Default Aces High Settings, v8

This document contains the default settings of the Aces High offline mode as of 9/8/2007. This document is intended to be a reference for setting up scenarios, so that the scenario team can deal with settings different from this set and make reference to this set for the ones that are the same.

This document is maintained by Brooke (brooke@electraforge.com).

Default Arena Settings

Icon range is set as a "dot" command in the game. ".icon 0" sets icon range to far (18000); ".icon 1" sets icon range to near (9000). Wind is set separately in the "Wind" settings panel.

The following is a table of the default arena settings. Ranges are usually in feet (where 5280 feet = 1 mile). Some ranges (as noted) are in miles. Some time settings are in seconds -- some are in minutes (as noted). For settings that are a checkbox, "[ ]" denotes unchecked, and "[x]" denotes checked.

Variable Default Value Explanation of Variable
BadWordFilterCnt 0 Has to do with censoring or punishment for typing profane words.
BaseCountryPer 0.0300  
BoatWarningRange 15840 A base starts flashing when an enemy boat gets within this number of feet.
BomberWarningRange 63360 A base starts flashing when an enemy bomber gets within this number of feet.
ChangeCountryTime 0.0000  
CommunicationFlags 0 Various communication flags.
        Kill Messages Disabled [ ] Whether or not a player gets a message from the system when he gets a kill or assist.
        Channel 1 Disabled [ ] Whether or not channel 1 is disabled.
ComplaintCnt 0  
ComplainMins 0  
ComplainMutedMins 0  
CountryBalanceScale 2.0000  
CountryCanFly[Bishops] 1 1 if country can fly. 0 if not.
CountryCanFly[Knights] 1 1 if country can fly. 0 if not.
CountryCanFly[Rooks] 1 1 if country can fly. 0 if not.
DeathMaxCount 0  
DeathTimeMin 0  
DownTimeMult 1.0000 0.1 corresponds to destroyed objects being down for about 5 minutes.
EnemyFieldPer 0.33  
EnemyMidAirsOn 1 1 if collisions with enemy aircraft can cause damage. 0 if not.
Evening 18.0000  
ExitWhileMoving 511 Various flags on whether or not a player can exit whilemoving.
        Plane [x] Whether or not a player can exit this when it is moving.
        Not Used [x] Setting not used.
        Chute [x] Whether or not a player can exit this when it is moving.
        Gunner [x] Whether or not a player can exit this when it is moving.
        Not Used [x] Setting not used.
        Vehicle [x] Whether or not a player can exit this when it is moving.
        Boat [x] Whether or not a player can exit this when it is moving.
        Field Gunner [x] Whether or not a player can exit this when it is moving.
        Anphib [x] Whether or not a player can exit this when it is moving.
FighterWarningRange 63360 A base starts flashing when an enemy fighter gets within this number of feet.
FlightModeFlags 1216 Various flags for things such as bombsight calibration, formations, etc.
        Stall Limit Enabled [ ] Whether or not everyone(?) has stall limiter enabled.
        Stall Limit Disabled [ ] Whether or not stall limiter is disabled -- if disabled, no one can use it even by choice.
        Stall Limit New User [ ]  
        Precision Bombsight [ ]  
        Dive Bombsight [ ] Whether or not the divebomb sight is enabled.
        Lead Computed Gunsight [ ] Wether or not the lead-computing gunsight is enabled.
        Air Show Smoke [x] Whether or not a player can turn on air-show smoke.
        Formations Enabled [x] Whether or not a player can use bomber formations.
        Country Perk Enabled [ ]  
        Country Balance Enabled [ ]  
        Auto Calibrate Bomb Sight [x] Whether or not easy-mode bombsight is enabled.
