More Nuggets.....
I got into some deeper archives - This may be repeating info you already know, but it bears repeating for our newer members to file away...:
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Doing DP weapon work and trying to figure out the numbers. I searched around for a listing but could not find it. I thought it would be good to have a list/guide for easy checks and weapon functions.
I thank Pen32 and Talos2005 for some of the info. I did research also.
Basically no matter what you want to call your weapon or what ever you make it look like it will always do/follow what the number represents.
Lets try to add on to the list. Addition/Removal of data and corrections welcome! Stay on topic.
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Weapon_type=1 (small bomb) - 30lb, 100lb, 250lb, 30kg, 60kg all uses the small FX.
Weapon_type=2 (medium bomb) - 500lb, 250kg uses the medium FX.
Weapon_type=3 (large bomb) - 1000lbm 2000lb, 800kg uses the large FX.
Weapon_type=4 (large bomb, same as above)
Weapon_type=5 (rocket)
Weapon_type=6 (rocket)
Weapon_type=7 (rocket)
Weapon_type=8 (timed rocket) - 8 seconds
Weapon_type=9 (torpedo) - MK13, seems to be for lighter torps.
Weapon_type=10 (torpedo) - Type91, seems to be for heavier torps.
Weapon_type=11 (???)
Weapon_type=12 (???)
Weapon_type=13 (???)
Weapon_type=14 (???)
Weapon_type=15 (Tank) - Jap 330litre, Jap 200litre, corsair/hellcat/lightning tanks, most picked.
Weapon_type=16 (Tank) - US 200 gallon.
Weapon_type=17 (Tank) - US 150 gallon.
Weapon_type=18 (???)
Weapon_type=19 (???)
Weapon_type=20 (Pylons, Pods, Parts) Used for rocket pods, various pylons and SID pilot.
Weapon_type=??? Not sure how far it goes.
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All weapons are....
unit_family=4
category=37
They also use...
max_weight=
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All you need to do is alter the weight in the .dp (OBJECTS_DP)
Example: wep_us_2000lb_gp.dp (stock CFS2 item)
[BOXES]
box.0=%box_name.0%,-1.26,-0.08,-2.74,1.26,5.76,2.74
[SYSTEMS]
system.0=%system_name.0%,2000,21
[BOXMAPS.0]
; Box = bomb_0
boxmap.0=100,21
[EFFECTS.0]
; System = bomb
effect.0=10,LIBRARY,fx_fuelleak_s,
effect.1=30,LIBRARY,fx_oilleak_m,
effect.2=50,LIBRARY,fx_fuelleak_m,
effect.3=95,LIBRARY,fx_airexpl_l,
effect.4=100,BOMB,,
[GUNSTATIONS]
gunstation.0=3,21,8,0.00,0,0,0,0,0,0,1d1*20000,0,0 ,0,0,0,0,0,0,0,0,32000
[guns.0]
gun.0=1,0,0,0,0,0,0
[MISC_DATA]
unit_family=4
category=37
max_weight=909 (this appears to be in Kg.) <<<<<<<<<<<<<<<<<
weapon_type=4
[STRINGS]
"box_name.0"=bomb_0
"system_name.0"=Bomb
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Changing the weight to "9" would allow you to sling a pair of these 2000lb monsters onto the O-1F Birddog (Cessna) & take off with no trouble at all.
The plane will perform as though it had a 9KG bomb under each wing.
Found this out when I slung a torpedo under a Zero just for fun. (flight performance suffered badly until the torp. weight was changed)
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...all of the system parts with the higher numbers are the ones to focus on. Anything with mid to high five figures is sure to profoundly harden a target and delay its destruction. By reducing these higher values by 75% or whatever you think is appropriate, you will essentially achieve the same effect as pre-damaging in MB, but without having to contend with MB's temperament. Plus, as i said before, the item's strength is permanently reduced for any application in new missions or as substitutions in existing missions.
Another correlating factor that plays into this is the damage dice of your weapons used against the target. Every bomb, torpedo and rocket dp has a damage dice imbedded into its gunstation that determines how many hitpoints it will deliver against the lifepoints of the individual systems in a target. For example, this highlighted red portion is the standard dice for all of my 1000lb bombs, regardless of the sources:
[GUNSTATIONS]
gunstation.0=3,21,8,0.00,0,0,0,0,0,0,>>>
7d7*40000 <<<,0,0,0,0,0,0,0,0,0,0,42000
The MS stock standard for this sized weapon is:
[GUNSTATIONS]
gunstation.0=3,21,8,0.00,0,0,0,0,0,0,>>> 1d1*10000 <<<,0,0,0,0,0,0,0,0,0,0,16000
First, 10000 hitpoints is not my idea of a 1000lb high explosive weapon in CFS2. Secondly, the parameter of
7d7* builds a random effectiveness factor into the detonation, as opposed to the straightforward predictability of using 1d1* parameter. A 1d1* setup will always detonate with the same range, magnitude and collateral effect. A
7d7* setup will surprise you with random results; one hard target will take two direct hits to destroy and another just one; a set of "hard" hangars will take collateral damage from a near miss and burn in one case, while another similar near miss does nothing but produce smoke and dust....i like that idea.
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....Did you do a similar change for the 500 lb and smaller weapons to include rockets?...
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Yep....none of my weapon dices are stock. Even my add-on weaps are changed likewise. And in making these types of mods, i pretty much used the
7d7* param in all weaps no matter the type in order to keep the randomness factor involved. But the numerical hit points i did vary depending on the size and type. I won't bother to post any more examples on other types here because i think any reader can now understand the relational methodology and make these mods according to their own preferences. Its your thing, do whatcha wanna do...
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Interesting....
SC
