Projected knowledge base:

Rudder pedals activating ailerons problem

Known problem, easy to fix. Go into your application data folder and find the CFS3 folder. Look inside for a file called CFS3.xca - or whatever you called your controls file.xca. It'll be the only .xca file there, anyway. Open it with Windows Notepad (make it default) and scroll down until you find these lines or something similar:

</Device>
<Device Type="Saitek Pro Flight Rudder Pedals">
<GameMode Name="Player">
<Axis ID="X" Action="Set_Bank" Scale="64" Nullzone="36"/>
<Axis ID="Y" Action="Set_Pitch" Scale="64" Nullzone="36"/>
<Axis ID="Rudder" Action="Set_Yaw" Scale="64" Nullzone="36"/>
<Button ID="1" Action="Fire_Guns"/>
<Button ID="2" Action="FireCannonsOnly"/>
<Button ID="3" Action="ReleaseFireWeapon"/>
<Button ID="4" Action="SelectNextWeapon"/>
<Button ID="5" Action="FLAPS_INCR"/>
<Button ID="6" Action="FLAPS_DECR"/>
<Button ID="7" Action="NextTarget"/>
<Pov ID="1" Action="HeadPov"/>
<Button ID="8" Action="TogglePadlock"/>
</GameMode>
<GameMode Name="M3DViewer">
<Pov ID="1" Action="HeadPov"/>
<Button ID="3" Action="ZoomIn" RepCnt="1"/>
<Button ID="4" Action="ZoomOut" RepCnt="1"/>
</GameMode>
<GameMode Name="Gunner">
<Axis ID="X" Action="TraverseGun" Scale="64" Nullzone="36"/>
<Axis ID="Y" Action="ElevateGun" Scale="64" Nullzone="36"/>
</GameMode>
</Device>

As you can see, it's a load of rubbish. Simply paste these lines below over the lines above so as to replace them completely. Make sure you get the tags and "grammar" right!

</Device>
<Device Type="Saitek Pro Flight Rudder Pedals">
<GameMode Name="Player">
<Axis ID="X" Action="AXIS_LEFT_BRAKE_SET" Scale="65518" Nullzone="82"/>
<Axis ID="Y" Action="AXIS_RIGHT_BRAKE_SET" Scale="65518" Nullzone="82"/>
<Axis ID="Rudder" Action="Set_Yaw" Scale="64" Nullzone="36"/>
</GameMode>
<GameMode Name="M3DViewer">
<Pov ID="1" Action="HeadPov"/>
<Button ID="3" Action="ZoomIn" RepCnt="1"/>
<Button ID="4" Action="ZoomOut" RepCnt="1"/>
</GameMode>
<GameMode Name="Gunner">
<Axis ID="X" Action="TraverseGun" Scale="64" Nullzone="36"/>
<Axis ID="Y" Action="ElevateGun" Scale="64" Nullzone="36"/>
</GameMode>
</Device>

Never mind the bit about the gunner, it doesn't work anyway.

Save and close, and it should work perfectly.
 
AI attacks in formation groups

To get AI to attack in large formations as a group, you must follow these instructions:

Place them as pairs (2) aircraft flights..Add as many Pairs (flights) as you wish in the formation..

To keep them in formation place your way points at the same height and speed..

Place them in whatever formation you wish..

You must then make sure your Pairs (flights)
The way point is placed with the way points matching the (Dual pairs flight path)..
They will stay in formation and attack at the same time..

Remember the game engine is built so the AI always attack in Pairs, No Matter How many in the formation, Only two will attack at a time..


So to get large formations to attack as one unit you must load them in as two aircraft flights, with matching height and speed, and set your way points so as to allow the pairs to hold whatever formation you want by the placement of the (2) aircraft flights..

You must be able to place the way points very closely, and in time with each other..
In this way you can get Larger Formations to attack as one.

Works very well in anti-ship and anti-ground/ Vehicle target missions..
 
Recent Scenery Addons – History

This lists recent packages, not individual items like some of the ACC houses and churches. These files are all found in SOH CFS3 Scenery archive.

This provides a massive smorgasboard of options for you to find the scenery option that you prefer. There are also a variety of texturebudget files to try (not forgetting those in ETO!).

June 2007
gCFS3tex by Starspeeder_3000 was done to improve roads, streams and railroad textures.

October 2007
johno_UK's jbsceneryV2 (in 3 files) was done. It included new .sm models, new object placement and a new compositetexturebudgets file.

Jan 2008
henk then provided hi-res versions of selcted scenery tiles in new_cfs3_scen (2 files), including another option for texturebudgets files.

March 2008
Johno_UK's massive jbsceneryV3 (6 files) was then uploaded. Presumably this is the version that went into ETO?

July 2008
Starspeeder_3000 then updated the bridge textures in in CFS3_New_Bridge_Textures

May 2009
rouge34rtw made the ETO_perf-visuals-32bit which came out later and provided some massive textures and revised budgets files. NBB this is in the archive under “CFS3 Other”. A useful feature is the inclusion of a guide to Config Settings

January 2010
alain95 provided updated textures for buildings, etc in CFS3-FFD-alt_ETO. This is a 256x256 version of selected scenery including stock houses, farm barn, French Flag etc. These are nice and sharp images, not too large in size.
 
This lists recent packages, not individual items like some of the ACC houses and churches. These files are all found in SOH CFS3 Scenery archive.

