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1.15 Bug Report Thread

Posted By: citizen guod

1.15 Bug Report Thread - 12/24/12 06:03 PM

Report 'em here so the devs have one place to look. wink
Posted By: Umbra

Re: 1.15 Bug Report Thread - 12/24/12 07:54 PM

I am not sure if this is a bug, or I am missing something. The Kiowa does not seem to have any fire control system. Neither the Hellfire missiles or the Stingers will lock on to anything. I assumed it would work just like the Viper, but it does not seem to be functioning.
Posted By: FireBird_[WINE]

Re: 1.15 Bug Report Thread - 12/24/12 10:59 PM

Hellfires work both in LOAL and LOBL mode. Just use DTV or FLIR for targeting.
Stingers work too. But it's really difficult to lock the flying target by DTV or FLIR.
Do you need video to support my words?
Posted By: damson

Re: 1.15 Bug Report Thread - 12/24/12 11:00 PM

I was able to down enemy Ka-52 with the Stinger in the Kiowa, looked like boresight mode of acqusition. Just selected the Stinger and pointed my nose in general direction of the target and the seeker locked on it. The FLIR(?) on the mast also work, you can lock targets, but I didn't fired any Hellfires yet.

Edit: Hellfires work too wink
Posted By: Umbra

Re: 1.15 Bug Report Thread - 12/24/12 11:57 PM

That's weird. I cannot seem to lock up anything, but I will keep trying. Thanks for the replies:)
Posted By:

Re: 1.15 Bug Report Thread - 12/25/12 12:17 AM

^ It works exactly as in reality wink try track a moving target with the zoom telescope 20-30 x, you will know how difficult it is;)
Posted By: FireBird_[WINE]

Re: 1.15 Bug Report Thread - 12/25/12 12:22 AM

Yup, it's weird. But I was not informed about other targeting systems. Probably boresight should be implemented, but there was no such targeting system in EECH.
Posted By: ColJamesD

Re: 1.15 Bug Report Thread - 12/25/12 01:50 AM

I started Europe Map 2 a few hours ago and I played for 21 minutes on the Blue side and then I saved it and quit the game.

http://simhq.com/forum/ubbthreads.php/topics/3705849/Re_Careful_KA_50_crashes_on_V1#Post3705849

I just now try to load the same saved game as the Blue Side and it crashed.

I tried again as the Red Side and it crashed too.

memory reference something can't be read something

But if I start a new Europe Map 2 game on either side, it works.
Posted By: FireBird_[WINE]

Re: 1.15 Bug Report Thread - 12/25/12 02:03 AM

Sure, I'll check.
Posted By: Spock

Re: 1.15 Bug Report Thread - 12/25/12 02:17 AM

Would be nice if the new Viper Cockpit is used for all types of the AH-1 ;-) Maybe its not the correct Cockpit but still better as the simple 2D Apache Cockpit.

No one of the New Aircraft has good Targeting System (Like the Ka52 oder RA-66) frown Only DTV or Flir is available (no "FCR" or so) frown
Posted By: FireBird_[WINE]

Re: 1.15 Bug Report Thread - 12/25/12 08:42 AM

Governments cut spendings - radars are expensive. wink
Posted By: ColJamesD

Re: 1.15 Bug Report Thread - 12/25/12 11:21 PM

Originally Posted By: ColJamesD
I started Europe Map 2 a few hours ago and I played for 21 minutes on the Blue side and then I saved it and quit the game.

http://simhq.com/forum/ubbthreads.php/topics/3705849/Re_Careful_KA_50_crashes_on_V1#Post3705849

I just now try to load the same saved game as the Blue Side and it crashed.

I tried again as the Red Side and it crashed too.

memory reference something can't be read something

But if I start a new Europe Map 2 game on either side, it works.


I started a new Europe Map 1 this morning and I played it for 30 min and saved it.

Just went to load it and it crashed too.

So both Europe Maps do not load for me after you save them.
Posted By: ColJamesD

Re: 1.15 Bug Report Thread - 12/26/12 12:48 PM

Originally Posted By: Spock
Would be nice if the new Viper Cockpit is used for all types of the AH-1 ;-) Maybe its not the correct Cockpit but still better as the simple 2D Apache Cockpit.

No one of the New Aircraft has good Targeting System (Like the Ka52 oder RA-66) frown Only DTV or Flir is available (no "FCR" or so) frown


I shot down 2 KA-52 while flying the Viper and 1 Mig while flying the Kiowa.
Posted By: Agathosdaimon

Re: 1.15 Bug Report Thread - 12/26/12 04:08 PM

in the Ka-50 on the Afognak map i hit one of the view modes and the game crashed with a message saying invalid view mode

I presume though all the original helos are flyable and good still? what choppers is the hokum now called? is it the black shark or the ka-50? isnt it a 2 seater? sorry, simple question.
Posted By: ColJamesD

Re: 1.15 Bug Report Thread - 12/26/12 07:09 PM

The Hokum is still the Ka-52.
Posted By: Agathosdaimon

Re: 1.15 Bug Report Thread - 12/26/12 11:45 PM

great thank you - sorry, i then saw that - i dont know what i was looking for! i forgot that the Kokum is the two seater.
Overall it looks great!

The trees on the Europe map though have a funny white smokey texture near them though that makes them look like either a fault with the graphic or that the forests on the European island created are infested with with Enormous spiders. - its no big drama either way and all looks great nevertheless!
Posted By:

Re: 1.15 Bug Report Thread - 12/26/12 11:52 PM

It has been from the previous version of the trees ,
should be removed, tomorrow will do the correct texture and give a link.
I cant check this ATM, just try this- copy to cohokum\graphics \textures\terrai\europe and overwrite http://www.packupload.com/PIJLRER3AKL
Posted By: FireBird_[WINE]

Re: 1.15 Bug Report Thread - 12/27/12 08:45 AM

Got it, added to install.
Posted By: Agathosdaimon

Re: 1.15 Bug Report Thread - 12/27/12 03:38 PM

i have put the file in the europe terrain folder like you said and started a campaign there but the trees look worse now - see the image below.

also the the trees seem to be harmless in that the autopilot is follow waypoints and just flying straight through them without any problems at all. One, i would think autopilot knows better and two the trees need to be a little more solid


Also in the Apache Longbow - is it possible to move the cursor between the MFDs? i was looking at the left one up close but the cursor was just stuck in the MFD on the right- i recall on longbow 2 being able to seamlessly move it between them? or did i accidentally somewhere lock the cursor into just the right mfd?


Posted By: ColJamesD

Re: 1.15 Bug Report Thread - 12/27/12 05:59 PM

Yes, not only the tree look worse but if you are seeing them on the horizon from a distance, they shine at random. It was like looking at a bunch of random decoration lights on a Christmas tree.
Posted By:

Re: 1.15 Bug Report Thread - 12/27/12 08:04 PM

Sorry like  I wrote I had no  time yesterday to check it.Copy the same file from georgia directory GREY_TERRAIN_TREE_CROSS.dds to Europe directory This solves the problem.
Posted By: arneh

Re: 1.15 Bug Report Thread - 12/27/12 10:01 PM

Originally Posted By: Agathosdaimon
also the the trees seem to be harmless in that the autopilot is follow waypoints and just flying straight through them without any problems at all. One, i would think autopilot knows better and two the trees need to be a little more solid


I think it has always done that. Well, except that there weren't separete 3D trees in pre-mod EECH days, just block forests.


Quote:
Also in the Apache Longbow - is it possible to move the cursor between the MFDs?


There is just one MFD page has a cursor and anything you can click, the TSD page. So whatever MFD shows the TSD page will have the cursor.
Posted By: ColJamesD

Re: 1.15 Bug Report Thread - 12/27/12 11:49 PM

Originally Posted By: joe13
Sorry like  I wrote I had no  time yesterday to check it.Copy the same file from georgia directory GREY_TERRAIN_TREE_CROSS.dds to Europe directory This solves the problem.


Oh YES!

Much Better, Thank You!

wave
Posted By: Agathosdaimon

Re: 1.15 Bug Report Thread - 12/27/12 11:49 PM

Hi - Thanks for the replies - i will replace the file accordingly and also thanks re the MFD cursor - i was trying to select targets with the wrong display - actually i am not sure if they were targets now at all come to think of it.

With the forests of individual trees on the europ map can these trees offer any protection at all or are they just cosmetic?

Also, and i have checked all the maps yet - there are still maps with the block forest in them? i would prefer these if they mean representing an actual danger for the helo to fly into or through
Posted By: ColJamesD

Re: 1.15 Bug Report Thread - 01/01/13 06:52 AM

Playing the Lebanon campaign on the Blue Side, 3 hrs 41 min into the game.

Military Base #4 captured by Blue, game crashes:

(I was not even in control of the Blackhawks, I was on a CAP mission)

Cohokum.exe memory at reference so and so cannot be read error message

I played the Lebanon campaign many times on both sides in V1.14.1 and V1.9.0, capturing almost every enemy base, airfields and FARP by the time I finished the campaign and the game never crashed when a base is captured.
Posted By: ColJamesD

Re: 1.15 Bug Report Thread - 01/02/13 04:53 AM

I changed the rotor dust wash setting in the eech.ini config file from 0 to 1 and the game crashes while it's loading a saved game at the ...generating campaign... screen.
Posted By: Marvin42

Re: 1.15 Bug Report Thread - 01/03/13 02:07 AM

Same problem here (europe tree textures are fully opaque and sometimes show the "christmas tree" effect)
I copied the one file (replacing the 49kb file with the 342kb file from georgea) but it did not solve the problem.

Any more suggestions?
Posted By: ColJamesD

Re: 1.15 Bug Report Thread - 01/03/13 02:26 AM

Originally Posted By: Marvin42
Same problem here (europe tree textures are fully opaque and sometimes show the "christmas tree" effect)
I copied the one file (replacing the 49kb file with the 342kb file from georgea) but it did not solve the problem.

Any more suggestions?


I used the one from Georgia instead of from Lebanon to replace the ones in Europe and it looks better now.
Posted By: thealx

Re: 1.15 Bug Report Thread - 01/04/13 10:46 AM

Sorry if it known bug: sometimes wile manual targeting with FLIR I can't lock on target - it's captured about half second but after get lost and cursor begin to move away. If I lock up at exactly place were target exactly is (not target itself) and launch vikhr/ataka, were is no damage to that unit (maybe splash, but for armored unit it's nothing). It happened randomly (looks like) and if it happened, I can't lock on any target at any distance or any angle.
Posted By: ColJamesD

Re: 1.15 Bug Report Thread - 01/04/13 09:21 PM

@thealx, if you are flying the MI-24 and trying to lock on a target in the air or on the ground with the schturm, I use SPOT ON:

Turn the FLIR on, zoom in toward the area where the targets (press Page Down and then Delete) are on the ground or in the air, press the right mouse key to automatically lock on, press it again to go to the next target if you don't like the target it's locked onto (it will not prioritize targets so you may lock in on a structure instead of a SAM or TANK), press left mouse key to unlock.

Make sure under options/control you have mouselook set on external too so when you have the FLIR on, you can move your target reticle around.
Posted By: thealx

Re: 1.15 Bug Report Thread - 01/05/13 06:05 AM

ColJamesD, actually I'm talking about mi-28/ka-52's FLIR. Haven't any troubles with Hind's periscope yet (except monstrous mouse sensitivity =) I am using FLIR on ka-52/mi-28, target is identified already. If I press RMB, crosshair jump to that target and lock-on, but in next moment un-lock. I can click RMB button continuously but target will still unlock after half-second. It happens no often, but I need to restart game to continue mission. Sometimes save loads with crash and it makes me very nervous =) thanks for your reply.
Posted By: ColJamesD

Re: 1.15 Bug Report Thread - 01/05/13 10:13 AM

@thealx:

with the MI-28 and KA-52, I am lazy.

I just use the ground and air radar.

LOL!
Posted By: Mumtaz

Re: 1.15 Bug Report Thread - 01/05/13 10:43 PM

I want to play the game, but it's crashed so many - and various - times. No idea, what happened.

If this helps, here is a crash report:
Click to reveal..

Executable build date: Dec 27 2012
Executable build time: 02:13:46

Crash details:

Location: 0072476a
Reason: Access violation
Tried to read from memory location: 0x00000000

Register dump:
EAX: 0x003ce268
EBX: 0x003ce204
ECX: 0x003ce20c
EDX: 0x003ce208
EDI: 0x08dc5940
ESI: 0x00000000
EBP: 0x003ce258
ESP: 0x003ce1e4
EIP: 0x0072476a


Floating point details:
Control word: 0x00000e7f
Status word: 0x0000013f
ST(0): 0834080008340800ffff
ST(1): 00000000000000dc0640
ST(2): 000000000000e0800940
ST(3): 00000000000000c80440
ST(4): 0000000000c734c10e40
ST(5): 0000000000439a960f40
ST(6): 00000000005e98d50e40
ST(7): 00000000004db6800e40


Stack dump:
ffffffff
41c00000
ff000000
40000000
4498c000
00000000
40000017
474134c7
47969a43
4755985e
4700b64d
00000000
00000e10
0053ccfc
00000000
00000024
00722112
4762ef00
429e0000
00000001
00000020
3f800000
474ffe00
4764b900
42200000
4755a200
449a3d75
02c1fab8
08dc5940
003ce278
0072491d
40280000
003ce268
bf800000
1f9eccb0
08dc5940
1f9eccb0
003ce29c
00724eb6
00000001
40280000
02c1fab8
00000000
00000020
02c1fab8
08dc5940
003ce2ac
00724f99
3f800000
08dc5940
003ce374
00721bb3
3f800000
85426d16
08dc5940
08dc5920
00a8bae8
06dd8f60
06dd8e80
003ce2b8
710f270c
003cffc4
61a86f43
e4da3876
fffffffe
61a4b769
004716ae
06d37910
003ce300
00000001
0041404d
0000007c
0000100f
0000041a
00000690
00001a80
00000000
00000000
00000000
00000000
00000288
000001fd
46a9c422
46d7ff80
00000407
00000032
43fe8000
44220000
472b2756
477734a7
42480000
00000000
00000002
4480e000
0000ff00
000001fd
08dc5940
08dc5920
08dc5940
00000001
003ce3d8
0072de86
0072de50
003ce3e8
00431c82
00000001
00430dc4
00000000
08dc5840
00000001
003ce3b0
004323d7
00000000
08dc5900
00a2ba54
0b84e7f8
440c0d95
42499998
44d1fffd
4480eb42
08dc5940
08dc5920
00000001
003ce3ec
003ce3e8
003ce438
0043395f
4480eb42
42499998
44d1fffd
440c0d95
4480eb42
42499998
44d1fffd
440c0d95
440c0d95
00000000
00000000
44d1fffd
42499998
4480eb42
0b84e7f8
00000000
00000000
08dc5920
08dc5900
00000001
08dc5940
003ce448
003ce498
00433974
4480eb42
42499998
44d1fffd
440c0d95
4480eb42
42499998
44d1fffd
440c0d95
440d5729
00000000
00000000
44d1ffff
42499998
44801999
0b84e710
00000000
00000000
08dc5900
08dc5840
00000001
08dc5920
003ce4a8
003ce4f8
00433974
44801999
42499998
44d1ffff
440d5729
44801999
42499998
44d1ffff
440d5729
440d5729
42499998
44801999
44d1ffff
42499998
44801999
0b84e628
00000000
00000000
08dc58e0
08dc55a0
00000001
00000001
003ce508
003ce558
00433aba
44801999
42499998
44d1ffff
440d5729
44801999
42499998
44d1ffff
440d5729
444cbfff
00000000
00000000
44d1ffff
42499998
43b8cccc
0b84e540
00000000
00000000
08dc5840
08dc55a0
00000001
08dc58e0
003ce568
003ce5b8
00433974
43b8cccc
42499998
44d1ffff
444cbfff
43b8cccc
42499998
44d1ffff
444cbfff
444cbfff
42499998
43b8cccc
44d1ffff
42499998
43b8cccc
0b84e040
00000000
00000000
08dc5780
08dc49c0
00000001
00000001
003ce5c8
003ce618
00433aba
43b8cccc
42499998
44d1ffff
444cbfff
43b8cccc
42499998
44d1ffff
444cbfff
444cbfff


Windows 7 32-bit
AMD Phenom II X4 925
ATI HD5770 1GB with Catalyst 12.10
Posted By: ColJamesD

Re: 1.15 Bug Report Thread - 01/06/13 12:11 AM

Originally Posted By: Mumtaz
I want to play the game, but it's crashed so many - and various - times. No idea, what happened.


Windows 7 32-bit
AMD Phenom II X4 925
ATI HD5770 1GB with Catalyst 12.10


@Mumtaz:

Install EECH from the factory disc and then install V1.15 in this order:


install Mods
install Maps
install Terrain
install smoke (my game runs better without the smoke)

install oalinst (Not necessary if the game doesn't crash when you click on the Cohokum.exe icon on your desktop)

launch the game


can't remember where I got the OALINST from but I uploaded it for you:

http://www.packupload.com/X2I9LRJ83TD

RUN that before you run EECH from the Cohokum desktop icon
Posted By: Mumtaz

Re: 1.15 Bug Report Thread - 01/06/13 11:25 AM

But I installed the patches whith this order. OpenAL installed.
I installed this game whit allmods many years ago, but i can't remember it is taking CTD or other errors.
Posted By: Agathosdaimon

Re: 1.15 Bug Report Thread - 01/06/13 02:53 PM

you can also just install the GOG.COM version of Apache Havoc and EECH - make sure to go in start apache havoc first and then leave it to install comanche hokum

I have a separate issue - small as it is but it would be helpful

I like the Havoc and prefer flying it to the Hokums but i notice in EECH that the havoc does not have any waypoint indicators in its hud display - this makes it difficult to fly to wp without having to look down at the instrument in the cockpit all the time or just be on autopilot - is this correct? I recall the havoc in Apache Havoc being easier in this regard.

Also it seems that on a number of occasions the hover hold in the havoc does not seem to respond despite the russian voice the helo does not seem to change its flight behaviour at all despiteflying very slowly - but then it responded in a different situation later - is just less responsive that on the blue force helos?

