* *********************************************** * *****Enemy Engaged Comanche Vs Hokum FAQ* V3.2***** * *********************************************** * Written by Fallon - Fallonken@hotmail.com - V 1.0 -HTML version (unpublished) V 2.0 -Plain text version 8/12/2001 V 2.1 -13 KB Minor additions 12/12/2001 V 2.5 -17 KB of Major additions and corrections 17/12/2001 V 3.0 -47 KB of Major additions and corrections 23/12/2001 V 3.1 -12KB of minor additions and corrections 14/1/2002 V 3.2 -Final unless there are major developments in EECH Edited version of EECH FAQ written by me Fallon -fallonken@hotmail.com for SimHq.com (simHq had all sorts of HTML added in it that gameFaqs and Neoseeker do not allow). **note there are links to forum postings on www.simhq.com where information was gathered and or shared by various folks .However much of this information was gathered through on and off after work playing of EECH. **Intro** Since nobody had written a FAQ for EECH at GameFAQs and I was getting tired of people asking the same questions over and over in forums I frequent I thought I would write a guide.Since GameFaqs has been helpful in the past I thought I would contribute for once enjoy. Since V2.1 several other websites have asked to host this FAQ sites with permission to post this FAQ are listed at the bottom of this FAQ.I also changed a few things and refer to this function and that function in the game rather than a specific button. I'm not about to make the lives of any pirates easier buy EECH in UK its only œ5(UK) and well worth it US has been seen at about $20(US) still worth it. **Note I am from England so I spell things the English way eg Meter = metre color = colour honor = honour etc Contents #1 Appendix #2 System requirements #3 Version history 3.1 Version difficulty ranking #4 Flying 4.1 flight with damage 4.2 damage ratings 4.3 other damage #5 Combat 5.1 ground 5.11 SAM/AAA 5.12 Tanks 5.13 Other 5.2 air to air 5.3 air to sea 5.4 Weapons usage 5.41 ATGMs 5.42 Cannons 5.43 Rockets 5.44 Cannon pods 5.45 Iglas /Stingers 5.46 extras 5.5 Side specific tactics 5.51 Blues only tactics 5.52 Red only tactics 5.6 Red disadvantages 5.7 Red advantages 5.8 Blue disadvantages 5.9 Blue advantages 5.91 Comanche vs Hokum #6 Campaigns #7 Common problems and questions #8 Cheats #9 Multiplay 9.1 Multiplay hints #10 Unfixed bugs #11 Interesting things to try (Spoilers) #12 Extra bits 12.1 Unlisted keys #13 Links to mod groups and online squadrons #14 Warstories #15 Command line editing #16 Credits #17 EECH wishlist #18 Future developments #19 Permission to host this FAQ list -------------------------------------------------------------------- Section #1 Appendix EECH -Enemy Engaged Comanche Vs Hokum EEAH -Enemy Engaged Apache Vs Havoc Zoo(s) - ZSU-23 Shika (ok this isn't in EECH but its my generic name for AAA) SAM -surface to air missile SSM - surface to surface missile (Bradley IFV ,T-80U ,BMP-x) click(s) - 1000 metres fast movers - fixed wing combat aircraft Choppers - helicopters ATGM - anti tank guided missile Vihkr - NATO code AT-16 Whirlwind - Primary Hokum ATGM Attaka - NATO AT-9 Primary Havoc ATGM Igla - Reds short range IR missile fire and forget Hellfire L - longbow fire and forget hellfire Hellfire K - Hellfire II laser guided missile Stinger - AIM-92 American short range air to air missile fire and forget IRL - in real life GSS - ground support system utility written by R Flexman available on www.razorworks.com* Splash(ed) - being either hit or being hit by the ordinance shockwave FLIR - forward looking Infrared DTV/DVO - daylight TV camera periscope - hokum only scope CPG - co-pilot gunner CAP - Combat air patrol OCA - offensive counter airsweep CAS - close air support A2A - air to air A2G - air to ground HE - high explosive AP - armour piercing DP - dual purpose MP - multi purpose Tubes - artillery( referred to by the in game C&C) C&C command and control MANPADS - man portable air defence system -men with stingers and Iglas Chaparral - Blues main sam system (uses modified sidewinder missiles) Avenger - Support SAM system (humvee with stinger batteries) Grison - Tungska SA-19 AAA/SAM system quad 30mm cannon , eight (IRL) SA-19 grison radio command guided missiles M113 Vulcan - 20mm F-16 Vulcan mounted on M113 (retired IRL) FARP - Forward Arming and refuelling point KIA - killed in action MFD - Multifunction display HUD - head up display HMD - helmet mounted display(Russian eye target system also) Knock on damage - where damage causes more damage to other systems fire and forget - lock a target fire it and you can forget about that missile as it needs no more guidance from you FOV - field of view missile gimbal - the seeker head thats like an eyeball get out of its FOV and the missile is (usually) defeated CTD - crash to desktop You can read more about these on http://www.FAS.org * there are some command lines that cannot be edited in the GSS such as tail rotor strength etc you can find how to edit these at the end of the EECH manual and in section #15 -------------------------------------------------------------------- Section #2 System requirements from the box - minimum system specifications Desktop PC , windows95 or 98 Intel Pentium 266 MHz or K6-300 64mb memory Direct X graphics card 4mb memory onboard x6 CDROM windows compatible mouse windows compatible keyboard 300mb HDD space from the box Recommended spec 333mhz CPU 128mb ram D3D card with 8mb vram 300mb HDD space x12 CDROM Joystick I'd recommend Geforce 2 with 256mb ram and a5 least 500mhz CPU as the min and recommended specs do not allow you to see the full glory of the game and require masses of HDD swap and stutter Windows ME works fine too though slightly slower than a system with win98SE If you are running a low spec machine EECH will benefit most from a better video card. OTT spec P4 2ghz / AMD 1800XP 512mb ram Geforce 2/3 graphics You can get up to 1600x1200 resolutions with this kind of spec but the text on the MFDs maybe a little too small to read unless you have a massive monitor.Over 1600x1200 many users have reported problems with CTD. IF you have a beefy system and you are having poor frame rates turn off FSAA and use the no TnL switch. -------------------------------------------------------------------- Section#3 Versions (main ones and ones you can get as there are many versions which would take me years to compile if I listed them here) v1.02 UK and European version V1.41C for full details: http://www.razorworks.com/enemyengaged/chpatch/index.html Patches after this were exe based which meant you just changed your executable in your EECH directory V1.46X X for experimental final razorworks patch to date for details: http://www.razorworks.com/enemyengaged/chxpatch/index.html 3rd party mods VFriday 13th the so you think your a tough guy eh? version which incorporated real SAM ranges which meant you'd get incoming missile warnings from 50km+ from carriers and other ships.An example is Taiwan or Lebanon , you would be in the moutains somewhere and get incomming missile warnings from ships miles away , whereas in reality the terrain clutter would hide your presence comanche was essential as its stealth allowed you to stay alive more than a few seconds. V1.50BC discontinued patched by Starshoy which had modified units and unit behaviour most memorable being super aggressive units harder ships and artillery improvements. V1.51B/C Current version available from: http://www.simhq.com/simhq3/sims/combat_helo/utilities/index.shtml was 1.50BC with USB joystick support from the may 1.46X patch and much more hostile combat area like tanks using their main guns on you while still in flight artillery following right behind you for ages and Blues gaining the upper hand with hellfires used air to air. Friendly fire is much a reality and watching for a few minutes in demo mode they have many mishaps. related links http://www.simhq.com/simhq3/sims/boards/bbs/Forum30/HTML/001336.html http://www.simhq.com/simhq3/sims/boards/bbs/Forum30/HTML/000620.html more versions can be made with Destro's WUT (weapons and units tweaker)here: http://members.nbci.com/eech_wut/ V1.51B/C Alaska , new maps and skins by Starshoy and Xabbarus takes place in the arctic NEW V1.51D - Same as 1.51C but with the FARP bugs ironed out for at least 3 days in each campaign. Blue A-10s are modified to carry more than cannon and rockets (Mavericks can be carried which do 20000+ points of damage enough to kill anything but Red capital ships and carriers) the Red equivalent the Su-25 frogfoot has not been upgraded to compensate can be found here: http://members.nbci.com/eech_wut/ Section #3.1 Version difficulty rankings Hard setting and full flight dynamics set on 1.01 -Reds very easy 1.01 -Blue very easy 1.41C -Reds easy 1.41C -Blues Medium VF13th -Reds Impossible VF13th -Blues Impossible 1.51B - Reds Medium (disadvantage)* 1.51B - Blues Medium (advantage)* 1.51C - Reds Medium (large disadvantage)*** 1.51C - Blues Medium (major advantage)*** 1.51D - Reds hard (major disadvantage)*** 1.51D - Blues Medium (major advantage)*** *Blue AI could use hellfires @ 5km A2A there is no red equivalent *** Reds ships are weaker Blues can use hellfires @8km A2A Extra version related bits There is no music in the American editions of EECH as this came after the UK release of the game and this saved space on the CDROM which saved razorworks some money in the process. Also European repackaged (in DVD cases with PDF manuals) do not have music either ,but don't despair the music wasn't very good anyway. -------------------------------------------------------------------- Section #4 Flying Basic flight is covered in the manual so I will not cover it here in detail but some general advice.The Hokum is best for learning btw is fast Practice practise practice , hovering or autohover even , beware autohover is sometimes vulnerable to vortex rings as described in the manual practice with the autopilot as you safety net , you can also come to a fast hover by autopilot -> stable hover hold. Also if you are using a throttle stick then you have to use stable hover hold unless you fancy manually adjusting the rotors which can be useful for bobup attacks. Circuits are not needed contrary to what the manual says (we don't need no stinking circuits) as express landings are common in EECH and circuits take up time , time that could be used doing other things such as an extra CAS mission(remember EECH is played in real time!). Autorotation - semi pointless as it leaves you stranded in the middle of the field prime bait for artillery or something with a big gun , more pointless over water as you die when you hit water (thanks to Kamov for those ejection seats eh - beware Ejecting at less than 15 metres will probably kill you before the ejector seats can leave the fuselage) #1 disengage rotor blades #2 collective zero #3 point down a bit #4 watch from an external view #5 wait until the rotors have turned blurry #6 when you are a few ft from the ground reengage rotors and up collective and you should touch the ground softly but: -if you do it too soon you lose power in the rotors and begin to play grand piano again -if you do it too late you are a crater on the ground already Taking off in a hurry (useful when artillery is raining down on you) engage rotors brakes off full collective and make a rolling start you gain lift from the forward motion and can take off before your rotors go blurred.(Yemen skirmish 1 as Blue is an example of starting out under heavy fire).More than 100Km/h or 60mph is likely to result in damage or destruction of your helicopter. If there is not space ahead of you , it is also possible to take off in reverse or roll forwards and use a rotor turn 90/180 degrees and you can get off the deck quick. Altitude hold does not work very well (featured on the Hokum and Comanche) you can use a built in version by using the trim on your stick T to set shift T to reset , move your stick forward the required amount to keep speed and altitude and press T and centre joystick.Altitude hold is good over sea and only at low speeds as high speed forward motion generates lift. When you NEED that extra bit of lift its alright to go over 100% torque for a few seconds i find the limit is about 15 seconds for 120% and longer for 101%-110% . If you find yourself falling and at 120% doesn't seem to slow your decent you are in a vortex ring nose forward and fly out of it extra torque will not help you except for the recovery after flying out as you will lose altitude in the recovery You can treat the helicopters almost like fixed wing aircraft in some circumstances , you can do these manoveurs : Rolls , tail slide Illeman , split S , half loop ,all of these can be done tail first too. The only limits are your top speed (which your rotors will fall off) and the ground (as in impacts and objects that may take off your rotors).There are subtle differences however you trade speed for altitude and altitude for speed at 370kmh in the hokum if you suddenly pitch back without lowering the collective the speed if converted to altitude which AAA can find difficult to track.However this is still not a fast jet do not try to outfly missiles! EECH is a modern sim with modern missiles , older vietnam era missiles if you evaded the missile the missile would try to turn around but could not and would (probably) run out of fuel trying to turn round, modern missiles have promimity fuzes which will take you out or heavily damage you if they get close but not a hit.Players of Flanker 2 should be familiar with the lethality of modern missiles (EECH missiles are extra deadly in that they ALWAYS reaquire lock after being decoyed for a few seconds) If you are trading altitude for speed sometimes you can come down too fast to pull out if you misjudge it if autopilot still works get it to save you.Turn it off and keep fighting as autopilot is very predictable and AAA/SAMs make you a tasty snack. Flying down streets is not highly recommended due to the small amount of space your rotors can be easily taken off and some new campaigns the designers put SAMs in the streets also. Yemen - you can fly down dry river beds even the extremely narrow one north west of the map very good for ambushing the enemy Taiwan / Lebanon / Cuba / Thailand / Georgia You can fly in the river gorges also good for ambushing the enemy or to escape , you can also fly under some bridges but not bridges with very little clearance space between the water , you die the instant you drop into water. Contrary to modern Helicopter CAS and combat it is actually ok to fly high in the sky using afganistan Hind tactics (one Hind D at the back with two hind As or Bs in the weeds with the hind at the rear giving out orders or acting as JSTARS some Hinds had telescopes fitted for this purpose) though it often happens automatically in single player mode when wingmen say "seeking firing position" you can be in the clouds while you wingman is in the weeds .This can be effective in Hokum mixed with other shorter range helicopters as it keeps the shorter range platforms out of danger until its too late for the targets. Being high up also gives speed advantages as you can dive to attain maximum speed or autorotate if you get into trouble.But in the manual it states that you lose lift after a certain altitude which seems to be untrue as I have gotten a commanche with no payload except for fuel and gone up and up and up, with the VSI remaining constant throught. #4.1 Flying with damage Depending on how severe you might be able to get to a friendly base to repair your ship.Since no damage is exactly the same general guidance is : -Stay low and slow ground effect from the rotors can keep you aloft. -Leave the combat area as soon as possible unless damage is minor. -If weapons can be fired fire them off to save weight.Even better if you can kill a few enemies with this 'ammo jettison' comanche and Apache can fire off hellfires with LOAL if targeting systems are out. -Go into full cockpit mode so you can fly via analogue instruments Comanche pilots do not have this option.With the Havoc and the apache it is also good to go into 640X480 mode as all the in cockpit instruments are fully functional -Land without wheel brakes as you can land slightly harder. -If Landing gear on the Comanche is damaged then the weapons bay doors can be used as skis you will still take damage but not as much -Belly landings are possible (hokum takes least damage from this sort of landing and can skid of the belly to a stop easily). -If you haven't got enough power to stay aloft you can quit eject(hokum) or land (carefully) and turn off wheel brakes and attempt to roll to a base though you become a target for artillery. -You can always quit the mission if mission objectives have been met then there is no discredit. -Check if the autopilot is still functional sometimes it is you can be hit a few times before it fails and if it works it can almost always bring you home , though when autopilot starts clipping your helicopter through the terrain its not a good idea to turn off autopilot. -Without speed indicators (say the MFD or the instrument is damaged) you can judge you speed by looking and the ground speed below you and to slow down without gaining altitude you can spin on the spot a few times. -With military bases you don't need to land within the chain link fence you can just land on the differently coloured terrain and you can be repaired and rearmed there as well.FARPs are better sometimes military bases just won't repair and rearm you for some reason (Yemen Reds first CAS mission where there is a base really close will not rearm me). -It is possible to fly with tail rotor damage you just have to stay slow and keep the collective to a minimum , the rolling to your base is also possible here. -Fuel leaks are not as bad as in other sims you can still go quite far with a fuel leak and helicopters in EECH carry enough fuel to travel any map several times.