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#2895421 - 11/06/09 03:11 AM Vista 64 kicking my arse...  
Joined: Sep 2009
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BammerVB Offline
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Cant get EECH to run on this sucker. It flickers when i start and then locks up and gives the d3d error. Once I made it to the options screen. I deleted eech.ini and the game cfg before I started the game.

Nvidia 1.91 drivers on 8600GT
P4 2.4 ghz
Compatibility set to run as w98

Anything special to do in Vista64? What am I missing?

Thanks,
GLB

Last edited by BammerVB; 11/06/09 03:12 AM.
#2895440 - 11/06/09 03:39 AM Re: Vista 64 kicking my arse... [Re: BammerVB]  
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The Nephilim Online tunes
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3rd Stone from the Sun !!
did you try running in WinXP Compatibility??


Intel i7 10700K @ 4.8GHZ / ASRock Z590 Phantom Gaming 4AC Motherboard / Asus 1080GTX OC / SoundBlaster Z / Windows 10 64bit / Reverb G2 VR Gear. / Thrustmaster Cougar + MFD's / Buttkicker Simulation / Thrustmaster Cougar
#2895603 - 11/06/09 11:48 AM Re: Vista 64 kicking my arse... [Re: The Nephilim]  
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BammerVB Offline
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Yeah, tried that first. Anyone running EECH on Vista 64? Beuler?

#2895608 - 11/06/09 12:04 PM Re: Vista 64 kicking my arse... [Re: BammerVB]  
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I've been running it on Windows 7 x64 (not the same I know)

Core i7 920
GTX260 (191.07 driver)

I run it only for debug, so I can't vouch for actual flight/controller performance. I've seen some strange freeze issues with the front-end UI - but the game itself in campaign mode has been rock solid (including following flights in 3D, not just the mapping).

I also did the eech.ini delete thing (a few times - I like to play around!) and then adjusted a few things - my graphics section is below:

Not sure what machine you have, but I get ~180fps in a non-debug build (equivalent to 1.12.2) with a Taiwan campaign, with the settings below - of which the only odd one is "notnl=1" I think. You might need a smaller cbar, depending on your machine.

Oh and this is running in windowed mode at 1024 x 768 IIRC.

If you're feeling lucky there's also a Beta driver (195.39) from the end of last month - they claim it has 200 bugfixes, so you never know wink

nVidia Drivers


Code:

[Graphics and Textures]
cbar=40000.0              # distance that city blocks resolve (n = meters) (def = 500)
fs=0                      # full screen mode (0 = window mode, 1 = full screen mode) (def = 1)
mfr=120                   # maximum visual frame rate (n = frame rate) (def = 30)
32bit=1                   # 32-bit rendering (0 = off, 1 = on) (def = 1)
nrt=0                     # rendering to texture (0 = enabled, 1 = disabled) (def = 0) (disable in case of visual problems with MFDs or TADS)
notnl=1                   # GeForce "TnL" support (0 = enabled, 1 = disabled) (def = 0)
nodx9zbufferfix=0         # Disable the dx9 zbuffer fix introduced in 1.11.1.  In case it causes graphical problems
3dreset=0                 # reset screen resolution to 640x480 (0 = off, 1 = on) (def = 0)
dxtm=1                    # DirectX texture management (should fix "unable to allocate hardware slot" error) (0 = off, 1 = on) (def = 0)
cg=0                      # (clean graphics) re-installs graphics files (0 = off, 1 = on) (def = 0)
palette=0                 # use textures.pal (if videocard supports it) (0 = off, 1 = on) (def = 1) (recommended = 0)
eofullrange=0             # eo ranges near to max fog distance (and objects are drawn up to it) 1=yes 0=no
render-tree-shadows=1     # 1=yes 0=no