Lastly is there a way to switch the russian into english at least - i dont know what they are saying as unfortunately my russian language skills do not extend that far
thanks
Posted By: Mumtaz

Re: 1.15 Bug Report Thread - 01/06/13 04:05 PM

I reinstalled the game. The Apache Havoc installed from original CD (Yes, it is original), after that install the 1.1E patch. Install procedure is the following:
EEAH from CD
run the game
1.1E patch
run the game
EECH from CD
eech-allmods-1.15.0
eech-maps-1.15.0
eech-terrain-1.15.0
eech-smoke-1.14.0
run the game

Everithyng is ok, and i begin a campaing. Some minutes (10-15) later the screen is freez, and going black. 3-4 sec later drop out to desktop.

Here is the actual crash report:
Click to reveal..
xecutable build date: Dec 27 2012
Executable build time: 02:13:46

Crash details:

Location: 0045a933
Reason: Access violation
Tried to read from memory location: 0x3f5b1004

Register dump:
EAX: 0x3f5b1004
EBX: 0x0000000d
ECX: 0x1d200030
EDX: 0x00138cf7
EDI: 0x03b2ead0
ESI: 0x221fb680
EBP: 0x03b2eac8
ESP: 0x03b2eaac
EIP: 0x0045a933


Floating point details:
Control word: 0x00000e7f
Status word: 0x0000013f
ST(0): 0834080008340800ffff
ST(1): 0048d8f28762ebf6fe3f
ST(2): 00000000000000000000
ST(3): 00000000004f42f7fe3f
ST(4): 000010499a6e61def83f
ST(5): 0000083f56a2b2af0740
ST(6): 00000000000000000000
ST(7): 00000000000000000000


Stack dump:
2026ffac
00000000
03b2eb74
1fc5c150
05471c18
1fc4b560
000008c0
03b2eb6c
004c5490
2026ff20
ada15896
00000000
0000000d
80000000
00000000
3eadd430
3f70cb55
1fc1af20
045edd28
bf1b8688
3f4b5773
0e7f0c3f
0074ba94
bfe59fa1
0074731f
74000000
bfe59fa1
03b2eb1c
00000000
bff00000
4024eb1a
3fe59fa1
03b2eb40
00747565
74000000
bfe59fa1
00000000
03b2eb90
00541ecb
00000000
00000037
00000540
1fc1fe50
2026ff20
057690b8
1fc5c150
00007a10
1fc4b560
03b2eb88
00506799
1fc1fe50
006ffb44
00000000
00000038
000038f4
03b2eba8
00556a82
03b2ebc0
1fc4b560
1fc5c150
00000026
00000026
00001a9c
03b2ebe4
005549cd
00000038
1fc5c150
1fc4b560
00000026
005549cd
00007a10
1fc4b560
00000025
00000098
00000098
00001448
00000026
1fc4b560
03b2ec84
00554af0
00007a10
05471c18
1fc4b560
00000000
004f9f01
00000a80
00000a80
1fc4b560
0000001c
000000e0
00553264
1fc4b560
1fc4b560
004f9f75
000000e0
004f9fed
05471c18
1fc4b560
004fac34
4195f6e2
418e5709
423e5b8b
485d5383
c1d8dba6
47c8edc9
000003b8
0000000e
1fc4b620
00000000
3fe6a591
00000000
3d56af2b
3e862e1f
00000000
1fc4b560
05471c18
1fc4b560
00000001
03b2eca0
004fb265
00000000
000013b0
000000e0
1fc4b560
00000001
03b2ecc4
0054b0c0
3cac0831
00000001
00000006
00000000
00000000
50e998bd
50e99d65
03b2ece8
004903c5
00000780
00000388
00000001
09014880
00000001
00000002
00000006
03b2f610
0055aa44
00000000
00000006
06c0527e
00000000
00000000
00000000
00000000
00000002
00000000
00000000
00000004
0000000c
00000001
00000000
00000000
03b2ed4c
77559c39
03b2ed70
00000100
0540824c
0000004c
03b2ee70
0540de8c
03b2eec0
61a5222e
77ac605c
61a5236b
03b2ed6c
779a62c4
75d1de96
00001218
00000000
00000000
00000000
03b2eda4
1fec6480
00001000
00000000
75d1deb6
e6f36bce
03b2ee28
00001218
00001000
0078c72e
03b2eda8
00000000
00000c8d
03b2ed8c
00000000
03b2edfc
75d2b0e5
909058ca
fffffffe
75d1deb6
77199c02
00001218
1fec6480
00001000
03b2ee28
77199c07
e6f3680b
1fed0330
1fed0333
00001000
00000004
03b2ede0
779a54d4
75d16be2
00001218
00001218
03b2ee18
7719e890
00001218
00000001
1fec6480
1fde0000
00746179
00000000
00000000
009ec3dc
00000000
00745d3d
00748e61
00000000
009ec3dc
00000000
00745d71
03b2ee68
000093e4
009ec3dc
0000004d
00000000
03b2f084
004bd5a1
69647561
6f735c6f
2e646e75
00746164
fffffffe
779b2f77
779b2e12
00164fc0
0000014c
31a72824
00000040
053f0294
053f0000
00000000
00000000
0025001c
00001bd9


And this is my EECH.INI:

Click to reveal..
[Commandline options]
# for more information see readme file in game directory
# for more information see http://www.eechcentral.com/wiki/index.php?title=Eech.ini

[Communications]
maxplayers=4 # maximum number of players in a multiplayer game (def = 4)
ipa= # IP address (TCP/IP address) to connect to. A host can leave out the value.
usemaster=0 # Report game to internet masterserver (0 = off/private game, 1 = on) (def = 0) (recommended = 1)
pss=hoxdna.org # primary masterserver internet address (def = hoxdna.org)
sss=eech.dhs.org # secondary masterserver internet address (def = eech.dhs.org)
ccrs=215040 # connection receive size, initial guess of campaign data size (def = 215040)
cdrs=215040 # data record size, similar to above (def = 215040)
cpbs=215040 # pack buffer size, similar to above (def = 215040)
cpds=512 # packet data size (def = 512)
cgs=1 # force the comms to use DirectPlay guaranteed send instead of its own (0 = off, 1 = on) (def = 1)
crls=1000 # packet history list size, increase if client keeps getting kicked out by server (default = 1000)
crl=10 # number of times a client can re-request the same packet, increase for poor connections (def = 10)
cpt=1000.0 # time delay for comms to wait for a packet before re-requesting it (n = seconds) (def = 5)
crto=2.0 # time delay for comms to wait before assuming re-requested packets was lost (n = seconds) (def = 2)
mur=15 # max update framerate for a server (not available for client) (n = frames/second) (TCP/IP = 5, IPX = 15) (def = 5)
cig=1 # interpolate helicopter position for smoother visuals (0 = off, 1 = on) (def = 1)
cvc=1 # removes dead player husks when client crashes to validate connection (0 = off, 1 = on) (def = 1)
cptl=10 # packet throttle limit, governs the flow rate of packets (mainly for modems) (def = 10)
cto=15 # timeout time before removing dead player husks (def = 15)
eufr=2 # client server entity update framerate, number of iterations (def = 2)
css=0 # show comms stats (0 = off, 1 = on) (def = 0)
cist=500 # comms initial sleep time (def = 500)
servlog= # filename for server log

[Dedicated server]
# for more information see http://www.eechcentral.com/wiki/index.php?title=Dedicated_server
dedicated=0 # dedicated server mode (0 = off, 1 = on) (def = 0)
pauseserv=0 # pause server if no clients connected (0 = off, 1 = on) (def = 0)
game_type=0 # available game types (1 = Freeflight, 2 = Campaign, 3 = Skirmish) (def = 0)
gunship_type=10 # available gunship types (0 = Apache, 1 = Havoc, 2 = Comanche, 3 = Hokum, ...)
path= # path to map/campaign/skirmish folder

[Graphics and Textures]
cbar=500.0 # distance that city blocks resolve (n = meters) (def = 500)
fs=1 # full screen mode (0 = window mode, 1 = full screen mode) (def = 1)
mfr=30 # maximum visual frame rate (n = frame rate) (def = 30)
32bit=1 # 32-bit rendering (0 = off, 1 = on) (def = 1)
nrt=0 # rendering to texture (0 = enabled, 1 = disabled) (def = 0) (disable in case of visual problems with MFDs or TADS)
notnl=1 # GeForce "TnL" support (0 = enabled, 1 = disabled) (def = 0)
nodx9zbufferfix=0 # Disable the dx9 zbuffer fix introduced in 1.11.1. In case it causes graphical problems
3dreset=0 # reset screen resolution to 640x480 (0 = off, 1 = on) (def = 0)
dxtm=0 # DirectX texture management (should fix "unable to allocate hardware slot" error) (0 = off, 1 = on) (def = 0)
cg=0 # (clean graphics) re-installs graphics files (0 = off, 1 = on) (def = 0)
palette=0 # use textures.pal (if videocard supports it) (0 = off, 1 = on) (def = 0)
eofullrange=0 # eo ranges near to max fog distance (and objects are drawn up to it) 1=yes 0=no
render-tree-shadows=1 # 1=yes 0=no

high_lod_hack=0 # [EXPERIMENTAL!] Enables highest level-of-detail models at far distances. Nice for higher FOVs, bad for FPS (esp. near cities)
dwash=1 # rotor downwash (dust) (0 = off, 1 = on) (def = 1)
restricted_nvg_fov=1 # night vision restriction (0 = off, 1 = on) (def = 1)
russian_nvg_no_ir=0 # russian night vision has no FLIR (0 = off, 1 = on) (def = 0)
colourmfd=1 # MFDs will use colour when available (0 = off, 1 = on) (def = 1)
highreshud=1 # high resolution HUD (0 = off, 1 = on) (def = 1)
tsdrender=0 # TSD render options (0 - 4) (def = 0 (contours only))
tsdpalette=0 # TSD palette options (0 - 2) (def = 0)
tsdenemy=1 # TSD showing red force blue force colours (0 = off, 1 = on) (def = 1)
tsddetail=1 # TSD in high detail (0 = off, 1 = on) (def = 0)
texture_colour=2 # Use texture colours and noisemaps directly. [WARNING!] Use only with correct texture packs. (0 = off, 1 = on, 2 = also use noisemap for higher resolution) (def = 0)
texture_filtering=1 # [EXPERIMENTAL!] texture blending (reacts to anisotropic filter setting) (0 = off, 1 = on) (def = 0)
mipmapping=1 # mipmapped textures (dds files). [WARNING!] Use only with correct texture packs. (0 = off, 1 = on) (def = 0)
dynamic_water=1 # dynamic water textures (0 = off, 1 = on) (def = 0)
night_light=1.0 # night light darkness level (0.0 - 1.0) (0.0 = fully dark, 1.0 = less dark) (def = 1.0)
persistent_smoke=1 # Burning targets emitting smoke for a long time. [Warning!] CPU intensive. (0 = off, 1 = on) (def = 1)
cloud_puffs=1 # Cloud puffs. (0 = off, 1 = all maps except desert, 2 = all maps) (def = 1)
cloud_puffs_colours=220,230,255;230,230,255;235,235,255;245,245,255;250,250,255;255,255,255 # colours for cloud puffs
themes=2 # comma-separated list of directories for alternate psd files

[Views and Cameras]
# minfov is linked to key 7, maxfov is linked to key 9, normal fov is linked to key 8, normal fov = 60
minfov=20 # general field of view minimum
maxfov0=80 # general field of view maximum for Apache pits
maxfov1=80 # general field of view maximum for Havoc pit
maxfov2=80 # general field of view maximum for Comanche pit
maxfov3=80 # general field of view maximum for Hokum-B pit
maxfov4=80 # general field of view maximum for Hind pit
maxfov5=80 # general field of view maximum for Kiowa pit
maxfov6=80 # general field of view maximum for Viper pit
maxfov7=80 # general field of view maximum for Ka-50 pit

g-force_head_movement=0.0 # amount of head movement caused by gravitational force (wideview only) (n = Gs, 1.0 = normal, 0.0 = off) (default = 0.0)
comanche_pilot=0.000,0.105,0.180,0.000 # wideview pilot position
comanche_co-pilot=0.000,0.105,0.180,0.000 # wideview co-pilot position
hokum_pilot=0.000,0.000,0.200,0.000 # wideview pilot position
hokum_co-pilot=0.000,0.000,0.200,0.000 # wideview co-pilot position
apache_pilot=0.000,0.000,0.000,-7.000 # wideview pilot position
apache_copilot=0.000,0.000,0.000,-10.000 # wideview co-pilot position
havoc_pilot=0.000,0.050,0.200,-5.000 # wideview pilot position
hind_pilot=0.000,0.000,0.000,-5.000 # wideview pilot position
hind_copilot=0.000,0.000,0.000,-5.000 # wideview co-pilot position
viper_pilot=0.000,0.000,0.000,-5.000 # wideview pilot position
viper_copilot=0.000,0.000,0.000,-5.000 # wideview co-pilot position
kiowa_pilot=0.000,0.000,0.000,-5.000 # wideview pilot position
kiowa_copilot=0.000,0.000,0.000,-5.000 # wideview co-pilot position
ka50_pilot=0.000,0.000,0.000,-5.000 # wideview pilot position
hud_code=A0,48,10,20;0,0,10,20;0,0,10,20;0,0,10,20;0,0,10,20;0,0,10,20;0,0,10,20;0,0,10,20;0,0,10,20;0,0,10,20; # hud code for 4 gunships
wobbly-camera=1 # Make external cameras move wobbly and smoother (0 = off, 1 = on) (def = 1)

[Dynamics]
flight_model=2 # 0 is default flight model, 1 is werewolf's flight model, 2 is arneh's model with suspension (def = 2)
enginerealism=0 # realistic engine workload simulation model (0 = off, 1 = on) (def = 1)
enginestartup=1 # manual engine start up, off by default (0 = off, 1 = on) (def = 0)
drbs=1.0 # retreating blade stall, floating point scaling factor for RBS effect (default = 1.0)
drv=1.0 # rudder value, scaling factor for drag on tail rotation (default = 1.0)
dra=0.8 # rudder acceleration, scaling factor for tail rotation acceleration (default = 0.8)
drd=1.0 # main rotor drag, scaling factor for drag caused by main rotor (default = 1.0)
dmrl=1.0 # main rotor lift, scaling factor for lift of main rotor (default = 1.0)
dtrd=1.0 # tail rotor drag, scaling factor for drag caused by tail in forward flight (default = 1.0)
dzd=0.0 # cyclic deadzone (n = %deadzone, 0.0 = no deadzone) (default = 0.0)
dyal=5.0 # yaw altitude loss (default = 5.0)
debug_show_force_vectors=0 # show force vectors on own helicopter for debuging purposes

[WUT]
# for more information see http://www.eechcentral.com/wiki/index.php?title=WUT
wut=GWUT1140.CSV # Weapons and Unit Tweaking file (n = filename)

[Gameplay]
chaff=1.0 # effectiveness of chaff (0.0 - 1.0) (0.0 = ineffective, 1.0 = fully effective) (def = 1.0)
flare=1.0 # effectiveness of flares (0.0 - 1.0) (0.0 = ineffective, 1.0 = fully effective) (def = 1.0)
smoke=1.0 # effectiveness of smoke (0.0 - 1.0) (0.0 = ineffective, 1.0 = fully effective) (def = 1.0)
fog=14400.0 # sets reshroud time for "fog of war" (n = seconds) (def = 14400 (4 hours))
cpac=1 # Capture and utilize aircraft landed at captured bases (0 = off, 1 = on) (def = 1)
uit=30.0 # User invulnerable time at mission start (n = seconds) (def = 5.0)

faa=1 # fly any aircraft (0 = off, 1 = on) (def = 1)
radarinf=0 # infantry invisible and undetectable by radar (0 = off, 1 = on) (def = 1)
grstab=1 # ground stabilisation of FLIR (0 = off, 1 = on) (def = 1)
manual_laser/radar=0 # operate radar and laser manually (0 = off, 1 = on) (def = 0)
targeting_system_auto_page=1 # autoswitch MFD to according targeting system (0 = off, 1 = on) (def = 1)
camcom=1 # Campaign Commander (0 = off, 1 = on) (def = 0)
campaign_map_mode=1 # campaign map resolution (1 = default resolution, 2 = high resolution) (def = 1)
campaign_map_palette=1 # campaign map palette (1 = default shades, 2 = like paper map
map_update_interval=20 # enemy units update rate (n = seconds) (def = 120)
tacview_logging=0 # generate log for tacview (0 = off, 1 = generate log for mission with fog of war, 2 = generate log for mission, all units visible, 3 = generate log for entire campaing
destgt=0 # designated target list (0 = off, 1 = on) (def = 0)
cannontrack=1 # cannon tracking boresight (0 = no tracking, 1 = track if no acquire, 2 = always track IHADSS/HIDSS/HMS) (def = 1)
unpadlock_on_handover=0 # unpadlock on handover from HMS to TADS = 0 (off)
pilot_as_periscope_default=0 # stay in pilot seat when switching to periscope = 0 (off)
autoreturn_to_pilot_after_periscope=0 # switch to pilot seat when deactivating periscope = 0 (off)
TSD_mouse_control=1 # allows mouse control of TSD (Apache only) for selecting targets and creating PFZs
co_pilot_reports_targets=1 # Co-pilot will report targets he finds, and add them to TSD

[Joysticks and TrackIR]
eopann=-1 # joystick number for EO-camera panning
eopanv=0 # joystick DirectX axis for vertical EO-camera panning
eopanh=0 # joystick DirectX axis for horizontal EO-camera panning
eozoomn=0 # joystick number for EO-camera zooming
eozoomax=7 # joystick DirectX axis for EO-camera zooming
field_of_viewn=-1 # joystick number for field of view (zoom) of main view
field_of_viewax=5 # joystick DirectX axis for field of view (zoom) of main view
cyclicn=0 # Joystick number for cyclic
cyclich=1 # Joystick DirectX axis for cyclic horizontal
cyclicv=2 # Joystick DirectX axis for cyclic vertical
collectiven=0 # Joystick no. for the collective
collectiveax=3 # Joystick DirectX acis for the collective
ruddern=0 # Joystick no. for the rudder
rudderax=6 # Joystick DirectX axis for the rudder
joylookn=-1 # joystick no. used for joystick look
joylookh=0 # joystick DirectX axis used for horizontal joystick look
joylookv=0 # joystick DirectX axis used for vertical joystick look
joylookst=30 # joystick look step (1 = min, 100 = max) (def = 30)
nonlinear-cyclic=1 # use non-linear control for cyclic (less sensitive around center) (0 = off, 1 = on) (def = 1)
nonlinear-pedals=1 # use non-linear control for pedals (less sensitive around center) (0 = off, 1 = on) (def = 1)
nonlinear-collective-zone1=0.3 # 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=0.7 # 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=60.0 # collective percentage at zone1. Valid values are in range from 1.0 to 99.0, default is 60.0.
reverse_pedal=0 # reversed pedal input (0 = off/blue force/USA, 1 = on/red force/Russia) (def = 0)
msl=3 # activates mouselook (and TrackIR when present) (0 = off, 1 = internal, 2 = external, 3 = both) (def = 0)
msls=15 # mouselook speed (when msl=1) (n > 0) (def = 15), POV speed (when msl=0) (n > 0, max = 20) (def = 13)
TIR_6DOF=0 # 6 DoF support for TrackIR (0 = off, 1 = on) (def = 0)
external_trackir=0 # (only when msl=1) external cameras controlled by TrackIR (0 = off, 1 = on) (def = 0)
external_trackir_dir=0 # (only when external_trackir=1) invert external cameras view direction (0 = off, 1 = on) (def = 0)

