homepage

Enemy Engaged 1.9 released

Posted By: arneh

Enemy Engaged 1.9 released - 08/08/07 04:00 PM

The time has come, I've now deemed 1.9 ready for release!

What's new in 1.9?

First of all, if you haven't seen it, there is a 10 minute video showing some of the new features.

Among the new features are new weapons modelling where rockets and bullets now are affected by gravity, drag and dispersion:


Spiraling flightpath and depressable launchers for the Vikhr missiles:


Relief shaded, topographical campaign maps:


Colour MFDs for Alligator and Comanche:


A new HUD for the Comanche:


Proper colour or monochrome TV cameras, not just IR cameras.


Full changelog
Weapons modelling
  • Gun projectiles and unguided rockets are now affected by gravity, drag and dispersion. As a result rounds take longer to reach their target and with less accuracy.
  • Vikhr missiles now follow a spiral flight path
  • Vikhr launch racks will depress up to 12 degrees to align with target direction. This helps as the Vikhr now has very narrow launch restrictions for weapon launch.
  • Rockets and missiles will now only create smoke for as long as the rocket engine is burning.
  • Rockets adjusted to have shorter burn time and faster acceleration.
  • Muzzle velocity adjusted for many weapons to better match real world values.
  • New values for GWUT file for changing weapons drag, spiral path and seeker limits. These are included in gwut190.csv, but note that the GWUT editor (version 1.3) is not yet capable of editing these values, and will delete them from any file which contains them. So you will have to edit the file with a text editor until a new version of the GWUT editor comes out

Avionics changes
  • New weapons aiming avionics for ballistic weapons. See wiki article for details.
  • New flight MFD page, revised TADS page and added colour to many other MFD pages for Comanche.
  • New HUD for Comanche
  • New flight, TSD, radar and engine pages for Alligator. Added colour to several other pages.
  • DTV/LLLTV will now show a full-colour(for Comanche) or monochrome (for the others) TV view, not a IR-view.
  • DTV/LLLTV in Comanche and Ka-52 is now capable changing zoom level.
  • EO zoom level can now be changed even if EO is not active targeting system. Use CTRL + keypad +/- for this (only when manual laser/radar is enabled in eech.ini)
  • EO camera can now be changed even if EO is not active targeting system. Use Shift + END for this.

Campaign map changes
  • New relief shaded topographical campaign map
  • Hi-res campaign map and alternative map palette also available (campaign_map_mode and campaign_map_palette in eech.ini)
  • Adjustable how often enemy units update. By default the position of known enemy units are updated once every 2 minutes. Configurable by map_update_interval in eech.ini.
  • Fixed bug where undiscovered enemy units would show up if you just zoomed the map enough.
  • Campaign map in free flight mode now allows adding and moving waypoints.

External cameras
  • New free camera mode. Press F9 when already in chase or weapons camera view. Use mouse to pan, arrow keys or mouse wheel to move camera.
  • New wobbly camera option (wobbly-camera in eech.ini) for chase and weapons camera. Gives the impression of the camera being mounted in a chase plane/helicopter which is not always able to keep perfect view of object.
  • Chase camera allows a limited amount of movement from object being chased. Use arrow keys for this.

Smoke fixes
  • You can now disable the persistent smoke (persistent_smoke=0 in eech.ini). With it enabled smoke will only be created for about 10 seconds, instead of minutes.
  • Rockets and missiles only generate smoke as long as the rocket engine is burning.
  • Slightly adjusted smoke colour.
  • Fixed a crash which would sometimes happen with smoke.

Other changes
  • Fixed a problem for multiplayer/saved games where data would get corrupted
  • Trim does no longer affect helicopter attitude in hover hold mode.
  • ... and probably some more changes I've forgotten to mention, and numerous bugs I haven't discovered yet \:\)


Download
Alternative download

Note:
* To get the new weapons ballistic you must use the new gwut190.csv file. Since it contains some new values it can't be edited with the GWUT editor, if you want to change it you have to use a text editor.
* Your game.cfg file will be reset, so make sure you go into the options menu and set your options the way you want them after first start
* All previous save games will be invalid, so finish any campaigns before updating.
* Since there is a lot of changes, and this is a .0 release, don't expect it to be completely bug free yet. I'm sure there are still some undiscovered bugs. But there is always .1 to fix things again \:\)

Enjoy!
Posted By: Andreas

Re: Enemy Engaged 1.9 released - 08/08/07 04:01 PM

I'm almost speechless.

Thank you!
Posted By: Gr.Viper

Re: Enemy Engaged 1.9 released - 08/08/07 04:27 PM

I AM speechless
Posted By: Mr_Blastman

Re: Enemy Engaged 1.9 released - 08/08/07 04:43 PM

Wow!!!!!! You are amazing Arneh! Thanks! \:\)
Posted By: Blindeye_03

Re: Enemy Engaged 1.9 released - 08/08/07 04:46 PM

ahahshhfsdf slkdf sdofyi !!! \:\)

I have a question...when supplying the WUT file - file path in the INI file, do you use the whole path? Like including drive letter and all that?
Posted By: cass

Re: Enemy Engaged 1.9 released - 08/08/07 04:58 PM

Awsome,cant wait to get home and try this out! Thankyou!
Posted By: arneh

Re: Enemy Engaged 1.9 released - 08/08/07 05:03 PM

Originally Posted By: Blindeye_03
I have a question...when supplying the WUT file - file path in the INI file, do you use the whole path? Like including drive letter and all that?


No, just use the filename (and leave the file in the cohokum directory).
Posted By: Gr.Viper

Re: Enemy Engaged 1.9 released - 08/08/07 05:14 PM

LLTV on Hind still has only Narrow and Med FOV. Can you add Wide?
Also - when NavComputer kicks the bucket, can the MFD map be disabled? Or frozen. Because it's strange to have distance counter dead while colour map shows your exact position and waypoints.

New AA guns rule! They pin you down so good..
Why is Vikhr's range decreased? Seems to be about 8km now.
One more - can you teach AI not to shoot through buildings? The creepy thing is that they succeed \:\)

GREAT Thanks for Free Cam. Never before have I seen such pics. You can finally examine all the new textures. Makes you want to freeze the action and take a good look at whole battlefield.
Posted By: Blindeye_03

Re: Enemy Engaged 1.9 released - 08/08/07 05:16 PM

[MODIFICATIONS]
[WUT]
wut= gwut190.csv # supply a filename of a wut text file here

looks like that?
Posted By: Gr.Viper

Re: Enemy Engaged 1.9 released - 08/08/07 08:50 PM

I suggest deleting old eech.ini after updating from older version. The game will replace it with new one, containing all new options and gwut set to 190 by default.
Posted By: Blindeye_03

Re: Enemy Engaged 1.9 released - 08/09/07 12:20 AM

ok will do, but should I delete the old WUT files?

I tried it out and it seemed like the weapons were behaving like they should now :). Also, what setting should my tsdrender be set to? Right now its on 3 but I am not sure what "normal" is...
Posted By: PaulfromOZ

Re: Enemy Engaged 1.9 released - 08/09/07 12:34 AM

Wow thank you yet again Arneh.
All good except for the fact you always release them when i'm at work and have to wait until tonight to give it a go lol.

PS It's all good and thanks.
Posted By: Bernie_Rain

Re: Enemy Engaged 1.9 released - 08/09/07 12:54 AM


Hello Arneh,

Thank you very much for your continuing effort. I downloaded instantly and have yet to install and I am so eager to see all the changes and improvements, that I fear this will be a very short night!
Posted By: thermos

Re: Enemy Engaged 1.9 released - 08/09/07 02:29 AM

thanks so much arneh!

Maybe we can get G2 to give you a million bucks to put your stuff in ee2, cause your the one with the talent.

thermos
Posted By: Bernie_Rain

Re: Enemy Engaged 1.9 released - 08/09/07 03:03 AM

Quote:
thanks so much arneh!

Maybe we can get G2 to give you a million bucks to put your stuff in ee2, cause your the one with the talent.

thermos


I don't see what EE2 does better...don't know what EE2 provides that it should be based upon. EE2 is EECH with the modders' work in it and then some guys changed textures, that I don't even like.

P.S.: EE2 is modded EECH with changed textures and it is stage 1.70 or even lower!
Posted By: MIGHAIL

Re: Enemy Engaged 1.9 released - 08/09/07 03:29 AM

lol, i out of game just for say thank you, this is more than i wait:)
Posted By: MIGHAIL

Re: Enemy Engaged 1.9 released - 08/09/07 04:06 AM

Originally Posted By: Blindeye_03
ok will do, but should I delete the old WUT files?

I tried it out and it seemed like the weapons were behaving like they should now :). Also, what setting should my tsdrender be set to? Right now its on 3 but I am not sure what "normal" is...


any time can delite just 2 files eech.ini and game.cfg
bouth them will created by game
Posted By: Gr.Viper

Re: Enemy Engaged 1.9 released - 08/09/07 04:25 AM

He-he.. I managed to knock out 2 Comanches in flight with one Hind's missile. Funny but I wasn't able to hit them with MG even at short range.
Arneh, can you also apply your camera magic to Hind/Havoc's TV? It looks just like IR at the moment.
Posted By: Blindeye_03

Re: Enemy Engaged 1.9 released - 08/09/07 05:50 AM

Originally Posted By: Gr.Viper
He-he.. I managed to knock out 2 Comanches in flight with one Hind's missile. Funny but I wasn't able to hit them with MG even at short range.
Arneh, can you also apply your camera magic to Hind/Havoc's TV? It looks just like IR at the moment.


I LOVE the new projectile trajectories...No more machine gun laser cannon! I was close to a flight of havoks and took one out close with missles, then the other I had to lase to get my cannon to be accurate, but by that time the peashooter had around 30 rounds, and well yeah they dont do much damage anyways :(.
Posted By: ukSleek

Re: Enemy Engaged 1.9 released - 08/09/07 06:04 AM

Top Man arneh!

I'll test this little beuty when i get home from work later!
Posted By: arneh

Re: Enemy Engaged 1.9 released - 08/09/07 06:16 AM

Originally Posted By: PaulfromOZ
Wow thank you yet again Arneh.
All good except for the fact you always release them when i'm at work and have to wait until tonight to give it a go lol.


