#4516903 - 04/17/20 03:22 PM
Re: EECH ver1.16.1 is out! -=! EECH 20th anniversary !=-
[Re: thealx]
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**DONOTDELETE**
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BANITA
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there is a saying-there's always a bigger fish. even if it's a simple copy paste , it's still a big work.
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#4516912 - 04/17/20 03:32 PM
Re: EECH ver1.16.1 is out! -=! EECH 20th anniversary !=-
[Re: messyhead]
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Joined: Dec 2012
Posts: 1,381
thealx
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Congratulations guys, its the 20th anniversary thanks to yours efforts. Today this sim is and looks as time better, its a really good job. Thanks to you toó I am having the best experience in computers games, to see how this project its grows. Thanks for your attention, its a pleaser. Thanks very much to all of you and long live this comunity!! Thanks! And thank to all players and testers that leaving bug reports and feedback - it really saves a lot of time. Work still going on so stay tuned. Thanks. I only played a small part, but I'm also happy to see improvements being released. Thealx did most of the fixes and put the release together. You are doing good job on cockpits changes - we have big issue here that no tutorials available about code structure, so you have to spent hundreds of hours changing/copying existing code before it will be possible to add something really new.
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#4516929 - 04/17/20 04:26 PM
Re: EECH ver1.16.1 is out! -=! EECH 20th anniversary !=-
[Re: thealx]
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Joined: Dec 2010
Posts: 1,878
messyhead
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Thanks. I only played a small part, but I'm also happy to see improvements being released. Thealx did most of the fixes and put the release together. You are doing good job on cockpits changes - we have big issue here that no tutorials available about code structure, so you have to spent hundreds of hours changing/copying existing code before it will be possible to add something really new. Well thanks for saying, but I still feel like it's a lot of trial and error to work out how things work, and there's a lot I'm not sure of.
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#4532249 - 08/01/20 05:12 PM
Re: EECH ver1.16.1 is out! -=! EECH 20th anniversary !=-
[Re: thealx]
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Joined: Dec 2011
Posts: 4
Setmose
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Jerusalem, Israel
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I think there are some problems in 1.16.1 or earlier with the textures in the AH64D cockpit. Look down into the furthest-lower-left corner of the CPG cockpit to see some buttons that are displayed in a messed-up way, and where there shouldn't be buttons.
Worse is Aeyes AH64D free cockpit. Several textures are flipped vertically so as to have mirror-backwards text, and several are mapped into the wrong locations.
I think one problem may be how DDS textures are handled -- something changed. But then, the default cockpit is all BMP.
I contacted Aeyes, and he (not surprisingly) says he hasn't looked at the product in years, and he won't be back at his rig until mid-August. But still, he gave an amazngly quick response! :-)
Last edited by Setmose; 08/01/20 07:04 PM.
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#4532305 - 08/02/20 07:41 AM
Re: EECH ver1.16.1 is out! -=! EECH 20th anniversary !=-
[Re: Setmose]
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Joined: Dec 2012
Posts: 1,381
thealx
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I think there are some problems in 1.16.1 or earlier with the textures in the AH64D cockpit. yes, textures messed up at some point and stayed unfixed so far. Worse is Aeyes AH64D free cockpit. Several textures are flipped vertically so as to have mirror-backwards text, and several are mapped into the wrong locations. where did you get these textures - from mod author website? this pack no longer compatible because DDS textures should be not flipped since 1.16.0, but you can try another one from here https://SimHQ.com/forum/ubbthreads.php/topics/4450453/
Last edited by thealx; 08/02/20 03:41 PM.
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#4532354 - 08/02/20 07:36 PM
Re: EECH ver1.16.1 is out! -=! EECH 20th anniversary !=-
[Re: thealx]
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Joined: Dec 2011
Posts: 4
Setmose
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Jerusalem, Israel
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Yes, I got the mod from Aeyes website cockpits.nl.
I contacted him yesterday, and he said he might look at the problem when he gets back from vacation in mid-August.
