CFS2 Perma-stickied help / problem / tweaking thread

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.
 
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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
 
Dumbing down AA accuracy...

Good evening,

In certain specific .dp files, how do I "dumb down" the AA accuracy so that they don't chew up aircraft formations with such regularity? What numbers am I looking for, and how do I adjust them?
 
DP for AA

Rami,

This site should give a few useful pointers:

http://www.hans-egebo.dk/Tutorial/damtut.htm

Depending on what parameters you want to change you will get varying effectiveness from the AA. Reducing the damage dice in the gunstation will make the AA less effective. So will reducing the rounds per minute and the time alive. You could also limit the number of rounds in the guns entry.
 
Reply...

Ravenna,

Thanks, this is specifically referring to .dp files for AA guns and one ship .dp file. :encouragement:
 
I remember something about change the gun to use "Cannon" in the Trigger and Spec boxes but this applied to bombers.
 
Ravenna,

Thanks, this is specifically referring to .dp files for AA guns and one ship .dp file. :encouragement:

Yep, that was understood in my reply above. The gunstations section in the AA DP has various relevant parameters.

Here's an example from one of the WWI AA DPs:
[GUNSTATIONS]
gunstation.0=4,-1,1,10.00,1127.76,60,0.08,4000,0,100,1d1*50,0,0,0,0,0,0,-180,180,80,-10,8

;range=4 Km (2.5 miles)

[guns.0]
gun.0=1800,0,2.4036,1.1808,0,0,1



[MISC_DATA]
unit_family=4
category=29
allegiance=1

Another parameter you could change is the angle or field of fire for the gun/s and limit the area covered by facing the AA gun in a direction which doesn't cover all of the oncoming "traffic".
 
Everything Ravenna said.

The sim treats everything as a machine gun bullet, & only tracks it for 2 seconds. So "real world" muzzle velocities won't give Heavy AA the reach it needs, but speeding up the bullet makes them super-accurate.

The only other thing I would add to Ravenna's comments would be to tweak the angle-off:

[guns.0]
gun.0=1800,0,2.4036,1.1808,0,0,1

change to:

[guns.0]
gun.0=1800,0,2.4036,1.1808,+0.5,-0.5,1 or similar

This means the initial rounds will be high(+) or low(-), or starboard (+) or port (-) of the target's real position. The AI will try to compensate, & as the range decreases & the angle off error distance reduces, eventually it will get onto target, but this buys you engagement time.

I use this quite often for bomber guns, my rule of thumb is adjust both for hand-held weapons, & one or the other for turretted weapons.

Also I would checks the time between rounds.

[GUNSTATIONS]
gunstation.0=4,-1,1,10.00,1127.76,60,0.08,4000,0,100,1d1*50,0,0,0, 0,0,0,-180,180,80,-10,8

as too often these are theoretical rates of fire, & flak guns in particular would not operate at these rates all the time (they wait for the first rounds to burst & correct the barrage).

Also don't forget many light weapons are clip fed, so sustained rates of fire are far short of the values often quoted. ie increased time between rounds. eg JAP 25mm auto actual engagement RoF was 225 - 250 rpm, far short of the guns capability, mainly because of the clip feed issue.
 
Reply...

Thanks guys,

I am slowly but surely working my way through some remaining hurdles before the packages are ready to release. When I get to this point, if I have any other questions, I will certainly ask. :mixed-smiley-010:

I appreciate the feedback and instruction!
 
IIRC I've posted this before, these are my notes for adjusting (most) WW2 Flak gun values. Some may find it useful.
 
Great little resource. Thanks Uncle!

The time between rounds you highlighted is a very useful operator. I've been increasing it gradually in Robert John's Maxim Flak14 Cannon ( soon to be released in the Flanders Pack) and leaving the tweaked angle off as a constant. Flying the same mission, with height heading and no evasive flying I end up being bracketed with 37mm rounds but each increase in the time between rounds buys me more time before being hit. Because this weapon is belt fed the increase in time between rounds is limited. The Maxim's rof was 300 rpm or 5 seconds between rounds, so even allowing for change of belt/drum the rate would be sustained when there is whole battery of guns.
Decreasing the rof to 7 seconds between rounds and increasing the angle off to +0.7, -0.7 bought me an extra 30 seconds. As I was the only target I assume that a large formation would have an increased chance of survival.
 
Just to add one more log to the wood pile...Pen did some rather extensive work on the *.dp files for land based AA fire. He literally spent hours in the sim pulling information as to what is actually going on in CFS2. The revised files are included in the AF_AA_Pak2.zip. Spend a little time going through the readme. It's pretty informative.

There's another *.zip with his ship *.dp files. (forget the name ATM) The parameters in these (IMHO), are a great improvement compared to the stock iterations. :untroubled:
 
Dumb (I think) airfile question...

Good evening,

Dumb airfile question....if you are flying an aircraft that in real life does not have a retractable landing gear but does in the sim, how do you correct this? :dizzy:
 
The air file should have these entries

Section 1004 Landing Gear

*type of gear =0
cycle time left main= 0.0
cycle time right main= 0.0
cycle time nose/tail= 0.0
 
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