.DAT Variables

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Midnight Rambler
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.DAT Variables

Post by Midnight Rambler » Sun Sep 04, 2011 10:21 pm

A list of all the .dat functions available to YS.


IDENTIFY "F-16C_FIGHTINGFALCON" - The IDENTIFY heading is what the model will be called while in the game (YSFlight only recognizes the first 32 characters in the IDENTIFY string. So if you have multiple aircraft where the IDENTIFY string is identical on the first 32 characters, YSFlight will load the same aircraft with the same name it first encountered in all the air*.lst files combined.)

SUBSTNAM F-18C_HORNET - The name of any plane (in the .dat) can go here. The plane chosen will substitute the grey, block plane that is generated when a unknown (client side) plane is flown on a server. Because of this, it is best to use stock aircraft otherwise the client may not have the chosen plane - more or less defeating the purpose.

CATEGORY FIGHTER - CATEGORY states what heading it will appear under (eg. WW2, CIVILIAN, etc. See below in general comments for the categories available.)

AFTBURNR TRUE/FALSE - Does the model have afterburner capabilities?

THRAFTBN 20t - The amount of trust that the afterburner produces at full power (RED IN YSF) the unit is tons of force (tons force) denoted as t

THRMILIT 12t - The amount of thrust that the military power produces at full power (GREEN IN YSF) also in tons force

THRSTREV 0.0 - How efficient the reverse thrust is (what fraction of maximum military thrust the engine can produce in reverse).

WEIGHCLN 10t - The weight of the model when it is empty (no fuel, missles, guns or flares)

WEIGFUEL 5t - The weight of the fuel, when the tank is at 100%. This influences the model's flight characteristics especially, in a fighter.

WEIGLOAD 4t - The weight of the payload (missles and bombs). This influences the model's flight characteristics, especially in a fighter.

FUELABRN 2.5kg - The amount of fuel consumed with full afterburner. (At a rate of units (kg? lb?) every second. In this case, the F-16 uses 2.5kg of it's 1900kg tank every second with full afterburner)

FUELMILI 0.2kg - The amount of fuel consumed with full military power. (At a rate of kilos every second. In this case, the F-16 uses 0.2kg of it's 1900kg fuel tank every second with full military power.)

COCKPITP 0.0m 0.0m 0.0m - States the position (X, Y, Z) of the 'cockpit' when in the game. This is the position when you press F1, the main viewing camera.

EXCAMERA "NAME" 0.0m 0.0m 0.0m 0deg 0deg 0deg - States the position (X, Y, Z) and angle (X, Y, Z) of additional view points in the game. This is the position when you press F1 again, another view point.

INSTPANL ...../...... - The file name of a custom instrument panel.

ISPNLPOS 0m 0m 0m - Position (X, Y, Z) of the custom instument panel

ISPNLSCL 0.00 - Scaling factor for the panel. Adjust it to make the entire panel look larger/smaller.

ISPNLATT 0deg 0deg 0deg - angle of the instrument panel - used to tilt the panel to the same angle as a cockpit dashboard.

Read: how to make and align custom instrument panels.

SCRNCNTR 0.0 0.0 - The position of the viewpoint relative to the center of the viewport. To explain this, sitting in front of your computer, hold up a piece of paper in front of you. The area covered by that piece of paper is the viewport - the window which you see from the cockpit in YSFlight. Now keep your head and your eyes at the same spot, but move that piece of paper around. Your viewpoint (i.e. your eyes) has not moved, but the viewport is moving. A positive Y value (X, Y) means the view point is above the centre of the viewport, which is the same has having the viewport moved downwards. This is useful in giving you more view area below - i.e. inside the cockpit - and lets you display the instruments larger without having them going off the bottom of the window.

LEFTGEAR 0.0m 0.0m 0.0m - The position (X, Y, Z) of the left gear. A close approximation to the model.

RIGHGEAR 0.0m 0.0m 0.0m - The position (X, Y, Z) of the left gear. A close approximation to the model.

WHELGEAR 0.0m 0.0m 0.0m - The position (X, Y, Z) of the nose gear. A close approximation to the model.

ARRESTER 0.0m 0.0m 0.0m - The position (X, Y, Z) of the arrester hook, required if the model is capable to land on a carrier. A close approximation to the model.

MACHNGUN 0.0m 0.0m 0.0m - The position (X, Y, Z) of the machine gun, where the bullets originate from.

