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you can switch back on default flight model (flight_model = 0) turn on HW rendering (notnl = 0) until I'll find what's the problem.
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Also, with cheats off I seem to not be able to change the loadout at FARPs at least 50% of the time. Not sure what's going on. Is there a designated ground crew area?
Last edited by Reticuli; 06/03/14 08:54 PM.
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It's old problem - keysite area is 200x200 meters, quite often you are starting out of this area. it's can't be related with cheats_on string. several time I got helicopter based on warship, but it was outside of keysite and suspensions hasn't worked.
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Ok.
Continuing to enjoy this.
Did you guys know the autopilot can go like 275 kts when you're a wingman and you're far behind your flight?
When you turn autopilot off, the collective jumps down first before registering what your HOTAS is currently at.
Comanche and Viper FLIR effective range could be increased.
Comanche tail vulnerability to damage could be decreased.
Last edited by Reticuli; 06/04/14 03:07 AM.
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This sim just keeps getting better and better! Keep up the amazing work, guys, it really is much appreciated.
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Did you guys know the autopilot can go like 275 kts when you're a wingman and you're far behind your flight? yep, AI moves at maximum speed what is not correct for non-battle situation. I just didn't managed how to separate battle and regular mode yet, also default FM have higher practical top velocity and it's additional problem. or "drag_z value.modifier" just too high for this helicopter When you turn autopilot off, the collective jumps down first before registering what your HOTAS is currently at. I will look. Comanche and Viper FLIR effective range could be increased. 8km is real FLIR effective range, isn't it? anyway, it's up to max fog distance already (rendering limit of current engine) Comanche tail vulnerability to damage could be decreased. it's true, but simple collision calculations makes possible to touch tail rotor blades even if it's unlikely because of tail construction and it's hard to avoid
Last edited by thealx; 06/04/14 07:21 AM.
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8km is real FLIR effective range, isn't it? anyway, it's up to max fog distance already (rendering limit of current engine) The AH-1Z FLIR which is called Target Sight System (TSS) has a maximum range of around 13km to 15km. For more information look here (specially at page 31): http://ceweb2.uml.edu/EW_Project3/dengl33066/AH1ZPocketGuide.pdf
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with the update, the sim looks better than ever. thanks thealx! amazing work as always.
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ricnunes, thanks for the info. maybe it will be increased to 10km later, but it's maximum for today. thanks! my bugs amazing as always too
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Which campaigns have the most MANPADS, as in FARPs not seeming completely abandoned save the vehicles and helos? Infantry heavy machine guns and shoulder fired heaters don't seem common in what I've flown so far.
Does the Viper limits (like max speed) depend on the W Cobra's or is it independent?
AI has an unfortunate tendency to keep attempting to attack the target every few minutes after being told to hold position and/or hold fire. I think this is because my aircraft keeps asking for assistance. Do I need to silence my copilot?
---- Easier...
Audible disengagement of Hover Hold when you've pushed-out/maneuvered out of the Hover would be nice.
Probably harder...
Altitude Hold or Hover Hold commanded altitude marker on HUD altitude tape might also be useful.
Vne marker on the IAS HUD tape might be useful. With the much lower never exceed speeds (some much lower than accurate), this would be helpful during evasions and dives when the visible turbulence is not as noticeable prior to the rotors ripping off.
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Still enjoying this.
Some of the FLIR imagery on the EO sensor display is not showing up unless the helmet NV/flir is active.
It would be nice if the mouse EO/FLIR control worked when you were locked or ground stabilized, especially considering the auto targeting doesn't work on the FLIR unless you are very close... especially for airborne targets. The keys for moving it around is too slow.
Calling in artillery doesn't seem to be doing anything. If it's unavailable, maybe it should say so. Does it just take a long time?
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All I can say is............. WOW and THANK YOU TONS, thealx!!! I kid you not I called in sick to work yesterday so I could stay home and fly my 1.15.2 install all day long!!
One weird thing that happened is I installed the patch/update to a 1.15.2RC install I had and when I pressed cockpit to start the mission it didn't crash, but I got some box error message that said something about weapons error or something like that, so I deleted that copy.
I always keep of copy of my flight sims on a portable drive so I copied a clean EECH 1.15 install over to my main drive, installed the patch/update and this time right at the very beginning there was a box message error on something else. I deleted that copy of EECH and tried again..........this time even though I did nothing different than before it worked perfectly!!
All I'm trying to say is if anyone has a problem with the install keep trying as it will work eventually if it doesn't work the first install time and it's WELL WORTH THE WAIT/WORK!!!!
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Reticuli: Mouse control should work in the EO/FLIR screen too; try middle mouse button or Ctrl+Del.
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Reticuli: Mouse control should work in the EO/FLIR screen too; try middle mouse button or Ctrl+Del. Doesn't seem to when it's locked or ground stabilized and I have to resort to the crude keys or buttons I use for narrowing or moving the radar scan. If it's completely free (which is mostly a useless state for it to be in for manual targeting), then the mouse will control it.
Last edited by Reticuli; 06/05/14 07:11 PM.