FogVisibilityMiles 14.0000 Visibility in miles.
FriendlyFieldPer 0.90  
FriendlyMidAirsOn 0 1 if collisions with friendly aircraft can cause damage. 0 if not.
FuelBurnRateMult 1.0000 The multiple applied to fuel burn rate. 2.0 means fuel is used at 2x real-life rate.
FullIconRange 2400 The range at which an icon gives full plane type (such as "Spit16" instead of just "Spit").
GroundAutoLethality[Armored] 1.0000 See "GroundAutoLethality" section.
GroundAutoLethality[Hard] 1.0000 See "GroundAutoLethality" section.
GroundAutoLethality[Soft] 1.0000 See "GroundAutoLethality" section.
KillShooter 1 If this is 1, you take the damage if you shoot a countryman. If this is 0, he takes the damage.
Locked 0 0 if people can enter arena; 1 if they are locked out (i.e., if doors are closed).
ManGunnerAmmoMult 1.0000 Lethality of manned ack. Normal main arena is 1.0.
ManuverKillRange 6000.0000 If an enemy plane crashes itself inside of this range of you in yards and if no one else has shot him yet, you get credit for the kill.
MinEnyValue 50.0  
MinBalanceTotal 140  
Morning 6.0000  
MuteTime 3600  
ObjectHardnessMults[AAF] 1.0 A multiplier for the hardness of objects, in this case AA factory?
ObjectHardnessMults[AMB] 1.0  
ObjectHardnessMults[AMF] 1.0  
ObjectHardnessMults[ARM] 1.0  
ObjectHardnessMults[BAA] 1.0  
ObjectHardnessMults[BAB] 1.0  
ObjectHardnessMults[BAF] 1.0  
ObjectHardnessMults[BAH] 1.0  
ObjectHardnessMults[BAR] 1.0  
ObjectHardnessMults[BAS] 1.0  
ObjectHardnessMults[BAT] 1.0  
ObjectHardnessMults[BMB] 1.0  
ObjectHardnessMults[BME] 1.0  
ObjectHardnessMults[BMH] 1.0  
ObjectHardnessMults[BRF] 1.0  
ObjectHardnessMults[BRR] 1.0  
ObjectHardnessMults[BTE] 1.0  
ObjectHardnessMults[CIT] 1.0  
ObjectHardnessMults[CNV] 1.0  
ObjectHardnessMults[DBR] 1.0  
ObjectHardnessMults[FTE] 1.0  
ObjectHardnessMults[FTH] 1.0  
ObjectHardnessMults[FUB] 1.0  
ObjectHardnessMults[FUF] 1.0  
ObjectHardnessMults[GMS] 1.0  
ObjectHardnessMults[GNA] 1.0  
ObjectHardnessMults[GNG] 1.0  
ObjectHardnessMults[GNH] 1.0  
ObjectHardnessMults[HGR] 1.0  
ObjectHardnessMults[HQT] 1.0  
ObjectHardnessMults[MPR] 1.0  
ObjectHardnessMults[OFC] 1.0  
ObjectHardnessMults[RDF] 1.0  
ObjectHardnessMults[RDR] 1.0  
ObjectHardnessMults[RWY] 1.0  
ObjectHardnessMults[SHP] 1.0 Hardness multiplier for the carrier, cruiser, and destroyer.
ObjectHardnessMults[STA] 1.0  
ObjectHardnessMults[STR] 1.0  
ObjectHardnessMults[TRN] 1.0  
ObjectHardnessMults[TWN] 1.0  
ObjectHardnessMults[TWR] 1.0  
ObjectHardnessMults[VHE] 1.0  
ObjectHardnessMults[VHH] 1.0  
ObjectHardnessMults[VOD] 1.0  
PerkPointsDisabled 0 1 if awarding of perk points for kills is disabled. 0 if it is enabled.
PlaneAutoAmmoMult 1.0000  
PlaneGunAmmoMult 1.0000 How much ammunition a plane has. 2.0 means a plane gets 2x its real-life ammo load.
PlaneGunLethality[Armored] 1.0000 Doesn't seem to affect the lethality of anything.
PlaneGunLethality[Hard] 1.0000 Seems to affect the lethality of: tank guns, all; Ostwind guns; aircraft cannon; aircraft MG that is not 0.50 cal; shore battery, 8"; ship 37 mm, manned; ship 20 mm, manned; ship 40 mm, manned; ship 8", manned; PT-boat MG; PT-boat 20 mm; PT-boat 37 mm; and PT-boat 40 mm.
PlaneGunLethality[Soft] 1.0000 Seems to affect the lethality of aircraft 0.50-cal MG and ship gun 5", manned.
PlayerResupplyTime 30  
ProtectObjects 1 1 means you can't kill your own country's objects. 0 means you can.
RadarAlt 500 If a plane is under this altitude, it won't show on dot radar (unless full friendly or full enemy is selected).
RadarMode[Bishops] 0 Various flags for setting radar attributes.
