4. In the game file that are multiple representations of Lend Lease Air Units. One for each potential borrow and one for the owner. To return it, we need to only be concerned with locating and editing the one for the current borrow, who wishes to return it, and the owner.
5. To locate the plane we first we need to get the country codes for the borrow (e.g., France=80) and the owner (e.g., USA=11).
6. Next we need the name of the plane (e.g., A-22 Maryland) and the year (e.g., 1939) which we can get from the panel that pops up when we select the plane. It's very critical to get the name, including spaces, exactly as it appears.
7. Then we need the unit type code for the plane type (e.g., Land Bomber=57). You can get the this code in vol 2 of the player's manual (11.2.3.5 Unit Type Codes, pps 204-205).
8. Next we construction the 2 search strings to find the beginning record for the borrowers' and owners' representation of that air unit in the game file. Generically that is --> [name],[country code],[unit type code],[year]
(a) borrowers --> A-22 Maryland,80,57,1939
(b) owners --> A-22 Maryland,11,57,1939
9. First locate the borrower's representation (i.e., A-22 Maryland,80,57,1939) and edit the force pool and unit status records to move it from the borrower's force pool to their future force pool.
(a) Force Pool Record Edit (borrower, before & after)
0,1293,A-22++Mary-+land,0,
0,0,0,0,0,0,0,0,-1,0,0,0,0,0,0,0,0
0,1293,A-22++Mary-+land,0,
0,0,0,0,0,0,0,0,0,-1,0,0,0,0,0,0,0
In a previous post (section) we count the fields in this record as, 1,2,x,3,4,5,...,20 In general I seen a null value (i.e., 1,2,,3,4,5,...,20) for x but in this example we have a value To be consistent with the previous post (section), I've relabeled the counting of the fields in the force pool record as, 1,2a,2b,3,4,5,...,20. Where 2b is usually null (i.e., 1,2,,3,4,5,...,20), but not always.
The force pool flags begin at field 4 = force pool 0 (on map). See previous post (section) for enumeration of fields (force pool #s) to force pool.
In our example, we need to move the borrowers plane from the force pool (pool #8, field #12) to future force pool (pool #9, field #13).
Since the future force pool is only 1 above the force pool all you need to do is change -1 to 0 and in the next field up change the 0 to -1.
Finally for the borrower, we need to edit USR[7] = force_pool_number x 2048 + wrap_flag. Since the unit is NOT on the map there's no need to worry about the wrap_flag (i.e., =0). So change the current value of USR[7] = 8 x 2048 = 16384 to USR[8] = 9 x 2048 = 18432
Unit Status Record Edit (borrower, before & after).
10264,43065,0,1294,17407,65535,163840,0,0,0,0,0,0,0,6043
10264,43065,0,1294,17407,65535,18432,0,0,0,0,0,0,0,0,6043
10. Now we locate the owner's representation (i.e., A-22 Maryland,11,57,1939) and move the plane from the lend lease force pool (pool #10, field #14) to the owner's force pool (pool #8, field #12).
Force Pool Record Edit (owner, before & after)
0,232,A-22++Mary-+land,0,0,0,0,0,0,0,0,0,0,0,-1,0,0,0,0,0,0
0,232,A-22++Mary-+land,0,0,0,0,0,0,0,0,0,-1,0,0,0,0,0,0,0,0
Unit Status Record Edit (owner, before & after)
1432,34233,0,233,17407,65535,20480,0,0,0,0,0,0,0,0,2119
1432,34233,0,233,17407,65535,16384,0,0,0,0,0,0,0,0,2119
Note: USR[7] = 10 x 2048 = 20480 (lend lease) & USR[7] = 8 x 2028 = 16384 (force pool).
11. Game file diff before & after both edit sets

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