[Miscellaneous]
filter=1 # session filtering (0 = off, 1 = on) (def = 1)
autosave=0 # autosave (n = minutes, 0 = off) (def = 0)
dfr=0 # display framerate (0 = off, 1 = on, 2 = log to file "framerate.txt") (def = 0)
goto=1 # "GOTO" (teleport) functionality on campaign map (0 = off, 1 = on) (def = 0)
vfm=0 # vector flight model (activates viewer or "UFO" flight mode) (0 = off, 1 = on) (def = 0)
psr=1 # player start rank for new pilots (1 - 5) (def = 1)
mta=8 # maximum time acceleration (n = time multiplier) (default = 4)
nomcm=0 # no mission complete music (0 = off, 1 = on) (def = 0)
disable_text_messages=0 # Disables the text messages displayed at top of screen (messages can still be heard) (def = 0)

MEMEXPORT=0 # export cockpit information to a shared memory area (0 = off, 1 = on) (def = 0)
export_mfd=0 # enables MFD export on multimon systems (0 = off, 1 = on) (def = 0)
export_mfd_adapter=0 # graphic adapter for MFD export screen (0 = first, 1 = second, ...) (def = 0)
export_mfd_screen_width=640 # resolution of export screen (n = pixels horizontally) (def = 640)
export_mfd_screen_height=400 # resolution of export screen (n = pixels vertically) (def = 400)
export_mfd_left_pos=0,0,256,256 # left MFD position (def = 0,0,256,256)
export_mfd_right_pos=384,0,640,256 # right MFD position (def = 384,0,640,256)
export_mfd_single_pos=0,0,256,256 # single MFD position (Havoc, Hind and Black Shark only) (def = 0,0,256,256)

[Sounds]
ns=0 # bypass soundcard (useful for tracking hardware conflicts) (0 = off, 1 = on) (def = 0)
sound_device= # sound device name
sound_device_speech= # sound device name for speech
hdwrbuf=50 # hardware buffers to use for sound (0 = software only, n = number of hard buffers) (def = 0)
canopy_sounds_amp=450,90,375;15,15,100;120,80,100;10,10,100;240,10,100;20,20,100;180,20,100;180,10,100; # canopy sounds amplifier controller
ui_sounds_muted=1 # campaign UI mute (0 = normal UI sounds, 1 = UI sounds muted) (default = 0)

[Random weather]
rw_rrmin=5000.0 # Rain effect minimum radius (meters)
rw_rrmax=100000.0 # Rain effect maximum radius (meters)
rw_rsp=185.5 # Rain effect speed (meters per second)
rw_wrmin=8000.0 # Wind effect minimum radius (meters)
rw_wrmax=128000.0 # Wind effect maximum radius (meters)
rw_wsp=206.1 # Wind effect speed (meters per second)

[end of file]



Any idea?
Posted By: Doctor_Wibble

Re: 1.15 Bug Report Thread - 01/06/13 05:47 PM

Originally Posted By: Agathosdaimon
Lastly is there a way to switch the russian into english at least - i dont know what they are saying as unfortunately my russian language skills do not extend that far

To do this you go into the Razorworks/cohokum/audio/speech folder and rename the 'CIS' folder to something else, and it will use the default speech - and of course by not deleting it you can rename it back as you want.
Posted By: ColJamesD

Re: 1.15 Bug Report Thread - 01/06/13 06:27 PM

@Mumtaz, just like I said in the previous post:

Originally Posted By: ColJamesD


@Mumtaz:

Install EECH from the factory disc and then install V1.15 in this order:


install Mods
install Maps
install Terrain
install smoke (my game runs better without the smoke)

install oalinst (Not necessary if the game doesn't crash when you click on the Cohokum.exe icon on your desktop)

launch the game


can't remember where I got the OALINST from but I uploaded it for you:

http://www.packupload.com/X2I9LRJ83TD

RUN that before you run EECH from the Cohokum desktop icon


DO NOT INSTALL EEAH

DO NOT INSTALL PATCH 1.1E
Posted By:

Re: 1.15 Bug Report Thread - 01/06/13 06:50 PM

Doctor_Wibble you know the eech audio-you have unpacked the entire folder American samples?Or maybe you know how unpack speech file?
Posted By: Mace71

Re: 1.15 Bug Report Thread - 01/06/13 07:05 PM

Not sure if already reported but on free flight/Europe/Map 1 all the trees had boxes around them. As far as I know other maps' trees are fine.

Also, I cannot fly as Kiowa. If I select it (this is in free flight) I just get the demo screen going through all the units on the map. Can we not use the Kiowa?
Posted By: Mumtaz

Re: 1.15 Bug Report Thread - 01/06/13 07:23 PM

Why not install EEAH? This is not required to get flyable Apache/Havoc?
quod installation procedure start whit this:

Quote:
If you have EEAH

1. install EEAH

2. run the game once

This will unpack the graphics files.

3. download and install patch 1.1E

4. run the game once again

5. install EECH

....


Buy the way. I played now 2 hours and nothing CTD. Some entry in EECH.ini is edited, and now no crash. I do not know which option solved the problem, but now its good. I think.
Posted By: ColJamesD

Re: 1.15 Bug Report Thread - 01/06/13 11:58 PM

The instructions for V1.15 are different, Mumtaz.

You will be able to fly the Apache Longbow and Apache helicopters without installing EEACH and the 1.1E patch.

Did you try re-installing the game using my instructions?
Posted By: Agathosdaimon

Re: 1.15 Bug Report Thread - 01/07/13 02:05 AM

oh thats great - i followed the instructions for the 1.15 game i read here earlier and installed Apache Havoc as well.

Actually i am glad i did as i actually really like Apache Havoc and it does some things differently to EECH plus it has the dynamic missions option which is lacking from EECH which just has fixed missions and dynamic campaigns - unless i missing something.
Posted By: Agathosdaimon

Re: 1.15 Bug Report Thread - 01/07/13 02:06 AM

MaceUk33 - there is some info on fixign the tree issue on the Europe map a few pages back in this thread
cheers
Posted By: Mace71

Re: 1.15 Bug Report Thread - 01/07/13 03:03 PM

Originally Posted By: Agathosdaimon
MaceUk33 - there is some info on fixign the tree issue on the Europe map a few pages back in this thread
cheers


Thanks, Agathosdaimon, any idea how I get to fly the Kiowa?
Posted By: GA21

Re: 1.15 Bug Report Thread - 01/07/13 09:32 PM

Hi all, i install the 1.15 following the guide, and all it's ok, but the cockpit of magic OH-58D is not the new Model (like screenshot in this forum) but different. Any Solution for my problem??

I have this model: http://www.highgallery.com/aircraft-cockpits/Cockpits-ah/cockpits-ahm-Bell-OH-58D.jpg
Not thisone: http://cdn-www.airliners.net/aviation-photos/photos/5/0/3/0747305.jpg (thisone should be the 1.15 ver)

THX very much, and thank you all people that work hard for this Sim. THX
Posted By: Doctor_Wibble

Re: 1.15 Bug Report Thread - 01/08/13 12:51 AM

Originally Posted By: joe13
Doctor_Wibble you know the eech audio-you have unpacked the entire folder American samples?Or maybe you know how unpack speech file?

Detailed stuff about the sound files is probably better in a separate thread topic - and I think the answer to the question is likely to depend on what you are wanting to do with the files, especially since getting it wrong can stop the game working!
Posted By:

Re: 1.15 Bug Report Thread - 01/08/13 01:16 AM

I want to add some noise to the English messages and beep wink already I added a few for unpacked us samples, but need unpacked messages wingmans and tower.
Posted By: thealx

Re: 1.15 Bug Report Thread - 01/08/13 09:09 AM

Originally Posted By: joe13
I want to add some noise to the English messages and beep wink

I think it's great idea! Such as make new topic. I had tried to unpack files from DAT file with different methods - and I got only one WAV file by DP Ripper =) Looks like that not so easy. I will try something with CIS voices (they are unpacked by localizators I think), maybe later I'll able help you with US voices.
Posted By:

Re: 1.15 Bug Report Thread - 01/08/13 12:06 PM

thealx Doctor_Wibble please come here http://simhq.com/forum/ubbthreads.php/topics/3694207/New_CPG_and_Betty_sounds_in_in#Post3694207
Posted By: DanZman

Re: 1.15 Bug Report Thread - 01/19/13 01:11 AM

Not too sure if its been mentioned or not but some reasons when I open it up. It is extremely laggy. I attempted to change the screen resolution but to no avail. The only other thing I could potentially think of is the mfr= in the eech.ini. Please help

I am running windows 8, 64-bit if that's an issue
Posted By: thealx

Re: 1.15 Bug Report Thread - 01/22/13 03:57 PM

AH-64D, OH-58D and UH-60L have wrong LOD objects
Posted By: messyhead

Re: 1.15 Bug Report Thread - 01/22/13 04:38 PM

What's the LOD object?
Posted By: thealx

Re: 1.15 Bug Report Thread - 01/22/13 04:52 PM

It's model, that used instead some (root in this case) object when it seen on some distance. Visually it looks like object became little simpler when you go away from it. You can see Level-of-Detail options in object properties by Layout editor.
Posted By: messyhead

Re: 1.15 Bug Report Thread - 01/22/13 05:09 PM

Oh yeah. I'd noticed that too. When I zoom out of the UH60, it reverted to an old model. I don't think it was all completely done when the models were updated.

I'll fix the UH60 one whilst I'm working on it. I've actually got a higher detail model to use for the UH60, so I'll fix the LOD when I'm doing it (and the shadow object as well).
Posted By: messyhead

Re: 1.15 Bug Report Thread - 01/22/13 05:26 PM

Originally Posted By: thealx
AH-64D, OH-58D and UH-60L have wrong LOD objects


Actually, I could have a look at the LOD objects for other models too. It'll be a good learning exercise for me.
Posted By: ColJamesD

Re: 1.15 Bug Report Thread - 01/22/13 07:24 PM

So is that on the Lebanon and Taiwan campaign, when I fly the Longbow, and I am using the outside camera to look at it, when I zoom away from it or rotate the camera view 360, the color changes from drab green to desert brown?
Posted By: messyhead

Re: 1.15 Bug Report Thread - 01/22/13 07:45 PM

Originally Posted By: ColJamesD
So is that on the Lebanon and Taiwan campaign, when I fly the Longbow, and I am using the outside camera to look at it, when I zoom away from it or rotate the camera view 360, the color changes from drab green to desert brown?


Yeah, it probably is that. I've not had a chance to check it myself. But when you zoom out, the model changes to a lower quality. But if changes haven't been made to the LOD model, then it'll change. It's obvious with the UH60 as the nose radar vanishes.
Posted By: ColJamesD

Re: 1.15 Bug Report Thread - 01/22/13 09:33 PM

LOL!

I thought it was my monitor or my video card!

Here I was looking for new drivers and removing existing drivers and re-installing them from my recovery discs.
Posted By: messyhead

Re: 1.15 Bug Report Thread - 01/23/13 11:42 AM

Should be start re-using the bug tracker that was set up a while ago?

http://simhq.com/forum/ubbthreads.php/topics/2893681/EECH_Bug_Issue_System.html#Post2893681

http://bugs.enemyengaged.net
Posted By: Doctor_Wibble

Re: 1.15 Bug Report Thread - 01/23/13 01:09 PM

Originally Posted By: messyhead
Should be start re-using the bug tracker that was set up a while ago?

I seem to recall there was an issue with not enough people with access to close bugs or something...?
Posted By: ColJamesD

Re: 1.15 Bug Report Thread - 01/23/13 03:03 PM

Remember this thread of mine?

http://simhq.com/forum/ubbthreads.php/topics/3708129/Insertion_Mission_not_working#Post3708129

I had problem capturing Military Base 10 that belong to the Blue side.

It took at least 1/2 a dozen Insertion recon, insertion, recon, insertion before I was able to capture it.

Now I am playing on the Blue side and I already flew at least 10 recon, insertion mission to the FARP 27 next to the Military Base and I still haven't been able to successfully capture the FARP.

What is the deal with these 2 places?

Maybe they are too close to each other?

Only 1/2 KM apart!
Posted By: Gyoszor

Re: 1.15 Bug Report Thread - 01/23/13 07:39 PM

Hello!

I can't aim unguided rockets with red side choppers.

The rocket sign moves unnormally. If I acquire a target the sign is in the center, then If I go in stable hover hold, the sign stays in center. If I increase altitude but the speed is zero, the rocket aim sign goes upwards, and if I lower the altitude the sign moves downwards.

Here's a video in action.
http://www.youtube.com/watch?v=rDyu-w4EX2U

This problem is not new, it was in 1.9.0 I think.

Sorry about my bad english.
Posted By: thealx

Re: 1.15 Bug Report Thread - 01/23/13 07:44 PM

Originally Posted By: Gyoszor
Hello!

The rocket sign moves unnormally


I think it's just calculation of your speed (vertical speed is same as horizontal in this case). Rockets will have vertical speed same as you and range will be different. Sorry for my bad english too.

looked at the end of video - sometime have same thing too. I just firing without any markers =)
Posted By:

Re: 1.15 Bug Report Thread - 01/23/13 08:13 PM

We really need eechwiki, there was this explained.
IMO you can aim only in hover.
Sorry for my bad english too wink
Posted By: messyhead

Re: 1.15 Bug Report Thread - 01/23/13 08:18 PM

You can download a copy of the wiki from this post. It's on the way to getting put back online and hosted at SimHQ;

http://simhq.com/forum/ubbthreads.php/topics/3718598/Re_EECH_Central_Revival_we_nee#Post3718598
Posted By: vipertarun

Re: 1.15 Bug Report Thread - 01/25/13 02:21 PM

someone kindly help....As soon as I change weapon in the Viper the game crashes with the error " Invalid Weapon Acquisition = 8"
Posted By: civilian

Re: 1.15 Bug Report Thread - 01/26/13 12:18 PM

A bug that killed me yesterday: when flying with night vision i crashed into a tree that was only visible in non-night-vision mode. Very startling i can tell you...
Posted By: messyhead

Re: 1.15 Bug Report Thread - 01/27/13 08:09 PM

Originally Posted By: thealx
AH-64D, OH-58D and UH-60L have wrong LOD objects


I found there's a hack to partially fix this. If you press ALT L it uses the high level details model, until you zoom out further.
Posted By: civilian

Re: 1.15 Bug Report Thread - 01/30/13 10:13 AM

A minor thing: When trying to use the Apache or Kiowa in the free play mode, they sometimes don't spawn. Interestingly it works in 90% of the cases in the Cuba map (apache) and then suddenly doesn't.

And another minor thing using the FAA "cheat": If you use e.g. a CH-47 and then switch back to an "official" heli the flight model is stuck to the CH-47's one.

Apart from that: A rock-stable program, cool!
Posted By: civilian

Re: 1.15 Bug Report Thread - 02/03/13 01:36 PM

Found the reason AND a solution to the problems where certain helicopters don't spawn: The original campaigns (Map1 to Map3) use a file called formcomp.dat that is basically a list of usable helis for that campaign. By simply disabling those files (renaming or deleting) every heli is spawned, just like in the addon maps. The files are not essential. They are remnants of Apache/Havoc.

Now you can finally fly the Kiowa/Ah-64A etc in the Cuba campaign.

Edit: Just edited a copy of the ^Dat file, pasted it in a new campaign's subfolder and thus removed all post-1991 planes and helis from my Kuwait campaign, nice! :-) Finally a historically correct Kuwait campaign...

edit no.2: The Formcomp.dat is awesome! You can make blue vs. blue red vs. red and even mixed battles with it, restrict the helicopter and vehicles selection and and and. Gives you a lot of options for user-defined battles.

About the invisible tree (in Night-Vision): I discovered that the Lebanon-tree object is the problem, it is not visible when using nightvision BUT has a collision check. Luckily it seems to be place only closely around airports/heliports and not in the whole landscape, that way one can evade them by flying high when taking-off and landing. Still, a bugfix would be really appreciated from me!

Posted By: Doctor_Wibble

Re: 1.15 Bug Report Thread - 02/10/13 12:01 PM

Just to report two program crashes - unfortunately I don't see any connection between the two, though the crash logs were almost identical, if that's any help (I suspect not, but just for the record in case it does).

Location: 0045788b, Reason: Access violation
Tried to read from memory location: 0x00000003
Register dump:
EAX: 0x00000000, EBX: 0x00000000, ECX: 0x0ff583e0, EDX: 0x064363a8
EDI: 0x0323eb78, ESI: 0x0323eb54
EBP: 0x0323ea24, ESP: 0x0323e9b0, EIP: 0x0045788b

The only difference between the two was the ECX register (0x0ff58300 in the other one).

Both of these (days apart, with reboots in between) happened after at least an hour or so in 'testing mode', i.e. free flight, infinite everything etc. With the first one I was in the middle of blowing things up, but the second happened while I was heroically running away.
Only twice in however-many times I have played this version, so far seems a rare enough event that it's covered by regular saves.
Posted By: SimonAlonso

Re: 1.15 Bug Report Thread - 02/10/13 07:32 PM

Hello.
Fantastic mod, very much thanks to everybody contribute to do better this game, you are the best.

Two little bugs:
- When I increase the colective until 120% the rotors it doesn't damage and overheat.
- When I fly with a group of Alligator or BlackShark and I ask my wingman about report status they don't answer properly, all the times say the same amount of vikrs ?6 ?1 ?1 ?1 ?1.