        Full Friendly [ ] If on, player will see friendly radar dots anywhere on map, regardless of other settings (i.e., no range limit, alt. limit, etc.).
        Tower Friendly [ ] Whether or not a player will see radar dots of friendly planes if within TowerBasedRadarRange and above RadarAlt.
        Full Enemy [ ] If on, player will see enemy radar dots anywhere on map, regardless of other settings (i.e., no range limit, alt. limit, etc.).
        Tower Enemy [ ] Whether or not a player will see radar dots of enemy planes if within TowerBasedRadarRange and above RadarAlt.
        Disable Friendly Counters [ ] Whether or not friendly counters are disabled.
        Disable Enemy Counters [ ] Whether or not enemy counters are disabled.
        Plane Counters Only [ ] Whether counters are for planes only or for planes, vehicles, etc.
        Counters Above Radar [ ] If checked, a plane contributes to sector counters only if it is above SectorCounterAlt.
        Range Based Counters [ ] If checked, a plane contributes to sector counters only if it is within SectorCounterRange.
RadarMode[Knights] 0 Various flags for setting radar attributes.
RadarMode[Rooks] 0 Various flags for setting radar attributes.
RadarUpdateRate 5 The time between radar updates in seconds.
RandomRotate 1 Whether or not a Country Reset rotates countries randomly.
ResetAirFieldCnt 3 The count for incrementing countries for non-random Country Resets.
ResetPerkPoints 25  
ResetTotalFieldCnt 6  
SectorCounterAlt 0 If a plane is under this altitude, it's won't show in the sector counters.
SectorCounterRange 63360 If RadarMode is set to have Range Based Counters, this is the range in feet from the radar station that a plane has to be in order to show in the sector counters.
StallLimitAOA 2.0000 The angle of attack used for the stall limiter (when pilots have the stall limiter enabled).
StratFlags 0  
TaskGroupCommandCnt 1 The number of task groups that can be commanded.
TaskGroupRespawnTime 10 The time in minutes between the death of a task group and its respawn at its port.
TowerBasedRadarRange 63360 The range in feet from a radar station for dots to appear on the radar display (unless full friendly or full enemy is selected).
VehicleWarningRange 15840 A base starts flashing when an enemy vehicle gets within this number of feet.
ViewModeFlags 3 Various flags for view.
        External Fighter [x] Whether or not player can use external view in fighter.
        External Bomber [x] Whether or not player can use external view in bomber.
        External Vehicle [ ] Whether or not player can use external view in vehicle.
        External Boat [ ] Whether or not player can use external view in boat.
        External Field Gunner [ ] Whether or not player can use external view in field gun.
        Tower Gods Eye [ ] Whether or not player can use god's-eye view from the tower.
WarningFlags[Bishops] 15 Various flags for warning (when bases flash).
        Fighters [x] Whether or not fighters trigger base flashing (warnings).
        Bombers [x] Whether or not bombers trigger base flashing (warnings).
        Vehicles [x] Whether or not vehicles trigger base flashing (warnings).
        Boats [x] Whether or not boats trigger base flashing (warnings).
WarningFlags[Knights] 15 Various flags for warning (when bases flash).
WarningFlags[Rooks] 15 Various flags for warning (when bases flash.
WeaponLethality[Armored] 1.0000 Doesn't seem to affect anything.
WeaponLethality[Hard] 1.0000 Seems to affect aircraft rocket; aircraft bomb; aircraft torpedo; PT-boat rocket; and PT-boat torpedo.
WeaponLethality[Soft] 1.0000 Doesn't seem to affect anything.

