Helicopter Wheels #2b

ONLY Vote if you have given this a fair try ingame! - Do you like this Feature?

Yes, I'm happy the the way it is in the v1.0 OB & in PR:F
13
7%
Yes, But I think the taxi speed on the wheels should be slowed down
11
6%
Yes it should be implemented, but it would be nice if a "Parking brake" could be added
71
41%
No it should not be put in, but if a "Parking Brake" could be applied I would vote Yes
68
39%
No, this feature should be fully removed from the mod!
11
6%
 
Total votes: 174

Rhino
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Helicopter Wheels #2b

Post by Rhino »

ONLY Vote if you have given this a fair try ingame!!!
As per this topic (read for more info): https://www.realitymod.com/forum/f254-v ... s-1-a.html

In the PR v1.0 Open Beta (OB) and in PR:Falklands (which is in v0.98 and from its first release), all wheeled choppers had/have working wheels that would roll with the movement of the chopper which allowed you as a pilot to taxi and do rolling landings etc, as well as in theory in some cases, being able to help stop the chopper from flipping over.

This thread/poll is here to determine if this feature will be used in the full release of v1.0 and/or beyond. We feel that possibly some of the votes in the last poll may have been from people who hadn't tried the feature fully before voting and we want a re-vote after the Open Beta now many of you have had a chance to play with it more and on a wider verity of choppers for a week so hopefully we should now get a more accurate response if that last was was off.

Please keep in mind we will be working on trying to improve this feature in any way we can but we are working with the limitations of the BF2 engine here so when you vote, please vote for the worst case scenario option. So for example, if we can't get a "parking brake" to work, would you still like working wheels on the chopper as they are now instead and if so, vote for keeping the wheels as they are and if we can add a parking brake, we will (providing it doesn't have any negative affects).

Cheers!
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Rhino
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Re: Helicopter Wheels #2b

Post by Rhino »

rPoXoTauJIo wrote:Add answer option "Yes, it should be implemented, but it would be nice if "Parking brake" will be applied", pl0x :)
Sorry guys had to remake this poll as can't really just add a new option with also allow people who have already voted to vote for it.

Posts from the old topic:
Steeps wrote:My ultimate wish for the wheels is that they would require a certain minimum amount of mouse/joystick movement to start moving. For example, if I get in a helicopter not moving my mouse at all, it will sit still. As it is right now, I get in a helicopter and it just starts rolling away, not touching the mouse at all.

The idea is like a "deadzone" (I know I already suggested it, just fleshed it out more) you would have on a joystick, but applied to the wheels.

I just got a joystick three days ago and did try both .98 and 1.0 helicopters. The 1.0 helicopters still roll on the landing pad the same way they do with a mouse.

TL;DR Helicopters roll too much on the landing pad.
Bluedrake42 wrote:yeah I say they could definitely use some tweaking,
but I would really hate to see them removed completely
at the end of the day I think they're a really useful feature
and I know people can figure out how to fly them
I mean hell I remember all the bitching about helicopters being hard to fly BEFORE the wheels
but players got good at flying them, and in some ways better than vbf2 flying
rPoXoTauJIo wrote:Add answer option "Yes, it should be implemented, but it would be nice if "Parking brake" will be applied", pl0x :)

Btw, Z-9 not rolling when on helipad. That's an good example what needed.
If there is no way to implement "Parking Brake", would be good to place some barriers on all maps.
SuperArmy wrote:I think we should definatly keep this.

But like Steeps said we should have a larger dead zone.

I use a joystick and find it very hard to land troops quickly into the battlefield. Each time I come in I come in fast and low, pushing down on my joystick. This means that each time I land I keep traveling forward very fast even tough my throttle is pretty much at 0 thrust.

Maybe extening the 0 thrust threshold to something like ?10-15% may help. Adding a delay to 'taxiing' should also fix the 'hot landing' going wrong.
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rPoXoTauJIo
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Re: Helicopter Wheels #2b

Post by rPoXoTauJIo »

Btw, Z-9 were not rolling in beta, and such behavior of helicopters on ground would be nice :)
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assetruler69: I've seen things you smurfs wouldn't believe. Apaches on the Kashan. I watched burned down tank hulls after the launch of the single TOW. All those moments will be lost in time, like tears in rain.

Time to give up and respawn.
Rhino
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Re: Helicopter Wheels #2b

Post by Rhino »

The Zhi-9 is more down to its design than anything else why it has no, no-input rolling as its rotor and wheels are level to the floor, unlike the Apache and most other attack choppers which are slanted.
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Navo
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Re: Helicopter Wheels #2b

Post by Navo »

I thought it was really annoying that I couldn't just stand still on the pad.
Pronck
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Re: Helicopter Wheels #2b

Post by Pronck »

It takes time to get used to it, but in the end I got it standing still without too much problems. However I only flew the Blackhawk in the BETA so I don't have too much experience with it.
We are staying up!
x-spades-x
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Re: Helicopter Wheels #2b

Post by x-spades-x »

Same as in the last post, I couldn't stand anytime I landed I had to balance myself around, couldn't even just take a drink between supply runs.
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[PR]x-spades-x
Rhino
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Re: Helicopter Wheels #2b

Post by Rhino »

What would you guys say was the worst offending chopper for the no-input rolling?
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MaxBooZe
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Re: Helicopter Wheels #2b

Post by MaxBooZe »

Mi-8/Mi-17 by far.
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Steeps
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Post by Steeps »

Mi-17 for sure
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rPoXoTauJIo
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Re: Helicopter Wheels #2b

Post by rPoXoTauJIo »

From 1.0 beta - mi-17. If including Falklands - Wessex for me.
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assetruler69: I've seen things you smurfs wouldn't believe. Apaches on the Kashan. I watched burned down tank hulls after the launch of the single TOW. All those moments will be lost in time, like tears in rain.

