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So the help files for Red Baron Reload don't seem to be working and I had some questions about it. Does anyone know where I can get the help files in txt or pdf format?

Anyhoo, if not here are my questions:

1) No Landing FM - does this turn off the autopilot for landing? Why is the L underlined? Doesn't L point to landmark?

2) Engine Type - again since the help files are all gone I don't know what the different settings mean for game play. Damage chances - is that the engine will take 5% damage for every hour in game time, or 5% chance of engine failure for every hour? Or is it not related to engine failure at all? is the engine failure for damage received from bullets or can the engine just quit?

3) Mouse View?

4) What are good (i.e. historical) settings for the Wind speed and direction (I assume east which would be 90 degrees)? or for the temp/pressure? - how do the latter affect gameplay?

Also under full information (alt-f) I didn't understand some of the terms: "i.adj:", "1. diff:", and "w:" - I think the last one is wind, but I'm not sure about the other two.

If there are help files which I just couldn't find that answer all of my question you can just point me to those rather than feeling obligated to answer all my questions. Of course if there aren't help files anymore, answers would be appreciated. :) Thanks!
This question / problem has been solved by Wailwulfimage
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crazy_dave: So the help files for Red Baron Reload don't seem to be working and I had some questions about it. Does anyone know where I can get the help files in txt or pdf format?

Anyhoo, if not here are my questions:

1) No Landing FM - does this turn off the autopilot for landing? Why is the L underlined? Doesn't L point to landmark?

2) Engine Type - again since the help files are all gone I don't know what the different settings mean for game play. Damage chances - is that the engine will take 5% damage for every hour in game time, or 5% chance of engine failure for every hour? Or is it not related to engine failure at all? is the engine failure for damage received from bullets or can the engine just quit?

3) Mouse View?

4) What are good (i.e. historical) settings for the Wind speed and direction (I assume east which would be 90 degrees)? or for the temp/pressure? - how do the latter affect gameplay?

Also under full information (alt-f) I didn't understand some of the terms: "i.adj:", "1. diff:", and "w:" - I think the last one is wind, but I'm not sure about the other two.

If there are help files which I just couldn't find that answer all of my question you can just point me to those rather than feeling obligated to answer all my questions. Of course if there aren't help files anymore, answers would be appreciated. :) Thanks!
Readme I have for 1.63 Reload follows in the next reply

For #1, RB3D changes the flight model for when the planes are landing, the problem is, if you flight is returning to land and you are still in combat, your FM will also change for your flight is landing. I have had it where I get the you are clear to land message in a middle of a battle and the plane suddenly became sluggish. not fun.

#2 for Engine settings, Bletchy created a chart to use for which engine types for which planes, best to ask for that info at the forums SWWISA http://www.swwisa.net/

Engine damage is a chance per hour. When you notice the oil pressure dropping message, you need to land before your engine catches fire. The biggest problem is the AI will fly merrily along until their planes burst into flames, so I keep mine at 1%, else I lose to many squad members.

#3 Mouse view allows you to pan the camera around with the mouse (same as when you press return and move the JS while doing so), basically the poor man's Track IR. To enable/disable Track IR or mouse view in game you need to press the Insert key.

#4 w is has to do with wind. the number before the slash is the speed in knots, the number after the slash is the direction 0=North, 90=East, 180=South, and 270=West.. I believe Bletchy also put a paper together for historical weatgher settings, ask at SWWISA

I have no idea about adj or diff, sorry.
[i]For RB3D Single Player (or patched RBII), English version.

v1.163 - added 'maximum power'

Pressing 'Ctrl-0' (control-zero) will move air throttle to the '11'th position for all engine types except 0 (default, non-modified RB type).

If engine damage is enabled, damage chances rise drastically.

Changing throttle in any way will disable max power.

When max power is on, it is displayed on the info bar.


v1.162 - Bletchley's edition :)

-> New Engine Types document with 5 engine types (Thank you Bletchley!)
-> Recomputed power reduction as function of altitude, for rotaries and stationary engines
-> Modified type 1 (On/Off) Engine, so that altitude affects fuel mixture, which affects power
-> Added type 5 engine: stationary, linked air/fuel with respect to altitude, but no fuel adjustment control
-> In any auto pilot mode, types 1 and 5 are still limited by altitude and lack of fuel adjustment control

-> Sea Level Temperature and Pressure Inputs added; they will affect only fuel mixture, game internals will use same air density formula as before (i.e. not affected).


16 August 2007

(v1.15)----------------------------------------

'Engine Damage' option is back. Enables random engine failure, depending on per-hour-damage chances set by user
(1 is best - 100 is worst), throttle value and correctness of fuel mixture.

