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 —— 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) ———————–  Fixed: Aircraft gunner firing even when manual fire was selected by a pilot (https://dev-heaven.net/issues/27689)  Optimized: Reduced memory footprint in complex missions.  New: Added scripting command productVersion (https://dev-heaven.net/issues/25580)  Changed: Addons config value requiredVersion ignored for easier addon sharing between various products (A2, TOH).  Changed: Removed support for config parameter nightVision (https://dev-heaven.net/issues/26117)  Fixed: AI vehicles crews seeing targets badly (https://dev-heaven.net/issues/23388)  Fixed: Player automatically reveals targets which AI would never see (https://dev-heaven.net/issues/27493)  Fixed: Looking around no longer possible when combat mode changes in vehicle (https://dev-heaven.net/issues/17777)  New: Cheat Shift+Minus+FPS to allow artificially limit FPS for testing to 40,20,10,5.  Improved: Targeting and firing always commanded by observer. (http://dev-heaven.net/issues/2353)  Improved: AI laser target detection at large distances improved.  Fixed: Manual guidance not working for a helicopter gunner (http://dev-heaven.net/issues/12025, http://dev-heaven.net/issues/27418)  Fixed: AI was unable to engage invisible laser targets used for SSM (http://dev-heaven.net/issues/26317)  Fixed: Command doTarget on friendly unit did not work (http://dev-heaven.net/issues/22724)  Fixed: Text parameter file parsing not reliable (http://dev-heaven.net/issues/27403)  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)  Fixed: AI always turned out when player is effective commander in cargo (http://dev-heaven.net/issues/2733)  Fixed: MP: Bullet hits of remote units not visible over large distance (http://dev-heaven.net/issues/12973)  Changed: Default memory allocator is now tbb4malloc_bi instead of tbb3malloc_bi  Fixed: Manually guided missiles lost control when reaching 1500 m distance (http://dev-heaven.net/issues/12101)  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)  Changed: Default maxPacketSize reduced from 1490 to 1400 to improve compatibility with exotic MTU settings (http://dev-heaven.net/issues/9719)  Fixed: Player state transferred corrently even for distant players (http://dev-heaven.net/issues/27200)  New: -malloc=system can be used to force using Windows allocator even when allocator dlls are present.  Fixed: Missing reloading sound while reloading animation from another player in Multiplayer (http://dev-heaven.net/issues/18754)  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 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