====== Falcon 4 Database Object Files ====== [[https://www.pmctactical.org/forum/viewforum.php?f=47|Falcon 4.0 Forum]], [[:falcon4|Falcon 4 Home]], [[falcon4:campaign|Falcon 4 Campaign]], [[falcon4:cockpits|Falcon 4 Cockpits]], [[falcon4:database|Falcon 4 Database]], [[falcon4:file_formats|Falcon 4 File Formats]], [[falcon4:srtm|Falcon 4 SRTM Terrain]], [[falcon4:terrain|Falcon 4 Terrain]], [[falcon4:textures|Falcon 4 Textures]], [[falcon4:tools|Falcon 4 Tools]] **Falcon 4 Database Object Files**, their descriptions and functions. Understanding the objects directory files. The following list is taken from [[falcon4:superpak|SuperPAK v4.2]] terrdata/objects/ directory. Object files are edited with [[falcon4:tools:f4browse|F4Browse]]. Source [[http://www.pmctactical.org/forum/viewtopic.php?t=21073|PMC Tactical Forum]]. ====== Falcon4.ct ====== **Falcon4.ct** The Ct is the class table entity data files. Every object needs a ct linked to it whether it is a weapon, vehicle, feature or unit . How you setup the ct fields is very important to proper working item being added . Domain = here you setup what domain your object is in (air, land, sea , abstract etc) .note abstract is a 2d entity . Class = Here we set what class our entity (weapon , vehicle, unit, objective, feature etc ) Type, Subtype , specific = these all make up what type of entity . It is best to always copy a working Domain, class, type, subtype and specific fields of the same type of object or it just won't work . Then you can set specific to next free value (specific values are generally just numbered 1, 2, 3 etc for all same type of object ). Note. there is some hard-coding were you might have to make specific same as another so certain features work for that object (example aim120 you added with new specific but now no AI calls are heard . File type = same as class type only this can setup if object is abstract/2d or 3d object . File offset = this needs to point back to original linked ct . Alt offset = this links to certain linked data according to object type . weapon alt offset = SWD, and vehicle alt offset = ACD data Graphic values = here we set parent# to various parent types linked to graphic data . Normal = here your "normal" parent # (what shows up in 3d) Damaged = Here damaged models can be linked Destroyed = Here a destroy models can be linked . Repaired = Here shadows can be linked for vehicles(aircraft) and weapons . Bubble size = This is used to set bubble size (used in flight unit ct, objective ct , taskforce ct and Battalion ct ) ====== Falcon4.vcd ====== **Falcon4.vcd** Vehicle file, includes ground units and aircrafts. Ct record = This is ct# linked to the vehicle . Radar pointer = this is radar linked to vehicle (make sure it matches ACD radar # ) NCTR = This is what number shows up on the NCTR when it figures out aircraft . IR sig = this is IR sig value for aircraft . RCS = this is radar sig value (based off F16=1.0 ) Vis sig = This is the visual sig factor for aircraft . MTOW = this is maxim weight with fuel + weapons (max weight for takeoff ) Empty weight = this is empty weight with no fuel weapon loadout . Fuel = this is how many LB aircraft holds internally . Fuel rate = Lb/hr Hitpoint = how many points to destroy (note this depends on damage type %) Max alt = this is maximum alt for this vehicle . Min alt = This is min alt for this vehicle . Cruise alt = this is avg cruise alt for this vehicle . Max speed = this is avg max speed for this vehicle . Engine noise = this is what sound is linked to "running" vehicle . Crew = this is how many crew (mainly for when they eject for aircraft ) **Stats** Here you setup stat data for various object types (static, wheeled, foot, tracked, low air, air etc ) Most of this will be transferred from weapon data like hitpoints and range . Detection range is how far electronic detection can go for this vehicle against target types . **Damage** Here you can set % of what type of warhead will damage this vehicle . **Hardpoints/weapons** Here you can add all weapons and counts for each slot/HP . You can also setup whether the weapon and rack will be visible in 3d world . (note clicking on hardpoint data is linking to WLD files ). **Flags** Here you can setup various feature options the vehicle can have . Like airforce, army , Navy , night, all-weather, stealth, has chaff/flares, can burn , can explode , has jammer , Has exact RWR , is air-defence, has HMS , etc ====== Falcon4.ucd ====== **Falcon4.ucd** Unit file. Ct index = pointer to CT# of this unit type . Fuel = Lbs of fuel (taken from Vehicle data) Fuel rate = LB/Hr , (taken from vehicle data ) Move type = this is were you add what type of mover unit is (5=air ) Movespeed = this