Quick Combat Increasing the Friendly Radius
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  1. #1
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    Quick Combat Increasing the Friendly Radius

    You may recall that I found some extra parameters in the game.xml file which is located in the main root of the install. The most useful (IMHO) parameter is QuickCombatFriendlyRadius, which allows you to fly in QC without being blasted at by AA as soon as you stray from your airbase.

    My setting is QuickCombatFriendlyRadius="8000", but it can easily be more. All facilities and buildings within the radius of your QC airbase are friendly. A fly in the ointment is that ground.spawns are not turned off, so enemy vehicles can still spawn on road and rail within the FriendlyRadius.

    Recently I've tried another setting "RoadSpawnVacantRadius", but with mixed results. One time enemy vehicles spawned on a nearby road, but then froze! The game ran fine but the spawned enemy vehicles were immobile.

    Where did I get these parameters? Well I've been dumpster diving - into a dump file I found in my AppData/Local location - a file called cfs3.exe.3752.dmp - and variations thereon. This is a huge file and it takes time to winnow it down to sift out the gold within. One section has a list of parameters for the game.xml file - which I will post in the Knowledgebase sticky.

    Good ones include that, like the known maxbullets parameter, you can also set max ships, vehicles or aircraft to spawn, to reduce loading on your CPU if you need to.

    Another set of parameters look at terrain shadows and lighting.

    Within the dump file are uncommon waypoint types - anyone tried "kamikaze" instead of "turn" in a waypoint type? Could be good in PTO missions?

    Happy Flying

  2. #2
    Very interesting! So hidden that it took many, many years for someone to find it, excellent catch.
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    Quote Originally Posted by Led Zeppelin View Post
    Very interesting! So hidden that it took many, many years for someone to find it, excellent catch.
    Thanks, Loic! There is a lot of interesting stuff in there I haven't fully analysed yet. For example a complete list of the AVTactics for CFS3 aircraft, presumably straight from the exe.

    But also a complete list of waypoint types. It is interesting that "Landing" is there, but a widely used one "Landanywhere" is not??? But Landanywhere seems to widely used in missions and spawns and works??

    All the Picktypes are listed, although Fouteman advises that you can use your own for aircraft, eg. #JG26 etc.

    Within the pilot attributes, one called "Aggression" pops up, this appears to be included in the game, although not used in CFS3 files like pilotattributes except possibly in early versions of OFF before they wrote their own code.

    And plenty more for dumpster divers.

  4. #4
    Could this be possible that some of these attributes come from previous CFS 2 ou CFS1 and are no longuer used by CFS 3? Can they be there but without any possibility to use them?
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    Kurier auf Stube...pauke! NachtPiloten's Avatar
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    Icon9 Has anyone

    else found this file....seems like I can't or I am looking in the wrong place. Also did a search for *.dmp and nothing

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    SOH-CM-2024 Pat Pattle's Avatar
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    Quote Originally Posted by NachtPiloten View Post
    else found this file....seems like I can't or I am looking in the wrong place. Also did a search for *.dmp and nothing
    Like what Ted says, have searched everywhere but can't find it. I Googled it and it said something about setting up debugging, then I glazed over and gave up!
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    SOH-CM-2023 mongoose's Avatar
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    Nada!

    Cato said "Carthaginem esse delendam"
    I say "Carthago iam diu deleta,sed enim Bellum Alium adhuc aedificandum est"

  8. #8
    Apparently there is a setting that needs to be enabled to create the dmp file, but I can't find what it is. How did you do it David?

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    Not entirely sure. I have played around with error reporting settings in some installs - perhaps in the default.xml? Is that the file where there are options for error reporting? I can claim no special knowledge here. I do remember wondering if some of the parameters for error reporting could be tweaked.

    In terms of the pathway, IIRC it went something like AppData/Local/Crash Dumps Right next to the Crash Dumps folder was a folder for Ankor - perhaps Shaders30?

