#3316347 - 06/11/11 10:03 AM
Re: Any way to move a squadron (especially helicopters)?
[Re: Vortex]
|
Joined: Sep 2007
Posts: 174
white_fang
Member
|
Member
Joined: Sep 2007
Posts: 174
|
@Vortex Nope man. You can't even think about tacedit for F4AF, any other verision will do. The file ver 85 is not supported And for sq. relocating, this switches enables it, but I don't know is it working. This goes to bfops.cfg set g_bAirbaseReloc 1 set g_bHelosReloc 1 // Relocate helicopter squads faster set g_nRelocateDelay 1 set g_nRelocationWait 1 Well someone correct me if anything changed or am I wrong, ED_1? Regards
|
|
#3316394 - 06/11/11 12:37 PM
Re: Any way to move a squadron (especially helicopters)?
[Re: Vortex]
|
Joined: Apr 2011
Posts: 16
Vortex
Junior Member
|
Junior Member
Joined: Apr 2011
Posts: 16
|
Thanks guys. This is exactly the kind of stuff I was looking for. Although unfortunately, I don't think either suggestion is going to work in Allied Force. But I'm still working on it...
Lod_Viper - I renamed my current campaign save .cam file from .cam to .tac, it showed up as a loadable file in the mission builder, but then it only came up with a blank map after loading. Another poster in the thread you linked mentioned this problem (probably has to do with using a non-stock or modified campaign, which all of Allied Force's may be?), but this is as far as I've been able to get so far.
white_fang - There is no bfops.cfg file in Allied Force, and of the three files that do have a .cfg extension (options.cfg, global.cfg, and version.cfg) none have the command lines you listed. I suspect that 'options.cfg' may be the applicable file, but when I tried to open it with Notepad only a bunch of machine code characters displayed. I have a vague recollection of Lead Pursuit supposedly encrypting certain portions of Allied Force - more so as unstable mods wouldn't be added rather than for copyright purposes - and I'd guess that is what may happening here?
Oh well, I'll keep playing and see if LP has the airbase relocate switches on or not (although it could vary by campaign). And we're kicking some Serb ass anyway. It seems like a very easy campaign - which is fine. Because I'm mainly playing online with some RL friends who are still getting the hang of things. And we don't need SA-10's and SU-27's lurking around every corner right now.
Edit: By the way - has anyone ever seen a squadron relocate in Allied Force? In any campaign? This is another thing I would be interested in knowing.
Last edited by Vortex; 06/11/11 01:26 PM.
|
|
#3316428 - 06/11/11 02:02 PM
Re: Any way to move a squadron (especially helicopters)?
[Re: Vortex]
|
Joined: Jan 2006
Posts: 186
LoD_Viper
Member
|
Member
Joined: Jan 2006
Posts: 186
Southern Arizona in the good o...
|
Thanks guys. This is exactly the kind of stuff I was looking for. Although unfortunately, I don't think either suggestion is going to work in Allied Force. But I'm still working on it...
Lod_Viper - I renamed my current campaign save .cam file from .cam to .tac, it showed up as a loadable file in the mission builder, but then it only came up with a blank map after loading. Another poster in the thread you linked mentioned this problem (probably has to do with using a non-stock or modified campaign, which all of Allied Force's may be?), but this is as far as I've been able to get so far. Note that the objectives on the map (towns, cities, army bases, etc.) won't show up for sure (i think that is the poster comment in that thread you are referring to) but the units (tanks, squadrons, infantry, etc) are different than the objectives. But it still may not work for other reasons that's a distinct possibility. Oh well, I'll keep playing and see if LP has the airbase relocate switches on or not (although it could vary by campaign). And we're kicking some Serb ass anyway. It seems like a very easy campaign - which is fine. Because I'm mainly playing online with some RL friends who are still getting the hang of things. And we don't need SA-10's and SU-27's lurking around every corner right now.
Edit: By the way - has anyone ever seen a squadron relocate in Allied Force? In any campaign? This is another thing I would be interested in knowing. I've never seen a fixed wing aircraft squadron relocate in all the years I've played Allied Force. But I have seen helo squadrons relocate a couple of times (or so I thought).
|
|
#3316979 - 06/12/11 09:42 AM
Re: Any way to move a squadron (especially helicopters)?
