CFS2 Perma-stickied help / problem / tweaking thread - Page 5
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Thread: CFS2 Perma-stickied help / problem / tweaking thread

  1. #101
    Quote Originally Posted by TheBookie View Post
    Actually the Nell doesn't drop the external bomb,if you watch as it attacks the bomb it drops comes out of the fuselage.

    TheB-24Guy,

    Even with unlimited ammo I think that is only for the guns ( even with limited ammo they never seem to run out of bullets )..I have sen planes setup to glide bomb and all the external bombs are gone even after hitting the target.
    Yep your correct. Just tested it and unlimited just applies to the guns and fuel.

    Regards,
    B24Guy

  2. #102
    dasuto,

    Could you do something for me? Try the US 2000lb and 500lb bombs. Let me know if those disapear or not. I'm wondering if there is something coded to the weapon type.

    Who's 800kg bomb are you using?
    "Courage is the discovery that you may not win, and trying when you know you can lose."-Tom Krause

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  3. #103
    Quote Originally Posted by Blood_Hawk23 View Post
    dasuto,

    Could you do something for me? Try the US 2000lb and 500lb bombs. Let me know if those disapear or not. I'm wondering if there is something coded to the weapon type.

    Who's 800kg bomb are you using?
    Blood_hawk,

    I doesn't matter what bomb you use,it's a bug in CFS2. The bomb that the level bomber and tactical bomber ( category 2 or 5 ) drops always come out of the fuselage even if the plane carries external bombs.This is why the bomb still shows.If the Nell is setup as a attack or glide bomber ( category 4 ) the external bombs will release.

  4. #104
    Thats good to know. I had a feeling it was a hard code somewhere.
    "Courage is the discovery that you may not win, and trying when you know you can lose."-Tom Krause

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  5. #105
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    Question Dumb airfile question...

    Hey guys,

    You'd think I know this cold...but what is the setting for turning carb effects "on" for an early-war Hurricane? 0, 1, or 2?
    "Rami"

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  6. #106
    0=fuel injected
    1=gravity carb
    2=aerobatic carb

    Early-war Hurricane and Spit would be "1"

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


  7. #107
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    Icon22 Reply...

    Bearcat,

    Thank you very much!
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  8. #108

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


  9. #109
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    Question I have a rather bizzare problem with the Maryland...

    Good morning,

    I need a little .dp tweaking here. When the Martin Marylands fly as AI in the Battle of France, instead of releasing bombs, they release the "Maryland crew," which is the pilot and navigator, and I don't know quite how to fix it. Here is the .dp section...

    [HARDPOINTS]
    mount.0=0.22,0.40,-0.10 ///stbd top middle
    mount.1=-0.22,0.40,-0.10 ///port top middle
    mount.2=0.22,-0.10,-0.10 ///stbd btm middle
    mount.3=-0.22,-0.10,-0.10 ///port btm middle
    mount.4=-0.22,0.40,0.335 ///port top fwds
    mount.5=0.22,0.40,0.335 ///stbd top fwds
    mount.6=-0.22,-0.10,0.335 ///port btm fwds
    mount.7=0.22,-0.10,0.335 ///stbd btm fwds
    mount.8=-0.22,0.40,-0.775 ///port top rear
    mount.9=0.22,0.40,-0.775 ///stbd top rear
    mount.10=-0.22,-0.10,-0.775 ///port btm rear
    mount.11=0.22,-0.10,-0.775 ///stbd btm rear
    mount.12=0.0,0.0,0.0 ///Maryland crew
    mount.13=0.0,0.0,0.0 ///LR fuel tank

    [PAYLOADS]
    payload.0=%payload_name.0%
    payload.1=%payload_name.1%
    payload.2=%payload_name.2%
    payload.3=%payload_name.3%
    payload.4=%payload_name.4%

    [PAYLOAD.0]
    ; Payload = Guns Only
    mount.12=wep_Maryland_crew, 1, 0

    [PAYLOAD.1]
    ; Payload = LR Recon
    mount.12=wep_Maryland_crew, 1, 0
    mount.13=wep_d4y2_drop_tank, 1, 1

    [PAYLOAD.2]
    ; Payload = Bombs Light (8 x 50kg)
    mount.4=Bombe_50KG, 1, 11
    mount.5=Bombe_50KG, 1, 11
    mount.6=Bombe_50KG, 1, 11
    mount.7=Bombe_50KG, 1, 11
    mount.8=Bombe_50KG, 1, 11
    mount.9=Bombe_50KG, 1, 11
    mount.10=Bombe_50KG, 1, 11
    mount.11=Bombe_50KG, 1, -1
    mount.12=wep_Maryland_crew, 1, 0

    [PAYLOAD.3]
    ; Payload = Bombs Medium (4 x 100kg)
    mount.0=Bombe_100KG, 1, 3
    mount.1=Bombe_100KG, 1, 3
    mount.2=Bombe_100KG, 1, 3
    mount.3=Bombe_100KG, 1, -1
    mount.12=wep_Maryland_crew, 1, 0

    [PAYLOAD.4]
    ; Payload = Bombs Heavy (2 x 200kg)
    mount.0=Bombe_200KG, 1, 1
    mount.1=Bombe_200KG, 1, -1
    mount.12=wep_Maryland_crew, 1, 0

    [MISC_DATA]
    unit_family=2
    category=5
    allegiance=17
    max_group_size=8
    min_speed=129
    cruise_speed=399
    max_speed=489
    min_alt=50
    cruise_alt=5965
    max_alt=8948
    entered_service=2/1/39
    crew=3

    Can anyone help me, please?
    "Rami"

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  10. #110
    mount.12=wep_Maryland_crew, 1, 0
    Change this "0" value to "-1" on each [PAYLOAD.X].

