Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

The Poor Man's Mod Guide 4

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Flashpoint Campaigns Series >> The Poor Man's Mod Guide 4 Page: [1]
Login
Message << Older Topic   Newer Topic >>
The Poor Man's Mod Guide 4 - 6/3/2015 1:28:38 PM   
cbelva

 

Posts: 1342
Joined: 3/26/2005
Status: offline
For those who want more information on editing the data files and are tired of waiting on the 4th mod guide, I have released a "cheat sheet" of sorts I call "The Poor Man's Mod Guide 4". It is not a replacement to the 4th mod but is an collection of all that I have learned in editing my own data files. I hope it helps. You can download it in the document section on the OTS website. The link below should take you there.

OTS Documents

< Message edited by cbelva -- 6/3/2015 2:29:36 PM >
Post #: 1
RE: The Poor Man's Mod Guide 4 - 6/3/2015 4:51:33 PM   
Tazak

 

Posts: 1054
Joined: 9/3/2011
Status: offline


_____________________________

AUCTO SPLENDORE RESURGO

(in reply to cbelva)
Post #: 2
RE: The Poor Man's Mod Guide 4 - 6/3/2015 8:21:07 PM   
harry_vdk

 

Posts: 337
Joined: 6/10/2014
From: Drachten
Status: offline
just on time .

(in reply to Tazak)
Post #: 3
RE: The Poor Man's Mod Guide 4 - 6/4/2015 12:44:03 AM   
cbelva

 

Posts: 1342
Joined: 3/26/2005
Status: offline
It won't answer all your questions, but it should point you in the right direction. Some of Cap'n D formulas were too complicated for this doc and I really didn't have them. However, if you look at the values in the data files that came with the game, you should be able to fake a fairly descent value  At least that is what I have done.

(in reply to harry_vdk)
Post #: 4
RE: The Poor Man's Mod Guide 4 - 6/4/2015 12:45:08 AM   
cbelva

 

Posts: 1342
Joined: 3/26/2005
Status: offline
Oh, if you have any questions let me know. I am sure there are a fair share of typos

(in reply to cbelva)
Post #: 5
RE: The Poor Man's Mod Guide 4 - 6/6/2015 6:21:55 PM   
JohnOsb


Posts: 234
Joined: 12/18/2014
From: Colorado Sprins, CO
Status: offline
Nice, where was this at when I was trying to learn how to build a database it would save my head from banging against the wall

(in reply to cbelva)
Post #: 6
RE: The Poor Man's Mod Guide 4 - 6/16/2015 5:57:45 PM   
kipanderson

 

Posts: 392
Joined: 8/27/2001
From: U.K.
Status: offline
Cbelva,

Yes... thanks.. it’s very useful. It is a great help not to have too work it all out myself.

All the best,
Kip.


(in reply to JohnOsb)
Post #: 7
RE: The Poor Man's Mod Guide 4 - 7/26/2015 2:40:05 PM   
Tazak

 

Posts: 1054
Joined: 9/3/2011
Status: offline
cbelva, just spotted a typo

page 9

%d/—This adds an alphabetic designation to the front of a unit beginning with “A”.
%C/--This adds a numerical designation to the front of a unit beginning with “1”.

These are the other way around, %d/ gives numerical and %C/ gives alphabetic

TIP: Giving company formations a different designator to the platoons avoids naming issues e.g. coys designated alphabetical and platoons designated numerically

_____________________________

AUCTO SPLENDORE RESURGO

(in reply to kipanderson)
Post #: 8
RE: The Poor Man's Mod Guide 4 - 7/26/2015 2:48:04 PM   
CapnDarwin


Posts: 7183
Joined: 2/12/2005
From: Newark, OH
Status: online
Tazak is correct. %d is an integer number, 1, 2, 3.... %C (capital) will give you capital letters. %c will do lower case letters. We'll get Charles to update it.

_____________________________

Work on Southern Storm continues! We are a bit behind where we want to be, but hang in there.

Cap'n Darwin aka Jim Snyder
On Target Simulations

(in reply to Tazak)
Post #: 9
RE: The Poor Man's Mod Guide 4 - 7/20/2016 9:51:42 PM   
lionel1957


Posts: 64
Joined: 2/26/2007
Status: offline
Nice work!

(in reply to CapnDarwin)
Post #: 10
RE: The Poor Man's Mod Guide 4 - 7/20/2016 11:19:12 PM   
cbelva

 

Posts: 1342
Joined: 3/26/2005
Status: offline
There is a new addition coming out with the next patch. It basically correct it's a mistake in the first edition. Keep your eye out for it.

(in reply to lionel1957)
Post #: 11
RE: The Poor Man's Mod Guide 4 - 7/9/2017 1:59:41 PM   
CaptainMaxwell

 

Posts: 2
Joined: 7/13/2013
From: Vienna
Status: offline
Does this file still exist on some remote hard drive or was it extinguished when the great meteor hit the website?

Thought I would give my modding efforts another spin and realised that I deleted the file.

_____________________________

Maxwell is always right.
He may be misinformed,
inexact, bullheaded, fickle,
ignorant, even abnormally
stupid, but
NEVER WRONG!

(in reply to cbelva)
Post #: 12
RE: The Poor Man's Mod Guide 4 - 7/9/2017 8:31:09 PM   
WildCatNL


Posts: 294
Joined: 3/27/2009
From: Eindhoven, the Netherlands
Status: offline
quote:

ORIGINAL: CaptainMaxwell

Does this file still exist on some remote hard drive or was it extinguished when the great meteor hit the website?

Thought I would give my modding efforts another spin and realised that I deleted the file.