is speed of unit (taken from vehicle data ) SSD index = This applies to squadron unit data only and links weapon squadron supply stores Unit icon = this is the unit icon# linked to this unit for UI map Rad veh = This is for if you want unit to use a specific radar vehicle slot . Vehicle max distance = this is max distance in Km for unit . Main role = this should be picked by highest % in the role scores . Stats = these are "calculated" from weapons in loadout and from vehicle data . Damage = This is damage % for the overall unit . Role score = This are were you set up % for each mission/role type . **Flags** Most of these are carry over from vehicle data. You set up what type of unit (AF,Navy, army etc), if stealth or night capability . ====== Falcon4.rcd ====== **Falcon4.rcd** Radar file. Linked in the ACD data . sound and image # = this are the sound # and image that would show up on RWR of affected radar . Note if there is a radar.dat linked then that over-rides these numbers . High and low gains = this values show how sensitive this radar shows in RWR display of other ac .low gain is for RWR low mode and RWR is for high alt (above 12K ). This will change placement of icon in the RWR screen, is not directly related to range but range range is a factor . Sweep rate = this is sweep angle in radian per seconds Beam half angle = this is in radians again . Scan half angle azimuth = this is scan angle of azimuth in radians .1.0472 =60deg, which has coverage of 120deg azimuth scan , 3.1416 = 180deg, which gives full coverage of 360deg azimuth scan . Range = this is range of radar in ft .The actual range will only match the value with a RC=1.0 (fighter size RC like F16) so detection range = distance x RC factor . lock time = this is lock time in ms (longer means better , think of it as memory time) Lock down = this is lock down multiplier . Chaff chance = this is a value how effective chaffs are against radar .(lower , chaffs less effective) ECM range = this is multiplier of how resistant the radar is to ECM . radar distance gets multiplied by this value , reducing there strength, locking distance . Beam distance = this is beam distance multiplier .radar distance get multiplied by this value when beamed . Doppler notch speed = below this speed the radar distance strength gets multiplied by the beam distance again , lowing detection distance even more , in ft per seconds . **Flags** Here you setup what radar options/features radar has . Has NCTR capability Has TWS capability Has TFR capability Is air to ground radar Is air to air radar ====== Falcon4.wcd ====== **Falcon4.wcd** Weapons control data file. Weight = weight of weapon in Lbs Damage = damage amount weapon has (If weapon is fuel tank, damage = fuel amount in lb ) Blast radius = radius in ft of blast radius Range = range in Km of weapon (used by AI for selection of best weapon, as one variable ) Drag = Drag od weapon on Hardpoint . Explosion type = type of war head of weapon (what type of damage does it do )this affects how the damage gets distributed across the blast radius . Guidance = type of guidance weapon is CT index = CT linked to weapon Seeker radar = radar (RCD) linked to weapon (example aim120 =4 ) Vehicle list = this was old linking the veh.def data Fire rate = how much AI fire rate in Sim Rack group = rack group linked to weapon (used for linking weapons to plyons (rack.dat) Bullet dispersion = this suppose to be bullet cone of fire (depending on exe it is modeled or not) Bullet TTL = This is the time the bullets are alive Max alt = max ft weapon will be fire by AI Rounds per sec = this is fire rate of the weapon Bullet speed = speed of the bullets in ft/sec Hitchance = various % rates for different types of target (mainly 2d stuff ) **Flags** These are used to setup weapon entity ,which could be a fuel tank, rack, ECM pod or weapon . Recon, used for low alt camera Fuel , used for fuel tanks ECM, used for ECM pods Area affect , used for weapons that will hit the ground . Cluster , used for cluster type bombs Bomb, Bomb snd and Bomb GPS, used mainly on weapons like GBU15, AGM154, that are setup like missile but you want them to simulate a bomb . Tracer , used on guns you want tracers on . Ammo 1/10 is used for gun rounds count, mainly on AC guns . 