Thank you again
Posted By: thealx

Re: 1.15 Bug Report Thread - 02/10/13 08:13 PM

1. I have engine fire sometimes when use full throttle too long.
Posted By: civilian

Re: 1.15 Bug Report Thread - 02/11/13 10:12 AM

The analog VSI gauges on the Hokum and the MI-28 are showing different values from the HUD data. I corrected that by editing the VSI graphic files but that is not a real solution :-)
Posted By: messyhead

Re: 1.15 Bug Report Thread - 02/11/13 10:20 AM

Originally Posted By: civilian
The analog VSI gauges on the Hokum and the MI-28 are showing different values from the HUD data. I corrected that by editing the VSI graphic files but that is not a real solution :-)


I think both of these Helo's use the same code. Could you upload some screenshots?
Posted By: arneh

Re: 1.15 Bug Report Thread - 02/11/13 11:27 AM

Originally Posted By: civilian
The analog VSI gauges on the Hokum and the MI-28 are showing different values from the HUD data.


I believe they are using different units. The HUD is using m/s, and the VSI km/h, I think.
Posted By: civilian

Re: 1.15 Bug Report Thread - 02/12/13 09:47 AM

Then the ratio would not be 1:2 but 1:3,6. Trust me, they show the wrong values.

I have more bug fodder (and a solution again):

I think I found a problem causing many of the repeated "Seeking firing position" calls and also of the AIs inabilty to hit anything with the 12.7 mm Kiowa Gun pod. (AND most likely other weapons)

The problem is in the GWUT file delivered with 1.15.

As a test I watched a Kiowa group armed with cannon pods attacking a SA-13, always starting from the same savegame position, over and over. During that I tweaked the weapon values in the GWUT file one by one (for the 12.7mm cannon, entry no. 1 in the GWUT weapons list, right after NO AMMO with no. 0), restarted the game everytime and watched.

With the the default GWUT file, the Kiowas took forever (up to 2 minutes) to line up for the target, always repeated their "Here Blabla One-X, seeking firing position" every 2 seconds, then they eventually fired after hopping up and down for a small eternity AND missed by more than 1000 meters, firing in a huge arc, way over the target, sometimes in front of it, sometimes they missed to the sides. They did not hit with one shot. They did not even come close to the target with their bullets. Sometimes I even thought they were firing at other targets off the screen or something...

I compared the ammos values with other weapons and found some BIG differences, then looked in the GWUT editor reference and saw that the values for the launch angle error and other ammo accuracy errors are WAY higher. And I do not talk about 2 times or 3 times higher but 200 times higher.

e.g. the launch angle error for the Yak-B Hind turret cannon or the Hydra rockets is 0.1, the value for the 12.7mm Kiowa gun is 20.0. (!!!)

20.0 is the default value for most GROUND-VEHICLE guns, 0.1 for the AIR-BASED weaponry.

Similar high values appeared in the range error ratio. I edited those to comparable other AIR weapons and ran a test.

Result: The Kiowas fired after very short time AND they hit with the first few rounds, the rest of the bullets (of the too long burst) missed, BUT that looked realistic, anyone who ever saw a heavily recoiling automatic weapon knows what I mean.

I edited the burst duration to a lower value and it finally looked like a real attack AND it hit the target. Not all bullets, but at least SOME and the rest came into a believable proximity.

Also, the weapon does not have a weight specified for the ammo. This does not effect anything as I discovered, except maybe the loadout weight, but it shows that this weapon did not get the care and attention to detail it should have got to avoid problems in the first place. Poor little baby-cannon :-D j/k

Ok here is the ORIGINAL entry for the gun, I added descriptions for the more important values:

1,12.7mm Round,0,3,0,1,0,0,1,2(damage against soft targets),0(damage against hard targets),0,1,0,0,1,0,0,0,1,0,1,1,0,0,0,0(no weight!),0,2000,1500,0,1800,0.01(range error ratio),893,0,893,0,0,20,0.6,0,2(burst duration),450(ROF),5(reload time),20(launch angle error),0,0.6,0

Here what I FINALLY used to make it work, this still is WIP and maybe still too inaccurate, it's possible that I have to lower the ERROR values even more. Anyway:

1,12.7mm Round,0,3,0,1,0,0,1,9(soft damage),7(hard damage),0,1,0,0,1,0,0,0,1,1,1,1,0,0,0,0.1(weight),0,2000,1600,0,1600,0.0015(range error),840,0,840,0,0,20,0.6,0,1(burst duration),700(ROF),1(reload time),0.05(launch angle error),0,0.6,0

It is still basically useless in terms of damage and general accuracy, you would need a wopping 130+ clear hits on a AH-64 to down it and 230 clear hits on a M1 to disable it, and that's with a STILL very lousy hitratio of ~1 hit to 10+ misses on a big static ground target. But that's not the interesting point here atm anyway :-D

The point is: The annoying calling "Seeking firing position" stopped. I heard "Firing cannon", "Engaging with cannon" and "Target hit!" in short time and the following silence alone was worth all the work. It surely has not stopped all AI problems, but it stopped SOME.

The 1140 GWUT file has more of those strange values, the UPK cannon pods' values are also too inaccurate, as is the AH-64's M230.
I might be wrong but I have the feeling that some "new" weapon values have been copied from GROUND weapons without adjusting them to AIR weapon values, causing all the AI problems seen atm.

---------------------------------------------------

TLDR:
Change the LAUNCH ANGLE ERROR, RANGE ERROR RATIO of the M230, the 12.7mm Kiowa Gun and the UPK pods to MUCH lower values, it solves many annoying AI calls. ALSO change the Hydras and S-rockets RANGE ERROR ratio slightly as the AI seems to have problem with those, too, They often fire into the ground in front of the target or behind it.


And one more bug: In the Aleut campaigns many vehicles are spawned BELOW the surface. That#s sad as the terrain looks really wonderful.
Posted By: messyhead

Re: 1.15 Bug Report Thread - 02/12/13 11:41 AM

Originally Posted By: civilian
Then the ratio would not be 1:2 but 1:3,6. Trust me, they show the wrong values.

I have more bug fodder (and a solution again):

I think I found a problem causing many of the repeated "Seeking firing position" calls and also of the AIs inabilty to hit anything with the 12.7 mm Kiowa Gun pod. (AND most likely other weapons)

The problem is in the GWUT file delivered with 1.15.

As a test I watched a Kiowa group armed with cannon pods attacking a SA-13, always starting from the same savegame position, over and over. During that I tweaked the weapon values in the GWUT file one by one (for the 12.7mm cannon, entry no. 1 in the GWUT weapons list, right after NO AMMO with no. 0), restarted the game everytime and watched.

With the the default GWUT file, the Kiowas took forever (up to 2 minutes) to line up for the target, always repeated their "Here Blabla One-X, seeking firing position" every 2 seconds, then they eventually fired after hopping up and down for a small eternity AND missed by more than 1000 meters, firing in a huge arc, way over the target, sometimes in front of it, sometimes they missed to the sides. They did not hit with one shot. They did not even come close to the target with their bullets. Sometimes I even thought they were firing at other targets off the screen or something...

I compared the ammos values with other weapons and found some BIG differences, then looked in the GWUT editor reference and saw that the values for the launch angle error and other ammo accuracy errors are WAY higher. And I do not talk about 2 times or 3 times higher but 200 times higher.

e.g. the launch angle error for the Yak-B Hind turret cannon or the Hydra rockets is 0.1, the value for the 12.7mm Kiowa gun is 20.0. (!!!)

20.0 is the default value for most GROUND-VEHICLE guns, 0.1 for the AIR-BASED weaponry.

Similar high values appeared in the range error ratio. I edited those to comparable other AIR weapons and ran a test.

Result: The Kiowas fired after very short time AND they hit with the first few rounds, the rest of the bullets (of the too long burst) missed, BUT that looked realistic, anyone who ever saw a heavily recoiling automatic weapon knows what I mean.

I edited the burst duration to a lower value and it finally looked like a real attack AND it hit the target. Not all bullets, but at least SOME and the rest came into a believable proximity.

Also, the weapon does not have a weight specified for the ammo. This does not effect anything as I discovered, except maybe the loadout weight, but it shows that this weapon did not get the care and attention to detail it should have got to avoid problems in the first place. Poor little baby-cannon :-D j/k

Ok here is the ORIGINAL entry for the gun, I added descriptions for the more important values:

1,12.7mm Round,0,3,0,1,0,0,1,2(damage against soft targets),0(damage against hard targets),0,1,0,0,1,0,0,0,1,0,1,1,0,0,0,0(no weight!),0,2000,1500,0,1800,0.01(range error ratio),893,0,893,0,0,20,0.6,0,2(burst duration),450(ROF),5(reload time),20(launch angle error),0,0.6,0

Here what I FINALLY used to make it work, this still is WIP and maybe still too inaccurate, it's possible that I have to lower the ERROR values even more. Anyway:

1,12.7mm Round,0,3,0,1,0,0,1,9(soft damage),7(hard damage),0,1,0,0,1,0,0,0,1,1,1,1,0,0,0,0.1(weight),0,2000,1600,0,1600,0.0015(range error),840,0,840,0,0,20,0.6,0,1(burst duration),700(ROF),1(reload time),0.05(launch angle error),0,0.6,0

It is still basically useless in terms of damage and general accuracy, you would need a wopping 130+ clear hits on a AH-64 to down it and 230 clear hits on a M1 to disable it, and that's with a STILL very lousy hitratio of ~1 hit to 10+ misses on a big static ground target. But that's not the interesting point here atm anyway :-D

The point is: The annoying calling "Seeking firing position" stopped. I heard "Firing cannon", "Engaging with cannon" and "Target hit!" in short time and the following silence alone was worth all the work. It surely has not stopped all AI problems, but it stopped SOME.

The 1140 GWUT file has more of those strange values, the UPK cannon pods' values are also too inaccurate, as is the AH-64's M230.
I might be wrong but I have the feeling that some "new" weapon values have been copied from GROUND weapons without adjusting them to AIR weapon values, causing all the AI problems seen atm.

---------------------------------------------------

TLDR:
Change the LAUNCH ANGLE ERROR, RANGE ERROR RATIO of the M230, the 12.7mm Kiowa Gun and the UPK pods to MUCH lower values, it solves many annoying AI calls. ALSO change the Hydras and S-rockets RANGE ERROR ratio slightly as the AI seems to have problem with those, too, They often fire into the ground in front of the target or behind it.


And one more bug: In the Aleut campaigns many vehicles are spawned BELOW the surface. That#s sad as the terrain looks really wonderful.


Nice find. There have been quite a few issues reported with AI helos missing with Rockets, and also the 'Finding firing position' call repeatedly. So if this fixes it, then good stuff.
Posted By:

Re: 1.15 Bug Report Thread - 02/12/13 11:48 AM

Awesome work   civilian, waiting for more news smile
Posted By: ColJamesD

Re: 1.15 Bug Report Thread - 02/13/13 03:20 AM

@Messyhead: In the Europe campaign too!

I was on a CAS mission on the Red side and when I got over the target, within 10 M and I couldn't see anything on the ground.

My ground radar didn't pick up anything.

The enemies Tanks and IFV and SAMS were driving underground.
Posted By: civilian

Re: 1.15 Bug Report Thread - 02/13/13 09:53 AM

Yes, other maps seem to have some underground-vehicles, too, the aleutian one however seems to be the worst... No clue what causes this, though.

About the weapon bugs: Another problem is the wrong usage of laserguided missiles/rockets that don't use a LOAL mode (e.g.Vikhr) by the AI: They sometimes do a pop-up attack and the Vikhr is simply not made for that, being a SACLOS/Laser weapon. What makes it difficult to nail down the problem is the fact that sometimes they do NOT attack in pop-up mode and everything works... I think it has to do with the TASK settings in the GWUT file, there the attack profiles for each mission (e.g. Recon/BAI etc) are handled...
Posted By: Fafhrd81

Re: 1.15 Bug Report Thread - 02/15/13 07:07 PM

i am experiencing a background choppy sound. more like the click of an audio that tries to start but is too short/not readable.

my guess is it's some background loop, maybe the wind or some engine sound.

i have no problems with the vanilla game, and i tried to reinstall 1.15 without the new betty sounds but nothing changed.
Posted By: civilian

Re: 1.15 Bug Report Thread - 02/16/13 10:37 AM

Originally Posted By: Fafhrd81
i am experiencing a background choppy sound. more like the click of an audio that tries to start but is too short/not readable.

my guess is it's some background loop, maybe the wind or some engine sound.

i have no problems with the vanilla game, and i tried to reinstall 1.15 without the new betty sounds but nothing changed.


Same here, i think it is the rotor sound loop which does not blend correctly into the next loop.



########################### IMPORTANT NEWS ABOUT AI BUG , scientific breakthrough! ##############################


MODTEAM: I found the reason for the AI not firing and repeating the attack move and announcement eternally. It is a loadout-related bug: The AI has visible Hellfire missiles still on the helicopter but if you jump into the cockpit there is NO hellfire selectable. I am not sure if the hellfire is the only weapon that causes this, but the Kiowa nnd the AH-64 D both have that bug. I think somehow the AI can#t count properly or you guys entered wrong values in the loadout fields.

Each pylon had ONE hellfire visible, the Apache carrying two and the Kiowa one, both had NO hellfires in the weapon MFD and switching weapons did not help either, the weapons are NOT there.

It took me a whole night to find that bug, I changed about 100,000 fields in the GWUT with NO change, rstarted the game 100 times, then I discovered the ever-remaining hellfires.

Please, this needs a fix! Urgently! As well as the invisible lebanon-tree objects in Night vision mode, they killed me so often.....

*Shows big stick behind his back and waves friendly* biggrin
Posted By:

Re: 1.15 Bug Report Thread - 02/16/13 03:25 PM

Thanks civilian for this breakthrough!I hope that you get the appropriate award winkngrin
Posted By: messyhead

Re: 1.15 Bug Report Thread - 02/16/13 05:09 PM

I'm not sure how many coders are still visiting her forums. Firebird was the main coder for 3D stuff. I've got access to the source code, so I'll have a look at what's been changed in that area.
Posted By: civilian

Re: 1.15 Bug Report Thread - 02/17/13 12:59 PM

All I want is those invisi-trees and power-glue hellfires gone, that would be my wanted reward. cowboy

And about the coders: I do hope we did not make this whole thread in VAIN? sigh
Posted By: messyhead

Re: 1.15 Bug Report Thread - 02/18/13 12:21 PM

Originally Posted By: civilian


########################### IMPORTANT NEWS ABOUT AI BUG , scientific breakthrough! ##############################


MODTEAM: I found the reason for the AI not firing and repeating the attack move and announcement eternally. It is a loadout-related bug: The AI has visible Hellfire missiles still on the helicopter but if you jump into the cockpit there is NO hellfire selectable. I am not sure if the hellfire is the only weapon that causes this, but the Kiowa nnd the AH-64 D both have that bug. I think somehow the AI can#t count properly or you guys entered wrong values in the loadout fields.

Each pylon had ONE hellfire visible, the Apache carrying two and the Kiowa one, both had NO hellfires in the weapon MFD and switching weapons did not help either, the weapons are NOT there.

It took me a whole night to find that bug, I changed about 100,000 fields in the GWUT with NO change, rstarted the game 100 times, then I discovered the ever-remaining hellfires.

Please, this needs a fix! Urgently! As well as the invisible lebanon-tree objects in Night vision mode, they killed me so often.....

*Shows big stick behind his back and waves friendly* biggrin


I've looked at the code repository, and the payload code was simplified a few years ago, so there were big changes made to it. I'll try and narrow down the defect, otherwise I might revert it back and see if the bug still exists.

Originally Posted By: civilian
Each pylon had ONE hellfire visible, the Apache carrying two and the Kiowa one


Could you give a bit more detail. What was the initial loadout of the Apache? Was it 4 racks of Hellfires, or a mix of Hellfire and Hydras?

Which pylons was it that had the remaining Hellfires showing?

I've checked the payload code, and it has the correct number of Hellfires. So I think it must be something in the code that checks if there are any weapons left. It'll take me a while to get my head round how it works.


Also - has anyone noticed this happening on any Russian helo's? If it's a defect in the payload code, I would expect it to affect both sides.
Posted By: Staniol

Re: 1.15 Bug Report Thread - 02/18/13 05:21 PM

Originally Posted By: Fafhrd81
i am experiencing a background choppy sound. more like the click of an audio that tries to start but is too short/not readable.

my guess is it's some background loop, maybe the wind or some engine sound.

i have no problems with the vanilla game, and i tried to reinstall 1.15 without the new betty sounds but nothing changed.


In which heli you have this?
I can fix it no time, but do not want to go through all files, if not necessary.
Thanks
Posted By: Fafhrd81

Re: 1.15 Bug Report Thread - 02/18/13 07:32 PM

Originally Posted By: Staniol
Originally Posted By: Fafhrd81
i am experiencing a background choppy sound. more like the click of an audio that tries to start but is too short/not readable.

my guess is it's some background loop, maybe the wind or some engine sound.

i have no problems with the vanilla game, and i tried to reinstall 1.15 without the new betty sounds but nothing changed.


In which heli you have this?
I can fix it no time, but do not want to go through all files, if not necessary.
Thanks


i tried to start all the helicopters on ground, and all of them have this. my guess is it's the engine, not sure if other sound loops could have this problem while in flight (will try to do some more testing).

it is a "click" occurring every ~3/7 seconds, depending on the aircraft; it is e.g. much more noticeable on the blackhawk and barely on the hind.

thanks a lot for the attention, just discovered the game and loving it smile
Posted By: Staniol

Re: 1.15 Bug Report Thread - 02/18/13 09:37 PM

Originally Posted By: Fafhrd81
Originally Posted By: Staniol
Originally Posted By: Fafhrd81
i am experiencing a background choppy sound. more like the click of an audio that tries to start but is too short/not readable.

my guess is it's some background loop, maybe the wind or some engine sound.

i have no problems with the vanilla game, and i tried to reinstall 1.15 without the new betty sounds but nothing changed.


In which heli you have this?
I can fix it no time, but do not want to go through all files, if not necessary.
Thanks


i tried to start all the helicopters on ground, and all of them have this. my guess is it's the engine, not sure if other sound loops could have this problem while in flight (will try to do some more testing).

it is a "click" occurring every ~3/7 seconds, depending on the aircraft; it is e.g. much more noticeable on the blackhawk and barely on the hind.

thanks a lot for the attention, just discovered the game and loving it smile


OK, worked on the BlackHawk sound.
Give it a try:
link to fix

Just copy the files to the audio folder (oh, and do save the originals as usual).

