BKLronin Posted April 7, 2011 Posted April 7, 2011 What ever this is going to be, I´m looking forwad to it! [sIGPIC][/sIGPIC]
Panzertard Posted April 7, 2011 Posted April 7, 2011 http://forums.eagle.ru/showpost.php?p=1163598&postcount=36 The mind is like a parachute. It only works when it's open | The important thing is not to stop questioning
winz Posted April 7, 2011 Posted April 7, 2011 Take On : Zombies DLC is confirmed april fools joke. But the Take On : Helicopter game seems to be legit. From Take On facebook page: April Fools! Yes, we're all very sorry. Take on Zombies won't be making it to retail just yet! However, 'Take on Helicopters' will, and that's something we're certainly not sorry about! Hopefully, our cheeky video has also given you a sneaky peek at a little more of our work-in-progress realisation of Seattle, and an idea of how exciting choppers can be! The Valley A-10C Version Revanche for FC 3
Eight Ball Posted April 12, 2011 Author Posted April 12, 2011 Yeah TOH is legit. Some news from the devs : We're certainly not going to be putting up any barriers to stop modders using their content created for A2, etc; in fact, our games are always built in such a way that encourages community-led creations of all types. It's in our interests to continue our reputation of supporting the community of skilled modders. On the other hand, since we'll be seeing a range of new features - and since it is a distinct game - community models may require upgrading to new Take On requirements. We're talking about about certain memory points, config definitions, etc, that were never required by the A2 platform. Actually, I'd go as far to say that people would be a little worried if setting up a helicopter mod in Take On was the same as in A2! :D At this stage, we'd consider it to be a small amount of tweaks to get a model in game, and maybe just a few more specialised modifications to get them working with the new features. Development continues, and more and more functionality and features are added or refined. So it'd be more appropriate to discuss or detail changes when we have a set of rules and requirements that are less fluid. and about the south Asian terrain : We don't want to put any barriers of entry up for those not familiar with the Armaverse, so, generally, we're talking about 'South Asia' in pretty generic terms at the moment. Although, in truth, you should be thinking more south west Asian terrain. That being said, for those that do know it, you can expect to return to a familiar (-although-entirely-new-part-of-the-) region. It's always interesting to see a conflict at a sightly different time or perspective. Obviously, we'll communicate much more info about our environments when we're a little further along in development. Best, RiE Good news :) Find The Links To All My Mods And Liveries Here (in the gallery)
Eight Ball Posted April 30, 2011 Author Posted April 30, 2011 (edited) From BI forum : New interview :http://games.tiscali.cz/prvni-dojmy/take-on-helicopters-prvni-dojmy-z-nove-hry-od-tvurcu-arma-55602 Some new pics : :) Full translation by Deadfast : Helicopters have been a part of Bohemia Interactive’s military games since the beginning. In Operation Flashpoint or ArmA you’ll find infantry, tanks or APCs, and you can bet the last bullet in your magazine that you will lift off in a helicopter as well. Flying in a helicopter is a fascinating way to travel and I have been a fan since the aforementioned Operation Flashpoint. I was excited by Bohemia Interactive’s announcement of Take On Helicopters, at first I was surprised but later it all started to make sense. It is a very logical step by the company – this is something they have firm experience with, yet it is a completely new direction to set on. I personally went to take a look on Take On Helicopters straight to Mníšek pod Brdy – Bohemia Interactive’s base of operations – and I’m quite sure I’m the first game reviewer who saw the game live with his own eyes. You will finally learn what this game is all about. Fasten your seatbelts, we’re about to take off. Kicked out of the army Take On Helicopters borrows the helicopters from BI’s games with one huge difference – the player will get to take a break from all the killing and instead it will be civilian machines and the civilian tasks involved that get to play the base. Joris-Jan van 't Land, the project lead, has explained it to me: “When we thought about what you can actually do with a civilian helicopter and what will the missions be about, we realized there is an incredible number of things to do and the actual problem will be to choose from those.” Joris continued to explain in detail: ”The gameplay is based around you having a heliport and hangars with a few helicopters in them, which you use to fulfill various contracts. You’ll fly rescue, picking up wounded from places with difficult access. You will help the police with locating criminals, help set large construction parts in place on building sites, and you’ll make an appearance during the Flight day performing acrobatic maneuvers. You can look forward to timed flights, you’ll fly the director around during film shoots and sometimes it’ll be up to you to carefully transport a client who is scared of flying to his destination. Don’t do any sudden maneuvers with him on board.” The hanger and heliport will be your home base. Karel Mořický, lead designer, has compared it to the Normandy from Mass Effect. It will be possible to walk around the hangar, look at the stationed helicopters and, of course, perform