Page 3 of 8 FirstFirst 1234567 ... LastLast
Results 21 to 30 of 71

  Click here to go to the first Developer post in this thread.  

Thread: Take On Helicopters Beta Patch 91543

  1. #21
    @YoYo
    Don't forget that lingor requires additional addons (brg_africa,ibr_plants,mbg_buildings2), if those are not in the lingor directory.

    Your line might look like:

    "G:\Take On Helicopters\beta\takeonh.exe" "-mod=G:\ArmA II;G:\ArmA II\Expansion;G:\ArmA II\@lingor;G:\ArmA II\@brg_africa;G:\ArmA II\@ibr_plants;G:\ArmA II\@MBG_Buildings2;Hinds;beta" -nosplash

    @PVPscene My vote is in.

  2. #22
    CWR² Chief Beta Tester OMAC's Avatar
    Join Date
    Dec 30 2010
    Location
    Colorado, USA
    Posts
    1,522
    The tweaks to the medium FM are a step in the wrong direction for me. Too much yaw at low speeds. To hell with yaw. The new one is much more like Hinds, and that says a lot (but somehow, even though the Hinds FM is brutally hard, I like it). 1.05 was damn near perfect for kb/mouse on expert. I'm sure all the expert controller people will love the new FM.

    Whatever FM is decided upon, I hope very much that one is indeed arrived upon and fixed in stone so that we don't have to keep relearning over and over again. IMO, as new FMs (including user-made ones like Nightstalker's) can be added using the HSIM folder method, 1.05 should be locked in place, and hard-core, psychotic, "realistic," mega-yaw FMs should be provided as customizations. Ha! Dream on.....

    I know I'll eventually get used to the current one, and manual trim set helps a little, but......

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

    Can anyone repro this: make a simple mission and play it in the editor for a while. Then exit the editor and try to enter Free Flight. I get kicked back from Free Flight to the main GUI screen.

    My mission includes a saveGame, so I'm reloading saved games a lot in the editor before exiting it - maybe that makes a difference.
    Last edited by OMAC; Apr 12 2012 at 02:58.

    Iron Front: Liberation 1944 Beta Tester
    Take On Helicopters: Rearmed Beta Tester
    OMAC Mission Pack 1
    Tactical Withdrawal mission for Iron Front Liberation 1944
    A Mine In South Asia
    PC/video specs

  3. #23
    Master Gunnery Sergeant Liquidpinky's Avatar
    Join Date
    Sep 22 2009
    Location
    Scotland
    Posts
    1,307
    Not tried the beta yet, does the seas around smaller islands look okay now or are they still missing once you get outside the original maps size range?

    PMC and BAF support voted for, although I would happily pay for proper functioning ToH versions of all the helis in those DLCs.



    The Dummehs guide to running Arma2 within a RamDrive or on multiple HDDs
    Spoiler:

  4. #24
    man this is so nice to have. thanks BIS. one small thing - i get 2 modules called colours. be handy if one was labeleld coloursTKOH or something. amazed at how different utes and takistan look. r

  5. #25
    CWR² Chief Beta Tester OMAC's Avatar
    Join Date
    Dec 30 2010
    Location
    Colorado, USA
    Posts
    1,522
    Quote Originally Posted by Liquidpinky View Post
    Not tried the beta yet, does the seas around smaller islands look okay now or are they still missing once you get outside the original maps size range?
    Yes, this is still the case. It's been a known issue. Especially noticeable around Utes.

  6. #26
    a few notes after playing the beta - its pretty damn good. smoke grenades seem to be affected by TKOH wind. there seems to be 0 aimprecision/gun wobble and even if i try protegimus' gun wobble script nothing changes. infantry animations seem to be faster. colors are much more vibrant. i can hear planes often. cba causes boat module not to be found (i was using cba to see if i could get ACE2 working but nope).

    i am really enjoying this. thanks BIS. cant wait till some smart person mods the apache with the heli model (if thats even possible) or uses the pip for weapon sights.