This provides a massive smorgasboard of options for you to find the scenery option that you prefer. There are also a variety of texturebudget files to try (not forgetting those in ETO!).
Forget to clarify - this lists scenery addons found in the Archives section, not really new stuff like von Obens magnum opus.
 
Campaign Play - Upping the Ante

[h=2]Ideas for Improving Game Play in Campaigns[/h]
I have written down the results of some fiddling around with files I've done over the past few years. Hopefully this will inspire those who enjoy campaigns to increase the challenge a bit. :salute:

Campaign Play: Upping the Ante

When a new campaign is started, a list of AI pilots is created. These pilots will fly as wingmen to the player. The AI pilots also fly the escort to the player’s missions (I think).

You can find the list of AI pilots generated for the campaign, under (in Win XP at least) My documents\whatever you’ve called the CFS3 Install\Campaigns\Your pilot’s name\*.cmpstat.

The *.cmpstat file holds the campaign statistics for a point in time. The file can be opened using notebook or a similar simple text editor. The file holds a list of the AI pilots flying in your support. For each of the AI pilots, a list of Attributes is provided. Some of these Attributes control how well the AI pilot will fly in your support in your campaign.

This discussion explores how to change the list of Attributes, so that your AI pilots fly well. It is also possible to influence the characteristics of the enemy AI pilots, so that you have a good contest.

Influencing Your AI Pilots’ Attributes

Pilotconstants.xml

The first file to modify is called the pilotconstants.xml. This file contains a series of algorithms for a whole host of AI pilot attributes, including fatigue, health, vision, whether the pilot is captured on bailout, when various types of technology are available to the AI pilot, etc etc. Again you can read the file with a simple text editor, although using an xml editor which uses different colours for different text, makes the file more intelligible.

Within the pilotconstants file, the section of most interest deals with Experience/levels/Rank. But before going into this section you need to be aware that the ranks assigned to the pilots are determined in the country.xml file, under the <countries> section. The default for CFS3 is that there are:


  1. 10 Ranks
  2. 4 levels within each rank


Gaining Skill By Progressing Through the Levels

The way skill is gained is controlled by parameters within the pilotconstants file and is fairly complex. But here is an attempted explanation: the first important parameter is Experience. The pilotconstants file defines how much Experience is gained for each mission an AI pilot flies in a campaign. So an AI pilot might gain 100 experience points in a single mission if all goes well. The outcome is determined by the success of the mission.

To progress up the levels and therefore up the ranks, the pilotconstants file defines how much experience is required to attain a particular level. Also the number of levels per rank is defined (as mentioned above, the default number of levels per rank is 4).

Now the good bit is that the pilotconstants file also defines the number of skill points that are attained at each level as the AI pilot progresses up the ranks.

Pilotattributes.xml
There is heaps more that could be looked at and tinkered with in the pilotconstants file but time and space are short so lets move on. The second file influencing the AI pilots’ attributes is (funnily enough) the pilotattributes.xml.

This is how I think it works: there are five attributes listed in this file. Each of the attributes as a default, a minimum, and a maximum value. At the start of the campaign, the AI pilots are randomly created (random in the combination of firstnames and lastnames anyway). However, what is not random are the five attributes:


  1. Vision,
  2. Gtolerance,
  3. Level,
  4. Age
  5. Maxhealth.


So if you start a new campaign, create your pilot, then close out of CFS3 (saving your campaign when prompted), you can take a look at how the above attributes influence the attributes for the AI wingmen in the campaign. You simply go to the 1.cmpstat file, and take a look at the vision, gtolerance, level and other parameters for each of the AI pilots in the .cmpstat file. You can see that the starting attributes are all bounded by the pilotattributes file.

So it is important to remember that the pilotattributes file merely influences what values are assigned to each attribute for each AI pilot when they enter the campaign. After that, your AI wingmen will gain or experience, promotions, skill at a rate determined by how successful they are in each mission they fly. The parameters determining progression are set in the pilotconstants file, as explained above.


Tweaking the Files to Improve AI Wingmens’ Performance

One tweak I put in the pilotconstants file is:

<entry name="AIWingmenExperienceCap" type="int" value="3"/>
<entry name="AIWingmenAccuracyCap" type="int" value="3"/>

The default values are 1 and 1. I think the “cap” stands for “capacity” but its not obvious.

An important tweak is to change the value in:

<entry name="StartSkillPoints_Campaign" type="int" value=" 10"/>

….from “10” to say “20”. I think this influences your AI wingmen’s starting level of skill, however it is also influenced by a matrix of the attributes defined for experience, vision, level, etc.

You can tell just by looking at vision gtolerance and level, that boosting the values for these parameters in the pilotattributes file, will boost the starting values for AI pilot attributes.

What I have found is it is possible to add attributes to the pilotattributes file.

For example, taking a useful-looking attribute from the *.cmpstat file, I added numSkillPoints as an attribute. So a pilotattributes.xml file I am using looks like this:

<Bomber>
<Attribute Name="vision" Default="30" Min="20" Max="55"/>
<Attribute Name="gtolerance" Default="25" Min="19" Max="36"/>
<Attribute Name="level" Default="6" Min="4" Max="12"/>
<Attribute Name="numSkillPoints" Default="20" Min="20" Max="100"/>
<Attribute Name="age" Default="20" Min="19" Max="36"/>
<Attribute Name="Maxhealth" Default="25" Min="19" Max="36"/>
</Bomber>
<FighterPilot>
<Attribute Name="vision" Default="45" Min="35" Max="65"/>
<Attribute Name="gtolerance" Default="35" Min="25" Max="50"/>
<Attribute Name="level" Default="7" Min="4" Max="13"/>
<Attribute Name="numSkillPoints" Default="20" Min="20" Max="100"/>
<Attribute Name="age" Default="20" Min="19" Max="36"/>
<Attribute Name="Maxhealth" Default="35" Min="25" Max="55"/>
</FighterPilot>

A number of the values are tweaked compared with the default values.

