DP help needed
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Thread: DP help needed

  1. #1

    DP help needed

    Special note to CPT Kurt and Uncle TGT:

    I am using the D4Y1 Suisei (Judy) By Thicko ( http://www.sim-outhouse.com/sohforum...tid=53&id=6443 ) in my campaign. Its tail gunner is near stock Betty deadly - extremely accurate at great range but not (fortunately) 20mm. Is there any way to lessen his impact? If so, please help.

    Thanks:

    SW-07
    "De Oppresso Liber"

  2. #2
    Hi Shadow Wolf,

    Change the 1 to a 0 see if that helps.

    [GUNSTATIONS]
    ; Type 97 7.7mm port fuselage machine guns
    gunstation.0=0,45,1,0.069,750,0,0.01,164,0,20,1d1* 3.2,-0.247,0.616,1.907,0.14973365220456,0,0,0,0,0,0,1.2 09
    ; Type 97 7.7mm starboard fuselage machine gun
    gunstation.1=0,45,1,0.069,750,2,0.01,164,0,20,1d1* 3.2,0.247,0.616,1.907,0.14973365220456,0,0,0,0,0,0 ,1.209
    ; Type 1 7.92mm rear machine gun
    gunstation.2=1,47,2,0.04,750,2,0.01,164,1,20,1d1*3.2,0,0.6,-2.8,0,0,180,-45,45,60,0,1.23
    ;

    Regards,
    B24Guy

  3. #3
    I will give it a try... thanks. I'll keep you informed too.
    "De Oppresso Liber"

  4. #4
    Hey Shadow Wolf

    There are actually several ways you can do this.

    1. Reduce the damage dice value of the rear gun - if in fact the correct gun values are already used
    2. Reduce the distance at which the rear gunner will fire
    3. Reduce the traverse angles which the gunner can fire at
    4. Combine any or all

    Here is the layout of the gun stations in the dp. Just open the dp with Notepad and find the right value code then change which one(s) you want.

    [gunstations] B ; M ;U ; RATE ;MVEL ;SEE ; AI T ; AIR ; S ; TR ;HITPTS ; GUN LOCATION ;GUNS UP; AGM ; GUNS CROSS ;T1;T2;T3;T4 ;WEIGHT
    gunstation.0= 0 , 2 ,1 , 0.08 ,839 ,2 , 0.01 ,550 ,2 ,40 ,1d1*14 ,2.893 ,0.2438 ,0 ,-0.1196, 0 ,0 ,0 ,0 ,0 ,1.6

    B =FIRING BUTTON 0=MAIN TRIGGER 1=SECONDARY TRIGGER 2=ROCKETS 3=BOMBS
    M =GUN MODEL (SOME SOURCES SAY THIS)/ I THINK IT'S A SYSTEM CODE THAT SETS AI AGGRESSIVENESS - IT WORKS [2 is normal, 3 is aggressive]
    U =UNKNOWN BUT YOU MUST MAKE THIS THE TRIGGER NUMBER PLUS ONE FOR THE GUNS TO FIRE
    RATE =FIRING RATE
    MVEL =MUZZLE VELOCITY
    SEE =TIME TRACERS ARE VISIBLE
    AI T =AI FIRING TIME
    AIR =AI PLANES FIRE AT THIS RANGE
    S =SOUND OF THE GUN
    TR =TRACER PERCENTAGE/MOST TIMES VALUE=40 (100% MEANS YOU ONLY FIRE BLANKS)
    HITPTS. =DAMAGE DICE VALUE ie HIT POINT OF ROUND
    GUN LOCATION =SELF EXPLANATORY
    GUNS UP =FIXED GUN - DECREASING THIS NUMBER TOWARDS MORE NEGATIVE(-) VALUES MAKES THE GUN FIRE HIGHER
    AGM =MATCH "M" FOR AGGRESSIVENESS
    GUNS CROSS =FIXED GUN - CHANGES THE LATERAL ANGLE OF FIRE
    T1 TO T4 =The traverse freedom of movement of the weapon. Used with turret mounted guns. All fixed guns use 0,0,0,0
    T1 =LEFT ANGLE
    T2 =RIGHT ANGLE
    T3 =UP ANGLE
    T4 =DOWN ANGLE
    WEIGHT =WEIGHT POUNDS/BULLET ROUND

    Hope this helps.
    Cheers,

    Captain Kurt
    ------------------------------------------------------
    "Fly, you fools!" Gandalf the Gray

  5. #5

    Icon5 say WHAT????

    DP ???
    For a moment I thought I was in the "Penthouse magazine Forum" !!!!!

