My game BDG.txt ...Anything too tweak? Any help appreciated

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Deej1965
Airman
Posts: 21
Joined: 04 Nov 2013, 10:33
Location: Ottawa Ontario Canada

My game BDG.txt ...Anything too tweak? Any help appreciated

Post by Deej1965 »

VERSION = 3
# BOB version
# BDG Release version

# (floating point) numbers :
TRACKIR_Z_AXIS_MODE = 1
EYE_X_POS = 0.000000
EYE_Y_POS = 0.000000
EYE_Z_POS = 0.000000
NEAR_CLIP_NON_COCKPIT = 200.000000
WK_LANDSCAPE_TEXTURES= 1
BOB_SCREENSHOT_MODE= 0
SHADER2TWEAK= # give full path!
Single_Character_Label_Enemy= # Input a single character Label for the Enemy of your choice
Single_Character_Label_Friendly= # Input a single character Label for the Friendly of your choice
BULLET_LIFESPAN = 5.00
CPTVIEWPOINTTRAVELRATE = 20.000000
IN_CLOUD_EFFECT_POLY_COUNT= 50
IN_CLOUD_EFFECT_POLY_SIZE= 100.0000
IN_CLOUD_EFFECT_POLY_DOMAIN= 200.0000
IN_CLOUD_EFFECT_DENSITY = 0.0000 1.0000
BOB_WING_OV_A = 100.000000 #Bomber Phase one wing, straggler
BOB_WING_OV_B = 160.000000 #Bomber Phase two wing
BOB_ENG_OV_A = 100.000000 #Bomber Phase one engine, straggler
BOB_ENG_OV_B = 200.000000 #Phase two engine
BOB_CAN_A = 50.000000 #Bomber Phase one canopy, straggler
BOB_CAN_B = 100.000000 #Phase two canopy
BOB_CAN = 2.000000 #JU87 canopy
BOB_ENG = 190.000000 #Used for determining engine fire, do not change

DITHER_FACTOR= 1
BOB_DITHER_ALPHA = -1.000000
BOB_DITHER_LOOK_UP[0]=0
BOB_DITHER_LOOK_UP[1]=0
BOB_DITHER_LOOK_UP[2]=0
BOB_DITHER_LOOK_UP[3]=0
BOB_DITHER_LOOK_UP[4]=0
BOB_DITHER_LOOK_UP[5]=1
BOB_DITHER_LOOK_UP[6]=1
BOB_DITHER_LOOK_UP[7]=1
BOB_DITHER_LOOK_UP[8]=1
BOB_DITHER_LOOK_UP[9]=1
BOB_DITHER_LOOK_UP[10]=2
BOB_DITHER_LOOK_UP[11]=2
BOB_DITHER_LOOK_UP[12]=2
BOB_DITHER_LOOK_UP[13]=2
BOB_DITHER_LOOK_UP[14]=0
BOB_DITHER_LOOK_UP[15]=5
BOB_DITHER_LOOK_UP[16]=2
BOB_DITHER_LOOK_UP[17]=0
BOB_DITHER_LOOK_UP[18]=2
BOB_DITHER_LOOK_UP[19]=0
BOB_DITHER_LOOK_UP[20]=-1
BOB_DITHER_LOOK_UP[21]=-1
BOB_DITHER_LOOK_UP[22]=1
BOB_DITHER_LOOK_UP[23]=3
BOB_DITHER_LOOK_UP[24]=3
BOB_DITHER_LOOK_UP[25]=3
BOB_DITHER_LOOK_UP[26]=3
BOB_DITHER_LOOK_UP[27]=3
BOB_DITHER_LOOK_UP[28]=4
BOB_DITHER_LOOK_UP[29]=5
BOB_DITHER_LOOK_UP[30]=3
BOB_DITHER_LOOK_UP[31]=2
# On/Off switches:
BDG_OUT_CACHING=ON
TRACKIR=OFF
NO_OUTSIDE_TRACKIR=ON
PADLOCK_OVERRIDES_TRACKIR=OFF
EXPERIMENTAL_DISALLOW_DYNAMIC_RENDERER=OFF
ENEMY_POSITION_INDICATOR=ON
SMOOTHEN_FRAMERATE_MODE=NONE # valid modes: NONE, LIMITED, SMOOTHEN, LIMIT_AND_SMOOTHEN
2DGAUGES_IN_PADLOCK_MODE=DISPLAY_SELF_ALWAYS # valid modes: DISPLAY_SELF_ALWAYS, DISPLAY_PADLOCKED_PLANE_DAMAGE_DATA, DISPLAY_PADLOCKED_PLANE_ALL_DATA
MULTI_SKIN_MODE=ENABLE # valid modes: DISABLE, ENABLE, FX_FILES_ONLY, MS_FILES_ONLY. Only active when MultiSkin is installed
SPC_Skill_RAF=VETERAN # valid selections (must spell correctly or defaults to NONE): HERO, ACE, VETERAN, REGULAR, POOR, NOVICE, NONE (NONE is default means no forced SPC skill level)
SPC_Skill_LUF=REGULAR # valid selections (must spell correctly or defaults to NONE): HERO, ACE, VETERAN, REGULAR, POOR, NOVICE, NONE (NONE is default means no forced SPC skill level)
USE_DUMMY_IF_TEXTURE_MISSES=ON
NO_FRIENDLY_COLLISIONS=OFF
DRAW_PADLOCK_CENTER_BOX=OFF
WINAMP_FADES_OUT=ON
FORCE_WINDOWED_MODE=OFF
WATER_COLOUR_DARK_R = 55
WATER_COLOUR_DARK_G = 55
WATER_COLOUR_DARK_B = 55
WATER_COLOUR_LIGHT_R = 0
WATER_COLOUR_LIGHT_G = 0
WATER_COLOUR_LIGHT_B = 0
LABELCOLOUR_FRIENDLY = 77aa77
LABELCOLOUR_ENEMY = aa7777
INFOLINE_COLOUR = ddcc0000
INTRO_VIDEO=ON
FOV_SMALL = 25.000000
FOV_MEDIUM = 50.000000
FOV_LARGE = 80.000000
FOV_TOGGLE_SMALL = 35.000000
FOV_TOGGLE_LARGE = 70.000000
FOV_INITIAL = 60.000000
FOV_MINIMAL = 25.000000
FOV_MAXIMAL = 80.000000
PC_PITCH = 10.000000
PC_HDG = 10.000000
CONVERGENCE = 150
UDET_TEST_MODE = 0
TRACKVIEWRANGE = 256
LABEL_FULL_ALPHA = 2000
LABEL_HALF_ALPHA = 6000
LABEL_ZERO_ALPHA = 8000
PERIPHERAL_VISION_RANGE = 4000
MINIDUMPLOG_TYPE = 0
PERFORMANCE_TEST_MODE = 0 # 0 = no testing 1 = polyrate testing 2 = fps testing

