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Baltika

Battle of Britain Campaign Feedback

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The "Area=" flag defines the strategic node. The entry must match the name of a TargetArea as defined in the terrain_targets.ini file.

 

Ground Units must be placed at a Target Area which is defined as a strategic node in order to show up on the campaign map, using the BaseArea= flag under the particular ground unit.

 

I don't think there is any particular significance as to the geographical location of the relatiove strategic nodes, except of course it makes sense if they are connected up to the nodes closest to each one. So you wouldn't connect Paris Orly to London House of Parliament (unless you anted a very shgort ground war indeed!)

 

Cheers,

 

Baltika

 

So they will move frm connect 1, then 2 and the numeric progression states the direction of the move, I mean they can't move back.

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So they will move frm connect 1, then 2 and the numeric progression states the direction of the move, I mean they can't move back.

 

 

The "ConnectTo[xxx]=" numbers simply signify all the different strategic nodes which that particular node is connected to, not the order in which the ground units will move to them. The campaign engine handles which of the paths the ground unit follows, the idea being that they will try to move towards the enemy base node. A ground unit can move from its start node node to any other node connected to its start point, so, yes, units can retreat (eg if they are defeated in battle but not wiped out).

 

The "BasePoint=" flag defines the map co-ordinates at which the battle takes place - usually near to, but not right on top of, the strategic node which is being attacked.

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[GroundUnit017]

GroundObjectType=BritSquad

UnitName=19th Battalion (City of London) Home Guard

ForceID=1

Nation=RAF

StartDate=08/08/1940

BaseArea=London Raffinery Purfleet

RandomChance=100

StartObjects=540

MaxObjects=1000

Experience=20

Morale=90

Supply=15

UpgradeType=NEVER

 

 

[strategicNode010]

Area=Port of Ramsgate

ConnectTo[001].Target=London Raffinery Purfleet

ConnectTo[001].BasePoint=765000.00000,657000.000000

ConnectTo[002].Target=Port of Dover

ConnectTo[002].BasePoint=872000,620000

 

[strategicNode003]

Area=Port of Calais

ConnectTo[001].Target=Paris Orly Airport

ConnectTo[001].BasePoint=995000,335000

ConnectTo[002].Target=Port of Dover

ConnectTo[002].BasePoint=884000,623000

 

I know I am a pain in the ass. But I really might need those info for a campaign.

Quesion: what stops the britsquad to reach dover and then paris orly, via calais?

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OK, I see what you mean. Take this example:-

 

[strategicNode011]

Area=Port of Dover

ConnectTo[001].Target=London Raffinery Purfleet

ConnectTo[001].BasePoint=765000.00000,657000.000000

ConnectTo[002].Target=Port of Ramsgate

ConnectTo[002].BasePoint=883000,642000

ConnectTo[003].Target=Hastings Railwaystation

ConnectTo[003].BasePoint=793000,593000

 

Units at Dover can ONLY travel to the nodes defined in Dover's entry. Sorry if my previous answer was less than clear. A unit can only retreat if the node it is at is connected to the node it came from in the first place. So, units at Calais can travel to Paris Orly and Dover. Units at Dover can travel to London Refinery Purfleet, Ramsgate and Hastings Railwaystation.

 

So, to allow a unit to travel to AND from connected nodes, you have to define the path in both directions.

 

In the above example, if you wanted to allow travel from Dover to Calais, you would have to add:-

 

ConnectTo[004].Target=Port of Calais

ConnectTo[004].BasePoint=933853,595475

 

Does that make sense?

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[GroundUnit017]

GroundObjectType=BritSquad

UnitName=19th Battalion (City of London) Home Guard

ForceID=1

Nation=RAF

StartDate=08/08/1940

BaseArea=London Raffinery Purfleet

RandomChance=100

StartObjects=540

MaxObjects=1000

Experience=20

Morale=90

Supply=15

UpgradeType=NEVER

[strategicNode010]

Area=Port of Ramsgate

ConnectTo[001].Target=London Raffinery Purfleet

ConnectTo[001].BasePoint=765000.00000,657000.000000

ConnectTo[002].Target=Port of Dover

ConnectTo[002].BasePoint=872000,620000

 

[strategicNode003]

Area=Port of Calais

ConnectTo[001].Target=Paris Orly Airport

ConnectTo[001].BasePoint=995000,335000

ConnectTo[002].Target=Port of Dover

ConnectTo[002].BasePoint=884000,623000

 

I know I am a pain in the ass. But I really might need those info for a campaign.