Oops, sorry about that, I'll delete the download right away!
Posted By: Gr.Viper

Re: Enemy Engaged 1.9 released - 08/09/07 06:19 AM

Originally Posted By: Blindeye_03
I had to lase to get my cannon to be accurate

Dang, that's what I forgot to do!
Posted By: arneh

Re: Enemy Engaged 1.9 released - 08/09/07 06:24 AM

Originally Posted By: Gr.Viper
LLTV on Hind still has only Narrow and Med FOV. Can you add Wide?


Possibly, if I can figure out what zoom levels the real Hind has.

Quote:
Also - when NavComputer kicks the bucket, can the MFD map be disabled? Or frozen. Because it's strange to have distance counter dead while colour map shows your exact position and waypoints.


Ok, I'll add it to my list.

Quote:
Why is Vikhr's range decreased? Seems to be about 8km now.


That's what researched showed their max range to be from helicopters. Only when fired from aircraft do they have 10 km range.


Originally Posted By: Blindeye_03
ok will do, but should I delete the old WUT files?


You can, but it's not necessary.

Quote:
Also, what setting should my tsdrender be set to? Right now its on 3 but I am not sure what "normal" is...


Set it to whatever you prefer \:\) You can change it in game with ALT+D. So just toggle until you find one you like.


Originally Posted By: Gr.Viper
I managed to knock out 2 Comanches in flight with one Hind's missile. Funny but I wasn't able to hit them with MG even at short range.


Make sure you enable the laser if you have manual laser enabled, otherwise it likely won't hit much.

Quote:
Arneh, can you also apply your camera magic to Hind/Havoc's TV? It looks just like IR at the moment.


Havoc's camera should already be there. Might take a look at time Hind at some other time.
Posted By: Alemart

Re: Enemy Engaged 1.9 released - 08/09/07 07:32 AM

Superb Work!!!, you have done an excellent job people!.
Now, the in game screens have changed (silly me, i should have unchecked that option in the installer), the new ones are not bad, but they are all about yankee choppers, could those be changed to show russian choppers?, if that is not posible, is there any way to get the previous ones?.
Thanks!.
Posted By: Mapi

Re: Enemy Engaged 1.9 released - 08/09/07 07:39 AM

Thx arneh!!!

Blue test:
No sweap in AA radar, manual R on. In AG on off ok.

Missing some keys! Insert, home, page up, -down, delete, end. (They in my HOTAS)

66: missing WPT data in MFD4 "Flight MFD" or isn't in there in real?
Posted By: arneh

Re: Enemy Engaged 1.9 released - 08/09/07 07:51 AM

Originally Posted By: Alemart
Now, the in game screens have changed (silly me, i should have unchecked that option in the installer), the new ones are not bad, but they are all about yankee choppers, could those be changed to show russian choppers?


Just find some pictures yourself, and save them as PSD files in the common/ui directory.


Originally Posted By: Mapi
No sweap in AA radar, manual R on. In AG on off ok.

Missing some keys! Insert, home, page up, -down, delete, end. (They in my HOTAS)


Enable realistic avionics in the options menu.
Posted By: Alemart

Re: Enemy Engaged 1.9 released - 08/09/07 07:59 AM

Cool, thanks.
Posted By: Templar

Re: Enemy Engaged 1.9 released - 08/09/07 08:11 AM

Mmmmmm...... EECH 1.90 \:\)

*In very Homer Simpson-ian fashion*
Posted By: Butterfly

Re: Enemy Engaged 1.9 released - 08/09/07 08:24 AM

Thanks SIR!!!
Enemy Engaged 1.9 are the truth EE2.
you are the king of the modders!
Posted By: Alemart

Re: Enemy Engaged 1.9 released - 08/09/07 08:26 AM

You know, that makes me wonder, what is going to happen when EECH reach a developing status beyond 1.9x?
Posted By: Gr.Viper

Re: Enemy Engaged 1.9 released - 08/09/07 08:49 AM

Originally Posted By: arneh
Possibly, if I can figure out what zoom levels the real Hind has.

Ok.. I'll try some digging for info \:D
...
Hm... Hind D tracking system tracks and guides at +-60 degrees horizontal angle.
And pilot has a map http://grviper.gamenavigator.ru/Other/New-14.gif
Hind's tracking system "Raduga-Sh" has 9 degrees lock FOV and 2 degrees tracking FOV. No wide \:\) And IR is not mentioned - only Low-Light TV. Havoc didn't have IR too but was upgraded.

Havoc's missiles are an engine and warhead upgrade of Hind's.
Missile's max flight speed - 510 m/s (Hind variant) and 550-560 m/s (Havoc variant) Most of it is gained from start booster which is jettisoned when missile switches to main engine. Speed at leaving container - 55 m/s.
Max range 5000m(Hind), 6000(Havoc)
Min range 400m(Hind), 800m(Havoc)
For Hind time required for missile to get to 3km - 7.5 sec, 4km - 10.7 sec, 5km - 14.5 sec
For Havoc - 4km - under 10 sec, 5km - 12.5 sec, 6km - 15 sec.

As "Shturm" and "Ataka" are also designed to be used from ground vehicles they have a special firing mode to prevent dust (supersonic flight at 6m causes a lot) and smoke trails from obstructing the view. In "Dust" mode missile first goes higher and 500-700m away from the target descends on it.
Posted By: Daveyraveygravey

Re: Enemy Engaged 1.9 released - 08/09/07 09:10 AM

Wow, what a list of mods! Looks like its time to dust off the X36, and get airborne! Big congrats to all involved, can't wait to try it all out. (I might have a long night ahead of me with the auto-updater though!)
Posted By: Alemart

Re: Enemy Engaged 1.9 released - 08/09/07 09:47 AM

I am having a little problem right now:
When i try to cancel missions, i cant beacuse i can not see the "x", neither the waypoints for the missions, i can create new ones, beacuse i click on a target and the mission is created, but i can not cancel neither the ones i made, nor those created by the AI.
So far, i have seen this problem flying red in cuba, blue in georgia and red in thailand.
Also, could i suggest, that enemy objects and units on map should be updated only when some friendly unit has them in sight?, maybe, even is some unit detects radar/ir signals.
Posted By: AD

Re: Enemy Engaged 1.9 released - 08/09/07 10:08 AM

Thank you for 1.9. I have two problems, both are with the FLIR.

1) Frame rates have halved since 1.8.6 when the FLIR/DTV/DVO is activated.

2) I have clipping problems with the FLIR/DTV/DVO where half the object viewed is visible, and the other half is missing.

Cheers
Posted By: arneh

Re: Enemy Engaged 1.9 released - 08/09/07 10:09 AM

Originally Posted By: Alemart
I am having a little problem right now:
When i try to cancel missions, i cant beacuse i can not see the "x", neither the waypoints for the missions, i can create new ones, beacuse i click on a target and the mission is created, but i can not cancel neither the ones i made, nor those created by the AI.



What do you mean with cancel missions? With the campaign commander? Is this a new problem?

Quote:
Also, could i suggest, that enemy objects and units on map should be updated only when some friendly unit has them in sight?, maybe, even is some unit detects radar/ir signals.


That would be preferable, but that's quite a bit of work.
Posted By: arneh

Re: Enemy Engaged 1.9 released - 08/09/07 10:12 AM

Originally Posted By: AD
Frame rates have halved since 1.8.6 when the FLIR/DTV/DVO is activated.


Are you sure they are with FLIR as well? DTV uses lots more textures than FLIR, so it's expected that frame rates are lower with DTV. If you find them too low, then just stick with only using FLIR.

Quote:
I have clipping problems with the FLIR/DTV/DVO where half the object viewed is visible, and the other half is missing.


I have noticed that myself, but don't know any easy way of fixing it... But then rendering isn't my strong area, maybe someone else knows.
Posted By: Alemart

Re: Enemy Engaged 1.9 released - 08/09/07 10:25 AM

Yes, sorry, i should have explained myself better.
The problem i mentioned is new, it never hapened before, could it be related to texture formats?, i installed the latest forceware drivers yesterday, i have a BFG Nvidia 7600GSOC, AGP8X, 512Mb DDR2 memory.
I was talking about the thin lines and accesory icons related to waypoint marks and designations that appears in the map, i am using campaign commander.
Posted By: arneh

Re: Enemy Engaged 1.9 released - 08/09/07 10:57 AM

Originally Posted By: Alemart
The problem i mentioned is new, it never hapened before, could it be related to texture formats?, i installed the latest forceware drivers yesterday, i have a BFG Nvidia 7600GSOC, AGP8X, 512Mb DDR2 memory.
I was talking about the thin lines and accesory icons related to waypoint marks and designations that appears in the map, i am using campaign commander.


You can't see any waypoints, is that the problem?
Posted By: Alemart

Re: Enemy Engaged 1.9 released - 08/09/07 11:11 AM

Yes, exactly.
I can not see the waypoints or anithing related to them, they are still there, as the misssions are flown, and i can create new mission by clicking on enemy targets, but i can not cancel or modify them beacuse i can not see the waypoints.
Posted By: Kassie

Re: Enemy Engaged 1.9 released - 08/09/07 11:33 AM

Alemart, can you a screenshot?
Posted By: Archer11

Re: Enemy Engaged 1.9 released - 08/09/07 11:58 AM

Seems as if you released it just after I left the forum yesterday. But tonight...
Can't wait, 5 more hours till I can leave the office \:\(

Thanks for your work man!
Posted By: AD

Re: Enemy Engaged 1.9 released - 08/09/07 12:06 PM

Quote:
Are you sure they are with FLIR as well? DTV uses lots more textures than FLIR, so it's expected that frame rates are lower with DTV. If you find them too low, then just stick with only using FLIR.


It seems to be both FLIR and DTV, but only really in the commanche are they worse.

Quote:
I have noticed that myself, but don't know any easy way of fixing it... But then rendering isn't my strong area, maybe someone else knows.


I wonder how many other people experience it. Sometimes I just can't see any objects on the FLIR, some times I can see the wheels of a tracked vehicle, sometimes the entire vehicle.

By the way I noticed that all EO systems on the hokum are panning at the same speed regardless of zoom level.

