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

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  1. #1

    Gedm's CFS 2 Tips

    ADDING DROP TANKS AND BOMBS:

    This is the text copy of a thread or threads from an earlier date. You may be able to figure out who posted it and sometime not. I'm only reposting it as a reference point someone may find useful during a past form/post search for an answer to questions.

    Also, any real time comments or corrections are welcome.

    gedm :ernae:
    //////////////////////
    Gedm,
    BC is talking about section 534 of the .air file. Use AirEd program by William Roth, Open an .air file on one with working tank and right click on section 534, Copy to Clipboard, open your .air file that you want to add to and right click and Add from Clipboard.
    AirEd program download: http://www.simviation.com/cgi-bin/sy...file=aired.zip
    Section 534 entry for Bf109:
    Fuel tank number= 2 (with one internal tank)
    Fuel tank lateral offset= 0.0
    Fuel tank up/down offset= -4.0
    Ful tank forward/back offset= 0.0
    Fuel tank quantity capacity in gallons= 79.24 (300 liter german drop tank)
    Unusable capacity?= 0.0
    Unknown= 2

    Hi all,
    Red Rooster it is possible to make new hard points with the dp.What you must understand is that a hard point is just a 3 dimension location in space coupled to the model.
    First you get your dp to accept there are working weapons available
    by adding a string of commands to the Gunstations section.This is usually the last entry to the gunstation,Or if you are using bombs and torpedo's as here 2 entries.Gunstations 3 and 4 and the associate [guns] section 3 and 4
    [GUNSTATIONS]
    ; Front Coplt Gun
    gunstation.0=0,58,1,0.08,839,2,0.01,1000,2,40,1d1* 14,0,-0.132187,5.844121,0,0,0,-25,25,25,-25,1.6
    ; Upper Gun
    gunstation.1=1,52,2,0.08,839,2,0.01,1000,2,40,1d1* 14,0,1.202,-4.148,0,0,180,-180,180,80,0,1.6
    ; Chin Gun
    gunstation.2=0,51,1,0.08,839,2,0.01,1000,2,40,1d1* 14,-0.352,-0.395,5.421,0,0,0,0,0,0,0,1.6
    ;
    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=5,62,32,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 ,0,0,0,0
    Then you add a command to say what type of weapon it is such as rocket ,torpedo or bomb in the gunstation.it is the first figure following the = sign.2=bomb,3=rockets and 4=torpedo
    in the guns section the additions are to tell how the weapon is to be fired.Usually copy and paste a default one in here.if you get this wrong the bombs etc just disappear when dropped.
    [guns.0]
    gun.0=1000,0,0,0.64375,0,0,1,1000
    [guns.1]
    gun.0=1000,0.183,0,-0.969001,0,0,1,1000
    gun.1=1000,-0.19,0,-0.969001,0,0,1,1000
    [guns.2]
    gun.0=1000,-0.002,-0.001,0.504,0,0,1,1000
    [guns.3]
    gun.0=16,0,0,0,0,0,0,0
    [guns.4]
    gun.0=1,0,0,0,0,0,0,0
    You tell your bomb/rocket etc where you want it to be using this.
    This is the hardpoint for the stock B25.The 3 sets of figures for each hard point is a 3 dimension reference in this order...1/ left/right...2/ up or down and 3/ backwards and forwards.0 is always the stating point and work from there.
    [HARDPOINTS]
    mount.0=0,0,0
    mount.1=-0.247,-0.508,-0.558
    mount.2=0.247,-0.508,-0.558
    mount.3=-0.247,-0.508,0.611
    mount.4=0.247,-0.508,0.611
    mount.5=-0.247,-0.508,-0.558
    mount.6=0.247,-0.508,-0.558
    mount.7=-0.247,-0.508,0.611
    mount.8=0.247,-0.508,0.611
    Use the - sign to change the direction from the center point
    The weapons are attached to the hard points via the payloads sections.
    First you list the total number of different payloads as here.This one has 5
    5
    [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%
    Please note that payloads and mounts all start from 0.
    Then you set your weapon up to use whichever payload position you have made.Such as this example.The B 25 again.
    [PAYLOAD.0]
    ; Payload = Guns Only
    [PAYLOAD.1]
    ; Payload = Bombs Heavy
    mount.1=WEP_US_1000lb_GP, 1, -1
    mount.2=WEP_US_1000lb_GP, 1, 1
    [PAYLOAD.2]
    ; Payload = Bombs Medium
    mount.1=WEP_US_500lb_GP, 1, -1
    mount.2=WEP_US_500lb_GP, 1, 1
    mount.3=WEP_US_500lb_GP, 1, 1
    mount.4=WEP_US_500lb_GP, 1, 1
    [PAYLOAD.3]
    ; Payload = Bombs Light
    mount.1=WEP_US_250lb_GP, 1, -1
    mount.2=WEP_US_250lb_GP, 1, 1
    mount.3=WEP_US_250lb_GP, 1, 1
    mount.4=WEP_US_250lb_GP, 1, 1
    mount.5=WEP_US_250lb_GP, 1, 1
    mount.6=WEP_US_250lb_GP, 1, 1
    mount.7=WEP_US_250lb_GP, 1, 1
    mount.8=WEP_US_250lb_GP, 1, 1
    [PAYLOAD.4]
    ; Payload = Torpedo
    mount.0=wep_us_mk_13, 1, -1
    This says which mount you want and which weapon.It also says how they are to drop.The figure with the minus sign is saying that when bomb 1 drops all the rest are to drop with it.It is the most common setup.
    To get the weapons to show up in CFS2 selection control you then need to add the payload names into the botton of the [string] section of the dp like this,Again the stock B25.
    "payload_name.0"=Guns Only
    "payload_name.1"=Bombs Heavy
    "payload_name.2"=Bombs Medium
    "payload_name.3"=Bombs Light
    "payload_name.4"=Torpedo
    If after all this you are actually talking about getting a physical hard point to show up on say a wing and not drop this is done in the dp as well.
    If you look at the P38 dp you will see that the pylons on the wings are added through the dp.You can use these stock pylons on any a/c you want by adding the correct mounting points etc in the same way you add bombs etc.
    Hope this makes it a little clearer.
    Buddha13
    __________________

