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#4378935 - 09/11/17 10:25 AM Re: Future of EECH Allmods? [Re: Viper1970]  
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Viper1970 Offline
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Hello thinkr,

maybe a good idea, don't know. It seems that I'm the only one who cares for EECH Allmods at the moment and sadly I'm not really able to fix the few bugs it still has, on my own. Just look at the response here in the forum. I think not many guys are interested in fixing EECH at the moment. It's really sad but I can't do much more as I've tried to do.

As I said I would do what I can to help if some other guys come back to the project, but for the coding part I'm totally lost with my knowledge. At the moment in my opinion to much things aren't working, especially in the later versions after 1.15.2 Fix5. Don't know if the Blackhawk is now finished, because the last time I have downloaded it is about 2 months ago. The Havoc cockpit was always not working since 1.15.2 and the Hokum ever had incorrect instruments.

As I'm not really able to fix the bugs in Allmods, I have tried a few new things for the cockpit. I hope I can work on it a bit more next spring, but at the moment it's sadly not possible for me to directly work at it because of some limitations I have in motivity.

What I've tested maybe interesting for cockpit builders ( Andy winkngrin / chaff & flare indicators and so on - I have still to test what's extractable in EECH to a second display) . Don't know if others make it that way too, but I use one big TFT behind my center panel for displaying the upper two MFD's and the main gauges, another one which is only 5.25'' for the third bottom center MFD and one 7.00'' rotated 90° at the right side for the engine gauges. I made bezels for them to look like a real instrument. This is of course mainly for Falcon BMS, because with EECH I'm still experimenting.

I have tried to use a I/O controller card to trigger some warning and indicator lights and some 7-segment displays also, but this is really problematic because every simulator needs it's own hardware. So the idea came to my mind to display those lights or the 7-segment-displays with the use of a TFT too (if the simulation has the feature to extract those lights to another display), but most TFT with an DVI or VGA interface are to big to place them somewhere in the cockpit between switches etc. The smallest I could find is the one I use for my center bottom MFD which is 5.25'' and they are really rare to get. Mostly the smallest are 7.00''.

But at my search on ebay I found alot of smaller TFT (4.3'' and beneath) for use with something like rear view cameras in cars. Those are mostly inexpensive, but have a big drawback. They use a simple video interfacing for connection. So I have bought a cheap chinese VGA to Video converter (NOT only a simple adapter! - MUST be a converter!) and connect this between a 4.3'' TFT and the grapic card as second monitor. IT WORKS without any problems!

The whole display is only 10cm x 7cm, ideal for a warning light block in the cockpit or as an replacement for 7-segment displays in something like a radio panel. This makes the universal use of a pit a bit easier to do and I hope I can get this working with EECH also.

Last edited by Viper1970; 09/11/17 10:48 AM.

CockpitPC1: Ryzen9 5950X|64GB DDR4|512GB M2 SSD|2TB M2 SSD|Geforce RTX3090|Reverb G2|Win11Pro
CockpitPC2: PhenomII X6 1100T|32GB DDR2|2x 2TB HDD|2x Geforce GTX660 SLI|Win7Pro64
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#4379028 - 09/11/17 07:27 PM Re: Future of EECH Allmods? [Re: Viper1970]  
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messyhead Offline
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Can I just check what version you mean by "All Mods"? What version are you currently using?

I'm just getting my laptop set up again, and would like to look into this issue first.

#4379030 - 09/11/17 07:32 PM Re: Future of EECH Allmods? [Re: Viper1970]  
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latest 1.16,1

he use 1.15x because working gauges in havoc. but many bugs in this version.which are fixed in 1.16.1, but in 1.16 not working gauges in havoc wink lol;)

#4379052 - 09/11/17 11:10 PM Re: Future of EECH Allmods? [Re: Viper1970]  
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I use 1.15.2 Fix5 with a little bit larger hesco barriers I made myself with Lightwave 3D at the laptop of my friend. So no more tail rotor damage with the Havoc and the Hind but still a working Havoc pit. I have also fixed some things in the Hokum which I was able to do.

1.16.0 Fix1 isn't perfect at all. It has a lot of new problems with collisions at the new airfields. They look much more impressive for sure, but you have similar problems like with the old hesco barriers in 1.15.2. Sometimes the helo crashes with invisible objects after you start the rotor. The Europe Map is most buggy here.

I know that 1.16.0 has a better terrain, but if you go for the helicopters 1.15.2 Fix5 is the better solution. And I play a simulator to fly helos not for seeing a more impressive terrain.
For a simulator the most important things are the weapon systems and the instruments in the cockpit, that's why it is called attack helicopter simulation.

If you like US helicopters the best solution is using 1.15.4 Clickable Cockpits at the moment. It has all US helos, including the UH-60 and they are working as much as I could see. It has also the Mi-24 with the gunner position and for sure also clickable cockpits for more realism, but the Havoc isn't useable anymore.

