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Thread: Range effects and DP boxes

  1. #26
    SOH-CM-2023 Deathwind's Avatar
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    You guys appear to know your dp files. I put together one for the Kate using the Aircraft box and system. Seems to work just fine to me shooting them down and being shot down and that aircraft box comes in handy at protecting that nose that ai gunners like shooting off leaving you flying a glider on fire. I post it to see if you can see any issues I might not be aware of before I release the mod.


    // DP Damage Texture Fix Added by Corsair Freak
    // Roll Damage Fix Added by Corsair Freak
    // Added: Box.0 System.0 Aircraft by DeathWind
    // Modified by the PHP2 for CFS2 team for better AI performance
    // Replaced by KH, on Nov. 2010, stock payloads with Thicko's D4Y 250/60kg GP bombs; B5N ventral racks, torpedo and 800kg AP bomb. Replaced stock 30kg GP with Metal Dream's 30kg IJN GP bomb. Added exhaust smoke effect.

    [BOXES]
    box.0=%box_name.0%,0,-0.53,-0.36,0.01,-0.52,-0.35
    box.1=%box_name.0%,-0.68,-0.74,1.33,0.64,0.76,2.62,33,34,35,36,38,53,54,55,5 6
    box.2=%box_name.1%,-0.68,-0.74,-2.95,0.65,1.07,1.32,37,39,40,41,42,43,44,45,57,58, 59,60,61,62,63,64
    box.3=%box_name.2%,-0.34,0.13,-1.05,0.34,1.03,-0.26
    box.4=%box_name.3%,-6.77,-0.61,-2.14,-0.69,0.22,0.80,100,101,102,103,104,105,106,107,108 ,109,17,18,19,20,21,22,23,24,25,26,27,28,30,97,98, 99
    box.5=%box_name.4%,-7.64,0.17,-1.45,-6.80,0.37,0.13,110,111,112,29,31,32
    box.6=%box_name.5%,0.66,-0.61,-2.15,6.61,0.22,0.80,1,10,11,12,2,3,4,5,6,7,8,81,82 ,83,84,85,86,87,88,89,90,9,91,92
    box.7=%box_name.6%,6.65,0.17,-1.50,7.62,0.37,0.13,13,14,15,16,93,94,95,96
    box.8=%box_name.7%,-0.65,-0.64,-5.21,0.63,0.73,-2.98,46,47,65,66,67
    box.9=%box_name.8%,-0.40,-0.46,-7.30,0.37,0.58,-5.23,116,48,68
    box.10=%box_name.9%,-2.33,0.04,-6.99,-0.41,0.22,-5.31,117,118,119,120,77,78,79,80
    box.11=%box_name.10%,-0.10,0.59,-6.94,0.09,1.86,-5.27,49,50,51,52,69,70,71,72
    box.12=%box_name.11%,0.38,0.04,-6.99,2.34,0.22,-5.31,113,114,115,73,74,75,76

    [SYSTEMS]
    system.0=%system_name.0%,3005,-30
    system.1=%system_name.1%,225,0
    system.2=%system_name.2%,112,2
    system.3=%system_name.3%,169,3
    system.4=%system_name.4%,56,7
    system.5=%system_name.5%,42,8
    system.6=%system_name.6%,14,9
    system.7=%system_name.7%,56,10
    system.8=%system_name.8%,225,18
    system.9=%system_name.9%,14,19
    system.10=%system_name.10%,42,20
    system.11=%system_name.11%,42,22
    system.12=%system_name.12%,225,-1
    system.13=%system_name.13%,90,15
    system.14=%system_name.14%,70,25
    system.15=%system_name.15%,14,26
    system.16=%system_name.16%,84,27
    system.17=%system_name.17%,84,-2
    system.18=%system_name.18%,70,29
    system.19=%system_name.19%,225,-3
    system.20=%system_name.20%,90,12
    system.21=%system_name.21%,70,32
    system.22=%system_name.22%,14,33
    system.23=%system_name.23%,84,34
    system.24=%system_name.24%,84,-4
    system.25=%system_name.25%,70,36
    system.26=%system_name.26%,225,37
    system.27=%system_name.27%,100,57
    system.28=%system_name.28%,225,38
    system.29=%system_name.29%,112,41
    system.30=%system_name.30%,84,39
    system.31=%system_name.31%,84,40

    [BOXMAPS.0]
    ; Box = Aircraft
    boxmap.0=100,-30

    [BOXMAPS.1]
    ; Box = Nose
    boxmap.0=50,0
    boxmap.1=5,2
    boxmap.2=40,3
    boxmap.3=5,7

    [BOXMAPS.2]
    ; Box = Fuselage
    boxmap.0=10,8
    boxmap.1=5,9
    boxmap.2=25,10
    boxmap.3=45,18
    boxmap.4=5,19
    boxmap.5=5,20
    boxmap.6=5,22

