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Found 18 results

  1. I took a hard look at the 2017 model of the UH-60. From what I see, it has the same problem of the main rotor being perpendicular to the body of the helicopter rather than being tipped 3-4 degrees forward. Although I'm really excited (no joke) about seeing helicopters almost being official after seeing this scene in the trailer, from our point of view, it looks like the Mi-8 landing also has the case where the propellers are almost parallel with the body while the irl helicopter blueprint has a tipped-forward main rotor. (TAKE NOTE): What can be seen between many of the Russian military helicopters with wheels is that the main rotor is almost parallel with the line between the front and back wheel (when looked from the side) (as seen in the mi-8, mi-24, and mi-28 blueprints as seen above and below). This results in the helicopters being able to land on a flat surface while hovering and both wheels will touch the ground almost at the same time when descending. What I'm worried with is that the devs will make the same mistake like basically all of the other games (except DCS world) where those devs make a model of whatever helicopter they are trying to make and then they just slap on the main rotor parallel to the body rather than tipping it forward as shown in the official blueprints of the helicopter. The reason why almost all helicopters have a main rotor that is tipped forward (like shown in this mi-24 blueprint in the upper section of the image) is so that you can fly almost like a plane when moving fast (when maintaining a certain velocity, the helicopters forward momentum/velocity is basically where the nose is pointing), the titled forward rotor provides the lift AND forward momentum. This comes in handy with the mi-24 where you can get lift and forward thrust at the same time while you still have your reticle pointed at the target that you want to do a quick strafe run on with dumbfire rockets. I've never seen an actual attitude indicator of a military helicopter in person, but there is most likely a mark somewhere around angle 2-5 above the horizon marker (different per helicopter) where it shows where you have to point your nose in order to keep the helicopter in a hover at one spot. Same issue can be seen below of an in-game apache and the tilt of the main-rotor being wrong compared to an irl blueprint. All in all, I believe that the helicopters in the game should be modeled just like its real life version. By that, I mean the rotors and their forward tilt, like the black hawk for instance. Almost all of the games and many models of the blackhawk, like the uh60 in the squad mod, for a long time have had Blackhawk models that have the rotors horizontal with the body of the helicopter rather than being tilted forward . I hope that the final helicopters in-game are modeled with the forward tilt of the main rotor just like its real life counterpart and hovers with the main rotor horizontal to the ground and the body of the helicopter pointed up a bit (irl picture of UH-60 and Mi-8 below). It would look more realistic and cooler in my opinion if the official helicopter models and their hovering flight models were done right. Whatever the devs choose to do with the game is beyond my control. Whether the helicopters have this realistic feature or not in their release in Squad, I will still fly them just like the hundreds of hours I've flown in Project Reality: Bf2. This game, even with some flaws compared to Project Reality, is amazing and I am wishing the best of the future of the game and the devs putting many coffees into the making of this game. P.S. (The pre-set dedicated squads would be a REALLY good idea once helicopters come out, I doubt the current community of the game will make dedicated squads for the tank, apc, and helo assets like the PRBF2 community does. We will really need those '1-max trans, tank, apc, and cas' squads for better teamwork and coordination of assets.) Cheers!
  2. Heli flight models

    Question for the devs here but how will the flight model will work, is it going to be like the heli mod or arma? Not sure if you guys played either but I want to know which one to train up in
  3. TrackIR and Joystick control for Helicopters

    I am very much looking forward to the development of helicopters and I know many other people are. However, once they are introduced to Squad, I would very much like to see TrackIR v5 and Joystick control available with helicopters as it would be an easier approach for getting used to aircraft. Though it will take more time and resources, I ask that the developers take into consideration my request for introducing these with helicopters and are making it one of their future goals. I use a Logitech Extreme 3D Pro and TrackIR 5 Headset clip for my setup.
  4. Air Vehicles

    Will there be Air Vehicles like Blackhawks, AC-130s and A-10s later in the builds? Thanks!
  5. With helicopters arriving in coming updates, i was thinking about how fobs might be seen from the air. I'm not entirely sure how fobs are eventually going to be used but my suggestion is to have some sort of camoflague net, to try and hide fob locations. This might be difficult because of open areas, little tree cover, different foliage colors on each map. I thought this would be useful for teams who have built a forward operating base and rely on keeping it hidden.
  6. Helicopters

    Helicopter We will have helicopters in the game? I would suggest that had specific kit for pilots and crew, would enable players who liked to flight and also to accumulate flight hours, making the game more realistic. During the battle, few would like to be flying supporting and this could help those who really like activity
  7. Helicopters