    Michael, the bombs, rockets and DT's are a mixture of stock and addon stuff in my install.... I can't extract and package for upload all the missing weap bgl's, dp's and bmp's that you need for these DP loadouts exactly. Go into your OBJECTS_DP folder and identify suitable japanese replacements for these objects. Copy their names and paste them over the names of my weaps, for example:
    [PAYLOAD.5]
    ; Payload = Bombs Long Range
    mount.0=wep_pylon_p38_wing, 1, -1
    mount.1=wep_ja_zero_drop_gp, 1, -1
    mount.2=wep_ja_250kg_gp, 1, -1
    mount.4=wep_pylon_ja_wing, 1, -1
    mount.3=wep_ja_250kg_gp, 1, -1
    mount.5=wep_pylon_ja_wing, 1, -1
    **************************
    (XXXXXXXXXXXX = whatever you choose)
    [PAYLOAD.5]
    ; Payload = Bombs Long Range
    mount.0=wep_pylon_p38_wing, 1, -1
    mount.1=XXXXXXXXXX, 1, -1
    mount.2=XXXXXXXXXXXX, 1, -1
    mount.4=wep_pylon_ja_wing, 1, -1
    mount.3=XXXXXXXXXXXX, 1, -1
    mount.5=wep_pylon_ja_wing, 1, -1
    Its that simple....when one accumulates a large install like mine its often difficult to share DP mods because I have so many weapons bgl's and bmp's to sort thru in association with the dp objects selected and its always a concern that the recipients won't have the same objects. So, you just go with whatever you have as a replacement, using the basic structure I've provided as your mount points...
    Also, one more thing: did you replace your dp with mine entirely (no copy/pasting)? In addition to having no weaps, the default dp also had no [GUNSTATION] entries for rockets and bombs, which would preclude any weaps installed later from showing. So you would have to use my [GUNSTATION], [HARDPOINTS], [PAYLOADS] sections together. If you did this and still no-joy, send me your addy via PM and I may be able to email what I suspect you may be missing, but no promises on accuracy since I don't know your setup.

  2. #2

    Adjusting Aircraft Height on runway

    This is the text copy of a thread or threads from an earlier date. You may be able to figure out who posted it and sometime not. I'm only reposting it as a reference point someone may find useful during a past form/post search for an answer to questions

    gedm
    ///////////////////////

    Hi PSK,
    I think you'll find it's the contact points in the aircraft.cfg file. If you go into the cfg file and the [contact points] section the first three points (0,1,2) are the undercarriage contact points.
    Within each set of numbers the first three are the points at which the undercarriage touch the ground. Point.0 will either be a tail wheel (with a tail dragger) or a nose wheel (if like a P38 etc etc). Point.1 is the port or left hand uc info and point.2 is the starboard or right hand uc.
    The number classifications are: (see below)
    //0 Class
    //1 Longitudinal Position (feet)
    //2 Lateral Position (feet)
    //3 Vertical Position (feet)
    //4 Impact Damage Threshold (Feet Per Minute)
    //5 Brake Map (0=None, 1=Left, 2=Right)
    //6 Wheel Radius (feet)
    //7 Steer Angle (degrees)
    //8 Static Compression (feet) (0 if rigid)
    //9 Max/Static Compression Ratio
    //10 Damping Ratio (0=Undamped, 1=Critically Damped)
    //11 Extension Time (seconds)
    //12 Retraction Time (seconds)
    //13 Sound Type
    point.0=1.0, -33, 0.0, (-6.2), 2000.0, 0.0, 0.60, 45.96, 0.51, 2.5, 0.5, 5.0, 5.0, 0.0, 0.0, 0.0
    point.1=1.0, 5.2, -8.58, (-8.7), 2000.0, 1.0, 1.60, 0.0, 0.84, 2.5, 0.80, 7.0, 13.0, 2.0, 0.0, 0.0
    point.2=1.0, 5.2, 8.58, (-8.7), 2000.0, 2.0, 1.60, 0.0, 0.84, 2.5, 0.80, 5.0, 9.0, 3.0, 0.0, 0.0
    So, above you would need to change the figures in the fourth set ie -6.2, -8.7 and -8.7 to change the wheel contact points. All these figures are points below the central datum point, in feet. So (deep breath) you would have to reduce them to bring the ac closer to the ground (if ac sits too high) OR you need to increase them (equal amounts on each) to take the contact point further away and raise the ac up.
    If you save a copy of your ac.cfg file(s) and then try modding each up or down as neccessary, save and re-load the ac you should be able to get rid of their 'bad habits'.
    If not these then it may be the additional 'scrape points' which come into play when you crash land/land without uc. If the above does not work then we'll take a look at the other contact points.
    I hope this doesn't seem too patronising!
    Cheers Shessi

    Bearcat sez...
    The main culprit in this "dropping" experience is the static height. If your aircraft drops and sits just right on the surface, the actual contact points are OK, but the static height is too high. The model is actually dropping down to the correct contact point values:

    static_pitch = 0
    static_cg_height = 4.21

    Lower this in tenths incrementally until the aircraft loads flush with the surface and stops dropping. The best way is to load the aircraft in FF and pause it immediately as soon as the screen opens from blank black to 2D panel view -- don't wait one second longer or the plane will drop. This will pause the aircraft in its floating position so you can externally see the amount of height to correct. Then minimize the screen and make adjustments in the cfg. Now maximize the screen again, hit 'Alt+A+A+Enter' and reload the aircraft again and keep it "paused". Every time you follow these steps the aircraft will reload frozen in pause and show the changes in height. Do this until there's no more distance between the wheels and the surface. But if you go too far and the wheels are too "dug-in", the model will now began to "bounce" up to the contact points values.

