Difference between pages "FJ-4B VMF-232" and "Multiplayer mission creation"

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(@Aim2CV - thanks for catching my cut/paste error, this page has been updated to reflect!)
 
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{{Specs-Card
+
__TOC__
|code=fj_4b_agm_12b
 
|cockpit=380038/1304952
 
|market=FJ-4B VMF-232 (USA)
 
}}
 
{{About
 
| about = gift jet fighter '''{{PAGENAME}}'''
 
| other
 
| usage-1 = the regular version
 
| link-1 = FJ-4B
 
| usage-2 = other uses
 
| link-2 = Fury (Disambiguation)
 
}}
 
  
== Description ==
+
= How to create a basic multiplayer mission =
<!-- ''In the description, the first part should be about the history of and the creation and combat usage of the aircraft, as well as its key features. In the second part, tell the reader about the aircraft in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' -->
 
[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]
 
{{break}}
 
The '''{{Specs|name}}''' is a gift rank {{Specs|rank}} American jet fighter {{Battle-rating}}. It was introduced in [[Update 1.79 "Project X"]] as the main reward for the Good Old S.U.M.M.E.R event 2018.
 
  
In the early 1950s, the US Navy realized during the Korean War that their straight-wing fighters were vastly inferior to the swept-wing [[MiG-15 (Family)|MiG 15s]] they flew against. Though the F7U and F9F fighters were under development, they were not ready for deployment requiring the Navy to look elsewhere for a usable swept-wing fighter. They looked to the Air Force’s [[F-86 (Family)|F-86]] Sabre as a stop-gap measure. Modifications were needed to make it aircraft carrier ready to include a stronger nose-wheel strut, all-moving flying tail without dihedral, outer wing panels folded upward and the windscreen was modified to aid the pilot’s visibility on approach for landing on the carrier. This version of the aircraft was designated as the FJ-2 Fury (completely different aircraft from the original North American FJ-1).  Even with modifications, the aircraft was unfit for carrier duty and was passed onto the US Marines for land-based duty.
+
[[File:Multiplayer Mission Properties.jpg|250px|thumb|right]]
  
The FJ-3 underwent development to rectify issues the FJ-2 had. Now outfitted with a more powerful engine, wing shape changed to provide more manoeuvrability and eliminated the leading edge slats and were reinforced to allow for four external pylons to allow for external fuel tanks, 500 or 1,000 lb bombs. The fuselage was enlarged to allow for more airflow to reach the engine and the fighter was outfitted with AIM-9 Sidewinder air-to-air missiles.
+
:1. Run mission editor (missioned.cmd in WarThunderCDK folder).
 +
:2. Select a map in '''Select binary dump file''' window by pressing '''...''' tab (all map files are stored here: '''WarThunder\levels''')
 +
::''Note: You can edit a mission without loaded map, location in scene viewer is just a preview.''
 +
:3. Set basic settings in the Mission Editor.
  
The FJ-4 was a more aggressive approach compared to the FJ-3 with a much thinner wing and skin which was milled from solid alloy plates allowing for more strength, durability and aerodynamics. As the FJ-4 was built to be an all-weather interceptor, it required a considerable amount of fuel for operations and ultimately contained 50% more fuel than the FJ-3. To help conserve fuel, most of the protective armour was removed and the total ammunition count was reduced. Since weight was removed, an additional fuel tank was fitted within the fuselage, causing the “razorback” look to the rear deck of the aircraft just aft of the cockpit. Also, due to the stronger wing of this fighter, a total of six underwing stations were available allowing for more ordnance to be carried.  
+
::*Choose the side toolbar '''Mission Settings -> mission'''
 +
::*Choose a name for your mission in '''name''' tab
 +
::''Note: You can't use capital letters and there should be no spaces''
 +
::*Choose a name for your mission that will be displayed for other players in '''locName''' tab
 +
::''Note: You can use space there and for example write down '''[Multiplayer Mission] Test'''''
 +
::*Choose a description for your mission in '''locDesc''' tab
 +
::*Set a mission type to '''domination''' in '''type''' tab
 +
::*Choose a location map in '''level''' tab
 +
::*Choose time of a day and weather in '''Weather params''' tab
 +
::*If you want to make it a free for all mode (everyone vs everyone without teams) then go to '''Game type params''' and enable '''gt_ffa''' and '''gt_ffa_deathmatch''' options
 +
::*Change the number of tickets in '''scoreLimit''' which you can find in '''Versus params''' tab
 +
::''Note: by default it's set to 500''
 +
::*Change the number of tickets that are lost after someone dies in '''deathPenaltyMul''' which you can find in '''Versus params''' tab
 +
::''Note: by default it's set to 1 so it will remove 100 tickets from one of teams every time someone dies, if for example you set it to 0.1 then the game will remove 10 tickets when someone dies''
  
The {{PAGENAME}} found in War Thunder is a solid multi-role US Marine aircraft which can fight air-to-air combat, ground-pound or both. The fighter features four 20 mm autocannons and then can outfit several different ordnance to its underwing stores. Bomb load-outs range from using 250, 500, 1,000 or 2,000 lb bombs effectively targeting from vehicles and pillboxes all the way up to bases.  FFAR Mighty Mouse rockets make short work of ground targets, but also can be deadly against any of the bomber aircraft it may intercept. Bullpup rockets can create a huge punch into a ground target, however, it requires the attention of the pilot all the way to the target to ensure it hits. The {{PAGENAME}} can also sport two AIM-9B Sidewinder missiles, which any smart pilot on the receiving end will immediately begin evasive manoeuvres when one of these are inbound because, at that point, nothing else matters!
+
==='''Important notes'''===
  
== General info ==
+
:*You can't use '''imports''' function in multiplayer missions
=== Flight Performance ===
+
:*There's a size limit for multiplayer missions and it's set to 512 KB, so if you are planning to add lots of triggers try to optimize them as much as it's possible, using variables for that is a really good idea, also don't forget about '''useForTriggerFiltered''' option which makes it possible for actions to select only a few units that meet '''conditions''' (it's the best to use '''squad''' unit which consist of many units in it), this option is available in many actions
''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.''
+
:*If you are planning to change properties of selected player units (for example to repair selected units if they enter one of previously added areas) it's a really good idea to create a '''squad''' unit, put there all player units (all t1_player, t2_player units) and call it '''all_players_squad'''
[[File:FJ-4B_extended_airbrakes.jpg|500px|thumb|right|An '''{{PAGENAME}}''' preparing for a carrier landing with flaps and air brakes fully extended slowing the approach to snag a deck cable at about 140 mph (225 kph).]]
+
:*It's possible to use [https://wiki.warthunder.com/CSV_files_for_missions CSV files] in multiplayer missions but every player needs to download them before joining to the custom battle with a custom multiplayer mission if they want to see objectives, hints and other messages
  
{| class="wikitable" style="text-align:center"
+
== Creating slots for players ==
 +
 
 +
:[[File:Unit Creation Icon.jpg|250px|thumb|right|Unit creation icon]]1. Create a new unit by pressing '''Create unit''' icon and place it somewhere (you can control the map view by pressing '''SPACE''').
 +
:[[File:Unit Properties Icon.jpg|250px|thumb|right|Unit properties icon]]2. Open it's properties (by for example pressing '''P''').
 +
 
 +
::*Change the '''Name:''' to '''t1_player01'''
 +
::*Switch it's '''type''' to '''armada'''
 +
::*Find a '''dummy''' unit in '''Class''' tab and select it
 +
 
 +
:[[File:Copying Units.jpg|250px|thumb|right]]3. Copy '''t1_player01''' unit.
 +
::''Note: You will need it to create player slots for the mission, so it's preferable to create 16 of them, the game supports up to 32 players per team''
 +
 
 +
::*Select the unit
 +
::*Press '''W'''
 +
::*While holding '''Shift''' select one of the displayed arrows and then drag it until a new unit appears
 +
::*The CDK will show you a new window, in this window change the '''Count of clones:''' amount to the number that you want in your mission
 +
::*Select '''Auto rename'''
 +
::*Press '''Ok''', now you should see lots of copies of this unit named '''t1_player02, t1_player03, t1_player04 etc.'''
 +
 
 +
:[[File:Copying Units 2.jpg|250px|thumb|right]]4. Create the same amount of '''t2_player''' units by copying '''t1_player''' units.
 +
 
 +
::*In Unit copying window change '''Name of clone(s):''' to '''t2_player01'''
 +
::*Change the '''Count of clones:''' amount to the number that equals amount of '''t1_player''' units (set it to 1)
 +
::*Press '''Ok'''
 +
::*Now you should see lots of copies of '''t1_player''' units named '''t2_player01, t2_player02, t2_player03 etc.'''
 +
 
 +
:5. Go back to the side toolbar '''Mission Settings''' and add these units to make them usable as slots for players in your multiplayer mission.
 +
 
 +
::*Select '''player_teamA'''
 +
::*Press '''wing''' to add new slots and add all '''t1_player''' units there one by one
 +
::*Select '''player_teamB'''
 +
::*Press '''wing''' to add new slots and add all '''t2_player''' units there one by one
 +
::''Note: they can't be added as squads (by putting all units in for example t1 and t2 '''squad''' unit) if you do that then the mission will simply not work''
 +
 
 +
== Creating respawn zones for players ==
 +
 
 +
=== Setting up a trigger for respawn action ===
 +
 
 +
:1. Choose the side toolbar '''Triggers / Missions Obj. Navigat'''[[File:Trigger properties icon.jpg|250px|thumb|right|Trigger properties icon]]
 +
:2. Press the '''Trigger''' button to create a new trigger
 +
:3. Press the '''Properties and Trigger/MissionObj info''' icon which you can find on top toolbar to show the tab with trigger properties.
 +
:4. Select your new trigger and change it's '''Name''' to for example '''respawn'''.[[File:Creating Respawn Zones.jpg|250px|thumb|right]]
 +
:5. Make sure that '''Enabled''' is switched on.
 +
:6. Change the '''Events''' type to initMission.
 +
::''Note: You need to do it this way because otherwise you will need to wait at least 30 second after launching the mission to be able to select one of available spawn zones''
 +
::*In lower part of this toolbar select '''periodicEvent {time=1.00}''' in the '''Elements:''' window
 +
::*Select '''Elements''' button on the bottom and press '''periodicEvent'''
 +
::''Note: (if nothing happens then select one of folders in the '''Elements:''' window and then switch back to '''periodicEvent {time=1.00}''')''
 +
::*A new window should appear, select '''initMission''' there and press '''Ok''' or double click on '''initMission'''
 +
 
 +
=== Adding air spawns for aeroplanes and ground spawns for ground units ===
 +
 
 +
:1. Create areas for respawn action.[[File:Area Creation Icons.jpg|250px|thumb|right|Area creation icons]]
 +
::*Press one of area creation icons on the top toolbar
 +
::*Press the ground on the map view in the place where you want to put your respawn area
 +
:::*press only if you selected the first icon ('''Point''')
 +
:::*press and drag (you change it's size by doing that) if you selected other icons ('''Sphere''', '''Cylinder''' or '''Box''')
 +
:2. Change properties of your area.
 +
::*Change '''Name:''' to '''t1_spawnarea_01'''
 +
::*Make at least 10 areas that are named '''t1_spawnarea_01''', '''t1_spawnarea_02''', '''t1_spawnarea_03''' etc.
 +
::*copy all created '''t1_spawnarea''' areas and call them '''t2_spawnarea_01''', '''t2_spawnarea_01''', '''t2_spawnarea_01''' etc (you need them for both teams)
 +
::''Note: If those spawns are meant to be for airplanes then place them in the air''
 +
::''if for tanks then place them on the ground''
 +
::''if for ships then place them on the sea level''
 +
:3. Add a respawn action.
 +
::*Press the '''Action''' button in the trigger properties toolbar
 +
::*Below '''Filter:''' type '''missionMarkAsRespawnPoint'''
 +
::*Press '''Ok''' or double click on '''missionMarkAsRespawnPoint'''
 +
:4. Add respawn areas to '''missionMarkAsRespawnPoint''' action.
 +
::*Select '''missionMarkAsRespawnPoint''' action in '''Elements:''' window
 +
::*Add all existing t1_spawnarea areas to the tab next to '''target''', you can create more of them by just pressing a wide '''target''' tab below
 +
::*Change the '''loc_name''' (name of that spawn zone which will be visible in game, you can use spaces and capital letters) or leave it be if you want the game to set default respawn names (Respawn #1, #2 etc.)
 +
::*Press a wide '''team''' tab, a new selectable tab should appear, press it and select '''A'''
 +
::*Press a wide '''tags''' tab on the bottom of option, it will create an expandable window with tabs of all available tags in the game, select those that you want to use in your mission ('''air''' for airplanes, '''tank''' for ground units, '''ship''' for boats and ships)
 +
:5. Copy existing '''missionMarkAsRespawnPoint''' action to make respawn zones for the second team.
 +
::*Below the '''Elements:''' window, there should be a '''copy''' tab, select '''missionMarkAsRespawnPoint''' action and then press this '''copy''' tab
 +
::*Press '''Paste ...''' tab, a new window should appear
 +
::*Select '''missionMarkAsRespawnPoint''' action there and press ok
 +
::*Now you should see two the same actions in the '''Elements:''' window, select the second one
 +
::*Change all '''target''' areas to those that are meant to be for the second team (B / T2)
 +
::*Switch the '''team''' tab to '''B'''
 +
::''Note: You can speed up changing '''target'''s by creating an '''area_squad''' unit and then putting all '''t2_spawnarea''' areas there, then selecting this squad in the '''missionMarkAsRespawnPoint''' action properties''
 +
 