(without a fuel leak) -MFD damage may not be that bad , you can scroll through the various systems and sometimes they still work. -MFD use can be substituted for HUD and HMD as they usually have a configuration that shows speed heading pitch and vertical speed. -There is more than one targeting system so if the radar goes down try the others (the hokum has 6 different systems) you may still be able to fight. -Ask you wingmen to help they will cover your (usually until they get killed) escape from the scene of the crime , and can distract AA systems so you won't take further damage. 4.2 damage ratings IMO Major damage Left/Right Engine damage Left/Right Engine fire (can cause engine damage if not put out) Main rotor damage (this will probably kill you) Tail rotor damage With this sort of damage you can still fly and fight but not easily countering Tail rotor damage by flying low and in ground effect at low collective levels normally your collective will go down automatically to reflect the max you can fly at take it low and slow IMO minor damage Stabiliser damage (unless you are a very bad pilot) Fuel leak (unless you are very low on fuel which is rare) landing gear fail MFD failure (only Major on the Comanche) HMD failure HUD failure hardpoint damage (unless you need something to take out the enemy that is doing the damage) Gun Jammed (i think this can be major since i use guns alot) Laser designator damaged autopilot damaged DTV/DVO/Periscope/FLIR damaged Radar damaged Oil pressure high Oil pressure low night vision goggles damaged IR/Radar jammer failure Navigation computer Radar warning receiver Communications (unless you need help from wingmen or need to transmit recon data) HMD/IHIDASS Periscope Chaff/flare dispenser (be careful and use cover instead of decoys) With this sort of damage you can still fly and fight quite effectively as long as you have some working ordinance + hardpoints and a targeting system of some kind with rockets and cannon you can bore sight them,but with ATGMs the CPG will not fire them without a lock.Except hellfires in LOAL mode which is useless as you still have nothing to guide them to their targets.If many (5-6) of the minor damage items are damaged go home as it is very dangerous to fight this way. *Not all helicopters have each and every piece of equipment listed above so as said at the start damage can vary.Also knock on damage as in Total air war and EF2000 does not exist except for engine fires if not extinguished. 4.3 other damage I didn't know what to call this section but its not other damage as in how else your heli can be damaged its something else. When MFDs are damaged or the damage computer damaged (part of the avionics) system in the Hokum , Apache and Havoc you can look at the in cockpit damage lights and mini status read out (havoc middle right , Hokum middle of the cockpit , Apache below the engine status lights)Ekran display for ALL Russian/soviet era aircraft.To determine how badly you are really hit.In the comanche you have no such luxuries due to MFD dominated cockpit. You can determine how badly you are damaged by trying out the systems and listening to your CPG speak (he is annoying sometimes but worth leaving his voice on in the options screen). When you are runninglow on weapons or decoys he will say we are low on [whatever] or if you try to use a damaged system he will either say negative or [system] damaged. In the comanche and the Hokum you can also look at the pilot's hands in his hand on the cyclic is juddering slightly you have minor damage high or low oil pressure maybe.If it judders alot then you possibly have either high or low oil pressure (even both) or stabiliser damage .With the collective juddering slightly you might have engine damage or stabiliser damage also. -------------------------------------------------------------------- Section 5 Section 5.1 Ripple fire , you see a juicy bunch of tanks 9 clicks away all bunched up or in a column convoy reduce your scan cone to minimum and set auto targeting fire away with a few seconds in between each shot as it allows missiles time to turn to their new targets.This also reduces waiting time since it can take up to 20 seconds for a vihkr missile to fly 9.8km rather than X12vihkr 20 seconds its about 40 seconds for the entire engagement reducing the time you are exposed. With a longbow apache I have use 16 Hellfires and taken out 16 targets (longbow hellfires) in 16 seconds via rippling at an airbase , I could have gotten so many more but that was all my missiles. You can also use the FLIR or DTV to fire at targets sighted through these as when you get near an airbase there is so much to shoot at (not to mention stuff shooting at you) you often need to scroll through the radar list plenty. There is no real need to wait for CPG ID of targets you can do it yourself but not in the way the manual suggests.There are only a few vehicles in each class for example and radar symboligy for example (as a red pilot): High = Chapparal , Avenger , MANPADs ,Bradley IFV and M113 vulcan Medium = M1A2 Abrahams ,M113 APC and M1092A2 , choppers and fixed wing aircraft on the ground. Low : MLRS and other harmless things But divided into symbolgy its: High Triangles : Chapparal , Avenger , MANPADs and M113 vulcan High H symbols : Bradley IFV Medium H symbols : M1A2 Abrahams ,M113 APC and M1092A2 Medium >< symbols : choppers and fixed wing Low H symbols : MLRS Low O symbols : fuel trucks etc Low square symbol : structures as a blue pilot High = Grison , gopher , MANPADs and BMP 2+3 Medium = T-80U ,BTR-80 and S219 , choppers and fixed wing aircraft on the ground. Low : MLRS and other harmless things But divided into symbolgy its: High Triangles : Grison , gopher , MANPADs High H symbols : BMP 2 and 3 Medium H symbols : BTR-80 ,T-80U S219 Medium >< symbols : choppers and fixed wing Low H symbols : MLRS Low O symbols : fuel trucks etc Low square symbol : structures Tanks get all smoky when you kill a few of them blocking the view of other units you can: (regarding black smoke rather than purple smoke which radar and sensors can see through) -fire a single rocket and listen to cpg if he says target hit there is a unit lurking in there cannons can also be used though you need to be close which return fire maybe coming your way anyway.This isn't that recommended as he will say target hit on dead targets that have not been removed from radar.And when firing into a city and you hit a building he will also say target destroyed. -use the hokum periscope to have a look -wait a bit for the smoke to clear -relocate to another angle and investigate via that method -have a look at the map to see if the unit you are attacking still exists Rear and side shots do more damage than frontal shots to tanks so use this to save missiles If you are in the hokum or feel you are in no danger from the SAMs and zoos you can save ATGMs by aiming at other things in enemy columns instead , when attacking an enemy column say a typical blue column , high radar priority reads out usually: 1 chaparral / 1 avenger SAM 1 M113 Vulcan X Bradley AFV Medium Usually X M1A2 Abrahams tanks + others If you can pick out the Bradley AFVs instead and blow them away instead your ATGMs have shockwaves which will kill the SAMs and AAA usually exceptions are the SA-19 Tunguska (Grison in EECH) which can sometimes survive the shockwaves MLRS can also be taken out with cannons since they pose no threat to you unless somebody called artillery on you they can splash you.A Grison should be taken out immediately they are powerful at short and long range. Section 5.11 SAM/AAA several methods to take them out: #1 out range them with the Hokum #2 LOAL them as above #3 save ATGMs by taking out the AAA (Grison / M113 Vulcan) and fly very low towards the SAM unit and use cannons (does not work as well in the 1.50> series of patches worked very well in older versions) #4 Use longbow hellfires go in ripple them fast as you can dive towards to ground and retreat after the countdown on the HUD goes to zero rescan and re-fire. #5 MANPADS man-portable-air-defence system These boys sometimes show up on radar and on the map and feint circles red or blue near major buildings in cities such as mosques or hotels , take them out with anything and even if you can't see them on Radar sometimes (they show up as high priority radar targets) you can use the Helmet mounted targeting system to find them and put a few cannon rounds their way.Bizzarely they have longer range than self propelled SAM systems and AAA with their map threat circles being larger than other SAMs . They also fire at random it seems after playing for a very long time sometimes they fire at me 6-8km away sometimes as little as 200m away especially when they can get a rear shot where you have to turn to return fire. misc/optional in the hokum and Comanche put the gear down during low level attacks as if you hit the ground you take minimal / no damage unless at v high speed. #6 When taking AAA fire , if you are being hit by 30mm Grison fire give up your dead already (most of the time) you can still try to use the following but those quad 30mm do alot of damage! but the M113 Vulcan and tank mounted machine guns can be avoided somewhat thru some nifty flying turn round to kill your airspeed and kill the collective and you should drop tracers will fly above you and you'll still get hit but not as many times.You can also go into a steep dive though the recovery maybe difficult if you do not have sufficient altitude.All AAA fire is in a predicted lead shot so if you take an unpredictable flight path then AAA will have problems taking you down. The above methods are effective except very close up as there is very little delay in the firing and impact of the AAA shells. #7 Beware the enemy SAM units often do not direct fire at you they can LOAL you kind of meaning if there is only a small terrain difference masking you ,you can be hit. #8 With an incoming missile dive to the deck and drop chaff or flares if you can identify which type of missile is coming towards you (grison radio command missiles are RF missiles as the radar onboard the Tunguska vehicle is guiding the missile) don't think you have to save chaff and flares as they are supposed to be disposable . Much more so that your gunship try to find some cover masking you from the direction the missiles are coming from.Or return fire as a dead target cannot fire additional missiles. If you are detected and fired upon do not try to get under the enemy radar and escape like that (landing doesn't work either) as the enemy unit knows you are there and will adjust accordingly. You can sneak up on SAMs and AAA (dangerous) only if they have not detected you or you surprise them.You can tell if they have a good lock on you if on the threat warning displays there is a line flashing or not from the SAM unit to your helicopter.Its also a good indication on if you are fully detected and can or cannot still sneak up on enemy ground units. Reds - If you fly over 3000 metres then all Blue land based SAMs cannot reach you , you can fly up to 5000 metres to avoid SAMs and AAA from ships as well Blues - You can fly up to 4000 metres to avoid all land based SAM systems and 5100 metres to avoid ship based SAMs BEWARE - at these altitudes you are a tasty snack for enemy aircraft (even though the AI was written badly for enemy fixed wingers) and if somebody fires either a Laser guided or radio guided missile at you, you have very little chance of survival. Since to stay alive from these threats you need some cover(most of the time Attakas in multiplay will be nasty since if you can avoid them by jinking and letting it pass you two things can happen: #1 the proximity fuse gets you #2 it has range that it can turn round and have another run at you) Though if you have hit a major airbase with runways for fixed wing aircraft this isn't so dangerous , and keeping the air to air radar off should keep aircraft away from you , unless they are on CAP or OCA) SAMs also have infinite ammo although you can see and count the missiles on your and you wingmen's rails after the ammo is expended on SAMs it gets reloaded instantly (unlike other games such as total air war where SAMs had ammo limits) BEWARE - SAMs will ALWAYS require lock onto you since chaff and flares only last 3 seconds (default) then after 3 seconds they will re-acquire you and turn into you again , a technique for saving flares of chaff though not 100% advised. Is to wait untill the SAM is 3-4 seconds away and dump 2 chaff or flares (depending on missile type).The ASE can be left at default range and this is good for saving chaff and flares. Flares and chaff can be made to last longer by increasing their flight time in the WUT though the arc they travel in does not change but they will fall further than before which is good because if they burn out in 10 seconds compared to 3 seconds you will be outside the missile FOV gimbal limits. BEWARE - If you are behind cover with some distance between the blocking terrain / object and you ducked to avoid missiles then don't fire off and chaff or flares unless there is line of sight to the SAM system. This happened to me a few times you hide behind the object and if you lose off a few chaff then the missile seeks the chaff , if you look carefully chaff goes upwards. This will turn the