#3963561 - 06/06/14 07:16 AM
Re: EECH 1.15.2 update available
[Re: thealx]
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Joined: Dec 2012
Posts: 1,381
thealx
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Member
Joined: Dec 2012
Posts: 1,381
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#3963600 - 06/06/14 10:50 AM
Re: EECH 1.15.2 update available
[Re: thealx]
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Joined: May 2012
Posts: 149
SimonAlonso
Member
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Member
Joined: May 2012
Posts: 149
spain
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Hello everybody. Waw!!!...Thealx, I can't believe all the awesome work you have done, and the amount of things you have improved, not only in visual effects, there are too a lot of details, and all is very realistic. It's very nice to see the new activity with ships, ground units, aircrafts and helos. Now the helos use their cannos us other helos, awesome. I can't belive that after your hard work you are thinking in new proyects and helping other modders with very interesting proyects for the future. I have no words.
For me, now, you are the MASTER AND COMMANDER.
Thank very much to the other modders who have contributed to the new release, you have done a very good job too. I'm very pleased to see the new activity level with this GAME/COMMUNITY. I love you guys, you are doing my fovorite game better as time.
Long live for the COMMUNITY AND EECH.
Again thank you very much.
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#3964043 - 06/07/14 12:00 AM
Re: EECH 1.15.2 update available
[Re: thealx]
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Joined: Nov 2013
Posts: 183
NutsnBolts
Needs moar Mi-24
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Needs moar Mi-24
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Joined: Nov 2013
Posts: 183
York, UK
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Gents, having some confusion. Some of the EECH.ini string descriptions seem to be leftover from earlier iterations of the INI. For example, the Flight Model strong had (during RC4 Fix 8) 3 values - 0 = Default, 1 = Werewolf, 2 = thealx 1, 3 = thealx 2. Is this still the case? Currently the description suggests it's missing the second advanced FM.
<Insert witty sig block here>
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#3964106 - 06/07/14 04:54 AM
Re: EECH 1.15.2 update available
[Re: thealx]
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Joined: Dec 2012
Posts: 1,381
thealx
Member
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Member
Joined: Dec 2012
Posts: 1,381
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it was 0: default 1:werewolf 2: arneh until undercarriage dynamics was finished and arneh's FM became default, default eliminated (technically it's same FM just without suspensions). after alt FM appears it's became "0 is default flight model, 1 is werewolf's adjustments of default FM, 2 - alternative pseudoreal FM (def = 2)", there is never was 4 options. so "0" and "1" is first advanced FM, "2" - second.
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if you saw eechcentral page about FM, there was an error, it's corrected now.
Last edited by thealx; 06/07/14 09:34 AM.
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#3964118 - 06/07/14 06:36 AM
Re: EECH 1.15.2 update available
[Re: thealx]
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Joined: Dec 2012
Posts: 1,381
thealx
Member
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Member
Joined: Dec 2012
Posts: 1,381
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Update is available. Fixed troubles: - Profile conversion from previous game versions - Smokes and explosion database version increased - Mi-28 cockpit lighting with Software rendering ("notnl = 1") *1.15.2 installer updated as well, no need to download this fix if you just started to upgrade your EECH 1.15.0. If you made any changes in smokes/explosion files, you can increase their version manually to work with updated EXEs. Open EXPLOS.CSV, METASMOK.CSV and SMOKES.CSV in Notepad or any other text editor and increase number after SMOKE; or EXPLOS; on one (SMOKE;1 will be SMOKE;2 etc.), save and close files. If you didn't make any changes, just overwrite them with files from the archive. After unpacking FIX files you should manually delete playersv.bin file from /cohokum folder. If you have profile from 1.15.0 or 1.15.2RC3 or earlier, you can copy it into 1.15.2 /cohokum folder. If you still want to use current 1.15.2 profile you can change it's version manually in any HEX editor - change first byte value of playersv.bin file from 04 to 05. Download: eech_1152FIX1.zip
Last edited by thealx; 06/07/14 09:06 AM.
