Could you please post your bdg.txt with configuration which would allow me as a newcomer to see what is there out of the box? At max setting to all of the goodies. It seems to me that there is very scarce scenery and I have a rather difficult time navigating to the airbases among that texture maze on the ground. I want to verify if this is maybe something configuration setting related or this is how it is. I have Win10 patched game only no the latest updates installed. Thank you.
This for 2.13 so will have some recent additions. It's maxed out as regards graphics options. IIRC the only edits I made myself was to enable the variable that forces AI RAF squadrons to turn back before reaching France, turned on display of sheep/farm animals, and changed the limit to how many AI will normally pursue the player to 2. I may have changed the tree settings at the end too, to get more autogen hedges or something. The 2.13 manual has a full explanation of this file and the additional edits that are possible outside of the settings menu, though the in-file comments for many lines are also very helpful.
VERSION = 3 # BOB version # BDG Release version
# (floating point) numbers : TRACKIR_Z_AXIS_MODE = 0 EYE_X_POS = 0.000000 EYE_Y_POS = 0.000000 EYE_Z_POS = 0.000000 NEAR_CLIP_NON_COCKPIT = 200.000000 WK_LANDSCAPE_TEXTURES= 1 BOB_SCREENSHOT_MODE= 0 SHADER2TWEAK= # give full path! Single_Character_Label_Enemy= # Input a single character Label for the Enemy of your choice Single_Character_Label_Friendly= # Input a single character Label for the Friendly of your choice BULLET_LIFESPAN = 5.00 CPTVIEWPOINTTRAVELRATE = 20.000000 IN_CLOUD_EFFECT_POLY_COUNT= 50 IN_CLOUD_EFFECT_POLY_SIZE= 100.0000 IN_CLOUD_EFFECT_POLY_DOMAIN= 200.0000 IN_CLOUD_EFFECT_DENSITY = 0.0000 1.0000 BOB_WING_OV_A = 100.000000 #Bomber Phase one wing, straggler BOB_WING_OV_B = 160.000000 #Bomber Phase two wing BOB_ENG_OV_A = 100.000000 #Bomber Phase one engine, straggler BOB_ENG_OV_B = 200.000000 #Phase two engine BOB_CAN_A = 50.000000 #Bomber Phase one canopy, straggler BOB_CAN_B = 100.000000 #Phase two canopy BOB_CAN = 2.000000 #JU87 canopy BOB_ENG = 190.000000 #Used for determining engine fire, do not change
DEBUG_NORMALS_OF_SHAPE_NUMBER = -1 # -1 = no shape
CPTVIEWPOINTTRAVELINC = 150 RAIN_FACTOR = 32 OBJECT_DENSITY = 4 Maneuvre_Testing = 0 Maneuvre_Testing1 = 0 Maneuvre_Testing2 = 0 LT_BRIT_BOFORS_Reloadtime = 300 #the reload time in cseconds (cs / 100 = seconds) for the LT_BRIT_BOFORS 40 MM AA Gun. Just increase this parameter to reduce the BOFOR rate of fire Render_Sheep_View_Radius = 2 Dispersion_Bomber_Gunner_Player = 450 #For Dispersion Beta Testers and customer tuners Dispersion_Bomber_Gunner_AI = 200 #For Dispersion Beta Testers and customer tuners Dispersion_Flyable_Planes_Player = 100 #For Dispersion Beta Testers and customer tuners Dispersion_Front_Cannons_AI = 100 #For Dispersion Beta Testers and customer tuners Dispersion_Def_JU87_Front_Guns_AI = 100 #For Dispersion Beta Testers and customer tuners Dispersion_Heavy_Fighters_Front_Guns_AI = 100 #For Dispersion