    [BOXMAPS.3]
    ; Box = Pilot
    boxmap.0=100,8

    [BOXMAPS.4]
    ; Box = Port Wing
    boxmap.0=30,-1
    boxmap.1=20,15
    boxmap.2=15,25
    boxmap.3=5,26
    boxmap.4=10,27
    boxmap.5=10,-2
    boxmap.6=10,29

    [BOXMAPS.5]
    ; Box = Port Wing Tip
    boxmap.0=100,-2

    [BOXMAPS.6]
    ; Box = Starboard Wing
    boxmap.0=30,-3
    boxmap.1=20,12
    boxmap.2=15,32
    boxmap.3=5,33
    boxmap.4=10,34
    boxmap.5=10,-4
    boxmap.6=10,36

    [BOXMAPS.7]
    ; Box = Starboard Wing Tip
    boxmap.0=100,-4

    [BOXMAPS.8]
    ; Box = Tail (fwd)
    boxmap.0=5,19
    boxmap.1=5,22
    boxmap.2=80,37
    boxmap.3=10,57

    [BOXMAPS.9]
    ; Box = Tail (aft)
    boxmap.0=5,19
    boxmap.1=5,22
    boxmap.2=90,38

    [BOXMAPS.10]
    ; Box = Port Horz Stab
    boxmap.0=100,39

    [BOXMAPS.11]
    ; Box = Vert Stab
    boxmap.0=100,40

    [BOXMAPS.12]
    ; Box = Starboard Horz Stab
    boxmap.0=100,41

    [EFFECTS.0]
    ; System = Aircraft
    effect.0=99,LIBRARY,fx_smkpuff_s,
    effect.1=100,BREAK,,

    [EFFECTS.1]
    ; System = Nose Structure
    Location = 0.003,0.039,1.384
    effect.0=10,LIBRARY,fx_smkpuff_s,
    effect.1=30,LIBRARY,fx_engfire_s,
    effect.2=60,LIBRARY,fx_engfire_m,
    effect.3=95,LIBRARY,fx_airexpl_l,
    effect.4=100,BREAK,6,

    [EFFECTS.2]
    ; System = Oil Reservoir
    effect.0=10,LIBRARY,fx_oilleak_s,
    effect.1=30,LIBRARY,fx_oilleak_m,
    effect.2=60,LIBRARY,fx_wingfire,
    effect.3=95,LIBRARY,fx_airexpl_m,
    effect.4=100,BREAK,,

    [EFFECTS.3]
    ; System = Engine
    Location = 0.569,0.039,2.011
    effect.0=10,LIBRARY,fx_fuelleak_s,
    effect.1=30,LIBRARY,fx_engfire_m,
    effect.2=60,LIBRARY,fx_engfire_l,
    effect.3=95,LIBRARY,fx_airexpl_m,
    effect.4=100,BREAK,7,

    [EFFECTS.4]
    ; System = Hydraulics Reservoir
    effect.0=10,LIBRARY,fx_fuelleak_m,
    effect.1=60,LIBRARY,fx_intsmoke,
    effect.2=95,LIBRARY,fx_airexpl_m,
    effect.3=100,BREAK,,

    [EFFECTS.5]
    ; System = Pilot
    effect.0=15,LIBRARY,fx_pilwound,
    effect.1=60,LIBRARY,fx_pilwound,
    effect.2=95,LIBRARY,fx_pilkill,
    effect.3=100,DEATH,,

    [EFFECTS.6]
    ; System = Radio
    effect.0=95,LIBRARY,fx_smkpuff_s,
    effect.1=100,BREAK,,

    [EFFECTS.7]
    ; System = Center Fuel Tank
    effect.0=10,LIBRARY,fx_fuelleak_s,
    effect.1=60,LIBRARY,fx_gastank_l,
    effect.2=95,LIBRARY,fx_airexpl_s,
    effect.3=100,BOMB,,

    [EFFECTS.8]
    ; System = Fuselage Structure
    effect.0=10,LIBRARY,fx_oilleak_s,
    effect.1=30,LIBRARY,fx_engfire_s,
    effect.2=60,LIBRARY,fx_engfire_m,
    effect.3=95,LIBRARY,fx_airexpl_l,
    effect.4=100,BREAK,,

    [EFFECTS.9]
    ; System = Rudder Cntrl Cable
    effect.0=95,LIBRARY,fx_smkpuff_s,
    effect.1=100,BREAK,,

    [EFFECTS.10]
    ; System = Bomb Release
    effect.0=95,LIBRARY,fx_smkpuff_s,
    effect.1=100,BREAK,,

    [EFFECTS.11]
    ; System = Elevator Cntrl Cable
    effect.0=95,LIBRARY,fx_smkpuff_s,
    effect.1=100,BREAK,,

    [EFFECTS.12]
    ; System = Port Wing Structure
    Location = -0.698,-0.355,-0.676
    effect.0=10,LIBRARY,fx_smkpuff_s,
    effect.1=30,LIBRARY,fx_intsmoke,
    effect.2=60,LIBRARY,fx_wingfire,
    effect.3=95,LIBRARY,fx_airexpl_s,
    effect.4=100,BREAK,1,