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#3964616 - 06/08/14 04:07 PM
Re: EECH 1.15.2 update available
[Re: thealx]
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Joined: Jun 2014
Posts: 2
ss3x
Junior Member
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Junior Member
Joined: Jun 2014
Posts: 2
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Hey, im new here. Please... can someone tell me, how disable ForceFeedBack trim support? I have got only chinees rumble joypad. Trim on keyboard have very strange efect, no flight correction only vibrate like hell. Thx and exuse my english. EDIT: http://eechcentral.simhq.com/index.php?title=Forcefeedbacklast paragraph... and i need oposit off this. Leave Effect and Disable FFB trim support THx
Last edited by ss3x; 06/08/14 04:12 PM.
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#3964630 - 06/08/14 04:39 PM
Re: EECH 1.15.2 update available
[Re: thealx]
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Joined: Jun 2014
Posts: 2
ss3x
Junior Member
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Junior Member
Joined: Jun 2014
Posts: 2
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Ok, im plaing on TV with gamepad and couch (like on xbox, but without eech.ini  ), gamepads have only rumble, no real force. But realy great work, nice piece of work and reverse engineering.
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#3964793 - 06/09/14 12:12 AM
Re: EECH 1.15.2 update available
[Re: thealx]
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Joined: Jun 2005
Posts: 2,130
Reticuli
Member
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Member

Joined: Jun 2005
Posts: 2,130
Dayton, OH, USA
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Considering I don't know where or how to alter the Comanche radar mast or do a scout-only version, I decided to take your advice and spend a little time on the GWUT to improve the cannon performances. https://app.box.com/s/f30f6urax1fj58qjc6vhAssuming I did this correctly and the CEP is a direct conversion from dispersion (correct me if I'm wrong)... I did some research on cannon accuracy, kinetic energy of the rounds at muzzle exit versus HE shell content. I was trying to treat the current in-game Hokum gun dispersion as 1.5 milliradian and a baseline. The Apache is treated as 3-4 milliradian and have brought it up slightly to 0.0012 even though it should probably be 0.0013 or higher. I think that makes it equivalent to 3.3 milliradians dispersion now relative to the other flown choppers. AlphaSix and Arneh had settled on a visually-pleasing round spread for the M230, so I decided to work around this and not increase it too much. I previously errored on the side of a more stable rotor system's effects for the Viper and Comanche (two of the three helos using the m197 in EECH) using the lower end of the calculation range at 0.00072, though if all other things were equal I think it would be 0.00079 with the adjacent Apache and Hokum gun values. I made the m197 the latter, higher quantity for this GWUT upload so as not to ruffle too many feathers. The GAU-8 could maybe be higher on damage given my calculations on exit kinetic energy, but it's hard to tell when you take into account in-flight drag... which I assume in the game is only affecting flight, not the damage. So I left most of that where it was. Some of the larger caliber ship weapons also look excessive by more than double the damage versus comparable kinetic energy in some cases, but then again they also tend to have large HE components as you size up to, say, 100mm frigate guns. So I didn't do much to them, either. I think I changed one or two additional cannon values on rounds with much less kinetic energy than was assumed due to less velocity that also did not have some substantial additional HE content to account for this. I tried not to worsen anything's armor piercing capability if it is a special penetrator round and this was already clearly figured in. There's no gun round fragmentation differences, which was a little disappointing considering some of them, like 20mm rounds, have wide frag effects but poor AP capability. There's also no self-destruct or air burst value for the rounds, so in one case I just made its self-destruct value a new lower max range. (Correction, there does appear to be self destruct, though I don't know if it explodes. Added for m792.) And obviously there's no heat-related burst limits. So Apaches can fire continuously without needing on average about 5 seconds every 50 rounds to cool. The burst limit thing in the GWUT is for stuff other than cannons, apparently, as I assumed it would allow at least the AI to have bursts and wait. But it crashed the sim trying to load that GWUT. So no changes there. It's also interesting to note that in real life besides thermal issues being mitigated, firing in short bursts usually results in the stated dispersion for a given gun. Longer bursts increase the spread of rounds away from the intended point. Edit: I just improved the CIWS (Vulcan and AK-630) accuracies to 0.0006. A new Phalanx is on-average a 1.5mr dispersion, but as they age and as burst time increases, this gets worse. I could not find info on AK-630 dispersion, but in the interest of game balance made it the same. Are there any other CIWS anti-missile systems in EECH, like the Goalkeeper or Kashtan? A lot of other automated gun CEP probably need to be reduced in the GWUT... again, assuming this dispersion to CEP conversion is at all sound ;-) The manually-fired small arms probably ought to keep their current bad scatter. Are the autopilot values inside the GWUT as well?
