et voila
[Enemy Engaged - Comanche Hokum commandline options]
[Game]
chaff=1.0 # Effectivness of chaff where n = 0.0 (ineffective) to 1.0 (fully effective - default)
flare=1.0 # Effectivness of flares where n = 0.0 (ineffective) to 1.0 (fully effective - default)
smoke=1.0 # Effectivness of smoke where n = 0.0 (ineffective) to 1.0 (fully effective - default)
fog=14400 # Sets the time (sec) taken for the "fog of war" to reshroud enemy sector info (def 4 hours).
cpac=1 # capture aircraft: aircraft landed at captured bases or FARPS become usable by your side.
uit=5.0 # user invulnerable time (default 5 sec), when starting mission
[Graphics]
cbar=500 # distance in meters that city blocks resolve
fs=1 # Switch for turning off the default FULL SCREEN video mode, (def = 1, full screen)
mfr=30 # Max visual frame rate, (defaults = 30)
32bit=0 # Activates 32bit rendering if your video card supports it
nrt=0 # Turns off rendering to texture in case of visual problems with MFDs or TADS
notnl=0 # Turns off GeForce "TnL" support for troubleshooting
3dreset=0 # Reset screen resolution to 640x480 (def = 0)
dxtm=0 # directx texture management, should fix "unable to allocate hardware slot" error (def = 0)
cg=0 # clean graphics, re-installs graphics files (def = 0)
palette=1 # allow to use textures.pal if videocard supports it. Default is 1. Recommended is 0.
[Communications]
maxplayers=4 # maximum number of players in a multiplayer game, def = 4
ipa= # ip address = TCPIP address to connect to. A HOST can leave out the value.
usemaster=1 # Report game to internet masterserver (0 for private games)
pss=hoxdna.org # primary masterserver setting (server internet address)
sss=eech.dhs.org # secondary masterserver setting (server internet address)
ccrs=204800 # connection receive size, initial guess of campaign data size (default = 200k)
cdrs=204800 # data record size, similar to above…
cpbs=204800 # pack buffer size, similar to above…
cpds=512 # packet data size (def = 512)
cgs=0 # force the comms to use DirectPlay guaranteed send instead of its own (def=0).
crls=1000 # packet history list size, increase if client keeps getting kicked out by server (default = 1000)
crl=10 # number of times a client can re-request the same packet, increase for poor connections (def=10)
cpt=5 # time delay in seconds the comms will wait for a packet before re-requesting it. (default = 5s)
crto=2 # time comms will wait before assuming re-requested packets was lost (default = 2s)
mur=15 # max update framerate for a server, na for a client (default = 5fps for TCPIP, 15fps for IPX)
cig=1 # interpolate helicopter position for smoother visuals
cvc=1 # validate connection, removes dead player husks when client crashes
cptl=10 # packet throttle limit, mainly for modems, governs the flow rate of packets
cto=5 # timeout, the amount of time to wait before removing dead player husks
eufr=2 # client server entity update framerate, no. of iterations
css=0 # show communication stats (def = 0)
cist=500 # comms initial sleep time
servlog= # filename for server log
pauseserv=0 # pause server if no clients connected
dedicated=0 # active server mode, off by default.
game_type=0 # Valid game_types are: 1 = Freeflight, 2 = Campaign, 3 = Skirmish (def = 0)
gunship_type=8 # Gunship_types are, 0 = Apache, 1 = Havoc, 2 = Comanche, 3 = Hokum
path= # Path to map, campaign, skirmish
[Dynamics]
advancedfm=0 # advanced (more complex) flight model, off by default.
drbs=1.0 # retreating blade stall, floating point scaling factor for RBS effect (default = 1.0)
drv=1.0 # rudder value, scaling factor for drag on tail rotation (default = 1.0)
dra=0.8 # rudder acceleration, scaling factor for tail rotation acceleration (default = 0.8)
drd=1.0 # main rotor drag, scaling factor for drag caused by main rotor (default = 1.0)
dmrl=1.0 # main rotor lift, scaling factor for lift of main rotor (default = 1.0)
dtrd=1.0 # tail rotor drag, scaling factor for drag caused by tail in forward flight (default = 1.0)
dzd=0.0 # cyclic dead zone, percentage deadzone for the cyclic (default = 0.0)
dyal=5.0 # yaw altitude loss (default = 5.0)
[Miscellaneous]
goto=0 # Activates "GOTO" teleport button on the campaign map.
vfm=0 # vector flight model, activates viewer or "UFO" flight mode.