    [EFFECTS.13]
    ; System = Port Fuel Tank
    Location = -2.644,-0.505,-0.014
    effect.0=10,LIBRARY,fx_fuelleak_s,
    effect.1=60,LIBRARY,fx_gastank_m,
    effect.2=95,LIBRARY,fx_airexpl_l,
    effect.3=100,BOMB,,
    effect.4=30,LIBRARY,fx_fuelleak_s,
    effect.5=60,LIBRARY,fx_gastank_l,
    effect.6=95,LIBRARY,fx_airexpl_s,
    effect.7=100,BOMB,,

    [EFFECTS.14]
    ; System = Port Flap
    effect.0=95,LIBRARY,fx_smkpuff_s,
    effect.1=100,BREAK,,

    [EFFECTS.15]
    ; System = Port Ail. Cntrl Cable
    effect.0=95,LIBRARY,fx_smkpuff_s,
    effect.1=100,BREAK,,

    [EFFECTS.16]
    ; System = Port Gear
    effect.0=95,LIBRARY,fx_smkpuff_m,
    effect.1=100,BREAK,,

    [EFFECTS.17]
    ; System = Port Wing Tip Structure
    Location = 0.647,-0.355,-0.676
    effect.0=10,LIBRARY,fx_smkpuff_s,
    effect.1=30,LIBRARY,fx_wingfire,
    effect.2=60,LIBRARY,fx_engfire_m,
    effect.3=95,LIBRARY,fx_airexpl_m,
    effect.4=100,BREAK,4,

    [EFFECTS.18]
    ; System = Port Aileron
    effect.0=95,LIBRARY,fx_smkpuff_s,
    effect.1=100,BREAK,,

    [EFFECTS.19]
    ; System = Starboard Wing Structure
    Location = -5.929,0.11,-0.523
    effect.0=10,LIBRARY,fx_smkpuff_s,
    effect.1=30,LIBRARY,fx_engfire_s,
    effect.2=60,LIBRARY,fx_wingfire,
    effect.3=95,LIBRARY,fx_airexpl_s,
    effect.4=100,BREAK,2,

    [EFFECTS.20]
    ; System = Starboard Fuel Tank
    Location = 2.377,-0.509,-0.01
    effect.0=10,LIBRARY,fx_fuelleak_s,
    effect.1=60,LIBRARY,fx_gastank_l,
    effect.2=95,LIBRARY,fx_airexpl_l,
    effect.3=100,BOMB,,
    effect.4=10,LIBRARY,fx_fuelleak_s,
    effect.5=60,LIBRARY,fx_gastank_s,
    effect.6=95,LIBRARY,fx_airexpl_m,
    effect.7=100,BOMB,,

    [EFFECTS.21]
    ; System = Starboard Flap
    effect.0=95,LIBRARY,fx_smkpuff_m,
    effect.1=100,BREAK,,

    [EFFECTS.22]
    ; System = Starboard Ail. Cntrl Cable
    effect.0=95,LIBRARY,fx_smkpuff_s,
    effect.1=100,BREAK,,

    [EFFECTS.23]
    ; System = Starboard Gear
    effect.0=95,LIBRARY,fx_smkpuff_s,
    effect.1=100,BREAK,,

    [EFFECTS.24]
    ; System = Starboard Wing Tip Structure
    Location = 5.932,0.121,-0.541
    effect.0=10,LIBRARY,fx_smkpuff_s,
    effect.1=30,LIBRARY,fx_intsmoke,
    effect.2=60,LIBRARY,fx_wingfire,
    effect.3=95,LIBRARY,fx_airexpl_m,
    effect.4=100,BREAK,5,

    [EFFECTS.25]
    ; System = Starboard Aileron
    effect.0=95,LIBRARY,fx_smkpuff_m,
    effect.1=100,BREAK,,

    [EFFECTS.26]
    ; System = Tail (fwd) Structure
    Location = -0.004,0.035,-4.674
    effect.0=95,LIBRARY,fx_smkpuff_s,
    effect.1=100,BREAK,,

    [EFFECTS.27]
    ; System = Tail Gun
    effect.0=15,LIBRARY,fx_pilwound,
    effect.1=60,LIBRARY,fx_pilwound,
    effect.2=95,LIBRARY,fx_pilkill,
    effect.3=100,BREAK,,

    [EFFECTS.28]
    ; System = Tail (rear) Structure
    effect.0=10,LIBRARY,fx_smkpuff_s,
    effect.1=30,LIBRARY,fx_intsmoke,
    effect.2=40,LIBRARY,fx_wingfire,
    effect.3=95,LIBRARY,fx_airexpl_s,
    effect.4=100,BREAK,3,

    [EFFECTS.29]
    ; System = Rudder
    effect.0=95,LIBRARY,fx_smkpuff_s,
    effect.1=100,BREAK,13,

    [EFFECTS.30]
    ; System = Port Elevator
    effect.0=95,LIBRARY,fx_smkpuff_s,
    effect.1=100,BREAK,11,

