#4425261 - 06/08/18 11:42 PM
Re: EECH Test build - Hover Mods
[Re: XIII]
|
Joined: Jan 2001
Posts: 1,922
Marc
Member
|
Member
Joined: Jan 2001
Posts: 1,922
Corona, California
|
Woow Only now I discovered it, you can do a barrel roll amazing, in 1.16 it was impossible.this is really a great work Javelin . Damn!! I have to try that Marc..
HP-Compaq-8100-Elite-SFF-Intel-Core-i5-660-3-33GHz-8GB-250GB-Windows7, GTX1050 -X45+Rudder Pedals, Playseat Challenge
|
|
#4425291 - 06/09/18 05:36 AM
Re: EECH Test build - Hover Mods
[Re: Javelin]
|
Joined: Dec 2010
Posts: 1,883
messyhead
Member
|
Member
Joined: Dec 2010
Posts: 1,883
|
I think the joystick input was causing some of the issues last time, but I've been more methodical in testing this time, and still seeing some issues. I couldn't get it to drop to 20 altitude like last time, but there was some other strange behaviour. When I engaged Stable Hover, the altitude increased uncontrollably. I've uploaded a video, and in the description I've added the steps I took. This was in Free Flight, on Task Force Lebanon map. https://youtu.be/EwEvshJp9u8
Last edited by messyhead; 06/09/18 05:37 AM.
|
|
#4425427 - 06/10/18 11:59 AM
Re: EECH Test build - Hover Mods
[Re: Javelin]
|
Joined: Dec 2010
Posts: 1,883
messyhead
Member
|
Member
Joined: Dec 2010
Posts: 1,883
|
I've repaired the Stable-Hover code, test build 8 is up for download along with some slightly adjusted dyn settings files.
Thanks Messyhead for finding the bug! We've got it nailed down now. Thanks, I'll try the same steps again when I get a chance. I was thinking about it yesterday, and wondered if my ini settings would have made a difference. I'm using flight model 2, and engine realism set to 1. My joystick has a split throttle, so one controls the engine throttle which is set to 100%, and the other is used to control the collective. Without trying this out, I wondered if the altitude was increasing with stable hover as it was some how reading the engine power being set to 100%?
Last edited by messyhead; 06/10/18 12:03 PM.
|
|
#4425779 - 06/12/18 04:48 PM
Re: EECH Test build - Hover Mods
[Re: Javelin]
|
Joined: Dec 2010
Posts: 1,883
messyhead
Member
|
Member
Joined: Dec 2010
Posts: 1,883
|
I tested that new build for Hover and Stable Hover and both now work as expected.
I've now moved on to testing Pop-Up.
Question: with Pop-Up engaged, should Alt-J/K adjust the altitude? They do at the moment.
The problem with allowing the height to be adjusted once Pop-Up is engaged, is I can adjust it down. So when I disengage Pop-Up (or Pop-Down again), it hits the ground if it's lower than the 20 metres that it moves by. Either guard against this, or don't allow Alt-J/K to adjust the height. I prefer guarding against it though, as I could pop-up too high and want to adjust it down slightly.
Another issue I found, when in stable hover, and I engage pop-up. If I then move the cyclic to disengage stable hover I can fly around and all is fine. But if I go back into stable hover, and hit Shift-P to Pop-Up, it goes down instead of Up as I was already "popped-up" before. This could end in a collision with the ground. Maybe reset the pop-up variable when hover disengages?
|
|
#4425891 - 06/13/18 08:19 AM
Re: EECH Test build - Hover Mods
[Re: Javelin]
|
Joined: Dec 2010
Posts: 1,883
messyhead
Member
|
Member
Joined: Dec 2010
Posts: 1,883
|
Good feedback. I can gaurd against hitting the ground by checking the altitude before Popping Down. I can also set it up to reset after dis-engaging Hover mode.
OK, cohokum_test9.exe is up on the server with the two changes mentioned above.
You are now limited to a Pop-Down of 5 meters so it won't hit the ground. If that isn't low enough tell me and we'll trim it down some. And pushing the cyclic dis-engaging Hover mode now resets the Pop-Up status so the next time it will Pop Up, never down.
You guys also need to tell me if a 20 meter Pop-Up is the right amount. It can be smaller or larger, just let me know what works best. Thanks, I'll try and give it a go tonight. I've only tested so far in free flight, and not trying any combat. So I've not used the pop-up in a conflict situation. I'll try and use it some more when targeting, and see how it works out. My gut feeling is the 20 metres is fine. You'll just need to position so the pop-up will take you above the cover you're using, fire off weapons, then pop-down. I think the ability to do that quickly to return to cover is key, more than the height it moves. It makes you have to think more tactically when engaging, so you have to now use cover, and not just fly in with all guns blazing.
|
|
#4426025 - 06/13/18 10:50 PM
Re: EECH Test build - Hover Mods
[Re: Javelin]
|
Joined: Dec 2010
Posts: 1,883
messyhead
Member
|
Member
Joined: Dec 2010
Posts: 1,883
|
I was going to have a go at editing the existing keyguide to update it with keys for the Hover hold. I've got Adobe Acrobat, but I don't have the fonts that the PDF uses. It uses an old version of Arial mostly, from older versions of Windows and Word. I can open it in Adobe Illustrator, but I'd need to retype all of the keys, as the text isn't editable as text. I think I'll leave it for now. Edit: Actually, there's a version 3 of the keyguide that thealx updated linked from the wiki main page. I don't think I've noticed that before. Thealx, if you see this, could you let me know how you edited the file? http://eechcentral.SimHQ.com/index.php?title=Main_Page
Last edited by messyhead; 06/13/18 11:03 PM.
|
|
#4426083 - 06/14/18 07:38 AM
Re: EECH Test build - Hover Mods
[Re: Javelin]
|
Joined: Dec 2010
Posts: 1,883
messyhead
Member
|
Member
Joined: Dec 2010
Posts: 1,883
|
For me 20 m is also ok. Looks like we have a dream team great programmer and a great software tester Thanks XIII! We aim to please. We're over 3000 hits on this thread now, so somebody is watching us besides you guys. Any new posts will appear in the Active Threads list, so it could be members from other forums checking up on what's going on. Hopefully if some of them decide to get in on EECH, then we can start to grow the community a bit more, and maybe get some more developers on board. There's still a lot of work that could be done to improve EECH, but we need developers. http://SimHQ.com/forum/ubbthreads.php/activetopics/7/1
|
|
|
|