Advanced Editing - XML


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Working with XML

All Data in Aeronaut is stored in AE files, that are nothing more than XML files. This means you can open and edit these files with an editor that can handle an UTF-8 encoding.

You will find all AE Files in the "data" sub-directory. There you will also find the aeronaut.xsd a XML Schema file that can be used to validate your changes, if you have a XML editor at hand.

But the most important thing is:
Don't forget to backup these files before you change them!



Editing BaseData.ae

The "baseData.ae" file stores, most of the basic informations:

  • Companies
  • Countries
  • Languages
  • Feats
  • Weapons (Guns, Ammunition and Rocket-like stuff)
  • Aircraft Charactaristics (aka. Special characteristic)

  • So if you want to add for example new weapons or characteristics you start here. There are three different baseData files in the data directory. Only "baseData.ae" is used by the programm, the other two are backups.

    The best way to add new elements to your base data file is to copy a tag-block and add it to the end of it's section.

    Here you will find a description of the most important tag-blocks:


    Company Tag:
    <company ID="C_001">
    <shortName>Bell</shortName>
    <longName>Bell Aircraft Corporation</longName>
    </company>

    The Companies are used in the aircraft window to fill the manufacturer list. The attribute "ID" has to be unique. The "longName" tag is shown in the manufacturer list and the "shortName" tag is used as a prefix for the aircrafts name in the print sheet.

    Country Tag:
    <country ID="CY_001" languageID="L_01" srcFlag="na_alaska.jpg">Alaska</country>

    The contries are used in the pilot window for choosing a nationality for your pilot. The attribute "ID" has to be unique. The attribute "languageID" is a reference to the mother tongue spooken in this country. The attribute "srcFlag" is the file name of the national flag. All Flags are stored in "\images\nations\" sub-directory. Inside the tag the countries name is stored.


    Language Tag:
    <language ID="L_01">English</language>

    If you use the Feat rules you can choose also "Language Feats". The attribute "ID" has to be unique.


    Feat Tag:
    <feat ID="F_01" maxLvl="0" xpCost="200">Ace of Aces</feat>

    If you use the Feat rules you can choose from this list in the pilot window. The attribute "ID" has to be unique. The attribute "maxLevel" describes how many levels a feat has. Some feats have no levels. so this value is set to 0. But if it has 2 levels you set this value to 2. The attribute "xpCost" stores the experience costs per level, if your feat has non levels only a single number is necessary. If your feat has for example 3 levels than you write your costs like this 50,100,150. The first value is the cost for level 1 the secound value is for level 2 and so on.


    Gun Tag:
    <gun ID="CAL_30_N" range="7" cal="30" weight="150" price="180">
    <shortName>30</shortName>
    <longName>.30-caliber-gun</longName>
    </gun>

    Here you can add anything that is attachable to a gunpoint. The attribute "ID" has to be unique. The attribute "range" is the gun range in hexes. The attribute "cal" is the caliber which is used as a reference for the ammunition. The attribute "weight" is the weight in lbs. The attribute "price" is the price in Dollar. The "longName" tag is shown in the weapon list and the "shortName" tag is used in the print sheet.


    Ammunition Tag:
    <ammunition ID="30_AP" cal="30" price="10">
    <shortName>AP</shortName>
    <longName>Armor Percing .30-cal</longName>
    </ammunition>

    The attribute "ID" has to be unique. The attribute "cal" is the caliber which is used as a reference for the gun. The attribute "price" is the price in Dollar. The "longName" tag is shown in the loadout list and the "shortName" tag is used in the print sheet.


    Rocket Tag:
    <rocket type="rocket" range="4" slots="1" usesPerSlot="1" ID="AP" price="200">
    <shortName>AP</shortName>
    <longName>Armor Piercing</longName>
    </rocket>

    Here you can add anything that is attachable to a rocket hardpoint. The attribute "ID" has to be unique. The attribute "type" can be rocket, bomb, reloadable or fueltank. The attribute "range" is the range in hexes. The attributes "slots" and "usesPerSlot" describing the space a rocket needs. The attribute "price" is the price in Dollar. The "longName" tag is shown in the weapon list and the "shortName" tag is used in the print sheet.


    Special Characteristic Tag:
    <specialCharacteristic ID="AC_001" groupID="nitro" costType="additional" weightChanges="25" costChanges="750" hasHardcodedAbility="false" countsToSCLimit="true">
    <name>Nitro Injectors</name>
    <description></description>
    </specialCharacteristic>

    The attribute "ID" has to be unique. The attribute "groupID" is not used so far. The attribute "costType" can be additional, engine, airframe, cockpit, armor, weapon or a comma seperated list of engine, airframe, cockpit, armor and weapon. The attribute "weightChanges" till now only absolute values are possible, but percent values will be enabled with a future update. The attribute "costChanges" can be absolute or percent. Absolute if costType is additional all other weights are in percent. The attribute "countsToSCLimit" if it is true, the characteristic counts to the limit. The "descripton" tag is not used so far.



    Editing RulesConfig.ae

    The "rulesConfig.ae" file defines official rules and custom rules und you can switch them easily in the option menu.


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