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  • Allen's Avatar
    August 1st, 2015, 14:39
    They look to import into gMax as the same size as in CFS2 but I only looked at the weapons008 wep_ja_zero_drop_gp Japanese 330-Liter Drop Tank and weapons001 wep_ja_250kg_gp Japanese 250kg General Purpose Bomb. I going to go out and say the the rest should be fine as well. I know that the rockets did and one of the US bombs as well as I used one of the for the B-24 AI bomb cluster.
    49 replies | 1441 view(s)
  • Allen's Avatar
    July 31st, 2015, 19:45
    Allen replied to a thread Pylons in CFS2 General Discussion
    Edit the dp of the pylon to have. If the pylon dosn't have a DP in the OBJECTS_DP copy and rename of the the stock pylons. unit_family=4 category=37 weapon_type=20
    3 replies | 155 view(s)
  • Allen's Avatar
    July 31st, 2015, 19:43
    I think the list below is right. It looks right to me. weapons000 wep_ja_200litre =Japanese 200-Liter Drop Tank weapons001 wep_ja_250kg_gp =Japanese 250kg General Purpose Bomb weapons002 wep_ja_30kg_gp =Japanese 30kg General Purpose Bomb weapons003 wep_ja_330litre =Japanese 330-Liter Drop Tank weapons004 wep_ja_60kg_gp =Japanese 60kg General Purpose Bomb weapons005 wep_ja_george_drop_gp =Japanese 330-Liter Drop Tank weapons006 wep_ja_oscar_drop_gp =Japanese 200-Liter Drop Tank weapons007 wep_ja_type_91 =Japanese Type-91 Torpedo
    49 replies | 1441 view(s)
  • Allen's Avatar
    July 29th, 2015, 22:45
    prop_feathering_available= 1 dosen't work in CFS2 only thrust_scalar and rotation do for props.
    13 replies | 394 view(s)
  • Allen's Avatar
    July 28th, 2015, 10:10
    You can't take a VC from one plane and put it in another. VCs are coded into the model it self than gauges are loaded from the panel.cfg.
    4 replies | 217 view(s)
  • Allen's Avatar
    July 24th, 2015, 21:46
    If your removing the pilot that is apart of the model you have to alpha him out with textures. The pilot use the stock us_pilot_1.bmp and us_pilot_2.bmp. Weapns that are drop or fire in pairs or more. ; Payload = Bombs Medium mount.1=wep_pylon_hellcat, 1, -1 mount.2=WEP_US_1000lb_GP, 1, 4 mount.3=wep_pylon_hellcat, 1, -1 mount.4=WEP_US_1000lb_GP, 1, -1
    106 replies | 5318 view(s)
  • Allen's Avatar
    July 24th, 2015, 13:21
    I know about the bailing pilot being JA_Pilot but both models use the same animate code.
    8 replies | 319 view(s)
  • Allen's Avatar
    July 23rd, 2015, 19:36
    The CFS2 bailing pilots ja_jumper.mdl and us_jumper.mdl have chutes that open and I think if I'm looking at the SCASM right use userdefined0 and userdefined1 but munting them as a weapon don't cause the chute to open.
    8 replies | 319 view(s)
  • Allen's Avatar
    July 23rd, 2015, 18:01
    If you want to convert to British weapons I did 250lb bombs and PR-3 Aerial Rockets for my Tempest Mk.V. You are all free to take them from the Tempest Mk.V and pack it up with your own Wildcat VI.
    106 replies | 5318 view(s)
  • Allen's Avatar
    July 22nd, 2015, 21:07
    My understataning is that British Pacific Fleet used US weapons as they where much easier to get. I know this was done for the British TBFs but when it comes to the FM-2 I could be wrong.
    106 replies | 5318 view(s)
  • Allen's Avatar
    July 22nd, 2015, 19:05
    Northern California???... You know that the State of Jefferson is not quite real yet so there is a lot more you have to traval to get to the real Northern California but if you willing to cut us losse I think you will find many that won't miss you all in the Southern California and the way Southern California. :biggrin-new:
    2 replies | 248 view(s)
  • Allen's Avatar
    July 22nd, 2015, 18:52
    Ship pitch and roll is fround in the ship.cfg. Look for in the file. If there is no in the files you can get it from SHA_ENTERPRISE_CV-6.
    7 replies | 366 view(s)
  • Allen's Avatar
    July 22nd, 2015, 18:49
    Update 2: New airfile added to set right prop gear ratio and a update of the DP for the new cruse speed used in Mission Builder and fix error with rockets. British FM-2 Wildcat VI Texture added.
    106 replies | 5318 view(s)
  • Allen's Avatar
    July 22nd, 2015, 18:42
    The TICK18 animation dose work on weapons but it is a looping set up. I did it for the Lancaster Bouncing Bomb I did.
    8 replies | 319 view(s)
  • Allen's Avatar
    July 21st, 2015, 11:36
    Allen replied to a thread My Bag Is Packed in The NewsHawks
    Best of luck!
    44 replies | 1512 view(s)
  • Allen's Avatar
    July 20th, 2015, 16:23
    Yup range is in meters. ↑ ↓ ← → is degrees. All looks fine.
    10 replies | 434 view(s)
  • Allen's Avatar
    July 20th, 2015, 15:37
    Rate of Fire could be too slow or maybe it can't swivel. Look at the Swivel Limit in DPED and make sure it can move.
    10 replies | 434 view(s)
  • Allen's Avatar
    July 20th, 2015, 15:03
    The B24 Guy The warp fuel bug seem to always eat up a ton of fuel. Never seen it use less fuel before. All other. I'm attaching the new FM-2 airfile I'm working on. It has the new prop gear ratio and a update of the DP for the new cruse speed used in Mission Builder. If some would would like to try it out and see if that gets things closer to the real FM-2.
    106 replies | 5318 view(s)
  • Allen's Avatar
    July 20th, 2015, 14:03
    It could be that the Rudder and Elevators damage code was messed up when it was SCASM edited by TheB24Guy. EDIT: Not related to the Rudder and Elevators break numbers. Usung them works fine with the model. EDIT2: Another things is that it could be away to ID what part is causing the clone plane to fall by using with in the main folder's CFS2.cfg. Drop the below into your CFS2.cfg and change damagemsgs=0 to damagemsgs=1 This will show you what part of the plane you have shot.
    8 replies | 411 view(s)
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