Take On Helicopters Patch 1.04 – Release Candidate Available Now, comes with FXAA and SMAA support

Bohemia has released the RC of their upcoming Patch 1.04 for Take On Helicopters. This patch comes with FXAA and SMAA support, a Massive flight model upgrade, Time Trial functionality improvements and a Bonus Light helicopter Cougar livery. In addition, this patch is DRM-free for users of legitimate installations. As with most beta/RC patches, it is recommended to back up your full installation folder and profile folder first. So back it up guys because you will not be able to rollback to previous version, and upgrading to the final 1.04 patch may not be possible. You can view the entire changelog after the jump.
Those interested can download Take On Helicopters Patch 1.04 RC from here.
Take On Helicopters Patch 1.04 RC Changelog:
ENGINE
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RTD 4.0 integrated
Java scripting support added (http://community.bistudio.com/wiki/Java_Scripting)
Collective control would sometimes be fully lost until restarting the game
MP: collective would sometimes be set to hardware position without active input
Renegade units (too negative rating) are now considered enemy in targeting systems
Logic Objects are now ignored in top-down radar
RenderTarget TI color mode is no longer connected to optics TI color mode
Saving while getting out of a helicopter could cause a bad state after loading
Fixed: Pictures of mods outside game directory
ENGINE (MERGED FROM OA)
———————–
[88015] Fixed: Aircraft gunner firing even when manual fire was selected by a pilot (https://dev-heaven.net/issues/27689)
[87963] Optimized: Reduced memory footprint in complex missions.
[87840] New: Added scripting command productVersion (https://dev-heaven.net/issues/25580)
[87837] Changed: Addons config value requiredVersion ignored for easier addon sharing between various products (A2, TOH).
[87824] Changed: Removed support for config parameter nightVision (https://dev-heaven.net/issues/26117)
[87768] Fixed: AI vehicles crews seeing targets badly (https://dev-heaven.net/issues/23388)
[87755] Fixed: Player automatically reveals targets which AI would never see (https://dev-heaven.net/issues/27493)
[87746] Fixed: Looking around no longer possible when combat mode changes in vehicle (https://dev-heaven.net/issues/17777)
[87745] New: Cheat Shift+Minus+FPS to allow artificially limit FPS for testing to 40,20,10,5.
[87740] Improved: Targeting and firing always commanded by observer. (http://dev-heaven.net/issues/2353)
[87706] Improved: AI laser target detection at large distances improved.
[87692] Fixed: Manual guidance not working for a helicopter gunner (http://dev-heaven.net/issues/12025, http://dev-heaven.net/issues/27418)
[87659] Fixed: AI was unable to engage invisible laser targets used for SSM (http://dev-heaven.net/issues/26317)
[87658] Fixed: Command doTarget on friendly unit did not work (http://dev-heaven.net/issues/22724)
[87655] Fixed: Text parameter file parsing not reliable (http://dev-heaven.net/issues/27403)
[87654] Improved: A behaviour of the leader player is now assumed to be the most restrictive behaviour of his subordinates (http://dev-heaven.net/issues/11699)
[87652] Fixed: AI always turned out when player is effective commander in cargo (http://dev-heaven.net/issues/2733)
[87646] Fixed: MP: Bullet hits of remote units not visible over large distance (http://dev-heaven.net/issues/12973)
[87645] Changed: Default memory allocator is now tbb4malloc_bi instead of tbb3malloc_bi
[87643] Fixed: Manually guided missiles lost control when reaching 1500 m distance (http://dev-heaven.net/issues/12101)
[87640] Improved: AI sometimes did not start firing at enemy which passed quickly just in front of it. Fixed: AI unable to target crew in vehicles other than tracked ones (http://dev-heaven.net/issues/25847) Improved: AI units now give more preference to close targets (http://dev-heaven.net/issues/25847)
[87497] Changed: Default maxPacketSize reduced from 1490 to 1400 to improve compatibility with exotic MTU settings (http://dev-heaven.net/issues/9719)
[87496] Fixed: Player state transferred corrently even for distant players (http://dev-heaven.net/issues/27200)
[87495] New: -malloc=system can be used to force using Windows allocator even when allocator dlls are present.
[87410] Fixed: Missing reloading sound while reloading animation from another player in Multiplayer (http://dev-heaven.net/issues/18754)
[87357] Fixed: Failed to load TextureHeaderManager from file on Linux servers
DATA
—-
Auto-hover was causing loss of power during sling loading
Language fixes in various localizations
Improved materials and detail of 3D checkpoint circles
Better visibility of ambient cars when using night vision
Friction and ground contact reduced for Light helicopter
Manual rotor inspection animations configured for Medium and Heavy
Turret units (co-pilots) were able to eject
Military cargo passengers can now eject
MP respawn message background element corrected
TTs: new “special” record time added
TTs: ability to play specific music added
TTs: overviews were not read correctly in sub-folders
TTs: overviews were not updated upon finishing them
TTs: allowing adding passengers to helicopters
TTs: Improved time information
Formatting of hints
Times are shown in millisecond precision
Timer hint has color of best active medal time still achievable
Timer hint shows PB and special time if defined permanently
Final hint shows what times you’ve beaten
TTs: can now call a function upon init
TTs: night-time trials now automatically switch on landing lights
TTs: ability to define overcast and wind
TTs: PiP spectator camera added
Career: livery exploit fixed
Career 08: another attempt at fixing container sling loading failure
FF: info descriptions were incorrectly formatted

John Papadopoulos

John is the founder and Editor in Chief at DSOGaming. He is a PC gaming fan and highly supports the modding and indie communities.Before creating DSOGaming, John worked on numerous gaming websites. While he is a die-hard PC gamer, his gaming roots can be found on consoles. John loved - and still does - the 16-bit consoles, and considers SNES to be one of the best consoles. Still, the PC platform won him over consoles. That was mainly due to 3DFX and its iconic dedicated 3D accelerator graphics card, Voodoo 2. John has also written a higher degree thesis on the "The Evolution of PC graphics cards." Contact: Email