Time to give up and respawn.
Rhino
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Re: Helicopter Wheels #2b

Post by Rhino »

Right guys just to let you know, I've been playing around with the Mi-17 trying to stop the no-input rolling and haven't found anything that really works yet for a parking brake, but I did quickly try stopping the wheels from rotating like they where in the old releases and there was still creeping forwards even after that, although granted not as much as when it had rotating wheels to roll on but it was still happening :p
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Psyrus
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Re: Helicopter Wheels #2b

Post by Psyrus »

[R-DEV]Rhino wrote:Right guys just to let you know, I've been playing around with the Mi-17 trying to stop the no-input rolling and haven't found anything that really works yet for a parking brake, but I did quickly try stopping the wheels from rotating like they where in the old releases and there was still creeping forwards even after that, although granted not as much as when it had rotating wheels to roll on but it was still happening :p
I thought you established it was the angle of the thrust or whatever. So the Z9 or whatever didn't suffer from it because the "thrust" was perpendicular to the wheels. Possible solution? :)
Rhino
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Re: Helicopter Wheels #2b

Post by Rhino »

[R-CON]Psyrus wrote:I thought you established it was the angle of the thrust or whatever. So the Z9 or whatever didn't suffer from it because the "thrust" was perpendicular to the wheels. Possible solution? :)
Yes its the downwards/upwards force of the main rotor which is causing the no-input rolling, and yes on some choppers it might be possible to slightly tweak the wheels to make it flat on the ground, but choppers like the Apache can't be made flat to the ground without shoving the tail 2m into the air :p

EDIT: The above change would also not help with landing on non-flat surfaces.
Last edited by Rhino on 2013-07-11 23:43, edited 1 time in total.
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Catman Disco
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Re: Helicopter Wheels #2b

Post by Catman Disco »

Absolutely loved the Rolling Wheels!
Id rather have them without a Parking brake then Not at all :)
It made landing on rooftops so much more challenging.
{ZW}C-LOKE
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Re: Helicopter Wheels #2b

Post by {ZW}C-LOKE »

Maybe you could try coding it backwards; make it motorized, but by default have it apply a counteractive backward roll as the minimum and of course a forward roll with some type of key pressing.

I mean, I know there has to be some way to do this! It's all coded in Python FFS!

And for what it's worth, I've never seen so much asshattery with the bird assets as noobies trying to idle on the helipads... Many-a-crashed-asset!
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Rhino
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Re: Helicopter Wheels #2b

Post by Rhino »

{ZW}C-LOKE wrote:I mean, I know there has to be some way to do this! It's all coded in Python FFS!
No its all coded using BF2 engine code, Python is only used for game modes, scoring, deployables, kit requests and stuff like that...
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Vicious302
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Re: Helicopter Wheels #2b

Post by Vicious302 »

  • Could another position keep the engine running? Effectively allowing pilots to get out and perhaps also increasing FLIR usage, even possible, or if so would that require the co-pilot to always been in the vehicle? There's no real benefit to requiring drivers for attack helos since they can't really be used without a driver.
  • Could a 3rd party macro program be ran in the background of some kind to override or even out mouse input to completely level. Would punk buster have a problem with that type of software? or the idea this stemmed from, would a primary input override a secondary input, so you could assign a button to say the arrow keys and hold up and down, overriding the mouse inputs. Is this problem even exclusive to mice? I've never used a joystick.
also I would like to test with maybe 2/5 the taxi speed to see if that would help
yellodeath
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Re: Helicopter Wheels #2b

Post by yellodeath »

Vicious302 wrote:
  • Could another position keep the engine running? Effectively allowing pilots to get out and perhaps also increasing FLIR usage, even possible, or if so would that require the co-pilot to always been in the vehicle? There's no real benefit to requiring drivers for attack helos since they can't really be used without a driver.
  • Could a 3rd party macro program be ran in the background of some kind to override or even out mouse input to completely level. Would punk buster have a problem with that type of software? or the idea this stemmed from, would a primary input override a secondary input, so you could assign a button to say the arrow keys and hold up and down, overriding the mouse inputs. Is this problem even exclusive to mice? I've never used a joystick.
also I would like to test with maybe 2/5 the taxi speed to see if that would help
i think option 2 wouldn't work, anymore programs is no bueno, pb may or may not like it

the first is iffy, because if the pilot got out and left the engine on, or switched to a third"engine off seat" with the exact same seat/view as the actual pilot seat, someone could just hop in, take your helo and crash


I think a good issue is just slowing down the taxi speed for helos, it's already too fast anyways, blackhawks can roll at 100 km/h or more, which is probably VERY unrealistic/impossible, plus jets can only do 50 km/h i think

a possible suggestion... tweak wheel sizes, the actual wheel geometry but not the visual size, if that's possible... Might fix some problems but i'm just guessing
rPoXoTauJIo
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Re: Helicopter Wheels #2b

Post by rPoXoTauJIo »

Maybe some kind of brake could deploy when heli have 0 alt and speed? Like mi-24, but brakes instead.
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assetruler69: I've seen things you smurfs wouldn't believe. Apaches on the Kashan. I watched burned down tank hulls after the launch of the single TOW. All those moments will be lost in time, like tears in rain.

Time to give up and respawn.
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