hm, perhaps i misunderstand this, but does this mean that the xxxxplanes.dat files are useless now? it´s today a very very important feature to tune the missions for each particular campaign/subcampaign - is the new AllPlaneDB.dat used by all campaigns or one for each subcampaign separate?
As it stands the xxxxplanes.dat files carry out two functions:
1 . Selection of necessary arms.
2 . Selection of the plane for type, thus selection is carried out on the plane nation. Further from the nation of the plane squad is selected and identification marks by planes are defined.
Still in the generator there were many types of planes the majority from which weren't used or in the generator united in one type (for example AFighter, FBomberL, FBomberM - all this equaled FBomber). I consider that it brought confusion in understanding of how the generator works and that it does. Besides - the xxxxplanes.dat files were very big, but in them at most 10% of information were used.
I solved a problem of selection of arms in the AllWeapons.dat file. Here its piece:
A_20C;2500;2500;1;1;1;1;1;1;0;0;0;0;0;0;0;0;0;0;1x10002x500;All
A_20C;500;100;0;0;0;0;1;0;0;0;0;0;0;0;0;0;0;0;1xmk13;All
A_20C;500;100;0;0;0;0;1;0;0;0;0;0;0;0;0;0;0;0;1xmk13_late;All
A_20C;500;100;0;0;0;0;1;0;0;0;0;0;0;0;0;0;0;0;1x53mmCirc;USSR
A_20C;1000;500;1;1;1;1;0;1;0;0;0;0;0;0;0;0;0;0;2xfab2502xfab250;USSR
A_20C;1000;500;1;1;1;1;0;1;0;0;0;0;0;0;0;0;0;0;1xfab5002xfab100;USSR
A_20C;1000;500;1;1;1;1;1;1;0;0;0;0;0;0;0;0;0;0;1xfab5002xfab250;USSR
A_20C;2500;2500;1;1;0;1;1;0;0;0;0;0;0;0;0;0;0;0;1xfab1000;USSR
A_20G;2500;2500;0;0;0;0;0;0;1;1;1;0;0;0;0;0;0;0;default;All
A_20G;2500;2500;1;0;1;0;0;1;0;0;0;0;0;0;0;0;0;0;40xParaF;All
It is a matrix in which all arms available to the plane are transferred, whether and values 0/1 define it can be used at attack of definite purposes. For example motorcades and trains or ships or tanks, etc.
New procedure will place the correct arms, besides all lines of the file and not just the first line participate in selection as was earlier. Respectively automatic selection of arms will be more various.
Also I cleaned use of the types aSoft, aShip, aTank, etc. If to approach to a question it is correct, absolutely not important who operates plane - the player or AI. The weapon has to get out by the identical principle and now selection is carried out by one procedure.
Whether authors of campaigns shouldn't think any more they added a line with the necessary weapon in xxxxplanes.dat or not. All settings are already made.
Now the second task - plane selection for mission. For a start I cleaned all excess types of planes, and remained tied to codes in the ops files. In documentation I will in detail describe all options for now it is short:
F, Ff - Fighter
nF, nFf - ?Fighter
fB(aF) - FBomber
B - Bomber
dB - DBomber (Dive Bomber)
tB - TBomber (Torpedo Bomber)
aB - Bomber or DBomber or FBomber
Bx, Br - Bomber or DBomber or FBomber
nB - CBomber
ndB - CDBomber
ntB - CTBomber
naB - CBomber or CDBomber
nBx, nBr - CBomber or CDBomber
hB - HBomber
Bz, By - HBomber
K(Kr) - Kamikaze
A - Attack
T - Transport
P - Paradrop
Hr - HyRecon
R - Reconplane
Still there is Staff - it is used at generation of casual planes.
Now it is possible to set absolutely accurately in ops file as in what quantity has to appear in mission.
The AllPlaneDB.dat one file also is used for all campaigns. In it the main data on planes are collected:
Name;Def. Faction;Def. Nation;Flyable;Type 1;Type 2;Type 3;Type 4;fmRange;fmCruiseSpeed;fmFuelMass (kg);DT1FuelMass;DT2FuelMass;DT3FuelMass
A_20C;Allies;USA;1;Bomber;Attack;Reconplane;TBomber;1800;300;1344;0;0;0
A_20G;Allies;USA;1;Bomber;Attack;Reconplane;TBomber;1800;300;1344;0;0;0
A5M4;Axis;Japan;0;CFighter;None;Fighter;None;1400;340;300;160;0;0
A6M2;Axis;Japan;1;CFighter;Kamikaze;FBomber;Fighter;1400;340;400;330;0;0
A6M2_21;Axis;Japan;1;CFighter;Kamikaze;FBomber;Fighter;1400;340;400;330;0;0
In one line on each plane the nationality and four roles which this plane can play is specified. Roles are broken on paramount (Type 1; Type 2) and minor (Type 3; Type 4). For missions on a code from the ops file at first the plane on the first couple, then on the second is looked for.
These are basic settings for planes.
To expand possibilities of the generator I added parameters in lines of section [Planes] of the DB file.
Exactly here I suggest to perform tunings on planes for each subcampaign. Now it is possible to register accurately a nationality and type of each plane in campaign.
For example, if in section [Planes] the line is set:
10 A_20C - the generator will define from the AllPlaneDB.dat file a nationality - USA and possible roles of Bomber; Attack; Reconplane; TBomber
It is possible to make so:
[Planes]
10 A_20C -Boston with identification marks of USA
Allies England 10 A_20C -Boston with identification marks of RAF
In the same mission will be able there will be two identical planes with different identification marks.
It is possible to make so:
[Planes]
17 LAGG_3SERIES4 -the Soviet fighters (according to the AllPlaneDB.dat file)
Axis Finland 10 LAGG_3SERIES4 -the opponent by trophy planes
When using the old scheme with xxxxplanes.dat such it was simply not possible
One more addition in section [Planes] - the predetermined role of the plane. If to set such line:
10 F6F5 --Reconplane -Hellcat It will be used only as the scout, thus all his roles from AllPlaneDB.dat will be ignored.
Well and the most important - exists now rigid communication between lines of section [Planes], the AllPlaneDB.dat file and the AllWeapons.dat file. Anything superfluous in mission won't appear.
In my opinion the new scheme is much better and more flexible than the old xxxxplanes.dat files.