The Hokum had never a really working pit since it is in the game.

There isn't a perfect version at the moment, it's only what you prefer or is more important to you. and then you have to choose the smallest evil at all. I want to fly the Havoc so I want to have a working cockpit. If you only play US campaigns, you do not need a working pit in the Havoc and you will never understand why some one other is disturbed by something you think of that's not important, but not all people have the same needs.

If there is a way to get the Havoc (which was already in the original game of Razorworks, and was one reason I choose EEAH back those days, because an Apache, and even Kiowa and a Blackhawk I had already with Longbow 2 those days) working again, I also would prefer 1.16.0 over the other versions. Finally I think all helicopters which are in the game had to be fully useable, and that's the most important thing before any other new features. A better looking terrain is awsome and new buildings are really impressive, but what is it worth if the helicopters in a helicopter simulator have no working or not right working instruments?

It's the same like you want to make a race with a race car with 800 horsepower, wide-base tyres and all you ever have dreamed of but it has no brakes. Who cares, we want to win, who needs a brake and the car looks real fantastic.

Last edited by Viper1970; 09/11/17 11:58 PM.

CockpitPC1: Ryzen9 5950X|64GB DDR4|512GB M2 SSD|2TB M2 SSD|Geforce RTX3090|Reverb G2|Win11Pro
CockpitPC2: PhenomII X6 1100T|32GB DDR2|2x 2TB HDD|2x Geforce GTX660 SLI|Win7Pro64
ComUnitPC1: Ryzen9 3900XT|32GB DDR4|2x 2TB HDD|Geforce RTX2070|Win11 Pro
ComUnitPC2: PhenomII X6 1100T|16GB DDR2|2x 2TB HDD|Geforce GTX660|Win7Pro64
ComUnitPC3: AthlonII X2 250|2GB DDR2|2TB HDD|Geforce 5950Ultra|2x VoodooII SLI|WinXPPro32&WinME
ComUnitPC4: K6-2+|768MB SDR|640GB HDD|Geforce 256DDR|VoodooI|Win98SE
#4379094 - 09/12/17 07:19 AM Re: Future of EECH Allmods? [Re: Viper1970]  
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messyhead Offline
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Originally Posted by Viper1970
I use 1.15.2 Fix5 with a little bit larger hesco barriers I made myself with Lightwave 3D at the laptop of my friend. So no more tail rotor damage with the Havoc and the Hind but still a working Havoc pit. I have also fixed some things in the Hokum which I was able to do.

1.16.0 Fix1 isn't perfect at all. It has a lot of new problems with collisions at the new airfields. They look much more impressive for sure, but you have similar problems like with the old hesco barriers in 1.15.2. Sometimes the helo crashes with invisible objects after you start the rotor. The Europe Map is most buggy here.

I know that 1.16.0 has a better terrain, but if you go for the helicopters 1.15.2 Fix5 is the better solution. And I play a simulator to fly helos not for seeing a more impressive terrain.
For a simulator the most important things are the weapon systems and the instruments in the cockpit, that's why it is called attack helicopter simulation.

If you like US helicopters the best solution is using 1.15.4 Clickable Cockpits at the moment. It has all US helos, including the UH-60 and they are working as much as I could see. It has also the Mi-24 with the gunner position and for sure also clickable cockpits for more realism, but the Havoc isn't useable anymore.

The Hokum had never a really working pit since it is in the game.

There isn't a perfect version at the moment, it's only what you prefer or is more important to you. and then you have to choose the smallest evil at all. I want to fly the Havoc so I want to have a working cockpit. If you only play US campaigns, you do not need a working pit in the Havoc and you will never understand why some one other is disturbed by something you think of that's not important, but not all people have the same needs.

If there is a way to get the Havoc (which was already in the original game of Razorworks, and was one reason I choose EEAH back those days, because an Apache, and even Kiowa and a Blackhawk I had already with Longbow 2 those days) working again, I also would prefer 1.16.0 over the other versions. Finally I think all helicopters which are in the game had to be fully useable, and that's the most important thing before any other new features. A better looking terrain is awsome and new buildings are really impressive, but what is it worth if the helicopters in a helicopter simulator have no working or not right working instruments?

It's the same like you want to make a race with a race car with 800 horsepower, wide-base tyres and all you ever have dreamed of but it has no brakes. Who cares, we want to win, who needs a brake and the car looks real fantastic.


Thanks. I'll need to try and find the timeline in the code for the 1.15.2Fix5. It's not well labelled when things were released, so it's difficult to track down what changes were made for a release.