modifications on them. If you have the funds you can buy a winch, hi-end camera system, engine improvements or even a new helicopter. With each such improvement you gain access to more tasks to perform. Those in return provide the necessary funds for larger hangars, heliports, new helicopters or a team of top-notch mechanics, and in the end becoming the best pilot capable of taking on just about kind of missions. Your own company The game is helped along using a campaign with a simple plot where find yourself trying to establish a helicopter transport company. I’ll let Jay Crowe, creative lead, explain the details: “It is a challenge for us to get together players who are experienced virtual pilots with those who have little experience with flying. We wish to entertain both groups. If you never flew before, following the campaign will teach you the basics and turn you into an experienced pilot. However, should you be a flying ace, there are many side missions that are more difficult and require a certain level of experience. Everyone can find something for himself to do in Take On Helicopters.” Karel Mořický continues: “In the campaign the player will be taking care of his company and will eventually reach something that could be considered an open ending. He will be fulfilling main and side missions, along with those added by the community. He will finish some of those, earn money and buy a new helicopter making the next missions a bit easier. He will go through all this as one character, so it will be a bit similar to an RPG style of playing.” So far it looks like the campaign will be a small sapling that will grow into a mature tree thanks to user missions, new helicopters and upgrades that will be easily added into the game. I’m really looking forward by this. Firmly at the controls No matter what mission will you be taking on, the game will grasp and won’t let you go with the great flying experience. That is after all the heart of the game, the heart that will become your own. You will greatly enjoy flying closely to the ground, right above the tree tops, avoiding buildings and overall the entire handling of the helicopter, a machine capable of flying like the wind or hovering in one place the next minute. The universum is of course inherited from ArmA 2, looking very similar to it while being very different overall. You will recognize some of the controls, the terrain’s style and the character models, but the flying experience is completely different. When Joris started the game for the first time and appeared next to a helicopter I felt like this was ArmA 2. That feeling didn’t last long. The helicopter no longer has just the few interaction options such as getting in as the gunner, there are many more now. In the current development version many weren’t functional yet but other than getting in, you can open the engine cover to make sure everything is in order, for example. Overall, you will have to interact with the machine much more. In contrary to other helicopter simulators Take On Helicopters will have the upper hand in one thing – before taking off you can walk around the aircraft. That doesn’t mean just admiring it either; you will have to perform a pre-flight check, as the real pilots do. You will have to make sure the rotor or stabilizer bar isn’t damaged and that there is no fuel leakage at fuel tank cap. Joris has pointed out another small bit that will add to the realism: “What we definitely want to improve from ArmA 2 are the get in animations. We should be actually working on that later today in our motion capture studio.” Simulation or arcade Alright, we’re in looking at the nicely modeled cockpit. No longer do we see blurry textures and flickering buttons here and there as we would in ArmA 2. Instead there are detailed, but mainly functional, indicators and buttons. We shift our focus towards the top panel and the battery on toggle. Memories of the realistic engine start-up sequence in DCS: Ka-50 Black Shark might be emerging and starting to worry you, but there is no need. To start the engine is nowhere near as simple in ArmA 2 but it still is a child’s play. With full simulation there are ten steps you have to go through, such as turning on the battery, spinning up the rotor, starting up the engine or waiting for it to heat up. It won’t annoy you and instead it will make you feel like you were a real pilot. If you are an occasional player that accidentally ventured in the pilot’s seat, you can always switch back to the single-button start-up. We take off and begin flying. Joris adds: “One of the other things we want to add is the possibility to not only look around but also lean ahead or to the sides, something that is essential for pilots, especially when it comes to landing where they have to see the front of the chopper.” The flight itself is definitely not as smooth as it would be in ArmA 2. Close to the ground we are swayed around by the turbulence, and you have to constantly adjust during the flight. Strong wind has visible influence and such luxury as flying straight isn’t nearly as easy to achieve as it would seem. Of course there is the option to play the less difficult mode in which the helicopter flies as smooth as if it was attached to a rail. You can also turn on autohower or automatic trim to gain a better in-flight stability. On the other hand, the full simulation mode doesn’t seem to be that much of a pain; instead it seems like a good reason to learn how to fly without the help from a computer. Once you master that, your experience from flying