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falcon4:campaign:files [2010-08-02 22:43]
ed_1
falcon4:campaign:files [2010-08-21 13:26]
ed_1 filled in falcon4.aii
Line 14: Line 14:
  
 **attrit.pri** **attrit.pri**
 +
 +not used AFAIK
 +
 +AFAIK it "​was"​ suppose to change to different priority according to how campaign goes, but wasn't done .
  
 ===== Auto Save.cam ===== ===== Auto Save.cam =====
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 <​code>​ <​code>​
-MaxFlymissionNoThreat +  
-</code>+LongrangePlanMinTime – If the mission is longer than or equal to and the Time on Target is less than this value, 
 + the mission will be cancelled. 
 +LongrangePlanMaxTime – Not Used 
 +AircraftAssignmentRatio – Not Used 
 +MaxFlymissionThreat – This is used when the mission is not flagged in the Mission.dat as either High Threat or No Threat missions. 
 +MaxFlymissionHighThreat - This is used when the mission is flagged as a high threat mission in the mission.dat file 
 +MaxFlymissionNoThreat ​- This is used when the mission is flagged as a no threat mission in the mission.dat file.  ​ 
 +      ​(Increasing this to 100 boosts up mission tasking). 
 +MinSeadescortThreat – When the target area’s threat value is worked out to be higher than this  
 + ​(looks at the min and max altitudes for the mission type), the ATO will add a SEAD Escort request to the package. 
 +MinAvoidThreat – When Falcon makes a mission, it checks the threat at the ingress and egress waypoints – 
 +  if the threat is higher than this value, then the mission planner tries to create a waypoint around the threat ​      
 +  (within the AirPathMax value).  
 +  If it can not find a way around the mission is cancelled. 
 +MinAssemblyPtDist – The minimum distance from mission start that the Assembly point can be (In Km) 
 +BreakpointDist – The distance that the breakpoint should be from home plate. (In Km) 
 +TargetClearRadius ​ - Not Used 
 +LoiterTurnDistance – The length of the loiter area for CAPS and other Patrol flights (In Km) 
 +SweepRadius – The distance that a sweep will take in. (In Km) 
 +MinimumBDAPriority – The minimum priority of target that a BDA flight will get assigned for 
 +MinimumAWACSDistance – The closest an AWACS will get to the FLOT (In Km) 
 +MaximumAWACSDistance – The furthest an AWACS will get from the FLOT (In Km) 
 +MinimumJSTARDistance – The closest a JSTARS a/c will get to the FLOT (In Km) 
 +MaximumJSTARDistance – The furthest a JSTARS a/c will get from the FLOT (In Km) 
 +MinimumTankerDistance – The closet a Tanker will get to the FLOT (In Km) 
 +MaximumTankerDistance – The furthest a Tanker will get from the FLOT (In Km) 
 +MinimumECMDistance – The closet an ECM flight will get to the FLOT (in Km) 
 +MaximumECMDistance ​ - The furthest an ECM flight will get from the FLOT (in Km) 
 +FirstColonel – Sets the start of names for Colonels 
 +FirstCommander – sets the start of names for Commanders 
 +FirstWingman – sets the start of names for Wingman  
 +LastWingman – Sets the end of names for wingman 
 +MaxEscortAAStrength – Not Used 
 +BARCAPRequestInterval – The time between BARCAP Planning Requests 
 +OnCallFlightsPerRequest – The amount of On Call Flights per FAC mission 
 +AirTaskTime – Not Used 
 +AirPlanTime ​ - Sets Average Sortie Rate  = 60/​AirPlanTime = Avg Sortie Rate. 
 +VictoryConditionTime – How often the victory conditions are checked in TE 
 +FlightMoveCheckInterval – How often the campaign checks the movement of flights. (in seconds) 
 +FlightCombatCheckInterval – How often the campaign checks combat between flights (in seconds) 
 +AirUpdateCheckInterval – How often the campaign checks the movement of squadrons/​packages (in seconds) 
 +PackageCyclesToWait –sets how many cycles a mission will wait for Tankers and other support aircraft. 
 +AirPathMax - Max search range when trying to find a safe path between two waypoints. Limits the searching to this value 
 +MinimumIgnoreRange – The closest range where an aircraft is ignored. (in Km) 
 +MaxSARDistance – The furthest behind the FLOT that SAR can be undertaken. 
 +MaxBAIDistance ​ - The furthest behind the FLOT that BAI can be undertaken. 
 +PilotAssignTime – The amount of time before T/O time that the pilot gets assigned to the mission. 
 +AircraftTurnaroundMinutes – How long after an aircraft has completed a mission before it is ready for use again. 
 + 
  
