Canadair Posted February 5, 2008 Posted February 5, 2008 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. Quote
+Baltika Posted February 5, 2008 Author Posted February 5, 2008 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. Quote
Canadair Posted February 5, 2008 Posted February 5, 2008 [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? Quote
+Baltika Posted February 5, 2008 Author Posted February 5, 2008 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? Quote
Canadair Posted February 5, 2008 Posted February 5, 2008 (edited) [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 February 5, 2008 by Canadair Quote
+Baltika Posted February 5, 2008 Author Posted February 5, 2008 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. Quote
Canadair Posted February 7, 2008 Posted February 7, 2008 (edited) 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 February 8, 2008 by Canadair Quote
Canadair Posted February 8, 2008 Posted February 8, 2008 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? Quote
+Baltika Posted February 9, 2008 Author Posted February 9, 2008 -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 Anybody help? Quote
Czech6 Posted February 9, 2008 Posted February 9, 2008 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 Quote
+Baltika Posted February 11, 2008 Author Posted February 11, 2008 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? Quote
Czech6 Posted February 12, 2008 Posted February 12, 2008 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? Quote
Canadair Posted February 17, 2008 Posted February 17, 2008 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? Quote
+Baltika Posted February 18, 2008 Author Posted February 18, 2008 Baltika a questiona bout FlakBoth 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 Couldn't resist, sorry 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 Cheers Quote
Canadair Posted February 18, 2008 Posted February 18, 2008 Sounds like a blast Couldn't resist, sorry 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 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 Quote
+Gocad Posted February 18, 2008 Posted February 18, 2008 (edited) 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...? Edited February 18, 2008 by Gocad Quote
Canadair Posted February 18, 2008 Posted February 18, 2008 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. Quote
+Baltika Posted February 24, 2008 Author Posted February 24, 2008 (edited) There's life in the old BoB yet. . . WIP, but hopefully coming soon to a BoB near you. . . Your starter for 10: Which Squadron? (Easy-peasy ) 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 Edited February 24, 2008 by Baltika Quote
+Baltika Posted February 24, 2008 Author Posted February 24, 2008 And your double-super-triple bonus question:- What's the deliberate mistake with the markings on the above Hurri? Hint: There are 2 Quote
+Gocad Posted February 24, 2008 Posted February 24, 2008 (edited) Your starter for 10: Which Squadron? (Easy-peasy ) No. 303 (Polish) Squadron. What do I win? 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 February 24, 2008 by Gocad Quote
+Stary Posted February 24, 2008 Posted February 24, 2008 -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, Quote
Canadair Posted February 24, 2008 Posted February 24, 2008 (edited) 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 February 24, 2008 by Canadair Quote
Canadair Posted February 24, 2008 Posted February 24, 2008 Since I am quite lazy to research had luftwaffe any airborne rockte such as the P-51s stub or the HVAR? Quote
+Stary Posted February 24, 2008 Posted February 24, 2008 WGR, R4M Orkan not at this stage of war, and serving A2A role Experts? Quote
+Gepard Posted February 24, 2008 Posted February 24, 2008 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? Quote
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