 +
 
 +
=== Adding airfield spawn for airplanes ===
 +
 
 +
:1. Create an airfield unit.
 +
::* Select '''Create unit''' icon on the top toolbar [[File:Unit Creation Icon.jpg|250px|thumb|right|Unit creation icon]]
 +
::* Select created unit
 +
::* Open it's properties (by for example pressing '''P''')[[File:Unit Properties Icon.jpg|250px|thumb|right|Unit properties icon]]
 +
::* Change it's '''Name:''' to '''airfield_01'''
 +
::* Change it's '''type''' to objectGroups[[File:Airfield Properties.jpg|250px|thumb|right]]
 +
::* Select one of available airfields in '''Class''' tab
 +
::''Note: all names of airfields start with '''dynaf_'''''
 +
::* Change it's '''army''' to 1
 +
::''Note: depends for which team you want to make it, remember that 1 = A team, 2 = B team'''
 +
:2. Add a respawn action.
 +
::*Press the '''Action''' button in the trigger properties toolbar
 +
::*Below '''Filter:''' type '''missionMarkAsRespawnPoint'''
 +
::*Press '''Ok''' or double click on '''missionMarkAsRespawnPoint'''
 +
:3. Add the airfield to '''missionMarkAsRespawnPoint''' action.
 +
::*Select '''missionMarkAsRespawnPoint''' action in '''Elements:''' window
 +
::*Add '''airfield_01''' to the tab next to '''target'''
 +
::*Change the '''loc_name''' (name of that spawn zone which will be visible in game, you can use spaces and capital letters) or leave it be if you want the game to set default respawn names (Respawn #1, #2 etc.)
 +
::*Select '''isAirfield'''
 +
::*Press a wide '''team''' tab, a new selectable tab should appear, press it and select '''A'''
 +
::*Select '''Object''' and set it to '''airfield_01'''
 +
::*Press a wide '''tags''' tab on the bottom of option, it will create an expandable window with tabs of all available tags in the game, select those that you want to use in your mission (air)
 +
 
 +
'''Notes:'''
 +
:* If you are planning to create an airfield spawn zone by using '''addAirfield''' action (which allows to add spawn zones manually) and you decide to set the '''Event''' of that trigger to '''initMission''' then remember to always put '''missionMarkAsRespawnPoint''' after these '''addAirfield''' action, not before them and if you want to put '''missionMarkAsRespawnPoint''' in other trigger then make sure to disable it and then add a '''triggerEnable''' action pointing at that trigger from the trigger with a '''addAirfield''' action, otherwise there might be issues with spawn zones and there's a chance that you won't be able to spawn your plane.
 +
 
 +
== Creating capture zones ==
 +
 
 +
:1. Create a new area and call it '''capture_zone_01'''.
 +
:2. Create a new trigger.
 +
:3. Add a new action called '''missionMarkAsCaptureZone'''.
 +
::*Assign your new area to '''target''' (you should be able select '''capture_zone_01''')
 +
::*Set to '''which''' army it should be assigned by default (after launching your mission, 0 - neutral, 1 - A, 2 - B)
 +
::*Set '''canCaptureOnGround''' if you want to be able to capture it by staying on the ground in the capture zone area (disabled by default)
 +
::*Set '''canCaptureInAir''' if you want it to be able to capture it while being in the air (enabled by default)
 +
::*Set '''canCapturebyGM''' if you want to make it capturable by ground units
 +
::*Set '''onlyPlayersCanCapture''' if you want it to be capturable only by players
 +
::*Set '''CaptureNoPenalty''' if you want to disable ticket drain when it's captured by one of teams
 +
::*Add '''tags''' to select which unit types are allowed to capture this zone
 +
::''Note: you can adjust how fast it drains tickets in '''missionSetProperties''' action, there are two '''ctaCaptureZone''' options which control that''
 +
 
 +
 
 +
 
 +
''Note: You can find more informations about the Mission Editor '''[[Instructions for Using the Mission Editor|here]]''' and more informations about triggers here '''[[Triggers|here]]''' ''
 +
 
 +
== Saving your mission ==
 +
 
 +
:1. On the most top bar select '''Mission Editor'''
 +
:2. Press '''Save mission (Ctrl+M)'''
 +
:3. Select where you want to save your mission and set its name, remember to save it as '''.blk''' file
 +
 
 +
That's all, now all you need to do is to upload your mission somewhere or on [http://live.warthunder.com/feed/ live.warthunder.com] site, but don't forget to add a proper image and description for your mission. You will find more details [[How to launch a custom mission in the game|here]].
 +
 
 +
:''Note: any hosting service will do as long as the link ends with '''.blk''' and don't forget to delete '''https://''' part of that link, otherwise the game won't be able to read it unless it's a live.warthunder.com link'' 
 +
 
 +
= Options and functions available in multiplayer missions =
 +
 
 +
== Versus mode parameters ==
 +
 
 +
{| class="wikitable" style="width: 100%;"
 +
|+
 +
! style="width: 20%;" |Option
 +
! style="width: 80%;" |Description
 
|-
 
|-
! colspan="8" | Characteristics
+
| scoreLimit
 +
| Total amount of tickets in MP mission (by default it's set to 500)
 
|-
 
|-
! colspan="8" | ''Stock''
+
| timeLimit
 +
| Time limit in MP mission (by default it's set to 30 minutes)
 
|-
 
|-
! colspan="2" | Max Speed<br>(km/h at 152 m)
+
| deathPenaltyMul
! rowspan="2" | Max altitude<br>(meters)
+
| Sets the multiplier of removed tickets after someone dies (by default it's set to 1.0 = 100 tickets per death)
! colspan="2" | Turn time<br>(seconds)
 
! colspan="2" | Rate of climb<br>(meters/second)
 
! rowspan="2" | Take-off run<br>(meters)
 
 
|-
 
|-
! AB
+
| postfix
! RB
+
| <div class="mw-collapsible mw-collapsed" style="width:100%">Adds a gamemode name before the mission name<div class="mw-collapsible-content">
! AB
+
''Note: There's a missionNamePostfix condition which lets you check the mission postfix''
! RB
+
</div><div>
! AB
 
! RB
 
 
|-
 
|-
| 1,058 || 1,029 || {{Specs|ceiling}} || 32.5 || 33.3 || 28.1 || 26.4 || 750
+
| ctaCaptureZoneEqualPenaltyMult
 +
| Sets the multiplier of tickets drain when both teams have captured the same amount of zones (when each team have at least 1 zone captured, both team will lose tickets with this mul)
 
|-
 
|-
! colspan="8" | ''Upgraded''
+
| ctaCaptureZoneDiffPenaltyExp
 +
| When one team have on N more captured zones - enemy tickets will decrease faster. Mul calc as (if zones_num_t1 < zones_num_t2):(zones_num_t2 - zones_num_t1) ^ ctaCaptureZoneDiffPenaltyExp
 
|-
 
|-
! colspan="2" | Max Speed<br>(km/h at 152 m)
+
| useAlternativeMapCoord
! rowspan="2" | Max altitude<br>(meters)
+
| If checked will use alternative map coordinates
! colspan="2" | Turn time<br>(seconds)
 
! colspan="2" | Rate of climb<br>(meters/second)
 
! rowspan="2" | Take-off run<br>(meters)
 
 
|-
 
|-
! AB
+
| useKillStreaks
! RB
+
| Unknown
! AB
 
! RB
 
! AB
 
! RB
 
 
|-
 
|-
| ??? || 1090 || {{Specs|ceiling}} || ??.? || 31 || ??.? || 35 || 750
+
| allowedKillStreaks
 +
| Unknown
 
|-
 
|-
|}
+
| nameKillStreaks:t=""
 +
| <div class="mw-collapsible mw-collapsed" style="width:100%">Adds killstreak system from Arcade Battles (spawning in airplanes or helicopters after getting required amount of kills), you need to add this line manually by editing the mission blk file<div class="mw-collapsible-content">
 +
'''Available killstreak presets:'''
  
====Details====
+
* killStreaksAircraftOrHelicopter
{| class="wikitable" style="text-align:center"
+
* killStreaks_survival_event_aircraftOrHelicopter
 +
</div><div>
 
|-
 
|-
! colspan="5" | Features
+
| randomSpawnTeams
 +
| Unknown
 
|-
 
|-
! Combat flaps
+
| remapAiTankModels
! Take-off flaps
+
| Unknown
! Landing flaps
 
! Air brakes
 
! Arrestor gear
 
 
|-
 
|-
| || ✓ || ✓ || ✓ || ✓    <!-- ✓ -->
+
| isBotsAllowed
 +
| Disables or enables bots
 
|-
 
|-
|}
+
| battleAreaColorPreset
 +
| Select the color type of the battle area
 +
|-
 +
| ingnoreInvulnerableTimer
 +
| Disable or enable a spawn protection (making the player not able to be damaged)
 +
|-
 +
| allowedUnitTypes
 +
| Select which unit types are allowed in your mission
 +
|-
 +
| useCustomSuperArtillery
 +
| <div class="mw-collapsible mw-collapsed" style="width:100%">Enable or disable custom artillery type for use in tanks and ships<div class="mw-collapsible-content">
 +
''Note: You can also enable or disable it by using '''missionCustomArtillery''' action''
 +
</div><div>
 +
|-
 +
| customSuperArtillery
 +
| <div class="mw-collapsible mw-collapsed" style="width:100%">Sets the custom artillery type<div class="mw-collapsible-content">
 +
'''Available custom artillery types:'''
  
{| class="wikitable" style="text-align:center"
+
* structures/streakartillery_203mm_r100m
 +
* structures/streakartillery_203mm_r150m
 +
* structures/streakartillery_203mm_r150m
 +
* structures/streakartillery_203mm_r200m
 +
* structures/ussr_152mm_d1
 +
* structures/ussr_122mm_m30_smoke
 +
* structures/ussr_152mm_ml20
 +
* structures/ussr_152mm_ml20_large
 +
* structures/ussr_203mm_b4
 +
* structures/ussr_quest_large_art
 +
* structures/germ_3x280mm_sk_c34
 +
</div><div>
 +
|-
 +
| missionType
 +
| Lets you select a mission type which you will be able to select in game (you need to set it up by adding proper actions and conditions)
 +
|-
 +
| maxRespawns
 +
| Set the number of available respawns
 +
|-
 +
| allowEmptyTeams
 +
| Lets you play alone in multiplayer missions
 
|-
 
|-
! colspan="5" | Limits
+
| missionCostMul
 +
| Unknown
 
|-
 
|-
! rowspan="2" | Wing-break speed<br>(km/h)
+
| respawnTimeMultiplier
! rowspan="2" | Gear limit<br>(km/h)
+
| Sets a multiplier of how long it will take to respawn (respawn counter)
! rowspan="2" | Combat flaps<br>(km/h)
 
! colspan="2" | Max Static G
 
 
|-
 
|-
! +
+
| useSpawnScore
! -
+
| Enables Spawn Points system (for more details check '''Enabling Spawn Points system''' category)
 
|-
 
|-
| {{Specs|destruction|constructions}} || {{Specs|destruction|chassis}} || 620 || ~10 || ~4
+
| country_allies
 +
| Set a country for the first team
 +
|-
 +
| country_axis
 +
| Set a country for the second team
 +
|-
 +
| mission
 +
| Makes it possible to set different mission settings like tickets amount for different gamemodes (AB, RB, SB)
 +
|-
 +
| groundKillWpBudget
 +
| <div class="mw-collapsible mw-collapsed" style="width:100%">Unknown<div class="mw-collapsible-content">
 +
* max_players: Unknown
 +
* max_total_budget: Unknown
 +
* min_total_budget: Unknown
 +
* min_total_budget_multiplier: Unknown
 +
* supposed_personal_part_of_total_budget_for_one_player:Unknown
 +
* min_mul_for_personal_price: Unknown
 +
</div><div>
 
|-
 
|-
 
|}
 
|}
  
{| class="wikitable" style="text-align:center"
+
== Game type parameters ==
 +
 
 +
{| class="wikitable" style="width: 100%;"
 +
|+
 +
! style="width: 20%;" |Option
 +
! style="width: 80%;" |Description
 
|-
 
|-
! colspan="4" | Optimal velocities
+
| gt_mp_tickets
 +
| Enables or disables tickets functionality (can be used in SP missions)
 
|-
 
|-
! Ailerons<br>(km/h)
+
| gt_mp_capture
! Rudder<br>(km/h)
+
| Enables or disables capture zones (by using '''missionMarkAsCaptureZone''' action, can be used in SP missions)
! Elevators<br>(km/h)
 
! Radiator<br>(km/h)
 
 
|-
 
|-
| < 750 || < 690 || < 680 || N/A
+
| gt_mp_solo
 +
| Unknown
 
|-
 
|-
|}
+
| gt_cooperative
 
+
| Parameter used for creating cooperative missions
{| class="wikitable" style="text-align:center"
+
|-
 +
| gt_reload_explosives
 +
| Unknown
 +
|-
 +
| gt_ffa
 +
| If enabled, will change the mission into a free for all mode (everyone vs everyone without teams)
 +
|-
 +
| gt_race
 +
| If enabled, will change the mission into a race mode (it's the best to use it with '''beginRaceMode''' action)
 
|-
 
|-
! colspan="3" | Compressor (RB/SB)
+
| gt_football
 +
| If enabled, will change the mission into a football mode (to make it work you need to use options from the '''football params''' tab and copy these two lines under the '''mission{''' block: isPhysPredictionEnabled:b=yes isPreciseCollisionDetectionEnabled:b=yes )
 
|-
 
|-
! colspan="3" | Setting 1
+
| gt_last_man_standing
 +
| If enabled, will change the mission into a battle royale mode (to make it work you need to use '''missionSetBattleRoyaleArea''' action)
 
|-
 
|-
! Optimal altitude
+
| gt_mp_score
! 100% Engine power
+
| Shows the score on top of screen (killed player units, deaths, your place in team etc.) and hides the tickets bar
! WEP Engine power
 
 
|-
 
|-
| 152 m || 3,410 kgf || N/A
+
| gt_versus
 +
| Disables or enables it's multiplayer functionality
 
|-
 
|-
 
|}
 
|}
  
=== Survivability and armour ===
+
== Enabling Spawn Points system ==
''Examine the survivability of the aircraft. Note how vulnerable the structure is and how secure the pilot is, whether the fuel tanks are armoured, etc. Describe the armour, if there is any, and also mention the vulnerability of other critical aircraft systems.''
 