Beta Testers and customer tuners Dispersion_Def_Rear_Gunner_AI = 150 #For Dispersion Beta Testers and customer tuners Dispersion_JU87_Rear_Gunner_AI = 200 #For Dispersion Beta Testers and customer tuners Dispersion_ME110_Rear_Gunner_AI = 200 #For Dispersion Beta Testers and customer tuners Dispersion_Veteran_Regular_Skill_Increment = 10 #For Dispersion Beta Testers and customer tuners Dispersion_Poor_Novice_Skill_Increment = 20 #For Dispersion Beta Testers and customer tuners Air_To_Air_Collision_Bubble_Size = 10 #set smaller for fewer collisions and larger for more collisions(intergers only) Spitfire_Aileron_Trim_Delta = 1500 #FM Adjustment for FM Engineer, default = 0 Hurricane_Aileron_Trim_Delta = 1450 #FM Adjustment for FM Engineer, default = 0 BF109_Aileron_Trim_Delta = 1250 #FM Adjustment for FM Engineer, default = 0 BF110_Aileron_Trim_Delta = 400 #FM Adjustment for FM Engineer, default = 0 JU87B_Aileron_Trim_Delta = 1400 #FM Adjustment for FM Engineer, default = 0 Tiger_Moth_Aileron_Trim_Delta = -4150 #FM Adjustment for FM Engineer, default = -4150 BF109_Rudder_Trim_Delta = 150 #FM Adjustment for FM Engineer, default = 0 Tiger_Moth_Rudder_Trim_Delta = -1400 #FM Adjustment for FM Engineer, default = -1400 Max_Number_AI_Targeting_Player = 1 Max_Number_AI_Targeting_AI = 2 Time_In_IA_Missions_Until_LUF_Returns_Home = 0 # (in minutes), Set to 0 for no time limit in an IA mission until the LUF return home PARTICLE_DENSITY = 2 NO_OF_HIRES_SCREENIE_TILES = 6 # per line/row, so a '4' leads to 16 actual tiles, each as large as the screen.
OVERRIDE_FIRST_PROP_RPM_SWITCH = 200 SHAPE_NUM_OF_FOREST_RIM_TREES = 62 Weather_Dawn_Time_Sec = 17100.000000 Weather_Dusk_Time_Sec = 71700.000000 Weather_CloudAlbedo = 1.000000 Weather_SunGlow = 0.250000 Weather_SunFlare = 0.500000 Weather_SkyLambda3 = 2250000.000000 Weather_SkyLambda2 = 1604038.000000 Weather_SkyLambda1 = 1250000.000000 Weather_SunLambda3 = 0.506000 Weather_SunLambda2 = 0.560000 Weather_SunLambda1 = 0.685000 Weather_SkyExposure = -0.350000 Weather_Turbidity = 1.800000 Weather_SkyGamma = 3.000000 Weather_SunIntensity = 150.000000 Weather_MieG = -1.500000 Weather_MMult = 0.0000013 Weather_RMult = 0.018000 Weather_SunColor = 1.000000 Cloud_Fair_CloudCover = 0.000000#Changed Default to zero per Stickman to kill the planar cloud layer Cloud_Fair_CloudDensity = 160.000000 Cloud_Fair_CloudSliceHeight = 3048.000000 Cloud_Poor_CloudCover = 0.000000#Changed Default to zero per Stickman to kill the planar cloud layer Cloud_Poor_CloudDensity = 160.000000 Cloud_Poor_NimbusCover = 170.000000 Cloud_Poor_CloudSliceHeight = 3048.000000 Cloud_Inclement_RainStrength = 1.000000 Cloud_Inclement_FogDensity = 1.000000 Cloud_Inclement_FogEndMult = 0.400000 Cloud_Inclement_CloudCover = 0.000000#Changed Default to zero per Stickman to kill the planar cloud layer Cloud_Inclement_CloudDensity = 254.000000 Cloud_Inclement_CloudSliceHeight = 3048.000000 Cloud_Inclement_NimbusCover = 200.000000 EPI_Y_RADIUS = 10.000000 PAN_SPEED_FACTOR = 3.000000 DIFFUSE_FACTOR = 1.000000 SPEC_FACTOR = 1.000000 