Cheers
Posted By: Alemart

Re: Enemy Engaged 1.9 released - 08/09/07 12:08 PM

Sure, i will as soon as i come back from my trip.
Posted By: Alain-James

Re: Enemy Engaged 1.9 released - 08/09/07 02:58 PM

Very nice, S! \:\)
Posted By: LazerPotatoe

Re: Enemy Engaged 1.9 released - 08/09/07 05:12 PM

Originally Posted By: AD
I wonder how many other people experience it. Sometimes I just can't see any objects on the FLIR, some times I can see the wheels of a tracked vehicle, sometimes the entire vehicle.


I would recommend playing with the graphic settings in eech.ini. Try setting notnl=1, dxtm=1, etc.
Posted By: Kassie

Re: Enemy Engaged 1.9 released - 08/09/07 06:32 PM

Check this one:

Code:
nrt=1               # Turns off rendering to texture in case of visual problems with MFDs or TADS (default 0 (off))

I'm going to try it immediately.

edit: Nope, doesn't help. Makes the FLIR/DTV screen green again.
Posted By: Kassie

Re: Enemy Engaged 1.9 released - 08/09/07 06:57 PM

Code:
notnl=1

Has fixed the problem for me!



Thanks for the support LazerPotatoe!
Posted By: kadiir

Re: Enemy Engaged 1.9 released - 08/09/07 07:04 PM

Originally Posted By: arneh
The time has come, I've now deemed 1.9 ready for release!
I feel like this this kid \:D
Posted By: Gr.Viper

Re: Enemy Engaged 1.9 released - 08/09/07 07:21 PM

Wow. You sure are happy \:D

arneh, have you tried setting TV FOV for Hind to 9 and 2? Any good came out of it? \:\)
Posted By: arneh

Re: Enemy Engaged 1.9 released - 08/09/07 08:07 PM

Originally Posted By: Gr.Viper
a rneh, have you tried setting TV FOV for Hind to 9 and 2? Any good came out of it? \:\)


Nope, haven't touched the code since release, and don't plan to for the next days unless a really serious bug turns up \:\)
But I'll probably look at it some time.
Posted By: Colonel_Kurtz

Re: Enemy Engaged 1.9 released - 08/09/07 10:28 PM

Very nice Arneh, we put two hours into a multiplay game last night and things ran smooth as silk. Love the cockpit mods \:\)
Posted By: MIGHAIL

Re: Enemy Engaged 1.9 released - 08/10/07 04:31 AM

Originally Posted By: kadiir
Originally Posted By: arneh
The time has come, I've now deemed 1.9 ready for release!
I feel like this this kid \:D

hehehe same here:)
Posted By: Reticuli

Re: Enemy Engaged 1.9 released - 08/10/07 08:36 AM

What are the keys for time acceleration, now?

Amazing. It also appears that the key conflict with the trims is gone on my Trim Update X52 profiles. Wonderful change. While it isn't your fault, the only common problem is the abrupt yawing. Other than that, these are great fun to fly and no longer feel so horribly different from civilian sims.

Ballistics are lovely. This "game" is becoming fairly hardcore!

When I first heard you were changing the Comanche hud, I thought "oh no, I bet he's implimenting those swapped altitude and speed from the prototypes". Heh heh, and you did. I've always hoped that was a typo in that paper, but I know the Army labs did some interesting research on how people move their eyes in the cockpit. Prioritizing the info for a new pilot, the altitude starting on the left is more natural for English readers. Still pretty strange for those of us flying a dozen different sim choppers, though. I'm attempting to adapt to it. I always expected that choice to get changed in the production Comanches after the veteran pilots began transitioning over early in the program and started to complain, but since there weren't any production units and you want provable accuracy... Interesting choice.

I also noticed the Bob Up is gone from the Comanche. Another interesting choice. Can't say I used it that often, but it was nice to have and my profiles have a neat little combo button for it. The new Cruising mode with the pitch ladder is much more useable, though.

The MFD changes look very nice. There is a very "Russian" quality to the Hokum displays, now.

You've really outdone yourself with this release Arneh. Huge, huge leap forward.

For those of you wondering what EE2 has over this version, pretty much nothing except its attempt at a true 3D graphics system with variable Z terrain, and such. Not that they implimented it well enough to use yet, but that capability to EECH some day might make new terrain easier, not to mention some other things possible. But this sim does many other things orders of magnitude better. With that wings leveling off and trim update functioning well, now, it's giving even LB2 a serious run for its money.

What's left, AI?
Posted By: arneh

Re: Enemy Engaged 1.9 released - 08/10/07 08:42 AM

Originally Posted By: Reticuli
What are the keys for time acceleration, now?


Still Ctrl +/-, but you have to use the regular +/-, not the ones on the numpad.

Quote:
You've really outdone yourself with this release Arneh. Huge, huge leap forward.


Thanks!
Posted By: Archer11

Re: Enemy Engaged 1.9 released - 08/10/07 08:43 AM

\:D

4 hours... hands and feet are aching a bit today and I'm "le tired".
But I wouldn't want to have missed one minute.

Arneh: big thanks!
Posted By: Filipe_Galego

Re: Enemy Engaged 1.9 released - 08/10/07 10:16 AM

Thks Guys!
Posted By: AD

Re: Enemy Engaged 1.9 released - 08/10/07 10:31 AM

Arneh,

I've noticed that the TSD's slow lower frame rates quite a lot if it's set to the detailed colour terrain setting. Disabling colour MFD's helps frame rates with FLIR.

Cheers
Posted By: Flyboy

Re: Enemy Engaged 1.9 released - 08/10/07 12:07 PM

I have never been a huge fan of EECH, but I have to say, you have done some absolutely fantastic work Arneh. Definately the best looking cockpits around. Although I may not appreciate it, keep up the good work for those that do. You have a great community for EECH, I just wish the same taste for enthusiasm could be applied to my all-time favorites that is the Jane's Longbow series.
Posted By: arneh

Re: Enemy Engaged 1.9 released - 08/10/07 12:14 PM

Originally Posted By: Flyboy
I just wish the same taste for enthusiasm could be applied to my all-time favorites that is the Jane's Longbow series.


Yeah, I used to be a huge fan of Jane's Longbow too. Probably my all time favorite for its time (if you understand what I mean. It was so much better than anything else at its time, even if it's finally been surpased now IMO).
That's why I try to make EECH more like it \:\) And even improving on it where ever I can.
Posted By: Cougar_DK

Re: Enemy Engaged 1.9 released - 08/10/07 12:50 PM

Thanx Arneh, you are a true master!
Posted By: dburne

Re: Enemy Engaged 1.9 released - 08/10/07 12:59 PM

Very nice, looking forward to trying it out.

Where might I find, the new gwut file?


Thanks,
Posted By: arneh

Re: Enemy Engaged 1.9 released - 08/10/07 01:05 PM

Originally Posted By: DBurnette
Where might I find, the new gwut file?


It's included in the install. And it will be used if you don't specify any other GWUT file in your eech.ini.
Posted By: Kassie

Re: Enemy Engaged 1.9 released - 08/10/07 01:06 PM

more information: http://www.eechcentral.com/wiki/index.php?title=WUT
Posted By: SimFan

Re: Enemy Engaged 1.9 released - 08/10/07 01:17 PM

Thanks for keeping EECH on top !
Why G2Games would even consider they no longer need the EECH1 dev/modding community is beyond me.
Posted By: Spidey

Re: Enemy Engaged 1.9 released - 08/10/07 01:50 PM

Anyone else getting some weird flight going out of control behavior in Comanche in 1.9?

Was in perfect Hover and then all of a sudden started shaking uncontrollably and then just crashed.
Posted By: dburne

Re: Enemy Engaged 1.9 released - 08/10/07 02:05 PM

Originally Posted By: arneh
Originally Posted By: DBurnette
Where might I find, the new gwut file?


It's included in the install. And it will be used if you don't specify any other GWUT file in your eech.ini.


Yeah, I realized that after I installed 1.9 \:\)

Many thanks, looks awesome!
Posted By: Blindeye_03

Re: Enemy Engaged 1.9 released - 08/10/07 02:47 PM

Originally Posted By: Spidey
Anyone else getting some weird flight going out of control behavior in Comanche in 1.9?

Was in perfect Hover and then all of a sudden started shaking uncontrollably and then just crashed.


blade stall?

I find that if I am in weapon safe mode on the comanche, I have to hit ctrl + backspace to get the 'waypoint pipper" to pop up, even though I am already in weapon safe mode. IS there anyway to get the pipper to show up if I have weapons selected?
Posted By: dburne

Re: Enemy Engaged 1.9 released - 08/10/07 03:17 PM

Hey gang,

If I enable rotor downwash ( dwash = 1 ) now, the game crashes when I try to go into my campaign, with some sort of access error violation.

Any ideas, or am I missing something simple?

Thanks,

Don
Posted By: Avimimus

Re: Enemy Engaged 1.9 released - 08/10/07 03:47 PM

Arneh,

I downloaded and installed 1.9.0 Not having read the posts recently I was pleasantly shocked to see the Vikhr depressing. Amazing work! I could never stand EECH (until now)!
Posted By: arneh

Re: Enemy Engaged 1.9 released - 08/10/07 04:10 PM

Originally Posted By: Avimimus
was pleasantly shocked to see the Vikhr depressing. Amazing work! I could never stand EECH (until now)!


That is what made the difference? Ok, glad I could implement the one thing which made EECH playable for you
Posted By: MIGHAIL

Re: Enemy Engaged 1.9 released - 08/10/07 04:13 PM

ai now is preaty, thanx arneah, every thing what u doing with this game is perfect
but i catch one litle trubl, when i use tv zoom in comanche and look at fogs horisont line some time is corrupt textures, just like was with any optical systems with other videodriver, when ground will not in cameras, now this just when u got some alt and look at horisont(some lower) and with zoom,, when i change driver file which make it this did same like in other versions, this is not arneah made, this mistake of driver even from old versions
arneah, did u change fm in game? i feel some:)
Posted By: arneh

Re: Enemy Engaged 1.9 released - 08/10/07 04:17 PM

Originally Posted By: MIGHAIL
arneah, did u change fm in game? i feel some:)


No change to flight model in 1.9.
Posted By: arneh

Re: Enemy Engaged 1.9 released - 08/10/07 04:20 PM

Originally Posted By: DBurnette
If I enable rotor downwash ( dwash = 1 ) now, the game crashes when I try to go into my campaign, with some sort of access error violation.


When you say "my campaign" do you mean a campaign you've saved previously?