Quesion: what stops the britsquad to reach dover and then paris orly, via calais?

 

So basically in my example, the britsquad, reaches Dover , but from there CAN'T reach Calis simply because the entry strategicnode003, relative to Calis, is not applicable to units in Dover, right?

the only entry applicable would be therefore this one

 

[strategicNode011]

Area=Port of Dover

ConnectTo[001].Target=London Raffinery Purfleet

ConnectTo[001].BasePoint=765000.00000,657000.000000

ConnectTo[002].Target=Port of Ramsgate

ConnectTo[002].BasePoint=883000,642000

ConnectTo[003].Target=Hastings Railwaystation

ConnectTo[003].BasePoint=793000,593000

 

Which obvioully leads to places just in UK

And don't be sorry for me not understanding. You are clear, it is just my little brain

Anyway thanks for all the info, they are very precious

Edited by Canadair

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So basically in my example, the britsquad, reaches Dover , but from there CAN'T reach Calis simply because the entry strategicnode003, relative to Calis, is not applicable to units in Dover, right?

the only entry applicable would be therefore this one

 

[strategicNode011]

Area=Port of Dover

ConnectTo[001].Target=London Raffinery Purfleet

ConnectTo[001].BasePoint=765000.00000,657000.000000

ConnectTo[002].Target=Port of Ramsgate

ConnectTo[002].BasePoint=883000,642000

ConnectTo[003].Target=Hastings Railwaystation

ConnectTo[003].BasePoint=793000,593000

 

Which obvioully leads to places just in UK

And don't be sorry for me not understanding. You are clear, it is just my little brain

Anyway thanks for all the info, they are very precious

 

 

Yes, exactly right.

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Brilliant Baltika. I am having huge fun

Questions, again, which might answer some otther campaign issue too

 

-I am flying Bf-109-3b, and 80% of the time I get two ships mission generated. I know I can add more wingmen, but why the system generattes two planes sorties?

 

-Which parameter dictates if you are going to have more than one strike tasked fights in a given mission? I noticed that by raising the missionrates up to one per day activity increases

 

-last but not least. I NEVER so far seen Ju-87 mission generated. It happens in other campaigns I have that some squasron or type of planes never gets missions. any idea?

 

-I bombed the area RDF by Dover; missed target antenna but I had splash bomb water effect with Sc-250 bombs

 

EDIT: just flew side by side to a Stuka formation, my mistake

I am having huge fun flying the bf-109-e3b, an intersting concept, "expetcted to act as fighter after bomb precision release" somethign we have to wait fr the f-15E to do, later on.

Another thing, am I wrong or there is no dive-bombing in the game?

Edited by Canadair

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Brilliant Baltika. I am having huge fun

Questions, again, which might answer some otther campaign issue too

 

-I am flying Bf-109-3b, and 80% of the time I get two ships mission generated. I know I can add more wingmen, but why the system generattes two planes sorties?

 

-Which parameter dictates if you are going to have more than one strike tasked fights in a given mission? I noticed that by raising the missionrates up to one per day activity increases

 

-last but not least. I NEVER so far seen Ju-87 mission generated. It happens in other campaigns I have that some squasron or type of planes never gets missions. any idea?

 

-I bombed the area RDF by Dover; missed target antenna but I had splash bomb water effect with Sc-250 bombs

 

EDIT: just flew side by side to a Stuka formation, my mistake

I am having huge fun flying the bf-109-e3b, an intersting concept, "expetcted to act as fighter after bomb precision release" somethign we have to wait fr the f-15E to do, later on.

Another thing, am I wrong or there is no dive-bombing in the game?

And last one; was there any rockets that the luftwaffe used for aG purpose?

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-I am flying Bf-109-3b, and 80% of the time I get two ships mission generated. I know I can add more wingmen, but why the system generattes two planes sorties?

 

Good question, I wish I knew the answer. In single missions I get 12+ fighters on each side, much more appropriate for BoB-style battles. So far as I know, the campaign .dll controls how campaign missions are assigned. I seem to see more activity later in the campaign, but that's purely subjective. I d/k how to force single-mission-size flights in the campaign engine. Anyone?

