Hey, guys! Finally, we get together all issues fixes and some new features.
HOW TO INSTALL
You need to have EECH 1.16.0 to be installed. Clean install is recommended, but you can try to update your current 1.16.0 or 1.16.1test versions, but only if no other mods was installed.
If you have no Enemy Engaged: Comanche vs Hokum game, you can get it on GOG.com
Manually:
* If you have vanilla (unpatched) version, you need to install 1.16.0 version first * Download 1.16.1 patch installer (Mirror) * Check components you want to install * Select 1.16.0 or 1.16.1t game folder * It also recommended to remove EECH.INI file, but if you're not willing to do so - just change "wut" INI parameter: wut=GWUT1161.CSV
* Download and launch installer application * Select installed game (vanilla or 1.16.0/1.16.1t) * Click on checkbox near to allMods pack 1.16.1 version title (1.16.0 first if it not installed) * Click Update button * Remove content of EECH.INI file in case of clean install (by clicking notepad icon at the bottom of app screen) * Ensure that GWUT option changed to GWUT1161.CSV * Launch the game to ensure it was installed correctly, after that you can install other mods (like Poland map + Airfields mod or MOD PACK 2019v1)
! Do not install music if you don't need it, to avoid any hidden issues. ! Two packs of dynamics files available - modified by Javelin (1.16.1) and from previous version (1.16.0 but technically same as in 1.15.4). Can be updated anytime without game reinstall.
RECOMMENDED MODS
* Poland map + Airfields mod 1.4 (by Soczkien) - affect FPS, some FARP position issues (possible helicopter damage right after mission start), cause compatibly issue in multiplayer - if you are planning to play online, you probably will need this mod as others will have it too * MOD PACK 2019v1 (by Rapota) - updated textures and models of vehicles and aircrafts (some models issues, missing or not properly adjusted LODs), Comanche cockpit remaster * AH64D High Res Texture Pack - can be installed independently for now. Delete the cohokum\graphics\textures\cockpit\ah-64d-cockpit folder first.
SUBMIT ISSUES
If you experience any problems - please post them here
Havoc cockpit now has working needles for instruments Left/Right Engine RPM shown in Rotor RPM gauge Status Panel Lamps working Threat Warning Display working (needs reworked as using Hind threat warning) Warning Panel Lamps working Master Alarm lamp working Chaff/Flare lamps now working (including damaged state) Weapon panel lamps now working (including damaged state)
Remodel of the cockpit, by Viper Re-texture of the cockpit, by Viper Additional switches, by Banita Instrument needles for working gauges Hud lens is now transparent Wiper position is fixed Collective lever animation and position fixed Rudder pedals position fixed Cyclic position fixed Eject camera view fixed EKRAN display added Working weapon panel Lamps added
Overall fixes
Wut text on startup screen moved Menu screen title font changed to help it scale better Ka-50N Night Shark upgrade with FLIR, the MFD video contrast upgrade
An air density fix Hover-Hold "H" / Stable-Hover-Hold "SHFT-H" (Requirements: speed less than 40 knots and LET GO OF THE JOYSTICK to engage it) Use "ALT-J" to lower the Hover Height and "ALT-K" to raise it (10 ft or 5 meters) Use CTRL-H in hover-hold/stable-hover-hold mode to enable heading correction to active target or locked terrain point Altitude-Hold "ALT-H" (no restrictions on engaging it) Basically a Helicopter cruise control, this is for nap-of-the-earth flying, but it switches to barometric altitude above about 300 feet (100 m). It also includes a speed cruise control, between 50 and 110. A new Pop-Up maneuver "SHFT-P" (Toggles, Up 20 meters on the first press, down 20 meters on the second keypress) Realistic Physics Settings for all of the flyable helicopters (these have been adjusted and all are correct now) Heading dampener into the Hover modes, since there is no joystick deadband now.
