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#3781630 - 05/13/13 04:05 PM FLIGHT MODEL or where is it ?  
Joined: Aug 2005
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Haukka81 Offline
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Haukka81  Offline
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Kemij�rvi,Finland
Hi, maybe dcs shark and huey is spoiled it or time ?? but i remeber that flight model was better in eech when i first flyed it 2000.



Any way to get bit better flight model, now it feels like ufo. No sense of mass or inertia.. was it always like this..?


Im using option 2 in 1.15 Ini, arnes flight model?

Feels so easy, in wrong way.


-haukka81


I5 8400 , 16gb , GTX 1070 oc , Win10 64bit . Virpil T-50 27" monitor with 2560x1440 rez ... DCS + Oculus CV1 + Samsung Odyssey . (odyssey is better for flight sims)
#3781661 - 05/13/13 04:46 PM Re: FLIGHT MODEL or where is it ? [Re: Haukka81]  
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thealx Offline
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of course it's far away from dcs. I really miss this sense of restrictions - you make safe maneuver and still not sure that you will not fall down or lose several rotor blades. default dynamics even worse in this context. to make it better someone have to spend some free time =)

#3782144 - 05/14/13 05:33 PM Re: FLIGHT MODEL or where is it ? [Re: Haukka81]  
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wingman1387 Offline
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Most here would probably disagree with me, however I find when flying blue helicopters that Arneh model feels too nimble for a fully loaded combat aircraft. I completely respect his work, most of what he's done is absolutely amazing, but I normally prefer the default "0" model for that "heavy" feeling.

You could try that model, just to see of it makes a difference. Also, make sure you don't have the "UFO" flight model selected in the eech.ini (it's a separate selection that is easy to miss)

#3782153 - 05/14/13 05:48 PM Re: FLIGHT MODEL or where is it ? [Re: Haukka81]  
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+1 flight model is very good.Probably he has shi tty eech.ini but if he can not understand eech.ini let him return to the DCS wink

Last edited by joe13; 05/14/13 05:49 PM.
#3782178 - 05/14/13 06:27 PM Re: FLIGHT MODEL or where is it ? [Re: Haukka81]  
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kaboom Offline
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With a normal load an AH-64 can pull 3.4Gs so at the speeds we tend to maneuver at I think the model is pretty close except for pedal turns and side-slipping which are way bad but I've tweaked the ini enough to make it acceptable. At least the horrific and ridiculous VRS of LB2 is not present, it's the one flight model area in LB2 that is SO far off the mark it's embarrassing. VRS is easy to deal with as long as you recognize what's going on.

#3782191 - 05/14/13 06:56 PM Re: FLIGHT MODEL or where is it ? [Re: Haukka81]  
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Apache in the real is a very easy to drive.
As in any game you have to spend 2-3 hours a configuration setting.But better enter and complain in a few threads that this is a UFO FM.
This is not for you kaboom wink

#3782268 - 05/14/13 09:09 PM Re: FLIGHT MODEL or where is it ? [Re: ]  
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Haukka81 Offline
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Originally Posted By: joe13
+1 flight model is very good.Probably he has shi tty eech.ini but if he can not understand eech.ini let him return to the DCS wink



You can't be serious..

My eech.ini is fine, flight model is getting old. Fanboy hat wont remove that fact.

Flight Physics are weird, very scripted. Not so dynamic that i would like.

I fly eech because i like dynamic campaings. DCS is good simulation but there is no game in there wink

I can live with flight model, its ok for its age but there really is room for improve it.



-haukka81


Ps. Here is my INI.


[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=1 # 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 = 1)
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=5.0 # 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=15 # 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 (0 = Apache, 1 = Havoc, 2 = Comanche, 3 = Hokum, ...)
path= # path to map/campaign/skirmish folder

[Graphics and Textures]
cbar=1500.0 # distance that city blocks resolve (n = meters) (def = 500)
fs=1 # full screen mode (0 = window mode, 1 = full screen mode) (def = 1)
mfr=50 # 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=0 # 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 = 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
trees-fog=2 # fog affects groups of trees (0 = off, 1 = on, 2 = auto off if fps less then 20, on if fps more then 30 )