MACHNGN2 0.0m 0.0m 0.0m - The position (X, Y, Z) of the second machine gun, where the bullets originate from. Another can be made by changing 2 to 3 etc...

GUNINTVL 0.00 - The number of seconds between each shot. If left bank, then the default reading is 0.02. (this may no longer be the case)

GUNDIREC 0.0m 0.0m 0.0m - The direction that bullets will appear when fired. When including this code, the gun will shoot at 90deg (Directly right when looking down). A -1 in the X variable will make the gun shoot at 270deg (directly left when looking down). A -1 in the Y variable will make the gun shoot directly downwards (into the ground). A +1 will make it shoot upwards. A -1 in the Z variable will shoot the gun backwards, a +1 will shoot forward.

SMOKEGEN 0.0m 0.0m 0.0m - The position (X, Y, Z) of the smoke generator.

VAPORPO0 0.0m 0.0m 0.0m - The position (X, Y, Z) of the vapor trail formed at the wingtip.

VAPORPO1 0.0m 0.0m 0.0m - The position (X, Y, Z) of the vapor trail - movable (VGW) wings (f-14 etc..) When folded, the vapor trail comes from this position.

HTRADIUS 0.0m - This is maximum distance(*) from which YSFlight will attempt collision detection. Imagine a sphere centred around your aircraft (centre at 0,0,0) with a radius equals to HTRADIUS. Make sure this sphere is large enough to enclose the entire model, but not so large that YSFlight will be performing unnecessary calculations for collision detection when two objects are far enough apart that collision, with the model, is impossible. Also changes the default camera distance in F8 or F7 view.

Note: YSFlight will not perform collision detection if the distance between object A and object B is greater than the sum of their HTRADIUS.

STALHORN TRUE/FALSE - Is there a stall warning?

GEARHORN TRUE/FALSE - Is there a ground proximity warning when the gear is retracted too close to the ground?

FLAPPOSI 0.0
FLAPPOSI 0.3
FLAPPOSI 1.0
- Defines which positions the flap will be at when the next flap setting is activated (default keys W and S).

TRIGGER1 GUN
TRIGGER2 AAM
TRIGGER3 AGM
TRIGGER4 RKT

Refers to the order that weapons appear in game on the weapon list.

STRENGTH 00 - The strength factor of the plane. Each bullet is equal to 1 damage, by default.

CRITAOAP 21deg - The maximum angle of attack at which to get best maneuverability (Up)

CRITAOAM -15deg - The maximum angle of attack at which to get best maneuverability. (Down)

CRITSPED 1.2MACH - Determines when the aircraft meets supersonic drag effects - the drag effects aren't simulated, but this value affects the overall acceleration and deceleration of a jet (it dictates gravitational acceleration on an unpowered aircraft)

MAXSPEED 2.0MACH - Maximum speed able to be achieved, can sometimes be exceeded depending on the .dat cruise speed and throttle settings.

HASSPOIL TRUE/FALSE - Does the aircraft have a spoiler?

RETRGEAR TRUE/FALSE - Does the aircraft have retractable landing gear?

VARGEOMW TRUE/FALSE - Does the aircraft have moveable wings controlled by speed (F-14)?

CLVARGEO 0.0 - The increase in lift when the variable sweep wing is out

CDVARGEO 0.0 - The increase in drag when the variable sweep wing is out.

CLBYFLAP 0.0 - The increase in lift when the flaps are fully deployed

CDBYFLAP 0.0 - The increase in drag when the flaps are fully deployed

CDBYGEAR 0.0 - The increase in drag when the landing gears are deployed.

CDSPOILR 0.0 - The increase in drag when the spoiler is deployed.

VGWSPED1 - Speed at which the variable geometry wings begin to fold.

VGWSPED2 - Speed at which the variable geometry wings fold completely.

TRSTVCTR TRUE/FALSE - Does the model have thrust vectoring capabilities?

TRSTDIR0 0.0m 0.0m 0.0m - The position (X, Y, Z) of the first thrust vectoring variable.

TRSTDIR1 0.0m 1.0m 0.0m - The position (X, Y, Z) of the second thrust vectoring variable.