[Re: Vortex]
|
Joined: Sep 2005
Posts: 87
gipodiablo
Junior Member
|
Junior Member
Joined: Sep 2005
Posts: 87
Europe
|
INTRODUCTION In the old days of Falcon 4 there was a file named "FALCON.CFG" where the pilot could set/change In the old days of Falcon 4 there was a file named "FALCON.CFG" where the pilot could set/change some options/variables. Not only were they available, but the SP, BMS series and following versions (f.i. OpenFalcon in which the file is named FALCONBMS.CFG) came with a nice little program called SP Config Editor to make configuring these options user friendly. Most (if not all) of these were options added after 1.08 (we're speacking of old Falcon4) and available to select via F4Patch. One of the goals of the SP series was to export as many values into config variables and data files to allow a greater degree of flexibility in modding the sim. The vast majority of those options were added to improve realism and playability, and, sadly to say, cheating. Some were merely debug options of no use to anyone but the coders. In the previous versions of F4, a certain number of these options were a cause of some MP stability problems, when people had them set differently (infamous was the the option that showed/not showed trees ). Veteran Falconeers cannot count the number of hours spent getting everyone in synch on these settings before each MP game. ***** In Allied Force all of the changeble options have been removed in the name of multiplayer stability, while some have beeen included and secured by default in the code. But, oddly enough, LP, while officially forbids any modding to AF, as a matter of fact allows that some settings on AF can be still tweaked. When u launch AF, the program goes seraching for a file named BFOPS.CFG, reads and processes its content and applies the tweaks found in the sim. When AF finds this file, it also creates a file called BFOPSLOG.TXT in the main folder, where is a summary of the options found and changed. Note that if you add a line with a parameter that it is not recognized by exe , then it will not be shown in the BFOPSLOG.TXT . In some Forums we saw even LP devs suggesting which variables to write in BFops.cfg to get some special results, even if they pinpointed that that was a personal help, not a LP's stance. No doubt there is a contradiction in LP behaviour. that officially forbids any mod, but allows to tweack some parameters , even if not explaining which and how ******* However the actual situation is that U CAN CHANGE in Allied Force, even if not all, some parameters.
DIGGING THE SECRETS In conclusion, if u want these new options in AF, you simply have to create with NOTEPAD a file, naming it BFOPS.CFG and placing it in the main folderof AF where the exe resides, and putting in each line of this file a text that modifyes the sim. If u do'nt like some of the tweacks created, u simply cancel its line.
The form of each text line that changes parameters is similar to the following: set g_nPadlockBoxSize # where # is a number, in some cases 0 or 1 (boolean), in other incremental numbers, integer or decimals. F.i. the line above changes the dimensions of the padlock box with the increment of #. If u set it as follows: set g_nPadlockBoxSize 0 that 0 means turn completely off the padlock box. With a higher # ( try 5 for example) u make it bigger.
Possible parameters to put into the BFops.cfg file that surely work in AF and do not harm MP flights are:
set g_nPadlockBoxSize # Explained above
set g_fMfdGreen # where # can be beteween 1 and 100, default being 50 It sets your green level intensity for the MFD in HUD only
set g_bNoRPMOnHud # Possible values 0/1 With 1 no RPM on HUD, with 0 u can see RPM on HUD.
set g_nShowAVTRStatus # Possible values 0/1/2 It changes the AVTR "RECORDING" message on screen (0 = No message on screen, 1 = Yes, 2 = Blink start/stop) For example: set g_nShowAVTRStatus 0 turns it off. If u like it blinking, write set g_nShowAVTRStatus 2 This might remind u not to do somthing dumb while tape is rolling-LOL
set g_bUse3dSound 1 Possible values 0/1 1 enables 3D Sound : recommended If u have a decent sound card, test it to experience improved stereo sound . An other advantage is for Vocal Commands programs users: I tested VAC with this option on,and got vocal recognition much improved
set g_bOldSoundAlg 0 It reverts to older sound system (polled interface) in case of problems. To be used for safety together with use3Dsound.
