The third official patch for Jane's Combat Simulations: WWII Fighters.
Jane's® Combat Simulations WWII FIGHTERS Patch version 1.07F February, 1999 SUPPORT FOR FORCE FEEDBACK JOYSTICKS WITH DIRECTX If your joystick has Force Feedback with DirectX, this patch adds effects for firing guns; collisions; gear extension/retraction; bullet hits; flight model effects, including gravitational force; and runway taxiing effects. To set the Force Feedback feature, go to the 'Controllers' screen in Game Options. Here, you can turn on Force Feedback and adjust the controls for this option. Once the on/off toggle is switched on, you will see other toggle switches for Guns, Collision, Rockets, and Flight Model. The default for all of these is 'on'. On the right-hand side of the screen is a slider name 'Gain'. The default for this is 50%, and adjusting it higher will increase the Force, while adjusting it lower will decrease the Force. If the Force Feedback toggle is set to 'off', a panel covers these controls, since changing their settings would have no effect. If your joystick does not have Force Feedback, these controls will not appear on the Controllers screen. NEW HOTKEYS IN THE MISSION EDITOR Ctrl+W -- Adds waypoint to set. Ctrl+D -- Duplicates selected flight or division. NEW WINGMAN COMMANDS ALT-1 -- Attack My Target. Available for ground or air targets, but only when the target is locked-on. You cannot lock onto a building and have your wingman attack it. ALT-2 -- Free to Engage. If your wingmen are currently under orders from a previous wingman command, this will relieve them of that order and they will start attacking hostile targets. ALT-4 -- Change Waypoint. This command will set your wingmen's next waypoint to be the same as your next waypoint. If you keep hitting ALT-4, everyone will eventually gather at your waypoint. ALT-5 -- Return to Base. Your entire flight will return to base, unless they are in combat. ALT-6/ALT-7/ALT-8/ALT 9-- Break left/right/high/low. Your number one wingman will perform the selected maneuver, but only if you are approaching an enemy formation. Used only for setting up brackets and drags. If your wingman cannot see the plane you are bracketing, he will ignore this command. To get the best response, you must initiate this command as soon as you see the enemy. It is only effective if the enemy is within 3 - 8 miles of you and your wingmen. In the Multiplayer area of the game, wingman commands do not function. NEW .INI SETTINGS This file is created in the WWII Fighters directory after the first time you run the game. Just double-click on the file to open it and edit the contents. .TalkToSelf -Set to False to silence your pilot's voice. Captions will still appear. True (default) .TargetUpdateFreq -Controls how often the target update reports gets generated. 60 (default) -Setting to 100% will update reports approximately every 8 seconds. Setting to 0% will never create reports. .UseForceFeedback .FFGain YES (default) 50 (default) -Setting higher will increase Force; setting lower will decrease Force. .FFGun .FFRocket .FFCollision .FFFlightModel YES (default) YES (default) YES (default) YES (default) CAMPAIGN CALLSIGN In the Campaign Kiosk, there is now a 'Callsign' button. If you click on this button, a dialog will appear that allows you to choose your callsign (the default name is 'Player'). The callsign you select will then be used for the rest of the campaign. Please note that each campaign must have a unique callsign. FIXES: Fixed a bug with SHIFT-A, air target request from ground control. Previously it was giving vector info as a relative clock position instead of a relative compass heading. Fixed a problem in missions with a single waypoint. The pilot would announce that he was heading to waypoint A over and over again when left circling the waypoint. Now he only announces a new waypoint if it’s a different one than the last waypoint. Added a warning when the AI detects a plane sneaking up behind the player. ----------------------------------------------------------------------------------------------- The following section addresses issues that were released with the Patch version 1.05F in December 1998 and are included in this release. FEATURES & FIXES Randomized offset when reviving in multiplayer. Aircraft will now "respawn" in random locations when reviving during multiplayer sessions. Now you can switch POV hat from Panning to View selection. Use the * key on the numberpad section of your keyboard. Fixed a problem which occurred in multiplayer when switching planes with insufficient number of players available to join game. Fixed a problem occurring when player cycled through targets using the Enter key and turned off the Target Window. Added an output file called "results.txt" which contains the mission results. This file will be placed in your WWII Fighters directory after each mission. Implemented a third option for Midair Collisions. The Enemy setting will not allow aircraft on the same side to collide with each other (with the exception of the player plane – the player can still collide with any other plane regardless of side). Joystick Sensitivity can be adjusted through a new ww2.ini* file option (details below). Opening movies can be disabled through a new