missile to a higher altitude and possibly over the object and after the chaff dies it will reaquire you.It might be an idea to turn on manual jamming chaff and flares to avoid detection sometimes.In Apache or havoc you can do a steep sideways slide and use decoys as they will travel in the horizontal plane or pitct back so they are also in that plane. BEWARE - Radar circles on the ASE are the effective radar range of the SAM/AAA unit not the missile range they are slighy uneven in size in radar to the effective range circle the effective range circle is usually larger than the radar effective range and even though you may turn and run and be outside the radar circles you can still be hit.ECM also seems to give away your position when you are outside the radar circles. Note as Red you will use more flares as Blue you will use more chaff The reasoning behind this is Blues SAMs are mostly IR guided and Red SAMs are radar guided except the gopher SAM which is easily out ranged by hellfires anyway.Though in reality the gopher SAM system can shoot out to 8000 metres though this has not been updated in the mods to reflect this (the mods seem to focus on improving american weapons) Section 5.12 Tanks Keep your distance from them they can open fire on you up to 2.5Km away doing major damage to you ,Bradley IFVs and BMPs are especially dangerous in this respect since they carry rapid fire 30mm cannons (BMP-3 carries a 100mm gun as well as ATGMs like the bradley so the BMP-3 is more dangerous since its big gun can splash you at ranges the bradley cannot).Try to hit them on the sides or at the rear since tanks have less armour here whereas a hit from the front can take up to two missiles.Do not land near them if you do they can use their main guns on you which can splash you easily.In later versions tanks can fire at you with their main guns when you are a few metres above the ground as well. Watch out for tanks emerging from vehicle generators when you decide to hit and airbase , it might not do much damage per burst (compared to say 20 and 30mm cannons) but they are often in large concentrated groups in a different radar priority so effectively unseen on radar. They are more than the sum of their parts and 9-10 tanks unloading their 12.7mm machine guns can lead to a nasty death cheating (Ctrl+R) won't help either as they will keep firing in lagged bursts effectively making a constant stream of lead.They will try to decoy and hide their presence with purple smoke which radar can see through.(dependant on the parameter used for smoke) Note - machine gun fire has been reduced in effectiveness in the official and non official updates , salvos are smaller and do less damage per hit though sometimes the machine gun fire (I have experienced) can be constant from a single tank which lead to obsence amounts of jinking to throw it off leading me. Section 5.13 Other Helicopters and aircraft on the ground don't fight back and you should take them out with your cannons helicopters should be priority since they can take off anytime while fixed wing aircraft must taxi to a runway.If you have the capture switch on you may want to leave them intact at your own risk , since they can still take off anytime the war generator decides to task them a mission but you could be letting yourself into bugs (see below) or gaining a more effective helicopter (Hokum and Apache are a lethal combo) section 5.2 ***air*** To get rid of fixed wing aircraft fire laser / radio command ATGMs at fixed wingers or helicopters they can't escape unless they hide behind a hill or something or possibly outranging instead .Escaping them via evasive flying is very difficult but not impossible (if they are fired at you that is however enemy AI only fires radar guided longbow hellfires ,IR Iglas or Stingers , human pilots are a different kettle of fish) *note EEAH AI is different and it will engage you with cannons and is more aggressive then the standard EECH out of the box version To hit something with Iglas or stingers you need to be close very close about <2.5km and lucky with full flares and chaff effectiveness Fixed wingers get very confused if you climb and go level with them and are easy meat like this , this works in EECH universe only I am not responsible if you get into the US army and get killed trying this! CAP helicopters are only dangerous in the later versions 1.51B/C since in the original versions enemy AI only ever use stingers or Iglas but can use hellfires (radar) in the later versions You can always hide behind something and arm your cannon and hose their bellies as they over fly you its harder in the hokum due to its semi fixed cannon, remember cannon shells take time to arrive there isn't a count down timer as there is with missiles so it may seem fast movers take masses of hits. If you see an enemy chopper in the vicinity do not lock onto it turn off your radar ctrl+0 keypad i think and you can get into a good position to blow them away with cannons , changes in the patches means that they will engage you if you lock onto them. It is possible to ripple fire at air targets in previous versions a single ATGM would take out a formation of up to 4 fighters/helicopters in the newer versions it is less likely due to the spread out formations (wingmen also clip you less) so just turn air radar to enemy only and do a scan.Narrow your search cone to the smallest scan cone towards the target(s) and fire off an ATGM then another after the first ATGM scores the radar will remove the aircraft hit and the ATGM will reacquire the other aircraft, this excludes longbow hellfires. Do not fire at enemy fixed wing aircraft (except cargo aircraft as they are slower) while they are flying away from you they will out range your missiles , its best if they are beaming you (90 path to yours) or they are incoming towards you or in your general direction. Do not fire radar guided or IR guided missiles at transport aircraft they carry masses and masses of chaff and flare bursts , try it once or twice and they almost always spoof the incoming missiles , unless the command lines have been edited to reduce flare and chaff effectiveness. Flying away from you and at 90 degrees to you isn't a very good gun solution try but you can still get kills just takes up more ammo .Flying direclty torward you or at an angle seems to work better for me anyway. HE ammunition is better for air to air combat since you don't need a hit direct hit for damage to be applied like with AP rounds.Air splashing if you will. All combat aircraft have an elongated cone infront of it CAS aircraft have a downwards looking cone , helicopters have a cone that is slightly downwards and is up to 180 degrees on each side. This is the danger zone to be in when you are in this area you can be fired on and the person firing has a high chance of hit (depending on the weapon-/+). With fixed wing aircraft you can move below his cone by flying towards below him so he cannot bring his weapons to bear without flying off and turning round . This gives you a prime oppertunity to fire back as he passes overhead and he cannot retaliate . Helicopters are different in that they can turn quickly (Hokum being fastest) to bring guns to bear on you to lethal effect. section 5.3 ***Sea*** Hmm there is no cover at all none not even waves Film quote commando "if we fly low enough the waves will mask us from radar" Same in EECH but you have to be VERY low Approach low and slow under 10 metres radar off very very very low and often people have said stories about firing one ATGM at each high threat ship to silence them a bit then fire all remaining missiles at target of choice , note to pre 1.51 exe players ships are easy meat requiring one hellfire or vihkr load to take out half a fleet in the later Exe everything was made much harder. Altitude hold might help as the sea is flat so altitude hold works ok here. Also keep your distance they mount 30mm cannons on those ships (Russians also have dual 30mm on the AIST) Hit points Tarawa Class 1.46X = 12000 1.50A> = 25000 Kiev Class 1.46X = 15000 1.50A> = 30000 Oliver Hazard Perry Class 1.46X = 8000 1.50A> = 20000 Krivak II Class 1.46X = 8000 1.50A> = 18000 As far as I know the other ships have not been changed and one ATGM or two rockets will take them out possibly the AIST taking slighly more hits. more @ http://www.simhq.com/simhq3/sims/boards/bbs/Forum30/HTML/001421.html Air to air is especially dangerous since there is no cover at all none and you die instantly if you fall into the water.Though you can go to 0 altitude and a bit lower than than brushing the water (you have to be very careful as its a knife edge) to evade detection. Section 5.4 General weapons usage section 5.41 ATGMs Reds Vihkr 9.8KM 2100 damage 1.41C 2500 damage 1.51X Attaka 6km 2000 damage 1.41C 2500 damage 1.51X Blues Hellfires 7.9KM LOAL 7.9km in updates 2000 damage 1.41C 2500 damage 1.51X Use them at anything they are effective against anything in the game the reds have a disadvantage that the missiles have to be guided up to impact , where the Longbow L hellfires are fire and forget. **New tactic (its old but new for this FAQ) For Vihkrs Attaka and Hellfire II which need to be guided till impact you can try something called curling which is like LOAL but on the horizontal plane , its quite dangerous too and works best with Vikhrs and Attakas.Also there are certain parameters needed for this to work .You pop up over a hill radar scan the area in radar priority ALL , then you descend back behind cover , change the radar priority to low and find a structure or some other target at about 45 degrees between the target and you behind the cover. | | AA | AA | @ | @ | @ D |XXXXXXXX @ |XXXXXXXX @ D |XXXXXXXX @ |XXXXXXXX Q |XXXXXXXX @ | @ | @ | @ | @ | @ | @ ZZ ----------------------------- X = mountain or object used for cover ZZ = Your gunship AA = target D = possible target to curl missiles off with @ = missile path Q = point of radar priority change | & _ = radar scan cone You are going to fire on D and then change radar priority once your missile gets to Q to high or medium depending on what you are trying to hit.There will be no LOS displayed on the radar MFD but the missile will turn towards AA unless it is a longbow hellfire however missiles won't turn too far so sometimes it doesn't work especially if the angle between D and AA is very large they will just fall to the ground. This is a variation on the ripple fire technique and can work quite well though it maybe difficult to accurately target anything specific without the external target inset turned on (which is cheating). Also you could just fire in the first pop up instance but its an interesting trick to know. If there is no D available and the area is quite hot with SAMs you can over fly near D and tell a wingman to "weapons hold" and to "hold position" and curl the missile using your wingman though you must be careful not to kill him! and you need to change radar priority sooner else the missile will hit any elevations the wingman is near and it will be wasted!.It is best employed when the terrain is relatively flat and you have little cover to approach from or when the enemy is quite close to the rear side of a hill .Where he would kill you before you could kill him usually.Also targets will not be automatically removed from the radar display so you should scroll through the list manually .Auto will not remove the target entries. This is impossible IRL as far as I know except maybe with a TOW missile which isn't usable by the player in EECH and may not have enough wire/energy to turn such extreme angles . It could be possible with the Attaka and Vihkr as these missiles have a secondary role in air to air combat and are thus much more agile than the hellfire series of missiles.) 5.411 extra ATGM details These vehicles will die from ATGM shockwaves near them *high probability +low probability ++v low probability but I've seen it happen Chapparal* M113A2* M113 Vulcan* HEMMIT* HUMVEE* MLRS* Trucks* HUMVEE Avenger SAM* M2A2 Bradley++ BMP2+ BMP3+ BM-21 GRAD* URAL 4320 truck* URAL 4320 fuel tanker* Gopher SAM* Grison++ Helicopters* (in close formation in 1.01 a single ATGM can take out 4 helis) Helicopters on carrier decks* Fixed wing* MANIPADS Ground troops BRMD-2* UAZ-469B* BTR-80* section 5.42 Cannons Reds Havoc 30mm HE/AP 2000 metres Hokum 30mm HE/AP 2000 metres Blues Apache 30mm HE/DP 1200 metres Comanche AP 1200 metres Keep bursts small the hokum Havoc and Apache cannons are pretty strong just takes sometime for the shells to actually get there and ammo for Hokum and especially Havoc is very limited Beware the Comanche cannon has to unfold out the front bay which takes time and swings from the left you can hit friendlies this way and or waste ammo.When your co-pilot says good kill or target is down then that target is dead it will just take sometime for it to explode though you can fire a few rounds to speed up this process.The turreted cannons will track targets behind your fire cone but you cannot hit them so try to keep them in your forward 120 degrees.Also try hit the rear of tanks to keep the ammo usage to a minimum. section 5.43 Rockets Reds S-8 - 5000 metres (HMD only says 5000 metres however) Blues M261 Multi purpose 5000 metres M255 High explosive 5000 metres Good for airbase busting after you have cleaned up carry a few to level the base if you are playing blue then you can also choose MP rockets choose those in preference to HE rockets as these do more damage per shot and have the same capacity.Max ranges are a guide only since it is very difficult to hit something that far out Apache and Comanche rocket elevate and depress automatically below 100 knots .To fire rockets bore sight style turn off you radar or select a radar mode different to what you want to shoot (air for ground etc).Tanks will die after 1-2 hits from rockets depending on where you hit them. Reds only Big rockets S-13 6000 metres but more effective closer (HMD only says 5000 metres however) As with small rockets but with greater range and a bigger bang section 5.44 Reds only Cannon pods 1500 metres but only seems effective <500 metres Bit useless as its v hard to hit anything with them , although they are not too bad against helicopters you are tailing but the built in cannon can do the job better it takes about 40 rounds from a cannon pods to kill a helicopter but since cannon pods fire in fours (2 barrels per pod) If you can it on target they can be useful. Not enough ammo in them for some real wrecking though this can be altered in the WUT (though beware cannon shells do have weight and can add up to quite a large amount so much so that you may not be able to lift off).However they are light which means more lift and over the past few days I went tank hunting with four cannon pods which was quite fun (ask wingmen to take out SAMs and AAA first unless you are very confident of your abilities).A tank will die from cannon pods in 250 shots or there abouts from the rear and about 300 from the sides , the front I do not know since I kept getting killed attacking from this position.Normal cannon shells (on the 30mm on the Havoc and hokum will kill them faster and beware in a column there can be upto 4 tanks after SAM/AAA are taken out).Cannon also seems quite good against buildings 200-300 shells can take out hardened hangers (3-4 rockets or one ATGM normally) section 5.45 Iglas range 5200 metres (though lock is unlikely at this range) use only really really close up as Iglas travel faster than stingers you can use them up to 2KM quite effectively Stingers range 6000 metres (though lock is unlikely at this range) Use only when super close up to your enemy 1.5km is the max for effective use , they are slower than iglas new 3.1 addition It is actually possible to fire Iglas and Stingers at ground targets not the normal way though you have to exploit a bug in the game or use curling: 3 methods : #1 editing the game config in the WUT Self explanatory #2 Curling Sam as curling with ATGMs (almost) but this is quite hard to pull off with major sucess Top view W X U Side view W X U U OR X W Ideal situation (Hilltop) W X slight flat on the slope U W = wingman X = target U = You Lock onto your wingman and open fire if you are both low enough or your wingman is at a higher elevation with the target (X) in between theres a small chance that the stinger/igla will impact the target in its flight path , pitching forwards and aiming at seeker limits also helps . Though wingmen use chaff and flares and this can loft the missile up slightly making the missile miss , however in low chaff and flare effectiveness games ( <60% ) the flares will be ignored and fly right to your wingman , this is good and bad.It is good because missiles won't be lofted at your wingman ,it is bad because if you miss your wingman is toast and nothing will save him (laser ATGMs can be stopped by unlocking the weapon by changing targeting system) . You should position your wingman using the hold position command where you think it will work . #3 Ripple lock slide Prequesite - at least one ATGM or several rockets ( 0 cannon shells helps) Yemen 1 as Blues try the first CAS mission lots and lots of SAMs eh? this requires you to ripple those ATGMs fast as you can. Now it you lock onto a ground target ripple switch to stingers and keep firing a stinger will come off the rails directed at any ground target that was last targeted. You cannot just lock onto a ground target and open fire with a stinger it needs to be part of a salvo of either rockets or ATGMs.Its a bug in the game I think that I exploited my reasoning behind this is that there is a buffer in the targeting system that is fast to clear but your fingers on the cycle target button can be faster. So ATGM locked on a Tank = good lock flip to stinger fast and fire good lock then the buffer resets to the stinger targeting system.I named it ripple lock slide because you have to ripple to do it and the ATGM lock it slid to the stinger. 