VERSION = 3 # BOB version # BDG Release version # (floating point) numbers : TRACKIR_Z_AXIS_MODE = 0 EYE_X_POS = 0.000000 EYE_Y_POS = 0.000000 EYE_Z_POS = 0.000000 NEAR_CLIP_NON_COCKPIT = 200.000000 WK_LANDSCAPE_TEXTURES= 1 BOB_SCREENSHOT_MODE= 0 SHADER2TWEAK= # give full path! Single_Character_Label_Enemy= + # Input a single character Label for the Enemy of your choice Single_Character_Label_Friendly= 0 # Input a single character Label for the Friendly of your choice BULLET_LIFESPAN = 5.00 CPTVIEWPOINTTRAVELRATE = 20.000000 IN_CLOUD_EFFECT_POLY_COUNT= 50 IN_CLOUD_EFFECT_POLY_SIZE= 100.0000 IN_CLOUD_EFFECT_POLY_DOMAIN= 200.0000 IN_CLOUD_EFFECT_DENSITY = 0.0000 1.0000 BOB_WING_OV_A = 100.000000 #Bomber Phase one wing, straggler BOB_WING_OV_B = 160.000000 #Bomber Phase two wing BOB_ENG_OV_A = 100.000000 #Bomber Phase one engine, straggler BOB_ENG_OV_B = 200.000000 #Phase two engine BOB_CAN_A = 50.000000 #Bomber Phase one canopy, straggler BOB_CAN_B = 100.000000 #Phase two canopy BOB_CAN = 2.000000 #JU87 canopy BOB_ENG = 190.000000 #Used for determining engine fire, do not change DITHER_FACTOR= 1 BOB_DITHER_ALPHA = -1.000000 BOB_DITHER_LOOK_UP[0]=0 BOB_DITHER_LOOK_UP[1]=0 BOB_DITHER_LOOK_UP[2]=0 BOB_DITHER_LOOK_UP[3]=0 BOB_DITHER_LOOK_UP[4]=0 BOB_DITHER_LOOK_UP[5]=1 BOB_DITHER_LOOK_UP[6]=1 BOB_DITHER_LOOK_UP[7]=1 BOB_DITHER_LOOK_UP[8]=1 BOB_DITHER_LOOK_UP[9]=1 BOB_DITHER_LOOK_UP[10]=2 BOB_DITHER_LOOK_UP[11]=2 BOB_DITHER_LOOK_UP[12]=2 BOB_DITHER_LOOK_UP[13]=2 BOB_DITHER_LOOK_UP[14]=0 BOB_DITHER_LOOK_UP[15]=5 BOB_DITHER_LOOK_UP[16]=2 BOB_DITHER_LOOK_UP[17]=0 BOB_DITHER_LOOK_UP[18]=2 BOB_DITHER_LOOK_UP[19]=0 BOB_DITHER_LOOK_UP[20]=-1 BOB_DITHER_LOOK_UP[21]=-1 BOB_DITHER_LOOK_UP[22]=1 BOB_DITHER_LOOK_UP[23]=3 BOB_DITHER_LOOK_UP[24]=3 BOB_DITHER_LOOK_UP[25]=3 BOB_DITHER_LOOK_UP[26]=3 BOB_DITHER_LOOK_UP[27]=3 BOB_DITHER_LOOK_UP[28]=4 BOB_DITHER_LOOK_UP[29]=5 BOB_DITHER_LOOK_UP[30]=3 BOB_DITHER_LOOK_UP[31]=2 # On/Off switches: BDG_OUT_CACHING=ON TRACKIR=ON NO_OUTSIDE_TRACKIR=ON PADLOCK_OVERRIDES_TRACKIR=ON EXPERIMENTAL_DISALLOW_DYNAMIC_RENDERER=OFF ENEMY_POSITION_INDICATOR=OFF SMOOTHEN_FRAMERATE_MODE=NONE # valid modes: NONE, LIMITED, SMOOTHEN, LIMIT_AND_SMOOTHEN 2DGAUGES_IN_PADLOCK_MODE=DISPLAY_SELF_ALWAYS # valid modes: DISPLAY_SELF_ALWAYS, DISPLAY_PADLOCKED_PLANE_DAMAGE_DATA, DISPLAY_PADLOCKED_PLANE_ALL_DATA MULTI_SKIN_MODE=ENABLE # valid modes: DISABLE, ENABLE, FX_FILES_ONLY, MS_FILES_ONLY. Only active when MultiSkin is installed SPC_Skill_RAF=NONE # valid selections (must spell correctly or defaults to NONE): HERO, ACE, VETERAN, REGULAR, POOR, NOVICE, NONE (NONE is default means no forced SPC skill level) SPC_Skill_LUF=NONE # valid selections (must spell correctly or defaults to NONE): HERO, ACE, VETERAN, REGULAR, POOR, NOVICE, NONE (NONE is default means no forced SPC skill level) USE_DUMMY_IF_TEXTURE_MISSES=ON NO_FRIENDLY_COLLISIONS=ON DRAW_PADLOCK_CENTER_BOX=ON WINAMP_FADES_OUT=ON FORCE_WINDOWED_MODE=OFF WATER_COLOUR_DARK_R = 55 WATER_COLOUR_DARK_G = 55 WATER_COLOUR_DARK_B = 55 WATER_COLOUR_LIGHT_R = 0 WATER_COLOUR_LIGHT_G = 0 WATER_COLOUR_LIGHT_B = 0 LABELCOLOUR_FRIENDLY = 77aa77 LABELCOLOUR_ENEMY = aa7777 INFOLINE_COLOUR = ddcc0000 INTRO_VIDEO=ON FOV_SMALL = 25.000000 FOV_MEDIUM = 50.000000 FOV_LARGE = 80.000000 FOV_TOGGLE_SMALL = 35.000000 FOV_TOGGLE_LARGE = 70.000000 FOV_INITIAL = 60.000000 FOV_MINIMAL = 25.000000 FOV_MAXIMAL = 80.000000 PC_PITCH = 10.000000 PC_HDG = 10.000000 CONVERGENCE = 250 UDET_TEST_MODE = 0 TRACKVIEWRANGE = 256 LABEL_FULL_ALPHA = 2000 LABEL_HALF_ALPHA = 6000 LABEL_ZERO_ALPHA = 8000 PERIPHERAL_VISION_RANGE = 4000 MINIDUMPLOG_TYPE = 0 PERFORMANCE_TEST_MODE = 0 # 0 = no testing 1 = polyrate testing 2 = fps testing DEBUG_NORMALS_OF_SHAPE_NUMBER = -1 # -1 = no shape CPTVIEWPOINTTRAVELINC = 150 RAIN_FACTOR = 32 OBJECT_DENSITY = 4 Maneuvre_Testing = 0 Maneuvre_Testing1 = 0 Maneuvre_Testing2 = 0 LT_BRIT_BOFORS_Reloadtime = 300 #the reload time in cseconds (cs / 100 = seconds) for the LT_BRIT_BOFORS 40 MM AA Gun. Just increase this parameter to reduce the BOFOR rate of fire Render_Sheep_View_Radius = 0 Dispersion_Bomber_Gunner_Player = 450 #For Dispersion Beta Testers and customer tuners Dispersion_Bomber_Gunner_AI = 200 #For Dispersion Beta Testers and customer tuners Dispersion_Flyable_Planes_Player = 100 #For Dispersion Beta Testers and customer tuners Dispersion_Front_Cannons_AI = 100 #For Dispersion Beta Testers and customer tuners Dispersion_Def_JU87_Front_Guns_AI = 100 #For Dispersion Beta Testers and customer tuners Dispersion_Heavy_Fighters_Front_Guns_AI = 100 #For Dispersion Beta Testers and customer tuners Dispersion_Def_Rear_Gunner_AI = 150 #For Dispersion Beta Testers and customer tuners Dispersion_JU87_Rear_Gunner_AI = 200 #For Dispersion Beta Testers and customer tuners Dispersion_ME110_Rear_Gunner_AI = 200 #For Dispersion Beta Testers and customer tuners Dispersion_Veteran_Regular_Skill_Increment = 10 #For Dispersion Beta Testers and customer tuners Dispersion_Poor_Novice_Skill_Increment = 20 #For Dispersion Beta Testers and customer tuners Air_To_Air_Collision_Bubble_Size = 10 #set smaller for fewer collisions and larger for more collisions(intergers only) Spitfire_Aileron_Trim_Delta = 1500 #FM Adjustment for FM Engineer, default = 0 Hurricane_Aileron_Trim_Delta = 1450 #FM Adjustment for FM Engineer, default = 0 BF109_Aileron_Trim_Delta = 1250 #FM Adjustment for FM Engineer, default = 0 BF110_Aileron_Trim_Delta = 400 #FM Adjustment for FM Engineer, default = 0 JU87B_Aileron_Trim_Delta = 1400 #FM Adjustment