Also, the airfield mod in 1.16 was optional, and marked as experimental as it was unfinished. Personally, I wouldn't have included it in the release as it was unfinished. But it wasn't my decision. I think that's part of the problem with the disjointed mod community we have had. Whilst individuals have done great things to improve the sim, there's no consensus about what gets included. For example, Rapota's model improvements were really good, and only needed a little more work to finish them off. I think they should have been worked on by other modders to help finish it, and get them into a release (something I'm thinking of doing).

Could you grab a screenshot of the Havoc pit with the working gauges so I know what I'm looking to fix? I also think this helo should have remained fully functional as it was part of the original game, and the one I preferred to fly whenever I played it.

#4379103 - 09/12/17 08:48 AM Re: Future of EECH Allmods? [Re: Viper1970]  
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Yes I have also seen this in the sourcecode on eech.codebasehq.
I was totally lost to find which version is which?
Was a trial and error thing, so I downloaded tons of branches to get maybe the right code for the different versions.

Sad that many things messed up, because there was so much suberb and impressing things made for this game.

Here is the screenshot of the Havoc pit in EECH Allmods 1.15.2 Fix5: (look at the warning lights and the torque indicator, they are also working, which most people never noticed that they are also messed up - there was only a discussion about the missing needles in the gauges, but there is much more which isn't functional in 1.16.0. I think the wiper is also out of order but I could not remember. Have to install 1.16.0 too, to see the differences. Will do so this evening)

Edit:

Maybe the threat warning indicator is also not functinal in 1.16.0, because this is logical. I have to test this all this evening or tomorrow. Sadly this week I have not so much time cause my RL really messed up at the moment.


Attached Files Havoc Pit - 1.15.2.jpg
Last edited by Viper1970; 09/12/17 09:35 AM.

CockpitPC1: Ryzen9 5950X|64GB DDR4|512GB M2 SSD|2TB M2 SSD|Geforce RTX3090|Reverb G2|Win11Pro
CockpitPC2: PhenomII X6 1100T|32GB DDR2|2x 2TB HDD|2x Geforce GTX660 SLI|Win7Pro64
ComUnitPC1: Ryzen9 3900XT|32GB DDR4|2x 2TB HDD|Geforce RTX2070|Win11 Pro
ComUnitPC2: PhenomII X6 1100T|16GB DDR2|2x 2TB HDD|Geforce GTX660|Win7Pro64
ComUnitPC3: AthlonII X2 250|2GB DDR2|2TB HDD|Geforce 5950Ultra|2x VoodooII SLI|WinXPPro32&WinME
ComUnitPC4: K6-2+|768MB SDR|640GB HDD|Geforce 256DDR|VoodooI|Win98SE
#4379105 - 09/12/17 09:35 AM Re: Future of EECH Allmods? [Re: Viper1970]  
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Originally Posted by Viper1970
Yes I have also seen this in the sourcecode on eech.codebasehq.
I was totally lost to find which version is which?
Was a trial and error thing, so I downloaded tons of branches to get maybe the right code for the different versions.

Sad that many things messed up, because there was so much suberb and impressing things made for this game.

Here is the screenshot of the Havoc pit in EECH Allmods 1.15.2 Fix5: (look at the warning lights and the torque indicator, they are also working, which most people never noticed that they are also messed up - there was only a discussion about the missing needles in the gauges, but there is much more which isn't functional in 1.16.0. I think the wiper is also out of order but I could not remember. Have to install 1.16.0 too, to see the differences. Will do so this evening)



Ah ok, great thanks. I'll park my cockpit work for now, and dig into getting those gauges working. It's actually been annoying me for a while, but I've never paid too much attention to it.

If this was caused by the D3D9 conversion, then I'll need to understand what that brings to the sim. I don't enough about the 3D rendering to know the benefits. Unfortunately, there's noone around to ask! I'll see if I can reverse the changes in 1.16, which I assume would have been switching off the instruments, and see what happens.

#4379177 - 09/12/17 03:15 PM Re: Future of EECH Allmods? [Re: Viper1970]  
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The funny thing is that even with my poor knowledge I was able to complile 1.15.2 Fix5 with D3D9 but I wasn't able to test it the other way arround with 1.16.0 Fix1 to get it compiled with D3D7. There were tons of errors during the compilation.


