Placing Ground Objects

1. First of all, you need to use the roving cam feature to move about precisely.
For roving cam, I use these settings:
a. In the Controllers GUI, set View zoom = mousewheel.
b. In the Controllers GUI > Keymapping, click Misc and find
MOUSE_WHEEL_SENS_DOWN (not used, set =
MOUSE_WHEEL_SENS_DOWN (not used, set = ‘)
These are my choices as they are free keys. You can use other keys that are unused.

2. Next, open the bdg text file and set these 2 switches to ON:

3. Click the Battle of Britain II folder and create a new folder. Name it ObjectAdds_Old.
Open the original ObjectAdds folder, select all, cut and paste all files into this new
ObjectAdds_Old folder. The original ObjectAdds folder should now be blank.
Why? I will explain later here. In simplest terms:
“An ObjectAdds folder with 1 file in it, is much easier to modify than one that has 100 files.”
You can always put the old files back when you are finished making a new file.

4. Start an Instant Action mission near the location where you wish to place objects.
Sometimes your target location is far away from the nearest mission start point,
so you need to either fly to it, or steer your heading in the direction of target,
and press M for map. Accel until you are over the target location, then press 0,
and you will be back into cockpit.

Once you are near the location press P to pause.
Press ALT-V to enter roving cam mode.

5. Using the mouse wheel, zoom to the exact location where you wish to place the object.
It is easier and more precise if you look straight down about 200 meters above,
but you can zap the objects into place at any angle and even at ground level.
— Object will be placed at the exact center of your screen.
So if you are at ground level, and the horizon is at center, when you click OK to place,
object may be placed 200 miles away!

6. When you have the placement location centered on your screen, press the 1 key
(not the numpad one). In the menu box that shows type in the object number. Click OK.
A flashing object will appear.

These (not the numpad ones) keys are used to manipulate the object.
2 move east
3 move west
4 move north
5 move south
8 rotate counter clockwise
9 rotate clockwise
6 decrease movement/rotation rate
7 increase movement/rotation rate
Numpad Delete to delete object.
Tab and SHFT-Tab to advance to next or previous object.

The flashing object is the only one which can be manipulated or deleted.

Note on the 6 key: Do not press this key 4 times in a row, or you will decrease rate
into a black hole 0 from which you may not be able to increase rate again with the 7 key to
move or rotate again.
You will have to quit game and start over. Sometimes the 7 key will increase the rate out of
black hole. Try, if not, need to start over.

Note on 7 key: If you press this many times and move an object, it may move to Scotland!
If you cannot get it back after trying a few 6 key presses, just press NumPad-Delete
and re-place it anew.

You can continue placing as many objects as wished during a session.
When finished, ALT-X and quit game.

7. Go to the ObjectAdds folder. You will have a “new” file that looks like this:

# Objects added on Sat Sep 24 10:03:19 2005

OBJECT_ADD 22124744,27878314,-26.000000,31
OBJECT_ADD 22122075,27877048,65.000000,141
OBJECT_ADD 22127485,27879626,64.000000,141
OBJECT_ADD 22132666,27884313,-363.000000,62

You delete that first line with pound sign. I always do.
The very last number is the object shapenumber.
You add a comment after any of the lines to help you keep tarck of what or where it is
In this fashion:

OBJECT_ADD 22124744,27878314,-26.000000,31 #Cowpens

I always rename the “new” file to what town or airfield, etc. it is at.


1. You can edit any file old or new.
The file you wish to edit should be the only file in the ObjectAdds folder.
Let’s use the Cowpens file as an example.

Navigate to Cowpens, pause, press AL-V and zoom to the object you wish to edit.
Press Tab or SHFT-Tab until the object wanted is flashing.
— NOTE!! If you have more than 1 file in ObjectAdds, you may need to Tab through every
— single object in ObjectAdds, so if there are files at London and Calais, you may have to
— Tab or SHFT-Tab through these before you see anything flash at Cowpens!
Once you have your object flashing, you move, turn or delete it. Edit as many objects as wished.
Add new objects if wished.
Exit out of game. After exit you will see a window pop up telling you to Clean up your files.
Ok and close the window. Go to ObjectAdds folder.

Here is where it gets a bit clumsy.

Once you open ObjectAdds you see a newly created “new” file and “new_Cowpens” file
as well as the old “Cowpens” file.
The “new” file will be blank unless you added an object/s.
Do this:
— Cut out the newly placed objects from “new” and paste them into “new_Cowpens”.
— Delete the “new” and the old “Cowpens” files.
— Rename “new_Cowpens” (contains the edits) to “Cowpens”.

NOTE!! if you have more than one file before editing in ObjectAdds, every file will be
duplicated! If you had these files before an edit, for example:
BunkerHill will be duplicated as new_BunkerHill
Saratoga will be duplicated as new_Saratoga
Yorktown will be duplicated as new_Yorktown
You will need to delete all of these.

That’s all folks! The length of this instruction may seem that this complicated, but not so.
I have mentioned everything involved, Notes on warnings, why some procedures are important, etc.
The process is really very easy.
UPDATED October 5, 2005 After some questions, I wrote this clarification.————————

1. You must force Windows Mode on ONLY to place objects
They will appear later using full screen mode.

2. To place objects, you must have this bdg text file switch turned on: OBJECT_PLACEMENT_MODE=ON.
Turn it OFF for normal gameplay so your key assignments are not using Placement mode keys.
These keys are affected: the Numpad Insert and the Numpad Delete (the Rudder keys).
The 1,2,3,4,5,6,7,8,9, keys (not numpad) also, but unless you use these for throttle control, no matter.

3. Turn OBJECT_PLACEMENT_MODE=OFF when done placing, and you want to only fly.
If you have OBJECT_PLACEMENT_MODE=ON, then it forces Groundobject Density to Full.

4. GroundObject Density notes:
At Full, all objects in the ObjectAdds folder are used.
At High every second object in the ObjectAdds folder is used.
At Medium every fourth object in the Objects folder is used.
At Minimum no objects in the ObjectAdds folder are used. Only the originals.
So to see all of your placements you need to set it at Full.