<html><title>Default Aces High Settings</title>
<h1>Default Aces High Settings, v17</h1>
<p>This document contains the default settings of the Aces High Special Events II server as
of 10/4/2009.</p>
<p>This document is maintained by Brooke (brooke "at" electraforge.com).</p>
<p>Also, you can see the document <a href="http://www.hitechcreations.com/cms.htm">http://www.hitechcreations.com/cms.htm</a>
, which is maintained by HTC. It lists dot command available to the CM.</p>
<h2>Default Arena Settings</h2>
<p>Wind is set separately in the "Wind" settings panel.</p>
<p>The following is a table of the default arena settings. Ranges are usually
in feet (where 5280 feet = 1 mile). Some ranges (as noted) are in miles. Some
time settings are in seconds -- some are in minutes (as noted). For settings
that are a checkbox, "[ ]" denotes unchecked, and "[x]"
denotes checked.</p>
<table border="1" width="899">
<tr>
<td width="265"><b><u>Variable</u></b></td>
<td width="81"><b><u>Default Value</u></b></td>
<td width="531"><b><u>Explanation of Variable</u></b></td>
</tr>
<tr>
<td>ArenaFlags</td>
<td> </td>
<td>Various flags for arena settings. </td>
</tr>
<tr>
<td><blockquote>
<p> Lock Arena </p>
</blockquote></td>
<td>[ ] </td>
<td>Whether or not people can enter arena (i.e.,
whether doors are closed).</td>
</tr>
<tr>
<td height="23"><blockquote>
<p>Protect Objects </p>
</blockquote></td>
<td>[x]</td>
<td><p>Whether or not you can't kill your own country's objects. 0 means
you can.</p> </td>
</tr>
<tr>
<td><blockquote>
<p>KillShooter</p>
</blockquote></td>
<td>[x]</td>
<td>If this is enabled, you take the damage if you shoot a countryman.
If this is disabled, he takes the damage.</td>
</tr>
<tr>
<td><blockquote>
<p>Perk Points Disabled </p>
</blockquote></td>
<td>[ ] </td>
<td>Whether or not awarding of perk points for kills is disabled. Or might instead (or in addition) turn off perk points being charged to a player for selecting a perked plane. </td>
</tr>
<tr>
<td><blockquote>
<p>Enable Squad Nuke </p>
</blockquote></td>
<td>[ ] </td>
<td> </td>
</tr>
<tr>
<td><blockquote>
<p>Random Rotate </p>
</blockquote></td>
<td>[x]</td>
<td>Whether or not a Country Reset rotates countries randomly. </td>
</tr>
<tr>
<td><blockquote>
<p>Disable Scoring </p>
</blockquote></td>
<td>[ ] </td>
<td> </td>
</tr>
<tr>
<td><blockquote>
<p>Ditches Score Kills </p>
</blockquote></td>
<td>[ ] </td>
<td>Whether or not a ditch counts as a kill. </td>
</tr>
<tr>
<td width="265">BadWordFilterCnt</td>
<td width="81">0</td>
<td width="531">The number of warnings a player receives about profane language
before he is automatically muted.</td>
</tr>
<tr>
<td width="265">BaseCountryPer</td>
<td width="81">0.0300</td>
<td width="531"> </td>
</tr>
<tr>
<td width="265">BoatWarningRange</td>
<td width="81">15840</td>
<td width="531">A base starts flashing when an enemy boat gets within this
number of feet.</td>
</tr>
<tr>
<td width="265">BomberWarningRange</td>
<td width="81">63360</td>
<td width="531">A base starts flashing when an enemy bomber gets within this
number of feet.</td>
</tr>
<tr>
<td width="265">ChangeCountryTime</td>
<td width="81">0.0000</td>
<td width="531">Amount of time a player must be in one country before he can
switch countries.</td>
</tr>
<tr>
<td width="265">Color*</td>
<td width="81"> </td>
<td width="531">Various color settings for clouds, fog, sky, etc. To set different color to make it appear stormy or sunny, etc., during day, just need to play with ColorFog[day] and ColorSky[day], such as by making each more gray for worse weather. </td>
</tr>
<tr>
<td><blockquote>
<p>ColorFog[Day]</p>
</blockquote></td>
<td>144/164/198</td>
<td>Color of fog (i.e., edges of clouds and some horizon) during day. </td>
</tr>
<tr>
<td><blockquote>
<p>ColorSky[Day]</p>
</blockquote></td>
<td>99/131/207</td>
<td>Color of sky during day. </td>
</tr>
<tr>
<td width="265">CommunicationFlags</td>
<td width="81">0</td>
<td width="531">Various communication flags.</td>
</tr>
<tr>
<td width="265"> Kill Messages
Disabled </td>
<td width="81"> [ ]</td>
<td width="531">Whether or not a player gets a message from the system when
he gets a kill or assist.</td>
</tr>
<tr>
<td width="265"> Channel 1
Disabled</td>
<td width="81"> [ ]</td>
<td width="531">Whether or not channel 1 is disabled.</td>
</tr>
<tr>
<td width="265">ComplaintCnt</td>
<td width="81">0</td>
<td width="531"> </td>
</tr>
<tr>
<td width="265">ComplainMins</td>
<td width="81">0</td>
<td width="531"> </td>
</tr>
<tr>
<td width="265">ComplainMutedMins</td>
<td width="81">0</td>
<td width="531"> </td>
</tr>
<tr>
<td width="265">CountryBalanceScale</td>
<td width="81">2.0000</td>
<td width="531">Has to do with ENY side balancing.</td>
</tr>
<tr>
<td width="265">CountryFlags[Bishops]</td>
<td width="81">3</td>
<td width="531">Flags for enabling flight and switching countries. </td>
</tr>
<tr>
<td><blockquote>
<p>Country Can Fly </p>
</blockquote></td>
<td>[x]</td>
<td>1 if flight is enabled for the country. 0 if flight is disabled. </td>
</tr>
<tr>
<td><blockquote>
<p>Country Can Be Joined </p>
</blockquote></td>
<td>[x]</td>
<td>1 if players can move to this country. 0 if not. </td>
</tr>
<tr>
<td width="265">CountryFlags[Knights]</td>
<td width="81">3</td>
<td width="531"> </td>
</tr>
<tr>
<td width="265">CountryFlags[Rooks]</td>
<td width="81">3</td>
<td width="531"> </td>
</tr>
<tr>
<td width="265">DeathMaxCount</td>
<td width="81">0</td>
<td width="531">After this many deaths, you have to wait DeathTimeMin before
spawning the next time. A "death" is being killed, bailing, being captured, or losing a drone. </td>
</tr>
<tr>
<td width="265">DeathTimeMin</td>
<td width="81">0</td>
<td width="531">How long in minutes you have to wait before spawning after
DeathMaxCount deaths.</td>
</tr>
<tr>
<td width="265">DownTimeMult</td>
<td width="81">1.0000</td>
<td width="531">A multiplier for down time of objects. For example, if Bunk Ammo has a Down Time of 2.0 and if DownTimeMult = 10.0, the actual down time for Bunk Ammo is 10 minutes. </td>