    DP help?????

    ROTF-LMFAO !!!!!

    ... oh you mean .dp help

    Captain Kurt - Many Thanks for taking the time to provide a COMPLETE explanation!


    .... Shadow_Wolf mentioned to me yesterday that he thought I didn't post enough comments since returning this forum ... be careful what ya wish for Bro !!!
    Dirtman


    ~~ CFS2 Fulfills my need to "peacefully" blow things up ~~

  6. #6

    .dp problem?

    Quote Originally Posted by The B24 Guy View Post
    Hi Shadow Wolf,

    Change the 1 to a 0 see if that helps.

    [GUNSTATIONS]
    ; Type 97 7.7mm port fuselage machine guns
    gunstation.0=0,45,1,0.069,750,0,0.01,164,0,20,1d1* 3.2,-0.247,0.616,1.907,0.14973365220456,0,0,0,0,0,0,1.2 09
    ; Type 97 7.7mm starboard fuselage machine gun
    gunstation.1=0,45,1,0.069,750,2,0.01,164,0,20,1d1* 3.2,0.247,0.616,1.907,0.14973365220456,0,0,0,0,0,0 ,1.209
    ; Type 1 7.92mm rear machine gun
    gunstation.2=1,47,2,0.04,750,2,0.01,164,1,20,1d1*3.2,0,0.6,-2.8,0,0,180,-45,45,60,0,1.23
    ;

    Regards,
    B24Guy
    I tried your method and it reduced the fire to near zero. That's okay by me but not too realistic. The only other problem is that the "Judys," when engaged, act like fighters - even when laded with heavy bombs! I can live with both though.

    Dirtman: Bite us, bite us all!
    "De Oppresso Liber"

  7. #7
    Shadow Wolf,

    I would build on the advice of the B24 guy & Captain Kurt & do the following:

    [GUNSTATIONS]
    ; Type 97 7.7mm port fuselage machine guns
    gunstation.0=0,45,1,0.069,750,0,0.01,164,0,20,1d1* 3.2,-0.247,0.616,1.907,0.14973365220456,0,0,0,0,0,0,1.2 09
    ; Type 97 7.7mm starboard fuselage machine gun
    gunstation.1=0,45,1,0.069,750,2,0.01,164,0,20,1d1* 3.2,0.247,0.616,1.907,0.14973365220456,0,0,0,0,0,0 ,1.209
    ; Type 1 7.92mm rear machine gun
    gunstation.2=0,47,2,0.30,775,2,0.01,369,1,70,1d1*7.37,0,0.6,-2.8,0,0,180,-45,45,60,0,1.23
    as B24 guy says change type to MG (1 becomes 0) the MG type seems to spray whereas cannon type seems to snipe
    increase time between rounds (0.04 becomes 0.3) the gun calculation mimics fixed weapons, & this is too accurate - slowing down the rate of fire fakes this lack of accuracy with flexible guns
    adjust the engagement range (gunners often opened up at long range to scare off fighters as much as try to hit them) (164 becomes 369 - even this might need increasing)
    increase the tracer %age (retain the visual impression of lot's of lead in the air) (20 becomes 70)
    corrected hit dice (3.2 seems too low, change to 7.37)

    gunstation.3=3,21,8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0
    ;
    gunstation.4=2,-1,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0


    [guns.0]
    gun.0=500,0,-0.21,0.21,0,0,1,500


    [guns.1]
    gun.0=500,0,-0.21,0.21,0,0,1,500


    [guns.2]
    gun.0=400,0,0.03,-0.06,0.3,0.3,1,400
    introduce a small angle-off error. Use both X & Y for hand-held, either or for turrets. (0 becomes 0.3)
    Initial rounds will be off target, but as you close, the AI will compensate & the angle-off error reduces. Eventually he will hit you if you stay steady long enough :-)



    [guns.3]
    gun.0=3,0,0,0,0,0,0,0


    [guns.4]
    gun.0=2,0,0,0,0,0,0,0

  8. #8
    Clear. Thanks for your help guys. I will employ and try the .dp changes.
    "De Oppresso Liber"

  9. #9
    Hi again regarding the fighter like behavior.

    Scroll down to near the bottom of the dp file. There you will see [MISC DATA] section which sets the AI behavior, nationality, etc. The first 2 entries determine what type of aircraft it is.

    As a dive bomber, the Judy should should be coded:
    unit_family=1
    category=3
    allegiance=4
    etc.
    etc.

    If it is coded:
    unit_family=1
    category=1

    then it will act as a fighter.