* 60 mm Bulletproof glass in front of the pilot.
 
* 12.7 mm Steel plate behind the pilot.
 
  
The {{PAGENAME}} fighter has minimal armour to save weight, which allowed for more fuel tanks to be installed. The armour on the aircraft is limited to a 12.7 mm steel plate behind the pilot’s seat and a 60 mm bulletproof glass in the windscreen of the aircraft. This armour protection at best will help the pilot survive a pilot snipe, however, it will not do anything to protect the fuel tanks and jet engine which are all vulnerable to gun, rocket and missile fire.
+
Spawn Points system is a feature that can allow you add an additional spawn requirement, the need of gaining Spawn Points by completing various mission objectives or destroying units controlled by players. In Realistic Battles for Ground Forces they are needed if you want to spawn in another vehicle after you loose your current one, better vehicles require more Spawn Points and every time you die it will increase Spawn Points requirements. In Enduring Confrontation game mode you need Spawn Points to spawn in better airplanes, right after joining to battle you get 200 SP which allows you to spawn in airplanes with the lowest Battle Rating in bracket of that battle (for example 5.0 in 5.0-6.3 battle) and in a vehicle that has higher BR by 0.3. This section will explain how to make this system work in the custom multiplayer missions.
 +
[[File:Screenshot of a Spawn Points system.jpg|250px|thumb|right]]
  
== Armaments ==
+
:1. Go to '''Mission Settings:> Versus params''' and enable '''useSpawnScore'''
=== Offensive armament ===
+
:2. If you haven't saved the mission yet then do it now
<!-- ''Describe the offensive armament of the aircraft, if any. Describe how effective the cannons and machine guns are in a battle, and also what belts or drums are better to use. If there is no offensive weaponry, delete this subsection.'' -->
+
:3. Open the blk mission file in Notepad
{{main|Browning-Colt Mk12 Mod 3 (20 mm)}}
+
:4. Scroll down to the '''mission{''' block
 +
:5. Paste all that code below to your .blk file under the '''mission{''' block so it looks like on the screenshot to the right
  
The '''''{{PAGENAME}}''''' is armed with:
+
customSpawnScore{
 +
  base_respawn_points_coef:i=250
 +
  br_diff_mul_Air:r=0.0
 +
  br_diff_mul_Tank:r=0.0
 +
  max_br_diff:r=0.0
 +
  spawn_pow:r=0.0
 +
  // If you want to add multipliers for specific vehicles units or types then add them here and remove '''"//"'''
 +
}
  
* 4 x 20 mm Browning-Colt Mk12 Mod 3 cannons, nose-mounted (144 rpg = 576 total)
+
:6. Save the file, reload the mission in the Mission Editor
 +
::''Note: If you save your mission in the Mission Editor after adding this script it won't remove these lines''
  
Like many of the contemporary fighters of the time, the {{PAGENAME}} was considered a ''gunslinger'' fighter. Fighter aircraft were flying much faster than aircraft a few years earlier and needed to have more manoeuvrability than ever before, one way to do this was to remove the guns from the wings and mount them in the fuselage. For the F4-J, wing-mounted guns would not work due to the fuel tanks already outfitted there. All four 20 mm Browning-Colt Mk12 cannons were mounted in the nose of the aircraft around the air intake for the engine. The benefits for mounting them here are huge, not only does it keep the centre of gravity tight, but it also relieves the pilot of having to set any convergence for them.
 
  
For the pilot in the heat of battle, the less they have to remember and do allows them to focus more on the situation at hand and shooting down enemy aircraft (or evade if you are being shot at). Without having to calculate convergence, the pilot is free to fire from effectively 0 m - +800 m and know the rounds will fly true. This allows the {{PAGENAME}} pilot to pummel enemy aircraft within a few hundred meters or attempt to take pilot-sniping shots at longer ranges. The clustering of the four cannons allows for some serious damage to be inflicted especially if it connects with critical components such as an engine, oil/water cooler, pilot, control surfaces or even a wing. Due to the nature of this aircraft and the reduced ammunition load, the pilot must make every shot count or else they will be frequently waiting for a reload or heading back to base to reload.
 
  
=== Suspended armament ===
+
: Explanation of what Spawn Points system lines do:
<!-- ''Describe the aircraft's suspended armament: additional cannons under the wings, bombs, rockets and torpedoes. This section is especially important for bombers and attackers. If there is no suspended weaponry remove this subsection.'' -->
+
:''Note: Setting them to 0.0 will disable selected features (the one with the number set to 0.0)''
{{main|LDGP Mk 81 (250 lb)|LDGP Mk 82 (500 lb)|LDGP Mk 83 (1,000 lb)|LDGP Mk 84 (2,000 lb)}}
 
{{main|FFAR Mighty Mouse|AIM-9B|AGM-12B Bullpup}}
 
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:
 
  
* Without load
+
:{| class="wikitable" style="width: 90%;"
* 6 x 250 lb LDGP Mk 81 bombs (1,500 lb total)
+
|+
* 6 x 500 lb LDGP Mk 82 bombs (3,000 lb total)
+
! style="width: 20%;" |Option
* 2 x 1,000 lb LDGP Mk 83 bombs (2,000 lb total)
+
! style="width: 70%;" |Description
* 2 x 1,000 lb LDGP Mk 83 bombs + 4 x 500 lb LDGP Mk 82 bombs (4,000 lb total)
+
|-
* 2 x 2,000 lb LDGP Mk 84 bombs (4,000 lb total)
+
| base_respawn_points_coef
* 114 x FFAR Mighty Mouse rockets
+
| <div class="mw-collapsible mw-collapsed" style="width:100%">Sets a default Spawn Points amount, for example if you set it to '''1''' then you will need '''1 SP''' to spawn in vehicles<div class="mw-collapsible-content">
* 2 x AIM-9B missiles + 76 x FFAR Mighty Mouse rockets
+
''Note: If you set it to 1 you will be give every vehicle an exact Spawn Points value, so if you set it to 700.0 then you will need '''700 SP''' in game to spawn in it''
* 5 x AGM-12B Bullpup missiles
+
</div><div>
* 2 x AIM-9B missiles
+
|-
* 4 x 250 lb LDGP Mk 81 bombs + 2 x AIM-9B missiles (1,000 lb total)
+
| br_diff_mul_Air
* 4 x 500 lb LDGP Mk 82 bombs + 2 x AIM-9B missiles (2,000 lb total)
+
| Sets a multiplier of Spawn Points for airplanes which depends on what BR do they have (the higher BR the higher needed SP amount)
* 2 x 1,000 lb LDGP Mk 83 bombs + 2 x 500 lb LDGP Mk 82 bombs + 2 x AIM-9B missiles (3,000 lb total)
+
|-
 +
| br_diff_mul_Tank
 +
| Sets a multiplier of Spawn Points for tank which depends on what BR do they have (the higher BR the higher needed SP amount)
 +
|-
 +
| max_br_diff
 +
| Increases a difference of Spawn Points between units with different Battle Rating
 +
|-
 +
| spawn_pow
 +
| Increases Spawn Points requirements after every death
 +
|-
 +
|}
 +
: You can also set a multiplier for every single vehicle or group of them (sorting by their type)
  
The {{PAGENAME}} is an all-weather fighter/interceptor which includes multi-role capabilities also deeming it a fighter-bomber. While initially built for the Navy, this fighter saw most of its action with the US Marines and thus needed to be a multi-role aircraft which could combat both air and ground targets in support of US Marine operations.
 
  
;Ground attack
+
<div class="mw-collapsible mw-collapsed" style="width:40%">'''Available Spawn Point names for specific unit types:'''<div class="mw-collapsible-content">
 +
  exp_fighter:r=0.0
 +
  exp_bomber:r=0.0
 +
  exp_assault:r=0.0
 +
  exp_tank:r=0.0
 +
  exp_heavy_tank:r=0.0
 +
  exp_tank_destroyer:r=0.0
 +
  exp_SPAA:r=0.0
 +
  exp_ship:r=0.0
 +
  exp_torpedo_boat:r=0.0
 +
  exp_gun_boat:r=0.0
 +
  exp_torpedo_gun_boat:r=0.0
 +
  exp_submarine_chaser:r=0.0
 +
  exp_naval_ferry_barge:r=0.0
 +
</div></div>
  
The {{PAGENAME}} has a wide variety of options for ground attack operations, especially in War Thunder. Stock aircraft are limited in the munitions they can carry, however as the pilot progresses, heavier ordnance becomes available. For this aircraft, there are choices between 250, 500, 1,000 and 2,000 lb bombs. The choice of bombs to be used depends on the map being played and the targets available on that map. For maps with many smaller targets such as light/medium tanks, trucks and anti-aircraft batteries, it is best to use the 250 lb bombs from lower altitudes, whereas when you begin to encounter targets with heavier armour they will require the larger bombs. When base attacking, it is best to utilise the 1,000 and 2,000 lb bombs.
 
  
Rockets, while listed as “Folding-Fin Aerial Rockets” can be effectively used against ground targets, predominantly clusters of vehicles or aircraft landing on runways to repair or during domination matches. Since the rockets are unguided, the pilot will typically need to fire off a salvo (+5) of rockets to chance at least one hits the target, however, due to the situation, it would not be improper to fire off 10 or more to ensure a hit. With 114 FFAR rockets, the {{PAGENAME}} will have plenty to spare, don’t hesitate to use them as the pilot going down in flames with almost a full load of rockets is probably kicking themselves for not using more.
 
  
This Marine version of the FJ-4 features a weapon not found with the Navy version. This weapon is the AGM-12B Bullpup guided rocket. The Bullpup is a large and powerful rocket which allows the pilot to guide it all the way to the target. The plus side is that the pilot can make inflight corrections and get the rocket on target, however, this also brings in a drawback, in that the pilot cannot alter the course at any time or else risk the Bullpup flying off course. This targeting run leaves the {{PAGENAME}} in a precarious position where it can easily be picked off by ground-fire or other fighter aircraft preying on inattentive (or in this case, hyperfocused) pilots.
+
: To add a multiplier for a specific vehicle you need to add it's name and then add ''':r=0.0''' (with any number set by you) to it, you can find the list of all vehicles [https://wiki.warthunder.com/CDK_Reference#Units here].
 +
:: Example:
 +
:: '''bf-109g-14:r=1.5'''
  
;Air interceptor
 
  
The {{PAGENAME}} was initially built as an interceptor and has the tools to do just that. In combination with the four autocannons, there are options to equip the FFAR rockets which can effectively be used against larger and slower aircraft such as bombers. Mighty Mouse rockets while small and unguided (aim, fire and forget) may seem to be a less effective choice, never underestimate them in large groups. When going against bombers, FFAR rockets can be highly effective, especially since they only need to explode close to the target and still can cause damage. Since the {{PAGENAME}} can carry 114 of these rockets, they are more effective when fired in large groups or salvos. This reasoning is due to the unguided nature of the rockets, it may be easy for a target aircraft to avoid one or two, however, if 10 or more are fired, chances are the evading aircraft may actually manoeuvre into the flight path of one of the rockets.
+
<div class="mw-collapsible mw-collapsed" style="width:40%">'''Here's an example block:'''<div class="mw-collapsible-content">
 +
customSpawnScore{
 +
  base_respawn_points_coef:i=1
 +
  br_diff_mul_Air:r=0
 +
  br_diff_mul_Tank:r=0
 +
  max_br_diff:r=0
 +
  spawn_pow:r=0
 +
  us_m4a3e8_76w_sherman:r=700
 +
  us_m4a3e2_76w_sherman_jumbo:r=1100
 +
  p-47d:r=1100
 +
  p-47d-28:r=1100
 +
  p-51d-5:r=1100
 +
  p-51d-10:r=1100
 +
  p-51d-20:r=1100
 +
  p-38l:r=1100
 +
  a-20g:r=1100
 +
  germ_pzkpfw_VI_ausf_b_tiger_IIh:r=2000
 +
  germ_pzkpfw_VI_ausf_h1_tiger:r=1500
 +
  germ_pzkpfw_VI_ausf_e_tiger:r=1600
 +
  germ_pzkpfw_V_ausf_g_panther:r=1200
 +
  germ_panzerjager_nashorn:r=700
 +
  germ_panzerjager_panther:r=1400
 +
  germ_panzerbefelhswagen_jagdpanther:r=1400
 +
  fw-190a-8:r=1100
 +
  bf-109g-6:r=1100
 +
  bf-109g-10:r=1100
 +
  bf-109g-14:r=1100
 +
}
 +
</div></div>
  
For direct air-to-air combat, the {{PAGENAME}} has the option to outfit the coveted AIM-9B Sidewinder missiles. These missiles were the missiles of choice for pilots in the Vietnam War as they had a higher rate of success compared to the Sparrow and other missiles used. While not a 100% guarantee to destroy an enemy aircraft after fired, they will usually cause the pilot immediately take evasive manoeuvres which at times may include energy haemorrhaging turns which may set up the aircraft an easy target for the FJ-4’s autocannons.
+
== Limiting amount and type of units available for respawn ==
  
;Multi-role fighter/bomber/interceptor
+
This script allows you to set a specific number of available respawns for specific vehicles or types of them, you can limit how many times can one team respawn or how many times can players use a specific vehicle.
  