HIRES_LANDSCAPE_OFFSET = 0.400000 ART_HORIZON_SIZE = 40.000000 EPI_RADIUS = 50.000000 UI_REFRESH = 60.000000 TEMP_AGTL_DIST = 3000.000000 TEMP_AG_DIST = 3000.000000 RIM_TREE_DIST_TO_NEXT_TREE = 1000.000000#changed default to 4300 per Stickman for better looks RIM_TREE_DIST_TO_FOREST = 200.000000 RETICLE_SIZE_BIAS = 1.000000 Jump_Test_Tool_Percent_X = 0.000000 Jump_Test_Tool_Percent_Y = 0.000000 Jump_Test_Tool_Percent_Z = 0.000000 Novice_AI_Airspeed_Fraction = 0.750000 #Set to a fraction you want to reduce AI's speed (EX. 0.50) Flak_Size_In_Meters = 11.000000 #The flak size is used to force major damage to an A/C when the flak overlaps the A/C. Used to Simulate a A/C flak hit. Reload_LT_BRIT_3_7IN_Gun = 2400.000000 #The Reload Time in CSeconds (Csec/100 = sec)for the British 3.7 inch gun. Reload_LT_BRIT_4_5IN_Gun = 2400.000000 #The Reload Time in CSeconds (Csec/100 = sec)for the British 4.5 inch gun. External_View_Starting_Distance = 1.500000 #Sets the starting distance from the A/C in external view NOTE: set to 1.3 to get the old distance External_View_Zoom_Distance = 50.000000 #Sets the max zoom distance from the camera (player A/C) in external view NOTE: default = 50 to zoom out farther set to 60,70,80,etc. for movie makers like MP Player_Spin_AOA_Control = 18.250000 #Used/reserved by Buddye for spin control processing, Note - Value does not matter Player_Spin_Rotational_Velocity_Control = 8.000000 #Used/reserved by Buddye for spin control processing, Note - Value does not matter Player_Spitfire_Spin_AOA_Control = 18.250000 #Player Spitfire,set to 0.0 Means no spins for Player Player_Spitfire_Spin_Rotational_Velocity_Control = 8.000000 #Player Spitfire Player_Hurricane_Spin_AOA_Control = 17.500000 #Player Hurricane,set to 0.0 Means no spins for Player Player_Hurricane_Spin_Rotational_Velocity_Control = 10.000000 #Player Hurricane) Player_BF109_Spin_AOA_Control = 20.500000 #Player BF109,set to 0.0 Means no spins for Player Player_BF109_Spin_Rotational_Velocity_Control = 10.250000 #Player BF109 Player_BF110_Spin_AOA_Control = 20.500000 #Player BF110,set to 0.0 Means no spins for Player Player_BF110_Spin_Rotational_Velocity_Control = 10.250000 #Player BF110 Player_JU87_Spin_AOA_Control = 19.250000 #Player JU87,set to 0.0 Means no spins for Player Player_JU87_Spin_Rotational_Velocity_Control = 9.750000 #Player JU87 Player_Tiger_Moth_Spin_AOA_Control = 0.000000 #Player Tigermoth,set to 0.0 Means no spins for Player Player_Tiger_Moth_Spin_Rotational_Velocity_Control = 8.000000 #Player Tigermoth AI_Spin_AOA_Control = 0.000000 #Used/Reserved by Buddye for AI spin control processing, Note - Value does not matter AI_Spin_Rotational_Velocity_Control = 0.000000 #Used/Reserved by Buddye for AI spin control processing, Note - Value does not matter AI_Spitfire_Spin_AOA_Control = 18.250000 #AI Spitfire,set to 0.0 Means no spins for AI A/C AI_Spitfire_Spin_Rotational_Velocity_Control = 8.000000 #AI Spitfire AI_Hurricane_Spin_AOA_Control = 17.500000 #AI Hurricane,set to 0.0 Means no spins for AI A/C AI_Hurricane_Spin_Rotational_Velocity_Control = 