Thanks for the link. That user has gotten 95% of the way, but there are still some errors in his screenshots IMAGE003.jpg: two instances of "Processor Select" panel on pilot's right side, one with mirror text.
But it seems that the problem does have a solution.
Best regards.
Last edited by Setmose; 08/02/20 07:38 PM.
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#4532576 - 08/04/20 04:01 PM
Re: EECH ver1.16.1 is out! -=! EECH 20th anniversary !=-
[Re: Setmose]
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Joined: Dec 2012
Posts: 1,381
thealx
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I think there are some problems in 1.16.1 or earlier with the textures in the AH64D cockpit. Look down into the furthest-lower-left corner of the CPG cockpit probably misunderstood your post, I remember some textures UV problems was somewhere in AH-64D, but I can't see it in the latest version. can you send an example picture where that issue is highlighted?
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#4532581 - 08/04/20 04:20 PM
Re: EECH ver1.16.1 is out! -=! EECH 20th anniversary !=-
[Re: thealx]
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Joined: Dec 2012
Posts: 1,381
thealx
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#4550408 - 01/01/21 05:25 PM
Re: EECH ver1.16.1 is out! -=! EECH 20th anniversary !=-
[Re: thealx]
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Joined: Jun 2005
Posts: 2,130
Reticuli
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"If blade stall is disabled - only small shaking will appear."
That shaking is very interesting for overspeeding when added to the roll moment and eventual rotor damage. I like how hard maneuvering when RBS is starting makes it and the risk of damage even worse. I also notice that when cruising that a larger bank angle causes more shaking. Nice. It would add a lot to have benign shaking occur when not in RBS and dynamically & increasingly with sudden extreme collective decreases and increases such as on not-gentle takeoffs, when going in and out of translational lift, and dynamically & increasingly during extreme maneuvering such that when going from one extreme axis input to the other end -- like going from -1.0 to 1.0 in the X in a fraction of second you'd get the maximum amount of shaking. Going from -0.7 to 0.7 on the X and increasing the collective very rapidly by 2/3 might additively also result in the the maximum amount of shaking briefly. Basically high rotational acceleration and large/fast main rotor pitch changes could induce shaking to increase the sense of 'feel' from over controlling, along with a canned inducing of the shaking from passing the ETL threshold. I suppose on the ETL threshold, the harder/faster you push through or out of it the more the shaking could be. Heck, any extreme, sudden high drag state and deceleration at speed could also induce shaking. The aircraft shaking is where a lot of the sense of nuance and believability seems to come from in flight sims.
More fragile choppers might also benefit from damage occurring with the above extreme maneuvering, though. Coaxials, a little Kiowa, and utility/transport helos have certain limits. So if the main rotor(s) can break during RBS, maybe too much of maximum shaking when being rough could break stuff on some (or all) of the helos.
Obviously the RPM affecting lift on 'most advanced' FM 02 might be a lot more useful down the line for things like sudden overpitching of the main rotor if FM 02 is eventually otherwise more useable.
The momentum, streamlining/weatherviening, lift, and drag relationship when cruising and bringing the nose up already on FM 01 appears to actually be superior to even DCS right now, which even on their shark and huey oddly bleeds speed too rapidly in that sim. EECH is not at X-Plane 11 level in that regard, but surprisingly and thankfully takes quite a while to decelerate compared to DCS... well, assuming you're not doing hard banks. EECH bleeds speed still too rapidly in banks just like DCS does, but at least from simple pitching up EECH isn't too bad.
Last edited by Reticuli; 01/01/21 06:59 PM.
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#4550660 - 01/04/21 05:08 PM
Re: EECH ver1.16.1 is out! -=! EECH 20th anniversary !=-
[Re: Delfi]
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Joined: Dec 2010
Posts: 1,878
messyhead
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It seems the Ka-50s all spawn on airfields and immediately rip their rotors off. Which map are you playing on? Are they spawning in Farps?