for FM Engineer, default = 0 Tiger_Moth_Aileron_Trim_Delta = -4150 #FM Adjustment for FM Engineer, default = -4150 BF109_Rudder_Trim_Delta = 150 #FM Adjustment for FM Engineer, default = 0 Tiger_Moth_Rudder_Trim_Delta = -1400 #FM Adjustment for FM Engineer, default = -1400 Max_Number_AI_Targeting_Player = 2 Max_Number_AI_Targeting_AI = 2 Time_In_IA_Missions_Until_LUF_Returns_Home = 0 # (in minutes), Set to 0 for no time limit in an IA mission until the LUF return home PARTICLE_DENSITY = 2 NO_OF_HIRES_SCREENIE_TILES = 6 # per line/row, so a '4' leads to 16 actual tiles, each as large as the screen. OVERRIDE_FIRST_PROP_RPM_SWITCH = 200 SHAPE_NUM_OF_FOREST_RIM_TREES = 62 Weather_Dawn_Time_Sec = 17100.000000 Weather_Dusk_Time_Sec = 71700.000000 Weather_CloudAlbedo = 1.000000 Weather_SunGlow = 0.250000 Weather_SunFlare = 0.500000 Weather_SkyLambda3 = 2250000.000000 Weather_SkyLambda2 = 1604038.000000 Weather_SkyLambda1 = 1250000.000000 Weather_SunLambda3 = 0.506000 Weather_SunLambda2 = 0.560000 Weather_SunLambda1 = 0.685000 Weather_SkyExposure = -0.350000 Weather_Turbidity = 1.800000 Weather_SkyGamma = 3.000000 Weather_SunIntensity = 150.000000 Weather_MieG = -1.500000 Weather_MMult = 0.0000013 Weather_RMult = 0.018000 Weather_SunColor = 1.000000 Cloud_Fair_CloudCover = 0.000000 Cloud_Fair_CloudDensity = 160.000000 Cloud_Fair_CloudSliceHeight = 3048.000000 Cloud_Poor_CloudCover = 0.000000 Cloud_Poor_CloudDensity = 160.000000 Cloud_Poor_NimbusCover = 170.000000 Cloud_Poor_CloudSliceHeight = 3048.000000 Cloud_Inclement_RainStrength = 1.000000 Cloud_Inclement_FogDensity = 1.000000 Cloud_Inclement_FogEndMult = 0.400000 Cloud_Inclement_CloudCover = 0.000000 Cloud_Inclement_CloudDensity = 254.000000 Cloud_Inclement_CloudSliceHeight = 3048.000000 Cloud_Inclement_NimbusCover = 200.000000 EPI_Y_RADIUS = 10.000000 PAN_SPEED_FACTOR = 3.000000 DIFFUSE_FACTOR = 1.000000 SPEC_FACTOR = 1.000000 HIRES_LANDSCAPE_OFFSET = 0.400000 ART_HORIZON_SIZE = 40.000000 EPI_RADIUS = 50.000000 UI_REFRESH = 60.000000 TEMP_AGTL_DIST = 3000.000000 TEMP_AG_DIST = 3000.000000 RIM_TREE_DIST_TO_NEXT_TREE = 4300.000000 RIM_TREE_DIST_TO_FOREST = 200.000000 RETICLE_SIZE_BIAS = 1.000000 Jump_Test_Tool_Percent_X = 0.000000 Jump_Test_Tool_Percent_Y = 0.000000 Jump_Test_Tool_Percent_Z = 0.000000 Novice_AI_Airspeed_Fraction = 0.750000 #Set to a fraction you want to reduce AI's speed (EX. 0.50) Flak_Size_In_Meters = 11.000000 #The flak size is used to force major damage to an A/C when the flak overlaps the A/C. Used to Simulate a A/C flak hit. Reload_LT_BRIT_3_7IN_Gun = 2400.000000 #The Reload Time in CSeconds (Csec/100 = sec)for the British 3.7 inch gun. Reload_LT_BRIT_4_5IN_Gun = 2400.000000 #The Reload Time in CSeconds (Csec/100 = sec)for the British 4.5 inch