</tr>
<tr>
<td width="265">EnemyFieldPer</td>
<td width="81">0.33</td>
<td width="531"> </td>
</tr>
<tr>
<td>EnemyIconRange</td>
<td>18000</td>
<td>Range in ft at which enemy icon appears. </td>
</tr>
<tr>
<td>EnemyLowIconRange</td>
<td>10000</td>
<td>Range in ft at which enemy icon appears when enemy is at very low altitude. </td>
</tr>
<tr>
<td width="265">EnemyMidAirsOn</td>
<td width="81">1</td>
<td width="531">1 if collisions with enemy aircraft can cause damage. 0 if
not. </td>
</tr>
<tr>
<td width="265">Evening</td>
<td width="81">18.0000</td>
<td width="531">The end of the arena "day". At this time, the arena day will reset and the time will become whatever is set for the Morning setting. This does not affect the position of the sun in the sky (which rises at 06:00 and sets at 18:00). </td>
</tr>
<tr>
<td width="265">ExitWhileMoving</td>
<td width="81">0</td>
<td width="531">Various flags on whether or not a player can exit whilemoving.</td>
</tr>
<tr>
<td width="265"> Plane</td>
<td width="81"> [ ]</td>
<td width="531">Whether or not a player can exit this when it is moving.</td>
</tr>
<tr>
<td width="265"> Not Used</td>
<td width="81"> [ ]</td>
<td width="531">Setting not used.</td>
</tr>
<tr>
<td width="265"> Chute</td>
<td width="81"> [ ]</td>
<td width="531">Whether or not a player can exit this when it is moving.</td>
</tr>
<tr>
<td width="265"> Gunner</td>
<td width="81"> [ ]</td>
<td width="531">Whether or not a player can exit this when it is moving.</td>
</tr>
<tr>
<td width="265"> Not Used</td>
<td width="81"> [ ]</td>
<td width="531">Setting not used.</td>
</tr>
<tr>
<td width="265"> Vehicle</td>
<td width="81"> [ ]</td>
<td width="531">Whether or not a player can exit this when it is moving.</td>
</tr>
<tr>
<td width="265"> Boat</td>
<td width="81"> [ ]</td>
<td width="531">Whether or not a player can exit this when it is moving.</td>
</tr>
<tr>
<td width="265"> Field Gunner</td>
<td width="81"> [ ]</td>
<td width="531">Whether or not a player can exit this when it is moving.</td>
</tr>
<tr>
<td width="265"> Anphib</td>
<td width="81"> [ ]</td>
<td width="531">Whether or not a player can exit this when it is moving.</td>
</tr>
<tr>
<td width="265">FighterWarningRange</td>
<td width="81">63360</td>
<td width="531">A base starts flashing when an enemy fighter gets within this
number of feet.</td>
</tr>
<tr>
<td width="265">FlightModeFlags</td>
<td width="81">7360</td>
<td width="531">Various flags for things such as bombsight calibration, formations,
etc. </td>
</tr>
<tr>
<td width="265"> Stall Limit
Enabled</td>
<td width="81"> [ ]</td>
<td width="531">Whether or not everyone(?) has stall limiter enabled.</td>
</tr>
<tr>
<td width="265"> Stall Limit
Disabled</td>
<td width="81"> [ ]</td>
<td width="531">Whether or not stall limiter is disabled -- if disabled, no
one can use it even by choice.</td>
</tr>
<tr>
<td width="265"> Stall Limit
New User</td>
<td width="81"> [ ]</td>
<td width="531"> </td>
</tr>
<tr>
<td width="265"> Precision
Bombsight</td>
<td width="81"> [ ]</td>
<td width="531"> </td>
</tr>
<tr>
<td width="265"> Dive Bombsight</td>
<td width="81"> [ ]</td>
<td width="531">Whether or not the divebomb sight is enabled.</td>
</tr>
<tr>
<td width="265"> Lead Computed
Gunsight</td>
<td width="81"> [ ]</td>
<td width="531">Wether or not the lead-computing gunsight is enabled.</td>
</tr>
<tr>
<td width="265"> Air Show
Smoke</td>
<td width="81"> [x]</td>
<td width="531">Whether or not a player can turn on air-show smoke.</td>
</tr>
<tr>
<td width="265"> Formations
Enabled</td>
<td width="81"> [x]</td>
<td width="531">Whether or not a player can use bomber formations.</td>
</tr>
<tr>
<td width="265"> Country Perk
Enabled</td>
<td width="81"> [ ]</td>
<td width="531"> </td>
</tr>
<tr>
<td width="265"><blockquote>
<p> Country Balance
Enabled</p>
</blockquote></td>
<td width="81"> [ ]</td>
<td width="531"> </td>
</tr>
<tr>
<td width="265"><blockquote>
<p> Auto Calibrate
Bomb Sight</p>
</blockquote></td>
<td width="81"> [x]</td>
<td width="531">Whether or not easy-mode bombsight is enabled.</td>
</tr>
<tr>
<td><blockquote>
<p>Use WWI Planes </p>
</blockquote></td>
<td>[x]</td>
<td>Whether or not WWI planes are available. </td>
</tr>
<tr>
<td><blockquote>
<p>Use WWII Planes </p>
</blockquote></td>
<td>[x]</td>
<td>Whether or not WWII planes are available. </td>
</tr>
<tr>
<td width="265">FogVisibilityMiles</td>
<td width="81">14.0000</td>
<td width="531">Visibility in miles.</td>
</tr>
<tr>
<td width="265">FriendlyFieldPer</td>
<td width="81">0.90</td>
<td width="531"> </td>
</tr>
<tr>
<td>FriendlyIconRange</td>
<td>18000</td>
<td>Range in ft at which friendly icon appears. </td>
</tr>
<tr>
<td width="265">FriendlyMidAirsOn</td>
<td width="81">0</td>
<td width="531">1 if collisions with friendly aircraft can cause damage. 0
if not.</td>
</tr>
<tr>
<td width="265">FuelBurnRateMult</td>
<td width="81">1.0000</td>
<td width="531">The multiple applied to fuel burn rate. 2.0 means fuel is
used at 2x real-life rate.</td>
</tr>
<tr>
<td width="265">FullIconRange</td>
<td width="81">2400</td>
<td width="531">The range at which an icon gives full plane type (such as
"Spit16" instead of just "Spit").</td>
</tr>
<tr>
<td width="265">GroundAutoLethality[Armored]</td>
<td width="81">1.0000</td>
<td width="531">See "GroundAutoLethality" section.</td>
</tr>
<tr>
<td width="265">GroundAutoLethality[Hard]</td>
<td width="81">1.0000</td>
<td width="531">See "GroundAutoLethality" section.</td>
</tr>
<tr>
<td width="265" height="8">GroundAutoLethality[Soft]</td>
<td width="81" height="8">1.0000</td>
<td width="531" height="8">See "GroundAutoLethality" section.</td>
</tr>
<tr>
<td width="265">ManGunnerAmmoMult</td>
<td width="81">1.0000</td>
<td width="531">Lethality of manned ack. Normal main arena is 1.0.</td>
</tr>
<tr>
<td width="265">ManuverKillRange</td>
<td width="81">6000.0000</td>
<td width="531">If an enemy plane crashes itself inside of this range of you