    [EFFECTS.31]
    ; System = Starboard Elevator
    effect.0=95,LIBRARY,fx_smkpuff_m,
    effect.1=100,BREAK,12,

    [EXTRA.0]
    location=0.43, -0.495, 1.4
    effect=FX_exhsmoke_long_KH

    [EXTRA.1]
    location=-0.43, -0.495, 1.4
    effect=FX_exhsmoke_long_KH


    [GUNSTATIONS]
    ; Type 97 7.7mm Machine Guns
    gunstation.0=0,45,1,0.06,750,2,0.01,600,0,40,1d1*1 1,0.000,0.597,1.868,-0.17916,0,0.00000,0,0,0,0,0.4
    ; Gunner Tail Type 92 7.7mm Machine Guns
    gunstation.1=1,57,2,0.06,750,2,0.01,600,0,40,1d1*1 1,0,0.85,-2.6,-10,0,179,-70,70,75,-20,0.4
    ; Bomb Release
    gunstation.2=3,20,8,0,0,0,0,0,0,0,0,0.000,0.000,0. 000,0.000,0.000,0.000,0,0,0,0,0
    ; Bomb Release
    gunstation.3=5,20,32,0,0,0,0,0,0,0,0,0.000,0.000,0 .000,0.000,0.000,0.000,0,0,0,0,0

    [guns.0]
    gun.0=680,-0.120,0.000,0.700,0,0,1,680
    gun.1=680,0.120,0.000,0.700,0,0,1,680

    [guns.1]
    gun.0=680,-0,0.021,-0.684,0,0,1,680
    gun.1=680,0,0.021,-0.684,0,0,1,1,680

    [guns.2]
    gun.0=3,0,0,0,0,0,0,0

    [guns.3]
    gun.0=1,0,0,0,0,0,0,0


    [HARDPOINTS]
    mount.0=-0.075, 0.0, -0.27 // B5N bombrail

    mount.1=0.11,-0.0, -0.4 // 250kg pylon fwd
    mount.2=0.55, 0.0, -1.3 // 250kg pylon aft

    mount.3=0.22,-0.93,-0.1 // 250kg bomb fwd
    mount.4=0.65,-0.93,-1.0 // 250kg bomb aft

    mount.5=0.335, -0.985, 0.84 // 60kg bomb rail-mounted
    mount.6=0.0, -0.985, 0.84
    mount.7=0.335, -0.985, -0.46
    mount.8=0.0, -0.985, -0.46
    mount.9=0.335, -0.985, -1.7
    mount.10=0.0, -0.985, -1.7

    mount.11=0.0, 0.01, -0.4 // torp carrier
    mount.12=0.258, -1.005, 0.25 // torpedo type 91 kai-2

    mount.13=-0.05, 0.0, -0.535 // 800kg pylon
    mount.14=0.2, -0.974, -0.5 // 800kg AM bomb

    mount.15=0.335, -0.96, 1.02 // 30kg bomb rail-mounted
    mount.16=0.0, -0.96, 1.02
    mount.17=0.335, -0.96, -0.33
    mount.18=0.0, -0.96, -0.33
    mount.19=0.335, -0.96, -1.55
    mount.20=0.0, -0.96, -1.55

    [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.5=%payload_name.5%
    payload.6=%payload_name.6%
    payload.7=%payload_name.7%
    payload.8=%payload_name.8%
    payload.9=%payload_name.9%
    payload.10=%payload_name.10%
    payload.11=%payload_name.11%
    payload.12=%payload_name.12%
    payload.13=%payload_name.13%

    [PAYLOAD.0]
    ; Payload = Guns Only

    [PAYLOAD.1]
    ; Bombs Heavy 250Kg x 2 Salvo
    mount.1=wep_pylon_b5n_250, 1, 0
    mount.2=wep_pylon_b5n_250, 1, 0
    mount.3=wep_d4y2_250kg_gp, 1, 4
    mount.4=wep_d4y2_250kg_gp, 1, -1

    [PAYLOAD.2]
    ; Bombs Medium 60Kg x 3 Salvo
    mount.0=wep_pylon_b5n_60, 1, 0
    mount.5=wep_d4y2_60kg_gp, 1, -1
    mount.7=wep_d4y2_60kg_gp, 1, 5
    mount.9=wep_d4y2_60kg_gp, 1, 5

    [PAYLOAD.3]
    ; Bombs Light 30Kg x 3 Salvo
    mount.0=wep_pylon_b5n_60, 1, 0
    mount.15=wep_jp_30kg_ijn_bomb, 1, -1
    mount.17=wep_jp_30kg_ijn_bomb, 1, 15
    mount.19=wep_jp_30kg_ijn_bomb, 1, 15

    [PAYLOAD.4]
    ; Payload = Torpedo Type 91 kai-2
    mount.11=wep_pylon_b5n_torp, 1, 0
    mount.12=wep_torpedo_type91-kai2, 1, -1

    [PAYLOAD.5]
    ; Payload = Anti-shipping Armour Piercing
    mount.13=wep_pylon_b5n_800, 1, 0
    mount.14=wep_type99_800kg_ap, 1, -1

