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CHAPTER 6 |
1 2 3 4 5 6 HOME | ![]() |
Updates, User Modification & Multiplayer | |||||
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IN THIS CHAPTER
Updates & Patches
Manual Changes
Skins
Command Line Parameters
Command Line Examples
Multiplayer
Author Credit
6.1 Updates - Patches & Undocumented Features
All international patches and updates for Enemy Engaged Comanche verses Hokum can be downloaded from the Razorworks site at the following URL:
http://www.razorworks.com/pages/patches_txt.htm
At present no updates are available.
1st Edition Manual Changes
Key Changes
ALT F1 Toggles the HUD resolution scaling SHIFT 0 Toggles transparent cockpit or toggles cockpit graphics in Apache / Havoc CTRL K Havoc HUD enlarge (was ALT K)
Patches
At present no patches are available.
Skins
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It is possible to change the pilot & cp/g faces with your own.
File format : 24bit uncompressed BMP only
Hi Face is 128x128 Lo Face is 32x32 Neck is 32x32 Skin is 8x8
Skin File Locations
US Crew
Razorworks\cohokum\graphics\skins\USA\PILOT
Razorworks\cohokum\graphics\skins\USA\CPGRussian Crew
Razorworks\cohokum\graphics\skins\RUSSIAN\PILOT
Razorworks\cohokum\graphics\skins\RUSSIAN\CPGBackups are provided in case you need to revert to the originals.
Facial Template
If you want to match up the facial polygons with your artwork, use the template below.
Flight Model Parameters
It is possible to tinker with the flight model by adusting the values of the text based .DYN (or dynamics) files. To restore the default values just delete the file and a new one will be created when you fly that helicopter again. Each helicopter has its own dynamics data file.
These files are located in the following folder:
Razorworks\common\data
6.2 Command Line Parameters
Shortcuts
Enemy Engaged Comanche verses Hokum is customisable to some degree by the user. Some flight model, visual and most communication elements can be altered by passing command line parameters when launching the game. This section includes a full list of some documented and undocumented ones (which can now be considered documented).
Command Line parameters can be entered into a DOS box or program shortcut. Several Windows shortcuts to this simulation with different options included in the Target field (see figure 6-1 below) can be made and renamed to switch between different options.
figure 6.1: Shortcut Properties - command line
switches in Target box
Environment Variable
As an alternative to using command line or shortcuts options, you can specify the commands you want with the APACHE_HAVOC environment variable and SET command.
For example:
SET APACHE_HAVOC=/cgs:1 /cig:1 /cbar:1000
For more information on using command lines and environment variables, please refer to your computers disk operating system manual or Windows95 user manual.
Category – Communications | ||
Switch | Meaning | Description |
/ipa:n | ip_address | n= TCP/IP address to connect to. A HOST can leave out the value. |
/ccrs:n | comms_connection_receive_size | n = Initial guess of campaign data size. If campaign data is larger then this can slow things down (default = 200k) |
/cdrs:n | comms_data_record_size | similar to above… |
/cpbs:n | comms_pack_buffer_size | similar to above… |
/cgs:1 | comms_guaranteed_send | Force the comms to
use DirectPlay guaranteed send instead of its own. n = 1 (turn on) n = 0 (turn off - default) |
/crls:n | comms_resend_list_size | n = Packet history list size, increase if client keeps getting kicked out by server (default = 1000) |
/crl:n | comms_rerequest_limit | n = number of times a client can re-request the same packet. Increase this for poor connections (default = 10) |
/cpt:n | comms_packet_timer | n = time delay in seconds the comms will wait for a packet before re-requesting it. (default = 5s) |
/crt:n | comms_resend_timeout | n = time comms will
wait before assuming re-requested packets was lost (default = 2s) |
/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) |
/cptl:n | comms_packet_throttle_limit | mainly for modems
this one, governs the flow rate of packets (default = 10) |
/cto:n | comms_time_out | the amount of time
to wait before removing dead player husks n = 0 (off / default) n = 1 (on) |
Category – Visual | ||
Switch | Meaning | Description |
/cbar:n | city_block_approximation_range | n = distance in meters that city blocks resolve from their simple form to complex form (default = 500 meters) |
/fs:0 | full_screen | Switch for turning off the default FULL SCREEN video mode. |
/mfr:n | max_frame_rate | n = Max visual frame rate, (defaults = 30) |
/32bit | 32_bit | Activates 32bit rendering if your video card supports it |
/nrt | no_render_to_texture | Turns off rendering to texture in case of visual problems with MFDs or TADS |
Category – Flight Dynamics | ||
Switch | Meaning | Description |
/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) |
/dzd:n | dynamics_cyclic_dead_zone | n = percentage deadzone for the cyclic (default = 0.0) |
Category - Miscellaneous | ||
Switch | Meaning | Description |
/goto:1 | planner_goto_button | Activates "GOTO" teleport button on the campaign map. |
/vfm:1 | vector_flight_model | Activates viewer or "UFO" flight mode. |
/psr:n | player_start_rank | n = Start rank for new pilots |
/ns | no_sound | Bypass soundcard, useful for tracking hardware conflicts |
/pitod:n | player_initial_tour_of_duty | Tour Of Duty start timer value |
/3dreset | 3d_reset | Reset screen resolution to 640x480 |
/dxtm | directx_texture_management | Should fix "unable to allocate hardware slot" error |
/mta:n | max_time_acceleration | The maximum multiplier allowed for time acceleration (default - 4) |
6.3 Command Line Examples
Perhaps the most useful parameter for users with powerful machines is /cbar:<meters>. This extends the distance that city areas resolve from basic shapes into their more detailed versions. This goes some way to eliminate necessary "pop-up" of buildings.