In regards to some maps, it is not always clear what the targets will be or if the match will end up fighter or bomber heavy. For this, there are several suspended armament load-outs which will cater to both bombing and aerial attack to include rockets/missiles, bombs/missiles and lots of bombs and missiles. Since the 20 mm autocannons are part of the offensive armament package, all loadout versions will include these weapons.
+
To make this script work:
  
== Usage in battles ==
+
:1. If you haven't saved the mission yet then do it now
''Describe the tactics of playing in an aircraft, the features of using vehicles in a team and advice on tactics. Refrain from creating a "guide" - do not impose a single point of view, but instead, give the reader food for thought. Examine the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).''
+
:2. Open the blk mission file in Notepad
 +
:3. Scroll down to the '''mission{''' block
 +
:4. Paste all that code below to your .blk file under the '''mission{''' block so it looks like on the screenshot to the right [[File:Screenshot of a Shared Pool script.jpg|250px|thumb|right]]
  
===Manual Engine Control===
+
customRules{
{| class="wikitable" style="text-align:center"
+
  name:t="sharedPool"{
|-
+
  teams{
! colspan="7" | MEC elements
+
    teamA{
 +
    playerMaxSpawns:i=5 // 5 spawns per player
 +
    spawnLimit:i=100 // 100 spawns for team
 +
      limitedUnits{
 +
      }
 +
      unlimitedUnits{
 +
      }
 +
    }
 +
    teamB{
 +
    playerMaxSpawns:i=5
 +
    spawnLimit:i=100
 +
      limitedUnits{
 +
      }
 +
      unlimitedUnits{
 +
      }
 +
    }
 +
  }
 +
  }
 +
}
 +
 
 +
:5. Save the file, reload the mission in the Mission Editor
 +
::''Note: If you save your mission in the Mission Editor after adding this script it won't remove these lines''
 +
 
 +
: Explanation of what Shared Pool script lines do:
 +
:{| class="wikitable" style="width: 90%;"
 +
|+
 +
! style="width: 20%;" |Option
 +
! style="width: 70%;" |Description
 
|-
 
|-
! rowspan="2" | Mixer
+
| teamA
! rowspan="2" | Pitch
+
| Under this block you put all units that you want to restrict for the '''A''' or '''1''' team
! colspan="3" | Radiator
 
! rowspan="2" | Supercharger
 
! rowspan="2" | Turbocharger
 
 
|-
 
|-
! Oil
+
| teamB
! Water
+
| Under this block you put all units that you want to restrict for the '''B''' or '''2''' team
! Type
 
|-
 
| Not controllable || rowspan="2" | Not controllable<br>Not auto controlled || rowspan="2" | Not controllable<br>Not auto controlled || rowspan="2" | Not controllable<br>Not auto controlled || rowspan="2" | Combined || rowspan="2" | Not controllable<br>1 gear || rowspan="2" | Not controllable
 
|-
 
|}
 
 
 
===Modules===
 
{| class="wikitable"
 
! colspan="1" | Tier
 
! colspan="2" | Flight performance
 
! colspan="1" | Survivability
 
! colspan="3" | Weaponry
 
 
|-
 
|-
| I
+
| spawnLimit
| Fuselage repair
+
| Sets a maximum amount of respawn for team
| Compressor
 
|
 
| Offensive 20 mm
 
| FSBC mk.5
 
|
 
 
|-
 
|-
| II
+
| playerMaxSpawns
| New boosters
+
| Sets a maximum amount of respawns per player
|
 
| Airframe
 
|
 
| SBC mk.1
 
| AERO 7D
 
 
|-
 
|-
| III
+
| limitedUnits
| Wings repair
+
| You put there all vehicles types or specific ones and add ''':i=''' with a number, it will set a spawn amount limit for that specific unit
| Engine
 
|
 
| New 20 mm cannons
 
| MBC mk.1
 
| AGM-12B Bullpup
 
 
|-
 
|-
| IV
+
| unlimitedUnits
| G-suit
+
| You can set if you want to make amount of specific units unlimited
|
 
| Cover
 
|
 
| LBC mk.1
 
| AIM-9B
 
 
|-
 
|-
 
|}
 
|}
 +
: To set amount of respawns for a specific vehicle you need to add it's name and then add ''':i=1''' (with any number set by you) to it, you can find the list of all vehicles [https://wiki.warthunder.com/CDK_Reference#Units here].
 +
: Example:
 +
::''bf-109g-14:i=1''
  
=== Pros and cons ===
+
<div class="mw-collapsible mw-collapsed" style="width:40%">'''Here's an example block:'''<div class="mw-collapsible-content">
<!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as "bad", "good" and the like - use substitutions with softer forms such as "inadequate" and "effective".'' -->
+
customRules{
 +
  name:t="sharedPool"
 +
 +
  teams{
 +
    teamA{
 +
    playerMaxSpawns:i=5
 +
    spawnLimit:i=80
 +
    limitedUnits{
 +
    us_m4a1_76w_sherman:i=10
 +
    us_m4a2_76w_sherman:i=18
 +
    us_m4a3e2_sherman_jumbo:i=12
 +
    us_m4a3e2_sherman_jumbo_cobra_king:i=8
 +
    us_m4a3e2_76w_sherman_jumbo:i=6
 +
    us_m4a3e8_76w_sherman:i=10
 +
    us_m18_hellcat:i=8
 +
    us_m36:i=10
 +
    us_halftrack_m15:i=8
 +
    us_halftrack_m16:i=8
 +
    p-47d:i=4
 +
    p-47d-28:i=4
 +
    p-51d-5:i=4
 +
    p-51d-10:i=4
 +
    p-51d-20:i=4
 +
    p-38l:i=4
 +
    a-20g:i=4
 +
    }
 +
    unlimitedUnits{
 +
    us_m4a2_sherman:b=yes
 +
    us_m24_chaffee:b=yes
 +
    us_m10:b=yes
 +
    }
 +
  }
 +
    teamB{
 +
    playerMaxSpawns:i=5
 +
    spawnLimit:i=80
 +
    limitedUnits{
 +
    germ_pzkpfw_VI_ausf_b_tiger_IIh:i=2
 +
    germ_pzkpfw_VI_ausf_h1_tiger:i=3
 +
    germ_pzkpfw_VI_ausf_e_tiger:i=3
 +
    germ_pzkpfw_V_ausf_a_panther:i=8
 +
    germ_pzkpfw_V_ausf_g_panther:i=10
 +
    germ_panzerjager_nashorn:i=8
 +
    germ_panzerjager_panther:i=4
 +
    germ_panzerbefelhswagen_jagdpanther:i=4
 +
    germ_flakpanzer_IV_Wirbelwind:i=8
 +
    germ_pz_IV_L70:i=10
 +
    fw-190a-8:i=4
 +
    bf-109g-6:i=3
 +
    bf-109g-10:i=3
 +
    bf-109g-14:i=3
 +
    }
 +
    unlimitedUnits{
 +
    germ_pzkpfw_IV_ausf_H:b=yes
 +
    germ_pzkpfw_IV_ausf_J:b=yes
 +
    germ_panzerbefelhswagen_IV_ausf_J:b=yes
 +
    germ_stug_III_ausf_G:b=yes
 +
    }
 +
  }
 +
  }
 +
}
 +
</div></div>
  
'''Pros:'''
+
== Enabling custom difficulty ==
  
* Relatively high top speed
+
Custom difficulty is the same feature that is available in game when you create a custom battle, you can see it on the top of window and it's called '''Difficulty'''. The only difference between it and the mission version is that you can add and customize more options in the mission file.
* Powerful fast firing cannons and payload options
 
* Superb ground attack potential
 
* Has AGM-12B Bullpups air-to-ground missiles
 
* Can land on carriers with ease
 
* Can equip 2 x AIM-9B air-to-air missiles along with bombs
 
  
'''Cons:'''
+
To make this script work:
  
* Very inaccurate guns when stock
+
:1. If you haven't saved the mission yet then do it now
* Slow acceleration (especially when stock)
+
:2. Open the blk mission file in Notepad
* Carrying ordinance significantly reduces performance
+
:3. Scroll down to the '''mission{''' block
* Is not competitive against pure jet fighters
+
:4. Check if you have this line there '''difficulty:t=''', if no then add this '''difficulty:t="custom"''', if yes then replace everything after ''':t="''' with '''"custom"'''
 +
:5. Make sure that '''openDiffLevels''' is disabled (unchecked) in '''Mission Settings -> mission -> Common params''' (or just add it manually by pasting this line '''openDiffLevels:b=no''')
 +
:6. Paste all that code below to your .blk file under the '''mission{''' block so it looks like on the screenshot to the right
 +
[[File:Custom difficulty settings in the Mission Editor.jpg|250px|thumb|right]]
 +
''Important note: All values after ''':i=''' can be set to 0, 1 or 2, all values after ''':b=''' can be set to '''no''' or '''yes'''''
  
== History ==
+
netDifficultyBlk{
<!-- ''Describe the history of the creation and combat usage of the aircraft in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block "/ History" (example: <nowiki>https://wiki.warthunder.com/(Vehicle-name)/History</nowiki>) and add a link to it here using the <code>main</code> template. Be sure to reference text and sources by using <code><nowiki><ref></ref></nowiki></code>, as well as adding them at the end of the article with <code><nowiki><references /></nowiki></code>. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under <code><nowiki>=== Encyclopedia Info ===</nowiki></code>, also if applicable).'' -->
+
    baseDifficulty:i=1
The FJ-4 was the fourth modification of the Fury - the naval version of the F-86 Sabre, serving primarily with the USMC. Being initially conceived as an all-weather interceptor, the FJ-4 Fury had to incorporate several design changes compared to the previous fighter version in order to fulfill this new role. The most notable change was the increase in range and the installation of new, thinner wing with an increased surface area. To achieve the range increase, the aircraft underwent several structural changes which reduced its weight and allowed for additional fuel tanks to be installed. Additionally, a more powerful Wright J65-W-16A engine, producing 7,700 lbf of thrust, was installed on the production versions. Following successful test flights, production of the FJ-4 commenced in 1955 with first units entering service with the Navy in 1956. Over 150 FJ-4 Fury interceptors were built.
+
    engineControl:i=1
 +
    respDifficulty:i=1
 +
    realGunnery:i=1
 +
    realDamageModels:b=yes
 +
    stallsAndSpins:b=yes
 +
    redOuts:b=yes
 +
    mortalPilots:b=yes
 +
    manualTrimming:b=no
 +
    torqueAndGyro:b=no
 +
    limitedBombsMissiles:b=yes
 +
    noArcadeBoost:i=1
 +
    limitViews:i=0
 +
    flutter:b=yes
 +
    hudAimPrediction:b=no
 +
    hudShowSpeedVector:b=no
 +
    hudMarkers:i=2
 +
    hudMarkerArrows:b=yes
 +
    hudAircraftMarkersMaxDist:i=3
 +
    hudIndicators:b=yes
 +
    hudShowTankDistance:b=no
 +
    hudMapAircraftMarkers:i=2
 +
    hudMapGroundMarkers:i=2
 +
    hudTankMapAircraftMarkers:i=2
 +
    hudTankMapGroundMarkers:i=1
 +
    hudMarkersBlink:b=yes
 +
    hudRadar:b=yes
 +
    hudDamageModel:i=1
 +
    hudDamageIndicator:b=yes
 +
    hudTankDamageLog:b=yes
 +
    hudLargeAwardMessages:b=yes
 +
    hudWarnings:b=yes
 +
    hudOutline:b=no
 +
    noRespawns:b=no
 +
    aircraftHelpers:b=no
 +
    collectiveDetection:b=yes
 +
    distDetection:i=1
 +
    allowControlHelpers:i=0
 +
    forceInstructor:b=no
 +
    playerTurretDeviation:i=1
 +
    boostersFuel:i=1
 +
    ctaCaptureMul:i=1
 +
    damageModel:i=1
 +
    hudTankRangefinder:i=1
 +
    hudSendSquareTimeInterval:i=45
 +
    hudSendSquareNumPlayers:i=3
 +
    hudSendSquareTimeFromStart:i=900
 +
    noviceDM:b=no
 +
    crewHealingOnlyOnCaptureZone:b=yes
 +
    showBombSight:b=no
 +
    showRadarGunSight:b=no
 +
    visibleNotTraceableIndicators:b=yes
 +
    showShipBulletTimer:b=yes
 +
    enableLeaveKills:b=yes
 +
    airToAirMissileDetection:b=yes
 +
    nightVisionInTPS:b=yes
 +
}
  
Wishing to increase the strike capabilities of the new FJ-4, engineers of the North American company went back to the drawing board and once more applied several changes to the design, creating the FJ-4B. The FJ-4B version most notably featured a strengthened wing, offering an increased payload by adding two additional hardpoints to each wing, bringing the total up from two to six. Furthermore, the aircraft received air brakes under the aft of the fuselage, making dive bombing and landing easier. Of the original order for 221 FJ-4 Fury interceptors, the last 71 were modified into the FJ-4B fighter-bomber version. An additional order for 151 FJ-4B Furies followed in April 1956, bring the total of produced FJ-4Bs up to 222. Both the interceptor and fighter-bomber version of the FJ-4 served with the Navy and USMC until the early 1960s, before being phased out of active service and moved to the Naval Air Reserve. The FJ-4 was the last modification of the Fury and among the last mass-produced variants of the Sabre lineage.
 