high_lod_hack=1           # [EXPERIMENTAL!] Enables highest level-of-detail models at far distances. Nice for higher FOVs, bad for FPS (esp. near cities)
dwash=1                   # rotor downwash (dust) (0 = off, 1 = on) (def = 1)
restricted_nvg_fov=1      # night vision restriction (0 = off, 1 = on) (def = 1)
russian_nvg_no_ir=0       # russian night vision has no FLIR (0 = off, 1 = on) (def = 0)
colourmfd=1               # MFDs will use colour when available (0 = off, 1 = on) (def = 1)
highreshud=1              # high resolution HUD (0 = off, 1 = on) (def = 1)
tsdrender=1               # TSD render options (0 - 4) (def = 0 (contours only))
tsdpalette=3              # TSD palette options (0 - 2) (def = 0)
tsdenemy=0                # TSD showing red force blue force colours (0 = off, 1 = on) (def = 1)
tsddetail=0               # TSD in high detail (0 = off, 1 = on) (def = 0)
texture_colour=2          # Use texture colours and noisemaps directly. [WARNING!] Use only with correct texture packs. (0 = off, 1 = on, 2 = also use noisemap for higher resolution) (def = 0)
texture_filtering=1       # [EXPERIMENTAL!] texture blending (reacts to anisotropic filter setting) (0 = off, 1 = on) (def = 0)
mipmapping=1              # mipmapped textures (dds files). [WARNING!] Use only with correct texture packs. (0 = off, 1 = on) (def = 0)
dynamic_water=1           # dynamic water textures (0 = off, 1 = on) (def = 0)
night_light=0.7           # night light darkness level (0.0 - 1.0) (0.0 = fully dark, 1.0 = less dark) (def = 1.0)
persistent_smoke=1        # Burning targets emitting smoke for a long time. [Warning!] CPU intensive. (0 = off, 1 = on) (def = 1)
themes=2                  # comma-separated list of directories for alternate psd files


Last edited by Executioner; 11/06/09 12:08 PM.
#2895674 - 11/06/09 02:28 PM Re: Vista 64 kicking my arse... [Re: Executioner]  
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KaiserB Offline
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Run it in Win2000 compatibility (not XP) - that's worked for me on Win 7 64bit. And make sure notnl=1

#2895789 - 11/06/09 04:04 PM Re: Vista 64 kicking my arse... [Re: KaiserB]  
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Yeah, tried those 195.s No go. Switched back.
2000, no didnt try that.

Also, when I deleted the game file, it sets the resolution to 640/480. Destop is runnign native at 1600/something. I think I'll grab a game file from another setup(which will have a higer reso) and drop it in.

Copy notnl. Tried that both ways too. I think I've tried most of the standard stuff. Just wondering what other 64bit users were doing.
I had to do a lot of stupid stuff to get CFS3 to run on it. Just wondering.

thanks, I'll report back for future users.

GLB

#2896669 - 11/08/09 12:17 AM Re: Vista 64 kicking my arse... [Re: BammerVB]  
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No joy on W2000 compatibility. Tried every switch in the graphics section. Game starts, then flickers and flashes. No loading writing at bottom.

The first mysterious clue is no green EECH icon on the exe within cohokum folder. When I install, it doesn't show that icon. It shows one of those windows, "I dont know what to do with this .exe" icons and plastered on top is some kind of shield. I'm not real happy with that.

I've shut down all anti-virus and firewalls. Uninstalled and re-installed, from a folder backup.

If anyone knows, does the Razorworks folder have to be over in the Program Files(x86) folder area on 64bit systems? Right now I just have it in the c drive. I know most of my other games install there. Just wondering.

If anyone has any guess on where to go next, let me know..

Thanks,

GLB

#2896792 - 11/08/09 07:45 AM Re: Vista 64 kicking my arse... [Re: BammerVB]  
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I never install my gaming stuff into "programme files", generally D:/Razorworks is what I use. I dont know what protection is differant between Vista32, and Vista64, but I run EECH under Vista32 without any problems, but I do have UAC and WD turned off.

#2897027 - 11/08/09 07:46 PM Re: Vista 64 kicking my arse... [Re: Colonel_Kurtz]  
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BammerVB Offline
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Yes, I have tried EECH running on XP 32bit. Vista 32bit, XP 64bit. But still looking for someone with Vista64 that has it running. At least I'd know what compatability they are running it in.

Some google research does reveal that default installs for 64bit systems use a folder for 64bit applications and then the (x86) folder for 32bit apps. Doesnt make sense to me but I'll try it out.
The one 64bitXP system I have tried it on is installed on the D drive. But my Vista64bit only has a C drive.

Thanks,
GLB

#2897058 - 11/08/09 08:59 PM Re: Vista 64 kicking my arse... [Re: BammerVB]  
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BammerVB,
I'm running it in Vista 64 bit with no issues, but I have ATI graphics. Game is installed in C:/Games/Razorworks and backed up on a second D: drive. I can launch the game separately from either drive. Works with UAC on or off. With the ATI drivers, Catalyst AI is turned off (mouse pointer isn't visible with it on). So, it is possible.