psr=1 # player start rank for new pilots
ns=0 # Bypass soundcard, useful for tracking hardware conflicts
hdwrbuf=0 # Number of hardware buffers to use for sound (0 to use software only)
mta=4 # The maximum multiplier allowed for time acceleration (default - 4)
nomcm=0 # no mission complete music
[MODIFICATIONS]
[WUT]
wut= # supply a filename of a wut text file here
[Wideview]
comanche_pilot=0.000,0.105,0.180,0.000 #wideview pilot position
comanche_co-pilot=0.000,0.105,0.180,0.000 #wideview co-pilot position
hokum_pilot=0.000,0.000,0.200,0.000 #wideview pilot position
hokum_co-pilot=0.000,0.000,0.200,0.000 #wideview co-pilot position
apache_pilot=0.000,0.050,0.200,-7.000 #wideview pilot position
havoc_pilot=0.000,0.050,0.200,-5.000 #wideview pilot position
hud_code=0,0,10,0,0,10,0,0,10,0,0,10 #hud code for 4 gunships
[Gameplay]
faa=1 # fligh any aircraft, def = 1 (on)
radarinf=1 # infantry no longer visible on radar, def = 1 (on)
grstab=1 # ground stabilisation of FLIR, def = 1 (on)
camcom=0 # Activates the Campaign Commander
destgt=0 # Activates designated target list
cannontrack=1 # Cannon tracking boresight (def=1, 0 = no tracking, 1 = track if no acq, 2 = track in IHADSS/HIDSS/HMS
[Joysticks and TIR]
eopann=-1 # joystick no. used for FLIR panning
eopanv=7 # joystick DirectX axis used for vertical FLIR panning
eopanh=9 # joystick DirectX axis used for horizontal FLIR panning
eozoomn=-1 # joystick no. used for FLIR zoom
eozoomax=8 # joystick DirextX axis used for FLIR zoom
cyclicn=-1 # Joystick no. for the cyclic
cyclich=2 # Joystick DirectX axis for cyclic horizontal
cyclicv=3 # Joystick DirectX axis for cyclic vertical
collectiven=-1 # Joystick no. for the collective
collectiveax=4 # Joystick DirectX acis for the collective
ruddern=-1 # Joystick no. for the rudder
rudderax=7 # Joystick DirectX axis for the rudder
joylookn=-1 # joystick no. used for joystick look
joylookh=2 # joystick DirectX axis used for horizontal joystick look
joylookv=3 # joystick DirectX axis used for vertical joystick look
joylookst=30 # joystick look step (min=1,def=30,max=100)
reverse_pedal=0 # reversed pedal input
external_trackir=0 # if TrackIR is active, let it control external view too
external_trackir_dir=0 # Can be used to invert the view direction of the external TIR
msl=0 # activates mouselook, and TrackIR when present. '0' is OFF, '1' is internal-only, '2' is external-only, '3' is both.
msls=15 # mouselook speed when activated (def=15, must be > 0) otherwise POV speed (min=1,def=13,max=20)
TIR_6DOF=0 # Enables support for TrackIR vector in the hokum and comanche
[Graphics and textures]
minfov=20 # general field of view minimum, linked to key '7', normal fov (60) = key '8'
maxfov0=80 # general field of view maximum for Apache pits, linked to key '9'
maxfov1=80 # general field of view maximum for Havoc pits, linked to key '9'
maxfov2=80 # general field of view maximum for Comanche pits, linked to key '9'
maxfov3=80 # general field of view maximum for Hokum-B pits, linked to key '9'
high_lod_hack=0 # EXPERIMENTAL! Enables highest level-of-detail models at far distances. Nice for higher FOVs, bad for FPS (esp. near cities)
dwash=0 # visible rotor downwash (dust), def = 1 (on)
highresmfd=0 # high resolution mfd's, def = 0 (off)
greenmfd=0 # mfd's are green (def = 0 (off), 1 = on)
tsdrender=0 # TSD render options (0-4) def = 0 (contours only)
tsdpalette=0 # TSD palette options (0-2) def = 0
tsdenemy=0 # TSD showing enemy colours (red, blue) def = 0 (off)
3d_cockpit=0 # EXPERIMENTAL! Draws a 3d apache cockpit (wide_view and MFD close-up (F3 and F4) disabled)
texture_colour=0 # Use texture colours directly. WARNING: only use with correct texture packs (def=0)
texture_filtering=0 # Texture blending, reacts to Anisotropic filter setting. EXPERIMENTAL (def=0)
mipmapping=0 # Use mipmnapped textures (dds files). WARNING: only use with correct texture packs (def=0)
dynamic_water=0 # Use dynamic water textures (def=0)
extended_terrain=0 # add more terrain textures: WARNING exctra terrain packs must be present. (def=0)
[Misc]
filter=1 # Turns on session filtering
autosave=0 # Autosave every n minutes or 0 for not to autosave
dfr=0 # display framerate, 0 = off, 1 = on, 2 = log to file "framerate.txt"
[end of file]
je cherche... je cherche...
j'ai aucune idée pour l'instant sur la solution de mon probleme