Layout of .NT file. by usnraptor (14 JUN 2024) This guide was made using Wordpad in .txt format on Windows ME. Open to full screen for best viewing. ====================================================================================================== [brent's_relocatable_format] ;---------------- START OF OBJ_TYPE ---------------- ;---------------- general info ---------------- byte 3 <--- Structure Type (5 for Aircraft, 3 for Vehicles, 1 for Structures) word 282 word 213 ptr ot_names dword $131 <--- Object Info keys word $2000 <--- Object Class Types {$2000 = Ship; $8000 = Fighter} ptr shape dword 0 dword 0 dword 0 word 0 word 0 word 0 dword 0 dword 0 word 0 word 0 word 0 dword 0 dword 1984 <--- Year word 391 <--- Max Visual Distance {unconfirmed} word 0 <--- Camera Distance {unconfirmed} word 300 <--- Gun Hit Bubble Size {unconfirmed} word 300 <--- Laser Targeting Signature{unconfirmed} word 150 <--- IR Signature {unconfirmed} word 200 <--- RCS Signature {unconfirmed} word 0 word 1000 <--- Object Hit Points word 255 <--- Damage Inflicted, Plane word 255 <--- Damage Inflicted, Ship word 255 <--- Damage Inflicted, Structure word 255 <--- Damage Inflicted, Armor word 255 <--- Damage Inflicted, Other byte 35 <--- Explosion if Destroyed, Type byte 0 <--- Explosion if Destroyed, Crater Size dword 0 <--- Weight, Empty {in lbs} word 100 ;---------------- movement info ---------------- word 910 <--- Maneuvering, Turn Rate {182=1; 910=5} word 0 <--- Maneuvering, Bank Rate word 0 <--- Maneuvering, Max Climb word 0 <--- Maneuvering, Max Dive word 0 <--- Maneuvering, Max Bank word 0 <--- Speed Values, Min Speed word 50 <--- Speed Values, Corner Speed word 50 <--- Speed Values, Max Speed dword ^5 <--- Maneuvering, Acceleration {0=0; 1 = 256; 2=512; 3=768; 4=1024; 5=1280} dword ^5 <--- Maneuvering, Deceleration {0=0; 1 = 256; 2=512; 3=768; 4=1024; 5=1280} dword ^0 <--- Altitude Limits, Min Altitude dword ^0 <--- Altitude Limits, Max Altitude symbol _GVProc ; utilProc ;---------------- sound info ---------------- ptr loopSound ptr secondSound dword 0 dword 0 byte 1 word 2500 word 25 word 20 word 20 word 1000 word 0 word 0 word 0 dword 0 ;---------------- END OF OBJ_TYPE ---------------- ;---------------- START OF NPC_TYPE ---------------- dword $0 <--- { $1 = provides AWACS; $2 = do Carpet Bombing; $3 = AWACS & Carpet Bombing} dword 0 byte 40 byte 100 byte 80 word 32767 word 0 byte 4 <--- # of Hardpoints ptr hards ;---------------- END OF NPC_TYPE ---------------- :hards ;-------- hardpoint 0 word $8 <--- Hardpoint Loading Data {$8 = Required Load} word 0 word -60 word 500 word 0 word 0 word 21840 word 16380 ptr defaultTypeName0 byte 0 word 32767 byte 0 <--- Location {0 = Centerline; 1 = Fuselage; 2 = Int. Gun; 3 = Int. Bay; 4 = Wing; 5 = Wingtip} ;-------- hardpoint 1 word $a <--- Hardpoint Loading Data {$a = Required Load & Secondary Weapon} word 0 word -60 word -500 word 32760 word 0 word 21840 word 16380 ptr defaultTypeName1 byte 0 word 32767 byte 0 ;-------- hardpoint 2 word $a word 0 <--- Right/Left Offset word -60 <--- Up/Down Offset word 250 <--- Front/Back Offset word 0 <--- Slew Heading {182 = 1 deg; 364 = 2 deg; 16380 = 90 deg; 21840 = 120 deg; -16380 = -90 deg} word 0 <--- Slew Pitch word 21840 <--- Slew Limit Heading {same as above. Value = # degrees x 182} word 16380 <--- Slew Limit Pitch ptr defaultTypeName2 byte 0 word 32767 <--- Quantity (of weapon) byte 0 ;-------- hardpoint 3 word $a word 0 word -60 word -250 word 0 word 0 word 21840 word 16380 ptr defaultTypeName3 byte 0 word 32767 byte 0 :ot_names string "Ticonderoga" string "Ticonderoga" string "TICON.NT" :shape string "ticon.SH" :loopSound string "&SHIP1.5K" <--- Loop Sound :secondSound string "&SHIP1.5K" <--- Second Sound :defaultTypeName0 string "PHALANX.JT" :defaultTypeName1 string "PHALANX.JT" :defaultTypeName2 string "ASROC.JT" :defaultTypeName3 string "ASROC.JT" end