0 cannon shells helps because you can cycle to stingers/iglas faster than with cannon shells. Notes Firing stingers/Iglas against ground targets is all well and nice , but its best to go home for a reload.Stingers and Iglas do have a huge advantage against their ATGM brothers , they fly at about Mach 2.5->3 compared to ATGMs which hover about the Mach 1 mark which leaves you less exposed and kills that target fast!. Problem is, you need to fire it as part of a ripple and that stingers are quite weak enough to kill a Hokum (600 points) but not enough for a tank 2000 points x side impact multipliers.Meaning? you can sometimes get lucky if you hit a tank at the rear and its been hit once or twice already or taken splash damage.You can also kill all SAM and AAA units with one hit , problem being that as part of a ripple the ATGM will kill the AAA and SAM units most of the time anyway (except the Grison) but in the ripple the stingers will arrive first.Also since you are rippling fast , you cannot pick out specific targets either. section 5.46 extras - slashing attacks no longer work well due to the super human reflexes of the AAA and SAM crews in patched versions.(its worth going back to old versions to have a try at these you could fly down a road where a convoy wouldturn round a corner up torque so you popup and cyclic forward to increase speed and fly down the length on the convoy spraying cannon and rockets, it is still possible but nearly impossible with the updates) - Distraction works however esp when somebody calls out over the radio this is [unit name] we need air support at [coordinates] we are under attack from enemy armour , if you are attacking that group that is attacking your group that is. They are busy fighting your ground troops or engaging other CAS aircraft (such as Su-25) to engage you.Artillery firing is considered distracted too.This is very effective on ships when they are bombarding something. -Supressing fire , Tanks take supressing fire ie if you are unloading your cannon or rockets into the said tank then the commander will not pop his head out and take shots at you with his machine gun however if you stray too low they WILL use their main guns on you supressed or un supressed .I found this out by flying super close in a cannons only game. Oh IFVs (BMP + Bradley) and SAMs/AAA cannot be supressed but then they die very quickly to anything. - Never forget the weapons on your wingmen's rails with a 2 helicopter flight you have double the weapons in a four helicopter flight up to 4 times as much (4x16=64 Attaka , 40x4 = 160 rockets) flying with other helicopters in the flight might also be desirable. Hokum to take out things from long range (though you may not detect them and be able to order an attack) and havocs for a big punch.So try to get mixed helicopter packs best is Hokum leading 3 havocs or Commanche leading 3 apaches or full apaches or full Hokum. Its randomly generated though so keep a look out for groups like this as they can level airfields in no time using the individual wingmen attack my target commands rather than the ctrl+a which orders all wingmen to attack. section 5.5 Side specific tactics section 5.51 Blues only tactics Blues can use LOAL with either L or K hellfires popup scan and go back under hiding and fire at them one by one with the laser guided hellfires (K) you have to popback up and lase your target after it starts coming down. You can get extra angle on the LOALmodes by pulling back on the stick though this reduces range slightly. Defeating the super long Hokum range The Hokum out ranges the Comanche and the Apache by 2 Km range in radar and in weapon range meaning missiles from them (esp in multiplay) can come out of nowhere as the launcher is too far away to detect. Stay low and fast and deny the hokum the long range , or alternatively fly the comanche you can get to within 1.6km of a hokum pilot with air radar engaged (CAP or human) and not be detected .If you keep out of his line of sight and to his rear hemisphere then you can close the gap for a fatal shot. section 5.52 Red only tactics Havoc can radio command missiles through terrain , popup scan for targets on radar and duck down , pullback on the stick and fire it should coast over the hill top and still guide even with no LOS bit cheaty but there you go. Use the cannon when close real close to AAA and SAMs cannon shells travel pretty fast while your ATGM takes time to accelerate which can mean the difference between becoming a colander like German fighters who went up against B-17 formations.(this applies to Apache but not Comanche as its 20mm cannon is a pea shooter but the Grison 30mm can kill you in seconds where the 50 cals on the M1s and 20mm on the AAA you can survive 2-3 volleys before dying) Hokum only Hokum can do a special maneouver called the funnel or the wheel of death you are like a spoke in a wheel and you keep the front of the hokum pointed at the same place on the ground (this is made easier by the hokum cannon being able to move downwards by a large amount). You can only perform this with about 9000Kg loading anymore and there isn't enough power to perform it.Pitch 100% collective forward 75-80 degrees and turn at the same time while ruddering to the opposite direction you are turning open fire . Trying it on ground is best if you do it sucessfully manage it your cannon shells will make tight circles on the ground , It is also possible to perform this at lower pitch but much harder and the Hokum orbits much slower .This makes you an easier target. Advantages are than many AAA units cannot reach you at 80-90 degrees from horizontal however it does put you in a predictable movement pattern , since AAA is based on leading you it can sometimes get you if the AAA is not directly beneath you. You also should have some backup say some a few left over rockets so if you run out of cannon shells you can fire those instead.Funnelling with rockets is good also but only if you have a few left since rockets add weight. Defeating stealth The commanche is stealthy which poses problems it reduces radar ability to detect the comanche 85% when it is in full stealth mode so your 1km Hokum radar can only detect the comanche at 1.5km rather close for comfort , even worse the Havoc can only detect the commanche via radar from 900metres. However the stealth only works against radar , if you look out of the cockpit and see little dots moving against the sky or the terrain and there is nothing on your radar , its most likely a comanche flight. You can turn off radar and shadow it until you can get into a situation where you hold all the cards at his 6 o' clock is best and open fire. You can also lock on using periscope DTV/FLIR etc , however this points your designators towards your target and the AI auto reacts (in 1.40C > versions) of which they will open fire and be detectable as normal. 5.6 Red disadvantages ATGM missiles need to be guided till impact It is rare to get posthumous kills from the above Hokum carries the smallest ATGM load of all four flyable helicopters Hokum gun has limited traverse Havoc has only 6km radar range Reds can only land on carriers at sea Krivak class does not support a landing pad like the Oliver hazard Perry class Low number of rounds in Havoc cannon Primitive Havoc avionics Ships are easily distracted from AA activities Hinds used in insertions are very vulnerable due to low ATGM load (4) 5.7 Red advantages 10Km range (in 1.41C update) in the Hokum can outrange any Blue side SAM ,AAA and most aircraft missiles as well Havoc is the bang for buck with 16 Attakas 40 rockets and 300 cannon rounds it packs a punch bigger than all other helicopters Ships are extremely good at artillery barrages Grison SAM unit is combined short and long range SAM/AAA system which hard to spoof missiles higher top speeds in the Hokum Ejector seats in Hokum (so less KIA) Both helicopters and their standard loads can curl missiles (see the start of section 5.4 for more information) Most ground units carry anti aircraft guns(less effective in 1.41C update) 5.8 Blue disadvantages Comanche carries a small payload in stealth modes 20mm cannon on Comanche is very weak Apache is by default very sluggish M1A2 Abrahams are outclassed by T-80Us (due to ATGMs carried by T-80U) this used to be the other way round as the M1 used to have a gun that outranged both the ATGMs on the T-80U and the main gun 5.9 Blue advantages Fire and forget missiles on all platforms Fire and forget longbow hellfires can get you posthumous kills Fire and forget missiles are regarded by the AI as air to air as well Oliver hazard Perry class frigates can be used as rearming bases Stealth in the Comanche LOAL firing modes Commanche only Using stealth Keep the radar off you can put wings and weapons on the commanche and still have 65% stealth +/- 10% the second you fire though you lose all stealth and become detectable again. So what to do? , keep weapons bays closed gear up (once you have been detected and decide to bobup wheels out is fine and helps you bounce off the terrain with less damage) your radar warning reciever should pick up the locations of enemy vehicles SAMs and AAA radars at least .You can see them but they cannot see you Grison in full stealth can only detect you @ 1200 metres .Sneak up onto them low to the ground then open fire .Its worth while to put laser hellfires on the wings and radar hellfires in the bay so using them won't open the bay and give you away when you start targeting them giving you vital seconds to attack and escape.Often I have landed on a Grison without it detecting me as I approached low and fast about 2ft off the ground its guns had not turned to me yet. 5.91 Comanche vs Hokum >From the manual RAH-66 Comanche Performance Made in the USA not in production yet Never Exceed Speed 200 kts. Max Forward Speed 172 kts (318 km/h) Max Sideways Speed 60 kts Rate Of Climb (at sea level) 260 m/min (850 ft/min) Range (internal) 485 km Range (ferry) 2,335 km Engine Output 2 x 1,563 shp Weight Max 5,845 kg My tried and tested figures (rough) RAH-66 Comanche Never Exceed Speed 170 kts. Max Forward Speed 155kts # Max Sideways Speed 25 kts (at high pitch) Rate Of Climb (at sea level) 260 m/min (850 ft/min) Range (internal) NA Range (ferry) NA Engine Output NA Weight Max 9400 kg #= I found that the commanche cannot sustain its max speed in anything other than a dive even without weapons no cannon shells and very little fuel (I left it on autohover for a while and came back) max speeds you will encounter are typically 155 knots. ************ Ka-52 Hokum B Performance Made in CIS Moscow helicopter plant Never Exceed Speed 188 kts. Max Forward Speed 161 kts (298 km/h) Max Sideways Speed 35 kts Rate Of Climb 1,574 ft/min Range (internal) 450 km Range (ferry) 1,200 km Engine Output 2 x 2,500 shp Weight Max 10,800 kg My figures Ka-52 Hokum B Never Exceed Speed 378 km/h. Max Forward Speed 374 km/h Max Sideways Speed 85 kmh Rate Of Climb 1,574 ft/min Range (internal) NA Range (ferry) NA Engine Output NA Weight Max 10078 kg *Top speeds and lift per minute vary with payload Who is the baddest helicopter of them all? My personal preference is the Hokum due to lack of torque first time I took her for a spin , with the 10KM radar range you are never exposed to danger since your outrange nearly all SAMs and their radars.If you capture a Hokum it is better than all the red SAM systems also , It also takes lots of hits 100 or so more than the Comanche (about 10-20 cannon hits) and has lots of backup intruments and targeting systems.It has ejector seats too to deny the kills , its weak due to the limited cannon travel and medium cannon ammunition load. The right view is blocked by the CPG body and head and when it rains the wipers only clean the front. The Comanche is good but it is hard to land when damaged due to its instant lift charactoristics and it is quite weak stealth also wears off the second you open fire so it is not that useful. If you choose to use full stealth then you will barely have any weapons not enough for one tank column , and will have to rely on your wingmen the gun is also very weak and takes vital seconds to unfold ,Traveling in anything but navigation modes you are not stealthy either.Its small landing gear also does not allow for very hard landings or less than good landings, the pilot's view is also blocked by the CPG's head.In rain the glass air driers are slow and cannot handle heavy rain and when damaged you have no backup intruments. Its a matter of opinion....as both have strengths and weaknesses "its the pilot who makes it into a weapon " Side note - Its bizzare the speeds are calibrated differently in KMH and knots converted the commanche should be able to manage 285kmh while the Hokum can do 375kmh as displayed on the HUD however I have noticed that in a Hokum (which is alot faster according to the cockpit instruments) it is incredibly difficult to catch up to a comanche cruising away from you.One experience was that I had to chase a comanche gaining only slightly on it for about 25KM to get within gun range.Captured enemy helicopters with wingmen doesn't help solve this either as wingmen fly as fast as you do no matter what.The Hokum on paper is almost 100kmh faster yet cannot catch up ,I donot have an explaination for this