TIME:    07/31  6:40 PM
FROM:    RICHARD BARCLAY   (KGXC61A)
SUBJECT: SWOTL GROUP

   I need to update a reply I made re. engine durability in
the B17. It seems that there are TWO bytes which affect the
limits to which an engine can be pushed before it begins to
lose power.  First, as I originally stated, byte 0019
(debug119) has to do with the "toughness" of an engine.  It
is a relative value with that of the B17 being the lowest at
"98" and that of the P47 and P38 being the highest at "DC".
Hence, you can increase the stamina of an engine by raising
the value at 0019.
   The second byte that affects an engine's wear is 0017
(debug 117).  This byte is the engine thermostat that
measures the oil and manifold temps. and pressure as shown
on the guages.  This is also a relative value.  The value
for the B17 is "A0" is the highest among the planes, while
that of the ME262, ME163, GO229 and HE162 are the lowest at
"80" (the rest are all "C0").  Lowering this number has the
effect of adding more coolant to the engines.  I ran a test
flight with the B17's engine value at default (0019 = "98")
and lowered the temp/pressure byte to "00".  I pushed the
engines to 100% and ran a tank of gas and the guages never
moved.  I went back and set the temp/pressure byte to "FF"
and ran the same test.  The guages went red line before I
ever got the engines to their max. and the engines smoked
out in less than 5 minutes.  Don't know how this info will
impact the accuracy of other mods, but hope it helps.

                        Rrik  kgxc61a
                      Chesterfield, VA

PRODIGY(R) interactive personal service         03/08/93        10:27 PM
FROM:    ERIC JIMERSON   (GMVF07A)
SUBJECT: SWOTL GROUP

  The B17 guns start at  01A8, with the first byte being the
# of gun positions. Then ther are 7 more 'introduction'
bytes, with the first turret string (chin turret) reading:
 01 00 6d 01 60 09 01 00 02 00 32 00 00 00 00 40 00 34 00 20
00 60
   All the other turrets follow after that using the same #
of bytes, in this order:
  L cheek; L waist; Tail; R waist; R cheek; Top; Ball.
The bytes translate to (refering to the chin gun example
above) in order:
  01=  tracer graphics; 00= single; 01=twin
  00=  not used
  6d,01=  ammo amount. bytes are reversed, so this is 1D6
  60,09=  muzzle velocity- again reverse the bytes; 960
  01=  kill power of each round
  00= not used
  02=  rds fired per trigger pull
  00=  not used
  32=  not sure- I think it is turret armor
  00,00=  not used
  00=  weapon facing; 00=fwd; 80=rear. Play with it
  00=  not used
  40= starting elevation; 40=level; 00=+90; 80=-90
  00= not used
  34=  weapon traverse; 00= unrestricted. Play with it.
  00=  not used
  20=  Max elevation; 00=+90; 80=-90
  00= not used
  60= max depression;  same as elevation

  All the other turret strings follow the same pattern.
  All this information is better portrayed in the SPCTXT
file map available from either Keith or myself on our BBSs-
It would probably be best if you D/Ld it sometime.
  You will also need to add the B17gun string to both the
SPC and INT file for whatever plane you are modifying. In
the SPC file it goes in 0064 to 006a; for the INT you will
have too check out the B17 file, as I am not completely sure
right off hand (i is near the bottom, though). Also, you
must add the 8 byte 'intro' I mentioned to the SPC you are
 modifying- just look at it in the B17 file and copy it
down.
   Hope this helps.
   E.J.     |   |
