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Blackhawk project - revival

Posted By: messyhead

Blackhawk project - revival - 04/11/20 09:33 AM

The original thread for this project is here ---> Blackhawk project - original

I'm picking up work on this again, getting it to work in the latest code version. The original thread was getting quite long, and a lot of the screenshots and links had been lost.

So I'm starting a new thread to keep track of progress on this.
Posted By: messyhead

Re: Blackhawk project - revival - 04/11/20 09:33 AM

Finally after years of work, in between moving house twice, marriage, 2 kids, and four jobs, a flyable version of my Blackhawk project is ready for testing.

I've not flown this version extensively. I've done some flying in free flight to test that in general things work, and targeting works.

So it's over to you now (however many of you might still be around), to test this and let me know of any issues you find.

I'll only fix issues directly related to this mod, not general issues found with the game which are already known about, or logged elsewhere.


This isn't a complete mod yet. There are a number of things still to, as you can see from the Work in Progress list below. But I consider most of those to be cosmetic issues that I'll work on.

Known issues or missing features - so you don't need to mention these;

  • Texture shimmering - zoomed in things look ok, but zoomed out things don't look as detailed.
  • Textures missing / untextured surfaces - all of the textures need overhauled, and some panels are still to be finished.
  • "Hellfire" speech when selecting weapons missing
  • Action cameras need updated (as noted in Work in Progress)
  • Wipers missing - but so is the rain effect - so permanent clear screen biggrin
  • Only cyclic stick animated


To install:

Make sure you have v1.16.1 updated with the fixes for 1.16.2.

https://simhq.com/forum/ubbthreads.php/topics/4516373/1/eech-ver1-16-1-is-out-eech-20th-anniversary
https://simhq.com/forum/ubbthreads.php/topics/4532729/1/1-16-2-update

Make a backup to revert to in case you need to.

Download the necessary mod files from the link below.

https://drive.google.com/file/d/1IhFi-HDhQpqm5v1wumFoj1TtQQIGyTfj/view?usp=sharing

Unzip the package into your existing EECH game folder i.e. the folder that contains the "cohokum" folder.

There are 2 exe's, cohokum-BH and DEBUG-BH. un either of these for the mod to work.

Please enable debug_log=1 in the eech.ini to create a log in case you need to report an issue.


Additional keymapping for MFDs
-------------------------------------------

There are some changes to the keys controlling the MFDs as they're a different layout to most of the other helos. This should only affect this cockpit.

  • ] - main MFD next display
  • SHIFT + ] - main MFD previous display
  • CTRL + ] - toggle main MFD on/off
  • [ - top MFD next display
  • SHIFT + [ - bottom MFD next display
  • ALT + [ - top MFD on/off
  • ALT + ] - bottom MFD on/off


(Note: whether you use left or right ALT shouldn't matter. However there seems to be a bug where Right ALT is acting as CTRL. Left ALT acts as it should, so use that instead. This happens in all cockpits, not just Blackhawk)
Posted By: messyhead

Re: Blackhawk project - revival - 04/11/20 09:34 AM

Work in Progress
=============

Views
  • Add co-pilot view
  • Add co-pilot MFDs
  • Fix MFD views (F3/F4)
  • Update action camera cockpit views

Central Display
  • Add digital readout
  • Split fuel gauge between 2 tanks (pseudo real)
  • Add Oil pressure and Temp (pseudo real)
  • Add Transmission Oil Pressure and Temp (XMSN) (pseudo real)

Pilot / Co-Pilot Display
  • Add digital readout
  • Add Rotor Overspeed warning - not going to do this, as they'll never get activated in the game.

Chronometer
  • Add GMT/UTC - can't do as campaigns don't have time zones for each map to work out UTC.
  • Add Local Time
  • Add mission elapsed time

Radar Altimeter
  • Add digital readout

Countermeasures (ALE-47)
  • Add chaff readout
  • Add flares readout
  • Add damaged states - needs properly play tested

    No damage - total amounts for chaff/flare
    Left chaff damaged - show right chaff
    Right chaff damaged - show left chaff
    Both chaff damaged show XX

    Left flare damaged - show right flare
    Right flare damaged - show left flare
    Both flare damaged show XX

MFDs
  • Update flight display
  • Update engine display
  • Update FLIR
  • Update navigation display
  • Update weapon display
  • Update TSD
  • Update ASE
  • Update mission display
  • Add MFD buttons - descoped

Radar Warning Receiver
  • Implement RWR

Lower Console
  • Add caution/warning panel
  • Work out layout of instruments

Texturing
  • Resize all textures to acceptable sizes
  • Texture upper console
  • Fix texture shimmering


Check scales for all instrument needle movement

Add cockpit lights - implemented in 1.16.1

Animate switches and levers

Add wiper animation

Add rain effect

Animate controls

Add stabilator gauge

Add co-pilot instrument needles

Fix weapon selection speech

Update sounds

Update keyguide for MFDs

Add cockpit rotors

Add weapon pylons
Posted By: SimonAlonso

Re: Blackhawk project - revival - 04/11/20 06:29 PM

Are you going to put it on the new 1.16.1? It will be fantastic
Posted By: BANITA

Re: Blackhawk project - revival - 04/11/20 06:35 PM

with what you learned in ka50 and mi28 now you will do everything you want wink
Posted By: messyhead

Re: Blackhawk project - revival - 04/11/20 08:58 PM

Originally Posted by SimonAlonso
Are you going to put it on the new 1.16.1? It will be fantastic


It'll be updated to use the latest code, but won't be part of that release. It'll be an add on mod.

Originally Posted by BANITA
with what you learned in ka50 and mi28 now you will do everything you want wink


That's what I'm hoping. The digital number displays were the last thing I was working on. So now I've done them in the ka50, I should be able to get them done in the Blackhawk.
Posted By: BANITA

Re: Blackhawk project - revival - 04/11/20 09:28 PM

And they look fantastic. I did not expect such a good effect.
Posted By: messyhead

Re: Blackhawk project - revival - 04/12/20 05:46 AM

Back in the game! Up and running in the latest 1.16.1.

Now the work begins.


If anyone wants to have a look at this just now, let me know and I'll send you a link. But be aware. It is very. VERY, unfinished. Use at your own risk biggrin

So don't post about things not work or needing fixed, or textures needing resized etc. I know! biggrin

Attached picture cockpit1.jpg
Attached picture cockpit2.jpg
Attached picture cockpit3.jpg
Attached picture cockpit4.jpg
Attached picture cockpit5.jpg
Attached picture cockpit6.jpg
Posted By: SimonAlonso

Re: Blackhawk project - revival - 04/12/20 08:08 AM

Hi messyhead, I want it please!
Posted By: messyhead

Re: Blackhawk project - revival - 04/12/20 08:51 AM

Originally Posted by SimonAlonso
Hi messyhead, I want it please!