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#4553679 - 01/26/21 02:49 PM
Re: EECH ver1.16.1 is out! -=! EECH 20th anniversary !=-
[Re: Witchy Woman]
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Joined: Dec 2010
Posts: 1,878
messyhead
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The site to download the installer is dead and has been for over a day I spoke to thealx, and he said he'll try to get the domain renewed.
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#4553704 - 01/26/21 06:04 PM
Re: EECH ver1.16.1 is out! -=! EECH 20th anniversary !=-
[Re: Delfi]
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Joined: Jun 2005
Posts: 2,130
Reticuli
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Posts: 2,130
Dayton, OH, USA
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immediately rip their rotors off. Regarding 1.16.1 and 1.16.2... As far as I can tell, this is result of GWUT and/or ini dynamics values in combination with strange yaw characteristics in the sim's flight dynamics calculations right now. One consequence of these strange yaw calculations is that in FM 0 & 1 yaw gain is often too great and accelerates, and in FM 2 coaxials lack yaw authority. With FM 0, a script to halve or even assign a yaw divider axis is useful... along with you being gentle. In real life, you do need to pump an Apache's pedals back and forth to stabilize rates, so not entirely unrealistic. It's also impossible to yaw properly and safely with FM 2 when taxiing. Yes, coordinated turning isn't phased-out by the time you get below ETL like it should on FM 0 & 2, but FM 1 not only has no coordinated turning, but is lacking aerodynamic streamlining in the yaw. That leaves FM 0 as the remaining universally-useable FM in EECH right now. You lose the 'advanced alternative' RPM autorotation effects of FM 2, but autorotation in FM 0 is still possible without FM 2's imperfect RPM effects, anyway. You need to put the collective min at 10% in the EECH.ini to prevent excessive low pitch on main rotors and too much decel capability that EECH otherwise exhibits. The following works for the Saitek throttle to do this and still allow max torque. YMMV depending on your HOTAS model. With PPJoy and GlovePIE discussed later, you can also get true nonlinearity in the middle of the range of the collective where proper cruising collective should be. There's not much that can be done on your end yet to resolve the poor lift and roll that occurs at only 30% torque, though, so you will be taxiing often over 50% torque. nonlinear-collective-zone1=0.4 # 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=0.9 # 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=50.0 # collective percentage at zone1. Valid values are in range from 1.0 to 99.0, default is 60.0. This is the best tweaking I've managed in EECH.ini for the flight model so far: [Dynamics] flight_model=0 enginerealism=1 drbs=1.0 drv=1.0 dra=1.0 drd=0.1 dmrl=0.9 dtrd=10.0 dyal=2.5 # you can leave this at 5.0 if you plan on having crosscoupling deactivated dyad=3.0 Also make sure dynamics are all truly activated inside the sim, with crosscoupling optional depending on if you want auto-tail-mixing. Go to the following thread for more info. If you have a long-deflection pro pole cyclic with mechanical trimmer lock (many people using X-Plane, Flight Gear, and Aerofly this way now), you don't need to install PPJoy and use GlovePIE scripts... other than finding a way to reduce total yaw gain/authority and possibly find ways to make the collective truly nonlinear. Obviously other than adjusting the min (to truncate to 10%) and max (to allow 120%) on the collective in the ini, a true pole collective without detents probably doesn't need any nonlinearity like HOTAS throttles benefit from. If your pedal or twist axis' own software adjustment works with EECH properly (i.e. reducing its maximum authority is actually seen by the sim), then that might be enough to mitigate the excessive yaw in FM 0. I nonetheless highly recommend at least utilizing PPJoy+GlovePIE if you have a spring-loaded deflection or static pressure 'joy' stick, though, as it will roughly allow rotational rate commanding & automatic attitude hold like helos with actual side sticks. Think Janes Longbow Anthology. There are 'pressure' input axis values in the EECH code, but they do not appear to be utilized yet and we don't 100% know that they do this yet, anyway. We are working on finding out. https://SimHQ.com/forum/ubbthreads.php/topics/3781630/5/flight-model-or-where-is-it
Last edited by Reticuli; 01/26/21 08:11 PM.
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