  
''- From [https://warthunder.com/en/news/5555-development-fj-4b-fury-last-of-its-kind-en Devblog]''
+
Explanation of what all these lines do:
  
== Media ==
+
{| class="wikitable" style="width: 100%;"
<!--''Excellent additions to the article would be video guides, screenshots from the game, and photos.''-->
+
|+
<div><ul>
+
! style="width: 20%;" |Option
<li style="display: inline-block;"> [[File:FJ-4B_VMF-232_VU-7_camo.png|thumb|none|350px|'''''VU-7 Camouflage''''', given to owners who have completed 10 pilot's mark of distinction during the event. Standard sea pattern (Engine Gray/Orange-Yellow) with insignia of VU-7, Nord Island, USA, 1959]]</li><!--
+
! style="width: 80%;" |Description
<li style="display: inline-block;"> [[File:New.jpg|thumb|none|250px|Info.]]</li>
+
|-
<li style="display: inline-block;"> [[File:New.jpg|thumb|none|250px|Info.]]</li>
+
| baseDifficulty
<li style="display: inline-block;"> [[File:New.jpg|thumb|none|250px|Info.]]</li>
+
| Enables basic properties for selected difficulty (0 - AB, 1 - RB, 2 - SB)
<li style="display: inline-block;"> [[File:New.jpg|thumb|none|250px|Info.]]</li>-->
+
|-
</ul>
+
| engineControl
 +
| Engine Control
 +
|-
 +
| respDifficulty
 +
| Respawn time multiplier set (0 - easy, 1 - medium, 2 - hard)
 +
|-
 +
| realGunnery
 +
| Realistic Gunnery
 +
|-
 +
| realDamageModels
 +
| realDamageModels (Allows you to toggle between realistic and simplified damage models)
 +
|-
 +
| stallsAndSpins
 +
| Stalls
 +
|-
 +
| redOuts
 +
| Redouts / Blackouts
 +
|-
 +
| mortalPilots
 +
| Mortal pilots
 +
|-
 +
| manualTrimming
 +
| Manual trimming
 +
|-
 +
| torqueAndGyro
 +
| Torque effect
 +
|-
 +
| limitedBombsMissiles
 +
| Limited bombs and missiles
 +
|-
 +
| noArcadeBoost
 +
| Disable arcade boost
 +
|-
 +
| limitViews
 +
| Changes available camera positions (third person camera view, first person camera view) and other options (1 - first person + third person + virtual views, 2 - first person + virtual views or 3 - first person only + disables third person artillery view)
 +
|-
 +
| flutter
 +
| Flutter effect
 +
|-
 +
| hudAimPrediction
 +
| [HUD] aim prediction (Enable/disable aim prediction)
 +
|-
 +
| hudShowSpeedVector
 +
| [HUD] speed vector (Enable/disable speed vector)
 +
|-
 +
| hudMarkers
 +
| [HUD] units names and distances (Enable/disable displaying of unit names and distances to them)
 +
|-
 +
| hudMarkerArrows
 +
| [HUD] marker arrows (Enable/disable display of arrows near the edges of the screen, pointing at targets)
 +
|-
 +
| hudAircraftMarkersMaxDist
 +
| Markers rendering distance
 +
|-
 +
| hudIndicators
 +
| [HUD] indicators (Enable/disable indicators of throttle, speed, altitude, etc. in the upper left corner of the screen)
 +
|-
 +
| hudShowTankDistance
 +
| [HUD] units distances for tanks (Enable/disable displaying of distances to units for tanks)
 +
|-
 +
| hudMapAircraftMarkers
 +
| [HUD] aircraft markers on map (Enable/disable aircraft indication on Tactical map)
 +
|-
 +
| hudMapGroundMarkers
 +
| [HUD] vehicles markers on map (Enable/disable vehicles indication on Tactical map)
 +
|-
 +
| hudTankMapAircraftMarkers
 +
| [HUD] aircraft markers on tank map (Enable/disable aircraft indication on Tactical map for tanks)
 +
|-
 +
| hudTankMapGroundMarkers
 +
| [HUD] vehicles markers on tank map (Enable/disable vehicles indication on Tactical map for tanks)
 +
|-
 +
| hudMarkersBlink
 +
| [HUD] mission target blink
 +
|-
 +
| hudRadar
 +
| [HUD] radar (Enable/disable radar)
 +
|-
 +
| hudDamageModel
 +
| [HUD] damaged model indicators (Enable/disable damage model indicator)
 +
|-
 +
| hudDamageIndicator
 +
| [HUD] damage indicators (Enable/disable damage indicator)
 +
|-
 +
| hudTankDamageLog
 +
| Unknown
 +
|-
 +
| hudLargeAwardMessages
 +
| [HUD] large award messages (Enable/disable large award messages)
 +
|-
 +
| hudWarnings
 +
| [HUD] onscreen warnings (Enable/disable onscreen warnings)
 +
|-
 +
| hudOutline
 +
| Unknown
 +
|-
 +
| noRespawns
 +
| Respawns (Enable/disable respawns of players)
 +
|-
 +
| aircraftHelpers
 +
| Aircraft helpers (Helps to control the plane by adapting the speed in different situations)
 +
|-
 +
| collectiveDetection
 +
| [HUD] Shared vision (Allows to see markers of enemies within your teammates' search angle.)
 +
|-
 +
| distDetection
 +
| Changes the distance of spotting units (0 - near, 1 - normal, 2 - far)
 +
|-
 +
| allowControlHelpers
 +
| Allow control helpers
 +
|-
 +
| forceInstructor
 +
| Force virtual instructor
 +
|-
 +
| playerTurretDeviation
 +
| Changes the way how aiming works in turrets and properties of targeting the gun both vertically and horizonally at the same time (speed)
 +
|-
 +
| boostersFuel
 +
| Unknown
 +
|-
 +
| ctaCaptureMul
 +
| Changes the time required to capture zones (1, 2, 3, at this moment it's the same for every mode)
 +
|-
 +
| damageModel
 +
| Changes main damage properties like allowing broken barrel to shot, simulating battery, bomb damage scale against airplanes etc. (0 - AB, 1 - RB, 2 - SB)
 +
|-
 +
| hudTankRangefinder
 +
| Change how the rangefinder works(1 - like in AB, always visible, 2 - like in RB, activated by pressing a button, also introduces a measuring error and takes some time to check the distance, 3 - works like in '''2''')
 +
|-
 +
| hudSendSquareTimeInterval
 +
| Unknown
 +
|-
 +
| hudSendSquareNumPlayers
 +
| Unknown
 +
|-
 +
| hudSendSquareTimeFromStart
 +
| Unknown
 +
|-
 +
| noviceDM
 +
| Enable/disable simplified damage model which makes other units easier to destroy
 +
|-
 +
| crewHealingOnlyOnCaptureZone
 +
| Makes it possible to heal unconscious crew members on capture zones
 +
|-
 +
| showBombSight
 +
| Enable/disable the bomb sight marker on the ground
 +
|-
 +
| showRadarGunSight
 +
| Unknown
 +
|-
 +
| checkTreesForIndicators
 +
| Unknown
 +
|-
 +
| visibleNotTraceableIndicators
 +
| Unknown
 +
|-
 +
| showShipBulletTimer
 +
| Enable/disable ship cannons impact time on target
 +
|-
 +
| drawShipBulletFallIndicator
 +
| Enable/disable ship cannons drop path when close to the impact area
 +
|-
 +
| enableLeaveKills
 +
| Enable/disable giving the kill to the nearest player after bailing out
 +
|-
 +
| airToAirMissileDetection
 +
| Enable/disable message on the screen when someone fires an AAM at you
 +
|-
 +
| nightVisionInTPS
 +
| Enable/disable night or thermal vision in third person view
 +
|-
 +
| aircraftFriendlyFireForBanOnly
 +
| Disables firendly fire
 +
|-
 +
|}
  
== See also ==
+
<div class="mw-collapsible mw-collapsed" style="width:40%">'''Here are settings used in AB, RB and SB gamemodes:'''<div class="mw-collapsible-content">
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''
 
  
* ''reference to the series of the aircraft;''
+
'''Arcade Battles'''
* ''links to approximate analogues of other nations and research trees.''
+
netDifficultyBlk{
 +
    baseDifficulty:i=0
 +
    engineControl:i=0
 +
    respDifficulty:i=0
 +
    realGunnery:i=0
 +
    realDamageModels:b=no
 +
    stallsAndSpins:b=no
 +
    redOuts:b=yes
 +
    mortalPilots:b=yes
 +
    manualTrimming:b=no
 +
    torqueAndGyro:b=no
 +
    limitedBombsMissiles:b=no
 +
    noArcadeBoost:i=0
 +
    limitViews:i=0
 +
    flutter:b=no
 +
    hudAimPrediction:b=yes
 +
    hudShowSpeedVector:b=no
 +
    hudMarkers:i=2
 +
    hudMarkerArrows:b=yes
 +
    hudAircraftMarkersMaxDist:i=3
 +
    hudIndicators:b=yes
 +
    hudShowTankDistance:b=yes
 +
    hudMapAircraftMarkers:i=2
 +
    hudMapGroundMarkers:i=2
 +
    hudTankMapAircraftMarkers:i=2
 +
    hudTankMapGroundMarkers:i=2
 +
    hudMarkersBlink:b=yes
 +
    hudRadar:b=yes
 +
    hudDamageModel:i=0
 +
    hudDamageIndicator:b=yes
 +
    hudTankDamageLog:b=yes
 +
    hudLargeAwardMessages:b=yes
 +
    hudWarnings:b=yes
 +
    hudOutline:b=yes
 +
    noRespawns:b=no
 +
    aircraftHelpers:b=yes
 +
    collectiveDetection:b=yes
 +
    distDetection:i=2
 +
    allowControlHelpers:i=0
 +
    forceInstructor:b=no
 +
    playerTurretDeviation:i=0
 +
    boostersFuel:i=0
 +
    ctaCaptureMul:i=0
 +
    damageModel:i=0
 +
    hudTankRangefinder:i=0
 +
    noviceDM:b=no
 +
    crewHealingOnlyOnCaptureZone:b=no
 +
    showBombSight:b=yes
 +
    showRadarGunSight:b=yes
 +
    visibleNotTraceableIndicators:b=yes
 +
    checkTreesForIndicators:b=no
 +
    drawShipBulletFallIndicator:b=yes
 +
    showShipBulletTimer:b=yes
 +
    aircraftFriendlyFireForBanOnly:b=yes
 +
    enableLeaveKills:b=yes
 +
    airToAirMissileDetection:b=yes
 +
    nightVisionInTPS:b=yes
 +
}
  
== External links ==
 
<!-- ''Paste links to sources and external resources, such as:''
 
* ''topic on the official game forum;''
 
* ''encyclopedia page on the aircraft;''
 