PSTMPTCH 3deg - Angle of pitch possible post-stall

PSTMYAW 7deg - Angle of yaw possible post-stall

PSTMROLL 3deg - Angle of roll possible post-stall

WINGAREA 30m^2 - How many square meters of wing are available for lift (helps when you are carrying a heavy load). Written as ##m^2

MXIPTAOA 25.0deg - How many degrees upward the aircraft moves at CRITSPEED when the stick is all the way back in one second.

MXIPTSSA 5.0deg - How many degrees of YAW the aircraft moves at CRITSPEED when the stick is hard in one second.

MXIPTROL 360.0deg - How many degrees the aircraft rolls at CRITSPEED when the stick is hard in one second.

REM CPITMANE corresponds to Spring Constant K
REM CPITSTAB corresponds to Damper Constant B
REM To be critically damped, B=2*sqrt(K)
REM 2% Settling Time=??


Note: This is the way the game finds how quickly the aircraft regains neutral attitude in relation to the stability values below (when controls are released/relaxed) I wouldn't mess with it if I were you, unless you want to experiment.

MANESPD1 000kt - Minimum maneuverable speed while flying.

MANESPD2 000kt - Fully maneuverable speed while flying.

CPITMANE 0.0 - Pitch maneuverability - how fast the jet reacts to pitch input. (note from shutter: Has a dramatic effect on turn performance. The higher it is, the better your turn radius)

CPITSTAB 0.0 - Pitch stability a low pitch stability will tend to rock up and down when elevator is applied. (This affects a number of things. While a higher than 1 value can reduce normal agility, it also gives the aircraft the ability to trim far more aggressively. Be careful with this line to avoid the creation of cheat planes)

CYAWMANE 0.0
- Yaw maneuverability, dictates how responsive the yaw is / how fast it can get to the max imput SSA (side to side action aka yaw)

CYAWSTAB 0.0
- Stability of the yaw. If it's not stable (low value), the aircraft will keep yawing left and right when the rudder is released. High stability yaw means that if you use the rudder, then let go, it'll return straight to neutral

CROLLMAN 0.0 - Roll maneuverability constant - roughly dictates how sensitive / fast the aircraft can roll; low number = slow to react.

CTLLDGEA TRUE/FALSE - Is gear extended when spawning?

CTLBRAKE TRUE/FALSE - Is brake activated when spawning?

CTLSPOIL 0.0 - How much of the spoiler is activated when spawning?

CTLABRNR TRUE/FALSE - Is afterburner on when spawning?

CTLTHROT 0.0 - How much throttle when spawning?

CTLIFLAP 0.0 - How much of the flap is extended when spawning?

CTLINVGW 0.0 - How much the variable geometry wing is retracted when spawning??

CTLATVGW TRUE/FALSE - Is there control over the auto variable geometry wing?

Position 0m 0m 0m - The position of the plane when loaded in the game (***BELIEVED TO BE A NOW DEFUNCT VARIABLE***)

Attitude 0deg 0deg 0deg - (***BELIEVED TO BE A NOW DEFUNCT VARIABLE***)

INITFUEL 75% - Amount of fuel when in the loadout screen in game.

INITLOAD 0.0t - Initial weight of a model's load. Useful to simulate the weight of a passenger or cargo plane

INITSPED 0.0MACH - Initial speed of the model in the game(?). Unknown function.

REM Slots must come before Inits

HRDPOINT -0.893m -1.141m 1.169m B500*2 AGM65*2 AIM120*2 AIM9*2 AIM9X*2 $INTERNAL
HRDPOINT 0.893m -1.141m 1.169m B500*2 AGM65*2 AIM120*2 AIM9*2 AIM9X*2 $INTERNAL
HRDPOINT 0.893m -1.141m 1.169m AIM120*1 $INTERNAL
HRDPOINT -0.893m -1.141m 1.169m AIM120*1 $INTERNAL
HRDPOINT 0m -1.465m 0.675m FUEL&1200


Note: The sets of 3 numbers at first, are of course coordinates in 3d space for that hardpoint (X, Y, Z), followed by information on what weapon can be put on it. The asterix serves to demonstrate the maximum quantity of that given weapon on that hardpoint. $INTERNAL means the weapon is not displayed while flying, generally for bomb bays and such. The quantity of fuel is 800 litres by default, but can be changed to a custom value with &***, in this example being 1200 litres.

LMTBYHDP TRUE/FALSE - If TRUE, then you can only have as many bombs as you have hardpoints for bombs, etc...