Since your vid card is different than the one I use, wasn't too sure if my confirmation would help much. If you haven't tried so yet, I would suggest you turn the exotic features off (both for your card and EECH.ini) until you figure out what's causing the problem. When deleting the eech.ini and game.cfg files, they may regenerate with settings you still need to go in and edit (default may not be compatible). Also, you can try toggling the nodx9zbufferfix=0, 3dreset=0, dxtm=0, and cg=0 settings. I'm sure what I'm suggesting is obvious, but its worth a try because your problem is not Vista. It sure sounds like it's related to the driver settings or performance of the driver.

#2897429 - 11/09/09 02:04 PM Re: Vista 64 kicking my arse... [Re: Re-Ordained]  
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BammerVB Offline
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GREAT! Thanks for the input.

I usually have less problems with Nvidia cards than ATI so that is perplexing. If you could post the graphics settings from your .ini that would help. I'll set exactly to that.

I was concerned about the location of the root folder in Vista64 and I'll still move it, but your setup seems to indicate that Vista doesn't read the (x86) folder in any different way than if placed in the C drive.

Since I'm new to Vista I don't really know what you mean by UAC. I am sure I've encountered it but don't know the term.

I've turned off next to everything in the vid card settings and when that didn't do anything, I returned them to default settings. It starts flashing as soon as the main screen comes up, there is no COMMS text loading at the bottom. I can make it to the options screen and thats about it, freezes right there to black screen.
It does give an error with something related to 3d and Vista tells me "something has caused the display driver to stop working" after I clear the error. I'll go back and up another settings profile and turn off things one by one again. I keep leaning to video conflict.

There's just nothing fancy about the rig. 6gb ddr2 ram, 2.4 Pentium dual core, 8600gt Nvidia, up to date WHQL drivers 1.91, default settings for drivers. No over clock. Loaded with HP bloatware.

Thanks for the help,
GLB

#2897454 - 11/09/09 02:51 PM Re: Vista 64 kicking my arse... [Re: BammerVB]  
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No problem BammerVB,
Hope you get it sorted out. UAC-User Account Control. You can turn it on/off by accessing from user accounts in control panel. It's an additional windows security feature, but it's known to cause resistance to some applications (administrative rights and so on ...) either during installation or when attempting to launch an app. If you're the PC administrator, it's the popup you get when it says "Windows needs your permission to continue". I typically leave it on, as it hasn't presented problems for me.

my current eech.ini (with tacview logging turned off - so I can fly the Norway Oslo map)

Code:
[Commandline options]
# for more information see readme file in game directory
# for more information see http://www.eechcentral.com/wiki/index.php?title=Eech.ini

[Communications]
maxplayers=4              # maximum number of players in a multiplayer game (def = 4)
ipa=                      # IP address (TCP/IP address) to connect to. A host can leave out the value.
usemaster=0               # Report game to internet masterserver (0 = off/private game, 1 = on) (def = 0) (recommended = 1)
pss=hoxdna.org            # primary masterserver internet address (def = hoxdna.org)
sss=eech.dhs.org          # secondary masterserver internet address (def = eech.dhs.org)
ccrs=215040               # connection receive size, initial guess of campaign data size (def = 215040)
cdrs=215040               # data record size, similar to above (def = 215040)
cpbs=215040               # pack buffer size, similar to above (def = 215040)
cpds=512                  # packet data size (def = 512)
cgs=1                     # force the comms to use DirectPlay guaranteed send instead of its own (0 = off, 1 = on) (def = 0)
crls=1000                 # packet history list size, increase if client keeps getting kicked out by server (default = 1000)
crl=10                    # number of times a client can re-request the same packet, increase for poor connections (def = 10)
cpt=1000.0                # time delay for comms to wait for a packet before re-requesting it (n = seconds) (def = 5)
crto=2.0                  # time delay for comms to wait before assuming re-requested packets was lost (n = seconds) (def = 2)
mur=5                     # max update framerate for a server (not available for client) (n = frames/second) (TCP/IP = 5, IPX = 15) (def = 5)
cig=1                     # interpolate helicopter position for smoother visuals (0 = off, 1 = on) (def = 1)
cvc=1                     # removes dead player husks when client crashes to validate connection (0 = off, 1 = on) (def = 1)
cptl=10                   # packet throttle limit, governs the flow rate of packets (mainly for modems) (def = 10)
cto=15                    # timeout time before removing dead player husks (def = 15)
eufr=2                    # client server entity update framerate, number of iterations (def = 2)
css=0                     # show comms stats (0 = off, 1 = on) (def = 0)
cist=500                  # comms initial sleep time (def = 500)
servlog=                  # filename for server log

