#3960008 - 05/30/14 08:24 AM
Re: EECH 1.15.2 AT FINAL TESTING STAGE!!
[Re: messyhead]
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Joined: Dec 2012
Posts: 1,382
thealx
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Member
Joined: Dec 2012
Posts: 1,382
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I've just noticed my game looks like it's running in a window. It's full screen, but there is a title bar and thin border around the edges, like a window. Fullscreen is set to on in the ini file. do you have multi-monitor system? I have some artifacts since the beginning when I have several active screens, but it works fine with only one screen. I didn't change any full screen draw code, only windowed.
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#3960010 - 05/30/14 08:29 AM
Re: EECH 1.15.2 AT FINAL TESTING STAGE!!
[Re: thealx]
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Joined: Dec 2010
Posts: 1,883
messyhead
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Joined: Dec 2010
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I've just noticed my game looks like it's running in a window. It's full screen, but there is a title bar and thin border around the edges, like a window. Fullscreen is set to on in the ini file. do you have multi-monitor system? I have some artifacts since the beginning when I have several active screens, but it works fine with only one screen. I didn't change any full screen draw code, only windowed. No, I'm on my laptop. Edit: Did a bit more testing, and it's doing something weird. I set fs=0 expecting it to be windowed, but it loaded fullscreen, although the text was all quite small. When I started a game, it then jumped to windowed mode. So I set fs=1, and tried again. This time it was fullscreen, but the resolution was set to 640*480. So I set the res back to 1440*900 and it changed ok. But when I restarted the game, the window border was back.
Last edited by messyhead; 05/30/14 08:36 AM.
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#3960678 - 05/31/14 12:21 PM
Re: EECH 1.15.2 AT FINAL TESTING STAGE!!
[Re: thealx]
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Joined: Nov 2013
Posts: 183
NutsnBolts
Needs moar Mi-24
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Needs moar Mi-24
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Joined: Nov 2013
Posts: 183
York, UK
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Sorry to ask a stupid question, but will this install straight on top of RC4 Fix 8?
<Insert witty sig block here>
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#3960679 - 05/31/14 12:30 PM
Re: EECH 1.15.2 AT FINAL TESTING STAGE!!
[Re: NutsnBolts]
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Joined: Dec 2012
Posts: 1,382
thealx
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Joined: Dec 2012
Posts: 1,382
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Sorry to ask a stupid question, but will this install straight on top of RC4 Fix 8? yes. you can uncheck "clear player profile" in this case.
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#3960728 - 05/31/14 03:34 PM
Re: EECH 1.15.2 AT FINAL TESTING STAGE!!
[Re: thealx]
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Joined: Oct 2012
Posts: 2,604
ColJamesD
Senior Member
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Senior Member
Joined: Oct 2012
Posts: 2,604
USA
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pre-release version is available. please check updated keyguide and default values of EECH.INI (leave checked "clear eech.ini"). So I can install this on my v1.15.2RC4 FIX 6?
What's in the box? C'mon, what's in the boooox?
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#3960742 - 05/31/14 04:09 PM
Re: EECH 1.15.2 AT FINAL TESTING STAGE!!
[Re: thealx]
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Joined: Oct 2012
Posts: 2,604
ColJamesD
Senior Member
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Senior Member
Joined: Oct 2012
Posts: 2,604
USA
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Install 1.15.2pre-release patch only on EECH ver. 1.15.0 with all components installed or 1.15.2RCx There I go again. Uninstalling and reinstalling EECH 1.15
What's in the box? C'mon, what's in the boooox?
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#3960828 - 05/31/14 08:12 PM
Re: EECH 1.15.2 AT FINAL TESTING STAGE!!
[Re: thealx]
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Joined: Jun 2005
Posts: 2,132
Reticuli
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Member
Joined: Jun 2005
Posts: 2,132
Dayton, OH, USA
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The cheating off and time accel off in the EECH.ini don't seem to be working. Do I need to start a new campaign for them to function? I just had another idea: a view mode that keeps you centered on the flight path marker at all times. Never seen that in a sim before. And maybe adding a mode (or even changing the middle NVG brightness setting) to a synthetic vision wireframe for the terrain and buildings, but without the IR or NV. Might be neat. ---------- Slight tangent, but interesting reading. http://ntrs.nasa.gov/archive/nasa/casi.ntrs.nasa.gov/20050029475.pdf
Last edited by Reticuli; 05/31/14 08:29 PM.