Ok. I'm just going to make a few changes to make it a bit more playable, then I'll PM you a link.
Posted By: BANITA

Re: Blackhawk project - revival - 04/12/20 10:34 AM

Mt only one dream that you steal flir symbology from clickable cockpits and add to blackhawk and apache wink
Posted By: messyhead

Re: Blackhawk project - revival - 04/12/20 10:48 AM

Originally Posted by BANITA
Mt only one dream that you steal flir symbology from clickable cockpits and add to blackhawk and apache wink


I might add it to the Blackhawk, as I'd like to use some of those MFDs, but I won't add it to the Apache in this mod.
Posted By: messyhead

Re: Blackhawk project - revival - 04/12/20 01:21 PM

Originally Posted by SimonAlonso
Hi messyhead, I want it please!


Check your PM's.
Posted By: SKIP2008

Re: Blackhawk project - revival - 04/12/20 02:08 PM

Hi messyhead, i'd like to have a look at your blackhawk cockpit as i have some freetime for 1.16.1 testing.
Posted By: messyhead

Re: Blackhawk project - revival - 04/12/20 02:58 PM

Originally Posted by SKIP2008
Hi messyhead, i'd like to have a look at your blackhawk cockpit as i have some freetime for 1.16.1 testing.


Check your PM's.
Posted By: messyhead

Re: Blackhawk project - revival - 04/14/20 04:25 PM

Did some work on the digital readouts and got them working now for the Central, Pilot, and Co-Pilot displays.

Attached picture digital_displays1.jpg
Attached picture digital_displays2.jpg
Attached picture digital_displays3.jpg
Posted By: Viper1970

Re: Blackhawk project - revival - 04/14/20 10:20 PM

Wow, so much going on here!!! Great news that the Blackhawk will come!

Had not much time to look in the forum the last months, cause I'm working very hard on my homepit project.

I was really surprised to see that 1.16.1 is out now. Great work!!!
Posted By: messyhead

Re: Blackhawk project - revival - 04/18/20 05:46 AM

Chaff and Flare numbers are now shown on the control panel.

Also, how cool does it look with the cockpit lights off biggrin


It's a seemingly small update for having worked on it all week. But I had to rework a lot of things. The model in the scene for some reason was tilted, so I straightened it as it'll make adding things easier later on. But it meant I had to re-position all of the objects in the scene again. I also changed all of the digital readouts to use a single texture for each display. They were using separate ones for left/right before. But there's a finite number of textures that can be used for displays, and I was running out.

Attached picture chaff_flare.jpg
Attached picture chaff_flare2.jpg
Posted By: messyhead

Re: Blackhawk project - revival - 04/18/20 10:36 AM

Radar altimeter digital display added. It only goes up to 1500 feet.

Attached picture radar_alt.jpg
Posted By: BANITA

Re: Blackhawk project - revival - 04/18/20 04:35 PM

Originally Posted by messyhead


Also, how cool does it look with the cockpit lights off biggrin

.


Will be looks much better when you do lighting for mfd buttons, something like that wink
Posted By: messyhead

Re: Blackhawk project - revival - 04/18/20 05:30 PM

Don't set your expectations too high biggrin

I think it's possible to do that with DDS textures, and different layers, but I think the graphics engine needs to support it. I've see multi-layered DDS textures from DCS like that, but EECH seems to just use luminosity. Texturing is a bit of an unknown for me, so I need to sort that all out once everything is functional.

Is that video from Combat Helo?
Posted By: BANITA

Re: Blackhawk project - revival - 04/18/20 05:47 PM

ARMA 3.
without problem it can be done with the luminosity in eech.
another idea is a separate texture day and ngt as in mi 28.
Posted By: messyhead

Re: Blackhawk project - revival - 04/20/20 07:26 PM

Chrono working now, but only for local time. And I need to make it look less like a clock radio! biggrin

Attached picture chrono1.jpg
Posted By: messyhead

Re: Blackhawk project - revival - 04/21/20 10:50 AM

Finished off the digital clock. It's not the same as the real thing, but it's functional in the game. The real one has GMT (or UTC) at the top, and then Local or Mission time at the bottom.

This one just has Mission Time at the top and Local Time at the bottom.

If there's no mission, it just shows --:--:--

Attached picture chrono2.jpg
Posted By: messyhead

Re: Blackhawk project - revival - 04/21/20 12:16 PM

Fuel gauge now split between two tanks. I also realised the LEDs weren't showing the correct fuel level, and were always 100%, so have fixed that too.

Attached picture fuel_guage.jpg
Posted By: messyhead

Re: Blackhawk project - revival - 04/21/20 10:50 PM

I think it's time I started tackling some of the texture issues. On the central display unit, the textures look fine close up. But when you zoom out, they "shimmer" and become unclear. Can anyone explain why that is, and how to solve it?

I'm going to try a few things that i think might help, but I don't really know, and texturing isn't my strong point. The texture files are just BMP at the moment, so I'm going to try with TGA, and DDS to see if it helps.
Posted By: thealx

Re: Blackhawk project - revival - 04/22/20 06:35 AM

sounds like mipmaps issue - for BMP and TGA, mipmaps should be genereated manually in separate files, like
1_BUTTON.TGA
1_BUTTON@1.TGA
1_BUTTON@2.TGA
1_BUTTON@3.TGA

for DDS, they are generated automatically (if checkbox checked), so it's preferable file format for any purpose
Posted By: messyhead

Re: Blackhawk project - revival - 04/22/20 07:13 AM

Originally Posted by thealx
sounds like mipmaps issue - for BMP and TGA, mipmaps should be genereated manually in separate files, like
1_BUTTON.TGA
1_BUTTON@1.TGA
1_BUTTON@2.TGA
1_BUTTON@3.TGA

for DDS, they are generated automatically (if checkbox checked), so it's preferable file format for any purpose


I thought it might be something to do with mipmapping. I changed the single BMP to a TGA, and it already has improved it. Almost like it mipmaps it by itself. In the images below, the central display and countermeasures (to the left of it) use TGA. When zoomed out, they look softer. Compare that to the RPM/TRQ display that still uses a single BMP.

How do you create the different mipmap levels in the texture? Is it the texture file size, or the resolution that gets reduced? E.g. close up 512x512, then 256x256 etc. Or is it the pixels/per inch size in photoshop? I tried looking on the wiki as I think this has been mentioned before, but couldn't find anything.