The Result:

When I start a new campaign as a British fighter pilot (I am using Pat’s CFS3 BoB as a test workhorse) I get higher ranks for my AI wingmen, and higher starting skill level.

I get one or more Squadron Leaders, a swag of Flight Lieutenants, a lot of Flying Officers and only a few Pilot Officers. Boy, it is good having a bit of experience behind me when I go to tackle the Hun.

All the more important because the Hun’s performance has been improved, too.

Improving Enemy AI Skill

As discussed in the Knowledgebase sticky thread for this forum, the file Uisel.xml can be tweaked to improve enemy AI performance. The Uisel.xml file is located (in Windows XP anyway) under C:\Documents and Settings\*Username\Application Data\Microsoft\*name of your cfs3 Install. It can be edited using a simple text editing program but an xml editor makes things easier.

By default, once you have flown CFS3 a few times, and set skill levels/attributes for Quick Combat and a mission or two, the uisel file will contain parameters setting skill level for enemy air skill and enemy ground skill.

It is possible to take some of the values listed under the Missions section of the uisel file, and add them to the Campaigns section. For example, I am currently using a uisel.xml file in Pat’s BOB install, with the following campaign parameters:

<Campaign>
<Aircraft type="string" val="Spitfire MkI 609"/>
<AmmoPct type="uint" val="100"/>
<FuelPct type="uint" val="87"/>
<MissionEnemyGroundSkill type="uint" val="100"/>
<MissionEnemySkill type="uint" val="100"/>
<Model type="string" val="bob_spit_609"/>
<PayloadIdx type="uint" val="0"/>
<UseCustomAircraft type="bool" val="n"/>
</Campaign>

The result is that, when flying a campaign, the campaign statistics has the following entry, right at the bottom of the file (an eg of a *.cmpstat file for Pat’s BoB install):

<CampaignSelections>
<Aircraft type="string" val="Spitfire MkI 609"/>
<AmmoPct type="uint" val="100"/>
<FuelPct type="uint" val="87"/>
<MissionEnemyGroundSkill type="uint" val="100"/>
<MissionEnemySkill type="uint" val="100"/>
<Model type="string" val="(None)"/>
<PayloadIdx type="uint" val="0"/>
<UseCustomAircraft type="bool" val="n"/>
<CustomAircraft>
</CustomAircraft>
</CampaignSelections>​



Reply With Quote Blog this Post
 
A very useful thread.:salute:
Posters who added attachments please recheck if they are valid as I note some are now not.
 
Default Countries for Campaign Spawns

Countries which spawn in Campaign

Essentially, the “country.xml” spawns files listed second and third as default Axis and Allied spawns. See Ndicki’s thread August 2007:

..."I did a work-round for the Germany/USA spawns problem which I outlines on the BoF forum:

http://bof.myfastforum.org/about14.html

Basically, it seems that whichever countries, whatever their names, are placed in 2nd and 3rd positions in the country.xml will be those which provide the spawns. This leads to one or two interesting possibilities which I'm trying to exploit for BoF, involving a rather complicated but so far successful mod of Rick's original. If whoever is putting the PTO NEK together would like something a bit more concrete to have a go at, send me a PM and I'll see how I might be able to help."

"Nigel,

I don't have access to the BoF forum to see what you've added there but the 2nd/3rd country thing is indeed what seems to control the generic spawns (despite what the SDK says about how the #friendly and #enemy pickers work). Charlie Simpson's original Britain/USA swapper for CFS3 uses this "feature" and, as you know, we've setup the MAW to default to Britain rather then USA.

I always interpreted the hard coding that MS seems to have done a little differently then just the 2nd/3rd countries in the list. I use to explain it as the 1st Axis country and the 2nd Allied country. I don't recall if I ever tried setting up a country.xml file that purposely started the Axis countries somewhere below #3. Could be an interesting experiment. :)

Cheers,
Rick (RCAF_gunner)"
 
GETTING EFFECTS.XML INTO ALPHABETICAL ORDER

By Oki, January 2007

"I have done it using EXCEL and found about 100 double entries in my effects.xml (of about 2900)

that´s what I did:

1. open effects.xml with EXCEL
2. the lines defining the effects are stacked in one column, one line per cell
3. the first and the last row contain only the word "effects"
4. block the cells with the effects lines (beginning with row 2, not including the words "effects") and sort in increasing order (data/sort, without heading)
5. go through the rows from top to bottom comparing the entries, if two are identical delete one of them (careful, some are just very similar, but not identical)
6. save as txt-file
7. open edited txt-file and copy-paste txt into new xml document of a xml editor
8. save as xml-file

by doing so I got an edited effects xml-file in alphabetical order with no double entries....."
 
- - *Making aircraft more likely to appear in campaigns*

The following is an historic thread, a little dated perhaps, but I include it unedited. Just make of it what you will. I like the bit about the loadouts for xdp files, the need to include all the mission types, and how they influence spawning - I think there is something in this.....