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=1 # 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=1.0 # 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)
cloud_puffs=1 # Cloud puffs. (0 = off, 1 = all maps except desert, 2 = all maps) (def = 1)
cloud_puffs_colours=220,230,255;230,230,255;235,235,255;245,245,255;250,250,255;255,255,255 # colours for cloud puffs
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 pit
maxfov2=80 # general field of view maximum for Comanche pit
maxfov3=80 # general field of view maximum for Hokum-B pit
maxfov4=80 # general field of view maximum for Hind pit
maxfov5=80 # general field of view maximum for Kiowa pit
maxfov6=80 # general field of view maximum for Viper pit
maxfov7=80 # general field of view maximum for Ka-50 pit

g-force_head_movement=1.0 # 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=0.000,0.000,0.200,0.000 # wideview pilot position
hokum_co-pilot=0.000,0.000,0.200,0.000 # wideview co-pilot position
apache_pilot=0.000,0.000,0.000,-7.000 # wideview pilot position
apache_copilot=0.000,0.000,0.000,-10.000 # wideview co-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 co-pilot position
viper_pilot=0.000,0.000,0.000,-5.000 # wideview pilot position
viper_copilot=0.000,0.000,0.000,-5.000 # wideview co-pilot position
kiowa_pilot=0.000,0.000,0.000,-5.000 # wideview pilot position
kiowa_copilot=0.000,0.000,0.000,-5.000 # wideview co-pilot position
ka50_pilot=0.000,0.000,0.000,-5.000 # wideview pilot position
hud_code=A4,0,11,20;0,0,10,20;4,0,11,20;0,0,10,20;0,0,10,20;0,48,10,20;0,0,11,20;0,0,10,20;0,0,11,20;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=0 # manual engine start up, off by default (0 = off, 1 = on) (def = 0)
drbs=1.0 # retreating blade stall, floating point scaling factor for RBS effect (default = 1.0)
drv=1.0 # rudder value, scaling factor for drag on tail rotation (default = 1.0)
dra=0.8 # rudder acceleration, scaling factor for tail rotation acceleration (default = 0.8)
drd=1.0 # 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=1.0 # tail rotor drag, scaling factor for drag caused by tail in forward flight (default = 1.0)
dzd=0.0 # cyclic deadzone (n = %deadzone, 0.0 = no deadzone) (default = 0.0)
dyal=5.0 # 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=GWUT1140.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=0 # 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=0 # Campaign Commander (0 = off, 1 = on) (def = 0)
campaign_map_mode=2 # campaign map resolution (1 = default resolution, 2 = high resolution) (def = 1)
campaign_map_palette=2 # 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=0 # 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=3 # joystick number for EO-camera zooming
eozoomax=4 # 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=2 # Joystick number for cyclic
cyclich=1 # Joystick DirectX axis for cyclic horizontal
cyclicv=2 # Joystick DirectX axis for cyclic vertical
collectiven=3 # Joystick no. for the collective
collectiveax=1 # Joystick DirectX acis for the collective
ruddern=4 # 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=0 # 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=0.0 # 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=0.0 # 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=0 # reversed pedal input (0 = off/blue force/USA, 1 = on/red force/Russia) (def = 0)
msl=3 # 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=1 # 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=1 # 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=0,0,512,512 # left MFD position (def = 0,0,256,256)
export_mfd_right_pos=768,0,1280,512 # right MFD position (def = 384,0,640,256)
export_mfd_single_pos=0,0,512,512 # 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)
sound_device= # sound device name
sound_device_speech= # sound device name for speech
hdwrbuf=0 # hardware buffers to use for sound (0 = software only, n = number of hard buffers) (def = 0)
canopy_sounds_amp=450,90,375;15,15,100;120,80,100;10,10,100;240,10,100;20,20,100;180,20,100;180,10,100; # canopy sounds amplifier controller
ui_sounds_muted=0 # 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]

Last edited by Haukka81; 05/14/13 09:15 PM.

I5 8400 , 16gb , GTX 1070 oc , Win10 64bit . Virpil T-50 27" monitor with 2560x1440 rez ... DCS + Oculus CV1 + Samsung Odyssey . (odyssey is better for flight sims)
#3782282 - 05/14/13 09:26 PM Re: FLIGHT MODEL or where is it ? [Re: Haukka81]  
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You have a notepad? improve flight model.