ww2.ini* file option to disable opening movie. Look for the line .SkipOpening and type in 'Yes' to disable the opening movie. .Deadzone is a new line in the ww2.ini* file. The default setting is 0, and you only need to adjust the setting if you're experiencing joystick drifting problems. To adjust .Deadzone, start with a small number, such as 5 or 10, and go up to 15 or 20 if the problem is extreme. Problem with double callsigns in the Multiplayer screens fixed. You can now create your own campaigns (details below). * The ww2.ini file may be found in your WWII Fighters directory after running and exiting the game for the first time. Open this text file by double-clicking on it, then you can edit it. JOYSTICK SENSITIVITY There is a new joystick sensitivity setting in the WW2.ini file. Look for the first line of the file: .StickSensitivity The default setting is 100, and the parameters can be set from 10 to 999 (the higher the number, the greater the sensitivity). Practical settings for most joysticks will lie within the 90-120 range. This setting effects elevator, aileron and rudder sensitivity as a whole. For the Thrustmaster F-16 FLCS for instance, a setting anywhere from 125 to 150 seems to work quite well. For some joysticks you might find that setting this number at less than 100 (decreasing the sensitivity) works better. Please note that too low a setting will cause your aircraft to feel "sluggish", while too high a setting will make your plane feel too "twitchy" and uncontrollable. You should still calibrate your joystick peripherals inside the Windows Game Controllers Control Panel, and then use the StickSensitivity setting to make any further adjustments. CREATING YOUR OWN CAMPAIGNS Creating your own campaign is as easy as creating a text file. Using either existing missions or ones you have created yourself, it is a fairly simple matter to assemble these missions into a full campaign. Campaign Files In the directory on your hard drive to which you installed Jane's WWII Fighters, you will find a subdirectory called "data". Within that subdirectory is a "campaigns" directory. In this directory, open up and take a look at either of the CMP files (Allied.cmp and Axis.cmp). These are the campaign files for the Allied and Axis campaigns that came with the game. You should not change these files. However, they serve as example of the structure of a campaign file, and will be used to explain how to create your own campaign files. Campaign File Tags As with the mission files, each line in the campaign file begins with a tag, which is easily identifiable as it begins with a period. (e.g. ".Campaign"). Each of these tags are discussed below, as well as some additional optional campaign file tags not included in the Allied and Axis campaign files. Also, look at the example at the end of this document for further insight. Note: It is important that you specify the tags in the order in which they are listed below. .Campaign Each campaign file must begin with this tag. The number 0.1 that follows this tag should also be included (it’s used internally). .BranchPoint1 (optional) The number of missions after which the first branch point occurs. If your campaign does not have any branching, you should omit this line. .BranchPoint2 (optional) The number of missions after which the second branch point occurs. If your campaign has fewer than 2 branch points, you should omit this line. .Stage1Pass (optional) The minimum number of missions that must be won in the first stage in order to start down the "good path" of the second stage. (See the example section for an explanation of "good" and "bad" paths). If your campaign does not have any branching, you should omit this line. .Stage2Pass (optional) Slightly different from Stage1Pass, here you must win over this number of missions to start down the "good" path. If your campaign has fewer than 2 branch points, you should omit this line. .MaxLosses (optional) The maximum number of missions that can be lost before the special mission must be flown (or the campaign is lost, if a special mission is not specified - see the .SpecialMission tag for further details on the special mission). If MaxLosses is not specified, the default value is 6. .MissionList Marks the beginning of the mission list .Special (optional) Indicates a special mission (there can be only one). Optional, but if included, should appear as first entry in mission list. A special mission must be flown if a certain number of missions in the campaign are lost. This number is specified on the .MaxLosses line. If the special mission is lost, then the campaign is lost. If the special mission is won, the campaign continues, but if any two subsequent missions are lost, then the campaign is lost. If this line is not included, such that a special mission is not specified, then the campaign is automatically lost at the point when a special mission would have been required. .Mission Each line beginning with this tag contains the mission file names for all the possible missions that might be flown at that point in the campaign. Which mission in this line will be flown depends on how the campaign branching has progressed up to that point. The line should contain 1, 2 or 4 mission file names depending on whether the