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Does the Viper limits (like max speed) depend on the W Cobra's or is it independent? they are separated in both FMs, but it doesn't means that they have different values. Some of the FLIR imagery on the EO sensor display is not showing up unless the helmet NV/flir is active. can you provide some images? I can't imagine what exactly it is Calling in artillery doesn't seem to be doing anything. If it's unavailable, maybe it should say so. Does it just take a long time? I checked these functions before and seems they shall work. there is several conditions - like artillery should be close enough and they should wait for orders, usually they are busy and just rejecting your request. Doesn't seem to when it's locked or ground stabilized and I have to resort to the crude keys or buttons I use for narrowing or moving the radar scan. If it's completely free (which is mostly a useless state for it to be in for manual targeting), then the mouse will control it. it was always this way and it's obvious for me - if you are locked on target or EO slaved to active radar you can't move EO. you can move it manually when any EO targeting system is active (not just shown on MFD), whatever GStab state is. and you always can switch between designated targets with RMB or Num0.
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I guess that means it should be pretty easy to make the Viper's Vmax higher. Good news. I don't think the lift values need changing. I like the way it is now for everything. Some are already capable of too much ceiling for a given loudout, so it's a good compromise on the lift and air density values given this flight model. Just the Vmax need some tweaking here and there. Smoke sometimes, and it seems some objects at long ranges, will show up in the FLIR only if the PNVS is on also. I have ranges all maxed out for PNVS and FLIR/EO, and definitely stuff still also shows up slightly sooner in the PNVS before the FLIR. Without symbology present on the HUD showing where the FLIR is pointed at when a weapon is not active, I have to target using FLIR, then quickly select a weapon (like cannon) check where it's at on the HUD, then go weapon safe and move the FLIR again until I get reasonably close. I'll try to grab some screen shots. If all the artillery batteries within the target's range are preoccupied at the moment, why doesn't it tell me? Does it do a queue system or just either they're free or not? Calling in an airstrike appears to create a brand new mission that must be filled rather than vectoring nearby airborne aircraft with available munitions. I assume artillery requests are not a new mission... ??? On the FLIR moving issue, I understand what you are saying. The issue is the keys which control radar scan width/position and the FLIR/EO movement are the only thing that work when you are ground stabilized or locked to a target in TADS. Even when mouse is turned On for FLIR/EO (ctrl Del or middle mouse wheel button), the mouse doesn't do anything unless the FLIR/EO is completely free floating. That makes it extremely difficult to manually select targets using just those crude keys instead of a mouse with faster max movement speed and finer gradations when just a little motion is used. Does the Viper limits (like max speed) depend on the W Cobra's or is it independent? they are separated in both FMs, but it doesn't means that they have different values. Some of the FLIR imagery on the EO sensor display is not showing up unless the helmet NV/flir is active. can you provide some images? I can't imagine what exactly it is Calling in artillery doesn't seem to be doing anything. If it's unavailable, maybe it should say so. Does it just take a long time? I checked these functions before and seems they shall work. there is several conditions - like artillery should be close enough and they should wait for orders, usually they are busy and just rejecting your request. Doesn't seem to when it's locked or ground stabilized and I have to resort to the crude keys or buttons I use for narrowing or moving the radar scan. If it's completely free (which is mostly a useless state for it to be in for manual targeting), then the mouse will control it. it was always this way and it's obvious for me - if you are locked on target or EO slaved to active radar you can't move EO. you can move it manually when any EO targeting system is active (not just shown on MFD), whatever GStab state is. and you always can switch between designated targets with RMB or Num0.
Last edited by Reticuli; 06/05/14 10:11 PM.
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If you move the PNVS angle, sometimes it will also cause it to disappear, or become obscured by fog, perhaps, in the FLIR. I also notice that some tanks are impossible to kill. 4 rah-66 could not kill this one tank. I'd say a third of the groups I come up against have at least one vehicle that cannot be destroyed. Sometimes another vehicle will come out of no where. Is such cases a suddenly repaired tank?
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And something eventually will have to be done about the autopilot and AI Vmaxes, otherwise it will not be possible to outrun or even maintain distance during egress from enemy helos. They chase you down every time.
Thanks. Still enjoying this a lot. Just trying to be constructive.
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Just done a quick test - Mi-24 EO system will respond to mouse operation both in stabilised and unstabilised modes. Comanche-only problem?
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Just done a quick test - Mi-24 EO system will respond to mouse operation both in stabilised and unstabilised modes. Comanche-only problem? Even on the Mi-24 EO mast for me, mouse does not work for moving it when I have locked to a point on the ground. I have to use the EO and radar keys/buttons. Is there a setting in the EECH.ini that I have wrong? When I say ground stabilized, I do not simply mean the grstab = 1 setting in the EECH.ini. I mean actually ground stabilized in use. I'm not even sure what that grstab setting is supposed to do. Edit: The value for grstab in the ini really seems to have no function anymore, as you ground stabilize by locking to a point on the ground.
Last edited by Reticuli; 06/06/14 03:30 AM.
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when I have locked to a point on the ground EO is locked, so it shouldn't move. what that grstab setting is supposed to do press Ctrl + S when FLIR is active and gstab (gyro stabilization technically) will be activated. what you telling is not "ground stabilized" but "lock on the ground point"
Last edited by thealx; 06/06/14 03:35 AM.
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