Format for .ini

Format for .ini


The input configuration file format consists of three sections:

  • defining and configuring the input device
  • defining and configuring the graphics device
  • defining a path list for finding files
  • and an entity data association block


    The input entry consists of one of the following lines:

  • joystick <#>
  • keyboard <#>
  • mouse <#>

    Where "<#>" is a floating point value representing the responsiveness of the device - the higher the number, the more sensitive. Suggested default values are 512.0 for the keyboard and joystick, and 5.0 for the mouse.


    The graphics entry consists of one of the following lines:

  • opengl <#> - specify opengl version #
  • 3D_view_distance <#> - distance to the far clipping plane
  • classification <unclassified/secret/top_secret> - sets the classification level of the display

  • camera_distance <#> - distance between an object and an attach camera
  • camera_height <#> - altitude difference between an object and an attach camera
  • camera_azimuth <#> - azimuth of an attached camera to the associated object
  • camera_angular_velocity <#> - angular velocity of a camera orbiting an associated object

  • fog <foreground/midground/background> - which plane "fog" is to be rendered in
  • fog_start <#> - fog foreplane distance
  • fog_end <#> - fog backplane distance
  • fog_color <r> <g> <b> - fog color w/ byte values (0 .. 255)

  • image <image_index_name> - image maps index filename
  • overlay <overlay_name> - vector overlay filename
  • overlay_intensity <#> - amount of transparency (0 .. 100) of the overlay/image maps
  • terrain_file <terrain_name> - which terrain 3D database to use


    The path entry format is as follows:

    PIXCON_PATH <path1>:<path2>:<path3>: ... <pathN>

    Each path may be a complete path, or relative to the default directory.


    The entity data association block consists of entries of data to be associated w/ each platform in JIMM. This block consists of a header and footer as follows:

    development_correlation {

    }

    Within this block, zero or more platform entries of the following format:

    <Semantic Correlation Code> {

    }

    ex.

       005 {   
          label     attacker_a/c
          dis_code  1:02:222:01:02:00:00:00 //used mig 29
          jpix_code 122202000         // MiG29_Fulcrum.flt   
          gev_code  96                // hostile_air
          gev_color IndianRed1
          sds_code  050
       }
    
       006 {   
          label     attacker_missile
          dis_code  2:02:222:01:02:00:00:00
          burst_code 1000 1000 1 1
          jpix_code 122202000         // MiG29_Fulcrum.flt   
          gev_code  96                // hostile_air
          gev_color IndianRed1
          sds_code  050
       }
    
       007 {   
          label     god_eye_tx
          dis_code  62020
       }
    
    

    Where:

    "<Semantic Correlation Code>" is a unique code assigned to a platform type in the CDB input file for JIMM.

    "label <text>" assigns a text string to the entity type , typically the platform name assigned to the entity in JIMM.

    "dis_code <dis code>" assigns a DIS code to the entity type. The format for "<dis code> is:

    where: "burst_code <# # # #>" is used to assign a DIS warhead, fuze, quantity, and rate of fire to the munition.

    "jpix_code <#>" is used to assign a unique identifier to the platform type to be used for associating 3D models and information.

    "gev_code <#>" is used to assign a unique identifier to the platform type to be used for associating 2D symbols.

    "gev_color <color name>" is used to assign colors to the 2D symbols. These color names may be found in config/rgb.txt which is derived from the same rgb.txt used by most X11 windows systems.

    "sds_code <#>" is used to assign SDS-PCIG model id's to the platform type.

    Line comments may be inserted in the file, starting w/ "//".