#3782290 - 05/14/13 09:42 PM Re: FLIGHT MODEL or where is it ? [Re: Haukka81]  
Joined: May 2009
Posts: 7,033
komemiute Offline
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Welcome Haukka81! I had a similar experience flying the much beloved TFX some time ago... biggrin
It felt so good back in the day, but now...

Interesting comments Kaboom...
It sounds like you got some real stick time in a helo... smile

Your post count is pretty low too, so you couold be too kind of new... Welcome again!
What about your experience with Helo & sims? smile

I'm honestly curious!


Click to reveal..
"Himmiherrgottksakramentzefixhallelujah!"
Para_Bellum

"It takes forever +/- 2 weeks for the A-10 to get anywhere significant..."
Ice

"Ha! If it gets him on the deck its a start!"
MigBuster

"What people like and what critics praise are rarely the same thing. 'Critic' is just another one of those unnecessary, overpaid, parasitic jobs that the human race has churned out so that clever slackers won't have to actually get a real job and possibly soil their hands."
Sauron
#3782303 - 05/14/13 10:03 PM Re: FLIGHT MODEL or where is it ? [Re: komemiute]  
Joined: Aug 2005
Posts: 284
Haukka81 Offline
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Joined: Aug 2005
Posts: 284
Kemij�rvi,Finland
Originally Posted By: komemiute
Welcome Haukka81! I had a similar experience flying the much beloved TFX some time ago... biggrin
It felt so good back in the day, but now...

Interesting comments Kaboom...
It sounds like you got some real stick time in a helo... smile

Your post count is pretty low too, so you couold be too kind of new... Welcome again!
What about your experience with Helo & sims? smile

I'm honestly curious!



Hi! i have been simming from 1990 -> till today , not so young anymore old_simmer

I fly all sims that have weapons , DCS etc,, but Falcon BMS is my love and main sim because dynamic campaing and so is this old chopper sim too (EECH)

I agree with others that It feels that there is way too much power in all helos when you are full loaded weapons and fuel. Its only big thing in fligt model what sometimes bit frustrates me .


My first sim was falcon at long,long time ago, then was Falcon 3.0 , A-10 cuba , F-18 Hornet Korea, Janes F-15 ( legend) , Longbow 2 and so on mycomputer


Here is pic of my sim corner: http://aijaa.com/aOlFAX

I have just sold that 32" away and now my visuals are made of 3x24" IPS displays :P


Joe13@ don't take this too personally, my english is not best but i don't mean to whine, It was just my memory that failed, time makes weird things , flight sims have gone far what it was back in 2000 or 1990 jawdrop




-haukka81

Last edited by Haukka81; 05/14/13 10:06 PM.

I5 8400 , 16gb , GTX 1070 oc , Win10 64bit . Virpil T-50 27" monitor with 2560x1440 rez ... DCS + Oculus CV1 + Samsung Odyssey . (odyssey is better for flight sims)
#3782338 - 05/14/13 10:55 PM Re: FLIGHT MODEL or where is it ? [Re: Haukka81]  
Joined: May 2009
Posts: 7,033
komemiute Offline
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LOL, GREAT corner! Mine is similar but simpler...
GOSH I wish I had the space you have...

Hey as soon as you have pictures of the new corner setup, let them rip! biggrin

I was "born" as a simmer with the ever old Chuck Yeager Air Combat for my XT 13MHz... LOL Talk about old... wink
That game was a mind-changer for me...
Since then I got mesmerized by the simulators and never stopped trying to learn somethinn serious out of them.
I virtually played EVERY one of them, except Carrier borne fighters... too hard for a kid...

Lately I was quite happy with my results in Thirdwire's Strike Fighters Vietnam, but that was really easy. And somewhat dull, switchology-wise.

Still dreaming for DCS A-6...

As a result of all this mess with games and PCs, I'm now working in Military Flight Simulators for the national air-force. :P
Logged somewhat 200 hours on the Eurofighter one since 2006, BTW...

Now I'm trying to collect enough change to buy me the DCS Huey. But with wife and two kids... rolleyes
Have you tried it? What's your personal opinion?