* ''other literature.'' -->
 
  
* [[wt:en/news/5555-development-fj-4b-fury-last-of-its-kind-en|[Devblog<nowiki>]</nowiki> FJ-4B Fury: Last of its Kind]]
+
'''Realistic Battles'''
* [[wt:en/news/5722-development-agm-12b-bullpup-they-can-t-dodge-en|[Devblog<nowiki>]</nowiki> AGM-12B Bullpup: They can’t dodge]]
+
netDifficultyBlk{
 +
    baseDifficulty:i=1
 +
    engineControl:i=1
 +
    respDifficulty:i=1
 +
    realGunnery:i=1
 +
    realDamageModels:b=yes
 +
    stallsAndSpins:b=yes
 +
    redOuts:b=yes
 +
    mortalPilots:b=yes
 +
    manualTrimming:b=no
 +
    torqueAndGyro:b=no
 +
    limitedBombsMissiles:b=yes
 +
    noArcadeBoost:i=1
 +
    limitViews:i=0
 +
    flutter:b=yes
 +
    hudAimPrediction:b=no
 +
    hudShowSpeedVector:b=no
 +
    hudMarkers:i=2
 +
    hudMarkerArrows:b=yes
 +
    hudAircraftMarkersMaxDist:i=3
 +
    hudIndicators:b=yes
 +
    hudShowTankDistance:b=no
 +
    hudMapAircraftMarkers:i=2
 +
    hudMapGroundMarkers:i=2
 +
    hudTankMapAircraftMarkers:i=2
 +
    hudTankMapGroundMarkers:i=1
 +
    hudMarkersBlink:b=yes
 +
    hudRadar:b=yes
 +
    hudDamageModel:i=1
 +
    hudDamageIndicator:b=yes
 +
    hudTankDamageLog:b=yes
 +
    hudLargeAwardMessages:b=yes
 +
    hudWarnings:b=yes
 +
    hudOutline:b=no
 +
    noRespawns:b=no
 +
    aircraftHelpers:b=no
 +
    collectiveDetection:b=yes
 +
    distDetection:i=1
 +
    allowControlHelpers:i=0
 +
    forceInstructor:b=no
 +
    playerTurretDeviation:i=1
 +
    boostersFuel:i=1
 +
    ctaCaptureMul:i=1
 +
    damageModel:i=1
 +
    hudTankRangefinder:i=1
 +
    hudSendSquareTimeInterval:i=45
 +
    hudSendSquareNumPlayers:i=3
 +
    hudSendSquareTimeFromStart:i=900
 +
    noviceDM:b=no
 +
    crewHealingOnlyOnCaptureZone:b=yes
 +
    showBombSight:b=no
 +
    showRadarGunSight:b=no
 +
    visibleNotTraceableIndicators:b=yes
 +
    showShipBulletTimer:b=yes
 +
    enableLeaveKills:b=yes
 +
    airToAirMissileDetection:b=yes
 +
    nightVisionInTPS:b=yes
 +
}
 +
 +
'''Simulator Battles'''
 +
netDifficultyBlk{
 +
    baseDifficulty:i=2
 +
    engineControl:i=2
 +
    respDifficulty:i=2
 +
    realGunnery:i=1
 +
    realDamageModels:b=yes
 +
    stallsAndSpins:b=yes
 +
    redOuts:b=yes
 +
    mortalPilots:b=yes
 +
    manualTrimming:b=yes
 +
    torqueAndGyro:b=yes
 +
    limitedBombsMissiles:b=yes
 +
    noArcadeBoost:i=1
 +
    limitViews:i=2
 +
    flutter:b=yes
 +
    hudAimPrediction:b=no
 +
    hudShowSpeedVector:b=no
 +
    hudMarkers:i=3
 +
    hudMarkerArrows:b=no
 +
    hudAircraftMarkersMaxDist:i=4
 +
    hudIndicators:b=yes
 +
    hudShowTankDistance:b=no
 +
    hudMapAircraftMarkers:i=1
 +
    hudMapGroundMarkers:i=2
 +
    hudTankMapAircraftMarkers:i=1
 +
    hudTankMapGroundMarkers:i=0
 +
    hudMarkersBlink:b=yes
 +
    hudRadar:b=no
 +
    hudDamageModel:i=2
 +
    hudDamageIndicator:b=yes
 +
    hudTankDamageLog:b=yes
 +
    hudLargeAwardMessages:b=no
 +
    hudWarnings:b=no
 +
    hudOutline:b=no
 +
    noRespawns:b=no
 +
    aircraftHelpers:b=no
 +
    collectiveDetection:b=yes
 +
    distDetection:i=0
 +
    allowControlHelpers:i=3
 +
    forceInstructor:b=no
 +
    playerTurretDeviation:i=2
 +
    boostersFuel:i=2
 +
    ctaCaptureMul:i=2
 +
    damageModel:i=2
 +
    hudTankRangefinder:i=2
 +
    noviceDM:b=no
 +
    crewHealingOnlyOnCaptureZone:b=yes
 +
    showBombSight:b=no
 +
    showRadarGunSight:b=no
 +
    visibleNotTraceableIndicators:b=yes
 +
    enableLeaveKills:b=yes
 +
    airToAirMissileDetection:b=no
 +
    nightVisionInTPS:b=no
 +
}
 +
</div></div>
  
{{USA jet aircraft}}
+
[[Category:War Thunder CDK]]
 +
[[Category:Custom_missions]]

Revision as of 17:53, 5 November 2019

VTOL | Rank 6 USA
AV-8A Harrier Pack

How to create a basic multiplayer mission

Multiplayer Mission Properties.jpg
1. Run mission editor (missioned.cmd in WarThunderCDK folder).
2. Select a map in Select binary dump file window by pressing ... tab (all map files are stored here: WarThunder\levels)
Note: You can edit a mission without loaded map, location in scene viewer is just a preview.
3. Set basic settings in the Mission Editor.
  • Choose the side toolbar Mission Settings -> mission
  • Choose a name for your mission in name tab
Note: You can't use capital letters and there should be no spaces
  • Choose a name for your mission that will be displayed for other players in locName tab
Note: You can use space there and for example write down [Multiplayer Mission] Test
  • Choose a description for your mission in locDesc tab
  • Set a mission type to domination in type tab
  • Choose a location map in level tab
  • Choose time of a day and weather in Weather params tab
  • If you want to make it a free for all mode (everyone vs everyone without teams) then go to Game type params and enable gt_ffa and gt_ffa_deathmatch options
  • Change the number of tickets in scoreLimit which you can find in Versus params tab
Note: by default it's set to 500
  • Change the number of tickets that are lost after someone dies in deathPenaltyMul which you can find in Versus params tab
Note: by default it's set to 1 so it will remove 100 tickets from one of teams every time someone dies, if for example you set it to 0.1 then the game will remove 10 tickets when someone dies

Important notes

  • You can't use imports function in multiplayer missions
  • There's a size limit for multiplayer missions and it's set to 512 KB, so if you are planning to add lots of triggers try to optimize them as much as it's possible, using variables for that is a really good idea, also don't forget about useForTriggerFiltered option which makes it possible for actions to select only a few units that meet conditions (it's the best to use squad unit which consist of many units in it), this option is available in many actions
  • If you are planning to change properties of selected player units (for example to repair selected units if they enter one of previously added areas) it's a really good idea to create a squad unit, put there all player units (all t1_player, t2_player units) and call it all_players_squad
  • It's possible to use CSV files in multiplayer missions but every player needs to download them before joining to the custom battle with a custom multiplayer mission if they want to see objectives, hints and other messages

Creating slots for players

Unit creation icon
1. Create a new unit by pressing Create unit icon and place it somewhere (you can control the map view by pressing SPACE).
Unit properties icon
2. Open it's properties (by for example pressing P).
  • Change the Name: to t1_player01
  • Switch it's type to armada
  • Find a dummy unit in Class tab and select it
Copying Units.jpg
3. Copy t1_player01 unit.
Note: You will need it to create player slots for the mission, so it's preferable to create 16 of them, the game supports up to 32 players per team
  • Select the unit
  • Press W
  • While holding Shift select one of the displayed arrows and then drag it until a new unit appears
  • The CDK will show you a new window, in this window change the Count of clones: amount to the number that you want in your mission
  • Select Auto rename
  • Press Ok, now you should see lots of copies of this unit named t1_player02, t1_player03, t1_player04 etc.
Copying Units 2.jpg
4. Create the same amount of t2_player units by copying t1_player units.
  • In Unit copying window change Name of clone(s): to t2_player01
  • Change the Count of clones: amount to the number that equals amount of t1_player units (set it to 1)
  • Press Ok
  • Now you should see lots of copies of t1_player units named t2_player01, t2_player02, t2_player03 etc.
5. Go back to the side toolbar Mission Settings and add these units to make them usable as slots for players in your multiplayer mission.
  • Select player_teamA
  • Press wing to add new slots and add all t1_player units there one by one
  • Select player_teamB
  • Press wing to add new slots and add all t2_player units there one by one
Note: they can't be added as squads (by putting all units in for example t1 and t2 squad unit) if you do that then the mission will simply not work

Creating respawn zones for players

Setting up a trigger for respawn action

1. Choose the side toolbar Triggers / Missions Obj. Navigat
Trigger properties icon
2. Press the Trigger button to create a new trigger
3. Press the Properties and Trigger/MissionObj info icon which you can find on top toolbar to show the tab with trigger properties.
4. Select your new trigger and change it's Name to for example respawn.
Creating Respawn Zones.jpg
5. Make sure that Enabled is switched on.
6. Change the Events type to initMission.
Note: You need to do it this way because otherwise you will need to wait at least 30 second after launching the mission to be able to select one of available spawn zones
  • In lower part of this toolbar select periodicEvent {time=1.00} in the Elements: window
  • Select Elements button on the bottom and press periodicEvent
Note: (if nothing happens then select one of folders in the Elements: window and then switch back to periodicEvent {time=1.00})
  • A new window should appear, select initMission there and press Ok or double click on initMission

Adding air spawns for aeroplanes and ground spawns for ground units

1. Create areas for respawn action.
Area creation icons
  • Press one of area creation icons on the top toolbar
  • Press the ground on the map view in the place where you want to put your respawn area
  • press only if you selected the first icon (Point)
  • press and drag (you change it's size by doing that) if you selected other icons (Sphere, Cylinder or Box)
2. Change properties of your area.
  • Change Name: to t1_spawnarea_01
  • Make at least 10 areas that are named t1_spawnarea_01, t1_spawnarea_02, t1_spawnarea_03 etc.
  • copy all created t1_spawnarea areas and call them t2_spawnarea_01, t2_spawnarea_01, t2_spawnarea_01 etc (you need them for both teams)
Note: If those spawns are meant to be for airplanes then place them in the air
if for tanks then place them on the ground
if for ships then place them on the sea level
3. Add a respawn action.
  • Press the Action button in the trigger properties toolbar
  • Below Filter: type missionMarkAsRespawnPoint
  • Press Ok or double click on missionMarkAsRespawnPoint
4. Add respawn areas to missionMarkAsRespawnPoint action.
  • Select missionMarkAsRespawnPoint action in Elements: window
  • Add all existing t1_spawnarea areas to the tab next to target, you can create more of them by just pressing a wide target tab below
  • Change the loc_name (name of that spawn zone which will be visible in game, you can use spaces and capital letters) or leave it be if you want the game to set default respawn names (Respawn #1, #2 etc.)
  • Press a wide team tab, a new selectable tab should appear, press it and select A
  • Press a wide tags tab on the bottom of option, it will create an expandable window with tabs of all available tags in the game, select those that you want to use in your mission (air for airplanes, tank for ground units, ship for boats and ships)
5. Copy existing missionMarkAsRespawnPoint action to make respawn zones for the second team.
  • Below the Elements: window, there should be a copy tab, select missionMarkAsRespawnPoint action and then press this copy tab
  • Press Paste ... tab, a new window should appear
  • Select missionMarkAsRespawnPoint action there and press ok
  • Now you should see two the same actions in the Elements: window, select the second one
  • Change all target areas to those that are meant to be for the second team (B / T2)
  • Switch the team tab to B
Note: You can speed up changing targets by creating an area_squad unit and then putting all t2_spawnarea areas there, then selecting this squad in the missionMarkAsRespawnPoint action properties


Adding airfield spawn for airplanes

1. Create an airfield unit.
  • Select Create unit icon on the top toolbar
    Unit creation icon
  • Select created unit
  • Open it's properties (by for example pressing P)
    Unit properties icon
  • Change it's Name: to airfield_01
  • Change it's type to objectGroups
    Airfield Properties.jpg
  • Select one of available airfields in Class tab
Note: all names of airfields start with dynaf_
  • Change it's army to 1
Note: depends for which team you want to make it, remember that 1 = A team, 2 = B team'
2. Add a respawn action.
  • Press the Action button in the trigger properties toolbar
  • Below Filter: type missionMarkAsRespawnPoint
  • Press Ok or double click on missionMarkAsRespawnPoint
3. Add the airfield to missionMarkAsRespawnPoint action.
  • Select missionMarkAsRespawnPoint action in Elements: window
  • Add airfield_01 to the tab next to target
  • Change the loc_name (name of that spawn zone which will be visible in game, you can use spaces and capital letters) or leave it be if you want the game to set default respawn names (Respawn #1, #2 etc.)
  • Select isAirfield
  • Press a wide team tab, a new selectable tab should appear, press it and select A
  • Select Object and set it to airfield_01
  • Press a wide tags tab on the bottom of option, it will create an expandable window with tabs of all available tags in the game, select those that you want to use in your mission (air)

Notes:

  • If you are planning to create an airfield spawn zone by using addAirfield action (which allows to add spawn zones manually) and you decide to set the Event of that trigger to initMission then remember to always put missionMarkAsRespawnPoint after these addAirfield action, not before them and if you want to put missionMarkAsRespawnPoint in other trigger then make sure to disable it and then add a triggerEnable action pointing at that trigger from the trigger with a addAirfield action, otherwise there might be issues with spawn zones and there's a chance that you won't be able to spawn your plane.