in yards and if no one else has shot him yet, you get credit for the kill.</td>
</tr>
<tr>
<td>MinBalanceTotal</td>
<td>140</td>
<td> </td>
</tr>
<tr>
<td width="265">MinEnyValue</td>
<td width="81">50.0</td>
<td width="531"> </td>
</tr>
<tr>
<td width="265">Morning</td>
<td width="81">6.0000</td>
<td width="531">The beginning of the arena "day". See the Evening setting for more details. This does not affect the position of the sun in the sky (which rises at 06:00 and sets at 18:00).</td>
</tr>
<tr>
<td width="265">MuteTime</td>
<td width="81">3600</td>
<td width="531">The number of minutes a mute remains in effect.</td>
</tr>
<tr>
<td width="265">ObjectHardnessMults[AAF]</td>
<td width="81">1.0</td>
<td width="531">A multiplier for the hardness of objects, in this case AA
factory? </td>
</tr>
<tr>
<td width="265">ObjectHardnessMults[AMB]</td>
<td width="81">1.0</td>
<td width="531"> </td>
</tr>
<tr>
<td width="265">ObjectHardnessMults[AMF]</td>
<td width="81">1.0</td>
<td width="531"> </td>
</tr>
<tr>
<td width="265">ObjectHardnessMults[ARM]</td>
<td width="81">1.0</td>
<td width="531"> </td>
</tr>
<tr>
<td width="265">ObjectHardnessMults[BAA]</td>
<td width="81">1.0</td>
<td width="531"> </td>
</tr>
<tr>
<td width="265">ObjectHardnessMults[BAB]</td>
<td width="81">1.0</td>
<td width="531"> </td>
</tr>
<tr>
<td width="265">ObjectHardnessMults[BAF]</td>
<td width="81">1.0</td>
<td width="531"> </td>
</tr>
<tr>
<td width="265">ObjectHardnessMults[BAH]</td>
<td width="81">1.0</td>
<td width="531"> </td>
</tr>
<tr>
<td width="265">ObjectHardnessMults[BAR]</td>
<td width="81">1.0</td>
<td width="531"> </td>
</tr>
<tr>
<td width="265">ObjectHardnessMults[BAS]</td>
<td width="81">1.0</td>
<td width="531"> </td>
</tr>
<tr>
<td width="265">ObjectHardnessMults[BAT]</td>
<td width="81">1.0</td>
<td width="531"> </td>
</tr>
<tr>
<td width="265">ObjectHardnessMults[BMB]</td>
<td width="81">1.0</td>
<td width="531"> </td>
</tr>
<tr>
<td width="265">ObjectHardnessMults[BME]</td>
<td width="81">1.0</td>
<td width="531"> </td>
</tr>
<tr>
<td width="265">ObjectHardnessMults[BMH]</td>
<td width="81">1.0</td>
<td width="531"> </td>
</tr>
<tr>
<td width="265">ObjectHardnessMults[BRF]</td>
<td width="81">1.0</td>
<td width="531"> </td>
</tr>
<tr>
<td width="265">ObjectHardnessMults[BRR]</td>
<td width="81">1.0</td>
<td width="531"> </td>
</tr>
<tr>
<td width="265">ObjectHardnessMults[BTE]</td>
<td width="81">1.0</td>
<td width="531"> </td>
</tr>
<tr>
<td width="265">ObjectHardnessMults[CIT]</td>
<td width="81">1.0</td>
<td width="531"> </td>
</tr>
<tr>
<td width="265">ObjectHardnessMults[CNV]</td>
<td width="81">1.0</td>
<td width="531"> </td>
</tr>
<tr>
<td width="265">ObjectHardnessMults[DBR]</td>
<td width="81">1.0</td>
<td width="531"> </td>
</tr>
<tr>
<td width="265">ObjectHardnessMults[FTE]</td>
<td width="81">1.0</td>
<td width="531"> </td>
</tr>
<tr>
<td width="265">ObjectHardnessMults[FTH]</td>
<td width="81">1.0</td>
<td width="531"> </td>
</tr>
<tr>
<td width="265">ObjectHardnessMults[FUB]</td>
<td width="81">1.0</td>
<td width="531"> </td>
</tr>
<tr>
<td width="265">ObjectHardnessMults[FUF]</td>
<td width="81">1.0</td>
<td width="531"> </td>
</tr>
<tr>
<td width="265">ObjectHardnessMults[GMS]</td>
<td width="81">1.0</td>
<td width="531"> </td>
</tr>
<tr>
<td width="265">ObjectHardnessMults[GNA]</td>
<td width="81">1.0</td>
<td width="531"> </td>
</tr>
<tr>
<td width="265">ObjectHardnessMults[GNG]</td>
<td width="81">1.0</td>
<td width="531"> </td>
</tr>
<tr>
<td width="265">ObjectHardnessMults[GNH]</td>
<td width="81">1.0</td>
<td width="531"> </td>
</tr>
<tr>
<td width="265">ObjectHardnessMults[HGR]</td>
<td width="81">1.0</td>
<td width="531"> </td>
</tr>
<tr>
<td width="265">ObjectHardnessMults[HQT]</td>
<td width="81">1.0</td>
<td width="531"> </td>
</tr>
<tr>
<td width="265">ObjectHardnessMults[MPR]</td>
<td width="81">1.0</td>
<td width="531"> </td>
</tr>
<tr>
<td width="265">ObjectHardnessMults[OFC]</td>
<td width="81">1.0</td>
<td width="531"> </td>
</tr>
<tr>
<td width="265">ObjectHardnessMults[RDF]</td>
<td width="81">1.0</td>
<td width="531"> </td>
</tr>
<tr>
<td width="265">ObjectHardnessMults[RDR]</td>
<td width="81">1.0</td>
<td width="531"> </td>
</tr>
<tr>
<td width="265">ObjectHardnessMults[RWY]</td>
<td width="81">1.0</td>
<td width="531"> </td>
</tr>
<tr>
<td width="265" height="7">ObjectHardnessMults[SHP]</td>
<td width="81" height="7">1.0</td>
<td width="531" height="7">Hardness multiplier for the carrier, cruiser, and
destroyer.</td>
</tr>
<tr>
<td width="265">ObjectHardnessMults[STA]</td>
<td width="81">1.0</td>
<td width="531"> </td>
</tr>
<tr>
<td width="265">ObjectHardnessMults[STR]</td>
<td width="81">1.0</td>
<td width="531"> </td>
</tr>
<tr>
<td width="265">ObjectHardnessMults[TRN]</td>
<td width="81">1.0</td>
<td width="531"> </td>
</tr>
<tr>
<td width="265">ObjectHardnessMults[TWN]</td>
<td width="81">1.0</td>
<td width="531"> </td>
</tr>
<tr>
<td width="265">ObjectHardnessMults[TWR]</td>
<td width="81">1.0</td>
<td width="531"> </td>
</tr>
<tr>
<td width="265">ObjectHardnessMults[VHE]</td>
<td width="81">1.0</td>
<td width="531"> </td>
</tr>
<tr>
<td width="265">ObjectHardnessMults[VHH]</td>
<td width="81">1.0</td>
<td width="531"> </td>
</tr>
<tr>
<td width="265">ObjectHardnessMults[VOD]</td>
<td width="81">1.0</td>
<td width="531"> </td>
</tr>
<tr>
<td width="265" height="21">PlaneAutoAmmoMult</td>
<td width="81" height="21">1.0000</td>
<td width="531" height="21"> </td>
</tr>
<tr>
<td width="265">PlaneGunAmmoMult</td>
<td width="81">1.0000</td>
<td width="531">How much ammunition a plane has. 2.0 means a plane gets 2x
its real-life ammo load.</td>
</tr>
<tr>
<td width="265">PlaneGunLethality[Armored]</td>
<td width="81">1.0000</td>
<td width="531">Doesn't seem to affect the lethality of anything.</td>
</tr>
<tr>
<td width="265">PlaneGunLethality[Hard]</td>
<td width="81">1.0000</td>
<td width="531">Seems to affect the lethality of: tank guns, all; Ostwind
