Posts Tagged ‘chopper sim’

EECH – apache avionics update coming

Wednesday, February 3rd, 2010

In the SimHQ forums, master-EECH-modder Arneh says:

“I’m in the process of updating the Apache’s avionics to make them more realistic. I’ve found quite a bit of information about how they work in the real Longbow, and I’m trying to implement as much of it as possible in EECH. Among the things is that all four of the Longbow’s radar modes will be modelled, and the exact procedures for firing Hellfires will be modelled.

This is going to make the Apache much more realistic, much more like a study sim. I realize that everyone may not want this, so I’m goint to introduce a new realism level, and only used the new avionics at the most realistic level, so that those who prefer the current avionics can continue to use them.

Much of how the Longbow is controlled is via the MFDs, and the push buttons around them. EECH doesn’t have clickable cockpits, but I’ve I’ve made the MFDs themselves clickable, so that you can simulate button presses by pressing the corresponding label inside the MFD. All of the MFD pages are being updated to have clickable labels, and a lot of new functionallity and new pages are being added.

Now this is of course a work in progress, and a lot of work remains. But just to give you an idea of about some of the new and updated pages, I’ve included some screenshots.

Here’s how the cockpit looks now. On the right MFD is the updated TSD page, and on the left is the radar in Terrain Profile Mode (TPM). TPM is a navigation mode for low visibillity and basically shows where it’s safe to fly.

The updated engine page. It has mostly the same information as the old one, but a little different layout, and with colors:

The new fuel page shows general fuel status, and also allows you to cross feed the engines from either tank, or transfer fuel between the tanks:

This is the radar in RMAP mode. It’s much like ground target mode, but it also shows the terrain (and possibly most useful the terrain shadow, so you know what parts are unknown and where enemy units may still be hiding):

The TSD in waypoint mode allows you to edit the route or waypoints, including adding new ones (by e.g. flying over them, or by lasing a point with TADS).

The ADF page controls the Apache’s radio navigation equipment, and allows you to navigate by radio beacons.

The check list page has checklists for various items.

I’ll continue to update this thread as I finish more of the avionics.”


Source: SimHQ EECH forums

Hind returns

Friday, January 22nd, 2010
Video from EECH 1.11 with new Mi-24 3D cockpit.
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DCS Blackshark (Russian version) goes Gold!

Wednesday, October 8th, 2008

The Russian version of DCS: Black Shark has gone Gold and is scheduled to be released by the 1C company, in both retail and digital download, for the eastern market on October 17!
details here

Unfortunately, the localization for western languages is still in process, and then the game will need to spend time being rated, so we may not see the North American version until Jan 2009. :(

Between now and then, they plan to release the ~550 page PDF manual, and a playable demo.

I believe that the Russian version will have option for English labels in the cockpit, or there will be options to add the localizations later.

Will you consider purchasing and downloading the Russian version?

EECH – weapon firing rates corrected

Saturday, September 27th, 2008

Besides adding a cockpit for the Hind, Arneh has other improvements coming for the next version of EECH. This one is fixing the firing rates of all the weapons in the sim. Previously all weapons were firing at 1 shot per frame, so assuming 30-40 fps, each weapon was firing at around 2000 rounds per minute.

One of the big winners in this change is the Russian 23mm UPK-23 gun pod, which is showcased in this video.
(4 pods x 3500 rnds/min = 14,000 rounds per min!!!)

DCS forum highlights – Aug, 2008

Wednesday, September 3rd, 2008

Here’s a look at some recent postings in the DCS forums:

08-23-2008, 12:08 AM
Quote:
Originally Posted by hitman_214th
1) Will CG [Center of Gravity] be static or dynamic in BS? Obviously with weaps release the CG will change, but what about fuel bladders? Hydraulic fluid? Also pertains to question 2.

Yes, the CG is dynamic and will change as the stores/fluids/airframe structure are affected in real time. Whether the change will be enough to you to appreciate it, however, is another question. (Opps, see Alpha’s response below).

2) Is fluid dynamics figured into the simulator? Fuel leaks into separate compartments, hydraulic fluids being dumped overboard, ballast, liquid sloshing in half-filled reservoirs?

The available pressures and flows of the fluids are modeled dynamically and mainly within their respective systems (e.g. the fuel system <-> engine <-> APU, etc.), including pressure dependencies, pumps functionality, etc. The fluids themselves are not modeled according to fluid dynamics.

3) Kind of a dumb question, but would there be a way to load the aircraft in such a manner to make it unstable in certain flight characteristics? (flying forward with tail heavy tendency makes it harder to lower the nose and accellerate, a means to adjust tail heavy a/c to nose heavy)

I don’t think you can configure the aircraft for instability. However, damaging the airframe can be fun.
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EvilBivol-1
Online Community Manager
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08-24-2008, 08:22 PM
Free fall bombs are wAFMed [weapon Advanced Flight Modelled]. I’m not sure if the same is true for the individual bomblets of the KMGU dispenser or cluster bombs, but I do not believe so. Will test and get back to you.

UPDATE: I ran a test, but couldn’t reach a 100% conclusion. However, it looks like each bomblet may be wAFMed afterall, because your helicopter’s trajectory during release definitely affects their dispersion pattern. In most cases, the difference isn’t large, because you will typically release from a relatively low altitude, but it is there. Again though, without a definitive answer from Yo-Yo, I’m not sure.

All bombs simply explode on impact.
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EvilBivol-1
Online Community Manager
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08-30-2008, 02:16 AM
In regards to trees – next engine, as mentioned previously. Making trees solid is just too impractical in the current engine.
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EvilBivol-1
Online Community Manager
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08-22-2008, 06:40 PM
Quote:
Originally Posted by thamuff
Has the decision been made about any digital distribution, Steam etc?

While we have been talking with Valve/Steam, no final decision has been made.
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Matt Wagner
Producer, TFC/Eagle Dynamics
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08-22-2008, 06:41 PM
Quote:
Originally Posted by Poko24
So good to hear. How is the english manual?

Pretty much done, just little edits here and there. Once the game goes into duplication, we will probably release it for free.
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Matt Wagner
Producer, TFC/Eagle Dynamics
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08-22-2008, 07:57 PM
Quote:
Originally Posted by patricio_z
Can anyone point me to the thread where the specs of this [Producer's notes] system are mentioned??

Thanks for the update!

E6850 @ 3.0 GHz
2 GB RAM
8800 GTX
XP SP2

Nothing overclocked

Video recorded at default HIGH settings with FRAPS.
__________________
Matt Wagner
Producer, TFC/Eagle Dynamics
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08-22-2008, 04:53 PM
Today we will be downloading Build 50 which is code frozen for the Russian version except for any critical issues or crashes found in final testing. The primary issue that remains for the western version is to complete the German, French and Spanish localizations (these will all reside on a single DVD). It has been a long haul but we are getting close.
__________________
Matt Wagner
Producer, TFC/Eagle Dynamics
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