.DAT Variables

Topics about .dat, .srf, .dnm, .ist, Blender, Gepoly, etc.
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Re: .Dat Variables

Post by Gunny » Sun Dec 23, 2012 7:36 pm

Yep one of ysmajors planes for some reason it never got fixed.
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Re: .Dat Variables

Post by Midnight Rambler » Thu Jan 17, 2013 11:47 pm

Has anyone got any idea what the AUTOCALC function is for?
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Re: .Dat Variables

Post by Shutter » Fri Jan 18, 2013 5:08 am

I think it just tells YS that it's the end of the dat and that it can calculate performance w/ what's there. A good test would be to take it off and see if it does anything. I suspect it's like the

E
E

segments in the .srf file, where the 2nd E marks the end of the file after the end of the poly. Follows w/ Soji's apparent methodology.

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Re: .Dat Variables

Post by Kujo » Sun Apr 07, 2013 1:44 am

Is there any way you can change the looks of the flares instead of just one little shiny red thing and make it look a little more realistic? I've seen it in some of the videos of YouTube and instead of a ball, it is a sleek, looking mini-me fireball that looks real. :roll:
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Re: .Dat Variables

Post by Flake » Sun Apr 07, 2013 2:03 am

Lurk more. There is TWO threads at the moment currently discussing them.

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Re: .Dat Variables

Post by decaff_42 » Sat Apr 20, 2013 7:07 pm

I figured I'd post this video here because of what it is about
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Re: .Dat Variables

Post by Midnight Rambler » Sun Apr 21, 2013 2:45 am

Thanks decaf, added to the list with the gun variable site you found. Also added you to the credits.

2800 views isn't a bad effort :)
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Re: .Dat Variables

Post by decaff_42 » Sun Apr 21, 2013 2:56 am

Many thanks! I'll probably be working on more videos one school gets out, but right now it's crunch time.
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Re: .Dat Variables

Post by KetchupWarthog » Sat Jun 29, 2013 12:20 pm

Guys I'm aware this is an old topic, and I shouldn't be replying in here. However, I did make a new discovery. The CTLLDGEA, CTLBRAKE, CTLSPOIL, CTLTHROT , and CTLIFLAP actually doesn't mean: does it have?. It actually sets the default when you use that aircraft. So for example, a CTLBRAKE TRUE , CTLSPOIL 1.0, CTLTHROT 0.5, and CTLIFLAP 0.75 means at the start, brakes are deployed, spoilers full 100%m throttle at 50%, and flap at 75%
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Re: .Dat Variables

Post by Flake » Sat Jun 29, 2013 12:31 pm

Ketchup, it is PERFECTLY ACCEPTABLE (and very much prefered) to post in old topic with new important information rather then making a new topic.

You've done exactly the right thing!

Thanks for your research, it's always good to have :D

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Re: .Dat Variables

Post by NightRaven » Tue Jul 30, 2013 9:56 am

1 month between this and the previous post... but hey.

AAMVISIB TRUE/FALSE
AGMVISIB TRUE/FALSE
BOMVISIB TRUE/FALSE
RKTVISIB TRUE/FALSE *(not sure if)

These variables make the air-to-air missiles, air-to-ground missiles, bombs and rockets (pods) visible in-flight or in the loading screen. For example...
Image
Without the variable or set to FALSE.
Image
Variable set to TRUE.
Leaving out the variable altogether makes the program assume that the weapon models are visible.
Dtpilot247 wrote:Is there any way you can change the looks of the flares instead of just one little shiny red thing and make it look a little more realistic? I've seen it in some of the videos of YouTube and instead of a ball, it is a sleek, looking mini-me fireball that looks real. :roll:
Dammit. Didn't you read the 2nd page, 1st post?
Grigor wrote:I was just looking at www.heinkel.jp/next releases and everyone's raving about getting their hands on those FLARES. It never occurred to me (until a second ago) that the WPNSHAPE command can be used to CHANGE THE FLARE SHAPE AND COLOUR!! I've never liked the red whirly thing, but assumed it was something permanently built-in and set. Just use this command:

WPNSHAPE FLR FLYING miscflare.srf

...assuming you've made a nice looking flare.srf file and put it in the misc folder with the other weapons. This, I feel, needs to be shouted from the rooftops.
Emphasis on the last sentence.