    When you do this correctly, then you can fine tune the contact points as Shessi suggests if the tires have the look of being almost "deflated" as the model sits on the surface.
    BTW, a bit off-topic, but for those new to dp editing, the procedure i showed above for managing the screen view and making positional changes in the cfg is the same method i use for making positional changes in the dp. In dp work, this method only works for adjusting locations of weapons and gunflashes. For changing weapon types and effects like exhaust flames, you'll need to exit the sim completely and reload before using the new mods.

    Blue Devil sez...
    static_pitch = 2.6
    static_cg_height = 4.21
    Don,t neglect "static_pitch" either, ...
    This sets the initial ground angle.
    When loaded, ...The A/C should settle from round tires touching the ground, ...down to squished tires (1/3 to 1/2 sidewall height) w/o any pitching.

  3. #3

    Adding GSL Scenery

    This is the text copy of a thread or threads from an earlier date. You may be able to figure out who posted it and sometime not. I'm only reposting it as a reference point someone may find useful during a past form/post search for an answer to questions

    gedm

    ///////////////////////////////

    Hi All,
    After many years of trying I finally managed to work out how to activate the defualt CFS2 GSL editor..
    Before starting backup your original cfs2.gsl file and put it in a safe place.
    To Activate:
    Open mission builder hold ctrl+alt+shift+g
    then just place objects as normal.
    To save it hold ctrl+alt+s
    Lindsay..
    Global Scenery Layer Editor Keyboard Commands
    Activate GSL edit mode = Ctrl + Alt + Shift + G
    Save GSL = Ctrl + Alt + S
    Save layout file. = Ctrl + E
    Load a layout file = Ctrl + L
    Notes:
    1: By default once you save the GSL it’s automatically added to the default CFS2.gsl file.
    2: Once added to the gsl the scenery can only be removed by removing the .gob file.
    You can save a master copy of your work in .mis or .lay format.
    The benefits of the editor are in that it allows the user to customize CFS2 to suite themselves. There is info in the CFS2 help file on how to change GSL layers.. Users can have multiple gsl layers (for example one modern era one set in WWII)..
    Cheers
    Lindsay

  4. #4

    Adjusting pilot view point

    This is the text copy of a thread or threads from an earlier date. You may be able to figure out who posted it and sometime not. I'm only reposting it as a reference point someone may find useful during a past form/post search for an answer to questions

    gedm


    ////////////////////////////////

    Bearcat sez 6.6.08
    G, load another CFS2 B29 and note the VC viewpoint. If it looks good, open its aircraft.cfg and look at the viewpoint parameters:
    [Views]
    eyepoint=-4.4, 0.04, 2.835
    eyepoint= long, lat, vert
    ....adjust accordingly
    As for the gauges, the best approach to determining CFS2 compatible replacements is to load the original model in FS9 and take a screenie of the panel...now you have a reference as you hunt through your collection of CFS2 gauges.

  5. #5

    AI flight tuning

    This is the text copy of a thread or threads from an earlier date. You may be able to figure out who posted it and sometime not. I'm only reposting it as a reference point someone may find useful during a past form/post search for an answer to questions

    gedm

    /////////////////////////////

    CFS2 Flight Tuning
    For Improved AI Performance

    By Tango_Romeo
    Software required to carryout this activity: AIRed or Aircraft Airfile Manager and
    NotePad.
    So you have this fantastic airplane that flies beautifully as a player aircraft, but as
    a wingman or AI exhibits extremely poor performance? Of course, all of us do
    and the problem can be corrected.
    Since I have recently ‘repaired’ some of these problem aircraft, a number of folks
    have asked me how to do it. Therefore, I have elected to produce this short
    tutorial on the process.
    What follows is not an in-depth technical treatise on AIR and CFG files. I’m
    simply going to tell you how to give your favorite player aircraft dazzling
    wingman/AI performance using a simple method that will work 99% of the time.
    To begin, the simplest way to determine whether or not your prize airplane is also
    going to perform in AI mode is not to put it in QC or a dogfight mission. What you
    want to do is hang some bombs and rockets on her, and put her in a simple
    mission as a wingman or AI flight with a ground attack assignment. If your
    aircraft, will deliver weapons on an assigned target (bombs, rockets and strafing),
    chances are she will perform well in a dogfight too. A caution here: the test
    target must be located on level terrain.
    Test performance that indicates a problem consists of the AI flying around a
    target without attacking, making an attack pass without releasing weapons or
    making a pass and releasing weapons then crashing. If your plane exhibits any
    of these tendencies as an AI, you have some work to do.
    The most common items that require some modification to enable the AI to work
    properly are called MOI settings (and 99% of the time they are the culprits).
    That’s Moment of Inertia. There are MOI settings for Pitch, Roll and Yaw, with
    Pitch being the most critical. These settings are normally found in the AIR file
    (Section 1001), but may be found only in the CFG (aircraft.cfg) file, or they can
    be present in both of these files. The explanation of this variation will come
    shortly.
    What is MOI? The simplest explanation is that it is the amount of force required
    to move the aircraft in that particular axis.
    And the problem is that the MOI settings that are realistic and work quite well for
    the player aircraft are usually twice (or more) as high as the maximum the AI can
    1


    effectively handle. This difficulty in overcoming the MOI numbers causes the sim
    to refuse to dive an aircraft because the sim knows it will not be able to pullout of
    the dive. If the numbers are close to what the sim can handle, it may dive the
    aircraft and find it has to pullout before reaching the release point for the
    weapons. And if the numbers are very close to what the sim can handle, the AI
    will dive the aircraft, release weapons and then not quite be able to recover. This
    very same difficulty in overcoming MOIs that are too high, prevents the AI from
    flying effectively in a dogfight. The result is AIs that refuse to engage.
    To solve this problem, we are going to need two sets of MOI numbers, one for
    the player and one for the AI in the same aircraft folder.
    And here is the reason we can have two sets of MOI numbers in the same folder:
    -When the sim loads a player aircraft, entries in the CFG file take
    precedence over those in the AIR file.
    -When the sim loads an AI or wingman, settings in the AIR file take
    precedence over those in the CFG file.
    Now that I have probably confused you totally, I’ll show you an example of this in
    the F9F2 that Fox Four started with for the Bunker Hill campaign. The aircraft
    flew wonderfully as a player but would do absolutely nothing in the AI role.
    The CFG file contained no MOI settings. Those were found only in Section 1001
    of the AIR file, which is quite normal, and this is how they appeared, and how
    they were modified:
    Roll 42541……..Changed to 8146
    Pitch 28357……..Changed to 13244
    Yaw 45678……..Changed to 18059
    Now when the AIs are loaded by the sim with the AIR file taking precedence, the
    MOI numbers are low enough for the sim to handle.
    Next, the original MOI settings, the ones that work well for the player aircraft
    were inserted into the CFG file like this:
    [WEIGHT_AND_BALANCE]
    empty_weight = 10069
    empty_weight_pitch_MOI = 42541
    empty_weight_roll_MOI = 28357
    empty_weight_yaw_MOI = 45678
    Now when the player aircraft is loaded with the CFG file taking precedence, the
    original MOI settings are available.
    2