guns; aircraft cannon; aircraft MG that is not 0.50 cal; shore battery,
8"; ship 37 mm, manned; ship 20 mm, manned; ship 40 mm, manned; ship
8", manned; PT-boat MG; PT-boat 20 mm; PT-boat 37 mm; and PT-boat 40
mm.</td>
</tr>
<tr>
<td width="265">PlaneGunLethality[Soft]</td>
<td width="81">1.0000</td>
<td width="531">Seems to affect the lethality of aircraft 0.50-cal MG and
ship gun 5", manned.</td>
</tr>
<tr>
<td width="265" height="9">PlayerResupplyTime</td>
<td width="81" height="9">30</td>
<td width="531" height="9">Minutes of downtime subtracted from down objects
when supplies are dropped at a base.</td>
</tr>
<tr>
<td width="265">RadarAlt</td>
<td width="81">500</td>
<td width="531">If a plane is under this altitude, it won't show on dot radar
(unless full friendly or full enemy is selected).</td>
</tr>
<tr>
<td width="265">RadarMode[Bishops]</td>
<td width="81">0</td>
<td width="531">Various flags for setting radar attributes.</td>
</tr>
<tr>
<td width="265"> Full Friendly</td>
<td width="81"> [ ]</td>
<td width="531">If on, player will see friendly radar dots anywhere on map,
regardless of other settings (i.e., no range limit, alt. limit, etc.).</td>
</tr>
<tr>
<td width="265" height="18"> Tower
Friendly</td>
<td width="81" height="18"> [ ]</td>
<td width="531" height="18">Whether or not a player will see radar dots of
friendly planes if within TowerBasedRadarRange and above RadarAlt.</td>
</tr>
<tr>
<td width="265"> Full Enemy</td>
<td width="81"> [ ]</td>
<td width="531">If on, player will see enemy radar dots anywhere on map, regardless
of other settings (i.e., no range limit, alt. limit, etc.).</td>
</tr>
<tr>
<td width="265" height="9"> Tower
Enemy</td>
<td width="81" height="9"> [ ]</td>
<td width="531" height="9">Whether or not a player will see radar dots of
enemy planes if within TowerBasedRadarRange and above RadarAlt.</td>
</tr>
<tr>
<td width="265"> Disable Friendly
Counters</td>
<td width="81"> [ ]</td>
<td width="531">Whether or not friendly counters are disabled.</td>
</tr>
<tr>
<td width="265"> Disable Enemy
Counters</td>
<td width="81"> [ ]</td>
<td width="531">Whether or not enemy counters are disabled.</td>
</tr>
<tr>
<td width="265"> Plane Counters
Only</td>
<td width="81"> [ ]</td>
<td width="531">Whether counters are for planes only or for planes, vehicles,
etc. </td>
</tr>
<tr>
<td width="265"> Counters
Above Radar</td>
<td width="81"> [ ]</td>
<td width="531">If checked, a plane contributes to sector counters only if
it is above SectorCounterAlt altitude above the ground (i.e., above terrain, not above sea level). </td>
</tr>
<tr>
<td width="265"> Range Based
Counters</td>
<td width="81"> [ ]</td>
<td width="531">If checked, a plane contributes to sector counters only if
it is within SectorCounterRange.</td>
</tr>
<tr>
<td width="265">RadarMode[Knights]</td>
<td width="81">0</td>
<td width="531">Various flags for setting radar attributes.</td>
</tr>
<tr>
<td width="265"> RadarMode[Rooks]</td>
<td width="81">0</td>
<td width="531">Various flags for setting radar attributes.</td>
</tr>
<tr>
<td width="265">RadarUpdateRate</td>
<td width="81">5</td>
<td width="531">The time between radar updates in seconds.</td>
</tr>
<tr>
<td width="265">ResetAirFieldCnt</td>
<td width="81">3</td>
<td width="531">If a country has less than this many airfields, the war is
won, and the arena does a reset.</td>
</tr>
<tr>
<td width="265">ResetPerkPoints</td>
<td width="81">25</td>
<td width="531"> </td>
</tr>
<tr>
<td width="265">ResetTotalFieldCnt</td>
<td width="81">6</td>
<td width="531">If a country has less than this many total fields, the war
is won, and the arena does a reset.</td>
</tr>
<tr>
<td width="265">SectorCounterAlt</td>
<td width="81">0</td>
<td width="531">If RadarMode "Counters Above Radar" is checked, a plane contributes to sector counters only if
it is above SectorCounterAlt altitude in feet above the ground (i.e., above terrain, not above sea level). </td>
</tr>
<tr>
<td width="265">SectorCounterRange</td>
<td width="81">63360</td>
<td width="531">If RadarMode is set to have Range Based Counters, this is
the range in feet from the radar station that a plane has to be in order
to show in the sector counters.</td>
</tr>
<tr>
<td width="265">StallLimitAOA</td>
<td width="81">2.0000</td>
<td width="531">The angle of attack used for the stall limiter (when pilots
have the stall limiter enabled).</td>
</tr>
<tr>
<td width="265">StratFlags</td>
<td width="81">0</td>
<td width="531"> </td>
</tr>
<tr>
<td><blockquote>
<p>Disable Strat Supply </p>
</blockquote></td>
<td>[ ] </td>
<td>If checked, convoys still run, but they do not resupply (and thus accelerate repairs) of strat targets (such as factories). </td>
</tr>
<tr>
<td><blockquote>
<p>Enable Capture Order </p>
</blockquote></td>
<td>[ ] </td>
<td> </td>
</tr>
<tr>
<td><blockquote>
<p>Can Capture None Order </p>
</blockquote></td>
<td>[ ] </td>
<td> </td>
</tr>
<tr>
<td><blockquote>
<p>Forced Side balance </p>
</blockquote></td>
<td>[ ] </td>
<td> </td>
</tr>
<tr>
<td><blockquote>
<p>Must Capture both sides </p>
</blockquote></td>
<td>[ ] </td>
<td> </td>
</tr>
<tr>
<td><blockquote>
<p>High light Not Capturable </p>
</blockquote></td>
<td>[ ] </td>
<td> </td>
</tr>
<tr>
<td width="265">TaskGroupCommandCnt</td>
<td width="81">1</td>
<td width="531">The number of task groups that one player can have control
of. </td>
</tr>
<tr>
<td width="265">TaskGroupRespawnTime</td>
<td width="81">10</td>
<td width="531">The time in minutes between the death of a task group and
its respawn at its port.</td>
</tr>
<tr>
<td width="265">TowerBasedRadarRange</td>
<td width="81">63360</td>
<td width="531">The range in feet from a radar station for dots to appear
on the radar display (unless full friendly or full enemy is selected).</td>
</tr>
<tr>
<td width="265">VehicleWarningRange</td>
<td width="81">15840</td>
<td width="531">A base starts flashing when an enemy vehicle gets within this
number of feet.</td>
</tr>
<tr>
<td width="265">ViewModeFlags</td>
<td width="81">2</td>
