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
    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

  2. #2

    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

  3. #3

    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.

  4. #4

    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.

  5. #5

    DP notes on gun stations

    [GUNSTATIONS]
    gunstation.0= 0, 2, 1, 0.01, 870, 4, 0.01, 1000, 2, 40, 1d1*16, 0.55, 0.25, 2.2, 0.128056, 0, 0.1, 0, 0, 0, 0, 0.5

    [GUNSTATIONS]
    gunstation.{A}0={B}0,{C}2,{D}1,{E}0.01,{F}870,{G}4 ,{H}0.01,{I}1000,{J}2,{K}40,{L}1d1*16,{M}0.55,{N}0 .25,{O}2.2,{P}0.128056,{Q}0,{R}0.1,{S}0,{T}0,{U}0, {V}0,{W}0.5

    A. Gunstation number: (sequential) this will be the number to associate individual guns with (note that there is no particular weapon related to any particular gunstation number. Add as many as you want).

    B. Trigger type: 0=Mach Gun 1=Cannon 2=Rocket 3=Bomb

    C. System association (see last number for each entry in [SYSTEMS]

    D. Gun type: 1=Mach gun 2=Canon 4=Rocket 8=Bomb

    E. Rate of fire (divide rounds/second into 1) Example: 50 rounds/sec = 1/50 = .02

    F. Muzzle velocity: meters/sec (zero for Rockets & Bombs)

    G. Round life (seconds round is tracked by simulation)

    H. Muzzle flash: MS says flashes/sec. I disagree; I think this is actually 1/(flashes/sec). Typical values are .01 to .05

    I. Range that AI aircraft begin firing (Meters)

    J. Sound: 0= .303/7.62mm 2= .50 3= 13mm 4= 20mm 5= 30mm (set Bomb/Rocket to zero)

    K. Tracer %

    L. Damage dice: Typical values: 1d1*10 for .303, 1d1*14 for .50, 1d1*24 for 20mm, Rocket 1d1*300-3000, Bomb 1d1*600-6000 (this is the projectile's destructive power)

    M. Gunstation X offset (Meters)

    N. Gunstation Y offset (Meters)

    O. Gunstation Z offset (Meters)

    P. Pitch: angle of gunstation up/down (degrees) I suggest using similar angle values from other .dps in CFS. But if you must try calculating… The acceleration affects of gravity on objects is independent of their weight. If you disregard the aerodynamic properties of the projectile and assume it falls at the same rate as any dropped object, then you can use -4.877t2 (t is the travel time of the projectile to its target) to determine how far the bullet drops in horizontal flight. I would guess the average speed of the projectile is somewhere between its muzzle velocity and half that. I'm not going to add the plane's airspeed since the target is probably going just as fast. So let's take a target 1000 meters out, muzzle velocity of 870m/sec: t = 1000 / [(870 + 435) / 2] = 1.53 sec. This results in a drop of -4.877(1.532) = -11.42m. Now calculate an angle using tan ? = X/Z where X = X drop and Z = distance to target. Keep in mind this is a very simplified approach and not the proper way to do ballistic calculations, however I doubt the MS simulation is much more complicated or accurate. Also, all this does you little good in the heat of battle when you're pulling hard on the stick in a 20 degree climb with 30 degrees of roll. That's what the tracers are for.

    Q. Bank: angle of gunstation left/right (degrees) Again, I suggest using similar weapon/angle values from other .dps in CFS. If you really must calculate, remember: tan ? = X/Z where X = X offset and Z = distance to target.

    R. Heading: heading of gunstation (degrees)(Example: A rear facing AI gunstation may have a heading of 180)

    S. Constraint Angle left (max rotation angle for AI guns)

    T. Constraint Angle right (max rotation angle for AI guns)

    U. Constraint Angle up (max rotation angle for AI guns)

    V. Constraint Angle down (max rotation angle for AI guns)

    W. Round weight (oz)

  6. #6

    Gun site alignment

    Open the panel folder the panel.cfg with notepad. Find at the very top of the file [VIEWS]. If you don't have [VIEWS] insert the following lines.
    [VIEWS]
    VIEW_FORWARD_WINDOWS=%window_title_00%
    VIEW_FORWARD_DIR=2.6,0.0,0.0
    The 2.6 is the figure you want to play with. Increase it (2.7 or 2.8 ....) will raise your stream of bullets. Lower it and the stream goes down.
    If you have allready [VIEWS] insert the two lines on top of the views. Write carefully, because the addition is case sensitive.