unless I am converting my figures wrong which I have checked over and over.Anybody with a decent LAN to test this out? email me the results. --------------------------------------------------------------- Section #6 -Campaigns How do i win? one of two ways since campaigns are unscripted and dynamic i cannot offer a walk through though hitting the enemy large airbases is a good start.There are two ways to win and get your tour of duty medals: #1 Kill all recon choppers (Comanches and Hokum) on the enemy side they are essential to the enemy war effort #2 Complete required objectives Killing recon choppers is fastest though not always easiest as Comanches are stealthy sword in the sand can be completed in 49 minutes via this method but some FARPs are deep in enemy turf so you have to be careful.Try to call in airstrikes and artillery as sometimes they are avalible and they sometimes setup more missions that you can fly on too quickening the pace of the wars. If you want to complete objectives then to make life easier then go to a major enemy airbase and take out the enemy generators no not the electrical ones the helicopter ground unit and fixed wing generators , since airbases are cluttered with all sorts of things use the FLIR to locate them you can see what they look like at your major air base.Sword in the sand is a good example there are two major airbases one for each side and two minor ones (you can be rearmed even at dirt strip airfields) .As red you have bases only 25km from the enemy airbase (though this base comes under heavy MLRS artillery and air attack), get to this base as soon as you can and slowly pick away their defences .After this the campaign goes quiet really quick though beware airbases are usually heavily defended. Targets at an airbase should be : Outer SAM ring (to allow you to get close enough to lock onto the targets listed below) Helicopter generators Ground vehicle generator Fixed wing generator Fixed wing aircraft on the runway (although they may not be on a mission to intercept you) These are all low priority radar targets but using the FLIR,DTV or the hokum scope you can seek them out quickly then destroy them After these targets are taken out go for: Fixed wing aircraft taxiing and on the runway Inner SAMs and AAA left behind Helicopters (unless you think you have a good chance to capture them) Tanks Stationary aircraft Transport aircraft Other Leaving the scene of the crime , to leave the scene fly quickly out of the SAM radar circles or stay out of them all together (difficult as havoc and blue helicopters) shoot down any fixed wing aircraft taking off and find some terrain to hide behind so nothing can get line of sight on you and stay low enough to be covered by the terrain.In some maps such especially Yemen you have dry rivers which you can use to escape rivers in general can be used to escape as they dip slightly below the other terrain (Taiwan has some very deep river gorges). You should go back now and again and scan the air for recon choppers and insertion choppers like Blackhawks and Hinds they can recapture the base (if you captured it) or repair it (albeit slowly) and the a base in a better state of repair has a lower % chance of capture. Also if some of the generator buildings are rebuilt next time you go there, the airbase may have a nice ring of SAMs AAA and tanks for you to get shot down by. capture of FARPs and base is by several stages : #1 Recon #2 SEAD* #3 Strike* #4 BDA / recon #4 Insertion #5 CAP ** * may not have to happen if it has already been SEAD'd by a passing unit ** CAP is after you have captured the base as it can easily be captured back until it is over 35% operational efficiency All parts can be carried out by you except insertion (this may change soon) To increase territory your side controls capture FARPs , Military bases and Airbases while destroying enemy factories , refineries , power stations and communication aerials .Another point is to watch out for Hinds ,Blackhawks , as these insert troops to capture your bases and or repair bases you have destroyed (of this bunch Blawkhawks are most dangerous since they can use long range Longbow hellfires , Hinds have short range AT-6 missiles that are not used air to air , Helixes have rockets that are similar and the V-22 is unarmed).If an insertion mission has happened and the troops inserted are still visible kill (cannons are best to keep damage at the FARP to a minimum them and you might keep the base/FARP. -------------------------------------------------------------------- #section 7 Common problems and questions if you question is not answered here just ask away. -**************************- Radar on or off? -single sweeps or full sweeps? -Depends with Havoc Apache and Commanche your ATGM range is tied to the radar range , the hokum can have its radar on all day and night SAM and AAA can feel the radar pings off them but can't do anything about it.Commanches should radar off more often to preserve stealth . Though you can fight quite effectively by using the radar detectors onboard though you should conduct a sweep after loosing off a few missiles so that killed targets are removed from your shoot list. -**************************- I can see a target in my Hokum scope but I cannot lock on to it! The FLIR , periscope and various TV cameras can lock on at short ranges only about <4/5KM -**************************- -I can no longer hear radio messages when i get so far from my bases Radio range is about 32km any further than this from a base or comms aerial in your control then you can't hear radio messages and cannot ask for help -**************************- -My USB joystick won't work with EECH This was fixed in the 1.46X update -**************************- -how do I get to fly the Apache longbow or the Russian Havoc? Go out buy Apache havoc and install use the patch from the EECH CD rom to patch it to(1.1) what ever language version you are using and fire up apache havoc and fly around for a bit , quit and go back into EECH and then in the missions you can fly them -**************************- -how do I choose the apache or Havoc in EECH ? the screen with the hokum and the Comanche is for choosing sides only , red or blue .Blue being Comanches and Apaches , Red being Havoc and Hokum -**************************- -when ever I call for artillery they always say something like negative all tubes committed to other tasks red out Russians anyway Well either they are busy or they are not in range , you can test out some artillery in Yemen Skirmish 1 as Blues as the artillery and airstrikes are usually available anytime -**************************- -My apache is a slug in treacle / Comanche has afterburners Its the way Razorworks modelled it its a bit underpowered according to most folks so you just have to fly careful or get a new flight model more @ http://www.simhq.com/simhq3/sims/boards/bbs/Forum30/HTML/001340.html http://www.helosim.com/patches/eech/FMedit10.zip Also minor flight dynamics can be altered via commandline changes these are listed in the back of the EECH manual -**************************- -My hokum has afterburners Jade made a good car , heh no Kamov made an awesome helicopter and its just a feature see those two rotors thats extra thrust. See more @ www.Kamov.ru Also minor flight dynamics can be altered via commandline changes these are listed in the back of the EECH manual , just if you happen to think the Hokum is too powerful (btw the Hokum in EECH is a Ka-52 Alligator the Ka-50 Blackshark used extensively in Chechnya has 15% more power than the Ka-52 due to the Ka-52 being heavier and larger than the std Ka-50) -**************************- -Which is my landing pad? press 2 and your pilot should turn his head to look at your pad or use the autopilot to land instead -**************************- -I just patched up and opened up a saved game now whenever I use the autopilot it keeps damaging an engine Game saves are backwards compatible but you end up with autopilot damaging you so best start the campaign again. Cruising speed was increased for aircraft to reflect real life speeds as insertions could take a while in the old versions. -**************************- -cockpits in the havoc and apache look weird in anything other than 640x480 mode well they are from EEAH and that was designed to run at 640x480 res only so its stretched out some for the EECH resolutions if you want all the lights and things to work run it in 640x480 when you are in either of these helicopters -**************************- -As red auto pilot doesn't land me properly on carriers take off the wheel brakes and up the collective a little and move ever so slightly forward -**************************- -in the havoc apache and Comanche when I put the collective up my rotors spin up and I start spinning on the pad Ha ha fly the hokum capitalist pig! , no really turn off cross couple in the options menu , or capture some hokum more @ http://www.simhq.com/simhq3/sims/boards/bbs/Forum30/HTML/001344.html -**************************- -isn't that cheating? No modern combat helicopters except maybe the havoc have these systems automated so you can turn it on if you feel inclined to (just play each side equally so your rudder doesn't get worn out on one side) -**************************- -say on that note where are the buttons to increase engine power to compensate for collective increase Modern combat helicopters have this automatically apparently , with incoming missiles several zoos firing at you ,you haven't got time to mess with this really -**************************- -!!!! I explode before I take off! Well the back of the box says dynamic campaign rather than say a canned mission against some tanks somewhere then back to base briefing and another canned mission against tanks, which in all probability means you were hit by a shell of some kind or you were splashed by a strike on the base you were at.Such is the nature of war you could always try the /uit:n user_invulnerable_time command line for a bit longer as the default 5 seconds is usually not enough to get airborne even with express take off methods.It is also possible to be hit by a shell in mid air quite high up even if they are not aiming for you Yemen 1 2 and 3 skirmishes are best to see this happen it can be quite a surprise is you weren't looking. You can tell what killed you by looking at the battle log or the telex at the top of the screen that shows major events (if you have it turned on). -**************************- -my wingmen keep clipping me in formation Apply the 1.41C patch then 1.46X patch and the formations are spread out more (a side effect being one Vihkr cannot take out 4 choppers in formation) -**************************- -I can't use hover hold or altitude hold in the havoc or the apache! Hover hold and altitude hold is only in the hokum and Comanche the havoc and apache are more hands on. -**************************- -oh gee altitude hold works real good well it does over flat terrain like the sea for instance but can't handle rough terrain -**************************- -Can i catch hokum ejectees in my rotors? Unfortunately not however an interesting post of mine started something up Quote - "Lets do a quick comparison here. Take (for example) one AH64 spinning rotorhead and blade assembly, fire at it one or more 23 mm AA gun round(s). You will see there is little if any damage to the rotorhead and blade assembly. Now take one "fat overpaid porker of a fly-guy" and fire at him one or more 23mm AA gun round(s). You will observe that this makes one hell of a mess of said pilot. (Cue flashbacks to 'Saving Private Ryan' where the GI's try to knock out the Panzer but get fired at by a German AA gun...some heads are gonna roll...) Therefore it is reasonable to assume that a modern rotor assembly would be easily capable of dicing a human body with no adverse effects to the rotor. Data extracted from 'my first book of ballistics' by Platinum Rogue (un-published), and 'my first big book of helicopters' again by Platinum Rogue (also unpublished) more @ http://www.simhq.com/simhq3/sims/boards/bbs/Forum30/HTML/001431.html -**************************- -Hey somebody fired an passive IR missile at me how does my avionics suite detect it? Its a game play thing and you'll be glad of it , see Golan heights Starshoy's evil skirmish -**************************- -I get some really messed up graphics when using my funky super duper geforce2/3 use the no T&L command line or enable it in the GSS FSAA x 4 has also been reported to produce problems with EECH also. -**************************- -I killed something I saw it in the missile track view/ target inset how come it is not removed from the radar display/shoot list? several things: you are using a large radar sweep and the radar beam has not reswept that area the area is very smoky and you cannot get visual on if the target is dead the shockwave killed somthing and is obstructing radar LOS there is more than on target in that location or near that location it can happen alot in LOAL situations resweep the target(s) and use visual or HMDs to clear the target ,if you are unsure loose off another missile FARPs never seem that far away and you seem to carry enough ATGMs to kill front line platoons (though I prefer to save atgms) -**************************- -Iglas and stingers are useless In version 1 they were useful , in version 1.51B/C they were horribly unuseful unless alternative command lines where used to tone down the effectiveness of decoys but @ about 500metres -> 2KM they usually get a hit .Also don't expect a hit on cargo aircraft since they carry huge numbers of decoys. -**************************- -I just got peppered by a zoo my helicopter seems to have very little visible damage on the outside razor works didn't do a multiple surface mask for outside damage effects but fast movers do smoke and burn if you shoot them enough -**************************- -I got hit real bad I can't land as I explode damaged bad? , teach you not to be so reckless eh? well if you need to land softturn off the wheel brakes and enter cockpit mode if you are flying the Hokum , Havoc or Apache your in luck as there are spare analogue instruments in there the Comanche is a pure glass cockpit and you have to use your judgement to gauge your descent. Try to touch down at zero forward speed and very slowly baby soft touch these babies run on super high octane gas and go BOooooooommmm if you treat them wrong, Alternatives: #1 Hokum pilots Eject #2 autopilot (if it still works) #3 quit the mission and have the computer crash instead (the computer can do fancy moves watching in smart views i.e. bob up attacks properly but it can't handle much damage and falls out the sky) -**************************- -Hey my rotors stopped in mid air solutions #1 high up disengage the rotors collective zero and free spin the rotors up via falling and you can sometimes restart it like that #2 low down try the above or landing gear out and take the impact you might get lucky -**************************- -I want to paint my ships how do i go about this? check out the link here http://www.platinumrogue.pwp.blueyonder.co.uk/index.html/index.htm -**************************- -there is no windsock how do I tell the wind direction? Listen to air traffic control before take off -**************************- -what is the campaign difficulty for each side For Blue: Cuba -Tough *** Thailand -even*** Georgia - even*** Lebanon -Tough Taiwan -even Yemen -easy For Red Cuba -easy *** Thailand -even*** Georgia - even*** Lebanon -Even Taiwan -Tough Yemen -easy *** maps are from original EEAH and require EEAH to play + they are larger maps and consequently take longer to complete , have less of the extra units added in EECH and have very few fast movers. -**************************- -night vision doesn't work! it used to in the 1.41C < versions but still not very good you could see farps clearly on those no more its realism has been improved according to some real pilots on the simhq boards night vision is pretty poor which is a factor when the US lost two AH-64s at night as they could not see where they were going -**************************- -Hinds and blackhawks don't lower their gear when inserting troops They do in the later patches. 