<td width="531">Various flags for view.</td>
</tr>
<tr>
<td width="265"> External
Fighter</td>
<td width="81"> [ ]</td>
<td width="531"> Whether or not player can use external view in fighter.</td>
</tr>
<tr>
<td width="265"> External
Bomber</td>
<td width="81"> [x]</td>
<td width="531">Whether or not player can use external view in bomber.</td>
</tr>
<tr>
<td width="265"> External
Vehicle</td>
<td width="81"> [ ]</td>
<td width="531">Whether or not player can use external view in vehicle.</td>
</tr>
<tr>
<td width="265"> External
Boat</td>
<td width="81"> [ ]</td>
<td width="531">Whether or not player can use external view in boat.</td>
</tr>
<tr>
<td width="265"> External
Field Gunner</td>
<td width="81"> [ ]</td>
<td width="531">Whether or not player can use external view in field gun.</td>
</tr>
<tr>
<td width="265"> Tower Gods
Eye</td>
<td width="81"> [ ]</td>
<td width="531">Whether or not player can use god's-eye view from the tower.</td>
</tr>
<tr>
<td width="265">WarningFlags[Bishops]</td>
<td width="81">15</td>
<td width="531">Various flags for warning (when bases flash).</td>
</tr>
<tr>
<td width="265"> Fighters</td>
<td width="81"> [x]</td>
<td width="531">Whether or not fighters trigger base flashing (warnings).</td>
</tr>
<tr>
<td width="265"> Bombers</td>
<td width="81"> [x]</td>
<td width="531">Whether or not bombers trigger base flashing (warnings).</td>
</tr>
<tr>
<td width="265"> Vehicles</td>
<td width="81"> [x]</td>
<td width="531">Whether or not vehicles trigger base flashing (warnings).</td>
</tr>
<tr>
<td width="265"> Boats</td>
<td width="81"> [x]</td>
<td width="531">Whether or not boats trigger base flashing (warnings).</td>
</tr>
<tr>
<td width="265">WarningFlags[Knights]</td>
<td width="81">15</td>
<td width="531">Various flags for warning (when bases flash).</td>
</tr>
<tr>
<td width="265">WarningFlags[Rooks]</td>
<td width="81">15</td>
<td width="531">Various flags for warning (when bases flash.</td>
</tr>
<tr>
<td width="265">WeaponLethality[Armored]</td>
<td width="81">1.0000</td>
<td width="531">Doesn't seem to affect anything.</td>
</tr>
<tr>
<td width="265">WeaponLethality[Hard]</td>
<td width="81">1.0000</td>
<td width="531">Seems to affect aircraft rocket; aircraft bomb; aircraft torpedo;
PT-boat rocket; and PT-boat torpedo.</td>
</tr>
<tr>
<td width="265">WeaponLethality[Soft]</td>
<td width="81">1.0000</td>
<td width="531">Doesn't seem to affect anything.</td>
</tr>
</table>
<h2>Default Object Settings</h2>
<p>In the following, hardness = 1.0 means it takes as much damage as one 1000 lb bomb hit to destroy the object. </p>
<table width="900" border="1">
<tr>
<td width="142" height="42"><strong>Object</strong></td>
<td width="85"><p><strong>Down Time<br>
(minutes) </strong></p> </td>
<td width="99"><p><strong>Hardness<br>
(1000 lbs) </strong></p> </td>
<td width="546"><strong>Explanation</strong></td>
</tr>
<tr>
<td>Armored Auto Gun </td>
<td>180.00</td>
<td>0.3906</td>
<td> </td>
</tr>
<tr>
<td>Auto Gun </td>
<td>180.00</td>
<td>0.0063</td>
<td> </td>
</tr>
<tr>
<td>Barge</td>
<td>600.00</td>
<td>0.1562</td>
<td> </td>
</tr>
<tr>
<td>Barrier</td>
<td>45.00</td>
<td>0.3125</td>
<td> </td>
</tr>
<tr>
<td>Boat Entry </td>
<td>15.00</td>
<td>2.7812</td>
<td> </td>
</tr>
<tr>
<td>Bomb Ent </td>
<td>30.00</td>
<td>0.3125</td>
<td> </td>
</tr>
<tr>
<td>Bomb Hgr </td>
<td>15.00</td>
<td>2.7812</td>
<td>Bomber hangar.</td>
</tr>
<tr>
<td>Bombable</td>
<td>30.00</td>
<td>0.3125</td>
<td>Generally, the buildings in the HQ complex other than the HQ building itself. </td>
</tr>
<tr>
<td>Brief room </td>
<td>30.00</td>
<td>125.0000</td>
<td> </td>
</tr>
<tr>
<td>Bunk Ammo </td>
<td>180.00</td>
<td>0.3125</td>
<td>Ammo bunker.</td>
</tr>
<tr>
<td>Bunk Barr </td>
<td>180.00</td>
<td>0.3125</td>
<td>Barracks.</td>
</tr>
<tr>
<td>Bunk Fuel </td>
<td>180.00</td>
<td>0.3125</td>
<td>Fuel bunker.</td>
</tr>
<tr>
<td>Bunk Radar </td>
<td>180.00</td>
<td>0.3125</td>
<td>Radar tower at a base. </td>
</tr>
<tr>
<td>City</td>
<td>360.00</td>
<td>0.2812</td>
<td>The buildings in a city. </td>
</tr>
<tr>
<td>Convoy</td>
<td>600.00</td>
<td>0.0781</td>
<td> </td>
</tr>
<tr>
<td>Debrief room </td>
<td>30.00</td>
<td>125.0000</td>
<td> </td>
</tr>
<tr>
<td>Fact AAA </td>
<td>180.00</td>
<td>0.3125</td>
<td>Buildings in an AAA factory.</td>
</tr>
<tr>
<td>Fact Ammo </td>
<td>180.00</td>
<td>0.3125</td>
<td>Buildings in an ammo factory. </td>
</tr>
<tr>
<td>Fact Barr </td>
<td>180.00</td>
<td>0.3125</td>
<td>Buildings in a troop training facility. </td>
</tr>
<tr>
<td>Fact Fuel </td>
<td>180.00</td>
<td>0.3125</td>
<td>Buildings in a refinery. </td>
</tr>
<tr>
<td>Fact Radar </td>
<td>180.00</td>
<td>0.3125</td>
<td>Buildings at a radar factory. </td>
</tr>
<tr>
<td>Ftr Entry </td>
<td>30.00</td>
<td>0.3125</td>
<td> </td>
</tr>
<tr>
<td>Ftr Hgr </td>
<td>15.00</td>
<td>2.7812</td>
<td>Fighter hangar at a base. </td>
</tr>
<tr>
<td>Group Master </td>
<td>45.00</td>
<td>0.3125</td>
<td> </td>
</tr>
<tr>
<td>Gun Bat </td>
<td>15.00</td>
<td>0.0187</td>
<td> </td>
</tr>
<tr>
<td>Gun Bat Armor </td>
<td>15.00</td>
<td>0.3906</td>
<td> </td>
</tr>
<tr>
<td>Gun Bat Soft </td>
<td>15.00</td>
<td>0.0063</td>
<td> </td>
</tr>
<tr>
<td>Hanger</td>
<td>30.00</td>
<td>0.3125</td>
<td> </td>
</tr>
<tr>
<td>Hard Auto Gun </td>
<td>180.00</td>
<td>0.0187</td>
<td> </td>
</tr>
<tr>
<td>Hard Gun Bat </td>
<td>15.00</td>
<td>3.9062</td>
<td> </td>
</tr>
<tr>
<td>HQ</td>
<td>180.00</td>
<td>37.5000</td>
<td>The HQ building at the HQ complex. </td>
</tr>
<tr>
<td height="42">Map Room </td>
<td>30.00</td>
<td>0.0015</td>
<td>This hardness specifies how many troops are needed to enter the map room in order to capture a base. Hardness of 0.0015 = 10 troops. So, 0.0030 would be 20 troops, etc. </td>
</tr>
<tr>
<td>Officer Club </td>
<td>30.00</td>
<td>0.3125</td>
<td> </td>
</tr>
<tr>
<td>Rearm</td>
<td>30.00</td>
<td>0.3125</td>
<td> </td>
</tr>
<tr>
<td>Runway</td>
<td>1.00</td>
<td>125.0000</td>
<td> </td>
