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#3813944 - 07/24/13 08:23 PM EECH 1.15.2 testing progress [ARCHIVE] *****  
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thealx Offline
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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. If you have any side mods installed (except previous 1.15.2RC versions) or you not sure about it, you should completely reinstall the game. Follow these steps to avoid mistakes.

Known problems (note for testers):

- New or edited models has some geometry/texturing/shading errors;
- Some collision problems – like going through small objects;
- New models has no camo skins and LODs
- After entering in Mi-24 during the mission canopy doors are open
- Damaged wheels sinking in the ground sometime
- Wheels of some helicopters that not controlled by player doesn't touch the ground
- If you have no sound set "hdwrbuf=0" in eech.ini
- Some debug force vectors visible even if "debug_show_force_vectors" set to 0;
- Damaged tail rotor dynamics works only for Hind;
- AH-1Z has no suspension dynamics;
- Instead of lift loss damaged counterclockwise rotating rotor gives lift gain;
- OH-58 missing collision object;
- Mi-17 main rotor is too slow;
- Helicopter's objects has no LODs;
- Some surfaces has unwanted glossiness (cockpit panels for example);
- Enabled Hardware TnL cause some graphic problems - Ka-50 cockpit's model displacement for example;
- Tail rotor damage after troops insertion.

- hellfires trying to climb whatever range to target is, at range up to 3.5km they are useless
- AI helicopters do not raise undercarriage after take-off most of the time
- ships became dark after FLIR or LLTV/DTV screen active
- fixed ka-50 cockpit not really fixed, I forget to include it =)
- M261 rockets doesn't work
- Trim no longer working
- Tarawa use side M2HB instead CIWS against rockets
- changing Viper to AIR TO GROUND gives fatal error "Invalid weapon load on Hardpoint 4"
- FLIR doesn't work properly with software rendering
- Using Print Screen key causing CTD

- Aircrafts using cannons instead guided weapons in middle range
- LOS check doesn't work properly for AI's weapons
- AI launching missiles into the ground against airborne targets
- Accuracy of AI's nose cannons is low
- Cannon shells launched by AI has low precise of collision calculations
- Damaged main rotor doesn't create vibration force
- Blue sky visible in FLIR and NV
- White explosions with NV w/o infrared

- Firing Gatling sound doesn't disappear after vehicle/aircraft was destroyed
- Ka-50 and Ka-52 rudder inverted for default FM
- AH-64D MFDs has no backlight
- something strange happens after toggle flir/dtv while in the CPG seat
- Ka-50 and Mi-28 LLLTV screen completely white
- Alternative FM doesn't work without Cross couple turned on
- Switching ORT mode in AH64D causing fatal error
- Specular glossiness doesn't work for software rendering
- Hellfire's LOAL trajectory doesn't work for client player (if he not locked on target)
- Ballistics calculation for client's weapons doesn't respect network delay, accuracy of calculations for projectiles and guided weapons greatly decreased
- M261 rockets doesn't work for client player
- CIWS less effective against weapons, launched by client player

- Alt-Tab causes immediate game crash
- Direct weapon hit causing only splash damage


Changes log (* marked changes added for RC1, ** - RC2, *** - RC3, **** - RC4)

Visuals

- New external models for Mi-24, Mi-17, Mi-6, CH-53, AH-1W, Ka-29;
- Model of CH-47 is improved and has new texture;
- Main rotor blades animation;
- Accurate rotor blades damage animation;
- Horizontal stabilizer of UH-60, AH-64, Mi-17, Mi-6, Mi-24 is animated;
- Rudder of Ka-50 and Ka-52 is animated (only player’s helicopter);
- Tilt rotors of MV-22 are animated;
- New undercarriage animation mostly for all helicopters (except AH-64 and CH-3);
- New undercarriage animation system – it works with 3d scene objects animation. To make it work like you want you just need to give proper names for undercarriage parts, make required animations for them and change values in suspension config file for this helicopter;
- Some sort of suspension for AI controlled helicopters - wheels are align to ground surface, but if maximum or minimum limit of current gear is reached it doesn't works;
- Forest trees affected by fog;
**- Specular glossiness for textured models;
**- New detailed reflection images for different seasons (desert, winter, summer rocks/forest/jungle);
***- Tweaked smokes by Zackin5;
***- Water textures by L_Viper;
***- Missed and broken trees textures fix;
***- AH-1Z updates by dfang;
***- G-force head movement effect improved;
***- Loadout textures by civilian;
****- New FLIR and LLTV/DTV screens
****- Green NightVision goggles for CIS
****- cannon shells does not create craters
****- Rockets muzzle flash animation added
****- Visible projectiles objects
****- New configurable shells tracers
****- Smoke trail consist 3 ribbons instead 2
****- Fade in and fade out effects for trails
****- Smoke and flame coloring improved
****- New animated ship wakes
****- Aircrafts ground/water collision effects
****- Head G-force movement and vibrations are separated
****- Particles clouds
****- HESCO barriers (by messyhead)
****- US pilots camo skins (by SKIP2008)

