Dog Fighting Tips
Malan's Rules
"Sailor" Malan, one of the greatest
fighter aces
of the Battle of Britain, came up with the following "rules." Many
other
Aces have said similar things, in different ways, over the years that
aerial
combat has progressed, but since Malan's Rules were printed and
distributed
widely during WWII, we'll look at them:
Ten of
My Rules for
Air Fighting
-
Wait until
you see the whites
of his eyes.
Fire short bursts of 1 to 2 seconds
and only
when your sights are 'ON.'
- Whilst
shooting think of
nothing else, brace the whole of the body, have both hands on the
stick,
concentrate on your ring sight.
-
Always keep a
sharp lookout.
"Keep a finger out!"
-
Height gives
the initiative.
-
Always turn
and face the
attack.
-
Make your
decisions promptly.
It is better to act quickly even though your tactics are not the best.
-
Never fly
straight and level
for more than 30 seconds in a combat area.
-
When diving
to attack always
leave a proportion of your formation above to act as top guard.
-
INITIATIVE,
AGGRESSION, AIR
DISCIPLINE, and TEAM WORK are words that MEAN something in Air Fighting.
-
Go in quickly
- Punch hard
- Get Out!
Remembering these "rules" is sure to
improve your
scores, and eventually let you live on to become an "old pilot."
SWOTL Tactics - From an Old Dog, by
Keith Heitmann
"Being one of the "old Dogs" of the SWOTL
Group,
and a former proficient ace in SWOTL, the simplest most effective
fighter
tactic you can use in SWOTL is the good old pull-up-and-dive maneuver,
which is employed when you are too close to a target you are pursuing
or
when you have an enemy or two on your tail. When the plane you are
chasing
is too close and he starts bobbing and weaving out of your windscreen,
simply pull up into a vertical climb very quickly, and when your plane
is just about to stall, drop your throttle setting back to abut 30% and
push the nose over into a dive. Your target should be right there below
and in front of you ready to be wasted. This maneuver works even better
when you are being chased by enemy planes. I remember actually shooting
down 4 enemy fighters in on long burst after employing this maneuver in
one mission. They were nicely stacked in front of me like a deck of
cards
as I dove down on them.
"You need to keep your throttle setting
low when
diving from this maneuver so you can maintain control of the dive and
not
over dive the target and losing sight of them. As you come down behind
them from above, you will be leveling out your dive as you descend and
as you reach their altitude you want to be applying power and in near
level
flight so you can maintain pursuit."
What Keith is talking about is a very
common trick.
It's often called the "Yo-Yo", or "Zoom and Boom." It uses two
advantages,
Speed
and Surprise. Both of these are keys to good Dog Fighting.
Another
key is summed up in the old adage "Altitude is life." Remember these
things
and use them to your advantage whenever possible.
However, there will be times when you
just can't.
It's pretty hard to surprise a bomber since it has many "eyes." And
it's
about impossible to use surprise, speed or altitude against a fighter
attacking
your airfield, where he has all the advantages. Still, the fighter
pilot
who has the advantage of height, speed and/or surprise can take out an
unwary or otherwise occupied enemy before he even knows what hit him.
But
never forget that this all works both ways!
Tips on Shooting
You've got to try to make your shots
count! When
going up against another, the ideal situation is to climb up his tail
and
pour it on from point-blank range. But more often often you won't get
this
ideal position. If you get to know your guns and your own skills,
you'll
be able to hit them no matter if you are climbing, diving, turning, or
even upside down! Keep these important factors in mind:
-
Know the range of your guns. Don't
waste ammo shooting
at something you can barely see! Practice with your favorite plane
until
you know how close you need to be to do any good.
-
If you're attacking a bomber and you
have weapons
that can hit from outside the range of its guns you have a real
advantage.
Use this to avoid taking hits while you chew him up.
-
Do not forget that "Effective Range"
is not necessarily
the same as the full range of your ammo. Effective Range is affected by
distance, your angle of ascent and your angle of attack.
-
Remember that over a great distance
your projectiles
will fall some due to gravity. This is very noticeable with rockets,
but
it affects bullets too. You'll have to compensate if want to hit
anything
from extreme range.