gun. External_View_Starting_Distance = 3.100000 #Sets the starting distance from the A/C in external view NOTE: set to 1.3 to get the old distance External_View_Zoom_Distance = 50.000000 #Sets the max zoom distance from the camera (player A/C) in external view NOTE: default = 50 to zoom out farther set to 60,70,80,etc. for movie makers like MP Player_Spin_AOA_Control = 17.500000 #Used/reserved by Buddye for spin control processing, Note - Value does not matter Player_Spin_Rotational_Velocity_Control = 10.000000 #Used/reserved by Buddye for spin control processing, Note - Value does not matter Player_Spitfire_Spin_AOA_Control = 18.250000 #Player Spitfire,set to 0.0 Means no spins for Player Player_Spitfire_Spin_Rotational_Velocity_Control = 8.000000 #Player Spitfire Player_Hurricane_Spin_AOA_Control = 17.500000 #Player Hurricane,set to 0.0 Means no spins for Player Player_Hurricane_Spin_Rotational_Velocity_Control = 10.000000 #Player Hurricane) Player_BF109_Spin_AOA_Control = 20.500000 #Player BF109,set to 0.0 Means no spins for Player Player_BF109_Spin_Rotational_Velocity_Control = 10.250000 #Player BF109 Player_BF110_Spin_AOA_Control = 20.500000 #Player BF110,set to 0.0 Means no spins for Player Player_BF110_Spin_Rotational_Velocity_Control = 10.250000 #Player BF110 Player_JU87_Spin_AOA_Control = 19.250000 #Player JU87,set to 0.0 Means no spins for Player Player_JU87_Spin_Rotational_Velocity_Control = 9.750000 #Player JU87 Player_Tiger_Moth_Spin_AOA_Control = 0.000000 #Player Tigermoth,set to 0.0 Means no spins for Player Player_Tiger_Moth_Spin_Rotational_Velocity_Control = 8.000000 #Player Tigermoth AI_Spin_AOA_Control = 0.000000 #Used/Reserved by Buddye for AI spin control processing, Note - Value does not matter AI_Spin_Rotational_Velocity_Control = 0.000000 #Used/Reserved by Buddye for AI spin control processing, Note - Value does not matter AI_Spitfire_Spin_AOA_Control = 18.250000 #AI Spitfire,set to 0.0 Means no spins for AI A/C AI_Spitfire_Spin_Rotational_Velocity_Control = 8.000000 #AI Spitfire AI_Hurricane_Spin_AOA_Control = 17.500000 #AI Hurricane,set to 0.0 Means no spins for AI A/C AI_Hurricane_Spin_Rotational_Velocity_Control = 10.000000 #AI Hurricane AI_BF109_Spin_AOA_Control = 20.500000 #AI BF109,set to 0.0 Means no spins for AI A/C AI_BF109_Spin_Rotational_Velocity_Control = 10.250000 #AI BF109 AI_BF110_Spin_AOA_Control = 20.500000 #AI BF110,set to 0.0 Means no spins for AI A/C AI_BF110_Spin_Rotational_Velocity_Control = 10.250000 #AI BF110 AI_JU87_Spin_AOA_Control = 19.250000 #AI JU87,set to 0.0 Means no spins for AI A/C AI_JU87_Spin_Rotational_Velocity_Control = 9.750000 #AI JU87 AI_Tiger_Moth_Spin_AOA_Control = 18.250000 #AI Tigermoth,set to 0.0 Means no spins for AI A/C AI_Tiger_Moth_Spin_Rotational_Velocity_Control = 8.000000 #AI Tigermoth Spin_AISkill_Equal_Veteran = 150.000000 #In Cseconds (100xSec),the Delay before AI Spin Recovery for Veteran) Spin_AISkill_GreaterOrEqual_Ace = 100.000000 #In Cseconds (100xSec),the Delay before AI Spin Recovery for Ace and Hero) Spin_AISkill_LessOrEqual_Regular = 200.000000 #In Cseconds (100xSec),the Delay before AI Spin Recovery for Novice,Poor, and Regular) Wind_Effects_Fraction = 0.250000 #Set to a fraction you want to reduce the winds (EX. 0.50) Collision_Avoidance_Rear_End = 10.000000 #Set to seconds Collision_Avoidance_Head_On = 15.000000 #Set to seconds GEAR_IMPACT_THRESHOLD_1 = 0.166600 GEAR_IMPACT_THRESHOLD_2 = 0.330000 GEAR_ROLLING_SOUND = 1.000000 SPITFIRE_Aileron_Boost_Delta = 1.150000 #FM Adjustment for FM Engineer, default = 1 SPITFIRE_Rudder_Boost_Delta = 0.550000 #FM Adjustment for FM Engineer, default = 1 SPITFIRE_Elevator_Boost_Delta = 1.100000 #FM Adjustment for FM Engineer, default = 1 HURRICANE_Aileron_Boost_Delta = 1.000000 #FM Adjustment for FM Engineer, default = 1 HURRICANE_Rudder_Boost_Delta = 0.500000 #FM Adjustment for FM Engineer, default = 1 HURRICANE_Elevator_Boost_Delta = 1.050000 #FM Adjustment for FM Engineer, default = 1 BF109_Aileron_Boost_Delta = 0.900000 #FM Adjustment for FM Engineer, default = 1 BF109_Rudder_Boost_Delta = 0.550000 #FM Adjustment for FM Engineer, default = 1 BF109_Elevator_Boost_Delta = 1.100000 #FM Adjustment for FM Engineer, default = 1 BF110_Aileron_Boost_Delta = 0.950000 #FM Adjustment for FM Engineer, default = 1 BF110_Rudder_Boost_Delta = 0.550000 #FM Adjustment for FM Engineer, default = 1 BF110_Elevator_Boost_Delta = 1.100000 #FM Adjustment for FM Engineer, default = 1 JU87B_Aileron_Boost_Delta = 0.850000 #FM Adjustment for FM Engineer, default = 1 JU87B_Rudder_Boost_Delta = 0.500000 #FM Adjustment for FM Engineer, default = 1 JU87B_Elevator_Boost_Delta = 1.000000 #FM Adjustment for FM Engineer, default = 1 Tiger_Moth_Aileron_Boost_Delta = 0.200000 #FM Adjustment for FM Engineer, default = 0.2 Tiger_Moth_Rudder_Boost_Delta = 0.220000 #FM Adjustment for FM Engineer, default = 0.22 Tiger_Moth_Elevator_Boost_Delta = 0.250000 #FM Adjustment for FM Engineer, default = 0.25 AUTO_SHAPE_CHANGE = 000000 DEBUG_STUTTER = 0 LANDSCAPE_TEXTURE_SIZE = 2048 OPTIMISE_OBJECTS_DURING_RUNTIME=OFF DELETE_MODELS_FOLDER_CONTENTS=OFF FIX_OBJECTADDS=ON EVERYTHING_OBSCURES_TERRAIN=OFF ALLOW_ULTRA_HIGH_FOVS=OFF ENABLE_FOREST_RIM_TREES=OFF ENABLE_MOUSE_PLACEMENT_MODE=ON ADD_SHEEP_COWS_AND_HAYSTACKS=ON DRAW_MENU_ON_3D_SCREEN=ON DISABLE_ALL_2D_ELEMENTS=OFF # not completely implemented yet? ENGINE_ALWAYS_RUNNING=OFF HEAD_BOBBING=ON SHOW_INFOLINE_BACKGROUND=OFF SKINNERS_MODE=OFF CHECK_TEXTURES_ARE_AS_EXPECTED=OFF AUTO_TEXTURE_CHANGE=OFF USE_HIRES_LANDSCAPE_TILES=ON