will be so much better. “A large difference between flying a helicopter in ArmA 2 and Take On is that here we have a fully modeled throttle (?). In ArmA 2 you just used it to either ascend or descend, you have to be a little bit more careful with it now,” says Joris who has a genuinely excited look on his face as he flies following a narrow road, maneuvering between the trees surrounding it on both sides. Beginners need not to worry Beginners won’t be helped only by the text hints appearing in the upper part of the screen but in tutorials also the instructor who will bark commands and suggestion over the headset as the situation requires. System of the tutorials seems to be really extensive from what I could see, and does not only explain the controls but also how to master the aircraft in case of an emergency, such as using autorotation in case of engine failure. This definitely isn’t something that would be easy to master and I can’t wait to try to learn it myself. But let’s get back to the flying. In the final game we should have a radio in which we will hear communication between us and the base, as well as other aircrafts. A pleasant surprise was the aforementioned damage system. In ArmA 2 it was very basic. For example a collision of the main rotor with an obstacle would damage the entire helicopter. This time around it will be only the rotor itself that will get damaged, something that will be very noticeable in-flight, just as a damage to the stabilizer bar would be. Joris explains: “The helicopter models have more damage zones, for example even the electrical system may fail. There is a gearbox that could be damaged by wild maneuvers that the aircraft isn’t built for. A harsh landing won’t result in an explosive fireball but the landing skids may bend.” What will I fly with? We described the flying itself, but now it is time to talk about what and where we will be flying. The available helicopters are split into three categories: light, medium and heavy. Each one of these categories should contain about 5 helicopters. Given the realistic flight model it is reasonable to expect big differences between handling of the helicopters across the three categories, and obviously their suitability to perform certain types of missions. The helicopter models aren’t licensed but you will definitely be able to tell that they are based on real-life counterparts. You will meet the small MH-6 Little Bird (MD500), something along the lines of Bell 206, Agusta A109 and it is possible some of the ArmA 2 helicopters (the good old Mi-8 for example) will make an appearance as well, but that is not confirmed yet. It will be possible to upgrade the aircrafts and purchase various gadgets for them to allow you to take part in more missions. One chopper will get night vision and a powerful spotlight to help out the cops, another one a powerful winch for cargo transport and the last one a mounted camera for TV news. There will be many possibilities. Even though the game is primarily focused on civilian flying, the plan is to include at least one military helicopter armed with rocket launchers and machineguns, to be used in the multiplayer or in user missions for example. The base game is one thing but there is no doubt the Internet will soon be flooded with hundreds of new helicopters from addon makers. The game will open to the community. Edited April 30, 2011 by Eight Ball 1 Find The Links To All My Mods And Liveries Here (in the gallery)
Eight Ball Posted April 30, 2011 Author Posted April 30, 2011 (part 2) A city and a desert Now let’s have a look at Seattle, USA. That is what is hidden under the mysterious label of North America that was present in the initially released official information (Some may have already guessed so from the game’s website with the typical tower). Joris adds: “We liked Seattle because of its shape, all the bays, the curvy coastline and the nearby mountains.” When Joris first opened the map of the city center and the surroundings I got terrified. Everyone surely well remembers the way the FPS pummels when one enters a town in ArmA 2 and in this game you will spend most of the time flying over one and doing so at a high speed too. The map is 61x61 kilometers in size and Joris showed me that he has view distance set to 20 kilometers in the options! I was impressed by the large number of houses, skyscrapers and the dominant Space Needle towering high over the city wasn’t missing either. God, protect our hardware! Alright, calm down, it is of course under control. The terrain is again modeled after satellite imagery but using a little different technology this time with a better optimization. First of all, the terrain detail isn’t equal with what you can see in ArmA 2. Should you get closer to the ground you will notice it isn’t as smoothed and you will notice many sharp edges. T terrain detail of the Seattle map is two times less detailed than Chernarus from ArmA 2, for example, which is of course something you won’t notice from the air. On top of that the new “normal map” effect is applied, thanks to which the terrain looks more plastic than it actually is. Simply this terrain isn’t made for infantry hiding in the bushes but rather for some good flying. A higher amount of detail will be present only in the area surrounding your base where you can walk around. What adds further to the detail are the clouds, which are no longer just textures but real objects with width and height as is necessary for a real flying simulator. Seattle will be the main setting for the campaign but