DEBUG_NORMALS_OF_SHAPE_NUMBER = -1 # -1 = no shape

CPTVIEWPOINTTRAVELINC = 150
RAIN_FACTOR = 32
OBJECT_DENSITY = 4
Maneuvre_Testing = 0
Maneuvre_Testing1 = 0
Maneuvre_Testing2 = 0
LT_BRIT_BOFORS_Reloadtime = 300 #the reload time in cseconds (cs / 100 = seconds) for the LT_BRIT_BOFORS 40 MM AA Gun. Just increase this parameter to reduce the BOFOR rate of fire
Render_Sheep_View_Radius = 0
Dispersion_Bomber_Gunner_Player = 450 #For Dispersion Beta Testers and customer tuners
Dispersion_Bomber_Gunner_AI = 200 #For Dispersion Beta Testers and customer tuners
Dispersion_Flyable_Planes_Player = 100 #For Dispersion Beta Testers and customer tuners
Dispersion_Front_Cannons_AI = 100 #For Dispersion Beta Testers and customer tuners
Dispersion_Def_JU87_Front_Guns_AI = 100 #For Dispersion Beta Testers and customer tuners
Dispersion_Heavy_Fighters_Front_Guns_AI = 100 #For Dispersion Beta Testers and customer tuners
Dispersion_Def_Rear_Gunner_AI = 150 #For Dispersion Beta Testers and customer tuners
Dispersion_JU87_Rear_Gunner_AI = 200 #For Dispersion Beta Testers and customer tuners
Dispersion_ME110_Rear_Gunner_AI = 200 #For Dispersion Beta Testers and customer tuners
Dispersion_Veteran_Regular_Skill_Increment = 10 #For Dispersion Beta Testers and customer tuners
Dispersion_Poor_Novice_Skill_Increment = 20 #For Dispersion Beta Testers and customer tuners
Air_To_Air_Collision_Bubble_Size = 10 #set smaller for fewer collisions and larger for more collisions(intergers only)
Spitfire_Aileron_Trim_Delta = 1500 #FM Adjustment for FM Engineer, default = 0
Hurricane_Aileron_Trim_Delta = 1450 #FM Adjustment for FM Engineer, default = 0
BF109_Aileron_Trim_Delta = 1250 #FM Adjustment for FM Engineer, default = 0
BF110_Aileron_Trim_Delta = 400 #FM Adjustment for FM Engineer, default = 0
JU87B_Aileron_Trim_Delta = 1400 #FM Adjustment for FM Engineer, default = 0
Tiger_Moth_Aileron_Trim_Delta = -4150 #FM Adjustment for FM Engineer, default = -4150
BF109_Rudder_Trim_Delta = 150 #FM Adjustment for FM Engineer, default = 0
Tiger_Moth_Rudder_Trim_Delta = -1400 #FM Adjustment for FM Engineer, default = -1400
Max_Number_AI_Targeting_Player = 1
Max_Number_AI_Targeting_AI = 2
Time_In_IA_Missions_Until_LUF_Returns_Home = 0 # (in minutes), Set to 0 for no time limit in an IA mission until the LUF return home
PARTICLE_DENSITY = 4
NO_OF_HIRES_SCREENIE_TILES = 6 # per line/row, so a '4' leads to 16 actual tiles, each as large as the screen.

