CFS2 Perma-stickied help / problem / tweaking thread

I have a rather bizzare problem with the Maryland...

Good morning,

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

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

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

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

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

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

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

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

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

Can anyone help me, please? :dizzy:
 
Ok Rami spill the beans , Your working on a new mission , Dr Strange Love , and your just practicing , droping Slim Pickens and a nuke
 
Reply...

Sarg,

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

Just goes to show you why mission testing, not just writing, has significance. :very_drunk:
 
Reply...

Roxanne-21,

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

And Sarg Willy - Slim Pickens stayed aboard so he could also star in Blazing Saddles.
 
Some minor Battle of France issues I can't seem to fix...

Hey guys,

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

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

Any ideas on how to correct these issues? :dizzy:
 
Here you go Andrew

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

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

UncleTgt,

Thank you very much! I am still at a loss about the other two issues though...:dizzy:
 
Andrew

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

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

Andrew

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

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

John,

I was just referring to the DFS and Ju-52 at this point. I will try that suggestion.
 
I don't quite know how to correct an issue I'm having. When shooting down the DFS 230 glider and the Ju-52 transport, they do not "count" as kills in the mission, even though you shoot them down....

I never thought about this before, but being that we're working with a dedicated combat flight sim where scoring depends on player performance against armed targets, there might be a code omission for crediting the destruction of non-combat aircraft, i.e. transports, in A2A actions.

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

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

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

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

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

Hope this helps,

B24Guy
 
Reply...

Hey guys,

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

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

Stay tuned...
 
Reply...

Bearcat and UncleTgt,

Confirmed. Changing the MISC_DATA section category from a "9" to a "2" did the trick. :encouragement:
 
Your right Rami, for some reason Changing the MISC_DATA section category from a "9" to a "2" did not work for me earlier.

Computer memory may not have cleaned out like I thought.

Glad it is fixed,

B24 Guy
 
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