Click here to access the Helosim website ![]() |
The Web's #1 BBS for all submarine and naval simulations! |
|
![]() |
#1 |
Eternal Patrol
![]() Join Date: Mar 2006
Location: CATALINA IS. SO . CAL USA
Posts: 10,108
Downloads: 511
Uploads: 0
|
Enemy Engaged 2 ?
Anybody have or played EE2 ?
The trailer looked kinda cool. Just wondering if it's a FPS kinda game or some kinda Sim ? Any info before I buy would be helpfull. Thx in advance. ![]() |
![]() |
![]() |
![]() |
#2 |
Soaring
|
![]()
It does not go much beyond the original Enemy Engaged. EE2 was said to be very buggy, and was greeted with very little applaus, therefore. there was one addon, I think, and a Gold Edition, both left the market unimpressed. My impression was that EE2 appeared, sunk very soon, and was forgotten almost immediately.
The FM is not that of a simulation, but an arcade game. Collective also is hypersensitive, too sensitive, that is. That was what killed the original EE for me. Collective made the chopper hopping and rocketing up and down like a rubber ball thrown on a concrete ground and then zigzagging like crazy between ground and ceiling. Terrible to fly. The original EE at least was running stable, and has seen much mod support. For an action flight game it offers quite some interesting features and a reasonably complex cockpit environment. I would have played it much longer if only the collective would not have been such a piece of ####. Last thing I heared was that it was recommended to ignore EE2 and instead get copies of the old EE games (two of them), then patch them with the community patches and additional mods, and have the better result that way, compared to EE2. In fact I tried these community efforts i think three years ago, and saw the added content working flawlessly. Just that the damn collective still was a piece of ####.
__________________
If you feel nuts, consult an expert. |
![]() |
![]() |
![]() |
#3 |
Eternal Patrol
![]() Join Date: Mar 2006
Location: CATALINA IS. SO . CAL USA
Posts: 10,108
Downloads: 511
Uploads: 0
|
![]()
Thx Skybird
![]() I'm always on the hunt for something new or I don't have. Luckily I got FS9 to go with my FSX and have tons of planes, scenries and missions to add to keep me busy for a long time. Also on more than one Flightsim site was post recently that recent FS9 missions can be used on FSX. You have any info on this Skybird ? ps. I have gotten into Soaring too due to alot of mission mods. |
![]() |
![]() |
![]() |
#4 |
Soaring
|
![]()
FSX and FS9 share a lot of things, but FSX adds addtional content and chnages some things, so whether or not a scenery or plane for FS9 will work in FSX as well is a matter of trying out the individual software in question. chances are that in most cases it will work.
If you are into soaring, consider "Condor". It'S the best thing you can get on PC for soaring. I even had a review of it in this forum some time ago. It is not perfect, but simply better than any other PC approach to soaring. But it is difficult, and probabyl only for the specialised entzhusiast. Most users of Condor are real world soaring pilots, I got the impression. but maybe that is just me. http://www.subsim.com/radioroom/showthread.php?t=129997
__________________
If you feel nuts, consult an expert. |
![]() |
![]() |
![]() |
#5 | |
Commodore
![]() Join Date: Nov 2002
Location: Sweden
Posts: 603
Downloads: 4
Uploads: 0
|
![]() Quote:
Hi Skybird is right about EE2. Just leave it behind. Go for the original game and get the community mod. It's a one in all installation about 500mb. EECH is a half-sim I would say. Don't expect Blach Shark feeling of flying or terrible deep avionics. But it's not a arcade game. The collective is indeed sensitive, and it seems like the helo generates too much lift with minimal movements on the collective. Also the rudder forces seems a bit dodgy. But the mods have improved it a great deal. You can now go into the ini. file for EECH and specify the "curves" for collective. This way you can have much more room for moving the collective without the helo balloning or sinking like a rock from small adjustments. Acctually it works very well. If you can get the sim for a few dollars go ahead. You have several dynamic campaigns to have fun with and the feeling of being on a battlefield is quite good. cheers porphy
__________________
"The only remedy for madness is the innocence of facts." O. Mirbeu "A paranoid is simply someone in possession of all the facts." W. B. |
|
![]() |
![]() |
![]() |
#6 | |
Soaring
|
![]() Quote:
__________________
If you feel nuts, consult an expert. |
|
![]() |
![]() |
![]() |
#7 | |
Commodore
![]() Join Date: Nov 2002
Location: Sweden
Posts: 603
Downloads: 4
Uploads: 0
|
![]() Quote:
If I remember correctly it works like this for the collective... Set zone 1 to 0.20, that means that when the collective handle is at 20% of its physical full range it will give you 60% throttle when flying. Now set zone 2 to say 0.95. At 95% and above of the range you will have 100% throttle. The point of this is that you have now set up the physical range between 20-95% of the collective to control flying throttle between 60%-100%. That is you now have a much larger non-linear span to move your collective back and forth (0.20-095), and within this range you only adjust throttle power between 60%-100%. This might not look very good, but when you actually fly, this is the range of throttle % you use the most. Finally, you can even set the throttle value for zone one. Default is 60%. But you can change this to say 40%. This means that the range specified above now controls throttle output between 40-100%. Or you could set the value to 70 and set zone 1 to 0.05 and zone 2 to 0.98. This would be extreme, but it illustrates how you can adjust the collective behaviour to be very smooth for controlling throttle output between 70-100%, as almost the full physical range of the handle is used for this. The throttle output range is short, but the physical range to move through to adjust it is very long! I hope my somewhat convoluted explanations are crystal clear! ![]() With the zones modified as above you only need to be a bit careful when landing, as the first 20% of the collective range controls 0-60% throttle. ![]() ![]() Ini-file entries to look for nonlinear-cyclic=1 # use non-linear control for cyclic (less sensitive around center) (0 = off, 1 = on) (def = 1) nonlinear-pedals=1 # use non-linear control for pedals (less sensitive around center) (0 = off, 1 = on) (def = 1) nonlinear-collective-zone1=0.49 # non-linear control value for throttle (n = % throttle position joystick to represents 60% collective) (10= 0.1) (0.0 = off (linear control), 1.0 = max) (def = 0.3) nonlinear-collective-zone2=0.80 # non-linear control value for throttle (n = % throttle position joystick to represents 100% collective) (10= 0.1) (0.0 = off (linear control), 1.2 = max) (def = 0.7) nonlinear-collective-percentage-at-zone1=60.0 # collective percentage at zone1. Valid values are in range from 1.0 to 99.0, default is 60.0. cheers porphy
__________________
"The only remedy for madness is the innocence of facts." O. Mirbeu "A paranoid is simply someone in possession of all the facts." W. B. Last edited by porphy; 10-06-09 at 04:40 AM. |
|
![]() |
![]() |
![]() |
#8 |
Soaring
|
![]()
Maybe I will once again give the latest status of EECH a try. But not immediately, since I expect the arrival of Battle for Britain II anytime soon - and those already printed 450 pages of manual rest heavy on my table...
Thanks for taking the time to explain it indepth. Pasted, copied and saved. I do not remember if this was the old workaround, or is new material. It's been too long for me. I think it's new.
__________________
If you feel nuts, consult an expert. |
![]() |
![]() |
![]() |
#9 |
Eternal Patrol
![]() Join Date: Mar 2006
Location: CATALINA IS. SO . CAL USA
Posts: 10,108
Downloads: 511
Uploads: 0
|
![]()
@ Skybird Is Condor for FS9 or FSX ?
|
![]() |
![]() |
![]() |
|
|