<showthread.php?t=8161>
(/http://www.sim-outhouse.com/sohforums/showthread.php?t=8161/)

2DarkWolf2 27th October 10:23 AM

------------------------------------------------------------------------
*Making aircraft more likely to appear in campaigns*

Hi,

I recently downloaded an He111 and the BF110. I added them to my campaign files with an entry date thats insures they would show up from the start. I tried starting a german fighter and bomber campaign, and both aircraft are there, availiable to fly.

I've flown probobly 2 dozen missions as allies since doing this, and have yet to encounter either of these aircraft. All I keep seeing is 109s, 190s, Ju88s and Me410s (I have Firepower). Is there a way I can make these aircraft more likely to appear? Is there something else I have to do?

Any help would be greatly appreciated,

2DW2


viso 27th October 02:28 PM

------------------------------------------------------------------------
They should appear.

My understanding is that aircraft will spawn during a campaign provided that (1) they have nationalities of British, German, or USA and (2) they are available during the campaign period and (3) they are appropriate for the misson type.

With the Battle of France campaign, I've seen spawns of all the aircraft I've built (thus far), so the mechanism seems to be working.

Daiwilletti 27th October 03:02 PM

------------------------------------------------------------------------
*spawn files?*

perhaps Viso's post has an important clue. I've often wondered about this. It would be good to have more of the aircraft I've added to a campaign.xml appear as spawns.

Perhaps if the loadouts and mission types in the major spawn types are checked (and also the chances of particular spawns occurring are tweaked), and then the aircraft .xdp files are checked for loadouts and mission types, the playing field could be tilted in favour of your favourite aircraft in a campaign...

Then again, someone may have a simpler solution (why does the Firepower
410 turn up so readily?)


2DarkWolf2 27th October 03:23 PM

------------------------------------------------------------------------
Well I think I've satisfied the first and second criteria viso mentioned. The two aircraft appear in the german column in the quick combat menus, and I assume the fact that they both appear as usable from the start in a german campaign means the date is right. The 3rd I can't say myself, I'd think they should be the same as a Ju88 or Me410.

I've noticed the same thing as you Daiwilletti, the Me410 certainly shows up alot, I'd say just as much as the 109 and 190.

2DW2


Mixxa II 27th October 05:54 PM

------------------------------------------------------------------------
Each aircraft has the comment "Priority" in the xdp file maybe you can change this value to influence which aircraft gets spawned as AI.

Justin


2DarkWolf2 28th October 05:36 AM

------------------------------------------------------------------------
Has changing the priority setting ever been tested by anyone?

Here's what I see so far for priorities

109-G6 = 1
190-A5 = 2
Me410a = 2
Bf110 = 1
Ju88 C6 = 3
Ju88 P4 = 3
Ju88 A4 = 2
He111 = 2

At first glance it seems like these numbers could be indicative of what aircraft are more likely to show up, but I would still have expected the Bf110 to show more vs the Me109.

2DW2

Johann Steve 28th October 06:20 AM

------------------------------------------------------------------------
no my friend acording to the SDK: *

Priority*
Type: Integer
Default: ?0?

Used to influence AI target selection. Potential target objects with higher priority values are more likely to be selected as targets by AI aircraft.

I think that more spawn files can be fine: with the BoB`s spawns some rare things can happen when I fly missions or capaigns like.. 4 FW200 escorted by me 262 or groups of me 262 with only one He 162 volksjager..also check the following sections.

AllowSpawn
LeftService
EnteredService

Good luck!!:icon29::icon29:


Mixxa II 28th October 11:48 AM

------------------------------------------------------------------------
The stock game spawns use the "enemy" selection, unfortunety the way the game is coded enemy means
fly for the Allies and you get German enemies
fly for the Axis and you get USA enemies (not RAF)

To introduce other countrys aircraft you have to make AI standalones of all your RAF planes and change the country tag to "USA", then you will see the Brit planes in your campaign.
This also is the same for the ships, vehicles as well.

Now in the spawn files for individual missions you can select any country you want, so when weve made missions we choose the country depending on the theatre.

In all of our mission packs we use spawns so as to make them more varied each time you fly them. For example in the Italian Stallions we use Britain, USA, Italy and German spawns, in Wulfmans Bob set I think he would have used German and Britain spawns and if you use the spawn disabler from Groundcrew then those are the only aircraft you will see spawned.

The other most important thing about spawns is that the aircraft need to have the correct entered service and left service dates, *most dont*, most of them will spawn all through the war.
The spawn checks the date of the mission your flying and then spawns aircraft active on that date as listed in the aircraft xdp file under the entered service and left service dates.

Another thing the spawns need is the aircrafts xdp loadout section to be done correctly, they must have the mission type (ie strike, CAS, antiship and others) added to the different loadouts. If not then sometimes spawned aircraft will just fly past their ground or shipping targets without attacking because they dont know what weapons to attack with.

