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#3949748 - 05/06/14 01:53 PM Re: Rotor Blades animation ***** [Re: SimonAlonso]  
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BeachAV8R Offline
Lifer
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Originally Posted By: SimonAlonso
Congratulations Thealx about your incredible work, I'm willing to try, and thank you very much for sharing with us.


Amen! He is doing great stuff.. Whenever I'm playing I'm constantly amazed this sim is 15 years old..! The programmers at Razorworks should be extremely proud of this series (EEAH/EECH) and I hope they lurk and follow along how their "baby" is still growing.. Simply fantastic!

BeachAV8R



#3949872 - 05/06/14 05:32 PM Re: Rotor Blades animation [Re: SKIP2008]  
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thealx Offline
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Originally Posted By: SKIP2008
No problem, i've noticed a lot of CTD in the Grand Canyon map especially when i look around from the AH64D/RAH66 cockpit


before I'll start guessing pls look into cohokum folder. if "debug_log.txt" exist post here it's content.

NutsnBolts, you was right finally about flir and llltv stuff. dtv/dvo/llltv had 1.5km less view range whatever time of the day or weather conditions are. also low_lite conditions makes impossible to target on anything for both sight systems, flir has less view range at night and other strange things. how it works now:

- FLIR view range is always ~8km except rainy weather - it decreases twice, target recognition range always up to view range
- for TV and periscopes target recognition range depends on current fog distance (weather + time of the day) and lighting conditions, so at midday and good weather you can lock on target up to 7~8km, at night - about 500m ("night_light=0.8")
- possible to lock on ground point up to fog distance for all sight systems. it means if you see target far away but you can't lock on it, you can lock on ground point and launch weapon capable for such guidance ( AGM-114L, Vikhr etc. or use cannons). accuracy is decreased of course, but such attack is quite effective if you choose optimal point for current weapon trajectory.


Last edited by thealx; 05/06/14 05:57 PM.
#3949886 - 05/06/14 06:04 PM Re: Enemy Engaged 1.15.2RC3 available for testing [Re: thealx]  
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Doctor_Wibble Offline
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Originally Posted By: thealx
3. hud and mfd speed for russian aircrafts in km/h (it's always confuse me too)

D'oh but the other way round - I usually fly the hokum so I know it's km/h but I was forgetting the dial is furlongs per fortnight...

I usually look at one or the other but not both at the same time - I was watching closely because hokum wobble seems to start at a lower speed now but I think that may be from a setting somewhere or maybe I just need to fly better.

#3949900 - 05/06/14 06:27 PM Re: Rotor Blades animation [Re: thealx]  
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NutsnBolts Offline
Needs moar Mi-24
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Originally Posted By: thealx
Originally Posted By: SKIP2008
No problem, i've noticed a lot of CTD in the Grand Canyon map especially when i look around from the AH64D/RAH66 cockpit


before I'll start guessing pls look into cohokum folder. if "debug_log.txt" exist post here it's content.

NutsnBolts, you was right finally about flir and llltv stuff. dtv/dvo/llltv had 1.5km less view range whatever time of the day or weather conditions are. also low_lite conditions makes impossible to target on anything for both sight systems, flir has less view range at night and other strange things. how it works now:

- FLIR view range is always ~8km except rainy weather - it decreases twice, target recognition range always up to view range
- for TV and periscopes target recognition range depends on current fog distance (weather + time of the day) and lighting conditions, so at midday and good weather you can lock on target up to 7~8km, at night - about 500m ("night_light=0.8")
- possible to lock on ground point up to fog distance for all sight systems. it means if you see target far away but you can't lock on it, you can lock on ground point and launch weapon capable for such guidance ( AGM-114L, Vikhr etc. or use cannons). accuracy is decreased of course, but such attack is quite effective if you choose optimal point for current weapon trajectory.



What an odd way of doing things those Razorworks guys had! That sounds much better. I'm quite looking forward to trying out my new-found optical wonders...

I've also been trying out the new FM, and I have to say, it's behaving very oddly. On both the Hind and Havoc, starting up the engines results in a damn near uncontrollable spin on the ground. At first I thought it was me having edited the heading_inertia_value variable, so I reverted the edits; however, I never touched the Mi-28's heading_inertia_value, and it still happens there. It's the same as in Arneh's flight model but much more pronounced.

I was wondering, therefore: 1) Has anyone else found this; and 2) How many of us are playing with cross coupling turned off? I am, and when I turned it back on, the problem disappeared.