I tried using the Nvidia tool to create DDS, but it won't launch in photoshop or using the standalone tool. Photoshop doesn't support DDS, but I've read that Gimp does, so I'll try that.

Attached picture texture_issue1.jpg
Attached picture texture_issue2.jpg
Attached picture image_size.JPG
Posted By: thealx

Re: Blackhawk project - revival - 04/22/20 07:27 AM

Actually, DDS plugin for Photoshop (can be found on nVidia website somewhere) create mipmaps without manual adjustments - usually it's 1/4 of original image, 1/4 of previous mipmap and so on.

Attached picture dds.jpg
Posted By: messyhead

Re: Blackhawk project - revival - 04/22/20 08:19 AM

Originally Posted by thealx
Actually, DDS plugin for Photoshop (can be found on nVidia website somewhere) create mipmaps without manual adjustments - usually it's 1/4 of original image, 1/4 of previous mipmap and so on.


Thanks. I downloaded Nvidia Texture Tools Exporter as a plugin and standalone, but they won't launch. I'll have another look for it. I'll also try the plugin in an older photoshop version, as it just updated to the 2020 version.

However, I was able to use Gimp to export as a DDS with mipmaps, and it seems to work. I just need to play with the export settings to see what effect they have. I think the textures look a bit too soft now, even when zoomed in, and have lost some of their sharpness.

What are the limits on texture sizes?
Posted By: thealx

Re: Blackhawk project - revival - 04/22/20 08:35 AM

Originally Posted by messyhead
too soft now

I've noticed that as well, may happen because of low anisotropic filtration level, or just because the way how current DX version render textures. you can decide to use textures without mipmaps for cockpit - sometimes it's worth it.

Originally Posted by messyhead
What are the limits on texture sizes?

it was 2048x2048 but not sure about now - after latest D3D changes, maybe it was increased. had to be tested.
Posted By: messyhead

Re: Blackhawk project - revival - 04/22/20 08:48 AM

Originally Posted by thealx
Originally Posted by messyhead
too soft now

I've noticed that as well, may happen because of low anisotropic filtration level, or just because the way how current DX version render textures. you can decide to use textures without mipmaps for cockpit - sometimes it's worth it.

Originally Posted by messyhead
What are the limits on texture sizes?

it was 2048x2048 but not sure about now - after latest D3D changes, maybe it was increased. had to be tested.


Does having bigger texture sizes help with the in game texture quality? I tried some different sizes and couldn't see much change, but all of my textures need optimised.
Posted By: thealx

Re: Blackhawk project - revival - 04/22/20 09:15 AM

I don't think it may help - at some point image is large enough and does not look blurry, but further resolution increase will not change anything
Posted By: BANITA

Re: Blackhawk project - revival - 04/22/20 10:53 AM

You can do 4096x4096 texture.
Posted By: messyhead

Re: Blackhawk project - revival - 04/22/20 01:26 PM

I'm going to leave the texturing again for now, and work on more functional things. I'm going to need to combine textures into less files and redo the UV maps. Also the sizes all need to be power of 2 e.g. 256x256, 512x512 etc, so that'll mean redoing to the model parts with the new textures. I'll probably use DDS due to the mipmapping, and also in future it means if the DX version is updated, more texture features can be added like different layers etc. D3D9 only supports a few mipmap filters, so I need to experiment with which gives the best results, and also the compression used.
Posted By: messyhead

Re: Blackhawk project - revival - 04/23/20 08:01 PM

I started work on updating the MFDs. I'm borrowing the ones from the Apache in 1.15.4 that have never been in a release. They match with what I've seen of some of the MFD screens in the MH60L, and it'd be a shame to never use them as they're pretty good. I've almost got the engine screen working.
Posted By: messyhead

Re: Blackhawk project - revival - 04/25/20 01:28 AM

Engine MFD page now working. Images show manual engine startup, flight, and overtorque. I need to make some tweaks to the font used, but it's all functioning. I'm going to add the MFD buttons too.

Attached picture blackhawk_engine_startup.jpg
Attached picture blackhawk_engine_flight.jpg
Attached picture blackhawk_engine_overtorque.jpg
Posted By: messyhead

Re: Blackhawk project - revival - 05/19/20 06:40 PM

I've been out of action for a few while due to needing a new laptop, that got delivered today. I got myself an Asus Tuf A17, Ryzen 5 4600H, with a nvidia GTX 1650ti. So I can now also run Falcon BMS at a decent speed, so I might defect to fixed wing sims biggrin

I'm hoping to get everything reinstalled and get back to work on the Blackhawk asap.
Posted By: bunik

Re: Blackhawk project - revival - 05/20/20 02:15 PM

Originally Posted by messyhead
I got myself an Asus Tuf A17.

Congrats! wink
Posted By: messyhead

Re: Blackhawk project - revival - 12/22/20 07:33 PM

Originally Posted by messyhead
I've been out of action for a few while due to needing a new laptop, that got delivered today. I got myself an Asus Tuf A17, Ryzen 5 4600H, with a nvidia GTX 1650ti. So I can now also run Falcon BMS at a decent speed, so I might defect to fixed wing sims biggrin

I'm hoping to get everything reinstalled and get back to work on the Blackhawk asap.


Finally found my backup drives, so managed to get Lightwave reinstalled. Maybe I'll do some work on it over the Christmas break, if I can remember what I was doing last.
Posted By: BANITA

Re: Blackhawk project - revival - 12/22/20 07:48 PM

Good luck!
https://streamable.com/pm60e0
Posted By: Reticuli

Re: Blackhawk project - revival - 01/02/21 02:33 AM

May the force be with you, but I don't understand why all the flyable side-by-side-seating helos in EECH that don't have authentic pits of their own right now in the meantime just don't use either the Kiowa or Hokum cockpits, with like the HUDs disabled or something if they don't have that. Why do they use the original Apache cockpit by default?
Posted By: messyhead

Re: Blackhawk project - revival - 01/02/21 11:04 AM

Originally Posted by Reticuli
May the force be with you, but I don't understand why all the flyable side-by-side-seating helos in EECH that don't have authentic pits of their own right now in the meantime just don't use either the Kiowa or Hokum cockpits, with like the HUDs disabled or something if they don't have that. Why do they use the original Apache cockpit by default?