    [PAYLOAD.6]
    ;Bombs Light 30Kg x 6
    mount.0=wep_pylon_b5n_60, 1, 0
    mount.15=wep_jp_30kg_ijn_bomb, 1, -1
    mount.16=wep_jp_30kg_ijn_bomb, 1, 15
    mount.17=wep_jp_30kg_ijn_bomb, 1, -1
    mount.18=wep_jp_30kg_ijn_bomb, 1, 17
    mount.19=wep_jp_30kg_ijn_bomb, 1, -1
    mount.20=wep_jp_30kg_ijn_bomb, 1, 19

    [PAYLOAD.7]
    ; Bombs Medium 60Kg x 6
    mount.0=wep_pylon_b5n_60, 1, 0
    mount.5=wep_d4y2_60kg_gp, 1, -1
    mount.6=wep_d4y2_60kg_gp, 1, -1
    mount.7=wep_d4y2_60kg_gp, 1, -1
    mount.8=wep_d4y2_60kg_gp, 1, -1
    mount.9=wep_d4y2_60kg_gp, 1, -1
    mount.10=wep_d4y2_60kg_gp, 1, -1

    [PAYLOAD.8]
    ; Bombs Heavy 250kg x 1 60Kg x 6
    mount.0=wep_pylon_b5n_60, 1, 0
    mount.2=wep_pylon_b5n_250, 1, 0
    mount.4=wep_d4y2_250kg_gp, 1, -1
    mount.5=wep_d4y2_60kg_gp, 1, -1
    mount.6=wep_d4y2_60kg_gp, 1, 5
    mount.7=wep_d4y2_60kg_gp, 1, -1
    mount.8=wep_d4y2_60kg_gp, 1, 7
    mount.9=wep_d4y2_60kg_gp, 1, -1
    mount.10=wep_d4y2_60kg_gp, 1, 9

    [PAYLOAD.9]
    ; Bombs Light 30Kg x 6 Salvo
    mount.0=wep_pylon_b5n_60, 1, 0
    mount.15=wep_jp_30kg_ijn_bomb, 1, -1
    mount.16=wep_jp_30kg_ijn_bomb, 1, 15
    mount.17=wep_jp_30kg_ijn_bomb, 1, 15
    mount.18=wep_jp_30kg_ijn_bomb, 1, 15
    mount.19=wep_jp_30kg_ijn_bomb, 1, 15
    mount.20=wep_jp_30kg_ijn_bomb, 1, 15

    [PAYLOAD.10]
    ; Bombs Medium 60Kg x 6 Salvo
    mount.0=wep_pylon_b5n_60, 1, 0
    mount.5=wep_d4y2_60kg_gp, 1, -1
    mount.6=wep_d4y2_60kg_gp, 1, 5
    mount.7=wep_d4y2_60kg_gp, 1, 5
    mount.8=wep_d4y2_60kg_gp, 1, 5
    mount.9=wep_d4y2_60kg_gp, 1, 5
    mount.10=wep_d4y2_60kg_gp, 1, 5

    [PAYLOAD.11]
    ; Bombs Heavy 250kg x 1 60Kg x 6 Salvo
    mount.0=wep_pylon_b5n_60, 1, 0
    mount.2=wep_pylon_b5n_250, 1, 0
    mount.4=wep_d4y2_250kg_gp, 1, -1
    mount.5=wep_d4y2_60kg_gp, 1, 4
    mount.6=wep_d4y2_60kg_gp, 1, 4
    mount.7=wep_d4y2_60kg_gp, 1, 4
    mount.8=wep_d4y2_60kg_gp, 1, 4
    mount.9=wep_d4y2_60kg_gp, 1, 4
    mount.10=wep_d4y2_60kg_gp, 1, 4

    [PAYLOAD.12]
    ; Bombs Heavy 250kg x 1 Sngl 60Kg x 6 Salvo
    mount.0=wep_pylon_b5n_60, 1, 0
    mount.2=wep_pylon_b5n_250, 1, 0
    mount.4=wep_d4y2_250kg_gp, 1, -1
    mount.5=wep_d4y2_60kg_gp, 1, -1
    mount.6=wep_d4y2_60kg_gp, 1, 5
    mount.7=wep_d4y2_60kg_gp, 1, 5
    mount.8=wep_d4y2_60kg_gp, 1, 5
    mount.9=wep_d4y2_60kg_gp, 1, 5
    mount.10=wep_d4y2_60kg_gp, 1, 5

    [PAYLOAD.13]
    ; Payload = Gift From Emperor Hirohito
    mount.13=wep_pylon_b5n_800, 1, 0
    mount.14=wep_b6n_500kg_bomb, 1, -1

    [MISC_DATA]
    unit_family=2
    category=4
    allegiance=4
    max_group_size=8
    min_speed=240
    cruise_speed=290
    max_speed=435
    min_alt=50
    cruise_alt=5121
    max_alt=7681
    entered_service=12/1/38
    crew=3