-Increasing this to 100 boosts up mission tasking+ 
 +// NTM Inputs 
 + 
 +short MIN_TASK_NAVAL;​ //​ Retask time, in minutes 
 +short MIN_PLAN_NAVAL;​ //​ Replan time, in minutes 
 +short NAVAL_MOVE_CHECK_INTERVAL;​ //​ How often to check a task force for movement (in seconds) 
 +short NAVAL_COMBAT_CHECK_INTERVAL;​ //​ How often to fire naval units (in seconds) 
 +short NAVAL_COMBAT_RATE;​ //​ Amount of time between weapon shots (in seconds) 
 + 
 + 
 +// Other variables 
 + 
 +short LOW_ALTITUDE_CUTOFF;​ 
 +short MAX_GROUND_SEARCH;​  ​         // How far to look for surface units or objectives 
 +short MAX_AIR_SEARCH;​  ​           // How far to look for air threats 
 +short NEW_CLOUD_CHANCE;​ 
 +short DEL_CLOUD_CHANCE;​ 
 +short PLAYER_BUBBLE_MOVERS;​ //​ The # of objects we try to keep in player bubble 
 +short FALCON_PLAYER_TEAM;​ //​ What team the player starts on 
 +short CAMP_RESYNC_TIME;​ //​ How often to resync campaigns (in seconds) 
 +unsigned short BUBBLE_REBUILD_TIME;​ //​ How often to rebuild the player bubble (in seconds) 
 +short STANDARD_EVENT_LENGTH;​ //​ Length of stored event queues 
 +short PRIORITY_EVENT_LENGTH;​ 
 +short MIN_RECALCULATE_STATISTICS;​ //​ How often to do the unit statistics stuff 
 +float LOWAIR_RANGE_MODIFIER;​ //​ % of Air range to get LowAir range from 
 +short MINIMUM_STRENGTH;​ //​ Minimum strength points we'll bother appling with colateral damage 
 +short MAX_DAMAGE_TRIES;​ //​ Max # of times we'll attempt to find a random target vehicle/​feature 
 +float REAGREGATION_RATIO;​ //​ Ratio over 1.0 which things will reaggregate at 
 +short MIN_REINFORCE_TIME;​ //​ Value, in minutes, of each reinforcement cycle 
 +float SIM_BUBBLE_SIZE;​ //​ Radius (in feet) of the Sim's campaign lists. 
 +short INITIATIVE_LEAK_PER_HOUR;​ //​ How much initiative is adjusted automatically per hour 
 + 
 +int StartOffBonusRepl;​ // Replacement bonus when a team goes offensive 
 +int StartOffBonusSup;​         // Supply Bonus when a team goes offensive 
 +int StartOffBonusFuel;​ // Fuel Bonus when a team goes offensive 
 +int ActionRate;​ //​ How often we can start a new action (in hours) 
 +int ActionTimeOut;​ //​ Maximum time an offensive action can last 
 +float DataRateModRepl;​ //​ Modification factor for production data rate for replacements 
 +float DataRateModSup;​ //​ Modification factor for production data rate for fuel and supply 
 +float RelSquadBonus;​ //​ Relative replacements of squadrons to ground units 
 + 
 +</​code>​
  
 ===== FALCON4.RT ===== ===== FALCON4.RT =====
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 **OFFENSE.PRI** ​ **OFFENSE.PRI** ​
 +
 +not used AFAIK
 +
 +AFAIK it “was” suppose to change to different priority according to how campaign goes, but wasn't done . 
  
 ===== PackHead.b ===== ===== PackHead.b =====
falcon4/campaign/files.txt · Last modified: 2010-08-21 13:27 by ed_1