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As for the flight model, I have flown in many games, and while others may disagree, I find Squads flight model to be the easiest to learn (it took me less than 10 minutes in the trainer practice to get good at it). The only thing that makes it difficult at times is the wonky physics, and the recent bug causing it to lag occasionally
having said that, helis are still pretty bad. yes that rocket propelled foreward accelleration is real, the recent lag - fake momentum build up, that changes ur flight direction in just the time of a microlag is a real bummer (had one pushing me foreward, was going at 160 knots without descending) and the damage model that doesnt make any sense in any direction only for the sake of some game balance. but this would only be the start of it.
do a proper controls setup, give us joystick support, while ur at it, we need different loading mechanics for helicopters (like the old logi ones) so ppl can still control the craft while loading and unloading .... yeah ... but flying itsself is super (like 'far to') easy and not hard at all
In reality the collective doesn't have to be moved all the time.
Helis this patch are weaker than ever, takes about a magazine or two of small arms to take out the engine. Tail rotor's are prime targets now as well, easily broken. Problem is just there is a lot of game lag causing hit reg issues this patch, so it might seem that you got hits on target but it didn't happen.
I want to use the same controls I use for other games. WASD for pitch/roll, keys for rudder, mouse for finer movement/Right click and look around for freelook, mouse 4/5 for throttle.
Setting it up in the ini is a pain too cause the controls aren't listed as rudderleft/right and all that. Just rudder/rudder/rudder, etc.
The git gud thing is a ♥♥♥♥ argument for it, cause I know someone will bring it up. I don't use default binds in any game, why would I start now? I do what works for me, and this games heli controls have been bad for a long time now.
The flight model is a completely different story... Pretty bad too. Gains momentum way too fast.
I can get around a bad flight model, if I can use my own controls. If both are fixed, even better.
If you've never flown a heli in other games before I'm sure it's not that bad and might even be pretty quick to learn, but I'd say for most it's pretty clunky and nigh impossible. I wouldn't consider myself an expert even if this is what I'm studying in college right now, but the physics are unbearable to me. If they used battlefield, GTA, or even Just cause's helicopter physics I think that would be fine. If they used ARMA, or Rising Storm 2's model I think that would also be fine. All of the options presented have varying difficulty to learn but they all make some level of sense and are easy to control once learned. The helicopters in this game (especially since the new updates) play an even more integral role in the combat scene, yet I rarely see people fly them because they're either too difficult or not fun.
The primary physics issue that I see is that the helicopters don't create lift from airspeed, the collective and pitch functions pretty much act as a force modifier to the vehicle, i.e. it doesn't matter how fast you are moving the forces on your aircraft are always the same. Which is what makes landing, turning, and other maneuvers quite odd in this game. Low speed or high speed the aircraft accelerates the same which is why if you tilt too far when landing, the aircraft just immediately accelerates to whatever speed cap they gave the aircraft. It's also why the aircraft has trouble gaining or dropping altitude at higher speeds, when you pitch up, the aircraft doesn't act like a plane and flys in the direction you tilted, it just changes what was previously your forward force to rearward force and makes you stop.
I may not be a COMP-SCI major but if offworld wants to hire me for like a week I could probably fix this issue myself and make the helicopters fly at least somewhat more realistically as it seems like that's more towards what they want.