OVERRIDE_FIRST_PROP_RPM_SWITCH = 200
SHAPE_NUM_OF_FOREST_RIM_TREES = 62
Weather_Dawn_Time_Sec = 17100.000000
Weather_Dusk_Time_Sec = 78900.000000
Weather_CloudAlbedo = 1.000000
Weather_SunGlow = 0.250000
Weather_SunFlare = 0.500000
Weather_SkyLambda3 = 2250000.000000
Weather_SkyLambda2 = 1604038.000000
Weather_SkyLambda1 = 1250000.000000
Weather_SunLambda3 = 0.506000
Weather_SunLambda2 = 0.560000
Weather_SunLambda1 = 0.685000
Weather_SkyExposure = -0.350000
Weather_Turbidity = 1.800000
Weather_SkyGamma = 3.000000
Weather_SunIntensity = 150.000000
Weather_MieG = -1.500000
Weather_MMult = 0.0000013
Weather_RMult = 0.018000
Weather_SunColor = 1.000000
Cloud_Fair_CloudCover = 0.000000#Changed Default to zero per Stickman to kill the planar cloud layer
Cloud_Fair_CloudDensity = 160.000000
Cloud_Fair_CloudSliceHeight = 3048.000000
Cloud_Poor_CloudCover = 0.000000#Changed Default to zero per Stickman to kill the planar cloud layer
Cloud_Poor_CloudDensity = 160.000000
Cloud_Poor_NimbusCover = 170.000000
Cloud_Poor_CloudSliceHeight = 3048.000000
Cloud_Inclement_RainStrength = 1.000000
Cloud_Inclement_FogDensity = 1.000000
Cloud_Inclement_FogEndMult = 0.400000
Cloud_Inclement_CloudCover = 0.000000#Changed Default to zero per Stickman to kill the planar cloud layer
Cloud_Inclement_CloudDensity = 254.000000
Cloud_Inclement_CloudSliceHeight = 3048.000000
Cloud_Inclement_NimbusCover = 200.000000
EPI_Y_RADIUS = 10.000000
PAN_SPEED_FACTOR = 3.000000
DIFFUSE_FACTOR = 1.000000
SPEC_FACTOR = 1.000000
HIRES_LANDSCAPE_OFFSET = 0.400000
ART_HORIZON_SIZE = 40.000000
EPI_RADIUS = 50.000000
UI_REFRESH = 60.000000
TEMP_AGTL_DIST = 3000.000000
TEMP_AG_DIST = 3000.000000
RIM_TREE_DIST_TO_NEXT_TREE = 1000.000000#changed default to 4300 per Stickman for better looks
RIM_TREE_DIST_TO_FOREST = 200.000000
RETICLE_SIZE_BIAS = 1.000000
Jump_Test_Tool_Percent_X = 0.000000
Jump_Test_Tool_Percent_Y = 0.000000
Jump_Test_Tool_Percent_Z = 0.000000
Novice_AI_Airspeed_Fraction = 0.750000 #Set to a fraction you want to reduce AI's speed (EX. 0.50)
Flak_Size_In_Meters = 11.000000 #The flak size is used to force major damage to an A/C when the flak overlaps the A/C. Used to Simulate a A/C flak hit.
Reload_LT_BRIT_3_7IN_Gun = 2400.000000 #The Reload Time in CSeconds (Csec/100 = sec)for the British 3.7 inch gun.
Reload_LT_BRIT_4_5IN_Gun = 2400.000000 #The Reload Time in CSeconds (Csec/100 = sec)for the British 4.5 inch gun.
External_View_Starting_Distance = 3.100000 #Sets the starting distance from the A/C in external view NOTE: set to 1.3 to get the old distance
External_View_Zoom_Distance = 50.000000 #Sets the max zoom distance from the camera (player A/C) in external view NOTE: default = 50 to zoom out farther set to 60,70,80,etc. for movie makers like MP
Player_Spin_AOA_Control = 20.500000 #Used/reserved by Buddye for spin control processing, Note - Value does not matter
Player_Spin_Rotational_Velocity_Control = 10.250000 #Used/reserved by Buddye for spin control processing, Note - Value does not matter
Player_Spitfire_Spin_AOA_Control = 18.250000 #Player Spitfire,set to 0.0 Means no spins for Player
Player_Spitfire_Spin_Rotational_Velocity_Control = 8.000000 #Player Spitfire
Player_Hurricane_Spin_AOA_Control = 17.500000 #Player Hurricane,set to 0.0 Means no spins for Player
Player_Hurricane_Spin_Rotational_Velocity_Control = 10.000000 #Player Hurricane)
Player_BF109_Spin_AOA_Control = 20.500000 #Player BF109,set to 0.0 Means no spins for Player
Player_BF109_Spin_Rotational_Velocity_Control = 10.250000 #Player BF109
Player_BF110_Spin_AOA_Control = 20.500000 #Player BF110,set to 0.0 Means no spins for Player
Player_BF110_Spin_Rotational_Velocity_Control = 10.250000 #Player BF110
Player_JU87_Spin_AOA_Control = 19.250000 #Player JU87,set to 0.0 Means no spins for Player
Player_JU87_Spin_Rotational_Velocity_Control = 9.750000 #Player JU87
Player_Tiger_Moth_Spin_AOA_Control = 0.000000 #Player Tigermoth,set to 0.0 Means no spins for Player
Player_Tiger_Moth_Spin_Rotational_Velocity_Control = 8.000000 #Player Tigermoth
AI_Spin_AOA_Control = 0.000000 #Used/Reserved by Buddye for AI spin control processing, Note - Value does not matter
AI_Spin_Rotational_Velocity_Control = 0.000000 #Used/Reserved by Buddye for AI spin control processing, Note - Value does not matter
AI_Spitfire_Spin_AOA_Control = 18.250000 #AI Spitfire,set to 0.0 Means no spins for AI A/C
AI_Spitfire_Spin_Rotational_Velocity_Control = 8.000000 #AI Spitfire