Default Object Settings


Object settings page 1.


Object settings page 2.


Object settings page 3.

Bunk Radar is the normal radar tower at fields.

Hardness of Various Ships, and Torpedoes

From experimentation in Aces High v2.10 patch 2 (as of 6/2/2007):

Torpedo equivalent damage = 4650 lbs
Carrier hardness = ObjectHardnessMults[SHP] x 6750 lbs
Cruiser hardness = ObjectHardnessMults[SHP] x (Ship Hardness) x 1000 lbs
Destroyer hardness = cruiser hardness

Torpedo lbs were estimated as follows:

Carrier hardness was estimated as follows:

Verifying that these settings work together:

GroundAutoLethality

It seems that GroundAutoLethality[Soft], [Hard], and [Armored] should respectively control the lethality of GNG, GNH, and GNA objects. I have not verified this, however.

In the following, "puffy ack" to mean auto anti-aircraft artillery (such as 5" or 88 mm guns) and define "normal ack" to mean the usual cannon-based auto ack (such as 37 mm or 20 mm). For land bases, both normal ack and puffy ack seem to typically be GNG objects. On ships, normal ack seems to be a mix of GNG and GNH objects, and puffy ack seems to be GNA objects. I'm not sure what they are on trains and convoys. However, it is possible that terrain designers might be able to have any of GNG, GNH, or GNA objects be puffy ack or normal ack or even for any GNG, GNH, or GNA objects be controlled by, say, GroundAutoLethality[Soft].

GroundAutoLethality[Soft] seems usually to control the normal ack and the puffy ack for ships and at land bases, although there might be some normal ack among other normal ack for which [Hard] or [Armored] controls the lethality. Some CM's say that [Hard] setting controls puffy ack, but I have not yet seen that. One can experiment by setting [Soft] = 0.001, [Hard] = 100, [Armored] = 0.001, noting the lethality affect, then setting [Soft] = 100, [Hard] = 0.001, [Armored] = 0.001, noting the lethality effect, and so on -- possibly in conjunction with destroying certain of the guns to make sure that the ones you are testing are the only ones shooting at you. Lethality set at 100 usually means that your aircraft is destroyed in one ack hit, whereas your aircraft can withstand perhaps unlimited hits at 0.001 lethality. (Oddly, the Me 163 might behave differently -- I'm not positive about that, though.)

Regardless of lethality, testing as of 8/5/2008 (Aces High version 2.12 patch 4) shows that an auto puffy ack gun shoots one round every 3 seconds and has a range of 35,000 ft. The average number of hits to an aircraft per round shot at the aircraft is 0.015. For example, for 4 auto puffy ack guns shooting at an aircraft that spends 60 seconds in puffy ack range, you would expect 4 * 60 / 3 = 80 ack bursts around the plane and 80 * 0.015 = 1.2 actual hits to the aircraft. Since the probability distribution for hits is a binomial distribution, standard deviation = sqrt(n * p * (1-p)) = sqrt(n) * 0.12, where n is the number of ack bursts. Thus, in the previous example, the standard deviation is sqrt(80) * 0.12 = 1.07. So, overall, you'd expect the likely range of outcomes for the aircraft to be 1.2 +/- 1.1 ack hits or about 0 to 2 puffy ack hits.

Testing showed that lethality of puffy ack is such that, at GroundAutoLethality[Soft, Hard, Armored] = 1.0, an A6M5b Zero will be dead on averge within 4 hits from puffy ack. You can use these statistics to figure out puffy-ack lethality settings for scenarios.

Suggestions for Scenarios

The offline defaults are not what are typically used for scenarios. Here are some of the settings that are typcially different compared to the offline mode.