Please don't forget to give some feedback, so we can understand if its an engine problem or its the sound file (based on what I saw, its the latter).
Cheers
Posted By: Doctor_Wibble

Re: 1.15 Bug Report Thread - 02/19/13 12:11 AM

Originally Posted By: Fafhrd81
it is a "click" occurring every ~3/7 seconds, depending on the aircraft; it is e.g. much more noticeable on the blackhawk and barely on the hind.

This seems a lot like the OpenAl looping-sound hiccup - which is one of the reasons for the new sounds - they can not hide the hiccup completely, just make it less noticeable... assuming that's the problem here.

Or do you get this on the DirectSound version as well?
Posted By: Staniol

Re: 1.15 Bug Report Thread - 02/19/13 08:39 AM

Originally Posted By: Doctor_Wibble
Originally Posted By: Fafhrd81
it is a "click" occurring every ~3/7 seconds, depending on the aircraft; it is e.g. much more noticeable on the blackhawk and barely on the hind.

This seems a lot like the OpenAl looping-sound hiccup - which is one of the reasons for the new sounds - they can not hide the hiccup completely, just make it less noticeable... assuming that's the problem here.

Or do you get this on the DirectSound version as well?


The original sound was already quite bad, which I tried to fix. Did you give the soundfiles I posted a try?
Posted By: Fafhrd81

Re: 1.15 Bug Report Thread - 02/19/13 06:07 PM

Originally Posted By: Staniol

Please don't forget to give some feedback, so we can understand if its an engine problem or its the sound file (based on what I saw, its the latter).
Cheers

much better now! it's still there but less frequent and noticeable. i guess this is the right direction, thanks for putting time in this.


Originally Posted By: Doctor_Wibble

This seems a lot like the OpenAl looping-sound hiccup - which is one of the reasons for the new sounds - they can not hide the hiccup completely, just make it less noticeable... assuming that's the problem here.

Or do you get this on the DirectSound version as well?

well googling "OpenAl loop glitch" brought up several results, so i see what you mean.
starting COHOKUM_DS results in a complete mute game for me... i am on windows 7, is it expected?
Posted By: thealx

Re: 1.15 Bug Report Thread - 02/19/13 06:24 PM

Originally Posted By: Fafhrd81

starting COHOKUM_DS results in a complete mute


You need to set "hdwrbuf" string of eech.ini to 0.
Posted By: Doctor_Wibble

Re: 1.15 Bug Report Thread - 02/20/13 12:45 AM

Originally Posted By: Staniol
The original sound was already quite bad, which I tried to fix. Did you give the soundfiles I posted a try?

I have now tried them - but first I tried the installed ones just to check - and sure enough a click is there (and very noticeable) but weirdly I was not getting this when I did them for the previous version. I'm wondering if maybe a couple of bytes were previously being clipped off the front but now the complete sample is played.

Whatever the reason - the blackhawk_rotor_int.pcm, blackhawk_slap_int.pcm, blackhawk_turbine_int.pcm you did are definitely 'cleaner' and should probably go into any 1.15.1 bugfix package.
Posted By: ColJamesD

Re: 1.15 Bug Report Thread - 02/20/13 01:06 AM

I don't have any problem with the sound in any of the versions, 1.4, 1.9, 1.14, 1.15

Strange he is having problems.
Posted By: messyhead

Re: 1.15 Bug Report Thread - 02/20/13 07:51 AM

Originally Posted By: Doctor_Wibble
Whatever the reason - the blackhawk_rotor_int.pcm, blackhawk_slap_int.pcm, blackhawk_turbine_int.pcm you did are definitely 'cleaner' and should probably go into any 1.15.1 bugfix package.


I'm sourcing some better sound files for the Blackhawk to go with the project I'm working on. I've found some good quality ones that I don't mind paying for and using.

The ones at the moment aren't great, in that when the helo is on the ground without the rotors turning, the external sound has the rotors running. I've found some with just the APU run up and loop, then engine 1 start with the rotors, then another engine sound for engine 2 starting.

I might get them at the weekend, and work on them. If I can get them working sooner, then I might release them when they're done.
Posted By: Staniol

Re: 1.15 Bug Report Thread - 02/20/13 10:45 AM

Originally Posted By: messyhead
Originally Posted By: Doctor_Wibble
Whatever the reason - the blackhawk_rotor_int.pcm, blackhawk_slap_int.pcm, blackhawk_turbine_int.pcm you did are definitely 'cleaner' and should probably go into any 1.15.1 bugfix package.


I'm sourcing some better sound files for the Blackhawk to go with the project I'm working on. I've found some good quality ones that I don't mind paying for and using.

The ones at the moment aren't great, in that when the helo is on the ground without the rotors turning, the external sound has the rotors running. I've found some with just the APU run up and loop, then engine 1 start with the rotors, then another engine sound for engine 2 starting.

I might get them at the weekend, and work on them. If I can get them working sooner, then I might release them when they're done.


OK, I do not touch the BH for the time being, but I will check all the other choppers and fix them where needed. The little bird has this issue, even more than the BH.
Well, if and when I have time. smile
Posted By: thealx

Re: 1.15 Bug Report Thread - 02/25/13 01:44 PM

Can anyone confirm that water of the ocean is like solid surface? Was surprised after successful landing right close to carrier. Just don't want to fix bug that doesn't exist.

Trick works only when gears are down.
Posted By: messyhead

Re: 1.15 Bug Report Thread - 02/25/13 02:06 PM

What difficulty are you playing on, and do you have full damage enabled?

I know you can land on water in Free Flight with collisions and damage off.
Posted By: thealx

Re: 1.15 Bug Report Thread - 02/25/13 02:15 PM

All dynamics are on, avionics on realistic. Checked it first. It can be gears wheel collision bug, but I'm not sure.
Posted By: messyhead

Re: 1.15 Bug Report Thread - 02/25/13 02:51 PM

Originally Posted By: thealx
All dynamics are on, avionics on realistic. Checked it first. It can be gears wheel collision bug, but I'm not sure.


What were you flying?
Posted By: thealx

Re: 1.15 Bug Report Thread - 02/25/13 03:22 PM

alaska, lebanon, taiwan. comanche, hokum. If you haven't it anywhere just say it.
Posted By: messyhead

Re: 1.15 Bug Report Thread - 02/25/13 03:38 PM

Originally Posted By: thealx
alaska, lebanon, taiwan. comanche, hokum. If you haven't it anywhere just say it.


I'm just checking the old bug tracker. It seems a strange bug to have not been seen before. But also there were no changes in that area for 1.15 (as far as I know) so not sure what would have changed it.
Posted By: messyhead

Re: 1.15 Bug Report Thread - 02/25/13 04:33 PM

Can you try it in a heli that isn't one of the following? These all had suspension added in 1.14...

ah-64, ka-52, mi-24, mi-28, rah-66, uh-60
Posted By: thealx

Re: 1.15 Bug Report Thread - 02/25/13 04:57 PM

ah-1t and ch-3 jolly hasn't this problem.
ka-50 and ah-1z has. ah-1z also takes damage if you not lower gears =) other helis with raised gears dive into water.

I will wait until someone confirm it. Maybe it's only mine troubles.
Posted By: messyhead

Re: 1.15 Bug Report Thread - 02/25/13 05:22 PM

Sounds like something to do with the suspension dynamics as they were only added for the heli's I listed above.
Posted By: Doctor_Wibble

Re: 1.15 Bug Report Thread - 02/25/13 06:12 PM

Originally Posted By: thealx
I will wait until someone confirm it. Maybe it's only mine troubles.

Nope, looks like we all have it!

Originally Posted By: messyhead
Sounds like something to do with the suspension dynamics as they were only added for the heli's I listed above.

FWIW, just had a go at this in version 1.13 and it happens there too - Ka-52 can land (and roll along) on water if the gear is down, but sinks (and then does not work very well as a submarine) if the gear is up.

Edit: Easy for this to have gone unnoticed since we put the gear up on take-off and don't usually try to land on water - and even if forgetting to put the gear up, the chances are we would be going too fast for a safe landing if we skimmed the surface.
Posted By: thealx

Re: 1.15 Bug Report Thread - 02/25/13 08:14 PM

Thanks for info. Will try to do something.
Posted By: messyhead

Re: 1.15 Bug Report Thread - 02/25/13 08:22 PM

Suspension was actually added in 1.11 with the Hind release.

http://eechcentral.simhq.com/index.php?title=EECH_developments_and_timeline

There was a fix for some of the helo's in 1.12

http://simhq.com/forum/ubbthreads.php/topics/2745794/1

An there were some further changes in 1.14

http://simhq.com/forum/ubbthreads.php/topics/3467758/1/1_14_1_bugfix_release_is_out.html

I think we might need to wait for Firebird to look at this one. I don't know enough about the 3D code (yet).
Posted By: messyhead

Re: 1.15 Bug Report Thread - 02/26/13 09:44 AM

I had a quick look in the source code. I'm no expert, but I think what might be happening is that the wheels are set to not cause damage when they collide with the terrain on models that have suspension dynamics. Makes sense, as you need to be able to land and the suspension needs to react. But I think that water is not being excluded from the types of terrain that collisions are allowed with. So when the gear is down, you can land on water.
Posted By: Zackin5

Re: 1.15 Bug Report Thread - 03/06/13 05:10 AM

Maybe I'm doing something wrong, but EECH doesn't seem to load any of the values from EXPLOS.CSV

Changes to METASMOK.csv and SMOKES.csv cause in-game changes just fine, but even after I replaced every non-boolen variable in EXPLOS.CSV with the same number (0.5) there still weren't any apparent changes.
Posted By: messyhead

Re: 1.15 Bug Report Thread - 03/06/13 08:57 AM

Joe13 was working on some things in explos.csv not long ago, maybe he can help?

Here's the original thread for the release of these files. THere might be something in there that can help. It was Banita and Firebird that worked on them originally.

http://simhq.com/forum/ubbthreads.php/topics/3398487/1

There's also this thread about some updates that were being worked on

http://simhq.com/forum/ubbthreads.php/topics/3464058/1.html

That thread also talks about EECH Central getting updated with details, but I can't find anything on the wiki (coming soon!) that shows how to edit the csv files.
Posted By: L_Viper

Re: 1.15 Bug Report Thread - 03/06/13 10:21 AM

Hi All!
Taiwan and Lebanon map bug! Too grey tree lines is forest side:



The reason for failure: The GREY_TERRAIN_TREE_CROSS.dds missing!
(\cohokum\graphics\textures\terrain\lebanon)
(\cohokum\graphics\textures\terrain\taiwan)

Solution:
Copy the GREY_TERRAIN_TREE_CROSS.dds file in \cohokum\graphics\textures\terrain\cuba\ to \cohokum\graphics\textures\terrain\lebanon and \cohokum\graphics\textures\terrain\taiwan

Works fine:



I created an little bugfix: http://www.mediafire.com/?9eyscgi9bwgjbft

Includes texture bug correction in Europe map.
http://simhq.com/forum/ubbthreads.php/topics/3707180/Re_1_15_Bug_Report_Thread#Post3707180

Europe map after bugfix:



Posted By:

Re: 1.15 Bug Report Thread - 03/06/13 04:21 PM

Zackin5 what parameter you change and what not work?
Posted By: Zackin5

Re: 1.15 Bug Report Thread - 03/06/13 04:53 PM

Originally Posted By: joe13
Zackin5 what parameter you change and what not work?


I was initially trying to tweak the lifetime of the cannon_flare sprites on the he_meta_explosion effects. But when there didn't appear to be any notable changes for any of the explosions I tried changing the colour variables of all the effects as a test, again to no noticeable effect.
Posted By:

Re: 1.15 Bug Report Thread - 03/06/13 05:03 PM

Probably in wrong place you trying change wink If you want change explosion you must change in this place 13;MEDIUM_EXPLOSIVE_OBJECT_META_EXPLOSION;
Posted By: Zackin5

Re: 1.15 Bug Report Thread - 03/06/13 05:38 PM

I thought 13 was the explosions for tanks and etc getting destroyed? Not the Apache cannon explosions which is what I was looking for.
Posted By:

Re: 1.15 Bug Report Thread - 03/06/13 05:50 PM

Yes is for explosions tanks .For cannon dont remember ATM , certainly one of these:Nr3(hit   in metal?) ground dust :4 or 6, or 7 in explos.
Posted By: Zackin5

Re: 1.15 Bug Report Thread - 03/06/13 06:02 PM

That's what I was thinking, which brings me back to my original issue where I can't get any changes to explos.csv to appear in-game frown
Posted By:

Re: 1.15 Bug Report Thread - 03/06/13 06:24 PM

I have never met with something like this. Make a copy of your files csv delete it, and restart the game. The game will make clean versions of these files.
check if you have csv files in other directories. and remove duplicates
Posted By: Zackin5

Re: 1.15 Bug Report Thread - 03/06/13 06:43 PM

Still nothing, guess I'm going to have to resort to editing the graphic files if I want to change the explosions.
Posted By:

Re: 1.15 Bug Report Thread - 03/06/13 06:46 PM

You must have seen the effects, because clean csv files have a completely different setting.
With a clean csv you should have squares instead of an explosions.
Posted By: Zackin5

Re: 1.15 Bug Report Thread - 03/06/13 07:27 PM

It just regenerated a new explos.csv that was exactly the same as the old one, the only effects that changed was stuff defined in metasmok.csv and smokes.csv
Posted By:

Re: 1.15 Bug Report Thread - 03/06/13 07:34 PM

Last chance.
Delete ALL lines in explos
OBJECTS;EFFECT_DEBRI;xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
OBJECTS;EFFECT_FIREBALL;xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
save file and run game. shoot any tank,see if it disappeared  circular balls of fire and shrapnel .
Posted By: Zackin5

Re: 1.15 Bug Report Thread - 03/06/13 07:52 PM

Guess it's my fault after all, because that worked when I edited the CSV via Notepad++ but not OpenOffice.

The trick I'm doing to fix the CSV formatting issues for metasmok.csv and smokes.csv apparently isn't working on explos.csv very well, causing the game to think it's broken and thus it uses the default settings. Guess I'm going to have to sort out a new trick.

Time to mess with the explosions yeah
Posted By:

Re: 1.15 Bug Report Thread - 03/06/13 08:02 PM

You need only clean notepad from windows nothing more.
Posted By: L_Viper

Re: 1.15 Bug Report Thread - 03/08/13 09:39 PM

Hi All!
An shadow bug ( in the original EECH too frown )

Low altitude, shadows is ok:



High altitude:





Airplane is in the hangar, shadow at the top of the hangar:



I can turn off the shadows in the game? (for example EECH.INI?)
Thx...
Posted By: messyhead

Re: 1.15 Bug Report Thread - 03/08/13 09:58 PM

It's either a limitation if the graphics engine, or more likely it's by design, as the helicopters are meant to be flown at NOE heights so the shadows haven't been designed to look right at high altitude. Just my thoughts.
Posted By: L_Viper

Re: 1.15 Bug Report Thread - 03/08/13 10:08 PM

Originally Posted By: messyhead
It's either a limitation if the graphics engine, or more likely it's by design, as the helicopters are meant to be flown at NOE heights so the shadows haven't been designed to look right at high altitude. Just my thoughts.


Otherwise I'm flying low, but when I looking at the units a bit ugly smile
Thank you for your answer wave
Posted By: Rafal1537

Re: 1.15 Bug Report Thread - 03/10/13 04:32 PM

Why Blak Hawk all time (in fly too) rear wing is low position?
It's look funny
Posted By: thealx

Re: 1.15 Bug Report Thread - 03/10/13 04:44 PM

Old model hasn't this stabilizer. You need to make animation in heli scene and add new functions in source code. Just no one did it.
Posted By: messyhead

Re: 1.15 Bug Report Thread - 03/10/13 05:30 PM

Sockzien had updated the external model for 1.15. I had said that the stabilator position was wrong, but it wasn't corrected before release. It should be down like that when landed. I'll be fixing it as part of my Blackhawk project, and I'll see if it's possible to make it movable according to the flight.
Posted By: ColJamesD

Re: 1.15 Bug Report Thread - 03/10/13 09:19 PM

Originally Posted By: Rafal1537
Why Blak Hawk all time (in fly too) rear wing is low position?
It's look funny


It doesn't bother me.

I very seldom look at the choppers from the outside view position.

Most of the time I am in the cockpit view.

If I see any choppers (and aircrafts and armor) from the outside view position, is in the target insert on the top right corner of the screen or in quick auto action camera view.
Posted By: messyhead

Re: 1.15 Bug Report Thread - 03/13/13 09:17 PM

Originally Posted By: Rafal1537
Why Blak Hawk all time (in fly too) rear wing is low position?
It's look funny


I've changed the position of the stabilator to a more realistic position.



You can download it from here;

http://www.squareflux.co.uk/files/

It's called UH60_blackhawk_model.zip
Posted By: Rafal1537

Re: 1.15 Bug Report Thread - 03/14/13 04:36 PM

When I far distance watching for any new skin heli it's look older model help
Posted By: messyhead

Re: 1.15 Bug Report Thread - 03/14/13 04:55 PM

Originally Posted By: Rafal1537
When I far distance watching for any new skin heli it's look older model help


Try pressing ALT L

It's a hack to force higher level of detail models. But beyond a certain distance, even that doesn't work.

Not all of the new helos had the LOD model updated when changes were made to the main model - it's on my list of TODO biggrin


There's also this fix for the AH-1Z LOD model.

http://simhq.com/forum/ubbthreads.php/topics/3726631/AH1Z_LOD#Post3726631
Posted By: L_Viper

Re: 1.15 Bug Report Thread - 03/14/13 11:01 PM

Trees on the road (Lebanon, Cuba, Taiwan and Thailand maps):



I deleted two files: cohokum\3ddata\objects\fast_tree\ FOREST_TREE.EEO and FOREST_TREE_OBJECT.EES
The road is OK:



Posted By: L_Viper

Re: 1.15 Bug Report Thread - 03/14/13 11:04 PM

Hind door is too light (all new skins):

Posted By: thealx

Re: 1.15 Bug Report Thread - 03/15/13 05:23 AM

L_Viper, this trees part of terrain. I think you will miss them somewhere. Just imagine it is bush, not tree =)
Posted By: L_Viper

Re: 1.15 Bug Report Thread - 03/15/13 08:30 AM

Originally Posted By: thealx
L_Viper, this trees part of terrain. I think you will miss them somewhere. Just imagine it is bush, not tree =)


Nature overcomes the concrete! smile

Posted By:

Re: 1.15 Bug Report Thread - 03/15/13 12:20 PM

Good find L_Viper .Had been several versions of the trees.trees were combined with clouds with early versions .Quite possible that the soczkien do not check if everything is compatible with each other.
Posted By: ColJamesD

Re: 1.15 Bug Report Thread - 03/15/13 12:37 PM

I kind of like the armor and other vehicles hidden under the trees on the road.

