| A SimHQ "Second Look Series"
Feature
Enemy (RE)Engaged: EECH Revisited
by Chris
"BeachAV8R" Frishmuth

If you
are a veteran of combat flight simulations you have no doubt
heard of Razorwork's
two spectacular titles: Enemy
Engaged: Apache Havoc (EEAH)
and Enemy Engaged: Comanche
Hokum (EECH). Released
in October 1999 and April 2000 respectively, they are still
regarded among the best combat flight sims ever made. As evidenced
by the success and continued fan support of titles like Total
Air War, sims based on speculation about how their real word
counterparts work have garnered wide support. The fact that
the Comanche program was canceled in early 2004 in no way
diminishes the suspension of disbelief that you are flying
the next generation of combat attack helicopters. Over five
years after the release of EECH, the title continues to evolve
due to the dedicated work of modders and an enthusiastic fan
base.
Of course
it must be remembered that modifying EECH to make it better
is a bit like taking Charlize Theron out of jeans and putting
her into a nice dress; the former wasn't too shabby to start
with! One of the nice things about the EE series is that they
came out of the box in good form, with only minor issues having
to be addressed by subsequent patches. Once the official patches
were released and the title started to age, Razorworks did
one of the greatest things ever for the flight simulation
community by releasing the source code and allowing for community
modification. This has resulted in continual expansion, modification
and improvement over the years and for those that haven't
revisited (Re-Engaged!) the sim in awhile, great progress
has been made by the small group of modders that have tackled
the job.
First we'll take a look at some side
by side comparisons between the old and the new. Remember
that EEAH integrates into EECH to allow owners of both programs
to fly the Apache and Havoc within the framework of EECH,
including the theaters that originally shipped with EEAH.
The most obvious visual evidence of the evolution of EECH
comes in the form of upgraded terrain graphics, skins, and
cockpits. Rocky and Polak have done an outstanding job with
upgrading the terrain visuals in EECH. Here we see the same
view of the Georgia theater with old terrain (left) and new
terrain (right).
 |
 |
In addition
to the new terrain textures the modders have allowed for users
with high end systems to push the distance out that terrain
and objects are drawn (high LOD). With the LOD set to high,
buildings and objects appear further out on the horizon, the
number and density of objects is increased, and the distance
at which detail is rendered is increased. This setting has
a dramatic effect on system performance however, making it
a good mod for high end computer users. Here we see a view
of Damascus on the Lebanon map with the old and new settings.
The terrains
are becoming much more theater specific with everything from
arctic tundra to rolling green hills. The sensation of speed
and altitude are translated much more effectively with the
new terrains when compared with the old, relatively featureless
terrain we used to fly over. This shot is of the same hill
in the Taiwan theater with old and new terrain palettes.
With
the new terrains and theaters come new paint schemes for vehicles
and helicopters. The new camouflage looks outstanding and
really helps blend the vehicles and aircraft into the landscape.
Here is the old, relatively bland paint scheme and one of
the new, improved skins.
The panels
for the flyable helicopters have been upgraded as well. They
have been updated to clean up the fuzzy look of the text and
are generally much cleaner and sharper than their predecessors.
Delving
further into the cockpit we can see that the modders have
added the ability to put different textures and color palettes
on the multi-function map display. Where before there were
only contour lines we now have shaded terrain contours which
greatly increases the comprehension of the terrain around
you. Also note again the increased sharpness of the text around
the MFD.
Go
To Page 2
Click
here to go to top of this page.
Copyright 2008, SimHQ.com. All Rights Reserved. Contact the webmaster.
|