User interface and gameplay

- New campaign start screen;
- Details and status bar of current helicopter repairing while landed on allied keysite;
*- Refueling progress bar;
****- EO screen symbology for Havoc, Hokum and Blackshark (GWUT "advanced_mfd")
****- Clickable fuel weight button at weapon loading page (25%, 50%, 75%, 100% of max fuel)
****- Additional campaign added - Cuba Libre, Cuba Libre 2, Border War (by ricnunes)
****- US ATC voice pack (by LazerPotatoe)

Collisions

- Suspension works while landed on carrier;
- Additional type of collision points added – Stabilizer, Engine and Avionics. Cause corresponding damage;
- Additional points are added to helicopter objects;
- Position of collision points are calculating every frame, so collision of moving parts are more accurate;
- Collisions calculating are changed a bit – it’s more precise and do not cause false clashes, but on other hand it works worse with very small objects;
- Collision of moving points (rotor blades) do not stop model but create dynamic force in opposite direction;
- Collision points of main rotors are moving automatically from damaged blade section to previous;
- Damaged undercarriage will still work but has less effectiveness;
- Suspension dynamics added for all helicopters;
- Additional undercarriage point types are added for CH-47 and Ka-29;
- Suspension configs moved to \common\data\suspension folder;
- Interaction of helicopter with water are added;
- Missing collision objects are added for Mi-28, Ka-52, AH-64D, AH-64A, AH1-Z, AH1-W, AH1-T, OH-58. It means two things: were is will be less accidental crashes with AI controlled helicopters and it will be harder to shoot down these helis because hitting object became smaller (before it was huge bounding box, now it close to fuselage shape like for other helicopters);
****- Emergency landing counts if model on the ground and rotors not moving

Damage

- Tail rotor damage enabled;
- Severity of Main rotor/Tail rotor/Stabilizer/Main rotor blade damage is decreased, Engine damage – increased. It means you will not blow up because of minor damage;
- Delay of damage repairing while landed on allied keysite is fixed;
- Value of damage repairing delay is different every time;
- Damage can be taken both from land and other object collision. Amount of damage is depends on current velocity and angle to the surface;
- Hard landing can’t cause damage by itself (except undercarriage). If suspension will not able to reduce speed to zero it will be damaged and collision of fixed fuselage points will be calculated;
- Water random damage is added – than longer helicopter staying on water surface than more damage it gets (except CH-47 and CH-53). Engines will be damaged immediately in case of any engine collision with water;
*- Landing gears damage linked to global undercarriage damage;
*- Landing gears can be repaired at keysite;
*- Repairing cheat has usual delay when difficult is HARD;
***- Alternative helicopter destruction. Instead of replacing whole model only weapons and pilots are became invisible;
****- Damage states for aircrafts - mortal damage (30% of damage level left), critical damage (5% of damage level left), smoke appears
****- All aircrafts has armor level (look GWUT file)
****- Aircraft's damage level decreased about 1 point per second if damage state is mortal, about 8 points per second if damage state is critical (only AI)
****- Critical damage state for vehicle (15% of damage level left), vehicle became inactive, damage level decreased about 2 points per second, smoke appears
****- Smooth calculations of armor thickness for weapon impact (both vehicles and aircrafts)