 

-Which parameter dictates if you are going to have more than one strike tasked fights in a given mission? I noticed that by raising the missionrates up to one per day activity increases

 

See my answer to the above question. I thought I had set the campaign to generate one mission per day - at the height of BoB, both sides' pilots flew multiple sorties in a day, but one seemed a reasonable compromise, or the campaign really would take three months to play through. You might try increasing the supply values for all air units, and under each [Force] heading in the campaign_data.ini, as supply determines when a unit is available to undertake an offensive mission.

 

 

-I bombed the area RDF by Dover; missed target antenna but I had splash bomb water effect with Sc-250 bombs

 

Sorry, can't help with this one, either. CA_Stary built the WW2 weapons pack so he may be able to assist.

 

Another thing, am I wrong or there is no dive-bombing in the game?

 

No, you are correct. I don't think there is an AI routine for dive-bombers. Of course, at the controls of my trusty Stuka, I can wreak havoc with pinpoint accuracy, then escape at sea level. Provided my escort isn't off chasing his Oak Leaves.

 

 

OK, just re-read my answers. I think you have discovered the limits of my knowledge :crazy:

 

Anybody help?

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No, you are correct. I don't think there is an AI routine for dive-bombers. Of course, at the controls of my trusty Stuka, I can wreak havoc with pinpoint accuracy, then escape at sea level. Provided my escort isn't off chasing his Oak Leaves.

 

Do these AI settings in the AircraftObject.ini have any effect?

 

[DiveBombAI]

LookoutAngle=360

DefensiveAngle=360

ChanceDefensiveTurn=100

ChanceBreakTurn=90

ChanceHardTurn=90

ChanceTurnDirection=100

ChanceContinue=15

RollInRange=6000.0

RollInAlt=2300.0

PullOutRange=600.0

PullOutAlt=300.0

ReleaseAlt=1000.0

SecondPassRange=4000.0

SecondPassAlt=1600.0

FightWithoutAmmo=100

ReleaseCount=25

ReleaseInterval=0.8

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Thanks for the heads-up, Czech6, I wasn't aware of those settings.

 

I'm not sure how to force any particular bomber to use them though. I will try to get some testing done.

 

Anybody know?

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Thanks for the heads-up, Czech6, I wasn't aware of those settings.

 

I'm not sure how to force any particular bomber to use them though. I will try to get some testing done.

 

Anybody know?

 

Don't know. Though that it had something to do with the designation of "fighter", "attack", or "bomber" in the aircraft.ini file. The Stuka file says "attack", but trying "fighter" and "bomber" didn't help. Still wouldn't divebomb. Maybe the AIData settings?

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Don't know. Though that it had something to do with the designation of "fighter", "attack", or "bomber" in the aircraft.ini file. The Stuka file says "attack", but trying "fighter" and "bomber" didn't help. Still wouldn't divebomb. Maybe the AIData settings?

Baltika a questiona bout Flak

Both the heavy flak for raf and nazi are pointed to the 85mm ks-12, whose warhead weight is 646g

In my SFp1 and Wov install I modded it to about 284600g, unrealistc setting that produces a strong fear-factor around flak's belack clouds; I uploaded a mod with upped values of flak also for Ks-30 and ks-19 guns (130mm and 100mm, respectively 500000g and 460000g) they deliver quite a blow;

What is your opinion on that? Shall I modify the ks-12?

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Baltika a questiona bout Flak

Both the heavy flak for raf and nazi are pointed to the 85mm ks-12, whose warhead weight is 646g

In my SFp1 and Wov install I modded it to about 284600g, unrealistc setting that produces a strong fear-factor around flak's belack clouds; I uploaded a mod with upped values of flak also for Ks-30 and ks-19 guns (130mm and 100mm, respectively 500000g and 460000g) they deliver quite a blow;

What is your opinion on that? Shall I modify the ks-12?

