5.5. MDS section¶
Note
MDSSectionParser is responsible
for parsing MDS section. It contains one key-value pair per each line.
Section describes different conditions in mission including Fog of War (FoW),
AI and some other settings.
Note
MDS FoW functions are only enabled if the difficulty option “No FoW Icons” is not selected. This is a convenient way for server host to disable all FoW features without editing all mission files separately.
Section example:
[MDS]
MDS_Radar_SetRadarToAdvanceMode 1
MDS_Radar_RefreshInterval 0
MDS_Radar_DisableVectoring 0
MDS_Radar_EnableTowerCommunications 1
MDS_Radar_ShipsAsRadar 0
MDS_Radar_ShipRadar_MaxRange 100
MDS_Radar_ShipRadar_MinHeight 100
MDS_Radar_ShipRadar_MaxHeight 5000
MDS_Radar_ShipSmallRadar_MaxRange 25
MDS_Radar_ShipSmallRadar_MinHeight 0
MDS_Radar_ShipSmallRadar_MaxHeight 2000
MDS_Radar_ScoutsAsRadar 0
MDS_Radar_ScoutRadar_MaxRange 2
MDS_Radar_ScoutRadar_DeltaHeight 1500
MDS_Radar_ScoutGroundObjects_Alpha 5
MDS_Radar_ScoutCompleteRecon 0
MDS_Misc_DisableAIRadioChatter 0
MDS_Misc_DespawnAIPlanesAfterLanding 1
MDS_Radar_HideUnpopulatedAirstripsFromMinimap 0
MDS_Misc_HidePlayersCountOnHomeBase 0
MDS_Misc_BombsCat1_CratersVisibilityMultiplier 1.0
MDS_Misc_BombsCat2_CratersVisibilityMultiplier 1.0
MDS_Misc_BombsCat3_CratersVisibilityMultiplier 1.0
Output example:
{
'conditions': {
'radar': {
'advanced_mode': True,
'refresh_interval': 0,
'ships': {
'big': {
'max_range': 100,
'min_height': 100,
'max_height': 5000,
},
'small': {
'max_range': 25,
'min_height': 0,
'max_height': 2000,
},
},
'scouts': {
'max_range': 2,
'max_height': 1500,
'alpha': 5,
},
},
'scouting': {
'scouts_affect_radar': False,
'ships_affect_radar': False,
'only_scouts_complete_targets': False,
},
'home_bases': {
'hide_unpopulated': False,
'hide_players_count': False,
'hide_ai_aircrafts_after_landing': True,
},
'communication': {
'vectoring': True,
'tower_communication': True,
'ai_radio_silence': False,
},
'crater_visibility_muptipliers': {
'le_100kg': 1.0,
'le_1000kg': 1.0,
'gt_1000kg': 1.0,
},
},
}
Output contains a dict with a conditions element.
Description:
5.5.1. Radar¶
MDS_Radar_SetRadarToAdvanceModeSets FoW to advanced mode: if this option is enabled, all FoW spotters on the map will show only those planes that are located inside assigned range & height limits. Range parameters are set for each home base object individually under home base
Base FoWtab. If option is not set, player’s side will see units’ icons as long as it has at least one live radar.Output path: conditions.radar.advance_modeOutput type: boolOutput value: Trueif1,FalseotherwiseMDS_Radar_RefreshIntervalRadar refresh period (in seconds): tells the game how fast positions of detected objects are refreshed. Works with or without advanced radar mode.
Output path: conditions.radar.refresh_intervalOutput type: intOutput value: original value converted to integer number MDS_Radar_ShipRadar_MaxRangeMaximum range (in km) of detection of air targets by big ships.
Output path: conditions.radar.ships.big.max_rangeOutput type: intOutput value: original value converted to integer number MDS_Radar_ShipRadar_MinHeightMinimum height (in meters) of detection of air targets by big ships.
Output path: conditions.radar.ships.big.min_heightOutput type: intOutput value: original value converted to integer number MDS_Radar_ShipRadar_MaxHeightMaximum height (in meters) of detection of air targets by big ships.
Output path: conditions.radar.ships.big.max_heightOutput type: intOutput value: original value converted to integer number MDS_Radar_ShipSmallRadar_MaxRangeMaximum range (in km) of detection of air targets by small ships.
Output path: conditions.radar.ships.small.max_rangeOutput type: intOutput value: original value converted to integer number MDS_Radar_ShipSmallRadar_MinHeightMinimum height (in meters) of detection of air targets by small ships.
Output path: conditions.radar.ships.small.min_heightOutput type: intOutput value: original value converted to integer number MDS_Radar_ShipSmallRadar_MaxHeightMaximum height (in meters) of detection of air targets by small ships.
Output path: conditions.radar.ships.small.max_heightOutput type: intOutput value: original value converted to integer number MDS_Radar_ScoutRadar_MaxRangeMaximum scan range: determines the range (in km) in which scouts can identify other aircrafts.