GUNSIGHT TRUE/FALSE - Allows the aircraft to have radar ranging gunsight. If left out of the .dat, YS assumes TRUE.

GUNPOWER 0 - The amount of damage given by one bullet.

INITIGUN 2000 - Initial number of bullets.

WEAPONCH### - [weapon code] Preselects certain weapons: GUN, AAM, AGM, BOM, and SMK. Though RKT doesn't seem to do anything...

SMOKEOIL 100.0kg - Adds 100kg of smoke (untested thoroughly)

SMOKECOL 0 255 255 255 - Allows for predefined colours of each smoke generator when selecting the aircraft. Before the 2014 test version, the first number 0 is fixed, meaning all the smoke generators generate the same colour smoke; after it, 0 refers to the first SMOKEGEN position declared, 1 refers to the next, 2 refers to the one after that, and so on. The RGB decimal code is then defined.

LOADWEPN

Code: Select all

 0[/i][/b] - Initial number of weapons. Can be repeated.

Note: When writing up the LOADWEPN variables, fuel tanks require that you make multiple entries of 800 each (or whatever custom value defined in HRDPOINT), otherwise it will only load a single tank with far too much fuel. The correct code is:
LOADWEPN FUEL 800
LOADWEPN FUEL 800

[b][i]WPNSHAPE AIM120 FLYING .../...[/i][/b]
[b][i]WPNSHAPE FLR STATIC .../...[/i][/b]
Allows for usage of custom weapon skins for specific aircraft. The type of weapon is defined first, followed by what state it is in: still hanging from the aircraft pylons (STATIC) or launched from the aircraft (FLYING). The filepath of the corresponding weapon skin is defined last. [u]This variable is used only after the 2012 test version.[/u]
Note: WPNSHAPE FLR STATIC refers to a flarepod while WPNSHAPE FLR FLYING refers to a deployed flare.

[b][i]AAMVISIB TRUE/FALSE[/i][/b] - Are the air-to-air missiles visible in flight?

[b][i]AGMVISIB TRUE/FALSE[/i][/b] - Are the air-to-ground missiles visible in flight?

[b][i]BOMVISIB TRUE/FALSE[/i][/b] - Are the bombs visible in flight?

[b][i]RKTVISIB TRUE/FALSE[/i][/b] - Are the rockets visible in flight?

[b][i]NMTURRET 0 [/i][/b] - Refers to how many turrets the model will have (eg. if there are 48, then you will need to repeat the turret codes for 48 different turrets). The 0 in the subsequent TURRET** variables refers to the parameters belonging to the '0' turret. The next turret will have '1' and so on until all turrets mentioned in NMTURRET are complete.

[b][i]TURRETPO 0 0m 0m -22.05m 180deg 0deg 0deg[/i][/b] - The position (X, Y, Z) of the turret and its angle (H, P, B). This variable refers to a change of the turret's default orientation relative to the aircraft

[b][i]TURRETPT 0 -60deg 60deg 0deg[/i][/b] - The minimum pitch, maximum pitch and neutral pitch of the turret. (The turret will move within these parameters)

[b][i]TURRETHD 0 -60deg 60deg 0deg[/i][/b]  - The minimum pitch, maximum pitch and neutral pitch of the turret. (The turret will move within these parameters)

Note: The TURRETPO heading input actually specifies the middle of the heading arc, and TURRETHD is added to it. (So if you want a turret that can move 90 degrees to the right and only 45 to the left, but starts pointing forward: TURRETPO 0 0m 0m 0m 22.5deg 0deg 0deg TURRETHD -67.5deg 67.5deg -22.5deg)

[b][i]TURRETAM 0 5000[/i][/b] - Ammo of the turret.

[b][i]TURRETIV 0 0.2sec [/i][/b]- Shooting interval of the gun.

[b][i]TURRETNM 0 TURRET [/i][/b]- If the turret is a part of the model, include the name of the .srf, this will allow the program to move the turret as a gun.

[b][i]TURRETAR 0 [/i][/b]- Is the turret anti-air capable? If yes, then include this code.

[b][i]TURRETGD 0[/i][/b] - Is the turret anti-ground capable? If yes, then include this code.

[b][i]TURRETCT 0 GUNNER/PILOT[/i][/b] - Is the turret controlled by the program? Or by the pilot?

[b][i]TURRETRG 0 1500m[/i][/b] - The range of the turret.

