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#16 Posted at 2011-04-01 12:37        
     
I've spoken to a couple of people now and going off all the rumours I've heard in the last few months I know this isn't just a joke. The rumours have been going for 6 months plus. The Pre-LC surely is but I know the game isn't.

BIS may still surprise though. Its best just to wait and see.


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#17 Posted at 2011-04-01 16:04        
     
I'd love for it to be a joke.
I can create my own helicopter game in the ArmA 2 editor, I can't even count how many Helos I have in A2+OA, and I don't even DL Heli mods. *WALL*

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#18 Posted at 2011-04-01 16:51        
     
# RKSL-Rock : I've spoken to a couple of people now and going off all the rumours I've heard in the last few months I know this isn't just a joke. The rumours have been going for 6 months plus. The Pre-LC surely is but I know the game isn't.

BIS may still surprise though. Its best just to wait and see.

I think I wrote something like that in the commenst earlier as well.
I think they fooled us with new material as being a whole different game while in fact it is something we will get as part of the next Arma (3? DLC? Expansion).
I don't know but they put to much effort in this for just being a joke.

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#19 Posted at 2011-04-01 17:22        
     
I am massively looking forward to this. I've said BIS could do this in the past, its great to see them taking on another niche. :-) (Pun not intended. :-P )

If you think this is a bad idea, you're not the target audience.

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#20 Posted at 2011-04-01 17:31        
     
kinda like the old SAR sim but more content maybe.


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#21 Posted at 2011-04-01 20:26        
     
# Foxhound : I think I wrote something like that in the commenst earlier as well.
I think they fooled us with new material as being a whole different game while in fact it is something we will get as part of the next Arma (3? DLC? Expansion).
I don't know but they put to much effort in this for just being a joke.
I know it wasn't a joke. It is a standalone game.

But we'll have to hope that the physics aspects leak back into ArmA2 as an expansion.


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#22 Posted at 2011-04-01 20:47        
     
Having had time to ponder :-
I believe that maybe BIS released this before april fools for a few reasons , i guess attaching it to the virals of April fools gave them good publicity and also a win win situation , they could have called april fools if it fell flat on its ass and got laughed off the internet and i believe because this "new Tech" is a spin off from there carrirer command game engine which alleged to be a hybrid RV engine , thus once again BIS have realised that they can get this engine loaded tested by the Arma public just like the OFP was tested before VBS and arma1 was tested before vsb2 and arma2 was tested before the latest VBS2 with arma2 engine ( done yet or still waiting ?), so will there new engine for there carrier command game be tested in Take on series :).



Pure speculation and the ramblings of an old man of course and no problem for me at all i have enjoyed every minute of the last 11 years and long may it continue :),
especially as in recent years there has been more and more traffic back from VBS2 to Armaversum in terms of the tech , i hope this is the case when the Helicopter and command game are released.

I wish i had a piece of there Business model its a dream, possibly one of the biggest R & D depts known to man :).

http://forums.bistudio.com/showthread.php?40226-ECL's-record-breaking-attempt-players-on-one-serve&p=619994&viewfull=1#post619994

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#23 Posted at 2011-04-03 16:46        
     
all these speculators about it being joke must be now hiding right? :)

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#24 Posted at 2011-04-03 16:56        
     
# Dwarden : all these speculators about it being joke must be now hiding right? :)

=-O Its Dwarden! He has an armaholic account, woohoo. *DANCE*

*HI* Welcome to Armaholic!

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Armstrong-"Something's burning over there, see the smoke?"
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Armstrong-"Dust? i don't get it."

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#25 Posted at 2011-04-05 03:07        
     
for many years :) ... just used it to comment on the news quicks not in forums :)

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#26 Posted at 2011-04-05 07:55        
     
I must admit I still feel all weird about this news, but I also have to admit the domains were bought the second I saw the official news. I never know what I will do in the future ;-)

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#27 Posted at 2011-04-05 13:06        
     
HeliHolic?

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#28 Posted at 2011-04-05 20:58        
     
It seems most people in the community failed to find some (2) hidden videos which are available from the original trailer:


Please, dont spoil the fun for others of searching for those links themselves after you found them.
For those who cant find the links here is a tip:

This post was edited by Foxhound (2011-06-09 18:59, ago)

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#29 Posted at 2011-05-12 16:52        
     

Michal Harangozó informed us a new developer interview has been released on the BI Studio website.
Next the 'Report In!' series is a discussion with one of Bohemia Interactive's Executive Producers as well as some exclusive 'behind the scenes' images.
Also the first in a planned series of 'development update videos' have been declassified and are ready for immediate analysis!


    Quote :
    We're often asked to let some of our people talk about what it's like to develop a game at BI. 'Report In!' gives you a more personal perspective on our team, a more detailed look at the way we go about our work, and fresh information about our ongoing projects.

    Having his wings clipped today is Lukáš Milacek, who talks about modelling helicopters, discusses managing projects, and reveals the intended scale of Take On Helicopters (TKOH).

    Introduction

    Tell the people a little about yourself. What's your role? How long have you been with Bohemia Interactive? On which games have you contributed and what is your favourite BI game or mission?