3rd gen LGB, this is used on all 3rd gen LGB :-) No trail, used if weapon has thrust or smokeless exhaust . ====== Falcon4.swd ====== **Falcon4.swd** Sim weapons data file. Data on weapons type uses and guidance . This is linked from WCD (weapons data) . Air/ground = this is weapon type, were its used (not weapon, air weapon, ground weapon etc ) Avionics = this is type of guidance for weapon (radar AAM , IR AAM , sam , gun/tank, optical etc ) Missile pointer = this is the missile flight model data # listed in mistype.lst . Weapon Type = this is weapon type (A/A, A/G, rocket, harm etc ) Drag = this is a drag value (not to be confused with drag in WCD (on HP ) Weight = this is weight of weapon. (not sure this is even used ) area = this is cross section area (again not sure its used ) ====== Falcon4.ssd ====== **Falcon4.ssd** Squadron stores data file. This gets linked from Squadron Unit data (UCD) . Lists all the weapons and count for this squadron (need values for weapons for resupply in campaign . ====== Falcon4.icd ====== **Falcon4.icd** Mostly linked in missile data files (seeker version) InfraRed control data file. range = range of seeker FOV = FOV of seeker Gimbal limit = Max angle of seeker gimbal Ground factor = how hard ground interfers with seeker (higher # better seeker) Flare factor = how easy flares spoof seeker (smaller better seeker,harder to spoof) ====== Falcon4.rwd ====== **Falcon4.rwd** Radar warning receiver data file. Gets linked in the ACD data . Range = this is a value equal to radar range (example 1.0 RWR would be equal to radar range of ac showing up ) Scan angles = this is scan angles the RWR is able to scan around the vehicle . Top , bottom , left and right . Values are in radians . **Flags** Most of these are self explaining, you setup RWR flags with the capability (how good) . The best, highest is 9 (can detect exact location, can get exact heading ) ====== Falcon4.vsd ====== **Falcon4.vsd** Visual sensor data file. VSD gets linked in the ACD data Range = this is range of visual sensor in ft . Scan angles = in radian the visual scan around the vehicle . Top , bottom, left and right , all in radians . ====== Falcon4.acd ====== **Falcon4.acd** Aircraft data file. ACD data # gets linked to the VCD data (vehicle data) Combat class = This is a value that give different AI flying specs , (0-8 ) Airframe = This is pointer to flight model data # from actype.lst in acdata folder (simdata.zip ) first sensor = here you set sensor type and linked # (normally this is visual one) Second sensor = here you set sensor type and linked # (normally this is radar one) third sensor = here you set sensor type and linked # (normally this is RWR one) Forth sensor = here you set sensor type and linked # (could be IR one if appropriate ) ====== Falcon4.wld ====== **Falcon4.wld** Weapons load data file. This holds all weapons of a hardpoint # position = just were in list weapon stored. count = this you can alter how many of weapon can be loaded . weapon ID = this is the weapon reference wcd # of weapon ====== Falcon4.fcd ====== **Falcon4.fcd** Features control data file. Ct pointer = is just CT # linked to the feature Radar = you can link radar data to a feature (example search radar ) Repair time = how many hrs will this feature get repaired . Hitpoint = This is how many hitpoints it takes to destroy (just like HP in VCD data ) Height = you can set a height for object so AC clears it in terrain following (?) Detection by = This you can set values in Km for objects (you would use low air and air for search radar ) Vulnerability = here you set % of weapons type that can destroy the feature (tied to hitpoint for total hp needed to destroy ) ====== Falcon4.ocd ====== **Falcon4.ocd** Objective control data file. This is the data that contains all the feature (buildings etc ) linked through the FED to a objective. Airbase would have all the runways, taxiways , hangers ,etc Ct record = This is CT# that is linked to the objective data . Data Rate = This is point system on supply (used with supply/fuel modifier in Falcon.aii ) Radar feature = I there is fed/feature with radar linked , this is fed count down in objective . Icon id = this is image icon used in UI map 1st PHD pointer = this is first phd# in objective . Fed count = this is total fed/features in objective . Fed pointer = this is first fed # in objective . Detection by = this is what the objective can detect (normally this be low air and air for a radar ) Damage by , this is overall damage % by various war head types . ====== Falcon4.fed ====== **Falcon4.fed** Feature object positioning / linking in a objective. Fed links features to the objective FED objects CT = this is linked feature ct to fed data Next 2 lines of data have to match the feature ct data (Domain, class ,type, subtype, specific, mode ) heading = angular position of the object . Value = this is priority value that shows up in UI map listing X0ff and Yoff = these are position of object on objective grid ====== Falcon4.pd ====== **Falcon4.pd** Point data file. Parking spots for vehicles. ====== Falcon4.phd ====== **Falcon4.phd** Point data header file. Same as above.