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falcon4:database:files [2010-08-12 00:14]
ed_1
falcon4:database:files [2016-11-15 08:42] (current)
snakeman switched tactical.nekromantix.com to www.pmctactical.org domain.
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 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]]. 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://tactical.nekromantix.com/​forum/​viewtopic.php?​t=21073|our forum]]).+Source [[http://www.pmctactical.org/​forum/​viewtopic.php?​t=21073|PMC Tactical forums]]
 + 
 +====== 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 )
  
  
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 Vehicle file, includes ground units and aircrafts. ​ 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 ======
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 Unit file.  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 ======
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 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 . 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 of other ac .+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 Sweep rate  = this is sweep angle in radian per seconds
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 Beam half angle = this is in radians again . Beam half angle = this is in radians again .
  
-Scan half angle azimuth = this is scan angle of azimuth in radians .+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 .+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 )+lock time = this is lock time in ms (longer means better ​, think of it as memory time)
  
 Lock down = this is lock down multiplier . Lock down = this is lock down multiplier .
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 Chaff chance = this is a value how effective chaffs are against radar .(lower , chaffs less effective) Chaff chance = this is a value how effective chaffs are against radar .(lower , chaffs less effective)
  
-ECN range = this is multiplier of how resistant the radar is to ECM .+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 .+Beam distance = this is beam distance multiplier ​.radar distance get multiplied by this value when beamed ​.
  
-Doppler notch speed = This is speed that any slow radar woun't track it , in ft per seconds . +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** **Flags**
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 Is air to air radar Is air to air radar
- 
- 
- 
  
  
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 Weight = weight of weapon in Lbs Weight = weight of weapon in Lbs
  
-Damage = damage amount weapon has +Damage = damage amount weapon has (If weapon is fuel tank, damage = fuel amount in lb )
  
 Blast radius = radius in ft of blast radius ​ Blast radius = radius in ft of blast radius ​
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 Drag = Drag od weapon on Hardpoint . Drag = Drag od weapon on Hardpoint .
  
-Explosion type = type of war head of weapon (what type of damage does it do )+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  Guidance = type of guidance weapon is 
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 Seeker radar = radar (RCD) linked to weapon (example aim120 =4 ) 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 Fire rate = how much AI fire rate in Sim
  
 Rack group = rack group linked to weapon (used for linking weapons to plyons (rack.dat) 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  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 ) Hitchance = various % rates for different types of target (mainly 2d stuff )
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 **Flags** **Flags**
  
-These are used to setup weapon ​enity ,which could be a fuel tank, rack, ECM pod or weapon .+These are used to setup weapon ​entity ​,which could be a fuel tank, rack, ECM pod or weapon .
  
 Recon, used for low alt camera Recon, used for low alt camera
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 Range = this is range of visual sensor in ft . Range = this is range of visual sensor in ft .
- 
  
 Scan angles = in radian the visual scan around the vehicle . Scan angles = in radian the visual scan around the vehicle .
falcon4/database/files.1281572060.txt.gz · Last modified: 2010-08-12 00:14 by ed_1