    This may be an ignorant question so I apologize in advance. I was a fan of PR and it is the main reason that led me to buy squad during their kickstarter campaign. I have been really looking forward to helicopters being added to the game. To be honest I have only played the game a small amount since I have had access. But I was wondering if anyone knew when helicopters would be out. Thanks TLDR: When are helos coming?
  8. Door Gunner Kits

    This is a discussion basically regarding the implementation of having the pilot kit be use able on the door guns of trans helicopters. As you can see in the picture below it is not simply the troops the pilots are carrying acting as the door gunners but actually the helicopter crew chiefs. I know that the reason you weren't allowed to use a pilot kit as a door gunner was so there wouldn't be some pseudo paratrooper where a pilot would drop a crate and a door gunner in a pilot suit would jump out and parachute. However, this could easily be countered by making it so that A. there is an alternate version of a pilot kit called "Helicopter Crew Chief" where the kit would have a bare bones mp5 (or whatever faction related smg), a pistol, red smoke, a knife and a couple patches. The difference between this and a normal pilot kit would be that this kit would have no parachute and a ballistic face mask with a visor as seen in the picture below for aesthetic purposes. If the devs didn't want to go through the trouble of doing this they could simply make it so that if a pilot parachutes after jumping out of a door gun or passenger seat, they won't be allowed to access a crate or be able to pick up a kit for a few minutes so they don't abuse the pilot kit as a paratrooper. The reason I think one of these ideas should be implemented is because since helis such as chinooks or blackhawks will have much bigger passenger capacity so the whole chopper won't be used up and also to have dedicated light fire support on maps with no cas or before cas starts up.Tell me what you think below.
  9. This is more of a question but also a discussion: Will we have both helos? Chinooks and Blackhawks for transpo? And how many will be on maps for use at spawns? Those Chinooks can carry how many soldiers at once? VS Blackhawks?
  10. I'd like to start a discussion about performance problems with the game. Problems that I feel are very important to be highlighted at this stage. Issues that I don't believe most Squad players are aware of. Please bear with me here. Or skip to short summary at bottom if you can't be bothered to read it all. We have been told that the main reason for poor performance in Squad is the animation system. I'm sure this is true and I'm very much looking forward to seeing the results of the new system the DEVS are working on. However, there are actually bigger performance issues at hand that I don't believe any one seems to be aware of. After spending the last month or so experimenting to ludicrous lengths, I've finally found a way to consistently reproduce the problem that I want to bring to everyone's attention... It seems that when viewing the map/level from a distance, the Frames Per Second can drop considerably. I first noticed this when I would jump onto a wall or high building, allowing me to see further into the distance on some maps, to find the FPS drop by a considerable chunk. I initially assumed it was all the other players and their animations being sent through the server and back yada yada yada, just as we've been told by the DEVS, but after playing around with the 'free-look camera', I realised this has nothing to do with the animation system, and the issue is far, far worse when elevating to a much higher altitude and looking down on the map. I found a drop in FPS by over half!!!! If I may, I'd like to share with you a video I made, demonstrating the problem. - What I did was start a single player game, or 'training mode', and manually change the map to Chora (which is by far the worst for this issue). This eliminated any possible animation-based performance drop as no one else was present on the map with me. FPS was super high as I have a very powerful machine. Then I elevated the camera up high and looked down to view the whole map below to find the the FPS come tumbling down to way below 30fps. The bigger concern was that despite lowering the graphics settings to the absolute bare minimum, the FPS hardly increased at all. The real problem with this is the idea of using airborne vehicles like helicopters - it's going to hinder the pilot with very low FPS. I can only imagine how bad it would be for someone who doesn't have a super-fast Intel CPU with an over-clock like I have. (THIS IS NOT A GPU PROBLEM, AS YOU'LL NOTICE IN THE VIDEO THE GPU USAGE IS EXTREMELY LOW DESPITE THE LOW FPS). I'm aware that some CPU optimisation is due, but are we really going to see an increase of 30FPS+ ??? Because that is what it's going to take to satisfy most players such as myself who absolutely need 60FPS as a bare minimum. (First world problems, I know!) I hate it when people casually ask the DEVS to just 'chime in' as if they don't have anything better to do, but in this particular case, I think we could all benefit from hearing from someone involved with developing the game, or even just the maps and their assets. Is this issue going to be sorted? Can we expect enough optimisation to clean up the problem? I'm sure the DEVS are already well aware of this as they must be zipping up and down the map in 3D space as they're designing the level. Surely??? SHORTER SUMMARY: When looking down the map from higher up, or even down the map from a slightly higher perspective than the ground, FPS can tank considerably, despite no one else playing on the server / game (which eliminates the possibility for the animation system to be the culprit.) Any help or feedback on this issue from anyone would be hugely appreciated, as right now, I'm very worried this is going to totally destroy the life of this game for a large majority of us. Edit - 3700K @ 4.4Ghz. !
  11. Photo from https://www.facebook.com/photo.php?fbid=10201389413953053&set=a.1978871747202.2105869.1105406132&type=3 When I can be a pilot and do this sort of stuff I will have a real hard time not doing it all the time.
  12. Just some ideas