      Lukáš: I started working at BI in 2001 as a production manager in the art department (assets creation). I've worked on several projects: Operation Flashpoint for XBOX (OFP: Elite), Game2, Armed Assault patches and Arma 2. I became Executive Producer for Operation Arrowhead (OA) and Private Military Company (A2PMC). Now, I do same job on TKOH. I take care of the budget, assets creation and other administration.
      I'm a big fan of simulations and multiplayer with human opponents. I've spent literally years shooting, driving and flying in virtual environments (OFP, Il-2 Sturmovik, GTR2).


    And can you give us a random fact about yourself?

      Lukáš: Flying is a passion of mine. Building on virtual experiences, I started learning how to fly in real life. I'm a glider pilot student and I also have some experiences flying small, powered planes (Cessna, Metasokol). We've already had one opportunity to experience flying in real helicopters during TKOH's production, and I certainly look forward to more!


    Scale of the Project

    Take On Helicopters is obviously going to require a number of different choppers, but can you give us an idea of the range or number of individual models?

      Lukáš: There will be three base classes (light, meduim, heavy). Each class will have at least one military - and a number of civil - variants (i.e. utility, VIP, SAR, law enforcement).


    Ten hero-points go to those who know which film we were watching before taking this screen-shot! So, will this range of helicopters have distinctive flight models, for example, can you feel the difference between any two choppers?
      Lukáš: Each class should definitely have its own character. In the career/story mode, we'll allow the player to upgrade their base helicopters with more a powerful engine, fuel tanks or other components, like winches. Different engine and weight changes will impact upon the helicopter simulation, and thereby, affect the flight experience.
      We also have consultants - professional pilots that fly those whirlwinds in real life - to help us in tweaking the flight models.


    What about 'skins' for the models? Do you plan to have a range of liveries and will players be able to define their own custom variants?

      Lukáš: Each model will have at least a few skin variants built in for the editor. If there's time, we may try to add support for easy custom skins. This might be similar to the way players can choose faces in the Arma series.
      We've got a lot of ideas, but - whatever we're able to achieve - our game will, of course, be open for modifications. We've got a well-established reputation for enabling custom-made content, and this project does nothing to change that fact.


    Modelling Helicopters

    What level of detail can we expect with the models? Are they more advanced than the quality seen in Arma 2?

      Lukáš: These helicopter models will be more detailed than any of our previous vehicle models. Most detailed exterior LODs are made from more than 25 000 triangles. Interiors will include detailed gauges and some interactive switches, which will be operable in 3D. There will be properly animated rotors, working doors and service hatches on the exterior. We've developed more damage "hitzones" with more simulated systems and sub-parts that should also be visualised.


    What about special equipment - for example, winch systems - will these be part of the models?

      Lukáš: In the story/career-mode, the player can buy equipment for his helicopter, which, in turn, opens up new gameplay opportunities. These choppers can be modified for the wide range of roles that civilian helicopters can perform and which a player might want to try. You might equip sling-load components for construction or bringing reinforcements to the battlefield. Maybe a quality leather interior for VIP transport. A larger fuel tank would increase mission range. Searchlights, FLIR cameras, winches... and so on!
      However, we're not putting up any barriers to gameplay. Outside of the story-mode, single-player scenarios will put the player within a particular context with a pre-defined chopper suited to the task. We're also developing an interesting free-flight mode, built upon procedurally generating missions depending upon whatever helicopter you pick. And, of course, the editor will support a range of helicopters for players to easily create their own scenarios. But, I think I've said enough for now! More details about our gameplay will be detailed later.


    How do you estimate how long a helicopter will take to model - from concept to the final model in game - how do you keep a handle on this process?

      Lukáš: Making detailed models, interactive interiors and optional parts for customisation takes approximately three times more work-hours as compared to helicopters in A2. Most of the processes are well known from previous projects; however, some new features need prototyping and testing before the final production pipeline can be established.


    General Questions

    What would you judge to be the biggest challenges and rewards of managing the creative process?

      Lukáš: The biggest challenge is that you always have to adapt your work-flow to new technology and new creative approaches. I studied production in the film industry, where projects can be well planned since the beginning. With game development, you have to re-evaluate your plans after each phase, each milestone. What is rewarding is to work with so many talented people. I also like to be in contact with fans, who make awesome addons to our game. I also find it fascinating to meet professional soldiers, and get to experience real weapons and vehicles when searching for simulation references.


    Might you be able to offer any words of wisdom for those seeking to be a part of managing projects in the games industry?

      Lukáš: Doing the right thing is more important than doing things right.


    An apocalyptic flood is destined to sweep across all Bohemia, and you only have space to take one game in your lifeboat -- which one will you save from a watery grave?

      Lukáš: Arma 2: Combined Operations.



Bohemia Interactive, the award-winning independent Czech development studio, is pleased to release an update about their work on the brand new helicopter game: Take On Helicopters.

This video showcases some of the new modelling improvements, such as the real-time cockpit video display, mirrors (render-to-texture technology), and some new interior and exterior animations.

Built upon over 10 years of experience, Take On Helicopters immerses players within beautifully rich landscapes and an authentic helicopter experience.

The complete helicopter experience is scheduled for release exclusively for PC in Q4 2011.




You can read the Report In! Interview on the BIStudio website.




This post was edited by Foxhound (2011-05-12 19:58, ago)

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#30 Posted at 2011-05-13 23:53        
     
Only thing I'm interested in is that city in the background of a few of those screenshots.

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