It makes targeting them and taking them out more challenging.

I was on a mission and I fired several rockets and Hellfires at them and I'd even strafed them with the chain gun and still didn't take them out.

There is an advantage to it too.

They can't see you to fire their machine guns or cannons at you or launch their SAMS at you.
Posted By: L_Viper

Re: 1.15 Bug Report Thread - 03/15/13 02:46 PM

Not all bad, but in some places.
Here is perfectly good, very realistic (after the gray bugfix):



(I posted in #3746136 )

More map grey bugfix, and correction: http://www.mediafire.com/?m5vrapjev5ivf0c

Sorry, the nfo is only hungarian smile
Posted By: Rafal1537

Re: 1.15 Bug Report Thread - 03/15/13 03:06 PM

Why blackhawk not have a FLIR?
Posted By: messyhead

Re: 1.15 Bug Report Thread - 03/15/13 04:21 PM

Originally Posted By: Rafal1537
Why blackhawk not have a FLIR?


The Blackhawk model in the game isn't fitted with FLIR or Radar as it's not on the Blackhawks.

I'm planning on adding FLIR as part of my project.
Posted By: Rafal1537

Re: 1.15 Bug Report Thread - 04/01/13 11:39 AM

Why ah64d don't have a desert camo on desert maps?
Posted By:

Re: 1.15 Bug Report Thread - 04/01/13 11:53 AM

On what map ?Not all maps are desert, even if you think that are wink
Posted By: Rafal1537

Re: 1.15 Bug Report Thread - 04/01/13 12:52 PM

Quote:
=joe13Not all maps are desert

Yes I know it, I talk only desert map, other map it's ok
Posted By: FireBird_[WINE]

Re: 1.15 Bug Report Thread - 04/01/13 07:54 PM

Well, strictly saying, it has. But it's not yellow.
Look at AH64_LHS.bmp, AH64_LHS-D.bmp, AH64_LHS-W.bmp and AH64_RHS.bmp, AH64_RHS-D.bmp, AH64_RHS-W.bmp.
I don't know why it's not yellow. But as long as I'm not an artist, the patch has what artists supplied.
Posted By: Rafal1537

Re: 1.15 Bug Report Thread - 04/03/13 02:50 PM

Cockpit Ka-50 has rippled all time sigh
Posted By: messyhead

Re: 1.15 Bug Report Thread - 04/03/13 03:00 PM

Originally Posted By: Rafal1537
Cockpit Ka-50 has rippled all time sigh


I'm not sure what you mean? The KA-50 cockpit is very unfinished.
Posted By: Magitek

Re: 1.15 Bug Report Thread - 06/12/13 04:38 PM

Support planes be flying like helicopters..

http://i.imgur.com/xLMvLEA.jpg
Posted By: AdamMil

Re: 1.15 Bug Report Thread - 06/14/13 10:14 PM

Here are some bugs I've found:

1. Crash to desktop when paging through the MFDs of one of the helicopters. I don't remember which helicopter, but the error was something like "Invalid MFD page 13". I've since turned faa (fly all aircraft) off to avoid inadvertently using a helicopter that will crash the game.

2. persistent_smoke=0 doesn't work! The wiki says it will cause smoke to burn for only 10 seconds, but it continues to burn and kill my framerate for a long time. This is really annoying. I basically have to leave the area for a while and come back to finish what I was doing.

3. Some roads and rivers that run through forests are completely covered by trees. I guess you're trying to put trees at the edge of block forests, but this is annoying, since it makes it hard to fly low along roads or rivers. I'm constantly flying through trees and don't know where the river banks are, etc. This caused me to crash a couple times when the river/road curved and I couldn't see it until it was too late. I've since given up on trying to fly along roads or rivers that go through forests. Please at least add an option to turn these trees off.

4. I also saw the opaque trees as referenced in http://simhq.com/forum/files/usergals/2012/12/full-33454-48415-europe_card_trees.jpg but it's an intermittent problem. Restarting the game fixes it, at least temporarily. (Edit: Or maybe I was just flying in a different area after restarting...)
Posted By:

Re: 1.15 Bug Report Thread - 06/14/13 10:20 PM

check the previous page, is a fix on the tree.
Copy file from georgia directory GREY_TERRAIN_TREE_CROSS.dds to Europe directory This solves opacity problem.
Posted By: AdamMil

Re: 1.15 Bug Report Thread - 06/14/13 10:35 PM

Originally Posted By: joe13
check the previous page, is a fix on the tree.
Copy file from georgia directory GREY_TERRAIN_TREE_CROSS.dds to Europe directory This solves opacity problem.

If that's a reply to me, I'll note that I wasn't flying in Europe at the time. But I suppose I could copy the file to whatever terrain directory represents the location where I was flying(?).
Posted By: ColJamesD

Re: 1.15 Bug Report Thread - 06/14/13 11:01 PM

Originally Posted By: AdamMil
Here are some bugs I've found:

1. Crash to desktop when paging through the MFDs of one of the helicopters. I don't remember which helicopter, but the error was something like "Invalid MFD page 13". I've since turned faa (fly all aircraft) off to avoid inadvertently using a helicopter that will crash the game.


That happens to me when I am flying the KA-50.

If I press F3 or F4, it crashes.
Posted By: AdamMil

Re: 1.15 Bug Report Thread - 06/15/13 12:36 AM

Another CTD. This time I was just flying along in a Commanche. I hadn't pressed any button recently, so I don't think it's directly related to any input I made.

Here are the crash details:
Click to reveal..

Executable build date: Dec 27 2012
Executable build time: 02:13:46

Crash details:

Location: 0053120d
Reason: Access violation
Tried to read from memory location: 0x00000000

Register dump:
EAX: 0x04aa15c0
EBX: 0x00000540
ECX: 0x16e022c0
EDX: 0x00000008
EDI: 0x00009cf0
ESI: 0x00000000
EBP: 0x032deb44
ESP: 0x032deafc
EIP: 0x0053120d


Floating point details:
Control word: 0xffff0e7f
Status word: 0xffff0120
ST(0): 00008c1aab647cd7d63f
ST(1): 0000acaeec2899b3f1bf
ST(2): 0000cc37d2b4e6a2f53f
ST(3): 0000e8df9d093cabf9bf
ST(4): 0000000000bf3dfffe3f
ST(5): 117b5e927ed5b89dfb3f
ST(6): 0000247c2c404fa7f03f
ST(7): 0080520516495785f13f


Stack dump:
04aa15bc
16e022c0
000009d8
004db2f9
16e022c0
76c8b882
405181ac
00000000
3ff00000
00000000
3ff00000
df615c70
16e19290
76c8b882
032deb4c
032deb80
16e08260
16e022c0
032deb68
004e44fd
bc7fc000
3dc5e8b8
3feff86b
04aa15bc
16e022c0
00003d08
00000100
032decb4
004e3302
3f4d95ea
00000000
00000000
00000000
b863b6f1
c0ae38d9
b963b6b1
00000023
00000000
00000000
00000000
16e2b130
00000000
bafc9af3
00000000
bac9a123
47f95b4b
44245967
47534152
c5800000
032deca8
17eec2f9
00000009
0047facc
c5a4b200
c53e9600
17eec10c
40ae38e5
04a2201c
032dec04
3dc5e8b8
00000000
c1115700
16e19290
00000000
00000000
c12e38d9
032deca8
38f99e7c
c0ae38d9
c1115700
0000003e
394aa8ac
c259c710
394aa8ac
38f99e7c
16e08260
00000000
bcabbe5a
00000000
bcabbe5a
c33e9600
00000000
16e13170
00000000
c1115700
00000000
c0ae38d9
baed0136
00000000
44245967
c1115700
baed0136
032dec90
37c21a8e
3d9db8d5
c0ae38d9
3f400000
3f4d95ea
44245967
4259c710
394aa8ac
412e38d9
3cac624b
04aa15bc
40ae38d9
04aa1710
16e022c0
04aa15bc
04aa15bc
00003d08
032decf0
004e6e5e
00000000
000009d8
00000070
16e022c0
00000001
0054b0c0
3ce56041
00000001
00000006
00000000
00000000
51bbb509
51bbb5bf
032ded14
004903c5
00000400
00000119
00000001
050c4880
00000001
00000002
00000006
032df63c
0055aa44
29264419
06af26f9
29264418
00000080
00000ad7
bfe9b104
41a74ffe
3f800000
3f800000
06af02b8
0737f1a8
06af0178
06af0000
7c910222
00000002
06af06e8
06af0000
06af26f8
032ded54
00000000
29264418
7c90e920
000010a7
00000010
7c910222
7c91019b
7c9101db
00000000
00000000
29264410
06af0160
00000000
00000000
06af0000
00008538
29264418
032dee94
06af0178
00008538
00010000
00000002
032ded1c
032dee74
032defac
7c90e920
7c910060
ffffffff
7c91005d
7c918649
7c9186c5
06af0608
7c918681
16fe2848
0000852c
06af26f8
7c80189c
03489ee0
03489ee3
00001000
3f7bbb6f
00000000
29264410
00000c8d
29264418
032dee30
032dedfc
00000008
00000028
00000020
0000ffc0
03490000
7c90cffa
7c809c2b
00000001
03480030
03480000
00746179
00000000
00000000
009ec3dc
00000000
00745d3d
00748e61
00000000
009ec3dc
00000000
00745d71
032dee94
000093e4
009ec3dc
0000004d
00000000
032df0b0
004bd5a1
69647561
6f735c6f
2e646e75
00746164
409b4253
0000000f
c184c39b
3f800000
3f800000
3f800000
00000000
06af26f0
00000000
bf8fc261
be19d7f0
418ca879
3f800000
3f800000
3f800000
bf8fc261
be19d7f0
418ca879
3e148ac2
be8c25f2
3f7367fa
000000fe
Posted By: AdamMil

Re: 1.15 Bug Report Thread - 06/15/13 12:46 AM

Originally Posted By: AdamMil
Another CTD. This time I was just flying along in a Commanche. I hadn't pressed any button recently, so I don't think it's directly related to any input I made.


Just happened again. Same error, same place in the game (0053120d), same apparent cause. Maybe my game is corrupt now. It has crashed three times now after about 5 minutes of flying. I guess I have to start a new campaign. :-(
Posted By: AdamMil

Re: 1.15 Bug Report Thread - 06/15/13 02:14 AM

Another potential bug: I was smashing SAMs and they were trying to smash me. I took a hit and both engines caught fire. (At least, I got the warning lights.) I hit Ctrl-F to use the fire extinguisher. A few SAMs later, I took another hit. The left engine caught fire again (supposedly), and I hit Ctrl-F a second time. The fire warning light went out. So it seemed that I was able to use the fire extinguisher twice.

After taking out 10 ground units and 3 helos, I barely got back to base. Then when I tried to land, I realized that I couldn't lower the landing gear due to low hydraulic fluid pressure. Too late to pull back up, I got exploderized upon impacting the ground. Shame for it to end that way. My pilot would have had a good story to tell at the bar. :-( But that's not part of the bug. :-)
Posted By: Magitek

Re: 1.15 Bug Report Thread - 06/17/13 09:42 AM

Commanche cannon and several other gun-weapons are useless in multiplayer. I managed to fix the disappearing ammo bug only to find this ridiculous issue.

http://i.imgur.com/P0QmWOo.jpg
http://i.imgur.com/2eUShSy.jpg

Does not affect the AH64. Not sure how to fix this one sadly.
Posted By: arneh

Re: 1.15 Bug Report Thread - 06/17/13 11:01 AM

I seem to remember there was a bug about the Comanche cannon remaining stowed in multiplayer (for the purpose of calculating bullets). Possibly the same bug?
Posted By: Magitek

Re: 1.15 Bug Report Thread - 06/17/13 11:33 AM

A solid possibility; the trajectory remains twisted roughly 120 degrees to the left I think. I'll see if its visible by the server.
edit: Apparently not? I will continue poking around.
Posted By: Magitek

Re: 1.15 Bug Report Thread - 06/17/13 02:04 PM

Just an update on that bug; if the server is not in the area (with any sort of camera) the client is affected by this when he opens his weapon bays.

The moment the server moves his view to watch something near the client, his guns will start magically aiming in the right direction.. until you put them away again. I assume the rotation code is non-operational when the client is out of view.
Posted By: Magitek

Re: 1.15 Bug Report Thread - 06/17/13 05:20 PM

Fixed it, took more hours than I would've liked but apparently the gun mechanics are dependent on the physical model orientation. No more disappearing ammo in MP, no more cannon bugs in MP.
Posted By: thealx

Re: 1.15 Bug Report Thread - 06/17/13 06:08 PM

congratulations! there is little more. we're all counting on you :thumbs_up:
Posted By: Magitek

Re: 1.15 Bug Report Thread - 06/20/13 07:55 AM

I had been wondering why I had never been shot at by a jet in 1.15 and now I know why:



Fixed wing aircraft sometimes just permanently climb until they hit the games physical limit.. I suspect they just continue doing this until they run out of fuel.
Another impossible bug to fix sigh
Posted By: arneh

Re: 1.15 Bug Report Thread - 06/20/13 08:17 AM

Originally Posted By: Magitek
Fixed wing aircraft sometimes just permanently climb until they hit the games physical limit.. I suspect they just continue doing this until they run out of fuel.


That bug has been there since EECH was released, so nothing new.
Posted By: Doctor_Wibble

Re: 1.15 Bug Report Thread - 06/20/13 08:31 AM

Originally Posted By: Magitek
Fixed wing aircraft sometimes just permanently climb until they hit the games physical limit.. I suspect they just continue doing this until they run out of fuel.
Another impossible bug to fix sigh

Question inspired by a different thread... are they possibly waiting for an escort that just took too long to appear, or didn't appear at all?

Edit: seen arneh's reply, never mind, just a thought...
P.S. I've definitely been shot down by planes before, usually when I thought I was being really sneaky and had not been spotted.
Posted By: Magitek

Re: 1.15 Bug Report Thread - 06/20/13 08:36 AM

Originally Posted By: arneh
Originally Posted By: Magitek
Fixed wing aircraft sometimes just permanently climb until they hit the games physical limit.. I suspect they just continue doing this until they run out of fuel.


That bug has been there since EECH was released, so nothing new.

Is there something specific that triggers this then? I remember being shot at by fixed wing craft in earlier versions... but I haven't for quite some time now. Not once I think.

Originally Posted By: DoctorWibble

Question inspired by a different thread... are they possibly waiting for an escort that just took too long to appear, or didn't appear at all?

Unless all the airborne craft are being escorted.. no. I shall look into it however.
Posted By: Magitek

Re: 1.15 Bug Report Thread - 06/21/13 06:24 AM

Well I have narrowed the problem down with jets flying stupidly, fixing it has proved difficult so far however, as I'm a terrible mathematician.
Posted By: ColJamesD

Re: 1.15 Bug Report Thread - 06/21/13 07:26 AM

I've been attacked by enemy jets in 1.15.

They are not very nice.

I get the impression they are now more aggressive.

I could be flying NOE and have my air radar turned off but when I start attacking ground targets and those targets call for help, here comes a couple (or more) of enemy jet fighters (and choppers) launching AA missiles at me, sometime from more than one directions.

Heck, I even been shot down by MI-24 firing rockets at me.

How is that even possible?
Posted By: Magitek

Re: 1.15 Bug Report Thread - 06/21/13 10:38 AM

They can operate correctly from time to time it seems.. I honestly can't imagine what it will be like with them at 100% presence. Watching them through the campaign view, currently most of them spend their time patrolling the stratosphere somewhere near the moon. Helicopters work 100% near as I can tell from monitoring their activities, their situation awareness is not great though.. something I'd like to improve at some point.

I guess if I want to get shot at by jets in EECH I need a bit more seat experience! After (hopefully) fixing the problem, they may require re-adjustment for difficulty I suspect.
Posted By: Magitek

Re: 1.15 Bug Report Thread - 06/23/13 04:01 PM

Well I have made some progress on aircraft..

To explain the problem:
The aircraft waypoint system in EECH does not support overshooting properly, in the event any aircraft misses its waypoint at angles greater than 90 degrees, it fails to navigate around back to it. This issue very quickly becomes a problem because of formation rules of flight an aircraft is capable of missing it's waypoint even without turning for it. This is what 50% of all fixed-wing aircraft have been doing in EECH at any given time.

After 4 days of debugging aircraft I've discovered that the old aircraft code is actually much superior to the newer one, or rather suffers from little to no issues. As for the difference between the two, the newer one has smoother maneuvering, more flight physics, and better formation flying.

So I've merged the two navigation systems to act when appropriate. When an aircraft fails to meet its waypoint, or is facing the wrong way for any reason, it will temporarily revert to the old navigation system, drop 50% throttle and return to its course.
By doing this, I've eliminated 90% of fixed wing aircraft problems. Aircraft now actually attend to the battlefield without flying to the moon first.

Now I'm thinking about making them actively destroy threats of opportunity, instead of simply passing everything by all the time. Seems to be a few cannon issues present also.


Posted By: Magitek

Re: 1.15 Bug Report Thread - 06/24/13 07:30 AM

Some client/server rendering differences, noticeable the cubemap on the cockpit:

Server



Client


And a twist on an old favorite, the radio repeat bug:
Posted By: Magitek

Re: 1.15 Bug Report Thread - 06/27/13 05:47 AM

Inset camera (alt-f12) is possibly causing issues with formations. Sometimes your wing will follow something else while it is enabled.