[Dedicated server]
# for more information see http://www.eechcentral.com/wiki/index.php?title=Dedicated_server
dedicated=0               # dedicated server mode (0 = off, 1 = on) (def = 0)
pauseserv=0               # pause server if no clients connected (0 = off, 1 = on) (def = 0)
game_type=0               # available game types (1 = Freeflight, 2 = Campaign, 3 = Skirmish) (def = 0)
gunship_type=8            # available gunship types [NOTE!] dummy value (0 = Apache, 1 = Havoc, 2 = Comanche, 3 = Hokum) (def = 8)
path=                     # path to map/campaign/skirmish folder

[Graphics and Textures]
cbar=3000.0               # distance that city blocks resolve (n = meters) (def = 500)
fs=1                      # full screen mode (0 = window mode, 1 = full screen mode) (def = 1)
mfr=60                    # maximum visual frame rate (n = frame rate) (def = 30)
32bit=1                   # 32-bit rendering (0 = off, 1 = on) (def = 1)
nrt=0                     # rendering to texture (0 = enabled, 1 = disabled) (def = 0) (disable in case of visual problems with MFDs or TADS)
notnl=1                   # GeForce "TnL" support (0 = enabled, 1 = disabled) (def = 0)
nodx9zbufferfix=0         # Disable the dx9 zbuffer fix introduced in 1.11.1.  In case it causes graphical problems
3dreset=0                 # reset screen resolution to 640x480 (0 = off, 1 = on) (def = 0)
dxtm=0                    # DirectX texture management (should fix "unable to allocate hardware slot" error) (0 = off, 1 = on) (def = 0)
cg=0                      # (clean graphics) re-installs graphics files (0 = off, 1 = on) (def = 0)
palette=1                 # use textures.pal (if videocard supports it) (0 = off, 1 = on) (def = 1) (recommended = 0)
eofullrange=1             # eo ranges near to max fog distance (and objects are drawn up to it) 1=yes 0=no
render-tree-shadows=1     # 1=yes 0=no

high_lod_hack=0           # [EXPERIMENTAL!] Enables highest level-of-detail models at far distances. Nice for higher FOVs, bad for FPS (esp. near cities)
dwash=0                   # rotor downwash (dust) (0 = off, 1 = on) (def = 1)
restricted_nvg_fov=1      # night vision restriction (0 = off, 1 = on) (def = 1)
russian_nvg_no_ir=0       # russian night vision has no FLIR (0 = off, 1 = on) (def = 0)
colourmfd=1               # MFDs will use colour when available (0 = off, 1 = on) (def = 1)
highreshud=0              # high resolution HUD (0 = off, 1 = on) (def = 1)
tsdrender=0               # TSD render options (0 - 4) (def = 0 (contours only))
tsdpalette=1              # TSD palette options (0 - 2) (def = 0)
tsdenemy=1                # TSD showing red force blue force colours (0 = off, 1 = on) (def = 1)
tsddetail=0               # TSD in high detail (0 = off, 1 = on) (def = 0)
texture_colour=2          # Use texture colours and noisemaps directly. [WARNING!] Use only with correct texture packs. (0 = off, 1 = on, 2 = also use noisemap for higher resolution) (def = 0)
texture_filtering=0       # [EXPERIMENTAL!] texture blending (reacts to anisotropic filter setting) (0 = off, 1 = on) (def = 0)
mipmapping=1              # mipmapped textures (dds files). [WARNING!] Use only with correct texture packs. (0 = off, 1 = on) (def = 0)
dynamic_water=1           # dynamic water textures (0 = off, 1 = on) (def = 0)
night_light=1.0           # night light darkness level (0.0 - 1.0) (0.0 = fully dark, 1.0 = less dark) (def = 1.0)
persistent_smoke=0        # Burning targets emitting smoke for a long time. [Warning!] CPU intensive. (0 = off, 1 = on) (def = 1)
themes=2                  # comma-separated list of directories for alternate psd files

