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Post by thejackhood on Mar 9, 2021 19:49:47 GMT -6
So I wanna mess around, start a 1900 game with unlimited funds, dock size and all tech, but I can't find where to give myself aircraft, I have the carriers just no planes for them lol.
Thanks all.
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AiryW
Full Member
Posts: 183
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Post by AiryW on Mar 9, 2021 22:42:11 GMT -6
You have to request an aircraft design and then wait a couple turns for the bids to come back.
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Post by rs2excelsior on Mar 10, 2021 6:44:59 GMT -6
There’s a text file in the data folder which has the base aircraft data. I believe aircraft types are linked to specific years rather than tech, but you could try adjusting the first year entry for each type to 1900. Back up the file if you do!
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Post by tbr on Mar 10, 2021 14:26:17 GMT -6
Take data from an old endgame savefile, I did a post in here sometime ago on how to do this.
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Post by tbr on Mar 10, 2021 14:28:37 GMT -6
How do you mod aircraft with a 30 year development lead over another nation? I can easily mod the carrier to be up to snuff, but I don't know how to start a nation scenario with advanced aircraft. That would be a cool scenario. One Nimitz class aircraft carrier vs the ENTIRE Japanese strike force on December 6th, 1941. Let's do it! You copy the aircraft types from an old advanced savegame into your modded new game, giving them approbriate numbers (for a 1900 start begin with AT0). You will want an advanced F, TB, DB, PB, FS and MB, i.e. 6 types. For extra kicks you can give those aircraft even more speed and payload capacity... Insert in the .bcs file here:
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Post by tbr on Mar 10, 2021 14:29:19 GMT -6
I'm trying to edit the save file to unlock every tech in 1900 (because who doesn't like to completely crush the AI occasionally? ). I've managed to work out how to unlock individual techs on my own, but I'm struggling to work out how to unlock new tech branches, like shipboard aircraft operations. Sorry for being late, this one is easy. You need to go into your .bcs savegame file and edit
ResearchXLevelX=0 to ResearchXLevelX=1 When I do this I check how many levels that specific tech area has to not put in a '1' where there is no tech. To get planes however you need to edit the
[AircraftTypes] section and copy paste in late designs from another late game save. Be careful to adapt the ATX numbers to start from '0'.
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ck07
Junior Member
Posts: 89
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Post by ck07 on Jun 14, 2022 11:25:40 GMT -6
You copy the aircraft types from an old advanced savegame into your modded new game, giving them approbriate numbers (for a 1900 start begin with AT0). You will want an advanced F, TB, DB, PB, FS and MB, i.e. 6 types. For extra kicks you can give those aircraft even more speed and payload capacity... Insert in the .bcs file here:
I used this method to edit the range values for an aircraft model, but when I re-started the game the values in "view aircraft types" screen had not changed. To be certain, I searched the .bcs file and every remotely plausible file in the save directory for instances of the old range values and did not find them. But there they are, so they must be stored somewhere. Anyone know where?
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Post by tbr on Jun 15, 2022 4:10:54 GMT -6
I used this method to edit the range values for an aircraft model, but when I re-started the game the values in "view aircraft types" screen had not changed. To be certain, I searched the .bcs file and every remotely plausible file in the save directory for instances of the old range values and did not find them. But there they are, so they must be stored somewhere. Anyone know where? You most likely made an error in the ID# or some such. The individual ID# shall not be doubled...
Did you edit/copy the latest version of the aircraft in question? Sometimes I was frustrated and it turned out I had edited/copied an earlier obsolete version from the "modern" save file.
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ck07
Junior Member
Posts: 89
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Post by ck07 on Jun 16, 2022 4:35:09 GMT -6
I used this method to edit the range values for an aircraft model, but when I re-started the game the values in "view aircraft types" screen had not changed. To be certain, I searched the .bcs file and every remotely plausible file in the save directory for instances of the old range values and did not find them. But there they are, so they must be stored somewhere. Anyone know where? You most likely made an error in the ID# or some such. The individual ID# shall not be doubled...
Did you edit/copy the latest version of the aircraft in question? Sometimes I was frustrated and it turned out I had edited/copied an earlier obsolete version from the "modern" save file.
Fairly sure I did not copy--as opposed to edit--anything. I simply edited the range values for a certain AC model in the current save file. Don't see how I could have duplicated anything because when I went back in to debug: -the AC ID# had not changed; -there was still only one instance of the AC model name; -there was only one instance of the revised "light load" range value, and none of the old value; -checked the autosave.bcs, nothing different there. I get that this should be impossible, which is why I raise this.
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Post by tbr on Jun 16, 2022 6:35:28 GMT -6
You most likely made an error in the ID# or some such. The individual ID# shall not be doubled...
Did you edit/copy the latest version of the aircraft in question? Sometimes I was frustrated and it turned out I had edited/copied an earlier obsolete version from the "modern" save file.
