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Apache Longbow Ah-64 En Eech Previa Instalacion De Eeah


zonithz

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A ver, sobre todo va para amalahama.

Al igual que él, yo soy un enamorado del Apache, y no me gusta volar un "X-Wing Vs Hokum"

Las capturas que aparecen a continuación las he tomado desde un Apache Longbow AH-64D, en una cabina "no virtual" de vistas fijas, en EECH (Enemy Engaged - Comanche Hokum) con una instalación previa de EEAH (Enemy Engaged - Apache Havok).

Las texturas tienen muy buena calidad y resolución.

Todas las alarmas y avisos están disponibles. La única pega, es que para disfrutar de esta calidad, no puedes usar el "TrackIR"

 

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cohokum2007-03-2119-49-36-49.jpg

 

cohokum2007-03-2119-49-38-99.jpg

 

cohokum2007-03-2119-49-40-04.jpg

 

cohokum2007-03-2119-51-01-68.jpg

 

cohokum2007-03-2119-51-20-20.jpg

 

cohokum2007-03-2119-51-24-53.jpg

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moooooooooola!! Pero en realidad esas capturas son de una versión más antigua, porque el TSD no es el actual del apache (que es más real) y lo de los motores es mas escueto y eso. De todas formas tío, yo que se, no funcionan las alarmas, pero yo las 4 alarmas que salen ahí (freno motor...joder si lo echas te das cuenta no??, freno de ruedas...si esta todo el tiempo ON me es indiferente, el overtorque ya se encarga la tia de darte la perma, el autopiloto también te das cuenta :xd: , etc...) yo creo que tampoco es tan tan chungo volar en la cabina virtual, hasta que arreglen ya no solo eso, sino también el tema de la cabina esa 3D experimental que sale sin MFD ni na :angry:.

 

A mi lo que me extraña es que funcione el Havoc y no vaya el Apache, joder si es que son del mismo programa!!!. Si te mola el Apache mucho siempre podemos intentar hacer funcionar el Longbow2 que puede jugar uno de artillero y otro de piloto en el mismo heli!! :shok:

 

Saludos!!!!

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A mi lo que me extraña es que funcione el Havoc y no vaya el Apache, joder si es que son del mismo programa!!!. Si te mola el Apache mucho siempre podemos intentar hacer funcionar el Longbow2 que puede jugar uno de artillero y otro de piloto en el mismo heli!! :shok:

 

Saludos!!!!

 

Pensaba que este también podían volar dos en el mismo aparato :blink:

Pues estaría genial que uno fuera piloto y otro artillero. Sería realismo al 100% :lol:

 

Respecto a lo de las vistas fijas y/o la cabina virtual... es que si no tengo instalada la versión del Apache Havoc, cuando pulso F3 o F4, el SIM se me queda tirado y se sale a windows (son las teclas asignadas a los MDF derecho e izquierdo).

No se, esto es una chapuza muy grande :D pero me ha gustado tu idea del Longbow2.

Saludos cordiales.

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A mi lo que me extraña es que funcione el Havoc y no vaya el Apache, joder si es que son del mismo programa!!!. Si te mola el Apache mucho siempre podemos intentar hacer funcionar el Longbow2 que puede jugar uno de artillero y otro de piloto en el mismo heli!! :shok:

 

Saludos!!!!

 

Pensaba que este también podían volar dos en el mismo aparato :blink:

Pues estaría genial que uno fuera piloto y otro artillero. Sería realismo al 100% :lol:

 

Respecto a lo de las vistas fijas y/o la cabina virtual... es que si no tengo instalada la versión del Apache Havoc, cuando pulso F3 o F4, el SIM se me queda tirado y se sale a windows (son las teclas asignadas a los MDF derecho e izquierdo).

No se, esto es una chapuza muy grande :D pero me ha gustado tu idea del Longbow2.

Saludos cordiales.

 

Que vá, si ojalá se pudiera volar dos en el mismo helicóptero, es que es lo suyo, porque pilotarlo y buscar blancos a la vez es un pasote, y eso que en el EECH está todo mu simplificao. A mi no me petaba el EECH al darle al F3-F4, simplemente se me quedaba en la vista virtual y no hacía nada, y aún habiendo instalado antes el Apache Havoc, no me va a las vistas 2D, spongo que habrá que activar algo en el .ini...

 

Respecto al Longbow 2, la verdad es que instalarlo no es nada fácil (tienes que andar con wrapers 3dfx, ajustando la RAM y demás) y luego los gráficos....en fin :xd: . Pero macho, el tener que mamarte un manual de 350 paginas para poder apretar el gatillo, no tiene precio!! :shok: . Eso hay que probarlo, en SimHQ hay mucha gente que lo vuela y algunos tutoriales de como hacerlo funcionar, paso a paso. Ya para más adelante, cuando nos aburramos del EECH y el Black Shark lo retrasen para el 2025... :xd:

 

Saludos!!!

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Zonith tio, eres el puto "pupas" del EECH :xd:

 

Mira te paso mi ini, a mi me va de PM con el Apache, ue version tienes?la 1.8.4?

 

[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=500			# 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=0			  # 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=8		# 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=0		 # 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=1	  # advanced (more complex) flight model, off by default.
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=0		   # 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=gwut182.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=0,0,10,0,0,10,0,0,11,0,0,10	#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=1   # 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
destgt=1			# Activates designated target list
cannontrack=1	   # Cannon tracking boresight (def=1, 0 = no tracking, 1 = track if no acq, 2 = track in IHADSS/HIDSS/HMS 

[Joysticks and TIR]
eopann=0			# joystick no. used for FLIR panning
eopanv=5			# joystick DirectX axis used for vertical FLIR panning
eopanh=4			# joystick DirectX axis used for horizontal FLIR panning
eozoomn=0		   # joystick no. used for FLIR zoom
eozoomax=7		  # 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=3	  # 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 60¼ollective. 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 100¼ollective (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=1	 # 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)
highreshud=1		# high resolution HUD, def = 1 (on)
greenmfd=1		  # targeting cameras use monochrome green (will use monochrome grey if off)(def = 1 (on))
colourmfd=1		 # MFDs use colours (only Apache currently)) (def = 1 (on))
tsdrender=0		 # TSD render options (0-4) def = 0 (contours only)
tsdpalette=0		# TSD palette options (0-2) def = 0 
tsdenemy=0		  # 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) 

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

 

Saludos

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