    With these modifications in place, the F9F2 became an effective ground attack
    aircraft in wingman and AI modes, delivering bombs and rockets, as well as
    strafing runs. It also became a very effective dogfighter. And this same formula
    was applied to all Fox Four aircraft with the same excellent results.
    How much do you need to reduce the MOI numbers for the AI to handle them? I
    suggest reducing them by 50% at a time until you get results.
    DISCLAIMER: This has been an attempt to make a complex subject relatively
    simple, but there are times (rarely) when problems exist in other areas of the AIR
    file that will render this method ineffective. AIR files are complex documents and
    there are numerous entries that might require attention.
    And ever so often, you will actually stumble on an aircraft whose MOI numbers
    for the player and AI are so close together that no adjustment is required at all.
    This is also a rare occurrence.
    Most of the research and development done in gaining the information above
    was the work of Mike Eustace (IndioBlack) at Fox Four. Any errors contained
    here are solely mine, as is the blame for any lack of clarity.
    I hope this helps some of you along the way to a smoother CFS2 experience.
    Tom Sanford
    Tango_Romeo

    This document is freeware and may be uploaded and distributed as such, but
    may not be used for monetary gain, or posted on any payware site. Any
    alterations must have the approval of the author.
    @Tom Sanford, Sanford Associates, 2008

  6. #6

    Aircraft Categories by number

    This is the text copy of a thread or threads from an earlier date. You may be able to figure out who posted it and sometime not. I'm only reposting it as a reference point someone may find useful during a past form/post search for an answer to questions

    gedm

    ////////////////////////


    Family=
    1 - Fighter (default)
    2 - Bomber
    3 - Ground vehicle
    4 - Static object
    5 - Ship or boat
    7 - carrier
    Category=
    1 - aircraft fighter
    2 - aircraft level bomber (B-24, He-111) including float planes
    3 - aircraft dive bomber (Stuka, Dauntless, Val)
    4 - aircraft torpedo bomber (Avenger, TBF)
    5 - aircraft tactical bomber (A-20, Ju-88)
    6 - aircraft strike (Fw-190F2, A-4; 2-engine nightfighters?)
    7 - aircraft civil
    8 - aircraft recon (Storch)
    9 - aircraft transport (C-47)
    10 - aircraft fighter-bomber (any fighter equipped with bombs) or Dive Bomb

    I have all my multi engine bombers set to family 2 but the mission builder automatically sets them to 1 in missions.After I do a mission You have to go into the mission file and change the bombers back to 2 so they stay in formation.If you don't edit they will fly all over the place when you attack.

    Talon


    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
    Mission Directives
    0 = Used for Ships and Ground Units
    1 = Nothing
    2 = Intercept
    4 = ?
    8 = Fighter Sweep
    16 = Escort
    32 = CAP
    64 = ?
    128 = Strike
    256 = CAS
    512 = Search and Destroy
    1024 = ?
    2048 = Anti-Ship
    [MISC_DATA]
    min_speed= kph
    cruise_speed= kph
    max_speed= kph
    min_alt= meters
    cruise_alt= meters
    max_alt= meters

    Waypoint orders
    0 = Nothing ?
    1 = Turn
    2 = Takeoff (used with unit id of ship to takeoff from)
    4 = Land At Base (used with unit id of ship to land on)
    8 = Start Loop
    16 = ?
    32 = Escort Attach (used with unit id of aircraft to be escorted)
    64 = Detach Flight (used with unit id of escort)
    128 = Ditch
    256 = Attack With Bombs (used with unit id of object to be attacked)
    512 = Attack With Rockets (used with unit id of object to be attacked)
    1024 = ?
    2048 = ?
    4096 = Land Anywhere
    8192 = Bail Out
    16384 = Attack With Torpedos (used with unit id of object to be attacked)
    32768 = Attack With Guns (used with unit id of object to be attacked)
    65536 = ?
    131072 = ?
    262144 = Intercept All
    524288 = Intercept Bombers
    1048576 = Escort Detach (used with unit id of aircraft being escorted)
    2097152 = ?
    4194304 = ?
    8388608 = Loiter
    16777216 = Attack With All Weapons (used with unit id of object to be attacked)
    67108864 = Do Not Evade

    A [weather] section is :
    [weather]
    visibility.0=9828.03,0.00,802.20
    visibility.1=1000.03,802.21,1821.20
    vis_layers_num=2
    cloud.0=9,300.44,450.40,0.00,6,0,0,1,91.14,4,0
    cloud.1=9,502.40,750.60,0.00,7,0,0,1,91.14,4,0
    cloud.2=8,802.40,1821.60,0.00,8,0,0,0,0.00,4,0
    cloud_layers_num=3
    temp_layers_num=0
    wind_layers_num=0
    wind_surface=3000.60,5.00,5.00,250.00,0.00,0,0
    1 The visibility
    Visibility.n=visi (m), alt min (m), alt max (m)
    You can have several layers

    2 Clouds
    cloud.0=9,300.44,450.40,0.00,6,0,0,1,91.14,4,0
    cloud.n=cloud type, alt min (m), alt max (m), ?, dens (1-8), ?, ?, prec , ?, ?, ?
    Cloud type :
    1 : Cirrus
    8 : stratus
    9 : cumulus
    10 : cumulo nimbus Thunderstorm
    Prec
    0 : no rain or snow
    1 : rain
    2 : snow