BOB_DISABLE_ENGINE_CUTOUT=OFF BOB_DISABLE_STALL_HORN=OFF BOB_BOMBERFIX=ON NO_HEAD_BOBBING_WHILE_PADLOCK=OFF BOB_FIGHTERFIX=ON BOB_PADLOCKFIX=OFF CONTINUE_QUIT_BOX_CAMPAIGN=ON CONTINUE_QUIT_BOX_QUICK=OFF FIX_KEYBOARD_RUDDER=OFF DEBUG_ROLL=OFF PRELOAD_STANDARD_FILES=ON AUTOMATIC_PRELOAD=ON VIEW_TIME_FUDGE=OFF DEBUG_RUDDER=OFF SKIP_QUICKVIDEOS=OFF SKIP_VIDEOS=OFF SHORTENED_LABELS=OFF # short Label example – ME109 HIDE_AMMO_COUNTER=ON ALWAYS_BEHIND_GUNSIGHT=OFF BOB_SMOOTHER_DEADZONE=ON Bullet_DragGravity=ON Bullet_Dispersion=ON #This is the primary switch for Bullet Dispersion ON= apply Dispersion or OFF= No dispersion No_Spinning_Death=OFF #This is the switch for the death effect OFF = spinning death (Rowan) or ON = red your dead death effect Friendly_Fire=ON #ON = permit friendly fire (historic), or OFF = no friendly fire permitted Remove_SPC_Warning_Message=ON #ON = Remove warning [Couldn't fix up recursive waypoints], or OFF = Leave Warning Allow_Commander_Campaign_Sack=ON Campaign_Break_Off_Code=ON Do_You_Want_Random_Mixed_Squad_skills=ON #For Instant Action, SPC, and the Commander Campaign assignment of Random Mixed skills within a squad Permit_Annoying_Radio_chatter=OFF Use_The_Spinout_Maneuver=ON #Do_You_Want the AI A/C_to use the new SpinOut maneuver Do_You_Want_AI_AC_To_Spin=ON #Global setting, set OFF if you want no spins by any AI-flown aircraft Do_You_Want_To_Fight_The_Terminator_AI=OFF #Note: Only valid for IA Missions Padlock_Enemy_AI_Targeting_Player=OFF #Note: Set to ON to padlock the enemy AI targeting/shooting the player using the AIUNFRIENDLYVIEW (ALT+F1) Key, if possible Novice_AI=OFF #Only valid in Instant Action missions Novice_Target_Size=OFF #Note: Larger target for easy kills (practice or testing) Novice_Gunnery_Predictor=OFF # NOTE Must padlock target to see predictor, switch to view F8 to practice Testing_Do_Not_Shoot=OFF # NOTE Used For Testing to Prevent the AI from shooting, OFF means permit the AI to shoot as always, ON means do not permit the AI to shoot Player_Stronger_Bullets=OFF #NOTE Only the player has the stronger bullets (not the AI) Do_You_Want_Increase_Firing_Rate_Of_Hand_Held_Gunners=ON # ON = Increased Firing rate to Historic for hand held guns OFF = Leave the firing rate as implemented currently Do_You_Want_The_JU87_To_DogFight=OFF # ON = After being fired on (and a evasive maneuver) the JU87 will dogfight OFF = No JU87 dogfighting after being fired on (and an evasive maneuver) Rain_Switch=ON Collision_Detection_And_Avoidance=ON #NOTE CDAA must be set to ON to do Collision Detection And Avoidance. Also check the other two CA BDG.txt parameters for correct values, if needed BF109_Bf110_Slats_Open_Close_Sounds=ON Increase_Flak_and_AAA_Rate_Of_Fire=OFF # ON = increase the Ground