Originally Posted By: Blindeye_03
Originally Posted By: Spidey
Anyone else getting some weird flight going out of control behavior in Comanche in 1.9?

Was in perfect Hover and then all of a sudden started shaking uncontrollably and then just crashed.


blade stall?


More likely a vortex ring. Although that should only happen if decending.

Quote:
I find that if I am in weapon safe mode on the comanche, I have to hit ctrl + backspace to get the 'waypoint pipper" to pop up, even though I am already in weapon safe mode. IS there anyway to get the pipper to show up if I have weapons selected?


No, it's never shown in weapons mode. But you can see it a waypoint marker in the navigation or flight MFD pages.
Posted By: dburne

Re: Enemy Engaged 1.9 released - 08/10/07 04:32 PM

Originally Posted By: arneh
[quote=DBurnette] If I enable rotor downwash ( dwash = 1 ) now, the game crashes when I try to go into my campaign, with some sort of access error violation.


When you say "my campaign" do you mean a campaign you've saved previously?/quote]

No, I deleted my existing campaigns, prior to installing 1.9. This is a new campaign I started.

Don

[
Posted By: MIGHAIL

Re: Enemy Engaged 1.9 released - 08/10/07 04:52 PM

Originally Posted By: arneh
Originally Posted By: MIGHAIL
arneah, did u change fm in game? i feel some:)


No change to flight model in 1.9.

than my frustration is, thanx
Posted By: Kassie

Re: Enemy Engaged 1.9 released - 08/10/07 06:53 PM

Originally Posted By: DBurnette
If I enable rotor downwash ( dwash = 1 ) now, the game crashes ...

The rotor downwash has been a flawing feature for multiplayer. I suspect it could flaw the single player mode as well.
Posted By: Kassie

Re: Enemy Engaged 1.9 released - 08/10/07 06:56 PM

Originally Posted By: Blindeye_03
I have to hit ctrl + backspace to get the 'waypoint pipper" to pop up, even though I am already in weapon safe mode.

CTRL + backspace is weapons save mode.
Posted By: arneh

Re: Enemy Engaged 1.9 released - 08/10/07 07:02 PM

Originally Posted By: Kassie
Originally Posted By: DBurnette
If I enable rotor downwash ( dwash = 1 ) now, the game crashes ...

The rotor downwash has been a flawing feature for multiplayer. I suspect it could flaw the single player mode as well.


I'm always using downwash, and it hasn't been a problem for me, so at least it's not a universal problem of crashing with it enabled.
Posted By: Kassie

Re: Enemy Engaged 1.9 released - 08/10/07 07:17 PM

Originally Posted By: arneh
I'm always using downwash, and it hasn't been a problem for me, so at least it's not a universal problem of crashing with it enabled.

I was experimenting MP with KimChoc, and it was true the rotor downwash created a entity related crash every time.
Posted By: Alemart

Re: Enemy Engaged 1.9 released - 08/10/07 08:17 PM

Ok, i am back, could you tell me, how do i post an screenshot here?.
Thanks.
Posted By: Alemart

Re: Enemy Engaged 1.9 released - 08/10/07 08:52 PM

Nevermind kids, i just searched the forums and found the answer...
Now, for the image,
Shot at 2007-08-10 (i hope this works).
As seen on the image, i have selected a mission (red side, cuba) and the waypoints are not showing, not for this mission neither for the others.
I also include my eech.ini file contents:

[Enemy Engaged - Comanche Hokum commandline options]
[Game]
chaff=1.0 # Effectivness of chaff where n = 0.0 (ineffective) to 1.0 (fully effective - default)
flare=1.0 # Effectivness of flares where n = 0.0 (ineffective) to 1.0 (fully effective - default)
smoke=1.0 # Effectivness of smoke where n = 0.0 (ineffective) to 1.0 (fully effective - default)
fog=14400 # Sets the time (sec) taken for the "fog of war" to reshroud enemy sector info (def = 14400 (4 hours)).
cpac=1 # Capture aircraft landed at captured bases or FARPS become usable by your side.
uit=5.0 # User invulnerable time (in seconds), when starting mission (def = 5.0)

[Graphics]
cbar=1250 # distance (in meters) that city blocks resolve
fs=1 # Switch for turning off the default FULL SCREEN video mode, (def = 1, full screen, 0 = windows mode)
mfr=30 # Max visual frame rate (default = 30)
32bit=1 # Activates 32bit rendering if your video card supports it (default 1 (on))
nrt=0 # Turns off rendering to texture in case of visual problems with MFDs or TADS (default 0 (off))
notnl=0 # Turns off GeForce "TnL" support for troubleshooting
3dreset=0 # Reset screen resolution to 640x480 (def = 0)
dxtm=1 # directx texture management, should fix "unable to allocate hardware slot" error (def = 0)
cg=0 # clean graphics, re-installs graphics files (def = 0)
palette=1 # allow to use textures.pal if videocard supports it. Default is 1. Recommended is 0.

[Communications]
maxplayers=4 # maximum number of players in a multiplayer game, def = 4
ipa= # ip address = TCPIP address to connect to. A HOST can leave out the value.
usemaster=1 # Report game to internet masterserver (0 for private games)
pss=hoxdna.org # primary masterserver setting (server internet address)
sss=eech.dhs.org # secondary masterserver setting (server internet address)
ccrs=215040 # connection receive size, initial guess of campaign data size (default = 210k)
cdrs=215040 # data record size, similar to above
cpbs=215040 # pack buffer size, similar to above
cpds=512 # packet data size (def = 512)
cgs=0 # force the comms to use DirectPlay guaranteed send instead of its own (def=0).
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=5 # time delay in seconds the comms will wait for a packet before re-requesting it. (default = 5s)
crto=2 # time comms will wait before assuming re-requested packets was lost (default = 2s)
mur=5 # max update framerate for a server, na for a client (default = 5fps for TCPIP, 15fps for IPX)
cig=1 # interpolate helicopter position for smoother visuals
cvc=1 # validate connection, removes dead player husks when client crashes
cptl=10 # packet throttle limit, mainly for modems, governs the flow rate of packets
cto=15 # timeout, the amount of time to wait before removing dead player husks
eufr=2 # client server entity update framerate, no. of iterations
css=0 # show communication stats (def = 0)
cist=500 # comms initial sleep time
servlog= # filename for server log
pauseserv=0 # pause server if no clients connected
dedicated=0 # active server mode, off by default.
game_type=0 # Valid game_types are: 1 = Freeflight, 2 = Campaign, 3 = Skirmish (def = 0)
gunship_type=8 # Gunship_types are, 0 = Apache, 1 = Havoc, 2 = Comanche, 3 = Hokum
path= # Path to map, campaign, skirmish

[Dynamics]
advancedfm=0 # advanced flight model, off by default. Makes sideways flight easier, but not realistic
enginerealism=1 # realistic engine workload simulation model, on by default.
enginestartup=0 # manual engine start up, off by default.
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 dead zone, percentage deadzone for the cyclic (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

[Miscellaneous]
goto=0 # Activates "GOTO" teleport button on the campaign map.
vfm=0 # vector flight model, activates viewer or "UFO" flight mode.
psr=1 # player start rank for new pilots
ns=0 # Bypass soundcard, useful for tracking hardware conflicts
hdwrbuf=32 # Number of hardware buffers to use for sound (0 to use software only)
mta=4 # The maximum multiplier allowed for time acceleration (default - 4)
nomcm=0 # no mission complete music

[MODIFICATIONS]
[WUT]
wut=gwut190.csv # supply a filename of a wut text file here

[Wideview]
g-force_head_movement=0.0 # g-forces move head in wideview (default 0.0, off = 0.0, normal = 1.0, other values adjust amount of head movement)
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=0.000,0.050,0.200,-7.000 #wideview pilot position
havoc_pilot=0.000,0.050,0.200,-5.000 #wideview pilot position
hud_code=0,0,10,0,0,10,0,0,10,0,0,10 #hud code for 4 gunships

[Gameplay]
faa=1 # fligh any aircraft, def = 1 (on)
radarinf=1 # infantry no longer visible on radar, def = 1 (on)
grstab=1 # ground stabilisation of FLIR, def = 1 (on)
manual_laser/radar=0 # have to manually enable and disable radar and laser, def = 0 (off)
targeting_system_auto_page = 1 # changing targeting system will also bring up the targeting systems MFD page. def = 1 (on)
camcom=1 # Activates the Campaign Commander
campaign_map_mode=1 # 1 = default resolution and 2 is high resolution map (only for fast PCs
campaign_map_palette=1 # Which palette to use for the new campaign map. 1 is the default shades from green via red to white, 2 is more like a paper map
map_update_interval=120 # How often (in seconds) enemy units are updated on campaign map 120 seconds is the default
destgt=1 # Activates designated target list
cannontrack=2 # Cannon tracking boresight (def=1, 0 = no tracking, 1 = track if no acq, 2 = track in IHADSS/HIDSS/HMS

[Joysticks and TIR]
eopann=-1 # joystick no. used for FLIR panning
eopanv=0 # joystick DirectX axis used for vertical FLIR panning
eopanh=0 # joystick DirectX axis used for horizontal FLIR panning
eozoomn=-1 # joystick no. used for FLIR zoom
eozoomax=0 # joystick DirextX axis used for FLIR zoom
cyclicn=0 # Joystick no. for the cyclic
cyclich=1 # Joystick DirectX axis for cyclic horizontal
cyclicv=2 # Joystick DirectX axis for cyclic vertical
nonlinear-cyclic=1 # Use non-linear control for cyclic. Less sensitive around center. 1 = On (default), 0 = off
collectiven=0 # Joystick no. for the collective
collectiveax=7 # Joystick DirectX acis for the collective
nonlinear-pedals=1 # Use non-linear control for pedals. Gives finer around center. 1 = On (default), 0 = off
nonlinear-collective-zone1=0.30 # Putting the controller at this position will give 60% collective. 0.0 to use linear collective. Valid values are in range 0.0 to 1.0, default is 0.3.
nonlinear-collective-zone2=0.70 # Putting the controller at this position will give 100% collective (max is 120%). 0.0 to use linear collective. Valid values are in range from nonlinear-collective-zone1 to 1.0, default is 0.7.
ruddern=0 # Joystick no. for the rudder
rudderax=6 # Joystick DirectX axis for the rudder
nonlinear-pedals=1 # Use non-linear control for pedals. Gives finer around center. 1 = On (default), 0 = off
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 (min=1,def=30,max=100)
reverse_pedal=0 # reversed pedal input
external_trackir=0 # if TrackIR is active, let it control external view too
external_trackir_dir=0 # Can be used to invert the view direction of the external TIR
msl=0 # activates mouselook, and TrackIR when present. '0' is OFF, '1' is internal-only, '2' is external-only, '3' is both.
msls=15 # mouselook speed when activated (def=15, must be > 0) otherwise POV speed (min=1,def=13,max=20)
TIR_6DOF=0 # Enables support for TrackIR vector in the hokum and comanche