    So it's my first post here and I'm just brain storming with a few other players over the course of the last few days. So don't cut my throat if it's already been brought up. Just trying to get involved....so I served 4 years in the marine corps infantry and 2 years as a security contractor with multiple deployments. First idea- Air support preferably computer controlled, less moving parts. Maybe have American, Russian squad leaders have air on station after completing certain objectives. Not really sure how to work how they get the air support maybe someone else can brain storm alittle bit with us here. Have Americans getting an a10 gun run or Cobra/Apache hydra rockets or 20mm gun run. Call them and in 60 seconds or so your map pops back up confirming air on station when you can place where you want the gun run at. Direction, etc etc. Russians get the frog foot or hind or so something. Maybe Taliban/ opfor squad leaders having a special of IEDs or something of that nature. Second idea- Machine gun team 1 or 2 man. With 240, PKM, whatever. Third idea- need optics these fire fights are taking place from great distances. You should be able to get some sight based off the area you are fighting. It's really hard to see enemy fighters when they have optics and you don't. Just kindof throwing ideas in the wind. Feel free to throw some other ideas out there or go off what I already said.
  13. Hello, I know this discussion is REALLY early regarding helicopters. However, if Squad release an CH-47 Chinook or w/e, how much player will be able to go in it!?!? By default on our keyboard, we only have 10 keys, which are (1,2,3,4,5,6,7,8,9,0) and normally, a Chinook should be able to hold up more then 10 persons... :( :blink: Any possible way just to add a move key to the left position in circle in the chopper like in Battlefield or Arma? Something like that i guess... It should hold at least 40 persons :D
  14. I know helicopters aren't the main priority now for the dev team but I'm curious if there is at least any idea as to what Squad's helicopter flight physics will be like? As much as I enjoyed flying choppers in PR, I never really liked the flight model, as it was vastly easier to other games and didn't simulate a few aspects of helicopter's that make them interesting. This was understandable as PR's flight model was based on BF2, a game that is over 10 years old, but now the dev's have way more potential with UE. I'm not expecting a flight model as complex as DCS Huey (and I actually feel that would detrimental to a game like Squad) but I do hope for something with more depth than PR's. Also, the big factor I'm curious about: Vortex Ring State (Settling with power) - Yes or No? If anyone is curious about this; it's, in a VERY basic term, when a helicopter gets caught in its own downwash and starts rapidly descending. It's extremely dangerous and completely changes a virtual pilots whole perceptive when it is or isn't simulated.
  15. In my years of gaming no game has ever done helicopter crashing as good as BFBC2. Arma also has a similar system but feels way too static to actually be good. If you are inside an helicopter and you get hit by an RPG in the tail, you wouldnt die instantly, instead it would spin uncontrollably until it crashed into the ground(black hawk down anyone?) giving the crew/passengers a chance to jump out/brace for impact. Of course we wont be opening a parachute from 20m off the ground but there could be ways to survive a crash landing if the pilot was skilled/lucky enough. The devs already talked about being able to be revived even when you die inside vehicles so I think this could go hand to hand with that. We could expand on this like having the destroyed helicopter have some sort of "black box" that could be retrieved that would refund a few tickets to the team. This would justify saving/recovering any of the surviving crew. We are going to have 16km2 maps I believe there will be enough room to try this kind of stuff. Thoughts?
  16. Flight school

    This may not be required but I'm assuming that like PR flying will not be that simple, and nothing is worse than climbing into a chopper and having a noob pilot fly you into a hillside. At least if the is some for of training mode people can learn without messing up the game for other people. I know this is not a priority compared to core gameplay stuff but probably well worth it long term.
  17. helicopters

    I know it's early on but.... I can't wait to see what they/sound/look like on the unreal engine :-) Are they even being worked on At mo? Looking fab so far
  18. What is the maximal altitude and longitude for helicopters and jets (playable air space) planned ?