If you rotate the view you can also see the edges of your helicopter visible in the inset camera. It should probably not be rendering your helicopter there.
Posted By: ColJamesD

Re: 1.15 Bug Report Thread - 06/27/13 06:52 AM

How did that little Bell get under that bridge?
Posted By: Rafal1537

Re: 1.15 Bug Report Thread - 07/13/13 06:24 PM

Why in Mi-24 Hind map navigation not change position, not see all navigation points ?? In version 1.14 not have that problem cuss
Posted By: Doctor_Wibble

Re: 1.15 Bug Report Thread - 07/17/13 05:21 PM

Originally Posted By: Rafal1537
Why in Mi-24 Hind map navigation not change position, not see all navigation points ?? In version 1.14 not have that problem cuss

If you are stuck on this, a workaround is to go to the campaign map view and tweak any of the waypoints, and the map in the cockpit gets updated to your current position.
Posted By: SgtSykes

Re: 1.15 Bug Report Thread - 08/12/13 11:15 PM

Hey guys wave

Awesome work yep

I reinstalled EECH+EEAH after some 10 years. It's great as ever. Well better with all this community work. I always knew EExH is a superb platform for extending beyond the two games.

Anyway I encountered a few issues with the 1.15 packs, maybe they've been mentioned. I'll read the 19 pages later.

1) When flying a mission with AH-64D, I got hit by ground fire in the left wing. Nothing bad, lost a few rockets and radar but nothing related to flight was affected. Yet, after the hit the helicopter began to bob up and down by about 10 degrees, about 3 times per second. The helicopter was controllable normally but the visual effect was quite epilepsy-inducing and eventually I crashed when landing. I think this bobbing was a physics glitch, since a helicopter with damage that would cause such erratic behaviour wouldn't be flyable at all I think.

2) I encountered something similar when I left the autopilot to land the RAH-66. It touched down but the rear gear got stuck in the ground while the front vibrated up and down. As soon as I disabled the autopilot the helicopter blew up.

3) At one point during a recon mission (all these things happened during one Georgia campaign), the ground control radio got stuck in the loop, repeating 'This is ground control. Requesting support at grid' (without specifying the grid). It sorted itself out when I paused, went to the map screen and back.

4) And finally, the alternative menu screens sometimes simply don't work, randomly. I get the default EECH screens instead. On next startup the community screens are back. No big deal. Just saying.


Keep up the good work. I wish I could help developing all these awesome things, unfortunately I don't know this stuff smash
Posted By: thealx

Re: 1.15 Bug Report Thread - 08/13/13 07:52 AM

1) may be it was rotor blades damage? if rotor wasn't damaged you still can fly. didn't see other dynamic forces that appears after taking damage.
3) I think it was fixed by Magitek, just read related topic.
Posted By: ColJamesD

Re: 1.15 Bug Report Thread - 08/13/13 10:16 PM

Originally Posted By: SgtSykes


4) And finally, the alternative menu screens sometimes simply don't work, randomly. I get the default EECH screens instead. On next startup the community screens are back. No big deal. Just saying.



I am trying to figure out what you are talking about.... banghead :
Posted By: Zackin5

Re: 1.15 Bug Report Thread - 08/14/13 12:04 AM

Originally Posted By: ColJamesD
Originally Posted By: SgtSykes


4) And finally, the alternative menu screens sometimes simply don't work, randomly. I get the default EECH screens instead. On next startup the community screens are back. No big deal. Just saying.



I am trying to figure out what you are talking about.... banghead :


I think he's saying that sometimes the main menu background uses the original EECH artwork instead of the new images (Of Apache's flying, hinds, hokums, missiles, etc)

Which IIRC isn't a bug, the old artwork folder is included in the list of styles the game can pick randomly.
Posted By: Alemart

Re: 1.15 Bug Report Thread - 08/14/13 03:59 AM

I want to report a bug that i detected, maybe it has been posted already, if that is the case, then disregard my post.
On the 2d menus, i get intermittent "blinking" of the graphical interface, roughly every 1 or 1.5 seconds, it is an effect similar to what you experience when you blink, that is, the whole interface goes black for a very very small amount of time, this ONLY happens on the 2D menus (all of them), this bug does not manifest on the 3D part of the game on any form.
I am using the DS version of the 1.15 executable on a 64 bits machine running W7UX64.
Posted By: thealx

Re: 1.15 Bug Report Thread - 08/16/13 06:37 PM

Alemart, just remembered that similar thing happens when game fighting with other app for fullscreen - popup message of messenger appears in my case. may be you have something like that in background.
Posted By: Alemart

Re: 1.15 Bug Report Thread - 08/17/13 10:29 PM

I understand, unfortunately i was only running EECH at the moment, nothing else on the background, not even STEAM.
Posted By: MadMike

Re: 1.15 Bug Report Thread - 08/30/13 09:41 PM

Did someone fix any of these problems occurring in 1.11.1 and partly in 1.14.0? I don't see fixes in the patchlog.

http://imgur.com/a/cpZpG

* Rear rotor sinking.

* Hiccough of the nose, when rear rotor sank in.

* No collision with wires possible, although the manual speaks of it.

* Smoke killing FPS. Is that solved by eech-smoke-1.14.0.exe ?

* Heli going mad, e. g. starting to spin extremely hard as if a key was locked in the midst of flying. Spamming Y, X, T, Shift-T, P and so forth solves it after a few seconds.

* Helicopters are recreated when I quit the mission.

* I can land in many objects without fatal loss.

* Recon missions in the 2nd Taiwan Skirmish can't be completed, because the Comm menu does not highlight the 'Transmit Recon' option even when flying directly over X with activated FLIR or DTV, or am I not group leader?

* Heli can slip from a carrier and will sometimes stand on water while sliding back.

I can overlook all the graphical issues on the surface like shadows disappearing or being drawn at the wrong place and planes driving through airport buildings, but the simulation aspect seems to be broken. If I want to simulate bugs and glitches I'd install any piece of crap software that I can find any day on the internet. So please refrain from any advertising for EECH.
Posted By: MadMike

Re: 1.15 Bug Report Thread - 08/31/13 12:00 AM

Did I insult you by calling EECH a bugs-and-glitches-simulator? I think it's time to stop showing people the polished screenshots with normal situations and rather show them this:

http://www.imagebam.com/image/6fe3bb273075091

So that they know that it was never completed.
Posted By: thealx

Re: 1.15 Bug Report Thread - 08/31/13 04:19 AM

I fixed many collision problems (1, 7, 9 as well), will release it soon someday. Unstable helicopter behavior is caused by primitive dynamics system, so it's actually not bugs. Let's say it's reminders to move forward =)

Quote:
Helicopters are recreated when I quit the mission

AI take control of it, or you talking about something else?

Quote:
So please refrain from any advertising for EECH

Ok, ok.. will try to control myself next time.
Posted By: messyhead

Re: 1.15 Bug Report Thread - 08/31/13 07:52 AM

Originally Posted By: XIII
By a similar idiot  we lost the civilian, sorry irritate me such complainers :/


Are you saying you're leaving, or inviting MadMike to leave? If you are, you're out of order. He's only asking if bugs have been fixed, in a thread about bugs.

I too feel that the quality of some aspects of the game have slipped in recent updates.
Posted By: ColJamesD

Re: 1.15 Bug Report Thread - 08/31/13 08:02 AM

Originally Posted By: MadMike
I think it's time to stop showing people the polished screenshots with normal situations and rather show them this:

http://www.imagebam.com/image/6fe3bb273075091



Hey!!

cuss

I am the person who took that screenshot.

cuss2

Therefore I own all intellectual property rights to it.

RTFM

I didn't see you asking for permission in writing from me before you'd repost it?

neaner grrr

DMCA violation!

hahaha

Posted By: MadMike

Re: 1.15 Bug Report Thread - 08/31/13 10:10 AM

To make it clear, the complaints are aiming at advertisers, reviewers and the company, not free-time-developers.

I appreciate that you (thealx and others) do other people's jobs. I currently don't have time for EECH to get a proper overview over all the different versions and test them by myself due to private issues and lack of sufficient hardware.

@ColJamesD: Just borrowing.
Posted By: thealx

Re: 1.15 Bug Report Thread - 08/31/13 01:12 PM

XIII, you definitely overreacted. Didn't see any kind of rudeness. If anyone will tell me that eech is serious simulator I'll call it #%&*$# too, and it's true.

If anyone will find any kind of bugs or just suspect that something goes wrong - you are still welcome. This thread is really important.
Posted By: ColJamesD

Re: 1.15 Bug Report Thread - 08/31/13 03:49 PM

Originally Posted By: MadMike
Did someone fix any of these problems occurring in 1.11.1 and partly in 1.14.0? I don't see fixes in the patchlog.
* Recon missions in the 2nd Taiwan Skirmish can't be completed, because the Comm menu does not highlight the 'Transmit Recon' option even when flying directly over X with activated FLIR or DTV, or am I not group leader?


I played the entire Taiwan Skirmish #2 this morning and I have had no problem doing recon mission after recon mission and transmitting - flying carrier based Vipers and Cobras.

I am using V1.15.
Posted By: MadMike

Re: 1.15 Bug Report Thread - 08/31/13 10:07 PM

Yes, Second Taiwan Skirmish is working fine in EEAH + EECH 1.15.0. It didn't work in EECH 1.11.0.

Landing on water is possible in EEAH + EECH 1.15.0 as well as flying through electric cable and a few other things. I have no time to figure everything out, but you probably know the issues.

Cockpits, graphics, textures, sounds, etc. are all improved. It's almost like a successor.

Now my EECH only 1.11.0 installation crashes after I installed the fully modded package, too. Must be some conflict.
Posted By: messyhead

Re: 1.15 Bug Report Thread - 09/01/13 07:15 AM

Originally Posted By: MadMike
Landing on water is possible in EEAH + EECH 1.15.0 as well as flying through electric cable and a few other things.


I think this was found earlier. It's to do with the collision detection for the gear. With gear down, you can land on water. But if you put it up, you crash. I think it was introduced when the suspension dynamics were added.
Posted By: thealx

Re: 1.15 Bug Report Thread - 09/01/13 07:47 AM

Guys, gears collision with water fixed already =) Don't waste your time on discussions. I will make announcement of all changes when I'll finish what I am doing now.
Posted By: MadMike

Re: 1.15 Bug Report Thread - 09/02/13 12:04 AM

Found a bugtracker: http://bugs.enemyengaged.net

Does someone have root access to it?
Posted By: messyhead

Re: 1.15 Bug Report Thread - 09/02/13 08:45 AM

Originally Posted By: MadMike
Found a bugtracker: http://bugs.enemyengaged.net

Does someone have root access to it?


Why do you need root access?

I'm not sure who set it up. It used to be used a while ago, but stopped.

I'd prefer it to be used instead of posting bugs in a thread, as it's easier to keep track of bugs and work being done it.
Posted By: thealx

Re: 1.15 Bug Report Thread - 09/02/13 12:29 PM

It has to be cleaned up before continuing to use. now it looks like a garbage dump.
Posted By: messyhead

Re: 1.15 Bug Report Thread - 09/02/13 03:30 PM

You could try PM'ing arneh. I had read some older posts of his about it. He might have access.

Alternatively, I could set up a new system under eechcentral.info, which is a domain I registered when I was trying to get the wiki back online, but it's not used for anything.
Posted By: arneh

Re: 1.15 Bug Report Thread - 09/03/13 06:57 AM

Martin Eriya set up the bug tracker (don't remember his nick here). But it was recently plagued by spammers, and since it wasn't used by anyone else it wasn't very useful. But if you want to start using it again you can just contact him. Just be prepared to have someone frequently clean out all the spam being posted...
Posted By: MadMike

Re: 1.15 Bug Report Thread - 09/10/13 02:01 PM

Spam is determined by the rule-set.

I've got a problem. Internal mouselook is completely stuck in 1.15.0 with msl=1 and msl=3. Why do I always have to run into the most basic functions not working? External is working. Alt + Key doesn't work either. Am I missing a key or configuration entry or something?
Posted By: SKIP2008

Re: 1.15 Bug Report Thread - 10/04/13 03:42 PM

Hi guys, i was playing two campaigns, desert shield and war of independence(both blue side), and i've seen that always at most 14 hours in the campaign the game ctd, some advices?
Posted By: Rafal1537

Re: 1.15 Bug Report Thread - 11/14/13 01:48 PM

I'm have that problems:

Black shadow in long range




and in havoc mfd:



how to fix?
Posted By: thealx

Re: 1.15 Bug Report Thread - 11/16/13 09:36 PM

What map is it? Just want to see it close. I think it's base surface of building that not affected by fog. I fixed it for trees, Magitek tried to fix it for other surfaces but it wasn't so easy.

What is wrong with mfd? Looks ok for me.
Posted By: Rafal1537

Re: 1.15 Bug Report Thread - 11/17/13 11:28 AM

Originally Posted By: thealx


What is wrong with mfd? Looks ok for me.

mfd put on hud or previous screen it's not ok
Posted By:

Re: 1.15 Bug Report Thread - 11/17/13 04:51 PM

It's not a bug,this always been.
Posted By: talhuman

Re: 1.15 Bug Report Thread - 12/05/13 05:54 AM

I have tried to install 1.150 several times once I even had it running, it looks wonderful when it was but when I restarted my computer and tried to run the game it froze at "loading comms" and it has not worked with any reinstall since.
Posted By: thealx

Re: 1.15 Bug Report Thread - 12/05/13 07:33 AM

have you any firewall installed? if so, try to add game exe file in the exception list.
Posted By: talhuman

Re: 1.15 Bug Report Thread - 12/06/13 01:39 AM

Still stalls at "loading Comms"
Posted By: thealx

Re: 1.15 Bug Report Thread - 12/06/13 03:16 AM

try to run game in windowed mode - maybe some message appears at background and waiting for your actions.
Posted By: talhuman

Re: 1.15 Bug Report Thread - 12/06/13 04:35 AM

DS exe was the solution . wonderful But why no Kiowa in Grand Canyon?
Posted By: Rafal1537

Re: 1.15 Bug Report Thread - 12/25/13 03:38 PM

Why Mi-24 all time pull up?
Posted By: thealx

Re: 1.15 Bug Report Thread - 12/25/13 05:10 PM

do you mean it pulls up too quickly?
Posted By: Rafal1537

Re: 1.15 Bug Report Thread - 12/25/13 09:55 PM

Originally Posted By: thealx
do you mean it pulls up too quickly?


No, it should not be, this makes it difficult pilotage, is not in the other helicopters

Posted By: Rafal1537

Re: 1.15 Bug Report Thread - 12/29/13 01:10 PM

How to make floating water during low fly, like in this screenshot?




Posted By: messyhead

Re: 1.15 Bug Report Thread - 12/29/13 03:10 PM

Originally Posted By: Rafal1537
How to make floating water during low fly, like in this screenshot?


In the each.ini file, there's a setting for dwash.
Posted By: Rafal1537

Re: 1.15 Bug Report Thread - 12/30/13 09:23 AM

THx
Where are the files physics of helicopters?
Posted By: messyhead

Re: 1.15 Bug Report Thread - 12/30/13 10:16 AM

Originally Posted By: Rafal1537
THx
Where are the files physics of helicopters?


A quick search of the code repo for 'downwash', I found them referenced in sl_creat.c and also in smokes.csv
Posted By: thealx

Re: 1.15 Bug Report Thread - 12/30/13 12:49 PM

I think Rafal talking about dyn files in EECH\common\data folder
Posted By: Rafal1537

Re: 1.15 Bug Report Thread - 12/30/13 08:36 PM

Originally Posted By: thealx
I think Rafal talking about dyn files in EECH\common\data folder


dyn files is not it a physics suspension?
Posted By: thealx

Re: 1.15 Bug Report Thread - 12/31/13 03:12 AM

suspension settings in txt files (like ka-52-suspension.txt). dyn files has basic dynamics data for helicopters.
Posted By: Rafal1537

Re: 1.15 Bug Report Thread - 12/31/13 03:47 PM

why Mi-24 all the time he rises upwards nose?
Posted By: thealx

Re: 1.15 Bug Report Thread - 12/31/13 04:02 PM

May be wrong center of gravity?
Posted By: Rafal1537

Re: 1.15 Bug Report Thread - 12/31/13 06:02 PM

How to change it?
Posted By: thealx

Re: 1.15 Bug Report Thread - 12/31/13 06:53 PM

never thought about it, but looks like this value is hardcoded, you can't change it in gwut or dyn files. I will make some tests and try to get some result in it. thanks for the tip.
Posted By: Rafal1537

Re: 1.15 Bug Report Thread - 01/01/14 12:19 PM

I tried to remove dyn file, but after run game, creates the same file. Just tried to edit gwut files, but it did not work
Posted By: thealx

Re: 1.15 Bug Report Thread - 06/01/14 07:35 AM

reported bugs fixed in 1.15.2:

- Europe tree's texture alpha layer missed
- helicopter models without proper LODs
- ballistics calculations problem
- no sound with DirectSound EXE version
- wheels collision with water surface
- grey trees for some maps
- tail stabilizator is static for some helis
- ka-50 cockpit displacement
- non functional persistent_smoke string (replaced with max_smoke_time)
- nose-cannon related problems for MP client
- continuously repeated 'This is ground control. Requesting support at grid" radio message
- Rear rotor sinking
- Heli can slip from a carrier
Posted By: thealx

Re: 1.15 Bug Report Thread - 06/01/14 07:46 AM

as bug tracker is in service again, I'm asking you to add there all problems that you (will)found in actual release. you can duplicate it here because it will be easier to discuss, but reporting issue will greatly increase chance that this bug will be fixed.

Enter EECH issue tracker
Posted By: larmannjan

Re: 1.15 Bug Report Thread - 07/09/14 06:29 PM

BUG BUG BUG BUG BUG BUG BUG BUG BUG BUG BUG BUG BUG

I can see through the back of the comanche form the cockpit.



thread: http://simhq.com/forum/ubbthreads.php/topics/3978673/[BUG?]_I_can_see_inside_my_coc#Post3978673

BUG BUG BUG BUG BUG BUG BUG BUG BUG BUG BUG BUG BUG

Posted By: CG2015

Re: 1.15 Bug Report Thread - 12/22/14 05:25 PM

I was on an anti Sam mission in heavily defended enemy territory.

While I was looking for a good spot to fire my missile at the Sam, a nearby enemy tank fired at me with their machine gun and damaged my controls.

My rotors stopped spinning and I lost altitude and pretty much landed on my belly.

So I ejected.

Then the game said anti Sam mission failed.

But on the mission map, it was still showing the chopper icon on the map and my name next to the call sign.

I took a look at it and the mission was still going on, the chopper was still actively targeting the enemy even without me in it and even with it a burning wreck on the ground.