Flak and AAA rate of Fire or OFF = Stay with the same rate of fire as always Do_You_Want_Flak_Over_France=ON # ON = Player Gets Flak Over France or OFF = Player Gets No Flak Over France Do_You_Want_Flak_And_AAA_Fire=ON # ON = Player 'Gets' Flak and AAA fire or OFF = Player Gets 'No' Flak and AAA fire. For saving processor resources Do_You_Want_Flak_And_AAA_Fire_if_Friendly_within_1000_Meters=ON # ON = Flak and AAA when friendly is within 1000 meters or OFF = No Flak and AAA fire when friendly is within 1000 meters Scott_PS_Log=OFF Do_All_SAG_Checks_For_Buddye=OFF #ON = Do all SAG Checks to try and Trap BOBII SAG problems (for Testers) or OFF = do not do SAG checks. You will get a printout called ,Text60.txt, in the BOBII folder. Post for Buddye Your_2dGauges_Work_In_Autopilot=OFF #Set to ON to have your 2dGauges work in AutoPilot, NOTE: Only Works in Auto combat for AI testing AutoPilot_Kludge=OFF #For our FM engineer only. Ken set to ON to fly autopilot at constant speed,heading,and Alt. , NOTE: Ken, you must set Bdg.txt parameter, Your_2dGauges_Work_In_Autopilot = ON, as well DEATH_BREAKS_PADLOCK=OFF Show_MoveCodes=OFF # For testing AI maneuvers and getting debug and performance data Single_Chararacter_Labels=OFF # the default is a single character [w] for wingmen (friendly) and an [e] for enemy (target) RAF_Breaksoff_Before_France=OFF #RAF Fighters Break off and Go Home before reaching France AI_Always_Sees_Enemy=OFF Wingmen_Always_Sees_Enemy=OFF PLAYER_REDUCE_SURFACE_DEFLECTION=ON # the Rudder, Ailerons, and Elevators surface deflections are realisticly reduced based on the Player A/C's Speed, Altitude, and Dynamic Pressure AI_REDUCE_SURFACE_DEFLECTION=ON # the Rudder, Ailerons, and Elevators surface deflections are realisticly reduced based on the AI A/C's Speed, Altitude, and Dynamic Pressure START_FROM_PEN=OFF HIDE_POWER_INFO=ON USE_NATIONAL_UNITS=ON FADING_LABELS=ON LOCK_GUNNER_VIEW_TO_GUN=ON OBJECT_PLACEMENT_MODE=OFF NO_PILOT_IN_ROVING_CAM=OFF 3D_MODELLER_MODE=OFF VIDEO_MAKING_MODE=OFF TEXT_REMINDERS=ON TRACKIR6DOF=ON CUSTOM_HEAD_POSITION=OFF USE_DESKTOP_RESOLUTION=ON INVERT_EXTERNAL_PAN=OFF NO_FOV_RESET=OFF ENABLE_AUTO_TEXTURE_RES=ON # Change to 'OFF' will affect one session only, IOW BoB will write 'ON' back over it. ENABLE_TOWN_AND_FOREST_RAISES=OFF # Change to 'ON' will affect one session only, IOW BoB will write 'OFF' back over it. USE_PCX_OR_DDS=ON # Change to 'OFF' will affect one session only, IOW BoB will write 'ON' back over it. SELECT_QS_SQUADRONS=ON GAME_PAUSE=OFF #Note: This enables\disables pause on mission start # AutoGen stuff (experimental): ENABLE_AUTO_GEN=ON TEMP_AG_SN[15,2]=1192 TEMP_AG_SN[15,3]=62 # AutoGen TreeLine stuff (experimental): TEMP_AGTL_SN[0]=1192 TEMP_AGTL_SN[1]=63 TEMP_AGTL_SN[2]=62