Creating capture zones

1. Create a new area and call it capture_zone_01.
2. Create a new trigger.
3. Add a new action called missionMarkAsCaptureZone.
  • Assign your new area to target (you should be able select capture_zone_01)
  • Set to which army it should be assigned by default (after launching your mission, 0 - neutral, 1 - A, 2 - B)
  • Set canCaptureOnGround if you want to be able to capture it by staying on the ground in the capture zone area (disabled by default)
  • Set canCaptureInAir if you want it to be able to capture it while being in the air (enabled by default)
  • Set canCapturebyGM if you want to make it capturable by ground units
  • Set onlyPlayersCanCapture if you want it to be capturable only by players
  • Set CaptureNoPenalty if you want to disable ticket drain when it's captured by one of teams
  • Add tags to select which unit types are allowed to capture this zone
Note: you can adjust how fast it drains tickets in missionSetProperties action, there are two ctaCaptureZone options which control that


Note: You can find more informations about the Mission Editor here and more informations about triggers here here

Saving your mission

1. On the most top bar select Mission Editor
2. Press Save mission (Ctrl+M)
3. Select where you want to save your mission and set its name, remember to save it as .blk file

That's all, now all you need to do is to upload your mission somewhere or on live.warthunder.com site, but don't forget to add a proper image and description for your mission. You will find more details here.

Note: any hosting service will do as long as the link ends with .blk and don't forget to delete https:// part of that link, otherwise the game won't be able to read it unless it's a live.warthunder.com link

Options and functions available in multiplayer missions

Versus mode parameters

Option Description
scoreLimit Total amount of tickets in MP mission (by default it's set to 500)
timeLimit Time limit in MP mission (by default it's set to 30 minutes)
deathPenaltyMul Sets the multiplier of removed tickets after someone dies (by default it's set to 1.0 = 100 tickets per death)
postfix
Adds a gamemode name before the mission name

Note: There's a missionNamePostfix condition which lets you check the mission postfix

ctaCaptureZoneEqualPenaltyMult Sets the multiplier of tickets drain when both teams have captured the same amount of zones (when each team have at least 1 zone captured, both team will lose tickets with this mul)
ctaCaptureZoneDiffPenaltyExp When one team have on N more captured zones - enemy tickets will decrease faster. Mul calc as (if zones_num_t1 < zones_num_t2):(zones_num_t2 - zones_num_t1) ^ ctaCaptureZoneDiffPenaltyExp
useAlternativeMapCoord If checked will use alternative map coordinates
useKillStreaks Unknown
allowedKillStreaks Unknown
nameKillStreaks:t=""
Adds killstreak system from Arcade Battles (spawning in airplanes or helicopters after getting required amount of kills), you need to add this line manually by editing the mission blk file

Available killstreak presets:

  • killStreaksAircraftOrHelicopter
  • killStreaks_survival_event_aircraftOrHelicopter
randomSpawnTeams Unknown
remapAiTankModels Unknown
isBotsAllowed Disables or enables bots
battleAreaColorPreset Select the color type of the battle area
ingnoreInvulnerableTimer Disable or enable a spawn protection (making the player not able to be damaged)
allowedUnitTypes Select which unit types are allowed in your mission
useCustomSuperArtillery
Enable or disable custom artillery type for use in tanks and ships

Note: You can also enable or disable it by using missionCustomArtillery action

customSuperArtillery
Sets the custom artillery type

Available custom artillery types:

  • structures/streakartillery_203mm_r100m
  • structures/streakartillery_203mm_r150m
  • structures/streakartillery_203mm_r150m
  • structures/streakartillery_203mm_r200m
  • structures/ussr_152mm_d1
  • structures/ussr_122mm_m30_smoke
  • structures/ussr_152mm_ml20
  • structures/ussr_152mm_ml20_large
  • structures/ussr_203mm_b4
  • structures/ussr_quest_large_art
  • structures/germ_3x280mm_sk_c34
missionType Lets you select a mission type which you will be able to select in game (you need to set it up by adding proper actions and conditions)
maxRespawns Set the number of available respawns
allowEmptyTeams Lets you play alone in multiplayer missions
missionCostMul Unknown
respawnTimeMultiplier Sets a multiplier of how long it will take to respawn (respawn counter)
useSpawnScore Enables Spawn Points system (for more details check Enabling Spawn Points system category)
country_allies Set a country for the first team
country_axis Set a country for the second team
mission Makes it possible to set different mission settings like tickets amount for different gamemodes (AB, RB, SB)
groundKillWpBudget
Unknown
  • max_players: Unknown
  • max_total_budget: Unknown
  • min_total_budget: Unknown
  • min_total_budget_multiplier: Unknown
  • supposed_personal_part_of_total_budget_for_one_player:Unknown
  • min_mul_for_personal_price: Unknown

Game type parameters

Option Description
gt_mp_tickets Enables or disables tickets functionality (can be used in SP missions)
gt_mp_capture Enables or disables capture zones (by using missionMarkAsCaptureZone action, can be used in SP missions)
gt_mp_solo Unknown
gt_cooperative Parameter used for creating cooperative missions
gt_reload_explosives Unknown
gt_ffa If enabled, will change the mission into a free for all mode (everyone vs everyone without teams)
gt_race If enabled, will change the mission into a race mode (it's the best to use it with beginRaceMode action)
gt_football If enabled, will change the mission into a football mode (to make it work you need to use options from the football params tab and copy these two lines under the mission{ block: isPhysPredictionEnabled:b=yes isPreciseCollisionDetectionEnabled:b=yes )
gt_last_man_standing If enabled, will change the mission into a battle royale mode (to make it work you need to use missionSetBattleRoyaleArea action)
gt_mp_score Shows the score on top of screen (killed player units, deaths, your place in team etc.) and hides the tickets bar
gt_versus Disables or enables it's multiplayer functionality

Enabling Spawn Points system

Spawn Points system is a feature that can allow you add an additional spawn requirement, the need of gaining Spawn Points by completing various mission objectives or destroying units controlled by players. In Realistic Battles for Ground Forces they are needed if you want to spawn in another vehicle after you loose your current one, better vehicles require more Spawn Points and every time you die it will increase Spawn Points requirements. In Enduring Confrontation game mode you need Spawn Points to spawn in better airplanes, right after joining to battle you get 200 SP which allows you to spawn in airplanes with the lowest Battle Rating in bracket of that battle (for example 5.0 in 5.0-6.3 battle) and in a vehicle that has higher BR by 0.3. This section will explain how to make this system work in the custom multiplayer missions.

Screenshot of a Spawn Points system.jpg
1. Go to Mission Settings:> Versus params and enable useSpawnScore
2. If you haven't saved the mission yet then do it now
3. Open the blk mission file in Notepad
4. Scroll down to the mission{ block
5. Paste all that code below to your .blk file under the mission{ block so it looks like on the screenshot to the right
customSpawnScore{
 base_respawn_points_coef:i=250
 br_diff_mul_Air:r=0.0
 br_diff_mul_Tank:r=0.0
 max_br_diff:r=0.0
 spawn_pow:r=0.0
 // If you want to add multipliers for specific vehicles units or types then add them here and remove "//"
}
6. Save the file, reload the mission in the Mission Editor
Note: If you save your mission in the Mission Editor after adding this script it won't remove these lines


Explanation of what Spawn Points system lines do:
Note: Setting them to 0.0 will disable selected features (the one with the number set to 0.0)
Option Description
base_respawn_points_coef
Sets a default Spawn Points amount, for example if you set it to 1 then you will need 1 SP to spawn in vehicles

Note: If you set it to 1 you will be give every vehicle an exact Spawn Points value, so if you set it to 700.0 then you will need 700 SP in game to spawn in it

br_diff_mul_Air Sets a multiplier of Spawn Points for airplanes which depends on what BR do they have (the higher BR the higher needed SP amount)
br_diff_mul_Tank Sets a multiplier of Spawn Points for tank which depends on what BR do they have (the higher BR the higher needed SP amount)
max_br_diff Increases a difference of Spawn Points between units with different Battle Rating
spawn_pow Increases Spawn Points requirements after every death
You can also set a multiplier for every single vehicle or group of them (sorting by their type)


Available Spawn Point names for specific unit types:
 exp_fighter:r=0.0
 exp_bomber:r=0.0
 exp_assault:r=0.0
 exp_tank:r=0.0
 exp_heavy_tank:r=0.0
 exp_tank_destroyer:r=0.0
 exp_SPAA:r=0.0
 exp_ship:r=0.0
 exp_torpedo_boat:r=0.0
 exp_gun_boat:r=0.0
 exp_torpedo_gun_boat:r=0.0
 exp_submarine_chaser:r=0.0
 exp_naval_ferry_barge:r=0.0


To add a multiplier for a specific vehicle you need to add it's name and then add :r=0.0 (with any number set by you) to it, you can find the list of all vehicles here.
Example:
bf-109g-14:r=1.5


Here's an example block:
customSpawnScore{
 base_respawn_points_coef:i=1
 br_diff_mul_Air:r=0
 br_diff_mul_Tank:r=0
 max_br_diff:r=0
 spawn_pow:r=0
 us_m4a3e8_76w_sherman:r=700
 us_m4a3e2_76w_sherman_jumbo:r=1100
 p-47d:r=1100
 p-47d-28:r=1100
 p-51d-5:r=1100
 p-51d-10:r=1100
 p-51d-20:r=1100
 p-38l:r=1100
 a-20g:r=1100
 germ_pzkpfw_VI_ausf_b_tiger_IIh:r=2000
 germ_pzkpfw_VI_ausf_h1_tiger:r=1500
 germ_pzkpfw_VI_ausf_e_tiger:r=1600
 germ_pzkpfw_V_ausf_g_panther:r=1200
 germ_panzerjager_nashorn:r=700
 germ_panzerjager_panther:r=1400
 germ_panzerbefelhswagen_jagdpanther:r=1400
 fw-190a-8:r=1100
 bf-109g-6:r=1100
 bf-109g-10:r=1100
 bf-109g-14:r=1100
}

Limiting amount and type of units available for respawn

This script allows you to set a specific number of available respawns for specific vehicles or types of them, you can limit how many times can one team respawn or how many times can players use a specific vehicle.

To make this script work:

1. If you haven't saved the mission yet then do it now
2. Open the blk mission file in Notepad
3. Scroll down to the mission{ block
4. Paste all that code below to your .blk file under the mission{ block so it looks like on the screenshot to the right
Screenshot of a Shared Pool script.jpg
customRules{
 name:t="sharedPool"{
  teams{
   teamA{
    playerMaxSpawns:i=5 // 5 spawns per player
    spawnLimit:i=100 // 100 spawns for team
     limitedUnits{
     }
     unlimitedUnits{
     }
    }
   teamB{
    playerMaxSpawns:i=5
    spawnLimit:i=100
     limitedUnits{
     }
     unlimitedUnits{
     }
   }
  }
 }
}
5. Save the file, reload the mission in the Mission Editor
Note: If you save your mission in the Mission Editor after adding this script it won't remove these lines
Explanation of what Shared Pool script lines do:
Option Description
teamA Under this block you put all units that you want to restrict for the A or 1 team
teamB Under this block you put all units that you want to restrict for the B or 2 team
spawnLimit Sets a maximum amount of respawn for team
playerMaxSpawns Sets a maximum amount of respawns per player
limitedUnits You put there all vehicles types or specific ones and add :i= with a number, it will set a spawn amount limit for that specific unit
unlimitedUnits You can set if you want to make amount of specific units unlimited
To set amount of respawns for a specific vehicle you need to add it's name and then add :i=1 (with any number set by you) to it, you can find the list of all vehicles here.
Example:
bf-109g-14:i=1
Here's an example block:
customRules{
 name:t="sharedPool"

  teams{
   teamA{
    playerMaxSpawns:i=5
    spawnLimit:i=80
   limitedUnits{
    us_m4a1_76w_sherman:i=10
    us_m4a2_76w_sherman:i=18
    us_m4a3e2_sherman_jumbo:i=12
    us_m4a3e2_sherman_jumbo_cobra_king:i=8
    us_m4a3e2_76w_sherman_jumbo:i=6
    us_m4a3e8_76w_sherman:i=10
    us_m18_hellcat:i=8
    us_m36:i=10
    us_halftrack_m15:i=8
    us_halftrack_m16:i=8
    p-47d:i=4
    p-47d-28:i=4
    p-51d-5:i=4
    p-51d-10:i=4
    p-51d-20:i=4
    p-38l:i=4
    a-20g:i=4
   }
   unlimitedUnits{
    us_m4a2_sherman:b=yes
    us_m24_chaffee:b=yes
    us_m10:b=yes
   }
  }
   teamB{
    playerMaxSpawns:i=5
    spawnLimit:i=80
   limitedUnits{
    germ_pzkpfw_VI_ausf_b_tiger_IIh:i=2
    germ_pzkpfw_VI_ausf_h1_tiger:i=3
    germ_pzkpfw_VI_ausf_e_tiger:i=3
    germ_pzkpfw_V_ausf_a_panther:i=8
    germ_pzkpfw_V_ausf_g_panther:i=10
    germ_panzerjager_nashorn:i=8
    germ_panzerjager_panther:i=4
    germ_panzerbefelhswagen_jagdpanther:i=4
    germ_flakpanzer_IV_Wirbelwind:i=8
    germ_pz_IV_L70:i=10
    fw-190a-8:i=4
    bf-109g-6:i=3
    bf-109g-10:i=3
    bf-109g-14:i=3
   }
   unlimitedUnits{
    germ_pzkpfw_IV_ausf_H:b=yes
    germ_pzkpfw_IV_ausf_J:b=yes
    germ_panzerbefelhswagen_IV_ausf_J:b=yes
    germ_stug_III_ausf_G:b=yes
   }
  }
 }
}

Enabling custom difficulty

Custom difficulty is the same feature that is available in game when you create a custom battle, you can see it on the top of window and it's called Difficulty. The only difference between it and the mission version is that you can add and customize more options in the mission file.

