#4064313 - 01/15/15 05:21 PM
Re: Cockpits improvement program
[Re: thealx]
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Joined: Dec 2012
Posts: 1,381
thealx
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Joined: Dec 2012
Posts: 1,381
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hi! currently FARP territory is 400x400 meters square, but sometimes landing pads placed outside of this area so only way you can use ground support functions is roll around or take off and land closer to the keysite icon on the map. it's common game issue, but I didn't tried to fix it yet. nose gun has three modes - Pilot's control, Operator's control and stowed position. if Pilot's NOSEGUN CONTROL and ARM MASTER switches are enabled, gun fixed at zero angles - you can use it like boresight weapon with automatic or manual aiming. if NOSEGUN CONTROL is disabled and Operator's ARM MASTER switch (round metal plate on the left handle of Operator's collimator) is enabled, gun can be controlled by this collimator (enter aiming mode with F3 or disable frictional brakes, but it's not good idea). in other cases gun fixed in stowed position and can't be used.
Last edited by thealx; 01/15/15 05:23 PM.
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#4064561 - 01/16/15 08:44 AM
Re: Cockpits improvement program
[Re: thealx]
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Joined: Dec 2012
Posts: 1,381
thealx
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you still didn't answer what exactly you tried to do, what keys used, is manual engine start up enabled or disabled.
agree about last one - avionics damage cause huge workload, but without it making all these complicated systems will be pointless.
XIII, there are 3 keys for systems and 7 keys for weapons, can't see how it can be simpler.
Last edited by thealx; 01/16/15 08:48 AM.
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#4064581 - 01/16/15 12:01 PM
Re: Cockpits improvement program
[Re: thealx]
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Joined: Jan 2015
Posts: 14
GAFflyer
Junior Member
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Junior Member
Joined: Jan 2015
Posts: 14
Nordrhein Westfahlen
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@ CG I'm not sure if Alex's Hind is the right thing for you. It is complex just for the sake of being complex. There are people out there, like me, who enjoy the work and effort one has to put in to master the beast, and after weeks of training, being finally able to employ it efficiently in combat. I also understand that there are people who just want to give it a quick spin, blow stuff up and have fun. But that would do this awesome project of alex little justice.
@ Alex I wanted to offer you my assistance, if you need any. While I am studying computer science at the moment I don't think my coding "skills" would be much of help. However, If you want me to, I could rewrite the Manual to make it more easy to understand and translate it into proper english (*edit And add some screenshots). What do you think?
Last edited by GAFflyer; 01/16/15 12:06 PM.
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#4064614 - 01/16/15 01:53 PM
Re: Cockpits improvement program
[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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Imo best option for arcade people is leave forever to download 1.15.2 my plan was (still is) to reach compromise by using different difficulty levels, but yes - worst scenario will be something like that. GAFflyer, I sent to you private message.
Last edited by thealx; 01/16/15 02:41 PM.
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#4064667 - 01/16/15 02:55 PM
Re: Cockpits improvement program
[Re: thealx]
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Joined: May 2013
Posts: 411
SKIP2008
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Member
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Posts: 411
ITALY
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#4064674 - 01/16/15 03:06 PM
Re: Cockpits improvement program
[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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At this point it might be time to think about some form of mod loader, allowing players to pick the mod/s they want to run with the game. Obviously not a simple task, but it seems to me to offer a good combination of flexibility and ease if use. In this way, one could, say, run EECH 1152 but leave off 1153, particularly if a hypothetical 1154 doesn't require 1153 to run.
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#4064876 - 01/16/15 10:49 PM
Re: Cockpits improvement program
[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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I turn clickable cockpit off in the ini file and still can't turn the engine on using the keyboard.
It looks good and thanks for the hard work to do it but looking at the 2 pages of instructions for the MI-24, I just don't have the time to learn all those.
It's easier to play the old way with the keyboard and mouse keys.
Spend 30 min trying to start the engine and before you can even take off, the enemy has already turned you into a fireball while you are still on the helipad messing with all the controls.
Then when you get into combat and warnings are going off and missiles and small arms fire are coming at you, there is no time to look at all those switches and panels and pan left and right and up and down. By the by, I'd urge you to keep at it. Maybe it's not for you, of course, and if so, that's fair enough! But it might be that you have to work at it to appreciate the fruits of your work at the end. When I first picked up EECH, I immediately leapt into the Hind - and got shot down. A lot. It took me a good 20 or 30 attempts to get my first success, and that was a Strike mission, because I'd decided the Hind just could not do SEAD, BAI, CAS etc. But the feeling of achievement when I finally watched a Sturm strike home on its target for the first time? That was good. Very good. Also, I'd still like to see some screens of what you're doing. You might be missing something - god knows I did! ETA: Also also (I know, too many), how you describe the Hind in action? Exactly how I feel in the Apache. It's like putting a Roman legionary into the Battle of Ypres - I have zero idea what the hell's going on, I can't work out how to do anything with my equipment, my pedal control's bloody backwards, and eventually I often end up flying it into something unhelpfully solid. So I sympathise, because I always end up chucking in the towel and going back to my nice, comforting Hind and her forest of dials and switches!
Last edited by NutsnBolts; 01/16/15 10:55 PM.
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#4064899 - 01/16/15 11:51 PM
Re: Cockpits improvement program
[Re: thealx]
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Joined: Nov 2013
Posts: 183
NutsnBolts
Needs moar Mi-24
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Needs moar Mi-24
Member
Joined: Nov 2013
Posts: 183
York, UK
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AFAIK, the Mi-24 modelled in EECH is the Mi-24V as it was in around 2000, without any of the subsequent upgrades that enable the later Mi-24 versions (PN, VM and the like) to operate the Ataka missile. You'll notice on the photo above that the stub-wing has been shortened, by the removal of the endplates formerly used to carry a Sturm tube mounting; and that the inboard pylon also carries what look, to me, like AAMs (Igla?), another capability the Mi-24V doesn't have. So, in truth, EECH is simulating an older Mi-24 type than the Russian Air Force presently uses. However, since some 750+ Mi-24Vs were exported, there are probably an awful lot of them still soldiering on without upgrades. At least, that's how I understand things. Someone more knowledgeable than me will probably correct me 
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