[Graphics and textures]
minfov=20 # general field of view minimum, linked to key '7', normal fov (60) = key '8'
maxfov0=80 # general field of view maximum for Apache pits, linked to key '9'
maxfov1=80 # general field of view maximum for Havoc pits, linked to key '9'
maxfov2=80 # general field of view maximum for Comanche pits, linked to key '9'
maxfov3=80 # general field of view maximum for Hokum-B pits, linked to key '9'
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=0 # visible rotor downwash (dust), def = 1 (on)
restricted_nvg_fov=1 # restrict night vision field of view by shading edge of screen, def = 1 (on)
colourmfd=1 # MFDs will use colour when available, def = 1 (on)
highreshud=1 # high resolution HUD, def = 1 (on)
tsdrender=0 # TSD render options (0-4) def = 0 (contours only)
tsdpalette=0 # TSD palette options (0-2) def = 0
tsdenemy=1 # TSD showing enemy colours (red, blue) def = 0 (off)
tsddetail=0 # TSD in high detail, def = 0 (off)
3d_cockpit=0 # EXPERIMENTAL! Draws a 3d apache cockpit (wide_view and MFD close-up (F3 and F4) disabled)
texture_colour=1 # Use texture colours directly. WARNING: only use with correct texture packs (def=0)
texture_filtering=1 # Texture blending, reacts to Anisotropic filter setting. EXPERIMENTAL (def=0)
mipmapping=1 # Use mipmnapped textures (dds files). WARNING: only use with correct texture packs (def=0)
dynamic_water=1 # Use dynamic water textures (def=0)
night_light=1.0 # Make night light levels darker (fraction 0 (dark) to 1 default light)
persistent_smoke=1 # Make smoke from burning targets keep burning for a long time (CPU intensive)
wobbly-camera=0 # If enabled (=1) will make movement of external cameras wobbly (and smoother)

[Misc]
filter=1 # Turns on session filtering
autosave=0 # Autosave every n minutes or 0 not to autosave
dfr=0 # display framerate (0 = off (default), 1 = on, 2 = log to file "framerate.txt")
MEMEXPORT=0 # enables export of cockpit information to a shared memory area
[end of file]

Thanks a lot for your help.
Posted By: arneh

Re: Enemy Engaged 1.9 released - 08/10/07 09:01 PM

Originally Posted By: Alemart
As seen on the image, i have selected a mission (red side, cuba) and the waypoints are not showing, not for this mission neither for the others.


You've selected a mission, but it doesn't look like you've selected a helicopter and accepted the mission (the map will say "quit mission" at the bottom where your says "clear", and it will have a button with "cockpit" in the bottom right). Waypoints won't show up until you've done that.

You can preview where on the map the mission is going by pressing the X icon on the right. This won't show the waypoints, only the starting base, the target and a line between them. And then only when hovering the mouse over a mission, target or base.
Posted By: Alemart

Re: Enemy Engaged 1.9 released - 08/10/07 09:07 PM

I see, is that a new feature?, beacuse it never happened before, i could see the waypoints on any mission before, with or without a helo selected, in fact, i played a long time without flying when i use Campaign Commander.
Posted By: arneh

Re: Enemy Engaged 1.9 released - 08/10/07 09:12 PM

Originally Posted By: Alemart
I see, is that a new feature?


Nope, always been like that.

Maybe you used to play with the X-icon enabled previously, and somehow it got disabled?
Posted By: Alemart

Re: Enemy Engaged 1.9 released - 08/10/07 09:12 PM

Now, here is another screenshot, same situation as before, this time with a helo selected, same problem.
[
Shot at 2007-08-10
Here it is finally.
Posted By: Gr.Viper

Re: Enemy Engaged 1.9 released - 08/10/07 10:09 PM

For some reason, I can't laser target for rockets unless I get a lock, so can't laser a point on the ground in the target area to cover it all. Also close range gunfight is next to impossible. I turned on laser several times but didn't hit once - and the target was Kiowa moving ahead and below and at about the same speed as me. All that noticed on Havoc. Just brought this beast from a mission with all damage LEDs shining like a Christmas tree... but laser didn't work right even before I was hit.
Posted By: arneh

Re: Enemy Engaged 1.9 released - 08/10/07 10:15 PM

Originally Posted By: Alemart
Now, here is another screenshot, same situation as before, this time with a helo selected, same problem.



That picture is way too small to see anything (and the link only takes me to imageshack's frontpage).

But why don't you try enabeling the X-icon and see if it does what you want?
Posted By: arneh

Re: Enemy Engaged 1.9 released - 08/10/07 10:20 PM

Originally Posted By: Gr.Viper
For some reason, I can't laser target for rockets unless I get a lock, so can't laser a point on the ground in the target area to cover it all.


The laser won't stay on, it will only send one short pulse to get the range. But you'll notice that the sight moves when you do (if the range is different from last ranging at least).

Quote:
Also close range gunfight is next to impossible. I turned on laser several times but didn't hit once - and the target was Kiowa moving ahead and below and at about the same speed as me. All that noticed on Havoc.


Hitting a moving air target is difficult... But without being more specific about the situation it's hard to see if the aiming system does something wrong. Did e.g. all the bullets miss in the same direction?
Posted By: Alemart

Re: Enemy Engaged 1.9 released - 08/10/07 10:25 PM

I do not know what are you referring to whith the "X-Icon", is it in the ini file?.
Aniway, i have not enabled or disabled anithing related to the map, i am using the same settings as before, with a new ini i let the game create along a new cfg that has the advanced avionics enabled and still i can not see any waypoint in any of the map pages, not in the "big" map page, not in the "mission" map page, not before and not after selecting a mission, with or without helicopter, neither in blue or red sides.
i will try to fix the link, but i do not believe it is any "help", as the description i just write explains the problem very accuratedly.
Thank you very much and sorry for bringing such bothersome issues :(.
Alejandro
Posted By: arneh

Re: Enemy Engaged 1.9 released - 08/10/07 10:30 PM

Originally Posted By: Alemart
I do not know what are you referring to whith the "X-Icon", is it in the ini file?.


No, in the map screen in game, along the right side is a row of icons which turns on/off various map symbols. About in the middle is one with a X surrounded by a skewed square. One which is still blue (i.e. turned off) in your first screenshot. Click it to turn it yellow.
Posted By: Alemart

Re: Enemy Engaged 1.9 released - 08/10/07 10:39 PM

Yea, it worked!, but i do not know why it was disabled, still, thanks a lot again man, i guess i should pay more attention and do not make that many assumptions.

"In arneh we trust"
Posted By: Gr.Viper

Re: Enemy Engaged 1.9 released - 08/10/07 10:44 PM

Quote:
But you'll notice that the sight moves when you do

That's the point. I approached Blue FRAP, switched to rockets and hit laser button. Nothing changed. I aimed at another area - lasered again and the rocket sight still didn't move. Then I locked onto one of service vehicles, aligned rocket sight with it and lasered. Aim adjusted. But that didn't work without me pointing right at a locked target.

Quote:
all the bullets miss in the same direction?

They were going steadily at some point close to the target but not quite it. Pressed laser numerous times but noticed no difference. The chopper was flying straight and I was right on their six. Quite weird to score no hits in such situation...
Posted By: Kassie

Re: Enemy Engaged 1.9 released - 08/11/07 12:51 AM

movie: select a mission in a campaign
Posted By: Blindeye_03

Re: Enemy Engaged 1.9 released - 08/11/07 04:07 AM

Originally Posted By: Kassie
Originally Posted By: Blindeye_03
I have to hit ctrl + backspace to get the 'waypoint pipper" to pop up, even though I am already in weapon safe mode.

CTRL + backspace is weapons save mode.


and? I know that... I have to hit the weapon safe mode twice is what I am saying.
Posted By: GrizzlyT

Re: Enemy Engaged 1.9 released - 08/11/07 09:15 AM

Originally Posted By: arneh
Originally Posted By: Reticuli
What are the keys for time acceleration, now?


Still Ctrl +/-, but you have to use the regular +/-, not the ones on the numpad.



Arneh / Mapi - With little things like this, changes to the radar (As discussed in the "Fighting the fast movers" thread), the new fine trim adjustments, etc, maybe it's time for a new version of the keychart, too???

Posted By: GlynD

Re: Enemy Engaged 1.9 released - 08/11/07 09:55 AM

Please Sir Arneh

The download link is not working on page 1 and it's not up on EECH Central! I've just got back from hols and would like very, very much to get the new version...

Cheers
Posted By: Mapi

Re: Enemy Engaged 1.9 released - 08/11/07 10:03 AM

Doin't no all key changes. I must find/test/reed all too. I have no special info

I doin't need "shft end" EO goes active with "end"
Doin't no why A radar on the right MFD (alt F2) are deleted ...
So we have not 2 full MFD's ?

New KEYGUIDE comes next!!!
... working on Alligator pit
Posted By: arneh

Re: Enemy Engaged 1.9 released - 08/11/07 10:15 AM

Originally Posted By: Mapi
I doin't need "shft end" EO goes active with "end"


It's if you want to change EO sensor, but don't want to use EO for targeting. E.g. if you use radar for targeting system, but still have the EO MFD page up, and want to switch it from e.g. FLIR to DTV, but continue to use radar for targeting.

Quote:
Doin't no why A radar on the right MFD (alt F2) are deleted ...
So we have not 2 full MFD's ?


You have one radar page which has an air-mode and a ground-mode. It will show whatever mode the radar is in.
Posted By: Mapi

Re: Enemy Engaged 1.9 released - 08/11/07 10:20 AM

OK - THX arneh!