Quote:

<Loadouts InternalPylons="1">
<Loadout Name="Clean"
*MissionType="Escort,CAP,Intercept,Sweep,Nothing,Bomber_Intercep t*"/>
<Loadout Name="(2)500lb Bombs">
<Hardpoint ID="0" PylonType="pylon_null_double" PayloadType="B_500lbMOS"
Quantity="3"/>
</Loadout>
<Loadout Name="(4)250lb Bombs">
<Hardpoint ID="0" PylonType="pylon_null_double" PayloadType="B_250lb"
Quantity="3"/>
<Hardpoint ID="1" PylonType="pylon_MOS_0" PayloadType="B_250lb"
Quantity="1"/>
<Hardpoint ID="2" PylonType="pylon_MOS_0" PayloadType="B_250lb"
Quantity="1"/>
</Loadout>
<Loadout Name="(2)250lb+(2)500lb Bombs" *MissionType="Search_Destroy">*
<Hardpoint ID="0" PylonType="pylon_null_double" PayloadType="B_500lbMOS"
Quantity="3"/>
<Hardpoint ID="1" PylonType="pylon_MOS_0" PayloadType="B_250lb"
Quantity="1"/>
<Hardpoint ID="2" PylonType="pylon_MOS_0" PayloadType="B_250lb"
Quantity="1"/>
</Loadout>
<Loadout Name="(4)500lb Bombs" *MissionType="Strike">*
<Hardpoint ID="0" PylonType="pylon_null_double" PayloadType="B_500lbMOS"
Quantity="3"/>
<Hardpoint ID="1" PylonType="pylon_MOS_0" PayloadType="B_500lbMOS"
Quantity="1"/>
<Hardpoint ID="2" PylonType="pylon_MOS_0" PayloadType="B_500lbMOS"
Quantity="1"/>
</Loadout>
<Loadout Name="(8)Rockets+(2)500lb Bombs" *MissionType="CAS,Anti_Ship">*
<Hardpoint ID="0" PylonType="pylon_null_double" PayloadType="B_500lbMOS"
Quantity="3"/>
<Hardpoint ID="1" PylonType="pylon_MOS_1" PayloadType="b_rocket"
Quantity="15"/>
<Hardpoint ID="2" PylonType="pylon_MOS_2" PayloadType="b_rocket"
Quantity="15"/>
</Loadout>
</Loadouts>


Dont forget after you make changes to any entrys in the xdp to delete the planes bdp file or else the changes wont be recognised by the sim

Of course none of the above is helping out with making aircraft appear more or less often in a campaign, I guess that just comes down to how many aircraft in your aircraft folder and how many versions of each type (fighter_bomber, tactical_bomber and level_bomber) you have available for the spawn files to choose from.


Justin


Redwolf 29th October 03:31 AM

------------------------------------------------------------------------
Hmmm, just a thought...

But would adding stand-alones of a said aircraft increase its frequency of spawning? For example, add a second stand alone of a P-38 (and enable spawn) with the result being double the chances of encountering one. Seem intuitively correct...but not sure. Anyone know?


Mixxa II 29th October 03:48 AM

------------------------------------------------------------------------
Yep the more standalones the more chances that type will show up.

Justin


Johann Steve 29th October 07:07 AM

------------------------------------------------------------------------
*Drug for the memory and a tip:*

1 Attachment(s)
About the spawns of planes if you want to have ONLY brthish OR American spawns (vehicles,planes,and ships) in campaign or missions you must have the programm called "cswap" of Martin wright that comes with the NEK redux edition this have a bug in one *.XML but someone I don`t remember who, did an excellent job correcting the file and works excellent. This program only switch between usa and Great britain natonalities.

TIP:
If you don`t like to have stand alones in your menu convert the planes to AI planes editing the *.AIR file value called: aircraft type from 0 to 2

Good luck!!


Eraser 29th October 12:28 PM

------------------------------------------------------------------------
I have a few ideas for getting non german and american spawns working after looking through the spawn files:

1.In spawn files(which also get used for generating random spawns in campaigns) They have both a country (#enemy) and type which can either be something general like #fighter #fighter_bomber, #tactical_bomber or #level_bomber, OR they can be a specific aircraft like FW_190A_8. What if we put the country as germany or #enemy, but set the type to a specific aircraft that isn't german, like say 3ja_a6m2 or something, and perhaps a zero will spawn instead of a german plane.

2. there are these modifier parameters in the spawn files, perhaps something can be added there to get the spawns to pick different nations.

Charlie 29th October 03:08 PM

------------------------------------------------------------------------
you might as well call everthing Allied USA, then write a bat file to rename the GVP files. When you want to fly for the other side.

but then again your going to have problems pre 1943/DC Aircaft selection, its all Furbar dont ya think/?/

The other option is to use the util that martin and I coded.

Anyhoo dont take any notice, just do what you like,then learn from it, lifes one big learning curve:icon29:
 
Mosaic (.MOS) file editor in Windows 7

The Mosaic File editor is used to apply visual damage effects to a model (bullet holes etc) and in scenery and facility development. It uses particular DirectX 9 components and it was thought this made use under Windows 7 - which uses a later version of DirectX - impossible. Happily this is not true!
Since gecko gave me the lowdown on getting this working. I can now do all my development work in Windows 7, which suits me very well! :jump:

The MOS file editor can work in Windows 7. It needs the following:-

  1. the Microsoft .NET framework: this is already included in the operating system.
  2. DirectX 9.0c: yes I know Win7 has a later version of DirectX included, but you need 9.0c to run the MOS editor and Win7 will allow it to coexist with later versions. :isadizzy:
    http://www.microsoft.com/en-us/download/details.aspx?id=35
  3. Managed DirectX. This is buried in the middle of the multi-megabyte DirectX 9 SDK, but you can find it as an individual download elsewhere. It's now in the Download Library here at SOH.


Install these in the order given so it's DirectX 9.0c first, Managed DirectX second. The MOS editor will now run as desired.