Increase City Popup Range
cohokum.exe /cbar:1000
The number is in meters. 1000 is 1km which is double the default value of 500.
Activate the Teleport feature
cohokum.exe /goto:1
This enables a "GOTO" button on the campaign map. It could be considered a poor mans "skip" feature if the flying experience passes you by and you want to get to the action soonest.
Run The Simulation in a Window
cohokum.exe /fs:0
Some 3D video-cards will run 3D applications in a desktop window. While this simulation is not designed to be fully compatible with windowed operation you may find it useful for running the game while monitoring other desktop applications, such as a contact manager or buddy-list program. To swap focus from the windowed game to the desktop, press either the ALT-TAB key or use the "Window" key then click on an empty area of the desktop.
Connect To an Internet Game
cohokum.exe /ipa:198.162.0.0
Will insert the above IP address and set TCP/IP for DirectPlay. This can be used to configure "buddy" programs like ICQ to launch Comanche-Hokum as a Telephony program and connect to their games semi-automatically.
6.3 Multiplayer
Playing over the Internet or LAN with your friends is a truly great gaming experience. In Enemy Engaged Comanche verses Hokum you can what is called "hot-join" which means you can join a game that is already in progress.
Good multiplayer performance requires a Host with a fast connection. ISDN or Cable modems can effectively host campaigns. Guest Players do not need particualy fast connections, a 28kbs modem can suffice, although PING times regardless of connection speed will effect the quality of play.
Hosts with low speed connections such as modem should use play the mini-campaigns called "Skirmishes", these require less host bandwidth.
The Network Model
In the simulation, only the HOST computer can create objects, this is a permissible server model. CLIENTS "request" permission to fire missiles and the HOST grants that permission. In a campaign there can be anything up to 1,700 objects that need to be doing the same things on all connected computers.
Because of this model, there is a short delay when a guest player presses the fire button or some other action, and the missile or some action taking place. That delay is typically the round trip time for a packet to travel to the HOST and back to the CLIENT.
The faster the PING, the faster the response time. Quality of connection will also play a role. If a link is unreliable, lost packets need to be resent causing additional delays.
When Connecting (0)...
The number you see after the word "Connecting..." is the number of received packets. When joining a game, the campaign is transmitted to the client in chunks. Lager campaigns will require more data and longer wait times. "The Sword In The Sand" campaign may take around 350+ packets, while a Skirmish may only require 50+. This number also includes resent packets so the number may vary.
While the campaigns world data is being transmitted it is also getting out of date - falling behind. Once the player has entered the campaign, the HOST begins a re-sync. It will send missed packets to the client. After a player has joined a game, it is advisable the player wait a short while (say 30 seconds) to allow for correct synchronisation.
Don't forget to use the chat facility, TAB 4 1 is the key sequence to send a message to all players. Voice comms software should work with this simulation. Some software (such as ShadowFactor's Battlecom) has been tested and works ok.
Modem Play Optimisation
It is possible to host a campaign over a modem connection. It has been achieved between two 56k modems connected at 44k to the Internet. However every 56k modem is limited to a max 33k sending data rate, and as the server is the bottleneck, effectively there is no advantage for the HOST to connect faster than 33k speed.
There are ways in which you can improve your connection:
1) Turn off any compression in your dialup properties - Comanche Hokum performs compression itself, and its possible your modem is creating more lag by buffering up data before sending it out.
2) Instead of connecting via the Internet, try a modem to modem connection. This has even less lag than the Internet version.
3) Improve your framerate - if you're experiencing half a second of lag and you are the server, you could do with upping your frame rate ( decrease resolution, object detail, terrain detail etc. ). Technically in a MP game, the server shouldn't have any lag at all ( just like a single player game ).
4) Try a different ISP. Doesn't always make a difference, but one of the things we believe is that Internet routers (things responsible for getting the data from the modem to the other guys modem) can drop packets - and drop more the busier they are. The faster your connection to the ISP, the more tolerant of dropped packets you become.
Hey, be careful out there.
6.4 Credit Where It's Due
This strategy guide was designed and written by Richard "Flexman" Hawley with assistance from the jolly crew at Razorworks. Richard Hawley is the author of many helicopter sim utilities and editor of the CombatHelo section at SimHQ.com.
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Enemy Engaged - Comanche vs Hokum Strategy Guide | ![]() |
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