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falcon4:campaign:files [2010-08-02 22:41] ed_1 |
falcon4:campaign:files [2010-08-21 13:27] (current) ed_1 |
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**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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**cas.pri** | **cas.pri** | ||
+ | not used AFAIK | ||
+ | |||
+ | AFAIK it "was" suppose to change to different priority according to how campaign goes, but wasn't done . | ||
===== DEFAULT.idx ===== | ===== DEFAULT.idx ===== | ||
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**Defense.pri** | **Defense.pri** | ||
+ | |||
+ | not used AFAIK | ||
+ | |||
+ | AFAIK it "was" suppose to change to different priority according to how campaign goes, but wasn't done . | ||
===== doctrine0.txt doctrine0 through 7 ===== | ===== doctrine0.txt doctrine0 through 7 ===== | ||
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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. | ||
+ | |||
+ | // NTM Inputs | ||
- | Increasing this to 100 boosts up mission tasking. | + | 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 ===== |