10.000000 #AI Hurricane AI_BF109_Spin_AOA_Control = 20.500000 #AI BF109,set to 0.0 Means no spins for AI A/C AI_BF109_Spin_Rotational_Velocity_Control = 10.250000 #AI BF109 AI_BF110_Spin_AOA_Control = 20.500000 #AI BF110,set to 0.0 Means no spins for AI A/C AI_BF110_Spin_Rotational_Velocity_Control = 10.250000 #AI BF110 AI_JU87_Spin_AOA_Control = 19.250000 #AI JU87,set to 0.0 Means no spins for AI A/C AI_JU87_Spin_Rotational_Velocity_Control = 9.750000 #AI JU87 AI_Tiger_Moth_Spin_AOA_Control = 18.250000 #AI Tigermoth,set to 0.0 Means no spins for AI A/C AI_Tiger_Moth_Spin_Rotational_Velocity_Control = 8.000000 #AI Tigermoth Spin_AISkill_Equal_Veteran = 150.000000 #In Cseconds (100xSec),the Delay before AI Spin Recovery for Veteran) Spin_AISkill_GreaterOrEqual_Ace = 100.000000 #In Cseconds (100xSec),the Delay before AI Spin Recovery for Ace and Hero) Spin_AISkill_LessOrEqual_Regular = 200.000000 #In Cseconds (100xSec),the Delay before AI Spin Recovery for Novice,Poor, and Regular) Wind_Effects_Fraction = 0.250000 #Set to a fraction you want to reduce the winds (EX. 0.50) Collision_Avoidance_Rear_End = 10.000000 #Set to seconds Collision_Avoidance_Head_On = 15.000000 #Set to seconds GEAR_IMPACT_THRESHOLD_1 = 0.166600 GEAR_IMPACT_THRESHOLD_2 = 0.330000 GEAR_ROLLING_SOUND = 1.000000 SPITFIRE_Aileron_Boost_Delta = 1.150000 #FM Adjustment for FM Engineer, default = 1 SPITFIRE_Rudder_Boost_Delta = 0.550000 #FM Adjustment for FM Engineer, default = 1 SPITFIRE_Elevator_Boost_Delta = 1.100000 #FM Adjustment for FM Engineer, default = 1 HURRICANE_Aileron_Boost_Delta = 1.000000 #FM Adjustment for FM Engineer, default = 1 HURRICANE_Rudder_Boost_Delta = 0.500000 #FM Adjustment for FM Engineer, default = 1 HURRICANE_Elevator_Boost_Delta = 1.050000 #FM Adjustment for FM Engineer, default = 1 BF109_Aileron_Boost_Delta = 0.900000 #FM Adjustment for FM Engineer, default = 1 BF109_Rudder_Boost_Delta = 0.550000 #FM Adjustment for FM Engineer, default = 1 BF109_Elevator_Boost_Delta = 1.100000 #FM Adjustment for FM Engineer, default = 1 BF110_Aileron_Boost_Delta = 0.950000 #FM Adjustment for FM Engineer, default = 1 BF110_Rudder_Boost_Delta = 0.550000 #FM Adjustment for FM Engineer, default = 1 BF110_Elevator_Boost_Delta = 1.100000 #FM Adjustment for FM Engineer, default = 1 JU87B_Aileron_Boost_Delta = 0.850000 #FM Adjustment for FM Engineer, default = 1 JU87B_Rudder_Boost_Delta = 0.500000 #FM Adjustment for FM Engineer, default = 1 JU87B_Elevator_Boost_Delta = 1.000000 #FM Adjustment for FM Engineer, default = 1 Tiger_Moth_Aileron_Boost_Delta = 0.200000 #FM Adjustment for FM Engineer, default = 0.2 Tiger_Moth_Rudder_Boost_Delta = 0.220000 #FM Adjustment for FM Engineer, default = 0.22 Tiger_Moth_Elevator_Boost_Delta = 0.250000 #FM Adjustment for FM Engineer, default = 0.25 AUTO_SHAPE_CHANGE = 000000 DEBUG_STUTTER = 0 LANDSCAPE_TEXTURE_SIZE = 2048 OPTIMISE_OBJECTS_DURING_RUNTIME=OFF DELETE_MODELS_FOLDER_CONTENTS=OFF FIX_OBJECTADDS=ON EVERYTHING_OBSCURES_TERRAIN=OFF ALLOW_ULTRA_HIGH_FOVS=OFF ENABLE_FOREST_RIM_TREES=OFF ENABLE_MOUSE_PLACEMENT_MODE=ON