ExitWhileMoving turned off for "Plane" and "Chute" and on for the others.
FlightModeFlags turned on only for "Formations Enabled" and "Auto Calibrate Bomb Sight".
PlayerResupplyTime set to max (so no resupply).
RadarMode often set on only for "Disable Friendly Counters" and "Disable Enemy Counters" to turn off radar, or on with range limits.
TaskGroupCommandCnt set to a higher number of task groups that can be controlled.
TaskGroupRespawnTime set to max so that task groups don't respawn.
ViewModeFlags set to "External Bomber" only.

Definition of Items in "Destroy Objects" List

The following is a definition of the abbreviations that appear in the list when one selects the "Destroy Objects" menu. The are some statements below talking about what is usual. Terrain designers can assign different properties to some of these objects, so that, for example, it is possible for GNG to be auto puffy ack and GNA also to be auto puffy ack, even though their object types (GNG and GNA) are different.

AAF AAA Factory
AMB Ammo Bunker
AMF Ammo Factory
BAA Armored Gun Battery (usually ship's manable 8" and 5")
BAB Barracks Bunker
BAF Barracks Factory
BAH Hard Gun Battery
BAR Barge
BAS Soft Gun Battery (usually base's manable 37 mm and ship's manable 20 mm)
BAT Gun Battery (usually base's manable 8" shore battery, ship's manable 5" single, and ship's manable quad 40 mm)
BMB Bombable
BMH Bomber Hangar
BRR Barrier
CIT City Building
CNV Truck
FTH Fighter Hangar
FUB Fuel Bunker
FUF Fuel Factory
GMS Group Master
GNA Armored Auto Gun (usually ship's auto 5" guns and thus perhaps ship's auto puffy ack)
GNG Auto Gun (usually base's auto 37 mm ack and ship's auto 20 mm ack; can be land-based auto puffy ack)
GNH Hard Auto Gun (usually ship's auto quad 40 mm ack)
HGR Hangar
HQT Headquarters Building
MPR Maproom
OFC Officers' Club
RDF Radar Factory
RDR Radar Bunker
SHP Ship
STA Station
STR Structure
TRN Train
TWN Town Building
TWR Tower
VHH Vehicle Hangar
VOD Void

Change Log

v2.0, 10/29/2006
-- Expanded flags options in settings to show all flags.
-- Added explanations to settings where I know them.
-- Fixed a few settings to be what main arena has (such as ExitWhileMoving, RadarMode, and ViewModeFlags).

v2.1, 11/4/2006
-- Put in information about Ship Hardness and Bunk Radar.

v2.2, 4/20/2007
-- ObjectHardnessMults added.

v2.3, 4/24/2007
-- Added descriptions of what is affected by the various xLethality[y] settings (such as GroundAutoLethality, PlaneGunLethality, etc.).

v2.4, 5/20/2007
-- Updated information about ObjectHardnessMults[SHP].
-- Updated information (as of Aces High v2.10 patch 2) on torpedo damage.
-- Updated information (as of Aces High v2.10 patch 2) on default carrier hardness.

v2.5, 6/2/2007
-- Corrected information on ObjectHardnessMults[SHP].
-- Corrected information on ship hardness and torpedoes.

v2.6, 9/8/2007
-- Corrected descriptions related to radar modes for Full Friendly and Full Enemy.
-- Made descriptions for radar ranges and altitudes more clear.
-- Put in defaults of offline mode, which is viewable. (The main arenas aren't viewable, which makes trying to keep track of what the defaults are difficult.)
-- Added section on settings commonly different in scenarios.

v3, 7/9/2008
-- Added section to describe abbreviations in "Destroy Objects" menu.

v4, 8/3/2008
-- Put in information about DownTimeMult.

v5, 8/5/2008
-- Put in more information on GroundAutoLethality settings.
-- Put in more information in "Destroy Objects" list.

v6, 8/5/2008
-- Added "Lethality of Auto Ack" section.

v7, 8/8/2008
-- Corrected information about GroundAutoLethality (i.e., lethality of auto ack).

v8, 1/4/2009
-- Updated some information on puffy ack.