Flight model

- Arneh’s flight model became default;
- Reaction force decreased while tail rotor is damaged;
- New damaged rotor vibration;
- Damaged stabilizer doesn’t affects dynamics while hovering or low speed flying;
*- Sideway resistance of landed helicopter is increased;
****- Additional cargo weight for supply missions (6000kg for heavy lift helis, 2000kg for medium lift)
****- Alternative advanced flight model, features:
Individual dyn files for all helicopters (common/data/dynamics folder)
Drag forces greatly decreased
Transitional lift greatly decreased
Thrust forces linked to current rotors rpm
No movement limit while helicopter is landed
Proper dynamics model for coaxial helicopters (without phantom tail rotor)


Controls

- Opening of doors is separated for all cargo/assault helicopters;
- View control mod (field of view change by mouse wheel, EO control by POV buttons, AH64D EO targeting bug fixed, smooth mouse EO control etc);
- New EO gyro stabilization;
****- Force feedback support (GWUT strings consist more information);
****- Improved external camera control by TIR;

Weapons

- Weapon launch force added;
***- Ballistic calculations fixed for red's unguided weapons. Targeting mark added for red's helis with default cockpit;
***- Targeting mark added for some blue's helis while targeting with Hydra;
***- Weapons symbolics fixed for Kiowa;
***- Gatling rotating speed fixed;
****- Flares and chaff auto launch delay decreased from 10 seconds to 5 second (both for players and AI)
****- Chaffs and flares quantity changed almost for all helicopters
****- Chaffs and Flares salvo size increased twice
****- Stinger missiles added for UH-60
****- Ataka missiles added for KA-29
****- Cannon pods added for MI-17
****- Hydra pods added for AH1T and AH1W, Stinger removed
****- 6 M2HB auto cannons and 2 M61A1 (CIWS) added for Tarawa
****- All weapons has separated damage and penetration capabilities
****- Hardball and AP effectiveness decreases with range
****- Explosion splash effectiveness non-linear and depends on type of warhead
****- New warhead types HEMP, MPSM, HEAA (shells with radio proximity fuze)
****- Ballistic calculations precision greatly increased
****- Switchable weapon payload configs for helicopters with default cockpit
****- Dual-thrust rocket motors support, non-linear fuel consumption
****- Weapon self-destruction, "flight_profile_or_self_destr" in GWUT
****- Weapon flightpath deviation, amplitude value in GWUT
****- All weapon types (include decoy, parachutes etc.) affected by wind
****- Missile guidance lost if no LOS (for active laser, radio command, wire guided weapons, only for players)
****- Real time calculations of drag force (depends on weight, air density, current velocity, drag coefficient)
****- Guided weapons statistics ("guided-missiles-data.txt" file, for GWUT improvement)
****- Sight systems effectiveness increased
****- Hydra pods pitch automatically adjusting for Viper, Blackhawk and Kiowa

System

- Fixed black screen freezing after hardware changing / game.cfg deleting;
**- Changes in GWUT file: Center of gravity to ground and Fuselage angle updated for all helicopters, Main rotor radius fixed for MV-22 and CH-46;
****- Troops insertion process optimized

AI

****- Engage target priority depends on it's range
****- Jet pilot's ejecting after being critically damaged (by magitek)
****- Improved weapon filtering for aircrafts and vehicles
****- Group of aircrafts will abort mission and return home if one of the members get mortal damage (main mission priority should be less than 5.0), after landing aircraft will be repaired
****- Airplanes and jets movement problems fixed (by magitek)
****- Rearming of vehicle's weapon does not make other arms inactive

EECH.INI changes

new values for "high_lod_hack" string
new string "eo_models_quality"
new value for "flight_model" string
new string "max_smoke_time"
new string "smoke_optimization"
"render_tree_shadows" renamed in "render_shadows", new value appears
new string "forcefeedback"
new string "ffb_dynamics"
new string "ffb_vibrations"
new string "ffb_recoil"
new string "advanced_mfd"
new value for "camcom" string
new string "saves_copies"
new string "radio_msgs_noise"
new string "debug_show_damage"
new string "debug_damage_invulnerable"
new string "debug_log"
new strings "reverse_cyclic"
new string "cockpit_vibrations"
new string "saves_copies"
new string "radio_msgs_noise"
new string "flyby_timer_multiplier"
new string "cheats_on"
"ui_sounds_muted" default value changed from 1 to 0
"user_invulnerable_time" default value changed from 5 to 1
"chaff_effectiveness" default value changed from 1.0 to 0.5
"flare_effectiveness" default value changed from 1.0 to 0.5
"night_light_level" default value changed from 1.0 to 0.8
"mfr" default value changed from 30 to 60
"russian_nvg_no_ir" default value changed from 0 to 1
"autosave" default value changed from 0 to 30
"comms_packet_data_size" default value increased from 512 to 640
*** ATTENTION: if comm server crashed right after client player logged into the game you should increase comms_packet_data_size value both for client and server ***