1.41C> though since EEAH the hind no longer seems to use its gun. -**************************- - bobup what is that? Its supposed to be a station keeping device for bobbing up attacks but hardly anybody uses it though for city flying (if the heli will fit that is) its marginalay effective. -**************************- -my Voodoo video card makes the FLIR not work this problem is discussed here: http://www.simhq.com/simhq3/sims/boards/bbs/Forum30/HTML/001069.html -**************************- -I played EEAH and saw snow once Snow has been removed from EECH if you have apache havoc take a spin in Georgia and go into the mountains and you might see some there but you might not. -**************************- -What is this MAKs you keep yapping on about? MAKS -its the Moscow airshow which you can see various Russian aircraft do their funky stuff in England the Su-37 isn't allowed to fly to its envelope extremes for safety reasons but in Russia they can.Rumours that they may have live firing there now and again. HTTP://WWW.MAKS.RU -**************************- -Where can I download a demo? A demo of Enemy Engaged which only features the free-flight mode on one campaign is available. Its slightly cut down from the full version and is 85mb http://www.razorworks.com/chdemo/ -**************************- -Argh my rotors fell off in mid air! you either: #1 got hit #2 were flying too fast CPG will say we are flying too fast and retreating blade stall will set in and you didn't slow down which tore off your rotor blades #3 clipped something (like your wingman) solutions Hokum Eject , Comanche , Havoc and apache pray harder. Miracles sometimes do happen in EECH -**************************- -Argh my rotors fell off on the ground!!!! You clipped something or something clipped you ,could have been the ground or another helicopter happens while landing and taking off carriers mostly rare however , you cannot move without rotors not even roll on your wheels with brakes off so to get out of this mess you have to cheat with the Crtl+R. As sometimes you won't be repaired even if you are at a FARP or on the deck of a carrier , but you are lucky though 99% of the time your rotors fall off you die.(hokum ejection rotor separation is excluded from this unless you are too low) -**************************- -Ejecting gets me killed! If you do it too low it does <15-20 metres will probably get you killed . As soon as the rotors separate you start to fall , at these altitudes you will impact before the ejector seat rockets fire your out to safety .Ejector seats even work upside down so no splattering your pilot on the ground like in other sims. Also if you are in a very fast fall its better to eject early as you may impact before you are extracted. -**************************- -Ejecting what happens next? You press space and can select another helicopter / mission to fly razorworks did not model pilots MIA and you have multiple lives in EECH anyway. -**************************- -I've been reading www.Kamov.ru and it says the Hokum has more weapons The real one does including several variations of vihkr , a hokum bomb but these were not modelled to make game play more balanced gunship 2000 on the amiga allowed mavericks , penguin's sidearm on Apaches which would not be fair really. -**************************- -Electricity pylons over or under? Split decision some people prefer over some others prefer under your choice really but in a SAM/AAA environment (near the enemy) I'd advise you to go under or blow them away with cannon (you may miss those cannon shells and this can alert the enemy to your presence). -**************************- -I have on the situation report tab an objective: Power station Oil refinery Port Factory what am I supposed to do to complete these objectives? Destroy them (beware as MANPADS love to hide in these buildings) bring lots of rockets and destroy most of the buildings until there is text at the top of the screen indicating that that structure has been destroyed. Or call in artillery they do a fine job of levelling them. -**************************- -Wind screen wipers are annoying Fly in no cockpit mode instead then or change the campaign options to good weather instead of bad or variable. -**************************- -City flying and street flying eat my PC alive Well razorworks did this nicely but slightly over kill blow open a building see inside see how many polys that takes up? you can change this by altering the building popup distance in the GSS.(not the polygon count just how far they appear in your view) -**************************- -Why does my CPG say target destroyed when the targeted unit hasn't exploded yet?? The unit fired on is going to explode real soon just watch or is considered dead another few rounds will make sure and the unit will explode (only seems to happen to aircraft I have not witnessed this happen to ground vehicles but then I never get that close). -**************************- -When does it start to get dark? About 3pm it starts to get a little dull and about 5-7pm it gets completely dark till 6-9am next morning cockpit lights are nice to see at night and at dawn or dusk. -**************************- -I win too many medals its just the way EECH is , course with all those medals strapped to your chest maybe it'll deflect some 20mms that come your way .If you get to be an old man you can pawn them in when you are a bit short on cash!. -**************************- -how do i win the congressional medal of honour?/red star? You need some time in the seat for a while and need to have completed a few campaigns (2) sinking some carriers helps too. -**************************- -I fired a (hellfire/vihkr) at a target in range and the missile self destructed before it reached the target! Um @ 0 altitude the range would be right but add the distance it has to go downwards and its more than the max range of you missile , there was some maths to calculate the hypotenuse of a triangle which i forget which is similar to this idea.Attakas have no such problems since they have a longer range than the radar. -**************************- -EECH is too easy I'm playing hard more @ http://www.simhq.com/simhq3/sims/boards/bbs/Forum30/HTML/001387.html though playing about with the WUT might make things interesting or being tied up with electrodes attached to your scrotum and being lashed with a big leather belt and with your feet in a tub of leeches may increase the difficulty level somewhat -**************************- -How high can you go Very I once disarmed a Comanche and kept going up and up and up and up and up etc even fixed wing fighters could not get me though I was so high that everything went off the radar so very high but rather pointless -**************************- -say on the back of the box I see some views that I can't access how do I get them? ctrl+F11 jumps to these views also unlisted are alt+v and alt+b for the hokum -**************************- -Somebody over the radio is calling for help how do I find them? While in the cockpit or an external view press shift+return and your map should center on the unit requesting assistance (useful in multiplay) as long as they are still alive that is, which may not be the case as EECH can be fast and furious. -**************************- -Can I change the weapon load outs in free flight No , not even by FARP landing since you cannot access the payload menu in free flight. -**************************- -Can I fly the Havoc or Apache in free flight? No you cannot but if you can fly these in combat anyway you probably have EEAH and can play with them there. -**************************- -Hmm EEAH you say that (EEAH) any good? Yes in some places better than EECH, EEAH had some things that were removed in EECH , things that come to mind are: Snow (uplands of Georgia and Thailand i think) Super aggressive A2A AI (much like the 1.51C version but they will actively look out for you) A2A enemy will use more weapons at you such as cannons which are not used A2A in EECH CPG would say lots of silly little lines Medals actually had to be won Combat was much closer and more immersive Gripes You were based at one FARP/airbase until promotion (-/+ ?) Campaign didn't let you take your time it was against the clock with completed missions adding to the clock Not as many units as EECH including -V-22 osprey -Ka-50 single seat Hokum Black shark -Cobra marine version gunship -Kiowa scout gunship -AH-64A standard Apache Very few fixed wingers in campaigns Very few Manpads in EEAH Pilot cockpits only cockpit panning was by increments Unmodifiable AFAIK Fuel bug No command line modifications No in cockpit pilot figures (setting EECG cockpit detail to low has the same effect for the Hokum and Comanche) -**************************- I can't see electricity pylons -Try the no transform and lighting switch or some other Nvida drivers instead it might work it might not , sometimes only the towers are visible so just take care if you can't see them and fly below 10 metres everywhere as you can get under them. -**************************- one of my units keeps saying the same thing over and over again which is annoying -This is listed in the bugs section -**************************- I took a SAM how come I am not dead? -The helicopters in EECH are pretty tough with the Havoc and Hokum being the toughest most I have taken is 3 SAMs and a few volleys of tank machine gun fire and one or two 20mm hits ,I was in a very bad way.Its sometimes luck depending on where they hit and what SAM got you chaparral, avenger and gopher SAMs you can take one or two even three sometimes , Grison SAMs and ship based SAMs only one or two depending on your luck and if it was a hit or the fragmentation warhead that got you. You should check in the WUT tables exact weapons damage specs.Its far cry from operation flash point where the Hind (although an awesome machine and in 1980-1989 Afghanistan were reputed to take up to 3 stinger missiles) could take up to 7 stingers and up to 2 LAWs.It might be hard to get home though if you take some many hits. -**************************- -EEAH and EECH and any further games in this series? No unfortunately not although Destro is planning to extend the life of EECH by making the player able to fly all helicopters and carry out all mission types (currently only :strike , recon , BDA , CAP , SEAD escort , transfer ,CAS and BAI are the mission types you can participate in).Support from Razorworks also has stopped recently as they have moved on to other things although they did surprise the MOD groups recently by fixing USB problems. -------------------------------------------------------------------- section #8 Cheats These tend to spoil the enjoyment of the game so do yourself a favour and don't use them , but if you must : Ctrl+R refuels and repairs you completely though with several side effects being: - weapons and fuel have weight so you may start to fall - enemy goes all out to kill you for some reason - cannot use autopilot afterwards sometimes as it damages engines if you turn on autopilot though landing at a FARP base of airbase will fix this this is common if you used ctrl+r to repair damage you recieved shift + Tab semi cheat refills fuel with side effects of: -adding weight -stopping your rotor blades /uit:n user_invulnerable_time Makes you invulnerable for how ever much n is defined for there doesn't seem to be many disadvantages to this but its still cheating it can be set up to 60000 (n) however some players have said that it causes the game to crash more (EECH CTD is very rare) Using the teleport switch on the commandline or in the GSS which you go into the map , press t then click on where you want to go , not that bad a cheat since later on in campaigns (esp Taiwan , Georgia Thailand and Lebanon) its not uncommon to have to fly up to 150km to your objectives and 150km back which isn't particularly thrilling. Maps in EEAH are also alot bigger than EECH and can take alot longer to fly across even at the top end of the flight envelope.As far as I know there are no side effects other than missiles that were tracking and homing in on you when you teleported can sometimes fly all the way to your new location and will still show up on the threat display AAA that was still hitting you will still hit you as well .Also you lose all your lateral speed and verticle speed also which in some circumstances could put you in trouble if you happen to teleport blindly some place on the map you did not know was occupied. -------------------------------------------------------------------- Section#9 Multiplay So you think your a tough guy eh? won all the campaigns got a foot locker brimming with medals (who hasn't) well have some multiplayer ruckus I don't do much though I used to play on LAN the last place I worked. There used to be a server at MSN game zone but this was removed since EECH has a relatively small audience and small audience = less people looking at adverts. These days its done by ICQ with the folks @ the simHQ boards and 56K is possible to play with each other with max 2-3 players with a maximum mythical 8 players mentioned in the past on a few boards i read (all players were on the same ISP in the same area on 56K). more @ http://www.simhq.com/simhq3/sims/boards/bbs/Forum30/HTML/000382.html Also it is popular to modify command lines for play which can be done in the Ground support system , figures are usually agreed before the multiplay commences and most popular at the moment seem to be: 50% chaff 50% flares 100% smoke Beware chaff and flares at these values are not very effective , since each decoy has an unknown % chance of failure which means even with 100% on all decoy values missiles can still come in on you. Its not unknown to drop 60 chaff (max in Hokum and Comanche) and still have the missile hit you. #9.1 Multiplay hints A few hints: Human players will use guns on you , approach human piloted havocs /apaches and Comanches from the rear hokum have a weak point of semi fixed cannon so approach them from the right (your right) and they have to turn the entire hokum at you to get a shot in (but remember the Hokum cannon is very powerful).But becareful the Hokum can turn flat at any speed and altitide and bring its gun to bear quickly on you , also be aware that the hokum can take the most damage of all the flyable helicopters so the pilot has not much but some time to react. If you find yourself being hit like this you have several options: -fire back - IR missiles, longbow hellfires and cannon are the best choices here and rockets in large salvos. -evade and find cover - over a ridge and waiting for them or behind your wingman or even his wingman , try not to fly under him as you could clip your rotors on him and his guns can follow you all the way down which puts your rotors in the line of fire which are a bad place to be hit. -climb - All guns on all the helicopters can move least this direction most about 20 degrees upwards , with the high lift of the Hokum and Comanche