    Here is a list of all the dp categories in CFS2 that we know about. There may be others but haven't been identified.

    Unit_Family
    1=fighter
    2=bomber
    3=vehicle
    4=Ground Unit or object
    5=boat or ship
    7=carrier

    Category
    1 - aircraft fighter
    2 - aircraft level bomber (B-24, Sally)
    3 - aircraft dive bomber (Stuka, Dauntless, Val)
    4 - aircraft torpedo bomber (Avenger, TBD)
    5 - aircraft tactical bomber (B-25, Betty, I also have Kate in this Cat.)
    6 - aircraft strike (I need to do some serious testing with this one)
    7 - aircraft civil
    8 - aircraft recon
    9 - aircraft transport (C-47)
    10 - aircraft fighter-bomber (any fighter equipped with Bombs or Torps) or dive bomber

    Category codes for non-aircraft objects:
    13 - ship aircraft carrier
    14 - ship cruiser
    15 - ship destroyer
    16 - ship submarine
    17 - ship battleship
    18 - ship patrol
    19 - ship auxiliary
    21 - tracked vehicle
    22 - wheeled vehicle
    23 - train car
    24 - amphibious vehicle
    29 - artillery static
    30 - mechanical equipment
    31 - structure static
    32 - factory
    33 - non-target object
    34 – runway
    37 - payload object defined by weapon_type

    Weapon_type=1 (small bomb) - 30lb, 100lb, 250lb, 30kg, 60kg all uses the small FX.

    Weapon_type=2 (medium bomb) - 500lb, 250kg uses the medium FX
    Cheers,

    Captain Kurt
    ------------------------------------------------------
    "Fly, you fools!" Gandalf the Gray

  10. #10
    Thanks Captain. It had unit family = 1 and category = 1. Shouldn't it be by your own scale be unit family = 2?
    "De Oppresso Liber"

  11. #11

    Icon19

    Dirtman: Bite us, bite us all!
    Cool ... never had a group "bite-me" before ... guess I can scratch that one off my "bucket list" now!
    Dirtman


    ~~ CFS2 Fulfills my need to "peacefully" blow things up ~~

  12. #12
    Quote Originally Posted by Dirtman View Post
    Cool ... never had a group "bite-me" before ... guess I can scratch that one off my "bucket list" now!
    LOL! Have a great day Dirtman. I will dedicate my next mission to you...
    "De Oppresso Liber"

  13. #13
    Quote Originally Posted by Shadow Wolf 07 View Post
    Thanks Captain. It had unit family = 1 and category = 1. Shouldn't it be by your own scale be unit family = 2?
    Hi Shadow Wolf

    Unit family 2 is for straight and level bombers like the B-24. If you code unit family 2 and category 2, bombers will fly level and hold formation while being attacked - at least for a time. They bomb from whatever straight and level altitude you put them at.
    Cheers,

    Captain Kurt
    ------------------------------------------------------
    "Fly, you fools!" Gandalf the Gray

  14. #14
    Should be UF=2, Cat=3

    "If you're in a fair fight, you didn't plan it right"


  15. #15
    Quote Originally Posted by bearcat241 View Post
    Should be UF=2, Cat=3
    In theory yes I agree. However the stock CFS2 config for the Val and the Dauntless is actually UF=1, Cat=10 which is why I suggest UF=1 and Cat= 3 for dive bomber, or 10 can also be used for a dive bomber as well but will still sometimes act like a fighter. Anyway those are what I use and works well.

    Have you used the UF=2, Cat=3 for a dive bomber? I haven't tried that combination myself so I'm curious how the AI behave.
    Cheers,

    Captain Kurt
    ------------------------------------------------------
    "Fly, you fools!" Gandalf the Gray

  16. #16

    FYI

    For my dive bombers I have varying Categories and Unit Families as follows:

    OH Val = Cat 3 UF 2
    Thicko's Judy = (now) Cat 3 UF 2
    FDGv2 SBD3/5 = Cat 10 UF 2
    Stock SBD2 = Cat 10 UF 1
    Wolfi's SB2C = Cat 10 UF 2

    For torpedo planes/light bombers I have:
    Stock Kate = Cat 10 UF 1
    B6N1_Tenzan = Cat 4 UF 2
    Stock TBD1 = Cat 4 UF 1
    OH TBF = Cat 5 UF 1
    Wolfi's TBF = Cat 4 UF 1

    "De Oppresso Liber"

  17. #17

    dp file

    ThanksCaptain.


    Could you complete your tutorial withthe “allegiance” list ?

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