[b][i]BMBAYRCS  0.0[/i][/b] - The radar cross-section of the bomb bay when open

[b][i]BOMBINBAY  TRUE/FALSE[/i][/b] - Are the bombs in the bomb bay? Affects radar cross-section.

[b][i]RADARCRS  0.0[/i][/b] - The radar cross-section of the aircraft. The lower the number, greater the stealth.

[b][i]REM ClZero,CdZero is fixed by Cruising condition[/i][/b] - Comment

[b][i]REFVCRUS  0.00Mach[/i][/b] - The cruising speed of the aircraft. [u]DO NOT SET THIS HIGHER THAN THE MAX SPEED LINE - CREATES ERROR DURING FLIGHT IN-GAME[/u]

[b][i]REFACRUS  00000ft[/i][/b] - Cruising altitude of the aircraft

[b][i]REFTCRUS  0.0 [/i][/b]- Cruising throttle setting. Refers to the maximum thrust of the engine(s). If an aircraft has afterburners, "1.0" means max thrust with afterburners on. (note from shutter: I somewhat disagree with this. It can be set to higher than 1 [see gac f-35a] and HUGELY affects fighter turn performance. The higher the number, the less you bleed speed in a hard turn)

Note: REFVCRUS, REFACRUS and REFTCRUS values have a significant influence on the aircraft's aerodynamic performance - the game uses these values, in conjunction with some of those above and below, to create functions / graphs that give the aircraft it's velocity at _____ feet altitude and at _____% throttle.

[b][i]REM ClSlope,CdConst is fixed by Landing condition[/i][/b] - Comment

[b][i]REFVLAND 000kt [/i][/b]- Optimum landing speed

[b][i]REFAOALD 00deg[/i][/b] - Optimum landing angle

Note: Both REFVLAND and REFAOALD determine how closely the aircraft's direction matches its attitude. Smaller values (80-100 knots, 5-10 degrees) make the plane track more precisely, with more G-loading at higher speeds, where larger values (110-120 knots, 10-15 degrees) make the plane "slide" at lower G's.

[b][i]REFLNRWY 000m[/i][/b] - Amount of runway required to stop

[b][i]REFTHRLD 0.00[/i][/b] - Optimum throttle setting required to stop. Worth noting is that this also determines how much speed a plane loses during a turn. A value of 0.12 seems about normal, where a value of 0.2 causes considerable speed loss.

[b][i]MAXNMFLR 60[/i][/b] - Amount of flares carried by the aircraft by default.

[b][i]FLAREPOS -1.01m -0.63m -5.01m -3.0m -3.0m -1.0m[/i][/b] - The first three coordinates are the origin (X, Y, Z) of the flares relative to the centre point of the model. The last three serve as velocity of the flares in the given axis (X, Y, Z) in meters per second.

[b]General Comments[/b]
[b][i]
WEAPON CODES:
AGM65 (Air to ground missile)
AIM9 (Air to air missile, short range)
AIM9X (Agile air to air missile, short range)
AIM120 (Air to air missile, long range)
B250 (250lbs bomb)
B500 (500lbs bomb)
B500HD (500lbs high drag bomb)
RKT (Rocket pod of 19 rockets)
FLR (Flare pod of 20 flares)
FUEL (External fuel tank of 800kg by default)[/i][/b]

[b][i]Category codes:
Fighter
Normal
Bomber
WWII Fighter
WWII Attacker
WWII Bomber
WWII Dive Bomber
Attacker
Utility
Aerobatic
Trainer
Helicopter[/i][/b]

[b][i]REM [/i][/b]- This is a remark, it doesn't do anything. The program will not read the rest of the line.
[b][i]# [/i][/b]- To mark comments after commands. A # placed at the beginning of a line will generate an error.
Note: # and REM are comment indicators in YS files (similar to // or /* in other languages), so everything from a # to the end of the line is ignored by the program.

[b][i]AUTOCALC [/i][/b]- Tells YS the dat file is complete.

[center][size=150]2015 .DAT additions:[/size]
Please note the following .DAT additions are only compatible with the 2015 and later version of YS. Using these functions in an older version of YS will cause errors during flight and start up.[/center]

[b][i]NREALPRP 1[/i][/b] - Number of engines utilising the real propeller function. After this variable REALPROP variables will be used, and similar to the TURRET variables, REALPROP 0 [variable] refers to the first engine, REALPROP 1 [variable] refers to the second engine, and so on.