Here's the screenshot:



I went on and took another mission and I never looked back to see what happened to it.
Posted By: CG2015

Re: 1.15 Bug Report Thread - 12/28/14 12:25 AM

Took off on a mission with 2 Comanche with me in the first one.

I got to the target area 25 km away and I told my wingman to attack one of the enemy anti aircraft battry.

He says negative.

I looked at him on the camera view on the mission map and he is still taking off over the base 25 km back going from W to W to W to W in circle.

Then after I have taken out the objective targets and the mission completed message flash across the screen did the wingman started heading my way to join me and I was already on the way back.

Weird!
Posted By: Powerstomp

Re: 1.15 Bug Report Thread - 12/28/14 06:05 AM

Make sure you check your waypoint readout before heading to waypoint "A" or "B" after takeoff. Most of the time , you will need to go very slow or come to a hover and wait for the waypoint to change from the "W" holding pattern ,which varies in time , while the wingman runs his course. Especially when the objective is very close by.

After the takeoff holding pattern is done ,the waypoint readout will change from "W" to "A" or "B" and the wingman will join you .Then you are free to change waypoints at will and fly to your target objectives.

It was just a coincidence of timing that you had completed mission and the wingman completed his holding pattern at base. This objective must have been very close to the takeoff point. Most takeoff holding patterns only last from 10 to 30 seconds.

I've had some missions where the holding pattern takes longer than others and seems like it's stuck ,but it will change.
Posted By: CG2015

Re: 1.15 Bug Report Thread - 12/28/14 06:28 PM

Yes I did go to the W and then to A and B and so on.

How would I have been able to go to X if I didn't get out of the W first?

25 km from the base is not close and it took me a long while to get there so my wingman should had finish taking off and going through the W s already.

Also I noticed when choppers and even jets get close to each other, they get stuck flying around circle around one another and using cannons and guns instead of missiles.
Posted By: thealx

Re: 1.15 Bug Report Thread - 12/28/14 06:36 PM

Quote:
flying around circle around one another and using cannons and guns instead of missiles.

what is wrong in using cannons at close range?

I can confirm that wingman's behavior is unpredictable. I never change these functions so can't give any advice how to avoid it.
Posted By: CG2015

Re: 1.15 Bug Report Thread - 12/28/14 07:39 PM

Originally Posted By: thealx
Quote:
flying around circle around one another and using cannons and guns instead of missiles.

what is wrong in using cannons at close range?



All the beautiful multi million dollars hardware under their wings going unused.

nope
Posted By: SimonAlonso

Re: 1.15 Bug Report Thread - 01/16/15 03:11 PM

About the velocity problem:

I was flying with ka-52 and the hud show 300 km/h however the analógic intrument show around 350km/h at 200 meters or shoes altitude.
Later I was flying and the hud shows 300km/h and the analigic instrument shows the same speed at 2000 meters or shoes altitude.
After this I flyed up until 3500 meters or shoes and the hud show 300 km/h however the analogic velocimeter shows
around 275 km/h.

I hope this data can help somebody to fix this eternal bug.

Thanks.
Posted By: thealx

Re: 1.15 Bug Report Thread - 01/16/15 03:21 PM

we discuss it with NutsnBolts just week ago =) will quote myself:
problem with airspeed not a problem. it depends on air density, so it's value decreased with altitude. it's became correct at altitude about 1.5km. it's old eech function and I don't know yet how it works for real Mi-24, maybe there is some sort of compensation.

so, it's true only for aircrafts with simple analog velocity calculation, but I'm not sure about gauges of Ka-52 and Mi-28.
Posted By: VFA41_Masheen

Re: 1.15 Bug Report Thread - 01/25/15 04:31 AM

I'm not sure if this bug has been reported, if it has please disregard this report.

When I choose Hellfire missiles I notice that the loadout menu conflicts with the weapon selection on the HUD in the AH-64D once you are in cockpit. If I choose AGM-114 (L) Laser guided Helfires they show up as AGM-114 (R) Radar guided in the HUD and vise versa. I got a bit confused when I couldn't successfully target an enemy helo with helfires until I chose the same version of AGM-114's on both weapon stations, that's when I descovered it.

I'm using version GWUT1152.CSV
Posted By: Powerstomp

Re: 1.15 Bug Report Thread - 01/25/15 05:28 AM

Yes . . They are backwards. I have noticed this myself. I remember reading a post long ago about this. I can't remember exactly what was said ,but I just got used to (L) being the radar guided hellfires and the (R) being the Laser hellfires.

I did however notice a constant cycle of weapons that will help with confusion in fighting situations where there is no time to look and think. When cycling through weapons , the (L) radar hellfires always appear first before the (R) laser guided ones. So , when you hear "cannon - stinger - Hellfire" , you can be confident that it is Radar hellfire without having to spend valuable time looking. One more click turns to Laser hellfire (if loaded on payload) , but you won't hear a voice going from radar to laser guided.

Again , it does'nt matter where or in what order the laser hellfires are loaded in payload . . Radar hellfires always appear first in the weapons cycle.
Posted By: thealx

Re: 1.15 Bug Report Thread - 01/25/15 06:32 AM

it was fixed in 1.15.2FIX5 - now it's AGM(RDR) and AGM(LSR).
Posted By: VFA41_Masheen

Re: 1.15 Bug Report Thread - 01/25/15 10:02 PM

Ah ok thanks, I missed the patch somehow.... I found it. Thanks again thealx for all the work and effort, it is appreciated.



EDIT: I installed the 1.15.2Fix5 patch and it did change the labeling for the AGM-114's but the problem remains, The loadout screen shows for example 16 AGM-114L's but in game it shows AGM(RDR) in the HUD. After some experimentation I noted that the AGM(RDR) actually behave as radar guided and not as laser (LSR) guided weapons in game. I believe the problem is in the loadout screen.. It seems if I want LSR guided weapons during the flight I must choose RDR in the loadout screen and vise versa. I only tested this in the AH-64D.
Posted By: SKIP2008

Re: 1.15 Bug Report Thread - 01/26/15 10:00 AM

The loadout screen is correct, as it shows the type of missile and not the guidance system, so agm114l means that you've selected the radar guided hellfire as it corresponds to the longbow hellfire(mmw radar seeker) and agm114r to the romeo hellfire(semi active laser).
Posted By: thealx

Re: 1.15 Bug Report Thread - 01/26/15 01:29 PM

that's correct, it's just a coincidence that missiles model letters are opposite to their guidance type.
Posted By: CG2015

Re: 1.15 Bug Report Thread - 01/26/15 02:11 PM

Here's another bug:

biggrin

I was on an anti- ship strike mission in a Comanche.

A missile from a frigate hit my chopper and it turned my chopper upside down before I crashed and burned and drowned.
Posted By: thealx

Re: 1.15 Bug Report Thread - 01/26/15 02:59 PM

my poor imagination not allow me to draw such extraordinary situation. next time make some screens please.
Posted By: VFA41_Masheen

Re: 1.15 Bug Report Thread - 01/26/15 07:48 PM

Ah ok- my bad. I made a noob assumption that the letters were referencing guidance mode and not real world model versions. Thanks for clarifying that.
Posted By: RandomError

Re: 1.15 Bug Report Thread - 02/18/15 01:53 AM

Hi everyone smile2

It`s my first post so I would like to express that I feel absolutely amazed by the work you guys did modding EECH. Please keep up the good work :-)

After last update I noticed that commands from joy2key software I`am using to program my Thrustmaster HOTAS X stick stopped being registered by the game. I`am not really sure if it`s a bug or some other issue. In other games joy2key commands work fine. Is anybody else using J2K? Any similar problems?
Posted By: Powerstomp

Re: 1.15 Bug Report Thread - 02/18/15 05:53 AM

I think JimmyBii has had a similar situation recently. He also has just started playing EECH again after a few years ,and his FF2 joystick is not registering. Well ,some of it is ,but he cant get the throttle and pedal rotation to work. Same as you , it worked before updates ,so obviously there are some incompatibilities for some flight sticks with the new updated versions.

Are there any parts that work ? For example ... Cyclic roll and pitch ? Or does your flightstick not show up in the options at all ?
Posted By: RandomError

Re: 1.15 Bug Report Thread - 02/18/15 04:39 PM

The stick works just fine (cyclic, roll, pitch, HAT, everything works). However keys programmed under joy2key aren`t working in EECH. They work in other games and in EEAH. I tried different joystick key programing software like xpadder with the same lack of results :-/ Today I'll try to install vanilla and upgrade it to version 1.15.0 only and then check if it will work, just to be sure it`s not some problem with my system.
Posted By: thealx

Re: 1.15 Bug Report Thread - 02/18/15 07:14 PM

if it will work with 1.15.0 problem is - changes in joystick initialization code (because of FFB implementation). if so, I will install joy2key and try to find the problem.
Posted By: RandomError

Re: 1.15 Bug Report Thread - 02/18/15 07:57 PM

I have finally figured it out :-D Installed 1.15.0 and the problem was still there so once more I started to check all the settings in j2k with no results. As it turns out you have to run j2k as an administrator on win 7 in order for it to work with EECH. My bad, it`s not a bug, which I suppose is a good thing ;-) Sorry for wasting your time. Hope at least this helps if someone encounters similar problems in the future. :-)
Posted By: messyhead

Re: 1.15 Bug Report Thread - sudden framerate drop - 05/08/15 09:45 AM

I had reported in the cockpits improvement thread about some CTDs, so I ran the debug exe and tried to recreate.

This is the scenario I tried.

Freeflight on Georgia
Helo was MI28
Manual engine start is on in the ini file
Started APU
Started both engines and throttled up
Collective was zero
Switched on the HUD

Framerate dropped to 0.2
Tried switching the HUD off but it stayed the same

In the normal exe, it crashed to desktop, but this time there was no CTD

I quit freeflight, and then went in again, same as above, but the framerate was still 0.4

Debug log is available here;

http://1drv.ms/1IUJV5E
Posted By:

Re: 1.15 Bug Report Thread - sudden framerate drop - 05/08/15 11:11 AM

i also have sometimes extremely low drop fps,in cockpit and external view.goto menu and back not help,only exit game.i saw one thing.ITS always the same FPS.4 FPS when i moving ext camera,and 4 fps in cockpit,when move mouse still 4 fps.
Posted By: TobyToolbag

Re: 1.15 Bug Report Thread - sudden framerate drop - 06/20/15 10:03 AM

This is probably something I've done wrong with the configuration, but...

Ever since I upgraded to V1.15.2, when in fullscreen mode, the 'window' has a frame around it with a title bar which proudly proclaims 'Enemy Engaged RAH66 Comanche Vs KA52 Hokum V1.15.2 Jun 7 2014".

Not in itself an issue, except that the title bar obscures the top menu of the map/loadout/savegame/etc screen.

Anyone know how to get rid of it?

(I'm running Windows 8.1 with a Core i5-4200M @ 2.5GHz, if that makes any difference...)
Posted By: thealx

Re: 1.15 Bug Report Thread - sudden framerate drop - 06/20/15 10:54 AM

you can check fullscreen mode ("fs=" in eech.ini), usually it's "1" (enabled) by default, but maybe you had change it.
Posted By: TobyToolbag

Re: 1.15 Bug Report Thread - sudden framerate drop - 06/20/15 04:23 PM

Originally Posted By: thealx
you can check fullscreen mode ("fs=" in eech.ini), usually it's "1" (enabled) by default, but maybe you had change it.
Yup - was the first thing I checked - fs=1 is enabled, but still got the title bar and frame.
Posted By:

Re: 1.15 Bug Report Thread - sudden framerate drop - 06/20/15 05:05 PM

Maybe delete game.cfg and eech.ini and try again. Run as administrator .
Posted By: TobyToolbag

Re: 1.15 Bug Report Thread - sudden framerate drop - 06/20/15 10:02 PM

Originally Posted By: XIII
Maybe delete game.cfg and eech.ini and try again. Run as administrator .


Bingo - problem solved. Cheers!

(Now all I need is to stop it crashing to desktop at about a day and a half into the Taiwan campaign... Playing as Blue, 65% territory captured, "cohokum.exe has stopped working". Regular as clockwork.)
Posted By:

Re: 1.15 Bug Report Thread - sudden framerate drop - 06/20/15 10:06 PM

Maybe Enable in eech.ini debug_log=1 and paste here debug_log.txt when game crash.

saved file game maybe would be good?(thealx...?)
Posted By: Reticuli

Re: 1.15 Bug Report Thread - sudden framerate drop - 06/21/15 10:45 PM

I am also getting lower framerates on the newest version with all the mods.
Posted By: AndyB

Re: 1.15 Bug Report Thread - sudden framerate drop - 09/04/15 08:34 AM

Hi Guys,
Not a bug, but an improvement request.

I have a pit based on eech (Comanche) and it would be great if:

1. The flares and chaff count were exported to shared memory area.
2. The Up Front Display data was also exported.
3. The commclient (I think) program was updated to read these values in to SIOC.

Cheers,

Andy
Posted By: FlashHeart

Re: 1.15 Bug Report Thread - sudden framerate drop - 11/24/15 09:30 PM

I've just reinstalled the game after several years hiatus and have got everything working after several reinstalls (EEAH also installed).

Is the helicopter 'jigging' around on the mat a known bug?

When I start up in free flight mode for testing, the helicopter is dancing around the mat, regardless of which aircraft I select. It never goes as far as off the mat, but definitely has a bad case of the heebie-jeebies.


Later: I don't see this in the bugtracker or in the last 10 pages of this thread, so I'm guessing it isn't a reported bug. I know I had it once a long time ago, but it was definitely not the norm. Currently still with bog standard 1.15.2 and all it's settings except resolution.

I'll have a play and see what i can do.
Posted By: FlashHeart

Re: 1.15 Bug Report Thread - sudden framerate drop - 11/29/15 09:55 PM

Another problem.

Now, for some reason my mouse isn't showing up at all on the GUI. I have to use the task manager to exit, because I can't do anything.

Just to check this wasn't an ini problem, I used the default ini but still no joy.
Posted By: Powerstomp

Re: 1.15 Bug Report Thread - sudden framerate drop - 11/30/15 02:24 AM

Originally Posted By: FlashHeart
Is the helicopter 'jigging' around on the mat a known bug?


Yes , it is a known bug. For some players it occurs , but not for others. It was reported on a different thread not too long ago. I'll explain to you ,as I did for him.

Although there is no known fix ,after a while a playing ,the helo jumping and shaking will eventually stop. After it stops , DO NOT readjust any settings. For some reason this will reactivate the bug ,and you will have to play another 30 minutes to an hour for the shaking to stop again.
(It doesn't matter what settings are set to - just don't change them after jumping subsides)

Powerstomp
Posted By: thealx

Re: 1.15 Bug Report Thread - sudden framerate drop - 11/30/15 02:59 PM

Originally Posted By: FlashHeart
Another problem.

Now, for some reason my mouse isn't showing up at all on the GUI

is it happens in window mode too? looks like that some application steal focus from the game and mouse cursor moves to the background.
Posted By: FlashHeart

Re: 1.15 Bug Report Thread - sudden framerate drop - 11/30/15 10:53 PM

Thanks for your replies and advice. I will try using windowed mode and see.
Posted By: FlashHeart

Re: 1.15 Bug Report Thread - sudden framerate drop - 12/05/15 09:55 AM

Yes, mouse cursor is visible with windowed mode, thanks again.
Posted By: Powerstomp

Re: 1.15 Bug Report Thread - 12/29/15 10:46 AM

Apache Landing Bug v 1.15.0 __ GWUT1140

When landing and taking off in a comanche ,everything is fine. But when it comes to Apaches , it's a totally different story.

When landing ,no matter how soft or easy I touch down , the apache immediately accumulates damage & sets off the alarm as it would if I ran into something at 20 mph. (Doesn't matter if landing on pad or ground -same results)
[ This happens with different intensity on different maps. It's really bad on Yemen campaign ]

Also ,when taking off (after landing), sometimes it will damage or even blowup for no reason.

I've also noticed that when sitting on ground or pad ,sometimes the landing gear/wheels gets stuck under ground & then bounces.
( I've seen another bug report about this ,but never got a response with a cause or solution )
(This is not the famous "bounce/shake bug" which used to affect all helicopters)
All of the above only happens after landing the Apache. When first starting a mission and taking off for first flight of the helo -all is well.
( By the way ... I always clear my trim before landing ,so that's not the problem )

Is this a suspension dynamics bug? Is there another setting in the EECH.ini file to try that may help?

These are my current settings in Dynamics :
Quote:
[Dynamics]
flight_model=2 # 0 is default flight model, 1 is werewolf's flight model, 2 is arneh's model with suspension (def = 2)
enginerealism=1 # realistic engine workload simulation model (0 = off, 1 = on) (def = 1)
enginestartup=0 # manual engine start up, off by default (0 = off, 1 = on) (def = 0)
drbs=1.0 # retreating blade stall, floating point scaling factor for RBS effect (default = 1.0)
drv=1.0 # rudder value, scaling factor for drag on tail rotation (default = 1.0)
dra=0.8 # rudder acceleration, scaling factor for tail rotation acceleration (default = 0.8)
drd=1.0 # main rotor drag, scaling factor for drag caused by main rotor (default = 1.0)
dmrl=1.0 # main rotor lift, scaling factor for lift of main rotor (default = 1.0)
dtrd=1.0 # tail rotor drag, scaling factor for drag caused by tail in forward flight (default = 1.0)
dzd=0.0 # cyclic deadzone (n = %deadzone, 0.0 = no deadzone) (default = 0.0)
dyal=5.0 # yaw altitude loss (default = 5.0)
debug_show_force_vectors=0 # show force vectors on own helicopter for debuging purposes

Powerstomp
Posted By: The Punisher

Re: 1.15 Bug Report Thread - 12/29/15 03:22 PM

>>Also ,when taking off (after landing), sometimes it will damage or even blowup for no reason.

Happened to me today (on 1.16RC5) while flying Skirmish in Yemen, but mine was not after landing, I just started a new mission (actually finished a mission with the Comanche and immediately switched to a new mission with the Apache), as soon as I turned the rotor break off ("R"), I got the CPG yelling at me that engine one was damaged.
Posted By: thealx

Re: 1.15 Bug Report Thread - 01/01/16 04:27 PM

Powerstomp, it's not good idea to report suspension problems of 1.15.0 because too much changes was made since then. as for unexpected damage - it will be great, if you will run DEBUG build and send me DEBUG.LOG file after problem will appears again. anyway, I will try to find out why it happens.
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