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Take on Helicopters Bundle

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Announcement - Valve
Today's Deal: Save 75% off Take On Helicopters!

Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are.

Product Release - Valve
Take On Helicopters: Hinds DLC is now available on Steam!

Lock on target - Bohemia Interactive has launched Take On Helicopters: Hinds - the first official DLC for Take On Helicopters. Bringing in a variety of helicopter gun-and-gameplay, Take On Helicopters: Hinds enlists players to become the pilot of the most iconic helicopter gunship ever: the Hind.

Take On Helicopters: Hinds presents three highly detailed variants of the Hind: the Mil Mi-24P, Mil Mi-24V and Mil Mi-24 SuperHind Mk.III - featuring interactive cockpits, retractable landing gear systems and various weapon loadouts. They are accompanied by brand new singleplayer challenges, which showcase the various roles a Hind can play on the battlefield. Five new Time Trials invite players to master the Hind's distinctive flight dynamics. Last but not least, a new multiplayer death match scenario lets players battle one another as pilots, gunners, or both.

Product Update - Valve
TAKE ON HELICOPTERS, VERSION 1.05 HIGHLIGHTS
-----------------------
* Compatibility with Take On Helicopters: Hinds
* Horizontal stabilizers can be configured to move with collective
* SACLOS missile support added (manually guided)
* Retractable Landing Gear System support added


TAKE ON HELICOPTERS 1.05 CHANGELOG
---------

ENGINE
------
Medium: flight model would become unstable after rapid slow down, and damage the tail rotor
Improved FXAA and SMAA
Better handling of cases when 3D resolution is not 100%
SMAA uses color edge detection method instead of luma edge
soundLandingGear entry added for helicopter configuration
Landing gear actions did not work in external view
Player gunners are no longer told which weapon to select
MP: spawned vehicles would sometimes get doubled weapon magazines
MP: moveIn*** commands would sometimes show full getting in animations and door animations
Landing gear suspension sound effects were played when the gear was retracted
Battery and starter sound effects were sometimes not playing correctly
RenderTarget fov parameter was not read from config
Underwater RenderTarget cameras would show artifacts on the primary RenderTarget

ENGINE (MERGED FROM OA)
-----------------------
[89898] Fixed: Secondary gunner tracks enemies
[89603] Fixed: A possible crash when textures were loading too slow from the disk.
[89523] Fixed: Crash during engine termination from multiplayer game.
[89361] Fixed: Linux server slow startup

DATA
----
M1A2 tank upgraded to full functionality
Takistani AA soldier now has fully functional Igla launcher
Military vehicle radio protocol integrated
Various fixes to all localizations
Initial states for cockpit switches handled better when starting in the air
Cockpit lever for retractable Landing Gear System implemented
Rock, Paper, Shotgun - contact@rockpapershotgun.com (Craig Pearson)

Other gags included 'In hindsight this Hind sight was inevitable', and 'What a nice be-Hind'Bohemia Interactive’s chopper-centric sim was always going to drop in some angry war tech. That’s what they know, and that’s what we love about them. So we’re here to celebrate the addition of the Hind to Take On Helicopters with a fairly warry trailer. I don’t know about you, but to me the Hind in this DLC launch trailer looks pissed off. Probably because it’s having to do its rarr-war-rarr thing in what’s considered a civilian flight sim. He was born for war, forged in steel, headbutted into aero-dynamic shape, his blades sharpened on the screams of the ghosts of conflict. He’s here to bring more sky death to the mostly >sedate world of Take On Helicopters. (more…)

Product Update - Valve








VERSION 1.04 HIGHLIGHTS
-----------------------
* Massive flight model upgrade (RotorLib 4.0)
* Rolling takeoff for wheeled Landing Gear Systems
* Initial introduction of Java scripting
* DRM-free for users of legitimate installations
* FXAA and SMAA support added
* Time Trial functionality improvements
* Bonus Light helicopter Cougar livery


1.04 CHANGELOG
---------

ENGINE
------
RTD 4.0 integrated
Java scripting support added (http://community.bistudio.com/wiki/Java_Scripting)
Collective control would sometimes be fully lost until restarting the game
MP: collective would sometimes be set to hardware position without active input
Renegade units (too negative rating) are now considered enemy in targeting systems
Logic Objects are now ignored in top-down radar
RenderTarget TI color mode is no longer connected to optics TI color mode
Saving while getting out of a helicopter could cause a bad state after loading
Fixed: Pictures of mods outside game directory

