Jump to content

Dudas Y Dudas.. :p


Erizo

Recommended Posts

Hacia tiempo que no volaba el EECH pero con los nuevos parches me he vuelto enganchar y lo mejor de todo es comprobar que todavia queda gente repartiendo estopa,aunque creo que he perdido facultades espero participar en alguna de vuestras partidas.Bueno hay dejo algunas dudas que tengo tras haber isntalado el 1.8.4

 

Para empezar...que invento esto de las PFZ y NFZ..para que sirve y como se usan

En el Black Hawk y en el Apache, el modeloñ A,no puedo conectar el radar de tierra ni el de aire..esto a q se debe?

Existe alguna manera de aumentar el tamao del HUD?

 

Tambien queria pediros dos favores

primero si alguien dispone del manual del EECH en cristiano por caridad o sin ella pero porfavor que me lo pase,yo lo tengo en ingles..pero no me entero de la mitad de las cosas.Asi mismo si alguien le interesa el del EEAH,este si lo tengo en espa;ol, que avise que os lo envio.

Segundo y mas importante alguno de vosotros podeis pegar el INI q estais usando..creo que yo lo tengo mal configurado el juego me da bastantes errores.

 

Saludos y gracias

Link to comment
Share on other sites

Hacia tiempo que no volaba el EECH pero con los nuevos parches me he vuelto enganchar y lo mejor de todo es comprobar que todavia queda gente repartiendo estopa,aunque creo que he perdido facultades espero participar en alguna de vuestras partidas.Bueno hay dejo algunas dudas que tengo tras haber isntalado el 1.8.4

 

Para empezar...que invento esto de las PFZ y NFZ..para que sirve y como se usan

En el Black Hawk y en el Apache, el modeloñ A,no puedo conectar el radar de tierra ni el de aire..esto a q se debe?

Existe alguna manera de aumentar el tamao del HUD?

 

Tambien queria pediros dos favores

primero si alguien dispone del manual del EECH en cristiano por caridad o sin ella pero porfavor que me lo pase,yo lo tengo en ingles..pero no me entero de la mitad de las cosas.Asi mismo si alguien le interesa el del EEAH,este si lo tengo en espa;ol, que avise que os lo envio.

Segundo y mas importante alguno de vosotros podeis pegar el INI q estais usando..creo que yo lo tengo mal configurado el juego me da bastantes errores.

 

Saludos y gracias

 

Joder uno que le da al Apache por fin!! jajaj. Bienvenido Erizo a esta sala de locos.

 

Te cuento:

 

-- Los PFZ y NFZ son zonas que tú delimitas dentro del TSD. En concreto, las NFZ son zonas donde los objetivos que el radar vea no serán seleccionados, mientras que las PFZ son zonas donde el radar se centrará y sólo seleccionara objetivos dentro de esa zona. Esto te permite, por ejemplo, lanzar una pila de Hellfires en LOBL uno tras otro (los de guia radar claro) mientras te encuentras escondido tras una ladera. Sólo podrás seleccionar un PFZ a la vez (es decir que si tienes 3 PFZ, solo se seleccionaran los objetivos del PFZ seleccionado), y aparte tu Wingman (si vuelas online) también verá los PFZ y NFZ que tú marques.

 

-- Ni en el BlackHawk ni en el Apache "serie A" hay radar porque en la realidad no lo tienen.

 

-- Para lo del HUD, ALT+F1 creo que era (consultalo en la guia del teclado de todas formas)

 

Olvidate de manuales porque las actualizaciones han cambiado mucho el juego, lo mejor es que te conectes al TS y ya alguno te llevará por el buen camino, y en cristiano :xd:. Lo del INI, ahora cuando tenga tiempo lo cuelgo, pera que lo busco...

 

EDITADO: Aqui está el INI:

 

[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=0,0,9,0,0,9,0,0,11,0,0,10	#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=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)
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=1		# 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!!

Link to comment
Share on other sites

Amalahama...es cierto que no hace falta manual mientras estes tu por aqui..:P,gracias por las respuestas y por el ini.Chtulu a ti te recuerdo que tambien estabas en el escuadrón 111 y llegue avolar contigo alguna vez..es más el otro dia creo que fue a ti quién derribe por error..umm o fue a Ave..:P?..bueno ya os digo que estoy muy desentrenado a ver si me pongo combat ready y me doy de alta en el TS.

 

Como veis el EECH 2 creis que habrá q tener mucha maquina para volarlo..?..porque una de las muchas cosas buenas q tiene el EECh es que pide pocas recursos y da mucho..sabéis si se podrán volar más helos aparte del comanche...y otra pregunta...existe algún simulador del Eurocopter Tigreton?

Link to comment
Share on other sites

Amalahama...es cierto que no hace falta manual mientras estes tu por aqui..:P,gracias por las respuestas y por el ini.Chtulu a ti te recuerdo que tambien estabas en el escuadrón 111 y llegue avolar contigo alguna vez..es más el otro dia creo que fue a ti quién derribe por error..umm o fue a Ave..:P?..bueno ya os digo que estoy muy desentrenado a ver si me pongo combat ready y me doy de alta en el TS.

 

Como veis el EECH 2 creis que habrá q tener mucha maquina para volarlo..?..porque una de las muchas cosas buenas q tiene el EECh es que pide pocas recursos y da mucho..sabéis si se podrán volar más helos aparte del comanche...y otra pregunta...existe algún simulador del Eurocopter Tigreton?

No ,pero si existe uno del eurofighter phoskito....

 

PD: Qué cachondo no te jo....anda de onde se ha escapao este!!!! :xd:

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...

Important Information

Some pretty cookies are used in this website