To make this script work:

1. If you haven't saved the mission yet then do it now
2. Open the blk mission file in Notepad
3. Scroll down to the mission{ block
4. Check if you have this line there difficulty:t=, if no then add this difficulty:t="custom", if yes then replace everything after :t=" with "custom"
5. Make sure that openDiffLevels is disabled (unchecked) in Mission Settings -> mission -> Common params (or just add it manually by pasting this line openDiffLevels:b=no)
6. Paste all that code below to your .blk file under the mission{ block so it looks like on the screenshot to the right
Custom difficulty settings in the Mission Editor.jpg

Important note: All values after :i= can be set to 0, 1 or 2, all values after :b= can be set to no or yes

netDifficultyBlk{
   baseDifficulty:i=1
   engineControl:i=1
   respDifficulty:i=1
   realGunnery:i=1
   realDamageModels:b=yes
   stallsAndSpins:b=yes
   redOuts:b=yes
   mortalPilots:b=yes
   manualTrimming:b=no
   torqueAndGyro:b=no
   limitedBombsMissiles:b=yes
   noArcadeBoost:i=1
   limitViews:i=0
   flutter:b=yes
   hudAimPrediction:b=no
   hudShowSpeedVector:b=no
   hudMarkers:i=2
   hudMarkerArrows:b=yes
   hudAircraftMarkersMaxDist:i=3
   hudIndicators:b=yes
   hudShowTankDistance:b=no
   hudMapAircraftMarkers:i=2
   hudMapGroundMarkers:i=2
   hudTankMapAircraftMarkers:i=2
   hudTankMapGroundMarkers:i=1
   hudMarkersBlink:b=yes
   hudRadar:b=yes
   hudDamageModel:i=1
   hudDamageIndicator:b=yes
   hudTankDamageLog:b=yes
   hudLargeAwardMessages:b=yes
   hudWarnings:b=yes
   hudOutline:b=no
   noRespawns:b=no
   aircraftHelpers:b=no
   collectiveDetection:b=yes
   distDetection:i=1
   allowControlHelpers:i=0
   forceInstructor:b=no
   playerTurretDeviation:i=1
   boostersFuel:i=1
   ctaCaptureMul:i=1
   damageModel:i=1
   hudTankRangefinder:i=1
   hudSendSquareTimeInterval:i=45
   hudSendSquareNumPlayers:i=3
   hudSendSquareTimeFromStart:i=900
   noviceDM:b=no
   crewHealingOnlyOnCaptureZone:b=yes
   showBombSight:b=no
   showRadarGunSight:b=no
   visibleNotTraceableIndicators:b=yes
   showShipBulletTimer:b=yes
   enableLeaveKills:b=yes
   airToAirMissileDetection:b=yes
   nightVisionInTPS:b=yes
}


Explanation of what all these lines do:

Option Description
baseDifficulty Enables basic properties for selected difficulty (0 - AB, 1 - RB, 2 - SB)
engineControl Engine Control
respDifficulty Respawn time multiplier set (0 - easy, 1 - medium, 2 - hard)
realGunnery Realistic Gunnery
realDamageModels realDamageModels (Allows you to toggle between realistic and simplified damage models)
stallsAndSpins Stalls
redOuts Redouts / Blackouts
mortalPilots Mortal pilots
manualTrimming Manual trimming
torqueAndGyro Torque effect
limitedBombsMissiles Limited bombs and missiles
noArcadeBoost Disable arcade boost
limitViews Changes available camera positions (third person camera view, first person camera view) and other options (1 - first person + third person + virtual views, 2 - first person + virtual views or 3 - first person only + disables third person artillery view)
flutter Flutter effect
hudAimPrediction [HUD] aim prediction (Enable/disable aim prediction)
hudShowSpeedVector [HUD] speed vector (Enable/disable speed vector)
hudMarkers [HUD] units names and distances (Enable/disable displaying of unit names and distances to them)
hudMarkerArrows [HUD] marker arrows (Enable/disable display of arrows near the edges of the screen, pointing at targets)
hudAircraftMarkersMaxDist Markers rendering distance
hudIndicators [HUD] indicators (Enable/disable indicators of throttle, speed, altitude, etc. in the upper left corner of the screen)
hudShowTankDistance [HUD] units distances for tanks (Enable/disable displaying of distances to units for tanks)
hudMapAircraftMarkers [HUD] aircraft markers on map (Enable/disable aircraft indication on Tactical map)
hudMapGroundMarkers [HUD] vehicles markers on map (Enable/disable vehicles indication on Tactical map)
hudTankMapAircraftMarkers [HUD] aircraft markers on tank map (Enable/disable aircraft indication on Tactical map for tanks)
hudTankMapGroundMarkers [HUD] vehicles markers on tank map (Enable/disable vehicles indication on Tactical map for tanks)
hudMarkersBlink [HUD] mission target blink
hudRadar [HUD] radar (Enable/disable radar)
hudDamageModel [HUD] damaged model indicators (Enable/disable damage model indicator)
hudDamageIndicator [HUD] damage indicators (Enable/disable damage indicator)
hudTankDamageLog Unknown
hudLargeAwardMessages [HUD] large award messages (Enable/disable large award messages)
hudWarnings [HUD] onscreen warnings (Enable/disable onscreen warnings)
hudOutline Unknown
noRespawns Respawns (Enable/disable respawns of players)
aircraftHelpers Aircraft helpers (Helps to control the plane by adapting the speed in different situations)
collectiveDetection [HUD] Shared vision (Allows to see markers of enemies within your teammates' search angle.)
distDetection Changes the distance of spotting units (0 - near, 1 - normal, 2 - far)
allowControlHelpers Allow control helpers
forceInstructor Force virtual instructor
playerTurretDeviation Changes the way how aiming works in turrets and properties of targeting the gun both vertically and horizonally at the same time (speed)
boostersFuel Unknown
ctaCaptureMul Changes the time required to capture zones (1, 2, 3, at this moment it's the same for every mode)
damageModel Changes main damage properties like allowing broken barrel to shot, simulating battery, bomb damage scale against airplanes etc. (0 - AB, 1 - RB, 2 - SB)
hudTankRangefinder Change how the rangefinder works(1 - like in AB, always visible, 2 - like in RB, activated by pressing a button, also introduces a measuring error and takes some time to check the distance, 3 - works like in 2)
hudSendSquareTimeInterval Unknown
hudSendSquareNumPlayers Unknown
hudSendSquareTimeFromStart Unknown
noviceDM Enable/disable simplified damage model which makes other units easier to destroy
crewHealingOnlyOnCaptureZone Makes it possible to heal unconscious crew members on capture zones
showBombSight Enable/disable the bomb sight marker on the ground
showRadarGunSight Unknown
checkTreesForIndicators Unknown
visibleNotTraceableIndicators Unknown
showShipBulletTimer Enable/disable ship cannons impact time on target
drawShipBulletFallIndicator Enable/disable ship cannons drop path when close to the impact area
enableLeaveKills Enable/disable giving the kill to the nearest player after bailing out
airToAirMissileDetection Enable/disable message on the screen when someone fires an AAM at you
nightVisionInTPS Enable/disable night or thermal vision in third person view
aircraftFriendlyFireForBanOnly Disables firendly fire
Here are settings used in AB, RB and SB gamemodes:

Arcade Battles

netDifficultyBlk{
   baseDifficulty:i=0
   engineControl:i=0
   respDifficulty:i=0
   realGunnery:i=0
   realDamageModels:b=no
   stallsAndSpins:b=no
   redOuts:b=yes
   mortalPilots:b=yes
   manualTrimming:b=no
   torqueAndGyro:b=no
   limitedBombsMissiles:b=no
   noArcadeBoost:i=0
   limitViews:i=0
   flutter:b=no
   hudAimPrediction:b=yes
   hudShowSpeedVector:b=no
   hudMarkers:i=2
   hudMarkerArrows:b=yes
   hudAircraftMarkersMaxDist:i=3
   hudIndicators:b=yes
   hudShowTankDistance:b=yes
   hudMapAircraftMarkers:i=2
   hudMapGroundMarkers:i=2
   hudTankMapAircraftMarkers:i=2
   hudTankMapGroundMarkers:i=2
   hudMarkersBlink:b=yes
   hudRadar:b=yes
   hudDamageModel:i=0
   hudDamageIndicator:b=yes
   hudTankDamageLog:b=yes
   hudLargeAwardMessages:b=yes
   hudWarnings:b=yes
   hudOutline:b=yes
   noRespawns:b=no
   aircraftHelpers:b=yes
   collectiveDetection:b=yes
   distDetection:i=2
   allowControlHelpers:i=0
   forceInstructor:b=no
   playerTurretDeviation:i=0
   boostersFuel:i=0
   ctaCaptureMul:i=0
   damageModel:i=0
   hudTankRangefinder:i=0
   noviceDM:b=no
   crewHealingOnlyOnCaptureZone:b=no
   showBombSight:b=yes
   showRadarGunSight:b=yes
   visibleNotTraceableIndicators:b=yes
   checkTreesForIndicators:b=no
   drawShipBulletFallIndicator:b=yes
   showShipBulletTimer:b=yes
   aircraftFriendlyFireForBanOnly:b=yes
   enableLeaveKills:b=yes
   airToAirMissileDetection:b=yes
   nightVisionInTPS:b=yes
}


Realistic Battles

netDifficultyBlk{
   baseDifficulty:i=1
   engineControl:i=1
   respDifficulty:i=1
   realGunnery:i=1
   realDamageModels:b=yes
   stallsAndSpins:b=yes
   redOuts:b=yes
   mortalPilots:b=yes
   manualTrimming:b=no
   torqueAndGyro:b=no
   limitedBombsMissiles:b=yes
   noArcadeBoost:i=1
   limitViews:i=0
   flutter:b=yes
   hudAimPrediction:b=no
   hudShowSpeedVector:b=no
   hudMarkers:i=2
   hudMarkerArrows:b=yes
   hudAircraftMarkersMaxDist:i=3
   hudIndicators:b=yes
   hudShowTankDistance:b=no
   hudMapAircraftMarkers:i=2
   hudMapGroundMarkers:i=2
   hudTankMapAircraftMarkers:i=2
   hudTankMapGroundMarkers:i=1
   hudMarkersBlink:b=yes
   hudRadar:b=yes
   hudDamageModel:i=1
   hudDamageIndicator:b=yes
   hudTankDamageLog:b=yes
   hudLargeAwardMessages:b=yes
   hudWarnings:b=yes
   hudOutline:b=no
   noRespawns:b=no
   aircraftHelpers:b=no
   collectiveDetection:b=yes
   distDetection:i=1
   allowControlHelpers:i=0
   forceInstructor:b=no
   playerTurretDeviation:i=1
   boostersFuel:i=1
   ctaCaptureMul:i=1
   damageModel:i=1
   hudTankRangefinder:i=1
   hudSendSquareTimeInterval:i=45
   hudSendSquareNumPlayers:i=3
   hudSendSquareTimeFromStart:i=900
   noviceDM:b=no
   crewHealingOnlyOnCaptureZone:b=yes
   showBombSight:b=no
   showRadarGunSight:b=no
   visibleNotTraceableIndicators:b=yes
   showShipBulletTimer:b=yes
   enableLeaveKills:b=yes
   airToAirMissileDetection:b=yes
   nightVisionInTPS:b=yes
}

Simulator Battles

netDifficultyBlk{
   baseDifficulty:i=2
   engineControl:i=2
   respDifficulty:i=2
   realGunnery:i=1
   realDamageModels:b=yes
   stallsAndSpins:b=yes
   redOuts:b=yes
   mortalPilots:b=yes
   manualTrimming:b=yes
   torqueAndGyro:b=yes
   limitedBombsMissiles:b=yes
   noArcadeBoost:i=1
   limitViews:i=2
   flutter:b=yes
   hudAimPrediction:b=no
   hudShowSpeedVector:b=no
   hudMarkers:i=3
   hudMarkerArrows:b=no
   hudAircraftMarkersMaxDist:i=4
   hudIndicators:b=yes
   hudShowTankDistance:b=no
   hudMapAircraftMarkers:i=1
   hudMapGroundMarkers:i=2
   hudTankMapAircraftMarkers:i=1
   hudTankMapGroundMarkers:i=0
   hudMarkersBlink:b=yes
   hudRadar:b=no
   hudDamageModel:i=2
   hudDamageIndicator:b=yes
   hudTankDamageLog:b=yes
   hudLargeAwardMessages:b=no
   hudWarnings:b=no
   hudOutline:b=no
   noRespawns:b=no
   aircraftHelpers:b=no
   collectiveDetection:b=yes
   distDetection:i=0
   allowControlHelpers:i=3
   forceInstructor:b=no
   playerTurretDeviation:i=2
   boostersFuel:i=2
   ctaCaptureMul:i=2
   damageModel:i=2
   hudTankRangefinder:i=2
   noviceDM:b=no
   crewHealingOnlyOnCaptureZone:b=yes
   showBombSight:b=no
   showRadarGunSight:b=no
   visibleNotTraceableIndicators:b=yes
   enableLeaveKills:b=yes
   airToAirMissileDetection:b=no
   nightVisionInTPS:b=no
}