Fine Tuning UAW 1.6 - those mpf files and presence files

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Fine Tuning UAW 1.6 - those mpf files and presence files

Post by Moggy »

Some features of UAW 1.6 can be edited by use of .mpf files, which are simply text files which contain numeric values, and presence files which are simply text files with a name but no contents, and which turn features on and off by their presence or absence.

These files can be in the EAW root folder affecting the whole install, or sometimes in a scenario folder affecting only that scenario.

As will be seen from the definitions, these files are sometimes set by scenario builders to ensure the modified theatre works properly. They should only be modified with caution.

(1) mpf files

General application

ACP.mpf
defines the campaign aircraft of your squad.

Border.mpf
sets the width of a border on TargetMap.pic

Bounce.mpf
sets the initial bounce height and maximum run of a bouncing bomb

BumpVal.mpf
Links terrain tiles which have a water element to corresponding "bump" tiles which provide the water properties

CapSet.mpf
A two line file with the TCode (targets.dat order number) value for the Allied capital followed by the Axis capital.
It can be critical in terms of setting the two sides of the front line, so that bases and targets are displayed correctly for selection.

Catapult.mpf
reads the catapult launch factor from an external file

ShipList.mpf
WarList.mpf
TrukList.mpf
ArmList.mpf

Determines convoy composition: each file contains 10 TMod numbers which are the TMod order of mobile ground objects (MGOs) in a convoy.
They are read for ship, warship, truck, and armoured column interdictions respectively.
The MGO order is repeated if there are more than 10 vehicles.

TList00.mpf to Tlist99.mpf
Size and constitution of trains for defined sections of track.

RailSet.mpf
Determines width of railway line elements

Trainchance.mpf
has a value from 0 to 255 to set the probability of trains being spawned.
Sometimes there appears to be too many

TrainSect.mpf
set train spawn point

CruiseAlt.mpf
set the low, medium and high altitude cruise values in feet for the years 1940-45 in offline and on-line play.

FlakData.mpf
Sets nature of flak fire. If absent the following default is assumed:
LightAAACaliber = 12;
LightAAADuration = 240;
LightAAArof = 13;
SmalAAACaliber = 5;
SmalAAADuration = 160;
SmalAAArof = 15;

frontline.mpf
Defines which of the available frontlines inside the frntline.dat get used for the single missions.
The standard matches the default 0, 0, 8 and 12

HiResPit.mpf
needed to make Crashing Jack's hi-res cockpits work.

Interdict.mpf
defines if a interdiction mission type is present or not.
Uses a zero or 1 to disable/enable interdiction types.
There is no point in allowing ship interdictions in the case of a theatre that has no water.

Rotation.mpf
sets the horizontal and vertical rotation speed for things like windmill sails and searchlights

SingInfo.mpf
defines the single mission targets and homebases. One setup per single mission year.

SINGLEmax.mpf
sets the maximum numbers for planes in a single mission.
It can be useful when you need to limit the numbers of planes in a carrier mission.

SoundDist.mpf
Defines the max sound distances.

TargetColour.mpf
sets the colour used to draw the selectable targets and bases on the TargetMap.pic in single mission selection

Tileset.mpf
Determines size and shape of the EAW tile matrix. If absent the exe assumes the 640x320 default

TracerSet.mpf
The file created by the "TracerSet2021.exe" which sets the colours for bullets and tracer flares.

vc_offset.mpf
Defines the virtual cockpit head position setup + guns convergence(one file for each skin possible)
Sets the pilots head position for the snapviews to give optimal views

Wall.mpf
Sets width of the non-flyable area around the EAW world. 0=no wall at all

year.mpf
defines customized years. If absent the default of 1940, 1943, 1944, 1945 is assumed.

Multiplayer only

CruiseAltMP.mpf
set the low, medium and high altitude cruise values in feet for the years 1940-45 in offline and on-line play.

MPData.mpf
Sets day, month, hour, minute and altitudes

MPmax.mpf
Multiplayer max planes

(2) Presence files

General application

NoDragStab
Tries to remove problem of a mixture of old style and new style flight models.

NoMiniPics
disables the display of minipics, but puts the name of the selected aircraft in the minipic boxes on the single mission parameters screen.
Many skins in the Aircraft_Inventory do not have a minipic.

NoWW1TO
stops the WW1 and BoB fighter take off spread across the field and keeps planes on the runway. Essential with carriers.

UseSeasons
forces the exe to use the seasonal terrains in the "seasons" folder.
It saves having to have multiple seasons folders

Multiplayer only

NoFL_Explode
stops explosions close to the frontline from happening and allow railtrack to be found close to FL
Used in multiplayer theatres set up for groundstarts

NoHangars
If you return to a friendly base and pull up close to a hangar you will be re-armed and re-fuelled.
However, in the case of some airfields there are no hangars.
If "NoHangars" is present you can get re-armed and re-fuelled if you land and pull up.

NoYear
If present i.e. can fly a Tempest or a Me262 in 1940.
Any plane can be selected. The 1940 front-line will still be used.
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Re: Fine Tuning UAW 1.6 - those mpf files and presence files

Post by Jel »

Well done.

However, MissAlli.mpf and MissAxe.mpf are not used in 160.
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Re: Fine Tuning UAW 1.6 - those mpf files and presence files

Post by Moggy »

:yes:
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Re: Fine Tuning UAW 1.6 - those mpf files and presence files

Post by rotton50 »

Ok, but what are the text parameters that need to be in the files?
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Re: Fine Tuning UAW 1.6 - those mpf files and presence files

Post by Moggy »

Hoping to improve this post as I go along.
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Re: Fine Tuning UAW 1.6 - those mpf files and presence files

Post by rotton50 »

Pretty sure we had this conversation and the pertinent info was added. Not sure where, either SimHQ or here, so it might be as easy as doing a search for earlier posts.

Meanwhile I'll look around my files and see if I have a copy.
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Re: Fine Tuning UAW 1.6 - those mpf files and presence files

Post by Moggy »

I dont think we had all the info. I've used what we had. I'm trying to gather the rest from various readmes and posts. I'll note up as I go along.
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Re: Fine Tuning UAW 1.6 - those mpf files and presence files

Post by rotton50 »

I couldn't find anything in my files but a quick search here turned up a couple of thread with some info.

It will be a great service to the community if you can put it all together.
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Re: Fine Tuning UAW 1.6 - those mpf files and presence files

Post by Moggy »

:yes:
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Re: Fine Tuning UAW 1.6 - those mpf files and presence files

Post by Jel »

As soon as I can I will check the source code re- mpf files.
In many cases the routine that reads them starts with the default values and then if the file is found it is read and the exe uses the new values.

The default values may give the user some idea of the appropriate range.
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Re: Fine Tuning UAW 1.6 - those mpf files and presence files

Post by Moggy »

:yes:
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