CockpitPC1: Ryzen9 5950X|64GB DDR4|512GB M2 SSD|2TB M2 SSD|Geforce RTX3090|Reverb G2|Win11Pro
CockpitPC2: PhenomII X6 1100T|32GB DDR2|2x 2TB HDD|2x Geforce GTX660 SLI|Win7Pro64
ComUnitPC1: Ryzen9 3900XT|32GB DDR4|2x 2TB HDD|Geforce RTX2070|Win11 Pro
ComUnitPC2: PhenomII X6 1100T|16GB DDR2|2x 2TB HDD|Geforce GTX660|Win7Pro64
ComUnitPC3: AthlonII X2 250|2GB DDR2|2TB HDD|Geforce 5950Ultra|2x VoodooII SLI|WinXPPro32&WinME
ComUnitPC4: K6-2+|768MB SDR|640GB HDD|Geforce 256DDR|VoodooI|Win98SE
#4379183 - 09/12/17 03:30 PM Re: Future of EECH Allmods? [Re: Viper1970]  
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Originally Posted by Viper1970
The funny thing is that even with my poor knowledge I was able to complile 1.15.2 Fix5 with D3D9 but I wasn't able to test it the other way arround with 1.16.0 Fix1 to get it compiled with D3D7. There were tons of errors during the compilation.


Do you mean you were just using the D3D9 libraries, or did you change the code as well?

#4379192 - 09/12/17 03:35 PM Re: Future of EECH Allmods? [Re: Viper1970]  
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Ha, only the easy part, using D3D9 libraries. My knowledge is by far not good enough to change the code nope


CockpitPC1: Ryzen9 5950X|64GB DDR4|512GB M2 SSD|2TB M2 SSD|Geforce RTX3090|Reverb G2|Win11Pro
CockpitPC2: PhenomII X6 1100T|32GB DDR2|2x 2TB HDD|2x Geforce GTX660 SLI|Win7Pro64
ComUnitPC1: Ryzen9 3900XT|32GB DDR4|2x 2TB HDD|Geforce RTX2070|Win11 Pro
ComUnitPC2: PhenomII X6 1100T|16GB DDR2|2x 2TB HDD|Geforce GTX660|Win7Pro64
ComUnitPC3: AthlonII X2 250|2GB DDR2|2TB HDD|Geforce 5950Ultra|2x VoodooII SLI|WinXPPro32&WinME
ComUnitPC4: K6-2+|768MB SDR|640GB HDD|Geforce 256DDR|VoodooI|Win98SE
#4379198 - 09/12/17 03:49 PM Re: Future of EECH Allmods? [Re: Viper1970]  
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The 1.16 code will use functions that are in D3D9 but not in D3D7, so that's while you'll get errors when compiling 1.16 with the D3D7 libraries.

But it'll work the other way round, as the D3D9 will also contain D3D7 functions.

#4379204 - 09/12/17 03:55 PM Re: Future of EECH Allmods? [Re: Viper1970]  
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Ah, I have thought about something of that kind, but I do not really understand it. I can see relationships in a code but I often don't understand the syntax. I think I will buy a book for C++, but it's not the easiest programming language to beginn with I think biggrin and EECH Allmods isn't the easiest project for sure.


CockpitPC1: Ryzen9 5950X|64GB DDR4|512GB M2 SSD|2TB M2 SSD|Geforce RTX3090|Reverb G2|Win11Pro
CockpitPC2: PhenomII X6 1100T|32GB DDR2|2x 2TB HDD|2x Geforce GTX660 SLI|Win7Pro64
ComUnitPC1: Ryzen9 3900XT|32GB DDR4|2x 2TB HDD|Geforce RTX2070|Win11 Pro
ComUnitPC2: PhenomII X6 1100T|16GB DDR2|2x 2TB HDD|Geforce GTX660|Win7Pro64
ComUnitPC3: AthlonII X2 250|2GB DDR2|2TB HDD|Geforce 5950Ultra|2x VoodooII SLI|WinXPPro32&WinME
ComUnitPC4: K6-2+|768MB SDR|640GB HDD|Geforce 256DDR|VoodooI|Win98SE
#4379243 - 09/12/17 06:58 PM Re: Future of EECH Allmods? [Re: Viper1970]  
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O.k. tested 1.16.0 and it seems that the thread warning indicator is also not working in the MI-28. They fired a few missles against me and nothing was indicated. Not so in 1.15.2.

Think its the same texture problem as with the warning lights and the torque indicator. The wipper is fully working.


CockpitPC1: Ryzen9 5950X|64GB DDR4|512GB M2 SSD|2TB M2 SSD|Geforce RTX3090|Reverb G2|Win11Pro
CockpitPC2: PhenomII X6 1100T|32GB DDR2|2x 2TB HDD|2x Geforce GTX660 SLI|Win7Pro64
ComUnitPC1: Ryzen9 3900XT|32GB DDR4|2x 2TB HDD|Geforce RTX2070|Win11 Pro
ComUnitPC2: PhenomII X6 1100T|16GB DDR2|2x 2TB HDD|Geforce GTX660|Win7Pro64
ComUnitPC3: AthlonII X2 250|2GB DDR2|2TB HDD|Geforce 5950Ultra|2x VoodooII SLI|WinXPPro32&WinME
ComUnitPC4: K6-2+|768MB SDR|640GB HDD|Geforce 256DDR|VoodooI|Win98SE
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