-
When you're in a turn the bullets will
not fly completely
straight either. They'll tend to fall behind your gun sight. You must
learn
to use "Deflection Shooting" to compensate for the arc of your fire and
the speed of your target in order to b\put the bullets where he will
be by the time they get there.
When leading a plane, remember that both the deflection angle (the
angle the target is away form "dead ahead") and the size or your turn
radius
affect where the bullets will end up relative to your target. The
higher
the deflection angle, the more you'll need to lead (fine in front of)
your
enemy. Likewise, the tighter your turn, the more you'll need to lead
him
as well.
- As Malan said, "fire in short
bursts." Don't waste
ammo with long bursts unless he is "filling your gun sight!" And,
forget
about "Hail Mary" shots; this isn't football!! When you think are close
enough, wait until you are closer. Proximity not only aids your aim,
but
makes for more effective hitting power as well.
Use The "Expert" Mode of Flight Control
If you're a good pilot, you want to use
"Expert"
Mode (Advanced Flight Controls.) Not only will this give you a bit more
challenge, it also gives you a bit more control and can improve your
scores
as well! To use them, you can press [Alt][X] during your mission. You
can
also set this mode as the "default" when SWOTL starts by changing the
SW.BAT
file with the INSTALL program, or by editing the file (see the section
of the SWOTL FAQ about the SW.BAT
file.)
Here's what's different with Advanced Flight Controls
-
Rudder control, which gives your plane
"yaw"
-
Ordnance affects the handling of your
plane
-
Ordnance affects speed, climb and
ceiling of your
plane
-
Landing on a runway is required for a
successful touchdown
-
Safe parachute altitude is now 500
feet instead of
200 feet as in "Normal Flight"
-
Flaps, landing gear, and flight
controls can be damaged
by excessive speed
-
Information on the briefing and
inflight maps is restricted
to items nearby friendly aircraft, rather than all aircraft as in
Normal
Flight
Tips on Bombing
Basic Tips on Bombing (based on info
from Keith
Heitmann)
When
flying a fighter-bomber, try lining up on the target flying level at
about
200 feet or so. When the target disappears below bottom of the
windshield
drop your load. Alternatively, try dive bombing the target, just be
careful
that you don't dive from too high. This can cause you to build up too
much
speed to be able to pull out in time before slamming into the ground.
Drop
your flaps and chop your throttle all the way back before you dive to
help
keep you slow enough, however, watch out for those "flap damage"
warning
messages! (Accompanying photo, by Richard Muth: Norden
Bombsight
in B-17 "909" somewhere over Essex County)
For those in a B-17, you may find it
best to bomb
from 20,000 feet. Set the bomb sight to 35 degrees and line up on the
target.
Now keep the plane straight, level and at a constant speed. When the
cross-hairs
almost touch the intended target release your load. If the plane is
flying
slower than it should due to engine damage this won't work as well. If
you are much higher or much lower it will also be off. You have to
adjust
the drop time according to speed and height.
A long time ago one of the "boys" of
the old SWOTL
GROUP did a bombing chart based on the physics observed in the game. It
covers mostly heavy bomber technique. I believe you will find this in
the
file by Stephen Ames called bomb-tut.zip
(NOTE: If you are findinng that
the bombs
are exploding before they reach the ground, you have a CPU
that
runs too fast for SWOTL. See the entry in the SWOTL FAQ on Fast
Computers to find out how to fix this problem.)
Hints for flying B-17 Missions
(based on tips
from Keith Heitmann)
Most of the historical, and other, B-17
missions
that come with SWOTL will start in the air. However, in many of the
custom
B-17 missions you will actually have to take off from your home
airfield.
When taking off in a Fort technique is important or you can stall and
crash.
Your
best defense is a good offense. You have to work at defending your B-17
with your guns. Using other pilots of a rank of Major and up, with some
decent scores, will help, but won't do the job alone. You must deal
with
the enemy fighters personally and can not rely on the auto-gunners too
much either. [See the entry on Shooting in the section above] (Accompanying
photo, by Dan Parsons: Richard manning a waist gun in the B-17 "909")
If you observe carefully, the enemy
will have a
tendency to attack from the direction that you are facing in your gun
position
about 90% of the time. So if you find yourself taking too much damage
on
one side, switch to a gun on the other side of the plane to make most
of
the attacks come from that direction. You don't always have to shoot
down
the enemy planes. You can also disrupt their gunnery and rocket runs,
spoiling
their aim, and make them break off and go around. Be aggressive, but
conserve
your ammo. There isn't much you can do to protect the other bombers so
don't worry much about them. They are more or less cannon fodder that
take
the punishment early and allow you to get closer to the target.
