Some more game issues and assistance required

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

Some more game issues and assistance required

Post by Deej1965 »

I have found 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? 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? On another plateau while playing & having been shot down a few times,also having taken a pasting by LW bomber gunners I noticed that my a/c engine keeps running,doesn't/never catches fire at any time or stops dead at all(does the engine stop completely or catch fire while you are flying when damaged etc?)..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 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 & RTB...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 any 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

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PV
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Joined: 13 Nov 2004, 08:21
Location: Lost in the tundra, Canada

Re: Some more game issues and assistance required

Post by PV »

Regarding the 2D gauges, this is a good point. At various places in the
manual it says there should be a guide to using the 2D gauges in the Docs
folder, but there isn't. In the 2D gauges folder, there is a very terse
set of general notes and references (2dgauges_info.txt), and a description
of the details in the creation of the sample gauge packs that Stickman has
made (Stickman_combat_HUD.txt), but nothing like a user friendly how-to.
Basically you have to look at one of the .ini files, compare it to the notes
in the info file, and the little note about editing files in the bottom of the
Stickman file, and flail from there. I wonder if there ever was a more detailed
how-to file written.

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stickman
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Location: Oahu, Hawai'i

Re: Some more game issues and assistance required

Post by stickman »

PV,

A2A Scott handed over the 2D Gauges that he made for BoBII back in 2004?
He also gave a gave a basic description of what all the stuff does.
I could figure it out, and I am not the sharpest tool in the shed! :wink:
I do confess that I have not written a better set of instructions of it's use, after I mastered it's use.

In my mod, at least, is all the info that Scott provided, with some few, extra notes by me.
It is actually not very hard to figure out.

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

Re: 2d gauge questions and other stuff needing clearity

Post by Deej1965 »

Hey guys should I tinker with the 2d gauges in my Bdg.txt file( 2DGAUGES_IN_PADLOCK_MODE=DISPLAY_SELF_ALWAYS )as well as(Your_2dGauges_Work_In_Autopilot=OFF)....found the Stickman 08 file for 2d gauges:(stickman - 19 January 2008) copied below....lol..I will definately need some assistance from you guys to try and get my fuel gauge to display while playing....will your engine completely stop when out of fuel in the game? Have you ever had your engine catch fire when damaged in combat forcing you to bail out? If you have how and what do you need to manipulate in the game or Bdg.txt to reflect this. Where would I have to go within the game files to do any or all of this?...for me its a little daunting as I'm not the sharpest tool in the shed tech speaking..lol..as per my last posted reply any further direction involving the avoidance of combat by Sqn when enemy in visual sight on intercept?..plenty of fuel left in the tank so am ruling out the RTB because low on fuel theory....also funny thing...must be because of the Teutonic nature of the Germanic flyers..I am in RAF campaign in Channel Convoy..every thing was good fending off the LW attacking the convoys and inflicting some decent Stuka losses on them(10Jul-19Jul)...my loses very light..LW as of 20July started attacking Coastal AF..Tangemere & Manston..any reason why LW attacking so early? Didn't think they did this until late July,early Aug.. OH..HOW COME LW do not send out any recon AC to reconnoiter over England starting each day? The original version of the game,if I remember correctly, had this lone DO-17 flying early in the start of each day flying recon prior to its daily slated missions...anyway to get this back into the game?
As always I appreciate any and all help. Tks Deej

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

INSTALLATION
If you are using one of Buddye's 2dGauges folders, or the Air Battles one, completely remove the folder from BoB II. Save it somewhere.
Do not over write my 2dGauges folder here over these folders mentioned above. Bad things will appear or disappear when padlocking!
With no 2dGauges folder in BoB II, extract my zip to the Batlle of Britain II root folder. My 2dGauges folder will now be where it should be.
Also a text file with editing notes. These notes are still a WIP, and not complete knowledge.

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

This is a 2Dgauge HUD cheat. Made primarily for Combat, as per one user's request.
The center piece is the Slip and Turn Indicator, both RAF and LW. Took me awhile to get them right!
Added digital Indicated Air Speed and Altitude readouts nearby, as per request. These 2 match the 3D ones closely, but not exactly, in all cases.
Added digital fuel counters (kilograms) for all aircraft. Thanks Buddye! They be true.
Made analog fuel gauges for only the Spitfire amd the Emil so far. They both be graduated true to the digital readouts.
Took a lot of time tweaking and testing!

All my gauge face textures and pointer textures are exactly centered. They must mate well to "come together" and make babies!
If I have cheated centering, it is no more than 1 pixel in a 512x512 or or 2 pixels in a1024x1024 texture. The east quadrant of the compass I think I cheated.
What is the exact center for a 512x512 texture, 255 or 256? 255.555? Whatever works best.
Where corrections were needed I used the Configuration file factors to lay the "guns" on targets. Takes a few ranging shots to hit!