[Views and Cameras]
# minfov is linked to key 7, maxfov is linked to key 9, normal fov is linked to key 8, normal fov = 60
minfov=20                 # general field of view minimum
maxfov0=80                # general field of view maximum for Apache pits
maxfov1=80                # general field of view maximum for Havoc pits
maxfov2=80                # general field of view maximum for Comanche pits
maxfov3=80                # general field of view maximum for Hokum-B pits
maxfov4=80                # general field of view maximum for Hind pits

g-force_head_movement=0.1                         # amount of head movement caused by gravitational force (wideview only) (n = Gs, 1.0 = normal, 0.0 = off) (default = 0.0)
comanche_pilot=0.000,0.105,0.180,0.000            # wideview pilot position
comanche_co-pilot=0.000,0.105,0.180,0.000         # wideview co-pilot position
hokum_pilot=0.000,0.045,0.200,0.000               # wideview pilot position
hokum_co-pilot=0.000,0.000,0.200,0.000            # wideview co-pilot position
apache_pilot=0.000,-0.120,0.000,-7.000            # wideview pilot position
apache_copilot=-0.010,-0.030,-0.010,-11.000       # wideview pilot position
havoc_pilot=0.000,0.050,0.200,-5.000              # wideview pilot position
hind_pilot=0.000,0.000,0.000,-5.000               # wideview pilot position
hind_copilot=0.000,0.000,0.000,-5.000             # wideview pilot position
hud_code=A12,0,10,20;0,0,10,20;11,0,11,20;0,0,10,20;0,0,10,20;0,0,10,20;0,0,10,20;0,0,10,20; # hud code for 4 gunships
wobbly-camera=1                                   # Make external cameras move wobbly and smoother (0 = off, 1 = on) (def = 1)

[Dynamics]
flight_model=2                    # 0 is default flight model, 1 is werewolf's flight model, 2 is arneh's model with suspension (def = 2)
enginerealism=1                   # realistic engine workload simulation model (0 = off, 1 = on) (def = 1)
enginestartup=1                   # manual engine start up, off by default (0 = off, 1 = on) (def = 0)
drbs=0.8                          # retreating blade stall, floating point scaling factor for RBS effect (default = 1.0)
drv=0.4                           # rudder value, scaling factor for drag on tail rotation (default = 1.0)
dra=0.2                           # rudder acceleration, scaling factor for tail rotation acceleration (default = 0.8)
drd=0.8                           # main rotor drag, scaling factor for drag caused by main rotor (default = 1.0)
dmrl=1.0                          # main rotor lift, scaling factor for lift of main rotor (default = 1.0)
dtrd=0.7                          # tail rotor drag, scaling factor for drag caused by tail in forward flight (default = 1.0)
dzd=0.1                           # cyclic deadzone (n = %deadzone, 0.0 = no deadzone) (default = 0.0)
dyal=3.0                          # yaw altitude loss (default = 5.0)
debug_show_force_vectors=0        # show force vectors on own helicopter for debuging purposes

[WUT]
# for more information see http://www.eechcentral.com/wiki/index.php?title=WUT
wut=gwut1120.csv             # Weapons and Unit Tweaking file (n = filename)

[Gameplay]
chaff=1.0                 # effectiveness of chaff  (0.0 - 1.0) (0.0 = ineffective, 1.0 = fully effective) (def = 1.0)
flare=1.0                 # effectiveness of flares (0.0 - 1.0) (0.0 = ineffective, 1.0 = fully effective) (def = 1.0)
smoke=1.0                 # effectiveness of smoke  (0.0 - 1.0) (0.0 = ineffective, 1.0 = fully effective) (def = 1.0)
fog=14400.0               # sets reshroud time for "fog of war" (n = seconds) (def = 14400 (4 hours))
cpac=1                    # Capture and utilize aircraft landed at captured bases (0 = off, 1 = on) (def = 1)
uit=5.0                   # User invulnerable time at mission start (n = seconds) (def = 5.0)