'Front Guns': - Enables front guns for all planes (not only fighters) in the game. Rear gunner stil works :D.
Of course you need to activate them from acspecs.dat, ideally also draw them etc.


'Engine types' functionality is slightly changed:
- the decrease in RPM when air-fuel mix goes wrong is now symmetrical (as seen in a drawing from Greybeard, thank you!) - type 4 engines (with linked air-fuel controls) are less sensitive to altitude changes; to quote Bletchley:

"It looks as if most of the aircraft included in the Western Front Patch had
this Zenith-type carburetor (if they had stationary water cooled engines) -
only the rotary engines and some early war in-line engines had the earlier
simple type carburetors, so you could leave 'Type 4' as the main type by
simply adjusting the fuel mixture adjustment steps for this from approx.
100rpm every 750m (currently) to 100 rpm for every 1500m. This would mean a
small, but hardly noticeable effect at the 1500m mark, and a greater
noticeable effect at 3000m. Rotary engines (Type 2-3) could remain the same,
stepped at 750m-1000m intervals."[/i]



[i](v1.14)----------------------------------------
Scores for bombing/recon missions are now computed as for attack missions, so they are not necessarily negative :)
As a side effect, even in recon missions you have to hit something to get a positive score (because it's an 'attack' mission).

You can now create bombing/recon/artillery recon 'single missions' and assigning them to the player.

You will need to have the 'All Squadrons' option set, files: 03FF0dFF.bmp, 03FF0eFF.bmp, 03xx4500.PAL + f2-view cockpit files for non-flyable slots to have valid bomber/recon missions. Otherwise, don't set the option or enlist fighter pilots from fighter squadrons.

-----------------------------------------------

Option 'All Squadrons' allows you to enlist pilots in all types of squadrons (e.g. bomber squads).

-----------------------------------------------

Date based patch support:

- first enlistment date moved to 1 august 1915 (except for US pilots); due to available display space (2 pages), the latest date to enlist becomes 1 September 1918
- for l'americains, the earliest date is 1 February 1918; the message that asks you to enlist the American as French due to the too early date was taken out, as sometimes it made the game crash (with the date modification above)

- if you make a directory called 'date' in the main Red Baron directory, and you place here directories called 150101, 171017 etc. (representing the year (2digits), month (2digits) and day (2digits)), each time RedBaron wants to open a file from the Data, Simpatch, 3dpatch, shellpat directories, ReLoad will make it first look in all the date directories (date\xxxxxx) having a date which is earlier than the current game date. The most 'recent' file found is loaded; if not found, the normal file will be taken from the original location. In this way, if i'm not mistaken (meaning - if there are other rules i'm not aware of), one can use date-based patches traditionally used with Campaign Manager without Campaign Manager like this:

- make a separate install/copy of RedBaron
- take your preferred date-based patch (JWP, WFP etc.)
- copy the non-date directories over their corresponding RedBaron directories (simpatch, shellpat etc.)
- copy the 'date' directory in the main Red Baron directory (where the Baron.exe and ReLoad.exe is)
- use ReLoad with the 'Check date dir' option set[/i]


[i]-----------------------------------------
Engine Types: (Check the great Bletchley's engine type<->plane mapping file attached with ReLoad !!!)

Type 0. RB3D default

Type 1. No fine fuel adjustment, no throttle (always on 100%, or off), but has a blip-switch: e.g. Gnome rotary.

Type 2. Fine fuel adjustment, but fixed (air) throttle (always on 100%, or off, engine can be 'leaned' in flight but not throttled back), and has a blip-switch: e.g. Gnome Monosoupape 100 hp rotary.

Type 3. Fine fuel adjustment, and throttle (air) control (but not linked together, so any change in throttle setting also requires a change in mixture setting, and the mixture also needs to be leaned as altitude increases). Engine power range from 50% - 100%, below 50% it will cut out. Has a blip-switch. e.g. Le Rhone, Clerget, Bentley rotary engines.

Type 4. Fine fuel adjustment, and throttle (air) control (but linked together, so that any change in throttle setting automatically changes the mixture setting, so mixture setting requires only to be leaned as altitude increases and NOT as throttle setting changes). Engine power range from 0% to 100%. Does not have (has no need for) a blip-switch. e.g. all non-rotary engines (i.e. stationary) inline and v-type. This is basically the RB3D default, but with a mixture control added.

----------------------------------------------------------------
a. -/+ keys simulate the fine adjustment control (if present) - changes fuel used for mixture, which can be seen on the info bar (Alt-F) if "Detailed Info" option is checked.
b. 'throttle' actually controls the air used for mixture.[/i]
Post edited December 13, 2010 by Wailwulf
Again thanks for your help! You are a font of information. So if I choose an engine type, does it use that engine type regardless of what plane I am flying or does it choose the correct engine type for the plane. From the description, it would seem to be the former. I bet you those adj and diff are engine settings and mixtures of some sort ...

Unfortunately I have a Mac Laptop without a Numkey keyboard which means either getting a key re-mapper for Windows (I have one for OS X) or a USB keyboard for flight sims. I've also been trying to get Red Baron 3D to work on OS X through Wine. Everything works (very small performance hit of a couple of FPS) except for the joystick ... which is a slight problem. However, someone has mentioned a possible solution for that so maybe I can get that working too. Once in Mac OS X I can use my own keyboard and joystick mapper. That way can get those pesky "insert" and numkey 0, etc ... buttons working.

Speaking of which you don't happen to know of any downloads for Red Baron 3D to do keyboard/joystick mapping in-game? would I have to get one of the full mods like HASP or ROTJ?

For GabiLaser's other files for MP ... it seems either I can use the Track-IR system or get a bullet counter but not both. The point is rather moot since I don't have a Track-IR system, but I thought I'd confirm anyway.

Again, thanks for your help. I feel at this point I am simply taking advantage of your knowledge. :)
Post edited December 13, 2010 by crazy_dave
Last part, GoG forum wouldn't let me post all of the readme:

[i]------------------------------------
- if hard reload option is checked, the reload process will pause as long as you fly manually. Fly level (Shift-A) for the reload process to continue.
The idea is, if you change drums, you can't maneuver at the same time.
Additionally, you can change reload time (game default value is 10 seconds).

- basic wind effect (drifting): specify wind vector magnitude in mph (knots) and angle in degrees (clockwise, 0 is north, west is 270). Value of wind is eliminated at very small altitudes, because of AI and no ground friction.

- integrates XP sound fix option

- shows the ammo counter(s) when you hit Alt-F (and gun status: unjammed, jammed or reloading)

- make gun unjamming hard: you must be in fly level mode (Shift-A) to unjam, you have 1/10 chances to unjam at each try (hitting U), but the minimum interval between 2 consecutive tries is 2 seconds.(After an idea of Pat Wilson, thank you!).You must have English RB3D or patched RBII, not stock RBII, with Baron.exe size of 1,773,056 bytes exactly.

Place all the enclosed files in the main RedBaron directory. A configuration file (.ini) will be created after first run. I hope you like it and i welcome any feedback.

Always make sure you have no hanged 'Baron.exe' process in memory or 'Debrief.dat' file left in RB directory after a crash.

Gabi[/i]
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crazy_dave: Again thanks for your help! You are a font of information. So if I choose an engine type, does it use that engine type regardless of what plane I am flying or does it choose the correct engine type for the plane. From the description, it would seem to be the former. I bet you those adj and diff are engine settings and mixtures of some sort ...
Yes the former, the engine type you pick will be for any plane you fly.

The key settings seem to be hardwired into the game, no way of changing them. No one has found anything that lets one change the setting ion the game itself.

Yea, unfortunately Gabi never combined the two. He made the bullet counter first, then made Reload. Then made TView for Track IR and never got around after to get the bullet counter and Track IR combined. He has since gone to Rise of Flight.


EDIT: Figured out why I kept getting the "Post is too long message" GOG adds you posts together instead of making them separate components when you are replying to yourself.
Post edited December 13, 2010 by Wailwulf
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Wailwulf: EDIT: Figured out why I kept getting the "Post is too long message" GOG adds you posts together instead of making them separate components when you are replying to yourself.
Aye I've noticed this about the forums myself - kind of annoying. I suppose they do it to lessen the extent people can bump dead threads and spam, but still ...

Again, thanks for your help.

Cheers.
Post edited December 13, 2010 by crazy_dave
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Wailwulf: EDIT: Figured out why I kept getting the "Post is too long message" GOG adds you posts together instead of making them separate components when you are replying to yourself.
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crazy_dave: Aye I've noticed this about the forums myself - kind of annoying. I suppose they do it to lessen the extent people can bump dead threads and spam, but still ...

Again, thanks for your help.

Cheers.
Sorry to dig up such an oldie, but even after years of flying i never tried Reload for sing/play....you can still get it here---

https://onedrive.live.com/?cid=E196374A237958B4&amp;id=E196374A237958B4!423

watch yur 6...S!