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Thread: CFS2 Perma-stickied help / problem / tweaking thread

  1. #151
    Senior Administrator Rami's Avatar
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    Reply...

    Shessi,

    Thank you...mission "partially" accomplished. Now, when the mission or free flight loads, the aircraft "drops" onto its new contact points, which place it on firm ground.

    Does this mean that I now have to lower the pitch angle?
    "Rami"

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  2. #152
    Senior Administrator Rami's Avatar
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    Icon22 Reply...

    Good morning,

    Update: Adjusted the static .cfg and pitch angle as well as the main and tail wheels, she now rests on the grass rather than hovering over it. Thanks for the help!
    "Rami"

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  3. #153
    Rami

    Looks like you got things sorted. For info, there is a 64 bit compliant, free to use version of Aircraft Container Manager 2.5 available at Simviation.

  4. #154
    Senior Administrator Rami's Avatar
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    Icon22 Reply...

    Quote Originally Posted by UncleTgt View Post
    Rami

    For info, there is a 64 bit compliant, free to use version of Aircraft Container Manager 2.5 available at Simviation.
    UncleTgt,

    You mean this?
    "Rami"

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  5. #155
    Senior Administrator Rami's Avatar
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    Question A question regarding AI German bombers...

    Hey guys,

    I also have another question regarding Thicko's Dornier bombers and the Ju-88s by Krystof Malinowski. When attacked from behind, they both have a tendency to dive hard if the damage focuses on the control surfaces, (elevator and rudder assemblies on the tail) and then recover after several seconds, which has the effect of throwing off your attack. However the Heinkel bomber does not do this.

    Is this AI behavior or a .cfg /.air issue?
    "Rami"

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  6. #156
    Tiller of Soil MaskRider's Avatar
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    Icon26

    Very informative thread! Thanks guys!

    I am going to play around with this little contact point issue! ;^)



    MR
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  7. #157
    Rami

    I think it's the AI logic, but the airfile influences behaviour too (as does the "category" in the dp file).

    I took a quick look at all 3 airfiles using AirEd & noticed the GC He111 has a much smaller elevator area (record 320) than either the Do17Z2 or the KM Ju88A4 - (only 13 sq ft versus 49 & 44 sq ft)

    I suspect changing this value will reduce the elevator authority (record 1101; Cm-de Pitch Moment- Elevator) & thereby it's tendency to use the vertical to react to attack. Of course there'll be trade-offs, reduce the elevator authority too much & the Ju88 will suck as a dive bomber (it'll never pull out of the dive, so the AI pilots will probably not go into a dive attack profile, no matter what their mission orders might be...)

  8. #158
    Senior Administrator Rami's Avatar
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    Icon22 Reply...

    Quote Originally Posted by UncleTgt View Post
    Rami

    I think it's the AI logic, but the airfile influences behaviour too (as does the "category" in the dp file).

    I took a quick look at all 3 airfiles using AirEd & noticed the GC He111 has a much smaller elevator area (record 320) than either the Do17Z2 or the KM Ju88A4 - (only 13 sq ft versus 49 & 44 sq ft)

    I suspect changing this value will reduce the elevator authority (record 1101; Cm-de Pitch Moment- Elevator) & thereby it's tendency to use the vertical to react to attack. Of course there'll be trade-offs, reduce the elevator authority too much & the Ju88 will suck as a dive bomber (it'll never pull out of the dive, so the AI pilots will probably not go into a dive attack profile, no matter what their mission orders might be...)
    UncleTgt,

    If there's no good option here, then let's leave it alone and let the AI continue their slippery weasel ways.
    "Rami"

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  9. #159
    I agree with MaskRider as this is indeed an extremely informative discussion. I have wondered for years now how this is accomplished as I too have several aircraft that need to be corrected. Amazing that learning has never stopped since release in 1999 with this sim. Thank you all.

  10. #160
    Senior Administrator Rami's Avatar
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    Icon22 Reply...

    I agree, this thread was very productive, especially with Shessi providing concise, clear details about where to look, and CK's link to a handy-dandy reference guide.
    "Rami"

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  11. #161
    Senior Administrator Rami's Avatar
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    Question Question on AA fire in ship .dp files...

    Hey guys,

    I need to tone down the AA fire in Mas' KMS S-100 class ship, and it's not included in the revised .dp file packages by Pen32Win. How do I do this?

    http://www.sim-outhouse.com/sohforum...d=237&id=25424

    Thanks in advance,
    "Rami"

    "Me? I'm just a Sea of Tranquility in an Ocean of Storms, babe."