"Alt F2" is still there! \:\)
Posted By: arneh

Re: Enemy Engaged 1.9 released - 08/11/07 10:26 AM

Originally Posted By: GlynD
The download link is not working on page 1 and it's not up on EECH Central! I've just got back from hols and would like very, very much to get the new version...


Server seems to be down right now. But I'm sure it will be up again soon.
Posted By: MIGHAIL

Re: Enemy Engaged 1.9 released - 08/11/07 10:53 AM

arneah, any plans about master mod key, and weapon safe, not just in navigation mod, and no autopage hud,and use gun in any weapon select in button 1?
Posted By: arneh

Re: Enemy Engaged 1.9 released - 08/11/07 11:02 AM

Originally Posted By: MIGHAIL
arneah, any plans about master mod key, and weapon safe, not just in navigation mod, and no autopage hud,and use gun in any weapon select in button 1?


No.
Posted By: Gr.Viper

Re: Enemy Engaged 1.9 released - 08/11/07 11:32 AM

Checked my issues again.
Rocket laser sight (at least on Havoc) doesn't work when you don't have locked target.

Cannon tracker makes mistakes. I just aimed at static fuel tanker on FRAP, lasered, pressed the trigger, wasted nearly 100 rounds with no hit. Pause, free cam, move to the tanker - tracer line ended about two meters to the left of the target. Unpaused, lasered, fired another burst - everything went at about the same spot. After several turns fired at tanker from a different angle and finally hit it.

I do wish we had ability to lock FLIR/TV onto a spot on the ground. After all, their lock is based on memorizing image. That feature would make aiming much smoother and easier than current "zoom out - pan - zoom in - pan - get lost - zoom out - pan - etc."
Posted By: arneh

Re: Enemy Engaged 1.9 released - 08/11/07 11:59 AM

Originally Posted By: Gr.Viper
Rocket laser sight (at least on Havoc) doesn't work when you don't have locked target.


You must deselect targeting system (Shift-DEL). It's not enough just to not have a target locket.
Posted By: predator_blue

Re: Enemy Engaged 1.9 released - 08/11/07 01:25 PM

Could somebody who already got the file upload it to another location? Want to install it right now- without waiting for the server.
Posted By: GlynD

Re: Enemy Engaged 1.9 released - 08/11/07 01:33 PM

I'll second that please (as Arneh's server is still down)! Ahhhh I need my EECH fix...

Cheers
Posted By: Wingnut

Re: Enemy Engaged 1.9 released - 08/11/07 01:53 PM

Anyone want to pt this up as a bittorrent? Server is still down \:\(

sigh...everyone must be out running it...
Posted By: Gr.Viper

Re: Enemy Engaged 1.9 released - 08/11/07 03:08 PM

That should work... I guess
http://grviper.gamenavigator.ru/Other/eechsetup1.9.exe
Posted By: GlynD

Re: Enemy Engaged 1.9 released - 08/11/07 03:09 PM

Thank you very much \:D
Posted By: predator_blue

Re: Enemy Engaged 1.9 released - 08/11/07 03:29 PM



Big Thanks!
Posted By: Spidey

Re: Enemy Engaged 1.9 released - 08/11/07 04:26 PM

Also having some problems with Gun accuracy.

When the target is downhill from you (i.e. you are behind a ridge and target is down in the valley), the gun is just overshooting it. It's not even close to aiming the target.

This is with laser designator on. Also seeing taht when I give the wingman command to shoot the target they are just overshooting everything. Including Hellfires and just flying overhead. To some unknown location.
Posted By: Spidey

Re: Enemy Engaged 1.9 released - 08/11/07 05:27 PM

Mission success rate counter also broken?

I am getting 183% success rate after 3 missions with 1.9
Posted By: Kassie

Re: Enemy Engaged 1.9 released - 08/11/07 05:55 PM

When selecting HIDSS with Comanche the HUD tells me TADS is selected as target acquisition system. Well, is that correct?
Posted By: Gr.Viper

Re: Enemy Engaged 1.9 released - 08/11/07 06:06 PM

Originally Posted By: Spidey
I am getting 183% success rate after 3 missions with 1.9

I was getting ~360% before... I wonder what it counts. But I do tend to overachieve, turning a recon mission into slaughter of all parked aircraft. \:D
Posted By: Spidey

Re: Enemy Engaged 1.9 released - 08/11/07 06:48 PM

Mission success rates keep going up with each mission flown. It's a bug. You cannot technically have better than 100% success rate.
Posted By: markimus

Re: Enemy Engaged 1.9 released - 08/11/07 07:45 PM

Wow, very nice! I am wondering though how do you change the hud from bob-up to the in flight ladder view now?
Posted By: Reticuli

Re: Enemy Engaged 1.9 released - 08/11/07 08:20 PM

I've never had any problem with downwash, either. Brownout is a very big issue and should be annoying, but not causing CTDs obviously. You CTD peeps using Nvidia cards?
Posted By: arneh

Re: Enemy Engaged 1.9 released - 08/11/07 09:12 PM

Originally Posted By: Spidey
Mission success rate counter also broken?


Yes, it's been broken for a long time. Actually it's never worked, although it was broken differently in 1.7 and earlier.

Originally Posted By: Kassie
When selecting HIDSS with Comanche the HUD tells me TADS is selected as target acquisition system. Well, is that correct?


Yes.

Originally Posted By: markimus
I am wondering though how do you change the hud from bob-up to the in flight ladder view now?


You can switch between hover and cruise mode HUD with Shift-O (Apache and Comanche only).
Posted By: markimus

Re: Enemy Engaged 1.9 released - 08/11/07 09:25 PM

Thanks Arneh!
Posted By: {S}DickDastardly

Re: Enemy Engaged 1.9 released - 08/11/07 10:05 PM

So many great new features I don't know where to start- I particularly loved the new map, colour DTV, spiral VIKHR paths and moving external cameras. Thanks so much for all the hard work you've obviously put in Arneh!

One small feature request, though: I use an analogue axis for EO zoom. Would it be possible to enable axis control of the zoom when the DTV isn't the active targeting system? (I can do this with CTRL + KP+/- in 1.90, but not with the axis).
Many thanks,
DD
Posted By: Spidey

Re: Enemy Engaged 1.9 released - 08/11/07 10:57 PM

Something is definitely not right with the Cannon. Went to take out a Farp in the Apache.

Had vehicles at the farp targeted...essentially point blank range at 300-400 m with Flir...have Laser on.

The cannon is just shooting high over the target. Even tried lowering the altitude. No go. At that range, i should be able to hit with a pistol.
Posted By: Spidey

Re: Enemy Engaged 1.9 released - 08/11/07 11:00 PM

Originally Posted By: arneh


Yes, it's been broken for a long time. Actually it's never worked, although it was broken differently in 1.7 and earlier.


How so. Before it was broken for the very first mission you fly with a new pilot. (i.e. For the very first mission you fly, you will get 50% success no matter what. After that it works correctly for all subsequent missions.

This counter now just kept adding % success.
Posted By: Reticuli

Re: Enemy Engaged 1.9 released - 08/12/07 12:00 AM

It is truly freaky seeing a Frogfoot fly by and all the blue AAA batteries open up, with those arcs of tracers flying through the air trying to nail it.

Also missing that radar scanning thing on the Comanche Hud and TSD. Useful when the radar screen isn't up.

This doesn't have anything to do with 1.90, but does everyone have a lot of adverse yawing? I remember that very old flight model where the pedals would do a coordinated turn for you obviously didn't do that. Ever since this more standard flight model was implimented, turns, hovering, and coming out of autopilot is tedious with all this yawing.
Posted By: MIGHAIL

Re: Enemy Engaged 1.9 released - 08/12/07 05:11 AM

Originally Posted By: Spidey
Something is definitely not right with the Cannon. Went to take out a Farp in the Apache.

Had vehicles at the farp targeted...essentially point blank range at 300-400 m with Flir...have Laser on.

The cannon is just shooting high over the target. Even tried lowering the altitude. No go. At that range, i should be able to hit with a pistol.


just check it, all work ok for me, 360+m smolest targets on smolest take up area, use it in apache, just need after lock be sure what laser is on, if next target not beehind destroed target laser is of, so need designate it againe, if u use eo monitor u will c blinking l indicator beehind locked object, if it combine so in right bottom corner will range, if in meters(365m) so laser is on, if in km(0,51km) so is just optical range designator and then chaingun will fire up target and put shels above target in (0,51km(510m)) when ur target at some closer(365m)
Posted By: MIGHAIL

Re: Enemy Engaged 1.9 released - 08/12/07 05:19 AM

and if target in burning smoke laser cann't take right distance, or if u fire rocket laser can be of cuz rockets smoke can make it blind and is will of, and i realy no idea how fly vikhr now, must be is use low smoke propelant fuel
Posted By: arneh

Re: Enemy Engaged 1.9 released - 08/12/07 07:37 AM

Originally Posted By: Spidey
Something is definitely not right with the Cannon. Went to take out a Farp in the Apache.

Had vehicles at the farp targeted...essentially point blank range at 300-400 m with Flir...have Laser on.

The cannon is just shooting high over the target. Even tried lowering the altitude. No go. At that range, i should be able to hit with a pistol.


I've tried firing at various ranges, angles and targets, but I can't seem to reproduce.

Does this happen you all the time, part of the time or very infrequently?

Any more you could say in helping to reproduce? I.e. exact range (as measured by laser), angle, what helicopter you fly and what target you were shooting at etc.

And what framerates do you get?
Posted By: Gr.Viper

Re: Enemy Engaged 1.9 released - 08/12/07 08:35 AM

In my case it looked like this


It wasn't FLIR lock on something - it was radar lock on this green fuel tank.
Between the two shots there I used laser and a radar sweep.
Could light smoke create sideways dispersion? Or wind?

After I moved a lot, shot at some other targets, went back to this one, locked on it again and it helped. Had a similar issue firing at Kiowa through clean air... Both - flying Havoc.

Maybe dual-core CPU causes some problems with new tracking code?
Posted By: Kassie

Re: Enemy Engaged 1.9 released - 08/12/07 12:08 PM

Question.

I had narrow view with ground radar and the moment I turned the radar on for one sweep, helicopters at 4 o'clock tracked me down. Could they have noticed my radar (in real life)?
Posted By: Spidey

Re: Enemy Engaged 1.9 released - 08/12/07 03:50 PM

Originally Posted By: arneh
Originally Posted By: Spidey
Something is definitely not right with the Cannon. Went to take out a Farp in the Apache.

