Suggestion for database, data supply
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But that’s not what I mean…
You can adjust the values of some specific squadrons without touching the database files in your base install.
BMS Edit -> adjust the values you want for your theater -> right click -> Export …
To get it override the default values in DB, you need to add a directory structure like in TvT and place the exported file(s) there.Are you speaking about a 100% separated theater?
SSD = sqadron stores data I guess. -
Are you speaking about a 100% separated theater?
Don’t understand what you mean with 100% separated?
All what is done for TvT can be done for any other theater also.SSD = sqadron stores data I guess.
Yes.
To make it more clear:
- Open BMS Editor
- Switch Theater to Korea TvT and start again
- Now go Options -> Color Marking -> Mark external data
What you’ll now find in green colors is all that items in the database which are overwritten from external XML files you can find in the TvT directory structure under “TerrData\Objects”
- SSD -> Squadron Stores Data
- UCD -> Unit Class Data
- VCD -> Vehicle Class Data
- WCD -> Weapon Class Data
- WLD -> Weapon Load Data (Hardpoints)
The same directory structure can be used for any third party theater inside the theater specific “TerrData\Objects” directory.
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Don’t understand what you mean with 100% separated?
All what is done for TvT can be done for any other theater also.Yes.
To make it more clear:
- Open BMS Editor
- Switch Theater to Korea TvT and start again
- Now go Options -> Color Marking -> Mark external data
What you’ll now find in green colors is all that items in the database which are overwritten from external XML files you can find in the TvT directory structure under “TerrData\Objects”
- SSD -> Squadron Stores Data
- UCD -> Unit Class Data
- VCD -> Vehicle Class Data
- WCD -> Weapon Class Data
- WLD -> Weapon Load Data (Hardpoints)
The same directory structure can be used for any third party theater inside the theater specific “TerrData\Objects” directory.
I still do not understand the point of your post.
Since ever the DB which was read by F4B then now is Editor contained the different kind of data in different files in Terrdata\Objects directory.
The sq. stores always could be changed with F4B or Editor.I always created my MOD as a 100% separated theater with had its own Terrdata\Objects directory.
This is doable, so I can set as usual the HPs and the availability can be restricted by SSDs as usual. -
What Biker explains it that you do not have to edit/modify all the stock DB, you can “export” some parts of the core DB for a given addition theater (ex: KTO TvT) that will use the core DB of the main theater (KTO) and will read & apply the delta defined in those “exported” files so you can modify one a/c or some weapon data without the need of altering the main/core DB.
This is a huge help for 3rd party devs : Look in …:\Falcon BMS 4.35\Data\Add-On Korea TvT\TerrData\Objects
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What Biker explains it that you do not have to edit/modify all the stock DB, you can “export” some parts of the core DB for a given addition theater (ex: KTO TvT) that will use the core DB of the main theater (KTO) and will read & apply the delta defined in those “exported” files so you can modify one a/c or some weapon data without the need of altering the main/core DB.
This is a huge help for 3rd party devs : Look in …:\Falcon BMS 4.35\Data\Add-On Korea TvT\TerrData\Objects
Oh, I guess I get it now. It is enough only that SSD is link to a theater therefore we do not need GB of space just because hardpoints and SSDs and sq./batt. sizes are different
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According to the FM of the F-4 on inner HPs 2000 lb bombs are not possible. While in the Falcon always was cleared the Mk-84 and GBU-24.
Which is the real?
I was not able to find any images about F-4 with so long bombs. So far what I could find some ppl. said to me that the long Mk-84 and any similar loadout was not possible because the landing gears would hit the stores. -
Not a yes/no answer probably
the 1990 F-4E manual shows GBU-24 and GBU-15 loadouts for the inner MAU-12s on 2/8.
the 1979 manual shows GBU-10s on 2/8 but not the basic MK-84s.It looks like they just forward mount them so the back does not go past the back of the pylon.
This photo with Pave Tack is test shot
Pave Knife was used operationally on those inner pylons and that looked massive.
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Not a yes/no answer probably
the 1990 F-4E manual shows GBU-24 and GBU-15 loadouts for the inner MAU-12s on 2/8.
the 1979 manual shows GBU-10s on 2/8 but not the basic MK-84s.It looks like they just forward mount them so the back does not go past the back of the pylon.
This photo with Pave Tack is test shot
https://nationalinterest.org/sites/default/files/styles/desktop__1260_/public/main_images/safsasa.jpg?itok=jfpLgfLbPave Knife was used operationally on those inner pylons and that looked massive.
https://1.bp.blogspot.com/-flyE0V9j3E8/VOVp19Zqe8I/AAAAAAAACF8/9jWQJu1jvY4/s1600/RickHiltonPK.jpg
I got an image about the GBU-10.
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Is there any way to set as way guidance values to model the three point guidance to the SA-2?
In the radar dat files are eng. range and other values which maybe helps to be engaged when I fly and SR-71 with ~M3 at very high.
I wished to test how accurate is the mode but so far I was not able to set the three point guidance.
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Is there any way to set as way guidance values to model the three point guidance to the SA-2?
In the radar dat files are eng. range and other values which maybe helps to be engaged when I fly and SR-71 with ~M3 at very high.
I wished to test how accurate is the mode but so far I was not able to set the three point guidance.
I just checked SA-8.
The missile performs lead while in RL the ONLY guidance type is available the three point guidance… -
Because of my inaccurate data supply, the 2K11 KRUG / SA-4 Ganef’s missile is undermodeled.
Not the max. G of the missile is 6G but the target’s max. overload what the missile can track. This means roughly about 15G max. missile overload if we consider M0.9 target speed.
The first missile version had 4G target overload limitation.