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Battle For Europe Problem

Easy enough. But just how tough do you want them? Don't want to make it impossible to shoot them do as they weren't invulnerable.

The two versions are not the same. The Alphasim P-47 has pretty high hit point values for the engine, wings and fuselage which would make it a tough bird. But the FDG2 version has fairly low values. Want to match the FDG2 version to the Alphasim toughness?

According to USAAF records only 0.7% of all P-47s in service during WWII did not return to base. Phenomenal record.
The JUG was a tough ole bird. The engine had increased armor, the pilot sat in a bullet resistant "bathtub" with a bulletproof plate behind his seat.
Basically the only weakness was in the oil cooling system.

The P-47 was legendary for its tough construction and large, armored cockpit. “Even with its complicated turbo supercharger system, its sturdy airframe and tough radial engine could absorb a lot of damage and still return home,” wrote historian Cornelius Ryan in “A Bridge Too Far.” “Some pilots readily chose to belly-land their burning Thunderbolts rather than risk bailing out; there are instances of P-47s crash-landing after being shot down, hitting trees and absorbing impacts severe enough to snap off wings, tail, and engine, while the pilot escaped with few or no injuries.” (https://nationalinterest.org/blog/t...icas-enemies-feared-the-p-47-still-fear-18145)
 
OK here you go guys - rugged P-47s. There are differences in how the designers structured their boxes and systems, but I'd say these are now about 95% matched to the Alphasim P-47s strength.

Thanks Capt Kurt!

I'll get these installed and test them out.

I'm busy changing the air files to match actual fuel capacities.
Changing the aircraft scalars to match performance.
Changing the dp files to match the stall, cruise, max speeds, ceilings, and round impacts and loads.
Many of our aircraft builders fudged on the number of rounds and impact numbers for various MGs.
I'm researching them and modifying them to match what I can find online.

Some gave too many rounds, some not enough rounds.
Some made cannons too robust and MGs not robust enough.
I hate shooting BBs out of an aircraft MG, even if they are overboard on how many BBs I get to shoot.
 
You've a big project then.

I expect you just misstated what you meant, but the stall, cruise, max speeds, ceilings are all in the .air file and to a lesser extent, the .cfg file, not the .dp

These are my go to references for gun dp values in case they might be valuable for you and save you some time on research.

View attachment dp gun values.zip
 
Devildog 73
How do you determine which objects are CFS 1 to remove?

They are marked with an *name in mdlnames.txt and are listed as such in descript.dat.
("AAA_gun"=*Antiaircraft Gun Large)(# AAA_gun Large antiaircraft gun battery (CFS1 object).)(aaa_gun.dp)
So, I open up the mdlnames & descript & objects_dp all at the same time and split the screen in thirds showing each one next to each other.

I then remove 10 at a time, 1st from objects, then descript, then mdlnames.
Once I delete 10 from each file, I delete all flielist.dat, *.cdp, and INDEX.
I then start CFS2, choose a plane in freeflight or a single mission.
I don't fly it, just start the sim and esc out once the engine starts.
Then, shut down CFS2, and do it all again until I have all CFS1 objects and references removed.
It takes hours to do it. CFS2 does NOT like when you remove more than 10 or so from each list.
I have to follow the exact same routine or I screw up.
Once you have ALL CFS1 stuff removed, go into scenedb\library\scenery folder and delete: scenery_cfs_library and the filelist.dat in there.
THAT is the final step.
NOW you are ready to install ALL of your CFS2 scenery files and objects without running into overloading descript and mdlnames.
 
You've a big project then.

I expect you just misstated what you meant, but the stall, cruise, max speeds, ceilings are all in the .air file and to a lesser extent, the .cfg file, not the .dp

These are my go to references for gun dp values in case they might be valuable for you and save you some time on research.

View attachment 75896

Actually, NO.

I did not know they were in air file for speeds, ceilings, etc..
I have looked for them in there before and never seem to find them.
 
Reply...

Devildog73,

I went through the readme and am changing several of the aircraft.

I am changing the older Akemi Fw-190 and Paul Rebuffat Bf-109 models to the Team Daedalus versions...

