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falcon4:database

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Database

Database Editing (<THEATER>\objects dir or terrdata\objects for Korea).

Object files - descriptions and functions.

Creating and Editing Airbases

SP4.2 Database - list of bunch of items in database like squadrons and battalions.

Background

The Falcon 4 database is edited with F4Browse by Julian “Codec” Onions, you can always download the latest from our downloads page. Using this program you can access pretty much all the database stuff in theterrdata\objects directory. New theaters use their own objects directories, for example ODS uses “Theaters\DesertStorm\objects”, Vietnam uses “Theaters\Vietnam\objects” and finally Europe uses “Theaters\Europe\objects” directory.

The F4Browse measurements are in for example fuel: lbs, range: nautical miles values. In the view option you cannot see measurements, also F4Browse view is mirror image of real world. There is export and import function in F4Browse which you can use the transfer individual edits in and out of the database you are working on with someone. Just make sure that when you're importing stuff in, its correctly edited, always make backups of the original database you're creating so if wrong data is imported, you can revert back to the “working” database.

Adding, Deleting and Editing

Database Editing is perhaps one of the most interesting and rewarding parts of Falcon development. This is the place where new models, skins, weapons, etc get integrated into the database for use in Falcon. There is nothing quite as satisfying and taking a brand new model with a brand new skin set and being able to take this new aircraft for a test flight. While, there is a lot more this this simple act than simply adding a few things, and database is more than just aircraft, it include, all vehicle types, units, weapons, flight models, parent, models, CTs, radar, and much more. Unfortunately, because Falcon is such a demanding woman - your performance as a database editor must be nearly flawless or things go horribly wrong. While PMC is dedicated to providing support for different Falcon.exe, and the requirements for different executables is slightly different I will only be addressing the specific edits as they apply to FF Cobra.exe and RV.exe. I have limited experience with other Falcon.exe and therefore don't want to provide inaccurate info for those folks choosing to use other Falcon.exe. Perhaps other database developers will be willing to contact me and I will include supplementary instructions as they apply for different exe. In general most of the principles that I layout here should apply almost universally for the other exe's. Also, is should be said that the two most important tools for database editing are LOD Editor (Fred Balding) and F4Browser (Julian Onions). With the advent of RV I would also include DXEdit.exe and DXDBTools.exe, and LODConvert.exe all three of which I will also discuss in some detail.

Lets first discuss the various parts of what you see in the database, what it represents, how it all fits together, how to add, delete, and modify and of course troubleshooting problems.

When opening F4Browser the first thing that I would advise is to ensure that you always, always establish for yourself a Falcon4 folder where you do all your DB edits. Thru the use of Windows folder renaming function you can rename a Falcon4 folder whatever you like such as Falcon4 DB Edit. Second I recommend that you keep a second Falcon install which contains a working Falcon installation which you can use as your test-bed for all edit. These two install folders should then be kept separate; perhaps partitioning a hard-drive for such a thing would be a great idea, but it entirely up to you. In any case, what I have found is by keeping a folder specifically for DB editing and another for testing helps to avoid corrupted databases for other installations. For those not familiar with DB editing I would also recommend you do one other thing - alwasy make sure that you do all your DB editing in the Falcon4/terrdata/objects folder, even if you are working on some other theater besides Korea. The reason is I have found that sometimes the registry can get messed up with changning theaters and source locations for editing. The safest thing to do is to make sure you always have your registry set for Korea theater and you always do your edits in the korea objects folder. If you do this you can avoid corrupting your database when your save edits go someplace you didn't intend and therefore ruining some other install and now making your job of redoing what you just did to your existing DB edit process. So, just replace all the old korea object files with your theater files. When you are ready to test - copy the entire objects folder to your test install objects<theater> folder and run your test. Now with that said, lets discuss the different parts of the DB as seen in F4Browse.exe.

+++ Editing +++ stopped here 11 Dec 07 - Ranger822

Here is example of how to add new CT record of aircraft squadron so you can use both the old squadron and this new edited squadron you just made. For example if you want to have one theater but with two time periods like Desert Storm. 1991 ODS and present day Black Phoenix. Both used the F-16 aircrafts, but in ODS they didn't have AIM-120's or LGB's which Black Phoenix has.

This example shows you how to copy F-4E SK squadron:

  1. units → f4esk → add copy, update [record UCD number, call it U]
  2. classtable → no354 → add copy, change File offset to unit number [U], update note CT number of this new one, call it [C]
  3. back to unit view, reedit new unit, change CT Ind to [C], Update
  4. bring up dialog for Unit [U], look for SSD record number
  5. go to SSD view, and copy SSD used by [U]. remember the new SSD number
  6. edit 522, change SSD Ind to new SSD number, update
  7. edit 522 again, click on SSD Ind button should see the SSD record click on used by - should see just used by one squadron.

Rack.da explanation

Here is what I have. Shawn is the expert now though :-)

The new rack specification. This is defined through the rack.dat file. This file specifies two things.

  • 1) RackGroups - these are groups of common rack definitions
  • 2) Racks - this sepcifies an individual rakc, its capacity and visual

Rack Groups

These are number from 0 to N, N being specified in the file as the maximum number currently defined. The specification is
Group [n] [racks]
as in
Group0 0 1 2
Group1 3 4 5 6
which says rack group 0 contains racks 0, 1 and 2.

Rack Defintions

These define the individual racks, from 0 to N, where again N is defined in the rack.dat file.

The specification is
Rack [n] [CTid] [MaxCount]
as in
Rack0 0 0
Rack1 1982 1 # helo one rack

Having defined all the avilable racks and rackgroups, then it is time to match them up. This is done in the following way. In the weapon file, a new field (well an old one that wasn't used) is used to specify the rack group for this weapon. Through this, you can specify all the racks that can potentially carry the weapon. E.g., in the above, if the rackgroup was 0, then the weapon could potentially be carried on any of racks 0, 1 or 2.

Then, in the aircraft.dat file, the hardpoint specifies the rack group that this hardpoint can carry. So, for instance, and F-16 might specify hardpoint 7 has rackgroup 1, which in turn says racks 3 4 5 and 6 can be attached to this hardpoint.

Now - all that has to happen is for a the weapon and hardpoint to be matched up. So, say we wish to load a 2 mavericks on a F-16 hardpoint 7. We find the rackgroup for hardpoint 7, we find the rack group for the maverick, and then we go through the list of racks in each looking for the first match with enough capacity to carry the given load of weapons.
So, the chosen rack must be
a) part of the rackgroup for HP7
b) part of the rackgroup for maverick
c) allow 2 or more weapons to be carried.

Julian.

This tutorial is under work and we will be adding more stuff to it. Send info/comments to our forum.

falcon4/database.1197413659.txt.gz · Last modified: 2007-12-11 22:54 (external edit)