The original Apache cockpit is the default cockpit. So when fly any helo was added, they made it use that cockpit. It's not meant to be realistic, and I don't think making a 2 seat cockpit the default for those types would be any better.
Posted By: Reticuli

Re: Blackhawk project - revival - 01/02/21 06:40 PM

Originally Posted by messyhead
Originally Posted by Reticuli
May the force be with you, but I don't understand why all the flyable side-by-side-seating helos in EECH that don't have authentic pits of their own right now in the meantime just don't use either the Kiowa or Hokum cockpits, with like the HUDs disabled or something if they don't have that. Why do they use the original Apache cockpit by default?


The original Apache cockpit is the default cockpit. So when fly any helo was added, they made it use that cockpit. It's not meant to be realistic, and I don't think making a 2 seat cockpit the default for those types would be any better.


Well, there's only one aircraft that should have the Apache A pit: the Apache A, obviously. Why couldn't all the side-by-side flyable helos get one of the already-finished cockpits of that type prior to them getting their own unique, authentic cockpits? Are there any other helos besides the Apache A that's using the Apache A cockpit currently that's a tandem helo? Maybe put the Kiowa pit on the US side-by-sides that are still needing unique pits like the Blackhawk & Osprey and the Hokum pit on the Russian ones like the Helix?

Edit: I guess the Super Cobra is the only tandem helo that has the old Apache pit. I can imagine the Zulu pit working fine with that, and maybe with the side stick removed.

The one advantage I can think of off the top of my head to NOT do any of this would be that some people might want half the helos to have a simple, low-framerate pit like the Apache A if they have too much of a framerate drop on the more advanced cockpits.
Posted By: messyhead

Re: Blackhawk project - revival - 01/03/21 05:47 AM

Originally Posted by Reticuli
Originally Posted by messyhead
Originally Posted by Reticuli
May the force be with you, but I don't understand why all the flyable side-by-side-seating helos in EECH that don't have authentic pits of their own right now in the meantime just don't use either the Kiowa or Hokum cockpits, with like the HUDs disabled or something if they don't have that. Why do they use the original Apache cockpit by default?


The original Apache cockpit is the default cockpit. So when fly any helo was added, they made it use that cockpit. It's not meant to be realistic, and I don't think making a 2 seat cockpit the default for those types would be any better.


Well, there's only one aircraft that should have the Apache A pit: the Apache A, obviously. Why couldn't all the side-by-side flyable helos get one of the already-finished cockpits of that type prior to them getting their own unique, authentic cockpits? Are there any other helos besides the Apache A that's using the Apache A cockpit currently that's a tandem helo? Maybe put the Kiowa pit on the US side-by-sides that are still needing unique pits like the Blackhawk & Osprey and the Hokum pit on the Russian ones like the Helix?

Edit: I guess the Super Cobra is the only tandem helo that has the old Apache pit. I can imagine the Zulu pit working fine with that, and maybe with the side stick removed.

The one advantage I can think of off the top of my head to NOT do any of this would be that some people might want half the helos to have a simple, low-framerate pit like the Apache A if they have too much of a framerate drop on the more advanced cockpits.


I suppose the real reason it's not been done, is because no-one's bothered to do it yet. Changing the cockpit isn't a trivial task, even just replacing the default with another one takes changing in lots of code, and also renaming the 3D model. The default cockpit draw methods are all different from the 3D cockpit methods as well.
Posted By: messyhead

Re: Blackhawk project - revival - 04/07/21 02:16 PM

Making a bit more progress with this today. I had to redo the engine display, and get the FLIR/DTV screen working, which it now is. I also added the flight display, and I'm working on the compass. I took the compass from Arneh's apache avionics code, so now trying to get it to show the waypoint info instead of radio navigation that he had added. (side note - it would be great if all of Arneh's code made it into the sim one day. Every time I look back at what he had done, it would such a great update to the Apache -> https://simhq.com/forum/ubbthreads....s-modernization-program-work-in-progress)


I think in a few more days, I'll have something flyable that people could test.
Posted By: messyhead

Re: Blackhawk project - revival - 04/07/21 02:43 PM

Flight display and Compass showing navigation info now working. There's space on the compass for more info, so I might add some later. I'm sure this should now be flyable as is, although I need to add the co-pilot and fix a couple of known issues.



Attached picture BAE Systems SOCET SET Screenshot 2021.04.07 - 16.55.28.80.png
Posted By: FouCha

Re: Blackhawk project - revival - 04/07/21 08:55 PM

Messy is there anyway i can help you?? i'm somewhat good with 3d modeling and photoshop
Posted By: messyhead

Re: Blackhawk project - revival - 04/08/21 12:37 AM

Originally Posted by FouCha
Messy is there anyway i can help you?? i'm somewhat good with 3d modeling and photoshop


Thanks. I'm good at the modelling, but not so good with textures. A lot of the textures need resized, and possibly combined to less uv files. I also need to fix the shimmering issue, which I think is down to mip mapping. Using DDS might help.
Posted By: Polak

Re: Blackhawk project - revival - 04/08/21 01:15 AM

Please do not hesitate to call for help with textures, uv, dds, etc. Yes, shimmering is a mipmap issue.
Posted By: messyhead

Re: Blackhawk project - revival - 04/08/21 07:07 AM

Originally Posted by Polak
Please do not hesitate to call for help with textures, uv, dds, etc. Yes, shimmering is a mipmap issue.


I've been leaving the texturing till the end, and trying to get all the model and coding done. But If I could sort out the shimmering on the main cockpit panel and instruments, it would make it a lot more flyable just now.
Posted By: Polak

Re: Blackhawk project - revival - 04/08/21 09:15 AM

Take your time please but call me if you need anything for textures.
Posted By: messyhead

Re: Blackhawk project - revival - 04/08/21 10:54 AM

Originally Posted by Polak
Take your time please...


I started this mod 10 years ago. Taking my time is the one consistent thing about it biggrin
Posted By: FouCha

Re: Blackhawk project - revival - 04/08/21 02:20 PM

i'm actually thinking of enrolling into some online classes to learn how to code in C just so i can help mod this game because i freaking love it
Posted By: BANITA

Re: Blackhawk project - revival - 04/08/21 02:30 PM

For the same reason I started to learn 3d modeling, programming too difficult for me. If you know other languages, switching to C won't be a problem.
Posted By: messyhead

Re: Blackhawk project - revival - 04/09/21 07:48 AM

Originally Posted by FouCha
i'm actually thinking of enrolling into some online classes to learn how to code in C just so i can help mod this game because i freaking love it


No need to enroll in a course, YouTube is your friend

https://www.youtube.com/watch?v=Bz4MxDeEM6k

https://www.youtube.com/watch?v=KJgsSFOSQv0
Posted By: messyhead

Re: Blackhawk project - revival - 04/16/21 04:44 AM

Knocked a few more items of the to-do list.

Almost ready to fly...