<Insert witty sig block here>
#3949911 - 05/06/14 06:40 PM Re: Rotor Blades animation [Re: thealx]  
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thealx Offline
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cross coupling was broken since the beginning, or I'm wrong? I test it with 1.15, notice that it works "oddly" like you said and didn't expect someone use it. so never make tests with CC-OFF

shortly about dyn values for fm=2:
pitch_(roll, heading)inertia.modifier is how fast helicopter resist to movement
heading_moment.modifier controls force creating by player's controls (more value - faster it turns)
drag_x(y,z).modifier is drag force for forward/back, side and vertical movement
other are similar to default model I suppose, don't really remember all changes I made
main_rotor_induced_air.max is thrust power in some mystique values

Last edited by thealx; 05/06/14 06:56 PM.
#3949950 - 05/06/14 07:40 PM Re: Rotor Blades animation [Re: thealx]  
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NutsnBolts Offline
Needs moar Mi-24
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Ahh... that explains it. I think most people won't bother playing with CC off, since you pretty much need pedals (damn the expense) to make it playable; Arneh's FM (and presumably the stock one too) is very twitchy about tail-rotor inputs, especially at low airspeeds.

Given that it's not really been tested for CC compatibility, then, I think I'll go and play with the values and see what happens. (Which will probably be a lot of helicopters crashing.)


<Insert witty sig block here>
#3950180 - 05/07/14 09:04 AM Re: Rotor Blades animation [Re: thealx]  
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SKIP2008 Offline
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Tested Yesterday, now everything works fine, but i've removed HESCO barriers because of CTD. Well done Thealx excellent job, i hope you can find stability.

Last edited by SKIP2008; 05/07/14 09:05 AM.
#3950196 - 05/07/14 11:07 AM Re: Rotor Blades animation [Re: SKIP2008]  
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messyhead Offline
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Originally Posted By: SKIP2008
Tested Yesterday, now everything works fine, but i've removed HESCO barriers because of CTD. Well done Thealx excellent job, i hope you can find stability.


Do you know what about the barriers was causing the crash? Was it only on one map? I can try and fix them if I get more details.

It would be good to keep them in the game, as they added to the difficulty of some missions, and also improved the FARPs.

Last edited by messyhead; 05/07/14 11:14 AM.
#3950207 - 05/07/14 11:45 AM Re: Rotor Blades animation [Re: thealx]  
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BeachAV8R Offline
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Since I stopped using the in-game screenshot utility (PRNTSCREEN) - I've not had a single CTD in hours and hours of playing. Of course, I'm only playing the Cuba map, and I don't know if there are any HESCO barriers on that map - so you might be right that those are causing the CTDs.

BeachAV8R



#3950235 - 05/07/14 12:50 PM Re: Rotor Blades animation [Re: thealx]  
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SKIP2008 Offline
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Hi Messyhead, i've noticed CTD especially in the first Grand Canyon map while Flying the AH64D, both external and internal visual and always when i look around, that's weird because when i've tried Lake Powell map flying the Kiowa it doesn't CTD, i really don't know why because i really like HESCO barriers.

#3950254 - 05/07/14 01:20 PM Re: Rotor Blades animation [Re: SKIP2008]  
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thealx Offline
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Originally Posted By: SKIP2008
Hi Messyhead, i've noticed CTD especially in the first Grand Canyon map while Flying the AH64D, both external and internal visual and always when i look around, that's weird because when i've tried Lake Powell map flying the Kiowa it doesn't CTD, i really don't know why because i really like HESCO barriers.

I'll ask you again in case you missed it - please show me content of your "debug_log.txt". you can just past it here.

#3950488 - 05/07/14 08:28 PM Re: Rotor Blades animation [Re: thealx]  
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Special for gold-plated pedals owners - cross couple option working for alternative FM! can be adjusted with with cross_coupling_effect.modifier value of dyn file.

Last edited by thealx; 05/07/14 08:30 PM.
#3950505 - 05/07/14 09:03 PM Re: Rotor Blades animation [Re: thealx]  
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NutsnBolts Offline
Needs moar Mi-24
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Originally Posted By: thealx
Special for gold-plated pedals owners - cross couple option working for alternative FM! can be adjusted with with cross_coupling_effect.modifier value of dyn file.


Bloody hell... if I ask nicely enough, can you have the game make a cup of tea every hour as well?


<Insert witty sig block here>
#3950550 - 05/07/14 11:24 PM Re: Rotor Blades animation [Re: thealx]  
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NutsnBolts Offline
Needs moar Mi-24
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Also, I regret to be bearer of bad tidings but I have a couple of problems.