As for the relative fragility of the
B-17 in SWOTL,
you have to remember that you are only facing anywhere between 1 to 15
enemy planes at one time instead of the hundreds that the real B-17s
faced.
Also, you normally cannot fly from England to Berlin in 10-20 minutes
as
in SWOTL, so there is an aspect of time compression involved here even
in the normal mode. Given this reality, you have to remember that the
damage
you suffer in a B-17 by enemy fire is also compressed", with its effect
multiplied to compensate for the time and the number of enemy planes
you
face. Therefore, damage seems to be worse than you would expect on each
attack. Sometimes you are lucky and sometimes you aren't. The B-17 can
fly on 2 engines when empty. You may have to rev the good engines
individually
up to as much as 85% and feather the two badly damaged ones.
One trick to avoid flak is to go down
on the deck.
Once you get under 200 feet flak no longer fires at you. This can help
you avoid further damage on the way to or from the target, but it
doesn't
give you much time to recover if you stall. More than likely if you
lose
it at that altitude you will crash. Additionally, the `17 doesn't
perform
as well at low altitudes, so your chances of making it back home aren't
good. However, this trick works well with fighters.
Additional information can be
found in the
Tutorial on Bombing, by Steven Ames, called BOMB-TUT.ZIP
SWOTL Tour of Duty and Historical
Mission Strategies
Like the real war, a Tour of Duty in SWOTL
is mostly
a matter of survival. Additionally, there is also the goal of personal
advancement. The missions are randomly generated based on the type of
aircraft
you are flying, the time of the war, and some choice about type of tour
for certain USAAF pilots. Otherwise, the missions goals and strategies
are essentially the same as any other you will find. Concentrate on
achieving
the mission objectives, and staying alive, rather trying to be a hero.
For Completing the mission goals is more important than shooting down a
lot of enemy planes or running up a big score for yourself. On the
other
hand, the more planes you keep from downing those you are escorting,
and
the more damage you can do to the target, the higher will be your
ultimate
score. So, after you finish off the attacking fighters, you could drop
down and do some ground attack on anything the others miss in the
target
area.
Thus, the most useful way to boost your
score is
to shoot or bomb buildings after you complete the current mission.
Often,
for instance, we may equip our aircraft with drop tanks, even if the
action
is near our home base, to allow us to fly to a nearby enemy
installation
and wreak some havoc there before returning to our base. If you have a
cannon-equipped aircraft, you can destroy buildings on the ground with
just a few shots. I like to be rather careful with my shots during the
mission, saving as many cannon rounds and rockets as I can, and then
drop
down to the deck for some real fun!
Master the skills of bombing and ground
strafing
and you'll be able to destroy as many as eight or ten buildings in a
single
mission. But, always try to land at your home airfield when you are
done
since you earn more points for that as well. This technique will cause
your scores to skyrocket. Of course, higher scores mean higher rank,
and
a trophy case full of medals!
Some of the best targets are the oil
depots. The
tanks will blow very easily and they sometimes will set off another
tank
next to them when they go! Also, Flak batteries are fairly easy to take
out, if you come in low and careful, but they aren't worth as many
points.
Finally, I like to hit the airfields. The towers can be taken out in
two
pieces for twice the score. And sometimes the hangars will blow and
damage
the one next to it as well if you hit it in the right place with a bomb
or rocket.
(BTW, have you ever seen the "floating
flak tower"
phenomena? Sometimes the top of a tower will hang in mid air with a
destroyed
base under it. It's pretty strange!! You can download this Replay
film if you want to see it better.)
If you're going to have to fly a long
distance
to get to an enemy ground target, you should always check your fuel
before
you leave. Sometimes during the mission, one or more of your fuel tanks
may get a hole in it. It may seem to be full, but as soon as you fly
for
a while, it will quickly empty itself and leave you literally high and
dry. Before starting on a long flight, cycle through your fuel tanks.
Usually
there will be one or two tanks you haven't used. Especially if you are
using drop tanks. As you cycle through, check to see if any tanks you
haven't
used are registering less than full. Even a slight dip in the reading
probably
means that the tank has been shot. Since it will loose fuel if you use
it or not, I try to run off the one that's leaking the most in order to
get all I out of it before it runs dry.
If you're intercepting fighter-bombers,
you need
to figure out which ones are the escorts and which ones are the
bombers.
Remember that your mission is usually to stop the bombers, not to down
the escorts. When you engage them, the bombers will not get into a
turning
fight with you. They'll simply try to evade and return to their course.
Additionally, they may be flying lower than the escort. If you find
yourself
in a turning duel with a fighter in such a mission, you'd better peel
off
and go after the others before they reach the target!
Remember that damaged bombers will drop
out of
formation. Be sure to resist the temptation to finish it off right
away.
It will probably turn for home and be easy to catch up to later. In any
event, it is unlikely to complete its mission. So go after the healthy
aircraft first, then you can pick off the stragglers later. (When you
do
so, remember that they may well loose a lot of altitude as well.)
One strange event that sometimes occurs
during
Luftwaffe tours of duty is that your home airfield will actually appear
with an American flag on it! If you try to land there, the
anti-aircraft
gunners will even shoot at you! It's a small bug, and was corrected in
version 2. If you find this happening though, you had better find a
friendly
Luftwaffe base to land at. You won't get your home field landing
credit,
but you won't get shot down either.
Playing in the Moderate level is fairly
easy. You
start close to your target area and the opposition is not all that
difficult.
Also, you don't have to fly as many missions as you would in the more
difficult
levels of play. On the other hand, you can gain more points, and
advance
quicker, in the more difficult levels of play because there are more
planes
to soot down, and because pilots at higher levels of opposition are
worth
more points.
All other scoring considerations are
the same as
for the historical missions. (See the SWOTL/TFH:BOB Scoring
Page)
Campaign Mode "Cheats"
There are some methods I've come across
for "cheating"
during a SWOTL campaign. I must state, first, that I don't play the
Campaign
mode, so I can't offer much additional input about these techniques.
You
may, however, write to the people who sent them to me. These are just
for
the American side, but you might be able to adapt them for the
Luftwaffe
too.
This short and sweet tip was posted by Brian
J McCann in the SWOTL Web Site Guest Book:
When playing a campaign, send level and dive
bombers
to every available Luftwaffe airfield, then load up a P-38 and bomb and
strafe the closest Luftwaffe airfield to its foundation. The
other
units will do as well as you do, and the war will be over in no time.
Don't
forget to strafe targets of opportunity on the way home.
This is from Dan
Crone (you can also try him at dcrone %40 banda.ntu.edu.au if the
other
address does not work.) He claims this has a 100% success rate!
Start a new
campaign
as the Americans, doesn't matter if you choose it to favor you or not.
Now create your first sortie. Let's say you
want
to start working on the German munitions factories. Create a flight
group
of 6 B-17's and set them to attack some German target, whatever you
want,
but don't put yourself in this flight group.
Now, create a second flight group well away
from
the bombers, either P-47 or P-51 (I find P-47's are best for ground
attacks)
and get it to start near a German munitions factory. Deck your plane
out
with ground attack goodies, bombs, rockets etc. This is the flight
group
you will be in, there should only be 1 aircraft in this group -
allocate
the rest to the bombers.
IMPORTANT: Make sure the flight orders for
your
group is "Escort top cover" or "Escort close" AND NOT "Dive bomb and
strafe"
or any other form of ground attack.
When you start the mission, you'll be near
a munitions
factory armed up with bombs and rockets AND... not a German plane in
the
air anywhere near you! They'll all be over attacking the B-17's that
are
going for the specified target, which leaves you as a free marauder and
you can attack what you wish without harassment from aircraft, only
flak
or gun towers.
In one mission you can decimate several
facilities
and after relatively few missions, you'll have beaten the Germans!
Another technique came to me from "Kto
Nate". It seems to need virtually no actual combat work on your
part!
Okay :) This is what you do. Go to the
American campain-final
victory.
Favors of American side. Then, send every single bomber group from every
airfield there is to one single airfield. Once they all are there
(26 or so) transfer them all to another airfield (press the ALL
button.)
It will say you have about 263 bombers or so. Send them all. Then when
you secondary attack on enemy places, you will have so many, you can
put
2 bomber groups on every single place!!
Artificial Intelligence in SWOTL (How
the Enemy Thinks)
Maneuvers Used By Computer Controlled
Planes
It may not seem like it, but the
computer controlled
pilots are always thinking. Actually, they are always looking at what
is
going on around them (like any good pilot should be) and reacting to
the
situation. Their programing, called "Artificial Intelligence" (AI) to
flight
sim buffs, is based on set of responses. Just like the Aces who studied
the enemy's tactics, knowing what you can expect your opponent to do in
various situations can help you be more successful as well. The
following
information amy prove useful. As with a real pilot, the computer
controlled
pilot's maneuver decisions depend upon the plane he flys. The first
thing
the AI checks is, "Where is the attacker or intended victim; Above,
Level,
or Below?" Then the AI looks at some additional info, and then picks a
maneuver to employ.
In SWOTL there are seven basic evasive and 3 attack tactics used by
the computer controlled pilots.
# |
Evasive Maneuvers: |
# |
Attack Maneuvers: |
1 |
Turn Inside |
1 |
Head on |
2 |
Split S (German 190 or 109) |
2 |
Stern |
3 |
Immelmann |
3 |
Side |
4 |
Scissors |
|
May Attack from Above, Level or Below |
5 |
Zoom |
|
|
6 |
Dive |
|
|
7 |
Throttle up, pull away |
|
|
Here are some other factors that affect
the decision
of which Evasive Maneuver to use, and the order in which each one is
chosen:
-
If the attacker is flying a P-47,
don't dive. (Depending
on the experience of the pilot)
-
If the attacker is above, use Evasive
Maneuver 1,
3 or 5.
-
If the attacker is level, what
quadrant is he coming
from?
-
If a level attack is from the side,
use Evasive Maneuver
1.
-
If a level attack is from head-on,
use 5 or 6, or
counter with a Head-On attack.
-
If a level attack is from astern, or
if his aircraft
is faster than mine, use 7, 2, 6 , 3, or 5.
Tending to your Pilot Roster
Of course you want to keep your pilot
alive as long
as you can, and you want him to get promoted and earn some medals as
well.
Why you want to do that is pretty obvious, but what you may not realize
is that pilots with a higher rank will also perform better in battle.
At
least when you use them as wingmen, their aim will be a little sharper
and their instincts a little better.
Having a few pilots in your roster is
very important
since the trick to succeeding in the harder missions is to assign
wingmen
who are of an advanced skill level. But how do you get so many
experienced
pilots? Here are a few tips:
Building a Roster and Adding Wingmen
Every pilot needs experience, and the only
way
to get it is in the air. However, you can't do this too quickly or you
won't survive long enough to have much of anything. Start out on a few
simple missions that will build up the score. Remember that Training
missions
don't add to your score, so they are for Training only. Rather,
you can use the Missions Builder to make a few "simple" missions that
can
give you some easy points. I've done this with my B-17s since I'm not
very
good at bomber missions. Once you have a few of these under your belt
you
can go out on a few of the "regular" SWOTL missions.
Now, suppose you want to get a new
"squadron" formed
up and don't have time to build up several pilots from scratch? You can
always "clone" a few! Sure, take one of your best scoring pilots and
make
copies of him with a different name (see the section below on using the
DOS COPY command.) So HARRY.USA can also become TOM.USA and DICK.USA in
a matter of seconds. Just be careful to use the same type of
pilot.
For this reason, I like to name my B-17 "crews" with a plane name, like
SWEETSUE.USA, or BOCKSCAR.USA for example. (I also like to
"alphabetize"
the names of wingmen and bombers so that they stay together in the
Roster,
which always lists the names in that kind of order.) With a little
care,
you can also copy pilots from one side to the another. A Top Ace Me262
pilot can be copied as a Mustang pilot by changing the extension from
*.GER
to *.USA instead.
Reviving "Lost" Pilots
There are several ways to put pilots who
have
been "lost" back into service. A number of utilities will do it for
you,
some of them can even be run from within SWOTL. The ones I use the most
are the SWOTL
Manager,
and its companion program, TDC (Tour of Duty Center), for my TOD pilots
who are "lost." There are also 2 things you can do yourself, without
any
extra utilities.
-
Make a back up of your pilot with the
DOS COPY command
something like this:
From the SWOTL directory type:
"COPY HARRY.USA *.SAV"
Then when your HARRY pilot gets "lost" you reverse it:
"COPY HARRY.SAV *.USA"
The draw back here is that you have to go to DOS each time you complete
a mission and want to save this pilot.
- Using DOS DEBUG you can edit the
file and "re-activate"
a pilot like this:
From the SWOTL directory type:
DEBUG HARRY.USA
E 102 00
W
Q
If your pilot was in a TOD you will need to reactivate that TOD add
this line
"E 1AF 01" before the "W" line.
(Omit the "quotes"!!)
If your pilot is an American, you need to use
"E 1AF 02" if he was flying a "dual
role" TOD, or bombing Oil Fields in a B-17.
NOTE: ALWAYS back-up
your pilot file
before doing this (as listed above), until you get the hang of it!
Using a *.BAT file
can make
these steps easier. You can find some on the utilities
page, along with other utilities written specifically for this
purpose!
Writing Custom Missions
How To Become A Master Mission Builder
Before creating a custom mission you
should plan
it! By planning a mission on paper, you can save yourself a lot of time
and frustration. Figure out your mission goals ahead of time. Then,
design
it. I know at least one person who likes to make a "screen print" of
the
full SWOTL map to use for marking his mission. Many people find that
having
some type of "check list" really helps them get the details right. If
you
are doing a "Historical Mission," based on some research, this may be
very
important! The following check list is just an example (Fill in a line
for each flight group):
|Group|Aircraft|How
Many|Formation|Skill|Orders|Begin
Point|Altitude|Way point|Altitude|Target|Altitude|Land|
#1
#2
#3
As you enter all of the information
you've gathered
thus far, pay close attention to details like locations on the map. If
you want different units to stay close together you may need to "zoom",
or magnify, the map to make precise locations. Using land marks helps a
lot!
Now you must test your mission to see
how it performs,
and undoubtedly, go back and make some changes. It's a good idea to jot
down some notes as you fly it (hit [Alt][P] to pause first) so that
when
you return to the Mission Builder you can make the proper changes to
anything
that's not quite right. There will be a lot of this fine tuning in any
truly good mission.
Making your Custom Mission More
Difficult
If you find your mission too easy, there
are some
things that can make it more difficult:
- Start the your mission on the ground
and climb to
altitude, or to intercept the attackers.
-
Use fewer planes in your flight group
or increase
the number of enemy planes.
-
Add "waves" to the enemy groups so
that they regenerate
once you shoot them all down.
-
Change the experience level of the
enemy to ACE or
even TOP ACE.
The "16 Plane Limit"
The following section is part of a message
by
"hexmaster" Keith Heitmann:
I'm afraid you are stuck with a 16
plane limit.
The problem is that the program will not know how to handle more than
sixteen
aircraft at any one time. To make it handle more the entire program
code
of SWOTL would probably have be rewritten.
The only way I have found to give you
at least
the "feel" of more planes is to construct missions where each plane is
a "group" or, in other words, each group only has one plane. You then
set
the "waves" function to the appropriate number. If you load BODEN.MIS
or
AIRRAID.MIS that I created into the Mission Builder you will see what I
mean. You start with 8 planes against you. However, each enemy plane is
a group all by itself. As you engage this enemy group and shoot down
the
first enemy and start after the second, the first plane's replacement
aircraft
is already on its way into the battle.
Normally, the new planes are not
created until
all the planes of the group are shotdown. However, since you only have
one plane in a "group" as soon as he gets shotdown his replacement is
created.
So instead of having to shootdown 3 or 4 enemy planes and have 3 or 4
new
ones finally created and sent into battle you only have to shoot one
down
and his replacement is on its way. This has the effect of keeping the
pressure
on the player. He will rarely face less than 6 or 7 aircraft at any one
time in the battle and the combat should be nearly continuous until the
"waves" run out.
Writing SWOTL Briefing Files
Briefing files can add fun, and clarity,
to custom
SWOTL missions. Mission Briefings are simply ASCII text files.
These
can be created with any word processor or text editor capable of saving
a file as "plain text" (no formatting codes.) You might want to look
over
some of the TXT files from the missions that come with SWOTL, or those
written by some of the legendary Mission creators (like Keith, Sturmer
or Tom Dugan, to see what they look like in your text editor.
There are a few rules you must follow
when writing
Briefings:
-
The file name must match the mission
name, but with
the extension TXT rather than MIS.
-
Like the mission file itself, the
*.TXT file will
reside in the main SWOTL directory.
-
The first line of your file should be
a title as SWOTL
will automatically center, and highlight that line.
-
Leaving a blank line between the title
and the main
body of your text is a good idea.
-
The width of each line is about 40
characters, more
or less.
-
The length of the file is usually
about 45 lines.
I find it best to write the file, and then
enter SWOTL
to see how it looks. If something runs off the edge of the screen you
will
need to go back and change things accordingly.
Be descriptive, and/or creative in your
briefing.
If this is a historically based mission, tell about the real one you
based
it on. In other missions, set the "scene" with a short story. You can
give
some idea about what to expect, but don't give it all away; be careful
how many hints and tips you put in the briefing! And, lastly,
give
yourself some credit! If you share this with friends, or
other
SWOTL fans, add a line at the end about who conceived and wrote the
mission
and briefing.
Additional information can be
found in the
custmiss.txt
file available on-line.
Lost your "Code Wheel" ?
Eliminating the need for the code wheel
There are a few ways to do this. Let me
list the
three major methods here. Two require a bit of file editing, so you
will
want to make a back-up copy of the file in question first!! The first
replaces
some files, so I'd still make back-ups, just in case.
The easiest, and by far the best way is
to "upgrade"
to the Air Combat Classics version of SWOTL. This version no longer
uses
the code wheel at all! You can try using the ACCSWOTL
file to do this. If you have TFH:BOB and/or BH1942 as well, you might
try
the BOB-BH_U.ZIP file instead of the
fixes below.
These next two methods require some
file editing.
The easiest is to simply change all the "codes" that you would have to
type in to "empty strings" so that you don't have to type in anything!
You do this by using the DOS program called DEBUG, like so:
Go to the DOS Prompt and type the following
COPY \SWOTL\FE\NAMES.PAC
*.PA
(This makes a backup of the file in case things
go
wrong...)
DEBUG
\SWOTL\FE\NAMES.PAC
F CS:100 0357 00
W
Q
This "blanks out" the entire contents of the NAMES.PAC file. Now, when
you run the game, at the "code" prompt press ENTER and things will run
just fine!
Another technique is to edit the
FRONTEND.OVL file.
To do this you need access to a program that allows "Hex Editing" and
"Hex
Searching" on your files. Under DOS you can use HEX-EDIT.ZIP
located here, or UltraEdit for Win95. Of course, you would
FIRST
make a back-up of \SWOTL\FRONTEND.OVL !! Next, use your editor to
search
for the following string (NOTE: 0 = Zero, NOT "oh") :
3D 1A 00 75 21 0E E8
and change it to:
3D 1A 00 EB 11 0E E8
OR, you can search the NOTCAMP.OVL file for :
42 DE 74
and change it to:
42 DE EB
Either way, this will eliminate the ID
code prompt
entirely! If you don't want to try these yourself, you can look for
some
ready made fixes using an internet search. (Sorry, the link I had is no
longer valid, and I don't won't post them here to avoid trouble with
LucasArts.)
For TFH:BOB you can try either of these
methods:
COPY BOB.EXE BOB.ORI
(Just in case...)
REN BOB.EXE BOB.BIN
(DEBUG won't do .EXEs)
DEBUG BOB.BIN
E 7758 90 90
W
Q
REN BOB.BIN BOB.EXE
(Make the file Executable again.)
OR, you can search the BOB.EXE file for :
36 24 75 08 b8 01
and change it to:
36 24 90 90 b8 01
You now will no longer need to "Tune
your Radio"!!
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