Attached picture BAE Systems SOCET SET Screenshot 2021.04.16 - 05.31.00.58.jpg
Posted By: Polak

Re: Blackhawk project - revival - 04/16/21 07:53 AM

The cockpit looks GREAT!
Awesome work.
Time permitting give us some pointers or tutorials on how to program the avionics and instruments.
It would be double awesome.
Posted By: messyhead

Re: Blackhawk project - revival - 04/16/21 09:34 AM

Originally Posted by Polak
The cockpit looks GREAT!
Awesome work.
Time permitting give us some pointers or tutorials on how to program the avionics and instruments.
It would be double awesome.



I'll try and put some pages on the wiki later.
Posted By: messyhead

Re: Blackhawk project - revival - 04/16/21 02:43 PM

Release now available for testing.

https://simhq.com/forum/ubbthreads.php/topics/4515777/re-blackhawk-project-revival#Post4515777
Posted By: AndyB

Re: Blackhawk project - revival - 04/16/21 08:06 PM

Hi Messyhead,

I installed your blackhawk cockpit and this time around it worked for me. I don't know what was wrong the last time.

Took it for a free flight around the Poland map and it handles well. Was not able to read some of the gauges easily in the standard view, but they all seem to work. Love the texture on the canopy windows (makes them look dirty !!!).

One thing I did notice was that when firing off chaff and flares, when they reach zero they jump back up to full. It may be something you did for testing.

It is a beautiful model from outside as well. Keep up the great work young man !!!!!!!!!!

BTW I only have 1.16.0 installed and it worked fine.

Cheers,

Andy

PS Like FouCha, I tried to get in to coding in C (have done stuff in Pascal, Basic and a bit of C++ in the past) a while ago. The code itself was fine, but what killed it for me was how all the sections come together. Any projects I've been involved in were pretty simple and basically were in a few folders. With EECH there are a massive amount of folders with lots of files in them. I couldn't follow the flow. Maybe it's just me getting too old for this #%&*$# ............
Posted By: Reticuli

Re: Blackhawk project - revival - 04/17/21 06:17 AM

Lovely.

I did get a freeze a couple times:

ASSERT default_mfd_mode !=mfd_mode
And then the address:
D:\blackhawk-1-16-1\aphavoc\source\gunships\avionics\blackhawk\bh_mfd.c8530

Is that address even valid?

Your IAS gauge is not accurate, the flight director computer screen is frozen/wrong, can't see the rotors or the weapons from the cockpit, and there's a nifty thing with shift k where I can get the copilot main MFD to show transparently in my HMD that's kinda neat.



Posted By: messyhead

Re: Blackhawk project - revival - 04/18/21 03:43 AM

Originally Posted by Reticuli
Lovely.

I did get a freeze a couple times:

ASSERT default_mfd_mode !=mfd_mode
And then the address:
D:\blackhawk-1-16-1\aphavoc\source\gunships\avionics\blackhawk\bh_mfd.c8530

Is that address even valid?


Yeah, could you raise an issue in github, and include the debug log, and what you were doing when you got it? It would be useful to know which MFD was the previous one when you got the error.

Originally Posted by Reticuli

Your IAS gauge is not accurate


I know. All the instruments need checked, it's mentioned in the work in progress. I learned a more accurate way to calculate the needle movement after I first did them.

Originally Posted by Reticuli
the flight director computer screen is frozen/wrong


Which screen?

Originally Posted by Reticuli
can't see the rotors or the weapons from the cockpit


I'd forgot about those, I'll add it to the list. Although I'm not sure if the weapons can be added to show the load out.


Originally Posted by Reticuli
and there's a nifty thing with shift k where I can get the copilot main MFD to show transparently in my HMD that's kinda neat.


That doesn't sound intentional. Can you add an issue for that with a screenshot?
Posted By: messyhead

Re: Blackhawk project - revival - 04/18/21 08:47 AM

Originally Posted by AndyB
Hi Messyhead,

I installed your blackhawk cockpit and this time around it worked for me. I don't know what was wrong the last time.

Took it for a free flight around the Poland map and it handles well. Was not able to read some of the gauges easily in the standard view, but they all seem to work. Love the texture on the canopy windows (makes them look dirty !!!).

One thing I did notice was that when firing off chaff and flares, when they reach zero they jump back up to full. It may be something you did for testing.

It is a beautiful model from outside as well. Keep up the great work young man !!!!!!!!!!

BTW I only have 1.16.0 installed and it worked fine.

Cheers,

Andy

PS Like FouCha, I tried to get in to coding in C (have done stuff in Pascal, Basic and a bit of C++ in the past) a while ago. The code itself was fine, but what killed it for me was how all the sections come together. Any projects I've been involved in were pretty simple and basically were in a few folders. With EECH there are a massive amount of folders with lots of files in them. I couldn't follow the flow. Maybe it's just me getting too old for this #%&*$# ............


Thanks for your comments.

I think the chaff/flare thing happens in free flight if you have infinite ammo enabled. Was that the settings you used?

I might try and scale up some the flight display and some of the font sizes to make them easier to read.

I'm going to use Rapota's model when I finish the release, as he had added even more detail. But I need to fix some lod issues with it first. I've also got new engine startup sounds to use.

One thing I should have mentioned is doing the realistic engine startup, as the engine MFD in this mode is pretty cool.
Posted By: BANITA

Re: Blackhawk project - revival - 04/18/21 10:38 AM

In windows glass surface you did exclude from vstack,and doublesided. For what doubleside on window glass itis visible?? And what doing exclude in eech?
Posted By: AndyB

Re: Blackhawk project - revival - 04/18/21 10:44 AM

Hi Messyhead,

Yup, it was infinite ammo enabled. Sorry, I should have realised.

I didn't try the realistic engine start but I sure as hell will now. Love doing it in the Comanche.

Keep up the great work.

Andy
Posted By: messyhead

Re: Blackhawk project - revival - 04/18/21 10:57 AM

Originally Posted by BANITA
In windows glass surface you did exclude from vstack,and doublesided. For what doubleside on window glass itis visible?? And what doing exclude in eech?


What are you referring to? I'm not sure what your comment is about.
Posted By: messyhead

Re: Blackhawk project - revival - 04/18/21 11:03 AM

Originally Posted by Reticuli
and there's a nifty thing with shift k where I can get the copilot main MFD to show transparently in my HMD that's kinda neat.