AI_Hurricane_Spin_AOA_Control = 17.500000 #AI Hurricane,set to 0.0 Means no spins for AI A/C
AI_Hurricane_Spin_Rotational_Velocity_Control = 10.000000 #AI Hurricane
AI_BF109_Spin_AOA_Control = 20.500000 #AI BF109,set to 0.0 Means no spins for AI A/C
AI_BF109_Spin_Rotational_Velocity_Control = 10.250000 #AI BF109
AI_BF110_Spin_AOA_Control = 20.500000 #AI BF110,set to 0.0 Means no spins for AI A/C
AI_BF110_Spin_Rotational_Velocity_Control = 10.250000 #AI BF110
AI_JU87_Spin_AOA_Control = 19.250000 #AI JU87,set to 0.0 Means no spins for AI A/C
AI_JU87_Spin_Rotational_Velocity_Control = 9.750000 #AI JU87
AI_Tiger_Moth_Spin_AOA_Control = 18.250000 #AI Tigermoth,set to 0.0 Means no spins for AI A/C
AI_Tiger_Moth_Spin_Rotational_Velocity_Control = 8.000000 #AI Tigermoth
Spin_AISkill_Equal_Veteran = 150.000000 #In Cseconds (100xSec),the Delay before AI Spin Recovery for Veteran)
Spin_AISkill_GreaterOrEqual_Ace = 100.000000 #In Cseconds (100xSec),the Delay before AI Spin Recovery for Ace and Hero)
Spin_AISkill_LessOrEqual_Regular = 200.000000 #In Cseconds (100xSec),the Delay before AI Spin Recovery for Novice,Poor, and Regular)
Wind_Effects_Fraction = 0.250000 #Set to a fraction you want to reduce the winds (EX. 0.50)
Collision_Avoidance_Rear_End = 10.000000 #Set to seconds
Collision_Avoidance_Head_On = 15.000000 #Set to seconds
GEAR_IMPACT_THRESHOLD_1 = 0.166600
GEAR_IMPACT_THRESHOLD_2 = 0.330000
GEAR_ROLLING_SOUND = 1.000000
SPITFIRE_Aileron_Boost_Delta = 1.150000 #FM Adjustment for FM Engineer, default = 1
SPITFIRE_Rudder_Boost_Delta = 0.550000 #FM Adjustment for FM Engineer, default = 1
SPITFIRE_Elevator_Boost_Delta = 1.100000 #FM Adjustment for FM Engineer, default = 1
HURRICANE_Aileron_Boost_Delta = 1.000000 #FM Adjustment for FM Engineer, default = 1
HURRICANE_Rudder_Boost_Delta = 0.500000 #FM Adjustment for FM Engineer, default = 1
HURRICANE_Elevator_Boost_Delta = 1.050000 #FM Adjustment for FM Engineer, default = 1
BF109_Aileron_Boost_Delta = 0.900000 #FM Adjustment for FM Engineer, default = 1
BF109_Rudder_Boost_Delta = 0.550000 #FM Adjustment for FM Engineer, default = 1
BF109_Elevator_Boost_Delta = 1.100000 #FM Adjustment for FM Engineer, default = 1
BF110_Aileron_Boost_Delta = 0.950000 #FM Adjustment for FM Engineer, default = 1
BF110_Rudder_Boost_Delta = 0.550000 #FM Adjustment for FM Engineer, default = 1
BF110_Elevator_Boost_Delta = 1.100000 #FM Adjustment for FM Engineer, default = 1
JU87B_Aileron_Boost_Delta = 0.850000 #FM Adjustment for FM Engineer, default = 1
JU87B_Rudder_Boost_Delta = 0.500000 #FM Adjustment for FM Engineer, default = 1
JU87B_Elevator_Boost_Delta = 1.000000 #FM Adjustment for FM Engineer, default = 1
Tiger_Moth_Aileron_Boost_Delta = 0.200000 #FM Adjustment for FM Engineer, default = 0.2
Tiger_Moth_Rudder_Boost_Delta = 0.220000 #FM Adjustment for FM Engineer, default = 0.22
Tiger_Moth_Elevator_Boost_Delta = 0.250000 #FM Adjustment for FM Engineer, default = 0.25
AUTO_SHAPE_CHANGE = 000000
DEBUG_STUTTER = 0
LANDSCAPE_TEXTURE_SIZE = 2048
OPTIMISE_OBJECTS_DURING_RUNTIME=OFF
DELETE_MODELS_FOLDER_CONTENTS=OFF
FIX_OBJECTADDS=ON
EVERYTHING_OBSCURES_TERRAIN=OFF
ALLOW_ULTRA_HIGH_FOVS=OFF
ENABLE_FOREST_RIM_TREES=OFF
ENABLE_MOUSE_PLACEMENT_MODE=ON
ADD_SHEEP_COWS_AND_HAYSTACKS=ON
DRAW_MENU_ON_3D_SCREEN=ON
DISABLE_ALL_2D_ELEMENTS=OFF # not completely implemented yet?
ENGINE_ALWAYS_RUNNING=OFF
HEAD_BOBBING=ON
SHOW_INFOLINE_BACKGROUND=OFF
SKINNERS_MODE=OFF
CHECK_TEXTURES_ARE_AS_EXPECTED=OFF
AUTO_TEXTURE_CHANGE=OFF
USE_HIRES_LANDSCAPE_TILES=ON
BOB_DISABLE_ENGINE_CUTOUT=OFF
BOB_DISABLE_STALL_HORN=OFF
BOB_BOMBERFIX=ON
NO_HEAD_BOBBING_WHILE_PADLOCK=OFF
BOB_FIGHTERFIX=ON
BOB_PADLOCKFIX=OFF
CONTINUE_QUIT_BOX_CAMPAIGN=ON
CONTINUE_QUIT_BOX_QUICK=OFF
FIX_KEYBOARD_RUDDER=OFF
DEBUG_ROLL=OFF
PRELOAD_STANDARD_FILES=ON
AUTOMATIC_PRELOAD=ON
VIEW_TIME_FUDGE=OFF
DEBUG_RUDDER=OFF
SKIP_QUICKVIDEOS=OFF
SKIP_VIDEOS=OFF
SHORTENED_LABELS=OFF # short Label example – ME109
HIDE_AMMO_COUNTER=OFF
ALWAYS_BEHIND_GUNSIGHT=ON
BOB_SMOOTHER_DEADZONE=ON
Bullet_DragGravity=OFF #Stickman recomends this setting be ON
Bullet_Dispersion=ON #This is the primary switch for Bullet Dispersion ON= apply Dispersion or OFF= No dispersion
No_Spinning_Death=OFF #This is the switch for the death effect OFF = spinning death (Rowan) or ON = red your dead death effect
Friendly_Fire=ON #ON = permit friendly fire (historic), or OFF = no friendly fire permitted