SPITFIRE

1. Fuel.
Gauge is calibrated (totally) to two tanks. Red Line indicates when upper tank runs dry, and lower tank is used.
Turn on your right fuel cock before or when the pointer gets to 37 gallons Red Line.
Gauge is not historically true (the British never gauged the top tank) so I linearised it to include Total fuel.
Many tests comparing my graduations against the digital kilogram fuel indicator, ring true. When see 0 you are at zero!

2. Slip and Turn Indicator.
Initially without trimming rudder, the slip pointer is about 1 degree to left.
The sim provides for rudder trim on the Spitfire, so this slight deviation can be corrected.
Note! In both RAF and the LW slip indicators, some heavy manouvers will shift the pointer/ball off from center.
I am no aeronautical engineer or pilot. I just report what the sim effects are. Again, you can trim it back.
As far as the Turn Indicator, I think this indicates true with much testing. Hard manouvering does not effect it.
I placed this as close to the gunsight as possible without it intruding over the sight reticle with violent manouvers.

3. Compass and Enemy Position Indicator.
These two are paired as Scott first made them. I added yellow lines to the EPI texture to make the compass more readable.
Also a halfway inner ring in the EPI for a range indicator as per one user's request.
I have not yet learned how to seperate these 2 indicators.
That is.. how to use only the compass with non-rotating yellow lines with rotaing ring, and no EPI,
or, no compass, and EPI without the yellow lines.

HURRICANE

1. Fuel
Only included the numeric (digital) counter that reads in kilograms of aviation gasoline. Not yet made a good analog gauge.

2. Slip and Turn Indicator.
Initially, without trimming rudder, the slip pointer is about 2.5 degree to left. Due to a different flight model than the Spitfire.
Remember, these 2Dgauges indications are a direct reflection of the factors within the flight model files. No 2 birds alike.
The sim provides for rudder trim on the Hurricane, so this deviation can be corrected.
The Turn Indicating pointer works well, and same as the Spit.

3. Compass and Enemy Position Indicator.
Works same as it does with the Spitfire.

ME110

1. Fuel
Only included the numeric (digital) counter that reads in kilograms of aviation gasoline. Not yet made a good analog gauge.

2. Slip and Turn Indicator.
Uses the same one as the Emil. Slip ball starts out centered with coarse prop pitch, no rudder trim applied.
Moves to right when applying finer prop pitch.

3. Compass and Enemy Position Indicator.
Works same as it does with the Spitfire. I moved it over to the right side, though. Looks bettter there.

STUKA

1. Fuel
Only included the numeric (digital) counter that reads in kilograms of aviation gasoline. Not yet made a good analog gauge.

2. Slip and Turn Indicator.
Uses the same one as the Emil. Slip ball starts out left of center with coarse prop pitch, no rudder trim applied.
Moves to right when applying finer prop pitch.
With the last (most real) FM models that blue six made, I still find the Stuka a pain to control levelly. So...
I add in elevator trim cheat in for my peace of mind. Ju87B2.ACM file trim values:
Trim { 18000 4096 8000 }
You might want to change that first 18000 value to 1024 also, if you want a less sensitve elevator trim.

3. Compass and Enemy Position Indicator.
Works same as it does with the Spitfire. I moved it over to the right side, though. Looks bettter there.

ME109

1. Fuel
Included the numeric (digital) counter that reads in kilograms of aviation gasoline. Remade my old analog gauge.
New gauge is graduated linearly, and I have calibrated the BF109_2Dgauges Config file, so that the pointer matches
each graduation whereas the digital kilograms indicates same amount of fuel.
Uhhmm. Well, the pointer swings slightly fast to left side of each graduation. It is close enough that I need to put
a magnifying glass up to my screen to see so! Close enough for now, because I am not yet done with this Emil fuel issue.
I am still convinced that the Emil can fly farther than she did and should. Many tests these last weeks.
I reduced the fuel capacity values in the FM models folder from 29900 to 29500 to be accurate for 400.02 liters or 87.987699 UK gallons.
49900 gives an extra gallon. Not real. Still too much endurance with the Emil fuel we have, IMO.
Given that the fuel capacity is correct, then fuel consumption rate may be too high. There is a value that we can change for that,
and I am not finished with many more days of Emil fuel tweaking and flight testing.
When changing a FM value in models folder, then I have to re-calibrate the fuel gauge, so this is a time eater!

Anyway... this is better than what you guys had before, which was nothing!