The final gotcha - and for this I really want to thank gecko - is telling the editor where the .dds files referenced by a .mos file are:-

"you do have to show the editor where to find the .dds files or it won't load. To do this click the options tab and click directories from the dropdown menu. Under the texture directories box click add and then navigate to the directory where the textures used by the mos are stored. If they are in more than one folder you will have to do this for each folder that contains textures called by the mos file"

You should now be able to edit .mos files under Windows 7. Note there are two .mos editors available for CFS3 and the one to go for is part of the Terrain SDK for CFS3: it includes limited help files.

The same solution may also work for Vista and I'd really like to hear from anyone who has a try at this: please note that .NET framework is also included in Vista.
 
CFS3 Shining Tutorial

CFS3 “Shining” tutorial by Corrado La Posta


Introduction

In this tutorial we’ll go seeing what’s inside an M3D for better understanding how CFS3 handles shining and reflecting materials.
In Gmax you can choose textures for the DIFFUSE, SPECULAR and REFLECTIVE channels, the rest (AMBIENT, BUMP, ETC...) is there but just inactive since CFS3 doesn’t use them.

You’ll need an HEX editor to work with.
Pick up one, many are available as freeware on the NET; I use Frheddy.
http://www.kibria.de/


----------------------------------------------------------------------


Part 1: looking inside an M3D file


Open an M3D with your Hex-editor, i am using here as an example the stock me_262a_1a.m3d
First of all you have to locate the Materials and Textures header. Generally it is at the beginning of the file, here it is highlighted for the 262.
Please notice that the materials section is above, this is where we’ll go making mods, and the textures section is below.
BTW,
Texures naming is what you need modding to make a standalone plane.

You have to understand how to number the tetxures now, it’ll come handy later.
Simply start from zero, so that

me_262a_1a_t.dds is # 0
me_262a_s.dds is #1
etc...









Each material is represented by a stream of 36 bytes of code (each one ranging from 0 to ff, that is 255 decimal); this is the meaning of the magic numbers for the first stream

00 00 00 00 type of drawing (solid, line, etc...), usually set to zeros

ff ff ff ff diffuse color (RGB components plus intensity)
lower intensity for transparency effects

00 00 00 ff ambient color (RGB components plus intensity), not used

ff ff ff ff specular factor (RGB components plus intensity)

00 00 00 43 glossiness, usually goes from 00 00 00 40 to 00 00 00 44

00 00 number (see above) of diffuse texture, ff ff if none

01 00 number of specular texture, ff ff if none

ff ff number of reflective texture, none in this plane

ff ff ff ff ff ff ff ff ff ff unknown and possibly not used

Please notice that both Specular and Reflective textures can be loaded at once; they also have a different effect on the model, have a try.




Part 2: tweaking your own model

Now it’s time for some fine tuning of your model shining. While most of the effects can be obtained directly in Gmax just a few escape the plugin possibilities and here is where you’ll be using these tricks.

- MEDAL REFLECTIVE EFFECT

Put specular factor to 55 55 55 ff
Put glossiness to 00 00 00 42
Disable textures loading but diffuse one (insert ff ff where needed)

- REFLECTIVE CANOPY GLASSES

This is just my suggestion, you can experiment on your own

Put diffuse factor to 32 32 32 65
Put specular factor to e5 e5 e5 ff
Put glossiness to 00 00 00 42


Have fun !

Corrado
Mc5834@mclink.it

http://www.isoliti4gatti.com

November, 3[SUP]rd[/SUP], 2004
 
Running CFS3Config

Running CFS3Config.exe is one of the most important things to do when installing Combat Flight Simulator 3. However very few people would claim to have their setup perfect - it is a very complicated process, with lots of strange terms.

Recently I can across some information which helps to make sense of some of the more obscure terms you encounter when running the config program. It comes from the Help section of the DX9 SDK.

This is in terms of tweaking settings like D3DPool and D3Dusage parameters under the Texture Info page on the drop-down menu of CFS3Config.exe. In essence, the SDK article suggests when systemmem would be the best option to select, or when "default" or "managed" options are preferred.

NB: If anyone knows something about this stuff and is willing to share, might I suggest uploading your configoverrides.xml file from your Application Data pathway, to SOH under CFS3 Other?

Anyway, here is the extract:

Resource Management Best Practices
Default Resources

While managed resources are simple, efficient, and easy-to-use there are times when using video memory directly is preferred or even required. Such resources are created in the POOL_DEFAULT category. Making use of such resources does cause additional complications for your application. Code is required to cope with the lost-device situation for all the POOL_DEFAULT resources, and performance considerations must be taken into account when copying data into them. Failure to specify USAGE_WRITEONLY or making a render target lockable can also impose serious performance penalties.
Calling Lock on a POOL_DEFAULT resource is more likely to cause the GPU to stall than working with a POOL_MANAGED resource unless using certain hint flags. Depending on the location of the resource the pointer returned could be to a temporary system memory buffer or it can be a pointer directly into AGP memory. If it is a temporary system memory buffer, data will need to be transferred to the video memory after the Unlock call. If the video resource is not write-only, data will have to be transferred into the temporary buffer during the Lock. If it is an AGP memory area, temporary copies are avoided but the cache behavior required can result in slow performance.
Care should be taken to write a full cache line of data into any pointer to AGP aperture memory to avoid the penalty of write-combing which induces a read/write cycle, and sequential access of the memory area is preferred. If your application needs to make random access to data during creation and you do not wish to make use of a managed resource for the buffer, you should work with a system memory copy instead. Once the data has been created, you can then stream the result into the locked resource memory to avoid paying a high penalty for the cache write-combing operation.
The LOCK_NOOVERWRITE flag can be used to append data in an efficient manner for some resources, but ideally multiple Lock and Unlock calls to the same resource can be avoided. Making proper use of the various Lock flags is important to optimal performance, as is using a cache-friendly data access pattern when filling locked memory.
Using Both Managed and Default Resources