Remove_SPC_Warning_Message=ON #ON = Remove warning [Couldn't fix up recursive waypoints], or OFF = Leave Warning
Allow_Commander_Campaign_Sack=ON
Campaign_Break_Off_Code=ON
Do_You_Want_Random_Mixed_Squad_skills=ON #For Instant Action, SPC, and the Commander Campaign assignment of Random Mixed skills within a squad
Permit_Annoying_Radio_chatter=ON
Use_The_Spinout_Maneuver=ON #Do_You_Want the AI A/C_to use the new SpinOut maneuver
Do_You_Want_AI_AC_To_Spin=OFF #Global setting, set OFF if you want no spins by any AI-flown aircraft
Do_You_Want_To_Fight_The_Terminator_AI=OFF #Note: Only valid for IA Missions
Padlock_Enemy_AI_Targeting_Player=OFF #Note: Set to ON to padlock the enemy AI targeting/shooting the player using the AIUNFRIENDLYVIEW (ALT+F1) Key, if possible
Novice_AI=OFF #Only valid in Instant Action missions
Novice_Target_Size=OFF #Note: Larger target for easy kills (practice or testing)
Novice_Gunnery_Predictor=OFF # NOTE Must padlock target to see predictor, switch to view F8 to practice
Testing_Do_Not_Shoot=OFF # NOTE Used For Testing to Prevent the AI from shooting, OFF means permit the AI to shoot as always, ON means do not permit the AI to shoot
Player_Stronger_Bullets=OFF #NOTE Only the player has the stronger bullets (not the AI)
Do_You_Want_Increase_Firing_Rate_Of_Hand_Held_Gunners=ON # ON = Increased Firing rate to Historic for hand held guns OFF = Leave the firing rate as implemented currently
Do_You_Want_The_JU87_To_DogFight=OFF # ON = After being fired on (and a evasive maneuver) the JU87 will dogfight OFF = No JU87 dogfighting after being fired on (and an evasive maneuver)
Rain_Switch=ON
Collision_Detection_And_Avoidance=ON #NOTE CDAA must be set to ON to do Collision Detection And Avoidance. Also check the other two CA BDG.txt parameters for correct values, if needed
BF109_Bf110_Slats_Open_Close_Sounds=ON
Increase_Flak_and_AAA_Rate_Of_Fire=OFF # ON = increase the Ground Flak and AAA rate of Fire or OFF = Stay with the same rate of fire as always
Do_You_Want_Flak_Over_France=ON # ON = Player Gets Flak Over France or OFF = Player Gets No Flak Over France
Do_You_Want_Flak_And_AAA_Fire=ON # ON = Player 'Gets' Flak and AAA fire or OFF = Player Gets 'No' Flak and AAA fire. For saving processor resources
Do_You_Want_Flak_And_AAA_Fire_if_Friendly_within_1000_Meters=ON # ON = Flak and AAA when friendly is within 1000 meters or OFF = No Flak and AAA fire when friendly is within 1000 meters
Scott_PS_Log=OFF
Do_All_SAG_Checks_For_Buddye=OFF #ON = Do all SAG Checks to try and Trap BOBII SAG problems (for Testers) or OFF = do not do SAG checks. You will get a printout called ,Text60.txt, in the BOBII folder. Post for Buddye
Your_2dGauges_Work_In_Autopilot=OFF #Set to ON to have your 2dGauges work in AutoPilot, NOTE: Only Works in Auto combat for AI testing
AutoPilot_Kludge=OFF #For our FM engineer only. Ken set to ON to fly autopilot at constant speed,heading,and Alt. , NOTE: Ken, you must set Bdg.txt parameter, Your_2dGauges_Work_In_Autopilot = ON, as well
DEATH_BREAKS_PADLOCK=OFF
Show_MoveCodes=OFF # For testing AI maneuvers and getting debug and performance data
Single_Chararacter_Labels=OFF # the default is a single character [w] for wingmen (friendly) and an [e] for enemy (target)
RAF_Breaksoff_Before_France=ON #RAF Fighters Break off and Go Home before reaching France
AI_Always_Sees_Enemy=OFF
Wingmen_Always_Sees_Enemy=OFF
PLAYER_REDUCE_SURFACE_DEFLECTION=ON # the Rudder, Ailerons, and Elevators surface deflections are realisticly reduced based on the Player A/C's Speed, Altitude, and Dynamic Pressure
AI_REDUCE_SURFACE_DEFLECTION=ON # the Rudder, Ailerons, and Elevators surface deflections are realisticly reduced based on the AI A/C's Speed, Altitude, and Dynamic Pressure
START_FROM_PEN=OFF
HIDE_POWER_INFO=OFF
USE_NATIONAL_UNITS=ON
FADING_LABELS=ON
LOCK_GUNNER_VIEW_TO_GUN=ON
OBJECT_PLACEMENT_MODE=OFF
NO_PILOT_IN_ROVING_CAM=OFF
3D_MODELLER_MODE=OFF
VIDEO_MAKING_MODE=OFF
TEXT_REMINDERS=ON
TRACKIR6DOF=ON
CUSTOM_HEAD_POSITION=OFF
USE_DESKTOP_RESOLUTION=OFF
INVERT_EXTERNAL_PAN=OFF
NO_FOV_RESET=OFF
ENABLE_AUTO_TEXTURE_RES=ON # Change to 'OFF' will affect one session only, IOW BoB will write 'ON' back over it.
ENABLE_TOWN_AND_FOREST_RAISES=OFF # Change to 'ON' will affect one session only, IOW BoB will write 'OFF' back over it.
USE_PCX_OR_DDS=ON # Change to 'OFF' will affect one session only, IOW BoB will write 'ON' back over it.
SELECT_QS_SQUADRONS=ON
GAME_PAUSE=OFF #Note: This enables\disables pause on mission start