there is one other map too. It is not too different from Takistan – mountainous, deserted and hilly area in Asia. This map has area of gigantic 120x120 kilometers and it is perfect for you to enjoy the freedom of flying there. Surely there will be a few missions on it as well but mainly it is to be the primary setting for the multiplayer. It is too soon to talk about that for the game is still at the beginning of its development cycle. DIY Mission editor and the community have a large stake in the popularity of games from Bohemia Interactive and the editing for this game will be no different. Quite the opposite actually! Take On has a mission editor very similar to that of ArmA 2 but with certain changes made to make it suitable for the game as well as for beginning mission makers. Karel Mořický showed me around: “In ArmA 2 we introduced modules which are basically function packages. Now we have something even easier – special waypoints for the individual helicopters.” For example the Land waypoint, waypoint for timed flight, attach or detach cargo waypoint or fly calmly, a waypoint where your passengers will start panicking when you start doing hard and sudden maneuvers. Those simple commans can be inserted by the player using a single click without having to resort to using scripts or complicated settings. Experienced scripters on the other hand, can create their own waypoints. Another interesting feature is picture in picture. Thanks to that you can place various screens and displays monitoring a certain position on the ground with night vision, for example. User-friendly editor and the overall openness of the game to modifications will surely bring in hundreds of community-made content few months after the release. And so, even if the amount of original content isn’t breathtaking, the community will take care of adding in more helicopters, missions and campaigns. Karel Mořický finishes with a well-aimed remark: “Community-made content invites more people to our games and pretty much works as marketing. For example the popular Battle Bus video that appeared on PC Gamer surely raised ArmA 2’s popularity.” My very positive feeling of the game came from two basic things. The first one is the balance between realism and fun and the ability to entertain everyone, no matter their skill. The other bit is the openness to community-made content and the easiness of adding new content straight into the game, even the campaign you are currently playing. With your purchase you gain something that, thanks to the community, will grow into monumental size and will surely in time offer focus on military side of things too. The conclusion is simple – helicopters in ArmA were always entertaining and thanks to Take On Helicopters they have the chance to be successful in a stand-alone product too. Find The Links To All My Mods And Liveries Here (in the gallery)
BKLronin Posted May 1, 2011 Posted May 1, 2011 Awesome! Thats definetely SimCopter 2 now with simulation in it! GREAT! [sIGPIC][/sIGPIC]
power5 Posted May 2, 2011 Posted May 2, 2011 So the ground will be much more DCS than Outerra. That sucks. Helicopters fly close to the ground. Making a good terrain engine needs to be priority in helicopter games. Especially civy games where there are no weapons or enemy AI to worry about hogging resources. [sIGPIC][/sIGPIC] Aaron i7 2600k@4.4ghz, GTX1060-6gb, 16gb DDR3, T16000m, Track IR5 BS2-A10C-UH1-FC3-M2000-F18C-A4E-F14B-BF109
Eight Ball Posted May 2, 2011 Author Posted May 2, 2011 Well 2 times less detailled than this still means a lot more details than DCS :) Outerra is really nice on the paper but so far we haven't seen any games running on it. Find The Links To All My Mods And Liveries Here (in the gallery)
power5 Posted May 3, 2011 Posted May 3, 2011 Yeah, if the terrain is half that good, I am buying just so I can sight see. [sIGPIC][/sIGPIC] Aaron i7 2600k@4.4ghz, GTX1060-6gb, 16gb DDR3, T16000m, Track IR5 BS2-A10C-UH1-FC3-M2000-F18C-A4E-F14B-BF109
Eight Ball Posted May 3, 2011 Author Posted May 3, 2011 Mirrors! Today we configured working mirrors for one of our choppers, part of a number of improvements to the overall cockpit experience. With luck, you should get a chance to see it see it in action soon! But, for now, content thy selves with a still image of our WIP cockpit... p.s. Those pedals? That collective pitch control? They work too I'm getting more and more excited :) Find The Links To All My Mods And Liveries Here (in the gallery)
Chrisakky Posted May 3, 2011 Posted May 3, 2011 'Authentic Flight Model' As good as BS???? YouTube channel
The Flying Goose Posted May 4, 2011 Posted May 4, 2011 'Authentic Flight Model' As good as BS???? They say that they have a far less complicated start up procedure than BS. I'm guessing, that there will be a better FM than say, FSX, but I think that it might be slightly more basic to control comapred to DCS. Mainly speculating here on the article on the previous page, and knowing that this probably won't be aiming at the hard core study simmer, but more of the mainstream FSX type, so don't necessarily take my word for it, but for now, I think this is a pretty good bet. Q6600 @ 2.4 GHz, Sapphire 5870, TM Warthog, 4 GB RAM, Windows 7
Pyroflash Posted May 4, 2011 Posted May 4, 2011 Yeah, but this will actually have a supposedly interesting story, and good gameplay. Not to mention, you know, frame rates above 20 FPS. All of those are things which a certain unmentionable game by Microsoft failed to deliver. If you aim for the sky, you will never hit the ground.