Had vehicles at the farp targeted...essentially point blank range at 300-400 m with Flir...have Laser on.

The cannon is just shooting high over the target. Even tried lowering the altitude. No go. At that range, i should be able to hit with a pistol.


I've tried firing at various ranges, angles and targets, but I can't seem to reproduce.

Does this happen you all the time, part of the time or very infrequently?

Any more you could say in helping to reproduce? I.e. exact range (as measured by laser), angle, what helicopter you fly and what target you were shooting at etc.

And what framerates do you get?


Have noticed it mostly when I am trying to take out a farp. Usually those vehicles (jeeps) at the farps. Had it happen once or twice with trying to fire on enemy Armor as well.

Seen it happen in both Apache and Comanche.

Range wise: anywhere from 1000 to as low as 200 with Laser. Angle wise as low as 10 feet to as high as 500 feet above the target.

it's not dispersion either. The cannon is firing in a laserlike line and shooting high. No dispersion seen.
Posted By: Dirk98

Re: Enemy Engaged 1.9 released - 08/12/07 04:40 PM

Originally Posted By: GrizzlyT
Arneh / Mapi - With little things like this, changes to the radar (As discussed in the "Fighting the fast movers" thread), the new fine trim adjustments, etc


The new fine trim adjustments - where can I read about them?

Thanks.
Posted By: MIGHAIL

Re: Enemy Engaged 1.9 released - 08/12/07 04:41 PM

look like some target has get wrong area coordinats on the map, is can be wron elevation either,so was in old version where chpter based some feet higher ground, if i right, any objects got visual range and coordinate target point, and some target got them difrent visual&real coordinates and coordinates for target systems lock, but in any way for fix it need know where is it
this all hypotetical:)
Posted By: Mapi

Re: Enemy Engaged 1.9 released - 08/12/07 07:45 PM

Originally Posted By: Dirk98
Originally Posted By: GrizzlyT
Arneh / Mapi - With little things like this, changes to the radar (As discussed in the "Fighting the fast movers" thread), the new fine trim adjustments, etc


The new fine trim adjustments - where can I read about them?

Thanks.


--> 1.8.5-readme.html
What's NEW in EECH 1.8.5?

(since version 1.8.4)

* Added arrow keys as fine adjustment of trim. Useful in when helicopter is mostly trimmed, but just need some fine adjustment. Only works when using a joystick for cyclic control.
* Added shared memory export of flight data (thanks to Retro)
* Added waypoint, weapon and NG RPM data to shared memory export.
* Several crash fixes including when taking damagine in Cobra and other helicopters with general modelling (thanks to Richard Evans for all the crash fixes).
Posted By: Alemart

Re: Enemy Engaged 1.9 released - 08/12/07 07:48 PM

I had the same problem with diferrent choppers.
I was making a strike on a FARP with the Mi-24 in Cuba, most targets where aimed correctly, but with those "helipad aids", the bullet strafe hited on the left or right, never in the target.
Later, doing an escort with the Ka-52, y shooted to the same targets using radar and again, it was hitting to the left or right of the target, only with the "helipad aids", then i tried to shot down a couple of CH-3 at less than 700Mts, and the bullets missed the by far to the left or right, but after cicling the weapons and targeting systems, i finally hit them.
Posted By: LazerPotatoe

Re: Enemy Engaged 1.9 released - 08/12/07 10:45 PM

Originally Posted By: Gr.Viper
Maybe dual-core CPU causes some problems with new tracking code?

You can test that theory by opening Task Manager, right-click cohokum.exe, choose affinity and uncheck one of the CPUs.
Posted By: Bard

Re: Enemy Engaged 1.9 released - 08/13/07 03:07 AM

AWESOME work. Thanks.
Posted By: Dirk98

Re: Enemy Engaged 1.9 released - 08/13/07 07:58 AM

Originally Posted By: Mapi
--> 1.8.5-readme.html
What's NEW in EECH 1.8.5?


Thank you very much, Mapi! This arrow trim thing should be very useful indeed. Can't get used to the FM of Comanche. I even installed my old old package from the end of 2005 (1.6+) to compare, and the FM of Comanche back then was much better to my taste. Now it's like I have auto levelling engaged all the time and am struggling to roll Comanche in the turns. I move the cyclic to the side and the aircraft rolls in that direction first moment but then tries somehow to compensate by rolling back. It didn't swing that much in 2005. Hokum seems to fly ok for this game. I mentioned I never cared too much about flight models in my sims but this swinging annoys me. How do you handle Comanche in the turns? I may well miss something here.

Thanks again.
Posted By: Dirk98

Re: Enemy Engaged 1.9 released - 08/13/07 08:16 AM

Originally Posted By: Alemart
I had the same problem with diferrent choppers.
I was making a strike on a FARP with the Mi-24 in Cuba, most targets where aimed correctly, but with those "helipad aids", the bullet strafe hited on the left or right, never in the target.
Later, doing an escort with the Ka-52, y shooted to the same targets using radar and again, it was hitting to the left or right of the target, only with the "helipad aids", then i tried to shot down a couple of CH-3 at less than 700Mts, and the bullets missed the by far to the left or right, but after cicling the weapons and targeting systems, i finally hit them.


Alemart, I have the same problem, I can't hit some targets with cannon and just watch my shells rain on to the side of some targets. Some targets can be hit, some can not at about the same distance and landscape. I'm trying to start my first campaign, so, since you're having the same problem, can you pls say if it is a showstopper (unless you are a newbie like me) and if I should better roll back to v1.8.6 until a fix for that is released? Guys, anyone can comment?

Thanks.
Posted By: arneh

Re: Enemy Engaged 1.9 released - 08/13/07 08:40 AM

Originally Posted By: Dirk98
Alemart, I have the same problem, I can't hit some targets with cannon and just watch my shells rain on to the side of some targets. Some targets can be hit, some can not at about the same distance and landscape. I'm trying to start my first campaign, so, since you're having the same problem, can you pls say if it is a showstopper (unless you are a newbie like me) and if I should better roll back to v1.8.6 until a fix for that is released? Guys, anyone can comment?


You won't need to downgrade as just by using an old GWUT-file it will use the old weapons ballistics.

Or if you want to narrow it down a little you could try just disabeling e.g. drag or dispersion in the GWUT file and see if that makes a difference. It would help if you could narrow down what causes it. Does it matter if you fire east, west, north or south? And what framerates do you have when firing?

Dual core should make no difference, and that's what I have myself.
Posted By: Dirk98

Re: Enemy Engaged 1.9 released - 08/13/07 09:41 AM

Thanks for the help, arneh. I'll be happy to stay with 1.9. I'm on Core2 6800 Extreme. I can only say that cordinal directions did not seem to affect in any way. But I'm very new to EECH (though installed it a few times before in 2004-2005) so don't hold me to this.

EDIT: Btw, I'm using the older FM dyn file with advanced option for Commanche from my 2005 install (1.6+ something). I don't know, it seems it is a little less autlevelling in the roll. May well be placebo as well.
Posted By: Dirk98

Re: Enemy Engaged 1.9 released - 08/13/07 02:04 PM

I have changed cbar=500 (default in v1.9) in [Graphics] to 4500. I have high_lod_hack=1. It seems the scenery objects don`t pop up that much anymore. I know only it didn`t cost me any FPS. Real improvement or placebo again?

Thanks.
Posted By: Mr_Blastman

Re: Enemy Engaged 1.9 released - 08/14/07 01:04 AM

Is there a way in 1.9, within HIDDS/HMS mode, to lock the target via TADS that you are looking at, but NOT lock your point of view onto that target as well (i.e. force padlock on the target)?

Per the keyboard layout:

Enter key is supposed to lock the target
ctl Enter is supposed to padlock the target


Currently, Enter not only locks the target, but padlocks it as well.

For Track IR users, this is kind of inconvenient. Is there a way around this?

I've been itching to fly Apache A variants sans radar and just use TADS, a la old fashioned Gunship 1 days, but without a viable HMS locking function, it is pretty hard \:\)
Posted By: Alemart

Re: Enemy Engaged 1.9 released - 08/15/07 04:59 AM

Hi.
Dirk98, i do not think you should switch back to 1.8.6., but also, i am a bit puzzled beacuse it only happens with certain targets, using any weapon in any aircraft, and it does not happens all the time.
Example: i was hiding behind a hill and nailed 4 avengers by popping in and out with the gun, and no misses (exept for the ovbious dispersion), and i was at a distance as near as 700Mts for the closest one, to 2.2Km the most distant one, other time, i was wasting a group of artillerys using S8 rockets, at ~900Mts/1Km and with one of the HMMWV, i got the problem mentioned earlier.
I was also using the old *.dyn files, so, i have deleted them and i am going to see if it has any improvements.
Posted By: Dirk98

Re: Enemy Engaged 1.9 released - 08/15/07 08:07 AM

Alemart, thanks for the attention. I'm not an experienced EECH user, so bear with me if I interpret my observations wrong. I was spraying friendlies with cannon from a reasonable distance within the limits and was watching FLIR camera. Pls note I was using new dyn files at that moment (whatever were they in the latest 1.8.6 + 1.9 package before I replaced them).
Posted By: Alemart

Re: Enemy Engaged 1.9 released - 08/15/07 01:09 PM

Well, for experienced users you should address arneh and gotcha! \:D .
I have been using EE since 2001, but i found the community, the mods and so just a few months ago.
Posted By: Porphy

Re: Enemy Engaged 1.9 released - 08/16/07 07:40 AM

Hi

Just want to say a big Thank you! to Arneh and all modders. EECH with mods and 1.9 exe really shines! I keep coming back for more every day. Impressive!

Cheers Porphy
Posted By: AMRAAM

Re: Enemy Engaged 1.9 released - 08/17/07 02:23 AM

Okay, I have finally managed to devote some time to this Version. And I have to say...

"TOTALLY AWESOME SAUCE!!"

Well done all involved. And a Big thangs to Arneh!