Mixing allocations of managed and POOL_DEFAULT resources can cause video memory fragmentation and confuse the runtime's view of the video memory available for managed resources. Ideally, you should create all POOL_DEFAULT resources before making use of POOL_MANAGED resources or make use of the EvictManagedResources call before allocating unmanaged resources. Remember that all allocations made from POOL_DEFAULT that reside in video memory tie up memory for the life that resource that is unavailable for use by the resource manager or for any other purpose.
Note that unlike previous versions of Direct3D, the version 9 runtime will automatically evict some managed resources before giving up on a failed unmanaged resource allocation for a lack of video memory, but this can potentially create additional fragmentation and even force a resource into a sub-optimal location (a static texture in non local video memory for example). Again, it is best to allocate all required unmanaged resources up-front and before using any managed ones.
Dynamic Default Resources

Data that is generated and updated at a high frequency has no need for the backing-store since all the information will be re-created when restoring the device. Such data is typically best created in POOL_DEFAULT specifying the USAGE_DYNAMIC hint so the driver can make optimization decisions when placing the resource knowing it will be updated often. This typically means putting the resource into non-local video memory, and thus is usually much slower for the GPU to access than local video memory. For UMA architectures, the driver might choose a particular placement for dynamic resources to optimize for CPU write access.
This usage is typical for software skinning solutions and CPU-based particle systems filling out vertex/index buffers, and the LOCK_DISCARD flag will ensure that stalls are not created in cases where the resource is still in use from the previous frame. Using a managed resource in this case would update a system memory buffer, which would then be copied to video memory, and then used for only a frame or two before being replaced. For systems with non-local video memory, the extra copy is eliminated by proper use of this dynamic pattern.
Standard textures cannot be locked, and can only be updated via UpdateSurface or UpdateTexture. Some systems support dynamic textures, which can be locked and use the LOCK_DISCARD pattern, but a capabilities bit (D3DCAPS2_DYNAMICTEXTURES) must be checked before making use of such resources. For highly dynamic (video or procedural) textures, your application could create matching POOL_DEFAULT and POOL_SYSTEMMEM resources and handle video-memory update via the UpdateTexture API. For high frequency partial updates, the UpdateTexture paradigm is likely the better choice.
As useful as dynamic resources can be, be careful when designing systems that rely heavily on dynamic submission. Static resources should be placed into POOL_MANAGED to ensure both good utilization of local video memory, and to make more efficient use of limited bus and main memory bandwidth. For resources that are 'semi-static', you may find that the cost of an occasional upload to local video memory is much less than the constant bus traffic generated by making them dynamic.


System Memory Resources

Resources can also be created in POOL_SYSTEMMEM. While they cannot be used by the graphics pipeline, they can be used as sources for updating POOL_DEFAULT resources via UpdateSurface and UpdateTexture. Their locking behavior is simple, although stalls might occur if they are in use by one of the previously mentioned methods.
Though they reside in system memory, POOL_SYSTEMMEM resources are limited to the same formats and capabilities (such as maximum size) supported by the device driver. The POOL_SCRATCH resource type is another form of system memory resource that can utilize all formats and capabilities supported by the runtime, but cannot be accessed by the device. Scratch resources are intended primarily for use by content tools.

General Recommendations

Getting the technical implementation details of resource management correct will go a long way to achieving your performance goals in your application. Planning how the resources are presented to Direct3D and the architectural design around getting the data loaded in a timely fashion is a more complicated task. We recommend a number of best practices when making these decisions for your application:

  • Pre-process all your resources. Relying on expensive load-time conversion and optimization for your resources is convenient during development, but puts a high performance burden on your users. Pre-processed resources are faster to load, faster to use, and gives you the option of doing sophisticated off-line work.
  • Avoid creating many resources per frame. The driver interactions required can serialize the CPU and GPU, and the operations involved are heavy-weight as they often require kernel transitions. Spread out creation over several frames or reuse resources without creating/releasing them. Ideally, you should wait several frames before locking or releasing resources recently used to render.
  • Be sure to unbind all resource channels (i.e. stream sources, texture stages, and current indices) at the end of the frame. This will ensure that dangling references to resources are removed before they cause the resource manager to keep resources resident that are actually no longer in use.
  • For textures, use compressed formats (e.g. DXTn) with mip-maps and consider making use of a texture atlas. These greatly reduce bandwidth requirements and can reduce the overall size of the resources making them more efficient.
  • For geometry, make use of indexed geometry as this helps compress vertex buffer resources and modern video hardware is heavily optimized around reuse of vertices. By making use of programmable vertex shaders, you can compress the vertex information and expand it during the vertex processing. Again, this helps reduce bandwidth requirements and makes vertex buffer resources more efficient.
  • Be careful about over-optimizing your resource management. Future revisions of drivers, hardware, and the operating system can potentially cause compatibility problems if the application is tuned too heavily to a particularly combination. Since most applications are CPU bound, expensive CPU-based management generally causes more performance issues than they solve.
 
CFS3 will not re-start in Windows 7?