    3 Temperature
    4 Wind
    Wind_surface.n=alt max (m), speed(knts), bursts(knts), direction (°), ?, turbulence, shear
    Turbulence :
    0 : none
    1 : occasionnal
    2 : light
    3 : moderated
    5 : strong
    Cisaillement :
    0 : progressive
    1 : moderated
    2 : sharp
    3 : strong
    You can have several wind layers :
    wind_layers_num=1
    wind_surface=609.60,15.00,20.00,101.00,0.00,4,1
    ...... from 0 to 609m
    wind.0=19.20,100.00,0.00,0.00,0.00,1,0
    ..... from (0 or 609m ?) to 19m

  7. #7
    I will add this to this thread:

    Sea Planes and Float Planes, for some reason, will not start on the water unless they are set as category 2. Regardless of what the float/sea plane was designed to do, assign it as category 2 and do not touch anything will the plane is spawning in the sim. I have found that if you touch anything, even pulling the throttle back, while a float/sea plane is spawning it will usually result in the plane spawning at 2000 feet. Wait until the plane is fully spawned and you can observe it rocking with the waves before changing views, adjusting the throttle or even sneezing too loudly.

    OBIO

  8. #8

    Blck square over panel

    I'm guessing the Admin's want me to continue on this thread so please refer to the disclaimer on the earlier posts.

    But just in case...These pearls of wisdom are not mine but older posts to some of the more common trouble shooting questions that had appeared on our recently lost "past tread" archives. If anyone else would like to add on as well please feel free.


    ////////////////////////////////////////

    Quote:
    Originally Posted by LAX5x5
    Hello all. I just downloaded Akemi Mizoguchi's Spitfire V and I have a problem. There is a very large gray block that takes up almost the entire forward view in vc. It wouldn't be so bad if it were just visible in vc, but it is also partially obstructing my sight in forward right and left views in 2d. What is this and how can I get rid of it? Is there a fix/update for this model?
    Unfortunately I can't post a screenshot of it because this is my first post and I guess I need at least five posts to enter a URL.
    Thank you for your time.
    -Ely

    Here's the fix:
    HINT (for a 2D cockpit)
    for those using Chuck'Led'Selby (aka) 39th Led version of ARAKS panel( 2D) here at soh
    http://www.sim-outhouse.com/index.ph...fo&FileID=1044
    could save a bit of head scratching by replacing the first VC 01 in the PANEL CFG
    with this guaranteeing gauge placement
    (I ALSO USE THIS MOD WITH PAUL REBUFFAT'S PANELS CFG (my fave) for AKEMI'S 5 WITH NO PROBS )

    (this is just grabbed from AKEMI-SAN'S original panel cfg)
    --------------------------------------------------------------
    [Vcockpit01]
    size_mm=512,512
    pixel_size=512,512
    Background_color=0,0,0
    texture=$panel
    visible=0
    gauge00=f4f4_wildcat!Airspeed-Indicator, 146,351,61,57
    gauge01=f4f4_wildcat!Altimeter, 148,414,56
    gauge02=f4f4_wildcat!Attitude-Indicator, 222,353,58,56
    gauge03=f4f4_wildcat!Climb-Indicator, 286,353,57,56
    gauge04=f4f4_wildcat!Clock, 87,352,45,46
    gauge05=f4f4_wildcat!Cylinder-Temperature, 402,370,46,43
    gauge06=f4f4_wildcat!Engine-Gauge, 402,422,49,46
    gauge07=f4f4_wildcat!Flaps-Lever, 160,314,45,20
    gauge08=f4f4_wildcat!Fuel-Selector, 31,425,41,43
    gauge09=f4f4_wildcat!Fuel-Tank-Content, 85,424,43,45
    gauge10=f4f4_wildcat!Landing-Gear-Position-Indicator, 109,313,47,20
    gauge11=f4f4_wildcat!Magnetic-Compass, 226,414,49,45
    gauge12=f4f4_wildcat!Manifold-Pressure, 351,349,46,42
    gauge13=f4f4_wildcat!Tachometer, 297,274,45,43
    gauge14=f4f4_wildcat!Turn-Coordinator, 288, 413 ,57,56
    gauge15=f4f4_wildcat!Starter, 360,410,24,50

    Courtesy of Egypt

  9. #9

    Cloning when shot down

    Hi,
    that plane in qustion has a badly written dp-file. Open the respective dpfile and check the effects/systems section
    It should read like this
    [EFFECTS.0]
    ; System = Nose Structure
    effect.0=10,LIBRARY,fx_smkpuff_s,
    effect.1=30,LIBRARY,fx_gastank_s,
    effect.2=60,LIBRARY,fx_oilleak_m,
    effect.3=95,LIBRARY,fx_airexpl_l,
    effect.4=100,BREAK,,
    The last line is of interest. If it doesn' t have the twin comma at the end, it will behave as your culprit. You have to check every single sytem.
    After that, save the changed dp-file and delete the CDP-file and you are done.
    Cheers
    Achim
    FVB says:
    The prob is in the DP file.
    1) Go to your aircraft file and delete the CDP file (this is a computer generated copy of the DP file) and will do no harm in deleting. If you do not when you change the DP file the old CDP will be loaded.
    2) Open the DP file and scroll down to the EFFECTS section. At the end of each effect is a line which usually ends in eg break,,2.
    3) Go through each EFFECT and delete the number from each one. Save the file when edited.
    4) You will now have an aircraft which can be shot down and crash as a 'whole' aircraft.