(oh, and the moving cameras is just cool... although I was was flying along external (showing off the view) and kept trying to correct the moves my helicopter was making, but it was just the camera. Doh!)
Posted By: Mr_Blastman

Re: Enemy Engaged 1.9 released - 08/17/07 11:50 PM

Originally Posted By: Mr_Blastman
Is there a way in 1.9, within HIDDS/HMS mode, to lock the target via TADS that you are looking at, but NOT lock your point of view onto that target as well (i.e. force padlock on the target)?

Per the keyboard layout:

Enter key is supposed to lock the target
ctl Enter is supposed to padlock the target


Currently, Enter not only locks the target, but padlocks it as well.

For Track IR users, this is kind of inconvenient. Is there a way around this?

I've been itching to fly Apache A variants sans radar and just use TADS, a la old fashioned Gunship 1 days, but without a viable HMS locking function, it is pretty hard \:\)



Any answers to this question guys please? ;\)
Posted By: MIGHAIL

Re: Enemy Engaged 1.9 released - 08/18/07 12:21 AM

must be if u look exactly on target they was lock auto with helmet targeting, i dont use track ir, but when hover and look by mouse is targeting and u can even some crrect if no laser but padlock better, is best cheat of all games:)
when use helmet look at target=lock on it, and lock on it=look at target, so in this mode pilot head track it in game without pilot wishes lol, this is not right i think, cuz some time pilot can found target by helmet, lock it for targeting system, and befor use weapon look around, even animals got 2 primary missions 1) still alife 2) catch other animal, and for this animals all time use them sensors for still alife and attack, look at chameleon, all time this insectokiller look at difrent direction, i think pilot must be like this preaty beast, so if it posible no padlock in next patch in helmet targeting, for padlock we all got difrent button
thanx
Posted By: Mr_Blastman

Re: Enemy Engaged 1.9 released - 08/18/07 01:29 PM

No answers seem to indicate there is not a way to do what I'd like to \:\) I'm pretty darned sure in the real helos you can lock onto a target via TADS/FLIR optically without needing radar, and without a motor attaching to your helmet keeping your view affixed to the target.

So there's not a way to do this in EECH yet?
Posted By: arneh

Re: Enemy Engaged 1.9 released - 08/18/07 01:42 PM

Originally Posted By: Mr_Blastman
So there's not a way to do this in EECH yet?


No, not as far as I know.
Posted By: Heretic

Re: Enemy Engaged 1.9 released - 08/18/07 01:52 PM

Originally Posted By: Mr_Blastman
Is there a way in 1.9, within HIDDS/HMS mode, to lock the target via TADS that you are looking at, but NOT lock your point of view onto that target as well (i.e. force padlock on the target)?

Per the keyboard layout:

Enter key is supposed to lock the target
ctl Enter is supposed to padlock the target


Currently, Enter not only locks the target, but padlocks it as well.

For Track IR users, this is kind of inconvenient. Is there a way around this?


Not that I know of.

Maybe Arneh will add it in the next release, but don't hold your thumbs on that. ;\)
Posted By: Mr_Blastman

Re: Enemy Engaged 1.9 released - 08/18/07 01:55 PM

k thanks. Ah well, dreams are ok to have. Regardless, 1.9 rocks! \:\)
Posted By: Heretic

Re: Enemy Engaged 1.9 released - 08/18/07 03:28 PM

Yup, it does...big time!
Posted By: MIGHAIL

Re: Enemy Engaged 1.9 released - 08/19/07 05:25 AM

some change fm and engines+rotor model and this will fully best combat helly sim
Posted By: Gr.Viper

Re: Enemy Engaged 1.9 released - 08/19/07 05:46 AM

And with some groundwork to make it open for adding new stuff like pits and choppers... Yummy.
Posted By: Jemoeder

Re: Enemy Engaged 1.9 released - 08/21/07 07:45 PM

Originally Posted By: arneh
Among the new features are new weapons modelling where rockets and bullets now are affected by gravity, drag and dispersion:


Can I download the textures for the new tracerlines somewhere? They're shown here in a 1.9 screenie, but after installing 1.9 I still have the old default ones.. Guess I should download the textures independently?
Posted By: arneh

Re: Enemy Engaged 1.9 released - 08/21/07 07:52 PM

Originally Posted By: Guilio
Can I download the textures for the new tracerlines somewhere? They're shown here in a 1.9 screenie, but after installing 1.9 I still have the old default ones.. Guess I should download the textures independently?


Those are not textures, it's simple lines I just used in debug builds to more easily see the bullet paths.
Posted By: Jemoeder

Re: Enemy Engaged 1.9 released - 08/21/07 07:54 PM

Lol.. I thought those where the new realistic tracerlines instead of the ingame 'laser-like' ones.
Posted By: Blindeye_03

Re: Enemy Engaged 1.9 released - 08/22/07 03:56 AM

So has it been figured out why american helos cant shoot anything on the ground w/ the cannons? I have also had weird instances of my helo locking onto an invisible object at an enemy base. Strange...
Posted By: Reticuli

Re: Enemy Engaged 1.9 released - 08/23/07 12:24 AM

I haven't had any problems getting the guns to work except that last night the Russian helos wouldn't turn their lasers on for about an hour. Then out of the blue it started working. It functionally produced similar results to what you are getting, but I could see that the laser was not on.
Posted By: Jemoeder

Re: Enemy Engaged 1.9 released - 08/23/07 09:49 AM

Originally Posted By: Reticuli
I haven't had any problems getting the guns to work except that last night the Russian helos wouldn't turn their lasers on for about an hour. Then out of the blue it started working. It functionally produced similar results to what you are getting, but I could see that the laser was not on.


I'm havin the same problem.. Laser sometimes doesn't want to be turned on. Also, when this happens, I can't set the radar range, so I assume it's some conflict between EECH and numpad!?
Posted By: Colonel_Kurtz

Re: Enemy Engaged 1.9 released - 08/23/07 11:14 AM

Im loving the way the new flir displays heat sources. In this pic i got caught off guard when i banked and gained altitude with my radar still set to high priority when possibly a tank or BMP opened up on me while i was surveying the damage in the cpg pit



Nice work Arneh \:\)

One question though. Does this version increase cpu usage or bandwidth usage over previous versions? Im asking this because the other night when a fourth player attempted to connect to my server it became unusually unstable with failed connection attempts server crashes.

I monitored the CPU and bandwidth usage the following night and the required up speed per player appears to be average 3kbs/player but spikes to 7kbs/player under fire. Going by these figures a 512/128 ADSL connection is only suited to 2-3 players and a 1500/256 ADSL would max out at 4-6 players. Does this sound right? it seems a little odd seeing as this game was born in the dialup era. Does anybody have any thoughts on this?

It could be CPU as well as my server rig is modest, although i can run a EECH2 server which tends to thrash CPU's like a red headed step son ;\)
Posted By: Andreas

Re: Enemy Engaged 1.9 released - 08/23/07 11:43 AM

Nice screenshot CK!!!
Posted By: arneh

Re: Enemy Engaged 1.9 released - 08/23/07 12:53 PM

Originally Posted By: Colonel_Kurtz
One question though. Does this version increase cpu usage or bandwidth usage over previous versions?


It probably uses slightly more CPU, but nothing significant. Bandwidth should be the same as 1.8 as no new information is transmitted.
Posted By: Reticuli

Re: Enemy Engaged 1.9 released - 08/25/07 05:23 AM

Guilio: I think it's a bug. If you exit the game and relaunch everything goes back to normal.

I noticed some interesting defense of airbases tonight. A neverending stream of M109 and Bradleys.
Posted By: GCsDriver

Re: Enemy Engaged 1.9 released - 08/29/07 09:35 AM

Quote:
Is there a way in 1.9, within HIDDS/HMS mode, to lock the target via TADS that you are looking at, but NOT lock your point of view onto that target as well (i.e. force padlock on the target)? [...]
For Track IR users, this is kind of inconvenient. Is there a way around this?


If You want sth like a handover from HMS to TADS assigning to one button a function like "select FLIR/DTV" + "unpadlock button (0)" should do the job. Assuming You have a hotas setup or keyboard remapper tool...

You could then lock a target in HMS and on selecting a TADS sensor it would take over the target lock but padlock would be disengaged. Clearly the TADS would then become the primary targeting system but anything else than a handover wouldn`t make sense. Having a target locked but not looked at in HMS is silly as pointing Your weapons onto Your point of view is exactly what the HMS mode is intended for. See the padlock ability as a help to keeping Your sight on the target and not as sth resembling a real function. If it`s not Your eye doing the lock/tracking then it must be another sensor, so You`re not in HMS anymore.

Anyway, if there are ppl without the ability to use macros like "TADS+unpadlock" as above I could implement it (to be switched to ones liking from eech.ini). Although I don`t see sense in a passover from HMS to TADS... anybody does this ?
Posted By: Harvester

Re: Enemy Engaged 1.9 released - 09/09/07 03:15 PM

Hello,

First off Many Many Thanks for the work that has been put into this! Much Appreciated!

I was wondering if there is a way to just install the EXE improvements minus any texture updates or are the graphic updates hardwired into the new features?

I'll install the whole package later when I have a little more time but I'd like to see what improvements have been made to game play.


Thanks in advance

BTW, It would be nice if someone put this up on a Torrent somewhere. It would decentralize the bandwidth load and make it more accessible to those of us with unreliable/slow connections.
Posted By: arneh

Re: Enemy Engaged 1.9 released - 09/09/07 03:21 PM

Originally Posted By: Harvester
I was wondering if there is a way to just install the EXE improvements minus any texture updates or are the graphic updates hardwired into the new features?


You'll just get exe and sound if you install the 1.9 patch, no textures.

If you install the all-in-one install then you'll get everything (except the exe in it is only version 1.8.6 so you may want to apply the 1.9 exe on top of that).
Posted By: Harvester

Re: Enemy Engaged 1.9 released - 09/12/07 07:32 PM

Originally Posted By: arneh
[quote=Harvester] If you install the all-in-one install then you'll get everything (except the exe in it is only version 1.8.6 so you may want to apply the 1.9 exe on top of that).


That worked. Thanks!
Posted By: Reticuli

Re: Enemy Engaged 1.9 released - 05/07/21 09:27 PM

Anyone have a download resource for 1.9? I want to check out the artillery and air strike menu stuff.

Correction: I don't even see the artillery shots working in 1.4.1c off the CD-ROM, so it's hard to imagine that it was all working in 1.9.
© 2024 SimHQ Forums