    And also I remember that sometimes a similar file to the .dmp file will pop up in an AppData Temp file - more likely to be under the Roaming pathway than the local pathway IIRC.

    Sorry I will take a look when I'm on my CFS3 'puter.

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    SOH-CM-2023 mongoose's Avatar
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    I have various dmp files at C:\Users\jacal\AppData\Local\CrashDumps with no cfs3.exe.3752.dmp but variations cfs3.exe.****.dmp, not that I see how to open/edit the files.

    Cato said "Carthaginem esse delendam"
    I say "Carthago iam diu deleta,sed enim Bellum Alium adhuc aedificandum est"

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    Quote Originally Posted by mongoose View Post
    I have various dmp files at C:\Users\jacal\AppData\Local\CrashDumps with no cfs3.exe.3752.dmp but variations cfs3.exe.****.dmp, not that I see how to open/edit the files.
    Yes, those are they!

    I simply use Notepad to edit. It is very slow to delete the unwanted hieroglyphics at first because Notepad was never intended to edit such large files. But as the junk is deleted, it gets quicker and the gold starts to float to the surface.

    I looked at CFS3.xml and that generates an error reporting .txt into the install folders in the AppData pathway, a different error reporting process so I was off-beam in my last post.

    The *.*.dmp files are also generated in the CrashDump folder for other applications. I have a *.dmp file generated after a crash of my Creative Media Source Player software. Both apps a fairly elderly now, must use a very similar dll to generate crash dump reports.

    Presumably, if you don't get hard crashes, you won't get a CrashDump folder created with a *.*.dmp file in it.

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    New Stuff in the *.dmp file

    Dam, just lost a lengthy post. Try again:

    here is a cleaned up extract from a different .dmp file:

    " AIOffensiveLaunch TIOffensiveBoost TIPenalty TIinitialValue CalcStructuresDestroyed AIMissionSuccess AIsquadronUpgradeAircraft AIsquadronGetHealth AIsquadronLoseHealth AIsquadronFlyAdditionalRound AIsquadronFlyThisRound Dice ReserveBurnDownModifier SupplyBurnDownModifier NationalityData ReconErrorSI ReconErrorTI TerrainEffects OffensiveEffects C_TAC C_AIRCRAFT_UPGRADE C_SQ_RESUPPLY C_STRUCT_REPAIR C_WINGMAN_REPLACE C_TI_POWER C_TI_MORALE SuccessBonusDecayRate SuccessBonus StartInAir UseFogOfWar AIMinHealthToFlyMission AIMaxRoundsToFlyPerDay HQMaxCapacity SquadronHealthResupplyThreshold HQMaxRecommendedCapacity HQAverageSquadrounCount HQInitDistance HQMaxDistance HQMinDistance TIMaxThreshold SIMaxThreshold TIbaseBoostValue TIbaseOffensiveValue TIbaseValue SIbaseValue MaxTimeAcceleration ServerAutoSaveFrequency RoundsToAutoSave TIPenaltyBase SelectOffensiveSectorPercentage FighterSquadronsFlownPercentage PCHealthLoss PlayerSquadronHealthLoss AIsquadronHealthLoss ReserveBurnDownRate SupplyBurnDownRate OffensiveRadius RoundsToCheckAIOffensive RoundsToHideOffensive RoundsToInitOffensive RoundsToBurnDownSI SRMultiplier RoundsToJump RoundsToMoveSquadrons RoundsToApplySItoTI RoundsPerDay RoundLength CampaignParams
    campaign.xml  "

    This is a list of the parameters available for the Campaign Params section of the typical campaign.xml file

    But wait - there is a new parameter tucked away - "StartInAir". Presumably this starts you off in the air on a campaign mission, the same way as when you choose an escort mission.

    Just a wee example of new stuff that can be found in a dump file.