    Mercure sez:
    To stop the cloning open with wordpad the .DP file of the considered plane and remove in the EFFECTS.X the last figure in the last effect.x line, when it appears to be one at the end of the line, between two coma.
    (Why can't I just copy/paste exemples???)
    Then do not forget to delete the .cdp file

    Jaxon sez:
    The key is indeed in the *.dp file.
    Your plane is probably not a stock one.
    But the *.dp file is based on one of the stockers.
    In there it looks like this:
    [EFFECTS.25]
    ; System = Rudder
    effect.0=95,LIBRARY,fx_smkpuff_s,
    effect.1=100,BREAK,12,
    Note the last line: if this part is 100% destroyed, it will break and part 12 of the model will visibly break off.
    If your plane`s 3D model does not support parts breaking off, you need to delete these numbers,or a complete copy of the model is shown as the broken part:
    [EFFECTS.25]
    ; System = Rudder
    effect.0=95,LIBRARY,fx_smkpuff_s,
    effect.1=100,BREAK,,

    Happy flying,
    Jaxon

    Bearcat sez:
    Try removing all the "Location = XXXXXXXX" from the effects also......these parameters are intended as additional instructions to the sim on where to position the listed effects (like geo-coordinates in scenery locations). Ideally, this should be a location in the center of the damage box, but not always.
    For example, you might use these location parameters to tell the sim to locate engine damage effects (fire and smoke) at the back of the nose box instead of at the center of the box, for a more realistic look of fire extending from the cowl flap line rather than the propellors.
    If these numbers are not well placed in the box correctly, you can get oddly placed damage effects and doubling still, in spite of removing break parameters.
    In the absence of these location parameters, the sim will default the effects to the center of the damage boxes automatically without a fuss.
    Or
    I just took a second look at this dp....its improperly formatted. At least 18 parts have incomplete LIBRARY parameters. They must be completed.
    For example:
    [EFFECTS.33]
    ; System = Starboard Elevator
    effect.0=95,LIBRARY,,
    effect.1=100,BREAK,,

    Should be like this:
    [EFFECTS.33]
    ; System = Starboard Elevator
    effect.0=95,LIBRARY,fx_smkpuff_m,
    effect.1=100,BREAK,,
    Open another dp like the stock P39 and look at the formatting for a complete setup. All "LIBRARY,," must be completed with an FX filename between the ending commas.

  10. #10

    Disable intro movie

    Yo wsmwsm;
    There are 2 ways to do this:
    1) open the CFS2.cfg; look at the top:
    [LANGUAGE]
    DLL=english.fll
    [MAIN]
    ShowLogo=1
    ShowMovie=1
    change to:
    [LANGUAGE]
    DLL=english.fll
    [MAIN]
    ShowLogo=0
    ShowMovie=0
    2) or simply delete the movie from the main CFS2 folder - saves 20MB
    Your choice.

  11. #11

    Aircraft attitude adjustment

    This is the text copy of a thread or threads from an earlier date. You may be able to figure out who posted it and sometime not. I'm only reposting it as a reference point someone may find useful during a past form/post search for an answer to questions

    gedm

    /////////////////////////

    Oglivie said...
    Another way that may work is to increase the cruise_lift_scalar in the [Flight_tuning] section of the aircraft.cfg file. If you do not have this section it can be copied and placed in the cfg file. Increase it by .1 or so until level attitude is attained.
    [flight_tuning]
    (cruise_lift_scalar=1.0)
    parasite_drag_scalar=1.0
    induced_drag_scalar=1.0
    elevator_effectiveness=1.0
    aileron_effectiveness=1.0
    rudder_effectiveness=1.0
    pitch_stability=1.0
    roll_stability=1.0
    yaw_stability=1.0
    elevator_trim_effectiveness=1.0
    aileron_trim_effectiveness=1.0
    rudder_trim_effectiveness=1.0

  12. #12
    Thanks for all those great hints and tips, I appreciate your recovering them for us, Cheers
    [SIGPIC][/SIGPIC]

  13. #13
    Prairie_flcn
    Guest
    Excellent post!!:ernae:

    I've learned several new things that will be very helpful to improving my game. Thanks for posting and thanks to the whole helpful CFS2 community.

    PF

  14. #14

    screenies

    For screen shots...Martin Wright's MultiGrab is still an excellent program.
    Available here...
    http://www.mnwright.btinternet.co.uk/programs/mgrab.htm
    hellcat

  15. #15
    These are a few tips I copied to a txt file just right before the forum crash. They are about eliminating the original PTO planes and bases to create other Theater of Operations:

    Quote Originally Posted by JAGDFLIEGER
    I often just open up the stock plane's folder and place an "X" in front of the Panel folder (Ie. "XPanel"). This will remove the plane from the FF and MB menu, and I think from your plane limit, but allow them to stay in place to support planes that alias their sound folders as well as preclude the "Error" messages. I think that the MS planes with actual sound files in their sound foldes are the A6M2 Zero, N1K2J George, F4F4 Wildcat, F6F2 Hellcat and the P-38 Lightning. The A6M5 Zero, G4M Betty, Ki43 Oscar, B-24, B-25, C47 Dakota, Devestator, Dauntless and Avenger all alias to the previous list so their deletion does not jeopardize any add on planes.

    With my ETO and MTO specific installations, I often just remove the stock MS planes except the A6M2_Zero as for some reason, 90 percent of the add on planes alias to its sound folder. After removing the planes; I, as others above have noted, modify the QC file and the Mdnames file and delete any mention of the stock planes. After that, I usually delete all of the stock (PTO) missions too.

    If you want to get really fancy, you can also go to the "Info" folder and open up the "descrip" file and remove them from there too as well as delete all of the JPEG images of the stock planes. I've never bothered with this step as the info folder and files do not seem to impact anything but the info window when using the Mission Builder. With several installations though, I guess you could save a little bit of hard drive space by doing it.
    Quote Originally Posted by GARY20
    You can delete the stock planes Nearmiss

    You need to edit the MDLNames.txt file in the main folder and remove the aircraft entry from there as well as edit the descript.dat file in the Info folder and remove references from the aircraft also.

    As stated earlier the qc_plane.qcb file in the Quickcom folder also has to be edited to remove all references to the aircraft - remembering to make sure the remaining all stay in numerical sequence.

    I've removed all default Aircraft for my ETO install and it's quite happy and error free if you do the above.
    Of course as earlier mentioned, removing default aircraft means the default missions and campaigns wont work so you can remove those if you dont plan on flying them.