[b][i]REALPROP 0 NBLADE 3[/i][/b] - Number of propeller blades per engine.

[b][i]REALPROP 0 AREAPERBLADE 0.25m^2[/i][/b] - Surface area of each blade.

[b][i]REALPROP 0 CL 0deg 0.2 15deg 1.2[/i][/b] - ???

[b][i]REALPROP 0 CD -5deg 0.01 20deg 0.4[/i][/b] - ???

[b][i]REALPROP 0 PITCHCHGRATE 5deg[/i][/b] - Maximum rate of change of propeller pitch per second.

[b][i]REALPROP 0 MINPITCH 10deg[/i][/b] - Minimum propeller pitch.

[b][i]REALPROP 0 MAXPITCH 20deg[/i][/b] - Maximum propeller pitch.

[b][i]REALPROP 0 KGOVERNER 0.05[/i][/b] - 
Reaction speed of propeller governor. (???)

[b][i]REALPROP 0 GRAVITYCENTER 0.6m[/i][/b] - Distance from rotation axis. (Centre of gravity?)

[b][i]REALPROP 0 LIFTCENTER 0.6m[/i][/b] - Distance from rotation axis. (???)

[b][i]REALPROP 0 WEIGHTPERBLADE 5kg[/i][/b] - Weight of one blade.

[b][i]REALPROP 0 CLOCKWISE 0[/i][/b] - Whether the blades rotate clockwise or anticlockwise (unsure of reference point). 0 refers to clockwise rotation while 1 refers to anticlockwise rotation.

[b][i]REALPROP 0 MAXPOWER 200HP[/i][/b] - Maximum output power of engine.

[b][i]REALPROP 0 IDLEPOWER 15HP[/i][/b] - Minimum output power of engine.

[b][i]MAXCDAOA 00deg[/i][/b] - Angle of attack at which drag becomes the largest.

[b][i]FLATCLR1 3deg[/i][/b] - Lift stays the same in this range of angles above CRITAOAP.

[b][i]FLATCLR2 3deg[/i][/b] - Lift stays the same in this range of angles below CRITAOAM.

[b][i]CLDECAY1 10deg[/i][/b] - Lift decays to zero in this range of angles above FLATCLR1.

[b][i]CLDECAY2 10deg[/i][/b] - Lift decays to zero in this range of angles below FLATCLR2.

[b][i]PSTMSPD1 100kt[/i][/b] - Maximum speed at which post stall manoeuvring is most effective.

[b][i]PSTMSPD2 180kt[/i][/b] - Speed at which post stall manoeuvring becomes ineffective.

[b][i]PSTMPWR1 0.2[/i][/b] - Lowest throttle setting for which post stall manoeuvring begins to take effect.

[b][i]PSTMPWR2 0.8[/i][/b] - Lowest throttle setting for which full range of post stall manoeuvring is possible

Note: all aircraft with post stall manoeuvring are affected by PSTMPWR1 and PSTMPWR2, including helicopters. Default values appear to be 0.2 and 0.8 respectively.

[b][i]TIREFRIC 0.1[/i][/b] - Coefficient of friction on tyres.

Extras:
Youtube clip by Decaff_42 explaining .dat variables.
[youtube]https://www.youtube.com/watch?v=wkHZqm90RtU[/youtube]

Interactive designer of the gun variables that are found in a .dat. Simply plug in your information and it produces the correct data for your .dat file.
http://arsenal6.rgr.jp/ysfs/cgi/kousa.cgi

Decaff's investigation into YSFlight physics: https://forum.ysfhq.com/viewtopic.php?f=137&t=8431

[center][size=150][b]CREDITS GO TO:[/b][/size]

[b][size=120]Halberdier25 for the original information, Midnight Rambler for updating and putting it together, Dragon029 for refinement and detailed information, Taskforce 58 for refinement and detailed information, Shutter for refinement and detailed information. Grigor for additions and refinement, Decaff_42 for additions and refinement. Waspe414 for additions, refinement an detailed information. NightRaven for additions and refinement.
A big thank you to all involved.[/size][/b][/center]

Any mistakes/updates or if we've missed anything, post it below.
Last edited by Midnight Rambler on Wed Jan 06, 2016 10:38 am, edited 7 times in total.
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Shutter

Re: .Dat Variables

Post by Shutter » Sun Sep 04, 2011 11:17 pm

Stickied. This is now the ultimate .dat resource.