# AutoGen stuff (experimental):
ENABLE_AUTO_GEN=OFF

# AutoGen TreeLine stuff (experimental)


Here is my Bdg.xt file for my game. If you see anything that needs tweaking,just let me know. As always any help is very much appreciated. Also included is my dxDiag for my system. Thanks again...Deej
------------------
System Information
------------------
Time of this report: 10/7/2013, 15:12:55
Machine name: DERREK-PC
Operating System: Windows Vistaâ„¢ Home Premium (6.0, Build 6002) Service Pack 2 (6002.vistasp2_gdr.130707-1535)
Language: English (Regional Setting: English)
System Manufacturer: Acer
System Model: Aspire M5800/M3800
BIOS: Default System BIOS
Processor: Intel(R) Core(TM)2 Quad CPU Q8200 @ 2.33GHz (4 CPUs), ~2.3GHz
Memory: 6142MB RAM
Page File: 2256MB used, 10219MB available
Windows Dir: C:\Windows
DirectX Version: DirectX 11
DX Setup Parameters: Not found
DxDiag Version: 7.00.6002.18107 64bit Unicode

------------
DxDiag Notes
------------
Display Tab 1: The file aticfx64.dll,aticfx64.dll,aticfx32,aticfx32,atiumd64.dll,atidxx64.dll,atiumdag,atidxx32,atiumdva,atiumd6a.cap,atitmm64.dll is not digitally signed, which means that it has not been tested by Microsoft's Windows Hardware Quality Labs (WHQL). You may be able to get a WHQL logo'd driver from the hardware manufacturer.
Sound Tab 1: No problems found.
Sound Tab 2: No problems found.
Sound Tab 3: No problems found.
Input Tab: No problems found.

--------------------
DirectX Debug Levels
--------------------
Direct3D: 0/4 (retail)
DirectDraw: 0/4 (retail)
DirectInput: 0/5 (retail)
DirectMusic: 0/5 (retail)
DirectPlay: 0/9 (retail)
DirectSound: 0/5 (retail)
DirectShow: 0/6 (retail)

---------------
Display Devices
---------------
Card name: ATI Radeon HD 4300/4500 Series
Manufacturer: Advanced Micro Devices, Inc.
Chip type: ATI display adapter (0x954F)
DAC type: Internal DAC(400MHz)
Device Key: Enum\PCI\VEN_1002&DEV_954F&SUBSYS_E990174B&REV_00
Display Memory: 3318 MB
Dedicated Memory: 503 MB
Shared Memory: 2815 MB
Current Mode: 1600 x 900 (32 bit) (60Hz)
Monitor: Generic PnP Monitor
Driver Name: aticfx64.dll,aticfx64.dll,aticfx32,aticfx32,atiumd64.dll,atidxx64.dll,atiumdag,atidxx32,atiumdva,atiumd6a.cap,atitmm64.dll
Driver Version: 8.17.0010.1129 (English)
DDI Version: 10.1
BGRA Supported: Yes
Driver Attributes: Final Retail
Driver Date/Size: 11/16/2012 16:49:04, 1081856 bytes
WHQL Logo'd: No
WHQL Date Stamp: None
Device Identifier: {D7B71EE2-D60F-11CF-9270-9AC9BEC2C535}
Vendor ID: 0x1002
Device ID: 0x954F
SubSys ID: 0xE990174B
Revision ID: 0x0000
Revision ID: 0x0000
Video Accel: ModeMPEG2_A ModeMPEG2_C
Deinterlace Caps: {6E8329FF-B642-418B-BCF0-BCB6591E255F}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch
{5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY
{6E8329FF-B642-418B-BCF0-BCB6591E255F}: Format(In/Out)=(UYVY,UYVY) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(UYVY,UYVY) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch
{5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(UYVY,UYVY) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY
{5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(YV12,0x32315659) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{3C5323C1-6FB7-44F5-9081-056BF2EE449D}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,2) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
{552C0DAD-CCBC-420B-83C8-74943CF9F1A6}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,2) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
{6E8329FF-B642-418B-BCF0-BCB6591E255F}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch
{5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY
{5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC1,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC2,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC3,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC4,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(S340,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(S342,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
DDraw Status: Enabled
D3D Status: Enabled
AGP Status: Enabled

-------------
Sound Devices
-------------
Description: Speakers (2- Realtek High Definition Audio)

User avatar
stickman
BDG
Posts: 8754
Joined: 05 Nov 2004, 13:17
Location: Oahu, Hawai'i

Re: My game BDG.txt ...Anything too tweak? Any help appreci

Post by stickman »

Dee,

1st of all, what DirectX version are you using? BOBII needs DirectX 9.0c.
See Buddye's Notes, here:

http://www.a2asimulations.com/forum/vie ... tX#p257764

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

The bdg.txt file.
Ah! There are a lot of things you can switch ON or OFF, or tweak values with there.
- Some of them are for developer's purposes, and should not be changed. These are noted so.
- Most of the lines are pretty good as is, as given default. IMO.
- Some of the lines given as default, I always change. A half dozen or so. My personal preferences.

Since you asked, here are some of my suggested changes. From top to bottom:

SMOOTHEN_FRAMERATE_MODE=NONE # valid modes: NONE, LIMITED, SMOOTHEN, LIMIT_AND_SMOOTHEN
I usually set this to LIMITED. At LIMTED it will limit the fps to only 33 frames per second. I don't need any more than that.

MULTI_SKIN_MODE=ENABLE # valid modes: DISABLE, ENABLE, FX_FILES_ONLY, MS_FILES_ONLY. Only active when MultiSkin is installed
I usually set this to DISABLE when playing Campaign. Multiskin may be OK for some Instant Action, but with hundreds of aircraft in view, it hurts video performance. Can lead to CTDs on my computer system.