    Quote Originally Posted by CODY COYOTE
    You can easily remove the stock PTO airfields from your other installs. Simply remove these files:

    allrunways.bgl and runways.bgl found in SCENEDB\runways\scenery and the file cfs2afd.bgl found in SCENEDB\adffiles\scenery.

    With these files removed the stock PTO runways will no longer show up on the Free Flight and Quick Combat lists nor will they physically be there if you fly over that spot on the map. The infrastructure (tents, palm trees, etc.) will still be there as that is part of the GSL. But you can remove that too if it is an issue.

    To remove them from the Mission Builder list you need to remove their entries in the airbases.dat file found in the INFO folder.

    By the way, removing the allrunways and runways files does not impact the Mission Builder and you can still add and use the infrastructure runways if you need to.
    Thank you guys, they helped me a lot to get my modded CFS2 installations up and running .

  16. #16
    I love this! Do you think you could give a set of instructions on how to post screen shots? I still don't have a handle on that.:isadizzy:

  17. #17

    Sreenies

    Bill, thats covered on post #22 above.
    Excuse me, that is for taking screen shots not posting.
    But posting is easy, it's just a matter of making sure they (the screen shots) arent to big (pixel wise) and then following the instruction at the bottom of the page before you make a text post.

    Cheers

  18. #18
    Senior Administrator Rami's Avatar
    Join Date
    Jun 2005
    Location
    Massachusetts
    Age
    45
    Posts
    16,304
    Forgive me for overseeing this! :redf: What a wonderful resource. Great work, Gedm and others! :ernae:
    "Rami"

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

    My campaign site: http://www.box.net/shared/0k1e1rz29h
    My missions site: http://www.box.net/shared/ueh4kazk3v
    My scenery site: http://www.box.net/shared/knb1l0ztobhs2esb14rb

  19. #19
    Here's another couple items about AI AA fire.

    1. Ground Objects, Ships or Ground Mounted AA Guns have two very distinctive methods of engaging targets.

    Weapons that are rapid fire, non-airburst (No Flak Explosion at end of Round Life, Type 0 and 1) will look at an Opposing Aircraft, Fire, Stop Firing, Try to T&E (traverse/elevate) to reacquire the target, Fire Again, Stop and continue with this cycle until the target is out of range. These weapons will not traverse/elevate and fire at the same time. Not very realistic.

    If the Object in question does have a Type 4 Gunstation in its DP this all changes. It affects the way Type 0 & 1 weapons engage targets. They will now Fire and T&E at the same time without the pause between the two actions of Tracking and Firing.

    Now, if the Object is a Single Ground Mount Weapon with just one Gunstation or a ship like a PT Boat that only has MG's and Cannons you may think you're stuck. You're not. You just have to add a Type 4 Gunstations to the Object. But, you don't want this Weapon to actually fire on anything. You can't have PT Boats running around with a 5" AA Gun or a .50Cal/20mm/25mm/40mm Ground Mount spouting out Airburst shells, like MS did with the Stockers. So here's what you do.

    a. Open up the DP.
    b. Create a new Gunstation that is a Type 4, like this:

    [GUNSTATIONS]
    ; Existing Gunstation
    gunstation.0=0,-2,1,0.5,881,7,0.01,5000,6,40,1d1*80,0.1,4,3.4,0,0, 315,-180,180,90,-15,31.36
    ; Added Type 4 Gunstation
    gunstation.1=4,-99,1,60,1,1,0.01,1,0,0,1d1*1,0,0,0,-85,0,0,0,0,0,0,0

    This new Gunstation.1 is pointed 85* down, No T&E, has a range of 1 meter, 1 hit point and the round flies at 60FPS. It can't hit squat even if you do get close enough to trip the trigger.

    c. Add a Guns Entry for the Gunstation. Like This:

    [guns.1]
    gun.0=10000,0,0,0,0,0,0,10000

    d. Save and Close the DP, delete the CDP.

    You now have a Ship/Ground Mount AA Platform that can Fire and T&E at the same time. This is why you see extra Gunstations in many of my ship and AA Gun DP's.

    There is one other reason I have Extra Gunstations in several of my ship and Heavy Ground Mount AA Guns, Muzzle Flash/Smoke. I use a little trick on Type 4 Gunstations on Weapons like the IJA 75mm, M2 90mm, IJN Twin 127mm and the IJN Main Guns on BB's and CA's. On Objects that have just one Gunstation I add one but on the ships I just change one item, The Round Life Time. Change it to 0.01.

    gunstation.0=4,-22,1,4.28,870,0.01,0.1,9400,7,0,1d1*1,0,9.4,76,0,0,0,-150,150,43,-5,2

    The gun, added or existing will now act as before but you'll just see a Muzzle Flash and a small cloud of smoke when it fires.
    Happy Trails! www.officialponyexpress.org

    Pen32Win

    For my D/L's Search for both Pen32Win and AF=Midway. There are also files in the Archives under AF=Midway.

  20. #20

    conversion props

    I have discoverd that when converting an ac and you get a solid prop disc, go into the texture folder, find prop spin or prop disc. etc and delete it and the prop stays and you have a transparent disc when turning.
    RM

  21. #21
    Roy, its usually a problem with the alpha-channel in the original FS9 prop bmp conflicting with the loss of alpha in the newly converted model. All you need is a new prop bmp from another CFS2-friendly plane. I routinely use the props from Krzysztof Malinowski's P-47's (4 blades) and P-40's (3 blades) and also Kelticheart's props to replace any FS9 prop bmps that don't work.