set g_bMFDHighContrast # Possible values 0/1 Default is 0 1 recommended for better screens reading. Use different colours on colour MFD (helps colour blindness distinction), it changes the color scheme of some MFD's symbols and lines.
set g_fCursorSpeed # Default is 1.0 2.0 or 3.0 recommended for having radar cursor working smoothly .
set g_fRadarScale # Possible values 0.1 with increasing decimals 1.0 (100%) is the default. Changes Radar Blips size. Not recommended to go less than 0.5 because the blip size becomes little as a pixel and difficult to bug/lock. 0,8 recommended: blips are smaller than the default size preventing overlapping, but still comfortable to bug/lock
set g_bEPAFRadarCues # Possible values 0/1 0 is the default, bugged/locked radar targets are drawn as triangles, how we are used to see in standard version . With 1, bugged/locked radar targets are drawn as square boxes with an arrow vector for speed and heading, rather than triangles. This is the default for EPAF countries F-16 models.
set g_fPOVSpeed # Possible values 1 increasing incremental Default is 1.5 With 5, the POV speed is very sudden and uncomfortable. Not recommended to go more than 2.5 or 3
set g_bUseMouse3forSOI # Possible values 0/1 With 0 (default) u use arrows keyboard keys for moving radar cursors, as we're used to. With 1 (recommended, more handy) u can use also the MIDDLE MOUSE Button for moving radar cursors: u press it and while pressing now u can move the radar cursors with mouse. See also my Falcon's Pill #18 for how changing views with mouse.
set g_fMfdTransparency # Possible values 0 to 100(%) Default is 50 This adjusts transparency MFD in HUD Only view. 0 is full transparent, 100 is not transparent at all.
set g_bCATIIIDefault # Possible values 0/1 Default is 0 1 sets the aircraft configuration to CATIII upon entering the cockpit, regardless of your loadout.
set g_bAllowOverload # Possible values 0/1 Default is 0 0 does'nt cause damages to airframe on high G manouvres. 1 causes damages.
set g_npercentage_available_aircraft # Possible values 0 to 100(%) Default 75% The 'percentage available aircraft' determines what proportion of your squadron's roster will be available to undertake missions
in a given tasking cycle. You can adjust this between 0% and 100%. However, beware; if your setting makes the number of available aircraft less than 4, you won't get any four-plane missions scheduled. Similarly, if your setting makes the number of available aircraft less than 2, you won't get any missions at all! Also note that as you squadron loses planes through attrition, your percentage will represent gradually fewer and fewer planes.
set g_nminimum_available_aircraft # Possible values 1 increasing incremental The 'minimum available aircraft' setting allows you to limit the effect of a low 'percentage' setting. This setting applies a lower-limit to the number of available aircraft calculated from your 'percentage'. You can set the 'percentage' to 0%, but if you also set your 'minimum' to 2, you will get two aircraft available per planning phase - at least, until the point you only have one aircraft left in the squadron.
set g_bNewPadlock # with # being 1 for new padlock head movement or 0 for old padlock head movement : u should try once this one, just to realize how disorientating was the old padlock.
This is really powerful and, maybe, cheating: set g_fPadlockBreakDistance # where # can be any number between 1 and whichever. It sets the Padlock break distance, default is 8 NM, if u set it to say 15, u'll be able to padlock at 15 NMinstead of 8NM
set g_b3dDynamicPilotHead 1 Possible values 0/1 Default is 0 With 1 your pilot's head will move around in response to g's and roll input in the 3d virtual cockpit, but also all instruments move around on the screen messing up vision. Not recommended
To give an idea, what follows is an example of possible content of BFOPS.CFG :
set g_bUseMouse3forSOI 1 set g_fPOVSpeed 2 set g_fRadarScale 0.8 set g_bUse3dSound 1 set g_bMFDHighContrast 1 set g_fCursorSpeed 2.5 set g_bEPAFRadarCues 1 set g_bNoRPMOnHud 0 set g_fMfdTransparency 35 set g_fPadlockBreakDistance 15.000000 set g_fMfdGreen 50.000000 set g_npercentage_available_aircraft 25 set g_nminimum_available_aircraft 2
And this is the content of corrispondent BFOPSLOG.TXT created by the sim:
set g_nPadlockBoxSize 5 //default = 2 set g_bNoRPMOnHUD 0 //default = 1 set g_bUse3dSound 1 //default = 0 set g_bMFDHighContrast 1 //default = 0 set g_fCursorSpeed 3.000000 //default = 1.000000 set g_fRadarScale 0.700000 //default = 1.000000 set g_fPOVSpeed 2.000000 //default = 1.500000 set g_fPadlockBreakDistance 15.000000 //default = 8.000000 set g_fMfdGreen 50.000000 //default = 30.000000 set g_npercentage_available_aircraft 25 //default = 75 set g_nminimum_available_aircraft 2 //default = 4
The text above means, f.i. that the parameter "set g_nPadlockBoxSize" has been recognized by AF and is applied witha a value of 5, while the default value should be 2.