I looked into this, and it's not desired behaviour. It's being caused as the helmet mounted sight (HMS) transparency texture uses the same texture reference as the MFD. It's an annoying one to solve though, as there's a finite number of textures that can be used, and I think I'm at my limit. I'll need to work out how to add more textures. It seems simple enough, but every time I've tried it, the new texture reference isn't picked up.
Posted By: BANITA

Re: Blackhawk project - revival - 04/18/21 11:11 AM

Its curiosity wink i loaded your cockpit in lightawve and saw glass scratches texture doublesided . And dont know what effect doing doubleside scratch texture on window? And the same with exclude,you enable this option in window glass. What effect doing exclude in eech?
Posted By: messyhead

Re: Blackhawk project - revival - 04/18/21 11:26 AM

Originally Posted by BANITA
Its curiosity wink i loaded your cockpit in lightawve and saw glass scratches texture doublesided . And dont know what effect doing doubleside scratch texture on window? And the same with exclude,you enable this option in window glass. What effect doing exclude in eech?


To be honest, I'm not sure. Sockzien made the cockpit frame model, or at least he sent me it, so not sure where it came from (that's why some surface names and textures are in Polish). The window scratch texture was already there.
Posted By: AndyB

Re: Blackhawk project - revival - 04/18/21 08:16 PM

Hi Messyhead,

I tried the manual engine start as you suggested - love the guages !!!

One small point I noticed.
Before APU start all is quiet. When you start APU you immediately get full rotor sound. External view shows rotors stationary.

Only a small thing in the scheme of things but wanted to let you know.

Also, it may be my system, but when I try to run the debug version, when I get to click to go to cockpit I get a crash to desktop.

Cheers,

Andy
Posted By: messyhead

Re: Blackhawk project - revival - 04/18/21 08:58 PM

Originally Posted by AndyB
Hi Messyhead,

I tried the manual engine start as you suggested - love the guages !!!

One small point I noticed.
Before APU start all is quiet. When you start APU you immediately get full rotor sound. External view shows rotors stationary.


Yeah, the current sounds are a bit crap. I bought a full set of sounds recorded from the real apu and engine startup, but I've not got round to implementing them yet.
Posted By: messyhead

Re: Blackhawk project - revival - 04/18/21 09:02 PM

Originally Posted by AndyB
Also, it may be my system, but when I try to run the debug version, when I get to click to go to cockpit I get a crash to desktop.

Cheers,

Andy


Can you send the debug.log?
Posted By: Reticuli

Re: Blackhawk project - revival - 04/18/21 10:11 PM

Originally Posted by messyhead
Originally Posted by Reticuli
and there's a nifty thing with shift k where I can get the copilot main MFD to show transparently in my HMD that's kinda neat.


I looked into this, and it's not desired behaviour. It's being caused as the helmet mounted sight (HMS) transparency texture uses the same texture reference as the MFD. It's an annoying one to solve though, as there's a finite number of textures that can be used, and I think I'm at my limit. I'll need to work out how to add more textures. It seems simple enough, but every time I've tried it, the new texture reference isn't picked up.


It is more useful than that HMD tint, at least.
Posted By: messyhead

Re: Blackhawk project - revival - 04/18/21 11:09 PM

Originally Posted by Reticuli
Originally Posted by messyhead
Originally Posted by Reticuli
and there's a nifty thing with shift k where I can get the copilot main MFD to show transparently in my HMD that's kinda neat.


I looked into this, and it's not desired behaviour. It's being caused as the helmet mounted sight (HMS) transparency texture uses the same texture reference as the MFD. It's an annoying one to solve though, as there's a finite number of textures that can be used, and I think I'm at my limit. I'll need to work out how to add more textures. It seems simple enough, but every time I've tried it, the new texture reference isn't picked up.


It is more useful than that HMD tint, at least.


Well I'm probably about to disable the tint to fix the issue. I'm not sure what the tint is used for anyway.
Posted By: AndyB

Re: Blackhawk project - revival - 04/19/21 09:51 AM

Hi Messyhead,

Have attached the debug log (debug.txt) as requested.

Hope it helps.

Andy

Attached File
DEBUG.TXT  (5 downloads)
Posted By: Reticuli

Re: Blackhawk project - revival - 04/19/21 06:26 PM

Originally Posted by messyhead
Originally Posted by Reticuli
Originally Posted by messyhead
Originally Posted by Reticuli
and there's a nifty thing with shift k where I can get the copilot main MFD to show transparently in my HMD that's kinda neat.


I looked into this, and it's not desired behaviour. It's being caused as the helmet mounted sight (HMS) transparency texture uses the same texture reference as the MFD. It's an annoying one to solve though, as there's a finite number of textures that can be used, and I think I'm at my limit. I'll need to work out how to add more textures. It seems simple enough, but every time I've tried it, the new texture reference isn't picked up.


It is more useful than that HMD tint, at least.


Well I'm probably about to disable the tint to fix the issue. I'm not sure what the tint is used for anyway.


To increase readability. I wouldn't disable the tint entirely just to get rid of it. Your accident is kind of great, and the tint usually isn't on by default and can be dimmed or turned off, anyway. Putting the ASE or whatever it is in the HMD's been a lifesaver... literally... at least as much as you can say that in a sim. Maybe what we really need is the ability to put mini mfds in each lower corner even inside the cockpit view. Hard to choose between the no-cockpit view with those and the cockpit view, sometimes.
Posted By: AndyB

Re: Blackhawk project - revival - 04/19/21 06:41 PM

HI Messyhead,

Changing MFD - some keys don't work.

] - main MFD next display ----------------------OK
[ - main MFD previous display ----------------OK
Left CTRL + ] - toggle main MFD on/off ----OK

Right CTRL + ] - top MFD next display -----------------NOTHING HAPPENS
Right CTRL + [ - bottom MFD next display ------------NOTHING HAPPENS
Left ALT + ] - top MFD on/off -------------------OK
Right ALT + [ - bottom MFD on/off _______OK

THE ABOVE ONLY HAPPENS IN cohokum-BH.exe If started with DEBUG-BH.exe they work as described.

Also, If Export MFD is enabled the main MFD is exported properly, but if you hit F3 key you get a CTD. Hitting F4 key does nothing. If not exporting then they work fine.

cheers,

Andy
Posted By: messyhead

Re: Blackhawk project - revival - 04/20/21 08:18 AM

Originally Posted by AndyB
HI Messyhead,

Changing MFD - some keys don't work.

] - main MFD next display ----------------------OK
[ - main MFD previous display ----------------OK
Left CTRL + ] - toggle main MFD on/off ----OK

Right CTRL + ] - top MFD next display -----------------NOTHING HAPPENS
Right CTRL + [ - bottom MFD next display ------------NOTHING HAPPENS
Left ALT + ] - top MFD on/off -------------------OK
Right ALT + [ - bottom MFD on/off _______OK

THE ABOVE ONLY HAPPENS IN cohokum-BH.exe If started with DEBUG-BH.exe they work as described.