2. Slip and Turn Indicator.
Slip ball starts out right of center with coarse prop pitch, no rudder trim applied.
Moves more to right when applying finer prop pitch! Heilege Holle!
With the last (most real) FM models that blue six made, So...
I added in rudder trim, and aileron trim cheats in for my peace of mind.
Not true, but those fixed rudder and aileron tabs had to be set by the ground crew somewhere other than 0 trim? Eh?
Probably set to trim the bird at bomber escort cruise altitude and speed, would be my guess.
Bf109E4.ACM file trim values:
Trim { 1024 4096 4096 }
Now you can adjust all trims with Emil. If you do not think this is proper, then do not trim the Emil, except for elevator.
I believe in giving the user options. You do not have to use them.

3. Compass and Enemy Position Indicator.
For whatever reason, these both disappear from view when padlocking a target. Only the Emil suffers this defect.
I included it, but commented it out, as it behaves badly by disappearing with padlocking.
There is a fairly good working 3D gyro compass within view on the Emil panel. No need a fancy compass.

ALL A/C

1. War Emergency Power red lamp.
I included this in all aircraft. With Buddye's v2.08_11 EXE code, it now works without coming on when below 90% power
but came on when padlocking. Truly undesirable.
Now, it comes on with 91% power, but disappears with padlocking. OK..... when looking at aircraft you ain't looking at lamps.
Not perfect yet, but offered. You can comment it out, and not use it.

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

EDITING the configuration files.

1. Removing an unwanted indicator from the HUD.
In a Configuration files there is a line that tells the game if or when the indicator will appear.

DrawWhen: 0=never, 1=all views, 2=virtual cockpit only, 4=outside views only

I included a rotational compass and EPI with the Emil, but it has problems when padlocking, so I do not use it:
DrawWhen = 0

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

Re: Some more game issues and assistance required

Post by stickman »

Dee,
I will definately need some assistance from you guys to try and get my fuel gauge to display while playing
I do not understand this. What aircraft?
All 3D gauges display in the cockpits, including all of the fuel gauges, for all flyable aircraft.
At this point, you need to a screenshot of your cockpit, then (using a picture host) post it here.
If you are missing any gauges, then you need to do a full.. game uninstall, and then a re-install.

A bad Install is not usual, but I have heard from other folks that are missing things, and then a re-install fixed those things.
I must have done a 100 full.. game uninstalls, and then re-installs. Only once did I get a bad install. All seemingly OK, except when I pulled the trigger, I did not have any gun sounds.
A new install fixed it.
will your engine completely stop when out of fuel in the game?
Yes, assuredly. I know this well because I calibrated all of the fuel gauges. They will read 0 when the engine cuts out from fuel starvation.
It took me 5 months, part time each night, to properly calibrate all of the 3D and 2D fuel gauges.
In 2D Gauges there is also a digital indicator that reads out fuel left in kilograms by weight. When this indicator runs down to zero, then my engine would sputter and stop.
Then I would adjust the pointer's calibration factors to make the pointer swing true to zero.
BTW, my pointers swing true from full to empty marks, and all graduation marks in between. 5 months of steady (but part-time) work to get them to read true!
Have you ever had your engine catch fire when damaged in combat forcing you to bail out? If you have how and what do you need to manipulate in the game or Bdg.txt to reflect this.
My aircraft engine often catches fire due to enemy bullets hitting my engine. Bullets must hit the engine. There is nothing you can do to turn this On or Off. It is hard coded.
This problem of yours, also leads me to suspect that you have a Bad Install. You seem to have too many missing and basic things.
as per my last posted reply any further direction involving the avoidance of combat by Sqn when enemy in visual sight on intercept?..plenty of fuel left in the tank so am ruling out the RTB because low on fuel theory....
I am not the RAF Campaign expert here. I am the LW Campaign expert. Somebody has to be it! :P

You need to supply more detailed information, even for the RAF Campaign experts to answer this.
I would ask you this, first:
Is this RAF Commander Campaign or RAF Single Player Campaign?
OH..HOW COME LW do not send out any recon AC to reconnoiter over England starting each day? The original version of the game,if I remember correctly, had this lone DO-17 flying early in the start of each day flying recon prior to its daily slated missions...anyway to get this back into the game?
The Recon feature in older BoB1 and BoBII versions than v2.12, had so many many bugs and problems including CTDs related to it,
that for v2.12 it was decided by the BDG, to totally simplify it and make it work "in the background" in randomized code.
As a LW Commander Campaign kinda guy, I can tell you that it does work OK and fairly realistically. Also bug free! We squashed a lot bugs doing so. :)
As per game balance, it frees up 3 DO17 Staffeln for the Germans to be the bombers that they historically were.
It frees up some RAF Squadrons that no longer have to chase German reon aircraft, and they can concentrate on the bombers.
We will not be going back to the way it was.

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