Click to reveal..
"Himmiherrgottksakramentzefixhallelujah!"
Para_Bellum

"It takes forever +/- 2 weeks for the A-10 to get anywhere significant..."
Ice

"Ha! If it gets him on the deck its a start!"
MigBuster

"What people like and what critics praise are rarely the same thing. 'Critic' is just another one of those unnecessary, overpaid, parasitic jobs that the human race has churned out so that clever slackers won't have to actually get a real job and possibly soil their hands."
Sauron
#3782364 - 05/14/13 11:15 PM Re: FLIGHT MODEL or where is it ? [Re: komemiute]  
Joined: Aug 2005
Posts: 284
Haukka81 Offline
Member
Haukka81  Offline
Member

Joined: Aug 2005
Posts: 284
Kemij�rvi,Finland
Originally Posted By: komemiute
LOL, GREAT corner! Mine is similar but simpler...
GOSH I wish I had the space you have...

Hey as soon as you have pictures of the new corner setup, let them rip! biggrin

I was "born" as a simmer with the ever old Chuck Yeager Air Combat for my XT 13MHz... LOL Talk about old... wink
That game was a mind-changer for me...
Since then I got mesmerized by the simulators and never stopped trying to learn somethinn serious out of them.
I virtually played EVERY one of them, except Carrier borne fighters... too hard for a kid...

Lately I was quite happy with my results in Thirdwire's Strike Fighters Vietnam, but that was really easy. And somewhat dull, switchology-wise.

Still dreaming for DCS A-6...

As a result of all this mess with games and PCs, I'm now working in Military Flight Simulators for the national air-force. :P
Logged somewhat 200 hours on the Eurofighter one since 2006, BTW...

Now I'm trying to collect enough change to buy me the DCS Huey. But with wife and two kids... rolleyes
Have you tried it? What's your personal opinion?



Hi!

I post pics when i get new corner runing and set up smile



I have DCS HUEY, and i can say that it set new level of flight model simulation. Sense of flight is awesome and it really is hard to learn..lot harder than black shark.. no computer asistance etc.. :P But it's hell of fun, even just flying all around map is fun.

It's lightly armed and armored so use in combat is limited to low threat operations until RWR and Flares are ready (those are not ready yet, but will be relased bit later)

I recomend to get huey if you like choppers copter But after huey nothing feels same, flight model is so good. Trust me.


Sad that there is no DC in dcs yet.


I5 8400 , 16gb , GTX 1070 oc , Win10 64bit . Virpil T-50 27" monitor with 2560x1440 rez ... DCS + Oculus CV1 + Samsung Odyssey . (odyssey is better for flight sims)
#3782371 - 05/14/13 11:22 PM Re: FLIGHT MODEL or where is it ? [Re: Haukka81]  
Joined: May 2009
Posts: 7,033
komemiute Offline
Hell Drummer
komemiute  Offline
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Joined: May 2009
Posts: 7,033
*SIGH* You get me dreaming.

Thank you wink

Anyway... as I said with a full family time is limited so all I can do is to get more and more proficient with the A10, another love interest of mine.

I'm not too shabby with it so far, with still some room for improvement! biggrin

Time to go to bed,
Till later!

Last edited by komemiute; 05/14/13 11:23 PM.

Click to reveal..
"Himmiherrgottksakramentzefixhallelujah!"
Para_Bellum

"It takes forever +/- 2 weeks for the A-10 to get anywhere significant..."
Ice

"Ha! If it gets him on the deck its a start!"
MigBuster

"What people like and what critics praise are rarely the same thing. 'Critic' is just another one of those unnecessary, overpaid, parasitic jobs that the human race has churned out so that clever slackers won't have to actually get a real job and possibly soil their hands."
Sauron
#3782475 - 05/15/13 05:12 AM Re: FLIGHT MODEL or where is it ? [Re: Haukka81]  
Joined: Dec 2012
Posts: 1,382
thealx Offline
Member
thealx  Offline
Member

Joined: Dec 2012
Posts: 1,382
Let's back to eech =) Just to be clear: to change game physics or only some forces you have to edit source code. But all basic data like moments or inertia are in dyn files in EECH\common\data folder, you can change some modifiers and look what will happen.

Originally Posted By: komemiute
I'm not too shabby with it so far, with still some room for improvement!

that was really rude.

Last edited by thealx; 05/15/13 05:18 AM.
#3782493 - 05/15/13 07:14 AM Re: FLIGHT MODEL or where is it ? [Re: Haukka81]  
Joined: Dec 2010
Posts: 1,883
messyhead Offline
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messyhead  Offline
Member

Joined: Dec 2010
Posts: 1,883
Everyone is good at criticising the flight model. It probably does need work to bring it up to more modern flight sims. But there are few devs around that could do it. So if you think you can help improve it, then get access to the source code and have a go.

