Set above beautifully rich landscapes, it challenges players to master an authentic flight model,
immersing the player in the role of a civilian helicopter pilot.
Take your first steps towards mastering rotor-wing flight across a massive range of enjoyable challenges, or create your own missions using the powerful easy-to-use mission editor.
Taketo the air above two beautifully rich and expansive environments, based upon real-world North American and South Asian terrain-data.
Takeon cutting-edge technology, helicopters modelled in stunning detail, a large-scale, open-world sandbox and authentic flight dynamics...
Harry Larkin's aviation business has fallen on tough times. Built up over decades, it's now only days away from closure.
His sons face an uncertain future, struggling to save the company their father spent his whole life building.
Together, they must take on contracts and competitors; together, they take on helicopters!
Our brave boys are taking on La Ville-Lumière at the 6th Annual Paris simulations expo, starting today, September 30 through until Oct 2!To support them in their effort, we’ve created a helicopter-load of new assets, which you may greedily feast your eyes upon below.
We hunted down two of our top men to answer a few questions on programming Take On Helicopters, created some brand new screens, complied a technology check-list aaaand last but not least, put together a new video showcasing a small part of our rope simulation: sling-loading!
Here’s an extract from the full interview with a couple of Bohemia Interactive’s Senior Programmers, Frantisek Novak and Jan Kadlec:
How does Take On Helicopters differ to the previous projects of which you’ve been a part?
Frenkee: Take On is, from my point of view, a different game, when compared with OA or A2. OA was “just” an A2 extension, that is, the underlying gameplay was same – the goal was to add new features and improve/fix existing features.
Řrřola: There is more data in TKOH than in any previous BI game. In A2OA the designers tried to work inside the constraints of the engine; in TKOH they overrun them and tell the coders to make it work.
Be sure to read the full interview across on the main Bohemia Interactive page, along with a whole bunch of new screenshots!The new video below demonstrates a little of the sling-load aspect of our rope simulation!
We’ve created a small ‘technology check-list’, where we;ve tried to be honest about what our flight dynamics are capable of, and where we see room for improvements, as we support the game after its launch on October 27:
FeatureStatusAutorotationTransitional LiftRetreating Blade StallVortex Ring Stateplanned in patchFuel ConsumptionWeight LoadWind Direction & SpeedEngine Temperature (hotstarts)Transmission & Engine Stress (overtorque)Rotors, Landing Gear, Hull & Avionics DamageAuthentic simulated gauges in 3D cockpit (Barometric altimeter, RPM, Torque, Temperature) simplified gauges as helper in both imperial/metric units.Winch, Sling, & Fast-rope SimulationInteractive 3D cockpit with simplified startup sequences based on real life operating manuals (electrical source, starter, APU, throttle, radio, lights)Scaleable difficulty settings: Autohover, auto-trim, auto-startup, reduced stress limits.Interactive aircraft inspection/pre-flight checksMaintenance & customisation of helicopter equipmentDual controls allowing to switch pilot and copilot roles during flight.As a copilot player can operate infrared camera, searchlight, doorguns
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