this is possible , though they may pitch back to hit you they will lose airspeed and controlability. Since you are above them you can bring your guns to bear.You can trade you forward speed for lift and climb at very high rates while still allowing your gun a good firing solution.Its good to hit the top part of the helicopters IRL helicopter cockpits are usually armoured heavily from below and the rotors armoured somewhat.But in EECH the rotors are a weak point how many times have you heard main rotor damaged and survived? only a few times I have survived this when an A-10 clipped me.ATGM and A2A missiles are usually out of seeker limits when you are in this position. Fire multiple ATGMs at human piloted helicopters there are some very good players out there who can evade missiles via using the last second break or dive methods with rippled fire say 2-4 ATGMs they cannot escape unless they go behind cover. Optical and heat imaging systems make ATGMs lethal no matter what the guidance however you have to get up close useful on AI or players AI wingmen. As Blues mix and match firing modes LOAL missiles will arrive later but don't show up until they pass the top of the arch they travel in this is very nasty when using longbow hellfires for LOBAL and Laser hellfires for LOAL. Fly fast very fast alot of players are uncomfortable with the limit of flight about 370kmh for the hokum 180-200mph for the American helicopters, retreating blade stall sets in but is controlable and you can make your escape or quickly blow away your buddies. Landed Comanches lose their stealth so would be pilots stay in a hover rather than land when doing popup attacks behind some sort of cover. Wingmen aren't very useful against humans as they won't fire ATGMs (reds anyway) at human opponents unless they have landed. Have fun with torture shoot them a few times with the cannon and watch them struggle as their systems fail (not applicable to AI pilots as they are 100% functional until they receive a fatal hit).Players in this situation (i have seen) can ram you and take you with them as a last resort so be careful. Lead opposition pilots into friendly SAM infested areas sometimes they forget and get chewed up by SAMs. Ejecting before exploding in Hokum denies the kill. Ejecting above an enemy helicopter also causes 500 damage points enough to kill any other helicopter in hit point terms if not they will receive main rotor damage which is nearly always fatal. Rockets and cannon give no warnings about their impact arrivals ATGMs do large salvos are very nasty and are one hit kills. Hokum and Havoc cannon out range American cannons bu 800 metres so if you counted how many missiles he fired and think he has run out go in for the kill with cannons or your missiles. But Apache and Comanche rockets are easier to aim with the auto depress and elevate feature. If you get stuck in a hill situation (you on one side the other human opponent on the other) Either : #1 go to the map screen and try to vector a CAP in to kill him ( move the CAP waypoints to the suspected location and when they arrive ask for assistance)Comanches hold the major advantage here. as if they stay wrapped up its hard to lock on to them because of stealth. You can do this dirty trick ,similar to curling a missile but to a target nearby to your human opponent and change to air radar a few seconds before impact and the missile will guide to the new target (not for longbow hellfires) and they will have less than 2 seconds to react. This is not effective on Comanches since your radar may not pick them up. For the Havoc you can mix and match your missiles since it only displays the nearest missile coming to them so fire off a longbow hellfire then a laser then a stinger or a mixture and he will only spoof the nearest one to him. (smarter players will pump chaff and flares and head for cover with IR and ECM) When badly damaged and cannot shoot back ramming works quite well Mutually assured destruction Wrecking an opponents airbase / FARP while he is on a mission is good as he is not there to defend it. Different settings for realism can be set for less experienced players. Give newbies a chance its not fun to keep getting killed. Know the terrain and find places you expect human opponents to come and attack your assets example Yemen Blue airbase there are places to attack with ample cover : #1 Around the rock with the antennae at the top south west #2 From the dry lake bed to the west #3 From large the dry lake bed to the south east For those players that are hard to kill jump into your wingmen if you have run out of ammo in A2A they won't have used their non fire and forget ATGMs. Radar guided longbow hellfires can gain you posthumous kills quite often mixed LOBL and LOAL longbow hellfires especially. EECH is compatible with roger wilco and team sound voice comms use them if you feel like it to co-ordinate better with human wingmen. Curling is especially evil in multiplay on your opponent's ASE warning systems the missile will come from a different (not major) angle than the angle you are actually at , so if your opponent does not see the missile trails (they do vanish quite quickly) you can confuse the hell out of them as missiles come from nowhere (though for airtargets you should curl as normal and popup and re-designate your target as aircraft move pretty fast and far in the seconds that they cannot be seen.Your opponent will probably be too busy dealing with the missile to notice you mearly pixels at max ATGM distance you can possibly fire off another volley without much fear of return fire or stay semi hidden. If somebody is hiding behind cover and cannot escape and will not come out to play try to splash him but using rockets or HE cannon shells near the location you think he is.You might do some damage or even score a kill , with damage you can move in go for the kill.Going over the top of him gives you a good gun solution to take him out while it gives him a poor solution often out of gun limits, at low altitude major backwards pitch is not an option. But beware since your radar cannot see him and the radar trace remains until there is a kill or you re detect him or get out of range he could outflank you by sneaking away and around you. The hill situation , reds on one side of the hill blues on the other this is tough to crack and you can wait forever for this , its harder to root out blue helicopters since they have better cannon traversal and better A2A missile range.With the comanche stealth so you can't detect them till its too late either : #1 sneak round on the side with most cover #2 sneak round to a location that is higher than them so you can get the first shots in #3 vector CAP to their location , they might try to engage your CAP so while they are busy either quickly fly round or go over the top at very high high speed ready to lock on and shoot the HMDs are good for this though you might not be able to get a solid lock and it may jump around (the targeting reticle) you can lock the target but you can't see where you are going (as the HMD can target anything withing 170 degrees off the centre and you can be flying in a different direction al la the torso twist in Mechwarrior) -------------------------------------------------------------------- Section#10 Unfixed bugs still some bugs the old ones were fixed in the 1.51 patches remaining ones are: FARP bug where helicopters are "stuck at FARPs" either bunny hopping or flying circles back and forth you can deal with it by killing the offending unit(s) recognition is that no new missions are generated. It's a major but infrequent bug. ****This Bug has now been fixed in version 1.51D and has been tested for up to 4 days of campaign / skirmish play game time play .This does still apply to all versions <1.51C however and the method of dealing with it is still the same if it occurs still in 1.51D. Extensive testing by Destro was done but not complete testing (more than 4 combat days) since lack of time and normally campaigns don't last that long anyway.(B,E) More http://www.simhq.com/simhq3/sims/boards/bbs/Forum30/HTML/002167.html Tail rotor can be damaged on the Hokum when the Hokum does not have a tail rotor , the Hokum computer voice will announce it (the MFD damage display used to have tail rotor status on it but was removed in 1.41C) this can be corrected by using the GSS to alter the sound to something else.(A,?) Random engine failure , you just start to lose rotor RPM random unfixed and semi rare usually happens when patching up(C,F) Left engine damaged after you cheat with the Ctrl+R cheat to autopilot (A,F) You are only killed in action IF enemy ordnance kills you crashing etc does not add to your killed in action count.(D,F) Now and again even though a base or FARP is fully functional at with fairly good stocks of fuel and weapons it won't rearm you.(B,F) Autopilot can hit the ground and fly through it without damage.(B,F) Missing textures which show up on the screen as blue holes in the ground Directly North of Gutamo bay CUBA and near one of the oil refineries YEMEN (i have seen them here) if you fly into it you die fire a missile or rocket into them and one of two things can happen (B,D) #1 the rocket bounces off at a 90 angle usually up #2 the missile/rocket teleports right to the edge of the visible area you can see Reported as bug dry river beds in Yemen look dry and are dry but you can still sink into the mud at the bottom. Using control+R repeatedly with ALL salvo on rockets causes massive slow down and stops your rotors after a while.(A,F) Tanks stop after 24 hours of combat - solution fight fast and hard every campaign can be beaten in less than 7 hours.(A,F) SAMs come after you most of the time ,watch smart views for a bit and watch some of your hokum or something fly over some AAA they don't fire now you select that unit and control it instantly it fires on you (reaction time was slower on old versions) instantly.(A,F) Enemy has infinite ordinance in some situations , follow a Comanche lock on to it let it fire spoof its missiles until it fires no more look closely (hokum periscope is good for this) there is nothing left on its rails. Now jump into your wingman's hokum and lock on again and they will fire at you.Same if you change flights.(A,D) Very rarely two helicopters start in the same position and if you move you die.(B,F) Sometimes helicopters will land on you as you start your mission , to prevent this choose your weapon(s) and take off quickly.(B,F) With the capture enemy aircraft switch turned on (see GSS) insertions are no longer performed after a capture sometimes.(B,?) Comanche wings do not cast shadows.(D) The hokum gun sounds different on occasion using the external sound of the cannon or cannon pod sounds.Havoc cannon pods sound the same inside to the built in gun but different in external views.(D) Cannon pods on the Havoc are mounted differently (purposely or bug unknown) cannon pods on the hokum fire like: DDDDDD XX DDDDDD XX havoc X DDDDDD X X DDDDDD X D as the fuselage X as the cannon barrel Even though the pods are identicle.(D) Cannon pods don't seem to hit unless you get the snake on the HUD up close they do but sometimes without the snake they will miss even though you can clearly see it was a hit.(B,F,?) Now and again it will not let you join a transfere mission for an unknown reason you can select the mission sometimes select a helicopter and press confirm but it will jump back to the start mission selection bit again.(C,D) Enemy vehicles can often be inside buildings this can be seen on Yemen skirmish 1 as blues the Red artillery pieces in the town are often inside the buildings you can kill them by hitting the buildings repeatedly.(D,B) Ships often get distracted doing something and will happily get blown away by aircraft.(D) When autopilot is engaged weapons are fired via telepathy in the hokum at least since you can fire a weapon but neither of the pilots touches a single switch or has his hands on the controls.(F) Grison SA-19 missiles still track you after the vehicle is destroyed which should not happen as there is no guidance relayed to it via radio.(A,F) CPG will say three down and locked (which is landing gear down) when you are in autopilot flying towards a carrier about to land even though the Havoc does not have retractable landing gear.(F) 1.51C patch still reads out 1.51B patch on the splash screen minor error.(F) Infantry have no mass , ie you can't land on them or take damge from landing on them .(F) Wingmen all other friendly aircraft and enemy aircraft can clip you without damage while you cannot clip them without damage(F) Wind still affects the hokum when it should not. The hokum still has minor torque when it should not.(A,D) Guns on helicopters only ever seem to Jam no other damage effect. (F,D) Laser designator damaged - you can still fire ATGMs that are laser guided even if this is damaged.(F) Minimum range is not really valid since you can hit targets will within your minimum range without damage , just don't get too close <50 metres.(F) Misreported as a bug - Hinds have lots of rockets and they often popup fire off two rockets "firing rockets" and AAA whizzes below them and it repeats for quite some time it looks like a FARP bug problem but the hind will not leave until it has destroyed its target (or something else does like you maybe) or run out of ammunition. Occasionally the Stinger missile reticule will not lock on even though you have a good lock tone(B) Ships cannot be hit by artillery shells they can shell each other all day and not get a hit in (though the helicopters on their decks can suffer damage/destruction from artillery)(?) Artillery can go after you without line of sight , after somebody calls it on you , you can be miles and miles away from the guns without an enemy on radar or being within anybody's radar scope and still have artillery shells follow you.(?) CPG can spot other aircraft (helicopters and fixed wing) outside your radar /FLIR/DTV/DVO/periscope ranges even without clear line of sight and in poor weather (this could be related to the radar warning recievers being that the aircraft coming at you has you in its radar scope).(F) Ground units can occasionally get to impossible to get to places such as on top of hedges (where there is no ramp in sight) or on top of bridge super structures.(D) Hokum and Havoc verticle speed HUD indicators vanish when weapons are armed the real helicopters have this permantly on the HUD.(D) The HUD follows you around in no cockpit mode when only the HMD should.