GWUT changes

- WEAPONS

new values "tracer_color", "tracer_fire_time", "final_weight", "flightpath_deviation",
"boost_power", "sustain_power", "sustain_time", "diameter", "detonation_radius", "rearming_time", "max_altitude"

removed "max_range_loal", "min_range_loal"

- AIRCRAFTS

new value "armor_level"

- VEHICLES

new value "armor_level"



EXPLOS changes

new values "motion_vector_pitch" and "particle_generator_lifetime" for particles

SMOKES changes

"Wind affected" value became modifier

Last edited by thealx; 06/02/14 08:26 AM.
#3813958 - 07/24/13 08:46 PM Re: Rotor Blades animation [Re: thealx]  
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thealx Offline
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thealx  Offline
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Yes, it looks similar in cockpit. but still can be switched off by Alt+R, without vertical synchronization it looks not so good at very low distance.

#3814088 - 07/25/13 07:22 AM Re: Rotor Blades animation [Re: thealx]  
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messyhead Offline
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That, my friend, is sweet biggrin

So much better than the current blur animation, and an added level of detail that makes such a difference to the realism. It's small things like this I like to see getting added (although I'm sure it was no small amount of effort).

Does each model need changed individually?

#3814095 - 07/25/13 08:02 AM Re: Rotor Blades animation [Re: thealx]  
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thealx Offline
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thealx  Offline
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I'm trying hard to make everything in code without models editing - it saves me a lot of time. It perfect works for most helis (except ah1z, on58 and helicopters with two rotors - swashplate works quite wrong), but this is minor bugs, visually barely noticeable.
Same is for damage - will try to make everything without changing any scenes.

#3814099 - 07/25/13 08:34 AM Re: Rotor Blades animation [Re: thealx]  
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arneh Offline
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Great work animating the blades!

Just my opinion, but I'm not a fan of the "flickering" rotor blades. The rotor at actual rotation speed moves too fast for the frame rate, so instead of seeing them rotate, the blades flicker in and out at random locations.

I think blurred blades with a somewhat slower rotation speed work much better and looks more like what rotors look like in real life (as opposed to in movies where they do flicker due to camera effects).

#3814245 - 07/25/13 06:44 PM Re: Rotor Blades animation [Re: thealx]  
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thealx Offline
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thealx  Offline
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I agree about limitation of game frame rate (and digital cameras also), but I think it pointless to argue what is right and wrong - how looks blades rotating depends on rotor rpm, width of blades and most important - how good eyesight of the viewer. in real I see only mi-8 and mi-2, but quite often - several times per week at close range. for example mi-8 has 5 blades, rotor rpm is about 190 and I see blades like you said - flickering in and out at random locations, where is no any blurred shapes (like sectors or disc). of course In different conditions it can looks different - Kiowa Warrior has 4 blades and rotor rpm close to 400 (my cpu fan is slower)), maybe it will looks like semitransparent disc, I don't know.
anyway we will try to find compromise, or make it adjustable at least.

#3854490 - 10/26/13 08:31 PM Re: Rotor Blades animation [Re: thealx]  
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thealx Offline
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TADDAA! My mod is ready! =)

#3854501 - 10/26/13 08:55 PM Re: Rotor Blades animation [Re: thealx]  
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Weeehaaaa! band bananadance

#3854540 - 10/26/13 11:26 PM Re: Rotor Blades animation [Re: thealx]  
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ColJamesD Offline
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ColJamesD  Offline
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Says error opening ah-64 suspension


What's in the box? C'mon, what's in the boooox?
#3854541 - 10/26/13 11:28 PM Re: Rotor Blades animation [Re: thealx]  
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Read how to install CAREFULLY. I also had a problem with it.
It is amazing what he did thealx.Im shocked dizzy

#3854544 - 10/26/13 11:35 PM Re: Rotor Blades animation [Re: ]  
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ColJamesD Offline
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I made a copy of \cohokum\3ddata\objects and replaced the old objects folder with the new one in the RAR file

then I made a copy of general and camo and replaced those 2 folder with the new ones in the RAR file, OR was I only supposed to take the items in the NEW general and camo and copy them into the OLD general and camo?