    Happy Flying

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    SOH-CM-2024 Pat Pattle's Avatar
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    Interesting entries there David. I presume though that this is something that, if edited, would not change anything. Or, if one could edit the .exe file using this as a guide it may be possible perhaps?
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    Quote Originally Posted by Pat Pattle View Post
    Interesting entries there David. I presume though that this is something that, if edited, would not change anything. Or, if one could edit the .exe file using this as a guide it may be possible perhaps?
    Well yes and no, Clive! The things I am highlighting so far are new entries that can be put to good effect in xml files, not the .exe. The StartInAir parameter can go straight into a campaign.xml for those inclined, just as all the parameters controlling spawning can go straight into the game.xml file, as did the very useful QuickCombatFriendlyRadius parameter.

    However, as mentioned, there are also some things in the dump file which do point to the potential for seeing what goes on in the exe, for example the processes for determining AVtactics "runaway", "loiter" "land_taxi" etc.

    There are also entries (presumably from the exe) referring to campaign generating processes and a very interesting reference to an effects testing module which might be able to be accessed, perhaps through the m3d viewer?

    Loic mentioned that some entries might be legacy and not functional and that is a good point. However the things that I've tried so far work. Other entries in the *.dmp files refer to old flight models for .air and aircraft.cfg files, so might be legacy and outdated - but could just as easily have "evolved" into later air file containers.

    As time allows I will post lists for waypoint types, missiontypes, etc, some of the entries may very well be legacy/nonimplemented, as Loic suggests. For example the WayPoint type "kamikaze".

    Other lists, for example Picktypes, appear at quick glance to be the same as those listed in the note by Richard Eikland attached to the Mission and Facility Editor package uploaded here at SOH, haven't spotte danything new.

  15. #15
    I've found them now, thanks. It will be interesting to see what comes of this. I'd really like to find a way to improve certain AI behaviors.

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    SOH-CM-2023 mongoose's Avatar
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    Quote Originally Posted by gecko View Post
    I've found them now, thanks. It will be interesting to see what comes of this. I'd really like to find a way to improve certain AI behaviors.
    Do we have any idea how WOFF/WOTR did it?

    Cato said "Carthaginem esse delendam"
    I say "Carthago iam diu deleta,sed enim Bellum Alium adhuc aedificandum est"

  17. #17
    Nope. They have their own proprietary code that they have managed to inject somehow that handles thier new AI and assumedly a lot of other stuff.

    Eventually I'd like to see if I can get anywhere with writing some autohotkey scripts for it similar to what I did with the Spitfire, but at this point I don't know where to start. Perhaps there are some leads buried in these dump files.

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    Quote Originally Posted by gecko View Post
    Nope. They have their own proprietary code that they have managed to inject somehow that handles thier new AI and assumedly a lot of other stuff.

    Eventually I'd like to see if I can get anywhere with writing some autohotkey scripts for it similar to what I did with the Spitfire, but at this point I don't know where to start. Perhaps there are some leads buried in these dump files.
    About 10 hours of filtering a 15Mb file full of digital hieroglyphics, renders this simple little not terrifically useful text on this particular subject. Some bones to pick over regarding AV tactics....

    Aircraft  AV
    Pilot
    exception
    data_error
    WorldObject
    MovingObject
    BaseAircraft
    Aircraft@@ BaseAircraft WorldObject MovingObject noseart_%s_%02d.dds
    Msg
    SimAircraft
    SimAirplane
    AirplanePilot@@ No unit type specified for an aircraft
    SimAirplaneRemoteClient
    SimAirplaneRemoteServer
    Formation@@ Aircraft::Think Aircraft::Move 
    AircraftStrategy
    StrategyWayPoint


    AVTactics
    AVTacticsCruiseFlight
    AVTacticsRunAway
    AVTacticsTimeStateBase
    AVTacticsBailOut
    AVTacticsEscort
    AVStrategyCommand
    AVStrategyHmnPilot
    AVStrategyA2S
    AVStrategyA2A
    TacticsAttackA2S
    AVTacticsCruiseAround
    AVTacticsAttackA2A
    AVTacticsTurnPoint
    AVTacticsLandingWp
    AVTacticsEscortAttach
    AVTacticsDitch
    AVTacticsApproachWp
    AVTacticsLoiter
    AVTacticsLevelBombingWp
    AVTacticsBombingWp
    AVTacticsWpA2S
    AVTacticsTorpedoWp
    AVTacticsEscortDetach
    AVTacticsFlyAway