    [STRINGS]
    "box_name.0"=Aircraft
    "box_name.1"=Nose
    "box_name.2"=Fuselage
    "box_name.3"=Pilot
    "box_name.4"=Port Wing
    "box_name.5"=Port Wing Tip
    "box_name.6"=Starboard Wing
    "box_name.7"=Starboard Wing Tip
    "box_name.8"=Tail (fwd)
    "box_name.9"=Tail (aft)
    "box_name.10"=Port Horz Stab
    "box_name.11"=Vert Stab
    "box_name.12"=Starboard Horz Stab
    "system_name.0"=Aircraft
    "system_name.1"=Nose Structure
    "system_name.2"=Oil Reservoir
    "system_name.3"=Engine
    "system_name.4"=Hydraulics Reservoir
    "system_name.5"=Pilot
    "system_name.6"=Radio
    "system_name.7"=Center Fuel Tank
    "system_name.20"=Starboard Fuel Tank
    "system_name.13"=Port Fuel Tank
    "system_name.8"=Fuselage Structure
    "system_name.9"=Rudder Cntrl Cable
    "system_name.10"=Bomb Release
    "system_name.32"=Bomb
    "system_name.11"=Elevator Cntrl Cable
    "system_name.12"=Port Wing Structure
    "system_name.14"=Port Flap
    "system_name.15"=Port Ail. Cntrl Cable
    "system_name.16"=Port Gear
    "system_name.17"=Port Wing Tip Structure
    "system_name.18"=Port Aileron
    "system_name.19"=Starboard Wing Structure
    "system_name.21"=Starboard Flap
    "system_name.22"=Starboard Ail. Cntrl Cable
    "system_name.23"=Starboard Gear
    "system_name.24"=Starboard Wing Tip Structure
    "system_name.25"=Starboard Aileron
    "system_name.26"=Tail (fwd) Structure
    "system_name.28"=Tail (rear) Structure
    "system_name.30"=Port Elevator
    "system_name.31"=Starboard Elevator
    "system_name.29"=Rudder
    "system_name.27"=Tail Gun
    "system_name.33"=Torpedo
    "payload_name.0"=Guns Only
    "payload_name.1"=Bombs Heavy 250Kg x 2 Salvo
    "payload_name.2"=Bombs Medium 60Kg x 3 Salvo
    "payload_name.3"=Bombs Light 30Kg x 3 Salvo
    "payload_name.4"=Torpedo Type 91 x 1
    "payload_name.5"=Bombs Maximum 800Kg x 1
    "payload_name.6"=Bombs Light 30Kg x 6
    "payload_name.7"=Bombs Medium 60Kg x 6
    "payload_name.8"=Bombs Heavy 250kg x 1 60Kg x 6
    "payload_name.9"=Bombs Light 30Kg x 6 Salvo
    "payload_name.10"=Bombs Medium 60Kg x 6 Salvo
    "payload_name.11"=Bombs Heavy 250kg x 1 60Kg x 6 Salvo
    "payload_name.12"=Bombs Heavy 250kg x 1 Sngl 60Kg x 6 Salvo
    "payload_name.13"=Gift From Emperor Hirohito

  2. #27
    Static/infrastructure ground based AI mg seems to consistently do the following (against a static player aircraft on the ground);

    Initially it fires in the default direction in it's gunstation, fires 1 second bursts of fire, and waits either 1 second or until the previous burst of fire is no longer being tracked, which could be up to 2s or more if this is changed in the gunstation, but won't pause for less than 1s if the flight/tracking time is less than 1s. So the average rate of fire is always less than 50% of the nominal/defined rate of fire, and by default with 2s bullet flight time, it will be firing at about 33% of it's nominal rate of fire unless the entire burst of fire is on target or hits the ground or something else which stops the bullets being tracked. When redefined as a cannon, it does exactly the same except that the very first shots it fires are on target. So the flight/tracking time can be used in combination with the firing rate to adjust the overall/sustained rate of fire by altering how long the AI gunner pauses (if he misses the target!) in between the 1 sec bursts of fire. Also shows that for the mg it can possibly be important which direction the gun is pointing if something happens to be in it's initial line of fire.

  3. #28
    Had a go at adding some gunstations to a building, with associated boxes, and then defining them as systems following the standard numbering for aircraft systems to see if CFS2 would treat them similarly and allow the guns to get knocked out. The systems don't seem to work as hoped though, but when I reverted back to not having the guns defined as systems, then CFS2 actually does a pretty good job of recognising that the guns are there and assigns damage to them as the building gets shot up. Attached pic shows the original LW_Guardtower_D1.dp boxes (2 concentric boxes) and what I tried out, Seems to work well, with the target being much harder to hit, and the 4 x gunners make it a much more interesting target to attack. I spent a fair bit of time shooting at it to try to get the boxes lined up with the visuals, but realised that the best/quickest was is to move a gunstation around and watch it fire at me, so that the tracer shows exactly where it is in relation to the image.
    Click image for larger version. 