ADD_SHEEP_COWS_AND_HAYSTACKS=ON DRAW_MENU_ON_3D_SCREEN=ON DISABLE_ALL_2D_ELEMENTS=OFF # not completely implemented yet? ENGINE_ALWAYS_RUNNING=OFF HEAD_BOBBING=ON SHOW_INFOLINE_BACKGROUND=OFF SKINNERS_MODE=OFF CHECK_TEXTURES_ARE_AS_EXPECTED=OFF AUTO_TEXTURE_CHANGE=OFF USE_HIRES_LANDSCAPE_TILES=ON BOB_DISABLE_ENGINE_CUTOUT=OFF BOB_DISABLE_STALL_HORN=OFF BOB_BOMBERFIX=ON NO_HEAD_BOBBING_WHILE_PADLOCK=OFF BOB_FIGHTERFIX=ON BOB_PADLOCKFIX=OFF CONTINUE_QUIT_BOX_CAMPAIGN=OFF CONTINUE_QUIT_BOX_QUICK=OFF FIX_KEYBOARD_RUDDER=OFF DEBUG_ROLL=OFF PRELOAD_STANDARD_FILES=ON AUTOMATIC_PRELOAD=ON VIEW_TIME_FUDGE=OFF DEBUG_RUDDER=OFF SKIP_QUICKVIDEOS=OFF SKIP_VIDEOS=OFF SHORTENED_LABELS=OFF # short Label example – ME109 HIDE_AMMO_COUNTER=OFF ALWAYS_BEHIND_GUNSIGHT=ON BOB_SMOOTHER_DEADZONE=ON Bullet_DragGravity=ON #Stickman recomends this setting be ON Bullet_Dispersion=ON #This is the primary switch for Bullet Dispersion ON= apply Dispersion or OFF= No dispersion No_Spinning_Death=ON #This is the switch for the death effect OFF = spinning death (Rowan) or ON = red your dead death effect Friendly_Fire=ON #ON = permit friendly fire (historic), or OFF = no friendly fire permitted Remove_SPC_Warning_Message=ON #ON = Remove warning [Couldn't fix up recursive waypoints], or OFF = Leave Warning Allow_Commander_Campaign_Sack=ON Campaign_Break_Off_Code=ON Do_You_Want_Random_Mixed_Squad_skills=ON #For Instant Action, SPC, and the Commander Campaign assignment of Random Mixed skills within a squad Permit_Annoying_Radio_chatter=ON Use_The_Spinout_Maneuver=ON #Do_You_Want the AI A/C_to use the new SpinOut maneuver Do_You_Want_AI_AC_To_Spin=ON #Global setting, set OFF if you want no spins by any AI-flown aircraft Do_You_Want_To_Fight_The_Terminator_AI=OFF #Note: Only valid for IA Missions Padlock_Enemy_AI_Targeting_Player=OFF #Note: Set to ON to padlock the enemy AI targeting/shooting the player using the AIUNFRIENDLYVIEW (ALT+F1) Key, if possible Novice_AI=OFF #Only valid in Instant Action missions Novice_Target_Size=OFF #Note: Larger target for easy kills (practice or testing) Novice_Gunnery_Predictor=OFF # NOTE Must padlock target to see predictor, switch to view F8 to practice Testing_Do_Not_Shoot=OFF # NOTE Used For Testing to Prevent the AI from shooting, OFF means permit the AI to shoot as always, ON means do not permit the AI to shoot Player_Stronger_Bullets=OFF #NOTE Only the player has the stronger bullets (not the AI) Do_You_Want_Increase_Firing_Rate_Of_Hand_Held_Gunners=ON # ON = Increased Firing rate to Historic for hand held guns OFF = Leave the firing rate as implemented currently Do_You_Want_The_JU87_To_DogFight=OFF # ON = After being fired on (and a evasive maneuver) the JU87 will dogfight OFF = No JU87 dogfighting after being fired on (and an evasive maneuver) Rain_Switch=ON Collision_Detection_And_Avoidance=ON #NOTE CDAA must be set to ON to do Collision Detection And Avoidance. Also check the other two CA BDG.txt parameters for correct values, if needed BF109_Bf110_Slats_Open_Close_Sounds=ON Increase_Flak_and_AAA_Rate_Of_Fire=OFF # ON = increase the Ground Flak and AAA rate of Fire or OFF = Stay with the same rate of fire as always Do_You_Want_Flak_Over_France=ON # ON = Player Gets Flak Over France or OFF = Player Gets No Flak Over France Do_You_Want_Flak_And_AAA_Fire=ON # ON = Player 'Gets' Flak and AAA fire or OFF = Player Gets 'No' Flak and AAA fire. For saving processor resources Do_You_Want_Flak_And_AAA_Fire_if_Friendly_within_1000_Meters=ON # ON = Flak and AAA when friendly is within 1000 meters or OFF = No Flak and AAA fire when friendly is within 1000 meters Scott_PS_Log=OFF Do_All_SAG_Checks_For_Buddye=OFF #ON = Do all SAG Checks to try and Trap BOBII SAG problems (for Testers) or OFF = do not do SAG checks. You will get a printout called ,Text60.txt, in the BOBII folder. Post for Buddye Your_2dGauges_Work_In_Autopilot=OFF #Set to ON to have your 2dGauges work in AutoPilot, NOTE: Only Works in Auto combat for AI testing AutoPilot_Kludge=OFF #For our FM engineer only. Ken set to ON to fly autopilot at constant speed,heading,and Alt. , NOTE: Ken, you must set Bdg.txt parameter, Your_2dGauges_Work_In_Autopilot = ON, as well DEATH_BREAKS_PADLOCK=OFF Show_MoveCodes=OFF # For testing AI maneuvers and getting debug and performance data Single_Chararacter_Labels=OFF # the default is a single character [w] for wingmen (friendly) and an [e] for enemy (target) RAF_Breaksoff_Before_France=ON #RAF Fighters Break off and Go Home before reaching France AI_Always_Sees_Enemy=OFF Wingmen_Always_Sees_Enemy=OFF PLAYER_REDUCE_SURFACE_DEFLECTION=ON # the Rudder, Ailerons, and Elevators surface deflections are realisticly reduced based on the Player A/C's Speed, Altitude, and Dynamic Pressure AI_REDUCE_SURFACE_DEFLECTION=ON # the Rudder, Ailerons, and Elevators surface deflections are realisticly reduced based on the AI A/C's Speed, Altitude, and Dynamic Pressure START_FROM_PEN=OFF HIDE_POWER_INFO=ON USE_NATIONAL_UNITS=ON FADING_LABELS=ON LOCK_GUNNER_VIEW_TO_GUN=ON OBJECT_PLACEMENT_MODE=OFF NO_PILOT_IN_ROVING_CAM=OFF 3D_MODELLER_MODE=OFF VIDEO_MAKING_MODE=OFF TEXT_REMINDERS=OFF TRACKIR6DOF=ON CUSTOM_HEAD_POSITION=OFF USE_DESKTOP_RESOLUTION=OFF INVERT_EXTERNAL_PAN=OFF NO_FOV_RESET=OFF ENABLE_AUTO_TEXTURE_RES=ON # Change to 'OFF' will affect one session only, IOW BoB will write 'ON' back over it. ENABLE_TOWN_AND_FOREST_RAISES=OFF # Change to 'ON' will affect one session only, IOW BoB will write 'OFF' back over it. USE_PCX_OR_DDS=ON # Change to 'OFF' will affect one session only, IOW BoB will write 'ON' back over it. SELECT_QS_SQUADRONS=ON GAME_PAUSE=ON #Note: This enables\disables pause on mission start
I have made Notepad++ comparison of my bdg and revealed quite a lot of differences. I was expecting that but not maybe to that extend. When I tried to swap your bdg with mine it did not work and the computer went into the lockup sending bob.exe to the av quarantine. That was surprising! I could go over the differences in order to learn more about what is there, but I think our setups and installation of this game are too different (different patches, versions and OS).