ENGINE (MERGED FROM OA)
-----------------------
[88015] Fixed: Aircraft gunner firing even when manual fire was selected by a pilot (https://dev-heaven.net/issues/27689)
[87963] Optimized: Reduced memory footprint in complex missions.
[87840] New: Added scripting command productVersion (https://dev-heaven.net/issues/25580)
[87837] Changed: Addons config value requiredVersion ignored for easier addon sharing between various products (A2, TOH).
[87824] Changed: Removed support for config parameter nightVision (https://dev-heaven.net/issues/26117)
[87768] Fixed: AI vehicles crews seeing targets badly (https://dev-heaven.net/issues/23388)
[87755] Fixed: Player automatically reveals targets which AI would never see (https://dev-heaven.net/issues/27493)
[87746] Fixed: Looking around no longer possible when combat mode changes in vehicle (https://dev-heaven.net/issues/17777)
[87745] New: Cheat Shift+Minus+FPS to allow artificially limit FPS for testing to 40,20,10,5.
[87740] Improved: Targeting and firing always commanded by observer. (http://dev-heaven.net/issues/2353)
[87706] Improved: AI laser target detection at large distances improved.
[87692] Fixed: Manual guidance not working for a helicopter gunner (http://dev-heaven.net/issues/12025, http://dev-heaven.net/issues/27418)
[87659] Fixed: AI was unable to engage invisible laser targets used for SSM (http://dev-heaven.net/issues/26317)
[87658] Fixed: Command doTarget on friendly unit did not work (http://dev-heaven.net/issues/22724)
[87655] Fixed: Text parameter file parsing not reliable (http://dev-heaven.net/issues/27403)
[87654] Improved: A behaviour of the leader player is now assumed to be the most restrictive behaviour of his subordinates (http://dev-heaven.net/issues/11699)
[87652] Fixed: AI always turned out when player is effective commander in cargo (http://dev-heaven.net/issues/2733)
[87646] Fixed: MP: Bullet hits of remote units not visible over large distance (http://dev-heaven.net/issues/12973)
[87645] Changed: Default memory allocator is now tbb4malloc_bi instead of tbb3malloc_bi
[87643] Fixed: Manually guided missiles lost control when reaching 1500 m distance (http://dev-heaven.net/issues/12101)
[87640] Improved: AI sometimes did not start firing at enemy which passed quickly just in front of it. Fixed: AI unable to target crew in vehicles other than tracked ones (http://dev-heaven.net/issues/25847) Improved: AI units now give more preference to close targets (http://dev-heaven.net/issues/25847)
[87497] Changed: Default maxPacketSize reduced from 1490 to 1400 to improve compatibility with exotic MTU settings (http://dev-heaven.net/issues/9719)
[87496] Fixed: Player state transferred corrently even for distant players (http://dev-heaven.net/issues/27200)
[87495] New: -malloc=system can be used to force using Windows allocator even when allocator dlls are present.
[87410] Fixed: Missing reloading sound while reloading animation from another player in Multiplayer (http://dev-heaven.net/issues/18754)
[87357] Fixed: Failed to load TextureHeaderManager from file on Linux servers

DATA
----
Auto-hover was causing loss of power during sling loading
Language fixes in various localizations
Improved materials and detail of 3D checkpoint circles
Better visibility of ambient cars when using night vision
Friction and ground contact reduced for Light helicopter
Manual rotor inspection animations configured for Medium and Heavy
Turret units (co-pilots) were able to eject
Military cargo passengers can now eject
MP respawn message background element corrected
TTs: new "special" record time added
TTs: ability to play specific music added
TTs: overviews were not read correctly in sub-folders
TTs: overviews were not updated upon finishing them
TTs: allowing adding passengers to helicopters
TTs: improved time information
Formatting of hints
Times are shown in millisecond precision
Timer hint has color of best active medal time still achievable
Timer hint shows PB and special time if defined permanently
Final hint shows what times you've beaten
TTs: can now call a function upon init
TTs: night-time trials now automatically switch on landing lights
TTs: ability to define overcast and wind
TTs: PiP spectator camera added
Career: livery exploit fixed
Career 08: another attempt at fixing container sling loading failure
FF: info descriptions were incorrectly formatted
Rock, Paper, Shotgun - contact@rockpapershotgun.com (Jim Rossignol)

What shall we do, John?Take On Helicopters is going to getting some big fat Russian helicopters in its first DLC. Like this: “Highly detailed models of the Mi-24 V, Mi-24 P and Mi-35 Super Hind helicopters across a range of over 25 different liveries.” That is some Cold War helicopter sex, right there>. It’s also going move away from the commercial helcopterings of the base game, and allow you get back to Bohemia’s more traditionally shooty territories. They explain: “after launching the game, we felt there was room to complement Take On Helicopters with a more ‘action-packed’ experience. Our Hinds DLC is perfect for those who are seeking the adrenaline rush of flying a classic military gunship and getting into combat.” It’s coming out on the 15th of March and it’ll cost €12.99. There’s some kind of crazy bundle order deal, too, which you can read about over here.