  7. #7

    Gun Station adjustments

    Yep, the DP file is where you adjust guns.
    Take a lookie here.

    gunstation.0=0,24,1,0.08,839,2,0.01,500,2,40,1d1*1 4,3.5,-.15,.3,0,0,0,0,0,0,0,5.7
    The guns are placed using a 3 Axis system...X, Y and Z
    The X number (in red in the gun line shown) places guns laterally...that is left to right.
    The Y number (Blue) places guns vertically...up and down.
    The Z number (green) places guns longitudinally...front to back.
    Here's how I got a handle on gun placement (and payload placement as well..as it uses the same X, Y, Z system.
    Lay on your belly with your arms stretch out like wings. You are now a plane.
    The X number will place guns and bombs across your arms. Positive numbers will move them to the right, with larger numbers moving them out farther toward your hand (wing tip). Negative numbers will move guns and bombs outward to the left, again with larger numbers moving them farther out on the wing.
    The Y number will move guns and bombs from the center of your body, either up toward you back or down toward you chest/belly. Positive numbers will raise the guns/bombs while negative numbers will lower the guns/bombs.
    The Z number will move guns/bombs front to back (nose to tail). Positive numbers will move guns/bombs toward the front of the plane (your nose) while negative numbers will move them toward the rear of the plane (your feet).
    The unit of measurement used in the DP to place guns and bombs is metric...keep that in mind. Adjusting a number from 1 (for example) to 2 will move the gun or bomb a meter (39 inches)...so you will need to get very comfortable with decimals. 1 = 1 meter (39 inches), .1 = 1/10th of a meter or about 4 inches. .001 = 1/100th of a meter or about 1/2 inch. I hate the metric system (even though it is far more precise than what ever the system is America is called) so I convert it in my head to American. I meter = 1 Yard (close enough).
    Clear as Mud?
    Good, because I can't explain it any more as my wife is home from work and wants the computer so she can look up houses and animals....one we can't afford the other we have too many off (fish mostly...mean aggressive fish who refuse to get along with each other...they are about be either traded in on Guppies or dipped in bread crumbs and fried).
    OBIO

    More on the subject:


    Conservative recommendation....
    [GUNSTATIONS]
    ; Left Guns
    gunstation.0=0,24,1,(0.06,930),2,0.05,(1000),2,10, (1d1* 24),-2.293,-0.570,0.000,-0.36275,0,0.47892,0,0,0,0,5.18
    ; Left Guns
    gunstation.1=0,24,1,(0.06,930),2,0.05,(1000),2,10, (1d1* 24),-2.293,-0.570,0.000,-0.36275,0,0.47892,0,0,0,0,5.18
    ; Right Guns
    gunstation.2=0,31,1,(0.06,930),2,0.05,(1000),2,10, (1d1* 24),2.293,-0.570,0.000,-0.36275,0,-0.47892,0,0,0,0,5.18
    ; Right Guns
    gunstation.3=0,31,1,(0.06,930),2,0.05,(1000),2,10, (1d1* 24),2.293,-0.570,0.000,-0.36275,0,-0.47892,0,0,0,0,5.18
    ////////////////////////////////////////////////////////////////////////////////////
    Keep in mind that its your private sim-play and you can do as you please with adjustments...the following is just a guide:
    [GUNSTATIONS]
    gunstation.0= 0, 2, 1, 0.01, 870, 4, 0.01, 1000, 2, 40, 1d1*16, 0.55, 0.25, 2.2, 0.128056, 0, 0.1, 0, 0, 0, 0, 0.5
    [GUNSTATIONS]
    gunstation.{A}0={B}0,{C}2,{D}1,{E}0.01,{F}870,{G}4 ,{H}0.01,{I}1000,{J}2,{K}40,{L}1d1*16,{M}0.55,{N}0 .25,{O}2.2,{P}0.128056,{Q}0,{R}0.1,{S}0,{T}0,{U}0, {V}0,{W}0.5
    A. Gunstation number: (sequential) this will be the number to associate individual guns with (note that there is no particular weapon related to any particular gunstation number. Add as many as you want).
    B. Trigger type: 0=Mach Gun 1=Cannon 2=Rocket 3=Bomb
    C. System association (see last number for each entry in [SYSTEMS]
    D. Gun type: 1=Mach gun 2=Canon 4=Rocket 8=Bomb
    E. Rate of fire (divide rounds/second into 1) Example: 50 rounds/sec = 1/50 = .02
    F. Muzzle velocity: meters/sec (zero for Rockets & Bombs)
    G. Round life (seconds round is tracked by simulation)
    H. Muzzle flash: MS says flashes/sec. I disagree; I think this is actually 1/(flashes/sec). Typical values are .01 to .05
    I. Range that AI aircraft begin firing (Meters)
    J. Sound: 0= .303/7.62mm 2= .50 3= 13mm 4= 20mm 5= 30mm (set Bomb/Rocket to zero)
    K. Tracer %
    L. Damage dice: Typical values: 1d1*10 for .303, 1d1*14 for .50, 1d1*24 for 20mm, Rocket 1d1*300-3000, Bomb 1d1*600-6000 (this is the projectile's destructive power)
    M. Gunstation X offset (Meters)
    N. Gunstation Y offset (Meters)
    O. Gunstation Z offset (Meters)
    P. Pitch: angle of gunstation up/down (degrees) I suggest using similar angle values from other .dps in CFS. But if you must try calculating… The acceleration affects of gravity on objects is independent of their weight. If you disregard the aerodynamic properties of the projectile and assume it falls at the same rate as any dropped object, then you can use -4.877t2 (t is the travel time of the projectile to its target) to determine how far the bullet drops in horizontal flight. I would guess the average speed of the projectile is somewhere between its muzzle velocity and half that. I'm not going to add the plane's airspeed since the target is probably going just as fast. So let's take a target 1000 meters out, muzzle velocity of 870m/sec: t = 1000 / [(870 + 435) / 2] = 1.53 sec. This results in a drop of -4.877(1.532) = -11.42m. Now calculate an angle using tan ? = X/Z where X = X drop and Z = distance to target. Keep in mind this is a very simplified approach and not the proper way to do ballistic calculations, however I doubt the MS simulation is much more complicated or accurate. Also, all this does you little good in the heat of battle when you're pulling hard on the stick in a 20 degree climb with 30 degrees of roll. That's what the tracers are for.
    Q. Bank: angle of gunstation left/right (degrees) Again, I suggest using similar weapon/angle values from other .dps in CFS. If you really must calculate, remember: tan ? = X/Z where X = X offset and Z = distance to target.
    R. Heading: heading of gunstation (degrees)(Example: A rear facing AI gunstation may have a heading of 180)
    S. Constraint Angle left (max rotation angle for AI guns)
    T. Constraint Angle right (max rotation angle for AI guns)
    U. Constraint Angle up (max rotation angle for AI guns)
    V. Constraint Angle down (max rotation angle for AI guns)
    W. Round weight (oz)

    ; Port Guns
    gunstation.0=0,24,1,0.09,930,2,0.05,500,2,70,(1d1* 1 9),-2.144,-0.585,1.04,-0.181264,0,0.245192,0,0,0,0,1.6
    Too much tracer (70) ...the gunfire of your AI wingies will drag down your frames at this high value. Damage dice should be 1d1*19 instead of 1d1*1 9. This 1 9 value has a space between the digits that will cause the value to be read by the sim as 1, resulting in very little damage to your target.
    __________________



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