So I would rather make this observation that this game appears pretty much to have lost its drive and energy to be played and further improved. Looking at the A2A forum I see that the major push and activity was no less than 5 or maybe 10 yrs ago. ATM "crickets"!
It is a shame as even a cursory and very rough look at the game shows that it is with enormous potential and room for further improvements. I have some idea about games and sim terrains and objects, so this is why this was my main focus of interest. The way I see it is that with such a rich and realistic depth in the area of campaigns and mission flying this simulation could be/should be still pretty appealing and interesting to tinker with.
It has been my deep belief that it is not so much the game alone that makes all this exciting to be around but the community and people who share a common drive and desire to hang around. Looking more and more across the current gaming spectrum in general I cannot fend off this feeling that a certain chapter in the gaming history is closing and all that we older folks cherished and marveled at is being replaced by a dull and monotonous "all the same glitzy pulp".
I am sorry if I may have pushed someone's button or rubbed them the wrong way. No intention at all. Just perhaps little venting!
Is there any possibility to run this sim with Win10 and its latest Patch 2.13?
I do not particularly care for CDT on exits for now. I just want to experience the game the way it was intended according to 2.13 without going through the hassle of SSD and Win7 in the dual boot configuration.
If you mean Win 10, despite some false dawns, I thing no-one has ever succeeded in getting BoB2 to run with Win 10, without CTDs.
The best I could manage was regular (but not invariable) CTDs on exiting the 3d, plus occasional CTDs while in it. The sim was playable - for example, you could accept the hassle of having to re-start the sim, and then let the campaign just roll on and accept the AI would resolve the air fight you had just flown in 3d, You could also fly all the excellent training and historical missions, which amounts to quite a lot as you can fly for either side and with one of several different squadrons, and put up with the occasional CTD and accept that you were not going to get the very basic debrief.
It's still a good experience and if you don't mind experimenting a bit to see how stable you can get it, fly it for a while to see if you're prepared to put up with the limitations.
The alternatives are Felizpe's Win 10 patch or (IF your H/W supports Win 7, newer H/W doesn't readily) a dual boot. I opted to use dual boot (on a second drive for convenience, not out of necessity) because I could and because I put the one-off hassle and minor expense of setting that up, to the loss of full 2.13 features with Felizpe's patch or the hassle in playing full 2.13 with CTDs.
There are hopes on the A2A forums that BoB2 can be made to run stably in Win 11 but that's not yet established at time of typing, plus my mobo doesn't i think have a feature needed for Win 11.
I have added patch 2.13 over the original 2.01 plus win 10 patch and substituted your BDG.txt. The "magic" worked its wonders until the 1st CTD. Oh well, at least I have the idea how it should look like when fully patched. For now, I shall play with that and try to get to know this simulation better.
I have also started you After Action Reports on Combat Ace which give me perfect reading material to get familiar with BOB2 in comparison to CLOD and other titles from that chapter of the WW2. Great job and thank you!
Anyone using Felizpe's Win 10 Patch might be interested in these observations from Boreas on 17 December over on the A2A BoB2 forums, on the possibility of getting Multiskin working with the 2.06 fix version of Felixpe's patch, tho it would need some files copied over from the 2.13 update, as described: https://a2asimulations.com/forum/viewtopic.php?f=10&t=68917&start=90