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Re: .Dat Variables

Post by KetchupWarthog » Wed Jul 31, 2013 12:47 pm

NightRaven wrote:
Grigor wrote:I was just looking at http://www.heinkel.jp/next releases and everyone's raving about getting their hands on those FLARES. It never occurred to me (until a second ago) that the WPNSHAPE command can be used to CHANGE THE FLARE SHAPE AND COLOUR!! I've never liked the red whirly thing, but assumed it was something permanently built-in and set. Just use this command:

WPNSHAPE FLR FLYING miscflare.srf

...assuming you've made a nice looking flare.srf file and put it in the misc folder with the other weapons. This, I feel, needs to be shouted from the rooftops.
Emphasis on the last sentence.
Never seemed to work on mine for some reason...Every it would go smthg like "Load error WPNSHP FLR ...." Then the plane would not take off from the runway, or start dropping out of the sky (same applies for tf58's Down In Flames pack). I use the 2011 version, FYI.
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Re: .Dat Variables

Post by decaff_42 » Wed Jul 31, 2013 11:55 pm

KetchupWarthog wrote: I use the 2011 version, FYI.
There's your problem. These updates are only in the new version, so dat files for newer versions won't be readable by your version.
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Re: .Dat Variables

Post by Shiny Rice » Fri Aug 09, 2013 5:59 pm

There's also a GUNSHAPE variable if you didn't know. It changes the shape of the gun. You can have ACTUAL WORKING LASERS with it. I discovered this a bit ago, digging it out for you guys again. Animal said you could only put 1 polygon in the model, but I tried it out with HQP:GAC Sparrows and it worked.
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Re: .Dat Variables

Post by Flake » Mon Oct 21, 2013 12:42 am

OfficerFlake wrote: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.
According to Netcode, the first 0 is meant to be alpha. It appears to have no effect.

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Re: .Dat Variables

Post by Eric » Thu Jan 16, 2014 8:58 am

Here's a neat .DAT variable table: https://github.com/lucaspiller/ysflight ... e.markdown

Perhaps we can integrate the original post with this new format?
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Re: .Dat Variables

Post by Dragon029 » Thu Jan 16, 2014 9:47 am

If we want to use that format, I'd recommend having a separate page where more complex topics, explanations, etc are stored, and linked to within the comments about each line.
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Re: .Dat Variables

Post by wingzfan99 » Thu Jan 16, 2014 4:03 pm

For the handful of people that use YSUpload DATtack, I've updated the VARDEF file to include the AAMVISIB/AGMVISIB/etc variables and corrected an issue where the data type for FLAREPOS was in meters, not coordinates. You can download the file and then update your application by going to Help > Update VARDEF File...

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Re: .Dat Variables

Post by decaff_42 » Thu May 15, 2014 7:30 pm

Updating this topic because I've found a new variable in the GAC dat files that is interesting.

Code: Select all

AGMSLOT_ 0.0m -2.0m 1.6m
AGMSLOT_ 0.0m -2.0m 0.7m
AGMSLOT_ 0.0m -2.0m 3.1m

BOMBSLOT -0.6m -2.0m 1.6m
BOMBSLOT  0.6m -2.0m 1.6m
BOMBSLOT -0.6m -2.0m 0.7m
BOMBSLOT  0.6m -2.0m 0.7m
BOMBSLOT -0.6m -2.0m -3.1m
BOMBSLOT  0.6m -2.0m -3.1m

This appeared in the Tu-95 code and seems to happen in most of the bombers from what I can see.

This may be a minor bug on my end, but these bombers have an initial load out in the dat file of around 48 bombs. However in YSF I only can have at most 6...there are 6 bomb slots...I'm thinking that this is pretty much a hard point, but I'd like to get your guys opinion on it.

It seems to override any other loadout for that weapon.

for my Tu-95 I've replaced these with hardpoints because WTF, 6 bombs on a strategic bomber???
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Re: .Dat Variables

Post by Flake » Fri May 16, 2014 12:45 am

To me it looks like a weapon specific hardpoint... makes no sense as it's replaced now...

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