missions are in the 1st, 2nd or 3rd stage, respectively. This procedure is discussed in further detail in the example below. .EndMissionList Indicates the end of the mission list .EndCampaign Indicates the end of the campaign file. If you are typing in this tag, follow it with a carriage return (hit the enter key). Saving the Campaign File The campaign must be saved to the "campaigns" directory and have the extension CSD (e.g. "MyCampaign.csd") CAMPAIGN STRUCTURE A campaign may have 0, 1 or 2 branch points; that is, it may branch up to 2 times. These branch points then divide the campaign into a series of stages, such that campaign with 0, 1 or 2 branch points will have 1, 2 or 3 stages, respectively. Stages and Branches Stage1 - All the missions before the 1st branch point Stage2 - All the missions after the first branch point and before the second branch point Stage3 - All the missions after the second branch point Branch1 - The first branch point, at which the campaign path divides Branch2 - The second branch point, at which the campaign path divides a second time As mentioned, a campaign can have up to but not more than 2 branches (3 stages). So it's possible to have a campaign with one branch, or no branches at all. Campaign Missions All the missions specified in the campaign file must themselves be valid mission files. They must also reside in the Campaigns directory, as must the campaign file. Restrictions - A campaign must contain at least 7 missions (i.e. 7 mission tags) - The maximum number of campaigns, including the existing Allied and Axis campaigns, is 300. Example: As an example, consider the existing Allied campaign. Let’s look at the campaign layout and how it correspond to the Allied.cmp file. Figure 1 shows the campaign layout. On the right, each stage is indicated, as are the BranchPoint and StagePass numbers, as they appear in Allied.cmp BranchPoint1 is 9 because 9 missions must be completed before the 1st campaign branch. BranchPoint2 is 21 because 21 missions must be completed before the 2nd campaign branch. NOTE: it is important to make sure the mission list correctly reflects the BranchPoint values. Stage1Pass is 7 because at least 7 missions in the first must be won in order to branch to the "good" side of the second stage. Stage2Pass is 10 because at over 10 missions in the second stage must be won in order to branch to the "good" side of the third stage, within that part of the second stage. Specifying the mission files The mission files on each ".Mission" line in the campaign must be specified as follows: Stage 1 – only one mission file per line Stage 2 – 2 mission files per line. The first file should be that for the "good" path, the second should be that for the "bad" path. . Please refer to Figure 1. Stage 3 – 4 mission files per line. The first file should be that for the "good" path of the "good" part of stage 2. The second file should be that for the "bad" path of the "good" part of stage 2. The third file should be that for the "good" path of the "bad" part of stage 2. The fourth file should be that for the "bad" path of the "bad" part of stage 2. Please refer to Figure 1. There is no required naming convention, although a systematic approach as used in the example, can help clarify which missions should be grouped together. In order to have a campaign mission’s date show up in the campaign screen status window, it must be specified in the mission summary within the mission file. The line on which the date appears should begin with "Date:". e.g. Date: July 5, 1942. A word about "good and bad paths" - In WWII Fighters, the Allied and Axis campaigns used moving "battle fronts" to portray a dynamic component to the campaign and to reflect your influence on it. For example, if you do well in Stage 1 of the campaign, you will follow the good path. The Allied Front will appear to be pushing the Axis back (you will see this in the positioning of the various division units on the map). If you do poorly, you will be placed on the bad side and see the opposite results. Although the placing of the battlefronts takes some more work when creating your campaign, you may find the effort worthwhile. Your campaign will have more of an animated and dynamic feel. Figure 1 - Allied Campaign Score/Flow Stage 1: ca_16_1.mis ca_16_2.mis ca_16_3.mis ca_17_1.mis ca_17_2.mis ca_17_3.mis ca_18_1.mis ca_18_2.mis ca_18_3.mis .BranchPoint1 9 Stage 2: > 7 wins (good) ca_19_1a.mis ca_19_2a.mis ca_19_3a.mis ca_23_1a.mis ca_23_2a.mis ca_23_3a.mis ca_24_1a.mis ca_24_2a.mis ca_24_3a.mis ca_25_1a.mis ca_25_2a.mis ca_25_3a.mis | <= 7 wins | (bad) | ca_19_1b.mis | ca_19_2b.mis | ca_19_3b.mis | ca_23_1b.mis | ca_23_2b.mis | ca_23_3b.mis | ca_24_1b.mis | ca_24_2b.mis | ca_24_3b.mis | ca_25_1b.mis | ca_25_2b.mis | ca_25_3b.mis .Stage1Pass 7 .BranchPoint2 21 Stage 3: > 10 wins (good) ca_26_1a.mis ca_26_2a.mis ca_26_3d.mis | <= 10 wins | (bad) | ca_26_1b.mis | ca_26_2b.mis | ca_26_3a.mis | > 10 wins | (good) | ca_26_1c.mis | ca_26_2c.mis | ca_26_3b.mis | <= 10 wins | (bad) | ca_26_1d.mis | ca_26_2d.mis | ca_26_3c.mis .Stage2Pass 10 Jane's® Combat Simulations WWII Fighters ©1999 Electronic Arts. All rights reserved. ©1998 Jane's Information Group Ltd. 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