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  12. #162
    Quote Originally Posted by Rami View Post
    Hey guys,

    I need to tone down the AA fire in Mas' KMS S-100 class ship, and it's not included in the revised .dp file packages by Pen32Win. How do I do this?

    http://www.sim-outhouse.com/sohforum...d=237&id=25424

    Thanks in advance,
    You need to reduce the rate of fire in the dp,that's one of the things Pen32Win did.

    TheBookie

  13. #163
    You can also reduce the range at which the AA opens fire.
    Cheers,

    Captain Kurt
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  14. #164
    SOH-CM-2023 Ravenna's Avatar
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    Two other things you could do: reduce the time alive for rounds and reduce the ammunition available in the [GUNS] entries.
    For the [gunstation] entries, starting after the equals sign, the entries are:
    number 4-firing interval, calculated at 1 divided by rpm/60
    number 6-time alive
    number 8- attacking range

    You could also play with the damage dice.
    Last edited by Ravenna; January 10th, 2020 at 22:13.

  15. #165
    Another thing you can do is to alter the direction the gun is fireing. But just a wee bit. At a distance aou are save but see the bullits coming. The closer you are the greater the probability of beeing hit.
    Cheers
    Achim

  16. #166
    Senior Administrator Rami's Avatar
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    Icon22 Reply...

    Good morning,

    Thank you for all of the advice. It actually occurred to me this morning that since I am using two different types of Schnellboots, I will look at the .dp of the older Groundcrew model and use that as a guide (with Pen32Win's revision) to essentially tone down the other .dp file.
    "Rami"

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  17. #167

    Thank you all

    I really need a refresher on the dp... Your replies above really help a 70+ pilot/designer refresh his "ata base." By the way, someone (I forget who the author was and lost the URL) once published a detailed breakdown of the dp. I long ago mislaid my copy, does anyone have it?
    "De Oppresso Liber"

  18. #168
    Quote Originally Posted by Shadow Wolf 07 View Post
    I really need a refresher on the dp... Your replies above really help a 70+ pilot/designer refresh his "ata base." By the way, someone (I forget who the author was and lost the URL) once published a detailed breakdown of the dp. I long ago mislaid my copy, does anyone have it?

    It's a shame bot the link is dead,I tried it last night.

    TheBookie

  19. #169
    SOH-CM-2023 Ravenna's Avatar
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    Quote Originally Posted by Shadow Wolf 07 View Post
    I really need a refresher on the dp... Your replies above really help a 70+ pilot/designer refresh his "ata base." By the way, someone (I forget who the author was and lost the URL) once published a detailed breakdown of the dp. I long ago mislaid my copy, does anyone have it?
    Hi Shadow Wolf,
    Do you mean Caleb Flerk/ Bill Carraway? His e-book collection has been posted to the SOH library under the "Other" category.

  20. #170
    Quote Originally Posted by Ravenna View Post
    Hi Shadow Wolf,
    Do you mean Caleb Flerk/ Bill Carraway? His e-book collection has been posted to the SOH library under the "Other" category.
    Couldn't find it, but thank you! I will look again.
    "De Oppresso Liber"

  21. #171
    SOH-CM-2023 Ravenna's Avatar
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    Quote Originally Posted by Shadow Wolf 07 View Post
    Couldn't find it, but thank you! I will look again.
    Doh! I gave you a wrong stear! Here is the page:

    http://www.sim-outhouse.com/sohforum...s.php?catid=49

  22. #172
    Got it, Thank you for your research.
    "De Oppresso Liber"

  23. #173
    Senior Administrator Rami's Avatar
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    Question Reply...

    Good evening,

    The top one is from the revised .dp file by Pen32Win for the Groundcrew German Schnellboot.

    [GUNSTATIONS]
    ; 7.62 Mg
    gunstation.0=0,45,1,0.05,1230,2,0.01,600,1,40,1d1* 8,0.64,1.984,0.64,0,0,0,-180,180,75,0,0.35
    ; 20mm Gun
    gunstation.1=0,46,1,0.08,762,2,0.04,800,4,50,1d1*3 4,-0.64,1.984,0.64,0,0,0,-180,180,75,0,3.53
    ; Torpedo
    gunstation.2=5,62,32,0,0,0,0,0,0,0,1d1*8,0,0,0,0,0 ,0,0,0,0,0,0

    [guns.0]
    gun.0=1800,-0.69,1.2,10.06,0,0,1,1800

    [guns.1]
    gun.0=1800,0.66,2.9,-13.17,0,0,1,1800

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

    And this is from the Mas KMS Schnellboot S-100 series.