Fairly sure I did not copy--as opposed to edit--anything. I simply edited the range values for a certain AC model in the current save file. Don't see how I could have duplicated anything because when I went back in to debug: -the AC ID# had not changed; -there was still only one instance of the AC model name; -there was only one instance of the revised "light load" range value, and none of the old value; -checked the autosave.bcs, nothing different there. I get that this should be impossible, which is why I raise this. If the values are truly unchanged I am stumped. Only remaining possiblle faults AFAIK: 1. Line error (inadvertendly editing the aircraft model above/below, did this a few times) 2. Speed/Time mixup cancelling the change (the "range" figures in the save are actually minutes of flight, the "range" value in game is generated by multiplying this with cruise speed)
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ck07
Junior Member
Posts: 89
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Post by ck07 on Jun 16, 2022 10:26:53 GMT -6
Fairly sure I did not copy--as opposed to edit--anything. I simply edited the range values for a certain AC model in the current save file. Don't see how I could have duplicated anything because when I went back in to debug: -the AC ID# had not changed; -there was still only one instance of the AC model name; -there was only one instance of the revised "light load" range value, and none of the old value; -checked the autosave.bcs, nothing different there. I get that this should be impossible, which is why I raise this. If the values are truly unchanged I am stumped. Only remaining possiblle faults AFAIK: 1. Line error (inadvertendly editing the aircraft model above/below, did this a few times) 2. Speed/Time mixup cancelling the change (the "range" figures in the save are actually minutes of flight, the "range" value in game is generated by multiplying this with cruise speed)
Checked for #1; not it (this time, anyway). #2 is good to know, but doesn't explain it either. as far as I can see. I get that endurance in minutes * cruising speed will not produce the numbers in the aircraft types screen. The former would be maximum distance travelable in the air with that load, while the game behaves as if the latter is a mission radius after allowing some amount for possible combat. But what I observed when I exited, changed endurance values in the .bcs file, saved it, and re-started RTW2 using the edited save file was that the values on the aircraft screen were the same as before. If I understand you right, that should be impossible. (As mentioned, I then exited again and checked to make sure the save file I had just loaded did have the altered endurance values.)
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Post by tbr on Jun 16, 2022 16:35:28 GMT -6
If the values are truly unchanged I am stumped. Only remaining possiblle faults AFAIK: 1. Line error (inadvertendly editing the aircraft model above/below, did this a few times) 2. Speed/Time mixup cancelling the change (the "range" figures in the save are actually minutes of flight, the "range" value in game is generated by multiplying this with cruise speed)
Checked for #1; not it (this time, anyway). #2 is good to know, but doesn't explain it either. as far as I can see. I get that endurance in minutes * cruising speed will not produce the numbers in the aircraft types screen. The former would be maximum distance travelable in the air with that load, while the game behaves as if the latter is a mission radius after allowing some amount for possible combat. But what I observed when I exited, changed endurance values in the .bcs file, saved it, and re-started RTW2 using the edited save file was that the values on the aircraft screen were the same as before. If I understand you right, that should be impossible. (As mentioned, I then exited again and checked to make sure the save file I had just loaded did have the altered endurance values.) Did you edit Autosave.bcs or RTWX.bcs (X= save number)?
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Post by tbr on Jun 16, 2022 16:36:13 GMT -6
My recommendation for a quick logic check: change the game year in the save file and check whether this worked.
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ck07
Junior Member
Posts: 89
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Post by ck07 on Jul 10, 2022 7:58:21 GMT -6
tbr, did not see your posts for a while. I edited RTWGame1.bcs. Did not check game year in the file, but had not changed when I used "Continue" to re-start.
I futzed around some more and eventually it worked, and has worked on two more occasions. With everything you or I thought of ruled out, I never did figure out what the problem was.
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Post by aralva on Jul 10, 2022 13:41:01 GMT -6
Here's my standard OP aircrafts from forever ago. My only updates to this would be: (a) you can put any *amount* of ordnance on the aircraft (noticed some MBs carrying four). I went up to 8, and decided that 8x2000 was enough for anything I feasibly want to do. (b) something about my aircraft makes a coordinated strike take forever. I suspect it is the speed causing the extra delay. I have not toned it down because an uncoordinated strike is lighting fast and precise, though. (c) because they have an exaggerated range, they take forever to come back if your strike misses for whatever reason. Can be an annoyance. For the range and speed, use rtw2.fandom.com/wiki/Aircraft for regular amounts. If you still want powerful but reasonable aircraft, I suggest 1950s, plus a little bit on top. Also, my personal tip is (if you're already cheating) drop torpedo planes from your carriers altogether, and give your fighters torpedo capacity. You can then mix and match between CAP, Escort, and Torpedo capacity as necessary. However, dive bombers remain necessary because fighters can only do glide attacks. Attachments:AircraftTemplate.txt (4.11 KB)
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