If u do'nt see here a parameter that u applied in BFOPS.CFG, as I told above, that means that that parameter is not recognized by AF, both because is harded code and cannot be changed, or because it has been eliminated.
FISHING AND EATING THE FISH I do'nt want give u the fish, but teach how to fish. The quickest way to test if an old option works in AF is inserting it in BFops.cfg, launch F4:AF, seeing what happens and exiting and go reading bfopslog.txt. If it recognized , it'll be mentioned in bfopslog.txt , so u'r sure it works in AF. If it's not mentioned in bfopslog.txt, then it does'nt work in AF. This way everybody can cooperate to discover which of the hundreds of Falcon's old options added in several versions , work in AF and which not. Maybe they have been fixed in some default mode and cannot be tweacked, or they have only changed name, who knows? LP never replied questions to this subject. Because it's a matter of intensive errors&trials testing to discover the hidden secrets, more testing by curious pilots might bring some surprise.
The OLD PARAMETRS to be tested are the following:
set g_nMaxSimTimeAcceleration 16 limits the simulation to 16x time acceleration: recommended . If u choose 32x or 64x, time acceleration reverts to 16x. It's common knowledge that accelerating more than 16x can cause nasty consequences to Campaign or also TE, expecially on MP.
set g_nNoPlayerPlay # Possible values 1, increasing incremental Default is 2 # sets the hours to run a campaign without suffering player not flying, where # is the number of hours of no player flights. F.i. if u set 720, these are the hours that the campaign will run without being degraded even if player does'nt fly.
set g_bEnableWindsAloft # Possible values 0/1 With 1 winds will change direction and strength with altitude. This makes dumb bombs very innacurate from high level, but LGBs are unaffected. U can check the presence of winds aloft by pressing SEQ on 4 positions rotary switch on ICP: on the DED the wind direction and its strenght will now be shown. If u also switch down the DRIFT C/O then u'll have on HUD a dramatic vision of the wind's effect.
set g_bAWACSRequired # Possible values 0/1 If 1, AWACS does'nt reply unless there is an assigned flying AWACS If 0, AWACS always replies
// Disable Court Martials from Crashes and Ejections. set g_bDisableCrashEjectCourtMartials 1
//Allow bullseyes to be automatically selected set g_bFloatingBullseye 1
// Enable the Combat Autopilot to shoot AA missiles set g_bSmartCombatAP 1
// MFD's in HUD only view can be turned off set g_bNoMFDsIn1View 0
// INS set g_bINS 1
// Full Screen NVG set g_bFullScreenNVG 1
// Resupply squadron stores of aborted flights set g_bLoadoutSquadStoreResupply 1
// Drive lights of KC-135 (requires new model set g_bLightsKC135 1
// Relocate helicopter squads faster set g_bHelosReloc 1
// In Formation burner allowance distance set g_fFormationBurnerDistance 10.0
// Change AI A/G attack altitudes // for instance: set g_fA2GHarmAlt 20000.0 set g_fA2GAGMAlt 7000.0 set g_fA2GGBUAlt 15000.0 set g_fA2GDumbHDAlt 1500.0 set g_fA2GClusterAlt 5000.0 set g_fA2GDumbLDAlt 20000.0 set g_fA2GGunRocketAlt 3500.0 set g_fA2GCameraAlt 12000.0
Note: in AF AI wingmen seem to use different fixed Altitudes for different bombs types, despite the variables settings. F. i. for Low Drag Dumb Bombs, they descend/climb always to an altitude of 15K feets, no matter what set in waypoint alt and which is the actual alt when ATTACK TARGETS or WEAPONS FREE commands are issued. If for any reason they cannot reach the default altitude, they simply do'nt drop. This explains the mistery of AI wingmen sometimes not dropping.