</tr>
<tr>
<td>Ship</td>
<td>60.00</td>
<td>1.5625</td>
<td>See "Hardness of Various Ships" section below. </td>
</tr>
<tr>
<td>Station</td>
<td>15.00</td>
<td>0.3125</td>
<td> </td>
</tr>
<tr>
<td>Structure</td>
<td>45.00</td>
<td>0.3125</td>
<td> </td>
</tr>
<tr>
<td>Tower</td>
<td>30.00</td>
<td>125.0000</td>
<td> </td>
</tr>
<tr>
<td>Town</td>
<td>45.00</td>
<td>0.3125</td>
<td>Buildings in an airfield's nearby town. </td>
</tr>
<tr>
<td>Train</td>
<td>600.00</td>
<td>0.1562</td>
<td> </td>
</tr>
<tr>
<td>Veh Ent </td>
<td>30.00</td>
<td>0.3125</td>
<td> </td>
</tr>
<tr>
<td>Veh Hgr </td>
<td>15.00</td>
<td>2.7812</td>
<td>Vehicle hangar.</td>
</tr>
<tr>
<td>VOID</td>
<td>30.00</td>
<td>0.0312</td>
<td> </td>
</tr>
</table>
<p> </p>
<h2>Dot Commands</h2>
<p>Dot command are listed in the document <a href="http://www.hitechcreations.com/cms.htm">http://www.hitechcreations.com/cms.htm</a>
. Some particularly useful ones for scenarios are:</p>
<ul>
<li>".startlog" starts the log (done at start of scenario).</li>
<li>".endlog" ends the log (done at end of scenario).</li>
<li>".icon 0" sets icon range to far (18000); ".icon 1"
sets icon range to near (9000).</li>
<li>".eplane 0 0" enables all planes and vehicles at all fields. More
generally, ".eplane [PlaneNumber|0] [FieldNumber|0]".</li>
<li>".dplane 0 0" disables all planes at all fields. More generally,
".dplane [PlaneNumber|0] [FieldNumber|0]".</li>
<li>".eject GameID" ejects player with handle "GameID".</li>
<li>".vset locked 1" locks arena. ".vset locked 0" unlocks
arena.</li>
<li>".det f32baa 1" destroys all baa objects at base/carrier 32 for country 1. </li>
<li>".restore f32baa 1" restores all baa objects at base/carrier 32 for country 1. </li>
</ul>
<h2>DeathMaxCount and DeathTimeMin</h2>
<p>For these parameters, a "deaths" are deaths, bailed, captured, crashed,
or disco'd. It is not a death if you land successfully or ditch successfully.</p>
<p>Set them both to zero to disable this functionality.</p>
<p>If you want to give players N lives in an event, set DeathMaxCount to N and
DeathTimeMin to 1440. This means, right after a player dies for the Nth time,
he has to wait 1440 minutes before he can launch again. Keep in mind that bails
and disconnects count as a deaths.</p>
<p>If you want to give players a delay of M minutes after they die before they
can spawn again, set DeathMaxCount to 1 and DeathTimeMin to M. This means, right
after a player dies (or bails, is captured, crashes, or is disconnected, but
not if he ditches), he has to wait M minutes before he can launch again.</p>
<p>The arena keeps track of things even if a player leaves the game and comes
back in, and your number of deaths or how long you have been waiting is not
reset by changing the settings. I suspect it resets only on an arena reset.</p>
<h2>Hardness of Various Ships, and Torpedoes</h2>
<p>From experimentation in Aces High v2.10 patch 2 (as of 6/2/2007):</p>
<p>Torpedo equivalent damage = 4650 lbs<br>
Carrier hardness = ObjectHardnessMults[SHP] x 6750 lbs<br>
Cruiser hardness = ObjectHardnessMults[SHP] x (Ship Hardness) x 1000 lbs<br>
Destroyer hardness = cruiser hardness</p>
<p>Torpedo lbs were estimated as follows:</p>
<ul>
<li>Set ObjectHardnessMults[SHP] = 1</li>
<li>Set Ship Hardness to 4.6</li>
<li>Find that one torpedo from a Ju 88 sinks a cruiser</li>
<li>Restore the cruiser</li>
<li>Set Ship Hardness to 4.7</li>
<li>Find that one torpedo from a Ju 88 does not sink the cruiser</li>
<li>Estimate that one torpedo is worth 4650 lbs</li>
</ul>
<p>Carrier hardness was estimated as follows:</p>
<ul>
<li>Set ObjectHardnessMults[SHP] = 4.6</li>
<li>Find that 6 torpedo hits to a CV from a PT boat does not sink the CV</li>
<li>Find that a 7th torpedo sinks the CV</li>
<li>Estimate that CV hardness is 6.5 * (torpedo explosive lbs) = 30,225 lbs</li>
<li>Estimate that base CV hardness is thus 30,225 / 4.6 = 6570 lbs</li>
</ul>
<p>Verifying that these settings work together:</p>
<ul>
<li>Set ObjectHardnessMults[SHP] = 4.6</li>
<li>Set Ship Hardness = 3.5</li>
<li>Put 3 torpedoes from Ju 88's into the cruiser and note that it doesn't sink</li>
<li>Put a 4th torpedo into the cruiser adn note that it sinks</li>
<li>Put 6 torpedoes from a PT boat into the CV and note that it doesn't sink</li>
<li>Put a 7th torpedo from a PT boat into the CV and note that it sinks</li>
</ul>
<h2>GroundAutoLethality</h2>
<p>In the following, I use "puffy ack" to mean auto anti-aircraft artillery
(such as 5" or 88 mm guns) and define "normal ack" to mean the
usual cannon-based auto ack (such as 37 mm or 20 mm). For land bases, both normal
ack and puffy ack seem to typically be GNG objects. On ships, normal ack seems
to be a mix of GNG and GNH objects, and puffy ack seems to be GNA objects. I'm
not sure what they are on trains and convoys.</p>
<p>One would guess that GroundAutoLethality[Soft], [Hard], and [Armored] should
respectively control the lethality of GNG, GNH, and GNA objects, but this does
not seem to be how it works. It might be that the terrain designer can take
an object that is nominally a GNG object and pick that it is puffy ack or some
other ack and that it's lethality is controlled by [Soft], [Hard], or [Armored]
properties. I have found situations where all of the guns at a land base (such
as an HQ complex) are GNG objects, but the lethality of some the puffy ack is
controlled by [Soft] and some by either [Hard] or [Armored]. Regardless, even
if all the puffy ack were controlled by [Soft], that controls many of the normal
acks as well. So, it is usually impossible to reduce just the lethality of the
puffy ack without also reducing the lethality of the normal ack.</p>
<p>If you want to reduce the lethality of puffy ack, I recommend you reduce the
lethality of all the GroundAutoLethality properties (to make sure you get it
all), and realize that all ack will likewise be reduced.</p>
<p>Regardless of lethality, testing as of 8/5/2008 (Aces High version 2.12 patch