Name:	LW_Guardtower_alternative_dp_boxes.jpg 
Views:	23 
Size:	70.5 KB 
ID:	89660

  4. #29
    RWills

    Back in 2008 Pen32win discovered that MG/light flak wouldn't track & continue to fire, as you describe.
    He discovered that adding a dummy flak gun (type 4) changes how the lighter flak operates, so they will track you and continue to fire. For some examples of how this can be applied, see my 87 days land-based flak mod, which also contains a text file with his original forum post
    http://www.sim-outhouse.com/sohforum...id=17&id=29366

  5. #30
    UT
    Thanks, yes, it's interesting how much a separate (flak) gunstation affects the mg. I had to temporarily remove the flak from the TAF_mg42 in order to get the mg to open fire on me while I was on the ground!

  6. #31
    Thanks for the information.

    I have changed all my aircraft to use gun velocity as ft/sec instead of m/sec as described by Caleb Flerk's excellent gun tutorial. The reason is that US is still not using metric system. I also like the way how the bullet behaves with this setting. Basically it is the fifth number, I multiply that by 3.281 (changing from m/sec to ft/sec). This is my personal preference, this is what the the guns seem to behave in IL-2.

    I have also discovered that a lot of the aircraft have the wrong size for the DP boxes or damage values. Some are off by a factor of 3X. Some have the DP boxes shifted by 10 ft. You have to aim in front or behind the aircraft. This is the reason why it is hard to shoot down.

    I have just discovered how to find the correct size of the DP boxes by using ModelConverterX to convert the MDL file into a FDFS FSC file. If you don't have the FSDS program, you can download a trial version of the program. This trial version is fully functional except you can not use it to create an aircraft. You can get the dimension of the aircraft in 3 different views. The aircraft's DP boxes are in meters (not ft). The output from ModelConverterX is in meters. You can create your own DP boxes based on the 3 views display in FSDS.

    You can use DPEDIT to create your own DP file for the aircraft. I would use a stock A6M2 aircraft as reference (11 DP boxes). After you have created the correct DP boxes. I would raise/lower the damage values based on the stock A6M2. These are some of the values that I used in my aircraft.

    CFS2 ZERO based on 500 (harder to bring down)

    system.0=%system_name.0%,500,0
    system.1=%system_name.1%,221,2
    system.2=%system_name.2%,400,3
    system.3=%system_name.3%,110,7
    system.4=%system_name.4%,100,45
    system.5=%system_name.5%,83,8
    system.6=%system_name.6%,27,9
    system.7=%system_name.7%,110,10
    system.8=%system_name.8%,500,18
    system.9=%system_name.9%,27,19
    system.10=%system_name.10%,83,20
    system.11=%system_name.11%,83,22
    system.12=%system_name.12%,500,23
    system.13=%system_name.13%,120,15
    system.14=%system_name.14%,221,47
    system.15=%system_name.15%,138,25
    system.16=%system_name.16%,27,26
    system.17=%system_name.17%,166,27
    system.18=%system_name.18%,210,28
    system.19=%system_name.19%,138,29
    system.20=%system_name.20%,500,30
    system.21=%system_name.21%,120,12
    system.22=%system_name.22%,221,48
    system.23=%system_name.23%,138,32
    system.24=%system_name.24%,27,33
    system.25=%system_name.25%,166,34
    system.26=%system_name.26%,210,35
    system.27=%system_name.27%,138,36
    system.28=%system_name.28%,500,37
    system.29=%system_name.29%,500,38
    system.30=%system_name.30%,221,41
    system.31=%system_name.31%,166,39
    system.32=%system_name.32%,166,40

    CFS2 ZERO based on 443 (slightly easier to bring down)

    system.0=%system_name.0%,443,0
    system.1=%system_name.1%,221,2
    system.2=%system_name.2%,332,3
    system.3=%system_name.3%,110,7
    system.4=%system_name.4%,100,45
    system.5=%system_name.5%,83,8
    system.6=%system_name.6%,27,9
    system.7=%system_name.7%,110,10
    system.8=%system_name.8%,443,18
    system.9=%system_name.9%,27,19
    system.10=%system_name.10%,83,20
    system.11=%system_name.11%,83,22
    system.12=%system_name.12%,443,23
    system.13=%system_name.13%,120,15
    system.14=%system_name.14%,221,47
    system.15=%system_name.15%,138,25
    system.16=%system_name.16%,27,26
    system.17=%system_name.17%,166,27
    system.18=%system_name.18%,166,28
    system.19=%system_name.19%,138,29
    system.20=%system_name.20%,443,30
    system.21=%system_name.21%,120,12
    system.22=%system_name.22%,221,48
    system.23=%system_name.23%,138,32
    system.24=%system_name.24%,27,33
    system.25=%system_name.25%,166,34
    system.26=%system_name.26%,166,35
    system.27=%system_name.27%,138,36
    system.28=%system_name.28%,443,37
    system.29=%system_name.29%,443,38
    system.30=%system_name.30%,221,41
    system.31=%system_name.31%,166,39
    system.32=%system_name.32%,166,40