Product Update - Valve
This update adds German, French, Italian and Spanish localization to Take On Helicopters. The game was already available in English and in Czech, but with the addition of these new languages it widens its doors to flight game enthusiasts all over the world.
Product Update - Valve
VERSION 1.03 HIGHLIGHTS
-----------------------
* Reduced Ground Effect strength
* Small flight model tweaks
* Heliport character animations
* Czech language support
* Benchmark added

1.03 CHANGELOG:
---------

ENGINE
------
* Reduced extreme ground effect.
* Picture-in-Picture video setting extended to include levels of quality.
Value - Viewing distance (km) - Average time per frame (ms)
Disabled - 0 - 0
Very Low - 1 - 8
Low - 2 - 10
Normal - 4 - 13
High - 6 - 15
Very High - 10 - 22
* Fast Approximate Anti-Aliasing (FXAA) support added (http://community.bistudio.com/wiki/arma2oa.cfg).
* Better multiplayer support for vehicle doors opening / closing.
* Helicopter animation states could mismatch when running on the server.
* Custom memory allocator support added (http://community.bistudio.com/wiki/ArmA_2:_Custom_Memory_Allocator).
* Ambient traffic was not drawn in PiP RenderTargets.
* There now is zero fuel consumption when only starters are on.
* The engine no longer stops when you take control from the AI on the ground.
* Dedicated server armed helicopter models would change (http://dev-heaven.net/issues/26298).

ENGINE (MERGED FROM ARMA 2: Operation Arrowhead)
-----------------------
* [87274] Improved: Airborne airplanes now rendered in larger distances.
* [87273] Changed: AI airplane always using lights during landing, taxiing and takeoff.
* [87270] Fixed: Lens flares positioned badly when 3D resolution different from 2D resolution.
* [87077] New: Ground effect computed for airplanes (0-10% depending on height)
* [87075] New: Ground effect computed for helicopters (based on http://www.cybercom.net/~copters/aero/ground_effect.html)
* [87073] Fixed: Helicopter autohover was wobbling a lot (http://dev-heaven.net/issues/4478)
* [87067] New: Commandline -checkSignatures to provide thorough test of all signatures of all loaded banks at the start game. Output is in rpt file.
* [86971] New: -beta=xxxx as alternative to -mod=xxxx to allow using beta files without affecting mod handling.
* [86965] Changed: Mod list configured by ModLauncher is saved inside game config instead of user profile.
* [86944] Added: HitPart event now contains Ammo type name
* [86916] New: Player name validation when editing a profile name.
* [86882] New: Scripting command visiblePosition to obtain object position as visible on screen (http://dev-heaven.net/issues/26591)
* [86880] Fixed: Helicopter slow after GET OUT waypoint when CYCLE was used as well.
* [86876] New: Editor: Visual indication of the selected target for CYCLE waypoint.
* [86851] Fixed: Vehicles attached on ships attached to objects sometimes destroyed (http://dev-heaven.net/issues/26668)
* [86839] Fixed: Cannot manipulate doors after game was aborted with doors in transit. (http://dev-heaven.net/issues/26702)
* [86704] Fixed: "Direct" chat sometimes not working (http://dev-heaven.net/issues/26422)
* [86702] Fixed: Dead body temperature was not saved (http://dev-heaven.net/issues/25466)
* [86647] MP: Fixed: When a player was JIP-ing, traffic for all other players was significantly reduced (http://dev-heaven.net/issues/26408#note-48)
* [86643] Fixed: Massive network traffic optimization during Join in Progress (http://dev-heaven.net/issues/26408#note-48)
* [86620] Fixed: Searchlight turning itself off for non-server clients (http://dev-heaven.net/issues/4449)
* [86566] Fixed: Action taking magazine from a backback has sometimes failed (http://dev-heaven.net/issues/25927)
* [86520] Fixed: Gamespy Server signature list contains often twice "bi" (http://dev-heaven.net/issues/23752)
* [86491] Improved: MP: Diary statistics not available in MP when NetStats is disabled (http://dev-heaven.net/issues/26435)
* [86484] Improved: Dedicated server console now supporting Unicode and long output (using Rich Edit Control).
* [86431] Fixed: Issues with v2 signatures - causing random check to fail (http://dev-heaven.net/issues/26323)
* [86296] Changed: AI gunner is no longer firing at friendly units when ordered to target them.
* [86271] Fixed: Locked MP role slots after BattlEye kick.
* [86257] Fixed: MP: Countermeasures released automatically for a player commanded tank (http://dev-heaven.net/issues/17458)
* [86257] Fixed: MP: Countermeasures released by AI were multipled by the number of other connected players.
* [86233] Fixed: MP: Loosing gear due to water no longer multiplied for each player (http://dev-heaven.net/issues/26162)
* [86217] Improved: Thermal imaging for models with no TI data (http://dev-heaven.net/issues/16673)
* [86159] Fixed: Server response unreliable with long keys (e.g. mod lists) (http://dev-heaven.net/issues/23389)
* [86128] Fixed: Soldier running instead of crawling through holes (http://dev-heaven.net/issues/25348)
* [86122] Fixed: AI without weapon stuck when crouched (http://dev-heaven.net/issues/16229)
* [86114] Prevent crouched AI from sprinting (http://dev-heaven.net/issues/24405)
* Fixed: helis not slowing down before doMove destination.
* Fixed: helicopters with no waypoint moving slow (http://dev-heaven.net/issues/26814).
* Fixed: crash possible when heli was piloted by a unit without a group.
* MP: Init event handler using publicVariable failed.
* Fixed crash with NULL target list (http://dev-heaven.net/issues/26356).
* Fixed: camera simulation of attached objects (first aid animations jumpy).