#3782494 - 05/15/13 07:18 AM Re: FLIGHT MODEL or where is it ? [Re: Haukka81]  
Joined: Dec 2010
Posts: 1,883
messyhead Offline
Member
messyhead  Offline
Member

Joined: Dec 2010
Posts: 1,883
Edit: posted twice in error

Last edited by messyhead; 05/15/13 07:26 AM.
#3782500 - 05/15/13 07:42 AM Re: FLIGHT MODEL or where is it ? [Re: messyhead]  
Joined: Aug 2005
Posts: 284
Haukka81 Offline
Member
Haukka81  Offline
Member

Joined: Aug 2005
Posts: 284
Kemij�rvi,Finland
Originally Posted By: messyhead
Everyone is good at criticising the flight model. It probably does need work to bring it up to more modern flight sims. But there are few devs around that could do it. So if you think you can help improve it, then get access to the source code and have a go.




Can't do that, no skills for that.


Without critic nothing will be changed ever in world (IRL too).


But ok, i don't say anything.

Bye.


-haukka81


I5 8400 , 16gb , GTX 1070 oc , Win10 64bit . Virpil T-50 27" monitor with 2560x1440 rez ... DCS + Oculus CV1 + Samsung Odyssey . (odyssey is better for flight sims)
#3782501 - 05/15/13 07:44 AM Re: FLIGHT MODEL or where is it ? [Re: thealx]  
Joined: May 2009
Posts: 7,033
komemiute Offline
Hell Drummer
komemiute  Offline
Hell Drummer
Hotshot

Joined: May 2009
Posts: 7,033
Originally Posted By: thealx

Originally Posted By: komemiute
I'm not too shabby with it so far, with still some room for improvement!

that was really rude.


Sorry, what? I apologize if you feel insulted, but what do you mean by rude?


Click to reveal..
"Himmiherrgottksakramentzefixhallelujah!"
Para_Bellum

"It takes forever +/- 2 weeks for the A-10 to get anywhere significant..."
Ice

"Ha! If it gets him on the deck its a start!"
MigBuster

"What people like and what critics praise are rarely the same thing. 'Critic' is just another one of those unnecessary, overpaid, parasitic jobs that the human race has churned out so that clever slackers won't have to actually get a real job and possibly soil their hands."
Sauron
#3782504 - 05/15/13 07:50 AM Re: FLIGHT MODEL or where is it ? [Re: Haukka81]  
Joined: Dec 2012
Posts: 1,382
thealx Offline
Member
thealx  Offline
Member

Joined: Dec 2012
Posts: 1,382
If I correctly understood you mean that eech is a dead end and no one can make it better.

#3782523 - 05/15/13 09:27 AM Re: FLIGHT MODEL or where is it ? [Re: Haukka81]  
Joined: May 2009
Posts: 7,033
komemiute Offline
Hell Drummer
komemiute  Offline
Hell Drummer
Hotshot

Joined: May 2009
Posts: 7,033
I see...
I absolutely was NOT talking about EECH.


My sentence:
Komemiute:
Anyway... as I said with a full family time is limited so all I can do is to get more and more proficient with the A10, another love interest of mine.
I'm not too shabby with it so far, with still some room for improvement!


I said that since I have a wife and two kids my time on the PC is limited. All I can do is get better with the one I started. In this very case the A-10C Warthog module for DCS World.

I'm not too shabby with it so far: was indeed related to the A10- this means I'm not too bad using it.
With still some room for improvement: Means that on the A10 I'm still not the best player ever, I still have some things to learn and some procedures to get fluent with.

That's all.
No mention whatsoever of EECH, as you can see...


Click to reveal..
"Himmiherrgottksakramentzefixhallelujah!"
Para_Bellum

"It takes forever +/- 2 weeks for the A-10 to get anywhere significant..."
Ice

"Ha! If it gets him on the deck its a start!"
MigBuster

"What people like and what critics praise are rarely the same thing. 'Critic' is just another one of those unnecessary, overpaid, parasitic jobs that the human race has churned out so that clever slackers won't have to actually get a real job and possibly soil their hands."
Sauron
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