The document got promoted to "FPC Modding Guide 4 National Databases.pdf", and you'll find it in the documents folder of your Flashpoint Campaigns Red Storm game installation. (For example, S:\SteamLibrary\steamapps\common\Flashpoint Campaigns Red Storm\Documents ).

William

_____________________________

OTS "garden boy"

(in reply to CaptainMaxwell)
Post #: 13
RE: The Poor Man's Mod Guide 4 - 10/21/2018 6:30:26 PM   
WABAC

 

Posts: 310
Joined: 1/25/2014
Status: offline
If the protection factor data is going to change for the new game, according to some new formula, then this is all moot I suppose. If the data are going to carry over as is, then would-be modders will be interested in figuring this stuff out.

I had relied on the rule of "divide by 15" -- as described in these forums by Capn Darwin -- for my 1962 scenarios that required some new tanks. So I was surprised to see this new formula in The Poor Man's Mod Guide 4. The new formula can be found on page nine.

quote:

To calculate a unit’s PF, use the following formula: ((Frontal Hull armor in mm/15) *0.3) + ((Frontal Turret armor thickness in mm/15) * 0.7) = PF


I am trying to create the U.S. M103 heavy tank which has hull armor of 130mm at the thickest point, and 250mm on the gun shield -- or mantlet. And the results I was getting with the two known formulas were less than I expected. And this led me down the rabbit hole of looking at the armor of some tanks in the spreadsheets that predate the various new technologies. Previously I had never had reason to examine those numbers.

The PF for the T34-85 in the Soviet user file is 7. I choose this example first because there has been plenty of opportunity to examine this model. Hull armor is widely quoted at 45mm, and turret armor at 90mm. So lets walk through this so people can correct my math if need be.

45/15 = 3. 3 * .3 = .9.
90/15 = 6. 6 * .7 = 4.2
4.2 + .9 = 5.1 PF

OK. Let's try sloping the hull armor at 60 degrees to give a line-of-sight thickness of 90mm.

90/15 = 6. 6 * .3 = 1.8
4.2 + 1.8 = 6

We could try dividing 90 by 15, but that just gets us to 6. But it gets us there faster than the longer formula. So lets try dividing 90 by 7. And we get 12.875.

Lets look at the T-55 and its 14 PF. Widely quoted sources use 100mm to 97mm for the front hull and 200mm to 203mm for the turret front. I'll use the thickest numbers.

For the published formula I get: 11.47
For the published formula modified by slope I get: 13.47
Divided by 15: If hull, then 6.66. If turret, then 13.53
And 203/14 equals 14.5

So let's look at the M60A series which are all rated at 18PF. And that makes their armor superior to the T55. At their thickest point, the front hulls are 143mm. The best information I have found on the turret for the A1 and A3 is 250MM adjusted for slope, as described by Hunnicut, A History of the American Main Battle Tank, 1984.

Published Formula: 14.52
Divided by 15: If hull, then 9.533. If turret, then 16.666
Or, 250/18 equals 13.888

And finally, the M48 with a PF of 14, which makes its armor rating equivalent to the T55. Here we have a hull at 110mm and a turret "equivalent" to 178mm per Hunnicut, Patton: A History of the American MBT, 1984.

Published Formula: 10.5
Divided by 15: If hull, then 7.33. If turret, then 11.86.
Or, 178/14 equals 12.71

So, after all that, my simple mind is left with several possibilities. The devs simply have access to better armor numbers than I do. But which formula should we be using?

Or if their armor numbers are roughly approximate to mine, and the data are correct, then the two formulas known to users are off.

Or, if one of the formulas is to be preferred over another, then the data are off, in some instances at least.

After typing all that, I sure hope I don't have to do the Emily Litella routine when the devs drop the simple explanation on my simple mind. But maybe I should do this stuff with my hearing aids on, just to be on the safe side.

(in reply to WildCatNL)
Post #: 14
RE: The Poor Man's Mod Guide 4 - 10/21/2018 8:17:45 PM   
CapnDarwin


Posts: 7183
Joined: 2/12/2005
From: Newark, OH
Status: online
Some clarity in your other data thread. Grabbed a base 10mm value (Southern Storm) versus a 15mm value for Red Storm for the M103 value. Should be 15 for 15mm, not 22 as for the 10mm data. RS values based on the higher of the turret or hull for 15mm resolution. 70/30 was a discussion at one point, but not used in RS.

_____________________________

Work on Southern Storm continues! We are a bit behind where we want to be, but hang in there.

Cap'n Darwin aka Jim Snyder
On Target Simulations

(in reply to WABAC)
Post #: 15
RE: The Poor Man's Mod Guide 4 - 10/21/2018 9:30:07 PM   
WABAC

 

Posts: 310
Joined: 1/25/2014
Status: offline

quote:

ORIGINAL: CapnDarwin

Some clarity in your other data thread. Grabbed a base 10mm value (Southern Storm) versus a 15mm value for Red Storm for the M103 value. Should be 15 for 15mm, not 22 as for the 10mm data. RS values based on the higher of the turret or hull for 15mm resolution. 70/30 was a discussion at one point, but not used in RS.


OK. Divide by 15 it is, and let the chips fall where they may.

If they look "too low," I'll adjust for angle.

And is effective range max range * .33 as in the mod guide? When we were discussing the M41 it looked like you were going for 1/2 of max.

Thanks Capn.

(in reply to CapnDarwin)
Post #: 16
Page:   [1]
All Forums >> [New Releases from Matrix Games] >> Flashpoint Campaigns Series >> The Poor Man's Mod Guide 4 Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.125