First, screenshots are coming out weirder than a weird thing. To whit, they're coming out like this (view taking from my Hind's Day Filter camera):




No CTD, weirdly - just nearly unusable screenshots. However, since they were causing the game to CTD, I think they can safely be sacrificed - will have to download FRAPS or similar.

The second is rather more problematic and makes using said cameras difficult; it applies not only to the Hind cameras but to all EO systems. The problem is that, at high angles and long ranges, objects' textures seem to "blip" in and out of vision. Basically, the objects become temporarily invisible, and the effect varies according to angle of approach and range, with medium-high angles and medium ranges (~3km) being worst for it. As I approach the object, the "blipping" gets faster, until eventually the objects textures never disappear.

It's very hard to describe but realtively easy to illustrate - if you have screenshots! For now, these very poor photos may help, for any sufficiently skilful photo-interpreters.





<Insert witty sig block here>
#3950606 - 05/08/14 03:15 AM Re: Rotor Blades animation [Re: thealx]  
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thealx Offline
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It was small issue that I found right after I shared the download link. You can re-download latest archive and copy it's exe to game folder, screenshots will be fine.

Sounds like z-buffer issues. can you try to launch game with ntnl=1 (software rendering)?

#3950652 - 05/08/14 06:58 AM Re: Rotor Blades animation [Re: thealx]  
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SKIP2008 Offline
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Hi Thealx, debug_log text not generated i don't know why, tested yesterday and no CTD, wow simply amazing.There's just one thing, fuel consumption in kiowa and AH64A stay always on 2500 lbs.

Last edited by SKIP2008; 05/08/14 07:04 AM.
#3950657 - 05/08/14 07:30 AM Re: Rotor Blades animation [Re: SKIP2008]  
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thealx Offline
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Originally Posted By: SKIP2008
debug_log text not generated

It means game wasn't able to catch this bug. thanks for looking.

fuel_weight value.delta (fuel consumption) in generated dyn file (default model likely) was "0", it will be fixed in next update.

#3950665 - 05/08/14 08:32 AM Re: Rotor Blades animation [Re: thealx]  
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ColJamesD Offline
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One thing that has been with the game since it came out on CD in 2000 and not addressed and fixed with each mod after mod.

I wish someone will one day fix these:

large numbers of helicopters stuck in a circling pattern at FARP and Airbases waiting to land and never landing.

http://www.combatsim.com/cgi-bin/ubbcgi/ultimatebb.cgi?ubb=get_topic&f=51&t=001719

transfer missions that are available and you can't enter the cockpit after you accept the gunship; they end up expiring.

http://www.combatsim.com/cgi-bin/ubbcgi/ultimatebb.cgi?ubb=get_topic&f=51&t=000950

Maybe one day someone will decide to tackle them.

I remember even calling Empire Interactive and talking to their support and they couldn't figure out what caused it.

I wonder where those players are nowadays?

I even told them exactly which campaign map, which side, which FARP and Airbase, which Call Sign, etc etc

Ah yes... the good old days:

http://www.combatsim.com/cgi-bin/ubbcgi/ultimatebb.cgi?ubb=get_topic&f=51&t=001302

http://www.combatsim.com/cgi-bin/ubbcgi/ultimatebb.cgi?ubb=get_topic&f=51&t=001332

http://www.combatsim.com/cgi-bin/ubbcgi/ultimatebb.cgi?ubb=get_topic&f=51&t=001423


What's in the box? C'mon, what's in the boooox?
#3950937 - 05/08/14 06:40 PM Re: Rotor Blades animation [Re: thealx]  
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Archer11 Offline
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Err, what?
Just tried to reproduce some strange stuff I got in the last days.
Like vanishing landing-pads when switching from FLIR to DTV (at least on Thailand and Libya maps),
bouncing helicopters on ground (again),
troubles with ForceFeedback and TrackIR (heli only stood still with FLIR activated)...

But there was no chance to get these errors today although I tried for 2 hours on many maps... smile and I haven't changed anything!!!
(EEAH + 1.1e + EECH + 1.15.0 patches (1.14 smoke) + 1.15.4 and both fixes)

Even got EO horizontal and vertical working with the ministick on my CHpro-throttle (no chance ever before although axes were shown correctly)

I really don't get it and hope it keeps on running this way. Going for a beer now, happy as I am.
Thanks again!

#3950944 - 05/08/14 06:46 PM Re: Rotor Blades animation [Re: Archer11]  
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BeachAV8R Offline
Lifer
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Originally Posted By: Archer11
Going for a beer now, happy as I am.

Flying EECH with an adult beverage by your side is the best way to enjoy this gem.. thumbsup

BeachAV8R



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