4) shows that an auto puffy ack gun shoots one round every 3 seconds and has
a range of 35,000 ft. The average number of hits to an aircraft per round shot
at the aircraft is 0.015. For example, for 4 auto puffy ack guns shooting at
an aircraft that spends 60 seconds in puffy ack range, you would expect 4 *
60 / 3 = 80 ack bursts around the plane and 80 * 0.015 = 1.2 actual hits to
the aircraft. Since the probability distribution for hits is a binomial distribution,
standard deviation = sqrt(n * p * (1-p)) = sqrt(n) * 0.12, where n is the number
of ack bursts. Thus, in the previous example, the standard deviation is sqrt(80)
* 0.12 = 1.07. So, overall, you'd expect the likely range of outcomes for the
aircraft to be 1.2 +/- 1.1 ack hits or about 0 to 2 puffy ack hits.</p>
<p>Testing showed that lethality of puffy ack is such that, at GroundAutoLethality[Soft,
Hard, Armored] = 1.0, an A6M5b Zero will be dead on averge within 4 hits from
puffy ack. You can use these statistics to figure out puffy-ack lethality settings
for scenarios.</p>
<p>Testing showed that for setting all GroundAutoLethalities to 0.02 on the coralsea terrain, a D3A flown at 150 mph through a task group can survive one but usually not two passes through the auto ack. </p>
<h2>Sunrise, Sunset, and Time Multiplier</h2>
<p>In the clipboard map, you can click on "Options->Arena Setup->Environment->Adjust Time". Then you can set the time of day and a setting called "Multiplier". Multiplier = 1.0 has the tower/cockpit clock run at the same speed as real-world time. Setting it to 6.0 makes it run 6 times faster than real time (i.e., a minute on the tower clock goes by in 10 seconds). </p>
<p>Setting the Multiplier to something other than 1.0 does not affect object down time, rates of repair, or the movement of clouds. Those still are based off of real-world time rates.</p>
<h2>Object Down Times</h2>
<p>Once destroyed, an object stays destroyed for its down time (in minutes) multipled by DownTimeMult -- except that resupply can reduce its overall down time. So, if objects at a fuel factory are destroyed, arriving repair convoys can reduce the down time; and if objects at an airfield are destroyed, a player arriving with supplies can reduce the down time.</p>
<p>So, if you want to be sure of the down time, you can click "Disable Strat Supply" in StratFlags (so that convoys arriving at a strat location do not reduce any down times), and you can set PlayerResupplyTime to 0 (so that players delivering supplies do not reduce any down times).</p>
<h2>Appearance of Sky and Weather</h2>
<p>You can change the feel of the weather by manipulating ColorFog[day] and ColorSky[day]. For example, try ColorFog[day] = 169/169/172 and ColorSky[day] = 211/211/214 to get a winter/rainy look like in the <a href="http://electraforge.com/brooke/flightsims/scenarios/200910_redStormKruppSteel/aar_frame1.htm">pictures in Red Storm / Krupp Steel</a> scenario. </p>
<h2>Warnings</h2>
<h3>Settings "Taking"</h3>
<p>Note that when setting up an arena, sometimes settings don't "take". For example, you might open up the settings and see that RadarMode[Knights] = 48 (which is Disable Friendly Counters and Disable Enemy Counters). Yet, you might see friendly and enemy sector counters appearing on the clipboard map. This can usually be fixed by clicking on the setting, clicking the "Change..." button, then clicking on the "Save" button for that setting (i.e., resaving it -- you need not change the setting, just resaving it does the trick). In scenarios, after loading a table (and thus particular settings), we usually click on each setting and resave it just to make sure. If in a hurry, at least resave each changed setting. </p>
<p>Another problem with settings taking can be if you name your table the same as the map name. For example, for the tunisia terrain, don't name your table "tunisia". If you do, you may find that settings don't hold. This might be because the default table for tunisia is called "tunisia". </p>
<h3>Wind</h3>
<p>Setting wind at ground level affects vehicles that travel in water (PT boats and LVT's). For example, if you set the wind to 25 mph, an LVT in the water can make no headway into that wind.</p>
<h3>Server Rounds Values </h3>
<p>Some settings are listed as having, say, a minimum of 0.000 and a maximum of 200.000. However, if you pick a setting of 0.03, you might find that the server rounds that to 0.0, or if you pick a setting of 0.06, you might find that the server rounds it to 0.1. Different settings are rounded differently. When you save a setting, pay attention to what is listed in the radio buffer and be aware that whatever it lists there might be what it is rounding your setting to.</p>
<p>Then, even regardless of what the server says in the radio buffer, Down Times for objects are rounded to the nearest 1.0. You can see this by setting a Down Time to 15.3, saving it, then refresheing the object-settings display (by closing it and opening it again). </p>
<h2>Suggestions for Scenarios</h2>
<p>The offline defaults are not what are typically used for scenarios. Here are
some of the settings that are typcially different compared to the offline mode.</p>
<p>ExitWhileMoving turned on for chute, gunner, boat, field gun, and amphib, and off for the others.<br>
FlightModeFlags turned on only for "Formations Enabled" and "Auto
Calibrate Bomb Sight".<br>
PlayerResupplyTime set to 0 (so no resupply of bases).<br>
RadarMode often set on only for "Disable Friendly Counters" and "Disable
Enemy Counters" to turn off radar, or on with range limits.<br>
TaskGroupCommandCnt set to a higher number of task groups that can be controlled.<br>
TaskGroupRespawnTime set to max so that task groups don't respawn.<br>
ViewModeFlags set to "External Bomber" only.</p>
<h2>Effects of Endlog</h2>
<p>At the end of an event, entering ".endlog" into a radio text buffer
(by the CM who did ".startlog") ends the log. Any player still in
the air or on the ground is not counted as dead or ditched or disco'd, etc.