Shutter

Re: .Dat Variables

Post by Shutter » Fri Dec 23, 2011 6:27 pm

extra lines (not sure if they still work)

WEAPONCH SMK (select smoke as starting weapon)
SMOKEOIL 100.0 kg loads 100 kg of smoke apparently

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Re: .Dat Variables

Post by bernholm » Fri Dec 30, 2011 8:26 am

How do you add a nozzle? And how do you make your aircraft a helicopter?
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Re: .Dat Variables

Post by waspe414 » Fri Dec 30, 2011 6:37 pm

The "TRSTVCTR TRUE" line. Change the category to "HELICOPTER".
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Re: .Dat Variables

Post by Grigor » Sat Dec 31, 2011 2:01 am

Many thanks! Will definitely be checking this one out. There are an awful lot of planes out there that look great but all seem to fly more or less the same - maybe this will help create some variety.

A couple of things:
REFTHRLD 0.00 - Optimum throttle setting required to stop.
- Worth noting, this also determines how much speed a plane loses during a turn. A value of 0.12 seems about normal, where a value of 0.2 causes considerable speed loss.

Also, REFVLAND (landing speed) and REFAOALD (landing angle of attack) both determine how closely the aircraft's direction matches its attitude. Smaller values (80-100 knots, 5-10 degrees) make the plane track more precisely, with more G-loading at higher speeds, where larger values (110-120 knots, 10-15 degrees) make the plane "slide" at lower G's.

As stated elsewhere, missing out the SMOKEGEN line (even if you have no intention of using smoke) will cause the instrument panel to flash when a ground object is hit by gunfire. I know, weird.

As Shutter pointed out, WEAPONCH preselects certain weapons: GUN, AAM, AGM, BOM, and SMK. Though RKT doesn't seem to do anything...

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Re: .Dat Variables

Post by Midnight Rambler » Sat Jan 07, 2012 9:48 am

Cheers bud, list updated with all new finds.
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Re: .Dat Variables

Post by Shutter » Mon Jan 23, 2012 9:01 pm

useful tool:
http://www.convertunits.com/from/kN/to/ton-force
Convert KN to tons force, because engine thrust is generally given in KN

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Re: .Dat Variables

Post by Shutter » Mon Jan 30, 2012 1:44 am

I've been doing more stuff with dats, added some notes.

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Re: .Dat Variables

Post by Shiny Rice » Mon Jan 30, 2012 3:29 pm

Shutter wrote:useful tool:
http://www.convertunits.com/from/kN/to/ton-force
Convert KN to tons force, because engine thrust is generally given in KN
Great, because Wikipedia always does that, and it's a great source.
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Re: .Dat Variables

Post by Taskforce 58 » Mon Jan 30, 2012 4:23 pm

IDENTIFY "F-16C_FIGHTINGFALCON" - The IDENTIFY heading is what the model will be called while in the game
I mentioned this on another topic but should be repeated here: YSflight only recognizes the first 32 characters in the IDENTIFY string. So if you have multiple aircraft where the IDENTIFY string is identical on the first 32 characters, YSflight will load the same aircraft with the same name it first encountered in all the air*.lst files combined.
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Re: .Dat Variables

Post by Shutter » Mon Jan 30, 2012 7:35 pm

Taskforce 58 wrote:
IDENTIFY "F-16C_FIGHTINGFALCON" - The IDENTIFY heading is what the model will be called while in the game
I mentioned this on another topic but should be repeated here: YSflight only recognizes the first 32 characters in the IDENTIFY string. So if you have multiple aircraft where the IDENTIFY string is identical on the first 32 characters, YSflight will load the same aircraft with the same name it first encountered in all the air*.lst files combined.
Thanks for that, adding to first post.