Output path: conditions.radar.scouts.max_rangeOutput type: intOutput value: original value converted to integer number MDS_Radar_ScoutRadar_DeltaHeightHeight limit of detection zone (in meters): defines the maximum altitude at which the reconnaissance aircraft can detect enemy ground targets.
Output path: conditions.radar.scouts.max_heightOutput type: intOutput value: original value converted to integer number MDS_Radar_ScoutGroundObjects_AlphaAngle (in degrees) of earth scanning: determines the angle at which reconnaissance aircraft can detect enemy ground targets.
Output path: conditions.radar.scouts.alphaOutput type: intOutput value: original value converted to integer number Note
Scan delta height & scan alpha determine the range for which scouts can identify ground objects. The formula behind this is:
\[range = height * tan(alpha)\]So, the higher the scouts are, the more area they cover.
Warning
The more scout planes you assign, the slower your game might run!
5.5.2. Scouting¶
MDS_Radar_ShipsAsRadarTreat ships as FoW spotters: makes ships spot enemy planes with their radars. Ships are divided into two groups. “Big Ships” that have powerful, long range radars and “Small Ships” that have less powerful, short range radars. If you want only big ships to act as FoW spotters, set all small ship settings to 0 and vice versa.
Note
Big Shipswith powerful, long range radar- All CVs (aircraft carriers), all battleships and all cruisers.
Small Shipswith less powerful, short range radar- All destroyers.
Output path: conditions.scouting.ships_affect_radarOutput type: boolOutput value: Trueif1,FalseotherwiseMDS_Radar_ScoutsAsRadarRecon planes are FoW spotters: this will enable selected recon planes to spot ground units. Only selected recon planes are able to identify ground units (see MDS_Scouts section).
Output path: conditions.scouting.scouts_affect_radarOutput type: boolOutput value: Trueif1,FalseotherwiseMDS_Radar_ScoutCompleteReconDetermines whether reconnaissance aircrafts are the only aircrafts allowed to complete recon targets.
Output path: conditions.scouting.only_scouts_complete_targetsOutput type: boolOutput value: Trueif1,Falseotherwise
5.5.3. Homebases¶
MDS_Radar_HideUnpopulatedAirstripsFromMinimapHide enemy and unused airfields from minimap.
Output path: conditions.home_bases.hide_unpopulatedOutput type: boolOutput value: Trueif1,FalseotherwiseMDS_Misc_HidePlayersCountOnHomeBaseThis option, if enabled, will hide number of players that is displayed beside each home base object on your map on briefing screen.
Output path: conditions.home_bases.hide_players_countOutput type: boolOutput value: Trueif1,FalseotherwiseMDS_Misc_DespawnAIPlanesAfterLandingDespawn AI aircrafts after they land and park: in dog fight mode when AI aircraft land and park, they will vanish from the map and release game resources. They will also not interfere with live players.
Output path: conditions.home_bases.hide_ai_aircrafts_after_landingOutput type: boolOutput value: Trueif1,Falseotherwise
5.5.4. Communication¶
MDS_Radar_DisableVectoringDisables two vectoring commands from ground control orders menu:
Vector to targetandVector to home. This can simulate early war scenarios where own planes couldn’t be tracked by means of radar, Y-Verfahren, etc. Works also in single player & coop missions.Output path: conditions.communication.vectoringOutput type: boolOutput value: inverted original value converted to integer number: Trueif0,FalseotherwiseMDS_Radar_EnableTowerCommunicationsEnables communications menu (tab key by default) for human players in dogfight.
Output path: conditions.communication.tower_communicationOutput type: boolOutput value: Trueif1,FalseotherwiseMDS_Misc_DisableAIRadioChatterDisable radio messages sent by AI planes in dogfight.
Output path: conditions.communication.ai_radio_silenceOutput type: boolOutput value: Trueif1,Falseotherwise
5.5.5. Craters¶
You can modify time before bomb/gun/rockets craters disappear. Default multiplier is set to 1.0 (80 seconds) for all of them. By changing multipliers, you can make craters visible for longer time. However this only works in single player mission and coop missions. Setting long crater durations in dogfight missions would cause inconsistency between players, since dogfight mode allows joining anytime.
MDS_Misc_BombsCat1_CratersVisibilityMultiplierMultiplier for visibility time for craters caused by guns and rockets and bombs which weight is less then or equal 100 kg.
Output path: conditions.crater_visibility_muptipliers.le_100kgOutput type: floatOutput value: original value converted to float number MDS_Misc_BombsCat2_CratersVisibilityMultiplierMultiplier for visibility time for craters caused by torpedoes, TinyTim and bombs which weight is less then or equal 1000 kg.
Output path: conditions.crater_visibility_muptipliers.le_1000kgOutput type: floatOutput value: original value converted to float number MDS_Misc_BombsCat3_CratersVisibilityMultiplierMultiplier for visibility time for craters caused by bombs which weight is greater then 1000 kg.
Output path: conditions.crater_visibility_muptipliers.gt_1000kgOutput type: floatOutput value: original value converted to float number