(F) Sound bug occasionally a unit will keep saying the same thing over and over and over , this can be cured with Alt-Tab to go to windows then back again. It is usually a sound driver issue(B,D) The ripple lock slide as meantioned in the general weapons usage (E,F) Demo mode has different timezones as it can be night on one unit and day on another unit , not sure if this is a bug more of an eye catching feature as seeing the sun rise and set is quite nice .The night time lighting effects are also very nice (see convoys and transport aircraft cargo bays). (D,F) ******** **NOTE** ******** A = common B = Uncommon C = very rare D = Insignificant E = significant F = useful ? = unknown as to benifits or bad points All the above bugs are quite rare and do not make the game unplayable and do not distract from the enjoyment of the game as a whole, I went out of my way to spot these bugs so most players will not even notice them in normal gameplay. -------------------------------------------------------------------- Section#11 Interesting things to try the new skirmishes and campaigns @ http://members.home.com/map-room/ -starshoy's room Mirrored here : http://members.rogers.com/map-room/ one life game where you stay in the same ship for the duration which requires you to go rouge. Changing the faces of the pilots this can be done via GSS Cannon pods only campaigns (beware this is Very very hard) but with the extremely short effective range and the way you need to sneak up on all targets and kill them quickly is very exciting. Rockets only campaigns easier as rockets have better effective range than cannon shells and can be used in a sniping attack if you are a good shot. fly by MFDs No radars play using DTV , DVO ,FLIR etc Try the funnel its where the hokum is like a spoke in a wheel but it keeps its nose pointed at the same target firing the cannon its possible only and very high forward pitch and 100% collective and very effective in AAA avoidance. Spoilers! *********************************************** *********************************************** *********************************************** Everything here took me about 9-10 months to find out playing EECH they were pleasant surprises so don't look at them if you want to enjoy this game for a long time *********************************************** *********************************************** *********************************************** see those Bridges? see a convoy going over the bridge that isn't on your side? blow up the bridge and the units fall into the river below landing on enemy carriers - difficult but not impossible even harder without destroying the enemy escort ships but still possible (when and if you can land you end up being in a dead zone for enemy AAA and SAMs) landing on anything (inside power station cooling towers , aircraft tanks etc)to be considered a landing you must be on the object rotors stopped and (for Comanche and hokum) cockpit windows open. Going into Starshoy's volcano and landing (Alaska maps needed for this) or trying to (landing is rotors stopped and cockpit open ) killing by using Hokum ejection debris (550 damage points are inflicted by debris) tank hunting by cannon (try to get them close and at the rear for most damage) not advised for Havoc or comanche crew due to the small ammo supply / weak cannon , though this can lead to some tense moments as you need to hit them in the right places and not waste too many shots writing your name in the snow /dirt with cannon (best with explosive shells and when the action isn't going too hot as those little craters can affect frame rate) edit you command line with the GSS to 50% effectiveness on all decoys which means you need to fly properly and use terrain masking properly beware missiles are extremely lethal like this. go site seeing in Lebanon there is a lake with a hotel on the west bank near the bottom (watch out for the MANPADs in front of the hotel) and you can see the little boats Play chicken with tanks see a big group of tanks have a human wingman handy? when you land tanks turn their main guns towards you (this can happen in flight too in the 1.51 updates) and shoot but the shell takes time to arch towards you who takes off first is the loser , land man flying still is winner. some of the silly war stories @ www.razorworks.com with WUT altered flares and chaff burn times you can make some interesting fireworks shows Using the WUT and Starshoy's editors you can make a redstorm rising type battle where russian tanks are going through a city and there are infantry everywhere with radar hellfires (best give them fire and forget weapons so they can fire at anything) and just watch the mayhem in smart views. Xabbarus's Airborne MLRS he made the rockets on his apache act like the MLRS launchers 30 km range and super high arc. Laser guided rockets (these exist in real life btw) edited in the WUT though beware without a modified seeker FOV they can kill you by doing a 180 to hit something behind you. *************************************************** *************************************************** ***************End of spoilers********************* *************************************************** *************************************************** -------------------------------------------------------------------- Section#12 Extra bits I wanna fly a REAL hokum /Comanche/apache/Havoc/Hind/Blackhawk Lessee the AH-64 is in service with the US army Israel and the WAH-64D is in service with the British armed forces in 2002 Comanche is still not in service yet but most likely be with the US army when it does come into service Hokum is dipping its feet in water and is/was used in Chechnya with only 2 per year entering service Turkey might be using Hokum soon. France and Israel are developing a version that has tandem cockpits and the cannon under slung. Havoc has no international orders and lost the contract against kamov for the new Russian helicopter go to though you can probably see one at MAKS, it has been upgraded to have ejection seats as well.Though it is horribly ugly helicopter don't you think? Hind - Ukraine uses them so does the russian military , its also been used in Iraq Syria and the Balkans mercs have been seen to use them in Africa,They are less lethal in RL since they don't often carry AT-6 missiles and do need to conduct slashing attacks and are VERY vunerable to heat seeking IR missiles as found in Afganistan even by primative SA-7 shoulder launched SAMs Blackhawks - US army or USMC though they aren't as heavily armed as the EECH versions and have door gunners which is the most dangerous job I think But things that fly over the battle field are predicted to have extremely low survival odds in all conflicts from 2002 or there abouts as it is impossible to supress soldiers with shoulder launched SAMs and or large calibre small arms.So maybe it isn't such a good idea to want to serve with these forces.Also the pilots have to be good very very good and EECH isn't quite as real as one would hope .But the Hokum was toned down in EECH its reputed you can choose which wheel to shoot off a car at 10 clicks. #12.1 Unlisted keys Keys not mentioned in the (PDF/paper) manual or the keycard Ctrl+backspace = weapons safe Ctrl+.(del on keypad) = radar off alt+b = alternative in cockpit view (hokum only) alt+v alternative in cockpit view (hokum only) shift + tab (cheat) engines off (temporary more in cheats section) G ->(wait) shift+H = fast hover (vunerable still to vortext rings) -------------------------------------------------------------------- Section #13 Links to mod groups and online squadrons This section is a little sparse since EECH is about a year old at time of writing this FAQ : http://members.nbci.com/harman_5/ch/NewTracers.zip new tracers A small mod that makes the tracers from cannons come out at a more reasonable rate. http://games.nevalink.ru/RAF/ RAF (Russian air force) home page http://members.home.com/map-room/ -starshoy's room some maps and mods made by Starshoy http://www.helosim.com/patches/eech/FMedit10.zip http://www.simhq.com <- you can find the BED and the TED here which are map and terrain editiors ****** - Links on the entire FAQ can expire or become invalid *NOTE* without notice! which is not my fault since i do not run ****** these pages. -------------------------------------------- Section #14 Warstories www.razorworks.com has 6 of them Though a few interesting experiences I have had are: While pounding an airbase I'm having difficulty so call for an air strike hiding behind a big rock I wait and see them coming to my aid on radar 4 Su-25s and decide to do a combined attack. I go in first wave is good I kill 4 SAMs and AAA the Su-25s get 2 tanks.Then i start getting hit and dive to the deck behind a hanger for cover , new SAMs and AAA have come out of the generator and helicopters have taken off.My Su-25s bravely make another run and i climb but have major damage so I am slow a Su-25 flies 2-3 ft to my left then right then below scaring the bjofas off me. Most of them eat AAA and get their engines set on fire and I'm trying to support them by using my cannon to suppress the tank machine guns. The Su-25s come around for another run which is nuts since they are falling apart a SA-19 grison comes out the generator and starts shooting them out the sky flaming wrecks start falling within inches on my already damaged heli and the 3rd ex Su-25 takes me with him. Just an average day in EECH. -------------------------------------------------------------------- #15 Command line editing Edited from http://www.razorworks.com EECH is semi customisable to some degree by the player.Flight model, visual and most communication elements can be altered by passing command line parameters when starting the game. Command line parameters can be entered into a DOS box or program shortcut ('Target' field). As an alternative to using command line or shortcuts you can use the GSS although this does not feature all the items that can be changed. **Disclaimer all these are done at YOUR OWN RISK I do not take responsibility if anything untowards happens and you are forced to reinstall REMEMBER to back things up! **Flight Dynamics** /drbs:n dynamics_retreating_blade_stall n = floating point scaling factor for RBS effect (default = 1.0) /drv:n dynamics_rudder_value n = scaling factor for drag on tail rotation (default = 1.0) /dra:n dynamics_rudder_acceleration n = scaling factor for tail rotation acceleration (default = 0.8) /drd:n dynamics_main_rotor_drag n = scaling factor for drag caused by main rotor (default = 1.0) /dtrd:n dynamics_tail_rotor_drag n = scaling factor for drag caused by tail in forward flight (default = 1.0) /dczd:n dynamics_cyclic_dead_zone n = percentage dead zone for the cyclic (default = 0.0) /vfm:1 vector_flight_model activates viewer or 'UFO' flight mode for debugging 1.40C> Only switches /fog:n fog Sets the time taken for the "fog of war" to completely reshroud enemy sectors, the value of n is specified in seconds and can range from 240 (4 minutes) to 28800 (8 hours), the default is 4 hours. Lower values are more realistic and add to immersiveness. /cpac:1 capture_aircraft When this flag is set, upon capturing an enemy airbase or FARP, any aircraft landed at it are captured and are usable by your side rather than destroyed.This can cause problems , but if you get apaches Hokum and Havocs you are in a very strong position , bizzarely enough weapons are stocked just in case of this possibility. /nomcm no_mission_complete_music This switch will prevent music being played on mission completion. use this switch if you experience pauses before the end of mission music is played (there is no music in the US version and DVD boxed versions anyway) **Communications switches (multi and network play)** /crt:n comms_resend_timeout n = time comms will wait before assuming re-requested packets was lost (default = 2 seconds) /mur:n max_update_rate n = network frame rate for a server, n/a for a client (default = 5fps for TCP/IP, 15fps for IPX) /cig:1 comms_interpolate_gunships program will interpolate a players helicopter position for smoother visuals n = 0 (off / default) n = 1 (on) /cvc:1 comms_validate_connection removes dead player husks when client crashes n = 0 (off / default) n = 1 (on) /cto:n comms_time_out the amount of time to wait before removing dead player husks n = 0 (off / default) n = 1 (on) /cist:n comms_initial_sleep_time sets the length of time (in milliseconds) the program will wait before sending packets (default = 500) /cpt:n comms packet timer sets the length of time (in seconds) the program will wait for a packet before re-requesting it (default = 5) /crto:n comms_resend_timeout sets the length of time (in seconds) the program will wait for a re-requested packet before asking for it again (default = 1) -chaff:n n being the % effectiveness of chaff -flares:n n being the % effectiveness of flares -smoke:n n being the % effectiveness of purple tank smoke -side note- Chaff and flares have a built in fail rate in them which is an unknown factor combined with jammers ECM and IR this figure is even less understood but sometimes even on 100% effectiveness of all decoys a missile will still have your name on it.Anything less than 100% - the fail rate = very ineffective decoys , its been known to loose off all 120 decoys from the Hokum or comanche and still be hit. **Miscellaneous switches** /goto:1 planner_goto_button activates 'GOTO' teleport button on the campaign map (T) /psr:n player_start_rank n = start rank for new pilots /uit:n user_invulnerable_time invulnerable time allowed after entering the cockpit (default = 5 seconds useful for artillery barrages comming your way like Yemen 1) a cheat -------------------------------------------------------------------- Section #16 Credits Thanks to: Razorworks for writing EECH and EEAH and being good with support over the life of the game. Starshoy for extra maps and mods Destro for the WUT R Flexman Hawley for the GSS Simhq EECH forum folks for some of the links provided the mods -------------------------------------------------------------------- Section #17 Wish list For people who know how to mod the game some more: Flyable everything (hinds, Blackhawks , V-22s, harriers , FA-18s etc) Variable SAM ranges over different terrain Fixed wing pilots eject Tanks be able to complete objectives rather than be cannon fodder Tanks actually be able to defend themselves from air attack via other offensive measures of evasive manoveurs enclosed spaces (caves, rock over hangs or Tunnels) Graphically visible damage effects More explosion effects. Full ordinance of RL helicopters ie hokum bombs karen ATGMs archer A2A missiles (this keeps balance since only 4 Karen's IRL can be carried compared to the 16 Vikhr ATGMs the Hokum is capable of carrying) Different coloured smoke Smoke from Russian tank engines as they are capable of making smoke without smoke grenades. Burning fires to illuminate the night time AWACs/JSTARS aircraft mainly to explain the presence of long LOS persistance (the default version that is) ------------------------------------------------ #18 Future developments (in the probable forseeable pipeline) Nothing much in the pipeline as LOMAC (lock on modern air combat) is going to take away alot of modders and fans a IL-2 Sturmvirk did. But I am planning on making a few maps Destro is planning on making version 1.60 and an EEAH WUT Destro is also planning to make all helicopters flyable ------------------------------------------------ Section #19 Permission to host this FAQ list Permission to be published on these sites only: http://www.neoseeker.com http://www.gamefaqs.com http://www.simhq.com http://dlh.net/ http://www.gamesover.com/ If you wish to host this FAQ please email me about it first. End - Copyright 23/12/2001 Fallon fallonken@hotmail.com feedback and suggestions are encouraged .Updated when I feel like it and or something major happens to the game (new 3rd party mods) Thats it! , its all over 6 months on and off playing have resulted in the knowledge you see above , it should give you a kick start. Update thats it I'm hanging up my EECH joystick for a while the mods just seem to be unbalancing the game when it had balance now it has very little , things I'm on about are 12km range for Blues no (apache and comanche) and 10km range for all land based Blue SAM systems with no improvements for the reds which is taking out the fun of EECH online or offline.Its like an invunerability cheat in a shootem up its fun for a while till nobody wants to play with you.And of course RL things to attend to like looking for work university stuff like that. --------------------------------------------------------------------