on Expert, it will be beta only from now on, full testing mode.

    BIS rules.

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  8.   Click here to go to the next Developer post in this thread.   #18
    Quote Originally Posted by dustoff View Post
    will this beta work for steam verisons of the game ?
    should work w/o issue there is no reason to not to

  9. #19
    CWR² Chief Beta Tester OMAC's Avatar
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    First report on FM (Free Flight, Expert, kb/mouse only):

    light: Excellent, better than 1.03.

    medium: Completely broken. Wild right yaw, uncontrollable spinning (~1 full revolution/sec), even with full left pedal and autohover on. I'm assuming that key binds haven't changed. This confirms what BoboCZ and Thromp have written above about starting a mission with the medium heli in flight. There is no "misuse of pedals" here, as all I do is hold the x key down for left pedal, and that doesn't even slow down the violent rightwards spin.

    heavy: Good, except that landing is impossible, even when using autohover. All landings end in VIOLENT crash, even with no forward or aft velocity and <5 m/s descent. Often, after crash, player is stuck in destroyed heli. No flame or smoke during and after crash.

    Also, for any users with ToH profiles in non-admin accounts with no write access to install folders (C:\Program Files\*), screenshot saves to ToH exe folder will not work. If ToH is run from standard account, will the shots be saved somewhere in that account, like "C:\Users\OMAC\AppData\Local\VirtualStore\Prog ram Files\Bohemia Interactive\Take On Helicopters"?

    ---------- Post added at 08:49 PM ---------- Previous post was at 07:24 PM ----------

    Quote Originally Posted by Dwarden View Post
    new TOH beta brings new surprise (tho expected) in post-process anti-aliasing modes

    and that's implementation of SMAA (enhanced subpixel morphological antialiasing)
    next to already existing FXAA (fast approximate AA)

    btw. FXAA in TOH has FXAAsharpen filter hardcoded as enabled compared to OA where is optional in config

    read readme_smaa.txt and readme_fxaa.txt for more details (atm. in \beta\ folder)
    Excellent, Dwarden. As there are so many AA options now, could you give us a starting point for testing? Like what FXAA/SMAA/FSAA settings do you use for ToH?

    I was thinking of starting with FSAA=1 (for AToC), and FXAA=1 to get some smoothing + hardcoded sharpening.

    Also, the hardcoding of FXAASharp within FXAA is not mentioned in the FXAA Readme.

    --------------------------------

    When starting on the ground, taking off and flying the medium heli is fine, but when the collective is reduced to 0 temporarily to lose altitude, perhaps in conjunction with some other wasd cyclic inputs, the heli starts spinning to the right again, sometimes so violently that the heli becomes terminally damaged. So the medium heli FM is not yet suitable for playing a challenge, for example.
    Last edited by OMAC; Jan 31 2012 at 16:04.

  10.   Click here to go to the next Developer post in this thread.   #20
    the FXAAsharp isn't mentioned in readme because it's hardcoded so that's part of the FXAA by default in TOH hence no point to write about

    i wrote it here just to explain it to OA users expecting that setting in cfg

    anyway which ppAA suits You more and other AA is up to Your own testing and taste

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