Gameplay changes
New masterserver INI value 2 "Private game" Simple realism restrictions removed (radars and EO can be used) Manual cockpit light in 3D cockpits (Ctrl-V shortcut) Loading different FARP object for each side (Reds - FARP_MAT_GREY.EES, Blues - FARP_MAT.EES) SAM radar scan floor changed to cone (higher at far distance, lower in close range), scan range decreased for some units Weapons added: Mi-6 12.7mm gun, Ka-29 GSH23L 23MM cannon pods Static objects added for airfields CIS_STATICVEHICLE_01-10, US_STATICVEHICLE_01-10, HESCO_01-10 Helicopter fuel amount calculation after mission started (amount of fuel, required to complete waypoints route + 25% reserve). If you are planning to spent more time in the air, increase amount of fuel clicking fuel indicator on Payload page before take off. Difficulty and realism adjustments (check http://eechcentral.SimHQ.com/index.php?title=Realism) Blade stall effect replacement (no rotor damage, helicopter flip instead). No difference between helicopter types, just a simple way to prevent overspeed. If blade stall is disabled - only small shaking will appear. Classic air density calculation function returned for helicopters FM New INI variable dyad (global air density modifier, 0.5 - increase dynamics ceiling, 2.0 - decrease) Eject event require Alt-E pressed twice. To stop eject process after single shortcut press - any camera button can be pressed, like F1 Power steering for CH-46 / CH-47 New INI variable unbind_jbuttons (disable default events for joystick buttons)
Fixed issues
The MFD Export issues The joystick Deadband Wrong helicopters weapon angles FARP object damage tail rotor (FARP collision box became larger) Masterserver connection error AI helicopters does not consume fuel Mouse does not work for view control while TrackIR is connected but disabled (TIR_idle INI varialbe) Forest trees appear as a wall because of same visibility distance Kiowa unstable engine torque Engine over-torque does not cause engine damage No rain effect in AH-64D Wrong fuel indication in large helicopters with default cockpit Controller Autoconfigure feature does not work Clouds pass through without opacity effects (textures flickering still happen) Helicopter explode right after hovering mode is disabled Camera position changed after Esc pressed in Hind
Game music (optional, still in testing stage)
new INI values: intro_music, ingame_music, action_music, complete_music one of 3 in-game tracks started when player's helicopter get in the air (if ingame_music=1), looped one of 3 action tracks started when player became target (if action_music=1), looped one of 3 mission success tracks played once (if complete_music=1) volume can be changed with System Warning notifications level option (temporary) when no music files installed, Music option in settings became disabled and inactive; if you install any music pack after that - this option should be enabled manually game crashes possible; if so, you can: disable one or several ini options, disable music in game settings (front screen, not in-game settings where you can adjust volume), remove /cohokum/audio/MUSIC folder manually
KNOWN ISSUES
Track any new issues in this thread - - > Issue Tracker
landed helicopter bouncing (you can try to force vSync in graphic adapter settings to fix it) large objects (like cloud or FARP) disappear near to the edge of viewpoint intro music does not playing music track length limited to 5 minutes
It's been a long time since the last release. Great work for everyone. I recommend checking a new professional flight model for all helicopters. For me,its the biggest revolution we've been waiting for many years.
Is it about Soczkien's Airfields I guess? I think he have used subobject RADAR for keysite animation, you can try to remove this label from scenes. Removing scenes themselves will break things for sure, so not an option.
Why airfields 1.4 is not included? Only 1.2 in 116. 1.4 is complete finished version.
1. large mods will be not included in offline installers for minor updates 2. it has issues - sometimes, several scenes placed in same keysite, as result - helicopters appear inside of some object 3. it can be installed in allMods installer in one click
" it has issues - sometimes, several scenes placed in same keysite, as result - helicopters appear inside of some object" Is this fixable in lightwave or in code? Because Soczkien will no longer do anything with this mod.
not 100% sure, but it may happen because in the map two keysites placed really close to each other, so enlarged scene doesn't fit correctly. I don't know how easy to change keysites position, or edit existing map - Soczkien know much more about it. it's always possible to make scene smaller, but that breaks whole idea.
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!!
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. 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.
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.
Originally Posted by messyhead
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.
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.
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! :-)
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.
Originally Posted by Setmose
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/
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.
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?
"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; 01/01/2106:59 PM.
The term "necroposting" was invented by a person with no social memory beyond a year. People with a similar hangup are those o.k. with the internet being transient vapor.
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.
The term "necroposting" was invented by a person with no social memory beyond a year. People with a similar hangup are those o.k. with the internet being transient vapor.