// AI formation burner allowance distance set g_fFormationBurnerDistance 10.0
// These variables control the amount of zoom of the EXP and FOV modes on the Maverick set g_fMavFOVLevel 4 set g_fMavEXPLevel 2.0 Ed_1 noted on this: " The mav zoom being set globally is step backwards , in AF each weapon has its own setting so a AGM65b with visual sensor has far less range showing on MAV display then a AGM65D ".
// enables the new runway lineup code set g_nEnableNewLineup 1
// AB A/C spawn-> delay before taxiing (min.) set g_nReagTimer 2
// AB A/C despawn-> delay before disappearing (min.) set g_nDeagTimer 2
// Enable the AWACS extensions on the planning screens. set g_bAWACSSupport 1
// Enables turbulence effect (recommend 0 for multiplayer) set g_bTurb 0
// Allows you to assign any task to any waypoint. This one might need some testing with AI *shrug* set g_bAnyWaypointTask 1
// Roll inertia will now increase when you add stores to your aircraft. It is dynamic in that will account for fuel weight in wing tanks and when you drop weapons. set g_bRollInertia 0
// Use Chevrons on the MFD to indicate jamming activity, rather than the large X. set g_bRadarJamChevrons 1
// This option switches the UI background map to an AWACS version set g_bAWACSBackground 0
// Set the minimum height clouds will appear. (default -1.0) set g_fCloudMinHeight -1.0
// Power statations affect fuel/supply generation. set g_bPowerGrid 1
// MFD's in HUD only view can be turned off set g_bNoMFDsIn1View 0
// Resupply squadron stores of aborted flights set g_bLoadoutSquadStoreResupply 1
// Drive lights of KC-135 (requires new model set g_bLightsKC135 1
// Relocate helicopter squads faster set g_bHelosReloc 1
|
|
#3317246 - 06/12/11 07:39 PM
Re: Any way to move a squadron (especially helicopters)?
[Re: Vortex]
|
Joined: Sep 2007
Posts: 174
white_fang
Member
|
Member
Joined: Sep 2007
Posts: 174
|
@gipodiablo Some of this "switches" don't work in AF, eg. A2GHarmalt.... and alike. @LOD_Voiper You can't edit "ongoing" campaign save in AF. Whatever You rename save-file. Period. Just the new one, not started yet, with that one "hack". Period. Why?, ask LP representatives... @Vortex About squadron relocating, ... sigh,.. try it, see it, report it. May the force be with You.
|
|
#3319985 - 06/16/11 08:58 AM
Re: Any way to move a squadron (especially helicopters)?