Team Daedalus FW190A-5 JG2: http://www.sim-outhouse.com/sohforums/local_links.php?action=jump&catid=54&id=18340

Team Daedalus FW190A-8R8 JG4: http://www.sim-outhouse.com/sohforums/local_links.php?action=jump&catid=54&id=18381

Messerschmitt Bf109G-6 12./JG26: http://www.sim-outhouse.com/sohforums/local_links.php?action=jump&catid=54&id=24739

Messerschmitt Bf109G-2 updates: http://www.sim-outhouse.com/sohforums/local_links.php?action=jump&catid=54&id=23378

Akemi Mizoguchi Focke-Wulf FW190D-9 Upgrade V2: http://www.sim-outhouse.com/sohforums/local_links.php?action=jump&catid=54&id=23594

Allied aircraft

DCC P-38J Lightning_update_with_fix: http://www.sim-outhouse.com/sohforums/local_links.php?action=jump&catid=52&id=25267

FDG2 P-51B Mustang 20th FG: http://www.sim-outhouse.com/sohforums/local_links.php?action=jump&catid=52&id=17507

FDG2 F6F Hellcat FAA skinpack ETO UT: http://www.sim-outhouse.com/sohforums/local_links.php?action=jump&catid=58&id=20872
 
Actually, NO.

I did not know they were in air file for speeds, ceilings, etc..
I have looked for them in there before and never seem to find them.

Hi DD

It's not that straight forward unfortunately. I REALLY wish it was. The game engine processes the values in the .air file and some in the .cfg files and then produces the performance of the aircraft in the game. Many, many different values go into it. Too many to just list here but it sounds like you have opened the .air files with AirEd. So you have seen how many individual values are involved to produce a plane flying in CFS2. Some values you can only see if you have a copy of AirWrench. With AirWrench you can input the desired speed, stall and climb numbers which then calculates the values you see when you open the .air file with AirEd. But even then AirWrench often does not result in the desired performance. CFS2 just is not that sophisticated so it requires a ton of hand editing and test, test, test to produce a finished set of flight files. :banghead:

The .dp is only for the damage profile of the aircraft, the type of aircraft, the date the aircraft entered service, nationality, the guns and other weapons, but no performance values.

Rami Nice to see the updated planes getting used!
 
Highpockets,
You are most welcome.

Rami and Captain Kurt,

Here is a screen shot of my map view in Battle For Europe.
I checked everything, INCLUDING putting the last entry from my pristine CFS2 OEM install airbase.dat.
[runway.236]
id=8050
name=Gasmata
base_lat=S6 15.77
base_lon=E150 20.22
base_alt=0
heading=223
allegiance=0
units_across=2
takeoff_start_pos=-400,0
takeoff_stop_pos=1600,200
landing_start_pos=5000,350
landing_touchdown_pos=500,0
landing_stop_pos=-250,0



The little "box", "arrow", "whatever at the bottom did not transfer to the post but it is there in the dat file in all of my installs.
 

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I am fortunate.
I have two computers.
My Windows 7 PC is for Mission Building because I cannot build under Windows 10.

When I fly the pristine CFS2 under Windows 7 and bring up the map view, ALL is well. All of the Japanese and US airfields are marked, just like the ETO below on the Windows 10 PC.

My Windows 10 is the more powerful and I fly quite a bit on it when my wife or I do not have school work to do or business.

Here is the map view as it should look: (from my Windows 10 PC)....
 

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Last edited:
Reply...

Rami,
Thanks for the updated aircraft.

Switching them out.......

:encouragement:

:very_drunk::very_drunk::very_drunk:

Devildog73,

Add this one to the list...

Messerschmitt Bf109K-4 updates: http://www.sim-outhouse.com/sohforums/local_links.php?action=jump&catid=54&id=23377
 
:banghead:

[Mission file error]
error=Unit 9339 needs to be a member of a formation
title=Battle for Europe (Allied) - Holland rodeo roundup
filename=C:\Users\Leland\ETO_BforE\Microsoft Combat Flight Simulator 2\CAMPAIGNS\Battle for Europe (Allied) 1

:banghead:
 
Hi Highpockets,

That was a AC that Allen did. Do a search for models by Allen and you should be able to find it.

Regards,
B24Guy
 
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