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Re: .Dat Variables

Post by Taskforce 58 » Tue Feb 21, 2012 1:57 am

New variable since test version 20120219:

custom weapon models (these two lines are from the default F22):

WPNSHAPE FUEL STATIC aircraft/f22_fueltank.srf
WPNSHAPE FUEL FLYING aircraft/f22_fueltank.srf

item 1 - "WPNSHAPE" is the key word
item 2 - "FUEL" defines which weapon type you are referring to. They use the same weapon keywords as the rest of the DAT, e.g. "AIM9", "B500" etc.
item 3 - "STATIC" or "FLYING", it defines which state the weapon is in for that visual model. "STATIC" is when the weapon is still attached to the aircraft, "FLYING" is when the weapon has been fired / dropped.
item 4 - "aircraft/f22_fueltank.srf" is the path to the visual model itself, similar to what is used in a LST file.
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Re: .Dat Variables

Post by Animal » Sun Mar 04, 2012 8:54 am

GEARHORN FALSE #LANDING-GEAR WARNING HORN
STALHORN TRUE #STALL WARNING HORN
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Re: .Dat Variables

Post by Shutter » Sat Apr 28, 2012 7:01 pm

COCKPITA 0deg 0deg 0deg #COCKPIT NEUTRAL VIEW DIRECTION xyz rotations of the cockpit's default view

ISPNLHUD FALSE/TRUE whether or not the hud is shown along with the instrument panel

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Re: .Dat Variables

Post by Flake » Sun Jul 01, 2012 6:36 am

SMOKECOL 0 R G B

Not sure what the first zero does, but the last part is the RGB values. This sets the default smoke color for an aircraft.

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Re: .Dat Variables

Post by Grigor » Wed Aug 08, 2012 1:41 am

Just skimming through the latest version of YS. There's a whole load of new variables... haven't tested them yet. The B-2 has a new $INTERNAL keyword on the hardpoints... the Concorde uses a CLA 22 and 23 for wheel animation & steering. COCKPITP and COCKPITA keywords... is anyone getting this down? Has anyone found anything else new and interesting?

More: (in eclipse.dat)
FLAPPOSI 0.0 #Flap position 1
FLAPPOSI 0.4 #Flap position 2
FLAPPOSI 1.0 #Flap position 3

And of course...
WPNSHAPE (weapon type) STATIC / FLYING (weapon .srf filename)

TURRETNP = turret name ??
TURRETNH = turret heading ??

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Re: .Dat Variables

Post by Shutter » Sat Aug 11, 2012 11:27 pm

Grigor wrote:Just skimming through the latest version of YS. There's a whole load of new variables... haven't tested them yet. The B-2 has a new $INTERNAL keyword on the hardpoints... the Concorde uses a CLA 22 and 23 for wheel animation & steering. COCKPITP and COCKPITA keywords... is anyone getting this down? Has anyone found anything else new and interesting?

More: (in eclipse.dat)
FLAPPOSI 0.0 #Flap position 1
FLAPPOSI 0.4 #Flap position 2
FLAPPOSI 1.0 #Flap position 3

And of course...
WPNSHAPE (weapon type) STATIC / FLYING (weapon .srf filename)

TURRETNP = turret name ??
TURRETNH = turret heading ??
we had the wpnshape and $internal is from over a year ago. CLA's have a directory in the thread dedicated to them, and I believe I've already outline COCKPITP and COCKPITA in a thread dedicated to them. The flap stuff and turret stuff might be new (though I suspect the turret stuff is just a ground object line that now transfers over to aircraft now that the two are kind of merged, we already had turret rotation lines for both and a turret name line was in the ground objects) so good call on that.

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Re: .Dat Variables

Post by Grigor » Thu Dec 13, 2012 8:58 pm

I don't think WEIGLOAD does anything - maybe on former versions of the game it did. I just cranked it up to 10000.0t and no difference was made. The sluggishness of aa aircraft seems determined by the number of bombs and missiles loaded.

I also noted when firing off a few missiles or bombs, the vector marker rises slightly, indicating lost weight.
Last edited by Grigor on Mon Dec 17, 2012 5:35 am, edited 1 time in total.

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Re: .Dat Variables

Post by Dragon029 » Thu Dec 13, 2012 10:31 pm

Grigor wrote:I don't think WEIGLOAD does anything - maybe on former versions of the game it did. I just cranked it up to 10000.0t and no difference was made. The sluggishness of aa aircraft seems determined by the number of bombs and missiles loaded.
I agree; ages back we had a conversation about whether weapon weights were static or were related to that loaded weight (ie, if 500lb bombs were 500lb, or whether, if a plane had a loaded weight of 10,000t (empty weight of 1kg and fuel of 1kg), and carried 2 500lb bombs, whether those bombs would weight ~5000t each) - we were lead to believe that it works via the former, as some tests I performed proved that latter theory incorrect.
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