[Re: white_fang]
|
Joined: Sep 2005
Posts: 87
gipodiablo
Junior Member
|
Junior Member
Joined: Sep 2005
Posts: 87
Europe
|
Some of this "switches" don't work in AF, eg. A2GHarmalt.... and alike. Confirm. The fixed altitudes for AI releasing Bombs on AF follow: DUMB BOMS LOW DRAG (f.i. MK-84)----> 15.000 ft DUMB BOMBS HIGH DRAG (f.i. BSU49)----> first they climb/descend to an alt of 6.500 ft, then descend at 500ft and drop. CLUSTER BOMBS --------> 5.000 ft AGM -----------------> 8.500 ft HARM-AGM-88C ----- > 4.000-5000 ft GBU-LGB ---------> 13.000 ft GUN-ROCKET (Lau-3/A both HE and WP of FAC)--> 3.500-4000 ft F.I in an OCA strike, if u want your wingman dropping their BLUs (HIGH DRAG), first u have to assign them the Runway with the OCA commands on the COMMS menu, then u have to be at IP at 6500 ft. If u'r too lower or too higher than 6500, they have no space/time to do their hard coded manouvre (i.e. climbing/descending at 6500 and then descending at 500 for the drop) thereby they will not drop. Interesting is that if for any reason AI wingmen cannot reach those programmed altitude, they simply do'nt drop (usually they say "UNABLE") and Falconists do'nt understand why and complain of stupid wingmen. Sometimes instead they TURN BACK to climb/descend to gain the programmed altitude and then drop. No clue found for this 2 different behaving THIS ISSUE EXPLAINS THE MISTERY OF AI WINGMEN SOMETIMES NOT DROPPING AG WEAPONS AT ALL ALTITUDE IS AGL and it's embraced +/- 500 feet I repeat: remember that's AGL ALT so u must take in account the ground ALT F.i. if ground ALT is 1000 feet, the CBUs will be released at 6000 feet +/- 500 ft @ VORTEX Thanks for the heads-up After some testing that's the content of my BFOPS.CFG. These variables are working for sure in AF: set g_nPadlockBoxSize 3 set g_bNoRPMOnHud 0 set g_bMFDHighContrast 1 set g_fCursorSpeed 2.0 set g_fRadarScale 0.8 set g_bEPAFRadarCues 0 set g_fPOVSpeed 2.0 set g_bUseMouse3forSOI 0 set g_fMfdTransparency 100 set g_fPadlockBreakDistance 15
|
|
#3322676 - 06/19/11 10:07 PM
Re: Any way to move a squadron (especially helicopters)?
[Re: Vortex]
|
Joined: Sep 2007
Posts: 174
white_fang
Member
|
Member
Joined: Sep 2007
Posts: 174
|
@gipodiablo Yep, it is a bit of fuss to deploy wingmen "perfectly", but You are a living proof that it can be done. Well done, +5 for homework/effort. P.S. If you want full list of "working switches", You can view (not edit) the bfops.exe and search for them inside, they are all in there. (I've done it like that, long before). @cantoo Wow!, well I'll be darn... You are one dirty little hacker I didn't dream that could be possible. I'll have to test that, and if working like You've said, then You better prepare for some serious drinking... We'll rock our socks off!
|
|
#3322944 - 06/20/11 08:31 AM
Re: Any way to move a squadron (especially helicopters)?
[Re: white_fang]
|
Joined: Sep 2005
Posts: 87
gipodiablo
Junior Member
|
Junior Member
Joined: Sep 2005
Posts: 87
Europe
|
@gipodiablo P.S. If you want full list of "working switches", You can view (not edit) the bfops.exe and search for them inside, they are all in there. (I've done it like that, long before). Very interesting, but where is BFOPS.EXE, I can't find it
|
|
#3323597 - 06/21/11 12:32 AM
Re: Any way to move a squadron (especially helicopters)?
[Re: gipodiablo]
|
Joined: Sep 2007
Posts: 174
white_fang
Member
|
Member
Joined: Sep 2007
Posts: 174
|
Very interesting, but where is BFOPS.EXE, I can't find it
Oups, I meant, FalconAF.exe ... Sorry. They begin at offset 0034f480h near line with: WeaponHitChanceMinRange...
|
|
#3323615 - 06/21/11 12:50 AM
Re: Any way to move a squadron (especially helicopters)?
[Re: Vortex]
|
Joined: Jun 2011
Posts: 37
Piorun
Junior Member
|
Junior Member
Joined: Jun 2011
Posts: 37
Poland
|
|
|
#3323646 - 06/21/11 01:33 AM
Re: Any way to move a squadron (especially helicopters)?
[Re: Piorun]
|
Joined: Jan 2006
Posts: 186
LoD_Viper
Member
|
Member
Joined: Jan 2006
Posts: 186
Southern Arizona in the good o...
|
Piorun! This is awesome man. Nice work! Do you plan to continue to develop it? I tried it on my Win7 64-bit machine and it worked fine on the default AF campaigns (Korea, K2005, K2010, Balkans, B2005 and B2010) but it errored out on Iran (PMC), ODS (PMC) and Skunkworks2 Balkans and Korea. Probably because the .cam file formats are the older SP4.2 versions and not the new AF .cam file formats (I'm speculating). Again, nice work! Keep on going!
|
|
|
|