Take On Helicopters - the brand new helicopter game from independent developers Bohemia Interactive, creators of the award-winning mil-sim series Arma 2. Built upon over 10 years of experience, Take On Helicopters immerses players within expansive landscapes and an authentic flight model for the complete helicopter-gaming experience.

Post news Report RSS Take on Technology!

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:

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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.

Take On Paris!
Take On Paris!

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:

FeatureStatusAutorotationyesTransitional LiftyesRetreating Blade StallyesVortex Ring Stateplanned in patchFuel ConsumptionyesWeight LoadyesWind Direction & SpeedyesEngine Temperature (hotstarts)yesTransmission & Engine Stress (overtorque)yesRotors, Landing Gear, Hull & Avionics DamageyesAuthentic simulated gauges in 3D cockpit (Barometric altimeter, RPM, Torque, Temperature) simplified gauges as helper in both imperial/metric units.yesWinch, Sling, & Fast-rope SimulationyesInteractive 3D cockpit with simplified startup sequences based on real life operating manuals (electrical source, starter, APU, throttle, radio, lights)yesScaleable difficulty settings: Autohover, auto-trim, auto-startup, reduced stress limits.yesInteractive aircraft inspection/pre-flight checksyesMaintenance & customisation of helicopter equipmentyesDual controls allowing to switch pilot and copilot roles during flight.yesAs a copilot player can operate infrared camera, searchlight, doorgunsyes

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