Ok, thanks. I'll check the build.

Originally Posted by AndyB
Also, If Export MFD is enabled the main MFD is exported properly, but if you hit F3 key you get a CTD. Hitting F4 key does nothing. If not exporting then they work fine.

cheers,

Andy


Does F3/F4 work ok in other cockpits with export enabled?
Posted By: AndyB

Re: Blackhawk project - revival - 04/20/21 08:45 PM

Hi Messyhead,

The F3/F4 thing works fine in the Comanche and Apache cockpits running your cohokum-BH.exe file

Other strange thing i noticed:

When running your exe, the exported MFD images are half the height of when they are exported in the normal exe (squashed vertically). This is true of Apache and Comanche, but the Blackhawk seems OK. Could it be to do with the shape of the in cockpit MFD ? Both Comanche and Apache are square, where the Blackhawk looks more rectangular.

Sorry, just keep giving you more work.

Cheers,

Andy
Posted By: messyhead

Re: Blackhawk project - revival - 04/21/21 08:45 AM

I didn't change any of the export code for the Blackhawk, so I'll need to go over it all and see what's needing fixed. The code was based on the Kiowa cockpit code, so there's probably quite a bit needing changed/fixed.
Posted By: messyhead

Re: Blackhawk project - revival - 04/21/21 10:02 AM

Originally Posted by Reticuli
Originally Posted by messyhead
Originally Posted by Reticuli
Originally Posted by messyhead
Originally Posted by Reticuli
and there's a nifty thing with shift k where I can get the copilot main MFD to show transparently in my HMD that's kinda neat.


I looked into this, and it's not desired behaviour. It's being caused as the helmet mounted sight (HMS) transparency texture uses the same texture reference as the MFD. It's an annoying one to solve though, as there's a finite number of textures that can be used, and I think I'm at my limit. I'll need to work out how to add more textures. It seems simple enough, but every time I've tried it, the new texture reference isn't picked up.


It is more useful than that HMD tint, at least.


Well I'm probably about to disable the tint to fix the issue. I'm not sure what the tint is used for anyway.


To increase readability. I wouldn't disable the tint entirely just to get rid of it. Your accident is kind of great, and the tint usually isn't on by default and can be dimmed or turned off, anyway. Putting the ASE or whatever it is in the HMD's been a lifesaver... literally... at least as much as you can say that in a sim. Maybe what we really need is the ability to put mini mfds in each lower corner even inside the cockpit view. Hard to choose between the no-cockpit view with those and the cockpit view, sometimes.


I think I'm actually going to leave this feature, that I totally meant to do BTW biggrin

Now I've tried it out, when you're in the pilot seat, you can project your co-pilots main MFD onto your HMS. So you can then have visibility of what your co-pilot is showing on their MFD. Genius - even if I do say so myself biggrin

I was going to remove it as it wasn't "realistic", but then not a lot of this cockpit is, so I don't suppose it matters.

When I started this project, I was going to try and stick to as real a cockpit setup as I could, which is partly why it's taken so long. I was going to try and make more realistic MFDs based on information I'd found about the MH-60K/L that the model is based on. But now I just want to get it finished, so I've scaled back my ambitions quite a bit.
Posted By: AndyB

Re: Blackhawk project - revival - 04/21/21 11:18 AM

Hi Messyhead,

I think I threw you a false alarm.

I gave it a try again today and changed the exported MFDs sizes back to the default (I had mine set for my second widescreen monitor) and they look OK.

I think what threw me initially was that your engine screen doesn't use the whole of the square screen (it used about the top 3/4) which is why I thought it was squashed.

The F3/F4 problem is still there though.

Cheers,

Andy

BTW is it only supposed to export the main MFD ? none of the others show up.
Posted By: messyhead

Re: Blackhawk project - revival - 04/21/21 11:54 AM

Originally Posted by AndyB
Hi Messyhead,

I think I threw you a false alarm.

I gave it a try again today and changed the exported MFDs sizes back to the default (I had mine set for my second widescreen monitor) and they look OK.

I think what threw me initially was that your engine screen doesn't use the whole of the square screen (it used about the top 3/4) which is why I thought it was squashed.

The F3/F4 problem is still there though.

Cheers,

Andy

BTW is it only supposed to export the main MFD ? none of the others show up.


Ah ok, thanks for the update. I hadn't started looking at the export code yet. It'll only be exporting the main MFDs for now, as I had left that code alone, and hadn't changed it to include the small MFDs. Would it be useful to also have them exported? I never use that feature myself, so not sure.
Posted By: AndyB

Re: Blackhawk project - revival - 04/21/21 04:22 PM

Possibly one of them, yes. It would be in keeping with the other choppers that have twin MFDs like the comanche, apache, viper etc

in the comanche you also have the two smaller MFDs that are not exported ( I think it would put too much of a load on the system to do that) so we already have that situation where some of the MFDs are not exported..

We also have some aircraft that only have one MFD which can be exported (mainly the Russian ones I think).

Basically, I'd say it's your choice. I think you've probably got enough to do without adding in extra code to export them.

what about the screen in the middle with the waypoints ? could that be exported just for waypoint data along wiith the main MFD and leave the two smaller ones as is ?

Just a thought.

Cheers,

Andy
Posted By: messyhead

Re: Blackhawk project - revival - 04/21/21 04:42 PM

Originally Posted by AndyB
HI Messyhead,

Changing MFD - some keys don't work.

] - main MFD next display ----------------------OK
[ - main MFD previous display ----------------OK
Left CTRL + ] - toggle main MFD on/off ----OK

Right CTRL + ] - top MFD next display -----------------NOTHING HAPPENS
Right CTRL + [ - bottom MFD next display ------------NOTHING HAPPENS
Left ALT + ] - top MFD on/off -------------------OK
Right ALT + [ - bottom MFD on/off _______OK

THE ABOVE ONLY HAPPENS IN cohokum-BH.exe If started with DEBUG-BH.exe they work as described.

Also, If Export MFD is enabled the main MFD is exported properly, but if you hit F3 key you get a CTD. Hitting F4 key does nothing. If not exporting then they work fine.

cheers,

Andy



I think I've fixed the keys for the MFDs now when using the cohokum-BH.exe. I've also amended the keys slightly. The reason it worked in the debug.exe, was that when making a debug build Left CTRL/ALT/SHIFT and Right CTRL/ALT/SHIFT can be mapped to different keys. But when making a non-debug build (e.g. cohokum.exe) the left and right keys are effectively the same so it doesn't matter if you press left or right CTRL/ALT/SHIFT (with one small caveat noted below).