Cibit Posted May 11, 2011 Posted May 11, 2011 The quote about using the ARMA choppers to fly leaves me feeling the flight model will be armaesque at least. I hope I am wrong:) i5 8600k@5.2Ghz, Asus Prime A Z370, 32Gb DDR4 3000, GTX1080 SC, Oculus Rift CV1, Modded TM Warthog Modded X52 Collective, Jetseat, W10 Pro 64 [sIGPIC][/sIGPIC] Adding JTAC Guide //My Vid's//229th AHB
Eight Ball Posted May 12, 2011 Author Posted May 12, 2011 What about this quote ;) Take On is built around a high-fidelity helicopter flight dynamics model, completely different to more the generic, simplified one used in Arma series so far. 2 new pics thanks to BoboCZ Find The Links To All My Mods And Liveries Here (in the gallery)
power5 Posted May 12, 2011 Posted May 12, 2011 Images are looking very promising. I just hope their business model is not like RoF. I do not want to have to buy every chopper as an add on. [sIGPIC][/sIGPIC] Aaron i7 2600k@4.4ghz, GTX1060-6gb, 16gb DDR3, T16000m, Track IR5 BS2-A10C-UH1-FC3-M2000-F18C-A4E-F14B-BF109
Cibit Posted May 12, 2011 Posted May 12, 2011 Thanks Macadam Cow missed that one:thumbup: i5 8600k@5.2Ghz, Asus Prime A Z370, 32Gb DDR4 3000, GTX1080 SC, Oculus Rift CV1, Modded TM Warthog Modded X52 Collective, Jetseat, W10 Pro 64 [sIGPIC][/sIGPIC] Adding JTAC Guide //My Vid's//229th AHB
Wartski Posted May 12, 2011 Posted May 12, 2011 I hope it runs better than armaII W7 x64, i7 965, Rampage II Extreme, GTX480, 6GB Corsair 1866 cl7
SUBS17 Posted May 12, 2011 Posted May 12, 2011 It would be good if you could fly them in Arma2, BTW Arma2s FM isn't that bad for helicopters Arma2s is a big improvement over Arma1 with the ability of using my pedals its brilliant. [sIGPIC] [/sIGPIC]
Eight Ball Posted May 12, 2011 Author Posted May 12, 2011 (edited) :) Complete interview : Report In! : Interview with Lukas Milacek, Executive Producer There will be three base classes (light, meduim, heavy). Each class will have at least one military - and a number of civil - variants So far we have : LIGHT : Civilian : MD500 Military: AH/MH-6 ? MEDIUM: Civilian : Bell 412 Military : UH-1Y/N HEAVY: Civilian : ? Military : Merlin Edited May 13, 2011 by Eight Ball Find The Links To All My Mods And Liveries Here (in the gallery)
rextar Posted May 12, 2011 Posted May 12, 2011 Looks a bit arma 2ish...... Intel i5 3.2 ghz 8 GB crucial ram gtx 660 superclocked 2gb 500watt corsair psu win7 64bit extreme pro track ir5 Turtle beach x12
Ali Fish Posted May 13, 2011 Posted May 13, 2011 (edited) Looks a bit arma 2ish...... this is a good thing imo. ive done a fair bit of modding for arma2 landscapes. cant wait to get in there with this too. that will be a fantastic opportunity. Its no better looking than other sims etc but over the scales possible in the arma engine nothing equates to the fine detail it can produce let alone there fantastic but complicated shader system. No other flight orientated sims/games can produce centimetre scale detail like ive seen with bohemia's engines. granted you can only really achieve an area around 15km x 15km in size in there engine with mesh detail versus performance constraints but thats enough for what the game is. and im sure more emphasis will be put into enviroment than was in arma2. excited i am. Edited May 13, 2011 by Ali Fish [sIGPIC][/sIGPIC]
empeck Posted May 13, 2011 Posted May 13, 2011 No other flight orientated sims/games can produce centimetre scale detail like ive seen with bohemia's engines. granted you can only really achieve an area around 15km x 15km in size in there engine with mesh detail versus performance constraints but thats enough for what the game is. and im sure more emphasis will be put into enviroment than was in arma2. excited i am. Seattle map is about 61x61km, South Asia map is 120x120km. Looks like they improved the engine.
Ali Fish Posted May 13, 2011 Posted May 13, 2011 Seattle map is about 61x61km, South Asia map is 120x120km. Looks like they improved the engine. well it depends on the resolution of the mesh, i did work with a 300x300 km map once, crap mesh res, crap texture resolution over the area (scale) i think maximum texture resolution was 30K x 30K pixels. thats the limit. if they have enhanced that then that will be great. photoshop and performance was the limiting factor for the texture file types. [sIGPIC][/sIGPIC]
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