Last edited by Reticuli; 06/10/14 11:11 PM.
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#3964811 - 06/09/14 01:03 AM
Re: EECH 1.15.2 update available
[Re: thealx]
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Joined: Jun 2005
Posts: 2,130
Reticuli
Member
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Member

Joined: Jun 2005
Posts: 2,130
Dayton, OH, USA
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I think we need a delay between when a landed chopper at a FARP is damaged while on the ground by enemy fire, and when it can start getting repaired. It seems that as soon as they are hit, they are being repaired, which means they can take an unrealistic amount of damage while being unloaded on but just sitting there.
There's also the continuing issue of how to reconcile aerodynamic streamlining of the fuselage (esp tail) or weather-veining while in-flight, to the useful and accurate capability to yaw certain aircraft or fly sideways like on the Ka-50/52 and Rah-66. This is most problematic when a tail rotor is damaged and you attempt to keep from spinning by using forward flight to weather-vein, which isn't currently possible with the "pseudo-real" flight model now. This is probably a hard conundrum to resolve given the simplicity of the EECH flight model, and may be further complicated by the thinner air density recently tweaked to reduce ceilings and top speed. If we have to choose between one extreme or the other, I think the current implementation is probably preferable considering eventually with a damaged tail rotor in real life you will lose enough speed and never get yourself back into sufficient forward motion.
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#3965262 - 06/09/14 11:37 PM
Re: EECH 1.15.2 update available
[Re: thealx]
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Joined: Jun 2014
Posts: 2
3catcircus
Junior Member
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Junior Member
Joined: Jun 2014
Posts: 2
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I remember someone told about similar problems but it was solved after game reinstall. you can try next: - change Flight model in eech.ini (flight_model = 0) - be sure that you have no any controls on your joystick (everywhere in the game controls settings should be "keyboard"), maybe game have troubles with reading data from it - switch "Cross couple" in dynamics options (turn it on or off) I figured it out - I had to dial up the deadzone for my rudder axis...
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#3965581 - 06/10/14 03:06 PM
Re: EECH 1.15.2 update available
[Re: thealx]
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Joined: Dec 2012
Posts: 1,381
thealx
Member
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Member
Joined: Dec 2012
Posts: 1,381
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It's true, single sweep (sweap in keyguide =) mode doesn't work, even if key is configured properly and all functions are present. looks like it's a bug, can't say when and why it appears.
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nope, it works. after hitting shift + Num/ radar became inactive after finishing current scan. press Num/ and next sweep will be started. for returning to continuous mode press shift + Num/ again.
Last edited by thealx; 06/10/14 03:15 PM.
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#3965670 - 06/10/14 06:06 PM
Re: EECH 1.15.2 update available
[Re: thealx]
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Joined: Jan 2010
Posts: 464
tirta
Member
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Member
Joined: Jan 2010
Posts: 464
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thanks thealx  I confirm it works with "left shift" key but not with "right shift" key on my system. also I notice there is some stuttering in the graphic. I am using gtx560. can you share your graphic setting? is it possible to minimize it?
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