    FLTSIM_AI_DEBUG_WND AI Tactical Display
    aidebug X Y width height speedinkmh


    Hide this window V Delete object
    Del View user aircraft Esc Scroll list down Down
    Scroll list up Up Zoom in/out +/- Accelerate }]
    Decelarate {[
    Pause/resume the game P
    Show/hide static units K
    Show/hide facilities/f.units I/U
    Show/hide data tags
    Show/hide waypoints W
    Show/hide formations F
    Show/hide ships N
    Show/hide ground vechicles/trains
    J/T Show/hide aircraft on ground G
    Show/hide bomb/rocket B/R
    Show/hide aircraft A
    Show/hide this help text H
    Time ratio: %.3f Error strategy Human Taxi Landing Takeoff Combat A2S Combat A2A Waypoint
    UNKNOWN TACTICS_STOP_ONGROUND TACTICS_LANDING_WP TACTICS_TAKEOFF_TAXI TACTICS_TAKEOFF_STOP TACTICS_TAKEOFF_CLIMB TACTICS_TAKEOFF_ONGROUND TACTICS_LANDING_TAXI TACTICS_LANDING_ONGROUND TACTICS_APPROACH_SECOND TACTICS_APPROACH_POINT TACTICS_DESCENT_ILS TACTICS_FLY_AWAY


    APPROACH_WP BAIL_OUT_WP DITCH_WP ATTACK_A2S_WP TORPEDO_WP BOMBING_WP LEVELBOMBING_WP ESCAPE_FLIGHT ESCORT_DETACH_WP ESCORT_ATTACH ESCORT LOITER TURN_POINT WINGMAN DITCH BAIL_OUT ATTACK A2S CRUISE FLIGHT CRUISE AROUND CRUISE RANDOMLY RUN AWAY EVADE DISENGAGE ATTACK A2A EMPTY ANTI_ATTACK GROUND_TRACK OPPOSITE_TURN_X TAIL_EVASION DIVING_TURN OPPOSITE_TURN_Z TURN_OFF BOMB_ATTACK GUN_ATTACK LAG_PERSUIT LEAD_PERSUIT PURE_PERSUIT HORIZONTAL_FLIGHT MANEUVER_NONE


    Error skill Ace Veteran Intermediate Beginner Rookie n/a
    Bug Fatal Heavy Modrt Slght %.1f nm %.0f ft
    FacilityUnit Facility Changing view to %s (%08X) dmg: %s TAS: %.0f kts TAS: %.0f km/h hdg: %lu° alt: %.0f ft %08X [*] %.0f ft %.0f kts Tgt: %s (%ld) Range: %s Tgt: none none %ld(%ld)
    Remotely controlled Sighted units: Heading: %lu° Pitch: %ld° Alt: %8.2f m AGA: %8.2f m Speed: %8.2f Vert spd: %8.2f m/s Throttle: %lf%% Maneuver: %s Tactics: %s Mode: %s Heading: %lu° Bank: %ld° Alt: %.0f ft Pitch: %ld° IAS: %.0f %s TAS: %.0f %s GS: %.0f %s Vert spd: %.0f m/s kts km/h Des GS %.0f kts Des IAS %.0f kts beta = %lf Des pitch: %ld° rate: %lf Des alt: %.0f ft Des bank: %ld° Des hdg: %lu° Guidance: / %s %s (%08X) %s / %s Click on a unit name for more details Scale: %lu km across. (keypad + and - to change) Cockpit view: %s (%08X) Arial 

    What to make of it? Someone with a background in flight mechanics might make sense of it.

    HTH,

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