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


  22. #22

    Editing an aircraft file

    :salute:Can someone explain and show me the correct way
    to edit an airplane cfg file to add more then one texture. And
    what do I have to do with the Model file and the Model MDL file
    anything?
    Thanks, John:isadizzy:
    Here is the Plane http://forum.lwdesigns.com.au/downlo...etail&df_id=60

  23. #23
    Hi John,

    Let me see if I can help you out here. I'll use the entry from the stock F4U1A_CORSAIR as an example as follows:

    [fltsim.0]
    title=F4U-1A Corsair
    sim=F4U1A_Corsair
    model=
    panel=
    sound=
    texture=
    KB_checklists=f4u1a_corsair_check

    Every time you add a new texture folder to a particular aircraft folder, you will need to create a new entry under the previous one like so:

    [fltsim.0]
    title=F4U-1A Corsair
    sim=F4U1A_Corsair
    model=
    panel=
    sound=
    texture=
    KB_checklists=f4u1a_corsair_check

    [fltsim.1]
    title=F4U-1A Corsair VF-17
    sim=F4U1A_Corsair
    model=
    panel=
    sound=
    texture=VF17
    KB_checklists=f4u1a_corsair_check

    You will note on the added entry I changed [fltsim.0] to [fltsim.1]. Also, I changed the title=F4U-1A Corsair to title=F4U-1A Corsair VF-17. Lastly, I added VF17 to the texture= . IT IS VERY IMPORTANT THAT THE TEXTURE= MATCH THE NAME OF THE NEWLY ADDED TEXTURE FOLDER! In this case, I would name the texture folder texture.vf17 Notice the period between the word texture and vf17.

    A word of caution: If you fly one of the planes and then go back into the menu to select another plane, the texture or "skin" of the plane you flew last will appear on all the similar planes in the menu.

    I hope my instruction are clear.

    Good hunting!

    TW
    Dirty Deeds Done Dirt Cheap!

  24. #24
    Quote Originally Posted by Typhoon Willy View Post
    Hi John,

    Let me see if I can help you out here. I'll use the entry from the stock F4U1A_CORSAIR as an example as follows:

    [fltsim.0]
    title=F4U-1A Corsair
    sim=F4U1A_Corsair
    model=
    panel=
    sound=
    texture=
    KB_checklists=f4u1a_corsair_check

    Every time you add a new texture folder to a particular aircraft folder, you will need to create a new entry under the previous one like so:

    [fltsim.0]
    title=F4U-1A Corsair
    sim=F4U1A_Corsair
    model=
    panel=
    sound=
    texture=
    KB_checklists=f4u1a_corsair_check

    [fltsim.1]
    title=F4U-1A Corsair VF-17
    sim=F4U1A_Corsair
    model=
    panel=
    sound=
    texture=VF17
    KB_checklists=f4u1a_corsair_check

    You will note on the added entry I changed [fltsim.0] to [fltsim.1]. Also, I changed the title=F4U-1A Corsair to title=F4U-1A Corsair VF-17. Lastly, I added VF17 to the texture= . IT IS VERY IMPORTANT THAT THE TEXTURE= MATCH THE NAME OF THE NEWLY ADDED TEXTURE FOLDER! In this case, I would name the texture folder texture.vf17 Notice the period between the word texture and vf17.

    A word of caution: If you fly one of the planes and then go back into the menu to select another plane, the texture or "skin" of the plane you flew last will appear on all the similar planes in the menu.

    I hope my instruction are clear.

    Good hunting!

    TW
    Will see
    Thanks, John

  25. #25

    Adding extra aircraft textures

    Hi John,
    Right, large mug of coffee at the ready..?

    With all the MS flightsims, from CFS1 to FSX an aircraft (ac) folder contents structure is basically all the same, ie it needs to contain a Model, Panel, Sound and Texture set of files along with an airfile, an aircraft config (aircraft.cfg) file, and in CFS1/2, a DP file.

    A standard ac folder will usually only have one texture folder, which contains all (generally speaking) the textures required to 'paint' the ac whilst flying in that sim. Picture 1 shows the file structure of a Lancaster BIII in CFS2, with the original single texture. As there is only one texture, the texture folder is named as just that.
    There is a 'control' file, called an aircraft configuration file or aircraft.cfg as it appears, which links the model with the panel, sound and texture files of that ac. Open up this file using MS Notepad, and you will see as in Pic 1a. The first section is what we're interested in ie

    [fltsim.0]
    title=GB-Avro Lancaster B.III
    sim=lancaster
    model=
    panel=
    sound=
    texture=

    As you can see after model, panel etc there is an = sign and then blank. This tells the sim what folders to use for what purpose. So by leaving blank, this defaults to the only folders of that name will be used. So for texture, whatever is in the folder called 'texture' will be used in the sim for that ac.

    There are several ways to change or add extra textures to the same model or ac. The easiest and simplist way is to swap the original texture file for the new one, and there you have a new texture. But if you wish to keep the original and add several more, then a few alterations will have to be done.

    Take the new texture set, make a a new folder and place them inside. Name the folder texture, but this time add a '.' (fullstop or period) followed by a title to name it. As with the Lancaster BIII, see Picture 2. I have added texture.Jane, texture.Orchid and texture.Princess etc. If you did nothing else and went and flew this ac, the original texture would show up, but the others would not. This will be have to be done by modifying the aircraft.cfg file. See Pic 2a.

    Again open the aircraft.cfg file. Basically you have to duplicate that first entry section (as above). So highlight all that first section, copy and paste to just below the original first section (one line space in between each section), do this as many times as you have new texture/skins.
    Leave the original section and go to the first line of the first copied section where it still says [fltsim.0] change this to [fltsim.1]. If you have more than one new texture go to the next copied section [fltsim.0] entry and change that to [fltsim.2] and so on, there is no limit! BUT the [fltsim.XX] entry must be sequential (ie .1, .2, .3) and the very first one must be '0' (zero).

    In each section go to the 'texture=' section and after the '=' add 'texture.XX' (XX being the title of that texture. It can be a name or a number). Again do this as many times as there is the number of new textures. See Picture 2 for an example. Make sure the titles of the new texture folders matches exactly with the entries in the cfg file. Then save the modified cfg file.

    Restart the sim and go and select the same aircraft with several choices of new textures!!

    This multiple option modification can also be applied to sounds, panels and even models....Just make sure you add the correct entries in the aircraft.cfg file, use a '.' before your new title name, AND that the spellings are all the same.

    Hope this does the trick, give it a go!

    Cheers Shessi


    Ha ha ha!, just seen TW's reply, it took me a time to write my reply...well John I'm sure your request is well covered now.

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