faa=1                             # fly any aircraft (0 = off, 1 = on) (def = 1)
radarinf=1                        # infantry invisible and undetectable by radar (0 = off, 1 = on) (def = 1)
grstab=1                          # ground stabilisation of FLIR (0 = off, 1 = on) (def = 1)
manual_laser/radar=1              # operate radar and laser manually (0 = off, 1 = on) (def = 0)
targeting_system_auto_page=1      # autoswitch MFD to according targeting system (0 = off, 1 = on) (def = 1)
camcom=1                          # Campaign Commander (0 = off, 1 = on) (def = 0)
campaign_map_mode=1               # campaign map resolution (1 = default resolution, 2 = high resolution) (def = 1)
campaign_map_palette=1            # campaign map palette    (1 = default shades, 2 = like paper map
map_update_interval=120           # enemy units update rate (n = seconds) (def = 120)
tacview_logging=0                 # generate log for tacview (0 = off, 1 = generate log for mission with fog of war, 2 = generate log for mission, all units visible, 3 = generate log for entire campaing
destgt=1                          # designated target list (0 = off, 1 = on) (def = 0)
cannontrack=1                     # cannon tracking boresight (0 = no tracking, 1 = track if no acquire, 2 = always track IHADSS/HIDSS/HMS) (def = 1) 
unpadlock_on_handover=0           # unpadlock on handover from HMS to TADS = 0 (off)
pilot_as_periscope_default=0      # stay in pilot seat when switching to periscope = 0 (off)
autoreturn_to_pilot_after_periscope=0 # switch to pilot seat when deactivating periscope = 0 (off)
TSD_mouse_control=1               # allows mouse control of TSD (Apache only) for selecting targets and creating PFZs
co_pilot_reports_targets=1        # Co-pilot will report targets he finds, and add them to TSD

[Joysticks and TrackIR]
eopann=-1                 # joystick number for EO-camera panning
eopanv=0                  # joystick DirectX axis for vertical EO-camera panning
eopanh=0                  # joystick DirectX axis for horizontal EO-camera panning
eozoomn=-1                # joystick number for EO-camera zooming
eozoomax=0                # joystick DirectX axis for EO-camera zooming
field_of_viewn=-1         # joystick number for field of view (zoom) of main view
field_of_viewax=5         # joystick DirectX axis for field of view (zoom) of main view
cyclicn=1                 # Joystick number for cyclic
cyclich=1                 # Joystick DirectX axis for cyclic horizontal
cyclicv=2                 # Joystick DirectX axis for cyclic vertical
collectiven=1             # Joystick no. for the collective
collectiveax=3            # Joystick DirectX acis for the collective
ruddern=2                 # Joystick no. for the rudder
rudderax=6                # Joystick DirectX axis for the rudder
joylookn=-1               # joystick no. used for joystick look
joylookh=0                # joystick DirectX axis used for horizontal joystick look
joylookv=0                # joystick DirectX axis used for vertical joystick look
joylookst=30              # joystick look step (1 = min, 100 = max) (def = 30)
nonlinear-cyclic=1        # use non-linear control for cyclic (less sensitive around center) (0 = off, 1 = on) (def = 1)
nonlinear-pedals=1        # use non-linear control for pedals (less sensitive around center) (0 = off, 1 = on) (def = 1)
nonlinear-collective-zone1=0.3 # non-linear control value for throttle (n = % throttle position joystick to represents  60% collective) (10% = 0.1) (0.0 = off (linear control), 1.0 = max) (def = 0.3)
nonlinear-collective-zone2=0.7 # non-linear control value for throttle (n = % throttle position joystick to represents 100% collective) (10% = 0.1) (0.0 = off (linear control), 1.2 = max) (def = 0.7)
nonlinear-collective-percentage-at-zone1=60.0 # collective percentage at zone1. Valid values are in range from 1.0 to 99.0, default is 60.0.
reverse_pedal=1           # reversed pedal input (0 = off/blue force/USA, 1 = on/red force/Russia) (def = 0)
msl=1                     # activates mouselook (and TrackIR when present) (0 = off, 1 = internal, 2 = external, 3 = both) (def = 0)
msls=15                   # mouselook speed (when msl=1) (n > 0) (def = 15), POV speed (when msl=0) (n > 0, max = 20) (def = 13)
TIR_6DOF=1                # 6 DoF support for TrackIR (0 = off, 1 = on) (def = 0)
external_trackir=0        # (only when msl=1) external cameras controlled by TrackIR (0 = off, 1 = on) (def = 0)
external_trackir_dir=0    # (only when external_trackir=1) invert external cameras view direction (0 = off, 1 = on) (def = 0)