What's in the box? C'mon, what's in the boooox?
#3854550 - 10/26/13 11:45 PM Re: Rotor Blades animation [Re: thealx]  
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commom\ data\suspension is in a different place ! rolleyes biggrin

- Suspension configs moved to \common\data\suspension folder;

Last edited by XIII; 10/26/13 11:48 PM.
#3854553 - 10/26/13 11:49 PM Re: Rotor Blades animation [Re: thealx]  
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ColJamesD Offline
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There is no common\data\suspension file/folder in the RAR file

There is also no common\data\suspension file/folder in my Razorworks folder

The suspension files are in Razorworks\common\data\dyn


What's in the box? C'mon, what's in the boooox?
#3854554 - 10/26/13 11:54 PM Re: Rotor Blades animation [Re: thealx]  
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What?:) what size you have ? 18 mb , and two folders common and cohokum inside.
just unpack all to your game folder.
If you have game in e:\eech unpack to e:\eech\
thats all! you do not have anything else to do
Unpack folders common and cohokum to your game dir wink

Last edited by XIII; 10/27/13 12:01 AM.
#3854559 - 10/27/13 12:02 AM Re: Rotor Blades animation [Re: thealx]  
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ColJamesD Offline
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Yes unpack the 18MB RAR file to my cohokum folder and replace the items in objects and general and camo.

Not working.

Or like I asked above, do I not replace the old file and just put the new files in those folder?

I done this many times with other MODs so it's not my first time installing an EECH mod.

YOU SAID:

- Suspension configs moved to \common\data\suspension folder;

I don't have that folder in my C:Razorworks\common\data folder


What's in the box? C'mon, what's in the boooox?
#3854562 - 10/27/13 12:08 AM Re: Rotor Blades animation [Re: ColJamesD]  
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Originally Posted By: ColJamesD


I don't have that folder in my C:Razorworks\common\data folder


This folder is in a zipped file.When you unpack zip file to the directory of the game.This will create the folder.

#3854566 - 10/27/13 12:12 AM Re: Rotor Blades animation [Re: thealx]  
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Btw, remember the MousewheelZoom work in this version!

Found errors-report here.
- I do not have  the cobra rotor animation)inside cockpit) outside is ok.EDIT:already have, probably due to the two folders.outdated
- when you select mi24 during the mission,and enter the cockpit two doors are open.

Last edited by XIII; 10/27/13 12:45 AM.
#3854591 - 10/27/13 12:53 AM Re: Rotor Blades animation [Re: thealx]  
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ColJamesD Offline
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It's working now but it doesn't match up with the campaign.

On the old v.14 and v.15, you have green for Europe and Taiwan and desert camouflage for Yemen and Lebanon and Libya, etc.

Here on this new one, the MI-24 in the desert campaigns are gray/blue and one of the RED transport is Green.

Aside from that, I can't tell what else is changed.

Thanks for the mod but I'll go back to my old one.


What's in the box? C'mon, what's in the boooox?
#3854592 - 10/27/13 01:00 AM Re: Rotor Blades animation [Re: thealx]  
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banghead I already do not have the patience,going sleep .you're right, do not install the biggest update for several years.

For others-in the first post, and in my posts is correct installation procedure.Everything works. new flight model  new damage system, and many others.

#3854613 - 10/27/13 04:00 AM Re: Rotor Blades animation [Re: thealx]  
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I've had a ton of fun trying this out. I've been cruising around in free flight just checking out all the new models/skins. The flight model alone has kept me occupied for a few hours. It's great, somehow it feels more fluid and less light and twitchy. Great Job!

Anyway, I finally started a campaign to see if anything changed. I noticed that the mission icons (the line with the X at the end) is no longer visible when you hover the mouse over enemy units. Therefore, when using the "campaign commander" modifier in the ini, missions cannot be deleted. Missions can still be added by left clicking on the enemy unit, but because the mission icon does not show up, they cannot be cancelled by right clicking. Any way to solve this?

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