  • [ - main MFD next display
  • ] - main MFD previous display
  • CTRL + ] - toggle main MFD on/off
  • ALT + [ - top MFD next display
  • Left ALT+ ] - bottom MFD next display (see note below)
  • SHIFT + [ - top MFD on/off
  • SHIFT + ] - bottom MFD on/off


(Note: whether you use left or right ALT shouldn't matter. However there seems to be a bug where Right ALT is acting as CTRL. Left ALT acts as it should, so use that instead. This happens in all cockpits, not just Blackhawk)


The latest update also includes Rapota's Blackhawk model, which is a huge improvement. Just see the rotor head detail to see how much better it looks.

It also includes the rotor blades and weapons visible from the cockpit - Note however these are in the wrong position. I'm looking into working out how to reposition them. But like everything in this code, it's buried somewhere.

The same download link works, just download it again to get the update files.
Posted By: messyhead

Re: Blackhawk project - revival - 04/21/21 04:45 PM

Originally Posted by AndyB
what about the screen in the middle with the waypoints ? could that be exported just for waypoint data along wiith the main MFD and leave the two smaller ones as is ?


That's actually just a graphic. That screen is meant to be a weather or terrain radar screen. I did have plans to use it as a ground radar screen (which I might still do), but at the moment it's just a static display.
Posted By: Reticuli

Re: Blackhawk project - revival - 04/21/21 07:37 PM

If you're going to make that a fixed waypoint display in the middle, then it should probably be the TSD. I'd prefer having a fixed ASE page in the middle, but I believe the surrounding knobs indicate it's supposed to be related to the flight director system which the TSD is the closest analog. Not a bad choice considering I believe that's what Longbow 2 did at least on the Kiowa. You could even make it changeable like the aux mini displays in the Comanche, though that's not necessary.

By the way, do we have a way to have the ASE page pop up automatically when auto CM is triggered and either of the jammers turn on or you pop chaff or flares?
Posted By: messyhead

Re: Blackhawk project - revival - 04/22/21 09:19 AM

Originally Posted by Reticuli
If you're going to make that a fixed waypoint display in the middle, then it should probably be the TSD. I'd prefer having a fixed ASE page in the middle, but I believe the surrounding knobs indicate it's supposed to be related to the flight director system which the TSD is the closest analog. Not a bad choice considering I believe that's what Longbow 2 did at least on the Kiowa. You could even make it changeable like the aux mini displays in the Comanche, though that's not necessary.


Are you meaning this screen? If so, then this is the terrain/weather radar screen showing a graphic in Nav mode, not the flight director. That's the 2 screens on the central console. The terrain/weather radar isn't modelled in EECH. Arneh did start adding a terrain profile mode into a work in progress years ago for his Apache avionics improvements, but it was abandoned and never finished - which is a shame.

https://simhq.com/forum/ubbthreads....s-modernization-program-work-in-progress

I was going to try and bring Arneh's terrain radar code over to show on that screen, but that's not in my plans now. I'll probably just remove the waypoint graphic as if the screen is off, and change the dial on it to the off position.

I think I might also be limited in how many more displays I can add. The code seems to have a limit on textures, in that you need to re-use the original display textures, and there's a finite number of them. I think I'm already using all or most of them - which is why the problem with the HMS overlay occurs as it's using the same texture as the co-pilot main MFD. All of the digital displays that show the digital numbers are using a different display texture, and each of the MFDs is using it's own. So that's 6 for the MFDs, 7 for the digital readouts, 1 for the radar altimeter, and 1 for the chronometer, and 1 each for chaff and flares. I don't think there's any unused display textures left to add more displays.

In theory, adding new textures should just work, as they can get added to the texture index and so should then be available in the game. But whenever I've tried it, it won't display in game. It must have been possible at some point in the past, as the Hind cockpit added it's own textures for the moving map. But when I do the same as was done for the Hind, it doesn't work.

Anyway, that's probably more detail than you needed smile

Originally Posted by Reticuli
By the way, do we have a way to have the ASE page pop up automatically when auto CM is triggered and either of the jammers turn on or you pop chaff or flares?


I thought this should happen if auto page is enabled? Does it work in other cockpits?


Attached picture BAE Systems SOCET SET Screenshot 2021.04.22 - 10.03.18.47.png
Posted By: Hijongpark

Re: Blackhawk project - revival - 04/22/21 12:23 PM

the game crashes occassionally when I try to enter blackhawk cockpit.

Debug log says :

ASSERT 'paths[path].from >= 0 && paths[path].from < number_of_nodes' (D:\blackhawk-1-16-1\modules\3d\terrain\terrmap.c:1692)
ASSERT 'point_inside_map_volume (v) || v->y == -10000' (D:\blackhawk-1-16-1\aphavoc\source\entity\system\en_funcs\en_vec3d.c:452)
ASSERT 'point_inside_map_volume (v) || v->y == -10000' (D:\blackhawk-1-16-1\aphavoc\source\entity\system\en_funcs\en_vec3d.c:452)

Also the rotor is not properly rendered in cockpit view, it is missing the middle of the rotor or sometimes invisible.
Posted By: messyhead

Re: Blackhawk project - revival - 04/22/21 05:43 PM

Originally Posted by Hijongpark
the game crashes occassionally when I try to enter blackhawk cockpit.

Debug log says :

ASSERT 'paths[path].from >= 0 && paths[path].from < number_of_nodes' (D:\blackhawk-1-16-1\modules\3d\terrain\terrmap.c:1692)
ASSERT 'point_inside_map_volume (v) || v->y == -10000' (D:\blackhawk-1-16-1\aphavoc\source\entity\system\en_funcs\en_vec3d.c:452)
ASSERT 'point_inside_map_volume (v) || v->y == -10000' (D:\blackhawk-1-16-1\aphavoc\source\entity\system\en_funcs\en_vec3d.c:452)


Those errors aren't anything to do with the cockpit, they seem to be an error with the map and placing objects in the map.

Which map were you trying, and which base game version were you on?


Originally Posted by Hijongpark
Also the rotor is not properly rendered in cockpit view, it is missing the middle of the rotor or sometimes invisible.


I know. I mentioned this a few posts ago that's it's a work in progress.
Posted By: messyhead

Re: Blackhawk project - revival - 04/22/21 06:09 PM

Small update made, and the download link in the first page will get you the latest files.

This just changes the MFD keys to keep them inline with the existing keys. I've updated the keymapping in the 2nd post.
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