[Miscellaneous]
filter=1                  # session filtering (0 = off, 1 = on) (def = 1)
autosave=0                # autosave (n = minutes, 0 = off) (def = 0)
dfr=0                     # display framerate (0 = off, 1 = on, 2 = log to file "framerate.txt") (def = 0)
goto=0                    # "GOTO" (teleport) functionality on campaign map (0 = off, 1 = on) (def = 0)
vfm=0                     # vector flight model (activates viewer or "UFO" flight mode) (0 = off, 1 = on) (def = 0)
psr=1                     # player start rank for new pilots (1 - 5) (def = 1)
mta=4                     # maximum time acceleration (n = time multiplier) (default = 4)
nomcm=0                   # no mission complete music (0 = off, 1 = on) (def = 0)
disable_text_messages=0   # Disables the text messages displayed at top of screen (messages can still be heard) (def = 0)

MEMEXPORT=0                               # export cockpit information to a shared memory area (0 = off, 1 = on) (def = 0)
export_mfd=0                              # enables MFD export on multimon systems (0 = off, 1 = on) (def = 0)
export_mfd_adapter=0                      # graphic adapter for MFD export screen (0 = first, 1 = second, ...) (def = 0)
export_mfd_screen_width=1280              # resolution of export screen (n = pixels horizontally) (def = 640)
export_mfd_screen_height=1024             # resolution of export screen (n = pixels vertically) (def = 400)
export_mfd_left_pos=768,0,1280,512        # left MFD position   (def = 0,0,256,256)
export_mfd_right_pos=768,512,1280,1024    # right MFD position (def = 384,0,640,256)
export_mfd_single_pos=0,0,1280,1024       # single MFD position (Havoc, Hind and Black Shark only) (def = 0,0,256,256)

[Sounds]
ns=0                              # bypass soundcard (useful for tracking hardware conflicts) (0 = off, 1 = on) (def = 0)
hdwrbuf=0                         # hardware buffers to use for sound (0 = software only, n = number of hard buffers) (def = 0)
external_sounds_volume=0.6        # volume for external sounds when in cockpit (n = Volume, 1.0 = full, 0.0 = silent) (default = 1.0) (good realistic value = 0.4)
ui_sounds_muted=1                 # campaign UI mute (0 = normal UI sounds, 1 = UI sounds muted) (default = 0)

[Random weather]
rw_rrmin=5000.0           # Rain effect minimum radius (meters)
rw_rrmax=100000.0         # Rain effect maximum radius (meters)
rw_rsp=185.5              # Rain effect speed (meters per second)
rw_wrmin=8000.0           # Wind effect minimum radius (meters)
rw_wrmax=128000.0         # Wind effect maximum radius (meters)
rw_wsp=206.1              # Wind effect speed (meters per second)

[end of file]



My Sys:
Vista Home Premium sp2 64bit OS
Quad Core Q9400 CPU @ 2.66 no o/c
6 gb ram
ATI Radeon 5870 vid card (currently running 2 monitors)

Last edited by Re-Ordained; 11/09/09 02:54 PM.
#2897528 - 11/09/09 05:13 PM Re: Vista 64 kicking my arse... [Re: Re-Ordained]  
Joined: Sep 2009
Posts: 92
BammerVB Offline
Junior Member
BammerVB  Offline
Junior Member

Joined: Sep 2009
Posts: 92
Hey thanks,

UAC, yes, I know that message. Hate it. Great for kids. I dont have any. Thanks for letting me know how to turn off.

I'll try your settings and post back. Thinking about going backwards for vid drivers just to check.

Thanks,
GLB

#2900857 - 11/14/09 08:47 PM Re: Vista 64 kicking my arse... [Re: BammerVB]  
Joined: Sep 2009
Posts: 92
BammerVB Offline
Junior Member
BammerVB  Offline
Junior Member

Joined: Sep 2009
Posts: 92
UPDATE:

Ok, I yanked the 8600 out of the HP computer and went back to the Intel onboard graphics. EECH works now. So, something in conflict with the PCI card. Looked into bios to ensure onboard graphics were off(while card was installed) but no such setting. Seems automatic.
The 8600 came out of an XP computer that was running it with no issues. I'm baffled, but for the moment its flyable except for MP. I'll start a quick thread on that.
Thanks for the replies..

GLB

Last edited by BammerVB; 11/14/09 08:48 PM.

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