    CFS2 ZERO based on 400

    system.0=%system_name.0%,400,0
    system.1=%system_name.1%,221,2
    system.2=%system_name.2%,300,3
    system.3=%system_name.3%,110,7
    system.4=%system_name.4%,100,45
    system.5=%system_name.5%,83,8
    system.6=%system_name.6%,27,9
    system.7=%system_name.7%,110,10
    system.8=%system_name.8%,400,18
    system.9=%system_name.9%,27,19
    system.10=%system_name.10%,83,20
    system.11=%system_name.11%,83,22
    system.12=%system_name.12%,400,23
    system.13=%system_name.13%,120,15
    system.14=%system_name.14%,221,47
    system.15=%system_name.15%,138,25
    system.16=%system_name.16%,27,26
    system.17=%system_name.17%,166,27
    system.18=%system_name.18%,150,28
    system.19=%system_name.19%,138,29
    system.20=%system_name.20%,400,30
    system.21=%system_name.21%,120,12
    system.22=%system_name.22%,221,48
    system.23=%system_name.23%,138,32
    system.24=%system_name.24%,27,33
    system.25=%system_name.25%,166,34
    system.26=%system_name.26%,150,35
    system.27=%system_name.27%,138,36
    system.28=%system_name.28%,400,37
    system.29=%system_name.29%,400,38
    system.30=%system_name.30%,221,41
    system.31=%system_name.31%,166,39
    system.32=%system_name.32%,166,40

    CFS2 ZERO based on 300

    system.0=%system_name.0%,300,0
    system.1=%system_name.1%,221,2
    system.2=%system_name.2%,250,3
    system.3=%system_name.3%,110,7
    system.4=%system_name.4%,100,45
    system.5=%system_name.5%,83,8
    system.6=%system_name.6%,27,9
    system.7=%system_name.7%,110,10
    system.8=%system_name.8%,300,18
    system.9=%system_name.9%,27,19
    system.10=%system_name.10%,83,20
    system.11=%system_name.11%,83,22
    system.12=%system_name.12%,300,23
    system.13=%system_name.13%,120,15
    system.14=%system_name.14%,221,47
    system.15=%system_name.15%,138,25
    system.16=%system_name.16%,27,26
    system.17=%system_name.17%,166,27
    system.18=%system_name.18%,100,28
    system.19=%system_name.19%,138,29
    system.20=%system_name.20%,300,30
    system.21=%system_name.21%,120,12
    system.22=%system_name.22%,221,48
    system.23=%system_name.23%,138,32
    system.24=%system_name.24%,27,33
    system.25=%system_name.25%,166,34
    system.26=%system_name.26%,100,35
    system.27=%system_name.27%,138,36
    system.28=%system_name.28%,300,37
    system.29=%system_name.29%,300,38
    system.30=%system_name.30%,221,41
    system.31=%system_name.31%,166,39
    system.32=%system_name.32%,166,40
    Last edited by AcWai; February 14th, 2023 at 09:13.

  7. #32
    Some of the trees also have dp boxes that are quite a bit larger than the tree - which means that you can hit them when flying low (especially if they are around airfields!), and also the oversized dp box protects other ground objects that they are placed near. -

    The LW_Boabab_tree_D1, for example, has a dp box that extends 17m above the ground, but the tree is actually around 10m high -

    dp boxes for LW_Boabab_tree_D1;
    [BOXES]
    box.0=%box_name.0%,-4.00,11.50,-4.00,4.00,17.00,4.00
    box.1=%box_name.1%,-1.92,0.00,-1.66,1.89,11.50,1.55

    The tree is more like;
    [BOXES]
    box.0=%box_name.0%,-2.50,6.51,-2.50,2.50,10.00,2.50
    box.1=%box_name.1%,-1.5,0.00,-1.5,1.5,6.50,1.5

  8. #33
    SOH-CM-2023 Deathwind's Avatar
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    Quote Originally Posted by RWILLS View Post
    Some of the trees also have dp boxes that are quite a bit larger than the tree - which means that you can hit them when flying low (especially if they are around airfields!), and also the oversized dp box protects other ground objects that they are placed near. -

    The LW_Boabab_tree_D1, for example, has a dp box that extends 17m above the ground, but the tree is actually around 10m high -

    dp boxes for LW_Boabab_tree_D1;
    [BOXES]
    box.0=%box_name.0%,-4.00,11.50,-4.00,4.00,17.00,4.00
    box.1=%box_name.1%,-1.92,0.00,-1.66,1.89,11.50,1.55

    The tree is more like;
    [BOXES]
    box.0=%box_name.0%,-2.50,6.51,-2.50,2.50,10.00,2.50
    box.1=%box_name.1%,-1.5,0.00,-1.5,1.5,6.50,1.5

    I don't think I've crashed into any trees yet by flying over top them but ships I have. I'd say about every dp in the stock game any many add ons have off dp's. Trees I notice people have way to many hit points allotted to trees. I think around 150000 or so can't remember but I set mine at around 700 and updated the effects so they can be set on fire etc. People rely to much on dust as an effect but i want to see something purty.

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