    You may do the same for the drop tank. Change the "1" to "-1", otherwise you will not be able to use it.
    mount.13=wep_d4y2_drop_tank, 1, 1

  11. #111
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    Quote Originally Posted by Roxane-21 View Post
    Change this "0" value to "-1" on each [PAYLOAD.X].

    You may do the same for the drop tank. Change the "1" to "-1", otherwise you will not be able to use it.
    Roxanne-21,

    Merci!
    "Rami"

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  12. #112
    Ok Rami spill the beans , Your working on a new mission , Dr Strange Love , and your just practicing , droping Slim Pickens and a nuke

  13. #113
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    Sarg,

    I have to admit, that did go through my mind. I was watching the flight in front of me release, and something didn't look right. I hit the key to follow the bomb view to the target and suddenly realized..."Wait a minute, those aren't bombs, they're dropping crews!" Aw, s*it, how do I fix this?"

    Just goes to show you why mission testing, not just writing, has significance.
    "Rami"

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  14. #114
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    Roxanne-21,

    I flew the mission again, and am happy to report that the Marylands released their bombs and not their crews. Thanks again for the tip!

    And Sarg Willy - Slim Pickens stayed aboard so he could also star in Blazing Saddles.
    "Rami"

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  15. #115
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    Question Some minor Battle of France issues I can't seem to fix...

    Hey guys,

    I don't quite know how to correct an issue I'm having. When shooting down the DFS 230 glider and the Ju-52 transport, they do not "count" as kills in the mission, even though you shoot them down. This is a real problem if you have combat-related warping scenarios.

    Also, the Potez 63 series (At least the Potez 631 C3) has severe AI performance issues....the aircraft wallows through the air like a pregnant whale, and will crash on its own in combat without you firing a shot.

    Any ideas on how to correct these issues?
    "Rami"

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  16. #116
    Here you go Andrew

    It took a bit of detective work to figure it out - I changed the cannon trigger for the nose mounted 20mm - now the AI will use it in combat, & had to re-arrange the Gun Stations by moving the "Bomb Release" to last place. Now the nose MG & wing mounted gunpods work just fine ... oops, back to Basic Training for me!

    Maybe the airfile needs some more work, but the -C3 was originally a 3 place Radio Comms aircraft the French impressed as a nightfighter/ground-attack plane, so I'd be skeptical about making it too agile...

  17. #117
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    Reply...

    UncleTgt,

    Thank you very much! I am still at a loss about the other two issues though...
    "Rami"

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  18. #118
    Andrew

    Mine don't "wallow", did you try the modified air & cfg I put in the zip? The original Peperez airfile is really only suitable as a player aircraft (as a lot of Pepe's airfiles were designed so).

    Re. the Ju52 & DFS230 - maybe change the aircraft family from "transport" in the dp file will get you a kill - might seriously affect how they respond to your attack mind...

  19. #119
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    Quote Originally Posted by UncleTgt View Post
    Andrew

    Mine don't "wallow", did you try the modified air & cfg I put in the zip? The original Peperez airfile is really only suitable as a player aircraft (as a lot of Pepe's airfiles were designed so).

    Re. the Ju52 & DFS230 - maybe change the aircraft family from "transport" in the dp file will get you a kill - might seriously affect how they respond to your attack mind...
    John,

    I was just referring to the DFS and Ju-52 at this point. I will try that suggestion.
    "Rami"

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  20. #120
    Hi Rammi , Just wondering if it,s like the ship thingy , Give the pilot a low powered , pistol , and see what happens ,

  21. #121
    Quote Originally Posted by Rami View Post
    I don't quite know how to correct an issue I'm having. When shooting down the DFS 230 glider and the Ju-52 transport, they do not "count" as kills in the mission, even though you shoot them down....
    I never thought about this before, but being that we're working with a dedicated combat flight sim where scoring depends on player performance against armed targets, there might be a code omission for crediting the destruction of non-combat aircraft, i.e. transports, in A2A actions.

    Ever noticed that when you set up an escort mission in QC you can't get the sim to auto-select a C-47 as your escort package, nor does it give you that option manually. It always defaults to a bomber type -- or at least that's been my experience. Its as if it doesn't respect unarmed transports for combat purposes. Easy confirmation would be to set up a test mission with a Zero, Oscar or George intercepting a gaggle of C-47's. If you get a kill count, my theory falls short.
    Last edited by bearcat241; June 15th, 2019 at 09:28.

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


  22. #122
    Hi Rami,

    It seems that if the aircraft does not have a GUN you can not get credit for a KILL.

    One can limit the swivel limit, put an offset for the bullets and decrease the damage dice.

    This will make it nearly impossible for the enemy to hit you.

    Other then that you will have to find another way to trigger your event.

    Hope this helps,

    B24Guy

  23. #123
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    Hey guys,

    First, thank you for all of your feedback on this thread!

    Second, because this issue was discussed before, we did put a gun station on the glider, and the Ju-52 is also equipped with guns. Bearcat241 and UncleTgt seem to be more on the right track here. Considering this, I'm going to test this evening altering the MISC_DATA section category from a "9" to a "2," and see if that makes a difference.

    Stay tuned...
    "Rami"

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  24. #124
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    Bearcat and UncleTgt,

    Confirmed. Changing the MISC_DATA section category from a "9" to a "2" did the trick.
    "Rami"

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  25. #125
    Your right Rami, for some reason Changing the MISC_DATA section category from a "9" to a "2" did not work for me earlier.

    Computer memory may not have cleaned out like I thought.

    Glad it is fixed,

    B24 Guy

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