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#3960849 - 05/31/14 09:15 PM
Re: EECH 1.15.2 AT FINAL TESTING STAGE!!
[Re: thealx]
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Joined: Dec 2012
Posts: 1,382
thealx
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Member
Joined: Dec 2012
Posts: 1,382
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what effect do you expecting? cheat hotkeys doesn't work for me wouldn't that be rather easy it wouldn't be easy anyway.
Last edited by thealx; 05/31/14 09:16 PM.
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#3960858 - 05/31/14 09:46 PM
Re: EECH 1.15.2 AT FINAL TESTING STAGE!!
[Re: thealx]
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Joined: Jun 2005
Posts: 2,132
Reticuli
Member
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Member
Joined: Jun 2005
Posts: 2,132
Dayton, OH, USA
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Thanks, man.
Cheats still worked for me. I'll try starting a new campaign to see if that fixes it.
Time acceleration still works even at 0 or 1. Is that not anything that can be changed and the minimum is 4X max unless in multiplayer?
Weapon loadout has no effect on takeoff weight. If that can be integrated into the sim, then the current effects would need to be full loadouts on everything so far but the Kiowa.
Fuel loadout does have an effect, but in the case of the Kiowa can't take off from a stationary position at 100% torque. Is that normal and you just get some forward motion going first, overtorque it, or reduce the fuel loadout to take off?
The real Blk1/2 Apache with a full weapon and fuel loadout is almost at 100 torque in real life when in a non-ground effect hover, so the tweaks are definitely working the simulated available torque more and that's good overall. The real Apache is a lot less tolerant of extreme over torqueing than I think any home sim has ever modeled, though. Speaking of which... I think I'll work that into the Glove PIE somehow.
Last edited by Reticuli; 05/31/14 09:50 PM.
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#3960928 - 06/01/14 12:37 AM
Re: EECH 1.15.2 AT FINAL TESTING STAGE!!
[Re: thealx]
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Joined: Jun 2005
Posts: 2,132
Reticuli
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Member
Joined: Jun 2005
Posts: 2,132
Dayton, OH, USA
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I thought I had a spinning problem, but it was my fault. I'm a little bummed that Viper is ripping its rotors appart at such a low speed. Cheats is off for me now. Cool. I wonder if the Comanche tail is less vulnerable to damage than the other helos... Kiowa definitely has something weird happening in the torque, lift, or fuel weight calcs. Seems to be the only one still having extreme lift issues. I'll keep checking the others. Maybe related to excessive fuel capacity? I think it's supposed to have only about 350kg of fuel tops, so that's about 3X too much. Or maybe the torque readout (and accompanying alarm) on it is just wrong because it only has one engine? I did get some interesting stuff going in GlovePIE. Overtorque added in addition to the rough handling limits and interesting collective effects (too fast positive decreases effect, too fast negative exaggerates it). You have to hit the engine keys fast to ramp them back up if you overtorque or are too rough with the controls. And it helps to be more gentle on the collective. X65 and pedals with PPJoy. HOTAS assignment: Axis 1 (Analog 0): X Axis Axis 2 (Analog 1): Y Axis Axis 3 (Analog 2): Z Axis Axis 4 (Analog 3): X Rotation Axis 5 (Analog 4): Y Rotation Axis 6 (Analog 5): Z Rotation Axis 7 (Analog 6): Slider
//EECH ACAH Other Helos X65 Pedals Fix Overtorque no registry hack
var.tolerance = 1 - (abs(joystick1.zrotation) / 4 ) var.warning = .75 - (abs(joystick1.zrotation) / 4 )
if var.overtorque < 20 and Smooth(PPJoy1.Analog2, 100) > 0.5 then begin { var.overtorque = var.overtorque + 1 * (Smooth(PPJoy1.Analog2, 100) - 0.5) if var.overtorque > 20 begin { Say "Overtorque, Engine Shutdown" type("<") type(">") type("<") type(">") type("<") type(">") type("<") type(">") type("<") type(">") } end else if var.overtorque > 0 and Smooth(PPJoy1.Analog2, 100) < 0.2 then var.overtorque = 0 }