  7. #27
    Quote Originally Posted by twisted View Post
    a few notes after playing the beta - its pretty damn good. smoke grenades seem to be affected by TKOH wind. there seems to be 0 aimprecision/gun wobble and even if i try protegimus' gun wobble script nothing changes. infantry animations seem to be faster. colors are much more vibrant. i can hear planes often. cba causes boat module not to be found (i was using cba to see if i could get ACE2 working but nope).

    i am really enjoying this. thanks BIS. cant wait till some smart person mods the apache with the heli model (if thats even possible) or uses the pip for weapon sights.
    Not tried it myself yet, but did you try ACE with CBA_TOH?
    Jedra's Addons
    Arma 2 : Enhanced Skills Slider
    Take On Helicopters : Take On Taxi | Jedra's Time Trials | Weapon Indicators | No Radar

  8. #28
    Quote Originally Posted by twisted View Post
    i was using cba to see if i could get ACE2 working but nope
    Works fine here with OA/CO CBA... Just the main menu needs some love and some other UI elements.
    TOH specific things/vehicles are of course missing with the OA/CO CBA version (XEH, TOH functions, etc).

    Xeno

  9. #29
    Great job, BI. Tried it for a while stuff works great, however, because the A2 Units aren´t made for TOH scale maps, there´s a few hitches. Some features/weapons also refuse to work, and some weapons do not trigger overhead radar warnings.

    When flying attack planes, the Missles burn out quickly. Especially the SU-25 and SU-35 will actually, when attacking at top speed, -overtake- their missles a short while after firing them. The missles also are range limited and disappear after a short distance, limiting the range on the weapons severely. Can this be changed? (Top speed and time-to-disappear) Top speeds for missles like the Hellfire are also rather low.

    AI AA Guns (ZSU-23/2, ZSU-24 Shilka and Tunguska) do not fire at Helicopters and Planes unless they´re extremely close. Shilka and Tunguska also do not pick up targets at long ranges, making it easy to pick them off at range using hellfires.

    Tunguska AA missles are ignored by the RWR and do not seem to be affected by countermeasures.

    Javelin does not work.

    I´ve not tested the TOWs and the Metis. Tanks work excellently up to about 1500 meters of range. Engagements happen at pretty realistic ranges, making big tank battles on the plains of the south asia map a blast.

    In general, I am pretty pleased with this. I know TOH isn´t a combat sim, but if you could fix up the little things that don´t work with the linked up A2/OA right now, time permitting, it´d be even more awesome.

    Cheerio

    Insta
    Altis: ALTernate ISland?

  10. #30
    Quote Originally Posted by Xeno View Post
    Works fine here with OA/CO CBA... Just the main menu needs some love and some other UI elements.
    TOH specific things/vehicles are of course missing with the OA/CO CBA version (XEH, TOH functions, etc).

    Xeno
    brilliant news. so not to derail the thread but all that's needed is a TKOH/ACE2 compatibale CBA and then it's all go? excellent.


    one thing i noticed in this tkoh beta that has been fixed in arma2 beta is the texture fighting on mid ground objects where one texture then another flashes very quickly.

Page 3 of 8 FirstFirst 1234567 ... LastLast

Similar Threads

  1. Take On Helicopters Beta Patch 89942
    By DnA in forum TAKE ON HELICOPTERS - BETA PATCH TESTING
    Replies: 17
    Last Post: Mar 5 2012, 08:35
  2. Take On Helicopters Beta Patch 89707
    By DnA in forum TAKE ON HELICOPTERS - BETA PATCH TESTING
    Replies: 23
    Last Post: Feb 28 2012, 13:55
  3. Take On Helicopters Beta Patch 89299
    By DnA in forum TAKE ON HELICOPTERS - BETA PATCH TESTING
    Replies: 31
    Last Post: Feb 17 2012, 15:51
  4. Take On Helicopters Beta Patch 88791
    By DnA in forum TAKE ON HELICOPTERS - BETA PATCH TESTING
    Replies: 34
    Last Post: Feb 11 2012, 18:05
  5. Take On Helicopters Beta Patch 88888
    By DnA in forum TAKE ON HELICOPTERS - BETA PATCH TESTING
    Replies: 19
    Last Post: Feb 6 2012, 17:28

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •