Custom hangars

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Msg-important.png Custom hangars are not working on clients installed in the launcher setting "compatibility mode".

With the introduction of update 1.59 “Flaming Arrows”, players are able to change the hangar for a custom one.

How to create a custom hangar

Standard "Hangar" for ground vehicles in version 1.59

First you need to create the location. You can create it yourself or use a custom location created by someone else. The location file has an extension .bin.

The appropriate location is situated in the game directory, you need to add it to the game root directory attached to the myhangar.blk file or create it yourself.

An example of a user based hangar on the port location hangar "Port of Novorossiysk"

The main parameters that are responsible for the location of the equipment in the hangar are:

 level:t = "levels/*location_file_name*.bin" - path to the location designated as the hangar in the game directory.
 modelRotation:r = 60 - direction of the player vehicles in the location.
 modelPos:p3 = 2154, 17.7, -684.4 - vehicle placement in the location.

For different types of vehicles you are able to add a different place in the hangar.

Tanks

unitPos {
 hangarPlace:t = "tank"
 modelPos:p3 = 1806.49, 58.9, -1099.33
 modelRotation:r = 75.8
 unitOffset:p3 = 0, 1, 0
}

Planes

unitPos{
 hangarPlace:t = "aircraft"
 modelPos:p3 = 2154.0, 17.7, -684.4
 modelRotation:r = 60.0
 unitOffset:p3 = 0.0, 0.0, 0.0
}

Ships / Hydroplane

unitPos{
 hangarPlace:t = "ship"
 hangarPlace:t = "hydroplane"
 modelPos:p3 = 120.0, 2.0, 2250.0
 modelRotation:r = 0.0
 unitOffset:p3 = 0.0, 0.0, 0.0
 unitOnWater:b= yes
 cameraEllipsoidWeights:p4= 0.1, 0.0, 0.0, 0.6
 cameraMinDistanceToModel:r = 10.0
}

The above parameters are responsible for the position of units in the hangar. If different types of vehicles are given different locations, switching between them in the hangar will initiate a smooth change of camera view.

Final step - in the file config.blk you must add a parameter pointing to the name of the configuration file for your new hangar:

 hangarBlk:t="myhangar.blk"

We already have variants of the hangar in our client:

 hangarBlk:t="config/hangar.blk" - default
 hangarBlk:t="config/hangar_military_base.blk" - hangar with a military base on the island
 hangarBlk:t="config/hangar_airfield.blk" - hangar on airfield (before update 1.59)

Have you completed your hangar? Don’t forget to share your creation with other players on Live.warthunder.com in the section “Locations”.

More options

Hangar parameters

Explanation of some parameters that are located at the top of file.

  • objectSphereDefaultScreenAspectRatio Can be used to increase or reduce the spheric effect
  • objectSphereAirplaneYFactor Can be used to increase or reduce the spheric effect
  • objectSphereTankYFactor - Can be used to increase or reduce the spheric effect
  • minCamAlt - Sets the minimum height of camera
  • vertRange - Sets the height of camera
  • additionalHangarCameraBias - Changes the view distance, can add the blur effect
  • timeToIdle - Changes how long it takes to enable the iddle camera movement (seconds)
  • mouseZoomSpeed - Changes the zoom speed by using a mouse scroll wheel
  • mouseDecalRotSpeed - Changes the decal rotation speed
  • mouseDecalSizeSpeed:r = Changes the decal resizing speed
  • weather - Sets the specific weather settings
  • hqWeather - Sets the specific weather settings
  • env - Used to set the default time in hangar
  • fmGearsSpringsCoeffMul - Sets how much the plane will bounce
If set to too high values it can affect some planes like the Me 163 (flipping issue)

Adjusting time settings

It is possible to set the time to specific hour and then set its chance of appearance.

env{
 env:t = "13"
 weight:r = 90.0
}
  • env - Sets the time, can be set in range from 0 to 24
  • weight - Sets how often the game will choose this setting, the higher the number, the more often it will appear

Adding units in the background

Adding units to the custom hangar can be achieved by using this code:

backgroundModel{
 fmName:t = "b-17e"
 pos:p3 = 2068.4, 18.6, -766.8
 rotation:r = 44.3
 tag:t = "country_usa"
 forUnitType:t = "aircraft"
}
  • fmName - Sets the unit type
Only flying units are allowed, you can find their names here
  • pos - Sets the unit's position in the hangar
It is the best to load the location in the mission editor, put the unit in the place you want and then copy its coordinates
  • rotation - Sets the unit's direction
  • tag - Makes it so only specific units are appearing for different nations
Available tags:
  • country_usa
  • country_germany
  • country_italy
  • country_ussr
  • country_britain
  • country_australia
  • country_japan
  • country_france
  • country_sweden
  • country_china
  • forUnitType - Sets for which unit type will it show background models

Adding objects in the background

It is possible to add many different objects and effects like pumpkins, lights and other similar.

backgroundObject{
 res:t="red_balloon_a_dynmodel"
 tm:m=[[-0.20992, 0.0, 0.586354] [0.0, 0.622798, 0.0] [-0.586354, 0.0, -0.20992] [1785.91, 58.87, -1075.34]]
}
  • res - Name of the object
Only simple models are allowed
  • tm - Sets the object coordinates
To get them you need to add place the object in the mission editor, save the mission and copy its coordinates from the blk file
backgroundModel{
 effectName:t="light_indoor_10_yellow"
 pos:p3=1786.68, 63.5254, -1075.87
}
  • Name of the effect
  • Sets the effect coordinates

Adjusting the iddle camera movement

Iddle camera movement can be adjusted by using this code:

procCamera{
 fov:r=80.0
 zNear:r=0.05
 time:r=8.0

 from{

   start{
     nodeName:t="wing_l_dm"
     offset:p3=0.0, 1.0, 0.5
   }

   end{
     nodeName:t="wing_l_dm"
     offset:p3=1.0, 1.0, 0.7
   }
 }

 to{

   start{
     nodeName:t="pilot_dm"
     offset:p3=0.0, 1.0, 0.0
   }

   end{
     nodeName:t="pilot_dm"
     offset:p3=0.0, 1.0, 1.0
   }
  }
}
  • fov - Sets the zoom
  • time - Sets for how long will it last
  • nodeName - Part of the unit which will be followed by the camera
Can be found in the Asset Viewer in _skeleton models

How to setup custom hangar

If you are the author of your own hangar, your installation will be completed already when referring to the "how to create a custom hangar" instructions. When downloading a custom location from “Live.warthunder.com” for example, you need to correctly add the location of the hangar and set the path to the appropriate files.

  • Download the new hangar location file. The file must have an extension of .bin.
  • Add the file to a created folder in the game directory.
  • In the root directory place the configuration file myhangar.blk and set it up with a direct parameter to the location file .bin with vehicles. Follow the instructions "how to create a custom hangar".
  • In the config.blk, add the parameter:
hangarBlk:t="myhangar.blk".

The next time you run the game, you will log in to the new hangar.

Remember! Custom hangars are used entirely at your own risk - they may function incorrectly, or cause errors in the game client.

Custom Hangar Examples

References