 

 

Sounds like a blast :rofl:

 

Couldn't resist, sorry :wink:

 

Yes, thanks for taking the trouble to look at it - I for one would like to give it a whirl. Will make those rhubarbs all the more nerve-racking :blink:

 

Cheers

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Sounds like a blast :rofl:

 

Couldn't resist, sorry :wink:

 

Yes, thanks for taking the trouble to look at it - I for one would like to give it a whirl. Will make those rhubarbs all the more nerve-racking :blink:

 

Cheers

The point is that the flak we have out of the box is basically unoffensive.. so it needs to be upped in desrtructive power, and in order to end up in some realistic value which has you think twice before hanging around aimlessly in flak area, you end up with values very high such those I listed; my problem is: are they too high? the only way to test is going on extensive statistic ttest, which I can't do alone. I posted in the forum requesting help. and trying to make a combined effort but noone is interested apparently

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The point is that the flak we have out of the box is basically unoffensive.. so it needs to be upped in desrtructive power, and in order to end up in some realistic value which has you think twice before hanging around aimlessly in flak area, ...

 

Well, my two cents here would be that I do not think that flak should be upgraded to extent where it frequently blows you out of the sky. The damage modelling in-game in conjunction with the mission requirements isn't really perfect anyway.

Besides, think about the capabilities of an AAA gun and the target it is shooting at. The big bore AAA guns don't shoot at a specific aircraft, they fire at an area.

 

Tempest and Typhoon were not in service in the BoB timeframe. I am working up a "Channel Front 41-44" campaign which will use them, and many of the later types, but it's a long way off from release, sorry.

 

Interesting. Have I mentioned that I have done decals not only for Spitfire units...? :ninja:

Edited by Gocad

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Well, my two cents here would be that I do not think that flak should be upgraded to extent where it frequently blows you out of the sky. TThe big bore AAA guns don't shoot at a specific aircraft, they fire at an area.

 

Absolutely agree 100%; the point is finding values which "makes you be careful" but don't wipe you out of the sky every time.

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There's life in the old BoB yet. . .

 

WIP, but hopefully coming soon to a BoB near you. . .

 

post-16914-1203817955_thumb.jpg

 

post-16914-1203818004_thumb.jpg

 

Your starter for 10: Which Squadron? (Easy-peasy :wink: )

 

Your bonus question: Which BoB Ace flew this particular bird?

 

All part of an ongoing project to bring some individuality to the BoB campaign squadrons.

 

Get your requests for priority in now :clapping:

Edited by Baltika

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And your double-super-triple bonus question:-

 

What's the deliberate mistake with the markings on the above Hurri?

 

Hint: There are 2 :blink:

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Your starter for 10: Which Squadron? (Easy-peasy :wink: )

 

No. 303 (Polish) Squadron.

 

What do I win? :wink:

 

About the 'Channel Front 41-44' campaign you mentioned, what terrain do you intend to use? (In case you have already thought about this)

Edited by Gocad

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-I bombed the area RDF by Dover; missed target antenna but I had splash bomb water effect with Sc-250 bombs

 

I guess it's related to terrain engine itself. Sometimes game don't properly recognize the surface type on tiles that have both water and solid ground on them -sim takes the _hm.bmp file to check for the surface in given tile, and as these files are 16x16 resolution, compared to typically 256x256 for terrain tile, there are some inaccuracies,

 

Gepard should correct me on this matter. It's anyway something sometimes to occure.

 

Cheers,

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I guess it's related to terrain engine itself. Sometimes game don't properly recognize the surface type on tiles that have both water and solid ground on them -sim takes the _hm.bmp file to check for the surface in given tile, and as these files are 16x16 resolution, compared to typically 256x256 for terrain tile, there are some inaccuracies,

 

Gepard should correct me on this matter. It's anyway something sometimes to occure.

 

Cheers,

Yes this is what I thoguht, not a big deal, just thought it was good to report.

Btw I like your WWII effect; for those that fly multiple era, they are a nice change when moving form one era to another

Thanks

Edited by Canadair

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Since I am quite lazy to research had luftwaffe any airborne rockte such as the P-51s stub or the HVAR?

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WGR, R4M Orkan

 

not at this stage of war, and serving A2A role

 

Experts?

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After some development work on BoB terrain i faced the problem of CTD while flying over Paris. This problem is caused by the EiffelTower. I had to delete the Eiffeltower to solve it.

2 Questions.

1.) Has someone else the same problem?

2.) Has someone a better Eiffeltower available?

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