NO_FRIENDLY_COLLISIONS=OFF
This is ON by default, for a good reason. That is.. BoBII is not a good flight sim for flying in formation. I always keep this ON.

PARTICLE_DENSITY = 4
This can also be set in Options > More GFX > Particle Density. Never set it above 2 (or Medium in Options).
Higher values will not improve in-game look, and will only hurt you.

Reload_LT_BRIT_3_7IN_Gun = 2400.000000 #The Reload Time in CSeconds (Csec/100 = sec)for the British 3.7 inch gun.
Reload_LT_BRIT_4_5IN_Gun = 2400.000000 #The Reload Time in CSeconds (Csec/100 = sec)for the British 4.5 inch gun.
These 2400.000000 were my values for v2.12. I have since seen that those values throw way too much flak bursts in air, especially at Southampton and Portsmouth.
Change both of those values to 4000.000000. This reduces the rate of fire of HAA guns to a better reflection of reality.

LANDSCAPE_TEXTURE_SIZE = 2048
This can be set for a lower texture size of 1024. Doing so may help your in game performance.
Personally, I don't see much difference, unless you are real close up to the ground.

Bullet_DragGravity=OFF #Stickman recomends this setting be ON
You choose to ignore the physical effects of bullet velocity drag and gravity pull? :P
Welll.. the AI fighters and gunners do not use this either. So.. OK.
The AI does use Bullet Dispersion as well as the Player. These Bullet Dispersion values can be adjusted in other bdg.txt lines for all aircraft and the Player's aircraft.
When you become a better shot, and find it too easy to kill the AI aircraft, then turn this ON for a better challenge.

No_Spinning_Death=OFF #This is the switch for the death effect OFF = spinning death (Rowan) or ON = red your dead death effect
I always set this to ON for the red out screen death effect.
I hate spinning effects when I am allfaakedup! Reminds when I was young and used to drink too much whiskey, rum, or tequila! Lay down on a bed, and it starts spinning!

Permit_Annoying_Radio_chatter=ON
I always turn this one OFF. I would like to get rid of some more annoying radio chatter, even with this OFF.

Do_You_Want_AI_AC_To_Spin=OFF #Global setting, set OFF if you want no spins by any AI-flown aircraft
I always set this ON. The BoBII AI Regulars, Veterans, and Aces are pretty damned good flyers, and they don't use Bullet Drag & Gravity.
Let them hot shots Spin when they try to Push The Envelope too far!

Do_You_Want_Increase_Firing_Rate_Of_Hand_Held_Gunners=ON # ON = Increased Firing rate to Historic for hand held guns OFF = Leave the firing rate as implemented currently
Uhhmm.. This one.
I still do not exactly understand how this works, or if it effects ME110 or Stuka rear gunners. It does seem to effect level bomber gunners.
Set to ON, with my LW Campaign testing riding (no firing) in a level bomber, I see the level bomber gunners ripping apart a good Regular or Veteran RAF unit attacking my bomber formation, with a good 6-8 RAF interceptors at the same time!
Plus, the RAF AI, even Regulars and Veterans, almost always attack a bomber formation from the rear. Not many good slashing attacks from above or the side.
I set this to OFF, for my idea of a balance of realism.

Do_You_Want_Flak_And_AAA_Fire_if_Friendly_within_1000_Meters=ON # ON = Flak and AAA when friendly is within 1000 meters or OFF = No Flak and AAA fire when friendly is within 1000 meters
I set this to OFF.
If you are the usual BoBII RAF player, and are attacking LW aircraft over Southampton, you might want them ground grunt HAA and Bofors gunners to stop shooting!
ON or OFF this one. To your desire.

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

That's all for my bdg.txt suggestions, Dee.

I won't get into the Cows, Sheep, and Hay Stooks, right now.
Or into the forest textures and the AutoGen of trees in those woods.
They will only add another layer of possible computer system performance degradation.
Although I personally use AutoGen of trees in and around the forests.

We can talk about that later.

User avatar
PV
BDG
Posts: 5188
Joined: 13 Nov 2004, 08:21
Location: Lost in the tundra, Canada

Re: My game BDG.txt ...Anything too tweak? Any help appreci

Post by PV »

Graphics card:
Card name: ATI Radeon HD 4300/4500 Series
Manufacturer: Advanced Micro Devices, Inc.
Chip type: ATI display adapter (0x954F)
DAC type: Internal DAC(400MHz)
Device Key: Enum\PCI\VEN_1002&DEV_954F&SUBSYS_E990174B&REV_00
Display Memory: 3318 MB
Dedicated Memory: 503 MB
Shared Memory: 2815 MB
A quick check shows "4300/4500" only represented by the 4350 and 4550,
cards released in 2008, and pretty low end at that time; on the TomsHardware
hierarchy chart http://www.tomshardware.com/reviews/gam ... 107-7.html
they show up on the 26th line down, on the same line as the nVidia 6800XT,
and four lines below the 6800GT, which was described as "one of the best new
cards of 2004". Thus, as far as gaming muscle is concerned, we're talking
a decade behind. And the dedicated video RAM is only 500MB. We are
currently recommending a 1GB dedicated VRAM for 2.12. For a card like
this, BoB2 patched to v2.12 will have to be knocked back very drastically.
All the possible cripplings of the eye candy available should be exercised to
the max, then if you can get it running OK, you can try nudging things up
a bit to see where it breaks. Definitely no Multiskin, and definitely
LANDSCAPE_TEXTURE_SIZE = 1024, or maybe even 512

If you have "PARTICLE_DENSITY = 4" your machine will die quite promptly
when any gun or explosion occurs. Quite simply, the hottest machine
currently available with the most awesome gfx card might barely be able
to cope the such a setting with a small number of guns and explosions,
but would be expected to crash if flying over any hotbed of AA emplacements.
Yours wouldn't stand a chance at a tenth that level of animation.