So, if you want anyone still in the air at the end of a scenario to be counted
as dead, you need to put in a -127 mph downwind to cause them to crash, then
do .endlog. (It takes a bit for someone at high alt to crash due to a -127 mph
downwind, which is like subtracting 11,000 fpm from his climb rate. So, if he
can get a climb rate of 4000 fpm, this will result in -7000 fpm. If he's at
40k and maximizes his up time, it would take about 6 minutes for him to finally
hit the ground -- so don't close the log until 6 minutes or more after setting
-127 as your downwind.)</p>
<h2>Explosive Equivalent of Various Ordnance</h2>
<p>The actual amount of explosive in a 1000 lb bomb is actually less than 1000 lbs, but in the following list, the lbs equivalent are measured such that a 1000 lb bomb is listed as 1000. (Thus, 500 lb bombs are 500 lb equivalent, and so on.) </p>
<table width="329" border="1">
<tr>
<td width="150"><strong>Ordnance</strong></td>
<td width="163"><strong>Lbs Equivalent </strong></td>
</tr>
<tr>
<td>1000 lb bomb </td>
<td>1000</td>
</tr>
<tr>
<td>Torpedo (US, Japan) </td>
<td>4650</td>
</tr>
<tr>
<td>Rocket (HVAR 5") </td>
<td>156</td>
</tr>
</table>
<p> </p>
<h2>Definition of Items in "Destroy Objects" List</h2>
<p>The following is a definition of the abbreviations that appear in the list
when one selects the "Destroy Objects" menu. The are some statements
below talking about what is usual. Terrain designers can assign different properties
to some of these objects, so that, for example, it is possible for GNG to be
auto puffy ack and GNA also to be auto puffy ack, even though their object types
(GNG and GNA) are different.</p>
<p> AAF AAA Factory<br>
AMB Ammo Bunker<br>
AMF Ammo Factory<br>
BAA Armored Gun Battery (usually ship's manable 8" and 5")<br>
BAB Barracks Bunker<br>
BAF Barracks Factory<br>
BAH Hard Gun Battery<br>
BAR Barge<br>
BAS Soft Gun Battery (usually base's manable 37 mm and ship's manable 20 mm)<br>
BAT Gun Battery (usually base's manable 8" shore battery, ship's manable
5" single, and ship's manable quad 40 mm)<br>
BMB Bombable<br>
BMH Bomber Hangar<br>
BRR Barrier<br>
CIT City Building<br>
CNV Truck<br>
FTH Fighter Hangar<br>
FUB Fuel Bunker<br>
FUF Fuel Factory<br>
GMS Group Master<br>
GNA Armored Auto Gun (usually ship's auto 5" guns and thus perhaps ship's
auto puffy ack)<br>
GNG Auto Gun (usually base's auto 37 mm ack and ship's auto 20 mm ack; can be
land-based auto puffy ack)<br>
GNH Hard Auto Gun (usually ship's auto quad 40 mm ack)<br>
HGR Hangar<br>
HQT Headquarters Building<br>
MPR Maproom<br>
OFC Officers' Club<br>
RDF Radar Factory<br>
RDR Radar Bunker<br>
SHP Ship<br>
STA Station<br>
STR Structure<br>
TRN Train<br>
TWN Town Building<br>
TWR Tower<br>
VHH Vehicle Hangar<br>
VOD Void</p>
<h2>Change Log</h2>
<p>v2.0, 10/29/2006<br>
-- Expanded flags options in settings to show all flags.<br>
-- Added explanations to settings where I know them.<br>
-- Fixed a few settings to be what main arena has (such as ExitWhileMoving,
RadarMode, and ViewModeFlags).</p>
<p>v2.1, 11/4/2006<br>
-- Put in information about Ship Hardness and Bunk Radar.</p>
<p>v2.2, 4/20/2007<br>
-- ObjectHardnessMults added.</p>
<p>v2.3, 4/24/2007<br>
-- Added descriptions of what is affected by the various xLethality[y] settings
(such as GroundAutoLethality, PlaneGunLethality, etc.).</p>
<p>v2.4, 5/20/2007<br>
-- Updated information about ObjectHardnessMults[SHP].<br>
-- Updated information (as of Aces High v2.10 patch 2) on torpedo damage.<br>
-- Updated information (as of Aces High v2.10 patch 2) on default carrier hardness.
</p>
<p>v2.5, 6/2/2007<br>
-- Corrected information on ObjectHardnessMults[SHP].<br>
-- Corrected information on ship hardness and torpedoes. </p>
<p>v2.6, 9/8/2007<br>
-- Corrected descriptions related to radar modes for Full Friendly and Full
Enemy. <br>
-- Made descriptions for radar ranges and altitudes more clear.<br>
-- Put in defaults of offline mode, which is viewable. (The main arenas aren't
viewable, which makes trying to keep track of what the defaults are difficult.)<br>
-- Added section on settings commonly different in scenarios.</p>
<p>v3, 7/9/2008<br>
-- Added section to describe abbreviations in "Destroy Objects" menu.</p>
<p>v4, 8/3/2008<br>
-- Put in information about DownTimeMult.</p>
<p>v5, 8/5/2008<br>
-- Put in more information on GroundAutoLethality settings.<br>
-- Put in more information in "Destroy Objects" list.</p>
<p>v6, 8/5/2008<br>
-- Added "Lethality of Auto Ack" section.</p>
<p>v7, 8/8/2008<br>
-- Corrected information about GroundAutoLethality (i.e., lethality of auto
ack).</p>
<p>v8, 1/4/2009<br>
-- Updated some information on puffy ack.</p>
<p>v9, 1/15/2009<br>
-- Updated information on puffy ack.<br>
-- Added info on DeathMaxCount and DeathTimeMin.<br>
-- Added info on effects of .endlog.<br>
-- Added info on Map Room hardness and field capture.</p>
<p>v10, 2/14/2009<br>
-- Added some explanations to a few settings (like PlayerResupplyTime).<br>
-- Added better description to ResetAirFieldCnt and ResetTotalFieldCnt.<br>
-- Added description to CountryBalanceScale.<br>
-- Added list of particularly useful dot commands and reference for the rest.</p>
<p>v11, 5/16/2009<br>
-- Added more information for the Evening and Morning settings.
<br>
-- Put in information on resaving settings when they don't "take". <br>
-- Put in a section on "Sunrise, Sunset, and Time Multiplier". </p>
<p>v12, 5/21/2009<br>
-- Put in section on warnings, i.e., things to watch out for when changing settings.<br>
-- Started table of explosive equivalent of various ord.<br>
-- Clouds aren't affected by clock multiplier either. </p>
<p>v13, 6/8/2009<br>
-- Added a useful couple of dot commands.</p>
<p>v14, 10/4/2009<br>
-- Updated CountryFlags.<br>
-- Improved explanation of SectorCounterAlt.
<br>
-- Added table for object settings (instead of screen shots of object settings). </p>
<p>v15, 10/25/2009<br>
-- Information about Disable Strat Supply.
<br>
-- Added section on Object Down Times.</p>
<p>v16 , 2/1/2010<br>
-- Noted that losing a drone also counts as a death for DeathMaxCount.</p>
<p>v17, 3/19/2010<br>
-- Added new settings for latest version of Aces High. <br>
-- Added info on look of sky in "Appearance of Sky and Weather" section. </p>
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