    [GUNSTATIONS]
    ; 20mm Gun0
    gunstation.0=0,-3,1,0.15,839,2,0.01,500,4,40,1d1*20,0,2.361,13.285 ,0,0,0,-120,120,80,-5,1.6
    ; 20mm Gun1
    gunstation.1=0,-4,1,0.15,839,2,0.01,500,4,40,1d1*20,0,1.968,-2.72,0,0,180,-160,160,80,-10,1.6
    ; 40mm Gun2
    gunstation.2=4,-8,2,0.5,935,3,0.05,1500,6,50,1d1*40,0,1.82,-9.965,0,0,180,-150,150,75,-10,2.5

    [guns.0]
    gun.0=5000,0,0.409,2.44,0,0,1,5000

    [guns.1]
    gun.0=5000,0.136,0.482,-1.636,0,0,1,5000
    gun.1=0,-0.136,0.482,-1.636,0,0,0,0

    [guns.2]
    gun.0=3000,0,0.531,-2.067,0,0,1,3000

    What numbers do I adjust again? Could someone please highlight the relevant numbers in a different color, such as red?
    "Rami"

    "Me? I'm just a Sea of Tranquility in an Ocean of Storms, babe."

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  24. #174
    Hi Rami
    Do you have DPed?
    This program is very useful.

    [GUNSTATIONS]
    ; 7.62 Mg
    gunstation.0=0,45,1,0.05,1230,2,0.01,600,1,40,1d1* 8,0.64,1.984,0.64,0,0,0,-180,180,75,0,0.35
    ; 20mm Gun
    gunstation.1=0,46,1,0.08,762,2,0.04,800,4,50,1d1*3 4,-0.64,1.984,0.64,0,0,0,-180,180,75,0,3.53
    ; Torpedo
    gunstation.2=5,62,32,0,0,0,0,0,0,0,1d1*8,0,0,0,0,0 ,0,0,0,0,0,0

    [guns.0]
    gun.0=1800,-0.69,1.2,10.06,0,0,1,1800

    [guns.1]
    gun.0=1800,0.66,2.9,-13.17,0,0,1,1800

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

    And this is from the Mas KMS Schnellboot S-100 series.

    [GUNSTATIONS]
    ; 20mm Gun0
    gunstation.0=0,-3,1,0.15,839,2,0.01,500,4,40,1d1*20,0,2.361,13.285 ,0,0,0,-120,120,80,-5,1.6
    ; 20mm Gun1
    gunstation.1=0,-4,1,0.15,839,2,0.01,500,4,40,1d1*20,0,1.968,-2.72,0,0,180,-160,160,80,-10,1.6
    ; 40mm Gun2
    gunstation.2=4,-8,2,0.5,935,3,0.05,1500,6,50,1d1*40,0,1.82,-9.965,0,0,180,-150,150,75,-10,2.5


    From my understanding

    Red is damage dice, the lower the last number the less damage done. I use numbers like MAS 20 for 20mm, 8 for 7.9mm etc
    Green is range in Metres, gun will not fire until AC is within range.
    Blue is rounds per minute. It is an odd calculation/
    As Ravenna says, it calculated at 1 divided by rpm/60
    ie
    If rpm is 60, 1 per second then 1 divide by 60/60 (1) = 1
    If rpm is 6, 1 per second then 1 divide by 6/60 (1) = 10
    If rpm is 30, 1 per second then 1 divide by 30/60 (1) = 2

    Hope this helps

    Cheers
    Stuart


  25. #175
    Quote Originally Posted by stuart277 View Post
    Blue is rounds per minute. It is an odd calculation/
    As Ravenna says, it calculated at 1 divided by rpm/60
    ie
    If rpm is 60, 1 per second then 1 divide by 60/60 (1) = 1
    If rpm is 6, 1 per second then 1 divide by 6/60 (1) = 10
    If rpm is 30, 1 per second then 1 divide by 30/60 (1) = 2
    In a more simple way, this is the time interval (in second) between two rounds, so all you need to do is divide 1 by the rounds per second rate.

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