To run BoB2 v2.12 comfortably with eye candy maxed, except for particle
density, which should be left at low, you want a card which occupies a space
somewhere in the top five or so rows of the TomsHardware chart. The next
five or so are good for a moderately high set of graphics settings, and as you go
down the chart from there, graphics have to be scaled back, 'til at your level
it is dicey whether things can be backed off enough, but starting with minimum
for every setting is a good place to try.

I see my current card, bought in 2010, is now down on row 10, so it is still doing
alright, but if a big graphics boost goes into a future patch, I will be looking to
upgrade.

Deej1965
Airman
Posts: 21
Joined: 04 Nov 2013, 10:33
Location: Ottawa Ontario Canada

Re: My game BDG.txt ...Anything too tweak? Any help appreci

Post by Deej1965 »

Hey Stickman...tks very much for your input on tweaking my Bdg.txt file. I will try those recommendations very shortly. I am running Directx 9.0c June version for my game as per your inquiry. I must say that my game,as it stands presently,runs pretty smoothly even for the short comings of my PC. There are some,not many,CTD's,when I play in either quick action or Campaign Mode. I currently am playing the RAF campaign and no issues thus far...I even played the huge air battle of 15Sep40 with all those A/C and all ran pretty smooth...there were some slow downs but I can live with those until I get a larger system and a higher end graphics card than the one I presently have. I did find that when I went on a long solo flight from lets say Biggin Hill to France(just for kicks...Dawn Patrol..lol..)that my CP crashed more frequently..any ideas on that? Oh BTW is there anyway to have your fuel gauage displayed while flying? I've tried the hot key CtrlF,I think thats the key,or what ever it is and the gauge doesnt display...would it be because I have the Sim in auto engine management? I've been shot down a few time, have taken a pasting by LW bomber gunners and have found that my a/c engine keeps running,doesn't catch fire at any time or stops dead at all(does the engine stop at all or catch fire while you are flying?)..the prop keeps going...any reason why?? Any way to tweak or fix this? I also notice that when I fly as either a number 2 or 3 (Red 3..Blue 2..etc) and my Sqn is encountering e/a on an intercept within visual range that the Sqn leader packs it up and says RTB and lets go home...I've checked my fuel gauge and there is lots of fuel in my tank and am assuming the sqn is the same so I am kind of ruling the short of fuel theory out as a reason for not engaging...Any ideas or thoughts?? Any way to show more damage on your a/c? I've some how forgotten this or is there a way?
As for my video card and its capacity I suppose I can down load the newest drivers for the GFX card on my PC.... On another note Multi skin mode hasn't been an issue at all in my game with what you have seen posted in my previous reply. All in all I am always open to your suggestions or ideas as to how to make the required changes to improve the game. I look forward to your next reply...Thanks again....Deej1965

User avatar
stickman
BDG
Posts: 8754
Joined: 05 Nov 2004, 13:17
Location: Oahu, Hawai'i

Re: My game BDG.txt ...Anything too tweak? Any help appreci

Post by stickman »

Dee,
I did find that when I went on a long solo flight from lets say Biggin Hill to France(just for kicks...Dawn Patrol..lol..)that my CP crashed more frequently..any ideas on that?
Not sure. If the CTD is repeatable, as you seem to say, it may be a BoBII problem. Buddye, here is the guy that knows about CTDs. He may ask you to put up your crashlog file from BoBII root directory.
I do know that if you CTD and then look at the top of the crashlog file, and see something like this that says <UNKNOWN> and later "drawloop", then it probanly is not due to a problem in BoBII:

------------ Begin of section written with bob.exe, Build/Rebuild all date: Jun 26 2013 18:37:02 ---------------------------
bob.exe caused a EXCEPTION_BREAKPOINT in module <UNKNOWN> at 0023:76413219
Exception handler called in drawloop.
I have the Sim in auto engine management? I've been shot down a few time, have taken a pasting by LW bomber gunners and have found that my a/c engine keeps running,doesn't catch fire at any time or stops dead at all(does the engine stop at all or catch fire while you are flying?)..the prop keeps going...any reason why?? Any way to tweak or fix this?
Even with Auto Engine Management tour aircraft should take damage OK and the engine should start spluttering and smoking when hit I think.
I always have set my Flight Options to Maximum, but then I turn Wind Gusts off, as that make landing a tricky business.
Any way to show more damage on your a/c? I've some how forgotten this or is there a way?
There is no Options or bdg.txt switch to show more or less damage that I know of.
It also seems to me that my aircraft should show more bullet holes when I think that I am getting hit.
Oh BTW is there anyway to have your fuel gauage displayed while flying?
The 3D gauges in all cockpits work and read true. I know because I texture painted and calibrated them all.
I also made, painted, and calibrated 2D gauges for all aircraft that will display like a Heads Up Display while flying. Press the H key for that.
However, the stock 2DGauges folder is not the one that I made. My modification can be had here:
http://www.mediafire.com/download/ikxo8 ... ickman.zip

It is made for wide screen monitors, though. I have an older one for non-wide screens also.

----------------------------------------------------------------------------------
INSTALLATION:
Open the zip file and extract the 2dGauges folder to desktop.
I suggest that you totally remove the stock 2dGauges folder, and save it somewhere.
Then take my 2dGauges folder and put it into the Batlle of Britainn II root folder.
-----------------------------------------------------------------------------------

There is text file that will tell you how to enable or disable the many HUD 2D gauges and indicators available.
BTW, there is 2D indicator there, in the shape of your aircraft, which will show where your AC is damaged.

Everything in the 2DGauges is user adjustable. Enable or disable any gauge or indicator. You can move them around any where on the screen.
You can even create new gauges and paint new textures for them. I did this for my fuel gauges.

If you use this, I know you will have questions. I will be around to help you out.

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