DATA
----
* Seattle performance benchmark added (Challenges > Benchmark (Seattle)).
* Czech language support added.
* Japanese character support added (not the translation itself).
* More character animations added and implemented into Heliport (de)briefings.
* Main menu online news feed added.
* Medium: improved torque 3D instrument ranges.
* Medium: flight model tweaked.
* Light: flight model tweaked (also thanks to community efforts!).
* Helicopter head movement limits tweaked.
* Helicopter ground contact points tweaked (also thanks to community efforts!).
* Special shadow LOD added for interior views of helicopters.
* Doors closed by default for luxury helicopters.
* Ambient traffic cars now have head and tail lights.
* Ambient boats and aircraft have lights at night now.
* Roadway LODs added to military ships.
* Improved materials for water surfaces.
* Various unlocalized texts localized (training scenarios, Time Trials and MP).
* Spelling error reported by wOMAC fixed.
* Type column in MP server browser was too narrow.
* Logitech G940 controller scheme tweaked.
* TrackIR scheme improved.
* Career Free Flight is no longer ended when disembarking. Instead use "Skip" from the interrupt menu (Esc).
* Scenarios would not terminate correctly when an important NPC was killed.
* Automatic savegame system tweaked to avoid saving in dangerous situations.
* Crashing in training scenarios after failing a stage is now handled better.
* Career 08: player was able to get in as copilot.
* Career 09: one of the tasks was not marked as completed.
* Government 01: suspect lookout would sometimes be on the ground.
* Training 07: feedback and IGUI indicators tweaked.
* Memory 02: CAS task now is canceled when CSAR takes over.
* Memory 02: OPFOR forces now correctly move to the crash site.
* Memory 02: CSAR takes longer to get to the crash site, allowing more time to provide CAS.
* Memory 02: Crashed crew does not try to complete its mission on foot.
* Memory 03: the player now dies when landing on the water surface.
* Memory scenarios can now be more easily skipped ("Skip" from the interrupt menu - Esc).
* Memory scenarios can now be reverted to a savegame after failing a task.
* MP 03: host is now forced to be the pilot.
Rock, Paper, Shotgun - contact@rockpapershotgun.com (Alec Meer)

that's me stumbling away

What? What?> It can’t really be just me who thinks of A-ha’s finest hour whenever Bohemia’s Take On Helicopters is mentioned, can it? Hmmph. Perhaps I can break the association by writing about the chopper sim’s new demo, which is out now. At 3.6GB it’s faintly monstrous, but the contents sound highly generous. You should take it on, take it on. It’ll be gone, in a day or twooooooooooooooooooooooooooo.

(It won’t be gone in a day or two). Full contents and moving images below. (more…)

Rock, Paper, Shotgun - contact@rockpapershotgun.com (Rob Zacny)

Start with the odd name: Take on Helicopters. At once a warning and an invitation, it sounds at first like a bad translation. After a few hours at the controls of its rotary-winged menagerie, the title ceases to sound strange and becomes a fairly accurate invitation. It asks, can you Take on Helicopters? Here’s wot I think.> (more…)

...

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