Irritating one this, you run CFS3 in Windows 7, shut it down and do something else and then try to run CFS3 again only to be told "Another copy of CFS3 is already running".

You have several options:-
log off and back on or reboot and start Windows again (slow)

start Task Manager and end the cfs3.exe process (nuisance) and ignoring the "CFS3 did not shut down properly the last time it was run" message

or

shut CFS3 down with Ctrl+Shift+Q - easy!​
 
ETO_Mission_Building.zip

Quote from my thread on this

A new entry has been added to Add-Ons Library, category CFS 3 Missions Add-Ons

Description: ETO_Mission_Building. What you can do! (530) CFS3 Missions & Campaigns (Other)

ETO_Mission_Building.zip (958.84 Kb) (downloaded 319 times)

The zip includes both a doc and pdf file of all the main points that O-1Driver made in the post at http://www.sim-outhouse.com/sohforum...ad.php?t=13942 This from O-1Driver and the ETO Team

by mongoose (2009-03-28 21:52:13)

To check it out, rate it or add comments, visit ETO_Mission_Building.zip
The comments you make there will appear in the posts below.
 
Engine Sound Tune-up

Just came across a tweak for setting up engine sounds for particular aircraft. Say you found a new sound set for a plane but when you install it, the engine never sounds like it reaches full power, even with your, prop, throttle and mixture at 100% and flying on the deck. Or perhaps the sound reaches full power sooner than it should, say 80% throttle.


Solution: open your the aircraft.cfg of the aircraft in question, and find the max horsepower value in the piston_engine section. If your sound is not reaching full power, adjust the horsepower value down and test. If you're reaching full power sound too early, adjust the value up and test.


I have checked and this value does not affect the performance of your aircraft at all, it exists only for the sound cfg to know when to play the full power sounds and sets the scale for lower power sounds from there.


I hope this is useful information for everyone. Have fun!


Daniel
 
Go To Bombadier Key (F7) Not Working

Sometimes something simple can drive you nuts to find. If you discover a key command is not working it pays to check if that key has been taken over by another program. In this case the default function key assignments in TrackIR prevents the F7 key from bringing up the bomb sight window. Either disable it, or reassign it and everything will be back as it should be in CFS3.
 
Game Was Working Fine, But Now Won't Start

The airplane you were flying last may be trying to use a non-existent engine sound file. Check that first.

Another thing that will make your install go crazy is if you deleted the last plane you were flying from the aircraft folder.

You can always go into the game.xml file and set ShowUIWorld="true" to false to get it running long enough for you to switch out the offending plane.
 
M3D Compatibility With AnKor's DX9 Mod

In order to correct the M3D files that get disturbed (planes with relectance layers typically have sections that turn white, become transparent, etc.) by the new d3d8.dll please start with reading this Tutorial again. http://www.sim-outhouse.com/sohforum...dge-base/page3 (it's at the top of this page)

Always start by making a back-up copy of your original M3D files.

Each material is represented by a stream of 36 bytes of code (each one ranging from 0 to ff, that is 255 decimal); (I set my Hex editor to 36 columns wide so the patterns repeat making it easier to see where to edit.)
this is the meaning of the magic numbers for the first stream


00 00 00 00 type of drawing (solid, line, etc...), usually set to zeros (The 3rd set will be FF for problem aircraft and needs to be changed to 00 Be careful to only do this for rows that actually have a reflective texture file in it as this also can be FF associated with something else.)

ff ff ff ff diffuse color (RGB components plus intensity)
lower intensity for transparency effects

00 00 00 ff ambient color (RGB components plus intensity), not used

ff ff ff ff specular factor (RGB components plus intensity) (For Win 7 I have these all at 30 30 30 FF to avoid over bright reflections)

00 00 00 43 glossiness, usually goes from 00 00 00 40 to 00 00 00 44 (For Win 7 I have this at 42)

00 00 number (see above) of diffuse texture, ff ff if none

01 00 number of specular texture, ff ff if none

ff ff number of reflective texture, none in this plane (If these have a dds file number here it needs to be changed to FFFF)

ff ff ff ff ff ff ff ff ff ff unknown and possibly not used
 
MAW Installer Crash at DR_BF110 File

I don't know if this has been discussed before but this issue had come up several times in the past. I have experimented and I believe the solution to this problem has been found. A lot of people have had the problem where the installer fails around the time the DR_BF110 files are being installed. Through my tinkering around I have discovered that if you have all of these files and the installer in your My Downloads folder, this issue will come up. However, if you move these files to any folder outside of My Downloads, example would be someplace in your My Documents folder, the installer will run normally. This is probably old news but I know a lot of guys in the past had this come up and through trial and error this resolved the problem for me.
 
It is possible to view cfs3 models outside of the game. This applies to most .m3d models such as aircraft, buildings, vehicles etc.

Make a copy of your desktop shortcut, right click on it and in the box where it says 'target' add this to the end of the entry: -m3dview

Mine looks like this:

"C:\Program Files\Microsoft Games\Combat Flight Simulator 3\cfs3.exe" -m3dview

You can then also change the name of the shortcut to read 'm3d viewer' or whatever by right clicking on the shortcut again, selecting 'rename' from the drop down menu and then typing in your desired name.

The viewer opens just like cfs3 with the same screen. Once open click on 'window' and select 'text' from the options, this will show on-screen instructions on how to use it.

The window on the m3d viewer is quite small. So if you add "-1280" after a space to Pat's line above (ie. after -m3dview) this will give you a much better window, handy when looking at big models!
 
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