if shift+t then begin { var.xhold = 0 var.yhold = 0
if joystick1.zrot = 0 then { var.pedalfix = -1 else var.pedalfix = joystick1.zrot }
PPJoy1.Analog5 = Joystick2.xrot/2 + (var.pedalfix)
}
var.xchange = abs(Smooth(PPJoy1.Analog0, 20) - PPJoy1.Analog0) var.ychange = abs(Smooth(PPJoy1.Analog1, 20) - PPJoy1.Analog1)
if var.xchange > var.warning or var.ychange > var.warning then begin { BeepDefault
}
if var.xchange > var.tolerance or var.ychange > var.tolerance then begin { Say "Handling Limits, Engine Shutdown" type("<") type(">") type("<") type(">") type("<") type(">") type("<") type(">") type("<") type(">") }
if joystick1.zrot = 0 then { var.pedalfix = -1 else var.pedalfix = joystick1.zrot }
var.yhold = EnsureRange(Joystick2.y/ 30 + var.yhold, -.75, .75) PPJoy1.Analog1 = var.yhold + Joystick2.y var.xhold = EnsureRange(Joystick2.x / 30 + var.xhold, -.70, .70) PPJoy1.Analog0 = var.xhold + Joystick2.x
var.collchange = abs(Smooth(PPJoy1.Analog2, 100) - PPJoy1.Analog2)
PPJoy1.Analog2 = Smooth(Joystick2.z - abs(Smooth(Joystick2.z, 100) - Joystick2.z), 0) PPJoy1.Analog5 = Joystick2.yrot/2 + var.pedalfix
var.bank = PPJoy1.Analog0 var.pitch = PPJoy1.Analog1 var.collective = PPJoy1.Analog2 var.yaw = PPJoy1.Analog5
Correction: WE DEFINITELY NEED MORE LIFT. Can't even maintain a hover in a Hind.
Last edited by Reticuli; 06/01/14 04:58 AM.
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#3961010 - 06/01/14 05:11 AM
Re: EECH 1.15.2 AT FINAL TESTING STAGE!!
[Re: thealx]
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Joined: Dec 2012
Posts: 1,382
thealx
Member
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Member
Joined: Dec 2012
Posts: 1,382
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Time acceleration still works even at 0 or 1. Is that not anything that can be changed and the minimum is 4X max unless in multiplayer? time acceleration newer was a cheat. but special for you minimum value will be "1" now. Weapon loadout has no effect on takeoff weight there is weapon weight calculation, it's impossible to not notice it when you changing weapons and total weight changing as well. but, it counts only ammunition, pods or guns weight doesn't counting.
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#3961014 - 06/01/14 06:05 AM
Re: EECH 1.15.2 AT FINAL TESTING STAGE!!
[Re: thealx]
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Joined: Jun 2005
Posts: 2,132
Reticuli
Member
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Member
Joined: Jun 2005
Posts: 2,132
Dayton, OH, USA
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Alright. I can always see it on the loadout screen, but it didn't seem to be having much real effect. I finally was able to get a Hind hovering at 80% torque with a stripped down loadout. Still too much, but it's better than not quite being able to hover at 100% with a full load. Maybe what I'm seeing is the Kiowa and Comanche being so light to begin with and the lift in general just being weak. Removing their small amount of weapons has little effect compared to reducing fuel.
Edit:
Hmm... maybe it's not that bad after all. Kiowa torque readout is obviously still bunk, but, again, I assume that's from just one engine and EECH not knowing what to do.
"Sean Shenold
7/19/96
As a former M1/M1A1 Abrams gunner, we were told that a fully loaded Mi-24 'Hind' could NOT hover; it had to maintain some translational lift by moving forward at something like 15-20 kts. (Don't know if this applied to one specific model or the whole Mi-24 series.) Of course, as fuel burn and/or ordinance expenditure lightened the load, I'm sure it could then hover. Doesn't sound like a fun aircraft to fly, though; nibbling at a rotor stall while in a hover?"
"It (the Viper) can hover out of ground effect (OGE) at 914m, with a load of four TOW and four Hellfire missiles, full turret ammunition and rockets."
Last edited by Reticuli; 06/01/14 06:48 AM.
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